Quevuri Species in The True Dark Ages | World Anvil

Quevuri

Quevuri CR: 2

Medium humanoid, lawful good
Armor Class: 10
Hit Points: 11 2d8+2
Speed: 30 ft

STR

12 +1

DEX

11 +0

CON

10 +0

INT

11 +0

WIS

13 +1

CHA

14 +2

Skills: Perception +2, History +2, Religion +1   When Changed they also have Stealth +5
Senses: passive Perception 13
Languages: Common (depending on region)
Challenge Rating: 2

Lawful Defenders. When encountered in their Good phase, the Quevuri has disadvantage on any & all attack rolls, and disadvantage on Initiative.   Chaotic Killers. During the Bloodmoon, the Quevuri have advantage on all attack rolls and Initiative. They also change their Alignment to Chaotic Evil, and can Climb easily at 30 ft unaided.

Actions

Shortbow. Ranged Attack Weapon +1 to hit, range 80/320, one target. Hit 3 1d6 piercing damage.   Sling. Ranged Weapon Attack +1 to hit, range 30/120, one target. Hit 2 1d4 bludgeoning damage.   Dagger / Knife. Melee or Ranged Weapon Damage Attack +1 to hit, reach 5 ft or range 20/60 ft, one target. Hit 2 1d4 piercing damage.   Club. Melee Weapon Attack +1, reach 5 ft, one target. Hit 2 1d4 bludgeoning damage.   Handaxe. Melee or Ranged Weapon Attack +1 to hit, reach 5 ft or range 20/60 ft, one target. Hit 3 1d6 slashing damage.   Sickle. Melee Weapon Attack +1 to hit, reach 5 ft, one target. Hit 2 1d4 slashing damage.   Quarterstaff. Melee Weapon Attack +1 to hit, reach 5 ft, one target. Hit 3 1d6 bludgeoning damage, or Hit 4 1d8 bludgeoning damage if used two handed.

The Quevari are human-like in almost all aspects and are a very rare people. They live in small farming communities, hunting, fishing, and gathering anything else they may need. They have a sweet & melodic language, that seems to be a mix of Celtic, Germanic & Slavic, and they are exceedingly peaceful, as well as dressing in colourful decorated clothing.   Each village is controlled either by the community or by a locally elected council. They will not willingly attack anyone or anything unless necessary to defend themselves, and only will use the equipment they use to hunt or farm with. This of course makes them appear easy targets, especially by more aggressive peoples.   This all changes during the three nights of the full moon, something the refer to as the 'Rise of the Bloodmoon'. At this time they become bloodthirsty murdering anyone not of themselves. This is something they refuse to talk about to outsiders, no matter how hard they are pressed. When they change they have the finesse and skill of natural born assassins, and appears utterly shocking for anyone not of themselves.   Exactly Where they come from is unknown, but it appears as if they are cursed sometime in their ancestors past. By whom or what is not known, and they do seem linked to the Demiplanes of Dread.

Suggested Environments

Any arable land & Demiplanes of Dread.


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