Creature Decks: More Dragons, Outsiders

Berbalang
Neil Anderson
Undead # XX
Origins: Scholars cannot agree on what type of creature
Berbalang
a Berbalang is, let alone its origin. Some believe them to
be monstrous humanoids, while others believe them to
be native travelers of the astral planes. Currently, the
predominant view is that they are a strange variant of
undead that travel the planes.
Usual Attitude: If not in a trance, charming future
prey while in disguise.
Favored Locations: It makes its lair about a day from
humanoid settlements. Close enough to town to feed,
but far enough that its lair will avoid notice.
Organization: It has a hermitlike lifestyle.
Strengths:
• A tough hide that is nearly impervious to all but goodaligned and silver weapons.
• Its bite and claws can cause paralysis.
• Magic abilities related to deception: charm and alter
appearance.
• Undead traits: Immunities to mind effects, disease,
poison, paralysis, etc.
Tactics:
• Berbalangs will use their charm and alter self abilities to
lure meals from town. They may pose as shamans or
crones who can heal a wart, make a person fertile, etc.
When alone with its victim, the berbalang will feed.
Suggestions:
• Try to take it out in one strike while it is in a trance
travelling the planes.
• Keep all its immunities in mind.
Creature Decks: More Dragons, Outsiders & Undead © 2015 Inkwell Ideas
Elemental, Lightning
Eric Quigley
Outsider # XX
Origins: Some say lightning elementals are air
Elemental, Lightning
elementals changed by getting too close to massive
storms in the Plane of Air. Others believe they are bits of
air elementals struck off by the storms and re-animated
as something new.
Usual Attitude: Gleefully aggressive.
Favored Locations: Great storms with a hint of
magic on the loose.
Strengths:
• Targets with metal armor or weapons will suffer greater
damage from a lightning elemental's attack.
• Amazingly agile.
• Immune to electricity, bleed, paralysis, poison, sleep,
and stun.
• With no vital organs, critical hits and precision attacks
have no special effect.
Weaknesses:
• Ozone gives away their presence.
Tactics:
• They will focus on foes wearing metal.
• Can appear in any shape they can imagine: humanoid,
disembodied head, dragon, bird, etc.
Suggestions:
• Get out of any metal armor or weapons. Now is a good
time for mages to step up.
• Get it interested in another group of targets.
• As with all elementals, remember its size gives you a
general idea of its power and intelligence.
Creature Decks: More Dragons, Outsiders & Undead © 2015 Inkwell Ideas
Oni, Ice Yai
David Loebman
Outsider # XX
Origins: An evil spirit—often a failed Kami that can no
Oni, Ice Yai
longer manifest physically—possessing a host after a vile
ritual/suicide occurs in an ice-related manner.
Usual Attitude: Savage, beneath a facade of
moderation & wisdom.
Favored Locations: Somewhere cold & icy on the
material plane.
Strengths:
• It can shapechange to a more pleasing form. It will use
this to deceive others and avoid revealing itself.
• It regenerates, except acid or fire damage.
• It has several magical abilities such as flight, darkness,
charm, sleep, cold cone, and more.
• An ice yai can fire an ice bolt from its third eye.
Weaknesses:
• Vulnerable to fire.
Allies or Enemies:
• Often ice yai are found leading ice giants.
Tactics:
• It will shapechange and attempt to prevent others from
knowing what it is.
• Once revealed, it will attack hard and without mercy.
• Ice Yai are likely to fight the long game; not be rash.
Suggestions:
• Have fire and acid attacks ready.
• That ice giant commander with extra magic powers? It
isn't just an ice giant...
Creature Decks: More Dragons, Outsiders & Undead © 2015 Inkwell Ideas
Thoqqua
Phill Simpson
Outsider # XX
Origins: The first thoqqua were much larger and served
Thoqqua
the strongest elementals by creating volcanoes and heat
vents. Larger thoqqua are rumored to still exist near a
planet's core.
Usual Attitude: Often benevolent and protective, but
quick to attack when taken by surprise or when otherwise
frustrated.
Favored Locations: Volcanoes on the Material
plane. Also the lava fields or ash deserts where the
planes of Earth and Fire meet.
Organization: Solitary (or pair during mating season)
Strengths:
• Immune to fire.
• It can easily slice through difficult terrain.
• It can sense movement on the ground, so don't try to
sneak up on one unless you're airborne.
Weaknesses:
• Its body is softer than it looks.
• As one would expect, it is especially vulnerable to cold.
• It is smarter than an animal, but not smarter than even a
below average person.
Allies or Enemies:
• If they are approached carefully and without surprise it is
possible to have good relations with Thoqqua.
Suggestions:
• Don't touch it! Touching it will burn you.
• It has great senses, so be very careful if you're trying to
trick one.
• These are neutral creatures—no need to make enemies.
Creature Decks: More Dragons, Outsiders & Undead © 2015 Inkwell Ideas