Bestiary of Sessa

Table of Contents

  1. Introduction
  2. Aberration
  3. Animal
  4. Construct
  5. Deathless
  6. Dragon
  7. Elemental
  8. Fey
  9. Giant
  10. Humanoid
  11. Magical Beast
  12. Monstrous Humanoid
  13. Ooze
  14. Outsider
  15. Plant
  16. Undead
  17. Vermin

 

Introduction to the Pale Poet's Grand Bestiary of Sessa: 12th Revised Edition

The Pale Poet's Grand Bestiary of Sessa aims to give the reader a broad and basic understanding concerning origin, physiology, habits, and habitats of all magical species with the exception of demons.  As of the 12th revised edition, The Pale Poet's Grand Bestiary of Sessa also includes the most common uses for every creature by means of magic, artificing, potionmaking, healing, and other magicademical subjects.

The information found in these volumes is the result of extensive field studies and research projects, as well as the combined experience and knowledge of the leading academics and adventurers on the subject to this date.  For the reader's convenience, all creatures in the bestiary are named with their respective Common classification.

Comments Concerning The Pale Poet's Grand Bestiary of Sessa: 12th Revised Edition- Abridged Version

In response to the recurring request for a shorter and briefer bestiary with the same accuracy and quality as The Pale Poet's Grand Bestiary of Sessa, this abridged edition is now available as an introductory material for professors and teachers to disseminate among their students.  It should be noted that this document has been abridged to only cover the most common and important creatures, as well as an even briefer description of each.  This has unfortunately resulted in the lack of information regarding most subspecies and only a general description of the most common types.

Readers are to be aware that they may encounter creatures of a named family or species which do not exactly match the description in this heavily abridged version.  It should also be stated for the sake of inclusion that every academic of magical creatures may perceive the definitions and boundaries of any magical creature differently, and that this bestiary cannot hope to include every famous academic's opinion on every creature.  For the most complete understanding and knowledge of the species covered in this version, readers are advised to consult the unabridged The Pale Poet's Grand Bestiary of Sessa: 12th Revised Edition or other publications on specific species by the authors of The Pale Poet's Grand Bestiary of Sessa: 12th Revised Edition.

The authors of this abridged version do in no way take responsibility for any injury, death, or inconvenience that might occur when dealing with any creature included in this abridged version.  To further aid in the education of young students of magical creature knowledge, this heavily abridged version also includes an introduction to the study of magical creatures and a brief explanation of the system of classification used in The Pale Poet's Grand Bestiary of Sessa.

An Introduction to the Study of Magical Creatures

This subject involves knowing how to recognize a creature, knowing how to behave when encountering the creature and knowing why the creature acts the way it does.  A well versed researcher also knows how to care for, or defend against, a creature aside from possessing knowledge on the practical use any magical beast encountered can offer; either alive, or dead, in wands, potions, food, charms, rituals, etc.

The understanding of bestial behavior has always been important but even more so when confluxes are becoming more populated and crowded by both creatures and witchards.  A great knowledge of the creatures dealt with can end wars and save many lives.  Such was the case with the great treaty of White Spring, between Wiseri witchards and the Minotaurs.  Today, similar wars are waging all across Sessa, especially with the Goblins.  The knowledge acquired about Goblins is not enough to warrant a long lasting peace, but through education of both witchards and goblins, a mutual understanding might be possible in all but extreme cases.

The Classification of Magical Beings

For the purposes of distinguishing between different magical beings, a series of classifications have been agreed upon in most magicacademical circles.  The Pale Poet's Grand Bestiary of Sessa makes use of four different systems of classification: Category, Aboah, Manifestation, and Family.

The Category classification describes the properties of a creature and helps connect similar species which does not share the same Family classification.  In this brief version, Category classifications are included to ease further studies in this subject.

The most complex classification is the Aboah.  It tells whether or not a creature is capable of understanding moral and ethical dilemmas and has the ability of self-reflection.  Beings with these abilities are called arbeyal creatures, while any creature lacking one or both characteristics are classified as tofayal creatures.  Tofayal creatures can sometimes behave like arbeyal creatures; but they are governed by instincts and cannot reflect on their actions.  There is a third classification which describes creatures with an otherworldly understanding of morals and ethics.  These creatures are called parbeyal and seems to be capable of a sort of self-reflection, though it is in no way reminiscent or relatable to our way of thinking and reflecting.  Neither can they understand or relate to the morals and ethics humans value.

