Monsters of Eden: Those Earthbound

The rural wilds of Eden hold many spirits, some of which are almost exclusive to this habitat. Adel is mostly a rural continent, with some large urban centers and some more modest cities, but those are far from the norm. The following are Spirits of the forests, villages, fields and farms, of the mountains and plateaus and deserts, all of which tread, mostly, upon the earth. Most Spirits are humanoid and very alike to normal people. Spirits after all are made by people’s beliefs, and people are anthrocentric.

All non-Humanoid Spirits with intelligence of 8 or higher can assume a humanoid form as though by “Change Shape.” (MM) They have only a single alternate form unless otherwise noted and cannot take the shape of a unique individual.

New Rules

Boon: A boon ability is a daily ability a Spirit can perform in service of another creature. A Spirit is under no obligation to use its boon ability, and not all members of the species have access to it (in spite of it being listed as one of their powers). A group may quest to find a Spirit with a Boon ability that they require for their journey, and may parlay with (or challenge to a duel) the Spirit that has the ability they require. Spirits do not use their own boon abilities for themselves.

APEKAR (Ah-peh-carr)

Vaguely wolf-like in appearance, but with a narrow, almost beak-shaped head ending in two flaring nostrils and two pairs of streamlined eyes on either side, the Apekar is fiery spirit that inhabits the mountains and deserts, and might sometimes wander far into deep forest. It can control the volume of heat of its body, so as not to destroy its surroundings.

In combat, it is surrounded by a blazing coat of raging flames. Apekar are brash, arrogant spirits and easily insulted. They often lead wolf packs as an act of self-aggrandizement. An Apekar’s breath can destroy magic it comes into considerable contact with, and tales and songs are recited about brave heroes search for fierce, ancient Apekar who’s breaths can destroy the most vile and potent of artifacts and curses.

Apekar Level 3 Elite Soldier (Leader)
Large Natural Beast (Spirit, Fire) XP 300
Initiative +5; Perception +8; Darkvision
HP 88; Bloodied 44
AC 19; Fortitude 19, Reflex 17, Will 16
Saving Throws +2
Resist 10 Fire; Vulnerable 5 Cold
Speed 7, Climb 3
Action Points 1
[MB] Bite (Standard; AW) @Fire
Reach 2; +9 vs AC; 1d8+7 fire damage.
[M] Claw (Standard; AW)
Reach 2; +9 vs AC; 1d8+7 fire damage damage and the target is slowed until the end of the Apekar’s next turn.
[C] Divine Flames (Minor; 4-6) @Fire
Close Burst 5; 8 fire damage to enemies and they take a -2 penalty to attack rolls until the end of the Apekar’s next
turn; Allies regain 8 hit points and have a +2 bonus to attack rolls until the end of the Apekar’s next turn.
[S] Scour Magic (Standard; Daily) @Boon
The Apekar breathes divine fire upon a person or an item, erasing all trace of magic from it. A creature loses all magical effects, such as curses or conditions, currently affecting it. A magic item becomes disenchanted, but no residuum is left behind. The person must be willing to receive the effect, and the item must be presented by a willing creature.
Unaligned; Supernal, Primordial
Skills Athletics +10, Perception +8, Religion +8, History +7
Str 18 (+5) Dex 15 (+3) Wis 14 (+3)
Con 17 (+4) Int 12 (+2) Cha 16 (+4)

Apekar Hunter Afire Level 9 Solo Soldier
Huge Natural Beast (Spirit, Fire) XP 2000
Initiative +9; Perception +12; Darkvision
HP 310; Bloodied 155
AC 25; Fortitude 24, Reflex 21, Will 21
Saving Throws +5
Immune Fire; Resist 5 Weapon; Vulnerable 10 Cold
Speed 8, Climb 4
Action Points 2
[MB] Bite (Standard; AW) @Fire
Reach 3; +15 vs AC; 1d8+8 damage and 1d8 fire damage.
[M] Claw (Standard; AW) @Fire
Reach 3; +15 vs AC; 1d8+8 fire damage and the target is immobilized until the end of the Apekar’s next turn.
[M] Double Attack (Standard; AW)
The Apekar makes two claw attacks against the same target. If both hit, the target takes an extra 1d8 damage.
[C] Divine Flames (Standard; 6) @Fire
Close Burst 5; +13 vs Reflex; Enemies only; 3d6+8 fire damage and any conjurations or zones in the area are destroyed, and all their effects end, including those that last until a target saves.
Miss: Half damage
[C] Dispelling Fires (immediate reaction when first bloodied; encounter)
Close Burst 5; +13 vs Fortitude; Enemies only; The target loses its enhancement, power and item bonuses to attack rolls, damage rolls, defenses and skill checks (save ends).
[S] Scour Magic (Standard; Daily) @Boon
The Apekar breathes divine fire upon a person or an item, erasing all trace of magic from it. A creature loses all magical effects, such as curses or conditions, currently affecting it. A magic item becomes disenchanted, but no residuum is left behind. The person must be willing to receive the effect, and the item must be presented by a willing creature. Unlike a regular Apekar, a Hunter Afire can even disenchant an artifact with its fire, but not completely. Such an artifact can be reinchanted by the touch of a Remuko Frigid Mistress.
Unaligned; Supernal, Primordial
Skills Athletics +14, Perception +12, Religion +12, History +12
Str 20 (+9) Dex 17 (+7) Wis 17 (+7)
Con 20 (+9) Int 17 (+7) Cha 17 (+7)

Hooks

•A series of crop burnings and cattle killings worry a small village and the PCs must investigate.

•A malevolent item falls into the hands of the PCs, who must find some way to destroy it.

•The snows thaw mysteriously early this year, disrupting and stirring many wintry spirits into troublemaking.

