Rare

Banglas

The banglas are a species of humanoid spiders that live in the city of Sviatia, named for their home world deep within the Saloothian Forest. Banglas walk on all eight legs though they can support themselves on less. Each of the banglas’ eight hands has spinnerets on its palm that produces silk by touch. Most banglas no longer hunt though and usually just use their silk to get around the forest. Within the massive cave where Sviatia lays the banglas have large herds of nocturnal animals that feed the city. Some do hunt for sport though or practice hunting to keep them in sharp. The Sviatia military has slowly started incorporating weapons into its training. This is due to attacks from the tymroc who have rained their fire magic down on many banglas over the years. Most of the soldiers though just use a pair of daggers and maybe a crossbow or rifle. Soldiers are trained in vongni-ru, a martial art utilizing their unique body design. While it is rare banglas do leave the forest and have been known to take up residence in cities of industry. Banglas may be fighters, gunmen, and monks.

Hp: 40, Def: +5, Soak: 18, Move: Land 10'/Water 4', APR: 2, Frequency: Rare, Quantity: 1-3

Str: +1, Dex: +2, Cha: -1, Int: +2, Wis: +3, Con: -1

Skill Rolls: Sense +6, Bartering +2, Athletics +4, Culture, Language

Treasure: Banglas Head

Tackle, +4 vs Defender, Once per Round

The banglas can tackle a target dealing 2d6 damage and knockdown. Critical tackle performs a web wrap to immobilize the target for 3 rounds or until cut free.

Bite, +4 vs Defender

The banglas can bite a melee target dealing 2d4 damage and 3d4 poison damage for 2 rounds. Bite is usable on tackled targets.

Strike, +4 vs Defender

The banglas can strike a melee target dealing 2d6 damage.

Dagger, +5 vs Defender

The banglas can strike a melee target dealing 2d4 damage.

Bolt Action Rifle, +3 vs Defender

The banglas can fire at a long ranged target dealing 2d10 damage.

Vongni-ru, Passive Ability

The unique body structure of the banglas allows them to combo strike whenever they perform a successful melee attack. On a successful attack a d8 is rolled to determine how many arms strike the target before the damage is rolled.

Resistances, Passive Ability

The banglas is immune to poison damage but weak against fire, taking double damage.

Canthcian

The canthcian are a race of gorilla that evolved with dual torsos. Similar to the centaurs of Earth mythology the canthcian have the lower half of a gorilla but the neck is replaced by a second torso that holds their true upper body. They had a savage tribal nature for many years until befriended by the mining maragroth that live below the canthcian domain. The canthcian make up the back bone of the Tabirian militaries ground troops. Too large to move easily through mine passages they usually are found roaming around the mountain or in the larger passages in the city guarding it from attack. They commonly fight amongst themselves for pride and to test their strength. The maragroth craft armor for these warriors though they typically rely on their brute strength and the ritual clubs they craft as a rite of passage. The canthcian have a fight first ask questions later approach to defense. If you can gain the respect of the maragroth though they will stave off their attack and allow you to pass. Gaining their respect however is a much harder feat.

Hp: 108, Def: +7, Soak: 28, Move: Land 10'/Water 4', APR: 4, Frequency: Rare, Quantity: 1-6

Str: +5, Dex: +3, Cha: 0, Int: -2, Wis: 0, Con: +1

Skill Rolls: Sense +4, Athletics +9, Bartering +4, Stealth +7

Treasure: Ritual Club

Ritual Club, +9 vs Defender

The canthcian can strike a melee target dealing 2d10 damage.

Strike, +9 vs Defender

The canthcian can strike with their lower arm dealing 2d8 damage.

Takedown Rush, +9 vs Defender

The canthcian can rush a close ranged target dealing 3d8 damage and knockdown the target. Critical Takedown Rush causes instant strike and ritual club attack as a combo.

Primal Rage, Resource

The canthcian build rage up as they fight and can store 5 Primal Rage. Each time they are damaged they gain a Primal Rage that can be spent on a Raging Blow dealing +1d10 per Primal Rage spent.

Coorabuck

The coorabuck is a giant sea snake found in the ocean far beyond the coastlines. During the day unless they sense a potential meal they spend their time basking in the sun absorbing heat and oxygen. At night they drop below the water to hunt. They are extremely intelligent and fast. They can often constrict multiple targets while striking one. Against large prey they wait in the depths then fire up from below with a powerful crushing bite. The bite of a coorabuck can swallow small boats whole. They also have sacks in the back of their throats that hold water. The coorabuck use this water to knock beings off ship decks, knock low flying aircraft out of the sky, and when underwater to knock things off their course. Hundreds of researchers have died to learn what little is known about the coorabuck. It is truly the ruler of the ocean.

Hp: 588, Def: +3, Soak: 50, Move: Land 20'/Water 100', APR: 2, Frequency: Rare, Quantity: 1-2

Str: +10, Dex: +5, Cha: -1, Int: +1, Wis: +2, Con: +7

Skill Rolls: Sense +7

Treasure: Coorabuck Filets, Coorabuck Scales

Bite, +15 vs Defender

The coorabuck can bite a target within medium range dealing 6d12 + 150 damage. Critical bites can swallow targets whole.

Ram, +15 vs Defender

The coorabuck can ram a target at medium range dealing 6d10 + 150 damage. Critical ramming causes knockdown to ships.

Constriction, +15 vs Defender

The coorabuck can constrict large targets and creatures dealing 6d8 + 150 per round. Constriction does not restrict the coorabuck from using other attacks.

Water Blast, +10 vs Defender, Full Round Action

The coorabuck can blast water from sacks in their mouths dealing 6d8 + 150 water damage + knockdown.

Resistances, Passive Ability

The coorabuck is immune to conventional weapons and requires ship to ship combat to defeat.

