My Documents
Become a Patron!
Avatar the Last RPG
Creature Compendium &
Spirit Guide
\pagebreak \pagebreak
CREATURE COMPENDIUM & SPIRIT GUDIE
\pagebreak
# Contents
- [
5
**Introduction**
]() - ### [
8
Ch 1: Creatures
]() - [
9
**Animal Companions**
]() - [
11
**of the Air Nomads**
]() - [
12
Anteater Snake
]() - [
12
Bat Cat
]() - [
12
Emperor Tortise Moth
]() - [
13
Flying Bison
]() - [
14
Flying Lemur
]() - [
14
Flying Crane Fox
]() - [
14
Fox Hound
]() - [
15
Hermit Crab
]() - [
15
Horned Goat Leopard
]() - [
15
Iguana Owl
]() - [
15
Killer Pteroroo
]() - [
16
Llamion
]() - [
16
Magpie Macaque
]() - [
16
Marsupial Spineball Mouse
]() - [
17
Moth Dove
]() - [
17
Ottergar
]() - [
17
Shrike Degu
]() - [
18
Spiderfly
]() - [
18
Turtledove
]() - [
18
Vulture Goat
]() - [
18
Yakalope
]() - [
19
**of the Earth Kingdom**
]() - [
20
Badger Mole
]() - [
21
Bat Panther
]() - [
21
Boar-Q-Pine
]() - [
21
Buzzard Wasp
]() - [
21
Camelphant
]() - [
22
Canyon Crawler
]() - [
22
Deer Dog
]() - [
22
Dragon Fly
]() - [
23
Elephant Koi
]() - [
24
Elephant Mandrill
]() - [
24
Elephant Mouse
]() - [
24
Fire Ferret
]() - [
25
Flying Boar
]() - [
25
Flying Fishapotamus
]() - [
25
Foxelope
]() - [
26
Gemsbok Bull
]() - [
26
Giant Rhinoceros Beetle
]() - [
26
Harekat
]() - [
27
Hog Monkey
]() - [
27
Hybrid Pig
]() - [
27
Jackelope
]() - [
28
Jewel Shrike Wasp
]() - [
28
Luna Caracal
]() - [
29
Ostrich Horse
]() - [
29
Platapus Bear
]() - [
30
Purple Pentapus
]() - [
30
Pygmy Puma
]() - [
30
Quilled Chameleon
]() - [
30
Rabaroo
]() - [
31
Saber-Tooth Moose Lion
]() - [
32
Shirshu
]() - [
33
Singing Groundhog
]() - [
33
Sour Beetle
]() - - [
34
Sparrowkeet
]() - [
34
Tarantula Bat
]() - [
34
Tiger Tiger Snake
]() - [
35
Unagi
]() - [
36
Wolfbat
]() - [
36
Woodfrog
]() - [
37
**of the Fire Nation**
]() - [
38
Dragon
]() - [
40
Dragon Moose
]() - [
40
Eagle Hawk
]() - [
40
Ferret Baboon
]() - [
41
Firefly
]() - [
41
Giant Eel Hound
]() - [
41
Golden Secretary Cat
]() - [
42
Hawk
]() - [
42
Hippo Cow
]() - [
42
Hippox
]() - [
43
Hammerhead Dugog
]() - [
43
Iguana Parrot
]() - [
43
Koala Sheep
]() - [
44
Komodo Rhino
]() - [
44
Lamprey Jellyfish
]() - [
44
Lion Vulture
]() - [
45
Long-Tailed Poison Dart Frog
]() - [
45
Manatee Whale
]() - [
45
Mantis Seahorse
]() - [
46
Mongoose Lizard
]() - [
46
Pheangorong
]() - [
46
Raven Eagle
]() - [
47
Reef Crab
]() - [
47
Saltwater Crocotiel
]() - [
47
Sea Snake Lionfish
]() - [
48
Tiger Monkey
]() - [
48
Tiger Shark
]() - [
48
Toucan Puffin
]() - [
49
Turtle Crab
]() - [
49
Turtle Duck
]() - [
49
Widow
]() - [
50
**of the Foggy Swamp**
]() - [
51
Catgator
]() - [
51
Elbow Leech
]() - [
51
Frog Squirrel
]() - [
51
Giant FLy
]() - [
52
Hue
]() - [
53
Komodo Dog
]() - [
53
Miniature Lion Turtle
]() - [
53
Mosquito Frog
]() - [
53
Otcat
]() - [
54
Possum Chicken
]() - [
54
Screeching Bird
]() - [
54
Se Tu
]() - [
54
Spider Bass
]() - [
55
**of the Water Tribes**
]() - [
56
Akhlut
]() - [
?
