Orc Alchemist
CREATURE 2 +6; darkvision
Orcish
Acrobatics +7, Athletics +6, Crafting +9, Stealth +7
Str +2, Dex +3, Con +3, Int +3, Wis +0, Cha -1
Acid Flask (Lesser) (2), Alchemist's Fire (Lesser) (2), Bottled Lightning (Lesser) (2), Orc Knuckle Dagger, Elixir of Life (Minor) (2)
AC 17; Fort +9, Ref +9, Will +4
HP 30
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
25 feet
Melee Orc Knuckle Dagger +8 (agile, disarm), Damage 1d6+2 piercing
Melee Fist +7 (agile, finesse, nonlethal, unarmed), Damage 1d4+2 bludgeoning
Ranged Acid Flask +9 (splash, range increment 20 feet), Damage 1 acid plus 1d6 acid plus 1 acid
Ranged Alchemist's Fire +9 (splash, range increment 20 feet), Damage 1d8 fire plus 1 fire plus 1 fire
Ranged Bottled Lightning +9 (splash, range increment 20 feet), Damage 1d6 electricity plus 1 electricity
Pathfinder Adventure: The Fall of PlaguestoneOGL