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.

 

Khant

 

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.

 

Lapis Skull

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

 

Leech

 

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

 

Liakkiser Rovers

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.

 

Lich

 

Ice Lich

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.

 

Little Helpers

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 Lord

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

 

Little Maniac

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

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 Lord

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

 

Mage Stalker

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

 

Mammoth

 

Woolly Mammoth

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

Woolly Mammoths x4 is typically equipped with nothing.

 

Manticore

Physically, the Manticore has the body of a red lion, the face and ears of a human and a tail ending in a sting like that of a scorpion. Its mouth contains three rows of teeth and poisoned spines along the tail which it can shoot, like arrows in any direction. The Manticore also has a voice that is a mixture of pipes and a trumpet. The beast is very swift and makes very powerful leaps. The manticore is reputed to be extra-dimensional in origin, and is known to have an appetite for humans.

 

Golden Manticore

A Golden Manticore is typically equipped with nothing. Player's Note: Golden Manticores are immune to magical damage. They shoot razor sharpspines, which are poisonous and cause the condition 'Poisoned - 'Murk' at range. Up close, they attack with bite or claw.

Damage (poison spines):            16-18

Damage (bite/claw):            6-9

 

Mantis

 

Rock Mantis

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+

 

Marguay

 

Horned Marguay

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.

 

Megapillion

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.

 

Meridian

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

 

Laschwisch Minotaur

Laschwisch minotaurs look like their more common cousin, the minotaur, though they are somewhat larger and their bull's heads are topped by a more convoluted and impressive set of horns. Laschwisch minotaurs are thought by some to be demons: Laschwisch is a demon lord of cold and rock and he torments the souls of the dead in an icy maze like hell. These minotaurs are said to roam these narrow hellish halls tormenting the frozen souls of the dead. As one might expect, these creatures are immune to cold, though they are also very resistant to normal weapons. A Laschwisch minotaur is typically equipped with a battle axe.

 

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 Devils

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

 

Mymidons

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).

 

Air Myrmidon

An Air Myrmidon is typically equipped with plate mail armor, wooden shield, and a long bow.

 

Earth Myrmidon

An earth myrmidon is typically equipped with plate armor, wooden shields, and long bows. Recent reports indicate that they are equipped with long swords.

Exp:     aprox 50

Health: 19 to 22

 

Earth Captain

Adventurers report earth myrmidon captains are equipped with plate armor, wooden shields, and long bows.

 

Fire Myrmidon

Adventurers report fire myrmidons being equipped with plate armor, wooden shields, and long swords.

 

Fire Captain

Fire myrmidon captains are equipped with plate armor, wooden shields, and long swords.

Health:        23

 

Water Myrmidon

 

Water Captain

Water myrmidon captains are equipped with plate armor, wooden shields, and long swords.

 

Nightling Soldier

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

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

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 Warrior

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

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.

 

Blight Orc Archer

A Blight Orc Archer is typically equipped with Tarnished Scale Armor and a Blight Long Bow.

 

Ice Orcs

Ice Orcs are a strange breed who owe allegiance to the Snow Giants who oversee the protection of the Icy Barrows of the Prison of Frozen Souls. These Orcs are only seen by those brave adventurers who dare to explore the frozen wastes of the depths of Icehaunt.

 

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 Fighter

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: ?

 

Orc Warrior

Exp:     ?

Health: <16

 

Oryx, Blood

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

 

Phantasm

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

 

Phantom

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.

 

Prideful

 

Prideful Maiden

Typical Damage: 2-10

 

Prideful Mother

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.