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  1. Temerant
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Beastiary 1

# Bestiary of Temerant

## Creatures, Monsters & Enemies

---

## Table of Contents

1. [Introduction](#introduction)

2. [Chandrian & Their Servants](#chandrian--their-servants)

3. [Natural Creatures](#natural-creatures)

4. [Fae Beings](#fae-beings)

5. [Adem & Humanoid Enemies](#adem--humanoid-enemies)

6. [Undead & Corrupted](#undead--corrupted)

7. [Magical Creatures](#magical-creatures)

8. [Constructs & Animated](#constructs--animated)

9. [Rare & Legendary](#rare--legendary)

10. [Creature Reference Tables](#creature-reference-tables)

---

## Introduction

This bestiary provides stat blocks and descriptions for creatures encountered in Temerant. All creatures are tuned for the Kingkiller Chronicles system and emphasize grounded, literary fantasy over high fantasy tropes.

### Difficulty Scale

| Level | Threat | Party Notes |

|-------|--------|-------------|

| Trivial | Common bandits, wolves | Easily dispatched; no real threat |

| Easy | Trained fighters, dire animals | Challenge but winnable without tactics |

| Medium | Skilled warriors, magical creatures | Requires tactics; party may take casualties |

| Hard | Exceptional warriors, powerful magic users | Dangerous; party should consider retreat |

| Deadly | Servants of Chandrian, ancient magic | Likely to kill a PC; likely should flee |

| Impossible | True Chandrian, ancient entities | Cannot be defeated; find another way |

---

## Chandrian & Their Servants

### Skin Dancer

Type: Humanoid (shapechanger), Medium, evil

Armor Class: 14 (natural armor)

Hit Points: 52 (8d8 + 16)

Speed: 30 ft.

| STR | DEX | CON | INT | WIS | CHA |

|-----|-----|-----|-----|-----|-----|

| 14 (+2) | 16 (+3) | 15 (+2) | 14 (+2) | 12 (+1) | 16 (+3) |

Saving Throws: DEX +5, WIS +3

Skills: Deception +5, Insight +3, Perception +3

Damage Resistances: Psychic

Damage Immunities: Poison

Condition Immunities: Charmed, exhaustion, frightened, poisoned

Senses: Darkvision 60 ft., passive Perception 13

Languages: All, telepathy 120 ft.

Challenge: 4 (1,100 XP)

#### Abilities

Shapechanger. The skin dancer can use its action to polymorph into any humanoid it has seen, or back to its true form. Its HP remains the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Regeneration. The skin dancer regains 5 (1d10) hit points at the start of its turn if it has at least 1 hit point. If the skin dancer takes fire or radiant damage, this trait doesn't function at the start of its next turn. The skin dancer is only truly killed if reduced to 0 HP and then decapitated or incinerated.

Telepathic Bond. The skin dancer can telepathically communicate with any Chandrian or Chandrian servant it can see within 1 mile.

#### Actions

Multiattack. The skin dancer makes two melee attacks.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) piercing damage.

Mark of the Chandrian (Recharge 5-6). The skin dancer touches one creature it can see within 5 feet. That creature must make a DC 15 Wisdom saving throw. On a failure, a seven-pointed star appears on the creature's skin. The marked creature must make a DC 15 Constitution saving throw at the end of each of its turns. On a failed save, it takes 5 (1d10) necrotic damage. This continues for 1d7 days until the mark is removed.

Glamour Veil (Recharge 6). The skin dancer becomes invisible until it attacks, casts a spell, or uses its Shapechanger trait.

#### Tactics

Skin dancers prefer infiltration and deception. They use Shapechanger to assume a trusted form, then exploit that trust. In combat, they use Glamour Veil to hide, then strike with Claw attacks. They'll attempt to Mark a PC if possible, then flee (knowing the mark will create panic). They rarely fight to the death unless cornered or under Chandrian control.

#### Special Notes

- Iron weapons deal double damage

- Fire/radiant damage prevents regeneration

- Decapitation or incineration kills permanently

- They rarely identify themselves as Chandrian agents (prefer deception)

---

### Scrael

Type: Aberration, Medium, evil

Armor Class: 13 (natural armor)

Hit Points: 33 (6d8 + 6)

Speed: 30 ft., climb 30 ft.

| STR | DEX | CON | INT | WIS | CHA |

|-----|-----|-----|-----|-----|-----|

| 15 (+2) | 14 (+2) | 13 (+1) | 3 (-4) | 10 (+0) | 4 (-3) |

Skills: Stealth +4, Survival +2

Senses: Darkvision 120 ft., passive Perception 10

Languages: —

Challenge: 1 (200 XP)

#### Abilities

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

Spider Climb. The scrael can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Pack Tactics. The scrael has advantage on an attack roll against a creature if at least one of the scrael's allies is within 5 feet of the target and the ally isn't incapacitated.

