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Beastiary

The world of Midrast Wain is inhabited by many strange beasts and creatures, many of which could pose a serious threat to dragons and gryphons alike.
The word of the Maker  

Basilisks

These creatures of old have been here far before Ancients or even Kateraks arrived. Basilisks are the epitome of primal hunter that knows no mercy, for if they manage to paralyze their prey, they will oftentimes start devouring it alive. You should never face them alone.
Huntmistress Eskree, Nocturnal gryphoness  

Forest Basilisk

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  • Flying 0
  • Running 5
  • Persuasion 2
  • Instinct 3
  • Memory 4
  • Strength 8
  • Wisdom 4
  • Combat 6
  • Craftiness 3
  • Swimming 5
    • Deception 3
    • Stealth 4
    • Resistance 4
    • Intimidation 5
    • Fate 6

    Initiative: 3
    Size: S
    Reduction: 3
    Attack bonus: 0
    Defense Air: X
    Defense Earth: 9
    Defense Water: 9
    Scratch points: 9 / 9

     

    Observed behavior

  • Forest basilisks will attack the biggest threat if they can
  • Only two Basilisks will ever attack the same target
  • Forest basilisks will always try to paralyze their target before they start to Maul them
  • Actions

    • Bite
    • 1x Attack. This attack ignores Reduction. If it hits, the target needs to roll a Resistance check 15 or higher. If character fails to save, their muscles lock up in Paralysis and they skip their turn. Repeat the roll each turn until you save, fall unconscious or Encounter ends.
    • Maul
    • 2x Attack. This attack automatically hits against enemies locked in Paralysis
       
     

    Horned bees

    Dragons love their mead, and so it is of little surprise they keep poking the hornets nests so they can get to it. One thing I have to admit, seeing experienced Hunters work in unison grabbing as many honeycombs as possible while fighting off a swarm of these Horned bees is a sight to behold.
    Huntmistress Eskree, Nocturnal gryphoness  

    Horned bee worker

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    • Flying 8
    • Running 2
    • Persuasion 5
    • Instinct 8
    • Memory 5
  • Strength 2
  • Wisdom 2
  • Combat 5
  • Craftiness 5
  • Swimming 0
    • Deception 4
    • Stealth 2
    • Resistance 8
    • Intimidation 5
    • Fate 2

    Initiative: 8
    Size: XS
    Reduction: 0
    Attack bonus: -2
    Defense Air: 12
    Defense Earth: 6
    Defense Water: X (death)
    Scratch points: 5 / 5

     

    Observed behavior

  • Horned bee will generally attack the same target until it dies, flees, or is killed
  • Horned bee will only use its sting attack if it suffers scratch damage and survives or if their target has 4 reduction
  • Racial passive

    • Unnerving buzzing
    • Each missed attack inflicts -1 penalty to Attack on the target that evaded Horned bee's attack. Stacks -2.
     

    Actions

    • Sting
    • 1x Attack. This attack ignores Reduction. If it hits, starting its next turn, Horned bee dies.
    • Gore
    • 2x Attack.
       

    Tiktiks

    No other creature in the history of Midrast Wain was trying so hard to tame the world around them. I have seen gryphons, my kin, tamed and enslaved by dragons. I have seen them try to tame wyverns and fail. But most remarkably of all, they managed to tame down Tiktiks by raising them as pets from eggs.
    Huntmistress Eskree, Nocturnal gryphoness  

    Tiktik runner

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    • Flying 0
    • Running 5
    • Persuasion 6
    • Instinct 7
    • Memory 7
  • Strength 4
  • Wisdom 5
  • Combat 4
  • Craftiness 6
  • Swimming 3
    • Deception 5
    • Stealth 7
    • Resistance 4
    • Intimidation 6
    • Fate 8

    Initiative: 7
    Size: XS
    Reduction: 1
    Attack bonus: 0
    Defense Air: X
    Defense Earth: 9
    Defense Water: 7
    Scratch points: 6 / 6

     

    Observed behavior

  • Tiktiks are very clever, they will generally all attack the biggest threat.
  • When half of the Tiktiks or Alpha and its mate die, the rest will retreat.
  • When there's one, there's likely more about. Generally, move in herds of 3-10 individuals.
  • Actions

    • Slash and bite
    • 2x Attack. Deals +1 Combat damage for each other allied Tiktik in Encounter (those that "Skip their turn" or are paralyzed/unconscious do not count).
    • Protect other
    • Free action
      Protect other 1.
     

