Monsters W through Z
These huge stinging insects
are extremely unpleasant. About the size of a domestic cat, they are fast,
agile in the air and pack a mean sting. Legend tells that a magic spell gone
awry was responsible for the oversized creatures that are abundant in Bereny,
but the truth of that is lost to time. A Giant Wasp is equipped with nothing.
Health: 11-16
Typical
Damage: 3-6
A
Giant Wasp Swarm is equipped with nothing. Player’s Note: A giant wasp swarm
has six attacks for each attack a normal creature would have.
Waste beasts are huge monsters
that live in desolate overland areas. With incredibly tough skin and massive
size, often as tall as 15 feet in height, these monstrous creatures are
devastating fighters. Waste Beasts are found in the Broken Lands, the
wastelands of Kyr and, rarely, in the open areas of the Frontier. There is
little benefit in fighting them and the smart folk avoid them entirely. A waste
beast is equipped with nothing.
Nothing is known about these creatures. They seem to be human-shaped cloaked pieces of darkness. Eclipse Watchers are typically equipped with nothing. Adventurers report they are immune to normal weapons.
Silent Watcher
Nothing is known about these creatures. They seem to be human-shaped cloaked pieces of darkness. Silent Watcher are typically equipped with nothing.
Wendigo
The Wendigo is a malevolent
supernatural creature. The first accounts of the Wendigo by explorers of the
Southern Glaciers date back hundreds of years. The Wendigo was usually presumed
to have once been human. A hunter may become the Wendigo when encountering it
in the forest at night, or when becoming possessed by its spirit in a dream. It
is also said that anyone who eats corpses in a famine becomes a Wendigo as a
result although this myth may just be a cautionary tale among glacier tribes
whose winters were long and bitter and whose hunting parties were sometimes
trapped in storms with no recourse but cannibalism. The Wendigo is a large
wolfish beast creature with long matted white fur and huge glowing green eyes.
Wendigo is (are) typically equipped
with studded leather armor, wooden shield, and short sword.
Werecats (PC)
Lycanthropy is a magical disease, passed by the infectious bite of a carrier. Somebody who has Lycanthropy is not necessarily a carrier, in fact carriers are few and far between. Once the disease is in the system it can never be removed. Lycanthropy lives in a person's system in a dormant state until some trigger causes it to flare up. When this occurs, the infected host goes through a painful physical transformation, turning into a strange hybrid form, a cross between a humanoid and an animal. They gain a terrible blood lust, killing any and all who stand in their way. In human form, they have little or no memory of what they did while in the magical grip of the disease. Lycanthropy is a terrible curse. It can cause an otherwise good person to murder and kill their friends and loved ones. While in their "other" form, Lycanthropes are considered monsters by law. In human form, they tend to keep very quiet about what they are for fear of being hunted down.
Werewolf
Werewolves are the most common and generally the most-feared of the lycanthropes. Like all such creatures, the creature is the victim of a hideous magical disease which has transformed what was once a normal person into a terrible hybrid of man and wolf. There is no known cure for lycanthropy other than the obvious one, death. A Werewolf is a dire creature, always hungry, always craving the blood of other living creatures, particularly humanoids. Unable to help itself, the beast attacks others savagely, often on sight, using its sharp claws and teeth as awful natural weapons. The Werewolf is doubly dangerous because it CANNOT be hit by normal weapons, which will always miss it. Only weapons that do a damage type other than 'normal' have any chance of striking it. Perhaps that is why the adventurers legend says, “meet a wolf in shape of man and kiss your life goodbye.“ Player’s Notes: Reports detail the death of one werewolf through the use of 7 points of fire damage and two touch of death parchments. Further reports indicated two touch of death parchments will do the trick. Even doing ‘magical’ damage, it appears that werewolves have at least 2 points of damage reduction.
Health: 15-20
Typical
Damage: 1-6
Silver
Werewolf
Adventurers report that they attack two times per
phase.
