Hundun
Region of Origin: Huaxia
Description: Chaotic, faceless being representing primordial disorder and confusion.
Its body is a whirlwind of shadows with multiple amorphous limbs that constantly change.
Special Powers: Reality manipulation on a small scale, generation of chaos in its
surroundings, and resistance to physical attacks.
Moral Alignment: Chaotic Neutral
Natural Habitat: Places where order has dissolved, such as cursed ruins or war zones
where sanity no longer exists.
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Tzitzimime
Region of Origin: Anáhuac
Description: Skeletal female spirits with claws and eyes like dead stars. They are said
to emerge during eclipses to devour humanity.
Special Powers: Flight, absorption of victims' vital energy, and the ability to summon
living shadows.
Moral Alignment: Chaotic Evil
Natural Habitat: Manifest in areas of great suffering and death, as well as moonless
nights.
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Sphinx
Region of Origin: Kemet
Description: Creature with a lion's body and human head, symbol of wisdom and divine
power. Its gaze can pierce through lies and its voice booms like thunder.
Special Powers: Prophetic knowledge, ability to petrify with its gaze those who fail to
answer its riddles, and superhuman strength.
Moral Alignment: Wise Neutral
Natural Habitat: Temples and sacred ruins of Kemet, where it acts as guardian of
forgotten secrets.
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Minotaur
Region of Origin: Hélade
Description: Beast with the body of a muscular man and the head of a bull, symbol of
brutality and fury.
Special Powers: Immense strength, pain resistance, and infallible tracking ability
within labyrinths.
Moral Alignment: Chaotic Neutral
Natural Habitat: Labyrinths, ruined fortresses, and abandoned battlefields.
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Centaur
Region of Origin: Hélade
Description: Half-man, half-horse, symbol of knowledge and war. Some are wise while
others are savage warriors.
Special Powers: Unmatched speed in open fields, mastery of archery, and a strong
connection with nature.
Moral Alignment: Varies between Wise Neutral and Chaotic Warlike.
Natural Habitat: Forests and hills of Hélade, where they can hunt or study in peace.
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Oceanid
Region of Origin: Hélade
Description: Water spirits in the form of beautiful women with bluish skin and
pearl-like eyes. They inhabit sacred springs and rivers.
Special Powers: Water control, healing through water contact, and the ability to seduce
mortals with their song.
Moral Alignment: Neutral
Natural Habitat: Pure waters of springs and crystal-clear rivers where they protect the
natural balance.
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Nymph
Region of Origin: Hélade
Description: Female spirits tied to nature, inhabiting rivers, forests, mountains, or
meadows. Ethereal beauty and enchanting voices.
Special Powers: Control over their natural surroundings, extended longevity, and the
ability to inspire creativity and passion in mortals.
Moral Alignment: Benevolent Neutral
Natural Habitat: Pristine and virgin regions where nature flourishes without human
intervention.
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Muse
Region of Origin: Hélade
Description: Minor deities of inspiration, representing arts and sciences. They have
ethereal forms and sublime songs.
Special Powers: Divine inspiration, ability to grant knowledge to mortals, and
resistance to magical corruption.
Moral Alignment: Benevolent Wise
Natural Habitat: Temples, libraries, and mountains where knowledge and art are
preserved.
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Ammit
Region of Origin: Kemet
Description: Hybrid creature with crocodile head, lion front legs, and hippopotamus
hindquarters. Said to devour impure souls.
Special Powers: Divine judgment, can smell corruption and consume the souls of those
unworthy of the afterlife.
Moral Alignment: Implacable Justiciar
Natural Habitat: Judgment halls in the Duat, where it awaits the hearts of the
deceased.
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Feng Huang
Region of Origin: Huaxia
Description: Celestial bird of fire and light, embodiment of the balance between yin
and yang. Its plumage shines with the colors of dawn.
Special Powers: Resurrection, purification of evil, and ability to bring harmony to
conflicts.
Moral Alignment: Benevolent Sacred
Natural Habitat: Mountain peaks and sacred temples where it is venerated.
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Phoenix
Region of Origin: Hélade
Description: Fire bird with burning plumage and a melancholic song that announces
cycles of rebirth.
Special Powers: Resurrection after death, control of sacred fire, and healing through
its tears.
Moral Alignment: Benevolent Wise
Natural Habitat: Sacred mountains and temples where the fire never extinguishes.
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Griffin
Region of Origin: Hélade
Description: Majestic hybrid between lion and eagle, with claws sharp as daggers and
eyes of gleaming gold.
