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

Humanoid

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.

Nuth
A mysterious sexless race of dull-violet skinned humanoids that are found deep in the Dreamlands of Tasserus.  For many years, these quiet humanoids have been captured from their homelands and brought to the busy ports and plantations where they are employed as laborer slaves due to their unswerving obedience (once captured).  Though the Nuth are believed to share a common language in their homelands, they remain forever silent after capture. Enslaved Nuth are stoic hard workers and not prone to anger or violence.

Nuth: CR 1/4; Medium Humanoid; HD 1d8+3; hp 8 (average); Init +0; Spd 30 ft.; AC 12 (+2 natural) ; Atk +3 melee (1d3+2 unarmed); Face/Reach 5 ft. 10 in./5 ft.; AL LN; Fort +3; Ref +2; Wil +2; Str 13 (+2); Dex 10 (+0); Con 15 (+4); Int 8 (-2); Wis 13 (+2); Cha 9 (-2); Height 6 ft.; Weight 170 lb.; Skills and Feats: (5) Spot +3, Swim +2; High Pain Threshold

The Nuth, it was revealed, live different lives in the realms of Dream, where they seem to serve a higher purpose.  During the meeting with Izzaradragulth the Nuth were first seen as their Dream selves, protecting the chosen of the D'agul from the ravishes of the Maelstrom.  The Dream is filled with ancient temples and monuments erected by the Nuth in the early times.  Most of these places lay in ruins for the number of Nuth in the land have dwindled to very few.  Despite the age of these places, great magics still reside in their stones.

Ortor
These savage humanoids are a standard race detailed under People & Races - Ortor.

Ortor (Ergzru): CR 1/2; Medium Humanoid; HD 1d8; hp 4 (average); Init +0; Spd 30 ft.; AC 15 (+1 natural, +4 scale mail); Atk +2 melee (1d8+1 battle axe, crit x3); Face/Reach 5 ft./5 ft.; AL NE; Fort +2; Ref +0; Wil -1; Str 13 (+2); Dex 10 (+0); Con 11 (+0); Int 8 (-2); Wis 9 (-2); Cha 8 (-2); Height 5 ft. 11 in.; Weight 190 lb.; Skills and Feats: (5) Listen +3, Spot +2; Alertness, Scent

Ortor (Murdru): CR 1/2; Medium Humanoid; HD 1d8+1; hp 5 (average); Init +0; Spd 30 ft.; AC 16 (+2 natural, +4 scale mail); Atk +3 melee (1d8+2 battle axe, crit x3); Face/Reach 5 ft./5 ft.; AL NE; Fort +2; Ref +0; Wil -1; Str 15 (+4); Dex 10 (+0); Con 13 (+2); Int 8 (-2); Wis 9 (-2); Cha 8 (-2); Height 6 ft. 3 in.; Weight 210 lb.; Skills and Feats: (5) Listen +3, Spot +2; Alertness, Scent

Sha'al
The lizardfolk of Tasserus are a standard race detailed under People & Races - Sha'al.  Striped Sha'al that are preparing for conflict, typically carry a medium weapon (longsword 1d8+2, crit 19-20) in one claw, a shield in their second claw (medium wooden), and another short weapon in their tail (short sword 1d6+2, crit 19-20).  This gives them one regular attack per round, and an additional attack with the tail weapon at 10' reach.  No other Sha'al subrace can fight with weapons in this manner.

Sha'al (Striped): CR 2; Medium Humanoid (Reptilian); HD 3d8+3 hp 16 (average); Init +4 (Improved Initiative); Spd 30 ft.; AC 17 (+5 natural, +2 large wooden shield); Atk +4 melee (2 claws 1d4+2 each) -1 melee (1 bite 1d4+2) -1 melee (1 tail 1d4+2) or +0 melee (1d8+2 [longsword], crit x2) and +0 (1d6+2 [short sword], crit x2); Face/Reach 5 ft./10 ft.; AL LN; Fort +1; Ref +3; Wil +0; Str 15 (+4); Dex 11 (+0); Con 12 (+2); Int 9 (-2); Wis 11 (+0); Cha 7 (-4); Height 6 ft. 10 in.; Weight 220 lb.; Skills and Feats: (12) Jump +4, Listen +4, Spot +4; Improved Initiative, Multidexterity, Multiweapon Fighting; Special Abilities: may attack with only 2 different natural weapon types during a combat round unless claws are engaged in a grapple

White Sha'al are not combatants, and will usually only fight if cornered and there are no Striped Sha'al nearby to defend or aid.  When White Sha'al are forced into combat they typically resort to their teeth and claws, but may use farming implements or other tools if handy.

