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== Trait Vocabulary ==
{{NightcatsHeader}}
<div class="codex-page codex-page--nightcats">


Use these terms consistently across the bestiary.
<div class="nightcats-callout">
“The jungle does not hate you.
 
It simply does not care whether you live.”
</div>
 
= Bestiary of Jhelum =
 
The lands beyond the walls are not empty.
 
They are occupied.
 
What follows are not scholarly classifications, but what a survivor needs to know: how it moves, how it kills, and how to live long enough to tell the story.
 
== How to Read These Entries ==
 
Each creature includes its '''Threat''', '''Habitat''', '''Behavior''', and what people most fear about it.
 
The statistics use a simplified BoL format:


{| class="wikitable codex-table"
{| class="wikitable codex-table"
! Trait !! Effect
! Stat !! Meaning
|-
| '''Strength'''
| Power, toughness, and force
|-
| '''Agility'''
| Speed, stealth, and quickness
|-
| '''Mind'''
| Instinct, cunning, awareness, or unnatural will
|-
| '''Lifeblood'''
| How much punishment it can take
|-
| '''Protection'''
| Natural hide, scales, bark, or other inherent defense
|-
| '''Damage'''
| The harm caused by its natural attacks
|-
| '''Traits'''
| Short reminders of what makes the creature dangerous
|}
 
== Beasts of the Jungle ==
 
<div class="nightcats-panel nightcats-panel--beast">
<div class="nightcats-panel-image">
[[File:NC_Tiger.png|400px]]
</div>
<div class="nightcats-panel-title">Striped Tiger</div>
<div class="nightcats-panel-subtitle">A death that arrives without warning</div>
 
<div class="nightcats-tags">
<strong>Threat:</strong> Deadly &nbsp;•&nbsp;
<strong>Habitat:</strong> Deep jungle, river edges &nbsp;•&nbsp;
<strong>Behavior:</strong> Ambush predator &nbsp;•&nbsp;
<strong>What People Fear:</strong> You never hear it coming
</div>
 
The striped tiger is the unquestioned lord of the green dark. It does not roar before the kill. It appears, strikes, and vanishes into leaves and shadow with flesh in its jaws. When it attacks from concealment or leaps from cover, give it a '''Bonus Die'''. A tiger that gets hold of a man does not let go politely.
 
{| class="nightcats-stats"
! Strength
| 3
|-
! Agility
| 3
|-
! Mind
| 1
|-
! Lifeblood
| 18
|-
! Protection
| 1
|-
! Damage
| 1d6H
|-
! Traits
| Ambush; Pounce
|}
</div>
 
<div class="nightcats-panel-grid nightcats-panel-grid--two">
 
<div class="nightcats-panel nightcats-panel--beast">
<div class="nightcats-panel-title">Deadly Cobra</div>
<div class="nightcats-panel-subtitle">Temple shade and a raised hood</div>
 
<div class="nightcats-tags">
<strong>Threat:</strong> Lethal if ignored &nbsp;•&nbsp;
<strong>Habitat:</strong> Ruins, temples, jungle shade &nbsp;•&nbsp;
<strong>Behavior:</strong> Defensive, fast strike &nbsp;•&nbsp;
<strong>What People Fear:</strong> Death comes hours later
</div>
 
The cobra is feared in old stone places, in shrine courtyards, and in the cool shadows beneath roots and fallen masonry. It does not need great size. Its danger is speed and venom. If it strikes first from a coiled stance, give it a '''Bonus Die'''. Anyone bitten must test or begin weakening quickly.
 
{| class="nightcats-stats"
! Strength
| 0
|-
|-
| '''Ambush'''
! Agility
| The creature gains '''1 Advantage Die''' when attacking from concealment, surprise, or a position of clear tactical superiority.
| 3
|-
|-
| '''Burning Wounds'''
! Mind
| A victim struck suffers the normal damage, then continues to take harm or penalty from the wound until treated or until the GM rules the effect has passed.
| 0
|-
|-
| '''Charge'''
! Lifeblood
| If the creature moves at least several yards straight toward a target before attacking, it gains '''1 Advantage Die''' on the attack.
| 5
|-
|-
| '''Constrict'''
! Protection
| If the creature successfully grapples a target, it may continue inflicting its normal damage each round until the victim escapes or the creature is driven off.
| 0
|-
|-
| '''Death Roll'''
! Damage
| Against a grappled target in water, the creature gains '''1 Advantage Die''' on damage or inflicts especially brutal injury at the GM’s discretion.
| 1d6L
|-
|-
| '''Dissolving Sap'''
! Traits
| A trapped victim continues taking damage each round until freed from the hazard.
| Venom; Fast Strike
|}
</div>
 
<div class="nightcats-panel nightcats-panel--beast">
<div class="nightcats-panel-title">Great Python</div>
<div class="nightcats-panel-subtitle">A slow death in living rope</div>
 
<div class="nightcats-tags">
<strong>Threat:</strong> Severe &nbsp;•&nbsp;
<strong>Habitat:</strong> Trees, ruins, riverbanks &nbsp;•&nbsp;
<strong>Behavior:</strong> Constrictor ambush &nbsp;•&nbsp;
<strong>What People Fear:</strong> Slow death in silence
</div>
 
Many an explorer has mistaken one for a fallen branch or hanging root. That error is usually the last one he makes. A python that hits may choose to grapple rather than merely wound. Once it has a victim wrapped, it continues to crush them each round until they escape or someone cuts them free.
 
