fauna

Flora and Fauna

The world of Athas has many new and exciting plants and animals. This page will update as the game progresses; for now, only the common flora and fauna are listed. As you encounter new monsters, their entries will be added to this index.

Animals

baazrag.png

Baazrag

Medium beast, unaligned
Armor Class 13 (natural armor)
Hit Points 11 (2d8 + 2)
Speed 40 ft.

STR DEX CON INT WIS CHA
13 (+1) 11 (0) 12 (+1) 2 (-4) 9 (-1) 5 (-3)

Senses passive Perception 9
Languages
Challenge 1/4

Charge If the baazrag moves at least 20 feet straight toward a creature right before hitting it with a headbutt attack, the target takes an extra 3 (1d6) bludgeoning damage and must succeed on a DC 11 Strength saving throw or be knocked prone.
Relentless If the baazrag takes damage that reduces it to 0 hp, unless the damage is 7 or more or from a critical hit, it drops to 1 hit point instead.

Actions

Headbutt Melee Weapon Attack: + 3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) bludgeoning damage.

No creature on Athas is as stubborn as a Baazrag. Short and squat, the baazrag uses the hard bony plates on its head to ram creatures, pushing them around or knocking them down, so it may eat them. An unabashed scavenger, baazrags will eat just about anything they can bring down, making staying upright a priority for any concerned creature. Despite their stubbornness, many on Athas have “tamed” the baazrag, using them as pack animals or pulling small carts. Baazrags also make excellent guard animals, as their pack mentality is easy to exploit. Despite these, weary travelers should be on their guard for packs of feral baazrag, as they have been known to eat any humanoid they can get their jaws around.

Bat

Tiny beast, unaligned
Armor Class 12
Hit Points 1 (1d4-1)
Speed 5ft, fly 30ft

STR DEX CON INT WIS CHA
2 (-4) 15 (+15) 8 (-1) 2 (-4) 12 (+1) 4 (-3)

Senses blindsight 60ft., passive Perception 11
Languages
Challenge 0

Echolocation While it can’t hear, the bat has no blindsight.
Keen Hearing The bat has advantage on Wisdom (Perception) checks that rely on hearing.

Actions

Bite Melee Weapon Attack: + 0 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.

Bats can be found all over Athas, living in their underground roosts. Sometimes a clutch of bats can be hundreds large, and sometimes it is only a small family huddled under a boulder during the daytime.

Crodlu

Medium beast, unaligned
Armor Class 12 (natural armor)
Hit Points 10 (2d8 + 2)
Speed 60 feet

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 12(+1) 2 (-4) 11 (+0) 7 (-2)

Senses passive Perception 10
Skills Acrobatics +2, Athletics +5
Languages
Challenge 1/4

Standing Leap A crodlu’s long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.
Keen Smell The crodlu has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Bite Melee Weapon Attack: + 3 to hit, reach 5 ft., one creature. Hit: 1d6 + 1 piercing damage.
Claw Melee Weapon Attack: + 3 to hit, reach 5 ft., one creature. Hit: 1d4 + 1 slashing damage.

_Crodlus are the main riding animal on Athas, bread to be used as common mounts or be ridden into combat. The crodlu outlined here is a common riding beast. Crodlu come in a variety of colors, with certain colors prized by some breeders. Hamanu, King of Urik, is said to ride a golden crodlu named Bucephalus into combat. _

floater.png

Floater

Small beast, unaligned
Armor Class 11
Hit Points 6 (2d6)
Speed 25 (hover)

STR DEX CON INT WIS CHA
15 (2) 13 (1) 11 (0) 11 (0) 13 (1) 7 (-2)

Senses psychicsight, passive Perception +13
Skills: Stealth +2
Languages
Resistance: Psychic damage
Challenge 1/2

Transparent: Even when the floater iis in plain sight, it takes a successful DC 11 Wisdom (Perception) check to spot a floater that has neither moved nor attacked. A creature that tries to enter the floater’s space while unaware of the floater is surprised by the floater.

