
Kingo
Nature alone is antique and the oldest art a mushroom -Thomas Carlyle
The Orign of Nature
Fungi are amongst the oldest things on the plane of existence, and they serve a very vital role in nature. Kingos are the personification of that very role. They have existed in the deep parts of the forests and caves for as long as there were organisms to decompose, but only recently have the Kingos started moving out from their home and exploring the world. Kingo are a very unique and simple people, they are all called Kingo and all share a similar love for food and making friends. Kingos live in small communities called Kingos with other Kingo families. It is not uncommon to find Kingo raised away from the Kingos or even with other races, Kingo seem to spring up anywhere and everywhere as long as a mushroom can grow a kingo will show!
Mild-Mannered Flora
Kingo are a gentle, genderless people. They are not know to be hostile or territorial with any of the other races but they will kill without 2nd thought if they are threated. Kingo do not fear death nor feel remorse for those they kill. All things will die and return nutrients to the earth for new life to grow from. This is what the kingos refer to as the cycle and it is the closest thing to a religion the kingo believe in. Normally there is one Kingo that is above the rest - and they are often the biggest, smartest, and oldest Kingo. The Big Kingo is normally around 1000 years old and has sometimes grown to such a large size that they are mistaken for a tree or even a forest. They are the heads of the kingo villages and give wisdom and help to any who seek it. They are the ones who first spoke of the cycle and will teach its message to all the kingos.
Mycelium Creature
Kingos or Kingo as they call themselves are a Fungi species that come in all shapes and sizes. They can grow into the any shape as desired. People have reported seeing dogs, pigs, horses, chickens, birds and ever monsters that are just Kingos grown into that shape. However, the standard Kingo will grow into a vaguely humanoid shape with stubby legs and arms attached to a long torso that grows into the cap. It has no mouth or eyes, but it does have two bead-like “eyes” it uses to see. They can be of any color but it tends to depend on what mushroom they originated from. It breathes through pores in its skin and excretes waste products through the same means.
All Kingo are named Kingo and they refer to themselves in the third person, however they may call themselves with a special adjective based on what their job is or what kind of kingo they are (See Subrace)
Kingo Traits
Ability Score Increase. Your Constitution score is increased by 2.
Age. Kingo can live forever in theory but they reach maturity after about 30 Years
Alignment. Kingos are generally neutral only caring about eating, decomposing and making more Kingo. Kingo are easily swayed and taught diffrent views so Kingo can be anything there environments make them be.
Size. Kingo can range anywhere between 3 feet tall to a staggering 6.5 Feet tall depending on age and diet. Your size is Medium. You are a humaniod type creature
Speed. Kingo are slow and wobble when they walk. Your base movement speed is 25 feet.
Darkvision. Kingos are naturally are attuned to the darkness of the deep forrest of the world and can see in the dark. 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.
Mycelium Flesh. Kingos are made of Mycelium material so they are adverse to flames. Kingos are vulnerable to fire damage. However do to this they dont really have any internal organs or internal structure so it has been seen that after losing limbs or getting large bits of flseh removed from there body the Kingo just shurg it off and can regenerate after a few hearty meals
Communal Spores. As a bonus action, you may release spores in a 20ft spherical radius around you. For 10 minutes, all willing creatures in that sphere can communicate psychically with each other as long as they remain within 60 feet of each other.(Does not affect undead, elementals or constructs) Creatures under the effect of the communal spores feel the pain that kingos feels.
Part of the Cycle. Being fungi, Kingos have a knack for nature and plants. You are proficient in both the Survival and Nature skill.
Rooted. Kingos don’t need to sleep however to long rest Kingo must root into the ground for at least 6 hours. While rooted the Kingo loses vision but gains termorsense and has advantage on perception check to feel the vibrations in a 60ft radius
Decomposer. Kingos feed on dead things for energy. As a bonus action, once per short rest, you may feed on the carcass of a dead creature, plant or anything organic - restoring hit points equal to 1d6 + your Level. You can also implant spores into it, so more Kingos can grow from it. The growth of new Kingos takes weeks to form kingolings but if watched and kept safe little Kingos can be grown.
Absorption. Kingos do not have mouths to eat, so Kingos absorb food and drink into their skin. Kingos have been seen to mimic eating of other races and will shove food where their mouth should be and absorb food through there. However they can eat from any where on their body
Languages. Kingos speak and read common. Kingos do not have mouths but can still cast verbal spells.
Subraces
Tripy Kingo
(Psilocybe semilanceata)
The Trippy Kingo (Psilocybe semilanceata or Magic Mushrooms) were born from a very peculiar type of mushroom. The mind alerting substance from their bodies is used by some races to go on spirit quests and explore the deep and philosophical. Unfortunately, these Kingo tend to always be under a sort of partial high. They tend to stick in groups and talk about food and other strange topics. They are the most talkative of the kingos and use their relaxing and laid-back aura to help them talk and make more friends
Ability Score Increase. Your Charisma score is increased by 1.
Trippy Spores. As an action you send your spores at a target and it must make a Constitution saving throw (DC 10 + your Proficiency bonus) or else be frightened or charmed for 1 minute. Creatures who pass the save are immune from them for the next 24 hours
Persuasive Being. You are proficient in the Persuasion skill.
Poisonous Kingo
(Amanita phalloides)
The Poisonous Kingo (Amanita phalloides or Death Cap) were born from a very dangerous and Poisonous type of mushroom. These Kingo excel in the creation of poisons and toxins. They are most often found with others who make good use of the poisons, but the Kingo have no ill will towards anyone they just like to help their friends.
Ability Score Increase. Your Constitution score is increased by 1.
Poison Spores. As an action you send your spores at a target and it must make a Constitution saving throw (DC 10 + your Proficiency bonus) or else be poisoned for 1 minute creatures who pass the save are immune from the effect for the next 24 hours
Poisonous Being. You are proficient with the poisoners kit.
Veggie Kingo
(Armillaria mellea)
The Veggie Kingo (Armillaria mellea or honey Fungi) are the farmers of the Kingo people. They have always been a group that loved plants and trees. They can often be found wandering the forests talking to anything and everything. They love anything that grows, they are the most common Kingo found by outsiders and most people know them by their shiny yellow caps
Ability Score Increase. Your Wisdom score is increased by 1.
