Monsters I through Q
Ice Guardians
Ice guardians are little more
than slaves, bound to an area. Given just enough protection to stop them from
dying and not enough to be strong enough to escape they are fanatical fighters
out of desperation. There is no helping an Ice Guardians, rumors abound that
they have been bound by powerful spells making them loyal to the death, even
when their own Master or mistress has died. An ice guardian is typically
equipped with a fur cloak and a warhammer of bright ice.
Defenses: Normal=?, Fire= -22 or less,
Cold=?, Chemical=?, Magical=?, Mental=?.
Impling Lady
Impling Ladies are often mistaken for some kind of faerie. This can be a fatal mistake, especially if you happen to be an enchanter. These creatures are related to fire imps. Indeed, many believe them to be the female of the species. Standing only two feet tall, and winged, these creatures look very much like the faeries of a children's story. They command the powers of the elemental plane of fire, however, and are vicious and hostile. Enchanters attract their particular ire and they are capable of channelling elemental power into a summoned fire imp, causing it to grow on size and turn upon its summoner. Small and agile, these creatures are very hard to hit and are, naturally enough, invulnerable to fire. An Impling Lady is equipped with, Imp Fire.
Exp: 35
Health: 6 to 10
Jack ‘O Lantern
Jack 'O Lantern are a minor
magical creation, summoned by infusing magical power into a pumpkin which has
been hollowed out and carved into the semblance of a face. A candle is placed
within the head and, if the correct magical formulae are said, then the head
will be filled with a malignant hunger. Few will summon such a creature,
though, for while not initially powerful they hunger for magical essence and
assault wizards and users of magic of all kind, leaching their power or the
powers of items they carry and using it to feed their own might. As it takes
magical talent to summon one, you can see why these creatures are rare! Who
would summon something whose soul purpose would be to hunt down the summoner,
or those like him? The Lantern floats slowly above the ground as if propelled
by an invisible body and, as it consumes more magic, gets progressively more
powerful. They are equipped with a guttering candle. The statistics below are
for a newly created Jack ‘O Lantern.
Exp: 20
Health: >6
Typical
Damage: 1-5
Jenna Mentor
Nothing is known about the
mysterious race known as the Jenna. They are presumed to be humanoid, yet when
they are killed their bodies disappear leaving only their huge black cloaks
behind. They use mental attacks with a range of 7 or more squares.
Exp: 106
Health: 53
Typical
Damage: 10-20 mental
Jexan
The Jexan is a long limbed
creature related to the wolf. It has a
dark red shaggy mane covering its upper body with black areas, particularly the
nose, with a stripe along the back and the lower legs. It has piercing yellow eyes that have led
some superstitious villagers to call it the 'demon dog'. Prominent, dagger-like
canines thrust from its lower jaw, while the animals bearing is strangely regal
and proud. The Jexan is amazingly fast,
a pack animal, which uses it's swiftness to hunt down antelope and wild horses
with a frightening strategy and intelligence.
Jexan have been trained and domesticated, but this is rare indeed since
they are such willful and wild creatures. Jexan pelts fetch a tidy sum in most
markets, since they are fashionable and durable when used in clothing of
various kinds. They are most-often seen
in and around Summer Ward, although they do sometimes stray further afield.
Jexan are typically equipped with nothing.
Brown
Khant
Khants are huge lumbering animals, often growing to be as tall as ten feet when up on their hind legs. These massive creatures with their razor teeth and six inch claws look like bears, but their physical bulk is far huger and their fur streaked with red and white flashes and tufts. Khants are the ultimate carrion-eater, feeding on the torn remains of dead things, often digging up buried bodies or feasting on the dead after a battle. It is considered to be bad luck to ran foul of a khant. Whether this is superstition or not, their vast strength and savage fury make them a terrible enemy for anybody. A brown khant is equipped with nothing.
Looks
like a disembodied, floating skull. Suffused with energy, which keeps it
airbourne, the skull seems to have many fungal tubers growing all over it. The eyes of the creature glow with an
unearthly light (blue, naturally).
These creatures are not, oddly, a form of undead. Rather, they are created when a mage of some
sort dies, whilst infected with a certain type of magical fungus. Many mages in
ages past used to deliberately grow this fungus on their bodies, as it
increased their powers and allowed them some semblance of life after death.
