Plains of Sedia D20

Earth Creatures

Earth Creatures#

One element of Magical Creatures: 56 creatures, levels 1 to 50. Reading a magical creature says what a card shows.

Fed by earth#

The mountains, caves, forests, tundra and grasslands: most of Sedia, and most of its magical creatures.

Muscaliet

Level 1 · Tiny · weak · fights as a monk

Health 12 · AC 12 · Bite 1d4 · Group 1-4 · XP x1

The muscaliet has a hare's body, a squirrel's tail and a boar's tusks, and it spends most of the day hidden in tufts of grass. It eats only the grasses and flowers of the eastern coast of Sedia, the Amari Lowlands and the Twin River Flats, and it bolts at the first footstep. Corner one and you'll find out what the tusks are for.

Power in earth 2; resists earth.

Met in New SaellemMenusiaJewallAmariCreciaTharsisEstharMoriaDumasque

Clurichaun

Level 2 · Small · weak · fights as a pickpocket

Health 20 · AC 13 · Bite 1d4 · Group 2-4 · XP x1

Clurichauns are little imps that drink anything they can find. Most live in Narsis, where they steal and knife sleepers without a shred of honor. They are too dim to talk and not very strong, so the trick is to stay awake and keep the wine locked up.

Power in earth 2 and fire 1; weak to water.

Met in New SaellemMenusiaJewallAmariCreciaTharsisEstharMoriaDumasque

Yara-Ma-Yha-Who

Level 2 · Fine · weak · fights as a headhunter

Health 10 · AC 13 · Bite 1d4 · Group 1-3 · XP x1

Yara-ma-yha-whos are little red men no taller than a boot, with huge toothless heads and suckers on their hands and feet. They're thieves and bloodsuckers, and they like the blood of magical creatures best, so they turn up wherever other magical creatures live. If a unicorn is grazing nearby, check its flanks before you check your pack.

Power in earth 2 and spirit 1; resists earth and spirit.

Met in New SaellemMenusiaJewallAmariCreciaTharsisEstharMoriaDumasque

Barbegazi

Level 3 · Small · regular · fights as a scout

Health 22 · AC 13 · Bite 1d4 · Group 3-6 · XP x1

Barbegazi are small, shaggy gnome-folk who live near the tops of frozen mountains like Damiens Peak and Demon Tooth Ridge. They look after one another and leave quiet warnings for trespassers, and anyone who ignores the warnings meets the whole family at once. They stand about two feet tall.

Power in earth 2 and water 1; resists water.

Met in New SaellemMenusiaJewallAmariCreciaTharsisEstharMoriaDumasque

Hercinia

Level 3 · Small · weak · fights as a priest

Health 22 · AC 12 · Bite 1d4 · Group 1-4 · XP x1

Hercinias are eagle-sized birds whose feathers glow bright enough to read by. They eat insects, keep to deep forest like the Hatchet Forest and the Oakland Grove of Esthar, and fight only when cornered or when something comes near the nest. Night travelers follow their glow through the trees, which works fine until the bird decides to go home.

Power in earth 2, air 1 and spirit 1; resists air.

Met in New SaellemMenusiaJewallAmariCreciaTharsisEstharMoriaDumasque

Myrmecoleon

Level 3 · Tiny · regular · fights as a scout

Health 14 · AC 13 · Bite 1d4 · Group 4-12 · XP x1

Myrmecoleons are ants as long as a man's forearm that hunt other ants and anything small enough to drag off. They live in the Bleak in colonies of a few thousand, and the biggest run to twenty thousand or more. One is a nuisance. A colony on the march could strip a city to the stones, and the miners of Jewall seal any tunnel they hear clicking in.

Power in earth 2; resists earth; weak to water.

Met in New SaellemMenusiaJewallAmariCreciaTharsisEstharMoriaDumasque

Grant

Level 4 · Medium · weak · fights as a minstrel

Health 32 · AC 9 · Bite 1d4 · Group 2-5 · XP x1

Grants are small horses, no taller than a pony, that stand up on their hind legs to look over the undergrowth for danger. They keep to the thickest forest, Darkwood and the Hatchet Forest in Tharsis most of all, and they're so timid that most travelers only ever hear one. That piercing cry is a grant warning the herd, and it warns everything else in earshot too, so take it as news that something is hunting nearby.

Power in earth 2 and air 1; resists earth.

