Kobolds speak Draconic with voices that sound like yapping dogs.
They begin a fight by slinging bullets, closing only when they can see that their foes have been weakened. Whenever they can, kobolds set up ambushes near trapped areas. They aim to drive enemies into the traps, where other kobolds wait to pour flaming oil over them, shoot them, or drop poisonous vermin onto them.
Light Sensitivity (Ex): Kobolds suffer a -1 penalty to attack rolls in bright sunlight or within the radius of a daylight spell.
Skills: Kobolds receive a +2 racial bonus to Craft (trapmaking), Profession (mining), and Search checks.
A kobold's favored class is sorcerer. Kobold clerics can choose any two of the following domains: Evil, Law, Luck, and Trickery.
Krakens speak Common and Aquan.
Krakens strike their opponents with their barbed tentacles, then grab and crush with their arms or drag victims into their huge jaws.
Improved Grab (Ex): To use this ability, the kraken must hit an opponent of up to Huge size with an arm or tentacle attack. If it gets a hold, it can constrict.
Constrict (Ex): A kraken deals automatic arm or tentacle damage with a successful grapple check against Huge or smaller creatures.
Jet (Ex): A kraken can jet backward once per round as a double move action, at a speed of 280 feet.
Ink Cloud (Ex): A kraken can emit a cloud of jet-black ink 80 feet high by 80 feet wide by 120 feet long once per minute as a free action. The cloud provides total concealment, which the kraken normally uses to escape a losing fight. Creatures within the cloud suffer the effects of total darkness.
Spell-Like Abilities: 1/day-control weather, control winds, dominate animal, and resist elements. These abilities are as the spells cast by a 9th-level druid (save DC 15 + spell level).
Krenshars use solitary scouts to drive prey into the waiting clutches of the pack. The scout appears from hiding, uses its scare ability, then chases the fleeing target to join the attack.
Scare (Ex or Su): As a standard action, a krenshar can pull the skin back from its head, revealing the musculature and bony structures of its skull. This alone is usually sufficient to scare away foes (treat as a Bluff check with a +3 bonus). Combining this scare ability with a loud screech produces an unsettling effect that works like scare cast by a 3rd-level sorcerer (save DC 12). If the save is successful, that opponent cannot be affected again by that krenshar's scare ability for one day. The shriek does not affect other krenshars.
Kuotoas speak Kuo-Toan, Undercommon, and Aquan.
Kuo-toan tactics and weapons vary greatly depending upon the training and skills of the individual encountered. A group of kuo-toa warriors usually fight in formation, throwing their spears before closing to melee range.
Lightning Bolt (Su): Two or more kuo-toa clerics (known as "whips") operating together can generate a stroke of lightning every 1d4 rounds. The whips must join hands to launch the bolt but need merely remain within 30 feet of one another while it builds. The lightning bolt deals 1d6 points of damage per whip, but a successful Reflex save halves this amount (save DC 13 + number of whips).
Pincer Staff (Ex): Many kuo-toa fighters and all whips above 6th level carry this Large exotic weapon. A pincer staff deals 1d10 points of bludgeoning damage, threatens a critical hit on a 20, and deals double damage on a critical hit. It has a 10-foot reach and cannot be used against an adjacent opponent. A wielder that hits an opponent of at least Small but no larger than Large size attempts to start a grapple as a free action without provoking an attack of opportunity. If the wielder gets a hold, the staff grabs the opponent and deals 1d10 points of damage each round the hold is maintained.
Keen Sight (Ex): Kuo-toas have excellent vision thanks to their two independently focusing eyes. Their eyesight is so keen that they can spot a moving object or creature even if it is invisible, ethereal, or astral. Only by remaining perfectly still can such objects or creatures avoid their notice.
Slippery (Ex): All kuo-toas secrete an oily film that makes them difficult to grapple or snare. Webs, magic or otherwise, don't affect kuo-toas, and they usually can wriggle free from most other forms of confinement.
Adhesive (Ex): Kuo-toas use their own body oil and other materials to give their shields a finish almost like flypaper, holding fast any creatures or items touching them. Anyone who makes an unsuccessful melee attack against a kuo-toa must succeed at a Reflex save (DC 14), or the attacker's weapon sticks to the shield and is yanked out of the wielder's grip. Creatures using natural weapons are automatically grappled if they get stuck.
Immunities (Ex): Kuo-toas are immune to poison and paralysis. The various hold spells also have no effect on them, and their keen sight automatically detects figments for what they are.
Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds kuo-toas for 1 round. In addition, they suffer a -1 circumstance penalty to all attack rolls, saves, and checks while operating in bright light.
Amphibious (Ex): Although kuo-toas breathe by means of gills, they can survive indefinitely on land.
Skills: Kuo-toas receive a +15 racial bonus to Escape Artist checks and a +4 racial bonus to Spot and Search checks.
A kuo-toa's favored class is rogue. Whips can choose any two of the following domains: Destruction, Evil, and Water.