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Creature Compendium

& Spirit Guide


Dedicated to:

Myself. I love you you crazy ADHD gal.

And also my players, I guess.


CREATURE
COMPENDIUM &
SPIRIT GUIDE
Contents
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 Jewel Shrike Wasp . . . . . . . . . . . . . . . . . . . . 28 Frog Squirrel . . . . . . . . . . . . . . . . . . . . . . . . . . 54
Luna Caracal . . . . . . . . . . . . . . . . . . . . . . . . . . 28 Froghog . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
Part 1: Creatures . . . . . . . . . . . . . . . . 8 Ostrich Horse . . . . . . . . . . . . . . . . . . . . . . . . . . 29 Giant Fly . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
Animal Companions . . . . . . . . . . . . . . . . . . . . . 9 Platapus Bear . . . . . . . . . . . . . . . . . . . . . . . . . 29 Gold Jaw . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
Ch 1 : of the Air Mountains . . . . . . . . . . . 11 Purple Pentapus . . . . . . . . . . . . . . . . . . . . . . 30 Hippo Scorpion . . . . . . . . . . . . . . . . . . . . . . . 54
Anteater Snake . . . . . . . . . . . . . . . . . . . . . . . . 12 Pygmy Puma . . . . . . . . . . . . . . . . . . . . . . . . . . 30 Hue . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
Bat Cat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 Quilled Chameleon . . . . . . . . . . . . . . . . . . . . 30 Komodo Dog . . . . . . . . . . . . . . . . . . . . . . . . . . 56
Emperor Tortise Moth . . . . . . . . . . . . . . . . 12 Rabaroo . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30 Miniature Lion Turtle . . . . . . . . . . . . . . . . . 56
Flying Bison . . . . . . . . . . . . . . . . . . . . . . . . . . . 13 Saber-Tooth Moose Lion . . . . . . . . . . . . . . 31 Monarch Fox . . . . . . . . . . . . . . . . . . . . . . . . . . . 56
Flying Lemur . . . . . . . . . . . . . . . . . . . . . . . . . . 14 Shirshu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32 Mosquito Frog . . . . . . . . . . . . . . . . . . . . . . . . . 57
Flying Crane Fox . . . . . . . . . . . . . . . . . . . . . . 14 Singing Groundhog . . . . . . . . . . . . . . . . . . . 33 Otcat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 57
Fox Hound . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14 Sour Beetle . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33 Parrot Hyena . . . . . . . . . . . . . . . . . . . . . . . . . . 57
Hermit Crab . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 Sparrowkeet . . . . . . . . . . . . . . . . . . . . . . . . . . . 34 Possum Chicken . . . . . . . . . . . . . . . . . . . . . . 58
Horned Goat Leopard . . . . . . . . . . . . . . . . . 15 Tarantula Bat . . . . . . . . . . . . . . . . . . . . . . . . . . 34 Screeching Bird . . . . . . . . . . . . . . . . . . . . . . . 58
Iguana Owl . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 Tiger Tiger Snake . . . . . . . . . . . . . . . . . . . . . 34 Se Tu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
Killer Pteroroo . . . . . . . . . . . . . . . . . . . . . . . . 15 Unagi . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35 Spider Bass . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
Llamion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 Wolfbat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36 Ch 5 : of the Tundra . . . . . . . . . . . . . . . . . . . 59
Magpie Macaque . . . . . . . . . . . . . . . . . . . . . . 16 Woodfrog . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36 Akhlut . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
Marsupial Spineball Mouse . . . . . . . . . . 16 Ch 3 : of the Fire Archipeligo . . . . . . . . . 37 Arctic Camel . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
Moth Dove . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 Dragon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38 Arctic Hen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60
Ottergar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 Dragon Moose . . . . . . . . . . . . . . . . . . . . . . . . . 40 Arctic Hippo . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
Shrike Degu . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 Eagle Hawk . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40 Arctic Seal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
Spiderfly . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 Ferret Baboon . . . . . . . . . . . . . . . . . . . . . . . . . 40 Arctic Wolf . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61
Turtledove . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 Firefly . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41 Buffalo Yak . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62
Vulture Goat . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 Giant Eel Hound . . . . . . . . . . . . . . . . . . . . . . 41 Cuttlefish . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62
Yakalope . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 Golden Secretary Cat . . . . . . . . . . . . . . . . . 41 Dolphin Piranha . . . . . . . . . . . . . . . . . . . . . . . 62
Ch 2: of the Earth Continent . . . . . . . . . . 19 Hawk . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42 Giant Squid . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63
Badger Mole . . . . . . . . . . . . . . . . . . . . . . . . . . . 20 Hippo Cow . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42 Halibut . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63
Bat Panther . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21 Hippox . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42 Iso husky . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63
Boar-Q-Pine . . . . . . . . . . . . . . . . . . . . . . . . . . . 21 Hammerhead Dugog . . . . . . . . . . . . . . . . . . 43 Koalaotter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
Buzzard Wasp . . . . . . . . . . . . . . . . . . . . . . . . . 21 Iguana Parrot . . . . . . . . . . . . . . . . . . . . . . . . . . 43 Mink Snake . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
Camelphant . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21 Koala Sheep . . . . . . . . . . . . . . . . . . . . . . . . . . . 43 Otter Penguin . . . . . . . . . . . . . . . . . . . . . . . . . 64
Canyon Crawler . . . . . . . . . . . . . . . . . . . . . . . 22 Komodo Rhino . . . . . . . . . . . . . . . . . . . . . . . . 44 Penguin Fish . . . . . . . . . . . . . . . . . . . . . . . . . . 65
Deer Dog . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22 Lamprey Jellyfish . . . . . . . . . . . . . . . . . . . . . . 44 Polar Bear . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
Dragon Fly . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22 Lion Vulture . . . . . . . . . . . . . . . . . . . . . . . . . . . 44 Polar Bear Dog . . . . . . . . . . . . . . . . . . . . . . . . 65
Elephant Koi . . . . . . . . . . . . . . . . . . . . . . . . . . . 23 Long-Tailed Poison Dart Frog . . . . . . . . 45 Polar Dog . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
Elephant Mandrill . . . . . . . . . . . . . . . . . . . . . 24 Manatee Whale . . . . . . . . . . . . . . . . . . . . . . . . 45 Polar Leopard . . . . . . . . . . . . . . . . . . . . . . . . . 66
Elephant Mouse . . . . . . . . . . . . . . . . . . . . . . . 24 Mantis Seahorse . . . . . . . . . . . . . . . . . . . . . . 45 Polar Orce . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
Fire Ferret . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24 Mongoose Lizard . . . . . . . . . . . . . . . . . . . . . . 46 Puffin-Seal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67
Flying Boar . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25 Pheangorong . . . . . . . . . . . . . . . . . . . . . . . . . . 46 Salmon Crab . . . . . . . . . . . . . . . . . . . . . . . . . . 67
Flying Fishapotamus . . . . . . . . . . . . . . . . . . 25 Raven Eagle . . . . . . . . . . . . . . . . . . . . . . . . . . . 46 Sea Serpent . . . . . . . . . . . . . . . . . . . . . . . . . . . 67
Foxelope . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25 Reef Crab . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47 Snow Leopard Caribou . . . . . . . . . . . . . . . 68
Gemsbok Bull . . . . . . . . . . . . . . . . . . . . . . . . . 26 Saltwater Crocotiel . . . . . . . . . . . . . . . . . . . 47 Snow Rat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
Giant Rhinoceros Beetle . . . . . . . . . . . . . . 26 Sea Snake Lionfish . . . . . . . . . . . . . . . . . . . 47 Tiger Seal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68
Harekat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26 Tiger Monkey . . . . . . . . . . . . . . . . . . . . . . . . . . 48 Turtle Seal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69
Hog Monkey . . . . . . . . . . . . . . . . . . . . . . . . . . . 27 Tiger Shark . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48 Whale Cow . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69
Hybrid Pig . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27 Toucan Puffin . . . . . . . . . . . . . . . . . . . . . . . . . . 48 Whalerus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69
Jackelope . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27 Turtle Crab . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49 Ch 6 : of the URN . . . . . . . . . . . . . . . . . . . . . . 70
Turtle Duck . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49 Calico Cockatoo . . . . . . . . . . . . . . . . . . . . . . . 71
Ch 4 : of the Foggy Swamp . . . . . . . . . . . 50 Chihuamster . . . . . . . . . . . . . . . . . . . . . . . . . . . 71
Anteater Wasp . . . . . . . . . . . . . . . . . . . . . . . . . 51 Dragonfly Hummingbird . . . . . . . . . . . . . . 71
Catgator . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51 Elephant Rhino . . . . . . . . . . . . . . . . . . . . . . . . 71
Croc-of-the-rock . . . . . . . . . . . . . . . . . . . . . . . 51 Lizard Crow . . . . . . . . . . . . . . . . . . . . . . . . . . . 72
Crococat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51 Monkey Rat . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72
Elbow Leech . . . . . . . . . . . . . . . . . . . . . . . . . . . 52 Poodle Pony . . . . . . . . . . . . . . . . . . . . . . . . . . . 72
Fox Centipede . . . . . . . . . . . . . . . . . . . . . . . . . 52 Pythonaconda . . . . . . . . . . . . . . . . . . . . . . . . . 73
Frobbit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52 Rooster Pidgeon . . . . . . . . . . . . . . . . . . . . . . . 73
Weasel Snake . . . . . . . . . . . . . . . . . . . . . . . . . . 73
Contents
Ch 9 : Fire Nation Spirits . . . . . . . . . . . . . . . ? Ch 10 : Water Tribe Spirits . . . . . . . . . . . . . ?
Part 2 : Spirits . . . . . . . . . . . . . . . . . . . 74 Agni . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ? Ahkiyyini . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ?
Spirits of the Avatar RPG World . . . . . 75 Akubozu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ? Amarok . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ?
Ch 7 : Air Nomad Spirits . . . . . . . . . . . . . . 76 Akurojin-no-hi . . . . . . . . . . . . . . . . . . . . . . . . . . . ? Atshen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ?
Baihu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77 Chochinbi . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ? Ijraat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ?
Chu Turak . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78 Haka No Hi . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ? Keelut . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ?
Garuda . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78 Hangonko . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ? Kigatilik . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ?
Harmonious Brothers . . . . . . . . . . . . . . . . . . . ? Jami . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ? La . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ?
Kaze no kami . . . . . . . . . . . . . . . . . . . . . . . . . . . . ? Jubokko . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ? Mahaha . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ?
Minor eastern air spirit . . . . . . . . . . . . . . . . . ? Kerura . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ? Nuliayuk . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ?
Minor northern air spirit . . . . . . . . . . . . . . . . ? Kazenbo . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ? taqriaqsut . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ?
Minor southern air spirit . . . . . . . . . . . . . . . . ? Kemurikage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ? Tui/Yue . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ?
Minor western air spirit . . . . . . . . . . . . . . . . . ? Kitsune . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ? Qallupillut . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ?
Seiryu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ? Kitsunebi . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ? Ch 11 : URN Spirits . . . . . . . . . . . . . . . . . . . . . ?
Xuanwu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ? Kosenjobi . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ? Bakeneko . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ?
Ch 8 : Earth Kingdom Spirits . . . . . . . . . . ? Painted Lady . . . . . . . . . . . . . . . . . . . . . . . . . . . . ? Ch 12 : Other Spirits . . . . . . . . . . . . . . . . . . . . ?
The Banyan Grove Tree . . . . . . . . . . . . . . . . . ? Princess Ursa . . . . . . . . . . . . . . . . . . . . . . . . . . . ? Karyobinga . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ?
Ghati . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ? Ryuto . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ? Koh . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ?
Guānyīn . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ? Tsurubebi . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ? Mother of Faces . . . . . . . . . . . . . . . . . . . . . . . . . ?
Guānyīn . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ? Raava . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ?
Han Ba . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ? Vaatu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ?
Jamina . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ? Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ?
Mao Gui . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ?
Mùshén . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ?
Parvata . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ?
Shu Jing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ?
Wan Shi Tong . . . . . . . . . . . . . . . . . . . . . . . . . . . ?
Knowledge Seeker Fox . . . . . . . . . . . . . . . . . ?
Wēnshén . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ?
Yāoguǐ . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ?
Zheng / Ning . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ?
Introduction

T
his beastiary and spirit guide is for story-tellers and The Fire Nation is a series of islands of varrying size, and
world-builders. It references just about every nearly all are volcanic. Its incredible fertile soil allows for an
creature found in Avatar the Last Airbender and extrordinary range of flora, which is able to support an
The Legend of Korra as well as many others. This exually extrordinary range of fauna. While its size prevents it
book is your go-to guide for companions, creatures, from being quite as diverse as the Earth Kingdom, it is
spirits and entities both from benevolent to bastardly. incredibly populous with life.
Most animals are as they are in the real world: completely
neutral, and exist in this guide mostly for flavor. However, The Water Tribes
your creativity as a storyteller can create any number of The Water Tribes exist in the tundra on the north and south
conflicts from even the smallest neutrally inclined spiderfly! poles, surrounded by arctic seas.
Spirits on the other hand, have a much greater variety in
their personalities and inclinations. Some are more than The United Republic of Nations
human- supernatural entities that are responsibility for The URN was founded from the remains of Fire Nation
bending powers, others hardly more than animals. colonies in the North-Western Earth Kingdom, and while
largely industrialized and composed of mostly large cramped
cities, features some the most diverse flora and fauna, due to
How to Use This Book immigrants from across the globe bringing their own life with
feel free to make your own, using this book as a starting them.
point. As most creatures in Avatar are combinations of real-
world creatures, try to stretch your creative muscles and What Creatures to Use?
come up with some of your own! stat blocks exist for most encounters on the road
companions
consider rarity (ie,
real-world creatures. Consider what traits your new creature dragons post Firelord Azulons reign, and air nomad
keeps from each animal it is based on, and edt your stat creatures post genocide)
blocks accordingly.

What is a Creature? What is a Spirit?


A spirit is a non-living entity, often connected to a concept or
Unlike in Dungeons and Dragons, creatures in Avatar the place.
Last RPG are simply animals. They have varrying intelligence
and trainability, but are entirely unaligned. Creatures that Where do Spirits live?
appear as antagonists are likely under the control of a spirit,
or otherwise are feeling threatened or territorial. While spirits are not technically 'alive,' they do tend to reside
somewhere, or to have a domain to which they are connected
Where do creatures live? to. However, most live in the spirit world- a seperate plane
connected to ours, through which spirits can generally pass
Creatures inhabit different climates and biomes, but as most freely.
climates and biomes in the world of Avatar are also seperate
nations, most creatures tend to belong to a nation. What Spirits to Use?
The Air Nomads Consider why a spirit is showing up
The Air Nomads tend to live in out of the way mountains in
temperate areas. Bending
The Earth Kingdom Some creatures and spirits can bend, or as a spirit have a
The Earth Kingdom is the largest Nation by far and mostly connection to a place that allows them to control the
temperate, though there are a variety of biomes ranging from environment. Air Bison, Dragons, and Badgermoles are
tropical rainforests and swamps to deserts and grasslands. benders, and the rare Giant Lion-Turtles are energy benders,
able to grant bending abilities.
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

6
Geography

Air Nomad Mountains


Earth Continents (x2)
-si wong desert
-mountian ranges
-
foggy swamp
fire nation
-volcanoes
-coastal regions
-reefs
water tribe
-tundra
-ice caps
-arctic seas
URN
-urban areas

7
PART I
Creatures

8
Animal Companions

I
n general this guide recommends that these creatures
and spirits are treated most like follows or an NPC Companion Class
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 Companion Class
responsible for role playing the companion. Level Proficiency Bonus Features
In Combat 1st +2 Animal Companion
Your companion acts on their own initiative unless they are 2nd +2 Natural Talent
being used as a mount, in which case they act on the riders
initiative. If you fall unconscious, your companion will 3rd +2 Companion Tactics
prioritize defending you. Beasts such as dragons, certain 4th +2 Ability Score Increase
water serpents, badger moles, and air bison have a natural
talent for bending and use it to interact with their 5th +3 Extra Attack
environments, including during combat. Its important to note 6th +3 True Ally
however, that these creatures consider bending an innate
ability, as use it as naturally as they would a claw or a bite. 7th +3 Companion Tactics
They do not rely on their bending, nor do they shy from it. 8th +3 Ability Score Increase
Avatar Animal Guides 9th +4 Companion Tactics
All Avatars have an animal guide: an animal companion that 10th +4 Natural Talent
stays with them through everything. If you choose to allow an
Avatar Character in your campaign, consider the cultural 11th +4 Improved Attacks
significance of certian animals in choosing your companion. 12th +4 Ability Score Increase
Air Nomads traditionally all had flying bisons as their
constant travel companions. The Fire Nation historically 13th +5 Companion Tactics
holds dragons sacred. Badgermoles may be the first 14th +5 Ability Score Increase
earthbenders, but they are cave-dwellers, and not suited for
travel. Avatars will choose an animal that is native to their 15th +5 Defensive Tactics
homeland, and likely holds                              cultural 16th +5 Ability Score Increase
significance, but a                                                companion
must be somewhat                                                practical, and 17th +6 Companion Tactics
are often mounts                                                used to travel 18th +6 Unwavering Loyalty
during their many                                                years of
studying the
19th +6 Ability Score Increase
elements. 20th +6 Offensive tactics