Special Powers: Flight at great speeds, immense strength, and a gaze that can detect
lies.
Moral Alignment: Noble Guardian
Natural Habitat: Mountains and ancient ruins where it protects treasures and sacred
relics.
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Uraeus
Region of Origin: Kemet
Description: Sacred fire serpent symbolizing the power of pharaohs. Its venom is so
lethal that a single drop can kill an army.
Special Powers: Spitting flames from its mouth, immortality, and ability to generate
protective energy shields.
Moral Alignment: Devoted Protector
Natural Habitat: Temples and royal tombs where it watches over the pharaohs' rest.
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Abtu
Region of Origin: Kemet
Description: Enormous golden-scaled fish that swims in the celestial river of the gods.
Said to guide pure souls to the afterlife.
Special Powers: Water purification, navigation between dimensions, and ability to
reveal hidden truths.
Moral Alignment: Benevolent Spiritual
Natural Habitat: Sacred rivers and enchanted bodies of water.
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Jotunn
Region of Origin: Midgard
Description: Colossal ice or fire giants, primordial enemies of the Aesir gods.
Special Powers: Mastery of their represented element, inhuman resistance, and strength
capable of splitting mountains.
Moral Alignment: Varies between Chaotic Destructive and Wild Neutral.
Natural Habitat: Frozen peaks or active volcanoes, depending on their nature.
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Elf
Region of Origin: Midgard
Description: Beings of great beauty and longevity, with slender bodies and pointed
ears. Known for their connection to nature and mastery of magic.
Special Powers: Superhuman agility, enhanced vision, affinity with magic, and ability
to communicate with forest spirits.
Moral Alignment: Varies between Benevolent Protector and Distant Neutral.
Natural Habitat: Enchanted forests and hidden valleys where nature flourishes without
human intervention.
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Dark Elf
Region of Origin: Midgard (Svartalfheim)
Description: Elves who dwell in darkness and have developed a hidden society in the
depths of the earth. Their skin is pale or ashen, and their eyes glow with an unsettling gleam.
Special Powers: Mastery of dark magic, perfect night vision, and ability to move
silently in dim light.
Moral Alignment: Varies between Cunning Neutral and Machiavellian Evil.
Natural Habitat: Underground cities in Svartalfheim and hidden caverns far from
sunlight.
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Dwarf
Region of Origin: Midgard (Nidavellir)
Description: Stout, short-statured beings known for their skill in forging and mining.
They possess great physical endurance and unwavering dedication to their craft.
Special Powers: Mastery of magical smithing, superhuman endurance, and ability to
detect hidden minerals and gems.
Moral Alignment: Varies between Neutral Artisan and Loyal Protector.
Natural Habitat: Underground mountains and cities carved from rock where they create
legendary weapons and artifacts.
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Cyclops
Region of Origin: Hélade
Description: One-eyed giant with overwhelming strength and innate talent for
forging.
Special Powers: Construction of divine weapons, long-range vision, and extreme physical
resistance.
Moral Alignment: Varies between Neutral Artisan and Chaotic Destroyer.
Natural Habitat: Mountains and volcanic forges where they create artifacts imbued with
divine power.
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Einherjar
Region of Origin: Midgard
Description: Warriors fallen in battle and resurrected by Odin to fight in
Ragnarok.
Special Powers: Immortality in combat, pain resistance, and enhanced martial
skills.
Moral Alignment: Loyal Warlike
Natural Habitat: Halls of Valhalla where they train eternally in preparation for the
final war.
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Draugr
Region of Origin: Midgard
Description: Norse undead with swollen, putrid bodies, guardians of cursed tombs and
treasures.
Special Powers: Great damage resistance, superior strength, and ability to curse their
enemies.
Moral Alignment: Evil Profane
Natural Habitat: Ancient tombs, forgotten battlefields, and sealed crypts.
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Fafnir
Region of Origin: Midgard
Description: Dragon who was once a dwarf, corrupted by greed into becoming a covetous
beast.
Special Powers: Poisonous breath, impenetrable skin, and ability to detect gold at
great distances.
Moral Alignment: Evil Greedy
Natural Habitat: Caves and mountains where it hides its treasure.
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Bennu
Region of Origin: Kemet
Description: Sacred bird of Ra, symbol of rebirth and eternity. Its golden feathers
shine like the rising sun.
Special Powers: Rebirth after death, solar blessing, and ability to guide souls to the
afterlife.
