Bestiary

Anamalian - by T.A. Saunders © 2010 v1.0

Stats
Creature Type Diet Activity Disposition
Animal (Reptile) Omnivore Nocturnal Highly Agressive
Socialization Special Talents Special Attacks Locality
Pack Hunters Chameleon ability, silent movement, immune to mental Bone quills (on the back), paralyzing poison stinger, highly acidic blood, frenzy Burning Lands (Sovereignty of Anthalas)
Longevity Class Type
up to 130 years 75% of Anamalians are Berserkers. 25% are Paragon Berserkers
Description The average anamalian is roughly 14 feet long and weighs around two hundred and fifty pounds. They vary in coloration in slight degrees, but most all of them have olive green scales from their large snake-like head, across their back to their tails, while their undersides are covered in a short, brown bristly fur. Eyes vary in color between yellow, red, amber and green. Some have reported anamalians with black eyes but this is a very rare trait and usually means the creature was born blind. The six inch claws affixed to the creature’s paws and the creature’s strange scorpion-like stinger are always black.

Lore Before the Cataclysm of D`Mir, anamalians simply didn’t exist. It is thought when the tremendous wave of chaotic magic swept outward from the doomed city, that many people and animals that lived in the D`Mirian Plains were forever altered in painful, abhorrent ways. A great deal of evidence suggests that the first anamalians may have once been the now extinct D`Mirian plains lions that were altered as a result of the massive chaotic magic wave. Whatever the truth of their creation, it is commonly known that the anamalian is quite high on the food chain in the Burning Lands. Known for being able to kill both lesser demons and Voraath, they are not to be taken lightly.

Anamalians are very successful pack hunters. Using their ability to blend in with their environment and various means of communication, including a frightening roar that can be heard over great distances, a more subtle thumping of their tails against the ground and other strange clicking and hissing sounds they are known to make, anamalians are both highly organized and highly intelligent. On more than one occasion, anamalians have been known to display even problem-solving skill in order to capture and corner prey. The average hunting pack is roughly six anamalians, though they have been known to hunt in packs as large as twelve and fourteen in some of the more treacherous parts of the Burning Lands. The pack typically has one anamalian that will herd their prey into a waiting ambush, which has been useful in taking down larger prey such as Sand Drakes, Desert Behemoths or the occasional treat of a lost caravan.

Anamalians, when attacking will usually open with their bone quills, situated along their back. These four inch quills are hollow and can cause profuse bleeding, if not removed immediately. This tactic is employed not only to soften up larger prey, but to put their blood-scent on the air for the rest of the hunting pack to close in on. Once the quills are fired, the anamalian leaps from its position and roars at the prey, snapping and slashing at it with claws in order to herd it towards the waiting ambush. Once cornered, the anamalians begin stabbing with their stingers to paralyze their prey. Once paralyzed, the prey is dragged back to the rest of the pack for consumption. Nothing goes to waste with an anamalian; bones, brain matter, cartilage — it’s all eaten. In times of little food, they have been known to eat trees and other foliage.

In a fight, anamalians are quite tenacious and will always try to force their adversaries into fleeing. Striking a wound on these vicious creatures is quite difficult due to their thick, almost dragon-like scales that appear everywhere but their underbellies. Making anamalians bleed is as dangerous as fighting the anamalian, due to their highly corrosive blood. Yellowish in color, it has been known to eat through boromandite plate armor in a matter of minutes and flesh in a matter of seconds. If that weren’t bad enough, a severe enough injury to the creature will cause it to go into a berserk frenzy where it will ceaselessly attack until it or its prey are slain.

Anamalians also mate and breed every spring, like most other animals. Males contest over un-mated females in vicious, but usually non-lethal fighting. As deadly as anamalians are, they seem intelligent enough to refrain from killing one of their own kind. A female can lay up to eight eggs, though the average tends to be around three to five. Mortality rate is very low as these eggs can survive in even drastic weather change and for obvious reasons, nobody but people looking to raise an anamalian for taming purposes will ever get anywhere near a nest. Particularly brave Sand Drakes have been known to chance smaller anamalian packs for their eggs, but such endeavors go well for the Drakes. Packs tend to roam a particular territory except during the mating season where a stationary place is chosen so that the eggs can be guarded more easily. This is usually a high place, such as a mountainside with a suitable plateau or cave niche that can be better protected against aggressors.

As previously stated, there are those who actively hunt for anamalian eggs, in order to raise them to be tamed. If such eggs are found the anamalian whelp that hatches from it will bond with whomever is with it at the time of hatching. Those who seek to train such whelps must prove their dominance from the moment they are large enough to walk around by themselves till about a year old. Any failure to do so by the trainer can lead to the anamalian whelp killing the surrogate parent, in asserting its own dominance. Beyond the year, the anamalian whelp will generally accept the surrogate parent and those he or she socializes it with. These individuals become its new pack and are treated as if they were anamalians themselves. Anamalians raised by people will protect that person with vicious tenacity, as if its pack were endangered. This makes them highly prized as Shar`Vaire pets to guard family compounds or homes.

Bloodshade - by T.A. Saunders ©2010 v1.0

Stats
Creature Type Diet Activity Disposition
Undead Lifeforce Any Hostile
Socialization Special Talents Special Attacks Locality
Solitary Incorporeal form, travel through shadows, shadow-melding. Possession, enervation, fear aura Wherever the original vampire was slain.
Longevity Class Type
Eternal until destroyed. Bloodshades will be whatever class they were as a vampire.
Description To see a bloodshade at all is a rare and dangerous thing. When they choose to show themselves, they will appear as a vaguely humanoid-shaped phantasm; a moving shadow that becomes impossible to detect visually in the dark, unless the vaporous fiend chooses to reveal itself.

Lore The bloodshade is the result of a powerful vampire being slain and the corrupt life-force of that vampire remaining in the mortal realm while the body is turned to ash. This is most often results when a vampire of significant magnitude is slain by arcane means, rather than divine means; without the condemnation of holy power or the bite of a blessed weapon, there is always a small chance that the blackened spirit of the vampire can remain.

Bloodshades have no social structure, no real part in the natural ecology of the world and do not have any particular means of reproduction. They are the dark impression of the vampire that was destroyed; a remnant if you will that lingers on, always seeking a way back into a body to serve as a vessel for its continuation of unlife. To this end, they will haunt the area where they were slain for up to two hundred feet in any direction and observe those who dwell in this area or travel through it. This range can be greater still if the Bloodshade is haunting a building of some kind; it will have free roam of the entire building, regardless of range, though it will never be able to leave that area. Bloodshade

Once a victim has been chosen, it will attempt to possess them by first overwhelming the would-be host, using their enervation talents to weaken the strength of their souls first. If the possession is successful, the victim's body will serve as a vessel for the bloodshade, allowing it access to all the victim's knowledge and memories, while simultaneously consuming the soul of the victim over the course of a week. After a week, the victim will become a vampire as strong as the one that was destroyed; furthermore, that vampire will have full command over the body it claimed. If the bloodshade possessed a mage and they were a warrior in their previous life, the bloodshade will now become a mage when they take over the new body. The process shows its progression over the course of the week; aversion to sunlight, garlic and a fading reflection all become apparent, but any attempt to cure vampirism will fail. The bloodshade must be exorcised from the body to reverse the process.

This can be resisted of course and doing so will make further attempts by the bloodshade more difficult to engage. Should it become evident that the bloodshade is simply not able to overtake their would-be host, they will attempt to kill them outright and feed upon their life energies to enhance their own strength. Once possessed however, roles are reversed and it becomes more and more difficult for the one possessed to retake their body. By the end of that week, it becomes nearly impossible to break the control.

If there is a need to deal with multiple attackers, a bloodshade will use their fear aura to scatter its enemies, while using its ability to meld with the shadows so it can manipulate any object within fifty feet to throw, stab or otherwise injure with if possible. In this shadow-melded state, the bloodshade is everywhere there is a shadow within that fifty foot radius. It will often possess the tactically best choice from those attacking and turn that individual against the other attackers. This is not always a permanent possession, but can be if the bloodshade feels that the person in question suits their needs.

Bloodshades cannot communicate with the living, save through Speak with the Dead kinds of spells, or if they possess a person, they may speak through their chosen vessel. They can also manipulate a quill of some kind to write out their thoughts, but these sorts of messages are very short and written poorly as it is difficult to have fine control over an object using the shadow-melding talent. Usually, any attempt to communicate with a bloodshade will end with unadulterated rage and attack, unless it serves the bloodshade to communicate, lull and make its potential victim relax

If it becomes evident that a bloodshade is not going to win a confrontation, they are able to move seamlessly through shadows, though various forms of undead detection will reveal their location. They can be exorcised from a locality in the same manner they can be exorcised from a person. It is also possible to turn a bloodshade, but doing so is much like attempting to turn a powerful vampire and will have the same slim chances of success, unless the individual doing so is extremely powerful in the strength of their chosen deity. They are wounded by blessed silver, magical weapons, Witchfire and most importantly, sunlight. Exposure to sunlight will give a bloodshade one round of combat to escape or be destroyed forever.

Brain Eel - by T.A. Saunders ©2010 v1.0

Stats
Creature Type Diet Activity Disposition
Insect (Parasite) Herbivore while an adult, carnivore as larvae Seasonal None (unintelligent)
Socialization Special Talents Special Attacks Locality
None Blend with an environment Paralyzing toxin Irys, southern Shalzaar and southern Tal`Rah
Longevity Class Type
Length of the Lasa and Nisa seasons All Brain eels are considered assassins.
Description The brain eel isn't an eel at all, but rather a small parasitic insect, roughly three centimeters long and roughly a centimeter in diameter. They are often a mottled brown or an olive green, but this can change depending on the environment. There have been brain eels found that were bright green, sitting on an orashoo fruit, to match it.

Lore Brain eels are perhaps one of the most lethal insects in all of Imarel, for its ability to drop onto the shoulder of an unwary victim, paralyze them with its toxic bite, then proceed to pull its way into the ear or the mouth of the victim, using its fore-claws. Once it has burrowed its way inside the skull, the brain eel will work its way to the brain stem where the several tendrils at its tail are used to lay several dozen eggs. The brain eel will exit the skull at this point and attempt find a new location in which it may go dormant until roused again.

The eggs hatch into one to two weeks, where the brain of the victim serves as a sort of incubator for the young, as well as nourishment. These larvae voraciously devour the brain tissue which can have any number of effects on the unwitting host, though most commonly this is insanity, brain damage and delusions until either the larvae are destroyed somehow or death occurs. Larvae mature quickly in any event and will leave the host's brain in three to four weeks from hatching, dead host or not. Most people with brain eel larvae eating their brain tissue will not survive more than a week, though there have been cases that some have survived as long as two, before succumbing to this horrible way to die. The final days are filled with suffering and pain that fails most description as the victim's mind is being devoured from within.

Typically, a brain eel prefers a very warm and humid climate with lots of vegetation, such as the low-hanging branches of a tree. During this stage in their life cycle, they gorge themselves on tree leaf material, sap or fruit pulp then go dormant. It is during this dormant cycle that they begin to internally fertilize eggs, as they are asexual creatures. It is here they wait, blended in with the branch or leaf they settle upon, until somebody or something suitable passes under them. Their large, photo-receptive eyes can detect changes in light by large moving objects, like people ore animals. This change rouses them from being dormant whereupon they prepare to drop onto their victim. The brain eel seems at least capable of distinguishing daylight from night time, therefore does not start randomly dropping off branches when the sun sets.

Once the adult has seeded young into a host's brain, the cycle continues again for the length of Imarel's warm seasons, whereupon most brain eels die. In perpetually warm climates such as Irys where the change of the season does little to affect the climate, they are active year round, for a year before dying. This makes them far more prevalent on Irys than anywhere else on Imarel, but they do show up in very warm and humid places in southern Tal`Rah, such as Sundown and New D`Mir.

Corpse Worm - by T.A. Saunders ©2010 v1.0

Creature Type Diet Activity Disposition
Abomination Carnivore Nocturnal Extremely Agressive
Socialization Special Talents Special Attacks Locality
Solitary Zombie Factory, Underground Movement, Blind-Sense, Miasma Slime Swallow Whole, Tremor, Pitfall Origin Unknown, but can be found anywhere.
Longevity Class Type
Ten years or less. 100% of Corpse Worms attack as Necromancers.
Description The Corpse Worm is something entirely unfit for nature in disposition and simply living, however its basic, external appearance, while in a neutral territory, is similar to a large earthworm. It can grow to up to thirty feet long and has an earthy brown coloration beneath the layers of filthy film and dirt coating its body. Its mouth, disturbingly, is partially visible; while normally concealed, when it reels in its tongue, the two flaps forming its mouth unfold into a disgusting, toothless maw. While its mouth lacks literal teeth, there are serrated muscles spanning its mouth and esophagus, used to both cause damage and immobilize prey while the victim is being digested.

When deposited in a graveyard, its natural home, it will take up a much more malicious and foul appearance. Alongside its dirt coating comes a slew of bones and rotted flesh and organs. Upon first inspection, identifying its mouth from its tail may prove troublesome; at the very tip of its tail is a disgusting parody of life, which, while naturally meant to expel feces, is large and wide enough to expel a body as well, playing into its name as a Corpse Worm.

Lore The Corpse Worm was not born of any form of nature, instead being formed and birthed solely by dark magic. While at first blaming necromancy is the obvious answer, this foul creature is entirely organic. The very few magi who have ever glimpsed a living one often compare it to Voraath in essence, blaming the occasional rogue Shar`Vaire necromancer  their continued existence. A major difference between the Corpse Worm and Voraath, however, is the underlying lack of sentience. They cannot understand any sort of communication beyond varying degrees of failure with Wild Speak, not even their creator's orders, which is why they are immediately released to where they are meant to terrorize. Despite being able to vaguely comprehend Wild Elves such as an earthworm could, they are violent and cannot be swayed in their actions, as they act solely on instinct and drive to survive; they must consume corpses for nourishment.

Allegedly a product of misused Asyndi Magic fueled by Necromancy, they exist solely to create undead. After being either born or released within a graveyard, they immediately burrow into the ground, seeking out the most fully formed and exposed corpses with which to consume through its mouth and expel from its vulva-shaped tail, creating a zombie. Well-formed or fresh corpses will also occasionally form a ghoul, the rarest, most vengeful returning as a ghast. These undead are without masters and will seek only to devour flesh and grow in power, however they will rarely go further than ten miles from where they were spawned.

A creature such as this is likely to be hunted and killed once located, so it is outfitted with its own defenses. The most obvious danger is its mouth, which is liable to consume a dim-witted attacker and produce a ghoul from their body with which will inevitably assault their own former allies. However, it are also able to use their bulk to strike attackers, a body so invariably horrifying that it could leave its victims with mental scars should they survive regardless. Beneath the ground, they are nearly undetectable unless moving swiftly, leading to their ability to conceal itself from those who seek to destroy it. Should the Corpse Worm ever be able to position itself below its prey, it may either cave in the earth around it to drag its victim down into its subterranean hell of a home or simply choose to consume them directly with its mouth.

Owing further to their creators, Corpse Worms are also outfitted with a sticky slime that coats their bodies, a sorcerous protection that protects them from minor magic and eats away at weaponry, preventing them from being easily wounded. The film also allows for easy movement beneath the ground, which easily gives way due to the creature's sheer strength coupled with the acid-like goo.

Devil's Fog- by T.A. Saunders ©2010 v1.0

Creature Type Diet Activity Disposition
Demonic Life-Force Nocturnal Hostile
Socialization Special Talents Special Attacks Locality
Solitary Blend with Fog, Shift Ethereal, magic/blessed weapons required to hit. Suffocation, Enervation. City of Sundown uncommonly, elsewhere rarely.
Longevity Class Type
Eternal until destroyed. 75% attack as Warlocks, 25% as Paragon Heretics.
Description Devil's Fog is indiscernible from normal fog until it chooses the moment in which to strike. At this moment, the victim or victims can see the vague shapes of faces that represent those unfortunate enough to have fed the fog before. Along with this faces, often hands of mist can be seen reaching out of the moving fog bank, attempting to snare the victim within its spectral clutches

Lore There have been many legends surrounding the origin of the Devil's Fog, though the most popular one states that the fog was here much longer than Sundown itself, having been some foul brume of the Abyss let loose by the ancient Shar`Vaire in the Battle of Mithrys, against the invading Dragons. With half the city reduced to rubble and another sizable portion dropped deep into the ground, none remained to call back the spectral mist, so it lingered for thousands of years, feeding on the souls of those unfortunate enough to cross its path.

