2 Credits Dungeons & Dragons Copyright © 2014 Wizards of the Coast LLC, Dungeons & Dragons, D&D, Player's Handbook, Dungeon Master's Guide, and all other Wizards of the Coast product names and their respective logos are trademarks of Wizards of the Coast. D&D Lead Designers: Mike Mearls, Jeremy Crawford Design Team: Christopher Perkins, James Wyatt, Rodney Thompson, Robert J. Schwalb, Peter Lee, Steve Townshend, Bruce R. Cordell The Elder Scrolls Copyright © 2014 Bethesda Softworks LLC, a ZeniMax Media company. The Elder Scrolls, Bethesda Softworks, ZeniMax and their respective logos are registered trademarks of ZeniMax Media Inc. All Rights Reserved. Art All art is used without permission. Art is expected to be property of Bethesda Softworks LLC, unless noted otherwise. Please correct any inaccuracies to the author of this website and credit will be given as appropriate. Sea Sload art by Kevin Yan. Yaghra larva by Stephen Mabee. Unofficial Elder Scrolls Tabletop Roleplaying Game Lead Designer/Writer: Michael Bonar Special Thanks Ben Allen, Cerialking, ChojiBoy, Emilio HF, Fflouke, HansRaider, Laser Rifle, LoPanda, Marian, Meri W, Muatra, Myrrdin, Rydiculous, TES Fan Girl, The Thieving Mick, Timothy Hyche, Tjelvar Lidegran, UESP, Wes Wisdom, Whistlehunter, everyone on discord, and everyone who has supported this project. Intellectual Property The conversion contained in this booklet is an unofficial fan made project. This work is not for profit and its commercial distribution to anyone under any circumstances is strictly prohibited. Release: January 2019 About This Book S ummerset is home to many dangerous and amazing beasts. Within this bestiary, you will find 17 creatures suitable for your Elder Scrolls campaign. Each creature comes with information that is known about them. Whether rumor or fact, you will find out different details, like who they are, where they live, and what makes them unique. As with many tales from Tamriel, the information within may
3 Table of Contents Coral Crab .............................................................4 Giant Salamander..................................................5 Gryphons ..............................................................6 Gryphon..............................................................6 Gryphon Hatchling..............................................7 Gryphon Matriarch .............................................9 Indrik ..................................................................10 Reef Viper ............................................................12 Sea Sload.............................................................15 Yaghra .................................................................16 Yaghra Larva .....................................................16 Yaghra Monstrosity............................................17 Yaghra Spewer...................................................18 Yaghra Strider ...................................................18 Alinor Ringtail......................................................19 Heron ..................................................................19 Salamander .........................................................20 Sep Adder ............................................................20 Springbok............................................................20 come from an unreliable narrator. How these creatures really are may surprise you at your table. Some of these monsters, like the Sload, are iconic to the Elder Scrolls, and have been part of the world since some of the earliest editions. Others, such as the Yaghra and the Indrik, are relatively new, as we discovered Summerset together in Elder Scrolls Online for the first time. This book reads as though it was a part of the Monster Manual and adopts a similar presentation. If you are unfamiliar with the monster stat block format, read the introduction of the Monster Man‐ ual before proceeding further. It explains stat block terminology, and gives rules for various monster traits—information that isn’t repeated here. This book attempts to capture the essence of each creature and focus on those traits that make it unique. Nothing said here is intended to curtail your creativity. The creatures in this bestiary are organized alphabetically. A few are grouped under a banner heading; for example the “Yaghra” section contains stat blocks for various kinds of Yaghra, including striders and monstrosities. The back of the book gathers a handful of simple beasts that don’t warrant longer entries, but are still a part of Summerset and can be customized to serve your campaign.
