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Offline Davin Ragal

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The Bestiary
« on: July 29, 2016, 12:16:28 AM »
The Bestiary

The Bestiary briefly details many of the more fantastical creatures of Entar, in all parts of the land, both aggressive and placid creatures.  For the more mundane of creatures, it is safe to assume that they exist as one would expect them, such as horses, dogs, cats and so on.

Creatures Ubiquitous in Entar

Creatures that do not call a particular part of Eldanar home, but rather exist in many different parts of the world.


Large humanoid creatures they stand around ten feet tall. Immensely muscled they are broad shouldered and thick in the waist. Little brains mean an ogre will use his brawn before his brain every time. Possessing no clear allegiance they are the epitome of a mercenary and are often seen accompanying baggage trains and armies as hired hands. It is not rare to see some ogres with two heads, both with different minds and personalities.  Ogre's can be considered semi-sentient.

Ogre's are rarely seen in groups, and due to their semi-sentience they cannot be considered a 'race' in Eldanar.  Originally thought to be related to the other greenskined creatures, that theory was debunked when it was observed that Ogre's come in various skin colors.

Often, they will carry a crude weapon, such as a club, but never anything more sophisticated.


Giants, or sometimes referred to as Jotun in certain dialects, are, as their name suggests, massive.  Easily two to three times the size of an Ogre.  Otherwise, they can be exceptionally human-like in their appearance, or indeed Ogre or Troll-like also.

Despite being lumbering creatures, Giants are in fact more interesting than one would expect.  While considered a creature, they can vary from sentience to complete lack.  No one understand the motivation of a Giant in its activities, though the less sentient, the more crude and easy to understand they are.  Some claim to have seen two Giants in an eternal conflict halfway up a mountain.  Some have been seen building large crossings on rivers, which in the end look as natural as the rest of the terrain.

Giants will do very varied activities that few can explain.  The most stupid will think primarily with their stomach, and these are likely the most frequently encountered, usually to the detriment of a village just taken in their harvest.

Giants have also been observed in more elemental forms, responding more to the terrain around.  Some commonly seen are Stone Giants, Frost Giants and Fire Giants.  They will live in terrain appropriate to their element.

Truly Giants are in fact a very mystical and varied type of creature.


A distant relative of the Unicorn the Pegasus is often the subject of a children's story or fable. Pegasi are winged horses that are always white in colour. There have been speculations that dark pegasi exist but there are no written records of any sightings. With the wings of giant eagles and the body of a stallion or mare Pegasi are eternal creatures that live far longer than both written and folk memory.
There has never been a sighting of a Pegasus foal, many argue that the beings are sent by the gods and have never been in a state of infancy.
Peasant lore dictates that they are the messengers of the gods. The origin of these regal beasts is shrouded in speculation; one thing is certain: never have two been seen in the same place at the same time. Flying high at cloud level a lucky peasant might see the blue tinge of its wings as it gracefully flew through the clouds.
Magical in nature it has never been known to attack anyone with physical force. Gentle and shy the pegasi exist as a once proud race of mounts.   Pegasi can be seen anywhere in Entar and the few who see these wonderful beings count themselves among the luckiest.


The Gnoll is a humanoid creature that looks like a cross between a hyena and a human. They are often seen wielding scavenged weapons and wear scraps of armour over their fur. They can have a multitude of fur colours with the Gnolls of the mountains being commonly a light grey colour while those of the Andúnë region have a light brown colouring. Jewelry is seen as a status symbol and is held I high regard; Gnolls will seek to wear as much as possible to show off.

Female Gnolls are very hard to spot as they look almost identical to their male counterparts in almost every respect. However, females have longer muzzles and lack the exterior genital parts of the males. Gnolls often bear tattoos that associate them with their respective pack or clan. Gnolls possess a limited intelligence with the few exceptions being the alpha males.
Gnolls often have large ears that are missing pieces from the many scuffles and hunting trips that they partake in. Their facial features give the impression that they are giving impish grins. Gnolls usually have yellow or brown eyes.
Gnolls are extremely territorial and will often settle in an area for many decades before moving on. Originally nomadic they have been forced to settle as their free travel is disrupted by countryside patrols. Gnolls form packs that are lead by an alpha male that is usually much larger than the rest and rules by intimidation, fear and cruelty. When a lot of packs combine under a particularly large or well respected alpha male a clan can be formed. This is rare due to the size and universal hatred of Gnolls by the civilized nations; as such most clans are found in remote areas or where a clan is sufficiently numerous to own territory. These Gnoll clans will war with each other and a Gnolls are in a state of almost constant turmoil. Gnolls communicate with each other in short barks and grunts. However, it has been known for an alpha male to speak the common tongue with a heavy accent.
Gnolls reproduce in the exact same way as would a dog and bitch. Young Gnolls grow strong through adversity rather than protection and look like Gnolls but much smaller. Often a Gnoll pup will have a white flash on their muzzle that disappears as they mature.
Gnolls are cowardly as individuals and will only attack in packs. Not usually skilled in the use of weapons they rely on numbers to bring down a foe. The exception is the alpha male who will usually have a much more aggressive temperament and will be substantially more skillful than the average Gnoll. Many Gnolls will use light crossbows for both hunting and fighting.
When in combat with Gnolls it is advised to strike first or counter attack the clumsy blows. Special care must be taken to avoid the teeth of a Gnoll. When a Gnoll is disarmed it is not completely vulnerable.


