Fauna of the Agean Arctic

## Monsters

* **Lycanthrope (Were bear)** - A Hiuralik lycanthrope that was outcasted from his tribe. He either cannot control his transformations or became murderous. Can take any of the weapons a Hiuralik can.
	+ **Human Form**: 55 Melee Skill. 50 ranged skill. 70 strength. 68 toughness. 50 intelligence. 45 agility. 45 perception. 50 resolve. 30 fellowship. 175 health. Average. 50 AS.
	+ Throw Unaaq: Ranged, 7 meters, 3d12 piercing damage. Armor piercing 1.
	+ **Bear Form**: 80 strength. 70 toughness. 50 agility. 50 perception. 6 swim speed. Large. 50 armor score. Arctic camouflage, difficult modifier to hit.
	+ Claw Attack: 6d10 slashing damage, armor piercing 1. Bite: 5d10 piercing damage, armor piercing 1. *Bear Hug*: restraining attack, deals 1d12 bludgeon damage.

* **Amikuk** - Amikuks are shapeshifting creatures that lives under sea ice. They primarily prey on kayakers and fishermen, sinking their ships by pulling them down with it's tentacles. Amikuks will also attempt to charm their prey, to keep them from fleeing the attack. They will shape shift to resemble humans to hunt non-human prey, or to attract kayakers far from the shore. Since amikuks burrow through sea ice, they can follow their prey onto land.
* *Magical, Shapeshifter. 40 strength. 35 toughness. 40 intelligence. 60 agility. 65 perception. 75 health. 20 armor score. 6 swim and burrow speed. Solitary. Aquatic and Underground.*
* *Offer Gifts*; Characters facing the Amikuk must make a resolve test or become charmed. Grab and Bite: restraining attack, 2d12 piercing damage. Sink Boat: The arms wrap around a small boat and attempt to pull it into the water.
* Human (typically a Hiuralik hunter, simply use the human form of a lycanthrope for stats).

* **Akhlut** - The Akhlut are an amphibious, shapeshifting creature that, in it's natural form, resembles a cross between an orca and a wolf. They assume their orca form when hunting in the water, and their wolf form when hunting on land. They are extremely aggressive, especially when in their natural form. According to the Hiuralik, they came about from a hunter who abandoned his tribe to live amongst the wolves, who killed himself by jumping into the sea due to the grief of abandoning his tribe.
* *Magical, Shapeshifter. 60 strength. 65 toughness. 75 agility. 65 perception. 175 health. 6 swim speed. Average. 45 armor score. Solitary. Amphibious.*
* Bite and thrash: Restraining attack, 2d12 piercing damage. Claw attack: 2d12 slashing damage. Takedown attack: 1d12 piercing damage, enemy is restrained and knocked prone. on a critical roll, the Akhult will amputate the limb.
* Wolf, Orca (55 strength, 65 toughness, 70 agility, 55 perception. Aquatic, large, 45 armor score)
* Keen hearing and smell.
	+ Orca attacks: Bite and thrash: Restraining attack, 3d12 piercing damage. Ram: 2d122 bludgeoning damage.
* **Adlet** **Hunter** - The Adlet are a humanoid race of wolf-men living along the plains. Their culture is similar to the Hiuralik, however they are a violent, warlike people who consistently fight with and attack the Hiuralik. According to the Hiuralik, the Adlet came about due to a Hiuralik woman being raped by a Giant Wolf. The woman had ten children, five of who were the first Adlet, the other five were normal wolves.
* *Humanoid. 55 melee skill. 40 ranged skill. 60 strength. 60 toughness. 40 intelligence. 55 agility. 50 perception. 45 resolve. 30 fellowship. 185 health. Average. 45 AS. Hunt in packs of eight.*
* Keen smell. Arctic camouflage, difficult modifier to hit.
* Bite (ability to be a restraining attack): 2d12 piercing damage. Claw attack: 2d12 slashing damage. Takedown attack: 1d12 piercing damage. Attack with pana knife: 2d12 slash attack.
	+ Adlets can take any of the weapons a Hiuralik can.

* **Walrus Dog** - The Walrus Dog is a creature that lives with herds of Walrus' and acts as their fiercest protector. They primarily use their tail to attack, and are particularly hostile to walrus hunters and watercraft.
* *75 strength. 70 toughness. 30 agility. 50 perception. 200 health. 6 swim speed. Large. 60 armor score. Amphibious.*
* Tusk Attack: 5d10 piercing damage, armor piercing 1. Tail Whip: 3d10 bludgeoning damage. Sink Boat - the creature uses its tail to capsize small craft.