Little is actually known about the social behavior of the Devil's Fog. No one has seen a gathering of their kind, so it is assumed that they are solitary and avoid others of their ilk. There have been episodes where two or three banks of Devil's Fog have been encountered, but this has largely been out at sea and off the coast of Sundown, suggesting that perhaps like sharks, they will converge for a kill but never remain as a unit after that. Banks of Devil's Fog have never been known to fight amongst their own, though given the difficulty in finding them unless they reveal themselves, it is difficult to say whether they have any form of territorial dispute.

Typically, Devil's Fog will linger in a bank of normal fog during the night and lurk until it can find a victim that can be easily taken with minimal effort. It is here the fiendish mist reveals itself, moving against the wind or separating itself from the normal fog in which it lingers and attempts to quickly envelope its victim. Once enveloped, it will seek to fill the nose and mouth of its prey and attempt to use its Suffocation talent to snuff out its prey's life (a process of which takes only 3 rounds). When the victim falls into unconsciousness and death is all but assured, the Devil's Fog will then use its Enervation talent to devour its victim's life energy, until no bit of the person's soul remains. A person killed in this manner is easy to recognize, for the wide-eyed, horrific stare and the gray cast to the skin such victims have. Should it be necessary, Devil's Fog can engage up to five people at once in this way.

Because of its infernal origins, Devil's Fog can be turned back by a priest or a crusader in good standing with their deity, warded off by a seer, or banished (or possibly summoned) by an occultist. Furthermore, a particular crafty seer or occultist could actually bind a Devil's Fog into dark service, with the proper rites. Doing such an act however is employing an infernal power and seers of lawful persuasion will be punished in some way for calling upon such fiends. They are completely impervious to normal weapons of any kind, but can be struck with magical or blessed weapons with normal effect, despite the fact they are essentially insubstantial creatures.

On the rare occasion a Devil's Fog requires a means of escape, they are able to Shift Ethereal and appear to have dissipated entirely, when in fact they have simply become incorporeal and have moved to retreat across the Ether. Beings with the ability to see into the Ether may still pursue Devil's Fog in this state, but must become ethereal as well in order to do so. Such a chase is risky however, as the fiendish mist is triple its normal strength while lurking in the Ethereal Plane.

F'Har - by Maere ©2013 v1.0

Stats
Creature Type Diet Activity Disposition
Celestial N/A Cathemeral Benign
Socialization Special Talents Special Attacks Locality
Solitary and Group Momentum Dampener, Moment's Reprieve, Merciful Touch Enthralling Performance Indaris
Longevity Class Type
Eternal until destroyed Minister of Mercy, Paragon 15% of time
Description Frangible beauty is an appropriate descriptor for the F`Har (pronounced Farr), though appearances can be misleading. Their humanoid frames are delicate and willowy, skin so fair as to be the slightest bit translucent. Each and every F`Har is the a perfect blend of comely and homely, features soft and attractive without being overdone.

Despite their otherworldly origin their eyes are more humanesque than those of the Asyndi, perhaps in an attempt to better present themselves to a multitude of races, though their irises’ color spectrum still synchronizes with that of the Quar`Vess’s eye color. Whichever is chosen at the moment of their divine conception, it remains the same throughout each individual F`Har’s existence. The same color likewise radiates softly from their bodies akin to a hallucinatory aura, casting the svelte entities in soothing pastel shades despite their inherent fairness.

Perhaps the most iconic thing about the F`Har is their wings, each and every white feather a pristine symbol of the Spirit of Mercy’s warmth and compassion for all beings. Otherworldly as they are, the average F`Har summoned by an occultist or priest is unlikely to present itself clothed regardless of gender, though they may permit themselves to be confined to such trappings if requested.

Lore Comparable to how Outlanders oft describe angels, the F`Har are celestial entities whose purpose is to spread kindness and mercy throughout Imarel. Rarely seen outside of the Shining Heavens where they tend to the ascended dead and console them until the arrival of their loved ones, most of their presence on the Material Plane is through legend and folklore. Ancient depictions of the Shining Heavens as art show them as beings of superb beauty, and quite often figurines in their likeness end up on Yule trees throughout Imarel. F`Har’s allegiance is to the Spirit of Mercy, whose presence on Imarel is a constant yet woefully weak one; for this reason, they are rarely summoned to the Material Plane.

Amongst those who worship Infernal powers, the corrupted feathers of a slain F`Har are used in the darkest of summoning rituals. To use such a thing invariably seals one’s descent to Xos, and even squeamish worshippers of the dark would never consider such a sin.

F`Har are often mentioned in song, especially in religious hymns, due to their beautiful voice. While subject to speculation, legend has it that a choir of them once descended from the Shining Heavens to aid a priestess to the Spirit of Mercy who ran afoul a brute of a Berserker, and that aria breached the Berserker’s bloodlust to pacify him. The wildman became docile, and aided the priestess in her duties until the end of his days. Whether-or-not this is true, their singing is indeed a marvel to behold. (Enthralling Performance: -20% to the attack rolls of all who can hear within 20').

Beyond their pacifying voice however, the F`Har’s combative use is minimal at best. They possess legendary naivety, bordering on that of a child’s, and such innocence that the sight of death and destruction often goes them to do little more than flee. When forced or otherwise convinced though, they have an array of defensive and support abilities helpful in cases such as the defensive side of a siege.

Drawing upon the power of the Spirit of Mercy, F`Har are able to produce a Momentum Dampener something akin to an ablative bubble around either themselves or a single individual, that both reduces the impact of force or energies dealt and received, effectively providing defensive properties to those whose objectives are nonaggressive. Warriors and magi would undoubtedly shun such a boon, as it would reduce their own effectiveness as well. (Momentum Dampener: All damage dealt and reduced is reduced by 50%, or outright nullified if already minimal).

Unsurprisingly F`Har also possess potent healing powers, their seldom-produced miracles on par with that of the Spirit of Mercy’s ecclesiastics. By laying their hands on an individual, they may nullify crippling effects such as paralysis, poisoning, the temporary loss of a sense, or blood loss as well as heal potentially life-threatening injuries in the blink of an eye using Healing Touch. This boon is supposedly draining on them however, due to the necessary interface with mortal by an immortal. (Healing Touch: Remove negative effects and Serious or Critical Wounds without err, once per day).

While unconditionally benign, a F`Har being harassed or otherwise attacked may enact a Moment’s Reprieve to render their assailant unconscious. While unconscious in this manner, the victim is both unable to stir nor sustain damage from any non-Infernal source, effectively removing them from the equation. This is typically used by a F`Har to retreat from a battlefield. It has another use in being able to place an injured or dying ally in a similar stasis, stalling their demise so that they may be healed thereafter. (Moment’s Reprieve: Stun an unwilling target for 1d3+1 rounds at a flat 75% success rate, rendering them immune to non-Infernal damage until it disperses, or stun a willing target for 1d3+1 hours to protect them from non-Infernal damage and delay death from injury, once per day).

Gecola - by T.A. Saunders ©2010 v1.0

Stats
Creature Type Diet Activity Disposition
Animal (Reptile) Omnivore Nocturnal Aggressive
Socialization Special Talents Special Attacks Locality
Solitary Sticky Feet, Tail Regrowth, Elastic Tongue Tri-horn Nerve Poison, Paralysis Saliva Burning Lands (Sovereignty of Anthalas)
Longevity Class Type
May live up to 25 years. Gecola attacks as Soldiers
Description The Gecola is a large, thick-hided reptilian that can grow to be up to three feet long. Contrasting the scales of most reptiles, the creature has notably uneven and jagged arrangements, something that gives it a rugged and agitated appearance.

Color-wise, it is usually found with a sandy or brown mat to its scales, camouflage something necessary in a place as unforgiving as the Burning Lands. Making up for a third of its body is a slim tail, peculiarly lacking the jaggedness of the rest of its body in-favor of being far more smooth.

At the end of the elongated tip is a pair of luminescent bulbs that, in the dark, could easily be passed off for its eyes. Its feet are also somewhat more forgiving, the stocky appendages ending in pronounced little pads it uses to scale walls. Usually, its eyes are similarly-colored to its scales, drifting between a dirty yellow and dark amber color. Situated above its eyes and a top its nose are a trio of spiraled, straight-forward horns that usually hold a sharp black pigment that dulls to silver with age.

Lore Scholars have agreed that the Gecola was something born of the Cataclysm of D`Mir, likely a mutation of a gecko-like creature that used to inhabit the now-ruined plains. The warped animals usually have a sandy or brown scale coloration, however they are notable for taking on a color best-fitting to their surroundings.

Gecola kept in captivity will usually change to fit their new homes, whether inside or outside. It has a multitude of unusual traits that make it well-adapted to living in the unforgiving Burning Lands. They have specially adapted feet, lined with microscopic hairs that allow it to effortlessly scale walls, even things as smooth as marble.

To evade predators, they often make use of their tail, the seemingly most exposed portion of their body, as a lure to catch a predator's attention. When something latches onto its tail, the Gecola will contract its muscles, snapping the tail loose and fleeing to safety while its aggressor wrestles with the lost tail. Another development, likely the oddest of them all, is its peculiar tongue. While normally used to clean itself and its lidless eyes, the saliva it produces causes astute paralysis when it comes in contact with the exposed flesh of those unfamiliar with it.

The three horns situated upon its head also hold a deadly nerve toxin, which it uses to incapacitate small prey before consuming them. Against larger creatures, namely humans, while it is unlikely to kill them outright, the incoherence and weakness coupled with its own natural environment is likely to lead to a slow death, wandering amongst the Burning Lands while hallucinating wildly.

While often aggressive towards those who invade their territory, Gecola are, despite their doom-bringing venom, treated as a good omen in the Burning Lands; if you find a Gecola, it means there is something nearby to actually support life, although whether one can find the source or not is questionable. Outside of breeding, finding more than two or three in an area is rare, especially because of the scarce amount of food in the Burning Lands. They have, in times of starvation, actually been known to eat one another if no other nourishment can be found.

One of the bad things about laying eyes upon one, however, is that there may also be predators nearby. One of their most long-hated enemies are the Anamalian, whose cunning and intelligent disposition allow them to seek out the smaller lizards in their hiding places beneath rocks and in holes, as well as nullifying their last line of defense held in their tails; the vicious creatures have seemingly passed along the falseness of their tails genetically, as Anamalians will always strike straight for the neck as opposed to pouncing upon the tails.

Occasionally their horns and the venom produced within, find their way onto the black market, likely harvested by Masoq who find them useful for single-use daggers or poisoning things. Due to their exotic shape they are, rarely, chosen by some as a pet, however most choose to purchase them with the poison glands behind their horns removed for safety against the toxins inside. They are highly adaptable to different environments except for frigid locales, where they are unable to claim the necessary heat and sunlight for activity.

Giant - by T.A. Saunders ©2010 v1.0

Stats
Creature Type Diet Activity Disposition
Humanoid Omnivore Any Depending largely on the tribe of giant: Kashalans will be aloof, distant while Hidulans will be hostile
Socialization Special Talents Special Attacks Locality
Complex socialization.  Scaled Down Damage, Impervious to non-magical weapons/attacks  Quaking Stomp, Crushing Blow  Zoda, Tirania, and Miroa. 
Longevity Class Type
Between 200 and 225 years on average.  (Hidulans: Berserker 75%, Shaman 25%. Kashalans: Soldier 30%, Witch/Warlock: 30%, Mage of some sort, except necromancer 40%).

Description Art by C. SteeleGiants are roughly seventy five feet tall for the males and sixty feet tall for the females of both tribes. Kashalans (or Mountain Giants) have snowy white, silver or sometimes pale blue hair, while Hidulans (or Plains Giants) will have red, auburn, brown or black hair that will eventually gray. Eyes match the hair in all cases, with very rare variations to occur. All giants weigh in at over twelve tons for the males and ten for the females. Kashalan Giants have a refined sense of clothing and are often found donning elaborate Xannti scale armor, or finely crafted robes. The more primitive Hidulan Giants will wear whatever they can cobble together, often donning patchwork armor make from stone and leather, sometimes armor made from mundane metals, such as iron and bronze.

Lore After the giant clans were separated by Zorah and Kaal, it had been the collective agreement of the Kashalans that while they did not embrace their father's murderous ways, they also had no interest in following the edicts of the Old Gods, wishing only to live and create in peace, free from the influences and troubles of the Gods and the other mortal races. Content that this was the best possible outcome, the Old Gods respected this wish and troubled the Giants of the Mountain no longer. Because of this, to this day the Kashalan Giants worship no deity and have no priests or knights amongst them. They are however very capable magic-wielders, having a very similar style of spell-casting to the Asyndi, to whom they are distantly related, thanks to Hidul's use of Kasha's body in the dark rite that created the giants.

Nearly all of the Kashalan Giants that practice magic, are some sort of Elementalist, favoring Air Magic for combat and Water Magic for both defense and healing. It is rare indeed that their skills with combative magic are tested however; they remain removed from the world for the most part, save for trade they enjoy with the Kaal`Kor Dwarves of the Hammerspark Clan. They are philosophers, scholars and students of the Cosmos, having little care for the troubles elsewhere on Imarel. Because of this focus on knowledge over bloodshed, the Kashalans' only city, Jhormdir is said to have splendor rivaled only by Farwind and the long-lost city of D`Mir. Fashioned entirely from ice by the Kashalan Elementalists, it is said that the vast City of Giants can be seen gleaming in the sun, for those who travel to the crown of the world.

Those Kashalans that do not become Magi entertain a more militant lifestyle, training mostly in defensive tactics to make safe their homes and to keep themselves safe when they travel Imarel. While it could be argued that there are few things that could harm such immense creatures, the most far-traveled have encountered the demons of the Burning Lands and the legendary Vocorian Titans of Vocor, to whom even they are small by comparison. So understanding how to fight and defend one's self is still relevant to the Kashalans. These sorts of Kashalans are referred to as Guardians and make for the majority of guards and protectors Jhormdir has.

The Hidul by comparison do not have any Magi amongst their kind; nearly all are warriors or berserkers, who are led by a tribal seer, who acts as the spiritual compass for his or her tribe. Hidulans have no permanent settlements, or cities; the Giants of the Plains prefer to make temporary settlements that can be easily abandoned or disassembled, in order to be moved elsewhere. This is largely because Hidulans spend the majority of their time attacking other Hidulan tribes, or attacking Masoq, Voraath or Northlander tribes when they encounter them. It is also not uncommon for these Plains Giants to attack cities if they have sufficient numbers. With the advent of gunpowder and sorcerously-aided cannons, these sorts of attacks have lessened a bit.

When they aren't attacking, plundering and pillaging, Hidulans spend their time crafting weapons (which they are surprisingly good at) and hunting for food and supplies. Because of their sheer size, it isn't difficult for them to hunt an entire pack of wild Lasher or Kavah alone for their meat and pelts. Little else occupies their time; they are creatures bent to warfare and the exploitation of other races. Unlike their knowledgeable kin, The Hidulans are slow-witted, but cunning and deceptive. They aren't generally afraid to bully Humans or Masoq to serve them as a rag-tag army, or as servants.

Just as the two giant clans have very different ways of life, they also have very different mating and family customs. Kashalans will choose one mate for life, then add to an extended family which can span three generations or more. The eldest male is the head of this household, until either he dies, or abdicates to the next eldest male. Hidulans are not known to marry at all, being content to simply take one of their women (against her will if necessary) and leave her to deal with the result of their union. Hidulan women are expected to raise their children alone and do nothing but raise their children and provide for them. There is no recorded history of a female Hidulan ever donning armor or entering battle (though there have been more than one female tribal leaders).

Both clans of giants are similar in their abilities in combat, each being able to cause a Quaking Stomp with their feet, that causes a major ground tremor for fifty feet around the giant. These stomps are strong enough to upend poorly built structures, startle pack animals into flight and knock people off their feet. They are also able to flail with their fists, delivering a Crushing Blow to their enemies. The force of these swings is such that it has a 25% chance to kill the victims of this swing outright for the sheer magnitude of the impact. Failing this, substantial damage is still accrued from such a brutal hit. These sorts of forceful swings can be used to topple building, with a 25% percent chance to send a non-magical structure tumbling to the ground.

Because of their immense size and power, all giants are entirely impervious to non-magical weapons of any kind. Furthermore, the damage from magical weapons and spells suffers a degraded effect against giants. A fireball or a blast of lightning from an Elven Mage for example, might do incredible damage against an Asyndi or a Human, but against a giant, it will be 50% less effective, unless the spell can generate a comparatively larger effect (such as giant-sized fireball, or a blast of lightning from the sky, rather from one's own fingertips). Congruently, a giant using magical effects and attacks on smaller humanoid races as a 50% greater effectiveness.

