[PnP] Sea / Water Creatures
Scott Adams
longshot at darktech.org
Sat Oct 21 05:24:40 CEST 2006
* Sea / Water Creatures
These creatures/animals are those found mostly in the water
world. While some are on the edges like shore or encountered
near water areas) they are noted below as one large group. Some
creatures are new. Some are only mentioned as here by name only.
For details on these consult the other documents.
Creature New/Old Where to Find
A'Equin New v2 New pnp v2 monster file.
Afanc Old v1 Standard Book 3 plus pnp v2 creature file
Ahuras, Maskela Old v1 Standard Book 3 plus pnp v2 creature file
Akhkharu Old v1 Standard Book 3 plus pnp v2 creature file
Vampire Worm Old v1 Standard Book 3 plus pnp v2 creature file
Bloodsucker New v2 This document
Animals Old v1 Standard Book 3 plus pnp v2 creature file
Anaconda New c2 This Document
Crocodile New v2 This Document
Crab New v2 This Document
Deer Old v1 Standard Book 3 plus pnp v2 creature file
Dolphin New v2 This Document
Eagle Old v1 Standard Book 3 plus pnp v2 creature file
Eel New v2 This Document
Falcon Old v1 Standard Book 3 plus pnp v2 creature file
Jellyfish New v2 This Document
Leech New v2 This Document
Leopard Old v1 Standard Book 3 plus pnp v2 creature file
Penguin New v2 This Document
Piranah New v2 This Document
Orca New v2 This Document
Sea/Water Birds New v2 This Document
Seals New v2 This Document
Shark New v2 This Document
Swamp Buffalo Old V1 Standard Book 3 plus pnp v2 creature file
Squid/Octopus New v2 This Document
Monster Squid New v2 This Document
Stingray New v2 This Document
Turtle New v2 This Document
River Turtle New v2 This Document
Ocean Turtle New v2 This Document
Walrus New v2 This Document
Water Snakes New v2 This Document
Whale New v2 This Document
Wild Cat Old v1 Standard Book 3 plus pnp v2 creature file
Zehani Wolf Old v1 Standard Book 3 plus pnp v2 creature file
Asrai Old v1 Standard Book 3 plus pnp v2 creature file
Asaghi Old v1 Standard Book 3 plus pnp v2 creature file
Athach Old v1 Standard Book 3 plus pnp v2 creature file
Baobhan Sith Old v1 Standard Book 3 plus pnp v2 creature file
Beithir Old v1 Standard Book 3 plus pnp v2 creature file
Besamar New v2 New pnp v2 monster file.
Border Redcap New v2 New pnp v2 monster file.
Bugbear New v2 New pnp v2 monster file.
Bouba Old v1 Standard Book 3 plus pnp v2 creature file
Cait Sith Old v1 Standard Book 3 plus pnp v2 creature file
Centaur Old v1 Standard Book 3 plus pnp v2 creature file
Chimearas Old v1 Standard Book 3 plus pnp v2 creature file
Cuca New v2 New pnp v2 monster file.
Cu Sidhe Old v1 Standard Book 3 plus pnp v2 creature file
Cu Sith Old v1 Standard Book 3 plus pnp v2 creature file
Daeta A'Miri Old v1 Standard Book 3 plus pnp v2 creature file
Dae'ta Koti Old v1 Standard Book 3 plus pnp v2 creature file
Daoine Sidhe Old v1 Standard Book 3 plus pnp v2 creature file
Demons Old v1 Standard Book 3 plus pnp v2 creature file
Disease Old v1 Standard Book 3 plus pnp v2 creature file
Terrestial Old v1 Standard Book 3 plus pnp v2 creature file
Devil New v2 New pnp v2 monster file.
Dirailla-ta Old v1 Standard Book 3 plus pnp v2 creature file
Dolaura New v2 New pnp v2 monster file.
Dolaura Queen New v2 New pnp v2 monster file.
Dragons / Old v1 Standard Book 3 plus pnp v2 creature file
Dragon Old v1 Standard Book 3 plus pnp v2 creature file
Sea Dragon New v2 New pnp v2 monster file.
Wyrm Old v1 Standard Book 3 plus pnp v2 creature file
Dwarf Old v1 Standard Book 3 plus pnp v2 creature file
Rune Master New v2 New pnp v2 monster file.
Edali New v2 New pnp v2 monster file.
Edali Divine New v2 New pnp v2 monster file.
Elefan New v2 New pnp v2 monster file.
Elementals Old v1 Standard Book 3 plus pnp v2 creature file
Air Elementals Old v1 Standard Book 3 plus pnp v2 creature file
Water Elemental Old v1 Standard Book 3 plus pnp v2 creature file
Elf Old v1 Standard Book 3 plus pnp v2 creature file
Elf Magician Old v1 Standard Book 3 plus pnp v2 creature file
Faerry Old v1 Standard Book 3 plus pnp v2 creature file
Faerry King New v2 New pnp v2 monster file.
Fata Shee New v2 New pnp v2 monster file.
Fay Horses Old v1 Standard Book 3 plus pnp v2 creature file
Fire Snake Old v1 Standard Book 3 plus pnp v2 creature file
Garshon New v2 This Document
Giants New v2 New pnp v2 monster file.
Sea Giant New v2 New pnp v2 monster file.
Storm Giant Old v1 Standard Book 3 plus pnp v2 creature file
Goblin Old v1 Standard Book 3 plus pnp v2 creature file
Elite Goblin New v2 New pnp v2 monster file.
Goblin King New v2 New pnp v2 monster file.
Great Serpent Old v1 Standard Book 3 plus pnp v2 creature file
Great Spider Old v1 Standard Book 3 plus pnp v2 creature file
Grundwergen Old v1 Standard Book 3 plus pnp v2 creature file
Gwydi New v2 New pnp v2 monster file.
Harboul New v2 New pnp v2 monster file.
Hobgoblin New v2 New pnp v2 monster file.
Hydra Old v1 Standard Book 3 plus pnp v2 creature file
Kraken New v2 New pnp v2 monster file.
Leon New v2 New pnp v2 monster file.
Lunma New v2 This Document
Master New v2 New pnp v2 monster file.
Mer People New v2 New pnp v2 monster file.
Merman (Male) New v2 New pnp v2 monster file.
Mermaid (Female) New v2 New pnp v2 monster file.
Merman Noble New v2 New pnp v2 monster file.
Mir New v2 New pnp v2 monster file.
Mir Wizard New v2 New pnp v2 monster file.
Molani Old v1 Standard Book 3 plus pnp v2 creature file
Mushrussu Old v1 Standard Book 3 plus pnp v2 creature file
Divine Mushrussu New v2 New pnp v2 monster file.
Ogre Old v1 Standard Book 3 plus pnp v2 creature file
Orchi Old v1 Standard Book 3 plus pnp v2 creature file
Pegasus Old v1 Standard Book 3 plus pnp v2 creature file
Peist Old v1 Standard Book 3 plus pnp v2 creature file
Poltergeist New v2 New pnp v2 monster file.
Red Shark New v2 New pnp v2 monster file.
Roc Old v1 Standard Book 3 plus pnp v2 creature file
Serpent Women Old v1 Standard Book 3 plus pnp v2 creature file
Shachihoko New v2 New pnp v2 monster file.
