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Beastiary 4

## 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

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## 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.