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

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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The World of Teréth End, © 1995-2004, Dennis V. Stanley; Site Design by Three-Headed Baby Studios;
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