To those who would seek to conquer beholders or merely understand them, nearly everything about their quarry is unfathomable.
The tarrasque is the most terrible creature known to inhabit the Prime Material Plane.
Tromokratis is The Kraken, imprisoned under the Calamity Bay
Large avian creatures, Axe beaks are common equuivalent to horses, being domesticated for use as mounts, for pulling carts and carriages and for racing.
Giant wolves, also known as Dire wolves or some rare storm wolves, are inhabitants of the northern region of Siniador. They are awe-inspiring creatures that hold a prominent place in the wilderness.
Ethereal beasts are beasts living in the ethereal plane, many say they are the ghost of slain beast when other say they are natural inhabitant of the ehtereal plane.
Unicorns are renowned for their mastery of magic, with their horns acting as vessels for their arcane power.
The Mantis, also known as the Thri-Keen, are an insectoid monstrous humanoid race that primarily lives in the Underdark. They are known for their complex societies and organized structures.
Rajang are found in a very wide range and variety of habitats; but mostly in the Wasted clif. They are rarely seen in the wild due to their lonesome nomadic lifestyle.
Couatls are intelligent celestial serpents with feathered wings.
Archangels are the pinnacle of angels, celestial beings from the upper planes. They are powerful entities of light and goodness, embodying the highest virtues.
Jackal are rare constructs. It is a magical wolf-like creature capable of teleporting and making precision jumps. The jackal is made of shifting sand and magical runes.
Discovered by the Explorers' League, warclaws are magical constructs bound to armor seemingly originating from ancient elven kingdom pre Great Extinction. Assembling the armor will manifest a fierce and loyal mount.
Warforged are constructions, human-sized puppets built at their core with wizardwood and covered in a framework of steel and protected by armor. The use of wizardwood in their creation can grant them the ability to be self-aware
Chromatic dragons are a type of drqgon distinguished typically by a solid, non-reflective coloring of their scales, hence the name.
The dragons in Toriel are different from what a person might imagine in many ways. These majestic creatures are immortal, at least they do not fear the passage of time, but an injury can be fatal.
Gem dragons are a type of drqgon with crystalline scales. They are aloof, solitary, and self-centered.
Metallic dragons are a type of dragon distinguished typically by the color and composition of their scales, that was like that of various metals, hence the name.
Shadow dragons, occasionally referred to as twilight dragons, come into existence when a Dragon's soul becomes bound to a lower plane, which may include the Shadowfel.
Wyverns are winged cousins of drakes, and much like their cousins can appear with multiple elemental tendencies.
Arcanix are genies from the ElemmentalPlane of Weave.
Dao is the name for the elemental Genie of earth. A mage once moved a mountain with the help of a dao, according to legends.
Djinn is the name given to an elemental Genie of Air. A djinn is a type of powerful air elemental that can be found in the Elemental Plane of Air.
Efreet are genies from the Elemental Plane of Fire. When summoned, they do not grant wishes, unless the summoning party wishes to die. These creatures are undoubtedly intelligent.
The influence of planes sometimes manifests in beings who, through an accident of birth, carry the power of the planes in their blood. The genasi are one such people, the offspring of genies and mortals.
Genie is a hypernym used to refer to the inhabitants of the elemental planes of the forces of nature: Earth, Air, Water, Fire, Weave.
Marids are powerful genies native to the Elemental Plane of Water.
The proud race of creatures known as centaurs combines the speed and strength of horses with the determination and intelligence of humans.
Dryads are mysterious fey both shy and alluring, whose powers of beguilement are as famed as their harmony with nature.
Tall, graceful, and extraordinarily beautiful, the elves claim the forest of their ancestors.
Ingenious and full of energy, gnomes are considered to be distant descendants of the fey. Slightly shorter than the halfling, and with long pointy ears similar to the elves.
Satyrs have a well-earned reputation for their good spirits, gregarious personalities, and love of revels. Most satyrs are driven by simple desires, to see the world and to sample its every pleasure.
The Yordle are a race of fey creature who generally take the appearance of mammalian bipeds.
The Feywild is home to many fantastic peoples, including fairies. Fairies are a wee folk, but not nearly as much so as their pixie and sprite friends.
The succubus are a species of seductive and sadistic devil. They exist to seduce and tempt mortals and ultimately take their life energy back to the seven hells.
Demons are chaotic evil fiends from the Abyss.
Since the end of the Draco-Giant war the cloud giant were casted to the Giant Island, and banned from their cloud castles that used to drift across the sky.
The fire giants were the officers, engineers, and crafters of ancient Ostoria. Their position and unparalleled skill, along with their domineering outlook, make them haughty and arrogant.
