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15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Rules Document Copyright 2000, Wizards of the Coast, Inc.;
Authors Jonathan Tweet, Monte Cook, Skip Williams, based on
original material by E. Gary Gygax and Dave Arneson.
Conversion of System Rules Document monster information to XML
format Copyright 2001 John Hanju Kim.
Kobold
SizeAndType: Small Humanoid (Reptilian)
HitDice: 1/2d8 (2)
Initiative: +1 (Dex)
Speed: 30 ft.
ArmorClass: 15 (+1 size, +1 Dex, +1 natural, +2 leather)
Attacks: Halfspear -1 melee; or light crossbow +2 ranged
Damage: Halfspear 1d6-2; or light crossbow 1d8
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialQualities: Darkvision 60 ft., light sensitivity
Saves: Fort +0, Ref +1, Will +2
Abilities: Str 6, Dex 13, Con 11, Int 10, Wis 10, Cha 10
Skills: Craft (trapmaking) +2, Hide +8, Listen +2, Move Silently+4, Search +2, Spot +2
Feats: Alertness
ClimateAndTerrain: Any forest and underground
Organization: Gang (4-9), band (10-100 plus 100% noncombatantsplus 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)
ChallengeRating: 1/6
Treasure: Standard
Alignment: Usually lawful evil
Advancement: By character class
Description
General
Kobolds speak Draconic with voices that sound like yapping
dogs.
Combat
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. They aim to drive
enemies into the traps, where other kobolds wait to pour flaming
oil over them, shoot them, or drop poisonous vermin onto them.
Special Ability
Light Sensitivity (Ex): Kobolds suffer a -1 penalty to attack
rolls in bright sunlight or within the radius of a daylight
spell.
Skills: Kobolds receive a +2 racial bonus to Craft
(trapmaking), Profession (mining), and Search checks.
A kobold's favored class is sorcerer. Kobold clerics can
choose any two of the following domains: Evil, Law, Luck, and
Trickery.
Kraken
SizeAndType: Gargantuan Magical Beast (Aquatic)
HitDice: 20d10+180 (290)
Initiative: +4 (Improved Initiative)
Speed: Swim 20 ft.
ArmorClass: 20 (-4 size, +14 natural)
Attacks: 2 tentacle rakes +28 melee, 6 arms +23 melee, bite +23melee
Damage: Tentacle rake 2d8+12, arm 1d6+6, bite 4d6+6
FaceAndReach: 20 ft. by 40 ft./10 ft. (100 ft. with tentacle)
SpecialAttacks: Improved grab, constrict 2d8+12 or 1d6+6
SpecialQualities: Jet, ink cloud, spell-like abilities
Saves: Fort +21, Ref +12, Will +13
Abilities: Str 34, Dex 10, Con 29, Int 21, Wis 20, Cha 10
Skills: Concentration +19, Knowledge (geography) +10, Knowledge(nature) +10, Listen +15, Search +15, Spot +15
Feats: Alertness, Blind-Fight, Expertise, ImprovedCritical (tentacle), Improved Initiative, Improved Trip, Iron Will
ClimateAndTerrain: Any aquatic
Organization: Solitary
ChallengeRating: 12
Treasure: Triple standard
Alignment: Always neutral evil
Advancement: 21-32 HD (Gargantuan); 33-60 HD (Colossal)
Description
General
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.
Special Ability
Improved Grab (Ex): To use this ability, the kraken must hit
an opponent of up to Huge size with an arm or tentacle attack. If
it gets a hold, it can constrict.
Special Ability
Constrict (Ex): A kraken deals automatic arm or tentacle
damage with a successful grapple check against Huge or smaller
creatures.
Special Ability
Jet (Ex): A kraken can jet backward once per round as a double
move action, at a speed of 280 feet.
Special Ability
Ink Cloud (Ex): A kraken can emit a cloud of jet-black ink 80
feet high by 80 feet wide by 120 feet long once per minute as a
free action. The cloud provides total concealment, which the
kraken normally uses to escape a losing fight. Creatures within
the cloud suffer the effects of total darkness.
Special Ability
Spell-Like Abilities: 1/day-control weather, control winds,
dominate animal, and resist elements. These abilities are as the
spells cast by a 9th-level druid (save DC 15 + spell level).
Krenshar
SizeAndType: Medium-Size Magical Beast
HitDice: 2d10 (11)
Initiative: +2 (Dex)
Speed: 40 ft.
ArmorClass: 15 (+2 Dex, +3 natural)
Attacks: Bite +2 melee, 2 claws +0 melee
Damage: Bite 1d6, claw 1d4
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialAttacks: Scare
SpecialQualities: 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 +4, Listen +4, Move Silently +6
Feats: Multiattack
ClimateAndTerrain: Temperate and warm forest and plains
Organization: Solitary, pair, or pride (6-10)
ChallengeRating: 1
Treasure: None
Alignment: Always neutral
Advancement: 3-4 HD (Medium-size); 5-8 HD (Large)
Description
General
Combat
Krenshars use solitary scouts to drive prey into the waiting
clutches of the pack. 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 scare cast by a 3rd-level
sorcerer (save DC 12). If the save is successful, that opponent
cannot be affected again by that krenshar's scare ability
for one day. The shriek does not affect other krenshars.
