Avatar the last RPG : Monster Manual

by HannahFuqua

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Creature Compendium
& Spirit Guide

Dedicated to:

Myself. I love you you crazy ADHD gal.

And also my players, I guess.

CREATURE COMPENDIUM & SPIRIT GUIDE

Contents

Introduction

This beastiary and spirit guide is for story-tellers and world-builders. It references just about every creature found in Avatar the Last Airbender and The Legend of Korra as well as many others. This book is your go-to guide for companions, creatures, spirits and entities both from benevolent to bastardly.

Most animals are as they are in the real world: completely neutral, and exist in this guide mostly for flavor. However, your creativity as a storyteller can create any number of conflicts from even the smallest neutrally inclined spiderfly!

Spirits on the other hand, have a much greater variety in their personalities and inclinations. Some are more than human- supernatural entities that are responsibility for bending powers, others hardly more than animals.

How to Use This Book

feel free to make your own, using this book as a starting point. As most creatures in Avatar are combinations of real-world creatures, try to stretch your creative muscles and come up with some of your own! stat blocks exist for most real-world creatures. Consider what traits your new creature keeps from each animal it is based on, and edt your stat blocks accordingly.

What is a Creature?

Unlike in Dungeons and Dragons, creatures in Avatar the Last RPG are simply animals. They have varrying intelligence and trainability, but are entirely unaligned. Creatures that appear as antagonists are likely under the control of a spirit, or otherwise are feeling threatened or territorial.

Where do creatures live?

Creatures inhabit different climates and biomes, but as most climates and biomes in the world of Avatar are also seperate nations, most creatures tend to belong to a nation.

The Air Nomads

The Air Nomads tend to live in out of the way mountains in temperate areas.

The Earth Kingdom

The Earth Kingdom is the largest Nation by far and mostly temperate, though there are a variety of biomes ranging from tropical rainforests and swamps to deserts and grasslands.

The Foggy Swamp

While the Foggy Swamp tribe is recognized as its own Water Tribe, due to their location they fall under the juridstiction of the Earth Kingdom. It is the most diverse biome in the world, but mostly unexplored, due to spiritual protections as well as dangers that keep most biologists away.

The Fire Nation

The Fire Nation is a series of islands of varrying size, and nearly all are volcanic. Its incredible fertile soil allows for an extrordinary range of flora, which is able to support an exually extrordinary range of fauna. While its size prevents it from being quite as diverse as the Earth Kingdom, it is incredibly populous with life.

The Water Tribes

The Water Tribes exist in the tundra on the north and south poles, surrounded by arctic seas.

The United Republic of Nations

The URN was founded from the remains of Fire Nation colonies in the North-Western Earth Kingdom, and while largely industrialized and composed of mostly large cramped cities, features some the most diverse flora and fauna, due to immigrants from across the globe bringing their own life with them.

What Creatures to Use?

encounters on the road companions consider rarity (ie, dragons post Firelord Azulons reign, and air nomad creatures post genocide)

What is a Spirit?

A spirit is a non-living entity, often connected to a concept or place.

Where do Spirits live?

While spirits are not technically 'alive,' they do tend to reside somewhere, or to have a domain to which they are connected to. However, most live in the spirit world- a seperate plane connected to ours, through which spirits can generally pass freely.

What Spirits to Use?

Consider why a spirit is showing up

Bending

Some creatures and spirits can bend, or as a spirit have a connection to a place that allows them to control the environment. Air Bison, Dragons, and Badgermoles are benders, and the rare Giant Lion-Turtles are energy benders, able to grant bending abilities.

Geography

Air Nomad Mountains

Earth Continents (x2) -si wong desert -mountian ranges -foggy swamp

fire nation -volcanoes -coastal regions -reefs

water tribe -tundra -ice caps -arctic seas

URN -urban areas

PART I

Creatures

Animal Companions

In general this guide recommends that these creatures and spirits are treated most like follows or an NPC party member. For ease of the GM, we recommend that players fully control their companion in combat. However, outside of combat it is up to the GM and player to determine who they think is best suited to be responsible for role playing the companion.

In Combat

Your companion acts on their own initiative unless they are being used as a mount, in which case they act on the riders initiative. If you fall unconscious, your companion will prioritize defending you. Beasts such as dragons, certain water serpents, badger moles, and air bison have a natural talent for bending and use it to interact with their environments, including during combat. Its important to note however, that these creatures consider bending an innate ability, as use it as naturally as they would a claw or a bite. They do not rely on their bending, nor do they shy from it.

Avatar Animal Guides

All Avatars have an animal guide: an animal companion that stays with them through everything. If you choose to allow an Avatar Character in your campaign, consider the cultural significance of certian animals in choosing your companion. Air Nomads traditionally all had flying bisons as their constant travel companions. The Fire Nation historically holds dragons sacred. Badgermoles may be the first earthbenders, but they are cave-dwellers, and not suited for travel. Avatars will choose an animal that is native to their homeland, and likely holds                              cultural significance, but a                                                companion must be somewhat                                                practical, and are often mounts                                                used to travel during their many                                                years of studying the
elements.

Avatar Korra with
her polar bear dog
animal guide Naga

Companion Class

Companion Class
Level Proficiency Bonus Features
1st +2 Animal Companion
2nd +2 Natural Talent
3rd +2 Companion Tactics
4th +2 Ability Score Increase
5th +3 Extra Attack
6th +3 True Ally
7th +3 Companion Tactics
8th +3 Ability Score Increase
9th +4 Companion Tactics
10th +4 Natural Talent
11th +4 Improved Attacks
12th +4 Ability Score Increase
13th +5 Companion Tactics
14th +5 Ability Score Increase
15th +5 Defensive Tactics
16th +5 Ability Score Increase
17th +6 Companion Tactics
18th +6 Unwavering Loyalty
19th +6 Ability Score Increase
20th +6 Offensive tactics

Class Features

As a Companion, you animal companion gains the following class features

Hit Points


  • Hit Dice: 1d10 per Companion level
  • Hit Points at 1st Level: 10 + Constitution Modifier
  • Hit Points at Higher Levels: 1d10 + Constitution Modifier

Proficiencies


  • Armor: All barding armor
  • Weapons: Natural Weapons
  • Tools: None

  • Saving Throws: Strength, Dexterity, and Constitution
  • Skills: None

Companion

At first level you get an animal companion. Choose from one of the companions listed above.

Natural Talent

At 2nd level, a natural talent has emerged from your companion. They gain an additional Natural talent at 10th level. They cannot choose the same natural talent more than once.

  • Natural Armor Your Companion gains +1 AC.

  • Tough. Your Companion gains an additional 1 hp for each level it has.

  • Precise. Your Companion's attacks have +2 to hit

  • Ferocious. Your companion's attacks have +2 to damage rolls

Companion Tactics

At 3rd level, through training, your companion has developed one of the following tactics. They learn an additional Tactic at 7th, 13th. and 17th level.

  • Protective. When a creature your companion can see attacks a target other than them that is within 5 feet of them, they can use their reaction to impose disadvantage on the Attack roll.

  • Multiattack. When your companion takes the attack action, your companion can make one additional attack as a bonus action. They do not add their ability score modifier to the damage for this attack.

  • Swift. Your companion can Dash as a bonus action.

  • Agile. Your companion can Disengage as a bonus action.

  • Sneaky. Your Companion can Hide as a bonus action.

  • Helpful. Your companion can take the help action as a bonus action.

  • Fast. Your Companion's movement speed increases by 10 feet. You may take this Tactic more than once.

  • Charging. When your companion moves 20 ft before attacking a target, they have advantage on their next attack roll.

  • Territorial. Other creatures provoke an opportunity attack from your companion when they enter your companion's reach.

  • Punishing. If your companion is the target of a melee attack while Dodging they can make an attack against that creature as a reaction.

Ability Score Increase

When your companion reaches 4th level, and again at, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Extra Attack

Starting at 5th level, your companion can attack twice when taking the attack action.

True Ally

If you fall unconscious, your companion can stabilize you. Beginning at 6th level, your companion can stabilize creatures, making a DC 10 Survival check. How your companion specifically stabilizes a creature is up to the DM. As examples, your companion may lick your wounds or attempt to move a contorted unconscious body into a more natural position.

Offensive Tactics

At 11th level, chose one of the following options to improve your attacks.

*Quick Your companion can attack 3 times when taking the attack action. At 20th level, your companion can attack 4 times when taking the attack action.

Brutal Your companion's attacks deal an extra 1d6 damage and deal a critical hit on an attack roll of 19 and 20. At 20th level this damage is increased to 2d6.

Defensive Tactics

At 15th level, your companion gains one of the following defensive features.

Relentless. Your companion can keep fighting despite grievous wounds. If they drop to 0 Hit Points and don't die outright, they can make a DC 10 Constitution saving throw. If they succeed, they drop to 1 hit point instead.

Each time they use this feature after the first, the DC increases by 5. When they finish a short or Long Rest, the DC resets to 10.

Evasion. When your companion is subjected to an effect that allows them to make a Dexterity saving throw to take only half damage, they instead take no damage if they succeed on the saving throw, and only half damage if they fail.

Uncanny Dodge. When an attacker that your companion can see hits them with an Attack, they can use their reaction to halve the attack’s damage against them.

Enduring. Your companion gains +1 AC. Additionally, they +1 HP per companion level.

Unwavering loyalty

Beginning at 18th level you have mastered your bond with your companion. As long as they can see you, your companion has advantage on saving throws against fear and being charmed.

Chapter 1


Creatures of the Air Mountains


Anteater Snake

Medium Beast, Air Mountains


  • Armor Class 13
  • Hit Points 2 (1d4)
  • Speed 30 ft

STR DEX CON INT WIS CHA
(-3) 16 (+3) 11 (+0) 1 (-5) 10 (+0) 3 (-4)

  • Senses Blindsight 10 ft, passive perception 10
  • Challenge 1/8 (25 xp)

Actions

Bite. Melee Weapon Attack +5 to hit. Hit: 1 piercing damage plus 4 (2d4) poison damage. The target must make a DC 10 Constitution saving throw, taking the poison damage on a failed save, or half as much damage on a successful one.


Bat Cat

Tiny Beast, Air Mountains


  • Armor Class 12
  • Hit Points 2 (1d4)
  • Speed 40 ft, climb 30 ft., fly 20 ft.

STR DEX CON INT WIS CHA
3 (-4) 15 (+2) 10 (+0) 3 (-4) 12 (+1) 7 (-2)

  • Skills. Perception +3, Stealth +4
  • Senses Blindsense 60 ft., passive perception 13
  • Challenge 1/8 (25 xp)

Keen Senses. The bat cat has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Bite. Melee Weapon Attack +0 to hit. Hit: 1d4 piercing damage

Claws. Melee Weapon Attack +0 to hit. Hit: 1 slashing damage

Symbols of Death. Some air nomad cultures believe certain varieties of moths are omens of death or of the passing of one phase into another. These moths typically have darker coloration and may feature ominous-looking patterns on their wings.


Emperor Tortoise Moth

Tiny Beast, Air Mountains


  • Armor Class 15 (natural armor)
  • Hit Points 7 (2d6)
  • Speed 15 ft., fly 20 ft.

STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 10 (+0) 3 (-4) 10 (+0) 7 (-2)

  • Senses passive perception 10
  • Challenge 1/8 (25 xp)

Withdraw. As a reaction, the Tortoise Moth can withdraw entirely into its shelled wings. While in its shell, the animal gains +5 to its AC and advantage on all Constitution-based saving throws.

Actions

Bite. Melee Weapon Attack +2 to hit. Hit: 1 piercing damage Powdery Wings. (1/day) A 10-foot radius cloud of fine powder disperses from the tortoise moth. Each creature in that area must succeed on a DC 10 Constitution saving throw or be blinded until the end of its next turn.

Flying Bison

The flying bison, also known as sky bison and air bison, lived in the air temples along with the Air Nomads. The most notable flying bison was Appa, Avatar Aang's animal guide and Team Avatar's primary means of long-distance transportation. Some bison also live in the Fire Nation, tended to on an island by the Bhanti.

All flying bison employ airbending to fly, using their wide tails to steer through air currents and to defend themselves from attacks. Flying bison use flight to graze from the top of trees. Since young flying bison are incapable of flight for a week or two after they are born, the adults of the herd will stay close to the ground during this time to protect them.

Though fairly docile, flying bison can be fierce and powerful opponents if pressed or enraged, possessing great physical strength and airbending skills. Parents are also protective of their young, flightless offspring and will attack anyone who gets near them. However, if the person is on good terms with the bison, they are allowed to get close to the calves. These creatures were the main means of transportation for Air Nomads.


Flying Bison

Huge Beast, Air Mountains


  • Armor Class 10
  • Hit Points 21 (3d12+3)
  • Speed 15 ft., fly 60 ft.

STR DEX CON INT WIS CHA
19 (+4) 8 (-1) 15 (+2) 2 (-4) 10 (+2) 8 (-1)

  • Skills. Strength
  • Senses.
  • Challenge.

Charge. If the bison moves at least 20 ft straight toward a target and then hits it with ram on the same turn, the target takes an extra 2d6 damage.

Actions

Ram. Melee Weapon Attack: 2d4 bludgeoning damage

Tail Strike. pushes players behind beast within 10 ft back by 20 ft. 1d4 bludgeoning damage

It was customary for young Air Nomads to choose a flying bison to be their lifelong companion. This tradition changed following the emergence of the Air Nation, with the bison themselves chosing their own lifelong companions. If the human companion of a flying bison dies, that bison will typically flee to become part of a wild herd.

Airbenders use the command "yip-yip" to prompt their bison to take flight, with the association between the verbal cue and the action becoming apparent even prior to formal training of calves. To summon a bison from a distant location, it is possible to use a bison whistle, which emits a sound at a frequency inaudible to humans but clearly detectable for bison. It takes years for an individual to truly tame and train a bison.

At the Northern Air Temple, airbenders held championships for bison polo, which was played in the air; as airbenders rode their bison and tried to force the ball with their polo mallet into an opponent's goal.

Flying bison have five stomachs, flat manatee-like tails, brown eyes, shaggy white fur, and a brown arrow that runs along their back from tail-tip to forehead. They have six legs with three toes on each foot. As they are primarily herbivores, flying bison have flat teeth shaped like peanuts, which are spread out on the roof and bottom of the mouth in groups of ten. From a young age, flying bison possess two pointed horns on their heads that are initially short and blunt but grow in length as they grow older. Within three years, a flying bison becomes an average-size bison, and a fully-grown flying bison can easily weigh ten tons.

Flying Lemur

The winged lemur is equipped with large, membrane-like wings attached to its arms that allow it to take flight. It has a prominently black face with two proportionately large, green eyes, and its fur is mostly white with several black stripes. Other color markings and variations have been seen. The winged lemur has two very wide, long ears on its head that give it fantastic hearing. It is very quick and agile.

The lemurs were extremely popular with Air Nomad children and adults alike; they were the Air Nomad children's favorite pets. The airbenders trained them to do many tasks, one of which was to retrieve the gliders if the nomads dropped them from their flying bison. Winged lemurs love food and are not above taking it directly out of the hands of any person who might be holding some at the time. They like to be petted like                 dogs or cats. When a winged lemur is frightened or is                         threatening an enemy, it raises its back and                                hisses, much like a common house cat.


Flying Lemur

Small Beast, Southern Air Mountains


  • Armor Class 10
  • Hit Points 6 (2d6)
  • Speed 30 ft., fly 30 ft.

STR DEX CON INT WIS CHA
5 (-3) 15 (+2) 10 (0) 6 (-3) 10 (0) 7 (-2)

  • Saving Throws. Dexterity
  • Skills. Acrobatics and Sleight of Hand
  • Senses Darkvision 60ft
  • Challenge. 0

Actions

Nimble Escape. The lemur can take the disengage, dodge, or hide action as a bonus action on each of its turns.

Distract. Distracts one target for one turn, preventing target from acting.


Flying Crane Fox

Small Beast, Air Mountains


  • Armor Class 13
  • Hit Points 6 (2d6)
  • Speed 25 ft., fly 40 ft.

STR DEX CON INT WIS CHA
6 (-2) 13 (+1) 10 (0) 2 (-4) 10 (0) 6 (-2)

  • Skills. Acrobatics and Sleight of Hand
  • Challenge.

Call. When distressed or in danger, cranes can issue a loud call that sounds somewhat like a trumpet and can be heard by all within a mile. The sound can be deafening to those in the immediate vicinity; all those within 30 ft of the bird when it issues its call must make a DC 10 Constitution save or be deafened for 1d4 rounds.

Actions

Bite. Melee Weapon Attack: 1d4 crushing damage

Beak. Melee Weapon Attack: 1d4 piercing damage


Fox Hound

Small Beast, Air Mountains


  • Armor Class 12
  • Hit Points 6 (2d6)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
3 (-4) 15 (+2) 10 (0) 4 (-3) 14 (+2) 7 (-2)

  • Skills. Perception, Stealth, Survival
  • Senses.
  • Challenge.

Keen Senses. Foxes have advantage on Wisdom (Perception) checks that rely on sight or smell.

Actions

Bite. Melee Weapon Attack: 1d4 piercing damage


Hermit Crab

Tiny Beast, Air Mountains


  • Armor Class 12 (Natural Armor)
  • Hit Points 1
  • Speed 15ft

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (0) 10 (+0) 10 (+0)

  • Challenge. 0

Horned Goat Leopard

Medium Beast, Air Mountains


  • Armor Class 15
  • Hit Points 15 (3d8+1)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
15 (+2) 16 (+2) 12 (+1) 3 (-4) 12 (+1) 8 (-1)

  • Skills. Athletics, Stealth
  • Senses. Passive Perception 11
  • Challenge. 1/8 (25xp)

Pounce. If the leopard moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action.

Sure-footed. The goat has advantage on Strength and Dexterity Saving Throws made against Effects that would knock it prone.

Actions

Bite. Melee Weapon Attack: 1d6 piercing damage

Ram. Melee Weapon Attack: 1d4 bludgeoning damage


Iguana Owl

Tiny Beast, Air Mountains


  • Armor Class 11
  • Hit Points 2 (1d4)
  • Speed 5ft., fly 60 ft.

