1. Races

Krinth

Humanoid, Fiend

Homebrew

Krinth are tall humanoids with pinkish-tan and incredibly veiny skin, black hair, and black eyes with tiny red, orange or yellow pupils. They weigh between 150 and 250 pounds and are between five and seven feet tall. Their appearance varies depending on whether their non-demonic ancestor is human, dwarf, orc or some other humanoid. Dwarf-related krinth are not as short as dwarves but are smaller than other varieties of krinth.

The Krinth have a longstanding rivalry with the Shadovar.

A krinth is typically grumpy and humorless, with a short temper. They work hard at everything they do, whether a job or play, setting their minds to complete any given task. They are nearly without fear, except for feelings of agoraphobia from large open spaces.


  • Ability Score Increase. When determining your character’s ability scores, your Constitution score increases by 2 and you increase a different score by 1. You can't raise any of your scores above 20.
  • Age. Krinth children mature more quickly than humans, but they reach adulthood around 20 years of age and live to be between 100 and 125 years old.
  • Alignment. Despite being dedicated in duty, they otherwise were very chaotic in their mindsets. Because of their demonic heritage, they were often evil-hearted, but had the capacity to be neutral or even good through great struggle.
  • Size. Medium.
  • Speed. Your base walking speed is 30 feet.
  • Darkvision. Accustomed to the night, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
  • Fiendish Nature. You have both the Fiend type and the Humanoid type.
  • Almost Without Fear. You have almost nothing to fear. You are immune to being frightened unless there are 10 or more creatures within 20 ft. of you, and in that case, you gain the frightened condition for 1 minute. At the end of each of your turns, you can make a DC 12 wisdom saving throw to remove the frightened condition.
  • Born of Fire. You have resistance to fire.
  • Menacing Heritage. You are proficient in the Intimidation skill.
  • Shade Flayer. You have a +2 on damage rolls against someone of the Shadovar race.
  • Languages. You can speak, read, and write Common, Abyssal, and one other language of your choice.