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Steel and Silver Repurposed Creature Compendium

Oct 16th, 2017
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  1. A:
  2.  
  3. Aaztar-Ghola: The aaztar-ghola is a bizarre creature alien to both the Material Plane and the Far Realm, seemingly to have long ago slipped through to Asteris from somewhere else in Rivlun. Over time, the creatures have established themselves in Asteris, and have taken a liking to human flesh. Generally, the aaztar-ghola prefers to remain isolated from others of its race. They treat themselves as nobles, collecting fine robes and baroque jewelry to adorn themselves in. Aaztar-ghola have an uncanny control over ghouls, and the ability to communicate with any undead creature, regardless of its intelligence. However, the aaztar-ghola are not, themselves, undead and have no relation to any god or demon of undeath. Found: Across the continents of Asteris, Underdark
  4.  
  5. Aballin:
  6.  
  7. Aboleth: The aboleth are a powerful, ancient race of cunning, extremely intelligent, and unfathomably cruel beings and among the most powerful of those spawned from the Far Realm. An aboleth's memory is absolute, they hold the ability to perfectly recall any event that they, or even any ancestor, have experienced. Because of this, aboleth are a vast trove of knowledge, although very unlikely to share it. The aboleth actually predate the war between the Celestials and the encroaching Far Realm, not coming among the other Far Realm races during the invasion of the Material Plane. Rather, the aboleth seem to have found a way to creep into the Material Plane long before, even having their own empire before the Celestials themselves became interested in it. Though the Celestials defeated the aboleth, with giants and dragons replacing their vast swaths of territory, the aboleth still roam the world of Asteris. Found: Across the continents of Asteris, Underdark, and the Elemental Plane Meditarious.
  8.  
  9. Achaierai: The achaierai are a race of Otherworlders that have come to the most isolated regions of Asteris and the lands of Zastius. Achaierai are flightless birds whose 4 long legs can help them reach excessive speed to compensate. They are vicious hunters, and extremely tactile creatures, preferring to catch things in their front 2 claws over their beak alone. They tend to stalk their isolated hunting grounds alone or in small groups of a maximum of 8. No one is sure where the achaierai came from, but all are sure they are certainly dangerous. Besides their ability to tear flesh from bone with their claws and beaks, they are capable of expelling a black, toxic, hallucinogenic smoke from their beaks that are capable of causing short-term madness in those afflicted by it. Found: Nezurrah, Mutul, deep in the Underdark, Zastius
  10.  
  11. Adherer: The adherer is often confused for a mummy, and easily so as it resembles one very closely. Although, if you examine an adherer more closely you'd find that this humanoid creature is not, in fact, wrapped in bandages, but instead it is wrapped in loose folds of fatty, rotting flesh. Adherers are not related to mummies in any way, and are actually not even undead. Theories of their origin range from the Far Realm to creatures born from gluttony in the Abyss or one of the Hells, however the most accepted theory is that the adherer is born of a curse that begins with an insatiable hunger. Adherers are quite stealthy, and prefer to use twigs and leaves to disguise themselves in their forest or small cave homes to set up an ambush. Though, they are cowardly, and if spotted before being able to spring their trap, an adherer will usually flee. Found in: Dalvus, Mestarshan Plains, Nezurrah, Trius, Far East Marches, Mutul
  12.  
  13. Adze:
  14.  
  15. Aka Manto:
  16.  
  17. Allip:
  18.  
  19. Angels: Angels serve the Celestials directly, although it is unknown if the gods created them or if the angels are a separate race that have chosen to do so willingly. Angels have an alignment that will actively bend depending on which god is employing them at which time, a way they see fitting to serve the cosmos and preserve the balance of good and evil. Angels will also alter their appearance to fit the god they currently serve. An angel serving Cyrus may appear as a skeleton donning a black cloak, while an angel serving Afreida may be made of vines and roots. There are several types of angels, each one serving a specific use for their gods. Angels are stringent and generally never venture outside of their specific role in their society. It is possible for an angel to seek a life more like the mortals they interact with in the Material Plane, many of these adopting a much less free-flowing alignment and failing to serve their gods. These angels are dubbed Fallen Angels and are punished accordingly by their gods and often hunted by other angels alike. Found: Across the continents of Asteris, Underdark, the Celestial Planes, and anywhere else they are commanded to go
  20.  
  21. Agathion:
  22.  
  23. Deva: Deva act as messengers for the gods who send them, and thus are the most commonly seen angel by the mortal races of the Material Plane, Shadow Realm, and Feywild. Deva do not generally take part in actual battle, but instead serve as generals and advisers. A deva may assume humanoid form for years while on a quest from the gods, disappearing after its completion with those it aides being none the wiser. In its natural form, a deva appears as a humanoid being with silvery skin and shining white hair and eyes. A set of large, feathery wings sprout from the deva's back.
  24.  
  25. Planetar: Planetar's serve as the brunt of the soldiers for the gods, frequently used to battle beings from the Far Realm and Abyss, as well as Elementals still controlled by the Primordials. In the Material Plane, Feywild, and Shadow Realm the Planetar appears as the wrath of the god who sent them, bringing down the deity's might upon particularly erring societies. Planetar's do not need to engage in physical battle to bring down their enemies, as they are capable of summoning swarms of insects to devour crops, massive rainfall to bring floods, and various other seemingly natural disasters. In their natural form, a planetar appears as a large humanoid with green skin, white eyes, and a set of large feathery wings.
  26.  
  27. Putto: Putti are the polar opposite of the planetar, a being that demonstrates a gods good graces and compassion (or, in an evil god's case, a reward for the loyalty of the worshipers) that is capable of much of what can be considered as naturally good coincidences. They can bring rain to a drought, bring wild game to a starving village, and various other seemingly natural good occurrences. In its natural form, a putto appears as a small baby with tiny, feathery wings, white eyes, and greenish skin.
  28.  
  29. Solar: Solar are the most powerful of the angels, and are the least likely to appear anywhere outside of the Celestial Planes. Solar serve as commanders on the battlefield to stave off threats to existence itself, such as a large incursion from the Far Realm or Abyss, and serve as advisers to the gods themselves when no such battles occur. If a solar appears in any other plane, the one it has appeared to would easily be considered one of the greatest heroes of their time. Solars appear as a large, nearly huge, humanoid with glowing white eyes, opaque red skin, and two large white, feathery wings.
  30.  
  31. Valkyrie:
  32.  
  33. Found: Celestial Planes, Astral Sea, and anywhere their deities may send them
  34.  
  35. Algoid: This strange humanoid, made of algae and dark, murky water, is a man-sized creature of low intelligence formed very rarely when a cluster of algae encounters a magical item or when a mage uses magic to bring them to life. Its magical nature gives it the ability to cast animate objects at will, which it will frequently use. Algoids prefer stealth to brute strength, however, and will often team up with other denizens of its swamp filled lands. Oddly, the only creature it refuses to ally itself with is the Shambling Mound, who the algoids have a deep hatred for and will attack on sight. Found in: Any land containing swamps; Chiefly Maka and Edalga.
  36.  
  37. Animated Objects: Simply put, animated objects are normally mundane objects brought to life by magic, almost exclusively arcane and not divine. They are simple constructs with the ability to understand elementary commands. Animated objects are not sentient, and thus make excellent servants. Found: Everywhere except the Dreamweave
  38.  
  39. Ankheg: The ankheg and the ant share many similar qualities, both of them develop vast tunnels systems to house their colonies, they both sub-consciously employ strict roles within their colonies to continuously operate, both have many legs and sharp mandibles to fight and work with, and they both defend their queen to death so she can continue to birth more of their kind. However, ankhegs are certainly not ants. Ankhegs are much, much larger and very carnivorous with an insatiable appetite. If left unchecked, a single ankheg colony can decimate a forest's ecosystem, or wipe out an isolated village. Luckily, ankhegs are not intelligent, and thus more easily dealt with. Found: Across the continents of Asteris, Underdark
  40.  
  41. Aranea: The aranea is an intelligent, shape-shifting spider with some mastery over arcane magic. It crawls across any surface at an average size of 10-12 feet long and generally appears like any other arachnid, save for its oddly brain-shaped hump on its back and its two human-like arms and hands that stick out from its chest. Their size mainly comes from their long, hairy legs, as their bodies are roughly the same size as a human. Aranea are cunning creatures that use their shape-changing abilities to lure in potential victims, and have the ability to cast such spells as Invisibility and Mirror Image to reek havoc among their enemies or make a quick escape. Found in: Underdark, Shadowfell
  42.  
  43. Arcanamite:
  44.  
  45. Arch-Shadow:
  46.  
  47. Ashura:
  48.  
  49. Asperii:
  50.  
  51. Astral Dreadnaught:
  52.  
  53. Astral Moth: Originally, the Astral Moth was thought of as one of the Dream Things, but it actually lacks any ability to enter the Dreamweave. The Astral Moth is a large, moth-shaped creature that has the ability to travel between the Planes. One could use an astral moth as a mount with a lot of training, but it is extremely dangerous to travel among them while travelling between planes as one slip-up can tear the rider asunder or trap them in another plane with no way of returning. Astral moths come in three colors; white, dark blue, and gray. The white and dark blue variety are semi-intelligent and are lawful neutral and chaotic neutral respectively. The gray variety has no more intelligent than an average animal and are true neutral, also thought of as the oldest variety of the astral moth. The astral moth itself is relatively harmless, but it can always bring a very dangerous, otherworldly enemy as its rider. Found in: Anywhere except the Dreamweave
  54.  
  55. Astral Shark: Astral sharks are, quite literally, simply sharks born in the Astral Sea of the Celestial Planes. They are somewhat stronger and more crafty than the average shark found on the Material Plane, but they are no less a beast than their counterparts. Astral sharks rank highly on the food chain of the lesser creatures found in the Astral Sea, and eagerly seek out meals in visitors to the realm.
  56.  
  57. Auroch:
  58.  
  59. Aurumvorax (Golden Gorger): At a glance, an Aurumvorax can easily be mistaken for a badger or a similar animal, but closer inspection would reveal their eight legs, shiny brown fur, silver eyes, and copper teeth. Although only a medium beast, they are very ferocious and extremely territorial, a combination that leads to their having absolutely no semblance of fear in battle and will not hesitate to charge creatures much larger than they are. An aurumvorax's saliva is capable of corroding metal, which is a good thing as its preferred meal is gold and other precious metal (although it will eat meat if nothing else is available) They tend to dwell near mines or other sources of metal and are natural rivals to the rust monster, who they frequently clash with. Some dwarf clans go so far as to keep aurumvorax pets to ward off rust monsters from their mines. An aurumvorax's fur is quite valuable, and their bodies are filled with gold and metal, leading to their extreme weight for their size. Burning the body of an aurumvorax will leave much of the gold behind. Found in: Crowning Peaks, Dalvus, Underdark
  60.  
  61. Aziza:
  62.  
  63.  
  64. B:
  65.  
  66. Balhannoth:
  67.  
  68. Bainligor: The bainligor are a race of primitive, flightless, anthropomorphic bats that live in the upper reaches of the Underdark. Their appearance would be considered hideous and frightening by most civilized races, but the bainligor themselves are actually timid herbivores that prefer the taste of fruit above all else. Bainligor tribes have a group of scouts that will travel above ground at night, gathering fruit to bring back to the others late into the night, but they will always return before the sun rises. The elder members of a bainligor tribe may undergo a strange transformation and become undead, who generally serve as tribal leaders or choose to live their lives in wandering solidarity, only communicating with their tribe to help them map out their section of the Underdark. Found in: The Underdark
  69.  
  70. Bajang:
  71.  
  72. Bakemono:
  73.  
  74. Banderhobb:
  75.  
  76. Baneling:
  77.  
  78. Bannik:
  79.  
  80. Bagiennik variant:
  81.  
  82. Banshee: The banshee is a dangerous woeful spirit that takes the form of a female elf. Though their wispy, vaguely humanoid forms may give the impression of unsubstantial weakness, they are anything but. Banshees are bound to their world by sorrow, and sorrow is the only thing they feel. Even their rage is born of only sorrow, lashing out at things out of the frustration that envelopes them. Banshees are born of a curse, sometimes intentional but usually not. The curse takes its toll on one's living mind, deteriorated those afflicted until they pass on, almost always gruesomely, where they take their dreadful undead form. They are bound to the place of their death; which will come due to murder, suicide, heartbreak, or an unfortunate accident due to the curse; and cannot travel beyond five miles from it. Banshees do all they can to rid themselves of their sorrow, usually attempting to hoard things they felt were precious and expensive in mortal life. This is often mistaken as vanity, but banshees truly hate themselves. They cannot bear to even gaze upon their own reflection, devolving into a fit of sorrow-fueled rage at the mere glimpse of themselves. Found: Mainly Dalvus but can appear across the continents of Asteris (except Ikumbo, and Mutul)
  83.  
  84. Bewailer Variant:
  85.  
  86. Barghest:
  87.  
  88. Bat, Deep:
  89.  
  90. Azmyth:
  91.  
  92. Bonebat:
  93.  
  94. Night Hunter:
  95.  
  96. Sinister:
  97.  
  98. Basilisk: A basilisk is a hardy, strong, and very dangerous eight-legged reptilian beast that has the ability to adapt to and dwell in any climate it could find itself in, though preferring to remain underground tropical or temperate areas. A basilisk lair is easily mistaken as a Gorgon lair as they too possess the ability to turn flesh to stone. Though they are not as dangerous as a gorgon, they surely cannot be written off. Many gorgon will take a basilisk or two as a pet, preferring them over their very distant cousins, the cockatrice. Found: All across the Material Plane, Underdark
  99.  
  100. Beast of Ill Omen:
  101.  
  102. Beguiler:
  103.  
