## Magical Creatures
### Kylchan Beast (Desert creature)
Type: Beast, Large, unaligned
Armor Class: 14 (natural armor)
Hit Points: 52 (8d10 + 16)
Speed: 40 ft.
| STR | DEX | CON | INT | WIS | CHA |
|-----|-----|-----|-----|-----|-----|
| 18 (+4) | 12 (+1) | 15 (+2) | 3 (-4) | 12 (+1) | 7 (-2) |
Skills: Perception +4
Senses: Darkvision 60 ft., passive Perception 14
Languages: —
Challenge: 3 (700 XP)
#### Abilities
Desert Adaptation. The beast has advantage on saving throws against exhaustion caused by heat.
Pounce. If the beast moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the beast can make one bite attack against it as a bonus action.
#### Actions
Multiattack. The beast makes one bite attack and two claw attacks.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 4) piercing damage.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 4) slashing damage.
---
### Draccus (Young)
Type: Dragon, Large, chaotic evil
Armor Class: 16 (natural armor)
Hit Points: 110 (13d10 + 39)
Speed: 40 ft., fly 80 ft.
| STR | DEX | CON | INT | WIS | CHA |
|-----|-----|-----|-----|-----|-----|
| 19 (+4) | 10 (+0) | 17 (+3) | 16 (+3) | 13 (+1) | 16 (+3) |
Saving Throws: DEX +3, CON +6, WIS +4, CHA +6
Skills: Insight +4, Perception +7, Stealth +3
Damage Immunities: Fire
Senses: Truesight 120 ft., passive Perception 17
Languages: Draconic, Common
Challenge: 7 (2,900 XP)
#### Abilities
Legendary Resistance (3/Day). If the draccus fails a saving throw, it can choose to succeed instead.
Reactive Scales. Whenever a creature the draccus can see hits it with an attack roll while within 5 feet of it, the draccus can use its reaction to make one claw attack against that creature.
#### Actions
Multiattack. The draccus makes three attacks: one bite and two claws.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Fire Breath (Recharge 5-6). The draccus exhales fire in a 30-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 45 (10d8) fire damage on a failed save, or half as much on a successful one.
#### Legendary Actions
The draccus can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The draccus regains spent legendary actions at the start of its turn.
Detect. The draccus makes a Wisdom (Perception) check.
Tail Attack. The draccus makes a tail attack.
Wing Attack (Costs 2 Actions). The draccus beats its wings. Each creature within 10 feet of it must succeed on a DC 15 Dexterity saving throw or take 11 (2d10) bludgeoning damage and be knocked prone. The draccus can then fly up to half its flying speed.
---
## Creature Reference Tables
### Encounter Difficulty Guide
| Difficulty | Party Composition | Example Enemies |
|-----------|---|---|
| Trivial | Any | 2-4 commoners, 1-2 bandits |
| Easy | 4+ level 3 PCs | 2-3 bandits, 1 dire wolf, stirge swarm |
| Medium | 4 level 5 PCs | 2-3 trained fighters, 1 Adem warrior, skin dancer |
| Hard | 4 level 7 PCs | 2 skin dancers, Chandrian thrall group, Draccus |
| Deadly | 4 level 10 PCs | Multiple skin dancers, Felurian, Chandrian servants |
| Impossible | Any | True Chandrian, Haliax, ancient entities |
### Creature Type Reference
| Creature | Type | AC | HP | CR | Notes |
|----------|------|-----|----|----|-------|
| Skin Dancer | Aberration | 14 | 52 | 4 | Shapechanger; regeneration |
| Scrael | Aberration | 13 | 33 | 1 | Pack hunter; extra-planar |
| Chandrian Thrall | Humanoid | 14 | 27 | 2 | Hollowed; fearless |
| Corrupted Priest | Humanoid | 13 | 22 | 2 | Spellcaster; infiltrator |
| Dire Wolf | Beast | 13 | 11 | 1 | Pack tactics; natural creature |
| Black Bear | Beast | 11 | 34 | 1 | Climbing; natural |
| Stirge Swarm | Swarm | 12 | 22 | 1/2 | Grapple; parasitic |
| Mountain Lion | Beast | 12 | 13 | 1 | Pounce; stealthy |
| Felurian | Fae | 16 | 55 | 6 | Glamour; legendary; Fae |
| Fae Courtier | Fae | 15 | 27 | 3 | Spellcaster; Fae |
| Adem Warrior | Humanoid | 16 | 45 | 3 | Lethani discipline; balanced |
| Bandit Captain | Humanoid | 15 | 65 | 2 | Cunning; multiattack |
| Wight | Undead | 15 | 45 | 3 | Necrotic damage; undead |
| Ghast | Undead | 13 | 36 | 2 | Stench; undead |
| Kylchan Beast | Beast | 14 | 52 | 3 | Desert creature; pounce |
| Draccus (Young) | Dragon | 16 | 110 | 7 | Legendary; fire immunity |
---
## Notes for Game Masters
### Chandrian Encounters
- Skin dancers rarely reveal themselves as Chandrian agents
- Scrael are rarely found alone; pack hunts are common
- Thralls are common but not truly intelligent; they follow orders
- Corrupted priests are most dangerous when they maintain their cover
- A true Chandrian (stat block not provided) is beyond party capability for the first 20+ levels
### Combat Balancing
- Adjust creature HP up or down based on party composition
- Use "minions" (creatures with 1 HP) for swarms
- Let creatures flee if battle turns against them (Chandrian servants are pragmatic)
- Use environmental hazards to make combat more interesting
### Narrative Elements
- Encountering Chandrian servants should feel ominous and dangerous
- Natural creatures should feel natural; they don't ambush intelligently
- Adem warriors respect honor; they may refuse to fight an obviously weaker opponent
- Fae are unpredictable; their goals are not human goals
---
## Conclusion
This bestiary provides encounters from trivial to deadly. Scale creatures up or down based on party level and composition. Remember: in Kingkiller Chronicles, magic is rare and powerful. Let combat feel dangerous and consequential.