Rules

Enchanted Realms Rulebook

 
 Enchanted Bestiary 
 Origin: Paradokien 
 Phylum: Alien

Phylum: Alien

The paradokien origin is a grouping for creatures that do not fit anywhere else. Perhaps over time, phylum and clases will be designated; however, for now, all such entities are considered alien and unknown.

Keshra

 Paradokien  Alien  Unknown

Keshra are six-legged amphibious predators native to the Vhoori homeland and domesticated by the Vhoori as hunting animals, trackers, guards, and expedition companions. Roughly the mass of a large wolf, they possess broad, low-slung bodies supported by six powerful limbs. Their slick, mottled hides usually range through dark gray, muddy green, and muted blue, helping them disappear against wet stone, vegetation, and shallow water. Their broad heads are distinctly alien, dominated by powerful jaws capable of opening considerably wider than their resting appearance suggests. Their feet are partially webbed, making them capable swimmers without sacrificing much mobility on land.

Keshra are pack animals, but much of their coordination comes from an unusually acute sensitivity to emotional states. They can perceive fear, aggression, anxiety, confidence, and other strong emotions in nearby creatures and instinctively respond to changes in their handlers. This makes a trained Keshra appear almost preternaturally attentive: it may become alert before its handler consciously recognizes danger or react to an intended attack without hearing a spoken command.

The Vhoori exploit this sensitivity through devices called Seyraths, which project deliberately shaped emotional signals. Keshra readily perceive these signals and can be trained to associate particular emotional patterns with behaviors such as attacking, tracking, guarding, withdrawing, searching, or remaining calm. Resonance collars worn by trained Keshra strengthen this connection, allowing a handler to direct individual animals with considerable precision and at greater distances.

Although domesticated, Keshra are not docile pets. They retain strong predatory instincts and are formidable pack hunters. In combat they favor coordinated attacks, using their six limbs for sudden acceleration, stability, sharp changes in direction, and powerful lunges. Their over-sized jaws allow them to seize and hold prey, while companions exploit the restrained victim. This type of attack is known as its Jaw-Seize attack. It inflicts no damage as it is effectively a grappling competition with +2 (and another +1 for Agility); however, the specialty of this attack is it forces the opponent to use only Strength in the competition — even if the opponent has martial arts or similar skills that would normally allow otherwise. Moreover, if a member of the Keshra pack has held on opponent in a Jaw-Seize, the other Keshra can attack with Thrash, which will inflict additional damage and stun the opponent until the end of its turn whenever scoring a raw 19 or higher on the attack dice.

In water they become even more dangerous, moving with surprising speed and using their low profiles to approach with little visible above the surface.

Keshra are also exceptionally sensitive to unusual magical and planar disturbances. They may become agitated, refuse to enter an area, or react defensively to phenomena their handlers cannot yet consciously detect. Vhoori explorers therefore value them not only as guards but as a kind of living early-warning system when traveling through unstable or unfamiliar environments.

Their relationship with the Vhoori is consequently closer to that of a highly trained working animal than a simple war beast. A well-bonded Keshra recognizes its handler’s emotional patterns and may respond to distress, uncertainty, or danger without instruction. The Vhoori, in turn, have developed generations of techniques for directing these instincts rather than suppressing them.

To outsiders, the unsettling thing about a Keshra is often not its six legs or enormous mouth. It is the moment when several apparently independent animals suddenly turn their heads toward the same person at precisely the same time — before their Vhoori handler has said or done anything at all.

Climate/Terrain:
Any / Any

Social Structure:
Group

Prevalence:
Infrequent

DEFENSE:
11

SIZE-CATEGORY:
Medium

MOVEMENT:
 Orange Lion

PRIMARY ATTACK:

Method:
Unarmed

20s Used:
2

Strikes Like:
Silver

Damage Type:
Puncture

ToHit Adjustment:
+1

Dmg Adjustment:
+1

Damage Inflicted:
2 to 3

BODY:
17 (ST:11,AG:13,RE:11)

MIND:
9 (LG:4,PR:13,JD:8)

SPIRIT:
7 (WL:12,FA:4,MU:8)

TRAITS

Natural Psionics: Able to perceive emotional states of other beings.