Met in New SaellemMenusiaJewallAmariCreciaTharsisEstharMoriaDumasque

Adlet

Level 5 · Medium · regular · fights as a scout

Health 35 · AC 12 · Bite 1d6 · Group 3-6 · XP x1.2

Adlets are man-sized, dog-headed hunters that run the Frozen Wastes of New Saellem in packs. They scavenge when they must and hunt people when they can, and a hungry adlet weighs half what a fed one does. Where adlets run, look for the white addonexus leading them.

Power in earth 2 and water 1; resists water.

Met in New SaellemMenusiaJewallAmariCreciaTharsisEstharMoriaDumasque

Calygreyhound

Level 5 · Medium · weak · fights as a woodsman

Health 35 · AC 14 · Bite 1d6 · Group 1-3 · XP x1

The calygreyhound has a wildcat's head, a deer's body, an eagle's forelegs and an ox's hind legs, and somehow it all runs very fast. It is shy and harmless, grazing the grasslands of south-eastern Esthar, and it bolts long before anyone gets close.

Power in earth 2; resists earth.

Met in New SaellemMenusiaJewallAmariCreciaTharsisEstharMoriaDumasque

Faun

Level 5 · Medium · weak · fights as a priest

Health 35 · AC 12 · Bite 1d6 · Group 1-3 · XP x1

Fauns look like satyrs but get on with everyone, people and animals alike. A faun spends its life trying to win a maiden's love, because one who does is said to become a man and shed the satyr's curse. They live in the woods of Crecia and Esthar, like the Rhinestone Woodland and Oakland Grove, and would rather share a meal than start a fight.

Power in earth 2, air 1 and spirit 1; resists spirit.

Met in New SaellemMenusiaJewallAmariCreciaTharsisEstharMoriaDumasque

Satyr

Level 5 · Small · regular · fights as a pickpocket

Health 28 · AC 12 · Bite 1d6 · Group 3-8 · XP x1.1

Satyrs go about in troops of males: men above the waist and goats below, with horns, pointed ears and full curly beards. They love wine above everything, raid caravans and small towns for it, and steal whatever else isn't tied down on the way out. They're roguish but faint-hearted and run the moment a fight turns, so mind your packs more than your throat. They keep to the woodland of Crecia, the Rhinestone Woodland most of all.

Power in earth 2 and spirit 1; resists earth.

Met in New SaellemMenusiaJewallAmariCreciaTharsisEstharMoriaDumasque

Yale

Level 5 · Medium · regular · fights as a mageling

Health 38 · AC 12 · Bite 1d8 · Group 1-4 · XP x1.2

Yales look like deer, but their horns are flexible and they can swing each one any way they like, one forward and one back if the mood takes them. They're passive and want to be left alone, grazing the high meadows of the Crecian Highland and the Quirest Highland of Esthar. So leave them alone; a yale that's been pushed fights with both horns pointed at you.

Power in earth 2, fire 1, water 1, air 1 and spirit 1; resists earth.

Met in New SaellemMenusiaJewallAmariCreciaTharsisEstharMoriaDumasque

Alerion

Level 6 · Medium · regular · fights as a monk

Health 40 · AC 15 · Bite 1d8 · Group 1-2 · XP x1.5

Alerions are great eagles that fly so high they are rarely seen, and they land only once a day. A pair raises a chick only once every sixty years, so there are never many of them. They nest on the high peaks of Jewall around Mt. Tyr, and they defend those nests hard.

Power in earth 3 and air 2; resists air.

Met in New SaellemMenusiaJewallAmariCreciaTharsisEstharMoriaDumasque

Bastet

Level 6 · Medium · regular · fights as a woodsman

Health 40 · AC 14 · Bite 1d6 · Group 1-2 · XP x1.5

Bastet are werecats, half human and half cat, and humans and elves alike have driven them off as freaks of nature. They live wild in the forests of Amari and Menusia, fight one another over territory and seldom breed, so there aren't many left. Don't expect sympathy from one.

Power in earth 2 and spirit 1.

Met in New SaellemMenusiaJewallAmariCreciaTharsisEstharMoriaDumasque

Harpy

Level 6 · Medium · regular · fights as a minstrel

Health 40 · AC 13 · Bite 1d6 · Group 2-6 · XP x1.4

Harpies are winged women with a bird's talons, a long tongue and a mouth full of fangs, and from a distance they look almost beautiful. They roost on the crags of the Gorefell Range and the Dire Clefts in Amari and drop on caravans in Traitors Pass, mostly to steal food, which they do constantly. Some folk call them death spirits. Guard the mules first and the supper second.

