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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

 

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.

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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Ref. PHB (Player's Handbook), © Wizards of the Coast