MUIKARA (Moo-ee-kar)

A winged spirit of the winds, a Muikara is a tall, marble-white humanoid with long, light to dark, silver gray to green hair and jewel-green eyes, with arms from which trail streams of green-tipped feathers. From the hips, another pair of wings extends, large and broad enough to serve as a makeshift skirt. Their faces and manner resemble mortals most, and Muikara are common and popular Spirits. Muikara are dispassionate and even at their happiest they rarely seem to smile, though they are affectionate when treated well.

Muikara can be seen flying over the oceans or in forests and low mountains, as well as living among people in plantations, forest villages and sometimes coastal cities. Flocks of “wild” Muikara often designate an area as their territory and force any passersby to give them tribute in order to pass. Muikara are often sought after for their ability to track things, as they have a magical aptitude for it.

Muikara love gold, jewels and other things they can line their eyries with or wear in their hair and feathers.

Muikara Wind Child Level 4 Skirmisher
Medium Natural Humanoid (Air, Spirit) XP 175
Initiative +8; Perception +9
HP: 46; Bloodied 23
AC: 17; Fortitude 17; Reflex 19, Will 19
Speed 6, Fly 8 (Hover)
[MB] Claw (Standard; AW)
+9 vs Reflex; 1d6+5 damage and you slide the target 1 square.
[R] Razor Gust (Standard; AW)
Ranged 10; +7 vs Reflex; 2d6+5 damage and the target is slowed until the end of the Muikara’s next turn.
[M] Tempest Flight (Standard; AW)
The Muikara flies 7 squares and makes a melee basic attack at any point in the movement. It deals +3 damage on a hit. This movement does not provoke opportunity attacks for moving into and out of threatened squares.
[S] Flawless Tracking (Daily) @Boon
The Muikara, given sufficient physical description or a painting, bust, or other accurate depiction of a person, or given an item that once belonged to a person and made contact with its body, such as a comb or article of clothing, can discover that creature’s location flawlessly, to any desired degree of exactitude, and relay that information.
Unaligned; Common, Supernal, Primordial
Skills: Nature +9, Perception +9, Insight +9, Religion +9
Str 14 (+4) Dex 18 (+6) Wis 14 (+4)
Con 16 (+5) Int 12 (+3) Cha 16 (+5)

Muikara Wind Sage Level 7 Elite Skirmisher
Medium Natural Humanoid (Air, Spirit) XP 600
Air Manipulation Aura 5: At the start of each of the Muikara Wind Sage’s turns, it can push, pull or slide 1 creature in the aura 2 squares as a free action.
Initiative +11; Perception +11
HP: 126; Bloodied 63
AC: 21; Fortitude 18; Reflex 22, Will 19
Speed 7, Fly 8 (Hover)
Action Points 1
[MB] Claw (Standard; AW)
+12 vs Reflex; 1d8+7 damage and you slide the target 1 square.
[R] Razor Gust (Standard; AW)
Ranged 10; +10 vs Reflex; 2d8+7 damage and the target is slowed until the end of the Muikara’s next turn.
[M] Tempest Flight (Standard; AW)
The Muikara flies 7 squares and makes a melee basic attack at any point in the movement. It deals +5 damage on a hit and knocks the target prone. This movement does not provoke opportunity attacks for moving into and out of threatened squares.
[C] Jade Gale (Standard; 5-6)
The Muikara dives at an opponent, shifting 7 squares and making an attack at any point during the movement; Close Burst 1; Enemies only; +10 vs Fortitude; 2d10+7 damage and the target is pushed 2 squares and falls prone.
Unaligned; Common, Supernal, Primordial
Skills: Nature +11, Perception +11, Insight +11, Religion +11
Str 17 (+6) Dex 22 (+9) Wis 16 (+6)
Con 18 (+7) Int 15 (+5) Cha 19 (+7)

Hooks

•Word begins to spread of a river upon which boats find it impossible to travel due to a horrid downstream wind.

•A woman is robbed of an expensive jeweled necklace after placing it on a rack near a second-floor window.

•The PCs are in search of a dangerous escapee from a local prison, and only supernatural aid can find him.

WAKUIRA (Wah-kee-rah)

The various spirits of the waters are all labeled Wakuira, also known colloquially as “erupted Damakran.” Damakran with a great connection to Nature might become Wakuira, but Wakuira are not all Damakran, but rather Spirits of water, ocean and river life, and of rains. There are two kinds of Wakuira, those with the purview of fish (ocean life) and those of water processes. The difference is mostly negligible, unless the creatures are of great power. Fish Wakuira can control ocean animals, while Rain Wakuira can control the weather.

Wakuira have varying forms. They look like Damakran, often times – people with all the features of a person, but some oddities, like jellyfish tentacles trailing along with their hair on their heads, or tentacles for fingers, or gills slit in their necks. They might be peach-skinned or blue-skinned or green-skinned. In places like Sargasso, Wakuira are revered more strongly than any other spirit, as bringers of life to the world.

Coming soon…

PEKOR (Peh-core)

Pekor are parasites and pests of the spirit ecosystem. They are lowly spirits that feed on organic matter as well as essence. Pekor travel in swarms that hunt or defend themselves together. They appear like insects or scarab beetles with glowing patterns on their bodies.

A singular Pekor is a non-issue, unaggressive, and able to feed by merely soaking up atmospheric essence. In this sense, Pekor become slightly parasitical. Many peasants have a tiny Pekor with them as a pet. They are rather useful, as they shed light in a small radius, can keep watch at night, and can fetch very light objects.

When Pekor become a threat is when they form a Swarm. A Pekor Swarm forms to fight off predators in any area occupied by many Pekor, or when a large natural Pekor community requires nourishment. Pekor Swarms are no more intelligent than the individual parts, but all the more deadly.