STR DEX CON INT WIS CHA
3 (-4) 13 (+1) 8 (-1) 2 (-4) 12 (+1) 7 (-2)

  • Skills Perception +3, stealth +3
  • Senses Darkvision 120 ft., passive perception 13
  • Challenge 1/8 (25 xp)

Flyby. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Keen Senses. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Actions

Talons. Melee Weapon Attack: +3 to hit. Hit: 1d4 slashing damage

Bite. Melee Weapon Attack: +1 to hit. Hit: 1 piecing damage


Killer Pteroroo

Tiny Beast, Air Mountains


  • Armor Class
  • Hit Points
  • Speed

STR DEX CON INT WIS CHA
() () () () () ()

  • Skills skills
  • Senses Senses
  • Challenge Challenge and Xp

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type damage

General Ability Description. General Attack Description


Llamion

Medium Beast, Air Mountains


  • Armor Class 12
  • Hit Points 15 (2d10+4)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
15 (+2) 15 (+2) 13 (+1) 3 (-4) 12 (+1) 8 (-1)

  • Senses passive perception 13
  • Challenge 1/2 (100 xp)

Sure-footed. A llamion has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Pounce. If the llamion moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the lion can make one bite attack against it as a bonus action.

Actions

Bite. Melee Weapon Attack: +4 to hit. Hit: 6 (1d6+3) piercing damage.

Claw. Melee Weapon Attack: +4 to hit. Hit: 5 (1d4+3) slashing damage.


Magpie Macaque

Tiny Beast, Air Mountains


  • Armor Class 12
  • Hit Points 1 (1d4-2)
  • Speed 10 ft., fly60 ft.

STR DEX CON INT WIS CHA
3 (-4) 14 (+2) 7 (-2) 10 (+0) 13 (+1) 9 (-1)

  • Skills Perception +3, Investigation +1
  • Senses passive perception 13
  • Challenge 0 (10xp)

Actions

Beak. Melee Weapon Attack: +2 to hit. Hit: 1 piercing damage

Swift Snatch. Once per turn, if the magpie macaque is within 15 feet of another creature, it can use a bonus action to make a Sleight of Hand skill check to steal an item from that creature. The stolen item must be small enough for it to carry with its feet.


Marsupial Spineball Mouse

Tiny Beast, Air Mountains


  • Armor Class
  • Hit Points
  • Speed

STR DEX CON INT WIS CHA
() () () () () ()

  • Skills
  • Senses
  • Challenge

Actions


Moth Dove

Tiny Beast, Air Mountains


  • Armor Class 13
  • Hit Points 1 (1d4-1)
  • Speed 10 ft., fly 50 ft.

STR DEX CON INT WIS CHA
1 (-6) 15 (+3) 7 (-2) 2 (-4) 12 (+1) 6 (-2)

  • Skills Perception +3
  • Senses passive perception 13
  • Challenge 0 (10 xp)

Actions

Beak. Melee Weapon Attack: +4 to hit. Hit: 1 piercing damage.


Otter gar

Small Beast, Air Mountains


  • Armor Class
  • Hit Points
  • Speed

STR DEX CON INT WIS CHA
() () () () () ()

  • Skills
  • Senses
  • Challenge

Actions


Shrike Degu

Tiny Beast, Air Mountains


  • Armor Class 12
  • Hit Points 5 (2d4)
  • Speed 25 ft., fly 60 ft.

STR DEX CON INT WIS CHA
3 (-4) 15 (+3) 8 (-1) 3 (-4) 13 (+1) 7 (-2)

  • Skills Perception +3
  • Senses passive perception 13
  • Challenge 0 (10 xp)

Actions

Beak. Melee Weapon Attack: +4 to hit. Hit: 1 piercing damage.

Claws. Melee Weapon Attack: +4 to hit. Hit: 1 slashing damage.


Spiderfly

Tiny Beast, Air Nomads


  • Armor Class 12
  • Hit Points 1 (1d4-1)
  • Speed 20 ft., climb 20 ft., fly 20 ft.

STR DEX CON INT WIS CHA
2 (-4) 14 (+2) 8 (-1) 1 (-5) 10 (+0) 2 (-4)

  • Skills. Stealth +4
  • Senses. Darkvision 30 ft, passive perception 12
  • Challenge. 0 (10xp)

Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense. While in contact with a web, the spider knows the excact location of any other creature in contact with the same web.
Web Walker. The spider ignores movement restrictions caused by webbing.

Actions

Bite. Melee Weapon Attack: +4 to hit. Hit: 1 piercing damage, and the target must succeed on a DC 9 Con saving throw or take 2 (1d4) poison damage.


Turtledove

Tiny Beast, Air Mountains


  • Armor Class 15 (natural armor)
  • Hit Points 2 (1d4)
  • Speed 10 ft., fly 30 ft.

STR DEX CON INT WIS CHA
2 (-4) 12 (+1) 10 (+0) 2 (-4) 12 (+1) 6 (-2)

  • Senses passive perception 10
  • Challenge 0 (10 xp)

Withdraw. As a reaction, the Turtledove can withdraw entirely into its shell. While in its shell, the animal gains +5 to its AC and advantage on all Constitution-based saving throws.

Actions

Bite. Melee Weapon Attack: +4 to hit. Hit: 1 piercing damage.


Vulture Goat

Medium Beast, Air Mountains


  • Armor Class 10
  • Hit Points 5 (1d8+1)
  • Speed 40 ft., climb 20 ft., fly 40 ft.

STR DEX CON INT WIS CHA
7 (-2) 10 (+0) 13 (+1) 2 (-4) 12 (+1) 4 (-3)

  • Skills perception +3
  • Senses passive perception 13
  • Challenge 0 (10 xp)

Sure-footed. The vulture-goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Actions

Beak. Melee Weapon Attack: +2 to hit. Hit: 2 (1d4) piercing damage.


Yakalope

Medium Beast, Air Mountains


  • Armor Class 12
  • Hit Points 8
  • Speed 40 ft.

STR DEX CON INT WIS CHA
7 (-2) 14 (+2) 10 (+0) 3 (-4) 13 (+1) 6 (-2)

  • Skills. Perception +3
  • Senses. Darkvision 60 ft. Passive perception 13
  • Challenge.

Charge. If the Yakalope moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 2 (1d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 10 Strength saving throw or be knocked prone.

Actions

Ram. Melee Weapon Attack: 13 bludgeoning damage

Chapter 2


Creatures of the Earth Continent

Badger Mole

The badgermole is an enormous, blind mammal native to the Earth Kingdom. Primarily subterranean creatures, badgermoles were the first to master earthbending and the original instructors from which humans first learned the art.

The badgermoles first taught earthbending to Oma and Shu, helping them to create a maze of tunnels through the mountains dividing their two villages. Many centuries later, they were encountered by Master Toph Beifong in a cave after she ran away from home as a child. Given their shared blindness, they were able to understand each other and helped the young girl to develop her skill in the bending art. According to Master Toph, the badgermoles' earthbending was an extension of their senses and their way of interacting with the world, and she learned from them by copying their movements as they navigated the tunnels.

Badgermoles are enormous in size and have brown fur with one white stripe between two black ones running down their backs and white, mask-like patches on their faces. They have long tails and five claws on each paw.





Badgermoles use their noses and sensitive whiskers to inspect objects in front of them. Although they have vestigial eyes, evolutionary leftovers from long-forgotten times when they lived above ground, badgermoles are more-or-less blind; their earthbending abilities allow them to feel the presence of their surroundings in recompense.

Badgermoles use their tongues to lick in order to show their affection, an action seen when Toph first met them. They enjoy hearing music, which seems to put them in an almost tranquil state in which one can get them to do nearly anything.

Badgermoles use earthbending to form tunnels and travel underground, where they live and hunt for prey such as wolfbats. When fully and properly tamed, badgermoles can be used as beasts of burden and can perform tasks such as paving pathways or clearing stone debris, such as during the Earth Rumble tournament.



Badger Mole

Huge Beast, Earth Kingdom


  • Armor Class 12
  • Hit Points 15 (2d12+2)
  • Speed 20 ft., burrow 20ft.

STR DEX CON INT WIS CHA
18 (+4) 5 (-3) 15 (+2) 8 (-1) 17 (+3) 8 (-1)

  • Saving Throws.
  • Skills.
  • Senses. Blindsight 100ft., Passive Perception 12
  • Challenge.

Tremorsense. Badgermoles can sense living creatures within 80ft using earth bending.

Keen Smell. Badgermoles have advantage on wisdom (perception) checks that rely on smell.

Earthbending.

Actions

Claws. Melee Weapon Attack: 1d8 slashing damage

Bite. Melee Weapon Attack: 2d4 piercing damage


Bat Panther

Small Beast, Earth Continent


  • Armor Class 10 + Dexterity Modifier
  • Hit Points 10 + Constitution modifier
  • Speed 35 ft., climb 20 ft., fly 20ft.

STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 10 (0) 4 (-3) 14 (+2) 7 (-2)

  • Skills Stealth +? and Acrobatics +?
  • Senses passive perception 12
  • Challenge

  • Keen Smell. The panther has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Bite. Melee Weapon Attack: +? to hit Hit: 1d8 piercing damage

Claw. Melee Weapon Attack: +? to hit *Hit: *1d6 slashing damage


Boar-Q-Pine

Small Beast, Earth Continent


  • Armor Class 11, touch 13
  • Hit Points 5 (1d8+1)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 11 (+0) 12 (+1) 2 (-4) 9 (-1) 5 (-3)

  • Senses. passive perception 9
  • Challenge. 1/4 (50 xp)

Relentless (Recharges after a short or long rest). If the boar-q-pine takes 7 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Quills. Any creature attacking a boar-q-pine with natural weapons or an unarmed strike takes 1 point of piercing damage. A creature that grapples a boar-q-pine takes 1d4 points of piercing damage each round it does so.

Actions

Tusk. Melee Weapon Attack: +3 to hit. Hit: 4 (1d6+1) slashing damage

Quills. Ranged Weapon Attack: +3 to hit, 10/20 ft. Hit: 1 piercing damage.


Buzzard Wasp

Medium Beast, Si Wing Desert


  • Armor Class 12
  • Hit Points 13 (3d8)
  • Speed 10 ft., fly 50 ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 10 (+0) 1 (-5) 10 (+0) 3 (-4)

  • Senses passive perception 10
  • Challenge 1/2 (100 xp)

Actions

Sting. Melee Weapon Attack +4 to hit. Hit: 5 (1d6+2) piercing damage plus 6 (2d6) poison damage. The target must make a DC 11 Constitution saving throw, taking the poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour.


Camelephant

Large Beast, Si Wong Desert


  • Armor Class 12 (natural armor)
  • Hit Points 23 (4d10+3)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
22 (+6) 9 (-1) 17 (+3) 3 (-4) 11 (+0) 6 (-2)

  • Senses passive perception 10
  • Challenge 4 (1100 xp)

Actions

Gore. Melee Weapon Attack: +6 to hit. Hit: 15 (3d6+6) piercing damage

Stomp. Melee Weapon Attack: +6 to hit, one prone creature. Hit: 15 (3d6+6) piercing damage

Canyon Crawler

Canyon Crawler

Large Beast, Si Wong Desert


  • Armor Class 11
  • Hit Points 23 (4d10+1)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 20 (+5) 12 (+1) 7 (-2) 10 (+0) 7 (-2)

  • Saving Throws. Dexterity
  • Skills. Perception +2
  • Senses. Darkvision 60 ft., Passive Perception 12
  • Challenge. 1 (200 xp)

  • Wall Crawl. The Canyon Crawler can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check

  • Keel Smell. Canyon Crawlers have advantage on perception checks that rely on smell.


Actions

Bite Melee Weapon Attack: +5 to hit. Hit: 7 (1d8+3) piercing damamge

Snare Melee Weapon Attack: +5 to hit. The Canyon Crawler gently but strongly bites its prey to pick it up, intent on taking it back to its den to eat. Hit: The target must make a DC12 Dexterity Check or be restrained.

Canyon Crawlers prefer to eat at home, and as soon as they have prey will turn around and attempt to return to their den. They pick up their prey- locking their jaws to prevent escape, and then return to their caves to 'tenderize' the meat.


Deer Dog

Small Beast, Earth Continent


  • Armor Class 10
  • Hit Points
  • Speed 35 ft.

STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 11 (+0) 8 (-1) 18 (+4) 18 (+4)

  • Saving Throws. Dexterity +3
  • Skills. Perception +4, Stealth +3
  • Senses. Passive Perception 14
  • Challenge. 1/2 ( xp)

  • Keel Senses. Deer dogs have advantage on perception checks that rely on sight, hearing, or smell.

Actions

Multiattack. The deer dog makes two attacks

Bite. Melee Weapon Attack: +3 to hit. Hit: 5 (1d6+2) piercing damage

Antlers. Melee Weapon Attack: +3 to hit. Hit: 4 (1d6+1) bludgeoning damage


Dragonfly

Tiny Beast, Earth Continent


  • Armor Class 12 (Natural Armor)
  • Hit Points
  • Speed 10 ft., fly 30 ft.

STR DEX CON INT WIS CHA
6 (-3) 18 (+4) 14 (+2) 8 (-1) 11 (+0) 9 (-1)

  • Saving Throws. Dexterity +5
  • Skills.
  • Senses.
  • Challenge.

  • Keel Senses. Dragon flys have advantage on perception checks that rely on sight or smell.

Actions

Bite. Melee Weapon Attack: 1 piercing damage

Elephant Koi

The elephant koi is an enormous, brightly colored fish. Valued for its meat, blubber, and oil, the animal is Kyoshi Island's primary export.

The elephant koi are enormous fish, reaching lengths of forty to fifty feet. Although they are mainly colored a light shade of yellow, broken patterns of orange are prominent down their backs, between their eyes, on the tips of their fins, and in small circles around the bases of their tails. Variations of this color pattern can be seen on most elephant koi. The fish features a single dorsal fin supported by about half a dozen spines. Additional fins include a pair of pectoral fins, a pelvic fin, and an anal fin on the ventral side of the creature, as well as a relatively small, single-lobed caudal fin. Elephant koi also possess barbels on the sides of their mouth as a physical attribute.

Elephant koi typically travel in small schools, but when disturbed, they are known to separate in an effort to evade a predator. On occasion, the fish swim directly below the surface of the water, exposing their dorsal fin, and can be witnessed jumping great heights out of the water.


Elephant Koi

Huge Beast, Earth Continent


  • Armor Class 12
  • Hit Points 28 (4d12+2)
  • Speed Swim 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 14 (+2) 1 (-5) 10 (+0) 5 (-3)

  • Skills. Passive Perception 10
  • Slippery. The catfish has advantage on ability checks and saving throws made to escape a grapple.
  • Challenge.

Actions

Bite. Melee Weapon Attack: 1d8+4 piercing damage Swallow. Melee Weapon Attack: The catfish makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the catfish, and it takes 5 (2d4) acid damage at the start of each of the catfish's turns. The catfish can have only one target swallowed at a time. If the catfish dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone.


Elephant Mandrill

Large Beast, Earth Continent


  • Armor Class AC
  • Hit Points Hitpoints
  • Speed Speed

STR DEX CON INT WIS CHA
() () () () () ()

  • Saving Throws saving_throws
  • Skills skills
  • Senses Senses
  • Challenge Challenge and Xp

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type damage

General Ability Description. General Attack Description


Elephant Mouse

Tiny Beast, Earth Continent


  • Armor Class AC
  • Hit Points Hitpoints
  • Speed Speed

STR DEX CON INT WIS CHA
() () () () () ()

  • Saving Throws saving_throws
  • Skills skills
  • Senses Senses
  • Challenge Challenge and Xp

Actions

Multiattack. The Creature Name makes Number and type of attacks


Fire Ferret

Small Beast, Earth Continent


  • Armor Class AC
  • Hit Points Hitpoints
  • Speed Speed

STR DEX CON INT WIS CHA
() () () () () ()

  • Skills skills
  • Senses Senses
  • Challenge Challenge and Xp

Actions

Multiattack. The Creature Name makes Number and type of attacks


Flying Boar

Medium Beast, Earth Continent


  • Armor Class 11
  • Hit Points 11
  • Speed 30ft., fly 20ft.

STR DEX CON INT WIS CHA
13 (+1) 11 (0) 12 (+1) 2 (-4) 9 (-1) 5 (-3)

  • Skills. Perception
  • Senses.
  • Challenge.

  • Charge. If the Boar moves at least 20ft straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 1d6 slashing damage.
  • Relentless. If the boar takes 7 damage or less that would reduce it to 0 hit points, it is reduces to 1 hit point instead.

Actions

Hooves. Melee Weapon Attack: 2d4 bludgeoning damage

Tusk. Melee Weapon Attack 1d6 slashing damage


Flying Fishapotamus


Foxelope

Giant Rhinoceros Beetle
Gemsbok Bull

Gemsbok Bull

Medium Beast, Earth Continent


  • Armor Class 15
  • Hit Points 10 (2d8+2)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
(+3) (+0) (+2) (-4) (+0) (-2)

  • Senses Passive perception 10
  • Challenge 1/2 (50 xp)

Stampede: A frightened herd of cattle flees as a group in a random direction (but always away from the perceived source of danger). They literally run over anything of medium size or smaller that gets in their way, dealing 6 points of damage for every five cattle in the herd (Dexterity save DC 17 half).

Trample: When a bull attempts to overrun an opponent. If the bull knocks the target down, it may immediately make two hoof attacks against him or her, gaining the standard +4 bonus to attack rolls against prone targets.

Actions

Gore. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4+3) piercing damage.
Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one prone target. Hit: 8 (1d6+4) bashing.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bashing damage.


Giant Rhinoceros Beetle

Large Beast, Si Wong Desert


  • Armor Class 14 (Natural Armor)
  • Hit Points Hitpoints
  • Speed 30ft.

STR DEX CON INT WIS CHA
(+2) (+0) (+4) (-2) (+0) (-1)

  • Saving Throws Constitution
  • Senses Passive Perception 10
  • Challenge Challenge and Xp

Skitter. The beetle can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Ram. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) bashing damage.


