Kolir (3.5e Creature)
Kolir[edit]
Size/Type: | Medium Aberration |
---|---|
Hit Dice: | 2d12+3 (16 hp) |
Initiative: | +1(Dex) |
Speed: | 30ft |
Armor Class: | 13, touch {{{touch}}}, flat-footed 11 |
Base Attack/Grapple: | +3/+5 |
Attack: | slam +3(1d6) |
Full Attack: | slam +3(1d6) |
Space/Reach: | 5ft/5ft |
Special Attacks: | — |
Special Qualities: | — |
Saves: | Fort +0, Ref +1, Will +0 |
Abilities: | Str 12, Dex 10, Con --, Int --, Wis 10, Cha 1 |
Skills: | +10 Craft(Kolir Poison) |
Feats: | Toughness |
Environment: | Underground |
Organization: | Single, Squad (10-20), or Collective (50-200) |
Challenge Rating: | 1 |
Treasure: | None, except for flask of Kolir Death Drink |
Alignment: | Always Neutral |
Advancement: | — |
Level Adjustment: | — |
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Kolir are scarred individuals who have been transformed by Kolir Death Drink. These creatures hide in deep caves underground and shun normal life and happiness. These people are skilled assassins and always must be taken seriously. Many a transaction has become a war because the buyer laughs.
The skin covering their face has been seemingly ripped away, and the rest of there body is covered in huge geologically shaped scars. As they speak, otherworldly winds rush to form their voice, and there eyes are glowing red spheres of hatred.
Combat[edit]
Kolir do not charge into combat, they sneak in at every opening, and if they hit, they screech and run towards cover. When they come back they attack again and again, until the opponent is crippled, then they force feed Kolir Death Drink and run away.
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