* **Pal Rai Yuk** - These curious creatures snake through the sea ice and arctic rivers to hunt both humans and animals. They hunt by laying submerged on river banks and crashing up through the water to use it's two heads to attack it's prey. These creatures are very rare, due to being killed for trophy and to keep Hiuralik populations safe.
* *70 strength. 70 toughness. 50 agility. 40 perception. 300 health. 7 swim speed. Very Large. Aquatic, saltwater. Travel alone.*
* Makes two bite attacks per turn.
* Bite: 4d12 piercing damage. Sink Boat.

* **Qallupilluit** These are aquatic, humanoid creatures with a stark, fish like appearance. They live under the ice, particularly near sites commonly settled by Hiuralik tribes. These fish people abduct and feed on Hiuralik children who wander out onto the ice unaccompanied and are feared by all members of the tribe. They wear duck-skin clothing, reek of sulfur, and have extremely long and dark fingernails that they use as defense.
* *Humanoid. 50 melee skill. 30 ranged skill. 45 strength. 55 toughness. 35 intelligence. 40 agility. 60 perception. 35 resolve. 10 fellowship. 165 health. Average. 40 armor score. Solitary. Aquatic.*
* Grapple Attack: The qullupilluit grabs the character and begins to move one square back each turn. Claw attack: 2d12 slash damage.

* **Qiqirn** - Qiqirn are a kind of dog that lives in the arctic. They are nearly hairless and rather small and extremely afraid of humans. They are solitary creatures and have much more bark than bite. However if they are cornered, they can leave you with a nasty wound.
* *45 strength. 45 toughness. 55 agility. 50 perception. 125 health. Small. 35 armor score. Solitary.*
* If this creature drops below half health it will flee. Will not attack a party with an Angakkuq.
* Bite (ability to be a restraining attack): 2d12 piercing damage. Claw attack: 2d12 slashing damage.

* **Tammatuyuq**. These vampiric humanoids travel the arctic alone, integrating themselves into Hiuralik tribes and gaining their trust before either murdering or stealing an infant and sucking it's blood through it's skull. Each Tammatuyuq have their own lair, but this is typically extremely hidden and very hard to find. They lay dormant throughout the summer, when it is unsafe to travel due to the sun, typically stealing many children in the spring to keep themselves sustained.
* *Humanoid, vampiric. 55 melee skill. 45 ranged skill. 65 strength. 55 toughness. 65 intelligence. 45 agility. 45 perception. 45 resolve. 170 health. Average. 50 armor score. Solitary.*
* Hand axe: 2d12 slashing damage, causes bleed. Bite: 2d12 piercing damage, causes bleed.

* **Ugjuknarpak**. These giant, aquatic mice live within icy lakes and have a nasty habit of flipping boats to feed upon their riders. The creature ahs keen hearing and incredibly thick fur. Parkas made of the fur are sought after, but only a few exist due to the size of the creature, many would need to be killed to make one.
* *45 strength. 50 toughness. 55 agility. 40 perception. 100 health. 6 swim speed. Average. 65 armor score. Aquatic, solitary.*
* Flip Boat. Grapple with tail. Bite, 2d12 piercing.

* **Tizheruk**. These se serpents live in the icy bays of the western arctic, and are often mistaken for simple seals by hunters. This is a fatal mistake, as Tizheruk are powerful, dangerous creatures that will attack humans on sight. Many hunters and naïve fishermen have been killed after approaching these creatures, believing them to be a seal.
* *65 strength. 60 toughness. 45 agility. 30 perception. 185 health. 6 swim speed. Large. 45 armor score. Aquatic, solitary*
* Moves and swims silently.
* Flip Boat. Bite: 4d12 piercing damage.

* **Kigatilik**. The Kigatilik are fanged, magical creatures that hunt Angakkuq, taking the shaman's amulets, spirit bottles and masks to form a heap of collection on it's back. The Kigatilik sustain on magical energy, and often follow tribes containing powerful Angakkuq.
* *Magical predator. 50 strength. 50 toughness. 45 agility. 50 perception. 65 intelligence. 70 resolve. Average. 160 health. 50 armor score. Solitary.*
* Bite: 2d12 piercing damage, causes bleed. *Leech* - The Kigatilik touches a caster and siphons power from them, 4d12 mental damage. *Antimagic Field* - The creature becomes immune to magic damage for one round.