Simurgh New v2 New pnp v2 monster file.
Sprite Old v1 Standard Book 3 plus pnp v2 creature file
Tonah Old v1 Standard Book 3 plus pnp v2 creature file
Trold Folk Old v1 Standard Book 3 plus pnp v2 creature file
Trold King Old v1 Standard Book 3 plus pnp v2 creature file
Trolls Old v1 Standard Book 3 plus pnp v2 creature file
Troll Old v1 Standard Book 3 plus pnp v2 creature file
Elite Troll New v2 New pnp v2 monster file.
Troll King New v2 New pnp v2 monster file.
Wood Troll New v2 New pnp v2 monster file.
True Sidhe New v2 New pnp v2 monster file.
Sidhe Magician New v2 New pnp v2 monster file.
Unicorn Old v1 Standard Book 3 plus pnp v2 creature file
Vily, Water Old v1 Standard Book 3 plus pnp v2 creature file
Water Nymph New v2 New pnp v2 monster file.
Water Panther New v2 New pnp v2 monster file.
White Otter New v2 New pnp v2 monster file.
Warders New v2 New pnp v2 monster file.
A'Equin Alignmnet - Balance
These horses can fly on water. They are mentioned here since
some intelligent creatures could use them to travel over
short or long distance water areas. See the new version 2
creature document.
Afanc Alignment - Elder
This is basically a large beaver so its home to the water world.
For more details see the Book 3 material or the new version 2
creature file for changes on this creature.
Ahuras, Maskela Alignment - Law
This intelligent creature is winged so doesn't stay in the
water much but they are found and encountered near water.
See the book 3 and version 2 pnp creature file for complete
and updated information.
Akhkharu
Vampire Worm Alignment - None
These creatures are encountered near water environments
among others. They tend to be on land mostly but can
be along shoreline or shallow creeks and rivers. For
complete details on this creature see the Book 3 and
version 2 Creature updated file.
Bloodsucker Alignment - Chaos
AHP 5 OCV 1 DCV 3 NWI +3
S 6 St 6 D 9 A 13
MR 12 NAV 0 MDV 4 NF 1*
EnL 12 CDF 1 CL NA
DTV -1 HC 6% INT 4
C 4 PR 8% SIZE 0
SS Nocturnal Parasite
* Normally these are solitary creatures unless they are
ready to breed. If another Bloodsucker is in the
area they may fight since they are territorial. However,
if prey is found they will seek prey first than fight.
Appearance - These aquatic creatures are round like a puff
fish. They have tiny fins but a fat round body that is
the size of a human's adult head. Their eyes are dark
red in hue but do not glow. The skin is pure black so
they blend in well with the dark waters. Their mouth is
round with razor sharp teeth and a pink tongue that laps
up the blood of its victim. Around the rim of the mouth
are suckers.
Special - These are aquatic vampiric creatures. Their
eyes can detect at a range of about 20 feet prey that
is hot and thus full of blood. They will quietly approach
and attach themselves to the target to feed on. They will
have a base 50% chance of attaching to the prey on the first
round. If they do the first bite will allow it to attach
with strength onto its prey. The suckers on the rim of its
mouth give a solution that further tightens the hold and
prevents massive blood loss other than what it needs to
feed on. The first bite will do 1D3 hit points of physical
damage to the target. The Bloodsucker will then suck drain
1D6 Energy Level points per phase up to 36 Energy Level
max if its hungry. Once it releases its contact to the target
it will begin to float or swim away. The round body is full
of bladders that take the blood and it can live up to 3 days
off this blood alone. There is a 20% chance the target will
get a Debilitating BL3 Poison. If so reduce 6 points from
Energy Level, Strength and Stamina for 3 days. If Energy
Level is 0 the target will die.
This animal is distasteful to other animals that try to
attack it. Once swallowed by large fish like sharks the
animal will try to reject it in some way if it hasn't already
killed the bloodsucker. In order to remove these creatures
from a person a Strength x 2 roll must be made. One attempt
can be made per phase. If a weapon is used that can pry the
creature off then Strength x 3 is made. If the creature is
killed the Bloodsucker may still be attached. In this case
the attachment may be permanent. In this case the solution
forms a tougher bond with the skin. It will have to be
cut off. to cut it off will cause 1D3 more hit points to the
target.
These creatures tend to be found in warm oceans and rivers.
They tend to avoid lakes, ponds and cold ocean areas. Their
base eyesight is not that far only about 10 feet but their
sense of heat is double that. There is a 30% chance the
Bloodsucker is not hungry but will attach itself to the
target for future feeding. It may stay up to 5 days like
this until it is ready to feed. These creatures could
attack its prey if it is attacked. In this case it will
use its teeth in a natural weapon attack.
The Bloodsucker is a source for a natural magic item.
If one is caught and quickly bled out into a container
the blood creates a poison from its natural body poison.
It will cause the Debilitating effects above but at HALF
the values listed. This is an unenhanced value. The
Bloodsucker has no enhanced value.
Animals
(The following section lists non-fantastic creatures that can be
encountered in a Creature Encounter. Unless specified otherwise,
an animal has no alignment). These are animals that are typically
found near or in the water.
Anaconda Alignment - None
These snakes are found mostly in river and tropical climates.
See the version 2 creature file for details. Most of these
animals can be fierce and territorial.
Crocodile Alignment - None
This creature can be found mostly in river and tropical
areas. But they have been known to go in northern
climates if the need is there. Alligators can be used
for the Crocodile stats. These animals will attack humans
with little hesitation if they can. Many humans per year
are killed by these animals. See the version 2 creature file
for details.
Crab Alignment - None
AHP 11 OCV 3(1) DCV 4 NWI -2
S 11 St 10 D 47(+2) A 16(+1)
MR 8 NAV 0 MDV 4 NF Roll 1D6
EnL 12 CDF 1 CL Na 1-8 1
DTV -1 HC 11% INT 3 9 1D6
C 10 PR 1% SIZE 0 10 2D6
SS Intermediate Carnivore
Appearance - These hard shelled animals are small to the ground
only a few inches above the ground. Most can be held in the
palms of a hand in size. Some are twice the size of a person's
double palms. Each has 5 walking sets of legs on its body.
Crab also have 2 arms in front that are larger than the others.
Each ends in a pincer which can be used to grab prey. One
pincer is larger than the other one and is the primary one for
combat. Most crab range in dull browns, reds or orange colors
but some can be other colors from pure white and blue among
other colors. They have eye stalks which allow them to see with.
They do not swim well or fast but they stick to the bottom of
the water. They are as home in the water as they are on a beach.
Special - Crabs are a favorite food for many humans and are hunted
by fishermen. Entire industry is built around them by capturing
them in crab wooden cages. Crabs can clamp onto a human and hurt
them with their pincer. They will do 1D3 points of damage each.
Crabs tend to only defend themselves but some have been known to
pinch a person sleeping on a beach.
Deer Alignment - None
Deers are common in forests and around waterways. These
use the rivers and creeks to drink from. They do not
enter the water beyond drinking from the edge generally.
For complete details see the Book 3 and version 2 updated
creature file.