{| class="nightcats-stats"
! Strength
| 3
|-
|-
| '''Drain'''
! Agility
| When the creature inflicts damage, it restores '''1 Lifeblood''' to itself, or else weakens the victim in some obvious physical way.
| 1
|-
|-
| '''Dream Pollen'''
! Mind
| Anyone exposed must make an appropriate test or become drowsy, confused, or dulled. The GM may impose '''1 Penalty Die''' on affected actions.
| 0
|-
|-
| '''Fast Strike'''
! Lifeblood
| The creature gains '''1 Advantage Die''' on initiative-related tests or on its first attack when speed is decisive.
| 16
|-
|-
| '''Fearless'''
! Protection
| The creature does not test for fear and cannot be driven off by intimidation alone.
| 1
|-
|-
| '''Fever'''
! Damage
| A wounded victim must make an appropriate test after the encounter or suffer worsening weakness, delirium, or continuing loss of Lifeblood until treated.
| 1d6
|-
|-
| '''Grapple'''
! Traits
| On a successful attack, the creature may seize and hold the target instead of, or in addition to, normal positioning effects. A grappled victim cannot freely move away.
| Grapple; Constrict
|}
</div>
 
</div>
 
<div class="nightcats-panel-grid nightcats-panel-grid--two">
 
<div class="nightcats-panel nightcats-panel--beast">
<div class="nightcats-panel-title">Sloth Bear</div>
<div class="nightcats-panel-subtitle">Ill-tempered muscle and claws</div>
 
<div class="nightcats-tags">
<strong>Threat:</strong> Dangerous &nbsp;•&nbsp;
<strong>Habitat:</strong> Jungle clearings &nbsp;•&nbsp;
<strong>Behavior:</strong> Territorial, unpredictable &nbsp;•&nbsp;
<strong>What People Fear:</strong> It mauls the face first
</div>
 
The sloth bear is not a hunter in the tiger’s fashion, but that does not make it safe. Startle one in the brush and it becomes a storm of claws, dirt, and pain. A wounded bear grows more violent, and the GM may give it a '''Bonus Die''' once it has taken a serious hurt.
 
{| class="nightcats-stats"
! Strength
| 3
|-
|-
| '''Immobilize'''
! Agility
| A victim caught by the creature cannot move until freed by a successful test, outside help, or cutting loose the restraining growth or limb.
| 1
|-
|-
| '''Needle Thorns'''
! Mind
| Anyone passing through or forced into the hazard suffers immediate light damage and risks lingering pain, swelling, or infection.
| 0
|-
|-
| '''Pack'''
! Lifeblood
| When attacking a target already threatened by one or more allies, the creature gains '''1 Advantage Die'''.
| 13
|-
|-
| '''Poison'''
! Protection
| Anyone wounded must make an appropriate test or suffer additional damage, weakness, paralysis, or another venom effect chosen by the GM.
| 1
|-
|-
| '''Pounce'''
! Damage
| If the creature leaps from cover, from above, or onto an unaware foe, it gains '''1 Advantage Die''' on the attack.
| 1d6
|-
|-
| '''Stealth'''
! Traits
| Attempts to notice the creature before it attacks suffer '''1 Penalty Die''', so long as it has cover, darkness, or natural concealment.
| Frenzy
|}
</div>
 
<div class="nightcats-panel nightcats-panel--beast">
<div class="nightcats-panel-title">Monkey</div>
<div class="nightcats-panel-subtitle">Small hands, quick eyes, quicker theft</div>
 
<div class="nightcats-tags">
<strong>Threat:</strong> Minor &nbsp;•&nbsp;
<strong>Habitat:</strong> Jungle canopy, ruins, city edges &nbsp;•&nbsp;
<strong>Behavior:</strong> Curious, noisy, opportunistic &nbsp;•&nbsp;
<strong>What People Fear:</strong> It steals first and screams second
</div>
 
This entry stands in for monkeys generally, and can also cover langurs, gibbons, and similar tree-dwellers with minor adjustment. Monkeys are more nuisance than killer, but they are clever, fast, and often arrive in numbers. Give them a '''Bonus Die''' on tests involving climbing, snatching, or fleeing through branches.
 
