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Cultures &

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.

The Latine people, particularly those of us in South America, have


had to settle for scraps when it comes to seeing ourselves in fiction.
Especially in fantasy. Which is a shame because we have so many rich
and varied traditions and folklores. I set out to build a world where
I might be able to see myself, and I hope you can enjoy it too.

The Koboa Project 3


Credits
Lead Designer:
Adrián Mejía
Lead Editor:
Shawn Banerjee
Editor:
Elizabeth Banerjee
Producers:
Adrián Mejía and The Word Refinery
Project Manager:
Shawn Banerjee
Interior Artists:
Guilherme Chaves (@chavesilustra),
Angela Intriago (@LaMalaMuerte),
Ally R (@cosmicamazn),
And Borges (@mechazord_),
Aner Urra (@aner.84),
Alvaro Córdova “T-naz” (@tnaz.graffiti),
Dante Espin (@fresaboba),
Kaithzer (@kaithzer),
Walter Licínio (@ walterlicinio)
Cover Artist:
Angela Intriago
Cartographer:
Elven Tower Cartography
Layout:
L Gustavo “Manchae” Pelatieri
Additional Contributors:
Daniel Delgado, Lucas Conti, Anne Ka’aru,
Luna Petra G., Armanda Haller
Sensitivity Reading:
Caio Domingos, Daniel Delgado,
wendi yu, Cá Costa, David Dornelles
Consultation:
David Castro
Playtest and Feedback:
Gil Haven, Levi Byrne, Cam Davis, Sean
“Huey” Hutton, Kristen, Maddy, Robyn,
Isabel, Diego “All bets are off” Gomezjurado,
David Fortich, Nico “Halfbread” Gillis, Ian
Gillis, Tomás “the rookie” Otálora, Matthew
Lubomirski (Dreadminion), the other great
people of the Neverday Nerd Council group.

Special thanks to Kristen for the tremendous


effort and support you’ve put in to help make this
thing happen; to Levi and David for your abundant,
thoughtful feedback; to April Walsh and Gabe Hicks

4 The Koboa Project


Table of Contents

Map................................................................................ 6

Welcome to Koboa ....................................................... 7

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

Territories of Koboa ................................................. 35


Atsaray ................................................................... 36
Novpo ..................................................................... 36
Mallgot Accords .................................................... 37
Gran Marcelia ...................................................... 38
Nueva Vardia ......................................................... 39
Other Parts of the World .................................... 41

Backgrounds .................................................... 42
Atsatray Portal Keeper ...................................... 43
Gran Marcelian Student .................................... 44
Mallgot Healer ..................................................... 45
Nueva Vardian Raider ........................................ 46
Stoneseeker ........................................................... 47

Creatures of Koboa ................................................. 48


Blekllev .................................................................. 49
Goong ...................................................................... 51
Jakam Serpent ..................................................... 53
Kijur ........................................................................ 56
Rock Queen ........................................................... 56
Llalon ..................................................................... 58
Kwechuu ................................................................ 59
Manomuerta .......................................................... 60
Mediamano ............................................................ 61
Garramuerta ......................................................... 61
Nagratal ................................................................. 62
Neo-Conquistador ............................................... 63
Novcha .................................................................... 64
Sincabeza .............................................................. 65
Veklibe .................................................................... 66
Llama ...................................................................... 67

The Koboa Project 5


6 The Koboa Project
Welcome to Koboa The Agreement of the Four Territories was
ratified by all parties, though the Indigenous
people of Koboa couldn’t help but resent ceding
It is said, ages ago all peoples in Koboa
lands that were once fully theirs to nations
shared the same form. Then the Jutgot
ruled by these newcomers - particularly
Nation created the Map of the Giant and
those of Larensian descent, who brought
used it to transform themselves.
strange and frequently harmful new concepts
to their lands. To this day, some Indigenous
Nations all over the continent created Maps that
Koboans view the seizures of their lands
reflect the values of their different cultures. They
via this agreement as illegitimate.
spread to every corner of the land and discovered
who they were and who they wanted to be.
The remaining loyalists to the Larensian Empire
were pushed back to one corner of the continent,
But they were not the only ones.
in what was once the province of Nueva Vardia.
While not part of the Coalition agreement,
Invaders came from across the sea. Bearing a
Nueva Vardia’s Governor-Regent sought a
new Form, these invaders from the continent
treaty to officially cease hostilities and become
of Larensia conquered the nations of Koboa
recognized as its own country. In the interest
and installed a brutal occupation. A Koboan
of peace, the other territories warily agreed.
resistance quickly grew, fighting the occupiers
Though Nueva Vardia is officially in a state of
wherever they could. They were joined by the Sial,
tenuous peace with its neighboring territories,
people from across the sea who had previously
several unrecognized bands of mercenaries
defeated a Larensian invasion of their own.
continue to stir conflict across the borders.
Eventually a coalition of Koboans, Sial, and
Koboan born Larensians fought the Larensian
Empire in the Liberation Wars, driving all Gender and Sexuality in Koboa
but a few loyalists from the continent.
The different peoples of Koboa have tremendous
The Coalition won the Liberation Wars diversity in how they approach ideas such as
gender and sexuality. Many groups didn’t even
and split the lands the Larensians had
need the concept of gender before the invasion,
occupied into four political entities.
and those that did had vastly different ideas of
what genders there were and what roles different
The descendants of the Indigenous genders had. The Larensian Occupation used
Gosán people founded Novpo. gender and sexuality as weapons of conformity,
The remaining Indigenous nations founded imposing strict concepts of gender and sexuality
the Mallgot Accords, an entity where each on the occupied population as an instrument
nation maintained sovereignty but entered to punish and silence dissent and disobedience.
an agreement of trade and mutual defense. Many Larensians themselves did not conform to
Most of the Sial founded Atsatray, the city-state. their society’s norms.
The Occupation’s legacy has changed the
Descendants of the Larensians, known as Chanov
traditional perspectives and values of several
for their mixed forms, founded Gran Marcelia,
Koboan peoples. Koboan societies that were
a nation that sought to build a new legacy apart most impacted by the Occupation struggle to
from the colonialism of the Larensian Empire. break free from roles and perspectives imposed
by the colonizers. Some groups of Koboans,
however, have been able to adhere to their pre-
colonial societal traditions, even to the modern
day. Even in Nueva Vardia, the societal traditions
of the Larensian Occupation have increasingly
been considered antiquated and obsolete.

The Koboa Project 7


8
Forms
The Koboa Project
Forms

The Form Maps are ancient creations,


magical items, or places that allow
people to transform their bodies.
When people come of age, they can perform
a ritual to manifest the Forms described by a
Form Map or a combination described by
multiple Form Maps. In times before the
Occupation, most people of Koboa
performed the manifestation ritual Forms as Races
directly in the presence of one
or more of these Maps. The Forms are designed to be backwards compatible
Gosangot Nation consolidated with Fifth Edition Races and Lineages. Any
its Maps into its capital city of combination of major and minor features is
Tiku. Youths of the empire would equivalent to a Race, particularly those belonging
make a pilgrimage to the Temple to the same Form.
of Form and perform the magic,
manifesting elements of the Forms they
felt best reflected their true selves.
Since the Invasion, most of the Maps continents, who more and more are
of Koboa have been stolen or shattered. becoming regular visitors to Koboa.
In their absence, the people of Koboa The nature of the Form Maps means
developed rituals to transfer their that for most Koboans, when it
own Forms to people they have comes to their bodies nothing
a strong emotional bond with. is set in stone. They use the
Some Koboans curried favor with Maps to explore various aspects
the Larensians to be granted access of their identities and bodies.
to the Map of the Elf. Larensians The influence of ancestry and the
considered this a reward for their shattered Ancestry Maps has resulted
most loyal subjects — allowing in many Koboans being mixed people.
them to take on elements This is expressed in game terms
of what they considered by choosing two Manifestations
the most perfect Form. - a major and a minor one.
Since the Liberation Wars, the Combine both to determine
newly independent nations have your in-game bonuses.
been commissioning explorers and You may then increase one ability
adventurers to recover the pieces of score by 2 and increase
the lost and shattered Maps. The a different one by
young are once again 1, or increase
making pilgrimages in order three different ability
to manifest their features. scores by 1. Finally, your
Old Form Maps are being character can speak,
restored by Koboan read, and write Common
adventurers. New Form and two other languages
Maps are being crafted that you and your DM
and even shared by agree are appropriate
peoples from other for the character.

The Koboa Project


9
FORM OF THE

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.

Damage Breath Scale Unique Magic of the Great River


Map
Type Weapon Colors Anatomy You know the druidcraft cantrip. Intelligence,
Map 15 ft. cone Purple Parrot
Wisdom, or Charisma is your spellcasting
Psychic ability (choose when you gain this trait).
of Kika (Int. save) and Black beak
Map of Vav 15 ft. cone Green Plant
Poison
Ghemka (Con. save) and Red growth
Map of 5 by 30 ft. line White
Lightning Feathers
Vav Ñaka (Dex. save) and Gold
Map of 15 ft. cone Blue and
Cold Fins
Vav Waka (Con. save) Green
Map of 5 by 30 ft. line Red and
Force Antennae
Maka Malgh (Con. save) Brown
Map of 15 ft. cone Brown Alpaca
Thunder
Jaka (Con. save) and White Fur

The Koboa Project 11


FORM OF THE

12
CHANOV
The Koboa Project
Chanov

Chanov is a term used for people that manifest


many Maps at once. While Koboans have always
taken on this Form, it became a particularly
common sight during the Occupation. During
this period many Koboans lost access to any
Maps at all, as they were stolen or shattered by
the Larensians, and Koboans used the shards
to bring together different Forms. In modern
times, some people find themselves identifying
with the concept of being something new that is
produced from the mixture of Forms. They have
developed a ritual to consistently take on many
Forms at once. This practice is most popular
in Gran Marcelia, which itself is a combination
of multiple cultures producing a new one.

