Kinraths are massive, chitin-armored arachnid predators that lurk beneath the surface of caves, ruins, and shattered badlands. Their bodies are built for sudden violence: powerful limbs for impact, a long venomous stinger for reach, and sensory organs tuned to vibration and resonance rather than sight.
A Kinrath does not “hunt” the way most beasts do—it waits. It burrows into loose earth or fractured stone, goes perfectly still, and listens to the footsteps above. When prey is close enough, it erupts from below in a spray of debris, striking before victims can form a defense.
Their physiology is strange even by galactic standards. Kinraths are nearly impossible to topple, anchoring themselves with unnatural stability. At the same time, kinetic shocks and sonic impacts can overload their senses, scrambling their coordination and leaving them momentarily confused—a rare weakness that experienced hunters learn to exploit.
A single Kinrath is a lethal ambush threat. A nest is a disaster zone: the ground becomes hostile terrain, movement becomes risky, and every footstep feels like a mistake.
Wildlife encounters in SWURPG hit different than firefights. Kinrath doesn’t “hold ground” or “follow orders” — it follows instinct: territory, hunger, fear, or protection of a nest. Run it like a living threat: ambush angles, terrain advantage, and a clear “what it wants” that drives its choices every round.
Recommended Level Range: 3–5 | Difficulty Rating (DR): 2
Difficulty Rating (DR): 2
Type (Size): Beast (Large)
Initiative: +6
AC: 15 (Chitin Plating (natural armor))
HP: 47 (5d8+25)
Speed: 30 ft., Burrow 20 ft.
Attributes:
STR 16 (+3), DEX 16 (+3), CON 20 (+5), INT 2 (-4), WIS 12 (+1), CHA 6 (-2)
Saves: DEX +5, CON +7
Skills: Perception +3, Stealth +5
Traits:
Anchored Stance. The Kinrath cannot be knocked Prone.
Resonant Vulnerability. The Kinrath has vulnerability to kinetic and sonic damage (double damage). When the Kinrath takes sonic damage, it must succeed on a DC 12 Wisdom saving throw or become Confused until the end of its next turn.
Tremorsense. The Kinrath can sense vibrations through the ground within 30 ft. Creatures in contact with the ground cannot be Hidden from it.
Burrow Ambush. If the Kinrath starts its turn burrowed and emerges into an unoccupied space within 10 ft of a creature, it has advantage on its next Sting attack this turn. On a hit, the target must succeed on a DC 14 Wisdom saving throw or be Shaken until the end of its next turn.
Actions:
Sting
(Melee Weapon Attack)
: +6 to hit,
range/reach 10 ft,
one target.
Hit: 7 (1d6+3) piercing damage plus 7 (2d6) poison damage.
The target must succeed on a DC 14 Constitution saving throw or be Poisoned for up to 3 rounds. While Poisoned in this way, the target takes 4 (1d6) poison damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Slam
(Melee Weapon Attack)
: +6 to hit,
range/reach 5 ft,
one target.
Hit: 8 (1d8+3) bludgeoning damage.
The target must succeed on a DC 14 Strength saving throw or be knocked Prone.
Kinraths prefer environments where they control the approach: narrow tunnels, cracked stone floors, loose earth, and places where vibration carries. They begin encounters burrowed whenever possible, using Burrow Ambush to open with an advantaged Sting and immediately disrupt a key target.
They alternate between reach and control. Sting punishes anyone who thinks they’re safe outside melee range, while Slam is used to knock enemies down and break formation. A Kinrath wants victims separated, prone, and reacting—never coordinated.
Kinraths are relentless once engaged, but not foolish. If the party starts landing heavy kinetic hits or sonic attacks, the Kinrath retreats underground to reset angles and strike again from a better position. The fight should feel like pressure from below: sudden bursts, repositioning, and constant threat to anyone standing on unstable ground.
To explore more creatures, return to the Creatures & Wildlife index and expand your roster with additional predators, pests, pack hunters, and megafauna.