Tracks of Supernatural Creatures
Tracks of supernatural creatures do not have to look like the feet (or other part) that created them. Here are a few suggestions on what such tracks may look like. All of them wear away, but some are more durable than others.
Pools of darkness that can harm or energy drain those who come in contact with them.
Hellfire filled tracks that burn the soul as well as body. They can be used to light torches, though that can draw more unpleasant random encounters than usual.
Flowers and fungi are typical tracks for powerful fey. Some glow and have patterns that mimic low level illusion spells like Color Spray and Hypnotic Pattern.
Cracks in the ground that take the shape of sigils. Some contain secrets (such as the location of the creature’s lair or how it can be slain) and other lightning that discharges to any metal nearby.
Swirling spirals that warp the ground, either drawing small things in or repelling them.
Elemental portals that taint the area near them (usually only a few feet) and allow tiny creatures through.
Piles of addictive powder.
Each print is a machine part that when combined, form some device. The critter needs to walk X distance (usually feet or yards) to produce enough parts for one machine. The creature controls what parts it leaves behind.
Iron or crystal spikes that are covered in a diseased ichors.
Ruined faces of those the creature has slain. Some have gaze attacks that affect trackers or others observing them too closely.
Rotting fish that produce odors that draw scavengers.
Shriekers that have eyes and can make minor sonic attacks.
Tiny idols of the demon or god that the creature worships.
Cursed copper coins or common gemstones (such as quartz).
Squawking bird beaks that make a ruckus and draw predators as well as servitors of the creature.
Bones. Every 20 steps produce (or draws from the earth) enough bones to create a humanoid skeleton. Some do collect and animate automatically and others do so at the will of the creature that created them.
The prints are massive eyes that allow the creature to view where it has walked. Obviously such a creature is impossible to surprise by visible opponents.
Holes that lead directly down into the underdark. Anyone within a few feet has to save, failure resulting in being dragged down to the closest cave, room or tunnel. Fortunately there is no falling damage, but getting out requires exploration as the hole erodes fast enough to be worthless as a method of escape.