4 Coral Crab These large crustaceans have adapted to the crystal clear and coral filled shores of the Summerset Isles. They cover themselves in coral, anemones, and other sea creatures that can be coaxed into taking root on their shells. With their one massive claw, they can also crush thick carapaces and pry open the most obstinate bivalves. Most are indifferent to adventurers unless provoked. Functional Decor. Coral crabs spend most of their time surrounded by the beautiful coral on the sunny beaches of Summerset. To hide from predators, and hide from their prey, they cover themselves in bits of sand and coral, which fuses to their shells. These deco‐ rations act as an excellent natural camouflage, but also as an elegant display for potential mates. Natural Defenses. The coral camouflage provides more than just visual benefits for these giant crabs. The dried sands and living coral provide an extra layer of defense, deflecting attacks from rival crabs or pesky adventurers. Coral crabs have also learned how to cre‐ ate powerful surges of water, temporarily disabling ene‐ mies while they try to hide. Giant Salamander Giant salamanders are large amphibians that can usu‐ ally be seen along the coastlines of the Summerset Isles and hiding from the sun in the many water filled caves. They can be easily recognized by their distinctive markings. Bright, colorful lines run along their sides. These lines appear to change color based on survival, often indicating a type of natural magic that flows through them. These salamanders are aggressively hostile and can quickly adapt to their surroundings and threats by changing their appearance and behav‐ iors. Elemental Shifters. Salamanders, like many crea‐ tures of the Summerset Isles, are remarkably magical by nature. If the salamander feels threatened in any way, they can quickly adjust their natural forms and generate potent elemental energy. They can quickly pulse out burning fire, bolts of lighting, or even encase themselves in ice to start a hyper-effective form of cryostasis. Sticky Predators. Even if the salamander doesn't utilize it's elemental expertise, these amphibians are still incredibly lethal foes. Without having to put them‐ selves in harms way, they can launch their tacky tongues at their prey, restraining them. Once their prey is retracted, their poisonous glands quickly subdue them.
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6 Gryphons As rare as they are ferocious, gryphons can only be found on the isle of Summerset, and are held in high regard by the local High Elves. To some extent, the High Elves look at the majestic and powerful gryphons and see things in them that they admire about them‐ selves: pride, beauty, strength, and wisdom. A symbol of the Altmer people is the eagle, and so they revere the gryphon, as they are a combination of eagle and lion. They are symbolically important to the High Elves just on this basis. Gryphon's are winged, four legged predators, evolved for flight, and with traits you'd also happen to find in big cats and birds of prey. Completely coated in feath‐ ers, these beautiful creatures have bright plumage on their heads, broad feline shoulders, and powerful tails and legs, designed to help the creature fly and make tight turns when closing in on their prey. Their promi‐ nent lynx-shaped ears have an endearing charm of predatory beauty, while the unique toe arrangements on the gryphons feet allows them to have the clasping talons of an eagle, while still maintaining the fast and nimble movement of a lion. Ground and Sky Superiority. While few in number, gryphons can still be found nesting in Summerset's wilds, and an adventurer that encounters one in their travels is recommended to choose flight rather than fight. Gryphons are especially agile and dangerous foes. Aggressive and territorial, gryphons engage in brutal aerial combat to defend their nests. Able to strike from the ground or while soaring in the air, these monsters force their foes to always keep their head on a swivel and eyes on the sky. Trained Mounts. Of course, not all of the island's gryphons are aggressive. Some have been trained to fight beside their High Elf masters, such as those rid‐ den by the Welkynar of Cloudrest and Sunhold, who develop a special magical bond with their gryphons from birth. Gryphon Gryphons are proud and fierce predators that are ex‐ tremely territorial, with good reason. As long as Altmer and Gryphons have lived nearby, the High Elves have had dreams of taming the creatures. Generations tried, but the gryphon would never succumb. Eventually, stealing a gryphons egg had become a rite of passage for many Altmer, especially the gryphon knights, the Welkynar. For those with less grand ideas, eggs were stolen by chefs as delicacies for kings, or by mercenar‐ ies and treasure hunters looking for quick riches.
