Monsters T through V

 

Taaken

Taaken are a strange humanoid race with the bodies of men and the heads of birds. They are predatory and warlike, preferring conquest and plunder to diplomacy and peace. Little is known of their ways or society as they have only recently revealed themselves. It is believed that they emerged from the Great Forest on the northern edge of Bereny, perhaps from the magical lands beyond. Although Taaken do have wings, only about a third of them retain the actual ability to fly.

 

Taaken Crow

A taaken crow is typically equipped with  studded leather armor and flail.

 

Taaken Rook

A taaken rook is typically equipped with leather armor and flail.

 

Taaken Talon

A taaken talon is typically equipped with scale armor, wooden shield, and flail.

 

Taaken Eagle

A taaken eagle is typically equipped with leather armor and flail.

 

Taaken Eagle Lord

A named taaken eagle lord, Lord Whitegold, was equipped with leather armor and flail +5.

 

Tentacular Cluster

The hideous tentacular cluster is nothing more than mindless vegetation, but no less deadly for it! These huge spherical sponge-like creatures live in deep dark wet places. They are dome-shaped and normally as big as thirty feet in diameter. They apex as high as eight feet from the floor. A tentacular cluster looks like a huge mold and can be green, orange, red, or black in color. They are repulsive to look at, their most soft surface covered in pus-filled sores and many hundreds of bulging bloodshot markings that look like eyes. Tentacular clusters attack using their dozens of whipping tentacles. Killing one piece of these creatures is not enough, they have four separate nerve-centers and all must be destroyed else their regenerative powers will restore them back to full health. Adventurer’s report that the tentacles of a cluster have a range of 2 squares.

Exp:         60 (per tentacle/square)

Health:     30 (per tentacle/square)

 

Greater Tentacular Cluster

Greater tentacular clusters are immune to damage from fire and normal bows. Adventurer’s report that they are also immune to cold attacks.

Exp:     128 (per tentacle/square)

Health: 64? (per tentacle/square)

 

Terrorpin

Terrorpins are a barbaric intelligent race of amphibious swamp creatures. They dwell in loose communities preying on the weak species that surround them. A Terrorpin will seldom pass up the chance of a meal. They tend to prefer fresh meat.... preferably still moving on the first bite. Terrorpins use simple tools and are highly resistant to fire attacks, seeming to almost soak up the heat. Slightly smaller than a human man, Terrorpins have tough leathery skin and a half-shell to protect them. In Terrorpin society, status is measured by shell-coloration, which they stain and die with the blood and vital juices of their enemies.

 

Black-Ear Terrorpin

Black ear terrorpin’s attack with great swords and long bows.

Exp:                            150

Health:                            >21

 

Blue-Ear Terrorpin

Blue ear terrorpin’s attack with long bows. They are reported to move and attack up to round 10 with no retaliation after that round.

Exp:                            74

Health:                            20+

Typical Damage:                            0-3

 

Green-Ear Terrorpin

Adventurers report that they are the second toughest of the lot.

Exp:                            90

 

Red-Ear Terrorpin

Red ear terrorpins attack with clubs or short bows with a range of 4.

Exp:                            64

Health:                            >14

Typical Damage:                            1-8 or 1-3

 

Timeless Warrior

Leaders of men in a time before recorded history these eight foot warriors are the epitome of hatred. Bred to rule by the sword and baptised in the blood of innocents they set forth from the purple towers of an empire built on pain and suffering, conquered lands which are unknown even to this day, performed mighty deeds in the name of their Emperor whose name has ever been lost to the winds of time. Here and there, deep in the earth where no mortal should set his gaze were the most powerful buried, entombed in dolmens of blessed stone and left for a time when their powers waned and mortal man could strike them down,  But such is the power of hatred that even their foul touch of death takes time and  though many centuries have passed these Timeless Warriors are still leaders of  Men. Men just don't know it yet. A timeless warrior is typically equipped with Baroque Plate of Ruby, Iron sword of Thule, and Everlasting Hourglass.

