Kopru

Medium Monstrous Humanoid (Aquatic)
Hit Dice: 8d8 (36 hp)
Initiative: +2
Speed: 5 ft. (1 square), swim 40 ft.
Armor Class: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
Base Attack/Grapple: +8/+10
Attack: Tail slap +10 melee (1d6+2)
Full Attack: Tail slap +10 melee (1d6+2) and 2 claws +8 melee (1d4+1) and bite +8 melee (1d4+1)
Space/Reach: 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 +8, Escape Artist +11, Move Silently +6, Search +4, Swim +10
Feats: Iron Will, Multiattack, Skill Focus (Escape Artist)
Environment: Warm aquatic and marsh
Organization: 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); 11–12 HD (Large)
Level Adjustment: +4

Many generations ago, the koprus built a large and mysterious civilization under the sea. For unknown reasons their society declined, becoming ever more decrepit and degenerate, until now almost none of its former glory remains.

A kopru resembles no known creature, but it combines several familiar features into one monstrous whole. Its body is vaguely eellike but ends in three long, flexible, barbed tails. Its chest is nearly human, and the hands on its two arms end in vicious webbed claws. Its head grows directly from its trunk, like a fish’s, and has large, unblinking eyes. The mouth is surrounded by four tentacles—an oddity that has led some scholars to propose that the koprus may somehow be related to mind flayers.

Koprus speak Common and Aquan.

Combat

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. A kopru in water, however, is 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.

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.

Kopru Society

Kopru society is matriarchal and savage. The monsters live in underwater caves, often near the sites of their ancient, ruined cities. But these reminders of their former glory only serve to increase their bitterness.

Source: Monster Manual II, page 134. This creature’s statistics block has been updated to version 3.5 as given in the D&D® V.3.5 Accessory Update for Monster Manual II.