7 Gryphon Hatchling While newborn hatchlings are always adorable, it is best to observe these aggressive fledglings from a dis‐ tance. A gryphon raised from an egg can be trained to serve as a mount. However, such training is time con‐ suming, expensive (mostly for the ample food the crea‐ ture requires), and dangerous. Expert trainers well versed in the gryphon's legendary ferocity are typically the only ones able to raise these creatures safely. Once trained, a gryphon is a fierce and loyal steed. It bonds with one master for life, fighting to the death to protect the rider. Gryphon Matriarch Some gryphons find a way to reach even greater heights than their other kin. These gryphons are ex‐ tremely dangerous and usually take control over large territories. If they make their lairs too close to well traveled passages or become the unsuccessful targets of egg pillagers too often, they can develop a taste for the flesh of men and mer, making them even more dan‐ gerous and aggressive. The Altmer of Sunhold have fostered a deep and trusting relationship with the gryphons. Sunnawel, a tame (but still ferocious) matriarch, watches over the coastal city and flies alongside the Welkynar.
8 A Gryphon's Lair Gryphons lair in the high rocky clifftops, building their nests from sticks, leaves, and the bones of their prey. Once gryphons establish a territory, they remain in that area until the food supply has been exhausted. Lair Actions On initiative count 20 (losing initiative ties), the gryphon can take a lair action to cause one of the fol‐ lowing effects; the gryphon can't use the same effect two rounds in a row: • The gryphon calls forth the nearby kin in it's lair, having 1d6 gryphon hatchlings arrive in 1d4 rounds. The hatchlings act as allies of the gryphon and obey its commands. The hatchlings remain for 1 hour, until the gryphon dies, or until the gryphon dismisses them as a bonus action. • Gusts of wind surge in a direction that the gryphon chooses. Each creature in a direct path of the wind must succeed on a DC 15 Strength saving throw or be moved back 15 feet and knocked prone. • The gryphon creates fog as though it had cast the fog cloud spell. The fog lasts until initiative count 20 on the next round. Regional Effects The region containing a legendary gryphon's lair is warped by the creature's presence, which creates one or more of the following effects: • Water sources within 1 mile of the lair are crystal clear and fresh. Any creatures that drink such water gains 5 temporary hit points. • The land within 6 miles of the lair takes twice as long as normal to traverse, since the wind gusts around the area are strong and relentless. • Between gusts of wind, fog lightly obscures the land within 1 mile of the lair. If the gryphon dies, the winds stop in 1 day, and the other effects fade in 1d10 days.
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10 Indrik Indriks are physical manifestations of Nirn itself, which takes on the form of a majestic beast. Often appearing in a form similar to a stag, the indrik has a single horn on it's head and is covered in bright plumage. Indriks are highly intelligent and highly territorial and attack anything that is deemed a threat to it's environment. When it is slain, it's corporeal form disintegrates and it's energy is returned to Nirn. Although they are exceptionally elusive – they can vanish in an instant, those who get the chance to get a glimpse of these magical creatures can only describe them as truly breathtaking. Few words can describe the indrik. At a glance, they can be easily mistaken for a common deer, but even the most casual observation reveals that they are so much more. Indriks have antlers, similar to a stag, but unique in their own way. Points of the finest crystals sprout from their crowns like the branches of a glimmering tree. Like the unicorn, they have a single horn, which is both beautiful and deadly at the same time. Their bodies are covered in a tapestry of fur, feathers, and fronds that defy classification. They appear to be animal, bird, and plant, all at once. Lastly, they possess four ears, which might stand out on any other animal, but they’re hardly notice‐ able on a creature that is already so grand.
11 Y'ffre's Steed. A folk tale as old as the Altmer civiliza‐ tion tells of how Y'ffre the singer wove indriks out of the very essence of the forest, giving them the aspect of every living thing found within. With this in mind, it is believed that the indrik is closer to Aedra than to mor‐ tal. Alchemical Treasures. Countless legends surround the indrik's horn. It is believed to be an alchemical cure-all; that touching one will extend your life sevenfold. It's even believed that the horn is made from Y'ffre's tears. The horn is not the only part of the indrik that is surrounded by fable. Tales of the heart of the indrik travel wide. The heart appears as a perfect gem, resem‐ bling a crystallized ruby. The legend tells that if the heart is touched by someone with an unpure heart, a dark shadow blossoms within the crystal's center. From then on, it will curse all those who possess it with heartbreak, filling their lives with such great sor‐ row that it drives most to suicide.
