[New Monster] Klorna

Klorna

Chalk looked up as the huge creature struggled to get into the room.

‘What in the Eleven Hells?’ he asked.

Koram followed the towering creature.

‘It’s fine, he’s with us now, he got lost from his group, his name is Jekki,’ the fighter said.

‘Lost or was abandoned?’ asked Valance casually.

‘Lost and not stupid,’ replied the humanoid wooly rhinoceros as it sat down in a corner.

‘This is why you always get in trouble,’ Chalk said to Valance. ‘You need to relax a little.’

Klorna

No. Enc.: 1d6 (1d12)

Alignment: Neutral

Movement: 120′ (40′)

Armor Class: 4

Hit Dice: 6+4

Attacks: 1

Damage: 1d4+2 (bite or gore), 1d6+2 (stomp or charge), or by weapon

Save: F6

Morale: 9

Hoard Class: XV

X.P.: 465

The klorna are seven foot tall bipedal wooly rhinoceros that are typically gently and non-violent. Ironically, these creatures are very loyal and make excellent guards and mercenaries. Even when these creatures are away from their species quickly create a ‘crash’ that includes other individuals. Of average intelligence, most klorna are fighters or clerics, although the occasional wizard or druid is also encountered. Not good at long distance vision, these creatures can see well enough up close to be deadly in combat.

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2 Responses to [New Monster] Klorna

  1. Anubis says:

    “Night good at long distance vision, these creatures can see well enough up close to be deadly in combat.”

    So they can only see far at night?

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