Prone Deficiency: If the floater is knocked prone, roll a die. On an odd result, the floater lands upside-down and is incapacitated. At the end of each of its turns, the floater can make a DC 10 Dexterity saving throw, righting itself and ending the incapacitated condition if it succeeds.

Actions

Tentacles +4 (5’); 1d4 +2 acid damage.
Psychic Crush The floater forces a creature it can see within 60 feet of it to make a DC 13 Charisma saving throw. The creature takes 4 (1d8) psychic damage on a failed save.

A product of the Green Age, when the magical creation of creatures was rampant, the floater is a floating whisp, jelly-like in construction, and appears as though a bowl of fire has been turned upside-down. With no eyes or discernible sensory organs, the floater is able to detect anything with a mind. When unmoving, the floater can float in place nearly invisible. While this attribute causes problems with sailors of the SIlt Sea who accidentally run into them, it is more problematic for the small mammals and insects who wander below it, unaware of the danger coming from above. The floater has a strong psionic ability to crush a mind the way a zhackal can crush bone between its teeth, making them a threat best avoided.

Inix

Large beast, unaligned
Armor Class 15 (natural armor)
Hit Points 18 (3d12)
Speed 40 ft. Burrow 30ft

STR DEX CON INT WIS CHA
20 (5) 13 (1) 11 (0) 3 (-4) 11 (0) 3 (-4)

Senses passive Perception 13
Skills: Athletics +7
Languages
Challenge 1/2

Nimble Escape: The Inix can take the Disengage or Hide action as a bonus action on each of its turns.

Tail +4 (5’); 2d6 +5 (slashing).
Bite +4 (5’); 2d4 +5 (piercing).

The inix is a large lizard that prowls badlands looking for easy pickings. An omnivore by nature, it’s not scared of humanoids and will attack when threatened. Domesticated inix have been taught to not attack unless commanded, and riding inix, like the one displayed here, have been trained to not attack at all while ridden, and are bred instead for carrying capacity..

Jankz

Small beast, unaligned
Armor Class 12
Hit Points 8 (3d6-1)
Speed 40 ft. Burrow 30ft

STR DEX CON INT WIS CHA
13 (1) 15 (2) 9 (-1) 1 (-5) 12 (1) 5 (-3)

Senses Darkvision, passive Perception 13
Skills: Stealth +2
Languages
Challenge 1/4

Ambusher:__ This creature has advantage on attack rolls against any creature it has surprised.

Actions

Claw +4 (5’); 1d6 +1 slashing damage. If this attack hits, the creature must make a DC 15 Constitution saving throw. If it fails, it also takes an additional 3 (1d6) poison damage and is poisoned until cured by a Cure Disease effect.

The jankx is a furry mammal that lives in burrow communities underneath the hot sands of Athas, growing to the size of a foot and a half long. Although they are quite small, Jankz are often muscular and have a bright golden pelt, which makes the jankz a prized food and pelt source. However, few natives of the desert will go after a jankz. Besides their quick ability to dart around the sand and then quickly leap into the sand and burrow to safety, the jankz has venomous spurs located on its paws. When threatened, the jankz will lash out and deliver an often fatal dose of toxin to its would-be assailant, who usually runs the other direction.

jhakar.png

Jhakar

Medium beast, unaligned
Armor Class 13
Hit Points 12 (3d8+3)
Speed 25 (hover)

STR DEX CON INT WIS CHA
13 (1) 15 (2) 12 (1) 1 (-5) 9 (-1) 5 (-3)

Senses passive Perception +13
Skills: Athletics +3
Languages
Challenge 1/2

Pack Tactics: The jhakar has advantage on attack rolls against a creature if at least one of the jhakar’s allies are within 5 feet of the creature.