  104. Behir: The behir is a huge serpentine beast with 10 legs and 2 arms, each ending in a set of sharp claws. Crackling lightning hides beneath this creatures bluish skin, and it is capable of harnessing this energy in its breath. The behir dwell deep in the Underdark and have since became a long-time enemy and major threat to both the dwarven races and the drow alike. Despite its similarities to a dragon, the behir is neither related to a dragon but it is, in fact, more closely related to the snake. The behir is not very intelligent, but it is capable of speech.
  105.  
  106. Beholders: Of all the bizarre creatures spawned from the Far Realm, the beholder ranks as one of the strangest, most dangerous, and most fascinating. This creature appears as a hovering orb with one large, antimagic eye at the center and a large mouth lined with many fangs. From the spheroid creatures sprouts several tentacles, each ending in their own eye. Each of the beholder's eyes is capable of firing a specific ray that has an effect that ranges from sickness to disintegration. The beholder is very intelligent, to the point that it is capable of flawless memory that can determine any outcome of any event that could even possibly happen. The creature is xenophobic and paranoid, it believes it is the height of perfection and that everyone and everything is envious and seeks to kill it. Beholders create elaborate lairs, housed with many minions that are never able to enter the beholder's main chamber. Beholder's despise other beholders, as each one is unique (even if most races can't spot the difference between some beholders, even the most minute difference is an incredibly glaring and enormous flaw to another beholder) and each believes that they must purge the flawed to keep their race pure. As a beholder sleeps it sometimes loses control of its own Far Realm ability to corrupt, and will sometimes accidentally alter its own form or create a brand new beholder. This is how beholders create more of their kind, but luckily the new beholder will often fight the old one to the death due to something it deems as a flaw.
  107.  
  108. Beholder: This subrace of beholder is by far the most common, and thus the namesake of the entire race. This beholder can appear with anywhere from 6-12 eye-stalks each with a different effect. The goal of this creature is to create an everlasting image of its own perfection. They corrupt the area around them to suit their love of their Far Realm homes and seek to preserve their own lives. If left unchecked, a single beholder could easily enslave an entire town over time.
  109.  
  110. Death Kiss:
  111.  
  112. Death Tyrant: The death tyrant is created during a very rare occurrence when a beholder's mind drifts during its dreams. If a beholder dreams of extending its own life beyond death it will run the risk of transforming itself into an undead creature, its spheroid body shedding its flesh and muscles and taking on its skeleton form. Its eye stalks fall from the creature, but an equal amount of floating balls of energy surround the death tyrant, which act exactly as the creatures eyestalks once had. The death tyrant is capable of raising the dead, and will prefer to do so instead of gathering living minions it cannot trust. Death tyrants are exceptionally dangerous to society, as their undead armies can swell to massive numbers over time.
  113.  
  114. Eye of the Deep:
  115.  
  116. Gauth:
  117.  
  118. Gazer:
  119.  
  120. Gouger:
  121.  
  122. Spectator: The spectator is a lesser beholder that can be summoned from the Far Realm by means of a magical ritual (which includes the use of 4 beholder eyestalks to perform at all) or, in exceedingly rare occurrences, after a very small tear to the Far Realm opens. Appropriately, the spectator has 4 eyestalks, 2 on each side of the spheroid body that is centered with its own, larger, center eye and its gaping maw. A spectator summoned by the ritual can be used as a guardian, and it will perform its task for exactly 101 years to the second. It will guard an object, person, or room with its life and will not leave its post unless whatever it is the spectator was tasked to guard is destroyed. Off all beholders, the spectator is the most civil. It is an entirely neutral creature and will engage in somewhat friendly conversation with anyone who does not directly threaten the safety of the creatures task. However, much like all other beholders, the spectator is absolutely insane and paranoid. It also shares the belief that it is the epitome of its kind and will fight any other it encounters to the death. After a spectator has completed its task, it is free to do as it pleases. Many will decide to stay in the area it dwelled for the last 101 years anyway, and usually its madness will only increase.
  123.  
  124. Found: Anywhere a tear to the Far Realm could open
  125.  
  126. Berbalang:
  127.  
  128. Bharal:
  129.  
  130. Black Piper:
  131.  
  132. Blights: The blights are humanoid plants born of an ancient curse that seek only to spread their corruption, a corruption which kills all it touches and replaces them with only more blighted land. It is said that long ago, before the humans of Zouliátika became what we know as tieflings today, a man by the name of Pythanto who hailed from the Zouliátika town known as Lykotríchion, searched for a way to become closer to the dragons his people would worship. Pythanto became obsessed with the idea of expanding his own life to match that of a dragon, and he became one of the most powerful vampires this world has ever known. When one of the few truly heroic knights of Zouliátika, Desosios the White, learned of Pythanto's corruption he would eventually slay him. However, Pythanto refused to accept his own death. He infused his own blood with a lone seed, burying it in the ground before succumbing to his own wounds. Desosios would not know that this seed would grow and grow, eventually leading to the formation of the Pythanto Tree. This tree would spread its corruption, birthing the blights from its blood-filled roots. When Dessios would return to Lykotríchion, he would find nothing but destruction. Now, centuries after the birth of the original Pythanto Tree, many seeds have spread throughout the world and spread pretender Pythanto Trees, known as Blight Trees, would grow and spawn even more blight. Pythanto achieved his wish, his life extended beyond anything he could even imagine. It is said that Pythanto's consciousness still lives inside the Pythanto Tree, and exudes some control over the Blight Trees, like a sort of central nexus, that in turn control the blights themselves. By killing a Blight Tree, one would also kill the blight, but this is easier said than done.
  133.  
  134. Needle Blight: The needle blight appears as a hunched humanoid made of clumps of conifer-like needles. A needle blight is capable of releasing spores that are used to alert other blights to the presence of a threat or prey. This creature prefers to remain at a range, working alongside the other blights to rain its needles down on their foes like a hail of arrows.
  135.  
  136. Twig Blight: Twig blights are capable of rooting themselves in the ground and appear as nothing more than a normal shrub. However, at any time the twig blight an pull itself up and form as a humanoid creature, and they use this ability to create ambushes. The twig blight prefers to attack with packs of its kind, overwhelming their prey with both surprise and numbers.
  137.  
  138. Vine Blight: Vine blights are the most powerful of their kind, capable of animating plants around them and leading the other blights in a semblance of organization. It appears as masses of slithering creepers, which is can spread across the ground or form as a humanoid at will. Vine blights are the only blights capable of speech, and it is believed they possess this ability to communicate with their Blight Tree, and in turn the Pythanto tree itself.
  139.  
  140. Found: Across the Material Plane
  141.  
  142. Bloodbeast:
  143.  
  144. Blood Orchid: The blood orchid is a disturbing and horrific flower-like creature born from creeping Far Realm corruption of normal orchid flowers. This beast has three downward curving “petals” of flesh with a dark, pebbly outer hide and a pallid whitish underside. The petals end in split tips that converge beneath the blood orchid’s bulbous body. The body is flexible and squishy, about one foot long and six inches in diameter, and terminates with a sphincter-shaped mouth front and center. A swarm of writhing, pallid tentacles dangle from its underside: there are 16 manipulator arms and eight thinner tendrils with red eyes at the ends. A second cluster of eye tendrils rises from its back. Blood orchids also adopt a Mind Flayer level of of arrogance and xenophobia. They do not form alliances with other creatures, which they view as lesser beings not to be trusted.
  145.  
  146. Savant and Grand Savant Variant: Sometimes, a particularly powerful Blood Orchid will develop a spellcasting ability, growing larger and gaining a darker sheen. A cluster of Blood Orchids is usually led by a Grand Savant, the most powerful of all Savants. Only one Grand Savant may be present in any cluster and, if another Savant has the power to transform itself into a Grand Savant, the two will either fight to the death or the new Grand Savant will set out on its own, or with a few followers, to build a new cluster.
  147.  
  148. Found: Underdark, Near tears to the Far Realm
  149.  
  150. Blud:
  151.  
  152. Boggle:
  153.  
  154. Boneclaw:
  155.  
  156. Bone Cobbler: The bone cobbler can easily be mistaken as an undead, as its withered corpse look and hallow eyes bear quite a resemblance to many undead beings, but it is actually a living creature from the Shadow Realm. Bone Cobblers use their long, oversized arms to create bizarre statues from piles of bones, which usually decorate their lairs. They are drawn to places where bones are aplenty, such as graveyards and crypts, and will gladly form an alliance with at least semi-intelligent beings who will save the bones of their victims for them. It is unclear what Bone Cobblers eat, or even if they eat, especially after they tend to discard the flesh they peel from their victims. A bone cobbler has the inherent ability to raise their constructs as an undead servant at will. Found: Shadow Realm but can travel through tears and appear anywhere on Asteris.
  157.  
  158. Božalość:
  159.  
  160. Brownie:
  161.  
  162. Brume: Many dangers dwell within the Shadow Realm, but the brume stands out as one of its most fear inducing. The brume is a wispy creature of mist, forming a vaguely humanoid shape of a thin man donning a long, hooded cloak. It has the ability to pass through any solid object and it can create its own fogbank, which helps as the brume is utterly indiscernible from actual fog. A brume seems to pick its targets randomly, but after it does so nothing can stop a brume from hunting them. A brume always fights when and where it wants to, and there have even been some reports of a brume following its target across continents before it finally attacks. It is unknown why a brume kills, but it is assumed that the brume feeds on the life force of its victims, although some hypothesize that the brume feeds on its victims memories or their fear itself. Brumes have a variety of dangerous weapons, between its ghostly claws, its ability to confuse its foes, and its ability to strip the memories away from its targets with a single swipe make it a huge risk to deal with. Found: Shadow Realm but can travel through tears and appear anywhere on Asteris.
  163.  
  164. Bukavac:
  165.  
  166. Buda:
  167.  
  168. Burning Dervish: Long ago, the Caliphate of the Droughtlands allowed a monastic order of dervish to be formed. Though, after the creation of the Burning Dervish, all monastic traditions were outlawed in the Droughtlands and becoming a dervish meant adopting a solitary lifestyle, and these laws still stand today. The reason being that this order, known as the Al'iikhwan Alfalaahun, were determined to become closer with their chosen god, Fa'mee. They would reach out to the the Burning Plane and accidentally come into contact with the great primordial Xaxis. Xaxis misled the order, fooling them into thinking he was indeed the god Fa'mee. Xaxis offered his blessing to the order, which they eagerly accepted. His blessing would come at a price, as the order would learn, as they were filled with Xaxis' rage. They believed all other orders inferior and demanded they be purged. With the power to control fire granted to them, the burning dervish were born, and they would rage a long and terrible campaign against the Akbhar Imams and holy orders. Eventually, the Burning Dervish would find that their bodies could not handle even the heated temperatures of the Droughtlands, and they were forced to enter the Burning Planes. There, their series of unfortunate events would not end. The Burning Dervish wished to free themselves from Xaxis' influence and cure themselves of his ceaseless rage. They turned to the Efreet out of desperation. The Efreet offered a way out, a simple favor in return for their freedom. However, like all deals by Genie kind, it was but a trick. The Burning Dervish freed themselves of Xaxis' control, only to fall under control of the Efreeti, where they still stand today. Found: The Burning Plane, but will travel where their Efreeti masters send them.
  169.  
  170. Bugbears: The bugbear is a golbinoid that resembles a broader human covered in shaggy fur that ranges from a black to reddish-brown color (although, in bugbear tribes found in the north, their fur can be an icy white) save for their hands, flats of their feet, and the front of their faces. The bugbear is very strong and very stealthy, making them excellent hunters and even better warriors. Bugbear tribes are extremely superstitious, they find omens and signs in many things and will act only according to what their seers dictate. Due to their thick fur, the bugbear do not need to wear much clothing, and their thick hides make the need for armor nonexistent. However, the bugbears adore trinkets and adorn themselves in a variety of them, each one having a different meaning or augury. Bugbear tribal life is varied, set entirely on what the signs tell the seers. However, some traditions remain true along all of its kind. When a bugbear is born it is assigned a totem animal based on one of the countless signs a bugbear can see during another's birth (perhaps a bird flying overhead, or an elk escaping a close hunt just prior to the birth), and it may not kill its spirit animal and will aspire to take the animals traits for its own. The only time it is acceptable for a bugbear to kill its totem animal is when a bugbear decides to take the path of vengeance, retribution, or war. These bugbear sacrifice their totem animal in a long ritual, the creatures death representing the "death" of the former bugbear and its "rebirth" as the instrument of its chosen path. All bugbear tribes will also collect the heads of any enemies they have slain, marking them with a unique symbol of their tribe, as the bugbears believe ones spirit will reside in their head after death, and collecting these spirits will allow the bugbear to use them as slaves in the afterlife. It is considered a major feat to stealthily steal another tribe's severed heads. Even though the bugbear is stronger and sneakier than their hobgoblin cousins, the hobgoblins organization and tactics far exceed the abilities of even the most advanced bugbear tribe, and thus any bugbear tribe that resists the ancient oath of the goblinoid races to come to war when beckoned by the hobgoblin's and their gods will likely be quickly subjugated anyway. Found: Dalvus, Mestarshan Plains, Crowning Peaks, Arctic Dales, Trius, Far East Marches (Jiangxi, Shilao, and Pyokkye)
  171.  
  172. Bulette: A bulette, also known as a land shark, is a large creature that resembles a cross between a rhino and a lizard, with a large gaping mouth and an almost pelican like gullet. The bulette lives simply to consume, and it eats anything in its path until it dies. The bulette is fearless, has no comprehension of the idea they can be defeated, and are heedless to the destruction they cause while burrowing through the ground at such great speed. The bulette is not a natural beast, it was created long ago by the gruub to serve as the ultimate war beast. However, since the gruub civilization fell and their influence on the world almost entirely receded, the bulettes freely roamed across the lands of the Material Plane, multiplying, eating, and destroying. Found: Underdark, but will surface anywhere for food
  173.  