Hellion of the Pits- S.A. Robles ©2017 v1.0

Stats
Creature Type Diet Activity Disposition
Infernal Carnivore Cathemeral Hostile
Socialization Special Talents Special Attacks Locality
Solitary Quickened Regeneration, Unnatural Strength, Unnatural Toughness Consumption, Bisect/Emulsion Larva Pits of Xos, the Frozen Dark
Longevity Class Type
Eternal until destroyed Death Caller, Paragon 50% of the time
Description Hellions of the Xosian Larva Pits are among the most monstrous Xosian humanoids to be found in the Frozen Dark, averaging 20' when standing at their full height and weighing no less than a ton while bare: even more if armored. Due to the great strain of their proportions, though, Hellions are typically depicted as submerged up to the waist in the Larva Pits of Xos, oblivious to the ravenous larva slithering in the primordial ooze and gnawing at them. They are grotesque beasts with sagging and slimy skin pocked with calluses, scars, and wounds: fresh and festering alike.

While possessed of largely humanoid features, with sinewy and knotted black hair, two hollow eyes that smoulder with insatiable hunger, and vertically slitted nostrils, a Hellion's mouth is deformed beyond comparison to that of a human: lower jaw dislocated and sagging limply from the upper one's tendons, jiggling about as the monster moves. Oftentimes the lower jaw is totally absent, with the Hellion having ripped it off to fit something too big to squeeze into its maw down the esophagus. The weapons they use naturally are nauseating, comprised of a mixture of still-writhing Xosian larvae and the occasional mortal sacrifice that drops into the Pits, crushed together and contorted like lumpy mud into crude bludgeoning instruments.

Lore Born most from the indomitable souls of gladiators, Hellions of the Pits will also sometimes form from the vestige of slaves who spent their entire lives knowing naught but hunger and were ultimately consumed by their own insatiability, or cannibals who died unfulfilled. Whereas most Larvae will roam the Pits for decades, if not centuries to acquire the necessary sustenance for apotheosis via cannibalizing each other, some especially ravenous and aggressive ones reach the threshold in short order: too soon for any bastions of their mortal psyches to assert themselves, and although they transmogrify into a superior form their minds are left forever broken and undeveloped. Incoherent and broken, they continue to rampage throughout the endless sprawl of the Larva Pits with a mindset no different than the worms writhing beneath them.

Due to their stunted psychology, Hellions have little in the way of abilities that set them apart from other Xosian entities. The only things the monstrosities excel at is brutality and durability, but these are two things they do exceedingly well. Short of the Giants and Dragons, there exists no modern race or species capable of besting a Hellion in one-on-one combat, regardless of what armaments they might have. Their obscene strength is enough to bend even untempered Vocorium with relative ease, and Ancient Bane won't take noticeable effect before they have paved a trail of gore across the battlefield upon which they were summoned.

However, there exists one pressing weakness that is a side-effect of their great size. The otherworldly physiology that normally allows extraplanar beings to manifest on Adanum without concern for petty things such as physics is not enough to compensate for the Hellions, perhaps owing to their demented minds, and so whenever forced onto land they are in a constant struggle not to be crushed by their own weight. This is offset by the astronomical pace at which they regenerate, but they cannot remain on land indefinitely: the safest course of action when facing one is to deprive it of whatever body of liquid it might inhabit and flee.

There is nothing in the way of technique or skill to a Hellion's combativeness. They instead rely on brute force, that of which is plentiful, to simply obliterate their foes and everything around them wholesale, by either stomping, fistpounding, or bodyslamming if unarmed or wildly swinging their grotesque weapons about if armed. Defending oneself against their onslaught is nigh impossible, and even a proficient Guardian could only repel a handful of blows before being unable to raise their shield further from internal damage. Once their prey has been reduced to a bloody mess, they will pause long enough to messily devour it; if the meal is too large to fit conventionally, they have have been known to dislocate or outright rip away the lower jaw so it can be shoveled down the esophagus.

Assigned to the Xosian Caste of Molnahr, Hellions of the Pits are without even the most primitive culture and have never been known to vocalize intelligibly. They are regarded with a mixture of fear and disdain by most denizens of Xos, and only the most powerful Named demons willingly make use of them; the risk for others to be turned on is far to great. The only practice observed almost universally amongst the Molnahr is the fashioning of weapons. Newborn Molnahr are known to angrily rip out their own spines for reasons unknown to mortals but speculated to be an attempt to stop the impulses of hunger to their brains. These spines are subsequently carried, and when particularly large larvae are found, they are harvested and grafted to them, still wriggling and ravenous. Eventually, enough larvae are grafted to the spinal base for it to function as a weapon, the elasticity of the cord useful in preventing the monumental strength of their strikes from breaking it. When the occasional mortal sacrifice land in the Pits, Hellions will thrash through the larval feeding frenzy to claim the prize. Male sacrifices are usually eaten wholesale, while female ones are grafted to their macabre weapons as trophies.

Few mortals, even those steeped in Xosian politics, are willing to deal in Hellions. In the Frozen Dark, might makes right, and they are true symbols of the mercurial nature in which the slightest flicker of weakness can see an esteemed Demonologist extinguished by an unruly creature they summoned. While the corpses of Xosian demons generally smoulder and vanish back to Xos, chunks of meat and the like that come loose from the body prior to defeat often remain. Hellion fat is useful in preparing foul-smelling candles that repels Nameless demons from the vicinity when lit.

Ivory Mistral- by T.A. Saunders ©2010 v1.0

Stats
Creature Type Diet Activity Disposition
Avian Carnivore Diurnal Wary
Socialization Special Talents Special Attacks Locality
Single or as part of a murder Mystic Sight, Murder-Sense. Rending Talon, Killing Gaze. Tashrani Desert and the Burning Lands.
Longevity Class Type
Roughly twenty years. Ivory Mistrals attack as Thieves 100% of the time.
Description Art by C. Steele The Ivory Mistral is another creature born of the Cataclysm of D`Mir, avian in nature with an ivory sheen to its downy feathers that almost seems to let off a phosphorescent glow in the night. They are a small species, little larger than any other mid-sized bird such as the raven or kestrel, but they maintain an austere and almost regal presence that traces its root to demonic origins. When spotted on the ground or resting in a tree one might not actually distinguish it easily from any other white-feathered bird, but from the air its unique qualities come to light.

It is a warped and twisted species born through the powerful magic that flooded out of D`Mir, possessing a pair of peculiar traits. While birds are commonly thought to have a staple of two wings the Ivory Mistral has three, a third oddly-formed wing growing along its spine similar to the fin of a fish, the strange appendage used to execute daring and awe-inspiring feats of midair mobility and dexterity. Seemingly in compensation to this third wing though is the pronounced lack of a foot, instead having a single leg with a set of cruel, long talons designed for nothing but ripping flesh. Another strange quality to them is their eyes, both an albino red that lets off a malicious glow when the magical avian creatures are agitated.

Lore Born of the chaotic energies that washed forth from D`Mir the Ivory Mistral is often regarded as an ill omen, their species commonly known for descending like a storm upon the corpses of those who fall to demons and other creatures lurking within the Burning Lands. According to rumor each and every one of their species is so closely attuned with death that they are aware of the passing of any sentient creature within a mile radius, an entire murder of them occasionally rousing from a gnarled tree or old fort to ravage the fallen.

The worst and likely most terrifying fact of their existence however is their eyes, the two red orbs holding a terrifying magic that even some of the most accomplished sorcerers cannot achieve; a killing gaze. Sentient beings who make eye contact with the eyes of an agitated Ivory Mistral are unnerved, an inescapable effect that manifests itself differently from person to person, ranging from a simple nervous sweat to an outright panic attack in the weak-minded.

However after reaching fifteen years of age they achieve an even more dreadful power that allows them to kill with a simple stare. Those lacking a superior will or magical resistance who gaze into the eyes of a furious Ivory Mistral may find themselves struck down by the chaotic energies that birthed their race's existence, the fallen's life force trickling into the bird as an after-effect. For this reason some have speculated that these creatures can live indefinitely so long as they occasionally harvest the life of a sentient being.

Being the subject much unease and lore while maintaining a pleasant if not unique appearance has made the Ivory Mistral subject to being abducted as a Familiar, chosen as an alternative to the Shadow Raven on occasion by those willing to pay the price for their eggs or delve into the Burning Lands to recover their own. They are a surprisingly intelligent species that, some Shar`Vaire claiming them to be more learned than the humans they use as footstools. While this is not entirely true, they are capable of astounding displays of knowledge such as opening doors, stealing valuables, and occasionally even solving complex puzzles.

Forming a link with an Ivory Mistral is difficult due to an inherent distrust they possess, normally necessitating being formed within a month of their birth and requiring a sufficiently learned wizard to attempt such a feat. Multiple records are shown where a fledgling mage attempted to pact with one of these creatures only to be struck down by the bird's killing gaze, leaving a goodly sum of the magic-practicing population weary to their selection. However they do provide their services if tamed, willing to unleash their crimson eyes on their owner's foes and also able to bestow a degree of protection against death-related magic alongside simpler tasks such as delivering letters or valuables.

Jackalare - by T.A. Saunders ©2010 v1.0

Stats
Creature Type Diet Activity Disposition
Humanoid Carnivore Special Wary to hostile, depending on the tribe
Socialization Special Talents Special Attacks Locality
Solitary or in pairs most of the time. Rarely concentrated populations. Shape Theft, Immune to normal weapons. Desperate Ferocity Kingdom of Vyss, but anywhere is possible.
Longevity Class Type
Between forty to sixty years. 50% of Jackalares will be Soldiers, 25% will be Guardians, 20% will be Witches/Warlocks and 5% will be Paragon Shaman.

Description Jackalares range anywhere between a charcoal gray to a rust color with spotting possible along Art by C. Steeletheir backs and tails. They are on average seven feet tall for both males and females and can weigh as much as three hundred and thirty pounds for a male and two hundredand seventy five for a female. They are physically strong, though they often look starved, regardless how well-fed they really are. Eyes are uniformly crimson red or bright orange.

Lore Jackalares are often mistaken for were-creatures, however despite many claims to the contrary, such beasts are not indigenous to Imarel. The truth of the Jackalare's shapeshifting talent is far more sinister; for this creature to take the shape of a humanoid they must first kill a humanoid then devour their heart. Only then can the Jackalare shapeshift into a humanoid. This ability is not relegated to just humans or elves; any humanoid, including the giant Voraath can be mimicked in this way, however these forms never last more than twenty four hours before they revert back into their true form. It is unknown whether the jackalares as a species have always been able to do this, or if this macabre talent was developed by some other means.

It is also widely argued that Jackalares were not always as they are now; many insist that they were the descendants of humans that were cursed by a powerful seer whose name has been long forgotten. The tale suggests that the original Jackalare might have been trappers and hunters that trespassed upon a witch's grove and killed the animals that took sanctuary there. Others believe that the Jackalare were the result of a Shar`Vaire experiment allowed to run rogue that spliced jackal with human. Some say the Jackalare have always been the fiends they are today; that they grew tall and stood upright from the jackals that roam southern Shalzaar and eventually became their own breed.

While their origins are unclear, the Jackalare of today are well accounted for their exploits across Imarel, especially Shalzaar, near Ta-Nirin where an unusually large concentration of Jackalare reside. It is likely that Murkwhisper Lake houses a few dozen barrows of Jackalare, which is unusual in and of itself since these creatures tend to be solitary or travel in pairs. Nowhere else on Imarel do Jackalare congregate amongst one another in this fashion. It is possible that Murkwhisper Lake holds some cultural or possibly religious significance to the Jackalare that is not widely known; it would explain the zealotry in which they attack Ta-Nirin and every other place or traveler that goes near. Outside this point of gathering are almost exclusively found in solitude or with one other (usually a mate). This solitude allows them to nab an unsuspecting person, kill them, eat their heart and use their Shape Theft talent.

Once the form of a person is taken, Jackalare will try to blend in with the nearest human, or humanoid population and scavenge, steal or murder for whatever they feel they need, before the shape wears off. Food, clothing and weapons are all favorites of the Jackalare, who have no marketable skills of their own to speak of; their entire existence is based on living off other people by whatever means necessary . Targets can be caravans, hunting parties or sometimes small towns, as is the case with Ta-Nirin.

In combat Jackalare fight with both great speed and ferocity, using their claws and powerful bite against their enemies. If cornered or fought to the point that death is inevitable these creatures enact Desperate Ferocity; this throws the Jackalare into a berserk state, by which his or her attacks become three times as powerful and all damage is ignored, until the Jackalare is slain or all opponents are slain. This battle frenzy is so potent that Jackalare have been known to keep fighting, even after being decapitated until the effect wears off, which is roughly five to ten minutes after death.

As mentioned previously, Jackalare are normally solitary, but will sometimes travel in pairs; in the latter case, this is a mated pair that are monogamous and will rear one to four cubs a year during springtime. While most are content to roam the world, when the time to rear cubs comes, they will often seek shelter in abandoned ruins or structures to ensure the birthing itself is undisturbed. Cubs are raised in the sanctuary of this shelter till they are two old, by which time they are expected to hunt for themselves. By five years old, they are fully mature and are forced out of the sanctuary to find their own territories. These sanctuaries are viciously defended and aggressively patrolled almost always.

Jackalare don't usually have any professions to speak of or training, but there are a few that practice shamanistic magic and a few that dabble in sorcery. While Jackalare magi are mediocre at best, their shaman are fearsome in battle and are often looked at as wise-folk amongst their kind. It is thought these shaman Jackalare reside together at the barrow near Murkwhisper Lake in Shalzaar, where they explore deep spiritual matters and preserve the history of their kind. These shaman are the only ones that do not travel often and to see one outside the barrow is an ill omen that Jackalare are coming in force.

Kavah - by T.A. Saunders ©2010 v1.0

Stats
Creature Type Diet Activity Disposition
Animal Carnivore Diurnal Hostile
Socialization Special Talents Special Attacks Locality
Pack Immunity to fear, heightened durability and pain resistance. Ripping Bite, Berserk Rage Zoda and Tirania, with some packs found in Miroa.
Longevity Class Type
Anywhere between twenty to thirty years. Kavah attack as Berserkers, Alpha Male/Females as Paragon Berserkers.

Description The Kavah is a snowy white beast, weighing in at over three hundred and fifty pounds and stands at roughly six and a half feet tall at the shoulder. With inky black eyes, short, hooked tusks and imposing, broad frame these wolf-like creatures are easily one of the most dangerous animals in all of Zoda. There is very little variation in this coloring, though there have been known to be the occasional silver and black Kavah. The Black Kavah in particular is known to represent the Spirit of War to the Voraath and Northlander people; a sighting of such a rarity is often taken as an omen of an approaching war.

Lore Kavah are widely regarded as the most dangerous animals in Zoda, known for taking out bears, wild Lasher Bulls and the occasional Tundra Drake if their pack has sufficient numbers. They are intelligent pack hunters, known for using decoy, diversion and flanking tactics to capture less intelligent prey. Because of their sheer ferocity, strength and brutality, they are sacred animals to both the Voraath and the Northlandic people, who share common beliefs. This outlook does not exclude them from being hunted, but rather is looked upon as a mark of a great hunter for the individual that can manage to kill a single Kavah and not be slain by others. Those who do engage Kavah in combat have their work cut out for them, with a vicious Ripping Bite that causes deep, grievous wounds thanks to their hooked tusks. These can also be used to drag away prey larger than the Kavah, that might still be alive. So fierce are these animals that once they are engaged in a fight, there is no surrender and no retreat; fear is unknown to them as a species. In fact, when one is injured badly enough, they will often go into a Berserk Rage (see Berserker). These moments of fury are the stuff of legends amongst the Northlanders and Voraath, assuming of course one survives the encounter.

Outside of their religious importance, Kavah are generally given wide berth whenever possible. Any tracker worth their salt will know Kavah territory and steer caravans clear of it, to avoid any incidents. Beyond the usual methods of marking territory, these beasts are known to purposefully knock over trees in an area to let other packs (and people) know their land. This does not stop Masoq, who risk Kavah hunting ground to evade pursuit from enemies, nor does it stop unwise mercenary bands from accidentally meandering into such dangerous land. While it is possible to find one or more of these beasts outside their territory, it is highly unsual. In most cases, these Kavah are either survivors of a fight with another pack of Kavah, or a Tundra Drake or are ranging out of their territory due to a particularly harsh cold season. These Kavah will likely be less anxious for a fight, but will defend themselves with very little provocation and will do so with extreme prejudice if young are involved. If on their own territory, males will be extremely aggressive, while females will only be aggressive if they are with their pups.

