Powers and Perils

Storms and Sea Encounters

Richard's Sea of Tears article on storms is excellent. However, it does not detail storms in specific manners. It generalizes them. As a result if you would like to add flavor to your game you can consult my P&P Weather document. It can create more specific weather. It also contains complete rules and data on storms like fog, sleet, hail, rain, thunderstorms and even more intense ones like hurricanes. Optionally you can use this quick system to get a more specific weather form. For details on what categories and type of storms these are consult the weather document for more specific rules.

Storm Type
RollEasy Intensity
01-10Fog Mist [Mist level only]
11-20Light Drizzle
21-30Wind Storm [Low Winds]
31-40Spouts [EL 0-2 D6 1-2 EL0 3-4 EL1 5-6 EL2]
41-50Hail Storm [Small Hail Stones]
51-60Sleet Storm [Light Sleet]
61-70Rain Storm [Drizzle Level]
71-80Snow Storm [Flakes/Crystals only]
81-93Thunderstorm [Local and short lived]
94Blizzard [Light]
95Hurricane [Category 1]
96-98Whirlpool [A]
99-100Tsunami [D6 1-3 5 feet Height, 4-6 10 Feet Height of wave]
RollModerate Intensity
01-10Light Fog
11-20Moderate Drizzle
21-30Wind Storm [Medium Winds]
31-40Spouts [EL 3-4 D6 1-3 EL3 4-6 EL4]
41-50Hail Storm [Medium sized Hail stones]
51-60Sleet Storm [Moderate]
61-70Rain Storm [Light]
71-80Snow Storm [Light]
81-93Thunderstorm [Light]
94Blizzard [Moderate]
95Hurricane [Category 2]
96-98Whirlpool [B]
99-100Tsunami [D6 1-3 15 feet Height, 4-6 20 Feet Height of wave]
RollDifficult Intensity
01-05Moderate Fog
06-10Heavy Drizzle
11-20Wind Storm [High Winds]
21-30Spouts [EL 5-9 D10 1+2 EL5 3+4 EL6 5+6 EL7 7+8 EL8 9+10 EL9]
31-40Hail Storm [Large hail stones]
41-45Sleet Storm [Heavy]
46-60Rain Storm [Moderate]
61-70Snow Storm [Moderate]
71-92Thunderstorm [Moderate]
93Blizzard [Heavy]
94Hurricane [Caegory 3]
95-96Whirlpool [C]
97-100Tsunami [D6 1-3 25 feet Height, 4-6 30 Feet Height of wave]
RollVery Difficult Intensity
01-10Heavy Fog
11-20Wind Storm [Extreme]
21-30Spouts [EL 10-15 [D6+9 for EL]]
31-40Hail Storm [Extreme hail stones]
41-60Rain Storm [Heavy/Severe]
61-69Snow Storm [Heavy]
70-91Thunderstorm [Heavy/Severe]
92Blizzard [Heavy/Severe]
93Hurricane [Category 4]
94-95Whirlpool [D]
96-100Tsunami [D6 1-3 35 feet Height, 4-6 40 Feet Height of wave]
RollImpossible Intensity
01-10Fog Blanket
11-20Wind Storm [Hurricane Force winds]
21-30Spouts [EL17+]
31-39Hail Storm [Very Extreme/Rare size stones]
40-54Rain Storm [Very Heavy]
55-59Snow Storm [Blizzard]
60-90Thunderstorm [Super Storm/Rare]
91Blizzard [Very Heavy/Whiteout]
92hurricane [Category 5]
93-94Whirlpool [E]
95-100Tsunami [D6 1-3 45 feet Height, 4-6 50 Feet Height of wave]

NOTE - Keep in mind time of the year/season. For example summer would not see Winter like effects (Fog, Snow, Blizzard, etc.]. While Winter would not see summer like effects [Hurricane, etc.]. If this is the case then re-roll for a new effect. For effects like Water Spouts or Whirlpool you may need to consult the Water Spells document for EL effects.

Whirlpool

Can use the following system or roll one up randomly via the Weather Document. Otherwise use the following table:

CategorySizeForceDurationDepth
[A]2-345-10 01-20
[B]4-5515-2021-40
[C]6-7625-3041-60
[D]8-9735-4061-80
[E]10-11845-50 81-100

Scott Adams

Sea and Water Encounters

These creatures/animals are those found mostly in the water world. While some are on the edges like shore or encountered near water areas) they are noted below as one large group. Some creatures are new. Some are only mentioned as here by name only. For details on these consult the other documents. If you know the terrain is not viable for the creature re-roll the encounter. These are changes to Richard's encounter tables only. The other data is all good to go.

Waterway Encounter Table - Creature Table
Day
RollCreatureRollCreature
1-3Afanc38Giants, Storm
4-5Ahuras, Maskela39-41Molani
6-8Asrai42-43Mushrussu
9-11Athach44-46 Ogre
12-14Bouba47-49Orchi
15-17Centaur50-52 Peist
18Chimearas, Chimana53-59Roc
19Chimearas, Chimeara60-62Serpent Women
20Hydra63-66Vily, Water
21Demons, Disease 67-69Fay Horse
22Warders70 Pegasus
23Garshon71 A'Equin
24-26Dirailla'ta72-74Animals, Zehani Wolf
27Dragons, Dragon75-78Zehani
28Dragons, Wyrm79-81Animals, Wild Cat
29Elemental, Water82-84Animals, Deer
30Animals, Crocodile85-86Animals, Crab
31-32Animals, Leech87-88Animals, Water Birds
33Animals, Anaconda89-90Animals, Piranha
34-35Animals, River Turtle91-98Water Snakes
36Water Nymph99-100 Leon
37White Otter
Night
RollCreatureRollCreature
1-3Afanc48-51Goblin
4-5Ahuras, Maskela52Great Spider
6-8Asrai53-55Grundwergen
9-11Athach56-57Hydra
12-14Baobhan Sith 58Pegasi
15-17Beithir59-61Peist
18-20Cait Sith62-64Serpent Women
21-23Cu Sidhe65-70Sprite
24-26Cu Sith71-76Tonah
27-28Demons, Disease77-82Trold Folk
29-31Demons, Terrestial83-85Trolls, Troll
32Dragons, Dragon86Unicorn
33Dragons, Wyrm87-89Vily, Water
34Elemental, Water90-91Zehani
35-37Fay Horse92 Dirailla-ta
38-39Hobgoblin93 Mir
40Poltergeist94 Simurgh
41True Sidhe95-96Water Panther
42Border Redcap 97 Besamar*
43Cuca**98 Gwydi***
44Harboul***99 Devil****
45-46Bugbear****100 Edali****
47Fata Shee****
*Found along Coastline**Found in Lakes, Rivers
***Found in Rivers****Found along edge of water

Swamp Encounter Table - Creature Table
Day
RollCreatureRollCreature
1-3Dirailla'ta53-54Animals, Leopard
4-6Animals, Deer 55-58Animals, Swamp Buffalo
7-11Animals, Wild Cat59-60Asaghi
12-16Animals, Eagle 61-65Molani
17-19Demons, Disease 66Athach
20-26Animals, Falcon 67Elemental, Water
27-29Dae'ta A'miri 68-70Fire Snake
30Dragons, Dragon 71-72Hydra
31-33Beithir73-74Peist
34-39Afanc75-76Serpent Women
40Asrai77-78Dae'ta Koti
41-44Akhkhara, Vampire Worm79-82Great Serpent
45-47Animals, Water Birds83-85Water Nymph
48White Otter 86-87 Lun
49-51Animals, Crocodile 88-95 Leech
52Animals, Crab 96-100Water Snakes
Night
RollCreatureRollCreature
1-4Dirailla'ta51-53Beithir
5-7Grundwergen54Elementals, Water
8Animals, Wild Cat 55-57Animals, Deer
9-10Daoine Sidhe 58Hydra
11-12Trold Folk 59-61Peist
13-15Cu Sidhe 62-63 Asaghi
16-18Dae'ta A'miri 64Athach
19 Dragons, Dragon 65-67Barguest
20-22Trolls, Wood Troll 68Dae'ta Koti
23Afanc69Great Serpent
24-26Asrai70-71Cait Sith
27-29Sprite72-73Fire Snake
30-31Animals, Leopard 74-81Goblin
32-34Animals, Swamp Buffalo82Serpent Women
35-36Faerry83Baobhan Sith
37-38Molani84-89Tonah
39-40Harboul90 Poltergeist
41-43True Sidhe 91-92Water Panther
44-48Animals, Crocodile 93-95Animals, Crab
49-50Animals, Leech 96-100Water Snakes

