Plains of Sedia D20

Spirit Creatures

Spirit Creatures#

One element of Magical Creatures: 19 creatures, levels 3 to 26. Reading a magical creature says what a card shows.

Fed by spirit#

The graveyards, crypts and ossuaries. They come for the dead, and sometimes for the living who visit them.

Caladrius

Level 3 · Tiny · weak · fights as a priest

Health 14 · AC 16 · Bite 1d2 · Group 1 · XP x1.5

The caladrius is a snow-white bird that can tell when someone is close to death. It swoops down and feeds on the sickness, and sometimes the sick one lives. People call it the wings of Ettephemone, and it haunts sickhouses and graveyards. Nobles have paid fortunes in dover to catch one, and none has ever stayed caught.

Power in spirit 4, air 2, fire 1 and water 1; immune to spirit; resists air.

Met in cemetary, graveyard, mausoleum, crypt, ossuary, catacomb and charnel house

Drekavac

Level 3 · Small · regular · fights as a gravedigger

Health 25 · AC 14 · Bite 1d6 · Group 1 · XP x1.5

A drekavac is a restless soul that prowls graveyards at night in the shape of a bird, a dog or a fox. Whatever shape it wears, it stands about three feet tall and its scream is unforgettable. It hates sunlight and is afraid of dogs, so bring one. It can only be laid to rest when its soul finds peace.

Power in spirit 3; immune to spirit; weak to fire.

Met in cemetary, graveyard, mausoleum, crypt, ossuary, catacomb and charnel house

Gobrik

Level 4 · Small · regular · fights as a headhunter

Health 26 · AC 10 · Bite 1d6 · Group 3-8 · XP x1.2

Gobriks are stunted, grotesque cousins of the goblins, about three feet tall and pale enough to pass for phantoms in a dark tunnel. They were bred in the Bleak from goblin slaves as a mockery of the peoples who live under the sky, and they hate the surface races for it. They hunt in packs through the catacombs and come at a lantern from every side at once.

Power in spirit 2 and earth 1; resists spirit.

Met in cemetary, graveyard, mausoleum, crypt, ossuary, catacomb and charnel house

Monocerus

Level 4 · Small · regular · fights as a scout

Health 26 · AC 11 · Bite 1d6 · Group 2-5 · XP x1.1

Monocerus is an old word for a unicorn, and this beast looks nothing like one: a shaggy, filthy dog with a long horn on its forehead, more buck than hound. It's a scavenger that digs around graveyards and crypts for the dead, and its temper is as foul as its coat. A pack will drive you off a fresh grave if you get between them and supper.

Power in spirit 2 and earth 1; resists spirit.

Met in cemetary, graveyard, mausoleum, crypt, ossuary, catacomb and charnel house

Amphisbaena

Level 5 · Small · regular · fights as a monk

Health 28 · AC 13 · Bite 1d6 · Group 1-2 · XP x1.2

An amphisbaena is a winged snake with a second head where its tail should be, so there is no safe end to grab. It eats the dead, which keeps it close to the old tombs and crypts in the hot country around the Sands of Bone. It is only a few feet long, but it bites from both directions.

Power in spirit 3 and fire 2; resists fire and spirit.

Met in cemetary, graveyard, mausoleum, crypt, ossuary, catacomb and charnel house

Dullahan

Level 5 · Small · regular · fights as a plainsman

Health 28 · AC 13 · Bite 1d6 · Group 1-2 · XP x1.5

A dullahan looks like a sprite with no head, and it is every bit as unpleasant as that sounds. It fights with a whip and has little wit, but it walks the roads of New Saellem at night and lingers wherever the dead are buried. The sprites of New Saellem want nothing to do with it.

Power in spirit 2; resists spirit.