* **Ijiraq**. The ijirait are a race of evil, shapeshifting creatures that kidnap Hiuralik children. The Ijirait are a race of tricksters, often manipulating their victims into following them back to their layers. The more bold Ijirait, however, will simply use their stealthy powers to ambush and attack passerby.
* *Humanoid, shapeshifter. 50 melee skill. 55 ranged skill. 50 strength. 50 toughness. 55 agility. 70 intelligence. 70 resolve. 70 fellowship. Average, 175 health. 60 armor score. Solitary.*
* Longbow: 45 meter range. 3d12 piercing damage, armor piercing 1. *Charm*: The target must make a resolve test or be charmed by the creature. *Invisibility*: The Ijiraq becomes invisible. An Ijiraq can have one magical attack from the Tariaksuq spell list.
* Caribou, Tariaksuq (add 5 to each stat), moose, natural human.
	+ Ijirait can take any of the weapons a Hiuralik can.
* **Atshen**. Ashten are the arctic form of Wendigo. These are the reanimated corpses of those who performed cannibalism or other gluttonous sins. They are extremely tall, imposing and frightening creatures that reek of rot and make the air around them feel cold and icy. They typically only come out at night to hunt caribou.
* *Undead. 70 strength. 65 toughness. 60 agility. 45 perception. 185 health, Large. 30 armor score. Solitary. 8 speed.*
* Grapple attack: The target must make a check against hypothermia due to the creatures ice cold skin. Bite: 3d12 damage, causes frostbite on the surrounding skin.

* **Amixsak -** This curious creature is takes the form of a boneless, eyeless walrus skin. They are solitary and live primarily in the water. It is believed they are spirits seeking revenge on hunters who did not properly care for their originally bodies skin and flesh after the hunt. Ever since Elothians began hunting in the arctic, more Amixsak have appeared, making the theory stronger.
* *60 strength. 70 toughness. 30 agility. Blind. 140 health. Large. 40 armor score. Solitary*
* Bludgeon attack: 3d10 bludgeoning damage.

* **Itqiirpak** -The itqiirpak are a weird creature that resembles a screaming hand encased in a ball of fire. No one really knows where they came from or how they survive. The Hiuralik believe them to bad omens, and seeing one means someone close to you will die soon.
* *Magical, 45 strength. 45 toughness. 55 agility. Blind. 100 health. Average. 30 armor score. Solitary*
* *Burn*: The Itqiirpak is surrounded by a ball of fire, it will charge a character ad deal 2d12 burn damage to them. Breathe Fire: 5 meter range. 4d12 fire damage.

* **Sermilik** -Sermilik are a type of polar bear, however these bears are much, much larger and possess an icy coat of spiked armor in place of fur. Aside from the striking appearance, they behave the same as a normal polar bear and are just as dangerous (if not moreso)
* *80 strength. 80 toughness. 40 agility. 50 perception. 250 health. 6 swim speed. Large. 60 armor score. Solitary.*
* Arctic Camouflage, difficult modifier to hit.
* Claw Attack: 6d10 slashing damage, armor piercing 1. Bite: 5d10 piercing damage, armor piercing 1. Ram with body armor: 5d10 piercing damage.
* Unarmed attacks will take damage, fire does 10 extra damage

## Dangerous animals.

* **Walrus** - 75 strength. 70 toughness. 30 agility. 50 perception. 200 health. 6 swim speed. Large. 50 armor score. Amphibious. Travel in very large groups called herds, typically only male walrus' will attack
* Tusk Attack: 5d10 piercing damage, armor piercing 1. Bludgeon attack: 3d10 bludgeoning damage.
* Game.

* **Polar Bear** - 80 strength. 70 toughness. 50 agility. 50 perception. 250 health. 6 swim speed. Large. 50 armor score. Solitary.
* Arctic Camouflage, difficult modifier to hit.
* Claw Attack: 6d10 slashing damage, armor piercing 1. Bite: 5d10 piercing damage, armor piercing 1. *Bear Hug*: restraining attack, deals 1d12 bludgeon damage.
* Game.
	+ **Giant Polar Bear**: 85 strength. 75 toughness. 55 agility. 55 perception. 300 health. Very Large. 55 Armor Score. Attacks get a additional +2 damage.
	+ **Ten Legged Bear** (Qupqugiaq) Same as a regular polar bear, but can make 3 claw attacks in a round and has speed of 7.

* **Brown Bear** - 75 strength. 65 toughness. 50 agility. 50 perception. 250 health. Ability to climb. Large. 50 Armor score. Solitary.
* Claw Attack: 6d10 slashing damage, armor piercing 1. Bite: 5d10 piercing damage, armor piercing 1. *Bear Hug*: restraining attack, deals 1d12 bludgeon damage.
* Game.

* **Giant Moose** - 60 strength. 75 toughness. 60 agility. 50 perception. 145 health. 40 armor score. Solitary.
* Kick (any direction): 3d12 bludgeoning damage, character will be knocked prone. Antler Attack: 3d12 bludgeoning damage. Trample: Flee attack, 4d12 bludgeoning damage, character is knocked prone.
* Game.