{| class="nightcats-stats"
! Strength
| 0
|-
! Agility
| 3
|-
! Mind
| 1
|-
|-
| '''Swarm'''
! Lifeblood
| The creature is made up of many small bodies. Normal weapons do not always work well against it, and the GM may give attackers '''1 Penalty Die''' when brute force is the wrong answer.
| 6
|-
|-
| '''Trap'''
! Protection
| The creature or hazard does not pursue, but anyone entering its reach, maw, or grasp is immediately endangered and may need a test to escape.
| 0
|-
|-
| '''Trample'''
! Damage
| When the creature overruns a target, it may strike more than one nearby foe, or knock victims aside, prone, or underfoot.
| 1d6L
|-
|-
| '''Unfailing'''
! Traits
| The creature does not retreat, hesitate, or abandon pursuit unless physically prevented, destroyed, or compelled by sorcery.
| Climber; Mischief
|}
|}
</div>
</div>
== River and Marsh Creatures ==
<div class="nightcats-panel nightcats-panel--beast">
<div class="nightcats-panel-image">
[[File:NC_Crocodile.png|400px]]
</div>
<div class="nightcats-panel-title">River Crocodile</div>
<div class="nightcats-panel-subtitle">The river opening its jaws</div>
<div class="nightcats-tags">
<strong>Threat:</strong> Deadly &nbsp;•&nbsp;
<strong>Habitat:</strong> Rivers, crossings &nbsp;•&nbsp;
<strong>Behavior:</strong> Patient ambush &nbsp;•&nbsp;
<strong>What People Fear:</strong> The water takes you
</div>
A river crocodile may watch a ford for days without stirring. It waits for carelessness, for routine, for the moment when a traveler believes the crossing is safe because nothing has happened yet. If it attacks unseen from the water, give it a '''Bonus Die'''. A crocodile that grapples a victim in water may keep damaging them each round, and a larger one may roll and tear horribly.
{| class="nightcats-stats"
! Strength
| 4
|-
! Agility
| 1
|-
! Mind
| 0
|-
! Lifeblood
| 18
|-
! Protection
| 2
|-
! Damage
| 1d6H
|-
! Traits
| Ambush; Grapple; Death Roll
|}
</div>
<div class="nightcats-panel-grid nightcats-panel-grid--two">
<div class="nightcats-panel nightcats-panel--beast">
<div class="nightcats-panel-title">Blood Leeches (Swarm)</div>
<div class="nightcats-panel-subtitle">A hunger you barely feel</div>
<div class="nightcats-tags">
<strong>Threat:</strong> Minor to deadly in numbers &nbsp;•&nbsp;
<strong>Habitat:</strong> Still water &nbsp;•&nbsp;
<strong>Behavior:</strong> Swarm feeding &nbsp;•&nbsp;
<strong>What People Fear:</strong> You do not feel it happening
</div>
Leeches thrive where the water lies warm and quiet. Their danger is not in one bite, but in number, numbness, and the weakness that comes too late. As a swarm, they are awkward targets for normal blows; brute force against them may suffer a '''Penalty Die''' unless fire, salt, or some clever method is used.
{| class="nightcats-stats"
! Strength
| 0
|-
! Agility
| 1
|-
! Mind
| 0
|-
! Lifeblood
| 8
|-
! Protection
| 0
|-
! Damage
| 1d6L
|-
! Traits
| Swarm; Drain
|}
</div>
<div class="nightcats-panel nightcats-panel--beast">
<div class="nightcats-panel-title">Black River Catfish</div>
<div class="nightcats-panel-subtitle">A shadow beneath muddy water</div>
<div class="nightcats-tags">
<strong>Threat:</strong> Dangerous &nbsp;•&nbsp;
<strong>Habitat:</strong> Deep rivers &nbsp;•&nbsp;
<strong>Behavior:</strong> Opportunistic predator &nbsp;•&nbsp;
<strong>What People Fear:</strong> Something pulls you under
</div>
Some grow as long as a man. Most feed on refuse, carrion, and whatever the river gives them. The largest decide for themselves what the river ought to give. A big catfish that gets a good hold may drag prey off balance or into deeper water.
{| class="nightcats-stats"
! Strength
| 2
|-
! Agility
| 1
|-
! Mind
| 0
|-
! Lifeblood
| 12
|-
! Protection
| 1
|-
! Damage
| 1d6
|-
! Traits
| Drag
|}
</div>
</div>
== Creatures of Burden and Use ==
<div class="nightcats-panel nightcats-panel--beast">
<div class="nightcats-panel-image">
[[File:NC_Elephant_Caravan.png|400px]]
</div>
<div class="nightcats-panel-title">Jungle Elephant</div>
<div class="nightcats-panel-subtitle">War, labor, memory, and wrath</div>
<div class="nightcats-tags">
<strong>Threat:</strong> Massive &nbsp;•&nbsp;
<strong>Habitat:</strong> Jungle, domesticated or wild &nbsp;•&nbsp;
<strong>Behavior:</strong> Calm unless provoked &nbsp;•&nbsp;
<strong>What People Fear:</strong> When it turns, nothing stops it
</div>
An elephant may carry wealth, kings, timber, or war towers, but it is never merely a tool. It remembers mistreatment. It remembers fear. When one breaks into fury, men vanish beneath its feet. A charging elephant may strike more than one nearby target, bowl people down, or simply crush what is in front of it.
{| class="nightcats-stats"
! Strength
| 5
|-
! Agility
| 0
|-
! Mind
| 0
|-
! Lifeblood
| 25
|-
! Protection
| 3
|-
! Damage
| 1d6H
|-
! Traits
| Trample
|}
</div>
<div class="nightcats-panel nightcats-panel--beast">
<div class="nightcats-panel-title">Water Buffalo</div>
<div class="nightcats-panel-subtitle">Slow strength until the charge</div>
<div class="nightcats-tags">
