Bestiary - all worlds
A big thank you to Aim and DingosTrash for brainstorming with me on the lore for those that lack it!
This page will update when more beasts are added.
This bestiary will include all animals and beasts from all over the Aora galaxy worlds.
Yes there will be stats to these, because no I will not have a separate page for it. Just know that DMs might scale up or scale down stats on beasts to make it fun and challenging for their party/campaign. So don't rules lawyer your DM, thank you.
This bestiary will include all animals and beasts from all over the Aora galaxy worlds.
Yes there will be stats to these, because no I will not have a separate page for it. Just know that DMs might scale up or scale down stats on beasts to make it fun and challenging for their party/campaign. So don't rules lawyer your DM, thank you.
Wejo - earth element - magical beast.
The name is toimendos, meaning 'fearless leaf', was given to this small yet aggressive beast. It's high agility makes it a nuisance to deal with, and most people try to give it a wide berth because of this.
Its thorny tail can cause severe rashes in those allergic to it.
Wejo is a magical beast, and will cast "absorb" when it feels it's life force dangerously low. The spell takes the form of a flower blooming on the victim's body and life energy will be transferred to the wejo slowly but surely. To stop the transfer, it's best to do away with the wejo. Do no attempt to remove the bloom, it will harm the victim further. After defeating the wejo, the bloom will wither and fall out on its own.
Base stats:
Health points: 10
Dex: +2
Int: +1
Movement: 6 squares per round.
Skills:
Absorb - range 4 squares.
2hp dmg to target afflicted and 2hp restored to the wejo per round.
The name is toimendos, meaning 'fearless leaf', was given to this small yet aggressive beast. It's high agility makes it a nuisance to deal with, and most people try to give it a wide berth because of this.
Its thorny tail can cause severe rashes in those allergic to it.
Wejo is a magical beast, and will cast "absorb" when it feels it's life force dangerously low. The spell takes the form of a flower blooming on the victim's body and life energy will be transferred to the wejo slowly but surely. To stop the transfer, it's best to do away with the wejo. Do no attempt to remove the bloom, it will harm the victim further. After defeating the wejo, the bloom will wither and fall out on its own.
Base stats:
Health points: 10
Dex: +2
Int: +1
Movement: 6 squares per round.
Skills:
Absorb - range 4 squares.
2hp dmg to target afflicted and 2hp restored to the wejo per round.
Durkera - rock element - non-magical beast
The name is likan, meaning 'dark sharp root.' This beast is somehow placed in the same family tree as the wejo, due to the root legs both animals share. The durkera however burrows and moves sluggishly, as if always considering its options.
It's common for miners to have to check for its burrows before they begin work, as durkera sneaks into work sites during the night. The animal seems to enjoy deliberately messing with people.
Mapreture also have a name for these ill-intentional beasts, Jasna, meaning black rock.
Handling these is dangerous because of their spines, tusks, claws, and horn, root-ears that can grab onto things.
Base stats:
Health points: 20
Con: +2
Int: +1
Movement: 2 squares per round.
Skills:
Burrow - Uses one turn to burrow underground, while underground can move 4 squares per round. Uses one turn to surface, damaging anyone standing in the same square for 1d6 dmg.
(The DM rolls randomly for where it emerges)
The name is likan, meaning 'dark sharp root.' This beast is somehow placed in the same family tree as the wejo, due to the root legs both animals share. The durkera however burrows and moves sluggishly, as if always considering its options.
It's common for miners to have to check for its burrows before they begin work, as durkera sneaks into work sites during the night. The animal seems to enjoy deliberately messing with people.
Mapreture also have a name for these ill-intentional beasts, Jasna, meaning black rock.
Handling these is dangerous because of their spines, tusks, claws, and horn, root-ears that can grab onto things.
Base stats:
Health points: 20
Con: +2
Int: +1
Movement: 2 squares per round.
Skills:
Burrow - Uses one turn to burrow underground, while underground can move 4 squares per round. Uses one turn to surface, damaging anyone standing in the same square for 1d6 dmg.
(The DM rolls randomly for where it emerges)
Jatticeres - earth element - non-magical beast
The name comes from likan explorers who saw the timid beast and named it 'danger flower,' due to it's cactus tail. The jatticeres can survive days up to a full week with no water, due to this tail. The juices and meat inside it also have medicinal properties, as do the flowers.
With it's long hind legs, it can leap decently far to evade anything that isn't scared away by its spiky tail. The petals growing from its ears are capable of picking up on the smallest vibrations, alerting it to new presences.
These beasts will not attack unless provoked or spooked, and even then it's a higher chance that it will flee.
Base stats:
Health points: 10
Dex: +2
Cha: +1
Movement: 6 squares, or one 5 squares leap + 3 squares.
Skills:
Restorative Dust - Range, immediate vicinity. Using the flowers on its tail, the jatticeres can produce puffs of pollen that can restore 1d6 HP to those right next to it. This can't be spooked out of the beast, it has to do it voluntarily.
The name comes from likan explorers who saw the timid beast and named it 'danger flower,' due to it's cactus tail. The jatticeres can survive days up to a full week with no water, due to this tail. The juices and meat inside it also have medicinal properties, as do the flowers.
With it's long hind legs, it can leap decently far to evade anything that isn't scared away by its spiky tail. The petals growing from its ears are capable of picking up on the smallest vibrations, alerting it to new presences.
These beasts will not attack unless provoked or spooked, and even then it's a higher chance that it will flee.
Base stats:
Health points: 10
Dex: +2
Cha: +1
Movement: 6 squares, or one 5 squares leap + 3 squares.
Skills:
Restorative Dust - Range, immediate vicinity. Using the flowers on its tail, the jatticeres can produce puffs of pollen that can restore 1d6 HP to those right next to it. This can't be spooked out of the beast, it has to do it voluntarily.
Jotio - earth element - non-magical beast
The name comes from toimendos, and means leaf land.
This stout and sturdy beast lives on the steppes, where it's leaf-covered body allows it to carry around its own shelter. It will dig its legs into the soil, and cover itself with its tail. This makes it look somewhat like a bush while it rests and absorbs water. Jotio can carry huge amounts of water in its foliage, though it makes it prone to be struck by lightning.
These beasts are peaceful, and will not attack unless provoked. Usually only provoked if people step on them, or pull leaves out of its body.
Base stats:
Health points: 20
Str: +1
Con: +2
Movement: 3 squares.
Skills:
Charge - range immediate vicinity, 1 target. 1d6 dmg to 1 target.
The name comes from toimendos, and means leaf land.
This stout and sturdy beast lives on the steppes, where it's leaf-covered body allows it to carry around its own shelter. It will dig its legs into the soil, and cover itself with its tail. This makes it look somewhat like a bush while it rests and absorbs water. Jotio can carry huge amounts of water in its foliage, though it makes it prone to be struck by lightning.
These beasts are peaceful, and will not attack unless provoked. Usually only provoked if people step on them, or pull leaves out of its body.
Base stats:
Health points: 20
Str: +1
Con: +2
Movement: 3 squares.
Skills:
Charge - range immediate vicinity, 1 target. 1d6 dmg to 1 target.
Knerb - earth element - non-magical beast
Raidjem - wind element - magical beast
Sercoa - various elements - non-magical beast
Sercoa - various elements - magical beast
Tatam - fire element - non-magical beast
Aradue - wind element - non-magical beast
Nourkash - earth element - non-magical beast
Benora - rock element - non-magical beast
Era spirit - Earth elemental - magical beast - corrupted aether
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