Avernite Wildlife (not researched) Part One: Mountainous, Tropics, Desert, Forest, Plains, Tundra, and Volcanic

There are countless strange and terrifying species native to Avernus, and a few strangely harmless ones (totally untrustworthy). Many of these species have not yet been fully investigated by the Adeptus Mechancius. Part Two can be found Here.

## Mountainous

### Avalanche Shrub

Among the flora of Avernus' Spine, the most dangerous, if in an indirect manner, is probably the Avalanche Shrub. On the surface, the Avalanche Shrub resembles any other mountain shrub, but belowground it has an extensive and dense root system that often covers hundreds of cubic kilometers. All Avalanche Shrubs in this area will be part of a single colony. Somehow, the roots of an Avalanche Shrub slowly leech the strength from the surrounding rock and gain it themselves. If this leeching goes on long enough, the only thing holding the section of mountain together is the Avalanche Shrub. When an Avalanche Shrub dies for any reason, its root system loses all unusual strength, which causes the areas of the mountain it was holding together to collapse in a massive avalanche and other areas to become structurally unstable. Nothing was known about Avalanche Shrubs until the one holding much of the mountain the city of Gormec was built into was killed, causing the single biggest disaster in Avernus' Spine. Since then, all areas are checked for Avalanche Shrubs before any construction begins.

### Dominion Fig

An evolution of the Meteor Fig, the Dominion Fig prefers stealth and manipulation to spread its seeds. Unlike the Meteor Fig, the Dominion Fig can determine if its prey is traveling as part of a group, and will wait for the entire group to be both well within its reach and distracted before attacking. To facilitate this, it utilizes illusionairy lures to both entice prey and incite conflict; rival predators might be lured to attack each other with visions of wounded prey for instance.
The fruit of the Dominion Fig is longer and narrower than that of the Meteor, and does not burn. Instead it is covered in a hairy, multi-layered rind. Each layer is imbued with a series of psychic effects. When the fruit strikes its prey it will burrow into its victim's flesh and the rinds will discharge their powers in turn.
The outermost rind secretes a powerful paralytic agent. The second layer release a telepathic pulse that erases the memory of being attacked from the victim's mind and prevents them from noticing the fruit. The third layer contains a biomantic power that heals the entry wound, clears the paralytic agent and fuses the fruit to its victim.
Once embedded in a victim the fruit extends tendrils throughout the host, feeding on its living flesh and often spreading Torment Wasp eggs.
Dominion Fig trees tend to sport longer branches and more ruddy leaves than Meteor Figs.

### Torment Wasp

The Torment Wasp is an evolution of the Fig Wasps of the Avenus Spine. Individual Torment Wasps possess a weak pain aura, and a swarm projects a field of agony that can incapacitate a grox. The sting of the Torment Wasp, while agonizing, is usually drowned out by the pain inflicted by the swarm. Female wasps lay large clutches of eggs, which the males then take into their stingers and fertilize. The sting of a male wasp will inject one or two eggs into the victim.
Torment Wasps have a symbiotic relationship with Meteor Figs, being that species primary pollinators. Interestingly, Torment Wasps will often inject eggs into Meteor Fig fruits. Enzymes in the fruit cause the eggs to enter a state of stasis, which only ends with the application of prolonged heat.

### Stone Dragon

The third of the common dragons is the Stone Dragon, an incredibly strong and heavily armored ground bound Dragon the size of a Scout Titan. While the Stone Dragon like many dragons possesses a fiery breath weapon its most dangerous weapons is its sheer strength and the super-hard spikes on its tail. The scales of a Stone Dragon are both far thicker even those possessed by other dragons and somewhat harder then Adamantine, making slaying a Stone Dragon a major challenge.

### Mountain Dragon

This species lives in the isolated caves of Avernus' Spine, usually uncovered by the deaths of Avalanche Shrubs or by regional mining, much to the dismay of the miners who find them.

These creatures bare certain lizard-like properties similar to that of the Sky Dragon, earning its name. Mountain Dragons are born roughly the size of an adult grox and grow far larger from there, the largest on record being just below the size of a Warhound Titan though there can quite possibly be even larger ones.

Their most distinctive attribute are their enormous slab-like scales which cover almost the entirety of their body. These scales are incredibly tough, having about 80% the strength of adamantium and a heat resistance high enough that a plasma foil needs to be pushed in in order to pierce them. They are also surprisingly agile for their size, capable of manoeuvring over rough terrain easily and climbing quickly with little effort. Lumbering giants they are not.

Surprisingly enough, neither their scales nor their agility are noted to be created or maintained through the use of psychic abilities and are in fact produced using completely mundane - though extraordinary - means. They do have psychic abilities but unlike most species on Avernus they are completely pedestrian: a form of Biomancy to multiply the energy extracted from food and a unique combination of Biomancy and the lost art of Geokinesis to gain some small amount of sustenance from heavy metals and minerals.

Their armour and agility make them fearsome enough opponents, but they also come with a powerful breath weapon. It's a simple thing, an unshaped cone of fire, but the fire produced is *extremely* hot, enough to instantly vaporise rock and most metals it comes into contact with. Larger Mountain Dragons tend to produce more fire.

As far as close-quarters abilities go they are extremely dangerous, as one might expect. Their bites are strong, as are their claws, and their tails have spikes they can fold away to skewer or bash opponents as they see fit.

Though their scales give them extraordinary protection, they are not invulnerable. Though their eyelids are as durable as the rest of their body, their eyeballs are less so, only having the protection of high-grade armacrys. They're not as durable against sonic and grav weaponry and while their scales are very radiation resistant, they're not completely immune and a high enough concentration of rad weapons will seriously debilitate them.

### Chasmfiend

​Without any doubt the most fearsome of the creatures that inhabit the Avernus´ caves known to date are the chasmfiends, these are massive crustacean-like are covered with a hard, protective exoskeleton of interlocking carapace. They have a twisted, arrowhead-like face, green eyes and a mouth full of barbed mandibles with a couple of secondary claws similar the chelicerae of that uses to manipulate its food. They also have 14 legs and 4 massive crab-like claws capable of crushing a Land Raider these are their principal means of attack, at the end of the tail they also another claw. We have not yet enough data to know their exact size, most of the witness describes them 20 to 30 meters tall and more than 100 meters long, but without knowing the age of those creatures and given their crustacean nature oldest specimens could potentially be 3 times bigger or more, but despite their size these creatures are unnaturally quick and agile.

We are sure that these creatures use at least great amounts of biomancy, there is no other logical explanation of how such a massive being could exist and be so goddam quick without it, but, considering the report of the witnesses, seems likely that chasmfiends possess more than one psyker powers (they are unnaturally precise when they are tracking their prey and in one occasion one of the survivors described to have seen one of them breathing fire)

Recently one generator discovered two heavily discomposed Chasmfiend corpses near the mouth of a cave (it looked like both of them fought to the death for territorial issues), despite the danger he managed to obtain some samples. From them, we have found out that the shell is incredibly though, despite it´s organic nature the protective properties are almost identical of both Adamantium and Ceramite combined while at the same time it´s much more flexible and lighter than any of those materials. But the most interesting sample is a really huge unpolished gemstone found deep inside it´s body, the crystal of this gem is completely to any other known material, is continuously glimmering weakly and it seems to react to the use of Psyker abilities.

But despite all of this the most terrifying fact about these creatures is that despite all their power they are only larvas. We have almost no data on the chasmfiend's life cycle, but we know that at some point within it, it emerges to the surface and looks for appropriate spot, there it forms an extremely though and resilient cocoon. No one knows which type of creature emerges from the cocoon, but almost certainly something even more terrible .

### Stalagwyrm

Whether a variant of the Gnaw Worm combined with the troll or something else, the Stalagwyrm is an impressive foe. On average nearly nine metres long and weighing several tons, their rock-like hide is supernaturally resistant to weapon fire.

Their main ability seems to be their obvious tunneling skills, but Stalagwyrms also seem to enjoy picking up psychically active gemstones and embedding them into their skin. Subconsciously or not these gems then act as channels for various minor powers, and sometimes even major ones. While there is a near-endless variety of powers they can potentially acquire, common ones seem to enhance their strength or give them a type of tactile telekinesis.

### Ferro Beasts

Iron consuming creatures able to devour raw ore and process it internally to create their metallic shell, and armed with a potent acid. This seems to be amongst the easiest creatures for Avernus to modify, as beasts with shells of new material are already starting to emerge.

### Crazed Cave Bats

Individually boring, but all together terrifying, Crazed Cave Bats are ferocious swarming pests. Their capacity to breed is matched only by their complete and utter disregard for their own lives, willing to launch themselves into danger at a moment’s notice, spitting fury and death.

### Basilisk

Large lizards that are content to sleep deep underground for the most part. When roused however, they reveal a most curious non psychic power. The ability to release nearly invisible lasers from their eyes. If these lasers interact with the eyes of another being they are designed to obliterate their nervous system, causing at best paralysis, or more frequently instant death. Eye protection can guard against this to an extent, but it is never certain.

### The Whispering Death

Found in and underneath the mountains east of Tarascon the Whispering Death is a sight that will look familiar to anyone who knows the Gnaw worm. The Whispering death is a subspecies of Gnaw worm whose large head and entire body is covered in large metal spikes. On average the Whispering Death is 95 feet long. The largest part of the whispering death is it’s round head, being almost 3 times the width of the rest of its body. The maw of the Whispering Death is a thing of horror, 6 rings of rotating teeth which it uses to eat through rock, ore and it’s prey alike. Besides meat the Whispering Death eats large amounts of metal ores which it uses to grow the spines that cover its body. The Whispering Death is a skilled ambush predator jumping animals on the surface by emerging from the ground beneath them and striking fast.

The Whispering Death is an extremely deadly creature which has quite a few abilities. The first is its ability to launch the metal spikes that cover its body at a target, the effectiveness of the spines depends on the ores that the Whispering Death has consumed. The second is of course it’s maw, which has 6 rows of teeth which rotate in opposite directions. The noise these teeth make while rotating is a haunting thing. The last ability of the Whispering Death and the reason for its name is it’s aura of silence. The Whispering Death exudes an aura of near total silence around it making even the loudest noises muffled and near inaudible. It uses this aura to conduct its ambushes and dig its tunnels almost entirely silently, one of the few things people can hear in this aura is the sound of the Whispering Deaths rotating teeth, which has been dubbed the whisper.

## Tropics

### Chameleon Crocodiles

The most dangerous of the animals of Everglades are the Camo Crocs, or Chameleon Crocodiles, as they are more formally known. Camo Crocs are large aquatic reptiles, ranging from four to eight meters in length and from five hundred kilograms to one and a half tons in weight. The bite of a Camo Croc is enormously strong, there having been instances of carapace armoured guardsmen being bittern in half. The most dangerous aspect of a Camo Croc is the ability from which they got their name: their chameleon skin. A Camo Croc's skin can change color to match the surroundings or to several preset disguises, such as floating logs. A well hidden Camo Croc can often ambush even experienced alert guardsmen and are the main reason for the high casualty rate among the Biharti Steel Guard in the Everglades.

### Giant Mosquito

Another obviously warp-tainted creature in Everglades is the Giant Mosquito, which resembles the common mosquito found on many worlds but has been mutated until it is the size a a landspeeder. The main prey of the Giant Mosquito seem to be Camo Crocs which they can somehow find with unerring accuracy. The proboscis of the Giant Mosquito is capable of piercing the thick hide of a Camo Croc with ease and injects a paralyzing agent which prevents the Camo Croc from moving as the Giant Mosquito drains it dry. Fortunately Giant Mosquitoes are easily spotted and can be shot down with lasguns.

### Static flies

The insects common to the warm, damp places of Avernus, tropical belt especially, static flies' disruptive effect on colonization effectiveness, while apparent, was not attributed for a long time. Those small flying creatures are not especially dangerous to a properly protected men. Sure, a small swarm of them can chew flesh from one's arm in under a minute and even a single fly can lay an egg in the flesh, gestating of which can lead to an amputation. But even armor as basic as flakweave will protect from their bites, and they will naturally avoid dry, fresh air and strong air currents, meaning that it's very easy to take precautions against their attacks. Maggots are even more harmless, despite having strong jaws and sharp mandibles, they are not aggressive and prefer dead meat over living flesh.

Static fly's real strength lies in the ability to compromise communications. Even a single fly can make basic communication protocols like open vox transmissions impossible, filling the air with annoying buzz sound. The more of them are in the area, the more pronounced the effect will be, eventually compromising sound waves, frequency-shifting scrambled military communications, encrypted vox sessions, and even short-burst laser sessions - basically, every kind of wireless communications. There are yet unconfirmed messages of dense concentrations of static flies, a sight rarely encountered naturally, intercepting a telepathic polylog and even scrambling light-based optic sensors (human eyes included). The effect was for a long time attributed to the planet itself or an unknown entity: no one did suspect a yet another low-danger murder-insect, common sight in many biomes, to have this disruptive ability.

This kind of communication interference will greatly decrease efficiency of Avernite military in tropical areas where static flies are more common. Preliminary hypothesis is that their ability is a conceptual communication-breaking warp effect, especially effective on entites extensively relying on wireless communication technology, most notable example being necrons.

### Harpoon Toad

The Harpoon Toad was an organism that was discovered midway through the colonisation of Avernus's rainforests, averaging around the size of a man's hand, these bulky toads are naturally camouflaged to their environment -although no one pattern exists between them- and can leap around nigh silently.

Individually, a Harpoon Toad is timid and cautious although gluttonous, fleeing from contact with any potentially dangerous being unless there happens to be food close by, but are otherwise greedy and violent towards anything outside of it's pack, a Harpoon Toad not seen with at least a dozen other of their kind is likely to be found searching for such, using ultrasonic croaking to find them.

Once a Harpoon Toad is in a group, they'll hunt practically anything they can find near them using their harpoon-like tongues to latch on and tear out chunks of flesh, having a seemingly instinctual grasp of tactile telekinesis (Although it's limited to the pads of their feet and their barbed tongues) powerful enough that pulling them off of any surface requires enough strength to either tear their legs off or uproot the material they've latched on to along with the toad, they can fire their tongues at speeds matching that of a rifle shot (augmented by their power) to tear through almost anything up to a flak vest, and then hooking it into the flesh of the unfortunate victim, requiring it to either be cut out along with the flesh surrounding it or cut away at the connecting tongue, this rarely has time to fully cut away the tongue, however.

Standard hunting tactics involve two or three of the Toads to hit the target and then keep still, holding it in place, while the others get to work pulling in their feed, chunk by chunk, and against groups they'll resort to hit-and-run attacks, firing once or twice at important points before changing position to attack again, most species of the Toads do not have venom, but with the wicked barbs on their tongue, along with the depth they normally penetrate to, it only takes a few hits before blood loss becomes a concern.

They appear to reproduce asexually, laying multiple eggs within corpses that will hatch into ravenous teethed tadpoles which grow to maturity within around a week, in the meantime eating away at the weaker tadpoles, once they've grown to maturity, the group they end up with is the one they'll normally stay in for most of their lives.

### Bog Goliath

The largest creature ever witnessed in the Everglades. These enormous beasts-- standing dozens of meters tall-- live in a symbiotic relationship with the Samsonite Algae that grows from their hardened flesh. The Bog Goliath lives a relatively tranquil existence amidst the swamps and bayous, and its appearance is quite rare, rising from the deepest waters of the Everglades only to occasionally bask in the sun nearby.

Samples of the Samsonite Algae have revealed that their photosynthetic pathways are remarkably efficient, and are capable of supplying the host body with a significant amount of necessary sugars and other nutrients. The remainder can be supplemented by ingesting necessary proteins and other organic matter too complex for the Algae to synthesize. These substances can be found in great abundance amidst the rotting biomatter at the floor of most wetlands.

Despite their docile appearance, the Bog Goliath is extremely dangerous when angered or should it believe itself to be under threat. In addition to its incredible bulk, the Bog Goliath can also exude clouds of deadly, corrosive vapor that make its diamond-hard claws a danger to even the most hardened targets. Furthermore, they are capable of exhibiting perfect control over their long, hair-like algael covering. The Samsonite Algae is surprisingly durable, and the Bog Goliath can transform its symbiotic partner into a veritable fortress of lashing tendrils.