<strong>Threat:</strong> Low to dangerous &nbsp;•&nbsp;
<strong>Habitat:</strong> Wetlands, farms &nbsp;•&nbsp;
<strong>Behavior:</strong> Passive, but charges when angered &nbsp;•&nbsp;
<strong>What People Fear:</strong> Sudden charge
</div>
The water buffalo is a beast of mud, carts, plows, and patient labor. Yet patience is not gentleness. Press one too far and it answers with horn, weight, and speed. If it has room to lower its head and rush, give it a '''Bonus Die'''.
{| class="nightcats-stats"
! Strength
| 2
|-
! Agility
| 1
|-
! Mind
| 0
|-
! Lifeblood
| 12
|-
! Protection
| 1
|-
! Damage
| 1d6
|-
! Traits
| Charge
|}
</div>
== Predators of Shadow and Story ==
<div class="nightcats-panel nightcats-panel--beast">
<div class="nightcats-panel-image">
[[File:NC_Black_Leopard.png|400px]]
</div>
<div class="nightcats-panel-title">Black Leopard</div>
<div class="nightcats-panel-subtitle">A ghost in the trees</div>
<div class="nightcats-tags">
<strong>Threat:</strong> Deadly &nbsp;•&nbsp;
<strong>Habitat:</strong> Jungle canopy &nbsp;•&nbsp;
<strong>Behavior:</strong> Stalker &nbsp;•&nbsp;
<strong>What People Fear:</strong> It chooses when you die
</div>
More rumor than beast in many tales, the black leopard is seen only when it allows itself to be seen. Hunters speak of finding its tracks circling camp for nights before the strike finally comes. Spotting it before it attacks may suffer a '''Penalty Die''' in darkness, dense leaves, or broken ground.
{| class="nightcats-stats"
! Strength
| 2
|-
! Agility
| 4
|-
! Mind
| 1
|-
! Lifeblood
| 12
|-
! Protection
| 1
|-
! Damage
| 1d6
|-
! Traits
| Stealth; Ambush
|}
</div>
<div class="nightcats-panel-grid nightcats-panel-grid--two">
<div class="nightcats-panel nightcats-panel--beast">
<div class="nightcats-panel-title">Wolf</div>
<div class="nightcats-panel-subtitle">Lean hunger with yellow eyes</div>
<div class="nightcats-tags">
<strong>Threat:</strong> Moderate &nbsp;•&nbsp;
<strong>Habitat:</strong> Scrub, dry forest, hill country, fringes of the jungle &nbsp;•&nbsp;
<strong>Behavior:</strong> Pack hunter &nbsp;•&nbsp;
<strong>What People Fear:</strong> One wolf is a scout, not the danger
</div>
Wolves are less common in the deep green than in rougher country, but where the land opens they travel in hungry bands. A lone wolf is seldom the real threat. When several attack the same target, give them a '''Bonus Die'''.
{| class="nightcats-stats"
! Strength
| 2
|-
! Agility
| 2
|-
! Mind
| 0
|-
! Lifeblood
| 9
|-
! Protection
| 0
|-
! Damage
| 1d6
|-
! Traits
| Pack
|}
</div>
<div class="nightcats-panel nightcats-panel--beast">
<div class="nightcats-panel-title">Jackal</div>
<div class="nightcats-panel-subtitle">A scavenger with more nerve than dignity</div>
<div class="nightcats-tags">
<strong>Threat:</strong> Minor alone, dangerous in numbers &nbsp;•&nbsp;
<strong>Habitat:</strong> Dry country, ruins, cremation grounds, village edges &nbsp;•&nbsp;
<strong>Behavior:</strong> Scavenger, opportunist, occasional pack hunter &nbsp;•&nbsp;
<strong>What People Fear:</strong> They gather where death is near
</div>
Jackals are sly, restless, and seldom far from refuse, corpses, or weakness. One is a nuisance. Several become bold. In a group they circle, test nerve, and dart at the vulnerable.
{| class="nightcats-stats"
! Strength
| 1
|-
! Agility
| 2
|-
! Mind
| 0
|-
! Lifeblood
| 7
|-
! Protection
| 0
|-
! Damage
| 1d6L
|-
! Traits
| Pack; Scavenger
|}
</div>
</div>
<div class="nightcats-panel nightcats-panel--beast">
<div class="nightcats-panel-title">Grave Hyenas</div>
<div class="nightcats-panel-subtitle">Laughing scavengers of the dead</div>
<div class="nightcats-tags">
<strong>Threat:</strong> Moderate in a pack &nbsp;•&nbsp;
<strong>Habitat:</strong> Battlefields, cremation grounds &nbsp;•&nbsp;
<strong>Behavior:</strong> Pack hunters &nbsp;•&nbsp;
<strong>What People Fear:</strong> They laugh while feeding
</div>
Grave hyenas are rarely alone, and never reassuring. Their cries carry badly through the night, like broken laughter or men speaking through torn throats. When they mob one target, give them a '''Bonus Die'''.
{| class="nightcats-stats"
! Strength
| 2
|-
! Agility
| 1
|-
! Mind
| 0
|-
! Lifeblood
| 8 each
|-
! Protection
| 0
|-
! Damage
| 1d6
|-
! Traits
| Pack
|}
</div>
== The Green That Hungers ==
<div class="nightcats-panel nightcats-panel--hazard">
<div class="nightcats-panel-image">
[[File:NC_Devils_Pitcher.png|400px]]
</div>
<div class="nightcats-panel-title">Strangler Vines</div>
<div class="nightcats-panel-subtitle">The jungle closing its hand</div>
<div class="nightcats-tags">
<strong>Threat:</strong> Deadly &nbsp;•&nbsp;
<strong>Habitat:</strong> Deep jungle &nbsp;•&nbsp;
<strong>Behavior:</strong> Slow entrapment &nbsp;•&nbsp;
<strong>What People Fear:</strong> The jungle closes behind you
</div>
These vines do not lash like whips. They tighten slowly and patiently, while the victim wastes breath, strength, and hope. By morning the path may be gone, and something may hang within the leaves. A caught victim cannot move until freed, and continues taking damage each round.