  174. Bullywug: Of all the nefarious races of the world perhaps none are more vile than the bullywug. This frog-like humanoid is absolutely filthy, and in fact prides itself on its filth. The filthier and fatter a bullywug is the higher ranking it is in bullywug society. Bullywugs think themselves as proper rulers of their swamp habitat, and even go so far as to become self-proclaimed royalty. Outsiders are expected to honor them as if they were any other civilization, and they may even offer some sort of etiquette to outsiders who approach them with utmost respect. Bullywugs love fanfare, and will do everything they can to appear grandiose. Most bullywugs have a title given to them by their lord, and bullywugs love any shiny trinket they come across. There are only a few ways to advance in bullywug society, either by fattening themselves (a hard task as the lords are allowed first pick of any food brought into the village and keep food on a lockdown), by presenting their liege with a shiny trinket that piques the liege's interest, or by murdering their way to the top. However, bullywugs frown on murdering another of their kind and will execute or banish those caught doing so. The bullywug language is indiscernible from a frog or toad's to the untrained ear, and is similar enough that bullywugs can communicate with most of them. Giant frogs or toads will even frequently be convinced to ally themselves with the bullywugs. Found: Dalvus, Mestarshan Plains, Far East Marches, Trius, Ikumbo
  175.  
  176. Buso:
  177.  
  178. C:
  179.  
  180. Cadaver Collector:
  181.  
  182. Cambion: The cambion is a very rare and very powerful being. Born of both a humanoid parent (usually human or elf) and a fiend (usually a succubus or incubus), the cambion inherits the best traits of their humanoid parent and the absolute evil and drive of their fiendish parents. Cambions are exceptionally rare and are usually killed as a child by the Exorcists or a holy order. A cambion that escapes that fate will grow and learn more of their infernal or abyssal abilities, including how to shapechange into a much more fiendish form Cambions who reach adulthood will often serve as a catalyst for a catastrophic event that could threaten a village, town, city, or even an entire country or continent. It is said that the most powerful of the cambions can even threaten the entire world. During their infancy, to combat their high mortality rates, cambions will often come under the protection of certain shapechanging fiends who will disguise themselves as a neighbor, family member, nanny, or wet nurse and they may often find a disguised hell hound in service to this protector fiend. Found: Anywhere except the Dreamweave
  183.  
  184. Carbuncle: This creature resembles a cross between a small anteater and an armadillo with a large red jewel embedded in its head. Carbuncles are small, weak, and shy. They have no ways to defend themselves except the ability to telepathically sow discord in their attackers. A carbuncle prefers to make its dwelling in remote swamps and bogs or the dense underbrush of a lonely forest, shyly sneaking away from most encounters. However, the carbuncle is ultimately extremely curious by many things, especially another creature's nature. A carbuncle that chooses to make its presence known to another creature usually begins by proudly announcing the value of the gem in their head, just to gauge their reaction. If it likes the reaction a carbuncle is willing to provide information and aide to travelers, but one must be aware that the carbuncle is also very mischievous. Carbuncles enjoy pulling pranks on a party that would take it in, and its curiosity will lead it to eventually sow distrust and breed hostility between its members. Sometimes, to sate its curiosity of battle, it may even telepathically call other beasts to attack the party so it can observe them and their thoughts during the fight. As curious as a carbuncle is about battle, they are equally as helpless during it. If attacked it will surrender immediately and attempt to use its gem as a way out. If that doesn't work, a carbuncle can will itself to die with a single though, preferring the peaceful death over whatever pain and torment an enemy might inflict and preferring that its gem, which shatters into dust upon the death of the carbuncle, will not be in the hands of its enemy. The carbuncle can, however, also be fooled into relinquishing its gem and, if the carbuncle is alive, a new gem will form within a month, permanently solidifying the old one. Found: Dalvus, Ikumbo, Mestarshan Plains, Trius, Mutul
  185.  
  186. Carrion Crawler: The carrion crawler is a large, centipede-like monstrosity that feeds on the putrid flesh of the dead. The beast is capable of smelling the dead from miles away and will travel long distances to find them. Most carrion crawlers do not like competition for their food and thus will lair in areas where death is plentiful but other scavengers are not, places deep underground or in disgusting, unhealthy places like sewers or dungeons. When corpses are low a carrion crawler is an excellent hunter that has the ability to scale walls like a spider and paralyze their prey with their long tentacles that sprout from their face. Found: Underdark, Dalvus, Mestarshan Plains, Crowning Peaks, Droughtlands, Trius, Far East Marches
  187.  
  188. Caryatid Column: A caryatid column is essentially a stone golem carved in the shape a beautiful woman wielding a mostly hidden sword. However, the chief difference is that a caryatid column is entirely immune to magic and that it serves a very specific purpose. A caryatid column will not spring into action until certain conditions or stipulations are met, like a chest being opened with a password or a door being opened without first knocking four times. Caryatid columns are also made in a way so that they possess the ability to shatter a weapon on contact. Found: Anywhere a spellcaster builds it
  189.  
  190. Cat:
  191.  
  192. Change Cat:
  193.  
  194. Elven Cat:
  195.  
  196. Golden Cat: This marvelous and fickle creature resembles a normal housecat with sleek golden fur and shining emerald eyes. It is highly sought after for its ability to grant their fortune to those they pick as their owners. A golden cat cannot be forced to grant fortune, as many have tried, and instead find themselves in possession of a Luck Eater. Golden cats enjoy being treated to lavish lifestyles and a lot of attention, but they do grow bored quickly and seek out a new owner. Their granted luck to their owners will sometimes require those around the owner to be beset by bad luck also caused by the creature. No one knows where a wild golden cat roams, as they will seemingly appear from nowhere near owners they consider, but it is assumed the creature originates from the Feywild. Found: feywild, randomly in civilized places, usually cities
  197.  
  198. Luck Eater:
  199.  
  200. Sand Cat:
  201.  
  202. Caterprism: A caterprism is a bizarre, large, crystal caterpillar spawned from the Elemental Planes of Earun and Trogus. They are simple animals that only seek to eat the rich minerals of their home planes to survive. However, sometimes a caterprism might accidentally wander through a portal to the Material Plane and end up on Asteris or Zastius. Those that do are often captured by dwarves who use it to help dig out new mines, which certainly doesn't bother the caterprism. A caterprism crystalline claws and mandibles, mixed with its ability to spray a sinewy web from its mouth that solidifies into a hard, needle-like, crystal substance on impact, make this creature stronger than one might think. Found: Earun, Trogus but it sometimes wanders through a tear to anywhere on Asteris or Zastius.
  203.  
  204. Catoblepas:
  205.  
  206. Caustic Crawler:
  207.  
  208. Cave Fisher:
  209.  
  210. Cave Leech: This large, semitranslucent creature stalks moist caverns deep within the underdark. Eight whip-like tentacles protrude from its head while hundreds more tiny tentacles spread across its mustard yellow colored body. Its mouth is ringed in rows of knife sharp teeth. Cave leeches hunt in small packs, but no cave leech cares about the safety or health of its podmates. In fact, cave leeches will fight each other over food, often to the death, if there is not enough to satisfy all of their hunger. Found in: Underdark
  211.  
  212. Chainer Geist:
  213.  
  214. Chamaelean:
  215.  
  216. Cheetran: The cheetran are a cheetah-like, humanoid race unique to Laresia and are believed to have been the original inhabitants of Samarkhara island before the genasi were driven there by the minotaur invaders. Now, the Cheetran mainly live on the small island of Qesh in their one remaining small town, although they can be found living around Samarkhara as well now that peace between the genasi and cheetran races has been achieved. Cheetran are very fast creatures, and are rather effective in combat. Originally, the cheetran were not advanced technologically, but with their introduction and peace with the genasi they have made great strides, leading to Qesh being a very well defending island the minotaur have decided to mostly ignore. Found: Laresia
  217.  
  218. Chimera: The chimera is a beast created long ago, when the world was young, to terrorize the god-created humanoids. Its exact origin is unknown, but theories range from the primordials creating it during the Dawn War, one of the demonic princes creating it during the Birth of the Abyss, to even a mortal humanoid or angry god creating it to punish the races. The creature appears as a combination of a lion's upper body and a goat's lower body with dragon wings. It has one head for each of these parts; a lion, a dragon, and a goat. The creature combines the worst elements of each animal; the dragon grants it the drive to pillage, hoard, and plunder, the ram's head grants it its vicious stubborn streak, and the lion's drive to hunt and kill. The beast enjoys killing and absolutely loves torturing and tormenting its prey before it kills them. The creature does possess the dragon's vanity as well, and thus a silver-tongue can lure a chimera into service if he keeps the chimera well-fed, and helps its hoard of treasure grow. Found: Dalvus, Crowning Peaks, Droughtlands, Trius, Far East Marches, Ikumbo
  219.  
  220. Chitines:
  221.  
  222. Choldrith:
  223.  
  224. Choker:
  225.  
  226. Chort:
  227.  
  228. Chronomancer:
  229.  
  230. Chu-U:
  231.  
  232. Chupacabra: This fur-covered, bipedal beast is a very rare sight in the world of Asteris. These bloodsucking creatures live on the fringes of societies, hunting mainly livestock and other things that make them the natural enemy of farmers. If they cannot manage to find livestock to drink from, they will attack a village out of desperation, although conversely packs that gain enough confidence will also attack the hearts of settlements. Chupacabras do not have a language, and instead rely on bellows, wailing, moans, and howls to communicate. Roughly one in ten chubacabras are born with leathery wings, like that of a bat. Found: Dalvus (Edalga region only)
  233.  
  234. Church Grim: The church grim resembles a ghostly, black, old dog with red eyes. However, don't let the red eyes fool you, a church grim is a lawful good guardian of whichever cemetery or graveyard it settles in. Their red eyes are capable of spotting evil in any person and, while it will ignore creatures with good intentions, he will attack without hesitation if a creatures intentions are impure. Many misunderstand this creature as an evil one, and some evil peoples even lie about the creatures intentions to cover their own alignment. A church grim might appear to ward off graverobbers from a frequently targeted graveyard, annihilate a necromancer presence in a cemetery, or bring retribution down upon a priest who has greatly sinned. Found: Shadow Realm but they can travel to any graveyard in Asteris
  235.  
  236. Chuul: The chuul is a creature created by the aboleth during the height of their empire to serve as a servant race. They were used to collect sentient beings and magic items for their aboleth masters to corrupt or collect. Today, as the aboleth empire lies in ruin, many chuul find themselves without masters. Most still go about the same business they were made to do and thus accumulate hoards of treasure and take many sentient races captive. All chuul continue to seek out their former masters so they can serve them again. Because of this, it will not be often that a single aboleth doesn't have plenty of chuul servants. The creature appears as an almost lobster-like beast with 4 pointed legs and 2 large, vicious claws. Multiple tentacles hang from their mouths, two very beady eyes above them. Found: Oceans, Underdark, wherever an Aboleth can be found
  237.  
  238. Clamor: Clamors are a strange beast spawned from the Far Realm, although they lack the inherent cruelty and perceived superiority that most creatures from that realm have. Instead, clamors are playful beasts with no more intelligence than the average dog. Clamors look horrifying, which often causes great distress and hostilities among those it attempts to play with. The creature stands on two goat-like legs and has two long arms that reach the creatures ankles, ending in two claws. Covering this creature from head to toe are a series of mouths and tongues, which all emit gurgles and clacks. The clamor has the ability to perfectly mimic any sound it has heard, and some bards of exceptional skill can even learn to communicate with the creature via music, although this is a long and arduous process. Clamors are curious but shy, and will keep their distance among those they attempt to play with until a sense of trust can be formed. Found: Near any tear to the Far Realm on both Asteris and Zastius.
  239.  
  240. Cloaker: The cloaker resembles a black stingray that stalks the darkest regions of the world with its ability to fly and perfectly blend in with the shadows. Cloakers originate from the Shadow Realm, and much like the rest of the creatures from the Shadow Realm they live only to kill. The creature has a pale underside, glowing red eyes, and a mouth full of razor-sharp teeth but it hides them perfectly until the moment it strikes. Cloakers communicate via subsonic screeches and moans that most creatures can not even hear, but luckily most cloakers prefer to live somewhat isolated. Found: Shadow Realm, Underdark, near a tear to the Shadow Realm
  241.  
  242. Cockatrice: The cockatrice resembles a combination of a lizard, chicken, and bat. It is one of the very few creatures with the ability to naturally turn others to stone, and does so with only its bite alone. The creature is an omnivore, and actually not an entirely hostile one at that. If left alone, a cockatrice will go about its business and only hunt within its territory. However, if it even feels a hint of a threat the cockatrice will become a killing machine. It will spring into action fearless and wild, ready to destroy whatever it has perceived as a threat. Some people in a position of power actively seek out a cockatrice, either as a pet or a sort of guard animal. Found: Dalvus, Mutul, Trius, Underdark
  243.  
  244. Con-Tinh:
  245.  
  246. Cooshee: This creature appears as a four foot tall, two hundred pound dog with a curled tail and slightly elven features. It is believed by the people of Ikumbo, the homeland of the cooshee, that the creature is spawned to protect young children from danger or perhaps as sentinels and scouts for the ghosttouched halflings, who frequently use the creature as a mount. Cooshee themselves are no more intelligent than an average animal, but have some natural understanding of good and evil and they act on the side of good. Found in: Ikumbo
  247.  
  248. Corpse Flower:
  249.  
  250. Corpsespinner: The corpsespinner is a massive, bone-white tarantula-like creature that makes its home in the Celestial Planes and the Astral Sea. It is very rare to find a corpsespinner in the Material Plane, where they rarely take residence within the Underdark. The corpsespinner builds massive, elaborate webs, generally near something the corpsespinner sees as interesting or unique. Corpsespinners generally live a solitary lifestyle, only accompanied by the undead it can create upon killing its prey.