Ocean Encounter Table - Creature Table
Encounter Chart A - Travels in Trade Routes
DayNight
RollCreatureRoll Creature
01-21Sea Birds # 01-04Seals #
22-29Seals # 05-09Dolphins #
30-35Dolphins #10-14Medium Whales
36-38Medium Whales 15+16Large Whales
39Large Whales 17-22Fish #
40-50Fish #23-26Animals, Eel
51Animals, Eel27-30Animals, Jellyfish
52-54Animals, Jellyfish31-33Squid/Octopus
55Squid/Octopus34-36 Stingray
56+57Stingray37-40Shark
58Penquin ***41+42Orca
59Walrus ***43-48Water Snakes
60Animals, Crab49-52Water Serpent
61+62Water Snakes 53-55Ocean Turtle
63-68Water Serpent56-58 Nymph
69-72Nymph59+60Other Elemental*
73-76Slyph61-62Sea Dragon
77-80Other Elemental*63-66 Bloodsucker
81-83Shark67-69 Dolaura
84-88Orca70-73 Garshon
89Ocean Turtle74+75 Wyrm
90+91Bloodsucker76-79Shachihoko
92Dolaura80-91 Merfolk
93Garshon92-94 Kraken
94-96Sea Dragon95-97Ghost Ship
97Wyrm98-100Sea Giant
98+99Merfolk100Kraken
Encounter Chart B - Blown off course
DayNight
RollCreatureRoll Creature
1-4Sea Birds #01-04Seals #
5-8Seals #05-09Dolphins #
9-12Dolphins #10-14Medium Whales
13Whales # 15+16Large Whales
14Large Whales17-22Fish #
15-19Large Fish23-26Animals, Eel
20-24Tiny Fish27-30Animals, Jellyfish
25Animals, Eel31-33Squid/Octopus
26-30Animals, Jellyfish34-36 Stingray
31Squid/Octopus37-40Shark
32-36Stingray41+42Orca
37-40Water Snakes43-48Water Snakes
41-48Water Serpent49-52Water Serpent
49-53Slyph53-55Ocean Turtle
54-58Nymph56-58 Nymph
59-63Other Elemental*59+60Other Elemental*
64-68Merfolk61-62Sea Dragon
69-75Shark63-66 Bloodsucker
76-80Orca67-69 Dolaura
81Ocean Turtle70-73 Garshon
82+83Bloodsucker74+75 Wyrm
84Dolaura76-79 Shachihoko
85Garshon80-96 Merfolk
86-88Sea Dragon97-99Small Kraken
89-97Medium Fish100Kraken (x2)**
98Monster Squid  
99Sea Giant  
100Kraken   
*Any Water or Air Elemental in Powers and Perils
**The Kraken is twice normal size. See Kraken.
***Cold Climates, coastal areas only if not re-roll
#Can determine the size or roll randomly below (Roll 1d10)
RollSizeRoll Size
01-03Tiny07-08Medium
04-06Small09-10Large

Scott Adams

Sea and Water Creatures

These creatures/animals are those found mostly in the water world. While some are on the edges like shore or encountered near water areas) they are noted below as one large group. Some creatures are new. Some are only mentioned as here by name only. For details on these consult the other documents.

CreaturePnP VersionExternal location of full description
A'Equin V2New pnp v2 monster file.
Afanc V1Standard Book 3 plus pnp v2 creature file
Ahuras, Maskela V1Standard Book 3 plus pnp v2 creature file
AkhkharuV1Standard Book 3 plus pnp v2 creature file
Vampire Worm V1Standard Book 3 plus pnp v2 creature file
Bloodsucker V2 
AnimalsV1Standard Book 3 plus pnp v2 creature file
Anaconda V2 
Crocodile V2 
Crab V2 
Deer V1Standard Book 3 plus pnp v2 creature file
Dolphin V2 
Eagle V1Standard Book 3 plus pnp v2 creature file
Eel V2 
Falcon V1Standard Book 3 plus pnp v2 creature file
Jellyfish V2 
Leech V2 
Leopard V1Standard Book 3 plus pnp v2 creature file
Penguin V2 
Piranah V2 
Orca V2 
Sea/Water Birds V2 
Seals V2 
Shark V2 
Swamp Buffalo V1Standard Book 3 plus pnp v2 creature file
Squid/Octopus V2 
Monster Squid V2 
Stingray V2 
TurtleV2 
River Turtle V2 
Ocean Turtle V2 
Walrus V2 
Water Snakes V2 
Whale V2 
Wild Cat V1Standard Book 3 plus pnp v2 creature file
Zehani Wolf V1Standard Book 3 plus pnp v2 creature file
Asrai V1Standard Book 3 plus pnp v2 creature file
Asaghi V1Standard Book 3 plus pnp v2 creature file
Athach V1Standard Book 3 plus pnp v2 creature file
Baobhan Sith V1Standard Book 3 plus pnp v2 creature file
Beithir V1Standard Book 3 plus pnp v2 creature file
Besamar V2New pnp v2 monster file
Border Redcap V2New pnp v2 monster file
Bugbear V2New pnp v2 monster file
Bouba V1Standard Book 3 plus pnp v2 creature file
Cait Sith V1Standard Book 3 plus pnp v2 creature file
Centaur V1Standard Book 3 plus pnp v2 creature file
Chimearas V1Standard Book 3 plus pnp v2 creature file
Cuca V2New pnp v2 monster file
Cu Sidhe V1Standard Book 3 plus pnp v2 creature file
Cu Sith V1Standard Book 3 plus pnp v2 creature file
Daeta A'Miri V1Standard Book 3 plus pnp v2 creature file
Dae'ta Koti V1Standard Book 3 plus pnp v2 creature file
Daoine Sidhe V1Standard Book 3 plus pnp v2 creature file
DemonsV1Standard Book 3 plus pnp v2 creature file
Disease V1Standard Book 3 plus pnp v2 creature file
Terrestial V1Standard Book 3 plus pnp v2 creature file
Devil V2New pnp v2 monster file
Dirailla-ta V1Standard Book 3 plus pnp v2 creature file
Dolaura V2New pnp v2 monster file
Dolaura Queen V2New pnp v2 monster file
Dragons / True DragonV1Standard Book 3 plus pnp v2 creature file
Dragon V1Standard Book 3 plus pnp v2 creature file
Sea Dragon V2New pnp v2 monster file
Wyrm V1Standard Book 3 plus pnp v2 creature file
Dwarf V1Standard Book 3 plus pnp v2 creature file
Rune Master V2New pnp v2 monster file
Edali V2New pnp v2 monster file
Edali Divine V2New pnp v2 monster file
Elefan V2New pnp v2 monster file
ElementalsV1Standard Book 3 plus pnp v2 creature file
Air Elemental V1Standard Book 3 plus pnp v2 creature file
Water Elemental V1Standard Book 3 plus pnp v2 creature file
Elf V1Standard Book 3 plus pnp v2 creature file
Elf Magician V1Standard Book 3 plus pnp v2 creature file
Faerry V1Standard Book 3 plus pnp v2 creature file
Faerry King V2New pnp v2 monster file
Fata SheeV2New pnp v2 monster file
Fata Shee (Warrior) V2New pnp v2 monster file
Fata Shee (Magician) V2New pnp v2 monster file
Fay Horses V1Standard Book 3 plus pnp v2 creature file
Fire Snake V1Standard Book 3 plus pnp v2 creature file
Garshon V2 
Giants V2New pnp v2 monster file
Sea Giant V2New pnp v2 monster file
Storm Giant V1Standard Book 3 plus pnp v2 creature file
Goblin V1Standard Book 3 plus pnp v2 creature file
Elite Goblin V2New pnp v2 monster file
Goblin King V2New pnp v2 monster file
Great Serpent V1Standard Book 3 plus pnp v2 creature file
Great Spider V1Standard Book 3 plus pnp v2 creature file
Grundwergen V1Standard Book 3 plus pnp v2 creature file
Gwydi V2New pnp v2 monster file
Harboul V2New pnp v2 monster file
Hobgoblin V2New pnp v2 monster file
Hobgoblin Magician V2New pnp v2 monster file
Hobgoblin King V2New pnp v2 monster file
Hydra V1Standard Book 3 plus pnp v2 creature file
Kraken V2New pnp v2 monster file
Leon V2New pnp v2 monster file
Lunma V2 
Master V2New pnp v2 monster file
Mer PeopleV2New pnp v2 monster file
Merman (Male) V2New pnp v2 monster file
Mermaid (Female) V2New pnp v2 monster file
Merman Noble V2New pnp v2 monster file
Mir V2New pnp v2 monster file
Mir Wizard V2New pnp v2 monster file
Molani V1Standard Book 3 plus pnp v2 creature file
Mushrussu V1Standard Book 3 plus pnp v2 creature file
Divine Mushrussu V2New pnp v2 monster file
Ogre V1Standard Book 3 plus pnp v2 creature file
Orchi V1Standard Book 3 plus pnp v2 creature file
Pegasus V1Standard Book 3 plus pnp v2 creature file
Peist V1Standard Book 3 plus pnp v2 creature file
Poltergeist V2New pnp v2 monster file
Red Shark V2New pnp v2 monster file
Roc V1Standard Book 3 plus pnp v2 creature file
Serpent Women V1Standard Book 3 plus pnp v2 creature file
Shachihoko V2New pnp v2 monster file
Simurgh V2New pnp v2 monster file
Sprite V1Standard Book 3 plus pnp v2 creature file
Tonah V1Standard Book 3 plus pnp v2 creature file
Trold Folk V1Standard Book 3 plus pnp v2 creature file
Trold King V1Standard Book 3 plus pnp v2 creature file
TrollsV1Standard Book 3 plus pnp v2 creature file
Troll V1Standard Book 3 plus pnp v2 creature file
Elite Troll V2New pnp v2 monster file
Troll King V2New pnp v2 monster file
Wood Troll V2New pnp v2 monster file
True Sidhe V2New pnp v2 monster file
True Sidhe Magician V2New pnp v2 monster file
Unicorn V1Standard Book 3 plus pnp v2 creature file
Vily, Water V1Standard Book 3 plus pnp v2 creature file
Water Nymph V2New pnp v2 monster file
Water Panther V2New pnp v2 monster file
White Otter V2New pnp v2 monster file
Warders V2New pnp v2 monster file