Kobolds are lizard humanoids. They are usually deemed as about evil and greedy as most would say of a goblin. Though they all aren't necessary evil. They like caves and can be found in most climates. They are sometimes thought to be more related to dogs than lizards though, because of the yipping sound they make.

A kobold is a reptile like creature with a snout almost like an alligator or dog. They have scales and come in a verity of colors including red, blue, brown, and a reddish purple. They have no hair at all, tend to have arched feet, sharp claws, fine canine like teeth, and a cylinder like head, which looks something like a alligator or other lizards. They are about the same size as a goblin, two to about three and a half foot tall. They don't need much for food, being reptiles, and can survive on a good meal for about a fortnight. (Considering it was a deer, or cow that it consumed, fish or small animals could make up for about half of that.) They're usually physically weaker than a goblin, and not near as fast, but have a nature sense of smell that makes it very hard to hide from them. They're nearly blind because of their reptile connections, but make up for it again with smell. In other words they more of less sense like a snake. Some have been know to have wings, but for the most part don't. The wings probably wouldn't work very well any way.

Kobolds have a very strong sense of smell, which allows them to practically smell out any target. They have a natural scaling that prevents wear and tear on their bodies, and reasonable hearing. Their eye sight isn't the best though, and they are pretty frail in strength. They aren't very fast, but aren't slow either. They tend to have a nature sense with crossbows or ranged weapons, but may have a hard time with targets because of their eye sight. Their noses tend to make up for that though. Most don't know magic at all. Few are smart enough to control it. Though it isn't unknown for a kobold shaman to perform magic.


Thought to be very closely related to the Giant or Jotun, the Troll is a interesting creature.  They tend to dwell in isolation, and stick to specific habitats.  As such they can be classified as Forest Trolls, Cave Trolls and Mountain Trolls.

They are on par in size with that of an Ogre and are humanoid but normally mostly deformed.  They are animalistic in nature and appearance and possess no language.  They tend to lash out at any creature coming within its habitat, and will drive away any unwanted, or worse take them as their next meal.  They are strong, if cumbersome.  They possess regenerative abilities, and can heal very quickly.  Tolls will turn to stone upon exposure to sunlight, as such if they are above ground, or in sparse forest, they will tend to be nocturnal


Dragons can be found in all the lands of Entar, but are a rare sight, and a reclusive race.  A Dragon can vary in its intelligence, some being infantile, and spending their time harassing farmers for their cattle.  Others can be sharply intelligent and skilled in arcane arts.  Some are greedy and hoard treasures.

All dragons tend to be dangerous, as they want to remain in solitude, as such breaking this will anger the Dragon.  It is said that in times of turmoil in the lands, Dragons will emerge from their homes and hunt the lands mercilessly, or even side in great conflicts.

Dragons exist in many elemental forms, and normally live in terrain a match to their element.  Even Dragons of the abyss are rumored to exist, as well as those brought to undeath by great feats of Necromancy.

Creatures of the Undead

Due to various sources, the most common being Necromancy, the shambolic undead can be found in the darker parts of Eldanar.  These include typical animated skeletons, zombies and the like.  What follows is a description of the rarer and more fantastical undead beings, whether brought to undeath through magics, curses or divine intervention.  Creatures such as Vampires are covered in the relevant condition.

Dire Wolf

A specific animation of a wolf, Dire wolves are stronger and larger than they were in life.  Often they have the appearance of a wolf-like Zombie, or in some cases can be completely skeletal.  Dire wolves are always the result of Necromantic intervention.