The Kavah pack is a mated male and female alpha, with a handful of grown subordinates and their collective pups. Kavah that have lost their pack have been adopted into other packs, providing that no previous aggression towards said pack has existed. These strays are the pack's omegas and must earn their place, or be driven off again by the alpha. More often, those who have lost their pack seek to create another one, by seeking out a female without a mate. Kavah males can sense when a female has a mate without a challenge from another male. Scholars believe them to be semi-intelligent and have, along with scent glands, a very rudimentary form of communication that lingers in their barks, howls and growls. Challenges between male Kavah and a female without a mate are usually very brutal contests between the animals, with death a common result.

Mating season is in Lasa (Spring) with a gestation period of four months. Female Kavah will produce anywhere between two to six pups a litter, though depending on the scarcity of food some of those pups could be eaten by the pack. Pups mature to adulthood in one year and in that time, begin hunting with the pack as early as four months of age. While hunting and fighting seem to come natural to these animals, their rudimentary language does not and there have been eye witness accounts of Kavah teaching their pups by encouraging mimicry. Mastery of their language takes the average pup roughly six months and nearly every Kavah will be proficient in their ‘barking language' by the time they reach young adulthood. Those that can't seem to quite get it, or are a bit slow are often shunned from pack activities until they catch on, or starve to death.

Most wild Kavah do not live to be venerable, but those that do are often alphas and are powerful, grizzled beasts who are indeed powerful examples of their kind. When death finally comes to one of their pack, it is not unusual for Kavah to bury their dead, though it is unknown whether this is a ritualistic activity or merely containing the scent of a rotting corpse so other predators do not come into pack territory looking for a free meal. Most Kavah die fighting other Kavah, or hunting other large predators; foremost amongst these are the Zodasian Plains Lion and the Tundra Drake. Zodasian Plains Lions in particular find themselves confronted with Kavah as their hunting territories often overlap. Either animal will eat the other, should a death in such conflicts occur; with food as scarce as it is in the cold North, waste is simply not permissible.

Kavah pups are an often-sought commodity in the North, where they can be trained to take riders. While this is most common amongst the Northlanders, some of the more successful Masoq tribes actually have trained Kavah as war-steeds with varying degrees of success. For the Masoq however, the Kavah pups must be captured when they are very young, if they are to ever accept the foul-smelling beasts as riders. Voraath also enjoy capturing these animals, they prefer claiming lone ones, rather than ones within a pack; this test of strength is called the Buhja Loknah Kavah , which roughly translates into Kavah Bonding Rite. Voraath will fight, wrestle and subdue these Kavah and attempt to claim them as an animal companion. Voraath are the only species capable of forcing a Kavah into submission like this, without using magic or getting themselves killed. Once forced into submission and a great deal of training is administered, these Kavah become loyal, fierce companions to the Voraath in question.

Lasher - by T.A. Saunders ©2010 v1.0

Stats
Creature Type Diet Activity Disposition
Animal (bovine) Herbivore Diurnal Bulls are territorial, cows are generally passive but will protect young.
Socialization Special Talents Special Attacks Locality
Herd None Barbed tail-swipe, horn-bash Nearly everywhere on Imarel save Irys, where the climate disfavors them.
Longevity Class Type
May live up to 20 years. 75% of Lashers will be Guardians. 25% Paragon Guardians.

Description Lashers are large, shaggy bovines that look a bit like an ox. They have over-sized, curled horns that roll off either side of their head, much like a ram and they have an extremely long, whip-like tail with a barbed end to it. Most are a deep russet brown or black, but there have been spotted lashers and even white ones further north, into Zoda and Miroa.

Lore The lasher is one of the oldest animals on Imarel, having been domesticated originally by the Van'Su. While there are still wild herds of these large creatures, they are primarily found in Miroa and Zoda. These wild herds are hunted by the Voraath and the Northlanders primarily, though occasionally a Masoq tribe will get brave and attempt to fell a few of these beasts. Most lashers are domesticated now with their meat a popular item on menus across Imarel. It is a flavorful meat that has been used for everything from jerky to full course lasher steak dinners.

Meat isn't the only thing people like the lasher for however. The famous naturally dark lasher leather is popular for its unusual flexibility and durability, lasher bull horns are popular for making both drinking horns and war horns, the latter of which popularized by the Kingdom of Moonfall. The tail of the lasher is also extremely popular as a relatively inexpensive but sturdy weapon. The process of making a lasher tail whip is a popular practice in Kasyr and Tashran where the Tashrani peoples wear them as a badge of honor. Lashers can also be domesticated as draft animals, though such creatures have their tails removed for the safety of those working with them.

Lashers have mating practices very similar to ox and will often birth one to three calves. While lasher cows are normally quite docile any other time of the year, while rearing her young she is possibly more dangerous than even a lasher bull. In fact, lasher cows have been known to drive away and even kill other lashers that get too close to their calves. The father bull is allowed proximity and in cases of domestication, many farmers have found that lasher cows will allow them near as well, but strangers should always be wary around a new lasher mother.

Lashers in the wild suffer humanoid races as by far their most dominant predator, however dragons will hunt them as well as Zodasian Plains Lions that feed off lasher herds almost exclusively. Lashers themselves are herbivores, but are quite voracious at devouring grass, low hanging tree branches and any other matter of vegetation they can find. While such greenery is lacking during the Divashi months, the stores of fat on their massive bodies do well to supply them until the herd can migrate to food.

Mithrysians - by T.A. Saunders ©2010 v1.0

Stats
Creature Type Diet Activity Disposition
Demon (Hybrid) Carnivore Nocturnal Advanced socialization.
Socialization Special Talents Special Attacks Locality
Advanced Socialization Extreme agility and durability, infravision, summon larvae. Infernium claws, toxic blood, magic-use (Asyndi). The buried ruins of Mithrys, perhaps elsewhere.
Longevity Class Type
May live up to 2,500 years. Mithrysians can be of any class type an Asyndi can be.

Description Mithrysians are a tall, gangly people with black claws, sickly grey skin and usually black hair. Their eyes are excessively large, black and bulbous to allow them to see into the infrared spectrum for up to 180 feet. They have strangely beautiful traits mingled in with horrendously monstrous ones, giving them a bizarre and awkward appearance.

Lore In 8700 BF the Dragons of Imarel assaulted the city of Mithrys and buried the unholy temple of Ghurzaj'atahk the Usurper deep underground, using powerful and ancient magic to do so. The draconic ward used to seal the dark Shar`Vaire priests, necromancers and warlocks kept them from ever escaping and would trap any unholy relics and knowledge deep below the ground to ensure Ghurzaj'atahk the Usurper would never wake from its slumber.

The ward did its job too well in some ways and failed utterly in others. These Shar`Vaire understood all too well that they were going to starve to death in the lightless doom the Dragons had sent them. With no viable escape and no way to contact the world far above thanks to the ward blocking all manner of transportation magic and any sorcerous means of communication, they were left with but one option; pray to their sleeping master and hope their pleas for power were heard in ¹Ghurza's Dreaming. As the days went on and the battle above came to a still, Ghurza did not answer and one by one, Shar`Vaire began to die of lack of water, then lack of food and as days became weeks, lack of air also began claiming lives.

Perhaps it was the death wrought along with the prayers or something else historians have yet to discover, but eventually their sleeping master heard them in its dark dream and brought them aid of the most horrible and unthinkable sort. Large slug-like creatures, the size of a small dog burrowed from the ground and began to sift amongst the remaining Shar`Vaire…many of whom had resorted to cannibalizing the dead to survive. At first, they had thought this to be some means to dig out of the ruins and return to the surface, sent to them by Ghurzaj'atahk. Yet in the rayless prison, where only candles and magic lit the way it became evident what the purposes of these creatures were as they slithered and crawled towards the remaining Shar`Vaire. With no strength left to fight off these larvae of Ghurzaj'atahk, they merely allowed the creatures to burrow into their flesh. The screams would never be heard so deep in the ground below.

These larvae are how the first generation of Mithrysians were born. Hatching fully grown from the host carcasses, they exhibited many traits of their Shar`Vaire ‘parents' yet were twisted and corrupted into something far more terrible. Subsequent generations of Mithrysians are able to simply mate with one another, rather than introduce larvae from Ghurza. However they are able to call to Ghurza's dream and bring forth a larva to introduce into nearly any sort of creature; this is often done with cave basilisks and other beasts to produce loyal servant-fiends to protect them.

Since the destruction of their Astral Fortress the Mithrysians are not found in any particular abundance. Some have escaped to the Outer Planes, some managed to hide on the surface of Imarel, but the bulk of their population remains trapped in the destroyed underground temple where they were originally imprisoned. While trapped in this manner the bulk of the Mithrysians go into a sort of suspended animation, with but a handful tending to the entire sleeping population. Nobody knows how many are in that gigantic temple; some have estimated maybe only a handful, others have rumored several hundred. Infernal by nature, the Mithrysians require almost no sustenance to survive, readily able to live on the insects and small rodents that get into the temple and that provide enough nourishment to continue existing.

Mithrysians do not take mates as far as anybody knows; they are content to simply breed with each other and the male goes his way and the female goes her own if there is no other reason or attraction between the two fiends. Mithrysian couples exist, but they are very loose in their loyalties and often remain together simply out of a mutual goal, desire or simple like for the other. Mating outside of couples happens quite often; there are simply too few of them to dispute such things. Mithrysians also live as long as their Asyndi forbearers, giving possibility of a life nearly two thousand years long.

The Mithrysians are quite intelligent, despite what their horrific visage might lead one to believe. Much like their Shar`Vaire forbearers, they are primarily magic-users, though they are also known to become dark priests of Ghurza as well as anti-paladins. There are also those Mithrysians who simply enjoy killing and those become the berserker warriors of the society. As a whole, the Mithrysian people are slaves to Ghurza's Dreaming and continually strive to free themselves from their prison so they might serve its dark will. As such, they will always put this goal ahead of all others, including personal grudges, agendas and goals.

With skeletons and claws laced with Infernium metal, there is very little need to carry a weapon of any kind although they can. These claws allow them to climb rock and dig through dirt; even though they are not able to leave the massive temple, they have dug out a cave complex around it, for a means to trap rats or other critters, or discover bug nests from which to feed. This also makes Mithrysians incredibly durable and extremely hard to severe a limb from. It is quite possible that a boulder could fall on one of these fiends and they would crawl out from underneath of it, battered and quite angry.

The greatest weakness to the Mithrysian is light. Any bright source of light causes them to become very uncomfortable and sorcerous light can do severe damage to their thin, nearly translucent grey skin. Short exposure merely burns, but any prolonged exposure can burn the skin and eventually the organs right off a Mithrysians, leaving nothing but a charred Infernium skeleton. Having been recently exposed to Sunflare Shot and Sunflare Arrowheads, the Mithrysians that travel the surface of Imarel usually wear heavy garments and possess multiple means to generate sorcerous darkness to protect themselves.

¹Ghurza's Dreaming is in reference to the sorcerous slumber Ghurzaj'atahk the Usurper currently resides in. Unlike most deities who consciously grant their worshipers boons and answer prayers, those who pray to the Forgotten Ones are heard in the creature's subconscious mind…in effect, in its dream. So powerful are these dreams that worshipers can actually draw divine aid from them, though in many cases such aid is as dangerous to the seeker as it is to those such aid is directed upon.

Sand Drakes - by T.A. Saunders ©2010 v1.0

Stats
Creature Type Diet Activity Disposition
Draconic Carnivore Diurnal Hostile
Socialization Special Talents Special Attacks Locality
Solitary unless found at a nest. Sand Lurking (see below) Blast of Sand breath weapon (see below). The Burning Lands (Farwind).
Longevity Class Type
Roughly one hundred and eighty years. 75% of Sand Drakes attack as Thieves, 15% as Paragon Thieves, 10% as Elementalists.

Description Drakes are a subspecies of Dragons, or possibly an evolutionary throwback of Dragons. Despite being wingless and much smaller on a whole than true dragons, they do maintain a certain likeness to them, with long snouts and a lean, long body that is streamlined for moving through sand currants. Scales are a dusty beige with brass-colored accents. Eyes are either gold, brass or bronze in color and they have long limbs with exaggerated clawed fingers for digging and burrowing into the sand. These claws are always a deep bronze in color. They have no dorsal bone plates along their spine save for three atop their head that are use to push sand back as they burrow.

Lore Drakes share a common ancestor to Dragons, but it is unclear what that lineage is; they may well have been a third clan of dragons at one time that fell into devolution, or had been subject to a curse. Dragons of either clan do not acknowledge drakes as distant cousins of any kind, taking the association as an insult. The similarities however are too many to pass up. Whatever the lore, it has been hidden or forgotten by the Dragons themselves and lost to the other mortal races. Drakes themselves are only slightly higher than animal intelligence, though possess great cunning and exhibit startling amounts of territorial aggression.

Sand Drakes do not usually keep to large groups, but rather will be found alone or if one is unlucky enough to possibly stumble upon a cave nest, they will encounter a dangerously aggressive mother and a clutch of roughly two to eight eggs, or one to six hatchlings. The male Sand Drake does not father their young, so any males encountered would be away from a nest and out in the desert.

Typically a Sand Drake is encountered while Sand Lurking. This is a process by which the Sand Drake burrows under a sand dune and remains perfectly still, while awaiting unsuspecting prey to cross over. Then the drake will spring up from behind, unleash its breath weapon then move in for the kill. This tactic works surprisingly well against most of the animals, monsters and humanoids that cross the Burning Lands, save for the drake's one true competitor, the Anamalian. As anamalians hunt in packs, they will often lure the Drake into coming out of the burrow, then move in for the kill en masse. One on one, Sand Drakes are capable of handling an anamalian; more than one however is an entirely different matter.

The breath weapon consists of sand the drake has taken in while burrowing that is taken within a sac located in the back of the creature's throat. When unleashed, the fine grains of sand are propelled on a fierce stream of air that shoots out in a 100′ x 200′ cone, but can be changed. This blast of sand can tear apart uncovered skin in seconds, cause blindness and shred soft material like leather and cloth in moment (75%). Metal armor, depending on the quality, can withstand this better but it too will become dented and shredded under more than two or three blasts (55% for the initial blast, 65% and 75% for successive blasts). Luckily, the Sand Drake can only unleash this breath weapon a maximum of three times, before the creature must take in more sand.

Between breath weapon bursts, the Sand Drake will engage with razor sharp claws that are capable of splitting rock and striking severe damage into most common kinds of metal armor. Boromandite or better is more resilient to this kind of abuse, but even it will begin to show signs of damage with a prolonged engagement with a Sand Drake. They will also utilize their long, whip-like tail to either ensnare enemies or snap sand in their their faces, which has the potential to temporarily blind potential prey or attackers.

While normally ferocious in the wild, it is not uncommon for Tashrani to make small raiding parties to go into the desert to steal Sand Drake eggs. The hatchlings are then raised and used as mounts that can also effectively protect a caravan. Under these conditions, Sand Drakes are extremely loyal creatures and can be bred in captivity with positive results. Sand Drake eggs, that are proven to be viable can sell for several hundred gold. Such raiding parties also bring back the meat, bones and scales from the Sand Drake mother they killed for her eggs; spiced Sand Drake steak is considered a delicacy amongst the Tashrani, the scales convey better than average protection against heat and sandstorm conditions and the bones, when properly fashioned are made into good luck charms by the Tashrani women

There are also Tundra Drakes that exist in the cold reaches of Zoda. Often tamed in the wild by Voraath to be used as mounts, the Tundra Drake does not burrow into the ground like Sand Drakes do, but rather lays flat against the ground; their bodies have short, bone plates along the spine that look like rock. With grey, white-tipped scales they are very difficult to spot in until its too late. These Tundra Drakes also utilize a Freezing Wind breath weapon not unlike the one their cousins use, but relies on ice particles they form in the throat sac they possess, with similar limitations on use and function.

With the strange reality breaches of 1346 AC, during the beginning of the Second Godswar, the thought-extinct Jungle Drake has made a reemergence in Irys and southern Shalzaar. The local Zissah have found them unusually easy to tame, even as old as juvenile in age, leading to a suspicion that in the alternate universe they were transposed from, that they were likely widely domesticated. These Drakes have a poison gas breath weapon and the ability to Camouflage while within a lush environment, thanks in large part to their brilliant emerald-colored scales.

Sewer Ghast- by T.A. Saunders ©2010 v1.0

Stats
Creature Type Diet Activity Disposition
Undead Carnivore Can be active any time of day or night. Hostile
Socialization Special Talents Special Attacks Locality
Solitary or in packs. Blood Scent, blunt weapons score ½ damage. Plague Bite City of Sundown with sightings in Tashran and Kasyr.
Longevity Class Type
Eternal so long as there is meat to eat. Otherwise decomposition sets in. 90% of Sewer Ghasts are Berserkers, 5% display Heretic skills and 5% Wizard skills.

