d20 Kroot Conversions
The Kroot are expert jungle-fighters and trackers, who can be found fighting as mercenaries across the Ultima Segmentum and beyond. The majority of Kroot warriors fight as mercenaries in the armies of the Tau. Their integration into the Tau empire requires them to provide troops to the Tau military, and furthermore attempts to prohibit them from fighting alongside the armies of other races.
Kroot evolution depends on their absorbing the genetic traits of other races, selectively inheriting the most desirable. They do this through eating specific prey animals to ensure that the next generation take on certain characteristics of that animal. Unfortunately, the Tau insistence that the Kroot fight exclusively for them would lead to a disastrous stagnation, as they have absorbed the traits of most of the creatures from within the Tau region. To collect as wide a range of characteristics as possible, they secretly dispatch entire armies of mercenaries to fight alongside other races in order to expose themselves to creatures and environments not found in Tau space.
The result is that each of these mercenary bands develops separately to the mainstream of Kroot society. When they periodically return to the Kroot home world of Pech, they bring with them a wealth of new traits to be absorbed by the race at large. These itinerant bands often appear radically different from the standard Kroot, having absorbed all manner of outlandish genetic data.
Kroot society is based on the kindred, and each mercenary army mirrors this in its organization. The kindred fulfills the battlefield role of a squad, but represents something far more fundamental. A kindred is an extended family group, who develop together under the direction of the Shaper; an individual who is able to guide the group down a particular evolutionary path by determining their diet.
Senior Shapers form councils, whose role is to oversee a group of kindreds, thus insuring a level of homogeneity within the species. An individual known as the Master Shaper, who sits at the top of this pyramid-shaped organization and guides it in all matters, leads each council. Kroot mercenary armies are led by Master Shapers who seek the infinite variety of the galaxy, leading their kindreds into every warzone imaginable in an effort to absorb the abilities of the lifeforms occupying those war-torn areas.
Kroot Rules
Kroot that are part of the Tau empire can freely generate mutations from the section above on The Enemy Within: The Mutant at the normal cost of feats. Kroot that are part of the Mercenary scout forces however, have a much more exotic range of mutations available to them that follow slightly different rules. They are also required to eat all the foes they conquer in battle in betterment of the Kroot race. All of the following special rules apply to Mercenary Kroot specifically.
Eaters of the Dead (ex): Kroot are extremely voracious carnivores and will often let a defeated enemy escape while they feast on the flesh of the fallen. If a Kroot defeats a foe of a race he has not yet tasted the flesh of he must spend at least 1d6 rounds consuming the flesh (unless he is under immediate threat of fire – in which case he may wait to do this until he is no longer under threat) as it is their responsibility to ensure that the bodies of the fallen enemy are not wasted. Failure to do this is a dishonor and results in the permanent penalty of 1 point of base Will save. This penalty can be recovered by consuming the bodies of at least 3 corpses in full but even then the Will save penalty lasts for a minimum of 1 week.
Fieldcraft (ex): Kroot are extremely adept in arboreal environments. They always count as being in cover of 1 category better when they are taking cover in woods or jungles.
Signature Adaptations (ex): Kroot Mercenaries do not get a bonus starting feat for selecting the Homeless Traveller background (which they must select). Instead they get one signature adaptation that must be chosen from the following list.
Hyperactive Nymune Organ: The Kroot gets a +5 foot bonus to land speed.
Bold: +2 on Will saves.
Chameleon: +1 concealment bonus to Defense.
Fast Reflexes: +2 on Reflex saves.
Squat Stomach: +2 on Fort saves.
Nocturnal: Darkvision 60feet
Ork Hybrid: Grants Toughness feat (+3 HP) and access to Ork Toughness feats.
Sixth Sense: Select one psyker power feat.
Ambull Shell: +1 damage reduction from natural armour.
Kroot Warrior (Kroot Strong Ordinary 4)
CR 3; Medium-size humanoid; HD 4d8 + 13; hp 31; Mas 13; Init +6; Spd 30ft; Defense 15, touch 15, flat-footed 15 (+2 dex, +3 class); BAB +4; Grap +9; Atk +9 melee (1d8+5 [drp 0], 19-20/x2, rifleblade) or +6 ranged (2d10 [drp 2], kroot rifle); Full Atk +7/+7 melee (1d8+5 [drp 0], 19-20/x2, rifleblade); Reach 5ft AL: Kroot / Tau; SQ: Eaters of the Dead, Fieldcraft, DR/DRT: 3/+1 (natural); Fort +3, Ref +3, Will +1; Ld +0; AP: 0; Str 20, Dex 14, Con 13, Int 10, Wis 10, Cha 4.
Background: Homeless Traveller (Move Silently, Survival); Ork Hybrid
Skills: Move Silently +7, Jump +10, Survival +4
Feats: Simple Melee Weapons Proficiency (free), Kroot Rifle Proficiency (free), Toughness, Imp. Toughness, Two-Weapon Fighting, Improved Initiative.
