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KOBOLD


Kobold, 1st-Level Warrior


Small Humanoid (Reptilian)
Hit Dice:
1d8 (4 hp)
Initiative:
+1
Speed:
30 ft. (6 squares)
Armor Class:
15 (+1 size, +1 Dex, +1 natural, +2 leather), touch 12, flat-footed 14
Base Attack/Grapple:
+1/–4
Attack:
Spear +1 melee (1d6–1/x3) or sling +3 ranged (1d3)
Full Attack:
Spear +1 melee (1d6–1/x3) or sling +3 ranged (1d3)
Space/Reach:
5 ft./5 ft.
Special Attacks:

Special Qualities:
Darkvision 60 ft., light sensitivity
Saves:
Fort +2, Ref +1, Will –1
Abilities:
Str 9, Dex 13, Con 10, Int 10, Wis 9, Cha 8
Skills:
Craft (trapmaking) +2, Hide +6, Listen +2, Move Silently +2, Profession (miner) +2, Search +2, Spot +2
Feats:
Alertness
Environment:
Temperate forests
Organization:
Gang (4–9), band (10–100 plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults and 1 leader of 4th–6th level), warband (10–24 plus 2–4 dire weasels), tribe (40–400 plus 1 3rd-level sergeant per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th–8th level, and 5–8 dire weasels)
Challenge Rating:
1/4
Treasure:
Standard
Alignment:
Usually lawful evil
Advancement:
By character class
Level Adjustment:
+0
Kobolds are short, reptilian humanoids with cowardly and sadistic tendencies.
A kobold’s scaly skin ranges from dark rusty brown to a rusty black color. It has glowing red eyes. Its tail is nonprehensile. Kobolds wear ragged clothing, favoring red and orange. A kobold is 2 to 2-1/2 feet tall and weighs 35 to 45 pounds. Kobolds speak Draconic with a voice that sounds like that of a yapping dog.
COMBAT
Kobolds like to attack with overwhelming odds—at least two to one—or trickery; should the odds fall below this threshold, they usually flee. However, they attack gnomes on sight if their numbers are equal.
They begin a fight by slinging bullets, closing only when they can see that their foes have been weakened. Whenever they can, kobolds set up ambushes near trapped areas.
Light Sensitivity (Ex): Kobolds are dazzled in bright sunlight or within the radius of a daylight spell.
Skills: Kobolds have a +2 racial bonus on Craft (trapmaking), Profession (miner), and Search checks.
The kobold warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.
Challenge Rating: Kobolds with levels in NPC classes have a CR equal to their character level –3.
KOBOLD CHARACTERS
Kobold characters possess the following racial traits.
— –4 Strength, +2 Dexterity, –2 Constitution.
Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.
A kobold’s base land speed is 30 feet.
Darkvision out to 60 feet.
Racial Skills: A kobold character has a +2 racial bonus on Craft (trapmaking), Profession (miner), and Search checks.
Racial Feats: A kobold character gains feats according to its character class.
+1 natural armor bonus.
Special Qualities (see above): Light sensitivity.
Automatic Languages: Draconic. Bonus Languages: Common, Undercommon.
Favored Class: Sorcerer.
Level adjustment +0.

KRAKEN


Gargantuan Magical Beast (Aquatic)
Hit Dice:
20d10+180 (290 hp)
Initiative:
+4
Speed:
Swim 20 ft. (4 squares)
Armor Class:
20 (–4 size, +14 natural), touch 6, flat-footed 20
Base Attack/Grapple:
+20/+44
Attack:
Tentacle +28 melee (2d8+12/19–20)
Full Attack:
2 tentacles +28 melee (2d8+12/19–20) and 6 arms +23 melee (1d6+6) and bite +23 melee (4d6+6)
Space/Reach:
20 ft./15 ft. (60 ft. with tentacle, 30 ft. with arm)
Special Attacks:
Improved grab, constrict 2d8+12 or 1d6+6
Special Qualities:
Darkvision 60 ft., ink cloud, jet, low-light vision, spell-like abilities
Saves:
Fort +21, Ref +12, Will +13
Abilities:
Str 34, Dex 10, Con 29, Int 21, Wis 20, Cha 20
Skills:
Concentration +21, Diplomacy +7, Hide +0, Intimidate +16, Knowledge (geography) +17, Knowledge (nature) +16, Listen +30, Search +28, Sense Motive +17, Spot +30, Survival +5 (+7 following tracks), Swim +20, Use Magic Device +16
Feats:
Alertness, Blind-Fight, Combat Expertise, Improved Critical (tentacle), Improved Initiative, Improved Trip, Iron Will
Environment:
Temperate aquatic
Organization:
Solitary
Challenge Rating:
12
Treasure:
Triple standard
Alignment:
Usually neutral evil
Advancement:
21–32 HD (Gargantuan); 33–60 HD (Colossal)
Level Adjustment:

Six of the beast’s tentacles are shorter arms about 30 feet long; the remaining two are nearly 60 feet long and covered with barbs. Its beaklike mouth is located where the tentacles meet the lower portion of its body.
Krakens speak Common and Aquan.
COMBAT
Krakens strike their opponents with their barbed tentacles, then grab and crush with their arms or drag victims into their huge jaws. An opponent can make sunder attempts against a kraken’s tentacles or arms as if they were weapons. A kraken’s tentacles have 20 hit points, and its arms have 10 hit points. If a kraken is currently grappling a target with one tentacle or arm, it usually uses another limb to make its attack of opportunity against the sunder attempt. Severing a kraken’s tentacle or arm deals damage to the kraken equal to half the limb’s full normal hit points. A kraken usually withdraws from combat if it loses both tentacles or three of its arms. A kraken regrows severed limbs in 1d10+10 days.
Improved Grab (Ex): To use this ability, the kraken must hit with an arm or tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Constrict (Ex): A kraken deals automatic arm or tentacle damage with a successful grapple check.
Jet (Ex): A kraken can jet backward once per round as a full-round action, at a speed of 280 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.
Ink Cloud (Ex): A kraken can emit a cloud of jet-black ink in an 80-foot spread once per minute as a free action. The cloud provides total concealment, which the kraken normally uses to escape a fight that is going badly. Creatures within the cloud are considered to be in darkness.
Spell-Like Abilities: 1/day—control weather, control winds, dominate animal (DC 18), resist energy. Caster level 9th. The save DC is Charisma-based.
Skills: A kraken has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

KRENSHAR


Medium Magical Beast
Hit Dice:
2d10 (11 hp)
Initiative:
+2
Speed:
40 ft. (8 squares)
Armor Class:
15 (+2 Dex, +3 natural), touch 12, flat-footed 13
Base Attack/Grapple:
+2/+2
Attack:
Bite +2 melee (1d6)
Full Attack:
Bite +2 melee (1d6) and 2 claws +0 melee (1d4)
Space/Reach:
5 ft./5 ft.
Special Attacks:
Scare
Special Qualities:
Darkvision 60 ft., low-light vision, scent
Saves:
Fort +3, Ref +5, Will +1
Abilities:
Str 11, Dex 14, Con 11, Int 6, Wis 12, Cha 13
Skills:
Hide +4, Jump +9, Listen +3, Move Silently +6
Feats:
Multiattack, TrackB
Environment:
Temperate forests
Organization:
Solitary, pair, or pride (6–10)
Challenge Rating:
1
Treasure:
None
Alignment:
Usually neutral
Advancement:
3–4 HD (Medium); 5–8 HD (Large)
Level Adjustment:
+2
The krenshar is a strange, catlike carnivore with extremely flexible skin on its head. A typical krenshar measures 4 or 5 feet in length with a long, narrow head. It weighs about 175 pounds.
COMBAT
Krenshars use solitary scouts to drive prey into the waiting clutches of the pride. The scout appears from hiding, uses its scare ability, then chases the fleeing target to join the attack.
Scare (Ex or Su): As a standard action, a krenshar can pull the skin back from its head, revealing the musculature and bony structures of its skull. This alone is usually sufficient to scare away foes (treat as a Bluff check with a +3 bonus).
Combining this scare ability with a loud screech produces an unsettling effect that works like a scare spell from a 3rd-level caster (Will DC 13 partial). A creature that successfully saves cannot be affected again by the same krenshar’s scare ability for 24 hours. The shriek does not affect other krenshars. This is a supernatural, sonic mind-affecting fear effect. The save DC is Charisma-based.
Skills: Krenshars have a +4 racial bonus on Jump and Move Silently checks.
 

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