Major Manifestation Features


Size
Choose Medium or Small when
you gain this Form.

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.

The Koboa Project 13


ELF
FORM
OF
THE
14 The Koboa Project
Elf Darkvision
Accustomed to twilit forests and the night
sky, you have superior vision in dark and dim
The Form of the Elf is a tall humanoid with
conditions. You can see in dim light within
pointed ears, horns, and a bull-like tail.
60 feet of you as if it were bright light, and
The Map of the Elf was created in Larensia.
in darkness as if it were dim light. You can’t
Larensians started the brutal occupation of
discern color in darkness, only shades of gray.
Koboa. After the Larensian Elves were defeated
in the Liberation Wars, they retreated to the only
province they retained control of, now known
as the nation of Nueva Vardia. Many Elves live
Minor Manifestation Features
outside of Nueva Vardia though, as many Elves
during the Liberation War fought on the side Keen Senses
of the Liberator. Most of these Elves live in the You have proficiency in the Perception skill.
nation of Gran Marcelia, founded by Koboan
elves and chanov that rejected Larensian rule Interrogate Nature
and sought to be ruled by their own people. Your connection to nature allows you to
interrogate plants. As an action, you connect your
mind to any plant you are touching. Through your
Major Manifestation Features connection, you gain knowledge of any events
you would have been able to perceive in that area
Size over the past two hours. Once you use this trait,
Elves range from under 5 to over 6 feet tall and you can’t use it again until you finish a long rest.
have slender builds. Your size is Medium.

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.

The Koboa Project 15


ETEL
FORM
OF
16
THE
The Koboa Project
Etel Essence Transfer
You can use your proboscis to transfer essence
between yourself and another creature.
The Form of the Etel is bipedal with a
proboscis and multi-faceted eyes.
• Health Transfer: When you successfully damage
The Map of the Etel is named after its creators — a target with your proboscis, you can absorb
the Etelgot, a rainforest people of deep scientific some of their essence. When you do so, you
knowledge. The Etelgot made great advancements regain a number of hit points equal to the
in agriculture and selective breeding, going so far damage dealt. When you do this, you are able
as to create new species of animals and plants. to access the target’s memories as well. You
The Etelgot were able to share their achievements are able to see, hear, and smell anything the
with a large portion of the Koboan continent. target has experienced in the past five minutes.
Etelgot scientific communities hid themselves • Skill Transfer: You can use your proboscis to
during the times of the Conquest, and some have transfer some of your own essence to another
creature. As an action, you deal 1 piercing
survived to modern times, though they prefer to
damage to a willing target and choose a skill or
remain secluded. The Etelgot who remained in tool you have proficiency with. The target gains
the rainforest were not so fortunate. They suffered proficiency in the chosen skill or tool for a number
many losses in the war against the Larensians. of minutes equal to your proficiency bonus.
Many of their people retreated deep into the
rainforest, using guerilla tactics to resist and You can use your essence transfer abilities a
raid Occupier settlements to keep themselves number of times equal to your Proficiency bonus
fed and equipped. After the Liberation Wars, the and regain all uses when you finish a long rest.
rainforest Etelgot became the Nem Etelgot nation,
one of the members of the Mallgot Accord. Exoskeleton
You have an exoskeleton covering key parts
Major Manifestation Features of your body. When you aren’t wearing armor,
your base AC is 13 + your Dexterity modifier.
Size You can use your natural armor to determine
Etel are generally over six feet tall. your AC if the armor you wear would leave you
The shortest Etel are five and half with a lower AC. A shield’s benefits apply as
feet tall. Your size is Medium. normal while you use your natural armor.

Speed Minor Manifestation Features


Your base walking speed is 30 feet.
Climbing Appendages
Proboscis Your hands and feet are made for
You have a proboscis that you can use to make climbing. You gain a climbing speed
unarmed strikes. When you hit with it, the equal to your walking speed.
strike deals 1d6 + your Strength modifier
piercing damage, instead of the bludgeoning Multifaceted Eyes
damage normal for an unarmed strike. Your multi-faceted eyes give you the ability
to see nearly everything around you. Other
creatures that are not invisible do not gain
advantage on attack rolls against you as
a result of being hidden from you.

The Koboa Project 17


FORM OF THE

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.

The Koboa Project 19


FORM OF THE

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.

The Koboa Project 21


FORM OF THE

22
HUMAN
The Koboa Project
Human

Before the Maps, it is said people were human.


Indeed, a ritual exists to purge the influence
of the Maps from one’s body. The ritual can be
performed for partial or complete transformation.
It has been found that the influence of the Maps
in one’s body reduces their ability to resist magic,
as people taking Human shapes have particularly
strong resistance to magic. Throughout history,
people have decided to take on a Human Form
as a result of curiosity or a desire to explore their
distant roots. Humans are found in every country.

Major Manifestation Features


Size
Your size is medium.

Speed
Your base walking speed is 30 feet.

Magic Resistance
You have advantage on all Constitution,
Intelligence, Wisdom, and Charisma
saving throws against spells.

Minor Manifestation Features


Mental Resistance
You have advantage on saving throws you make
to avoid or end the charmed condition on yourself.
You have resistance to psychic damage.

The Koboa Project 23


FORM

24
OF
THE
The Koboa Project
JUT
Jut

The Form of the Jut is very similar to the original


Human Form, but much, much, larger.
This Form is more commonly known as the
Giant. In Novpo’s search for the fragmented Maps,
one unexpected relic was found. A half Map of a
people never encountered before was discovered
in ancient ruins that predate the Gosangot
nation. This Map contained the Form of the Jut.
This discovery seems to verify old myths that
claim that ages before the Gosangot nation, the
continent of Koboa was inhabited by an empire
of Giants. In the current times Giants are rare,
though many people have started to manifest the
Giant in the spirit of curiosity and learning.

Major Manifestation Features


Size
Jut are over 6 feet tall, sometimes being
as tall as 8 feet. Your size is Medium.

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.

The Koboa Project 25


FORM OF THE

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.

Minor Manifestation Features


Superior Darkvision
You can see in dim light within 120 feet of you
as if it were bright light and in darkness as
if it were dim light. You can’t discern color in
darkness, only shades of gray. If you already
have darkvision from a different manifestation,
increase the range of your darkvision by 120 feet.

The Koboa Project 27


RAUG
FORM
OF
28
THE
The Koboa Project
Raug Major Manifestation Features

The Form of the Raug features elements commonly Size


seen in extraplanar beings - horns, tails, and Choose Medium or Small when
skin of colors that are not seen in other Forms. you gain this Form.
Known more commonly as the Form of the
Demon, the Map of the Raug was found during Speed
the Liberation Wars by elves in the army of the Your base walking speed is 30 feet.
Liberator. Desperate for an edge, some elves made a
deal with an extraplanar creature to gain this Map. Infernal Legacy
It is unknown what creature the deal was made You know the thamaturgy cantrip.
with. Some argue it surely must have been a devil, Starting at 3rd level, you can cast the
while others argue it could have been an inhabitant thunderwave spell with this trait. Starting at 5th
of Kiboa, the Koboan name for an underground level, you can also cast the darkness spell with
realm where both Good and Evil entities live. The it. Once you cast thunderwave or darkness with
payment or details of the contract are unknown. this trait, you can’t cast that spell with it again
Some speculate that the payment was to be made until you finish a long rest. You can also cast
when the Larensians were driven from the land, either of those spells using spell slots you have
and for this reason, they were allowed to retreat to of the appropriate level. Intelligence, Wisdom,
Nueva Vardia rather than being completely routed. or Charisma is your spellcasting ability for
The Map is held in the Temple of Mortality in these spells (choose when you gain this trait).
Gran Marcelia, though very few opt to manifest
its features. Many say that those who use the Infernal Tongue
Map will be part of the payment that is due You can speak, read, and write your
someday, but those who choose to manifest the choice of Infernal or Undercommon in
Map see these concepts as superstitions. If the addition to your other languages.
payment hasn’t been made yet, it likely will never
come. The Map was never completed, and so
can only be picked for major manifestation.

The Koboa Project 29


30
FORM
OF
THE
The Koboa Project
SIAL
Sial Wing Magic
Your wings have magic which allows you to
create gusts of wind. You can cast gust of
The Form of the Sial is a humanoid with
wind with this trait. Intelligence, Wisdom, or
hands that can glow and fairy-like wings.
Charisma is your spellcasting ability for these
The original Map of the Sial is not present in
spells (choose when you gain this trait).
the continent of Koboa. The Sialgot traveled
Once you cast this spell this way, you can’t
to Koboa to join Koboan resistance cells and
cast it with this trait again until you finish
defeat the Larensians. The Sialgot eventually
a long rest. You can also cast this spell
founded Atsatray, the fragmented city.
using any spell slot of sufficient level.
Atsatray has since then become a major hub
for magical research and cosmopolitan life.
Among Atsatray’s achievements, its citizens Nimble
have created a new Map of the Sial, which You can move through the space of any
many of its citizens now choose to manifest. creature that is of a size larger than yours.