Kroot Veteran (Kroot Strong Ordinary 4 / Fast Ordinary 4)
CR 3; Medium-size humanoid; HD 8d8 + 21; hp 57; Mas 14; Init +6; Spd 30ft; Defense 20, touch 20, flat-footed 18 (+2 dex, +8 class); BAB +7; Grap +12; Atk +12 melee (1d8+5 [drp 0], 19-20/x2, rifleblade) or +9 ranged (2d10 [drp 2], kroot rifle); Full Atk +10/+5/+10/+5 melee (1d8+5 [drp 0], 19-20/x2, rifleblade); Reach 5ft AL: Kroot / Tau; SQ: Eaters of the Dead, Fieldcraft, DR/DRT: 3/+1 (natural); Fort +5, Ref +5, Will +2; Ld +0; AP: 0; Str 20, Dex 14, Con 14, Int 10, Wis 10, Cha 4.
Background: Homeless Traveller (Move Silently, Survival); Ork Hybrid
Skills: Move Silently +7, Jump +10, Survival +4, Hide +6, Escape Artist +6, Listen +4, Spot +4.
Feats: Simple Melee Weapons Proficiency (free), Kroot Rifle Proficiency (free), Alertness, Toughness, Imp. Toughness, Two-Weapon Fighting, Improved Initiative.
Kroot Rifles: The two Kroot above are equipped with a piece of wargear called a Kroot rifle. A basic slug-thrower relying on chemical propellants and the transfer of kinetic energy, adapted by the Tau to fire a charged pulse round supplied by them. The Kroot rifle is fitted with blades near the muzzle and stock. These are a throwback to early traditional Kroot fighting staves. The Kroot rifle is a two-handed weapon, and therefore cannot be combined with another weapon in close combat. It counts as a double weapon. Kroot have proficiency with both shooting and combat uses of the Kroot rifle for free. As a double weapon it deals 1d8 damage with a 19-20 critical range. As a ranged weapon it is rapid fire, with a range increment of 60 feet, a damage of 2d10, a piercing of 2 and a critical range of 20. Although they are fully automatic, kroot mercenaries typically conserve their ammunition because the Tau supply it and it is extremely hard to come by outside of Tau space.
Kroot Shaper Agordo Zael (Kroot Strong 4 / Dedicated 3 / Mystic 3)
CR 3; Medium-size humanoid; HD 7d8 + 3d6 + 20; hp 89; Mas 17; Init +7; Spd 30ft; Defense 20, touch 20, flat-footed 17 (+3 dex, +7 class); BAB +8; Grap +13; Atk +9 melee (1d6+5 [drp 0], 19-20/x2, shortsword) or +11 ranged (3d12 [drp 5], eldar fusion pistol); Full Atk +11/+6 ranged (3d12 [drp 5], eldar fusion pistol); Reach 5ft AL: Kroot; SQ: Eaters of the Dead, Fieldcraft, DR/DRT: 3/+1 (natural); Fort +10, Ref +8, Will +7; Ld +2; AP: 10; Str 12, Dex 16, Con 14, Int 10, Wis 12, Cha 10.
Background: Homeless Traveller (Move Silently, Survival); Sixth Sense
Skills: Move Silently +7, Jump +12, Survival +4, Sense Motive +7, Knowledge (eldar) +6, Knowledge (kroot) +6, Listen +14, Spot +14, Tumble +8.
Feats: Simple Melee Weapons Proficiency (free), Kroot Rifle Proficiency (free), Wild Mystic Power (sixth sense), Extend Power, Alertness, Acrobatic, Lightning Reflexes, Improved Initative, Increased Massive Damage Threshold.
Talents: Improved Grapple, Improved Overrun, Skill Focus (Tumble), Aware, Spells.
Spells Prepared
Level 1: Bane, Featherfall, Inflict Light Wounds, Shield of Faith.
Level 2: Hold Person (x2).
Note: Agordo, above, has access to mystic psyker powers and wields a weapon stolen from the corpse of an eldar psyker. His father had taken that weapon and Agordo carries with him some of the genetic make-up of the eldar including the ability to use their mystic psyker powers.
Kroot Beasts
Kroot Hounds and Krootox are both examples of genetic ‘dead-ends’. They followed a chain of guided evolution to their current form and lost their ability to adaptively evolve. They are now stuck in this primitive form. Kroot use them in many ways and their common ancestry links them in ways other races are unable to understand.
Kroot Sympathy: All Kroot get a +5 circumstantial on Handle Animal and Ride checks related to the Kroot animals described below.
Their form is particularly vile. While I have learned to regard the Kroot with some affection, I despise the Kroot hound. They are slavering brutes which will kill even when they are well-fed.
Kroot Hound: CR 4; Medium-size Alien Beast; HD 6d10+12; hp 45; Mas 15; Init +7; Spd 40ft; Defense 13, touch 13, flat-footed 10 (+3 dex); BAB +6; Grap +10; Atk +9 melee (1d8+4 [drp 0], bite); Full Atk +9/+4 melee (1d8+4 [drp 0], bite); Reach 5ft AL: Kroot; SQ: kroot sympathy, DR/DRT: 8/+1 (natural); Fort +8, Ref +7, Will +3; Ld +0; Str 18, Dex 16, Con 15, Int 3, Wis 12, Cha 8.