Fire Pekor Swarm Level 2 Skirmisher
Medium Natural Beast (Spirit, Fire, Swarm) XP 125
Initiative +5; Perception +8
Swarm Attack Aura 2; the swarm makes a basic attack against each enemy that begins its turn in the aura. If this attack would bloodies, it takes ongoing 5 fire damage (save ends).
HP 32; Bloodied 16
AC 16; Fortitude 14, Reflex 16, Will 15
Resist: Half damage from melee and ranged attacks
Vulnerable 5 against close and area attacks
Speed 4, Fly 5
[MB] Swarm of Burns (Standard; AW) @Fire
Reach 2; +5 vs Reflex; 1d8+5 fire damage
Unaligned; None
Skills: Perception +8
Str 06 (-1) Dex 14 (+3) Wis 14 (+3)
Con 14 (+3) Int 05 (-2) Cha 18 (+5)

Frost Pekor Swarm Level 3 Soldier
Medium Natural Beast (Spirit, Cold, Swarm) XP 150
Initiative +5; Perception +8
Swarm Attack Aura 2; the swarm makes a basic attack against each enemy that begins its turn in the aura. If this attack bloodies an enemy, it becomes slowed (save ends).
HP 37; Bloodied 18
AC 18; Fortitude 14, Reflex 14, Will 16
Resist: Half damage from melee and ranged attacks
Vulnerable 5 against close and area attacks
Speed 4, Fly 6
[MB] Swarm of Frost (Standard; AW) @Cold
Reach 2; +8 vs Reflex; 1d6+5 cold damage
Unaligned; None
Skills Perception +8
Str 08: (+0) Dex 14 (+3) Wis 14 (+3)
Con 10 (+1) Int 04 (-3) Cha 18 (+5)

Soil Pekor Swarm Level 4 Brute
Medium Natural Beast (Spirit, Earth, Swarm) XP 175
Initiative +3; Perception +8
Swarm Attack Aura 1; the swarm makes a basic attack against each enemy that begins its turn in the aura. If this attack bloodies an enemy, it becomes immobilized (save ends).
HP 56; Bloodied 28
AC 15; Fortitude 18, Reflex 14, Will 15
Resist: Half damage from melee and ranged attacks
Vulnerable 5 against close and area attacks
Speed 5, Fly 5 (Clumsy)
[MB] Swarm of Soil (Standard; AW)
+5 vs Reflex; 1d8+5 damage
Unaligned; None
Skills Perception +8
Str 18 (+6) Dex 12 (+3) Wis 12 (+3)
Con 18 (+6) Int 03 (-2) Cha 14 (+4)

Lightning Pekor Swarm Level 6 Artillery
Medium Natural Beast (Spirit, Lightning, Swarm) XP 250
Initiative +8; Perception +8
Swarm Attack Aura 2; the swarm makes a basic attack against each enemy that begins its turn in the aura. If this attack bloodies an enemy, it takes ongoing 5 lightning damage (save ends).
HP 48; Bloodied 24
AC 19; Fortitude 16, Reflex 18, Will 17
Resist: Half damage from melee and ranged attacks
Vulnerable 5 against close and area attacks
Speed 4, Fly 5
[MB] Swarm of Bolts (Standard; AW)
Reach 4; +11 vs Reflex; 1d8+6 lightning damage.
Unaligned; None
Skills Perception +8
Str 06 (+1) Dex 20 (+8) Wis 10 (+3)
Con 14 (+5) Int 08 (+2) Cha 16 (+6)

Hooks

•A man returns to his village covered in stings and burns, having found a massive colony of Pekor in the forest.

•A mischievous spirit begins stirring the local pekor into a frenzy.

SOULSEEKER

A Soulseeker resembles a small, colored humanoid with odd crystal wings, composed of shards unconnected to their bodies which float behind their backs like glowing daggers. Their bodies are properly proportioned to their small size, like miniature adult humans. Their colors and features vary by temperament, sometimes fairy-like or demonic, or animalistic or insectile. They tend to dress in robes and armors taken from fallen creatures and spirits, or supplied to them by their bosses or contractors.

Soulseekers are known as Spirit Sprites. They are often betrothed to mortals in Spirit Contracts, since their small size makes them vulnerable to predatory spirits. They may also form small communities to defend themselves in numbers, or hide among Pekor swarms, which are known not to harm Soulseekers. As such they are often in the employ or accompanying larger mortals and sometimes spirits.

Soulseeker Living Spark Level 1 Artillery
Small natural humanoid (Spirit) XP 100
Initiative +3; Perception +7; Low-Light Vision
HP 29; Bloodied 14
AC 16; Fortitude 12, Reflex 16, Will 14
Speed 6, Fly 5 (Hover)
[MB] Essence Swipe (Standard; AW) @Radiant
+6 vs Reflex; 1d4+4 radiant damage
[R] Shard Shot (Standard; AW) @ Radiant
Ranged 10/15; +6 vs Reflex; 1d8+4 radiant damage.
[A] Shard Storm (Standard; Encounter) @Radiant
Burst 1 Within 10 Squares; Enemies only; +6 vs Reflex; 2d8+4 radiant damage. If the target does not move before the end of its next turn, it takes 2 damage.
Any Alignment; Common, Supernal
Skills Perception +7, Insight +7, Diplomacy +9
Str 08 (-1) Dex 16 (+3) Wis 14 (+2)
Con 12 (+1) Int 10 (+0) Cha 18 (+4)

