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Kitsusagi Realms

Guide to Beasts [All]

Kitsusagi Staff

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This tome is a must for any Kitsu wishing to travel the wilds, or be an adventurer! In it are listed all the various beasts and monsters that have been discovered so far in the Realms, as well as some basic information about each one.
 

Kitsusagi Staff

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A-E

A

Acrile

The short bodied highly dexterous creature with a set prehensile tails. The creature is highly sociable and smart even able to wield simple weapons and tools if they observe kitsusagi using them for a while. The live in trees and branches which they can easily navigate with their four arms and their hind legs able to grasp branches as thought they were another set of front paws. They are omnivorous and screech loud enough to surprise enemies when startled.
Location: jungles
HP: 20
Stats:
Phy: 5​
Men: 9
Soc: 9
Abilities:
Shriek(Men): once per battle the enemy is stunned for 1 turn and unable to attack, defend or take other action.
Social Gathering(Soc): once per battle the Acrile may call for an additional ally if 2 of the 5 rolls on a social call are successful

Ancient Water Tooth
A large reptile like beast with 3 rows of teeth in it's massive jaws. It rests at the water edge just out of sight and then strikes out at anything near the edge of the water dragging it's prey into the water and twisting and tearing the prey apart.
Location:
HP: 8
Stats:
Phy: 7
Men: 3
Soc: 5
Abilities:
Strong Bite(Phy): 1d12 damage 2 times per battle
Roll Defense(Phy): Blocks damage for 1 turn usable 4 times in battle

B

Beccolus

This spine covered, many legged monster lives in the sea and is often known for wrapping it's legs around prey and pulling them into their sharp beaklike mouths and ripping an enemy apart. If a fisherman is lucky enough to survive dragging one up onto the shore it is best to drag it far from the water and use fire on the beast. Smaller ones of this breed can range in size from the size of a nail on a kit to large enough to take down a boat all by themselves. They have two sharp beak-like mouths hidden under their bodies and a dozen large twisting arms with small gripping suction-like cups on the underside to secure their prey. They are covered with long thin spines that run up their spines that have been compared to sea flowers by those who have been addled by alcohol or poison.
Location: Sea
HP: 5-60 depending on creature size
Stats:
Phy: 2-12
Men: 10
Soc: 7
Abilities:
Constrictive grasp(Phy): An enemy entangled by the Beccolus can not physically attack for 1 turn but may still use magical attacks.
Ink Out (Ment): the Beccolus can spit out a large amount of ink blinding enemies for 3 turns making them unable to see the enemy as the area is plunged it into darkness. The darkness is deep enough to give Nightmare Kitsu bonuses and Angelic Kitsu negatives because of their species traits. The ink also gives the Beccolus +1 success to hit on it's next three turns.

Bumble Buzz
This medium sized monster is half the size of a kitsusagi and live in active hives and are known for their sweet honey. They tend to be rather docile until their hive is disturbed then the Bumble Buzz swarm and attack without mercy. They have soft cat like paws at the end of six cubby legs making them popular to craft as cute charms. The upset hive sounds like a chorus of angry cats however when docile the bumble buzz will act curious and brush up to or even cuddle non threatening beings such as a kitsusagi that has known the hive for a few years and taken care of them
HP 6
Stats:
Phy: 3​
Men: 2​
Soc: 4​
Abilities:
Swift Sting(Phy): 1d4 direct damage to an enemy opponent usable one time in battle​
Bumbling Luck(Soc): once per battle able to doge one attack and negate all damage. Excludes abilities that always hit as defined in their ability.​

C

Calope

This rabbit like creature can be caught for food but it is hard to catch as it tends to camouflage itself very well in the environment it grows up in. It’s fur with change color based on the area it lives in and the plants it eats. It can be as small as an orb or grow to half the size of an adult kitsu. Smart they can be trained to carry packages and even kits around areas. Druids love to use them to carry supplies to towns or send herbs back to town if they run into trouble in the woods.
Location: Fields in Athas and Torrelnad
HP: 3
Stats:
Phy: 4​
Men: 2​
Soc: 1
Abilities:
Flight Foot(Phy): ability to take one extra turn in a battle after a previous turn once per battle​
Hidden Rush(men): ability to hide one’s self once during battle and be missed by next two enemy attacks once per battle​

Extra Ability usable by druid: Druid must select Flight Foot or Hidden rush when pet is tamed.