Moral Alignment: Benevolent Protector
Natural Habitat: Rivers and temples of Kemet where it is associated with the sun's
cycle.
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Lampade
Region of Origin: Hélade
Description: Underworld nymphs who carry enchanted torches and guide souls to their
final destination.
Special Powers: Control of spectral fire, hypnosis, and ability to open portals to the
afterlife.
Moral Alignment: Somber Neutral
Natural Habitat: Paths between the world of the living and the dead.
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Ahuizotl
Region of Origin: Anáhuac
Description: Amphibious creature with dog-like body, sharp claws, and a human hand at
the end of its tail. It hides in rivers to drown its victims.
Special Powers: Water control, deception through baby-like crying, and ability to steal
the souls of the drowned.
Moral Alignment: Evil Cunning
Natural Habitat: Lakes, rivers, and dark cenotes where it lures unsuspecting travelers.
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Cipactli
Region of Origin: Anáhuac
Description: Primordial reptilian creature with scales covering its body and multiple
mouths arranged throughout.
Special Powers: Extreme regeneration, control over waters, and ability to devour
anything without leaving a trace.
Moral Alignment: Chaotic Voracious
Natural Habitat: Deep, muddy waters where it waits to devour the unwary.
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Chaneque
Region of Origin: Anáhuac
Description: Small, mischievous nature spirits with childlike appearances who protect
forests and rivers from intruders.
Special Powers: Illusions, disappearance into foliage, and ability to mislead those who
harm nature.
Moral Alignment: Neutral Protector
Natural Habitat: Dense forests and jungles where they act as spiritual guardians.
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Centzonhuitznahua
Region of Origin: Anáhuac
Description: Four hundred brothers of Huitzilopochtli, represented as warrior stars who
tried to prevent his birth.
Special Powers: Stellar immortality, coordinated attacks with perfect precision, and
ability to generate cosmic storms.
Moral Alignment: Evil Celestial
Natural Habitat: Night skies and sacred ruins where their cult still survives.
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Tlalocan
Region of Origin: Anáhuac
Description: Minor water spirits, servants of Tláloc, who bring rains and storms.
Special Powers: Weather control, generation of electric storms, and ability to
fertilize land with their rain.
Moral Alignment: Elemental Neutral
Natural Habitat: Mountains and bodies of water where rain is constant.
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Amoxoaque
Region of Origin: Anáhuac
Description: Guardian spirits of knowledge, represented as living books or elders with
faces tattooed with sacred writing.
Special Powers: Ability to transmit ancestral wisdom, vision of the past, and
protection against magical ignorance.
Moral Alignment: Benevolent Wise
Natural Habitat: Sacred libraries and temples of ancient codices.
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Cihuapiplitin
Region of Origin: Anáhuac
Description: Spirits of noble women who died in childbirth, turned into spectral beings
that wander among the living.
Special Powers: Lament curses, temporary possession, and ability to predict death.
Moral Alignment: Somber Neutral
Natural Habitat: Crossroads and forgotten cemeteries.
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Nahual
Region of Origin: Anáhuac
Description: Humans with the ability to transform into animals, connected with the
power of the gods.
Special Powers: Shape-shifting, communication with spirits, and enhanced animal
abilities.
Moral Alignment: Varies between Spiritual Protector and Stealthy Hunter.
Natural Habitat: Jungles and mountains, far from civilization.
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Tlahuelpuchi
Region of Origin: Anáhuac
Description: Vampiric being that feeds on newborns' blood, taking the form of a shadow
bird.
Special Powers: Flight, hypnosis, and draining of vital energy.
Moral Alignment: Evil Predatory
Natural Habitat: Rural villages and secluded huts where it can hunt in secret.
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Mazacoatl
Region of Origin: Anáhuac
Description: Giant serpent with poisonous spines along its body, used by gods as a
living weapon.
Special Powers: Paralyzing venom, extreme speed, and ability to summon toxic mist.
Moral Alignment: Evil Lethal
Natural Habitat: Deserts and arid mountains.
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Hueytiacome
Region of Origin: Anáhuac
Description: Celestial being with multiple arms, guardian of divine treasures and
protector of cosmic riches.
Special Powers: Weapon summoning, divine resistance, and ability to manipulate time
perception.
Moral Alignment: Implacable Justiciar
Natural Habitat: Hidden temples and forbidden ruins.
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Quinamiltli
Region of Origin: Anáhuac
Description: Colossal beasts with jaguar and human features, used in the wars of the
gods. Their roars can make the earth tremble.
