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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

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, a kuru 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
Languages none listed
SQ 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.

Kuru Characters

Kuru are defined by their class levels (they don’t possess racial Hit Dice) and have the following racial traits.

  • Attributes: Kuru are abnormally fast and hardy, but bloodlust clouds their thinking (kura gain +2 Dexterity, +2 Constitution, –2 Intelligence)
  • Senses: In dim light, kuru can see twice as far as humans (kuru have low-light vision).
  • Blood Courage: See above.
  • Cannibalistic Vitality: See above.
  • Weaknesses: Kuru are especially sensitive to bright light (kuru have light sensitivity).
  • Offense: 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.

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)

While most kuru live in small tribal villages in or around ruins, some choose to abandon their cultic faith and seek adventure beyond the islands from which they hail, though such individuals are extremely rare.

Section 15: Copyright Notice – Pathfinder Campaign Setting: Isle of the Shackles
Pathfinder Campaign Setting: Isles of the Shackles © 2012, Paizo Publishing, LLC; Author: Mike Shel.