Actions

Bite +4 (5’); 1d6 +1 piercing damage. If this attack hits, the target is also grappled by the jhakar. For each round the jhakar has a creature grabbed by its jaw in such a manner, the jhakar can spend an action to deal 1d6 damage to the target. This attack requires no attack roll, and automatically succeeds.
Claw +4 (5’); 1d4 + 1 slashing damage.

Few creatures are quite as ugly as a jhakar. A powerful reptillian predator, the jhakar has four powerful legs ending in sharp talons and a small head atop a squat neck; unsettlingly, it has no snout as most reptillians do, instead its flat face is adorned with a mouth similar in shape to a humanoid’s mouth, but much broader, with much larger teeth. Its scaly hide is adorned with small bone plates, and its back is adorned with a large sail. The purpose of this sail is unknown, although it can change color. When the sail of a jhakar turns bright blue, run. The most notable behavior of the jhakar is its tenacity. When a jhakar latches on to a victim, only the death of one or the other will release it. Even in death, it can sometimes take multiple pairs of hands to pry off the dead jhakar. This is a creature best avoided.

Kank

Large beast, unaligned
Armor Class 16 (natural armor)
Hit Points 10 (3d8 – 2))
Speed 45 feet

STR DEX CON INT WIS CHA
13 (1) 15 (2) 9 (-1) 1 (-5) 12 (1) 5 (-3)

Senses passive Perception +14
Languages
Challenge 1/2

Grappler The kank has advantage on attacks made against creatures it has grappled.

Actions:
Bite +4 (5’); 2d6 +1 (piercing).
Pincer Melee Weapon Attack +6 to hit, reach 5ft., one target. Hit: 11 (1d6 + 4) piercing damage. The target is grappled (escape DC 14) if it is a Large or smaller creature and the kank doesn’t have any other creatures grappled.

A cross between a beetle and a spider, the kank is a massive riding insect whose honeyed secretions are often harvested to make into mead. Riding kanks, such as this one, are rank and file bugs, while their toughened compatriots, war kanks, are bred to spit a kind of caustic acid. Kanks are notoriously weak otherwise, with a thick shell that is difficult to crack, but once it is, the insides tend to ooze out. Because of its oozy insides, dead kanks are generally avoided by all but the most determined scavengers. When wild, kanks tend to live and hunt in large hives. If you see a kank all by itself in the wild, there is a good chance you are already flanked by several others.

kestrekel.png

Kes’trekel

Small beast, unaligned
Armor Class 12
Hit Points 7 (3d6-2)
Speed 10 fly 60 ft

STR DEX CON INT WIS CHA
12 (1) 10 (0) 8 (-2) 3 (-4) 14 (2) 4 (-3)

Senses passive Perception +14
Skills:
Languages
Challenge 1/8
Immune Disease, poison

Flyby: This monster doesn’t provoke an opportunity attack when it flies out of an enemy’s reach.

Keen Sight: The kes’trekel has advantage on Wisdom (perception) checks that rely on sight.

Actions:
Talons +4 (5’); 1d6 +1 (slashing).

Scare (1/Day): One creature of the kestrel’s choice within 20 feet of it must succeed on a DC 11 Charisma saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the kestrel is within line of sight, ending the effect on itself on a success.

The kes’trekel is known as a cowardly animal, but this is a misnomer. The ks’trekel is a scavenger, one of the many on Athas, and since it can fly it has the ability to avoid most dangers. Kes’trekel prefer to avoid conflict when possible, scaring away those that threaten them using some light psionic ability, but running if it needs to. Kes’trekel are often shot out of the sky as food by desperate travelers, only to find the diseased food they eat on a daily basis has turned their own meat inedible by all save other kes’trekel, who are not above cannibalism if the need arises. Kes’trekels do have use, however. Large flocks of kes’trekel flock overhead of marching soldiers, terrifying monsters, or other sources of large-scale death and chaos. It is said the Nightmare Beast’s arrival can be foretold by the great size of kes’trekel that follow in its wake. If the kes’trekel cloud blots out the sun, then it is too late; the Nightmare Beast is near.