Description Sewer Ghasts, like zombies are walking dead, so their appearance will differ from Ghast to Ghast, but will always be an ashen, gaunt representation of the person they were in life. Skin is gray and weathered and eyes (if they still remain) are milky white and hair is either tangled and unkempt or entirely missing in spots. Their generally disheveled appearance and their unseemly visage are usually dead giveaways to the approach of a Sewer Ghast.

Lore Sewer Ghasts are a rather recent addition to the cadre of undead that roam Imarel. Much like zombies, these walking dead are created through a Rite of Reanimation; the significant difference between Zombies and Ghasts is, that Ghasts are not shuffling, clumsy shadows of their former selves. Originally created from both homeless living in the sewers of Sundown and captured Shadow Hunters by necromancers in league with Ko`rashae Ri's regime during the Sundown Civil War, these undead fiends are as fast as any person and possess a fearsome and unrelenting hunger for living flesh. Not only are they as fast as a person, but retain some memories of their past lives. Small things like how to open doors, swing an axe or even operate a firearm are all things within the capability of a Sewer Ghast's motor function. While unable to organize in any cohesive fashion without the necromancer who animated them, Sewer Ghasts have a basic understanding of pack hunting and will join with other Sewer Ghasts in an attempt to corner, cut off or otherwise trap their prey.

Since the end of the Sundown Civil War, the Sewer Ghasts that remain roam the depths of Sundown's sewers, feeding on whatever carrion they can find, including much slower and intellectually primitive zombies, though this has been observed to be a last ditch effort at a meal. During the night, they will sometimes venture out into the Old City and feed upon the homeless and unwary. Under these conditions, Sewer Zombies are most often found alone or possibly in a pair. Only when either driven by a master or in the sewers themselves, have they been found in feeding packs that can and will engage large groups of people. If prey is wounded and bleeding, the Sewer Ghasts are able to catch the blood scent and track them up to as far as a half mile.

The ritual to make these Ghasts was thought to have been lost during the civil war, though there has been much speculation as to the possibility that it fell into the hands of what remains of the shattered Cult of Khavos, given sightings of these Ghasts in places like Tashran and Kasyr where it was very likely sold off on the black market trade. The ritual requires a fleshly slain corpse, which is then corrupted by way of the ritual with a sorcerous plague, called Ivithor vin Khas, or Walk of Death in Shei. These unusually attenuate undead can also create more of their own kind by killing a humanoid with a bite that infects them with the same sorcerous plague that they themselves carry. Should a person die from the Plague Bite, they will rise again as a Sewer Ghast in no less than fifteen minutes after dying. Such corpses, once corrupted in this way, cannot be used to resurrect said person until a Blessing of Purification is cast upon it.

Unusually tough, these Ghasts are able to shrug off most damage from blunt weapons, though blunt Bane Weapons will still strike for full power. They can also be turned or destroyed by an appropriate Priest or Crusader, though it is much more difficult than one would expect from walking dead. Alternatively, dark Priests, Necromancers and Reavers can opt to subvert Sewer Ghasts and make them servants. Doing so only works with Sewer Ghasts that have no master, however as the will that creates them is always the one that will be obeyed. Ghasts created by bite or those with slain masters can be subverted with some effort on the part of the one attempting to do so.

Shambling Horror- by T.A. Saunders ©2010 v1.0

Stats
Creature Type Diet Activity Disposition
Undead/Abomination Carnivore Any, but prefers darkness Hostile
Socialization Special Talents Special Attacks Locality
Solitary Incomprehensible Presence, Reconstitution Scream of the Dead, Maddening Gaze, Absorption Miroa, Shalzaar (Am-Orah's under-city), Sovereignty of Anthalas (D`Mir)
Longevity Class Type
Eternal until destroyed. 50% of Shambling Horrors will be Berserkers, 25% will be Paragon Berserkers, 20% will be Necromancers and 5% will be Paragon Necromancers (Arch-Vile). This elite 5% will also have a relatively cohesive mind and be able to lead groups of its own kind.
Description To explain what the Shambling Horror looks like is to entertain a certain measure of madness. These creatures are actually the conglomerate of several different people or possibly creatures with their various body parts, bones and organs flesh-shaped by a necromancer so these various body parts are made to operate together.

The torso is a fused composite of all the poor souls utilized in its creation, warped in impossible ways to create a hulking frame and the heads are sewn and melded together in a similar fashion, making no two Shambling Horrors exactly (or perhaps better said, remotely) alike in appearance, save for the dark power that infuses their unholy existence into being.

Lore The first Shambling Horror was created by Skaryn the Exiled sometime right before the Battle of Am-Raynia. It is thought that prisoners taken with the Invasion of Jir-Tasaar ended up being the unfortunate fodder for the first Shambling Horrors, though there is no documentation substantiating that claim, since when Skaryn was banished from the D`Mirian Empire, all his notes, memoirs and journals were destroyed (or looted by fellow Theocrats). The knowledge stayed with Skaryn however and like many of his spells, he was able to transcribe them again in new grimoires he would eventually fill his library at S`Kyrai with.

Aside of the few that had been left in D`Mir, under the command of Skaryn's apprentices and those who found his spell books, it was generally thought and hoped these fearsome abominations would never be seen elsewhere on Imarel, save Miroa, where an entire legion of these undead served his every command. Even modern Shar`Vaire necromancers blanch at the thought of creating a Shambling Abomination, knowing well that to even create such a fiend is to risk driving one's self mad. Only the most disciplined and sinister mind can comprehend the evil necessary to raise such an unliving thing, let alone command it.

However, sometime in the last fifteen years the knowledge to create Shambling Horrors escaped the library of S`Kyrai and fell into the possession of the Shadow Elf necromancy guild, known as the Kiris Miran. Crafted in secret, an army of these unliving brutes was moved into Am-Orah at the end of the War of Shadows, in an attempt by the fallen Shadow Elf queen, Aryiseema and her Dracolich cohort, Thanaxiscar to secure the city. While their hope to make Am-Orah into an undead freehold of sorts was thwarted recently, there are still Shambling Horrors that wander the daylight travel tunnels under the city, making re-occupation of citizenry impossible until every last one of them are destroyed.

Shambling Horrors have almost no socialization, or organization, or desire for companionship, save for a very few documented cases where spell-casting Horrors have managed to control lessers of their kind. They hate all life, including their own and will stop at nothing to kill anything that cannot control them or destroy them. Their very existence is fueled by souls fused together; entire conscious wills battling for control over the misshapen shell they are terminally a part of and against the fierce power of command that those who are able to create Shambling Horrors can administer. They do not sleep, nor have need for sustenance save as a means to rapidly heal themselves. Sunlight is highly uncomfortable to them (though perhaps the least of their discomforts, given their state of unlife) because of their lidless composite eyes, but they are not debilitated by it. Shambling Horrors register pain, but do not feel it, much in thanks to their own, perpetually agonizing existence. Shambling Horrors are impossible to turn or destroy by any holy host, save that of celestial origin.

In combat, the Shambling Horror will open with its Scream of the Dead, which causes momentary deafness in anybody who is within fifty feet of the creature, stun those who have exceptional hearing (such as Elves) for several minutes and for those who aren't stricken deaf by the horrific sound, there is a 50% chance they will go temporarily catatonic with fright. Those stricken in this way are the first ones the Shambling Horror will attack, seeking to destroy them first, ignoring other attackers unless they pose a serious threat to the creature.

Simply seeing the Shambling Horror is tantamount to madness; the Incomprehensible Presence they project has a 50% chance to drive any mortal creature temporarily insane. The sort of insanity differs from person to person, but there have been recorded incidents of people going into a frenzied panic to get away from the Shambling Horror, uncontrollable berserk attack of the Horror and those who are simply stricken dumb with the impossible terror before them. This is not the extent of what might happen but certainly a good indicator when exposed to the Shambling Horror's presence. Even if one survives such an encounter, it is likely that some part of their mind will be forever tormented by the sight of such a creature.

If a Shambling Horror manages to close in on a particular target, it may employ a Maddening Gaze, which strikes the individual thus gazed upon in such a manner with such mind-bending terror, that they are momentary confusion that makes it impossible to distinguish friend from foe, hearkening the victim to either flee once released from the glare of the Shambling Horror's gaze, or begin attacking targets at random in a desperate attempt to escape. Like the insanity above, this effect is temporary and will wear off in minutes…providing one survives.

When wounded, the Shambling Horror has two ways in which to heal itself. The first of which is a talent called Reconstitution, by which a Shambling Horror with gaping wounds may shift around parts of its composite mass to repair the damage. Bits of muscle and organs might crawl across a hole in the stomach, then partially melt to create a meaty patch over the wound, or a severed arm could be lifted and re-grafted into the Horror. This ‘melting' process is thought to involve partially the bile that it can spew at random, but there is a necromantic component to the process as well that allows the melted meat and flesh to fuse the recovered part or a new replacement into place.

The other method is called Absorption, which involves the Shambling Horror devouring the carrion of recently slain enemies and adding their physical mass to its own. This is a slower process but can restore a severely wounded Shambling Horror to its full strength, if allowed enough time to consume a whole body, which could take roughly fifteen to twenty minutes. Anybody slain, then absorbed in this manner is forever a part of the unliving abomination and can never be resurrected, short of direct divine intervention. If they are devoured in this manner while still alive, the spirit will likewise be fused with the creature, impossible to separate and salvage for resurrection.

Shifting Terror - by T.A. Saunders ©2010 v1.0

Stats
Creature Type Diet Activity Disposition
Undead/Abomination Carnivore Any, but prefers darkness Hostile
Socialization Special Talents Special Attacks Locality
Solitary Incomprehensible Presence, Reconstitution Bile Spew, Engulfing. Miroa, Shalzaar (Am-Orah's under-city), Sovereignty of Anthalas (D`Mir)
Longevity Class Type
Eternal until destroyed. 50% of Shifting Terrors will be Necromancers, 25% will be Paragon Reavers and 25% will be Paragon Clerics.

Description The Shifting Terror can only be described as a protoplasmic mass of animated muscle and flesh, without discernible form or shape; it is a conglomerate of quivering, shifting meat that consists of the fused bits of several different humanoids and other unfortunate creatures, combining their trapped souls and their bodies to create an undead abomination. Eyes emerge from this mass in random places, looking around with broken madness, while hands, tentacles and legs lurch the disgusting mass in whatever direction it wishes to go. Putrid bile, blood and pus constantly bubble, churn and ooze from this aberration of unlife, giving it a sickening glistening to its all ready unbearable appearance.

Lore One of three types of undead created by the infamous Skaryn the Exiled, the Shifting Terror was developed quite on accident, as a failed attempt at a creating the Shambling Horror. Skaryn had a particular ghoulish affection for this particular abomination and decided to continue creating them to act as eaters of carrion in the more destitute portions of his dungeons and his laboratory. While essentially the cleaners of Skaryn's lair, the Shifting Terror is, like the Shambling Horror, in a constant state of agony and conflict, thanks to the collection of souls trapped in the same, warped and broken form. For this reason, they despise all life and will confront and attack any living creature that cannot control or destroy it. They cannot be reasoned with, bartered with or turned by a priest, though they can be destroyed by one by a priest of sufficient (read: great) power. Their entire existence is one based on ending any life it encounters, as such only the creator of such a creature can approach it, though it will not attack other undead, unless it is attacked.

Simply seeing the Shifting Terror is tantamount to madness; the Incomprehensible Presence they project has a 50% chance to drive any mortal creature temporarily insane. The sort of insanity differs from person to person, but there have been recorded incidents of people going into a frenzied panic to get away from the Shifting Horror, uncontrollable berserk attack of the Terror and those who are simply stricken dumb with the impossible terror before them. This is not the extent of what might happen but certainly a good indicator when exposed to the Shifting Terror's presence. Even if one survives such an encounter, it is likely that some part of their mind will be forever tormented by the sight of such a creature.

If a Shifting Terror manages to close within 10 feet of a particular target, it may use a Bile Spew attack, that sprays everything within a 10′ x 20′ cone from its apparent front. As one might imagine, contact with this putrid bile, further tainted by black art, causes grievous acidic burns and will burn through anything less than boromandite in one minute. Greater metals and enchanted fabrics are given greater durability against this attack, but prolonged exposure will ruin nearly any sort of armor or clothing, even if sorcerously enchanted. Bare flesh is immediately burned away and eyes will be burned out of their sockets if struck by the Bile Spew.

When the Shifting Terror can get within physical striking distance, it may flail and grapple its adversaries with hands, tentacles and mouths that are located in random places on the abomination. If one hit is scored, the Shifting Terror will latch on and immediately begin dragging the victim into itself, so more tentacles, arms and mouths can affix themselves. Once grappled in this manner, it will attempt an Engulfing of the victim. The Shifting Terror will begin saturating the engulfed individual with its bile and attempt to melt them into a meaty paste that it can then lap up with the tongues within its many mouths. If left unchecked, an unarmored person could be completely engulfed within five minutes. Armored individuals will take more time, depending on how well armored they are. Those slain in this manner cannot be revived, reanimated or resurrected; the body is completely eaten by the Shifting Terror and the soul is drawn into the creature to add to the unholy union of tortured souls within it.

Physically fighting this creature is also something of a challenge. Because it has no defined bones to break and does not feel pain, blunt weapons only do half their normal damage against the Shifting Terror. Even magical blunt weapons or those enchanted with Bane damage versus undead will discover that the weapon itself will simply be not as effective as it normally would be, though sorcerous and Bane damage still finds itself working at full potency.

Like the Shambling Horror, the Shifting Terror can heal itself through Absorption, which involves it devouring the carrion of recently slain enemies and adding their physical mass to its own. This is a slower process but can restore a severely wounded Shifting Terror to its full strength, if allowed enough time to consume a whole body, which could take roughly five to ten minutes. Anybody slain, then absorbed in this manner is forever a part of the unliving abomination and can never be resurrected, short of direct divine intervention. This is the main method in which the creature feeds itself and is not particular about what it eats while crawling and slithering around, looking for carrion. As such, there is a greater than normal chance that one of these creatures could have treasure, magical or otherwise within it; it is also possible that one or more of its hands could be holding a weapon of either mundane or magical craft.

Siege Golem - by T.A. Saunders ©2010 v1.0

Stats
Creature Type Diet Activity Disposition
Construct N/A Special Dependent on instructions
Socialization Special Talents Special Attacks Locality
Solitary or as a part of a military unit Impervious to Non-Magical Weapons, exceptional strength and durability Crushing Blow Primarily Farwind, but can be found across Imarel
Longevity Class Type
Functionality life of roughly 750 years 50% of Siege Golems will be treated as Paragon Guardians, 25% as Paragon Soldiers and 25% as Paragon Cavaliers.

Description Siege Golems take many shapes and forms, depending largely on the will of the creator of said golems. The standard appearance is that of a walking suit of armor, that would be fit for a Voraath to wear, standing roughly fifteen feet tall and can be made with any number of metals and alloys. Most commonly, Siege Golems are made from Boromandite, though the earliest ones were fashioned from bronze and iron. Beyond these basic characteristics, no two Siege Golems will generally look anything alike, save for the ones constructed en masse for the Shar`Vaire armies.

Lore The mighty Siege Golems cannot be traced back to one particular Mage or tinkerer, other than to recall that the first appearance of these weapons of war was around 8481 BF in preparation for the invasion of Zissah lands. At first, these were hand-crafted, but as the first few proved exceedingly successful in putting boots on the ground in invaded territories, the need to mass produce Siege Golems became a necessity. The Shar`Vaire war machine is a hungry beast indeed and because of the furious demands of the Theocratic Imperial Senate, the first batches of these mass produced Siege Golems tended to be a bit twitchy and if orders were not worded with extreme care, said Siege Golems could just as easily turn on their masters.

After a few executions within the ranks of those Magi put in charge of the Siege Golem production, the process smoothed out considerably. Iron and Bronze were replaced with Boromandite for greater durability and custom orders for Moonsteel and Blacksteel Golems could be filled for discerning Theocrats who wished to have an exceptionally fierce defender or two at their disposal. The same foundry this process was developed, still stands in the city of Anthalas. While there are a few other foundries around the sovereignty and one other in Farwind, the ones made in Anthalas are considered to be of the best quality and the greatest durability.

While many Siege Golems come with a variety of armaments, including Witchfire Cannons, steam-propelled Ether Charge launchers and various sorts of melee weapons, the primary weapon of any Siege Golem is their fists, by which they are quite capable of bashing down nearly any door, including ones made from Boromandite plating or better. This Crushing Blow is administered by a steam-powered piston located within the forearm, that builds a charge, then hammers outward. Such strikes will literally turn a normal person's bones to powder and has been known to even knock Voraath unconscious. When used against a structure, a Siege Golem will typically take down a heavy door in one hit, a plated door in two and flagstone walls within five hits. Each successive blow requires time (one round) to build a steam-charge in the piston, before releasing.

