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Avatar The Last RPG - Monster Manual - GM Binder
Avatar The Last RPG - Monster Manual - GM Binder
T
his beastiary and spirit guide is for story-tellers and The Fire Nation is a series of islands of varrying size, and
world-builders. It references just about every nearly all are volcanic. Its incredible fertile soil allows for an
creature found in Avatar the Last Airbender and extrordinary range of flora, which is able to support an
The Legend of Korra as well as many others. This exually extrordinary range of fauna. While its size prevents it
book is your go-to guide for companions, creatures, from being quite as diverse as the Earth Kingdom, it is
spirits and entities both from benevolent to bastardly. incredibly populous with life.
Most animals are as they are in the real world: completely
neutral, and exist in this guide mostly for flavor. However, The Water Tribes
your creativity as a storyteller can create any number of The Water Tribes exist in the tundra on the north and south
conflicts from even the smallest neutrally inclined spiderfly! poles, surrounded by arctic seas.
Spirits on the other hand, have a much greater variety in
their personalities and inclinations. Some are more than The United Republic of Nations
human- supernatural entities that are responsibility for The URN was founded from the remains of Fire Nation
bending powers, others hardly more than animals. colonies in the North-Western Earth Kingdom, and while
largely industrialized and composed of mostly large cramped
cities, features some the most diverse flora and fauna, due to
How to Use This Book immigrants from across the globe bringing their own life with
feel free to make your own, using this book as a starting them.
point. As most creatures in Avatar are combinations of real-
world creatures, try to stretch your creative muscles and What Creatures to Use?
come up with some of your own! stat blocks exist for most encounters on the road companions consider rarity (ie,
real-world creatures. Consider what traits your new creature dragons post Firelord Azulons reign, and air nomad
keeps from each animal it is based on, and edt your stat creatures post genocide)
blocks accordingly.
6
Geography
7
PART I
Creatures
8
Animal Companions
I
n general this guide recommends that these creatures
and spirits are treated most like follows or an NPC
party member. For ease of the GM, we recommend
Companion Class
that players fully control their companion in combat.
However, outside of combat it is up to the GM and
player to determine who they think is best suited to be Companion Class
responsible for role playing the companion.
Level Proficiency Bonus Features
In Combat 1st +2 Animal Companion
Your companion acts on their own initiative unless they are
being used as a mount, in which case they act on the riders 2nd +2 Natural Talent
initiative. If you fall unconscious, your companion will 3rd +2 Companion Tactics
prioritize defending you. Beasts such as dragons, certain
water serpents, badger moles, and air bison have a natural 4th +2 Ability Score Increase
talent for bending and use it to interact with their 5th +3 Extra Attack
environments, including during combat. Its important to note 6th +3 True Ally
however, that these creatures consider bending an innate
ability, as use it as naturally as they would a claw or a bite. 7th +3 Companion Tactics
They do not rely on their bending, nor do they shy from it. 8th +3 Ability Score Increase
Avatar Animal Guides 9th +4 Companion Tactics
All Avatars have an animal guide: an animal companion that 10th +4 Natural Talent
stays with them through everything. If you choose to allow an
Avatar Character in your campaign, consider the cultural 11th +4 Improved Attacks
significance of certian animals in choosing your companion. 12th +4 Ability Score Increase
Air Nomads traditionally all had flying bisons as their
constant travel companions. The Fire Nation historically 13th +5 Companion Tactics
holds dragons sacred. Badgermoles may be the first 14th +5 Ability Score Increase
earthbenders, but they are cave-dwellers, and not suited for
travel. Avatars will choose an animal that is native to their 15th +5 Defensive Tactics
homeland, and likely holds cultural 16th +5 Ability Score Increase
significance, but a companion
must be somewhat practical, and 17th +6 Companion Tactics
are often mounts used to travel 18th +6 Unwavering Loyalty
during their many years of
studying the 19th +6 Ability Score Increase
elements. 20th +6 Offensive tactics
9
Companion Extra Attack
At first level you get an animal companion. Choose from one Starting at 5th level, your companion can attack twice when
of the companions listed above. taking the attack action.
Natural Talent True Ally
At 2nd level, a natural talent has emerged from your If you fall unconscious, your companion can stabilize you.
companion. They gain an additional Natural talent at 10th Beginning at 6th level, your companion can stabilize
level. They cannot choose the same natural talent more than creatures, making a DC 10 Survival check. How your
once. companion specifically stabilizes a creature is up to the DM.
As examples, your companion may lick your wounds or
Natural Armor Your Companion gains +1 AC. attempt to move a contorted unconscious body into a more
natural position.
Tough. Your Companion gains an additional 1 hp for each
level it has. Offensive Tactics
Precise. Your Companion's attacks have +2 to hit At 11th level, chose one of the following options to improve
Ferocious. Your companion's attacks have +2 to damage your attacks.
rolls *Quick Your companion can attack 3 times when taking the
attack action. At 20th level, your companion can attack 4
Companion Tactics times when taking the attack action.
Brutal Your companion's attacks deal an extra 1d6 damage
At 3rd level, through training, your companion has developed and deal a critical hit on an attack roll of 19 and 20. At 20th
one of the following tactics. They learn an additional Tactic at level this damage is increased to 2d6.
7th, 13th. and 17th level.
Protective. When a creature your companion can see Defensive Tactics
attacks a target other than them that is within 5 feet of At 15th level, your companion gains one of the following
them, they can use their reaction to impose disadvantage defensive features.
on the Attack roll. Relentless. Your companion can keep fighting despite
grievous wounds. If they drop to 0 Hit Points and don't die
Multiattack. When your companion takes the attack outright, they can make a DC 10 Constitution saving throw. If
action, your companion can make one additional attack as they succeed, they drop to 1 hit point instead.
a bonus action. They do not add their ability score Each time they use this feature after the first, the DC
modifier to the damage for this attack. increases by 5. When they finish a short or Long Rest, the DC
Swift. Your companion can Dash as a bonus action. resets to 10.
Evasion. When your companion is subjected to an effect
Agile. Your companion can Disengage as a bonus action. that allows them to make a Dexterity saving throw to take
only half damage, they instead take no damage if they
Sneaky. Your Companion can Hide as a bonus action. succeed on the saving throw, and only half damage if they fail.
Helpful. Your companion can take the help action as a Uncanny Dodge. When an attacker that your companion
bonus action. can see hits them with an Attack, they can use their reaction
to halve the attack’s damage against them.
Fast. Your Companion's movement speed increases by 10 Enduring. Your companion gains +1 AC. Additionally, they
feet. You may take this Tactic more than once. +1 HP per companion level.
Charging. When your companion moves 20 ft before Unwavering loyalty
attacking a target, they have advantage on their next
attack roll. Beginning at 18th level you have mastered your bond with
your companion. As long as they can see you, your
Territorial. Other creatures provoke an opportunity attack companion has advantage on saving throws against fear and
from your companion when they enter your companion's being charmed.
reach.
Punishing. If your companion is the target of a melee
attack while Dodging they can make an attack against that
creature as a reaction.
Ability Score Increase
When your companion reaches 4th level, and again at, 8th,
12th, 14th, 16th, and 19th level, you can increase one ability
score of your choice by 2, or you can increase two Ability
Scores of your choice by 1. As normal, you can’t increase an
ability score above 20 using this feature.
10
ChApTer 1
CrEaTuReS oF tHe
Air MoUnTaInS
Symbols of Death. Some air nomad cultures believe certain
varieties of moths are omens of death or of the passing of one
Anteater Snake phase into another. These moths typically have darker
coloration and may feature ominous-looking patterns on their
Medium Beast, Air Mountains wings.
Armor Class 13
Hit Points 2 (1d4)
Speed 30 ft Emperor Tortoise Moth
Tiny Beast, Air Mountains
STR DEX CON INT WIS CHA
(-3) 16 (+3) 11 (+0) 1 (-5) 10 (+0) 3 (-4) Armor Class 15 (natural armor)
Hit Points 7 (2d6)
Speed 15 ft., fly 20 ft.
Senses Blindsight 10 ft, passive perception 10
Challenge 1/8 (25 xp)
STR DEX CON INT WIS CHA
Actions 10 (+0) 12 (+1) 10 (+0) 3 (-4) 10 (+0) 7 (-2)
Bite. Melee Weapon Attack +5 to hit. Hit: 1 piercing
damage plus 4 (2d4) poison damage. The target Senses passive perception 10
must make a DC 10 Constitution saving throw, Challenge 1/8 (25 xp)
taking the poison damage on a failed save, or half as
much damage on a successful one. Withdraw. As a reaction, the Tortoise Moth can
withdraw entirely into its shelled wings. While in its
shell, the animal gains +5 to its AC and advantage
on all Constitution-based saving throws.
Actions
Bite. Melee Weapon Attack +0 to hit. Hit: 1d4
piercing damage
Claws. Melee Weapon Attack +0 to hit. Hit: 1
slashing damage
12
It was customary for young Air Nomads to choose a flying
Flying Bison bison to be their lifelong companion. This tradition changed
following the emergence of the Air Nation, with the bison
The flying bison, also known as sky bison and air bison, lived themselves chosing their own lifelong companions. If the
in the air temples along with the Air Nomads. The most human companion of a flying bison dies, that bison will
notable flying bison was Appa, Avatar Aang's animal guide typically flee to become part of a wild herd.
and Team Avatar's primary means of long-distance Airbenders use the command "yip-yip" to prompt their
transportation. Some bison also live in the Fire Nation, bison to take flight, with the association between the verbal
tended to on an island by the Bhanti. cue and the action becoming apparent even prior to formal
All flying bison employ airbending to fly, using their wide training of calves. To summon a bison from a distant location,
tails to steer through air currents and to defend themselves it is possible to use a bison whistle, which emits a sound at a
from attacks. Flying bison use flight to graze from the top of frequency inaudible to humans but clearly detectable for
trees. Since young flying bison are incapable of flight for a bison. It takes years for an individual to truly tame and train a
week or two after they are born, the adults of the herd will bison.
stay close to the ground during this time to protect them. At the Northern Air Temple, airbenders held
Though fairly docile, flying bison can be fierce and championships for bison polo, which was played in the air; as
powerful opponents if pressed or enraged, possessing great airbenders rode their bison and tried to force the ball with
physical strength and airbending skills. Parents are also their polo mallet into an opponent's goal.
protective of their young, flightless offspring and will attack Flying bison have five stomachs, flat manatee-like tails,
anyone who gets near them. However, if the person is on brown eyes, shaggy white fur, and a brown arrow that runs
good terms with the bison, they are allowed to get close to the along their back from tail-tip to forehead. They have six legs
calves. These creatures were the main means of with three toes on each foot. As they are primarily herbivores,
transportation for Air Nomads. flying bison have flat teeth shaped like peanuts, which are
spread out on the roof and bottom of the mouth in groups of
ten. From a young age, flying bison possess two pointed
horns on their heads that are initially short and blunt but
Flying Bison grow in length as they grow older. Within three years, a flying
Huge Beast, Air Mountains bison becomes an average-size bison, and a fully-grown flying
bison can easily weigh ten tons.
Armor Class 10
Hit Points 21 (3d12+3)
Speed 15 ft., fly 60 ft.
Skills. Strength
Senses.
Challenge.
Actions
Ram. Melee Weapon Attack: 2d4 bludgeoning
damage
Tail Strike. pushes players behind beast within 10 ft
back by 20 ft. 1d4 bludgeoning damage
13
Flying Lemur
The winged lemur is equipped with large, membrane-like Flying Crane Fox
wings attached to its arms that allow it to take flight. It has a Small Beast, Air Mountains
prominently black face with two proportionately large, green
eyes, and its fur is mostly white with several black stripes. Armor Class 13
Other color markings and variations have been seen. The Hit Points 6 (2d6)
winged lemur has two very wide, long ears on its head that Speed 25 ft., fly 40 ft.
give it fantastic hearing. It is very quick and agile.
The lemurs were extremely popular with Air Nomad
children and adults alike; they were the Air Nomad children's STR DEX CON INT WIS CHA
favorite pets. The airbenders trained them to do many tasks, 6 (-2) 13 (+1) 10 (0) 2 (-4) 10 (0) 6 (-2)
one of which was to retrieve the gliders if the nomads
dropped them from their flying bison. Winged lemurs love Skills. Acrobatics and Sleight of Hand
food and are not above taking it directly out of the hands of Challenge.
any person who might be holding some at the time. They like
to be petted like dogs or cats. When a winged lemur Call. When distressed or in danger, cranes can issue
is frightened or is threatening an enemy, it a loud call that sounds somewhat like a trumpet and
raises its back and hisses, much like a can be heard by all within a mile. The sound can be
common house cat. deafening to those in the immediate vicinity; all
those within 30 ft of the bird when it issues its call
must make a DC 10 Constitution save or be
deafened for 1d4 rounds.
Actions
Bite. Melee Weapon Attack: 1d4 crushing damage
Beak. Melee Weapon Attack: 1d4 piercing damage
Fox Hound
Small Beast, Air Mountains
STR DEX CON INT WIS CHA Skills. Perception, Stealth, Survival
5 (-3) 15 (+2) 10 (0) 6 (-3) 10 (0) 7 (-2) Senses.
Challenge.
Saving Throws. Dexterity
Skills. Acrobatics and Sleight of Hand Keen Senses. Foxes have advantage on Wisdom
Senses Darkvision 60ft (Perception) checks that rely on sight or smell.