Tortured Werewolf
However they can be bound by powerful magic and
tortured. Tortured Werewolves can be found where there are, or were powerful
magicians. The most common are Tortured Were's who are followed by a small
magical cloud of silver pins that jab and scratch the Were's to a frenzy.
Torlian Bound Werewolves are thrice cursed, their fur matted with foul goo that
drives them insane. A Tortured Werewolf is equipped with, Goo Covered Hands.
Exp: 59
The white lady is a named monster in the Rift. She is reported to be immune to seer’s staves, normal weapons, and fire sprites. Magic bows have been reported to hit her, but it is believed she is difficult to hit in any case.
In ancient times the leaders and warriors of the clans that ruled Bereny were buried in barrow mounds. These mounds can be found all over the countryside and often those in search of loot will break them open. Enraged by this desecration those fallen who in life had made pacts with dark powers may rise as barrow wights: red eyed, vicious undead who wield night dark blades against their enemies. These wights are very dangerous... though their blades are also highly prized by those who do not mind using such a dark artefact. Like most undead, they are immune to mental attacks and are almost invulnerable to fire and cold. They are very resistant to normal weapons. Those who are not armed with wight blades fight with their magical claw like hands. The creatures are tough and remorseless. A barrow wight is equipped with nothing.
Wisps look very much like tiny
people (but are actually not living beings as we know them at all). They are
summoned to serve magicians in some shape or form. It is believed they are
formed from the spirits of living things. Each type of Wisp has the appearance
of a tiny woman. Wisps are magical and only semi-corporeal, therefore although
they are quite weak they are difficult to hit in combat. Wisps do not get along
well with Homonculi, another similar form of magical servant. Wisps do not move
fast, but they can teleport to the location of their masters and some of his
friends at any time by using the order 'U 1 <target ID number>'. (ie. any
character owned by the same player.) Wisps have a 3 GP upkeep per turn.
A
Clover Wisp can grant luck to her master and friends (same player number),
which translates as a bonus of +5 on their magical defense for the duration of
the turn. The order to do this is ‘U 2 <target ID>’. Target must be in
the same square.
A
Rose Wisp has the power to make their owner or immediate friends (same player
number) more attractive for the duration of the turn. This is achieved using
the order 'U 3 <target ID>'. This target must be in the same square.
A Thistle Wisp has a natural ranged attack. They are able to fire thorns at enemy's at a range of own square +2.
A
Weed Wisp attacks in a special way. At a range of own square +2 they cause a
chemical attack, choking and retching, upon their enemy.
Typical Damage: ?
(chemical)
Witches
may or may not be human, depending on whose account you believe. If they are
human then they have given up that humanity and traded it for the blackest soul
they could attain. Living in inhospitable, grim places, they enjoy causing
misery and pain through the use of forbidden magic. There are countless legends
as to the awful practices of witches, including child stealing (as slaves or as
dinner as the whim takes them) , cursing, poisoning and hideous black masses to
summon and worship dark powers. Witches have also been rumored to snatch young
men, using illusions to appear as attractive women. In this way they continue
their race, although the poor wretch they used for procreation is usually eaten
for supper. In particular, Witches hate beautiful women, since they sacrifice
their beauty in the gaining of their powers. They will often choose to attack
these first, if present. Witches are immune to magical attacks and highly
resistant to temperature attacks. The attack of a gray witch usually inflicts a
curse called warts & boils (see Conditions). They are immune to magical
weapons, but a seer’s staff still does them harm. They are equipped with a
witch’s hex. Named witches have been seen.
Exp: 74
(58 to 79)
Health: 44
Typical Damage: 1-3
Magical
The
Icewind witches are the bane of parts of Frost Ward and the depths of Icehaunt.
