Cryptozoology Handbook

The study of Magical Creatures involves finding creatures and learning about them in the wild. This involves druidic scrying spells or textbook research. As of the 4th Semester, there are a total of 112 creatures documented and each can be befriended as a familiar.
==Textbook 1: Magical Creatures Classwork==
Title: "Round'Em Up Cowgirl: An Acolyte's Guide to Monsterhuntin', for Witches and All Y'all Magical Gals"
Author: Prof. Ivy Lee Adderstone, and sisters
Synopsis: Contains hints and strategies for befriending and adopting lesser beasts, common animals and magical creatures. As well as useable methods for training and raising magical creatures. Techniques are allegedly tried and perfected by the Alabama Trio.
Category: Cryptozoology, Charms, Transmutation, Combat Application. Level 1 & 2.
===Daily Pet Finding===
How to find and befriend an animal familiar
*Note - Spells are auto-success, but a low roll (1-5) is a low success and a high roll (6-12) is a high success.
*Your /roll2 results in each step are for adding up to a total for the final dice check after step 4 (Bonding).
*You may repeat the scrying spell up to 3 times for best result before starting your hunt. Use the last roll.
*Seek out one animal per day, and on successful bond, add it as an equippable spell in your spellbook.
Step 1 - Find the animal with 'Animalis revelare' then /roll2 d12 (+mastery) and emote accordingly. Use the school map provided to move to the location of the animal's home. (Components are in the animal pen)
Step 2 - Study the animal with 'Inquiro animalis' then /roll2 d12 (+mastery) and emote accordingly. Use the provided animal handbook for pet sheets animal information or the section below for the knowledge gained.
Step 3 - Feed the animal with 'Nutrio animalis' then /roll2 d12 (+mastery) and emote accordingly. You can also choose to soothe with 'Lenire', play, greet or sing to impress instead of, or including feeding.
Step 4 - Bond with the animal with 'Vinculum animalis' then /roll2 d12 (+mastery) and emote accordingly. Does your effort pay off or will the animal wander off? If failed, come back and try again on another day.
Add your total rolls for all 4 steps and if you pass the required dice check, the pet will bond to you. If not, let it roam off and try again another day. Each animal has a Charm HP of 10 or more hit points that you must reach in order to impress them and bond. More aggressive animals may attack you before leaving, if you fail. You may add your spell mastery bonuses to dice rolls on each step to a limit of +3. You can ask myself or any Magical Creatures TA for catchup to learn these 4 basic spells for pet hunting.
===Where To Find Them===
Below is a map of the Salvatore Academy forest where many magical creatures roam. This is an excerpt from your listed library books, an ever-expanding index mapping the location of new and old magical creatures residing or seeking refuge on the arcane island.
* Credits; The Mage's Companion to Familiar Bestiary: Magical Animals and Where To Find Them by Sir Ian Wingalon, with strategy and hints from;
* "Round'Em Up Cowgirl: An Acolyte's Guide to Monsterhuntin', for Witches and All Y'all Magical Gals" by Professor Ivy Lee Adderstone and sisters.
(Click to expand)
===Mastery Training===
Animal handling either goes badly or it goes well but either way it will go. As such, most tasks in MC class are auto-pass, only how well you pass is measured. We'll use /roll2 for dice checks and most challenges will require a total dc of 10 to complete. For example, interacting with the Cockatrice requires 10 charm points. This is all accumulative, so you add your rolls together on each step.
Mastery will make reaching maximum task progress easier by improving your individual spell effectiveness to a maximum of +3. (You add this bonus to your /roll2). Keep track of your spell mastery bonuses using the Class Journal under spell list. Just add the +3 next to the spell under your name after practice and/or research.
*Spells Mastery: Theory - Once a week, students can read up on MC spells theory using textbooks from the library, or this wiki and gain +2 mastery points to a single spell, up to 3. (Post RP screenshots on discord)
*Spells Mastery: Training - In addition to theory, students can practice a Magical Creature spells either during a Pet Finding or practicing in the pen, and gain another +1 mastery points to a spell, up to 3.
Mastery Guide (by Spell)
1. Animalis revelare - Trace a pet's location on the school grounds (+1) and/or study the spell in a book (+2).-[Adds +3 to scrying rolls, helps with Pet Finding]
2. Inquiro animalis - Cast this on any summoned pet (+1) and/or study it from a book to learn new secrets (+2).-[Adds +3 to study rolls, helps with Pet Finding]
3. Lenire - Calm a familiar (+1) and/or study the spell in a book (+2).-[Adds +3 to calming rolls, helps with Pet Finding]
4. Nutrio animalis - Cater snacks or meals for a companion (+1) and/or study the spell in a book (+2).-[Adds +3 to feeding rolls, helps with Pet Finding]
5. Eliciunt partem - Cast on a companion to gain fur, dung, claws etc (+1) and/or study the spell in a book (+2).-[Adds +3 to yield quantity, helps with Animal Farm]
6. Communicare animalis - Practice linguistics with any animal around (+1) and/or study it from a book (+2). -[Adds +3 to communication rolls]
7. Nuntium animare - Send messages via animals (+1) and/or study the spell in a book. (+2)-[Adds +3 to messaging rolls]
8. Facti sunt animalis - Copy a companion's appearance and pet skill (+1) and/or study the spell in a book (+2).-[Adds +3 to rolls using Animal Shape pet skills]
9. Sacramentum animalis lex - Advanced monster taming, untrainable outside of exam trials on monster isles.- [Adds +3 to monster taming attempts, unlocked once all 112 magical creatures are attained]
10. Invoco monstra - Channel a bonded giant monster (+1) and/or study the spell in a book (+2).-[Adds +3 to rolls using invocation skills, able to summon large beasts once all 112 MC's are attained.]
11. Vinculum animalis - Cast on a summoned pet (+1) and/or study it from a book to improve bonding skill (+2).-[Adds +3 to bonding rolls, helps with Pet Finding]
12. Vocatus animalis - Spend time with pets to gradually increase stay duration (+1) and/or study the spell (+2).-[Adds +3 hours to animal stay duration]
===Daily Animal Farm===
Farming can be completed at the animal pen on any day and is used for collecting animal resources for crafting. Crafting different kinds of summoning foci unlocks access to new magical creatures that otherwise would not live in the wild. These are intelligent magical beings that can be bonded with through a mutual pact. Training or feeding a pet in the animal pen increases item drops called animal leavings. Animal leavings are the ingredients needed for crafting Summoning Foci. A list of ingredients for crafting a Summoning Focus will also be provided.
*Pet Training - Students can summon their pet in the animal pen to practice using their pet skill, utility skill or mount skill. Training grants +1 yield to animal leaving, fur, claws etc. (Post RP screenshots to discord)
*Pet Care - Soothing (Lenire spell) or playing with a favoured pet on any day will also increase animal leavings by +1 yield to be collected into the MC class school inventory at the animal pen stores (See docs)
*Pet Feeding - Feeding (Nutrio spell) a favoured pet on any day will again increase animal leavings by +1 yield to be stored. Feeding, training and playing/soothing a favoured animal gives the total yield of +3.
*Animal Shape - Another more extreme option is the full druidic method, where a witch takes the shape of a favoured pet for half a day, feeding and living as a beast, communicating through Speak with Animals or innate telepathy. At the end of the evening, gain +1 yield and drop animal leavings to collect upon resuming normal shape. Warning, using a shapeshift too many times or for too long in a day cycle causes the mind to become primal and the body remains stuck as a were-animal.
*Loot Collecting - Eliciunt partem spell can be used to collect 1 yield (5 total with all training steps, 8 with +3 Eliciunt mastery) of animal leavings from a favoured pet on any day; fur, claws, fert dung etc. /roll2 to decide which type of leaving is dropped. (1-4 common, 5-10 useful, 11-12 rare on d12) Jot down all your loot into the MC Farm inventory (on Google Docs, tab 4).
*Item Crafting - Certain rare drops can be crafted with ingredients to create Summoning Foci. Crafting system is /roll2 at Professor Charlotte's potions brew or Professor Skull's artificing forge. Success roll is a dc10 to pass. 3 attempts a day. (dc9 for Year 6+.) All materials are lost on a failed craft. All foci only need to be crafted once, by any student. The foci will be duplicated and granted to others so they can try a summoning pact when ready. Summoning involves using the foci to call on an entity and then bond freely. Special crafting and foci-using classes for practicing the summoning arts will be held soon.
===Inventory (& Class Journal)===
See Magical Creatures Class Journal (Google Docs)
===MC Farm Recipe Table===
MC Recipe List 	Foreign Agent 	Binding 	Arcane Catalyst 	Usage
Medusa's Horn 	2x Petrify Venom 	10x Cobalt Ore 	1x Stone Feather 	Summon Gorgon
Panther's Cowl 	2x Tentacle Thorn	10x Obsidian 	1x Spray Pigment 	Summon Veil Cat
Beastfang 	2x Blink Dog Fur 	10x Blackthorn 	1x Cooshee Fangs 	Summon Worg
Invocation Ring 	2x Nymm Whisker 	10x Darksteel 	1x Blink Dog Fangs 	Summon Imp
Eye of Toad 	2x Any Dung 	2x Frog Skin 	1x Wing Membrane 	Summon Grung
Hero's Sword 	2x Unicorn Hoof 	2x Owlbear Fur 	2x Mane Strands 	Summon Griffin
Rabbit's Foot 	2x Any Dung 	2x Nymm Fur 	1x Unicorn Horn Chip	Summon Almiraj
Staff of Wisdom 	2x Feather Plume 	10x Yew Wood 	2x Couatl Feathers 	Summon Sphinx
Thief's Cloak 	2x Cloak Ape Claw	10x Cotton 	1x Shimmering Hide 	Summon Cheshire
Jellyfish Pendant	2x Any Dung 	1x Kelpie Goo 	1x Mantrap Vines 	Summon Flumph
Serpent's Drink 	2x Kamadan Fur 	10x Dewdrops 	2x Kelpie Tar (Spit)	Call Water Naga
Mindflayer's Helm	3x Spider Silk 	10x Sparksteel 	3x Brain Matter 	Summon Aboleth
Mushu's Ring 	1x Brain Rat Tail	10x Mythril Ore	1x Tressym Feather 	Call Psudodragon
Fey Incense 	2x Tressym Fur 	10x Stardust 	1x Kamadn Snakeskin 	Call Faerie Dragon
Fey Wand 	2x Mantrap Root 	10x Willow 	1x Ghaunadan Pod 	Summon Pixie
Horn of Seashells	2x Any Dung 	2x Slime Goo 	1x Shadow Wisp 	Call Flail Snail
Fighter's Glove 	2x Asperii Hoof 	10x Leather 	1x Owlbear Feather 	Summon Girallon
Sorcerer's Ring 	2x Couatl Scales 	10x Blacksteel 	2x Froggoliath Spit 	Summon Nagpa
Darkmage Crook 	2x Slime Ooze 	10x Elderwood 	2x Mandible Venom 	Summon Neogi
Invocation Band 	2x Cooshee Fur 	10x Infernum 	2x Essence of Djinn 	Call Hellhound
Druid's Laurel 	2x Mantrap Bloom 	4x Kelpie Leaf 	2x Dryad's Nectar 	Summon Treant
==Textbook 2: Magical Creature Class Spells==
Title: "Essential Spells & How To Train Your Summons"
Author: Madame Mary S. Alewood
Synopsis: Details druidic spells for finding and developing a bond with magical creatures, among other tricks.
Category: Cryptozoology, Charms, Transmutation. Level 1 & 2.
===Locate Animal 'Revelare'===
(WIS) Scry an animal's location using parts of its essence. If cast near a portal, will transport the caster across a metaphysical plane to the animal's habitat. The incantation for locate animal is 'Animalis revelare'. It is a divination spell that works by scrying the realms for animal essence that matches the leavings or animal component existing.
===Study Animal 'Inquiro'===
(WIS) Attempts to extract biological and ecological knowledge about an animal or magical creature by attuning to its essence. The incantation for study animal spell is 'Inquiro animalis'. It works by extending the animal's essence into you to glimpse its memories, for ecology and biology information.
===Soothe Animal 'Lenire'===
(WIS dc14) Charm and convince an animal you mean it no harm. Placates for 1 turn in combat. The incantation for soothe animal is 'Lenire'. It is a charming spell that attempts to convince a startled animal or a hostile monster that you mean no harm. The calming effect ends if the creature is harmed.