Nature's Translator. Once per long rest, you may cast the Speak with Plants spell at no cost.
Nature's Miracle. You gain expertise in the Nature skill.
Healthy Kingo
(Amanita muscaria)
The Healthy Kingo (Amanita muscaria or Fly agaric) are the doctors and healers of the kingos. They excel in making potions and healing ointments for anyone they find injured. They will try to help anyone they think can be saved, however, if the kingo thinks you will die it will wait by your side till you pass - soothing your pain - though in the end, it plans to wait until it can eat you when you finally pass.
Ability Score Increase. Your Dexterity score is increased by 1.
Forest Healer. Once per long rest, as an action, you may touch a creature, they restore hit points equal to 1d6 + your Level.
Woodland Cleric. You gain proficiency in the Medicine skill.
Puffy Kingo
(Calbovista subsculpta)
Puffy Kingo (Calbovista subsculpta or sculptured puffball) are a shy and tentative Kingo. They don’t like to be the center of attention, and like to remain unseen. They are generally found hiding and watching from the sidelines, or following unsuspected travelers to see what they are up to. Most surprising of all, despite their size and bulk they are naturally stealthy and can disappear in a cloud of smoke if frightened.
Ability Score Increase. Your Dexterity score is increased by 1.
Mysterious Mushroom. Once per short rest, as an bonus action, you may cast the “Spore Cloud” spell at no cost.
Shy Shroom. You gain proficiency in the stealth skill.
Spore Cloud
Shroom
- Casting Time: Bonus Action
- Range: 60 ft
- Components: S
- Duration: 10 Mins
You release a thick cloud of spores to a point you can see. The Spores settle into a 15-foot-radius sphere for 10 min or until burned away. The Spores spreads around corners. No one can look through the spore cloud and have disadvange on all attacks on targets in the cloud. If any open flame passes through the spores Roll a d20 on a >10 The spore cloud is burned away any creatures in the cloud take 2d4 Fire damage. on a <10 nothing happens
Smart Kingo
(Gyromitra esculenta)
The Smart Kingo (Gyromitra esculenta or brain Fungi) are the smartest of the kingo. They love to read and gather info from the outside world. They are the "go-getters" and problem solvers. They love a challenge and finding new things. Generally speaking, there is a group of smart Kingo that make up the council for the Big Kingo to discuss going-ons. Despite their intelligence and tenacity for problem solving, they are still Kingo, and not as “wise” as some of the other races.
Ability Score Increase. Your Intelligence score is increased by 1.
Telekinetic Being. You gain the benefits of the Telekinetic feat from Tasha's Cauldron of Everything (excluding the ability score improvement)
Elementary. You gain proficiency in the Investigation skill.
Bubble Kingo
(Hydnellum pecky)
The Bubble Kingo (Hydnellum pecky or bleeding Tooth Fungi) are the bruisers/muscle of the kingo. If the Kingo village requires protection, they are the ones you need to have on your side. They are covered in boils and sacks of a deep red liquid that when popped spills a mild acid onto the floor. This doesn’t affect the Kingo at all, but other creatures tend to dislike it. The Bubble Kingo are often shunned by the rest of the world for their appearance as they look sickly and diseased but by the rest of the kingo they are loved and valued for it.
Ability Score Increase. Your Strength score is increased by 1.
Acidic Sacks. One per turn whenever you take piercing or slashing damage one random creature within 5ft must make a dc 14 Dex save or take 1d8 acid damage as your acidic sacks burst and cover them in acid
Unnatural Repulsion. You get proficiency in intimidation
Bright Kingo
(Mycena chlorophos)
Bright kingo (Mycena chlorophos or Glow Fungi) are a kind of kingo most often found in caves guarding their “treasure” hordes. These kingos love anything shiny, and will often trade or steal anything they wish. These kingo are luminous, and believe that all the shiny things are Kingos like them. They call the sun the biggest bright kingo. They often help travelers through dark places and caves in exchange for shiny coins/buttons or anything metal. They like dwarves the most out of the other races.
Ability Score Increase. Your Dexterity score is increased by 1.
Glowing Cap. You may cast the Light cantrip at will.
Misdrection You gain proficiency in the sleight of hand.
Fish Kingo
(Psathyrella aquatic)
The Fish Kingo (Psathyrella aquatic or Gilled Fungi) are an aquatic Fungi that live on the coastlines as well as in the ocean depths. They love to swim and play with the fishes (Fishes being anything that breaths water). They keep to themselves, sometimes acting as lifeguards, or warning beach-goers about dangerous waters or creatures. The Triton are their favorite people, as often the fish Kingo think they’re just weird looking Kingo
Ability Score Increase. Your Strength score is increased by 1.
Amphibious. You can breathe underwater for and you have a swimming speed of 30 feet.
Tidal Blessings. Once per long rest, you may cast the Control Water spell.
Puppet Kingo
(Ophiocordyceps unilateralis)
The Puppet Kingo (Ophiocordyceps unilateralis or Brain Stem Fungi) are a breed born from a dark and forgotten place. Legends say that they were hunted to near extinction for the fear of the mind altering powers and undead expertise these kingo provided. The Puppet Kingo are not very talkative nor interactive - they keep to themselves and their undead minions, referred to as Puppet Friends. Despite their appearance and mood, they are still very nice and friendly and mostly only use the dead as puppets.
Ability Score Increase. Your Charisma score is increased by 1.
Raise Shroom. Once per long rest, as an action, you may harm yourself, receiving 1d6 damage (it upgrades at 5th Level 2d6, 11th level 3d6), and target a medium sized or smaller dead creature and raise it as your puppet friend it uses the Puppet Friend stat block and can use the weapons it had when it was living. It cannot be healed, and you can only have one puppet friend at at time. At level 11 you can have 2 active puppets or 1 large creature
Mind Spores. You are proficient in the Insight skill.
Puppet Friend
Medium, true neutral
- Armor Class AC = AC creature you took over -3
- Hit Points HP = 6 * Character Level
- Speed 20 Ft
STR DEX CON INT WIS CHA 13 (+1) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 5 (-3)
- Saving Throws WIS+ 0
- Skills skills
- Damage Vulnerabilities Fire
- Damage Immunities Poison
- Condition Immunities Poisoned
- Senses Darkvision 60 ft., Passive Perception 8
- Languages Understands the languages it knew in life but can't speak
- Challenge Challenge 1/4 (50 XP)
- Proficiency Bounus +2
Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant, fire or from a critical hit. On a success, the zombie drops to 1 hit point instead.
