Monster

Kronk

Resistance (RES)
1
Reluctance to negotiate (RN)
9
Agility (AGI)
4
Strength (dice)
1K6+1
Weapon
–
Spells
–
Treasure
E/B
Tiles
14
Special ability
stench

RES: Resistance, RN: Reluctance to Negotiate, AGI: Agility, Strength: K6 dice rolled in combat, Tiles: monster tile count. Treasure codes refer to the Treasure table.

How it plays

Kronks come in swarms of 1K6 or 1K6+1 and smell terrible: at the start of the fight every character must resist a spell or lose 2 agility until it ends, so high-resistance characters shrug it off. Individually they are weak (agility 4, strength 1K6+1), but a big group wears the front rank down. Reluctance 9 means negotiation almost never works. They carry type E treasure when they lair.

  • It resists a spell on a 1K6 roll of 1, so about 17% of your spells fail against it.
  • Its attacks wound 83% of the time and average 0.8 wounds per attack at maze level 1.
  • Reluctance to negotiate 9: you can try negotiation, then a bribe, before you fight.
  • It lairs in 2 of the 36 resident-monster outcomes and wanders in 1 of the 18 wandering outcomes.
  • Group size on the encounter tables: 1K6 / 1K6+1.

Figures are for maze level 1 and come straight from the rulebook tables. Deeper levels add strength, agility and reluctance to negotiate (table 6.7).

Play now

Full rules: 8.0 Monsters, Negotiation, and Bribery· 9.0 Combat· 15.0 Special Abilities of Certain Monsters· Monster stats table (8.2)

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