This fungus is believed to only grow in the lower levels of Swinderlog Hole and
is known as Lapis Myconum. Lapis Skulls
come in many varieties, dependent on the power of the original mage. Most,
however, have little real magical power remaining to them. All of these skulls
have a strange blue hexagon within them, the reasons for which are not obvious.
A Lapis Skull is equipped with nothing. Adventurers report that Lapis Skulls
drop Blue Hexagons and some gold when slain.
Health: 12 - 15
Shadow
Leech
A Shadow Creature is a creature that has been summoned
from the void by some power or other. They are not truly alive at all, but
neither are they undead. They come in various forms and are simply a piece of
reality, warped and twisted into a shadow-shape. They can be quite useful as
servants and guardians, since their attack is icy cold (using the appropriate
'cold' type of attack) and can slow and confuse an enemy. They do not move
quickly though, so are more often used to protect a place than a moving person.
The magic that holds a Shadow Leech in place is unreliable and can run out at
any time. Shadow Leech is equipped with nothing.
Exp: 16
Health: 8
Typical Damage: 1-5
Leprechaun
The leprechaun is a legendary, capricious faerie creature that lives in remote woodland areas or occasionally, on the edge of a settled area where they can play pranks on their neighbors. While not evil, leprechauns can be tiresome and even dangerous. They are small magical humanoids, usually male. Legend has it that certain other races can summon leprechauns to aid them. In combat, leprechauns can not and will not ever use a weapon. Instead, they attack with various damaging spells that they know. They do “magical” type damage and are resistant to magic themselves. There is also a legend that all leprechauns have a pot of gold somewhere hidden away, but whether that is true or not only they can say and they are not telling.
Health: 12
Typical
Damage: 1 to 6 (magical)
Attack: 0
Defenses: Normal: -40 Fire: -40 Cold: -40 Chemical: -40 Magical: -10 Mental: -40
Alignment: Good
Move Rate: 10
The Liakkiser Rovers are a nomadic tribal people who, some say, were the first intelligent people to ever live on the Southern Glacier, predating even the barbarians. They have been steadily dying out over the last couple of centuries due to their inability to compete with the other races in the area. As such they have become exceptionally aggressive and territorial. They do not get along at all well with their neighbors. Liakkiser Rovers are typically equipped with Wooden Staff.
The
Ice Lich are the servants of the Ice Princess. Now brought out of her centuries
old slumber by the presence of adventurers inside her palace she has sent her
minions out to do her bidding. From secret lairs in the depths of cold dungeons
the Ice Lich have emerged to spread disorder and bring sacrifices to the Ice
Altar.
Ice
Liche are typically equipped with an Icy Sphere of Protion and a Blade of Ice.
Ice
Lich (Mysghul) (Owner of Ice Haunt)
“I look around. I am standing in a huge, empty cave. The air is freezing, chilling me the bone. Darkness seems to be creeping over everything like some kind of insidious creature and yet I'm sure that's just my imagination. The depths of Icehaunt remain mysterious and strange beyond the area. As I stare into the shadows something begins to form before my very eyes! An image made of glowing blue and green lights, a human skull, leering at me ominously. I fall into a combat stance, ready for action, but the skull merely speaks. "You are entering the domain of Myzghul, the Ice Lich. This Dungeon belongs to me. Come no further, or risk my terrible wrath." Slowly, surely, the image fades.
Master
of the Sands (Milka’ a’ a’ min)
The
Master of the Sands is a mythical figure of the Ildasi, heard of around low
campfires in whispers. A necromancer of high repute, the Master of the Sands
was killed by his brother and his body buried in a sand dune over a quarrel
about forbidden knowledge. With his eyes burned out by red hot coins he never
entered the afterlife and has spent the centuries ever after haunting the desert
wastes killing all who approach. It is not known if this creature can actually
die, as whenever people have said it has died, others have seen it come again.
Milka' a' a' min is equipped with Lich Banded Mail, Lich Robes, a Lich Staff,
and a Skull Sceptre.
A Little Helper is a shapeless magical being, which can be created by a powerful enchanter simply for the purpose of fetching and carrying for them. Often used for menial tasks, or even just housekeeping, these fellows look like yellowish child-shaped swirls of light. They are virtually useless in combat, being weak and ineffective, however since they are gaseous they cannot be harmed by 'normal' damage. Player notes: Little Helpers are created using the Scroll of Little Helpers. Their duration is unknown, but require 1gp upkeep per turn from the creating enchanter.