* **White Wolves** - 55 strength. 60 toughness. 75 agility. 65 perception. 100 health. 30 armor score. Travel in packs of eight. Average.
* Arctic Camouflage, difficult modifier to hit.
* Bite (ability to be a restraining attack): 2d12 piercing damage. Claw attack: 2d12 slashing damage. Takedown attack: 1d12 piercing damage, enemy is restrained and knocked prone. on a critical roll, the wolf will amputate the limb.
	+ **Giant Wolf** (Amaroq) - 60 strength. 65 toughness. 75 agility. 70 perception. 150 health. 35 armor score. Large. Travel alone. Attacks get a additional +2 damage.
* **Giant Whale** (Angeoa) 70 strength. 70 toughness. 50 agility. 40 perception. 400 health. 7 swim speed. Giant. Aquatic, freshwater. 70 AS. Solitary
* Aquatic Camoflauge, difficult modifier to hit.
* Sink Boat

* **Nocturnal Woolly Mammoth** (Koguhpuk) 70 strength. 70 toughness. 30 agility. 35 perception. 400 health. Giant. nocturnal, cave dweller. 60 AS. Travel in herds of up to one hundred mammoths.
* Cannot go in sunlight or will instantly be reduced to 15 health.
* Tusk attack: 5d10 piercing damage, armor piercing 1.

* **Quvdlugiarsuaq** (Giant Maggot) 55 strength. 50 toughness. 35 agility. 25 perception. 100 health. Very Large. 20 armor score. Solitary, but common.
* Bite 2d12 piecing damage. Spit 1d12 acid damage, 5 meter range.

Other enemies that might be encountered is hostile Hiuralik (and there non human counterparts), hostile tradesmen, and southern tribes if you are along the coastlines.

## Harmless Animals

These animals can be hunted, or exist purely to flavor the landscape.

### Birds

* Geese. Aquatic. Game.
* Swan. Aquatic. Game
* Sea and Lake Ducks. Aquatic. Game.
* Grouse. Land. Game.
* Grebes. Aquatic.
* Doves. Land. Game.
* Hummingbird. Land.
* Cranes. Aquatic
* Sandpipers. Aquatic.
* Puffins. Aquatic. Game.
* Seagulls. Aquatic. Game
* Loons. Aquatic. Game
* Agean White Pelican. Aquatic
* Black-Brown Albatross. Aquatic
* Great Blue Heron. Aquatic
* Egrets. Aquatic.
* Turkey Vultures.
* Ospreys.
* Hawks and Eagles.
* Owls.
* Belted Kingfisher.
* Woodpeckers.
* Falcons.
* Northern Shrike.
* Black Beacked Magpie.
* Crows and Ravens.
* Northern Mockingbird.
* Songbirds (Chickadees, Jays, Horned Larks, Swallows, sparrows, finches, warblers, and Wrens.)

### Fish and Shellfish

* Artic Char. Game, freshwater.
* Lingcod. Game, freshwater
* Rock Sturgeon. Game, freshwater. Drops roe.
* Northern Pike. Game, freshwater
* Salmon. Game, freshwater. Drops roe.
* Trout. Game, freshwater.
* Arctic Lamprey. Freshwater.
* Black Mussel. Game. Saltwater
* Green Sea Urchin. Game. Saltwater.
* Cod. Game. Saltwater.
* Haddock. Game. Saltwater
* Arctic Halibut. Game. Saltwater.
* Coatimoatan Herring. Game. Saltwater
* Sleeper Shark. Saltwater
* Bracelislen Wolffish. Saltwater.

### Mammals

* Various species of Seal. (Elephant, Harp, Bearded, Harbor). Game. Aquatic mammals.
* Arctic Ground Squirrels. Game.
* Lemmings.
* Arctic Shrew
* Caribou. Game. Travel in giant herds across the arctic.
* Arctic and Red foxes.
* Hares. Game.
* Lynxes.
* Marmots
* Muskoxen. Game. Will scatter when startled. Travel in herds of 20.
* Muskrats
* Roe Deer
* Weasels
* voles
* Whales (bleuga, blue, orca, humpback, and sperm). Aquatic. Game. Giant.
	+ A pod of whales will turn the surrounding ocean into difficult terrain.
* Narwhals. Aquatic. Game. Gaint.
* wolverines.

### Other Creatures

* common adders
* Moths, Butterflies, Beetles, Bees, Damsleflies, and Botflies that affect caribou.
* Frogs
* Common Lizard

## Monster Gallery

Amikuk in its natural form.An Akhult in it's natural formAn AdletWalrus DogA Pal Rai YukA qallupilluit under the iceA qiqirnA TammatuyuqA Tizheruk fighting a polar bear.A kigatilik wearing the trophies of slain AngakkuqsNatural form of an IjiraqAn Atshen over a killed caribou.An AmixsaxAn Itqiirpak as it appears in the center of it's protective fireball.Sermilik