Krain makes his
home in the western half of the Marsh of Chelimber. His lair is a sod
house extending from a dry cave in the side of a hillock about three
miles from the western edge of the Marsh. His home is surprisingly clean
and well maintained. It is also secure. A number of deadly traps guard
the paths that lead to it.
Krain is a deadly
opponent. He thinks, plans, and outwits his opponents rather than simply
smashing them. He also employs straightforward tactics, but only when
he has rendered his opponents helpless through stratagem. He spent several
years as a mercenary, and he has gained a keen understanding of warfare.
Ambush, hit-and-run, and traps are his preferred tactics. Once he knows
enemies are about, he sets up ambushes, striking swiftly and brutally
from hiding and then fading into the swamp. With his woodland stride
ability, he can hide in dense undergrowth or tangled briars, erupting
from his hiding place at the right moment. His use of the ranger spell
pass without trace typically makes it impossible for others to
pursue him. He takes great delight in killing scouts and others separated
from a main party. He attacks them first, leaving their broken bodies
for the rest to find.
Krain relies upon
a number of weapons to defeat his enemies. He carries a quiver filled
with about a dozen javelins. He uses these for hunting and as a ranged
weapon. He usually tosses one or two of these and then disappears into
the wilderness, appearing later to hurl a few more. Whenever possible,
he attacks from ambush to make use of his sneak attack ability. He also
carries a longspear, with which he holds enemies at bay. With his Combat
Reflexes, smaller opponents often find it costly to close to melee range
with him. Once he has done his damage with javelin and longspear, he
relies on his primary weapons: a razor-sharp greataxe and a battleaxe.
Both weapons are sized for humans, and he uses one in each hand. With
his greataxe, he can sever the head from a bull in one blow.
He has an animal
companion, a bad-tempered giant crocodile named Dread. The crocodile
large lurks around the island, although it is occasionally absent while
it hunts for food. Heroes who find the island encounter both Krain and
Krain the Slayer:
Male half-ogre/half-fiend Rgr7/Rog3; CR 14; Large outsider; HD 4d8+28
plus 7d10+49 plus 3d6+21; hp 165; Init +7; Spd 30 ft.; AC 23 (touch
12, flat-footed 23); Atk +19/+14/+9 melee (1d12+10/1820/x3, +1
keen greataxe) and +19 melee (1d8+4/x3, masterwork battleaxe); or
+20/+15/+10 melee (2d6+13/x3, Huge longspear; or +13 ranged (1d6+9,
javelin); or +20 melee (1d8+9, bite) and +15 melee (1d6+4, 2 claws);
SA sneak attack (+2d6), spells, spell-like abilities; SQ acid, cold,
electricity, and fire resistance 20, animal companion crocodile, darkvision
60 ft., evasion, favored enemy (humans and goblinoids), immune to poison,
traps, uncanny dodge; AL NE; SV Fort +17, Ref +9, Will +6; Str 28, Dex
17, Con 24, Int 14, Wis 14, Cha 8. Height 9' 8".
Skills and Feats:
Climb +12, Craft (trapmaking) +14, Disable Device +9, Hide +19, Intuit
Direction +6, Jump +10, Knowledge (nature) +7, Listen +12, Move Silently
+19, Profession (sailor) +7, Search +9, Spot +12, Swim +12, Use Rope
+10, Wilderness Lore +13; Alertness, Combat Reflexes, Improved Critical
(greataxe), Improved Initiative, Power Attack, Track.
Krain has a bad-tempered giant crocodile as a companion.
Krain has selected humans as a favored enemy. He gains a +2 bonus on
his Bluff, Listen, Sense Motive, Spot, and Wilderness Lore checks when
using these skills against this type of creature. He gets the same bonus
to melee weapon damage rolls against creatures of this type. He also
gets the damage bonus with ranged weapons if the target is within 30
feet. He gains a +1 bonus to similar rolls against goblinoids.
(base DC 12 + spell level): 3/day -- darkness, poison, unholy aura;
1/day -- blasphemy, contagion, desecrate, unhallow, unholy blight.
(Ex): Krain retains his Dex bonus when flat-footed.
+1 chain shirt of shadow and silent moves, +1 keen greataxe, masterwork
battleaxe, 8 javelins, longspear.
Prepared: (1; base DC = 12 + spell level): 1st -- alarm.
Crocodile: hp 59, see Monster Manual page 195.