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Kuru - AI-generated fantasy Character

Kuru

Goliath · Druid (Circle of the Land, Mountain) · Level 10 · Criminal

Kuru

Kuru is quiet, observant, and more comfortable with honest labor than polite conversation.
AC13
HP53/53
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 13 · HP 53 · 30 ft.
AlignmentNeutral GoodGenderMaleAge36 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingWIS
  • ArcanaINT
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • NatureINT
  • PerceptionWIS
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor,
Medium armor,
Shields

Weapons

Clubs,
Daggers,
Darts,
Javelins,
Maces,
Quarterstaffs,
Scimitars,
Sickles,
Slings,
Spears

Tools

Thieves' tools,
One type of gaming set,
Herbalism kit

Languages

Common,
Giant,
Druidic

Features

20 features

Action

  • 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 spells

Spellcasting. 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 items

Weapons

  • Scimitar
    A curved blade traditionally used by travelers and hunters.

Armor

  • Leather armor
    A light suit of cured leather armor suitable for travel through forests and mountain passes.
  • Wooden shield
    A wooden shield bearing a simple painted spiral representing a mountain spring.

Tools

  • Thieves' tools
    A set of fine tools for picking locks and disarming traps.

Gear

  • Explorer's pack
    A pack containing bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
  • Druidic focus
    A sprig of mountain juniper bound with copper wire, used as a druidic focus.
  • Crowbar
    A sturdy iron bar useful for forcing doors, prying crates, or levering stones.
  • Dark common clothes with hood
    Dark common clothes with a deep hood and a worn gray cloak.
  • Gaming set
    A carved set of knucklebones used for a local gambling game.

Purse

  • Burglar's purse
    A 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

Keeps a polished river stone on a cord and rubs its flattened surface when weighing a decision.
Names every stray animal he feeds, even if it disappears before he can see it again.
Collects seeds from places where people claimed nothing could grow.
Refuses to waste clean water, including when washing blood from his hands.

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.”
From their backstory
Background
Criminal

Connections

Species

Goliath

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