attributes
DeX: 8 sTr: 12 Tou: 11
Per: 5 WIL: 5 Cha: 4
Characteristics
Initiative: 8 Physical Defense: 9 actions: 2 spell Defense: 7 attack (6): 14 social Defense: 6
Damage: Physical armor: 6
Bite (5): 17 (poison) Mystic armor: 1
Death: 91 recovery Tests: 5
unconsciousness: 78 Knockdown: Immune Wound Threshold: 16 Movement: 5
Powers
Climbing S (6): 14, Durability (6), Enhanced Senses [Smell] (2): 7, Heat Sight, Poison [SD 15; Death], Silent Walk S (6): 14
attack (1): 8 social Defense: 6
These small monkeys are common throughout the Jungle of Endless Wandering. They are popular among hunters, who capture and sell them to the traveling entertainers, who find the small monkeys a sure crowd pleaser—once they’re properly domesticated.
rules
Easy to Domesticate: Reduce the Result Level by one for attempts to tame or domesticate a macaque. For example, using the Animal Training talent or skill usually requires an Average Result, but when used against a macaque, it only requires a Poor Result.
Mon Ku
attack (3): 14 social Defense: 7Damage: Physical armor: 0
Avoid Blow S (5): 16, Blur (5): 16, Climbing S (5): 16, Durability (3), Enhanced Senses [Smell] (2): 9, Fast Hand S (5): 16, Great Leap S (5): 16, Silent Walk S (5): 16
Legend award Third Circle (1 per 2 PC)
Commentary
These miniature monkeys are bothersome tricksters that live in the Jungle of Endless Wandering. Standing an average of only six to eight inches tall, these pests love playing tricks on visitors to their home. They move so incredibly fast that witnesses report seeing only a blur just before discovering that their daggers have been replaced with bananas.
From those who have actually seen a mon ku, they are reported as having white fur with black rings around their large eyes, and multi-colored tails of orange, brown, and black.
Because of the mon kus’ appearance and playful nature, many believe that the mon ku are the creation of the Passion, Hoh.
rules
The mon ku are incredibly fast, and love playing tricks on unwary travelers. If attacked, the mon ku retreat into the trees, hurling insults over their furry little shoulders in their strange monkey language. attack (9): 22 social Defense: 16
Damage: Physical armor: 15
Karma Points: 8/8 Karma Step: 8
* Swimming Movement Rate
Powers
Durability (13), Multi-Strike T (2): 15, Swimming S (13): 40, Tidal Splash (3): 30 Legend award
Fourteenth Circle (Group) Commentary
This terrifying creature, as far as anyone knows, is the only one of its kind. Living within the cold depths of the Emerald Sea, this creature rises from time to time to devour entire ships. It has even been reported that it has attacked entire fleets.
The monster is reported as resembling a monstrous octopus with a large, circular mouth filled with sharp teeth where its beak should be, and having 100 tentacles. The total length of the creature is nearly 300 feet.
Legends speak of this terrible monster rising from the waves to create tsunamis that have destroyed entire cities along the coast of the Emerald Sea. Fortunately no sightings of the Mu Gu have been reported since the end of the Scourge. However, many ships have been lost at sea since then, so maybe it’s just that none have survived to tell the tale.
rules
The Mu Gu prefers to attack vessels directly rather than those who are aboard them.
Once a ship is destroyed and pulled beneath the waves, the Mu Gu picks off the bodies one by one as a meal.
Sometimes the Mu Gu will cause an enormous tsunami with waves up to 40 feet high to destroy coastal settlements, knowing that the tide will bring it the bodies to feast on.
Multi-strike: The Mu Gu can only use its Multi-Strike power with its Tentacle attacks.
Nethermonk
attack (5): 12 social Defense: 7Damage: Physical armor: 0
Quarterstaff (4): 9 Mystic armor: 6
Death: 70* recovery Tests: 2
unconsciousness: 55* Knockdown: 5 Wound Threshold: 9 Movement: 6
* Adjusted by Blood Magic Powers
Astral Sight T (6): 16, Drain Life (6): 16, Durability (7), Spellcasting (8): 18, Spell Matrix (8), Thread Weaving [Nethermancy] T (8): 18
spells Fifth Circle (1 per 2 PC)
Commentary
Nethermonks are a mysterious type of Namegivers that exist in underground caves, deep forests, and secluded wildernesses throughout Cathay. Scholars are uncertain if nethermonks are a unique race of Namegiver, or if they were once humans who twisted themselves into a new race through the use of dark and forbidden magic.
The nethermonk resembles a sickly, pale human, completely hairless, with its eyes and mouth sewn shut. Nethermonks wear dark, hooded robes; carry tall, knotted staffs; and travel only by night. Masters of Nethermancy, nethermonks feed by draining the life energy from living creatures through the use of powerful Blood Magic.
It is believed by most scholars that nethermonks belong to a type of religious order, devoted to the pursuit of immortality. However, very little has been learned about these dangerous beings, as any who encounter them are lucky to escape with their lives.
rules
Nethermonks prefer to fight from a distance, using their Drain Life power.