Power in earth 3, air 2 and spirit 1; resists air.

Met in New SaellemMenusiaJewallAmariCreciaTharsisEstharMoriaDumasque

Nymph

Level 6 · Medium · regular · fights as a mageling

Health 40 · AC 12 · Bite 1d6 · Group 1-3 · XP x1.5

Nymphs are spirits of the wild that take the shape of beautiful young women, each bound to one living thing, usually an old tree. They live long but not forever: when the tree dies, so does the nymph. They're rare, met in the Oakland Grove, the Rhinestone Woodland and old woods like them, and they defend their tree with every bit of magic they have, so don't light your campfire against it.

Power in earth 4, water 2 and spirit 2; resists water, earth and spirit.

Met in New SaellemMenusiaJewallAmariCreciaTharsisEstharMoriaDumasque

Onocentaur

Level 6 · Medium · regular · fights as a woodsman

Health 40 · AC 12 · Bite 1d8 · Group 1-4 · XP x1.3

Onocentaurs are a man from the waist up and a donkey from the waist down, with a donkey's temper to match. They roam the prairie of Tharsis and Crecia in small bands and pick fights with travelers for no reason anyone has worked out. Don't try to take one alive: a caged onocentaur rams the bars until it dies.

Power in earth 2 and air 1; resists earth.

Met in New SaellemMenusiaJewallAmariCreciaTharsisEstharMoriaDumasque

Tiyanak

Level 6 · Small · regular · fights as a mageling

Health 30 · AC 12 · Bite 1d6 · Group 1 · XP x1.4

In the deep woods of Tharsis, Darkwood and the Hatchet Forest, travelers sometimes hear something crying off in the trees, small and lost and pitiful. Go and look and you'll find a tiyanak, a little horned thing with a mouthful of sharp teeth that was waiting for exactly that. It lures people off the road one at a time. Whatever you hear crying in the woods, stay on the road.

Power in earth 2 and spirit 1; resists spirit.

Met in New SaellemMenusiaJewallAmariCreciaTharsisEstharMoriaDumasque

Peryton

Level 7 · Medium · regular · fights as a woodsman

Health 44 · AC 13 · Bite 1d8 · Group 1-4 · XP x1.4

Perytons are stags with black antlers, rows of sharp teeth and feathered wings and hindquarters. Most have golden coats, some black, gray or white, and once in a long while one turns up blue or scarlet. They're called vicious because they're wild and shun people, but they only eat plants, and you can walk right up to one in the Dhjarian Pines if you move slowly enough. Move fast and you'll learn about the teeth.

Power in earth 3 and air 1; resists air and earth.

Met in New SaellemMenusiaJewallAmariCreciaTharsisEstharMoriaDumasque

Abada

Level 8 · Medium · regular · fights as an elementalist

Health 45 · AC 13 · Bite 1d8 · Group 1-2 · XP x1.5

The abada looks like a unicorn's poorer cousin: donkey-sized, dark bay, with a boar's tail and two crooked horns where the unicorn has one straight one. It keeps to the Tropics of Dumet in Menusia and would rather run from people than fight them. The horns are said to cure poison, which is exactly why the abada learned to run.

Power in earth 3 and spirit 2; resists spirit; weak to fire.

Met in New SaellemMenusiaJewallAmariCreciaTharsisEstharMoriaDumasque

Bai Ze

Level 8 · Medium · regular · fights as a woodsman

Health 45 · AC 14 · Bite 1d6 · Group 1 · XP x2

Bai ze look like big white lions, some with extra eyes on the face or back, and they are clever and well read. Before the War of Souls people worshipped them as guardians of herbal medicine, though they are really very old earth elementals. The few left have grown frail and hide in the Bleak, and one willing to talk knows more about herbs than any healer on Sedia.

Power in earth 3, spirit 2 and water 1; immune to earth.

Met in New SaellemMenusiaJewallAmariCreciaTharsisEstharMoriaDumasque

Fei Lian

Level 8 · Medium · regular · fights as a scout

Health 45 · AC 15 · Bite 1d8 · Group 1-2 · XP x1.5

A fei lian has a stag's body and legs, a head something like a sparrow's with white bull's horns, and a long serpent's tail to balance it all. Its golden coat is spotted dark, and it runs like the wind. It eats no meat but will kill anything that threatens it on the Lien Grassland of Esthar or the high grasslands of Amari.

