• Creature Type Humanoid
  • Size Small
  • Speed 30 feet
  • Alignment Lawful
  • Age Krell mature quickly, reaching adulthood around age 5 or 6, and rarely live beyond 40 years.
  • Racial Features
    • 1+1 ASI Choose one ability score to increase by 1. Choose a different ability score to increase by 1.
    • Amphibious. You can breathe air and water.
    • Born in Water. You have swimming speed equal to your walking speed.
    • Psychic. You can speak telepathically to any creature you can see within 60 feet of you. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn’t give the creature the ability to respond to you telepathically.
    • Grasping Tongue. As a bonus action, you can target an object you can see that weighs less than 5 lbs and is up to 15 feet away and attempt to pull it to you. If the object isn’t being worn or carried you automatically succeed. If a creature is currently wearing or holding the object you must instead roll a contested strength check to determine whether you pull the item from their person.
    • Psionic Fortitude. You have advantage on saving throws you make to avoid or end the charmed or stunned condition on yourself.
  • Society and culture These amphibious creatures are split into two groups - the saltwater and freshwater krell. The freshwater amphibians settle in wetlands, marches and swamps. They are more rare but generally more sociable with other species than their saltwater brothers. Those settle in shallow ocean coasts where large communities create cities and realms away from the eyes of terrestrial beings.
    The krell are notable possessive of their underwater cities and colonies, prohibiting any other species from entering most of their territories. The information about this species is therefore somewhat limited. The krell are however skilled merchants and marine navigators.
  • Physiology Krell resemble bipedal frogs with moist skin ranging in color from vibrant greens and blues in saltwater krell to browns or grays in freshwater krell. They also possess primitive psychic abilities facilitating telepathic communications. These abilities are many times notable in the battles, where krell fight with extraordinary structure and unity.
  • Religion The krell pantheon is based around water as the source of life and provider for all living (Xaloc). Amidst the krell, shamans serve as interpreters of the will of their gods.
  • Language While krell are able to communicate verbally, the language lacks any structured form and is largely substituted by their innate telepathic communication that allows them to communicate their thoughts directly. In order to store the information, the krell have devised simple arcane mechanisms that allows them to store the thoughts and memories that can be later retrieved or ‘replayed’. Many krell have also learned Orynthian, though not always without difficulties.
  • Relevant questlines Leviathan Rises