Major Manifestation Features Minor Manifestation Features

Size Innate Magic


Sial are generally between 3 and a half You know the light cantrip. Additionally, you
and 5 feet tall. Your size is Small. can cast faerie fire once with this trait and
regain the ability to do so when you finish a
long rest. Intelligence, Wisdom, or Charisma is
Speed your spellcasting ability for these spells (choose
Your base walking speed is 30 feet.
when you gain this trait). You can also cast faerie
fire using any spell slot of sufficient level.
Wings
Your wings allow you to fly for short bursts.
You have a flight speed equal to your walking
speed. You fall if you end your turn in the
air and nothing else is holding you aloft.

The Koboa Project 31


FORM OF THE

WATAK

32 The Koboa Project


Watak Nature Sense
Your nose is highly attuned to recognizing
and identifying trees and flowers. Whenever
The Form of the Watak is a hybrid of you make an Intelligence (Nature) or Wisdom
flora and fauna. Those that take this (Survival) check to find and recognize
Form manifest one part of the body of different kinds of trees and flowers, you are
a beast, usually the leg, arm, or tail. considered proficient in the Nature skill and
The Map of the Watak was created by the add double your proficiency bonus to the check,
Watakgot people, originating from the cloud instead of your normal proficiency bonus.
forests on the eastern slopes of the Gosán
Mountains. Expert druids, the Watakgot were
Animal Limb
able to consolidate power through an abundance
Your Form includes a limb that takes
of agricultural products enhanced by druidic
the shape of an arm, leg, or tail of any
magic, ultimately resulting in the powerful
beast. You gain the following benefit
Gosangot Nation. The Map of the Watak
depending on what appendage you have:
was used for their soldiers and druids. Their
military and agricultural power helped grow
• Arm. You can use your animal arm to make
the empire, bringing in other groups of people
unarmed strikes. When you hit with it, the
through diplomacy or military conquest.
strike deals 1d6 + your Strength modifier
After the Larensian Invasion, the nation was
damage (this damage is bludgeoning, piercing,
broken apart and the Map of the Watak was
or slashing, choose when you gain this trait).
shattered. After the Liberation Wars, many of the
• Leg. Increase your base
descendants of the Gosangot formed the nation
walking speed by 5 feet.
of Novpo. Its capital city of New Tiku hosts a
• Extra Limb. You gain an extra limb that
recreation of the Map of the Watak, accessible to
could be a small arm, tail, or trunk. You
all pilgrims. However, the leaders of the nation
can grasp things with this agile limb. It has
still desire to recover the original Map of the
a reach of 5 feet. You can use it for simple
Watak and have commissioned many scientists,
tasks. You cannot make attacks with it,
mages, and adventurers to recover the shattered
wield weapons or shields, or do anything
pieces of the Map and put it back together.
that requires manual precision, such as
using tools or magic items or performing
Major Manifestation Features the somatic components of a spell.

Size Minor Manifestation Features


Watak are between 4 and 5 feet
tall. Your size is Small.
Flower Seeds
Flowers sprout from your body, carrying
Speed seeds with magical powers.
Your base walking speed is 30 feet. You can cast the disguise self and plant eyes
spells with this trait. Intelligence, Wisdom,
Type or Charisma are your spellcasting ability for
You are a Humanoid, as well as a Plant. these spells (choose when you gain this trait).
Once you cast either of these spells with this
Heart of Bark trait, you can’t cast that spell with it again until
Your veins contain tree sap instead of blood you finish a long rest. You can also cast these
and are not as affected by poison intended spells using any spell slots of sufficient level.
for other humanoids. You have advantage
on saving throws you make to avoid or end
the poisoned condition on yourself. You
also have resistance to poison damage.

The Koboa Project 33


Plant Eyes
1st level divination (ritual)

Casting Time: 1 minute


Range: 5 feet
Components: V S M (a plant seed)
Duration: 4 hours
Classes: Wizard, Ranger, Druid

You put a seed on the ground


and it grows into a mature plant
with eye-like fruit. The plant is
about 3 feet in height and 1 foot
in diameter. It has an AC of 7
and 2 hit points. When the spell
ends the plant withers and dies,
leaving behind a dry husk.
As long as the plant is within
200 feet of you, as a bonus action,
you can see through the eye-like fruits
of the plant, which have normal vision and
darkvision out to 60 feet. The eye-like fruits
can look in every direction. During this time
your eyes are closed and you are blind to your
own senses. You may open your eyes and end
the effect at any time, no action required.
You can have only one such plant at a time.
Whenever you recast this spell, all other plants
you have from this spell wither and die.

At Higher Levels. If you cast this spell


using a spell slot of 2nd level or higher,
the duration of the spell increases by 8
hours for each spell level above 2nd.

34 The Koboa Project


Territories
of Koboa

The Koboa Project 35


Atsatray of stone that had stood for millenia were torn
down and replaced by buildings of wood, made
out of strange trees from an alien land.
Atsatray started as several settlements spread
throughout Koboa. These were founded during
Now that the Novpoans have reclaimed their
the Occupation by Sial and Koboan resistance
cities, lively discussions fill the streets of
cells operating outside of Larensian control.
what to do with these “tree houses”. Many
These resistance cells existed in places that
Novpoans wish to raze them and rebuild
were hard for the Larensians to find - secluded
their cities to be wholly how they were in
mountaintops, deep in the Talá forest, nested
the past, while others argue these buildings
away in a cave behind a waterfall. Over time
have become a part of their cultural heritage
these communities found each other. Followers
and history, for better or for worse.
of Yoeng, the Spirit of travel and unity, used
magic to connect the different communities
Novpoan culture is varied and diverse. While
through permanent portals. It was in this way
sharing some culture and beliefs from the
that Atsatray, the Fragmented City, came to be.
days of the Gosangot Nation, every Novpoan
city and town has its own customs, dress, holy
Walking on Atsatray’s Road of the Fragments
days, and even form of governance. In some
that winds through the entire city is an
places, leadership is a traditional, inherited
experience so unique, it is talked about through
role, while in others, leaders are elected.
all of Koboa. On this road, one experiences the
thin air of the Mountain District, the soothing
Outside the cities, Novpoans focus on agriculture.
sounds of the ocean in the Beach District, and
Massive terrace farms surround the cities of
the humid heat of the Rainforest District, all
Novpo, growing crops that have been adapted
while walking past the many merchants set up
for generations to the high altitudes, including
along the path, hoping to sell their wares to
coffee, cacao, potatoes, and maize. Novpoan
tourists who come to experience the city. Each
ranchers raise llamas and alpacas, which
district displays a distinct personality and
are used as beasts of burden and a source
feel, with buildings older than the city that are
of wool, essential to one of Novpo’s main
unique in their architecture and clearly built
industries - weaving of the highest quality.
using whatever materials were available.
Looking to the future while remembering
As Atsatray grows in power and influence, it
looks to create new Maps to reflect the great
diversity and origins of its people. The magocrats
of the city have many needs in their research,
seeking recruits to find rare magical reagents and
explore phenomena throughout the continent.

Novpo

Novpo is a mountain country of ancient


cities decorated by patterns of gold. Though
the Larensians destroyed several ancient
sites in the name of “modernization”, many
abandoned cities can still be found dotting the
mountainside. As these cities were evacuated
to escape the Larensian plagues, objects of
cultural and magical value were left behind.
Vast underground temples are now claimed by
darkness and monsters. The cities occupied by
the Larensians did not fare any better. Buildings

36 The Koboa Project


the past, Novpoans in the capital city of Tiku large collection of multiple peoples and cultures,
founded the Stoneseekers. This institution Mallgot has extreme diversity in the cultures and
has the mission of reclaiming the abandoned people that comprise it. Most of the territory is
cities in Novpo, clearing them of the monstrous made up of the Talá rainforest. While all Koboans
creatures that now reside there, and recovering were terribly hurt by the Occupation, the nations
lost and stolen artifacts. To aid with this that live deep in the rainforest were less directly
work, the institution is constantly recruiting impacted. Here, one can find places that were
adventurers, paying handsomely for reclaimed never directly touched by Larensian hands.
artifacts. The Stoneseekers have expanded their Communities live in ways that have persisted
areas of expertise in recent years, having just for generations, mostly unchanged, living in
inaugurated the Tiku Observatory, a massive symbiosis with the rainforest in ways that have
replica of an ancient building destroyed during been refined for millenia. The rainforest’s
the Occupation. The Observatory has become main mode of transportation is its many rivers,
an area of major astronomical learning and traversed by specialized Mallgotan boats of
research, and Novpoans anxiously await the all sizes for individuals and larger groups.
discoveries this observatory will bring.
Many Mallgotan communities migrate seasonally
The Mallgot Accords between various short-term settlements inside
the Talá Rainforest. They build houses with tree
branches and leaves near a river and settle down
The Mallgot Accords are not a single nation - for a season or more. This cyclical movement
they are a confederation of multiple sovereign helps maximize the availability of resources
Indigenous Koboan nations, united by an and look after the forest, as wildlife populations
agreement of mutual defense and trade. As a recover easily after the community has moved on.