Power in earth 3 and air 1; resists air.

Met in New SaellemMenusiaJewallAmariCreciaTharsisEstharMoriaDumasque

Leucrota

Level 8 · Medium · minion · fights as a headhunter

Health 45 · AC 13 · Bite 1d8 · Group 1-2 · XP x1.6

Leucrotas are dog-like beasts with a mouth that splits from ear to ear, wide enough to take in a horse's head. They shadowstep miles at a time, follow a camp across the Lien Grassland or the Crecian prairie for days, and strike when the watch nods off. Set a double watch, and wake whoever's snoring.

Power in earth 2 and spirit 1; resists spirit.

Met in New SaellemMenusiaJewallAmariCreciaTharsisEstharMoriaDumasque

Tikbalang

Level 8 · Medium · regular · fights as a woodsman

Health 45 · AC 13 · Bite 1d8 · Group 1-2 · XP x1.5

Tikbalangs are tall, gangly things with a horse's head and hooves on a man's body. They walk at night in the mountains and forests of Amari, the Gorefell Range and the Ogler Foothills, where they lead travelers off the path, make them see things that aren't there and play cruel tricks on them until some go mad. When it rains while the sun is shining, Amari folk say two tikbalangs are getting married.

Power in earth 3 and spirit 2; resists earth and spirit.

Met in New SaellemMenusiaJewallAmariCreciaTharsisEstharMoriaDumasque

Quanlier

Level 9 · Medium · minion · fights as a headhunter

Health 46 · AC 13 · Bite 1d8 · Group 1-3 · XP x1.6

Quanliers have a wolf's head on a man's body, a dog's forelegs for arms and a jackal's legs, and they're about the size of a big wolf. They eat small animals and people, whichever they find first, and they run so fast they cover a league before you've finished shouting a warning. Outrunning one isn't an option, so pick your ground. They hunt the forests and grasslands of Esthar.

Power in earth 2 and air 1; resists earth.

Met in New SaellemMenusiaJewallAmariCreciaTharsisEstharMoriaDumasque

Tikoloshe

Level 9 · Medium · regular · fights as a plainsman

Health 46 · AC 13 · Bite 1d8 · Group 1-2 · XP x1.5

The tikoloshe is a bear-like man with a cub's round face, a thick bony ridge over the top of its head and, for reasons nobody knows, a hole in its skull. It's immensely strong and can knock an ox flat by charging it ridge first. It turns invisible by swallowing a pebble and loves to play tricks on the folk of the Amari Hinterlands and the Rolling Hills that way, so a tikoloshe with an empty mouth is the only kind you'll ever see coming.

Power in earth 2 and spirit 1; resists earth and spirit.

Met in New SaellemMenusiaJewallAmariCreciaTharsisEstharMoriaDumasque

Agta

Level 10 · Large · regular · fights as a hermit

Health 60 · AC 12 · Bite 1d8 · Group 1 · XP x1.5

The agta is a tree demon that looks almost like a man: brown, hairy, bearded and eight feet tall, usually puffing a pipe you can smell long before you see him. He carries a white stone smaller than a quail's egg, and whoever gets it from him is owed a wish. Agta like to lead travelers in circles until they're lost in the woods or the hills. They haunt the woodlands of Sedia from Darkwood to the Dhjarian Pines and are often mistaken for dryads.

Power in earth 3; resists earth; weak to fire.

Met in New SaellemMenusiaJewallAmariCreciaTharsisEstharMoriaDumasque

Canaima

Level 10 · Medium · regular · fights as a scout

Health 50 · AC 14 · Bite 1d8 · Group 1 · XP x2

Canaima were once worshipped as a god that could take any shape. They are really shapeshifters that prefer to pass as people, changing only when they need to flee or fight. They keep to deep forest like Darkwood and the Tropics of Nigeer, and the stranger at your campfire is probably not one, but it could be.

Power in earth 3 and water 1; resists earth; weak to fire.

