Monsters T through V
A
taaken crow is typically equipped with
studded leather armor and flail.
A
taaken rook is typically equipped with leather armor and flail.
A
taaken talon is typically equipped with scale armor, wooden shield, and flail.
A
taaken eagle is typically equipped with leather armor and flail.
A
named taaken eagle lord, Lord Whitegold, was equipped with leather armor and
flail +5.
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)
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’s attack with great swords and long
bows.
Exp: 150
Health: >21
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
Adventurers report that they are the second toughest of
the lot.
Exp: 90
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
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
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 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.
Like Trogg warriors, Trogg Brutes are typically armed
with wooden clubs.
Exp: 20
Adventurers report that they drop chain mail armor and
battle axes.
Health: 7+
Exp: 20
Health: 10
Trogg warriors typically carry wooden clubs.
Exp: 20
Health: 10
to 13
Typical Damage: 1-6
Attack: 13 (A)
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.
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: ?
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.
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
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
Tyrannii sires attach with a ranged sound attack that
does 4-6 damage.
Exp: 42-56
Health: 28
Typical Damage: 2
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.
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').
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
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.
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.
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
vampires carry little in the form of equipment. They often have rubies for
treasure.
Exp: 93-130
Health: 50-65
Typical Damage: 4-7
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: ?
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)
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: ?
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 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 are equipped with level two diseased
claws. These claws inflict the disease, foul malady.
Typical Damage: 2
Grey Vermine are equipped with level one diseased
claws. These claws inflict the disease, foul malady.
Exp: 20
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: ?
"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.