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Krudin (Barbarian 4) - CR: 4
SpeciesHuman
SizeMedium
TypeHumanoid
Hit Dice5d12+15 (122 hp)
Speed40'
AbilitiesStr 16 Dex 14 Con 16 Int 10 Wis 5 (normally 12) Cha 8
Special QualitiesFast Movement, Illiteracy, Improved Uncanny Dodge, Trap Sense +1, Uncanny Dodge
EnvironmentThe Cold Marshes
OrganizationUnique
Treasure(M) Studded Leather, Cursed Greatsword +1, 1 week Rations, Flint and Steel, Waterskin, Homemade Rope (100'), Healer's Kit, Whetstone, 58 gp, 10 sp
AlignmentCG
AdvancementAs character class
Level Adjustment-
Skills
Climb +5, Craft (carpentry) +7, Jump +13, Knowledge (nature) +3, Survival +4, Swim +10
Feats
Athletic, Power Attack, Weapon Focus (greatsword)
Combat
Initiative+2
Armor Class (AC)AT 10 (35) [+5 base, +2 dex]
Base Attack+25%/+40% [+3]
Full Attack+1 Cursed Greatsword +50% [+5]
Space/Reach5 ft./5 ft.
Special AttacksRage 2/day
SavesFort +7 Ref +3 Will -2
Description
Improved Uncanny Dodge (Ex): Krudin can no longer be flanked. This defense denies a rogue the ability to sneak attack Krudin by flanking him, unless the attacker has at least four more rogue levels than Krudin has barbarian levels.

Rage (Ex): 2/day; Krudin can fly into a rage. In a rage, Krudin temporarily gains a +4 bonus to Strength (+10% OB, +2 dam), a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -10% penalty to Defensive Bonus. The increase in Constitution increases Krudin’s hit points by 20, but these hit points go away at the end of the rage when his Constitution score drops back to normal. While raging, Krudin cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that requires patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for 8 rounds. Krudin may prematurely end his rage. At the end of the rage, Krudin loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter.

Trap Sense (Ex): Krudin gains a +1 bonus on Reflex saves made to avoid traps and a +5% dodge bonus to DB against attacks made by traps.

Uncanny Dodge (Ex): Krudin retains his Dexterity bonus to DB (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to DB if immobilized.

Created by

MrListeningGuy.

Statblock Type

Monster

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