Avatar Korra with

her polar bear dog

animal guide Naga 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

9
When your companion reaches 4th level, and again at, 8th,
Companion 12th, 14th, 16th, and 19th level, you can increase one ability
At first level you get an animal companion. Choose from one score of your choice by 2, or you can increase two Ability
of the companions listed above. Scores of your choice by 1. As normal, you can’t increase an
ability score above 20 using this feature.
Natural Talent
At 2nd level, a natural talent has emerged from your Extra Attack
companion. They gain an additional Natural talent at 10th Starting at 5th level, your companion can attack twice when
level. They cannot choose the same natural talent more than taking the attack action.
once.
True Ally
Natural Armor Your Companion gains +1 AC.
If you fall unconscious, your companion can stabilize you.
Tough. Your Companion gains an additional 1 hp for each Beginning at 6th level, your companion can stabilize
level it has. creatures, making a DC 10 Survival check. How your
companion specifically stabilizes a creature is up to the DM.
Precise. Your Companion's attacks have +2 to hit As examples, your companion may lick your wounds or
Ferocious. Your companion's attacks have +2 to damage attempt to move a contorted unconscious body into a more
rolls natural position.
Companion Tactics Offensive Tactics
At 3rd level, through training, your companion has developed At 11th level, chose one of the following options to improve
one of the following tactics. They learn an additional Tactic at your attacks.
7th, 13th. and 17th level. *Quick Your companion can attack 3 times when taking the
attack action. At 20th level, your companion can attack 4
Protective. When a creature your companion can see times when taking the attack action.
attacks a target other than them that is within 5 feet of Brutal Your companion's attacks deal an extra 1d6 damage
them, they can use their reaction to impose disadvantage and deal a critical hit on an attack roll of 19 and 20. At 20th
on the Attack roll. level this damage is increased to 2d6.
Multiattack. When your companion takes the attack Defensive Tactics
action, your companion can make one additional attack as
a bonus action. They do not add their ability score At 15th level, your companion gains one of the following
modifier to the damage for this attack. defensive features.
Relentless. Your companion can keep fighting despite
Swift. Your companion can Dash as a bonus action. grievous wounds. If they drop to 0 Hit Points and don't die
Agile. Your companion can Disengage as a bonus action. outright, they can make a DC 10 Constitution saving throw. If
they succeed, they drop to 1 hit point instead.
Sneaky. Your Companion can Hide as a bonus action. Each time they use this feature after the first, the DC
Helpful. Your companion can take the help action as a increases by 5. When they finish a short or Long Rest, the DC
resets to 10.
bonus action. Evasion. When your companion is subjected to an effect
Fast. Your Companion's movement speed increases by 10 that allows them to make a Dexterity saving throw to take
feet. You may take this Tactic more than once. only half damage, they instead take no damage if they
succeed on the saving throw, and only half damage if they fail.
Charging. When your companion moves 20 ft before Uncanny Dodge. When an attacker that your companion
attacking a target, they have advantage on their next can see hits them with an Attack, they can use their reaction
attack roll. to halve the attack’s damage against them.
Territorial. Other creatures provoke an opportunity attack Enduring. Your companion gains +1 AC. Additionally, they
from your companion when they enter your companion's +1 HP per companion level.
reach. Unwavering loyalty
Punishing. If your companion is the target of a melee Beginning at 18th level you have mastered your bond with
attack while Dodging they can make an attack against that your companion. As long as they can see you, your
creature as a reaction. companion has advantage on saving throws against fear and
being charmed.
Ability Score Increase

10

Chapter 1

Creatures of the
Air Mountains
Symbols of Death. Some air nomad cultures believe certain
varieties of moths are omens of death or of the passing of one
Anteater Snake phase into another. These moths typically have darker
Medium Beast, Air Mountains
coloration and may feature ominous-looking patterns on their
wings.
Armor Class 13
Hit Points 2 (1d4)
Speed 30 ft
Emperor Tortoise Moth
Tiny Beast, Air Mountains
STR DEX CON INT WIS CHA
(-3) 16 (+3) 11 (+0) 1 (-5) 10 (+0) 3 (-4) Armor Class 15 (natural armor)
Hit Points 7 (2d6)
Speed 15 ft., fly 20 ft.
Senses Blindsight 10 ft, passive perception 10
Challenge 1/8 (25 xp)
STR DEX CON INT WIS CHA
Actions 10 (+0) 12 (+1) 10 (+0) 3 (-4) 10 (+0) 7 (-2)
Bite. Melee Weapon Attack +5 to hit. Hit: 1 piercing
damage plus 4 (2d4) poison damage. The target Senses passive perception 10
must make a DC 10 Constitution saving throw, Challenge 1/8 (25 xp)
taking the poison damage on a failed save, or half as
much damage on a successful one. Withdraw. As a reaction, the Tortoise Moth can
withdraw entirely into its shelled wings. While in its
shell, the animal gains +5 to its AC and advantage
on all Constitution-based saving throws.

Bat Cat Actions


Tiny Beast, Air Mountains Bite. Melee Weapon Attack +2 to hit. Hit: 1 piercing
damage
Powdery Wings. (1/day) A 10-foot radius
cloud of fine powder disperses from the tortoise
Armor Class 12
Hit Points 2 (1d4) moth. Each creature in that area must succeed on a
DC 10 Constitution saving throw or be blinded until
Speed 40 ft, climb 30 ft., fly 20 ft.
the end of its next turn.

STR DEX CON INT WIS CHA


3 (-4) 15 (+2) 10 (+0) 3 (-4) 12 (+1) 7 (-2)

Skills. Perception +3, Stealth +4


Senses Blindsense 60 ft., passive perception 13
Challenge 1/8 (25 xp)

Keen Senses. The bat cat has advantage on Wisdom


(Perception) checks that rely on hearing or smell.

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

12
It was customary for young Air Nomads to choose a flying
Flying Bison bison to be their lifelong companion. This tradition changed
The flying bison, also known as sky bison and air bison, lived following the emergence of the Air Nation, with the bison
in the air temples along with the Air Nomads. The most themselves chosing their own lifelong companions. If the
notable flying bison was Appa, Avatar Aang's animal guide human companion of a flying bison dies, that bison will
and Team Avatar's primary means of long-distance typically flee to become part of a wild herd.
transportation. Some bison also live in the Fire Nation, Airbenders use the command "yip-yip" to prompt their
tended to on an island by the Bhanti. bison to take flight, with the association between the verbal
All flying bison employ airbending to fly, using their wide cue and the action becoming apparent even prior to formal
tails to steer through air currents and to defend themselves training of calves. To summon a bison from a distant location,
from attacks. Flying bison use flight to graze from the top of it is possible to use a bison whistle, which emits a sound at a
trees. Since young flying bison are incapable of flight for a frequency inaudible to humans but clearly detectable for
week or two after they are born, the adults of the herd will bison. It takes years for an individual to truly tame and train a
stay close to the ground during this time to protect them. bison.
Though fairly docile, flying bison can be fierce and At the Northern Air Temple, airbenders held
powerful opponents if pressed or enraged, possessing great championships for bison polo, which was played in the air; as
physical strength and airbending skills. Parents are also airbenders rode their bison and tried to force the ball with
protective of their young, flightless offspring and will attack their polo mallet into an opponent's goal.
anyone who gets near them. However, if the person is on Flying bison have five stomachs, flat manatee-like tails,
good terms with the bison, they are allowed to get close to the brown eyes, shaggy white fur, and a brown arrow that runs
calves. These creatures were the main means of along their back from tail-tip to forehead. They have six legs
transportation for Air Nomads. 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
Flying Bison horns on their heads that are initially short and blunt but
grow in length as they grow older. Within three years, a flying
Huge Beast, Air Mountains bison becomes an average-size bison, and a fully-grown flying
bison can easily weigh ten tons.
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

13
Flying Lemur
The winged lemur is equipped with large, membrane-like Flying Crane Fox
wings attached to its arms that allow it to take flight. It has a Small Beast, Air Mountains
prominently black face with two proportionately large, green
eyes, and its fur is mostly white with several black stripes. Armor Class 13
Other color markings and variations have been seen. The Hit Points 6 (2d6)
winged lemur has two very wide, long ears on its head that Speed 25 ft., fly 40 ft.
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 STR DEX CON INT WIS CHA
favorite pets. The airbenders trained them to do many tasks, 6 (-2) 13 (+1) 10 (0) 2 (-4) 10 (0) 6 (-2)
one of which was to retrieve the gliders if the nomads
dropped them from their flying bison. Winged lemurs love Skills. Acrobatics and Sleight of Hand
food and are not above taking it directly out of the hands of Challenge.
any person who might be holding some at the time. They like
to be petted like                 dogs or cats. When a winged lemur Call. When distressed or in danger, cranes can issue
is frightened or is                         threatening an enemy, it a loud call that sounds somewhat like a trumpet and
raises its back and                                hisses, much like a can be heard by all within a mile. The sound can be
common house cat. deafening to those in the immediate vicinity; all
those within 30 ft of the bird when it issues its call
must make a DC 10 Constitution save or be
deafened for 1d4 rounds.

Actions
Bite. Melee Weapon Attack: 1d4 crushing damage
Beak. Melee Weapon Attack: 1d4 piercing damage

Fox Hound
Small Beast, Air Mountains

Flying Lemur Armor Class 12


Small Beast, Southern Air Mountains Hit Points 6 (2d6)
Speed 40 ft.
Armor Class 10
Hit Points 6 (2d6)
Speed 30 ft., fly 30 ft. STR DEX CON INT WIS CHA
3 (-4) 15 (+2) 10 (0) 4 (-3) 14 (+2) 7 (-2)
STR DEX CON INT WIS CHA
Skills. Perception, Stealth, Survival
5 (-3) 15 (+2) 10 (0) 6 (-3) 10 (0) 7 (-2) Senses.
Challenge.
Saving Throws. Dexterity
Skills. Acrobatics and Sleight of Hand Keen Senses. Foxes have advantage on Wisdom
Senses Darkvision 60ft (Perception) checks that rely on sight or smell.
Challenge. 0
Actions
Actions Bite. Melee Weapon Attack: 1d4 piercing damage
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.

14
Horned Goat Leopard Ig
Medium Beast, Air Mountains
Ti
Armor Class 15
Hit Points 15 (3d8+1) A
Speed 50 ft. H
Sp

STR DEX CON INT WIS CHA


15 (+2) 16 (+2) 12 (+1) 3 (-4) 12 (+1) 8 (-1)
3

Hermit Crab Skills. Athletics, Stealth


Senses. Passive Perception 11 Sk
Tiny Beast, Air Mountains Challenge. 1/8 (25xp) Se
C
Armor Class 12 (Natural Armor) Pounce. If the leopard moves at least 20 feet
Hit Points 1 straight toward a creature and then hits it with a Fl
Speed 15ft claw attack on the same turn, that target must w
succeed on a DC 13 Strength saving throw or be Ke
knocked prone. If the target is prone, the tiger can (P
STR DEX CON INT WIS CHA make one bite attack against it as a bonus action.
10 (+0) 10 (+0) 10 (+0) 10 (0) 10 (+0) 10 (+0) Sure-footed. The goat has advantage on Strength and A
Dexterity Saving Throws made against Effects that Ta
Challenge. 0 would knock it prone. sl

Actions Bi
da
Bite. Melee Weapon Attack: 1d6 piercing damage
Ram. Melee Weapon Attack: 1d4 bludgeoning
damage

K
Ti

A
H
Sp

Sk
Se
C

A
M
ty
A
Re
da
G
D

15
Llamion Magpie Macaque
Tiny Beast, Air Mountains
Medium Beast, Air Mountains
Armor Class 12
Armor Class 12 Hit Points 1 (1d4-2)
Hit Points 15 (2d10+4) Speed 10 ft., fly60 ft.
Speed 40 ft.

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
3 (-4) 14 (+2) 7 (-2) 10 (+0) 13 (+1) 9 (-1)
15 (+2) 15 (+2) 13 (+1) 3 (-4) 12 (+1) 8 (-1)
Skills Perception +3, Investigation +1
Senses passive perception 13 Senses passive perception 13
Challenge 1/2 (100 xp) Challenge 0 (10xp)

Sure-footed. A llamion has advantage on Strength


and Dexterity saving throws made against effects Actions
that would knock it prone. Beak. Melee Weapon Attack: +2 to hit. Hit: 1
piercing damage
Pounce. If the llamion moves at least 20 ft. straight
toward a creature and then hits it with a claw attack Swift Snatch. Once per turn, if the magpie macaque
on the same turn, that target must succeed on a DC is within 15 feet of another creature, it can use a
13 Strength saving throw or be knocked prone. If bonus action to make a Sleight of Hand skill check
the target is prone, the lion can make one bite to steal an item from that creature. The stolen item
attack against it as a bonus action. must be small enough for it to carry with its feet.
Actions
Bite. Melee Weapon Attack: +4 to hit. Hit: 6
(1d6+3) piercing damage.
Claw. Melee Weapon Attack: +4 to hit. Hit: 5
(1d4+3) slashing damage.
Marsupial Spineball Mouse
Tiny Beast, Air Mountains

Armor Class
Hit Points
Speed

STR DEX CON INT WIS CHA


() () () () () ()

Skills
Senses
Challenge

Actions

16
Moth Dove Shrike Degu
Tiny Beast, Air Mountains
Tiny Beast, Air Mountains
Armor Class 12
Armor Class 13 Hit Points 5 (2d4)
Hit Points 1 (1d4-1) Speed 25 ft., fly 60 ft.
Speed 10 ft., fly 50 ft.

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
3 (-4) 15 (+3) 8 (-1) 3 (-4) 13 (+1) 7 (-2)
1 (-6) 15 (+3) 7 (-2) 2 (-4) 12 (+1) 6 (-2)
Skills Perception +3
Skills Perception +3 Senses passive perception 13
Senses passive perception 13 Challenge 0 (10 xp)
Challenge 0 (10 xp)

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

Otter gar
Small Beast, Air Mountains

Armor Class
Hit Points
Speed

STR DEX CON INT WIS CHA


() () () () () ()

Skills
Senses
Challenge

Actions

17
Spiderfly Vulture Goat
Medium Beast, Air Mountains
Tiny Beast, Air Nomads
Armor Class 10
Armor Class 12 Hit Points 5 (1d8+1)
Hit Points 1 (1d4-1) Speed 40 ft., climb 20 ft., fly 40 ft.
Speed 20 ft., climb 20 ft., fly 20 ft.

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
7 (-2) 10 (+0) 13 (+1) 2 (-4) 12 (+1) 4 (-3)
2 (-4) 14 (+2) 8 (-1) 1 (-5) 10 (+0) 2 (-4)
Skills perception +3
Skills. Stealth +4 Senses passive perception 13
Senses. Darkvision 30 ft, passive perception 12 Challenge 0 (10 xp)
Challenge. 0 (10xp)
Sure-footed. The vulture-goat has advantage on
Spider Climb. The spider can climb difficult surfaces, Strength and Dexterity saving throws made against
including upside down on ceilings, without needing effects that would knock it prone.
to make an ability check.

Web Sense. While in contact with a web, the spider


knows the excact location of any other creature in
Actions
contact with the same web.
Beak. Melee Weapon Attack: +2 to hit. Hit: 2 (1d4)
Web Walker. The spider ignores movement piercing damage.
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 Yakalope
Con saving throw or take 2 (1d4) poison damage. Medium Beast, Air Mountains

Armor Class 12
Hit Points 8
Speed 40 ft.
Turtledove
Tiny Beast, Air Mountains
STR DEX CON INT WIS CHA

Armor Class 15 (natural armor) 7 (-2) 14 (+2) 10 (+0) 3 (-4) 13 (+1) 6 (-2)
Hit Points 2 (1d4)
Speed 10 ft., fly 30 ft. Skills. Perception +3
Senses. Darkvision 60 ft. Passive perception 13
Challenge.
STR DEX CON INT WIS CHA
2 (-4) 12 (+1) 10 (+0) 2 (-4) 12 (+1) 6 (-2) 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
Senses passive perception 10
(1d4) bludgeoning damage. If the target is a
Challenge 0 (10 xp) creature, it must succeed on a DC 10 Strength
saving throw or be knocked prone.
Withdraw. As a reaction, the Turtledove can
withdraw entirely into its shell. While in its shell, the
animal gains +5 to its AC and advantage on all
Actions
Constitution-based saving throws. Ram. Melee Weapon Attack: 13 bludgeoning
damage
Actions
Bite. Melee Weapon Attack: +4 to hit. Hit: 1 piercing
damage.

18

Chapter 2

Creatures of the
Earth Continent

19

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 Badgermoles use their noses and sensitive whiskers to
original instructors from which humans first learned the art. inspect objects in front of them. Although they have vestigial
The badgermoles first taught earthbending to Oma and eyes, evolutionary leftovers from long-forgotten times when
Shu, helping them to create a maze of tunnels through the they lived above ground, badgermoles are more-or-less blind;
mountains dividing their two villages. Many centuries later, their earthbending abilities allow them to feel the presence of
they were encountered by Master Toph Beifong in a cave their surroundings in recompense.
after she ran away from home as a child. Given their shared Badgermoles use their tongues to lick in order to show
blindness, they were able to understand each other and their affection, an action seen when Toph first met them.
helped the young girl to develop her skill in the bending art. They enjoy hearing music, which seems to put them in an
According to Master Toph, the badgermoles' earthbending almost tranquil state in which one can get them to do nearly
was an extension of their senses and their way of interacting anything.
with the world, and she learned from them by copying their Badgermoles use earthbending to form tunnels and travel
movements as they navigated the tunnels. underground, where they live and hunt for prey such as
Badgermoles are enormous in size and have brown fur wolfbats. When fully and properly tamed, badgermoles can be
with one white stripe between two black ones running down used as beasts of burden and can perform tasks such as
their backs and white, mask-like patches on their faces. They paving pathways or clearing stone debris, such as during the
have long tails and five claws on each paw. Earth Rumble tournament.

Badger Mole Challenge.


Huge Beast, Earth Kingdom
Tremorsense. Badgermoles can sense living creatures
within 80ft using earth bending.
Armor Class 12
Hit Points 15 (2d12+2) Keen Smell. Badgermoles have advantage on wisdom
Speed 20 ft., burrow 20ft. (perception) checks that rely on smell.
Earthbending.
STR DEX CON INT WIS CHA
Actions
18 (+4) 5 (-3) 15 (+2) 8 (-1) 17 (+3) 8 (-1) Claws. Melee Weapon Attack: 1d8 slashing damage

Saving Throws. Bite. Melee Weapon Attack: 2d4 piercing damage


Skills.
Senses. Blindsight 100ft., Passive Perception 12

20
Bat Panther Boar-Q-Pine
Small Beast, Earth Continent
Small Beast, Earth Continent
Armor Class 11, touch 13
Armor Class 10 + Dexterity Modifier Hit Points 5 (1d8+1)
Hit Points 10 + Constitution modifier Speed 30 ft.
Speed 35 ft., climb 20 ft., fly 20ft.

