KuruSource Isles of the Shackles pg. 51 Monster Entry Link 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 Racial TraitsKuru 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: 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: 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. Light Sensitivity: Kuru are dazzled in areas of bright sunlight or within the radius of a daylight spell. 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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