Challenge. 0
Actions
Actions Bite. Melee Weapon Attack: 1d4 piercing damage
Nimble Escape. The lemur can take the disengage,
dodge, or hide action as a bonus action on each of
its turns.
Distract. Distracts one target for one turn,
preventing target from acting.
14
Iguana Owl
Tiny Beast, Air Mountains
Armor Class 11
Hit Points 2 (1d4)
Speed 5ft., fly 60 ft.
15
Llamion Marsupial Spineball Mouse
Medium Beast, Air Mountains Tiny Beast, Air Mountains
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 15 (+2) 13 (+1) 3 (-4) 12 (+1) 8 (-1) () () () () () ()
Actions
Bite. Melee Weapon Attack: +4 to hit. Hit: 6
(1d6+3) piercing damage.
Claw. Melee Weapon Attack: +4 to hit. Hit: 5
(1d4+3) slashing damage.
Magpie Macaque
Tiny Beast, Air Mountains
Armor Class 12
Hit Points 1 (1d4-2)
Speed 10 ft., fly60 ft.
Actions
Beak. Melee Weapon Attack: +2 to hit. Hit: 1
piercing damage
Swift Snatch. Once per turn, if the magpie macaque
is within 15 feet of another creature, it can use a
bonus action to make a Sleight of Hand skill check
to steal an item from that creature. The stolen item
must be small enough for it to carry with its feet.
16
Moth Dove Shrike Degu
Tiny Beast, Air Mountains
Tiny Beast, Air Mountains
Armor Class 12
Armor Class 13 Hit Points 5 (2d4)
Hit Points 1 (1d4-1) Speed 25 ft., fly 60 ft.
Speed 10 ft., fly 50 ft.
Actions
Actions
Beak. Melee Weapon Attack: +4 to hit. Hit: 1
Beak. Melee Weapon Attack: +4 to hit. Hit: 1 piercing damage.
piercing damage.
Claws. Melee Weapon Attack: +4 to hit. Hit: 1
slashing damage.
Otter gar
Small Beast, Air Mountains
Armor Class
Hit Points
Speed
Skills
Senses
Challenge
Actions
17
Spiderfly Vulture Goat
Medium Beast, Air Mountains
Tiny Beast, Air Nomads
Armor Class 10
Armor Class 12 Hit Points 5 (1d8+1)
Hit Points 1 (1d4-1) Speed 40 ft., climb 20 ft., fly 40 ft.
Speed 20 ft., climb 20 ft., fly 20 ft.
Actions
Bite. Melee Weapon Attack: +4 to hit. Hit: 1 piercing
damage, and the target must succeed on a DC 9
Con saving throw or take 2 (1d4) poison damage.
Yakalope
Medium Beast, Air Mountains
Armor Class 12
Hit Points 8
Speed 40 ft.
Turtledove
Tiny Beast, Air Mountains
STR DEX CON INT WIS CHA
Armor Class 15 (natural armor) 7 (-2) 14 (+2) 10 (+0) 3 (-4) 13 (+1) 6 (-2)
Hit Points 2 (1d4)
Speed 10 ft., fly 30 ft. Skills. Perception +3
Senses. Darkvision 60 ft. Passive perception 13
Challenge.
STR DEX CON INT WIS CHA
2 (-4) 12 (+1) 10 (+0) 2 (-4) 12 (+1) 6 (-2) Charge. If the Yakalope moves at least 20 feet
straight toward a target and then hits it with a ram
attack on the same turn, the target takes an extra 2
Senses passive perception 10 (1d4) bludgeoning damage. If the target is a
Challenge 0 (10 xp) creature, it must succeed on a DC 10 Strength
saving throw or be knocked prone.
Withdraw. As a reaction, the Turtledove can
withdraw entirely into its shell. While in its shell, the
animal gains +5 to its AC and advantage on all
Actions
Constitution-based saving throws. Ram. Melee Weapon Attack: 13 bludgeoning
damage
Actions
Bite. Melee Weapon Attack: +4 to hit. Hit: 1 piercing
damage.
18
ChApTer 2
CrEaTuReS oF tHe
EaRtH CoNtInEnT
19
Badger Mole
The badgermole is an enormous, blind mammal native to the
Earth Kingdom. Primarily subterranean creatures, Badgermoles use their noses and sensitive whiskers to
badgermoles were the first to master earthbending and the inspect objects in front of them. Although they have vestigial
original instructors from which humans first learned the art. eyes, evolutionary leftovers from long-forgotten times when
The badgermoles first taught earthbending to Oma and they lived above ground, badgermoles are more-or-less blind;
Shu, helping them to create a maze of tunnels through the their earthbending abilities allow them to feel the presence of
mountains dividing their two villages. Many centuries later, their surroundings in recompense.
they were encountered by Master Toph Beifong in a cave Badgermoles use their tongues to lick in order to show
after she ran away from home as a child. Given their shared their affection, an action seen when Toph first met them.
blindness, they were able to understand each other and They enjoy hearing music, which seems to put them in an
helped the young girl to develop her skill in the bending art. almost tranquil state in which one can get them to do nearly
According to Master Toph, the badgermoles' earthbending anything.
was an extension of their senses and their way of interacting Badgermoles use earthbending to form tunnels and travel
with the world, and she learned from them by copying their underground, where they live and hunt for prey such as
movements as they navigated the tunnels. wolfbats. When fully and properly tamed, badgermoles can be
Badgermoles are enormous in size and have brown fur used as beasts of burden and can perform tasks such as
with one white stripe between two black ones running down paving pathways or clearing stone debris, such as during the
their backs and white, mask-like patches on their faces. They Earth Rumble tournament.
have long tails and five claws on each paw.
20
Bat Panther
Small Beast, Earth Continent
Claw. Melee Weapon Attack: +? to hit *Hit: *1d6 Senses passive perception 10
slashing damage Challenge 1/2 (100 xp)
Actions
Sting. Melee Weapon Attack +4 to hit. Hit: 5
(1d6+2) piercing damage plus 6 (2d6) poison
Boar-Q-Pine damage. The target must make a DC 11
Constitution saving throw, taking the poison
Small Beast, Earth Continent
damage on a failed save, or half as much damage on
a successful one. If the poison damage reduces the
Armor Class 11, touch 13 target to 0 hit points, the target is stable but
Hit Points 5 (1d8+1) poisoned for 1 hour.
Speed 30 ft.
Actions Actions
Tusk. Melee Weapon Attack: +3 to hit. Hit: 4
Gore. Melee Weapon Attack: +6 to hit. Hit: 15
(1d6+1) slashing damage
(3d6+6) piercing damage
Quills. Ranged Weapon Attack: +3 to hit, 10/20 ft. Stomp. Melee Weapon Attack: +6 to hit, one prone
Hit: 1 piercing damage. creature. Hit: 15 (3d6+6) piercing damage
21
Deer Dog
Small Beast, Earth Continent
Armor Class 10
Hit Points
Speed 35 ft.
Wall Crawl. The Canyon Crawler can climb difficult Armor Class 12 (Natural Armor)
surfaces, including upside down on ceilings, Hit Points
without needing to make an ability check Speed 10 ft., fly 30 ft.
Keel Smell. Canyon Crawlers have advantage on
perception checks that rely on smell.
STR DEX CON INT WIS CHA
Actions 6 (-3) 18 (+4) 14 (+2) 8 (-1) 11 (+0) 9 (-1)
Bite Melee Weapon Attack: +5 to hit. Hit: 7 (1d8+3)
piercing damamge Saving Throws. Dexterity +5
Skills.
Snare Melee Weapon Attack: +5 to hit. The Canyon Senses.
Crawler gently but strongly bites its prey to pick it Challenge.
up, intent on taking it back to its den to eat. Hit: The
target must make a DC12 Dexterity Check or be Keel Senses. Dragon flys have advantage on
restrained. perception checks that rely on sight or smell.
Actions
Canyon Crawlers prefer to eat at home, and as soon as they Bite. Melee Weapon Attack: 1 piercing damage
have prey will turn around and attempt to return to their den.
They pick up their prey- locking their jaws to prevent escape,
and then return to their caves to 'tenderize' the meat.
22
Elephant Koi
The elephant koi is an enormous, brightly colored fish. Elephant Koi
Valued for its meat, blubber, and oil, the animal is Kyoshi Huge Beast, Earth Continent
Island's primary export.
The elephant koi are enormous fish, reaching lengths of Armor Class 12
forty to fifty feet. Although they are mainly colored a light Hit Points 28 (4d12+2)
shade of yellow, broken patterns of orange are prominent Speed Swim 30 ft.
down their backs, between their eyes, on the tips of their fins,
and in small circles around the bases of their tails. Variations
of this color pattern can be seen on most elephant koi. The STR DEX CON INT WIS CHA
fish features a single dorsal fin supported by about half a 18 (+4) 12 (+1) 14 (+2) 1 (-5) 10 (+0) 5 (-3)
dozen spines. Additional fins include a pair of pectoral fins, a
pelvic fin, and an anal fin on the ventral side of the creature, Skills. Passive Perception 10
as well as a relatively small, single-lobed caudal fin. Elephant Slippery. The catfish has advantage on ability checks
koi also possess barbels on the sides of their mouth as a and saving throws made to escape a grapple.
physical attribute. Challenge.
Elephant koi typically travel in small schools, but when
disturbed, they are known to separate in an effort to evade a Actions
predator. On occasion, the fish swim directly below the
surface of the water, exposing their dorsal fin, and can be Bite. Melee Weapon Attack: 1d8+4 piercing damage
witnessed jumping great heights out of the water. Swallow. Melee Weapon Attack: The catfish makes
one bite attack against a Medium or smaller target it
is grappling. If the attack hits, the target is
swallowed, and the grapple ends. The swallowed
target is blinded and restrained, it has total cover
against attacks and other effects outside the catfish,
and it takes 5 (2d4) acid damage at the start of each
of the catfish's turns. The catfish can have only one
target swallowed at a time. If the catfish dies, a
swallowed creature is no longer restrained by it and
can escape from the corpse using 10 feet of
movement, exiting prone.
23
Elephant Mandrill
Large Beast, Earth Continent
Armor Class AC
Hit Points Hitpoints
Speed Speed
Actions
Multiattack. The Creature Name makes Number and
type of attacks
Ability Description. Attack Style: Attack Bonus to hit,
Fire Ferret
Small Beast, Earth Continent
Reach/Range, one target. Hit: Damage Damage Type
damage
Armor Class AC
General Ability Description. General Attack Hit Points Hitpoints
Description Speed Speed
Actions
Multiattack. The Creature Name makes Number and
type of attacks
24
Flying Fishapotamus
Foxelope
Flying Boar
Medium Beast, Earth Continent
Armor Class 11
Hit Points 11
Speed 30ft., fly 20ft.
Skills. Perception
Senses.
Challenge.
25
Giant Rhinoceros Beetle
Large Beast, Si Wong Desert
26
Hybrid Pig
Small Beast, Earth Continent
Armor Class AC
Hit Points Hitpoints
Speed Speed
Skills skills
Senses Senses
Challenge Challenge and Xp
Hog Monkey
Medium Beast, Earth Continent Jackalope
Small Beast, Earth Continent
Armor Class AC
Hit Points Hitpoints
Armor Class 12
Speed Speed
Hit Points 7 (2d6)
Speed 40 ft., burrow 15 ft.
STR DEX CON INT WIS CHA
() () () () () () STR DEX CON INT WIS CHA
(-2) (+2) (+0) (-4) (+1) (-2)
Skills skills
Senses Senses Skills skills
Challenge Challenge and Xp Senses Senses
Challenge Challenge and Xp
Actions
Multiattack. The Creature Name makes Number and Actions
type of attacks Ability Description. Attack Style: Attack Bonus to hit,
Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type
Reach/Range, one target. Hit: Damage Damage Type damage
damage
General Ability Description. General Attack
Description
27
Jewel Shrike Wasp
Tiny Beast, Earth Continent
Armor Class AC
Hit Points Hitpoints
Speed Speed
Actions
Multiattack. The Creature Name makes Number and
type of attacks Luna Caracal
Tiny Beast, Earth Continent
Ability Description. Attack Style: Attack Bonus to hit,
Reach/Range, one target. Hit: Damage Damage Type
damage Armor Class AC
Hit Points Hitpoints
General Ability Description. General Attack Speed Speed
Description
Actions
Multiattack. The Creature Name makes Number and
type of attacks
Ability Description. Attack Style: Attack Bonus to hit,
Reach/Range, one target. Hit: Damage Damage Type
damage
General Ability Description. General Attack
Description
28
Platapus Bear
Large Beast, Earth Continent
Armor Class 10
Hit Points 10
Speed 60 ft.
Skills.
Senses. Passive Perception 11
Challenge.
Trample.
Actions
Claws. Melee Weapon Attack: +2 to hit. Hit: 1d8
slashing damage
Beak. Melee Weapon Attack: 1d6 piercing damage
29
Purple Pentapus
Tiny Beast, Earth Continent
Armor Class
Hit Points
Speed
Saving Throws.
Skills.
Senses.
Challenge.
Quilled Chameleon
Small Beast, Earth Continent
Armor Class 12
Pygmy Puma Hit Points 4 (1d4+2)
Small Beast, Earth Continent Speed 20 ft.
