# Kandra
As the Lord Ruler held Preservation's power, he learned to create many things. Among those were his master spies. Kandra are born from Mistwraiths, amorphous carrion feeders who will take whatever bones they find and rearrange them into monstrous forms.

### Awakened Creatures
Kandras reproduce by finding a Mistwraith and Awakening it by giving it a Blessing. The details of this ritual are a closely held secret among the Kandra.


### Xenophobic
Centuries of persecution have driven most Kandra to spend the majority of their time in the Homeland, avoiding contact with the outside world. While some will still leave on their various contracts, they will do their best to hide the extent of their abilities, and will generally return to the Homeland the moment their contract ends.

### Mercenaries
The Kandra civilization exists almost entirely to collect Atium and hide it away from Ruin. They do this by working contracts for the nobility, and are paid solely in Atium. Kandra are known to be strict adherents to the letter of their contract.

### Master Spies
Kandra are masters of disguise, and are almost universally used by the nobility as spies and information gatherers. They will not kill, as a rule, unless the contract demands it of them.

### Kandra Names
A Kandra is given a name the moment it is Awakened. This name is rarely, if ever, spoken outside of the Homeland. The Kandra will take whatever name they are given by their contract. Kandra gender is very difficult to pin down, as they can so easily change what we would classify as gender.


**Names: **OreSeur, KanPaar, TenSoon, MeLaan, Haddek, Paalm

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### Kandra Traits
Your Kandra has a number of traits, as a result of their creation.

**Ability Score Increase. **Your Charisma score increases by 2.

**Age. **Kandra reach physical maturity upon being awakened, but develop mentally much slower, normally reaching what is considered adulthood at 100 years old. Kandra can live up to 1000 years.

**Alignment. **Most Kandra are Lawful. The need to keep their contract is above all else. Whatever it takes to complete that contract is usually not a consideration, making Kandra tend toward Neutral

**Size. **While size can vary slightly, depending on the bones they are using, Kandra tend to have an average weight of 200 lbs. Your size is medium.

**Speed. **Your base walking speed is dependent on the bones you are using. 

**Shapechanging.**You can take 1 hour to absorb a set of bones in order to take on the form of the creature the bones came from. The creature must be of Medium size. Make a Survival check. The DC is 9+the creature's CR. For each number that you beat the DC by, subtract 5 minutes from the time it takes to absorb the bones. Minimum 6 seconds.

**Immitation.** You can mimic the speech and manerisms of the creature you replace. If you spend 8 hours observing, or 1 hour interacting with the creature before replacing it, you gain advantage on all all Deception checks to pass yourself off as them.

**Kandra Training. **You have proficiency with Deception, and the Disguise Kit

**Languages. **You speak Common and one other language of your choice.

**Subrace. **Kandra are each given one of four Blessings when they are Awakened. Choose one of these blessings. It is possible to gain an additional Blessing by taking one from another Kandra, but such an act is seen as the greatest sin a Kandra can perform.

#### Blessing of Awareness
A pair of tin spikes which grant a kandra increased senses, similar to Allomantically burning tin.

**Ability Score Increase. **Your Wisdom score increases by 1

**Darkvision. **You have darkvision out to 60 ft.

**Keen Senses. **You are proficient in Perception, and have advantage on perception checks related to smell and hearing.

#### Blessing of Potency
A pair of iron spikes which give a kandra more strength that is like an Allomancer burning pewter. It is not exactly the same however, and it will not grant you the limitless energy you receive by burning pewter.

**Ability Score Increase. **Your Strength score increases by 1


**Kandra Defense. **When not wearing armor, your AC is equal to 13+Dex

**Pewter run. **Your base speed is increased by 10

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#### Blessing of Presence
A pair of copper spikes which grant increased mental capability. This capability includes the ability to focus despite physical discomfort or distraction, exceptionally sharp memory, resistance to madness, and the inability to lapse into unconsciousness due to shock.

**Ability Score Increase. **Your Intelligence score increases by 1

**Mental Defense. **You have advantage on all Intelligence checks to recall information and concentration checks, and magical effects cannot put you to sleep.

#### Blessing of Stability
Rarely used, the Blessing of Stability is a pair of zinc spikes that endows its receiver with emotional fortitude, rendering them much more resistant to control by emotional Allomancy.

**Ability Score Increase. **Your Constitution score increases by 1

**Stable Mind. **You have advantage on all Wisdom saves to be charmed and frightened.

**Steel Thyself. **As a reaction, you can add 1d4 to the saving throw of your choice. You can do this 3 times before you must take a long rest.

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