Mark Chance
Boingy! Boingy!
It is difficult to separate fact from fiction in the life story of hell-spawned Orahk Shul. Whispered rumors claim his mother was a consort of Gruumsh himself, although this is doubtful. Orc storytellers chronicle Orahk's bloody service in One-Eye's armies locked in eternal war across blood-stained, infernal landscapes with the forces of Maglubiyet, lord of goblins. Those few who have seen Orahk astride his fiendish stallion find these tales easy to believe.
One event of Orahk's recent past is not disputed. His existence on Oerth was horribly confirmed when he single-handedly laid waste to Sanistil, an elfish thorp on the Sheldomar river near the Silver Wood. Agents of the Duke of Urnst and the King of Keoland tracked Orahk and his wake of destruction all the way to the Pomarj, but no farther. The Laughing Thunderer, as he is called among his own kind, vanished in the Drachensgrab Hills.
Rumors now say that Orahk has traveled northward to do battle in Iuz and the Horned Society. He seems to have no allegiance other than to Gruumsh and answers the call of war as he sees fit. Orahk appears on the field of battle without warning, fighting for one side or the other (or neither) as he desires, spreading fear and dealing death until sated.
Orahk Shul, Male Half-Fiend Orc Bar6/Clr7 (Gruumsh): CR 15; Medium-size Outsider (Evil, Chaotic) (6 ft. 1 in. tall); HD 6d12+18 (Bar) plus 7d8+21 (Clr); hp 115; Init +6; Spd 40 ft.; AC 19 (+2 Dex, +1 natural, +6 chain shirt) (touch 12, flat-footed 19); Atk +16/+11/+6 melee (1d8+4/crit 19-20/x3, +3 thundering shortspear), or +15/+10/+5 (1d6+2/x3 crit, +1 elf bane mighty [Str 12] composite shortbow); SA rage 2/day, spells, spell-like abilities, spontaneous casting, rebuke undead; SQ light sensitivity, uncanny dodge (Dex bonus to AC, can't be flanked), poison immunity, resistances 20 (acid, cold, electricity, fire); AL CE; SV Fort +13, Ref +6, Will +10; Str 13, Dex 14, Con 16, Int 13, Wis 16, Cha 10.
Note: If unarmed, Orahk can fight with claw and fang (2 claws +11 melee/1d4+1, bite +6 melee/1d6).
Skills: Climb +18, Concentration +10, Craft +7 (weaponsmith), Handle Animal +7, Heal +7, Intuit Direction +10, Knowledge (religion) +5, Listen +10, Ride +11, Scry +5, Spellcraft +5, Wilderness Lore +8. Feats: Craft Magic Arms and Armor, Improved Critical (shortspear), Improved Initiative, Mounted Combat, Trample, Weapon Focus (shortspear).
SA - Spell-like Abilities: blasphemy 1/day, contagion 1/day, darkness 3/day, desecrate 1/day, poison 3/day, unhallow 1/day, unholy aura 3/day, unholy blight 1/day.
Spells Prepared (6/5+1/4+1/3+1/1+1, base save DC = 13 + spell level): 0 - detect magic, guidance, mending, read magic, resistance (x2); 1st - bane, cause fear, cure light wounds, divine favor, endure elements*, sanctuary; 2nd - augury, bull's strength*, cure moderate wounds, endurance, summon monster II; 3rd - cure serious wounds, dispel magic, invisibility purge, magic vestment*; 4th - cure critical wounds, spell immunity*
* Domain Spells. Domains: Strength (feat of strength 1/day), War (Weapon Focus with deity's favored weapon).
Possessions: +2 moderate fortification chain shirt, +3 thundering shortspear, +1 elf bane mighty [Str 12] composite shortbow, +2 amulet of health, 4 potions of cure moderate wounds, bag of holding (type 2), horseshoes of a zephyr, ring of climbing (bonus included above), quiver with 20 masterwork arrows.
Ghoth, fiendish heavy warhorse: CR 3; Large Magical Beast; HD 4d10+12; hp 39; Init +1; Spd 35 ft. (50 ft. normal); AC 19 (-1 size, +1 Dex, +4 natural, +5 chainmail barding) (touch 10, flat-footed 18); Atk 2 hooves +7 melee (1d6+4), bite +2 melee (1d4+2); Face/Reach 5 ft. by 10 ft./5 ft.; SA smite good 1/day; SQ cold and fire resistance 10, scent, DR 5/+1, SR 8; AL NE; SV Fort +7, Ref +5, Will +2; Str 18, Dex 13, Con 17, Int 3, Wis 13, Cha 6.
