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Koboa Preview 2
Koboa Preview 2
Creatures
The Koboa Project 1
2 The Koboa Project
To Julie and Raffi
I hope you see yourselves in fantasy a lot more than I did when you grow up.
Map................................................................................ 6
Forms ..................................................................... 8
Bakol ...................................................................... 10
Chanov ................................................................... 12
Elf ............................................................................ 14
Etel .......................................................................... 16
Ghintak .................................................................. 18
Guveng ................................................................... 20
Human ................................................................... 22
Jut ............................................................................ 24
Kadwot ................................................................... 26
Raug ....................................................................... 28
Sial .......................................................................... 30
Watak ..................................................................... 32
Backgrounds .................................................... 42
Atsatray Portal Keeper ...................................... 43
Gran Marcelian Student .................................... 44
Mallgot Healer ..................................................... 45
Nueva Vardian Raider ........................................ 46
Stoneseeker ........................................................... 47
10
BAKOL
The Koboa Project
Bakol Breath Weapon
You can exhale destructive energy. When you
take the Attack action on your turn, you can
The Form of the Bakol is scaled like a
replace one of your attacks with an exhalation
serpent. Those who manifest it possess
of magical energy. Your Serpent Map
a serpent tail and a forked tongue that
determines the size, shape, and damage type
grants an above average sense of scent.
of the exhalation. Each creature in the area of
More commonly known as the Form of the Serpent.
exhalation must make a saving throw, the type
The signing of the Mallgot Accords was blessed
of which is determined by your map. The DC for
by the attendance of the Elder Serpents. As a gift
this saving throw equals 8 + your Constitution
to the new alliance, they presented several Maps
modifier + your proficiency bonus. On a failed
capable of giving a creature a Form similar to
save, the creature takes 1d10 damage of the
theirs. Each version of the Map of the Serpent
type determined by your Map. On a successful
is linked to a specific Elder Serpent, imparting
save, it takes half as much damage. This damage
the Elder Serpent’s breath weapon and some
increases by 1d10 when you reach 5th level
anatomy features unique to the Map’s creator.
(2d10), 11th level (3d10), and 17th level (4d10).
You can use your Breath Weapon a
Major Manifestation Features number of times equal to your proficiency
bonus, and you regain all expended
Size uses when you finish a long rest.
Bakol are usually between 5 and 6
feet tall. Your size is medium. Damage Resistance
You have resistance to the damage type
Speed associated with your Serpent Map.
Your base walking speed is 30 feet.
Minor Manifestation Features
Serpent Map
Your Form comes from one of the Serpent
Maps. Choose one Map from the Serpent
Swimmer
You gain a swim speed equal to your
Maps table. Your breath weapon and
movement speed. You can hold your
damage resistance are determined by the
breath for up to 15 minutes.
Serpent Map, as shown in this table.
12
CHANOV
The Koboa Project
Chanov
Speed
Your base walking speed is 30 feet.
Mixed Form
Instead of taking a major and minor
manifestation, choose three total minor
manifestations. You gain all of their features.
Speed
You have a base walking speed of 30 feet.
Unrelenting
Whenever you roll a 1 on an attack roll, until your
next turn, your next attack on the same target
hits regardless of any modifiers or the target’s AC.
18
GHINTAK
The Koboa Project
Ghintak
Fiery Hair
The Form of the Ghintak has hair of Your hair can become actual fire. As an action,
flame that blazes with magical fire your hair blazes around you. Every creature
when threatened. Its manifesters have within 10 feet of you must make a Dexterity
pointed ears and rear-facing feet. saving throw (DC 8 + your proficiency bonus
The Map of the Ghintak was created by the + your choice of Charisma or Constitution
Ghintakgot people, inhabitants of the large modifier), taking 2d6 fire damage on a failure
rainforest covering eastern Koboa. Unlike other or half as much on a success. The damage
people Indigenous to Koboa, the Gosangot increases to 3d6 at 6th level, 4d6 at 11th level,
Empire never sought to bring the Ghintakgot and 5d6 at 16th level. Once you use this trait, you
into their fold. Ghintakgot lands were considered can’t use it again until you finish a long rest.
