Kroot Carnivore
A fast field fighter that punishes exposed flanks.
Threat File — Kroot Carnivore
TR 3 · Kroot & AuxiliariesProficiencies: Stealth +5, Fieldcraft +5, Athletics +4
Fieldcraft Born. The carnivore ignores difficult terrain and gains Advantage on Stealth checks in vegetation or ruins.
Pack Instinct. The carnivore gains +1 to melee attacks against a target adjacent to another kroot.
Feeding Doctrine. When battle permits, kroot pause to feed on fresh kills. It is cultural, tactical, and deliberate provocation at the table.
Kroot Rifle. Ranged Attack: +4 to hit, range 60/180 ft., one target. Hit: 1d10 + 2 ballistic damage. The blades on it are not decorative.
Rifle-Blade Rush. Melee Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8 + 2 slashing damage, plus an extra 1d8 if the carnivore charged through difficult terrain this turn.
Vanish Into the Green. The carnivore withdraws up to its full Movement into concealing terrain without provoking Reactive Fire.
Morale: Mercenary logic: withdraws when the shaper falls or the contract stops making sense, and does so through terrain the party cannot follow.
Tactics: Never fight kroot in the open — pull the party into brush, ruins, and bad sightlines where the pack closes from three sides. Snipe, lure, charge, feed. If the fight turns, the pack melts away and shadows the party for the rematch.
Loot / Evidence / Hooks: A blade-heavy kroot rifle and grisly trophies from whatever the kindred ate last.
Enemy Dossier
GM ReferenceThe kroot carnivore is a wiry avian mercenary that fights with rifle, blade, and appetite, in that reverse order of enthusiasm. It exists to hold the terrain the T'au will not walk through and to eat whatever it kills there.
Use this enemy in woods, ruins, and dense terrain where its fieldcraft turns every flank into a knife fight.
Threat Profile: Low-medium durability, strong melee pressure, good fieldcraft and terrain speed, weak to disciplined fire in the open, pack-dependent morale.
Fieldcraft Born. Ignores difficult terrain and gains Advantage on Stealth checks in vegetation or ruins.
Pack Instinct. Gains +1 to melee attacks against a target adjacent to another kroot.
Feeding Doctrine. Kroot pause to feed on fresh kills when battle permits; it is cultural, tactical, and deliberate provocation at the table.
Kroot Rifle. Mid-range attack; the blades on it are not decorative.
Rifle-Blade Rush. Melee attack with the bayonet-blades; +1 die of damage on a charge through terrain.
Vanish Into the Green. Withdraws into concealing terrain without provoking Reactive Fire.
Morale: Mercenary logic: withdraws when the shaper falls or the contract stops making sense, and does so through terrain the party cannot follow.
Tactics: Never fight kroot in the open — pull the party into brush, ruins, and bad sightlines where the pack closes from three sides. Snipe, lure, charge, feed. If the fight turns, the pack melts away and shadows the party for the rematch.
Full Stat Block Priority: Medium