Creatures

Any creatures that fit into the Wheel of Time world may be used. But here are some that are unique to the world.

Shadowspawn

CORLM CR ½

XP 200
LE Medium Seanchan
Init +2;
Senses scent; Perception +14
Defense
AC 16, touch 12, flat-footed 14;
(+2 Dex, +4 Natural) hp 17 (2d8+8);
Fort +4, Ref +6, Will +0
Offense
Speed 50 ft.
Melee bite +10 (1d8+4, plus trip), 2 claws +1 (1d4+2, rend)
Space 5 ft.; Reach 5 ft.
Statistics
Str 18, Dex 15, Con 16, Int 3, Wis 10, Cha 10
Base Atk +2; CMB +6; CMD 18
Feats Run
Skills Perception +14, Survival +10
Ecology
Ecology Any forest, hills, plains
Organization Pack (2-12)
Treasure incidental

There are large carnivorous ostriches-like creatures known for their ability to track prey. This animal is primarily found in the Seanchan lands and may have been brought over to be used as a tracking animal.
They are usually not kept in groups as the males do not tolerate each other.
Corlm have a powerful bite attack and a strong forward kick. Though their bite is more accurate the kick is by far their most lethal attack. If the beast becomes badly injured it will flee the combat.

GROLM CR ½

XP 200
LN Medium Seanchan
Init +1;
Senses low light vision, scent; Perception +6
Defense
AC 16, touch 11, flat-footed 15; (+1 Dex, +5 Natural)
hp 21 (3d10)
Fort +3, Ref +3, Will +1
Offense
Speed 40 ft.
Melee 2 claws +6 (1d4+8, plus grab), bite +8 (1d6+4, plus trip)
Space 5 ft.; Reach 5 ft.
Statistics
Str 20, Dex 12, Con 11, Int 3, Wis 10, Cha 4
Base Atk +3; CMB +8; CMD 19 (23 vs. trip)
Feats Multiattack
Skills Acrobatics +7, Perception +8, Sense Motive +6
Ecology
Ecology Any hills, forest, plains
Organization Pack (2-11)
Treasure incidental

Grolm are the less intelligent cousins of torm however they still are able to be trained as simple guard dogs.

LOPAR CR 5

XP 1,600
LN Large Seanchan
Init +1;
Senses Perception +8
Defense
AC 15, touch 10, flat-footed 14; (+1 Dex, +5 Natural, -1 Size)
hp 84 (8d10+40)
Fort +11, Ref +5, Will +4
Defensive abilities DR 2/-
Offense
Speed 40 ft. / 5ft. if upright (may not 5 ft step)
Melee 2 claws +14/+9/+9 (1d4+8, plus grab), bite +9 (1d6+4)
Space 10 ft.; Reach 10 ft.
Statistics
Str 27, Dex 13, Con 20, Int 5, Wis 14, Cha 12
Base Atk +6; CMB +15; CMD 26 (30 vs. trip if not upright)
Feats Improved Grapple, Power Attack, Run
Skills Climb +14, Perception +8
Ecology
Ecology Any hills, mountain, plains
Organization Solitary or pair
Treasure incidental

Lopar are used by the Seanchan as watchdogs and bodyguards. In combat they are often fitted with Leather armoring (+2 AC, 20 mk) or Barding (+4 AC, 20 gc).

RAKEN CR 5

XP 1,600
N Huge Seanchan
Init +3;
Senses low light vision Perception +12
Defense
AC 18, touch 12, flat-footed 15; (+3 Dex, +7 Natural, –2 size)
hp 51 (6d10+18)
Fort +6, Ref +6, Will +2
Offense
Speed 10 ft. / 180 ft (good)
Melee Bite +11 (1d8+5), tail +6 (1d8+7, plus trip) 2 claws +6 (1d4+2)
Space 15 ft.; Reach 15 ft. /5 ft. (claws)
Special Attacks rend (2 claws, 1d4+3), trip
Statistics
Str 24, Dex 12, Con 17, Int 5, Wis 12, Cha 6
Base Atk +4; CMB +13; CMD 26
Feats Skill Focus (Fly), Fly-by attack, Power Attack
Skills Fly+12 Perception +12
Special Qualities tail attack (15 ft cone)
Ecology
Ecology Any hill, mountain, plain
Organization Solitary
Treasure incidental
Special Features
Tail attack (15 ft cone) a single attack rolls is made for the tail attack. All creatures within the cone are subject to being hit by the tail and trip if the attack roll is equal to or greater than their AC.

