Krigs are spider-humanoids that originate from the Weysevain Maze and, by extension, the town of Orbea in Central Omeria. Intelligent and clever, thanks mostly to their connection to their diety-progenitor Matriarch and all other krig, they quickly positioned themselves as assets throughout most of the continent. Their overall numbers are much lower than the other major humanoid races of Omeria, and it’s rare to find one more than 1,000 miles from the Maze at Orbea.
Medium humanoid (krig), neutral
Armor Class 15 (studded leather armor, shield)
Hit Points 22 (3d8 + 9)
Speed 30 ft., climb 30 ft.
Abilities Str 10 (+0), Dex 13 (+1), Con 17 (+3), Int 15 (+2), Wis 12 (+1), Cha 9 (-1)
Skills History +4, Perception +5
Senses passive Perception 15
Languages Common, Orb
Challenge 1/2 (100 XP)
Expert Climber. The krig has advantage on ability checks made to climb.
Innate Spellcasting (1/Day). The krig’s innate spellcasting ability is Intelligence. It can cast the spell augury without requiring material or somatic components.
Keen Sight. The krig has advantage on Wisdom (Perception) checks that rely on sight.
Standing Leap. The krig’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.
Multiattack. The krig makes two attacks with its scimitar.
Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.
Having emerged from the Obsidian Plain as dangerous, fire-breathing predators, the nomads of southern Omeria learned to train these massive creatures for us as beasts of burden. Most are muzzled while they are working to avoid their nasty fire breath.
Huge beast, unaligned
Armor Class 15 (natural armor)
Hit Points 95 (10d12 + 30)
Speed 40 ft.
Abilities Str 22 (+6), Dex 11 (+0), Con 17 (+3), Int 2 (-4), Wis 10 (+0), Cha 5 (-3)
Senses darkvision 60 ft., passive Perception 10
Challenge 4 (1,100 XP)
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 16 (3d6 + 6) piercing damage plus 5 (1d10) fire damage.
Breathe Fire (Recharge 6). The thornfoot exhales fire in a 30-foot line that is 5-feet wide. Each creature in the area must make a DC 13 Dexterity check. A creature takes 17 (5d6) fire damage on a failed saving throw, or half as much damage on a success.
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Both of these monsters show up in the 35-part adventure path, the Hand of the Eight. Check it out on Patreon—it’s only $1 to get the entire series!