 

Tree

 

Demonic Tree

Description unknown. Players Note: Observed having two attacks for everyone one a normal creature has at a range of own square plus eight.

Damage Reduction: 2

Attack Range: Own square + 8 radius

 

Murder Tree

Murder Trees are huge trees which have been possessed by an angry spirit of some kind and which have gained the ability to move slowly and enough intelligence to take their fury out on passers-by. The spirits, which can possess trees in this manner, and indeed the different types of tree they can possess, make the actual powers of such a creature difficult to guess. Ash Terror, a named Murder Tree is equipped with nothing. Player’s Note: Appears to have an attack range of own square plus 3 and damage reduction of at least 1. A second murder tree named Ancient Oak Curse appears so far to have an attack range of at least its own square plus three and a damage reduction between 1 and 3.

 

Troggs

Troggs are evil tribal humanoids. They have dark purple mottled skin and beast-like features. The average trogg stands only five feet at the shoulder, but their small stature is deceptive. Troggs are actually very strong, extremely robust and grimly courageous. Troggs have been known to drag themselves along in a pool of their own entrails to manage one last blow on their enemy. These creatures are something of a conundrum. Their own tribes care for each other, look after their elderly, teach their young and generally show kindness. But against all other races, they have nothing but hatred. Trogg's worship the gods of darkness. They occasionally have evil shamans among their number. They also show no qualms in eating other humanoid races.

 

Trogg Brute

Like Trogg warriors, Trogg Brutes are typically armed with wooden clubs.

Exp:                            20

 

Trogg, Chieftain

Adventurers report that they drop chain mail armor and battle axes.

Health:                            7+

 

Trogg Shaman

Exp:                            20

Health:                            10

 

Trogg Warrior

Trogg warriors typically carry wooden clubs.

Exp:                            20

Health:                            10 to 13

Typical Damage:                            1-6

Attack:                            13 (A)

 

Trolls

Trolls are thin, green creatures native to the deep underworld. Some say they originally had faerie extraction and were banished to the mortal world, to live underground. Whatever the truth, these thin creatures are incredibly strong, clawed and rapacious. They also have an incredible capacity to heal, their injuries sealing over with incredible speed. They are somewhat vulnerable to fire, though they thrive in cold climates and do not feel the chill. In spite of rumours to the contrary, Trolls can be slain by any form of damage, not just flame, but it is very, very difficult to do so. Trolls do not seem to need to breathe, and are thus as happy underwater as they are above ground. A troll is typically equipped with nothing.

 

Ice Troll

Ice trolls are thin, white skinned creatures standing some seven feet tall. They have the troll's power to regenerate wounds of whatever kind, though they are vulnerable to fire. Strong, fast and mean they will attack anyone they meet, though they are servants of the god Laschwisch, who created them from common troll stock and as such they will sometimes ally with, or serve, those who serve him. Apart from their phenomenal ability to heal, trolls have no other special powers, but they are strong, fast, tough and mean and this makes them powerful foes. An Ice Troll is equipped with Studded Leather Armor, Wooden Shield, and a Short Sword.

 

Moss Troll

The moss troll is a creature native to underground grottos, caverns and corridors where plant life and lichen thrive. The creatures are herbivores, despite their fearsome appearance.  Moss trolls are extremely territorial and not altogether bright, making them a danger for adventurers who stumble upon their lairs. Most moss trolls encountered will be female, since males are rare. Moss troll females have an unusual reproductive system that involves laying eggs in certain plants and fungi. Adventurers who disturb the fungi will almost certainly destroy the delicate eggs before they can reach maturity and rouse the wrath of the mother troll! Moss trolls are very strong and have huge club like hands with which they can inflict a lot of damage.