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
13 (+1) 11 (+0) 12 (+1) 2 (-4) 9 (-1) 5 (-3)
13 (+1) 15 (+2) 10 (0) 4 (-3) 14 (+2) 7 (-2)
Senses. passive perception 9
B
Skills Stealth +? and Acrobatics +? Challenge. 1/4 (50 xp) M
Senses passive perception 12
Challenge A
Relentless (Recharges after a short or long rest). If the
boar-q-pine takes 7 damage or less that would H
Keen Smell. The panther has advantage on Wisdom reduce it to 0 hit points, it is reduced to 1 hit point Sp
(Perception) checks that rely on smell. instead.
Actions Quills. Any creature attacking a boar-q-pine with
Bite. Melee Weapon Attack: +? to hit Hit: 1d8 natural weapons or an unarmed strike takes 1 point
1
piercing damage of piercing damage. A creature that grapples a boar-
q-pine takes 1d4 points of piercing damage each
Claw. Melee Weapon Attack: +? to hit *Hit: *1d6 round it does so. Se
slashing damage C
Actions
Tusk. Melee Weapon Attack: +3 to hit. Hit: 4 A
(1d6+1) slashing damage
St
Quills. Ranged Weapon Attack: +3 to hit, 10/20 ft. (1
Hit: 1 piercing damage. da
C
da
a
ta
po

21
Deer Dog
Small Beast, Earth Continent

Armor Class 10
Hit Points
Speed 35 ft.

STR DEX CON INT WIS CHA


12 (+1) 14 (+2) 11 (+0) 8 (-1) 18 (+4) 18 (+4)

Saving Throws. Dexterity +3


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

Keel Senses. Deer dogs have advantage on


perception checks that rely on sight, hearing, or
smell.
Canyon Crawler
Large Beast, Si Wong Desert Actions
Multiattack. The deer dog makes two attacks
Armor Class 11
Hit Points 23 (4d10+1) Bite. Melee Weapon Attack: +3 to hit. Hit: 5
Speed 30 ft., climb 30 ft. (1d6+2) piercing damage
Antlers. Melee Weapon Attack: +3 to hit. Hit: 4
STR DEX CON INT WIS CHA (1d6+1) bludgeoning damage

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 Dragonfly
Challenge. 1 (200 xp) Tiny Beast, Earth Continent

Wall Crawl. The Canyon Crawler can climb difficult Armor Class 12 (Natural Armor)
surfaces, including upside down on ceilings, Hit Points
without needing to make an ability check Speed 10 ft., fly 30 ft.
Keel Smell. Canyon Crawlers have advantage on
perception checks that rely on smell.
STR DEX CON INT WIS CHA
Actions 6 (-3) 18 (+4) 14 (+2) 8 (-1) 11 (+0) 9 (-1)
Bite Melee Weapon Attack: +5 to hit. Hit: 7 (1d8+3)
piercing damamge Saving Throws. Dexterity +5
Skills.
Snare Melee Weapon Attack: +5 to hit. The Canyon Senses.
Crawler gently but strongly bites its prey to pick it Challenge.
up, intent on taking it back to its den to eat. Hit: The
target must make a DC12 Dexterity Check or be
Keel Senses. Dragon flys have advantage on
restrained. perception checks that rely on sight or smell.

Canyon Crawlers prefer to eat at home, and as soon as they Actions


have prey will turn around and attempt to return to their den. Bite. Melee Weapon Attack: 1 piercing damage
They pick up their prey- locking their jaws to prevent escape,
and then return to their caves to 'tenderize' the meat.

22
Elephant Koi
The elephant koi is an enormous, brightly colored fish. Elephant Koi
Valued for its meat, blubber, and oil, the animal is Kyoshi Huge Beast, Earth Continent
Island's primary export.
The elephant koi are enormous fish, reaching lengths of Armor Class 12
forty to fifty feet. Although they are mainly colored a light Hit Points 28 (4d12+2)
shade of yellow, broken patterns of orange are prominent Speed Swim 30 ft.
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 STR DEX CON INT WIS CHA
fish features a single dorsal fin supported by about half a 18 (+4) 12 (+1) 14 (+2) 1 (-5) 10 (+0) 5 (-3)
dozen spines. Additional fins include a pair of pectoral fins, a
pelvic fin, and an anal fin on the ventral side of the creature, Skills. Passive Perception 10
as well as a relatively small, single-lobed caudal fin. Elephant Slippery. The catfish has advantage on ability checks
koi also possess barbels on the sides of their mouth as a and saving throws made to escape a grapple.
physical attribute. Challenge.
Elephant koi typically travel in small schools, but when
disturbed, they are known to separate in an effort to evade a Actions
predator. On occasion, the fish swim directly below the
surface of the water, exposing their dorsal fin, and can be Bite. Melee Weapon Attack: 1d8+4 piercing damage
witnessed jumping great heights out of the water. 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.

23
Elephant Mandrill
Large Beast, Earth Continent

Armor Class AC
Hit Points Hitpoints
Speed Speed

STR DEX CON INT WIS CHA


() () () () () ()

Saving Throws saving_throws


Skills skills
Senses Senses
Challenge Challenge and Xp

Actions
Multiattack. The Creature Name makes Number and
type of attacks Fire Ferret
Ability Description. Attack Style: Attack Bonus to hit, Small Beast, Earth Continent
Reach/Range, one target. Hit: Damage Damage Type
damage Armor Class AC
General Ability Description. General Attack Hit Points Hitpoints
Description Speed Speed

STR DEX CON INT WIS CHA


() () () () () ()

Elephant Mouse Skills skills


Tiny Beast, Earth Continent Senses Senses
Challenge Challenge and Xp
Armor Class AC
Hit Points Hitpoints Actions
Speed Speed
Multiattack. The Creature Name makes Number and
type of attacks
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

24
Flying Fishapotamus

Foxelope

Flying Boar
Medium Beast, Earth Continent

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

STR DEX CON INT WIS CHA


13 (+1) 11 (0) 12 (+1) 2 (-4) 9 (-1) 5 (-3)

Skills. Perception
Senses.
Challenge.

Charge. If the Boar moves at least 20ft straight


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

Actions
Hooves. Melee Weapon Attack: 2d4 bludgeoning
damage
Tusk. Melee Weapon Attack 1d6 slashing damage

25
Giant Rhinoceros Beetle
Large Beast, Si Wong Desert

Armor Class 14 (Natural Armor)


Hit Points Hitpoints
Speed 30ft.

STR DEX CON INT WIS CHA


(+2) (+0) (+4) (-2) (+0) (-1)
Gemsbok Bull Saving Throws Constitution
Medium Beast, Earth Continent Senses Passive Perception 10
Challenge Challenge and Xp
Armor Class 15
Hit Points 10 (2d8+2) Skitter. The beetle can climb difficult surfaces,
Speed 40 ft. including upside down on ceilings, without needing
to make an ability check.
STR DEX CON INT WIS CHA
Actions
(+3) (+0) (+2) (-4) (+0) (-2) Ram. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 11 (2d6+4) bashing damage.
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
Harekat
over anything of medium size or smaller that gets in Size Beast, Earth Continent
their way, dealing 6 points of damage for every five
cattle in the herd (Dexterity save DC 17 half). Armor Class AC
Hit Points Hitpoints
Trample: When a bull attempts to overrun an Speed
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 STR DEX CON INT WIS CHA
against prone targets.
() () () () () ()
Actions
Gore. Melee Weapon Attack: +4 to hit, reach 5 ft., Skills skills
one target. Hit: 7 (2d4+3) piercing damage.
Senses Passive Perception
Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., Challenge Challenge and Xp
one prone target. Hit: 8 (1d6+4) bashing.

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., Actions


one target. Hit: 11 (2d6+4) bashing damage.
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

26
Hybrid Pig
Small Beast, Earth Continent

Armor Class AC
Hit Points Hitpoints
Speed Speed

STR DEX CON INT WIS CHA


(+1) (+0) (+1) (-4) (+0) (-3)

Skills skills
Senses Senses
Challenge Challenge and Xp

Hog Monkey
Medium Beast, Earth Continent
Jackalope
Small Beast, Earth Continent
Armor Class AC
Hit Points Hitpoints
Speed Speed Armor Class 12
Hit Points 7 (2d6)
Speed 40 ft., burrow 15 ft.
STR DEX CON INT WIS CHA
() () () () () () STR DEX CON INT WIS CHA

Skills skills (-2) (+2) (+0) (-4) (+1) (-2)


Senses Senses
Challenge Challenge and Xp Skills skills
Senses Senses
Challenge Challenge and Xp
Actions
Multiattack. The Creature Name makes Number and
type of attacks
Actions
Ability Description. Attack Style: Attack Bonus to hit,
Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type
Reach/Range, one target. Hit: Damage Damage Type damage
damage
General Ability Description. General Attack
Description

27
Jewel Shrike Wasp
Tiny Beast, Earth Continent

Armor Class AC
Hit Points Hitpoints
Speed Speed

STR DEX CON INT WIS CHA


Str Dex Con Int Wis Cha
(Mod) (Mod) (Mod) (Mod) (Mod) (Mod)

Saving Throws saving_throws


Skills skills
Senses Senses
Challenge Challenge and Xp

Actions
Multiattack. The Creature Name makes Number and
type of attacks
Luna Caracal
Tiny Beast, Earth Continent
Ability Description. Attack Style: Attack Bonus to hit,
Reach/Range, one target. Hit: Damage Damage Type Armor Class AC
damage Hit Points Hitpoints
General Ability Description. General Attack Speed Speed
Description
STR DEX CON INT WIS CHA
Str Dex Con Int Wis Cha
(Mod) (Mod) (Mod) (Mod) (Mod) (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

28
Platapus Bear
Large Beast, Earth Continent

Armor Class 11 + Dexterity Modifier


Hit Points 10 + Constitution modifier
Speed 30 ft., climb 20 ft.

STR DEX CON INT WIS CHA


15 (+2) 10 (+0) 14 (+2) 4 (-3) 12 (+1) 7 (-2)

Skills. Perception +3 and Athletics +4


Senses. Passive Perception
Challenge.

Keen Smell. The bear has advantage on Wisdom


(Perception) checks that rely on smell.

Actions
Bite. Melee Weapon Attack: 1d8 piercing damage
Claw. Melee Weapon Attack: 1d8 slashing damage
Tail Slap. Melee Weapon attack: 1d8 bludgeoning
Ostrich Horse damage
Large Beast, Earth Continent

Armor Class 10
Hit Points 10
Speed 60 ft.

STR DEX CON INT WIS CHA


12 (+1) 12 (+3) 16 (+1) 2 (-3) 12 (+1) 4 (-3)

Skills.
Senses. Passive Perception 11
Challenge.

Trample.

Actions
Claws. Melee Weapon Attack: +2 to hit. Hit: 1d8
slashing damage
Beak. Melee Weapon Attack: 1d6 piercing damage

29
Purple Pentapus R
La
Tiny Beast, Earth Continent
A
Armor Class H
Hit Points Sp
Speed

STR DEX CON INT WIS CHA


1
() () () () () ()
Sk
Saving Throws. Se
Skills. C
Senses.
Challenge.
A
Quilled Chameleon Ki
Small Beast, Earth Continent b

Armor Class 12
Pygmy Puma Hit Points 4 (1d4+2)
Speed 20 ft.
Small Beast, Earth Continent

Armor Class STR DEX CON INT WIS CHA


Hit Points
14 (+2) 10 (+0) 15 (+2) 2 (-4) 12 (+1) 5 (-3)
Speed
Senses. Passive Perception 11
STR DEX CON INT WIS CHA Challenge. 0 (10xp)
() () () () () ()
Actions
Saving Throws. Dexterity Quill. Ranged Weapon Attack: +? to hit, Hit: 1
Skills. Perception and Athletics piercing damage. Target must succeed on a DC 12
Senses. Darkvision 60 ft. constitution check or be poisoned. On removal 1
Challenge. piercing damage.

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

30
Saber-Tooth Moose Lion
Huge Beast, Earth Continent

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

STR DEX CON INT WIS CHA


18 (+4) 12 (+1) 16 (+3) 8 (-1) 12 (+1) 8 (-1)

Skills.
Senses. Passive Perception 13
Challenge. 6 (xp)
Saber-Tooth Moose Lion
Charge. If the Moose Lion moves at least 20 ft
straight toward a target and then hits it with a ram
The saber-tooth moose lion is a large mammal native to the
attack on the same turn, the target takes an extra 7 forests of the southern Earth Kingdom that becomes
(2d6) damage. If the target is a creature, is must extremely vicious when threatened.
succeed on a DC 13 Strength saving throw or be The saber-tooth moose lion stands at least ten feet high,
knocked prone. with brown fur, a long muzzle, and a pair of palm-shaped
antlers on its head. Its body and tail are feline in appearance
Actions and its two enlarged upper fangs extend past its lower jaw. It
Multiattack. The Moose Lion makes one attack with
also has large clawed paws.
his hooves and one other attack. 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
Bite. Melee Weapon Attack: +6 to hit. Hit: 15 appears harmless and playful. It is difficult to identify one as a
(2d10+5) piercing damage. moose lion until its horns and fangs have grown in.
Antlers. Melee Weapon Attack: +6 to hit. Hit: 10 The saber-tooth moose lion is native to the temperate
(2d8+2) bludgeoning damage. forests of the southern Earth Kingdom. Its large teeth, long
Hooves. Melee Weapon Attack: +6 to hit. Hit: 15
horns, and ferocious attitude make it a formidable creature.
(2d10+5) bludgeoning damage.
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.

31
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


Shirshu
travel over great distances without tiring
Large Beast, Earth Continent
significantly. Shirshu saliva contains powerful toxins, making
it highly valuable; it is used in the production of paralyzing
darts. Armor Class 12
Despite its size and weight, the shirshu has outstanding Hit Points 17 (3d10)
Speed 45 ft., climb 15 ft.
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 STR DEX CON INT WIS CHA
unnecessary: the shirshu's tongue can reach up to several
meters and incapacitate opponents before they have a chance 13 (+1) 12 (+1) 14 (+2) 5 (-3) 18 (+4) 4 (-3)
to get near. Its critical weakness is its highly sensitive sense
of smell, which can be overwhelmed by strong scents, Skills. Perception +6
effectively "blinding" it and, in some cases, inducing a Senses. Passive Perception 13
frenzied panic. 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

Shirshu Darts

32
Singing Groundhog
The singing groundhog is an animal that resides on the
prairies near the Si Wong Desert. It is able to mimic any note
with near perfection
These creatures live in colonies on wide open prairies near
the Si Wong Desert, and like ordinary groundhogs, they feed
off insects and roots. With an ear for music, they will respond
to single tones from a flute or other instrument by repeating
that tone back to the player. The musical abilities of these
little critters attract tourists from all over the world. Singing
groundhogs are hibernating creatures, and cannot be found
during the winter.

Singing Groundhog
Tiny Beast, Earth Continent
Sour Beetle
Armor Class 11 The only creature in the Si Wong Desert the giant gilacorn
Hit Points would not eat. According to legend, the headpieces worn by
Speed 20 ft., Burrow 10 ft. beetle-headed merchants were crafted to mimic the
appearance of a sour beetle, an intuitive trick that allowed the
STR DEX CON INT WIS CHA tribesmen to deceive gilacorns and avoid being attacked.
7 (-2) 15 (+2) 12 (+1) 8 (-1) 10 (+0) 20 (+5)

Skills. Performance +7, Deception +7


Senses. Passive Perception 10
Sour Beetle
Small Beast, Si Wong Desert, Earth Continent
Languages. Very Basic Eastern Earth Kingdom
Challenge. 0 (10xp)
Armor Class 13 (Natural Armor)
Voice Mimicry The Groundhog can mimic sounds Hit Points
Speed 30 ft., Climb 30 ft.
and voices it has heard recently, or heard repeatedly.
It speaks very limited human language. This ability
uses Performance or Deception depending on the STR DEX CON INT WIS CHA
intent.
7 (-2) 14 (+2) 17 (+3) 3 (-4) 11 (+0) 5(-3)
Actions
Sing. Ranged Weapon Attack: The groundhog uses Skills.
its performance ability to cause 1d4 thunder Senses. Passive Perception
damage to everyone in a 100ft radius. Everyone in Challenge. 1/4 (xp)
the vicinity must make a DC 10 Wisdom Check or
be deafened for one minute. Skitter. The sour beetle can climb difficult surfaces,
including upside down on ceilings, without needing
to make an ability check.
Venemous Secretion. The sour beetle secretes a
poison from its shell. Anyone who touches it takes
2d4 poison

Actions

33
Sparrowkeet

Tarantula bat

Tiger Tiger Snake

34
The unagi is a carnivorous predator that will consume
Unagi anything that it encounters in the water, with a particular
The unagi is an enormous, powerful, and carnivorous eel preference for the elephant koi found in the waters
capable of firing large jets of water from its mouth at high surrounding Kyoshi Island. It is capable of launching
velocities. powerful streams of water from its mouth as a means of
The unagi's body is long and serpentine, with no scales and subduing prey and deterring external threats.
minimal aposematic coloration. While uniformly light gray in Because of its aggressive nature, the residents of Kyoshi
appearance ventrally, the creature's dorsal surface is Island typically avoid the bay in which the unagi is found.
primarily dark gray with light gray segments over both cheeks Despite its tendency to lash out, the unagi has an instinctive
and a light gray stripe extending down the midline of the fear of anything that exceeds it in size, and it can be
body. Located posteriorly to the head are four yellow stripes controlled, to some extent, by its barbels.
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 Unagi
allow the creature to expand and contract the structure Gargantuan Beast, Earth Continent
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. Armor Class 14
The unagi has bright green eyes protected by a pair of pink, Hit Points 23 (2d20+2)
vertically-oriented nictitating membranes as well as a pair of Speed Swim 30 ft.
light gray, horizontal eyelids. The

creature's mouth is lined with


STR DEX CON INT WIS CHA
sixteen pairs of sharp, interlocking

teeth oriented backward


12 (+1) 18 (+4) 13 (+1) 2 (-4) 10 (+0) 3 (-4)
and is flanked on either

side by a pair of sensory


Skills. Perception +2
barbels. Inside the creature's
Senses. Blindsight 20ft., Passive Perception 12
body just posterior to the jaw
Challenge. 1
musculature are specialized

glands that allow the unagi


Hold Breath. The Unagi can hold its breath outside
to launch pressurized
of the water for 10 min.
streams of water from
Water Breathing. The Unagi can only breathe
its mouth. 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.

