"...[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
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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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