Dolphin Alignment - None
AHP 30 OCV 10 DCV 6 NWI -4
S 33(+2) St 30(+1) D 17(+1) A 21(+1)
MR 20 NAV 0 MDV 8 NF Roll D100
EnL 24 CDF 3 CL NA 1-50 1
DTV -3 HC 32% INT 5 51-70 1D6
C 13 PR 2% SIZE 2 71-100 2D6*
SS Intermediate Carnivore
* If 2D6 are found then a family of Dolphin is found at
least 1D3 are offspring with 1 Female per offspring.
Appearance - These sleek round noses animals are fast and
agile in the water. They tend to be silver or gray in
color. They can be as large as 6 feet in length and about
200 pounds on average.
Special - Dolphins are friendly and social creatures. They
have been known to help humans who are lost in sea to take
them to shore or fend off dangerous sharks. Dolphins in
packs are not afraid of sharks and will fight them. They
like to jump and leap into the air in a playful dance. They
are known to often shadow a ship for miles watching the
ship and playing with it. They are not dangerous like sharks
to humans.
Note: If encounter says Small Dolphin use the above stats but
at 50% of listed stats above. Stats above are for full mature
adult of the species.
Eagle Alignment - None
Eagles are encountered around water when they use it to
catch fish. They will usually dive bomb into the water
of the river/creek and catch fish with their claws. Beyond
this they avoid the water. For details see the Book 3 and
version 2 updated creature file.
Eel Alignment - None
AHP 9 OCV 2 DCV 6 NWI 0
S 9 St 7 D 27(+1) A 53(+3)
MR 12 NAV 0 MDV 3 NF D100
EnL 9 CDF 1 CL NA 1-20 1D6
DTV -1 HC 8% INT 3 21-50 2D6
C 8 PR 1% SIZE 0 51-100 D100*
SS Intermediate Omnivore
* A school of Eels is found that can be many Eels all in one
area. These would include young and adult Eels.
Appearance: These sleek grayish serpentine animals are agile
in the water. They resemble snakes in their length and at
times blend in with surrounding plant life. They usually
are at 2-3 feet long but some can be as long as 6 feet in
some cases. They can be held in a fist of a human most
times but can be larger than a fist.
Special - There are many varieties of Eels in the water. Some
are docile while others are fierce. Some can bite with their
teeth as a normal rule. But some Eels are electrical. These
shoot out an electrical shock into the water through the
skin. The shock can extend as far as 3 feet around it. This
shock can cause 1D6 hit points in damage and possibly stun the
person. The real danger is when a whole school of Electrical
Eels can encounter people in the water. While the Eels may not
intend to harm the person the sheer amount of shocks in the
water can kill a person.
Falcon Alignment - None
Same as for Eagle.
Jellyfish Alignment - None
AHP 5 OCV 1 DCV 7 NWI +1
S 6 St 6 D 55(+3) A 66(+3)
MR 8 NAV 0 MDV 3 NF 1D10
EnL 9 CDF 1 CL NA 1 1
DTV -1 HC 6% INT 3 2+3 1D6
C 7 PR SIZE 0 4-8 2D6
SS Intermediate Omnivore 9+10 D100*
* D100 Indicates a school of Jellyfish is found. This
is a dangerous place to be if caught in the middle.
Appearance - Jellyfish are floating, slightly more advanced
than a basic cell, mass of water. Mostly of water and basic
animal cells that do the most basic functions. They are
transparent and you can generally see through the animals.
They have no obvious body areas like eyes, mouth or other
organs. The body is one part and they have long extensive
tentacles. These tentacles can stretch out to as much as 500
feet around the creature to capture food like floating shrimp.
They use these tentacles to detect prey and other jellyfish.
Generally these tentacles stretch out to 5-10 feet. To
determine the reach of a tentacle roll on the table below:
Roll Tentacle Roll Tentacle
D100 length (feet) D100 Length (Feet)
01-16 1-3 17-32 4-6
33-48 7-10 49-56 11-15
57-60 16-20 61-64 21-50
65-69 51-100 70-73 101-150
74-78 151-200 79-83 201-250
84-88 251-300 89-93 301-350
94-98 351-400 99 401-450
100 451-500
Number of Tentacles 1D10 per Jellyfish. The tentacles are
hair thin and difficult to impossible to see in some waters
and light. in fact jellyfish are also hard to see in some
cases as many step on them near shore and get stung. They
come in all shapes and colors. Some as bright colors and
some as simple white.
Special - Jellyfish simply let the water take them where they
need to go. They don't move that much on their own unless they
have to. They don't actively seek out humans to attack or any
other creature. They let their prey stumble upon them. Thus
stepping on them or coming across their tentacles is a sure way
to get stung by them. Each tentacle has tiny hair like barbs
that inject a poison on their prey to paralyze them. For humans
this is a BL 2 Paralytic Burn poison. If the poison succeeds
it will start to affect the person's nervous system. Most stings
can be taken by some are allergic or can be killed by them. To
shrug off the sting the person must make a Will roll. There is
a CB% (Con Bonus) chance the person is allergic to the sting. If
this is the case the person will go into immediate shock and
be paralyzed. if he is not taken out of the water immediately
he/she will drown and die as his breathing will be hard to
control as his system shuts down. At any rate regardless of
the sting of poison the person will take 1D2 points of burn
damage to the skin. If not allergic and the poison succeeds
the person will have Will/10 phases before he begins to be
paralyzed as his nervous system shuts down. He will have to
leave the water to have the effects wear off. They will wear
off in 1D3+1 hours. During this time he can do no other action
unless healed. A school of jellyfish can easily kill a human
by the number of stings and poison attacks by tentacles.
Leech Alignment - None
AHP 5 OCV 1 DCV 6 NWI -3
S 9 St 6 D 80(+4) A 19(+1)
MR 8(4) NAV 0 MDV 2 NF 1D6
EnL 6 CDF 1 CL NA
DTV -1 HC 8% INT 2
C 6 PR 1% SIZE 0
SS Intermediate Parasite
Appearance - These small worm like creatures tend to be black,
gray or brownish. They tend to be finger length. They have
a wide oval mouth that suction onto a target.
Special - These creatures tend to be found in rivers. Some can
be found in coastal areas but less frequently. These creatures
seek out heat and movement. They will then attach onto a target
that moves by them. Once attached it will suck blood from the
person up to 1D6 Energy Level points will be drained per Leech.
They have to be torn off the skin (with little difficulty) by
hand. Salt can also tear them off automatically as they hate
the taste.
Leopard Alignment - None
Leopards and tigers are encountered around water when they
are stalking prey or using it as a water hole. They will
avoid the water if they can but some can cross the water
if they need to. See Book 3 and the updated creature file
for information.
Penguin Alignment - None
AHP 9 OCV 2 DCV 4 NWI 0
S 10 St 12 D 32(+2) A 17(+1)
MR 8 NAV 0 MDV 3 NF Roll 1D6
EnL 9 CDF 1 CL NA 1-4 1
DTV -1 HC 11% INT 3 5-8 1D6
C 12 PR 1% SIZE 1 9 2D6
SS Intermediate Carnivore 10 1D100*
* A colony is found. This is only for land encounters. It
includes 20% young, 30% females and 40% adult males. At
least 10% are eggs.