35
Wolfbat

Woodfrog

36

Chapter 3

Creatures of the
Fire Archipelago

37
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


Dragon (Infant)
killed the final one. However, many years later
Small Beast, Fire Archipelago
Firelord Zuko returned from abroad with a

dragon egg in tow, revealing that his uncle


Armor Class 15 (Natural Armor)
had lied in order to protect them from
Hit Points ()
extinction. To this day, they have never
Speed 30 ft., Climb 20 ft., fly 10 ft.
revealed the secret of the location of the

last dragons, and while extremely rare,

they are slowly returning to life thanks to


STR DEX CON INT WIS CHA
protection laws that have been put in
() () () () () ()
place.
Saving Throws. Dexterity
Skills. Athletics and Stealth
Damage Resistances. Fire
Challenge.

Actions
Multiattack. The dragon makes two attacks: one with
its bite and one with its claws.
Fire Breath. 30 ft cone. ? fire damage
Claws. Melee Weapon Attack: ? slashing damage
Bite. Melee Weapon Attack: ? piercing damage

38
Dragon
Huge Beast, Fire Archipelago

Armor Class 19 (Natural Armor)


Hit Points 256 (d+7)
Speed 40 ft., climb 40ft., fly 80 ft.

Dragon (Adolescent) STR DEX CON INT WIS CHA


Large Beast, Fire Archipelago
27 (+8) 10 (+0) 25 (+7) 16 (+3) 13 (+1) 21 (+5)
Armor Class 17 (Natural Armor)
Hit Points 158 (d+5) Saving Throws. Dexterity and Strength
Speed 40 ft., Climb 40 ft., fly 80 ft. Skills. Athletics and Intimidation
Damage Immunities. Fire
Challenge.
STR DEX CON INT WIS CHA
23 (+6) 10 (+0) 21 (+5) 14 (+5) 11 (+0) 19 (+4) Frightfull Prescence.

Saving Throws. Dexterity Actions


Skills. Athletics and Intimidation Multiattack: The Dragon can use its Frightful
Damage Immunities. Fire Presence. It then makes three attacks: one with its
Challenge. bite and two with its claws.
Fire Breath. 60 ft cone. 16d8 fire damage
Actions
Claws. Melee Weapon Attack: 2d6 slashing damage
Multiattack. The dragon makes three attacks: one
with its bite and two with its claws. Bite. Melee Weapon Attack: 1d8 piercing damage

Fire Breath. 30 ft cone. 8d8 fire damage


Claws. Melee Weapon Attack: 2d6 slashing damage
Bite. Melee Weapon Attack: 1d8 piercing damage

39
Eagle Hawk
Small Beast, Fire Archipelago

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

STR DEX CON INT WIS CHA


() () () () () ()

Senses. Passive Perception


Challenge.

Dragon Moose Actions


Large Beast, Fire Archipelago Beak. Melee Weapon Attack:

Armor Class 13 Talons. Melee Weapon Attack:


Hit Points 15
Speed 40 ft.

STR DEX CON INT WIS CHA


18 (+4) 12 (+1) 17 (+3) 7 (-2) 10 (0) 12 (+1)
Ferret Baboon
Small Beast, Fire Archipelago
Skills. Strength
Senses. Passive Perception Armor Class 12
Challenge. Hit Points 5
Speed 30 ft., Climb 30 ft.
Charge. If the moose moves at least 20 feet straight
toward a target and then hits it with a ram attack on STR DEX CON INT WIS CHA
the same turn, the target takes an extra 2d6
damage. 8 (-1) 14 (+2) 11 (+0) 4 (-3) 12 (+1) 6 (-2)

Actions Senses. Passive Perception 11


Ram. Melee Weapon Attack: 2d6 bludgeoning Challenge.
damage.
Actions
Hooves. Melee Weapon Attack: 2d6 bludgeoning Bite. Melee Weapon Attack: 1d4 piercing damage
damage.

40
Firefly Giant Eel Hound
Tiny Beast, Fire Archipelago Large Beast, Fire Archipelago

Armor Class 10 Armor Class 13


Hit Points 1 Hit Points 15
Speed 10 ft., Fly 20 ft. Speed 45 ft., climb 15 ft., swim 25ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
1 (-5) 18 (+4) 10 (+0) 8 (-1) 8 (-1) 10 (0) 13 (+1) 14 (+2) 12 (+1) 5 (-3) 10 (0) 12 (+1)

Senses. Passive Perception 9 Skills. Perception and Performance


Challenge. 0 (10xp) Keen Smell. The eel hound has advantage on
Wisdom (Perception) checks that rely on smell.
Actions Actions
Burn. Melee Weapon Attack: The firefly lands on a Bite. Melee Weapon Attack: 1d6 piercing damage
target and burns them. +2 to hit. Hit: 1 fire damage. Tail Whip. Melee Weapon Attack: 1d6 bludgeoning
damage

Golden Secretary Cat

41
Hawk
Small Beast, Fire Archipelago

Armor Class 10 + Dexterity Modifier


Hit Points 10 + Constitution modifier
Speed 10 ft., fly 35 ft.

STR DEX CON INT WIS CHA


8 (-1) 16 (+3) 8 (-1) 12 (+1) 14 (+2) 10 (0)

Saving Throws. Dexterity


Skills. Perception and Acrobatics
Senses. Passive Perception 14
Challenge.

Keen Sight. The falcon has advantage on Wisdom


(Perception) checks that rely on sight.
Fire Nation Messenger Hawk
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 Hippox
Talons. Melee Weapon Attack: 1d4 slashing damage,
finesse

Hippo Cow

42
Hammerhead Dugog
Medium Beast, Fire Archipelago

Iguana parrot
Small Beast, Fire Archipelago

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

STR DEX CON INT WIS CHA


3 (-4) 13 (+1) 8 (-1) 2 (-4) 12 (+1) 7 (-2) Koala Sheep
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

43
Komodo Rhino
Large Beast, Fire Archipelago

Armor Class 13
Hit Points 15
Speed 40ft.

STR DEX CON INT WIS CHA


19 (+5) 10 (0) 15 (+2) 2 (-4) 12 (+1) 6 (-1)

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

Actions
Ram. Melee Weapon Attack: 2d6 bludgeoning
damage.

Horn. Melee Weapon Attack: 1d8 bludgeoning


damage.

Lamprey Jellyfish
Medium Beast, Fire Archipelago

Lion Vulture
Large Beast, Fire Archipelago

44
Long-tailed Poison Dart Widow
Tiny Beast, Fire Archipelago

Manatee Whale
Large Beast, Fire Archipelago

Mantis Seahorse
Tiny Beast, Fire Archipelago

45
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. Raven Eagle
The mongoose lizard possess characteristic markings over Small Beast, Fire Archipelago
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 Armor Class 12
bright yellow eyes. They act as modes of transportation, Hit Points 13
Speed 10 ft., fly 40 ft.
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 STR DEX CON INT WIS CHA
to quickly traverse just about any obstacle; they have the
ability to scale walls and skim over bodies of water. Riding 14 (+2) 12 (+1) 11 (0) 11 (0) 12 (+1) 13 (+2)
this animal requires some habituation, especially when it
stands on its hind legs. Skills. Perception and Acrobatics
Senses.
Challenge.

Mongoose Lizard Keen Sight. The falcon has advantage on Wisdom


(Perception) checks that rely on sight.
Large Beast, Fire Archipelago
Intercept Raven Eagles can intercept Messenger
Armor Class 13 Hawks and other small flying creatures.
Hit Points 15
Speed 40 ft., swim 15ft. Actions
Beak. Melee Weapon Attack: 1d8 piercing damage
STR DEX CON INT WIS CHA
Talons. Melee Weapon Attack: 1d4 slashing damage,
16 (+3) 13 (+2) 12 (+1) 5 (-3) 10 (0) 11 (0) finesse

Skills.
Senses.
Challenge.

Charge. If the Mongoose Lizard moves at least 20 Pheangorong


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

46
Reef Crab
Tiny Beast, Fire Archipelago

Armor Class 11 (Natural Armor)


Hit Points 2 (1d4)
Speed 20 ft., Swim 20 ft.

STR DEX CON INT WIS CHA


2 (-4) 11 (+0) 10 (+0) 1 (-5) 8 (-1) 2 (-4)

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

Amphibious. The crab can breathe both air and


water.

Saltwater Crocotiel

Sea Snake Lionfish

47
Tiger Monkey

Tiger shark
Medium Beast, Fire Archipelago

Armor Class 15
Hit Points 30
Speed swim 60 ft.

STR DEX CON INT WIS CHA


14 (+2) 13 (+1) 13 (+1) 1 (-5) 10 (+0) 4 (-3)

Skills.
Senses. Blindsight 30ft.
Challenge.

Keen Smell. The Tiger Shark has advantage on


Wisdom (perception) checks that rely on smell.

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

Toucan Puffin

48
Turtle Crab

turtle Duck

49

Chapter 4

Creatures of the

Foggy Swamp
Anteater Wasp Croc-of-the-Rock
Medium Beast, Foggy Swamp

Armor Class
Hit Points
Speed 10ft., fly 30 ft. Crococat
STR DEX CON INT WIS CHA
() () () () () ()

Skills.
Senses.
Challenge.

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

Catgator
Large Beast, Foggy Swamp

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

STR DEX CON INT WIS CHA


8 (-1) 15 (+2) 13 (+1) 2 (-4) 10 (+0) 4 (-3)

Saving Throws. Dexterity, Strength


Skills. Stealth
Senses.
Challenge.

Hold Breath. The alligator can hold its breath for 15


minutes

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

51
Drop Worm

Elbow Leech
Small Beast, Foggy Swamp Tribe

Armor Class
Hit Points
Speed

STR DEX CON INT WIS CHA


() () () () () ()

Skills.
Senses.
Challenge.

Actions
Bite. Melee Weapon Attack: ? piercing damage

Fox Centipede

52
Frobbit

Frog Squirrel

Froghog

53
Giant Fly

Goldjaw

Hippo Scorpion

54
Huu
Huu is a waterbending master native to the Foggy Swamp Huu, being the wisest member of the tribe, believed that all
Tribe located southwest of the Earth Kingdom. Huu reached living things were connected to one another. Having been so
enlightenment while sitting under the great banyan-grove connected to the swamp, Huu made it his duty to behave as
tree in the heart of the swamp. the guardian of it, protecting it from those who intend to
harm it, while using his exceptional "plantbending" skills to
disguise himself as a swamp monster.
Huu was a master waterbender who specialized in
Huu plantbending: using his waterbending to bend the fluids
Giant Beast, Foggy Swamp Tribe inside the highly saturated plants of the swamp. He mastered
this technique to the point that he seemed to be bending the
Armor Class 15
vine itself. Covering his body with these vines, Huu pretended
Hit Points 136 (16d10+48)
to be a large swamp monster in order to scare away anyone
Speed 20 ft., swim 20 ft. who wanted to harm the swamp. This technique strongly
resembles bloodbending.
STR DEX CON INT WIS CHA
18 (+4) 8 (-1) 16 (+3) 5 (-3) 20 (+5) 5 (-3)

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

Overgrowth. A 30 ft. radius area around the vine


terror is difficult terrain caused by thick vines and
undergrowth.

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

55
Komodo Dog Monarch Fox
Medium Beast, Foggy Swamp Small Beast, Foggy Swamp

Armor Class 12 Armor Class AC


Hit Points 19 Hit Points Hitpoints
Speed 30ft. Speed 20 ft., Fly 20 ft.

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

Skills. Skills skills


Senses. Senses Senses
Challenge. Challenge Challenge and Xp

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

Miniature lion turtle


Medium Beast, Foggy Swamp

Small Beast, URN.

Armor Class AC (natural armor)


Hit Points Hitpoints
Speed Speed

STR DEX CON INT WIS CHA


() () () () () ()

Skills skills
Senses Senses
Challenge Challenge and Xp

Actions
Bite. Melee Weapon Attack:
Retreat. The Miniature Lion Turtle retreats into its
shell. +? to AC

56
Mosquito Frog Parrot Hyena
Meidum Beast, Foggy Swamp
Small Beast, Foggy Swamp
Armor Class AC
Armor Class AC Hit Points Hitpoints
Hit Points Hitpoints Speed Speed
Speed Speed

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
() () () () () ()
() () () () () ()
Skills skills
Skills skills Senses Senses
Senses Senses Challenge Challenge and Xp
Challenge Challenge and Xp

Actions
Actions
Multiattack. The Creature Name makes Number and
Sting. Melee Weapon Attack: type of attacks
Ability Description. Attack Style: Attack Bonus to hit,
Reach/Range, one target. Hit: Damage Damage Type
damage
Otcat (bobcat otter) General Ability Description. General Attack
Description
Small Beast, Foggy Swamp

Armor Class AC
Hit Points Hitpoints
Speed Speed

STR DEX CON INT WIS CHA


() () () () () ()

Skills skills
Senses Senses
Challenge Challenge and Xp

Actions
Multiattack. The Creature Name makes Number and
type of attacks
Ability Description. Attack Style: Attack Bonus to hit,
Reach/Range, one target. Hit: Damage Damage Type
damage
General Ability Description. General Attack
Description

57
Possum Chicken Se Tu
Medium Beast, Foggy Swamp
Small Beast, Foggy Swamp.
Armor Class AC
Armor Class AC Hit Points Hitpoints
Hit Points Hitpoints Speed Speed
Speed Speed

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
() () () () () ()
() () () () () ()
Skills skills
Skills skills Senses Senses
Senses Senses Challenge Challenge and Xp
Challenge Challenge and Xp

Actions
Actions
Multiattack. The Creature Name makes Number and
Multiattack. The Creature Name makes Number and type of attacks
type of attacks
Ability Description. Attack Style: Attack Bonus to hit,
Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type
Reach/Range, one target. Hit: Damage Damage Type damage
damage
General Ability Description. General Attack
General Ability Description. General Attack Description
Description

Screeching Bird Spider Bass


Small Beast, Foggy Swamp Tribe
Tiny Beast, Foggy Swamp.
Armor Class AC
Armor Class AC Hit Points Hitpoints
Hit Points Hitpoints Speed Speed
Speed Speed

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
() () () () () ()
() () () () () ()
Skills skills
Skills skills Senses Senses
Senses Senses Challenge Challenge and Xp
Challenge Challenge and Xp

Actions
Actions
Multiattack. The Creature Name makes Number and
Multiattack. The Creature Name makes Number and type of attacks
type of attacks
Ability Description. Attack Style: Attack Bonus to hit,
Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type
Reach/Range, one target. Hit: Damage Damage Type damage
damage
General Ability Description. General Attack
General Ability Description. General Attack Description
Description

58

Chapter 5

Creatures of the
Tundra

59
Arctic Camel
Medium Beast, Water Tribes

Armor Class AC
Hit Points Hitpoints
Speed Speed

STR DEX CON INT WIS CHA


Str Dex Con Int Wis Cha
(Mod) (Mod) (Mod) (Mod) (Mod) (Mod)

Saving Throws saving_throws


Skills skills
Damage Resistances Cold
Senses Senses
Challenge Challenge and Xp

Actions
Akhlut (orca-wolf) Multiattack. The Creature Name makes Number and
Large Beast, Water Tribes
type of attacks

Armor Class AC Ability Description. Attack Style: Attack Bonus to hit,


Hit Points Hitpoints Reach/Range, one target. Hit: Damage Damage Type
Speed Speed damage

STR DEX CON INT WIS CHA


Str Dex Con Int Wis Cha
(Mod) (Mod) (Mod) (Mod) (Mod) (Mod)
Arctic Hen
Small Beast, Water Tribes
Saving Throws saving_throws
Skills skills
Damage Resistances Cold Armor Class AC
Senses Senses Hit Points Hitpoints
Challenge Challenge and Xp Speed Speed

Actions STR DEX CON INT WIS CHA


Multiattack. The Creature Name makes Number and Str Dex Con Int Wis Cha
type of attacks (Mod) (Mod) (Mod) (Mod) (Mod) (Mod)
Bite. Melee Weapon Attack: +? to hit. Hit: Damage
Damage Type damage Saving Throws saving_throws
Skills skills
Claw. Melee Weapon Attack: +? to hit. Hit: Damage Damage Resistances Cold
Damage Type damage 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

60
Arctic Hippo Arctic Wolf
Large Beast, Water Tribes.
Large Beast, Water Tribes.
Armor Class AC
Armor Class AC Hit Points Hitpoints
Hit Points Hitpoints Speed Speed
Speed Speed

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
Str Dex Con Int Wis Cha
Str Dex Con Int Wis Cha (Mod) (Mod) (Mod) (Mod) (Mod) (Mod)
(Mod) (Mod) (Mod) (Mod) (Mod) (Mod)
Skills skills
Skills skills Senses Senses
Senses Senses Challenge Challenge and Xp
Challenge Challenge and Xp

Actions
Actions
Multiattack. The Creature Name makes Number and
Multiattack. The Creature Name makes Number and type of attacks
type of attacks
Ability Description. Attack Style: Attack Bonus to hit,
Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type
Reach/Range, one target. Hit: Damage Damage Type damage
damage
General Ability Description. General Attack
General Ability Description. General Attack Description
Description

Arctic Seal
Medium Beast, Water Tribes.