Multi-attack When you reach 5th level your puppet friend gains multi attack
Spell Casting When you reach Level 11 your puppet friend can cast the Infestation cantrip as if it was at 5th lvl (2d6 damage)
Actions
Slam. Melee Weapon Attack +(2* Character Proficiency Bounus (PB)) to hit, Reach 5 ft, one target. Hit: 4 (1d6 + PB) bludgeoning damage.
Smart Kingo
Medium, True Neutral
- Armor Class 13
- Hit Points 41
- Speed 25 feet
STR DEX CON INT WIS CHA 9 (-1) 9 (-1) 17 (+3) 17 (+3) 15 (+2) 12 (+1)
- Damage Vulnerabilities Fire
- Damage Resistances None
- Condition Immunities Asleep
- Senses Darkvision 60 Ft, Passive Perception 13
- Languages None
- Challenge 2 (450 XP)
Spellcasting Smart Kingo is a 5th lvl spell caster (Spell Save DC 14, +6 to hit with spells) Puppet Kingo has the following spells prepared:
Cantrips At will Poison Spray, Acid Splash, Ray of Frost, Lightning Lure
1st Level(4 Slots) Absorb Elements, Earth Tremor, Witch Bolt
2nd Level(3 Slots) Earth Bind, Flaming Sphere, Mirror Image
3rd Level (2 Slots) Counterspell, Stinking Cloud
Communal Spores. All Kingos in a 60 ft radius can communicate telepathically. When any of the kingo take damange all other kingos can also feel it
Actions
Multi Attack. Kingo makes up to two melee attacks per turn, or 1 Non-melee attack
Communal Spores. Kingo may release spores in a 20ft spherical radius around itself. For 10 minutes, all willing creatures in that sphere can communicate. (Does not affect undead, elementals or constructs) psychically with each other as long as they remain within 60 feet of each other. Creatures under the effect of the communal spores can feel the damage that the Kingo takes.
Decomposer. Range 5 Ft, one dead thing. (1/Day) Kingos feed on dead things for energy. Kingo feeds on the carcass of a dead creature, plant or anything organic - restoring 2d12 HP.
Punch. Melee Attack: +2 to hit, Reach 5ft, one target. Hit: 1d6bludgeoning

Bubble Kingo
Medium, True Neutral
- Armor Class 16
- Hit Points 70
- Speed 25 feet
STR DEX CON INT WIS CHA 18 (+4) 9 (-1) 18 (+4) 9 (-1) 17 (+3) 10 (0)
- Damage Vulnerabilities Fire
- Damage Resistances None
- Condition Immunities Asleep
- Senses Darkvision 60 Ft,Passive Perception 13
- Languages None
- Challenge 2 (450 XP)
Communal Spores. All Kingos in a 60 ft radius can communicate telepathically. When any of the kingo take damange all other kingos can also feel it
Acid Sacks. One per turn whenever you take piercing or slashing damage one random creature within 5ft must make a dc 14 Dex save or take 1d8 acid damage as your acidic sacks burst and cover them in acid
Actions
Multi Attack. Kingo makes up to two melee attacks per turn, or 1 Non-melee attack
Communal Spores. Kingo may release spores in a 20ft spherical radius around itself. For 10 minutes, all willing creatures in that sphere can communicate. (Does not affect undead, elementals or constructs) psychically with each other as long as they remain within 60 feet of each other. Creatures under the effect of the communal spores can feel the damage that the Kingo takes.
Decomposer. Range 5 Ft, one dead thing. (1/Day) Kingos feed on dead things for energy. Kingo feeds on the carcass of a dead creature, plant or anything organic - restoring 2d12 HP.
Punch. Melee Attack: +2 to hit, Reach 5ft, one target. Hit: 1d12+1 bludgeoning + 1d6 Acid

Bright Kingo
Medium, True Neutral
- Armor Class 16
- Hit Points 53
- Speed 25 feet
STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 18 (+4) 9 (-1) 17 (+3) 10 (0)
- Damage Vulnerabilities Fire
- Damage Resistances None
- Condition Immunities Asleep
- Senses Darkvision 60 Ft,Passive Perception 13
- Languages None
- Challenge 2 (450 XP)
Communal Spores. All Kingos in a 60 ft radius can communicate telepathically. When any of the kingo take damange all other kingos can also feel it
Inate Spellcaster Bright Kingo can cast the Light Cantrip
Actions
Multi Attack. Kingo makes up to two melee attacks per turn, or 1 Non-melee attack
Communal Spores. Kingo may release spores in a 20ft spherical radius around itself. For 10 minutes, all willing creatures in that sphere can communicate. (Does not affect undead, elementals or constructs) psychically with each other as long as they remain within 60 feet of each other. Creatures under the effect of the communal spores can feel the damage that the Kingo takes.
Decomposer. Range 5 Ft, one dead thing. (1/Day) Kingos feed on dead things for energy. Kingo feeds on the carcass of a dead creature, plant or anything organic - restoring 2d12 HP.
Punch. Melee Attack: +2 to hit, Reach 5ft, one target. Hit: 1d12+1 bludgeoning

Puppet Kingo
Medium, True Neutral
- Armor Class 13
- Hit Points 41
- Speed 25 feet
STR DEX CON INT WIS CHA 9 (-1) 9 (-1) 17 (+3) 16 (+3) 15 (+2) 16 (+3)
- Damage Vulnerabilities Fire
- Damage Resistances None
- Condition Immunities Asleep
- Senses Darkvision 60 Ft, Passive Perception 13
- Languages None
- Challenge 2 (450 XP)
Spellcasting Puppet Kingo is a 5th lvl spell caster (Spell Save DC 14, +6 to hit with spells) Puppet Kingo has the following spells prepared:
Cantrips At will Poison Spray, Eldritch Blast, Chill Touch
1st Level(3 Slots) Hex, Witch Bolt, Hellish Rebuke
2nd Level(2 Slots) Misty Step, Invisibility, Witch Bolt, Mirror Image
3rd Level (1 Slot) Summon Undead, Counterspell
Communal Spores. All Kingos in a 60 ft radius can communicate telepathically. When any of the kingo take damange all other kingos can also feel it
Actions
Multi Attack. Kingo makes up to two melee attacks per turn, or 1 Non-melee attack
Communal Spores. Kingo may release spores in a 20ft spherical radius around itself. For 10 minutes, all willing creatures in that sphere can communicate. (Does not affect undead, elementals or constructs) psychically with each other as long as they remain within 60 feet of each other. Creatures under the effect of the communal spores can feel the damage that the Kingo takes.