Coracki Scorpion

The coracki scorpions hunt the nights in Le’varia. Feeding on rodents in the area and even on zombie corpses from time to time they roam the deserts. During the days they lay under the hot sands with their tails stretched out incase anything wanders by. The young are born from an egg sack carried on the mother’s back. They ride on their mother’s backs for the first 7 months of their life. Their stingers are sought after by mages to use in their spells.

Hp: 32, Def: +4, Soak: 3, Move: Land 6'/Water 1', APR: 2, Frequency: Rare, Quantity: 1

Str: +1, Dex: +2, Cha: -8, Int: -4, Wis: -2, Con: +3

Treasure: Stinger, Coracki Hide, Coracki Meat

Claws, +4 vs Defender

The coracki scorpion can deal 3d6 damage to a melee target.

Stinger, +4 vs Defender, Once per Round

The coracki scorpion can deal 2d8 damage to a melee target + 1d6 poison damage for the next 3 rounds. Stinger bypasses soak rating.

Cuva

The cuva are a very vicious eel. This animal is so aggressive that it will even try to take on coorabuck. Though the effect of their attack on a coorabuck is about like flicking it. There are not many things known about the eight foot eel in the wild. The animal’s strike first nature has made studies in the wild impossible and those in captivity become nearly dormant as though they are broken. Their docile nature in captivity has caused a misunderstanding in people that has led to a number of cuva attacks in the wild.

Hp: 14, Def: +4, Soak: 2, Move: Land 0'/Water 8', APR: 2, Frequency: Rare, Quantity: 3-8

Str: 0, Dex: +1, Cha: -1, Int: +1, Wis: 0, Con: +1

Skill Rolls: Sense +1

Treasure: Cuva Meat

Bite, +2 vs Defender

The cuva can bite a melee target dealing 1d8 damage. Critical bites cause 1d4 bleeding damage for 3 rounds.

Frenzy, Passive Ability

The cuva frenzy when there is blood nearby. They gain +1 critical attack and +1d8 damage for every bleeding target.

Diapsis Plant

Still and unmoving the diapsis plant lays in wait for passersby. Ambushing whatever gets too close to it the plant spends most of its time in a trance like sleep. There is not much more that the plant ever concerns itself with.

Hp: 28, Def: 0, Soak: 8, Move: 0, APR: 2, Frequency: Rare, Quantity: 1-6

Str: +3, Dex: 0, Cha: -7, Int: -4, Wis: -2, Con: 0

Skills: Sense 0, Stealth +2

Bite, +5 vs Defender

The diapsis plant can bite a melee target dealing 2d6 damage. Bite bypasses armor soak.

Vines, +5 vs Defender

The diapsis plant can wrap a close ranged target dealing 1d4 fall damage as the plant drags the target to self. Vines attack takes 3 actions to pull the target in and deals an instant Bite when it enters range. Diapsis plant uses Vines for ambush attacks and when used as an ambush it is performed as a combo attack with a Bite. Vines give +10 defender roll when no target is gripped.

Resistances, Passive Ability

The diapsis plant takes double damage from fire attacks and spells.

Draconia

The draconia are found almost entirely twenty feet from the bottom of the sea floor. They usually have dens in sea caves and patrol the areas near it. Mating pairs stay together and mate season after season. Usually they find each other before sexual maturity and are together years before they finally breed. Oddly enough as vicious as the draconia are there appears to be no infighting. Other draconia can freely enter any draconia territory without worry of a battle. They even seem to welcome the company though any predator from another species is assaulted on sight.

Hp: 144, Def: +4, Soak: 24, Move: Land 10'/Water 20', APR: 5, Frequency: Rare, Quantity: 1-2

Str: +4, Dex: +2, Cha: -3, Int: -4, Wis: -1, Con: +5

Skill Rolls: Sense +4

Treasure: Draconia Shell, Draconia Meat

Bite, +9 vs Defender

The draconia can bite a melee target dealing 6d6 damage. Critical bites deal 1d4 bleeding damage for 3 rounds.

Claw, +9 vs Defender

The draconia can claw a melee target dealing 3d8 damage. Critical claws deal 1d4 bleeding damage for 3 rounds.

Energy Beam, -1 vs Defender, 3 Action Cast

The draconia can blast a medium ranged target for 3d12 + 3d4 energy damage. Critical energy beams cause 1d4 energy damage for 3 rounds.

Elicerris

Elicerris are a species of snake that have four throat needles that they can fire out of their mouths like a dart. Each needle takes a day to replace. These serpents hunt the valgonni jungle during the daylight and rest in the cool night in borrows. They may live in mating pairs though the young leave after hatching.

Hp: 14, Def: +3, Soak: 4, Move: Land 6'/Water 4', APR: 2, Frequency: Rare, Quantity: 1-2

Str: +2, Dex: +3, Cha: -7, Int: -1, Wis: -3, Con: 0

Skill Rolls: Stealth +5

Treasure: Elicerris Throat Needle

Bite, +3 vs Defender

The elicerris can bite a melee target dealing 1d4 damage. Critical bites cause the target to fall to sleep for a round.

Squeeze, +3 vs Defender

The elicerris can constrict around a melee target dealing 1d6 damage per round as long as it is attached. Squeeze gives the elicerris +5 to its defender roll while it remains on the target and any critical hit against it will knock it free from the target. Squeeze bypasses armor soak.

Throat Needle, +5, Defender, Full Round Action

The elicerris can fire a needle from its throat dealing 1d4 damage to a close ranged target. Critical Throat Needle causes the target to go to sleep for a round and bypasses armor soak rate. When used as a successful ambush attack Throat Needle is always critical.

