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Kalian

The Kalians are an ancient and enigmatic race, shrouded in mystery and fear. Their origins are lost to time, whispered only in the darkest corners of history. It is said that the Kalians were once a proud and noble people, but their fate was sealed by a cursed transformation that bound them forever to the night.   Kalians inhabit a remote and isolated island, hidden from the world for countless generations. The island, surrounded by treacherous waters and cloaked in perpetual twilight, is a reflection of the Kalians themselves—beautiful yet dangerous, serene yet deadly. The island was only recently discovered by outsiders, who were both captivated and terrified by the creatures that dwelled within.   Unlike vampires, who must avoid the sun at all costs, Kalians are merely weakened by daylight. The sun’s harsh rays cause them great discomfort, blinding them temporarily and sapping their strength. However, when night falls, they become formidable predators, their power amplified by the darkness. Under the cover of night, Kalians are swift and silent, moving through the shadows with unnatural ease. Their perfect night vision allows them to see in complete darkness, making them deadly hunters of the night.   Kalians possess a ghostly, ethereal appearance, their skin pale and cold, their eyes glowing with a faint, eerie light. This unsettling visage is often the last thing their prey sees before succumbing to the Kalian’s insatiable hunger for blood. Despite their predatory nature, Kalians are not mere beasts; they are intelligent, calculating, and possess a deep, ancient wisdom passed down through the ages.   The curse that binds the Kalians grants them extraordinary powers, but it also comes with significant weaknesses. They are highly resistant to physical harm, cold, and lightning, but they are vulnerable to fire and holy magic, which can cause them great pain and even death. Their existence is sustained not by food or drink, but by the blood of the living, which they must consume regularly to maintain their strength.   Kalians are feared not only for their physical prowess but also for their supernatural abilities. They can create perfect illusions of themselves, deceive and terrify their enemies, and drain the life force from their victims with a single bite. The mere presence of a Kalian is enough to instill fear in the hearts of those who encounter them, causing even the bravest warriors to flee in terror.   Despite their fearsome reputation, Kalians are not inherently evil. They are bound by their nature, struggling with the duality of their existence—torn between the remnants of their former humanity and the primal urges that now define them. Some Kalians seek redemption, trying to control their dark impulses and live in harmony with the world, while others embrace their curse, reveling in the power it affords them.   The discovery of the Kalian island has sparked both fascination and dread among scholars and adventurers. Many have ventured to the island, hoping to uncover its secrets, but few have returned. Those who have survived speak of a race that is both tragic and terrifying, bound by a curse that they neither chose nor can escape.   In the grand tapestry of the world, the Kalians are a reminder of the delicate balance between light and dark, life and death. They walk the line between these extremes, forever seeking a place in a world that fears and misunderstands them. As the Kalians emerge from the shadows of their island, their fate—and the fate of those who encounter them—remains uncertain.
ability score increase: Dexterity +2 Intelligence +1
age: Kalians are immortal in terms of aging, but they can be destroyed by other means. They retain the appearance they had at the time of their transformation.
alignment: Kalians tend towards Neutral Evil due to their predatory nature, though some might align differently based on their individual experiences.
Size: Medium
speed: 30
Languages: You can speak, read, and write Common and one additional language of your choice.
race features:
Darkvision (Perfect Nightvision): You can see in complete darkness as if it were dim light up to a range of 120 feet. You can only see in shades of red, grey, and white.   Sunlight Sensitivity: Starting at level 1: While in direct sunlight, you have disadvantage on attack rolls, on Strength and Dexterity saving throws, and on Wisdom (Perception) checks that rely on sight. Additionally, if you spend more than 1 hour in direct sunlight, you must make a DC 10 Constitution saving throw or become blinded for 1 minute. Your speed is also reduced by 10 feet during the day, and you lose the benefit of your Nocturnal Power trait.   Cold, Poison, and Food Immunity: You are immune to poison damage and the poisoned condition. You cannot consume normal food or drink, and you do not need to eat or drink to survive.   Blood Drinker: You can use your action to make a melee attack against a creature within 5 feet of you. On a hit, the target takes 1d6 + your Constitution modifier necrotic damage, and you regain hit points equal to the necrotic damage dealt. The damage increases by 1d6 at 5th level (2d6), 11th level (3d6), and 17th level (4d6). You cannot regain hit points in this way if the target is an undead or a construct.   Nocturnal Power: Starting at level 3, during the night, you gain an additional attack whenever you take the Attack action on your turn.   Damage Resistances: Starting at level 5, you have resistance to bludgeoning, piercing, and slashing damage from non-magical weapons. You also have resistance to cold and lightning damage.   Damage Vulnerabilities: Starting at level 5, you have vulnerability to fire and radiant damage.   Illusory Double: Starting at level 7, as an action, you can create a perfect illusion of yourself in a space within 30 feet that you can see. The illusion lasts for 1 hour, or until it is destroyed. The illusion has an AC of 10 + your Dexterity modifier and 1 hit point. The illusion cannot attack, move, or interact with objects, and it is indistinguishable from you, though it cannot speak or make noise. You can dispel the illusion as a bonus action.   Frightening Presence: Starting at level 9, as an action, you can force each creature of your choice within 30 feet that can see you to make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once you use this feature, you can’t use it again until you finish a long rest.   Regeneration: Starting at level 11, you regain 1 hit point at the start of your turn if you have at least 1 hit point and aren’t in sunlight or exposed to radiant damage.

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sallana.

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