This mutated, eyeless, heavily scaled orc holds a crude club in one arm, but her other arm is withered and useless.
Mutant Orc CR 7
AC 16, touch 9, flat-footed 15 (+4 armor, +1 Dex, +3 natural, –2 rage)
hp 100 (7d12+49); fast healing 5
Fort +11, Ref +3, Will +4
Defensive Abilities ferocity, improved uncanny dodge, trap sense +2; DR 1/—; Immune gaze attacks, radiation, sight-based attacks, and visual effects
When not raging, the mutant orc barbarian’s statistics are AC 18, touch 11, flat-footed 17;
hp 86; Fort +9, Will +2; Melee mwk club +16/+11 (1d6+7); Str 24, Con 18; CMB +14, CMD 25; Skills Climb +17, Swim +17.
Str 28, Dex 12, Con 22, Int 6, Wis 11, Cha 4
Base Atk +7; CMB +16; CMD 25
Feats Blind-Fight, Cleave, Power Attack, Toughness, Weapon Focus (club)
Skills Acrobatics +11 (+15 when jumping), Climb +19, Swim +19
Languages Common, Orc
SQ deformities (blind, useless arm), fast movement, mutations (armored, fast healing, sonar), weapon familiarity
One of the mutant’s arms is malformed and useless.
The mutant orc’s natural armor bonus to AC increases by 2. This ability can be taken multiple times.
The mutant orc has fast healing 5.
Organization solitary, pair, band (3–8), or tribe (9–30)
Treasure NPC gear (potion of bear’s endurance, potion of bull’s strength, potions of cure serious wounds , potion of lesser restoration, alchemist’s fire , tanglefoot bag, +1 studded leather, mwk club, amulet of natural armor +1, 15 gp)
When long-term exposure to radiation doesn’t result in a creature’s death, it often mutates the creature into a twisted version of itself. Some of these mutations can be advantageous to the creature; others are unquestionably a hindrance to it. In either case, mutants are plentiful where they band together into roving bands of loosely affiliated marauders, traveling the landscape in search of food, shelter, or whatever other things motivate their fractured and warped minds.
Pathfinder Campaign Setting: Numeria, Land of Fallen Stars © 2014, Paizo Inc.; Authors: Jim Groves and Russ Taylor.