Health: 8
Typical
Damage: 0-3
Defenses: Normal: 500, Fire: -55, Cold: -55, Chemical: -55, Magical: -55, Mental: -55
Move Rate: 10
Little Helper Lords are of a higher station in their home dimension. Though little is known of these strange beings at this time, it seems clear that they are not keen on what they see as the enslavement of their people. Magical studies seem to suggest that in places where a large number of Little Helpers have been summoned, the magic used somehow allows these greater variations to come through unsummoned. Their anger is directed at the people of Myriad and those Helpers who have submitted to their magical domination. A named little helper lord, Lord Tanke, was observed to be equipped with nothing.
Damage: 2
Damage Reduction: 1 or less
Exp: 79 or 80
Nobody uses the official name,
Moribundi, any more. These creatures were first discovered about 100 years ago,
living in small dank places where they could scavenge, store their trinkets and
plan wickedness. The more well known name for them is Little Maniac, a title
given by the folk of small hamlets and villages unlucky enough to be within
easy reach of one of their lairs. Able to move very quietly, hiding in the
shadows, Little Maniacs seem to wish to do nothing but cause pain and anguish
in others. Delighting in acts of cruelty and torture, these diminutive freaks
sometimes keep 'pets', small animals that they can starve and prod with needles
for their amusements. Scientifically, they sem to be an offshoot of Dark
Dwarves, perhaps with magic involved. They stand only four feet tall, are not
particularly strong, but are very vicious indeed. Little Maniacs are typically
equipped with wooden club.
Lizard men are barbaric, savage tribal creatures who, while humanoid, have scaled skin and the ability to breathe underwater for extended periods. These aquatic creatures have a simple brutal lifestyle and often live in wet or waterlogged areas where they harbor an intense dislike for any race different to their own and their relations with other peoples are soiled by the fact that they see everything other than themselves as dinner. It has been tried many times to bring lizard men, who are quite intelligent, into the circle of friendly races. Diplomats seldom return. The greatest danger when facing lizardmen is that they almost always travel in groups and know well how to work as a team. Typical lizard men are armed with leather armor, wooden shields, and scimitars.
Exp: 7-10
Health: 5-6
Typical
Damage: 1-8
Blood Lizard Men
Blood Lizard men are supernatural creatures, worshipped by the lizard folk in some areas, but rare in the extreme. They appear to be lizard men, but they drip with blood and have a craving for more of the same: they attack on sight and suck the blood from the corpses of those that they slay. These peculiar creatures are created from water and blood by certain powerful blood magics. They exists only to kill, and to eat. A Blood Lizard Man is typically equipped with Leather Armor, Wooden Shield, and a Scimitar.
Lizard
Men (PC)
Currently, the lizard man world is in turmoil with rumors that one of their own, a rebel who does not understand the 'true ways of evil,’ has turned good!
Typical Damage: 1-8
Lizard
Men Chieftain
Lizard men chieftains are typically armed with chain mail armor, wooden shields, and scimitars.
Typical Damage: 1-8
Lizard men lords are typically armed with leather
armor, wooden shields, and scimitars. They usually drop 40 gps.
Exp: 120
Health: 60
Typical Damage: 4-17
Lizard
Men Priest
Some lizardmen follow the demon Lursten Yar, and a few
of these become his priests. They are easily spotted by their writhing nets
filled with rotting material and the souls of their victims and their evil
tridents. Both these weapons turn to rot and dust instantly when the priest
dies, but the net often disgorges its soul maggots when it does so. These
priests are amongst the most evil and malignant of lizard men. A Lizard Man
Priest is equipped with, Leather Armor, Lurken Trident, Lurken Net. Through
some unknown means they cause the condition spasming.
Health: >15
Typical Damage: 1-13
Sewer
Lizard Men
Typically armed with leather armor, wooden shields, and
scimitars.
Exp: 20
Health: 7-11
Defenses: Normal: -63 (A) Fire: ? Cold: ? Chemical: ? Magical: ? Mental: ?
Spotted
Lizard Men
Exp: 18
Health: 9
Lurker
Believed to be some offshoot
of the Shadow Stalker these creatures may, or may not be, undead. The jury is
still out as far as current theory goes amongst scholars and sages. They seem
to be composed almost purely of shadow, leaving some to claim the existence of
a 'Shadow Realm' beyond the lands we know. Whatever the case, these creatures
feed on two things. The magical energy that all humans possess, but which mages
possess in abundance.... and the energy created by sprites. Mage Stalkers can
suck the energies from a human at range and will often choose to attack the
mage if easily within their range. They can use some strange shadow power to
reach out and snuff out the life of sprites to feed their dark appetites. Mage
Stalkers are highly resistant to fire and magical damage. They are probably the
result of some evil geniuses mad experiments. Mage Stalkers are equipped with
Shadow Powers. They also attack with a sap life spell, described as cold,
drafty twisting vines of shadow that inflict 1-2 points of damage. This attack
doesn’t automatically hit.