Special Powers: Devastating strength, superhuman endurance, and ability to move
stealthily despite their size.
Moral Alignment: Chaotic Bestial
Natural Habitat: Impenetrable jungles and sacred mountains where war left scars.
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Quinametzin
Region of Origin: Anáhuac
Description: Prehuman giants that existed before the creation of the Fifth Sun. They
are colossal, with stony skin and flaming eyes.
Special Powers: Superhuman strength, extreme endurance, and ability to cause
earthquakes with their steps.
Moral Alignment: Chaotic Neutral
Natural Habitat: Mountains and ancient ruins where they await the opportunity to
reclaim the world.
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Nidhogg
Region of Origin: Midgard
Description: Dragon that gnaws at Yggdrasil's roots, awaiting Ragnarok to devour the
world.
Special Powers: Corrosive venom, immortality, and ability to summon undead hordes.
Moral Alignment: Apocalyptic Destructive
Natural Habitat: Roots of Yggdrasil and the Norse underworld.
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Troll
Region of Origin: Midgard
Description: Large, strong beings with stony skin and grotesque features. They are
solitary and avoid sunlight, which can turn them to stone.
Special Powers: Accelerated regeneration, superhuman strength, and ability to blend
with their rocky surroundings.
Moral Alignment: Varies between Territorial Neutral and Hostile Evil.
Natural Habitat: Mountains, caves, and dark forests where they can live far from
humans.
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Jormungandr
Region of Origin: Midgard
Description: Colossal sea serpent that encircles the world and whose awakening marks
Ragnarok.
Special Powers: Ability to generate giant waves, venom capable of killing gods, and
ability to grow indefinitely.
Moral Alignment: Apocalyptic Destructive
Natural Habitat: Deep oceans, hidden beneath the waves until doomsday.
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Fenrir
Region of Origin: Midgard
Description: Gigantic wolf born of Loki, destined to devour Odin during Ragnarok.
Special Powers: Unlimited strength, ability to break any binding, and supernatural
senses.
Moral Alignment: Chaotic Destructive
Natural Habitat: Broken chains and dark forests where it stalks its vengeance against
the gods.
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Valkyrie
Region of Origin: Midgard
Description: Warrior maidens of Odin who choose the worthy fallen for Valhalla.
Special Powers: Flight, immortality, and ability to bless warriors with divine
fury.
Moral Alignment: Loyal Warlike
Natural Habitat: Battlefields where they seek those worthy of eternal glory.
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Mummy
Region of Origin: Kemet
Description: Embalmed corpse that returns to life through ancient rituals or
curses.
Special Powers: Immunity to conventional damage, sand control, and curses of
putrefaction.
Moral Alignment: Varies between Cursed Guardian and Servant of Vengeance.
Natural Habitat: Pyramids and ancestral tombs.
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Terracotta Warrior
Region of Origin: Huaxia
Description: Clay statue animated by imperial rituals to protect tombs and cities.
Special Powers: Inhuman endurance, ability to move in groups, and regeneration by
absorbing earth.
Moral Alignment: Loyal Protector
Natural Habitat: Mausoleums and walls of forgotten kingdoms.
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Servant of Anubis
Region of Origin: Kemet
Description: Skeletal guardians with jackal heads who protect the secrets of the
Duat.
Special Powers: Soul vision, specter summoning, and ability to seal underworld
gates.
Moral Alignment: Spiritual Justiciar
Natural Habitat: Halls of the Duat and ruined temples.
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Pegasus
Region of Origin: Hélade
Description: Winged horse born from Medusa's blood, symbol of purity and speed.
Special Powers: Flight at extreme speeds, ability to walk on water, and resistance to
dark magic.
Moral Alignment: Benevolent Pure
Natural Habitat: Mountain peaks and clear skies.
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Hydra
Region of Origin: Hélade
Description: Reptilian beast with multiple heads that regenerate when cut off. Its
breath is poisonous and its gaze hypnotizes.
Special Powers: Rapid regeneration, lethal venom, and sinister intelligence for hunting
prey.
Moral Alignment: Evil Destructive
Natural Habitat: Swamps and deep caverns where its venom contaminates everything
around.
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Cerberus
Region of Origin: Hélade
Description: Three-headed infernal dog that guards the gates of the underworld.
Special Powers: Fire breath, magic immunity, and ability to detect souls escaping
death.
Moral Alignment: Loyal Guardian
Natural Habitat: Gates of Hades where it prevents the dead from returning to the world
of the living.
