The World of Teréth End - Bestiary

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"...[name] stood in the [name2] Hall, a hundred peers watching from the galleys above. She called her Provider's name, and all could feel the power she commanded. [name3] summoned his wards, but all that watched knew his efforts were in vain. The next name she offered was his, and the misery of [name3] was legend."

translated from Dekàlan fragment found in ruins of Ilduùn

Aberration

The World of Teréth End has a unique collection of fiends and monsters.  Compiled here are those creatures that have been encountered, presented by game statistics and some ecological information (where appropriate).  Details presented in this Bestiary should be viewed as basic templates, as the magic Chaos often alters individual creatures significantly from the templates presented.

Gru
The dark stalkers are a standard race detailed under People & Races - Gru.

Gru (Common): CR 6; Large Aberration; HD 7d8+28; hp 60 (average); Init -1 (Dex); Spd 30 ft.; AC 18 (-1 size, +2 Dex, +7 natural); Atk +9 melee (2 claws 1d6+5 each) +4 melee (bite 1d8+2); Face/Reach 5 ft. by 5 ft. / 10 ft.; SA Poisonous Cloud, Rend; SQ Darkvision 90 ft., Fear Sense, Regeneration 4, Scent; AL NE; Fort +6; Ref +4; Wil +6; Str 19 (+8); Dex 14 (+4); Con 19 (+8); Int 8 (-2); Wis 11 (+0); Cha 6 (-4); Height 8 ft.; Weight 340 lb.; Skills and Feats: (5) Hide +1, Listen +3, Move Silently +2, Spot +3; Alertness; Special Abilities: Poisonous cloud (Ex) when killed by fire or acid gru bodies emit a sickening green cloud, all within 20 feet must succeed a Fortitude save (DC 18) or be overcome with nausea for 1d10 rounds and lose 1d6 points of temporary Strength damage; Rend (Ex) if both claw attacks hit, gru latches onto opponent's body and tears into the flesh, doing an additional 2d6+7 automatically; Special Qualities: Fearsense (Ex) ability to sense fear and locate prey; Regeneration (Ex) fire and acid deal normal damage

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Monster Types

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Ref. PHB (Player's Handbook), © Wizards of the Coast