Part 4 · Monsters & Creatures
Krugs
Krugs are elemental creatures with a body structure similar to giant beetles made of stone. Due to their stone structure, they’re almost indistinguishable from common rocks and stones.
Besides their ability to disguise themselves, Krugs also have the ability to split into miniature versions of themselves, extending their vitality.
Rewards
Krugs tend to inhabit places with soil rich in rare minerals, and their sturdy stone bodies can be used as raw material for various creations once collected.
Crafting Items
The stone plates from a Krug’s body are particularly resilient, and can be used to craft some items, requiring a creature with the Mason Craft to work with them properly: - When crafting a Portable Battering Ram using stone plates as raw material, the crafting DC and the Ram’s bonus increase by +1. - When crafting Bludgeoning Weapons (combining the Weaponsmith and Mason Crafts), the stone plates can be used to craft a bludgeoning weapon, granting +1 to the weapon’s damage roll. Alternatively, a Mason can craft a Maul or Hammer alone, retaining this property. - One stone plate can be used to craft 20 Ammunition: Sling Bullets using the Mason Craft. When doing so, the crafted ammunition gains +1 to attack and damage rolls. - When crafting Shields using stone plates (combining the Armorer and Mason Crafts), the resulting shield gains +1 AC and grants 1 DR against Bludgeoning damage. The number of stone plates required varies according to the shield type: 1 stone plate is needed to craft a Buckler or Light Shield, 2 stone plates to craft a Heavy Shield, or stone plates to craft a Tower Shield. - When crafting a Whetstone using a stone plate, the resulting whetstone can be used up to 10 times instead of 5.
Krug Statblocks
Miniature
Mini Krug
Elemental, Medium
- Senses
- Tremorsense 60 feet. Passive perception 10.
- Speed
- 30 feet of walking
- Skills
- Athletics +3, Survival +2
- Languages
- Elemental
Defenses
Saving Throws: Charisma +1
Damage resistance. Simple physical damage.
Damage immunity. Poison damage.
Damage vulnerability. Thunder damage.
Condition immunity. Poisoned, Exhaustion, Intoxicated, Paralyzed, Petrified, and Bleeding.
Characteristics
False Appearance. While the Mini Krug remains motionless, it's indistinguishable from ordinary gravel.
Elemental Aura. The Mini Krug's elemental energy generates tremors in a 5-foot radius around it. Hostile creatures that start their turn within this area or enter it for the first time take 1 Thunder damage. Additionally, the Mini Krug deals 2 (1d4) additional Thunder damage on its natural weapon attacks.
Rampaging Charge. If the Mini Krug moves at least 30 feet toward an enemy creature, it can make a Headbutt attack immediately after that movement. If it hits, the creature must succeed on a DC 11 Strength saving throw or become Prone. If the creature becomes Prone, the Mini Krug can make a Fangs attack against that target using a bonus action.
Disposable. The Mini Krug takes double damage from failed-save effects or spells that aren't Constitution-based. Even if the Mini Krug succeeds on a saving throw to resist an effect or spell that isn't Constitution-based, it takes full damage instead of only half.
Attacks
Headbutt. Melee Natural Weapon Attack, +3 to hit, 5 ft. reach, one target. On a hit, deals 8 (3d4+1) Bludgeoning damage.
Fangs. Melee Natural Weapon Attack, +3 to hit, 5 ft. reach, one target. On a hit, deals 8 (2d6+1) Piercing damage.
Equipment and Loot
A creature with the Collector: Biologist or Collector: Miner Craft can Dissect the following parts of the Mini Krug:
Stone Plates: It's possible to collect 2 (1d4) Stone Plates from a Mini Krug. Stone Plates can be used as raw material for several different formulas, mainly using the Mason Craft.
Runes
Runic Pulse: Jade Pulse (1d4 Bludgeoning and Cold damage)
Runes: Territorial Surge, 1 use.
Common

Krug
Elemental, Large
- Senses
- Tremorsense 60 feet. Passive perception 11.
- Speed
- 30 feet of walking
- Skills
- Athletics +5, Survival +4
- Languages
- Elemental
Defenses
Saving Throws: Charisma +2
Damage resistance. Simple physical damage.
Damage immunity. Poison damage.
Damage vulnerability. Thunder damage.
Condition immunity. Poisoned, Exhaustion, Intoxicated, Paralyzed, Petrified, and Bleeding.
Characteristics
False Appearance. While the Krug remains motionless, it's indistinguishable from an ordinary boulder.