Soulseeker Frail Sprite Level 1 Minion
Small natural humanoid (Spirit) XP 25
Initiative +3; Perception +7; Low-Light Vision
HP 1; a missed attack never damages a minion.
AC 14; Fortitude 12, Reflex 14, Will 12
Speed 6, Fly 4 (Clumsy)
[MB] Essence Shard (Standard; AW) @Radiant
+4 vs Reflex; 5 radiant damage
[S] Curse (Immediate Reaction When Reduced To 0 Hp; Encounter)
A creature that reduces a Soulseeker Frail Sprite to 0 HP takes ongoing 5 damage (save ends). This damage cannot be reduced or resisted.
Any Alignment; Common, Supernal
Skills None
Str 08 (-1) Dex 16 (+3) Wis 14 (+2)
Con 12 (+1) Int 10 (+0) Cha 14 (+2)

Soulseeker Barrier Maiden Level 2 Soldier
Small natural humanoid (Spirit) XP 125
Initiative +5; Perception +8; Low-Light Vision
HP 35; Bloodied 17
AC 17; Fortitude 15, Reflex 15, Will 17
Speed 6, Fly 4
[MB] Essence Blade (Standard; AW) @Radiant
+7 vs Reflex; 1d8+5 radiant damage and the target is marked.
[R] Essence Bow (Standard; AW) @ Radiant
Ranged 10; +7 vs Reflex; 1d6+5 radiant damage.
[C] Radiant Array (Standard; 6) @Radiant
Close Burst 3; Each ally in the burst; The target gains a +2 power bonus to all defenses until the end of the Soulseeker Barrier Maiden’s next turn.
[S] Territory Attack
The Soulseeker Barrier Maiden can make an opportunity attack with combat advantage against any creature that violates its mark.
Any Alignment; Common, Supernal
Skills Perception +7, Insight +7, Diplomacy +9
Str 12 (+2) Dex 18 (+5) Wis 14 (+3)
Con 12 (+2) Int 10 (+1) Cha 18 (+5)

Soulseeker Sunblade Level 2 Skirmisher
Small natural humanoid (Spirit) XP 125
Initiative +5; Perception +8; Low-Light Vision
HP 30; Bloodied 15
AC 18; Fortitude 14, Reflex 17, Will 15
Speed 6, Fly 7 (Hover)
[MB] Essence Dagger (Standard; AW) @Radiant
Melee or Ranged 10; +7 vs Reflex; 1d4+5 radiant damage.
[R] Dual Strike (Standard; AW) @ Radiant
The Soulseeker Sunblade makes 2 Essence Dagger attacks in melee. If both attacks hit, it deals 3 extra damage.
[C] Glint of the Dagger (Minor; 6) @Radiant
Close Burst 3; One enemy in burst; +7 vs Will; the target is blinded (save ends).
[S] Combat Advantage
The Soulseeker Sunblade has a +3 bonus to damage against creatures that it has combat advantage against.
Any Alignment; Common, Supernal
Skills Acrobatics +11, Perception +7, Insight +7
Str 12 (+2) Dex 20 (+6) Wis 14 (+3)
Con 10 (+1) Int 12 (+2) Cha 15 (+2)

Soulseeker Boreal Shaman Level 3 Controller (Leader)
Small natural humanoid (Spirit) X150
Initiative +5; Perception +8; Low-Light Vision
HP 43; Bloodied 21
AC 17; Fortitude 17, Reflex 17, Will 19
Speed 6, Fly 5 (Hover)
Action Point 1
[MB] Essence Wake (Standard; AW) @Radiant
+8 vs Reflex; 1d6+5 radiant damage
[A] Encircling Current (Standard; AW) @ Radiant
Burst 1 Within 10 Squares; Enemies only; +8 vs Reflex; 1d6+5 radiant damage. The burst creates a zone of raging essence that traps enemies within. Until the end of your next turn, creatures in the zone can only leave the zone by spending a move action and taking 2d6 radiant damage to move their speed.
[C] Aurora (Standard; 5-6) @ Radiant
Close Burst 2; Each enemy in burst; 8 vs Will; 2d6+5 damage and the target is blinded (save ends).
[C] Healing Burst (Minor; Encounter)
Close Burst 3; Each ally in burst; the target regains 12 hit points.
Any Alignment; Common, Supernal
Skills Perception +7, Insight +7, Diplomacy +9
Str 12 (+2) Dex 18 (+5) Wis 14 (+3)
Con 12 (+2) Int 10 (+1) Cha 18 (+5)

Hooks

A powerful arcanist or rogue cleric threatens a small community of Soulseekers into doing his bidding.

A King or Queen among Soulseekers rises and stirs the little creatures into a war-like frenzy.

KAMOINYU (Kah-moe-ee-nyu)

Humanoid creatures resembling Ainyu, their motes are bright and large, like eye-sized stars hovering about them. Their skin colors vary but are typically pale or lightly tan, and their eyes and hair tend to be gold, brown or silver. They have small, brown feathered wings that give off a light glow. These are too small to fly.

Kamoinyu are kind and loyal and make those around them feel calm. They are an uncommon sight, and oft non-intrusive to other’s conflicts unless directly asked for help. They tend towards vagrancy, wandering the land with little intention and even less a destination. Kamoninyu tend towards goodness, but some can be a bit zealous in what they choose to be Good about, and become quarrelsome.