A twisted malevolent soul.  A Wraith can be born of a curse or Necromancy.  A relatively mindless creature who's hunger for the soul of the living is insatiable and unquenchable.  Wraiths are immune to the effects of mundane weaponry, and can only be destroyed through magical means.  They can, however be driven back and forced to retreat by fire.

A Wraith will look spectral, like a cloaked figure, and often emit blood chilling moans


Spirits of scorned women, these ghosts can be found anywhere the ghost of a woman seeks her revenge. These creatures somewhat resemble the original victim, although their eyes are no more than empty sockets and their hair is extremely long, reaching to the ground over which they float. These women cannot speak, and their only means of gaining vengeance are painful shrieks that they let loose when a living sould intrudes on their "territory," so to speak. The screams do no harm besides causing discomfort, but anybody who hears the scream of a banshee is often driven to insanity afterwards, the shrill tones echoing through their mind for eternity. Like the Grim, these ghosts are often regarded as omens of death, but these claims are false.


A twisted creature, who stalk their tombs.  Draugr are blackened shriveled husks of the former inhabitant of the body.  The will wield any equipment they were buried with, and tend to be born of cursed nobles, warriors of ancient times and so on.  They are supernaturally strong, and have the ability to 'swim' through stone.  Draugr are not confined to their tomb, but are most commonly found there.  They are capable of utterances, the majority of which will be unintelligible due to the fact that it will be in a dead dialect or language.

It is safe to say, the more powerful the person in life, the more powerful the Draugr in undeath.


Wights are much like Draugr, except being more spectral in appearance, and having a more fluid form.  Unlike the Draugr, a Whight may not leave its tomb or barrow.

Creatures of the Woodlands

What follows are descriptions of creatures found in the Forested areas of Eldanar, especially the Elentári.


Eternal forest Guardian spirits that inhabit the great trees of the forests the Treemen are the everlasting allies of the wood elves. Many have been present since before the time of elves and dwarves and many will be there after the free nations cease to walk the earth. Treemen are the most powerful of the guardian spirits. From time to time these spirits will awaken either by chance or to aid their elven allies; in times of great need the wood elves can raise the treemen from their slumber to aid them. A treeman may stay active anything from days to many months and some stay active for years. However, the decision to inhabit a treeman by a guardian spirit is not done easily as the bond is for life.
Treemen look like the trees they inhabit, there are as many varieties of treeman as species of tree and each one is a different age with a different name, different history and personality. In Highwood there lies a book detailing the treeman, their names and their places of slumber, which is constantly being updated should a treeman awaken.
The treemen entwine their many great roots to form two sturdy legs. Additionally they will use many of their branches to form two great arms. Some such as the willow will use its many hanging vines as an additional weapon.
Gruff and wise the treemen were around since the beginning of time and should their body be destroyed they may choose to inhabit another great tree. Speaking with the tongues of men and elves they speak with slow deliberate words. The voice of a treeman is a great booming sound that sounds much like that of an amplified voiced human male or female. Some take the guise of females and others males but it matters not in the greater scheme of things as they do not reproduce.
Attacking by smashing, stomping and crushing foes with their massive arms and legs the treeman is an awesome and terrifying site to see on the field of battle. The treeman will also swallow opponents whole and their decaying remains will nourish the tree.
The Treemen now only inhabit the woods of Elentári and some are the stuff of legend and fable such as the Oak of Ages and Grandmother Willow. The Oak of Ages lies at the heart of Highwood and is the largest, oldest and wisest of the treemen; at present the Oak of Ages slumbers and the last time it was active was during the end of the first age. It is believed that one day during the Wood elves greatest hour of need it shall awaken and march to take the fight to the foe once more. Grandmother willow is very special, having been the only treeman to be active constantly for the past 500 years. Kind, gentle and wise she has never taken to the field of battle but instead acts as an eternal advisor to the elven kings and elders. Any elf can visit grandmother willow no matter how low and talk about their problems; many a time Grandmother Willow has helped elves both young and old solve their problems.
When in combat with the treemen it is best to use ranged fire weapons or siege engines. Impervious to most blows the treeman will not be harmed by one-handed weapons. Magic is rarely effective due to the magical nature of the spirits within the treeman.


Unicorns are beautiful, simply put. With the body of a white horse, they stand supported by cloven hooves, similar to those of a goat. Their manes are thick and white, covering their neck and always looking perfectly groomed. The unicorn's tail is like that of a lion: straight with a tuft of hair at the end. Tufts of hair also protrude from above the hooves. There is also yet another, thicker tuft of hair under the unicorn's chin, resembling a billy goat's.

