Monsters W through Z

 

Wasp

 

Giant Wasp

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

 

Giant Wasp Swarm

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 Beast

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.

 

Watcher

 

Darkfall Watcher

Nothing is known about these creatures. They seem to be human-shaped cloaked pieces of darkness. Darkfall Watchers are typically equipped with nothing.

 

Eclipse Watcher

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

 

White Lady

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.

 

Wight

 

Barrow Wight

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

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.

 

Clover Wisp

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.

 

Rose Wisp

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.

 

Thistle Wisp

A Thistle Wisp has a natural ranged attack. They are able to fire thorns at enemy's at a range of own square +2.

 

Weed Wisp

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

 

Grey Witch

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

 

Icewind Witch

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

 

Icewind Witchling

 

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

Snow Witch Caster is typically equipped with a Witch Ice Sprite.

 

Wolfen

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.

 

Wolves

 

Andrasarchus

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.

 

Great Wolves

 

Grey Wolves

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+

 

Tyrant Wolves

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.

 

White Wolves

 

Worm

 

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!

 

Slime Worm

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 Worm

Greater slime worms are typically equipped with nothing.

 

Gargantuan Slime Worm

Gargantuan slime worms are typically equipped with nothing.

Health:        150

 

Sand Worm

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.

 

Greater Sand Worm

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 Snagworm

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 Wraith

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

 

Mist Guardian

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.

 

Zantaur

Zantaurs are strange creatures. They have the legs and body of a horse, but at the neck the horse gives way to a humanoid torso, arms and head. Unlike Centaurs, the humanoid part of these creatures does not, in fact, look human. Rather, they seem to be some relative of the Orcs, but completely hairless. Zantaurs decorate their chest and face with red and purple tattoos. Their way of life is harsh and violent. They have a dark code of honour, but are generally evil and dangerous to strangers. Zantaurs can attack using their natural weapons, with swords which they often carry, with bows quite often and some Zantaurs are believed to also have innate mental abilities. Fearsome foes indeed.

 

Male Zantaur

Male Zantaurs are typically equipped with long sword.

 

Zombie

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: ?

 

Dwarf Zombie

 

Elf Zombie

 

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

Greater Frozen Dead are completely immune to 'Normal' Damage. Adventurer’s report that they get 3 attacks per phase.

Health:        18+

Typical Damage:        4

 

Lesser Frozen Dead

Adventurer’s report that lesser frozen dead zombies are also immune to normal damage.

Health:        >10

 

Gentleman Zombie

Exp:     20

Health: 15-19

 

Giant Zombie

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)

 

Glutton Zombie

Exp:     29

 

Greater Zombie

 

Female Greater Zombie

A greater female zombie was encountered by the name of Lady Alice. She was equipped with nothing.

Exp: 100

Health:        50

 

Male Greater Zombie

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 Zombie

Orb zombies are typically equipped with nothing.

 

Pit Zombie

Health: 8+

Defenses: Normal: 18 (A) Fire: ? Cold: ? Chemical: ? Magical: ? Mental: ?

 

Zombie Child

Exp:     5 or 10

Health: >5

Typical Damage:            1-4

 

Zombie Flesheater

 

Zombie Gladiator, Female

A female zombie gladiator is typically equipped with a chain hauberk and a long sword.

 

Zombie Master

Zombie masters are suspected to be equipped with skull scepters.

Exp:     40

Health: 15-22

Typical Damage:            2-8

 

Zombie Spellslinger