To know your enemy is to know how to defeat them
Unknown
The world of Nor'Ova is a world inhabited by many beast - some great and some small, some timid and some aggressive, some mundane and some full of magic. Knowing and understanding the beasts of the wild is a key part of survival.
This bestiary is not a complete listing of all beasts you may find in your adventure, but a small sample to get you started and to provide you with an example for creating your own beasts. Here you will find three different beast for each element; an elemental, an imp, and a random other beast to fill it out some. However in order to make the best use of this bestiary, you need to first understand how to use it.
Using the Bestairy
Using the bestiary is quite simple. You can simply look on the quick bestiary table for some general information about each beast. It will provide you with basic information needed to know just how challenging such a beast might be, using the same challenge tier rating system as your checks. Below the table are the links to the individual beast pages that contain a full description and stat detail of each beast.
The Beasts
Below is a listing of all beasts found in the Bestairy.
| Creature | Beast Type | Basic Info | Runic Element | Runic Affinity | Vitality | Physical Armor | Magical Armor | Encounter Size | XP Reward | Challenge Level |
|---|---|---|---|---|---|---|---|---|---|---|
| Bog Imp | imp |
The bog imp is a small, winged creature of vaguely humanoid shape, standing between two and three feet tall. |
Water | Water | 22 | 2d8 | N/A | 5-20 | 1d10 per imp | Easy |
| Death Imp | imp |
Death Imps prefer dark places, whether they be caves, ruins, basements, sewers, or even castles. They can travel in sunlight, but they prefer not to. A death imp is a small, twisted humanoid about 4 feet tall. It’s skin is jet black, and so are it’s eyes. It has wicked claws, bat wings, and sharp, black teeth. It does not have a tail. |
Death | Death | 22 | 3d8-3 | 2d6 | 4-10 | 1d10 per imp | Easy |
| Fog Imp | imp |
A fog imp is a small, thin humanoid that ranges from 2 feet to 3 feet in height. It has small claws, feathery wings, and small, sharp teeth with elongated canines. It has a 1 foot long, slender, almost rat-like tail. Fog imps like caves as well as sewers, river valleys, and woodland areas. They may also habitat ancient ruins. |
Air | Air | 22 | 3d8-3 | 3d6-3 | 3-12 | 1d10 per imp | Easy |
| Aurum Imp | imp |
An aurum imp is a small, fat humanoid that ranges from 2 feet to 4 feet in height. It’s skin has a bronze to it, and it’s eyes are bright yellow. It has long claws, and small, sharp teeth. It has a 1 foot 6 inches long, fat, tail that has a sharp edged spade at it’s end. |
Life | Energy | 28 | 4d8-1 | 2d6-1 | 1-10 | 1d12 per imp | Easy -2 |
| Mountain Imp | imp |
A mountain imp is short and compact, but built and not thin and wirely like other imps. They are bald and have overly large eyes with over-sized pupils and large, bat shaped ears. Their teeth are all flat and they have pig-like noses and round chins. Their skin color is often an ashy color or light gray,and they have no tails. |
Earth | Stone | 30 | 4d8-1 | N/A | 6-20 | 1d10 per imp | Easy |
| Dread Imp | imp |
A dread imp is short and thin. They have ankle length greasy black hair and have small, beady eyes and small, pointed ears. They have long, pointed noses and sharply pointed chins. Their skin color is ashen gray, and they have no tails. Dread Imps live in ruins of ancient castles and civilizations long past. |
Space | Fear | 20 | 1d10+4 | 3d4+1 | 5-25 | 1d12 per imp | Easy -2 |
| Red Imp | imp |
A short humanoid of about three to five feet in height, they have overly long arms and overly short legs with knotted, stringy muscles and lank, greasy hair. Their eyes glitter red in the dimmest of lights and their teeth are little more than sharp fangs. Red Imps dwell in caves, living off of others’ toils. |
Fire | Flame | 22 | 4d4-3 | 2d6-3 | 5-25 | 1d12 per imp | Easy -2 |
| Temporal Imp | imp |
A temporal imp is short and thin, but slightly taller than most other imps. They have short, messy, gray hair and have small, slanted eyes and long, pointed ears. Their skin pail and clammy, and they have short tails, barely 4 inches long and made of only pale skin. The few temporal imps that have ever been recorded have been found deep within the world’s oldest ruins and dungeons. |
Time | Past | 20 | 1d10+4 | 4d4+1 | 3-6, potentially up to 15 near their home | 1d12 per imp | Easy -2 |
| Creature | Beast Type | Basic Info | Runic Element | Runic Affinity | Vitality | Physical Armor | Magical Armor | Encounter Size | XP Reward | Challenge Level |
|---|---|---|---|---|---|---|---|---|---|---|
| Zombie | undead |
Walking human corpses in various stages of decay. Zombies cannot cast spells or use soul-based skills. They do not feel pain, fear, or fatigue. They do not die at 0 Vitality. They must be reduced to negative Vitality equal to their Fortitude to be truly destroyed (they keep moving at 0 Vitality, at −1 Vitality per round, until the threshold is met or they are dismembered/burned). |
Death | Decay | 30 | 1d4* | N/A | 1-10 | 2d8 per zombie | Normal |
| Ghoul | undead |
Ghouls are reanimated corpses in various degrees of rot. They dwell in deserts and graveyards, luring travelers to their deaths and feeding on human flesh. While bearing a similar nature to Zombies, Ghouls are known for seemingly being able to take the form of those they have bitten. |
Death | Decay | 35 | 1d6* | N/A | 1-6 | 1d20 per ghoul | Normal -2 |
| Revenant | undead |
It is said that a revenant is the body of the deceased that are so lost in rumination that even death cannot claim them. It is believed that most revenants are formed from a tragic, unexpected death and that is usually a result of a gruesome murder. They have a deeply unfinished business, a revenge that must be settled, and they cannot rest until it has been completed. While physically they are similar to ghouls and zombies, they are more noticed because they will dress in newer clothing and communicate. They can typically be found in a location connected to their unfinished purpose - where they died, where their killer lives, or where something they loved was left behind. |
Death | Death | 50 | 1d6*+2d6 | 3d6*+2d6 | 1 | 2d20 per revenant | Hard |