Cracker Crab
This large hard shelled beast with two large claw pinchers this beast has a smaller set of claws below the crushing claws that it uses to grab and manipulate its environment. It eats clams and small fish and may even eat a bird if it can catch it. The meat of this beast is tasty if boiled if you can crack its large shell. It communicates in a series of clicks and bubbles but kitsu can not understand them. It has 2 sets of eyes set into its head and one set on slender stalks making it hard to sneak up on.
Location: tidal pool areas and shorelines
HP: 8
Stats:
Phy: 5​
Men: 1
Soc: 3
Abilities:
Water Shot(Phy): 1d4 damage launched from the water at an opponent
Bubble shot (Phy): 1d8 damage launched from the water at an opponent

Croacker
With a wide mouth it greatly resembles a frog if the average frog was twice the size of kitsu and had large hard spines running from the top of it’s head along it’s body and large flat teeth used to grind prey in their mouth down to paste to swallow alive or not. The slime the creature exudes has a pungent odor that is strong enough to disorient creatures. When it is wounded it exudes slime as a deterrent as well as to inhibit it’s enemy so it can roll and crush them.
Location: swamps like Misty Bogs
HP: 15
Stats:
Phy: 4​
Men: 1​
Soc: 1​
Abilities:
Slime wave(Phys):A large exuding of slime that inhibits others from being able to attack on their next turn unless they are skilled enough to avoid it​
Spin roll(Phys): creature gets 1 more dice when attacking but minus one for dodging or defense as beast rolls and attacks others.​

E

Eliseen

This graceful and many finned eel like fish is a hot topic of conversation among fishermen. it’s a swift swimmer and can be found in anywhere from river to oceans and even some ponds. Those with a lot more silver then sense have been known to have the colorful creature in ponds to show off to visitors. Druids find this creature is more then willing to help them ‘herd’ fish for dinner and is a welcome addition to any team if there is lot of water nearby, extra ability Swift Swim, or Water Shot give an extra attack from the water
Location: large bodies of water in Athas and Torreland
HP: 2
Stats:
Phy: 3​
Men: 1
Soc: 3
Abilities:
Swift Swim(Phy): no negative motion rolls in water
Water Shot(Phy): 1d4 damage launched from the water at an opponent

Extra Ability usable by druid; Swift Swim or water shot must be specified when creature is obtained.
 
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Kitsusagi Staff

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F-J

F

Fallow Flier

A large vampiric butterfly. If ever encircled by this creature run. The live in large flocks in the forest and they are known for their beautiful mesmerizing wings. It is said to stand in a room encircled by a flock is one of the most beautiful and dangerous things in the world.
Location: Fields and forests
HP: 8
Stats:
Phy: 3​
Men: 4
Soc: 8
Abilities:
Mesmerize(Men): using its wings to mesmerize an opponent they make all kitsu in 20ft unable to attack, defend or other for 2 turns. Usable twice in battle
Light Bite(Phy): Drain 1 hp from an opponent. usable three times in battle

G

Galthrie

A great winged beast with a culture like head that lives in colder climates. it is very weak to heat but thrives in the cold. It's feathers remain sharp edged and rattle like blades when it slides against other feathers and can shatter if dropped from high enough.
Location: Cold climates
HP: 10
Stats:
Phy: 5​
Men: 5
Soc: 5
Abilities:
Wing Strike(Phy): once per battle 1d10 damage. +2 if weak to cold -1 if resistant to cold.
Shriek(Men): once per battle the enemy is stunned for 1 turn and unable to attack, defend or take other action.