    Killzillas

     

    Green adult Killzilla

     
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    • Flying 0
    • Running 8
    • Persuasion 3
    • Instinct 10
    • Memory 6
  • Strength 10
  • Wisdom 3
  • Combat 12
  • Craftiness 1
  • Swimming 2
    • Deception 6
    • Stealth 4
    • Resistance 14
    • Intimidation 10
    • Fate 6
     

    Initiative: 10
    Size: XL
    Reduction: 4
    Attack bonus: 2
    Scratch damage: 12
    Defense Air: X
    Defense Earth: 8
    Defense Water: 2
    Scratch points: 25 / 25

     

    Observed behavior

  • Apex predator, hunts alone
  • Will go after the easiest prey first. Can become unpredictable when in danger.
  • Extraordinary

    • Legendary resistance: 2 per day
    • Legendary resistance reaction allows the creature to succeed on a saving throw if it would normally fail.
     

    Actions

    • Bite
    • 2x Attack. This attack causes the target to become Held down.
     

    Spirit tearers

     

    Dreameater

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    • Flying 8
    • Running 7
    • Persuasion 9
    • Instinct 7
    • Memory 10
  • Strength 6
  • Wisdom 8
  • Combat 6
  • Craftiness 9
  • Swimming 10
    • Deception 8
    • Stealth 11
    • Resistance 6
    • Intimidation 9
    • Fate 12
     

    Initiative: 7
    Size: S
    Reduction: Other
    Attack bonus: 2
    Scratch damage: 6+1
    Defense Air: 7
    Defense Earth: 8
    Defense Water: 10
    Scratch points: 8 / 8

     

    Observed behavior

  • Appears only in night or underground.
  • Despite their horrifying appearance, Dreameaters usually do not attack living beings.
  • Passive abilities

    • Ethereal
    • Non-artificed weapons or attacks deal only 1 damage.
     

    Actions

    • Soulrend
    • 2x Attack. Deals an extra 1 Spirit damage per hit. Spirit Damage reduces max Scratch points.

    Mire caller

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    • Flying 0
    • Running 1
    • Persuasion 5
    • Instinct 4
    • Memory 6
  • Strength 2
  • Wisdom 5
  • Combat 4
  • Craftiness 6
  • Swimming 6
    • Deception 5
    • Stealth 7
    • Resistance 4
    • Intimidation 6
    • Fate 8
     

    Initiative: 4
    Size: S
    Reduction: 1
    Attack bonus: 0
    Scratch damage: 4
    Defense Air: X
    Defense Earth: 5
    Defense Water: 10
    Scratch points: 10 / 10

     

    Observed behavior

  • Avoids confrontation with high-wisdom creatures
  • Passive abilities

    • Command of the depths
    • All creatures under Mire caller's control depart when it is defeated.
     

    Actions

    • Skip your turn
    • Become untargettable. Only usable when having more allies than enemies.  
    • Defensive stance
    • Defense +3, Reduction +1 and Retaliate 1.  
    • Free action
    • Boost an ally's Scratch damage and Reduction by +3.
      Mired Shark (stats kept private for now)   Mired Manta (stats kept private for now)   Mired Zapper Eel (stats kept private for now)   Mired Fish School (stats kept private for now)
     

    Rocs

     

    Adult Roc

     
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    • Flying 12
    • Running 4
    • Persuasion 7
    • Instinct 10
    • Memory 10
  • Strength 6
  • Wisdom 5
  • Combat 8
  • Craftiness 4
  • Swimming 2
    • Deception 7
    • Stealth 5
    • Resistance 8
    • Intimidation 8
    • Fate 8
     

    Initiative: 10
    Size: L
    Reduction: 3
    Attack bonus: 0
    Scratch damage: 8
    Defense Air: 12
    Defense Earth: 4
    Defense Water: 2
    Scratch points: 8 / 8

     

    Observed behavior

  • Generally found in pairs.
  • Actions

    • Talon strike
    • 2x Attack. Can be used against enemies in any Environment if Roc is in the Air.
    • Aerial Charge
    • 1x attack +2. Deals piercing damage to the target. Can only be used in Air environment.  
    • Sunlit ascension
    • Free action
      Transfer from Earth to Air

    Felines

     

    Wild cat

     
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    • Flying 0
    • Running 7
    • Persuasion 5
    • Instinct 7
    • Memory 6
  • Strength 6
  • Wisdom 5
  • Combat 8
  • Craftiness 4
  • Swimming 4
    • Deception 6
    • Stealth 6
    • Resistance 6
    • Intimidation 6
    • Fate 6
     

    Initiative: 7
    Size: S
    Reduction: 2
    Attack bonus: 0
    Scratch damage: 8
    Defense Air: X
    Defense Earth: 11
    Defense Water: 8
    Scratch points: 11 / 11

     

    Observed behavior

  • Generally found in prides of 5.
  • Ambushes its prey from Stealth
  • Nocturnal
  • Actions

    • Claw attack
    • 2x Attack.
    • Protect other
    • Free action
      Ally gets 1 Protected. One enemy trying to damage the target will instead be retargeted to this character.  
    • Retaliation
    • Free action
      Gain 1 Retaliate. When you get attacked, you roll one attack against the opponent back.
     