too far into the rainforest for the Gosangot, the
climate too different from what the Gosangot
were used to. Instead, the Ghintakgot became
Minor Manifestation Features
Gosangot’s main trade partners, supplying the
empire with their expertly crafted medicines. Language Mimic
After the Liberation Wars, various Ghintakgot Ghintak have a spectacular ability to innately
settlements became the main leaders in understand other languages. You know an
unifying the people of the rainforest, ultimately additional language. Whenever you spend an
producing the Mallgot Accord, a loose hour interacting with a creature that speaks
confederation of rainforest people working a language you don’t know, you may lose the
together for their mutual benefit. The Map additional language you gained with this feature
of the Ghintak is available in Tikvik, largely and gain a language spoken by the other creature.
considered the capital of the Mallgot Accord.
Illusionist
You know the minor illusion cantrip. Constitution
Major Manifestation Features or Charisma are your spellcasting ability for
this spell (choose when you gain this trait).
Size
Ghintak are between 5 and 7 feet
tall. Your size is Medium.
Speed
Your base walking speed is 35 feet.
Ghintak Legs
You have rear-facing feet.
You are difficult to track. Any checks made to
track you in natural terrain have disadvantage.
20
GUVENG
The Koboa Project
Guveng Swarm Form
Your body is made up of insects.
You can switch between Humanoid and Swarm
The Form of the Guveng is two-fold — a Shape. When you are in Humanoid Shape,
swarm of bee-like insects that can take the you are treated as a standard humanoid for
shape and consistency of a solid humanoid. all rules purposes. While in Swarm Shape,
The creator of the Map of the Guveng is lost to you are a Medium swarm of Tiny Beasts.
history. It is said to have been created in the early As a bonus action you can switch between shapes.
days of the Gosangot Empire by a Watakgot druid You can stay in Swarm Shape or Humanoid
as an offering to the gods. While the Form of Shape indefinitely. Your hit points and hit die
the Guveng was available to all members of the don’t change when you transform; all damage
Gosangot Empire, it was overwhelmingly favored you took in one shape remains in the other
by travelers seeking to take a pilgrimage across shape. When you drop to 0 hit points, you revert
Gosangot lands. It quickly became a symbol of to humanoid shape and are dying. When you
solitude and asceticism. The Map of the Guveng transform to Swarm Shape, your equipment
was stolen by the Larensian occupiers and rests falls to the ground in your space. While you are
deep in their remaining lands, causing constant in Swarm Shape the following rules apply:
tension between them and the people of Novpo.
Because of this, the Form of the Guveng has • You gain a fly speed equal to
become relatively uncommon across Koboa. your movement speed.
• You can still speak.
Major Manifestation Features • You can’t carry more than 10 pounds.
• You can’t attack or cast spells.
Size • You can occupy another creature’s space.
Guveng hives come in many sizes. Choose • You are immune to being Grappled,
Medium or Small when you gain this Form. Prone, or Restrained.
• You can move through any opening
Speed large enough for a Tiny insect.
You have a base walking speed of 30 feet.
Minor Manifestation Features
Insect Ally
You have a single insect that is part of your
self. It can help you communicate with others.
You know your choice of the message or
mage hand cantrip. Intelligence, Wisdom, or
Charisma is your spellcasting ability for these
spells (choose when you gain this trait).
Additionally, you can more effectively
help your allies in combat. You can use
the Help action to help an ally attack a
creature that is up to 60 feet away.
22
HUMAN
The Koboa Project
Human
Speed
Your base walking speed is 30 feet.
Magic Resistance
You have advantage on all Constitution,
Intelligence, Wisdom, and Charisma
saving throws against spells.
24
OF
THE
The Koboa Project
JUT
Jut
Speed
Your base walking speed is 30 feet.
Powerful Build
You count as one size larger when
determining your carrying capacity and
the weight you can push, drag, or lift.
Giant’s Throw
Whenever you make a ranged attack where
you throw a weapon, the attack’s normal
range is increased by 10 feet, and the long
range is increased by 20 feet. If it is an
improvised weapon, it deals 1d6 damage,
and you are proficient with the weapon.
Giant’s Grip
Whenever you make an attack with a weapon
that has the versatile property, use the two-
handed damage value of the weapon even if
you are wielding the weapon in one hand.