Exp: 32
Health: 15-16
Woolly Mammoths are monstrous relatives of the elephant. These enormous creatures make even their elephant cousins look small. Covered in the thick, matted hair which gives them part of their name, they stand some 18 feet high and weigh an immense amount. Capable of causing great destruction, these creatures are not generally dangerous unless they are in the mating season or if they feel that a stranger presents some sort of danger. Like normal elephants, Mammoths have ivory tusks which are greatly prized treasures, but they must be killed to obtain them, a practice which many consider to be immoral. In combat, there are very few things that stand any chance at all against the devastating and awesome might of the Woolly Mammoth. Only the great 'walking lizards', and some Dragons, are considered to be its match.
Skeletal Mammoth
A skeletal mammoth is equipped with nothing.
Woolly
Mammoths x4 is typically equipped with nothing.
Damage
(poison spines): 16-18
Damage
(bite/claw): 6-9
The Rock Mantis is an insectoid predator that lives
deep underground. Waiting motioneless for prey, it blends in with the rocks
around it and is very difficult to see. When prey comes close, it uses a very
long tongue to lash at and try to entangle a foe, or slashes with its
incredibly long forearms, which sport a razor sharp edge. The chitin of these
creatures is valued by some underground tribes as it can be used to make fine
armor. These creatures are normally some four feet in length, but there is a
giant variety that grows up to seven feet. Both versions are hard to hurt and
very resistant to fire, cold and poison. A Rock Mantis is equipped with nothing.
Health: 15+
Giant
Rock Mantis
A Giant Rock Mantis is equipped with nothing.
Health: 15+
Horned
Marguay are big cats that are the size of a Wild Boar. They live in heavy
forest areas, particularly those of the North and are most often seen in and
around the Great Forest. Able to climb and swim surprisingly well, the Marguay
is a wily hunter, chasing down small deer, rabbits and even fish! Sometimes,
particularly brave or feral Marguay will attack humanoids. They kill by
splitting open the bellies and soft areas with their sharp horns and claws. The
Horned Marguay can be found in a variety of colors, including yellow and gold,
with irregular black strips and ringed spots all over its pelt. They hunt in
pairs and mate for life, making their dens in the hollows of large trees. They
are equipped with nothing.
A Megapillion is a huge creature
that looks like a cross between a porcupine and a boar. They are foul-tempered,
tough creatures who graze the land for plants as well as occasionally feeding
on meat if they can get it. Able to shoot quills from their body they are
dangerous when angered and many a peasant has found that to their peril.
Megapillions do, however, make great eating. A Megapillion is equiped with
nothing. Player’s Notes: Megapillions make four quill attacks per attack with
an observed range of own square plus one.
Health: 17-20
Typical
Damage: 0-1
Metal
Moon Creature
Metal
moon creature is typically equipped with nothing.
A Meridian is a hideous form
of undead that takes the shape of a gaunt humanoid woman. Some say these are the restless spirits of
victioms who were killed by evil during the night of a storm. Perhaps this is
true, perhaps not. But it is certainly fact that a Meridian is dangerous in the
extreme. While in combat with a Meridian a light magical rain begins to fall
... even underground! The attacks of a Meridian are terrible claws and
scratches, but worse still they can cause infection and disease with their
fetid touch. Like most undead the meridian is immune to Mental Attacks.
Meridian is equipped with Diseased Claws. Player’s Report: Causes the disease
Foul Malady with its attack.
Exp: 18 or 30
Health: 9-12 (16-18)
Attack: 14 (A)
Defenses: Normal: -41 (A) Fire: -17 (A) Cold: ? Chemical: ? Magical: ? Mental: ?
Minotaur
Little is known about the
Savage race known as the Minotaur.
These creatures are thought to be magical in some way. If only because no females are ever seen. Minotaurs are gigantic 7ft tall men with
highly furred bodies and the head of a bull.