Kamoinyu Level 11 Elite Controller (Leader)
Medium Immortal Humanoid (Spirit) XP 1200
Initiative +8; Perception +8; Low Light Vision
Warm Glow aura 5; Allies in the aura have a +1 bonus to saving throws and regain 11 extra points whenever they spend healing surges as part of a power with the Healing keyword.
HP 164; Bloodied 82
AC 24; Fortitude 22, Reflex 24, Will 26
Saving Throws +2
Resist 5 Necrotic and Poison
Speed 7
Action Points 1
[MB] Calming Light (Standard; AW) @Radiant
Melee Touch; +14 vs Will; 1d8+7 radiant damage and the target cannot attack until the the end of the Kamoinyu’s next turn.
[C] Confusing Spray (Standard; AW)@Radiant
Close Burst 1; each enemy in burst; +12 vs Will; 1d10+7 radiant damage and the target is dazed until the end of the Kamoinyu’s next turn.
[R] Bounding Bolt of Karma (Standard; AW) @Radiant, Healing
Ranged 10; +14 vs Reflex; 1d6+7 radiant damage and one ally adjacent to the target regains 7 hit points; the Kamoinyu can repeat the attack against any one enemy within 10 squares of the primary target, with its range as though the attack originated from the primary target.
[A] Blue Bolt of the Second Sky (Standard; 5-6) @Radiant, Thunder
Area Burst 2 Within 20 Squares; Each enemy in burst; +12 vs Will; 2d12+7 radiant damage and if the target attacks the Kamoinyu during its next turn, it takes ongoing 10 thunder damage (save ends).
Good; Supernal
Skills Religion +15, Diplomacy +14
Str: 18 (+9) Dex: 16 (+8) Wis: 17 (+8)
Con: 15 (+7) Int: 21 (+10) Cha: 18 (+9)

Hooks

A village leader or a national noble man falls ill to a disease that can only be cured by a Kamoinyu’s touch.

A Kamoinyu heals and helps to shelter and protect a destructive beast or spirit near to civilization.

EINOTBE (Ee-nobe)

A trouble-making spirit, this short, thin humanoid creature has orange or yellow skin and rosy cheeks. Their hands have flexible fingers and their feet are long and good for jumping. They have four floppy ears, two on each side of the head, which twitch as they pick up sounds. Their long earth-toned hair often has grass or wheat or corn stalks entangled in it.

Einotbe are thieving, mischievous creatures that inconvenience and annoy. At best, they are happy-go-lucky bums. Einotbe love drinking and be easily pacified with liquor, which they greatly enjoy. This keeps them from wreaking much mischief. Some villagers leave drums of alcohol out for Einotbe to steal, so that they become too drunk and harm themselves.

Einotbe Level 4 Skirmisher
Medium Fey Humanoid (Spirit) XP 175
Initiative +9; Perception +4
HP 46; Bloodied 23
AC 18; Fortitude 17, Reflex 19, Will 16
Speed 6
[MB] Kick (Standard; AW) @Teleportation
+9 vs AC; 1d10+5 damage and the Einotbe teleports 1 square.
[M] Jump Kick (Standard; 6) @Teleportation
The Einotbe teleports four squares towards the target and then attacks; +9 vs AC; 2d10+5 damage and if the Einotbe teleported all four squares before attacking, it deals +5 damage.
[M] Filch (Minor; Encounter) @Teleportation
+7 vs Reflex; One creature holding an object in hand or wearing an object; the Einotbe steals one of the target’s held or worn items and teleports it to a location of its choosing within 20 squares or keeps it on itself. If the Einotbe’s Reflex or Fortitude defenses are attacked, it drops one Filched item it kept on itself if it is successfully hit.
[S] Dimension Shift (Minor; AW) @Teleportation
The Einotbe teleports 2 squares.
Unaligned; Common, Supernal
Skills: Athletics +8, Acrobatics +12, Bluff +8
Str 13 (+3) Dex 21 (+7) Wis 15 (+4)
Con 16 (+5) Int 14 (+4) Cha 12 (+3)

Hooks

•Food, wine and other products begin to disappear from barns and stores.

•An Einotbe steals a powerful, dark item that was ready for disposal and makes off with it.

SIKARA (See-kah-rah)

Mentally-endowed Spirit Humanoids, the Sikara are rare spirits, only barely distinguishable from any other person except for their pointed ears. They have silver hair and pale skin and eyes of many colors. They often hide in civilization, posing as elves (easy with their pointed ears), specifically as wizards. They tend to dress in long robes.

Legends tell of their involvement in the deeds of great heroes and evil villains, ferrying them to dangerous areas by means of their great teleportation magic. They often serve other creatures in combat, but many a time are the ring leaders of their own plots. Sikara are driven to seek hidden paths and uncover secrets and knowledge. It is their pleasure to lay bare truth, however horrible.

A Sikara rarely ever lies, as it does not want to be false like it feels mortals are.

Sikara Level 4 Controller
Medium Natural Humanoid (Spirit) XP 200
Initiative +7; Perception +9; Darkvision
HP 47; Bloodied 23
AC 20; Fortitude 18, Reflex 19, Will 18
Speed 6, Fly 4 (Hover)
[MB] Staff (Standard; AW) @Weapon
+9 vs AC; 1d8+5 damage. If the target is prone, it takes 1d8+8 damage instead.
[R] Telekinesis (Standard; AW) @Psychic
The Sikara can use this power against either a creature or an adjacent unattended object of its size, one size larger, or smaller than itself.
Creature – Ranged 10; +7 vs Fortitude; the Sikara slides the target 6 squares and if it ends the forced movement adjacent to an object of its size or larger or to a creature, it takes 2d6+5 damage and falls prone.
Object – the Sikara flings the object at a creature at a higher speed; Range 10; +7 vs Reflex; 2d8+5 damage and the target is pushed 2 squares. Additionally, the Sikara can choose instead to slide the object 6 squares without using it to attack.
[A] Catastrophic Burst (Standard; Encounter) @Fire, Cold, Acid, Electricity, Force
Burst 2 Within 20 Squares; Enemies only; +7 vs Reflex; 4d6+5 Fire, Cold, Acid, Electricity and Force damage.
Miss: Half damage
[S] Teleportation (Standard; Daily) @Teleport, Boon
The Sikara can teleport itself and up to six people to any location on Adel or its surrounding isles that they can name, either in specific locations (name of a city or town) or by a frame of reference (the location of a particularly famous ruin or landmark). They don’t have to have traveled to the location before. If given a magic item of its level to disenchant and consume the residuum of, the Sikara can lead the same amount of people to Septinum or The Second Sky.
Evil; Common, Supernal
Skills: Athletics +11, History +9, Diplomacy +10, Perception +8
Str 14 (+4) Dex 16 (+5) Wis 13 (+3)
Con 15 (+4) Int 18 (+6) Cha 16 (+5)

Hooks

•A Sikara uncovers an aberrant ruin and works to reactivate its foul power, spreading madness across the locality.

