Ogre Animal Handler

Ogre Fiendish CR 6
XP 2400
Chaotic Evil Large Humanoid
Sorcerer level 3 (skill points 6) -Sorcerer
(Abyssal )
Init 0; Senses Darkvision 60, Darkvision 60, Low-light Vision; Perception +5
DEFENSE
AC 15, Touch 10, flat footed 14 ( Armored Coat, Shield, none)
(+5 Natural, -1 size, +1 feats)
hp 62 (4d8+3d6+21+3+7);
Fort +8, Ref +2, Will +6
Damage reduction 5/ good, Resistance to cold and fire 10, Spell Resistance HD + 5 (max of 25)
OFFENSE
Speed 40
Melee
Single Attack Glaive-guisarme +7 (2d8+6) Bane
or Javelin +3 (1d8+4)
Full Attack
Glaive-guisarme +7 (2d8+6) Bane
or Javelin +3 (1d8+4) range 30
Space 10ft.; Reach 10
Special Attacks
Smite good 1 per day add extra damage = to HD total
Claws (Ex) Can grow claws (1d4 damage), at 5th considered magic, at 7th 1d6 damage 3/day +CHA bonus
Spells Known:

Sorcerer Spells
CL 3 Concentration 3
Level 0 (4) DC 10
Acid Splash(Conjuration)[Creation Acid ] X 3
V,S rng: Close 25ft + 5ft/2 levels CT: Dur: Instantaneous
SV None Area: One missile of acid Book: CRB
Description: Orb deals 1d3 acid damage.

Touch of Fatigue(Necromancy)[ ] X 2
V,S,M rng: Touch CT: Dur: 1 round/level
SV Fortitude negates Area: Creature touched Book:
Description: Touch attack fatigues target.

Level 1 (5) DC 11
Cause Fear(Necromancy)[Fear Mind-Affecting ] X 1
V,S rng: Close 25ft + 5ft/2 levels CT: Dur: 1d4 rounds or 1 round; see text
SV Will partial Area: One living creature with 5 or fewer HD Book: CRB
Description: The affected creature becomes frightened. If the subject succeeds on a Will save, it is shaken for 1 round. Creatures with 6 or more HD are immune to this effect. Cause fear counters and dispels remove fear.

Magic Missile(Evocation)[Force ] X 1
V,S,M,D/F rng: Medium 100ft + 10ft / level CT: Dur: Instantaneous
SV None Area: Up to five creatures, no two of which can be more than 15 ft. apart Book: CRB
Description: 1d4+1 damage; +1 missile per two levels above 1st (max 5).

Reduce Animal(Transmutation)[ ] X 1
V,S rng: Touch CT: Dur: 1 hour/level (D)
SV None Area: One willing animal of Small, Medium, Large or Huge size Book:

True Strike(Divination)[ ] X 1
V,F rng: Personal CT: Dur: See text
SV N/A Area: You Book: CRB
Description: +20 on your next attack roll.

STATISTICS
Str 19, Dex 10, Con 17, Int 10, Wis 10, Cha 11
Base Attack 4 CMB 9 ; CMD 20
Feats
Armour Prof Medium,
Combat Casting: +4 Concentration checks for Defensive casting,
Dodge: Add 1 to AC ,
Eschew Materials: Cast spells without material components,
Iron Will: +2 on will saves,
Martial Weap Prof,
Simple Weapon Proficiency,
Toughness: +3 Hit points or +1 per hit dice
Skills Appraise 0, Bluff 6, Climb 9, Fly 4, Intimidate 0, Know Arcana 0, Perception 5, Spellcraft 5, Use Magic Device 0
Languages Giant
ECOLOGY
Environment Temperate hills
Organization Solitary, Pair, Gang 3-4, Band 5-8
Treasure Standard
SPECIAL ABILITIES
Bloodline Abyssal When cast a Summoning subschool spell creatures summoned gain DR/good equal 1/2 level
Demon Resistances (Ex) Resist electricity 5, +2 save vs poison, at 9th electricity 10 and +4 poison
Eschew Materials Gives feat
Low-light Vision:A creature with low-light vision can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of dim light. It retains the ability to distinguish color and detail under these conditions.
MAGIC ITEMS (max value 3450)
+1 Armored Coat (1150gp)
Necklace of fireballs (type II) - (2700gp)
Potion of Blur 20% miss chance (300gp)
Wand of Charm animal - (750gp)
Wand of Hold person - (4500gp)
+1 (+1 special ability) Glaive-guisarme (8300gp)
Bane : Against a designated foe, enhancement bonus is +2 better and +2d6 points of damage. (+1 bonus)

Total Value = 17700