[PnP] Sea / Water Creatures

Scott Adams longshot at darktech.org
Sat Oct 21 05:24:40 CEST 2006


   * Sea / 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. 

       Creature         New/Old      Where to Find
     A'Equin            New v2     New pnp v2 monster file.
     Afanc              Old v1     Standard Book 3 plus pnp v2 creature file
     Ahuras, Maskela    Old v1     Standard Book 3 plus pnp v2 creature file
     Akhkharu           Old v1     Standard Book 3 plus pnp v2 creature file
       Vampire Worm     Old v1     Standard Book 3 plus pnp v2 creature file
     Bloodsucker        New v2     This document
     Animals            Old v1     Standard Book 3 plus pnp v2 creature file
       Anaconda         New c2     This Document
       Crocodile        New v2     This Document
       Crab             New v2     This Document
       Deer             Old v1     Standard Book 3 plus pnp v2 creature file
       Dolphin          New v2     This Document
       Eagle            Old v1     Standard Book 3 plus pnp v2 creature file
       Eel              New v2     This Document
       Falcon           Old v1     Standard Book 3 plus pnp v2 creature file
       Jellyfish        New v2     This Document
       Leech            New v2     This Document
       Leopard          Old v1     Standard Book 3 plus pnp v2 creature file
       Penguin          New v2     This Document
       Piranah          New v2     This Document
       Orca             New v2     This Document
       Sea/Water Birds  New v2     This Document
       Seals            New v2     This Document
       Shark            New v2     This Document
       Swamp Buffalo    Old V1     Standard Book 3 plus pnp v2 creature file
       Squid/Octopus    New v2     This Document
         Monster Squid  New v2     This Document
       Stingray         New v2     This Document
       Turtle           New v2     This Document
         River Turtle   New v2     This Document
         Ocean Turtle   New v2     This Document
       Walrus           New v2     This Document
       Water Snakes     New v2     This Document
       Whale            New v2     This Document
       Wild Cat         Old v1     Standard Book 3 plus pnp v2 creature file
       Zehani Wolf      Old v1     Standard Book 3 plus pnp v2 creature file
     Asrai              Old v1     Standard Book 3 plus pnp v2 creature file
     Asaghi             Old v1     Standard Book 3 plus pnp v2 creature file
     Athach             Old v1     Standard Book 3 plus pnp v2 creature file
     Baobhan Sith       Old v1     Standard Book 3 plus pnp v2 creature file
     Beithir            Old v1     Standard Book 3 plus pnp v2 creature file
     Besamar            New v2     New pnp v2 monster file.
     Border Redcap      New v2     New pnp v2 monster file.
     Bugbear            New v2     New pnp v2 monster file.
     Bouba              Old v1     Standard Book 3 plus pnp v2 creature file
     Cait Sith          Old v1     Standard Book 3 plus pnp v2 creature file
     Centaur            Old v1     Standard Book 3 plus pnp v2 creature file
     Chimearas          Old v1     Standard Book 3 plus pnp v2 creature file
     Cuca               New v2     New pnp v2 monster file.
     Cu Sidhe           Old v1     Standard Book 3 plus pnp v2 creature file
     Cu Sith            Old v1     Standard Book 3 plus pnp v2 creature file
     Daeta A'Miri       Old v1     Standard Book 3 plus pnp v2 creature file
     Dae'ta Koti        Old v1     Standard Book 3 plus pnp v2 creature file
     Daoine Sidhe       Old v1     Standard Book 3 plus pnp v2 creature file  
     Demons             Old v1     Standard Book 3 plus pnp v2 creature file  
       Disease          Old v1     Standard Book 3 plus pnp v2 creature file  
       Terrestial       Old v1     Standard Book 3 plus pnp v2 creature file  
     Devil              New v2     New pnp v2 monster file.
     Dirailla-ta        Old v1     Standard Book 3 plus pnp v2 creature file  
     Dolaura            New v2     New pnp v2 monster file.
       Dolaura Queen    New v2     New pnp v2 monster file.  
     Dragons /          Old v1     Standard Book 3 plus pnp v2 creature file  
       Dragon           Old v1     Standard Book 3 plus pnp v2 creature file  
       Sea Dragon       New v2     New pnp v2 monster file.  
       Wyrm             Old v1     Standard Book 3 plus pnp v2 creature file  
     Dwarf              Old v1     Standard Book 3 plus pnp v2 creature file  
       Rune Master      New v2     New pnp v2 monster file.  
     Edali              New v2     New pnp v2 monster file.  
