Kopru
Medium Monstrous Humanoid (Aquatic) — CR 6
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
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.