26
KADWOT
The Koboa Project
Kadwot Energy Form
As a bonus action, you turn your body into
pure energy for a number of rounds equal to
The Form of the Kadwot is short in stature
1 + your proficiency bonus. For the duration
with large ears and eyes. Their skin sometimes
of this ability, you shed bright light in a 20-
turns into swirls of energy when they become
foot radius and dim light for an additional 20
agitated or experience extreme emotions.
feet. When you activate this effect, choose
The Map of the Kadwot originates from the
Fire, Cold, Lightning, or Radiant. While this
Kadwotgot people of the southern Gosán Mountains.
effect is active you gain the following benefits:
They made their towns and cities both under and
• You gain resistance to the
above ground, cultivating crops aboveground and
chosen damage type.
fungi underground. They were some of the first
• You gain an energy blast natural weapon
people who joined the Gosangot Nation. People
that deals damage of the chosen type. This
employed with construction and expansion of the
weapon counts as a simple ranged weapon
empire often took the Form of the Kadwot to more
with which you are proficient. The attack
effectively build the massive underground structures
has a range of 80/160 feet and deals 1d10
the empire was known for. Since the liberation, most
damage of the chosen type on a hit.
Kadwotgot live in Novpo or in the Mallgot Accords.
• As a bonus action, you can gain a burst
of speed. When you use this bonus
action, you end your energy form and
Major Manifestation Features gain a fly speed equal to double your
movement until the end of your turn.
Size Once you’ve used Energy Form, you must
Kadwot are short, ranging between 3 finish a long rest to use this trait again.
and 4 feet. Your size is Small.
Steady Feet
Speed You can move across difficult terrain
You have a base walking speed of 30 feet. without expending extra movement if
you are using your walking speed on
mountain or underground terrain.
WATAK
Novpo
Gran Marcelia
Nueva Vardia
Climate is not the only way in which Nueva Despite this, a rogue faction known as the
Vardia separates itself from the rest of Koboa. Neo-Conquistadors attempts to stir another
Through every means that it can - culture, continent-engulfing war. The Neo-Conquistador
architecture, policy - Nueva Vardia attempts to movement radicalizes Nueva Vardians into
emulate Larensia and distance itself from Koboa. believing that their rightful destiny was taken
from them, turning them into agents of strife and
Nueva Vardia is the last bastion of Larensia destruction. So far, the Governor-Regent has
left on the continent. Until only a few decades been unsuccessful at stopping Neo-Conquistador
ago, it still declared itself a colony of Larensia. warbands. Koboans believe Neo-Conquistador
In that time, Nueva Vardia was strictly insular, fascist ideologies have been infiltrating other
discouraging immigration or visitors and territories, causing destabilization through acts
requiring proof of citizenship to move around of sabotage. In desperation, the Governor-Regent
unbothered. While these policies have been has resorted to covertly recruiting adventurers,
changed, the nation still feels very insular even those outside of Nueva Vardia, to detect
and untrusting of outsiders. The Form of the these infiltrators and neutralize them before
Elf is overwhelmingly used by its citizens. they start a war Nueva Vardia cannot afford.
Skill Proficiencies: Choose two of After so much time people-watching, I’m excited to
8
actually talk to people.
Arcana, Investigation, or Insight
Tool Proficiencies: Choose one of Alchemist’s d6 Ideal
Supplies, Jeweler’s tools, or Glassblower’s tools Unity. The best use of magic and knowledge is to bring
1
Languages: Sialgot people together. (Good)
Equipment: A set of artisan’s tools (one of your 2 Order. Protocol and tradition help keep us safe. (Lawful)
choice), a portal keeper signet ring, a set of 3 Perfection. I work to never make mistakes. (Any)
common clothes, and a pouch containing 10 gp Professionalism. I take the jobs I am given and perform
4
them to the best of my ability. (Neutral)
Feature: Expert of Arcane 5
Camaraderie. The real magic is the friends we make along
Technologies the way. (Chaotic)
You are an expert in operating and 6
Isolationism. What’s the point of magic if it doesn’t make
maintaining arcane technologies. You know me and my people stronger? (Evil)
the mending cantrip. Intelligence, Wisdom, d6 Bond
or Charisma is your spellcasting ability
1 I believe my hometown deserves a direct portal to Atsatray.
(choose when you gain this feature).
I will show up those Keepers who criticized my
2
unorthodox techniques.