12 Reef Viper The large and deadly reef vipers are cunning predators that can be found stalking along the beaches of Sum‐ merset. Hostile Pests. These winged serpents are treated as vicious vermin—an invasive species brought to the isles by the Sea Elves. The Maormer bring them to the coasts as a means of goading the Altmer and disrupt‐ ing the natural habitats of Summerset. Venomous Hunters. Reef vipers are giant, stout snakes with large wingspans, allowing them to fly short bursts. Combined with their razor sharp teeth, these creatures are made from ophidiophobic nightmares. They like to get up close to their opponents and use their internal bile sac to produce a sticky fluid to aid in catching and digesting the serpent's prey.
13 teleportation magic and use it as one of their main forms of travel. Similar to the Wood Elves' communion with the plants of Valenwood, the Sload also have the ability to command the coral they live among. While they are skilled at many forms of magic, they are known specifically for their mastery of the necro‐ mantic arts. They slaughter and revive sea crea‐ tures—turtles, crabs, and the like—to keep them as vile pets, or send them to the coasts to lay siege on Skywatch. They've also destroyed enemy armies only to reanimate them to serve the Sload. They are also known to keep reanimated slaves on hand to complete their more menial tasks. It is rumored that there might be an agreement between the Sload and the King of Worms, Mannimarco. Metamorphic Biology. Sload begin their life on the Trassian Atolls as little amorphous grubs. Ignored by Sload For naughty Altmer children, a mother's warning that the Sload will get them is enough to make them be‐ have, or at least, have nightmares for days. Sload, the slug-like beast-folk of the Coral Kingdom of Thras are creatures that have terrorized the High Elves since be‐ fore recorded time. These hulking slug-folk are notori‐ ous for their necromantic mastery. These cantankerous creatures live in the Abecean Sea and are loath to treat with any of the races of Tam‐ riel. They are generally hostile and belligerent to all other mortal races, although there is some evidence of diplomatic traffic between the Sload and the Maormer, even though there are plenty of accounts of conflict be‐ tween the slugmen and the Sea Elves. Arcane Adepts. The Sload are very capable sorcer‐ ers, who are known to command powerful magics, be‐ yond just necromancy. They are notable experts in
14 their pendulous parents, these grubs squirm their way to the sea, where they mutate into aquatic quasicephalopods known as polwygles. In adulthood, Sloads spend a great deal of time in the shallow lagoons of their atolls, due to their corpulence, wallowing among the polwygles. They show no interest in the fate of their offspring. Those larvae that prove too slow to avoid their parents' pseudopods are caught and harvested, culling the weak and providing the raw material for sload soap. Adult Sloads have no limit to age or size. The oldest Sload collapse under their own weight, un‐ less buoyed by water. Sload Soap. The captured polwygles are tossed into a boiling cauldron and reduced to a slimy broth. This broth undergoes an alchemical commixture with mate‐ rials known only to the Sload, after which it is poured into molds and allowed to cool. Once solid, the bars are scooped out and wrapped in the viscera of hagfish for preservation. The sload use this soap as a primary component in their necromantic rituals. The emulsified reagent con‐ cocted from one's own descendants acts as a profound intensifier in the magics of undeath. Sload soap is rarely seen away from Thras, and when it is, it com‐ mands high prices from alchemists, who prize its unique properties for creating potions of agility and, rarest of all, the mutation of personality. It may even contain many more undiscovered alchemical proper‐ ties. Plus, it's an exceptional cleanser, deep-cleaning yet mild, that leaves your skin feeling youthful and re‐ freshed. Sload Society Sload move slowly and act slowly, and take a long time to come to decisions. Their heroes are philosophers and they have no language for adventure—the closest equivalent means “tragic disaster”. All their mythic vil‐ lains act quickly, and always fail. While they do not read or write, they remember everything