The Koboa Project 37


For several Mallgotan communities, sacred rites
involve identifying and harvesting medicinal and
magical plants, which they use to make some of
the strongest curatives known in Koboa. They
use these to trade for items and products they
can’t make or find themselves in the rainforest.

Mallgotan communities on the outer edges of


Talá tend to have more long-term settlements.
They’ve established towns and settlements
which are used as trade stations. These towns
are often major stops for the river boats. Staple
crops of these towns include pineapples,
avocados, plantains, passionfruit and cassava.

Mallgotan nations have taken to the duty of


healing the Talá Rainforest from the damage
done by the Larensians. During the Occupation,
the Larensians developed techniques to maximize
extraction of resources from the rainforest,
primarily precious metals and the magical
magegold. The Larensians attempted to change
the climate of the rainforest to make it more
comfortable for themselves, razing large tracts
of land and using druidic magic to replace it with
sparser forests made of trees native to Larensia.

These actions disrupted the ecosystem. New,


dangerous Larensian monsters escaped,
shifting the Talán ecosystem off-balance. In
some instances, groups of native creatures
were corrupted, becoming monstrous shadows
of their former selves. The Mallgotan nations
agree that these monstrosities must be healed
if possible and destroyed if not. For this reason
most Mallgotan nations will pay a bounty
for proof of healing or capturing any such
monsters and sometimes hire adventurers
to seek out particularly aggressive ones.

Gran Marcelia

Gran Marcelia spans the southern end of the


continent, taking up the spaces that were
most populated by the Larensians during the
Occupation. Its peoples and cultures are a
deep mixture of Koboan and Larensian, having
elements of both but over time becoming
something altogether new. Unlike Novpo,
Marcelian cities are made up almost entirely of
Larensian style buildings and architecture. Most
of the Koboan buildings were razed by the time

38 The Koboa Project


the Occupation ended, leaving them a rarity
that Marcelians take great pains to preserve.
Marcelians see these buildings as reminders
of an ancestry that they suppressed for many
generations during the Occupation and are
still learning how to express since its end.

Marcelian cities are some of the most diverse


places in all of Koboa. One can walk down the
block to pick up freshly baked bread at the Nueva
Vardian Bakery and Novpoan fresh produce
from their grocer, all while hearing traditional
Larensian stories from a street performer.
Fashions from every corner of the continent are
seen downtown, where intellectuals from every
country argue in coffee shops about the origins
of Koboa and what its future should look like.

Marcelia has large flat sections of plains that


are optimal for the ranching of Larensian
cattle. Ranchers who raise these herds are
known as Tomoks. These groups take pride in
their grandparents’ role as powerful cavalries
during the Liberation Wars. While the Tomoks
in modern days do not act as members of the
Marcelian army, they consider their culture
one of proud warriors and hard workers.

Over the past several years, violent encounters


have escalated inside Marcelian cities. Marcelian
officials have investigated these events and
have made concerning discoveries - the
perpetrators were Larensians recorded to have
died during the time of the Occupation. While
none of these Larensians have been captured,
strange magic was detected in the sites they
visited; magic wielded only by the Larensian
king himself during the Occupation. Marcelian
investigators have been seeking help from
experts of all fields to determine what these
events mean. They fear that the King Across
the Sea prepares to invade once more.

Nueva Vardia

Nueva Vardia is a country distinct from the


rest of Koboa. The land has been changed
through the planting of special Larensian
trees and extreme use of Larensian druidic
magics. They have created a unique climate in
Nueva Vardia, independent from the rest of the
continent. While most of Koboa experiences

The Koboa Project 39


only two seasons, arra and acha, Nueva Vardia Nueva Vardia and its Governor-Regent work
experiences four (invierno, primavera, verano, hard to find cultural and economic exchanges
and otoño). While Koboa mostly experiences with the other territories to build and
warm tropical temperatures, Nueva Vardia is strengthen relationships. The Stoneseekers
temperate and on the cold side all year round. It in particular have found value, as well as a
is said the magic creating this climate change touch of irony, in recruiting Nueva Vardian
is also the source of La Tormenta, a constant ex-soldiers to clear the monsters that
Storm along Nueva Vardia’s northern border. remain in Koboa from the Occupation.

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.

40 The Koboa Project


Other Parts of the World
Adventuring Ideas in Koboa
Koboans are aware of at least four other major • The Stoneseekers have gained access to an
lands, composed of one or more different peoples. ancient, very important vault in underground
They are separated from the other continents by Tiku. They have asked the party to venture inside
the Northern Storm - a magical Storm created by and retrieve whatever cultural and magical items
the Larensians during the occupation. Though they can find, offering a great bounty for each.
the Storm is centered to the North, it has made
the waters of the oceans quite treacherous, • An Atsatrayan magocrat has a list of
leaving travel to other continents the sole domain components needed in the creation of a new
of the most expert shipmasters and those with Form Map and sends the party out through all of
Koboa to collect these components.
access to great magic. As the Storm’s power
seems to have started to wane, more and more • An area of corruption in the Talá Rainforest has
visitors from Soxeín, Sotashka, Viringerion, and been discovered, known as “the Blight”. The
even sometimes Larensia can be found in Koboa. corruption is spreading. Can the party restore
the newly-corrupted creatures and heal the
Soxeín: The immediate landmass North of Koboa. Blight?
There was once a landbridge connecting the
people of Koboa and Soxeín. Trade was vibrant • The party discover a Neo-Conquistador
with the south Soleian people, the Ramrak. This plot in Gran Marcelia’s capital city of Nuevo
changed during the Larensian Occupation, when Fernando. They must find and disable the Neo-
Conquistador cell before the plans come to
the Larenthians did something that separated
fruition.
the continents and created the Northern Storm.
• A Nueva Vardian official asks the party for help
Sotashka: The Sialgot name Atsatrans have investigating a string of kidnappings on Nueva
for the continent they originate from, to the Vardian, Atsatrayan, and Mallgotan border
East. Atsatrans explain that the land has towns. The official asks not only for help finding
hundreds of names, as hundreds of languages the culprits but also in navigating the political
are spoken there by hundreds of people. turmoil that follows.

Larensia: The continent of origin of the


Larensian Empire. Nueva Vardians claim their
nation is identical in every way to Larensia,
though the claim is unproven in the minds
of most other Koboans, as efforts to visit
Larensia are rare outside of Nueva Vardia.

Viringerion: Before the Great Storm, trade and


communication happened with the people from
across the Western Ocean. A few Koboan families
can trace their lineage back to the lands across
the sea. These lands are known as Viringerion.

The Koboa Project 41


Backgrounds
42 The Koboa Project
Atsatray Portal Keeper d8 PersonalityTrait
I’ve talked to tourists from all across Koboa and
1
Whether or not you have magical proficiency, appreciate our cultural differences.
you’ve been trained in understanding and I tend to confuse the people around me with
2
arcanobabble and non-linear thinking.
operating magical effects. You’ve worked with
the Portal Keepers in Atsatray. The Keepers take I methodically study the things around me to understand
3
how they work.
on two roles - they maintain and upgrade the
portals and ensure the people entering Atsatray 4 I care a lot about presenting myself professionally.
are not dangerous to the city. A Keeper’s days 5
I’m the “parent” of the group - I’m always making sure my
alternate between locking themselves away friends are taken care of.
working on arcane items and interviewing 6
I always have an anecdote about somebody I saw entering
people who wish to pass through one of Atsatray.
Atsatray’s portals to enter the core of the city. I don’t care for physical appearances - I know it’s what’s in
7
your papers that matters.

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.

The Koboa Project 43


Gran Marcelian Student d6 Ideal
Chulla Vida. You (likely) only live once, so make the most
1
Several Academies have been founded in Gran of every moment. (Chaotic)
Marcelia, training Marcelians in topics including Science. A methodical approach to every problem yields
2
the best solutions. (Lawful)
magical arts, philosophy, music, medicine, and
governance. A student culture has arisen in Truth. There is nothing more important than knowing
3
what’s true, no matter where it takes me. (Neutral)
the major cities. Students have become major
Progress. The point of knowledge is to produce a better
proponents for progressive change, pushing for 4
society for everyone. (Good)
a more egalitarian society, daring to imagine a
Dominance. The more knowledge I gain, the more control
future that is free of poverty and oppression. 5
I can exert in the world. (Evil)
Perfection. I want to hone myself into the perfect sage.
Skill Proficiencies: One of your choice and 6
(Any)
one of Arcana, Religion, Nature, or History
Languages: One of your choice
d6 Bond
Equipment: A student card, two books on
academic subjects, a set of common clothes, 1 Someday I’ll finish my thesis.
and a pouch containing one silver piece 2
I’m on assignment to investigate a particular
phenomenon in the field.
I formed a bond with my classmates during a difficult
Feature: Student Teaching 3
semester.
As you gain real-world experiences, institutions
A professor has become a mentor to me and I care deeply
and groups of learning will be interested 4
what they think about me.
in having you impart your new insights to I became a student seeking a better life for my family back
students. In exchange for taking part in 5
home.
different forms of teaching, institutions will be 6 I will find a way to show up a rival student.
happy to provide you with room and board.