Appearance - These birds have short wings but they don't
use them to fly rather use them to swim as fins. They have
beaks like birds. They are black with white under belly
areas. They may have white blotches on their backside.
They stand normally 1.5 feet tall but some adults can stand
as much as 3 feet in some cases.
Special - These are only encountered in cold climates like
Ice and Tundra (arctic) areas. They tend to live among the
ice fields and swim in the cold waters. They will defend
themselves if their nests are threatened.
Piranah Alignment - None
AHP 7 OCV 1 DCV 5 NWI +3
S 8 St 6 D 36(+2) A 29(+1)
MR 12 NAV 0 MDV 3 NF Roll 1D10
EnL 9 CDF 1 CL NA 1 1
DTV -1 HC 7% INT 3 2-3 1D6
C 3(-1) PR 1% SIZE 0 4-10 D100+20*
SS Intermediate Carnivore
* This is a hunting pack or a breeding pack that can be very
dangerous.
Appearance - These fist sized fish are found in tropical rivers.
They tend to be brownish tan to mix in with plant growth. They
are small but their mouth are abnormally large with razor like
teeth that can shred flesh.
Special - A single Piranah will be too scared to attack large
prey. But once they get into packs the mob mindset takes over
and they will attack with fierce and vicious speed. A group
has been known to shred a cow that wades into the water within
3 minutes nothing but bones are left. A person unlucky to
be surrounded by a pack of these fish is certainly doomed.
Orca Alignment - None
AHP 46 OCV 16 DCV 6 NWI -3
S 37(+2) St 55(+3) D 20(+1) A 27(+1)
MR 20 NAV 0 MDV 6 NF 1D3*
EnL 18 CDF 5 CL NA
DTV -5 HC 46% INT 4
C 15 PR 6% SIZE 3
SS Intermediate Carnivore
* If 3 a pod is found at least 1 is a offspring and one
of the adults may be a female.
Appearance - These animals are larger than dolphins on
average but are tiny whales. They have razor like teeth.
They tend to be black in color with splotches of blue or
white in color. They can average 5-6 feet in length and
weigh at least 400 pounds.
Special - Orca are small version of whales. They tend to
eat only small fish. But once in awhile a orca can mistake
a human for food and nip them. but they will not attack
outright like sharks unless confused or threatened. Some
are termed "killer orca" but most are docile and tend to
stick to deep sea areas.
Sea/Water Birds Alignment - None
AHP 4-32 OCV 0-7 DCV 1-13 NWI -2 to -6
S 4-7 St 4-10 D 8-63 A 8-63
MR 12(36) NAV 0 MDV 4-7 NF D100*
EnL 12-21 CDF 1-3 CL NA
DTV -2 HC 4-9% INT 4
C 8-10 PR 1-2% SIZE 0-1
SS Intermediate Omnivore
* Referee will have to determine situation. If out to see
maybe only 1D3 is found. But on shore near a breeding
spot D100 is found. Fishermen tend to have 30-40 flying
around their boat.
Appearance - Water and Sea birds range in diversity as do
plants. There are thousands of varieties of varying shapes
and sizes. Some are as small as budgies or finches that
can fit in a fist or as large as Seagulls, Flamingos and Storks.
They come in all colors and sizes and habitats.
Special - The above stats represent average bird stats. The
low figure is the lowest and highest is for the largest birds
like Storks or Seagulls. The Referee can average these stats
to determine the final result but use the above as a quick
guideline. Majority of birds are harmless to humans. But
they can be annoying. Seagulls are one such group which will
dive bomb and attack fishing boats for fish on deck. So birds
tend to be more annoying than dangerous. The listed MR is
for land and (flying). While some may not reach this speed
it is used as a general rule.
Note: When encounter says Tiny Sea Birds use the lowest
figures above.
Seals Alignment - None
AHP 13 OCV 4 DCV 8(7) NWI +4
S 18(+1) St 14 D 32(+2) A 52(+3)
MR 18(10) NAV 1* MDV 5 NF 1D10
EnL 15 CDF 1 CL NA 1-5 1
DTV -1 HC 16% INT 4 6-8 1D6*
C 16(+1) PR 4% SIZE 1 9-10 2D6*
SS Intermediate Carnivore
* If 1D6 and 5-6 are found or 2D6 and 7-8 found then
a large family group is found. At least 20% are
pups, 30% are females and rest are adult males.
These large groups tend to be found on land than water.
Appearance - these animals are much smaller versions of the
Walrus. They have sleek small necks and a larger rear area
often with lots of blubber. They have fins they can use to
walk/crawl on land as much as swim with. They tend to be black
but some can be brown or grayish. They are often seen with
whiskers from their mouth. They have thin fur which protects
them from the cold climate.
Special - Seals can be as boisterous as Walrus males in noise
and threats. But most tend to be docile to humans. In fact
they tend to be curious of humans and will playfully follow
or approach them. Seals are not known to attack a human in
the water unless its confused. On the land they will protect
their young but avoid human contact if possible. Some
entertainers have been known to tame seals to do various tricks
in their travelling shows. They are often found on land as
much as the water. Their fur is sometimes a natural magic
item. For details on seal fur see the Water based Natural
Magic item document.
Note: If encounter says Small Seals use the stats above
but at 30%. The stats above are for a mature adult.
Shark Alignment - None
AHP 32 OCV 10 DCV 3 NWI 0
S 22(+1) St 32(+2) D 14 A 15
MR 16 NAV 0 MDV 5 NF Roll D100
EnL 15 CDF 3 CL NA 1-60 1
DTV -3 HC 27% INT 4 61-80 1D6
C 9 PR 1% SIZE 2 81-100 2D6*
SS Intermediate Carnivore
* If 2D6 are encountered they are in a feeding frenzy on a
recent kill. this is a dangerous situation to be in.
Appearance - These sleek animals are as large as 7 feet
in length and can be as big as 800 pounds. Most tend to
be 4-5 feet in length and about 200 pounds They are gray
in color. They have rows of razor sharp teeth that can
slice through bone easily.
Special - These animals are the kings of the oceans in the
normal animal world (aside from the big monsters). They
are fierce and deadly. Some are not man eaters but sharks
do get the taste of human flesh and stay with it. They
live deep in the ocean but can visit coastal areas. Their
body has a nervous system which can detect the slightest
bit of movement in the water from some distance away. This
is why splashing humans (or seals their favorite food) gets
their attention. They can smell blood (even the slightest
amounts) in water up to 3 miles away. Blood also attracts
sharks to prey. The above stats are for the average human
adult (4-5 feet, 200 pounds). But for Great Sharks these
figures should be doubled. For smaller sharks like reef
sharks that tend to be harmless half the above stats. Once
attracted they will tend to investigate its prey by swimming
around it or bumping up against it. It may then attack it
to kill and devour it. While sharks have no natural magical
item value some have been known to grind up shark bone to
create a natural healing powder used in some areas. Those
in Katai are known to do this. There is debate by scholars
and healers if this has any true healing ability.
Swamp Buffalo Alignment - None
This is the water version of the buffalo and has adapted
to many climates including cold ones. They tend to be
docile but could charge people if they are threatened.
But otherwise they avoid contact with humans. See the
Book 3 for basic details or version 2 creature file for
any changes to the stats.
