Medium humanoid (krang), neutral

Armor Class 13 (hide armor)
Hit Points 67 (9d8 + 27)
Speed 30 ft., climb 20 ft.

17 (+3) 11 (+0) 16 (+3) 11 (+0) 8 (-1) 13 (+1)

Saving Throws Str +5, Con +5, Wis +1
Skills Athletics +5
Senses passive Perception 9
Languages Common, Krang
Challenge 2 (450 XP)


  • Elongated Arms. The krang’s long arms extend its reach with melee attacks to 10 feet.
  • Smashing Charge. If the krang moves at least 20 feet and hits with a head-butt attack in the same turn, the attack deals an additional 7 (2d6) bludgeoning damage and the target must succeed on a DC 13 Constitution saving throw or be stunned until the end of its next turn.


  • Multiattack. The krang makes two melee attacks: one with its warhammer, and one with its head-butt.
  • Head-butt. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
  • Warhammer. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, or 8 (1d10 + 3) bludgeoning damage if used with two hands.


Krang come from a lush, forested homeworld where their forebears first gathered in small tribes of arboreal apes. Fighting one another for centuries over territory and resources, the krang rose into warring nation-states but eventually joined forces in search of glorious conquest across the stars. They proved terrifying in battle, but in the execution of their duties, the honorable krang soon realized the cruelty of their new overlords and the depths of their depravity and turned against the Ultari to join their enemies and find redemption while also liberating their homeworld from the grip of the Ultari. Krang average 6-and-a-half feet in height, but their long arms give them the appearance of being taller. They weigh between 200 and 300 pounds.

Pride and Valor. Krang are militaristic but deeply concerned with valor. While krang prefer to fight at close range, they also engage from a distance if conditions call for it but abhor the use of disease and poison in weaponized warfare. Many who meet krang for the first time view them as humorless apes with a fixation on combat and skill-at-arms. After spending time together, they soon realize the krang cling to their honor as a bastion against the painful memories of their association with the ultari. While krang possess a modicum of humor, they generally fail to recognize sarcasm and deceptive word play. Traditional krang religion focuses on ancestor worship, but those traveling among other races often adopt the faiths of those they respect, though under duress krang often invoke the names of powerful warriors who faced similar trials or hardships. Respect among the krang is earned by actions, especially demonstrations of skill or bravery. A tale well told may impress a krang, but they always seek evidence to back it up, and they have little patience for those who reveal themselves to be deceitful or cowardly.

Section 15: Copyright Notice

Legendary Planet Adventure Path (5E) © 2020, Legendary Games; Authors: Matt Goodall, Jim Groves, Steven T. Helt, Tim Hitchcock, Jason Nelson, Richard Pett, Tom Phillips, Mike Shel, Neil Spicer, Mike D. Welham

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