Actions Rabaroo
Multiattack. The Pygmy Puma makes two attacks Large Beast, Earth Continent
Skills. Athletics +6
Senses. Passive Perception 10
Challenge. 1
Actions
Kick. Melee Weapon Attack: +? to hit Hit:
bludgeoning damage.
30
Saber-Tooth Moose Lion
Huge Beast, Earth Continent
Armor Class 13
Hit Points 42 (6d12+3)
Speed 30 ft.
Skills.
Senses. Passive Perception 13
Challenge. 6 (xp)
31
Shirshu
The shirshu is a large, quadrupedal creature found in the
southern Earth Kingdom where it lives underground. Its
highly developed sense of smell and ability to paralyze a
target make it well suited for both tracking and hunting
respectively.
The shirshu is a large, star-nosed mole-like mammal that
has no eyes and thus relies on its highly specialized sense of
smell. The animal's face has a large, muscular snout that
ends in a collection of small, pink, fleshy tendrils surrounding
the nostrils, used to detect scents in the environment, and
that effectively allows the shirshu to "see" its surroundings.
The shirshu can smell a particular scent over hundreds of
miles away, making it an ideal tracker. In addition to its
strong olfactory abilities, the shirshu's saliva contains
paralyzing agents. Along with its large, sharp set of teeth, the
shirshu has a whip-like tongue, tipped with large, triangular
papillae, which the shirshu uses to disable its prey.
Depending on the target's size and how hard it is hit, the
shirshu's tongue can either stun or paralyze prey for a
period of time, ranging from a few minutes up to
several hours.
Tamed shirshus are mainly used for their
superior tracking ability; they can detect a
particular scent anywhere in the world, paralyze
their prey from afar without doing permanent
damage, are extremely fast and agile, and can
travel over great distances without tiring Shirshu
significantly. Shirshu saliva contains powerful toxins, making Large Beast, Earth Continent
it highly valuable; it is used in the production of paralyzing
darts.
Despite its size and weight, the shirshu has outstanding Armor Class 12
agility and can hold its own in close combat situations. Using Hit Points 17 (3d10)
its powerful claws, it can easily protect itself from most Speed 45 ft., climb 15 ft.
threats, though in the majority of cases, close combat is
unnecessary: the shirshu's tongue can reach up to several STR DEX CON INT WIS CHA
meters and incapacitate opponents before they have a chance
to get near. Its critical weakness is its highly sensitive sense 13 (+1) 12 (+1) 14 (+2) 5 (-3) 18 (+4) 4 (-3)
of smell, which can be overwhelmed by strong scents,
effectively "blinding" it and, in some cases, inducing a Skills. Perception +6
frenzied panic. Senses. Passive Perception 13
Challenge.
Actions
Poison Tongue. on hit, paralyze target for ? turns
Bite. Melee Weapon Attack: 1d8 piercing damage
Claw. Melee Weapon Attack: 2d6 slashing damage
Shirshu Darts
32
Singing Groundhog
The singing groundhog is an animal that resides on the
prairies near the Si Wong Desert. It is able to mimic any note
with near perfection
These creatures live in colonies on wide open prairies near
the Si Wong Desert, and like ordinary groundhogs, they feed
off insects and roots. With an ear for music, they will respond
to single tones from a flute or other instrument by repeating
that tone back to the player. The musical abilities of these
little critters attract tourists from all over the world. Singing
groundhogs are hibernating creatures, and cannot be found
during the winter.
Singing Groundhog
Tiny Beast, Earth Continent
Armor Class 11
Sour Beetle
Hit Points The only creature in the Si Wong Desert the giant gilacorn
Speed 20 ft., Burrow 10 ft. would not eat. According to legend, the headpieces worn by
beetle-headed merchants were crafted to mimic the
appearance of a sour beetle, an intuitive trick that allowed the
STR DEX CON INT WIS CHA tribesmen to deceive gilacorns and avoid being attacked.
7 (-2) 15 (+2) 12 (+1) 8 (-1) 10 (+0) 20 (+5)
Actions
33
Sparrowkeet
Tarantula bat
34
The unagi is a carnivorous predator that will consume
Unagi anything that it encounters in the water, with a particular
preference for the elephant koi found in the waters
The unagi is an enormous, powerful, and carnivorous eel surrounding Kyoshi Island. It is capable of launching
capable of firing large jets of water from its mouth at high powerful streams of water from its mouth as a means of
velocities. subduing prey and deterring external threats.
The unagi's body is long and serpentine, with no scales and Because of its aggressive nature, the residents of Kyoshi
minimal aposematic coloration. While uniformly light gray in Island typically avoid the bay in which the unagi is found.
appearance ventrally, the creature's dorsal surface is Despite its tendency to lash out, the unagi has an instinctive
primarily dark gray with light gray segments over both cheeks fear of anything that exceeds it in size, and it can be
and a light gray stripe extending down the midline of the controlled, to some extent, by its barbels.
body. Located posteriorly to the head are four yellow stripes
similar in appearance to gill slits.
A large dorsal fin protrudes from the top of the unagi's
head, consisting of six spines interconnected by cartilage that Unagi
allow the creature to expand and contract the structure
during movement. Behind the primary dorsal fin are a series Gargantuan Beast, Earth Continent
of evenly dispersed finlets that gradually increase in size
toward the caudal end of the body. Armor Class 14
The unagi has bright green eyes protected by a pair of pink, Hit Points 23 (2d20+2)
vertically-oriented nictitating membranes as well as a pair of Speed Swim 30 ft.
light gray, horizontal eyelids. The
creature's mouth is lined with STR DEX CON INT WIS CHA
sixteen pairs of sharp, interlocking
teeth oriented backward 12 (+1) 18 (+4) 13 (+1) 2 (-4) 10 (+0) 3 (-4)
and is flanked on either
side by a pair of sensory Skills. Perception +2
barbels. Inside the creature's Senses. Blindsight 20ft., Passive Perception 12
body just posterior to the jaw Challenge. 1
musculature are specialized
glands that allow the unagi Hold Breath. The Unagi can hold its breath outside
to launch pressurized of the water for 10 min.
streams of water from Water Breathing. The Unagi can only breathe
its mouth. underwater.
Actions
Bite. Melee Weapon Attack: +6 to hit. Hit: 13
(2d8+4) piercing damage.
Spray. Ranged Weapon Attack: The Unagi sprays a
jet of water in a 100ft by 5ft cylynder with great
force at a target. The target takes 11 (2d8+2)
bludgeoning damage. If target is a creature, the
target must succed on a DC 12 Dexterity saving
throw or be knocked prone.
Swallow. Melee Weapon Attack: The Unagi makes
one bite attack against a Medium or smaller target it
is grappling. If the attack hits, the target is
swallowed, and the grapple ends. The swallowed
target is blinded and restrained, it has total cover
against attacks and other effects outside the catfish,
and it takes 5 (2d4) acid damage at the start of each
of the catfish's turns. The catfish can have only one
target swallowed at a time. If the Unagi dies, a
swallowed creature is no longer restrained by it and
can escape from the corpse using 10 feet of
movement, exiting prone.
35
Wolfbat
Woodfrog
36
ChApTer 3
CrEaTuReS oF tHe
FiRe ArChIpElAgO
37
Dragons
The dragon is the original practitioner of firebending, capable
of breathing fire. The species demonstrated the true way of
firebending to the Sun Warriors' civilization, a precursor to
the modern day Fire Nation and to Wan, the first Avatar. As
such, dragons are highly respected by both the Sun Warriors
and the Fire Nation.
The dragon is a large, horned reptile with a long, scaly
body that ends in a thin tail. Its head is large compared to
the rest of its body, and its bearded face is dominated by a
wide, flat nose, golden, cat-like eyes, and long whiskers.
There also seem to be several subspecies of dragons.
There are both winged and non-winged dragons, their size
and number differing depending on the species of dragon.
Some have two large wings that enable them to fly over
great distances, while others, like the green dragon,
had an extra, smaller pair of wings. However,
regardless of the presence of wings, the dragons
are capable of flight, as seen with the white dragon
that resided in the Spirit Wilds during the era of
Raava.
Dragons are intelligent creatures, capable of
communicating with humans. Although generally
living in solitude, a dragon can form a tight bond
with a human, even to the point where it will
protect its human partner to the death.
During his time as Fire Lord, Sozin began the
tradition of hunting dragons as the ultimate sport
throughout the Fire Nation. Anyone who managed
to slay a dragon earned the honorary title of
"Dragon" and their talents as firebenders would
become legendary. Near the end of the Hundred
Year War, dragons were thought to be extinct
due to Prince-General Iroh's claim that he had
killed the final one. However, many years later Dragon (Infant)
Firelord Zuko returned from abroad with a Small Beast, Fire Archipelago
dragon egg in tow, revealing that his uncle
had lied in order to protect them from Armor Class 15 (Natural Armor)
extinction. To this day, they have never Hit Points ()
revealed the secret of the location of the Speed 30 ft., Climb 20 ft., fly 10 ft.
last dragons, and while extremely rare,
they are slowly returning to life thanks to
protection laws that have been put in STR DEX CON INT WIS CHA
place. () () () () () ()
Actions
Multiattack. The dragon makes two attacks: one with
its bite and one with its claws.
Fire Breath. 30 ft cone. ? fire damage
Claws. Melee Weapon Attack: ? slashing damage
Bite. Melee Weapon Attack: ? piercing damage
38
Dragon
Huge Beast, Fire Archipelago
39
Eagle Hawk
Small Beast, Fire Archipelago
Armor Class 12
Hit Points 5
Speed 30 ft., Climb 30 ft.
40
Firefly Giant Eel Hound
Tiny Beast, Fire Archipelago Large Beast, Fire Archipelago
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
1 (-5) 18 (+4) 10 (+0) 8 (-1) 8 (-1) 10 (0) 13 (+1) 14 (+2) 12 (+1) 5 (-3) 10 (0) 12 (+1)
41
Hawk
Small Beast, Fire Archipelago
Actions
Beak. Melee Weapon Attack: 1d8 piercing damage
Hippox
Talons. Melee Weapon Attack: 1d4 slashing damage,
finesse
Hippo Cow
42
Hammerhead Dugog
Medium Beast, Fire Archipelago
Iguana parrot
Small Beast, Fire Archipelago
Armor Class 15
Hit Points 7
Speed 10 ft., fly 60 ft.
Actions
Talons. Melee Weapon Attack: 2 slashing damage
Bite. Melee Weapon Attack: 1 piercing damage
43
Komodo Rhino
Large Beast, Fire Archipelago
Armor Class 13
Hit Points 15
Speed 40ft.
Skills. Strength
Damage Resistances. Fire
Charge. If the Rhino moves at least 20 feet straight
toward a target and then hits it with a ram attack
on the same turn, the target takes an extra 2d8
damage.
Actions
Ram. Melee Weapon Attack: 2d6 bludgeoning
damage.
Horn. Melee Weapon Attack: 1d8 bludgeoning
damage.
Lamprey Jellyfish
Medium Beast, Fire Archipelago
Lion Vulture
Large Beast, Fire Archipelago
44
Long-tailed Poison Dart Widow
Tiny Beast, Fire Archipelago
Manatee Whale
Large Beast, Fire Archipelago
Mantis Seahorse
Tiny Beast, Fire Archipelago
45
Mongoose lizards can be tamed and ridden, and are not
scared easily. They are tireless trackers that can easily dodge
attacks without throwing riders off. Raven Eagle
The mongoose lizard possess characteristic markings over Small Beast, Fire Archipelago
its body, a raised chest, and a few plumed areas of skin above
the head. These massive lizards are approximately fifteen to
twenty feet (4.5 to 6 meters) long from snout to tail, with Armor Class 12
bright yellow eyes. They act as modes of transportation, Hit Points 13
ridden like horses, though they are far more versatile. Speed 10 ft., fly 40 ft.
Their quick, mongoose-like reflexes help them to dodge
almost any attack, and their lizard-like abilities enable them STR DEX CON INT WIS CHA
to quickly traverse just about any obstacle; they have the
ability to scale walls and skim over bodies of water. Riding 14 (+2) 12 (+1) 11 (0) 11 (0) 12 (+1) 13 (+2)
this animal requires some habituation, especially when it
stands on its hind legs. Skills. Perception and Acrobatics
Senses.
Challenge.
Skills.
Senses.
Challenge.
Actions
Bite. Melee Weapon Attack: 1d4 piercing damage.
1d4 poison damage.
Trample. Melee Weapon Attack: 1d6 bludgeoning
damage
46
Reef Crab
Tiny Beast, Fire Archipelago
Skills. Stealth +2
Senses. Blindsight 30 ft., Passive Perception 9
Challenge. 0 (10xp)
Saltwater Crocotiel
47
Tiger Monkey
Tiger shark
Medium Beast, Fire Archipelago
Armor Class 15
Hit Points 30
Speed swim 60 ft.
Skills.
Senses. Blindsight 30ft.
Challenge.
Actions
Bite. Melee Weapon Attack: 1d8+2 piercing damage
Toucan Puffin
48
Turtle Crab
turtle Duck
49
ChApTer 4
CrEaTuReS oF tHe
FoGgY SwAmP
Anteater Wasp Croc-of-the-Rock
Medium Beast, Foggy Swamp
Armor Class
Hit Points
Speed 10ft., fly 30 ft. Crococat
STR DEX CON INT WIS CHA
() () () () () ()
Skills.