Puppet Spores. Range 20ft. (1/Day) Kingo may harm itself, receiving 1d6 damage, and target a dead body and raise it as your puppet friend it uses the Puppet Friend stat block and can use the weapons it had when it was living.
Decomposer. Range 5 Ft, one dead thing. (1/Day) Kingos feed on dead things for energy. Kingo feeds on the carcass of a dead creature, plant or anything organic - restoring 2d12 HP.
Punch. Melee Attack: +2 to hit, Reach 5ft, one target. Hit: 1d6bludgeoning
Puppet Friend
Medium, true neutral
- Armor Class AC = AC creature you took over -3
- Hit Points HP = 5 * Character Level
- Speed 20 Ft
STR DEX CON INT WIS CHA 13 (+1) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 5 (-3)
- Saving Throws WIS+ 0
- Skills skills
- Damage Vulnerabilities Fire
- Damage Immunities Poison
- Condition Immunities Poisoned
- Senses Darkvision 60 ft., Passive Perception 8
- Languages Understands the languages it knew in life but can't speak
- Challenge Challenge 1/4 (50 XP)
- Proficiency Bounus +2
Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant, fire or from a critical hit. On a success, the zombie drops to 1 hit point instead.
Multi-attack When you reach 5th level your puppet friend gains multi attack
Spell Casting When you reach Level 11 your puppet friend can cast the Infestation cantrip as if it was at 5th lvl (2d6 damage)
Actions
Slam. Melee Weapon Attack +(2* Character Proficiency Bounus (PB)) to hit, Reach 5 ft, one target. Hit: 4 (1d6 + PB) bludgeoning damage.

Veggie Kingo
Medium, True Neutral
- Armor Class 14
- Hit Points 45
- Speed 25 feet
STR DEX CON INT WIS CHA 12 (+1) 9 (-1) 18 (+4) 9 (-1) 19 (+4) 10 (0)
- Saving Throws CON +4, WIS +4
- Skills Nature +3, Medicine +3
- Damage Vulnerabilities Fire
- Damage Resistances None
- Condition Immunities Asleep
- Senses Darkvision 60 Ft, Passive Perception 13
- Languages None
- Challenge 2 (450 XP)
Spellcasting Veggie Kingo is a 5th lvl spell caster (Spell Save DC 15, +5 to hit with spells) Kingo has the following spells prepared:
Cantrips At will Poison Spray, Infestation, Thorn Whip
1st Level(4 Slots) Entangle, Fog Cloud, Snare
2nd Level(3 Slots) Blindness/Deafness, Gentle Repose, Heat Meatal, Kesser Restoration, Spike Growth, Summom Beast
3rd Level(2 Slots) Animate Dead, Erupting Earth, Gaseous Form, Plant Growth
Communal Spores. All Kingos in a 60 ft radius can communicate telepathically. When any of the kingo take damange all other kingos can also feel it
Actions
Multi Attack. Kingo makes up to two melee attacks per turn, or 1 Non-melee attack
Communal Spores. Kingo may release spores in a 20ft spherical radius around itself. For 10 minutes, all willing creatures in that sphere can communicate. (Does not affect undead, elementals or constructs) psychically with each other as long as they remain within 60 feet of each other. Creatures under the effect of the communal spores can feel the damage that the Kingo takes.
Decomposer. Range 5 Ft, one dead thing. (1/Day) Kingos feed on dead things for energy. Kingo feeds on the carcass of a dead creature, plant or anything organic - restoring 2d12 HP.
Punch. Melee Attack: +2 to hit, Reach 5ft, one target. Hit: 1d6+1 bludgeoning

Healthy Kingo
Medium, True Neutral
- Armor Class 15
- Hit Points 75
- Speed 25 feet
STR DEX CON INT WIS CHA 12 (+1) 9 (-1) 20 (+5) 9 (-1) 17 (+3) 10 (0)
- Saving Throws CON +5, WIS +3
- Skills Nature +3, Medicine +3
- Damage Vulnerabilities Fire
- Damage Resistances None
- Condition Immunities Asleep
- Senses Darkvision 60 Ft, Passive Perception 13
- Languages None
- Challenge 2 (450 XP)
Communal Spores. All Kingos in a 60 ft radius can communicate telepathically. When any of the kingo take damange all other kingos can also feel it
Actions
Multi Attack. Kingo makes up to two melee attacks per turn, or 1 Non-melee attack
Communal Spores. Kingo may release spores in a 20ft spherical radius around itself. For 10 minutes, all willing creatures in that sphere can communicate. (Does not affect undead, elementals or constructs) psychically with each other as long as they remain within 60 feet of each other. Creatures under the effect of the communal spores can feel the damage that the Kingo takes.
Decomposer. Range 5 Ft, one dead thing. (1/Day) Kingos feed on dead things for energy. Kingo feeds on the carcass of a dead creature, plant or anything organic - restoring 2d12 HP.
Healing Spores. Range 20 Ft, one Target. (1/Day) Healthy Kingos has powerful restorative abilites, target one creature in range and heal it for 1d6+6
Punch. Melee Attack: +2 to hit, Reach 5ft, one target. Hit: 1d12+1 bludgeoning

Puffy Kingo
Medium, True Neutral
- Armor Class 16
- Hit Points 53
- Speed 25 feet
STR DEX CON INT WIS CHA 12 (+1) 12 (+1) 18 (+4) 9 (-1) 17 (+3) 10 (0)
- Saving Throws CON +4, WIS +3
- Skills Nature +3, Medicine +3
- Damage Vulnerabilities Fire
- Damage Resistances None
- Condition Immunities Asleep
- Senses Darkvision 60 Ft, Passive Perception 13
- Languages None
- Challenge 2 (450 XP)
Communal Spores. All Kingos in a 60 ft radius can communicate telepathically. When any of the kingo take damange all other kingos can also feel it
Actions
Multi Attack. Kingo makes up to two melee attacks per turn, or 1 Non-melee attack
Communal Spores. Kingo may release spores in a 20ft spherical radius around itself. For 10 minutes, all willing creatures in that sphere can communicate. (Does not affect undead, elementals or constructs) psychically with each other as long as they remain within 60 feet of each other. Creatures under the effect of the communal spores can feel the damage that the Kingo takes.