Their great size aught to make surfacing impossible under normal circumstances. It's believed that the Bog Goliath possesses either incredibly durable skeletal and muscular systems, or some manner of altering its effective mass. No strange gravitational effects have been observed in the presence of the Bog Goliath, indicating that any force responsible for this impressive property must be largely internal in nature.

The Bog Goliath possesses no known predators and appear to be phenomenally long-lived. Furthermore, analysis of Bog Goliath genetics have revealed an incredibly complex chromosomal structure. Each Bog Goliath appears to contain the genetic material of a vast array of plant and fungus species, and analysis of algael sheddings have revealed the presence of a variety of seeds and spores belonging to flora found in the Goliath's local territory. Does the Bog Goliath serve as a form of survival mechanism for the forest, or are they in fact responsible for the jungles of the Everglades themselves?

### Confluence Hydra: The Great River Dragon

Conversations with Mycenid Stalkers revealed the presence of a hitherto unknown species of Avernite megafauna. I have acquired only one sample of the creature to study, and even then I am told that it is but one facet of a much larger beast. The Confluence Hydra (known to the Mycenids as The Great River Dragon) is a serpentine creature of colossal size that dwells in the deepest waterways of the Everglades.

The Confluence Hydra has an extremely unique physiology. At first glance appearing to be reptilian, further study has revealed that its body is in fact comprised primarily of algae-like slime. While the creature is alive, this slime appears to harden significantly, which is likely due primarily to its ability to manipulate the water in its environment (see below). This gelatinous property seems to allow the Confluence Hydra to blend almost seamlessly into its native aquatic environment while simultaneously providing the species with nearly unmatched regenerative capabilities. The specimen I studied reportedly split off two additional, smaller hydras, both of which seem to have evaded capture.

The creature is capable of storing and projecting large volumes of water. By gathering swampwater through its snake-like body, the Confluence Hydra can launch powerful hydraulic jets from its mouth with enough pressure to cut through even reinforced vehicle plating. They seem to be capable of guiding this jet of water remotely, and have exhibited the ability to control water in their environment to the point of causing nearby plants (and humans) to immediately wither as water is ripped from their bodies. Fortunately, this hydrokinetic manipulation seems to be limited to a relatively small area, and it's unknown whether they can control other fluids as well. They are also able to unleash deadly clouds of toxic vapor, apparently refined from deadly microorganisms that dwell in the swamps of the Everglades, but which exist in much greater concentrations in the species' tissues.

The Mycenids regard the Confluence Hydra as a deity of some sort, or perhaps a wrathful spirit. According to one Stalker I conversed with, the Confluence Hydra is in fact a single mighty organism, with each serpentine head linked together amidst the meandering waterways of the deep marsh. I have not been able to confirm nor deny the veracity of this claim, though the fact remains that the Confluence Hydra is an extremely dangerous creature, and a constant threat to adventurers who choose to plumb the dark inner reaches of the Everglades.

### Dunce Cap

Identifiable from their simple, white, conical fruiting body and their tendency to grow amidst the old undergrowth and dying lower branches of great trees, the Dunce Cap is simultaneously one of the most innoccuous and most dangerous species of fungus found in the Everglades. The fruiting body and mycellar structure are largely harmless; except for a mild stomach ache and dizziness that can result from ingesting the toadstool without first properly preparing it, the mushrooms are entirely edible and possess a mild, nutty flavor. However, the spores have a unique structure that enables them to persist airborne for long periods of time, especially in the stagnant air currents of the Everglades' swamps, and pose a substantial risk to any who travel the waterways.

Once inhaled, these spores will lodge themselves in the sinus, whereupon they begin to release chemicals that have a profound and detrimental effect on the brain's higher functions. More fortunate victims have reported witnessing hallucinations and an intensification of pleasant color and sound in their surrounding environments, accompanied by a state of nausea similar to intense inebriation. These spores are insidious; while a large dose will often take effect immediately, even inhaling a small amount will result in full manifestation of symptoms, albeit in a matter of hours rather than seconds. This often means that explorers travelling the waterways will believe themselves safe from harm until they move beyond the standard PDF patrol routes, whereupon symptoms will set in. Death often follows swiftly, as the state of intoxication this fungus' spores induce renders victims increasingly vulnerable to predatory species. On Avernus, any lapse of awareness means death.

Interestingly, it has been found that the Dunce Cap's spore clouds can maintain their shape even under significant shear forces. It's believed that the fungus is somehow capable of arresting the mobility of its protective cloud, possibly via a yet undiscovered psychic power. This field will weaken periodically throughout the year, allowing the spores to travel and take root throughout the Everglades. Explorers are strongly advised to avoid travelling during these seasons, and PDF patrols are recommended to requisition appropriate personal protection equipment with air filters rated as Class B or higher.

### Amrita Amanitas

A curious specimen of fungus with a vividly decorative fruiting body. The Amrita Amanita's flavor is intense and rich, with the vague hint of some familiar and yet unknowable spice. The exact spice will depend on the individual consumer, but is inevitably quite pleasant to the palate. Consumers have largely reported feeling energized after their meals and an eagerness to perform high-energy activities.

The spores of the Amrita Amanita have a unique effect and deleterious effect on the victim's consciousness. In many ways, it is opposite in effect to the Nirvana Truffle. Rather than outright erasing the mind, it instead induces a state of hyper-awareness. Victims of the mushroom who have recovered from its effects have expressed the sensation of having been awake, conscious and aware of the world for years or decades, and yet utterly unable to move their bodies to interact with it.

There is an old Terran saying that expressed the sensation of seconds seeming to stretch into hours. It appears that the Amrita Amanita causes a wildly exaggerated version of this notion. The state of hyper-awareness it induces seems to utterly destroy the victim's sense of time. For those affected by the fungus, it is as if they exist for aeons in stasis as the world around them slows to a standstill.

Standard antifungal medication appears to be effective against the spores when used in conjunction with the aid of a skilled telepath, whose role is entirely focused on slowing the victim's perception of the world to a more reasonable pace. Otherwise, the victim's mind will surely be lost to the mind-numbing boredom induced by their artificial image of eternity.

Studies are underway as to the application of this fungus' properties as a battlefield stimulant. The ability to induce hypercognition in soldiers deployed into intense, chaotic battle is invaluable indeed.

### Nirvana Truffles

Easily identifiable by their strange, spoked-wheel-like fruiting body and brilliant golden coloration, the Nirvana Truffle's spores are among the most immediately dangerous variety found in the jungles of the Everglades. Infection proceeds rapidly upon inhalation, ingestion or simple skin-exposure, though less so in the final case.

Nirvana Truffles appear to act on the consciousness' ability to perceive the world. One-by-one, the victim will lose their senses. Sight is often the first to be lost, followed by balance or orientation, then hearing, then scent, then touch. Finally, the victim will lose their very sense of self. At this stage, they are unrecoverable and beyond the reach of any form of treatment. Headmaster Ridcully has reported that victims who have reached the final stage of infection seem to be utterly soulless-- or at least, their psionic resonance has become utterly indistinguishable from ambient background noise.

This property is of interest in crowd control and chemical warfare when the use of purely destructive weaponry is undesirable.

The fruiting body itself is safe for culinary use. When properly prepared, it seems to have a delicate, refreshing flavor and has been noted to insulate the mind of sources of anxiety for brief periods. Tasters have reported feeling relaxed and at ease following consumption of the mushroom.

### True Deathcaps

Named not only for the effect of their spores, but also for their tendency to take root in regions with above-average concentrations of decaying matter even for fungus. The True Deathcap has no flavor at all. In fact, it seems to reduce the intensity of other flavors, and tends to blend into and take on the overall (diminished) flavor profile of any dish to which it is added. The texture is reported to be quite pleasant. Culinarians have taken to calling this species 'The Novice's Friend' due to its ability to make even the most overseasoned dish palatable.

The True Deathcap is a jet black growth with a pale, spongy, bone-white interior.

Its spores are likely the most direct in their effects of any fungi described in this chapter. Upon making contact with the flesh, spores will immediately take root and begin digesting the underlying substrate. As they spread, they exude chemicals that rapidly break down cellular matter, resulting in massively accelerated decomposition. The effect is somewhat akin to 'melting' though it is best described as 'digestion.'

Curiously, the True Deathcap's capability to break down and consume is not limited only to animal tissues. Given time, they will eventually consume plant matter, organic substrates (such as most plastics) and even synthetic and metallic compounds. Most disconcerting, perhaps, is the fact that their victims appear to be annihilated entirely. Those who die to the True Deathcap's spores will seem to fade in the memories of those who knew them, and their souls appear to be completely and utterly destroyed.

Their spread is controlled by their prolonged life cycle. It takes time for fruiting bodies to form and begin emitting spores once a substrate is consumed.

Despite the effects of their spores, it has been determined that the fungus itself is safe to eat. This is because the mushroom does not appear to retain any 'memory' of those it consumes. The True Deathcap reduces all to oblivion, it does not risk the spread of memetic infection.

### Cordyceps Mors

Characterized by long stalks capped by blood red domes, the Revenant Fungus is rivalled only by the Imaginary Morel in the fear it inspires. A brief description of its effects were outlined in the introductory entry on the Mycenids, but it bears repeating here:

The Cordyceps Mors spreads rapidly to the brain upon infection in the nasal cavity. From there, it takes control of its victim, keeping them in an aware but helpless state, as their bodies are puppeted to serve the goals of the primary Cordyceps colony. When the body has been utterly spent, it will return to the colony to die and become nutrients for further growth. Cordyceps Mors spores are extremely small and can spread rapidly in unprotected areas. Fruiting bodies form rapidly and begin producing spores almost immediately upon emergeance. Thus a single infection can lead to dozens, to hundreds, to thousands.

Cordyceps Mors is extremly dangerous. Do not attempt to consume, study, or approach known infected regions without proper protective equipment. Weaponization is possible, though likely foolhardy, as doing so risks only the formation of a new colony of Cordyceps Mors which will inevitably need to be removed in order to proceed, and poses a long-term, persistent threat to human life.

The fungus is apparently capable of communicating telepathically across great distances. Remote drones seem to recognize their home colonies and can receive and transmit information even when separated, to the point of being capable of navigating hundreds of kilometers to return home. The Mycenids appear to use a similar, spore-based mechanism for telepathic communication, but the exact mechanism of this ability is still under investigation.

### Fulgur Eel

The Fulgur Eel is not a true-eel, but a type of knifefish that lives on the dark and turbid Waters of the Everglades, especially the marshes.

Boasting adult creatures around 3 meters, and with some records of around 5 meters of length, they have a black coloration on the back and orange coloration on the belly, this creature is considered one of the most powerful and interesting creatures of the marshes.

According to the Magos Biologis that discovered this creature, the most interesting capacity of it, is to create a “Fulgur” on the water with a electric discharge. From what some studies seems to appoint, the lack of developed eyes isn’t a problem, because this animal has a highly developed hearing system, and a even highly advanced electrolocation ability.

In some preliminary studies, it nearly confirmed that this “power” doesn’t have a true warp influence, but is solely based on specialized cells called electro plaques, that connected to muscle cells, produce electric discharges when tightened.

Some of the most daunting scenes was when a Grox used as a bait (in what is becoming a common practice on Avernus, and especially with this Magos Biologis), was throw on water, before a “Fulgur” lightened it, sending it into the sleep of death; after the recovery of the body and study of the corpse, it was possible to infer that the discharge was so powerful that all the nerves and even neurons where fried.

More studies with live specimens are necessary to infer the real capabilities of this electric knifefish, because at the moment, no one was capable of entering the waters of it without dying.

Actual observation was made with dead specimens and when live specimens broke the water surface to breath atmospheric air.

### Vector Trap Behemoth

A bizarre and truly exotic variety of spider. Their existence-- or that of a creature similar to them-- has been long-since theorized by Avernite military personnel who have been faced with the question of where their vehicles (and vehicle crews) seem to occasionally disappear to. Only one specimen of Vector Trap Behemoth has ever been identified, lurking in the bowels of the Everglades. It was only through the cooperation of local Mycenid populations and the application of a powerful aphrodesiac and subsequent application of an even more powerful sedative that the creature was lured out and captured.

The Vector Trap Behemoth is a massive monster of an arachnid. The specimen retrieved from the Everglades was slightly larger than a baneblade. However, it's not their large size that renders them so dangerous. Like trapdoor spiders on other worlds, the Behemoth is an ambush predator. The difference being that the Behemoth does not lay in wait underground, but instead has the incredible ability to twist the fabric of the materium itself to create pockets of warped space. The Behemoth lurks within these space pockets and waits for prey to come near, whereupon it will spring forth either with one of its harpoon-like limbs or by lunging bodily from its hiding place. It will then paralyze its prey with powerful (though unremarkably so, for Avernus) venom and will either consume them outright, or simply store them within its lair.

The behemoth's weapons go beyond its impressive physical abilities and voluminous venom glands. The spider can manipulate the materium immediately surrounding it to defend itself as well. The Everglades specimen was capable of deflecting volumes of impaler rounds by using a pair of portals to redirect incoming fire upon its attackers. However, it does not seem to possess effective defenses against multi-vector attacks, and attacking from multiple directions simulatneously (read: at least eight) can overwhelm its capacity to redirect attacks.

Fortunately, the species seems highly solitary. Or at least, we have not detected multiple spiders hunting in close proximity. It may simply be that the behemoths are there, waiting, and simply haven't emerged from their lairs to feed yet.

The thought is as fascinating as it is terrifying.

Curiously, upon killing the Everglades specimen, the local materium suddenly disgorged a number of partially-digested corpses, and a wealth of material goods-- all of which have been quarantined for further examination. It is unknown, but theorized, that the Behemoths may also serve a role in preventing demonic incursions by preying upon the immaterium as well, but no evidence has yet been found.

### Blood Flower

The blood Flower is an improbably deadly plant, mostly due to the nature of the strategy it follows to supplement the lacking nutrients and low light levels in the areas of the triple canopy jungle it favors.

Its success in facing this challenge allows it to avoid confrontation with plants better suited to strangling their competition.

Moving on to specifics, the only known psykic ability of the plant is a powerful form of completely inflexible telepathy. Whenever a creature spills blood on a thorn of this plant it is sucked into the plant, the Blood Flower uses these droplets of blood to target an overwhelming mental compulsion aimed at the unfortunate creature now down a drop of blood or two, forcing it to seek the plant and peacefully submit itself to cocooning.

Once the victim has stepped into the centre of the Blood Flower, the various vines that make up the body of the plant embrace them, piercing the victim's skin with numerous thorns and rapidly draining their blood, before leaving the dessicated corpse in place as bait, food that would take too much defending to keep away from scavengers and digest, and if the local scavengers are unusually sparse or well fed, then also fertilizer.

This barely touches upon the Blood Flower’s most dangerous feature, their flowers, radiating out around their thorns and opening whenever the Blood Flower is hungry. The Blood Flower possesses a symbiotic relationship with the blood sucking insects that inhabit the jungles, the bugs know they can land on the flowers for an easy meal of blood nectar, but need to either give up some newly sucked blood of their own, or risk being crushed by occasional closing flowers.

In this way the Blood Thorn turns from a threat to the unwary into a threat to everyone, almost everyone has been bitten by a blood sucking bug at some point, and in region Kappa every such incident is a threat to a person's life.

This threat can be minimized by tracking and subduing any individual who is suddenly strongly inclined to wander off on their own, and by then following their intended path until you locate and destroy any Blood Flower, or by containing the afflicted for the many days needed to wait out the rotting or digestion of their blood. Unfortunately it is possible for entire squads to be afflicted before they can report the situation, as the blood flowers all open at the same time of day. To minimize this risk it is recommended that another individual run mission control from inside, well away from blood sucking bugs.

There is at least some chance that enemy high value targets can be eliminated by collecting their blood and transporting it to a Blood Flower, forcing them to throw themselves out of formation and fight their way to a position behind our lines where they will be afflicted with a compulsion to not defend themselves. The practical challenge to this of course is that they need to be made to bleed first, and the blood needs to be collected and transported back.

### Anima Flower

Young Anima Flowers are an inconvenience and irritant, old ones are deadly, all are deeply unremarkable until you get too close.

The Anima flower defends itself by literally attacking the soul of any creature that approaches it. While this is generally non lethal against humans, and more so against all but the smallest and least psykic of the Avernite wildlife, it is painful, disorienting, and can be immobilizing.