J

Jerio

This large snake like creature can swallow a kitsusagi whole after crushing them with their powerful muscles. Their scale color divert light making them blend into their surroundings as though they were a mirage of the warm tropical climate. their skin is waterproof and makes for good raingear and containers though loose it's light diverting properties once the Jerio is dead.
Location:
HP: 17
Stats:
Phy: 8​
Men: 6
Soc: 2
Abilities:
Crushing wrap(Phys): picks a target who can not move for 3 turns while the Jerio wraps around and squeezes it's prey tightly.​
You can't see this(Men) Twice per battle Jerio disappears from sight making attack rolls against it to have -2 success​

Junling
This aquatic creature often is mistaken for a deformed hairless monkey if only it's torso and head are above the water. The back half of the creature is short, squat with heavy duty fins. Combine that with its primitive lungs and it can go short distances on land as well over rocks in the water. The junling also has long sharp nails that they use to pry open clams and muscles along shorelines.
Location: sea
HP: 15
Stats:
Phy: 4​
Men: 4
Soc: 8
Abilities:
Strong Bite(Phy): 1d12 damage 2 times per battle
Needle Bite(Phys): 1d6 damage 4 times per battle
 
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Kitsusagi Staff

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K-O

K

Keliess

This fish by it self is a long thin silver fish with sharp fins. Weak when alone, It will almost always be seen in schools of 10 to 40 fish. It's nickname is the arrow fish as it has the ability to launch itself out of the water at high speeds and reach up 20ft out of the surface of the water making it rather scary to fisher kitsu.
Location: sea
HP: individual health 6
Stats:
Phy: 3​
Men: 1
Soc: 5
Abilities:
Torrent(Phy): this skill allows a school of Keliess to swarm an enemy and all attack that enemy on the same turn. may only be used once in batttle.
Break up(Phy): this skill allows a school of Keliess to avoid an attack three times in battle as the school breaks apart in a distracting pattern avoiding the attack.

Kiwick Whale
This large whale is popular to see among fishermen as it only surfaces when the weather is good to breathe and is able to hold it's breath for days underwater until a storm passes. As such it is considered a sign of good luck for both land and water dwelling kitsu. While underwater, it's air pockets that run along the side of the body often have small amounts of glowing plankton from the kelp forest where the whales like to feed. This gives the whale a majestic feel that may aquatic kitsu admire. It is very popular to travel along side pods of the whales at a safe distance.
Location: Sea
HP: 55
Stats:
Phy: 20​
Men: 9
Soc: 8
Abilities:
Tidal Shock(Phy): By releasing all the stored air in a concentrated burst from it's air bladders along the sides of the whale it can shock and stun enemies for 2 turns while it escaped. only useable once in battle.

Kurzi
An animal half the size of an adult normal kitsu and can be trained to carry burdens and bags if trained from a young age. It enjoys warm places and will often preen it’s feathers if bored. They tend to be social animals living in flocks of 3-10 and if angered will have equal odds of attacking or fleeing at a high speed. They are omnivorous and favor temperate or warmer climates.
Location: Desert or warm plains like locations in Athas and Torreland
HP: 8
Stats:
Phy: 3​
Men: 2​
Soc: 3​
Abilities:
Social Gathering(Soc): once per battle the Kurzi may call for an additional ally if 2 of the 3 rolls on a social call are successful​
Swift Claw(Phys): creature gets plus one dice on attack roll.​

L

Lichlea

This reptilian like creature has two heads that might not always get along. Their scales are tough and small and can be found as jewelry in some towns. It has sharp claws and is good at climbing and digging and love to lay in the sun and bask for hours. If you touch either of the two tails one of the heads will likely turn and snap back at anyone but their Druid. They are not venomous themselves but have a good resistance to poison and venom. Size of lichlea may vary but they are not intelligent creatures and prone to getting into odd situations that are very inconvenient often leading to broken objects it tired to hide in.
Location: Desert locations
HP: 4
Stats:
Phy: 4​
Men: 3​
Soc: 2
Abilities:
Poison eater(Phy): extra roll to resistance to poison​
Venom attacks(Phys): 1d4 damage launched as the creature spits poison at it's enemy

