Kuru
Kuru
Sheet
AC 13 · HP 53 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- NatureINT
- PerceptionWIS
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
20 featuresAction
- Action
When On his turn
Kuru can cast a druid cantrip or make a weapon attack using his action.
- Wild ShapeLevel 2
When On his turn
Kuru can assume the form of a beast he has seen before, subject to his Wild Shape limits.
Bonus action
- Bonus Action
When On his turn
Kuru can transform into a beast using Wild Shape, revert from Wild Shape, or cast certain spells as a bonus action when applicable.
Reaction
- Stone's Endurance
When When he takes damage
Kuru can use Stone's Endurance to reduce incoming damage by 1d12 + 3 after being hit.
Always on
- Natural Recovery
When During a short rest
Kuru can recover expended spell slots during a short rest, up to a combined slot level of 5.
- DruidicLevel 1
Kuru knows Druidic, the secret language of druids, and can leave hidden messages in it. Anyone who knows Druidic automatically recognizes such a message.
- Druid Circle, Circle of the LandLevel 2
Kuru belongs to the Circle of the Land and gains access to additional circle spells based on his chosen mountain terrain. He also gains Natural Recovery, allowing him to recover expended spell slots during a short rest, with a combined slot level of up to 5.
- Bonus CantripLevel 2
Kuru's connection to the land grants him one additional cantrip known.
- Land's StrideLevel 3
Kuru is unaffected by nonmagical difficult terrain and has advantage on saving throws against magically created or manipulated plants.
- Ability Score ImprovementLevel 4
Kuru increases his Wisdom score by 2. This increase is already reflected in his ability scores and spellcasting statistics.
- Land's Stride ImprovementLevel 6
Kuru can pass through nonmagical plants without being slowed or harmed by them. He also has advantage on saving throws against plants created or manipulated by magic.
- Nature's WardLevel 6
Kuru cannot be charmed or frightened by elementals or fey, and he has advantage on saving throws against spells and other magical effects used by them.
- Ability Score ImprovementLevel 8
Kuru increases his Wisdom score by 2. This increase is already reflected in his ability scores and spellcasting statistics.
- Nature's Ward ImprovementLevel 10
Kuru has advantage on saving throws against being charmed or frightened by elementals or fey, and he is immune to possession by them. He can also communicate with beasts and plants in a limited manner through his druidic magic.
- TraitGoliathPowerful Build, Kuru counts as one size larger when determining carrying capacity and the weight he can push, drag, or lift.
- TraitGoliathMountain Born, Kuru is acclimated to high altitude, including elevations above 20,000 feet, and is naturally adapted to cold climates.
- TraitGoliathNatural Athlete, Kuru is proficient in Athletics.
- TraitGoliathStone's Endurance, Kuru can use his reaction to reduce damage from an attack by 1d12 + 3. He can use this trait once per short or long rest.
- TraitGoliathGoliath size is Medium and walking speed is 30 feet.
- Criminal ContactCriminal
Kuru has a reliable contact in settlements where criminals, smugglers, and other underworld figures operate. This contact can provide information, introduce him to useful people, or pass messages, though such aid may carry a price.
Spells
17 spellsSpellcasting. Kuru casts with Wisdom (spell save DC 12, to hit with spell attacks).
Cantrips (at will): , , ,
1st level (4 slots): , , ,
2nd level (3 slots): , , , , ,
3rd level (3 slots): , ,
4th level (3 slots): no spells
5th level (2 slots): no spells
Gear
10 itemsWeapons
- ScimitarA curved blade traditionally used by travelers and hunters.
Armor
- Leather armorA light suit of cured leather armor suitable for travel through forests and mountain passes.
- Wooden shieldA wooden shield bearing a simple painted spiral representing a mountain spring.
Tools
- Thieves' toolsA set of fine tools for picking locks and disarming traps.
Gear
- Explorer's packA pack containing bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
- Druidic focusA sprig of mountain juniper bound with copper wire, used as a druidic focus.
- CrowbarA sturdy iron bar useful for forcing doors, prying crates, or levering stones.
- Dark common clothes with hoodDark common clothes with a deep hood and a worn gray cloak.
- Gaming setA carved set of knucklebones used for a local gambling game.
Purse
- Burglar's purseA small pouch containing fifteen gold pieces.
Appearance
Kuru is a broad-shouldered goliath with slate-gray skin marked by pale natural birth-patterns across his arms and collarbones. His black hair is kept short and tied with a strip of faded red cloth. He wears worn leather armor beneath a weather-stained green cloak, and carries a smooth river stone on a cord around his neck. The stone is polished almost flat where his thumb passes over it. His voice is low and gravelly, but before speaking he usually pauses, draws one careful breath through his nose, and clears his throat once.
Mannerisms
Before answering, Kuru pauses, inhales through his nose, and clears his throat once. He speaks in short, deliberate sentences and often looks toward the nearest window, tree, or patch of earth while thinking.
Personality
Kuru is quiet, observant, and more comfortable with honest labor than polite conversation. He notices who is hungry, which floorboards creak, and whether a stream smells wrong before he notices a person's jewelry. He is protective toward strays, apprentices, and anyone being pushed aside by a stronger voice. Though stern at first meeting, he has a dry sense of humor and an unexpected fondness for absurdly small animals.
Ideals
Restoration. The strong are not meant to rule the weak. They are meant to repair what has been broken and leave the land healthier than they found it.
Bonds
The mountain springs that sustained his clan are sacred to him. He will risk almost anything to protect them and expose those who poisoned or diverted them.
Flaws
Kuru assumes that anyone who profits from suffering is guilty until proven otherwise. He is slow to forgive betrayal, especially when it involves food, water, or medicine, and sometimes mistakes stubborn silence for moral strength.
Quirks
Background
Kuru was born among the high stone camps of a goliath clan that measured worth by endurance, useful labor, and the courage to accept a fair contest. He was strong enough to climb sheer ravines and patient enough to track mountain goats for days, but he had little taste for the clan's constant rivalries. His true education came from an elderly herb gatherer who taught him the names of roots, lichens, and bitter flowers, along with the old druidic belief that every living thing leaves a debt in the world and must eventually repay it. When a winter landslide destroyed several lower camps, Kuru discovered that a merchant consortium had secretly diverted water from the mountain springs to feed its mines. He joined a group of smugglers who moved food, tools, and medicine through the restricted passes. Kuru became their quiet lookout and guide, using animal trails and hidden ravines to avoid patrols. The work made him a criminal in the eyes of the valley authorities, but it also brought him before the local circle of druids. They recognized that his thefts had been acts of restoration rather than greed, and accepted him as a warden of damaged places. Now he travels beyond the mountains, dismantling the networks that exploit the land, while searching for the consortium's surviving records so his clan can reclaim its water rights.
“He joined a group of smugglers who moved food, tools, and medicine through the restricted passes.”
- Background
- Criminal
Connections
Species
Goliath
Media
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