The unicorn's horn, however, is its most notable feature. The horn protrudes from the forehead and spirals outward for at least three feet before tapering to a fine point. The horns glow with an unnatural and magical light; however, Unicorns are able to dim this light to the point where there is no light at all, which comes in useful when avoiding hunters.

Unicorns are highly magical creatures, and as such have magical abilities, all related to healing and cleansing. The unicorn's horn (called an alicorn), is able to completely purify and remove all impurities from any water or liquid upon contact. It can also be used to heal wounds, although this hurts the subject and severely exhausts the unicorn. The unicorn can also cleanse poisons from the body, although it does not use this ability freely. If sawed off, the alicorn can be used for all of the above abilities or crushed into a magical powder, making it a highly sought after item on the black market. Normal vendors do not allow the selling and purchasing of alicorn, as most think it wrong. Also to note, the unicorn is immune to anything related to darkness (be it spell or potion) and all poisons.

Giant Spider

A larger version of the common spider it is the size of a cow with eight legs and six eyes. Quick and agile they are often a danger to many an adventurer. Often producing large webs to catch their prey they will seldom revert to attacking a foe that is not in some way incapacitated. These webs are used mainly to catch medium sized mammals, such as wolves, but these webs are strong enough to hinder larger animals such as deer and humans.
There is no way of differentiating a female giant spider from a male one, this can only be done by viewing a spider laying its eggs. Spiders are creatures that live in small communities but it is not rare to find one living alone. There is no clear structure to these communities and it seems the main purpose of these hives is to create a number advantage.
Selfish and brutal they will often fight over food. Some are poisonous and carry immobilizing venom that will bring the victim out in a cold sweat. Cures for poison include: magic, anti-venom or isolating the wound and bleeding. The weak points of the giant spider are the large abdomen and eyes.  A giant spider can only attack from the front, circling the spider if advised.
« Last Edit: July 29, 2016, 10:22:54 PM by Davin Ragal »

Offline Davin Ragal

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The Bestiary
« Reply #1 on: July 29, 2016, 12:49:49 AM »
Creatures of the Mountains

What follows is details of creatures that inhabit mountainous or hilly terrain, especially regions of Khalar.


The boabatrice is a Basilisk that has undergone metamorphosis. Reaching the size of a small dragon or Wyvern the boabatrice is a monster not to be trifled with lightly. It looks like a giant rooster with the scales of a lizard and the tongue of a snake. Ages old many of the boabatrices have seen the ages pass with little bother.
Little is known about its offspring but many would speculate that the process is much like that of a rooster and chicken. One thing is certain: once out of egg the young boabatrice is left to fend for itself.
The boabatrice is potentially one of the most dangerous monsters of the world; its gaze is said to turn those who make eye contact to stone encasing them in stone leading to death by suffocation. The boabatrice then proceeds to break the stone shell and devour the dead victim.
It is fortunate that boabatrices and their brethren Basilisks live far beneath the ground away from the majority of the free peoples; indeed it is often the dwarves who encounter them in the long abandoned lower mines and halls.
When facing a boabatrice the best idea is to use a shiny object such as a polished shield or a mirror; upon gazing at itself it will be turned to stone. Failing that a surprise attack from behind and the quick removal of the head will ensure success.


The Basilisk is the younger brother of the boabatrice; in time all Basilisks will undergo metamorphosis into a pupa (much like a butterfly) to become boabatrices. As vicious and deadly as their older forms the Basilisk differs in appearance and strength.
A large snake-like creature the Basilisk has the head of a boaberel and the body of a snake. The back of the Basilisk is feathered and they have small scaled or feathered wings that are useless until metamorphosis has occurred. Yellow in colour the Basilisk has dark wings and a red bill in the shape of a crown atop its head.
None are sure as to the production of offspring but one would guess that it is similar to that of a snake. Basilisks are not as rare as the boabatrice, being much more numerous than their larger brothers. However, they are often few and far between and therefore to see that a Basilisk is very uncommon.
Identical in the way they hunt and kill their prey the Basilisk turns the victim to stone before breaking the corpse out of the stone shell to consume it. It will often try and make eye contact rather than use physical force to suppress a foe.
Living in the same environments as their bigger brothers they are few written instances of a Basilisk in an area or the stone casings left by the bodies of their victims.
My advice for tackling the basilisk is to reflect the gaze back onto the basilisk before running and letting the basilisk starve to death. If one can get close enough whilst avoiding the gaze of a Basilisk they prove to be very easy opponents to beat.