This draws in predators, especially ambush predators that recognize the Anima Flower for what it is and view it as an ideal hunting spot. And every time that a creature dies inside of the Anima Flower's zone of influence their spirit is bound to the flower, taking the form of a mindless revenant forced to help the flower lash out against any that attempt to approach it.

The Anima Flower may have some use against Clone Psykers, while there is likely a defence against it, their attacks target the soul of a target to disable them, implying that it might be equally disabling to all nine psyker bodies wherever they might be.

### Peikko

A humanoid species found in many parts of the Everglades, the peikko is infamous for its remarkable regeneration. While appearances within the species varies due to the nature of its regeneration, most examples are 2.5 to 3 meters tall, possessing a notable paunch and thick-clawed limbs. The head especially varies, but in most cases, they possess a pronounced nose and long flap-like ears sprouting from the sides of their heads. They will universally have an extremely large and toothy jaw.

Aside from their obscene regeneration, peikko also possess an immensely potent stomach acid. Freshly spilled, this stomach acid can eat through stone, Ceramite, and even Plasteel in seconds, and has been observed in at least one instance to score angelsteel with prolonged contact after a beast briefly swallowed an angelsteel knife. The acid quickly loses potency when removed from the peikko’s stomach, hinting that its potency may not be from purely physical sources. Peikko have been observed eating all manner of things, from wood to bones to even stones on occasion. They have been noted to consume psychic foci and other psychically charged objects given the chance. While there is no question that their stomachs can digest the object themselves, whether they are able to draw sustenance or other benefits from the psychic charge is not known. In combat, peikko have been known to spew vomit containing a varying concentration of this acid, though their reluctance to do so hints that the chemical is not easily replenished.

The regenerative abilities of a peikko cannot be overstated. Wounds close with such speed that all but the swiftest melee strikes run the risk of weapon being trapped by the closing flesh, and limbs can be replaced before the prior one hits the ground. Even blows to the head do little, the brain proving only slightly more difficult than flesh to replace. The only truly vital organ they can be said to possess is the stomach. A sufficiently grievous wound would spill its own acid, making a ruin of the beast’s lower half and seems to disable the beasts regeneration. It has been shown that a peikko replacing a large portion of its body such as a limb will regrow its flesh with subtle differences, such as a different textured hide, or a different type of claw. Its body will over time shift to maintain at least rough symmetry, often coming to match whichever side the peikko favors. This allows for a type of iterative evolution to allow specific examples to adapt to a new environment.

Peikko are genderless, and appear to use their regeneration to reproduce. There has only been one instance of peikko reproduction that has been observed. An unusually large and swollen specimen tore a number of large fleshy sacks from chest before burying each on in a pile of carrion and departing. While the individual recovered, its regeneration was notably slowed, and was observed to become ravenous. Several hours later, new peikko where seen to eat their way out of the carrion piles. It is suspected that the sacks contained either new stomachs or infants. What if anything spurs reproduction is not presently known, but peikko population can increase with startling rapidity if not culled.

They are typically encountered as both lone threats and packs of up to 10 individuals. Typical strategy is for the beast to wait submerged in a body of water, before bursting from concealment to attack anything that draws near. In combat, peikkos are strong for their size, but not overly so. They are also in most cases slow and clumsy by Avernite standards, as well as being incapable of all but the most basic of tactics. However, their regenerative ability paired with a durable hide makes fighting one in close quarters a grueling endurance match, and at range the difficulty is in blasting open the peikko’s stomach before it can close to melee. Against particularly dangerous targets or well armored foes they will resort to projectile vomiting acid, spewing their stomach bile up to 5 meters. Peikko that are badly outmatched have been observed to attempt to retreat by using a blast of vomit to bore a tunnel too small for opponent to traverse, before trimming their torso to fit.

While most peikko are slow, unskilled, and stupid. It seems that while they are able to regenerate their brains, they are not able to recover the memories stored within, leaving most members of this species effectively infants. However, in some cases a peikko will go long enough without regrowing its head to build up a store of experience. These peikko elders are far more dangerous, capable of basic tactics such as flanking, and are far more skilled in combat, as well as using simple tools such as clubs. Typically they will lead bands of other peikko. When such a beast is identified it is recommended its head be destroyed if possible, as should it need to regenerate its brain it will be reduced to a typical member of its species.

Far more concerning are the rare peikko ancients, peikko who have gone years or decades without having to replace their head. Their forms tend to be more efficient, the beast refining its body through iterative self mutilation. They are both highly skilled and extremely fast. Worse, they are far more cunning,capable of more advanced and competently executed tactics than mere elders. In all recorded encounters they led bands of at least 7 peikko, and in one concerning case an unusually large band containing over 20 individuals. Ancient peikko have been known to deliberately protect the members of their band, and often have a number of subordinate elder peikko beneath them. It has become standard practice to hunt down and eliminate any identified Peikko ancients. As with elders, destruction of the brain reduces them to a typical member of their species.

The most infamous member of the peikko species is an extraordinarily old example that troops have dubbed Beaky. Beaky seems to have moved beyond the basic control over their shape shown by typical ancient peikko, and into crude biomantic shaping and enhancement. Its appearance shifts rapidly, and it has been known to embed bone and armor fragments into its body, most distinctively the distinctive beak like helmet of a Mk. VI suit of Space marine Power Armour that it earned it its name. Where the fragment came from is presently unknown. For unknown reasons, Beaky has not formed a band and hunts alone. It has a disturbing tendency to ambush armored vehicles and small groups of power armored soldiers, likely seeking salvage for its ever shifting suit of impromptu armor. Thus far attempts to eliminate this threat have failed, as Beaky has shown an immense degree of skill at stealth and evasion, often leading hunters into dangerous wildlife, including in one now infamous example, leading a squad of Astartes Neophytes to their doom against a confluence hydra.

### Wax stalker

Wax stalkers are a recently discovered species in the Everglades. The wax stalker is a quadrupedal lizard with a broad body and a long tail. From nose to tip the lizard is two meters long, however over a meter of that is its long prehensile tail. In addition to its tail, the lizard possesses long dexterous forearms, leaving it well-suited for fine manipulation as well as climbing. The lizard is named for a wax-like substance it secretes. The wax is chemically inert and seems to harden into either a hard and brittle or flexible leather-like consistency.

Its main power is the ability to greatly slow or accelerate chemical reactions. It seems to also possess a power that enables it to sense and analyze chemicals, as well as an instinctive grasp of chemistry. It uses this to construct effective chemical grenades by scavenging and mixing chemicals into wax bulbs it keeps attached to its back. It has been observed using binary mixes, by creating wax bulb with multiple chambers for mixtures too volatile to store even with the reaction’s speed reduced to near nothing. In all sightings the animal had coated itself almost entirely with a thick layer of its own wax. While the wax is normally a dull grey, it seems able to color and shape the wax to create effective camouflage. The layer of wax serves to protect the stalker from the dangerous chemicals it frequently handles, and aids in stealth.

In combat, it can hurl the wax nodules festooning its back with extreme accuracy at great range. It can also puncture wax nodules with its forelimbs to release caustic gases. Typically it will attempt to open with an incapacitating attack, as its tail is not capable of a particularly high rate of fire, and the lizard is not particularly fast. Some members of this species have been observed creating caustic traps, detaching wax bulbs for use as chemical mines. It should be noted that its chem grenades are more potent than the base chemicals would suggest, as its ability to accelerate chemical reactions can vastly increase the potency of its attacks.

The wax stalker seems to scavenge rather than excrete its chemical concoctions, though nests have had what appear to be thick wax cauldrons, as well as the complex wax structures that appear to act as advanced mixers. It is suspected that while it must scavenge its component chemicals, it is capable of refining them itself.

### Assimilation Asps

The Assimilation Asp is an adaptation of the Congregation Asp that is capable of bonding to, controlling, and taking traits from other forms of wildlife. A colony can bond to a single host at a time, and different colonies take different traits from their hosts. For instance, one colony bonded to a Camo Croc might gain the ability to camouflage themselves, while another might gain tougher skin. A colony bonded to a Giant Mosquito might gain the ability to fly, while another might gain the ability to drain blood.

### Crotalid

The Crotalid is a large semi aquatic reptile that on any other world would be extremely dangerous, especially with their rather social structure, as on their own they’re strong enough to give a space marine a fight in raw strength at least. However, the sheer number and variety of dangers on Avernus lands them near the bottom of the list. They are however unique in their ability to migrate across interstellar distances using the warp itself, a feat that ensures they cannot be imprisoned (except in ones or twos) and has no known means of activation, seeming to happen only when they want it. The only other creatures capable of this kind of manipulation are the Border Lions, who wonder if the Crotalids might be an Avernite invention that escaped at some point.

### Man Trappers/Eaters

Plants from a jungle world that start off as highly intelligent and malicious stealth based killers, which will lay elaborate traps for their unsuspecting prey to fall into. As the trapper eats it grows and develops, both in size and intelligence. Eventually it will reach full bloom, where it grows to the point until its root system occupies a vast area underground. The main body of the plant itself has become strong enough to pull itself from the earth to hunt without need of traps, but remains a highly intelligent predator, which drags ever increasing amounts of food into its gaping petaled maw.

### Flax Crab

Crabs in a symbiotic relationship with a species of mushrooms, both feeding off one another. When threatened though they become funginoid killers, launching clouds of poisonous choking spores through the air, as they attempt to crush them with their impressively durable bodies. Already attempting to establish a relationship with avernite mushrooms.

### Mercury Glider

An agile flier with powerful innate Aeromancy giving them a level of agility that few can match. They hunt some of the largest beasts in packs using dart-like projectiles that are able to pierce all but the toughest of armours.

## Desert

### Mirage Palm

One of the strangest plants in Aridia is the Mirage Palm, which projects an illusion of an oasis at its base. This illusion is so convincing that many animals die trying to drink the sand at the base of the Mirage Palm. Mirage Palms are most likely related to the Illusory Pine of the neighboring Lindon.

### Anubis Jackal

One of the strangest creatures of Region Iota is the Anubis Jackal, which seems in many ways to be similar to the Helljackal except instead of the aura it has a strange and unique ability. Most Anubis Jackal packs are accompanied by a collection of undead Anubis Jackals, which take the most dangerous positions in the hunt and act as tireless guards for the living.

### Rhinoceros Beetle

One of the largest creatures of Region Iota is the Rhinoceros Beetle, a beetle the size of a rhinoceros that is likely related to Titan Scorpion. While it is not as tough or able to survive as long without food as the Titan Scorpion, it is stronger for its size and can move through both earth and sand.

### Ammut Crocodiles

One of the alpha predators of Region Iota is the Ammut Crocodiles, crocodiles similar in size to Camo Crocs but far stronger and tougher. They have a preference for hunting by rippling out the hearts of their prey, which allows them to devour the soul of their prey. While the soul is being digested the Ammut Crocodile is even stronger and tougher then usual. These crocodiles are one of the most common creatures in the river and seem to prey on even creatures that should be out of their league such as Rhinoceros Beetles and Titan Scorpions.

### Hathor Beast

The most common creature in Region Iota is the Hathor Beast a single-sex species that feeds primarily on the beergrass of the floodplains. While they do possess a thick hide and a short range (3m-4m) aura that induces a state of calm, they do not possess any obvious offensive capabilities that would explain why some predators in the region avoid them.

### Thunderstomp Hippopotamus

An extremely dangerous creature native to the Duat River and Oasis that dot the rest of the region, the Thunderstomp Hippopotamus is thankfully docile preferring to spend their time in semiaquatic habitats feeding on plant life, primarily a combination of beer-grass, razor-weed and red ivy.
Physically these creatures can range between an estimated adult weight of around 1,500 kg (3,310 lb) and 1,300 kg (2,870 lb) for males and females respectively with some reported to be 2,000 kg (4,410 lb) and exceptional males weighing 2,660 kg (5,860 lb) and 3,200 kg (7,050 lb).\*
From explorer and genetor interactions with them we can confirm certain traits about these creatures, first that most likely due to a combination of biomancy they can swim and trot much better than creatures of their rather small legs and barrel shaped physique would suggest. Second that they have a nasty bite, with one observed biting clean through the hide of a Rhinoceros Beetle that attempted to engage one, a feat that typically requires the deployment of heavy weapons. Thirdly their hide is extremely tough, whether this is due to a fatty layer, a unique formation of materials in the hide or a kinetic power standard impaler sniper rifles made little impact on them. Deployment of Neutron Las weapons were more effective leading to the suspicion that a power of some kind is involved.
What makes the hippos dangerous and cements their place near the top of an incredibly dangerous food chain despite their competition is their power, which acts as a constant release of force. When the creatures are not agitated the field is low enough to feel like a constant strong breeze, however when they are angered, or scared the field increases to the point it “feels like constantly being hit in the face with a power maul”.\*\*
Whatever the case it has been observed that the power does not impact nonliving things around the hippos, as the effect has been felt through power armour, but we do have confirmation that the effect grows stronger the closer you get to the creature, which will often be charging, forcing its target back until it traps them against the bank and crushing them.
Recommendation: Future Evaluation to be suspended until a proper way of examining the creatures through their field has been established.

### Sand Raptor

A seemingly mutated offshoot of the Raptor Species, more commonly found in Elysium, the Sand Raptor is approximately the same height as it’s more “common” cousin, however this species tends to be below most people’s notice for several reasons.

The first is their camouflage, which is as far as we understand it, completely natural. However, in the deserts of Aridia and Duat it is able to keep them hidden from many threats that they might encounter. The second is their main ability, a variation of the “phasing” ability that has been attributed to the Aridia Phase Shark and appears in the Phase Tanks that are used in the planetary PDF.

This allows them to remain a few feet under the surface of the sand, therefore moving almost undisturbed albeit slowly, and emerge rapidly when needed, which leads on to the final reason they are not well known. Like their cousins they are scavengers only instead of having a larger creature, the Tyrant Lizard, to fell their pray they need to wait and travel long distances, detecting when a creature like a Desert Shark or Titan Scorpion has fallen with their powerful olfactory senses.

When they have located a corpse, thousands of them will converge for miles around and devour the carcass, moving through the tough outer shells that the creatures of the desert regions of Avernus so often possess through use of acid glands that have replaced the las glands found in their Elysium brethren.

Through these mechanisms and the fact that most residents either commute between cities in mag trains or through flight these Raptors have gone almost unremarked, though do not let that fool you. While it is unlikely that they will provoke a fight if forced they will release a musk that will draw others to their aid, and their acid can be spat an incredible range. While it will not burn through sealed power armour quickly, numbers and time can do what pure deadliness will not.

\*Due to the large number of Titan Scorpions and other creatures that have fallen recently the Genetorum has detected a significant boom in the population numbers of the Sand Raptors and has passed along a message to Archmagos Biologis Maximal warning of possible imbalance in Adriana ecosystem. Situation still under observation.

### Firebough

The Firebough is a tree found commonly in the deserts of Aridia and Duat. As their name suggests, the trees have the unique ability of autoignition. Curiously, the tree itself does not lose wood mass as it burns. Rather, it simply periodically sets the air around it on fire, either as a defensive mechanism or a means of reproduction. Mature specimens also appear to have a dualistic lifecycle. In one stage, as described below, the Firebough appears like a normal tree. In the other, it is anything but.

It's believed that the Firebough's dense, aromatic foliage common in the former stage enables the tree to perform extremely efficient photosynthesis. Or rather, it's more accurate to say that, like the Sun Beetle, the Firebough is somehow capable of storing photonic energy within its cellular structure. The tree's leaves are broad, dark-green fans which, when torn, weep a fragrant, soothing oil which is, incidentally, highly combustible. Its fruits, likewise, are large, juicy, seed-filled, (when properly prepared) safe for human consumption and also highly combustible. When heated, the fruit explodes, scattering its seeds far and wide. This is tied into the method by which these plants appear to reproduce; once a majority of the tree's fruits reach maturity, it will abruptly and violently burst into flame. The resulting explosion is visible from a great distance, and multiple specimens in the same area will often explode in unison.

In other words, about the only thing that does not explode or burn spectacularly when set aflame is the wood, which is the exact opposite. It does not burn well- or, indeed, at all. Its leaves exhibit similar properties, but only when immature. Once fully formed, they fill with the aformenetioned oil and rapidly become as combustible as described above.

The second stage is perpetually on fire. Preliminary research suggests that this is in part a defensive mechanism, but the flames surrounding the Firebough at this stage have a peculiar quality to them. That is, they appear to behave as a secondary means of generating energy while the plant regenerates its foliage. Only once its new leaves are fully formed do the flames extinguish.