Arctic Camel
]() - [
?
Arctic Hen
]() - [
?
Arctic Hippo
]() - [
?
Arctic Seal
]() - [
?
Arctic Wolf
]() - [
?
Buffalo Yak
]() - [
?
Cuttlefish
]() - [
?
Dolphin Piranha
]() - [
?
Giant Squid
]() - [
?
Halibut
]() - [
?
Iso husky
]() - [
?
Koalaotter
]() - [
?
Mink Snake
]() - [
?
Otter Penguin
]() - [
?
Penguin Fish
]() - [
?
Polar Bear
]() - [
?
Polar Bear Dog
]() - [
?
Polar Dog
]() - [
?
Polar Leopard
]() - [
?
Polar Orce
]() - [
?
Puffin-Seal
]() - [
?
Salmon Crab
]() - [
?
Sea Serpent
]() - [
?
Snow Leopard Caribou
]() - [
?
Snow Rat
]() - [
?
Tiger Seal
]() - [
?
Turtle Seal
]() - [
?
Whale Cow
]() - [
?
Whalerus
]() - [
?
**of the URN**
]() - [
?
Calico Cockatoo
]() - [
?
Chihuamster
]() - [
?
Dragonfly Hummingbird
]() - [
?
Elephant Rhino
]() - [
?
Lizard Crow
]() - [
?
Monkey Rat
]() - [
?
Poodle Pony
]() - [
?
Pythonaconda
]() - [
?
Rooster Pidgeon
]() - [
?
Weasel Snake
]()
\pagebreakNum
# Contents
- ### [
?
Ch 2 : Spirits
]() - [
?
**Spirits of the Avatar RPG World**
]() - [
?
**Air Nomad Spirits**
]() - [
?
Baihu
]() - [
?
Chu Turak
]() - [
?
Seiryu
]() - [
?
Xuanwu
]() - [
?
**Earth Kingdom Spirits**
]() - [
?
The Banyan Grove Tree
]() - [
?
Ghati
]() - [
?
Hei Bai
]() - [
?
Jamina
]() - [
?
Wan Shi Tong
]() - [
?
Knowledge Seeker Fox
]() - [
?
Parvata
]() - [
?
**Fire Nation Spirits**
]() - [
?
Agni
]() - [
?
Akubozu
]() - [
?
Akurojin-no-hi
]() - [
?
Chochinbi
]() - [
?
Haka No Hi
]() - [
?
hangonko
]() - [
?
Jami
]() - [
?
Jubokko
]() - [
?
Kerura
]() - [
?
Kazenbo
]() - [
?
Kemurikage
]() - [
?
Painted Lady
]() - [
?
Princess Ursa
]() - [
?
Tsurubebi
]() - [
?
**Water Tribe Spirits**
]() - [
?
Amarok
]() - [
?
La
]() - [
?
Tui/Yue
]() - [
?
Qallupillut
]() - [
?
**URN Spirits**
]() - [
?
Bakeneko
]() - [
?
**Other Spirits**
]() - [
?
Koh
]() - [
?
Mother of Faces
]() - [
?
**Index**
]() - [
?
