Kul (5e Race)
From D&D Wiki
|“||These things that are of one leg. How frightening indeed!||”|
|Woodcut from the Nuremburg Chronicle|
A kul was an odd assortment of creatures sharing humanoid characteristics and the notable one leg. Typically, they have two arms, a head with a demonic face, and hop on one leg. There are four varieties of kul that range from less demonic to fiendish. The first resembles a one-eyed creature with a long tongue, called the ippo kul. They sometimes have bull horns on their head. The second variety is the monopod kul. They are more human-like in appearance, and their one foot is so big that they can lie on their back to use it as shade from the sun. Third is the pata kul, who are vampiric beings that chase their victims whilst speeding around on their one leg. Like vampires, they have ghastly white skin and fangs. Lastly is the saci kul, who are known to be tricksters who utilize the power of the winds to make up for their one foot. Like the monopod kul, they appear like a normal human, just with one foot.
Kul are mysterious in nature in that they seem to exist as a parallel across the world. The four varieties are believed to mirror one another but come from areas which do not meet. It is believed some trickster god made them in their own crippled image, but who this could be is unknown. The kul have existed largely as rumors for now, living away from the reaches of mainstream society. They are believed to be a recent creation coinciding with the Age of Humans. In history, they have often appeared on roads and isolated areas, sometimes as a fright and other times as strange aid. They are regarded in the same way as some fey might be, both as a nuisance and an occasional blessing.
It is believed most kul are solitary. The monopod is the one with a known population, and they are centered on the Island of the Free. They are usually seen on the road, taking a break under the shade of their huge foot. Ippo kul, on the other hand, are believed to live in covens secluded from prying eyes on the Island Kingdoms of Kara-Tur. They are primarily based in Bawa, and usually serve to help travelers lost on a night road. Their freakish appearance makes this difficult. Pata kul are situated mainly in the Island of Gardens, where they stalk among the lush forest for lost travelers to prey on. They share this habitat with the saci kul, who are considered the rarest of the kul.
Kul names vary based on the cultures where they grew up. Ippo kul usually have names like that of the inhabitants of Koryo or Wa. Monopods have Common names. Saci and pata kul take names that have accent from the Genie's Turban as well as, oddly, the Border Kingdoms.
Male: Ruiz, Gakkon, Erlius, Joaquin
Female: Ella, Jikami, Rosari, Apatia
One legged humanoids
Ability Score Increase. Your Dexterity score increases by 1 and your intelligence score increases by 2.
Age. The average kul matures at 30 and lives to around 300 years.
Alignment. Kul vary in alignments. Most tend to be neutral. Pata kul can be easily evil, and saci and ippo are chaotic. Monopods are more tame and mellow.
Size. Kul vary somewhat in height and build, from barely 5 feet to around 6 feet tall. Your size is Medium.
Speed. Your base walking speed is 25 feet.
Foot Slam. Your one foot is a powerful, muscled limb which can be used to make unarmed strikes. When you hit with it, you deal bludgeoning damage equal to 1d6 + your Strength modifier.
Nimble Step. You have great instinct for where to place your foot. You ignore the effects of difficult terrain caused by uneven ground and nonmagical plants.
Languages. You can speak, read, and write Common and one other language of your choice.
Subrace. Choose from the ippo, monopod, pata and saci subraces.
This kul has one eye above a mouth of sharp teeth and a long tongue. Sometimes they appear more bovine, with horns. Most of the time they are harmless and sometimes help out lost travelers in the mountains. But when they are angry, they are known to be able to stomp people to death.
Ability Score Increase. Your Wisdom score increases by 2.
Frightful. Your appearance is scarier than other kul. You are proficient in the Intimidation skill.
Maddened Stomp Fest. In a maddened rage, you make a particularly powerful strike with your foot. As a bonus action, you enter a frenzied state of rage for 1 minute. For the duration of this trait, your foot slam deals an additional 1d6 damage on hit. You can't use this trait again until you finish a short or long rest.
Mountain Spirit. You are well versed to live in the mountains. You have advantage in Wisdom (Survival) checks to navigate and forage in mountainous terrain. You're also acclimated to high altitude, including elevations above 20,000 feet.
Monopod kul have faces and bodies almost identical to that of humans save their sole foot of an abnormally large size.
Ability Score Increase. Your Constitution score increases by 2.
Big Foot. Your large foot affords you better balance. You have advantage in saving throws against being knocked prone.
Strong Leg. When you jump, you may add your Constitution modifier to the number of feet you can jump in addition to your Strength modifier. Additionally, your base walking speed is 30 feet instead of 25.
From a distance, pata kul appear to be normal usually because they wear hats and long clothes to conceal their true nature. They move with frightful speed through the trees despite having only one foot, and they drain victims of their blood.
Ability Score Increase. Your Strength score increases by 2.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Forest Glide. When in a forest environment, your movement speed increases to 35 feet.
Feed. You have a savage thirst for blood. When you successfully grapple a creature, as a bonus action, you may bite them, dealing 1d8 piercing damage and you gain temporary hit points equal to your the damage dealt (minimum of 1).
Saci kul are tricksters that solitarily run about forests, causing gusts in their wake. They are known to be very speedy and are closely associated with the wind.
Ability Score Increase. Your Charisma score increases by 2.
Wind Whip. You know and can cast the gust cantrip.
Trickster. You have fleet hands to cause trouble. You are proficient in the sleight of hand skill.
Speedster. Your base walking speed is 30 feet instead of 25.
Random Height and Weight
|4′ 9″||+2d8||90 lb.||× (1d4) lb.|
*Height = base height + height modifier