Creatures
Explore the beasts and supernatural beings described in the books.
Beasts
Hepsini gör →KarakterBarutThe great black dog of the warrior Hermes in the Sürgün Günlükleri campaign, big enough to carry his master, who bears the company's loads beneath the dwarven mountains and later stands with the defenders at Osterhn.KarakterBoboA small former circus bear in the Mürekkep ve Çelik campaign, left to Castor and Glanfall by their comrade Roland, whose growth was halted by elven runes around its neck and who follows Glanfall everywhere.YaratıkDarkness pantherA large horned, two-tailed panther-like beast of the New World in the Yeni Dünya campaign, which hides its young in a darkness that no lantern can pierce, met by the party in the Alaztaşı mine outside Aquila.KarakterKısmetA wolf of the Sürgün Günlükleri campaign, found as an injured pup in a plundered inn at Dik Nehir by Kemp Corvus, Sarah and Ephorus, who raised him as their travelling companion from Gromkar to the dwarven mountains and back to Osterhn.
YaratıkBlizzard WolfA swift wolf at home in the snow, one of the forms that the druids of the Circle of Fraza can take, alongside the frost bear and the sleet catcher.
YaratıkFrost BearA mythical bear whose majestic form the druids of the Circle of Fraza can take, alongside the blizzard wolf and the sleet catcher.YaratıkAshari ChargerA strong, fearless breed of horse from Whitefall, created ages ago from a mare that the elf lord Fangol Silvarel gave to Count Valigrant Welsh, and arguably the best horse to be found in the Empire.YaratıkSleet CatcherA winged hunter with a frost-cold beak and gripping talons, one of the forms that the druids of the Circle of Fraza can take, alongside the frost bear and the blizzard wolf.
Constructed beings
Hepsini gör →KavramAutomata of Avlor AtenThe mindless working machines of the Geroni city of Avlor Aten in the Yeni Dünya campaign, which guard its streets, carry loads, tend gardens and draw carriages, from the armed guard-machines to the servitors and labourers.EserForest automaton carrierA great Geroni automaton of the Yeni Dünya campaign that comes through the forest at dawn, without a driver, to carry a band of travellers and the head consul Orpi on its back to Perses Castle.EserSafirA small clockwork dragon of the Yeni Dünya campaign, built by the gnome engineer Finli around a rune-bearing sapphire heart, which moves as if alive, lights fires with its breath and scouts for him.YaratıkTahsildarThe armed guardian automata of the Geroni cities in the Yeni Dünya campaign, tall bronze-like war machines first built for the old wars against the Inran, which fight by written protocols unless an operator commands them.
YaratıkChicken-legged CauldronA small living cauldron that walks on chicken legs and follows an Esurien Crone wherever she goes, holding the bones she gathers to feed on.YaratıkSand HomunculusA humanoid servitor shaped from loose earth and animated by the Sandshapers, sorcerers whose magic comes from the crystalline dunes of the Desert of Time.
Monsters
Hepsini gör →YaratıkGreat black water snakeA huge black water snake of the Zincirsiz campaign that rises from a small forest lake near Sınır Sapı at Lady Teresa's call, carries visitors in its mouth to the caves beneath, and lends its voice to the forest spirit Aqua.YaratıkLinked-body mimicsFive shape-changing beings of the Yeni Dünya campaign that take the faces and voices of a band of adventurers in Aquila, and whose bodies share every wound, so that a blow to one is felt by all.
YaratıkDune ChimeraA huge armoured predator of the deserts left by the Desolation, twisted by the sands and feared as the most terrifying living thing there after the legendary Fe’rekh.
YaratıkEsurien CronesVulture-headed witches of the southern deserts who were once human. Cursed with a hunger nothing can satisfy, they feed on carrion scraped from old bones and live in caves buried under the sand.
YaratıkKre’anGiant guardians of bark, vines, thorns and soil that ancient forests raise to defend themselves; they have no will of their own and melt back into the forest when their task is done.
YaratıkSinful AngelA grotesque abomination born when an attempt to summon an angel goes wrong and the angelic essence fuses with an impure human vessel. It wails in anguish, spreads dread, and perishes within a day of its emergence.
YaratıkSkin StealerAn evil fey being born of a union between humans and dream walkers. It flays its victims, wears their skin and slowly takes on their memories, until it can perfectly copy their manner.YaratıkDoppelgangerA shapechanger whose kind can be told apart from others, such as the werewolf, by the scent it gives off.YaratıkDragonProud and cunning winged beasts whose magic is held to be the pinnacle of raw magical power. The northerners hunt them, smiths seek their fire, scholars write about them, and a few great dragons have left their mark on the Empire's mercenaries.YaratıkHydraA monstrosity reported in the Crater of Mortenox, where the hunter Davos Fratz is seeking a way in to hunt it; a hydra also killed a noble's family as they swam in a lake.