Elris

Elris are the tadpoles born in the lava pools of the valgonni jungle. They fill their spit sacks with the lava they live in to attack things that might try to harm them. After two years living in the pools they emerge with four legs, a hardened shell like skin, and their fins ready to fall off.

Hp: 12, Def: +2, Soak: 0, Move: Water 10'/Lava Pool 8', APR: 2, Frequency: Rare, Quantity: 1-15

Str: -7, Dex: 0, Cha: -2, Int: -3, Wis: -4, Con: 0

Skill Rolls: Sense -1

Treasure: Fire Stones, Elris Meat

Lava Spit, +3 vs Defender

The elris can spit lava at a medium ranged target dealing 2d6 fire damage. Critical Lava Spit ignites the target for 1d4 damage for 3 rounds.

Resistances, Passive Ability

The elris takes double damage from ice attacks and spells and water attacks or spells cause berserk on critical hits. They also have an immunity to fire damage.

Evdren

Living in the lower depths of the Catacombs of Eavashaw, the evdren spawn from the banks of the great lakes. The bipedal amphibians have mined out the lower reaches of Eavashaw to both craft weapons and armor for themselves and to create safer spawning pools for their young. As a rite of passage young evdren must tame a jooga fish, a task that claims many of their lives. They learn to fight in sync with their jooga fish and often die in raging battle if it is struck down. A savage people, the evdren battle the goraillians for territory nightly. The evdren never leave Eavashaw due to their sun allergies. Sunlight chars their skin and the intense pain it causes them easily results in death. That is the main point of confusion for the people of Phareahda, if the evdren ever took Phareahda they could not live there with the shafts of light reaching throughout the city during the day.

Hp: 60, Def: +4, Soak: 22, Move: Land 6'/Water 8', APR: 4, Frequency: Rare, Quantity: 1-8

Str: +2, Dex: +1, Cha: 0, Int: +3, Wis: +2, Con: -2

Skill Rolls: Blacksmith, Mining, Survival +5, Witchcraft, Alchemy

Treasure: Evdren Mace

Evdren Mace, +5 vs Defender

The evdren can strike a melee target dealing 2d8 damage. Critical strikes also expose armor for 3 actions.

Poison Bomb, +4 vs Defender

The evdren take advantage of their immunity to poisons and drop bombs under themselves during combat dealing 2d6 poison damage to a 10' radius for 3 rounds. Evdren warriors carry 3 Poison Bombs into combat.

Spirit Bolt, +7 vs Defender

The evdren can cast a bolt of 2d8 + 10 spirit damage once per round.

Resistances, Passive Ability

The evdren are immune to poison and have an allergy to sunlight taking 1d8 damage per action within it.

Forbuu

Most commonly a lost soul the forbuu demon can transform itself into its old form as a pacura. Very skilled at fighting, these demons make great enemies and allies. Rarely do they need it but some may use weapons as well as their bodies. Most try to blend in with their surrounds hiding in their pacura form. They retain most of their former personalities and may even live their lives as they would have before they died. The forbuu must be dismembered to keep them from rising again.

Hp: 81, Def: +6, Soak: 18, Move: Land 4'/Water 2', APR: 4, Frequency: Rare, Quantity: 1

Str: +2, Dex: +3, Cha: 0, Int: -1, Wis: 0, Con: +1

Skill Rolls: Sense +3

Treasure: Forbuu Head

Bite, 0 vs Defender

The forbuu can bite a melee target dealing 2d4 damage. Critical bites deal 1d4 poison damage for 3 round and bypass armor soak.

Strike, +5 vs Defender

The forbuu can strike a melee target dealing 2d6 damage.

Forearm Claws, +5 vs Defender

The forbuu can strike a melee target dealing 2d12 damage. Critical claws cause 1d4 bleeding damage for 3 rounds.

Eye Beams, +5 vs Defender, Once per Round

The forbuu can fire energy at a medium ranged target dealing 3d8 energy damage. Critical Eye Beams deal 1d4 energy damage for 3 rounds.

Resistances, Passive Ability

The forbuu are healed whenever they take damage from energy weapons or spells.

Halliran

The halliran are giant squids that roam the oceans. They are loners and normally only come together to mate. The eggs are left behind to fend for themselves and rapidly hatch. Most halliran do not reach adulthood but the reproductive rate is so fast the species still thrive. Adults have been known to attack vessels passing by in the night. Halliran generally stay in the deep open oceans and rarely venture into the shallows.

Hp: 266, Def: +7, Soak: 30, Move: Water 50', APR: 6, Frequency: Rare, Quantity: 1

Str: +6, Dex: +4, Cha: 0, Int: -5, Wis: -4, Con: +3

Skill Rolls: Sense +1

Treasure: Halliran Hide, Halliran Meat

Bite, +11 vs Defender

The halliran can bite a melee target dealing 3d8 + 60 damage. Critical bites cause 3d4 bleeding damage for 3 rounds.

Rush, +11 vs Defender, 3 Action Ability

The halliran can rush a medium ranged target dealing 3d10 + 60 damage. Critical rush knocks the target away to medium range.

Whip, +11 vs Defender

The halliran can whip a close ranged target dealing 3d8 + 60 damage. Critical whips trigger an instant Grip.

Grip, +11 vs Defender

The halliran can grip a melee target dealing 3d6 + 60 damage per round. Critical attacks done to the halliran will cause it to release any captive target. After 3 rounds of Grip the halliran will consume the gripped target.

Hasshee

The hasshee, the walking silhouettes are very adept at gymnastics and can readily be found working in circuses or as street performers. Hasshee are very adept as mages also. As the young hasshee mature they are given a madrari by their parent. The madrari triples the power of their magic. The madrari may be set in many types of jewelry though most commonly in necklaces. The hasshee tend to dress so that they stand out in a crowd. The madrari comes from their umbilical cord and does not yield as strong a result in other’s hands.