===Feed Animal 'Nutrio'===
(CHA) Summons food that you have seen to a location near a creature. Placates for 1 turn. The incantation for feed animal is 'Nutrio animalis'. It is a simple conjuring spell that brings to you any feed you've seen from a location you know of, by calling it in your mind. Be careful if the food belongs to someone, they might track you down to pay. It is also useful to summon feed you know the animal enjoys as part of its diet. /roll2 1-4 for spoilt/bad food, 5-10 for good food and 11-12 for a rich gourmet meal.
===Collect Leavings 'Eliciunt'===
(CHA) Extracts useful materials from animal droppings or leavings. /roll2 1-4 for common drops 5-10 for useful items and 11-12 for rare on a d12. The incantation for collect leavings is 'Eliciunt partem'. It is a simple spell that charms an animal's bodily item to fly towards you, namely claw clippings, scales, fur, manure. Be careful of your aim and get a bucket ready so it does not fly in your face. Droppings are great resources for spell components, artificing, potion brewing or fertiliser in Herbology.
===Speak Animals 'Communicare'===
(WIS) Touch your lips and cast to understand and adopt a creature's way of communicating. The incantation for speak with animal spell is 'Communicare animalis'. It works by synchronising your essence with the animal's in an attempt to understand their way of communicating and mimic it. Simply touch your lips and speak the words. Requires eye contact and lasts for ten minutes unless bonded; animal's language is retained permanently on soulbind.
===Animal Messenger 'Nuntium'===
(WIS) Speak a message upon any animal to be carried to a recipient you can visualise, who will know speak with animals upon receipt. < dc6 message is jargon. The incantation for animal messenger is 'Nuntium animare'. It is a simple charm spell that transfers a message of short or longer form through an animal to be carried to a recipient you can visualise. The spell effect contains speak with animals allowing any recipient to momentarily understand the animal's wild noises in their mind. Without focus, the message may be delivered verbatim, slightly rephrased or completely jumbled.
===Animal Transformation 'Facti'===
(WIS dc14) Shape some part or all of self into features of an animal you can or have touched. The incantation for animal transformation is 'Facti sunt animalis', a transmutation spell that shapes some part or all of your body into features of another animal you can touch or have touched before. It is useful for disguising or evading detection. A perfect animal copy requires a full moon to achieve and can become permanent if maintained for too long. Adopts the animal’s skills if bonded.
===Tame Monster 'Sacramentum'===
(WIS dc14) Marry your essence with that of a magical monster to use in invocations. Target should have been bested in a challenge or encounter. The incantation for Tame monster is 'Sacramentum animalis lex' and it works by imposing superiority and projecting your spirit to merge with the monster's own willingly after defeat.
===Invoke Creature 'Invoco'===
(WIS dc14) Channels companions of Large size or more to use a pet skill once. Larger summons are hard to control and spell may fail from disobedience. The incantation for Invoke Creature is 'Invoco monstra (or name)' and it works by calling forth a sliver of the entity's spirit to appear in part as a temporary assist.
===Bond with Animal 'Vinculum'===
(WIS) Attempts to bond your essence with that of a magical creature. The incantation for bond with animal spell is 'Vinculum animalis'. It works by marrying the animal's essence with yours in a soulbind. This means you will now share healing or pain or even mirror each other's emotions. Works only after adequate interaction or the completed bonding ritual.
===Summon Companion 'Vocatus'===
(WIS) Summon bonded companion to use pet skills. The incantation for summon companion is 'Vocatus (pet name)' or vocatus animalis if its nameless. It works by drawing out the shared essence of an animal you have already studied, fed or played with and are bonded to. This spirit will manifest the animal into our physical realm. Note that healing, harm and emotions are mirrored between caster and familiar. But summon companion can be very useful for the pet's abilities if you can't perform them yourself.
==Textbook 3: Magical Creatures & Skills==
Title: "The Mage's Companion to Familiar Bestiary: Magical Animals and Where To Find Them"
Author: Sir Ian Wingalon
Synopsis: Details the biology of different creatures, their traits and skills, sociological behaviours and cultures, as well as ecology of their homes. Also provides maps of near and distant realms with animal habitats.
Category: Cryptozoology, Divination, Demonology, Magical History. Levels 1-3.
===Petrify: Cockatrice/Medusae===
#1 Cockatrice	Details
Habitat 	Plains
Behaviour 	Docile. Flocks, bites, flails with wings when threatened. (Neutral)
Intelligence 	Low (Animal)
Size 	Small (3ft)
Diet 	Omnivore (esp. apples, fruits, grains, leafy greens, meat)
Leavings 	Dung (fertiliser), Petrifying Venom (potions), Stone Feather
Difficulty 	10cp (Level 1)
Strength 	Petrification
Weakness 	Small Size
Ability 	Petrifying Bite (Petrifies target, stunned for 1 turn)
Utility 	Darkvision
Mount Type 	Speed (Waddles), Flight
Strategy 	Map point x22, y13. Locate > Study > Feed Animal > Bond Animal (10 charm dc)
Penalty 	If fail, pet is likely to peck at your fingers and run away!
Cockatrice Lore
Cockatrice resembles chickens with grey bat wings and a lizard-like tail with yellow-green scales. Their feet and beak are yellow, and their feathers were of a golden-brown hue. A male cockatrice has a rooster's wattles and comb, which the females lack and female cockatrices were very rare, much more so than the males.
Summoners:
#1b The Medusae	Details
Habitat 	Marshes, Ruins of Old Stone Keep, Fae
Behaviour 	Monstrous and hateful, lawful evil
Intelligence 	Average
Size 	Medium (5-6ft)
Diet 	Omnivore
Leavings 	-
Difficulty 	-
Strength 	Petrification, poison, combat prowess
Weakness 	Reversal
Ability 	Petrifying Gaze (Petrifies target, stunned for 1 turn)
Utility 	Poisons
Mount Type 	-
Strategy 	Medusa's Horn - 2x Petrify Venom, 10x Cobalt Ore, 1x Stone Feather
Penalty 	-
Medusae Lore
Appearance
Typical medusae have scaly skins of pale or earthy color. Their eyes glow with an intense red color and, instead of hair, their heads are covered in a mass of 1 foot-long (30 centimeter) living venomous serpents. Despite those features, from a distances they could easily be mistaken to be ordinary humans. For this reason, it is common for medusae to hide their features behind hoods or veils. People cursed into becoming medusae can be both male or female.
An uncommon variant of medusa known as a greater medusa (or Gorgon) has the lower torso of a snake and its entire body covered by thin scales, with a total body length of 20 feet (6.1 meters). They produce considerably more potent poison, which renders even their skins harmful to the touch. They also used their innate poison to coat their weapons and arrows. While their gaze can petrify a living creature, it is reported that the effect is usually temporary.  An extremely rare variant of male medusa is known as a maedar, which lacks the head serpents and the petrifying gaze of regular medusae, but possesses great physical strength and in some cases a poisonous weakening gaze.
Personality
Most medusae despise their own powers and view their abilities as a curse. They direct their frustration and anger outwards, seeking to petrify any living creature they encounter, and only use restraint when hunting prey for food or when searching for a mate.
Abilities
The glowing red eyes of a medusa are feared for their petrifying power. Anyone (living or ethereal) within a range of 30 feet (9.1 meters) of a medusa who looked at its eyes could be transformed into lifeless stone within seconds, at the medusa's discretion. It is possible to resist that power through extraordinary physical resilience or by averting one's eyes from the medusa's. The petrification is permanent unless reversed with magic or potions.
A medusa's typical strategy is to lure potential victims within the 30 foot range of its gaze and then induce them into looking into its eyes. If the victims managed to avert their eyes in time, the medusa follows up with powerful attacks from its head serpents, whose venom is potent enough to severely poison or even kill a creature. If none of those strategies succeed, medusae are also competent with a number of weapons, such as knives, short swords shortbows, and longbows. Many medusae are considered skilled archers and some greater medusae are known to coat arrows with their poisonous saliva or blood.
Weakness
A medusa is immune to the petrifying stare of other medusae, but is susceptible to being turned into stone by its own gaze, for example when looking at its own reflection in a mirror or other reflective surface. Even after death, a medusa's eyes retain their power for several days, becoming weaker as the corpse decay.
Society
Medusae prefer to live alone or in small groups, but also desire treasures and dominance over other humanoid societies. It is common for a group of medusae to seek to rule a rural community as a reclusive royal family, or for a lone medusa to become a crime lord or the leader of an assassin's guild. They are typically seen in the company of creatures who are immune to their gaze, such as grimlocks and gargoyles, though they are also known to gather humanoid servants. Medusae and maedar form monogamous relationships and usually mate for life, forming a powerful emotional bond that bordered on obsession. Medusae typically make their homes in dark caves or large abandoned structures and some enjoy keeping the petrified statues of their victims as trophies or decoration. Medusae eat sparingly and have small appetites. Mated couples of medusae and maedar usually feed by the use of the maedar's ability to turn broken fragments of petrified victims back into flesh. Among vegetable sources of food, medusae are particularly fond of shriekers and other fungi.
Reproduction
Medusae can reproduce by mating amongst themselves and with other humanoids. If mating with a human, a female medusa produces a clutch of between two and six eggs that always hatch into female medusae. The fate of a human after mating with a medusa is usually death by petrification. If a medusa and a maedar mate, the eggs will produce human offspring in 99% of cases and the babies are immediately petrified upon seeing their mother. In only 1% of the cases, a maedar is born. Medusae lay their eggs within one month of mating, and the eggs have an incubation period of eight months. Young medusa hatchlings resemble human baby girls with green stubby tendrils growing from their heads, which come alive as serpents once they reach two years of age. Young medusae mature at the same rate as humans, and acquire the ability to petrify others upon reaching adolescence.
Uses
The blood of medusae have special properties that allow it to reverse the process of petrification in the first 24 hours of being petrified. In order for it to work, the blood needs to be applied to the petrified creature's mouth or lips by a skilled healer.
Summoners:
===Colour: Corollax/Veil Cat===
#2 Corollax 	Details
Habitat 	Forests, Jungles
Behaviour 	Mischievous. Unleashes colour spray when threatened. (Neutral)
Intelligence	Low (Animal)
Size 	Tiny
Diet 	Insects (esp. grasshoppers, crickets)
Leavings 	Droppings (fertiliser), Feather plumes (artif), Spray Pigment
Difficulty 	10cp (Level 1)
Strength 	Evasive flight
Weakness 	Silver weapons
Ability 	Color Spray (Obscures vision on target for chance to flee)
Utility 	Darkvision
Mount Type 	N/A
Strategy 	Map x33, y15. Locate > Study > Greet/Play/Feed > Bond Animal (10 charms dc)
Penalty 	If fail, pet is likely to spray you with paint and fly away swearing curse words!
Corollax Lore
Corollaxes are sexually dimorphic. Males typically have bright red, orange, and yellow feathers while females have brown or grey plumage. Both sexes have a curved, black-grey beak and black eyes. As natural mimics, corollaxes could be trained to repeat words, but without understanding any of its meaning. Naturally curious and social, these birds will repeat new phrases to an annoying degree.
Summoners:
#2b Veil Cat Pet	Details
Habitat 	
Behaviour 	
Intelligence 	
Size 	
Diet 	
Leavings 	
Difficulty 	
Strength 	
Weakness 	
Ability 	
Utility 	
Mount Type 	
Strategy 	
Penalty 	
Veil Cat Lore
TBD
Summoners:
===Bite: Cooshee/Worg===
#3 Cooshee 	Details
Habitat 	Forests
Behaviour 	Independent, protective, loyal to Elves and Half-Elves. (Neutral)
Intelligence	Low (Animal)
Size 	Medium (5ft)
Diet 	Omnivore (Animal meat)
Leavings 	Manure (fert.), Cooshee Fur (artificing), Cooshee Fangs
Difficulty 	10cp (Level 1)
Strength 	Magic Resistance (esp. Sleep)
Weakness 	Size
Ability 	Crushing Bite (1 damage)
Utility 	1-Mile Bark (Alerts danger, removes Sleep), Tracking
Mount Type 	Speed, Running
Strategy 	Map x14, y20. Locate > Study > Greet/Feed > Bond Animal (10 charms dc)
Penalty 	If fail, pet is likely to bark at you, causing deafness long enough to run away!
Cooshee Lore
Cooshee are dogs kept by Elves, almost as big as a pony, with huge forepaws and long curved claws. Cooshee have pointy ears and curved tails held high except when being scolded. They have thick green coats of fur with brown spots that help camouflage. In a fight Cooshee fall enemies with their large forepaws before biting. These bites are said to be bone-crushing, capable of felling an orc warrior. Cooshee mate for life and pups bond strongly with their parents.