Armor Class AC
Hit Points Hitpoints
Speed Speed

STR DEX CON INT WIS CHA


Str Dex Con Int Wis Cha
(Mod) (Mod) (Mod) (Mod) (Mod) (Mod)

Skills skills
Senses Senses
Challenge Challenge and Xp

Actions
Multiattack. The Creature Name makes Number and
type of attacks
Ability Description. Attack Style: Attack Bonus to hit,
Reach/Range, one target. Hit: Damage Damage Type
damage
General Ability Description. General Attack
Description

61
Buffalo Yak Dolphin Piranha
Medium Beast, Water Tribes.
Large Beast, Water Tribes.
Armor Class AC
Armor Class AC Hit Points Hitpoints
Hit Points Hitpoints Speed Speed
Speed Speed

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
Str Dex Con Int Wis Cha
Str Dex Con Int Wis Cha (Mod) (Mod) (Mod) (Mod) (Mod) (Mod)
(Mod) (Mod) (Mod) (Mod) (Mod) (Mod)
Skills skills
Skills skills Senses Senses
Senses Senses Challenge Challenge and Xp
Challenge Challenge and Xp

Actions
Actions
Multiattack. The Creature Name makes Number and
Multiattack. The Creature Name makes Number and type of attacks
type of attacks
Ability Description. Attack Style: Attack Bonus to hit,
Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type
Reach/Range, one target. Hit: Damage Damage Type damage
damage
General Ability Description. General Attack
General Ability Description. General Attack Description
Description

Cuttlefish
Small Beast, Water Tribes.

Armor Class AC
Hit Points Hitpoints
Speed Speed

STR DEX CON INT WIS CHA


Str Dex Con Int Wis Cha
(Mod) (Mod) (Mod) (Mod) (Mod) (Mod)

Skills skills
Senses Senses
Challenge Challenge and Xp

Actions
Multiattack. The Creature Name makes Number and
type of attacks
Ability Description. Attack Style: Attack Bonus to hit,
Reach/Range, one target. Hit: Damage Damage Type
damage
General Ability Description. General Attack
Description

62
Giant Squid
Giant Beast, Water Tribes.

Armor Class AC
Hit Points Hitpoints
Speed Speed

STR DEX CON INT WIS CHA


Str Dex Con Int Wis Cha
(Mod) (Mod) (Mod) (Mod) (Mod) (Mod)

Skills skills
Senses Senses
Challenge Challenge and Xp

Actions
Multiattack. The Creature Name makes Number and
type of attacks
Ability Description. Attack Style: Attack Bonus to hit,
Reach/Range, one target. Hit: Damage Damage Type
damage
General Ability Description. General Attack
Description

Halibut
Small Beast, Water Tribes.

Armor Class AC
Hit Points Hitpoints
Speed Speed

STR DEX CON INT WIS CHA


Str Dex Con Int Wis Cha
(Mod) (Mod) (Mod) (Mod) (Mod) (Mod)

Skills skills
Senses Senses
Challenge Challenge and Xp

Actions
Multiattack. The Creature Name makes Number and
type of attacks
Ability Description. Attack Style: Attack Bonus to hit,
Reach/Range, one target. Hit: Damage Damage Type
damage
General Ability Description. General Attack
Description

63
Iso puppy
Medium? Beast, Water Tribes.

Armor Class AC
Hit Points Hitpoints
Speed Speed

STR DEX CON INT WIS CHA


Str Dex Con Int Wis Cha
(Mod) (Mod) (Mod) (Mod) (Mod) (Mod)

Skills skills
Senses Senses
Challenge Challenge and Xp

Actions
Multiattack. The Creature Name makes Number and
type of attacks
Ability Description. Attack Style: Attack Bonus to hit,
Reach/Range, one target. Hit: Damage Damage Type
damage
General Ability Description. General Attack
Description

Giant Isodog
Enormous Beast, Water Tribes.

Armor Class AC
Hit Points Hitpoints
Speed Speed

STR DEX CON INT WIS CHA


Str Dex Con Int Wis Cha
(Mod) (Mod) (Mod) (Mod) (Mod) (Mod)

Skills skills
Senses Senses
Challenge Challenge and Xp

Actions
Multiattack. The Creature Name makes Number and
type of attacks
Ability Description. Attack Style: Attack Bonus to hit,
Reach/Range, one target. Hit: Damage Damage Type
damage
General Ability Description. General Attack
Description

64
Koalaotter Otter Penguin
Medium Beast, Southern Water Tribe
Small Beast, Water Tribes.
Armor Class 12
Armor Class AC Hit Points 13
Hit Points Hitpoints Speed 30 ft., swim 60 ft.
Speed Speed

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
13 (+1) 14 (+2) 13 (+1) 2 (-4) 14 (+2) 6 (-2)
Str Dex Con Int Wis Cha
(Mod) (Mod) (Mod) (Mod) (Mod) (Mod)
Skills. Perception
Damage Resistances. Cold
Skills skills Hold Breath The penguin can hold its breath for 30
Senses Senses min.
Challenge Challenge and Xp Keen Hearing and Smell. The penguin has an
advantage on wisdom (perception) checks that
Actions rely on hearing and smell.
Multiattack. The Creature Name makes Number and
type of attacks Actions
Ability Description. Attack Style: Attack Bonus to hit, Beak. Melee Weapon Attack: 1d6 piercing damage
Reach/Range, one target. Hit: Damage Damage Type
damage
General Ability Description. General Attack
Description

Mink Snake
Small Beast, Water Tribes.

Armor Class AC
Hit Points Hitpoints
Speed Speed

STR DEX CON INT WIS CHA


Str Dex Con Int Wis Cha
(Mod) (Mod) (Mod) (Mod) (Mod) (Mod)

Skills skills
Senses Senses
Challenge Challenge and Xp

Actions
Multiattack. The Creature Name makes Number and
type of attacks
Ability Description. Attack Style: Attack Bonus to hit,
Reach/Range, one target. Hit: Damage Damage Type
damage
General Ability Description. General Attack
Description

65
Penguin Fish Polar Bear Dog
Large Beast, Water Tribes
Small Beast, Water Tribes.
Armor Class 12
Armor Class AC Hit Points 16
Hit Points Hitpoints Speed 30 ft.
Speed Speed

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
13 (+1) 14 (+2) 12 (+1) 5 (-3) 12 (+1) 6 (-2)
Str Dex Con Int Wis Cha
(Mod) (Mod) (Mod) (Mod) (Mod) (Mod)
Skills. Perception and Performance
Damage Resistances. Cold
Skills skills Keen Hearing and Smell. The polar bear dog has
Senses Senses advantage on Wisdom (Perception) checks that
Challenge Challenge and Xp rely on hearing or smell.
Pack Tactics. The polar bear dog has advantage on an
Actions attack roll against a creature if at least one of the
dog's allies is within 5 ft. of the creature and the
Multiattack. The Creature Name makes Number and ally isn't incapacitated.
type of attacks
Ability Description. Attack Style: Attack Bonus to hit, Actions
Reach/Range, one target. Hit: Damage Damage Type
damage Bite. Melee Weapon Attack: 1d6 piercing damage

General Ability Description. General Attack


Description

Polar Bear
Large Beast, Water Tribes.

Armor Class AC
Hit Points Hitpoints
Speed Speed

STR DEX CON INT WIS CHA


Str Dex Con Int Wis Cha
(Mod) (Mod) (Mod) (Mod) (Mod) (Mod)

Skills skills
Senses Senses
Challenge Challenge and Xp

Actions
Multiattack. The Creature Name makes Number and
type of attacks
Ability Description. Attack Style: Attack Bonus to hit,
Reach/Range, one target. Hit: Damage Damage Type
damage
General Ability Description. General Attack
Description

66
Polar Dog Polar Orca
Large? Beast, Water Tribes.
Small Beast, Water Tribes.
Armor Class AC
Armor Class AC Hit Points Hitpoints
Hit Points Hitpoints Speed Speed
Speed Speed

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
Str Dex Con Int Wis Cha
Str Dex Con Int Wis Cha (Mod) (Mod) (Mod) (Mod) (Mod) (Mod)
(Mod) (Mod) (Mod) (Mod) (Mod) (Mod)
Skills skills
Skills skills Senses Senses
Senses Senses Challenge Challenge and Xp
Challenge Challenge and Xp

Actions
Actions
Multiattack. The Creature Name makes Number and
Multiattack. The Creature Name makes Number and type of attacks
type of attacks
Ability Description. Attack Style: Attack Bonus to hit,
Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type
Reach/Range, one target. Hit: Damage Damage Type damage
damage
General Ability Description. General Attack
General Ability Description. General Attack Description
Description

Polar Leopard
Small? Beast, Water Tribes.

Armor Class AC
Hit Points Hitpoints
Speed Speed

STR DEX CON INT WIS CHA


Str Dex Con Int Wis Cha
(Mod) (Mod) (Mod) (Mod) (Mod) (Mod)

Skills skills
Senses Senses
Challenge Challenge and Xp

Actions
Multiattack. The Creature Name makes Number and
type of attacks
Ability Description. Attack Style: Attack Bonus to hit,
Reach/Range, one target. Hit: Damage Damage Type
damage
General Ability Description. General Attack
Description

67
Puffin-Seal Sea Serpent
Giant Beast, Water Tribes.
Medium Beast, Water Tribes.
Armor Class AC
Armor Class AC Hit Points Hitpoints
Hit Points Hitpoints Speed Speed
Speed Speed

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
Str Dex Con Int Wis Cha
Str Dex Con Int Wis Cha (Mod) (Mod) (Mod) (Mod) (Mod) (Mod)
(Mod) (Mod) (Mod) (Mod) (Mod) (Mod)
Skills skills
Skills skills Senses Senses
Senses Senses Challenge Challenge and Xp
Challenge Challenge and Xp

Actions
Actions
Multiattack. The Creature Name makes Number and
Multiattack. The Creature Name makes Number and type of attacks
type of attacks
Ability Description. Attack Style: Attack Bonus to hit,
Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type
Reach/Range, one target. Hit: Damage Damage Type damage
damage
General Ability Description. General Attack
General Ability Description. General Attack Description
Description

Salmon Crab
Small Beast, Water Tribes

Armor Class AC
Hit Points Hitpoints
Speed Speed

STR DEX CON INT WIS CHA


Str Dex Con Int Wis Cha
(Mod) (Mod) (Mod) (Mod) (Mod) (Mod)

Skills skills
Senses Senses
Challenge Challenge and Xp

Actions
Multiattack. The Creature Name makes Number and
type of attacks
Ability Description. Attack Style: Attack Bonus to hit,
Reach/Range, one target. Hit: Damage Damage Type
damage
General Ability Description. General Attack
Description

68
Snow Leopard Caribou Tiger Seal
Medium Beast, Water Tribes.
Large Beast, Water Tribes.
Armor Class AC
Armor Class AC Hit Points Hitpoints
Hit Points Hitpoints Speed Speed
Speed Speed

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
Str Dex Con Int Wis Cha
Str Dex Con Int Wis Cha (Mod) (Mod) (Mod) (Mod) (Mod) (Mod)
(Mod) (Mod) (Mod) (Mod) (Mod) (Mod)
Skills skills
Skills skills Senses Senses
Senses Senses Challenge Challenge and Xp
Challenge Challenge and Xp

Actions
Actions
Multiattack. The Creature Name makes Number and
Multiattack. The Creature Name makes Number and type of attacks
type of attacks
Ability Description. Attack Style: Attack Bonus to hit,
Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type
Reach/Range, one target. Hit: Damage Damage Type damage
damage
General Ability Description. General Attack
General Ability Description. General Attack Description
Description

Snow Rat
Small Beast, Water Tribes.

Armor Class AC
Hit Points Hitpoints
Speed Speed

STR DEX CON INT WIS CHA


Str Dex Con Int Wis Cha
(Mod) (Mod) (Mod) (Mod) (Mod) (Mod)

Skills skills
Senses Senses
Challenge Challenge and Xp

Actions
Multiattack. The Creature Name makes Number and
type of attacks
Ability Description. Attack Style: Attack Bonus to hit,
Reach/Range, one target. Hit: Damage Damage Type
damage
General Ability Description. General Attack
Description

69
Turtle Seal Whalerus
Large? Beast, Water Tribes.
Medium Beast, Water Tribes.
Armor Class AC
Armor Class AC Hit Points Hitpoints
Hit Points Hitpoints Speed Speed
Speed Speed

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
Str Dex Con Int Wis Cha
Str Dex Con Int Wis Cha (Mod) (Mod) (Mod) (Mod) (Mod) (Mod)
(Mod) (Mod) (Mod) (Mod) (Mod) (Mod)
Skills skills
Skills skills Senses Senses
Senses Senses Challenge Challenge and Xp
Challenge Challenge and Xp

Actions
Actions
Multiattack. The Creature Name makes Number and
Multiattack. The Creature Name makes Number and type of attacks
type of attacks
Ability Description. Attack Style: Attack Bonus to hit,
Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type
Reach/Range, one target. Hit: Damage Damage Type damage
damage
General Ability Description. General Attack
General Ability Description. General Attack Description
Description

Whale Cow
Large? Beast, Water Tribes.

Armor Class AC
Hit Points Hitpoints
Speed Speed

STR DEX CON INT WIS CHA


Str Dex Con Int Wis Cha
(Mod) (Mod) (Mod) (Mod) (Mod) (Mod)

Skills skills
Senses Senses
Challenge Challenge and Xp

Actions
Multiattack. The Creature Name makes Number and
type of attacks
Ability Description. Attack Style: Attack Bonus to hit,
Reach/Range, one target. Hit: Damage Damage Type
damage
General Ability Description. General Attack
Description

70

Chapter 6

Creatures of the
United Republic
of Nations

71
Calico Cockatoo Dragonfly Hummingbird
Tiny Beast, URN.
Small Beast, URN.
Armor Class AC
Armor Class AC Hit Points Hitpoints
Hit Points Hitpoints Speed Speed
Speed Speed

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
Str Dex Con Int Wis Cha
Str Dex Con Int Wis Cha (Mod) (Mod) (Mod) (Mod) (Mod) (Mod)
(Mod) (Mod) (Mod) (Mod) (Mod) (Mod)
Skills skills
Skills skills Senses Senses
Senses Senses Challenge Challenge and Xp
Challenge Challenge and Xp

Actions
Actions
Multiattack. The Creature Name makes Number and
Multiattack. The Creature Name makes Number and type of attacks
type of attacks
Ability Description. Attack Style: Attack Bonus to hit,
Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type
Reach/Range, one target. Hit: Damage Damage Type damage
damage
General Ability Description. General Attack
General Ability Description. General Attack Description
Description

Chihuamster Elephant Rhino


Large Beast, URN
Small Beast, URN.
Armor Class AC
Armor Class AC Hit Points Hitpoints
Hit Points Hitpoints Speed Speed
Speed Speed

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
Str Dex Con Int Wis Cha
Str Dex Con Int Wis Cha (Mod) (Mod) (Mod) (Mod) (Mod) (Mod)
(Mod) (Mod) (Mod) (Mod) (Mod) (Mod)
Skills skills
Skills skills Senses Senses
Senses Senses Challenge Challenge and Xp
Challenge Challenge and Xp

Actions
Actions
Multiattack. The Creature Name makes Number and
Multiattack. The Creature Name makes Number and type of attacks
type of attacks
Ability Description. Attack Style: Attack Bonus to hit,
Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type
Reach/Range, one target. Hit: Damage Damage Type damage
damage
General Ability Description. General Attack
General Ability Description. General Attack Description
Description

72
Lizard Crow Poodle Pony
Medium Beast, URN
Small Beast, URN
Armor Class AC
Armor Class AC Hit Points Hitpoints
Hit Points Hitpoints Speed Speed
Speed Speed

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
Str Dex Con Int Wis Cha
Str Dex Con Int Wis Cha (Mod) (Mod) (Mod) (Mod) (Mod) (Mod)
(Mod) (Mod) (Mod) (Mod) (Mod) (Mod)
Skills skills
Skills skills Senses Senses
Senses Senses Challenge Challenge and Xp
Challenge Challenge and Xp

Actions
Actions
Multiattack. The Creature Name makes Number and
Multiattack. The Creature Name makes Number and type of attacks
type of attacks
Ability Description. Attack Style: Attack Bonus to hit,
Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type
Reach/Range, one target. Hit: Damage Damage Type damage
damage
General Ability Description. General Attack
General Ability Description. General Attack Description
Description

Monkey Rat
Small Beast, URN

Armor Class AC
Hit Points Hitpoints
Speed Speed

STR DEX CON INT WIS CHA


Str Dex Con Int Wis Cha
(Mod) (Mod) (Mod) (Mod) (Mod) (Mod)

Skills skills
Senses Senses
Challenge Challenge and Xp

Actions
Multiattack. The Creature Name makes Number and
type of attacks
Ability Description. Attack Style: Attack Bonus to hit,
Reach/Range, one target. Hit: Damage Damage Type
damage
General Ability Description. General Attack
Description

73
Pythonaconda Rooster Pidgeon W
Small Beast, URN Sm
Giant Beast, URN
Small Beast, URN. Sm
Armor Class AC
Hit Points Hitpoints
Speed Speed Armor Class AC A
Hit Points Hitpoints H
Speed Speed Sp
STR DEX CON INT WIS CHA
Str Dex Con Int Wis Cha STR DEX CON INT WIS CHA
(Mod) (Mod) (Mod) (Mod) (Mod) (Mod)
Str Dex Con Int Wis Cha
(Mod) (Mod) (Mod) (Mod) (Mod) (Mod) (
Skills skills
Senses Senses
Challenge Challenge and Xp Skills skills Sk
Senses Senses Se
Challenge Challenge and Xp C
Actions
Multiattack. The Creature Name makes Number and Actions A
type of attacks
Multiattack. The Creature Name makes Number and M
Ability Description. Attack Style: Attack Bonus to hit, type of attacks ty
Reach/Range, one target. Hit: Damage Damage Type
damage Ability Description. Attack Style: Attack Bonus to hit, A
Reach/Range, one target. Hit: Damage Damage Type Re
General Ability Description. General Attack damage da
Description
General Ability Description. General Attack G
Description D

74
PART II
Spirits

75
Spirits of the Avatar RPG World
Spirits can be tricky, and blessings will come with downsides Min
Overview and most curses will come with some upsides if you can
Spirits are creatures which hail from the spirit world. This learn to control them. What blessings or curses can be Oba
can include departed souls, the spirits of different elements bestowed varries depending on the spirit, and this guide will Shap
or locations, and animals which only exist in the spirit world. go into greater detail when it comes down to individual them
They constitute intelligent life and can be reasoned with, spirits.
The spirits of the elements, air, fire, earth, and water, shape
though they cannot always respond in human language. can give or take away a benders ability to perform a certain
Spirits do not have ability scores unless they exists on the bending move. They can also grant or remove xp, or level up Teng
or down an individual. All of these will mark a character as Tengu
physical plane. As far as anyone knows, this consists only of spirit-touched.
more benign blessings can add or remove moun
Tui, La, and Wa Shi Tong. ability points. For example, the forest spirit Hei Bai wants to peopl
grant you easy passage through forests. Your perception
In Gameplay (wisdom) increases by 2, allowing you to more easily find Jiba
Spiri
Unless they have moved permanently into the mortal world your way. (Hei Bai could also simply deposit you at the edge
of the forest in the direction you want to go).
When a and c
like Tui and La, Spirits do not exist on the physical plane, and character is blessed or cursed, the spirit may choose random can a
cannot be harmed. Likewise, their interaction with the mortal times to either give aid or cause hardship to the character, so
world is limited. Spirits have control over what they are the long as the character is in the spirits domain.
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 Types of Spirits
Spirits, or journeys into the spirit world, can mark a person There are many kinds of spirits, and a spirit can often be
as 'spirit-touched.' multiple kinds. There are three categories used to categorize
spirits: Kai type, Major Classes, and Minor Classes.
Domains
A spirits domain refers to what they have control over in the Kai Type
mortal world, determined by what they are the spirit of. Agni, Yokai
the spirit of the sun, has domain over fire, sunlight, and can Any spirit that did not originate as a mortal human or animal
see everything that light touches. Spirits like Hei Bai belong
to a specific place in the mortal world, and cannot leave it Nyorai
without other spirits allowing them journey through their Nyorai, named after a famous guru, are sprits who became
own domains. spirits on intentionaly, after a person or animal lead a
spiritual life or went on a spiritual journey.
Spirit Touched Onryo
To be spirit touched means that oyu are marked. Spirits will Onryo are spirits who became stuck that way. These beings
be drawn to you, for good or bad, and future curses and were wronged during their lifetime, preventing them from
blessings will be stronger. moving on after their death. Instead they are doomed to
roam, stuck between the mortal and spiritual worlds.
Blessings and Curses
Major Classes
Primordal
Primordal spirits are the oldest of spirits; beings which have
existed since the beginign of the world, or just about. They
include the primary elemental spirits, which are the spirits
which control or represent an element. They are incredibly
powerful beings, but rarely intervene in mortal affairs.
Elemental
Elemental spirits can range from the minor to the primordal.
They are associated with, or represent, a singular element;
usually representing a single part of that element.
Kami
Extremely powerful spirits. These are the spirits of concepts,
ideas, or aspects of reality.