  251.  
  252. Corpsespun: It is believed that a corpsespinner creates the undead corpsespun as a living sentinel and vessel for its eggs, as the corpsespun usually is writhing with tiny white spiders, which it can vomit out as a sort of attack, and fiercely protects the corpsespinner as if it were a construct. Corpsespinners telepathically give orders to the corpsespun, and the corpsespun is incapable of acting without orders. When a corpsespinner is killed, the corpsespun will continue following the last order they received and fight to protect the body and web of the corpsespinner until they themselves are killed.
  253.  
  254. Found: Celestial Plane, Astral Sea, Underdark
  255.  
  256. Couatl: The couatl is a benevolent celestial creature that resembles a winged serpent with an almost draconic head. They are thought to have been created by Zerial himself, but it is not perfectly clear if that is indeed the actual origin. Couatls are rare creatures, only a small number exist, but they generally guard ancient places and powerful relics that the gods have managed to keep evil powers from. They speak any language, using a gentle tone that has an almost magical calming effect. The couatl is a creature that possesses an immense lifespan, putting the likes of elves to shame. It can live for centuries without any nourishment, it can even survive without air. However, couatls can succumb to disease or a natural death. The creature can sense its own demise a century beforehand and will generally mate during this time period, a beautiful dance of light and magic that results in a gem-like egg. Afterwards, the dying couatl will take the newborn under its wing and teach it the ways of the world and pass its ancient task on to it. Found: Celestial Planes, Astral Sea, anywhere the gods have sent it
  257.  
  258. Crabman: The large anthropomorphic crab known, fittingly, as the crabman are a simple, coastal-dwelling people found chiefly in the Mestarshan Plains and Torevelli. The creatures seek only to survive, as they are not very intelligent and prefer to lead a quiet, isolated life from the other denizens of the lands they inhabit. Some crabmen make alliances with human or elf settlements, trading the trinkets and riches they find in the oceans they hunt in for food and objects that fascinate them, especially clockwork items. They communicate via a language comprised of many clicks and buzzes that are not diluted underwater, although some crabmen have the ability to speak a basic form of common. If left alone, a crabman tribe is harmless to a civilized race's settlement. There are even stories of the crabmen nervously returning a missing child that has wandered into their territory or them sneaking about to examine basic clockwork machinery before running away at the first sight of the machines owner. Because of this, the crabman is, for the most part, viewed favorably by the civilized races of the land. Found: Mestarshan Planes, Dalvus (Torevelli region) although they can occasionally be found in the rest of Dalvus and on the Crowning Peaks or Ikumbo.
  259.  
  260. Crag Cat:
  261.  
  262. Cranium Rat:
  263.  
  264. Crawling Claw: Of all the undead creatures that haunt the world of Asteris and the Shadow Realm almost none is as bizarre and almost ridiculous as the crawling claw. A crawling claw is simply the severed hand of a murderer that continues on after death. It can be born one of two ways: being raised from the dead by a dark spellcaster, or by a very obscure ritual in which a dedicated serial killer who wishes to kill after death severs his own hand. The crawling claw is capable of following simple commands but it is not intelligent; it does not retain memories of who it was nor is it capable of complex thought. However, it will retain whatever motivated its living counterpart to kill. A murderer that undergoes the ritual can actually survive it, and some will seek to use their claws to keep their killing subtle and stealthy. The claw is capable of severing itself from and reattaching itself to the body of its original host, however while detached the killer will fall into a coma. Found: Anywhere in Asteris
  265.  
  266. Crowlock:
  267.  
  268. Crypt Thing: A crypt thing is an undead creature that draws its name from its preferred dwelling. A crypt thing is generally a warrior or barbarian who agrees to undergo a ritual to ensure that he or she lives on after death, only to serve as a guardian for their ancestors. Crypt things do not attack unless an interloper disturbs or violates the conditions the crypt thing was tasked with to guard. The top priority of a crypt thing is simply to guard, and so it will use its teleport others ability first and foremost, only resorting to attacking those that refuse to heed their warnings. Found: all across the continents of Asteris except for Mutul, Nezurrah)
  269.  
  270. Čuma:
  271.  
  272. Curst:
  273.  
  274. Cyclops: The cyclops is a dark fey race that once held a large empire in the Feywild. However, it was long ago conquered by the evil fomorians. The cyclops are not treated as poorly as most of the fomorians slave races, mostly due to their incredible craftsmanship. Cyclops made weapon or armor is of great make, rivaling that of the dwarves. Because of this, formians see them as a useful race and allow them more freedom than most others would enjoy. Outside of the Feywild, cyclops prefer leading a life in isolation deep in the mountains, in the vast Underdark, or on small islands, although some may band together or join a tribe of giants. Found: Feywild, Underdark, Dalvus, Crowning Peaks, Trius, Arctic Dales
  275.  
  276. D:
  277.  
  278. Dandan:
  279.  
  280. Darfellan:
  281.  
  282. Darkling:
  283.  
  284. Darkmantle: A darkmantle appears as a squid-like creature that dwells in dark places with high ceilings. The creature is capable of sustaining itself for long periods of time, hanging from ceilings and awaiting its prey. The creature originates from the Shadow Realm but travel through tears to the Material Plane and dwell in the pitch-black corners of the Underdark. Intelligent races, mostly those native to the Underdark, can tame a darkmantle and use it as a guardian or companion. Found: Shadow Realm, Underdark
  285.  
  286. Dark Tree:
  287.  
  288. Darkenbeast:
  289.  
  290. Darktentacles:
  291.  
  292. Darno:
  293.  
  294. Death Knight: The death knight is the result of a paladin that has fallen from grace and perished without seeking atonement. The dark powers of the Shadow Realm twist the paladins soul before the gods of death can retrieve it, birthing the hateful, powerful undead creature. It is a skeletal warrior with burning red eyes, clad in plate armor and clutching its weapon. This extremely powerful creature still retains its abilities to cast divine magic, magic now corrupted by the shadows. However, no death knight can heal. Frequently, death knights attract a horde of undead followers, and their armies march to raze the living. A death knight's existence is pain, but it is almost entirely immortal. The only way for a death knight to perish is for it to finally atone for its sins, although its malice and hatred will often prevent it from doing so. Found: Shadow Realm, anywhere in Asteris
  295.  
  296. Deathlok:
  297.  
  298. Deathlok Mastermind:
  299.  
  300. Deathlok Wight:
  301.  
  302. Death Widow:
  303.  
  304. Decapus: The Decapus is one of many of the horrors brought forth from the Far Realm. Essentially, a decapus is a creature that vaguely resembles an elven head, with 10 tentacles sprouting from it. The decapus uses these long tentacles to traverse treetops and cave roofs, making it an efficient hunter in its own right. The decapus lives in solidarity, only seeking partners during their exceedingly rare mating seasons. Found: Dalvus, Trius, Mutul, Ikumbo (Maka region), Nezurrah
  305.  
  306. Deep Scion:
  307.  
  308. Deep Spawn:
  309.  
  310. Demilich: The immortal liches are not actually entirely immortal. They only survive as long as they keep feeding souls into their phylactery. A lich that fails to do so will see its bones fall to dust until only the skull remains. This skull is not actually dead, it still holds a fragment of the life force the former lich has. It will remain a motionless skull and live a tranquil life, unless it is disturbed. A disturbed demilich will assume a wraith-like form and, with its terrible screech that acts as an attack all in its own, will slaughter any trespasser. Liches do not usually actively try to become a demilich, but over a vast amount of time a lich's mind may erode to the point where it forgets to feed on souls. Despite only being a skull that lacks its former magical abilities, it is still an extremely deadly foe. Found: Anywhere on Asteris
  311.  
  312. Demons: Long ago, during the war between the gods and the primordials, one forgotten god became obsessed with the absolute destruction of his enemies. He eventually would develop his ultimate weapon against the primordials, a seed of pure, unadulterated evil. A seed of such evil that he kept it hidden from Zerial himself, a shard more evil than anything Aeuduecan could ever hope to achieve. He drove the seed deep inside the Elemental Chaos, but it only served to create what we now know as the Abyss. Creatures were twisted into the hideous, chaotic, evil beasts known as demons. This god would earn the rare occurrence of actual direct action from Zerial himself. Zerial chained this god deep within the heart of the Abyss, a realm that even the monstrous Demon Lords would never dare to step. The demons themselves are made in one of three ways. Firstly, any truly evil soul, the soul of a person who truly reveled in destruction and chaos, could be taken by a Demon Lord from the Shadow Realm and twisted into a demon. Secondly, a demon could be naturally born from the seed of evil found in the Abyss, although this seed has weakened to a state that this is a rare occurrence now, which is why demon lords tend to focus on the first method. The last way a demon can be created is via a ritual mortal can perform on any living creature. Unlike the devils of the Hells, the demons of the abyss are not a structured hierarchy. The only thing that matters to a demon is power, the power to kill and the power to destroy. All demons do start as a weak manes, but they can evolve with enough slaughter and wanton destruction to any other demon. A Demon Lord may also raise a manes to any demon he has the desire to. In the Material Plane, many humanoids are drawn into worshiping the Demon Lords, those that have decided the Demon Lords ultimate goal of complete destruction of the multiverse is the correct path or those that have been tricked by the Demon Lords into believing they would actually obtain more power after the Demon Lords destroy the Material Plane. No demon can truly be killed outside of the Abyss, they are simply reborn later back in the Abyss (usually having devolved into a weaker demon, however). Still, if a demon is killed while WITHIN the Abyss, they will vanish forever. This is a very good thing as the constant, vicious slaughter of other demons is the rule of law in every Abyssal realm and the Demon Lords rage a constant, unrelenting war against one another as much as they do against the rest of the multiverse. Demons can be summoned to the Material Plane via an old and dangerous ritual, but they can also travel through any tear to the Abyss (luckily one of the more rare tears that pop up). Demons are also capable of possessing a figure on the Material Plane, a horrible event, the undoing of which is one of the many grim tasks the Exorcists undertake.
  313.  
  314. Alkilith:
  315.  
  316. Armanite:
  317.  
  318. Babau:
  319.  
  320. Balor: Balor are the eldest and most powerful of the regular demons. This huge fiend towers over most of its brethren, appearing as a hulking, red-skinned humanoid with white hair, two sharp horns, and sprawling, leathery, bat-like wings. Balors command countless demon underlings and are held in very high regard by the Demon Lords, even serving as right hands to the all-powerful brutes. Balor prefer to wield a long, flaming whip and a massive longsword of pure, crackling energy.
  321.  
  322. Barlgura: Among the most savage and ferocious of all demonkind, the barlgura resembles a hulking orangutan with a dropping visage. This beast's only purpose is to kill, and it is happiest when killing things exceptionally weaker than itself. Barlgura enjoy teaming up on prey, smashing it to bits with their hammer-like fists and tearing different body parts from it as trophies. Despite its 8 foot frame and its 600-700 pound mass, the barlgura is surprisingly fast, especially considering its jump and climbing speed surpass many smaller, more nimble creatures.
  323.  
  324. Bulezau:
  325.  
  326. Chasme: The chasme resembles the abomination that would come from crossing a human with a fly. It emits a low, irritating buzzing noise that comes as it flaps its vein covered wings. The beast is capable of perching on any surface, even upside down, and its many eyes can see in all directions at all times. When Demon Lords pay any attention to the chasme, they usually use it as a sort of spymaster, torturer, or interrogators as the chasme live to inflict pain and suffering on others. The chasme also has a knack for spotting treacherous demons in a Demon Lord's horde, which usually results in yet another victim to the horrific crimes against nature that the chasme can think of.
  327.  
  328. Dretch: Nearly nothing is more pathetic that the vaguely bat-like humanoid demon known as the dretch. All dretch despise themselves, but their fear of turning to nothingness is more extreme than their hatred of themselves. A dretch is absolutely stupid, they are not capable for most simple tasks. However, their malice knows no bounds and, much like all demons, a dretch loves to destroy. Dretch that kill enough other demons usually evolve into a different type, either naturally or when the need arises from a Demon Lord. Most Demon Lords will pull from the numerous Dretch to create a stronger demon, as they see this weak creature as a simple material for building something more.
  329.  
  330. Dybbuk:
  331.  
  332. Ghour:
  333.  
  334. Glabrezu: The glabrezu is a bizarre humanoid demon that resembles a goatish frame with human-like arms and an additional set of arms that end in two crab-like claws. Its feet are not hooved, but instead end in 3 clawed toes. Two sharp horns can be found on its head and spiky growths form all over the creatures brownish-red body. Despite its appearance, the glabrezu is the trickiest and most silver-tongued of the demons and it takes great pleasure in leading mortals to ruin with promises of power, wealth, or love as a lure to have mortals lend them their ear. It often hoards riches obtained through deception and trickery to help aide its corrupting ways. However, unlike their devilish counterparts, this demon has no intention of fulfilling its promise nor gathering its victim's soul. Despite its love of manipulation, the glabrezu is still a demon and it still lives to destroy, meaning that this beast is not to be underestimated in a fight.
  335.  
  336. Goristro: This minotaur-like demon is a huge beast that towers over 20 feet tall. It lacks intelligence, but Demon Lords love goristro for their ability to act as both a way to ferry their horde across far distances and for its ability to act as a living siege engine. Goristro are actually one of the rarest of the demons, as it is extremely uncommon for a demon to naturally evolve into this form. Still, Demon Lords have made more goristros than needed to compensate, and you can expect their armies to never be without at least a handful.
  337.  
  338. Hezrou: This frog-like, physically powerful, weak-minded demon serves as the perfect cannon-fodder for their Demon Lord masters. They are fiercely devoted to their lord and very easily manipulated, meaning their sacrifice will come often if it serves the greater good. Hezrou are well known for their putrid stench, able to make even the hardiest and steadfast of mortals gag.
  339.  
