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Kala

Another creature I didn’t originally convert because I wasn’t sure where it came from so couldn’t at context to it.  Does not seem to be of Japanese or Chinese mythology – maybe Indian? If anyone knows would love to find the source for these guys. These seem like a yeti type humanoid so built them that way.

Converted for completeness sake.


KALA

Medium monstrosity (yokai), chaotic evil
Armor Class 12 (Natural Armor)
Hit Points 40 (6d8 + 18)
Speed 40 ft., climb 40 ft.
STR       DEX     CON     INT   WIS      CHA
18 (+4)  13 (+1) 16 (+3) 8 (-1)  12 (+1) 7 (-2)
Skills Perception +3, Stealth +3, Survival +5
Damage Immunities Cold
Senses Darkvision 60 ft., Passive Perception 13
Languages Common, Kala
Challenge 3 (700 XP)

Fear of Fire. If the kala takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.

Keen Smell. The kala has advantage on Wisdom (Perception) checks that rely on smell.

Ice Walk. The kala can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn’t cost it extra movement.

Actions

Multiattack. The kala can make one Razor Sharp Talon attack and one Stone Axe attack or two Stone Axe attacks. It may replace one of these attacks with its Painful Bite.

Painful Bite. Melee Weapon Attack:+6 to hit, reach 5 ft., one target. Hit: 1 piercing damage and the target must make a DC 13 Constitution saving throw or take 10 (3d6) poison damage and become poisoned for 1 minute, or half as much damage on a success. The target may repeat the saving throw at the end of its turn.  While the target is poisoned the following effects occur:

  • If the target suffers a second bite attack while poisoned the target automatically takes 10 poison damage and the DC to end the poisoned state increases by 1.
  • The venom causes progressive pain and onn the creatures first failed saving throw it has a headache which imposes a -1d4 on all attack rolls and saving throws.
  • On a second failed save the pain spreads and intensifies. Now the target has disadvantage on attack rolls, skill checks and saving throws.
  • On a third failed saving throw the target is incapacitated from the pain.

Razor Sharp Talon. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 3 (1d6) cold damage.

Stone Axe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 4) slashing damage.

 

DESCRIPTION

kala
(c) TSR

The kala are a primitive spirit race of ferocious flesh-eaters and cannibals found in icy wastelands.

Two varieties exist: the cave kala and the earth kala. The cave kala are slightly more common. Physically similar to humans, cave kala have elongated heads that narrow to points. They’re usually bald. Their skin is pale yellow and cold to the touch. They have dull black eyes, big ears, and long snouts that dangle over their upper lips. Razor-sharp talons grow from their fingers. Their feet are broad and flat, enabling them to move easily over snow and ice. Kala are inured to the cold; regardless of weather, they don no more than a loincloth of leather or fur.

Kala speak their own language as well as the language of human and humanoid tribes in the immediate area.

Combat

Kala are always hungry, and all warm-blooded creatures are potential meals. The kala attack victims on sight, pursuing relentlessly. On occasion, a ravenous band of kala will raid human camps and villages for food.

All kala are expert trackers and hunters. They can follow any trail that’s up to 48 hours old without penalty.

These vicious carnivores attack with their clawed hands or wield primitive stone axes. They hold one axe in each each hand, and each weapon inflicts 1-8 hit points of damage. Assume that half a kala band carries these axes.

The bite of a kala (make a normal attack roll) inflicts no damage, but it injects a terrible toxin. The venom causes progressive pain unless the victim makes a successful saving throw. These pains begin slowly and build in intensity until the pain is so great that it incapacitates the victim; he cannot move, attack, or take any other actions.

Kala are immune to all types of cold-based attacks.

Habitat/Society

Cave kala make their lairs in mountain caves in the most desolate reaches of frigid wastelands. They live in family groups of 2-8 (2d4) males, an equal number of females, and a number of immature kala equal to 25% of the adults. The largest male serves as the group’s leader.

During the yearly mating season, males often engage in fierce battles for the most desirable females. The losing males are banished from the group. Bitter and humiliated, these solitary kala are especially dangerous.

Ecology

Kala eat all types of meat, consuming carrion and occasionally each other in times of scarce game. Villages near kala territory sometimes offer sizeable bounties for the creatures’ heads (or similar evidence of their destruction).

Earth Kala

Earth kala are a smaller and slower species of kala who have no permanent lairs. They are nomads, moving their camps according to the season and the supply of game. Physically, they resemble cave kala, but the earth kala’s skin is rosy pink and they have blonde or dark brown hair.

Earth kala share the outlook and abilities of their cave-dwelling cousins. Like the cave kala, they can wield stone axes in each hand. Earth kala cannot inject poison with their bite. Instead, they can use their breath to cause disease to all who fail their saving throw. Replace the cave kala’s Painful Bite attack with the following:

Disease Breath (Recharge 6). The earth kala exhales a 15- foot cone of diseased breath. Each creature in that area must succeed on a DC 13 Constitution saving throw, taking 5 (2d4) poison damage on a failed save, or half as much damage on a successful one and gaining the poison condition. The disease breath slowly weakens its victim, while the target is diseases it looses 1d6 hit points per day. While so diseased, the victim cannot heal or benefit from a potion of healing or from cure light wounds or similar spells. Only lesser restoration or a similar spell can negate the effects.

 


Banner Art: “Yeti” by andreauderzo

Posted in 5e, Dungeons & Dragons, Monstrous Compendium, Oriental Adventures

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