rasclinn.png

Rasclinn

Small beast, unaligned
Armor Class 15 (natural armor)
Hit Points 11 (3d8-1)
Speed 70ft

STR DEX CON INT WIS CHA
10 (0) 16 (3) 8 (-1) 3 (-4) 14 (2) 4 (-3)

Senses low-light vision, passive Perception +13
Skills:
Languages
Challenge 1/4
Immune Disease, poison, psychic
Resist slashing, piercing

Keen Smell: This monster has advantage on Wisdom (Perception) checks that rely on smell.
Cunning: On each of its turns, the rasclinn may use a bonus action to take the Dash, Disengage, Dodge, or Hide action.

Actions:
Bite +5 (5’); 1d6 +3 (piercing).
Claw +5 (5’); 1d4 +3 (slashing).

Rasclinns are notoriously difficult to kill. Small and lithe, it is rare enough to even see a rasclinn. Furthermore, they are one of the wiliest animals on Athas, and can outsmart most that would hut it. If this wasn’t enough, however, the rasclinn has a unique coat, thanks to its diet. The rasclinn is a rare herbivore, and eats all manner of plantlife, including shrub grass and cacti. The high mineral content of its diet has given the rasclinn a metallic sheen to its coat, which is for more than just looks; arrows and swords are often repelled off the tough coat, allowing the rasclinn to escape most threats, and hardens its teeth and claws. Furthermore, it eats just about anything and everything it can, making it immune to most poisons and diseases. Finally, it uses its meager psionic ability defensively, blocking its mind completely to psychic assault. Rasclinns are too small for most humanoids to hunt for food, but rasclinns are hunted for sport. Every great hunter has a rasclinn story, and sometimes even the pelt to back it up. .

razorwing.png

Razorwing

Medium beast, unaligned
Armor Class 13
Hit Points 9 (3d6)
Speed 10 fly 80 ft

STR DEX CON INT WIS CHA
15 (2) 12 (1) 10 (0) 5 (-3) 9 (-1) 3 (-4)

Senses passive Perception +11
Skills:
Languages
Challenge 1/2

Ambusher: This creature has advantage on attack rolls against any creature it has surprised.

Flyby: This monster doesn’t provoke an opportunity attack when it flies out of an enemy’s reach.

Actions

Wing Attack +4 (5’); 2d6 +3 (slashing).

With a wingspan of 8’, the razorwing is a flying reptile of unusual size. The razorwing lives near mountainous areas, where it climbs up rocks and glides down, using its eponymous razored wings to attack its victims. It is in constant motion when possible, and only lands when its prey is dead or too weak to fight back, so it can tear at it with its needle-like teeth, which while good for rending flesh, are too weak to be used to fight with. Razorwings are generally lone hunters, but the shadow they cast is large, and you can bet predators from all around will follow it to a source of a yummy meal.

zhakal.png

Zhackal

Medium beast, unaligned
Armor Class 12
Hit Points 12 (3d8)
Speed 30

STR DEX CON INT WIS CHA
15 (2) 12 (1) 10 (0) 10 (0) 5 (-3) 3 (-4)

Senses psychicsight, passive Perception +9
Skills: Stealth + 3
Languages telepathy
Challenge 1/2

Keen Mind: The zhackal has advantage on Intelligence (Investigation) checks that rely on sensing the thoughts of another creature.

Pack Tactics: The zhackal has advantage on an attack roll against a creature if at least one of the zhackal’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Actions:
Bite +4 (5’); 1d6 +2 (piercing). If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

The zhackal is a brownish grey mammal with thick fur, sharp teeth, and a peculiar psionic ability. They have the ability to sense out creatures, giving them an edge when hunting, and talk to one another through a mindlink, making them silent. It is theorized that their mindlink is a type of collective, as zhackals hunt exclusively in packs that move so fluidly they must all be thinking the same thing. A pack of zhackal is a dangerous thing; with no warning they can suddenly surprise a party of prepared explorers and take them down silently and ruthlessly. The stats on display here are for a single zhackal; a pack of zhackal are more formidable and display powers far beyond what any one zhackal can display.