Squid/Octopus Alignment - None
AHP 16 OCV 6 DCV 7(8)* NWI +1
S 18(+1) St 19(+1) D 51(+3) A 19(+1)
MR 16(22)* NAV 0 MDV 3 NF 1D3**
EnL 6 CDF 1 CL NA
DTV -1 HC 19% INT 3(4)***
C 11 PR 2% SIZE 1
SS Intermediate Carnivore
* For MR the () value is when the animal is on the bottom
of the floor or crawling over surfaces. In open water
the speed of the animal's thrust is faster. Their
strength in their appendages allow them to shoot from
one place to another quickly. The OCV () is for in
open water and 7 is for when on bottom or surface area.
** Number found - if 2 or more may be a mating pair
*** Recent evidence indicates Squid are alot smarter than
we think. The 4 is for those few smart ones while
most tend to be Intellect 3.
Appearance - These animals have a bell bubble upper body
with a set of arms on the bottom. Their arms number from
4-6 depending on species but tend to be 6. Each arm is full
of suckers that can attach to things and grasp them with
good strength. The strength bonus applies to the strength
of all these appendages. At the bottom of the body surrounded
by the arms of the squid is its mouth. The mouth is a large
beak like structure which can grasp as well for eating. The
creature is fast in open water when it has the right bouyancy.
The color of squid ranges from species to species. But generally
they are brown, tan or gray. They tend to blend into the sea
bottom or have little if any color due to depths they swim in.
Some are as small as 3 feet from end of one arm to its top of
the head while others can get as large as 7 feet. The arms can
grow however up to 5 feet on their own.
Special - Squids tend to ignore humans but are curious by their
nature. They may investigate humans but rarely attack outright.
Generally when threatened it will release a dark ink into the
water that blinds view so it can escape. This ink also serves
as a natural magical item (see the Water based Natural Magic
Items file for details). Some octopus can grow abnormally
large in deep oceans. These creatures become legend and as
such are known to attack ships and men. If such a creature
exists the stats might be as follows:
Monster Squid/Octopus Alignment - None
AHP 81 OCV 26 DCV 7(8) NWI -1
S 81(+4) St 49(+2) D 16(+1) A 15
MR 12(18) NAV 3* MDV 7 NF 1
EnL 21 CDF 8 CL NA
DTV -8 HC 65% INT 3
C 11 PR SIZE 4
SS Intermediate Carnivore
* NAV - The 3 exists from tough skin on the main body.
Only AV 1 is for each arm however.
Note: MR, DCV () applies for normal Squid/Octopus
Special: These huge monsters can be as big as 50 feet and
weight as much as 2 tons. Their arms are as long as 15-20
feet and as thick as a tree trunk. If these exist they
can sink ships in some cases.
Stingray Alignment - None
AHP 12 OCV 3 DCV 8 NWI -3
S 12 St 12 D 17(+1) A 51((+3)
MR 20 NAV 0 MDV 4 NF 1D3*
EnL 12 CDF 1 CL NA
DTV -1 HC 12% INT 4
C 16(+1) PR 2% SIZE 3
SS Intermediate Carnivore
* If 3 are found there is a 50% chance 1 is a offspring at
half the listed values (except for MR). If no offspring
then it could be a mating pair and another stingray in
the area competing for breeding.
Appearance - These creatures have large fins that extend
from its solid body like wings. They can extend as much
as 3 feet out but tend to be 1.5 feet. This gives them
a fast moving and agile body. They use this fast speed to
elude prey like sharks. Their bottom color is white but
the top tends to be brown or black. They use this color
to blend in to the bottom of the ocean where they tend to
wait for prey. At the end of them is a long (usually a
foot) tail that ends in a stinger. They use this to stun
their prey for capture and eating.
Special - Stingrays avoid humans if they can. The only
time humans tend to contact them is when they swim by.
In this case there is a 30% chance of being stung by the
creature as it tries to warn off the human. In this case
the sting can do 1D3 of hit points and cause a blistering
swelt on the stung area. This area will hurt for 1D3 days
afterwards until its healed. Most humans can take the
poison it injects but children have been known to be killed
by them if their immune system is low.
Turtle Alignment - None
River Turtle
AHP 7 OCV 2 DCV 7(8) NWI 0
S 8 St 7 D 52(+3) A 32(+2)
MR 8(12) NAV 1 MDV 3 NF Roll 1D6
EnL 9 CDF 1 CL NA 1-7 1
DTV -1 HC 8% INT 3 8-9 1D3
C 17(+1) PR SIZE 1 10 1D6
SS Intermediate Herbivore
Ocean Turtle
AHP 23 OCV 7 DCV 4(5) NWI -2
S 18 St 23(+1) D 21(+1) A 24(+1)
MR 6(12) NAV 1 MDV 4 NF 1
EnL 12 CDF 2 CL NA
DTV -2 HC 22% INT 3
C 18(+1) PR SIZE 2
SS Intermediate Herbivore
Note: The () MR and DCV applies when turtle is in water and
on land. The () value applies when on land. The shell is
the AV1 protection as its hard. In some cases an ancient
sea turtle might have AV2 as its shell might be a foot thick.
The body itself (head, tail, arms/feet fins) are fleshy and
have no AV value.
Appearance - River taller are small maybe as large as a person's
palms. Ocean turtles however can be as big as 4 feet tall at
the top of the shell and as long as 5 feet. Small river turtles
might only wait 5-20 pounds while ocean turtles can weigh as much
as 400 pounds. All turtles have a shell which is a mobile home
for them. Their fleshy body can jut out from holes in the shell.
Their head, arm and leg fins and small tail jut out. Their necks
are long that end in a head with a toothless snout which can
snap and break bones of a finger. The bottom belly parts also
are covered in a shell. Most turtles tend to be green in color
with some touches of gray. They blend in with plant groth to
avoid predators. River turtles can be dark green shells while
ocean turtle shells tend to be lighter green.
Special - River turles are common place in many areas. A
person that walks buy may get a foot snapped at but that's
about it. Their bite of a river turlte if held might do
1D3 points and draw some blood. There is a 5% chance they
could break a finger from their mouth strength. Ocean turtles
are at least 4-5x larger than river turtles. They can swim
hundreds of miles as a normal pattern. All turtles can also
go onto the land to lay eggs (usually during a full moon).
Sea turtles that bite can do 1D6+2 points of damage and have a
10% chance of breaking a bone in a finger or hand. Turtles
avoid humans if they can but may bite if they are encountered
stepping nearby or threatened. Some sea turtles can be one
of the most ancient animals in the sea. They have been known
to live up to 800 years on the average at least 200 years.
Some find this longevity to be special and try to extract this
special magic from them by animal by-products. But in fact
there is nothing special or magical about them.
Walrus Alignment - None
AHP 35 OCV 13(10) DCV 4(3) NWI -1
S 39(+2) St 35(+2) D 18(+1) A 18(+1)
MR 12(6)* NAV 0 MDV 6 NF 1D6**
EnL 18 CDF 4 CL NA
DTV -4 HC 33% INT 4
C 15 PR 4% SIZE 4
SS Intermediate Omnivore
* The () listed MR, OCV and DCV are used when the animal is
out of the water.
** If 3 are found at least 1 is an adult and one is a female.
If 6 are found a group is found on land.