76

CH 7

Spirits of the

Air Nomads

77
B
aihu, the White Bison of the West is one of the
four cardinal winds, and the bringer of autumn.
She is also the herald of storm season in the
western hemisphere, which takes place every
autumn, baraging the Fire Nation coast year
after year, and often triggering tsunamis to hit the Earth
Kingdoms Eastern coast. She is not always gentle. She is
three aspects. One is of gentle allowance, another of fierce
refusal, the last of an empty void. She is pure chaos, in the
way that it is gentle and the way that it is harsh. In the way
that it is patternless and yet falls into patterns so easily. In the
way of storms and autumn breezes. Nuns of the Western
Temple are like the tempest: a force of nature and quick to
change direction.

Baihu
Primordal Elemental Kami, Chaotic Neutral

Spirit of the Western Wind

Skills. Dexterity

Damage Resistances. All but airbending.

Gale. Baihu may choose to command the airs to


whip up a strong storm, stinging skin and eyes and
preventing all from fighting.
Airbending Beihu can bend like any master
airbender, but with no chi limit.

Blessings and Curses


Stormbringer. Cursed players are plagued by storms
and strong winds, slowing down their party and
lowing away maps and knocking down trees in
their path.
Tempest. Blessed players have the strength and
untouchable speed of the tempest on their side,
and are hard to harm. At the start of every battle,
roll a d4 as well as your initiative check; if you roll
a 4, your hp doubles.

78
C
hu Turak, the Vermillion Bird of the South is
the bringer of summer. He is bright and
energetic, and long summer days lead

to lots of energy. Monks that call the


Southern Temple home tend to be

energetic and enthusiastic in all they do, living in

the moment, rather than the future.   They have

little patience for waiting   for   openings   and

instead actively seek out opportunity   in   life.

They are the most peaceful of the air nomads,

avoiding violence as often   as   possible,  and

when they do fight their fighting style is one

that seeks to generally avoid offensive moves,

favoring few fight-ending blows to many fight-

prolonging ones.

Chu Turak
Primordal Elemental Kami, Lawful Good

Spirit of the Southern Wind

Armor Class AC
Hit Points Hitpoints
Speed Speed

STR DEX CON INT WIS CHA


() () () () () ()
Garuda
Saving Throws Constitution ? The Lord of birds and Chu Turak's mother, she struck a deal
Skills. with Agni to make her youngest and weakest child, Chu
Damage Vulnerabilities damage_vulnerabilities Turak, a spirit so that he could live. Later in life she became a
Damage Resistances Resistances spirit herself to rejoin her youngest child and look after all
Damage Immunities Damage_Immunities birds.
Condition Immunities condition_Immunities
Senses Senses
Languages Languages
Challenge Challenge and Xp
Garuda
Kami, Neutral Good
Actions
Airbending Chu Turak can bend like any master Armor Class AC
airbender, but with no chi limit. Hit Points Hitpoints
Speed Speed
Talons. Melee Weapon Attack: 2d4 slashing damage

Blessings and Curses STR DEX CON INT WIS CHA


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

Stillness. Cursed Players loose 1d4 Constitution. Saving Throws Constitution ?


Skills.
Senses Senses
Languages Languages
Challenge Challenge and Xp

Actions
Talons. Melee Weapon Attack: 2d4 slashing damage

79
.
Harmonious Brothers
The Harmonious brothers, or the four friends, is an air
nomad motif of which appears an elephant, monkey, hare and
partridge standing on each other’s back.
One version of the story relates to one of the oldest
parables of air nomad tradition. “Once, beneath a great
banyan tree in the Earth Kingdom's southern foothills, there
lived 4 friends, a partridge, a hare, a monkey and an
elephant."
"Their mutual respect had diminished, and in order to
determine who was the most senior, they began discussing
the age of the banyan tree. The elephant first related how,
when he was but a baby, the banyan tree was but a small
bush. The monkey then related how, in his infancy, the tree
was merely a shrub. The hare related how he had seen it as a
leafless sapling. Last, the partridge spoke, telling how he had
once swallowed the original seed and from his droppings,
this mighty tree had sprouted. The partridge then was
acclaimed the eldest and most honoured. Once again,
harmony was attained in the kingdom.” The moral tale
illustrates that age must be respected above learning,
greatness or noble birth.

80
Kaze no kami
Elemental Yokai, Neutral Evil

Armor Class AC
Hit Points Hitpoints
Speed Speed

STR DEX CON INT WIS CHA


() () () () () ()

Saving Throws Constitution ?


Skills.
Damage Vulnerabilities damage_vulnerabilities
Damage Resistances Resistances
Damage Immunities Damage_Immunities
Condition Immunities condition_Immunities
Senses Senses
Languages Languages
Challenge Challenge and Xp

Actions

Kaze no kami are formless, invisible evil spirits. Despite


being invisible, they are usually portrayed in paintings as old,
sickly, ape-like demons wearing ragged loincloths. They inflict
suffering upon humans both through their control of the
wind, and through the illness that they spread.
Kaze no kami ride the wind, traveling from place to place in
order to spread illness. They slip into homes through small
cracks and crevices, sensing the temperature differences
between the warmer inside air and colder outside air. When
they encounter people, they exhale clouds of humid, yellow
breath. Any human bathed in this toxic air will become sick.

81
minor air spirits

82
minor air spirits

83
S
eiryu, the Azure Dragon of the East is the bringer
of spring. She appears as a brilliant blue
adolescent dragon, about the size of a large dog,
and heralds the new year. While many would
think that a dragon would herald summer, the
sun is the source of all life on earth, and the first firebenders
are an excellent representation.

Nuns from the Eastern Temple are strong, clever, and flexible.
Like life they make openings of the tiniest cracks in

rock to grow. They deal well with adversity both

in life and on the battlefield.

Seiryu
Primordal Elemental Kami, Neutral Good

Spirit of the Eastern Wind

Armor Class 18 (Natural Armor)


Hit Points Hitpoints
Speed 40 ft., fly 40 ft.

STR DEX CON INT WIS CHA


(+0) (+4) (+2) (+0) (+1) (+3)

Saving Throws Dexterity +8, Charisma +7


Skills.
Damage Vulnerabilities damage_vulnerabilities
Damage Resistances Resistances
Damage Immunities Damage_Immunities
Condition Immunities condition_Immunities
Senses Senses
Languages Languages
Challenge Challenge and Xp

Airbending Seiryu can bend like any master


airbender, but with no chi limit.

Actions
Claws. Melee Weapon Attack: 2d4 slashing damage
Blessings and Curses
Basic. Seiryu may take away one airbending move, or
half of one levels worth of xp. Seiryu may also
choose to give a bending move of a level above
what the player can learn, or add one half level worth
of xp (If playing by landmark leveling up, level up
immediantly).
New Year, New You. Blessed players can immediantly
qualify to multiclass in any other class (cannot
multiclass in multiple bending elements). If they
already multiclass they gain one level.
Fresh Start. Cursed players lose one level.

84
The Wind Horse
the original air spirit, the horse is a mythical creature with
two hooved back legs, two clawed front legs like and eagle,
gigantic wings, and the head of an eagle. It is a good friend to
Agni, and would run across the world playing hide and seek
with them, creating the wind. Their games cool off the earth
and prevent it from burning up, but also stir up storms with
their mischievous games. The other air elements were
granted one of four cardinal directions in order to play with
the wind horse when Agni and the other spirits could not.
The wind horse is also the spirit of messengers and
travelers, keeping them company along their journey and
making sure their messages make it home, just like the wind
horse is the messenger for the spirits.

85
Xuanwu

X
uanwu, the Black Lion-Turtle of the North

is the bringer of winter. He is steady, wise,

and strong. Monks of the Northern Temple

are patient, waiting for openings both in

life and in battle. While they hold

life sacred like all air nomads, they understand

that death is a natural and necessary thing,

and that all death eventually leads to life.


Xuanwu, before he crossed over into

the spirit world, was home to the first

temple of air nomads. These nuns

eventually left their roaming home to

build the northern air temple, but they

first ran to safety on Xuanwu's back as

girls after fleeing from dangerous spirits that covered the


continent. This

particular lion-turtle was one of

four representing each of the elements, and

just before he set off to journey permanently

to the spirit world, he gave the girls a parting

gift: airbending. While they were far from the first

airbenders, and hardly the most religious, they

were the first to create a dedicated temple to

house nomads and airbenders.

Xuanwu Snuff. A cold wind howls. Fire moves to hit rolls are
Primordal Elemental Kami, Lawful Neutral
reduced by 1d6. On a crit fail of the d20 roll, the move
Spirit of the Northern Wind blows back into the bender's face, causing 1d6 fire
damage.
Armor Class 20 (Natural Armor)
Hit Points Hitpoints Airbending Xuanwu can bend like any master (lvl 15+)
airbender, but with no chi limit.
Speed 10 ft., Swim 30 ft.
Blessings and Curses
STR DEX CON INT WIS CHA Basic. Xuanwu may take away one airbending move, or
half of one levels worth of xp. Xuanwu may also
20 (+5) (-4) (+3) (-1) (+4) (+2)
choose to give a bending move of a level above
when the player can learn, or add one half levels
Saving Throws Stregth +10, Constitution +8 worth of xp (If playing by landmark leveling up, level
Skills. up immediantly).
Damage Vulnerabilities
Damage Resistances Resistances Northern Wind. A player is cursed by cold. They receive
Damage Immunities Cold 1 cold damage per every level after each long rest.
Condition Immunities condition_Immunities Bluster. A blessed player takes reduced fire damage.
Senses Senses Subtract 1d6 from all fire damage (2d6 for level 10
Languages Languages and up).
Challenge Challenge and Xp

86

CH 8

Spirits of the

Earth Kingdom

87
T
he ancient banyan-grove tree is a single, enormous
tree that stands in the middle of the Foggy Swamp
with a root system stretching for many miles. Over
time, the tree's roots have spread across the entirety
of the swamp and created shoots which have
propagated an entire forest of new trees.

The Banyan-Grove Tree


Yokai, Unaligned

88
Dao Lao Gui
This demon lives the mountains, like to roar in the wind and
rain, and shoot poisonous darts. Venom from the male
demon kills instantly, that from the female induces swelling,
and lengthens the agony. The dart of Dao Lao Gui means
certain death within a day, unless treated promptly.

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

Fei
Yokai, neutral evil

89
Gao Huang Gui
This ghost lives in the body, in the area between the heart and
the diaphragm. It inspires ill thoughts and causes physical
illness. It also inspired the Chinese idiom 心中有鬼, “xin
zhong you gui”, literally “to have a demon in one’s heart”,
meaning – to have dubious intentions.

90
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
Ghati
Primordal Elemental Kami, True Neutral

Spirit of the Valley, and what has been

Armor Class 20
Hit Points Hitpoints
into an endlessly dark chasm with jagged white Speed 60 ft.
teeth hanging over the precipice, “Spirit of the
Valley, of what has been.” STR DEX CON INT WIS CHA

(+2) (-2) (+3) (+1) (+4) (+1)


Ghati and her sisters are the daughters of the World Spirit
and the Ocean and the keepers of time. Time was created by Saving Throws. Constitution +
Agni and given to the tripple earth spirits as a gift upon their Skills. History +
birth. Damage Resistances Fire, Thunder
Ghati represents the past: tradition, history, families, and Damage Immunities bludgeoning, piercing, slashing
legends. She is flighty and shifting, despite an outward Condition Immunities frightened, incapacitated,
appearance of steadiness and reliability. She is welcoming exhaustion, prone, petrified
and motherly, but like your real mother: not perfect, but good Senses Tremorsense 100 ft.
and safe and caring. Earthbenders who take after Ghati learn Languages All
Challenge 20
by doing, and most often by making mistakes. However, both
Ghati and her followers are much the wiser for it.
Self-portrait. Ghati creates an earthen statue of
Be warned, however, for Ghati and her followers have a herself to appear humanoid to players.
darker       side, too. Some of the mistakes they make can be
hurtful,            and they've been known to slip the ground from Look Back. The targeted player finds an item or
under            you both literally and figuratively. 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.

91
Guanyin
She who Hears the Cries of the World, the goddess of mercy

Guānyīn
Kami, Neutral Good

92
Hei Bai
Hei Bai is the spirit of a forest near the North western coast
of the Earth continent. He appears as a giant panda bear
when docile, or an enormous black and white monster when
angered.

Hei Bai
Tengu Yokai?, Neutral Good

Forest Spirit

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

Skills. Perception and Intimidation


Damage Resistances. all
Senses.
Challenge.
Hiderigami
A Chinese monster of folklore that causes drought, believed
Teleportation. Hei Bai can instantly teleport within a to come from hundred-day-old corpses that don’t decompose,
range of 15 feet. and rise from the earth as Jiangshi (literally “stiff corpse,” or
Rage Mode. When half or more HP is lost, or when Chinese zombies). Digging up, beating and burning Jiangshi
its resident forest is hurt significantly, Hei Bai were popular folk customs during the Ming (1368-1644) and
becomes monstrous, HP is restored, and all Qing (1644-1911) eras, usually from moist graves in drought
attacks are doubled. Hei Bei only exits rage mode areas. This custom continued in areas of Shandong up til the
when he is reasoned with. 1960s and features in the Shi Jing, China’s first anthology of
Kidnap. Hei Bei can kidnap one player per battle, poetry compiled by Confucius in the 6th to 5th centuries
only returning then when defeated. BCE. In Han mythology, Han Ba is believed to be Pa, the
Disappear. Hei Bei can end a battle by vanishing drought fury, the daughter that Huang Di summoned to help
him defeat his archenemy Chi You. Pa refused to return to
Blessings and Curses her caves in the mountains and instead wanders the earth.
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
Hiderigami
easily find their way through the forest. Onryo, unaligned

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

Skills. Perception and Intimidation


Damage Immunities. Psychic
Senses.
Challenge.

Undead.

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

93
J amina speaks in sync with her sisters, Ghati
and Parvata with a voice that is raspy and
hoarse. She is a head taller than Ghati, and
wears vivid green. “I am Jamīna,” croaks the
woman in green, her smile widening and twisting
like winding path, in the way that flesh cannot,
“Spirit of the Ground, of what is now.”
Pravata and her sisters are the daughters of the World Spirit
and the Ocean and the keepers of time. Time was created by
Agni and given to the tripple earth spirits as a gift upon their
birth.
Parvata represents the present: the change, the charge,
and the excitement. She is quick to change, and can be
flighty, but also quick to take an opportunity before it

is too late. Earthbenders who take after her tend to

be masters of taking advantage of any opportunity

presented to them. They live in the moment,

trusting their future endeavors to their

future selves just as they have in

the past.

Jamina Challenge 20
Primordal Elemental Kami, Chaotic Neutral

Spirit of the ground, and what is now Self-portrait. Jamina creates an earthen statue of herself
to appear humanoid to players.
Armor Class 20 The First Benders. Jamina can call upon her pet
Hit Points Hitpoints badgermoles to attack.
Speed 60 ft.
Earthbending. Jamina can bend like any other master
earth bender.
STR DEX CON INT WIS CHA
Blessings and Curses
(+2) (-2) (+3) (+1) (+4) (+1) Basic. Jamina may take away one earthbending move, or
half of one levels worth of xp. Jamina may also
Saving Throws. Constitution + choose to give a bending move of a level above what
Skills. History + the player can learn, or add one half level worth of xp.
Damage Resistances Fire, Thunder
Damage Immunities bludgeoning, piercing, slashing Favor. Blessed players gain xp 1.5x as fast during
Condition Immunities frightened, incapacitated, random encounters.
exhaustion, prone, petrified Curse. Cursed players gain xp half as fast during random
Senses Tremorsense 100 ft. encounters.
Languages All

94
Cat ghosts, or maogui, are believed to be the ghosts of cats
raised from the dead to take their targets’ lives and fortunes
via gudu rituals (similar to voodoo magic in their application).
These rituals were popular in the 6th and 7th centuries CE.
Once targeted, the victim was said to feel as if pierced by
needles, before maogui would eventually consume their
organs. Many cats were apparently sacrificed during the Sui
(581-618 CE) era, so the actions of maogui can be seen as
revenge for cat-kind.