Suggested Characteristics
The Portal Keepers are a very selective My family made a sacrifice to be able to afford my Keeper
3
tools. I’ll make it worth it.
group. Even members that aren’t spellcasters
I joined the Portal Keepers to escape someone from
gain an innate understanding of magical 4
my past.
devices and how they operate.
I was responsible for an accident during my Keeper
5
training. Nobody has yet found out.
I was moved by the plight of somebody who needed
6 access to the city, even though they didn’t have proper
papers.
d6 Flaw
I am very critical of those with cultures different from
1
Atsatran culture.
I hate it when people know more than me about
2
something.
3 I’ve seen too many smugglers to trust most people.
I tend to freeze and consider all my options, even when
4
immediate action is needed.
5 I don’t trust anyone until I’ve seen their papers.
6 I dot every i and cross every t - no matter how long it takes.
d6 Flaw
My honor cannot abide insults to myself or my
1
companions.
2 The leader of my ex-warband wants me dead.
I’m wanted by the Nueva Vardian government for my
3
warband’s past actions.
4 I go out of my way to break laws.
5 I get punchy when I’m bored.
6 I “tell it how it is”. Others tell me I’m just a jerk.
d6 Flaw
1 I feel great temptation to keep what I find.
I tend to look down on those who don’t understand
2
history the way I do.
3 I put more value in discoveries than in people.
4 I am always distracted with my research.
5 I impulsively open doors and chests.
6 I fly into a rage at thieves.
Water Powers. Blekllev have the ability to control Hold Breath. The blekllev can hold its breath for
water. They use whirlpools to capture their prey. 2 hours.
If necessary, they’ll trap their prey by turning Actions
the ground under their targets’ feet into water.
Multiattack. The blekllev makes two Claw attacks.
Surprise Attackers. Blekllev prefer sneak attacks.
A blekllev will dig itself a hole under the water Claw. Melee Weapon Attack: +7 to hit, reach 10 ft.,
and wait patiently for a riverboat to pass by. It one target. Hit: 15 (2d10 + 4) slashing damage.
then attacks the riverboat, attempting to capsize
Dire Whirlpool (1/Day). The blekllev creates a
it to feed on humanoids that fall into the water. whirlpool in a body of water within a range of 100
feet. The whirlpool is a cylinder with a radius and
depth of 25 feet.
When a creature enters the whirlpool or starts its
turn there, it must make a DC 15 Strength saving
throw. On a failed save, the creature takes 18 (4d8)
bludgeoning damage and is pulled 10 feet towards
the bottom of the whirlpool. On a successful save,
the creature takes half damage and isn’t moved.
The blekllev is unaffected by the whirlpool and can
swim through the area as though it weren’t there.
The whirlpool lasts for one minute.
Bonus Actions
Convert Soil to Water (Recharge 5-6). The
blekllev transforms a 25 foot cube of soil within
120 feet to water. The soil noticeably begins to
change, becoming soft and muddy. The area
becomes difficult terrain for all other creatures.
The transformation is complete after one round,
and the area becomes a pool of water.
Tongue. Melee Weapon Attack: +9 to hit, reach 15 Tongue Attack. The goong makes one
ft., one target. Hit: 7 (1d6 + 4) acid damage and the Tongue attack.
target is grappled (escape DC 17) if it is a Large
or smaller creature. If the creature is grappled, it Slam (costs 2 actions). The goong makes
is pulled into an unoccupied space within 5 feet of one Slam attack.
the goong. Until the grapple ends, the goong can’t
use its tongue on another target. Belch (costs 2 actions). All creatures within
20 feet of the goong must succeed on a DC 18
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., Constitution saving throw or be Poisoned until
one target. Hit: 30 (4d12 + 4) piercing damage, the end of their next turn.
Rock Feeders. Koboans believe kijur feed on gold Senses tremorsense 50 ft., passive Perception 9
Languages ---
and other precious minerals. Common wisdom is Challenge 0 (10 XP) Proficiency Bonus +2
to never try to take a kijur’s gold. Instead you should
follow the kijur until it leads you to a gold vein. False Appearance. While the kijur’s shell is
closed, it is indistinguishable from a rock.
