Mainly found scattered across the Catooluu Mountains, the sael are larger feathered lizards. The feathers of the sael allow it to control and regulate heat to endure the cold of the mountainsides. Ambush predators by nature, they lay in wait under the snow or in the rivers using noise mimicry to lure in their prey. They usually quick strike their prey then viciously slam them to the ground. The sael are also territorial and often fight each other over their hunting spots. Their territoriality starts at birth and their newborns fight in the clutch after birth.
Sael are found near ski resorts. The resorts pay lucrative salaries to hunters to patrol their borders. The hunters rarely stay on for a long time. After seeing one of their partners lifted into the air and slammed, head first to the ground, they normally quit.
Hp: 136, Def: +4, Soak: 17, Move: Land 10'/Water 12', APR: 5, CPB: 4, Frequency: Rare, Quantity: 1
Str: +3, Dex: +3, Cha: +4, Int: +2, Wis: +2, Con: +2
Skill Rolls: Athletics (+1d10+4), Sense (+1d10+4), Stealth (+1d10+4)
Treasure: Sael Meat, Sael Feathers
Bite, +7 vs Defender, Close Range
The sael can strike a target dealing 6d6 piercing + grapple on critical. If the sael attacks from stealth their bite deals 6d10 piercing and is an automatic critical.
The sael slams a grappled target dealing 6d6 bludgeoning + prone. They release their target after slam, usually to get a better bite on the target.
Claws, +7 vs Defender, Close Range
The sael claws at a target dealing 3d8 slashing + 1d6 bleeding on critical.
Tail Swipe, +7 vs Defender, Close Range
The sael can strike a target dealing 3d8 bludgeoning + prone on critical.
Lure, +8 vs Wisdom, Medium Range
The sael can mimic any noise they have heard. They use this skill to draw their prey in.
Sael Biology, Passive Ability
The sael are immune to ice damage and fire damage is always critical against the sael.
The Vajhad Guardians are a trio of robots that are located in a cave near the summit of Mount Vajhad. They are the guardians of a computer known as the Secret of Vajhad. They perform maintenance on each other and the computer to keep it running. There have been vague rumors of treasure within the mountain that has lead explorers to their cave. They do not often return.
Hp: 73, Def: +6, Soak: 6, Move: Land 6', APR: 5, CPB: 4, Frequency: Unique, Quantity: 3
Str: +3, Dex: +3, Cha: 0, Int: +3, Wis: 0, Con: +2
Skill Rolls: Maintenance (1d4+15), Sense (1d4+7)
Treasure: Secret of Vajhad
Strike, +7 vs Defender, Melee Range
The vajhad guardians can strike a target for 3d12 bludgeoning. They can hit a second attack if the first is successful dealing combo damage.
Beam Blast, +7 vs Defender, Close Range
The vajhad guardians can deal 2d10 energy + 1d4 energy burn on critical to a target. Beam blast ignores armor soak. Beam Blast can be used once per round.
Immunity, Passive Ability
The vajhad guardians are immune to spirit and shadow damage and death spells. They are also resistant to elemental damage. The guardians always take critical damage from lightning.
The kosa are a four legged deer with a pair of wings. They live in small herds within the Millinum Isles. Kosa are normal quiet and skittish around other creatures. They are capable of leaping high and taking a short flight. Kosa are on the diet of most of the larger predators within the Millinum Isles. Newborn kosa often stay on their parent's back or in the air. Their lighten weight allows them to fly for longer lengths. Kosa nostrils are in their antlers allowing them to submerge underwater. This adaption allows them to avoid lightning flies but puts them in the path of aquatic predators.
Hp: 12, Def: +4, Soak: 6, Move: Land 10'/Water 4'/Flight 20', APR: 2, CPB: 1, Frequency: Common, Quantity: 1-20
Str: +2, Dex: +3, Cha: -2, Int: -1, Wis: -2, Con: +1
Skill Rolls: Athletics (1d4+1), Sense (1d4+1)
Treasure: Kosa Meat, Kosa Feathers
Strike, +3 vs Defender, Melee Range
The kosa can strike a target dealing 2d6 bludgeoning + prone on critical.
