A Gargoyle is a magical creature.. a miniature flying dragon made entirely of stone! Gargoyles originated on the stonework or gothic churches as decoration and as a charm against evil forces. Somehow, over the years, dark sects discovered ancient rites that would truly give life to them. Gargoyles are able to fly in a limited fashion for short distances. They can be fierce enemies, usually left in an area to guard something, but occasionally acting on free will, left over from some ancient casting. By nature, Gargoyles are entirely evil. Gargoyles are immune to fire, cold and mental damage. Gargoyles drop nothing.
Freakish creatures that live in deep, dark and damp places, as well as underwater in the murky depths, these semi-aquatic monsters have the body of a giant green snake and a huge bloated torso. In the middle of their ' chest ' there is a large maw full of jagged teeth and a single blood-red eye. The creature has numerous tentacles with which it can sting its opponent (a ' chemical ' type attack). Once it has worn its prey down with the stings the Garillion will usually eat them alive, often swallowing a human whole and digesting them over a period of weeks. Even after they are eaten, it is said you can here a victim's scream for many hours as the powerful stomach acids dissolve them. Garillions are immune to Fire -Based attacks because their oily, moist hide exudes a heat-resistant excretion. There are some rumors that Garillions may also have mental powers, but this remains unproven. They are equipped with nothing. Garillions seem to be immune to attacks from a seer’s staff.
When the Great College fell many wizards died inside. It was only natural, in that unnatural sort of way that some of these should come back as ghosts and haunt the hallowed halls. However, many of these ghosts are increasingly hostile to those who come to the College, looting it's treasures and killing those minions who are still left looking after what they still consider to be their College. Ghosts of the College are typically equipped with Staves of the Spirits. It has been observed that these ghosts are vulnerable to normal weapons.
Typical Damage: 2
Whispering Ghost
Whispering Ghosts tend to be seen, if seen at all, in the area around Torlia. Local legend has it that they assault those who fail to observe a local custom: the patting of a stone outside the city. It is not clear whether this is true or not. These creatures are probably not undead, for they have minds. They are insubstantial in forma nd assault their foes by chanting strange whispers which invade the minds of their victims and drive them mad with pain and confusion. Some say that there is a cave in the hills west of Torlia that these creatures originate from. The robes these creatures wear sparkle with a silvery light and if one is slain, which is hard to do as they are not vulnerable to normal weapons, a net of silver thread remains. This thread is valued by alchemists. Whispering spectres are a more potent form of the same creature, as are Screaming Ghosts.
Laughing Ghost
The Laughing Ghost is equipped with nothing. Player’s Note: A laughing ghost appears to be a form of whispering ghost as the descriptions are the same. First ones reported seen come from Pendleton Keep.
Though they look like undead, grave ghouls are not undead in any way. Sure, they are ravaged things with claws and sharp teeth who feast on the marrow found within rotting bones, but they are living creatures. Hopelessly mad, they attack all they meet, leaving the corpse to fester, and then sucking the marrow from the bones. Grave ghouls are very strong and they get stronger the more marrow they eat. Though they age, old age does not kill them, but makes them stronger. Their hair and nails grow longer, their passion for death increases and they become much more dangerous foes. Grave ghouls do not feel cold over much and fear fire. They are created by curses visited on tresspassers by the Antithetical Church. A grave ghoul is equipped with nothing. Player's Notes: One player estimates that they are actually resistant to fire. This may be the result of some bad luck with a fire sprite or a mix up in the description.
Bicranial
Moss Giants are very rare in Bereny, though slightly more common in the
Underworld and other desolate regions. Most Double Headed Giants die young
as they are seen as cursed by Giants and discarded. Usually they are taken in and used as valuable slaves by races who have befriended them. Very loyal they will fight without regard for their own safety. Jonnie, a named bicrainial moss giant encountered in the Brokenlands, was equipped with a giant wooden club.
Bicranial
Juvenile Giant
Bicranial Moss Giant Babies are no less lethal as they swing their stone rattles. Indeed the last thing many an adventurer has heard in the high hills has been a terrifying rattle followed by a childish giggle. Bicranial Juvenile Giant is equipped with, Giant Wooden Club.