A'Equin Alignment - Balance

These horses can fly on water. They are mentioned here since some intelligent creatures could use them to travel over short or long distance water areas. See the new version 2 creature document.

Afanc Alignment - Elder

This is basically a large beaver so its home to the water world. For more details see the Book 3 material or the new version 2 creature file for changes on this creature.

Ahuras, Maskela Alignment - Law

This intelligent creature is winged so doesn't stay in the water much but they are found and encountered near water. See the book 3 and version 2 pnp creature file for complete and updated information.

Akhkharu

Akhkharu - Vampire Worm Alignment - None

These creatures are encountered near water environments among others. They tend to be on land mostly but can be along shoreline or shallow creeks and rivers. For complete details on this creature see the Book 3 and version 2 Creature updated file.

Akhkharu - Bloodsucker

Akhkharu - Bloodsucker Alignment Chaos
AHP5OCV1DCV3NWI+3
S6St6D9A13
MR12NAV0MDV4NF1*
EnL12CDF1CL NA
DTV-1HC6%INT 4
C4PR8%SIZE
SSNocturnal Parasite

* Normally these are solitary creatures unless they are ready to breed. If another Bloodsucker is in the area they may fight since they are territorial. However, if prey is found they will seek prey first than fight.

APPEARANCE - These aquatic creatures are round like a puff fish. They have tiny fins but a fat round body that is the size of a human's adult head. Their eyes are dark red in hue but do not glow. The skin is pure black so they blend in well with the dark waters. Their mouth is round with razor sharp teeth and a pink tongue that laps up the blood of its victim. Around the rim of the mouth are suckers.

SPECIAL - These are aquatic vampiric creatures. Their eyes can detect at a range of about 20 feet prey that is hot and thus full of blood. They will quietly approach and attach themselves to the target to feed on. They will have a base 50% chance of attaching to the prey on the first round. If they do the first bite will allow it to attach with strength onto its prey. The suckers on the rim of its mouth give a solution that further tightens the hold and prevents massive blood loss other than what it needs to feed on. The first bite will do 1D3 hit points of physical damage to the target. The Bloodsucker will then suck drain 1D6 Energy Level points per phase up to 36 Energy Level max if its hungry. Once it releases its contact to the target it will begin to float or swim away. The round body is full of bladders that take the blood and it can live up to 3 days off this blood alone. There is a 20% chance the target will get a Debilitating BL3 Poison. If so reduce 6 points from Energy Level, Strength and Stamina for 3 days. If Energy Level is 0 the target will die.

This animal is distasteful to other animals that try to attack it. Once swallowed by large fish like sharks the animal will try to reject it in some way if it hasn't already killed the bloodsucker. In order to remove these creatures from a person a Strength x 2 roll must be made. One attempt can be made per phase. If a weapon is used that can pry the creature off then Strength x 3 is made. If the creature is killed the Bloodsucker may still be attached. In this case the attachment may be permanent. In this case the solution forms a tougher bond with the skin. It will have to be cut off. to cut it off will cause 1D3 more hit points to the target.

These creatures tend to be found in warm oceans and rivers. They tend to avoid lakes, ponds and cold ocean areas. Their base eyesight is not that far only about 10 feet but their sense of heat is double that. There is a 30% chance the Bloodsucker is not hungry but will attach itself to the target for future feeding. It may stay up to 5 days like this until it is ready to feed. These creatures could attack its prey if it is attacked. In this case it will use its teeth in a natural weapon attack.

The Bloodsucker is a source for a natural magic item. If one is caught and quickly bled out into a container the blood creates a poison from its natural body poison. It will cause the Debilitating effects above but at HALF the values listed. This is an unenhanced value. The Bloodsucker has no enhanced value.

Animals

(The following section lists non-fantastic creatures that can be encountered in a Creature Encounter. Unless specified otherwise, an animal has no alignment). These are animals that are typically found near or in the water.

Anaconda Alignment - None

These snakes are found mostly in river and tropical climates. See the version 2 creature file for details. Most of these animals can be fierce and territorial.

Crocodile Alignment - None

This creature can be found mostly in river and tropical areas. But they have been known to go in northern climates if the need is there. Alligators can be used for the Crocodile stats. These animals will attack humans with little hesitation if they can. Many humans per year are killed by these animals. See the version 2 creature file for details.

Crab

Crab Alignment None
AHP11OCV3(1)DCV4NWI-2
S11St10D47(+2)A16(+1)
MR8NAV0MDV4NFRoll 1D6
EnL12CDF1CLNa1-81
DTV-1HC11%INT391D6
C10PR1%SIZE0102D6
SSIntermediate Carnivore

APPEARANCE - These hard shelled animals are small to the ground only a few inches above the ground. Most can be held in the palms of a hand in size. Some are twice the size of a person's double palms. Each has 5 walking sets of legs on its body. Crab also have 2 arms in front that are larger than the others. Each ends in a pincer which can be used to grab prey. One pincer is larger than the other one and is the primary one for combat. Most crab range in dull browns, reds or orange colors but some can be other colors from pure white and blue among other colors. They have eye stalks which allow them to see with. They do not swim well or fast but they stick to the bottom of the water. They are as home in the water as they are on a beach.

SPECIAL - Crabs are a favorite food for many humans and are hunted by fishermen. Entire industry is built around them by capturing them in crab wooden cages. Crabs can clamp onto a human and hurt them with their pincer. They will do 1D3 points of damage each. Crabs tend to only defend themselves but some have been known to pinch a person sleeping on a beach.

Deer Alignment - None

Deers are common in forests and around waterways. These use the rivers and creeks to drink from. They do not enter the water beyond drinking from the edge generally. For complete details see the Book 3 and version 2 updated creature file.

