Daemon leupaks are vicious creatures- the
least ones can be mistaken for wingless abishai, lesser daemon leupaks
resemble horned, tailless black or red leupaks with no tails and leathery
wings. Greater daemon leupaks resemble red, brown or black giant, bipedal
lizards with huge hands and chests with two to ten heads and tiny wings.
Least Daemon leupaks start with 1d20, lesser with 2d20, and greater with
5d20.
Least leupaks are immune to poison and paralysis, lesser are immune to poison, paralysis, and fire, and greater are immune to poison, paralysis, fire, and electricity.
Shadow Leupaks thrive on the demi-plane of shadow. Instead of feeding on blood, they drain the spirits of their victims. If someone is killed with a spirit-draining attack, they will become a zombie in 4 turns.
Shadow leupaks will attempt to get rid of any other non-shadow leupak in sight. Their starting dice are 3d20. They are immune to paralysis and blindness.
Wildspace Leupaks make their homes in abandoned spacestations and the like. Due to prolonged existence on an oxygen-free plane, they do not require breathing to live, and are immune to suffocation or drowning. Their skin has acquired superplasticity, and therefore can consume twice the amount of food as a normal leupak can. Wildspace leupaks start with 3d20.
Krynnish Leupaks are from the island Vailmont, somewhere on the other side of Icewall Glacier. Rumored to be very early creations, they seem to be, in fact, small lizards-slightly larger in width than normal and their eyes are blue, flaring red when they are angry. Their claws and bites are weak, so they prefer using their tongues to sap someone. They can only drain 5 points of blood safely- for each extra point, they have to roll their dice successfully or die. These leupaks can train themselves to take more- everytime they successfully drain more than 5 points, the new number is their maximum. Their starting dice are 1d20.
Giant Leupaks are very large versions of green, black, blue, red, and white leupaks. They may just be very old leupaks or the result of a double dose. They can drain up to three times the amount of a normal leupak of the same type. Their breath weapons also add 10 sides, but they can use them only twice every other day. Their starting dice are the normal species’ dice plus one.
Advanced Megaloleupaks resemble muscular, green or gray-skinned humanoids, with scaly patches of skin. They do not drain blood- they instead swallow a creature whole. They can levitate at will, and casts spells. They have no breath weapon. Their starting dice are 5d20.
Geyaorls (pronounced Gay-ah-or-al) are small, compsognathus-like creatures. They have no normal color, as they can change their colors frequently, and they have two black, beady eyes. They are born weak, with a simple acid attack, but they can become very powerful. If an egg is captured, the geyaorl can be trained as a pet or companion. They are very intelligent, and can understand common at birth, also able to learn to understand up to 5 other languages. An already hatched geyaorl can be caught with a diamond cage or a Pokeball. Geyaorls are rumored to be related to Leupaks, but this is not true. Geyaorl powers change with number of sides (Not cumulative) :
20: acid attack, +3, twice a day
35: thunderbolt attack, +4, twice a day
49: firebolt attack, +5, twice a day
60: thunderstorm attack, +8, twice a day
85+: deathbolt attack, +10, twice a day. Geyaorls start at 1d20 and gain an extra die after reaching 40 and 80 sides.