Appearance - These animals have large fat bodies but look
more like large seals. From their mouth jut out two tusks
which can be used as natural wepaons. Adult bull males can
be dangerous if cornered or threatened. They tend to be
loud creatures making croaking type sounds. They tend to
be brown or tan colored but can be black as well. They
may be as large as 600 pounds and as tall when sitting up
on land as 5 feet.
Special - These animals are found as often on the land as
are water. They tend to feed in the water and use the land
for sleeping, sun bathing or taking care of their young.
Their tusks can be natural weapons and quite deadly if they
get a lucky blow in by a adult bull. Their fins and body
mass tend to make them slower creatures on land.
Water Snakes Alignment - None
AHP 4 OCV 0 DCV 4 NWI 0
S 5(-1) St 6 D 22(+1) A 36(+2)
MR 8 NAV 0 MDV 2 NF Roll 1D10
EnL 6 CDF 1 CL NA 1-8 1
DTV -1 HC 6% INT 1 9-10 1D6
C 14 PR 1% SIZE 2
SS Intermediate Carnivore
Appearance - Water snakes are numerous so range from as
small as 1 foot to 6 feet in length. They tend to average 3
feet in length however. They vary in colors but tend to
have colors to blend into the bottom or plant life.
Special - This is a generic water snake smaller in power than
the Anaconda. At least 80% of most water based snakes are
harmless. But there is a 20% chance the snake has some poisonous
effect. On a bite there is a 40% chance of being injected with
a poison. The referee can determine the poison type or roll
on the table below. Roll 2D6 for Poison type and D100 for
the baseline of the Poison.
Roll Poison Type
2 Immediate Death * = Reduce BLx2 from Energy Level,
3+4 Death Strength and Stamina. Lasts
5+6 Slow Death for BL days.
7+8 Debilitating*
9+10 Paralytic ** = Paralyzes victim and burns a
11-12 Paralytic Acid** wound with potent acid.
Double damage scored when the
Poison Baseline poison succeeds in affecting a
Roll BL Roll BL Roll BL target.
1-5 1 41-60 5 89-95 8
6-12 2 61-75 6 96-99 9
13-25 3 76-88 7 100 10
26-40 4
Most snakes will not bother humans unless they feel threatened
or stepped on. They will attack by reflex.
Whale Alignment - None
AHP 87 OCV 32 DCV 4 NWI -7
S 95(+4) St 95(+4) D 14 A 15
MR 18 NAV 1 MDV 9 NF D100
EnL 27 CDF 9 CL NA 1-80 1
DTV -8 HC 95% INT 5 81-98 1D3
C 12 PR 8% SIZE 5 99-100 1D6*
SS Intermediate Parasite
* If 1 is found it is an adult whale. If 1D3 there is a 20%
chance it will have a offspring with it. If 1D6* then a pod
of whales is found. At at least 4 are around 2 are offspring
if less than 4 then 1 is offspring.
Appearance - These immense majestic creatures are found in
all the seas around the Perilous Lands. Most tend to be
black or blue in color. Some have white markings on their
tails or body. Some have been known to be brownish in color
but more rarely. These creatures have a blow hole in the top
near the front that allows them to inhale air when they
surface and dive for long periods of time. On average a full
adult can be as tall as 6-7 feet and as long as 75-80 feet.
But there are exceptions so length can be even more. These
creatures can weigh as much as 2 tons easily.
Special - This is the average Whale attributes. Most whales
are docile and only eat plankton from the ocean. They get
their great strength from their sheer bulk and powerful tail
that can crush people and boats. Their hide is thick with
blubber which gives them the 1 NAV but in some areas they
have 0 protection which humans have learned their weak spots.
Whales are hunted for their blubber for many items including
oil and food. Whale song can be heard as far as 500 miles
away in some cases and can be haunting to hear in the water.
Note: The above stats are for Medium sized Whales. For
Large Whales use the above stats at 1.1.
Wild Cat Alignment - None
Wild Cats tend to be afraid to enter the water. But cats will
use it for drinking or stalking prey along the border of the
water. See book 3 and updated version 2 creature file for
details.
Zehani Wolf Alignment - Balance
Almost identical in nature to Wild Cat and Leopard but may
find a balance in avoiding or entering the water.
Asrai Alignment - Elder
Asrai are intelligent creatures that live in the water. In
fact they can't leave the water at all. They have no boats
or water based technology. For details on this creature see
the Book 3 and version 2 updated creature file.
Asaghi Alignment - Balance
Asaghi are highly intelligent and can be found in water
based encounters. For complete details see the book 3 and
version 2 updated creature file.
Athach Alignment - Kotothi
Athach is another creature found in water based encounters.
They tend to stay on shore though and rarely will enter
the water unelss needed. For details see the Book 3 and
updated version 2 creature file.
Baobhan Sith Alignment - Kotothi
Boabhan Sith are winged flyers so they don't need the water
as much. But they are found in water based encounters.
See Book 3 and updated version 2 creature file for details.
Beithir Alignment - Kotothi
Beithir are serpents so can be found in the waters for
water based encounters. For complete details see the
book 3 and updated creature file.
Besamar Alignment - Elder
This intelligent creature may be found in various environments
but can be found in water based encounters. For complete
details see the version 2 updated creature file.
Border Redcap Alignment - Kotothi
These creatures are kin to Troll so water is nothing new
to these creatures. They may be found in classic troll
locations like bridges or where creeks cross near roads.
For details see the version 2 creature file.
Bugbear Alignment - Kotothi
The bear part of bugbears may still enjoy water as bears often
do. So they could be on the edge/beach of water based
environments. But their goblin side may prevent them from
entering water.
Bouba Alignment - Balance
Bouba are encountered in water based environments. Since
they are gorillas they tend to stick near rivers and creeks
rather than the ocean. For details see the book 3 and
updated version 2 creature file.
Cait Sith Alignment - Elder
These creatures tend to stick around the edges of water in
water based encounters. For details see the book 3 and
updated version 2 creature file.
Centaur Alignment - Elder
Centaur are mostly found in forest type areas but in water
based encounters they can be found on the edge of water.
For details see Book 3 and the updated version 2 creature file.
Chimearas Alignment - Balance
Creature found in water encounters usually tend to stick
to the edges of the water. For details see Book 3 and
the updated version 2 creature file.
Cuca Alignment - Kotothi
this vile creature lives in lakes and rivers often. They
are commonly found underwater and surface to take their prey.
For details on these creatures see the new version 2 creature
file.
Cu Sidhe, Alignment - Kotothi
Cu Sith, Alignment - Elder
Daeta A'Miri Alignment - Law
These creatures are found in water based encounters as well.
For details see Book 3 and the updated version 2 creature file.
Dae'ta Koti Alignment - Kotothi
These creatures may be found in the water and on land in
water based encounters. See Book 3 and the updated version 2
creature file for details.
Daoine Sidhe Alignment - Kotothi
These creatures could be found on, in or around the water
in water based encounters. For details see Book 3 and
the updated version 2 creature file.
Demons
Disease Alignment - Chaos
Terrestial Alignment - Chaos
Devil Alignment - Chaos
These demons are found in water based encounters. But they
tend to stick along the edges of water. For details see Book 3
and the updated version 2 creature file.
