The korobokuru are a race of savage, wilderness-dwelling dwarf-like humanoids from the Oriental Adventures splatbook for Dungeons & Dragons. They also appeared in the Kara-Tur Monstrous Compendium Appendix and the 3rd Edition Oriental Adventures.
Mythologically, the korobokuru are probably based on an alternative spelling for the Koro-pok-guru, a race of small, benevolent, wilderness-dwelling yokai from the mythology of Japan's native Ainu people.
In D&D, the korobokuru is literally a Japanese dwarf, standing in company to the Spirit Folk, who fill the role of "Japanese Elf". Although one could argue they are more of a reskinning of gnomes or halflings. In fact, they're outright stated as being "Oriental Dwarves" in the 1e Oriental Adventures.
Korobokuru stand about 4 feet tall, although their propensity to being bowlegged can make them look shorter, even though their arms and legs are notedly longer in proportion than human's would be. Leaner than dwarves, they have small, pointed ears, round noses with flattened nostrils, wide, full lips, big bright eyes that are typically blue, green or brown, and thick hair on their heads and limbs. They aren't very good at growing beards, though, for some reason. Korobokuru tend to look wild and unkempt, favoring simple and rustic outfits in dull, earthen tones; such garb is usually well-worn, but always kept clean.
Culturally, korobokuru are essentially very rustic peasantfolk. They mostly live in simple villages or camps in the wilderness, anywhere from lakes to mountainsides to valleys and forests, where they make a living by farming and hunting. Stereotyped as rude, belligerent, boastful and somewhat comical, korobokuru resent this, but don't do much to disprove it. Most are quite content to live a humble life, attending to their daily tasks, making simple artwork (painting and cut, carved or otherwise sculpted wood and stone), telling wildly fanciful stories, and collecting treasure.
- +1 Strength, +1 Constitution, -2 Intelligence
- Maximum Ability Scores: Strength 19, Dexterity 18, Constitution 19, Intelligence 15, Wisdom 17, Charisma 16
- Minimum Ability Scores: Strength 8, Dexterity 6, Constitution 12, Intelligence 3, Wisdom 3, Charisma 3
- Racial Class & Level Limits: Samurai 6, Barbarian 10, Bushi Unlimited, Wu jen 7, Yakuza 10
- Racial saving throw bonus to saves vs. Rod/Staff/Wand/Spells equal to +1 for every 4.5 points of Constitution.
- +1 to hit bakemono, goblins, goblin rats, and hobgoblins.
- Giants, oni, ogres, ogre magi and titans suffer a -4 penalty to hit a korobokuru.
- Infravision 120 feet
- 66% chance to recognize and identify any normal plant or animal
- +2 Constitution, -2 Intelligence
- Base land speed 20 feet
- Darkvision 60 feet
- +2 racial bonus on saving throws vs. poison.
- +2 racial bonus on saving throws vs. spells and spell-like effects.
- +1 racial bonus on attack rolls against goblinoids (including bakemono and goblin rats).
- +4 dodge bonus against giants.
- +2 racial bonus on Wilderness Lore checks.
- Favored Class: Barbarian
|Dungeons & Dragons 2nd Edition Races|
|Core:||Dwarf - Elf - Gnome - Half-Elf - Half-Orc - Halfling - Human|
|Dark Sun:||Aarakocra - Half-Giant - Mul - Pterran - Thri-kreen|
|Dragonlance:||Draconian - Irda - Kender - Minotaur|
|Mystara:||Aranea - Ee'ar - Enduk - Lizardfolk (Cayma - Gurrash - Shazak) |
Lupin - Manscorpion - Phanaton - Rakasta - Tortle - Wallara
|Oriental Adventures:||Korobokuru - Hengeyokai - Spirit Folk|
|Planescape:||Aasimar - Bariaur - Genasi - Githyanki - Githzerai - Modron - Tiefling|
|Spelljammer:||Dracon - Giff - Grommam - Hadozee - Hurwaeti - Rastipede - Scro - Xixchil|
|Ravenloft:||Broken One - Flesh Golem - Half-Vistani - Therianthrope|
Book of X:
|Alaghi - Beastman - Bugbear - Bullywug - Centaur - Duergar |
Fremlin - Firbolg - Flind - Gnoll - Goblin - Half-Ogre - Hobgoblin
Kobold - Mongrelfolk - Ogre - Ogre Mage - Orc - Pixie
Satyr - Saurial - Svirfneblin - Swanmay - Voadkyn - Wemic
|Dragon Magazine:||Half-Dryad - Half-Satyr - Uldra - Xvart|