Hp: 45, Def: +8, Soak: 6, Move: Land 6'/Water 4', APR: 4, Frequency: Rare, Quantity: 1-2

Str: +2, Dex: +4, Cha: +5, Int: +3, Wis: +4, Con: +2

Skill Rolls: Bartering +7, Sense +6, Culture, Drive, Language, Maintenance +5

Treasure: Madrari

Semi-Automatic Pistol, +8 vs Defender

The hasshee can shoot a close ranged target dealing 2d6 damage.

Dagger, +6 vs Defender

The hasshee can strike a melee target dealing 2d4 damage. Critical dagger attacks deal a second strike as a combo.

Wind Tunnel, +8 vs Defender, 3 mp + 3 Actions

The hasshee casts a horizontal cyclone of wind in a direct line to medium range dealing 6d4 wind damage to all in the path.

Lightning Wave, +8 vs Defender, 3 mp + 3 Actions

The hasshee casts a cone of lightning to close range dealing 6d6 lightning damage to all in the path.

Frost Spears, +8 vs Defender, 3 mp + 3 Actions

The hasshee casts a ball of ice into the air that splinters into ice spears that deal 6d4 ice damage to a 6’ radius at medium range.

Gravel Vortex, +8 vs Defender, 3 mp + 3 Actions

The hasshee casts a barrier ring of swirling earth in a 10’ radius that deals 6d6 earth damage to any that pass through it for 3 actions.

Magma Bolt, +8 vs Defender, 3 mp + 3 Actions

The hasshee casts a ball of molten earth at a medium ranged target that deals 6d8 fire damage. Critical Magma Bolt deals 1d4 fire damage for 3 rounds to expose the target’s armor.

Madrari, Resource Item

The hasshee gain their spells from the madrari they wear giving them 14 mp to spend on spells. The madrari recharges 1 mp a round.

Jooga Fish

The jooga fish is not a fish at all but an amphibian. The live in the lower sections of the Catacombs of Eavashaw and are used as steeds by the violent evdren. Jooga fish have a pair of powerful arms and a prehensile tail to help them crawl up the catacombs. They have large eyes but rely mostly of their sense of hearing. For their body make up they are surprisingly fast and aide the evdren in their war against the goraillians.

Hp: 108, Def: +6, Soak: 16, Move: Land 6'/Water 8', APR: 5, Frequency: Rare, Quantity: 1-4

Str: +4, Dex: +2, Cha: 0, Int: -3, Wis: 0, Con: +1

Skill Rolls: Sense +3

Treasure: Jooga Hide

Bite, +7 vs Defender

The jooga fish can bite a melee target dealing 3d8 damage. Critical bites cause 1d4 bleeding damage for 3 rounds. Bite bypasses armor soak.

Tail Whip, +7 vs Defender

The jooga fish can strike a close ranged target dealing 3d6 damage. Critical tail whip cause Tail Constriction dealing 3d4 damage for 3 rounds and removing the target from combat while constricted. Critical attacks to the jooga fish cause it to release the constricted target.

Claw, +7 vs Defender

The jooga fish can strike a melee target dealing 3d6 damage. Critical claws cause 1d4 bleeding damage for 3 rounds.

Tongue Lash, +5 vs Defender

The jooga fish can strike a close ranged target dealing 3d4 damage. Critical tongue lashing pulls the target into an instant Bite.

Resistances, Passive Ability

The jooga fish have an immunity to water spells and a weakness to fire spells and attacks dealing double damage.

Khoonial

The khoonial are hunters born of plants. When they come of age their bark hardens, giving them a natural armor. Able to speak to the plants around them they have learned a bit of magic based in nature. They are also masters of stealth and are rarely detected before it is too late. They normally make their home in the Saloothian Forest.

Hp: 56, Def: +5, Soak: 15, Move: Land 6'/Water 6', APR: 3, Frequency: Rare, Quantity: 1-3

Str: +3, Dex: +2, Cha: 0, Int: +2, Wis: +3, Con: +2

Skill Rolls: Sense +7, Athletics +6, Survival +6, Stealth +5

Long Bow, +6 vs Defender

The kloonial can shot a long bow at a long ranged target dealing 2d10 damage.

Spear, +6 vs Defender

The kloonial can strike a melee target with a spear dealing 2d10 damage.

Rooted Regen, Passive Ability

The kloonial regenerates 5 hp per round while standing on earth or water.

Poison Mist, +7 vs Defender, Once per Battle

The kloonial can cast a poison mist dealing 3d4 + 12 poison damage for 3 rounds to a 10’ radius.

Swarm Bolt, +7 vs Defender, Once per Round, Medium Range

The kloonial can cast a swarm of insects at a target dealing 3d6 + 3d4 damage for 3 rounds. Swarm Bolt can only affect 1 target at a time and if recast the swarm moves to the new target.

Resistances, Passive Ability

The kloonial take down damage from fire attacks and spells.

Krowb

The krowb are a species of four legged birds. They resemble feathered big cats and have a pair of wings on their shoulder blades. They travel in packs of three with two males and an alpha female. The krowb communicate with each other through telepathy and usually plan attacks with one watching from the air while two others are sneaking through the grass on the ground.

Hp: 8, Def: +5, Soak: 2, Move: Land 6'/Water 2', APR: 2, Frequency: Rare, Quantity: 1-3

Str: +3, Dex: +3, Cha: +1, Int: +1, Wis: -2, Con: 0

Treasure: Talons

Talons, +4 vs Defender

The krowb can slash a melee target dealing 1d6 damage. Critical talons cause 1d4 bleeding damage for 3 rounds.

Bite, +4 vs Defender

The krowb can bite a melee target dealing 1d4 damage. Critical bites cause 1d4 bleeding damage for 3 rounds.