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Chimera
Region of Origin: Hélade
Description: Hybrid creature with lion head, goat body, and serpent tail.
Special Powers: Fire breath, incredible speed, and resistance to physical damage.
Moral Alignment: Evil Savage
Natural Habitat: Arid mountains and volcanic zones.
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Nemean Lion
Region of Origin: Hélade
Description: Colossal beast with impenetrable hide and legendary ferocity.
Special Powers: Invulnerability, devastating strength, and roar capable of stunning its
prey.
Moral Alignment: Chaotic Bestial
Natural Habitat: Hidden caves in mountain valleys.
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Pixiu
Region of Origin: Huaxia
Description: Celestial creature with lion body and dragon wings, guardian of fortune
and wealth.
Special Powers: Protection against bad luck, detection of hidden treasures, and ability
to attract prosperity.
Moral Alignment: Benevolent Guardian
Natural Habitat: Temples and palaces of nobility.
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Qilin
Region of Origin: Huaxia
Description: Equine being with golden scales, deer antlers, and an aura of purity. Seen
as an omen of peace.
Special Powers: Environmental purification, walking on water, and ability to detect
just hearts.
Moral Alignment: Benevolent Sacred
Natural Habitat: Enchanted forests and ancestral temples where its mere presence
blesses the land.
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Jiu Wei Hu
Region of Origin: Huaxia
Description: Nine-tailed fox, symbol of cunning and spiritual power. Can take human
form to deceive or seduce.
Special Powers: Perfect illusion, extreme longevity, and absorption of vital
energy.
Moral Alignment: Varies between Cunning Benevolent and Evil Seducer.
Natural Habitat: Enchanted forests and palaces of fallen kings.
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Gong Fu
Region of Origin: Huaxia
Description: Celestial turtle with a shell engraved with the universe's secrets,
considered a symbol of stability and longevity.
Special Powers: Protection against curses, time control, and ability to grant wisdom to
the just.
Moral Alignment: Benevolent Wise
Natural Habitat: Sacred lakes and remote mountains.
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Taotie
Region of Origin: Huaxia
Description: Gluttonous monster with grotesque face and insatiable appetite, depicted
on ancient bronze vessels.
Special Powers: Energy absorption, accelerated regeneration, and ability to induce
hunger in enemies.
Moral Alignment: Chaotic Devastating
Natural Habitat: Ancient ruins and forgotten temples where hunger is constant.
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Baize
Region of Origin: Huaxia
Description: Sacred beast with white fur, possessor of cosmic wisdom.
Special Powers: Knowledge of all supernatural creatures, hypnotic voice, and ability to
purify the cursed.
Moral Alignment: Benevolent Wise
Natural Habitat: High mountains and hidden libraries.
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Jiao Ren
Region of Origin: Huaxia
Description: Mermaids with humanoid appearance and pearly scaled skin, able to lure
sailors to their fatal destiny.
Special Powers: Hypnotic voice, manipulation of sea currents, and ability to summon
storms.
Moral Alignment: Varies between Neutral Seducer and Evil Treacherous.
Natural Habitat: Dark seas and reefs where ships have wrecked.
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Qiongqi
Region of Origin: Huaxia
Description: Demonic creature with tiger body and bat wings, devourer of justice and
bearer of chaos.
Special Powers: Ability to absorb victims' morality, silent flight, and manipulation of
cruelty in hearts.
Moral Alignment: Evil Chaotic
Natural Habitat: Cursed battlefields and decaying cities.
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Long
Region of Origin: Huaxia
Description: Celestial dragon with serpentine body, wise and benevolent, associated
with rain and prosperity.
Special Powers: Weather control, flight without wings, and ability to bless just
kings.
Moral Alignment: Benevolent Sacred
Natural Habitat: Clouds and sacred rivers.
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Shishi
Region of Origin: Huaxia
Description: Guardian stone lions imbued with celestial energy, protectors of temples
and ancestral palaces.
Special Powers: Immunity to magical corruption, spiritual shields, and ability to
petrify intruders.
Moral Alignment: Just Protector
Natural Habitat: Temple entrances and sacred fortresses.
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Kunpeng
Region of Origin: Huaxia
Description: Legendary creature with fish form that transforms into a colossal bird,
capable of crossing continents in a single flight.
Special Powers: Shape-shifting, control of hurricane winds, and ability to traverse
dimensions.
Moral Alignment: Neutral Wise
Natural Habitat: Deep oceans and unexplored skies.