Dirailla-ta Alignment - Kotothi
These deadly serpents can be found in the water and along
the edges of the water in some water based encounters.
For details see Book 3 and version 2 updated creature file.
Dolaura Alignment - Law
Dolaura Queen Alignment - Law
These unique form of dolphins are only encountered in the
sea or ocean. For more details see the version 2 updated
creature file.
Dragons / True Dragons
Dragon / True Dragon Alignment - Varies
Sea Dragon Alignmnet - Varies
Wyrm Alignment - Chaos
Dragons can be found in water based encounters as well.
The basic dragon might have a nearby cave where its lair
is. This could be on a mountain cliff or nearby the water.
The Wyrm might have be found on the edge of water as well.
But Sea Dragons are found purely in the water. For details
on the new Sea Dragon see the version 2 updated creature file
for all 3 and book 3 as well for Dragon and Wyrm.
Dwarf Alignment - Elder
Dwarf Rune Master Alignment - Elder
While Dwarves are better suited in other environments theres
no reason they can't be found in water based encounters as
well. See book 3 and the updated version 2 creature file
for details.
Edali Alignment - Law
Edali Divine Alignment - Law
These are similiar to dwarfs as such they could be encountered
in water based areas. See the new version 2 creature file
for their details.
Elefan Alignment - Neutral
These creatures are found in the river near Port Doman so they
can be found in water based environments. For details on
these creatures see the new version 2 creature file.
Elementals
Air Elementals Alignment - Elder
Water Elementals Alignment - Elder
Air elementals are part of a possible water based encounters.
While they would not likely enter water they would be around
the edge of the water. Water Elementals however are found
in the water naturally. For details see book 3 and the updated
version 2 creature file.
Elf Alignment - Elder
Elf Magician Alignment - Elder
Elves are found in virtually all terrains so they can be
easily found in water based encounters. For details see
book 3 and the updated version 2 creature file.
Faerry Alignment - Elder
Faerry King or Queen Alignment - Elder
Faerry avoid the water if they can but can be found in
water based encounters. See book 3 and the updated version
2 creature file.
Fata Shee (Warrior) Alignment - Elder
Fata Shee (Magician) Alignment - Elder
These might be found in water based encounters on or around
the water. See the new version 2 creature file for details.
Fay Horses Alignment - Elder
Fay Horses are found on the edge and shoreline of water in
water terrain encounters. For details see book 3 and
the new version 2 updated creature file.
Fire Snake Alignment - Law
Fire Snakes are found in water based encounters along the
side of the water. They may fly over the water to catch
food but tend not to enter the water. For details see book 3
and the updated version 2 creature file.
Garshon Alignment - Balance
AHP 5 OCV 1 DCV 5 NWI 0
S 6 St 7 D 20(+1) A 52(+3)
MR 4 NAV 0 MDV 4 NF 1D10
EnL 12 CDF 2 CL NA 1-3 1
DTV 0 HC 7% INT 2 4-6 1D6
C 6 PR 2% SIZE 0 7-9 3D6
SS Diurnal Carnivore 10 D100*
* A grove of these are found underwater usually within
1D6+2 feet of each other.
Appearance - These creatures are half plant and half
animal. They are gray in color with slight hues of
green or browns at time. They look like any standard
water plant about a foot tall and as wide as 1.5 feet.
Their limbs have sharp razor like barbs which can shred
flesh but very slowly. They are mainly used to attach
and capture prey. Hidden in the center of the plant by
plant growth is a small mouth which takes in parts of the
flesh of its prey.
Special - These creatures can't swim or move on their own
aside from slight subtle limb movements which are hard to
notice. These animals have a special sense of Clairvoyance
which allows them to detect danger up to a minute in advance.
If they detect danger or harm to them they will use their
secondary special ability which is their main defense. This
ability is a MEL2/EL1 ability to Teleport itself from one
place to another. It does this randomly but never exits the
water. When it teleports the roots are still in the dirt
floor as if they never moved when they get to their new place.
These plans inject a BL 5 draining poison on their prey.
This will do 1D6 decrease in Strength and Stamina immediately.
It will then do 1D3 more points to both every 2 phases until
either Strength or Stamina is 0. At that point the animal is
powerless and will be held by the plant. As the plan remains
in the plant the limbs attach to the body. But the animal is
not eaten immediately. It will begin to decay slowly. At
this point the body breaks down. Then the limbs will actually
move to separate flesh and move it to the mouth.
These plans were first discovered by a Ticasi Scholar named
Garshon exploring the seas off Fomoria. He found them interesting
so much he spent the next 5 years studying them. The problem
he discovered is that these plants create havoc for fishing
villages when they enter the harbor. Swimmers and fish alike
are sometimes attacked by these plants which causes problems
for the local people. Once there these plants are very
difficult to get rid of without some magic.
These creatures have a natural magic value. If a person is
lucky to obtain one (very hard with the teleport ability) they
can be taken out of the water. At this point they die and begin
to shrink in size. If the person can tear off the razor sharp
limbs and he must keep the core body. There it can be dried.
Once dried it should be opened to locate a small organ the size
of a marble which is yellow in color. This organ gives it the
teleport ability. This organ can be enhanced magically to give
a person who wears it 2D10 Mana points for Teleport per day.
This creature was first created by a wizard who tried to
create evil plans as minions for his home. It backfired and
this plant was created over 200 years ago. Since then this
creature reproduces and has spread into all but the Northern
cold ocean. It prefers warm waters. It was tied to the
Balance alignment through this wizard but rituals failed and
the gods did not favor the wizard.
Giants
Sea Giant Alignmnet - Kotothi
Storm Giant Alignment - Kotothi
Sea Giants are found in the water and travel through it
commonly. Storm Giants however are encountered above the
water usually seen in their castles in the sky. For details
on these creatures see book 3 and the new version 2 creature
file.
Goblin Alignment - Kotothi
Elite Goblin Alignment - Kotothi
Goblin King Alignment - Kotothi
Goblins are encountered in some water based encounters. Some
might even use small boats for war operations. See the new
version 2 updated creature file for details.
Great Serpent Alignment - Kotothi
Great Spider Alignment - Kotothi
These 2 creatures tend to stay on the edge of the water in
water encounters. Great Spiders however may leap onto logs
to cross small creeks or rivers or to pursue their prey. For
details see book 3 and the new version 2 updated creature file.
Grundwergen Alignment - Kotothi
These creatures might be found on the edge or in the water in
some water terrains. For details see book 3 and updated version
2 creature file.
Gwydi Alignment - Elder
These creatures may be found in some water based encounters
if their needs desire it. For details see the new version 2
updated creature file.
Harboul Alignment: Elder
These frogs are found in the water like rivers and creeks or
along their banks. For details see the new version 2
updated creature file.
Hobgoblin Alignment: Kotothi
Hobgoblin Magician Alignment: Kotothi
Hobgoblin King Alignment: Kotothi
These are like the Goblins. They may be encountered even
using boats or along the edge of water. For details see
the version 2 updated creature file.
Hydra Alignment: Kotothi
The fierce hydra are found in water based encounters usually
along the side of rivers and creeks. Usuaully they are more
inland but are nearby. For details see book 3 and the updated
version 2 creature file.