Throw, +4 vs Defender

The krowb can throw a close ranged target while in flight dealing 1d6 damage and throw the target 10’ away. The krowb can use throw at medium range for 2 actions.

Flight, Instant

The krowb can take flight as long as no enemy target is adjacent to them. While in flight the krowb gains +5 to attacker/defender rolls. Critical strikes knock the krowb out of the air and deals 1d6 fall damage when within 10’ of the ground and 2d6 fall damage from above 10’.

Animal Instincts, Passive Ability

The krowb gain +2 to Alertness rolls.

Lord of the Dead

The few lords of the dead lead their zombie hordes around Le’varia destroying and adding to their ranks. They wield a mental control over zombies turning them from mindless killers into purposeful warriors. The lords of the dead rarely see any of their own kind and when they do meet it is generally not on pleasant terms. Most meetings end with a fight to the death and the winner taking the loser’s horde into his own.

Hp: 104, Def: +5, Soak: 5, Move: Land 8'/Water 4', APR: 3, Frequency: Normal, Quantity: 1

Str: +2, Dex: +3, Cha: +3, Int: +3, Wis: +2, Con: +1

Skill Rolls: Necromancy

Treasure: Necromancy Charms

Strike, +5 vs Defender

The lord of the dead can strike a melee target for 3d8 damage.

Bite, 0 vs Defender

The lord of the dead can bite a melee target for 3d4 damage for 3 rounds. Critical Bite causes the target to gain the undead plague giving it 3 rounds to be cured before they become a zombie.

Inflict Pain, +6 vs Defender, 1 mp

The lord of the dead can strike a medium ranged target with 1d10 +8 shadow damage.

Summon Zombie, Passive Ability

The lord of the dead raises any target it kills in the next round as a zombie to fight by its side.

Crippling Grasp, +6 vs Defender, 3 mp + 3 actions

The lord of the dead can deal 1d6 + slow to a medium ranged target. Critical Crippling Grasp causes a 3 action stun to the target.

Command Undead, Instant Ability, Once per Round

The lord of the dead can command up to 20 of its horde as a single action for a variety of tasks and positioning them for battle.

Horde, Passive Ability

The lord of the dead grants his undead minions the Horde bonus. Giving them +5 to attacker/defender rolls for zombies and allowing the other minions to use the zombies for stealth and cover.

Magic Points and Arcane Fury, Resource

The lord of the dead starts battle with 11 mp and regenerates 3 mp per round. They can also store up to 2 Arcane Fury when they cast a spell that can be used to instant cast their next spell.

Resistances, Passive Ability

The lord of the dead is immune to death magic and fears. They also take double damage from fire spells and attacks.

Poga

Known as penguins back on Earth the poga went through a drastic evolutionary change after arriving on Dark Side. They found their way into the river systems of the valgonni jungle. Their bodies became used to the elevated heat and feathers changed colors to blend in with the jungle river systems. Poga spend most of the day in the rivers and sleep on the shores when night rolls around. Usually poga travel to new locations every day. During mating season poga meet deep in the valgonni jungle at the Akinao Lake to lay eggs and birth the next generation.

Hp: 25, Def: -4, Soak: 2, Move: Land 4'/Water 12', APR: 3, Frequency: Rare, Quantity: 3-30

Str: -6, Dex: -5, Cha: +2, Int: -4, Wis: -3, Con: -4

Skill Rolls: Sense +4

Treasure: Poga Meat, Poga Egg

Bite, +2 vs Defender

The poga can bite a melee target dealing 2d4 damage. Critical bites cause 1d4 bleeding damage.

Swimming, Passive Ability

The poga gains +20 dexterity and +6 attacker/defender roll while they are in the water.

Animal Instincts, Passive Ability

The poga have +6 to their Alertness rolls.

Raiser

Raisers are isolationist creatures avoiding each other and trying to stay away from the lords of the dead. Extremely vicious and so dangerous that people hope they never lay eyes on them. When two are in the same place only one will live and they patrol their territory all the time. Fierce in battle it is unwise to fight one alone.

Hp: 80, Def: +10, Soak: 18, Move: Land 10'/Water 6', APR: 3, Frequency: Rare, Quantity: 1

Str: +3, Dex: +5, Cha: -5, Int: -3, Wis: -3, Con: +3

Skill Rolls: Sense +1

Treasure: Raiser Hide, Raiser Head, Jewels

Claw, +7 vs Defender

The raiser can claw a melee target for 3d10 damage. Critical Claw strikes also hit an adjacent target if one is available.

Bite, +2 vs Defender

The raiser can bite a melee target dealing 3d8 damage. Critical Bite causes the target to gain the undead plague giving it 3 rounds to be cure before it becomes a zombie.

Charge, +7 vs Defender, Once per Round

The raiser can charge a close ranged target dealing 3d8 damage + 20% chance to knockdown.

Resistances, Passive Ability

The raiser has an immunity to death spells. They take damage from healing spells and double damage from fire attacks and spells.

Horde, Passive Ability

The raiser gain rage while under control of a lord of the dead. While under control the raiser has no defender bonus but gains +5 to attacker rolls and critical attack.

Raven

The raven is a swift moving predator on both land and air. They are extremely intelligent and hunt in packs. Some ravens have been tamed and are used as message couriers or guards. Because of their size before the fly they take a running start so they can get off the ground. They are able to land a lot easier by gliding to a halt. The ravens are mainly found in the grasslands of Coorvassi.

Hp: 35, Def: +8, Soak: 6, Move: Land 6'/Water 2'/Flight 16', APR: 3, Frequency: Rare, Quantity: 1-7

Str: +1, Dex: +4, Cha: +1, Int: +2, Wis: +2, Con: +1

Skill Rolls: Sense +6

Treasure: Raven Feathers

Bite, +6 vs Defender

The raven can bite a melee target dealing 3d8 damage. Critical bites cause 1d4 bleeding damage for 3 rounds.