**Appendix A**
]()
\pagebreak # Introduction This beatiary and spirit guide is for story-tellers and world-builders. It refrences 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 Nations The United Nations 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, featrures 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 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. \pagebreakNum \pagebreakNum
CHAPTER ONE:
CREATURES
\pagebreak # 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
\columnbreak ## 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 \pagebreakNum ### 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. \pagebreakNum
# PART 1 ##### Creatures of the
Air Nomads
\pagebreakNum ___ > ## Anteater Snake ___ > ## Bat Cat ___ > ## Emperor Tortoise Moth \pagebreakNum ## 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 Nomads* > ___ > - **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 \columnbreak 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. \pagebreakNum ## 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 Nomads* > ___ > - **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. > \columnbreak --- > ## Flying Crane Fox >*Small Beast, Air Nomads* > ___ > - **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 Nomads* > ___ > - **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 \pagebreakNum
--- > ## Hermit Crab > *Tiny Beast, Air Nomads* > ___ > - **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 Nomads* > ___ > - **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 \columnbreak ___ > ## Iguana Owl ___ > ## Killer Pteroroo \pagebreakNum ___ > ## Llamion ___ > ## Magpie Macaque ___ > ## Marsupial Spineball Mouse \pagebreak ___ > ## Moth Dove ___ > ## Otter gar ___ > ## Shrike Degu \pagebreakNum --- > ## 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 ___ > ## Vulture Goat --- > ## Yakalope >*Medium Beast, Air Nomads* > ___ > - **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 \pagebreakNum
# PART II ##### Creatures of the
Earth Kingdom
\pagebreakNum ## 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
\pagebreakNum ___ > ## Bat Panther >*Small Beast, Earth Kingdom* > ___ > - **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 > - **Keen Smell.** The panther has advantage on Wisdom (Perception) checks that rely on smell. > ___ > > ### Actions > > ***Bite.*** *Melee Weapon Attack:* 1d8 piercing damage > ***Claw.*** *Melee Weapon Attack:* 1d6 slashing damage, finesse --- > ## Boar-Q-Pine > *Small Beast, Earth Kingdom* > ___ > - **Armor Class** > - **Hit Points** > - **Speed** >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >| ()| ()| ()| ()| ()| ()| >___ > - **Skills.** > > ___ > > ### Actions > \columnbreak
--- > ## Buzzard Wasp >*Medium Beast, Si Wing Desert, Earth Kingdom* > ___ > - **Armor Class** > - **Hit Points** > - **Speed** 10 ft., fly 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >| ()| ()| ()| ()| ()| (+)| >___ > - **Skills.** > ___ > > ### Actions > > **Sting.** *Melee Weapon Attack* --- > ## Camelephant > *Large Beast, Si Wong Desert, Earth Kingdom* > ___ > - **Armor Class** > - **Hit Points** > - **Speed** >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >| ()| ()| ()| ()| ()| ()| >___ > - **Skills.** > > ___ > > ### Actions > \pagebreakNum
Canyon Crawler
--- > ## Canyon Crawler > *Large Beast, Si Wong Desert, Earth Kingdom* > ___ > - **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. \columnbreak --- > ## Deer Dog > *Small Beast, Earth Kingdom* >___ > - **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 Kingdom* >___ > - **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 \pagebreakNum ## 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.
\columnbreak ___ > ## Elephant Koi >*Huge Beast, Earth Kingdom* > ___ > - **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. \pagebreakNum ___ > ## Elephant Mandrill >*Large Beast, Earth Kingdom* > ___ > - **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 Kingdom* > ___ > - **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 \columnbreak --- > ## Fire Ferret > *Small Beast, Earth Kingdom* > ___ > - **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
\pagebreakNum
--- > ## Flying Boar >*Medium Beast, Earth Kingdom* > ___ > - **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 \columnbreak --- > ## Flying Fishapotamus --- > ## Foxelope \pagebreakNum
Giant Rhinoceros Beetle
Gemsbok Bull
--- > ## Gemsbok Bull >*Medium Beast, Earth Kingdom* > ___ > - **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.