Decomposer. Range 5 Ft, one dead thing. (1/Day) Kingos feed on dead things for energy. Kingo feeds on the carcass of a dead creature, plant or anything organic - restoring 2d12 HP.
Shrouding Spores Range 60ft, 15ft Sphere. Bonus Action (1/Day) You release a thick cloud of spores to a point you can see. The Spores settle into a 15-foot-radius sphere for 10 min or until burned away. The Spores spreads around corners. No one can look through the spore cloud and have disadvange on all attacks on targets in the cloud. If any open flame passes through the spores Roll a d20 on a >10 The spore cloud is burned away any creatures in the cloud take 2d4 Fire damage. on a <10 nothing happens
Punch. Melee Attack: +2 to hit, Reach 5ft, one target. Hit: 1d12+1 bludgeoning

Trippy Kingo
Medium, True Neutral
- Armor Class 14
- Hit Points 60
- Speed 25 feet
STR DEX CON INT WIS CHA 12 (+1) 9 (-1) 18 (+4) 9 (-1) 17 (+3) 10 (0)
- Saving Throws CON +4, WIS +3
- Skills Nature +3, Medicine +3
- Damage Vulnerabilities Fire
- Damage Resistances None
- Condition Immunities Asleep
- Senses Darkvision 60 Ft,Passive Perception 13
- Languages None
- Challenge 2 (450 XP)
Communal Spores. All Kingos in a 60 ft radius can communicate telepathically. When any of the kingo take damange all other kingos can also feel it
Actions
Multi Attack. Kingo makes up to two melee attacks per turn, or 1 Non-melee attack
Communal Spores. Kingo may release spores in a 20ft spherical radius around itself. For 10 minutes, all willing creatures in that sphere can communicate. (Does not affect undead, elementals or constructs) psychically with each other as long as they remain within 60 feet of each other. Creatures under the effect of the communal spores can feel the damage that the Kingo takes.
Trippy Spores. Range 20ft. (1/Day) Trippy Kingo sends spores at a target and it must make a Constitution saving throw (DC 16) or else be frightened or charmed for 1 minute. Creatures who pass the save are immune from them for the next 24 hours
Decomposer. Range 5 Ft, one dead thing. (1/Day) Kingos feed on dead things for energy. Kingo feeds on the carcass of a dead creature, plant or anything organic - restoring 2d12 HP.
Punch. Melee Attack: +2 to hit, Reach 5ft, one target. Hit: 1d12+1 bludgeoning

Poisonous Kingo
Medium, True Neutral
- Armor Class 15
- Hit Points 56
- Speed 25 feet
STR DEX CON INT WIS CHA 12 (+1) 9 (-1) 18 (+4) 9 (-1) 17 (+3) 10 (0)
- Saving Throws CON +4, WIS +3
- Skills Nature +3, Medicine +3
- Damage Vulnerabilities Fire
- Damage Resistances None
- Condition Immunities Asleep
- Senses Darkvision 60 Ft,Passive Perception 13
- Languages None
- Challenge 2 (450 XP)
Communal Spores. All Kingos in a 60 ft radius can communicate telepathically. When any of the kingo take damange all other kingos can also feel it
Actions
Multi Attack. Kingo makes up to two melee attacks per turn, or 1 Non-melee attack
Communal Spores. Kingo may release spores in a 20ft spherical radius around itself. For 10 minutes, all willing creatures in that sphere can communicate. (Does not affect undead, elementals or constructs) psychically with each other as long as they remain within 60 feet of each other. Creatures under the effect of the communal spores can feel the damage that the Kingo takes.
Posion Spores. Range 20ft. (1/Day) Poisonous Kingo sends spores at a target and it must make a Constitution saving throw (DC 16) or else be poisoned for 1 minute creatures who pass the save are immune from the effect for the next 24 hours
Decomposer. Range 5 Ft, one dead thing. (1/Day) Kingos feed on dead things for energy. Kingo feeds on the carcass of a dead creature, plant or anything organic - restoring 2d12 HP.
Punch. Melee Attack: +2 to hit, Reach 5ft, one target. Hit: 1d6 bludgeoning + 1d6 Posion

Fish Kingo
Medium, True Neutral
- Armor Class 14
- Hit Points 60
- Speed 25 feet, Swim Speed 30 ft
STR DEX CON INT WIS CHA 12 (+1) 12 (+1) 18 (+4) 9 (-1) 17 (+3) 10 (0)
- Saving Throws CON +4, WIS +3
- Skills Nature +3, Medicine +3
- Damage Vulnerabilities Fire
- Damage Resistances None
- Condition Immunities Asleep
- Senses Darkvision 60 Ft,Passive Perception 13
- Languages None
- Challenge 2 (450 XP)
Communal Spores. All Kingos in a 60 ft radius can communicate telepathically. When any of the kingo take damange all other kingos can also feel it
Actions
Multi Attack. Kingo makes up to two melee attacks per turn, or 1 Non-melee attack
Communal Spores. Kingo may release spores in a 20ft spherical radius around itself. For 10 minutes, all willing creatures in that sphere can communicate. (Does not affect undead, elementals or constructs) psychically with each other as long as they remain within 60 feet of each other. Creatures under the effect of the communal spores can feel the damage that the Kingo takes.
Control Water. Once Per day you may cast the control water spell
Decomposer. Range 5 Ft, one dead thing. (1/Day) Kingos feed on dead things for energy. Kingo feeds on the carcass of a dead creature, plant or anything organic - restoring 2d12 HP.
Punch. Melee Attack: +2 to hit, Reach 5ft, one target. Hit: 1d12+1 bludgeoning

Kingo Weapons and Armor
All kingo are unique and diffrent, they love to grow and take many diffrent shapes and sizes and in some rare cases even grow into weapons and armor. Normally the kingo are soft and squisshy but some find themselves hardening into a material like petrified wood or even steel. Blacksmiths all across the world use them to make many amazing items out of these kingos for the unique abilites they give to the itmes they are forged into. In any case, the item behaves like a Kingo, complete with Personality Quirks, Ideals, bonds, and sometimes flaws. A kingo item might be a cherished ally to its wielder or a continual thorn in the side.