Plants

Afgari Tree: This is the most populace tree on Athas. It grows to be an average of 20 feet, but can be as tall as 90 feet, and is at least as wide at the base. These trees are tall and thick enough to support the houses that the inhabitants of Gulg live in, and the wood is strong enough to create the weapons many Athasians use.

Brambleweed: A thick, thorny weed that can grow almost a foot a day. If it weren’t for rasclinn, the main predator of brambleweed, then the obnoxious vine would cover most of the desert. Rasclinn consume incredible amounts of brambleweed daily due to the lack of nutrition in the plant. The vine can grow up to several inches in diameter thick, and is covered with hundreds of razor-sharp thorns over every square inch. Squares of brambleweed require an entire movement to move just 5’. Furthermore, for every 5’ of brambleweed you move through you must make a DC 15 Dexterity saving throw or take 2d8 piercing damage, or half on a success.

Burnflower: This vine grows in 10’ square patches that are covered in this white flower. The flower remains closed all night but opens early in the morning when the sun rises. The inside of the flower is covered in a clear, sticky sap. When the flowerpod opens and directs itself at the sun, its white flesh reflects the suns rays; the collective power of which makes the air above the flowers hot enough that insects and even small birds that fly above are superheated until death, where the flowers below anxiously use their caustic sap to dissolve and absorb their meal. Those who find their way into the path of the reflected ray must make a DC 13 Constitution save or take 5d6 damage, or half that on a save, per 10 feet of Burnflower.

Cherry Cactus: This cactus grows like a thick bush, with thick leaves as wide as a hand. The bush can grow up to ten feet wide and five feet tall. The leaves are covered in sharp spines that grow in odd-numbered clusters. Towards the center of the plant, however, are bright red fruits, 3 or 5 a cluster. These berries are nutritious and delicious, and restore 1d4 hit points.

Dewfronds: This blood-sucking plant grows in 5-foot fronds, yellowish in color that are covered in spines. They often grow in dense jungle areas, but have also been known to grow wherever space is at a premium. The dewfrond feeds through its spines; when a creature passes by, the dewfrond smacks the creature and its spines latch into the victim, sucking its blood. A creature coming into contact with a dewfrond must make a DC 12 Dexterity save or take 1d4 piercing and 1d6 necrotic damage.

Hunter Cactus: This strange cactus grows small, only 3’ tall, but is covered with 6" barbs. These barbs shoot out at nearby prey. As many as ten barbs can be shot out at a single target to drag them back to the main cactus. Once impaled on the base spines, the cactus begins sapping the blood of the target until none is left.

Stranglevines: These long, thick vines crisscross paths through Athasian jungles and caverns. While they look like average vines, they wait for creatures to pass beneath them. When they do, they slip down and begin strangling their neck. Creatures must make a DC 13 Dexterity save or they are grappled by the vine. While grappled, they take 2d6 damage per round. To break the grapple, the subject must make a DC 15 Strength check. Each unsuccessful check inflicts another 1d6 damage.

Zombie Cactus: This cactus grows like a thick bush, with thick leaves as wide as a hand. The bush can grow up to ten feet wide and five feet tall. The leaves are covered in sharp spines that grow in even-numbered clusters. Towards the center of the plant, however, are bright red fruits, 2 or 4 a cluster. These berries turn the consumer into a thrall. If you eat a berry from a Zombie cactus, you must succeed a DC 13 Charisma saving throw. If you fail, you become enthralled to the cacti. The cactus feeds on dead organisms, and commands its thralls to kill for it, and bury their kills near the cacti so its roots can consume the dead. These are the only plants that rasclinn will avoid.

fauna

The Dying Sands of Athas muuphish