Senses.
Challenge.
Actions
Stinger. Melee Weapon Attack. +? to hit. Hit: ?
piercing damage.
Catgator
Large Beast, Foggy Swamp
Armor Class 14
Hit Points 6
Speed 20ft., swim 30 ft.
51
Drop Worm
Elbow Leech
Small Beast, Foggy Swamp Tribe
Armor Class
Hit Points
Speed
Skills.
Senses.
Challenge.
Actions
Bite. Melee Weapon Attack: ? piercing damage
Fox Centipede
52
Frobbit
Frog Squirrel
Froghog
53
Giant Fly
Goldjaw
Hippo Scorpion
54
Huu
Huu is a waterbending master native to the Foggy Swamp Huu, being the wisest member of the tribe, believed that all
Tribe located southwest of the Earth Kingdom. Huu reached living things were connected to one another. Having been so
enlightenment while sitting under the great banyan-grove connected to the swamp, Huu made it his duty to behave as
tree in the heart of the swamp. the guardian of it, protecting it from those who intend to
harm it, while using his exceptional "plantbending" skills to
disguise himself as a swamp monster.
Huu was a master waterbender who specialized in
Huu plantbending: using his waterbending to bend the fluids
inside the highly saturated plants of the swamp. He mastered
Giant Beast, Foggy Swamp Tribe
this technique to the point that he seemed to be bending the
vine itself. Covering his body with these vines, Huu pretended
Armor Class 15
Hit Points 136 (16d10+48)
to be a large swamp monster in order to scare away anyone
Speed 20 ft., swim 20 ft.
who wanted to harm the swamp. This technique strongly
resembles bloodbending.
STR DEX CON INT WIS CHA
18 (+4) 8 (-1) 16 (+3) 5 (-3) 20 (+5) 5 (-3)
Skills. Stealth +2
Damage Resistances. Cold, Fire, Lightning
Condition Immunities. grappled, restrained
Senses. blindsight 60 ft., passive perception 10
Challenge. 5 (1800 xp)
55
Komodo Dog Monarch Fox
Medium Beast, Foggy Swamp Small Beast, Foggy Swamp
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 13 (+1) 2 (-4) 10 (+0) 5 (-3) () () () () () ()
Actions Actions
Bite. Melee Weapon Attack: 1d8+2 piercing Bite. Melee Weapon Attack:
damage. On a DC 10 Dexterity or Strength saving
throw or be restrained.
Skills skills
Senses Senses
Challenge Challenge and Xp
Actions
Bite. Melee Weapon Attack:
Retreat. The Miniature Lion Turtle retreats into its
shell. +? to AC
56
Mosquito Frog Parrot Hyena
Meidum Beast, Foggy Swamp
Small Beast, Foggy Swamp
Armor Class AC
Armor Class AC Hit Points Hitpoints
Hit Points Hitpoints Speed Speed
Speed Speed
Actions
Actions
Multiattack. The Creature Name makes Number and
Sting. Melee Weapon Attack: type of attacks
Ability Description. Attack Style: Attack Bonus to hit,
Reach/Range, one target. Hit: Damage Damage Type
damage
Otcat (bobcat otter) General Ability Description. General Attack
Description
Small Beast, Foggy Swamp
Armor Class AC
Hit Points Hitpoints
Speed Speed
Skills skills
Senses Senses
Challenge Challenge and Xp
Actions
Multiattack. The Creature Name makes Number and
type of attacks
Ability Description. Attack Style: Attack Bonus to hit,
Reach/Range, one target. Hit: Damage Damage Type
damage
General Ability Description. General Attack
Description
57
Possum Chicken Se Tu
Medium Beast, Foggy Swamp
Small Beast, Foggy Swamp.
Armor Class AC
Armor Class AC Hit Points Hitpoints
Hit Points Hitpoints Speed Speed
Speed Speed
Actions
Actions
Multiattack. The Creature Name makes Number and
Multiattack. The Creature Name makes Number and type of attacks
type of attacks
Ability Description. Attack Style: Attack Bonus to hit,
Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type
Reach/Range, one target. Hit: Damage Damage Type damage
damage
General Ability Description. General Attack
General Ability Description. General Attack Description
Description
58
ChApTer 5
CrEaTuReS oF tHe
TuNdRa
59
Arctic Camel
Medium Beast, Water Tribes
Armor Class AC
Hit Points Hitpoints
Speed Speed
Actions
Akhlut (orca-wolf) Multiattack. The Creature Name makes Number and
Large Beast, Water Tribes type of attacks
Ability Description. Attack Style: Attack Bonus to hit,
Armor Class AC Reach/Range, one target. Hit: Damage Damage Type
Hit Points Hitpoints damage
Speed Speed
Bite. Melee Weapon Attack: +? to hit. Hit: Damage Saving Throws saving_throws
Damage Type damage Skills skills
Claw. Melee Weapon Attack: +? to hit. Hit: Damage Damage Resistances Cold
Damage Type damage Senses Senses
Challenge Challenge and Xp
Actions
Multiattack. The Creature Name makes Number and
type of attacks
Ability Description. Attack Style: Attack Bonus to hit,
Reach/Range, one target. Hit: Damage Damage Type
damage
60
Arctic Hippo Arctic Wolf
Large Beast, Water Tribes.
Large Beast, Water Tribes.
Armor Class AC
Armor Class AC Hit Points Hitpoints
Hit Points Hitpoints Speed Speed
Speed Speed
Actions
Actions
Multiattack. The Creature Name makes Number and
Multiattack. The Creature Name makes Number and type of attacks
type of attacks
Ability Description. Attack Style: Attack Bonus to hit,
Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type
Reach/Range, one target. Hit: Damage Damage Type damage
damage
General Ability Description. General Attack
General Ability Description. General Attack Description
Description
Arctic Seal
Medium Beast, Water Tribes.
Armor Class AC
Hit Points Hitpoints
Speed Speed
Skills skills
Senses Senses
Challenge Challenge and Xp
Actions
Multiattack. The Creature Name makes Number and
type of attacks
Ability Description. Attack Style: Attack Bonus to hit,
Reach/Range, one target. Hit: Damage Damage Type
damage
General Ability Description. General Attack
Description
61
Buffalo Yak Dolphin Piranha
Medium Beast, Water Tribes.
Large Beast, Water Tribes.
Armor Class AC
Armor Class AC Hit Points Hitpoints
Hit Points Hitpoints Speed Speed
Speed Speed
Actions
Actions
Multiattack. The Creature Name makes Number and
Multiattack. The Creature Name makes Number and type of attacks
type of attacks
Ability Description. Attack Style: Attack Bonus to hit,
Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type
Reach/Range, one target. Hit: Damage Damage Type damage
damage
General Ability Description. General Attack
General Ability Description. General Attack Description
Description
Cuttlefish
Small Beast, Water Tribes.
Armor Class AC
Hit Points Hitpoints
Speed Speed
Skills skills
Senses Senses
Challenge Challenge and Xp
Actions
Multiattack. The Creature Name makes Number and
type of attacks
Ability Description. Attack Style: Attack Bonus to hit,
Reach/Range, one target. Hit: Damage Damage Type
damage
General Ability Description. General Attack
Description
62
Giant Squid
Giant Beast, Water Tribes.
Armor Class AC
Hit Points Hitpoints
Speed Speed
Skills skills
Senses Senses
Challenge Challenge and Xp
Actions
Multiattack. The Creature Name makes Number and
type of attacks
Ability Description. Attack Style: Attack Bonus to hit,
Reach/Range, one target. Hit: Damage Damage Type
damage
General Ability Description. General Attack
Description
Halibut
Small Beast, Water Tribes.
Armor Class AC
Hit Points Hitpoints
Speed Speed
Skills skills
Senses Senses
Challenge Challenge and Xp
Actions
Multiattack. The Creature Name makes Number and
type of attacks
Ability Description. Attack Style: Attack Bonus to hit,
Reach/Range, one target. Hit: Damage Damage Type
damage
General Ability Description. General Attack
Description
63
Iso puppy
Medium? Beast, Water Tribes.
Armor Class AC
Hit Points Hitpoints
Speed Speed
Skills skills
Senses Senses
Challenge Challenge and Xp
Actions
Multiattack. The Creature Name makes Number and
type of attacks
Ability Description. Attack Style: Attack Bonus to hit,
Reach/Range, one target. Hit: Damage Damage Type
damage
General Ability Description. General Attack
Description
Armor Class AC
Hit Points Hitpoints
Speed Speed
Skills skills
Senses Senses
Challenge Challenge and Xp
Actions
Multiattack. The Creature Name makes Number and
type of attacks
Ability Description. Attack Style: Attack Bonus to hit,
Reach/Range, one target. Hit: Damage Damage Type
damage
General Ability Description. General Attack
Description
64
Koalaotter Otter Penguin
Medium Beast, Southern Water Tribe
Small Beast, Water Tribes.
Armor Class 12
Armor Class AC Hit Points 13
Hit Points Hitpoints Speed 30 ft., swim 60 ft.
Speed Speed
Mink Snake
Small Beast, Water Tribes.
Armor Class AC
Hit Points Hitpoints
Speed Speed
Skills skills
Senses Senses
Challenge Challenge and Xp
Actions
Multiattack. The Creature Name makes Number and
type of attacks
Ability Description. Attack Style: Attack Bonus to hit,
Reach/Range, one target. Hit: Damage Damage Type
damage
General Ability Description. General Attack
Description
65
Penguin Fish Polar Bear Dog
Large Beast, Water Tribes
Small Beast, Water Tribes.
Armor Class 12
Armor Class AC Hit Points 16
Hit Points Hitpoints Speed 30 ft.
Speed Speed
Polar Bear
Large Beast, Water Tribes.
Armor Class AC
Hit Points Hitpoints
Speed Speed
Skills skills
Senses Senses
Challenge Challenge and Xp
Actions
Multiattack. The Creature Name makes Number and
type of attacks
Ability Description. Attack Style: Attack Bonus to hit,
Reach/Range, one target. Hit: Damage Damage Type
damage
General Ability Description. General Attack
Description
66
Polar Dog Polar Orca
Large? Beast, Water Tribes.
Small Beast, Water Tribes.
Armor Class AC
Armor Class AC Hit Points Hitpoints
Hit Points Hitpoints Speed Speed
Speed Speed
Actions
Actions
Multiattack. The Creature Name makes Number and
Multiattack. The Creature Name makes Number and type of attacks
type of attacks
Ability Description. Attack Style: Attack Bonus to hit,
Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type
Reach/Range, one target. Hit: Damage Damage Type damage
damage
General Ability Description. General Attack
General Ability Description. General Attack Description
Description
Polar Leopard
Small? Beast, Water Tribes.
Armor Class AC
Hit Points Hitpoints
Speed Speed
Skills skills
Senses Senses
Challenge Challenge and Xp
Actions
Multiattack. The Creature Name makes Number and
type of attacks
Ability Description. Attack Style: Attack Bonus to hit,
Reach/Range, one target. Hit: Damage Damage Type
damage
General Ability Description. General Attack
Description
67
Puffin-Seal Sea Serpent
Giant Beast, Water Tribes.
Medium Beast, Water Tribes.
Armor Class AC
Armor Class AC Hit Points Hitpoints
Hit Points Hitpoints Speed Speed
Speed Speed
Actions
Actions
Multiattack. The Creature Name makes Number and
Multiattack. The Creature Name makes Number and type of attacks
type of attacks
Ability Description. Attack Style: Attack Bonus to hit,
Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type
Reach/Range, one target. Hit: Damage Damage Type damage
damage
General Ability Description. General Attack
General Ability Description. General Attack Description
Description
Salmon Crab
Small Beast, Water Tribes
Armor Class AC
Hit Points Hitpoints
Speed Speed
Skills skills
Senses Senses
Challenge Challenge and Xp
Actions
Multiattack. The Creature Name makes Number and
type of attacks
Ability Description. Attack Style: Attack Bonus to hit,
Reach/Range, one target. Hit: Damage Damage Type
damage
General Ability Description. General Attack
Description
68
Snow Leopard Caribou Tiger Seal
Medium Beast, Water Tribes.
Large Beast, Water Tribes.
Armor Class AC
Armor Class AC Hit Points Hitpoints
Hit Points Hitpoints Speed Speed
Speed Speed
Actions
Actions
Multiattack. The Creature Name makes Number and
Multiattack. The Creature Name makes Number and type of attacks
type of attacks
Ability Description. Attack Style: Attack Bonus to hit,
Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type
Reach/Range, one target. Hit: Damage Damage Type damage
damage
General Ability Description. General Attack
General Ability Description. General Attack Description
Description
Snow Rat
Small Beast, Water Tribes.
Armor Class AC
Hit Points Hitpoints
Speed Speed
Skills skills
Senses Senses
Challenge Challenge and Xp
Actions
Multiattack. The Creature Name makes Number and
type of attacks
Ability Description. Attack Style: Attack Bonus to hit,
Reach/Range, one target. Hit: Damage Damage Type
damage
General Ability Description. General Attack
Description
69
Turtle Seal Whalerus
Large? Beast, Water Tribes.
Medium Beast, Water Tribes.