Surface Dwellers. Although they are excellent
diggers, kijur like to spend as much time in direct Gold Maker. Every month a healthy kijur produces
sunlight as they can. They go underground to 1 gp worth of minerals.
feed or to escape threats. If a kijur senses another
creature nearby, it hides in its shell and doesn’t Actions
move. If other creatures continue to approach, it
will burrow into the ground to try to get away. Bite. Melee Weapon Attack: -3 to hit, reach 5 ft.,
one target. Hit: 1 piercing damage
Prized Familiars. Kijurs are a preferred familiar
of many extravagant Koboan mages, thanks to
the beautiful appearance of their shell full of tiny
treasures. Kijur as familiars have experienced
a surge in popularity recently due to tales of an
Rock Queen
Atsatran wizard that found a way to transmute Deep under the ground where multiple mineral veins
the kijur to produce candy instead of treasure. converge lives the rock queen. These tremendous
creatures are believed to be ancient kijurs who
grew too large to move to the surface easily. As
they grow, the type of objects they create grow with
them, turning them into walking treasure troves.
Rock queens act as leaders of a colony, producing
new kijurs and telepathically directing them.
Lair Actions
Rock Queen
On initiative count 20 (losing initiative ties), Large monstrosity
the rock queen takes a lair action to cause
Armor Class 16 (natural armor)
one of the following magical effects: Hit Points 190 (20d10 + 80)
Speed 20 ft., burrow 20 ft.
• Debris Cloud. The earth shakes, causing
dust and gravel to fall from the roof centered STR DEX CON INT WIS CHA
on a point of the rock queen’s choice. The 20 (+5) 10 (0) 18 (+4) 4 (-3) 14 (+2) 12 (+1)
effect is identical to a fog cloud spell that lasts
until initiative count 20 on the next round. Skills Perception +5
Damage Resistances slashing from nonmagical
• Call for Backup. The rock queen chooses a weapons
point on the ground that it can see within 60 Senses tremorsense 150 ft., passive Perception 15
feet of it. Kijur fall from the ceiling around that Languages ---
point. Each creature within a 20-foot radius Challenge 6 (2,300 XP) Proficiency Bonus +3
must make a DC 16 Dexterity saving throw.
On a failure they take 7 (2d6) damage; on a Actions
success, they take half. The rock queen is
immune to this damage. 2d4 kijur appear in Bite. Melee Weapon Attack: +8 to hit, reach 5 ft.,
unoccupied spaces near the chosen point. one target. Hit: 38 (6d10 + 5) bludgeoning damage.
• Ground Slam. The rock queen chooses two The target is grappled (escape DC 16) Until this
grapple ends, the creature is restrained, and the
creatures within 60 feet of it. The ground
rock queen can’t bite another target.
shifts underneath those creatures. The
creatures must make a DC 16 Dexterity Spike Shot. Ranged Weapon Attack: +3 to hit,
saving throw. On a failure they are moved to reach 60 ft., one target. Hit: 24 (6d6 +3) piercing
within 5 feet of the rock queen and fall prone. damage.
Bonus Actions
Cave-In (1/day). The rock queen causes strong
quaking in its lair. 2d4 rounds after using this
action, the entire lair caves in. Any creatures
caught in this cave-in are restrained until someone
digs them out. Other problems, such as running
out of breathable air, could come up as the DM
decides. The rock queen can’t take this action
unless it is at half health or less.
Psychic Parasite. Llalons, like mice, try to find STR DEX CON INT WIS CHA
hidden spots in people’s homes to live. Every night 7 (-2) 15 (+2) 9 (-1) 2 (-4) 10 (0) 4 (-3)
the llalon approaches one of the humanoids living in
the household to leech their psychic energies. The Senses darkvision 60 ft., passive Perception 10
Languages ---
humanoid it feeds off of feels a little weaker every Challenge 1/8 (25 XP) Proficiency Bonus +2
day; every sleep disturbed by another hidden attack.
Armor Class 11
Hit Points 38 (11d6)
Speed 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 10 (0) 3 (-4) 6 (-2) 5 (-3) 14 (+2) 12 (+1) 12 (+1) 3 (-4) 6 (-2) 5 (-3)
Spider Climb. Mediamano can climb difficult Spider Climb. Garramuerta can climb difficult
surfaces, including upside down on ceilings, surfaces, including upside down on ceilings,
without needing to make an ability check. without needing to make an ability check.