Regeneration. The scrael regains 3 (1d6) hit points at the start of its turn if it has at least 1 hit point. If the scrael takes fire or radiant damage, this trait doesn't function at the start of its next turn.

#### Actions

Multiattack. The scrael makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 2) slashing damage.

#### Tactics

Scrael hunt in packs of 3-6. They track prey by scent and attack in coordinated fashion. They flee if one of the pack is killed and the others are outnumbered. They are immune to fear but are not intelligent enough for complex tactics.

#### Special Notes

- Scrael come from beyond the Stormwal Mountains

- They are partially Chandrian but not true Chandrian

- Fire/radiant damage prevents regeneration

- They are not affected by normal weapons; iron weapons are effective

- They can be tracked by hunters (DC 14 Survival check)

---

### Chandrian Thrall (Hollowed)

Type: Humanoid, Medium, evil

Armor Class: 14 (leather armor)

Hit Points: 27 (5d8 + 5)

Speed: 30 ft.

| STR | DEX | CON | INT | WIS | CHA |

|-----|-----|-----|-----|-----|-----|

| 16 (+3) | 14 (+2) | 12 (+1) | 10 (+0) | 11 (+0) | 8 (-1) |

Skills: Athletics +5, Perception +2

Damage Resistances: Necrotic

Senses: Darkvision 60 ft., passive Perception 12

Languages: All (speaks in hollow voice)

Challenge: 2 (450 XP)

#### Abilities

Hollowed Mind. The thrall is immune to being charmed or frightened. It obeys the Chandrian that created it absolutely and follows all commands without hesitation or doubt.

Fearless. The thrall has advantage on saving throws against being frightened.

Tireless. The thrall doesn't need to sleep or eat. It can sustain activity for days without rest.

#### Actions

Multiattack. The thrall makes two attacks with its weapon.

Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) slashing damage, or 9 (1d10 + 3) if used with both hands.

Terrifying Shriek (Recharge 5-6). Each creature within 30 feet that can hear the thrall must make a DC 13 Wisdom saving throw. On a failed save, a creature takes 11 (2d10) psychic damage and has disadvantage on attack rolls until the end of its next turn. On a successful save, the creature takes half damage and doesn't have disadvantage.

#### Tactics

Hollowed thralls are emotionless and methodical. They obey Chandrian commands without hesitation, but have no initiative of their own. In combat, they fight efficiently but without creativity. They use Terrifying Shriek to weaken groups of opponents.

#### Special Notes

- Hollowed thralls were once human (or other humanoid)

- Their soul has been partially extracted; they are neither living nor dead

- They can be killed normally but show no fear of death

- Resurrection magic cannot restore their original personality

- They are marked with the seven-pointed star

---

### Corrupted Priest

Type: Humanoid, Medium, evil

Armor Class: 13 (light armor)

Hit Points: 22 (4d8 + 4)

Speed: 30 ft.

| STR | DEX | CON | INT | WIS | CHA |

|-----|-----|-----|-----|-----|-----|

| 10 (+0) | 12 (+1) | 12 (+1) | 15 (+2) | 14 (+2) | 16 (+3) |

Saving Throws: WIS +4

Skills: Deception +5, Religion +4

Senses: Passive Perception 12

Languages: All

Challenge: 2 (450 XP)

#### Abilities

Spellcasting. The priest is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The priest has the following spells prepared:

Cantrips (at will): Light, sacred flame

1st level (4 slots): Cure wounds, shield of faith

2nd level (2 slots): Hold person, spiritual weapon

Deceptive Authority. The priest has advantage on Charisma (Deception) and Charisma (Persuasion) checks made to impersonate a legitimate religious figure.

Chandrian Mark (hidden). The priest bears the seven-pointed star of the Chandrian, though it is hidden beneath robes and religious vestments. Any examination (DC 15 Perception check) reveals it.

#### Actions

Multiattack. The priest makes two attacks: one with a dagger or one spell attack.

Dagger. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.

Sacred Flame (Cantrip). Ranged Spell Attack: +4 to hit, range 60 feet, one target. Hit: 5 (1d8 + 2) radiant damage.

Betrayal's Whisper (Recharge 6). The priest speaks a command in Chandrian (DC 15 Wisdom saving throw). Each creature that fails takes 7 (2d6) psychic damage and is stunned until the end of its next turn.