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
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