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

Beast

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.

Anktha
Large long-lived worms that dwell in dark watery caves, the anktha appear in few bestiaries for not many that have encountered these subterranean monsters have survived.  Measuring up to 30 ft. in length, these flat white cave worm have a segmented body with a raised tentacled head above a gaping toothed maw.  When not digesting the creatures are able to hide on the bottoms of underground lakes. 

Anktha: CR 7; Huge Beast (Aquatic); HD 7d8+28; hp 60 (average); Init +1 (Dex); Spd 30 ft., swim 60 ft.; AC 19 (-2 size, +1 Dex, +10 natural); Atk +12 melee (bite 2d6+7) and +7/+7/+7/+7/+7 melee (tentacles 1d2 each + Paralyzation); Face/Reach 10 ft. by 20 ft. / 10 ft.; SA Improved Grab, Paralysis, Swallow Whole; AL NE; Fort +9; Ref +6; Wil +5; Str 24 (+14); Dex 13 (+2); Con 18 (+8); Int 8 (-2); Wis 14 (+4); Cha 9 (-2); Height 30 ft.; Weight unkn.; Skills and Feats: (22) Listen +10, Move Silently +6, Spot +10; Alertness, Iron Will, Power Attack; Special Abilities: Improved Grab (Ex) see MMp9; Paralysis (Ex) those touched by a tentacle must succeed at a Fortitude save (DC 14) or be paralyzed for 1d6 rounds; Swallow Whole (Ex) a critical bite or three attached sticky tentacles draws a medium-sized creature into the maw (5 tentacles are needed for large creatures), swallowed creatures take 2d4+4 points of acid damage per round, escape may be gained by doing 20 points of damage from the inside with small weapons

Anktha are very straight forward combatants, striking and biting at opponents who believe they're at a "safe" distance and then trying to attach as many of their sticky tentacles as possible to their new found prey.  Only one tentacle is necessary to paralyze an opponent, but more are soon attached to draw the helpless victim into the worm's giant maw.  Since the anktha's main purpose for combat is to eat, all tentacles are normally used against a single opponent.  Once that victim is grabbed and swallowed, the anktha typically withdraws into its underwater lair to digest its prey.

Danatre
Large-toothed carnivorous eels that live near docks and in sewage systems of northern Terèthor.  The eels prey near fishing nets, lines, and cages, eating the contents and destroying the equipment.  Their eggs accrete to pier pylons and inside drainage channels, eventually blocking waterflow.

Owler
Bear-like creatures with large owl-beaks and wide wingspans, owlers are native to ancient forests and remote mountain passes where the Chaos from ancient magics pool. 

Owler: CR 4; Large Beast; HD 5d10+20; hp 48 (average); Init +1 (Dex); Spd 30 ft., fly 80 ft. (average); AC 15 (-1 size, +1 Dex, +5 natural); Atk +7 melee (2 claws 1d6+5) +2 melee (bite 1d8+2); Face/Reach 5 ft. by 10 ft./ 5 ft.; SA Improved Grab; SQ Scent; AL CE; Fort +8; Ref +5; Wil +2; Str 21 (+10); Dex 12 (+2); Con 19 (+8); Int 5 (-6); Wis 12 (+2); Cha 10 (+0); Height 5 ft. 5 in.; Weight 650 lb.; Skills and Feats: (14) Listen +8, Spot +6; Special Abilities: Improved Grab (Ex) to use, the Owler must hit with a claw attack, see MMp9; Special Qualities: Scent (Ex) see MMp10

Male owlers make nests on high mountain cliffs or in the ruins of old buildings, using small trees woven expertly together.  The better the nest, the better chance a female might be persuaded to settle and mate.  In the early summer owlers lay clutches of 2d4 eggs.  Once the owler-cubs hatch however, the male is no longer welcome near the nest.  During this time, the female owler is not to be reckoned with as she attacks all things on sight with the equivalent of Barbarian Rage (PHBp25).

Torg
Giant lavender pachyderms with four curved tusks, two curved horns and six-legs, the torg are the draft animals of Dream.

Torg: CR 9; Huge Beast; HD 9d10+45; wp 32, vp 105 (average); Init +0 (Dex); Spd 40 ft.; AC 17 (-2 size, +9 natural); Atk Slam +21 melee (bite 2d6+12), 2 stamps +16 melee (stamp 2d6+6); or gore +21 (2d8+18); Face/Reach 10 ft. by 20 ft. / 10 ft.; SQ: Damage Resistance 5/+1, Scent; AL N; Fort +12; Ref +7; Wil +4; Str 34 (+12); Dex 10 (+0); Con 21 (+5); Int 2 (-4); Wis 13 (+1); Cha 6 (-2); Skills and Feats: (...) Listen +6, Spot +6, Toughness; Climate/Terrain:  Dream (tropical).

Torg are most commonly used as draft animals and for transportation through the vast and dangerous jungles of Dream.  Torg prefer the red-orange meaty leaves of the ordach tree.  A stubborn torg can spend many cycles munching on these trees, to the annoyance of riders.  Despite their size and strength, Torg have not made very good war-mounts, despite many efforts to train them for this role.  They are slow to respond to the most skilled riders.

Though not very smart, Torg have an unerring sense of direction and are good at crossing long distances without getting lost.

Varst
Sleek and hairless greyhound-like creatures of blue or violet.  Varsti eyes are an expressionless pupilless black, like polished onyx.  The creatures are mostly silent, emitting a low gutteral growl when angered.  Varsti are notorious for their double-rows of razor-sharp teeth. 

Varst: CR 2; Medium Beast; HD 3d10+9; hp 26 (average); Init +7 (+3 Dex, +4 Improved Initiative); Spd 40 ft.; AC 16 (+3 natural, +3 Dex); Atk +2 melee (bite 2d4+2, crit x2); Face/Reach 5 ft./5 ft.; SQ Scent, Uncanny Dodge; AL LN; Fort +5; Ref +5; Wil +3; Str 14 (+4); Dex 17 (+6); Con 15 (+4); Int 8 (-2); Wis 14 (+4); Cha 4 (-6); Height 3 ft.; Weight 140 lb.; Skills and Feats: (18) Listen +6, Search +4, Move Silently +6, Spot +6; Alertness, Improved Initiative; Special Qualities: Improved Scent (Ex) can sense nervousness and anxiety within 40'; Scent (Ex) see MMp10; Uncanny Dodge (Ex) retain Dexterity bonus to AC if caught flat-footed or if attacked by an invisible being; Climate/Terrain:  Tasserus (tropical).

Varsti are most commonly used as guard dogs by the wealthy of Jadth, and sometimes are employed by the sirkùla.  Varsti intelligence is well-known but under-utilized by most who don't realize that the beasts can learn language.


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