Cavern giants are large, dim-witted humanoids who live deep underground. They stand between ten feet and sixteen feet tall and are extremely well muscled. Undoubtedly evil, these giants prey on smaller humanoids for food, but also for the sheer joy of killing anything smaller than they are. They invariably fight with immense axes or by throwing huge rocks. Strangely, cavern giant females are never seen. This leads some sages to question their nature. Some claim they are magically summoned or created, while others believe that they breed with captured humans or orcs. Whatever the truth is, only the Giants know and they are not telling! An old dwarven legend claims that cavern giants are almost blind from their time underground and it is sometimes possible to sneak past them without notice in a large area. Cavern giants are equipped with boulders and giant-sized axes.
Exp: 50
Health: 25
Typical Damage: 14
Alignment: Evil
Cavern
Giant King
Alignment: Evil
Cavern
Giant Mutate
Alignment: Evil
Forest Giants are large, intelligent and extremely huge humanoids who live in heavy forest areas, most notably those in the far North and far South of Bereny. They stand between 12ft and 18ft tall and are extremely well muscled. Although perhaps not entirely evil, Forest Giants regard all races smaller than they are, which most other races are, as insignificant. When it comes to killing and eating adventurers, they are as likely to give it a second thought as a woodsman who catches a rabbit in his snare is. Forest giants fight with giant-sized axes.
Exp: 50
Health: <27
Frost
Giants are large, savage humanoids who live in cold areas, enjoying snow and
ice. They stand between 10ft and 16ft tall and are extremely well-muscled. While
most are evil, this rare individual is a friendly fellow. Player’s Note: This
description is from one labeled as a Frost Giant PC.
Ancient
Frost Giant
In
the years in the distant past, when the Southern Glacier reached as far as the
Enchanted Forest a race of Giants ruled over man. The Frost Giants were fierce
and dangerous, living on a diet of human flesh and their cruelty knew no
bounds. It is lucky that these Giants are not common as most died out when the
climate changed. Those few who survived fled to the depths of the Southern
Glacier or were entombed in Frost Giant Dolmens awaiting the coming of the
Glacier again. An ancient frost giant is typically equipped with a tree trunk.
Exp:
485
Health:
170 approximately
Damage:
27
Sky
Giants are the most intelligent, and arguably the most devious and evil of the
common giants. Standing some 15 feet tall on average they are huge powerful
humanoids. They like to eat lesser humanoids very much and specialize in
different recipes for human, dwarf and elf. Sky Giants live in huge castles
built atop (and sometimes hanging below) magical clouds. A sky giant is
typically equipped with an immense axe.
Valley
Giants are one of the few races of friendly giants. Extremely rare and seldom
seen, they do sometimes join civilisation for a while out of curiosity. They do
not like adventuring, preferring to work for an estate because they enjoy
stability. Valley Giants are formidable fighters, and are able to carry goods
that would usually take a wagon to lift. Valley Giants are typically equipped
with Giant Wooden Clubs.
Gnatti
School of Gnatti
Gnatti are tiny meat-eating fish, which swarm in massive schools. They live in cold water, often deep beneath the surface in underground rivers and lakes. Able to strip the meat from a humanoid in just a few seconds, these are dangerous in the extreme. Always hungry, voraciously so, they are difficult to fight since individually they
are
small and quick. Adventurer’s report that they get 10 attacks.
Exp: 45
Health: 10+
Typical Damage: 1
One of the lesser known humanoid races, Gnomes are squat little fellows who generally choose not to interact with the rest of Bereny, preferring to keep themselves to themselves. In fact, their isolation is more to a xenophobic dislike of races other than their own. Gnomes stand only 4ft tall, and are wiry and strong, but not stocky like dwarves. They love to tinker which such technological and unpredictable marvels as Clockworks, Flashpowder, Steam and Alchemy. Despite their solitary nature, Gnomes are considered of the same alleigance as the Berenian adventurers.
Gnome
fascist is typically equipped with a steam gun.
The Ibex is a type of goat more common in the hills and mountains. More noticable than other mountain goats by the males large curved horns they are agile creatures adept at making long flying leaps from rock to rock. Usually territorial the Ibex can pack a hefty punch when it charges it's prey, pounding them without mercy with their huge horns. Ibex Goats are equipped with nothing.
Goblins
Goblins, generally considered to be the lowest of the 'Goblinoid' races, are small green humanoids. They have rounded ugly features and tiny eyes. Their skin is swarthy and rough and they are usually filthy, reeking of refuse and dirt. Although weak by human standards, Goblins are tough because they learn to fight almost from birth, simply to survive in the harsh chaotic environments in which they live. Generally, Goblins are cruel, greedy and foul. They are also notorious cowards, which is why they seldom travel other than in large groups. Typical goblins are armed with leather armor and short swords.