Armor Class AC
Armor Class AC Hit Points Hitpoints
Hit Points Hitpoints Speed Speed
Speed Speed
Actions
Actions
Multiattack. The Creature Name makes Number and
Multiattack. The Creature Name makes Number and type of attacks
type of attacks
Ability Description. Attack Style: Attack Bonus to hit,
Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type
Reach/Range, one target. Hit: Damage Damage Type damage
damage
General Ability Description. General Attack
General Ability Description. General Attack Description
Description
Whale Cow
Large? Beast, Water Tribes.
Armor Class AC
Hit Points Hitpoints
Speed Speed
Skills skills
Senses Senses
Challenge Challenge and Xp
Actions
Multiattack. The Creature Name makes Number and
type of attacks
Ability Description. Attack Style: Attack Bonus to hit,
Reach/Range, one target. Hit: Damage Damage Type
damage
General Ability Description. General Attack
Description
70
ChApTer 6
CrEaTuReS oF tHe
UnItEd RePuBlIc
oF NaTiOnS
71
Calico Cockatoo Dragonfly Hummingbird
Tiny Beast, URN.
Small Beast, URN.
Armor Class AC
Armor Class AC Hit Points Hitpoints
Hit Points Hitpoints Speed Speed
Speed Speed
Actions
Actions
Multiattack. The Creature Name makes Number and
Multiattack. The Creature Name makes Number and type of attacks
type of attacks
Ability Description. Attack Style: Attack Bonus to hit,
Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type
Reach/Range, one target. Hit: Damage Damage Type damage
damage
General Ability Description. General Attack
General Ability Description. General Attack Description
Description
72
Lizard Crow Poodle Pony
Medium Beast, URN
Small Beast, URN
Armor Class AC
Armor Class AC Hit Points Hitpoints
Hit Points Hitpoints Speed Speed
Speed Speed
Actions
Actions
Multiattack. The Creature Name makes Number and
Multiattack. The Creature Name makes Number and type of attacks
type of attacks
Ability Description. Attack Style: Attack Bonus to hit,
Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type
Reach/Range, one target. Hit: Damage Damage Type damage
damage
General Ability Description. General Attack
General Ability Description. General Attack Description
Description
Monkey Rat
Small Beast, URN
Armor Class AC
Hit Points Hitpoints
Speed Speed
Skills skills
Senses Senses
Challenge Challenge and Xp
Actions
Multiattack. The Creature Name makes Number and
type of attacks
Ability Description. Attack Style: Attack Bonus to hit,
Reach/Range, one target. Hit: Damage Damage Type
damage
General Ability Description. General Attack
Description
73
Pythonaconda Weasel Snake
Small Beast, URN
Giant Beast, URN
Small Beast, URN.
Armor Class AC
Hit Points Hitpoints
Speed Speed Armor Class AC
Hit Points Hitpoints
Speed Speed
STR DEX CON INT WIS CHA
Str Dex Con Int Wis Cha STR DEX CON INT WIS CHA
(Mod) (Mod) (Mod) (Mod) (Mod) (Mod)
Str Dex Con Int Wis Cha
(Mod) (Mod) (Mod) (Mod) (Mod) (Mod)
Skills skills
Senses Senses
Challenge Challenge and Xp Skills skills
Senses Senses
Challenge Challenge and Xp
Actions
Multiattack. The Creature Name makes Number and Actions
type of attacks
Multiattack. The Creature Name makes Number and
Ability Description. Attack Style: Attack Bonus to hit, type of attacks
Reach/Range, one target. Hit: Damage Damage Type
damage Ability Description. Attack Style: Attack Bonus to hit,
Reach/Range, one target. Hit: Damage Damage Type
General Ability Description. General Attack damage
Description
General Ability Description. General Attack
Description
Rooster Pidgeon
Small Beast, URN
Armor Class AC
Hit Points Hitpoints
Speed Speed
Skills skills
Senses Senses
Challenge Challenge and Xp
Actions
Multiattack. The Creature Name makes Number and
type of attacks
Ability Description. Attack Style: Attack Bonus to hit,
Reach/Range, one target. Hit: Damage Damage Type
damage
General Ability Description. General Attack
Description
74
PART II
Spirits
75
Spirits of the Avatar RPG World
Overview Types of Spirits
Spirits are creatures which hail from the spirit world. This There are many kinds of spirits, and a spirit can often be
can include departed souls, the spirits of different elements multiple kinds. There are three categories used to categorize
or locations, and animals which only exist in the spirit world. spirits: Kai type, Major Classes, and Minor Classes.
They constitute intelligent life and can be reasoned with,
though they cannot always respond in human language. Kai Type
Spirits do not have ability scores unless they exists on the Yokai
physical plane. As far as anyone knows, this consists only of Any spirit that did not originate as a mortal human or animal
Tui, La, and Wa Shi Tong.
Nyorai
In Gameplay Nyorai, named after a famous guru, are sprits who became
spirits on intentionaly, after a person or animal lead a
Unless they have moved permanently into the mortal world spiritual life or went on a spiritual journey.
like Tui and La, Spirits do not exist on the physical plane, and
cannot be harmed. Likewise, their interaction with the mortal Onryo
world is limited. Spirits have control over what they are the Onryo are spirits who became stuck that way. These beings
spirit of, and can interact with living things to some extent. were wronged during their lifetime, preventing them from
They can also choose to give blessings and curses, though moving on after their death. Instead they are doomed to
they are often one and the same. Significant interactions with roam, stuck between the mortal and spiritual worlds.
Spirits, or journeys into the spirit world, can mark a person
as 'spirit-touched.' Major Classes
Domains Primordal
Primordal spirits are the oldest of spirits; beings which have
A spirits domain refers to what they have control over in the existed since the beginign of the world, or just about. They
mortal world, determined by what they are the spirit of. Agni, include the primary elemental spirits, which are the spirits
the spirit of the sun, has domain over fire, sunlight, and can which control or represent an element. They are incredibly
see everything that light touches. Spirits like Hei Bai belong powerful beings, but rarely intervene in mortal affairs.
to a specific place in the mortal world, and cannot leave it
without other spirits allowing them journey through their Elemental
own domains. Elemental spirits can range from the minor to the primordal.
They are associated with, or represent, a singular element;
Spirit Touched usually representing a single part of that element.
To be spirit touched means that oyu are marked. Spirits will Kami
be drawn to you, for good or bad, and future curses and Extremely powerful spirits. These are the spirits of concepts,
blessings will be stronger. ideas, or aspects of reality.
Blessings and Curses Minor Classes
Spirits can be tricky, and blessings will come with downsides Obake
and most curses will come with some upsides if you can Shapeshifters. Usually cannot fully hide an aspect of
learn to control them. What blessings or curses can be themselves; they show off red, glowing eyes or an oddly
bestowed varries depending on the spirit, and this guide will shaped, large nose.
go into greater detail when it comes down to individual
spirits. The spirits of the elements, air, fire, earth, and water, Tengu
can give or take away a benders ability to perform a certain Tengu are protectors, most often of sacred places such as
bending move. They can also grant or remove xp, or level up mountains, forests or temples, but sometimes of specific
or down an individual. All of these will mark a character as people.
spirit-touched. more benign blessings can add or remove
ability points. For example, the forest spirit Hei Bai wants to Jibakurei
grant you easy passage through forests. Your perception Spirits who are tied to a particular physical place or object
(wisdom) increases by 2, allowing you to more easily find and cannot leave. Most often these are Onryo, though they
your way. (Hei Bai could also simply deposit you at the edge can also be Tengu, or both, or even more rarely, Kami.
of the forest in the direction you want to go). When a
character is blessed or cursed, the spirit may choose random
times to either give aid or cause hardship to the character, so
long as the character is in the spirits domain.
76
Ch 7
SpIrItS oF tHe
Air NoMaDs
77
B
aihu, the White Bison of the West is one of the
four cardinal winds, and the bringer of autumn.
She is also the herald of storm season in the
western hemisphere, which takes place every
autumn, baraging the Fire Nation coast year
after year, and often triggering tsunamis to hit the Earth
Kingdoms Eastern coast. She is not always gentle. She is
three aspects. One is of gentle allowance, another of fierce
refusal, the last of an empty void. She is pure chaos, in the
way that it is gentle and the way that it is harsh. In the way
that it is patternless and yet falls into patterns so easily. In the
way of storms and autumn breezes. Nuns of the Western
Temple are like the tempest: a force of nature and quick to
change direction.
Baihu
Primordal Elemental Kami, Chaotic Neutral
Spirit of the Western Wind
Skills. Dexterity
Damage Resistances. All but airbending.
78
C
hu Turak, the Vermillion Bird of the South is
the bringer of summer. He is bright and
energetic, and long summer days lead
to lots of energy. Monks that call the
Southern Temple home tend to be
energetic and enthusiastic in all they do, living in
the moment, rather than the future. They have
little patience for waiting for openings and
instead actively seek out opportunity in life.
They are the most peaceful of the air nomads,
avoiding violence as often as possible, and
when they do fight their fighting style is one
that seeks to generally avoid offensive moves,
favoring few fight-ending blows to many fight-
prolonging ones.
Chu Turak
Primordal Elemental Kami, Lawful Good
Spirit of the Southern Wind
Armor Class AC
Hit Points Hitpoints
Speed Speed
Actions
Garuda
Kami, Neutral Good
Airbending Chu Turak can bend like any master
airbender, but with no chi limit. Armor Class AC
Talons. Melee Weapon Attack: 2d4 slashing damage Hit Points Hitpoints
Speed Speed
Blessings and Curses
Long Summer Days. Blessed players gain +1d4 STR DEX CON INT WIS CHA
Constitution.
() () () () () ()
Stillness. Cursed Players loose 1d4 Constitution.
Saving Throws Constitution ?
Skills.
Senses Senses
Languages Languages
Challenge Challenge and Xp
Actions
Talons. Melee Weapon Attack: 2d4 slashing damage
79
.
Harmonious Brothers
The Harmonious brothers, or the four friends, is an air
nomad motif of which appears an elephant, monkey, hare and
partridge standing on each other’s back.
One version of the story relates to one of the oldest
parables of air nomad tradition. “Once, beneath a great
banyan tree in the Earth Kingdom's southern foothills, there
lived 4 friends, a partridge, a hare, a monkey and an
elephant."
"Their mutual respect had diminished, and in order to
determine who was the most senior, they began discussing
the age of the banyan tree. The elephant first related how,
when he was but a baby, the banyan tree was but a small
bush. The monkey then related how, in his infancy, the tree
was merely a shrub. The hare related how he had seen it as a
leafless sapling. Last, the partridge spoke, telling how he had
once swallowed the original seed and from his droppings,
this mighty tree had sprouted. The partridge then was
acclaimed the eldest and most honoured. Once again,
harmony was attained in the kingdom.” The moral tale
illustrates that age must be respected above learning,
greatness or noble birth.
80
Kaze no kami
Elemental Yokai, Neutral Evil
Armor Class AC
Hit Points Hitpoints
Speed Speed
Actions
81
minor air spirits
82
minor air spirits
83
S
eiryu, the Azure Dragon of the East is the bringer
of spring. She appears as a brilliant blue
adolescent dragon, about the size of a large dog,
and heralds the new year. While many would
think that a dragon would herald summer, the
sun is the source of all life on earth, and the first firebenders
are an excellent representation.
Nuns from the Eastern Temple are strong, clever, and flexible.
Like life they make openings of the tiniest cracks in
rock to grow. They deal well with adversity both
in life and on the battlefield.
Seiryu
Primordal Elemental Kami, Neutral Good
Spirit of the Eastern Wind
Actions
Claws. Melee Weapon Attack: 2d4 slashing damage
Blessings and Curses
Basic. Seiryu may take away one airbending move, or
half of one levels worth of xp. Seiryu may also
choose to give a bending move of a level above
what the player can learn, or add one half level worth
of xp (If playing by landmark leveling up, level up
immediantly).
New Year, New You. Blessed players can immediantly
qualify to multiclass in any other class (cannot
multiclass in multiple bending elements). If they
already multiclass they gain one level.
Fresh Start. Cursed players lose one level.
84
The Wind Horse
the original air spirit, the horse is a mythical creature with
two hooved back legs, two clawed front legs like and eagle,
gigantic wings, and the head of an eagle. It is a good friend to
Agni, and would run across the world playing hide and seek
with them, creating the wind. Their games cool off the earth
and prevent it from burning up, but also stir up storms with
their mischievous games. The other air elements were
granted one of four cardinal directions in order to play with
the wind horse when Agni and the other spirits could not.
The wind horse is also the spirit of messengers and
travelers, keeping them company along their journey and
making sure their messages make it home, just like the wind
horse is the messenger for the spirits.
85
Xuanwu
X
uanwu, the Black Lion-Turtle of the North
is the bringer of winter. He is steady, wise,
and strong. Monks of the Northern Temple
are patient, waiting for openings both in
life and in battle. While they hold
life sacred like all air nomads, they understand
that death is a natural and necessary thing,
and that all death eventually leads to life.
Xuanwu, before he crossed over into
the spirit world, was home to the first
temple of air nomads. These nuns
eventually left their roaming home to
build the northern air temple, but they
first ran to safety on Xuanwu's back as
girls after fleeing from dangerous spirits that covered the
continent. This
particular lion-turtle was one of
four representing each of the elements, and
just before he set off to journey permanently
to the spirit world, he gave the girls a parting
gift: airbending. While they were far from the first
airbenders, and hardly the most religious, they
were the first to create a dedicated temple to
house nomads and airbenders.
