loader image
Chapter Progress
0% Complete

Karthuk Ascended

Small goblinoid, neutral good

Armor Class 17 (ant armor, shield)
Hit Points 44 (8d6 + 16)
Speed 30 ft.

8 (-1)16 (+3)14 (+2)18 (+4)10 (+0)8 (-1)

Skills Animal Handling +3, Nature +7
Senses  passive perception 10
Languages Common, Goblin
Challenge 5 (1800 XP)

Innate Spellcasting. The Karthuk Ascended can cast Speak with animals once a day. Intelligence is its
spellcasting ability.

Crystal Mohawk. The Karthuk Ascended can cast the light cantrip without using components. The
light originates from the crystal mohawk.

Nimble Escape. you can use the Disengage and Hide action as a bonus action.


Antvenom-coated Shorsword. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 8 (1d6 + 4) piercing damage and 22 (3d10) poison damage.

Call of Flora (Recharge 5-6). As an action, the Karthuk channels its knowledge and connection to command plants to do its bidding. It can choose a point within 120 feet of it. Wild plantlife and roots attack all creatures within a 30 foot radius. Each creature in the area must Succeed on a DC 15 Dexterity saving throw or take 18 (4d8) bludgeoning damage and become restrained for 1 minute. A creature restrained by the plants may use its action to attempt to break free. It must succeed on a DC 15 Strength (Athletics) check to break free from the plants. The affected area is considered difficult terrain.

Karthuk Values

The Karthuk sustain the tribes with their vegtables, as they do not eat meat. This trait is not shared by all tribes, which makes the relationship rough. Karthuk value life over all, and will not initiate slaughter of beasts and man. Their creed made survivability difficult until their alliance with the Giant Ants, as well as the support of some of the other tribes.

The Karthuk and other Tribes

Although the Karthuk is arguably the weakest tribe in terms of power, its existance is almost necessary for the survival of the Spoak and Agrr tribe as their source if food is neglible or based on scavenging. This granted the Karthuk respect from over half the tribes, and they now work closely with the these clans for protection and tools, traded for the food of the Karthuk.

Karthuk Antlord

Small goblinoid, chaotic good

Armor Class 15 (ant armor)
Hit Points 33 (6d8 + 6)
Speed 30 ft.

8 (-1)15 (+2)12 (+1)17 (+3)12 (+1)8 (-1)

Skills Stealth +6
Senses  passive perception 11
Languages Common, Goblin
Challenge 2 (450 XP)

Innate Spellcasting. The Karthuk Antlord can cast Speak with Animals and Conjure Animals (ants only) once a day. Intelligence is its spellcasting ability.

Antqueen’s guidance. The Karthuk Antlord can use its bonus action to command up to three Ant allies spend their reaction to move up to half their movement speed without provoking attacks
of opportunity.

Nimble Escape. you can use the Disengage and Hide action as a bonus action.


Antvenom-coated Spear. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2) piercing damage and 3(1d6) poison damage. The target must succeed on a DC 10 Constitution saving throw or become poisoned until the end of its next turn.

Karthuk in Combat

Although the Karthuk Tribe does not specialise in combat, together with their allies they can prove to be capable defenders of their town. Their increased intellect has improved The Karthuk’s ability to make traps defending their lair. Because the Karthuk arhuably have the best relationship with their Insect of choice, they have specialised in creating traps within the Antnest.
The Karthuk use these traps, (mostly collapsing tunnels, antvenom covered spike traps and poison dart traps in their chests) well in combat, splitting up groups of enemies by collapsing walls, and using the smaller tunnels only fit for small creatures to fight usin guerrila warfare tactics.

Karthuk Trapping DM notes

Although the Kartuk do not have especially high to hit modifiers, their intelligence makes their trapping more difficult to evade. Although trap DC’s are up to the DM’s discretion, the suggested alternative for the Kartuk is to use Higher CD’s for the traps, but keeping them at low damage for your party’s level. Use the table in the DMG as a frame of reference (p. 249).

You cannot copy content of this page