Their eyes tend to be a blazing amber, flaring with murderous
intent. Minotaurs are rumored to have
their own language, although this remains unproven since they never speak with
anybody else. These creatures have the
ability to remember any pathways and passages they have traveled, no matter how
intricate, for their whole lives. They
use this power to prey on weaker races that get lost in the maze like corridors
the minotaurs know so well. They are
entirely evil, often spending hours toying with their victims by chasing them
up and down dead end corridors, always herding them away from the true exits,
until they are so tired they cannot fight. Minotaurs drop a ring of protection
+5 and carries a taurus key.
Exp: 35-44
Health: 20-23
Typical
Damage: 3-11
Shadowbeast
Minotaur
Shadowbeast
Minotaur is equipped with nothing.
Spiral Minotaur
A spiral minotaur is a strange, magical, extra-dimensional beast. Though it looks like a normal minotaur, it has nothing in common with those brutish creatures. Rather, this magical beast is attracted to all forms of teleportation and will appear, teleporting in from wherever it comes from, to attack those who use this form of magic. The spiral minotaur looks like a normal minotaur, but can be told apart from them because it has a spiral pattern seemingly tatooed onto its chest. The origin of these creatures, and why it takes exception to the use to teleportation magic, is not known, but they are rarely seen. A spiral minotaur is typically equipped with nothing.
Mind Bug
The Mind Bug is larger than most insects, being about eighteen inches long, but far from giant. A strange mutation, the creature is possessed of mental powers which it uses to slay those who come to close to its lair. The bodies of the dead then serve as a food source for the young of the creature, most of which die before they reach maturity for no reason that is apparent. Sages guess that the creatures are slain by their inability to control their own mental powers as they get older. A Mind Bug is equipped with nothing.
Mindless Ones
Mindless One's are brutish humanoids which leave deep under the earth. These creatures are incredibly strong, but have less intelligence than almost every other humanoid. Because of these strengths and weaknesses they are prized by the Dark Dwarves as a source of powerful slave labor. Mindless Ones will not wear armor, because they are frightened of it.
Mist Devil's are mysterious creatures that appear to be little more than
swirling clouds of mist, moved by the wind.
Freezing Mist
Storm
Here on the Glacier
the never ending cold and the primal need to survive causes several Mist Devils
to form into one large Freezing Mist Storm. They swirl and twirl and, within
their misty form, faces and claws seem to periodically form. Mist Storms are
very large and tend to spawn smaller Mist Devils as they move. Luckily for the
hapless adventurer that meets them, though most weapons pass straight through
the creatures they still seem to disrupt their fragile forms...so that normal
weapons will effect them. The creatures are freezing cold and unaffected by
cold themselves, their touch can freeze a man solid. They drift around only
slowly. A Freezing Mist Storm is typically equipped with nothing.
Mummy
In the ranks of the Undead the
Mummy is certainly a creature to be feared. These evil creations are the
animated corpses of bodies that have been mummified. Sages do not understand
why this form of burial results in a more powerful undead being when raised,
but the facts are hard to ignore. A Mummy is a shambling humanoid figure,
wrapped in foul and rotting bandages from head to toe, with glittering green
eyes that glow faintly from beneath the moldering rags that cover its face.
They move surprisingly silently and display a frightening intelligence. Mummies
come in several types, from the common Lesser Mummy, to the fearsome Greater
Mummy. Some rare types have been whispered of including Child and Animal
versions, often with strange powers.
Animal
Mummy
Child
Mummy
Greater
Mummy
Exp: 80
Health: 34-52
Kokku
Mummy
A kokku mummy is typically equipped with nothing.
Exp: 58
Lesser
Mummy
Adventurers report that lesser mummies are fairly easy
to hit.
Exp: 40-50
Health: 20
Typical Damage: 1-6
Myrmidons
appear to be human warriors, but are in fact summoned elemental creatures from
another plane. Myrmidons come in four varieties: fire, air, earth and water.
Their skin color reflects the element: red for fire, green for water, blue for
air and brown for earth. Fire Myrmidons are immune to that element, water to
cold, air are fast and hard to hit and earth are very hard to kill. These
creatures are usually the servitors of more senior elemental creatures.
Myrmidons always take female form, though are truly sexless. There are
persistent rumors of Myrmidons who are a combination of more than one element,
and more powerful as a result: Lava (fire and earth and mist (air and water)
and steam (water and fire).
An Air Myrmidon is typically equipped with plate mail
armor, wooden shield, and a long bow.