Suggested Characteristics d6 Flaw


Students spend large amounts of time in
I had to take a loan to complete my studies, and the
classrooms, attending lectures and engaging 1
deadline is coming up.
in discussion with their classmates. I’m always working on my studies, even when it gets in
2
the way of other duties.
d8 PersonalityTrait
I’m flustered by people I find attractive and make bad
I love jumping into philosophical discourse in public 3
1 decisions around them.
meeting spaces.
4 I’ll use whatever means necessary to discredit my rivals.
2 I’ve always got my head in a book.
5 I’ve never worked a day in my life - and it shows.
I have a knack to turn any conversation into a monologue
3
about the ills of society. I frequently show disrespect to people that have less
6
education than me.
4 I like making rhymes about people to entertain myself.
5 I’m pretty naive about anything non-academic.
I’m competitive - if it can be quantified, I want to be on
6
top.
I go into extensive explanations about my favored subject
7
to fill silences.
8 I’m all about new experiences.

44 The Koboa Project


Mallgot Healer d6 Ideal
Impartiality. Healing is my duty, and I will provide it for
1
You’ve followed in the traditions of the healers anyone who needs it. (Any)
of Mallgot, learning about different plants and Freedom. Everyone should be free to live their best lives.
2
(Good)
the roles they have in healing. While others were
out hunting and gathering, you stayed in the Power. I accept no closed doors. I will do whatever I can
3
to get whatever I want. (Evil)
village, helping with medical issues and crafting
Tradition. My traditions were perfected over millennia. I
medicines. You have, however, learned enough 4 will live according to them and help others live according
to find the materials you need on your own. to the traditions that most benefit them. (Lawful)
Discovery. You gotta try new things and be open to new
5
Skill Proficiencies: Medicine, Nature experiences to be your best person. (Chaotic)
Tool Proficiencies: Herbalism Kit Harmony. We must find a balance between what’s
6 important for nature and what’s important for society.
Languages: Ghintakgot, Serpentine (Neutral)
Equipment: An Herbalism Kit, set of traveler’s
clothes, a pouch containing essential oils
bearing the scents of various plants, and a pouch d6 Bond
containing dried leaves and herbs worth 15 gp My mentor taught me everything I know and asked me to
1
continue their work.
Feature: Healer 2
A fey creature gave me seeds and tasked me with planting
Your medicinal skills make you a welcome guest them across the land.
in many places. In most towns, you can find a 3 I was exiled by my people for breaking an ancient tradition.
temple, household, or organization in need of a I saved a visitor to Mallgot years ago and wish to know
4
healer, that will provide you with excellent food what became of them.
and housing in exchange for your healing skills. 5
I discovered a wonderful spot in the rainforest that I visit
often.
Suggested Characteristics 6 I’ve befriended a beast that follows me on my journeys.
The Mallgotan lifestyle has shaped you and your
perspectives on life, as has your job as a healer.
d6 Flaw
1 Seeing people suffering makes me angry and irrational.
d8 PersonalityTrait
I’ll break any rule I must to achieve what’s important to
I’m demonstrating amazing facts about different plants 2
1 me.
whenever I can.
I care too much about appearing a certain way to other
2 I try to be outdoors as much as I can. 3
people.
3 I like to give health advice, even if unsolicited. I tend to look down on people who live in one place all
4 I’m used to working alone - how even do I talk to people? 4 their lives. I find that kind of lifestyle uncivilized, if I’m
I’m a firm believer in my people’s traditions and following being honest.
5
them through when I can. My past failures haunt me and can make me hesitant at
5
6 I want to know how everything works. inopportune moments.
I’m always asking people about their culture and how they The smell of the herbs I work with is unpleasant, and I
7 6
think and do things. don’t care to put in the effort to mask it.
I care about my friends’ social and emotional health as
8
much as their physical health.

The Koboa Project 45


Nueva Vardian Raider d8 PersonalityTrait
I cherish the opportunity to enjoy luxuries - but I don’t
1
After the ceasefire, several factions of Nueva want anyone to know.
Vardia rejected the Governor-Regent’s deal 2 I don’t care for most authority figures or their laws.
with the other territories. These factions began 3
I remember the face of every innocent I’ve raided - and
raiding and plundering the neighbors of Nueva daily ask the gods for forgiveness.
Vardia in an attempt to reignite the war. While 4
I love to make “civilized” society uncomfortable with
these groups are not officially sanctioned vulgarities.
by Nueva Vardia, it is said they sometimes I tell tales of the Larensian Empire’s former glory, most of
5
them exaggerated and unrealistic.
receive covert missions from Nueva Vardian
officials, given targets that can weaken their 6 I like the straightforward approach.
neighboring countries in a sort of Cold War. 7 I follow many superstitions to please my gods.
I give unsolicited advice about weapon maintenance and
8
Skill Proficiencies: Survival, Your will clean my friend’s weapons if they don’t stop me.
choice of Intimidation or Stealth
Tool Proficiencies: Vehicles (Land) d6 Ideal
1 Supremacy. Nueva Vardia deserves to be in charge. (Evil)
Languages: High Elvish and one of your choice
Justice. I will avenge the wrongs done against my people
Equipment: A backpack with six days worth 2 and provide restitutions for the wrongs done by my
of rations, a pillaged trinket (a note, piece of people. (Lawful)
jewelry, or a key), a set of traveler’s clothes, and Charity. I steal from the rich to provide for the poor.
a pouch containing pillaged items worth 10 gp 3
(Good)
Thrill-Seeker. It is only in our most extreme moments
4
Feature: Wilderness Camper when we truly live. (Chaotic)
You’re quite skilled at finding suitable places 5 Greed. I work for pay. I don’t care who I work for. (Neutral)
for you and your allies to hide or rest in Family. All that matters is that my family is safe and cared
6
the wilderness. Anyone trying to track for. (Any)
you in these environments does so with
disadvantage. In addition, you can find food d6 Bond
and fresh water in these areas for yourself I was given a holy book at a young age and carry it
1
and up to five other people each day. everywhere I go.
I escaped the marauder life by faking my death. I can’t be
2
Suggested Characteristics found out.
Living in the wilderness and constantly I believe I was granted a vision by the gods, giving me a
3
hint of my destiny.
preparing for raids has made you
pretty rough around the edges. 4 Someone depends on me to provide for them.
5 I owe my life to a fellow marauder.
I was given an “unofficial” assignment by a Nueva Vardian
6
noble. I’m… unsure how I feel about it.

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.

46 The Koboa Project


Stoneseeker d8 PersonalityTrait
1 I aspire to make a significant discovery in the field.
As an official member of the Stoneseekers, 2 I spend most of my free time listening to oral historians.
you’ve gained excellent training in 3 I talk to ancient artifacts like they are people.
finding and recognizing artifacts of Food, clothing, figures of speech - I like to do it all how it
cultural and historical importance. 4
was done centuries ago.
I’m constantly trying to figure out the origins of everything
5
Skill Proficiencies: History, Investigation I find.
Tool Proficiencies: Cartographer’s Tools 6 I always have a historical anecdote to tell.
Languages: Gosangot and one of your choice 7
I frequently forget to eat if I’m hyperfocusing on
something exciting.
Tool Proficiencies:
I’m always correcting misconceptions and simplifications
Equipment: A specialized locket 8
of historical events.
identifying your membership to the
Stoneseekers, a set of traveler’s clothes, a d6 Ideal
fragment of a map to an ancient temple Knowledge. Only by understanding our past can we reach
1
or city, and a pouch containing 10 gp our best future (Neutral)
Reclamation. Everyone should get back what belongs to
2
Feature: Stoneseeker Support them. (Lawful)
Most major cities have Stoneseeker Houses Recovery. Only by focusing on what was taken from those
3 who were most damaged by the Occupation can we help
where members of good standing gain the weakest become stable. (Good)
access to a decent room and food for a few Discovery. Facing what is hidden and forgotten makes us
days. To keep your standing, you need to 4
all strong.(Chaotic)
occasionally report your findings to the Wealth. There is plenty to be taken from the ancient ruins.
Stoneseekers and keep your promise to 5
(Evil)
submit any ancient items of significance you Prestige. Doing the job right brings clout to oneself and
6
find to the order, for a bounty of course. the Stoneseekers. (Any)

Suggested Characteristics d6 Bond


A lot of scholarly training goes into being a 1 I am a mentor to another Stoneseeker.
Stoneseeker. You may be more interested 2 I am immensely proud of a dig site I helped find.
in intellectual work or field work. 3 An old mentor taught me everything I know.
My people had a significant item stolen ages ago, and I
4
intend to find it.
My entry into the Stoneseekers cost me a debt I need to
5
pay.
I will show up my rival in the Stoneseekers, who mocks
6
my work.

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.

The Koboa Project 47


Creatures
of Koboa

48 The Koboa Project


Blekllev
Blekllev
Blekllev are rainforest creatures that live near Large monstrosity
wide rivers. They resemble large anteaters with
Armor Class 14 (natural armor)
colorful fur and wide tails. They are capable Hit Points 165 (22d10 + 44)
swimmers, diggers, and shipwreckers. Speed 20 ft., burrow 20 ft., swim 40 ft.

Cunning Predator. Blekllev are smart, STR DEX CON INT WIS CHA
powerful, and most dangerously, patient. They 18 (+4) 12 (+1) 14 (+2) 5 (-3) 14 (+2) 10 (0)
are strictly carnivores, preferring humanoid-
sized prey. Blekllev have a predilection Skills Perception +5, Stealth +4
Senses Passive perception 15
for attacking riverboats, seeing them as Languages ---
convenient packages full of tasty treats. Challenge 7 (2,900 XP) Proficiency Bonus +3

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.