Mao Gui
Onryo, Chaotic Neutral

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

Mùshén
Kami?, alignment?

95
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 Self-portrait. Parvata creates an earthen statue of herself


Primordal Elemental Kami, Neutral Good
to appear humanoid to players.
Spirit of the mountain, and what shall be
Earthbending. Parvata can bend like any other master (lvl
Armor Class 20 15+) earth bender.
Hit Points Hitpoints
Speed 60 ft.
Blessings and Curses
Basic. Parvata may take away one earthbending move, or
half of one levels worth of xp. Parvata may also choose
STR DEX CON INT WIS CHA 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
(+2) (-2) (+3) (+1) (+4) (+1)
landmark leveling up, level up immediantly).
Saving Throws. Constitution + The Road Less Traveled. Parvata grants you her gift for
Skills. History + looking towards the future. Blessed players gain +2
Damage Resistances Fire, Thunder perception (wisdom) score.
Damage Immunities bludgeoning, piercing, slashing What Lurks in Your Future. Parvata blocks your natural
Condition Immunities frightened, incapacitated, ability to prepare for what lies in wait in the murky
exhaustion, prone, petrified unknowns of the future. Cursed players lose -2
Senses Tremorsense 100 ft. perception (wisdom) score.
Languages All
Challenge 20

96
Shan Xiao Shu Jing
A monster that lives in the mountains. Covered in fur with Spirits of trees that are hundreds of years old, which are
large teeth, it is super strong and can tear lions and tigers believed to be rainmakers and guardian protectors with
apart with its bare hands. It has a habit of visiting abandoned healing powers in their leaves and flowers. The leader among
homes and country dwellings and is famously depicted on plant spirits, the Shu Jing enjoy tributes of food and drink.
such an occasion, in an encounter with a terrified scholar in Old trees are very much venerated in China — it is said that if
18th century collection of ghost stories “Liao Zhai” compiled they are cut, they would bleed.
by Pu Songling (1640-1715). The Shan Xiao come in many The Shu Jing assume people shapes when outside of their
guises, sometimes in their true form, other times as trees, usually to commune with their fellow Shu Jing.
irresistible sirens. They like to hurl stones at travellers, lead
them astray, and occasionally, eat them.
Shu Jing
Tengu yokai, Neutral Good

Armor Class AC
Hit Points Hitpoints
Speed 20 ft.

STR DEX CON INT WIS CHA


Str Dex Con Int Wis Cha
(Mod) (Mod) (Mod) (Mod) (Mod) (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

97
Tao Tie
A monster with a human face, goat body, tiger teeth and eyes
near its armpits. It eats humans and likes to lure its prey with
infant-like cries. Upon seeing one, it’s best to run, no use
walking round its back. “Tao Tie” is also a Chinese adjective
for “gluttonous”. Hoards of these monsters recently starred in
Zhang Yimou’s controversial film “The Great Wall” (2016).

98
W
an Shi Tong collects information for
his Spirit Library. He is the most
knowledgeable being among humans Knowledge Seeker Fox
and spirits, never missing an Yokai, unaligned
opportunity to learn new facts or boast
about his vast intelligence, though he has developed an Armor Class.

indifference for studying human technology since leaving the Hit Points.

physical world. Although his regular shape is that of a huge Speed.


black-and-white barn owl, when angered he can assume
much more frightening forms.
STR DEX CON INT WIS CHA
     "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."

Skills. Sleight of Hand, Perception


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

99
Plague Spirit

Wēnshén
Yokai?, chaotic evil

were consumed by materialism in life and can transform into


any physical object. (mimics)

Yāoguǐ
jibakurei Onryo, any neutral or evil alignement

100
Zheng Ning
An ancient horned beast with five tails and the body of a
leopard. Very ferocious. The male is called Zheng and the
female Ning. The ferocity of the Zheng Ning became so well
known that it lent its name to the adjective zheng ning,
meaning “malevolent, fierce, sinister.”

Zheng / Ning
Yokai, any evil or neutral alignment

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

STR DEX CON INT WIS CHA


15 (+2) 16 (+3) 12 (+1) 3 (-4) 12 (+1) 8 (-1)

Saving Throws saving_throws


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

Actions
Multiattack. The Zheng or Ning makes two attacks
Claws. Melee Weapon Attack:
Bite. Melee Weapon Attack:
Ram Melee Weapon Attack:
Tail Whip. *Melee Weapon Attack:*necrotic?
damage

101

CH 9

Spirits of the

Fire Nation

102
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 Beating sun. Agni may choose to beat down on


someone, causing exhaustion and reducing all abilities
Primordal Elemental Kami, Neutral Good

by 2 until the sun sets or a short or long rest is taken.


Spirit of the Sun
During combat, a player can only move at half speed.

Armor Class.
Blessings and Curses
Hit Points.

Ease of Travel. When traveling by sunlight, this character


Speed.
gains +1d6 perception (wisdom) and +10ft of speed
Basic. Agni may take away one firebending move, or half
STR DEX CON INT WIS CHA of one levels worth of xp. Agni may also choose to
give a bending move of a level above when the player
10 (+0) (+2) 20 (+5) 12 (+1) 20 (+5) (+3) can learn, or add one half levels worth of xp.
Blessing. When under sunlight, all damage done does an
Skills. Perception +10
additional 1d4 damage and the highest ability score
Senses. Passive perception 20
gets an additional 1d4.
Damage Resistances. all
Challenge. 24 () Curse. When under sunlight, all d20 checks get 1d4
subtracted from it and the players highest ability
Glare. Agni may choose to glare into someones eye, score gets 1d4 subtracted.
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.

103
An Akubozu lives in the ashes of hearths, found mostly in the Appears as the ghostly image of a fire on rainy nights. Those
fire nation mainland. who encounter and do not run away become ill.

Akubozu Akurojin-no-hi
Jibakurei Yokai, Neutral Good Yokai, Unaligned

Armor Class.
Armor Class.

Hit Points.
Hit Points.

Speed. Speed.

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

Senses. Passive perception Senses. Passive perception


Damage Immunities. Fire Damage Immunities. Fire
Languages. Fire Languages. Fire
Challenge. 1/4 Challenge. 1

Hearth The Akubozu is hot to the touch, and either Sickness. If a creature is within 60 ft for longer than
heals 1d4 or deals 1d4 fire damage upon physical 1 min., the creature becomes poisoned.
contact.
Actions
Actions Entice. Creatures must succeed on a DC 12 Wisdom
Warm. Ranged 20/40ft. Heals 1d4. check or become enthralled.
Burn. Ranged Weapon Attack 20/40ft. +2 to hit. Hit: Consume. Creatures within a 10ft radius take 1d4
1d4 fire damage necrotic damage at the end of their turns. Each time
this happens the Akurojin-no-hi gains the HP lost by
the target(s).

104
Bi Fang
Named after its distinctive cry, this giant crane-like bird is
believed to cause, or be the harbinger of, fires. Its myth was
first documented in the Classic of Mountains and Seas.
Some versions say that Bi Fang stole fire from the heavens
and gifted it to humans. (agni's pet?)

Bi Fang
Elemental Yokai?, chaotic neutral

Chōchinbi
Type, Alignment

Armor Class AC
Hit Points Hitpoints
Speed Speed

STR DEX CON INT WIS CHA


Str Dex Con Int Wis Cha
(Mod) (Mod) (Mod) (Mod) (Mod) (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

105
Haka no hi
Jibakurei Yokai, unaligned

Armor Class AC
Hit Points Hitpoints
Speed Speed

STR DEX CON INT WIS CHA


Str Dex Con Int Wis Cha
(Mod) (Mod) (Mod) (Mod) (Mod) (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.

106
Hangonko Jami
Size, Alignment
Size, Alignment
Armor Class AC
Armor Class AC Hit Points Hitpoints
Hit Points Hitpoints Speed Speed
Speed Speed

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
Str Dex Con Int Wis Cha
Str Dex Con Int Wis Cha (Mod) (Mod) (Mod) (Mod) (Mod) (Mod)
(Mod) (Mod) (Mod) (Mod) (Mod) (Mod)
Saving Throws saving_throws
Saving Throws saving_throws Skills skills
Skills skills Damage Vulnerabilities damage_vulnerabilities
Damage Vulnerabilities damage_vulnerabilities Damage Resistances Resistances
Damage Resistances Resistances Damage Immunities Damage_Immunities
Damage Immunities Damage_Immunities Condition Immunities condition_Immunities
Condition Immunities condition_Immunities Senses Senses
Senses Senses Languages Languages
Languages Languages Challenge Challenge and Xp
Challenge Challenge and Xp

Actions
Actions
Multiattack. The Creature Name makes Number and
Multiattack. The Creature Name makes Number and type of attacks
type of attacks
Ability Description. Attack Style: Attack Bonus to hit,
Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type
Reach/Range, one target. Hit: Damage Damage Type damage
damage
General Ability Description. General Attack
General Ability Description. General Attack Description
Description

107
J ubokko live on the fields of war and sites of
vicious massacres, where the blood of
thousands of warriors has saturated the soil, a
strange kind of tree. From afar, Jubokko appear
to be ordinary trees, indistinguishable from the
various species that dot the landscape. It takes an
observant eye to notice the slightly more fearsome
features of its branches, or the piles of human bones
buried in the undergrowth beneath the tree. In fact,
they were once normal trees; but the vast amounts of
human blood absorbed through their roots
transformed them into spirits. Thereafter, the trees
thirst only for human blood.
Jubokko wait for unsuspecting humans to pass
underneath their branches. When somebody gets close
enough, they attack, snatching their prey with long,
jagged, finger-like branches, and hoisting it into their
boughs. These branches pierce the skin of their
victims, sucking out all of the blood with special tube-
like twigs. After the body is drained, the flesh and
organs are consumed by birds, insects, and other
animals. Only the dry bones fall back to earth. By the
time most people are close enough to notice the heaps
of bleached bones at the base of the trees, it is too late
to escape.

Jubokko
Jibakurei Yokai, lawful evil

Armor Class AC
Hit Points Hitpoints
Speed Speed
text

STR DEX CON INT WIS CHA


Str Dex Con Int Wis Cha
(Mod) (Mod) (Mod) (Mod) (Mod) (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

108
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.
Karura
Demi-Kami, Lawful Evil

Armor Class AC
Hit Points Hitpoints
Speed 40 ft., fly 40 ft.
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 STR DEX CON INT WIS CHA
flapping of their wings sounds like thunder, and creates gusts (+1) (-1) (+3) (-2) (-1) (+4)
of wind so strong they can dry up lakes, knock down houses,
and cover entire cities in darkness. Saving Throws Charisma +6
Karura make their homes in trees, and live in cities rules Skills skills
by lords. They are the mortal enemies of the naga— a group Damage Vulnerabilities damage_vulnerabilities
of beings which includes dragons and serpents— and feed Damage Resistances Fire
upon them as their main diet. Damage Immunities Damage_Immunities
Condition Immunities condition_Immunities
Senses Senses
Languages Fire
Challenge Challenge and Xp

Keen Senses Karura have advantage on Wisdom


(perception) checks that rely on hearing or sight

Actions
Multiattack. The Karura makes two attacks
Fire Breath. Ranged Weapon Attack: Attack Bonus to
hit, Reach/Range, one target. Hit: Damage Damage
Type damage
Wings. Ranged Weapon Attack: Attack Bonus to hit,
Reach/Range, one target. Hit: Damage Damage Type
damage

Because Karura are the


enemies of dragons and
serpents, they are seen as a
counter to things associated
with these creatures. Because
they are such fierce predators,
they are also viewed as
destroyers of sin, devouring the
impurities of the flesh just as
they devour dragons.
It should be noted, however,
that the connotation of sin
refers specifically to what only
some consider to be sins of
sexual immorality such as same
gendered love. This is an evil
spirit, after all. Karura is also
the unofficial nickname for
dragon killers, which became
popular during Sozin's reign,
and the Karura are often
depicted as Sozin.

109
Karyōbinga
Yokai, Alignment

Armor Class AC
Hit Points Hitpoints
Speed Speed

STR DEX CON INT WIS CHA


(-2) (+1) (-1) (+0) (+1) (+4)

Saving Throws Charisma +6


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

Actions
Multiattack. The Creature Name makes Number and
type of attacks
      The Kemurikage became part of Fire Nation legend after
Ability Description. Attack Style: Attack Bonus to hit, they departed from the mortal realm, feared by children from
Reach/Range, one target. Hit: Damage Damage Type the Fire Nation Capital as they supposedly abduct young
damage individuals who misbehave.
General Ability Description. General Attack
Description

Kemurikage
Karyōbinga possess voices of incomparable beauty. They ?, Chaotic Neutral
begin singing while still inside of their eggs. After they hatch,
they begin to dance and play heavenly musical instruments as Armor Class.

well. They sing of the spirits and the spirit world. They have Hit Points.

the head and arms of a human (apecifically a priest or sage), Speed.


the body of a bird, and long, flowing tail feathers similar to a
pheonix.
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

110
Kitsune
Kitsunebi

111
Kosenjōbi

112
Painted Lady
The Painted Lady is the guardian spirit of small towns along
the Jang Hui River in the Fire Nation, known for her
protectiveness and healing abilities. The Painted Lady was
originally a human and lived before the 3rd century BG. She
had a close relationship with nature and a strong connection
to the spirits. Due to her spirituality, she transcended into the
Spirit World following her death. After becoming a spirit, the
Painted Lady began to watch over the Jang Hui River and the
towns along it until the Fire Nation Army built a factory on
the river in 90 AG and began polluting it by discharging its
waste. The pollution drove the Painted Lady away, leaving the
villagers to fend for themselves.

Painted Lady
Jibakurei Nyorai, Lawful Good

STR DEX CON INT WIS CHA Princess Ursa


4 (-3) 13 (+1) 10 (0) 10 (0) 12 (+1) 18 (+4) Princess Ursa, the would-be-Firelady, is said to have been
killed by Firelord Ozai for her silence, and haunts the
Armor Class imperial palace, keeping watch over those under her care as
Hit Points best she can. Servants are said to pray to her for protection,
Speed. fly 40ft. and keep a small shrine as a gift to the kind princess to ward
off unsavory nobles.
Skills.
Damage Resistances. All but poison and necrotic
Challenge.
Princess Ursa
Blessings and Curses Jibakurei Onryo, True Neutral
Inspiration. by rolling a charisma check, the Painted
Lady can influence someone to act in her stead.
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.

113
Ryūtō

Tsurubebi

114

CH 10

Spirits of the
Water Tribes

115
Ahkiyyini
Onryo, alignment

Armor Class 1
Hit Points Hitpoints
Speed 20 ft.

STR DEX CON INT WIS CHA


(+3) (-3) (+0) (-1) (+1) (-2)

Saving Throws Strength


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

Stormbringer. While Ahkiyyini is standing in or near


water at least 5 ft. deep, all water in a 60 ft. radius at
least that depth is difficult terrain.
Enormous. While slow, Ahkiyyini is not slowed down
by difficult terrain shorter than 10ft off the ground.
Unsteady Feet When Ahkiyyini performs Stomp in
water deeper than 5ft., vicious waves rock the water.
Everyone within a 30 ft. radius must make a DC 15
dexterity saving throw or be knocked prone. A
critical fail will send the target into the water and
they will be drowned for one turn.
Tidal Wave When Ahkiyyini performs Drum while

Ahkiyyini standing in or near a body of water, a tidal wave


forms heading away from him in addition to any
He is the skeleton spirit of an old chief lost at sea, and causes damage dealt. It is ? wide and ? tall and everyone
tidal waves and rough seas. He wears ancient Water Tribe who it hits must make a DC 15 dexterity saving
throw or be knocked prone and a DC 15 Wisdom
armor saving throw or be drowned for one turn.
he was the first chief to attempt to begin a tribe seperate
from the northern tribes, and was pushed overboard for his Actions
efforts. now he causes rough wawters for those traveling Drumstick. Melee Weapon Attack: +? to hit. Hit:
north, and smooth for those traveling south. he fights with bludgeoning damage
???, his opposite- a northern isolationist who protects those
traveling north but creates difficult travels for those heading Drum. Ranged Weapon Attack: +? to hit. Hit:
south. thunder damage
Stomp. Melee Weapon Attack: +? to hit. Hit:
crushing damage

116
Amarok A
Amarok is a wolf spirit who takes those foolish enough to ?,
hunt alone at night. Unlike wolves who hunk in packs,

the Amarok hunts alone. A


H
Sp
Amarok
Yokai?, Neutral Evil

Armor Class AC
Hit Points Hitpoints Sa
Speed Speed Sk
Se
La
STR DEX CON INT WIS CHA
C
() () () () () ()
A
Saving Throws saving_throws
Skills skills M
Senses Senses ty
Challenge Challenge and Xp A
Re
Actions da
Multiattack. The Creature Name makes Number and G
type of attacks D

Ability Description. Attack Style: Attack Bonus to hit,


Reach/Range, one target. Hit: Damage Damage Type
damage
General Ability Description. General Attack
Description

Atshen
a cannibalistic flavortext.