Manifestation is a classification which tells how a creature interacts with the world.  Creatures are classified as either corporeal, spectral, or in rare cases fluxual.  A corporeal being is solid and can directly interact with the physical world.  Spectral beings are apparitions of one sort or another.  Spectrals can be perceived, but are not affected by physical objects.  Fluxual beings may change between corporeal and spectral in accordance to either their will or circumstances.

In this abridged version, all creatures are alphabetically sorted by Family.  This is the most basic way of classification which is often closely  linked with the origin or appearance of the creature.

Notes on the Subject of Humans, Shapeshifting, Werewolves, and Familiars

In some part of the world, humans are categorized together with the rest of the world's population of beasts and creatures.  There is no pot in here on regular human beings, neither mundane nor Gifted, since there are better subjects that deal with the understanding of the human nature through either history, anatomy or similar subjects. 

However, the line between human and beast is an interesting subject to discuss.  In this volume, that line is stretched thin between Shapeshifters and Werewolves.

The   main   difference   between   Werewolves  and  Shapeshifters  is  that  Shapeshifters  have  voluntarily  sought  out  the  knowledge  of  the  spell  and  decided  to  learn it, thus molding both their mind and body in accordance with the form of their chosen animal. Werewolves, on the other hand, are infected, although sometimes voluntarily, but once infected there is no choice in how the body and the mind will change.

Another would be that a shapeshifter is always (in theory) in control of itself, while a  Werewolf  will  transform  involuntarily  at  full  moon  and  is  likely  to  hurt  its  surroundings while being in werewolf shape. A shapeshifting spell is revocable, unless one’s magic is blocked by a guardian, and while a Werewolf infection is also (as far as research has shown!) irrevocable, it cannot be blocked, only controlled to a certain degree.

There are a few similarities. In both cases,  the  witchard  may  change  their  diets  and  habits,  for  instance  their  sleeping  rhythms,  to  match  that  of  their  animal  self, and both can change at will. However, the art of shapeshifting falls under the subject of charms.  Therefore,  there  is  an  entry  about  Werewolves  but  not  Shapeshifters  in  this  abridged  version,  even though both are human.

In this edition, Familiars are also included.  This is because the ritual bond has to be  established  between  a  living  creature  and  a  human,  and  it  is  important  to  understand how a Familiar is different from their non-bonded kin, pets. Familiars are considered to be spiritual beings as well, due to them being tied to another being in a symbiotic and lifelong bond.

Notes on the Subject of Dragons

Dragons are widely famous as a species of magical fauna. It is, however, an incredibly diverse and widespread species, and as is commonly known, all families of Dragons are unique in some way or another. For the purpose of writing about Dragons, they have been divided into five sub-species in order to make the subject more accessible and enlighten the reader:

  • The Arctic Dragon
  • The Aquatic Dragon
  • The Fire-breathing Dragon
  • The Primal Dragon
  • The Toxiferous Dragon

It is important to note that the species cover the unique magical properties, not physical shape and size. Similarly, sharpness of mind is not taken into account in the specification either. For example, an Arctic Dragon could be two-legged, winged, and possess above human intellect, or it could be four-legged, wingless and tarfoyal in nature. Both of them would be highly resistant to cold and capable of breathing arctic winds though, since all Arctic Dragons possess those qualities.

It is also relevant to mention that these are by no means the only types of Dragons, but merely those seen as the “core” breeds of Dragons. Think of them as the primary colors, from which a wellspring of new colors and nuances may be created from the mixing of primary colors. For a deeper understanding of all the different subspecies of Dragons, please refer to the complete Pale Poet's Grand Bestiary of Sessa: 12th Revised Edition.

-The Editors

 

Section 1 – Aberration Creatures

Aberrations generally all have bizarre anatomies, strange abilities, alien mindsets, or any combination thereof.

  • Beholder
  • Cloaker
  • Delver
  • Drider
  • Mimic
  • Naga
  • Will-o'-Wisp

Section 2 – Animal Creatures

Living, nonhuman vertebrate creatures, with no innate magical abilities or capacity for language or culture.

  • Mice
  • Sparrows
  • Spiders
  • Worms

Section 3 – Construct Creatures

A construct is either an animated object or some sort, or an artificially crafted creature.  Most construct are mindless automatons, obeying their creator's commands absolutely.