Frost giants dwell in the remote, frozen places of the world. Anything warmer than the flesh of a recently killed elk is as flame to them.
The saga of giantkind began in the dawn of the world. Elves had yet to set dainty foot out of the fey realm when the thunder of the giants’ steps shook the world to its bones.
Hill giants live to eat. Anyone who understands this one fact about them knows everything there is to know.
Stone giants — reclusive, reflective, and inscrutable — take pains to remain apart from the world of sunlight and sky. Only when they’re surrounded by stone do they consider themselves to be in reality.
Storm giants, the most powerful and majestic of giant-kind, are also the most aloof and the least understood.
Firbolg clans cloister in remote forest strongholds, preferring to spend their days in quiet harmony with the woods. When provoked, firbolgs demonstrate formidable skills with weapons and druidic magic.
In the past, ogres were organized in societies and held significant influence, standing alongside dragons and giants as one of the most important civilizations before the devastating War of the Ancients.
The orcs are a prolific and physically powerful race. Originally a shamanistic people cultivating a primitive clan-based society, the orcs were corrupted by Baphomet
Trolls are a ravenous, predatory species of giant humanoid found throughout almost all the regions and types of climates in Toriel, from arctic wastes to tropical jungles, and come in several sub-species.
Aasimar are heritage of celestial walking Toriel's land. More often than not, they're not the direct child of a celestial, but in their distant lineage.
Chagenlling are beings able to take on the form of any humanoid they please. This transformation is no mere illusion able to be shattered with a simple spell, but an authentic and complete metamorphosis.
Born of dragons, as their name proclaims, they were Shaped by dragon wizards. The dragonborn, are not the children of the dragon, any who dare to make that mistake will have to fear their wrath.
Ancient and dauntless as the mountains they call home. Unlike the elves, the dwarves built their kingdoms deep within the northeastern mountains. Adept with metalworking and jewel crafting, the dwarves created countless cities in the Mountains.
Gith are inhabitants of the Plane of the Weave, also known as the Astral Plane. The story of the gith is rooted in a cruel twist of cosmic fate.
The Goliaths of Toriel are tall, daunting, yet peaceful people. Adapted to the coldest climates, the goliaths are rarely seen as they settle on land no one else would dare to go.
Anyone who has spent time around halflings, and particularly halfling adventurers, has likely witnessed the storied “luck of the halflings” in action.
No doubt humans are the most common in Toriel, from the tundra up north, to the vast desert to the south, they can be found in most locations.
Kalashtar are a compound race created from the union of humanity and renegade spirits from the plane of dreams — spirits called quori. Kalashtar are often seen as wise, spiritual people with great compassion for others.
Shorter than a halfling but of similar build, this orange-skinned humanoid has a reptilian head. In its hand it wields a dagger big enough to serve it like a short sword.
Merfolk tribes and kingdoms span the world, and their people are as varied in color, culture, and outlook as the human races of the surface.
To be greeted with stares and whispers, to suffer violence and insult on the street, to see mistrust and fear in every eye: this is the lot of the tiefling. Tieflings know that this is because of more often than not ancient fiendish lineage.
Tritons guard the ocean depths, building small settlements beside deep trenches, portals to the elemental planes, and other dangerous spots far from the eyes of land-bound folk.
The aarakocra, sometimes called birdfolk, evoke fear and wonder. Many aarakocra aren’t even native to the Material Plane. They hail from a world beyond — from the boundless vistas of the Elemental Plane of Air.
Grungs are aggressive froglike humanoids found in rain forests and tropical jungles. They are fiercely territorial and see themselves as superior to most other creatures.
Hadozees’ progenitors were awakened mammals of the beastlands no bigger than house cats. Nowadays hadozees are bipedal natural climbers.
Harengons originated in the Feywild, where they spoke Sylvan and embodied the spirit of freedom and travel.
The most diplomatic and good natured of all the folk of the feywild, hedges like to live quiet lives in villages throughout the Woods.
Jerbeens are small mouse-like folk with long, furred tails that help them balance.
Kenku are a crow-like race with dark feathers and sharp minds. Their reputation in the Autumn Court society is nothing short of villainous, and they are regularly cast as the antagonists of any given situation.
Only a fool looks at the lizardfolk and sees nothing more than scaly humanoids. Their physical shape notwithstanding, lizardfolk have more in common with iguanas or dragons than they do with humans, dwarves, or elves.
These resilients and proud fish-folk have endured war, slavery, and mistreatment at the hands of other aquatic creatures. They dwell in submerged tribal communities along the coast and hunt both above and below the water.