Met in New SaellemMenusiaJewallAmariCreciaTharsisEstharMoriaDumasque

Doppelganger

Level 10 · Medium · mini-boss · fights as a pickpocket

Health 50 · AC 14 · Bite 1d8 · Group 1 · XP x2.5

A doppelganger can take the shape of any thinking creature, though the copy comes out mirrored: a right-handed victim makes a left-handed doppelganger. It kills its prey and takes their place, but it can't speak, so it soon slips away to find someone new. Most are never caught, because they pick off travelers on lonely roads where nobody misses them for a while.

Power in earth 2 and spirit 1; immune to spirit; weak to air.

Met in New SaellemMenusiaJewallAmariCreciaTharsisEstharMoriaDumasque

Lillend

Level 10 · Medium · regular · fights as a minstrel

Health 50 · AC 15 · Bite 1d6 · Group 1 · XP x2

A lillend is a woman from the waist up and a great coiled serpent below, with bright feathered wings. They are kind and love music, and they fight only to protect themselves or the old groves they keep, like Oakland Grove in Esthar and the Rhinestone Woodland in Crecia. Hurting one is a quick way to lose every friend you had in the woods.

Power in earth 3, spirit 2 and air 1; resists earth and spirit.

Met in New SaellemMenusiaJewallAmariCreciaTharsisEstharMoriaDumasque

Parandrus

Level 10 · Large · regular · fights as a priest

Health 60 · AC 14 · Bite 1d8 · Group 1-3 · XP x1.4

The parandrus is an ox-sized beast with long shaggy hair, antlers and cloven hooves, and it can change its coat to match whatever it stands against. It lives in the boreal forest of New Saellem, the Shanto Woodlands and the Forest of Frost among them. Hunters there tell the same joke every winter: the parandrus is the tree you just leaned on.

Power in earth 3 and spirit 1; resists earth and spirit.

Met in New SaellemMenusiaJewallAmariCreciaTharsisEstharMoriaDumasque

Schilla

Level 10 · Medium · minion · fights as a runescribe

Health 50 · AC 14 · Bite 1d8 · Group 1-3 · XP x2

A schilla is a spider with a human head, and it speaks straight into your mind. They range from the size of a dog to bigger than a horse, and they're found all through the Bleak and in the ruins of the age of dragon riders, the same ruins the lizardlings keep to. The two are bitter enemies, and the rumor is that the schilla are after the draconian magic those ruins still hold.

Power in earth 3 and spirit 2; resists earth and spirit.

Met in New SaellemMenusiaJewallAmariCreciaTharsisEstharMoriaDumasque

Balam

Level 11 · Medium · mini-boss · fights as a page

Health 60 · AC 15 · Bite 1d10 · Group 1 · XP x2.5

Balam are spirit jaguars that guard wild places and the villages the old peoples held sacred. Few who have seen one have lived to describe it, so they are mostly whispers. They are said to watch over the Forest of Frost and the old forests of Esthar, and the safest way to meet a balam is to have done nothing to the land it guards.

Power in earth 3 and spirit 1; resists earth and spirit.

Met in New SaellemMenusiaJewallAmariCreciaTharsisEstharMoriaDumasque

Blurr

Level 11 · Medium · mini-boss · fights as a minstrel

Health 60 · AC 17 · Bite 1d10 · Group 1 · XP x3

A blurr is a vague, human-shaped figure standing at the edge of the trees, and you will probably never notice one. It hums at a pitch that makes thinking creatures forget it's there, and it wields magic from before the fall of the old kingdom. Blurrs haunt Darkwood and the Dhjarian Pines, and travelers who come out of those woods short a companion usually can't say how it happened.

Power in earth 3, fire 1, water 1, air 1 and spirit 1; resists earth.

Met in New SaellemMenusiaJewallAmariCreciaTharsisEstharMoriaDumasque

Centaur

Level 11 · Large · regular · fights as a woodsman

Health 65 · AC 14 · Bite 1d8 · Group 2-5 · XP x1.5

Centaurs are people from the waist up and horses below, and they drink like it's a duty. They carry bows and have short tempers, which is a poor mix. Many live around the Centaur Encampment in New Saellem and ride the open country beyond it in small bands.

Power in earth 2; resists earth.

Met in New SaellemMenusiaJewallAmariCreciaTharsisEstharMoriaDumasque

Minotaur

Level 11 · Medium · minion · fights as a plainsman

Health 60 · AC 14 · Bite 1d10 · Group 1 · XP x1.8

Minotaurs have a man's legs under a bull's head and shoulders, and they stand about as tall as a man. They're stupid and immune to fear, which is a dangerous pairing: a minotaur doesn't know when to run and wouldn't care if it did. They haunt the Tunnels of Tyr and the twisting caves and ruins of the Bleak, and they're always hungry.