{| class="nightcats-stats"
! Strength
| 3
|-
! Agility
| 0
|-
! Mind
| 0
|-
! Lifeblood
| 15
|-
! Protection
| 1
|-
! Damage
| 1d6
|-
! Traits
| Immobilize; Constrict
|}
</div>
<div class="nightcats-panel nightcats-panel--hazard">
<div class="nightcats-panel-title">Devil’s Pitcher</div>
<div class="nightcats-panel-subtitle">A flower that eats the unwary</div>
<div class="nightcats-tags">
<strong>Threat:</strong> Lethal if trapped &nbsp;•&nbsp;
<strong>Habitat:</strong> Wet jungle &nbsp;•&nbsp;
<strong>Behavior:</strong> Passive lure &nbsp;•&nbsp;
<strong>What People Fear:</strong> You fall in and never climb out
</div>
Sweet scent, slick walls, and a bright inviting bloom make the devil’s pitcher more dangerous than any roaring beast. It does nothing at all until something slips. Once trapped, a victim keeps taking damage until they escape or are pulled free.
{| class="nightcats-stats"
! Strength
| 2
|-
! Agility
| 0
|-
! Mind
| 0
|-
! Lifeblood
| 10
|-
! Protection
| 1
|-
! Damage
| 1d6
|-
! Traits
| Trap; Dissolving Sap
|}
</div>
<div class="nightcats-panel-grid nightcats-panel-grid--two">
<div class="nightcats-panel nightcats-panel--hazard">
<div class="nightcats-panel-title">Red Lotus</div>
<div class="nightcats-panel-subtitle">Beauty drifting above still death</div>
<div class="nightcats-tags">
<strong>Threat:</strong> Dangerous &nbsp;•&nbsp;
<strong>Habitat:</strong> Still pools, temple tanks, marsh edges &nbsp;•&nbsp;
<strong>Behavior:</strong> Passive toxin &nbsp;•&nbsp;
<strong>What People Fear:</strong> Sweet dreams, then silence
</div>
The red lotus is beautiful enough to invite reverence. Its fragrance drifts across still water, soft and almost holy. Those who breathe too deeply grow light-headed, dreamy, and slow to notice that their limbs no longer answer with proper speed. The GM may impose a '''Penalty Die''' on affected actions, and prolonged exposure may become outright poison.
{| class="nightcats-stats"
! Strength
| 0
|-
! Agility
| 0
|-
! Mind
| 0
|-
! Lifeblood
| 6
|-
! Protection
| 0
|-
! Damage
| 1d6L
|-
! Traits
| Dream Pollen; Poison
|}
</div>
<div class="nightcats-panel nightcats-panel--hazard">
<div class="nightcats-panel-title">Needle-Thorn Creepers</div>
<div class="nightcats-panel-subtitle">Brush once, suffer all night</div>
<div class="nightcats-tags">
<strong>Threat:</strong> Dangerous &nbsp;•&nbsp;
<strong>Habitat:</strong> Thick undergrowth, ruined walls, jungle margins &nbsp;•&nbsp;
<strong>Behavior:</strong> Contact hazard &nbsp;•&nbsp;
<strong>What People Fear:</strong> Fever follows the smallest scratch
</div>
At first glance these creepers seem no worse than any other bramble. Their danger lies in brittle thorns that snap beneath the skin and remain there. Hours later the wound burns, the flesh swells, and fever begins to speak in whispers. Anyone forced through them takes light damage and risks worsening sickness unless treated.
{| class="nightcats-stats"
! Strength
| 1
|-
! Agility
| 0
|-
! Mind
| 0
|-
! Lifeblood
| 8
|-
! Protection
| 0
|-
! Damage
| 1d6L
|-
! Traits
| Needle Thorns; Fever
|}
</div>
</div>
== Creatures Touched by Sorcery ==
<div class="nightcats-panel nightcats-panel--sorcery">
<div class="nightcats-panel-image">
[[File:NC_Ash_Tiger.png|400px]]
</div>
<div class="nightcats-panel-title">Ash Tiger</div>
<div class="nightcats-panel-subtitle">Fire that hunts on four feet</div>
<div class="nightcats-tags">
<strong>Threat:</strong> Deadly &nbsp;•&nbsp;
<strong>Habitat:</strong> Ruins, burned places &nbsp;•&nbsp;
<strong>Behavior:</strong> Supernatural predator &nbsp;•&nbsp;
<strong>What People Fear:</strong> Fire that hunts
</div>
Ash tigers are said to walk out of burned temples and smoke-black sanctuaries. Their stripes seem to shift like ember-light, and wounds they leave behind do not close cleanly. Their attacks may continue to trouble a victim even after the first blow, and they do not fear fire, noise, or threats.
{| class="nightcats-stats"
! Strength
| 3
|-
! Agility
| 3
|-
! Mind
| 1
|-
! Lifeblood
| 16
|-
! Protection
| 1
|-
! Damage
| 1d6H
|-
! Traits
| Burning Wounds; Fearless
|}
</div>
<div class="nightcats-panel nightcats-panel--sorcery">
<div class="nightcats-panel-title">Idol-Bound Beast</div>
<div class="nightcats-panel-subtitle">A body inhabited by something else</div>
<div class="nightcats-tags">
<strong>Threat:</strong> Severe &nbsp;•&nbsp;
<strong>Habitat:</strong> Temples, cursed sites &nbsp;•&nbsp;
<strong>Behavior:</strong> Relentless &nbsp;•&nbsp;
<strong>What People Fear:</strong> It does not stop
</div>
Animals bound to carved spirits do not behave as beasts should. They do not flee pain. They do not hesitate. Their eyes burn with purpose that is not their own. An idol-bound beast keeps coming unless destroyed, physically restrained, or overcome by sorcery.
{| class="nightcats-stats"
! Strength
| 4
|-
! Agility
| 2
|-
! Mind
| 1
|-
! Lifeblood
| 18
|-
! Protection
| 2
|-
! Damage
| 1d6H
|-
! Traits
| Unfailing; Fearless
|}
</div>
</div>