Exp: 6
Health: 3
Typical
Damage: 2-7
Attack: 86
Defenses: Normal: -22 (A) Fire: ? Cold: ? Chemical: ? Magical: ? Mental: ?
Drey Goblins
Drey Goblins are unusual in the goblin world simply because they have a functional, caring and stable community spirit. Although they remain short green-skinned or gray-skinned brutish humanoids, the Drey Goblins are larger than their small cousins and are generally braver and better spirited. Although still evil, Drey Goblins do not necessarily attack on sight as do their lesser kin. Rather, they have been known to sign peace treaties with their neighbors, conduct civil diplomacy and behave in a generally civilized fashion.... unless they feel their territory is threatened! Drey Goblins are totally unpredictable. It is impossible to guess how they will react in any situation, but their general hostility does make them a danger to adventurers. Each band of Drey Goblins will usually have a powerful 'Bonemaker', who has the ability to summon more of them by magical means. Drey goblins are typically equipped with hand axes.
Exp: 18-20
Health: 9-14
Attack: 6 (A)
Defenses: Normal: -53 (A) Fire: -18 (A) Cold: ? Chemical: ? Magical: ? Mental: ?
Drey
Goblin Bonemaker
Drey goblin bonemakers are typically equipped with
leather armor and wooden staves.
Exp: 90?
Health: 47
Typical Damage: 6
Attack: -27 (A)
Defenses: Normal: -24 (A) Fire: -5 (A) Cold: ? Chemical: ? Magical: ? Mental: ?
Drey
Goblin Archer
Exp: 14-15
Health: 8
Attack: 1 (A)
Defenses: Normal: -52 (A) Fire: 0 (A) Cold: ? Chemical: ? Magical: ? Mental: ?
Elite Goblins
An Elite Goblin is typically equipped with studded leather armor and a short sword.
Fire Goblins
Fire Goblins are a breakaway group of creatures who
dwell in places of extreme heat. Their
entire nature has changed because of the harsh and difficult lifestyles they
choose to lead. Unlike most of their
kind, Fire Goblins are tough survivors, capable and taking horrific wounds and
continuing to fight. Sadistic and
cruel, Fire Goblins are more evil and more awful than their weaker
cousins. They are at the most dangerous
when they summon the magical fire blade, a mysterious power they have somehow
acquired, which causes a normal sword to flare into magical life and do 'Fire'
type damage. These blades disappear
when the goblins are slain.
They are equipped with Goblin Short blades.
Health: <10
They are equipped with Goblin Short blades.
Forest Goblins
Forest Goblin Archer
A forest goblin archer is typically equipped with rough leathers, hide shields, and short bows.
Forest
Goblin Archers x6 {unit}
Forest goblin archers x6 {unit} is typically equipped with leather armor and short bows.
Forest
Goblin x 6 {unit}
Forest goblins x 6 {unit} is typically equipped with leather armor and short swords.
Giant Goblins
It is rumored that Giant versions of Goblins and
Hobgoblins can be found by the unlucky traveller, these being mutated versions
of the creatures that stand some 8ft tall and equally muscular.
Exp: 24
Health: >13
Mutant goblins are typically equipped with nothing.
Mutant goblin thunderers are typically equipped with
lightning bolts.
Goblin Archers
A goblin archer is typically equipped with leather
armor and a short bow.
Exp: 2-6
Health: 3-7
Typical Damage: 1-5
Attack: 5 (A)
Defenses: Normal: -28 (A) Fire: ? Cold: ? Chemical: ? Magical: ? Mental: ?
Goblin Leader
Goblin leaders are typically equipped with nothing.
Goblin Master Archer
Goblin master archers are armed with short bows and
leather armor. They are very accurate.
Exp: 6
Health: 4-6
Typical Damage: 1-6
Goblin Mossmoulds are magically transformed goblins who
have had their form warped and stretched into hideous proportions. This is a
rare practice performed only by very specialist goblin sorcerors. It dates back
to an earlier time when goblins were not the jokes that they have more recently
become, but a rather deadly threat to human lands. These awful creatures are
eight feet tall, sport three giant bulbous purple eyes, and are covered in a
light green fluffy moss. Goblin Mossmould are typically equipped with nothing.
Goblin Warriors
Goblin warriors are armed with short swords and leather
armor.
Exp: 6
Health: 5
Typical Damage: 7
Goblin of the Bone (IceHaunt)
Typically equipped with leather armor and daggers.