The Koboa Project 49


50 The Koboa Project
Goong an old Koboan expression that means suddenly
finding oneself in a very bad and unexpected
Goong are giant embodiments of hunger. They roam situation. Explorers and adventurers that
the rain and cloud forests of Koboa looking for their wander into areas of the forest where the trees
next meal. They are angry when they are hungry have no leaves and they hear no birds or other
and they are always hungry. It is said they are creatures are advised to leave as quickly as
related to the giants of old, though every story varies possible, lest they awaken a sleeping goong.
in how exactly. Some say goong are the giants of old,
transformed through the Larensian tainting of the Ancient Hearts. A goong heart can cure nearly any
rainforest. Others say goong were the predecessors affliction. Use of the heart in this way comes with
of the ancient giants and somehow survived the two major complications: three days after being
cataclysmic event that killed their descendants. removed, the heart loses its curative properties; and
once removed, wildlife and monsters in a several
Ravenous Eaters. A goong’s territory is barren. mile radius feel a magical draw to try and consume
They’ll eat just about anything except for tree the heart. Wherever a goong heart goes, one can
bark and rocks. “Walking into goong barrens” is be sure many dangerous creatures will follow.

Goong and the target is swallowed if it is a Large or


Huge giant smaller creature. A swallowed creature is blinded
and restrained, has total cover against attacks and
Armor Class 18 (natural armor)
other effects outside the goong, and takes 23 (4d8
Hit Points 279 (18d20 + 90)
+ 5) acid damage at the start of each of the goong’s
Speed 35 ft.
turns. The goong’s gullet can hold up to two
STR DEX CON INT WIS CHA creatures at a time. If the goong takes 20 damage
19 (+4) 6 (-2) 20 (+5) 4 (-3) 6 (-2) 3 (-4) or more on a single turn from a creature inside it,
the goong must succeed on a DC 20 Constitution
saving throw at the end of that turn or regurgitate
Damage Resistances poison all swallowed creatures, each of which falls prone
Condition Immunities poisoned in a space within 10 feet of the goong. If the goong
Senses Passive perception 8 dies, a swallowed creature is no longer restrained
Languages --- by it and can escape from the corpse using 10 feet
Challenge 14 (11,500 XP) Proficiency Bonus +5 of movement, exiting prone.

Actions Legendary Actions


Multiattack. The goong makes one Slam attack The goong can take 3 legendary actions, choosing
and either a Tongue or Bite attack. from the options below. Only one legendary action
option can be used at a time and only at the end of
Slam. Melee Weapon Attack: +9 to hit, reach 10 ft., another creature’s turn. The goong regains spent
one target. Hit: 15 (2d10 + 4) bludgeoning damage. legendary actions at the start of its turn.

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.

The Koboa Project 51


52 The Koboa Project
Jakam Serpent
The Elder Serpent Jaka is favored by the deity
Jul, her father. She holds the sacred duty of acting
as messenger between the three main planes of
reality - Kaboa, the world above, Kiboa, the world
below, and Koboa, the world in between. Her brood
share in her duty, able to travel between these
worlds as bolts of lightning or as earthquakes.
Larensians refer to these creatures as “Koboan
Dragons” due to their similarity to Larensian
Dragons, but Jakam serpents are in fact related
to the Elder Serpents and not to any of what the
Larensians call “True Dragons”. Jakam serpents
have long serpentine bodies. They have talons
and wings like a condor, and have two heads - a
llama head and a cougar head. The end of their
bodies have a long fish-like tail to help them swim.

Rarely Stopping. A Jakam serpent is always


on the move. They seem to constantly have
business in Kaboa, Koboa, and Kiboa, frequently
moving between the three. This gives them a
sense of aloofness - they move so much between
realms that they hold few if any attachments,
and tend to care little about current events.

Ageless Wisdom. Jakam serpents are the wisest


of the serpents, and if they can be stopped
long enough and politely enough to hold a
conversation, are very happy to share their
collective wisdom with those they deem worthy.

Dual Perspectives. The two heads of a Jakam


serpent frequently see things from two different
points of view. The cougar head tends to focus
on the now, considering what is important in the
short term, while the llama head prefers patience
and long-term planning. Humanoids are frequently
confused when talking to a Jakam serpent, as the
two heads seem to be in constant disagreement
despite always finding a way to work together.

The Koboa Project 53


A Jakam Serpent’s Lair Regional Effects
Jakam serpents tend to find lairs in spaces The region containing a legendary Jakam
between the planes. Many of their lairs are serpent’s lair is warped by its magic, which
found in the peaks of extremely tall mountains creates one or more of the following effects:
that reach all the way into the space between
Koboa and Kaboa, or in caves deep underground • The First Language. All creatures that can
in the boundary between Koboa and Kiboa. understand a language within 6 miles of the
lair become able to understand any language
Lair Actions they hear, as though affected by a tongues spell.
• Portals Below. Tunnels and caves appear within
On initiative count 20 (losing initiative ties), a mile of the lair at midnight and are open for
the serpent takes a lair action to cause one an hour. These lead to Kiboa, the world below.
of the following effects; the serpent can’t use
the same effect two rounds in a row. • Portals Above. Gusts of wind and tornadoes
appear within a mile of the lair at noon
• Kaboan Light. A beam of celestial light and remain for an hour. These can carry
befalls a creature of the serpent’s choice. a creature into Kaboa, the world above.
The creature must make a DC 15 Dexterity • Secrets Around. Any creature within 6 miles
saving throw or take 18 (4d8) radiant of the lair that concentrates for a minute
damage, taking half on a success. can hear whispers. These are the words
• Koboan Storm. The serpent chooses a point of creatures from all the realms, carried by
that they can see within 120 feet. Heavy rain the winds to the Jakam’s lair. Concentrating
starts to fall in a 20-foot radius centered on on such whispers for a full hour allows the
that point, from up to 120 feet in the air. All creature to gain information to help them
creatures in that area besides the serpent suffer make a decision, acting as an augury spell.
from the Blinded condition. Each creature
starting its turn in the area that is concentrating If the serpent dies, these effects fade in 1d10 days.
must make a DC 15 Constitution saving throw.
If it fails, its concentration is broken. This
effect lasts until the serpent uses Torrential
Downpour again or until the serpent dies.
• Kiboan Sands. One creature that the serpent
can see within 120 feet must succeed on a
DC 15 Strength saving throw if it is touching
the ground, or be sucked into the ground
as it turns into quicksand under their feet,
becoming blinded and restrained. To escape,
the creature or one of their allies must use
their action to make a DC 15 Strength check.
If successful, the trapped creature escapes
the quicksand and moves to an adjacent space.
Otherwise, the effect ends on initiative count
20 on the next round. When the effect ends,
the creature is released from the ground into
the same space where it got swallowed.

54 The Koboa Project


Ancient Jakam Serpent Earth Eruption. If the serpent is underground,
Gargantuan dragon the serpent erupts out of the ground, followed by
shaking and lava. All creatures within 100 feet
Armor Class 19 (natural armor)
of the point the serpent erupts out of must make
Hit Points 492 (24d20 + 240)
a DC 26 Dexterity saving throw. On a failed save,
Speed 80 ft., fly 80 ft., burrow 80 ft., swim 80 ft.
a creature is pushed 50 feet away and takes 22
STR DEX CON INT WIS CHA (4d10) bludgeoning damage, taking half damage
30 (+10) 12 (+1) 30 (+10) 20 (+5) 28 (+9) 18 (+4) on a successful save and not being pushed. The
serpent moves as part of this effect, up to 30 feet
Saving Throws Dex +9, Con +18, Int +13, Wis +17 above the point where they erupted.
Skills History +21, Perception +25, Persuasion +12,
Stealth +9 Breath Weapons (Recharge 5-6). The serpent
Damage Immunities thunder, lightning uses one of the following breath weapons.
Senses blindsight 60 ft., darkvision 120 ft.,
passive Perception 35 Wildfire Breath. The serpent exhales fire in a 90-
Languages Celestial, Draconic, Undercommon foot line that is 10 feet wide. Each creature in that
Challenge 25 (75,000 XP) Proficiency Bonus +8 area must make a DC 26 Dexterity saving throw,
taking 77 (14d10) fire damage on a failed save or
Amphibious. The serpent can breathe air and half as much damage on a successful one.
water.
Legendary Resistance (3/Day). If the serpent Storm Breath. The serpent exhales water and
fails a saving throw, they can choose to succeed thunder in a 90-foot cone. Each creature in that
instead. area must make a DC 26 Constitution saving
throw. On a failed save, a creature takes 38 (7d10)
Actions thunder damage and becomes stunned until the
serpent’s next turn. On a successful save they take
Multiattack. The serpent makes two Bite attacks, half damage and are not stunned.
two Claw attacks, and can use one of either Legendary Actions
Lightning Strike or Earth Eruption.
The serpent can take 3 legendary actions,
Bite. Melee Weapon Attack: +18 to hit, reach 15 ft., choosing from the options below. Only one
one target. Hit: 21 (2d10 + 10) piercing damage. legendary action option can be used at a time
and only at the end of another creature’s turn.
Claw. Melee Weapon Attack: +18 to hit, reach 10 The serpent regains spent legendary actions at
ft., one target. Hit: 17 (2d6 + 10) slashing damage. the start of their turn.

