Tanarukk Statistics (CR 2)Edit
Orc warrior 1
CE Medium outsider (native)
Init +0; Senses darkvision 60 ft.; Perception –1
AC 14, touch 11, flat-footed 14 (+1 natural armor, +3 armor)
hp 6 (1d10+1)
Fort +3, Ref +0, Will –1
Defensive Abilities ferocity, immunity to poison; acid, cold, electricity, and fire resistance 10; DR 5/magic, SR 13
Weaknesses light sensitivity
Speed 30 ft.
Melee claw +1 (2d4/x2), bite +1 (1d3), falchion +5 (2d4+4/18–20)
Ranged javelin +1 (1d6+3)
Special attacks smite good, Darkness 3/day
Str 19, Dex 15, Con 16, Int 9, Wis 10, Cha 10
Base Atk +1; CMB +4; CMD 14
Feats Weapon Focus (falchion)
Skills Climb +7, Intimidate +4, Knowledge (Dungeoneering) +3, Knowledge (the planes) +3, Swim +7
Languages Common, Orc, Abyssal
SQ weapon familiarity
Physical DescriptionEditThey appeared as short, stocky orcs with bristly hair, horns, or ridges along the sides of their heads. Tanarukks also had the distinctive smell of brimstone about them and in fact had a limited ability to manipulate fire.
The tanarukks originated as orc-demon crossbreeds in the region around Ugarit. However, years of dwelling on Lemurias led to them being regarded as a separate species, rather than simply as a subrace.
They were nasty, brutish and not terribly intelligent (despite being smarter than an average orc); they were, however, extremely dangerous fighters. In spite of their lack of personal magnetism, the tanarukks' instinctive ability to control flame led many to become sorcerers. More still could be found acting as muscle for cambions and other fiendish creatures.