S’REDIT CR 9

XP 4,800
N Huge Seanchan
Init -2;
Senses scent Perception +10
Defense
AC 18, touch 6, flat-footed 20; (-2 Dex, +12 Natural, –2 size)
hp 113 (11d8+60)
Fort +9, Ref +0, Will +7
Offense
Speed 50 ft.
Melee Slam +15 (2d8+10, plus trample), 2 Stomp +10 (1d4+4),
Space 15 ft.; Reach 10 ft. /5 ft. (stomp)
Special Attacks trample (slam, 2d8+15),
Statistics
Str 30, Dex 7, Con 22, Int 2, Wis 14, Cha 7
Base Atk +5; CMB +18; CMD 28 (32 vs. trip)
Feats Endurance, Run
Skills Perception +10, Survival +5
Ecology
Ecology Any warm forest and plains
Organization Solitary or herd (6-30)
Treasure incidental

Known as ‘boar-horses’ to the wetlanders these beasts are normally docile in the wild and will flee if provoke more often than fight. If flight is not an option they will use their large size to great effect.

TO’RAKEN CR 8

XP 4,800
N Gargantuan Seanchan
Init +1;
Senses low light vision Perception +14
Defense
AC 22, touch 7, flat-footed 21; (+1 Dex, +15 Natural, –4 size)
hp 68 (8d10+24)
Fort +9, Ref +0, Will +7
Offense
Speed 10 ft. / 120 ft (poor)
Melee Bite +14 (1d8+8), 2 claws +9 (1d4+4), Tail + 9 (1d8+8, plus trip)
Space 20 ft.; Reach 20 ft. /10 ft (claws)
Special Attacks rend (2 claws, 1d4+12)
*Statistics

Str 27, Dex 12, Con 17, Int 5, Wis 12, Cha 6
Base Atk +6; CMB +18; CMD 28
Feats Skill Focus (Fly), Fly-by attack, Power Attack
Skills Fly +15, Perception +11
Special Qualities tail attack (20ft cone)
Ecology
Ecology Any hill, plain, mountain
Organization Solitary
Treasure incidental
Special Features
Tail attack (20 ft cone) a single attack rolls is made for the tail attack. All creatures within the cone are subject to being hit by the tail and trip if the attack roll is equal to or greater than their AC.
These function much like the raken but are rarely used for combat. If injured (50% HP or less) the to’raken are will search for a safe place to land regards of what the rider commands it to do.
These beast still tower 9 feet tall while hunched on the ground and requires a small ladder to mount.
They require jumping off a high cliff or 300 ft of running to take off.

TORM CR 3

XP 800
N Large Seanchan
Init +2;
Senses scent Perception +8
Defense
AC 16, touch 11, flat-footed 14; (+2 Dex, +5 Natural, –1 size)
hp 49 (6d10+16)
Fort +8, Ref +5, Will +3
Offense
Speed 50 ft.
Melee Bite +9 (1d8+5, plus trip), 2 claws +6 (1d4+2)
Space 10 ft.; Reach 10 ft.
Statistics
Str 21, Dex 12, Con 17, Int 5, Wis 12, Cha 6
Base Atk +4; CMB +10; CMD 22 (25 vs. trip)
Feats Track, Skill Focus (Perception)
Skills Perception +11, Stealth +1, Survival +5
Special Qualities frenzy
Ecology Ecology Temperate and warm, desert, forest, hill, plain, mountain
Organization Solitary
Treasure incidental
Special Features
Frenzy: In battle the rider must make a DC 5 Handle animal check to prevent the creature from entering rage (as per the barbarian ability). This check increases in difficulty by 2 for each round of combat. When in rage the torm will charge or move to attack the nearest target that is not another torm, his rider, or trainer, whether they are friend or foe is unimportant. The rage lasts until nothing is left or the rider succeeds on a DC 25 ride check for each round for 1 minute. It takes 3d6 minutes for the torm to calm down once all enemies within 30 ft are dead or fled.

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Wheel of Time- The four Pillars NoMoshing