Skills: Hide +12, Listen +3, Move Silently +7, Spot +6
Feats: Alertness, Improved Initiative
The Krootox are huge creatures… they are short-tempered but essentially harmless. Just as Kroot hounds are trapped in their feral form, Krootox are trapped as grazing beasts.
Krootox: CR 4; Large Alien Beast; HD 10d10+12; hp 45; Mas 23; Init +2; Spd 40ft; Defense 12, touch 12, flat-footed 10 (+2 dex); BAB +10; Grap +21; Atk +17 melee (2d6+7 [drp 0], bite); Full Atk +17/+17 melee (1d8+7 [drp 0], claw) and +15 melee (2d6 +3 [drp 0], bite); Reach 5ft AL: Kroot; SQ: kroot sympathy, DR/DRT: 18/+3 (natural); Fort +13, Ref +5, Will +4; Ld +0; Str 25, Dex 14, Con 23, Int 5, Wis 12, Cha 8.
Skills: Climb +18, Jump +16, Swim +12, Listen +5, Spot +5.
Feats: Alertness, Multiattack
The Kroot we questioned tell us that the Kroothawks are sacred to them…
Kroot Hawk: CR 2; Small Alien Beast; HD 2d10-2; hp 9; Mas 8; Init +3; Spd 80ft fly; Defense 13, touch 13, flat-footed 10 (+3 dex); BAB +2; Grap -1; Atk +5 melee (1d4+1 [drp 0], bite); Full Atk +5 melee (1d4+1 [drp 0], bite) and +0 melee (1d3 [drp 0], 2 claws); Reach 5ft AL: Kroot; SQ: kroot sympathy, hawk traits, mimic; Fort +2, Ref +3, Will +2; Ld +0; Str 12, Dex 17, Con 8, Int 4, Wis 14, Cha 6.
Skills: Listen +7, Spot +7, Survival +7
Feats: Weapon Finesse (bite)
Special
Hawk Traits: The Kroothawk receives a +8 racial bonus to spot checks in daylight. A hawk trained to capture small game grants a +2 circumstantial bonus on survival checks.
Mimic: The Kroothawk can imitate kroot language like a parrot can. He can even learn to issue calls depending on what he sees. For instance a trained kroothawk will say, “Ork! Ork!” when orks he spots and ork. This makes them quite valuable. Training a kroothawk to say a specific word requires teaching them a single ‘trick’.
The Knarloc is a large mounted animal typically used to cover distances quickly.
Knarloc: CR 4; Large Alien Beast; HD 4d10+15; hp 33; Mas 17; Init +1; Spd 50ft; Defense 10, touch 10, flat-footed 9 (-1 size, +1 dex); BAB +4; Grap +12; Atk +8 melee (1d8+4 [drp 0], bite); Full Atk +8 melee (1d8+4 [drp 0], bite) and +3 melee (1d4+2 [drp 0], 2 foreclaws); Reach 5ft AL: Kroot; SQ: kroot sympathy, pounce, rake; DR/DRT: 8/+2 (natural); Fort +7, Ref +3, Will +4; Ld +0; Str 18, Dex 13, Con 17, Int 2, Wis 14, Cha 6.
Skills: Listen +9, Spot +9
Feats: Toughness, Alertness
Special
Pounce (ex): A Knarloc that leaps into combat with a charge action, can make a full attack even though he has moved. A knarloc cannot do this if he is acting as a steed to a kroot warrior because of the extra weight he is carrying.
Rake (ex): A Knarloc that makes a pounce attack can also make 2 rake attacks with his hind legs. These deal 1d10+4 (or 2d8+8 for a great knarloc) points of damage each.
The Great Knarloc is a massive hunting predator native to Pech of the same genus as the kroot. It behaves not unlike a prehistoric dinosaur. It is often tamed and used in battle by the kroot.
Great Knarloc: CR 4; Huge Alien Beast; HD 14d10+101; hp 178; Mas 27; Init +1; Spd 60ft; Defense 9, touch 9, flat-footed 8 (-2 size, +1 dex); BAB +14; Grap +30; Atk +22 melee (2d6+8 [drp 0], bite); Full Atk +22 melee (2d6+8 [drp 0], bite) and +17 melee (1d6+4 [drp 0], 2 foreclaws); Reach 5ft AL: Kroot; SQ: kroot sympathy, pounce, rake (see Knarloc); DR/DRT: 20/+4 (natural); Fort +16, Ref +5, Will +6; Ld +0; Str 26, Dex 12, Con 24, Int 2, Wis 14, Cha 6.
Skills: Listen +9, Spot +9, Jump +13, Survival +7, Move Silently +2.
Feats: Toughness, Alertness, Run, Endurance, Improved Massive Damage.
Originally produced by Daniel Saier in the fan-produced D20 Warhammer 40,000 Core Rulebook, further edited and modified by Dane of War.