Otherworldly beings
Hepsini gör →KarakterAquaThe fey spirit of the forest of Sınır Sapı in the Zincirsiz campaign, born of water and dwelling mostly beneath it, whose heart is tied to the region's plenty and who lent that heart to the mage Jonathan River against a common enemy.YaratıkDark silhouette of the clearingA lightless being in human shape seen in a forest clearing in the Yeni Dünya campaign, which seems cut out of reality itself and draws the shadows of the dead into itself; it is known as the Voidborn.KarakterMind flayer of Sınır SapıA nameless mind flayer of the Zincirsiz campaign who worked from a cave beneath the forests of Sınır Sapı with drow at its side, sought a buried object tied to the town's plenty, and bargained with the mage Jonathan River.KarakterSpirit of the buried roomsA smoky, half-formed warrior spirit in heavy armour and chains in the Zincirsiz campaign, which barred the way out of buried rooms near the mountain of the orc Azbo and tested whether intruders were worthy to leave.KavramThe ArchitectA mysterious being of the Sürgün Günlükleri campaign to whom O.C. credits some fifty volumes recording the fated events in the lives of unusually lucky people; what the Architect is remains unknown.KarakterTurşuThe owl-shaped summoned spirit of the mage Katherine in the Sürgün Günlükleri campaign, a dark brown bird with honey-coloured eyes that scouts for her and lets her see through its eyes.
YaratıkDrought ManifestationA Voidborn manifestation of drought, a colossal being with a bloated belly and a parched body whose endless thirst withers plants, empties water sources and kills animals for a mile around it.
YaratıkFer’ekhThe Great Worm, an ever-hungry entity of entropy that grants power to those who make a pact with it and expects them to feed it in return.
YaratıkSinful AngelA grotesque abomination born when an attempt to summon an angel goes wrong and the angelic essence fuses with an impure human vessel. It wails in anguish, spreads dread, and perishes within a day of its emergence.
YaratıkWrath ManifestationA Voidborn manifestation of wrath, a dark red and black, horned and spiked being that hovers above the ground.
Undead
Hepsini gör →Creatures içindeki her şey
64 maddeden 64 gösteriliyor
A
- AquaThe fey spirit of the forest of Sınır Sapı in the Zincirsiz campaign, born of water and dwelling mostly beneath it, whose heart is tied to the region's plenty and who lent that heart to the mage Jonathan River against a common enemy.
- Ash GuardAn undead warrior raised from a humanoid corpse by an Ashkeeper monk's mastery of the remnant ki that lingers in the dead.
- Ashari ChargerA strong, fearless breed of horse from Whitefall, created ages ago from a mare that the elf lord Fangol Silvarel gave to Count Valigrant Welsh, and arguably the best horse to be found in the Empire.
- Automata of Avlor AtenThe mindless working machines of the Geroni city of Avlor Aten in the Yeni Dünya campaign, which guard its streets, carry loads, tend gardens and draw carriages, from the armed guard-machines to the servitors and labourers.
- The ArchitectA mysterious being of the Sürgün Günlükleri campaign to whom O.C. credits some fifty volumes recording the fated events in the lives of unusually lucky people; what the Architect is remains unknown.
B
- BarutThe great black dog of the warrior Hermes in the Sürgün Günlükleri campaign, big enough to carry his master, who bears the company's loads beneath the dwarven mountains and later stands with the defenders at Osterhn.
- Blizzard WolfA swift wolf at home in the snow, one of the forms that the druids of the Circle of Fraza can take, alongside the frost bear and the sleet catcher.
- BoboA small former circus bear in the Mürekkep ve Çelik campaign, left to Castor and Glanfall by their comrade Roland, whose growth was halted by elven runes around its neck and who follows Glanfall everywhere.
- Bone HoundA small undead hound with keen hearing and smell that never ages or sickens and needs no food, water or air; it can serve a spellcaster as a familiar.
- The BankerAn enigmatic and formidable entity that grants power to mortals and deals with them much like a bank, accepting every form of currency and prizing souls above all.
C
- CelestialsPure, lawful and reasonable beings of other planes, whom mortals may bind into objects or places by holy rites or by heinous ones, and from whom the strongest devils often originate.