All Siege Golems are powered by a Radiant Crystal that is stored within the chest, where typically their armor plating is thickest. This Radiant Crystal also undergoes special enchantments that give the Siege Golem a basic intelligence, so they can follow commands. Typically, such commands include guarding, defending, attacking and the like. There have been some instances of Siege Golems becoming self-aware, though those that do are immediately shut down and their core removed for fear of another “Voraath Rebellion Situation.” Sundown's famous Siege Golem, Gunthar was one such golem, that Lord Kithanis uth Braegon purchased from the Anthalas Foundry for that characteristic, rather than despite of it.

Siege Golems once given an owner, are unswervingly loyal to that owner and will allow themselves to be destroyed, before either harming, or by way of action, indirectly harming that owner. The newer Siege Golems follow orders quite well and have a perfect operational record in campaigns across Imarel. By the time the War of Eternals was underway, Siege Golems were decimating Elvish strongholds with little resistance from the Moon Elves, who had built their homes and buildings for beauty, rather than sturdiness. Between Siege Golems and the introduction of Voraath onto the battlefield, the campaign against the Moon Elves was quite brutal and those that did not flee were more often than not, mowed down by one of these fearsome constructs.

Singing Louse - by T.A. Saunders ©2010 v1.0

Stats
Creature Type Diet Activity Disposition
Blood parasite Blood Any time Neutral
Socialization Special Talents Special Attacks Locality
Colony infestation Stridulation Blood Disease Most common in the Tashrani Desert area, but can be found anywhere on Imarel.
Longevity Class Type
Anywhere between thirty and forty days. All Singing Lice attack as a non-classed humanoid, 50% base hit.

Description The Singing Louse has a distinct dark crimson color, which does not vary much between males and females, with long rigid wings that can fold over the creature's large thorax. It is only the male of the species however that has the special ridges under the wings to produce the infamous song that have been the embarrassment of many a host and the attraction of many a female Singing Louse.

Lore Singing Lice, or more commonly known as Tashrani Love Bugs or Crotch Crickets can be found nearly anywhere on Imarel, though it is thought they originated in and around Tashran. It was the first Tashrani gypsies who discovered the pests while settling the area; known for their promiscuity, the gypsy folk quickly learned the need for personal sanitation and the sanitation of their surroundings, for fear of the incredibly embarrassing chirping this particular species of lice is known for.

Incredibly contagious, the Singing Louse infests the pubic region of its host and can survive for short periods of time on animal furs, bedding and clothing to facilitate their spreading. Most commonly however, the Singing Louse spreads through sexual contact and once infested on a host, will spread at an alarming rate, even for a species of lice. Infestations are noticeable in the first few hours, as the chirping sound is distinct and can be heard at a conversational sound level. While intermittent at first, as the infestation grows and the ratio of males to females increases with the rapid hatching of their nits, the chirping becomes more common and can disrupt attempts to Hide in Shadows and Move Silently. Further, as the infestation grows, the itching and pain resulting from the parasites biting the host can disrupt spell-casting for the break in concentration it can cause.

Singing Lice are not sanitary creatures and carry with them a host of diseases, the most prevalent is the Singing Louse Blood Disease. if not cured within three days of its onset as a result of an infestation, the blood disease can cause the loss of physical stamina and strength and if left unchecked for long enough (two weeks or more) blindness can occur. In the case of the blood disease, an herbal remedy involving Bloodroot can cure the disease, or can be cured by magic. Actual infestations are cured with a powder derived from the Gambler's Noose vine.

As mentioned previously, the Singing Louse highly contagious, for having the ability to not only survive on clothing, bedding and the like, but for being able to actually fly short distances. While not prone to the stridulation that the males perform once infested on a host, it is possible to find a place of heavy infestation with a very fine cloud of these pests buzzing around. Many Tashrani harlots will burn special candles made from Lasher Cow fat, beeswax and heavily diluted Jukuarai extract. While this may ward off an infestation in a room, a personal infestation can only be cured in the previously mentioned fashion.

Smouldering Shadow- by T.A. Saunders ©2010 v1.0

Stats
Creature Type Diet Activity Disposition
Undead N/A Cathemeral Wary to hostile, depending on concentration and locale
Socialization Special Talents Special Attacks Locality
Primary found in murders, but rarely solitary Contortionism, Incorporeal Form, Invulnerability (Limited), Smouldering Territory Smouldering Touch, Communal Immolation Previously inhabited areas turned uninhabited by Radiance.
Longevity Class Type
Eternal until destroyed. N/A

Description Smouldering Shadows, due to their seemingly two-dimensional natures, are difficult to identify from a distance and all but undetectable in low-light environments. At a glance resembling the desultory shadow of a humanoid, closer examination reveals the notable absence of anything to cast it and grainy shifting of its decal across the ground. In actuality, though, they are comprised of innumerable blackened particulates possessed by the souls of the disintegrated.

Lore Scarcely found beyond sites of mass murder and devastation dealt by Radiance, to see one Smouldering Shadow is a good indicator as to the presence of more. Left behind in the aftermath of Radiant baths, these shadowy stains are all that remains of the bodies of the victims, animated by their deranged souls.

Smouldering Shadows are completely immune to corporeal damage, even from enchanted sources. Clever utilization of magic can temporarily scatter the particles comprising their bodies, but they will reform in time. The only permanent solutions to dispersing these revenants the hazardous purification or exorcism and immediate interment of their remains, or the discerning of their mortal names by a Medium; repetition of the names can disrupt them and assist in their passage to the Crossroads.

Though their shadowy grain crawls slowly across the ground, when congregating in groups the mere presence of them can cause flammable objects they pass to smoulder angrily, and simply approaching such a cluster can cripple an unsuspecting victim to the point they are unable to outpace the demented spirits' sluggish encroachment. To be slain by a Smouldering Shadow is, unless the corpse is extricated prior to being reduced to ashes, to become one and join their marauding posse in unthinking search of whomever killed them.

While in theory still sapient due to the lingering presence of a soul, the agonizing state in which they exist leaves much to be desired in terms of coherence. They are incapable of speech in their natural state, but can listen to -- or at least detect the emotion behind -- spoken word. If able to differentiate the speaker from whomever killed them, which is problematic due to not being able to think of much beyond revenge, they will generally cease hostilities. This lack of hostility does nothing to remedy the involuntary smouldering of their surroundings. However, such peaceful resolutions become increasingly difficult when encountering them in groups, as their collective negativity clouds what remains of their sanity and comprehension.

Beyond being occasionally utilized by particularly diplomatic Necromancers or Mediums, Smouldering Shadows are of little use in undeath and similarly finite use when dispersed, although some Seers may see fit to use the motes left behind in their cleansing to light torches, lanterns, and bonfires that are unnaturally long lasting: if kept lit somewhere dry and without powerful winds to snuff them out, a flame fed their ashes may last an eternity.

Star of Serenity- by T.A. Saunders, written S.A. Robles ©2017 v1.0

Stats
Creature Type Diet Activity Disposition
Celestial N/A Cathemeral Neutral
Socialization Special Talents Special Attacks Locality
Solitary on Adanum, schools on Indaris Invisibility, Anesthetic Touch Constrict, Pirouette Indaris, Bright Heavens
Longevity Class Type
Eternal until destroyed. Cleric of Serenity, Paragon 25% of time
Description To describe a Star of Serenity is difficult due to their inclination to mask their presence on the Material Plane, however there are written accounts based off of corpses or the occasional few who return to the Bright Heavens. While traversing the Material Plane they occasionally leave glimpses of silvery-hued wind in their wake, evidence of their numerous appendages.

While sometimes debated amongst scholars, common thought is that a Star of Serenity has five impossibly thin limbs that radiate from an equally minute body; a sailor who returned from the dead one described them as ‘Celestial Jellyfish’ due to their amorphous and fluid existence, little more than an organic yet flawlessly symmetrical pentagonal prism with a core-like sphere that radiates light akin to a rainbow. From each horizontal flat emerges a long and wispy coil that can, according to folklore, reach the horizon visible to a man standing beside it. While no dead specimen has ever lingered long enough on the Material Plane to be sure, it appears to be composed of a gelatinous substance; further proof of the sailor’s ‘Celestial Jellyfish’ description.

Lore Stars of Serenity are most often spoken of on Irys, where the Zissah will occasionally employ them for defense against both outsiders and Zissah who returned to the ways of the Lords of Chaos. While generally passive, there have been occasions where those they were instructed to pacify became so serene they ceased all motion; such is the punishment for those who resist the calm they provide with such ferocity.

As readily apparent by their physiology, they are completely alien and possess no method of complex communication with mortal beings, however they do accept telepathic commands from whomever summoned them, or whomever they were sent to protect. So long as these instructions coincide with the edicts of Serenity, they will be followed without hesitation.

Remaining invisible at almost all times, a Star of Serenity’s method of attack is a slow and steady approach until arriving within range of their target, followed by the dispersal of its tentacle-like appendages. Composed of an otherworldly substance, even being severed by an Infernium weapon will only delay these limbs’ regeneration briefly before they return to their objective. Typically, said objective is ‘Pacification’, which involves their complete constriction. (Constriction: Automatically overwhelm and render a single target useless after 1d4 rounds, the target may attempt a Strength Check at a -20% penalty to increase the number of rounds by 1 by sacrificing an attack).

Once the target is deprived of the ability to move, they begin to forcibly apply their gelatinous base to the pores. Upon entry to the bloodstream, it takes on an anesthetic property that will force a sense of serenity upon them. While it would normally be defined as ‘Pleasant’, Chaos-obsessed individuals might find themselves in agony: enough agony to cause sudden death by stroke. It’s been posited that Stars of Serenity are scarcely upset if such occurs. (Anesthetic Touch: Victim is permanently Stunned until receiving appropriate medical treatment for divine poisoning, heavily Chaotic individuals have a 5% flat chance to expire in a fit of agony, only usable after successful Constriction).

To defeat a Star of Serenity is a dubious venture that requires the destruction of their heart, however said heart is also the source of their serene nature; when damaged, they can descend into a destructive tantrum. Said rampage will never be leveled against those who they were meant to protect, but everything else is open game -- including their summoners’ allies. Their appendages will be spun around at supernatural speeds strong enough to cause sonic booms and splay bodies wide open if struck directly. (Pirouette: 1d4 hits to everything within 20' that can be dodged but not parried, adding a +1 to the number of attacks per hit to its heart. Critical Success results in Catastrophic Damage).

Surge Worm - by T.A. Saunders ©2010 v1.0

Stats
Creature Type Diet Activity Disposition
Aquatic Carnivore Primarily diurnal Hostile
Socialization Special Talents Special Attacks Locality
Solitary Electricity Resistance, Dorsal Electricity Fins Electric Surge, Suffocating Grapple Sea of Whispers
Longevity Class Type
Up to 50 years. 100% of Surge Worms fight as Soldiers.
Description The Surge Worm is a serpentine beast specially developed to the cruel life that dwells beneath Imarel's waves. While not a direct product of the Cataclysm of D`Mir many things changed in the sea to the far south of its fallout, warping a good number of creatures to add further to the dangerous waters of the planet. This creature seems to have reached its final stages of development since then to reach a longest recorded length of fifty feet, most reaching only thirty-five to forty. They have a long, stream-lined body with an almost slimy skin texture that rarely differs from a dull gray that seems to reflect the color of water for camouflage. Some scholars believe that since their body shape is similar to that of ancient lungfish that the creatures may have developed from them.

They have a powerful lower jaw with an overbite that displays two rows of serrated teeth for ripping apart immobilized prey. Starting relatively near to their golden eyes are thick, spine-like structures with remarkable similarities to metals such as iron. Beneath them, parallel on both sides to its spinal cord, are special intestine-shaped organs that produce electricity. The spikes of imitation metal and organs work together to conduct sparks of electricity. They have three sets of fins, the frontal pectoral ones mutated to allow them to drag themselves up on land temporarily to sun themselves for short periods of time.

Lore Often confused with tentacles of a Krakken, the Surge Worm is a massive lungfish-like beast whose informal name as a Worm derives from their ability to burrow in the sand to lay eggs. They are among the beasts that captains that command rickety or unfortified ships at sea fear the most amongst other unsavory sea-dwellers, mainly for their ability to cause electrical disturbances that can severely shock and burn vessels with metal frames. Even worse is their activeness at pursuing and hunting, as the Surge Worm will stalk fishing vessels to attempt to pull the easy-to-attack ships into the depths of the sea for an easy meal.

Their primary means of attack is similar to that of a land-dwelling serpent, coiling themselves around prey with their thick, slimy hides. After partially restraining their victim they unleash their namesake ability — a powerful electrical surge caused by igniting their electricity sacs along their spine and conducting the currant through the dorsal spikes to send waves of energy coursing through the water. Because of a simple, unsophisticated set of lungs incomparable to modern fish they are able to actually survive on land limited amounts of time, found mainly in females as they swim up to the beach to lay eggs. This is off-set by their sluggish, snake-like movement and inability to retain moisture, making them targets on land by apex predators. Rarely however will they be engaged, because even a single Surge Worm is still liable to cause injuries.

They are almost completely solitary, coming together a single time a year for breeding underwater in a dance often said to leave both the male and female covered in ‘love burns' and bite marks before the female journeys onto land to lay her eggs underneath warm sand, oftentimes near or even among sea turtles. For whatever reason they share a bizarre mutual understanding of the rarity of their offspring surviving and rarely engage this turtles in predatory behavior…at least on land. Once the turtles return to the water the chase resumes. Some researchers have petitioned that the waves of chaotic force from D`Mir or perhaps even some unknown outside force left them with a tinge of complex thought, further supported by their ability to wield electricity so effectively. This effectiveness makes them deadly underwater, however it is ineffective on land, making the occasional times they sun themselves the only period when they can be engaged with relative safety by hunters who prefer to use distance weapons such as bows or guns.

Non-magical electricity is rarely found on Imarel as scientific advancements have yet to make harnessing it a valid method of powering much of anything. The pulpy organ situated along their spine is a different situation however, as they have occasionally been used underwater as simplistic bombs by an occasional looter or assassin. Making these shock bombs is a tricky job, requiring that the organ be removed and preserved immediately. These alone are unable to be ignited though, and they must be either altered through alchemical practices or through magical means. Because of their favoring of deep sea environs and viciousness they remain relatively safe from this trade as few see them useful with recent advancements with technology such as gunpowder.

Szou - by B. Kellestine ©2017 v1.0

Stats
Creature Type Diet Activity Disposition
Animal (Mammal) Omnivore Diurnal Highly aggressive
Socialization Special Talents Special Attacks Locality
Females - Sounders; Males - Solitary  Immune to stun, fear Frenzy, Gore The Burning Lands, The Tashri Desert
Longevity Class Type
May live up to 40 years. 75% of Szou are Berserkers. 25% are Paragon Berserkers.

Description Szou, or the Great Desert Warthog, are roughly 10 feet tall at the shoulder, and weigh about 4500 lbs. They have a dull grey-brown hide, and possess short, bristly hair that elongates down the spine, resulting in a stiff, brown crest that is longer and more impressive in males, and it is speculated that this crest is used to attract a mate. Their heads are broad and flat, ending in a stubby, flat snout. Two tusks that serve as the Szou canine teeth protrude from their lips, and males in addition have a pair of curved, bull-like horns. Their eyes are small, and brown or black in colour. Like most swine, they walk on cloven hooves, though theirs have broad fetlocks not unlike a horse.

Lore

Like Animalians and Gecola, the Szou simply did not exist on Imarel prior to the Cataclysm of D`Mir.  A result of the Chaotic Energies sweeping forth from D`Mir’s doom, it is thought that these creatures are the descendants of the common plains boar.  Difficult to kill, they do tend to serve as easy prey for animalian packs or sand drakes in the Burning Lands.  For humanoids, however, killing these ferocious swine is a challenge, given their thick hides and aggressive natures.  The males of this species are highly territorial, and its not unheard of for these beasts to attack a passing caravan unprovoked.  

Males of this species are solitary, only seen amongst others of their kind during mating season, where males will find a sounder - a group of females and young.  They will display their crest, and feud with rival males for the attention of a particular female.  After mating, the males will again wander off alone, leaving the sounder to raise the young.  The sounder will be headed by an alpha female, typically the largest of the group.  Though it is rare for another female to contest this role it does happen from time to time.  For the first few months after mating season, the sounder will remain in a fixed location, digging shallow burrows for their young to live in.  When the piglets are a few months old, however, the sounder will resume what is mostly a nomadic lifestyle.  Piglets are considered adult at age three, and the young adult males will leave the sounder at this time.