Harekat

Size Beast, Earth Continent


  • Armor Class AC
  • Hit Points Hitpoints
  • Speed

STR DEX CON INT WIS CHA
() () () () () ()

  • Skills skills
  • Senses Passive Perception
  • Challenge Challenge and Xp

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type damage

General Ability Description. General Attack Description

Hog Monkey
Hybrid Pigs

Hog Monkey

Medium Beast, Earth Continent


  • Armor Class AC
  • Hit Points Hitpoints
  • Speed Speed

STR DEX CON INT WIS CHA
() () () () () ()

  • Skills skills
  • Senses Senses
  • Challenge Challenge and Xp

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type damage

General Ability Description. General Attack Description


Hybrid Pig

Small Beast, Earth Continent


  • Armor Class AC
  • Hit Points Hitpoints
  • Speed Speed

STR DEX CON INT WIS CHA
(+1) (+0) (+1) (-4) (+0) (-3)

  • Skills skills
  • Senses Senses
  • Challenge Challenge and Xp

Jackalope

Small Beast, Earth Continent


  • Armor Class 12
  • Hit Points 7 (2d6)
  • Speed 40 ft., burrow 15 ft.

STR DEX CON INT WIS CHA
(-2) (+2) (+0) (-4) (+1) (-2)

  • Skills skills
  • Senses Senses
  • Challenge Challenge and Xp

Actions

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type damage


Jewel Shrike Wasp

Tiny Beast, Earth Continent


  • Armor Class AC
  • Hit Points Hitpoints
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Saving Throws saving_throws
  • Skills skills
  • Senses Senses
  • Challenge Challenge and Xp

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type damage

General Ability Description. General Attack Description


Luna Caracal

Tiny Beast, Earth Continent


  • Armor Class AC
  • Hit Points Hitpoints
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Saving Throws saving_throws
  • Skills skills
  • Senses Senses
  • Challenge Challenge and Xp

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type damage

General Ability Description. General Attack Description


Ostrich Horse

Large Beast, Earth Continent


  • Armor Class 10
  • Hit Points 10
  • Speed 60 ft.

STR DEX CON INT WIS CHA
12 (+1) 12 (+3) 16 (+1) 2 (-3) 12 (+1) 4 (-3)

  • Skills.
  • Senses. Passive Perception 11
  • Challenge.

Trample.

Actions

Claws. Melee Weapon Attack: +2 to hit. Hit: 1d8 slashing damage

Beak. Melee Weapon Attack: 1d6 piercing damage


Platapus Bear

Large Beast, Earth Continent


  • Armor Class 11 + Dexterity Modifier
  • Hit Points 10 + Constitution modifier
  • Speed 30 ft., climb 20 ft.

STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 14 (+2) 4 (-3) 12 (+1) 7 (-2)

  • Skills. Perception +3 and Athletics +4
  • Senses. Passive Perception
  • Challenge.

  • Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Bite. Melee Weapon Attack: 1d8 piercing damage

Claw. Melee Weapon Attack: 1d8 slashing damage

Tail Slap. Melee Weapon attack: 1d8 bludgeoning damage


Purple Pentapus

Tiny Beast, Earth Continent


  • Armor Class
  • Hit Points
  • Speed

STR DEX CON INT WIS CHA
() () () () () ()

  • Saving Throws.
  • Skills.
  • Senses.
  • Challenge.


Pygmy Puma

Small Beast, Earth Continent


  • Armor Class
  • Hit Points
  • Speed

STR DEX CON INT WIS CHA
() () () () () ()

  • Saving Throws. Dexterity
  • Skills. Perception and Athletics
  • Senses. Darkvision 60 ft.
  • Challenge.

Keen Senses. The Pygmy Puma has advantage on Wisdom (Perception) checks that rely on smell or sight.

Actions

Multiattack. The Pygmy Puma makes two attacks

Bite. Melee Weapon Attack: 1d8 piercing damage

Claw. Melee Weapon Attack: 1d8 slashing damage


Quilled Chameleon

Small Beast, Earth Continent


  • Armor Class 12
  • Hit Points 4 (1d4+2)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 15 (+2) 2 (-4) 12 (+1) 5 (-3)

  • Senses. Passive Perception 11
  • Challenge. 0 (10xp)

Actions

Quill. Ranged Weapon Attack: +? to hit, Hit: 1 piercing damage. Target must succeed on a DC 12 constitution check or be poisoned. On removal 1 piercing damage.


Rabaroo

Large Beast, Earth Continent


  • Armor Class
  • Hit Points
  • Speed

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 14 (+2) 2 (-4) 10 (+0) 5 (-3)

  • Skills. Athletics +6
  • Senses. Passive Perception 10
  • Challenge. 1

Actions

Kick. Melee Weapon Attack: +? to hit Hit: bludgeoning damage.


Saber-Tooth Moose Lion

Huge Beast, Earth Continent


  • Armor Class 13
  • Hit Points 42 (6d12+3)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 16 (+3) 8 (-1) 12 (+1) 8 (-1)

  • Skills.
  • Senses. Passive Perception 13
  • Challenge. 6 (xp)

Charge. If the Moose Lion moves at least 20 ft straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, is must succeed on a DC 13 Strength saving throw or be knocked prone.

Actions

Multiattack. The Moose Lion makes one attack with his hooves and one other attack.

Bite. Melee Weapon Attack: +6 to hit. Hit: 15 (2d10+5) piercing damage.

Antlers. Melee Weapon Attack: +6 to hit. Hit: 10 (2d8+2) bludgeoning damage.

Hooves. Melee Weapon Attack: +6 to hit. Hit: 15 (2d10+5) bludgeoning damage.

Saber-Tooth Moose Lion

The saber-tooth moose lion is a large mammal native to the forests of the southern Earth Kingdom that becomes extremely vicious when threatened.

The saber-tooth moose lion stands at least ten feet high, with brown fur, a long muzzle, and a pair of palm-shaped antlers on its head. Its body and tail are feline in appearance and its two enlarged upper fangs extend past its lower jaw. It also has large clawed paws.

The moose lion cub is very small, approximately the size of a small dog. As it lacks an adult's large teeth and antlers, it appears harmless and playful. It is difficult to identify one as a moose lion until its horns and fangs have grown in.

The saber-tooth moose lion is native to the temperate forests of the southern Earth Kingdom. Its large teeth, long horns, and ferocious attitude make it a formidable creature. Although it appears intimidating, the saber-tooth moose lion is, for the most part, a friendly animal; however, if a mother feels something is threatening its cub, it can become very violent.

Shirshu

The shirshu is a large, quadrupedal creature found in the southern Earth Kingdom where it lives underground. Its highly developed sense of smell and ability to paralyze a target make it well suited for both tracking and hunting respectively.

The shirshu is a large, star-nosed mole-like mammal that has no eyes and thus relies on its highly specialized sense of smell. The animal's face has a large, muscular snout that ends in a collection of small, pink, fleshy tendrils surrounding the nostrils, used to detect scents in the environment, and that effectively allows the shirshu to "see" its surroundings. The shirshu can smell a particular scent over hundreds of miles away, making it an ideal tracker. In addition to its strong olfactory abilities, the shirshu's saliva contains paralyzing agents. Along with its large, sharp set of teeth, the shirshu has a whip-like tongue, tipped with large, triangular papillae, which the shirshu uses to disable its prey. Depending on the target's size and how hard it is hit, the shirshu's tongue can either stun or paralyze prey for a
period of time, ranging from a few minutes up to
several hours.

Tamed shirshus are mainly used for their
superior tracking ability; they can detect a
particular scent anywhere in the world, paralyze
their prey from afar without doing permanent
damage, are extremely fast and agile, and can
travel over great distances without tiring
significantly. Shirshu saliva contains powerful toxins, making it highly valuable; it is used in the production of paralyzing darts.

Despite its size and weight, the shirshu has outstanding agility and can hold its own in close combat situations. Using its powerful claws, it can easily protect itself from most threats, though in the majority of cases, close combat is unnecessary: the shirshu's tongue can reach up to several meters and incapacitate opponents before they have a chance to get near. Its critical weakness is its highly sensitive sense of smell, which can be overwhelmed by strong scents, effectively "blinding" it and, in some cases, inducing a frenzied panic.

Shirshu Darts

Shirshu

Large Beast, Earth Continent


  • Armor Class 12
  • Hit Points 17 (3d10)
  • Speed 45 ft., climb 15 ft.

STR DEX CON INT WIS CHA
13 (+1) 12 (+1) 14 (+2) 5 (-3) 18 (+4) 4 (-3)

  • Skills. Perception +6
  • Senses. Passive Perception 13
  • Challenge.

Keen Smell. The shirshu has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Poison Tongue. on hit, paralyze target for ? turns

Bite. Melee Weapon Attack: 1d8 piercing damage

Claw. Melee Weapon Attack: 2d6 slashing damage

Singing Groundhog

The singing groundhog is an animal that resides on the prairies near the Si Wong Desert. It is able to mimic any note with near perfection

These creatures live in colonies on wide open prairies near the Si Wong Desert, and like ordinary groundhogs, they feed off insects and roots. With an ear for music, they will respond to single tones from a flute or other instrument by repeating that tone back to the player. The musical abilities of these little critters attract tourists from all over the world. Singing groundhogs are hibernating creatures, and cannot be found during the winter.


Singing Groundhog

Tiny Beast, Earth Continent


  • Armor Class 11
  • Hit Points
  • Speed 20 ft., Burrow 10 ft.

STR DEX CON INT WIS CHA
7 (-2) 15 (+2) 12 (+1) 8 (-1) 10 (+0) 20 (+5)

  • Skills. Performance +7, Deception +7
  • Senses. Passive Perception 10
  • Languages. Very Basic Eastern Earth Kingdom
  • Challenge. 0 (10xp)

Voice Mimicry The Groundhog can mimic sounds and voices it has heard recently, or heard repeatedly. It speaks very limited human language. This ability uses Performance or Deception depending on the intent.

Actions

Sing. Ranged Weapon Attack: The groundhog uses its performance ability to cause 1d4 thunder damage to everyone in a 100ft radius. Everyone in the vicinity must make a DC 10 Wisdom Check or be deafened for one minute.

Sour Beetle

The only creature in the Si Wong Desert the giant gilacorn would not eat. According to legend, the headpieces worn by beetle-headed merchants were crafted to mimic the appearance of a sour beetle, an intuitive trick that allowed the tribesmen to deceive gilacorns and avoid being attacked.


Sour Beetle

Small Beast, Si Wong Desert, Earth Continent


  • Armor Class 13 (Natural Armor)
  • Hit Points
  • Speed 30 ft., Climb 30 ft.

STR DEX CON INT WIS CHA
7 (-2) 14 (+2) 17 (+3) 3 (-4) 11 (+0) 5(-3)

  • Skills.
  • Senses. Passive Perception
  • Challenge. 1/4 (xp)

Skitter. The sour beetle can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Venemous Secretion. The sour beetle secretes a poison from its shell. Anyone who touches it takes 2d4 poison

Actions


Sparrowkeet


Tarantula bat


Tiger Tiger Snake

Unagi

The unagi is an enormous, powerful, and carnivorous eel capable of firing large jets of water from its mouth at high velocities.

The unagi's body is long and serpentine, with no scales and minimal aposematic coloration. While uniformly light gray in appearance ventrally, the creature's dorsal surface is primarily dark gray with light gray segments over both cheeks and a light gray stripe extending down the midline of the body. Located posteriorly to the head are four yellow stripes similar in appearance to gill slits.

A large dorsal fin protrudes from the top of the unagi's head, consisting of six spines interconnected by cartilage that allow the creature to expand and contract the structure during movement. Behind the primary dorsal fin are a series of evenly dispersed finlets that gradually increase in size toward the caudal end of the body.

The unagi has bright green eyes protected by a pair of pink, vertically-oriented nictitating membranes as well as a pair of light gray, horizontal eyelids. The
creature's mouth is lined with
sixteen pairs of sharp, interlocking
teeth oriented backward
and is flanked on either
side by a pair of sensory
barbels. Inside the creature's
body just posterior to the jaw
musculature are specialized
glands that allow the unagi
to launch pressurized
streams of water from
its mouth.

The unagi is a carnivorous predator that will consume anything that it encounters in the water, with a particular preference for the elephant koi found in the waters surrounding Kyoshi Island. It is capable of launching powerful streams of water from its mouth as a means of subduing prey and deterring external threats.

Because of its aggressive nature, the residents of Kyoshi Island typically avoid the bay in which the unagi is found. Despite its tendency to lash out, the unagi has an instinctive fear of anything that exceeds it in size, and it can be controlled, to some extent, by its barbels.


Unagi

Gargantuan Beast, Earth Continent


  • Armor Class 14
  • Hit Points 23 (2d20+2)
  • Speed Swim 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 13 (+1) 2 (-4) 10 (+0) 3 (-4)

  • Skills. Perception +2
  • Senses. Blindsight 20ft., Passive Perception 12
  • Challenge. 1

Hold Breath. The Unagi can hold its breath outside of the water for 10 min.

Water Breathing. The Unagi can only breathe underwater.


Actions

Bite. Melee Weapon Attack: +6 to hit. Hit: 13 (2d8+4) piercing damage.

Spray. Ranged Weapon Attack: The Unagi sprays a jet of water in a 100ft by 5ft cylynder with great force at a target. The target takes 11 (2d8+2) bludgeoning damage. If target is a creature, the target must succed on a DC 12 Dexterity saving throw or be knocked prone.

Swallow. Melee Weapon Attack: The Unagi makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the catfish, and it takes 5 (2d4) acid damage at the start of each of the catfish's turns. The catfish can have only one target swallowed at a time. If the Unagi dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone.


Wolfbat


Woodfrog

Chapter 3


Creatures of the Fire Archipelago

Dragons

The dragon is the original practitioner of firebending, capable of breathing fire. The species demonstrated the true way of firebending to the Sun Warriors' civilization, a precursor to the modern day Fire Nation and to Wan, the first Avatar. As such, dragons are highly respected by both the Sun Warriors and the Fire Nation.

The dragon is a large, horned reptile with a long, scaly body that ends in a thin tail. Its head is large compared to
the rest of its body, and its bearded face is dominated by a wide, flat nose, golden, cat-like eyes, and long whiskers.

There also seem to be several subspecies of dragons. There are both winged and non-winged dragons, their size and number differing depending on the species of dragon. Some have two large wings that enable them to fly over
great distances, while others, like the green dragon,
had an extra, smaller pair of wings.     However,
regardless of the presence of wings, the dragons
are capable of flight, as seen with the white dragon
that resided in the Spirit Wilds during the era of
Raava.

Dragons are intelligent creatures, capable of communicating with humans. Although generally
living in solitude, a dragon can form a tight bond
with a human, even to the point where it will
protect its human partner to the death.

During his time as Fire Lord, Sozin began the
tradition of hunting dragons as the ultimate sport
throughout the Fire Nation. Anyone who managed
to slay a dragon earned the honorary title of
"Dragon" and their talents as firebenders would
become legendary. Near the end of the Hundred
Year War, dragons were thought to be extinct
due to Prince-General Iroh's claim that he had
killed the final one. However, many years later
Firelord Zuko returned from abroad with a
dragon egg in tow, revealing that his uncle
had lied in order to protect them from
extinction. To this day, they have never
revealed the secret of the location of the
last dragons, and while extremely rare,
they are slowly returning to life thanks to
protection laws that have been put in
place.


Dragon (Infant)

Small Beast, Fire Archipelago


  • Armor Class 15 (Natural Armor)
  • Hit Points ()
  • Speed 30 ft., Climb 20 ft., fly 10 ft.

STR DEX CON INT WIS CHA
() () () () () ()

  • Saving Throws. Dexterity
  • Skills. Athletics and Stealth
  • Damage Resistances. Fire
  • Challenge.

Actions

Multiattack. The dragon makes two attacks: one with its bite and one with its claws.

Fire Breath. 30 ft cone. ? fire damage

Claws. Melee Weapon Attack: ? slashing damage

Bite. Melee Weapon Attack: ? piercing damage


Dragon (Adolescent)

Large Beast, Fire Archipelago


  • Armor Class 17 (Natural Armor)
  • Hit Points 158 (d+5)
  • Speed 40 ft., Climb 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA
23 (+6) 10 (+0) 21 (+5) 14 (+5) 11 (+0) 19 (+4)

  • Saving Throws. Dexterity
  • Skills. Athletics and Intimidation
  • Damage Immunities. Fire
  • Challenge.

Actions

Multiattack. The dragon makes three attacks: one with its bite and two with its claws.

Fire Breath. 30 ft cone. 8d8 fire damage

Claws. Melee Weapon Attack: 2d6 slashing damage

Bite. Melee Weapon Attack: 1d8 piercing damage


Dragon

Huge Beast, Fire Archipelago


  • Armor Class 19 (Natural Armor)
  • Hit Points 256 (d+7)
  • Speed 40 ft., climb 40ft., fly 80 ft.

STR DEX CON INT WIS CHA
27 (+8) 10 (+0) 25 (+7) 16 (+3) 13 (+1) 21 (+5)

  • Saving Throws. Dexterity and Strength
  • Skills. Athletics and Intimidation
  • Damage Immunities. Fire
  • Challenge.

Frightfull Prescence.

Actions

Multiattack: The Dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Fire Breath. 60 ft cone. 16d8 fire damage

Claws. Melee Weapon Attack: 2d6 slashing damage

Bite. Melee Weapon Attack: 1d8 piercing damage


Dragon Moose

Large Beast, Fire Archipelago


  • Armor Class 13
  • Hit Points 15
  • Speed 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 17 (+3) 7 (-2) 10 (0) 12 (+1)

  • Skills. Strength
  • Senses. Passive Perception
  • Challenge.

Charge. If the moose moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 2d6 damage.

Actions

Ram. Melee Weapon Attack: 2d6 bludgeoning damage.

Hooves. Melee Weapon Attack: 2d6 bludgeoning damage.


Eagle Hawk

Small Beast, Fire Archipelago


  • Armor Class 12
  • Hit Points 5
  • Speed 30 ft., Climb 30 ft.

STR DEX CON INT WIS CHA
() () () () () ()

  • Senses. Passive Perception
  • Challenge.

