Lord Nar
CREATURE 4 +9; darkvision
Common, Orcish
Athletics +13, Diplomacy +8, Intimidation +8
Str +5, Dex +2, Con +3, Int -1, Wis +1, Cha +0
AC 21; Fort +11, Ref +8, Will +9
HP 68
Ferocity
The monster is reduced to 0 HP.
The monster avoids being knocked out and remains at 1 HP, but its Wounded value increases by 1. When it is Wounded 3, it can no longer use this ability
30 feet
Melee +1 Greatclub +14 (backswing, shove), Damage 1d10+5 bludgeoning
Melee Fist +11 (agile, nonlethal, unarmed), Damage 1d4+5 bludgeoning
Melee Hatchet +10 (agile, sweep, thrown 10), Damage 1d6+5 slashing
No Escape
An adjacent foe moves away.
Lord Nar may move up to his speed but must end his move as close to the triggering creature as possible without entering the triggering creature's square.
Rage
Lord Nar flies into a rage that lasts 1 minute and grants him 8 temporary Hit Points, 4 additional damage with his listed attacks, and a -1 penalty to AC.
He cannot use actions that have the concentrate trait while raging, unless they also have the rage trait.
Once his rage ends, Nar cannot Rage again for 1 minute.
Pathfinder Adventure: The Fall of PlaguestoneOGL