•The PCs require swift travel to a dangerous location and seek a spirit that can facilitate this.

URIRKAP (You-ree-cap)

An owl spirit the size of a Cuporo, with a quiet, grim demeanor. Its plumage is dull and grey, and it does not blend well in its habitats. But it is often left alone, since it is a very dangerous creature capable of striking incredible pain into others solely with a gaze.

Urirkap are detached in personality and might even come off as somewhat confused, but they are greatly perceptive. They might be sought by adventurers for their ability to instantly tell the measure of a man or woman with one gaze. Urirkap can be reasoned with – but it is best to avert one’s eyes from the beast until the reasoning is done.

Urirkap Level 3 Controller
Small Natural Beast (Spirit) XP 150
Initiative +3; Perception +9; Darkvision
HP 40; Bloodied 20
AC 17; Fortitude 15, Reflex 15, Will 16
Speed 4, Fly 8
[MB] Claws (Standard; AW)
+9 vs AC; 1d6+5 damage and the target is weakened until the end of the Urirkap’s next turn.
[R] Fell Gaze (Standard; AW) @Necrotic
Ranged 10; +7 vs Will; 1d10+5 necrotic damage. If the target is weakened, it takes 2d10+5 necrotic damage instead.
[C] Frightful Influence (Standard; 6) @Fear, Psychic
Close Burst 5; Enemies only; +7 vs Will; 1d10+5 psychic damage and the target is weakened (save ends).
[S] Peer Through The Eyes (Standard; Daily) @Boon
If given a full name and physical description of a person, or if presented with a person, the Urirkap can instantly detect the person’s alignment and knows some information about the person’s last good deed and last evil act.
Unaligned; Common, Supernal
Skills: Religion +9, Arcana +8, History +9, Diplomacy +9,
Perception +9, Insight +9
Str 12 (+2) Dex 14 (+3) Wis 17 (+4)
Con 14 (+3) Int 14 (+3) Cha 17 (+4)

Hooks

•Foragers and lumbermen begin to go mad in the forests, returning with portents and crazed accounts of foul illusions.

MOSIR (Muh-seer)

A walking cluster of ground, wood and green leafy matter vaguely in the form of an animal, Mosir are ground spirits that predate on living beings. They do not eat the flesh, but violently draw essence from attacking with their thick tendril arms. As Mosir gather more essence, they also gather earth and plants, which become attached to them. Their growth leads them to become Zeal of the Land Mosir, with greater command over their element.

Mosir come in varieties adapted to desert and mountain living as well, these composed mostly of sand or stone and any local plants. If it finds any intruders in its territory it will drive them away – or feed upon them. Mosir are slow to anger and rarely kill, but this does not impede their predatory drives. Tales tell of warrior kings who, foreseeing invasion of their lands, braved the mountains and jungles in search of a Mosir Zeal of the Land to fortiy their walls.

Mosir Groundling Level 5 Brute
Medium Elemental Beast (Spirit, Earth) XP 200
Initiative +3; Perception +10
HP 63; Bloodied 31
AC 18; Fortitude 20, Reflex 14, Will 16
Resist 5 Damage From Attacks That Target AC
Speed 6, Burrow 4, Climb 4
[MB] Slam (Standard; AW)
+8 vs AC; 2d6+5 damage and the target is slowed until the end of the Mosir’s next turn. If the target is bloodied, it is pushed 2 squares in addition.
[S] Essence Syphon @Healing
When it hits a bloodied enemy, the Mosir regains 5 hit points.
Unaligned; Primordial
Skills Perception +10
Str 20 (+7) Dex 12 (+3) Wis 16 (+5)
Con 18 (+6) Int 10 (+2) Cha 12 (+3)

Mosir Zeal of the Land Level 7 Elite Brute
Large Elemental Beast (Spirit, Earth) XP 600
Initiative +3; Perception +11; special senses
HP 154; Bloodied 77
AC 20; Fortitude 22, Reflex 16, Will 18
Resist 5 Damage From Attacks That Target AC
Saving Throws +2
Speed 6, Burrow 4, Climb 4
Action Points 1
[MB] Slam (action; recharge) @Keyword(s)
+12 vs AC; 2d8+6 and the target is slowed (save ends).
[C] Quake (Standard; 6)
Close Burst 3; Enemies only; +10 vs Fortitude; 2d10+6 damage and the target falls prone. If the target was already prone, it takes 2d10+12 damage instead.
[C] Soil Storm (Standard; 4-6)
Close Burst 2; Enemies only; +10 vs Fortitude; 3d8+6 damage and the target is blind until the end of the Mosir’s next turn.
Miss: Half damage.
[S] Essence Syphon @Healing
When it hits a bloodied enemy, the Mosir regains 5 hit points.
[S] Restore Earth (Standard; Daily) @Boon
The Mosir can put back together up to 100 vertical and horizontal squares (essentially a Close Burst 20) of stone, natural ore or concrete, repairing and restoring it to a complete whole. If this ability is used on a complete fortification or wall, that 100 by 100 area has Resist All 15 for 7 days.
Unaligned; Primordial
Skills Perception +11
Str 20 (+8) Dex 10 (+3) Wis 16 (+6)
Con 20 (+8) Int 12 (+4) Cha 2 (-1)

Hooks

A series of earthquakes in a local forest threaten to destroy nearby cities or expose horrible secrets.