Met in cemetary, graveyard, mausoleum, crypt, ossuary, catacomb and charnel house

Barghest

Level 6 · Medium · regular · fights as a pickpocket

Health 40 · AC 13 · Bite 1d8 · Group 1-3 · XP x1.5

A barghest is a black dog the size of a big wolf, with oversized teeth and claws. The old tale says barghests carried the souls of madmen to the heart of Mt. Kyros, where Dekkashraen made each soul into a new barghest. They haunt graveyards and lonely roads, fast and mean, and hunt in twos and threes.

Power in spirit 3 and fire 1; resists spirit.

Met in cemetary, graveyard, mausoleum, crypt, ossuary, catacomb and charnel house

Dip

Level 6 · Medium · regular · fights as a page

Health 40 · AC 13 · Bite 1d8 · Group 1-3 · XP x1.5

A dip is a black, shaggy dog said to be an emissary of Dekkashraen, and it lives on blood. It leaves the bones of its kills scattered around its lair as a warning to anything else. Dips prowl the ground around the Shrine of Dekkashraen in Moria and the graveyards beyond it.

Power in spirit 3 and fire 1; resists spirit.

Met in cemetary, graveyard, mausoleum, crypt, ossuary, catacomb and charnel house

Xolotl

Level 6 · Small · regular · fights as a headhunter

Health 30 · AC 13 · Bite 1d6 · Group 3-6 · XP x1.4

Xolotls are underworld dogs whose legs and feet bend backwards, with ears that swivel any way they please. Every evening packs of them climb secret passages up out of the Bleak, most of which open in old crypts and catacombs, to catch a lone traveler and drag them back down. Their tracks point the wrong way, so if you think you're following a pack away from its den, you're walking into it.

Power in spirit 3 and earth 1; resists spirit.

Met in cemetary, graveyard, mausoleum, crypt, ossuary, catacomb and charnel house

Shishi

Level 7 · Medium · regular · fights as a page

Health 44 · AC 15 · Bite 1d8 · Group 2 · XP x1.5

Shishi are dogs with a lion's mane, and they come in pairs. They guard the doors of temples, tombs and old crypts against evil spirits, one on the left and one on the right, and sometimes you'll see them up on the roof instead. They raise their pups hard and guard them harder. To a shishi, a stranger at the tomb door is the evil spirit until proven otherwise.

Power in spirit 3 and earth 1; resists earth and spirit.

Met in cemetary, graveyard, mausoleum, crypt, ossuary, catacomb and charnel house

Aswang

Level 8 · Medium · regular · fights as a headhunter

Health 45 · AC 13 · Bite 1d8 · Group 1 · XP x1.5

By day an aswang passes for an ordinary townsman, often a butcher. By night it goes out as a pig, a dog or a black bird to feed on the freshly dead, walking with its feet turned backward. Look into its eyes and your reflection shows upside down. Aswang keep to the towns at the edge of the Tropics of Nigeer, and they take badly to being found out.

Power in spirit 3 and earth 1; resists air and spirit; weak to fire.

Met in cemetary, graveyard, mausoleum, crypt, ossuary, catacomb and charnel house

Banshee

Level 8 · Medium · regular · fights as a minstrel

Health 45 · AC 14 · Bite 1d8 · Group 1 · XP x2

The banshee is an omen more than a monster: half bat and half woman, rarely seen, and heard at night when someone in a family is about to die. Her wail carries a long way across the graveyards of Esthar and Tharsis. Killing one doesn't save anybody, though people keep trying.

Power in spirit 3, air 2 and water 1; resists air and spirit.

Met in cemetary, graveyard, mausoleum, crypt, ossuary, catacomb and charnel house

Baykok

Level 8 · Medium · regular · fights as a runescribe

Health 45 · AC 13 · Bite 1d8 · Group 1-2 · XP x1.8

A baykok looks like a walking skeleton under a thin, see-through skin, with red eyes glowing in its sockets. It hunts warriors, with a club up close or a bow whose arrows don't seem quite solid. It isn't simply a dead thing, either: something living drives it. Baykok stalk the old battlefields and crypts of Esthar.

Power in spirit 3 and air 1; resists spirit.