Dolphin

Dolphin Alignment None
AHP30OCV10DCV6NWI-4
S33(+2)St30(+1)D17(+1)A21(+1)
MR20NAV0MDV8NFRoll D100
EnL24CDF3CLNA1-50 1
DTV-3HC32%INT551-70 1D6
C13PR2%SIZE271-1002D6*
SSIntermediate Carnivore

* If 2D6 are found then a family of Dolphin is found at least 1D3 are offspring with 1 Female per offspring.

APPEARANCE - These sleek round noses animals are fast and agile in the water. They tend to be silver or gray in color. They can be as large as 6 feet in length and about 200 pounds on average.

SPECIAL - Dolphins are friendly and social creatures. They have been known to help humans who are lost in sea to take them to shore or fend off dangerous sharks. Dolphins in packs are not afraid of sharks and will fight them. They like to jump and leap into the air in a playful dance. They are known to often shadow a ship for miles watching the ship and playing with it. They are not dangerous like sharks to humans.

NOTE - If encounter says Small Dolphin use the above stats but at 50% of listed stats above. Stats above are for full mature adult of the species.

Eagle Alignment - None

Eagles are encountered around water when they use it to catch fish. They will usually dive bomb into the water of the river/creek and catch fish with their claws. Beyond this they avoid the water. For details see the Book 3 and version 2 updated creature file.

Eel

Eel Alignment None
AHP9OCV2DCV6NWI0
S9St7D27(+1)A 53(+3)
MR12NAV0MDV3NFD100
EnL9CDF1CLNA1-20 1D6
DTV-1HC8%INT321-50 2D6
C8PR1%SIZE051-100D100*
SSIntermediate Omnivore

* A school of Eels is found that can be many Eels all in one area. These would include young and adult Eels.

APPEARANCE - These sleek grayish serpentine animals are agile in the water. They resemble snakes in their length and at times blend in with surrounding plant life. They usually are at 2-3 feet long but some can be as long as 6 feet in some cases. They can be held in a fist of a human most times but can be larger than a fist.

SPECIAL - There are many varieties of Eels in the water. Some are docile while others are fierce. Some can bite with their teeth as a normal rule. But some Eels are electrical. These shoot out an electrical shock into the water through the skin. The shock can extend as far as 3 feet around it. This shock can cause 1D6 hit points in damage and possibly stun the person. The real danger is when a whole school of Electrical Eels can encounter people in the water. While the Eels may not intend to harm the person the sheer amount of shocks in the water can kill a person.

Falcon Alignment - None

Same as for Eagle.

Jellyfish

Jellyfish Alignment-None
AHP5OCV1DCV7NWI+1
S6St6D55(+3)A 66(+3)
MR8NAV0MDV3NF1D10
EnL9CDF1CLNA1 1
DTV-1HC6%INT32+31D6
C7PRSIZE04-8 2D6
SSIntermediate Omnivore9+10D100*

* D100 Indicates a school of Jellyfish is found. This is a dangerous place to be if caught in the middle.

APPEARANCE - Jellyfish are floating, slightly more advanced than a basic cell, mass of water. Mostly of water and basic animal cells that do the most basic functions. They are transparent and you can generally see through the animals. They have no obvious body areas like eyes, mouth or other organs. The body is one part and they have long extensive tentacles. These tentacles can stretch out to as much as 500 feet around the creature to capture food like floating shrimp. They use these tentacles to detect prey and other jellyfish. Generally these tentacles stretch out to 5-10 feet. To determine the reach of a tentacle roll on the table below:

RollTentacleRoll Tentacle
D100length (feet)D100Length (Feet)
01-161-317-324-6
33-487-1049-56 11-15
57-6016-2061-64 21-50
65-6951-10070-73 101-150
74-78151-20079-83 201-250
84-88251-30089-93 301-350
94-98351-40099 401-450
100 451-500

Number of Tentacles 1D10 per Jellyfish. The tentacles are hair thin and difficult to impossible to see in some waters and light. in fact jellyfish are also hard to see in some cases as many step on them near shore and get stung. They come in all shapes and colors. Some as bright colors and some as simple white.

SPECIAL - Jellyfish simply let the water take them where they need to go. They don't move that much on their own unless they have to. They don't actively seek out humans to attack or any other creature. They let their prey stumble upon them. Thus stepping on them or coming across their tentacles is a sure way to get stung by them. Each tentacle has tiny hair like barbs that inject a poison on their prey to paralyze them. For humans this is a BL 2 Paralytic Burn poison. If the poison succeeds it will start to affect the person's nervous system. Most stings can be taken by some are allergic or can be killed by them. To shrug off the sting the person must make a Will roll. There is a CB% (Con Bonus) chance the person is allergic to the sting. If this is the case the person will go into immediate shock and be paralyzed. if he is not taken out of the water immediately he/she will drown and die as his breathing will be hard to control as his system shuts down. At any rate regardless of the sting of poison the person will take 1D2 points of burn damage to the skin. If not allergic and the poison succeeds the person will have Will/10 phases before he begins to be paralyzed as his nervous system shuts down. He will have to leave the water to have the effects wear off. They will wear off in 1D3+1 hours. During this time he can do no other action unless healed. A school of jellyfish can easily kill a human by the number of stings and poison attacks by tentacles.

Leech

Leech Alignment None
AHP5OCV1DCV6NWI-3
S9St6D80(+4)A 19(+1)
MR8(4)NAV0MDV2NF1D6
EnL6CDF1CLNA
DTV-1HC8%INT2
C6PR1%SIZE0
SSIntermediate Parasite

APPEARANCE - These small worm like creatures tend to be black, gray or brownish. They tend to be finger length. They have a wide oval mouth that suction onto a target.

SPECIAL - These creatures tend to be found in rivers. Some can be found in coastal areas but less frequently. These creatures seek out heat and movement. They will then attach onto a target that moves by them. Once attached it will suck blood from the person up to 1D6 Energy Level points will be drained per Leech. They have to be torn off the skin (with little difficulty) by hand. Salt can also tear them off automatically as they hate the taste.

Leopard Alignment - None

Leopards and tigers are encountered around water when they are stalking prey or using it as a water hole. They will avoid the water if they can but some can cross the water if they need to. See Book 3 and the updated creature file for information.

Penguin

Penguin Alignment None
AHP9OCV2DCV4NWI0
S10St12D32(+2)A17(+1)
MR8NAV0MDV3NFRoll 1D6
EnL9CDF1CLNA1-4 1
DTV-1HC11%INT35-8 1D6
C12PR1%SIZE19 2D6
SSIntermediate Carnivore10 1D100*

* A colony is found. This is only for land encounters. It includes 20% young, 30% females and 40% adult males. At least 10% are eggs.

APPEARANCE - These birds have short wings but they don't use them to fly rather use them to swim as fins. They have beaks like birds. They are black with white under belly areas. They may have white blotches on their backside. They stand normally 1.5 feet tall but some adults can stand as much as 3 feet in some cases.

SPECIAL - These are only encountered in cold climates like Ice and Tundra (arctic) areas. They tend to live among the ice fields and swim in the cold waters. They will defend themselves if their nests are threatened.

Piranah

Piranah Alignment None
AHP7OCV1DCV5NWI+3
S8St6D36(+2)A29(+1)
MR12NAV0MDV3NFRoll 1D10
EnL9CDF1CLNA1 1
DTV-1HC7%INT32-3 1D6
C3(-1)PR1%SIZE04-10D100+20*
SSIntermediate Carnivore

* This is a hunting pack or a breeding pack that can be very dangerous.

APPEARANCE - These fist sized fish are found in tropical rivers. They tend to be brownish tan to mix in with plant growth. They are small but their mouth are abnormally large with razor like teeth that can shred flesh.

SPECIAL - A single Piranah will be too scared to attack large prey. But once they get into packs the mob mindset takes over and they will attack with fierce and vicious speed. A group has been known to shred a cow that wades into the water within 3 minutes nothing but bones are left. A person unlucky to be surrounded by a pack of these fish is certainly doomed.

