"...[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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Outsider
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.
Dagari
Within The Dream of Sudul
nothing is more feared than the ubiquitous Dagari. The Dagari are
ethereal manifestations, existing only in The Dream and the most terrible
nightmares of the Waking World. The race (that term is applied loosely)
serve as the couriers, attendants, slaves, and warriors of Daggon
the Horrible, spreading his terror across the minds of the sleeping,
or The Dream's hapless wayward. Their purpose it would seem is to
perpetuate the endless struggle against the forces of Jarjatha (see Jargath). As servants
of Sudul, their task is to return the uninitiated to the Waking World, though
rarely is the escort completed with the traveler's mind intact. The
Dagari most commonly appear as shapeless forms with eyes, tentacles, teeth,
and savage claws twisting and contorting without the restriction of a physical
body. All Dagari employ the supernatural abilities of Fear (see DMGpp76,77)
and Incorporeality (see DMGpp77,78) at will. Incorporeality has no
effect in The Dream. It is also notable that Dagari come in all forms
and challenge ratings. Included below are some examples:
Dagari: CR 1; Medium Outsider (Chaotic, Evil,
Incorporeal); HD 1d8+2 (6); Init +1 (Dex); Spd 15 ft., fly 30 ft.
(average); AC 15 (+1 Dex, +4 Natural); Atk +3 melee (bite 1d6) and
+1/+1 melee (claw 1d4); Face/Reach 5 ft x 5 ft / 5 ft; SQ Fear, Incorporeality;
AL CE; Fort +4; Ref +1; Wil +3; Fort ; Ref ; Wil ; Str 10; Dex 12;
Con 14; Int 11; Wis 12; Cha 13; Skills: Hide +10, Intimidate +5, Listen
+4, Move Silently +10, Search +4, Spot +5; Feats: Manifest Self, Multiattack;
SA - Fear (Sp) (MMp8) |
Dagari: CR 4; Large Outsider (Chaotic, Evil,
Incorporeal); HD 4d8+12 (29); Init +1 (Dex); Spd 20 ft., fly 50 ft.
(average); AC 17 (-1 size, +1 Dex, +7 Natural); Atk +7 melee (bite
1d8) and +5/+5/+5 melee (claws 1d8 or barbed tentacles 1d6+1); Face/Reach
5 ft x 5 ft / 10 ft; SA Constrict, Fear; SQ Damage Resistance, Incorporeality;
SR 15; AL CE; Fort +7; Ref +2; Wil +5; Str 12; Dex 12; Con 16; Int
13; Wis 12; Cha 14; Skills: Hide +13, Intimidate +9, Listen +5, Move
Silently +15, Search +6, Spot +10; Feats: Manifest Self, Multiattack;
SA - Constrict (Ex) (MMp8); Fear (Sp) (MMp8); SQ - Damage Resistance
5/+1 |
Dagari: CR 8; Huge Outsider (Chaotic, Evil,
Incorporeal); HD 8d8+32 (64); Init +7 (+3 Dex, +4 Improved Initiative);
Spd 25 ft., fly 60 ft. (average); AC 21 (-2 size, +3 Dex, +10 Natural);
Atk +12 melee (bite 2d6) and +10/+10/+10 melee (claws 1d10 or barbed
tentacles 1d8+3); Face/Reach 10 ft x 10 ft / 10 ft (15 ft with tentacles);
SA Constrict, Fear; SQ Damage Resistance, Incorporeality; SR 20; AL
CE; Fort +10; Ref +5; Wil +9; Str 14; Dex 15; Con 18; Int 14; Wis
15; Cha 16; Skills: Hide +20, Intimidate +14, Listen +7, Move Silently
+20, Search +10, Spot +14; Feats: Dodge, Improved Initiative, Manifest
Self, Multiattack; SA- Constrict (Ex) (MMp8); Fear (Sp) - 30 ft. radius
(MMp8); SQ- Damage Resistance 20/+2 |
D&D: Denizens
of The Dream may choose to do damage in "real" or "sanity"
against the uninitiated. The initiated may use "sanity points"
as a buffer against their hit points, but may not split the damage dealt
by any single attack between the two.
Example, A character may choose
to take a claw's 6 points of damage from her "sanity points",
but may not split the same damage between hit points and sanity. The
determination of where the damage will be received, should be made before
the damage roll(s).
