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)

Kuru Barbarian 1
Medium Humanoid (kuru)
Alignment: Chaotic Evil
Initiative: +0
Senses: Low-Light Vision; Perception +6
  Speed: 40 feet
Space: 5 feet
 

Defense

Armor Class: 12, touch 8, flat-footed 12 (+4 armor, -2 rage)
Hit Points: 16 (1d12+4)
Saving Throws: Fort +5, Ref +2, Will +4
Weaknesses: light sensitivity
 

Offense

Melee: club +5 (1d6+6), bite +0 (1d6+2 plus cannibalistic vitality)
Reach: 5 feet
  Special Attacks: rage (5 rounds/day)
 

Statistics

StrDexConIntWisCha
19 (+4) 10 (+0) 16 (+3) 10 (+0) 14 (+2) 13 (+1)
Base Attack Bonus: +1
CMB +5
CMD 13
  Feats: Lightning Reflexes
  Skills: Climb +5, Intimidate +5, Perception +6, Survival +6
  Languages:
  Special Qualities: fast movement, kuru courage

 

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.
 

Ecology

Environment: Any Coastlines or Aquatic
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)

  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.
  Kuru Characters
  Kuru are defined by their class levels (they don't possess racial Hit Dice) and have the following racial traits.
  +2 Dexterity, +2 Constitution, -2 Intelligence: Kuru are abnormally fast and hardy, but bloodlust clouds their thinking.
  Low-Light Vision: In dim light, kuru can see twice as far as humans.
  Blood Courage: See above.
  Cannibalistic Vitality: See above.
  Light Sensitivity: See the universal monster rules in the Pathfinder RPG Bestiary.
  Natural Weapon: Kuru possess a natural bite attack that deals 1d6 points of damage.
  Languages: Kuru begin play speaking Kuru. Kuru with high Intelligence scores can choose bonus languages from the following: Abyssal, Common, Polyglot, Undercommon.

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