Mogorai Temur
Mogorai Temur
Sheet
AC 13 · HP 14 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
8 featuresBonus action
- RageLevel 1
When Bonus action
Enter a battle fury as a bonus action, gaining the benefits of rage for up to one minute, until knocked unconscious, or until a turn ends without attacking a hostile creature or taking damage.
Always on
- Unarmored DefenseLevel 1
While you are not wearing armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
- DarkvisionHalf-OrcYou can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
- MenacingHalf-OrcYou gain proficiency in the Intimidation skill.
- Relentless EnduranceHalf-OrcWhen reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Once you use this trait, you must finish a long rest before using it again.
- Savage AttacksHalf-OrcWhen you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.
- Orcish BloodHalf-OrcYou count as an orc for effects that require it and have resistance to exhaustion caused by extreme environments, at the DM's discretion.
- WandererOutlander
You have an excellent memory for maps and geography, and you can find food and fresh water for yourself and up to five other people each day, provided the land offers such resources.
Gear
9 itemsWeapons
- GreataxeA heavy two-handed axe with a broad iron head, maintained obsessively despite its rough frontier construction.
- 2×HandaxeBalanced throwing axes kept in loops at the back of the belt.
- 4×JavelinLong-shafted spears suitable for throwing or bracing against charging beasts.
Gear
- Explorer's packA pack containing a bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
- StaffA stout walking staff used for testing ground and marking trails.
- Hunting trapA collapsible iron trap for catching game or restraining small creatures.
- Trophy from an animal killedA preserved strip of cave bear hide from Mogorai's first great hunt.
- Traveler's clothesPlain, durable clothing suited to long travel and sudden changes in weather.
Purse
- Belt pouch with 10 gpA small leather pouch containing ten gold pieces.
Appearance
A seven-foot-tall half-orc man with a broad, heavily muscled frame and unusually pale gray skin. His face is average-looking and almost forgettable, with a blunt nose, plain features, and close-cropped dark hair. The unsettling part is his eyes, which are a washed-out amber and remain fixed on people for several seconds too long without blinking. His tusks are small and neat, and he dresses like a practical frontier traveler rather than a warrior seeking attention.
Mannerisms
Mogorai stands perfectly still when listening, shoulders square and arms loose at his sides. He tilts his head slightly before answering difficult questions, as though listening to a voice beneath the speaker's words. When angry, he becomes quieter rather than louder.
Personality
Mogorai is patient, observant, and unexpectedly considerate toward tired travelers, lost children, and injured animals. He speaks in short, precise sentences and dislikes wasting food, motion, or words. His calmness can feel more threatening than shouting, especially because he notices tiny details that others assume he missed.
Ideals
Endurance. A promise is a trail through bad country. Once I begin following it, I do not turn back because the path becomes painful.
Bonds
I will return to the people of my birthplace with enough knowledge and wealth to make their next migration safe.
Flaws
I stare at people when I should look away, and I sometimes continue an argument long after everyone else has realized it is over.
Quirks
Background
Mogorai was born in a wind-cut settlement beyond the last reliable road, where half-orc families, caravan clans, and shepherds traded salt, wool, and old stories. His mother belonged to a traveling clan that measured distance by the shape of hills and the taste of water. His father was a quarry worker who taught him that stone remembers every blow. Mogorai grew into a quiet, enormous child, useful for hauling carts and frightening off wolves, though neither task explained the strange stillness in his gaze. People often mistook his silence for stupidity. He learned not to correct them. When a winter migration went wrong, Mogorai found the clan's scattered survivors by following broken reeds, cold ash, and footprints nearly erased by snow. He brought them through a dead valley and fought off a starving cave bear with nothing but a splitting maul. Afterward, the elders called his sudden fury a gift, but Mogorai remembered only the moment when the world narrowed to breath, heartbeat, and the certainty that something inside him had been waiting. He now travels as an outlander and wandering guide, taking work wherever roads disappear. He is searching for the source of a recurring dream, a pale hand beneath black water that points toward a place he has never seen.
“His mother belonged to a traveling clan that measured distance by the shape of hills and the taste of water.”
- Background
- Outlander
Connections
Species
Half-Orc
Media
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