Tribe Kinā Kiu Peni or Horn Skulls

The Kinā Kiu Peni are a tribe of horned Testoideans that hail from Fahliilenjar and Eastern Kalthinjar, primarily on the Saftor Isles. Though they possess an often intimidating appearance, which is similar to Meiolaniiformid turtles, Kinā Kiu Peni are often gentle giants, preferring to settle things out than to duke it out. Despite this, they have clubbed tails that can be devastating in battle. Unlike some of the other tribes, they prefer to live in fully terrestrial habitats and are primarily herbivorous. 


Tribe Kinā Kiu Peni or Horn Skulls

The Kinā Kiu Peni are a tribe of horned Testoideans that hail from Fahliilenjar and Eastern Kalthinjar, primarily on the Saftor Isles. Though they possess an often intimidating appearance, which is similar to Meiolaniiformid turtles, Kinā Kiu Peni are often gentle giants, preferring to settle things out than to duke it out. Despite this, they have clubbed tails that can be devastating in battle. Unlike some of the other tribes, they prefer to live in fully terrestrial habitats and are primarily herbivorous. 

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Draconic Visage

Your horns give you a primeval appearance, causing others to be wary of your semi-draconic or demonic appearance. You have advantage on Intimidating elves and humans, and are proficient in the skill.

Pacifistic Natures

Due to your Pacifistic nature, you can spend 5 MP and an action to cause all targets of your choice within 15 ft to make a DC (8 + your Willpower modifier) Willpower saving throw. On a fail, the target is calmed for 1 hour.

Clubbed Tail

You tail acts as a dangerous weapon. As a bonus action, you can attack an enemy behind or flanking you within 5 feet of your person. If it hits, it deals 1d4+Strength modifier bludgeoning damage and the target must make a DC (8 + your Might mod + your Unarmed proficiency) Fortitude saving throw or be stunned until the end of your next turn.

Thing of the Isles

Due to their draconic appearance, most creatures see these Testoideans as more trouble than they are worth. As long as that creature has a CR lower than half your vocation level, it will prefer other targets or leave you alone.