Followers of Laschwisch, the demon of Cold and Rock (who some say is a minor
demon and some say has become one of the 947 dark gods), Icewind Witches
command armies of Ice Goblins, Trolls and a few giants, as well as creating Ice
Animates and summoning various demons. With this army they no doubt intend to
conquer and it is only frequent forays against them by adventurers that keep
them in check. Physically weak, Ice Witches wield fearsome magical powers and
are very resistant to magic themselves, as well as being immune to cold. They
are usually found with a number of allies. Apprentice Icewind Witches are
called 'Witchlings.' They are much less magically powerful. Icewind witches are
equipped with black icicles.
Health: 23
Snow
Witch
The
Snow Witches are the denizens of various hidden ruins, temples and places of
worship. Spread around the Glacier these women spread their wisdom and aid
those who need their help. However, there are those who see the warm lands as a
great threat and fight to keep the Glacier pure.
Snow
Witch Caster is typically equipped with a Witch Ice Sprite.
These creatures are not
lycanthropes and are not the subject of any magical disease. They are a race of
humanoids with the body of a man and the heads of wolves. Although somewhat
savage and wild, they are not evil and have been known to work against evil races
when the need arises. They are considered of the same allegiance as the
Berenian adventurers.
This wolf looks cleverer, cannier, and generally more
aware than others of its ilk. It has the patented Advanced Canine Protection
skill offered by the Children of Ragnarok guild. The secret ingredient? Beer!
And lots of it.
Player’s Note: A description of an Andrasarchus
encountered in the Ski-Trek Wildlife Sanctuary:
These enormous hoofed predators stand as large as an
equine horse. Heavily-built and wolf-like they can be up to 14 feet long, with
a skull over 3 feet! It walks on four short, strong legs, has a long body and
tail, and a very long snout. It's large, sharp teeth and clawed feet make it a
dangerous beast! Usually found only in the deep wilderness of the Southern
Glacier, these animals have been turning up in Bereny in recent times, imported
by the Barbarian folk as labour and as a riding beast. Only a very strong
barbarian can possibly control one of these beasts and consequently they are
only sold to the Barbarian who has achieved the first rank of the Wodesserain.
An andrasarchus is typically equipped with nothing.
Fifth
Cry Wolf
Player’s
Note: Immune to magical damage.
These wild wolves, the untamed version of those who
have been mastered by the Glacier Barbarians, are vicious and nasty pack
hunters who will attack travellers without fear. They are native to Frost ward,
though they can often be seen in winter ward, hunting food, too. As one might expect,
they are resistant to cold, but dislike fire. Grey wolves are typically
equipped with nothing.
Savage Wolf Pack
The Savage Wolf Pack consists of 6 Wolves. These wolves, the untamed version of those who have been mastered by the Glacier Barbarians, are vicious and nasty pack hunters who will attack travelers without fear. Savage Wolf Pack is equipped with nothing. Player’s Note: A savage wolf pack attacks six times for each normal creature’s one attack.
Timber Wolves (Savage)
A timber wolf is a wild pack animal native to the dark forests and glacier wastes of Myriad. The tribesmen and women of the southern glacier have even managed to tame and train them. Although, for a creature like the wolf, the word ‘tame” is never a comfortable description. They are equipped with nothing.
Exp: 24
Health: 5-12
Typical Damage: 1-4+
A Tyrant Wolf is a huge variation of the standard wolf.
Although not truly a new breeed, their great size, strength and endurance sets
them apart from their smaller kin. Found only in the coldest, deepest areas of
the Southern Glacier, these impressive beasts have only recently begun to be
imported for work by the glacier folk who have used them for centuries.
Book
Worm
Giant
Book Worm
Giant
Book Worms are monstrous creatures, similar to a normal earthworm, but growing
up to seven feet long. Their bodies are soft and easily damaged, yet such
damage seems to hardly bother them. It is not uncommon for a Giant Book Worm to
continue crawling mindlessly long after its body is hacked virtually to
ribbons. These monsters feed on moss and lichen, but they also have a taste for
paper and books, hence their name. They are a sages's nightmare because their
eggs are tiny and carried on gusts of air, but can quickly grow to horrific
size and do great damage to libraries, scrolls and other paper goods. Aside
from their nuisance, the Worms are faster than they look and pack a cruel bite
for unwary adventurers to deal with as well. A Giant Book Worm is equipped with
nothing.