  340. Manes: All demons are born as the pitiful manes, a bloated, rotting humanoid that serves absolutely no purpose. It is weak, stupid, and replaceable. Only the strongest of manes survive to naturally evolve into a more powerful demon, meaning that countless manes fade away into nothingness or mill around for all eternity as this sad blob.
  341.  
  342. Marilith: It is said that, long ago, the Demon Lord Vephin had become so infatuated with a powerful gorgon Medusa and created this demon in her image. However, demonic love is strange, and it is said that after creating this demon, he sent an army of them to slay the gorgon. It is hard to debate such a story, as the marillith has the same serpentine lower body as a gorgon, and a human-like, always female upper body with 6 arms, each able to wield its own sword. Adding to that, they are indeed the favored demon of Vephin. However, their strength and their great leadership abilities has made their popularity grow, and now no Demon Lord goes against using them as captains in their armies.
  343.  
  344. Maurezhi:
  345.  
  346. Maw Demon:
  347.  
  348. Nalfeshnee: This odd, corpulent cross of a boar and an ape is among the most intelligent of demonkind. It serves as an excellent strategist and adviser for the Demon Lords, and it is one of the few demons that enjoys the idea of regality and it often collects fine china and cutlery, silk robes, and fine jewelry. However, the nalfeshnee still is effective in battle, using its undersized wings (wings that seem too small to possibly lift the obese nalfeshnee) to soar above the battlefield and reign down fury onto their enemies. The nalfeshnee love eating mortal flesh, especially humanoid, and they frequently kidnap others or convince other creatures to kidnap for them to keep their larders stocked.
  349.  
  350. Molydeus:
  351.  
  352. Nabassu:
  353.  
  354. Pustuloid:
  355.  
  356. Quasit: This tiny, weak demon is the only demon that absolutely abhors direct battle. This pesky, wicked schemer prefers to keep to the shadows and deviously plot. The quasit appears as a two foot tall, green humanoid with a barbed head and tail. Its clawed, poisonous fingers and toes still are capable of tearing flesh from the bone, so their tiny bodies are not to be underestimated. When quasit aren't being killed in the Abyss, Demon Lords will use them as spies, a task they are very suited for with their disposition to stealth and their natural ability to turn invisible.
  357.  
  358. Rutterkin:
  359.  
  360. Shadow Demon: Shadow demons are the only demon that are not born in the Abyss, nor can they be found there. A shadow demon is born when the essence of a demon slain in the Material Plane cannot return to the Abyss, causing it to take a vaguely humanoid, shadowy form. This demon stalks the Material Plane, seeking to continue its streak of murder and destruction. If a shadow demon finds a tear to the Abyss, it can return and assume the form of whatever demon it was supposed to be transformed into after its original demise. If a shadow demon is killed on the Material Plane, it vanishes forever.
  361.  
  362. Shoosuva:
  363.  
  364. Sibriex:
  365.  
  366. Vrock: This dumb, capricious fiend resembles an anthropomorphic vulture that seeks only to cause carnage. They feast on pounds of dead humanoid flesh, their preferred meal, and often will allow the meat to spoil before consuming. While hunting, the vrock is capable of emitting a high-pitched, ear-splitting shriek to disorient foes, and it can shake a paralyzing powder of sort from their wings. Vrock will immediately turn on each other when a group finds a shiny bauble or a piece of treasure but, despite their love of treasure, vrocks are not easily bribed.
  367.  
  368. Wastrilith:
  369.  
  370. Yochlol: The yochlol is the personal demon that serves Sintra Tyne. While the Fallen Goddess lacks the ability to control some types of demons, the yochlol can be commanded by her and her alone. Resembling a pillar of yellow slime with a single malevolent eye in its center, it is a truly terrible sight to behold. However, the yochlol often makes its way into the Material Plane via rituals performed and tears opened by the drow, they are able to shapeshift into another form, usually a drow. Even while shapeshifted, the yochlol's touch is still poisonous, much like a spider's bite.
  371.  
  372. Found: Abyss, but can appear through any tear to the Abyss or via a ritual to summon them
  373.  
  374. Derro:
  375.  
  376. Devils: While demons are creatures of malice from the Abyss that wish nothing more than to destroy, devils are creatures of malice from the Celestial Planes that wish nothing more than to rule over all creation. Devils spawn from a handful of places in the Celestial Planes: in order from smallest to largest these would be Naraka, Netherworld, Bagobo, and Hell itself. While the other planes all orbit the plane of Hell, each one is ruled by its own god. However, all pay tribute to the rightful ruler of Hell, Aeuduecan. Aeuduecan is arguably the most powerful god in the Celestial Planes besides Zerial himself, and he flaunts such a power. He has created the one of the largest armies known to the multiverse and he is the overgod of sin. Any tainted soul of one who sinned is collected by the gods of death and distributed in Hell or one of its satellite planes. Devils are twisted forms of these former humanoids that serve their masters blindly, their end all being tyrannical rule over all the multiverse. While the gods of sin each rule their realm, Aeuduecan also hand picks certain exceptional devils to become Hell Lords. Since the plane of hell is so vast, one of the largest in the Celestial Planes, each Hell Lord rules a sort of layer of Hell. The center is Aeuduecan's own lair, while the rest of the layers move outward toward the surface of hell, the most powerful Hell Lords owning the lower layers to be closer to Aeuduecan. The hierarchy of Hell and its satellite planes is extremely rigid and depends on the unswerving loyalty each devil exhibits. Each possible chain of the hierarchy is well thought out and becomes extremely important. Each devil exists within this chain, the lower and weaker devils have every opportunity to evolve into the next higher devil in the chain. Exceptional devils may even raise themselves more than one evolution at a time, although this is very rare. Devils seek to control and expand, their tactics will range from sheer tyrannical domination to utter manipulation. Many devils prefer a more subversive route to domination and enter into pacts that are loaded toward the devil's side, or simply infiltrate and gain the ear of those in power to send them on a route to evil, each hoping to create more devils for their lords. The order of a devils hierarchy is divided into 4 groups: Lemures, Lesser Devils, Greater Devils, and Archdevils. Lesser Devils are, in order of weakest and lowest in the chain to strongest and highest in the chain: imp, spined devil, bearded devil, barbed devil, chain devil, bone devil and these devils are the most likely to be summoned via or ritual Greater Devils are, in the same order: horn devils, erinyes, ice devils, pit fiend. While Archdevils are divided into Dukes and Hell Lords. Each Hell Lord selects one to three Dukes to serve him/her from the pit fiends, elevating their status.
  377.  
  378. Abishai:
  379.  
  380. Amnizu:
  381.  
  382. Barbed Devil (Hamatula): Barbed devils are green skinned, spiky humanoids that choose to represent the sin of avarice. These greedy fiends amass as much wealth as they can, consistently seeking out new, expensive items to add to its collection. The barbed devil is known to corrupt humanoids with promises of gold and prosperity, however the barbed devil always carefully plots to use that humanoids newly found wealth against him, usually by making them as paranoid as possible or getting them drunk on power. They are capable of hurling balls of flame or clawing the flesh from their enemies and are extremely alert, they are extremely difficult to be taken by surprise
  383.  
  384. Bearded Devil (Barbazu): The bearded devil is a humanoid fiend with pointed ears, purple scaly skin, a long tail, unnatural claws, and most notably a beard of serpent like growths that are capable of lashing out at their enemies like the snakes they resemble and poisoning them. The bearded devil serves as a shock troop when devils amass, and their representation of the sin of wrath makes them a perfect fit for this.
  385.  
  386. Bone Devil (Osyluth): The bone devil is representative of the sin envy, and the creature serves as the brutal taskmaster for higher ranking devils, inflicting pain on those under them as an outlet for the immense envy and hatred they feel for those ranking above them. Bone devils resemble the husk of a large humanoid; white, dry skin stretches across them. They possess a skull-like head and the tail of a scorpion that is capable of poisoning their enemies.
  387.  
  388. Chain Devil (Kyton): The chain devil is another representative of the sin wrath, its favorite pass-time being torture. They serve as jailers to their superiors, a task they happily undertake; much to the dismay of their prisoners. Chain devils resemble a humanoid wrapped in dozens of rusty chains. This fiend is the most likely to torture the pathetic lemure, another one of the tasks a chain devil is happy to carry out. This devil also possesses the ability to animate normal chains in the world, causing them to spring to life and develop hooks and blades on the tips.
  389.  
  390. Erinyes: The erinyes is a very beautiful, red-skinned humanoid that a very attractive tiefling may resemble in a way. Erinyes represent the sin of pride, and they serve as the prideful and brutal captains of the devils under them. This fiend is capable of casting powerful magic, but it is also exceptionally skilled with the ways of the blade. Erinyes also have two black, feathery wings that make them capable of a swift flight.
  391.  
  392. Hellfire Engine:
  393.  
  394. Horn Devil (Malebranche): Horned devils represent the sin of sloth, and they are extremely lazy and unproductive in their own right. They are quite reluctant to put themselves in harm's way, which is the only reason they perform the tasks dictated to them. Otherwise, the horn devil would likely never rise from its slumber. The beast stands as tall as an ogre, but is skinnier. It has brownish skin, huge wings, and long tails. Most notably, however, the malebranche has two sweeping horns from which they draw their name.
  395.  
  396. Ice Devil (Gelugon): This insect-like humanoid is covered in icy blue chitinous scales and it represents the sin of gluttony. An ice devil always devours, but never feels full. The fiend is as cruel as it is hungry, and they are among the most merciless of devils. Gelugon never gain weight, despite the copious amounts of food they ingest, and they remain physically fit and excellent warriors. Their clawed hands and feet, powerful mandibles, spiked tails, and ability to freeze all it touches makes them incredibly dangerous.
  397.  
  398. Imp: The imp is a devil of pure pride, strange considering its extremely low ranking and relative weakness. Perhaps the imps are so prideful because they, more often than not, have just finally been promoted from the masses of the lemure. Imps are the most frequently summoned devil by spellcaster, as the beast will happily serve any evil master. Still, ultimately all imps serve Aeuduecan, the gods of sin, and the Hell Lords. They serve as spies as scouts, and will frequently try to corrupt mortals into serving them as well. Evil spellcasters who choose an imp familiar run the risk of being corrupted by the small fiend and serving those greater powers directly. The imp can turn invisible or assume animal form at any time, but in its natural form it resembles a diminutive, red-skinned humanoid with a barbed tail, small horns, and leathery wings.
  399.  
  400. Lemure: This pathetic creature is the fate that awaits evil humanoids that have succumbed to sin. This is the punishment the lord Aeuduecan delivers, serving to shape the minds of the former mortals into more loyal followers. Lemure is a molten mass of jelly-like, pink flesh. All other devils, especially the kyton, are tasked with tormenting the doomed lemure until the need for a promotion arises.
  401.  
  402. Merregone:
  403.  
  404. Narzugone:
  405.  
  406. Nupperibo:
  407.  
  408. Orthon:
  409.  
  410. Pact Devil:
  411.  
  412. Pit Fiend: The pit fiend is the undisputed lord of all other demons outside of the Archdevils themselves. They serve as generals in the armies of Hell and the satellite planes and often serve as the right hands of the Archdevils. Hell Lords choose the most powerful of the pit fiends to elevate them to the status of a duke or duchess. They are representatives of pride, and their superiority over other devils only serves to expand their own ego. A pit fiend is a hulking monster with a whip-like tail and enormous wings that it wraps around itself like a cloak. Armored scales cover its body, and its fanged maw drips a venom that can lay the mightiest mortal creatures low
  413.  
  414. Spined Devil (Spinagon): The spined evil is a representative of the sin envy, it is incredibly hateful and is extremely jealous of those above him who they serve as messengers. This fiend is a purple-skinned humanoid covers in countless needle-like spines, the ones on its tail are capable of being fired from its body, exploding on impact. The spinagon enjoy teaming up on creatures, but they tend to serve in the infernal legion as artillery. The spined devils crave promotion more than anything else, but they are very craven by nature.
  415.  
  416. Succubus/Incubus: The succubus and incubus are the male and female version of the same devil. This representative of lust resembles an incredibly beautiful human or elf and they seek to corrupt mortals more than any other devil save for the pact demon. Succubi/Incubi use desire to fuel their targets bastardization, usually using the means of sex or a lust for power to manipulate them into serving the lords of sin. The fiends usually start their debasement by targeting sleeping mortals, matching the dreamkin's own tactics and using them to confuse mortals, and whisper the desires of their target into their ear until they wake. The target will eventually, usually subconsciously, seek out the succubus/incubus for whatever it is they truly desire. The creature is capable of changing its form to match the exact desire of whatever it is its prey prefers and its kiss is capable of slowly draining the life of mortals. The succubus/incubus is also capable of changing its sex at any time, mainly to fit the image their target wishes to see.
  417.  
  418. Found: Celestial Planes, Astral Sea, wherever a tear to the Celestial Planes or a ritual to summon a devil occurs
  419.  
  420. Derro:
  421.  
  422. Devourer:
  423.  
  424. Dhole:
  425.  
  426. Dia-Tel
  427.  
  428. Dinosaurs: Dinosaurs are a massive species of reptiles that used to roam the world of Asteris. However, long ago they were unceremoniously driven extinct when the Primordials delivered one of the first blows of the Dawn War. Now, the varied reptilian species have been reborn by the handful of gods that have decided to finish the world of Zastius and they live among the newly burgeoning races of the young and primitive planet. The dinosaurs come in all shapes and sizes, and they can be herbivores, carnivores, or omnivores.
  429.  
  430. Allosaurus: This large, bipedal dinosaur is a very strong and very fast carnivore that uses its sharp claws to flay the flesh from its prey.
  431.  
  432. Ankylosaurus: The ankylosaurus is a huge herbivore covered in thick armor plating to protect itself from danger. It also possesses a large, club-like tail that it will use with devastating power to smash those who would hunt it. Some ankylosauruses even have spikes on the tail.