Revision as of 21:42, 11 April 2026

Nightcats
Nightcats


“The jungle does not hate you.

It simply does not care whether you live.”

Bestiary of Jhelum

The lands beyond the walls are not empty.

They are occupied.

What follows are not scholarly classifications, but what a survivor needs to know: how it moves, how it kills, and how to live long enough to tell the story.

How to Read These Entries

Each creature includes its Threat, Habitat, Behavior, and what people most fear about it.

The statistics use a simplified BoL format:

Stat Meaning
Strength Power, toughness, and force
Agility Speed, stealth, and quickness
Mind Instinct, cunning, awareness, or unnatural will
Lifeblood How much punishment it can take
Protection Natural hide, scales, bark, or other inherent defense
Damage The harm caused by its natural attacks
Traits Short reminders of what makes the creature dangerous

Beasts of the Jungle

Striped Tiger
A death that arrives without warning

Threat: Deadly  •  Habitat: Deep jungle, river edges  •  Behavior: Ambush predator  •  What People Fear: You never hear it coming

The striped tiger is the unquestioned lord of the green dark. It does not roar before the kill. It appears, strikes, and vanishes into leaves and shadow with flesh in its jaws. When it attacks from concealment or leaps from cover, give it a Bonus Die. A tiger that gets hold of a man does not let go politely.

Strength 3
Agility 3
Mind 1
Lifeblood 18
Protection 1
Damage 1d6H
Traits Ambush; Pounce
Deadly Cobra
Temple shade and a raised hood

Threat: Lethal if ignored  •  Habitat: Ruins, temples, jungle shade  •  Behavior: Defensive, fast strike  •  What People Fear: Death comes hours later

The cobra is feared in old stone places, in shrine courtyards, and in the cool shadows beneath roots and fallen masonry. It does not need great size. Its danger is speed and venom. If it strikes first from a coiled stance, give it a Bonus Die. Anyone bitten must test or begin weakening quickly.

Strength 0
Agility 3
Mind 0
Lifeblood 5
Protection 0
Damage 1d6L
Traits Venom; Fast Strike
Great Python
A slow death in living rope

Threat: Severe  •  Habitat: Trees, ruins, riverbanks  •  Behavior: Constrictor ambush  •  What People Fear: Slow death in silence

Many an explorer has mistaken one for a fallen branch or hanging root. That error is usually the last one he makes. A python that hits may choose to grapple rather than merely wound. Once it has a victim wrapped, it continues to crush them each round until they escape or someone cuts them free.