Detect. The serpent makes a Wisdom


Tail. Melee Weapon Attack: +18 to hit, reach 20 ft.,
(Perception) check.
one target. Hit: 19 (2d8 + 10) bludgeoning damage
Tail Attack. The serpent makes a tail attack.
Lightning Strike. If the serpent is flying, the
serpent chooses a point on the ground they can
Wing Attack (Costs 2 Actions). The serpent
see within 100 feet. They travel there as a bolt
beats their wings. Each creature within 15 feet
of lightning. Each creature within 50 feet of
of the serpent must succeed on a DC 26
that point must make a DC 26 Dexterity saving
Dexterity saving throw or take 17 (2d6 + 10)
throw. A creature takes 44 (8d10) lightning
bludgeoning damage and be knocked prone. The
damage on a failed save, or half as much damage
serpent can then fly up to half their flying speed.
on a successful one. The serpent teleports
underground as part of this effect, up to 30 feet
.
under the point where the lightning struck.

The Koboa Project 55


Kijur
Kijur
Kijur are small turtle-like creatures. When they Tiny beast
sense danger, they hide inside their shells. These
Armor Class 12 (natural armor)
shells have a rock-like appearance that help the kijur Hit Points 2 (1d4)
blend into their surroundings. The shells contain Speed 15 ft., burrow 15 ft.
tiny coin-like bits, gems, and other treasures that the
kijur grows naturally. Kijur are found in mountains STR DEX CON INT WIS CHA
near mineral veins, most frequently gold veins. 1 (-5) 6 (-2) 10 (0) 3 (-4) 8 (-1) 2 (-4)

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.

Hive Mind. Rock queens can send telepathic


instructions to the kijurs of their hive. They exercise
this power when threatened, ordering kijurs to cause
a cave-in of their lairs and bury would-be trespassers.
Over the course of a few days, the rock queen and
its spawn dig the lair out again and reclaim it.

Hoards of Treasure. A rock queen’s lair is usually


surrounded by veins of gold and littered in valuable
objects dropped by the queen. Knowledge of the
location of a rock queen’s lair is therefore valued
highly. Even though it is dangerous, adventurers
frequently use this information to sneak into the
lair and gather as many valuables as they can.

56 The Koboa Project


Race against Time. Experienced adventurers
know not to push their luck in a rock queen’s
lair. Staying too long can easily lead to death by
cave-in, and smart adventurers will keep vigilant
for signs that such a cave-in is imminent. When
rocks start falling from the roof, it is time to run

A Rock Queen’s Lair


A rock queen lives deep underground in a mineral
rich area, usually close to gold or emerald veins.

A rock queen encountered in its lair


has a challenge rating of 7.

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.

The Koboa Project 57


Llalon
Llalon
Llalons are small creatures with the appearance Tiny aberration
of a mouse combined with a lizard. Llalons
Armor Class 12
live in the homes of humanoids, where they Hit Points 3 (2d4 - 2)
feed on their host’s psychic energies. Speed 30 ft.

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.

Nesters. When they feel safe enough in a home, Actions


the llalon will create a nest where they can lay Psychic Drain. Ranged Spell Attack: +4 to hit,
eggs. The infants of a llalon litter, shortly after range 5/10 ft., one creature. Hit: 4 (1d4 + 2)
hatching, join all their energies to create a psychic psychic damage and the target’s Strength is
storm. Such a storm can severely harm the reduced by 1. The target goes unconscious if
minds of all humanoids within 30 to 100 feet. The this reduces their Strength to 0. Otherwise, the
young llalons use the devoured energy to grow reduction lasts until the target finishes a short or
quickly, becoming adults minutes after hatching. long rest undisturbed by a llalon.
A sleeping creature is not awakened by this attack
Purges. In most inhabited places, finding a the first time it is used against them, but the target
is denied the benefits of a short or long rest.
llalon triggers a methodical search for any other
llalons or nests before any eggs hatch. Towns
will frequently hire adventurers to help with the
job in an effort to be thorough, as a single llalon
escaping can create new nests in the future

58 The Koboa Project


Kwechuu
Small monstrosity

Armor Class 11
Hit Points 38 (11d6)
Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA


14 (+2) 12 (+1) 11 (0) 3 (-4) 12 (+1) 10 (0)

Skills Perception +3, Stealth +5


Senses darkvision 60 ft., passive Perception 13
Languages ---
Challenge 1/2 (100 XP) Proficiency Bonus +2

Amphibious. The kwechuu can breathe air and


water.

Standing Leap. The kwechuu’s long jump is up


to 20 ft. and its high jump is up to 10 ft., with or
without a running start.
Kwechuu
Pounce. If the kwechuu jumps at least 20 ft. Kwechuu are small frogs named after the noise they
straight toward a creature and then hits it with make when they sing. They have the capability to
a claw attack on the same turn, that target must transform the front half of their bodies into pumas.
succeed on a DC 12 Strength saving throw or be
knocked prone. If the target is prone, the kwechuu Disguise Predators. Kwechuu are quite successful
can make one bite attack against it as a bonus hunters, owing to their main appearance of
action. harmless frogs. A kwechuu can get very close to its
Actions prey this way, waiting until the last minute to pounce
and transform its front half into a puma shape.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 6 (1d8 + 2) piercing damage. Ridiculous Song. A kwechuu’s song is
universally considered bad. The rhythm is
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., off, the pitch is way too high, and the kwechuu
one target. Hit: 4 (1d4 + 2) slashing damage.
can’t hold a note. It reaches the point where the
Croak Song (1/day). The kwechuu croaks,
kwechuu’s song is considered magical, at times
repeatedly making a bizarre, ridiculous noise. All making humanoids laugh uncontrollably.
creatures of Intelligence 4 or higher within 60
feet that can hear it must succeed on a DC 10 Forest Map. Kwechuu are deeply connected with
Wisdom saving throw or fall prone and become the flora and fauna in their local area. Their song
incapacitated as they laugh uncontrollably. A is in fact a language they use to describe their
creature that succeeds on its saving throw is area to each other. When deciphered properly,
immune to all kwechuu’s croak songs for the next a kwechuu’s song serves as a map of the area,
24 hours. providing information on the creatures, structures,
A creature affected by this ability can repeat its
and items currently there. A humanoid that has
saving throw at the end of its turn and whenever it
takes damage.
successfully resisted the kwechuu’s croak song
can attempt to decipher the meaning of the song
with a DC 12 Intelligence (Nature) check.

The Koboa Project 59


Manomuerta
Manomuerta
Manomuertas are disembodied hands about Tiny undead
twice the size of an adult human hand. They stalk Armor Class 13
in the darkness, seeking victims to strangle. Hit Points 3 (2d4 - 2)
Speed 10 ft.
Victim’s Revenge. Manomuertas sometimes come
about from the unburied bodies of humanoids STR DEX CON INT WIS CHA
that were killed by divine magic. It is thought 10 (0) 16 (+3) 8 (-1) 3 (-4) 6 (-2) 5 (-3)
that they are animated by their need for revenge,
Saving Throws Wis +0
although their limited perception and intelligence
Damage Immunities poison
makes them unselective about whom they attack. Condition Immunities poisoned
Senses Passive perception 8
Strangler. Whenever a manomuerta encounters Languages ---
a humanoid, it mindlessly attempts to strangle Challenge 1/8 (25 XP) Proficiency Bonus +2
them to death, ceaselessly lunging for the neck.
Unless pulled off, a manomuerta doesn’t let go Actions
until its victim has been dead for several minutes.
Scratch. Melee Weapon Attack: +2 to hit, reach 5
Revenge of the Masses. A manomuerta instinctually ft., one target. Hit: 2 (1d4) slashing damage, and
the manomuerta attaches to the target’s neck
feels where other manomuertas are and tries
if it has one. While attached, the manomuerta
to join them, forming a pack. When enough doesn’t attack. Instead, at the start of each of the
manomuertas come together they merge their manomuerta’s turns, the target loses 2 (1d4) hit
masses to create a larger hand called a mediamano. points due to choking. The manomuerta does not
Unlike manomuertas, mediamanos generally detach until the target dies. A creature, including
avoid assaulting living creatures. They instead the target, can use its action to detach the
focus their time on finding another mediamano to manomuerta.
eventually merge into something greater still. They
leave hair wherever they go, shedding it as they
grow. Two mediamanos merge together to create
a fearsome creature known as garramuerta.

Garramuerta. Garramuerta is a terrifying hand-


shaped amalgam. Its backside, where it would
connect to an arm, is a flailing collection of
grasping hands, allowing it to climb and move
around while strangling multiple victims.

60 The Koboa Project


Mediamano Garramuerta
Small undead Medium undead

Armor Class 13 (Natural Armor) Armor Class 13 (Natural Armor)


Hit Points 14 (4d6) Hit Points 44 (8d8 + 8)
Speed 20 ft. Speed 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)

Saving Throws Wis +0 Saving Throws Wis+0


Damage Immunities poison Damage Immunities poison
Condition Immunities poisoned Condition Immunities poisoned
Senses Passive perception 8 Senses Passive perception 8
Languages --- Languages ---
Challenge 1/4 (50 XP) Proficiency Bonus +2 Challenge 1 (200 XP) Proficiency Bonus +2

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.