Skills: Listen +7, Spot +7.
One event of Orahk's recent past is not disputed. His existence on Oerth was horribly confirmed when he single-handedly laid waste to Sanistil, an elfish thorp on the Sheldomar river near the Silver Wood. Agents of the Duke of Urnst and the King of Keoland tracked Orahk and his wake of destruction all the way to the Pomarj, but no farther. The Laughing Thunderer, as he is called among his own kind, vanished in the Drachensgrab Hills.
Rumors now say that Orahk has traveled northward to do battle in Iuz and the Horned Society. He seems to have no allegiance other than to Gruumsh and answers the call of war as he sees fit. Orahk appears on the field of battle without warning, fighting for one side or the other (or neither) as he desires, spreading fear and dealing death until sated.
Orahk Shul, Male Half-Fiend Orc Bar6/Clr7 (Gruumsh): CR 15; Medium-size Outsider (Evil, Chaotic) (6 ft. 1 in. tall); HD 6d12+18 (Bar) plus 7d8+21 (Clr); hp 115; Init +6; Spd 40 ft.; AC 19 (+2 Dex, +1 natural, +6 chain shirt) (touch 12, flat-footed 19); Atk +16/+11/+6 melee (1d8+4/crit 19-20/x3, +3 thundering shortspear), or +15/+10/+5 (1d6+2/x3 crit, +1 elf bane mighty [Str 12] composite shortbow); SA rage 2/day, spells, spell-like abilities, spontaneous casting, rebuke undead; SQ light sensitivity, uncanny dodge (Dex bonus to AC, can't be flanked), poison immunity, resistances 20 (acid, cold, electricity, fire); AL CE; SV Fort +13, Ref +6, Will +10; Str 13, Dex 14, Con 16, Int 13, Wis 16, Cha 10.
Note: If unarmed, Orahk can fight with claw and fang (2 claws +11 melee/1d4+1, bite +6 melee/1d6).
Skills: Climb +18, Concentration +10, Craft +7 (weaponsmith), Handle Animal +7, Heal +7, Intuit Direction +10, Knowledge (religion) +5, Listen +10, Ride +11, Scry +5, Spellcraft +5, Wilderness Lore +8. Feats: Craft Magic Arms and Armor, Improved Critical (shortspear), Improved Initiative, Mounted Combat, Trample, Weapon Focus (shortspear).
SA - Spell-like Abilities: blasphemy 1/day, contagion 1/day, darkness 3/day, desecrate 1/day, poison 3/day, unhallow 1/day, unholy aura 3/day, unholy blight 1/day.
Spells Prepared (6/5+1/4+1/3+1/1+1, base save DC = 13 + spell level): 0 - detect magic, guidance, mending, read magic, resistance (x2); 1st - bane, cause fear, cure light wounds, divine favor, endure elements*, sanctuary; 2nd - augury, bull's strength*, cure moderate wounds, endurance, summon monster II; 3rd - cure serious wounds, dispel magic, invisibility purge, magic vestment*; 4th - cure critical wounds, spell immunity*
* Domain Spells. Domains: Strength (feat of strength 1/day), War (Weapon Focus with deity's favored weapon).
Possessions: +2 moderate fortification chain shirt, +3 thundering shortspear, +1 elf bane mighty [Str 12] composite shortbow, +2 amulet of health, 4 potions of cure moderate wounds, bag of holding (type 2), horseshoes of a zephyr, ring of climbing (bonus included above), quiver with 20 masterwork arrows.
Ghoth, fiendish heavy warhorse: CR 3; Large Magical Beast; HD 4d10+12; hp 39; Init +1; Spd 35 ft. (50 ft. normal); AC 19 (-1 size, +1 Dex, +4 natural, +5 chainmail barding) (touch 10, flat-footed 18); Atk 2 hooves +7 melee (1d6+4), bite +2 melee (1d4+2); Face/Reach 5 ft. by 10 ft./5 ft.; SA smite good 1/day; SQ cold and fire resistance 10, scent, DR 5/+1, SR 8; AL NE; SV Fort +7, Ref +5, Will +2; Str 18, Dex 13, Con 17, Int 3, Wis 13, Cha 6.
Skills: Listen +7, Spot +7.