  • Animated Objects
  • Automaton
  • Golems
  • Gongons

Section 4 – Deathless Creatures

Deathless are cadavers animated or empowered by Positive energy.  They are defined by their opposition and contrast to Undead, as Deathless are associated with life-based magic.

Section 5 – Dragon Creatures

A dragon is a reptile-like creature, usually winged, and tends to have magical or unusual abilities.

Section 6 – Elemental Creatures

An elemental is composed of one or more of the four classical elements of air, earth, fire, or water.  The most common type of creature on the elemental planes are the elementals themselves, followed by other creatures of the elemental type.  Elementals of air, earth, fire, and water are incarnations of the elements that compose existence, and are as wild and dangerous as the forces that birthed them.  Almost all have the extraplanar subtype.

  • Belker
  • Invisible Stalker

Section 7 – Fey Creatures

The family of fae and fairies either originated from the Faerie Relm and have made their homes in our world, or they have evolved from the creatures that did.  These creatures can be more dangerous than they appear at first glance and caution is advised.  Even if they are classified as arbeyal, they may still have remnants of their parbeyal nature left.

  • Brownie
  • Dryad
  • Faun
  • Leprechaun
  • Nymph
  • Pixie
  • Satyr
  • Shadar-kai
  • Spriggan
  • Sprite

Section 8 – Giant Creatures

A giant is a humanoid-shaped creature of great strength and size.  All giants have low-light vision.  As a group, they have no other special abilities or immunities.

  • Cloud Giant
  • Fire Giant
  • Frost Giant
  • Hill Giant
  • Stone Giant
  • Storm Giant

Section 9 – Humanoid Creatures

The humanoid family includes all humanoid creatures without Fae blood or spirit connection.  They are either completely human in appearance, or share the most noticeable traits such as upright posture, mostly fur- or featherless skin, an human head, hands, and feet.  Most humanoids are arbeyal, but exceptions exist.

  • Bugbear
  • Catfolk
  • Drow
  • Dwarf
  • Elf
  • Githyanki
  • Githzerai
  • Gnoll
  • Gnome
  • Goblin
  • Hobgoblin
  • Kobald
  • Merfolk
  • Orc
  • Rakasta
  • Tiefling

Section 10 – Magical Beast Creatures

A magical beast is similar to an animal in many ways, but usually has a higher intelligence, and possesses supernatural or extraordinary abilities.

  • Manticore
  • Pegasus

Section 11 – Monstrous Humanoid Creatures

A monstrous humanoid is similar to a humanoid (see above), but usually has monstrous or animalistic features.

  • Centaur
  • Doppleganger
  • Gargoyle
  • Harpy
  • Minotaur

Section 12 – Ooze Creatures

An ooze is an amorphous or mutable creature without a single solid form.  Oozes are usually mindless and homogenous, and reproduce by simply splitting in two.  Many oozes dwell underground, and most secrete an acid from their skin that dissolves flesh and other materials rapidly.  Oozes are essentially blind, but can discern nearby objects and creatures without needing to see them.

  • Gelatenous Cube

Section 13 – Outsider Creatures

An outsider is at least partially composed of the essence (if not the material) or a plane other than the Material Plane.  Most outsiders have the extraplanar subtype and are native to another plane.

  • Angles
  • Demons
  • Devils
  • Genies

Section 14 – Plant Creatures

A plant is a vegetable creature that can perceive and affect the world in some way.  Ordinary plants are considered objects rather than creatures.

  • Assassin Vine
  • Dark Tree
  • Phantom Fungus
  • Shambling Mound
  • Shrieker
  • Treant
  • Wood Woad

Section 15 – Undead Creatures

An undead is a once-living creature animated by spiritual or supernatural forces.  Some have some form of intelligence, while others are more governed by instinct.

  • Ashen Husk
  • Boneclaw
  • Brain in a Jar
  • Devourer
  • Effigy
  • Ghost
  • Ghoul
  • Lich
  • Nightshade
  • Shadow
  • Skeleton
  • Vampire
  • Wight
  • Wraith
  • Zombie

Section 16 – Vermin Creatures

A vermin can be an insect, arachnid, arthropod, worm, or other invertebrate.  Some have magical abilities, and others are giant versions of insects.  Most vermin are considered mindless individually, but operate mostly in swarms.

Bestiary of Sessa

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