Stampede, +3 vs Defender, Close Range
The kosa can charge a target dealing 1d10 bludgeoning + prone. When one kosa stampedes their adjacent brethren do as well. Each target hit takes combo damage per kosa that impacts them.
Dive, +4 vs Defender, Medium Range
While in flight the kosa can dive down on a target dealing 4d6 bludgeoning + prone.
Kosa Flight, Passive Ability
The kosa can use their wings to make short two action flights.
Millinum Lightning Flies
The Millinum lightning flies are among the most dangerous creatures in the isles. They swarm together in large groups to consume meat. The flies communicate with bioluminescence, mostly for directions, mating, and absorbing other swarms. The lightning flies can kill their victims in less than a minute though it takes them a longer time to fully consume the body. After they have consumed much of their prey they will lays their eggs and let the larva pick the bones clean. The safest places when the lightning flies appear is under the water, though that holds its own dangers.
Hp: 18, Def: +6, Soak: 0, Move: Flight 8', APR: 2, CPB: 1, Frequency: Common, Quantity: Equal to Hp
Str: -7, Dex: +5, Cha: -7, Int: -7, Wis: -7, Con: -7
Skill Rolls: Sense (1d4+1)
Swarm Scaling, Optional Passive Ability
The Millinum lightning flies can have multiple sizes. They can be increased to higher CPB by increasing their health by 18 per additional CPB. With swarm scaling increasing the number of actions increase as well.
Swarm Bite, Area Damage
The Millinum lightning flies deal 1d10 piercing to any target within a swarm of at least 10. Swarm bite damage is increased by 1d10 per every additional 10 flies in the swarm. The swarm bite deals damage per action, each action that targets are within the swarm they take damage.
Pulse, Instant Abiltiy
The Millinum lightning flies can pulse with light causing blindness for 1d4 actions to all who witness it. The swarm can use pulse once for every 30 damage it deals.
Swarm Resistances, Passive Ability
The Millinum lightning flies have damage resistance against slashing, piercing, and single target spells, taking only 1d4 per each damage. Area and bludgeoning damage is struck as normal. When the swarm is below 10 Hp it will disperse.
Tiger shark are a large breed of shark known for their striped pattern during their youth. As they age and reach twenty foot in length, the distinguishing stripes fade away. They swim the coastal oceans in search of food and primarily use the Orrillian coast as a breeding location. Tiger sharks are ambush predators and use their coloration to sneak up behind their prey. While the adults rule the coastal areas, they know not to venture too far into the depths. The deep waters are filled with many creatures that can make short work of a shark.
Hp: 51, Def: +4, Soak: 18, Move: Water 12', APR: 4, CPB: 3, Frequency: Unusual, Quantity: 1-2
Str: +4, Dex: +3, Cha: -3, Int: -2, Wis: -1, Con: +5
Skill Rolls: Athletics (1d6+3), Sense (+1d8+3), Stealth (+1d8+3)
Treasure: Shark Meat, Shark Teeth
Bite, +7 vs Defender, Melee Range
The tiger shark is able to bite a target dealing 2d12 Slashing + Grapple + 1d6 Bleeding. They will release a target after taking 20 damage.
Shake, Instant Ability
While a target is grapple the tiger shark can shake their head sawing into them, dealing 1d6 Bleeding + 1d12 Slashing per Bleeding damage inflicted.
Ambush, Passive Ability
During the night or while attacking targets with their heads out of the water, the tiger shark gains their stealth roll to their attack.
The hishk are a canine and crocodilian hybrid. They have the body framing of a canine and a mane with the scaly skin, jaws, and tail of the a crocodile. Hishk are pack hunters and love to chase those that run from them. They are known to live along the waterways and coastal areas of Orrillia. Some collectors even keep them as pets. They are extremely difficult to keep and those who are not on their guard may find themselves on the menu.