Extra Ability usable by druid; Poison eater or venom attacks
M

Mallvac

This creature resembles an a graceful deer with wings streaming behind it and large dish like ears the size of their heads. It is slightly stronger then a Kitsu. It can be found in tundra’s and forests it’s cloven hooves help it dig into the sides of mountains. They can often be rubbing along the bark of trees in order to mark their territories. They graze on grasses and low hanging branches. They tend to be very docile but very skittish creatures traveling in small herds often just below the crest of a hill so they can hear the noise of the wind.
Location: mountains and cold lands
HP: 12
Stats:
Phy: 5​
Men:8​
Soc: 7​
Abilities:
Snow shot(Phys): Kicking up snow and stones at it's enemy and if it lands affected kitsu takes -1 to all rolls next turn.
Kick (Phy) - A strong and fast Kick, adds 1 extra die if kicking

Mebew
A flightless fat bird with feline like legs with it’s front legs having wings coming off the back. The feathers are often sold as quills in market places. Mebew often take on small elemental tributes based on how they are raised. Those in warm areas will have a stronger resistance to fire, those in cold areas will have a residence to frost. This makes them valuable subjects in study by mages. Druids favor them as seeing them in the wild can often tell them what an area is like. The Mebew are very good at snuffing out herbs and other plants in the areas they were born in.
Location: All locations of Athas and Torreland
HP: 4
Stats:
Phy: 2​
Men: 2​
Soc: 2
Abilities:
Snuffling(Men): ability to find extra herbs or plants in a location.​
Elemental resistance(men): resistant to magic of the land the Mebew is born in. if a cold area resistant to cold, if water resistant to water etc...​

Extra Ability usable by druid; Snuffling- find extra herb or plant on quests or Elemental resistance +1 must be specified when Mebew is obtained.

Misty Wisp
Little flecks of light in dark swamps or caves may well be Misty Wisps. These creatures have a habit of leading travelers to their doom by unintentionally luring strangers to areas where the ground is unstable and the traveler drowns or falls. Their misty form feels like a cool mist and can be contained in a glass jar if the creature is weakened enough.
Location: swamps and caves
HP:6
Stats:
Phy: 3​
Men: 7
Soc: 5
Abilities:
Misdirection(Men): kitsu must pass a mental check of 5 to pass this skill or they become 'lost' and unable to identify that they were in a battle or where they are and will wander lost. Only useable once in battle and only one target may be affected at a time.​

N

Neveam

This leather winged bat like creature with large fuzzy ears that swivel all around it is great for night travels as it scouts using echolocation. It is at home in caves and dark places. Big enough to carry small packages it can be used to take messages long distances with it’s strong wings. Druids who venture in caves will likely be familiar with this creature
Location: Caves in Athas and Torreland
HP: 2
Stats:
Phy:1
Men: 2​
Soc: 2
Abilities:
Echolocation (soc): able to find paths in the dark even ones hidden from sight or ability to find enemy in the dark so no negative rolls to attack in dearness

Extra Ability usable by druid; Echolocation

O

Oftil

A thick fish with rainbow colored scales. it is covered with a large amount of spines that have a large amount of toxins the fish uses as self defense. They travel in schools of 4-25 on average and even the most reckless of mer kitsusagi kits know to avoid riling up an Oftil school as the poisonous fish with swarm and circle cutting with their sharp spines and poisoning an enemy.
Location: sea
HP: 8
Stats:
Phy: 5​
Men: 2
Soc: 3
Abilities:
Poison attack(Phys): 1d4 damage as a poisonous spine scratches an enemy usable 8 times in battle.
 