Sha'al (White): CR 1; Medium Humanoid (Reptilian); HD 2d8; hp 9 (average); Init +0; Spd 30 ft.; AC 14 (+4 natural); Atk +3 melee (2 claws 1d4+1 each) -2 melee (1 bite 1d4+1) -2 melee (1 tail 1d4+1) +3 melee (1d6+1 quarterstaff, crit x2); Face/Reach 5 ft./10 ft.; AL LN; Fort +2; Ref +0; Wil -1; Str 13 (+2); Dex 11 (+0); Con 10 (+0); Int 10 (+0); Wis 11 (+0); Cha 7 (-4); Height 6 ft. 8 in.; Weight 200 lb.; Skills and Feats: (7) Listen +4, Spot +3; Multidexterity; Special Abilities: may attack with only 2 different natural weapon types during a combat round unless the claws are engaged in a grapple

Shurn (or Shu-urn)
Twisted denizens of the Dream Rim that continuously search the flats of clay for the sustaining golden Nectar.  Shurn are similar to Urdar in frame and build but their skin is rough and broken and their blank eyes glow yellow and orange in the twilight.  Shurn are expert hunters and are renown throughout the Rim for their masterwork daggers, spears and chains.  The Shurn live in rifts and along the walls of the Escarpment and the Edge.  The Shurn seem immune to the Living Waters of Dream.

Shurn: CR 1/2; Small Humanoid (Goblinoid); HD 1d8; hp 4 (average); Init +1 (Dex); Spd 30 ft.; AC 14 (+1 size, +1 Dex, +1 natural); Atk +0 melee (1d4+1 dagger, crit x2); Face/Reach 5 ft./5 ft.; AL N; Fort +2; Ref +1; Wil +0; Str 9 (-2); Dex 13 (+2); Con 11 (+0); Int 9 (-2); Wis 10 (+0); Cha 8 (-3); Height 3 ft. 6 in.; Weight 68 lb.; Skills and Feats: (5) Hide +2, Listen +1, Move Silently +3, Spot +2; Alertness; Special Abilities: uncanny direction sense for Nectar

Trogon
Scaled dwellers of Tormolis and other subterranean areas, these reptilian humanoids are kin to kobolds and troglodytes.

Trogon: CR 1/2; Small Humanoid (Reptilian); HD 2d8; hp 9 (average); Init +2 (Dex); Spd 30 ft.; AC 15 (+2 natural, +1 size, +2 Dex); Atk +0 melee (2 claws 1d4-1 each) -2 melee (1 bite 1d4-1) or +0 melee (1d6-1 short sword, crit x2); Face/Reach 5 ft./5 ft.; AL N; Fort +2; Ref +3; Wil -1; Str 9 (-2); Dex 15 (+4); Con 11 (+0); Int 7 (-4); Wis 9 (-2); Cha 9 (-2); Height 3 ft. 8 in.; Weight 75 lb.; Skills and Feats: (6) Climb +1, Hide +2, Listen +3, Move Silently +2, Search +2, Spot +2; Alertness, Multiattack

Urdar
The ugly folk are a standard race detailed under People & Races - Urdar.

Urdar: CR 1/4; Small Humanoid (Goblinoid); HD 1d8; hp 4 (average); Init +1 (Dex); Spd 30 ft.; AC 14 (+1 size, +1 Dex, +2 leather); Atk +0 melee (1d6-1 club, crit x2); Face/Reach 5 ft./5 ft.; AL N; Fort +2; Ref +1; Wil +0; Str 9 (-2); Dex 13 (+2); Con 11 (+0); Int 9 (-2); Wis 10 (+0); Cha 9 (-2); Height 3 ft. 5 in.; Weight 65 lb.; Skills and Feats: (5) Hide +1, Listen +3, Move Silently +2, Spot +3; Alertness; Special Abilities: if Urdar comes into contact with magic, must save vs Will or transform into Kururdar for 3d4 + spell level turns

Kururdar: CR 1; Medium Humanoid (Goblinoid); HD 2d8+4; hp 13 (average); Init +1 (Dex); Spd 30 ft.; AC 15 (+1 Dex, +2 leather, +2 natural); Atk +3 melee (1d6+2 club, crit x2); Face/Reach 5 ft. / 5 ft.; SR 12 + class level; AL CE; Fort +4; Ref +1; Wil +0; Str 14 (+4); Dex 12 (+2); Con 14 (+4); Int 8 (-2); Wis 7 (-4); Cha 6 (-4); Height 6 ft. 4 in.; Weight 190 lb.; Skills and Feats: (5) Hide +1, Listen +3, Move Silently +2, Spot +3; Awareness, Power Attack; Notes: Kururdar target obvious spellcasters


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