Griffins are extremely dangerous creatures, with the body of a lion, the wings, talons and head of an eagle and equine ears they are one of the most unique creatures to be spotted on Entar.
Fiercely territorial, proud and protective of their young, a griffon will attack any within its chosen territory without warning. It is extraordinary to see two together as the mating season is very short. As a chick the griffin will have no hair or feathers much like the young of its distanced cousins. The single parent will feed the chicks as any other eagle would, first regurgitating before dropping smaller live pray into the nest as the chicks mature. 
Griffins will eat most mammals and have no qualms about making a meal out of an unfortunate adventurer or traveler. The griffin attacks with its sharp talons much like and eagle before tearing at its prey with its sharp beak.
There have been cases of hunters or reckless adventurers stealing chicks from their nests and selling them on. Brought up in captivity and mounted as a beast of war it is the ultimate status symbol for a zoo or ruler to have a griffin. Griffins are fiery and temperamental creatures, bringing them up in captivity is the only way that one could become tame enough to allow a rider.
Found in the steep crags and peaks of the various mountains the Griffin will on occasion fly down to the plains to scoop up cattle or other domestic food stock to feed their young. If attacked by a griffin the best way to fight them is in a closed space where movement is limited. Getting behind the griffin is a must if one is to succeed in defeating it. 


The Hippogriff is believed to be the offspring of a griffin and mare. This is unlikely, as temperament seems to point to this being false; I urge the reader that these are unfounded rumours and have not been proven. In reality one could sensibly suggest that a hippogriff is the cousin of the griffin.
Sharing the same eagle parts as its larger cousin, the hippogriff differs in that it has the body of a horse rather than that of a lion.
The name of the hippogriff is in common use in the human peasantry, having given birth to the phrase "to mate griffins with horses"; this is equivalent of the old saying "when pigs fly".
The Hippogriff is near identical in its characteristics and personality to its larger brethren; possessing the same territorial and protective nature. The hippogriffs hold themselves with a regal pride, much akin to that of a stallion. The chicks are fed in the same way as those of a Griffin but are born with a fine hair on their body and a full tail. It differs again in that once caught (a substantially easier task than catching its cousin) a hippogriff is more easily trained and does not have to be raised from a chick to become tame enough to use as a mount. Strangely the hippogriff has an affinity with magic users and this bizarre trait has meant that many a magic user can be employed to train a Hippogriff. The hippogriff is of a better temperament than its cousin and so can form strong emotional bonds with its rider, as would a warhorse.
Hippogriffs are found in the same areas as those of the Griffin.
When in combat with a hippogriff one must remember one thing if none other: that it does not hold the same weakness from behind like the griffin. The back legs of the Hippogriff are dangerous and much like a horse kick can cause serious damage.

Giant Eagle

Giant eagles are exactly what they seem.

Found in both the high crags and peaks of Khalar and at times in the forests, when seen they are a magnificent site to behold.

It is rumored that the wood elves at one time could tame these creatures and ride the winds on their backs, but such a thing has not been observed in an age.


The Chimera is a varied species and can be as diverse as its related parts. The body is that of a double sized lion with a scaled tail of a dragon. The Chimera usually has two heads but at times can be found with three. These heads are that of a lioness and goat; the third is frequently that of a large canine. Colors vary but many seem to be red or tan in color with a colorful tail.
Reclusive and non-aggressive the chimera is a peaceful and neutral being that will only attack if threatened in some way. Unlike the Manticore and other monsters it has no wings and so cannot fly.
It attacks using its large claws that retract into its paws when not in use; much like that of a cat. The main weapon however is the breath of fire, the chimera when provoked will breathe fire at its adversary; this is usually out of the lion head. A carnivore it hunts large land mammals such a deer to eat.
Living in the isolated parts of the world the Chimera will seldom travel any long distances. It seems that many live within the lower caves of the Mountains of Khalar. Tales tell of the Dwarven ranger's contacts with these creatures during the second age. The weakness of the chimera lies in the goat head, housing the brain of the chimera it is the weak point of the monster.

Creatures of the Highlands

What follows is that inhabit the more Northerly regions of Entar, particularly Valgard and some of the lower regions of Khalar.


With the body and arms of a beautiful topless woman with the wings and talons of a large bird they are among the most distinctive of the creatures found on Entar. Colorings can be of a large variety, though many are either a mixture of brown and orange or black and grey. There seem to be two varieties of harpy: those with human arms who wield low quality weapons and those whose arms have formed large curved blades made of hardened bone.
Malicious, sadistic and evil the harpy will often join with others of its kind to attack its victim. Cowardly, they often run from a fight when they do not outnumber an enemy or when faced with a skillful foe. Creatures of moderate intelligence they toy with their victims before killing them, often taunting them as they attack.