Xuanwu Snuff. A cold wind howls. Fire moves to hit rolls are
Primordal Elemental Kami, Lawful Neutral reduced by 1d6. On a crit fail of the d20 roll, the move
Spirit of the Northern Wind blows back into the bender's face, causing 1d6 fire
damage.
Armor Class 20 (Natural Armor)
Airbending Xuanwu can bend like any master (lvl 15+)
Hit Points Hitpoints
airbender, but with no chi limit.
Speed 10 ft., Swim 30 ft.
Blessings and Curses
STR DEX CON INT WIS CHA Basic. Xuanwu may take away one airbending move, or
half of one levels worth of xp. Xuanwu may also
20 (+5) (-4) (+3) (-1) (+4) (+2) choose to give a bending move of a level above
when the player can learn, or add one half levels
Saving Throws Stregth +10, Constitution +8 worth of xp (If playing by landmark leveling up, level
Skills. up immediantly).
Damage Vulnerabilities
Damage Resistances Resistances Northern Wind. A player is cursed by cold. They receive
Damage Immunities Cold 1 cold damage per every level after each long rest.
Condition Immunities condition_Immunities Bluster. A blessed player takes reduced fire damage.
Senses Senses Subtract 1d6 from all fire damage (2d6 for level 10
Languages Languages and up).
Challenge Challenge and Xp
86
Ch 8
SpIrItS oF tHe
EaRtH KiNgDoM
87
T
he ancient banyan-grove tree is a single, enormous
tree that stands in the middle of the Foggy Swamp
with a root system stretching for many miles. Over
time, the tree's roots have spread across the entirety
of the swamp and created shoots which have
propagated an entire forest of new trees.
88
Dao Lao Gui
This demon lives the mountains, like to roar in the wind and
rain, and shoot poisonous darts. Venom from the male
demon kills instantly, that from the female induces swelling,
and lengthens the agony. The dart of Dao Lao Gui means
certain death within a day, unless treated promptly.
Fei
A Chinese plague monster with the body of a bull, a snake’s
tail, and a third eye on its head. It lives on the Taishan
Mountains and has been documented in the Classic of
Mountains and Seas. Where the Fei appears, rivers and
marshes dry up, grass and trees wither, and plagues spread.
Fei
Yokai, neutral evil
89
Gao Huang Gui
This ghost lives in the body, in the area between the heart and
the diaphragm. It inspires ill thoughts and causes physical
illness. It also inspired the Chinese idiom 心中有鬼, “xin
zhong you gui”, literally “to have a demon in one’s heart”,
meaning – to have dubious intentions.
90
G hati speaks in sync with her sisters,
Jamina and Parvata with a voice that is
impossibly deep. She is the shortest,
and wears a brown so deep that it
seems black. “I am Ghāṭī,” says the woman in the
almost black robes, with her smile seeming to sink
Ghati
Primordal Elemental Kami, True Neutral
Spirit of the Valley, and what has been
Armor Class 20
Hit Points Hitpoints
into an endlessly dark chasm with jagged white Speed 60 ft.
teeth hanging over the precipice, “Spirit of the
Valley, of what has been.” STR DEX CON INT WIS CHA
(+2) (-2) (+3) (+1) (+4) (+1)
Ghati and her sisters are the daughters of the World Spirit
and the Ocean and the keepers of time. Time was created by Saving Throws. Constitution +
Agni and given to the tripple earth spirits as a gift upon their Skills. History +
birth. Damage Resistances Fire, Thunder
Ghati represents the past: tradition, history, families, and Damage Immunities bludgeoning, piercing, slashing
legends. She is flighty and shifting, despite an outward Condition Immunities frightened, incapacitated,
exhaustion, prone, petrified
appearance of steadiness and reliability. She is welcoming Senses Tremorsense 100 ft.
and motherly, but like your real mother: not perfect, but good Languages All
and safe and caring. Earthbenders who take after Ghati learn Challenge 20
by doing, and most often by making mistakes. However, both
Ghati and her followers are much the wiser for it. Self-portrait. Ghati creates an earthen statue of
Be warned, however, for Ghati and her followers have a herself to appear humanoid to players.
darker side, too. Some of the mistakes they make can be
hurtful, and they've been known to slip the ground from Look Back. The targeted player finds an item or
under you both literally and figuratively. companion that has been destroyed or otherwise
lost. Ghati cannot bring humans back from the dead.
Ghosts from your past. Ghati can call upon the
ghosts of enemy npcs or creatures you have slain.
Earthbending Ghati can bend like any other master
earth bender.
91
Guanyin
She who Hears the Cries of the World, the goddess of mercy
Guānyīn
Kami, Neutral Good
92
Hei Bai
Hei Bai is the spirit of a forest near the North western coast
of the Earth continent. He appears as a giant panda bear
when docile, or an enormous black and white monster when
angered.
Hei Bai
Tengu Yokai?, Neutral Good
Forest Spirit
Armor Class
Hit Points
Speed 50 ft., climb 30 ft.
Armor Class
Hit Points
Speed 50 ft., climb 30 ft.
Undead.
Actions
Blessings and Curses
Dry Spell. You no longer need to eat or drink. You
also no longer can eat or drink; it all turns to ash in
your mouth.
Drought.
93
J amina speaks in sync with her sisters, Ghati
and Parvata with a voice that is raspy and
hoarse. She is a head taller than Ghati, and
wears vivid green. “I am Jamīna,” croaks the
woman in green, her smile widening and twisting
like winding path, in the way that flesh cannot,
“Spirit of the Ground, of what is now.”
Pravata and her sisters are the daughters of the World Spirit
and the Ocean and the keepers of time. Time was created by
Agni and given to the tripple earth spirits as a gift upon their
birth.
Parvata represents the present: the change, the charge,
and the excitement. She is quick to change, and can be
flighty, but also quick to take an opportunity before it
is too late. Earthbenders who take after her tend to
be masters of taking advantage of any opportunity
presented to them. They live in the moment,
trusting their future endeavors to their
future selves just as they have in
the past.
Jamina Challenge 20
Primordal Elemental Kami, Chaotic Neutral
Spirit of the ground, and what is now Self-portrait. Jamina creates an earthen statue of herself
to appear humanoid to players.
Armor Class 20 The First Benders. Jamina can call upon her pet
Hit Points Hitpoints badgermoles to attack.
Speed 60 ft. Earthbending. Jamina can bend like any other master
earth bender.
STR DEX CON INT WIS CHA
Blessings and Curses
(+2) (-2) (+3) (+1) (+4) (+1) Basic. Jamina may take away one earthbending move, or
half of one levels worth of xp. Jamina may also
Saving Throws. Constitution + choose to give a bending move of a level above what
Skills. History + the player can learn, or add one half level worth of xp.
Damage Resistances Fire, Thunder
Damage Immunities bludgeoning, piercing, slashing Favor. Blessed players gain xp 1.5x as fast during
Condition Immunities frightened, incapacitated, random encounters.
exhaustion, prone, petrified Curse. Cursed players gain xp half as fast during random
Senses Tremorsense 100 ft. encounters.
Languages All
94
Cat ghosts, or maogui, are believed to be the ghosts of cats
raised from the dead to take their targets’ lives and fortunes
via gudu rituals (similar to voodoo magic in their application).
These rituals were popular in the 6th and 7th centuries CE.
Once targeted, the victim was said to feel as if pierced by
needles, before maogui would eventually consume their
organs. Many cats were apparently sacrificed during the Sui
(581-618 CE) era, so the actions of maogui can be seen as
revenge for cat-kind.
Mao Gui
Onryo, Chaotic Neutral
Mùshén
Kami?, alignment?
95
P arvata speaks in sync with her sisters,
Ghati and Jamina, with a voice that is
echoing and airy, despite its authority. She
is a head taller than Jamina, and wears
slate gray consuming her form completely. “I
am Parvata,” murmurs the last woman. Her teeth
turn into jagged peaks, her lips turning up far
further than they should; “Spirit of the Mountain, of
what shall be.”
Pravata and her sisters are the daughters of the World Spirit
and the Ocean and the keepers of time. Time was created by
Agni and given to the tripple earth spirits as a gift upon their
birth.
Parvata represents the future: the climb up the mountain to
the peak, the tumbling fall down, and all the possible points
of success or failure along the way. She is steady and patient
and immovable. Earthbenders who take after Parvata are
some of the most stubborn. They are prepared to endure
anything, and will stand their ground no matter the cost.
Saving Throws. Constitution + The Road Less Traveled. Parvata grants you her gift for
Skills. History + looking towards the future. Blessed players gain +2
Damage Resistances Fire, Thunder perception (wisdom) score.
Damage Immunities bludgeoning, piercing, slashing What Lurks in Your Future. Parvata blocks your natural
Condition Immunities frightened, incapacitated, ability to prepare for what lies in wait in the murky
exhaustion, prone, petrified unknowns of the future. Cursed players lose -2
Senses Tremorsense 100 ft. perception (wisdom) score.
Languages All
Challenge 20
96
Shan Xiao Shu Jing
A monster that lives in the mountains. Covered in fur with Spirits of trees that are hundreds of years old, which are
large teeth, it is super strong and can tear lions and tigers believed to be rainmakers and guardian protectors with
apart with its bare hands. It has a habit of visiting abandoned healing powers in their leaves and flowers. The leader among
homes and country dwellings and is famously depicted on plant spirits, the Shu Jing enjoy tributes of food and drink.
such an occasion, in an encounter with a terrified scholar in Old trees are very much venerated in China — it is said that if
18th century collection of ghost stories “Liao Zhai” compiled they are cut, they would bleed.
by Pu Songling (1640-1715). The Shan Xiao come in many The Shu Jing assume people shapes when outside of their
guises, sometimes in their true form, other times as trees, usually to commune with their fellow Shu Jing.
irresistible sirens. They like to hurl stones at travellers, lead
them astray, and occasionally, eat them.
Shu Jing
Tengu yokai, Neutral Good
Armor Class AC
Hit Points Hitpoints
Speed 20 ft.
Actions
Multiattack. The Creature Name makes Number and
type of attacks
Ability Description. Attack Style: Attack Bonus to hit,
Reach/Range, one target. Hit: Damage Damage Type
damage
General Ability Description. General Attack
Description
97
Tao Tie
A monster with a human face, goat body, tiger teeth and eyes
near its armpits. It eats humans and likes to lure its prey with
infant-like cries. Upon seeing one, it’s best to run, no use
walking round its back. “Tao Tie” is also a Chinese adjective
for “gluttonous”. Hoards of these monsters recently starred in
Zhang Yimou’s controversial film “The Great Wall” (2016).
98
W
an Shi Tong collects information for
his Spirit Library. He is the most
knowledgeable being among humans
and spirits, never missing an
opportunity to learn new facts or boast
about his vast intelligence, though he has developed an
indifference for studying human technology since leaving the
physical world. Although his regular shape is that of a huge
black-and-white barn owl, when angered he can assume
much more frightening forms.
"I am Wan Shi Tong, he who knows ten thousand
things, and you are obviously humans; which, by the
way, are no longer permitted in my study."
Knowledge Seeker Foxes scour the globe for new
items to add to Wan Shi Tong's library.
Armor Class. 12
Hit Points. 23
Speed. 5ft., fly 60ft.
99
Plague Spirit
Wēnshén
Yokai?, chaotic evil
Yāoguǐ
jibakurei Onryo, any neutral or evil alignement
100
Zheng Ning
An ancient horned beast with five tails and the body of a
leopard. Very ferocious. The male is called Zheng and the
female Ning. The ferocity of the Zheng Ning became so well
known that it lent its name to the adjective zheng ning,
meaning “malevolent, fierce, sinister.”
Zheng / Ning
Yokai, any evil or neutral alignment
Armor Class 15
Hit Points 30 (5d8+10)
Speed 40 ft.
Actions
Multiattack. The Zheng or Ning makes two attacks
Claws. Melee Weapon Attack:
Bite. Melee Weapon Attack:
Ram Melee Weapon Attack:
Tail Whip. *Melee Weapon Attack:*necrotic?
damage
101
Ch 9
SpIrItS oF tHe
FiRe NaTiOn
102
A
gnis golden rays
crest gently over
the earth, setting
softly like fine silk
that rustles among
the early morning mist,
clearing it away gently.
"My child," says a thousand
voices as a gentle light reaches
out over the horizon, "Do not
believe that you are forgotten, for
so long as you can see, so can I. Do
not believe that you are alone, for as
long as you have life, so do I. So as my
light feeds the world, so too do I feed
you."
Agni is the spirit of the sun, and the primary spirit
worshiped by the Fire Nation. Agni's single all seeing
eye looks over the entire world, but sets on the Fire
Nation last. Agni has dominion over fire, and can see
everything that has light, as all light originates with
them. Agni is the life-giver, and the oldest of the elemental spirits.
Curses and blessings from Agni alike tend to come with
burns. The stronger the benediction, the more severe
the scar.
Agni is the sibling to Tui, the moon, and in-law to
La, the ocean. They are very close with the world
spirit, as well as the other planetary spirits, all of
whom are their children.
Agni is traditionally depicted as only ever having one
eye visible to the viewer, representing the singular sun. The
other eye is either turned away from the viewer or covered somehow.
While Agni is traditionally depicted as a woman as they are the giver of life,
they are both male and female, and will present both ways depending on their whim.