Orca

Orca Alignment None
AHP46OCV16DCV6NWI-3
S37(+2)St55(+3)D20(+1)A27(+1)
MR20NAV0MDV6NF 1D3*
EnL18CDF5CLNA
DTV-5HC46%INT4
C15PR6%SIZE3
SSIntermediate Carnivore

* If 3 a pod is found at least 1 is a offspring and one of the adults may be a female.

APPEARANCE - These animals are larger than dolphins on average but are tiny whales. They have razor like teeth. They tend to be black in color with splotches of blue or white in color. They can average 5-6 feet in length and weigh at least 400 pounds.

SPECIAL - Orca are small version of whales. They tend to eat only small fish. But once in awhile a orca can mistake a human for food and nip them. but they will not attack outright like sharks unless confused or threatened. Some are termed "killer orca" but most are docile and tend to stick to deep sea areas.

Sea/Water Birds

Sea/Water Birds Alignment None
AHP4-32OCV0-7DCV1-13NWI-2to-6
S4-7St4-10D8-63A8-63
MR12(36)NAV0MDV4-7NF D100*
EnL12-21CDF1-3CLNA
DTV-2HC4-9%INT4
C8-10PR1-2%SIZE0-1
SSIntermediate Omnivore

* Referee will have to determine situation. If out to see maybe only 1D3 is found. But on shore near a breeding spot D100 is found. Fishermen tend to have 30-40 flying around their boat.

APPEARANCE - Water and Sea birds range in diversity as do plants. There are thousands of varieties of varying shapes and sizes. Some are as small as budgies or finches that can fit in a fist or as large as Seagulls, Flamingos and Storks. They come in all colors and sizes and habitats.

SPECIAL - The above stats represent average bird stats. The low figure is the lowest and highest is for the largest birds like Storks or Seagulls. The Referee can average these stats to determine the final result but use the above as a quick guideline. Majority of birds are harmless to humans. But they can be annoying. Seagulls are one such group which will dive bomb and attack fishing boats for fish on deck. So birds tend to be more annoying than dangerous. The listed MR is for land and (flying). While some may not reach this speed it is used as a general rule.

NOTE - When encounter says Tiny Sea Birds use the lowest figures above.

Seals

Seals Alignment None
AHP13OCV4DCV8(7)NWI+4
S18(+1)St14D32(+2)A52(+3)
MR18(10)NAV1*MDV5NF1D10
EnL15CDF1CLNA1-5 1
DTV-1HC16%INT46-8 1D6*
C16(+1)PR4%SIZE19-102D6*
SSIntermediate Carnivore

* If 1D6 and 5-6 are found or 2D6 and 7-8 found then a large family group is found. At least 20% are pups, 30% are females and rest are adult males. These large groups tend to be found on land than water.

APPEARANCE - these animals are much smaller versions of the Walrus. They have sleek small necks and a larger rear area often with lots of blubber. They have fins they can use to walk/crawl on land as much as swim with. They tend to be black but some can be brown or grayish. They are often seen with whiskers from their mouth. They have thin fur which protects them from the cold climate.

SPECIAL - Seals can be as boisterous as Walrus males in noise and threats. But most tend to be docile to humans. In fact they tend to be curious of humans and will playfully follow or approach them. Seals are not known to attack a human in the water unless its confused. On the land they will protect their young but avoid human contact if possible. Some entertainers have been known to tame seals to do various tricks in their travelling shows. They are often found on land as much as the water. Their fur is sometimes a natural magic item. For details on seal fur see the Water based Natural Magic item document.

NOTE - If encounter says Small Seals use the stats above but at 30%. The stats above are for a mature adult.

Shark

Shark Alignment None
AHP32OCV10DCV3NWI0
S22(+1)St32(+2)D14A15
MR16NAV0MDV5NFRoll D100
EnL15CDF3CLNA1-60 1
DTV-3HC27%INT461-80 1D6
C9PR1%SIZE281-1002D6*
SSIntermediate Carnivore

* If 2D6 are encountered they are in a feeding frenzy on a recent kill. This is a dangerous situation to be in.

APPEARANCE - These sleek animals are as large as 7 feet in length and can be as big as 800 pounds. Most tend to be 4-5 feet in length and about 200 pounds They are gray in color. They have rows of razor sharp teeth that can slice through bone easily.

SPECIAL - These animals are the kings of the oceans in the normal animal world (aside from the big monsters). They are fierce and deadly. Some are not man eaters but sharks do get the taste of human flesh and stay with it. They live deep in the ocean but can visit coastal areas. Their body has a nervous system which can detect the slightest bit of movement in the water from some distance away. This is why splashing humans (or seals their favorite food) gets their attention. They can smell blood (even the slightest amounts) in water up to 3 miles away. Blood also attracts sharks to prey. The above stats are for the average human adult (4-5 feet, 200 pounds). But for Great Sharks these figures should be doubled. For smaller sharks like reef sharks that tend to be harmless half the above stats. Once attracted they will tend to investigate its prey by swimming around it or bumping up against it. It may then attack it to kill and devour it. While sharks have no natural magical item value some have been known to grind up shark bone to create a natural healing powder used in some areas. Those in Katai are known to do this. There is debate by scholars and healers if this has any true healing ability.

Swamp Buffalo Alignment - None

This is the water version of the buffalo and has adapted to many climates including cold ones. They tend to be docile but could charge people if they are threatened. But otherwise they avoid contact with humans. See the Book 3 for basic details or version 2 creature file for any changes to the stats.

Squid/Octopus

Squid/Octopus Alignment None
AHP16OCV6DCV7(8)*NWI+1
S18(+1)St19(+1)D51(+3)A19(+1)
MR16(22)*NAV0MDV3NF1D3**
EnL6CDF1CLNA
DTV-1HC19%INT3(4)***
C11PR2%SIZE1
SSIntermediate Carnivore

* For MR the () value is when the animal is on the bottom of the floor or crawling over surfaces. In open water the speed of the animal's thrust is faster. Their strength in their appendages allow them to shoot from one place to another quickly. The OCV () is for in open water and 7 is for when on bottom or surface area.

** Number found - if 2 or more may be a mating pair

*** Recent evidence indicates Squid are alot smarter than we think. The 4 is for those few smart ones while most tend to be Intellect 3.

APPEARANCE - These animals have a bell bubble upper body with a set of arms on the bottom. Their arms number from 4-6 depending on species but tend to be 6. Each arm is full of suckers that can attach to things and grasp them with good strength. The strength bonus applies to the strength of all these appendages. At the bottom of the body surrounded by the arms of the squid is its mouth. The mouth is a large beak like structure which can grasp as well for eating. The creature is fast in open water when it has the right bouyancy. The color of squid ranges from species to species. But generally they are brown, tan or gray. They tend to blend into the sea bottom or have little if any color due to depths they swim in. Some are as small as 3 feet from end of one arm to its top of the head while others can get as large as 7 feet. The arms can grow however up to 5 feet on their own.

SPECIAL - Squids tend to ignore humans but are curious by their nature. They may investigate humans but rarely attack outright. Generally when threatened it will release a dark ink into the water that blinds view so it can escape. This ink also serves as a natural magical item (see the Water based Natural Magic Items file for details). Some octopus can grow abnormally large in deep oceans. These creatures become legend and as such are known to attack ships and men. If such a creature exists the stats might be as follows:

Monster Squid/Octopus

Monster Squid/Octopus Alignment None
AHP81OCV26DCV7(8)NWI-1
S81(+4)St49(+2)D16(+1)A15
MR12(18)NAV3*MDV7NF1
EnL21CDF8CLNA
DTV-8HC65%INT3
C11PRSIZE4
SSIntermediate Carnivore

* NAV - The 3 exists from tough skin on the main body. Only AV 1 is for each arm however.

NOTE - MR, DCV () applies for normal Squid/Octopus

SPECIAL - These huge monsters can be as big as 50 feet and weight as much as 2 tons. Their arms are as long as 15-20 feet and as thick as a tree trunk. If these exist they can sink ships in some cases.

Stingray

Stingray Alignment None
AHP12OCV3DCV8NWI-3
S12St12D17(+1)A 51((+3)
MR20NAV0MDV4NF1D3*
EnL12CDF1CLNA
DTV-1HC12%INT4
C16(+1)PR2%SIZE3
SSIntermediate Carnivore

* If 3 are found there is a 50% chance 1 is a offspring at half the listed values (except for MR). If no offspring then it could be a mating pair and another stingray in the area competing for breeding.