    Scavengers

     

    Ghoul

     
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    • Flying 0
    • Running 5
    • Persuasion 6
    • Instinct 5
    • Memory 4
  • Strength 6
  • Wisdom 3
  • Combat 6
  • Craftiness 5
  • Swimming 6
    • Deception 7
    • Stealth 6
    • Resistance 6
    • Intimidation 5
    • Fate 4
     

    Initiative: 5
    Size: S
    Reduction: 2
    Attack bonus: 1
    Scratch damage: 6
    Defense Air: X
    Defense Earth: 8
    Defense Water: 8
    Scratch points: 8 / 8

     

    Observed behavior

  • Generally found in packs of 4-12.
  • Rudimentary intelligence. Are attracted to battlefields, places with many dead or injured creatures.
  • Actions

    • Elongated claw attack
    • 1x Attack. Upon hit, target rolls Resistance check DC 16. Target is poisoned and attacks with disadvantage.

    Passive abilities

    • Fragile
    • When hit with an attack dealing 6 or more damage (after reduction) in one hit, Ghoul dies.
    • Eyeless
    • Immune to effects causing blindness and disorientation.
     

    Wyvern

     
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    • Flying 6
    • Running 4
    • Persuasion 4
    • Instinct 6
    • Memory 4
  • Strength 4
  • Wisdom 4
  • Combat 6
  • Craftiness 4
  • Swimming 4
    • Deception 4
    • Stealth 5
    • Resistance 4
    • Intimidation 5
    • Fate 6
     

    Initiative: 5
    Size: S
    Reduction: 2
    Attack bonus: 2
    Scratch damage: 6
    Defense Air: 10
    Defense Earth: 5
    Defense Water: 4
    Scratch points: 11 / 11

     

    Observed behavior

  • Very cowardly. Will flee when their SP reaches 5 or less.
  • Will only attack when they have the numbers advantage or are desperate.
  • Rudimentary intelligence. Are attracted to battlefields, places with many dead or injured creatures.
  • Actions

    • Diseased bite
    • 1x Attack. Upon hit, target rolls Resistance check DC 18. Target is Poisoned and Diseased. They attack with disadvantage and can't regenerate their SP until they recover from their Disease.

    Passive abilities

    • Easily terrified
    • Each time a friendly Wyvern is incapacitated, there is a chance the rest will flee.
     

    Swarms

     

    Scouting birds

     
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    • Flying 6
    • Running 2
    • Persuasion 5
    • Instinct 7
    • Memory 6
  • Strength 4
  • Wisdom 5
  • Combat 6
  • Craftiness 5
  • Swimming 4
    • Deception 4
    • Stealth 4
    • Resistance 4
    • Intimidation 5
    • Fate 6
     

    Initiative: 7
    Size: XS
    Reduction: Swarm
    Attack bonus: 0
    Scratch damage: 6
    Defense Air: 7/14
    Defense Earth: 4/8
    Defense Water: 2/4
    Scratch points: 14 / 14

     

    Observed behavior

  • Scouting birds will avoid fighting unless commanded to do so.
  • Trained animals. Will follow commands of their trainer, otherwise retreat when their numbers have dwindled.
  • Actions

    • Overwhelm
    • 3x Attack.

    Passive abilities

    • Permanent Retaliate
    • Each time Scouting birds are attacked, they Retaliate.
    • Dauntless
    • Immune to status effects.
    • Swarm
    • This enemy has two defense values. Overcoming first will deal half damage (rounded down) overcoming the second deals full damage. Piercing damage type will always deal half damage.
     

