Divided into two iconic subraces, the Mradak are cutthroat barbaric bandits that roam the wilderness and outskirts of civilization. Literally named "Warrior whose mouth causes one to bleed. Their builds are largely varied between lightweight lean hunters to massive brutal powerhouses. Whichever the case, neither are preferable to encounter in the wilderness undefended.

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Carnot Traits.

Ability Score Increase. Your Strength score increases by 2 and your Wisdom score increases by 1.

Age. [Add here]

Alignment. [Add here]

Size. [Add here]

Speed. Your base walking speed is 30 feet.

Bite. Your jaws are lined with serrated blade-like teeth. When you take the Attack action you can use an unarmed strike using your bite. On a hit, your bite deals 1d6 piercing damage + your Strength modifier.

Gaping Wounds. When you hit a creature with your bite, you can force it to make a Constitution saving throw equal to 8 + Your Constitution modifier + prof bonus. On a failure the creature suffers a gaping wound. A wounded creatures loses 1d4 hit points at the start of each of its turns due to blood loss. Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.

You can use this wounding effect a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Born to Hunt. Mradak are natural hunters, gaining proficiencies in Survival and Perception.

Secure the Kill. Your walking speed increases by 10 feet when you move towards a creature that you have damaged on your current turn.