Talons, +6 vs Defender

The raven can slash a melee target dealing 6d6 damage. Critical talons cause 1d4 bleeding damage for 3 rounds.

Throw, +3 vs Defender

The raven can throw a close ranged target while in flight dealing 3d8 damage and throw the target 10’ away. The raven can use throw at medium range for 2 actions.

Flight, Instant

The raven can take flight as long as no enemy target is adjacent to them. While in flight the raven gains +5 to attacker/defender rolls. Critical strikes knock the raven out of the air and deals 1d6 fall damage when within 10’ of the ground and 2d6 fall damage from above 10’.

The Flock, Passive Ability

The ravens can group in pairs for attacks to deal combo damage once per round. Flocks of an odd number have the odd raven fly high above as a spotter that keeps their targets from being able do use non-magical stealth.

Saludan

After emerging from the lava pools the saludan roam the areas near the lava pools and volcanoes. They return to their former homes from time to time to bathe and drink from the lava to fuel their fiery breath. They prefer their food cooked and this lengthens their lives considerable. The saludan are considered extremely dangerous and best for the un-experienced to avoid them.

Hp: 42, Def: +3, Soak: 18, Move: Land 6'/Water 6', APR: 3, Frequency: Rare, Quantity: 1-2

Str: +2, Dex: +1, Cha: -2, Int: -3, Wis: -2, Con: +2

Skill Rolls: Sense +1

Treasure: Fire Stones, Saludan Meat, Saludan Hide

Bite, +5 vs Defender

The saludan can bite a melee target dealing 3d8 damage. Critical bites cause 1d4 bleeding damage for 3 rounds.

Claw, +5 vs Defender

The saludan can claw a melee target for 3d6 damage. Critical claw strike causes 1d4 bleeding damage for 3 rounds.

Tail, +5 vs Defender

The saludan can strike a close ranged target dealing 3d10 damage. Critical tail strike causes knockdown to the target.

Fire Breathing, +4 vs Defender, Once per Round

The saludan can breathe fire to a frontal cone dealing 3d10 + 6 fire damage to all targets in range. Critical fire breathing causes 1d4 fire damage for 3 rounds.

Critical Rage, Passive Ability

The saludan bypass armor soak on critical strikes.

Resistances, Passive Ability

The saludan are immune to fire damage and take double damage from ice attacks and spells.

Savati Leech

On the constant search for food the savati leech can be found in and near most of the river systems in the valgonni jungle. Basically mindless eating machines their survival is based on numbers and regeneration.

Hp: 5, Def: -2, Soak: 0, Move: Land 2'/Water 8', APR: 2, Frequency: Rare, Quantity: 3-15

Str: -6, Dex: -4, Cha: -8, Int: -7, Wis: -7, Con: -5

Blood Suck, +1 vs Defender

The savati leech can drain a melee target for 1d6 hp + 1 bp. Blood Suck can increase the leech’s total health to a maximum of 15 and they gain + 1 soak rate for every stolen bp they absorb. While attached the leech gains +7 to defender rolls. Blood Suck bypasses armor soak.

Scion

The scions are widely regarded as the most annoying species on the planet. The scion’s lack of intelligence seems to know no bounds. Somewhere along the lines the scions saw one too many birds and just all of a sudden decided their arms are wings. Whenever the scion finds itself in the air it flaps its arm trying to gain altitude. Though because of this behavior many scion are lost to predators or plummeting to their deaths. The scions have an incredible ability to dodge attacks, which is good for them since they are dumb enough to walk right up to predators. Most injuries during battles with scion are actually from accidentally attacking one’s self or ally after a missed attack. The scions have caused several suicides from researchers trying to study them however. The problem being is the affirmation that anything could be that stupid. The jewel eyes of the scion are very valuable as well. They are found within the grasslands of Coorvassi.

Hp: 5, Def: +13, Soak: 0, Move: Land 6'/Water 2', APR: 2, Frequency: Rare, Quantity: 15-20

Str: -7, Dex: +8, Cha: -7, Int: -7, Wis: -7, Con: -7

Skill Rolls: Sense -6

Treasure: Scion Eyes

Bite, -7 vs Defender

The scion can bite a melee target dealing 1 damage. Critical bite causes decapitation to the target. Critical counter attack deals 3d4 damage.

Scion Cloning, Passive Ability

The scion creates a clone of self on any successful defense and 2 clones on counter attack.

Stroudgrimm

The stroudgrimm worship destruction of life. The only other thing they seem to care about is each other. They wander around the edge of trials in the forest killing those they can and hiding from those they can’t. They rarely use their staffs to attack and focus on magic. Some stroudgrimm are more adapt with magic than others. The stroudgrimm are considered adults after they take their first life around the age of five. Wandering stroudgrimm often find a home within the Queldi Nation. Most stroudgrimm are found in the Saloothian Forest.

Hp: 15, Def: +1, Soak: 6, Move: Land 4'/Water 6', APR: 2, Frequency: Rare, Quantity: 1-3

Str: -1, Dex: 0, Cha: 0, Int: +2, Wis: 0, Con: +1

Treasure: Various Jewels

Quarterstaff, 0 vs Defender

The stroudgrimm can strike a melee target dealing 1d6 damage.

Shadow Bolt, +5 vs Defender, 1 mp, Medium Range

The stroudgrimm can launch a bolt dealing 1d8 + 3 shadow damage.

Shadow Mist, +5 vs Defender, 3 mp + 3 Actions, Medium Range

The stroudgrimm can create a 10’ mist dealing 1d4 + 3 shadow damage for the round.