Strength 3
Agility 1
Mind 0
Lifeblood 16
Protection 1
Damage 1d6
Traits Grapple; Constrict
Sloth Bear
Ill-tempered muscle and claws

Threat: Dangerous  •  Habitat: Jungle clearings  •  Behavior: Territorial, unpredictable  •  What People Fear: It mauls the face first

The sloth bear is not a hunter in the tiger’s fashion, but that does not make it safe. Startle one in the brush and it becomes a storm of claws, dirt, and pain. A wounded bear grows more violent, and the GM may give it a Bonus Die once it has taken a serious hurt.

Strength 3
Agility 1
Mind 0
Lifeblood 13
Protection 1
Damage 1d6
Traits Frenzy
Monkey
Small hands, quick eyes, quicker theft

Threat: Minor  •  Habitat: Jungle canopy, ruins, city edges  •  Behavior: Curious, noisy, opportunistic  •  What People Fear: It steals first and screams second

This entry stands in for monkeys generally, and can also cover langurs, gibbons, and similar tree-dwellers with minor adjustment. Monkeys are more nuisance than killer, but they are clever, fast, and often arrive in numbers. Give them a Bonus Die on tests involving climbing, snatching, or fleeing through branches.

Strength 0
Agility 3
Mind 1
Lifeblood 6
Protection 0
Damage 1d6L
Traits Climber; Mischief

River and Marsh Creatures

River Crocodile
The river opening its jaws

Threat: Deadly  •  Habitat: Rivers, crossings  •  Behavior: Patient ambush  •  What People Fear: The water takes you

A river crocodile may watch a ford for days without stirring. It waits for carelessness, for routine, for the moment when a traveler believes the crossing is safe because nothing has happened yet. If it attacks unseen from the water, give it a Bonus Die. A crocodile that grapples a victim in water may keep damaging them each round, and a larger one may roll and tear horribly.

Strength 4
Agility 1
Mind 0
Lifeblood 18
Protection 2
Damage 1d6H
Traits Ambush; Grapple; Death Roll
Blood Leeches (Swarm)
A hunger you barely feel

Threat: Minor to deadly in numbers  •  Habitat: Still water  •  Behavior: Swarm feeding  •  What People Fear: You do not feel it happening

Leeches thrive where the water lies warm and quiet. Their danger is not in one bite, but in number, numbness, and the weakness that comes too late. As a swarm, they are awkward targets for normal blows; brute force against them may suffer a Penalty Die unless fire, salt, or some clever method is used.

Strength 0
Agility 1
Mind 0
Lifeblood 8
Protection 0
Damage 1d6L
Traits Swarm; Drain
Black River Catfish
A shadow beneath muddy water

Threat: Dangerous  •  Habitat: Deep rivers  •  Behavior: Opportunistic predator  •  What People Fear: Something pulls you under

Some grow as long as a man. Most feed on refuse, carrion, and whatever the river gives them. The largest decide for themselves what the river ought to give. A big catfish that gets a good hold may drag prey off balance or into deeper water.

Strength 2
Agility 1
Mind 0
Lifeblood 12
Protection 1
Damage 1d6
Traits Drag

Creatures of Burden and Use

Jungle Elephant
War, labor, memory, and wrath

Threat: Massive  •  Habitat: Jungle, domesticated or wild  •  Behavior: Calm unless provoked  •  What People Fear: When it turns, nothing stops it

An elephant may carry wealth, kings, timber, or war towers, but it is never merely a tool. It remembers mistreatment. It remembers fear. When one breaks into fury, men vanish beneath its feet. A charging elephant may strike more than one nearby target, bowl people down, or simply crush what is in front of it.

Strength 5
Agility 0
Mind 0
Lifeblood 25
Protection 3
Damage 1d6H
Traits Trample
Water Buffalo
Slow strength until the charge

Threat: Low to dangerous  •  Habitat: Wetlands, farms  •  Behavior: Passive, but charges when angered  •  What People Fear: Sudden charge

The water buffalo is a beast of mud, carts, plows, and patient labor. Yet patience is not gentleness. Press one too far and it answers with horn, weight, and speed. If it has room to lower its head and rush, give it a Bonus Die.

Strength 2
Agility 1
Mind 0
Lifeblood 12
Protection 1
Damage 1d6
Traits Charge

Predators of Shadow and Story

Black Leopard
A ghost in the trees

Threat: Deadly  •  Habitat: Jungle canopy  •  Behavior: Stalker  •  What People Fear: It chooses when you die

More rumor than beast in many tales, the black leopard is seen only when it allows itself to be seen. Hunters speak of finding its tracks circling camp for nights before the strike finally comes. Spotting it before it attacks may suffer a Penalty Die in darkness, dense leaves, or broken ground.

Strength 2
Agility 4
Mind 1
Lifeblood 12
Protection 1
Damage 1d6
Traits Stealth; Ambush
Wolf
Lean hunger with yellow eyes

Threat: Moderate  •  Habitat: Scrub, dry forest, hill country, fringes of the jungle  •  Behavior: Pack hunter  •  What People Fear: One wolf is a scout, not the danger

Wolves are less common in the deep green than in rougher country, but where the land opens they travel in hungry bands. A lone wolf is seldom the real threat. When several attack the same target, give them a Bonus Die.