CreaTures oF CaThay
7
Peng
attributesDeX: 7 sTr: 8 Tou: 7
Per: 6 WIL: 4 Cha: 6
Characteristics
Initiative: 7 Physical Defense: 8 actions: 1 spell Defense: 8 attack (3): 10 social Defense: 8
Damage: Physical armor: 3
Bite (7): 15; Mystic armor: 0 Claws (6): 14
Death: 42 recovery Tests: 3
unconsciousness: 34 Knockdown: 8 Wound Threshold: 12 Movement: 2/9*
* Flying Movement Rate Powers
Enhanced Senses [Sight] (4): 10 Legend award
Second Circle Commentary
Peng are gargantuan eagles with wingspans of up to 60 feet. They are typically only found flying over the Emerald Sea, diving to pluck small whales out of the ocean as they surface. Peng nest in the high mountain peaks throughout the many small islands that dot the region. These magnificent, but thankfully rare, birds have been known to be a danger to seagoing vessels as well. Legends tell of great heroes who would domesticate a peng and use them as mounts. No known Namegiver within living memory has accomplished such a task, though many have tried.
Phoenix
attributes
DeX: 15 sTr: 5 Tou: 5
Per: 15 WIL: 15 Cha: 15
Characteristics
Initiative: 15 Physical Defense: 19 actions: 3 spell Defense: 19 Attack (3): 18 social Defense: 19
Damage: Physical armor: 0
Bite (7): 12; Mystic armor: 10 2 × Claws (4): 9
Death: 124 recovery Tests: 2 unconsciousness: 101 Knockdown: 5 Wound Threshold: 9 Movement: 4/10*
Karma Points: 20/20 Karma step: 15
* Flying Movement Rate Powers
Absolute Heal (10): 25, Blinding Glare (5): 20, Burning Aura (20), Calm Others (5): 20, Durability (15), Endure Cold T (10): 15, Enhanced Senses [Sight] (4): 19,
Fire Trail (5): 20, Locate Target (5): 20, Magic Drain (5): 20, Spellcasting (10): 25, Thread Weaving [Elementalism] T (6): 21, Thread Weaving [Wizardry] T (10): 25
spells
Elementalism (Sixth Circle), Journey to Life Loot
Phoenix Feather, worth 4D10 × 100 gold pieces (worth Legend Points).
Legend award Eleventh Circle (Group)
Commentary
The phoenix is a large bird of immense wisdom and intelligence. Some even suggest that phoenixes rival the dragons in intellect, though none would say so to a dragon’s face.
Their plumage is comprised of fire-colored feathers of red and orange, and some have yellow on their long, flowing tail feathers. Their average size is about four feet in height with a wingspan of just over eight feet. Phoenixes can be found in the mountains near water sources such as lakes and rivers, where they nest in the highest branches of the tallest evergreens.
rules
It is well known that the phoenix is immortal, perishing every 500 years to be reborn in flames. Phoenixes are also renowned for their healing powers.
Pixiu
attributes
DeX: 9 sTr: 13 Tou: 10
Per: 11 WIL: 9 Cha: 7
Characteristics
Initiative: 9 Physical Defense: 12 actions: 2 spell Defense: 15 attack (5): 14 social Defense: 10
Damage: Physical armor: 6
Bite (3): 16; Mystic armor: 5 Claws (2): 15; Horns (5): 18
Death: 84 recovery Tests: 5
unconsciousness: 72 Knockdown: 14 Wound Threshold: 15 Movement: 9 Karma Points: 5/5 Karma step: 5
Powers
Battle Shout [Roar] S (5): 12, Charge (5), Durability (5),
Enhanced Senses [Sight] (2): 13, Gold Sense T (5): 16, Low-Light Vision Loot
Various loot from victims Legend award Fifth Circle (1 per 2 PC)
Commentary
The pixiu resembles a lion with great, brightly colored, feathered wings and ram horns atop its skull. The beast lives in remote regions, typically forested hills, where it hoards treasure—usually in a cave—that it has acquired from its victims. The pixiu lusts after silver and gold, and it has the ability to sense these precious minerals from far away.
These creatures have been known to attack travelers carrying as little as one silver piece.
It is believed that magicians originally created the pixiu, though it is uncertain as to why.
Some scholars argue that they were designed to guard personal vaults, while others believe they were created to hunt for silver and gold, much in the same way that pigs are used to hunt truffles. However, whatever the reason, the pixiu is a very deadly creature, and most travelers know to throw down all of their gold and silver before attempting to flee from one.
Poh
attributes attack (5): 12 social Defense: 12Damage: Physical armor: 0
Durability (3), Enhanced Senses [Listen] (2): 7, Great Leap S (5): 12, Hunting S (5): 12, Silent Walk S (5): 12, Sprint S (2), Tracking S (5): 12
Legend award Fifth Circle
Commentary
With the teeth and claws of a tiger, the body of a horse, and the horn of a unicorn, the poh is one of the most feared and respected hunters that can be found in the Land of the Gar.
To the gar, capturing and taming a poh for a mount is one of the greatest acts of courage;
anyone doing so is granted a special place of honor among his tribe.
The poh typically hunts tigers and leopards but has also been known to make a meal out of the occasional stray traveler. The poh typically travel in packs, hunting together in an uncanny, systematic way. They can be found in the plains or in the mountains.