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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