  433.  
  434. Brontosaurus:
  435.  
  436. Deinonychus:
  437.  
  438. Dimetrodon:
  439.  
  440. Hadrosaurus:
  441.  
  442. Plesiosaurus: The plesiosaurus is a large, marine dinosaur whose compact, serpentine body is propelled by powerful flippers. It is extremely aggressive and predatory, attacking anything it comes into contact with. Its incredibly long neck allows it to snap its powerful jaw in any direction.
  443.  
  444. Pteranodon: The pteranodon possesses a medium body with two large wings that have a span of 15 to 20 feet. It is an opportunistic predator, but if food is scarce it is not afraid to swoop down from the sky and attack anything it sees with its large beak, attempting to swallow their prey whole.
  445.  
  446. Quetzalcoatlus:
  447.  
  448. Stegosaurus:
  449.  
  450. Triceratops: Despite being an herbivore, the triceratops is a very aggressive creature. Its thick skull flares out to form a protective plate of bone, atop of which sit two sharp horns. With its speed and huge size, the triceratops is capable of running down most would-be predators.
  451.  
  452. Tyrannosaurus Rex: This huge, bipedal reptile is the king of all dinosaur. Its extreme power and speed help it to ferociously hunt down anything it thinks it can eat, which is just about anything. The T-Rex will generally feed on stored carrion, as well as any scavenger unfortunate enough to be spotted by the reptilian goliath, until it is completely out where it will then go on to hunt again.
  453.  
  454. Velociraptor:
  455.  
  456. Dire Animals:
  457.  
  458. Dire Anglerfish:
  459.  
  460. Dire Rat:
  461.  
  462. Dire Wolf:
  463.  
  464. Disenchanter:
  465.  
  466. Displacer Beasts: The displacer beast draws its name from its ability to displace light so that it appears to be several feet away from the location it actually is. The monster appears as a large, black, muscular panther with six legs and two tentacles sprouting from its back that end in pads tipped with spiky protrusions. The displacer beast is cruel and loves to torture the prey it catches, both physically and, when they can, mentally. They are stealthy hunters that hunt either alone or in small packs, abusing their displacement ability and their natural knack to remain silent and hidden. Displacer beasts were once a more intelligent race, but years of servitude to the Queen of Hags, Baba Yaga, has left this creature a shell of its former self. It does retain the ability to communicate telepathically with anything it pleases, however. It is said that the displacer beast used to roam the Feywild as a free and malicious creature of mighty intellect, but Baba Yaga and her hags tricked the displacer beasts into first serving the kingdom, promising their importance, and then tricking them into a deal to expand their territory and become stronger, which made them much more beastly and unintelligent. Both of their wishes came true, but they found themselves important as Baba Yaga's servants with expanded territory into the Material Plane under her command. Found: Feywild, Dalvus, Mestarshan Plains, Trius, Nezurrah, Crowning Peaks, Underdark
  467.  
  468. Dokufu:
  469.  
  470. Domovoi:
  471.  
  472. Doppelganger: The doppelgangers are a mysterious race of humanoids, said to be the favored of the gods Fobracho and Sufi, that appear, in their natural form, as lanky humans with long arms and a shiny, bluish-black skin. However, it is rare to see a doppelganger in its natural form as they possess the ability to change their shape to fit any other humanoid's body type and visage, sometimes a particular person and sometimes not. Doppelgangers are masters of deceit, often forming powerful thieve's or assassin's guilds, and they are usually completely disassociated with most civilized humanoids concepts of morality. They are true neutral creature, but this doesn't make them any less threatening. Their disassociation often leads the doppelgangers to do thing some would find morally grey, if not outright atrocious. Not much is known about the doppelganger society nor even their way of thinking, as they are extremely closed off from the world. They have the ability to immediately detect if another doppelganger, making it quite difficult to infiltrate them. Found: Mestarshan Plains, Droughtlands, Dalvus, Trius
  473.  
  474. Dracimera:
  475.  
  476. Dracolich: Eventually, even dragons reach the inevitable for all mortals: death. However, dragons despise their own mortality. They truly believe that they should be an immortal creature, that death is detrimental to the multiverse because they wouldn't be there to rule over it. Because of this, some dragons turn to necromancy to turn themselves into an undead version of themselves. Doing so also severs ties to the dragon gods, so only the most narcissistic dragons will attempt this. Dracoliches retain the size and shape of their former selves, usually turning into a skeletal dragon with scales and decaying skin clinging to various parts of its body. The dragon usually retain most of the personality traits they had when they were alive, but they are exemplified by undeath, and always twisted to hatred. Because of this, most dracoliches are fueled by an even stronger desire to rule over all things, and their malice and ferocity only increase. Much like normal lich, dracoliches need to create and maintain a phylactery to keep their form. Their phylactery acts exactly as a normal lich's does, regenerating a slain dracolich and serving as the true vessel of its soul. However, a major difference in their phylactery is that, if another dragon's body comes into contact with the it, the dracolich may take possession of that corpse instead. Found: Everywhere in Asteris
  477.  
  478. Draegloth:
  479.  
  480. Dragon, Shadow: A shadow dragon is, as the name implies, a draconic beast of shadow, fittingly originating from the Shadow Realm. Long ago, tears to the Shadow Realm would occasionally open in the lairs of sleeping dragons and quietly whisk them to the dark dimension. The dragons here would be corrupted by the touch of the shadows, transforming their bodies and replacing everything that was before with nothing but the same misty substance that makes up the world of the Shadow Realm itself. While shadow dragons can still be born this way, most are now naturally birthed while in the land of gloom. They cross over to the Material Plane freely, one of the few beasts able to create a tear to the Shadow Realm naturally, although one that closes behind them within a few days. These creatures share the same depression, self-loathing, and hatred of all things they deem happier than themselves that all intelligent beings of the Shadow Realm do, making them truly evil at heart. Found: Shadow Realm, near tears to the Shadow Realm
  481.  
  482. Dragons: While there are many draconic creatures in the world; like wyverns, drakes, and dragon turtles; none are as fierce, powerful, or dangerous as the true dragons. True dragons are dragons that were created by the actual dragon gods, beasts with incredibly long lives and almost unmatched power. There are four types of true dragons: Chromatic, Metallic, Lung, and then a miscellaneous group known as Other Dragons. Long ago, the dragons ruled the world, living in a constant balance between good and evil, headed by the Metallic and Chromatic dragons respectively. However, over time this empire would crumble and dragons were driven toward isolation. The numbers of dragons dwindled significantly, endangering the species as a whole, during the Great Hunt when the Dragon Hunters of Trius spread across the land to slay them. However, in recent years dragonkind has been making a comeback, much to the dismay of the civilized races. Their goals and ideals wildly vary, but all dragons have a few things in common. Mainly, all dragons covet wealth and amass a great horde of treasure.
  483.  
  484. Chromatic: Chromatic dragons represent the evil side of dragonkind; greedy, tyrannical, and narcissistic. Chromatic dragons come in six colors, each one representing a different type. In order from weakest of the Chromatic dragons to strongest: White dragons with their ice breath, yellow dragons with their water breath, black dragons with their acid breath, green dragons with their poison breath, blue dragons with their lightning breath, and red dragons with their fire breath. Each Chromatic dragon is filled with an almost unmatched greed, they truly believe that they are the rightful owners of all the treasure in the world and that others who possess them have simply stolen them from the dragon. No Chromatic dragon will willingly part with its wealth for any reason, and will kill any thieves they come across. They are united by their sense of superiority, they all share the belief that they are the apex species of the planet and that all other creatures are far below them. They do not see the weaker members of their species any less than they would even the strongest red dragon and they will never find any reason to see any other race as even slightly as important or supreme as they. Even though there is unity in the Chromatic dragons, it only goes so far. They still can hold immense hatred for other Chromatic dragons and form rivalries. Chromatic dragons will even kill one another if the rivalry escalates. Most prefer to dwell in lairs isolated from the rest of their kind, carefully carving out hunting grounds so as not to overlap with any other. A Chromatic dragon's lair is a frightful place full of traps, underlings, and treasure; many an adventurer have met their match trespassing in this intelligent and ferocious beast's land. Like all dragons, Chromatic dragons pay homage to Mugudu. However, they also revere the Draconian gods Ninaba and Aliilsil and they hate the gods Gala and Kuresu.
  485.  
  486. Black Dragon: The black dragon is the most evil-tempered of even the Chromatic dragons, a cruel beast that makes its home in putrid swamps, crumbling humanoid settlement ruins overrun with water and dense foliage, and sometimes in the Underdark itself. Black dragons despise seeing the weak prosper or succeed, and they revel in the destruction of civilized settlements. Black dragons abhor humanoids most of all. While all Chromatic dragons are cruel, the black dragons cruelty is unrivaled. They love torture and are excited at the prospect of prey begging them for mercy, to the point they will create the illusion that their victims have a chance to live. In battle, the black dragon tends to focus on the weakest enemy first so they can quickly eliminate them to boost their ego and frighten the target's allies. Black dragons feel the most hatred, even among other dragons. They hate making their lair anywhere near another dragon and will keep tabs on whichever dragon happens to be closest, even if that distance is incredibly great, and see them as rivalries. Still, even with the black dragons hatred, they understand the use of minions. Black dragons might take in the likes of kobolds and lizardfolk, and even will tend to have shambling mounds spawn in the area of their lair. Found: Dalvus, Trius, Nezurrah, Mutul, Ikumbo, Underdark
  487.  
  488. Blue Dragon: The vicious blue dragon is one of the fiercest and most powerful creatures dwelling within the deserts, steppes, and rocky, more arid coastlines of the world. These dragons are tyrannical and perhaps the most vain of all Chromatic dragons. They absolutely love lording over weaker creatures, forcing them to live under strict rules and "laws". Blue dragons loathe even the vaguest of insinuations that they are not the most beautiful or powerful beast in the land, and any such an insult, at least in the blue dragon's eyes, should be met with death. Conversely, blue dragons also enjoy being showered with praise and might even be persuaded by those with a silver tongue. However, a Chromatic dragon can only be trusted so much. Blue dragons do not enjoy dining on humanoids as much as larger animals. Still, in their desert habitats often a blue dragon will attack herd animals and their shepherds and, if food is scare, they will not hesitate to eat humanoids that are available. Blue dragons do prefer to instill a totalitarian rule over humanoids and thus they do take minions they deem as intelligent and competent enough to not just be wiped from Asteris. They will pay handsomely to those they deem as exceptional in order to keep them on as servants, otherwise it will use pure force. Well-organized kobolds, dragon worshiping humans and elves, and enslaved thri-kreen are among the many underlings a blue dragon may have under them. Found: Droughtlands, Crowning Peaks, Mestarshan Plains, Ikumbo
  489.  
  490. Green Dragon: Of all the Chromatic dragons, the green dragon is the most cunning of them all. This subversive despot lives to manipulate and corrupt the good-hearted, bending them to its will. Much like devils or hags, a green dragon might offer deals that seem incredible on the surface but are truly far weighed in the dragons interest. Green dragons do not claim as vast territory as their Chromatic dragon kin within their forest homes, but instead accumulate great power and sway over large groups of humanoids and often will be the mastermind behind a dragon worshipers ascension to power within civilization. A green dragon's diet consists of the various animals and humanoids that inhabit its forest and it will occasionally eat large plants and small trees. However, its favorite food is elves, with which this breed has had a deep-seated rivalry with for generations. Green dragons will accumulate many humanoid followers, and it is happy to take any races it can easily manipulate and rule. Its subversive nature may even lead it to play the role of servant to a creature foolish enough to "master" it, but this is simply a ruse and almost a game for the green dragon. He will assess the strengths and weaknesses of the powerful would-be master, and eventually drop the ruse when it bores him. Found: Dalvus, Mestarshan Plains, Trius, Nezurrah, Mutul
  491.  
  492. Red Dragon: The fierce and powerful red dragon is one of the strongest creatures found in the Material Plane. Dwelling high
  493. in the mountains or within the volcanoes of Asteris, the red dragon controls vast swaths of land, as far as the eye can
  494. see. Red dragons are the most covetous and arrogant of their kind, and their sheer power allows them to continue to collect
  495. an incredibly massive hoard of treasure as their endless hunt for more continues. The red dragon has a short temper and is
  496. known to fly into a destructive rage, an extremely dangerous and terrifying thing to behold. Regardless, the more powerful
  497. red dragons will often hold their own kingdom of sorts, ruling over many humanoids and beasts that form a personal army
  498. that follow its every command. Civilization can give tribune to a red dragon to survive its fury, but this is only a
  499. temporary solution as, eventually, the red dragon will destroy or claim the settlement. Territory held by a red dragon will
  500. develop an intricate system that fuels the dragon's wealth and power over time, and it will make use of those it oppresses
  501. as any king would make use of his army. Often, those under the dragon are forced into its military or used as spies,
  502. messengers, or informants. Found: Dalvus, Crowning Peaks, Droughtlands, Trius, Nezurrah, Mutul
  503.  
  504. White Dragon: The white dragons are the smallest, most animalistic, and least intelligent of the Chromatic dragons, but the power of these creatures is still not to be underrated. The white dragon makes its home in the iciest corners of the world, northern territory with ice caps or freezing mountain peaks. White dragons are not nearly as cunning as their Chromatic dragon brethren, but they are unparalleled in their ability to hunt. When a white dragon begins its chase, there it little one can do to escape it and with its icy breath it relentlessly assaults its prey. The victims that it deems as very powerful it keeps as a frozen statue to decorate its lair, the others it devours. White dragons aren't as intelligent as others of its race, but it does have a perfect, crystal-clear memory and can recall the exact details of anything that has ever happened to it. Because of this, white dragons hold extremely long grudges and, coupled with their extensive lives, they might hold the same grudge against generations of a family or settlement. They do not tend to enjoy the company of others, including other dragonkin, and only briefly take residence with one another during their brief mating season. Still, white dragons do understand the benefit of taking in underlings, but only the most devoted would dare to serve a white dragon. Kobolds are willing to sustain the heavy losses that comes with the white dragons hunger. Some powerful creatures can earn the servitude of a white dragon through demonstrations of extreme magic or might. Frost giants that seek to improve their status in giant society will often seek out a white dragon to fight, and if it defeats the draconic beast the giant will often take it on in servitude. Found: Arctic Dales, Crowning Peaks, Dalvus
  505.  