CHIKUNI (Chih-kuh-knee)

A massive spirit like a striped tiger, with fur that shimmers like jewels and that fends off steel, claws that can rend metal, and teeth that can crunch boulders. This singular spirit is given birth to and fueled by the longing of the forest spirits to be free of mortal oppression.

But Chikuni are weapons, not judicators. They will slaughter any creature in their way. If a village requires more farmland, or if they log areas of forest for rare and valuable woods, or try to mine gold from the rivers, they run a risk of awakening a Chikuni. This is an event that has happened and that may continue to happen, and that has given villages a great need to defend themselves or to seek out local champions to defend them.

A Chikuni is a predatory beast, but does not discriminate on what it attacks. It is a savage force of nature that cannot be easily stopped or slowed, but is more vulnerable to dark energies, being a creature of fey nature. Chikuni rarely focus on a single enemy. If many are attacking at once, it will leap from target to target, savaging one and another in turn.

Chikuni Level 6 Solo Brute
Large Fey Beast (Spirit) XP1250
Initiative +6; Perception +11; Darkvision
HP 300; Bloodied 150
AC: 21; Fortitude 19, Reflex 21, Will 17
Immunities: Sleep, Charm, Fear, Stun, Daze, Petrification, Slow; if hit with a Necrotic encounter or daily power, its immunities are nullified until the end of the attacker’s next turn.
Saving Throws +5
Speed 8, Climb 4
Action Points 2
[MB] Claw (Standard; AW)
Reach 2; +10 vs AC; 1d8+6 damage and the target takes a -2 penalty to AC and reflex defense until the end of the Chikuni’s next turn.
[M] Bite (Standard; AW)
Reach 2; +10 vs AC; 1d10+6 damage and the target is pulled 1 square and knocked prone.
[M] Savagery (Standard; AW)
Close Burst 1; Enemies only; +10 vs AC; 1d12+6 damage and the target is pushed 3 squares and knocked prone.
[S] Berserk Fury (Free Action When First Bloodied; Encounter)
The Chikuni gains a +5 bonus to attack rolls and damage rolls and Resist 5 to all damage. It gets an extra turn in the initiative order, which occurs after the turn of the character with the current highest Initiative.
Unaligned; None
Skills: Athletics +12, Perception +11
Str 20 (+8) Dex 16 (+6) Wis 16 (+6)
Con 19 (+7) Int 6 (+1) Cha 14 (+5)

Hooks

Forest cutting and agriculture threaten local spirit trees, which summon a Chikuni to unleash upon the offenders.

•An unkillable Chikuni continually reappears to assault the same village, and the PCs must either satisfy its vengeful nature somehow, or find its linked Spirit Tree and destroy it to end its essence lifeline.

UREI (You-Ray)

Wisp-like spirits born from the essence dispersed by dead bodies, Urei are like floating eyeballs with grinning, drooling mouths, covered in a visible aura of purplish black essence.

Urei wander graveyards, consuming stray essence. When enough Urei are present, they are said to be able to join into a larger spirit consciousness. Villages often spend at least one painful, dangerous day a month clearing a graveyard of Urei – or they get someone to do it for them.

Urei, Level 3 Skirmisher
Medium Shadow Beast (Spirit) XP150
Initiative: 6; Perception +3; Darkvision
HP: 35; Bloodied: 17
Resist Necrotic 5
AC: 16 Fortitude: 15 Reflex: 16 Will: 15
Speed Fly 6 (Hover)
[MB] Tendrils (Standard; AW) @Necrotic
+6 vs Reflex; 2d6+5 necrotic damage
[R] Siyye (Standard; 5-6) @Psychic
The Urei stares into the target’s soul with its dark eye; Ranged 10; Target must have line of sight to the Urei; +6 vs Will; 2d6+5 psychic damage and the target is weakened (save ends).
Aftereffect: The target loses 1 healing surge.
[S] Spirit Agility (Minor; AW) @Teleportation
The Urei teleports 2 squares.
[S] Combat Advantage
If the Urei has combat advantage against an enemy, it deals +3 damage.
Evil; None
Skills: None
Str: 10 (+1) Dex: 17 (+4) Wis: 14 (+3)
Con: 14 (+3) Int: 5 (-1) Cha: 15 (+3)

Hooks

•A hero is buried in his homeland. Weeks later, his grave is an ill site of ghastly fog and evil spirits.

YAUREI (Yah-Oo-Ray)

A pale blue-skinned humanoid wrapped in a winter robe, small licks of cold gas trailing from its body, its breath noticeably colder than normal. A Yaurei is a humanoid spirit that retained its form after death. It is said to be formed from a melding of numerous lesser Urei, the dominant conscious coming to the fore.

A Yaurei is intelligent and fully formed of spirit flesh, and not wisp-like like other grave spirits. Its command of cold and necrotic energies and dispassionate outlook make antagonizing it a risky business. Yaurei tend to languish in graveyards.

