Korak CR 11
Male Grimlock Barb 10, Monstrous Humanoid 2
CE Medium Monstrous Humanoid
Init +7; Senses Listen +15, Spot +0

Languages: Grimlock, Common

AC 28, touch 13, flat-footed 28
hp 115 (12 HD 2d8+6 + 10d12+30); DR 2/-
Resist ; Grimlocks are immune to gaze attacks, visual effects, illusions and other attack forms that rely on sight.
Fort +10, Ref +9, Will +6
Weakness Blind beyond 40'

Spd 40 ft. (8 squares)
Melee Greataxe +17/+12/+7 (1d12+7/x3) (tower shield penalty included)
Ranged Javelin +15 (1d6+5/x2) range 30’
Base Atk +12; Grp +17
Space 5 ft.; Reach 5 ft.
Atk Options Overrun
Combat Gear Magic gear: +1 Animated Tower Shield, +2 Chain Shirt, +1 Greataxe, potion of cure light wounds. other items: Dagger, Spiked Gauntlets, 2 javelins, Tanglefoot bag, Alchemist Fire, Smokestick.

Abilities Str 20, Dex 16, Con 16, Int 10, Wis 10, Cha 4
SQ Blindsight 40’, immunities, scent
Feats Track, Power Attack, Improved Overrun, Weapon Focus: Greataxe, Tower Shield Proficiency, Improved Initiative.
Skills Climb +22, Listen +15, Survival +13 Intimidate +10 (+18 with str) Hide -3 (+7 underground or in mountains). Swim -16. Bonuses and penalties for gear/armor is included in above stats.

Possessions Backpack, Bedroll, Rope, hempen, Sledge, Waterskin, Climber’s Kit, huge chunk of unidentified meat, fine wine, 5gp.(total worth: 16k GP)

Mindset: Korak once thought he could become leader of his tribe, but was banished for his attempted coup. Despite sheer strength and combat ability he couldn’t rouse the support of other grimlocks to him. He has been wandering about, fighting for whoever pays him the most or simply by attacking and looting others.

Tactics: Koraks Overruns anyone in his way (+11 opposed str or dex) to attack spellcasters trying to hide behind, uses power attack to quickly kill them, and then to split the enemy and better able to flank them with his buddies.