Here's the version from DMR2 Creature Catalog
Kna
Armor Class: 5
Hit Dice: 7 (L)
Move (swimming): 150' (50')
Attacks: 1 weapon
Damage: By weapon+5
No. Appearing: 0 (2d10)
Save As: Fighter: 7
Morale: 10
Treasure Type: (V) A
Intelligence: 11
Alignment: Neutral or Chaotic
XP Value: 450
Monster Type: Humanoid (Common).
Kna are tall (10 to 12 feet), strong, aquatic humanoids. They have orange, scaly skin, bulgy eyes, and large fins along their backs and heads. They generally arm themselves with short thrusting spears and with crossbows specially made for underwater use.
Kna capture and train mashers (see page 78) for use as beasts of burden. They remove the stingers from the huge, slow creatures and harness them to tow trains of as many as 10 large (up to 30-foot-long), semi-buoyant barge-like platforms which float 20 to 30 feet above the sea bed. These platforms are made from the light internal shells of giant squid and are gaily decorated with shells and colored stones.
Each family group within a tribe has its own masher and makes its home in shelters built on one or more of the platforms the masher pulls. The other platforms are used for freight, since the kna make their living as merchants and/or haulers, dealing both with undersea and terrestrial races. The kna are experts at packing goods so as to protect them from the effects of seawater.
Unfortunately not all kna are peaceful traders. Some tribes whose livings have been badly affected by the competition of surface ships have abandoned trading and have taken to piracy. Kna cannot breathe air, so their favorite tactic is to wreck ships, overcome the crew when they are in the water, and then collect the cargo when the vessel sinks. To sink a boat the kna harness a team of mashers to the vessel with chains. The mashers then tow the ship onto a reef or rocks where it is soon wrecked.
Terrain: Ocean.
And the character creation information from PC2 Sea People
Kna
The kna are the traders of the oceans, and they can be found anywhere there are creatures with something to trade. Since the dawn of time, the kna have traveled all over the oceans of the world. Most kna families are content to travel well-established routes, carrying goods that they know they can make a profit on. While not all kna are long-distance traders, news and information is passed freely among them making them reliable sources of information and news. Not all kna are traders, however. Some find trading not to their liking and seek action and adventure as adventurers or as soldiers and scouts in the army of Undersea. Their high Strength and large size makes them formidable opponents, and highly sought after as allies.
Certain kna families carry out a war against the ships of the Minrothad Guilds (see GAZ 9, The Minrothad Guilds). Many maintain a grudge against the Guilds for attacks carried out against kna trading parties. At least six kna families were exterminated by privateers operating out of Minrothad waters. Now these kna raiders attack Minrothad ships as often as they can. Because of their close ties to the Verdier Elves of the Minrothad Guilds, the Aquarendi are distrusted by the kna.
Out of the Water: Kna cannot breathe air, and have difficulty in staying out of the water for more than a minute. They have no legs so they tend to flop around on land. Speech out of water is impossible as a kna would keel over after only a couple of words. See "Underwater Adventuring" for rules on drowning.
Weapons: Kna prefer underwater crossbows and spears as weapons. The crossbows are made by the kna themselves to while away the hours during long sea crossings and are often sumptuously decorated. These weapons are very strong and fire with great force: treat as heavy crossbows which inflict 2d4 points of damage plus the user's damage bonus.
Kna
Code:
Experience
Title / Level XP HD
Fingerling -48,000 2d8
Shrimp -46,000 3d8
Sprat -42,000 4d8
Urchin -36,000 5d8
Teenager -24,000 6d8
(Normal Monster)
0 0 7d8
1 48,000 8d8
2 140,000 9d8
3 330,000
4 660,000 10d8
5 960,000
6 1,260,000 11d8
7 1,560,000
8 1,860,000 12d8
9 2,160,000 + 2hp*
+ 1 Level for each extra + 300,000
* Constitution bonus no longer applies; + 2 hit points per level thereafter.
swimming 150' (50')
land 30' (10')
On land the kna require an air breathing spell or else they can only flop around and gasp for air.
Appearance: Kna are big and highly muscled. Even the fins running down the backs of their heads and bodies look like they've spent a lifetime pumping iron! Kna have small orange scales covering their bodies and fish-like tails. The fins are frequently of a different color—silver, gold, purple, electric blue, orange, and other bright colors. Their eyes are round and are brightly colored with blues, greens, and reds being common.
Average Size: 9' 10" + 2d12"
Physique:
1-2 skinny
3-4 normal
5-6 fat
Common Names: Kna names are usually descriptive: Bigeye, Bluefin, Brightleg, Goldencrest, Goggleye, Gold-fin, Greatgill, Largefin, Motormouth, Purplemouth, Silvercrest, Strongarm, Yelloweye.
Regards
Mortis