The legacy of Tecal is an island rife with undead, monstrous creatures and insidious perils. The apocalypse that brought the empire to its sudden end unleashed an evil that to this day permeate the land, twisting the creatures that live there into depraved echoes of their former selves. That same energy has kept the old masters and their slaves in the island’s ruined city from their final rest, turning them into shambling corpses, ravenous ghosts, or worse.

Carnivorous Mudkips

CR 3 Swarm Creature

The distinctive pitter-patter (pah-pih-tah pa-pih-tah) of aswarm coming onto shore from the murky depths they dwell in sounds like rain on muddy soil. When their prey is caught unaware, all that the mudkips leave in their wake are piles of bones, notched by their tiny, needle-sharp fangs.

XP 300

N Diminutive animal (swarm)

Init +2; Senses low-light vision, scent; Perception +11

DEFENSE

AC 18, touch 118, flat-footed 14 (+4 Dex, +4 size)

hp 18 (4d8)

Fort +7, Ref +6, Will +2

Defensive Abilities half damage from piercing and slashing;

Immune swarm traits

Weaknesses swarm traits

OFFENSE

Speed 10 ft., Swim 60 ft. (average)

Melee

Swarm (2d6 bleed)

Space 10 ft.; Reach 0 ft.

Special Attacks distraction (DC 11)

TACTICS

On land, carnivorous mudkip swarms will come onto land when they sense prey that is weak or somehow hindered. Then they will lunge onto their prey in unison to devour it. Underwater, the swarm will charge prey that it can engulf. If only larger prey is nearby, they will make a concerted effort to come up behind it and use lunge.

STATISTICS

Str 1, Dex 18, Con 15, Int -, Wis 10, Cha 2

Base Atk +3; CMB –; CMD

Feats Skill Focus (Perception), Weapon Finesse

Skills Stealth +16 (+24 in swamps), Swim +12; Racial Modifiers +8 Stealth in swamps, uses Dexterity to modify Swim checks

SPECIAL ABILITIES

Lunge (Ex)

When a swarm first emerges from a body of water, they can spend a full action moving at twice their normal speed in a straight line towards a target. If the target is unaware of the mudkip swarm, the swarm can leap an additional 10 feet and attack it. The target is considered flat-footed for this attack.

Bleed (Ex)

Creatures that take damage from a mudkip swarm’s attack are made to bleed (1d4 per round). This effect can stack.

ECOLOGY

Environment

Tropical forests, Bogs, Rivers

Organization

Solitary, school (2-4 swarms), or tide (5-10 swarms)

Treasure

None

Cinder Skeleton

CR 1/2 Undead Creature

Cinder skeletons are created when lava infused with arcane power washes over a living victim, searing away their flesh instantly but trapping their soul within their bones. Their bones become animated skeletons clad in cooled lava, riddled with glowing fractures as lava still flows under the hardened surface.

XP 200

NE Medium undead

Init +6; Senses darkvision 60 ft.; Perception +0

Aura fiery aura (1d6)

DEFENSE

AC 16, touch 12, flat-footed 14 (+2 armor, +2 Dex, +2 natural)

hp 5 (1d8+1)

Fort +1, Ref +2, Will +2

DR 5/bludgeoning; Immune fire, undead traits

Vulnerability cold

OFFENSE

Speed 30 ft.

Melee

Claw –3 (1d4+1 plus 1d6 fire) or 2 claws +2 (1d4+2 plus 1d6 fire)

STATISTICS

Str 15, Dex 14, Con —, Int —, Wis 10, Cha 12

Base Atk +0; CMB +2; CMD 14

Feats Improved Initiative

SPECIAL ABILITIES

Vomit Magma (Sp)

As a standard action, a cinder skeleton can vomit a glob of molten magma. The attack has a range of 20 feet, and is considered a +0 ranged attack. Creatures hit by this attack take 1d8 damage. A reflex save (DC 11) halves the damage.

Burning Marrow (Ex)

When a cinder skeleton takes damage, sparks and embers burst from seams in its bones. A melee attacker takes 1d6 points of fire damage. A Reflex save (DC 11) halves this damage.