These swine will eat almost anything, whether it be grass, bark, smaller animals, carrion, or even their own dung.  It is likely fortunate that they are such easy prey for many of the Burning Land’s higher predators, else they might strip the landscape like locusts.  In times where there is little food, the Szou will even cannibalize their elderly or their young.

The Szou will typically engage a target head-on, and though they are clever, they are by no means intelligent.  Szou will typically begin combat with a full-on charge, and given enough space can reach a maximum running speed of 25 miles per hour in short bursts.This attack will be at +25% to hit, and will have a 10% chance of dealing catastrophic damage to human-sized targets if successful.  They will then attempt to gore and trample their targets using their massive strength (+30% to feats of strength), often flinging smaller targets away, so they land prone and the Szou can again attempt to trample them.   Due to their sheer size, they are capable of attacking as many as three humanoid targets standing in a row in this way.  After that, they will attempt to gore and/or stomp their enemies, and if they sustain enough damage, will whip into a frenzy, attacking anything and everything wildly, without fear of death.

Szou is a delicacy in Tashran, with tender if slightly gamey meat that is used in a variety of Tashrani cuisine.  Its thick hide can also be used to make sturdy (if unattractive) leather, and the fat for soaps or candles.  

Testudoriya (Tes-two-door-ea) - by S.A. Robles ©2014 v1.0.

Stats
Creature Type Diet Activity Disposition
Reptilian Omnivore Diurnal Passive
Socialization Special Talents Special Attacks Locality
Pairs and young offspring. Godskin, Heavyweight Deadweight, Tide Spinner Deepsea, Xirorya
Longevity Class Type
2,000 or more years. Fights as a Monk of Shuun 25% of the time and a Paragon Monk of Shuun 75% of the time.
Description When seen underwater a Testudoriya might be described as a elephantine sea turtle, massive in proportion with powerful forearm flippers to help them navigate their domain. Growing to lengths of over sixteen feet with a weight of three or more tons, their weighty appearance belies the ability of these mystic creatures to move bipedally out of water. Bearing thickly knotted muscles in the pelvis and thighs Testsudoriya are capable of running as quickly as a trained sprinter while moving in a straight line, although their movements are slower and less graceful than they are underwater.

While their hind legs are meant for life on land, their forearms contrarily end in flipper-like muscular fingers that measure from a foot to two feet long each. Tetsudoriya shells are multisegmented, with the upper and lower plates growing into the skin around the head and tail, resulting in an armored carapace. The growth of the plates into the skin around the head gives the Tertsudoriyae a deceptively intimidating "helmeted" appearance.

Lore

Although rarely seen outside Xirorya or deep trenches beneath the sea, whispers of lost knowledge suggest the Testudoriyae may have originated from Vocoria alongside the Vocorians, or even be descended from the forgotten race that Ghozoth is the last of. Likely due to longevity and being dispersed throughout the planes, Testudoriyae rarely bother to record their racial history. Some scholars suggest that the Tetsudoriyae, due to their emphasis and martial arts and physical betterment, may have interacted with the Taijuni people. Perhaps half of the Testudoriya in existence understand Common, and one-tenth are capable of speaking it in a gravelly voice. Beyond that, they speak their own language composed of clacking their beaked jaws and manipulating their prehensile digits, and often Xalayi.

Deepsea fishers have occasionally been unfortunate enough to stir up a hungry Testudoriyae and were greeted by the hungry behemoth leaping out of the water and tearing open the fisher's nets to devour their catch. Due to Testudoriyae’s massive weight, travel through the sea is taxing and keeps them from accumulating fat; most of what they incur is pure muscle. Coupled with their carapace, which is comparable to Kaalcite upon reaching adulthood at age twenty-five, damaging one of these creatures is quite a task. Testudoriya have a 50% damage reduction bonus, in addition to a -100% bonus to overall armor rating.

Unsurprisingly when considering the size and strength of a Testudoriya, attempting to move an earthbound one is an exercise in futility for anything but a Hidulan giant or something with a similar amount of brute force. Once a Testudoriya is focused on a target, attempting to upheave it is nearly impossible using physical prowess alone. Moving or stunning Testudoriyae with non-magical means has a 99% chance of failure, checked after a possible success.

While seemingly undeveloped for combat, Testudoriyae are both muscular and possess a tremendous amount of Deadweight, with thick and lanky fingers that are capable of tensing and relaxing instantaneously. As opposed to the punching the average martial artists might use, a Testudoriya will throw its knotted muscles forward and then slap with titanic strength. This is roughly the equivalent of of being struck at a cannon at point blank range; capable of causing horrific injuries should the blow hit an enemy's center mass.. Adult Testudoriyae are a Master of any one Unarmed Combat, and by twice that age they are considered a Grandmaster. Every other quarter decade or so they gain Mastery of a new Unarmed Combat, with Grandmastery coming the other quarter decades. In addition, a Testudoriya’s Unarmed Combat has a +40% bonus to hit and may strike for full damage despite armor and enemy size.

Should a Testudoriya be faced with an enemy that outmatches it, the creature may opt to retract itself into the central plate of its Kaalcite-esque shell, but this is not purely a defensive mechanism. While Taijuni Monks might practice Flame-Dancing, the Testudoriya practice Water-Dancing. By manipulating surrounding water, even dismal amounts in the air, they may create a sort of whirlpool around around themselves. Spinning in this state, a Testudoriya is capable of limited flight and gliding akin to a flying saucer. Capable of doing this once per battle for one round, a Testudoriya may move in a straight line to deal damage to everything within a fifteen-foot radius at +40% to hit, while accruing an additional -50% to their overall armor rating. This is not an Unarmed Attack.

Testudoriyae rarely keep record of the history of their kind at large, focusing on self-improvement instead of concerning themselves with how kin act. When they do gather together, such meetings usually result in magnificent spars that can be heard for over a mile. Their fights are rarely lethal, as the creatures have a profound sense of restraint and know when enough is enough. On occasion, a Testudoriya will deign a humanoid worthy of a duel, and will treat them with respect despite their strength.

Due to the composition of Testudoriyae’s Kaalcite-esque shells and the deep sea pressure where they often sleep, oftentimes they accumulated precious stones on them. While no different than mundane jewels they can grow to eye-boggling size and, on more than one occasion, have resulted in poachers attempting to poach them; such is rarely a profitable venture for said golddiggers. However, in the rare event a Testudoriya is sighted devouring a trawler’s net or otherwise claiming another’s hard-earned work, the more benevolent amongst them will often leave behind a precious stone from their shell. In addition, the nutritious meat of a Testudoriya can feed a small tribe of Xalayi for a month and Zissah for perhaps a week… Assuming they have no qualms with eating a sentient being.

Vyssian Royal Panther - By D. Schneider v.10 2021

Stats
Creature Type Diet Activity Disposition
Animal (Feline) Carnivore Nocturnal Territorial
Socialization Special Talents Special Attacks Locality
Solitary, unless mother with their young. Illusion Weaving, Camouflage, Displacing Evasion Claw Rake The Kingdom of Vyss
Longevity Class Type
250-350 years 65% will fight as an Illusionist, 20% will fight as a dual classed Illusionist/Assassin, 15% will fight as Paragon Illusionists
Description The Vyssian Royal Panther is a magnificent beast that lives only in the deepest woods of Vyssian territory. Little is known about the creature beyond its appearance and abilities. The most notable aspect of the Vyssian Royal Panther’s appearance is its third eye, which rests in the middle of its forehead. Arrayed vertically relative to its other eyes, this third eye is able to function as a regular eye. A male Vyssian Royal Panther is usually about 450 pounds and about 6 and a half feet from head to tail. It is covered in short, shiny black fur and for those who are lucky or unlucky enough to notice, their paws are very large and out of proportion to their frame. Heterochromia is common in this species. More often than not, two of its three eyes will be the same color, and the third will be a different color entirely.

Lore

The Vyssian Royal Panther is high sapient, and an adult Vyssian Royal Panther is capable of following conversations, connecting emotionally to other living things, and most famously, using Illusion magic. The panthers are extremely adept at illusion, and they can create and sustain multiple complex illusions at once. Scholars believe that the species’ power comes from channeling arcane magics through their third eye. They are known to camouflage themselves and their cubs, as well as duplicating themselves to throw off would-be poachers. Because of their abilities, it is impossible for the Vyssian government or any other researchers to get an accurate estimate of how many Royal Panthers are in the wild. For this reason, they are considered a protected species by the Vyssian government, and poachers often face decades in indentured servitude.

Vyssian Royal Panthers can attack 3 times a round with their claws and teeth, or they can attack with claws and teeth once and cast a wizard-rank illusion spell. Vyssian Royal Panthers live for a very long time, and each decade they live, they get noticeably larger and more powerful. They carry a base 175% chance to hit with their claws and teeth or cast an illusion spell. Their AR and MD is a base of -200%. The attack base increases by +25% for each decade they live. The defense base decreases by -30% for each decade they live.

Vyssian Royal Panthers may opt to evade all moves at an 80% chance for 1 turn. Royal Panthers will always know if they are faced with someone who has killed one of their kind, though the mechanic that this knowledge is transferred through is currently unknown. Injuring the Royal Panther’s third eye will cause a -100% chance to use magic successfully, but one must maim all three eyes of the panther in order to totally blind it. Royal Panther magic operates like arcane magic casted using the Asyndi method.

Wooly Borjah - by T.A. Saunders and documented by S.A. Robles ©2015 v1.0

Stats
Creature Type Diet Activity Disposition
Mammal Omnivore Diurnal Hostile
Socialization Special Talents Special Attacks Locality
Solitary or Family Greater Cold Resistance, Greater Legendary Endurance, Apex Predator Horn Ram, Trample, Crushing Bite, Severing Slash Ishaela
Longevity Class Type
Up to three-fourths of a century. Berserker (Death Caller…? HEY BRAD) 25% Paragon

Description Capable of reaching an astounding 17’ tall whilst standing up on their hind legs and capping out at over 3,500lbs., the Wooly Borjah of Ishaela are magnificent beasts that put their slighter cousins on Imarel to shame. Layered in a shaggy coat of thick and unruly hair, the ram-horned bears have a tolerance for frigid temperatures so profound that some Native Quivynites maintain they could survive even in the inhospitable environs of Xos or Lyth. Wooly Borjah’s shaggy hair is coated a pristine snow white due to migratory patterns keeping them in a snowy environment year-round, and their eyes and mammoth claws are predominately black, but the former can occasionally be spotted a pinkish-red and latter a silvery gray due to albinism. Some accounts by hunters claim to have seen a malicious crimson glint overtake their eyes when severely wounded.

Lore

The “origin” of the Borjah is one shrouded in millennials superstition, and it’s unlikely to ever be fully resolved. One story goes that they were born of collaboration between Zorah and Miron, long before the estrangement between Miron and his younger brother. Another claims that the “first” of them were actual native to Xos, but were brought to Adanum during the War of Eternals as mounts for the forces of Chaos, and ultimately became an invasive yet naturalized species over the course of thousands of years. Whatever the case, the Borjah is the favored animal of Miron and deeply rooted in the culture of humanity for its ferocious tenacity.

The Wooly Borjah, due to its stocky simplicity and lack of evolution for thousands of years, is cited as an example of a mammalian “living fossil” and it is proposed by some scholars that the Borjah on Imarel are an evolutionary spinoff caused by earlier humans introducing them there following their exodus from Ishaela. Whether such is true or not, it is most definitely a fact that the Wooly Borjah has seen no cause to adapt to its environment and is unlikely to find one in the near future. They sit at the pinnacle of Ishaela’s food chain, their territory widespread during Yis but regressing toward the moon’s poles during the warmer half of the year. A Native Quivyni anecdote suggests that their only true weakness is a hot, sunny day; they have a poor sweating capacity and heat threshold, dramatically reducing their vitality in such conditions.

Wooly Borjah fight with the reckless abandon and ferocity of a Berserker, by using their muscle and bulk to overpower prey without opposition. The single swipe of a forearm is enough to snap a willowy human in half, a snap of the jaw can shatter bone, and the sturdiest specimens’ horns are capable of penetrating an inch of wrought steel. When grievously wounded, they succumb to a violent rage which conjures further strength to annihilate whoever wronged them; few are capable of surviving a full-frontal confrontation with them, once given a chance to explode as such.

To the Native Quivynites, Borjah represent the ruthlessness of Mother Earth when incensed and the indomitability of a stirred heart. Many a hunting party of courageous youth has been formed to claim the pelt, fangs, claws, and meat of victory; victorious or otherwise, more often than not some of the braves do not return. Some Shamans see them in the hearts of men and women, as animal spirits that guide and empower them to great feats. To more recent settlers, though, Borjah are an embodiment of nature’s refusal to be subjugated and often interfere with commerce through the wilderness during Yis. During the warmer seasons, Borjah often either hibernate or migrate to the far north or east where the poles are cold year-round – trappers and foragers are oft more than pleased when this migration begins.

Considering their astounding strength, it’s of little surprise that the raw material taken from them is of great value. While of merit as-is, the Native Quivynites often utilize rites to empower their teeth and claws with a variety of blessings and their pelt when made into a mantle is seen as a sign of stature. On rare occasion, a cub is found bereft of a mother; more than one aspiring Ranger or Druid as reared such a bear to adulthood as a Companion or hunting mount… but, this is rarely taken well by more mundane communities.

Wyvern - by T.A. Saunders and documented by S.A. Robles ©2015 v1.0

Stats
Creature Type Diet Activity Disposition
Reptilian Carnivore Diurnal Hostile
Socialization Special Talents Special Attacks Locality
Solitary unless found in a nest Flight, Venom Production Venomous Bite, Laceration Tail, Sky Drop Zodasia and Miroa (Tundra Wyvern), Irys (Jungle Wyvern), Vocoria (Chaos Wyvern), Xos, the Frozen Dark (Xosian Wyvern), Niraeth, the Chaos Void (Void Wyvern)
Longevity Class Type
Roughly one hundred and twenty years for planar varieties, unconfirmed for extraplanar varieties. Wild Tundra and Jungle Wyverns fight as a Hunter 75% of the time and a Paragon Hunter 25% of the time. Stray Chaos Wyverns fight as a Berserker 65% of the time and a Paragon Berserker 35% of the time, while Xosian Wyverns always fight as a Paragon Berserker. Void Wyverns fight as a Psionist/Hunter 85% of the time and a Paragon Psionist 15% of the time.
Description

Setting aside the unclear ancestry of wyverns, the easiest way to describe them is as feral pygmy dragons with a serpentine characteristics. Their leathery skin, covered with a smattering of minute scales, generally ranges from brown to green in the Jungle Wyvern (Anguigena Parvus Nemoralis) subspecies and blue to gray in the Tundra Wyvern (Anguigena Parvus Gelidus). Mutations within both varieties can produce albinos, which have a far higher likelihood of thriving in colder environs less visited by Ka’s rays. Chaos Wyverns (Anguigenae Parvus Horroris), a third subspecies ranging from brown to black, are found only on Vocoria and neighboring landmasses to a lesser extent. This variety is notably stockier, and the bony protrusions contributing to their monstrous appearance make them less apt at extended flight. Lesser known subspecies also exist: demonic-looking Xosian Wyverns (Anguigenae Parvus Larualis) whose eggs can only incubate in Frozen Dark’s frigid flames, and the bat-like Void Wyverns (Anguigenae Parvus Vacivus) with poor vision that thrive in Niraeth by using supersonic echolocations, to name a few.

Universal qualities include powerful winged forearms, whip-like tails that sometimes sprout spiky protrusions, and long necks capable of surprising maneuverability despite the turgid muscle and bone necessary to support their reptilian heads. Messy eating habits, infighting, and the shark-like trait in which lost teeth are constantly replaced lead to maws filled with disarranged fangs that resemble pits of spikes more than mouths. Coupled with a wingspan that can reach up to 40’ in length and their gorilla-like quadruped posture leaving them up to 16’ tall while in motion, to see one hissing up venom and glaring with its ravenous eyes as it approaches by either land or air can only get worse with the addition of more of these 500 lb. predators.

Lore

The origin of wyverns yet lingers as an unsolved mystery of the modern world, alongside that of drakes. Some theorize that both may be an offshoot of degenerated dragon born in from the Falling’s aftermath, but such an assertion is vehemently contested by the prideful draconic culture. Others advocate them being the forgotten descendants of selectively bred winged dinosaurs called pterosaurs by the ancient Zish people, back when both were widespread across Shalzaar; their presence on both Irys and Vocoria is often used as circumstantial evidence of this. Another possibility is that they were a gift imparted unto the Dark Zissah of Vocoria, the mythic Xosian Wyvern and the species’ remarkable adaptability to inhospitable condition cited as evidence. Whatever the case may be, they now inhabit a variety of extreme environments as predators dangerously high on the food chain.