  506. Yellow Dragon: The yellow dragon is an extremely reclusive and hateful dragon that lairs along warm, forested coasts. The yellow dragons, due to an ancient feud between it and the other Chromatic dragons, have grown to despise even all other dragonkind. It still sees them as superior to all other species of creature, but inferior to itself. The yellow dragon is clumsy while walking on land, but its unmatched speed make it an expert at flying, and this particular dragon is an incredibly good swimmer. It prefers to hunt underwater and can spend long periods of time beneath the waves of the coasts it inhabits, gathering fresh food and sunken plunder. The yellow dragon is the scourge of seafaring folk as it needs little reason between hunger, greed, or just plain fun to sink a boat or skyship that happens to travel close to its territory. Even though a yellow dragon amasses a great wealth by plundering these ships and the various coastal caravans and settlements, it spends little time in its lair with its horde. It much prefers to sail through the sky and dive beneath the waves as it is more energetic than most other dragons. Nevertheless, it cares deeply for its treasure. Yellow dragons despise even other dragons, and it takes great offense to one that takes residence even remotely near its own territory. Even other yellow dragons irritate a single one. Those that do insult the yellow dragon will be killed if the yellow dragon is stronger, but if the yellow dragon knows it is weaker it will begin to skulk and stalk the offending dragon for a very long time, often years, until it finally finds the right moment to strike. Found: Crowning Peaks, Dalvus, Mestarshan Plains, Nezurrah, Trius, Ikumbo
  507.  
  508. Metallic: The Metallic dragons represent good side of dragonkind; benevolent, just, protectors that believe they are one of many races in the world that have a place. They venerate Mugudu like all dragonkind, but they also revere the gods Gala and Kuresu while despising the gods Aliilsil and Ninaba. While they do covet treasure, they accumulate it mostly out of curiosity and a strong desire to store knowledge. They might be convinced to depart with one of their treasures for the greater good, but it is hard to convince them that short term goodness is better than the extremely long term lives the dragons are accustomed to. The Metallic dragons do have difficulty understanding the exact desires of of races, as their own is so long-lived and powerful that they might not share the exact same morality. Still, a Metallic dragon is never a blight on a settlement that it lives near, and often seen as a good omen or a guardian angel. Although Metallic dragons differ greatly, they all do share some traits. Firstly, no Metallic dragon is purposefully evil, although occasionally they will accidentally cause something negative to happen to surrounding societies. Still, the Metallic dragons seek to treat other societies with respect and either help them when they can or leave them to their own devices. Secondly, all Metallic dragons have long memories and have the ability to smell the bloodline of a creature, and will often form their opinions of a bloodline based on the first creature they meet from it, not understanding that other species can have a bloodline that differs greatly. Lastly, Metallic dragons possess the ability to shapechange
  509.  
  510. Brass Dragon: The most gregarious of the true dragons, a brass dragon makes its home in Asteris' hot, dry lands. Brass dragons are an extremely social creature that absolutely loves conversations, even though their conversations are often rather one sided. They are very intelligent dragons and they accumulate a wealth of knowledge over their long lives which they will happily share with outsiders, especially those that gift them treasure. Bronze dragons do sometimes talk so much that it gets quite irritating, and will follow those that attempt to leave. The bronze dragon is smart enough to realize most any time it is being manipulated and when it realizes it is it will often attempt to engage in a bout of mutual trickery, secretly treating it as an enjoyable game. Brass dragons do not tend to dwell within humanoid settlements, but they will make frequent visits, frequenting their taverns and inns to look for a good conversation. Found: Droughtlands, Crowning Peaks, Mestarshan Plains, Ikumbo
  511.  
  512. Bronze Dragon: Bronze dragons inhabit the coasts of the world, thus being mortal enemies to the yellow dragons who share their natural homes. Bronze dragons are very interested in humanoid warfare and could easily be persuaded into fighting alongside an army of good. Bronze dragons do not often assume the form of a humanoid, but prefer assuming the form of small animals and watching them instead. They also love watching ships and skyships travel along the coast and will often take the form of a bird or dolphin to watch them. They might even take the form of a rat or seagull to venture onto the boat itself, inspecting whatever they can. If the dragon finds an item of treasure it likes while on this boat, it will approach the ship's captain and barter with it. The bronze dragon is a very good-hearted creature and has a knack for determining underlying causes of battles that take place near its home. When this happens a bronze dragon will always take the side of good if there is one, as they are extreme opponents of tyranny and wanton destruction. A bronze dragon will remain a staunch ally to who it sees fit, often for years after the battle has been won. Found: Dalvus, Crowning Peaks, Mestarshan Plains, Nezurrah, Trius, Ikumbo
  513.  
  514. Copper Dragon: The copper dragons are pranksters and jokers that dwell in the rocky uplands and hills of Asteris. They have a strong love of treasure and are very greedy and will collect a massive horde over time. However, copper dragons are not true thieves, although they might find a way to outsmart another creature and swindle them, while still making the deal favorable to whoever it is dealing with. The copper dragon isn't very willing to part with its treasure, it will often lie about not possessing an item and sending those seeking it on a wild goose chase. However, those who take this as a light-hearted prank, or those with a good sense of humor, might be able to convince the copper dragon to relinquish the valuable. The copper dragon adores music, and thus are friends of bards. They will assume humanoid or small animal form to travel to civilization whenever their desire to hear music begins. It is said that the copper dragon itself holds an absolutely beautiful singing voice, and sometimes they pose as bards themselves. Of course, this often leads to rumors of some of the greatest bards of their various colleges are, in fact, copper dragons themselves. Found: Dalvus, Crowning Peaks, Droughtlands, Trius, Mutul, Ikumbo
  515.  
  516. Gold Dragon: Of all the Metallic dragons, the gold dragon is the most powerful. Gold dragons are stalwart and steadfast opponents of evil and will do everything in their power to defeat it. They are rather aloof creatures, preferring to remain quiet, introspective, and contemplative. They are one of the only dragons that do not actually have a preferred habitat, but will often make their lairs somewhat near civilization. This is because a gold dragon will pick a settlement and choose to be its protector of sorts. They will periodically take the form of a peddler or beggar and visit their favored settlement to catch up on current events or patronize honest businesses with some of the treasure they do collect, but it is extremely rare that a gold dragon will reveal who it truly is. They may also take the form of smaller animals to help in any way they can. Gold dragons are also unique in that they do not horde massive treasures out of love, but rather because it is what they eat. Luckily, a gold dragon only needs to consume a small amount of treasure and it will remain well-fed for some time. Still, they are not immune to the dragons covetous nature and will often gather more than they need.
  517.  
  518. Silver Dragon: The silver dragon is known to be the friendliest of all dragons, and frequently, cheerfully assist good creatures in need. Silver dragons prefer cool to downright freezing habitats, where they love soaring in the open with that chilled air over their faces. Silver dragons absolutely love the smaller folk. They often take the form of a benign humanoid and live among them; the kindly, old baker or wise and compassionate sage may actually be a silver dragon in disguise. Though they dislike being the center of attention and will prefer to remain in their humanoid guises, they do form very close bonds with humanoids they see as truly good and form friendships with them. Those they can trust that have this connection will know the true identity of this facade. They spend many years in humanoid form, living amongst townsfolk as normal, but will take to draconic form to mate or check on their well-hidden treasure hordes and personal affairs. They do often lose track of time, returning to their civilized homes to find their friends have grown old or died, but a silver dragon's true friends will know that the dragon will likely form another bond with their family and thus silver dragons tend to form friendships with entire generations of a bloodline they choose. Of all the humanoids a silver dragon enjoys, none do they find as interesting or view as fondly as the human. They find humans fascinating creatures who, despite their relatively extremely short lives, seem to accomplish so much and have such a zest for life. Because of this, silver dragons will tend to try to make a new human friend before another race, not that it wouldn't enjoy the company of just about any good-hearted member of any race. Found: Dalvus, Mestarshan Plains, Crowning Peaks, Arctic Dales
  519.  
  520. Steel Dragon: Steel dragons are patient and polite dragons that make their homes in the uppermost levels of the Underdark and in dense forests. They are very happy when they receive visitors, but are rather shy. Silver dragons tend to visit isolated humanoid towns in the form of a small animal to watch the townsfolk. They especially enjoy taking the form of a cat or dog, as they see how much happiness those animals bring their humanoid owners. After some time, they will eventually begin to visit the settlement they are interested in as a quiet, shy humanoid, usually posing as a normal wanderer. Steel dragons are fascinated by machinery most of all and their horde of treasure often contains a plethora of clockwork items and other various metalwork. Those in humanoid form that finally grow comfortable with their chosen settlement might attempt to become a tinkerer's apprentice, or just try their hand outright. Though a steel dragon is one of the weakest of the Metallic dragons, it is extremely brave. It will willingly face overwhelming odds, ones it knows it cannot overcome, just to ensure the safety of those it can. Many paladins use a steel dragon as their crest, as they aspire to be the shield for the weak that a steel dragon becomes.
  521.  
  522. Lung:
  523.  
  524. Carp Dragon:
  525.  
  526. Border/Spirit/Celestial Dragon:
  527.  
  528. Earth/Deep/Coiled Dragon:
  529.  
  530. Sea/Storm/Typhoon Dragon:
  531.  
  532. Other:
  533.  
  534. Azdaha:
  535.  
  536. Crystalline Dragon:
  537.  
  538. Luck Dragon:
  539.  
  540. Shadow Dragon: A shadow dragon is, as the name implies, a draconic beast of shadow, fittingly originating from the Shadow Realm. Long ago, tears to the Shadow Realm would occasionally open in the lairs of sleeping dragons and quietly whisk them to the dark dimension. The dragons here would be corrupted by the touch of the shadows, transforming their bodies and replacing everything that was before with nothing but the same misty substance that makes up the world of the Shadow Realm itself. While shadow dragons can still be born this way, most are now naturally birthed while in the land of gloom. They cross over to the Material Plane freely, one of the few beasts able to create a tear to the Shadow Realm naturally, although one that closes behind them within a few days. These creatures share the same depression, self-loathing, and hatred of all things they deem happier than themselves that all intelligent beings of the Shadow Realm do, making them truly evil at heart. Found: Shadow Realm, near tears to the Shadow Realm
  541.  
  542. Dragon Turtle: The dragon turtle is a gargantuan, terrifying creature from the depths of the oceans. They are somewhat related to the dragons, and have certainly inherited their size and sheer strength. They possess massive, snapping jaws capable of crushing a ship, a massive, crushing tail, and a searing, steamy breath. Their shells are hard as steel, and can sometimes be mistaken as an island as they require no cleaning or maintenance on the dragon turtle's part. A dragon turtle is not a very intelligent creature, but it can understand as much as a basic human peasant might. Oddly, they completely understand a humanoid's morality, and they choose to be lawful good or lawful evil. There is absolutely no in between. Evil dragon turtles will act much like their draconic cousins, sinking ships to collect treasure and building a horde deep beneath the sea in underwater caves. They accept bribes so long as it provides more treasure, or at least opportunity for treasure, but do not expect their utter loyalty. Good dragon turtles will often attempt to aide stranded ships back to shore or rescue those who fall overboard or survivors of shipwrecks. They will occasionally even allow small settlements of humanoids to make their lives on their shells. Dragon turtles originate from the Elemental Planes of Water, Meditarious and Cronus. It is known that some marid have enslaved dragon turtles, building magnificent castles of coral on their shells and using them as mounts. Found: Ocreans of Asteris, Meditarious, Cronus
  543.  
  544. Drakes: The drake is a race that descended from dragons during the Great Hunt. As countless dragons were wiped from the map by the fierce Dragon Hunters of Trius as revenge for the wrath of the legendary dragon known as Galzra destroyed the city of Pattanachcheri, only the smaller and sneakier dragons could avoid the hunter's vengeance on the most targeted continents. With a population crisis, some dragons would even mate with lesser draconic beasts, and eventually the drake was spawned. Drakes traditionally dwell on the continents where the dragon population has yet to make a recovery, being the Droughtlands and Trius, but can be taken as pets and brought elsewhere. In fact, because of the frequent capture and transportation of drakes, some drakes colonies have formed elsewhere. A new species of drake was even spawned in the Arctic Dales because of this.
  545.  
  546. Ambush Drake:
  547.  
  548. Fire Drake: Fire drakes resemble small, translucent red dragons that are often mistaken as simply being a young, four foot long red dragon themselves. However, fire drakes are in fact another species. They prefer to dwell in deep caves and generally see anything that is not another fire drake as food. Even among their own kind, fire drakes are exceptionally short-tempered and thus frequently clash with one another. Found: Droughtlands, Trius, but can appear anywhere else on Asteris
  549.  
  550. Guard Drake:
  551.  
  552. Ice Drake: The ice drake is the polar opposite of the fire drake, a calmer more social drake that resembles a small white dragon and breaths ice instead of fire. Ice drakes prefer to dwell in the coldest areas they can make themselves safe, high on mountains or in areas that see frequent blizzards. The ice drake cannot survive a temperature any higher than freezing, and thus can mostly be found only in the Arctic Dales. Found: Arctic Dales, but very rarely can find their way elsewhere if the temperature is low enough.
  553.  
  554. Dread:
  555.  
  556. Dread Warrior:
  557.  