they see or hear. As a society, they generally reject worship, but they will enter into pacts with daedra when it suits them. The cultural leadership among Sload are known as the Elder Distended Ones. They become even more repul‐ sive than the more common Sload. Some are described as impressively corpulent, with strange pulsating heads. They can even grow strange new body parts. One elder grew three eyes that emerged from its belly. Each eye opened as a toothless mouth, disgorging un‐ mentionable nourishment, which was shared and ea‐ gerly consumed by its attendants. While they do not seem to experience or display any familiar human emotions, they are skilled diplomats and actors. They produce gross exaggerated parodies of human behavior: laughing at lame jokes, weeping at apparent misfortunes, and throwing furious tirades at folly or ineptitude. Sload have no compunctions about blasphemy, theft, torture, kidnapping, murder, or geno‐ cide. They are willing to break laws whenever they cal‐ culate it in their best interests, and they don't perceive or honor friendship or loyalty in the familiar human terms, except for a cheerful affinity for those who de‐ feat them or trick them in any endeavor. These features allow Sload to excel as merchants and smuggling en‐ trepreneurs, with many dealing in the devious soul trade. Sload also have a grotesque fascination with disease, and all manners of unnerving afflictions, suppurating extrusions, blood-rot, and festering myiasis. This ob‐ session is likely what resulted in the Thrassian Plague. Thrassian Plague Also known as the Slug Famine (because of the wrig‐ gling gastropods that carried the flesh-eating disease), the Thrassian Plague infected not just people, but live‐ stock and wild animals as well. The plague claimed more than half of the continent's population and in‐ spired the largest allied naval force in Tamrielic history. Syrabane, an Aldmeri god-ancestor of magic, wiped out the plague, leaving no trace of it behind. Two theo‐ ries have emerged from the peoples of Tamriel about the source of the Thrassian Plague. The plague has been associated with Namira or Peryite, as the Spirit Daedra's sphere includes slime and slugs, while the Taskmaster's includes disease and contamination. It's well known that the Sload traffic with the Princes from time to time, so the involvement of Namira or Peryite is quite credible. However, Divayth Fyr postulates in the ‘Pestilent Progeny Thesis’ that the infectious slugs that invaded Tamriel were mutated versions of the Sloads' own infantile larvae. These two theories are by no means mutually exclu‐ sive, and it could be that the truth lies somewhere in between. Only the Sload know for sure. Sea Sload Sea Sload rule the undersea kingdom of UI'vor Kus in the Sea of Pearls. These particular Sload are even more reclusive than their more numerous Thrassian cousins. Sea Sload society is typically hermetic, unless a common goal exists to unite them. They form small cabals of like-minded individuals who will cooperate until their ambitions are met. These cabals often break up, reform, or reorganize as interest and necessity warrants. They have just as strong of an interest and capacity for necromancy as other Sloads, but they also demonstrate significant skill in alchemy, shadow magic, and mind magic, as well as other arcane disciplines. Through their magic, these arrogant and unfriendly creatures have been known to utilize all kinds of terrible sea monsters. Abyssal Pearls. Sea Sload grow special abyssal pearls in reefs and caves, which they use as impressive magical conduits. By adding alchemical mixtures into the water, and drawing strange sigils around the float‐ ing pearls, and even on their lustrous surfaces, the
15 Sload imbue the pearls with incredible power, causing the pearls, and the water that surrounds them, to glow with arcane light. These abyssal pearls are used by the Sea Sload to channel incredible magic that can be used as a magical lure for terrifying sea creatures and undead monstrosities under their thrall. These strange pearls have even been used to create immense Abyssal Geysers, which can quickly transport hordes of their thralls to a location. It's believed, with enough Abyssal Geysers strategically placed, the Sea Sload could sink large islands, including Summerset itself.
