KOPRU
Source: 3e Monster Manual II.
A kopru is a strange creature resembling no other known thing. It combines the features of several familiar creatures into one monstrous form. Its body is vaguely eel-like, but ends in three long, flexible, barbed flukes. Its torso is nearly human in appearance, and it has two arms that end in webbed claws. It has no neck; instead, like a fish, its head grows directly from its trunk. It has huge, unblinking, fish-like eyes. Its mouth is surrounded by four small tentacles- an oddity that has led to some speculation that the koprus are distantly related to illithids.
A Fallen Civilization: Long ago, the koprus had a large, mysterious undersea civilization. For reasons unknown to surface scholars, their society grew more degenerate over time, falling into decline. Now the only traces of it are undersea ruins and a few scattered outposts.
Degenerate Gods: The kopru have temples and places of worship to mysterious, strange, and sometimes even aberrant deities. Some venerate aboleths, serving as minions in the slime lords' Byzantine schemes. Others follow demon princes, especially Dagon or Demogorgon, or the fallen archdevil Scylla. Still others worship even stranger, long-forbidden entities whose very form can drive lesser beings mad. Rare indeed is the group of kopru who do not worship some kind of depraved, foul being, emulating its worst traits amongst themselves.
Kopru Scout --- Level 8 Minion Skirmisher
Medium aberrant magical beast (aquatic) --- XP 70
HP 1; a missed attack never damages a minion Initiative +9
AC 22; Fortitude 19; Reflex 20; Will 20 Perception +5
Speed 3, swim 8 Darkvision
TRAITS
Aquatic
Kopru can breathe water and get a +2 bonus to attacks against nonaquatic creatures in aquatic combat.
STANDARD ACTIONS
(mbasic) Bite * At Will
Attack: Melee 1 (one creature); +13 vs. AC.
Hit: 8 damage.
(melee) Fluke Strike * At Will
Attack: Melee 2 (one creature); +13 vs. AC.
Hit: 8 damage.
Effect: The kopru scout shifts 1 square.
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Str 16 Dex 17 Wis 12
Con 14 Int 11 Cha 17
Alignment chaotic evil Languages Kopru
Kopru Warrior --- Level 8 Soldier
Medium aberrant magical beast (aquatic) --- XP 350
HP 89; Bloodied 44 Initiative +10
AC 24; Fortitude 22; Reflex 20; Will 20 Perception +5
Speed 3, swim 8 Darkvision
TRAITS
Aquatic
Kopru can breathe water and get a +2 bonus to attacks against nonaquatic creatures in aquatic combat.
STANDARD ACTIONS
(mbasic) Bite * At Will
Attack: Melee 1 (one creature); +13 vs. AC.
Hit: 1d8+4 damage.
(melee) Fluke Strike * At Will
Requirement: The kopru must be in water.
Attack: Melee 2 (one creature); +13 vs. AC.
Hit: 3d6+6 damage, and the kopru marks the target until the end of the kopru's next turn.
(melee) Claw * At Will
Attack: Melee 1 (one creature); +13 vs. AC.
Hit: 1d6+4 damage.
Flurry of Attacks * Encounter
Effect: The kopru uses bite and fluke strike once each and claw twice, no more than two attacks against a single target.
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Str 21 Dex 18 Wis 12
Con 17 Int 11 Cha 17
Alignment chaotic evil Languages Kopru
Kopru Dominator --- Level 9 Controller
Medium aberrant magical beast (aquatic) --- XP 400
HP 96; Bloodied 48 Initiative +6
AC 23; Fortitude 20; Reflex 22; Will 24 Perception +5
Speed 3, swim 8 Darkvision
TRAITS
Aquatic
Kopru can breathe water and get a +2 bonus to attacks against nonaquatic creatures in aquatic combat.
STANDARD ACTIONS
(mbasic) Bite * At Will
Attack: Melee 1 (one creature); +14 vs. AC.
Hit: 2d8+4 damage.
(melee) Fluke Strike * At Will
Requirement: The kopru must be in water.
Attack: Melee 2 (one creature); +14 vs. AC.
Hit: 3d6+7 damage.
(ranged) Mind Bore (psychic) * Recharge 4 5 6
Attack: Ranged 10 (one creature); +13 vs. Will.
Hit: 2d12+4 psychic damage, and the target is dazed (save ends).
(close) Burst of Fear (fear, psychic) * Encounter
Attack: Close burst 3 (each enemy in burst); +11 vs. Will.
Hit: 2d12+6 psychic damage and the kopru pushes the target 4 squares.
Miss: Half damage, and the kopru pushes the target 1 square.
MINOR ACTIONS
(ranged) Overwhelming Will * At Will
Attack: Ranged 10 (one creature); +13 vs. Will.
Hit: The kopru slides the target 4 squares.
Miss: The kopru slides the target 1 square.
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Str 16 Dex 14 Wis 12
Con 16 Int 19 Cha 21
Alignment chaotic evil Languages Common, Kopru
Kopru Harrier --- Level 9 Skirmisher
Medium aberrant magical beast (aquatic) --- XP 400
HP 96; Bloodied 48 Initiative +10
AC 23; Fortitude 23; Reflex 22; Will 21 Perception +12
Speed 3, swim 8 Darkvision
TRAITS
Aquatic
Kopru can breathe water and get a +2 bonus to attacks against nonaquatic creatures in aquatic combat.
STANDARD ACTIONS
(mbasic) Bite * At Will
Attack: Melee 1 (one creature); +14 vs. AC.
Hit: 2d8+4 damage.
(melee) Fluke Strike * At Will
Requirement: The kopru must be in water.
Attack: Melee 2 (one creature); +14 vs. AC.
Hit: 3d6+7 damage.
MOVE ACTIONS
Churning Flukes * At Will
Requirement: The kopru must be in water.
Effect: The kopru gains concealment until the beginning of its next turn, shifts 6 squares and gains combat advantage against any enemy adjacent to it until the end of its next turn.
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Str 21 Dex 19 Wis 17
Con 16 Int 16 Cha 15
Alignment chaotic evil Languages Common, Kopru
Skulking Kopru --- Level 9 Lurker
Medium aberrant magical beast (aquatic) --- XP 400
HP 76; Bloodied 38 Initiative +12
AC 23; Fortitude 21; Reflex 21; Will 23 Perception +12
Speed 3, swim 8 Darkvision
TRAITS
Aquatic
Kopru can breathe water and get a +2 bonus to attacks against nonaquatic creatures in aquatic combat.
STANDARD ACTIONS
(mbasic) Bite * At Will
Attack: Melee 1 (one creature); +14 vs. AC.
Hit: 2d8+4 damage.
(melee) Fluke Strike * At Will
Requirement: The kopru must be in water.
Attack: Melee 2 (one creature); +14 vs. AC.
Hit: 3d6+7 damage.
(ranged) Hidden Terror (fear) * At Will
Attack: Ranged 10 (one creature from which the kopru is hidden); +12 vs. Will.
Hit: 3d10+6 psychic damage, and the kopru slides the target 2 squares.
Miss: The kopru remains hidden.
MOVE ACTIONS
Skulk * At Will
Effect: The kopru shifts 3 squares to a space in which it has concealment, then makes a Stealth check to hide. If it starts this shift hidden, it does not reveal itself when crossing unconcealed squares as long as it ends the shift with concealment.
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Str 21 Dex 19 Wis 17
Con 16 Int 16 Cha 15
Alignment chaotic evil Languages Kopru