There are never any male harpies and none have a clue as to how they reproduce. Infant or young harpies have never been sighted and the age of a harpy is very hard to tell. Harpies seem to group in loose flocks led by the harpy who is the oldest or biggest called the Hag.

Found in the many mountain ranges among the peaks and ridges they are kept in check by the larger creatures such as Griffins and Hippogriffs. The dragon riders of Valgard also patrol their mountains to keep the harpies in check. The orange-brown harpies are found in the mountains bordering the desert but these are thought to have died out, in the past there have been sightings of harpies in the wastes.

Killing the Hag is usually the fastest way to disperse a flock of Harpies, but not if their numbers are large.


The Wyvern is a close relative of the dragon. Often mistaken for small dragons they are frequently regarded as dragons that have not yet matured. This is in fact false and adolescent dragons differ greatly from wyverns. One major difference is the presence of two legs as opposed to the four that a dragon possesses. The wings are the forelimbs of the Wyvern unlike the dragon that has wings that sprout from its back. The Wyvern has talons like those of the giant eagle and a beak-like jaw that is used when attacking their prey. On the end of their tail they have a barbed stinger that is not poisonous but can punch through light and medium armour. Wyverns vary in colour, the modal colours being red, blue, green and black. All are covered in tough scales and can endure the extremes of weather and temperature.
Like dragons they have a liking for shiny objects and treasure often gathering a hoard, as would a dragon. Extremely aggressive by nature the Wyvern will attack anything smaller than it. Females are fiercely protective of their young and will allow none, even the father, near the young hatchling. Single-minded and lacking in intelligence they are far less developed than their intelligent cousins. Unlike their larger brethren they cannot converse with the free peoples and are more beast than intelligent life.
Attacking using their talons on their feet and gaping maw they tear and rend their prey before carrying it back to their lair before devouring it. Like the Griffin, the wyvern if taken as a chick, (a near impossible task), can be raised in captivity so it can be mounted as a beast of war. When mounted they are a temperamental and grumpy beast showing little affection for their rider or handlers. Favored by the greatest greenskin warlords it is a status symbol and secures the owners position as leader of the clan.
Found in mountain forests and the lower foothills they make their lairs in caves and behind waterfalls. Rarely venturing forth to trouble the lands of the free nations they are as reclusive as their dragon cousins.
Fighting a wyvern is often a foolish endeavor as there are few weaknesses. However, the one weakness of a Wyvern is the lack of any forelimbs; if one could avoid the snapping maw then a death blow can be delivered using a lance or other pointed weapon.

Creatures of the Tundra

What follows is a description of creatures found in the colder climes of Eldanar, especially the Wastes and Illyian Tundra.


The Wendal is the subject of myth and legend and the staple of scary stories. The Wendal is a huge beast covered in snow white coarse fur. With short horns that are very much useless in battle it is the gaping maw of the Wendal that is the most prominent part of the Wendal anatomy.

Four legged and roughly four times the size of a large bull it is an awesome site to behold. The Wendal has a beard of slightly darker fur that forms a U-shape underneath its mouth. They have piercing light blue eyes and foreheads bare of fur; often showing a dull grey skin underneath. The feet of the Wendal are very similar to that of a small Mammoth and have large black toe nails.

Wendals are solitary creatures and there has never been a written account of two mating. Indeed females and males are incredibly hard to differentiate from each other as they look near identical; the only difference being that the beard is not present on some females. The only times Wendals will be seen together is when a mother has a Wendling or when two Wendals spar for territorial rights. The females will be left to look after the single offspring until such a time as it can fend for itself. Wendals attack using their large mouth or trample their prey under their substantial feet.

Extremely aggressive and territorial, a Wendal will attack anything it comes into contact with; no matter the size, usually by charging toward the prey and leaping upon it. One account tells of a traveler that viewed a large male Wendal attacking a Frost Giant. Living on a pure meat diet they will often hunt down Mammoths but they are not choosy with what they eat so long as it is meat. Wendals are found in the many icy caves and sub-ground blow holes.


These massive land mammals roam the lands of the northern wastes. Their bodies are covered is thick, coarse woolly hair that covers a thick layer of fat to aid in homeostasis. With enormous curved tusks worth more than their weight in gold they are often the subjects of attention from illegal traders. Mammoths also have a distinctive long trunk used to feel and suck up surface water. Their hides are thick and it takes a powerful blow to penetrate the hide of a Mammoth.
Mammoths are herd animals and are rarely seen traveling alone. At the head of the heard is a large bull mammoth that ensures the safety of the herd along with the help of the younger smaller bulls. Mammoth calves are smaller version of their parents and grow quickly; usually a female will have a calf every seven years. The young Mammoths are taken care by the whole herd and it is not only the mother who will protect the calf in times of need.


