|Small Magical Beast|
|Hit Dice:||4d10+4 (26 hp)|
|AC:||17 (+1 size, +4 Dex, +2 natural) touch 15, flatfooted 13|
|Attack:||Bite +9 melee (1d6+1)|
|Full Attack:||Bite +9 melee (1d6+1), 2 Claws +1 melee (1d3)|
|Face/Reach:||5 ft./5 ft.|
|Special Attacks:||improved Grab, Pounce, Rake|
|Special Qualities:||darkvision 60 ft., low-light vision, Weave|
|Saves:||Fort + Ref + Will +|
|Abilities:||Str 12 Dex 19 Con 13 Int 10 Wis 13 Cha 11|
|Skills:||Balance +6 Jump +19 Listen +7 Spot +9|
|Feats:||Alertness, Weapon Finesse (bite)|
|Organization:||Solitary or pack (5-12)|
This creature vaguely resembles a skinny long-legged hare with six legs. The middle pair of legs is quite a bit smaller than the other two pairs, and does not touch the ground. The creature's longer legs have an extra joint, giving the creature an unusual gait. The creature's grass-like fur is primarily green, with a band of grayish around the midsection and the middle legs.
The zassyfer is a common creature of the Weave. It is frequently encountered, as it helps to protect the Weave and its other creatures. A zassyfer prefers to work in a pack, though it will also partner with other Weave creatures as needed. The zassyfer is somewhat territorial, particularly with non-native creatures.
The zassyfer's anatomy is somewhat unusual. Its middle pair of limbs do not reach the ground, and are flexible enough to reach its front, around the shoulders of its forelimbs. These limbs are primarily manipulators, and a zassyfer is able to handle objects or carry smaller creatures. The zassyfer's longer limbs are also hyper-flexible, giving the zassyfer a fast though unusual gait. They also are strong, and the zassyfer is a natural leaper. The zassyfer's beak-like mouth is also unusual, and it can bite with a quick snap, far faster than a casual observer would expect.
Improved Grab (Ex): To use this ability, the zassyfer must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.
Pounce (Ex): If the zassyfer charges a foe, it can make a full attack, including two rake attacks.
Rake (Ex): Attack bonus +1 melee, damage 1d3.
Warning (Ex): Zassyfers are extremely proficient at projecting warnings to other creatures. A zassyfer has a +8 racial bonus on checks to project information to other creatures using the Weave.
Weave (Ex): Zassyfers are connected to the empathic Weave.
Skills: Zassyfers are natural leapers and have a +8 racial bonus to Jump checks.
|Tiny Magical Beast|
|Hit Dice:||1d10+1 (6 hp)|
|Speed:||10 ft., Fly 40 ft. (average)|
|AC:||17 (+2 size, +3 Dex, +2 natural) touch 15, flatfooted 14|
|Attack:||Touch +6 melee (attach)|
|Full Attack:||Touch +6 melee (attach)|
|Face/Reach:||2.5 ft./0 ft.|
|Special Qualities:||darkvision 60 ft., low-light vision|
|Saves:||Fort +3 Refl +4 Will +1|
|Abilities:||Str 5 Dex 15 Con 12 Int 6 Wis 12 Cha 6|
|Skills:||Hide +10 Search +2|
|Region:||Bograth or Core|
This creature resembles an insect, with a beetle-like carapace, small wings, and two pairs of legs. The rear legs are jointed like a predatory creature, and each leg ends in a claw. The creature has a pair of large glowing spots on its shell above its rear legs.
The zungg resembles a large insect. They are considered to be pests by most magi, though Bograthians adopt them on regular occasion. They also work well with Core magi and creatures. Zunggs are quite vicious and foul-tempered. They will plague a magi or creature simply out of spite.