Hp: 36, Def: +6, Soak: 9, Move: Land 8'/Water 10', APR: 3, CPB: 2, Frequency: Unusual, Quantity: 1-6
Str: +3, Dex: +4, Cha: -2, Int: -2, Wis: -1, Con: +2
Skill Rolls: Athletics (+1d4+5), Sense (+1d6+1), Stealth (+1d8+6)
Treasure: Hishk Meat, Hishk Leather
Bite, +5 vs Defender, Melee Range
The hishk can snap their jaws around a target dealing 2d8 Piercing + Grapple on critical.
Death Roll, +5 vs Defender, Grappled
The hishk can twist and roll targets dealing 2d8 Bludgeoning per action. Death roll gains their athletics bonus while in the water.
Pack Hunt, Passive Ability
The hishk link together as a unit when 3 of them are adjacent to each other. While pack hunt is active they move and attack as one, dealing combo damage. While linked in pack hunt they cannot use the death roll ability.
The pailoo squid are cephalopods are a capable of hovering flight. They normally float around in a passive manner feeding on fruits and whatever prey ventures too close to their tentacles. They rarely are active hunters and normally only fight when defending themselves. Pailoo squid are also trained in Orrillia as mounts for their border patrols. Pailoo mounts attack on their rider's command. Whenever a pailoo dies the electricity in their bodies go haywire and fry their flesh. This is why you never find uncooked pailoo meat.
Hp: 60, Def: +3, Soak: 16, Move: Land 4'/Water 12'/Flight 12', APR: 4, CPB: 3, Frequency: Unusual, Quantity: 1-2
Str: +3, Dex: 0, Cha: -1, Int: +2, Wis: +4, Con: -2
Skill Rolls: Sense (+1d4+7), Stealth (+1d8+3)
Treasure: Cooked Pailoo Meat
Slap, +6 vs Defender, Melee Range
The pailoo squid can strike 1d6 times in an action. All successful attacks deal 1d6 Bludgeoning combo damage + 1d6 Bleeding on critical.
Discharge, +7 vs Defender, Medium Range
The pailoo squid create an electrical discharge dealing 3d12 lightning + -1d4 APR on critical. When they die the pailoo deal discharge to all in melee range, including a rider if they do not have a special insulated saddle.
Shimmer, Instant Ability
The pailoo squid can blend their body with the sky around them, doubling their stealth roll bonus. Using discharge breaks shimmer. While mounted, shimmer also conceals the rider.
Resistance, Passive Ability
The pailoo squid are immune to water damage and reflect lightning damage. Fire damage is always critical against the pailoo.
Mount, Optional Passive Ability
The pailoo squid can support a rider with a 2' reduction in movement range. The pailoo must be trained for this. The Orrillian Defense Force uses pailoo mount as part of their border patrol.
The Millinum boa is a large snake found in the Millinum Isles. They are slower on land and mainly stick to the water when they are not basking in the trees. The boas are ambush predators and coil up to launch out of the water, bushes, or trees. Their main source of food are kosa though they are known to feed on other prey when they come upon it. They can feed on a single kill for long periods of time depending on the size of the meal. Most beings have never seen a Millinum boa in the wild, though feeding time at the zoos.
Hp: 60, Def: +2, Soak: 8, Move: Land 6'/Water 12', APR: 3, CPB: 2, Frequency: Rare, Quantity: 1
Str: +4, Dex: 0, Cha: +1, Int: 0, Wis: +1, Con: +2
Skill Rolls: Sense (+2d4+3), Stealth (+1d10+2)
Treasure: Leather Hide
Bite, +6 vs Defender, Close Range
The Millinum boa can bite a target dealing 1d8 piercing + Grapple.