\columnbreak --- > ## Giant Rhinoceros Beetle >*Large Beast, Earth Kingdom* > ___ > - **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 Kingdom* > ___ > - **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 \pagebreakNum
Hog Monkey
Hybrid Pigs
--- > ## Hog Monkey >*Medium Beast, Earth Kingdom* > ___ > - **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 \columnbreak --- > ## Hybrid Pig > ___ > - **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 > ___ > - **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 \pagebreakNum --- > ## Jewel Shrike Wasp >*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 > - **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 \pagebreakNum ___ > ## Ostrich Horse >*Large Beast, Earth Kingdom* > ___ > - **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.** Passive Perception > - > ___ > > ### Actions > > ***Claws.*** *Melee Weapon Attack:* 1d8 slashing damage > ***Beak.*** *Melee Weapon Attack:* 1d6 piercing damage ___ > ## Platapus Bear >*Large Beast, Earth Kingdom* > ___ > - **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 and Athletics > - **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 \pagebreakNum
--- > ## Purple Pentapus >*Tiny Beast, Earth Kingdom* > ___ > - **Armor Class** > - **Hit Points** > - **Speed** >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >| ()| ()| ()| ()| ()| ()| >___ > - **Saving Throws.** > - **Skills.** > - **Senses.** > - > - **Challenge.** >___ --- > ## Pygmy Puma >*Small Beast, Earth Kingdom* > ___ > - **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 \columnbreak --- > ## Quilled Chameleon --- > ## Rabaroo \pagebreakNum
___ > ## Saber-Tooth Moose Lion > *Huge Beast, Earth Kingdom* >___ > - **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. \columnbreak
## 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. \pagebreakNum
## 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
\columnbreak
___ > ## Shirshu >*Large Beast, Earth Kingdom* > ___ > - **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
\pagebreakNum ## 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 Kingdom* >___ > - **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.
\columnbreak
## 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 Kingdom* >___ > - **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. > > ### Actions > > \pagebreakNum --- > ## Sparrowkeet --- > ## Tarantula bat --- > ## Tiger Tiger Snake \pagebreakNum \columnbreak ## 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. \columnbreak 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 Kingdom* > ___ > - **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.
\pagebreakNum --- > ## Wolfbat --- > ## Woodfrog \pagebreakNum
# PART III ##### Creatures of the
Fire Nation
\pagebreakNum
## 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. \columnbreak
___ > ## Dragon (Infant) >*Small Beast, Fire Nation* > ___ > - **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 > > ### 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 \pagebreakNum
___ > ## Dragon (Adolescent) >*Large Beast, Fire Nation* > ___ > - **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 > > ### 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 \columnbreak
___ > ## Dragon >*Huge Beast, Fire Nation* > ___ > - **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 > ___ > **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 \pagebreakNum
___ > ## Dragon Moose >*Large Beast, Fire Nation* > ___ > - **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. \columnbreak --- > ## Eagle Hawk ___ > ## Ferret Baboon >*Small Beast, Fire Nation* > ___ > - **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 \pagebreakNum
--- > ## Firefly >*Tiny Beast, Fire Nation* > ___ > - **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. \columnbreak
___ > ## Giant Eel Hound >*Large Beast, Fire Nation* > ___ > - **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 \pagebreakNum
Fire Nation Messenger Hawk
___ > ## Hawk >*Small Beast, Fire Nation* > ___ > - **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 \columnbreak
--- > ## Hippox \pagebreakNum ___ > ## Hammerhead Dugog ___ > ## Iguana parrot >*Small Beast, Fire Nation* >___ > - **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 \columnbreak
--- > ## Koala Sheep \pagebreakNum
___ > ## Komodo Rhino >*Large Beast, Fire Nation* > ___ > - **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 --- > ## Lion Vulture
\pagebreakNum ___ > ## Long-tailed Poison Dart Frog ___ > ## Manatee Whale ___ > ## Mantis Seahorse \pagebreakNum
