The komodokin live on a hot and humid island isolated from a world they believe to be populated by inferior species. Protecting the land and its people is the sole interest, and the affairs of others hold little interest. They value physical domination, competition, and violence above all else.

Tight Makes Right

Many races rely on intelligence or wit to gain advantage, but the komodokin have opted for sheer power and strength of arms. Their natural armor and hardiness allow them to dominate in a fight, and their arrogant resolve provokes opponents into conflicts to prove their superiority. If they are wronged or gainsaid, they will immediately demand a trial by combat. Should the accuser refuse, they are called out as a coward and forfeits their life to the komodokin immediately. Weaker combatants are constantly exposed and destroyed to avoid taunting the tribe.

Komodokin rightly believe they are entitled to the first choice of any treasure following victory and further that all treasure should rightly be theirs. This is not an issue of greed but merely a reflection of the komodokin’s inherent arrogance. They are quick to loot any bodies and locate anything of use. They have little use for money but will take enough to cover their travels away from the home islands.

Komodokin prefer warm tropical climates. They get irritated when the temperature drops below 70 degrees. They are not used to the wild fluctuation in temperature

The komodokin live in huts scattered about the island, predominantly in the heavy swamps. The climate rarely changes, and visitors to the island find it’s easy to get lost as to what time and day it is.

If any one of them is wronged, the sole solution is trial by combat to the death. The winner is proclaimed the innocent party. They occasionally have fighting contests during particular phases of the moon, which test the prowess of the other members of the tribe. Games of bold chance, contests with spear and arrow, and swimming races are typical.

The male and female members of the tribe care for the young equally, establishing a communal nest for their eggs. They continue close contact with their young until they are able to move and hunt on their own.


  • Ability Score Increase. Your Constitution increases by 2, and Strength score increases by 1.
  • Age. Most komodokin reach maturity by age 10 and can live up to age 75.
  • Alignment. Neutral
  • Illiterate. You can speak any language you would like, but you are unable to read any languages because your race never developed a written alphabet (this can be bought off by spending a feat slot).
  • Natural Armor. Your skin is tough and scaly. When you are not wearing armor, your AC is 13 + your Dexterity modifier. Shield bonuses apply as normal. If you choose to wear armor, you get the armor’s AC, even if it is lower than your natural AC.
  • Natural Ally. You gain proficiency in two of the following skills—Nature, Perception, Stealth, or Survival.
  • Bite. Your great fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 2d6 piercing damage + your Strength modifier, and the target must attempt a DC 14 Constitution save. on a failed save, it takes 6 (1d12) poison damage and is poisoned for 24 hours. on a successful save, the creature takes half damage and isn’t poisoned.
  • Senses. You are adept at hunting under cover of night. 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 cannot discern color in darkness, only shades of gray.
d4 Komodokin Quirks
1 I must survey the outside and see if it poses any danger.
2 I must insert my superior nature into any group of people wandering the land. They will know I am king.
3 You have been singled out as the worst hunter of the tribe.
4 The tribal shaman has sent me out to seek an ancestral weapon.
Section 15: Copyright Notice

Book of Monstrous Might (C) 2021 Total Party Kill Games. Author(s): Brian Berg, Mark A. Hart & Danny Grimes.

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