- Chicken-legged CauldronA small living cauldron that walks on chicken legs and follows an Esurien Crone wherever she goes, holding the bones she gathers to feed on.
D
- Dark silhouette of the clearingA lightless being in human shape seen in a forest clearing in the Yeni Dünya campaign, which seems cut out of reality itself and draws the shadows of the dead into itself; it is known as the Voidborn.
- Darkness pantherA large horned, two-tailed panther-like beast of the New World in the Yeni Dünya campaign, which hides its young in a darkness that no lantern can pierce, met by the party in the Alaztaşı mine outside Aquila.
- Demon PrincesDemonic entities of immense power whose bodies and belongings are prized in world-altering magic; capturing one is counted among the highest honours by many clergies of the Lands of Exile.
- DemonsMalevolent, destructive beings of the Abyss whose very existence threatens the balance of the multiverse, and whose binding is among the most dangerous magical practices known.
- DevilInfernal beings of law with an immortal essence, bound by methodical rites and known for their contracts; the strongest of them often originate from celestials.
- DoppelgangerA shapechanger whose kind can be told apart from others, such as the werewolf, by the scent it gives off.
- DragonProud and cunning winged beasts whose magic is held to be the pinnacle of raw magical power. The northerners hunt them, smiths seek their fire, scholars write about them, and a few great dragons have left their mark on the Empire's mercenaries.
- Drought ManifestationA Voidborn manifestation of drought, a colossal being with a bloated belly and a parched body whose endless thirst withers plants, empties water sources and kills animals for a mile around it.
- Dune ChimeraA huge armoured predator of the deserts left by the Desolation, twisted by the sands and feared as the most terrifying living thing there after the legendary Fe’rekh.
E
- ErdentreeAn ancient fey spirit in the form of a golden elk, freed from the Feywild by adventurers working for the Circle of Lunara, whose rescue gave birth to the Servants of the Moonlit Circle.
- Esurien CronesVulture-headed witches of the southern deserts who were once human. Cursed with a hunger nothing can satisfy, they feed on carrion scraped from old bones and live in caves buried under the sand.
F
- Fer’ekhThe Great Worm, an ever-hungry entity of entropy that grants power to those who make a pact with it and expects them to feed it in return.
- FeyCreatures of pure chaos and mischief, first made as motifs in the dreams of mortals, who embody the creativity of creation; volatile, deeply magical and fond of playing with the truth.
- Forest automaton carrierA great Geroni automaton of the Yeni Dünya campaign that comes through the forest at dawn, without a driver, to carry a band of travellers and the head consul Orpi on its back to Perses Castle.
- ForgottenThe dead who walk with their souls and their memories intact. Unlike the mindless dead, a forgotten remembers everything, looks as they did in life but paler and cold, does not age, and must hold to a purpose or slowly lose their mind again.
- Frost BearA mythical bear whose majestic form the druids of the Circle of Fraza can take, alongside the blizzard wolf and the sleet catcher.
G
- Gravewalker ForgottenA subrace of the forgotten who have risen from their graves for unknown reasons and walk among the living, their undeath subtle enough that they can choose to live within society.
- Great black water snakeA huge black water snake of the Zincirsiz campaign that rises from a small forest lake near Sınır Sapı at Lady Teresa's call, carries visitors in its mouth to the caves beneath, and lends its voice to the forest spirit Aqua.
- Greater DemonsDemons of immense power and innate magic whose body parts, and the things they have touched, are highly valued in certain rituals and world-altering spells.
H
- Hourglass ScorpionA small scorpion that burrows through the ground, senses its surroundings through the earth and carries a venomous sting.
- HydraA monstrosity reported in the Crater of Mortenox, where the hunter Davos Fratz is seeking a way in to hunt it; a hydra also killed a noble's family as they swam in a lake.
I
- Ibn-i Fer’ekhA five-foot Voidborn worm, a miniature replica of the Great Worm Fer'ekh, summoned by those bound to it; it senses living beings, bores through rock and can hide inside a willing host.
- ImpA minor otherworldly being so easily called that even a mundane person with little or no arcane knowledge can summon one by following simple steps.
K
- KısmetA wolf of the Sürgün Günlükleri campaign, found as an injured pup in a plundered inn at Dik Nehir by Kemp Corvus, Sarah and Ephorus, who raised him as their travelling companion from Gromkar to the dwarven mountains and back to Osterhn.
- Kre’anGiant guardians of bark, vines, thorns and soil that ancient forests raise to defend themselves; they have no will of their own and melt back into the forest when their task is done.