Sentient Kingo Items function as NPCs under the GM’s control. Any activated property of the item is under the item’s control, not its wielder’s. As long as the wielder maintains a good relationship with the item, the wielder can access those Properties normally. If the relationship is strained, the item can suppress its activated Properties or even turn them against the wielder.
All weapons and armour can be found at +1, +2 or +3 levels its up to you as DM how nice you want to be to your players.
Creating Kingo Items
When you decide to make a kingo item, you create the item’s persona in the same way you would create an NPC, with a few exceptions described here.
Communication
A kingo item has some ability to communicate, either by sharing its emotions, broadcasting its thoughts telepathically, or speaking aloud. You can choose how it communicates or roll on the following table.
| d100 | Communication |
|---|---|
| 01 - 60 | The item can speak, read, and understand one or more Languages. It can also cast communal spores to talk to others |
| 61 - 90 | The item can speak, read, and understand one or more Languages. It can only communicate with the weilder |
| 91 - 00 | The item communicates by transmitting emotion to the creating carrying or wielding it. |
Senses
With sentience comes awareness. A sentient item can perceive its surroundings out to a limited range. You can choose its Senses or roll on the following table. If the kingo can see it will have 2 eyes on the item somewhere
| d4 | Senses |
|---|---|
| 1 | Hearing and Darkvision vision to 30 ft. |
| 2 | Hearing and Darkvision vision to 60 ft. |
| 3 | Hearing and Darkvision vision to 120 ft. |
| 4 | Hearing and no vision |
Alignment
A kingo item has an Alignment. Its creator or previous weilders might suggest an Alignment. If not, you can pick an Alignment or roll on the following table.
| d100 | Alignment |
|---|---|
| 01 - 15 | Lawful Good |
| 16 - 35 | Neutral Good |
| 36 - 50 | Chaotic Good |
| 51 - 63 | Lawful Neutral |
| 64 - 73 | Neutral |
| 74 - 85 | Chaotic Neutral |
| 86 - 89 | Lawful Evil |
| 90 - 96 | Neutral Evil |
| 97 - 00 | Chaotic Evil |
Special Purpose
You can give a sentient item an objective it pursues, perhaps to the exclusion of all else. As long as the wielder’s use of the item aligns with that Special Purpose, the item remains cooperative. Deviating from this course might cause conflict between the wielder and the item, and could even cause the item to prevent the use of its activated Properties. You can pick a Special Purpose or roll on the following table.
| d10 | Alignment |
|---|---|
| 1 | Aligned: The item seeks to defeat or destroy those of a diametrically opposed Alignment (such an item is never neutral). |
| 2 | Bane: The item seeks to defeat or destroy creates of a particular kind, such as Fiends, shapechangers, Trolls, or Wizards. Normally Kingos dont hold a grudge but these kingo seem to be more cranky and esoteric |
| 3 | Protector: The item seeks to defend a particular race or kind of creature, such as Elves or Druids. |
| 4 | Crusader: The item seeks to defeat, weaken, or destroy anyone who the kingo deems not friend. |
| 5 | Templar: The item seeks to defend the servants and interests of a particular deity. |
| 6 | Destroyer: The item craves destruction and goads its user to fight arbitrarily. So it may feed on the corpses left behind |
| 7 | Glory Seeker: The item seeks Renown as the greatest kingo in the world, by establishing its user as a famous or notorious figure. |
| 8 | Lore Seeker: The item craves knowledge or is determined to solve a Mystery, learn a Secret, or unravel a cryptic prophecy. |
| 9 | Destiny Seeker: The item is convinced that it and its wielder have key roles to play in future events. |
| 10 | Adventure Seeker: The item seeks adventure and wants to understand why and how the world works. |
Conflict
A kingo item has a will of its own, shaped by its Personality and Alignment. If its wielder acts in a manner opposed to the item’s Alignment or Purpose, conflict can arise. When such a conflict occurs, the item makes a Charisma check contested by the wielder’s Charisma check. If the item wins the contest, it makes one or more of the following demands:
- The item insists on being carried or worn at all times.
- The item demands that its wielder dispose of anything the item finds repugnant.
- The item demands that its wielder pursue the item’s goals to the exclusion of all Other Goals.
- The item demands to be given to someone else.
- The item demands to be fed large amounts of food
If its wielder refuses to comply with the item’s wishes, the item can do any or all of the following:
- Make refuse to help the wielder
- Suppress one or more of its activated Properties.
- Attempt to take control of its wielder.
If a sentient item attempts to take control of its wielder, the wielder must make a Charisma Saving Throw, with a DC equal to 12 + the item’s Charisma modifier. On a failed save, the wielder is Charmed by the item for 1d12 hours. While Charmed, the wielder must try to follow the item’s commands. If the wielder takes damage, it can repeat the Saving Throw, Ending the Effect on a success. Whether the attempt to control its user succeeds or fails, the item can’t use this power again until the next dawn.
Damage and Cost
All kingo weapons and armor must be fed and watered as much as any adventure if not they will attpempt to take over and gorge themselves.
While wearing any kingo armor if you recive crit damage roll a D20 on a 15 or greater the armor is damaged and gets -1 to ac as parts of the kingo are broken off (Stacks so after next crit recived it goes up to -2 , -3 ,etc) and after 3 crits while wearing the armour the kingo dies and loses all speical powers and remains at a permenat -3 AC. You must spend at least on short rest to care for and feed your kingo armor, after you complete this the armor will regain one AC as well as regrow any damage that it has taken.
While weilding any kingo weapon if you roll a nat 1 to hit roll a D20 on a 15 or greater the weapon is damaged and gets -1 to hit and damage as parts of the kingo are broken off (Stacks so after next crit recived it goes up to -2 , -3 ,etc) and after 3 nat ones while weilding the armour the kingo dies and loses all speical powers and remains at a permenat -3 to hit and damage. You must spend at least on short rest to care for and feed your kingo armor, after you complete this the armor will regain one AC as well as regrow any damage that it has taken.