Squeeze, Instant Ability, Grappled Target
The Millinum boa uses an action to squeeze their grappled target dealing 1d6 damage, bypassing armor. With each additional squeeze the boa tightens their grip dealing an additional 1d6 damage on top of the previous squeeze damage. The boa will continue this until they take 20 damage or their target dies.
Camouflage, Passive Ability
The Millinum boa gains double their stealth bonus when they are still or underwater.
The marsh sharks are found in the Millinum Isles. They are only around three feet long and hunt in packs. Marsh sharks are quick and agile, allowing them to move through the mangroves within the isles. Their fins often have cuts in them from accidentally traveling through lightning fly swarm. The sharks are able to breech in the deeper waters of Millinum. The origin of the marsh sharks are unknown. They were not known to be within Millinum before the flash, then seemed to be throughout the corners of the isles. Marsh sharks are hunted for their meat by poisoners. Their meat is not toxic but holds and amplifies whatever they are soaked in, making them easy to cover the flavor of toxins in.
Hp: 14, Def: +6, Soak: 6, Move: Water 16', APR: 2, CPB: 1, Frequency: Unusual, Quantity: 1-6
Str: +2, Dex: +5, Cha: -4, Int: -4, Wis: -2, Con: +2
Skill Rolls: Athletics (+1d4+3), Sense (+1d4), Stealth (+1d6+6)
Treasure: Shark Teeth, Shark Skin, Shark Meat
Bite, +3 vs Defender, Melee
The marsh shark can bite a target dealing 1d8 Piercing + 1d6 Bleeding.
Charge, +3 vs Defender
The marsh shark can use an action once a round as long as they are not adjacent to an enemy target to charge at a target. Charge bursts toward a target within 2 movements to deal critical bite damage.
Frenzy, Passive Ability
The marsh shark gains 1d8 damage to bite per every bleeding target within medium range.
Dragon snappers are large aquatic turtles that live in the Millinum Isles. They are mostly found in the deep waters of the isles, especially near docks. The dragon snappers travel to the mangroves to lay their eggs once a years. They stay there until the eggs hatch then move back to their normal territories. Baby dragon snappers have flippers like an ocean turtle, their claws grow in during puberty as their size increases. Dragon snappers usually feed on fish and amphibians but do attack larger creatures over territories and to protect their nesting sites.
Hp: 51, Def: -3, Soak: 8, Move: Land 2'/Water 8', APR: 2, CPB: 1, Frequency: Rare, Quantity: 1-2
Str: +5, Dex: -4, Cha: -4, Int: -2, Wis: -2, Con: +5
Skill Rolls: Sense (+1d4), Stealth (+1d10+5)
Treasure: Shell Plates, Turtle Meat
Bite, +6 vs Defender, Melee Range
The dragon snapper can bite a target dealing 1d10 Piercing. Critical bites also deal 1d4 bypass damage.
Underwater Precision, Passive Ability
The dragon snapper gains +5 critical while underwater.
Shell Defense, Passive Ability
The dragon snapper has +5 soak against slashing and piercing damage.
Resshin are small shadow infused eels. They live exclusively in the waterways of Nazdren. They are generally considered a nuisance by the fishermen of Nazdren. The shadow infusion makes their meat extremely bitter and most species either hate the taste or find them inedible. The only beings that usually consume them on any regular basis are the toepba as the shadow infused meats heal them.
Hp: 6, Def: +2, Soak: 6, Move: Water 8', APR: 2, CPB: 1, Frequency: Common, Quantity: 1-20
Str: -4, Dex: +1, Cha: -3, Int: -4, Wis: -2, Con: -4
Skill Rolls: Sense, Stealth
Treasure: Resshin Meat
Bite, +2 vs Defender, Melee Range
The resshin can bite a target for 1d4 Piercing.
Shadow Beam, -1 vs Defender, Close Range
The resshin can fire a short burst of 1d6 Shadow.
Shadow Absorb, Passive Ability
The resshin absorbs any shadow damage they take, letting them add that damage to the next Shadow Beam. Resshin are immune to shadow damage.