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 Nation* > ___ > - **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 > \columnbreak --- > ## Raven Eagle >*Small Beast, Fire Nation* > ___ > - **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 \pagebreakNum --- > ## Reef Crab >*Tiny Beast, Fire Nation* >___ > - **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 \pagebreakNum --- > ## Tiger Monkey ___ > ## Tiger shark >*Medium Beast, Fire Nation* > ___ > - **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 \pagebreakNum ___ > ## Turtle Crab ___ > ## turtle Duck ___ > ## Widow \pagebreakNum
# PART III ##### Creatures of the
Foggy Swamp
\pagebreakNum
___ > ## Catgator >*Large Beast, Foggy Swamp Tribe* > ___ > - **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. --- > ## 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 \columnbreak --- > ## Frog Squirrel --- > ## Giant Fly \pagebreakNum
## 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, 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 >*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, exhaustion > - **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:* range 40 ft. one target. 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. \columnbreak
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 resembled 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
\pagebreakNum ___ > ## Komodo Dog >*Medium Beast, Foggy Swamp Tribe* > ___ > - **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)| >___ > - > > ### 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 Tribe* > ___ ___ > ## Mosquito Frog >*Small Beast, Foggy Swamp Tribe* > ___ ___ > ## Otcat (bobcat otter) >*Small Beast, Foggy Swamp Tribe* > ___ \pagebreakNum --- > ## Possum Chicken --- > ## Screeching Bird --- > ## Se Tu ___ > ## Spider Bass >*Small Beast, Foggy Swamp Tribe* > ___ \pagebreakNum
# PART IV ##### Creatures of the
Water Tribes
\pagebreakNum ___ > ## Akhlut (orca-wolf) >*large Beast, Water Tribes* > ___ --- > ## Arctic Camel --- > ## Arctic Hen --- > ## Arctic Hippo --- > ## Arctic Seal --- > ## Arctic Wolf --- > ## Buffalo Yak --- > ## Cuttlefish --- > ## Dolphin Piranha ___ > ## Giant Squid >*Giant Beast, Water Tribes* > ___ --- > ## Halibut ___ > ## Iso husky >*Medium Beast, Water Tribes* > ___ --- > ## Koalaotter --- > ## Mink Snake --- > ## 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 \pagebreakNum --- > ## Penguin Fish --- > ## Polar Bear ___ > ## 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 --- > ## Polar Leopard --- > ## Polar Orca --- > ## Puffin-Seal ___ > ## Salmon Crab >*Small Beast, Water Tribes* > ___ ___ > ## Sea Serpent >*Giant Beast, Water Tribes* > ___ --- > ## Snow Leopard Caribou --- > ## Snow Rat --- > ## Tiger Seal --- > ## Turtle Seal ___ > ## Whale cow >*Small Beast, Water Tribes* > ___ --- > ## Whalerus \pagebreakNum
# PART V ##### Creatures of the United
Republic of Nations
\pagebreakNum --- > ## Calico Cockatoo >*Small Beast, URN* > ___ --- > ## Chihuamster >*Small Beast, URN* > ___ --- > ## Dragonfly Hummingbird --- > ## Elephant Rhino >*Large Beast, URN* > ___ --- > ## Lizard Crow >*Small Beast, URN* > ___ --- > ## Monkey Rat >*Small Beast, URN* > ___ --- > ## Poodle Pony >*Medium Beast, URN* > ___ --- > ## Pythonaconda >*Giant Beast, URN* > ___ --- > ## Rooster Pidgeon >*Small Beast, URN* > ___ --- > ## Weasel Snake \pagebreakNum
CHAPTER TWO:
SPIRITS
\pagebreak # 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 and combat 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.' ## 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. \columnbreak ## 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 specifc 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. ## Kinds of Spirits #### 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. #### Local Connected to a particular place or sometimes a person or object. Likely limited to be at least within the vacinity of whatever they are connected to. #### Minor A type of spirit not strongly connected to a particular place or concept, but more losely associated with something. #### Bound Bound, usually to a particular item, causing that item to be cursed, or, more rarely, blessed. But bound spirits are usually angry, and often bestow curses on any they can reach. Theoretically, any spirit can be bound. \pagebreakNum
# PART I ##### Spirits of the
Air Nomads
\pagebreakNum
# 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. \columnbreak
--- > ## Baihu >*Primordal Elemental Spirit, 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. \pagebreakNum
# 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 both in battle and in life. They are the
most peaceful of the monks, avoiding violence as
often as possible, and when they do fight their
fighting style is one that avoids it as much as
possible, favoring few fight-ending blows to many
fight-prolonging ones.