117
Ijiraat

Ijiraat
The Ijiraat are the shape-shifters. These land spirits are
elusive and can transform into any arctic animal to disguise
themselves, but cannot disguise their red eyes. Most often
they take the shape of a raven, polar bear, arctic wolf or even
a human. The only part of the Ijiraat that it cannot disguise is
its red eyes. In all of it forms, both human and animal, its eyes
always remain red.
These hidden creatures are portrayed as evil and malicious
in many stories. These stories warn that the Ijiraat lie in wait
for lone travelers, changing shape to fool and get close to the
travelers.
Some elders argue that these land spirits and are not
inherently evil, but rather misunderstood. One elder warned
that these spirits are surrounded by mirages. When
mountains or islands on the horizon look bigger or closer
than they really are, an Ijiraat might be near. It seems some
elders believe that the Ijiraat often appear to bring messages
to travelers.
Although many interpretations of the Ijiraat exist, one thing
seems to be certain: After an encounter with the Ijiraat
people tend to experience memory loss and quickly forget the
details of what happened.

118
Keelut
Keelut also known as Ke'lets, Qiqion, or Qiqirn, is a spirit of
the underworld that comes to the surface mostly in winter
who resembles a hairless dog. It is said to feast upon the
dead, and is sometimes seen as a harbinger of death.

Keelut

Kigatilik
a demon that kills shamans. It is fanged.

Kigatilik

119
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 La
mortal world. Their current physical forms and location is a Primordal Elemental Kami, Chaotic Neutral

closely guarded secret, as they are incredibly vulnerable to Spirit of the Ocean
physical attacks, unlike most spirits.
Armor Class 32
Hit Points 148
Koi Fish Speed 30 ft., swim 60 ft.
Mortal Spirit form, True Neutral

Spirit of the Ocean STR DEX CON INT WIS CHA


10 (0) 14 (+2) 13 (+1) 12 (+1) 18 (+4) 17 (+3)
Armor Class
Hit Points 5
Speed swim 20 ft. 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.
STR DEX CON INT WIS CHA HP, armor class, and all ability scores are doubled
for the duration. Rage mode continues until the
(-5) 14 (+2) 6 (-2) 12 (+1) 18 (+4) 17 (+3) threat is defeated. Possesed PC is exhausted
afterward and must take a rest.

Actions
Bending. Melee Weapon Attack: 2d10 cold damage
2d10? bludgeoning? damage
Blessings and Curses
Ease of Travel. When traveling by water, speed is
doubled.
Basic. La may take away one waterbending move, or
half of one levels worth of xp. Tui may also choose
to give a bending move of a level above when the
player can learn, or add one half levels worth of xp.
Blessing. When by the ocean, all damage done does
an additional 1d4 damage and the highest ability
score gets an additional 1d4
Curse. When by the ocean, all d20 checks get 1d4
subtracted from it and the players highest ability
score gets 1d4 subtracted. Swimming speed is
reduced by 10ft.

120
Mahaha
You can tell someone has died at the hands of the mahaha
when their cold, dead faces wear a miserable, grimacing
smile of both horror and hysteria.
Mahaha is a maniacal demon that terrorizes parts of the
arctic. This creature is a thin sinewy being, ice blue in colour
and cold to the touch. Mahaha’s eyes are white and they peer
through the long stringy hair that hangs in its face. This
demon is always smiling and giggling. It is strong, very strong
and it is always barefoot. Mahaha is usually seen with almost
no clothing on yet it never seems to be bothered by the cold.
This cold demon takes pleasure in tickling its victims to
death with sharp vicious nails attached to its long bony
fingers. Many elders have remarked on the expression of the
dead victims Mahaha leaves behind. It seems all of the victim
have a similar expression on their dead faces – a twisted
frozen smile.
Although this demon is twisted and evil, Mahaha is easily
fooled. Most of the stories told about Mahaha end with it
being fooled. Usually Mahaha is tricked into leaning over a
Mahaha water hole to take a drink and is pushed into the open water
Yokai, Chaotic Evil and swept away by the currents. So if Mahaha ever corners
you alone, ask it to have one last drink with you by the water
Armor Class. hole before it tickles you to death.
Hit Points.
Speed.

STR DEX CON INT WIS CHA


(+3) (-1) (+0) (+0) (-3) (-1)

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

Actions
Multiattack. The Mahaha makes two attacks with its
claws.
Tickle. Melee Weapon Attack: +? to hit. Hit: 2d6
psychic damage.
Claws. Melee Weapon Attack: +? to hit. Hit: 1d4
slashing or piercing damage.

121
Nuliayuk
Also Known as Sedna, Taluliyuk, or Taleelayuk.
A young northern girl who was cast into the ocean, where
she became the keeper of all the sea mammals. A sisterly
spirit, she can be quite vengeful but is normally happy to
leave people alone.

Nuliayuk
Onryo Kami, Neutral Good
Taqriaqsuit
Armor Class. The Taqriaqsuit are also known as the shadow

Hit Points. people. They are rarely seen, but when conditions

Speed. are right the they can be heard.


Sometimes these shy beings are noticed or people sense
their presence. When this happens, the Taqriaqsuit seem to
STR DEX CON INT WIS CHA disappear into the ground and vanish. Stories tell us that
() () () () () () some Inuit have crossed over into their world, but few have
ever returned to tell us what it is like.
Skills. They attempt to lure people away to the spirit world to trap
Senses. Passive Perception them and drain their energy for themselves. However, it is
Damage Resistances. Fire imperative that they are not caught, for the spirits will

Damage Invulnerabilities. Cold fetch Agni, who will burn them away and return their

Languages. Water (Northern Dialect) souls to the reincarnation cycle.


Challenge.

Friend of the Sea. Nuliayuk calls upon 2d4 sea


creatures from the random sea creatures table in the
back of this book. Which table you use depends on
Taqriaqsuit
Onryo, Neutral Evil
the region Nuliayuk is currently in.
Waterbending. Armor Class.
Hit Points.
Actions Speed.
Multiattack.
Heal. Nuliayuk can use the waterbending move heal? STR DEX CON INT WIS CHA
without expending chi points. Heal does ?d? of () () () () () ()
healing through touch.
Skills. Stealth +
Senses. Passive Perception
Damage Vulnerabilities. Fire, Radiant
Languages. Any two
Challenge.

Secretive. If they notice someone has spotted them,


or if someone attacks them with anything other
than fire or radiant, they vanish.
Undead. The Taqriaqsuit will not drop below 1 hit
point unless the damage is fire or radiant.

Actions
Drain Energy. The Taqriaqsuit touches a target and
drains their life force. ?d? necrotic damage.
Promises, Promises. The Taqriaqsuit whispers into a
targets ear. The target must succed on a DC 12
Wisdom Saving throw or be charmed for 1 minute.

122
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 Waterbending. Tui (or Yue) can bend just as any master
(lvl 15+) waterbender.
Primordal Elemental Kami / Nyorai Kami, Lawful Good

Spirit of the Moon Actions


Tide. Tui (or Yue) calls in the tide from the nearest body
Armor Class of water, giving advantage to all waterbenders for the
Hit Points duration.
Speed
Blessings and Curses
STR DEX CON INT WIS CHA Ease of Travel. When traveling by moonlight, this
character gains +1d4 perception (wisdom)
5 (-3) 14 (+2) 10 (0) 10 (+0) 17 (+3) 12 (+1)
Basic. Tui may take away one waterbending move, or
Skills. Perception +5 half of one levels worth of xp. Tui may also choose to
Senses. Passive Perception 13 + 1 for each phase of the give a bending move of a level above when the player
moon away from the new moon can learn, or add one half levels worth of xp (If playing
Damage Resistances. Airbending by landmark leveling up, level up immediantly).
Damage Immunities. Cold, Waterbending Blessing. When under moonlight, all damage done does
Language. Water an additional 1d4 damage and the highest ability score
Challenge. gets an additional 1d4
Curse. When under moonlight, all d20 checks get 1d4
Petition. Tui (or Yue) may petition her husband, La, into subtracted from it and the players highest ability score
attacking.
gets 1d4 subtracted.

123
Qallupillut
Yokai, Neutral Evil

Armor Class.
Hit Points.
Speed. 30 ft.

STR DEX CON INT WIS CHA


() () () () () ()

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

Sulferic Scent. All creatures in a 15 ft. radius are


aware of the Qallupillut's presence Qallupillut is
underwater.

Actions
Claws. Melee Weapon Attack. +? to hit. Hit: ?d?
slashing damage
Teeth. Melee Weapon Attack. +? to hit. Hit: ?d?
Qallupillut piercing damage
Suspicious Hum. All creatures in a 15 ft. radius must
A believed legend told by Water Tribe parents and elders to succeed on a DC 12 Wisdom saving throw or
prevent children from wandering to the shore. Qalupillut are become either frightened or oblivious.
human-like creatures with long hair, green skin, and long
finger nails that live in the sea. They wear amautiit, in which
they carry away babies and children who disobey their
parents or wander off alone. They take the children
underwater, where they adopt them as their own. Qalupaliks
have a distinctive humming sound, and the elders have said
you can hear the Qalupaliks humming when they are near.
These are marine creatures of the cold arctic waters. They
are often described as having scaly and bumpy skin, not
unlike a scalpin. It is said that these ugly creatures reek of
sulfur.
The Qallupilluk is a child-snatcher. No one really knows
why these creatures love to take children. Perhaps they take
children because they are lonely and like the company, or
maybe they like how children taste?
Many stories of the Qallupilluk tell of them wearing eider
duck clothing with large pouches on their back to carry
children in. The Qallupilluk hides in the ocean, waiting for
children to play alone on the beach or near the breaking ice.
Usually the Qallupilluk jump out of the water and grab
children without any warning. Sometimes, however, you can
hear them knocking under the ice. Some elders have said
that if the ocean begins to become wavy in an area or steam
begins to rise from the ocean, a Qallupilluk might be hiding
underneath the water.
One thing is certain, whether a Qallupilluk is hiding in the
water or not, it is never safe to play alone on the beach or
near the broken pans of sea ice.

124

Chapter 11

Spirits of the
United Republic
of Nations

125
Bakeneko (Trash Cat)
Obake Yoaki, chaotic neutral

Trash cats earned their nickname as they are


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

126

Chapter 12

Other Spirits

127
Karyōbinga are celestial beings with the head and arms of a
human, the body of a bird, and long, flowing tail feathers.
They live in the spirit world
Karyōbinga possess voices of incomparable beauty. They
begin singing while still inside of their eggs. After they hatch,
they begin to dance and play heavenly musical instruments as
well. They sing of the holy scriptures and the words of the
buddhas.

Karyōbinga
Koh is a malevolent entity with the body of an enormous
centipede-like creature and resides under an ancient tree in
the Spirit World. His self-chosen name reflects his ability to
literally steal the faces of other beings who express emotion
and use them at will.

Koh
Primordal Yokai, Neutral Evil

The Face Stealer

Speed. 50ft., climb 50ft.

Skills. Intimidation
Damage Resistances.
Facestealing. If he spies anyone showing emotion, he
has the ability to steal their face to add to his
collection.

128
Since the dawn of time, the Mother of Faces has crafted
faces for both living and non-living beings, placing a piece of
herself in each face she created. It was because of her actions
that separateness and identity came into the world. She has
the ability to give faces to living organisms, bestowing plants
and animals with expressive markings. The Mother of Faces
owns a wolf that has a face imprinted on its fur, residing in
Forgetful Valley with many other similar creatures. She is
also the mother of Koh, the Face Stealer.
Mother also of the moon and world spirits?

Mother of Faces
Primordal Kami, Lawful Good

Face Granting The Mother of Faces' most


distinguishing ability is her power to grant a
person a new identity, including physically change
a person's face to something entirely new and
emotionally altering their memory like erase
current recollections or restore lost ones.

129
Raava

130
Vaatu

131
Index
Agni, 101
Frobbit, 53
Mao Gui, 93
Tiger seal, 69

Ahkiyyini, 118
Frog squirrel, 53
Marsupial spineball mouse, Tiger Shark, 48

Air Mountains (animals), 11


Froghog, 53
16
Tiger tiger snake, 34

Air Nomads (spirits), 77


Gao Huang Gui, 88
Miniature lion turtle, 56
Toucan puffin, 48

Akhlut, 60
Garuda, 79
Mink snake, 65
Tsurubebi, 112

Akubozu, 102
Gemsbok bull, 26
Mmagpie macaque, 16
Tui, 121

Akurojin-no-hi, 102
Ggiant fly, 54
Monarch fox, 56
Turle seal, 70

Amarok, 119
Ghati, 89
Mongoose Lizard, 46
Turtle crab, 49

Anteater snake, 12
Giant Eel Hound, 41
Monkey rat, 73
Turtle duck, 49

Anteater wasp, 51
Giant rhinoceros beetle, 26
Mosquito frog, 57
Turtledove, 18

Arctic camel, 60
Giant squid, 63
Moth dove, 17
Unagi, 35

Arctic hen, 60 Golden Secretary Cat, 41


Mother of Faces, 127
United Republic of Nations
Arctic hippo, 61
Goldjaw, 54
Mushen, 93
(animals), 71

Arctic seal, 61
Guanyin, 90
Ning, 99
United Republic of Nations
Arctic wolf, 61
Haka No Hi, 104
Nuliayuk, 120
(spirits), 123

Atshen, 119
Halibut, 63
Ostrich horse, 29
Vaatu, 129
Badger Mole, 20
Hammerhead Dugog, 43
Otcat (bobcat otter), 57
Vulture goat, 18

Baihu, 78
Hangonko, 105
Other Spirits, 125
wan shi tong, 97
Bakeneko, 124
Harekat, 26
Otter gar, 17
Water Tribes, The (animals),
Banyan Grove Tree, 86
Harmonious Brothers, 80
Otter penguin, 65
59

Bat cat, 12
Hawk, 42
Painted Lady, 111
Water Tribes, The (spirits),
Bat Panther, 21
Hei Bai, 91
Parrot hyena, 57
117

Bi Fang, 103
Hermit Crab, 15
Parvata, 94
Weasel snake, 74

Boar-q-pine, 21
Hiderigami, 91
Penguin fish, 66
Wenshen, 98

Buffalo yak, 62
Hippo cow, 42
Pheangorong, 46
Whale cow, 70

Buzzard wasp, 21
Hippo scorpion, 54
Platapus bear, 29
Whalerus, 70
Calico cockatoo, 72
Hippox, 42
Polar bear , 66
Wind Horse, the, 83

Camelephant, 21
Hog monkey, 27
Polar bear dog, 66
Wolfbat, 36

Canyon crawler, 22
Horned Goat Leopard, 15
Polar dog, 67
Wood frog, 36

Catgator, 51
Huu, 55
Polar leopard, 67
Xuanwu, 84

Chihuamster, 72
Hybrid pigs, 27
Polar orca, 67
Yakalope, 18

Chochinbi, 103
Iguana owl, 15 Poodle pony, 73
Yaogui, 98

Chu Turak, 79
Iguana Parrot, 43
Possum chicken, 58
Yue, 121

Croc-of-the-rock, 51
Ijiraat, 116
Princess Ursa, 111
Zheng, 99
Crococat, 51
Iso husky, 64
Puffin-seal, 68

Cuttlefish, 62
Jackalope, 27
Purple pentapus, 30

Dao Lao Gui, 87


Jami , 105
Pygmy puma, 30

Ddeer dog, 22
Jamina, 92
Pythonaconda, 74

Dolphin piranha, 62
Jewel shrike wasp, 28 Qallupillut, 122
Dragon Moose, 40
Jubokko, 106
Quilled chameleon, 30

Dragon, 38
Karura, 107
Raava, 128

Dragonfly hummingbird, 72
Karyobinga, 108
Rabaroo, 30

Dragonfly, 22
Karyobinga, 126
Raven Eagle, 46

Drop worm, 52
Kaze no Kami, 81
Reefcrab, 47

Eagle hawk, 40
Keelut, 117
Rooster pidgeon, 74

Earth continent (animals), 19


Kemurikage, 108
Ryuto, 112

Earth Kingdom (spirits), 85


Kigatilik, 117
Saber-tooth moose lion, 31

Elbow leech, 52
Killer pteroroo, 15
Salmon crab, 68

Elephant Koi, 23
Kitsunbi, 109
Saltwater Ccocotiel, 47

Elephant mandrill, 24
Kitsune, 109
Screeching bird, 58

Elephant mouse, 24
Knowledge seeker fox, 97
Se tu, 58
Elephant rhino, 72
Koala sheep, 43
Sea serpent, 68

Emperor tortoise moth, 12


Koalaotter, 65
Sea snake lionfish, 47

Fei, 87
Koh, 126
Seiryu, 82

Feret baboon, 40
Koi Fish (spirit), 117
Shan Xiao, 95

Fire archipeligo (animals), 37


Komodo dog, 56
Shirke degu, 17

Fire ferret, 24
Komodo Rhino, 44
Shirshu, 32

Fire Nation (spirits), 100


Kosenjobi, 110
Shu Jing, 95

Firefly, 41
La, 118
Singing groundhog, 33

Flying Bison, 13
Lamprey Jellyfish, 44
Snow leopard caribou, 69

Flying Boar, 25
Lion vulture, 44
Snow rat, 69

Flying Crane Fox, 14


Lizard crow, 73
Sour beetle, 33

Flying fishopotamus, 25
Llamion, 16
Sparrowkeet, 34

Flying Lemur, 14
Long-tailed poison dart frog, Spider bass, 58

Foggy Swamp, the (animals), 45


Spiderfly, 18

50
Luna caracal, 28
Tao Tie, 96

Fox antelope, 25
Mahaha, 119
taqriaqsuit, 120

Fox centipede, 52
Manatee whale, 45
Tarantula bat, 34

Fox Hound, 14
Mantis Seahorse, 45
Tiger monkey, 48

Credits
D&D Created by

Avatar the Last Airbender Created By Michael Dante DiMartino

Creature Compendium & Spirit Guide compiled by Hannah Fuqua

Li's Friends: Horrible Pets to Protect You From the Horrible World by Muffinlance

Flavor text by Various authors of the avatar.fandom.com wiki and Hannah Fuqua

Cover Art by ming85 on tumblr and deviantart

Cover Page Art by Leo Lujan

Earth elemental spirits by zenzanightwing on AO3

Fire Nation Spirits Flavor text and images from yokai.com

Water Tribe Spirits Flavortext from inuitmyths.com

Creature Chapter Cover Art byVelma Dinkley on Reddit

Air Spirits Cover Art by Pauline Mauviere

Back Cover Art by Devin Elle Kurtz


Avatar

the Last RPG

Creature Guide

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