The humanoid elephants called loxodons are often oases of calm in the busy streets of Hobgoblin city. Their serene wisdom, is a tremendous asset to the hobgoblins, that value their well been.
Naturally curious, mapachs are a medium-sized racoon-like race. They are crafty, hearty, and tough, but their true strength lies in the potential they see when looking at the world around them.
Owlin are an owl-like race with silent feathers and agile bodies. Distant kin of giant owls from the Beastland, owlin come in many shapes and sizes, from petite and fluffy to wide-winged and majestic.
Sahuagin, also known as the sea devils or fish head, are an intelligent race living in underwater cities of Sahuanoyin the Calamity Bay.
Shifters are sometimes called the weretouched, as they are the descendants of humans and lycanthropes. Whatever their origins, shifters have evolved into a unique race.
Hailing from the World Tree Woods within Green earth, tabaxi are feline-like humanoids driven by honor and curiosity. Most tabaxi remain in their homeland, content to dwell in the branch of the giant trees, their clans prospering safely up there.
Tortles have a saying: “We wear our homes on our backs.”. Tortles don’t have a unified story of how they were created, but they all have a sense of being mystically connected to the natural world.
Vulpins are fox-like in appearance, with light builds and sharp fangs. Vulpins have earned a bad reputation that isn’t entirely deserved. Much of this stems from the fact that vulpins are ambitious.
Gnolls remind the world of the horrors posed by the hordes of the Abyss, and the damage that even the briefest demonic incursion can inflict on the world.
One of the most ancient and feared of all curses, lycanthropy can transform the most civilized humanoid into a ravening beast.
The minotaurs are strong in body, and courage. They are at home on the battlefield, willing to fight to their death. They combine a burning fury in battle with enormous strength.
The serpent creatures known as yuan-ti are an ancient civilization. Ages ago, during the dragon era, they prayed their god for protection, and a new god arose for the Yuan-ti, Sseth, granting them protection during the era of dragons.
Goblin occupy an uneasy place in a dangerous world, and they react by lashing out at any creatures they believe they can bully. Cunning in battle and cruel in victory, goblins are fawning and servile in defeat.
Hobgoblin are tall goblinoids, loosely resembling goblins, but are the complete opposite. Cowardice is more terrible to hobgoblins than dying, for they carry their living acts into the afterlife.
Yetis are large, furry humanoid monstrositiees that usually stalk alpine peaks in a ceaseless hunt for food. Their snow-white fur lets them move like ghosts against the frozen landscape.
The griffin resembles a combination of a ferocious cat and a giant bird. It usually inhabits primeval highlands and builds nests on unreachable mountain summits. The griffin preys on large mammals and fiercely defends its hunting grounds.
Hippogriffs are chimeric magical beasts related to griffons. However, they possess the physical characteristics of horses, rather than lions. Hippogriffs are highly intelligent beings; far more than mere "mounts"
Simic hyrid are strange hybrid, part monstruosity part human they are among the rarest sight in Toriel.
Shaelmaar is a large creature that spends most of its life underground in burrow tunnels leaving only at times. It's sometimes used to entertain crowds in the arenas against human opponents.
Plasmoids are a type of ooze that are believed to have developed from Juiblex, the demon lord of slime and ooze. They possess a unique ability to alter their shape at will, and are said to have developed sentience and intelligence.
A Death knight is a mighty warrior animated as an undead creature by powerful evil entities. They are most commonly created from evil humanoids who in life had been incredible warriors, generally fighters or paladins fallen from grace.
A lich is a powerful creature who has been preserved as an undead through a powerful ritual that trapped its soul in a vessel called a phylactery. A lich who fails to regularly feed souls to its phylactery fades into a demilich.
Raised by dark rituals, the mummy serves their master for as long as their master lives. A rare sight in Toriel, the mummy is an undead trapped in decomposing flesh.
Banshees are incorporeal undead elf and human women, known for their unholy screams. Elf banshees have existed since the time of the War of the Ancients. The male counterpart of the banshee is the spectre.
Ghosts were the souls of a deceased sentient creature that had been bound to haunt a specific area, object, or creature that held significance to them when they were alive.
Sometimes adventurers must put to rest ghosts who haunt the living. Wraiths appear near cemeteries or in homes they inhabited during their lives. They usually have no memories and are guided strictly by hatred towards the living. May they rest in peace.
There are two types of vampires, but the vast majority of people is totally unable to differentiate them, as they are similar enough for the common folk to be unable to tell the difference.
Comments