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Kitsusagi Staff

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P-T

P

Pleath

A small quick bird like creature that is hard to catch and valued for it’s sweet song. It is said the creature has eyes so keen it can see a kitsu coming form a mountain range away and as such will be able to evade capture except by the most skilled of hunters
Location: Mountain areas in Athas and Torreland
HP: 4
Stats:
Phy: 5​
Men: 2​
Soc: 4​
Abilities:
Swift Flight(Phys): creature gets 1 more dice when dodging for next two turns in battle
Drill Peck(Phys): +1 attack dice​

Plopper
A loud frog like creature that has moss growing out it’s back that may have soft small flowers that bloom occasionally. It’s mucus could be used in some potions if someone was talented enough to figure out what it could be used for. It is a good partner for many druids as it can traverse wetlands with ease and is easy to feed. It can spit a mucus ball and blind an enemy and it can interestingly enough climb up many surfaces
Location: Wet lands in Athas and Torreland
HP: 4
Stats:
Phy: 3​
Men: 2​
Soc: 2
Abilities:
Blinding shot(Phy): blind an enemy for one turn making them miss all attacks​
Climb assist(Phy): Extra dice roll to climb checks

Extra Ability usable by druid; Blinding shot or climb assist must be specified when creature is obtained.

Q

Quillic

A weasel like creature known for it's long body soft fur on it's belly and it's ample quill spines on the rest of it. These creatures tend to live where food is plentiful an can often be seen stealing from farmers. It's quills make excellent needles and the soft belly furs makes wonderful pain brushes.
Location: farm lands and forests as well as fields
HP: 5
Stats:
Phy: 3​
Men: 2
Soc: 2
Abilities:
Dart(Phy): launching it's quills out as projectiles doing 1d4 damage up to 3 times in battle
R

Relyc

This soft living plant like creature is often mistaken for a lily when it sleeps until it fully opens and unwraps itself giving off a soft glow. A whole field of Relyc even at night will have a soft glow that can be seen from a distance. It tends to be friendly and live in groups until tamed then wild relyc’s will avoid it making it even more attached to it’s Druid
Location: Slow rivers and ponds in Athas and Torreland
HP: 2
Stats:
Phy: 2​
Men: 2​
Soc: 3
Abilities:
Night Light(Soc): No negative rolls in dark area​

Extra Ability usable by druid: Passive skill Night light adds light to battlefield enemies affected by light must make an opposition roll once during combat to not be affected by the light.

S

Salith

A quick snake like creature with a large multitude of small legs while not overly dangerous as it flees when found the venom harvested from the head of the creature tends to be useful when applied to weapons to add an extra stinging sensation to them. Can often be found in dark remote areas and flees from loud noises or lots of light. Larger ones may grow up to a foot in size from tip to tail
Location: Caves and Deserts areas in Athas and Torreland
HP: 3
Stats:
Phy: 2​
Men: 2​
Soc: 2​
Abilities:
Venom attacks(Phys): 1d4 damage launched as the creature spits poison at it's enemy
Constricting Bite(Phys): creature gets plus one dice on attack roll as it swiftly lashes out to surprise its enemy​

Sea Light
This deep sea fish has a long thick body that is mostly pure muscle. it's sides light up in random flashing patterns that distract it's prey. it can have these lights off entirely if it so wishes and has no trouble moving through the dark. it has no visible eyes but a mouth full of sharp teeth that produce from it's maw as well as rows of teeth inside the mouth itself. across it's face area there are a large amount of slender sensory organs it uses to navigate in the dark. They are vicious solo creatures that other sea creatures avoid.
Location: deep sea
HP: 20
Stats:
Phy: 9​
Men: 7
Soc: 2
Abilities:
Surprise light(Men): - This skill blinds prey as the Sea light lights up it's sides in a sudden hypnotic pattern. all enemies who see the attack are dazed and take -2 dice to their next attacks for 2 turns.​
Ripple skin(Phys): - This skill makes use of the Sea light's strong body and it tenses one and off allowing it to negate an attack. (including magical) twice per battle.​




Slithering Eel
A long lithe body creature with finned back legs and long front flippers it is able to crawl on land. It secretes a thick foul smelling mucus that it uses to get away from it's enemies. It has a number of sharp teeth it uses to bite.
Location: waterways
HP: 7
Stats:
Phy: 5​
Men: 5
Soc: 5
Abilities:
Mud Slap(Phy): 1d6 damage +1 if weak to earth, -1 if resistant to earth
Shocking Hold(Phy): paralyze opponent for 2 turns. 1d4 damage done to held prey per turn.