Power in earth 3; resists earth and spirit.

Met in New SaellemMenusiaJewallAmariCreciaTharsisEstharMoriaDumasque

Adar Llwch Gwin

Level 12 · Large · regular · fights as a minstrel

Health 70 · AC 14 · Bite 1d10 · Group 1-2 · XP x2

Adar llwch gwin are griffin-like birds big enough to carry a rider, and they understand human speech well enough to argue with it. Most never stray far from the Amari Hinterlands where they hatch, though a few have been seen around Lythantos' Shrine in New Saellem. The old songs have heroes riding them. Nobody alive has managed it, and the birds take a dim view of anyone who tries.

Power in earth 3 and air 2; resists air and earth.

Met in New SaellemMenusiaJewallAmariCreciaTharsisEstharMoriaDumasque

Pegasus

Level 12 · Large · regular · fights as a priest

Health 70 · AC 14 · Bite 1d8 · Group 2-6 · XP x1.8

Pegasi are white winged horses that live in small herds in the forests, and you'll rarely see just one. They're clever enough to know what people do to horses, so a pegasus seldom lets anyone near, and none has ever been broken to a saddle. Look for them in the Rhinestone Woodland of Crecia and the Oakland Grove of Esthar, and keep your distance; a cornered pegasus kicks like a mule with wings.

Power in earth 3, air 2 and spirit 2; resists air, earth and spirit.

Met in New SaellemMenusiaJewallAmariCreciaTharsisEstharMoriaDumasque

Wendigo

Level 12 · Medium · mini-boss · fights as a gravedigger

Health 65 · AC 14 · Bite 1d10 · Group 1 · XP x2.5

A wendigo is a tall, thin, twisted thing with fangs, part corpse and part bloodsucker, and it was a person once. People who turn to eating each other become wendigos, and some say a possession or a wendigo's bite will do it too. In the Forest of Frost and the Frozen Wastes of New Saellem it follows its prey just out of sight, sometimes for days, until it gets its chance to pounce. If the snow behind you goes quiet, turn around.

Power in earth 3, spirit 2 and water 1; resists water and spirit; weak to fire.

Met in New SaellemMenusiaJewallAmariCreciaTharsisEstharMoriaDumasque

Drake

Level 14 · Large · regular · fights as an elementalist

Health 75 · AC 15 · Bite 1d10 · Group 1-3 · XP x2

Drakes are the offspring of degenerate dragons: thin, frail and quicker than their parents. They are seldom seen far from a wyrm, which guards them like its own young, so the real danger is usually somewhere above you. Drakes live only on the Endless Plains of Despair in Jewall.

Power in earth 3, fire 2 and air 1; resists fire and earth.

Met in New SaellemMenusiaJewallAmariCreciaTharsisEstharMoriaDumasque

Basilisk

Level 16 · Large · mini-boss · fights as a hermit

Health 80 · AC 16 · Bite 1d10 · Group 1 · XP x3

The basilisk has a rooster's head, a snake's tail and small wings that can't lift it, and its stare is said to kill. Thick scales cover the rest, so the usual advice is to fight it with your eyes on its feet. It lairs in the caves of Menusia and grows to about twelve feet long.

Power in earth 3, water 1 and spirit 1; resists water and earth.

Met in New SaellemMenusiaJewallAmariCreciaTharsisEstharMoriaDumasque

Catoblepas

Level 16 · Large · regular · fights as a page

Health 80 · AC 15 · Bite 1d10 · Group 1-2 · XP x1.5

The catoblepas has a buffalo's body, a hog's head too heavy to lift and plated scales along its back. It grazes the prairie of Tharsis and Crecia and mostly minds its own business. Its stare fills enemies with dread, and it will kill things it has no intention of eating.

Power in earth 2 and spirit 1; resists earth.

Met in New SaellemMenusiaJewallAmariCreciaTharsisEstharMoriaDumasque

Ogre

Level 16 · Large · minion · fights as a plainsman

Health 80 · AC 13 · Bite 1d12 · Group 1-4 · XP x1.8

Ogres are giants whose minds were soured by Dekkashraen's evil, standing around eight feet tall and swinging clubs and crude stone axes. They live in families that wreck everything around them, each other included. They hold the Ogler Foothills in Amari and the Elrin Hills of Tharsis, and they'll trade blows with anyone, though they'd rather eat your mule.