Actions

Beak. Melee Weapon Attack:

Talons. Melee Weapon Attack:


Ferret Baboon

Small Beast, Fire Archipelago


  • Armor Class 12
  • Hit Points 5
  • Speed 30 ft., Climb 30 ft.

STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 11 (+0) 4 (-3) 12 (+1) 6 (-2)

  • Senses. Passive Perception 11
  • Challenge.

Actions

Bite. Melee Weapon Attack: 1d4 piercing damage


Firefly

Tiny Beast, Fire Archipelago


  • Armor Class 10
  • Hit Points 1
  • Speed 10 ft., Fly 20 ft.

STR DEX CON INT WIS CHA
1 (-5) 18 (+4) 10 (+0) 8 (-1) 8 (-1) 10 (0)

  • Senses. Passive Perception 9
  • Challenge. 0 (10xp)

Actions

Burn. Melee Weapon Attack: The firefly lands on a target and burns them. +2 to hit. Hit: 1 fire damage.


Giant Eel Hound

Large Beast, Fire Archipelago


  • Armor Class 13
  • Hit Points 15
  • Speed 45 ft., climb 15 ft., swim 25ft.

STR DEX CON INT WIS CHA
13 (+1) 14 (+2) 12 (+1) 5 (-3) 10 (0) 12 (+1)

  • Skills. Perception and Performance
  • Keen Smell. The eel hound has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Bite. Melee Weapon Attack: 1d6 piercing damage Tail Whip. Melee Weapon Attack: 1d6 bludgeoning damage


Golden Secretary Cat

Fire Nation Messenger Hawk

Hawk

Small Beast, Fire Archipelago


  • Armor Class 10 + Dexterity Modifier
  • Hit Points 10 + Constitution modifier
  • Speed 10 ft., fly 35 ft.

STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 8 (-1) 12 (+1) 14 (+2) 10 (0)

  • Saving Throws. Dexterity
  • Skills. Perception and Acrobatics
  • Senses. Passive Perception 14
  • Challenge.

Keen Sight. The falcon has advantage on Wisdom (Perception) checks that rely on sight.

Messenger allows players to communicate with separated parties or individuals via written notes. Hawks travel at a speed of 25 miles per hour, and will not fly in heavy rain. Recipients must not be below ground in order to receive messages, and senders must know the recipients location or general direction. Roll to determine if message is received?


Actions

Beak. Melee Weapon Attack: 1d8 piercing damage

Talons. Melee Weapon Attack: 1d4 slashing damage, finesse


Hippo Cow


Hippox


Hammerhead Dugog

Medium Beast, Fire Archipelago


Iguana parrot

Small Beast, Fire Archipelago


  • Armor Class 15
  • Hit Points 7
  • Speed 10 ft., fly 60 ft.

STR DEX CON INT WIS CHA
3 (-4) 13 (+1) 8 (-1) 2 (-4) 12 (+1) 7 (-2)

  • Skills. Perception
  • Flyby. The iguana parrot doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Actions

Talons. Melee Weapon Attack: 2 slashing damage Bite. Melee Weapon Attack: 1 piercing damage


Koala Sheep


Komodo Rhino

Large Beast, Fire Archipelago


  • Armor Class 13
  • Hit Points 15
  • Speed 40ft.

STR DEX CON INT WIS CHA
19 (+5) 10 (0) 15 (+2) 2 (-4) 12 (+1) 6 (-1)

  • Skills. Strength
  • Damage Resistances. Fire
  • Charge. If the Rhino moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 2d8 damage.

Actions

Ram. Melee Weapon Attack: 2d6 bludgeoning damage.
Horn. Melee Weapon Attack: 1d8 bludgeoning damage.


Lamprey Jellyfish

Medium Beast, Fire Archipelago


Lion Vulture

Large Beast, Fire Archipelago


Long-tailed Poison Dart Widow

Tiny Beast, Fire Archipelago


Manatee Whale

Large Beast, Fire Archipelago


Mantis Seahorse

Tiny Beast, Fire Archipelago

Mongoose lizards can be tamed and ridden, and are not scared easily. They are tireless trackers that can easily dodge attacks without throwing riders off.

The mongoose lizard possess characteristic markings over its body, a raised chest, and a few plumed areas of skin above the head. These massive lizards are approximately fifteen to twenty feet (4.5 to 6 meters) long from snout to tail, with bright yellow eyes. They act as modes of transportation, ridden like horses, though they are far more versatile.

Their quick, mongoose-like reflexes help them to dodge almost any attack, and their lizard-like abilities enable them to quickly traverse just about any obstacle; they have the ability to scale walls and skim over bodies of water. Riding this animal requires some habituation, especially when it stands on its hind legs.


Mongoose Lizard

Large Beast, Fire Archipelago


  • Armor Class 13
  • Hit Points 15
  • Speed 40 ft., swim 15ft.

STR DEX CON INT WIS CHA
16 (+3) 13 (+2) 12 (+1) 5 (-3) 10 (0) 11 (0)

  • Skills.
  • Senses.
  • Challenge.

Charge. If the Mongoose Lizard moves at least 20 feet straight toward a target and then hits it with a trample attack on the same turn, the target takes an extra 2d4 damage

Actions

Bite. Melee Weapon Attack: 1d4 piercing damage. 1d4 poison damage.

Trample. Melee Weapon Attack: 1d6 bludgeoning damage


Raven Eagle

Small Beast, Fire Archipelago


  • Armor Class 12
  • Hit Points 13
  • Speed 10 ft., fly 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 11 (0) 11 (0) 12 (+1) 13 (+2)

  • Skills. Perception and Acrobatics
  • Senses.
  • Challenge.

Keen Sight. The falcon has advantage on Wisdom (Perception) checks that rely on sight.

Intercept Raven Eagles can intercept Messenger Hawks and other small flying creatures.


Actions

Beak. Melee Weapon Attack: 1d8 piercing damage

Talons. Melee Weapon Attack: 1d4 slashing damage, finesse


Pheangorong


Reef Crab

Tiny Beast, Fire Archipelago


  • Armor Class 11 (Natural Armor)
  • Hit Points 2 (1d4)
  • Speed 20 ft., Swim 20 ft.

STR DEX CON INT WIS CHA
2 (-4) 11 (+0) 10 (+0) 1 (-5) 8 (-1) 2 (-4)

  • Skills. Stealth +2
  • Senses. Blindsight 30 ft., Passive Perception 9
  • Challenge. 0 (10xp)

Amphibious. The crab can breathe both air and water.


Saltwater Crocotiel


Sea Snake Lionfish


Tiger Monkey


Tiger shark

Medium Beast, Fire Archipelago


  • Armor Class 15
  • Hit Points 30
  • Speed swim 60 ft.

STR DEX CON INT WIS CHA
14 (+2) 13 (+1) 13 (+1) 1 (-5) 10 (+0) 4 (-3)

  • Skills.
  • Senses. Blindsight 30ft.
  • Challenge.

  • Keen Smell. The Tiger Shark has advantage on Wisdom (perception) checks that rely on smell.

Actions

Bite. Melee Weapon Attack: 1d8+2 piercing damage


Toucan Puffin


Turtle Crab


turtle Duck


Chapter 4


Creatures of the
Foggy Swamp


Anteater Wasp

Medium Beast, Foggy Swamp


  • Armor Class
  • Hit Points
  • Speed 10ft., fly 30 ft.

STR DEX CON INT WIS CHA
() () () () () ()

  • Skills.
  • Senses.
  • Challenge.

Actions

Stinger. Melee Weapon Attack. +? to hit. Hit: ? piercing damage.


Catgator

Large Beast, Foggy Swamp


  • Armor Class 14
  • Hit Points 6
  • Speed 20ft., swim 30 ft.

STR DEX CON INT WIS CHA
8 (-1) 15 (+2) 13 (+1) 2 (-4) 10 (+0) 4 (-3)

  • Saving Throws. Dexterity, Strength
  • Skills. Stealth
  • Senses.
  • Challenge.

  • Hold Breath. The alligator can hold its breath for 15 minutes

Actions

Bite. Melee Weapon Attack: 1d8+2 piercing damage. On a DC 10 Dexterity or Strength saving throw or be restrained.


Croc-of-the-Rock


Crococat


Drop Worm


Elbow Leech

Small Beast, Foggy Swamp Tribe


  • Armor Class
  • Hit Points
  • Speed

STR DEX CON INT WIS CHA
() () () () () ()

  • Skills.
  • Senses.
  • Challenge.

Actions

Bite. Melee Weapon Attack: ? piercing damage


Fox Centipede


Frobbit


Frog Squirrel


Froghog


Giant Fly


Goldjaw


Hippo Scorpion

Huu

Huu is a waterbending master native to the Foggy Swamp Tribe located southwest of the Earth Kingdom. Huu reached enlightenment while sitting under the great banyan-grove tree in the heart of the swamp.


Huu

Giant Beast, Foggy Swamp Tribe


  • Armor Class 15
  • Hit Points 136 (16d10+48)
  • Speed 20 ft., swim 20 ft.

STR DEX CON INT WIS CHA
18 (+4) 8 (-1) 16 (+3) 5 (-3) 20 (+5) 5 (-3)

  • Skills. Stealth +2
  • Damage Resistances. Cold, Fire, Lightning
  • Condition Immunities. grappled, restrained
  • Senses. blindsight 60 ft., passive perception 10
  • Challenge. 5 (1800 xp)

  • Overgrowth. A 30 ft. radius area around the vine terror is difficult terrain caused by thick vines and undergrowth.

Actions

  • Multiattack. The terror makes two attacks with its vines.

  • Vines. Ranged Weapon Attack: +? to hit. range 30 ft. one target. Hit: ?d? Bludgeoning damage. If the target is medium or smaller, it is pulled 10ft. and is grappled (escape DC 15) if the terror is not already grappling a creature. Until this grapple ends, the target is pulled 10 ft. towards the vine terror at the start of each of its turns.

Huu, being the wisest member of the tribe, believed that all living things were connected to one another. Having been so connected to the swamp, Huu made it his duty to behave as the guardian of it, protecting it from those who intend to harm it, while using his exceptional "plantbending" skills to disguise himself as a swamp monster.

Huu was a master waterbender who specialized in plantbending: using his waterbending to bend the fluids inside the highly saturated plants of the swamp. He mastered this technique to the point that he seemed to be bending the vine itself. Covering his body with these vines, Huu pretended to be a large swamp monster in order to scare away anyone who wanted to harm the swamp. This technique strongly resembles bloodbending.

"You think you're any different from me, or your friends, or this tree? If you listen hard enough, you can hear every living thing breathing together. You can feel everything growing. We're all living together, even if most folks don't act like it. We all have the same roots, and we are all branches of the same tree."

— Huu

Komodo Dog

Medium Beast, Foggy Swamp


  • Armor Class 12
  • Hit Points 19
  • Speed 30ft.

STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 13 (+1) 2 (-4) 10 (+0) 5 (-3)

  • Skills.
  • Senses.
  • Challenge.

Actions

Bite. Melee Weapon Attack: 1d8+2 piercing damage. On a DC 10 Dexterity or Strength saving throw or be restrained.


Miniature lion turtle

Medium Beast, Foggy Swamp


Small Beast, URN.


  • Armor Class AC (natural armor)
  • Hit Points Hitpoints
  • Speed Speed

STR DEX CON INT WIS CHA
() () () () () ()

  • Skills skills
  • Senses Senses
  • Challenge Challenge and Xp

Actions

Bite. Melee Weapon Attack:

Retreat. The Miniature Lion Turtle retreats into its shell. +? to AC


Monarch Fox

Small Beast, Foggy Swamp


  • Armor Class AC
  • Hit Points Hitpoints
  • Speed 20 ft., Fly 20 ft.

STR DEX CON INT WIS CHA
() () () () () ()

  • Skills skills
  • Senses Senses
  • Challenge Challenge and Xp

Actions

Bite. Melee Weapon Attack:


Mosquito Frog

Small Beast, Foggy Swamp


  • Armor Class AC
  • Hit Points Hitpoints
  • Speed Speed

STR DEX CON INT WIS CHA
() () () () () ()

  • Skills skills
  • Senses Senses
  • Challenge Challenge and Xp

Actions

Sting. Melee Weapon Attack:


Otcat (bobcat otter)

Small Beast, Foggy Swamp


  • Armor Class AC
  • Hit Points Hitpoints
  • Speed Speed

STR DEX CON INT WIS CHA
() () () () () ()

  • Skills skills
  • Senses Senses
  • Challenge Challenge and Xp

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type damage

General Ability Description. General Attack Description


Parrot Hyena

Meidum Beast, Foggy Swamp


  • Armor Class AC
  • Hit Points Hitpoints
  • Speed Speed

STR DEX CON INT WIS CHA
() () () () () ()

  • Skills skills
  • Senses Senses
  • Challenge Challenge and Xp

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type damage

General Ability Description. General Attack Description


Possum Chicken

Small Beast, Foggy Swamp.


  • Armor Class AC
  • Hit Points Hitpoints
  • Speed Speed

STR DEX CON INT WIS CHA
() () () () () ()

  • Skills skills
  • Senses Senses
  • Challenge Challenge and Xp

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type damage

General Ability Description. General Attack Description


Screeching Bird

Tiny Beast, Foggy Swamp.


  • Armor Class AC
  • Hit Points Hitpoints
  • Speed Speed

STR DEX CON INT WIS CHA
() () () () () ()

  • Skills skills
  • Senses Senses
  • Challenge Challenge and Xp

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type damage

General Ability Description. General Attack Description


Se Tu

Medium Beast, Foggy Swamp


  • Armor Class AC
  • Hit Points Hitpoints
  • Speed Speed

STR DEX CON INT WIS CHA
() () () () () ()

  • Skills skills
  • Senses Senses
  • Challenge Challenge and Xp

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type damage

General Ability Description. General Attack Description


Spider Bass

Small Beast, Foggy Swamp Tribe


  • Armor Class AC
  • Hit Points Hitpoints
  • Speed Speed

STR DEX CON INT WIS CHA
() () () () () ()

  • Skills skills
  • Senses Senses
  • Challenge Challenge and Xp

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type damage

General Ability Description. General Attack Description

Chapter 5


Creatures of the Tundra


Akhlut (orca-wolf)

Large Beast, Water Tribes


  • Armor Class AC
  • Hit Points Hitpoints
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Saving Throws saving_throws
  • Skills skills
  • Damage Resistances Cold
  • Senses Senses
  • Challenge Challenge and Xp

Actions

Multiattack. The Creature Name makes Number and type of attacks

Bite. Melee Weapon Attack: +? to hit. Hit: Damage Damage Type damage

Claw. Melee Weapon Attack: +? to hit. Hit: Damage Damage Type damage


Arctic Camel

Medium Beast, Water Tribes


  • Armor Class AC
  • Hit Points Hitpoints
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Saving Throws saving_throws
  • Skills skills
  • Damage Resistances Cold
  • Senses Senses
  • Challenge Challenge and Xp

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type damage


Arctic Hen

Small Beast, Water Tribes


  • Armor Class AC
  • Hit Points Hitpoints
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Saving Throws saving_throws
  • Skills skills
  • Damage Resistances Cold
  • Senses Senses
  • Challenge Challenge and Xp

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type damage


Arctic Hippo

Large Beast, Water Tribes.


  • Armor Class AC
  • Hit Points Hitpoints
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Skills skills
  • Senses Senses
  • Challenge Challenge and Xp

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type damage

General Ability Description. General Attack Description


Arctic Seal

Medium Beast, Water Tribes.


  • Armor Class AC
  • Hit Points Hitpoints
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Skills skills
  • Senses Senses
  • Challenge Challenge and Xp

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type damage

General Ability Description. General Attack Description


Arctic Wolf

Large Beast, Water Tribes.


  • Armor Class AC
  • Hit Points Hitpoints
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Skills skills
  • Senses Senses
  • Challenge Challenge and Xp

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type damage

General Ability Description. General Attack Description


Buffalo Yak

Large Beast, Water Tribes.


  • Armor Class AC
  • Hit Points Hitpoints
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Skills skills
  • Senses Senses
  • Challenge Challenge and Xp

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type damage

General Ability Description. General Attack Description


Cuttlefish

Small Beast, Water Tribes.


  • Armor Class AC
  • Hit Points Hitpoints
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Skills skills
  • Senses Senses
  • Challenge Challenge and Xp

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type damage

General Ability Description. General Attack Description


Dolphin Piranha

Medium Beast, Water Tribes.


  • Armor Class AC
  • Hit Points Hitpoints
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Skills skills
  • Senses Senses
  • Challenge Challenge and Xp

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type damage

General Ability Description. General Attack Description


Giant Squid

Giant Beast, Water Tribes.


  • Armor Class AC
  • Hit Points Hitpoints
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Skills skills
  • Senses Senses
  • Challenge Challenge and Xp

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type damage

General Ability Description. General Attack Description


Halibut

Small Beast, Water Tribes.


  • Armor Class AC
  • Hit Points Hitpoints
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Skills skills
  • Senses Senses
  • Challenge Challenge and Xp

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type damage

General Ability Description. General Attack Description


Iso puppy

Medium? Beast, Water Tribes.


  • Armor Class AC
  • Hit Points Hitpoints
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Skills skills
  • Senses Senses
  • Challenge Challenge and Xp

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type damage

General Ability Description. General Attack Description


Giant Isodog Enormous Beast, Water Tribes.


  • Armor Class AC
  • Hit Points Hitpoints
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Skills skills
  • Senses Senses
  • Challenge Challenge and Xp

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type damage

General Ability Description. General Attack Description


Koalaotter

Small Beast, Water Tribes.


  • Armor Class AC
  • Hit Points Hitpoints
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Skills skills
  • Senses Senses
  • Challenge Challenge and Xp

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type damage

General Ability Description. General Attack Description


Mink Snake

Small Beast, Water Tribes.


  • Armor Class AC
  • Hit Points Hitpoints
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Skills skills
  • Senses Senses
  • Challenge Challenge and Xp

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type damage

General Ability Description. General Attack Description


Otter Penguin

Medium Beast, Southern Water Tribe


  • Armor Class 12
  • Hit Points 13
  • Speed 30 ft., swim 60 ft.