       Edali Divine     New v2     New pnp v2 monster file.  
     Elefan             New v2     New pnp v2 monster file.  
     Elementals         Old v1     Standard Book 3 plus pnp v2 creature file              
       Air Elementals   Old v1     Standard Book 3 plus pnp v2 creature file  
       Water Elemental  Old v1     Standard Book 3 plus pnp v2 creature file  
     Elf                Old v1     Standard Book 3 plus pnp v2 creature file  
       Elf Magician     Old v1     Standard Book 3 plus pnp v2 creature file  
     Faerry             Old v1     Standard Book 3 plus pnp v2 creature file  
       Faerry King      New v2     New pnp v2 monster file.  
     Fata Shee          New v2     New pnp v2 monster file.  
     Fay Horses         Old v1     Standard Book 3 plus pnp v2 creature file     
     Fire Snake         Old v1     Standard Book 3 plus pnp v2 creature file     
     Garshon            New v2     This Document
     Giants             New v2     New pnp v2 monster file.
       Sea Giant        New v2     New pnp v2 monster file.   
       Storm Giant      Old v1     Standard Book 3 plus pnp v2 creature file      
     Goblin             Old v1     Standard Book 3 plus pnp v2 creature file     
       Elite Goblin     New v2     New pnp v2 monster file.   
       Goblin King      New v2     New pnp v2 monster file.   
     Great Serpent      Old v1     Standard Book 3 plus pnp v2 creature file     
     Great Spider       Old v1     Standard Book 3 plus pnp v2 creature file     
     Grundwergen        Old v1     Standard Book 3 plus pnp v2 creature file     
     Gwydi              New v2     New pnp v2 monster file.
     Harboul            New v2     New pnp v2 monster file.
     Hobgoblin          New v2     New pnp v2 monster file.
     Hydra              Old v1     Standard Book 3 plus pnp v2 creature file     
     Kraken             New v2     New pnp v2 monster file.
     Leon               New v2     New pnp v2 monster file.
     Lunma              New v2     This Document
     Master             New v2     New pnp v2 monster file.
     Mer People         New v2     New pnp v2 monster file.            
      Merman (Male)     New v2     New pnp v2 monster file.
      Mermaid (Female)  New v2     New pnp v2 monster file.
      Merman Noble      New v2     New pnp v2 monster file.
     Mir                New v2     New pnp v2 monster file.
      Mir Wizard        New v2     New pnp v2 monster file.
     Molani             Old v1     Standard Book 3 plus pnp v2 creature file
     Mushrussu          Old v1     Standard Book 3 plus pnp v2 creature file
      Divine Mushrussu  New v2     New pnp v2 monster file.
     Ogre               Old v1     Standard Book 3 plus pnp v2 creature file     
     Orchi              Old v1     Standard Book 3 plus pnp v2 creature file     
     Pegasus            Old v1     Standard Book 3 plus pnp v2 creature file     
     Peist              Old v1     Standard Book 3 plus pnp v2 creature file     
     Poltergeist        New v2     New pnp v2 monster file.
     Red Shark          New v2     New pnp v2 monster file.
     Roc                Old v1     Standard Book 3 plus pnp v2 creature file     
     Serpent Women      Old v1     Standard Book 3 plus pnp v2 creature file     
     Shachihoko         New v2     New pnp v2 monster file.
     Simurgh            New v2     New pnp v2 monster file.
     Sprite             Old v1     Standard Book 3 plus pnp v2 creature file     
     Tonah              Old v1     Standard Book 3 plus pnp v2 creature file     
     Trold Folk         Old v1     Standard Book 3 plus pnp v2 creature file     
      Trold King        Old v1     Standard Book 3 plus pnp v2 creature file     
     Trolls             Old v1     Standard Book 3 plus pnp v2 creature file     
      Troll             Old v1     Standard Book 3 plus pnp v2 creature file            
      Elite Troll       New v2     New pnp v2 monster file.
      Troll King        New v2     New pnp v2 monster file.
      Wood Troll        New v2     New pnp v2 monster file.         
     True Sidhe         New v2     New pnp v2 monster file.         
      Sidhe Magician    New v2     New pnp v2 monster file.         
     Unicorn            Old v1     Standard Book 3 plus pnp v2 creature file            
     Vily, Water        Old v1     Standard Book 3 plus pnp v2 creature file            
     Water Nymph        New v2     New pnp v2 monster file.         
     Water Panther      New v2     New pnp v2 monster file.         
     White Otter        New v2     New pnp v2 monster file.         
     Warders            New v2     New pnp v2 monster file.         