 

Mosslings

When very young moss trolls are encountered, these are referred to as “Mosslings.” They are smaller, weaker versions of the adult trolls. (Reports from adventurers detail an encounter with mosslings where a moss troll arrived the following turn after the mosslings were attack. In this encounter, a priest character was killed after three strikes from the moss troll “mother”.) Mosslings are typically equipped with nothing.

Exp: 10

Health:        <9

Typical Damage:        5

Attack:    7 (A)

Defenses: Normal: 6 (A) Fire: ? Cold: ? Chemical: ? Magical: ? Mental: ?

 

Tyrannosaurus Rex

The tyrannosaurus rex is the name given to one of the terrible giant lizards which roam the deeper areas of the Frontier. The natives of the region speak of this awesome creature in hushed and reverent tones. It is known as the King of the Lizards, and is believed by native wisefolk to be cunning, evil and extremely intelligent. The creature is so enormous that it towers of the jungle trees and the ground shakes with its passing. A tyranosaurus rex is typically equipped with nothing.

 

Tyrannus

Very little is known of the enigmatic vulture-headed humanoids known as the tyrannii, since they seem to care nothing for diplomacy or racial harmony. Indeed, the only purpose of the entire tyrannus race is to conquer, control, and enslave. Tyrannii are war-like power mongers who seem to have little or no compassion or emotion. They see every other race on the face of Myriad as inferior to them, born for nothing but service to them or for death. Their cold hearts stretch even to their own people, since they slaughter their own kind at the first sign of weakness or any other deviance from their definition of the right way. Tyrannii first began appearing in the mountain ranges on the northwestern borders of Bereny. It is assumed they come from the unknown lands beyond, although how they negotiated the impassable heights is not known. Their purpose in Bereny is not known, but is certainly evil in the extreme.

Tyrannus Fledgling

Tyrannii fledglings attack with their beaks or a ranged sonic attack.

Exp:                            20-24

Health:                            10

Typical Damage:                            1-3

 

Tyrannus Shaman

Tyrannii shaman attack with spells. “Stones and loose gravel” (1-2), “Purple energy” (2), “Suffocation” (2-3), Insects (1-2), and “Strong winds” (1-3). None of the attacks result in automatic hits.

 Exp:                            56

Health:                            28

 

Tyrannus Sire

Tyrannii sires attach with a ranged sound attack that does 4-6 damage.

Exp:                            42-56

Health:                            28

Typical Damage:                            2

 

Undine

 

Lesser Undine

Lesser Undines are unintelligent watery creations, usually created from a body of water (perhaps its own body!) by an undine. These creatures tend to attack everything that comes near them reaching out with magical watery tendrils or forming a head to attack with. Like undines, their watery bodies make them resistant to fire, though vulnerable to cold.  With no minds, they are invulnerable to mental attacks. Normal weapons can hurt them but often will pass straight through.  It does not take much damage to destroy one. A lesser undine is typically equipped with nothing.

 

Unicorn

Unicorns are rare and magical equine creatures. These wondrous beasts have the body of the finest and most magnificent white horse, while they possess a very high intelligence and the ability to speak! Rarely do Unicorns leave the huge and wild forests in which they live, but on some occasions it has been known for them to come into the world and join with stalwart adventurers to fight for the cause of good. Unicorns have the power to heal themselves while standing in a Shallow Water square by calling upon the power of faerie and bringing water sprites to their aid. This costs 10 gps and heals them 5 health. (Order C 601). Unicorns also have the power to summon a Leprechaun to assist them (order 'C 600').

 

Dark Unicorn

How such a beautiful and wondrous creature as the unicorn could turn to evil is a mystery, yet some have. These evil animals have shunned the light and in their fall have become darker than many of their rivals. A black horse body with the head and torso of a human, these creatures move with frightening speed and grace. There hearts are as cold as ice and they serve evil in all its forms. Dark unicorns are equipped with nothing. Player’s Notes: Players report that upon seeing a dark unicorn, the unicorn charge to the attack next round. It is suggested drawing powerful close combat weapons upon sighting a dark unicorn. It is unknown if slaying a dark unicorn results in a dropped dark unicorn horn every tine. If a dark unicorn horn is acquired, it can be sold for 50gp, but the Appothecary Guild will buy them for 75gp.

