Hacheri Creatures

Normal, on the surface

No complete records exist for all the beasts and plants that live in the Hacheri. The region is generally described as a dense, ancient forest. Most people refer to it as a wasteland barely fit for mortal life even though it is filled with resources. By all accounts the region is more dangerous than a normal forest found in Chadan or Ashenvan which keeps it from being tamed and settled on a large scale. The southern reaches are more like jungle with the plants gradually changing over to coniferous trees as you head north. There are numerous humanoid species (goblinoids, kobolds, elves, and humans) that dwell here. Some of them are “militant carnivores,” a polite way of saying they will eat anything including sentient races. Even some of the plants find meat to be the preferred option. Travelers are advised to stay on marked trails wherever possible. Traveling in an armed group is also a good idea. Bring remedies for poison and disease, varieties of both are found nowhere else on Domus.


The biggest (literally) hazard in the area are mature dragons. They are discussed at length elsewhere. While they don’t need to eat often, they are dangerous and like their privacy. If you spot tracks or claw marks bigger than a bear’s, head back the way you came quickly. Or have some kind of peace offering ready.


A bewildering array of animal life resides here. Some species get to be much larger than anywhere else on the continent. These are typically called “Dire” versions of the animal or insect. They don’t have any magical ability but are still more threatening than their smaller kin. The south is home to alligators, wolves, and several breeds of monstrously sized vermin. The north is home to the dire bear, elk, wolves, and a few breeds of hawks. In order to compete with their larger cousins or magically powered rivals, the seemingly normal animals that live in this region have often learned new tricks to help them cope. Unless you’ve been trained by someone who knows the area, don’t rely on previous experience with a creature type. That bear may have fire resistance or some kind of paralysis-inducing stare. [Game Mechanics Note: many creatures here are in fact magical beasts. They have a spell-like ability usable 2-3 times a day that replicates a 1 to 3rd level spell (caster level = HD). Prey animals have a defense like invisibility, obscuring mist and the like. Predators often have sensory, speed, or strength boosts: True Strike, Bull’s Strength, or Expeditious Retreat. CR +1, +2 for 3rd level spells or multiple 1st and 2nd.]


As we move on to stranger beasts, please keep in mind that many creatures in the Hacheri had some “help” in becoming what they are today. Either the remains of Ancient weapons or the direct alteration by aliens, gods, or mages can be seen in the Aberrations and Magical Beasts in the Hacheri. Basilisks are known to range throughout the region as are owlbears, drakes, and something generally called an “intellect devourer.” In the more centrally located, primal, parts of the Hacheri contain portals or weak points that lead to other planes. The energies of these places can be felt by outsiders and certain aberrations. Either kind of creature will be drawn to such a place. These areas are almost always noticeable at range, sharp changes in temperature, plant life, insect noise are all clues that something unusual is nearby. The Old Gods kept a tight watch over these planar leaks and the creatures that accompany them. These strict procedures have slipped in the wake of Godsfall. Major “holes” or those near civilized areas get sealed swiftly as do those that connect to dangerous planes. Lesser breaches can linger for weeks or years before being closed.

Weird Things encounter by the Post 3 scout party

giant roaches with a gravity-defying magical attack. Dangerous in packs (1d6+3 per encounter)

trained giant wargoats, great for off-roading and hit like a truck.

the animated exoskeletons of said roaches. Not magical, just bitey.

lacedons (aquatic ghouls).

Trailgaunts, undead created by those who died alone in the wilderness.

an alchemically "augmented" lizard-thing.

mountain-adapted Chuuls, trading swim for burrow. Just as pinchy as the normal aquatic variety.

Gravity Elementals, super rare Elemental somehow formed of a planar leak but not made of normal matter.

A deformed orc with multiple limbs and strange language.

giant flying scorpions that appeared to use tactics.