Likely the most prominent trait shared amongst the wyvern subspecies is one that the Masar, and to a lesser extent the Masoq, also hold: sheer resilience in wiry bodies that sometimes verge on emaciated depending on the availability of food. Their powerfully muscled wings are designed for periodic bursts of frightening speed and catching the thermal winds they reach to soar like kites, something that even the Tundra Wyverns are able to manage in subzero temperatures. It’s unknown what sort of physiological adaptations the subspecies underwent to sustain flight in a freezing sky, but there is some conjecture that they release controlled amounts of toxin from their own glands into their bloodstream to induce a spike in body temperature while airborne – a possible origin of Voraathi Blood Venom. The Jungle Wyverns that inhabit Irys and other small island chains throughout Adanum conversely sun themselves regularly during the mornings on bright days to shore up energy before proceeding to hunt. This subspecies, due to the dense vegetation providing aerial cover to prey, is surprisingly adept at hunting on the ground. Ones that nest nearer to coasts will sometimes glide across the water to snatch appealing prey in their hind leg talons and take it back to solid ground for consumption. All wyverns living on Adanum are known to shed quarterly; information regarding the planar varieties is not forthcoming.

While unlikely to prey upon humanoid populations, a hungry wyvern who chances upon one traversing the wilderness isn’t going to be picky. Whenever possible, an airborne wyvern will conduct the opening ceremony by swooping down from behind to either tackle their perceived meal to the ground. In the case of more defensibly armored targets, the wyvern will instead grapple their shoulders or back to lift a distance – usually 30’ to 40’ – off the ground before dropping them; the pulverized target is then either spat at with their venom or struck with its tail until expiration. Sometimes a mated pair, with or without their brood, while hunt bigger quarries. Prey such as Borjah and Irysian Elephants are cruelly dealt with by the pair repeatedly swooping down to knock it prone, only to take flight again and continue the cycle until their meal is exhausted and bloodied for the taking. The venom glands are present inside the throats of wyverns, often used as a short-range projectile spray, but they tend to reserve it for when injured or cornered. The venom causes crippling disorientation and nervous system damage, and is generally fatal in smaller animals (and children) unless treated immediately. Chaos and Xosian Wyverns are less strategically minded, and if not being guided by a rider are far more inclined to engage in a vicious all-out assault.

Due to their highly aggressive and territorial behavior, wyverns in the wild tend to stay either solitary or in family environment. A typical nest is composed of a mating male and female and their eggs or young brood. Markedly possessive, each of them consider the other to be theirs without exception. This twisted dedication means that they often mate for life, and if one is killed the other will relentlessly pursue its slayer until successful in consuming them or slain themselves. Death by natural cause will on occasion result in the survivor seeking out a new mate – usually after eating from their deceased partner’s corpse. Rather surprisingly, both Tundra and Jungle Wyverns exhibit gentle and protective behavior toward their young offspring. Captive wyverns from the aforementioned subspecies have been witnessed licking the shed skin from their year olds, and in the wild they regurgitate food for them during the same time period. The mating pair will alternate watch over their nest unerringly until the hatchlings are capable of roaring for aid and defending themselves long enough for help to arrive. This kindness is short-lived, however, as after two to three years – whenever they reach sexual maturity – they are expected to develop their survival skills and leave within the coming year. Weak or otherwise unproductive ones have more than once become a meal due to lingering too long during a shortage of prey. On rare occasion, usually due to the presence of albinism or simply superior parameters, one may be allowed to remain as a third adult, so long as they provide for themselves and food isn’t scarce. Their reverence of the pearly-skinned albino offspring and kin has been put forward to support that they may hold a sort of genetic memory of draconic ancestry that induces respect toward the Xin.

No amount of ferocity or prestige is enough to keep non-sapient species from being preyed upon by the wise, and wyverns are no exception. Their leathery wings, highly resilient hide, bones, and horns are all used in a variety of more archaic weaponry, armor, and ornamentation. Hunting parties will on occasion scout for their nests, monitor a located one for years until there are eggs present, and then attempt to slay both adults. Providing they are successful – which is no guarantee with two desperate parents fighting to defend their unborn babies – the bodies are picked of resources and the eggs are transported elsewhere for incubation and sale. Wild wyverns – even hatchlings – are impossible to domestic, although some Druids and Rangers have been able to tame them to a degree. To this end, only wyverns hatched and bred in captivity with exceeding caution can be trained enough to be ridden. The Zissah of Irys and their baleful counterparts, both the few in hiding there and majority that live on Vocoria, are known to train them for this purpose. In recent decades, the Miroan society established by Nilharys the Black has also established teams to serve as scouts and aerial support. A small handful of them can also be found reared by the Shalzaari people paired with members of some law enforcement groups to assist in surveillance, as well as amongst the Tallis-Kah in Northwestern Tal`Rah. While the connection found in the Dragonriders of Farwind and their partners is absent, wyverns are fervently loyal to whomever they imprint upon as family, and a wyvern whose rider is lost has been known to fall into depression or go on a berserk rampage against whomever claimed them. This loyalty may sometimes extend to their riders’ companions, at least to the point that mere proximity or light contact won’t result in injuries, but they retain their generally violent proclivities toward the masses and hunting instinct will on occasion cause them to attack prey animals.

Xirocusta - by S.A. Robles ©2014 v1.0

Stats
Creature Type Diet Activity Disposition
Crustacean Carnivore Diurnal Hostile
Socialization Special Talents Special Attacks Locality
Solitary Liquefaction and Solidification, Regenerative Carapace Water Jet Cutter, Supercavitation, Guillotine Xirorya
Longevity Class Type
1,500 or more years Guardian (75%), Guardian/Demolitionist (25%)
Description

Easily described as a gigantic lobster from a distance, Xirocusta are mammoth crustaceans inhabiting the waters of Xirorya capable of easily reaching thirty feet in length and weighing in at over seven-hundred pounds. Their bodies are primarily composed of muscle and chitinous armor, internal organs stretched thinly throughout numerous plated segments to minimize damage dealt to nonspecific locations. Although most are a ruddy brown or red, some rarer Xirocusta are ornamented with brilliant blues and green. ‘Gender’ is difficult to distinguish at a glance, however males’ largest claw is on the right while the females’ largest is the left. The major differentiation from the average lobster is how well-developed their limbs are, strong enough to allow them to move on land.

Lore

Sometimes called the ancestors of the Yiroki and all crustacean life, Xirocusta are living fossils that dwell primarily in the depths of Xirorya’s oceans and sometimes in more scattered bodies of water throughout it. Though far more intelligent than the average animal, the creatures are asocial and rarely congregate outside of breeding, many of which are often violent and involve brutal dismemberment and mutilation to decide who is the dominant male and female. Terrifying as it may be to imagine such battles, their ability to manipulate even the smallest amounts of water adds a whole new dimension to the violence they can unleash. Though unable to speak any known language, they seem capable of understanding body gestures and their aid can sometimes be bargained for with shiny things that they enjoy hoarding to decorate their otherwise drab carapaces.

The worst thing imaginable when facing a gigantic crustacean is the notion it might simply disappear and reappear before one’s own eyes, possibly appearing at an angle where it might lob off said eyes. Whenever fighting in a body of water or in the rain, Xirocusta may opt to liquefy their bodies entirely at a moment’s notice, dispersing themselves throughout raining droplets or ripples in the water. In effect, this allows them a 95% chance to nullify all non-magical attacks directed at them in a round by forgoing all attacks. However, on the following turn they receive a +20% to their melee attacks.

Similar to Dracothar, Xirocusta have an extraordinary regenerative factor when exposed to water--able to regenerate external and internal damage of even a disastrous nature within minutes. In addition to this, Xirocusta carapace is also unimaginably thick and provides protection to even its more lightly armored joints. Xirocusta regenerate from external damage in 1d4 rounds and reconstitute internal damage within 1d6 rounds while within a body of water or heavy rains, and have a -80% overall armor rating regardless of their surroundings.

In addition to having the brute strength to carve through sheet steel with their largest claw, the Xirocusta can perform two additionally destructive tricks. Likely adopted by the Yiroki is the ability to create supercavitation, however unlike them they can do it out of water by uses their primordial power to cluster water particles in the air, allowing them to casually blow holes in solid-shelled prey to feast upon. Xirocusta have two melee attacks at +40% to hit, and may opt to instead make a single ranged attack with a base 75% to hit that completely ignores armor rating by striking with such force they shatter bone behind even the strongest armor.

Primarily used for constructing their warrens, Xirocusta are capable of firing a concentrated jet of fluid -- in reality their own saliva -- with such intensity it can carve through stone and coral with an artisan’s precision. How they achieve this is unknown, but they often make elaborate homes underwater and decorate it with interesting shells and baubles they acquire. Damaging a Xirocusta’s abode is a death sentence for either the assailant for the home’s occupant; there is no way to pacify an infuriated one. This water jet cutter allows them to make a called shot to dismember a single target’s limb from a distance with a +40% bonus to the ranged attack.

Xirocusta Chitin can be substituted for Yirok Chitin for making armor, however upon being killed a Xirocusta’s chinin becomes translucent; this is effectively the same as having it Ether Tempered while still allowing for an additional enchantment. Sometimes a rather inventive individual might use its natural weapons in their inventions, too...

Xosian Imp - Created by S.A. Robles ©2017 v1.0

Stats
Creature Type Diet Activity Disposition
Infernal Omnivore Cathemeral Passive to Hostile
Socialization Special Talents Special Attacks Locality
Complex Socialization Flight (Limited), Expedited Reconstitution, Acrobatics Random breath weapon (Minor), natural weapon (Minor), Gang Up Xos, the Frozen Dark
Longevity Class Type
Eternal until destroyed. Rogue (50% Thief, 25% Swashbuckler, 25% Assassin / Never Paragon)
Description

The Xosian Imp is undeniably one of the weakest and thus most subservient Xosian Castes: an absolute truth reflected in each and every one's appearance. Comparable in size to a lemur, these minor demons nevertheless put on display the aberrant nature of Xos, as no one Imp bears a resemblance terribly close to another beyond certain commonalities. They hold the distinction of being one of the few Xosian Castes whose physiology can be reptilian, mammalian, avian, a blend of the three, or even on occasion something more exotic.

Approximately three-fourths of Imps possess wings, most of which are leathery with membranes akin to that of a bat though a smaller number instead feature mottled feathers, resemble those of insects, or even bear a skeletal aesthetic void of connective tissue; the appearance never seems to greatly impact their ability to fly short distances. In addition, almost all Imps are quadrupeds capable of bipedal locomotion, with individuals holding a preference between one of the two modes.

Individual imps' defining features are largely determined by their mortal lives, wherein one who lived a life of theft or burglary might have spindly digits reminiscent of -- and functioning akin to -- lock picks. Another who had been a thug might have a slightly more muscular, if still emaciated physique with callouses or asymmetry parallel to injuries they received in life. A prolifically noisy rabble rouser or glutton might similarly contribute a mouth of disproportionate size. An imp's skin and eye colors can vary widely, and are likewise correlated but not always identical to that which they had as a mortal.

Lore

Xoxian Imps are born most often from the souls of criminal sheep: people who instigate or permit evil deeds from a mixture of fear, apathy to others, and disregard for conventional law and order, but have no particular aspirations or addiction to cowing others. While residue from their mortality lingers upon the stained effigy of their soul, any one particular imp is liable to retain only the barest recollection of their past life. This faraway imprint bears a faint influence their scampish proclivities, but rarely anything else.

Although unusual, it has on occasion occurred where an imp acquires enough energy to acquire a True Name. More unprecedented is when an aforementioned Named Imp amasses further energy, transmogrifying into a superior Caste befitting either their current or mortal achievements. Demons resulting of such transitions are regarded with caution, as they are often spiteful things who seek retribution on those who tormented them as an Imp.

Due to their position in the Xosian hierarchy, Imps are generally regarded by all Xosians -- even the larvae below them that readily dine on them for sustenance -- as expendable. This is due to the dismal quality and quantity of their essence, however, as while a powerful Xosian can take anywhere from months to centuries to reconstitute their far more dense essence, an Imp will reform within hours. Imps are generally spry on their feet, at least when pushed to it, and capable of gliding or non-sustained flight.

A lone Imp is a paltry threat, and it isn't an exaggeration to say that a well-prepared farmer with no access to magical arms or prior experience with them can at the very least fend it off by surprise, and sustain minimal injuries for it. Some Imps are capable of producing projectiles such as sonic booms, fireballs, and flurries of hoarfrost using their eldritch anatomy. More mundane ones may be possessed of a comparably sturdy skull useful for headbutting, serrated talons, whip-like tails, or other similar natural weapons. Overall, though, Imps are only a threat in large numbers.

The Xosian Imp's Caste is known as the Plaach, for no reason but its similarity to the sound they make when crushed by any number of things. Imps are generally claimed without consent by demons of higher stature, often those with True Names, and used for a variety of purposes such as subterfuge, delivering messages, or simply to relieve stress or boredom. Elaborate traps and devices are designed to torment them in different ways, competitions are held in which mighty demons see who can fling them the farthest, and sometimes they are just stepped on, squeezed to death, or eaten.

They grumble amongst each other in private, but are too fearful to protest or voice discontent to their superiors. It's worth note, though, that they become contrary and rebellious when gathered together in large numbers. There have been countless instances over the millennia of newly Named demons being overthrow by a Plaach insurrection, and such demons are seen as a laughingstock by their peers.

Due to their ability to reform at unparalleled speeds, mortals who serve Xos -- and sometimes others -- call upon them to use as messengers or entertainment. More sinisterly, during the Peasant's Rebellion and thereafter they have been seen outfitted with explosives and forced to perform suicide bombings. In addition, they can be used to harvest Xosian reagents by repeatedly summoning and slaughtering them, but this has led to more than one Warlock or Demonologist being swarmed and killed by angry imps.

Zafeiri - by S.A. Robles ©2021 v1.0

Stats
Creature Type Diet Activity Disposition
Animal (Mollusk) Omnivore Diurnal Generally passive unless threatened
Socialization Special Talents Special Attacks Locality
Schools Poison/Toxin Immunity, Slow Regeneration, Photosynthesis Serene Grace Sea of Whispers
Longevity Class Type
up to 130 years N/A
Description The first word that comes to describe the shell-less mollusks is ‘Beautiful’, their streamlined bodies vaguely reminiscent of fanciful fish with the six fin-like appendages alongside its elegant, tapering body. The appendages are, despite their appearance, actually designed as both a defensive mechanism and an external part of their digestive systems. Tipped with gossamer, thin strands that look almost like feathers, the hollowed quills contain an assortment of toxins for immobilizing both attackers and prey. Predominantly blue, Zafeiri adjusted to life on land can sometimes assume greens and yellows instead. Their heads, while seemingly unassuming, actually houses something akin to a tongue, the ribbon-esque organ bearing serrated teeth akin to a leech’s; often times they cling to large creatures to feast on their blood and are met with little hostility, simply falling loose to be swept away into the currents. Rarely is a specimen found measuring over a foot, but the oldest ones or those with access to much food can sometimes reach five to six feet long.

Lore Perhaps one of the most unique creatures to come from the Burning Lands, scholars believe they originated from lakes nearer to D`Mir, only to migrate north toward the sea. Migration in this way is possible, similar to the migration of birds, due to the Zafeiri’ ability to produce a variety of chemicals inside their bodies, some toxic and some not, two of which being gases it can filter through its fin-like appendages to reduce its weight to lighter-than-air to sustain flight, and then counteract it with a gas that weighs it down. This process is extremely taxing on their bodies, so they regularly do it during the daytime even though they would be better concealed at night, as they are capable of synthesizing Ka’s light into nutrients. The amount they gain is almost trivial, but it allows them to survive extended travel better.

More fascinating, though, is their ability to utterly neutralize all non-magical sources of poison and toxin, and even some magical ones. Instead of disposing of the resulting chemicals they instead store them in sacs alongside their four largest appendages. Housed here they wait and, once the Zafeiri obtains poisons from another source, will be mixed and matched to form compounds of untold lethality. Oftentimes their poisons aren’t aimed to kill, more incapacitate so they can draw blood and feed, but for less sturdy species—like most humanoids—it can still prove deadly.

Their strange abilities born from the D`Mir Cataclysm have attracted much attention from certain circles, Assassins, Druids, and Priests among them, for being able to both fly and swim, neutralize poisons and toxins, filter both air and water for breathing, and being able to regenerate all but the most catastrophic damage, all without possessing any notable intelligence. Unfortunately, there hasn’t been much success in reproducing their talents, presumably born from the chaotic energies swirling about the Burning Lands. Sometimes they’re kept in aquariums due to their startling beauty, but unless treated to have their poison glands removed without regenerating they could always prove to be their owner’s undoing.