Goblin of the Egg (Mirrormane)
Gutter Goblins
Gutter Goblins are typically equipped with catapults.
Health: 3
Ice Goblins (Frost)
Ice, or Frost, goblins live in the southern most reaches of Bereny and thrive in the harsh cold environment. They can take far more punishment then can their brethren from sunnier climes and they are most ferocious in battle. Frost goblins have a fairly ordered society which follows Laschwisch, demon of cold rock. There are no rulers amongst frost goblins, rather they serve the icewind witches (so named for the hills in which the are most frequently found). They also frequently consort with frost trolls. Naturally, they have very resistant to the cold, but vulnerable to fire.
Ice
Goblins who have proven themselves in the service of Laschwish and who have
shown they are tough and mean have the privilege of having demons bound into
their bodies by the Laschwish Witches. These make them stronger, tougher,
harder to kill and, if anything, even nastier than they were before. They serve
their mistresses without hesitation and are usually found within the inner
sanctums of Laschwish power. Some of the more powerful of these creatures are
equipped with bows or swords made of frozen poison, a potent weapon made by the
witches. An Ice Goblin Demon is typically equipped with a Short Bow.
An
ice goblin champion is typically equipped with plated leathers, wooden shields,
and goblin short blades. Player’s Note: The view of an Ice Goblin Champion
gives the same description as an Ice Goblin Demon.
Exp:
approximately 70
An ice goblin scout is typically equipped with a goblin shortblade. A second ice goblin scout was viewed as wielding a goblin firesword.
Exp: 29
An ice goblin warrior is equipped with a goblin
shortblade.
Defenses: Normal=?, Fire= -36 or less, Cold=?,
Chemical=?, Magical=?, Mental=?.
Glacial Goblin Fanatic is equipped with, Heavy Fur
Armor, Snow Shoes, Ice Axe. Player’s Note: Has the same description as Ice
goblins.
Pit Goblins
Pit Goblins seem to be a form of Drey goblin. The
description is the same.
Defenses: Normal=?, Fire= -35 or less, Cold=?,
Chemical=?, Magical=?, Mental=?.
A pit goblin lord is typically equipped with a plumed helmet, chain mail armor, and a goblin diresword.
Pit Goblin {Unit} x 6
A 'Unit' means that this single character actually represents a group of SIX minions. This is reflected in health, attacks per round and retalitatory attacks. Attacking a unit is like attacking SIX minions at once. Aggressors be warned! A Pit Goblin {unit} x6 is typically equipped with, Plated Leathers and Goblin Direswords.
Exp: 68
Defenses: Normal=?, Fire= -35 or less, Cold=?, Chemical=?, Magical=?, Mental=?.
Pit
Goblin Warlock
Pit Goblin Warlocks are equipped with, Plated Leathers,
Goblin Warlock Robe, Goblin Diresword. Adventurer’s have observed that Pit
Goblin Warlock attack with their dire swords or with a ranged magical lightning
bolt. To date, the lightning bolt seems to never miss and is as damaging as a
solid hit from a short sword (i.e. 6 points of damage).
Goblin
Spider Rider
Pit and Dire Goblins are almost unique in their use of mounts to further their raids and attacks. The Goblin Spider Rider is a terrifying site to behold, masses of legs, glittering eyes and fangs dripping with venom, ridden by a Goblin with a bow. These creatures are good shock troops, especially with their poisoned arrows and manic cries of war. Goblin Spider Riders are typically equipped with, Plated Leathers, Goblin Rider Bows.
Goblin
Wolf Riders
Pit and Dire Goblins are almost unique in their use of
mounts to further their raids and attacks. By capturing wolves when young and
rearing them the Goblins have managed to create a mount that has the right size
to carry a Goblin, is fast and ferocious. Goblin Wolf Riders have been spotted
with Riding Bows or Dire swords. Many a distant community has been terrified by
these fast wolf rider attacks. Goblin Wolf Riders are typically equipped with
Plated Leathers, Goblin Rider Bows and/or Dire Swords.
Priests of the Six Ways, Goblin Magi of terrible power.
Reputed to protect the secrets that have been handed down from generation to
generation in the Goblin Citadel of Doom. Each Goblin Magi carries a tome that
is reputed to carry part of the clue that opens the Citadel of Doom, but as yet
the Goblins do not understand how, most likely because one of the branches of
the Goblin Magi do not carry their tomes with them. Powerful in the use of
their magical attributes the Magi are a competent fighters and will protect
their secrets to the death, and as some have seen, from beyond the grave.
