Kopru

Medium Monstrous Humanoid (Aquatic) — CR 6

()Updated 3.5

Kopru is a D&D 3.5 monster from —. CR 6, HD 8d8 (36 hp).

Hit Dice
8d8 (36 hp)
Initiative
+2
Speed
land 5 ft, 5 ft., swim 40 ft.
Base Attack / Grapple
+8/+10
Attack
Tail slap +10 melee and 2 claws +8 melee and bite +8 melee
Full Attack
Tail slap +10 melee and 2 claws +8 melee and bite +8 melee
STR
15
DEX
14
CON
11
INT
11
WIS
12
CHA
10
Fort / Ref / Will
+2 / +8 / +9
Challenge Rating
6
Alignment
Always chaotic evil
Organization
Solitary, pair, patrol (3-5), or colony (6-24)
Treasure
Standard coins (gold and platinum only), standard goods (gems only), no items
Level Adjustment
+4

Special Abilities

ConstrictDominate PersonImproved Grab

Feats

Out of the water, a kopru is nearly helpless. On land, it cannot attack with its claws because it needs its arms to drag itself across the ground or prop its body up. A kopru in water, however, is a ferocious opponent in melee combat. Along with its claws and teeth, it lashes out with its tails, all three of which strike as one. Aquatic Subtype Creatures with the aquatic subtype always have swim speeds and thus can move in water without making Swim checks. An aquatic creature can breathe underwater. It cannot also breathe air unless it has the amphibious special quality.

Description

Out of the water, a kopru is nearly helpless. On land, it cannot attack with its claws because it needs its arms to drag itself across the ground or prop its body up. A kopru in water, however, is a ferocious opponent in melee combat. Along with its claws and teeth, it lashes out with its tails, all three of which strike as one. Aquatic Subtype Creatures with the aquatic subtype always have swim speeds and thus can move in water without making Swim checks. An aquatic creature can breathe underwater. It cannot also breathe air unless it has the amphibious special quality.