Kuo-Toa
SizeAndType: Medium-Size Monstrous Humanoid (Aquatic)
HitDice: 2d8+2 (11)
Initiative: +0
Speed: 20 ft., swim 50 ft.
ArmorClass: 18 (+6 natural, +2 large shield)
Attacks: Spear +3 melee, bite -2 melee; or spear +2 ranged
Damage: Spear 1d8+1, bite 1d4
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialAttacks: Lightning bolt, pincer staff
SpecialQualities: Keen sight, slippery, adhesive, immunities,electricity resistance 30, light blindness, amphibious
Saves: Fort +3, Ref +3, Will +5
Abilities: Str 13, Dex 10, Con 13, Int 13, Wis 14, Cha 8
Skills: Escape Artist +18, Knowledge or Craft (any one) +6, Listen +9, Move Silently +3, Search +10, Spot +11
Feats: Alertness, Great Fortitude
ClimateAndTerrain: Any aquatic and underground
Organization: Patrol (2-4 plus 1 3rd-level whip), squad (6-11plus 1 or 2 3rd-level whips, 1 or 2 4th-level monitors, and 1 8th-level fighter), band (20-50 plus 100% noncombatants plus 2 3rd-level whips, 2 8th-level fighters, and 1 10th-level fighter), or tribe (40-400 plus 1 3rd-level whip per 20 adults, 1 4th-level monitor, 4 8th-level fighters, 1 10th-"level whip, and 2 10th-level fighters)
ChallengeRating: 2
Treasure: Standard
Alignment: Often neutral evil
Advancement: By character class
Description
General
Kuotoas speak Kuo-Toan, Undercommon, and Aquan.
Combat
Kuo-toan tactics and weapons vary greatly depending upon the
training and skills of the individual encountered. A group of
kuo-toa warriors usually fight in formation, throwing their
spears before closing to melee range.
Special Ability
Lightning Bolt (Su): Two or more kuo-toa clerics (known as
"whips") operating together can generate a stroke of
lightning every 1d4 rounds. The whips must join hands to launch
the bolt but need merely remain within 30 feet of one another
while it builds. The lightning bolt deals 1d6 points of damage
per whip, but a successful Reflex save halves this amount (save
DC 13 + number of whips).
Special Ability
Pincer Staff (Ex): Many kuo-toa fighters and all whips above
6th level carry this Large exotic weapon. A pincer staff deals 1d10
points of bludgeoning damage, threatens a critical hit on a 20,
and deals double damage on a critical hit. It has a 10-foot reach
and cannot be used against an adjacent opponent. A wielder that
hits an opponent of at least Small but no larger than Large size
attempts to start a grapple as a free action without provoking an
attack of opportunity. If the wielder gets a hold, the staff
grabs the opponent and deals 1d10 points of damage each round the
hold is maintained.
Special Ability
Keen Sight (Ex): Kuo-toas have excellent vision thanks to
their two independently focusing eyes. Their eyesight is so keen
that they can spot a moving object or creature even if it is
invisible, ethereal, or astral. Only by remaining perfectly still
can such objects or creatures avoid their notice.
Special Ability
Slippery (Ex): All kuo-toas secrete an oily film that makes
them difficult to grapple or snare. Webs, magic or otherwise,
don't affect kuo-toas, and they usually can wriggle free
from most other forms of confinement.
Special Ability
Adhesive (Ex): Kuo-toas use their own body oil and other
materials to give their shields a finish almost like flypaper,
holding fast any creatures or items touching them. Anyone who
makes an unsuccessful melee attack against a kuo-toa must succeed
at a Reflex save (DC 14), or the attacker's weapon sticks to
the shield and is yanked out of the wielder's grip.
Creatures using natural weapons are automatically grappled if
they get stuck.
Special Ability
Immunities (Ex): Kuo-toas are immune to poison and paralysis.
The various hold spells also have no effect on them, and their
keen sight automatically detects figments for what they are.
Special Ability
Light Blindness (Ex): Abrupt exposure to bright light (such as
sunlight or a daylight spell) blinds kuo-toas for 1 round. In
addition, they suffer a -1 circumstance penalty to all attack
rolls, saves, and checks while operating in bright light.
Special Ability
Amphibious (Ex): Although kuo-toas breathe by means of gills,
they can survive indefinitely on land.
Skills: Kuo-toas receive a +15 racial bonus to Escape Artist
checks and a +4 racial bonus to Spot and Search checks.
A kuo-toa's favored class is rogue. Whips can choose any
two of the following domains: Destruction, Evil, and Water.