Power in earth 3 and air 1; resists earth.

Met in New SaellemMenusiaJewallAmariCreciaTharsisEstharMoriaDumasque

Addonexus

Level 19 · Large · mini-boss · fights as a mageling

Health 85 · AC 15 · Bite 1d10 · Group 1 · XP x2.5

An addonexus is a big white dog that runs on raw magic: it turns the elements on its enemies and closes its own wounds about as fast as you open them. They were born in the War of Souls, live about seventy-five years, and are said to die the day the Everspark is made whole. They turn up in caves all over Sedia, often at the head of an adlet pack, and an addonexus is the reason that pack fights like it has a plan.

Power in earth 3, spirit 2 and air 1; resists earth; weak to fire.

Met in New SaellemMenusiaJewallAmariCreciaTharsisEstharMoriaDumasque

Akki

Level 19 · Large · regular · fights as a plainsman

Health 85 · AC 13 · Bite 1d10 · Group 1-3 · XP x2

Akki are ten-foot horned brutes, red or blue as often as not, with claws, wild hair and sometimes an extra eye or finger. They are gluttons with short tempers, but a crude joke will distract one long enough to get away. Akki roam the Kyrian Range and the Great Divide in Moria.

Power in earth 3; resists earth; weak to fire.

Met in New SaellemMenusiaJewallAmariCreciaTharsisEstharMoriaDumasque

Yeti

Level 19 · Large · minion · fights as a hermit

Health 85 · AC 14 · Bite 1d10 · Group 1-3 · XP x2

Yetis are big shaggy apes, close to seven feet tall, that live in the cold mountains of the Northern Reach in Jewall. Most of the time they're placid and want nothing from you. When they're starving they'll eat anything at all, people and other yetis included, and you can tell how long it's been since a yeti last ate by how thin it is.

Power in earth 3 and water 2; resists water and air; weak to fire.

Met in New SaellemMenusiaJewallAmariCreciaTharsisEstharMoriaDumasque

Cinnamologus

Level 20 · Huge · regular · fights as an elementalist

Health 100 · AC 14 · Bite 1d10 · Group 1 · XP x2

The cinnamologus is a huge bird, nearly the size of a roc, that nests in cinnamon trees in the Tropics of Nigeer. It looks something like a phoenix wrapped in frost instead of flame, eats the leaves of its tree, plants more, and lives for centuries. It fights only when cornered or when its young are threatened. The cinnamon in its nest is worth a fortune, which is exactly the kind of threat it means.

Power in earth 3 and water 2; resists water, air and earth.

Met in New SaellemMenusiaJewallAmariCreciaTharsisEstharMoriaDumasque

Unicorn

Level 21 · Large · mini-boss · fights as a priest

Health 90 · AC 15 · Bite 1d10 · Group 1 · XP x2.5

Unicorns are tall, beautiful horses with a spiral horn growing from the forehead. The horn, called the bane of evil, clears anything foul from water and kills most truly evil creatures it touches, and both horn and blood heal, which is why poachers hunt them. They keep to old forests like the Shanto Woodlands of New Saellem and the Oakland Grove of Esthar. A horn sells for a fortune in Crecia, and the people who buy one don't ask how it was got.

Power in earth 4, spirit 3 and water 1; immune to spirit; resists earth.

Met in New SaellemMenusiaJewallAmariCreciaTharsisEstharMoriaDumasque

Atach

Level 22 · Huge · mini-boss · fights as a headhunter

Health 120 · AC 14 · Bite 1d12 · Group 1 · XP x2.5

An atach is a twelve-foot aberration built like a giant, with three arms and a mouth that runs nearly ear to ear. It lairs in the deep mines of Jewall and the Tunnels of Tyr, and miners who hear one coming leave their tools where they drop them. It isn't clever, but it rarely needs to be.

Power in earth 3; resists earth.

Met in New SaellemMenusiaJewallAmariCreciaTharsisEstharMoriaDumasque

Kampe

Level 25 · Large · mini-boss · fights as a woodsman

Health 105 · AC 16 · Bite 1d10 · Group 1 · XP x3

The kampe is a woman down to the waist, with serpents for hair, and a scaled dragon below that runs on a thousand vipers; the heads of fifty wild beasts snarl from its waist, and it has dark wings and a raised scorpion's tail. Kampes once guarded the cyclopes who worked their way down into the caverns of the Bleak, and they still keep watch down there over hoards and lost lore. It stands about ten feet tall. If you've found a kampe, you've found something worth guarding.