Shiverbite
A spider like creature with crystal clear legs that dwells in caves. It can grow as big as a foot and the web is prized in silks by fashion designers. Gathering the silk can prove highly dangerous as the creature tends to spit venom at those who trespasser in it’s territory

Location: Caves
HP: 10
Stats:
Phy: 6​
Men: 4​
Soc: 6​
Abilities:
Blinding shot(Phys): Creature spits venom at enemies and if it lands affected kitsu takes -1 to all rolls involving seeing, attaching, throwing by seeing an enemy until end of day.
Bite (Phy) - A strong and fast bite, adds 1 extra die if biting

Smoltril
A small chirping rodent that tends to climb around on a number of trees even if they have the smoothest bark. They also tend to infest homes much to the dismay of kitsu who live there. They are found in most any habitat’s and climates. They come in a number of sizes with different fur types depending on where they live at. Those is warmer climates have thinner coarse fur and those in winter land have thick course fur. They are pushy and demanding little bundles of fun if they can be tamed as pets but when found wild are prone to biting and screaming.
Location: All habitable locations
HP: 3
Stats:
Phy: 3​
Men:2​
Soc:  5​
Abilities:
Call of the Colony(Soc): once per battle the Kurzi may call for an additional ally if 2 of the 5 rolls on a social call are successful
Naw (Phy) - 1 extra die if biting

Snyk
This small venomous snake tends to be hard to find and not friendly unless raised form a young age or one is a very talented Druid. It’s scales are always smooth and the shed skin from it is valued by alchemists though they’d rather get their paws on the venom sacs of the Snyk, few druids would be willing to sacrifice their partner. Druids who get bitten by their partner are just as serious a risk for poisoning which may leave them unable to move for a prolonged period of time
Location: Swamps in Athas and Torreland
HP: 2
Stats:
Phy: 3​
Men: 2​
Soc: 2
Abilities:
Paralyzing Bite(Phy): those bitten will be unable to move for 3 turns unless they beat an opposition roll attacks once per battle​

Extra Ability usable by druid: Paralyzing Bite once per battle

Sweet Song
This small bird can easily fit on a kitsu’s head and is often kept as pet by those with enough money to keep them finding enjoyment in their songs. However to a druid their sweet siren song can be used to lure in (or away) foes or even be used for signaling to other members of the party and relay short messages as long as the other party can understand the chirp sequence. They are unable to mimic speech but are highly intelligent and can open small pouches
Location: Forests in Athas and Torreland
HP: 3
Stats:
Phy: 1​
Men: 2​
Soc: 4
Abilities:
Lure in(social): makes enemies focus on the creature.​

Extra Ability usable by druid: Lure in: lures targets toward the familiar or druid once in battle (player may select druid or familiar to be target by all enemies for next two attacks if familiar is fainted the effect is ended.)

T

Tartian Wasp

The name is a misnomer as the wasp is actually a type of bee. It is highly aggressive and often defends its hive with a multitude of stings as it and its colony swarm intruders who get to close
Location: Deep forests
HP: 7
Stats:
Phy: 5​
Men: 2
Soc: 4
Abilities:
Barbed Blow(Phy): 1d4 damage for 3 rounds in battle. Usable one time in battle.​
Swarm(Soc): will call 1d6 allies if under 2 health usable once in battle​

Trace slug
A small slug that is found in temperate areas that leaves a faint glowing trail behind it. The slime is often used by trackers or forest keepers as a marker to indicate a path to take to travelers after dark. Inventive kitsu have even found a way to use it in paint to make signs glow after dark but the signs must be repainted frequently
Location: forests and swamps
HP: 1
Stats:
Phy: 1​
Men: 1​
Soc: 1​
Abilities:
Distracting(Phys): creature gets 1 more dice when dodging for next two turns in battle as it leaves a distractedly bright trail behind it