The better you treat your kingo the better they will treat you. Well cared for will preform better and offer more help in times of need. DMs can increase and decrease stats and powers of items as they see fit if the kingo is happy or sad with its current owner. (I.E Bubble Kingo sword could gain an extra +1 to hit if its well cared for or refuse to give bounus damange if angerd)
Abilities
A sentient magic item has Intelligence, Wisdom, and Charisma scores. You can choose the item’s abilities or determine them randomly. To determine them randomly, roll 4d6 for each one, dropping the lowest roll and totaling the rest. In adition depending on what kind of kingo the weapon or armor is made of it will gain a speical effect from the tables below.
Weapon
| D10 | Sub-Race | Effect |
|---|---|---|
| 1 | Fish Kingo | Can be used under water with no penalty and does 1d6 cold damage |
| 2 | Poisonous Kingo | Creatures Hit with this weapon must make a DC 15 Con save or be poisoned for 1 min. Creatures that pass the save cannont be poisoned by this weapon for 24 hours |
| 3 | Trippy Kingo | Creatures Hit with this weapon must make a DC 15 Con save or be stunned for 1 min. It may repeat the save on the end of its turn. Creatures that pass the save cannont be stunned by this weapon for 24 hours |
| 4 | Pufffy Kingo | While you weild this weapon you dont have disadvangte when blinded or when in any effect that would give you disadvangte to hit. |
| 5 | Healthy Kingo | Once per turn whenever you deal damage with this weapon heal for 1d6. |
| 6 | Veggie Kingo | Weapon can cast shillelagh onitself at will in addition add 1d6 piercing damage |
| 7 | Puppet Kingo | If you land a killing blow with this weapon roll a d20 on a 15+ rasie the creature as a puppet friend till the end of combat. you may only have 1 active puppet with this effect |
| 8 | Bright Kingo | Weapon can can cast light onitself at will. While you are hidden this weapon counts as finesse no matter what weapon it is. |
| 9 | Bubble Kingo | Add an extra 1d8 Acid damage on hit. |
| 10 | Smart Kingo | This weapon can also be used at a spell focus. All spell attack rolls get a +2 to hit and add 2 Damage |
Armor
| D10 | Sub-Race | Effect |
|---|---|---|
| 1 | Fish Kingo | While you wear this you can breath underwater and have a swim speed equal to your move speed. |
| 2 | Poisonous Kingo | You are immune to the posioned condition and are resistant to posion damage |
| 3 | Trippy Kingo | The armour can use the trippy spores ability 3x a day |
| 4 | Pufffy Kingo | Armor can cast Spore Cloud at will 3x Day. |
| 5 | Healthy Kingo | When ever you heal add an adional 1d8. |
| 6 | Veggie Kingo | Armor can cast speak with animals at will. You get prof with animal handleing and nature |
| 7 | Puppet Kingo | You have advantge to save agianst all mind contoll spells and abilites. Excpet for the armor itself |
| 8 | Bright Kingo | Armor can cast light on itself at will. You have advangte on stealth |
| 9 | Bubble Kingo | On all failed melee attacks agiasnt you the attacker takes 1d6 acid damage. |
| 10 | Smart Kingo | You can wear this armor even if you dont have prof. Add +2 to spell DC |
Magic Items
Amulet of Kingo
Wondorus Item, no attunment
Kingos can and will grow into many shapes and sizes and this kingoling found a nice locket and decided to grow into it.
While you have this item equiped you can cast communal spores at will but only up to 4 people can be under its affect.
Communal Spores.
You may release spores in a 20ft spherical radius around yourself. For 10 minutes, all willing creatures in that sphere can communicate. (Does not affect undead, elementals or constructs) psychically with each other as long as they remain within 60 feet of each other. Creatures under the effect of the communal spores can feel the damage that the you takes.
Boots of Kingo
Wondorus Item, no attunment
Kingos can and will grow into many shapes and sizes and this kingo grew into a nice pair of boots
While you have this item equiped as an action you can rest as the kingo do. You gain the rooted race feature.
Rooted.
Kingos don’t need to sleep however to long rest Kingo must root into the ground for at least 6 hours. While rooted the Kingo loses vision but gains termorsense and has advantage on perception check to feel the vibrations in a 60ft radius
Pocket Kingo
Wondorus Item, no attunment
A nice friend to have on your adventures!
You found a baby kingo. It doesnt do anything speical but its a nice freind to have!
Interview with a kingo
I sit in the local tavern in a private room I have reserved for this interview. The "Kingo" as they call themselves are a new and unusual race that have recently cropped up across the world and wandered into populated areas, with questions mounting and people wanting to know more about these strange new creatures I’ve taken it upon myself to catalog and observe them in order to truly understand what they are. Luckliy for me i had an artificer friend of mine whip up something to help me on my endevours. I call it the auto-scribe and it connects to me magicly and auto-matticly writes down my thoughts and observations so i am free to do other things.I wait around for what seems like an eternity before it arrives, a huge hulking mushroom covered in large pustules’ and a rippling muscle like body towers over me at around 6 foot 5. Its menacing aura and large demeanor is quite shocking and off putting. "Hello" I say "Thank you for meeting with me today, my name is Chris and I’m an Ethnologist studying your people." It looks at me with its pupil-less eyes dark as the void, and says nothing, but gestures with its hands as if it’s taking something from the top of its cap and sprinkling it over me and making a taking mouth with its hand. "You can only speak to me if you use your spores?" I ask studying the face of this creature. It nods excitedly. "Go ahead and spore me then" I say hesitantly and watch as a thin could of spores flows from the Kingo as if a thin fog rolling over a field in the early morning, as it reaches me I can hear a quiet voice slowly gain volume and strength as the spores wash over me. "Hello! Me Kingo!" says the voice in my mind. The voice reminds me of a young child but echoes and reverbs slightly as if its multiple voices coming together to form one. "Hello Kingo nice to meet you, was your trip here okay?" As I ask this I can feel a slight pain in my arm almost like a ghost is nibbling on me. "Kingo trip okay! Kingo met some new friends and even got to eat something!" "That’s great!" I respond "What did you get to eat? I know of several good pastries and-" "Goblin!" says the Kingo cutting me off. "Goblin?" I ask "Goblin taste good! But put up good fight" exclaims the Kingo and pulls down its sleeve to reveal part of its forearm is missing as if the goblin also got to taste some of the Kingo. "Oh my gods! Do you need a doctor or a healing potion I have so-" Kingo holds it hand up and giggles "Kingo no need doctor or red juice all Kingo need is food." And reaches for the small spread of wine, water and some Hors d'oeuvres I have on a small table it grabs a small sandwich, I watch as it brings the sandwich to its face and rubs it around approximately where its mouth should be while saying "om nom nom nom nom." I watch with Astonishment as the sandwich falls apart from the force of the rubbing as well as it get absorbed into the Kingos face and slowly as its missing flesh is regrown before my eyes. "Yummy sandwich" says the Kingo as his arm is back to normal and the phantom pain in my arm is gone. "Kingo thirst!" It exclaims and reaches for the bottle of wine. "Would you like a cup?" I ask handing it a copper goblet. It takes the goblet "Thank you! Kingo always wanted a cup" as it puts the cup in its bag and dumps the wine on its body. "The cup was for the wine… but I guess you can keep it." I can see the wine seep into its body and I can feel the slight buzz of the alcohol as if I just chugged the full bottle myself. "Is it normal for people you spored to shame stimuli and sensations?" I ask pulling out my notepad full of questions "Kingo love to share with friends! Kingo shares food and feelings!" "I appreciate it, would you like to answer some of the questions i have?" "Yes! Kingo knows many thing"
How do you make more Kingos?