Talabasa

The talabasa are nomadic scavengers who trek across the valgonni jungle. The dog-men stay away from the deep of the jungle for fear of the tribesmen. They usually only stop long enough to rest unless a child is born, then the stop for a few weeks to take care of the child before scooping it up and traveling on.

Hp: 21, Def: +5, Soak: 3, Move: Land 6'/Water 4', APR: 2, Frequency: Rare, Quantity: 1-4

Str: +2, Dex: +3, Cha: -4, Int: -2, Wis: -1, Con: 0

Skill Rolls: Sense +2

Claw, +5 vs Defender

The talabasa can claw a melee target for 1d4 damage. Critical Claw causes 1d4 bleeding damage for 3 rounds.

Bite, +2 vs Defender

The talabasa can bite a melee target dealing 1d6 damage. Critical bites cause 1d4 bleeding damage for 3 rounds.

Blood Frenzy, Passive Ability

The talabasa gain +3 to hit and damage against bleeding targets.

Resistances, Passive Ability

The talabasa take double damage from fire attacks and spells.

Talooscka Rat

Talooscka rats are found hopping from tree to tree in flashes of blue light. Able to teleport a distance of twenty feet they are extremely hard to catch or fight. Some beings raise them as guard animals to protect their belongings.

Hp: 20, Def: +7, Soak: 8, Move: Land 8'/Water 6', APR: 3, Frequency: Rare, Quantity: 1-20

Str: -7, Dex: +3, Cha: +1, Int: -4, Wis: -3, Con: -4

Skill Rolls: Sense -1

Treasure: Various Shiny Objects

Bite, 0 vs Defender

The talooscka rat can bite a melee target dealing 3d6 damage. Critical bites cause 1d4 bleeding damage for 3 rounds.

Slash, +5 vs Defender

The talooscka rat can slash a target dealing 3d8 damage. Critical slashes cause 1d4 bleeding damage for 3 rounds.

Teleport, Once per Round

The talooscka rat is able to teleport to medium range to deliver an attack with a +4 attacker chance and bypasses armor soak. Teleport can also be used once per round to teleport away to close ranged on a successful defense.

Tymroc

The tymroc are a strange race of crustaceans that have a kinship with fire. During puberty the tymroc naturally unlock powers of the element of fire. Tymroc tend to stay close to their home city of Nemnoc located on the side of a waterfall deep in the saloothian forest. The temple of Chu’do lies at the heart of Nemnoc and is where tymroc gather for the monthly sacrifice. The tymroc sacrifices usually consist of criminals, wanders, military wash outs, and those disgraced in battle. In battle the tymroc objective is strictly to kill their opponent and compassion is considered a weakness that must be eradicated. Tymroc are also extremely territorial and attack travelers that pass to close to their land. Travelers are often captured for the sacrifices. Tymroc may be a fighter, mage, or ranger.

Hp: 27, Def: +4, Soak: 9, Move: Land 6'/Water 8', APR: 2, Frequency: Rare, Quantity: 1-5

Str: +1, Dex: +1, Cha: -2, Int: -1, Wis: 0, Con: +3

Treasure: Tymroc Head

Scimitar, +3 vs Defender

The tymroc can strike a melee target dealing 1d6 damage. Critical strike deals a second attack.

Short Bow, +3 vs Defender

The tymroc can shot a medium ranged target dealing 2d4 damage.

Defrost, +3 vs Defender, 1 mp, Medium Range

The tymroc can blast a target with a wave of heat dealing 1d4 + 3 fire damage. Critical Defrost ignites the target for 1d4 fire damage for 3 rounds.

Flaming Fist, +3 vs Defender, 2 mp, Close Range

The tymroc can burst forward toward a target dealing 1d6 + 3 fire damage. Critical Flaming Fist ignites the target for 1d4 fire damage for 3 rounds.

Flame Magic, Resource

The tymroc start battle with 2 mp and regain 1 mp per round.

Resistances, Passive Ability

The tymroc are4 immune to fire damage and take double damage from ice spells.

Valgonni Tribesmen

Living in small villages deep within the valgonni jungle the tribesmen are breed for war. They are very comfortable in trees thanks to their opposable toes. They also use those toes to wield their weapons while hanging from trees with their arms. The tribesmen males go out on daily hunts while the females do the cooking, cleaning, raise the children, and rule the tribe. The tribesmen are almost constantly at war with neighboring tribes over territory and with durro packs that happen by. When the tribal leader of a village dies the prospective future leaders of the tribe gather their husbands for the vishaus ritual. Their husbands are placed in the houngard or warrior pit to do unarmed combat. The wife of the winner becomes the new leader of the tribe. The houngard is also used for the rite of passage. The yunvaugh ritual places the young tribesmen in the houngard for armed combat with a group of armed prisoners. Usually between three and seven opponents face the future warrior. If successful the warrior is included in hunting packs and war parties. The most prized opponent for the yunvaugh is lycanthropes though the success rate of a battle with a lycanthrope is extremely low. The extremely rare percentages that can accomplish this feat are made leaders of war parties immediately afterward. This is a very rare event given the strength of the lycanthrope and the low chance even a war party has of capturing one alive.

Hp: 24, Def: +7, Soak: 9, Move: Land 8'/Water 4', APR: 2, Frequency: Rare, Quantity: 1-3

Str: +4, Dex: +5, Cha: +2, Int: -3, Wis: 0, Con: +3

Skill Rolls: Sense +2, Athletic +6

Treasure: Various Weapons And Leather Armor

Valgonni War Axe, +6 vs Defender

The valgonni tribesman can strike a melee target with its war axe dealing 2d8 + 4d4 damage.

Thrust Daggers, +6 vs Defender

The valgonni tribesmen can dual wield thrust daggers dealing 4d6 damage to a melee target.

Strike, +6 vs Defender

The valgonni tribesman can strike a melee target dealing 2d8 damage.