     A'Equin                     Alignmnet - 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

       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. 

     Bloodsucker               Alignment - Chaos
        AHP  5      OCV 1       DCV 3      NWI +3     
        S    6      St  6       D   9      A  13        
        MR  12      NAV 0       MDV 4      NF 1*    
        EnL 12      CDF  1      CL  NA
        DTV -1      HC  6%      INT  4
        C    4      PR   8%     SIZE 0
        SS  Nocturnal 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                   Alignment - None
        AHP 11      OCV  3(1)  DCV 4      NWI -2 
        S   11      St  10     D  47(+2)  A 16(+1)  
        MR   8      NAV  0     MDV  4     NF Roll 1D6    
        EnL 12      CDF  1     CL  Na        1-8 1   
        DTV -1      HC  11%    INT  3         9  1D6     
        C   10      PR   1%    SIZE 0        10  2D6    
        SS Intermediate 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                Alignment - None
        AHP 30      OCV 10     DCV 6      NWI -4 
        S   33(+2)  St  30(+1) D  17(+1)  A 21(+1)  
        MR  20      NAV  0     MDV 8      NF Roll D100
        EnL 24      CDF  3     CL  NA        1-50  1
        DTV -3      HC  32%    INT  5       51-70  1D6
        C   13      PR   2%    SIZE 2       71-100 2D6*
        SS Intermediate 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                    Alignment - None
        AHP  9      OCV 2      DCV  6     NWI 0   
        S    9      St  7      D   27(+1) A  53(+3)
        MR  12      NAV 0      MDV  3     NF D100        
        EnL  9      CDF 1      CL  NA        1-20  1D6
        DTV -1      HC  8%     INT  3       21-50  2D6
        C    8      PR  1%     SIZE 0       51-100 D100*
        SS Intermediate 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              Alignment - None
        AHP 5       OCV 1      DCV  7     NWI +1 
        S   6       St  6      D  55(+3)  A  66(+3)
        MR  8       NAV 0      MDV  3     NF 1D10            
        EnL 9       CDF 1      CL NA         1   1
        DTV -1      HC  6%     INT  3       2+3  1D6 
        C   7       PR         SIZE 0       4-8  2D6
        SS Intermediate Omnivore            9+10 D100*

