Korobokuru

Shaggy, bowlegged eastern dwarves who shun outsiders, hate goblinkind and make giants miss, but may welcome a patient guest into their day-long incense rite.

Setting: Kara-Tur · Sources: MC6 Kara-Tur Appendix

Appearance

These eastern dwarves stand about 4 feet and weigh 120-140 pounds, leaner and longer-limbed than western dwarves and mostly bowlegged. Big bright eyes (blue, green or brown), small pointed ears, round flared noses and full lips mark their faces; light brown or blond hair covers their limbs and tangles wildly on their heads, men have thin beards and a few women chin whiskers. They wear loose, wrinkled but clean cotton clothes or rope-belted kimonos in muted greens and browns, shunning gaudy jewelry save bright stones on leather cords and flowers in the hair.

Combat

Territorial though peaceable with non-rivals, they drive off trespassers. They save vs. rods, staves, wands, spells and poison at +1 per full 4.5 Constitution (Con 10: +2; Con 7: +1). Against goblin rats, goblins, hobgoblins and bakemono, whom they hate, they get +1 to hit, while ogres, ogre magi, oni, titans, giants and other big foes take -4 to hit them. Infravision reaches 120 feet. Underground they judge slope 80% and depth 70% of the time, and within 10 feet spot new tunnels 80%, moving walls or rooms 70% and stone traps or pits 60%; they identify ordinary flora and fauna 66% of the time.

Forces of 20-200, half female and equally skilled, wear leather scale and shields (AC 6) and carry short swords 25%, spears 20%, naginata 20%, bows with leaf head (15%) or frog crotch (10%) arrows, or blowguns 10%; no-dachi, other polearms and bows except the horsebow are too big. A barbarian of 1d4+1 level leads each 20, a 6th-level one commands 60+, and 80+ adds a 7th- or 8th-level overall leader (barbarian 60%, eastern warrior 30%, samurai 10%) plus an eastern sorcerer of 1d4+1 level. A truly righteous cause can recruit them.

Habitat and Society

Villages of mud, stick and stone under thatch lie in remote, lovely valleys and forests, abandoned only when humans press close. Each is one extended family: 20-200 (1d100x20) men, as many women, and children equal to 25% of adults. They mate for life, and a bereaved spouse may starve itself. A female bears only one or two children ever, defended to the death. Lifespan is about 400 years.

As characters they get +1 Strength and Constitution, -2 Intelligence, no alignment limits (most are chaotic or neutral), and may be barbarians (most often), eastern warriors, samurai (rare, since a human clan must sponsor them) or eastern sorcerers. They speak their tribal tongue, the trade language and those of spirit-blooded folk and animal shapechangers, and can learn no others.

Each family passes down a craft, mastered only after 50 years; masters may take outside apprentices when needed. Art is limited to picture scrolls (makimono, kakemono) and woodcuts (nishiki-e). They prize coins and gems but find display vulgar and bury family hoards under their huts. Outsiders call them rude, quarrelsome, boastful and comic, which they resent without disproving. A friend may be invited to the elders' 24-hour incense rite (25% shorter with etiquette or tea ceremony); walking out means lifelong banishment, finishing means acceptance as an equal.

Ecology

Art collectors pay well for their scrolls and woodcuts, and their arms and armor fetch up to 10% above local goods. They farm, fish and hunt, and large villages herd cattle, sheep and pigs.

Ishikorobokuru

A rare cold-country strain: shorter, stockier, blue-skinned and silver-haired, speaking their own tongue plus those of common korobokuru, spirit-blooded folk, animal shapechangers and local humans and humanoids. They share their cousins' traits and also gain +1 to hit kala, territorial rivals. Cold cannot hurt them; fire does double damage. Nearly all are barbarians, a few eastern sorcerers, with women fighting like men, armed with hand axes 30%, spears and clubs 25% each, or bows with leaf head arrows 20%. Nomadic tribes of 10-60 (1d6x10) men, equal women and children at 25% of adults camp in defensible caves; every 20 men follow a 1d4+2 level barbarian, and tribes over 20 men add a 6th- or 7th-level chief and a 2nd- to 5th-level eastern sorcerer.

More: Monsters starting with K · Kara-Tur monsters · All monsters A-Z

Statistics

Common KorobokuruIshikorobokuru
Climate/TerrainTropical, subtropical, and temperate mountains, hills, jungles, and forestsArctic and subarctic mountains hills, jungles, and forests
FrequencyUncommonVery rare
OrganizationClansClans
Activity CycleAnyAny
DietOmnivoreOmnivore
IntelligenceSemi- to highly (3-15)Semi- to highly (3-15)
TreasureIndividual: L,N; Clan: R,XIndividual: M,N,Q; Clan: A
AlignmentChaotic goodChaotic good
No. Appearing20-20010-100
Armor Class1010
Movement66
Hit Dice11+2
THAC02020
No. of Attacks11
Damage/AttackBy weaponBy weapon
Special AttacksSee belowSee below
Special DefensesSee belowSee below
Magic ResistanceSee belowSee below
SizeS (4' tall)S (3' tall)
MoraleElite (13)Elite (13)
XP Value175270