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.
Creatures jungles, swamps and volcanic environments are suitable for Tecal encounters, with certain locations within Tecal favoring one or the other.
The ruins scattered throughout Tecal will have zombies, allip, and other CR 1/2 to 3 creature. The ruins of the city on the eastern side of the island, the capital, will be infested with variations of burning skeletons. These cursed souls would be Tecal’s most prominent cities, who were bathed by the magma from the volcanic eruption that scarred the island.
The following is a creature infesting the wetlands along the western coastline of the island.
Carnivorous Mudkips
CR 3 Swarm Creature

The distinctive pitter-patter (pah-pih-tah pa-pih-tah) of the a swarm 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 800
N Tiny animal (swarm)
Init +2; Senses low-light vision, scent; Perception +11
DEFENSE
AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 18 (4d8)
Fort +3, Ref +6, Will +3
Defensive Abilities half damage from piercing and slashing;
Immune swarm traits
Weaknesses swarm traits
OFFENSE
Speed 10 ft., Swim 60 ft. (average)
Melee swarm (1d6)
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 2, Dex 15, Con 8, Int 2, Wis 15, Cha 7
Base Atk +3; CMB –; CMD —
Feats Skill Focus (Perception), Weapon Finesse
Skills Swim+10, Perception +11
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.
ECOLOGY
Environment Tropical forests, Bogs, Rivers
Organization solitary, school (2-4 swarms), or tide (5-10 swarms)
Treasure none