Korobokuru (CR 1/2)
Small Humanoid (Dwarf)
Alignment: Usually chaotic good
Initiative: +0; Senses: Listen +4 and Spot +2
AC: 15 (+1 size, +3 leather scale, +1 small wooden shield), touch 11, flat-footed 14
Hit Dice: 1d8+2 (6 hp)
Fort +3, Ref +0, Will +0
Speed: 20 ft.
Space: 5 ft./5 ft.
Base Attack +0; Grapple -9
Attack: Scimitar +3 melee; or shortbow +2 ranged
Full Attack: Scimitar +3 melee; or shortbow +2 ranged
Damage: Scimitar 1d4/18-20; shortbow 1d4
Special Attacks/Actions: Korobokuru traits
Abilities: Str 13, Dex 11, Con 14, Int 7, Wis 10, Cha 8
Special Qualities: Korobokuru traits
Feats: Alertness
Skills: Listen +4, Spot +2, and Survival +2
Advancement: By character class
Climate/Terrain: Warm mountains
Organization: Team (2-4), unit (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th level), or tribe (30-100 plus 30% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains)
Treasure/Possessions: Standard coins; double goods; standard items
Source:
Oriental Adventures
Korobokuru Traits (Ex): Korobokurus benefit from a number of racial traits:
- +1 racial bonus on attack rolls against goblinoids, through special combat training.
- +2 racial bonus on Will saves against spells and spell-like abilities.
- +2 racial bonus on Fortitude saves against poisons.
- +4 dodge bonus against giants, through special defensive training.
- Darkvision up to 120 feet.
- +2 racial bonus on Survival checks.