These trees are extremely strange, even by Avernus' standards. It would likely require a team of psykers to properly understand how and why they function as they do.

### Desert Dragon

Native to Duat and Aridana this is a rare example of the Dragon Species as well as the longest of the observed land dragon in the areas settled by humanity. Of the specimens observed the largest was approximately 20 feet in length.

Possessed of a long tail, a very strong poison and acid, the main power of this Dragon appears to be connected to a sail across the Dragon’s back. Whether the process is similar to the Weapon Species the Sun Beetle is unknown, but it is currently theorised that the sail across the Dragon’s back absorbs sunlight and stores it within the Dragon’s body.

Current theories hold that the glowing lines across the body of the Dragon are stores of solar energy. Regardless of the veracity of this theory, the Desert Dragon has by far the strongest breath attack of any Dragon Species, it’s breath being of approximate intensity to a high powered Neutron las Destructor shot that can easily pierce the hide of a Titan Scorpion, although thankfully it takes time to charge between shots (although it is possible we have yet to observe any creature that has survived the first)

While the scarcity of this creature has made complete identification of habits difficult, the Biologis has been able to identify several key characteristics of this Dragon.

First, they seem to be attracted to bright objects, the ruby fruits of bombardment cati seem to be favourites, but they have been observed attacking Rhinoceros beetles for their carapace on occasion. Secondly their diet seems to include a surprisingly small amount of water for their size. Finally, their preferred sleeping arrangement seems to be to bury themselves up to the sail in sand.

### Mirrorcatch Weaver

Found exclusively (thus far) in the rugged savannahs of Duat, the Mirrorcatch Weaver is among the few Avernite arachnids capable of creating anything that a sane species might call beautiful. These spiders, whose adults are approximately a quarter of a meter in size, live amidst the scarce tree groves, near the significantly less scarce hives of the local termite species, or around rock formations which are of adequate dimensions to accomodate their webs. Upon hatching, male mirrorcatch spiders will immediately set out to locate a suitable location which thereafter serves as their permanent home. Conversely, females of the species will tend to live in larger, communal webs. These mirrorcatch hives have been extant in their current locations for as long as we have recorded their presence. The largest of these hives may be several centuries old. Notably, the females of the species have considerably more deadly venom than their male counterparts, although this is not the species' primary means of defense.

The Mirrorcatch Weavers earned their name through the creation of these expansive web-homes. The silk of the Mirrorcatch Weaver has the unique ability to capture incident light sources, whether those may be the emissions of a laspistol or simply light from the moon, sun and stars. The light is thereafter stored within the spiders' vast web arrays, which in the evenings will emit very small amounts of the captured energy in breathtaking, bioluminescent displays. While females of the species are capable of producing similar art, it is the males who seem to forge the greatest and most intricate workings. When a female spider takes interest in the displays of a male, it will travel to the candidate's home web, whereupon the male will engage its prospective mate with a complex light show. If the female is satisfied by the display, she will enter the male's web, whereupon the two spiders will mate and the female will immediately slay the male and lay her eggs in his coccooned body.

In rare circumstances which are hitherto poorly understood, the female will instead spare her mate, and the pair will go on to develop the male's home into a new communal hive.

When threatened, Mirrorcatch Weavers have access to a host of defensive mechanisms. The first and most obvious is stealth; by retreating into their webs and manipulating the light stored within, they are able to weave illusions to deceive would-be predators. This same tactic is used in order to acquire food; by rendering their homes nearly invisible, they are capable of capturing local fauna unaware, whereupon they will use the energy stored within their webs to cook their prey before consuming it. The Mirrorcatch Weaver is also capable of focusing the energies in their webs in a manner akin to the Sun Beetle's unique abilities, unleashing blasts of high-intensity light to obliterate or dissuade larger predators.

Of interesting note is that the Mirrorcatch Weavers do not appear to prey on- nor are they preyed upon by- the Sun Beetle. On the contrary, Weaver nests seem to be designed to accomodate a small population of Sun Beetles, presumably for purposes of mutual defense.

### Well-eater

A massive sedentary predator, the Well-eater lyrics below ground creating an oasis in its massive pit like maw, luring in pretty before dropping the false well. Well-eater mouths are distinctive for the rings of meters long teeth and the dozens of tendrils. Few creatures can escape them should they fall in. to hide its nature they create a memetic effect inducing a feeling of familiarity in those who come upon their well. They seem to feed upon more than the flesh of those they eat, allowing them to display a wide array of unpredictable psychic powers. A variant in lindorn seems to provide a water source an infrequently prey upon the animals that come to drink.

### Stormlions

Not in fact lions, but rather insects that burrow in sands. They generate static charge from the rubbing of the sand and silicon, which is stored within their bodies. When they are threatened they emerge from their holes, releasing blasts of corsucrating lightning.

### Peace Pandas

Peace Pandas seem to radiate an aura of pacifism, causing all affected to be unable to contemplate or perform violent action. This also seems to affect the Bambooweed’s retributive power, perhaps explaining why the Panda may eat bambooweed without consequence. Peace pandas have also been known to deliberately spread Bamooweed seeds.

Peace Pandas can also shift damage they receive to nearby flora. The amount seems to vary with plants within their territory and is especially strong near their groves of Bambooweed. Attacks shifted in this manner will be perceived as originating from the attacker, often inviting retribution. Compounding this, older pandas can shift damage to multiple plants at once, magnifying the danger of striking them.

Psychically resistant species take advantage of the Panda’s Pacifism aura, staying close and opportunistically attacking those incapacitated by their pacifistic aura.

### Rain Calling Frog

A small frog that call can create a rainstorm out of nothing, the more Rain Calling Frog call at once the bigger and more intense the rainstrom, with enough being able to create floods.

## Forest

### Tangle-Thrasher

The tangle-thrasher is a parasitic plant that grows on a wide variety of trees; those of the illusionary family (Illusionary Pines, Mirage Palms, Labyrinth Mangroves, etc) being especially favored. It consists of a bundle of burrowing root tendrils and a cluster of long vines covered in hooklike thorns capable of excreting both paralytic venom and digestive acid.

These vines will grow out along the branches of the host tree and can even expand to the branches of nearby trees, and release smaller dangling sensor vines, forming a large hanging tangle.
When the tangle detects prey it will begin to wildly lash out with its vines; a vine whose hooks catch on something will rapidly contract, digging the hooks in deeper and dragging the unfortunate prey deeper into the tangle where it will be caught by more hooks. These vines have be shown to be strong enough to rend tank armor; most creature that cannot phase will be rapidly torn to shreds.

### Tangle-Maw

Tangle Maws are opportunistic predators and scavengers that have adapted to exploit the tangle-thrasher for their hunting. They resemble eight legged mustelids. They generally travel and nest in family units of 5 to 12 members, and prefer to build their nests near trees that host tangle-thrasher colonies.
They possess several unusual abilities.

First, the flesh of the tangle maw is highly elastic and most of their bones can easily dislocate; a tangle-maw's jaw and stomach can distend to contain prey several times their own size.
Second, they are capable of emitting a pheremone that renders them effectively invisible to tangle-thrashers.
Third, they are completely immune to tangle-thrasher thorns; they are capable of selectively phasing through the thorns as if they weren't there and can absorb the acid and venom they excrete.
Finally they are capable transplanting tangle-thrasher vines into their own flesh; transplanted vines can be controlled as if the were the tangle-maw's own limbs.

A tangle-maw's first vines consist of a small cluster of very fine vines implanted in the stomach, implanted by the mother as the infant is weaned. In fact, tangle-maws do not naturally produce any form of stomach acid, relying on these vines to digest anything other than their mother's milk.

A common attachment pattern among young tangle maw is to have a pair of strong vines attached to the rump and inner mouth. The maw will anchor itself to a tree or stone with the rump-vine, then lash out with the mouth vine. As the tangle-maw is pulled to its prey, it will distend its jaw and throat and extend its stomach vines to line its inner jaw; when their stomach vines encounter the prey they rapidly paralyze it and pull it down the tangle-maw's throat. Once the prey is safely trapped, the rump vine will pull the bloated tangle-maw back into its hiding space to digest.
A young tangle-maw can completely swallow a small nog and retreat to hiding in under three seconds in this manner.

Older tangle-maws will develop more personalized strategies. Some will cover themselves in large vines, which they use to rapidly swarm from tree to tree, rapidly attack and re-positioning. Others will cover themselves in smaller vines, which they use to snag chunks of flesh from their prey before fleeing.

### Steelspark Spires

A curious species comprised almost entirely of organometalloid complexes uncommonly found at the fringes of Lindon and in certain regions of Elysium, but which are found in much larger numbers on some of the Azure Isles, especially near Storm's End. The Steelspark Spires are another species which do not appear to make use of photosynthesis for metabolic activity. Rather, as their name suggests, these metallic 'plants' make use of natural electricity drawn from the very atmosphere itself. Steelspark Spires are constantly surrounded by a field of ionized air, which, in conjunction with their highly conductive structure, make them perfect lightning rods.

Once struck by lightning, this species is capable of converting electrical energy to biochemical energy with nearly 100% efficiency. The sudden influx of current is drawn to nodules hidden among the Spire's roots, where complex chemical processes sequester the energy of the strike to provide all the fuel the Spire requires to survive, grow and reproduce.

Spire Reproduction is an interesting process by which the root system will spread and form secondary crowns surrounding the first. These crowns will soon grow into genetically identical clones of the initial tree. Colonies of Steelspark Spires can stretch for hundreds of square miles. As more Spires grow, the local atmosphere becomes more and more energetic as if the trees' presence is alone enough to stir the sky into a frenzy. This produces localized, persistent thunderstorms in regions where Steelspark Spires are especially abundant, creating a positive feedback loop by which the trees produce more storms, which strike the trees with more lightning, which allows the trees to grow and reproduce, which then results in larger, even more intense storms.

When threatened, Spires can discharge a portion of their stored biochemical energy as powerful arcs of electrical energy. This discharge is especially powerful when deployed from large Spire colonies, as their collective biochemical energy (and the accumulated potential from discharging across such great distances) is often far greater. The exact mechanism by which these trees harness the power of the storm is yet unknown, but it is Headmaster Ridcully's opinion that a form of psychic power is at play. He believes that, with study, choirs of psykers may someday be able to conjure powerful storms into being.

### Stormsilk Araenid

Varieties of this energetic breed are native to regions commonly home to the Steelspark Spires (refer to Codex Arborium Avernus vol. 1), i.e: Lindon, Elysium and the Azure Islands. These creatures were first discovered near Storm's End when a particularly courageous, foolish and self-sacrificing member of our order decided to investigate the behavior of the local Steelsparks in the hours leading up to an inclement electrical storm. His discovery of the Stormsilk Araenid was made shortly before his death by fatal electrocution.

The chitinous exoskeleton of the Stormsilk is unique among all other spider species on Avernus. Rather than simple durasteel-grade chitin, the Stormsilk's hide is a remarkably effective electrical insulator. Mechanical tests have shown that the Stormsilk's flesh is all but entirely impenetrable to electrical energies and proves remarkably resistant to most plasma weaponry as well. The exceptions are small points located on each of the spider's limbs, its fangs, and its spinnerettes.

The spiders seem to live in a symbiotic relationship with the Steelspark Spires; extant specimens have only been found in close proximity to these trees or at very high elevations where lightning strikes are common. Typically, a single tree will play host to an entire colony of spiders, though they will often only reveal themselves immediately before and immediately after a thunderstorm-- or should the host tree come under attack.

As their name suggests, the Stormsilks are capable of absorbing and storing large quantities of electrical energy within their bodies. They typically seem to collect this energy by weaving vast, hyper-capacitive web networks. The spider will rest at the fringes of these webs in anticipation of incoming lightning strikes. The spider can then tap into the energy stored in the webs to fuel their biological needs. A large excess of energy seems to be stored at all times for use as a defensive measure: the spiders are capable of, individually, discharging energy equivalent to one-hundredth that of an average lightning bolt. Due to their numbers, and the fact that Araenids can amplify their electrical assaults by tapping into their battery-webs, this has proven to be a potent defensive measure not only for the spider colonies, but for their host trees as well.

### Forest Dragon

An ambush predator that rarely appear in the forests of Lindon, they are the smallest observed species of Dragon, the largest seem only growing to 10 feet in length. From observations, they are ambush predators by nature, remaining in Illusionary Pines for days, if not weeks at a time. Their general tactics seem to rely upon illusions, tricking and entrapping their targets in a web of multi-layered reality by somehow amplifying and altering the natural effect of Illusionary Pines, even tricking Phase Tigers into assisting it upon occasion as well as the use of their own powerful illusions and ability to transmit infrasound waves that disorient and confuse those that pass by.

The Dragons appear to prefer to remain in solitude from each other, with all observed specimens presiding over a single area of the forests and are seemingly immune to each other’s illusions as well as being fiercely territorial. A pair were observed in savage combat with the winner taking possession of the looser's area. This fight also revealed their “breath” attack, which is a concentrated sonic blasts that seem to modulate to damage what ever they hit which shattered wood, but pulped the internal organs of an unfortunate, but informative Nog.

It’s ability to influence other Avernite creatures psycic powers for a considerable length of time is somewhat unprecedented in nature and a request to study the Dragons and how they are capable of this has been sent to Archmagos Biologis Maximal especially as he has learned how to alter the illusions produced by the Illusionary Pines to an extent.

### Sparkdance Swarmers

Located quite anywhere there is a large quantity of flammable material, Sparkdance Swarmers are one of the few Avernite spider species which utterly lack any sort of venom. They are also diminuitive, only a few milimeters in size. However, the danger they pose is difficult to deny. Sparkdance Swarmers live in a state of suspended animation in the soil until such time that they detect a source of heat and flame nearby. When conditions are right, Sparkdance Swarmers will erupt from the earth in vast quantities and immediately rush toward the fire. This does not, in fact, kill the swarmers; instead, Sparkdancers appear to utilize the heat source as a key step in their reproductive cycle. Allowed to their own devices, Sparkdancers will multiply exponentially within the flame. They will then erupt from the fire as a great, crimson plague. This alone would not be a threat, except that in their rush to feed and store fuel for the next opportunity they have to emerge, the Sparkdancers-- now thoroughly on fire-- will rapidly set the surrounding area ablaze. More flame awakens more spiders, which reproduce in even greater quantities. These spiders spread, feeding and setting further fires.

The only reason the entire planet is not presently on fire seems to be that Sparkdancers are also extremely short-lived. The spiders die a few hours after emerging from the earth in their urgent rush to reproduce. Moreover, a number of Avernite species seem to find Sparkdancers delectable, and will frequently brave the flames to feed upon their remains. Finally, the corpses of Sparkdancers are quick to degrade and provide a great deal of nutrition to the soil where they meet their ends. In this way, the Sparkdancers paradoxically serve the forests of Avernus by rapidly expanding wildfires until the conflagration extinguishes itself, whereupon the fallen dancers provide fertile soil for new growth to take root. Notably, Sparkdancers leave trails of flame in their wake which seem unconnected to the fact that the spiders are themselves on fire. It is theorized that their great speed is somehow connected to these trails of flame.

### Forest Rhinoceros

native to lindon, the Forest Rhinoceros, or tree charger as most call it, is a massive grey quadruped covered in thick leathery skin. this creature's most worrying feature is the pair of horns upon its snout. a larger lower one and a smaller one immediately above it. Forest Rhinoceroses possesses tremendous strength and speed as well as respectable durability, particularly against physical impacts. the main method of attack is to charge and build up speed before goring its unfortunate victim with its horn, and tossing them over its shoulder. If charging at sufficient speeds it has been known to penetrate tank armor, and then heave the unfortunate vehicle dozens of meters away.

While typically such a creature would be comically ill-suited to the dense forests of Lindorn, they possess a potent spacial warping ability. In effect, the Rhinoceros is always moving in a straight line from its perspective, even as it weaves through the trees from an outsider perspective. As a result of this their muscle structure is extraordinarily optimized for straight-line speed. Should their space warping power be disrupted they will be left near helpless, however, the power is extremely difficult to counter, often requiring far more effort to unravel than simply slaying the creature. This has however made the acquisition of live examples somewhat straight forward when psykers of the needed strength and skill are on hand.

