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Kuru

Disturbing tribal tattoos cover this red-eyed humanoid’s face, and his jagged teeth appear to have been filed down to points.

Kuru CR 1/2

Source Isles of the Shackles pg. 51
XP 200
Male barbarian 1
CE Medium humanoid (kuru)
Init +0; Senses low-light vision; Perception +6

Defense

AC 12, touch 8, flat-footed 12 (+4 armor, –2 rage)
hp 16 (1d12+4)
Fort +5, Ref +2, Will +4
Weaknesses light sensitivity

Offense

Speed 40 ft.
Melee club +5 (1d6+6), bite +0 (1d6+2 plus cannibalistic vitality)
Special Attacks rage (5 rounds/day)

Tactics

Base Statistics When not raging, the barbarian’s statistics are AC 14, touch 10, flat-footed 14; hp 14; Fort +3, Will +2; Melee club +3 (1d6+4), bite –2 (1d6+1 plus cannibalistic vitality); Str 15, Con 12; CMB 3, CMD 13; Climb +3

Statistics

Str 19, Dex 10, Con 16, Int 10, Wis 14, Cha 13
Base Atk +1; CMB +5; CMD 13
Feats Lightning Reflexes
Skills Climb +5, Intimidate +5, Perception +6, Survival +6
SQ fast movement, kuru courage

Ecology

Environment any coastal
Organization pair, gang (3–6), raid (7–15), or tribe (16+ plus 33% noncombatants, 1 shaman of 3rd level per 20 adults, and 1 leader of 5th–7th level)
Treasure NPC gear (hide armor, other treasure)

Special Abilities

Blood Courage (Ex) Once per day when a kuru makes a saving throw against a fear effect, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.

Cannibalistic Vitality (Ex) When a kuru hits a living creature with its bite attack, he gains 1 temporary hit point by ingesting the target’s blood. This ability does not work on creatures that do not have blood.

Description

Kuru are savage natives of the Shackles, dreadfully transformed by their loathsome “goddess,” the Blood Queen. While most kuru live in small tribal villages in or around Ghol-Gan ruins, some choose to abandon their cultic faith and seek adventure beyond the islands from which they hail, though such individuals are extremely rare.