Amphibious: Able to breath both above and below water surface

Natural Swimmer: Able to swim a Orange movement tier


Vhoori

 Paradokien  Alien  Unknown

The Vhoori are an intelligent amphibious-reptilian species native to a neighboring reality where the influence of Chaos is woven into the natural laws of existence. They are not inherently evil, nor uniformly benevolent. Above all else, they are adaptive, inquisitive, and profoundly shaped by an environment where reality itself is more fluid than in the material world.

The average Vhoori stands between 8½ and 10 feet tall, with long limbs and a naturally upright posture. Their bodies combine amphibious and reptilian characteristics in a way that is distinctly alien yet recognizably humanoid.

A Vhoori has an elongated reptilian skull with a broad amphibian jaw. Smooth scales replace hair. External ears are absent, replaced by narrow auditory slits. A Vhoori is muscular and broadly built, covered in fine overlapping scales rather than skin with coloration ranges from muted olive and gray to dark teal and charcoal, often mottled to blend with wetlands.

One's arms are proportionally longer than a human arm, and long, prehensile fingers end in short, sturdy claws, which have adapted incredibly well for climbing, swimming, tool use, and delicate manipulation. Finally, the feet are broad, partially webbed feet.

Vhoori are exceptional swimmers. They can remain underwater for extended periods, navigate swift currents effortlessly, and tolerate murky water with little loss of awareness. They possess the same five primary senses as humans, dwarves, elves and other hominoids do, but in addition, they naturally perceive subtle disturbances in reality itself. This allows them to sense magical disturbances, planar instability, lingering enchantments, and emotional echoes left by powerful events. 

Vhoori are remarkably sensitive to emotional states. They cannot read thoughts. Instead they perceive emotional intensity. Strong fear, rage, grief, or joy become difficult for them to ignore. This is instinctive rather than magical.

As a final special ability, every adult Vhoori possesses biological shape-changing. Unlike an illusion, this ability is physical, can be maintained indefinitely, and changes muscle, bone, and even skin. A Vhoori can remain disguised for years if necessary. However, perfect imitation is difficult.

Beyond this, the vhoori have a biological caste broken into Breathborn, Dreadborn, Progenitors, and Biographers. The Breathborn produce disease by emitting miasma at will. Dreadborn can radiate supernatural fear in a twenty-foot radius. Progenitors ensure the continuation of the species by being the reproductive lineage capable of implanting eggs within humanoid hosts. Lastly, Biographers are the observers and historians of the culture, who have a unique ability to be “invisible” to the other castes by masking their emotions with an incredible intensity. 

In combat, the vhoori attack with their natural claws. However, if shape-changed to another form, then the attack would be as that creature with the vhoori's attributes. Further, if in the form of a homonoid, then every adult vhoori will have the training in one weapon specialty, typically pole-arms, which would allow only 1d20 but with the reach ability. Other weapon specialties typically allow 2d20 for an attack. 

Climate/Terrain:
Any / Any

Social Structure:
Hierarchy

Prevalence:
Infrequent

DEFENSE:
14

  MAT RECEPTIONS:
 Normal:Resist

SIZE-CATEGORY:
Large

MOVEMENT:
 Orange Lion

PRIMARY ATTACK:

Method:
Attack

20s Used:
3

Strikes Like:
Meteore

Damage Type:
Edged

ToHit Adjustment:
+6

Dmg Adjustment:
+5

Damage Inflicted:
6 to 8

BODY:
40 (ST:17,AG:15,RE:14)

MIND:
17 (LG:11,PR:14,JD:10)

SPIRIT:
14 (WL:14,FA:9,MU:9)

OTHER ABILITIES

Amphibious
Chaos Resonance
Emotional Perception
Innate Senses
Shapechanging
Wetland Adaptation