While effectively extremely nimble, and able to pass through tight spaces, their space warping ability provides no direct protection. leaving them vulnerable to weapons fire. while their biology is quite robust, and their thick skin provides protection from small arms, anti-tank weapons are able to down the creatures with only a few hits. Groups of Forest Rhinoceros are referred to as crashs, and are usually composed of 5 to 14 individuals. While it is a strict herbivore, crashs are immensely territorial and will attack any large group that enters what they consider to be their territory.

What is deeply fascinating about them is that they appear to be based on an ancient species from humanity's birth world. DAoT records\* document the introduction of a number of species, including one called a square-lipped rhinoceros into the planet to observe the reaction. While most quickly went extinct, it appears that the Rhinocerous survived the planet's harsh test and was incorporated into the ecosystem. The common origin has created significant interest in the creatures, driving up the prices of any live or dead specimens, with charger horns especially being prized as both objects of study or a source of a superhard and beautiful ivory. This has been quietly discouraged by the administration, as the combination of relatively straight forward threat profile and high value makes them appealing to amateur hunters, often leading to their deaths. Crashs of Forest Rhinoceros seem to possess an instinct for ambushes and counter stalking tactics, as a result, they can often turn the tables on inexperienced hunters. As such it is highly recommended that only experienced bushmen hunt this creature.

### Firewraith Tiger

An adaptation of the Phase Tiger species capable of blending pyromantic effects with their phasing. These abilities are distressingly similar to, although thankfully far less powerful than, the abilities of the familiar of Gerald Xavier, Mittens.

### Wisps

Wisps are minuscule ethereal creatures that inhabit a fortress tree. They are believed to be sub-sentient pockets of warp energy/soul created either from the Fortress Tree's absorbed warp energy, a natural process, or some combination of both. Wisps instinctively swarm any daemons and detonate onto them.

### Fester Bear

Fester bears are medium-large (baseline 220-410kg, 240cm length, 140cm shoulder height) ursine-analogs. The flesh of these creatures has a rotted appearance: this ranges from the appearance of mange all the way to large portions of exposed bone. Despite this fester bears possess great baseline physical strength and endurance: even with their smaller stature they have been known to trade blows equally with phase tigers.
Fester bears feed on disease. With each pathogen strain they incorporate into themselves they grow larger, stronger and more durable, without a known upper limit. They preferentially hunt creatures that possess diseases they have not yet absorbed.

* Fester bears are not an entirely novel species. There have been reports of isolated encounters in the deep wilderness of the Everglades region as far back as colonization. However, in recent years there has been a massive uptick in activity. This is partially explained by a massive population boom: most baseline and near baseline specimens examined have been determined to be less than ten years old, and all female specimens have born at least one set of cubs.
The other cause for the population spike has been the awakening of large numbers of hibernating specimens. These creatures are anywhere from two to four times larger than their baseline counterparts, with increased strength greater than what their proportional increase would suggest.
There have been unconfirmed rumors of a titan scale entity that might be a fester bear in the vicinity of the Bayou.

### Osedex

A 10-20 meter long centipede like creature, Osedex are completely blind and sense through bristles along their body relentlessly attacking any perceived prey. Their heavily armoured segments have strength approaching that of ceramite and adamantium, while their capacity as diggers turns them into ferocious ambush predators. So far none have seen how far these creatures can grow, but there are reports of some over 100 metres in length.

### Pseudodragons

Pseudodragons are small, roughly cat-sized dragons who are generally Epsilon to Zeta in psychic power level and about as smart as Ravens or Utter Bastard Dragons. They tend be cunning as a rule. They are called pseudodragons due to their dragon-like appearance, though their strategy is almost completely different from their titanic cousins, relying more on trickery than anything else to succeed.

#### Wolf Pseudodragon

Wolflike in appearance, Wolf Dragons are notable for their pack formation and their almost tyranid-like appearance. Wolf dragons posses a strong sense of smell, as well as a form of biomancy that lets them elevate their speed and strength massively, though only for very brief periods of time. Upon finding their prey target, which can be significantly larger than themselves, wolf dragons attack it all at once, rapidly tearing and ripping it to shreds. Unarmored predators are wary of them as a result of this, though armored ones can generally shrug off the wolf dragon's rapid clawing and biting.

#### Venom Pseudodragon

The venom dragon generally eats poisonous flora and fauna. It's body is built almost entirely out of toxic and poisonous compounds, meaning most normal poisons don't really affect it. As a result of this toxicity which becomes increasingly concentrated throughout it's life, predators tend to avoid the venom dragon. The bite of a venom dragon is highly paralytic, adding to the danger of attacking a venom dragon. Additionally, the venom dragon is able to spit globs of highly corrosive acid, capable of crippling most creatures of the venom dragon's size class.

#### Spider Pseudodragon

The spider dragon has a size-altering power that allows it to become even smaller. Stealthy, it's nearly soundless and is highly difficult to notice. An ambush predator, it kills similarly to Blink Spiders, injecting poisons into it's prey. Of particular concern to Avernites, the Spider Dragon also preys on Spiderbane Dragonflies, capable of shooting bolts of precise sticky webbing that strikes the dragonfly out of the sky. The spider dragon is also known for constructing widespread webbing, both to alert itself to danger and to detect smaller prey that fly near them.

#### Terror Pseudodragon

A scavenger dragon. It has a potent and highly specialized telepathy power to induce terror/fear, with which it uses to to terrorizes other animals from a carcass. It uses this power to occasionally paralyze other smaller creatures with terror, as well as to avert most predators. The Terror Dragon is capable of breathing out hallucinogenic gasses that can subdue most lesser creatures or briefly confusing predators who are hunting down the Terror Dragon, allowing it another opportunity to escape.

#### Neutron Pseudodragon

The Neutron Dragon is notable for it's singular capability to fire highly precise cutting beams of Neutron Laser, with which it uses to hunt armored prey animals. In addition, it is capable of storing impressive (for its size) amounts of energy throughout it's life (which it uses to fire it's neutron beam), meaning that improperly killing a Neutron Dragon in melee can result in a small but fatal detonation.

## Plains

### Razorgrass

The most common grass in Elysium is Razorgrass, which grows to around two meters high and has a hard and sharp edge capable of skinning any unarmored creature that move through it. Razorgrass is one of the reasons only Armored Regiments have been deployed to Elysium.

### Scythstorm Grass

This adaptation of Razorgrass appears to have been prompted in least in part by the emergence of the Thunderhead Thunderbeast subspecies. Scythstorm seeds possess long, razor sharp sails evolved to catch the wind and carry the seed aloft, filling the air with spinning blades. While normally these seeds do not carry enough force to threaten an armored target, they also possess the ability to ride the telekinetic field of the Thunderbeast or Thunderhead. Thunderbeast herds passing through a Scythstorm patch will fill the air with a veritable storm scything blades that can be driven before the herd for leagues.

### Cannibal Grass

The only truly dangerous flora in Elysium is the Cannibal Grass, which looks like the more common Razorgrass but is far more dangerous. Cannibal Grass has thorns that secrete a numbing agent. These thorns work their way through the armored hide of any creature they remain in contact with and drain its blood for nourishment. Cannibal Grass is only dangerous to the unwary and has killed few humans.

### Neutron Tyrant

A rare Tyrant Lizard variant that possesses a neutron laser breath weapon instead of the base laser of their baseline cousins. Notable by a pair of swept forward horns that brace the jaw. Damage to these horns seems to limit the Neutron Tyrant to their baseline laser until they heal.

### Fire Dragon

The second common dragon in Tarascon is the Fire Dragon, a Knight-Titan sized flying dragon with a breath weapon of the most destructive fire that you have ever seen. According to initial reports a Fire Dragon's breath can cause far more damage then a Warlord Titan's Melta Canon, and can be used in rapid succession.

### River Dragon

The strangest common dragon of Tarascon is the River Dragon, a dragon that is both a creature of flesh and blood and a river. Archmagos Maximal is not sure exactly how this works but suspects it is similar to how trolls are made entirely of both flesh and stone. River Dragon's seem to be highly possessive of the rivers that they call home, and fight fiercely to defend them.

### Warvern

The smallest and most common dragon is the Warvern, a hyper aggressive breed that seems to be built for war to a fundamental level. The Warverns are around the size of a Leman Russ and seem to be biomancers of some type which they use to attack with their variety of natural weapons. Unlike most of the dragons it is not uncommon to see Warverns forming into prides, which will hunt together under the leadership of an alpha and will systematically clear areas of any potential threats before moving on to a new territory.

### Paranoia Flowers

As well as the dragons of Tarascon there are several other unique dangers such as the Paranoia Flowers, a common flower that releases a pollen that enhances the paranoia of all who encounter it, to the point where those with a major dose can become convinced that those who surround them have been replaced with doppelgangers who are coming after them next. This is particularly effective on Avernus, where such fears are not necessarily unfounded in some regions.

### Thunderhead

While multiple native species have changed, evolved and adapted in response to humans over last two hundred years, most of those changes were relatively minor and gradual shifts or improvements and would be hard to notice for casual obsever (the drastic cutural changes to Troll society notwithstanding). However in recent years more drastic and worrying changes have began emerging, parhaps the most significant and deadly being new subspecies (or possibly species) of thunderbeast, commonly referred to as thunderheaders or stormbeasts.

The fact that kinetic fields generated by major thuderbeast herds can become vast and powerful enough to significantly disrupt local weather patterns, often resulting in sudden gales and freak storms forming around migration path, have been noticed early in the colonization of Elysium, but it was never seen anything more than proof of what an unimaginably grand, powerful and dangerous event the thunderbeast migration was.

However over time it was noticed that when herds whose migration routes brought them into regular conflict with a human armored regiments were preceded by a heavy rainstorms they were more likely to inflict major damage to human defenders, due to heavy rain limiting visibility and turning the ground into a muddy sludge that could easily mire armored vehicles (and making deployment of heaviest tanks outright impossible due to them being even more susceptible to such immobilization). During the last few decades however such storms increased both in intensity as well as frequency, and several thunderbeast herds started to have massive thunderclouds (or thunderheads, as they came to be called by locals) preceding them at all times. The meteoromantic powers this new subspecies seem to have acquired also allows them to regulate the intensity of their thunderhead, usually maintaining it at a drizzle or no rain at all to allow the thunderhead to build up, however when the herd is seriously attacked the weather can reach apocalyptic conditions in minutes.

And calling fully unleashed thunderhead "apocalyptic" is by no means an exaggeration. The amount of water falling down (though due to extreme wind speeds it often "falls" sideways or even upwards as well) is truly staggering, resembling a gigantic waterfall more than a conventional rain with tens of millimeters of rain falling every minute, turning local patch Elysian plains into a short lived shallow lake/muddy swamp and dropping visibility and audibility to near zero, though anyone unlucky to be there will still be able to hear constant deafening roar of thunder and see blinding flashes of dozens of unnaturally powerful lightning bolts hitting every second (which, unlike lightning in natural storms, almost always strike ground and even seem to attempt target those who are harming the herd), making targeting and navigation even more difficult. The extremely heavy rain also makes las weaponry, normally a go-to weapons of choice when dealing with thunderbeasts, significantly less effective by diffusing and absorbing the laser beams, and any laser-armed vehicle will soon find themselves surrounded by super-heated vapor capable of flash-boiling unprotected human in an eye-blink. Those condition makes any engagement against stormbeast herd incredibly difficult, and first encounters against herds with fully formed thunderhead resulted in massive PDF and Helltrooper casualties, however further engagements revealed that these new powers are not without their drawbacks.

Firstly, as mentioned above, thunderheader herd needs to "build up" their thunderhead over time, which, depending on herd size and weather conditions, can take from days to weeks, and it can be spent quite quickly in battle condition. This means that stormbeast herds aren't very good at sustained battles, and can be feinted or forced to expend their thunderhead against a bait force. This need to move at slow but steady pace for days combined with the fact that a herd of several hundred thousand stormbeasts is needed to form even basic thunderhead means that military application of them doesn't seem practical. Also since psychic power needed for meteoromancy needed to come from somewhere, it resulted in their shield being slightly weaker than that of a regular thunderbeast

Still, even though many new and successful strategies and tactics have been developed to counter this new threat, Elysian tank commanders learned to dread seeing a thunderhead coming over the horizon.

### Plains Dragon

A Dragon that appears to conform to one of the “classical” dragon images of the Imperium the Plains Dragon is native to Elysium and is a ferocious foe, however unlike it’s bretheren it is not especially interesting by comparison on the surface at least.

It flies, but not as well or as fast as the Sky Dragon, it is tough, but it’s scales are not as strong as the Mountain Dragons, it has some venom, but while it can take down a bull Thundabeast it will take time and while it can hide and disguise itself, it is not as good an ambush predator as the Forest Dragon.

Indeed, even its breath weapon is not as fascinating as it’s compatriots, the flames of which are incredibly hot by most common standards, but not hot enough to melt stone like that of the Mountain Dragon, or explosive like the Sky Dragon and are nothing compared to that of the Desert Dragon.

However, to dismiss this predator as lesser than it’s brothers is to do it a grave disservice as like all of them it has adapted to the area in which it resides with its ability being a unique form of pyromancy and telekinesis, Typhokinesis or the manipulation of smoke.

While it’s breath is not so impressive it has the widest cone of attack thus far observed and is guaranteed to start a blaze, one that seems to cause the Razorgrass and Cannibal Grass of the Elysium plains to emit more smoke than is natural.

Through controlling this, the Dragon can corral and weaken it’s Thundabeast prey while distracting and hiding from the Tyrant Lizards that can if lucky bring one down with a well-placed shot.

Analysis of brush burnt by the Dragon has revealed that the extra smoke is caused by the flame in actuality being a flammable compound. It is theorised by the Biologis that this might make for an acceptable substitute for flamer ammunition if it can be properly replicated, burning if not hotter, for much longer than regular blends, while being incredibly sticky.

### Cloudburst Spider

The cloudburst spider is either an evolution of the blink spider (or possibly a cousin of the blink spider that has begun to migrate into the settled regions of Avernus) that has recently been observed in the eastern portions of the Elysium region. Like the implantation spider, the cloudburst spider sacrifices some degree of teleportation ability and venom lethality for an alternate attack vector.
The back of the cloudburst spider is covered in a carpet of thousands of small, fragile venom sacks whose contents are kept under pressure. Whenever a cloudburst spider teleports, it first sends through a cluster of venom sacs that immediately rupture, creating an aerosolized cloud of contact poison at the spider's destination. Any trauma to the sacs, particularly damage springing from sharp thermal gradients\*, similarly causes them to explode into poison clouds.

### Cityback Behemoth

A truly massive armored quadruped recently discovered in the far eastern edge tarascon. The cityback behemoth is massive even by local standards. With even young individuals slightly over a hundred meters across across. Physically it resembles a tortoise with four massive legs supporting a huge armored shell and a stubby neck ending in a massive reptilian head. The name comes from the strange habit of maintaining a settlement within the shell. The shell contains both a hollow for covered settlements and a flat surface suitable for building. The host people can sink blocks a significant distance into the shell by tapping specific patterns to request it do so. This enabled construction of large sturdy buildings upon the beasts back.

Cityback behemoths seems capable of forming a unique bond with those who are considered inhabitants. To be eligible for this bound a creature must consider the creatures back home, and posses sapience. The creature seems to somehow be able to draw sustenance from the praise and gratitude of its host society. In exchange the behemoth provides a high degree of safety, its shell sheltering the people from most dangers. The behemoth is not a particularly powerful psyker, rating in at a high delta on average. However they posses superlative control, and multicasting abilities as well as the ability to easily channel the power of their inhabitants. they are potent biomancers and illusionists by nature, but can copy and upscale any power known by any of its inhabitants. While it can easily borrow skills, it seems common for them to practice and master particularly useful powers possessed by their inhabitants. Typically behemoth will possess at least one technique capable of truly impressive and wide scale destruction. Be it massive glands to spit burning chemicals from its mouth, a memorize power upscaled beyond reason, or some other method. It seems that they are not considered full adults until they possess at least on such devastating attack. The head seems to possess a natural psychic focus, as most of its more devastating attacks tend to originate from a series of horns above its eyes.