Exp: aprox 50
Health: 19 to 22
Adventurers report earth myrmidon captains are equipped
with plate armor, wooden shields, and long bows.
Adventurers report fire myrmidons being equipped with
plate armor, wooden shields, and long swords.
Fire myrmidon captains are equipped with plate armor,
wooden shields, and long swords.
Health: 23
Water myrmidon captains are equipped with plate armor,
wooden shields, and long swords.
A Nightling is a vicious
winged denizen from the realms of shadow, a bizarre extra-dimensional plane of
darkness and despair. Like other shadow creatures, Nightlings enjoy suffering
and misery because it feeds their dark appetite. Nightlings are ice-cold and
their freezing touch burns with its sub-zero ferocity. They are pitiless,
wicked humanoids, their bodies entirely black light patches of night save for
their purely white eyes which glare with an alien intelligence. It is said that
Nightling are sometimes able to employ magical weapons brought forth from their
own bodies, although information about this is scarce. A nightling soldier is
typically equipped with nothing.
Attack: 20
Defenses: Normal: -19 Fire: 20 Cold: ? Chemical: ? Magical: -10 Mental: ?
Nightwing
Nightwings
are hideous aerial predators. Legend has it that these strange animals were
created by an experiment gone awry many hundreds of years ago. It has the body
of a giant bat, its wingspan often reaching 15 feet, while it has the head of a
human! The human head cannot speak and does not seem to be more intelligent
than an animal, although its mouth has the ability to stretch wide enough
swallow smaller prey whole, rather like that of a snake. Many sages have
suggested that something this horrible could not come into being naturally ...
it HAS to be the result of magic. Some Nightwings have human arms as well, but
this is very rare. They are found in desolate overland areas, more often in
Winter and Frost Ward since they prefer cooler temperatures, although they have
been seen further North and even, on occasion, in Dungeons. They should be
considered very dangerous indeed. Nightwings are equipped with nothing.
Health: 9
Typical
Damage: 1-6
Nightwing
Hunter
Health: 19-33
Typical Damage: 3-8
Nightwing
Predator
Typical Damage: 2-8
Nightwing
Weird
Exp: 120
Typical Damage: 9-11
Oaken Men
Oaken men are a strange and elusive race of forest dwellers. They are good-natured people who are often found around elves, centaurs and other faerie folk. An oaken man looks like a human being carved entirely from the trunk of a tree. His body is made of rough oak. His arms and legs are little more than branch like protrusions. Oaken men are incredibly strong, which makes up for their inability to wield many types of equipment, including weapons. Oaken men have a magical ability to draw strength from water. When standing in a ‘Shallow Water’ square they can issue an order, ‘X 227 0’ which magically heals them for 1 point of damage.
Frozen Oaken Men
Frozen Oak Men are dangerous enigmatic creatures who look like humanoid trees, covered in a light layer of frost that gives them a white appearance. When encountered in cold or snowy regions where there is a lot of ice their natural coloring makes them blend into the background. Fighting them is a difficult prospect because of this camouflage that makes it hard to hit them. Frozen Oak Men speak a language nobody has ever been able to decipher. Little is known about their habits or nature, except that they always attack intruders into their lairs. They are equipped with nothing.
Exp: 100
Health: 30-35
Typical Damage: 10-12
Ogres are one of the most feared of goblinoid races. They stand eight to nine feet tall with bodies of hard powerful muscle. While humanoid in shape, ogres have skin tones of green, gray or a mottled brown. Their reputation for stupidity is generally, but not always true. All ogres have a certain instinctual animal cunning that they employ to find their next meal…and ogres will eat almost anything or anyone! Except each other. They do not work well with other goblinoid races unless a powerful leader is present to keep them in line and prevent them from eating the lesser goblinoids. Some ogres have two eyes and others have one, they also have a very thick natural hide which is as good as chain-mail for protection and their massive strength means they are capable of dealing a lot of damage with their terrible bludgeoning fists. They are sometimes armed with scimitars.
Exp: 44-45
Health: 25
Typical
Damage: 4-10 , 3-14 with
scimitar
Attack: 25 (68 (A))
Defenses: Normal: -53 (A) Fire: ? Cold: ? Chemical: ? Magical: ? Mental: ?
