"...[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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Construct
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.
Colossus
(Ortori)
The pinnacle of Ortori construction and
animation, these gargantuan monsters are created from the corpses of a fallen
mountain giants and the carcasses of giant cave worms. Some sages
believe that the secrets for colossus construction was given to the Ortor,
but this theory underestimates the Ortori mastery of Chaos. The Ortori
Colossus typically has a large headless giant's body with a cave worm's
toothed-gullet inserted into the monster's shoulders. The construct
sees through eyes sewn into its chest, vision-type is determined by whose
eyes are grafted into the monster. Other than sheer size, the colossi
are identifiable by the arcane markings that envelope their bodies. The
giant constructs obey commands given to them by their masters. Their
intelligence represents their ability to "understand" and follow-through
on commands, not an independent mind. The difficulty involved in constructing
a colossus makes them very rare, though they are slightly more common near
Wyrthyr Tor.
Colossus, Ortori;
CR 11; Gargantuan Construct; HD 22d10; hp 121 (average); Init -2 (Dex);
Spd 40 ft.; AC 22 (-4 size, -2 Dex, +18 natural); Atk +24 melee (fist
1d8+8) +20 melee (fist 1d8+4); Face/Reach 15 ft. by 15 ft. / 20 ft.;
SA Improved Grab, Swallow Whole, Worm Maw, Digestive Acid; SQ Camoflauge,
Damage Resistance 10/+2; Frightful Presence; AL NE; Fort +13; Ref
+7; Wil +13; Str 26 (+15); Dex 7 (-4); Con --; Int --; Wis 10 (+0);
Cha 1 (-10); Height 55 ft.; Weight unkn. lb.; Skills and Feats: --;
Alertness; Special Abilities: Improved Grab (Ex) see MMp9; Swallow
Whole (Ex) see MMp9; Worm Maw (Ex) swallowed victims suffer 1d20 damage
per round, maw chewing causes spouts of blood (see Frightful Presence),
interior max is AC 14 with no DR, climbing out of maw (DC 25) incurs
1d6 damage per round from down pointed teeth; Digestive Acid (Su)
once characters are reduced to 0 hit points they are sucked into the
creatures stomach where they permanently lose 1d6 Constitution per
round until dead; Special Qualities: Camoflauge (Su) when motionless
an Ortori colossus can blend into large natural scenery (i.e. cliff
faces, mountainsides), fading takes 1 round; Frightful Presence (Ex)
with a great below or spout of blood (from victim) onlookers must
succeed at a save vs Will (DC 16) or flee for 5d6 rounds Climate/Terrain:
Urtorum. |
Rothic
Sentinel
Large dark armored constructs, the Sentinels of Oth
serve as defenders of Kyrm Oryroth.
Visitors to the Temple of Roth become accustomed to the hulking
automatons, lurking ever-vigilantly in the shadows of the building's dark
corridors and great halls. Though the Sentinels appear inert, it is believed
that should danger ever threaten the great Temple (some believe this extends
to the City of Oth, though the Sentinels were not active during the Occupation)
they will animate and come to the Temple's defense. The exact number
of Sentinels available to the Temple of Roth is unknown, but over 80 have
been seen in some visits (O-28).
Sentinel, Rothic;
CR 10; Large Construct; HD 14d10; hp 75 (average); Init -1 (Dex);
Spd 30 ft.; AC 34 (-1 size, -1 Dex, +27 natural); Atk +19/+13 melee
(fist 2d8+10); Face/Reach 5 ft. by 5 ft. / 10 ft.; SQ Construct, Damage
reduction 30/+2; AL N; Fort +9; Ref +3; Wil +9; Str 30 (+10); Dex
8 (-1); Con --; Int --; Wis 11 (+0); Cha 1 (-10); Height 9 ft.; Weight
Unkn. lb.; Skills and Feats: Climb +18, Jump +16; Search +8, Spot
+12; Alertness, Cleave, Power Attack, Sunder; Special Abilities: Darksight;
Climate/Terrain: City of
Oth. |
Some Rothic Sentinels (such as those within the Hall
of Sentinels in Kyrm Oryroth) use weapons and shields, all such weapons
should be considered Masterwork quality and of one size higher than is
normal for man-sized creatures (DMGp162). In times of Holy War or
defense of the Temple of Roth, the Sentinels are further blessed and enchanted
by the clerics of the Order. Rothic Sentinels may receive any blessing
or enchantment that may be conferred upon a follower other than the caster.
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