        * 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:
             Roll      Tentacle        Roll      Tentacle
             D100    length (feet)     D100     Length (Feet)
             01-16       1-3           17-32       4-6  
             33-48       7-10          49-56      11-15
             57-60      16-20          61-64      21-50
             65-69      51-100         70-73     101-150
             74-78      151-200        79-83     201-250
             84-88      251-300        89-93     301-350
             94-98      351-400          99      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                  Alignment - None
        AHP  5      OCV 1      DCV  6     NWI -3 
        S    9      St  6      D   80(+4) A  19(+1)
        MR   8(4)   NAV 0      MDV  2     NF 1D6
        EnL  6      CDF 1      CL  NA      
        DTV -1      HC  8%     INT  2       
        C    6      PR  1%     SIZE 0       
        SS Intermediate 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                Alignment - None
        AHP  9      OCV  2     DCV 4      NWI 0  
        S   10      St  12     D  32(+2)  A 17(+1)  
        MR   8      NAV  0     MDV  3     NF Roll 1D6 
        EnL  9      CDF  1     CL  NA        1-4  1
        DTV -1      HC  11%    INT  3        5-8  1D6
        C   12      PR   1%    SIZE 1         9   2D6
        SS Intermediate Carnivore            10   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                Alignment - None
        AHP  7      OCV 1      DCV 5      NWI +3 
        S    8      St  6      D 36(+2)   A  29(+1)  
        MR  12      NAV 0      MDV  3     NF Roll 1D10
        EnL  9      CDF 1      CL  NA        1   1
        DTV -1      HC  7%     INT  3       2-3  1D6
        C    3(-1)  PR  1%     SIZE 0       4-10 D100+20*
        SS Intermediate 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                   Alignment - None
        AHP 46      OCV 16     DCV 6      NWI -3 
        S   37(+2)  St  55(+3) D  20(+1)  A 27(+1)  
        MR  20      NAV  0     MDV 6      NF  1D3*
        EnL 18      CDF  5     CL NA       
        DTV -5      HC  46%    INT 4        
        C   15      PR   6%    SIZE 3       
        SS Intermediate 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        Alignment - None
        AHP 4-32    OCV 0-7    DCV 1-13   NWI -2 to -6
        S   4-7     St  4-10   D   8-63   A   8-63  
        MR  12(36)  NAV 0      MDV  4-7   NF  D100*
        EnL 12-21   CDF 1-3    CL  NA        
        DTV -2      HC  4-9%   INT  4      
        C    8-10   PR  1-2%   SIZE 0-1     
        SS Intermediate 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                  Alignment - None
        AHP 13      OCV  4     DCV 8(7)   NWI +4        
        S   18(+1)  St  14     D  32(+2)  A  52(+3) 
        MR  18(10)  NAV  1*    MDV  5     NF 1D10   
        EnL 15      CDF  1     CL  NA        1-5  1
        DTV -1      HC  16%    INT  4        6-8  1D6*
        C   16(+1)  PR   4%    SIZE 1        9-10 2D6*
        SS Intermediate 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                  Alignment - None
        AHP 32      OCV 10     DCV 3      NWI 0  
        S   22(+1)  St  32(+2) D  14      A 15      
        MR  16      NAV  0     MDV 5      NF Roll D100
        EnL 15      CDF  3     CL NA         1-60  1
        DTV -3      HC  27%    INT  4       61-80  1D6
        C    9      PR   1%    SIZE 2       81-100 2D6*
        SS Intermediate 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          Alignment - None
        AHP 16      OCV  6     DCV  7(8)* NWI +1 
        S   18(+1)  St  19(+1) D   51(+3) A  19(+1) 
        MR  16(22)* NAV  0     MDV  3     NF 1D3**
        EnL  6      CDF  1     CL  NA      
        DTV -1      HC  19%    INT  3(4)*** 
        C   11      PR   2%    SIZE 1      
        SS Intermediate 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  Alignment - None
          AHP 81      OCV 26     DCV 7(8)   NWI -1 
          S   81(+4)  St  49(+2) D  16(+1)  A  15 
          MR  12(18)  NAV  3*    MDV  7     NF  1     
          EnL 21      CDF  8     CL  NA       
          DTV -8      HC  65%    INT  3        
          C   11      PR         SIZE 4      
          SS Intermediate 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               Alignment - None
        AHP 12      OCV  3     DCV 8      NWI -3 
        S   12      St  12     D  17(+1)  A  51((+3)
        MR  20      NAV  0     MDV  4     NF 1D3*       
        EnL 12      CDF  1     CL  NA                 
        DTV -1      HC  12%    INT  4                  
        C   16(+1)  PR   2%    SIZE 3                    
        SS Intermediate 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                 Alignment - None
                   River Turtle
        AHP  7      OCV  2     DCV 7(8)   NWI 0
        S    8      St   7     D  52(+3)  A  32(+2)
        MR   8(12)  NAV  1     MDV  3     NF Roll 1D6
        EnL  9      CDF  1     CL  NA        1-7  1
        DTV -1      HC   8%    INT  3        8-9  1D3
        C   17(+1)  PR         SIZE 1        10   1D6
        SS Intermediate Herbivore