The Koboa Project 61


Nagratal
Large monstrosity

Armor Class 15 (Natural Armor)


Hit Points 47 (5d10 + 20)
Speed 40 ft.

STR DEX CON INT WIS CHA


15 (+2) 6 (-2) 18 (+4) 2 (-4) 10 (0) 5 (-3)

Damage Resistances piercing and slashing from


non-magical attacks
Senses passive Perception 10
Languages ---
Challenge 2 (450 XP) Proficiency Bonus +2

Nagratal Charge. If the Nagratal moves at least 20 feet


straight toward a target and then hits it with a
Nagratal are voracious omnivores. They look bite attack on the same turn, the target takes an
like giant pigs covered in rock armor. They are extra 7 (2d6) bludgeoning damage. If the target is
typically quite selective about what they eat, despite a creature, it must succeed on a DC 12 Strength
the fact that they’ll eat anything in a pinch. They saving throw or be knocked prone.
are easier to tame than other creatures their
size, as they are very happy to cooperate with Actions
humanoids for well-cooked, flavorful meals.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
Stone Armor. Non-organic materials eaten one target. Hit: 6 (1d8 + 2) piercing damage and
by nagratal ultimately wind up covering their the target is grappled (escape DC 12). Until this
skin like armor. Days after attacking a town or grapple ends, the target is restrained, and the
Nagratal can’t bite another target
settlement, the nagratal will have all kinds of
materials in its shell - bricks, gold coins, bits of
Swallow. The nagratal makes one bite attack
anvils and statues. Bounties have been placed against a Medium or smaller target it is grappling.
on nagratal that eat something valuable in the If the attack hits, the target is swallowed, and the
hope that the item can be recovered off the grapple ends. The swallowed target is blinded
nagratal’s body after the creature is slain. and restrained, it has total cover against attacks
and other effects outside the nagratal, and it takes
Stone Eaters. Nagratal need to feed on large 5 (2d4) acid damage at the start of each of the
rocks and boulders on a regular basis. This is nagratal’s turns. The nagratal can have only one
not for nourishment, but to maintain their rock target swallowed at a time. If the nagratal dies, a
swallowed creature is no longer restrained by it
armor. As with all their other meals, nagratal
and can escape from the corpse using 5 feet of
have very particular tastes about what rocks they
movement, exiting prone.
prefer. Nagratal are known to wander long and far
searching for volcanic rocks, particularly obsidian.

62 The Koboa Project


Neo-conquistador
Medium Humanoid

Armor Class 15 (Breastplate armor)


Hit Points 102 (12d8+48)
Speed 40 ft.

STR DEX CON INT WIS CHA


16 (+3) 12 (+1) 18 (+4) 7 (-2) 8 (-1) 8 (-1)

Saving throws Str +5, Con +6


Skills Athletics +5, Intimidation +1, Perception +1,
Neo-Conquistador
Survival +1
Senses passive Perception 11 Neo-conquistadors are warriors trained
Languages Common in the combat styles of the conquistadors
Challenge 4 (1,100 XP) Proficiency Bonus +2 of old, those that fought the Koboans in
the Invasion War. They typically sport very
large weapons and the Form of the Elf.
Reckless. At the start of its turn, the neo-
conquistador can gain advantage on all melee
weapon attack rolls during that turn, but attack Neo-conquistador Movement. The resurgent
rolls against it have advantage until the start of its popularity of Larensian supremacist perspectives
next turn. among populations in Koboa with waning
power have resulted in the neo-conquistador
Actions movement. This movement’s self-proclaimed
mission is to “reconquer Koboa in the name
Multiattack. The neo-conquistador makes three of progress and equity”, though the honesty
attacks with its greatsword. of this mission is readily shown to be false
based on the movement’s predilection against
Greatsword. Melee Weapon Attack: +5 to hit, people who are not born into Larensian culture.
reach 5 ft., one target. Hit: 10 (2d6 + 3) Nevertheless, extremists of the movement have
relearned the techniques of conquistadores of
old, from their rageful combat style to their use
Bonus Actions of magically-created disease and plague.
Virulent Plague. Each living creature within 10
feet of the neo-conquistador must make a DC Biological Weapons. Neo-conquistadors use magics
14 Constitution saving throw against the neo- from the old days of the empire to create magical
conquistador’s plague, taking 4 (1d4+2) necrotic plagues for combat. Most haven’t mastered the
damage on a failed save, or half as much damage magic beyond the ability to cause some discomfort
on a successful one. to their opponents, but some are able to cause
lasting, if not permanent, harm on those they afflict.

The Koboa Project 63


Novcha
Medium beast

Armor Class 13
Hit Points 71 (13d8 + 13)
Speed 40 ft.

STR DEX CON INT WIS CHA


17 (+3) 17 (+3) 12 (+1) 5 (-3) 14 (+2) 14 (+2)

Skills Perception +4, Stealth +7


Senses passive Perception 14
Languages ---
Challenge 2 (450 XP) Proficiency Bonus +2

Keen Smell. The novcha has advantage on


Wisdom (Perception) checks that rely on smell.

Mimicry. The novcha can mimic sounds it has


heard, even words and phrases. A creature that
hears the sounds can tell they are imitations with a
successful DC 12 Wisdom (Insight) check.

Actions
Multiattack. The novcha makes one constrict
attack, one ram attack, and one bite attack.

Constrict. Melee Weapon Attack: +5 to hit, reach


10 ft., one target. Hit: 6 (1d6+3) bludgeoning
damage. The target is grappled (escape DC 13).
Until this grapple ends, the creature is restrained
and the novcha can’t constrict another target.

Novcha Ram. Melee Weapon Attack: +5 to hit, reach 5 ft.,


one target. Hit: 12 (2d8 + 3) bludgeoning damage.
A Novcha looks like a black puma with the
horns of an elk. One of their front paws Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
can stretch to incredible lengths, moving in one target. Hit: 5 (1d4+3) piercing damage.
much the way of boas and anacondas.

Ambush Hunter. The novcha likes to


ambush potential prey, constricting its
victims before they can fight back. It uses
mimicry to attract prey, learning different
calls over its lifetime to attract all kinds.

Haunting Cries. Novcha that live close to humanoid


settlements eventually learn the cries that attract
humanoids. Towns are sometimes haunted with the
cries of a lost child coming from the wilderness.

Survivalists. Novcha never fight to the


death. Whenever it is clear they are
outmatched, they try to retreat.

64 The Koboa Project


Sincabeza
Sincabeza
Sincabezas are the shock troops of devil Medium fiend
armies. They have the body of a headless,
Armor Class 12
decaying mule. A flame burns out through Hit Points 11 (2d8 + 2)
a hole where the head should be. Speed 70 ft.

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.

Shock Troop. If the sincabeza eventually finds Actions


a way into hell, it joins the hellish armies
as a shock trooper. It is sent out by higher Flame Bite. Melee Weapon Attack: +4 to hit, reach
ranking devils ahead of the main army to 5 ft., one target. Hit: 5 (1d6 + 2) fire damage.
hunt down and weaken their enemies.
Fire Breath (Recharge 5-6). The sincabeza
exhales fire in a 15 foot cone. Each creature in
that area must make a DC 11 Dexterity Saving
throw, taking 14 (4d6) fire damage on a failed save
or half as much damage on a successful one.

The Koboa Project 65


Veklibe
Veklibe
In Koboa, the veklibe is a manifestation of the Medium fiend
fears and negative feelings felt by humanoids
Armor Class 13
when their magic goes out of control. Veklibes Hit Points 18 (4d8)
serve as dark mirrors of humanoids, reflections Speed 25 ft.
of their negative thoughts and emotions.
STR DEX CON INT WIS CHA
Illusions of Burning. Veklibes wear hats that 9 (-1) 16 (+3) 10 (0) 14 (+2) 8 (-1) 8 (-1)
hide flaming arrows that stick out of their head.
Looking directly at the flame brings thoughts Skills Perception +1, Stealth +5
Damage Vulnerabilities radiant
of burning to the minds of other humanoids, Damage Resistances bludgeoning, piercing, and
making them believe they are on fire. slashing from nonmagical attacks
Damage Immunities psychic
Nightmare Plague. Many years ago a ghintakgot Condition Immunities charmed, frightened
wizard created a plague that put humanoids into a Senses darkvision 120 ft., passive Perception 11
Languages ---
deep sleep and pulled veklibes out of their minds. Challenge 1 (200 XP) Proficiency Bonus +2
Humanoids who recovered from this plague found
that some of the objects they interacted with could Shadowsight. The veklibe can sense all shadows
spread the plague by touch. These cursed items, within 40 ft. and anything within them. This ability
when found, spread this sleeping plague to entire is not blocked by walls or cover, but only functions
towns, filling them with dangerous veklibes. for spaces that are in dim light or darkness.

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.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft.,


one target. Hit: 5 (1d4 + 3) slashing damage.

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.

66 The Koboa Project


Llama
Medium beast

Armor Class 11
Hit Points 11 (2d8 + 2)
Speed 40 ft.

STR DEX CON INT WIS CHA


12 (+1) 12 (+1) 13 (+1) 2 (-4) 10 (0) 4 (-3)

Senses passive Perception 10


Languages ---
Challenge 1/8 (25 XP) Proficiency Bonus +2

Mountain Animal. Moving through nonmagical


difficult terrain in mountains costs the llama no
extra movement.

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.

The Koboa Project 67


68 The Koboa Project

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