Foreign characters who die (from hit points
or sanity loss) in The Dream are thrust back into the waking world with
a temporary charisma of 0, and must await the progression (or healing) of
ability score loss (see DMGp72). For more details, see The
Dream.
Classed denizens of The Dream can be of almost
any class, though there is a higher percentage of psionicists and magic-users
than in the Waking World.
Jargath
Within The Dream of Sudul
nothing is more welcome than the proliferate Jargath. The Jargath
are an ethereal race, existing only in The Dream and the restful and pleasuring
dreams of the Waking World. The Jargath serve Jarjatha
much as the Dagari serve Daggon (see above); except that instead of horrible agonized creatures, the Jargath
are kind and hospitable. Like the Dagari, the Jargath are ultimately
servants of Sudul, and it is their duty to escort the uninitiated from The
Dream. Jargath escorts are much more pleasant. The Jargath appear
in many forms, usually choosing an image that is pleasing and calming to
the viewer. In battle however, these demons inadvertantly reveal a
part of their more base nature, becoming avenging bloodthirtsty (thirsting
for the blood of the Dagari) angels that are fearsome to behold, but always
beautiful.. All Jargath employ the supernatural abilities of Charm (see DMGp73) and Incorporeality (see DMGpp77,78) at will. Incorporeality
has no effect in The Dream. It is also notable that Jargath are represented
in all challenge ratings. Included below are some examples:
Jargath: CR 1; Medium Outsider (Chaotic, Good,
Incorporeal); HD 1d8+1 (5); Init +3 (Dex); Spd 20 ft., fly 20 ft.
(average); AC 16 (+3 Dex, +3 Natural); Atk +3 melee (sword 1d8) or
+3 melee (bite 1d6) and +1/+1 (claws 1d4); Face/Reach 5 ft x 5 ft
/ 5ft; SQ Spell-Like Abilities; AL CG; Fort +3; Ref +3; Wil +3; Str
10; Dex 16; Con 13; Int 11; Wis 13; Cha 14; Skills: Concentration
+5, Diplomacy +6, Hide +7, Intimidate +6, Spot +5; Feats: Manifest
Self, Multiattack; SQ- Spell-Like Abilities (Su) - 1/day dancing lights,
darkness, and faerie fire |
Jargath: CR 4; Medium Outsider(Chaotic, Good,
Incorporeal); HD 4d8+4 (20); Init +4 (Dex); Spd 20 ft., fly 30 ft.
(average); AC 19 (+4 Dex, +5 Natural); Atk +8/+3 melee (sword 1d10+1)
or +8 melee (bite 1d8) and +6/+6 (claws 1d4); Face/Reach 5 ft x
5 ft / 5ft; SQ Damage Resistance 5/+1, Spell-Like Abilities; SR
15; AL CG; Fort +5; Ref +5; Wil +6; Str 12; Dex 18; Con 13; Int
11; Wis 15; Cha 14; Skills: Concentration +9, Diplomacy +10, Hide
+11, Intimidate +10, Move Silently +11, Sense Motive +9. Spot +9;
Feats: Flyby Attack, Manifest Self, Multiattack; SQ- Spell-Like
Abilities (Su) - 1/day charm person, dancing lights, darkness, faerie
fire, invisibility, obscuring mist, and remove fear |
Jargath: CR 8; Large Outsider (Chaotic,
Good, Incorporeal); HD 8d8+24 (56); Init +8 (+4 Dex, +4 Improved
Initiative); Spd 20 ft., fly 50 ft. (average); AC 21 (-1 Size,
+4 Dex, +8 Natural); Atk +16/+11 melee (sword 1d10+2) or +8 melee
(bite 1d8+2) and +6/+6 (claws 1d6+1); Face/Reach 5 ft x 5 ft /
5ft; SQ Damage Resistance 20/+2, Spell-Like Abilities; SR 15;
AL CG; Fort +9; Ref +6; Wil +9; Str 14; Dex 18; Con 16; Int 11;
Wis 16; Cha 18; Skills: Concentration +13, Diplomacy +16, Hide
+15, Intimidate +16, Move Silently +15, Sense Motive +15, Spot
+15; Feats: Dodge, Flyby Attack, Manifest Self, Multiattack, Weapon
Finesse; SQ- Spell-Like Abilities (Su) - At will - blur, blindness/deafness,
charm person, dancing lights, darkness, faerie fire, glitterdust,
invisibility, obscuring mist, remove fear and shatter |
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