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by Joaquin Menchaca


This is an updated version of the Kopru mentioned in X1 and Monstrous Compendium Appendix (TSR 2501, ISBN 1-56076-875-4).

Medium-Size Monstrous Humanoid (Aquatic) Hit Dice: 8d8 (36 hp)
Initiative: +2
Speed: 5 ft., swim 40 ft.
AC: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
Attacks: Tail slap +10 melee and 2 claws +8 melee and bite +8 melee
Damage: Tail slap 1d6+2, claw 1d4+1, bite 1d4+1
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Constrict 3d6+3, dominate person, improved grab
Special Qualities: Darkvision 60 ft.
Saves: Fort +2, Ref +8, Will +9
Abilities: Str 15, Dex 14, Con 11, Int 11, Wis 12, Cha 10
Skills: Concentration +11, Escape Artist +11, Move Silently +10, Search +8, Swim +10
Feats: Iron Will, Multi attack

Climate/Terrain: Warm aquatic and marsh
Organisation: Solitary, pair, patrol (3-5), or colony (6-24)
Challenge Rating: 6
Treasure: Standard coins (gold and platinum only), standard goods (gems only), no items
Alignment: Always chaotic evil
Advancement: 9-10 HD (Medium-size); 11-12 HD (Large)


The Koprus are a race of heat-loving amphibians that once built a vast and mysterious civilisation under the sea, but for unknown reasons they have been degenerating and becoming ever more decrepit, until now almost none of its former glory remains.

The kopru is an eel-like man-sized creature with a humanoid upper body and has a smooth head, large unblinking eyes, and a tentacled, sphincteral mouth that has led many scholars to propose that koprus might somehow be related to mind flayers. It has two arms that ends in vicious webbed, clawed hands, and has a sinuous lower body that splits into three fluke-like, prehensile tails, each capped with a sharp hook. Kopru skin is a light tan at the creature's hatching, which gradually turns to olive in adulthood, and then later fades to a sickly brown in old age.


When out of the water, a kopru is nearly helpless. On land, it cannot attack with its claws because it needs its arms to drag itself across the ground or prop its body up, and a kopru can use its tail to attack targets behind it. A kopru in water however is another matter, as the kopru becomes a ferocious opponent in melee combat. Along with its claws and teeth, it lashes out with its tails, all three of which strike as one.

Amphibious (Ex): The kopru can survive indefinitely in land as well as in water.

Constrict (Ex): With a successful grapple check, a kopru can constrict a grabbed opponent, dealing 3d6+3 points of bludgeoning damage.

Dominate Person (Su): Once per day, a kopru can produce an effect like that of a DOMINATE PERSON spell (caster level 10th; Will save DC 14), except that the range is 180 feet and the duration is eight days.

Improved Grab (Ex): If a kopru hits an opponent that is its own size or smaller with a tail attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +17, including a +7 racial bonus on grapple checks). If it gets a hold, it also constricts in the same round. Thereafter, the kopru has the option to conduct the grapple normally, or simply use its tails to hold the opponent (-20 penalty on grapple check, but the kopru is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals tail and constrict damage. The kopru also has the option to bite the grappled victim as well.