Normally only seen in the Wastes, or the Underdark.

Spider like figures with the body of drow placed upon the top of the a spider's eight legs. Most of them were condemned this way by some drow god of theirs for failing a right of passage. They stand about five to eight feet tall, and are about as large as a giant spider with a goblin riding on it's back. They attack with webs, but have a lack of poison unlike most spider type enemies. They can attack with two legs while holding balance and often carry bows and arrows with their drowish hands. Some also know magic, making them quite an enemy. They can be taken out with most weapons, blunts for smashing are good, slashing weapons work very well too, and of course fire burns them quite quickly. They also are almost blind in normal light. They like dark caves the most.


A giant stone bull with a petrifying breath. Weighing about three tons while still able to charge like a normal bull these foes are quite deadly. Being made of stone, most piercing weapons have no effect, or ranged, or slashing. A nice blunt weapon can break them though. Ice or water is an effective way to deal with them, or wind as it could tear them apart given time. Luckily Gorgons are a rare bunch, and usually only like ruins.
« Last Edit: July 29, 2016, 10:23:09 PM by Davin Ragal »

Offline Davin Ragal

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The Bestiary
« Reply #2 on: July 29, 2016, 10:17:23 PM »
Creatures of the Desert

What follows is a description of creatures found in the harsh sand dunes of the Deserts of Eldanar, especially Haldarac.

Giant Scorpion

Giant Scorpions are the larger cousins of the smaller desert scorpion. Fifteen to twenty times the size they are twenty times more deadly than their smaller brethren.
An arachnid they have eight legs and five eyes in a pentagon shape, their tale carries the typical scorpions tail but much larger. The stinger is poisonous and can punch through weak armor such as leather and scale mail.
Pale yellow or a dull brown in color they often carry black markings on their legs or heads. All over the body and legs are spiny hairs that are prickly to the touch but not harmful.
Raising the young much like their mundane cousins they lay eggs and bury them in the sand. However, often a giant scorpion will lay its eggs within a still warm corpse and then bury the corpse; when the eggs hatch they have an immediate source of food.
The giant scorpion attacks by using its pincers to immobilize or hold prey while it delivers its deadly sting. When facing off against the giant scorpion one should avoid its stinging tail and look to remove it with a well-aimed blow. Giant scorpions being arachnids have a large turning circle and this is their disadvantage in combat; like most arachnids a piercing or heavy wound to its rear body parts will see it dispatched easily.
Giant scorpions are residents of the desert of Haldarac and prey on mammals, travelers and caravans.

Hook Vulture

A Large bird with razor sharp hooks as claws for tearing apart skin, flesh, and even breaking bone. They also have a large craving break, with an acid coating in their mouths. They are usually a white, purple, or perhaps earthen color. They tend to stay in packs and stalk pray for hours. Much like regular vultures, they don't attack their pray until it's weakened almost to the point of death, but if threatened will attack. They are about eight times the size of the regular vulture by adult hood, and the babies tend to be the size of a adult chicken from birth.

They tend to fly most of their lives, or rest near cacti. They are known to eat dead Giant scorpions, and even their own.


Closely related to the unicorn, Karkadann are native to the Haldarac desert. They appear similar to their pure white cousins, but with fur that is slightly tan in color and no cloven hooves. They have no manes and their tales are simply scraggly collections of hairs, but they are still a wondrous sight in themselves. Their horns are pure black and curve upwards slightly, and their eyes seem to shine and glint with unknown energy. These beasts are extremely ill-tempered, violent, and brash, in contrast to their mild-mannered, secretive cousins. These beasts are also very confident and proud and will not allow any person or animal to touch them. The only exception is the ring dove, to whom a Karkadann will passively listen to for hours on end, going so far as to let the bird rest on its horn. It is known that certain barbarian tribes will use the Ring Dove to get close to the Karkadann and then bring it down so as to acquire the Horn; this is because Karkadann horn is extremely strong, and can be imbued into weapons to give them extra toughness.

Creatures of the South

What follows are creatures commonly found in the more fertile regions, especially the Southlands.


