Plains of Sedia D20

Water Creatures

Water Creatures#

One element of Magical Creatures: 20 creatures, levels 1 to 43. Reading a magical creature says what a card shows.

Fed by water#

The marshes, bogs, coasts and the sea.

Tlatecuhtli

Level 1 · Diminutive · weak · fights as a priest

Health 8 · AC 11 · Bite 1d2 · Group 1-4 · XP x1

The tlatecuhtli is a little frog that teachers at the Mage Spire love to use as a lesson in life, death and rebirth. When one dies it floats up off the ground and hangs in the air for a few minutes, then drops back down alive and new. They're timid and live in the ponds and pools of Menusia and Tharsis. Killing one mostly wastes a few minutes.

Power in water 3 and spirit 2; immune to spirit; resists water.

Met in TharsisAmariMoriaMenusia

Asrai

Level 3 · Small · regular · fights as a mageling

Health 22 · AC 14 · Bite 1d4 · Group 1-3 · XP x1.2

Asrai are small, lovely water faeries with webbed hands and feet, and they never seem to age. They come up only at night in the lakes and wetlands of New Saellem, because sunlight kills them and leaves a puddle where the asrai was. They are shy, and few live past a hundred.

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

Met in TharsisAmariMoriaMenusia

Bunyip

Level 3 · Small · regular · fights as a page

Health 25 · AC 12 · Bite 1d6 · Group 1-2 · XP x1

A bunyip is a water spirit about the size of a dog, shaped like a fish on legs, with squid suckers on the soles of its feet. It lurks in creeks, waterholes and the swamps of Tharsis and Menusia, picking off small animals that are weak or hurt. Leave it alone and it will leave you alone.

Power in water 2 and air 1; resists water.

Met in TharsisAmariMoriaMenusia

Svagin

Level 3 · Diminutive · regular · fights as a scout

Health 14 · AC 14 · Bite 1d6 · Group 1-3 · XP x1.2

Svagin are swarms of bloodsucking insects, anything from a cloud a few feet across to a plague that darkens leagues of sky. They breed in the fens and swamps, the Mellowdeep Marsh and the mangroves of Menusia worst of all. Swords do nothing to them, but wind breaks them up, and a strong breeze is the best friend you'll have.

Power in water 2; resists water and earth; weak to air.

Met in TharsisAmariMoriaMenusia

Llamhigyn Y Dwr

Level 4 · Medium · regular · fights as a scout

Health 34 · AC 11 · Bite 1d6 · Group 1-3 · XP x1.2

The llamhigyn y dwr is a limbless frog with a lizard's tail and a bat's wings, living in the ponds, lakes and fens of Tharsis, Thornlift Lake and the Mellowdeep Marsh above all. It swims like a tadpole and uses the wings to burst out of the water and glide at whatever it's after. Fishermen hate it: it snaps lines, takes livestock off the bank and, when food runs short, goes for the fisherman.

Power in water 3 and air 1; resists water.

Met in TharsisAmariMoriaMenusia

Will'o'wisp

Level 4 · Small · regular · fights as a mageling

Health 26 · AC 16 · Bite 1d6 · Group 1-4 · XP x1.5

Will'o'wisps, the fairy lights, are flickering glows that drift over the bogs and marshes, the Mellowdeep Marsh and the Moran Wetlands above all. Follow one and it might lead you to a gathering of pixies or sprites, or it might fade out and leave you up to your waist in a bog; they're mischievous and enjoy both outcomes. They weigh nothing and only magic can touch them, so leave the sword sheathed.

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

Met in TharsisAmariMoriaMenusia

Agloolik

Level 5 · Small · regular · fights as a priest

Health 28 · AC 14 · Bite 1d4 · Group 1 · XP x1.5

The agloolik is a kindly spirit that lives under the ice of the Frozen Wastes. Hunters and fishermen around Doonan leave it a share of the catch, and in return it drives fish toward their holes in the ice. It is always pictured curled up in the water, and being a spirit it weighs nothing at all. Anyone who attacks one will find the people of Doonan much less friendly afterward.

Power in water 2 and spirit 1; resists water and spirit.

Met in TharsisAmariMoriaMenusia

Muldjewangk

Level 5 · Medium · regular · fights as a hermit

Health 38 · AC 11 · Bite 1d6 · Group 1-2 · XP x1.2

The muldjewangk is a toad the size of a calf that glows faintly at night, lighting up the pond or bog it lives in. It's blind and finds prey by its heartbeat, and it's timid and fast both in the water and out of it. The trick has one flaw, since it can't sense the undead at all, and they've wiped it out across most of the Mellowdeep Marsh; a few still glow in the Swamp of Cahar.

Power in water 3 and spirit 1; resists water.

Met in TharsisAmariMoriaMenusia

Undine

Level 6 · Medium · regular · fights as a runescribe

Health 40 · AC 12 · Bite 1d6 · Group 1-4 · XP x1.4

Undines are sea fairies that look like seahorses with human faces, about five feet tall. They're said to have no souls, which would explain the forlorn faces and how little they seem to care about anything. They drift in the shallows off Crystal Shoreside and the Amari Inlet and leave people alone unless attacked, and then they fight like they have nothing to lose.

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

Met in TharsisAmariMoriaMenusia

Siren

Level 7 · Medium · minion · fights as a minstrel

Health 42 · AC 12 · Bite 1d6 · Group 1-3 · XP x1.6

Sirens are serpent-like creatures that sing, and their song lulls anyone who hears it into walking or rowing straight to them. They live wherever there's water on every side, on the sea rocks of the Sea of Mists and the Crecian Gulf, and they prey on sailors above all. Wax for the ears is cheap. Buy some before you board.