16 Yaghra Yaghra are fantastic, deep sea creatures that live in Nirn's many oceans and seas. The extent of the yaghra's spread across the world is generally unknown and they have no known names to surface-dwellers. These crustacean creatures are protected by their chitinous carapaces, spikes, and strange internal biol‐ ogy. They are strongly influenced by pheromones and appear to communicate through their chemical physi‐ ology, sometimes regurgitating their stomach acids. The different forms of yaghra that have appeared throughout Tamriel may be unique breeds, or different morphologies of the same life cycle. Yaghra Larva The young yaghra larva are spider-like bottom feeders. They have six legs and a volatile, enlarged abdomen. The larva tries to keep enemies at bay by ejecting acidic bile at their foes. These fragile creatures instinctually self-dispose of themselves when under extreme duress. They explode in a violent display of acid, bile, and chiti‐ nous spikes. Yaghra Monstrosity Yaghra monstrosities take on the role of the yaghra queens, rapidly reproducing larva. These enormous yaghra share a lot of similarities with the larva they produce. Their massive, enlarged abdomen is protected by a hard shell, and is cluttered with orifices that serve dual purposes. They can expel acidic bile in a pustulent eruption to defend themselves, or quickly produce new larva to create new soldiers. Yaghra Spewer Spewers are bipedal, lobster-like crustaceans with nu‐ merous eyes and bio-luminescent lures that line the backside of their carapace. While their elongated pin‐ cers are physically weaker than their cousins, they are capable of producing a variety of deadly excretions and pheromones that help bolster their allies. Yaghra Strider Yaghra striders are the soldiers of the yaghra pod. They are extremely aggressive and agile and have a carapace that has adapted to their role as protectors. Broader than their spewer cousins, the striders are more formi‐ dable and covered in dense, jagged spikes. It is best to try and avoid their powerful claws, and even more im‐ portant to stay away from their fearsome mandibles.
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19 Miscellaneous Creatures STR 5 (–3) DEX 15 (+2) CON 11 (+0) INT 4 (–3) WIS 10 (+0) CHA 6 (–2) Alinor Ringtail Tiny beast, unaligned Armor Class 12 Hitpoints 2 (1d4) Speed 30 ft., climb 30 ft. Senses passive Perception 10 Languages — Challenge 0 (10 XP) Keen Hearing and Smell. The ringtail has advantage on Wisdom (Perception) checks that rely on hearing or smell. Actions Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 piercing damage. These small raccoon-like mammals are known for their ringed tails and stuffing their cheek pouches with small items. They can be trained to get into places no one else can, hiding small valu‐ ables in their mouths. STR 5 (–3) DEX 13 (+1) CON 11 (+0) INT 4 (–3) WIS 14 (+2) CHA 7 (–2) Heron Small beast, unaligned Armor Class 11 Hitpoints 3 (1d6) Speed 30 ft., fly 60 ft. Skill Perception +4 Senses passive Perception 14 Languages — Challenge 0 (10 XP) Keen Sight. The heron has advantage on Wisdom (Perception) checks that rely on sight. Actions Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 piercing damage. Herons can be found in wetlands, swamps, ponds, and lakes. These long-legged birds feast mostly on fish and frogs and are excellent flyers.
20 STR 11 (+0) DEX 16 (+3) CON 11 (+0) INT 2 (–4) WIS 14 (+2) CHA 5 (–3) Springbok Medium beast, unaligned Armor Class 13 Hitpoints 4 (1d8) Speed 50 ft. Senses passive Perception 12 Languages — Challenge 0 (10 XP) Actions Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage. Springbok are graceful antelope that can be found prancing throughout the grasslands of Summerset. STR 5 (–3) DEX 16 (+3) CON 11 (+0) INT 1 (–5) WIS 10 (+0) CHA 2 (–4) Sep Adder Tiny beast, unaligned Armor Class 13 Hitpoints 2 (1d4) Speed 30 ft., swim 30 ft. Senses blindsight 10 ft., passive Perception 10 Languages — Challenge 1/8 (50 XP) Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must make a DC 10 Constitution saving throw, taking 5 (2d4) acid damage on a failed save, or half as much damage on a successful one. Although the tiny and diminutive sep adder has wings, it cannot truly fly and moves along the ground with grace. While their bite can be deadly, they are often kept as pets by curio collectors and adventurers. STR 7 (–2) DEX 12 (+1) CON 11 (+0) INT 2 (–4) WIS 10 (+0) CHA 3 (–4) Salamander Tiny beast, unaligned Armor Class 11 Hitpoints 2 (1d4) Speed 30 ft., climb 30 ft. Senses passive Perception 10 Languages — Challenge 0 (10 XP) Actions Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
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