As the behemoth grows the minimum population needed to keep it active increases as well.with the largest known examples posing a population in the low thousands. Such massive specimens are far more potent than their younger kin. Their larger population and greater well of experience means they posses both a far wider repertoire of psychic powers and a far greater amount of power to leverage them. Intriguingly, they seem capable of surprisingly rapid growth, with one specimen reportedly doubling in size in a handful of years after taking in refugees from a slain mate. However during this growth spurt it was vulnerable, having to devote much of its power to regulate its growth with biomacny, and requiring its populace to supplement it’s psychic substance with a great deal of meat. Should it’s populace fall below the level needed to keep the behemoth active it will bury itself and enter a torpor. Legends speak of utterly massive behemoths slumbering, waiting for a civilization large enough to claim them. However such legends are far from credible.

Typically Cityback behemoths gather to mate every few decades, with females deciding to mate with the one with the most impressive and diverse population. The males for their part will often use their illusions to fluff up their cities. Once mated they will stay together until the eggs hatch, and spend a number of years raising the young before each parent transferring some of their people to the new behemoths to give them a starting population. What if any degree of sapience they posses is presently unknown, but it is suspected they posses either some degree of intelligence, or the ability to tap into the host societies collective zeitgeist to act as if they do.

The sirens have confirmed the existence of an aquatic cousin that frequently hosts populations of sirens. However they seem to be somewhat embarrassed by this, seeing their behemoth bound cousins as hopelessly backwards and deviant. While this makes it difficult to gather information from them, they have confirmed that the aquatic sub species can maintain breathable air inside its shell.

### Sting-Tail Raptor

Sting-tail raptors are ground-bound lizards whose tails are tipped with a bright orange stinger. These stingers deliver a powerful poison that can leave a human paralysed for hours to days. While potent, to the point of its effects being near instantaneous, this poison is only lethal in extreme doses.

Sting-tail raptors are, like other raptors of the ground, very fast on their feet. When running at full velocity, a sting-tail raptor's dexterous feet allows it to tread up walls and even run upside-down on ceilings and cave-tops for limited periods of time. Their muscular back legs have two claws in the front, one in the back. The front claws are webbed in the middle, which allows the raptors to run across calm water as if it were regular ground.

Sting-tail raptors are rather intelligent for their size and rove in packs led by the oldest and most experienced raptors. Sting-tail raptors are primarily scavengers, but have been known to attack living animals when food is scarce. Due to the non-lethality of their poison, when they do successfully bring down prey, the unfortunate beasts are usually condemned to be eaten alive. This is to the sting-tails' advantage, as they can space out a meal over multiple days without any of its nutrients being lost to rot.

### Ferodragon

A dangerous lithorvore found in Tarascon. Ferodragons appear as clasic winged dragons made of metal. Fully grown, they are approximately the size of a knight Questoris. Ferodragon feed on upon metal ore, and primarily feed by using feromancy to draw ore up from the ground. In addition to metallic ores they also must feed upon meat, and are dangerous hunters. Typically Ferodragons body will be comprised of the metals it has eaten. Typically the properties of the metal will be exaggerated. Dragons composed of copper will posses superconductive bodies, steel dragons will be far harder than they should be, and other such surprises. Older Ferodragons are more skilled metallurgist and are able to more effectively alloy their meals, often being made of alloys with steel being quite common. Younger Ferodragons appear made of a mix of metals, as they have not yet learned to mix them.

While most dragons will feed upon iron, and eventually carbon to comprise themselves of steel, some will seek out rarer metals. Seemingly having an instinctive understanding of what is needed for alloys. Tin deposits are fiercely fought over by Ferodragons, as bronze is one of the more effective metals they can be comprised of. With the coming of humanity, Ferodragons have gained a new opportunity. Ferodragons that feed upon adamantine or plasteel will take on the properties of the metal, becoming a far greater threat. While only the strongest and oldest seem to be able to fully digest such potent metals, the power they gain from doing so is considerable. Worse, to maintain their new form they will need a constant supply, leading them to begin aggressively hunting human units and constructs.

In battle, Ferodragons rely primarily upon their extremely durable metallic hide and great physical strength. When defending their territory they may use their feromancy to wield pre-prepared metallic spikes or blades. Ferodragons posses a potent breath weapon, while some metallic forms will change the breath weapon, most common forms breath out a cloud of hypervelocity metallic shrapnel. Older dragons can manipulate this cloud with feromancy to create unusual effects such as converting them to plasma or forming them into concentrated penetrators.

The only known instance of a dragon consuming a notable amount of angle steel occurred after an elder ferodragon downed an aerial transport, this resulted in a neigh indestructible creature capable of shrugging off even anti-titan fire. The beast was ultimately slain after breaching a hive wall by a champion bearing a potent artifact capable of piercing its hide. Procedures have since been put in place to ensure that such an event does not happen again.

### Shadow dragons

An unsettling new danger found in tarscon. The somewhat misleadingly named shadow dragon is actually a large bloated snake, that relies heavily on its projection to fight. The actual body of a shadow dragon is a pale fat serpent, over 15 meters in length. Despite its size it is slow and weak. It is however capable of burrowing and natural resistant to most forms of psychic detection. The true threat lies in the creatures projection.

Shadow dragons are natural shadowmancers, each capable of maintaining a single immensely potent projection. The projection appears fully capable of independent action, and can travel an immense distance from its master. The projection will appear to be made of jagged shadows, and is only semi real. Physical attacks will often pass thought it, thought they will sometimes impact the projection as if it was solid. Lasers and weapons that generate sufficiently intense light will always do some damage, though how much is not at all consistent. When initially encountered the projections were uniformly that of dragons, but as time goes on this has started to change. After a projection was destroyed by a knight, one that took the shape of a massive humanoid that fired lances of shadow was encountered the following day.

It appears that the creature bases its projections on what it encounters, most often anything that dealt a serious or lethal blow to the last projection. It should be noted that the projection capabilities are based on the creatures understanding of what it is mimicking. For example, a projection that appeared to be based on a marauder bomber possessed an immensely potent ranged attack, that was fully capable of destroying aircraft. While each projections capabilities will differ wildly, there seems to be a vague consistency in total threat posed, it is suspected that this is a result of some limiting factor for the power. However, within its “budget” it can vary its areas of focus wildly, sometimes creating projection that are far more effective against a given foe. In general, a projection will be around as potent as a knight, albeit with an ever shifting area of focus. However there are exceptions to this and some projections nearly on par with a warhound have been encountered. It should be noted that any threat assessment should be taken with a grain of salt, as the effectiveness of any given projection is near random.

Should a projection be destroyed, it appears to cause the creatures a significant amount of pain, as well as delay the creation of a second projection. The greater the distance, the greater the delay. At typical hunting distance, a projection can can created approximately a day after its destruction. When defending its actual body, projections have been observed to be recreated less than a minute after destruction. Projections can be dismissed with a few minutes effort, enabling them to be instantly recreated. Projections are always created adjacent to the projecting creature.

Shadow dragons are always encountered at least in pairs, with one creature keeping its projection close to home to guard the other while it hunts. However courts\* of up to 10 individuals have been encountered, though group larger than 4 are extremely rare. It has been noted that larger groups are able to recreate their projections more quickly enabling them to hunt at a greater distance. While they do send their projections out to hunt, no projection has been observed bringing meat back to its body, as such it is suspected that they do not derive sustenance through physical means. The lack of reason for a projection to return with prey makes locating a shadow dragon nest difficult. When hunting projections have shown erratic behavior. They have been known to fixate on specific prey to the exclusion of all else, attack anything they come across, flee from humans, actively hunt humans, kill all members of a squad save one, kill one member of a squad and retreat, and countless other behaviors that defy all sense. Projections that encounter another of their own kind will either fight to the death, or begin hunting together. If the projection belong to the same court seems to have little bearing on which reaction occurs.

It has been observed that should a dragon be slain while its projection is manifested, the projection will persist for several hours, during this time it will be far more potent and aggressive. As such it is recommended that when exterminating shadow dragon courts to attempt to only slay beasts whose projections have been recently dissipated, or eliminate them from a great distance. At present, the standard counter to shadow dragons is to locate the nest site and destroy it with artillery, ideally while any roving projections are out of the engagement range of any forces. However, projections able to deflect long range bombardment are becoming increasingly common, forcing us to engage shadow dragon courts directly. The difficulty of ascertaining the size of court prior to engaging it makes this immensely risky.
\* the name for shadow dragon groups.

### Cruorian War Beasts

The artificial creations of a dead xenos race, these war beasts are massive quadrupedal, furred animals. On its own, a creature large enough to threaten most small tanks through sheer mass is bad enough, but the war beasts possess no fear and indeed seem to revel in conflict. To make matters worse they are relatively intelligent, able to formulate complex strategies and possess opposable thumbs for tool use.

### Solomance Sheep

The Solomance Sheep exudes an aura of restfulness and relaxation, being able to provide even the twitches of Avernites a good night's sleep. It's wool is comfy and armored, the beast is vegetarian, a consumer of plants and of little to no apparant danger to humans.

What dark and terrible secrets does it hide? Perhaps it's best to stay away, lest it unleash some terrible power upon it's aggressors like the Hathor Beast.

### Thieving Terrors

Found on the plains of Tarascon the Thieving Terror is an odd species of pseudodragon which is the size of the average cat and has vibrant green scales, outliers with red and yellow scales have been reported. Thieving terrors live in groups that can range from 5 to 30 Terrors. Thieving Terrors are scavengers by nature. This is due to their relative weakness compared to other species. A single Thieving Terror while still dangerous is little threat. Their danger however increases exponentially the more Terrors are in the pack. This is due to both their potent telepathy which the pack uses to coordinate and out smart any would be attacker and due to the incredibly accurate fire bolts they can fire from their mouths. These bolts are accurate even at extreme distances and can melt their way through most metals, especially when a pack of terrors focus fire. The Thieving Terror gets its name from their propensity to steal any and all food or shiney objects they can find.

### The Quake Dragon

Found in the plains of Tarascon and the mountains to its east, the Quake Dragon is a large quadrupedal dragon with stone gray hides and scales. The average Quake Dragon is 45 feet long from head to tail with a wingspan of 63 feet. The most distinctive feature of the Quake Dragon however is its triple-split jaw. Quake Dragons are quite slow creatures by nature, both walking and in the air. They do however have one faster mode of transportation. Curling in on itself, a Quake Dragon can roll around like a boulder, picking up a surprising amount of speed, and can even do so to move uphill. How they gain the momentum so fast independant from their surroundings is currently unknown. The Quake Dragon gets its name from the psychic power it possesses.

Quake Dragons are potent Geomancers, shaping the earth around them to their benefit. Their name stems from the fact that Quake Dragons are able to create powerful earthquakes using their powers. This is an ability that they don’t seem to ever stop using, but can control the intensity of. A Quake Dragon will create a small earthquake that is near unnoticeable with every step it takes. It can increase the power of these earthquakes immensely, however, making ground movement near impossible for any but itself. Quake Dragons also seem to be able to sense movement using their smaller quakes, becoming aware of anyone on or under the ground around them. The last ability of the Quake Dragon is its breath weapon. The Quake Dragon can fire balls of molten stone and metal at its targets, making it dangerous to get hit by even for those resistant or immune to the heat, as the accelerated stone and metal still deal a lot of damage to those hit by it directly.

### Spotter Ticks

These repulsive psuedo-arachnids are an parasite/symbiont native to eastern Tarrascone. The species possess an unusual degree of sexual dimorphism in their powers.

Unfertile male spotter ticks possess the ability to link into their host's senses and telepathically transmit the data to their clutch-sister.

Female spotter ticks possess the ability to sense-feeds to multiple males and then feed it to their host. This can be highly disorientating to host species not adapted to the process. but once one has mastered the connection can provide advanced awareness of one's surroundings in relation to the male ticks' hosts.

Spotter tick clutches generally consist of 200-300 unfertile males, 3-6 fertile males and a single female. After hatching the juvenile ticks possess the capacity for a single long range teleport, which the unfertile males and female will use to find hosts. Fertile males possess the ability to hone in on clutches of unfertilized eggs, and perish after fertilizing them.

The most common hosts for female spotter ticks are skylasher toads (which can support 5-6 females) and tyrant lizards. Hosts of female spotter ticks generally avoid targeting the hosts of their symbiont's clutch mates. although this behavior is less common among species not adapted for spotter tick symbiosis.

## Tundra/Tiaga

You spent a decade exploring the taiga to the north of the human-occupied regions of Avernus and to the south of the polar region where the Penguin Kingdoms stand guard. This area stretches over ten thousand kilometres east to west and is on average fifteen hundred kilometres thick. This area contained an entirely separate biome full of volcanic wildlife directly to the north of Dis and otherwise had a mix of artic forest, plains and small mountain ranges. No matter the biome Region Theta's temperature ranges from merely freezing to supernateraly cold, making the environment near as dangerous as the wildlife.

As you would expect from a region that covers fifteen million square kilometres, there are dozens of potential locations in which you can place cities, far more then you will be able to use for centuries to come.

Like all regions of Avernus, Region Theta contains many unique and dangerous plants and animals, as well as those found elsewhere. To begin with, its forests include many species from Lindon, its plains species from Elysium, its mountains those from Avernus' Spine as well as the more unique to the region. Many regions of Avernus seem to have a theme of some type, and Region Theta's is cyromancy thermal manipulation with countless species that make use of cyromancy or move around thermal energy. This theme even covers Region Kappa, the volcanic region entirely contained within Region Theta which specialises in pyromancy and thermal manipulation.

### Greymane Wolves

One of the most common predators in the region is the Greymane Wolves, a species of wolves similar in appearance to the legendary Blackmane Wolves of Fenris barring their fur colour. This alone would make them a dangerous predator. Still, their real terror is the aura of depression that they emit, which slows reactions and can drive all but the strong-willed into giving up, or even into committing suicide.

### Frostclaw Bear

Discovered in Avernus’s northern regions, the Frostclaw is one of the most common threats in these regions, seemingly a constant threat in all of them. In appearance they are Ursine, and fully grown are slightly smaller than the Blank Bears of the polar regions. In exchange, they seem to be far more numerous. Several species variations have been observed with differing shades of fur from crystalline white, crimson red and deep back.

These colours seem to have a degree of influence on the major power of the Bear, a form of strange cryomancy.

As opposed to the frost trolls, the Frostclaws cryomancy is predominantly tactile with their entire bodies radiating an intense chill. This is most noticeable around their claws and teeth. The touch of either can cause a flash freeze through flesh, metal and so far any other substance placed in front of the bears.

On its own, this is a formidable asset, as it makes any hit from a Frostclaw at best dehabilitating. However, when agitated the Bear’s aura of cold bursts outwards. On its own the aura can kill or incapacitate humans outside of well-insulated power armour, but it comes with its own effect, seemingly determined by fur colour. For example a Black Bear’s aura comes with an umbramancy effect which practically blinds any within their zone. Due to the number of potential colours we have yet to determine a full catalogue of the Bear’s auras.

The power of the aura’s seems to be dependent on age. Bear cubs proved to be incapable of projecting their aura more than a metre or two and barely has an effect on the environment, but an especially old and scarred crimson bear projected an aura fifty metres in diameter that carved a new completely bare clearing out of the ground.

### Frost Dragons

At present the most intelligent of the feral dragon species encountered, the Frost Dragons differs from the rest of the Genus Draco in several key ways.

Coloured with incredibly pale scales and a frigid breath attack, the Frost Dragons differ from their cousins in Tarasacon by being both more intelligent, and most importantly highly cooperative.

The Dragons organise themselves into hunting packs of around a dozen members and claim territory, with the eldest two dragons seeming to act as leaders to the rest of the pack. These packs will learn the intricacies of the territory they control and police it fiercely for rival dragons and threats to the various livestock within the area like snowblind buffalo.

When a pack grows too large and threatens to over hunt an area, any further chicks are effectively trained and then given supplies before being sent out to establish their own hunting grounds.

This level of socialisation and cooperativeness gives them a great advantage in the northern regions, and is indicative that they may be reaching the limits of what can be termed as animals, and will be raised to the position of people soon.

Their powers manifest in two main ways. Like all encountered true dragons they have a breath attack, a frost flame that simultaneously flash freezes and boils anything it touches. The second is a combination of geo and cryomancy. This allows them to create permanent structures within which to nest, and weapons to fight with.

To go with these powers however, Frost Dragons are the second smallest full dragon on record, larger than only the Forest Dragon. However, they are still Dragons and as such should never be underestimated.

### Frozen Flesh

Possibly amongst the most skin-crawling entities discovered so far on Avernus, the...flesh is a creature of unknown origins that resembles little more than a mass of brittle, frostbitten flesh. Limbs of random creatures poke from the mass, eyes and other sensory organs peppered throughout the Flesh at random, and the creature does not make any sounds save for a constant, pained moan.

