
Bog Snapper
The reeds part, and it is already moving.
Low, wide and mostly jaw, it lies in the shallows until something warm comes within a body-length. Fire is what makes it let go.
Worldscar · Bestiary
A kingdom that drowned and refused to die. Cold things coil through the flooded halls, and the dead keep court beneath the black water.
20 creatures catalogued

The reeds part, and it is already moving.
Low, wide and mostly jaw, it lies in the shallows until something warm comes within a body-length. Fire is what makes it let go.

It giggles, and the water goes cold.
A scrap of drowned malice bobbing along above the tideline, quick enough to be a nuisance and stupid enough to keep coming back. Frost stiffens the hover; after that, one good hit is the whole fight.

One is nothing. There is never one.
They come over the wet stone in a sheet, too many to count and too fast to block. Bring flame — anything narrower just moves them around.

Small, quick, and fond of ankles.
A hand-span of shell and bad temper that scuttles in with the surf and darts out again with a piece of you. Fire clears a shore of them faster than any blade.

All mouth, and it has been waiting.
It hangs in the deep water with its jaw unhinged, and what it cannot swallow it spits at until the flesh gives up. Get out from under the spray, then burn it — that skin has never once seen the sun.

Encrusted, enormous, and in no hurry.
Decades of the drowned realm have grown over it in ridges of shell until a blade does little more than chip the crust. Skip the steel — a hex reaches the soft thing living underneath.

It went under. It did not stay there.
Bloated pale and heavy with water, it walks the flooded halls at the pace of something that cannot be hurried and cannot be hurt. Your arms will tire before that hide gives — undo it with a hex instead.

She was here before the flood, and she is still cross about it.
She stirs the shallows into shapes and flings them at you, and her wards turn a hex aside like rain off a roof. There is no clever answer — close the distance and put something sharp through the muttering.

It swells, and you should already be moving.
A wet, heaving thing that fills its throat and empties it at you in a rope of filth that eats through cloth. Dodge the arc, then burn it before it takes another breath.

It breaks stone for a living. You are softer than stone.
Armoured in coral and built entirely around the closing of one enormous claw, it advances with no interest in what you might do about it. Fire is the one thing that shell has no answer for.

The reef has one too many shadows.
It folds itself into the coral and unfolds all at once, taking a piece and vanishing before the water settles. Flame flushes it out of the crevices where a blade can never follow.

The riverbed moves, and it isn't the current.
It runs beneath the silt with only its wake showing and comes up spitting a venom it is entirely immune to itself. Cold is what slows the strike — everything else it simply outlasts.

The reef grew a body around a grudge.
Something drowned here long enough for the coral to take its shape, and now it walks with a dead man's gait and a reef's patience. Blades chip it and rot means nothing — fire and the arcane are what break it apart.

It moves the way the cold water moves.
A darkness with a current of its own, sliding through the flooded halls and pulling the warmth out of everything it passes. Steel finds no purchase in it — only a hex, or a deeper dark, will do.

A lantern over the marsh, and it wants you to follow.
It drifts the reed-beds where the footing is worst and leads the trusting out to the deep water. Blades pass through the mist of it — answer with the arcane, or with the shadow it borrowed its shape from.

It coils, and the water turns with it.
Long enough to ring a flooded hall, it drags the current into a spiral and everything in the water goes where it wants. Venom is nothing to a thing built of it; cold in the blood is what finally slows the coils.

He still keeps the hours, down where no light reaches.
Robed and unhurried, he intones the drowned liturgy and the water answers, and his wards turn every hex to steam. The sermon stops one way only — get inside his reach and end it with steel.

It was set to guard the deep, and the deep is still guarded.
Vast, barnacled and older than the flood, the Warden rises when something walks too far into its water. No blade you can carry will trouble that bulk — bring a hex, and the dark, and be quick about it.

The Drowned Realm's hunger, wearing a hundred eyes.
Where the flood is deepest, the water itself learned to want. The Sunken Maw rises from that black fathom as a mountain of jellied dark and lantern-light, and only the bite of frost slows its terrible, patient ascent.

It still believes the drowned realm is a kingdom.
Crowned in coral and command, the Tide Sovereign conducts the flood like a drowned orchestra, hexes rolling out in cold grey waves. Its sorcery turns the arcane aside — so close the water between you and end the chant with steel.