"...[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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Magical 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. |
Kamèrad
Indigenous to the high jungle canopies of the Dreamlands,
the forest green skinned Kamèrad wait for prey
to move along lower branches or the ground far below. When
prey moves underneath, the Kamèrad drop from their
perches and glide with a rippling motion toward their
mark. Two-thirds of the creatures' movement is
natural gliding, with one-third magical flight. When
the creatures reach their intended targets they slam
into them, wrapping their rubbery skin around the prey. Once
enveloped, the Kamèrad's radial tendrils cinch
around the victim, pulling it's skin tighter and tighter
around the prey, constricting them until dead. If
the initial attack is unsuccessful the Kamèrad
may hover, making additional attempts. These radially
symmetrical creatures have a central blunted head surrrounded
by smooth black eye beads. A toothless maw opens
beneath the head when the prey is killed, disgorging
disgestive fluid and sucking digested matter back into
the head. Kamèrad eyes (6 per creature)
may be harvested and sold as precious stones.
Kamèrad; CR 1; Small
Magical Beast; HD 2d10+4; hp 15 (average); Init +4
(Improved Initiative); Spd 30 ft.; AC 17 (+1 size,
+6 natural); Atk +5 melee (Slam 1d4+4); Face/Reach
5 ft. by 5 ft. / 5 ft.; AL N; Fort +3; Ref +2; Wil
+0; Str 15 (+2); Dex 11 (+0); Con 14 (+2); Int 2 (-4);
Wis 10 (+0); Cha 10 (+0); Skills and Feats: Hide +11;
Special Attacks: Improved Grab, Constrict 1d4+4. Climate/Terrain: Dreamlands, Vast
Untamed. |
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Yol
Toteth
(Zul. for the Burning Beetles) Found upon volcanic
isles throughout the Dekàlan Sea, the Yol Toteth are
giant flightless carnivorous beetles that prey on everything
from insects to livestock. Their preferred method of
hunting is to swarm their prey in packs, shooting them with
fiery mucus before closing-in and dissecting their quarry
with powerful mandibles. When excited (i.e. before
a large kill) the beetle carapaces excrete the air-sensitive
mucus, giving them the appearance of radiating flame. The
beetles are believed to be long-lived and have been observed
in sizes ranging from that of a large tortoise to that of
a hut. They are black chitinous creatures with orange
and yellow markings.
Yol Toteth; CR 8; Large Magical
Beast; HD 11d10+22; hp 83 (average); Init +0; Spd 40
ft.; AC 20 (-1 size, +11 natural); Atk +8 melee (Bite
2d8+6); Face/Reach 5 ft. by 10 ft. / 5 ft.; AL N; Fort
+14; Ref +8; Wil +5; Str 18 (+4); Dex 11 (+0); Con
15 (+2); Int 4 (-3); Wis 4 (-3); Cha 6 (-2); Skills
and Feats: Hide +11; Special Attacks: Fiery Globule
2d10 (ranged 120') (Ex); Special Qualities: Fiery Carapace
(save vs. Reflex or take 1d8 per round in melee) (Ex),
Immunity to Fire (Su); Climate/Terrain: Dekàlan
Sea. |
Killing the Yol Teth can be
very dangerous work. If the beasts are brought below
-15 hit points or suffer a critical hit to the head, there
is a chance (5% * damage done in attack) their mucus gland
is ruptured. If the ruptured mucus gland is exposed to
air, the beetle's head detonates for 11d6 damage (-1d6
for each globule fired) at point blank, -50% (rounded-up)
damage in surrounding hexes, and -50% (rounded-up) damage
2 hexes away (Reflex saves of DC 20 and DC 15 respectively
for half damage; no save in central hex). Many an
alchemist has been killed trying to harvest the mucus glands
of Yol Toteth. The gland is soft and membranous,
tearing easily; safe removal of the gland requires a DC
25 skill check and involves cauterizing all thirteen 'veins'
leading away from the head, to the carapace. All
skill check failures result in detonation. Detonation
consumes all mucus and kills the beetle. A beetle
can produce one globule for each hit die, per week.
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