Resshin Swarm, Passive Ability
Resshin can swarm together as a group. When the resshin swarm they gain +1 attacker and soak rate per resshin in the swarm. They also combine health. The resshin deal combo damage while they move and attack as one.
The frost punab are magically infused big cats that roam the Millinum Isles. Like all other punab they have a thick neck that flattens into a hood when they prepare to fire their frost ray at a target. Their ray is used defensively and not for hunting. Like all punab, they are fierce and agile hunters. They will attempt to scare beings away to avoid confrontations or to make them easier targets..
Hp: 39, Def: +7, Soak: 12, Move: Land 12'/Water 6', APR: 4, CPB: 3, Frequency: Rare, Quantity: 1-2
Str: +5, Dex: +4, Cha: +3, Int: -2, Wis: -2, Con: +3
Skill Rolls: Athletics (+1d8+5), Sense (+1d6+2), Stealth (+1d6+4)
Treasure: Punab Meat, Frost Hide
Bite, +8 vs Defender, Melee Range
The frost punab can bite a target dealing 2d8 Piercing. On a critical hit they grapple and shake the target for an additional bite damage + throw prone within 8'.
Claws, +8 vs Defender, Melee Range
The frost punab can use up to two actions to claw at a target once per action. Successful attacks deal 2d8 Slashing + 1d6 Bleeding on critical. If two claw attacks hit they deal combo damage.
Frost Ray, +1 vs Defender, Medium Range
The frost punab can up to all of their actions to fire out a ray at a target dealing 1d12 Ice per action. Frost ray can be used once per round. If 2 actions of frost ray hit causes slow and 3 hit will freeze them in place for a round.
Roar, +8 vs Sense, Close Range
The frost punab can attempt to scare all targets within range with a roar. If successful those affected get a -5 attacker/defender penalty for the round. The success chance of roar lowers by 1 each time the punab takes damage.
Resistances, Passive Ability
The frost punab have a resistance to ice damage and only critical ice attacks deal damage. Fire damage deals +2d6 damage to the frost punab.
The conductive spider is around four feet side and capable of shocking targets. They are found within caves throughout Orrillia and the lower cities of Nazdren and Shatabahkur. Like many spiders, the conductive spider is a cannibal and rarely found with others. Their silk is sought after for its conductive properties and can be spooled into wiring that allows for superior energy transference. Their husks are sometimes milled into a coating that protects against electrical energies.
Hp: 25, Def: +4, Soak: 4, Move: Land 8'/Water 2', APR: 3, CPB: 2, Frequency: Unusual, Quantity: 1
Str: -2, Dex: +2, Cha: -5, Int: +2, Wis: 0, Con: -2
Skill Rolls: Sense (+1d6+2), Stealth (+1d4+4)
Treasure: Spider Meat, Conductive Silk, Conductive Husk
Bite, 0 vs Defender, Melee Range
The conductive spider can bite a target dealing 1d4 Piercing + 1d8 Toxin for 3 rounds.
Shock, +4 vs Defender, Melee Range
The conductive spider can strike with their pedipalps to deliver 1d6 Lightning on a target.
Conductive Webbing, +4 vs Defender, Close Range
The conductive spider can spray a cone of webbing to close range. Targets are forced to break out of the webbing to move, the difficulty is based on the conductive webbing roll. They can also use their webbing to lay traps, move around an area, and wrap up a target to immobilize it. Conductive webbing can be used once per round.
Web, Passive Ability
The conductive spider gains bonuses based on interacting with their webbing or webbed targets. While traversing o their webs their movement range is doubled. Shock can effect the whole web dealing stacking combo damage. Using conductive webbing to wrap a target get +4 bonus to success if the target is already webbed. Wrapped targets take additional +1d8 toxin combo damage per round for additional actions of bite.
Resistance, Passive Ability
The conductive spider is immune to lightning damage. If the conductive spider is standing on conductive webbing the lightning damage is spread to all others on the webbing.