103
An Akubozu lives in the ashes of hearths, found mostly in the Appears as the ghostly image of a fire on rainy nights. Those
fire nation mainland. who encounter and do not run away become ill.
Akubozu Akurojin-no-hi
Jibakurei Yokai, Neutral Good Yokai, Unaligned
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
() () () () () () () () () () () ()
Hearth The Akubozu is hot to the touch, and either Sickness. If a creature is within 60 ft for longer than
heals 1d4 or deals 1d4 fire damage upon physical 1 min., the creature becomes poisoned.
contact.
Actions
Actions Entice. Creatures must succeed on a DC 12 Wisdom
Warm. Ranged 20/40ft. Heals 1d4. check or become enthralled.
Burn. Ranged Weapon Attack 20/40ft. +2 to hit. Hit: Consume. Creatures within a 10ft radius take 1d4
1d4 fire damage necrotic damage at the end of their turns. Each time
this happens the Akurojin-no-hi gains the HP lost by
the target(s).
104
Bi Fang
Named after its distinctive cry, this giant crane-like bird is
believed to cause, or be the harbinger of, fires. Its myth was
first documented in the Classic of Mountains and Seas.
Some versions say that Bi Fang stole fire from the heavens
and gifted it to humans. (agni's pet?)
Bi Fang
Elemental Yokai?, chaotic neutral
Chōchinbi
Type, Alignment
Armor Class AC
Hit Points Hitpoints
Speed Speed
Actions
Multiattack. The Creature Name makes Number and
type of attacks
Ability Description. Attack Style: Attack Bonus to hit,
Reach/Range, one target. Hit: Damage Damage Type
damage
General Ability Description. General Attack
Description
105
Haka no hi
Jibakurei Yokai, unaligned
Armor Class AC
Hit Points Hitpoints
Speed Speed
Actions
Multiattack. The Creature Name makes Number and
type of attacks
Ability Description. Attack Style: Attack Bonus to hit,
Reach/Range, one target. Hit: Damage Damage Type
damage
General Ability Description. General Attack
Description
106
Hangonko Jami
Size, Alignment
Size, Alignment
Armor Class AC
Armor Class AC Hit Points Hitpoints
Hit Points Hitpoints Speed Speed
Speed Speed
Actions
Actions
Multiattack. The Creature Name makes Number and
Multiattack. The Creature Name makes Number and type of attacks
type of attacks
Ability Description. Attack Style: Attack Bonus to hit,
Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type
Reach/Range, one target. Hit: Damage Damage Type damage
damage
General Ability Description. General Attack
General Ability Description. General Attack Description
Description
107
J ubokko live on the fields of war and sites of
vicious massacres, where the blood of
thousands of warriors has saturated the soil, a
strange kind of tree. From afar, Jubokko appear
to be ordinary trees, indistinguishable from the various
species that dot the landscape. It takes an observant
eye to notice the slightly more fearsome features of its
branches, or the piles of human bones buried in the
undergrowth beneath the tree. In fact, they were once
normal trees; but the vast amounts of human blood
absorbed through their roots transformed them into
spirits. Thereafter, the trees thirst only for human
blood.
Jubokko wait for unsuspecting humans to pass
underneath their branches. When somebody gets close
enough, they attack, snatching their prey with long,
jagged, finger-like branches, and hoisting it into their
boughs. These branches pierce the skin of their
victims, sucking out all of the blood with special tube-
like twigs. After the body is drained, the flesh and
organs are consumed by birds, insects, and other
animals. Only the dry bones fall back to earth. By the
time most people are close enough to notice the heaps
of bleached bones at the base of the trees, it is too late
to escape.
Jubokko
Jibakurei Yokai, lawful evil
Armor Class AC
Hit Points Hitpoints
Speed Speed text
Actions
Multiattack. The Creature Name makes Number and
type of attacks
Ability Description. Attack Style: Attack Bonus to hit,
Reach/Range, one target. Hit: Damage Damage Type
damage
General Ability Description. General Attack
Description
108
K arura comes down from his perch to
speak. "I am the dragon slayer!" Flames
lick from his mouth as he shouts. "Let
none survive me! Let none escape me!
Rid our land of these beasts of sin!"
Karura are a race of enormous, evil, fire-breathing demigods.
Karura
Demi-Kami, Lawful Evil
Armor Class AC
Hit Points Hitpoints
Speed 40 ft., fly 40 ft.
They are humanoid in appearance, with the heads and wings
of eagles. They have red skin, and red and gold feathers.
Karura are fearsome; they breath fire from their beaks. The STR DEX CON INT WIS CHA
flapping of their wings sounds like thunder, and creates gusts (+1) (-1) (+3) (-2) (-1) (+4)
of wind so strong they can dry up lakes, knock down houses,
and cover entire cities in darkness. Saving Throws Charisma +6
Karura make their homes in trees, and live in cities rules Skills skills
by lords. They are the mortal enemies of the naga— a group Damage Vulnerabilities damage_vulnerabilities
of beings which includes dragons and serpents— and feed Damage Resistances Fire
upon them as their main diet. Damage Immunities Damage_Immunities
Condition Immunities condition_Immunities
Senses Senses
Languages Fire
Challenge Challenge and Xp
Actions
Multiattack. The Karura makes two attacks
Fire Breath. Ranged Weapon Attack: Attack Bonus to
hit, Reach/Range, one target. Hit: Damage Damage
Type damage
Wings. Ranged Weapon Attack: Attack Bonus to hit,
Reach/Range, one target. Hit: Damage Damage Type
damage
109
Karyōbinga
Yokai, Alignment
Armor Class AC
Hit Points Hitpoints
Speed Speed
Actions
Multiattack. The Creature Name makes Number and
type of attacks
Ability Description. Attack Style: Attack Bonus to hit, The Kemurikage became part of Fire Nation legend after
Reach/Range, one target. Hit: Damage Damage Type they departed from the mortal realm, feared by children from
damage the Fire Nation Capital as they supposedly abduct young
General Ability Description. General Attack individuals who misbehave.
Description
110
Kitsune
Kitsunebi
111
Kosenjōbi
112
Painted Lady
The Painted Lady is the guardian spirit of small towns along
the Jang Hui River in the Fire Nation, known for her
protectiveness and healing abilities. The Painted Lady was
originally a human and lived before the 3rd century BG. She
had a close relationship with nature and a strong connection
to the spirits. Due to her spirituality, she transcended into the
Spirit World following her death. After becoming a spirit, the
Painted Lady began to watch over the Jang Hui River and the
towns along it until the Fire Nation Army built a factory on
the river in 90 AG and began polluting it by discharging its
waste. The pollution drove the Painted Lady away, leaving the
villagers to fend for themselves.
Painted Lady
Jibakurei Nyorai, Lawful Good
113
Ryūtō
Tsurubebi
114
Ch 10
SpIrItS oF tHe
WaTer TrIbEs
115
Ahkiyyini
Onryo, alignment
Armor Class 1
Hit Points Hitpoints
Speed 20 ft.
116
Amarok
Amarok is a wolf spirit who takes those foolish enough to
hunt alone at night. Unlike wolves who hunk in packs,
the Amarok hunts alone.
Amarok
Yokai?, Neutral Evil
Armor Class AC
Hit Points Hitpoints
Speed Speed
Actions
Multiattack. The Creature Name makes Number and
type of attacks
Ability Description. Attack Style: Attack Bonus to hit,
Reach/Range, one target. Hit: Damage Damage Type
damage
General Ability Description. General Attack
Description
Atshen
?, Neutral evil
Atshen
a cannibalistic flavortext. Armor Class AC
Hit Points Hitpoints
Speed Speed
Actions
Multiattack. The Creature Name makes Number and
type of attacks
Ability Description. Attack Style: Attack Bonus to hit,
Reach/Range, one target. Hit: Damage Damage Type
damage
General Ability Description. General Attack
Description
117
Ijiraat
Ijiraat
The Ijiraat are the shape-shifters. These land spirits are
elusive and can transform into any arctic animal to disguise
themselves, but cannot disguise their red eyes. Most often
they take the shape of a raven, polar bear, arctic wolf or even
a human. The only part of the Ijiraat that it cannot disguise is
its red eyes. In all of it forms, both human and animal, its eyes
always remain red.
These hidden creatures are portrayed as evil and malicious
in many stories. These stories warn that the Ijiraat lie in wait
for lone travelers, changing shape to fool and get close to the
travelers.
Some elders argue that these land spirits and are not
inherently evil, but rather misunderstood. One elder warned
that these spirits are surrounded by mirages. When
mountains or islands on the horizon look bigger or closer
than they really are, an Ijiraat might be near. It seems some
elders believe that the Ijiraat often appear to bring messages
to travelers.
Although many interpretations of the Ijiraat exist, one thing
seems to be certain: After an encounter with the Ijiraat
people tend to experience memory loss and quickly forget the
details of what happened.
118
Keelut
Keelut also known as Ke'lets, Qiqion, or Qiqirn, is a spirit of
the underworld that comes to the surface mostly in winter
who resembles a hairless dog. It is said to feast upon the
dead, and is sometimes seen as a harbinger of death.
Keelut
Kigatilik
a demon that kills shamans. It is fanged.
Kigatilik
119
L a, in the visage of a wolf, turns to his wife
Tui and says "Let us depart now, for our
children and our children's children are
old, and will be well without us."
Armor Class 32
Hit Points 148
Koi Fish Speed 30 ft., swim 60 ft.
Mortal Spirit form, True Neutral
Spirit of the Ocean STR DEX CON INT WIS CHA
10 (0) 14 (+2) 13 (+1) 12 (+1) 18 (+4) 17 (+3)
Armor Class
Hit Points 5
Speed swim 20 ft. Rage Mode When Tui is hurt, La can possess a
waterbender or avatar, or other water spirit touched
player, in order to create a gargantuan koi monster.
STR DEX CON INT WIS CHA HP, armor class, and all ability scores are doubled
for the duration. Rage mode continues until the
(-5) 14 (+2) 6 (-2) 12 (+1) 18 (+4) 17 (+3) threat is defeated. Possesed PC is exhausted
afterward and must take a rest.
Actions
Bending. Melee Weapon Attack: 2d10 cold damage
2d10? bludgeoning? damage
Blessings and Curses
Ease of Travel. When traveling by water, speed is
doubled.
Basic. La may take away one waterbending move, or
half of one levels worth of xp. Tui may also choose
to give a bending move of a level above when the
player can learn, or add one half levels worth of xp.
Blessing. When by the ocean, all damage done does
an additional 1d4 damage and the highest ability
score gets an additional 1d4
Curse. When by the ocean, all d20 checks get 1d4
subtracted from it and the players highest ability
score gets 1d4 subtracted. Swimming speed is
reduced by 10ft.
120
Mahaha
You can tell someone has died at the hands of the mahaha
when their cold, dead faces wear a miserable, grimacing
smile of both horror and hysteria.
Mahaha is a maniacal demon that terrorizes parts of the
arctic. This creature is a thin sinewy being, ice blue in colour
and cold to the touch. Mahaha’s eyes are white and they peer
through the long stringy hair that hangs in its face. This
demon is always smiling and giggling. It is strong, very strong
and it is always barefoot. Mahaha is usually seen with almost
no clothing on yet it never seems to be bothered by the cold.
This cold demon takes pleasure in tickling its victims to
death with sharp vicious nails attached to its long bony
fingers. Many elders have remarked on the expression of the
dead victims Mahaha leaves behind. It seems all of the victim
have a similar expression on their dead faces – a twisted
frozen smile.
Although this demon is twisted and evil, Mahaha is easily
fooled. Most of the stories told about Mahaha end with it
being fooled. Usually Mahaha is tricked into leaning over a
water hole to take a drink and is pushed into the open water
Mahaha and swept away by the currents. So if Mahaha ever corners
Yokai, Chaotic Evil you alone, ask it to have one last drink with you by the water
hole before it tickles you to death.
Armor Class.
Hit Points.
Speed.
Skills. Athletics
Senses. Passive Perception 8
Damage Invulnerabilities Cold, Fire
Languages. Local Water Tribe
Challenge.
Actions
Multiattack. The Mahaha makes two attacks with its
claws.
Tickle. Melee Weapon Attack: +? to hit. Hit: 2d6
psychic damage.
Claws. Melee Weapon Attack: +? to hit. Hit: 1d4
slashing or piercing damage.
121
Nuliayuk
Also Known as Sedna, Taluliyuk, or Taleelayuk.
A young northern girl who was cast into the ocean, where
she became the keeper of all the sea mammals. A sisterly
spirit, she can be quite vengeful but is normally happy to
leave people alone.
Nuliayuk
Onryo Kami, Neutral Good
Taqriaqsuit
Armor Class. The Taqriaqsuit are also known as the shadow
Hit Points. people. They are rarely seen, but when conditions
Speed. are right the they can be heard.
Sometimes these shy beings are noticed or people sense
STR DEX CON INT WIS CHA
their presence. When this happens, the Taqriaqsuit seem to
disappear into the ground and vanish. Stories tell us that
() () () () () () some Inuit have crossed over into their world, but few have
ever returned to tell us what it is like.
Skills. They attempt to lure people away to the spirit world to trap
Senses. Passive Perception them and drain their energy for themselves. However, it is
Damage Resistances. Fire imperative that they are not caught, for the spirits will
Damage Invulnerabilities. Cold fetch Agni, who will burn them away and return their
Languages. Water (Northern Dialect) souls to the reincarnation cycle.