Met in cemetary, graveyard, mausoleum, crypt, ossuary, catacomb and charnel house

Incubus

Level 10 · Medium · minion · fights as a mageling

Health 50 · AC 13 · Bite 1d8 · Group 1 · XP x2

An incubus is a celestial who fell from Ettephemone's grace and wears the face of a handsome man to hide it. It comes to sleepers in their dreams and feeds on their strength, and the people it visits wake each morning more drained, until some of them don't wake at all. Like the succubus it can shadowstep, so a locked door means nothing to it. By day it hides in crypts and old tombs.

Power in spirit 4 and fire 1; resists spirit.

Met in cemetary, graveyard, mausoleum, crypt, ossuary, catacomb and charnel house

Sceadugenga

Level 10 · Medium · minion · fights as a pickpocket

Health 50 · AC 14 · Bite 1d8 · Group 1-2 · XP x1.8

Sceadugenga, the shadow-walkers, are man-sized people with a panther's features and a long tail they use for balance at a run. Folk say they're neither alive nor dead and can change their shape, but they're plainly alive; they just shadowwalk so constantly that they're never where you last saw them. They hunt around graveyards and crypts at night, which hasn't helped their reputation.

Power in spirit 3 and earth 1; resists earth and spirit.

Met in cemetary, graveyard, mausoleum, crypt, ossuary, catacomb and charnel house

Succubus

Level 10 · Medium · minion · fights as a pickpocket

Health 50 · AC 13 · Bite 1d8 · Group 1 · XP x2

The succubus is the incubus's counterpart: a beautiful woman at a glance, though some have bat's wings, horns, a tail or fangs they don't bother to hide. It slips into sleepers' dreams and drinks their life away, leaving them exhausted and sometimes dead. Celibate monks are said to be especially troubled by them, and they blame succubi for a great deal, not all of it fairly. Like the incubus it shadowsteps, and it hides in crypts by day.

Power in spirit 4 and air 1; resists spirit.

Met in cemetary, graveyard, mausoleum, crypt, ossuary, catacomb and charnel house

Fury

Level 11 · Medium · mini-boss · fights as a runescribe

Health 60 · AC 15 · Bite 1d10 · Group 1-3 · XP x2.5

Furies are the anger of the dead given wings: women with snakes for hair and eyes weeping blood, sometimes with a dog's body and a bat's wings. They hunt down those who have wronged the dead, and they come in threes. They haunt the ruins and graveyards of Esthar, and if one is after you, you probably know why.

Power in spirit 3 and air 1; resists spirit.

Met in cemetary, graveyard, mausoleum, crypt, ossuary, catacomb and charnel house

Ankou

Level 21 · Large · mini-boss · fights as a runescribe

Health 90 · AC 15 · Bite 1d10 · Group 1 · XP x2.5

The ankou comes for the souls of the dying: a tall, haggard shape with long white hair and a head that sees in every direction at once. It gives a long, mournful wail when it arrives, and the household that hears it starts making arrangements. It walks the graveyards and old battlefields of Esthar and does not like to be interrupted at its work.

Power in spirit 4 and fire 1; resists fire and spirit; weak to earth.

Met in cemetary, graveyard, mausoleum, crypt, ossuary, catacomb and charnel house

Gashadokuro

Level 26 · Huge · mini-boss · fights as a gravedigger

Health 130 · AC 13 · Bite 1d12 · Group 1 · XP x2.5

Gashadokuro are skeletons many times taller than a man, made from the bones of people who starved to death and were never buried. After midnight one rises out of the crypts and boneyards of Esthar and walks the streets of the Ruins of Menus, making a ringing noise you hear long before you see it. Children's stories say to run when you hear that sound, and for once the stories undersell it: a gashadokuro is aggressive, and it bites.

Power in spirit 4 and earth 1; immune to spirit; resists earth; weak to fire.

Met in cemetary, graveyard, mausoleum, crypt, ossuary, catacomb and charnel house