Break Apart. When mediamano reaches 0 hit Break Apart. When garramuerta reaches 0 hit
points, it splits into two manomuertas at full points, it splits into two mediamanos at full health.
health. They act on mediamano’s initiative They act on garramuerta’s
Actions
Actions
Multiattack. Garramuerta makes two Tentacle of
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., Hands attacks.
one target. Hit: 3 (1d4+1) bludgeoning damage,
and the mediamano attaches to the back of the Tentacle of Hands. Melee Weapon Attack: +4
target’s head if it has one. While attached, the to hit, reach 5 ft., one target. Hit: 4 (1d4+2)
mediamano doesn’t attack. Instead, at the start of bludgeoning damage, and the target is grappled
each of its turns, the target loses 5 (2d4) hit points (escape DC 12). Until this grapple ends, the
due to its head being crushed. The mediamano creature is restrained. Garramuerta can grapple
does not detach until the target dies. As an action, up to eight creatures at once.
any creature including the target, can make a
Strength check (DC 11) to detach the mediamano. Detach Hand (Recharge 6). Garramuerta tosses
a manomuerta to a point within 35 feet. The
manomuerta acts on garramuerta’s initiative.
Bonus Actions
Chokehold. The garramuerta strangles all the
creatures it is grappling. Each creature must make
a DC 12 Strength saving throw, taking 4 (1d4+2)
bludgeoning damage on a failed save or half as
much on a successful one.
Armor Class 13
Hit Points 71 (13d8 + 13)
Speed 40 ft.
Actions
Multiattack. The novcha makes one constrict
attack, one ram attack, and one bite attack.
Soulless Mortals. Whenever a mortal forfeits their STR DEX CON INT WIS CHA
soul in a diabolic contract, their body stays behind, 15 (+2) 14 (+2) 13 (+1) 5 (-3) 14 (+2) 5 (-3)
dead. After seven days, it transforms into the body of
a sincabeza. The only way to stop the transformation Damage Resistances cold, lightning; bludgeoning
and slashing from non-magical attacks
is to bury the body in consecrated ground. Damage Vulnerabilities piercing
Damage Immunities fire, poison
Dangerous Wanderer. Sincabezas wander without Condition Immunities poisoned
rest, looking for a portal into hell. A sincabeza Senses darkvision 60 ft., passive Perception 12
leaves trails of flame in its wake, massive fires Languages understands languages it spoke as a
humanoid as well as Infernal, but can’t speak
following wherever it goes. Sincabezas enjoy Challenge 1 (200 XP) Proficiency Bonus +2
running through town streets deep in the night
and running off into the wilderness at sunrise, Flame Trail. Creatures ending their turn within 10
only to come back the following night. feet of the sincabeza take 3 (1d6) fire damage.
Actions
Psychic Fire (Recharge 5-6). One creature the
veklibe can see within 40 ft. must succeed on
a DC 12 Intelligence saving throw. On a failure,
the target takes 10 (3d6) psychic damage and is
wrapped in illusory flames. On a success the target
takes half as much damage and evades the flames.
As long as a target is wrapped in illusory flames,
the target takes 7 (2d6) psychic damage at the
beginning of each of its turns. The creature can
repeat the saving throw at the end of each of its
turns, ending the effect on a success.
Bonus Actions
Shadow Step (Recharge 5-6). The veklibe
teleports, along with any equipment it is wearing
or carrying, up to 40 ft. to an unoccupied space it
can see or sense with its shadowsight. The veklibe
can only use this ability if it starts inside a shadow
and teleports to a space that is covered by shadow.
Armor Class 11
Hit Points 11 (2d8 + 2)
Speed 40 ft.
Actions
Llama Bite. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 3 (1d4 + 1) piercing damage.
Llamas are mountain creatures. They have
four legs and long fleeces that Koboans Spit (Recharge 6). Ranged Weapon Attack: +3 to
hit, range 10/20 ft., one target. Hit: 3 (1d4 + 1) acid
shear for wool. Llamas are the main beasts
damage, and the target must make a Constitution
of burden in the Gosan mountains.
save of DC 11. On a failure, the target is poisoned
They spit acid from their stomach as until the llama’s next turn.
a self defense mechanism.