One of the Player Characters of the party discovers a strange and mysterious Creature. This magical Creature is the Aether-Larva, a unique entity that mimics the magical energies of its surroundings. It begins as a harmless curiosity but evolves into a formidable power that tests the Character’s leadership and empathy.
Phase I: The Fledgling Aether-Larva (The Pet)
In its initial form, the Larva resembles a small, translucent kitten that glows faintly with shifting colors. It is found in places of high magic or forgotten vaults.
- Stats: MMD 1d8+2 (6 HP), DM 15.
- Magical Tricks: It can perform minor feats equivalent to 0-Level Arcane Cantrips. Once per day, it can cast Magic Tricks (minor illusions), Ghostly Sound, or Emit Light to guide its owner through dark tombs.
- Bonding Requirement: The Character must succeed on a Communicating + BRAIN Bonus Skill Roll beating a DT 10 (Easy Challenge) to feed it magical components or share food to establish a bond.
Phase II: The Juvenile Sentinel (The Ally)
After the party earns at least 30 Advancement Points (AP) together, the Larva molts into its juvenile stage. It becomes roughly the size of a large dog, and its translucent skin begins to harden into shimmering scales.
- Stats: MMD 4d8+19 (37 HP), DM 16.
- Abilities: It gains the use of 1st and 2nd-Level Arcane Spells. It can cast Invisibility on itself or its owner for 1 minute per level, or Magic Armor to give its owner a +4 Armor Modifier.
- Bonding Requirement: To maintain its loyalty, the owner must succeed on a Communicating + BRAIN Bonus roll beating a DT 15 whenever the party faces a dangerous trial for the first time after molting.
Phase III: The Apex Aether-Warden (The Potent Creature)
Once the Player Character who initially bonded with the Creature reaches Level 5, the Larva undergoes a final, violent transformation into a large winged beast of shadow.

- Stats
: MMD 10d20+50 (155 HP), DM 22. - Potency: It now wields 3rd, 4th, 5th and 6th-Level spells. It can unleash Death Fog (killing Creatures of 3 MMD or less automatically) or Authentic Vision to see through all illusions. It can even perform a Ritual of Restoration similar to a 7th-Level Divine spell if its owner provides the necessary components.
The Final Disposition: The Test of Will
At the height of its power, the Creature no longer views the Player Character as a master, but as a peer or a burden. The GM should call for a final Communicating + BRAIN Bonus Skill Roll against a DT 25.
The result of this roll, and the Character’s prior role-playing, determines its fate:
- Success (25+): The Creature chooses to stay as a permanent friend and ally. It remains an NPC under the Player’s partial direction, providing tactical advantages in mass combat or high-level rituals.
- Failure: The GM rolls a 1d6 to determine the outcome:
- 1-2 (Leaves without notice): The Creature simply vanishes into the aether during a long rest, leaving behind a single shimmering scale (which functions as a one-use Spell Scroll – GM discretion as to content) and never returns.
- 3-4 (Turns on the Character): The Creature becomes arrogant and aggressive. It perceives the Character’s ‘personal will’ as a threat and attacks, or attempts to ‘possess’ the Character’s goals for the day, forcing a Will Save (BRAIN Bonus + Skill) against a DT 20 to resist its commands.
- 5-6 (Remains but Indifferent): The Creature stays in the vicinity but no longer follows orders. It may assist the party only if it feels like it, essentially becoming a “KOOK” – eccentric and unpredictable in its actions.
The Aether-Warden holds the power of life and death, but its loyalty is a fragile thing that can easily be broken if not handled with extraordinary skill and care.