Summoners:
#3b Worg Canine	Details
Habitat 	
Behaviour 	
Intelligence 	
Size 	
Diet 	
Leavings 	
Difficulty 	
Strength 	
Weakness 	
Ability 	
Utility 	
Mount Type 	
Strategy 	
Penalty 	
Worg Lore
TBD
Summoners:
===Blink: Blink Dog/Imp===
#4 Blink Dog	Details
Habitat 	Plains
Behaviour 	Intelligent, attacks Omlarcats on sight (Neutral)
Intelligence	Average
Size 	Medium (5ft)
Diet 	Carnivore (Animal meat)
Leavings 	Dung (Fert), Fur and Claws (artif/pot.), Blink skin (artif/pot.)
Difficulty 	10cp (Level 1)
Strength 	Teleportation
Weakness 	Trauma
Ability 	Blinking Bite (1 damage)
Utility 	Tracking, Teleport allies and objects elsewhere nearby
Mount Type 	Teleport
Strategy 	Map x12, y23. Locate > Study > Greet/Feed > Bond Animal (10 charms dc)
Penalty 	If fail, pet will simply blink away without a word, unless you are feline-adjacent, it might try its luck to challenge your place and bite before disappearing.
Blink Dog Lore
Blink dogs are mysterious, intelligent canine creatures with yellow-brown fur and large ears. They are well known for their ability to blink, a supernatural teleportation skill, as well as their powerful senses, acute scent detection, tracking and ability to see in the dark. Blink dogs speak their own language among each other and have a long hatred of displacer beasts, who they would attack on sight.
Summoners:
#4b Imp Demons	Details
Habitat 	
Behaviour 	
Intelligence 	
Size 	
Diet 	
Leavings 	
Difficulty 	
Strength 	
Weakness 	
Ability 	
Utility 	
Mount Type 	
Strategy 	
Penalty 	
Imp Lore
TBD
Summoners:
===Throw: Cloaked Ape/Grung===
#5 Cloaked Ape	Details
Habitat 	Jungle
Behaviour 	Territorial, hoots and hurls fruits or branches. (Neutral)
Intelligence 	Low (Animal)
Size 	Medium (6ft)
Diet 	Herbivore (esp. Peanuts, almonds, apples, banana)
Leavings 	Dung (Fert) Claw & Fur (artif/pot.), Wing membrane (artif.)
Difficulty 	20cp (Level 2)
Strength 	Aerial evasion, Rapid Healing
Weakness 	Trauma
Ability 	Pelt Fruits (Throw weapon for 1 damage)
Utility 	Darkvision
Mount Type 	Flight
Strategy 	Map x13, y45. Locate > Study > Soothe > Bond Animal (20 charms dc)
Penalty 	If fail, ape pelts you with fruit peels and scampers into the trees!
Cloaked Ape Lore
Cloaked apes are man-sized diurnal foragers with grey fur and large flaps of skin stretching from the wrist to the ankle. This skin allows for gliding short distances between treetops, where they forage for food. When not in use, these flaps resembled folded cloaks. Cloaked apes are highly territorial, but seldom attack unless outnumbering intruders. They prefer instead to remain safe in the treetops and hoot and holler at any, occasionally hurling fruit or branches.
Summoners:
#5b Grung Pet	Details
Habitat 	
Behaviour 	
Intelligence 	
Size 	
Diet 	
Leavings 	
Difficulty 	
Strength 	
Weakness 	
Ability 	
Utility 	
Mount Type 	
Strategy 	
Penalty 	
Grung Lore
TBD
Summoners:
===Wind Shield: Asperii/Griffin===
#6 Asperii 	Details
Habitat 	Mountains
Behaviour 	Solitary, noble, loyal to their riders from a young age. (Neutral)
Intelligence	High (Above human)
Size 	Medium (8ft)
Diet 	Omnivore (esp. Fish, hawk flesh, mint leaves, mistletoe)
Leavings 	Dung (fert.), Hoof clipping (artif.), Mane strands (artif/pot)
Difficulty 	40cp (Level 4)
Strength 	Aerial evasion, Cold, Wind Resistance, Gaze Immunity
Weakness 	Fire
Ability 	Wind Shield (1 Amour, deflect damage back on wind attacks)
Utility 	Darkvision, True Sight, Telepathy, Language Translation
Mount Type 	Flight
Strategy 	Map x26, y73. Locate > Study > Greet/Play/Feed > Bond Animal (40 charms dc)
Penalty 	If bond fails, this proud creature will belittle you and your entire species in telepathic communication before flying away!
Asperii Lore
Asperii, or wind steeds are highly intelligent telepathic horses with dun, gray, or white hides and long manes often light gray, silver, or white. They fly with levitation or ride the wind. Usually very gentle, except with their enemies, hippogriffs and griffons. Asperii young, known as doffs, are amenable to training as mounts by good-aligned individuals. Once a rider was accepted, an asperii became devotedly loyal to them, never accepting another unless asked to by their first.
Summoners:
#6b Griffin Pet	Details
Habitat 	
Behaviour 	
Intelligence 	
Size 	
Diet 	
Leavings 	
Difficulty 	
Strength 	
Weakness 	
Ability 	
Utility 	
Mount Type 	
Strategy 	
Penalty 	
Griffin Lore
TBD
Summoners:
===Impale: Unicorn/Almiraj===
#7 Unicorn 	Details
Habitat 	Forests
Behaviour 	Intelligent, mysterious and majestic. Always evasive. (Neutral)
Intelligence	Average
Size 	Large (10ft)
Diet 	Herbivore (Animal meat)
Leavings 	Dung (Fert), Fur and Hooves (artif/pot.), Horn chip (artif/pot.)
Difficulty 	50cp (Level 5)
Strength 	Immunity to Dark Magic
Weakness 	Trauma
Ability 	Impale (1 damage, stuns Dark entities)
Utility 	Speed, Fey step, Telepathy. Celestial, Unicorn, Sylvan, Elf
Mount Type 	Speed, Teleport
Strategy 	Map x12, y29. Locate > Study > Greet/Soothe/Feed > Bond Animal (50 charms dc)
Penalty 	On failing more than 2 steps of the bonding ritual, this impossibly rare creature will vanish as though it was never there (hint: +3 each step for Fey Ancestry/Attributes)
Unicorn Lore
Unicorns resemble horses with white coats and a horn on the forehead. Males have white beards and mate for life. They can sense evil and radiate an aura to protect from it or trigger fey step to teleport away. Touching unicorn horns could heal and cure poison. Other varieties of unicorns besides the 'regular' or sylvan unicorn includes the corrupted Black type. Unicorn horns are considered a status symbol by wealthy demons of the Abyss and due to poaching, they often dwell deep in their homes only showing to other fae or to defend their forests.
Summoners:
#7b Almiraj Pet	Details
Habitat 	
Behaviour 	
Intelligence 	
Size 	
Diet 	
Leavings 	
Difficulty 	
Strength 	
Weakness 	
Ability 	
Utility 	
Mount Type 	
Strategy 	
Penalty 	
Almiraj Lore
TBD
Summoners:
===Matumbe: Couatl/Sphinx===
#8 Couatl 	Details
Habitat 	Maztica Jungles, West of Fae
Behaviour 	Solitary, benevolent and religious. (Neutral)
Intelligence	High (Above human)
Size 	Medium (9ft)
Diet 	Carnivore (esp. small cooked animals)
Leavings 	Dung (Fert), Scales (artif/pot.), Feathers (artif/pot.)
Difficulty 	40 (Level 4)
Strength 	Aerial evasion, Potent magic
Weakness 	Trauma
Ability 	Matumbe (Crushing gravity spell 1 damage on 2 targets)
Utility 	Truesight, Telepathy, Translate Known Languages
Mount Type 	Flight, Swim
Strategy 	Map x30, y46. Locate > Study > Greet/Talk/Feed > Bond Animal (40 charms dc)
Penalty 	If fail, pet will preach about its god and how much you lack spirit. Spirit which lies in the worship of Ubtao, father of the Dinosaurs, before promptly flying home.
Couatl Lore
Couatl resemble long serpents with a pair of rainbow-feathered wings. They live in solitary or in flights of 3–6 with intellect above humans and speak Common, Draconic or Celestial through telepathy. Couatls are known for their beauty, magic, and virtue. Due to their intelligence and devotion to good, they were sometimes worshipped by neighbouring peoples. They fought a war with the corrupted serpentfolk, the Yuan-ti over control of the Tabaxi land of Chult. See the tale of Oyai.
Summoners:
#8b Sphinx 	Details
Habitat 	
Behaviour 	
Intelligence	
Size 	
Diet 	
Leavings 	
Difficulty 	
Strength 	
Weakness 	
Ability 	
Utility 	
Mount Type 	
Strategy 	
Penalty 	
Sphinx Lore
TBD
Summoners:
===Decoy: Displacer/Cheshire Cat===
#9 Displacer Beast	Details
Habitat 	Mountains, Jungles
Behaviour 	Predatory, serial killers (Lawful Evil)
Intelligence 	Average (Below Human)
Size 	Large (9ft)
Diet 	Carnivore (esp. Animal meat)
Leavings 	Dung (fert.), Tentacle Thorn (potions), Shimmering Hide (art.)
Difficulty 	30cp (Level 3)
Strength 	Misdirection, Range resistance
Weakness 	Immobilisation
Ability 	Displace Position (Hide in place of a mirror image to evade damage)
Utility 	Darkvision, Tracking Sense
Mount Type 	Running
Strategy 	Map x10, y17. Locate > Study > Soothe/Feed > Bond Animal (30 charms dc)
Penalty 	If fail, pet will attack with fang and claw and leave an open wound needing medical attention. It is advised to approach with an on-hand healer, or seek the infirmary (/roll2 on d12 saving dice throw, if trying to shield/evade. dc 8)
Displacer Beast Lore
The displacer beast, also known as a dirlagraun or omlarcat is a large predatory cat-like creature with six legs and a pair of horned tentacles as long as 5  feet sprouting from the shoulders. Displacer beasts use their innate magic to bend light, making them appear to be between 1 foot to 3 feet from their actual positions. The same ability makes them resistant to all ranged attacks and excellent at hiding. The creatures can be mounted or trained, but are more intelligent than other animals and can even speak Common. Displacers are notorious killers and hunters.
Summoners:
#9b Cheshire Cat	Details
Habitat 	
Behaviour 	
Intelligence 	
Size 	
Diet 	
Leavings 	
Difficulty 	
Strength 	
Weakness 	
Ability 	
Utility 	
Mount Type 	
Strategy 	
Penalty 	
Cheshire Cat Lore
TBD
Summoners:
===Engulf: Mantrap/Flumph===
#10 Mantrap 	Details
Habitat 	Tropical Forests
Behaviour 	Non-sentient (Neutral)
Intelligence	Low (Animal)
Size 	Large (9ft)
Diet 	Carnivore (esp. humanoids)
Leavings 	Root (herbology, potions.), Blossom (potion), Vines (artificing)
Difficulty 	10cp (Level 1)
Strength 	Petrification
Weakness 	Small Size
Ability 	Pollen lure
Utility 	Fire
Mount Type 	N/A
Strategy 	Map x26, y10. Locate > Study > Soothe/Feed > Bond Animal (10 charms dc)
Penalty 	If fail, pet will engulf you and keep you held for 2 hours, unless a friend soothes the mantrap to release you. Struggling will cause acidic damage and require healing at the infirmary (a friend can /roll2 on d12 to placate the mantrap and free you. dc 4)
Mantrap Lore
The mantrap is a large bush with towering stalks of purple coloured blossoms and huge green leaves that hang close to the ground, resembling oversized venus flytraps. Creatures attracted to the odour of a mantrap's pollen voluntarily climb onto one of its large leaves, which then entraps them like the jaws of a beast. The victim inside is blinded, restrained and slowly digested with acidic secretions, unable to escape or be pulled free unless the plant is destroyed or they are released. Mantrap pollen takes a day to wear off, but can be counteracted by the fumes from burning a mantrap.
