Creatures by Challenge Rating
| Challenge Rating | Creature |
|---|---|
| 1/4 | Dandelion Dragon |
| 1/2 | Clematis Dragon โฆ |
| Challenge Rating | Creature |
|---|---|
| 1/4 | Dandelion Dragon |
| 1/2 | Clematis Dragon โฆ |
The skalds donโt admit to knowing stories of the first giantkin, but few giantkin care about or dwell on their origin. Descended from giants and smaller species in equal measure, they know they must walk their own path in lands where some look upon their ancestry with disfavor. Actions alone will forge their legacy. Giantkin primarily inhabit communities on the fringes of giant-held territoriesโฆ
Potion, uncommon Vitae, blood from within a Kindred, has powerful properties that are passed on when imbibed by a non-Kindred. A single Blood Point can be stored in a drinkable vessel for up to 48 hours without alchemical treatment. When you drink this potion, you gain the following effects. Increased Strength and Speed: Your Strength score increases by 2, and your Speed increases by 5 feet for 1โฆ
Ketgrinn are catlike Fey spirits who delight in puzzles, riddles, and bargains. They have large, bright eyes and too-wide grins that gleam starkly even in shadows. Ketgrinn are tricksters and spies, often sent by those they serve to steal the voices of a rivalโs minions to sow chaos and confusion. Secret. Ketgrinn canโt resist a puzzle or riddle, and a difficult one can send a ketgrinnโs mindโฆ
Kithkin are short folk with stout legs, long arms, and sturdy torsos. Their broad faces; round ears; and large, expressive eyes lend them a vaguely ursine appearance. Most kithkin are linked by an empathic web that lets them sense the feelings of nearby kithkin. Because of this connection, many kithkin trust each other implicitly. Some kithkin remove themselves from this empathic web temporarilyโฆ
Kuo-toa loot ruins and raid communities near their dwellings in the Underdark. Their shields are coated in sticky slime, which they use to disarm their foes, and they employ slimy nets to entrap victims. They usually strive to take their enemies alive and drag captives to their hidden lairs. Most kuo-toa follow the orders of their more powerful leaders out of a combination of faith and fear. Inโฆ
An adventurer stumbles on a kuo-toa archpriest and servants of its strange gods Kuo-toa have slimy, humanoid bodies and the heads of goggle-eyed deep-sea fish. They claim they once dominated whole worlds, their empires spanning land and sea under the blessings of piscine gods. The kuo-toa canโt say what disaster brought their glorious civilization to an end, but elves, humans, mind flayers, andโฆ
Exploiting pacts with sinister supernatural forces, yuan-ti bargain away their humanity for the lethality and predatory deviousness of serpents. From hidden bastions, they manipulate rulers and the wealthy, seeking to control the world. Many yuan-ti possess venomous magic, which often manifests as fangs or striking serpents. Yuan-ti have humanlike forms with a variety of horrifying serpentineโฆ
| 1d6 | A Yuan-ti Gained Its Snake Features From... |
|---|---|
| 1 | Bargaining parts of its soul to a pantheon of serpentine demigods. |
| 2 | A curse laid on its people in the distant past. โฆ |
Yuan-ti Malison Type 1 (Left) and Type 2 (Right) Malisons possesses deadly venom, which some manipulate into magical strikes. They can also shape-shift into snakes, helping them to position themselves for surprise attacks or to slither away with nary a trace. Malisons exhibit snakelike features that make them deadly in combat. Three general types exist:
Type: Vehicle (Water) Cost: -- Weight: -- The smallest of the flat-keel longships, the karvi can traverse shallow waters to transport goods, fish, and even raiders. While a karvi can be used in battle, it is often used as a general-purpose river and coastal ship. Its size and shallow keel make it less ocean-worthy than other longboats. While a knarr is used for transporting livestock, it isโฆ
Lorwyn kithkin live in pastoral villages called clachans and welcome outsiders into their communities. These kithkin collect their cultural heritage in a tome called the Book of Kith and Kin. They also often entertain many superstitions, particularly related to Lorwynโs incarnations of nature.
Weapon (club), very rare (requires attunement by a Dragonborn) These weapons are made of a scaly metal that radiates draconic elements. You have a bonus to attack rolls and damage rolls made with this magic weapon, as determined by the weaponโs rarity, and it deals an extra 1d6 damage of the same type as your Dragonborn Breath Weapon trait on a hit. In addition, while attuned to the weapon, youโฆ
Kindred are an ancient line of vampires who have existed since the first days of humanity. These vampires are innately social creatures who form their own socio-political sects and divisions, often based on clans and bloodlines. They gather for camaraderie and safety among the only beings who can understand the eternal hunger within. Kindred draw their abilities, collectively known as vampiricโฆ
The servants of kuo-toa archpriests, kuo-toa whipsโso named for their role in enforcing order among other kuo-toaโlead war bands in carrying out the commands of their superiors. In return for their zeal, these kuo-toa are granted minor magical abilities and pincerlike weapons for subduing foes. In battle, whips drive on other kuo-toa with threats of violence and burbling chants.
A kuo-toa whip and kuo-toa monitor lead a midnight raid Kuo-toa monitors control the day-to-day life of weaker kuo-toa, directing their work and worship. They also train beasts or monsters in the kuo-toaโs serviceโsuch as chuuls or giant crabs โand command them in battle. Archpriests bless monitors with the power to control their underlings and to subdue foes with electricity channeled throughโฆ
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