Power in earth 3, spirit 2 and air 1; resists earth and spirit.

Met in New SaellemMenusiaJewallAmariCreciaTharsisEstharMoriaDumasque

Cyclops

Level 26 · Huge · mini-boss · fights as a plainsman

Health 130 · AC 14 · Bite 1d12 · Group 1-2 · XP x3

Cyclopes are an old race of one-eyed giants, twelve to fifteen feet tall, with foul tempers. The first of them were smiths who worked under the mountains, and some claim dwarves are cyclopes that shrank to fit their tunnels, which no dwarf finds funny. They still work deep under the mountains of Jewall around Mt. Tyr.

Power in earth 3 and fire 1; resists earth; weak to spirit.

Met in New SaellemMenusiaJewallAmariCreciaTharsisEstharMoriaDumasque

Roc

Level 26 · Huge · mini-boss · fights as a scout

Health 130 · AC 15 · Bite 1d12 · Group 1 · XP x2.8

Rocs are white birds of prey big enough to carry off an elephant, fifteen to twenty feet tall with wings to match. They descend from the thunderbirds and are nearly as rare; some scholars count them extinct, and then a herder on Mt. Tyr loses a whole ox. The few left nest on the highest peaks, Mt. Tyr, Mt. Kyros and Damiens Peak.

Power in earth 3 and air 2; resists air and earth.

Met in New SaellemMenusiaJewallAmariCreciaTharsisEstharMoriaDumasque

Golem

Level 31 · Huge · mini-boss · fights as an elementalist

Health 140 · AC 18 · Bite 1d12 · Group 1-2 · XP x2.5

Golems are walking stone, shaped in the likeness of the giants that came before them. The tale is that mages made them by accident during the War of Souls, and that if the Everspark were ever made whole again they would walk the surface the way the giants once did. For now they wander the deep caves and mines of the Bleak with no purpose anyone can find, and they hit like a falling wall when something gets in their way.

Power in earth 4; immune to earth; resists fire.

Met in New SaellemMenusiaJewallAmariCreciaTharsisEstharMoriaDumasque

Cerberus

Level 35 · Huge · boss · fights as a headhunter

Health 150 · AC 17 · Bite 1d12 · Group 1 · XP x3.5

Cerberus is a giant three-headed dog, sometimes with a mane of snakes or a serpent for a tail, and stands ten feet at the shoulder. It is found only in the Bleak, where it guards whatever it has decided is its own. If you can see one, you're already too close.

Power in earth 3, fire 1 and spirit 1; resists fire, earth and spirit.

Met in New SaellemMenusiaJewallAmariCreciaTharsisEstharMoriaDumasque

Wyvern

Level 43 · Gargantuan · boss · fights as a mageling

Health 240 · AC 19 · Bite 1d20 · Group 1 · XP x4

Wyverns are ancient dragons, so old they've lost their wings, and their tails have grown until they look more like vast worms than anything that ever flew. They burrow under the Endless Plains of Despair in Jewall, where the ground is thick with dangerous magic, and they guard the drakes that soar over it as if they were their own young. A wyvern speaks into your mind before it surfaces, which is the only warning you'll get.

Power in earth 5, fire 3, spirit 3, water 2 and air 2; immune to earth; resists fire, water, air and spirit.

Met in New SaellemMenusiaJewallAmariCreciaTharsisEstharMoriaDumasque

Tarasque

Level 50 · Gargantuan · boss · fights as a hermit

Health 300 · AC 20 · Bite 1d20 · Group 1 · XP x4

The tarasque is a kind of dragon built like a siege engine: six short legs like a bear's, an ox's body under a turtle's shell, a lion's head and a scaly tail that ends in a scorpion's sting. Where it walks the land is ruined, forests flattened and rivers knocked out of their beds. It roams the broken country of Moria and the Great Divide, and the only sensible plan on meeting one is to be somewhere else.

Power in earth 4 and water 1; resists fire, water, earth and spirit.

Met in New SaellemMenusiaJewallAmariCreciaTharsisEstharMoriaDumasque