Originally fairies from Ireland, Leprechauns have the ability to create convincing false coinage that lasts for 1d6 hours. They are intelligent and varied creatures, but tend toward slightly eccentric, mischievous behaviours.
Attributes
5 Health
Abilities
(+3)Conjure Gold(Medium Spell, Will Based, Roll greater than 11 to succeed) This spell allows the leprechan to conjure what, for all non-magical methods of detection, appears to be gold coinage similar to wizards gold. 2d6*10 gold coins appear, and they disaappear in 1d6 hours.
(+3)Evasion Illusion(Medium Spell, Intelligence Based, Roll greater than 10 to cast) this allows the leprechaun to do whatever it needs to to escape an otheriwise inescapable situation and reappear within 20 feet on a successsful use.
(+3)Shillelagh(Strength Based, Roll greater than 11 to succeed) A leprechaun who finally needs to defend himself with strength has probably already lost and surrendered some of his fake gold, however, if he has no choice but to fight or die, he an conjure a shillelah that deals 1d3 damage.
The Japanese water spirits known as Kappa, monkey-like green skinned reptiles with water-filled impressions atop their heads, prey on the blood of humans that wander too close to their shallow-water nests. Although they often attack, they can easily be appeased by giving them a cucumber inscribed with a name, or by causing them to spill the water from the top of their heads.
7 Health
(+3)Tackle(Strength Based, Roll greater than 10 to succeed) A kappa will attempt to tackle it’s victims to immobilize them and drink their blood. A successful strength resistance check has a 50% chance of spilling the Kappa’s head water and forcing it back in to it’s lake.
(+3)Bite(Strength Based, Roll greater than 11 to succeed) Upon successfully attacking it’s victims, it will attempt to strangle and bite it’s victim to drink it’s blood. A successful strength resistance check will spill the kappa’s head and force it back into it’s lake.
A hippogriff is a flying creature comprised of the head, back, wings, and forelegs of an eagle and the hind legs, hindquarters, and tail of a horse. Noble, intelligent, and highly proud creatures, sometimes their impatience with the actions of humans causes conflict. Properly approaching and interacting with a hippogriff is essential.
12 Health
(+5)Fly(Strength Based, Roll greater than 17 to succeed) Hippogriffs are skilled at flying and can maneuver very well while doing so.
(+5)Slash(Strength Based, Roll greater than 16 to succeed) A hippogriff will rarely attack, and when it does it will usually show restraint and only inflict minor injuries, but if it is in danger it can do serious damage to it’s victims. 3 Damage.
A grindylow is a pale green underwater creature that lives in the weed-beds of British lakes. Violent and agressive, they attack both wizards and muggles with their long and strong fingers, but their bones are brittle and easy to damage and escape. One notable feature of the grindylow is that it can be domesticated and they are commonly kept by merfolk as pets.
Attributes:
4 health
(+2) Grab(Strength based, roll greater than 8 to succeed) A grindylow tends to start it’s attack by surprising a target and dragging it into the water. Roll will to resist or lose next action each turn, on a successful will resistance check roll a strength resistance roll to break the grindylow’s grip.
Drown: the grindylow deals 1 direct health damage per round and 1 yield point per round that it maintains it’s grab attack underwater.
(+1)Slam(Strength Based, Roll greater than 10 to succeed) Deals 1 yield point damage on a successful hit.