Bite, +3 vs Defender

The valgonni tribesman can bite a melee target dealing 2d10 damage. Critical bites cause 1d4 bleeding damage for 3 rounds.

Valgonni Rage, Resource Ability

The valgonni tribesman gain Valgonni Rage whenever they attack a target and can store up to 4 stacks of Valgonni Rage. When they use Valgonni Rage they gain +1d6 attacker roll, +1d10 melee damage, and -5 defender roll. They lose 1 stack per round and Valgonni Rage lasts until stacks have run out. Valgonni Rage can gain a stack during Valgonni Rage and cannot be ended while stacks are active.

Vormoth

The vormoth live mainly in zombie hordes but a few do stray away. Unlike zombies and raisers they do suffer fatigue and need to rest throughout the day. They run around on their finger tips and toes with one hand between their legs and one to the side. The vormoth hiss and growl to communicate with each other and they scream wildly when they locate prey so that the pack can join the attack. Hunters collect rewards off of vormoth heads at the borders of the dead zone.

Hp: 28, Def: +5, Soak: 2, Move: Land 8'/Water 4', APR: 3, Frequency: Rare, Quantity: 1-8

Str: +2, Dex: +3, Cha: -5, Int: -5, Wis: -5, Con: +1

Skill Rolls: Sense -2

Treasure: Vormoth Head, Various Tarryns

Scratch, +5 vs Defender

The vormoth can scratch a melee target dealing 2d4 damage.

Bite, 0 vs Defender

The vormoth can bite a melee target for 2d6 damage. Critical Bite causes the target to gain the undead plague giving it 3 rounds to be cured before it becomes a zombie.

Tackle, +5 vs Defender, Once per Round

The vormoth can tackle a melee target dealing 2d6 damage + 20% chance to knockdown. Tackled targets lose their defender bonus against other attacks.

Horde Stealth, Passive Ability

When in a horde the vormoth gain +5 stealth within the horde and +5 additional attacker roll while they are in stealth. Their stealth attacks bypass armor soak.

Resistances, Passive Ability

The vormoth take double damage from fire spells and attacks.

Weaver

The weavers are illusionists of great power. They read into a being thoughts and show them nightmares. They are very frail and use their magic to hide themselves. They are immobile when crafting an illusion and turn to the elements when they are discovered. Their skills typically go to the highest bidder though some have their own plans.

Hp: 44, Def: -6, Soak: 6, Move: Land 4'/Water 4', APR: 4, Frequency: Rare, Quantity: 1

Str: -7, Dex: -6, Cha: +1, Int: +6, Wis: +4, Con: -4

Skill Rolls: Elemental, Psychic

Treasure: Weaver’s Staff

Weaver’s Staff, +11 vs Defender

The weaver uses magic to strike a target at up to medium range dealing 4d4 damage and gains a bonus 4d6 damage to spell attacks.

Illusionary Field, Active Ambush Ability

The weaver uses the field to ambush and create a false environment to strike their targets. Illusionary field gives the weaver +11 attacker and +10 defender rolls until the weaver is damaged. Sense roll versus +11 can break the illusion for the character that successfully rolled and characters informed that there is an illusion gain +5 to breaking the Illusionary Field.

Xingzer Ozwald

The ambush predator xingzer ozwalds lay in wait near paths in the deep valgonni. The lizards are completely fearless they regularly ambush tribesmen and will attack even a lycanthrope without hesitation when they are hungry. They are very territorial and will howl their shrill roar when they since one of their own outside of mating season. Ozalds are even more dangerous when protecting a nest. Named for the first researcher to study them, he did not survive the encounter.

Hp: 14, Def: +3, Soak: 3, Move: Land 8'/Water 6', APR: 2, Frequency: Rare, Quantity: 1-2

Str: +2, Dex: +1, Cha: -7, Int: -5, Wis: -3, Con: +1

Skill Rolls: Sense -1

Treasure: Xingzer Ozwald Meat

Bite, +4 vs Defender

The xingzer ozwald can bite a melee target dealing 2d6 damage. Critical bites cause 1d4 bleed damage for 3 rounds.

Tail, +4 vs Defender

The xingzer ozwald can strike a melee target with its tail dealing 2d8 damage. Critical tail strikes cause knockdown to the target.

Zombie Warrior

Roaming around Le’varia these zombies are extremely dangerous. Warriors care about only fighting and very rarely bite anything still standing and engaging them. As the warriors roam they often stop to train with their weapon. Hunters take the warriors whole body in for rewards. After they verify that it’s real the hunter gets a substantial reward and gains respect among other hunters.

Hp: 56, Def: +6, Soak: 16, Move: Land 6'/Water 4', APR: 4, Frequency: Rare, Quantity: 1-6

Str: +4, Dex: +3, Cha: -5, Int: -3, Wis: -1, Con: +2

Skill Rolls: Sense +1

Treasure: 15-40 Tarryns, Piece of Leather Armor, Short Sword

Ancient Short Sword, +6 vs Defender

The zombie warrior can attack a melee target for 3d8 damage.

Strike, +6 vs Defender

The zombie warrior can strike a melee target for 3d6 damage.

Bite, +1 vs Defender

The zombie warrior can bite a melee target for 3d6 damage. Critical Bite causes the target to gain the undead plague giving it 3 rounds to be cured before it becomes a zombie.

Combat Practice, Resources

The zombie warrior starts with 4 Combat Practices and gains 1 per round. Combat Practices can be spent to give the zombie warrior +1d4 attacker roll, +1d4 defender roll(reactively), or to bypass armor soak. Only one Combat Practice can be spent per action.

Resistances, Passive Ability

The zombie warrior is immune to death spells. They also take damage from healing spells and double damage from fire spells and attacks.