However, it squirms and riggles across the frozen wastes its mismatched senses looking eternally for new prey for it to devour. Despite its pathetic appearance the Frozen Flesh is deceptively swift, monstrously strong and utterly uncaring of pain or injury.

Once it has its sights set on a target it will throw itself forwards, seeking to catch its prey. As soon as it makes contact with a living being their flesh will start to freeze and break like the Flesh as they are absorbed into the creature. It’s touch is not instantly fatal, but even momentary contact can leave crippling injuries.

The Flesh, however, is far from invincible. It is only able to affect living beings and even then only certain living things. A Frost Claw Bear will be consumed, but not a Steelbark tree for example. Suits of armour are a defence for a time, but the Flesh will break them quickly enough and crush the individual inside. However, their greatest weakness is heat. Whilst all intense heat seems to work, the only type the flesh seems actually afraid of is fire. The Flesh has been hit with meltas and plasma weapons and been injured, but has turned tail and run at the first hint of flame.

### Rime Walkers

Patches of dark blue ice are to be avoided at all costs in the north, for they contain a malign intellect.

When one steps too close to them, the ice seems to activate, moving with unnatural speed as it plunges into the veins of their target, shocking them into stillness with the sudden cold, whilst moving to take over the host.

Those infected see their bodies start to be mummified through cold, eyes burning with a frozen blue inner light as they pursue the alien desire that now drives them.

Some infected are monsters seemingly focused upon slaying the living. Some wander mindlessly with no visible goal until slain, some seem to hunt specific prey, or even passively follow their former comrades. What, if anything, influences their new goals remains a mystery.

Whilst the bodies of the infected do not seem to retain the powers they had in life, they do gain an even greater degree of physical strength and endurance. Human walkers have been recorded with the strength to dent and shatter power armour, a testament to the strength bestowed by the transformation. This is combined with a small scale, but nevertheless an important degree of cryomancy.

Individually Rime Walkers are little threat, but their one universal instinct seems to be to gather into swarms, with large groups of the unfeeling ice monsters marching in strange parades across the frozen landscape. It is likely that if any colonisation efforts are to be attempted, methods of detecting this ice must be put in place.

### Hyper Lemmings

Small rodent-like creatures that breed at an astonishing rate, the Lemmings are filled with seemingly unlimited energy.

Constantly on the move, the Lemmings are adept burrowers, digging under the ice, snow and permafrost in search of food to keep itself moving at full power. This and numbers grant them a degree of safety from the far more dangerous creatures that live above and around them, particularly their eternal nemesis the Berserker Badgers and Immortal Fox.

However, unlike most prey animals on Avernus the Lemmings are highly aggressive towards predators. When confronted a Lemming will willingly launch itself at it, spitting with fury, their eternal energy making them somewhat more dangerous than one would expect, though still little more so than an enraged nog.

Their main ability seems to activate on death, where the Lemming releases its stores of energy in a single instant. Usually, this takes the form of a burst of kinetic force, which varies in strength depending on how much power the Lemming has accumulated. However, when one considers how many Lemmings there usually are, this ability can become quite dangerous. How they are able to amass so much energy in a desolate environment is unknown.

### Stink Ox

Packs of massive bovines meandering through the frozen tundras, with incredibly thick shaggy fur, these massive creatures possess most of the standard avernite abilities but have weaponised their own odour as a weapon.

From even metres away their stink can overwhelm the senses of seemingly any being that comes too close.

However, if the Ox knows that an enemy is present they will release noxious fumes which they can seemingly control to an extent to envelope their foes.

Aside from being a concentrated form of their passive smell, the Oxes can seemingly imbue it with other effects, like poison or hallucinogenics.

Perhaps worse still for humans we have yet to create a filter, strong enough to block the scent, as even warded ones are swiftly overwhelmed.

All of this is, of course, a distraction for the actual oxs, which will attempt to trample and impale threats on their horns.

It seems the only reason that any creature will brave the oxes, is because according to Sir Pellinore, the meat and milk of these creatures is remarkably delicious and highly nutritious. At least once separated from its coat.

### Delirious Daisies

A weed like flower that grows even within the harsh conditions of the tundra, the Delirious Daisies have only one power that manifests from their pollen and in an aura around them. As their name suggests this causes a state of delerium, where those affected feel incredibly unwell.

In aura form its enough to cause a human to feel slightly under the weather, however the aura increases in power the more daisies are in a patch. In large enough numbers they can cause actual physical effects to occur, such as violent vomiting.

In pollen form the effects of the flowers are even more pronounced. More than a few expedition members have injured themselves from vomiting too hard.

What makes these flowers worse is that they’re a weed that manages to thrive seemingly everywhere in its region. While patches are relatively rare, its pollen is common throughout, requiring the constant wearing of breath filters to say nothing of the low level mental strain that its presence causes.

### Immortal Foxes

Renowned for being tricksters and unkillable spirits, these vulpine creatures are in fact much more material than that.

Rather than remarkable powers, instead whenever wounded they simply regenerate. From observations in the field, it was hard to tell if it was a chronomancy power or biomatic in nature. The organs, blood and viscera of the fox seemed to bend and flow back into place. In a matter of moments the Fox had gone from effectively a pile of burnt scorched meat to, alive and running away as fast as it could with no indication it had even been injured at all.

However, this ability seems to have had a price, namely in a complete lack of other notable abilities. So far the Foxes seem to be scavengers as their combat ability is rather now (avernite standards notwithstanding). Though they should be effective endurance hunters, they tend to take parts of more successful kills and tend to eat large numbers of Hyper Lemmings. After all to an immortal their suicidal attack is just funneling them into their stomachs.

### Ice trap spiders

Perpetual enemy of the Ice Trolls, this new arachnid horror threatens any other creature that has to approach the ice.

Rather large by spider standards, with carapaces of pale blue chitten, they are not web producing, instead preferring to produce large amounts of sub zero venom.

Making their lairs in completely sealed ice caves, the spider’s power is to transfer through the solid ice seemingly instantaneously. More perilously they can cause other creatures to transfer as well, seemingly in a large area.

If one is caught by a spider they are trapped, disoriented, in total darkness, in a small cave with a large, hungry poisonous spider with no conventional means to return to the surface, trapped as they are beneath metres of ice.

Should the spider be forced back even in this situation, then they will find that the Spider is more than intelligent enough to retreat and fight another day. Leaving its pray to either escape, starve to death or succumb to its wounds.

### Snow Motes

Airborne, tiny insects that seem content to drift on the air, barely able to control their own direction.

So small are they that they seem like snow, and seem to be designed to be indistinguishable at a glance from the white substance itself, save for never quite landing on the ground.

However, these creatures are remarkably dangerous. Under a constant telekinesis effect, each mote is a blade strong enough to score adamantium, the power of which increases the faster they are blown.

When the wind is harsh and a storm picks, the end result is thousands of cuts and scores as the snow motes inflict devastation on the area.

### Snowlems

Molluscs that live under the snow, the creatures possess an impressive degree of Frigomanipulation. Grasping the snow and bringing it to themselves, they craft elaborate bodies of compacted snow, in which they live, slowly meandering across the landscape.

By avernite standards they are quite peaceful, content to simply move around and not attack others, but do not be fooled. Their constructs are very strong, due to the compacted snow, and can easily regenerate due to the prevalence of the substance that is an odd constant in the north. In winter when there is seemingly constant blizzards, they are almost invincible regenerating as fast as they lose mass save by the application of powerful vehicle weapons, or psycic powers.

### Shaggy waypoints

Oasis of warmth within the north, herds of these furred proboscideans meander through the deep tundras, snow bound forests and ice capped plateaus of the northern regions.

Constantly extruding heat, these creature’s powers seems to be based on thermal regulation
Creating and expelling vast amounts of warmth, many creatures flock to them, hoping either for a good meal, or entrusting their safety to them, as they are one of the few protections from the deprivations of Bainwraiths. This tends to net them an entourage of hangers on who will aid herds in their defence.

Even Frost Dragons seem not to tangle with them lightly. Concentrating their heat based powers in their tusks, lets them cause damage to seemingly anything, whilst taking snow into their trunks allows them to expel gusts of superheated steam at extremely high speeds. Combined with their huge size (3.4 metres at the smallest) and weight (four tons smallest) enhanced by biomancy they have few explicit predators.

This seems to come with a down side of requiring large amounts of food, to keep their powers running and fuel their bodies. However, their innate thermomancy seems to allow them to eat the northern plants that would freeze pretty much any other creature.

### Frost Bound Tiger

A relative of the Phase Tiger, these creatures are less colourful than their Lindon based cousins. In exchange they have larger fangs and a unique “frost phase.” This is similar to Mitten’s Fire Phase, although it seems these are an older breed that perfected it long ago.

This effect seems to slow their ability to move through solid objects while phased, but has the advantage of freezing whatever they come into contact with whilst phasing.

As might be imagined this is especially horrific for living flesh.

Their biggest difference like so many northern species is a greater degree of pack tactics. A pack of Frost Bound is capable of far more together than alone as dozens of icey spectres stalk their pray.

### Waylayers

A rather innocuous name for such a dangerous creature. Waylayers appear as massive Rhinoceros, who emit an illusionary feeling of warmth similar to that of a Shaggy Waypoint. Similarly they are adapted to create tracks that are almost identical to them as well. This draws in creatures interested in the Waypoints, only to be caught by the Waylayers. Possessing a degree of spacial warping like their forest bound cousins in Lindon, the Waylayers have a far more dangerous horn and greater physical strength. When combined with their charge which allows them to ignore environmental obstacles they are almost impossible to out run.

At the end of the day this allows the Waylayers to approach, rundown and then devour their surprised pray.

### Bone Eaters

Masters of telepathy and illusion, Bone Eaters are supposedly a feral warp entity native to Avernus, that inhabit daemon hosts of their slain foes. Those that are possessed gain a skeletal appearance, the skin stretched taught over their bones, hunched in posture as they move with remarkable, silent dexterity on all fours with long spindly limbs, that none the less are taut with remarkable power.

Their ability is related to an aura of hunger that they project over a large area. This encourages those near them to eat anything and everything close by until there is nothing left. Then it prompts them to cannibalism, which the creatures seem to require in order to feed effectively. Their illusions are at work during this period, modifying perceptions, scents and even noises to encourage panic and disunity.

Once their victims have partaken of the flesh of another of their species, the Wendigos appear in person, hunting the now traumatised and weakened foe until at last bringing them down and slowly devouring them alive, paying special attention to the bones. Supposedly the gnaw on them extracting the souls of the cannibals, which are the most delicious foods to these vile monsters.

Although not sentient, their style of hunting, and prefered methods of attacks going for deliberately painful, rather than lethal options indicates a sadistic mind.

### Slip Weaving Marmot

Large, ground mammals, these creatures too thrive in the snow and ground, similar to the Lemmings.

However, their power is not as the Lemming aggressively throwing themselves at the enemy. Instead they prefer safety within an ever expanding network of burrows. These burrows are connected to one another, through a process currently unclear to human science, but allows for seemingly instant transition from one burrow to another, allowing for impressive numbers of Marmots to be amassed to gather food in a communal store.

Not aggressive creatures by nature they are in constant conflict with the Riftmaker Owls, whose power is seemingly a perfect counter to their own.

### Riftmaker Owls

Birds of pray with powerful talons, these creature’s ability is to open short lived rifts. The Owl can use these to jump short distances in a more limited form of blink. What is more useful is its ability to rip open an entrance into the burrow network of the Marmots. Thee it will grab a Marmot with its extremely powerful talons, for a quick meal.

### Skrill

Found in the forests and mountains of Vigrid, the Skrill is a medium sized bipedal dragon whose scales vary in color from black to purple to dark grey with a lighter underbelly. The average Skrill is 22 feet long from head to tail and has a wingspan of 40 feet. The skrill also has metallic spikes along its back and multiple beard-like spikes underneath its chin. The Skrill is a very aggressive type of dragon that will attack with even slight provocation. Unlike most of the other species of Vigrid, the Skrill’s main psychic abilities are electrokinetic in nature and it has shown a very wide array of them.

The first ability of the Skrill is the ability to “ride” lightning. Using both its psychic powers and metal spikes, the Skrill uses the energy it absorbs from a lightning bolt to fly at hypersonic speed for a short period of time. This ability is extremely situational as it needs an active lightning storm to be used, and is best used to escape a dangerous situation. The second ability the Skrill demonstrates is the generation of an electrical field around itself. It uses this ability to catch any projectiles it is unable to dodge, using the electricity to create a kind of force field. The third ability the Skrill possesses is an odd one; a Skrill is able to survive being frozen solid. It is currently thought that the Skrill achieves this by moving its electrical charge through the most electrically resistant parts of its body to generate heat while in this frozen state, an ability that is very useful when you consider the region it calls home. This ability was discovered when a Skrill was found entombed in ice. When the team that found it had cracked open the ice, the Skrill attacked the team before flying away. The last ability of the Skrill is its breath weapon and main method of attack. The Skrill can fire blasts of lightning at its prey, a blast powerful enough to kill most creatures hit by it.

## Volcanic

Avernus can be generously described as hellish. Though to which degree will often vary from place to place, even those locations which are often quite pleasant and tolerable on other planets are still home to terrifying man-shredding razorgrass and invisible superpredators. It should be no surprise, then, that some of the most dangerous places on Avernus are those which would merely be lethal on other worlds.

Volcanic biomes can be most frequently found distributed within Avernus’s cavern layer. While home to great treasures and incredible riches, wise cavers know well to avoid the vermilion glow of molten rock. In some places, however, lava bubbles relatively close to the surface. Chasms split the vast tundra north of Avernus’s Sspine, disgorging plumes of sulfuric vapors, steam geysers and gouts of brilliant magma. Near these vents and elsewhere on Avernus’s surface, Volcanos broil in unceasing eruptions, vomiting clouds of tephra and choking ash into the atmosphere. These ashen scars in the earth are home to dangerous flora and fauna indeed, as well as forms of life that are not so easily classified.

The most relevant patch of volcanic biome to human wellbeing on Avernus is the so-called Fire Fields north of Cassarondo. There, shattered by orbital bombardment and the might of Avernus’s own Guardians during the Gilded Skies incursion, the planet’s crust has given way to a vast, burning scar. The blood of the planet boils forth in great quantities, giving sustenance to the wide host of dangerous and fascinating creatures that now call it home.

### Blasting Caps

While many species of fungi on Avernus are dangerous, few are as directly hazardous to health and well-being as these unusual specimens. By some quirk of their biology, Blasting Caps are capable of concentrating and storing vast quantities of thermal energy in their mycelial networks. These knotted, ropey networks can spread through solid stone, and often stretch toward a nearby magma layer, which provides the heat that the fungi need to survive. If exposed, these mycelial threads are said to radiate a warm, orange glow at a steady rate. While the mycelial structure is largely benign, except for the risk of mild burns, the fruiting body poses a significant risk to passers-by. Shortly after initially emerging, the spherical mushroom begins rapidly accumulating energy from the mycelial network. If improperly harvested, damaged, or allowed to mature, the mushroom will burst in a catastrophic explosion that spreads the species’ spores far and wide.

### Rubythorn Roses

Similar to many other species which form the basis of the magma biome’s food chain, Rubythorn Roses are both incredibly heat resistant, and are capable of concentrating incredible amounts of thermal energy into specialized organs. In the case of these thorny specimens, a significant amount of the heat the species harvests is dedicated to producing their protective, gemstone-like brambles, but a majority is condensed into nectar. If stuck by a bramble, the thorn will often break off into the skin, whereupon it will catastrophically release its stored thermal energy. This often causes immediate immolation of the unfortunate victim, shortly followed by detonation of the thorn in much the same manner as a shaped charge. The flower’s nectar is, however, a tantalizing treat for many of the biome’s creatures. Specialized organisms, such as the Magma Mosquito (see below) are able to safely feed on the rose’s nectar, but in return act as vectors for pollination. The plant’s airborne seeds are often released into thermal drafts, and can drift a considerable distance before setting root, which aids significantly in its ubiquity in magma biomes.