Summoners:
#10b Flumph 	Details
Habitat 	
Behaviour 	
Intelligence	
Size 	
Diet 	
Leavings 	
Difficulty 	
Strength 	
Weakness 	
Ability 	
Utility 	
Mount Type 	
Strategy 	
Penalty 	
Flumph Lore
TBD
Summoners:
===Enchant: Kelpie/Water Naga===
#11 Kelpie 	Details
Habitat 	Aquatic
Behaviour 	Sea predator, solitary (Neutral Evil)
Intelligence	Low (Animal)
Size 	Medium (7ft)
Diet 	Photosynthesis (but also humanoids)
Leavings 	Sprout (herbology, potions.), Goo (potion), Tar (artificing)
Difficulty 	40cp (Level 4)
Strength 	Fire resistant
Weakness 	Lightning
Ability 	Enchanting Stare (Charm a target to fight for you, 1 turn)
Utility 	Tremorsense/Darkvision. Telepathy, Common, Sylvan
Mount Type 	Swimming
Strategy 	Map x4, y63. Locate > Study > Soothe/Feed > Bond Animal (40 charms dc)
Penalty 	If fail, pet will lure you into protecting it at your own peril, and will keep you under until you drown. It is strongly advised to approach with on-hand help to pull you free (both victim and helper /roll2 on d12 to flee. dc 8. go to infirmary if both fail)
Kelpie Lore
Kelpies are seaweed that can alter their form to appear as either a woman, a hippocampus horse-fish, or a green horse and could roam on land for upwards of three hours. In any form, their substance was still green seaweed. Kelpies split into two or more to reproduce once a month if plentifully fed. If properly cared for, a young sprout could grow into a full-sized kelpie within a month. Kelpie's scent act as a repellent to sharks and Hunters seek them out for this protection but would become charmed into thinking the Kelpie is in need of rescuing. Upon attempting a rescue, kelpies will grapple and drown their victims.
Summoners:
#11b Water Naga	Details
Habitat 	
Behaviour 	
Intelligence 	
Size 	
Diet 	
Leavings 	
Difficulty 	
Strength 	
Weakness 	
Ability 	
Utility 	
Mount Type 	
Strategy 	
Penalty 	
Water Naga Lore
TBD
Summoners:
===Psionic: Cranium Rat/Aboleth===
#12 Brain Rat	Details
Habitat 	City streets, outer planes
Behaviour 	Puppeted spies, weak and cowardly ambush. (Lawful Evil)
Intelligence 	Low (High when together)
Size 	Tiny (1ft)
Diet 	Scavenger (trash, meat, leftovers)
Leavings 	Dung (herbology), Tail (potion), Brain matter (artificing)
Difficulty 	50cp (Level 5)
Strength 	Swarms, Psionics
Weakness 	Physical size
Ability 	Evil collective (3 rats rend target’s mind for 3 damage)
Utility 	Telepathy, Darkvision.
Mount Type 	N/A
Strategy 	Map x37, y26. Locate > Study > Soothe/Feed > Bond Animal (50 charms dc)
Penalty 	On failing the early steps, locate, study and greet (You need perfect 12-13 rolls to continue) the rats telepathically berate you with threats of their master's coming, before fleeing in disperse. (Hint: Try Facti Sunt Animalis once a day for crit 95+ to master the Rat transformation and use the wild shape to join the Hive Mind. This allows +3 on Inquiro. Also, make use of the Tressym. Good luck!)
Cranium Rats Lore
Cranium rats, or brain vermin, are psionically enhanced rats, transformed by mind flayers through bombardment with psionic energy. They are used as spies by illithid minds, interspersed through the normal rat population of a city. Cranium rats are indistinguishable from regular rats save for their enlarged and exposed brains. It is possible for these brains to emit light. Alone, cranium rats are weak and cowardly, and disperse if attacked, with only claws and teeth for self-defence. But when in a swarm, cranium rats can access enhanced psionic abilities similar to spells, implanted by their telepathic masters.
Summoners:
#12b Aboleth	Details
Habitat 	
Behaviour 	
Intelligence	
Size 	
Diet 	
Leavings 	
Difficulty 	
Strength 	
Weakness 	
Ability 	
Utility 	
Mount Type 	
Strategy 	
Penalty 	
Aboleth Lore
TBD
Summoners:
===Luck: Tressym/Pseudodragon===
#13 Tressym 	Details
Habitat 	Temperate lands, hills, towns.
Behaviour 	Solitary. Mischievous, but also shy and skittish. (Chaotic neutral)
Intelligence	High (above human)
Size 	Tiny (2ft)
Diet 	Carnivorous (especially birds, rodents or insects)
Leavings 	Dung (herbology), Fur (potion), Cat Feathers (artificing)
Difficulty 	10cp (Level 1)
Strength 	Flight, Quick Learning, Detect Poison, Poison Immunity
Weakness 	Physical size
Ability 	Good Luck Charm (allows a reroll once per day)
Utility 	Darkvision, Tracking.
Mount Type 	N/A
Strategy 	Map x30, y26. Locate > Study > Soothe/Feed/Play > Bond Animal (10 charms dc)
Penalty 	If fail, pet is likely to simply fly up and away, unless you are canine or canine-like, then you'll get clawed just for the Tressym's amusement!
Tressym Lore
Tressym resemble small winged cats and are popular as familiars for good-hearted wizards, for their good luck charms. Tressym are fluffy with varied fur colours. They have the ability to fly, find or follow scent, can see in the dark, sense invisible creatures and through taste, touch, or scent, can detect poisons while being immune to all. Being highly intelligent, Tressym have their own language, "tressymspeak" based on purrs and growls. Some bond with races like elves and humans, forming close friendships even in tales of heroic Tressym sacrificing themselves to save beloved companions. Tressym may originate from experiments.
Summoners:
#13b Mini Dragon	Details
Habitat 	
Behaviour 	
Intelligence 	
Size 	
Diet 	
Leavings 	
Difficulty 	
Strength 	
Weakness 	
Ability 	
Utility 	
Mount Type 	
Strategy 	
Penalty 	
Pseudodragon Lore
TBD
Summoners:
===Sleep: Kamadan/Faerie Dragon===
#14 Kamadan 	Details
Habitat 	Temperate lands, hills, mountains.
Behaviour 	Stealthy. Live in solitary or in mated pairs. (Unaligned Neutral)
Intelligence	Average (Below Human)
Size 	Large (9ft)
Diet 	Carnivore (esp. Animal meat)
Leavings 	Dung (herbology), Fur (potion), Kamadan snakeskin (artifice)
Difficulty 	40cp (Level 4)
Strength 	Stealth, Poisonous bite, Sleep immunity
Weakness 	Exposed snake limbs
Ability 	Sleeping Gas (Stun 2 targets for 1 turn with sleep)
Utility 	Darkvision, Tracking.
Mount Type 	Running
Strategy 	Map x17, y9. Locate > Study > Soothe/Feed > Bond Animal (40 charms dc)
Penalty 	If fail, pet will use sleeping gas breath to put you to sleep and then escape. It is advised to approach with on-hand help to pull you awake (both victim and helper /roll2 on d12 to rouse. dc 6. Sleep some more if both fail!)
Kamadan Lore
Kamadan are magical creatures from the jungles of Chult that resemble leopards except for the additional six snake bodies protruding from their shoulders. Some sages claim that kamadans are related to displacer beasts, although most recognize that the similarities between these two are simply coincidental. Kamadans actually despise displacer beasts and will attack them on sight. Kamadans hunt either alone or in mated pairs and the typical strategy is to use the sleeping gas breath weapon to knock prey unconscious before moving for the kill. The snakes also possess a powerful poison with their deadly, snipping bites.
Summoners:
#14b Faerie Dragon	Details
Habitat 	
Behaviour 	
Intelligence 	
Size 	
Diet 	
Leavings 	
Difficulty 	
Strength 	
Weakness 	
Ability 	
Utility 	
Mount Type 	
Strategy 	
Penalty 	
Faerie Dragon Lore
TBD
Summoners:
===Healing: Slime/Pixie===
#15 Slime 	Details
Habitat 	Undermountains, dungeons.
Behaviour 	Smart, vile, charismatic. Devout to evil god Ghaunadaur. (Chaotic Evil)
Intelligence	High (Above Human)
Size 	Medium (6ft)
Diet 	Carnivore (esp. Protein meat)
Leavings 	Goo (herbology), Ghaunadan Ooze (potion), Pods (artifice)
Difficulty 	Level: 50cp (Level 5)
Strength 	Amorphous Form, Spider Climb, Friendly Gaze, Shapes
Weakness 	Fire and Cold
Ability 	Coat of Slime (2 armour to 1 target)
Utility 	Darkvision, Blindsight, Tracking.
Mount Type 	Speed (Bouncing)
Strategy 	Map x40, y71. Locate > Study > Soothe/Pray > Bond Animal (50 charms dc)
Penalty 	This is a two-in-one slime, requires a two-person assist strategy. The 50dc is a combined team target. If fail, pet will dehydrate you and extract fluids as sacrificial offering, then leaves quoting 'Slime for the Slime God'
Ghaunadan Slime Lore
Loyal servants of Ghaunadaur ‘GON-ah-door’, the god of oozes, slimes, and jellies, the Ghaunadan are intelligent oozes that have full control of their semi liquid bodies and even change forms for over half a day, into a humanoid male or female drow. Ghaunadan's paralytic Coat of Slime could be neutralised with a healing touch to create a healing salve. Ghaunadan’s humanoid form is a unique individual that is always pleasant to those beholding it. Ghaunadan live in subterranean areas where prey is accessible and tend to live alone, though they often reside near and lead other slime- or ooze-based creatures.
Summoners:
#15b Pixie 	Details
Habitat 	
Behaviour 	
Intelligence	
Size 	
Diet 	
Leavings 	
Difficulty 	
Strength 	
Weakness 	
Ability 	
Utility 	
Mount Type 	
Strategy 	
Penalty 	
Pixie Lore
TBD
Summoners:
===Kiss: Shadow Nymm/Flail Snail===
#16 Shadow Nymm	Details
Habitat 	Shadows, between realms.
Behaviour 	Intimidating, judging, cat. (Chaotic Neutral)
Intelligence 	High (Above Human)
Size 	Small (4ft)
Diet 	N/A
Leavings 	Fur (herbology), Whiskers (potion), Shadow wisps (artifice)
Difficulty 	120cp (Level 12)
Strength 	Shadow stealth, timeless wisdom, psychic stare of judgement
Weakness 	Light
Ability 	Kiss of the Pure (1 armour healing kiss on 4 targets)
Utility 	Darkvision, Tracking, Speak All Languages, Telepathy
Mount Type 	Teleport
Strategy 	Map x13, y45. Locate > Study > Heal Other x12 > Bond Animal (120 charms dc)
Penalty 	On step 3, heal alli(es) up to twelve times on d12 /roll2 and aim for total ritual charm of 120. If fail, pet will deride you for your weakness as a pitiful human not worthy of the cat god's attention and leaves!
Shadow Nymm Lore
Shadow Nymm appear as panther or house cat with inky black fur. They are as equal fey deities, immortal and existing outside of time. As such her knowledge is boundless. Nymm find it offensive to imply black cats are bad luck and will appear to punish those who inflict animal cruelty. Many arcanist seek their knowledge in exchange for quests, texts or rare delicacies, but only a few are deemed worthy. She values those who make themselves useful to her, and groom her pride. Shadow Nymm can also express a torrent of psychic energy to savage the minds of her foes or lend healing energy to good-natured souls.
Summoners:
16b Flail Snail	Details
Habitat 	
Behaviour 	
Intelligence 	
Size 	
Diet 	
Leavings 	
Difficulty 	
Strength 	
Weakness 	
Ability 	
Utility 	
Mount Type 	
Strategy 	
Penalty 	
Flail Snail Lore
TBD
Summoners:
===Body Blow: Owlbear/Girallon===
#17 Owlbear 	Details
Habitat 	Forests
Behaviour 	Ferocious, foul temper. Cunning, aggressive. (Unaligned Neutral)
Intelligence	Low (Animal)
Size 	Large (8ft)
Diet 	Carnivore (animal meat; rabbit, bear, troll… and elves, also honey)
Leavings 	Dung (herbology), Fur (potion), Owlbear feathers (artifice)
Difficulty 	30cp (Level 3)
Strength 	Sharp claws, bleeding cuts, super strength, tough hide, rage
Weakness 	Temper, low intelligence
Ability 	Body Blow (Push back 2 targets out of Melee range for 1 turn)
Utility 	Darkvision, Tracking, Truesight
Mount Type 	Running
Strategy 	Map x9, y20. Locate > Study > Soothe/Feed > Bond Animal (30 charms dc)
Penalty 	If fail, pet will enrage, swat you with a heavy blow for unavoidable damage and leave!
Owlbear Lore
Owlbears are large magical or fey beasts with owl heads and the body of a bear. Fur coats their bodies, while feathers line their underarms and head which can rotate up to 270°. Highly aggressive and ferocious, Owlbears are among the most feared predators in the wilderness. Their screeches peirce the night and echo across the land as a warning to others. They hunt with an insatiable appetite, more than that of a giant owl and a bear combined, armed with strength and claws. A hungry owlbear fears nothing, with little  instinct for self-preservation. However, a jar of honey was effective bait for owlbear hunters.