STR DEX CON INT WIS CHA
13 (+1) 14 (+2) 13 (+1) 2 (-4) 14 (+2) 6 (-2)

  • Skills. Perception
  • Damage Resistances. Cold
  • Hold Breath The penguin can hold its breath for 30 min.
  • Keen Hearing and Smell. The penguin has an advantage on wisdom (perception) checks that rely on hearing and smell.

Actions

Beak. Melee Weapon Attack: 1d6 piercing damage


Penguin Fish

Small Beast, Water Tribes.


  • Armor Class AC
  • Hit Points Hitpoints
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Skills skills
  • Senses Senses
  • Challenge Challenge and Xp

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type damage

General Ability Description. General Attack Description


Polar Bear

Large Beast, Water Tribes.


  • Armor Class AC
  • Hit Points Hitpoints
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Skills skills
  • Senses Senses
  • Challenge Challenge and Xp

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type damage

General Ability Description. General Attack Description


Polar Bear Dog

Large Beast, Water Tribes


  • Armor Class 12
  • Hit Points 16
  • Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 14 (+2) 12 (+1) 5 (-3) 12 (+1) 6 (-2)

  • Skills. Perception and Performance
  • Damage Resistances. Cold
  • Keen Hearing and Smell. The polar bear dog has advantage on Wisdom (Perception) checks that rely on hearing or smell.
  • Pack Tactics. The polar bear dog has advantage on an attack roll against a creature if at least one of the dog's allies is within 5 ft. of the creature and the ally isn't incapacitated.

Actions

Bite. Melee Weapon Attack: 1d6 piercing damage


Polar Dog

Small Beast, Water Tribes.


  • Armor Class AC
  • Hit Points Hitpoints
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Skills skills
  • Senses Senses
  • Challenge Challenge and Xp

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type damage

General Ability Description. General Attack Description


Polar Leopard

Small? Beast, Water Tribes.


  • Armor Class AC
  • Hit Points Hitpoints
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Skills skills
  • Senses Senses
  • Challenge Challenge and Xp

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type damage

General Ability Description. General Attack Description


Polar Orca

Large? Beast, Water Tribes.


  • Armor Class AC
  • Hit Points Hitpoints
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Skills skills
  • Senses Senses
  • Challenge Challenge and Xp

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type damage

General Ability Description. General Attack Description


Puffin-Seal

Medium Beast, Water Tribes.


  • Armor Class AC
  • Hit Points Hitpoints
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Skills skills
  • Senses Senses
  • Challenge Challenge and Xp

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type damage

General Ability Description. General Attack Description


Salmon Crab

Small Beast, Water Tribes


  • Armor Class AC
  • Hit Points Hitpoints
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Skills skills
  • Senses Senses
  • Challenge Challenge and Xp

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type damage

General Ability Description. General Attack Description



Sea Serpent

Giant Beast, Water Tribes.


  • Armor Class AC
  • Hit Points Hitpoints
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Skills skills
  • Senses Senses
  • Challenge Challenge and Xp

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type damage

General Ability Description. General Attack Description


Snow Leopard Caribou

Large Beast, Water Tribes.


  • Armor Class AC
  • Hit Points Hitpoints
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Skills skills
  • Senses Senses
  • Challenge Challenge and Xp

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type damage

General Ability Description. General Attack Description


Snow Rat

Small Beast, Water Tribes.


  • Armor Class AC
  • Hit Points Hitpoints
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Skills skills
  • Senses Senses
  • Challenge Challenge and Xp

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type damage

General Ability Description. General Attack Description


Tiger Seal

Medium Beast, Water Tribes.


  • Armor Class AC
  • Hit Points Hitpoints
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Skills skills
  • Senses Senses
  • Challenge Challenge and Xp

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type damage

General Ability Description. General Attack Description


Turtle Seal

Medium Beast, Water Tribes.


  • Armor Class AC
  • Hit Points Hitpoints
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Skills skills
  • Senses Senses
  • Challenge Challenge and Xp

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type damage

General Ability Description. General Attack Description


Whale Cow

Large? Beast, Water Tribes.


  • Armor Class AC
  • Hit Points Hitpoints
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Skills skills
  • Senses Senses
  • Challenge Challenge and Xp

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type damage

General Ability Description. General Attack Description


Whalerus

Large? Beast, Water Tribes.


  • Armor Class AC
  • Hit Points Hitpoints
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Skills skills
  • Senses Senses
  • Challenge Challenge and Xp

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type damage

General Ability Description. General Attack Description

Chapter 6


Creatures of the United Republic of Nations


Calico Cockatoo

Small Beast, URN.


  • Armor Class AC
  • Hit Points Hitpoints
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Skills skills
  • Senses Senses
  • Challenge Challenge and Xp

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type damage

General Ability Description. General Attack Description


Chihuamster

Small Beast, URN.


  • Armor Class AC
  • Hit Points Hitpoints
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Skills skills
  • Senses Senses
  • Challenge Challenge and Xp

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type damage

General Ability Description. General Attack Description


Dragonfly Hummingbird

Tiny Beast, URN.


  • Armor Class AC
  • Hit Points Hitpoints
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Skills skills
  • Senses Senses
  • Challenge Challenge and Xp

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type damage

General Ability Description. General Attack Description


Elephant Rhino

Large Beast, URN


  • Armor Class AC
  • Hit Points Hitpoints
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Skills skills
  • Senses Senses
  • Challenge Challenge and Xp

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type damage

General Ability Description. General Attack Description


Lizard Crow

Small Beast, URN


  • Armor Class AC
  • Hit Points Hitpoints
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Skills skills
  • Senses Senses
  • Challenge Challenge and Xp

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type damage

General Ability Description. General Attack Description


Monkey Rat

Small Beast, URN


  • Armor Class AC
  • Hit Points Hitpoints
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Skills skills
  • Senses Senses
  • Challenge Challenge and Xp

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type damage

General Ability Description. General Attack Description


Poodle Pony

Medium Beast, URN


  • Armor Class AC
  • Hit Points Hitpoints
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Skills skills
  • Senses Senses
  • Challenge Challenge and Xp

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type damage

General Ability Description. General Attack Description


Pythonaconda

Giant Beast, URN


  • Armor Class AC
  • Hit Points Hitpoints
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Skills skills
  • Senses Senses
  • Challenge Challenge and Xp

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type damage

General Ability Description. General Attack Description


Rooster Pidgeon

Small Beast, URN


Small Beast, URN.


  • Armor Class AC
  • Hit Points Hitpoints
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Skills skills
  • Senses Senses
  • Challenge Challenge and Xp

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type damage

General Ability Description. General Attack Description


Weasel Snake

Small Beast, URN


Small Beast, URN.


  • Armor Class AC
  • Hit Points Hitpoints
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Skills skills
  • Senses Senses
  • Challenge Challenge and Xp

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type damage

General Ability Description. General Attack Description

PART II

Spirits

Spirits of the Avatar RPG World

Overview

Spirits are creatures which hail from the spirit world. This can include departed souls, the spirits of different elements or locations, and animals which only exist in the spirit world. They constitute intelligent life and can be reasoned with, though they cannot always respond in human language. Spirits do not have ability scores unless they exists on the physical plane. As far as anyone knows, this consists only of Tui, La, and Wa Shi Tong.

In Gameplay

Unless they have moved permanently into the mortal world like Tui and La, Spirits do not exist on the physical plane, and cannot be harmed. Likewise, their interaction with the mortal world is limited. Spirits have control over what they are the spirit of, and can interact with living things to some extent. They can also choose to give blessings and curses, though they are often one and the same. Significant interactions with Spirits, or journeys into the spirit world, can mark a person as 'spirit-touched.'

Domains

A spirits domain refers to what they have control over in the mortal world, determined by what they are the spirit of. Agni, the spirit of the sun, has domain over fire, sunlight, and can see everything that light touches. Spirits like Hei Bai belong to a specific place in the mortal world, and cannot leave it without other spirits allowing them journey through their own domains.

Spirit Touched

To be spirit touched means that oyu are marked. Spirits will be drawn to you, for good or bad, and future curses and blessings will be stronger.

Blessings and Curses

Spirits can be tricky, and blessings will come with downsides and most curses will come with some upsides if you can learn to control them. What blessings or curses can be bestowed varries depending on the spirit, and this guide will go into greater detail when it comes down to individual spirits. The spirits of the elements, air, fire, earth, and water, can give or take away a benders ability to perform a certain bending move. They can also grant or remove xp, or level up or down an individual. All of these will mark a character as spirit-touched. more benign blessings can add or remove ability points. For example, the forest spirit Hei Bai wants to grant you easy passage through forests. Your perception (wisdom) increases by 2, allowing you to more easily find your way. (Hei Bai could also simply deposit you at the edge of the forest in the direction you want to go). When a character is blessed or cursed, the spirit may choose random times to either give aid or cause hardship to the character, so long as the character is in the spirits domain.

Types of Spirits

There are many kinds of spirits, and a spirit can often be multiple kinds. There are three categories used to categorize spirits: Kai type, Major Classes, and Minor Classes.

Kai Type

Yokai

Any spirit that did not originate as a mortal human or animal

Nyorai

Nyorai, named after a famous guru, are sprits who became spirits on intentionaly, after a person or animal lead a spiritual life or went on a spiritual journey.

Onryo

Onryo are spirits who became stuck that way. These beings were wronged during their lifetime, preventing them from moving on after their death. Instead they are doomed to roam, stuck between the mortal and spiritual worlds.

Major Classes

Primordal

Primordal spirits are the oldest of spirits; beings which have existed since the beginign of the world, or just about. They include the primary elemental spirits, which are the spirits which control or represent an element. They are incredibly powerful beings, but rarely intervene in mortal affairs.

Elemental

Elemental spirits can range from the minor to the primordal. They are associated with, or represent, a singular element; usually representing a single part of that element.

Kami

Extremely powerful spirits. These are the spirits of concepts, ideas, or aspects of reality.

Minor Classes

Obake

Shapeshifters. Usually cannot fully hide an aspect of themselves; they show off red, glowing eyes or an oddly shaped, large nose.

Tengu

Tengu are protectors, most often of sacred places such as mountains, forests or temples, but sometimes of specific people.

Jibakurei

Spirits who are tied to a particular physical place or object and cannot leave. Most often these are Onryo, though they can also be Tengu, or both, or even more rarely, Kami.

CH 7


Spirits of the
Air Nomads

B aihu, the White Bison of the West is one of the four cardinal winds, and the bringer of autumn. She is also the herald of storm season in the western hemisphere, which takes place every autumn, baraging the Fire Nation coast year after year, and often triggering tsunamis to hit the Earth Kingdoms Eastern coast. She is not always gentle. She is three aspects. One is of gentle allowance, another of fierce refusal, the last of an empty void. She is pure chaos, in the way that it is gentle and the way that it is harsh. In the way that it is patternless and yet falls into patterns so easily. In the way of storms and autumn breezes. Nuns of the Western Temple are like the tempest: a force of nature and quick to change direction.


Baihu

Primordal Elemental Kami, Chaotic Neutral
Spirit of the Western Wind


Skills. Dexterity
Damage Resistances. All but airbending.


Gale. Baihu may choose to command the airs to whip up a strong storm, stinging skin and eyes and preventing all from fighting.

Airbending Beihu can bend like any master airbender, but with no chi limit.

Blessings and Curses

  • Stormbringer. Cursed players are plagued by storms and strong winds, slowing down their party and lowing away maps and knocking down trees in their path.

  • Tempest. Blessed players have the strength and untouchable speed of the tempest on their side, and are hard to harm. At the start of every battle, roll a d4 as well as your initiative check; if you roll a 4, your hp doubles.

C hu Turak, the Vermillion Bird of the South is the bringer of summer. He is bright and energetic, and long summer days lead
to lots of energy. Monks that call the Southern Temple home tend to be
energetic and enthusiastic in all they do, living in
the moment, rather than the future.   They have
little patience for waiting   for   openings   and
instead actively seek out opportunity   in   life.
They are the most peaceful of the air nomads,
avoiding violence as often   as   possible,  and
when they do fight their fighting style is one
that seeks to generally avoid offensive moves,
favoring few fight-ending blows to many fight-
prolonging ones.


Chu Turak

Primordal Elemental Kami, Lawful Good
Spirit of the Southern Wind


  • Armor Class AC
  • Hit Points Hitpoints
  • Speed Speed

STR DEX CON INT WIS CHA
() () () () () ()

  • Saving Throws Constitution ?
  • Skills.
  • Damage Vulnerabilities damage_vulnerabilities
  • Damage Resistances Resistances
  • Damage Immunities Damage_Immunities
  • Condition Immunities condition_Immunities
  • Senses Senses
  • Languages Languages
  • Challenge Challenge and Xp

Actions

Airbending Chu Turak can bend like any master airbender, but with no chi limit.

Talons. Melee Weapon Attack: 2d4 slashing damage

Blessings and Curses

Long Summer Days. Blessed players gain +1d4 Constitution.

Stillness. Cursed Players loose 1d4 Constitution.

Garuda

The Lord of birds and Chu Turak's mother, she struck a deal with Agni to make her youngest and weakest child, Chu Turak, a spirit so that he could live. Later in life she became a spirit herself to rejoin her youngest child and look after all birds.


Garuda

Kami, Neutral Good


  • Armor Class AC
  • Hit Points Hitpoints
  • Speed Speed

STR DEX CON INT WIS CHA
() () () () () ()

  • Saving Throws Constitution ?
  • Skills.
  • Senses Senses
  • Languages Languages
  • Challenge Challenge and Xp

Actions

Talons. Melee Weapon Attack: 2d4 slashing damage

.

Harmonious Brothers

The Harmonious brothers, or the four friends, is an air nomad motif of which appears an elephant, monkey, hare and partridge standing on each other’s back.

One version of the story relates to one of the oldest parables of air nomad tradition. “Once, beneath a great banyan tree in the Earth Kingdom's southern foothills, there lived 4 friends, a partridge, a hare, a monkey and an elephant."

"Their mutual respect had diminished, and in order to determine who was the most senior, they began discussing the age of the banyan tree. The elephant first related how, when he was but a baby, the banyan tree was but a small bush. The monkey then related how, in his infancy, the tree was merely a shrub. The hare related how he had seen it as a leafless sapling. Last, the partridge spoke, telling how he had once swallowed the original seed and from his droppings, this mighty tree had sprouted. The partridge then was acclaimed the eldest and most honoured. Once again, harmony was attained in the kingdom.” The moral tale illustrates that age must be respected above learning, greatness or noble birth.


Kaze no kami

Elemental Yokai, Neutral Evil


  • Armor Class AC
  • Hit Points Hitpoints
  • Speed Speed

STR DEX CON INT WIS CHA
() () () () () ()

  • Saving Throws Constitution ?
  • Skills.
  • Damage Vulnerabilities damage_vulnerabilities
  • Damage Resistances Resistances
  • Damage Immunities Damage_Immunities
  • Condition Immunities condition_Immunities
  • Senses Senses
  • Languages Languages
  • Challenge Challenge and Xp

Actions

Kaze no kami are formless, invisible evil spirits. Despite being invisible, they are usually portrayed in paintings as old, sickly, ape-like demons wearing ragged loincloths. They inflict suffering upon humans both through their control of the wind, and through the illness that they spread.

Kaze no kami ride the wind, traveling from place to place in order to spread illness. They slip into homes through small cracks and crevices, sensing the temperature differences between the warmer inside air and colder outside air. When they encounter people, they exhale clouds of humid, yellow breath. Any human bathed in this toxic air will become sick.

minor air spirits

minor air spirits

S eiryu, the Azure Dragon of the East is the bringer of spring. She appears as a brilliant blue adolescent dragon, about the size of a large dog, and heralds the new year. While many would think that a dragon would herald summer, the sun is the source of all life on earth, and the first firebenders are an excellent representation.
Nuns from the Eastern Temple are strong, clever, and flexible. Like life they make openings of the tiniest cracks in
rock to grow. They deal well with adversity both
in life and on the battlefield.


Seiryu

Primordal Elemental Kami, Neutral Good
Spirit of the Eastern Wind


  • Armor Class 18 (Natural Armor)
  • Hit Points Hitpoints
  • Speed 40 ft., fly 40 ft.

STR DEX CON INT WIS CHA
(+0) (+4) (+2) (+0) (+1) (+3)

  • Saving Throws Dexterity +8, Charisma +7
  • Skills.
  • Damage Vulnerabilities damage_vulnerabilities
  • Damage Resistances Resistances
  • Damage Immunities Damage_Immunities
  • Condition Immunities condition_Immunities
  • Senses Senses
  • Languages Languages
  • Challenge Challenge and Xp

Airbending Seiryu can bend like any master airbender, but with no chi limit.

Actions

Claws. Melee Weapon Attack: 2d4 slashing damage

Blessings and Curses

Basic. Seiryu may take away one airbending move, or half of one levels worth of xp. Seiryu may also choose to give a bending move of a level above what the player can learn, or add one half level worth of xp (If playing by landmark leveling up, level up immediantly).

New Year, New You. Blessed players can immediantly qualify to multiclass in any other class (cannot multiclass in multiple bending elements). If they already multiclass they gain one level.

Fresh Start. Cursed players lose one level.

The Wind Horse

the original air spirit, the horse is a mythical creature with two hooved back legs, two clawed front legs like and eagle, gigantic wings, and the head of an eagle. It is a good friend to Agni, and would run across the world playing hide and seek with them, creating the wind. Their games cool off the earth and prevent it from burning up, but also stir up storms with their mischievous games. The other air elements were granted one of four cardinal directions in order to play with the wind horse when Agni and the other spirits could not.

The wind horse is also the spirit of messengers and travelers, keeping them company along their journey and making sure their messages make it home, just like the wind horse is the messenger for the spirits.

Xuanwu

X uanwu, the Black Lion-Turtle of the North
is the bringer of winter. He is steady, wise,
and strong. Monks of the Northern Temple
are patient, waiting for openings both in
life and in battle. While they hold
life sacred like all air nomads, they understand
that death is a natural and necessary thing,
and that all death eventually leads to life.