Power in water 3 and spirit 2; resists water and spirit; weak to fire.

Met in TharsisAmariMoriaMenusia

Ahuizhotl

Level 8 · Medium · regular · fights as a gravedigger

Health 45 · AC 13 · Bite 1d8 · Group 1-2 · XP x1.5

Fishermen call the ahuizhotl the water opossum: a dog-sized thing with monkey's paws and a human hand on the end of its tail. It waits in the shallows of Menusia's mangrove swamps and along the Agiea River, and that tail-hand drags fishermen under. The bodies wash up days later, picked over in ways nobody likes to describe.

Power in water 3 and spirit 1; immune to water; resists spirit.

Met in TharsisAmariMoriaMenusia

Dobhar-Chu

Level 8 · Medium · regular · fights as a monk

Health 45 · AC 14 · Bite 1d8 · Group 1-2 · XP x1.5

The dobhar-chu is a big otter with something of the serpent in it, and its white, brown or black fur is said to turn a blade. It lives in lakes like Thornlift Lake but runs fast on land, and it attacks anything that comes into its water. The pelt fetches a good price, if you can take it.

Power in water 3; resists water.

Met in TharsisAmariMoriaMenusia

Afanc

Level 10 · Medium · regular · fights as a plainsman

Health 50 · AC 12 · Bite 1d8 · Group 1 · XP x1.5

An afanc lives at the bottom of a lake and looks most like a huge clawed frog, though elven tales also make it a beaver, a crocodile or a demon. It is said to speak Draconian, and one story blames an afanc's thrashing for the great flood. Afancs keep to the Moran Wetlands in New Saellem and to Fae Lake and the Mellowdeep Marsh in Tharsis. Don't swim where one lives.

Power in water 3; resists water.

Met in TharsisAmariMoriaMenusia

Black Annis

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

Health 55 · AC 14 · Bite 1d8 · Group 1 · XP x2

Parents tell stories about the black annis to keep children close to home, and the stories are true. She is a hag with iron claws for hands who lives in the Mellowdeep Marsh, the Swamp of Cahar and the Cirian Swamp, and she hunts whoever wanders off the path. Travelers through those swamps go in groups.

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

Met in TharsisAmariMoriaMenusia

Aspis

Level 14 · Large · regular · fights as an elementalist

Health 75 · AC 15 · Bite 1d8 · Group 2-4 · XP x2

Aspis are gentle winged drakes that nest in families on the southern sea cliffs of Amari and eat the gulls that wheel over the beaches below. Each carries a carbuncle on its head, a red stone worth more than most people see in a year, which is why the aspis has learned to be shy. Cornered, it fights with long wing claws and a beak like a spear.

Power in water 3, fire 1, air 1 and earth 1; resists water and air.

Met in TharsisAmariMoriaMenusia

Serpent

Level 16 · Large · minion · fights as a runescribe

Health 80 · AC 14 · Bite 1d10 · Group 1 · XP x2

Serpents have a snake's body and a human head, and they run from a few feet long to the length of a longship. They live in cold and cool water, rarely leave it and can't stand heat at all. Serpent Lake in New Saellem takes its name from them, and the Moran Wetlands have their share. They're slow on land and anything but slow in the water.

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

Met in TharsisAmariMoriaMenusia

Marid

Level 24 · Large · mini-boss · fights as a mageling

Health 100 · AC 14 · Bite 1d10 · Group 1 · XP x2.5

Marids are giant elementals of water, conjured by strong archmages and now and then by a myrmidon in the middle of a battle. They tear through a line of soldiers with spell and fist alike. Some were called up and never sent back, and those haunt the coasts of the Crecian Gulf and the Amari Inlet, as likely to drown a fishing boat as to ignore it.

Power in water 5 and air 1; immune to water; resists fire.

Met in TharsisAmariMoriaMenusia

Campacti

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

Health 130 · AC 16 · Bite 1d12 · Group 1 · XP x3

A campacti is a daemon, a vast crocodile-shaped dragon of the deep water, and one old story says the world's earth and sinew came from a slain campacti's body. They lie in the deep channels of Menusia's mangrove swamps, twenty feet long or more. Boats give those channels a wide berth.

Power in water 3, fire 1 and earth 1; immune to water; weak to earth.

Met in TharsisAmariMoriaMenusia

Hydra

Level 39 · Huge · boss · fights as a headhunter

Health 160 · AC 16 · Bite 1d12 · Group 1 · XP x3.5

Hydras guard the flooded caverns and drowned halls of the Bleak, and now and then one crawls up into the Mellowdeep Marsh. Most have nine heads, and the one in the middle is said to be immortal, with a venomous bite and worse breath. Cut off a head and two grow back, or so the story goes; the people who tested it at length didn't come back to confirm. Bring fire, and bring friends.

Power in water 4, spirit 2 and earth 1; resists water, earth and spirit; weak to fire.

Met in TharsisAmariMoriaMenusia

Charybdis

Level 43 · Gargantuan · boss · fights as an elementalist

Health 240 · AC 16 · Bite 1d20 · Group 1 · XP x4

Charybdis sits under the sea and opens her mouth, and the water pours in with everything on it, ships included. Later she breathes it all back out. Nobody has ever seen what she looks like, only the whirlpool, and sailors swear she lives in the Sea of Mists.

Power in water 5; immune to water.

Met in TharsisAmariMoriaMenusia