Gnaw (Ex): Individual Zunggs will try to land on a potential target, and find a location to start gnawing. The zungg must succeed in a touch attack to attach to a target (of Small size or larger). If successful, they will then attach to the target, and start gnawing upon it. A zungg will search for a soft spot (Search check DC=10+natural armor of the target) on its target and gnaw for 1d6 damage. They may gnaw on the round they successfully attach to a target. For each round a zungg gnaws upon an opponent, it gains 1 temporary hit point.
A zungg may be removed by grappling or normal attacks. A zungg will abandon its current target to avoid getting hit. If a melee attack would have succeeded in striking the zungg while flatfooted, it will instinctively detach from its current victim (whether or not the blow succeeds anyway).
|Hit Dice:||4d8+4 (22 hp) [Cold]|
|Speed:||30 ft., climb 30 ft.|
|AC:||17 (+2 Dex, +5 natural) touch 12, flatfooted 15|
|Attack:||Bite +4 melee (1d6+1)|
|Full Attack:||Bite +4 melee (1d6+1)|
|Face/Reach:||5 ft./5 ft.|
|Special Attacks:||Arctic Aura, Magic Freeze Aura|
|Special Qualities:||Darkvision 60 ft., immune to cold, vulnerable to fire|
|Saves:||Fort +2 Refl +3 Will +5|
|Abilities:||Str 12 Dex 15 Con 12 Int 8 Wis 12 Cha 8|
|Skills:||Climb +11 Hide +4 Listen +2 Spot +3|
|Feats:||Ability Focus (Arctic Aura), Ability Focus (Magic Freeze Aura)|
The zyavu dwells in the furthest northern reaches of Nar in tunnels dug into the ice. They emerge on icy cliffs above the ice shelves, peering down to the lands below. Zyavus are frequently sought by young Narans, many of whom search for them in vain among the icy cliffs.
Arctic Aura (Su): The zyavu can radiate a 40 ft. aura of mind-numbing, intense cold. All creatures in the area of effect take 1d6 points of cold damage per round. Furthermore, any creature trying to cast a spell, or spell-like ability must make a Concentration check to succeed. The cold is so intense that other creatures also suffer 1 Int damage/round (Fort save DC 15 negates, Con-based save). Creatures immune to the cold are also immune to the Intelligence damage. The yaromant can activate or deactivate the aura as a move action; since most yaromants dwell among creatures which are immune, most keep this aura active.
Magic Freeze Aura (Su): The zyavu can also radiate a 40 ft. diameter sphere aura where magical energies are slowed. This sphere is a partial anti-magic effect, hampering all creatures' efforts to cast spells, or use spell-like or supernatural abilities. Any creature wishing to cast a spell, or use a spell-like ability or supernatural ability must take an extra move action to harness the magical energy, as the flow of magical energy is slowed. A caster level check (d20 + caster level, or d20 + creature's hit dice for supernatural effects) against a DC of 16 negates this effect for each spell, spell-like ability or supernatural ability. Magical items and relics are not affected. Despite the name, the Magic Freeze Aura is not a cold effect, and will affect Cold creatures. Zyavus are immune to this effect, as is the zyavu's magi.
The effect of either of the zyavu's Magic Freeze is intense, and lasts for 1d4 rounds after the zyavu has left the area. This includes if the zyavu returns to the Dream Plane. Creatures affected by the Magic Freeze feel cold, even if they are not otherwise affected. The memory of the lingering cold sometimes even invades a creature's dreams for the next several nights (with no actual effect).
Zyavus cannot maintain both auras at the same time. The effect of multiple zyavu auras of the same type do not stack.
Skills: Zyavus have a +4 racial bonus to Hide checks while in Arctic areas.
Advancement: The radius of the zyavu's auras increase by 10ft. for each additional hit die. At 8 HD, the damage from the Arctic aura increases to 1d8/round, and 2d6/round at 12 HD. The DC of the Caster Level check for the zyavu's Magic Freeze Aura increases by 1 for every additional hit dice the zyavu gains. At 6HD, the arctic aura also lingers in the zyavu's area for 1d4 rounds. At 10HD, the Zyavu can maintain both auras simultaneously.