Kobold
SizeAndType: Small Humanoid (Reptilian)
HitDice: 1/2d8 (2)
Initiative: +1 (Dex)
Speed: 30 ft.
ArmorClass: 15 (+1 size, +1 Dex, +1 natural, +2 leather)
Attacks: Halfspear -1 melee; or light crossbow +2 ranged
Damage: Halfspear 1d6-2; or light crossbow 1d8
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialQualities: Darkvision 60 ft., light sensitivity
Saves: Fort +0, Ref +1, Will +2
Abilities: Str 6, Dex 13, Con 11, Int 10, Wis 10, Cha 10
Skills: Craft (trapmaking) +2, Hide +8, Listen +2, Move Silently+4, Search +2, Spot +2
Feats: Alertness
ClimateAndTerrain: Any forest and underground
Organization: Gang (4-9), band (10-100 plus 100% noncombatantsplus 1 3rd-level sergeant per 20 adults and 1 leader of 4th-6th level), warband (10-24 plus 2-4 dire weasels), tribe (40-400 plus 1 3rd-level sergeant per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th-8th level,and 5-8 dire weasels)
ChallengeRating: 1/6
Treasure: Standard
Alignment: Usually lawful evil
Advancement: By character class
Description
General

Kobolds speak Draconic with voices that sound like yapping dogs.

Combat

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.

Special Ability

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.

Kraken
SizeAndType: Gargantuan Magical Beast (Aquatic)
HitDice: 20d10+180 (290)
Initiative: +4 (Improved Initiative)
Speed: Swim 20 ft.
ArmorClass: 20 (-4 size, +14 natural)
Attacks: 2 tentacle rakes +28 melee, 6 arms +23 melee, bite +23melee
Damage: Tentacle rake 2d8+12, arm 1d6+6, bite 4d6+6
FaceAndReach: 20 ft. by 40 ft./10 ft. (100 ft. with tentacle)
SpecialAttacks: Improved grab, constrict 2d8+12 or 1d6+6
SpecialQualities: Jet, ink cloud, spell-like abilities
Saves: Fort +21, Ref +12, Will +13
Abilities: Str 34, Dex 10, Con 29, Int 21, Wis 20, Cha 10
Skills: Concentration +19, Knowledge (geography) +10, Knowledge(nature) +10, Listen +15, Search +15, Spot +15
Feats: Alertness, Blind-Fight, Expertise, ImprovedCritical (tentacle), Improved Initiative, Improved Trip, Iron Will
ClimateAndTerrain: Any aquatic
Organization: Solitary
ChallengeRating: 12
Treasure: Triple standard
Alignment: Always neutral evil
Advancement: 21-32 HD (Gargantuan); 33-60 HD (Colossal)
Description
General

Krakens speak Common and Aquan.

Combat

Krakens strike their opponents with their barbed tentacles, then grab and crush with their arms or drag victims into their huge jaws.

Special Ability

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.

Special Ability

Constrict (Ex): A kraken deals automatic arm or tentacle damage with a successful grapple check against Huge or smaller creatures.

Special Ability

Jet (Ex): A kraken can jet backward once per round as a double move action, at a speed of 280 feet.

Special Ability

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.

Special Ability

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).

Krenshar
SizeAndType: Medium-Size Magical Beast
HitDice: 2d10 (11)
Initiative: +2 (Dex)
Speed: 40 ft.
ArmorClass: 15 (+2 Dex, +3 natural)
Attacks: Bite +2 melee, 2 claws +0 melee
Damage: Bite 1d6, claw 1d4
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialAttacks: Scare
SpecialQualities: Scent
Saves: Fort +3, Ref +5, Will +1
Abilities: Str 11, Dex 14, Con 11, Int 6, Wis 12, Cha 13
Skills: Hide +4, Jump +4, Listen +4, Move Silently +6
Feats: Multiattack
ClimateAndTerrain: Temperate and warm forest and plains
Organization: Solitary, pair, or pride (6-10)
ChallengeRating: 1
Treasure: None
Alignment: Always neutral
Advancement: 3-4 HD (Medium-size); 5-8 HD (Large)
Description
General
Combat

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.

Kuo-Toa
SizeAndType: Medium-Size Monstrous Humanoid (Aquatic)
HitDice: 2d8+2 (11)
Initiative: +0
Speed: 20 ft., swim 50 ft.
ArmorClass: 18 (+6 natural, +2 large shield)
Attacks: Spear +3 melee, bite -2 melee; or spear +2 ranged
Damage: Spear 1d8+1, bite 1d4
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialAttacks: Lightning bolt, pincer staff
SpecialQualities: Keen sight, slippery, adhesive, immunities,electricity resistance 30, light blindness, amphibious
Saves: Fort +3, Ref +3, Will +5
Abilities: Str 13, Dex 10, Con 13, Int 13, Wis 14, Cha 8
Skills: Escape Artist +18, Knowledge or Craft (any one) +6, Listen +9, Move Silently +3, Search +10, Spot +11
Feats: Alertness, Great Fortitude
ClimateAndTerrain: Any aquatic and underground
Organization: Patrol (2-4 plus 1 3rd-level whip), squad (6-11plus 1 or 2 3rd-level whips, 1 or 2 4th-level monitors, and 1 8th-level fighter), band (20-50 plus 100% noncombatants plus 2 3rd-level whips, 2 8th-level fighters, and 1 10th-level fighter), or tribe (40-400 plus 1 3rd-level whip per 20 adults, 1 4th-level monitor, 4 8th-level fighters, 1 10th-"level whip, and 2 10th-level fighters)
ChallengeRating: 2
Treasure: Standard
Alignment: Often neutral evil
Advancement: By character class
Description
General

Kuotoas speak Kuo-Toan, Undercommon, and Aquan.

Combat

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.

Special Ability

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).

Special Ability

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.

Special Ability

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.

Special Ability

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.

Special Ability

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.

Special Ability

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.

Special Ability

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.

Special Ability

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.