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by Jamie Baty

Medium Humanoid (Reptilian)
Hit Dice: 3d8 (13 hp)
Initiative: +2 (+2 Dex)
Speed: 25 ft. (5 squares), fly 40 ft. (average)
Armour Class: 17 (+2 Dex, +5 natural), touch 12, flat-footed 15
Base Attack/Grapple: +2/+4
Attack: Claw +4 melee (1d8 +2)
Full Attack: 2 Claw +4 melee (1d8 +2) and bite -1 melee (1d6 +1) or by weapon +4 melee and claw -1 melee (1d8+1)
Space/Reach: 5 ft. /5 ft.
Special Attacks: -
Special Qualities: Keen senses, powerful build
Saves: Fort +1, Ref +3, Will +1
Abilities: Str 15, Dex 14, Con 11, Int 10, Wis 11, Cha 9
Skills: Appraise +1, Balance +3, Climb +3, Diplomacy +1, Listen +4, Sense Motive +1, Spot +4, Survival +2
Feats: Alertness, Power Attack
Environment: Any hills, mountains
Organisation: Solitary, Pair, Patrol (2-5 plus 1 7th level fighter), Squad (5-20 plus 2 7th level fighters), or Eyrie (20-60 plus 2-6 7th level fighters, 1 10th level priest and an additional 10% non-combatant young)
Challenge Rating: 1
Treasure: Standard
Alignment: Any
Advancement: by character class
Level Adjustment: +2

Krolli are a strong race of warm-blooded, winged lizardmen native to the Arm of the Immortals. Krolli are usually 7 to 8 feet tall and are quite lightweight (150 to 180 pounds) for their size. Their wingspan is roughly twice their height.
Like the other lizard kin of the Orc's Head Peninsula, the krolli were created by the Herathians about 1700 years ago, using captured wallaras as raw material. The krolli were created to serve as soldiers and slaves, but were not suitable.
Krolli prefer to have their communities far from humans and their ilk. They form solitary communities, or eyries. While they do not relish the company of humans, they appreciate the wealth to be had in dealing with men, and they will sometimes venture forth to trade. Krolli will occasionally be encountered among men, either trading or employed as mercenaries. In short, wherever profit is to be had, there will be krolli.
Female krolli lay 2d4 eggs per year. Of these, only about 25% actually hatch. Krolli eggs are very tough, and krolli society strictly forbids helping the young out of their shells, which they believe helps to keep the race strong. Outsiders are sometimes horrified by this harsh and pragmatic attitude. A krolli that reaches maturity can live as long as 125 years, although warriors seldom live that long.
Krolli speak a variant of the shazak tongue- the one used by the shazaks themselves. Many krolli also speak common, due to their dealings with humans. Some also speak Draconic.
Krolli are slow to show the coloration changes wrought by the Red Curse. It might take several years for a Krolli to acquire red skin or scales.

Most krolli fight with their sharp claws and bite. Some use weapons, preferring spears and other weapons that can be used while flying. When using a one-handed weapon, a krolli may use its offhand as a secondary attack.
Krolli shun armour, but occasionally will use shields.

Keen Senses (Ex): A krolli sees four times as well a human in shadowy illumination and twice as well in normal light.

Powerful Build (Ex): A krolli is treated as one-size larger with regards to Bull Rush, Trip, Grapple, etc., and may use weapons designed for creatures on size larger.

The Red Curse
Most Krolli do not normally venture into the cursed regions of the Savage Coast, but those who do are susceptible to the effects of the Red Curse. They can all acquire Legacies, requiring cinnabryl to ward off Affliction.

Krolli as Characters
The favoured class of the krolli is a fighter. There are a number barbarians, warriors, and rangers. Clerics typically are devoted to Ka the Preserver, or may choose two of the following domains: Knowledge, Protection, or Strength. The krolli are wary of the arcane casters.