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.
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.
hp 18 (4d8)
Fort +7, Ref +6, Will +2
Defensive Abilities half damage from piercing and slashing;
Immune swarm traits
Weaknesses swarm traits
Speed 10 ft., Swim 60 ft. (average)
Space 10 ft.; Reach 0 ft.
Special Attacks distraction (DC 11)
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.
Str 1, Dex 18, Con 15, Int -, Wis 10, Cha 2
Base Atk +3; CMB –; CMD —
Skills Stealth +16 (+24 in swamps), Swim +12; Racial Modifiers +8 Stealth in swamps, uses Dexterity to modify Swim checks
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.
Creatures that take damage from a mudkip swarm’s attack are made to bleed (1d4 per round). This effect can stack.
Tropical forests, Bogs, Rivers
Solitary, school (2-4 swarms), or tide (5-10 swarms)
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.
NE Medium undead
Init +6; Senses darkvision 60 ft.; Perception +0
Aura fiery aura (1d6)
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
Speed 30 ft.
Claw –3 (1d4+1 plus 1d6 fire) or 2 claws +2 (1d4+2 plus 1d6 fire)
Str 15, Dex 14, Con —, Int —, Wis 10, Cha 12
Base Atk +0; CMB +2; CMD 14
Feats Improved Initiative
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.