Good question, kingo makes more kingo by eating dead things. Plants, Animals, as long as it was once alive kingo love to eat it! When we eat we leave behind little kingo spores and if kept safe and in a humid spot a little kingoling can be made. Kingo rememeber when kingo was a kingoling. Kingo was wandering around the forrest looking for food and avioding being food and kingo ran into another kingoling and kingo absobred kingo and became a bigger kingo!
What do you eat?
Anything, kingo not picky as long as it is organic
What kind of creatues have you seen kingo grow into?
When kingo still lived in the kingo there were kingo of all shapes and sizes, most still looked like kingo but one as a bear kingo, wolf kingo, dog and cat kingo and a Beholder Kingo. But according to beholder kingo in stories beholder could fly but kingo no fly so he roll.
What kind of names were you called?
Freak, Unnatural, Stupid, Evil, Bad, Monsters. Sometimes people wont let kingo go into stores or inns because they scared of kingos. Kingo just want make friends but people scared of kingo, espically puppet kingo and bubble kingos.
What do you think about Zuggtomoy?
She wants everything to be hers and not eaten and given back to the world. Shes not a nice lady but some kingo do work for her so she mustent be all bad
Do any of the other races hate you?
Nope! Kingo are new and dont have big history with many races. However one time kingo was with puppet kingo and kingos was attacked by some bandits but kingos strong so kingo beat bad men, and puppet kingo made one into friend! After kingo ate some of course When kingos made it to town they were mad at us. Kingos new puppet frined was from town and its mother saw it missing chuncks and mushrooms growing out of it and yelled and cried at kingo and called us names :(
Whats it like in the Kingo village?
The kingo is a nice place, full of kingo and food. What more do kingo need! It also has the big kingo who knows lots of stuff about everything about the cycle and bad people who try to stop it and why kingo should stive to be better!
Do you have any maps of the village?
Yes! Kingo draw this for you.
It hands me a piece of paper with a crude map drawn I will attach and label to this interview

What do the kingo council do?
Old kingo who live long time sit in building and talk with big kingo. Kingo make descions for all kingo when needed. Like kingo asked kingo council of kingo could leave and wander like all kingo before him. Kingo had to go before big kingo and kingo council and was asked many question about kingo. What kingo want do, what kingo can do, what kingo favriote color. very hard test.
Kinda like how im asking you all the questions huh
Yes. But kingo love talk about kingo so kingo will always answer questions
Well Kingo I have no more questions. Do you have anything to say to the reader?
Kingo does, Kingo wants reader to know that all kingo diffrent. Some kingo are like kingo some kingo are like not kingo, many kingo are unique and want to do and say many diffrent things. So when controller want to control a kingo know that every controller and master controller have full abilitry to make every kingo unique and speical
Kingo Controller?
I ask the kingo as it stands up and does a stretch. "Yes, kingo knows that reader knows what kingo refer too dont worry questions friend." "Ah well thank you very much for you time" I say reaching out a hand to shake kingos. Kingo grabs my hand with its much larger and squisher hand. "Any time new friend, when ever you need ask kingo anything kingo will be there to answer" "Ah that reminds me" i say suddenly "How do you pronounce Kingo? I have been saying it like Kingo but ive also heard it pronounced Kingo."
"Kingo" Says Kingo. "Ah, that makes sense" I say and wish my new friend good travles as it goes back out into the world ready to make more friends and go on many adventures.
As for me dear readr I think you are going to see allot more kingos in your parties as well as springing up in many unexpected and unknown places throughtout all the worlds. Just remember, Kingo Friend!
Map drawn by Kingo
Thank You
For
Reading
This has ben a labor of love for the past few months of my life. I hope you see something you like or inspires you to use these friends to there fullest advantage. If you want to use them for anything feel free! If its posted or used in anything just credit me and all will be good! As this is my first custom race ive made im open to new ideas/blanceces changes and addtions
If you like what you see and would like to donate to help me make more kingo art as well as more dnd hombrew goodness heres my paypal. All my creations will be free forever so dont feel obligated to donate
https://www.paypal.me/CKelly842
As well if you have any questions or feedback post them in the comments or email me at
grandmakelly365@gmail.com
Art Credits
Cover Page
Greenforest4 https://www.artstation.com/greenforest4
Kingo
https://ernestea.artstation.com/
Smart Kingo
ib_pastoral https://www.fiverr.com/ib_pastoral
Bubble Kingo
Keegan Francis https://www.artstation.com/kfrancisart
Bright Kingo
Netunokino https://www.instagram.com/netunokinoart/
Puppet Kingo
https://ryuusu.portfolio.site
Veggie Kingo
https://www.fiverr.com/Harkaladeh
Healthy Kingo
https://www.deviantart.com/wenart/gallery
Puffy Kingo
https://www.artstation.com/gaetanods
Trippy Kingo
https://villaremir.wixsite.com/emirh92
Poisonous Kingo
https://www.artstation.com/gaetanods
Fish Kingo
https://www.artstation.com/gaiacafiso