--- > ## Chu Turak >*Primordal Elemental Spirit, 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. \pagebreakNum ___ > ## Kaze no kami > *Minor Spirit, 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. \pagebreakNum
# 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 Spirit, 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. \columnbreak \pagebreakNum
# Xuanwu Xuanwu, 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 crime that
covered the earth kingdom. 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 Spirit, 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). \pagebreakNum
# PART II ##### Spirits of the
Earth Kingdom
\pagebreakNum
# 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. \columnbreak --- > ## The Banyan-Grove Tree \pagebreakNum 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. \pagebreakNum
# 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 Spirit, 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. \pagebreakNum She who Hears the Cries of the World, the goddess of mercy ## Guānyīn \pagebreakNum Han Ba 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. --- > ## Hei Bai >*Local Forest Spirit, Neutral Good* >*Forest Spirit* > ___ > 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. > ___ > - **Speed** 50 ft., climb 30 ft. >___ > - **Skills.** Perception and Intimidation > - **Damage Resistances.** all > - **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. \pagebreakNum
# 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 sometimes 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 to their future selves just as they have in the past.
--- --- > ## Jamina >*Primordal Elemental Spirit, 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. \pagebreakNum 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 Woodland God. Son of the spirit of the ground? valley? ___ > ## Mùshén \pagebreakNum
# 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 Spirit, 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. \pagebreakNum 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. ___ > ## Shu Jing \pagebreakNum
# W**an 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 >*Medium Spirit, 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 \columnbreak
--- > ## Wan Shi Tong >*Large ? Spirit, 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. \pagebreakNum Plague Spirit ___ > ## Wēnshén were consumed by materialism in life and can transform into any physical object. (mimics) ___ > ## Yāoguǐ 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.” Modern interpretations of the Chinese monster have really picked up on these aspects. ___ > ## Zheng / Ning \pagebreakNum
# PART III ##### Spirits of the
Fire Nation
\pagebreakNum
# A**gnis** 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 Spirit, 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. \pagebreakNum An Akubozu lives in the ashes of hearths, found mostly in the fire nation mainland. --- > ## Akubozu >*Small Spirit, 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 \columnbreak Appears as the ghostly image of a fire on rainy nights. Those who encounter and do not run away become ill. --- > ## Akurojin-no-hi >*Small Spirit, 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). \pagebreakNum 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?) ___ > ## Chōchinbi >*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 \columnbreak ___ > ## Haka no hi >*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 **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. \pagebreakNum ___ > ## 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 \pagebreakNum
# 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 >*Large Spirit, Fire Nation* > ___ > - **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 \columnbreak
text \pagebreakNum
# 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. 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. \columnbreak ___ > ## Karura >*Large Minor Spirit, 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 \pagebreakNum ___ > ## Karyōbinga >*Small Spirit, 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. \columnbreak
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 >*Medium Spirit, 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 \pagebreakNum
## Kitsune ## Kitsunebi \pagebreakNum ## Kosenjōbi \pagebreakNum ## 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 >*Medium Humanoid Spirit, Fire Nation* > ___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|4 (-3)| 13 (+1)| 10 (0)| 10 (0)| 12 (+1)| 18 (+4)| >___ > - **Speed.** fly 40ft. >___ > - **Skills.** > - **Damage Resistances.** All but poison > ___ > > ### Blessings and Curses > - **Inspiration.** by rolling a charisma check, the Painted Lady can influence someone to act in her stead.