Elemental Aura. The Krug's elemental energy generates tremors in a 10-foot radius around it. Hostile creatures that start their turn within this area or enter it for the first time take 2 Thunder damage. Additionally, the Krug deals 3 (1d6) additional Thunder damage on its natural weapon attacks.
Rampaging Charge. If the Krug moves at least 30 feet toward an enemy creature, it can make a Headbutt attack immediately after that movement. If it hits, the creature must succeed on a DC 16 Strength saving throw or become Prone. If the creature becomes Prone, the Krug can make a Fangs attack against that target using a bonus action.
Split. When the Krug takes damage that would reduce it to 0 hit points or less, it splits into 2 Mini Krugs.
Attacks
Headbutt. Melee Natural Weapon Attack, +6 to hit, 5 ft. reach, one target. On a hit, deals 29 (6d8+2) Bludgeoning damage.
Fangs. Melee Natural Weapon Attack, +6 to hit, 5 ft. reach, one target. On a hit, deals 29 (5d10+2) Piercing damage.
Equipment and Loot
A creature with the Collector: Biologist or Collector: Miner Craft can Dissect the following parts of the Krug:
Stone Plates: It's possible to collect 5 (2d4) Stone Plates from a Krug. Stone Plates can be used as raw material for several different formulas, mainly using the Mason Craft.
Runes
Runic Pulse: Jade Pulse (1d6 Bludgeoning and Cold damage)
Runes: Immovable Body, 2 uses.
Elder

Elder Krug
Elemental, Huge
- Senses
- Tremorsense 60 feet. Passive perception 14.
- Speed
- 40 feet of walking
- Skills
- Athletics +7, Survival +8
- Languages
- Elemental
Defenses
Saving Throws: Wisdom +8, Charisma +3
Damage resistance. Simple physical damage.
Damage immunity. Poison damage.
Damage vulnerability. Thunder damage.
Condition immunity. Poisoned, Exhaustion, Intoxicated, Paralyzed, Petrified, and Bleeding.
Characteristics
False Appearance. While the Elder Krug remains motionless, it's indistinguishable from an ordinary rock.
Elemental Aura. The Elder Krug's elemental energy generates tremors in a 10-foot radius around it; hostile creatures that start their turn within or enter this area for the first time take 3 Thunder damage. Additionally, the Elder Krug deals 5 (2d4) additional Thunder damage on its natural weapon attacks.
Rampaging Charge. If the Elder Krug moves at least 30 feet toward an enemy creature, it can make a Headbutt attack immediately after that movement. If it hits, the creature must succeed on a DC 19 Strength saving throw or become Prone. If the creature becomes Prone, the Elder Krug can make a Fangs attack against that target using a bonus action.
Split. When the Elder Krug takes an attack that would reduce it to 0 hit points or less, it splits into 4 Mini Krugs.
Attacks
Multiattack. The Elder Krug can use an attack action to make 2 attacks of its choice between Headbutt or Fangs.
Headbutt. Melee Natural Weapon Attack, +9 to hit, 10 ft. reach, one target. On a hit, deals 36 (6d10+3) Crushing damage.
Fangs. Melee Natural Weapon Attack, +9 to hit, 10 ft. reach, one target. On a hit, deals 35 (5d12+3) Piercing damage.
Epic Actions
The Elder Krug has 4 charges of epic actions, and can spend one of these charges to act. Only one action can be used at a time, at the end of another creature's turn. At the start of the Elder Krug's turn, the number of charges returns to 4.
The Elder Krug can take an action and restore its reaction (if spent).
The Elder Krug can spend all or the rest of its movement.
The Elder Krug can repeat a Saving Throw against an effect affecting it.
Cost. When the Elder Krug repeats its saving throw this way, it loses 9 hit points.
The Elder Krug makes a melee attack against the target's AC. If successful, it can choose between:
Knocking the target down, leaving it with the Prone condition.
Pushing the target 15 feet away from the Elder Krug.
Equipment and Loot
A creature with the Collector: Biologist or Collector: Miner Craft can Dissect the following parts of the Elder Krug:
Stone Plates: It's possible to collect 10 (4d4) Stone Plates from an Elder Krug. Stone Plates can be used as raw material for several different formulas, mainly using the Mason Craft.
Runes
Runic Pulse: Jade Pulse (2d4 Bludgeoning, Cold, and Fire damage)
Runes: Immovable Body, 2 uses. Territorial Surge, 2 uses.