Challenge.
Skills. Stealth +
Senses. Passive Perception
Damage Vulnerabilities. Fire, Radiant
Languages. Any two
Challenge.
Actions
Drain Energy. The Taqriaqsuit touches a target and
drains their life force. ?d? necrotic damage.
Promises, Promises. The Taqriaqsuit whispers into a
targets ear. The target must succed on a DC 12
Wisdom Saving throw or be charmed for 1 minute.
122
T ui asks, with soft serenity and bitter
coldness "shall we give up our immortal
forms? leave our family for a distant one we
know little of?" and turning to her husband
with deceptive lightness says, "I have lost you once. I
will not again."
Tui is the spirit of the moon, and the giver of power to
waterbenders. Long ago, Tui and her husband La choose to
give up their place in the spirit world to join the mortal world.
Their current physical forms and location is a closely
guarded secret, as they are vulnerable to physical attacks,
unlike most spirits.
Y
ue replies hopefully, "[The Moon] gave
me life. Maybe I can give it back."
In the final months of the Hundred Year War,
Tui lost her life in a failed Fire Nation attack led
by General Zhao, and was given it back by Yue, a Northern
Watertribe Princess. Yue was able to do this becuase she was
blessed by the moon spirit as a child. As a newborn she did
not cry or open her eyes, and her parents dispaired that the
child they so long had hoped for would perish. When they
brought her to the secret location of the moon and ocean
spirits, they dipped her in the water in a fit of desperation.
Yue's hair turned white and she began to cry, and her parents
knew she would live. Now that she has given her life back to
the moon she has become, she watches over and protects her
tribe from above, in a way she was never permitted to do
during her life.
Tui / Yue Waterbending. Tui (or Yue) can bend just as any master
(lvl 15+) waterbender.
Primordal Elemental Kami / Nyorai Kami, Lawful Good
Spirit of the Moon Actions
Tide. Tui (or Yue) calls in the tide from the nearest body
Armor Class of water, giving advantage to all waterbenders for the
Hit Points duration.
Speed
Blessings and Curses
STR DEX CON INT WIS CHA Ease of Travel. When traveling by moonlight, this
character gains +1d4 perception (wisdom)
5 (-3) 14 (+2) 10 (0) 10 (+0) 17 (+3) 12 (+1)
Basic. Tui may take away one waterbending move, or
half of one levels worth of xp. Tui may also choose to
Skills. Perception +5
give a bending move of a level above when the player
Senses. Passive Perception 13 + 1 for each phase of the
can learn, or add one half levels worth of xp (If playing
moon away from the new moon
by landmark leveling up, level up immediantly).
Damage Resistances. Airbending
Damage Immunities. Cold, Waterbending Blessing. When under moonlight, all damage done does
Language. Water an additional 1d4 damage and the highest ability score
Challenge. gets an additional 1d4
Curse. When under moonlight, all d20 checks get 1d4
Petition. Tui (or Yue) may petition her husband, La, into subtracted from it and the players highest ability score
attacking. gets 1d4 subtracted.
123
Qallupillut
Yokai, Neutral Evil
Armor Class.
Hit Points.
Speed. 30 ft.
Skills.
Senses. Passive Perception
Damage Immunities. Cold
Language. Water, either dialect
Challenge.
Actions
Claws. Melee Weapon Attack. +? to hit. Hit: ?d?
slashing damage
Teeth. Melee Weapon Attack. +? to hit. Hit: ?d?
piercing damage
Qallupillut Suspicious Hum. All creatures in a 15 ft. radius must
succeed on a DC 12 Wisdom saving throw or
A believed legend told by Water Tribe parents and elders to become either frightened or oblivious.
prevent children from wandering to the shore. Qalupillut are
human-like creatures with long hair, green skin, and long
finger nails that live in the sea. They wear amautiit, in which
they carry away babies and children who disobey their
parents or wander off alone. They take the children
underwater, where they adopt them as their own. Qalupaliks
have a distinctive humming sound, and the elders have said
you can hear the Qalupaliks humming when they are near.
These are marine creatures of the cold arctic waters. They
are often described as having scaly and bumpy skin, not
unlike a scalpin. It is said that these ugly creatures reek of
sulfur.
The Qallupilluk is a child-snatcher. No one really knows
why these creatures love to take children. Perhaps they take
children because they are lonely and like the company, or
maybe they like how children taste?
Many stories of the Qallupilluk tell of them wearing eider
duck clothing with large pouches on their back to carry
children in. The Qallupilluk hides in the ocean, waiting for
children to play alone on the beach or near the breaking ice.
Usually the Qallupilluk jump out of the water and grab
children without any warning. Sometimes, however, you can
hear them knocking under the ice. Some elders have said
that if the ocean begins to become wavy in an area or steam
begins to rise from the ocean, a Qallupilluk might be hiding
underneath the water.
One thing is certain, whether a Qallupilluk is hiding in the
water or not, it is never safe to play alone on the beach or
near the broken pans of sea ice.
124
ChApTer 11
SpIrItS oF tHe
UnItEd RePuBlIc
oF NaTiOnS
125
Bakeneko (Trash Cat)
Obake Yoaki, chaotic neutral
126
ChApTer 12
OtHer SpIrItS
127
Karyōbinga are celestial beings with the head and arms of a
human, the body of a bird, and long, flowing tail feathers.
They live in the spirit world
Karyōbinga possess voices of incomparable beauty. They
begin singing while still inside of their eggs. After they hatch,
they begin to dance and play heavenly musical instruments as
well. They sing of the holy scriptures and the words of the
buddhas.
Karyōbinga
Koh is a malevolent entity with the body of an enormous
centipede-like creature and resides under an ancient tree in
the Spirit World. His self-chosen name reflects his ability to
literally steal the faces of other beings who express emotion
and use them at will.
Koh
Primordal Yokai, Neutral Evil
The Face Stealer
Skills. Intimidation
Damage Resistances.
Facestealing. If he spies anyone showing emotion, he
has the ability to steal their face to add to his
collection.
128
Since the dawn of time, the Mother of Faces has crafted
faces for both living and non-living beings, placing a piece of
herself in each face she created. It was because of her actions
that separateness and identity came into the world. She has
the ability to give faces to living organisms, bestowing plants
and animals with expressive markings. The Mother of Faces
owns a wolf that has a face imprinted on its fur, residing in
Forgetful Valley with many other similar creatures. She is
also the mother of Koh, the Face Stealer.
Mother also of the moon and world spirits?
Mother of Faces
Primordal Kami, Lawful Good
129
Raava
130
Vaatu
131
Index
Agni, 101 Frobbit, 53 Mao Gui, 93 Tiger seal, 69
Ahkiyyini, 118 Frog squirrel, 53 Marsupial spineball mouse, Tiger Shark, 48
Air Mountains (animals), 11 Froghog, 53 16 Tiger tiger snake, 34
Air Nomads (spirits), 77 Gao Huang Gui, 88 Miniature lion turtle, 56 Toucan puffin, 48
Akhlut, 60 Garuda, 79 Mink snake, 65 Tsurubebi, 112
Akubozu, 102 Gemsbok bull, 26 Mmagpie macaque, 16 Tui, 121
Akurojin-no-hi, 102 Ggiant fly, 54 Monarch fox, 56 Turle seal, 70
Amarok, 119 Ghati, 89 Mongoose Lizard, 46 Turtle crab, 49
Anteater snake, 12 Giant Eel Hound, 41 Monkey rat, 73 Turtle duck, 49
Anteater wasp, 51 Giant rhinoceros beetle, 26 Mosquito frog, 57 Turtledove, 18
Arctic camel, 60 Giant squid, 63 Moth dove, 17 Unagi, 35
Arctic hen, 60 Golden Secretary Cat, 41 Mother of Faces, 127 United Republic of Nations
Arctic hippo, 61 Goldjaw, 54 Mushen, 93 (animals), 71
Arctic seal, 61 Guanyin, 90 Ning, 99 United Republic of Nations
Arctic wolf, 61 Haka No Hi, 104 Nuliayuk, 120 (spirits), 123
Atshen, 119 Halibut, 63 Ostrich horse, 29 Vaatu, 129
Badger Mole, 20 Hammerhead Dugog, 43 Otcat (bobcat otter), 57 Vulture goat, 18
Baihu, 78 Hangonko, 105 Other Spirits, 125 wan shi tong, 97
Bakeneko, 124 Harekat, 26 Otter gar, 17 Water Tribes, The (animals),
Banyan Grove Tree, 86 Harmonious Brothers, 80 Otter penguin, 65 59
Bat cat, 12 Hawk, 42 Painted Lady, 111 Water Tribes, The (spirits),
Bat Panther, 21 Hei Bai, 91 Parrot hyena, 57 117
Bi Fang, 103 Hermit Crab, 15 Parvata, 94 Weasel snake, 74
Boar-q-pine, 21 Hiderigami, 91 Penguin fish, 66 Wenshen, 98
Buffalo yak, 62 Hippo cow, 42 Pheangorong, 46 Whale cow, 70
Buzzard wasp, 21 Hippo scorpion, 54 Platapus bear, 29 Whalerus, 70
Calico cockatoo, 72 Hippox, 42 Polar bear , 66 Wind Horse, the, 83
Camelephant, 21 Hog monkey, 27 Polar bear dog, 66 Wolfbat, 36
Canyon crawler, 22 Horned Goat Leopard, 15 Polar dog, 67 Wood frog, 36
Catgator, 51 Huu, 55 Polar leopard, 67 Xuanwu, 84
Chihuamster, 72 Hybrid pigs, 27 Polar orca, 67 Yakalope, 18
Chochinbi, 103 Iguana owl, 15 Poodle pony, 73 Yaogui, 98
Chu Turak, 79 Iguana Parrot, 43 Possum chicken, 58 Yue, 121
Croc-of-the-rock, 51 Ijiraat, 116 Princess Ursa, 111 Zheng, 99
Crococat, 51 Iso husky, 64 Puffin-seal, 68
Cuttlefish, 62 Jackalope, 27 Purple pentapus, 30
Dao Lao Gui, 87 Jami , 105 Pygmy puma, 30
Ddeer dog, 22 Jamina, 92 Pythonaconda, 74
Dolphin piranha, 62 Jewel shrike wasp, 28 Qallupillut, 122
Dragon Moose, 40 Jubokko, 106 Quilled chameleon, 30
Dragon, 38 Karura, 107 Raava, 128
Dragonfly hummingbird, 72 Karyobinga, 108 Rabaroo, 30
Dragonfly, 22 Karyobinga, 126 Raven Eagle, 46
Drop worm, 52 Kaze no Kami, 81 Reefcrab, 47
Eagle hawk, 40 Keelut, 117 Rooster pidgeon, 74
Earth continent (animals), 19 Kemurikage, 108 Ryuto, 112
Earth Kingdom (spirits), 85 Kigatilik, 117 Saber-tooth moose lion, 31
Elbow leech, 52 Killer pteroroo, 15 Salmon crab, 68
Elephant Koi, 23 Kitsunbi, 109 Saltwater Ccocotiel, 47
Elephant mandrill, 24 Kitsune, 109 Screeching bird, 58
Elephant mouse, 24 Knowledge seeker fox, 97 Se tu, 58
Elephant rhino, 72 Koala sheep, 43 Sea serpent, 68
Emperor tortoise moth, 12 Koalaotter, 65 Sea snake lionfish, 47
Fei, 87 Koh, 126 Seiryu, 82
Feret baboon, 40 Koi Fish (spirit), 117 Shan Xiao, 95
Fire archipeligo (animals), 37 Komodo dog, 56 Shirke degu, 17
Fire ferret, 24 Komodo Rhino, 44 Shirshu, 32
Fire Nation (spirits), 100 Kosenjobi, 110 Shu Jing, 95
Firefly, 41 La, 118 Singing groundhog, 33
Flying Bison, 13 Lamprey Jellyfish, 44 Snow leopard caribou, 69
Flying Boar, 25 Lion vulture, 44 Snow rat, 69
Flying Crane Fox, 14 Lizard crow, 73 Sour beetle, 33
Flying fishopotamus, 25 Llamion, 16 Sparrowkeet, 34
Flying Lemur, 14 Long-tailed poison dart frog, Spider bass, 58
Foggy Swamp, the (animals), 45 Spiderfly, 18
50 Luna caracal, 28 Tao Tie, 96
Fox antelope, 25 Mahaha, 119 taqriaqsuit, 120
Fox centipede, 52 Manatee whale, 45 Tarantula bat, 34
Fox Hound, 14 Mantis Seahorse, 45 Tiger monkey, 48
Credits
D&D Created by
Avatar the Last Airbender Created By Michael Dante DiMartino
Creature Compendium & Spirit Guide compiled by Hannah Fuqua
Li's Friends: Horrible Pets to Protect You From the Horrible World by Muffinlance
Flavor text by Various authors of the avatar.fandom.com wiki and Hannah Fuqua
Cover Art by ming85 on tumblr and deviantart
Cover Page Art by Leo Lujan
Earth elemental spirits by zenzanightwing on AO3
Fire Nation Spirits Flavor text and images from yokai.com
Water Tribe Spirits Flavortext from inuitmyths.com
Creature Chapter Cover Art byVelma Dinkley on Reddit
Air Spirits Cover Art by Pauline Mauviere
Back Cover Art by Devin Elle Kurtz
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