Tanarukk (CR 2)
Medium Outsider (Native)
Alignment: Usually chaotic evil
Initiative: +1 (Dex); Senses: Listen +9 and Spot +9
AC: 15 (+1 Dex, +4 natural), touch 11, flat-footed 14
Hit Dice: 5d8 (22 hp)
Fort +4, Ref +5, Will +3
Speed: 20 ft.
Space: 5 ft./5 ft.
Base Attack +5; Grapple +7
Attack: Battleaxe +8 melee; or bite +2 melee
Full Attack: Battleaxe +8 melee and bite +2 melee
Damage: Battleaxe 1d8+3; or bite 1d6+1
Special Attacks/Actions: -
Abilities: Str 15, Dex 12, Con 11, Int 11, Wis 8, Cha 6
Special Qualities: Fire resistance 10, control flame, SR 14 + class levels, orc blood.
Feats: Alertness; Weapon Focus (battleaxe)
Skills: Climb +10, Hide +9, Intimidate +6, Jump +4, Listen +9, Move Silently +9, Search +8, and Spot +9
Advancement: By character class
Climate/Terrain: Any land and underground
Organization: Patrol (2-4), squad (6-11), clan (16-35), or tribe (51-100)
Control Flame (Su): Twice per day, a tanarukk can cause any non-magical flame within a 10-foot radius to either diminish to coals or flare to the brightness of daylight and double its normal radius of illumination. This magical effect does not change the heat or fuel consumption of the fire. The ability lasts for 5 minutes.
A subtype applied only to outsiders. These creatures have mortal ancestors or a strong connection to the Material Plane and can be raised, reincarnated, or resurrected just as other living creatures can be. Creatures with this subtype are native to the Material Plane (hence the subtype's name).
Unlike true outsiders, native outsiders need to eat and sleep.