Manticores are extremely rare, very few still exist and those that do are notoriously difficult to find. The Manticore is a peculiar creature with the body of a lion and an enlarged head of a bearded man with a large mouth similar to that of a cat.. Its tail is often that of a scorpion but some have been seen with the spiny tail similar to that of a dragon. Within its mouth lie three rows of razor sharp teeth, possessing no molars it is a pure carnivore and will feed on any type of meat. From its back are large leathery wings identical to those of a bat.
The voice and roar of the Manticore is best described as a mixture between that of a trumpet and set of pipes.

Few have been seen and accounts of encounters with Manticore are unsurprisingly few. It seems that the flesh of a human is the preferred meal. When prey is killed the Manticore will proceed to eat everything including the clothing and bones of the prey and will digest them, this is in contrast to trolls who digest them only to vomit them out later.
The Manticores that inhabit Entar seem to stay around the warmer coastal waters where temperatures remain reasonably high all year. Sightings were made around Narim and the bay of Daltina.
The Manticore is extremely dangerous and should be avoided at all costs. Predatory, it will attack any living animal that crosses its path. When fighting a Manticore one should stay away from its swiping claws and stinging tail.


Four-legged monstrosities that stand a good twenty-five feet in height. Native to the Southlands, these creatures have a large under bite, with two enormous curved teeth that protrude from under the upper lip. They have three horns on their head, with the middle one in front of the others and being the largest. These creatures are not only amazingly large and strong, but can use lightning magic. In the castings of their spells, these creatures use their horns as conductors. Their hides are so tough that almost no weapon can penetrate them. Their horns, while appearing hard, are actually their only sensitive point, so the only way to slay an encountered Behemoth is to somehow crawl onto the creature's back and strike at the horn until it falls off until the beast falls.

Creatures of the Depths

What follows is descriptions of the creatures found in the waterways of Eldanar, especially the High Seas and other areas.


The Siren is the mortal enemy of all sailors and any sailor worth his salt will know what to do when a siren is about.
With the lower part of their bodies identical to that of a sea snake they are often a blue or green colour. The upper body is that of a topless human woman covered in scales rather than skin with a large crown of flesh.
Sirens attack by using a magical song to lure sailors onto the rocks where they are shipwrecked and left at the mercy of the Sirens. Sirens then use large bronze halberds to kill their victims before drinking their blood and leaving a dry husk in their wake. Sirens have no alignment and are neither good nor evil. However, they pose a danger only to humans and their half-elven kin; dwarves, elves and other races seem unaffected by the haunting voices of the sirens. Sirens will often flee the presence of a powerful magic user and in turn powerful magic users seem unaffected by their song of death.
Sirens do not live in one place on Entar; they are found around many of the secluded bays or islands around the continent. Often making their lairs in the coastal wave cut platform caves at the feet of limestone cliffs. The majority of Sirens are found around Sailor's Bane.
Sailors will tie themselves to the rigging and masts when a Siren is about, in this way they cannot go to the siren or steer the ship into the rocks. The best way to combat a siren is to use a dispel magic spell which silences them. Sirens rely on the fact that their victims are entranced and prove to be poor fighters wielding their halberds will little skill. In addition the presence of a powerful enough magic user will silence them and send them fleeing into their lairs.


 Ancient beings, the largest of the hydras; classified as "Emperor Hydras", can reach the size of a mammoth. The hydra's many heads are those of either a snake or lizard. However, these heads contain two rows of many tiny razor-sharp teeth that are used to cut and rend the flesh of their opponents. In the center is a main head housing the brain and mind of the hydra. It has two legs and a large tail that drags behind it used for balance.
Ancient guardians of lost temples and cities the hydras often inhabit the underwater caves and coastal islands.
Attacking those who invade its space the Hydra is single-minded in its determination to protect its charge, whether it is a lair or entrance to a lost city. Hydras will attack using their many heads and a poisonous cloud that is spewed from its main head. Contrary to popular myth the hydra does not regenerate its heads and the only way of killing it is to remove the main head or destroying the heart. Unlike most animals the heart of a Hydra is housed underneath its chest and is very difficult to reach.


Large squid like monsters that usually comes in a purple-red colour, and are about the size of a giant spider to a house. They tend to live in water all their life. If they do go on land they would would slowly dry on land, wither and die. They are known to squeeze the life out of it's pray and spray ink at enemies. They also have large beaks that can tear through most steels.

A Kraken can mature enough to be of a size capable dragging down a galleon.
« Last Edit: July 29, 2016, 10:23:53 PM by Davin Ragal »

Offline Zyrphath

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Re: The Bestiary
« Reply #3 on: July 29, 2016, 11:53:34 PM »
Don't delete my post you old bastard D:

But yes, as I said, approved
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