Disturbing tribal tattoos cover this red-eyed humanoid’s face, and his jagged teeth appear to have been filed down to points.
OFFENSEtouch 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
Str 19, Dex 10, Con 16, Int 10, Wis 14, Cha 13
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.
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 are defined by their class levels (they don’t possess racial Hit Dice) and have the following racial traits.
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.