Exp:                    aprox. 70

Health:         60+

Move Rate:  Very Fast

 

Spell Bound Unicorn

Spellbound by the Necromancers of the Mor Kas Ah, these dark unicorn are immune to mental and magical attacks. Spell bound unicorns are typically equipped with chain barding.

 

Vampire

Vampires are the nightmare creatures of darkest legend. They are the princes of the undead. Their lives stuck in a limbo that is eternal night. They are evil and crave blood. Some say they are creatures of sorrow, anger and pain, but the truth of it is that they are evil and they crave blood, and must feast every day on the living, draining them of their life essence. Only humanoid blood will do and most commonly those vampires found will be human, although not always! For their curse can be passed to other races too. Contrary to popular myth, vampires are not affected by holy symbols or silver, and normal weapons can certainly harm them, although their wounds heal very quickly indeed, and they can take lots of damage before weakening. Vampires are weakened by daylight and usually stay in dark places or under the cover of night. Little is known of their hierarchy, but vampires at any rate are extremely intelligent.

 

Che’Dance Vampire

The Che' Danse are a vampiric clan who worship death. It is their ultimate aim to destroy all life, even though that would also mean their own death through lack of sustenance, they believe this is the ultimate aim of their kind. Strangely, Che'Danse are not necessarily dangerous. They have been known to work with sentient races where it furthers their aims and plans. Nevertheless, like all vampires they must feed... and feeding means killing! A named Che’Danse vampire has been encountered, Madame LeDarne, but she was observed to be equipped with nothing.

 

Greater Vampire (PC)

Vampires are a form of undead. Their lives are filled with sorrow, anger, and pain. Vampires must feast often on the blood of the living. Only humanoid blood will do. Contrary to popular myth, Vampires are not affected by holy symbols or silver and they can certainly be harmed by normal weapons, although their wounds heal very quickly indeed. Vampires are weakened by daylight and prefer dark places, but sunlight does not actually harm them. A Vampire can drink the blood of a dead person (under 1 health) or the friend of the vampire who allows them to feed upon them by issuing the order 'X 1808 <Vampires ID>'. Vampires do this by issuing the order 'X 1808 <target character ID>’ from the same or an adjacent square. This will cause 5 damage to the person donating. “Friends” who do this are known as “Blood Toys.” Very rarely, if somebody gives blood to often, they may become a “Blood Doll,” which is much worse. Vampires feeding must be in the same or an adjacent square. NOTE: VAMPIRES HAVE NEW POWERS AND RULES. Use the order 'X 4410 0' for full information.

 

Human Vampire

Human vampires carry little in the form of equipment. They often have rubies for treasure.

Exp:     93-130

Health: 50-65

Typical Damage:            4-7

 

Mortraven Vampire

Vampires are creatures of darkest legend. Their lives, eternal twilights of blood and evil, are filled with sorrow, anger and pain. Vampires must feast every day on the blood of the living. Only humanoid blood will do. Contrary to popular myth, Vampires are not affected by holy symbols or silver and they can certainly be harmed by normal weapons, although their wounds heal very quickly indeed. The Mortraven Clan is an ancient vampiric organization who are descended from the famous vampire Mortraven, who many believe was the first vampire to ever exist. Whether this is true or not, the clan are haughty and pompous. They spend much time in elaborate ceremony, political scheming and complicated affairs of both an intellectual and physical nature. They are known to thrive within human societies, disguising their true nature to appear human themselves. Mortraven Vampires are typically equipped with nothing.

Attack:        15 (A)

Defenses: Normal: -66 (A) Fire: ? Cold: ? Chemical: ? Magical: ? Mental: ?