Deep Ogres are a wild and primitive race who live deep beneath the earth in the Underworld. Though strong, big and powerful they are not often taken by more intelligent Underworld races as slaves, either to do heavy lifting or to be used as shock troops. Deep Ogres have a grunting language of their own. They have a pair of curled rams horns, which is said to be the result of sum diabolic heritage. This may well be so, as infrequently a Deep Ogre is encountered with dark magical powers which they could only have got as a result of heritage, for they are far to stupid to learn such things. A Deep Ogre is equipped with wooden club.
Health: 14 to 19
Giant Ogres
The mating of a Giant and an Ogre produces the obscene
offspring known simply as Ogre Giants. These 15-ft tall monsters are so
physically strong that they have been known to flatten weaker adventurers with
a single lunge of their mighty fists. The roar of an Ogre Giant causes physical
pain in the eardrums, while their mighty footsteps shake the ground in rocky
areas. These frightening beasts are seldom found below ground since they find
Dungeons confining and are far more likely to be seen in desolate valleys or
open wilderness. Not particularly bright, they spend most of their time laying
obvious and childish traps for 'prey'. More often, they earn their food from a
weaker but more intelligent race that keep them around for the safety such a
huge creature provides.
Exp: 130
Typical Damage: 5-17
Half-Ogres
Occasionally, usually by foul means, ogres have been
known to breed with human women and when this occurs there is a very slim
chance of pregnancy resulting in a half-ogre child. The mothers always die
during the difficult labor of a child twice-normal size and Half ogres are
usually killed at birth. However a few human families have brought them up and
they have become useful members of a society. It is a hard life though as they
are little more than freaks to most common folk. If the human woman gives birth
to a half-ogre whilst in ogre captivity the child is always killed and often
eaten, by the ogres.
Ogre Champion
Exp: 48
Health: 25
Typical Damage: 6-11
Attack: 63 (A)
Defenses: Normal: -7 (A) Fire: ? Cold: ? Chemical: ? Magical: ? Mental: ?
Ogre Lord
Ogre
Lords are typically armed with great swords and wooden shields.
Exp: 76
Health: 36-38
Typical Damage: 3-18
Attack: 40?
Defenses: Normal: 65 (A) Fire: 20 (A) Cold: ? Chemical: ? Magical: ? Mental: ?
Ogre Magi
Ogre Youth
Exp: 20-21
Health: 10-11
Typical Damage: 3-5
Attack: 2 (A)
Defenses: Normal: -19 (A) Fire: ? Cold: ? Chemical: ? Magical: ? Mental: ?
Ogre
Warriors are typically equipped with nothing.
Orcs
Orcs are the dominant race in the Goblinoid culture. While they are nowhere near as powerful as Ogres or as durable as Trolls, or indeed as prolific as Goblins, they have several traits which mark them as special. Orcs, like Humans, tend to survive wherever they are put. Tenaciously they cling to life and indeed thrive in the most inhospitable of conditions. It has been suggested that they are the nearest equivalent to humans in the Goblin world. Furthermore, Orcs have leadership abilities and an idea of structured society, albeit an evil one, that assists them in their dominance. In large groups of Goblinoids, it is the Orcs that usually rule, unless Dark Elves are present. Orcs are like large brutish humans with pig-like snouts and grey or green swarthy skin. They work in groups for the good of their community, usually ruled the strongest most-violent fighter amongst them. Orcish society is a harsh place full of harsh creatures. Typically armed with leather armor and wooden clubs.
Exp: 14
Health: 7
Black Orcs
Black Orcs, of the many breeds of these pig snout violent humanoids, are the most civilized. Though, like most orcs, they can easily survive anywhere, Black Orcs prefer at least some semblance of civilization and, when they cannot find it, they will build it for themselves. Some Black Orcs are skilled artificers, some are warriors. They all dress better than other orcs, tend to wear better armor and use better weapons and delight in manufacturing traps to defend their lairs. They often act as the leaders for band of other orcs, providing them with better weapons and liasing with those who would hire the orcs as mercenaries. Some Black Orcs are called 'warriors', who lead the others in battle, whilst there are also chieftains and artificers, as well as shaman and the backstabbing assassins. A Black Orc is typically equipped with leather armor and a long sword.
Exp: 28
Health: >12
Blight Orcs, the protectors of the Blightmound and the
Orc Citadel of Gorash Peak. Unlike ordinary orcs the Blight Orcs have been bred
for fighting against the undead horde and many of their most ordinary weapons
are proof against the Mor Kas Ah. For many years the Blight Orcs have fought
constant war to the point where almost all proof of their existance has been
erased from the minds of men and from all written records. Powerful in the arts
of Magic and Alchemy the Orcs of the Blightmound are still a mystery to all,
partly because of their self imposed exile, but mostly due to the efforts to
exterminate them. A Blight Orc is typically equipped with Tarnished Scale
Armor, a Tarnished Shield +5, and Blight Long Sword.