Summoners:
#17b Girallon	Details
Habitat 	Forests, Fae
Behaviour 	Aggressive, territorial, chaotic neutral
Intelligence 	Average (Below Human)
Size 	Large - 8 feet (240 centimeters)
Diet 	Carnivore
Leavings 	N/A
Difficulty 	N/A
Strength 	Physical Power
Weakness 	Temper
Ability 	Body Throw, grabs and throws foe to knock back out of melee (1dmg)
Utility 	Darkvision, climbing
Mount Type 	Running, Climbing
Strategy 	Go to Artificing Forge - Craft 1x Fighter's Glove as a summoning focus
Penalty 	N/A
Girallon Lore
Girallons are aggressive, carnivorous apes with four arms. They were incredibly strong and territorial. An adult girallon is about 8 feet (240 centimeters) tall and weighs 800 pounds (360 kilograms). It resembles a four-armed ape with thick white or black fur and curved tusks in its mouth, distinguishing it from normal apes.
These beasts live in groups led by a dominant adult, who tends to be the oldest of the group. Some primitive tribespeople are known to capture young girallons to raise them to be mounts, using many of the same techniques one would use to train an owlbear.
Summoners:
===Disable: Froggoliath/Nagpa===
#18 Froggoliath	Details
Habitat 	Fresh water, lakes, rivers and swamps
Behaviour 	Live in packs, avoids larger predators. (Unaligned Neutral)
Intelligence 	Low (Animal)
Size 	Medium (6ft)
Diet 	Carnivore (esp insects, fish, birds but also elves, humans, halfling)
Leavings 	Dung (herbology), Frog skin (potion), Sticky slime (artifice)
Difficulty 	10cp (Level 1)
Strength 	Size, Range
Weakness 	Fire
Ability 	Disable (Swallows weapon for 1 turn then regurgitate)
Utility 	Darkvision
Mount Type 	Running (Jumping)
Strategy 	Map x35, y55. Locate > Study > Soothe/Feed > Bond Animal (10 charms dc)
Penalty 	If fail, pet will lick your face full of sticky saliva with a 5 meter tongue then leave!
Froggoliath Lore
Giant frogs are just frogs but giant. They can grow up to 6 ft (1.8m) with tongues as long as 18 ft (5.5 m). Giant frogs fear fire and try to get as far away from it as possible. Due to their extended size, some giant frogs can jump up to 30 ft (9.1 m) high and across gaps that were 20 ft (6.1 m) wide. These monstrous frogs are well camouflaged and can hide to surprise predators or use their large adhesive tongues to capture and restrain foes. Smaller creatures are bitten and swallowed whole. Some giant frogs were known to keep the company of bullywugs or grunts as they are able to communicate and form bonds to protect each other.
Summoners:
#18b Nagpa 	Details
Habitat 	
Behaviour 	
Intelligence	
Size 	
Diet 	
Leavings 	
Difficulty 	
Strength 	
Weakness 	
Ability 	
Utility 	
Mount Type 	
Strategy 	
Penalty 	
Nagpa Lore
TBD
Summoners:
===Harm Ally: Aranea/Girtablilu===
#19 Aranea 	Details
Habitat 	Spider Swamp of Calimshan, Western Fae
Behaviour 	Peaceful, non-predatorial, avoids civilisations. (Neutral)
Intelligence	High (Animal)
Size 	Medium (6ft)
Diet 	Carnivore (esp non-sapient animals)
Leavings 	Dung (herbology), Silk (potion), Poison fangs (artifice)
Difficulty 	40cp (Level 4)
Strength 	Shapechanging
Weakness 	Fire
Ability 	Harm Self (Charms target to use spell against self for 1 dmg)
Utility 	Darkvision, String Web, Surface Climb, Speak Languages (Sylvan, Common)
Mount Type 	Running (Climbing)
Strategy 	Map x37, y29. Locate > Study > Soothe/Feed > Bond Animal (40 charms dc)
Penalty 	If fail, pet will trap you in a strong sticky web and escape (victim and helpers /roll2 on d12 to break free and release allies. dc 6. remain immobilised until web melts away in a half hour if everyone fails)
Aranea Lore
The aranea can transform between a human, half-elf, drow or giant spider, fixed at birth. These creatures are giant humpbacked spiders with a pair of short arms ending in many-jointed fingers and which extend from below their mandibles. Their brain is not located in their head segment but actually in a large hump on their back. In human form, Aranea can cast illusions, charms, poisonous bites or throw webs. Aranea are ruled by the queen and they occasionally go into other communities disguised as healers or barbarians to trade or take a new mate to prevent inbreeding. The aranea, in the disguise of human forms, trade silk, herbs, and poisons with nearby settlements.
Summoners:
#19b Girtablilu	Details
Habitat 	
Behaviour 	
Intelligence 	
Size 	
Diet 	
Leavings 	
Difficulty 	
Strength 	
Weakness 	
Ability 	
Utility 	
Mount Type 	
Strategy 	
Penalty 	
Girtablilu Lore
TBD
Summoners:
===Elements: Genie/Hellhound===
#20 Genie 	Details
Habitat 	Desert, Ocean or Any
Behaviour 	Devout, chaotic
Intelligence	Average
Size 	Large (8ft)
Diet 	Omnivore
Leavings 	Smoke of Gen, Light of Gen, Essence of Gen
Difficulty 	110 cp or 55cp each (Level 11)
Strength 	Elemental mastery
Weakness 	Opposing elements
Ability 	Deals 6 targets with Rain of Fire, Dehydrate Blood, Stalagmite Spikes or Deprive Air
Utility 	Language; Aquan, Jannti, Midani, Terran, Common, Celestial, Common, Ignan, Jannti, Primordial, Infernal
Mount Type 	Carpet summon, flight
Strategy 	x34, y7 (Pairs) Locate > Study > Greet > Meditate (+20cp) > Bond
Penalty 	Does not accept you as worthy of becoming Sha'ir and returns to their plane.
Genie Lore
A genie is born when the soul of a sentient living creature melds with the primordial matter of an elemental plane. Only under rare circumstances does such an elemental-infused soul coalesce into a manifest form that creates a genie. This genie retains no connection to the soul that gave it form, and that life force is the building block that determines the genie's form and apparent gender, as well as key personality traits. Types of genies include the Dao from the Elemental Plane of Earth, often running gem-mining operations. Djinn from the Elemental Plane of Air, the most common types you may know. Efreet from the Elemental Plane of Fire, said to be made of basalt, bronze and congealed flames, and finally Marids, from the Elemental Plane of Water. These are the main four but there are others, including the Qorrash, genies of cold and ice. Khayal, genies of shadow and Jann, humanoid genies who draw their powers from all four of the classical elements but are the weakes of genie types.
Genies have a number of inherent magical abilities but can also train in sorcery of a specific element. Genies create peculiar magic items and employ specialized spells, sometimes in the service of a genie-binding sha'ir. There exists a path of power for the dao, djinn, efreet and marid, each, which are considered lost paths, generally unknown to others.
Genies are sometimes bound to magic items and forced to serve others. Examples of these items included a ring of genie summoning, a lamp of genie summoning, and an astrolabe of entrapment. All genies resent this kind of enslavement. It is possible to free a genie trapped by this kind of servitude by either destroying the device binding them, or using a wish to free the genie. Genies freed from this imprisonment are almost always incredibly grateful to whoever freed them, though they typically did not hang around for long once freed. All genies feel fear and hatred towards Ghul-kin, especially great ghuls, undead genies that could command genies like a sha'ir, a power which they resent them for. Genies will often destroy a great ghul's home whenever it is discovered.
Sha'irs are special wizards able to summon a small elemental familiar called a gen. Gen could be summoned from each of the four elemental planes. No matter which plane the gen came from, it happily became the sha'ir's servant and worked in all of the elemental planes to find magic for its master, including planes opposed to its native element. Most gen are fanatically loyal to their sha'ir. The ritual required to summon and bind a gen lasts many hours. A sha'ir could spend time fasting and communing with the nature of the elemental plane from which the gen would emerge to ensure success. A sha'ir could not be interrupted during this time or the ritual would fail. A sha'ir can hear and see whatever their gen experiences. The two could also communicate at will with each other through a mental link.
The laws governing the imprisonment spell of elemental spirits dictates once freed, the primordial entity can grant three wishes to their rescuer. Six rules apply;
*A genie can only grant a maximum of three wishes per person, with only one thing per wish. If a person asks for multiple things in one wish, i.e. I wish I were rich and handsome, only the first of them is granted.
*A jinn cannot be affected by their own magic.
*Djinns cannot affect minds using magic. I.e. I wish for you to make the princess fall in love with me.
*All wishes must be spoken aloud.
*All wishes must be preceded by the words “I wish….” (or the equivalent in the person’s language)
*Genies are not obliged to grant wishes in accordance with the intent of the person wishing.
Summoners:
#20b Hellhound	Details
Habitat 	
Behaviour 	
Intelligence 	
Size 	
Diet 	
Leavings 	
Difficulty 	
Strength 	
Weakness 	
Ability 	
Utility 	
Mount Type 	
Strategy 	
Penalty 	
Hellhound Lore
TBD
Summoners:
===Bloom: Dryad/Treant===
#21 Dryad of Oak	Details
Habitat 	Forests, Feywilds
Behaviour 	Nurturing to nature, devout, neutral outlook
Intelligence 	Average (Human level)
Size 	Medium (6ft)
Diet 	Photosynthesis
Leavings 	Dryad Sap, Dryad Leaves, Dryad Nectar
Difficulty 	10cp (Level 1)
Strength 	Immortality, Chloromancy
Weakness 	Tree Death
Ability 	Bloom, place a garden of cleansing in an area to remove status
Utility 	Charm, Plant Communication, Sylvan, Elvan
Mount Type 	None
Strategy 	Map x31, y21. Locate > Study > Greet/Pray > Bond (10 dc)
Penalty 	Should you fail, the Dryad forcibly expels you from the forest
Dryad Lore
Dryads are fey maidens tasked with the protection of the forests and trees of their realms. They appear as beautiful women with delicate features seemingly made of soft wood. Hair is made of leaves and foliage that change color with the seasons. They are described to be as beautiful and welcoming as a sunlit glade in high summer and if angered can be as terrifying and deadly as a winter gale sweeping through a barren forest.
The ladies of the oaks wield one of the most powerful enchantments known to men. They like to use it on wanderers and in lands where passions run strong, it is easiest for these enchantments to succeed. All dryads are magically bound to a single tree. These trees serve as the dryad's life force and home. Dryads will fight to the death to protect their bonded tree as should it be cut or destroyed, the otherwise immortal dryad would die. A dryad cannot stray too far from her bonded tree without suffering the same fate, unless they cast a spell on an acorn harvested from their bonded oak tree. With the acorn of the far travel in her possession, the Dryad is considered to be in contact with her tree at all times, regardless of distance.
Summoners:
#21b Treant 	Details
Habitat 	
Behaviour 	
Intelligence	
Size 	
Diet 	
Leavings 	
Difficulty 	
Strength 	
Weakness 	
Ability 	
Utility 	
Mount Type 	
Strategy 	
Penalty 	
Treant Lore
TBD
Summoners:
===Hive Mind: Abeil/Formian===
#22 Abeil 	Details
Habitat 	Hive Cities, Fae
Behaviour 	Expansionistic, dutiful.
Intelligence	Average
Size 	Medium (7ft - 10 ft)
Diet 	Vegetarian (esp. nectar, pollen and larvae)
Leavings 	Abeil droppings, Nectar, Abeil Honey
Difficulty 	20 (Level 2)
Strength 	Weakening Sting, Airborne
Weakness 	Armourless
Ability 	Hive Mind: Synchronises the party's teamwork to boost defence by +1 Armour to all.
Utility 	Darvision, Stunning sting, Elven, Sylvan
Mount Type 	Flight
Strategy 	x11, y20. Locate > Study > Greet/Feed > Bond Animal (20 charms dc)
Penalty 	If fail, bee will sting you into a stun and flutter off to its colony!
Abeil Lore
Abeils are humanoid bee-like creatures that live in large hive-cities. They are divided into three castes: the laboring vassals, the fighting soldiers (stormwings), and the ruling queens. Abeils features are a mix of bees and elves with bristly fur colours in alternating bands of black and yellow over their bodies. Their heads are elf-like, though their eyes are black and faceted, and sport antennae. They have four-digited hands, translucent bee-like wings, and stingers. Vassals and queens have relatively slender limbs, while those of the larger soldiers are much more muscular.