Trail Trek
This small wide canine like creature might be mistaken for a kit if far enough away until you get closer and realize it is not kitsu but canine like with a long narrow muzzle and a long tongue to match, a short stubby tail and limbs that are far to short for what it’s frame would suggest. It eats bugs and tends to make large burrow mounds in random areas which is very inconvenient to many farmers. Surprisingly it has the ability to run very quickly but tends to look like a low to the ground fuzzy piece of bread.
Location: All over Athas and Torreland
HP: 5
Stats:
Phy: 2​
Men: 2​
Soc: 2
Abilities:
Bug Finder (Soc): able to easily find bugs
Excellent Defense(phys): extra dice on defense rolls​

Extra Ability usable by druid; Excellent Defense or Bug Finder must be specified when creature is obtained.

Trenton
A false tree with sharp barbed branches it uses as flails. This tree is able to uproot and move to new locations if it no longer likes the soil where it is rooted. They tend to live in forests but can migrate to other locations if they end up uprooting due to environmental changes.
Location: Forests
HP: 10
Stats:
Phy: 8​
Men: 5
Soc: 4
Abilities:
Uproot(Phy): The Trenton's HP drops to 6 and the tree is able to ambulate and move around increasing it's range as it can chase other creatures around the area.
Flail(Phy): 1d12 damage one time per battle
 
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Kitsusagi Staff

Grizzled Veteran
D
Mule Account
U-Z

U

Urv

A small bright beetle that lights up forests at night it is noticeable as it glows in different colors based on the region it is born as well as the sex of the beetle . Small and fast the Urv sounds very much like it’s name and has a constant buzz when flying. It can be found in decaying tree stumps and in tree tops during the day but it only glows at night.
Location: Forest and field areas in Athas and Torreland
HP: 2
Stats:
Phy: 1​
Men: 1​
Soc: 4​
Abilities:
Hypnotic Flight(Soc): Flies in a mesmerizing pattern dulling the attention of the enemy not allowing them to attack for 2 turns​
Flash Bright(Phys): Blinds Enemy for one round​
V

Vaxil

A very small little creature with a powerful stinger that paralyzes it's prey so the vaxil can swarm over it and rip it apart with sharp pincher like claws. They can be found in trees and under the soil. They live in large colonies and often drag and clean up tropical underbrush to make their colonies. They make leaf nests by eating and spitting up leaves and binding branches and other intact leaves together. It is said they fear fire and will flee any wildfire turning the whole colony out at once
Location: land
HP: 3
Stats:
Phy: 3​
Men: 1
Soc: 7
Abilities:
Poison attack(Phys): 1d4 damage as the creature stings an enemy usable 3 times in battle

W

Waifcel

A large strong bovine like creature that often can be seen around wastelands and haunted areas. the creature is said to be used by locals as a judge of land condition as it favors more toxic or desolate lands. Parts of the creature can be seen to rot off and regenerate at a rapid rate often leaving parts of the muscle or other internal parts exposed to the outside. It is passive as long as it is not provoked by loud noises or touch. It can be found in herds or alone and if one member of the herd is provoked they will all attack the same source of the disturbance
Location: Wastelands and haunted locations.
HP: 15
Stats:
Phy: 8​
Men: 4​
Soc: 7​
Abilities:
Bull Rush(Phy): Next physical attack will have +3 success on it add to normal damage. useable one time in battle​
Regeneration(Phy): one time per battle +5 health
Y

Yattle

A short squat fat flightless bird with bright plumage and a medium to long tail. it is fond of music and will often come near kitsu settlements and steal food. It is said a Yattle got it's name as one prattled for twelve days straight at a kitsu begging for food before dying of not drinking any water. It dances to attract mates and will attack any other suiter it sees. Despite it's small size it gets very territorial and aggressive.
Location: land
HP: 15
Stats:
Phy: 5​
Men: 1
Soc: 5
Abilities:
Social Gathering(Soc): once per battle the Yattle may call for an additional ally if 2 of the 5 rolls on a social call are successful​
Swift Claw(Phys): creature gets plus one dice on attack roll.​
 
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