Xuanwu, before he crossed over into
the spirit world, was home to the first
temple of air nomads. These nuns
eventually left their roaming home to
build the northern air temple, but they
first ran to safety on Xuanwu's back as
girls after fleeing from dangerous spirits that covered the continent. This
particular lion-turtle was one of
four representing each of the elements, and
just before he set off to journey permanently
to the spirit world, he gave the girls a parting
gift: airbending. While they were far from the first
airbenders, and hardly the most religious, they
were the first to create a dedicated temple to
house nomads and airbenders.



Xuanwu

Primordal Elemental Kami, Lawful Neutral
Spirit of the Northern Wind


  • Armor Class 20 (Natural Armor)
  • Hit Points Hitpoints
  • Speed 10 ft., Swim 30 ft.

STR DEX CON INT WIS CHA
20 (+5) (-4) (+3) (-1) (+4) (+2)

  • Saving Throws Stregth +10, Constitution +8
  • Skills.
  • Damage Vulnerabilities
  • Damage Resistances Resistances
  • Damage Immunities Cold
  • Condition Immunities condition_Immunities
  • Senses Senses
  • Languages Languages
  • Challenge Challenge and Xp

Snuff. A cold wind howls. Fire moves to hit rolls are reduced by 1d6. On a crit fail of the d20 roll, the move blows back into the bender's face, causing 1d6 fire damage.

Airbending Xuanwu can bend like any master (lvl 15+) airbender, but with no chi limit.

Blessings and Curses

  • Basic. Xuanwu may take away one airbending move, or half of one levels worth of xp. Xuanwu may also choose to give a bending move of a level above when the player can learn, or add one half levels worth of xp (If playing by landmark leveling up, level up immediantly).
  • Northern Wind. A player is cursed by cold. They receive 1 cold damage per every level after each long rest.
  • Bluster. A blessed player takes reduced fire damage. Subtract 1d6 from all fire damage (2d6 for level 10 and up).

CH 8


Spirits of the
Earth Kingdom

The ancient banyan-grove tree is a single, enormous tree that stands in the middle of the Foggy Swamp with a root system stretching for many miles. Over time, the tree's roots have spread across the entirety of the swamp and created shoots which have propagated an entire forest of new trees.


The Banyan-Grove Tree

Yokai, Unaligned


Dao Lao Gui

This demon lives the mountains, like to roar in the wind and rain, and shoot poisonous darts. Venom from the male demon kills instantly, that from the female induces swelling, and lengthens the agony. The dart of Dao Lao Gui means certain death within a day, unless treated promptly.

Fei

A Chinese plague monster with the body of a bull, a snake’s tail, and a third eye on its head. It lives on the Taishan Mountains and has been documented in the Classic of Mountains and Seas. Where the Fei appears, rivers and marshes dry up, grass and trees wither, and plagues spread.


Fei

Yokai, neutral evil

Gao Huang Gui

This ghost lives in the body, in the area between the heart and the diaphragm. It inspires ill thoughts and causes physical illness. It also inspired the Chinese idiom 心中有鬼, “xin zhong you gui”, literally “to have a demon in one’s heart”, meaning – to have dubious intentions.

G

hati speaks in sync with her sisters, Jamina and Parvata with a voice that is impossibly deep. She is the shortest, and wears a brown so deep that it seems black. “I am Ghāṭī,” says the woman in the almost black robes, with her smile seeming to sink into an endlessly dark chasm with jagged white teeth hanging over the precipice, “Spirit of the Valley, of what has been.”


Ghati and her sisters are the daughters of the World Spirit and the Ocean and the keepers of time. Time was created by Agni and given to the tripple earth spirits as a gift upon their birth.

Ghati represents the past: tradition, history, families, and legends. She is flighty and shifting, despite an outward appearance of steadiness and reliability. She is welcoming and motherly, but like your real mother: not perfect, but good and safe and caring. Earthbenders who take after Ghati learn by doing, and most often by making mistakes. However, both Ghati and her followers are much the wiser for it.

Be warned, however, for Ghati and her followers have a darker       side, too. Some of the mistakes they make can be hurtful,            and they've been known to slip the ground from under            you both literally and figuratively.


Ghati

Primordal Elemental Kami, True Neutral
Spirit of the Valley, and what has been


  • Armor Class 20
  • Hit Points Hitpoints
  • Speed 60 ft.

STR DEX CON INT WIS CHA
(+2) (-2) (+3) (+1) (+4) (+1)

  • Saving Throws. Constitution +
  • Skills. History +
  • Damage Resistances Fire, Thunder
  • Damage Immunities bludgeoning, piercing, slashing
  • Condition Immunities frightened, incapacitated, exhaustion, prone, petrified
  • Senses Tremorsense 100 ft.
  • Languages All
  • Challenge 20

Self-portrait. Ghati creates an earthen statue of herself to appear humanoid to players.

Look Back. The targeted player finds an item or companion that has been destroyed or otherwise lost. Ghati cannot bring humans back from the dead.

Ghosts from your past. Ghati can call upon the ghosts of enemy npcs or creatures you have slain.

Earthbending Ghati can bend like any other master earth bender.

Blessings and Curses

Basic. Ghati may take away one earthbending move, or half of one levels worth of xp. Ghati may also choose to give a bending move of a level above what the player can learn, or add one half level worth of xp.

What Has Been. Ghati blesses you with her knowledge of the past, and of all who have walked before you on her soil. Blessed players gain +2 history (knowledge) score.

Past Encounters. Ghati curses you to be haunted by your perceived success, and by the pain you have inflicted on others, be it deserved or not. Cursed players encounter the ghosts of creatures killed in the past. These creatures grant half xp.

Guanyin

She who Hears the Cries of the World, the goddess of mercy


Guānyīn

Kami, Neutral Good

Hei Bai

Hei Bai is the spirit of a forest near the North western coast of the Earth continent. He appears as a giant panda bear when docile, or an enormous black and white monster when angered.


Hei Bai

Tengu Yokai?, Neutral Good
Forest Spirit


  • Armor Class
  • Hit Points
  • Speed 50 ft., climb 30 ft.

  • Skills. Perception and Intimidation
  • Damage Resistances. all
  • Senses.
  • Challenge.

  • Teleportation. Hei Bai can instantly teleport within a range of 15 feet.
  • Rage Mode. When half or more HP is lost, or when its resident forest is hurt significantly, Hei Bai becomes monstrous, HP is restored, and all attacks are doubled. Hei Bei only exits rage mode when he is reasoned with.
  • Kidnap. Hei Bei can kidnap one player per battle, only returning then when defeated.
  • Disappear. Hei Bei can end a battle by vanishing

Blessings and Curses

  • Transportation. Hei Bai can transport anyone to any location within his forest
  • Ease of travel. Hei Bai can grant anyone +2 to their perception (wisdom) ability in order to more easily find their way through the forest.

Hiderigami

A Chinese monster of folklore that causes drought, believed to come from hundred-day-old corpses that don’t decompose, and rise from the earth as Jiangshi (literally “stiff corpse,” or Chinese zombies). Digging up, beating and burning Jiangshi were popular folk customs during the Ming (1368-1644) and Qing (1644-1911) eras, usually from moist graves in drought areas. This custom continued in areas of Shandong up til the 1960s and features in the Shi Jing, China’s first anthology of poetry compiled by Confucius in the 6th to 5th centuries BCE. In Han mythology, Han Ba is believed to be Pa, the drought fury, the daughter that Huang Di summoned to help him defeat his archenemy Chi You. Pa refused to return to her caves in the mountains and instead wanders the earth.


Hiderigami

Onryo, unaligned


  • Armor Class
  • Hit Points
  • Speed 50 ft., climb 30 ft.

  • Skills. Perception and Intimidation
  • Damage Immunities. Psychic
  • Senses.
  • Challenge.

Undead.

Actions

Blessings and Curses

Dry Spell. You no longer need to eat or drink. You also no longer can eat or drink; it all turns to ash in your mouth.

Drought.

J

amina speaks in sync with her sisters, Ghati and Parvata with a voice that is raspy and hoarse. She is a head taller than Ghati, and wears vivid green. “I am Jamīna,” croaks the woman in green, her smile widening and twisting like winding path, in the way that flesh cannot, “Spirit of the Ground, of what is now.”

Pravata and her sisters are the daughters of the World Spirit and the Ocean and the keepers of time. Time was created by Agni and given to the tripple earth spirits as a gift upon their birth.

Parvata represents the present: the change, the charge, and the excitement. She is quick to change, and can be flighty, but also quick to take an opportunity before it
is too late. Earthbenders who take after her tend to
be masters of taking advantage of any opportunity
presented to them. They live in the moment,
trusting their future endeavors to their
future selves just as they have in
the past.



Jamina

Primordal Elemental Kami, Chaotic Neutral
Spirit of the ground, and what is now


  • Armor Class 20
  • Hit Points Hitpoints
  • Speed 60 ft.

STR DEX CON INT WIS CHA
(+2) (-2) (+3) (+1) (+4) (+1)

  • Saving Throws. Constitution +
  • Skills. History +
  • Damage Resistances Fire, Thunder
  • Damage Immunities bludgeoning, piercing, slashing
  • Condition Immunities frightened, incapacitated, exhaustion, prone, petrified
  • Senses Tremorsense 100 ft.
  • Languages All
  • Challenge 20

Self-portrait. Jamina creates an earthen statue of herself to appear humanoid to players.

The First Benders. Jamina can call upon her pet badgermoles to attack.

Earthbending. Jamina can bend like any other master earth bender.

Blessings and Curses

  • Basic. Jamina may take away one earthbending move, or half of one levels worth of xp. Jamina may also choose to give a bending move of a level above what the player can learn, or add one half level worth of xp.
  • Favor. Blessed players gain xp 1.5x as fast during random encounters.
  • Curse. Cursed players gain xp half as fast during random encounters.

Cat ghosts, or maogui, are believed to be the ghosts of cats raised from the dead to take their targets’ lives and fortunes via gudu rituals (similar to voodoo magic in their application). These rituals were popular in the 6th and 7th centuries CE. Once targeted, the victim was said to feel as if pierced by needles, before maogui would eventually consume their organs. Many cats were apparently sacrificed during the Sui (581-618 CE) era, so the actions of maogui can be seen as revenge for cat-kind.


Mao Gui

Onryo, Chaotic Neutral

Woodland God. Son of the spirit of the ground? valley?


Mùshén

Kami?, alignment?

P

arvata speaks in sync with her sisters, Ghati and Jamina, with a voice that is echoing and airy, despite its authority. She is a head taller than Jamina, and wears slate gray consuming her form            completely. “I am Parvata,” murmurs the last woman. Her teeth turn into jagged peaks, her lips turning up far further than they should; “Spirit of the Mountain, of what shall be.”

Pravata and her sisters are the daughters of the World Spirit and the Ocean and the keepers of time. Time was created by Agni and given to the tripple earth spirits as a gift upon their birth.

Parvata represents the future: the climb up the mountain to the peak, the tumbling fall down, and all the possible points of success or failure along the way. She is steady and patient and immovable. Earthbenders who take after Parvata are some of the most stubborn. They are prepared to endure anything, and will stand their ground no matter the cost.



Parvata

Primordal Elemental Kami, Neutral Good
Spirit of the mountain, and what shall be


  • Armor Class 20
  • Hit Points Hitpoints
  • Speed 60 ft.

STR DEX CON INT WIS CHA
(+2) (-2) (+3) (+1) (+4) (+1)

  • Saving Throws. Constitution +
  • Skills. History +
  • Damage Resistances Fire, Thunder
  • Damage Immunities bludgeoning, piercing, slashing
  • Condition Immunities frightened, incapacitated, exhaustion, prone, petrified
  • Senses Tremorsense 100 ft.
  • Languages All
  • Challenge 20

Self-portrait. Parvata creates an earthen statue of herself to appear humanoid to players.

Earthbending. Parvata can bend like any other master (lvl 15+) earth bender.

Blessings and Curses

Basic. Parvata may take away one earthbending move, or half of one levels worth of xp. Parvata may also choose to give a bending move of a level above what the player can learn, or add one half level worth of xp (If playing by landmark leveling up, level up immediantly).

The Road Less Traveled. Parvata grants you her gift for looking towards the future. Blessed players gain +2 perception (wisdom) score.

What Lurks in Your Future. Parvata blocks your natural ability to prepare for what lies in wait in the murky unknowns of the future. Cursed players lose -2 perception (wisdom) score.

Shan Xiao

A monster that lives in the mountains. Covered in fur with large teeth, it is super strong and can tear lions and tigers apart with its bare hands. It has a habit of visiting abandoned homes and country dwellings and is famously depicted on such an occasion, in an encounter with a terrified scholar in 18th century collection of ghost stories “Liao Zhai” compiled by Pu Songling (1640-1715). The Shan Xiao come in many guises, sometimes in their true form, other times as irresistible sirens. They like to hurl stones at travellers, lead them astray, and occasionally, eat them.

Shu Jing

Spirits of trees that are hundreds of years old, which are believed to be rainmakers and guardian protectors with healing powers in their leaves and flowers. The leader among plant spirits, the Shu Jing enjoy tributes of food and drink. Old trees are very much venerated in China — it is said that if they are cut, they would bleed.

The Shu Jing assume people shapes when outside of their trees, usually to commune with their fellow Shu Jing.


Shu Jing

Tengu yokai, Neutral Good


  • Armor Class AC
  • Hit Points Hitpoints
  • Speed 20 ft.

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Saving Throws saving_throws
  • Skills skills
  • Damage Vulnerabilities damage_vulnerabilities
  • Damage Resistances Resistances
  • Damage Immunities Damage_Immunities
  • Condition Immunities condition_Immunities
  • Senses Senses
  • Languages Languages
  • Challenge Challenge and Xp

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type damage

General Ability Description. General Attack Description

Tao Tie

A monster with a human face, goat body, tiger teeth and eyes near its armpits. It eats humans and likes to lure its prey with infant-like cries. Upon seeing one, it’s best to run, no use walking round its back. “Tao Tie” is also a Chinese adjective for “gluttonous”. Hoards of these monsters recently starred in Zhang Yimou’s controversial film “The Great Wall” (2016).

Wan Shi Tong collects information for his Spirit Library. He is the most knowledgeable being among humans and spirits, never missing an opportunity to learn new facts or boast about his vast intelligence, though he has developed an indifference for studying human technology since leaving the physical world. Although his regular shape is that of a huge black-and-white barn owl, when angered he can assume much more frightening forms.

     "I am Wan Shi Tong, he who knows ten thousand things, and you are obviously humans; which, by the way, are no longer permitted in my study."

           Knowledge Seeker Foxes scour the globe for new
                     items to add to Wan Shi Tong's library.

Knowledge Seeker Fox

Yokai, unaligned


Armor Class.
Hit Points.
Speed.


STR DEX CON INT WIS CHA
() () () () () ()

  • Skills. Sleight of Hand, Perception
  • Damage Resistances.
  • Challenge.

Keen hearing and sight. Knowledge Seeker Fox has advantage on Wisdom (perception) checks that rely on hearing and sight.


Actions

Claws. Melee Weapon Attack: ? slashing damage

Teeth. Melee Weapon Attack: ? piercing damage


Wan Shi Tong

Yokai, Lawful Neutral


Armor Class. 12
Hit Points. 23
Speed. 5ft., fly 60ft.


STR DEX CON INT WIS CHA
13 (+1) 13 (+1) 12 (+1) 15 (+2) (+4) 10 (0)

  • Saving Throws. Wisdom
  • Skills. Sleight of Hand, Perception
  • Damage Resistances. Airbending
  • Senses. Darkvision 60ft., Passive Perception 14
  • Languages. All
  • Challenge.

Keen hearing and sight. Wan Shi Tong has advantage on Wisdom (perception) checks that rely on hearing and sight.


Actions

Talons. Melee Weapon Attack: 2d6 slashing damage

Beak. Melee Weapon Attack: 1d6 piercing damage

Blessings and Curses

Library Card. Wan Shi Tong grants you access to his library and all knowledge within, so long as you follow his rules. All players gain +2 knowledge.

Denied. Wan Shi Tong throws you and your party out of his library, and bars you all entry forever. All players loose -1 knowledge.

Plague Spirit


Wēnshén

Yokai?, chaotic evil

were consumed by materialism in life and can transform into any physical object. (mimics)


Yāoguǐ

jibakurei Onryo, any neutral or evil alignement

Zheng Ning

An ancient horned beast with five tails and the body of a leopard. Very ferocious. The male is called Zheng and the female Ning. The ferocity of the Zheng Ning became so well known that it lent its name to the adjective zheng ning, meaning “malevolent, fierce, sinister.”


Zheng / Ning

Yokai, any evil or neutral alignment


  • Armor Class 15
  • Hit Points 30 (5d8+10)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 12 (+1) 3 (-4) 12 (+1) 8 (-1)

  • Saving Throws saving_throws
  • Skills skills
  • Damage Vulnerabilities damage_vulnerabilities
  • Damage Resistances Resistances
  • Damage Immunities Damage_Immunities
  • Condition Immunities condition_Immunities
  • Senses Passive Perception 11, Darkvision 60 ft.
  • Languages Earth Kingdom
  • Challenge

Actions

Multiattack. The Zheng or Ning makes two attacks

Claws. Melee Weapon Attack:

Bite. Melee Weapon Attack:

Ram Melee Weapon Attack:

Tail Whip. *Melee Weapon Attack:*necrotic? damage

CH 9


Spirits of the
Fire Nation

Agnis golden rays
crest gently over
the earth, setting
softly like fine silk
that rustles among
the early morning mist,
clearing it away gently.

      "My child," says a thousand
voices as a gentle light reaches
out over the horizon, "Do not
believe that you are forgotten, for
so long as you can see, so can I. Do
not believe that you are alone, for as
long as you have life, so do I. So as my
light feeds the world, so too do I feed
you."


Agni is the spirit of the sun, and the primary spirit
worshiped by the Fire Nation. Agni's single all seeing
eye looks over the entire world, but sets on the Fire
Nation last. Agni has dominion over fire, and can see
everything that has light, as all light originates              with
them. Agni is the life-giver, and the oldest of the elemental spirits.

Curses and blessings from Agni alike tend to come with
burns. The stronger the benediction, the more severe
the scar.

Agni is the sibling to Tui, the moon, and in-law to
La, the ocean. They are very close with the world
spirit, as well as the other planetary spirits, all of
whom are their children.