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Bashe
Region of Origin: Huaxia
Description: Giant serpent capable of devouring whole elephants and associated with
extreme gluttony.
Special Powers: Digestion of any matter, unlimited growth, and corrosive venom.
Moral Alignment: Evil Voracious
Natural Habitat: Jungles and swamps where hunting never stops.
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Gullinbursti
Region of Origin: Midgard
Description: Golden boar created by dwarves for Freyr, with speed surpassing the
wind.
Special Powers: Unstoppable charge, immunity to conventional weapons, and ability to
bless crops with its presence.
Moral Alignment: Benevolent Protector
Natural Habitat: Sacred forests and battlefields where gods intervene.
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Satyr
Region of Origin: Hélade
Description: Half-man, half-goat creatures of the forests representing revelry and wild
nature.
Special Powers: Great agility, resistance to fatigue, and ability to inspire euphoria
or panic in humans.
Moral Alignment: Neutral Whimsical
Natural Habitat: Forests and hills where wine and music never cease.
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Medusa
Region of Origin: Hélade
Description: Cursed woman with snake hair and petrifying gaze, symbol of vengeance and
tragedy.
Special Powers: Ability to turn to stone with her gaze, snake manipulation, and
resistance to most physical attacks.
Moral Alignment: Varies between Tragic Neutral and Evil Vengeful.
Natural Habitat: Caves and ruined temples where darkness is her ally.
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Kraken
Region of Origin: Hélade
Description: Colossal sea creature with tentacles capable of sinking entire fleets.
Special Powers: Storm creation, regeneration, and ability to generate dread in those
who see it.
Moral Alignment: Chaotic Devastating
Natural Habitat: Deep ocean waters, awaiting the next storm to attack.
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Scylla
Region of Origin: Hélade
Description: Sea monster with tentacles and heads of fierce beasts that devour
sailors.
Special Powers: Perfect ambushes, speed in water, and deafening screams that cause
terror.
Moral Alignment: Evil Voracious
Natural Habitat: Treacherous straits and rough waters.
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Sleipnir
Region of Origin: Midgard
Description: Odin's eight-legged horse, symbol of journey and speed.
Special Powers: Interdimensional travel, infinite endurance, and ability to cross
magical barriers.
Moral Alignment: Loyal Traveler
Natural Habitat: Riding between worlds in service to Odin.
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Fossegrim
Region of Origin: Midgard
Description: Water spirit appearing as a beautiful man who plays violin by waterfalls,
luring travelers with his music.
Special Powers: Musical hypnosis, water manipulation, and ability to grant musical
skills to those who offer tribute.
Moral Alignment: Neutral Whimsical
Natural Habitat: Rivers, waterfalls, and natural sources of pure water.
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Mare
Region of Origin: Midgard
Description: Night spirit that rides upon sleepers, causing nightmares and extreme
fatigue.
Special Powers: Control over dreams, draining of vital energy, and ability to become
intangible.
Moral Alignment: Evil Somber
Natural Habitat: Bedrooms of those who have disturbed dark forces.
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Huldra
Region of Origin: Midgard
Description: Female forest spirit with hypnotizing beauty, but with a back hollow like
a rotten log.
Special Powers: Magical reduction, control over forest animals, and ability to
disappear into mist.
Moral Alignment: Varies between Benevolent Solitary and Evil Deceiver.
Natural Habitat: Deep forests where humans rarely tread.
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Yahui
Region of Origin: Anáhuac
Description: Shamanic warrior with the ability to transform into fierce beasts when
entering trance.
Special Powers: Shape-shifting, enhancement of physical abilities, and ability to
summon animal spirits in combat.
Moral Alignment: Spiritual Protector
Natural Habitat: Hidden temples and villages protected by ancient traditions.
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Xochitonal
Region of Origin: Anáhuac
Description: Colossal turtle that inhabits the underworld and transports souls to their
final judgment.
Special Powers: Creation of illusions, invulnerability to physical attacks, and ability
to slow time around it.
Moral Alignment: Neutral Impassive
Natural Habitat: Rivers of the underworld and mystical caverns.
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Maquizcoatl
Region of Origin: Anáhuac
Description: Feathered serpent of great size that possesses the wisdom of the gods and
the power to alter elements.
Special Powers: Control of storms, flight, and ability to bless or punish mortals based
on their behavior.
Moral Alignment: Sacred Justiciar
Natural Habitat: Skies of Anáhuac and sacred ruins where its cult still remains.
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