Khondra
God-Machines of Dia
Khondra, Lone (Strong) CR: 3
STR
15 +2
DEX
14 +2
CON
14 +2
INT
8 -1
WIS
10 +0
CHA
8 -1
Bloodhound: When a bloodied character is attempting to hide from a Khondra, they make stealth and hide checks at disadvantage
Passive Perception: 12
Actions
Bite Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Claw Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
Rage The Khondra can make both a Bite and a Claw attack this turn
Bonus Actions
Bark DC 10 WIS. The Khondra unleashes a sudden series of loud barks and growls at a target. The target must make a DC 10 WIS saving throw or lose its Reaction until the next turn
Reactions
Cunning Dodge If the Khondra is attacked and can see the attacker, it can change itself from the target of the attack to another target within 5ft. If the other target is a Player Character or an Ally, the attack gains disadvantage.
Sometimes a Khondra of particular size and meanness challenges the pack leader only to lose. This wounded but still dangerous beast will seek out to recover from its loss by hunting large animals and people until it can challenge a weaker pack leader.
Summary
The Khondra are the most well known and feared monsters by the common people. They form in ever-growing packs that, if left unchecked, have the ability to overrun outposts or even city-states. Their unstable genetics mean that no two Khondra are exactly alike, further increasing the risk of letting the Khondra packs get too large and unmanageable. Only slightly smarter than many other high-order predators, the Khondra have no culture beyond their packs and the driving need to hunt and kill fresh meat. A regular task of any city-based group of hired blades is to hunt down nearby Khondra packs and cull them before they threaten the walls and passing caravans.
Geographic Distribution
Khondra are found everywhere life is found. Even remote islands are sometimes found to have a pack of the beasts, with no clear sign how they could have got there. They tend to be most populus in crowded or dense places like forests or ruins, where they can stalk their prey while hiding from larger more dangerous predators.
Lore
There are two major theories regarding the Khondra and their seeming omnipresence on Dia. The first is that they may be a native species, already present before the gods settled the first sentients from the Iatrus Collective on the world. This would mean that there were a natural, likely top-level predator whose adaptations were suited to their survival after colonization. A second theory is that they are actually part of the colonization process, seeded to provide an important niche in the ecosystem and to encourage the use and training of heroes even in low risk areas. Since the answer likely relies on a person's theological view of the god's, its unlikely the debate will be resolved soon.
The Khondra always seem to be the edge of any settlement and stays in the mind of the common people. Many stories told to children to warn of the dangers of the unsettled wilds involve the Khondra. They are also a popular menace in penny-books and bard's tales as they serve as good thoughtless evil for any story.
This has led to rumors of Khondra that exceed the expectations of their race - Khondra that can plan or control their peers, Khondra that can talk or reason. Even the slightest hint of such a thing is enough to have the townsfolk scrambling to hire adventurers for a purging.
Origin/Ancestry
Unknown
Lifespan
5-12years
Average Height
Three to Five feet
Average Weight
75 to 250 pounds
Average Length
2-4ft
Average Physique
Khondra are almost all muscular built, altough to what extreme can depend on the individual. On most individuals the arms are particular muscular and can be used both for walking and grabbing.
Body Tint, Colouring and Marking
Khondra usually have smooth or warty green skin with a lighter green or yellow underbelly. However, individuals are often born with other patterns and colors, sometimes creating whole new groups with unique coloration if they are all sired from the same pack Alpha.

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