Agni is traditionally depicted as only ever having one
eye visible to the viewer, representing the singular sun. The
other eye is either turned away from the viewer or covered somehow.
While Agni is traditionally depicted as a woman as they are the giver of life,
they are both male and female, and will present both ways depending on their whim.



Agni

Primordal Elemental Kami, Neutral Good
Spirit of the Sun


Armor Class.
Hit Points.
Speed.


STR DEX CON INT WIS CHA
10 (+0) (+2) 20 (+5) 12 (+1) 20 (+5) (+3)

  • Skills. Perception +10
  • Senses. Passive perception 20
  • Damage Resistances. all
  • Challenge. 24 ()

Glare. Agni may choose to glare into someones eye, distracting them and preventing them from using their turn during battle, or reducing their perception (wisdom) by 1d4 until the sun sets or a short or long rest is taken.

Beating sun. Agni may choose to beat down on someone, causing exhaustion and reducing all abilities by 2 until the sun sets or a short or long rest is taken. During combat, a player can only move at half speed.

Blessings and Curses

  • Ease of Travel. When traveling by sunlight, this character gains +1d6 perception (wisdom) and +10ft of speed
  • Basic. Agni may take away one firebending move, or half of one levels worth of xp. Agni may also choose to give a bending move of a level above when the player can learn, or add one half levels worth of xp.
  • Blessing. When under sunlight, all damage done does an additional 1d4 damage and the highest ability score gets an additional 1d4.
  • Curse. When under sunlight, all d20 checks get 1d4 subtracted from it and the players highest ability score gets 1d4 subtracted.

An Akubozu lives in the ashes of hearths, found mostly in the fire nation mainland.


Akubozu

Jibakurei Yokai, Neutral Good


Armor Class.
Hit Points.
Speed.


STR DEX CON INT WIS CHA
() () () () () ()

  • Senses. Passive perception
  • Damage Immunities. Fire
  • Languages. Fire
  • Challenge. 1/4

Hearth The Akubozu is hot to the touch, and either heals 1d4 or deals 1d4 fire damage upon physical contact.


Actions

Warm. Ranged 20/40ft. Heals 1d4.

Burn. Ranged Weapon Attack 20/40ft. +2 to hit. Hit: 1d4 fire damage

Appears as the ghostly image of a fire on rainy nights. Those who encounter and do not run away become ill.


Akurojin-no-hi

Yokai, Unaligned


Armor Class.
Hit Points.
Speed.


STR DEX CON INT WIS CHA
() () () () () ()

  • Senses. Passive perception
  • Damage Immunities. Fire
  • Languages. Fire
  • Challenge. 1

Sickness. If a creature is within 60 ft for longer than 1 min., the creature becomes poisoned.


Actions

Entice. Creatures must succeed on a DC 12 Wisdom check or become enthralled.

Consume. Creatures within a 10ft radius take 1d4 necrotic damage at the end of their turns. Each time this happens the Akurojin-no-hi gains the HP lost by the target(s).

Bi Fang

Named after its distinctive cry, this giant crane-like bird is believed to cause, or be the harbinger of, fires. Its myth was first documented in the Classic of Mountains and Seas. Some versions say that Bi Fang stole fire from the heavens and gifted it to humans. (agni's pet?)


Bi Fang

Elemental Yokai?, chaotic neutral


Chōchinbi

Type, Alignment


  • Armor Class AC
  • Hit Points Hitpoints
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Saving Throws saving_throws
  • Skills skills
  • Damage Vulnerabilities damage_vulnerabilities
  • Damage Resistances Resistances
  • Damage Immunities Damage_Immunities
  • Condition Immunities condition_Immunities
  • Senses Senses
  • Languages Languages
  • Challenge Challenge and Xp

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type damage

General Ability Description. General Attack Description


Haka no hi

Jibakurei Yokai, unaligned


  • Armor Class AC
  • Hit Points Hitpoints
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Saving Throws saving_throws
  • Skills skills
  • Damage Vulnerabilities damage_vulnerabilities
  • Damage Resistances Resistances
  • Damage Immunities Damage_Immunities
  • Condition Immunities condition_Immunities
  • Senses Senses
  • Languages Languages
  • Challenge Challenge and Xp

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type damage

General Ability Description. General Attack Description

Haka no hi are mysterious, supernatural fires, or kaika. They spout forth from the base of graves and are often taken as a sign that the person is stuck between reincarnations and is trying to communicate.


Hangonko

Size, Alignment


  • Armor Class AC
  • Hit Points Hitpoints
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Saving Throws saving_throws
  • Skills skills
  • Damage Vulnerabilities damage_vulnerabilities
  • Damage Resistances Resistances
  • Damage Immunities Damage_Immunities
  • Condition Immunities condition_Immunities
  • Senses Senses
  • Languages Languages
  • Challenge Challenge and Xp

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type damage

General Ability Description. General Attack Description


Jami

Size, Alignment


  • Armor Class AC
  • Hit Points Hitpoints
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Saving Throws saving_throws
  • Skills skills
  • Damage Vulnerabilities damage_vulnerabilities
  • Damage Resistances Resistances
  • Damage Immunities Damage_Immunities
  • Condition Immunities condition_Immunities
  • Senses Senses
  • Languages Languages
  • Challenge Challenge and Xp

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type damage

General Ability Description. General Attack Description

J

ubokko live on the fields of war and sites of vicious massacres, where the blood of thousands of warriors has saturated the soil, a strange kind of tree. From afar, Jubokko appear to be ordinary trees, indistinguishable from the various species that dot the landscape. It takes an observant eye to notice the slightly more fearsome features of its branches, or the piles of human bones buried in the undergrowth beneath the tree. In fact, they were once normal trees; but the vast amounts of human blood absorbed through their roots transformed them into spirits. Thereafter, the trees thirst only for human blood.

Jubokko wait for unsuspecting humans to pass underneath their branches. When somebody gets close enough, they attack, snatching their prey with long, jagged, finger-like branches, and hoisting it into their boughs. These branches pierce the skin of their victims, sucking out all of the blood with special tube-like twigs. After the body is drained, the flesh and organs are consumed by birds, insects, and other animals. Only the dry bones fall back to earth. By the time most people are close enough to notice the heaps of bleached bones at the base of the trees, it is too late to escape.


Jubokko

Jibakurei Yokai, lawful evil


  • Armor Class AC
  • Hit Points Hitpoints
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Saving Throws saving_throws
  • Skills skills
  • Damage Vulnerabilities damage_vulnerabilities
  • Damage Resistances Resistances
  • Damage Immunities Damage_Immunities
  • Condition Immunities condition_Immunities
  • Senses Senses
  • Languages Languages
  • Challenge Challenge and Xp

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type damage

General Ability Description. General Attack Description

text

K

arura comes down from his perch to speak. "I am the dragon slayer!" Flames    lick from his mouth as he shouts. "Let     none survive me! Let none escape me! Rid our land of these beasts of sin!"

Karura are a race of enormous, evil, fire-breathing demigods. They are humanoid in appearance, with the heads and wings of eagles. They have red skin, and red and gold feathers. Karura are fearsome; they breath fire from their beaks. The flapping of their wings sounds like thunder, and creates gusts of wind so strong they can dry up lakes, knock down houses, and cover entire cities in darkness.

Karura make their homes in trees, and live in cities rules by lords. They are the mortal enemies of the naga— a group of beings which includes dragons and serpents— and feed upon them as their main diet.


Karura

Demi-Kami, Lawful Evil


  • Armor Class AC
  • Hit Points Hitpoints
  • Speed 40 ft., fly 40 ft.

STR DEX CON INT WIS CHA
(+1) (-1) (+3) (-2) (-1) (+4)

  • Saving Throws Charisma +6
  • Skills skills
  • Damage Vulnerabilities damage_vulnerabilities
  • Damage Resistances Fire
  • Damage Immunities Damage_Immunities
  • Condition Immunities condition_Immunities
  • Senses Senses
  • Languages Fire
  • Challenge Challenge and Xp

Keen Senses Karura have advantage on Wisdom (perception) checks that rely on hearing or sight

Actions

Multiattack. The Karura makes two attacks

Fire Breath. Ranged Weapon Attack: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type damage

Wings. Ranged Weapon Attack: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type damage

Because Karura are the enemies of dragons and serpents, they are seen as a counter to things associated with these creatures. Because they are such fierce predators, they are also viewed as destroyers of sin, devouring the impurities of the flesh just as they devour dragons.

It should be noted, however, that the connotation of sin refers specifically to what only some consider to be sins of sexual immorality such as same gendered love. This is an evil spirit, after all. Karura is also the unofficial nickname for dragon killers, which became popular during Sozin's reign, and the Karura are often depicted as Sozin.


Karyōbinga

Yokai, Alignment


  • Armor Class AC
  • Hit Points Hitpoints
  • Speed Speed

STR DEX CON INT WIS CHA
(-2) (+1) (-1) (+0) (+1) (+4)

  • Saving Throws Charisma +6
  • Skills Performance +6, Persuasion +6
  • Damage Vulnerabilities damage_vulnerabilities
  • Damage Resistances Resistances
  • Damage Immunities Damage_Immunities
  • Condition Immunities condition_Immunities
  • Senses Senses
  • Languages
  • Challenge Challenge and Xp

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type damage

General Ability Description. General Attack Description

Karyōbinga possess voices of incomparable beauty. They begin singing while still inside of their eggs. After they hatch, they begin to dance and play heavenly musical instruments as well. They sing of the spirits and the spirit world. They have the head and arms of a human (apecifically a priest or sage), the body of a bird, and long, flowing tail feathers similar to a pheonix.

Kemurikage Mask
      "For centuries, my sisters and I haunted the warlords of the Fire Islands. For their crimes, we haunted them."

      The Kemurikage became part of Fire Nation legend after they departed from the mortal realm, feared by children from the Fire Nation Capital as they supposedly abduct young individuals who misbehave.


Kemurikage

?, Chaotic Neutral


Armor Class.
Hit Points.
Speed.


STR DEX CON INT WIS CHA
7 (-2) 13 (+1) 10 (0) 10 (0) 12 (+1) 17 (+3)

  • Saving Throws Dexterity +3
  • Skills. Stealth +3
  • Senses. Blindvision 60 ft.
  • Damage Resistances.
  • Languages. Fire
  • Challenge. 8

Wisp of Smoke. The Kemurikage leave characteristic clouds of smoke as they move and can morph into wisps as a means of inconspicuous travel. They can appear and dissipate at will like many other spirits.

Kidnap. If it is dark, The Kemurikage can kidnap one person per long rest, so long as their victim fails a DC 12 wisdom check

Kitsune

Kitsunebi

Kosenjōbi

Painted Lady

The Painted Lady is the guardian spirit of small towns along the Jang Hui River in the Fire Nation, known for her protectiveness and healing abilities. The Painted Lady was originally a human and lived before the 3rd century BG. She had a close relationship with nature and a strong connection to the spirits. Due to her spirituality, she transcended into the Spirit World following her death. After becoming a spirit, the Painted Lady began to watch over the Jang Hui River and the towns along it until the Fire Nation Army built a factory on the river in 90 AG and began polluting it by discharging its waste. The pollution drove the Painted Lady away, leaving the villagers to fend for themselves.


Painted Lady

Jibakurei Nyorai, Lawful Good


STR DEX CON INT WIS CHA
4 (-3) 13 (+1) 10 (0) 10 (0) 12 (+1) 18 (+4)

  • Armor Class
  • Hit Points
  • Speed. fly 40ft.

  • Skills.
  • Damage Resistances. All but poison and necrotic
  • Challenge.

Blessings and Curses

  • Inspiration. by rolling a charisma check, the Painted Lady can influence someone to act in her stead.

Princess Ursa

Princess Ursa, the would-be-Firelady, is said to have been killed by Firelord Ozai for her silence, and haunts the imperial palace, keeping watch over those under her care as best she can. Servants are said to pray to her for protection, and keep a small shrine as a gift to the kind princess to ward off unsavory nobles.


Princess Ursa

Jibakurei Onryo, True Neutral


STR DEX CON INT WIS CHA
4 (-3) 13 (+1) 10 (0) 10 (0) 12 (+1) 18 (+4)

  • Skills. Sleight of Hand, stealth
  • Senses.
  • Damage Invulnerabilities. Everything but firebending
  • Languages. Fire
  • Challenge.

  • Desperate Plea. People who come into contact with Princess Ursa become paranoid, their wisdom score dropping by 2d6 until they take a long rest.

Actions

  • Haunt. Targeted creature must succeed on a DC 15 Wisdom Saving Throw or become frightened and take ? psychic damage, as well as temporarily loose -1 Wisdom

Blessings and Curses

Azulon's Bain. If someone makes a threat toward the imperial household where she can hear, they become poisoned, and loose health equivalent to their hit dice. The only cure is to appease Princess Ursa.


Ryūtō


Tsurubebi

CH 10


Spirits of the Water Tribes

Ahkiyyini

He is the skeleton spirit of an old chief lost at sea, and causes tidal waves and rough seas. He wears ancient Water Tribe armor

he was the first chief to attempt to begin a tribe seperate from the northern tribes, and was pushed overboard for his efforts. now he causes rough wawters for those traveling north, and smooth for those traveling south. he fights with ???, his opposite- a northern isolationist who protects those traveling north but creates difficult travels for those heading south.


Ahkiyyini

Onryo, alignment


  • Armor Class 1
  • Hit Points Hitpoints
  • Speed 20 ft.

STR DEX CON INT WIS CHA
(+3) (-3) (+0) (-1) (+1) (-2)

  • Saving Throws Strength
  • Damage Resistances Piercing, Slashing
  • Condition Immunities Poisoned
  • Senses Passive Perception
  • Languages Old Water
  • Challenge Challenge and Xp

Stormbringer. While Ahkiyyini is standing in or near water at least 5 ft. deep, all water in a 60 ft. radius at least that depth is difficult terrain.

Enormous. While slow, Ahkiyyini is not slowed down by difficult terrain shorter than 10ft off the ground.

Unsteady Feet When Ahkiyyini performs Stomp in water deeper than 5ft., vicious waves rock the water. Everyone within a 30 ft. radius must make a DC 15 dexterity saving throw or be knocked prone. A critical fail will send the target into the water and they will be drowned for one turn.

Tidal Wave When Ahkiyyini performs Drum while standing in or near a body of water, a tidal wave forms heading away from him in addition to any damage dealt. It is ? wide and ? tall and everyone who it hits must make a DC 15 dexterity saving throw or be knocked prone and a DC 15 Wisdom saving throw or be drowned for one turn.

Actions

Drumstick. Melee Weapon Attack: +? to hit. Hit: bludgeoning damage

Drum. Ranged Weapon Attack: +? to hit. Hit: thunder damage

Stomp. Melee Weapon Attack: +? to hit. Hit: crushing damage

Amarok

Amarok is a wolf spirit who takes those foolish enough to hunt alone at night. Unlike wolves who hunk in packs,
the Amarok hunts alone.


Amarok

Yokai?, Neutral Evil


  • Armor Class AC
  • Hit Points Hitpoints
  • Speed Speed

STR DEX CON INT WIS CHA
() () () () () ()

  • Saving Throws saving_throws
  • Skills skills
  • Senses Senses
  • Challenge Challenge and Xp

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type damage

General Ability Description. General Attack Description

Atshen

a cannibalistic flavortext.


Atshen

?, Neutral evil


  • Armor Class AC
  • Hit Points Hitpoints
  • Speed Speed

STR DEX CON INT WIS CHA
() () () () () ()

  • Saving Throws saving_throws
  • Skills skills
  • Senses Senses
  • Languages Local Water Tribe
  • Challenge Challenge and Xp

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type damage

General Ability Description. General Attack Description

Ijiraat

The Ijiraat are the shape-shifters. These land spirits are elusive and can transform into any arctic animal to disguise themselves, but cannot disguise their red eyes. Most often they take the shape of a raven, polar bear, arctic wolf or even a human. The only part of the Ijiraat that it cannot disguise is its red eyes. In all of it forms, both human and animal, its eyes always remain red.

These hidden creatures are portrayed as evil and malicious in many stories. These stories warn that the Ijiraat lie in wait for lone travelers, changing shape to fool and get close to the travelers.

Some elders argue that these land spirits and are not inherently evil, but rather misunderstood. One elder warned that these spirits are surrounded by mirages. When mountains or islands on the horizon look bigger or closer than they really are, an Ijiraat might be near. It seems some elders believe that the Ijiraat often appear to bring messages to travelers.

Although many interpretations of the Ijiraat exist, one thing seems to be certain: After an encounter with the Ijiraat people tend to experience memory loss and quickly forget the details of what happened.


Ijiraat

Keelut

Keelut also known as Ke'lets, Qiqion, or Qiqirn, is a spirit of the underworld that comes to the surface mostly in winter who resembles a hairless dog. It is said to feast upon the dead, and is sometimes seen as a harbinger of death.


Keelut

Kigatilik

a demon that kills shamans. It is fanged.


Kigatilik

Tui
La

La's 'Rage Mode'

L

a, in the visage of a wolf, turns to his wife Tui and says "Let us depart now, for our children and our children's children are old, and will be well without us."

Then in the visage of a man he says,
"Let us join our people, and be with them also."

Then in the visage of the mist he says,
"They will need our many blessings."

Then in the visage of a koi fish he says,
"Come. It will be warm."

      La is the spirit of the ocean, and the father of the lesser spirits of smaller bodies of water. Long ago, La and his wife Tui choose to give up their place in the spirit world to join the mortal world. Their current physical forms and location is a closely guarded secret, as they are incredibly vulnerable to physical attacks, unlike most spirits.


Koi Fish

Mortal Spirit form, True Neutral
Spirit of the Ocean


  • Armor Class
  • Hit Points 5
  • Speed swim 20 ft.

STR DEX CON INT WIS CHA
(-5) 14 (+2) 6 (-2) 12 (+1) 18 (+4) 17 (+3)


La

Primordal Elemental Kami, Chaotic Neutral
Spirit of the Ocean


  • Armor Class 32
  • Hit Points 148
  • Speed 30 ft., swim 60 ft.