APPEARANCE - These creatures have large fins that extend from its solid body like wings. They can extend as much as 3 feet out but tend to be 1.5 feet. This gives them a fast moving and agile body. They use this fast speed to elude prey like sharks. Their bottom color is white but the top tends to be brown or black. They use this color to blend in to the bottom of the ocean where they tend to wait for prey. At the end of them is a long (usually a foot) tail that ends in a stinger. They use this to stun their prey for capture and eating.

SPECIAL - Stingrays avoid humans if they can. The only time humans tend to contact them is when they swim by. In this case there is a 30% chance of being stung by the creature as it tries to warn off the human. In this case the sting can do 1D3 of hit points and cause a blistering swelt on the stung area. This area will hurt for 1D3 days afterwards until its healed. Most humans can take the poison it injects but children have been known to be killed by them if their immune system is low.

Turtle

River Turtle

River Turtle Alignment None
RiverTurtle
AHP7OCV2DCV7(8)NWI
S8St7D52(+3)A 32(+2)
MR8(12)NAV1MDV3NFRoll 1D6
EnL9CDF1CLNA1-7 1
DTV-1HC8%INT38-9 1D3
C17(+1)PRSIZE110 1D6
SSIntermediate Herbivore

Ocean Turtle
AHP23OCV7DCV4(5)NWI-2
S18St23(+1)D21(+1)A 24(+1)
MR6(12)NAV1MDV4NF1
EnL12CDF2CLNA
DTV-2HC22%INT3
C18(+1)PRSIZE2
SSIntermediate Herbivore

NOTE - The () MR and DCV applies when turtle is in water and on land. The () value applies when on land. The shell is the AV1 protection as its hard. In some cases an ancient sea turtle might have AV2 as its shell might be a foot thick. The body itself (head, tail, arms/feet fins) are fleshy and have no AV value.

APPEARANCE - River taller are small maybe as large as a person's palms. Ocean turtles however can be as big as 4 feet tall at the top of the shell and as long as 5 feet. Small river turtles might only wait 5-20 pounds while ocean turtles can weigh as much as 400 pounds. All turtles have a shell which is a mobile home for them. Their fleshy body can jut out from holes in the shell. Their head, arm and leg fins and small tail jut out. Their necks are long that end in a head with a toothless snout which can snap and break bones of a finger. The bottom belly parts also are covered in a shell. Most turtles tend to be green in color with some touches of gray. They blend in with plant groth to avoid predators. River turtles can be dark green shells while ocean turtle shells tend to be lighter green.

SPECIAL - River turles are common place in many areas. A person that walks buy may get a foot snapped at but that's about it. Their bite of a river turlte if held might do 1D3 points and draw some blood. There is a 5% chance they could break a finger from their mouth strength. Ocean turtles are at least 4-5x larger than river turtles. They can swim hundreds of miles as a normal pattern. All turtles can also go onto the land to lay eggs (usually during a full moon). Sea turtles that bite can do 1D6+2 points of damage and have a 10% chance of breaking a bone in a finger or hand. Turtles avoid humans if they can but may bite if they are encountered stepping nearby or threatened. Some sea turtles can be one of the most ancient animals in the sea. They have been known to live up to 800 years on the average at least 200 years. Some find this longevity to be special and try to extract this special magic from them by animal by-products. But in fact there is nothing special or magical about them.

Walrus

Walrus Alignment None
AHP35OCV13(10)DCV4(3)NWI-1
S39(+2)St35(+2)D18(+1)A18(+1)
MR12(6)*NAV0MDV6NF1D6**
EnL18CDF4CLNA
DTV-4HC33%INT4
C15PR4%SIZE4
SSIntermediate Omnivore

* The () listed MR, OCV and DCV are used when the animal is out of the water.

** If 3 are found at least 1 is an adult and one is a female. If 6 are found a group is found on land.

APPEARANCE - These animals have large fat bodies but look more like large seals. From their mouth jut out two tusks which can be used as natural wepaons. Adult bull males can be dangerous if cornered or threatened. They tend to be loud creatures making croaking type sounds. They tend to be brown or tan colored but can be black as well. They may be as large as 600 pounds and as tall when sitting up on land as 5 feet.

SPECIAL - These animals are found as often on the land as are water. They tend to feed in the water and use the land for sleeping, sun bathing or taking care of their young. Their tusks can be natural weapons and quite deadly if they get a lucky blow in by a adult bull. Their fins and body mass tend to make them slower creatures on land.

Water Snakes

Water Snakes Alignment None
AHP4OCV0DCV4NWI0
S5(-1)St6D22(+1)A 36(+2)
MR8NAV0MDV2NFRoll 1D10
EnL6CDF1CLNA1-8 1
DTV-1HC6%INT19-101D6
C14PR1%SIZE2
SSIntermediate Carnivore

APPEARANCE - Water snakes are numerous so range from as small as 1 foot to 6 feet in length. They tend to average 3 feet in length however. They vary in colors but tend to have colors to blend into the bottom or plant life.

SPECIAL - This is a generic water snake smaller in power than the Anaconda. At least 80% of most water based snakes are harmless. But there is a 20% chance the snake has some poisonous effect. On a bite there is a 40% chance of being injected with a poison. The referee can determine the poison type or roll on the table below. Roll 2D6 for Poison type and D100 for the baseline of the Poison.

RollPoison Type
2Immediate Death
3+4Death
5+6Slow Death
7+8Debilitating*
9+10Paralytic
11-12Paralytic Acid**
{* = Reduce BLx2 from Energy Level, Strength and Stamina. Lasts for BL days.
** = Paralyzes victim and burns a wound with potent acid. Double damage scored when the poison succeeds in affecting a target.
Poison Baseline
RollBLRollBLRollBL
1-5141-60589-95 8
6-12261-75696-99 9
13-25376-887100 10
26-40 4

Most snakes will not bother humans unless they feel threatened or stepped on. They will attack by reflex.

Whale

Whale Alignment None
AHP87OCV32DCV4NWI-7
S95(+4)St95(+4)D14A15
MR18NAV1MDV9NFD100
EnL27CDF9CLNA1-80 1
DTV-8HC95%INT581-98 1D3
C12PR8%SIZE599-1001D6*
SSIntermediate Parasite

* If 1 is found it is an adult whale. If 1D3 there is a 20% chance it will have a offspring with it. If 1D6* then a pod of whales is found. At at least 4 are around 2 are offspring if less than 4 then 1 is offspring.

APPEARANCE - These immense majestic creatures are found in all the seas around the Perilous Lands. Most tend to be black or blue in color. Some have white markings on their tails or body. Some have been known to be brownish in color but more rarely. These creatures have a blow hole in the top near the front that allows them to inhale air when they surface and dive for long periods of time. On average a full adult can be as tall as 6-7 feet and as long as 75-80 feet. But there are exceptions so length can be even more. These creatures can weigh as much as 2 tons easily.

SPECIAL - This is the average Whale attributes. Most whales are docile and only eat plankton from the ocean. They get their great strength from their sheer bulk and powerful tail that can crush people and boats. Their hide is thick with blubber which gives them the 1 NAV but in some areas they have 0 protection which humans have learned their weak spots. Whales are hunted for their blubber for many items including oil and food. Whale song can be heard as far as 500 miles away in some cases and can be haunting to hear in the water.

NOTE - The above stats are for Medium sized Whales. For Large Whales use the above stats at 1.1.

Wild Cat Alignment - None

Wild Cats tend to be afraid to enter the water. But cats will use it for drinking or stalking prey along the border of the water. See book 3 and updated version 2 creature file for details.

Zehani Wolf Alignment - Balance

Almost identical in nature to Wild Cat and Leopard but may find a balance in avoiding or entering the water.

Asrai Alignment - Elder

Asrai are intelligent creatures that live in the water. In fact they can't leave the water at all. They have no boats or water based technology. For details on this creature see the Book 3 and version 2 updated creature file.

Asaghi Alignment - Balance

Asaghi are highly intelligent and can be found in water based encounters. For complete details see the book 3 and version 2 updated creature file.