Kraken Alignment - Chaos
These huge beasts are found in the water and are devastating
in water encounters. For details see the new version 2
updated creature file.
Note: For Small Kraken encounters use the Kraken attributes
but at 50% of the listed values.
Leon Alignment: Neutral
These creatures can be found in or around water. For complete
details see the new version 2 updated creature file.
Lunma Alignment - None
AHP 38 OCV 13 DCV 4(5) NWI -5
S 27(+2) St 38(+2) D 17(+2) A 10
MR 8(12) NAV 1 MDV 5 NF 1
EnL 15 CDF 4 CL NA
DTV -4 HC 33% INT 3
C 13 PR 4% SIZE 1
SS Intermediate Carnivore
Appearance - This water creature looks like a spider that
can be as large as 3 feet tall and 3 feet wide. But tends
to stick to about 1 feet tall and 1 feet wide. They have
8 legs and a mouth with pinchers. They are flesh colored
but spots of brown or white. While this color attracks others
to them most animals avoid them. Inside the squat body are
bubble like membranes that can take in water or relase it.
This gives the animal bouyancy. These animals can go as far
down as 300 feet before any pressure problems affect them.
These have no fins for swimming but they use their strong legs
to propel themselves like squid through the water. For MR
the () value is for open water but the other figure is when
they are on the bottom of the water or on surfaces. Same
applies for OCV. Strong bones create a natural body armor
on their main body but their legs have no natural armor value.
The legs may stretch out as far as 3 feet (1D3). Their bite
gives them the strong strength bonus.
Special - These animals only stay in the water and never exit.
They can be found in rivers, lakes and the ocean. Salt and
temperature does not seem to affect them. The main prey of
these animals are shell fish. They will attack any shell
fish they see with swift and fierce speed. Their favorite
food are turtles. These creatures have learned to get beyond
the shell by placing a strong acid through a organ on the bottom
of the animal onto the shell. this strong acid attaches to
the shell and eats clean through it. It will eat through 1
inch of shell in just 10 minutes. So a large sea turtle with
a six inch shell takes only 1 hour. It creates a hole just
big enough for the animal to enter the shell and eat from. In
some cases like turtle it then enters and eats the prey. There
is little defense for the shelled animal unless they can escape
the shell itself. If this creature mistakes a person for
prey it will sue its acid and bite attack. The acid can damage
unprotected flesh by 2D6 points of damage each time the animal
injects the acid. The animal can do create this acid 1D3 times
a day. Once created it will continue on its own to eat through
flesh and bone. The spider has another method to stop the acid
from eating flesh by another body fluid it sends out to negate
the acid. If taken out of water a person with this acid will
gain an additional 1D3 points per phase as oxygen mixes with it
to make it stronger. To get rid of this acid Castor D'fay is
one of the best things to use. If none exists purified and
blessed water mixed with some healing herbs will do it as well.
There may be other methods not covered here. If a person is
wearing armor or clothing it will do 1D6 points per phase
to the damage resistance of the item.
These creatures are dangerous due to their acid. But they
tend to be found deep in the ocean. There is a 30% chance they
may be found in rivers or lakes. They prefer to hunt sea turtles.
These creatures may encounter ships and mistake them for prey.
In this case they will attach to the hull and the acid will burn
through it 1D6 points per phase. Once a hole is created the
creature will enter the ship to find its prey which could end
up to be humans. This hole may also create water breaches which
can sink a ship as well.
Master Alignment - Law
These enlightened beings are found in many environments and
may be encountered on the water or near it. For complete
details see the new version 2 updated creature file.
Mer People
Merman (Male) Alignment - Chaos
Mermaid (Female) Alignment - Chaos
Merman Noble Alignment - Chaos
These crreatures are naturals for the water. For details
see the new version 2 updated creature file.
Mir Alignment: Neutral
Mir Wizard Alignment: Neutral
These creatures may be encountered in some water based areas.
For details see the new version 2 updated creature file.
Molani Alignment: Balance
Molani are found along water edges in some water based
encounters. See book 3 and the updated version 2 creature
file for details.
Mushrussu Alignment: Law
Divine Mushrussu Alignment: Law
These creatures are often wards in some waterways. For
details on these see book 3 and the updated version 2
creature file.
Ogre Alignment: Kotothi
Orchi Alignment: Chaos
These beasts may be found on the edge of water based areas like
rivers and creeks. For details see book 3 and the updated
version 2 creature file.
Pegasus Alignment: Elder
This flying horse may be encountered in water base settings
usually on the shore or flying over the water. For details
see book 3 and the updated version 2 creature file.
Peist Alignment: Elder
These water serpents are natural creatures for water based
encounters. For details see book 3 and the updated version
2 creature file.
Poltergeist Alignment: Chaos
While rare some Poltergeist could lock into a water area
like a bridge or river/creek to haunt or be troublesome. For
details on these see the new updated version 2 creature file.
Red Shark Alignment - Chaos
These are found in the water off the western edge of Clima.
They are a creature I defined for a campaign. For details
on these see the new version 2 udpated creature file.
Roc Alignment: Balance
These are found flying over or on the shore of water based
encounters. For details see book 3 and the updated creature
file.
Serpent Women Alignment: Chaos
These women are often found near rivers and along their
banks to prey on various things. See Book 3 and the
new version 2 updated creature file for details.
Shachihoko Alignment: Chaos
These monsters are found in the sea. For the new details
on these see the new version 2 updated creature file.
Simurgh Alignment: Elder
These intelligent creatures are found in many waterways.
For details see the new version 2 updated creature file.
Sprite Alignment - Kotothi
These creatures are often found near waterways to create
havoc with thsoe that travel down the water. For details
see book 3 and the updated version 2 creature file.
Tonah Alignment - Neutral
Where the creature is (on land or in the water) depends on
the type of creature. For details and stats see book 3
and the updated version 2 creature file.
Trold Folk Alignment - Kotothi
Trold King Alignment - Kotothi
These creatures are found in and around the water. For
complete details see book 3 and the updated version 2
creature file.
Trolls [Mallen Trow]
Troll Alignmnet - Kotothi
Elite Troll (Middle World) Alignmnet - Kotothi
Troll King (Middle World) Alignmnet - Kotothi
Wood Troll Alignmnet - Kotothi
Trolls are historically found near waterways. This might
include under bridges or along creeks. The Wood troll may
be found along rivers. For details see book 3 and the
updated version 2 creature file.
True Sidhe Alignment - Neutral
True Sidhe Magician Alignment - Neutral
These Sidh may be found in the same areas as Daoine and Baobhan
sidh. For details see the new version 2 updated creature file.
Unicorn Alignment - Elder
These creatures are found along the edges of water if at all
in water encounters. For details see book 3 and the new
updated version 2 creature file.
Vily, Water Alignment - Neutral
the Water Vily is found around rivers, lakes and wells. They
may be in the water but generally are out of it on the edge.
for details see book 3 and the updated version 2 creature file.
Water Nymph Alignment - Elder
Water Panther Alignment - Chaos
These are encountered in the water like rivers and lakes. For
details see the version 2 updated creature file.
White Otter Alignment - Law
Warders Alignment - Law
These creatures are found in the water. For details on these
creatures see the version 2 updated creature file.
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