Health: 48+
Typical
Damage: 4
Purple
Worm
Run!
The
Slime Worm is a huge blind subterranian creature which is able to produce an
acidic alchemical which has multiple uses. Firstly, it can be left in pools on
cave floors where it forms a sticky bond making movement slow for potential
prey. The worm is able to move at normal speed upon its slime and kills its
dinner by spitting more of the dangerous acid. Not the cleverest of hunters,
but a dangerous threat nonetheless. Slime worms come in various sizes, and the
size relates directly to their age and danger. The bigger, the worse the
threat. Slime worms have mottled dark green pulpy skin and a large gaping maw
at one end. Slime worms are typically equipped with nothing.
Exp: 40 aprox
Health: 13 to 16
Greater slime worms are typically equipped with
nothing.
Gargantuan slime worms are typically equipped with
nothing.
Health: 150
The
Sand Worms are a giant species of worm that has evolved to swim through the
sandy depths and over the surface. Composed of hundreds of segments these worms
can cover vast areas of desert and wasteland quickly. Although they are not
that well armoured they are difficult to kill simply because they are so large,
even the smaller worms that have been seen. It is rumoured that there are parts
of the worm that can be used for certain alchemical procedures, but harvesting
these has been difficult in such hostile locations.
A
greater sand worm is typically equipped with nothing.
Tunnel
Worm
The Tunnel Worm is a hideous subterranean creature that
is almost completely mindless. Their tubular body grows to 10 feet in length,
with a circumference much the same as the torso of a big man. Tunnel Worms are
almost pure muscle. Their skin is a greasy gray in color, so that if they lie
still they are virtually invisible in dark and shadowy caves. Their maw is full
of incredibly strong teeth, necessary because they eat pure rock. More
importantly, although incredibly dumb, Tunnel Worms can be trained and are
often employed by monstrous races for excavating new areas of a dungeon. Moving
and excavating with a Tunnel Work is achieved by using the order:-
"M" "Move Direction Code" "Tunnel Direction
Code". E.g., M 1 5 would tell it to tunnel South, THEN move North. Tunnel
Worm is equipped with Nothing. For those with a monster position, they have six
orders.
Health: 50
Typical Damage: 5
Hungry Snagworms are a large, stupid member of the
Tunnel Worm family. They eat the refuse adventurers and monsters leave behind.
Some people call them the 'Janitors of the Underworld'. They seem able to
consume just about anything. In general they are not hostile or dangerous
unless attacked. Hungry snagworms are typically equipped with nothing.
Wraith
Pain
Wraith
Pain
Wraiths are created by the followers of Lamari. The process is most horrible: a
man or woman of strong will is slowly tortured to death, the agony of their
passing being drawn out as long as possible and that agony given spectral,
undead form. Thus is created the pain wraith. An insubstantial creature, it can
be harmed only by fire or magic. Its touch brings agony and it lives, if it can
be said to live at all, for one thing alone: to bring the pain of its death to
others. Those touched by these creatures relive a brief moment of the tortures
which led to their creation, which causes the body of the person so touched to
be wracked with agony. A pain wraith is typically equipped with nothing.
Mist
wraiths, undead creatures that inhabit the misty wastelands cry and wail from
the hidden depths, leaping out at the unwary and dragging them to their doom.
Only
in the misty realms and the bogs and swamps where the mist is eternal can they
be found, but for all it is better if they are not. A mist wraith is typically
equipped with two sets of Wraith Claws. Player’s Note: Presumably the two
wraith claws account for the mist wraith appearing to have two attacks per
phase. The second attack appears that it may only occur when the target of its
attack is in the same square.
Typical
Damage: 2-7
A
mist guardian is typically equipped with two sets of Wraith Claws. Player’s
Note: Presumably the two wraith claws account for the mist wraith appearing to
have two attacks per phase. The second attack appears that it may only occur
when the target of its attack is in the same square.