Strength 2
Agility 2
Mind 0
Lifeblood 9
Protection 0
Damage 1d6
Traits Pack
Jackal
A scavenger with more nerve than dignity

Threat: Minor alone, dangerous in numbers  •  Habitat: Dry country, ruins, cremation grounds, village edges  •  Behavior: Scavenger, opportunist, occasional pack hunter  •  What People Fear: They gather where death is near

Jackals are sly, restless, and seldom far from refuse, corpses, or weakness. One is a nuisance. Several become bold. In a group they circle, test nerve, and dart at the vulnerable.

Strength 1
Agility 2
Mind 0
Lifeblood 7
Protection 0
Damage 1d6L
Traits Pack; Scavenger
Grave Hyenas
Laughing scavengers of the dead

Threat: Moderate in a pack  •  Habitat: Battlefields, cremation grounds  •  Behavior: Pack hunters  •  What People Fear: They laugh while feeding

Grave hyenas are rarely alone, and never reassuring. Their cries carry badly through the night, like broken laughter or men speaking through torn throats. When they mob one target, give them a Bonus Die.

Strength 2
Agility 1
Mind 0
Lifeblood 8 each
Protection 0
Damage 1d6
Traits Pack

The Green That Hungers

Strangler Vines
The jungle closing its hand

Threat: Deadly  •  Habitat: Deep jungle  •  Behavior: Slow entrapment  •  What People Fear: The jungle closes behind you

These vines do not lash like whips. They tighten slowly and patiently, while the victim wastes breath, strength, and hope. By morning the path may be gone, and something may hang within the leaves. A caught victim cannot move until freed, and continues taking damage each round.

Strength 3
Agility 0
Mind 0
Lifeblood 15
Protection 1
Damage 1d6
Traits Immobilize; Constrict
Devil’s Pitcher
A flower that eats the unwary

Threat: Lethal if trapped  •  Habitat: Wet jungle  •  Behavior: Passive lure  •  What People Fear: You fall in and never climb out

Sweet scent, slick walls, and a bright inviting bloom make the devil’s pitcher more dangerous than any roaring beast. It does nothing at all until something slips. Once trapped, a victim keeps taking damage until they escape or are pulled free.

Strength 2
Agility 0
Mind 0
Lifeblood 10
Protection 1
Damage 1d6
Traits Trap; Dissolving Sap
Red Lotus
Beauty drifting above still death

Threat: Dangerous  •  Habitat: Still pools, temple tanks, marsh edges  •  Behavior: Passive toxin  •  What People Fear: Sweet dreams, then silence

The red lotus is beautiful enough to invite reverence. Its fragrance drifts across still water, soft and almost holy. Those who breathe too deeply grow light-headed, dreamy, and slow to notice that their limbs no longer answer with proper speed. The GM may impose a Penalty Die on affected actions, and prolonged exposure may become outright poison.

Strength 0
Agility 0
Mind 0
Lifeblood 6
Protection 0
Damage 1d6L
Traits Dream Pollen; Poison
Needle-Thorn Creepers
Brush once, suffer all night

Threat: Dangerous  •  Habitat: Thick undergrowth, ruined walls, jungle margins  •  Behavior: Contact hazard  •  What People Fear: Fever follows the smallest scratch

At first glance these creepers seem no worse than any other bramble. Their danger lies in brittle thorns that snap beneath the skin and remain there. Hours later the wound burns, the flesh swells, and fever begins to speak in whispers. Anyone forced through them takes light damage and risks worsening sickness unless treated.

Strength 1
Agility 0
Mind 0
Lifeblood 8
Protection 0
Damage 1d6L
Traits Needle Thorns; Fever

Creatures Touched by Sorcery

Ash Tiger
Fire that hunts on four feet

Threat: Deadly  •  Habitat: Ruins, burned places  •  Behavior: Supernatural predator  •  What People Fear: Fire that hunts

Ash tigers are said to walk out of burned temples and smoke-black sanctuaries. Their stripes seem to shift like ember-light, and wounds they leave behind do not close cleanly. Their attacks may continue to trouble a victim even after the first blow, and they do not fear fire, noise, or threats.

Strength 3
Agility 3
Mind 1
Lifeblood 16
Protection 1
Damage 1d6H
Traits Burning Wounds; Fearless
Idol-Bound Beast
A body inhabited by something else

Threat: Severe  •  Habitat: Temples, cursed sites  •  Behavior: Relentless  •  What People Fear: It does not stop

Animals bound to carved spirits do not behave as beasts should. They do not flee pain. They do not hesitate. Their eyes burn with purpose that is not their own. An idol-bound beast keeps coming unless destroyed, physically restrained, or overcome by sorcery.

Strength 4
Agility 2
Mind 1
Lifeblood 18
Protection 2
Damage 1d6H
Traits Unfailing; Fearless