STR DEX CON INT WIS CHA
10 (0) 14 (+2) 13 (+1) 12 (+1) 18 (+4) 17 (+3)

Rage Mode When Tui is hurt, La can possess a waterbender or avatar, or other water spirit touched player, in order to create a gargantuan koi monster. HP, armor class, and all ability scores are doubled for the duration. Rage mode continues until the threat is defeated. Possesed PC is exhausted afterward and must take a rest.

Actions

Bending. Melee Weapon Attack: 2d10 cold damage 2d10? bludgeoning? damage

Blessings and Curses

Ease of Travel. When traveling by water, speed is doubled.

Basic. La may take away one waterbending move, or half of one levels worth of xp. Tui may also choose to give a bending move of a level above when the player can learn, or add one half levels worth of xp.

Blessing. When by the ocean, all damage done does an additional 1d4 damage and the highest ability score gets an additional 1d4

Curse. When by the ocean, all d20 checks get 1d4 subtracted from it and the players highest ability score gets 1d4 subtracted. Swimming speed is reduced by 10ft.


Mahaha

Yokai, Chaotic Evil


  • Armor Class.
  • Hit Points.
  • Speed.

STR DEX CON INT WIS CHA
(+3) (-1) (+0) (+0) (-3) (-1)

  • Skills. Athletics
  • Senses. Passive Perception 8
  • Damage Invulnerabilities Cold, Fire
  • Languages. Local Water Tribe
  • Challenge.

Actions

Multiattack. The Mahaha makes two attacks with its claws.

Tickle. Melee Weapon Attack: +? to hit. Hit: 2d6 psychic damage.

Claws. Melee Weapon Attack: +? to hit. Hit: 1d4 slashing or piercing damage.

Mahaha

You can tell someone has died at the hands of the mahaha when their cold, dead faces wear a miserable, grimacing smile of both horror and hysteria.

Mahaha is a maniacal demon that terrorizes parts of the arctic. This creature is a thin sinewy being, ice blue in colour and cold to the touch. Mahaha’s eyes are white and they peer through the long stringy hair that hangs in its face. This demon is always smiling and giggling. It is strong, very strong and it is always barefoot. Mahaha is usually seen with almost no clothing on yet it never seems to be bothered by the cold. This cold demon takes pleasure in tickling its victims to death with sharp vicious nails attached to its long bony fingers. Many elders have remarked on the expression of the dead victims Mahaha leaves behind. It seems all of the victim have a similar expression on their dead faces – a twisted frozen smile.

Although this demon is twisted and evil, Mahaha is easily fooled. Most of the stories told about Mahaha end with it being fooled. Usually Mahaha is tricked into leaning over a water hole to take a drink and is pushed into the open water and swept away by the currents. So if Mahaha ever corners you alone, ask it to have one last drink with you by the water hole before it tickles you to death.

Nuliayuk

Also Known as Sedna, Taluliyuk, or Taleelayuk.

A young northern girl who was cast into the ocean, where she became the keeper of all the sea mammals. A sisterly spirit, she can be quite vengeful but is normally happy to leave people alone.


Nuliayuk

Onryo Kami, Neutral Good


  • Armor Class.
  • Hit Points.
  • Speed.

STR DEX CON INT WIS CHA
() () () () () ()

  • Skills.
  • Senses. Passive Perception
  • Damage Resistances. Fire
  • Damage Invulnerabilities. Cold
  • Languages. Water (Northern Dialect)
  • Challenge.

Friend of the Sea. Nuliayuk calls upon 2d4 sea creatures from the random sea creatures table in the back of this book. Which table you use depends on the region Nuliayuk is currently in.

Waterbending.

Actions

Multiattack.

Heal. Nuliayuk can use the waterbending move heal? without expending chi points. Heal does ?d? of healing through touch.

Taqriaqsuit

The Taqriaqsuit are also known as the shadow
people. They are rarely seen, but when conditions
are right the they can be heard.

Sometimes these shy beings are noticed or people sense their presence. When this happens, the Taqriaqsuit seem to disappear into the ground and vanish. Stories tell us that some Inuit have crossed over into their world, but few have ever returned to tell us what it is like.

They attempt to lure people away to the spirit world to trap them and drain their energy for themselves. However, it is imperative that they are not caught, for the spirits will
fetch Agni, who will burn them away and return their
souls to the reincarnation cycle.


Taqriaqsuit

Onryo, Neutral Evil


  • Armor Class.
  • Hit Points.
  • Speed.

STR DEX CON INT WIS CHA
() () () () () ()

  • Skills. Stealth +
  • Senses. Passive Perception
  • Damage Vulnerabilities. Fire, Radiant
  • Languages. Any two
  • Challenge.

Secretive. If they notice someone has spotted them, or if someone attacks them with anything other than fire or radiant, they vanish.

Undead. The Taqriaqsuit will not drop below 1 hit point unless the damage is fire or radiant.

Actions

Drain Energy. The Taqriaqsuit touches a target and drains their life force. ?d? necrotic damage.

Promises, Promises. The Taqriaqsuit whispers into a targets ear. The target must succed on a DC 12 Wisdom Saving throw or be charmed for 1 minute.

T

ui asks, with soft serenity and bitter coldness "shall we give up our immortal forms? leave our family for a distant one we know little of?" and turning to her husband with deceptive lightness says, "I have lost you once. I will not again."

Tui is the spirit of the moon, and the giver of power to waterbenders. Long ago, Tui and her husband La choose to give up their place in the spirit world to join the mortal world. Their current physical forms and location is a closely guarded secret, as they are vulnerable to physical attacks, unlike most spirits.

Y

ue replies hopefully, "[The Moon] gave me life. Maybe I can give it back."

In the final months of the Hundred Year War, Tui lost her life in a failed Fire Nation attack led by General Zhao, and was given it back by Yue, a Northern Watertribe Princess. Yue was able to do this becuase she was blessed by the moon spirit as a child. As a newborn she did not cry or open her eyes, and her parents dispaired that the child they so long had hoped for would perish. When they brought her to the secret location of the moon and ocean spirits, they dipped her in the water in a fit of desperation. Yue's hair turned white and she began to cry, and her parents knew she would live. Now that she has given her life back to the moon she has become, she watches over and protects her tribe from above, in a way she was never permitted to do during her life.



Tui / Yue

Primordal Elemental Kami / Nyorai Kami, Lawful Good
Spirit of the Moon


  • Armor Class
  • Hit Points
  • Speed

STR DEX CON INT WIS CHA
5 (-3) 14 (+2) 10 (0) 10 (+0) 17 (+3) 12 (+1)

  • Skills. Perception +5
  • Senses. Passive Perception 13 + 1 for each phase of the moon away from the new moon
  • Damage Resistances. Airbending
  • Damage Immunities. Cold, Waterbending
  • Language. Water
  • Challenge.

  • Petition. Tui (or Yue) may petition her husband, La, into attacking.
  • Waterbending. Tui (or Yue) can bend just as any master (lvl 15+) waterbender.

Actions

Tide. Tui (or Yue) calls in the tide from the nearest body of water, giving advantage to all waterbenders for the duration.

Blessings and Curses

Ease of Travel. When traveling by moonlight, this character gains +1d4 perception (wisdom)

Basic. Tui may take away one waterbending move, or half of one levels worth of xp. Tui may also choose to give a bending move of a level above when the player can learn, or add one half levels worth of xp (If playing by landmark leveling up, level up immediantly).

Blessing. When under moonlight, all damage done does an additional 1d4 damage and the highest ability score gets an additional 1d4

Curse. When under moonlight, all d20 checks get 1d4 subtracted from it and the players highest ability score gets 1d4 subtracted.

Qallupillut

A believed legend told by Water Tribe parents and elders to prevent children from wandering to the shore. Qalupillut are human-like creatures with long hair, green skin, and long finger nails that live in the sea. They wear amautiit, in which they carry away babies and children who disobey their parents or wander off alone. They take the children underwater, where they adopt them as their own. Qalupaliks have a distinctive humming sound, and the elders have said you can hear the Qalupaliks humming when they are near.

These are marine creatures of the cold arctic waters. They are often described as having scaly and bumpy skin, not unlike a scalpin. It is said that these ugly creatures reek of sulfur.

The Qallupilluk is a child-snatcher. No one really knows why these creatures love to take children. Perhaps they take children because they are lonely and like the company, or maybe they like how children taste?

Many stories of the Qallupilluk tell of them wearing eider duck clothing with large pouches on their back to carry children in. The Qallupilluk hides in the ocean, waiting for children to play alone on the beach or near the breaking ice.

Usually the Qallupilluk jump out of the water and grab children without any warning. Sometimes, however, you can hear them knocking under the ice. Some elders have said that if the ocean begins to become wavy in an area or steam begins to rise from the ocean, a Qallupilluk might be hiding underneath the water.

One thing is certain, whether a Qallupilluk is hiding in the water or not, it is never safe to play alone on the beach or near the broken pans of sea ice.


Qallupillut

Yokai, Neutral Evil


  • Armor Class.
  • Hit Points.
  • Speed. 30 ft.

STR DEX CON INT WIS CHA
() () () () () ()

  • Skills.
  • Senses. Passive Perception
  • Damage Immunities. Cold
  • Language. Water, either dialect
  • Challenge.

Sulferic Scent. All creatures in a 15 ft. radius are aware of the Qallupillut's presence Qallupillut is underwater.

Actions

Claws. Melee Weapon Attack. +? to hit. Hit: ?d? slashing damage

Teeth. Melee Weapon Attack. +? to hit. Hit: ?d? piercing damage

Suspicious Hum. All creatures in a 15 ft. radius must succeed on a DC 12 Wisdom saving throw or become either frightened or oblivious.

Chapter 11


Spirits of the United Republic of Nations


Bakeneko (Trash Cat)

Obake Yoaki, chaotic neutral


Trash cats earned their nickname as they are bundles of trash that move in a cat-like way, though they resemble cats only vaguely. They appear in developed, polluted areas, and are common in high density cities in the URN.

Chapter 12


Other Spirits

Karyōbinga are celestial beings with the head and arms of a human, the body of a bird, and long, flowing tail feathers. They live in the spirit world

Karyōbinga possess voices of incomparable beauty. They begin singing while still inside of their eggs. After they hatch, they begin to dance and play heavenly musical instruments as well. They sing of the holy scriptures and the words of the buddhas.


Karyōbinga

Koh is a malevolent entity with the body of an enormous centipede-like creature and resides under an ancient tree in the Spirit World. His self-chosen name reflects his ability to literally steal the faces of other beings who express emotion and use them at will.


Koh

Primordal Yokai, Neutral Evil
The Face Stealer


Speed. 50ft., climb 50ft.


  • Skills. Intimidation
  • Damage Resistances.
  • Facestealing. If he spies anyone showing emotion, he has the ability to steal their face to add to his collection.

Since the dawn of time, the Mother of Faces has crafted faces for both living and non-living beings, placing a piece of herself in each face she created. It was because of her actions that separateness and identity came into the world. She has the ability to give faces to living organisms, bestowing plants and animals with expressive markings. The Mother of Faces owns a wolf that has a face imprinted on its fur, residing in Forgetful Valley with many other similar creatures. She is also the mother of Koh, the Face Stealer.

Mother also of the moon and world spirits?


Mother of Faces

Primordal Kami, Lawful Good


  • Face Granting The Mother of Faces' most distinguishing ability is her power to grant a person a new identity, including physically change a person's face to something entirely new and emotionally altering their memory like erase current recollections or restore lost ones.

Raava


Vaatu

Index

Agni, 101
Ahkiyyini, 118
Air Mountains (animals), 11
Air Nomads (spirits), 77
Akhlut, 60
Akubozu, 102
Akurojin-no-hi, 102
Amarok, 119
Anteater snake, 12
Anteater wasp, 51
Arctic camel, 60
Arctic hen, 60
Arctic hippo, 61
Arctic seal, 61
Arctic wolf, 61
Atshen, 119
Badger Mole, 20
Baihu, 78
Bakeneko, 124
Banyan Grove Tree, 86
Bat cat, 12
Bat Panther, 21
Bi Fang, 103
Boar-q-pine, 21
Buffalo yak, 62
Buzzard wasp, 21
Calico cockatoo, 72
Camelephant, 21
Canyon crawler, 22
Catgator, 51
Chihuamster, 72
Chochinbi, 103
Chu Turak, 79
Croc-of-the-rock, 51
Crococat, 51
Cuttlefish, 62
Dao Lao Gui, 87
Ddeer dog, 22
Dolphin piranha, 62
Dragon Moose, 40
Dragon, 38
Dragonfly hummingbird, 72
Dragonfly, 22
Drop worm, 52
Eagle hawk, 40
Earth continent (animals), 19
Earth Kingdom (spirits), 85
Elbow leech, 52
Elephant Koi, 23
Elephant mandrill, 24
Elephant mouse, 24
Elephant rhino, 72
Emperor tortoise moth, 12
Fei, 87
Feret baboon, 40
Fire archipeligo (animals), 37
Fire ferret, 24
Fire Nation (spirits), 100
Firefly, 41
Flying Bison, 13
Flying Boar, 25
Flying Crane Fox, 14
Flying fishopotamus, 25
Flying Lemur, 14
Foggy Swamp, the (animals), 50
Fox antelope, 25
Fox centipede, 52
Fox Hound, 14
Frobbit, 53
Frog squirrel, 53
Froghog, 53
Gao Huang Gui, 88
Garuda, 79
Gemsbok bull, 26
Ggiant fly, 54
Ghati, 89
Giant Eel Hound, 41
Giant rhinoceros beetle, 26
Giant squid, 63
Golden Secretary Cat, 41
Goldjaw, 54
Guanyin, 90
Haka No Hi, 104
Halibut, 63
Hammerhead Dugog, 43
Hangonko, 105
Harekat, 26
Harmonious Brothers, 80
Hawk, 42
Hei Bai, 91
Hermit Crab, 15
Hiderigami, 91
Hippo cow, 42
Hippo scorpion, 54
Hippox, 42
Hog monkey, 27
Horned Goat Leopard, 15
Huu, 55
Hybrid pigs, 27
Iguana owl, 15
Iguana Parrot, 43
Ijiraat, 116
Iso husky, 64
Jackalope, 27
Jami , 105
Jamina, 92
Jewel shrike wasp, 28
Jubokko, 106
Karura, 107
Karyobinga, 108
Karyobinga, 126
Kaze no Kami, 81
Keelut, 117
Kemurikage, 108
Kigatilik, 117
Killer pteroroo, 15
Kitsunbi, 109
Kitsune, 109
Knowledge seeker fox, 97
Koala sheep, 43
Koalaotter, 65
Koh, 126
Koi Fish (spirit), 117
Komodo dog, 56
Komodo Rhino, 44
Kosenjobi, 110
La, 118
Lamprey Jellyfish, 44
Lion vulture, 44
Lizard crow, 73
Llamion, 16
Long-tailed poison dart frog, 45
Luna caracal, 28
Mahaha, 119
Manatee whale, 45
Mantis Seahorse, 45
Mao Gui, 93
Marsupial spineball mouse, 16
Miniature lion turtle, 56
Mink snake, 65
Mmagpie macaque, 16
Monarch fox, 56
Mongoose Lizard, 46
Monkey rat, 73
Mosquito frog, 57
Moth dove, 17
Mother of Faces, 127
Mushen, 93
Ning, 99
Nuliayuk, 120
Ostrich horse, 29
Otcat (bobcat otter), 57
Other Spirits, 125
Otter gar, 17
Otter penguin, 65
Painted Lady, 111
Parrot hyena, 57
Parvata, 94
Penguin fish, 66
Pheangorong, 46
Platapus bear, 29
Polar bear , 66
Polar bear dog, 66
Polar dog, 67
Polar leopard, 67
Polar orca, 67
Poodle pony, 73
Possum chicken, 58
Princess Ursa, 111
Puffin-seal, 68
Purple pentapus, 30
Pygmy puma, 30
Pythonaconda, 74
Qallupillut, 122
Quilled chameleon, 30
Raava, 128
Rabaroo, 30
Raven Eagle, 46
Reefcrab, 47
Rooster pidgeon, 74
Ryuto, 112
Saber-tooth moose lion, 31
Salmon crab, 68
Saltwater Ccocotiel, 47
Screeching bird, 58
Se tu, 58
Sea serpent, 68
Sea snake lionfish, 47
Seiryu, 82
Shan Xiao, 95
Shirke degu, 17
Shirshu, 32
Shu Jing, 95
Singing groundhog, 33
Snow leopard caribou, 69
Snow rat, 69
Sour beetle, 33
Sparrowkeet, 34
Spider bass, 58
Spiderfly, 18
Tao Tie, 96
taqriaqsuit, 120
Tarantula bat, 34
Tiger monkey, 48
Tiger seal, 69
Tiger Shark, 48
Tiger tiger snake, 34
Toucan puffin, 48
Tsurubebi, 112
Tui, 121
Turle seal, 70
Turtle crab, 49
Turtle duck, 49
Turtledove, 18
Unagi, 35
United Republic of Nations (animals), 71
United Republic of Nations (spirits), 123
Vaatu, 129
Vulture goat, 18
wan shi tong, 97
Water Tribes, The (animals), 59
Water Tribes, The (spirits), 117
Weasel snake, 74
Wenshen, 98
Whale cow, 70
Whalerus, 70
Wind Horse, the, 83
Wolfbat, 36
Wood frog, 36
Xuanwu, 84
Yakalope, 18
Yaogui, 98
Yue, 121
Zheng, 99

Credits

D&D Created by
Avatar the Last Airbender Created By Michael Dante DiMartino

Creature Compendium & Spirit Guide compiled by Hannah Fuqua

Li's Friends: Horrible Pets to Protect You From the Horrible World by Muffinlance
Flavor text by Various authors of the avatar.fandom.com wiki and Hannah Fuqua

Cover Art by ming85 on tumblr and deviantart
Cover Page Art by Leo Lujan
Earth elemental spirits by zenzanightwing on AO3
Fire Nation Spirits Flavor text and images from yokai.com
Water Tribe Spirits Flavortext from inuitmyths.com

Creature Chapter Cover Art byVelma Dinkley on Reddit
Air Spirits Cover Art by Pauline Mauviere
Back Cover Art by Devin Elle Kurtz

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