Characters

Kuru

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

CR: 1/2 XP: 200


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)


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)


Description

Male barbarian 1

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

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 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. Pathfinder Campaign Setting: Isles of the Shackles

Source: Isles of the Shackles, p. 52