All abeils can emit a sleep-inducing droning sound by beating their wings. Every caste has its own kind of poison that can be injected through stingers. Vassals and soldiers can weaken anyone they sting for up to 2 weeks. Abeils generally fight while airborne and tend to swarm opponents to sting them with debilitating poison. Queens only fight if threatened directly and rather than wielding weapons like bows, they make use of their divine spells.
Abeils split off and build new hive-cities whenever one grows too populous. Vassals perform the hive-city's labor at the behest of their queen, including tasks such as gathering pollen, producing goods, and maintaining the city's structures. A small number of more individualistic vassals make up a group called the vassal court, which served as the queen's council. Soldiers patrol the hive-city and its environs. They are suspicious of any outsiders, and consider nearby civilizations threats to their city. The queen rules the hive-city with absolute power. She is the one to rear the juvenile queens, feeding them royal jelly to convert them into fully-fledged queens when the time comes to build a new settlement.
Summoners:
#22b Formian	Details
Habitat 	
Behaviour 	
Intelligence	
Size 	
Diet 	
Leavings 	
Difficulty 	
Strength 	
Weakness 	
Ability 	
Utility 	
Mount Type 	
Strategy 	
Penalty 	
Formian Lore
TBD
Summoners:
===Celestial: Tiefling/Aasimar===
#23 Tiefling	Details
Habitat 	Narfell, Fae (Plains)
Behaviour 	Devious, but not always evil. Proud and secretive, with dark demeanor
Intelligence	Average (Human-level)
Size 	5-6ft (Medium)
Diet 	Carnivore (Cooked animal meat)
Leavings 	Demon Dung, Fiendish Scales, Unholy Nectar
Difficulty 	30cp (Level 3)
Strength 	Resistance to fire magic
Weakness 	Bloodlines weaknesses
Ability 	Word of the Field: While fiendling is present, caster is immune to Dark-aspected dmg
Utility 	Telepathy, Darkvision, Infernal, Common
Mount Type 	N/A
Strategy 	Map x37, y28. Locate > Study > Greet > Bond Animal (30 charms dc)
Penalty 	Tiefling will humiliate you as pathethetic, too weak to gain favour, and dissapears.
Tiefling Lore
Tieflings are descendants of otherworldly humans who have been infused with the touch of the fiend--demons, devils, evil deities, and such others who have bred with humans. Tieflings are known for their cunning and personal allure, which made them excellent deceivers as well as inspiring leaders when prejudices were laid aside. The celestial counterparts of tieflings were called aasimar. While some Tieflings look like normal humans, most retain physical characteristics derived from their ancestor, with the most common such features being horns, prehensile or non-prehensile tails, and pointed teeth. Some tieflings also have eyes that are solid orbs of black, red, white, silver, or gold. Other more unusual characteristics includes a sulfurous odor, cloven feet, or a general aura of discomfort they leave on others around them.
Tiefling skin was usually human-like in color, though extending past normal human colors into reddish hues as well. Tiefling hair was also often the same color as human hair, though dark blue, red, or purple were common shades amongst the race. Although it was not always the case, tieflings tended to have better reflexes than their human kin. This, along with their natural propensity for hiding and deceit, helped to give tieflings a reputation for thievery and duplicity. Tieflings who have strikingly inhuman features were often killed at birth by their horrified parents or others. Only those tieflings with subtle features or born to someone indifferent to their appearance, either out of acceptance or cruel purpose, were likely to reach adulthood. This means, some families go through generations not knowing of their fiendish ancestry until a demonic Tiefling child is born.
Summoners:
#23b Aasimar	Details
Habitat 	
Behaviour 	
Intelligence	
Size 	
Diet 	
Leavings 	
Difficulty 	
Strength 	
Weakness 	
Ability 	
Utility 	
Mount Type 	
Strategy 	
Penalty 	
Aasimar Lore
TBD
Summoners:
===Find: Goblin/Leprechaun===
#24 Goblin 	Details
Habitat 	Plains, Realms of Fae
Behaviour 	Obstreperous, persuasive personality, stealthy, deceitful, neutral evil
Intelligence	Below Human
Size 	Small - 3′4″‒3′8″ (1.1 m)
Diet 	Omnivore
Leavings 	Goblin Poop, Goblin Claws, Golden Tooth Chip
Difficulty 	10cp (Level 1)
Strength 	Small size
Weakness 	Temper
Ability 	Tinker, reveal workings of an object and crafts/repair it. (+2 to crafting)
Utility 	Darkvision, Devise ambush, Language; Common, Ghukliak
Mount Type 	N/A
Strategy 	Map x37, y28. Locate > Study > Soothe/Bribe > Bond (10 charms dc)
Penalty 	On failed bond, Goblin will steal your coin or valuables and flee!
Goblin Lore
Goblins are a race of small and numerous goblinoids common throughout the worlds of Fae, most commonly hobgoblins, often living in underground caverns near the surface known as lairs. Goblins may have, in fact, been initially created by this related race to serve as scouts and infiltrators.
Goblins usually have flat faces, sloped back forehead, broad noses, pointed ears, and small, sharp fangs. and their eyes varied in color from red to yellow. Their skin color ranged from yellow through any shade of orange to a deep red or shades of green. All members of the same tribe normally shared the same skin color. Goblins typically dress in dark leathers soiled by poor hygiene and colored in a similar range of tones to their skin. Goblins breed extremely rapidly compared with many other races, accounting for their large population.
Goblins often have a short temper, and have a sense of greed that makes it difficult for them to act altruistically. They also generally took sadistic pleasure in exacting revenge once crossed. Being bullied by bigger, stronger creatures has taught goblins to exploit their sheer numbers and malicious ingenuity. They favor ambushes, overwhelming odds, dirty tricks, and any other edges they could devise. Despite their generally poor reputation however, not all goblins were dim-witted or evil. Some goblins have risen to become heroes, gaining enough renown to be accepted into the civilized world.
Summoners:
#24b Leprechaun	Details
Habitat 	
Behaviour 	
Intelligence 	
Size 	
Diet 	
Leavings 	
Difficulty 	
Strength 	
Weakness 	
Ability 	
Utility 	
Mount Type 	
Strategy 	
Penalty 	
Leprechaun Lore
TBD
Summoners:
===Raise: Vampire/Phoenix===
#25 Vampire 	Details
Habitat 	Anywhere, see Ravenloft, Fae
Behaviour 	Predatorial, decadent behavior, lawful evil
Intelligence	Above human
Size 	Medium
Diet 	Blood
Leavings 	Undead Skin, Undead Ash, Vampire Blood
Difficulty 	105cp in trio (Level 13)
Strength 	Dominate
Weakness 	Sunlight
Ability 	Raise - Revives a fallen ally as an enemy, until healed again back to normal.
Utility 	Telepathy, Shapeshift, Undying, Shadowless
Mount Type 	Flight, Speed
Strategy 	Trio, Map x37, y28. Locate > Study > Soothe/Obey > Bond (105 charms dc)
Penalty 	Failure to please the vampire result in being fed on and left to bleed (dc60 heals)
Vampire Lore
Vampires are a type of undead that feed on blood. They are one of the most feared and powerful undead creatures. There's something so pure about a vampire's evil, so perfect in its utter corruption... It'll tear at your throat like a ravenous beast, then smile at your companions as it dabs its blood-soaked lips with a silk napkin.
A vampire looks like it did when alive, but with paler skin, hardened and feral features giving them a predatory aspect, and red eyes that are hard to forget. Their hands are clawed, they do not cast shadows and have no reflections in mirrors. Vampires is always a creature of evil. If it was not evil in life, it becomes so in undeath.
A vampire retains all the abilities it had in life, and gains the ability to drain blood and life energy, and to dominate other creatures with its gaze. A vampire can also command rats, bats, and wolves, or take the form of those creatures. The greatest weakness of all vampire kind is their hypersensitivity to sunlight. If exposed directly to light created by the sun, they will start being harmed instantly, and would eventually burn to ash if they do not hide in the shadows. Additionally, they can not spend more than a moment in running water without being injured.
Vampires are eternally bound to their coffins and the unholy earth where they were buried. While they are either resting or regenerating in their coffin, driving a stake through their undead heart would destroy them instantly. They also can not tolerate the smell of garlic and will not voluntarily enter an area with a strong odor of it. Lastly, they can not enter any residence, without an explicit invitation of the beings inhabiting it.
A new vampire is created when another vampire drains the life out of a living creature. A humanoid or monstrous humanoid can become a vampire. Half-vampires can be created in one of two ways. First, in some rare cases, a vampire could consume enough blood that it could breed with a humanoid, creating half-vampire offspring. Second, in even rarer cases, if a pregnant mother survived having her blood drained by a vampire, her unborn could be "tainted" with vampirism instead.
Summoners:
#25b Phoenix	Details
Habitat 	
Behaviour 	
Intelligence	
Size 	
Diet 	
Leavings 	
Difficulty 	
Strength 	
Weakness 	
Ability 	
Utility 	
Mount Type 	
Strategy 	
Penalty 	
Phoenix Lore
TBD
Summoners:
===Double: Cervitaur/Centaur===
#26 Cervitaur	Details
Habitat 	Woods, Forests, Plains, see Green Isle, Fae
Behaviour 	Timid, kind and gentle
Intelligence 	Average
Size 	Medium
Diet 	Omnivore
Leavings 	Manure, Antlers, Cervitaur Locks
Difficulty 	20cp (Level 2)
Strength 	Agility
Weakness 	Hyperawareness
Ability 	Double: Hitting with extra limbs, does 1dmg twice on 1 target.
Utility 	Languages, Common and Sylvan
Mount Type 	Running Speed
Strategy 	Map x15, y26. Locate > Study > Soothe/Greet > Bond (20 charms dc)
Penalty 	On failing, the Cervitaur will gallop away and flee!
Cervitaur Lore
Cervitaurs find their homes far from civilization, and live in the wilderness. Timid creatures with gentle souls and a natural kindness, Cervitaurs like to spend their time in the fascination of the natural world. As fey creatures, Cervitaurs reach adulthood at the age of 16 years old, and live for about 70 years. Cervitaurs have the upper bodies, down to the waist, of a human, with the same variety in skin tones as humans do. They tend to have a skinny and petite appearance to their human portion of their bodies, resembling an elegant and frail individual, though this does not mean they are not strong. In fact, the strength of their hind legs holds great crushing power like most equine species and can strike with both hooves for double hits. They have the ears of a deer, long and oval shaped and both male and female Cervitaurs develop antlers, though the antlers of male Cervitaurs are much larger than those of females. Male Cervitaurs begin to grow their antlers at the age of 6, while female Cervitaurs may begin to develop theirs at 9 years of age. Antlers may break or have portions of them fall off, but will always regrow until old age. Some female Cervitaurs may never develop antlers. Their human bodies are comparable to that of the proportions of a smaller human, and their equine bodies reach about 4 feet at the withers. Male cervitaurs tend to be much larger than female cervitaurs.
Cervitaurs are a rather hidden and unseen race, favouring to live away from civilization, and living deep within forests, much as a normal deer would. They can be found in open grassy plains as well, but prefer the woods for the purposes of resources and being hidden. Cervitaurs are timid creatures and prefer to stay within their families and groups. They are very intune with the world and nature around them, giving back whatever they take, and only taking what they need. They respect all living things and see themselves a part of the world, as if they belong to the world, as opposed to the world belonging to them and other humanoids, or living creatures. They tend to be very gentle and smart creatures, and are usually very kind to others and their surroundings. They have different morals and views about life and the world than most people would, due to them living far away from civilization. They have a rather innocent view about the world, and haven’t often been exposed to much corruption or industrialized lifestyles. While some Cervitaurs may have found themselves living within cities and towns, and away from nature, their natural instincts and intuitiveness with the natural world will remain.