 

Vampire Dragon

Vampires are creatures of darkest legend. Their lives, eternal twilights of blood and evil, are filled with sorrow, anger and pain. Vampires must feast every day on the blood of the living. Only humanoid blood will do. Contrary to popular myth, Vampires are not affected by holy symbols or silver and they can certainly be harmed by normal weapons, although their wounds heal very quickly indeed.  Thankfully Vampire Dragons are extremely rare. Usually they are small creatures as only a young dragon has the inability to stop a vampire attack. Only four have been recorded in all of Bereny history though none have been seen for centuries. Vampire Dragons will attack and kill anything, their moral compulsions long since erased by the hunger. Vampire Dragons are equipped with Fiery Breath. Kulchuk is a named vampire dragon encountered on the 3rd level of the Pits of Poldoon. Adventurer’s report that this dragon attacked twice per attack, (i.e. When it in attacks it attacks twice, when it replies to an attack, it attacks twice.) a common capability of dragons in general.

Typical Damage:            5 to 10 (fire)

 

Vampire-Kin

When a person is repeatedly drained of blood by a vampire over a course of months or years they may, if they survive long enough to be fully tainted by the undead spirt, become a vampire kin. These creatures almost always female, are a bestial almost mindless form of vampire. They are still used by their masters as a source of blood, but also hunt for blood themselves. Vampire Kin are vunerable to a proper yew stake, as are vampires and are immune to mental attacks , resistant to cold and vulnerable to fire. They attack with tooth and claw. Some very few Vampire Kin might regain something of their minds and become true vampires, but this is not all that likely.

Attack:        -6 (A)

Defenses: Normal: -13 (A) Fire: ? Cold: ? Chemical: ? Magical: ? Mental: ?

 

Vesune Vampire

The Vesune are a clan of vampires who believe they are the supreme vampire archtype. They see all other vampires as inferieor and servile, and all other races as food. Cruel and evil in the extreme, the Vesune move from world to world, reality to reality, dominating and subverting every race as slaves, or as cattle. The Vesune are ivory skinned, with perfect features and blood red eyes. They are cold, unfeeling and merciless. Adventurers report that these vampires are equipped with nothing.

Exp:     50

Attack:        7 (A)

Defenses: Normal: -30 (A) Fire: ? Cold: ? Chemical: ? Magical: ? Mental: ?

 

Vermine

Vermine are the people of the sewers, of the dark damp places, the scavengers who feed and live on the waste of others. Although not evil in the same sense as some of the darker races they are certainly opportunistic, merciless and savage. These humanoid ratman stand 4-5 feet tall with gray, black or white fur. They are pack creatures and prefer not to get involved in combat unless they far outnumber their opponents. They eat almost anything organic, but prefer meat, particularly the flesh of other humanoids. They can often be found in the sewers beneath a city or in dungeons near other more-powerful humanoid races. Occasionally their relationship with the other race can even be beneficial, since they consume and use waste that would otherwise become putrid and disease-ridden. Vermine have dexterous 'hands' capable of using weapons, although many prefer to use the filthy claws they were born with.

 

Black Vermine

Black Vermine are equipped with level two diseased claws. These claws inflict the disease, foul malady.

Typical Damage:                            2

 

Grey Vermine

Grey Vermine are equipped with level one diseased claws. These claws inflict the disease, foul malady.

Exp:                            20

 

White Vermine

White Vermine are equipped with level three diseased claws. These claws inflict the disease, foul malady.

Health:                            22

Defenses: Normal: -35 Fire: ? Cold: ? Chemical: ? Magical: ? Mental: ?

 

Void Lurker

"There's something in the darkness, there's something in the night, there's something in the darkness that wants to steal your light." - Ancient Fable. Nothing is known about this creature. Void Lurkers are typically equipped with nothing. Player’s Note: Immune to normal damage.