Monstrous Physique — King K. Rool

Hello! I’m still loving the latest Super Smash Bros., so my obsession becomes another Smash-related blog post. This time around I’m going with my favorite newcomer to the series (and my current main pick whenever I play the game). It’s a character I’ve always enjoyed and now I get to play him in Smash! Let’s take a look at King K. Rool!

King K. Rool                         CR 6
XP 4,800
N Large magical beast
Init +6; Senses darkvision 60 ft.; Perception +12
DEFENSE
AC 18, touch 13, flat-footed 16 (+2 Dex, +6 natural)
hp 72 (8d10+28)
Fort +10, Ref +8, Will +5
OFFENSE
Speed 30 ft.
Melee slam +13 (2d8+8)
Ranged blunderbuss +9 (3d8)
Space 10 ft.; Reach 10 ft.
Special Attacks blunderbuss, crown toss, gut check
STATISTICS
Str 22, Dex 15, Con 19, Int 11, Wis 12, Cha 16
Base Atk +8; CMB +15; CMD 27
Feats Improved Initiative, Iron Will, Point-Blank Shot, Power Attack, Precise Shot
Skills Intimidate +11, Perception +12
Languages Common
ECOLOGY
Environment any
Organization solitary
Treasure none
SPECIAL ABILITIES
Blunderbuss (Ex) K. Rool’s blunderbuss is a firearm that deals bludgeoning with a range of 80 feet and a misfire value of 1. A creature hit by K. Rool’s blunderbuss must succeed at a DC 16 Reflex save or be pushed back 10 feet. K. Rool can also use his blunderbuss to attempt to pull a creature closer as a move action. K. Rool targets a creature within 30 feet. The creature must succeed at a DC 16 Reflex save or be pulled 10 feet closer towards K. Rool. The save DC is Dexterity-based.
Crown Toss (Ex) K. Rool’s can toss his crown in a 20-foot line as a standard action. Every creature in the line must succeed at a DC 16 Reflex save or take 2d8 points of bludgeoning damage and be knocked prone. A creature that succeeds its save takes half this damage and is not knocked prone.
Gut Check (Su) K. Rool can anticipate getting hit by an attack as a standard action. Until the start of his next turn, he can reflect an attack that hits him as an immediate action. A reflected attack deals no damage to K. Rool and instead hits the attacker, dealing the normal damage for the attack. If the attack is a critical hit, it deals the standard damage to the attacker instead.

King K. Rool is the leader of a terrible group of vile reptiles known as the Kremlings. He is known for his malicious deeds, like the kidnapping of local heroes and the theft of large hoards of bananas. His motives for his evil actions are relatively unclear, but he is always undertaking wicked schemes. He is a particularly powerful foe and is known to be able to shrug off even the mightiest of blows. Although he is a king, K. Rool has also disguised himself as other figures, including a pirate and a scientist. K. Rool is the arch-nemesis of Donkey Kong and keeps returning to bring evil upon DK and his friends, even after facing defeat at the hands of the ape several times over.

That’s it for this week! If you end up introducing King K. Rool into your game or you have any request for a future Monstrous Physique, please drop me a line at KnowDirection@hotmail.com.

Luis Loza

Luis Loza is a developer at Paizo, working on the Pathfinder Lost Omens line and formerly on Campaign Setting and Player Companion lines. He's done freelance for Paizo Inc, Legendary Games, Rogue Genius Games, and more third-party publishers. His hobbies include gaming both tabletop and video, making jokes, obsessing over time travel, taking naps with Nova his cat, and walks with his wife. He is eternally plagued with a hunger for tacos. Consider checking his material on his Patreon at patreon.com/luisloza