- KrivarHuman-sized, ant-like beings that walk on two legs, descended from elves who survived the Desolation, fed on corrupted sand ants and fled underground, where their bodies changed and their minds unravelled.
L
- Linked-body mimicsFive shape-changing beings of the Yeni Dünya campaign that take the faces and voices of a band of adventurers in Aquila, and whose bodies share every wound, so that a blow to one is felt by all.
M
- Mind flayer of Sınır SapıA nameless mind flayer of the Zincirsiz campaign who worked from a cave beneath the forests of Sınır Sapı with drow at its side, sought a buried object tied to the town's plenty, and bargained with the mage Jonathan River.
- MusesBeings sought in vain by the bard Gazelle the Lamenter, who put massive bounties on their heads in his search for inspiration.
P
- Pereque DrownerA grotesque undead that haunts swamps, lakes and rivers, risen from the corpse of someone who met a watery death; drowners are said to have first come from Lake Pereque.
- PixiesMagical beings of the fey realms whose dust is used in fey-trapping devices and whose magic some have sought for artistic inspiration.
- PseudodragonA creature kept as a pet and companion, which its owners count as a great privilege.
R
- Restless WatcherA mindless, fiendish guard made from a humanoid corpse through an infernal binding, bound to protect one place against intruders. Many infernalists know the rite.
S
- SafirA small clockwork dragon of the Yeni Dünya campaign, built by the gnome engineer Finli around a rune-bearing sapphire heart, which moves as if alive, lights fires with its breath and scouts for him.
- SahuaginMonstrous creatures known from their raid on the town of Mossentry and from a perilous encounter on a voyage to the Islands of Farr.
- Sand HomunculusA humanoid servitor shaped from loose earth and animated by the Sandshapers, sorcerers whose magic comes from the crystalline dunes of the Desert of Time.
- Sand MimicA small, shapeless creature that can take the form of an ordinary object and, while it keeps still, cannot be told apart from one.
- Sinful AngelA grotesque abomination born when an attempt to summon an angel goes wrong and the angelic essence fuses with an impure human vessel. It wails in anguish, spreads dread, and perishes within a day of its emergence.
- Skin StealerAn evil fey being born of a union between humans and dream walkers. It flays its victims, wears their skin and slowly takes on their memories, until it can perfectly copy their manner.
- Sleet CatcherA winged hunter with a frost-cold beak and gripping talons, one of the forms that the druids of the Circle of Fraza can take, alongside the frost bear and the blizzard wolf.
- Spirit of the buried roomsA smoky, half-formed warrior spirit in heavy armour and chains in the Zincirsiz campaign, which barred the way out of buried rooms near the mountain of the orc Azbo and tested whether intruders were worthy to leave.
- StainedBeings corrupted by the Void rather than born of it, who try to regain material form and names by consuming the essence of existing things, a hunger their own taint makes endless.
- Storm GiantsGiants remembered in the legend of the weapon Wrath of the Storm, which is said to have ended a war against them.
T
- TahsildarThe armed guardian automata of the Geroni cities in the Yeni Dünya campaign, tall bronze-like war machines first built for the old wars against the Inran, which fight by written protocols unless an operator commands them.
- TurşuThe owl-shaped summoned spirit of the mage Katherine in the Sürgün Günlükleri campaign, a dark brown bird with honey-coloured eyes that scouts for her and lets her see through its eyes.
U
- UskanSmall, dragon-like desert hunters descended from the wyverns that elves once tamed as mounts and beasts of burden, before the Desolation scattered them.
V
- VeilwraithAn aberrant creature that hunts those who meddle with time and reality, drawn by the unstable Veilshard crystals that ritualists use to glimpse other realities.
- VoidbornEntities of inexistence born from the Dark One's hatred of existence, maddening to behold and ill-suited to the material world, which they reach only briefly unless cultists anchor them there.
W
- WeresharkA lycanthrope that changes between a humanoid form and the form of a shark. Like other lycanthropes it is ruled by the moon, though the wisdom of the Fraza can teach it control.
- WerewolfA lycanthrope that changes between a humanoid form and the form of a wolf. In the north, those of Fran blood can learn to master the curse and become the revered warriors called ulfhednar.
- Wrath ManifestationA Voidborn manifestation of wrath, a dark red and black, horned and spiked being that hovers above the ground.
Z
- ZherksitesSpecially modified zombies hired out as assassins; robed and bandaged to pass in a crowd, they hunt down a single target and burst in a spray of acid beside it.