Zombies are magically animated bodies of previously deceased creatures. Humans make up the majority of those found, for reasons that remain a mystery their bodies are easier to imbue with this magical afterlife. However on rare occasions, other creatures can be found in this state; dwarves, elves, animals, and even monsters. These rarer types are far more dangerous. Zombies are not generally powerful fighters and attack with their limbs, fists or whatever body parts remain. The mere sight of these rotting undead creatures shambling towards them terrifies most people. Zombies as undead do not occur naturally. Therefore, the individual who raised them is typically found nearby, unless they have been left as guardians or are the forgotten troops of past battles.
Exp: 10 (17?)
Health: 5-7
Typical
Damage: 1-5
Attack: 45 (A)
Defenses: Normal: -52 (A) Fire: ? Cold: ? Chemical: ? Magical: ? Mental: ?
Frozen
Dead
Frozen dead are a terrible race of zombies which seem to rise only in places of extreme cold. On first glance, frozen dead do not appear much different from normal zombies and many adventurers have been slain because of this erroneous assumption. Frozen dead are in fact a rather powerful form of undead. Legend says they are created from the bodies of those who have been slain in the snow or who have frozen to death. Frozen dead are very difficult to hit since their unholy bodies cause weapons to slide off without causing damage. They are completely immune to mental and cold attacks and highly resistant to normal damage. However, when attacked with fire attacks, they can be easily dispatched. Their own attacks are cold damage. Adventurers report being immune to attacks from a +5 long bow.
Greater
Frozen Dead are completely immune to 'Normal' Damage. Adventurer’s report that
they get 3 attacks per phase.
Health: 18+
Typical Damage: 4
Adventurer’s report that lesser frozen dead zombies are
also immune to normal damage.
Health: >10
Exp: 20
Health: 15-19
A
terribly fearsome sort of undead, the Giant Zombie stands 25 feet high. The
summoning of the awful creatures is a secret known only to the darkest sects
and to some demonic entities, yet their power cannot be denied. Every step a Giant Zombie takes shakes the
ground. Every swing of those rotting
fists is thunderous and deadly. Like
all undead, the Giant Zombie is immune to mental attacks, but their tough hide
is also highly resistant to fire and cold attacks. A giant zombie is typically
equipped with nothing.
Exp: ? (In the
rift they seem to have 150)
Health: 16 (In the
rift they seem to have 85)
Typical Damage: ?
(in the rift they seem to do up to 14)
Exp: 29
A greater female zombie was encountered by the name of
Lady Alice. She was equipped with nothing.
Exp: 100
Health: 50
Health: >21
Herald
of Drax
A Minion of Drax looks very much like any other Zombie, but there is far more to them than meets the eye. Scholars believe these foul creatures are the leftover results of foul experiments which Lord Drax performed upon his own guardsmen in the Time of Thunder. Mad with grief and rage, terrified that his human guards, no matter how loyal, would be unable to protect him, Drax attempted to protect himself from the hordes of demons by using dark rites to turn his men into monstrosities themselves. Although this plan backfired and destroyed Drax's home and family, the remnants of those evil schemes remain still. Heralds of Drax are one of the most powerful minions of the dead lord Drax. It is said that when they begin to appear, Drax shall not be far behind. Some believe Drax will rise from the grave and that the Heralds mark the time as soon. Adventurers report that they are immune to fire and magical weapons. Non-magical weapons work normally against them.
Exp: 305
Health: 100-150
Orb
zombies are typically equipped with nothing.
Pit
Zombie
Health: 8+
Defenses: Normal: 18 (A) Fire: ? Cold: ? Chemical: ? Magical: ? Mental: ?
Exp: 5 or 10
Health: >5
Typical Damage: 1-4
A female zombie gladiator is typically equipped with a
chain hauberk and a long sword.
Zombie masters are suspected to be equipped with skull
scepters.
Exp: 40
Health: 15-22
Typical Damage: 2-8