Orc Alchemist
CREATURE 1 +6; darkvision
Common, Orcish
Acrobatics +6, Athletics +5, Crafting +8, Stealth +6
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 (Lesser) (2)
AC 17; Fort +8, Ref +8, Will +3
HP 20
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 +6 (agile, disarm), Damage 1d6+1 piercing
Melee Fist +5 (agile, unarmed), Damage 1d4+1 bludgeoning
Melee Acid Flask (Lesser) +7 (bomb, consumable, splash), Damage 1 acid plus 1d6 acid plus 1 acid
Melee Alchemist's Fire (Lesser) +7 (bomb, consumable, splash), Damage 1d8 fire plus 1 fire plus 1 fire
Melee Bottled Lightning (Lesser) +7 (bomb, consumable, splash), Damage 1d6 electricity plus 1 electricity
Pathfinder Society Scenario #1-05: Trailblazers' BountyOGL