Athach Alignment - Kotothi

Athach is another creature found in water based encounters. They tend to stay on shore though and rarely will enter the water unelss needed. For details see the Book 3 and updated version 2 creature file.

Baobhan Sith Alignment - Kotothi

Boabhan Sith are winged flyers so they don't need the water as much. But they are found in water based encounters. See Book 3 and updated version 2 creature file for details.

Beithir Alignment - Kotothi

Beithir are serpents so can be found in the waters for water based encounters. For complete details see the book 3 and updated creature file.

Besamar Alignment - Elder

This intelligent creature may be found in various environments but can be found in water based encounters. For complete details see the version 2 updated creature file.

Border Redcap Alignment - Kotothi

These creatures are kin to Troll so water is nothing new to these creatures. They may be found in classic troll locations like bridges or where creeks cross near roads. For details see the version 2 creature file.

Bugbear Alignment - Kotothi

The bear part of bugbears may still enjoy water as bears often do. So they could be on the edge/beach of water based environments. But their goblin side may prevent them from entering water.

Bouba Alignment - Balance

Bouba are encountered in water based environments. Since they are gorillas they tend to stick near rivers and creeks rather than the ocean. For details see the book 3 and updated version 2 creature file.

Cait Sith Alignment - Elder

These creatures tend to stick around the edges of water in water based encounters. For details see the book 3 and updated version 2 creature file.

Centaur Alignment - Elder

Centaur are mostly found in forest type areas but in water based encounters they can be found on the edge of water. For details see Book 3 and the updated version 2 creature file.

Chimearas Alignment - Balance

Creature found in water encounters usually tend to stick to the edges of the water. For details see Book 3 and the updated version 2 creature file.

Cuca Alignment - Kotothi

this vile creature lives in lakes and rivers often. They are commonly found underwater and surface to take their prey. For details on these creatures see the new version 2 creature file.

Cu Sidhe Alignment - Kotothi

Cu Sith Alignment - Elder

Daeta A'Miri Alignment - Law

These creatures are found in water based encounters as well. For details see Book 3 and the updated version 2 creature file.

Dae'ta Koti Alignment - Kotothi

These creatures may be found in the water and on land in water based encounters. See Book 3 and the updated version 2 creature file for details.

Daoine Sidhe Alignment - Kotothi

These creatures could be found on, in or around the water in water based encounters. For details see Book 3 and the updated version 2 creature file.

Demons

Disease Alignment - Chaos

Terrestial Alignment - Chaos

Devil Alignment - Chaos

These demons are found in water based encounters. But they tend to stick along the edges of water. For details see Book 3 and the updated version 2 creature file.

Dirailla-ta Alignment - Kotothi

These deadly serpents can be found in the water and along the edges of the water in some water based encounters. For details see Book 3 and version 2 updated creature file.

Dolaura Alignment - Law

Dolaura Queen Alignment - Law

These unique form of dolphins are only encountered in the sea or ocean. For more details see the version 2 updated creature file.

Dragons

Dragons / True Dragons Alignment - Varies

Sea Dragon Alignment - Varies

Wyrm Alignment - Chaos

Dragons can be found in water based encounters as well. The basic dragon might have a nearby cave where its lair is. This could be on a mountain cliff or nearby the water. The Wyrm might have be found on the edge of water as well. But Sea Dragons are found purely in the water. For details on the new Sea Dragon see the version 2 updated creature file for all 3 and book 3 as well for Dragon and Wyrm.

Dwarf Alignment - Elder

Dwarf Rune Master Alignment - Elder

While Dwarves are better suited in other environments theres no reason they can't be found in water based encounters as well. See book 3 and the updated version 2 creature file for details.

Edali Alignment - Law

Edali Divine Alignment - Law

These are similiar to dwarfs as such they could be encountered in water based areas. See the new version 2 creature file for their details.

Elefan Alignment - Neutral

These creatures are found in the river near Port Doman so they can be found in water based environments. For details on these creatures see the new version 2 creature file.

Elementals

Air Elemental Alignment - Elder

Water Elemental Alignment - Elder

Air elementals are part of a possible water based encounters. While they would not likely enter water they would be around the edge of the water. Water Elementals however are found in the water naturally. For details see book 3 and the updated version 2 creature file.

Elf Alignment - Elder

Elf Magician Alignment - Elder

Elves are found in virtually all terrains so they can be easily found in water based encounters. For details see book 3 and the updated version 2 creature file.

Faerry Alignment - Elder

Faerry King or Queen Alignment - Elder

Faerry avoid the water if they can but can be found in water based encounters. See book 3 and the updated version 2 creature file.

Fata Shee (Warrior) Alignment - Elder

Fata Shee (Magician) Alignment - Elder

These might be found in water based encounters on or around the water. See the new version 2 creature file for details.

Fay Horses Alignment - Elder

Fay Horses are found on the edge and shoreline of water in water terrain encounters. For details see book 3 and the new version 2 updated creature file.

Fire Snake Alignment - Law

Fire Snakes are found in water based encounters along the side of the water. They may fly over the water to catch food but tend not to enter the water. For details see book 3 and the updated version 2 creature file.

Garshon

Garshon Alignment Balance
AHP5OCV1DCV5NWI0
S6St7D20(+1)A52(+3)
MR4NAV0MDV4NF1D10
EnL12CDF2CLNA1-31
DTV0HC7%INT24-61D6
C6PR2%SIZE07-93D6
SSDiurnal Carnivore 10 D100*

* A grove of these are found underwater usually within 1D6+2 feet of each other.

APPEARANCE - These creatures are half plant and half animal. They are gray in color with slight hues of green or browns at time. They look like any standard water plant about a foot tall and as wide as 1.5 feet. Their limbs have sharp razor like barbs which can shred flesh but very slowly. They are mainly used to attach and capture prey. Hidden in the center of the plant by plant growth is a small mouth which takes in parts of the flesh of its prey.

SPECIAL - These creatures can't swim or move on their own aside from slight subtle limb movements which are hard to notice. These animals have a special sense of Clairvoyance which allows them to detect danger up to a minute in advance. If they detect danger or harm to them they will use their secondary special ability which is their main defense. This ability is a MEL2/EL1 ability to Teleport itself from one place to another. It does this randomly but never exits the water. When it teleports the roots are still in the dirt floor as if they never moved when they get to their new place.

These plans inject a BL 5 draining poison on their prey. This will do 1D6 decrease in Strength and Stamina immediately. It will then do 1D3 more points to both every 2 phases until either Strength or Stamina is 0. At that point the animal is powerless and will be held by the plant. As the plan remains in the plant the limbs attach to the body. But the animal is not eaten immediately. It will begin to decay slowly. At this point the body breaks down. Then the limbs will actually move to separate flesh and move it to the mouth.

These plans were first discovered by a Ticasi Scholar named Garshon exploring the seas off Fomoria. He found them interesting so much he spent the next 5 years studying them. The problem he discovered is that these plants create havoc for fishing villages when they enter the harbor. Swimmers and fish alike are sometimes attacked by these plants which causes problems for the local people. Once there these plants are very difficult to get rid of without some magic.

These creatures have a natural magic value. If a person is lucky to obtain one (very hard with the teleport ability) they can be taken out of the water. At this point they die and begin to shrink in size. If the person can tear off the razor sharp limbs and he must keep the core body. There it can be dried. Once dried it should be opened to locate a small organ the size of a marble which is yellow in color. This organ gives it the teleport ability. This organ can be enhanced magically to give a person who wears it 2D10 Mana points for Teleport per day.

This creature was first created by a wizard who tried to create evil plans as minions for his home. It backfired and this plant was created over 200 years ago. Since then this creature reproduces and has spread into all but the Northern cold ocean. It prefers warm waters. It was tied to the Balance alignment through this wizard but rituals failed and the gods did not favor the wizard.

Giants

Sea Giant Alignment - Kotothi

Storm Giant Alignment - Kotothi

Sea Giants are found in the water and travel through it commonly. Storm Giants however are encountered above the water usually seen in their castles in the sky. For details on these creatures see book 3 and the new version 2 creature file.