Priest of the Six Ways typically equipped with Leather Armor and a Goblin Magi
Tome.
Goblin Scavengers (PC Daemonrift only)
The King, knowing it would be a hard task to recruit adventurers for the dismal
job of a near-suicidal mission, decided to finally use the hordes of goblins
that have long been prisoners of the crown since their constant border raids in
the far north began. Goblin scavengers have the same abilities as human rogues,
although they are smaller and weaker. They also have the ability to make a weak
form of poison that they can put on a dagger for a more lethal attack. (order
Y10) The secret of making the poison is known only to goblins, although rumor
has it that they make it from their own excrement, which would seem to preclude
all but the most immoral adventurer from attempting the task. In addition, them
can find the herbs they need for the poison (order Y 9) Goblin scavengers are
available as male or female characters. They begin adventuring with 55gp, lock
picks, a +5 short bow, +5 chain mail, +5 wooden shield, and a +5 dagger. They
also start equipped with leather armor and a short sword.
Health: 25 (starting)
Move Rate: 12
Guardian Gorgonis are the
diminuitive snake creatures who are the guardians of the Gorgon. Believed to be
a mutation of the Gorgon these Gorgonis are much smaller, unable to speak and
capable only of brutality wielding clubs rather than the cold, calculating
brutality of the Gorgon. Gorgonis Triumphant however are much closer to the Gorgon,
being bred specifically to lead the Gorgonis and guard treasures seen as
significant. A Gorgonis Triumphant is typically equipped with a Cursed Ring of
Prot. +20, Iron Shield, and Spiked Mace +2.
Gorillas are large, powerful
hairy humanoids native to the jungles of the Frontier. This bestial monster has
been called an 'animal' by some sages, but the general consensus does not agree
with the ridiculous notion that these are natural creatures, but rather that
they must be created by dark sorcery, perhaps by using some evil method to
twist the shape of man down into this lesser form.
Snow
Gorilla
The
skin of a Snow Gorilla is pure white, their hair covered in a coarse near-white
hair, which turns grey with age. They have a short hairless muzzle and flat
nose with flaring nostrils, as well as prominent eyes, ears and protruding brow
ridge. Incredibly strong, although their height is often less than a man, these
beasts are territorial and unpredictably violent when disturbed. A snow gorilla
is typically equipped with nothing.
Green
Cave Slime
A green cave slime is a
jellified horror that lurks in dark, damp or waterlogged areas deep underground
or cavernous in nature. The slime can feed on virtually any living creature and
their mode of attack is unusual. The slime has a ranged mental attack that has
a duel effect. It can cause minor damage to the target because of the
bombarding it gives the brain, but it can also cause a deep fear to sink into
the victim, virtually paralyzing them with terror! Cave Slimes are not
particularly intelligent, but they are voraciously hungry. They reproduce
asexually and have been known to spontaneously split into multiple slimes...a
deadly threat! Other colors of slime are reported to exist which have the same
powers, or more deadly variations. Slimes are highly resistant to fire and
chemical attacks. They are equipped with slimy tendrils.
Typical
Damage: 7 (mental)
Green
Kukul
A green kukul hatches from a
speckled egg.
Typical
Damage: 7
Grotesque
The grotesque is generally considered one of the ugliest creatures to walk the face of Myriad. They appear as one huge bloated green sack that serves as both head and torso, supported by two clawed legs. The grotesque is covered from top to bottom with thick green scales that serve as a natural form of armor. It feeds on almost anything, but has a particular taste for meat. Elven if possible. These creatures live deep in dungeons where they can hide their monstrous visage from the other races and prey off the weak and foolish. A grotesque will usually attack an adventurer, using their sharp rending claws to lash out and gut their opponents or tear at the genital area. Grotesques also have long slimy tendrils that hang from their backs and excrete a mild acid making them a very dangerous opponent indeed. They drop nothing.
Exp: 24-25
Health: 12
Attack: -19 (A)
Defenses: Normal: -40 (A) Fire: ? Cold: ? Chemical: ? Magical: ? Mental: ?
The Elven and Centaur cities
hidden in the Great Forest have several lines of defenses. The Guardian Tree
Spirits are one of the more noticable. They can be seen, if at all, walking
around the edge of the city, stopping those undesirables from entering. They
have untold loyalty to the forest above all else and see everyone else as a
potential foe. Though slow moving, these spirits are strong and powerful in
combat and they are not to be sniffed at. Guardian Tree Spirits are typically
equipped with nothing.