A Blight Orc Archer is typically equipped with
Tarnished Scale Armor and a Blight Long Bow.
Ice
Orc Warden
The
more experienced of these become the Ice Orc Wardens, who guard the prison and
issue orders to the other minions that serve under them. The Wardens are evil
creatures who possess arcane magical items, gifts from their Snow Giant
masters. An Ice Orc Warden is typically equipped with Banded Mail +5, Fur
Cloak, Ring of Icy Prot. +5, Wooden Shield + 5, and Warhammer of Bright Ice.
Orc Fighters are typically armed with leather armor and
wooden clubs. Some times armed with long swords. Typically drops orc hair and
some gold.
Exp: 14 (30?)
Health: 7-11
Attack: -10
Defenses: Normal: -18 (A) Fire: ? Cold: ? Chemical: ? Magical: ? Mental: ?
Exp: ?
Health: <16
The
Blood Oryx is a large and striking nomadic herd animal common Middle and
Northern Bereny. The males are more aggressive and have elaborate fighting
rituals during the mating season. Although they are herbivores, the Blood Oryx
gained their name because of the way they gore their enemies... which is
anybody who strays into their present territory. They have two long horn-like
antlers, as sharp as sabers, which serve as their primary weapons. However,
their kick and bite are also capable of causing tremendous damage. They are
equipped with nothing.
Exp: 56
Health: 28
A Phantasm is a dangerous form of undead, a creature of pure malice which stalks dark evil places feeding on the warmth and energy of life. Phantasms are only partially corporeal and their smoky substance is difficult to strike in combat. Their very touch is chilling and they are able to regenerate wounds very quickly. These fiends look like old cloaks with no person within, which float strangely a few inches above the ground. A Phantasm is typically equipped with nothing.
Health: <41
A Phantom is a form of ghost, an undead creature that remains after the soul has passed on. Phantoms are created for various reasons, mostly as the result of unresolved violence in their passing. In general, while Phantoms are not actually evil, they single-mindedly pursue some path with little or no thought as to the consequences, unable to rest until their issues are satisfied. With their soul gone there is sadly no way to debate the logic of their condition and Phantoms must therefore be laid to rest forcefully if they are to be removed. Phantom appearance tends to be as a wispy cloaked figure which drifts in semi-darkness. They sometimes have baleful white glowing eyes.
Bleeding
Phantom (The)
Count
Pendleton, a named bleeding phantom (or The Bleeding Phantom), is equipped with
the Amulet of Pendleton and two pairs of wraith claws.
Typical
Damage: 2-10
Prideful
mothers have damage reduction of at least 3. Player’s Note: Prideful mothers
sometimes attack with a hex rather than their rapiers. The attack string reads:
“Prideful Mother glared evilly, sending a mystical hex which seared and burnt
Thorsgard's skin. A permanent scar will be left! (-1 appearance.)” The victim
lost one point of appearance permanently.
Typical
Damage: 6-13
Psaurians
Psaurians are a little-known sentient race believed to have originated in the Frontier. Recently, the Psaurians have begun to appear on the edge of the Kingdom of Bereny and reports are that they may have been seen even further afield. A Psaurian is an upgright lizard-like creature with powerful jaws and a large muscular scaled body. Their skins range from light grey to dark green. Their activities, as viewed thus far, would seem to suggest they are not a friendly race. A Psaurian Warrior is typically equipped with a heavy mace.
Quartermaster
Nobody is entirely sure of the origin of the Quartermasters. Certainly, it seems obvious that they are related to the magical traders found in Myriad and the demonic traders found in Daemonrift. The strange race that spawns these interdimensional merchants is a mystery to all. Quartermasters work almost exclusively for small bands of monsters. They charge a fee to join up, to make sure the leader of the band is powerful enough to merit their service. Thereafter they serve the invaluable function of of being able to change gold into goods wherever they are. Quartermasters can issue buy and sell orders at any time, as if they were standing on a magical trader square. They are pretty fair in combat too and are the only trader race known to actually fight like a monster. Quartermasters hate plate mail and will not wear it. They also refuse to do anything as menial as mining.