Summoners:
#26b Centaur	Details
Habitat 	
Behaviour 	
Intelligence	
Size 	
Diet 	
Leavings 	
Difficulty 	
Strength 	
Weakness 	
Ability 	
Utility 	
Mount Type 	
Strategy 	
Penalty 	
Centaur Lore
TBD
Summoners:
===Bardsong: Faun/Satyr===
#27 Faun 	Details
Habitat 	
Behaviour 	
Intelligence	
Size 	
Diet 	
Leavings 	
Difficulty 	
Strength 	
Weakness 	
Ability 	
Utility 	
Mount Type 	
Strategy 	
Penalty 	
Faun Lore
TBD
Summoners:
#27b Satyr 	Details
Habitat 	
Behaviour 	
Intelligence	
Size 	
Diet 	
Leavings 	
Difficulty 	
Strength 	
Weakness 	
Ability 	
Utility 	
Mount Type 	
Strategy 	
Penalty 	
Satyr Lore
TBD
Summoners:
===Wrath: Porcein/Minotaur===
#28 Porcein 	Details
Habitat 	
Behaviour 	
Intelligence	
Size 	
Diet 	
Leavings 	
Difficulty 	
Strength 	
Weakness 	
Ability 	
Utility 	
Mount Type 	
Strategy 	
Penalty 	
Porcein Lore
TBD
Summoners:
#28b Minotaur	Details
Habitat 	
Behaviour 	
Intelligence 	
Size 	
Diet 	
Leavings 	
Difficulty 	
Strength 	
Weakness 	
Ability 	
Utility 	
Mount Type 	
Strategy 	
Penalty 	
Minotaur Lore
TBD
Summoners:
===Strength: Ogre/Orc===
#29 Ogre 	Details
Habitat 	
Behaviour 	
Intelligence	
Size 	
Diet 	
Leavings 	
Difficulty 	
Strength 	
Weakness 	
Ability 	
Utility 	
Mount Type 	
Strategy 	
Penalty 	
Ogre Lore
TBD
Summoners:
#29b Orc 	Details
Habitat 	
Behaviour 	
Intelligence	
Size 	
Diet 	
Leavings 	
Difficulty 	
Strength 	
Weakness 	
Ability 	
Utility 	
Mount Type 	
Strategy 	
Penalty 	
Orc Lore
TBD
Summoners:
===Guiding Light: Bat/Dove===
#30 Shadow Bat	Details
Habitat 	
Behaviour 	
Intelligence 	
Size 	
Diet 	
Leavings 	
Difficulty 	
Strength 	
Weakness 	
Ability 	
Utility 	
Mount Type 	
Strategy 	
Penalty 	
Shadow Bat Lore
TBD
.
Summoners:
#30b Light Dove	Details
Habitat 	
Behaviour 	
Intelligence 	
Size 	
Diet 	
Leavings 	
Difficulty 	
Strength 	
Weakness 	
Ability 	
Utility 	
Mount Type 	
Strategy 	
Penalty 	
Celestial Dove Lore
TBD
Summoners:
===Insight: Raven/Owl===
#31 Shadow Raven	Details
Habitat 	
Behaviour 	
Intelligence 	
Size 	
Diet 	
Leavings 	
Difficulty 	
Strength 	
Weakness 	
Ability 	
Utility 	
Mount Type 	
Strategy 	
Penalty 	
Shadow Ravern Lore
TBD
Summoners:
#31b Light Owl	Details
Habitat 	
Behaviour 	
Intelligence 	
Size 	
Diet 	
Leavings 	
Difficulty 	
Strength 	
Weakness 	
Ability 	
Utility 	
Mount Type 	
Strategy 	
Penalty 	
Celestial Owl Lore
TBD
Summoners:
===Indomittable: Ursine/Leonin===
#32 Ursine 	Details
Habitat 	
Behaviour 	
Intelligence	
Size 	
Diet 	
Leavings 	
Difficulty 	
Strength 	
Weakness 	
Ability 	
Utility 	
Mount Type 	
Strategy 	
Penalty 	
Ursine Lore
TBD
Summoners:
#32b Leonin 	Details
Habitat 	
Behaviour 	
Intelligence	
Size 	
Diet 	
Leavings 	
Difficulty 	
Strength 	
Weakness 	
Ability 	
Utility 	
Mount Type 	
Strategy 	
Penalty 	
Leonin Lore
TBD
Summoners:
===Thrall: Harpy/Succubus===
#33 Harpy 	Details
Habitat 	
Behaviour 	
Intelligence	
Size 	
Diet 	
Leavings 	
Difficulty 	
Strength 	
Weakness 	
Ability 	
Utility 	
Mount Type 	
Strategy 	
Penalty 	
Harpy Lore
TBD
Summoners:
#33b Succubus	Details
Habitat 	
Behaviour 	
Intelligence 	
Size 	
Diet 	
Leavings 	
Difficulty 	
Strength 	
Weakness 	
Ability 	
Utility 	
Mount Type 	
Strategy 	
Penalty 	
Succubus Lore
TBD
Summoners:
===Steal: Kitsune/Neko===
#34 Kitsune 	Details
Habitat 	
Behaviour 	
Intelligence	
Size 	
Diet 	
Leavings 	
Difficulty 	
Strength 	
Weakness 	
Ability 	
Utility 	
Mount Type 	
Strategy 	
Penalty 	
Kitsune Lore
TBD
Summoners:
#34b Neko Cat	Details
Habitat 	
Behaviour 	
Intelligence 	
Size 	
Diet 	
Leavings 	
Difficulty 	
Strength 	
Weakness 	
Ability 	
Utility 	
Mount Type 	
Strategy 	
Penalty 	
Neko Lore
TBD
Summoners:
===Firebreath: Wyvern/Chimera===
#35 Wyvern 	Details
Habitat 	
Behaviour 	
Intelligence	
Size 	
Diet 	
Leavings 	
Difficulty 	
Strength 	
Weakness 	
Ability 	
Utility 	
Mount Type 	
Strategy 	
Penalty 	
Wyvern Lore
TBD
Summoners:
#35b Chimera	Details
Habitat 	
Behaviour 	
Intelligence	
Size 	
Diet 	
Leavings 	
Difficulty 	
Strength 	
Weakness 	
Ability 	
Utility 	
Mount Type 	
Strategy 	
Penalty 	
Chimera Lore
TBD
Summoners:
===Undead Cry: Crypt Cat/Lich===
#36 Crypt Cat	Details
Habitat 	
Behaviour 	
Intelligence 	
Size 	
Diet 	
Leavings 	
Difficulty 	
Strength 	
Weakness 	
Ability 	
Utility 	
Mount Type 	
Strategy 	
Penalty 	
Crypt Cat Lore
TBD
Summoners:
#36b Lich 	Details
Habitat 	
Behaviour 	
Intelligence	
Size 	
Diet 	
Leavings 	
Difficulty 	
Strength 	
Weakness 	
Ability 	
Utility 	
Mount Type 	
Strategy 	
Penalty 	
Lich Lore
TBD
Summoners:
===Siren Song: Lamia/Siren===
#37 Lamia 	Details
Habitat 	
Behaviour 	
Intelligence	
Size 	
Diet 	
Leavings 	
Difficulty 	
Strength 	
Weakness 	
Ability 	
Utility 	
Mount Type 	
Strategy 	
Penalty 	
Lamia Lore
TBD
Summoners:
#37b Siren 	Details
Habitat 	
Behaviour 	
Intelligence	
Size 	
Diet 	
Leavings 	
Difficulty 	
Strength 	
Weakness 	
Ability 	
Utility 	
Mount Type 	
Strategy 	
Penalty 	
Siren Lore
TBD
Summoners:
===Dive: Peryton/Manticore===
#38 Peryton 	Details
Habitat 	
Behaviour 	
Intelligence	
Size 	
Diet 	
Leavings 	
Difficulty 	
Strength 	
Weakness 	
Ability 	
Utility 	
Mount Type 	
Strategy 	
Penalty 	
Peryton Lore
TBD
Summoners:
#38b Manticore	Details
Habitat 	
Behaviour 	
Intelligence 	
Size 	
Diet 	
Leavings 	
Difficulty 	
Strength 	
Weakness 	
Ability 	
Utility 	
Mount Type 	
Strategy 	
Penalty 	
Manticore Lore
TBD
Summoners:
===Howl: Werewolf/Tabaxi===
#39 Werewolf	Details
Habitat 	
Behaviour 	
Intelligence	
Size 	
Diet 	
Leavings 	
Difficulty 	
Strength 	
Weakness 	
Ability 	
Utility 	
Mount Type 	
Strategy 	
Penalty 	
Werewolf Lore
TBD
Summoners:
#39b Tabaxi 	Details
Habitat 	
Behaviour 	
Intelligence	
Size 	
Diet 	
Leavings 	
Difficulty 	
Strength 	
Weakness 	
Ability 	
Utility 	
Mount Type 	
Strategy 	
Penalty 	
Tabaxi Lore
TBD
Summoners:
===Sniping Shot: Viera/Elf===
#40 Viera 	Details
Habitat 	
Behaviour 	
Intelligence	
Size 	
Diet 	
Leavings 	
Difficulty 	
Strength 	
Weakness 	
Ability 	
Utility 	
Mount Type 	
Strategy 	
Penalty 	
Viera Lore
TBD
Summoners:
#40b Elf 	Details
Habitat 	
Behaviour 	
Intelligence	
Size 	
Diet 	
Leavings 	
Difficulty 	
Strength 	
Weakness 	
Ability 	
Utility 	
Mount Type 	
Strategy 	
Penalty 	
Elf Lore
TBD
Summoners:
===Scurry: Laicost/Beguiler===
#41 Laicost 	Details
Habitat 	
Behaviour 	
Intelligence	
Size 	
Diet 	
Leavings 	
Difficulty 	
Strength 	
Weakness 	
Ability 	
Utility 	
Mount Type 	
Strategy 	
Penalty 	
Laicost Lore
TBD
Summoners:
#41b Beguiler	Details
Habitat 	
Behaviour 	
Intelligence 	
Size 	
Diet 	
Leavings 	
Difficulty 	
Strength 	
Weakness 	
Ability 	
Utility 	
Mount Type 	
Strategy 	
Penalty 	
Beguiler Lore
TBD
Summoners:
===Dig: Ianthinarum/Aranthi===
#42 Ianthinarum	Details
Habitat 	
Behaviour 	
Intelligence 	
Size 	
Diet 	
Leavings 	
Difficulty 	
Strength 	
Weakness 	
Ability 	
Utility 	
Mount Type 	
Strategy 	
Penalty 	
Ianthinarum Lore
TBD
Summoners:
#42b Aranthi	Details
Habitat 	
Behaviour 	
Intelligence	
Size 	
Diet 	
Leavings 	
Difficulty 	
Strength 	
Weakness 	
Ability 	
Utility 	
Mount Type 	
Strategy 	
Penalty 	
Aranthi Lore
TBD
Summoners:
===Hoard: Ratatosk/Lotoran===
#43 Ratatosk	Details
Habitat 	
Behaviour 	
Intelligence	
Size 	
Diet 	
Leavings 	
Difficulty 	
Strength 	
Weakness 	
Ability 	
Utility 	
Mount Type 	
Strategy 	
Penalty 	
Ratatosk Lore
TBD
Summoners:
#43b Lotoran	Details
Habitat 	
Behaviour 	
Intelligence	
Size 	
Diet 	
Leavings 	
Difficulty 	
Strength 	
Weakness 	
Ability 	
Utility 	
Mount Type 	
Strategy 	
Penalty 	
Lotoran Lore
TBD
Summoners:
===Plunge: Otteren/Platipi===
#44 Otteren 	Details
Habitat 	
Behaviour 	
Intelligence	
Size 	
Diet 	
Leavings 	
Difficulty 	
Strength 	
Weakness 	
Ability 	
Utility 	
Mount Type 	
Strategy 	
Penalty 	
Otteren Lore
TBD
Summoners:
#44b Platipi	Details
Habitat 	
Behaviour 	
Intelligence	
Size 	
Diet 	
Leavings 	
Difficulty 	
Strength 	
Weakness 	
Ability 	
Utility 	
Mount Type 	
Strategy 	
Penalty 	
Platipi Lore
TBD
Summoners:
===Quills: Pokee/Porcumen===
#45 Pokee 	Details
Habitat 	
Behaviour 	
Intelligence	
Size 	
Diet 	
Leavings 	
Difficulty 	
Strength 	
Weakness 	
Ability 	
Utility 	
Mount Type 	
Strategy 	
Penalty 	
Pokee Lore
TBD
Summoners:
#45b Porcumen	Details
Habitat 	
Behaviour 	
Intelligence 	
Size 	
Diet 	
Leavings 	
Difficulty 	
Strength 	
Weakness 	
Ability 	
Utility 	
Mount Type 	
Strategy 	
Penalty 	
Porcumen Lore
TBD
Summoners:
===Hollow: Vhole/Armordillo===
#46 Vhole 	Details
Habitat 	
Behaviour 	
Intelligence	
Size 	
Diet 	
Leavings 	
Difficulty 	
Strength 	
Weakness 	
Ability 	
Utility 	
Mount Type 	
Strategy 	
Penalty 	
Vhole Lore
TBD
Summoners:
#46b Armordillo	Details
Habitat 	
Behaviour 	
Intelligence 	
Size 	
Diet 	
Leavings 	
Difficulty 	
Strength 	
Weakness 	
Ability 	
Utility 	
Mount Type 	
Strategy 	
Penalty 	
Armordillo Lore
TBD
Summoners:
===Shell: Tortle/Turtlefolk===
#47 Tortle 	Details
Habitat 	
Behaviour 	
Intelligence	
Size 	
Diet 	
Leavings 	
Difficulty 	
Strength 	
Weakness 	
Ability 	
Utility 	
Mount Type 	
Strategy 	
Penalty 	
Tortle Lore
TBD
Summoners:
#47b Turtlefolk	Details
Habitat 	
Behaviour 	
Intelligence 	
Size 	
Diet 	
Leavings 	
Difficulty 	
Strength 	