### Obsidian Mold

A relatively benign species, Obsidian Mold is a form of creeping slime mold which feeds on the ambient heat of its home biome. Unlike many of its neighbours, however, the Obsidian Mold instead harnesses this thermal energy to create the incredibly resilient, glassy biofilms to which it owes its name. The obsidian-like material so formed is composed of local minerals as well as the crystallized bodies of shed mold cells, and protects the colony underneath from all but the most specialized predators. While not hazardous on their own, colonies which grow on vertical surfaces have been known to shed the upper layers of their protective biofilms regularly, resulting in glassy guillotines regularly falling on unsuspecting wildlife and explorers alike.

### Molten Crawlers

While easily mistaken for standalone lava flows, these creatures are a species of mollusk common to molten biomes. Molten Crawlers are very much an example of being what you eat. Subsisting on a diet of Rubythorn brambles and Obsidian Mold colonies, Molten Crawlers accumulate an astounding amount of thermal energy within their bodies, while simultaneously extruding a protective obsidian shell. When threatened, Molten Crawlers will often retreat into their armored home and begin bombarding their would-be predators with a naturally produced variant of napalm. This fluid is not only extremely flammable, but also has the unusual property of sapping the thermal energy of anything that comes into contact with it. When left in the crawler’s wake as a slime trail, this material supplements the creature’s caloric intake by directing the stolen heat into its body. When used offensively, however, the fluid instead uses the victim’s thermal energy to rapidly magnify its flammability and explosivity, effectively making globules of the substance into adhesive bombs fed by the victim’s own heat.

### Magma Mosquito

A dietary staple for many larger creatures, as well as being vital for the propagation of several local flora species, this mosquito-like insect is a key part of the magma biome’s food chain. The Magma Mosquito is a veritable energy vampire, capable of using its needle-like proboscis to directly siphon thermal energy from its victims. While most creatures in the magma biome possess an abundance of such energy, the Magma Mosquito’s voracious appetite nevertheless allows swarms of the insects to pose a significant threat. Notably, the Magma Mosquito is able to drain machines of stored energy as well, making the creatures a potentially lethal obstacle to any would-be explorer.

### Bomb Rat

Rats seem ubiquitous, no matter where one might go. These small, gunpowder-black rodents are surprisingly docile, and feed exclusively on vegetation. If frightened and unable to escape a predator, however, the Bomb Rat will often hurl itself at the perceived threat and immediately and catastrophically explode. This poses a significant risk of chain reaction, as the explosion of one Bomb Rat will often cause others nearby to explode as well. While seemingly self-destructive, Bomb Rats have been observed to eventually emerge from the ashes of recent explosions, suggesting that the creatures are quite possibly highly resistant to explosive force.

### Ashfire Ant

Seeming to spontaneously emerge from the ash of recent fires, these small insects are quite similar to other ant species in many key ways. They live in massive colonies, serve a single queen, and showcase an incredible amount of coordination and a highly complex social structure. However, unlike its relatives, the Ashfire Ant is apparently immune to fire, capable of swimming through magma, and also radiates a tremendous amount of body heat. The hive structure of the Ashfire Ant is, in fact, often riddled with veins of flowing lava. When the hive is threatened, soldiers will assault a perceived predator with painful, stinging bites. Their bodies will consequently liquefy into a magma-like ooze. An assault by Ashfire Ants will rapidly coat a victim in a layer of high-temperature sludge, simultaneously immobilizing and immolating the prospective threat.

### Vanishing Firecat

A distant relative of the more well-known Phase Tiger, the Vanishing Firecat is a relatively smaller feline, approximately the size of a common housecat, and can be immediately identified by its split tail and glowing, flame-colored stripe pattern. The Firecat’s small size is no significant impediment to its deadliness, however. In addition to exhibiting similar phasing abilities to their larger cousins, they also exhibit powerful pyromantic capabilities, and are able to deploy their powerful psychic talents at range. When phasing, the Firecat’s presence is given away by a slight heat haze in the air. Notably, a phased Firecat will massively increase the temperature of any material that it passes through, often leaving devastating fires in their wake. This species will often travel a fair distance from its home biome to hunt, and roaming Firecats are thought to be responsible for otherwise inexplicable wildfires.

The unusually effective combination of phasing capabilities and pyromantic psykery exhibited by this diminutive Avernite feline bears uncanny resemblance to the techniques made famous by the renowned Grandmaster Xavier of Avernus’s Telepathica and his Phase Tiger companion. When asked for comment, Grandmaster Xavier inquired as to the size of these felines, and seemed inordinately amused when informed of their small stature.

### Hellkite Drake

Fire-breathing dragons are commonplace in planetary folklore across the galaxy. It is of no significant surprise, then, that such a creature so common in the galactic imagination could be found living on Avernus. The Hellkite Drake is a large, communal, winged reptile armed with a variety of thermal weaponry. Their claws, fangs and horns are not only razor sharp, but also inflict persistent burns. Wounds inflicted by these natural weapons burn for hours, gradually consuming nearby material to fuel the undying flames. However, the Hellkite’s most powerful weapon by far is its breath, which consists of a long jet of flame which can achieve temperatures rivalling that of Melta weapon emissions. It is thought that the drake’s breath is the result of combining both the species’ natural biochemistry as well as some form of innate psychic power. When a flight of Hellkites hunts in tandem, they are often observed combining their firepower by crossing the streams of their breath weapons, significantly increasing the damage inflicted.

### Spitfire Snapdragon

A species of carnivorous vegetation with an unusual affinity for tight spaces, the Spitfire Snapdragon possesses an extensive and winding prehensile stem structure capped by a crimson, bifurcated feeding organ. These plants are ambush predators, hiding within narrow crevasses and abandoned animal nests. When prey passes nearby, the Snapdragon’s feeding organ will burst from its hiding place, revealing a set of powerful jaws and incredibly sharp teeth. The species is capable of incredible speeds, and is able to attack, kill and withdraw to safety before many of its prey-species are able to react.

Its favorite food, however, is the airborne Magma Mosquito. In order to catch such precious prey, the Snapdragon is able to deploy accurate bursts of high-temperature fire. Their capacity for predictive targeting is astounding and, when combined with their resilient stem and incredible reflexes and top speeds, a hunting Snapdragon is able to achieve a nearly 90% success rate.

### Pyrescale Pangolin

This charming creature is approximately the size of a Baneblade, and covered in brilliant, crystalline armor. The Pyrescale Pangolin, like its smaller and more conventional cousins, is an insectivorous, sharp-clawed climber, and can easily scale even the roughest of terrain and sharpest of inclines. The species’ climbing claws are extremely sharp, easily capable of digging into basalt and obsidian alike. While it is generally accepted that the Pyrescale Pangolin fills its explosive crystal scales with the condensed thermal energy of its prey, a considerable amount of the Pangolin’s total thermal load is actually stored internally.

When threatened, the Pyrescale has several means of defense. The first is obvious; the armored scales on its back are incredibly hard, and are capable of deterring all but the most persistent and powerful of attacks. Prospective predators who think themselves capable of breaching this defense are quick to realize that the Pangolin’s scales are more than mere armor. The Pangolin has been known to launch damaged scales like ballistic missiles, transforming their armor into explosive projectiles. Scales are also frequently shed if the Pangolin decides to make its escape, leaving a trail of explosive mines in place to deter would-be predators. The creature’s land-speed is not to be underestimated; its internal thermal stores can be expended as jets of flame that erupt from gaps in its armor, allowing the Pangolin to rapidly roll away from danger. Finally, the Pyrescale is able to launch a long-ranged flame jet from its elongated snout to attack flying prey and combat predators.

Shed scales are quickly regenerated from the Pangolin’s internal thermal stores, and well-fed Pangolins are often able to replenish a full coat of armor even in the middle of combat.

### Tephraback Tortoise

Often mistaken for islands of igneous rock in lakes of molten lava, the Tephraback Tortoise relies on its natural camouflage in conjunction to its massive, snapping jaws and natural projectile weaponry to protect itself from predators. These colossal creatures subsist primarily on the rock and minerals in its natural environment, as well as any creature which thinks itself safe to venture into the Tephraback’s molten territory. The Tortoise’s snapping maw is able to grind down even the hardest of stones, and can easily crush bone and armor alike.

When in need of a more substantial meal than its usual mineral diet, the Tephraback will patiently wait for young Hellkite Drakes and other flying creatures to venture overhead. The tortoise will then begin launching enormous, explosive boulders and blasts of sticky, molten stone from specialized organs built into its shell. Between the creature’s flak-like boulder bombs and its adhesive lava jets, few flyers are agile enough to avoid being knocked out of the sky and into the Tortoise’s waiting maw.

### Pahoehoe Hound

A species of pack-hunting canines, the Pahoehoe Hound is so named due to their unusual ability to liquefy their bodies into flowing masses of living magma. By doing so, the Pahoehoe can move freely through their molten homes, outspeeding all but the most specialized of mantle-dwelling organisms. As a Pahoehoe ages, its skill and finesse gradually improves. Eventually, elder Pahoehoe Hounds are capable of splitting their bodies into independent divisions of molten dog, effectively becoming packs unto themselves. The Pahoehoe’s fine control over their bodily morphology enables them to evade attacks by literally flowing out of the way.

While not dominant enough to be considered superpredators, a pack of Pahoehoe Hhounds is not to be underestimated. Not only are they highly evasive, their molten form also allows them to achieve near-perfect camouflage in magma biomes, and many unwitting expeditionary team has wandered into a seemingly innocuous lava field, only to be set upon by a swarm of hungry hounds. Their fangs and claws are supplemented by the hounds’ ability to turn their bodies into amorphous living weapons, constricting, cutting and impaling as they see fit. With their ability to flow between armored plates and attack vulnerabilities hidden within, a pack of Pahoehoe Hounds is a deadly obstacle indeed.

### Phlogistonic Fanglord

One of the apex predators of the Magma Biome, this enormous, armored arachnid is known to spin equally colossal webs throughout its territory. The Fanglord’s web acts as a highly efficient, unidirectional thermal conductor, rapidly draining victims of their body heat and cellular energy. The spider gathers the accumulated heat through its limbs, feeding patiently at the heart of their webs. Although these creatures might seem to be passive or languid, they are in fact anything but. Small morsels are not able to sustain the Fanglord’s growth, and the beast regularly goes on the hunt for much larger game. In its absence, the Fanglord’s web will slowly accumulate and store thermal energy within nodules of spun silk, acting as thermal batteries for the Spider’s future use.

On the hunt, the Fanglord is an inexorable, deadly beast. Not only is it able to drain heat with the merest touch, the Fanglord’s armor makes the creature into a veritable walking tank. Its venom is by far its most dangerous weapon, however. This viscous liquid is able to react with other matter as though a form of slow-acting antimatter, gradually dissolving the victim into pure energy. The Fanglord consumes this liquefied energy through a set of specialized organs in the creature’s mouth, allowing it to safely consume the total caloric value of its victims’ bodies. If, for some reason, the Fanglord is unable to do so, envenomated victims find that they have become living bombs. In time, their bodies will convert entirely to energy –-- and explode catastrophically in massive fireballs of heat and light.

The Fanglord’s venom enables it to hunt all but the most massive of prey, whose sheer volume allows for some resistance to the deadly substance.

### Magma Kraken

The Magma Kraken is one of the largest and most physically powerful creatures found near the surface. Adults seem to primarily live deep beneath the crust, surfacing for brief periods to feed or escape predators unable to withstand such cold and low pressure environments. Similar in shape to pelagic Kraken, Magma Kraken are notably smaller with a main body measuring only a hundred meters across. Their eight tentacles are of varying length, as the creature seems to use a form of geomancy to create extensions of semi molten stone. This allows it to stretch its tendrils vast distances when hunting prey upon the surface, up to a kilometer from its main body. However, it seems that the tendrils’ grip strength and manual dexterity is inversely proportion to their total length. Even so, the tendrils of a Magma Kraken are far harder than mere stone should be and can crush and melt tanks even when stretched to maximum length. The Kraken will drag prey to the main body before devouring them with its crystalline beak.

While adult Magma Kraken only rarely surface, it seems infants and adolescents spend most of their time on the surface, moving deeper below only once they are approximately a third of their adult size. Young Krakens form pods for self defense, with the size of the pod decreasing as the Krakens grow, starting at almost a dozen members when they are only a few meters in length, and less then five when they are nearly ready to depart the surface. While Kraken seem to leave their young to their own devices, it is not uncommon for an adult kraken to surface to come to the aid of a pod under major threat. The exact nature of this interaction, or the details of Magma Kraken reproduction are still little understood.

### Alpenflame Emperor

By far, the single largest creature that dwells within the Fire Fields, and one of the largest known terrestrial animals upon Avernus. A massive saurian biped, the Alpenflame Emperor dwarfs even the largest known titans, a veritable walking volcano. These creatures carry seemingly literal mountains upon their backs, possessing a vast stone-like carapace that even starship scale weapons would be challenged to crack. Its front reveals a beast covered in craggy scales that are more like boulders than flesh. Its claws and fangs glow with radiant heat, and its every labored breath conjures sweltering heatwaves. Massive pyroclastic flows, lava oozing vents and strange gem-like growth dot its form, most notably round its face giving it a beard-like mass of stone below its jaws. Alpenflame Emperors range in size from roughly half a kilometer to a full kilometer in height. No adolescent or juvenile Alpine Flame Emperor has ever been observed, they will simply rise from the depths of the Fire Field amidst an upwelling of strange obsidian-like detritus and begin roving the area, leading many to suspect they are the final stage of some unknown mantle dwelling species.

Despite their vast size, these creatures are not particularly aggressive, or at least pay no attention to creatures the size of humans or their works. They seem to be filter feeders, wading through the molten stone of the Fire Fields, pulling vast amounts of magma into their various open vents and expelling them. Magma expelled by an Alpenflame is somewhat unsurprisingly, devoid of life, and seems to have been stripped of a number of useful minerals. It is also notably at a far higher temperature. If this is a byproduct, or the creature using molten rock to vent waste heat for temperature regulation is a matter of much debate. Comparing thermal maps of the Fire Fields and known Alpenflame Emperor territories seems to suggest that they may play a role in keeping the region molten. When sleeping, the creature seems to seek out deep magma, before submerging its relatively vulnerable front, leaving its massive carapace appearing as a volcanic island. Alpenflame Emperors seem to simply avoid each other, but can be quite territorial in regards to other sufficiently large megafauna, this is the cause of the few cases where mankind has observed an Alpenflame Emperor acting in anger.

In battle, the Alpenflame Emperor relies primarily upon its vast stone covered tail for physical strikes, as its arms appear poorly suited to combat. However its primary attacks seem to be a trio of ranged attack options. The first is a simple blast of highly pressured molten stone. This can be fired from the vents that line its body, and seem to impact with more kinetic force than they should, suggesting some form of psychic enhancement. Should this prove insufficient, the beast will unleash what has been dubbed a “catastrophe storm” the exact mechanisms of how this works are poorly understood. But the creature hunkers down and unleashes a tremendous onslaught of crushing gravity, volcanic eruptions and impossibly powerful localized tectonic activity. It has been noticed to sink into even basalt stone while performing this, leading many to theorize that it is repurposing whatever power it uses to move its staggering bulk. Should this prove insufficient, it will use its most devastating option, something that has only been observed a handful of times, it will use its breath attack. Due to this being a rare and devastating event, no in depth recordings of this presently exist, so it is unknown if the attack uses some sort of physical medium, mundane energy emissions, or a purely psychic attack What has been observed is the effect. There seems to be relatively little kinetic energy initially, instead a purely thermal attack. Exact temperatures are unknown, but appear sufficient to induce fusion in most materials in the immediate area. As one could imagine, this is staggeringly deadly, but seems to cost the Alpenflame Emperor significantly. Those that use it have been noticed to enter a period of reduced activity, and the magma they expell will show a notably reduced temperature for some time.

The few times one has been observed to die, they have detonated in a massive blast on par with a nova cannon. Intriguingly, in cases where they were not immediately slain, they seemed to head to the edge of the Fire Fields, settling into fault lines. In cases where they could survive long enough to die in a location of their choosing, the blast created an earthquake that notably expanded the Fire Fields near Cassarrondo.

### Diaboldon

King of the midasaurs, Diabolodons stand as tall as a Space Marine dreadnought with claws as sharp as a power sword and a near invulnerable hide. Highly territorial and concerned for their own lives, they preferred to live in geothermal areas on their homeworlds as they were amongst the only creatures who could endure the temperatures. This is no longer the case on Avernus and Diaboldons are appearing across the world in all regions.