Klorack The Red
"Sweet, sweet blood! Let me feel its sticky warmth!"

Called Klorak the Red as much for his wild red mane of hair as for his penchant for glorying in the feel of his enemies’ blood on his skin, the cannibal chieftain wields a scimitar that remains in remarkably good condition (thanks to its magic) despite the passage of decades. Klorak is the Thrunefangs’ seventh chieftain, and one of the longest serving. As chieftain, the duty and honor of fathering the tribe’s children are his alone, but he has been unable to sire an undeformed child for several years, something that the rest of the tribe has started to view as an indication that his time to rule them has passed. Klorak spends much of his time sequestered in his den on the second floor of the lighthouse as a result, suffering through countless different herbal and alchemical “cures” provided to him by Malikadna. Unfortunately, unknown to Klorak, these “cures” are the primary cause of his problem—Malikadna wants to see his rule fail (as revenge for a past insult long forgotten by Klorak, but not by the witch), and if she continues sabotaging his lineage for a few more years, such a glorious uprising is all but assured.

Klorack the Red (raging) CR 3

XP 800
Male Human (Chelaxian) Barbarian (Savage Barbarian) 3/Ranger 1
CE Medium humanoid (human)
Init +6; Senses Perception +6


AC 18, touch 16, flat-footed 15 (+2 shield, +2 Dex, +1 dodge, +5 untyped)
hp 66 (3d12+1d10+20)
Fort +9, Ref +5, Will +3; +1 morale bonus vs. fear
Defensive Abilities uncanny dodge; Resist naked courage


Speed 45 ft.
Melee heavy shield bash +15 (1d4+5/×2) and
+1 scimitar +16 (1d6+6/18-20/×2) and
bite +15 (1d4+7/×2) and
javelin +11 (1d6+5/×2) and
unarmed strike +15 (1d3+5/×2)
Special Attacks favored enemy (humans +2), rage, rage powers (animal fury)
Ranger Spells Prepared (CL 0; concentration +0):


During Combat Klorak rages on the first round of combat and then charges the nearest foe, resorting to javelins only against foes who flee and can outrun him. Klorak is somewhat obsessed with blood, especially since one of Malikadna’s many lies to him was that the blood of his enemies can increase his virility. The round after he first damages a foe, he attempts a touch attack (this action provokes an attack of opportunity and forces him to drop or sheath his scimitar) to gather the foe’s blood on his palm so he can smear the blood across his chest and face, rolling his eyes and howling maniacally as he does so. He does this the same every round after he drops a foe into negative hit points. This tactic should help to make Klorak a memorable foe against the PCs as well as to give thema few moments of respite against the powerful enemy—if you find that the PCs are having little problem handling the dangerous barbarian, feel free to omit this behavior.

Morale Klorak fights to the death.


Str 20, Dex 15, Con 18, Int 8, Wis 10, Cha 12
Base Atk +4; CMB +15; CMD 25
Feats Fleet, Improved Initiative, Toughness
Skills Acrobatics +6 (+10 jump), Climb +7, Handle Animal +5, Intimidate +8, Perception +6 (+8 vs. humans), Stealth +6, Survival +7 (+9 vs. humans, +8 to track), Swim +8
Languages Infernal
SQ fast movement, track, wild empathy
Other Gear Heavy wooden shield, +1 Scimitar, Javelin (5)

Special Abilities

Animal Fury (Ex) Gain a d4 bite attack while raging
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs Favored Enemy (Humans).
Naked Courage +1 (Ex) +1 AC and save vs. fear when not wearing armor.
Rage (10 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Track +1 Add the listed bonus to survival checks made to track.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy.

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