                   Ocean Turtle
        AHP 23      OCV  7     DCV 4(5)   NWI -2
        S   18      St  23(+1) D 21(+1)   A  24(+1)
        MR   6(12)  NAV  1     MDV  4     NF 1        
        EnL 12      CDF  2     CL  NA             
        DTV -2      HC  22%    INT  3       
        C   18(+1)  PR         SIZE 2       
        SS Intermediate 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                 Alignment - None
        AHP 35      OCV 13(10) DCV 4(3)   NWI -1
        S   39(+2)  St  35(+2) D  18(+1)  A 18(+1)
        MR  12(6)*  NAV  0     MDV 6      NF 1D6**
        EnL 18      CDF  4     CL NA         
        DTV -4      HC  33%    INT 4        
        C   15      PR   4%    SIZE 4       
        SS Intermediate 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           Alignment - None
        AHP  4      OCV  0     DCV  4     NWI 0 
        S    5(-1)  St   6     D   22(+1) A   36(+2)
        MR   8      NAV  0     MDV  2     NF  Roll 1D10
        EnL  6      CDF  1     CL  NA         1-8  1
        DTV -1      HC   6%    INT  1         9-10 1D6
        C   14      PR   1%    SIZE 2       
        SS Intermediate 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.  
            Roll Poison Type          
             2   Immediate Death         * = Reduce BLx2 from Energy Level, 
            3+4  Death                       Strength and Stamina.  Lasts
            5+6  Slow Death                  for BL days. 
            7+8  Debilitating*      
            9+10 Paralytic              ** = Paralyzes victim and burns a
           11-12 Paralytic Acid**            wound with potent acid. 
                                             Double damage scored when the
                 Poison Baseline             poison succeeds in affecting a
          Roll  BL  Roll  BL  Roll  BL       target.
           1-5   1  41-60  5  89-95  8
           6-12  2  61-75  6  96-99  9
          13-25  3  76-88  7   100  10
          26-40  4
        Most snakes will not bother humans unless they feel threatened
        or stepped on.  They will attack by reflex.  

       Whale                  Alignment - None
        AHP 87      OCV 32     DCV 4      NWI -7 
        S   95(+4)  St  95(+4) D  14      A  15     
        MR  18      NAV  1     MDV 9      NF D100
        EnL 27      CDF  9     CL NA         1-80  1
        DTV -8      HC  95%    INT 5        81-98  1D3
        C   12      PR   8%    SIZE 5       99-100 1D6*
        SS Intermediate 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 / True Dragons
      Dragon / True Dragon          Alignment - Varies
      Sea Dragon                    Alignmnet - 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 Elementals                Alignment - Elder
      Water Elementals              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                         Alignment - Balance
        AHP  5      OCV 1      DCV 5      NWI 0  
        S    6      St  7      D  20(+1)  A  52(+3) 
        MR   4      NAV 0      MDV  4     NF 1D10
        EnL 12      CDF 2      CL  NA        1-3 1
        DTV  0      HC  7%     INT  2        4-6 1D6
        C    6      PR  2%     SIZE 0        7-9 3D6    
        SS Diurnal 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                     Alignmnet - 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                           Alignment - None
        AHP 38      OCV 13     DCV 4(5)   NWI -5 
        S   27(+2)  St 38(+2)  D  17(+2)  A  10
        MR   8(12)  NAV 1      MDV  5     NF 1               
        EnL 15      CDF 4      CL  NA     
        DTV -4      HC 33%     INT  3     
        C   13      PR  4%     SIZE 1     
        SS Intermediate 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 udpated 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                         Alignmnet - Kotothi
      Elite Troll (Middle World)    Alignmnet - Kotothi
      Troll King (Middle World)     Alignmnet - Kotothi
      Wood Troll                    Alignmnet - 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.









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