Bestiary (Shard Ne'Vaal Supplement)

Monsters By Type

Animate

Construct
  • Golems constitute a wide variety of constructs. The amount of artificial life in the Old World was heavily encouraged, particularly during the Age of Kings to supplement opulent lifestyles. The number of constructs peaked around the middle of the Age of Pawns (~2,350 BG). Many were supposed to be scrapped but a lot of times, they were wantonly released or left abandoned. After the Old World, many still roamed as they were hardy enough to survive the Gorge. It is harder to manufacture them due to the lack of arcane energy however.
Undead

Beast

  • Bulettes[3] are land-based squaline creatures which roamed the plains of the Dasoon continent. Few exist in Shard Ne'Vaal, and are often seen only along the trunk level of shards.
Elemental

Humanoid

Elves
Humans
Aquatic
  • Sahuagin[11] are piscine people who plagued coastal cities and warred against port masters for the longest time. They sometimes partnered with morkoths but often would also be eaten by them as well.
  • Sea hags are ugly beings who know the key to charm their prey into their grasp. They are found on seasides as well as inner swamplands and lakes.
Undead
  • Crypt things are strange tricksters who reside within ancient ruins that house funerary remains. They are said to be guardian undead formed to protect final resting places for the rich and powerful who animate them.

Magical Beast

  • Morkoths are hunters of the deep who lived in the deeper seas around the north and central seas of the Old World. After the Gorge, few are left and mainly reside at the root layer where remnants of their labyrinths remain.

Shard Ne'Vaal Navigation
Shard Ne'Vaal Campaign Settingv
Players' Handbook Races, Languages, Classes, Backgrounds, Themes, Magic, Psionics, Religion, Literature, Legends and Lore
Shard Ne'Vaal Crash Course History, Geography, Climate, and the World, Bestiary, Flora, Factions, Calendar and Holidays, Cosmology and the Planes, Politics and Law
Dungeon Master's Guide About, Items of Legend, Campaign Ideas, Consumables, Sample Places, NPCS, Variant Rules
There are no things which are certain save the end, not in nature nor in science.
Scholar Esidius, Ferngus Convention



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References

  1. Monster Manual, p. 234
  2. Monster Manual, p. 274–275
  3. Monster Manual, p.38
  4. MM, p.142
  5. Monster Manual p. 106
  6. Monster Manual p.162
  7. Monster Manual, p.163
  8. Dungeon 155, H1: Realms Conversion, p.7
  9. Dungeon 155, H1: Realms Conversion, p.7,
  10. Dungeon 155, H1: Realms Conversion, p.7
  11. Monster Manual, p.224
gollark: First they came for the song-lyric people, and I did not speak out, because I did not post song lyrics.Then they came for the linkers, and I did not speak out, because I did not post links.Then they came for the people asking for an offer they accidentally declined, and I did not speak out, because I did not ask for offers I accidentally declined.Then they came for me—and there was no one left to speak for me.
gollark: *broken*
gollark: According to my personal research, wants *are*:* stuff the moderator who posted last agrees withand wants are *not*:* stuff the moderator who posted last disagrees with* stuff people want to use the box for
gollark: "I know because I am a moderator, which means I am always right."
gollark: "You can totally derive half a page of rules from that one sentence and snippets of 6-year-old banning-actual-site-features T&C!"
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