Weakness 	
Ability 	
Utility 	
Mount Type 	
Strategy 	
Penalty 	
Turtlefolk Lore
TBD
Summoners:
===Spray: Dolphin/Octopi===
#48 Pale Dolphin	Details
Habitat 	
Behaviour 	
Intelligence 	
Size 	
Diet 	
Leavings 	
Difficulty 	
Strength 	
Weakness 	
Ability 	
Utility 	
Mount Type 	
Strategy 	
Penalty 	
Light Dolphin Lore
TBD
Summoners:
#48b Dark Squid	Details
Habitat 	
Behaviour 	
Intelligence 	
Size 	
Diet 	
Leavings 	
Difficulty 	
Strength 	
Weakness 	
Ability 	
Utility 	
Mount Type 	
Strategy 	
Penalty 	
Shadow Octopus Lore
TBD
Summoners:
===Maul: Shark/Sea Cat===
#49 Dark Shark	Details
Habitat 	
Behaviour 	
Intelligence 	
Size 	
Diet 	
Leavings 	
Difficulty 	
Strength 	
Weakness 	
Ability 	
Utility 	
Mount Type 	
Strategy 	
Penalty 	
Shadow Shark Lore
TBD
Summoners:
#49b Sea Cat	Details
Habitat 	
Behaviour 	
Intelligence	
Size 	
Diet 	
Leavings 	
Difficulty 	
Strength 	
Weakness 	
Ability 	
Utility 	
Mount Type 	
Strategy 	
Penalty 	
Sea Cat Lore
TBD
Summoners:
===Chomp: Triceratops/Tyrannosaurus===
#50 Triceratops	Details
Habitat 	
Behaviour 	
Intelligence 	
Size 	
Diet 	
Leavings 	
Difficulty 	
Strength 	
Weakness 	
Ability 	
Utility 	
Mount Type 	
Strategy 	
Penalty 	
Triceratops Lore
TBD
Summoners:
#50b Tyrannosaurus	Details
Habitat 	
Behaviour 	
Intelligence 	
Size 	
Diet 	
Leavings 	
Difficulty 	
Strength 	
Weakness 	
Ability 	
Utility 	
Mount Type 	
Strategy 	
Penalty 	
Tyrannosaurus Lore
TBD
Summoners:
===Skycall: Pteranodon/Quetzalcoatlus===
#51 Pteranodon	Details
Habitat 	
Behaviour 	
Intelligence 	
Size 	
Diet 	
Leavings 	
Difficulty 	
Strength 	
Weakness 	
Ability 	
Utility 	
Mount Type 	
Strategy 	
Penalty 	
Pteranodon Lore
TBD
Summoners:
#51b Quetzalcoatlus	Details
Habitat 	
Behaviour 	
Intelligence 	
Size 	
Diet 	
Leavings 	
Difficulty 	
Strength 	
Weakness 	
Ability 	
Utility 	
Mount Type 	
Strategy 	
Penalty 	
Quetzalcoatlus Lore
TBD
Summoners:
===Cunning: Deinonychus/Velociraptor===
#52 Deinonychus	Details
Habitat 	
Behaviour 	
Intelligence 	
Size 	
Diet 	
Leavings 	
Difficulty 	
Strength 	
Weakness 	
Ability 	
Utility 	
Mount Type 	
Strategy 	
Penalty 	
Deinonychus Lore
TBD
Summoners:
#52b Velociraptor	Details
Habitat 	
Behaviour 	
Intelligence 	
Size 	
Diet 	
Leavings 	
Difficulty 	
Strength 	
Weakness 	
Ability 	
Utility 	
Mount Type 	
Strategy 	
Penalty 	
Velociraptor Lore
TBD
Summoners:
===Body Roll: Crocodile, Alligator===
#53 Crocodile	Details
Habitat 	
Behaviour 	
Intelligence 	
Size 	
Diet 	
Leavings 	
Difficulty 	
Strength 	
Weakness 	
Ability 	
Utility 	
Mount Type 	
Strategy 	
Penalty 	
Crocodile Lore
TBD
Summoners:
#53b Alligator	Details
Habitat 	
Behaviour 	
Intelligence 	
Size 	
Diet 	
Leavings 	
Difficulty 	
Strength 	
Weakness 	
Ability 	
Utility 	
Mount Type 	
Strategy 	
Penalty 	
Alligator Lore
TBD
Summoners:
===Wave: Plesiosaurus/Elasmosaurus===
#54 Plesiosaurus	Details
Habitat 	
Behaviour 	
Intelligence 	
Size 	
Diet 	
Leavings 	
Difficulty 	
Strength 	
Weakness 	
Ability 	
Utility 	
Mount Type 	
Strategy 	
Penalty 	
Plesiosaurus Lore
TBD
Summoners:
54b Elasmosaurus	Details
Habitat 	
Behaviour 	
Intelligence 	
Size 	
Diet 	
Leavings 	
Difficulty 	
Strength 	
Weakness 	
Ability 	
Utility 	
Mount Type 	
Strategy 	
Penalty 	
Elasmosaurus Lore
TBD
Summoners:
===Avalanche: Frost Bear/Frost Giant===
#55 Frost Bear	Details
Habitat 	
Behaviour 	
Intelligence 	
Size 	
Diet 	
Leavings 	
Difficulty 	
Strength 	
Weakness 	
Ability 	
Utility 	
Mount Type 	
Strategy 	
Penalty 	
Frost Bear Lore
TBD
Summoners:
55b Frost Giant	Details
Habitat 	
Behaviour 	
Intelligence 	
Size 	
Diet 	
Leavings 	
Difficulty 	
Strength 	
Weakness 	
Ability 	
Utility 	
Mount Type 	
Strategy 	
Penalty 	
Frost Giant Lore
TBD
Summoners:
===Love: Cupid/Cherub===
#56 Cupid 	Details
Habitat 	
Behaviour 	
Intelligence	
Size 	
Diet 	
Leavings 	
Difficulty 	
Strength 	
Weakness 	
Ability 	
Utility 	
Mount Type 	
Strategy 	
Penalty 	
Cupid Lore
TBD
Summoners:
56b Cherub 	Details
Habitat 	
Behaviour 	
Intelligence	
Size 	
Diet 	
Leavings 	
Difficulty 	
Strength 	
Weakness 	
Ability 	
Utility 	
Mount Type 	
Strategy 	
Penalty 	
Cherub Lore
TBD
Summoners:
===Shower: Drake/Whales===
#57 Ice Drake	Details
Habitat 	Cold Desert
Behaviour 	Normally wild and vicious, but also cautious. (Chaotic Evil)
Intelligence 	Average (Below Human)
Size 	Large (12ft)
Diet 	Carnivorous (esp. animal meat)
Leavings 	Dung (Common), Frost scale (Useful), Draken frost (Rare)
Difficulty 	70cp (Level 7)
Strength 	Cold Immunity, Sleep/Paralysis immunity.
Weakness 	Fire
Ability 	Glacial Shower (1 Armour on 2 targets)
Utility 	-
Mount Type 	Flying, Swimming
Strategy 	Complete Challenge (70 dc) > Tame Monster > Study Animal
Penalty 	-
Ice Drake Lore
Ice drakes are a species of elemental drake with ivory-coloured scales in tinges of ice-blue. Their limbs are short and stocky, and their tails wide and flat. Ice drakes only attack creatures smaller than them. In a fight, they focus on one at a time, to weaken the enemy and fly off with them. Ice drakes are scavengers that live in cold deserts. They are intelligent enough to speak, and know the Draconic language, Auran or Aquan. Ice drakes live either alone or in clusters of up to six individuals and their claws are naturally freezing cold.
Summoners:
#57b Sea Whale	Details
Habitat 	Aquatic
Behaviour 	Emotionally, socially intelligent. (Neutral)
Intelligence 	Average (Below Human)
Size 	Gargantuan (50ft)
Diet 	Carnivorous (esp. fish)
Leavings 	Dung (Common), Whale oil (Useful), Whale bone (Rare)
Difficulty 	60cp (Level 6)
Strength 	Large size
Weakness 	Fire, Electric
Ability 	Geyser Shower (1 Armour on 2 targets)
Utility 	-
Mount Type 	Swimming
Strategy 	Complete Challenge (60 dc) > Tame Monster > Study Animal
Penalty 	-
Sea Whale Lore
Killer whales, narwhals, and sperm whales are active hunters that prey upon giant squids and krakens, though often rely on smaller, more accessible food. Baleen whales are among the largest most intelligent variety of whales and feed by straining seawater through long strips of baleen in place of teeth, in order to eat plankton and krill. Whalebone is used in the creation of corsets popular among noble women. Their oil is used as lamp oil in Maztica but to the Elven god Deep Sashelas and the deities Istishia and Valkur, whales are sacred. Whaletime is a calendar system used by the marine species. Notable whales include the Leviathan, one of the Children of the Earthmother goddess.
Summoners:
===Draconic Cry: Hydra/Dragon===
#58 The Hydra	Details
Habitat 	Swamps
Behaviour 	Solitary (Neutral)
Intelligence 	Average (Below Human)
Size 	Huge (20ft)
Diet 	Carnivorous (esp. Animal meat)
Leavings 	Dung (Common), Hydra hide (Useful), Hydra teeth (Rare)
Difficulty 	80cp (Level 8)
Strength 	Darkvision, Regeneration
Weakness 	Multiple target
Ability 	Earthen Cry (1 armour bonus to 2 targets)
Utility 	-
Mount Type 	Speed, Swimming
Strategy 	Complete Challenge (80 dc) > Tame Monster > Study Animal
Penalty 	-
Hydra Lore
Multi-headed reptile with scales that range from grayish-brown to dark brown. Hydra grow two heads if one is severed, though this could be prevented by applying fire or acid to the injured neck stump. Until all heads are removed from their body, a hydra will not die. Hydra live solitary lives, gathering only for the purpose of mating. A pregnant hydra preparing to give birth will build a nest. It digs a pit beside a pond or body of water, then lines it with sticks and weeds. There are 5 subtypes of Hydra including the Cryohydra, Duergahydra, Lernaean, Pyrohydra and Sea hydra. Some individuals of most types of hydras are servants of the dark Chultan demigod Eshowdow.
Summoners:
#58b Fire Dragon	Details
Habitat 	Mountains
Behaviour 	Rapacious, cunning, and destructive. (Chaotic Evil)
Intelligence 	Exceptional
Size 	Gargantuan (50ft)
Diet 	Carnivorous (esp. Animal meat)
Leavings 	Dung (Common), Dragon scale (Useful), Dragon fang (Rare)
Difficulty 	170cp (Level 17)
Strength 	Fire, Strategy
Weakness 	Gold
Ability 	Draconic Cry (1 damage bonus to 2 targets)
Utility 	-
Mount Type 	Speed, Flight
Strategy 	Complete Challenge (170 dc) > Tame Monster > Study Animal
Penalty 	-
Dragon Lore
Red dragons are physically distinguished by their enormous size and wingspan, which is the widest of all dragons, both in absolute size and relative to body length. Red Dragons are covetous, evil creatures, interested only in their own well-being, vanity and the extension of their treasure hoards. They are supremely confident of their own abilities and are prone to making snap decisions without any forethought. The vanity of red dragons is often revealed in their prideful postures and the looks of disdain with which they regard all others. One rogue red dragon that had a crisis of conscience is Lux.
Summoners:
==Textbook 4: Exam Papers & Revision==
===Trial: Ice Drake Hide & Seek===
===Trial: Sea Whale Ocean Race===
===Trial: Hydra Whack-a-Head===
===Trial: Fire Dragon Waterfight===
===Essay: What is a Creature===
===Essay: The Szakaaran War===
===Quest: Cyber City Rescue===
===Quest: Wildlife in Crisis===
Category:Lore