    Arachnids

     

    Hookleg spider

     
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    • Flying 2
    • Running 3
    • Persuasion 3
    • Instinct 4
    • Memory 3
  • Strength 4
  • Wisdom 1
  • Combat 5
  • Craftiness 4
  • Swimming 0
    • Deception 4
    • Stealth 6
    • Resistance 6
    • Intimidation 5
    • Fate 4
     

    Initiative: 4
    Size: XS
    Reduction: 1
    Attack bonus: 1
    Scratch damage: 5
    Defense Air: 4
    Defense Earth: 5
    Defense Water: X
    Scratch points: 6 / 6

     

    Observed behavior

  • Prefer to attack from Stealth from the ceiling.
  • Terrified of fire.
  • Generally, attack only targets that are webbed to poison them and drag them off.
  • Actions

    • Hookleg
    • 1x attack
    • Bind
    • Target rolls Instinct check DC 15. All attacks lead against them are taken with advantage and they cannot attack. They may use their action to free themselves with Strength check DC 13
    • Bite
    • 1x attack, 1d4 poison damage. Spider infuses an enemy caught in Bind attack with poison. They roll Resistance check 15 DC. They are poisoned and roll all attacks with disadvantage.
     

    Grazing animals

     

    Kastilik

     
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    • Flying 0
    • Running 5
    • Persuasion 3
    • Instinct 6
    • Memory 4
  • Strength 6
  • Wisdom 3
  • Combat 7
  • Craftiness 4
  • Swimming 4
    • Deception 4
    • Stealth 3
    • Resistance 8
    • Intimidation 6
    • Fate 4
     

    Initiative: 6
    Size: L
    Reduction: 4
    Attack bonus: 2
    Scratch damage: 7
    Defense Air: X
    Defense Earth: 5
    Defense Water: 4
    Scratch points: 17 / 17

     

    Observed behavior

  • Kastiliks are herd animals, but they oftentimes can be found mixing in with other grazing animals.
  • Terrified of fire.
  • Extraordinary

    • Legendary resistance: 1 per day
    • Legendary resistance reaction allows the creature to succeed on a saving throw if it would normally fail.
     

    Actions

    • Ram
    • 1x attack. Deals additional 1d4 of Scratch damage. If hits and the enemy is smaller size, the attack continues to another target.
    • Stomp
    • 2x attacks.
    • Retaliate
    • Free action
      Gain 2 Retaliate.
     

    Witless

     

    Air dragon

     
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    • Flying 10
    • Running 8
    • Persuasion 8
    • Instinct 8
    • Memory 7
  • Strength 6
  • Wisdom 5
  • Combat 6
  • Craftiness 5
  • Swimming 6
    • Deception 6
    • Stealth 5
    • Resistance 6
    • Intimidation 5
    • Fate 4
     

    Initiative: 8
    Size: M
    Reduction: 4
    Attack bonus: 1
    Scratch damage: 6
    Defense Air: 12
    Defense Earth: 10
    Defense Water: 8
    Scratch points: 16 / 16

     

    Observed behavior

  • When enraged, unpredictable. Otherwise targets the one who represents the greatest danger in their eyes.
  • Passive abilities

    • Witless fury
    • When the Witless reach 8 scratch points of lower, they become enraged and gain +2 to Scratch damage, access to Rip and Tear action and Permanent Retaliate passive.  
    • Permanent Retaliate
    • Each time Witless is attacked, they Retaliate. Activates only when at 8 Scratch points or lower.
     

    Actions

    • Tooth and claw
    • 2x attack.
    • Rip and tear
    • 3x attacks. May only be usable when at 8 Scratch points or lower.
    • Retaliate
    • Free action
      Gain 1 Retaliate.
     

    Deep sea creatures

     

    Freighorn female

     
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    • Flying 0
    • Running 0
    • Persuasion 5
    • Instinct 5
    • Memory 1
  • Strength 6
  • Wisdom 1
  • Combat 6
  • Craftiness 2
  • Swimming 6
    • Deception 6
    • Stealth 5
    • Resistance 6
    • Intimidation 8
    • Fate 10
     

    Initiative: 5
    Size: S
    Reduction: 3
    Attack bonus: 1
    Scratch damage: 6
    Defense Air: X
    Defense Earth: X
    Defense Water: 10
    Scratch points: 14 / 14

     

    Observed behavior

  • Focuses on fast movement and on threatening displays.
  • Passive abilities

    • Permanent Retaliate 2
    • Each turn Freighorn retaliates against the first two attacks unless they dealt Piercing damage to her.
     

    Actions

    • Jaws
    • 2x attack, +3 damage  
    • Spine spray
    • 2 Targets rolls Instinct check, DC 18. Deal 6 piercing damage to them and everyone hit rolls Resistance check DC 15. On fail, they fall unconscious. At the end of their turn, they may roll Fate check DC 15 to wake up. Can only be used when Spine is regrown  
    • Regrow spine
    • Free action
      Roll 2d4. When 6 or more you may use Spine spray action again. Stacks up to 2.  

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