Goblin Alignment - Kotothi

Elite Goblin Alignment - Kotothi

Goblin King Alignment - Kotothi

Goblins are encountered in some water based encounters. Some might even use small boats for war operations. See the new version 2 updated creature file for details.

Great Serpent Alignment - Kotothi

Great Spider Alignment - Kotothi

These 2 creatures tend to stay on the edge of the water in water encounters. Great Spiders however may leap onto logs to cross small creeks or rivers or to pursue their prey. For details see book 3 and the new version 2 updated creature file.

Grundwergen Alignment - Kotothi

These creatures might be found on the edge or in the water in some water terrains. For details see book 3 and updated version 2 creature file.

Gwydi Alignment - Elder

These creatures may be found in some water based encounters if their needs desire it. For details see the new version 2 updated creature file.

Harboul Alignment - Elder

These frogs are found in the water like rivers and creeks or along their banks. For details see the new version 2 updated creature file.

Hobgoblin Alignment - Kotothi

Hobgoblin Magician Alignment - Kotothi

Hobgoblin King Alignment - Kotothi

These are like the Goblins. They may be encountered even using boats or along the edge of water. For details see the version 2 updated creature file.

Hydra Alignment - Kotothi

The fierce hydra are found in water based encounters usually along the side of rivers and creeks. Usuaully they are more inland but are nearby. For details see book 3 and the updated version 2 creature file.

Kraken Alignment - Chaos

These huge beasts are found in the water and are devastating in water encounters. For details see the new version 2 updated creature file.

Note: For Small Kraken encounters use the Kraken attributes but at 50% of the listed values.

Leon Alignment - Neutral

These creatures can be found in or around water. For complete details see the new version 2 updated creature file.

Lunma

Lunma Alignment None
AHP38OCV13DCV4(5)NWI-5
S27(+2)St38(+2)D17(+2)A 10
MR8(12)NAV1MDV5NF1
EnL15CDF4CLNA
DTV-4HC33%INT3
C13PR4%SIZE1
SSIntermediate Carnivore

APPEARANCE - This water creature looks like a spider that can be as large as 3 feet tall and 3 feet wide. But tends to stick to about 1 feet tall and 1 feet wide. They have 8 legs and a mouth with pinchers. They are flesh colored but spots of brown or white. While this color attracks others to them most animals avoid them. Inside the squat body are bubble like membranes that can take in water or relase it. This gives the animal bouyancy. These animals can go as far down as 300 feet before any pressure problems affect them. These have no fins for swimming but they use their strong legs to propel themselves like squid through the water. For MR the () value is for open water but the other figure is when they are on the bottom of the water or on surfaces. Same applies for OCV. Strong bones create a natural body armor on their main body but their legs have no natural armor value. The legs may stretch out as far as 3 feet (1D3). Their bite gives them the strong strength bonus.

SPECIAL - These animals only stay in the water and never exit. They can be found in rivers, lakes and the ocean. Salt and temperature does not seem to affect them. The main prey of these animals are shell fish. They will attack any shell fish they see with swift and fierce speed. Their favorite food are turtles. These creatures have learned to get beyond the shell by placing a strong acid through a organ on the bottom of the animal onto the shell. this strong acid attaches to the shell and eats clean through it. It will eat through 1 inch of shell in just 10 minutes. So a large sea turtle with a six inch shell takes only 1 hour. It creates a hole just big enough for the animal to enter the shell and eat from. In some cases like turtle it then enters and eats the prey. There is little defense for the shelled animal unless they can escape the shell itself. If this creature mistakes a person for prey it will sue its acid and bite attack. The acid can damage unprotected flesh by 2D6 points of damage each time the animal injects the acid. The animal can do create this acid 1D3 times a day. Once created it will continue on its own to eat through flesh and bone. The spider has another method to stop the acid from eating flesh by another body fluid it sends out to negate the acid. If taken out of water a person with this acid will gain an additional 1D3 points per phase as oxygen mixes with it to make it stronger. To get rid of this acid Castor D'fay is one of the best things to use. If none exists purified and blessed water mixed with some healing herbs will do it as well. There may be other methods not covered here. If a person is wearing armor or clothing it will do 1D6 points per phase to the damage resistance of the item.

These creatures are dangerous due to their acid. But they tend to be found deep in the ocean. There is a 30% chance they may be found in rivers or lakes. They prefer to hunt sea turtles. These creatures may encounter ships and mistake them for prey. In this case they will attach to the hull and the acid will burn through it 1D6 points per phase. Once a hole is created the creature will enter the ship to find its prey which could end up to be humans. This hole may also create water breaches which can sink a ship as well.

Master Alignment - Law

These enlightened beings are found in many environments and may be encountered on the water or near it. For complete details see the new version 2 updated creature file.

Mer People

Merman (Male) Alignment - Chaos

Mermaid (Female) Alignment - Chaos

Merman Noble Alignment - Chaos

These crreatures are naturals for the water. For details see the new version 2 updated creature file.

Mir Alignment - Neutral

Mir Wizard Alignment - Neutral

These creatures may be encountered in some water based areas. For details see the new version 2 updated creature file.

Molani Alignment - Balance

Molani are found along water edges in some water based encounters. See book 3 and the updated version 2 creature file for details.

Mushrussu Alignment - Law

Divine Mushrussu Alignment - Law

These creatures are often wards in some waterways. For details on these see book 3 and the updated version 2 creature file.

Ogre Alignment - Kotothi

Orchi Alignment - Chaos

These beasts may be found on the edge of water based areas like rivers and creeks. For details see book 3 and the updated version 2 creature file.

Pegasus Alignment - Elder

This flying horse may be encountered in water base settings usually on the shore or flying over the water. For details see book 3 and the updated version 2 creature file.

Peist Alignment - Elder

These water serpents are natural creatures for water based encounters. For details see book 3 and the updated version 2 creature file.

Poltergeist Alignment - Chaos

While rare some Poltergeist could lock into a water area like a bridge or river/creek to haunt or be troublesome. For details on these see the new updated version 2 creature file.

Red Shark Alignment - Chaos

These are found in the water off the western edge of Clima. They are a creature I defined for a campaign. For details on these see the new version 2 updated creature file.

Roc Alignment - Balance

These are found flying over or on the shore of water based encounters. For details see book 3 and the updated creature file.

Serpent Women Alignment - Chaos

These women are often found near rivers and along their banks to prey on various things. See Book 3 and the new version 2 updated creature file for details.

Shachihoko Alignment - Chaos

These monsters are found in the sea. For the new details on these see the new version 2 updated creature file.

Simurgh Alignment - Elder

These intelligent creatures are found in many waterways. For details see the new version 2 updated creature file.

Sprite Alignment - Kotothi

These creatures are often found near waterways to create havoc with thsoe that travel down the water. For details see book 3 and the updated version 2 creature file.

Tonah Alignment - Neutral

Where the creature is (on land or in the water) depends on the type of creature. For details and stats see book 3 and the updated version 2 creature file.

Trold Folk Alignment - Kotothi

Trold King Alignment - Kotothi

These creatures are found in and around the water. For complete details see book 3 and the updated version 2 creature file.

Trolls [Mallen Trow]

Troll Alignment - Kotothi

Elite Troll (Middle World) Alignment - Kotothi

Troll King (Middle World) Alignment - Kotothi

Wood Troll Alignment - Kotothi

Trolls are historically found near waterways. This might include under bridges or along creeks. The Wood troll may be found along rivers. For details see book 3 and the updated version 2 creature file.

True Sidhe Alignment - Neutral

True Sidhe Magician Alignment - Neutral

These Sidh may be found in the same areas as Daoine and Baobhan sidh. For details see the new version 2 updated creature file.

Unicorn Alignment - Elder

These creatures are found along the edges of water if at all in water encounters. For details see book 3 and the new updated version 2 creature file.

Vily, Water Alignment - Neutral

the Water Vily is found around rivers, lakes and wells. They may be in the water but generally are out of it on the edge. for details see book 3 and the updated version 2 creature file.

Water Nymph Alignment - Elder

Water Panther Alignment - Chaos

These are encountered in the water like rivers and lakes. For details see the version 2 updated creature file.

White Otter Alignment - Law

Warders Alignment - Law

These creatures are found in the water. For details on these creatures see the version 2 updated creature file.

Scott Adams