
The KIN is a dark fantasy world born from The Confluence, a cataclysmic event that blended the world of modern humans and a mysterious realm. Ruined cities meet haunted wildernesses, as advanced technology collides with untamed magic. Survivors—humans, corrupted elves, adapted dwarves—search and fight against mutated horrors and ancient evils. This brutal world blurs the boundaries of reality, forcing everyone to confront the true meaning of "kin."
Played | 22 times |
Cloned | 2 times |
Created | 15 days ago |
Last Updated | 6 days ago |
Visibility | Public |

Description
A colossal living ecosystem formed from Aether energy, embodying nature's distorted fury. It is a merciless guardian of the Whispering Wilds, capable of manipulating vegetation and unleashing toxic spores.
Size | Gargantuan |
Type | Elemental |
CR | 17 |
XP | 18000 |
Languages | Sylvan, understands Common but cannot speak |
Armor Class | 18 |
HP Range | 300 - 320 (Avg: 310) |
Damage Vulnerabilities | None |
Damage Resistances | None |
Damage Immunities | None |
Condition Immunities | None |
Aetheric Bloom (Recharge 5-6)
The Behemoth releases a cloud of toxic spores in a 30-foot radius. Each creature in the area must make a DC 18 Constitution saving throw or suffer 36 (8d8) poison damage and have their magical or technological energy drained, causing disadvantage on spellcasting or technological device use for 1 minute.
Entangling Roots
The Root-Warden Behemoth causes roots to burst from the ground in a 20-foot radius centered on a point it can see within 60 feet. Each creature in the area must succeed on a DC 18 Dexterity saving throw or be restrained until the end of its next turn.
Root Slam
Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage. The target must succeed on a DC 18 Strength saving throw or be knocked prone.
Swampy Ground
The Root-Warden Behemoth can turn the ground in a 30-foot radius into a sticky swamp. The area is difficult terrain for all creatures except the Behemoth, and creatures other than the Behemoth must succeed on a DC 18 Strength saving throw or have their speed halved while in the area.