\columnbreak
## 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 >*Medium Humanoid Spirit, Fire Nation* >___ >|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. \pagebreakNum ___ > ## Ryūtō ___ > ## Tsurubebi \pagebreakNum
# PART IV ##### Spirits of the
Water Tribes
\pagebreakNum --- > ## Amarok >*Large Spirit, Water Tribes* > ___ > Amarok is a wolf spirit who takes those foolish enough to hunt alone at night. Unlike wolves who hunk in packs, Amarok hunts alone. \pagebreakNum
# 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. \columnbreak
--- > ## La >*Medium Humanoid Spirit, Northern Water Tribe* >*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)| >___ > - **Damage Resistances.** Cannot be physically hurt except by damaging the land and people to which she is attached > - **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. > ___ > ### 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. \pagebreakNum
# 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 >*Medium Humanoid Spirit, Northern Water Tribe* >*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. \pagebreakNum --- > ## Qallupillut >*Medium Spirit, Water Tribes* > ___ > A 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. \pagebreakNum
# PART V ##### Spirits of the United
Republic of Nations
\pagebreakNum --- > ## Bakeneko (Trash Cat) >*Small Spirit, URN* > ___ > 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. \pagebreakNum
# PART VI ##### Other Spirits
\pagebreakNum 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 Behavior: 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. Origin: Karyōbinga come from Indian mythology. They originated in Buddhist scripture, which was brought to Japan from China. They differ very little from their Indian counterparts. They are usually used in paintings and sculpture as symbols of paradise and the Buddha’s words. They are a reminder that by living a holy life, one can be reborn into Gokuraku jōdo after their death. Practitioners of Pure Land Buddhism make reaching this paradise their goal. Gokuraku jōdo is a pure land of utter bliss–a celestial kingdom created by Amida Buddha. Its inhabitants can practice Buddhism directly under Amida’s tutelage, listen to the songs of karyōbinga, and achieve enlightenment themselves. --- > ## Koh >*Primordal Spirit, Spirit World* >*The Face Stealer* > ___ >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. > ___ > **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. --- > ## Mother of Faces >*Primordal Spirit, Spirit World* > ___ >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. > ___ > - **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. --- > ## Wolf Spirit \pagebreakNum
# Index
- [
?
A
]() - [
?
B
]() - [
?
C
]() - [
?
D
]() - [
?
E
]() - [
?
F
]() - [
?
G
]() - [
?
H
]() - [
?
I
]() - [
?
J
]() - [
?
K
]() - [
?
L
]() - [
?
M
]() - [
?
N
]() - [
?
O
]() - [
?
P
]() - [
?
Q
]() - [
?
R
]() - [
?
S
]() - [
?
T
]() - [
?
U
]() - [
?
V
]() - [
?
W
]() - [
?
X
]() - [
?
Y
]() - [
?
Z
]()
\pagebreakNum ##### Credits **D&D Created by** ***Avatar the Last Airbender* Created By** Michael Dante DiMartino ***The Legend of Korra* Created by** ***Li's Friends: Horrible Friends to Protect You From the Horrible World* by** ??? **Flavor text by** Various authors of the *avatar.fandom.com* wiki ***Creature Compendium & Spirit Guide* compiled by** 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/
**Creature Chapter Cover Art by**Velma Dinkley on Reddit **Air Spirits Cover Art by** Pauline Mauviere
**Back Cover Art by **Devin Elle Kurtz \pagebreakNum
Avatar
the Last RPG
Creature Guide
back text
[WWW.GMBINDER.COM](https://www.gmbinder.com)