Yaurei Level 14 Elite Lurker
Medium Shadow Humanoid (Spirit, Cold) XP2000
Initiative +16; Perception +13; Low-Light
HP 160; Bloodied 80
AC 29; Fortitude 26, Reflex 28, Will 28
Saving Throws +2
Speed 6, Fly 7
Resist 10 Cold, Necrotic
Immune Poison, Fear
Action Points 1
[MB] Soulchilling Touch (Standard; AW) @Cold, Necrotic
+19 vs AC; 2d8+7 cold and necrotic damage.
[R] Freezing Rays (Standard; 4-6) @Cold
Ranged 10; Two creatures; +17 vs Reflex; The Yaurei launches two rays, one at each target, that deal 2d10+7 damage and immobilize the target until the end of the Yaurei’s next turn.
[C] Cursed Snowfall (Standard; 5-6) @Cold, Necrotic
Close Blast 3; Each enemy in blast; +17 vs Fortitude; 3d12+7 cold and necrotic damage and the target loses 1 healing surge.
[S] Unwound the Soul (Minor; 5-6)
The Yaurei becomes Insubstantial and has Phasing until the end of the encounter or until it suffers a critical hit.
[S] Ghost’s Advantage
If the Yaurei ends a movement in which it phased through an object on a square adjacent to a creature, it has combat advantage against that creature. It deals +8 necrotic and cold damage against creatures it has combat advantage against.
Unaligned; Common, Supernal
Skills Arcana +17, Religion +17, History +17
Str: 17 (+10) Dex: 20 (+12) Wis: 22 (+13)
Con: 20 (+12) Int: 21 (+12) Cha: 23 (+13)

Hooks

Numerous festering Urei join to form a single, powerful entity that takes control of a local cemetery, and the PCs must parlay with it, or find some way to be rid of it before its chill extends beyond the graves.

Shunji (Choon-gee)

The oddest of the grave spirits, Shunji are shorter-than-average humanoids with long hair, dressed in somewhat ragged or dirty robes. Mushrooms grow from their hair and their skin is grey with green tinges in random locations. They have chains grotesquely attached to their necks, with bleeding, rust-covered wounds where chain and flesh cruelly meet. These chains, usually as many as three or four, dangle from the neck. Clerics or Paladins, or other divinely-attuned characters, can see streams of essence that tie Shunji to “souls” of people departed.

These “souls” are the sorts of essence images that can become ghosts if allowed. Shunji collect interesting souls, those with deeds or histories, that they want to preserve. They are often seen lazily under trees – they are not napping, but actually reliving, in their minds, the past histories of their collected souls, for entertainment. Shunji are often challenged by adventurers wanting to see into the past of a great hero. It is said that seeking out a Shunji with a hero’s soul in tow can help one to train one’s skills to match the competence of that hero. Shunji can be used to bypass required mentorships for ancient styles of combat. Natural masters of such styles look down upon adventurers who “cheat” by using Shunji.

It is said that the Greater Spirit Power Kaehma was once a Shunji herself.

Shunji Level 9 Controller
Medium Shadow Humanoid (Spirit) XP 400
Initiative +7; Perception +9; Darkvision
Chained Souls Personal; This Shunji has the Chained Souls of a Level 15 Wizard and a Level 23 Warlock.
HP: 72; Bloodied 36
AC: 24; Fortitude 21, Reflex 22, Will 24
Resist 5 Necrotic, Cold, Psychic
Immune Fear
Speed 6, Fly 7 (Hover, Altitude Limit 4)
[MB] Chains (Standard; AW) @ Necrotic
+15 vs AC; 1d12+7 necrotic damage.
[C] Gao (Standard; AW)
Close Burst 5; Self or One Ally; The target has a +1 bonus to all defenses until the end of its next turn. If the target is attacked and the attack is successful, the attacker takes 1d12+7 damage.
[S] Chained Histories
A Shunji has one chained soul and one extra chained soul per tier. It knows one power from each chained soul. These powers recharge on a roll of 5-6 and the Shunji uses its own attack bonus, static damage bonus and ability scores when using them.
[R] Thorns of Venom (Standard; 5-6) @ Arcane, Implement, Poison
Ranged 10; +13 vs Fortitude; 3d8+7 poison damage and the target is immobilized and takes a -3 penalty to AC and Reflex defense until the end of the Shunji’s next turn.
[C] Blast of Cold (Standard; 5-6) @ Arcane, Implement, Cold
Close Blast 5; Enemies only; +13 vs Reflex; 6d6+7 cold damage and the target is immobilized (save ends).
Miss: Half damage and the target is slowed (Save ends).
Unaligned; Common, Supernal, Primordial
Skills History +11, Religion +11
Str 13 (+5) Dex 17 (+7) Wis 20 (+9)
Con 15 (+6) Int 15 (+6) Cha 20 (+9)

Hooks

An evil Wizard seeks a Chunji which holds a powerful spell or ritual it requires.

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Categories: D&D 4e, NPCs, RPG | 9 Comments

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9 thoughts on “Monsters of Eden: Those Earthbound

  1. As a note: the monsters above are subject to revisions, and are still in testing. There may be problems with them which I’ll iron out. I will also add more monsters to this article over time, until I have enough to feel like I’m covering a lot of ground.

    One thing for example is the Remuko, which I will add later. It is mentioned in the Apekar’s block, but isn’t there. You may see more of that sort of weirdness later. This article is incomplete. But enjoy it and comment anyway. I released it early just for you all.

  2. mikeloop86

    Apekar are ****ing boss.

    Really impressed by the Sikara and its telekinetic power. Just its execution. I like powers that have different variations in their use.

  3. Telicis

    Also a big fan of the vast differences between monsters. Your ability to condense the flavor text and still make it very important/viable is something to take note of; makes the monster itself really come to life. Your choice and abstraction/uses of powers are also very nice touches :)

  4. Pingback: The Clouded Palace: Part 1 « The Spirits of Eden

  5. Pingback: My Top 10 D&D Monsters « The Spirits of Eden

  6. Mr. Wyatt I would love to convert your monster stat blocks into the new monster stat block style. I would only do this if you wanted me to and, well it would give me an excuse to read them all! So anyway if you could let me know that would be awesome. Blog is great.

  7. That would be fine. All you have to do is follow the proper attribution as per my creative commons license (if hosting them on your blog). If you’re offering to let me use them in this article, that would be all the better!

  8. Ya, I thought I would just send them to you, so you can do what you want with them.

  9. In that case I would be more than happy to, thank you.

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