  558. Dream Demons:
  559.  
  560. Desire:
  561.  
  562. Despair:
  563.  
  564. Envy:
  565.  
  566. Fear:
  567.  
  568. Fearling:
  569.  
  570. Hunger:
  571.  
  572. Pride:
  573.  
  574. Rage:
  575.  
  576. Sloth:
  577.  
  578. Dream Things:
  579.  
  580. Alp:
  581.  
  582. Baku:
  583.  
  584. Batibat:
  585.  
  586. Domovoi:
  587.  
  588. Dragonborn (Zduhać):
  589.  
  590. Dream Eater:
  591.  
  592. Dreamspeaker:
  593.  
  594. Dream Tyrant:
  595.  
  596. Dream Walker:
  597.  
  598. Mare:
  599.  
  600. Xal:
  601.  
  602. Drider: Once a year, all drow engage in what is known as the Festival of the Spider, a ceremony in which they honor their dark goddess with revelry. During this time, any drow that the matriarch has deemed as a failure is rounded up and marched into the center of the city. Here they are covered with poisonous spiders as the matriarch recites an ancient prayer to the evil goddess Sintra Tyne. There is a chance that, before death, Sintra will reward a favored matriarch, transforming these "failures" into the horrifying half spider, half drow known as the drider. These drider are fiercely loyal to the matriarch, even if they lose quite a lot of their sanity in the process of the transformation. It is common for a powerful matriarch to have a royal guard comprised entirely of these beasts.
  603.  
  604. Dryad: The dryad is a fey spirit that lives to protect whatever forest it is attached to, picking a single large, healthy tree to tie its spirit to entirely. They populate every forest of the Feywild and most forests in Asteris. A dryad will stop at nothing to protect its forest, though it does not like violence. First, it will try to warn trespassers in smaller ways, sabotaging their equipment or causing unsettling illusions. If a creature persists, they will begin to cause small injury, and the eventual outcome is death for those who continue to ignore them. Dryads understand the need for wood from the civilized races, and will not bother those that don't take more than they need. For any greedy loggers, their wrath is consistent. Sometimes, a more powerful Fey will have the ability to trap or corrupt these dryads, making them actively seek assistance from those who happen to travel through the darkened woods.
  605.  
  606. E:
  607.  
  608. Eidolon:
  609.  
  610. Elementals: Elementals are quite simply living elements, as the name implies. Born of the Primordials and dwelling throughout the Elemental Chaos, the elementals aimlessly move along. They do not think and have no real goals, but they will attack any passersby. Elementals despise one another, acting just as much lesser versions of the Primordials that spawned them, but will unite any time one of the Gods' creations are near. Sometimes, elementals can be bound to a spellcaster in Asteris, but those spellcasters should take caution as the elementals will always look for a way to break free and kill their former master. When a portal to the Elemental Chaos opens in the Material Plane, elementals are often the first to come through.
  611.  
  612. Air Elemental: Air elementals resemble a funneling, swirling cloud with a vaguely humanoid face. They harness the power of
  613. the air to fly, throw opponents, and remain faster than all its counterparts.
  614.  
  615. Earth Elemental: The earth elemental resembles a humanoid formation of jagged rocks and sometimes gems. They possess the
  616. ability to "swim" through stone, melding itself to the stone it passes through and breaking free with ease. It has the
  617. ability to pinpoint any foe that stands on solid ground in its vicinity.
  618.  
  619. Fire Elemental: A fire elemental resembles a faintly humanoid shaped, searing flamed. They set fire to practically anything
  620. they come into contact with, making them one of the most destructive elementals in the world of Asteris. Luckily, water is
  621. almost as effective against a fire elemental as it is against normal fire.
  622.  
  623. Water Elemental: The water elemental resembles a cresting wave that glides over the land it crosses, becoming nearly
  624. indistinguishable from any body of water it decides to travel into. Water elementals engulf their foes, extinguishing any
  625. flame and drowning their victims.
  626.  
  627. Myrmidon Variant: The myrmidon variant of the elemental is a creature summoned by either a strong spellcaster or
  628. Geniekind. It appears as a more humanoid form of a warrior in plate armor and it tends to brandish well-made humanoid
  629. weapons which they infuse with their own essence. This variant is much stronger and much more organized than their base
  630. form, but are also much more rare considering the complicated ritual required to create them.
  631.  
  632. Vortex Variant:
  633.  
  634. Elder Elementals:
  635.  
  636. Leviathan:
  637.  
  638. Phoenix:
  639.  
  640. Tempest, Elder:
  641.  
  642. Zaratan:
  643.  
  644. Eloko:
  645.  
  646. Empyrean: The empyrean is an extremely rare race of beings, the children of the very Gods themselves. Resembling massive, beautiful, pale titans, these creatures are extremely powerful, though not as powerful as the gods themselves. They aren't as mature as their appearance would let on, and often go into fits of rage, childlike joy, or sorrow. Every time they do, the environment around them changes to suit their mood. When they are sad, the clouds may rain saltwater, plants and animals may die prematurely, and clouds will forever cover the sun. When they are happy, sunlight shines brightly, small animals happy, and plants bloom quickly, a boon many farmers enjoy for their crops. Anger could lead to drought and vicious, hostile animals. Empyreans cannot die from old age, but they can be killed by other means, even if most of them don't realize that could ever happen.
  647.  
  648. Encephalon Gorger (Psilian): The Psilian, also known as the encephalon gorger, appears as a hairless, extremely pale humanoid creature with delicate, soft, features save for its absurdly long tongue and its uncomfortably small eyes. The psilian has long, spindly legs and arms that each end in four hoof-like claws. The psilian is sometimes confused with a vampire, as its tendency to avoid sunlight and their pasty-white skin are qualities both races share, but a psilian is actually a being from the Far Realm. Encephalon gorgers are bizarre and intelligent, pursuing a cause entirely alien to the Material Plane. It is assumed the encephalon gorger harvests organs for bizarre experiments, but it is actually in fact entirely unknown why they enjoy harvesting organs, as they do not eat them. Encephalon gorgers are a race capable of spreading the corruption of the Far Realm to an area they come in contact with, leading to the notion that they are directly linked to the Elder Evil. Found: Wherever a tear to the Far Realm may open
  649.  
  650. Ent: Ents are the ultimate defenders of the forest. Where a dryad might struggle to prevent trespassers from destroying their woods, an ent thrives. They are extremely wise and very powerful ancient fey beings that have the ability to animate the forest around them. The punishment of upsetting an ent is always death, there are no exceptions. Still, if you respect their woods an ent will leave you alone. Some seek out the ents for their wisdom, though often leave frustrated as they speak slow and often unintentionally in riddles.
  651.  
  652. Ettercap: An ettercap is a humanoid spider that plagues any forest or cave it decides to make its home in. A mortal enemy to all fey, the ettercaps shepherd large families of spiders to completely take over whatever area they move into. Any forest they inhabitant immediately becomes a gloomy place filled with countless spiderwebs. They seek out fey to feast on, capturing pixies and fairies in their webs and trapping dryads in web cases within their trees. They are quiet killers, able to stalk their prey from the shadows until they find the perfect opportunity to strike.
  653.  
  654. Ettin: The ettin is a brutish two-headed giant that somewhat resembles an orc. They are a disgusting, foul creature, preferring not to bathe and taking time to wallow in putrid filth to accrue an extreme odor. Both heads of the ettin are individuals, they both think for themselves, have their own crude personality, and have their own name. When referring to an ettin you simply combine both their names, but be careful who you put forth as each ettin is confident their own name should go first meaning there is no way to truly appease both heads. Their twin heads are always the same gender, and females are the stronger and larger sex of the race. The heads also are capable of sleeping independently, which they always make sure to do. Though they may get into plenty of arguments, the heads will quickly unite for a mutually beneficial purpose. Their bond is unbreakable when they do unite, making their dual heads and ability to attack separately but coordinate perfectly make them a dangerous foe.
  655.  
  656. Evil Doll:
  657.  
  658. Eyewing:
  659.  
  660. F:
  661.  
  662. Fachan:
  663.  
  664. Faerie Dragon: The faerie dragon is a cat-sized fey dragon with butterfly-like wings. They always smile, revealing a set of razor-sharp teeth, but their true expression of joy comes from the twitching of their tail and their giggle. Generally, faerie dragons are harmless tricksters, enjoying playing small pranks on those they find amusing, but they never go so far as to actively harm their "prey". Faerie dragons have the ability to go invisible at will, but fail miserably at suppressing their giggles as they gleefully prank. They are extremely intelligent little creatures, and are certainly dragons. They love treasures, even if their treasures aren't exactly the norm for dragonkind. Baked goods, sweets, shiny baubles, and toys are their preferred hordes, and they will act as any dragon would if you offer them any of these. As they age, a faerie dragon changes color. By the end of their natural lives, they go through every color of the rainbow in order; born red for 5 years and then changing every ten years after until they turn violet in which they remain for the rest of their lifespan.
  665.  
  666. Fenix:
  667.  
  668. Fern Lizard:
  669.  
  670. Fetch: This bluish pale skinned undead humanoid is a randomly resurrected being raised from the body of someone who has frozen to death, or murdered, and buried in the snow. Fetch are simple undead, eager to attack any who happen to cross their path. Usually, fetch will bury themselves in the snow, only to leap out and use their icey, filthy nails to claw at their target. Fetch hate life, and upon killing their prey they will bury them in the snow, hoping to raise a new fetch. Fetch seem fearless, and will fight to the death in most cases, however they will flee at the sight of an impressive fire. Found: High up in mountains, Arctic Dales
  671.  
  672. Feyote:
  673.  
  674. Firenewt:
  675.  
  676. Firestar:
  677.  
  678. Flail Snail:
  679.  
  680. Flameskull: A flameskull is an undead creature, quite literally what the name sounds like it would entail. A floating skull surrounded by an eerie, green flame. They are created by severing the head of a dead wizard, skinning it, and imbuing it with a dark and dangerous power. The flameskull is capable of firing fiery rays from its eyes and casting spells it once knew when it was living. However, they generally remember not much more from their life besides the most vague memory of the most important events they lived. Signs of a flameskull are obvious, you will hear their cackling laughter and see the bright green light they emit before you ever see the skull itself. When destroyed, a flameskull will always repair itself and return to its former state unless Dispel Magic or Remove Curse is cast on the skull's fragments. If its former master is killed, the flameskull becomes autonomous, though generally wanders aimlessly until it is destroyed.
  681.  
  682. Flumph: A flumph is a peculiar creature born in the Far Realm, and one of the few who are not harmful to the Material Plane. They resemble floating jellyfish with two long, flowing eyestalks on the cap of their bodies.
  683.  
  684. Foo:
  685.  
  686. Foulwing:
  687.  
  688. Forester's Bane: This large, carnivorous plant resembles a normal green shrub but on close inspection (which is incredibly hard to do with a living specimen, due to how aggressive they are) will reveal their dark green leaves hide six serrated, purple stalks that the creature uses to trap and slowly drain the blood of their victims. Forester's Bane are not intelligent, but have evolved to grow sweet and tasty berries that normally grow elsewhere on their branches to attract their prey. Found: Dalvus, Mestarshan Plains
  689.  
  690. Formoian: The hideous and twisted fomorians are the ugliest and cruelest of all giantkind. They make their home in the Feydark, ruling over a large empire comprised mainly of slaves. Formoians suffer from an ancient curse that makes them hideously deformed, but they were once the most beautiful of races. They ruled over the largest empire the Feywild has ever known, dwarfing that of Mysteria. But, the good races of the Fey banded together, forcing them to abandon their massive cities and driving them to the Feydark. Though their above ground empire is no more, they still rule over large swathes of the Feydark, wearing tattered and dirty versions of the once extravagant garments they once were. They still try to make themselves believe they are just as beautiful as they were, but none of them would dare look into a mirror. The formoians keep many slave races, but the most beneficial are the cyclops; who craft their weapons, armor, and perform much of their masonry. Found: Feydark, Underdark when a portal to the Feywild is open
  691.  
  692. Froghemoth:
  693.  
  694. Frost:
  695.  
  696. Fudoshi:
  697.  
  698. Fungi: There are countless kinds of Fungi throughout the world of Asteris, but the kinds listed below are deadly
  699.  
  700. Ascomoid: The average ascomoid is roughly 10 feet wide and 300 pounds, making it one of the largest non-sentient fungi known to man. They are a parasitic fungus that acts as a rolling boulder and consumes any living organism it crushes underneath its weight. It has the ability to release spores from small holes covering its body, holes that act as a sort of sensory organ for the creature. Ascomoids generally grow in caves but have no adverse effects when introduced to sunlight. Found in: Underdark, Dalvus, Mestarshan Plains, Far East Marches, Crowning Peaks, Ikumbo, and Nezurrah
  701.  
  702. Gas Spore: The gas spore resembles a beholder to the point it is uncanny. It is assumed that the gas spore first developed from the Far Realm, but this is unknown. Regardless, one can rise from any sort of dead body and they always look the same. A floating ball with a strange, eye-like design at its center and several rhizomes sprouting from the top of its "head" resembling eyestalks. Popping a gas spore will cause it to burst, releasing deadly spores that can infect and kill a victim within a day, spawning a gas spore from their body very quickly. While all gas spores are the same and can sprout from any body, it is true that they have a strange effect when growing from a beholder's body; they release some memories the beholder once had when along with these deadly spores. Found: Underdark
  703.  
  704. Phycomid: A phycomid is a parasitic fungus that grows on refuse piles, garbage heaps, and other dank, dark areas where a bounty of rotting organic matter can be found. The caps of the mushroom can be red, yellow, or purple but the stalks are always a milky off-white color. The average mushroom is 8 inches, but it can reach a maximum of an entire 12 inches. The fungus is capable of spitting a toxic ooze, containing its spores, that is capable of spreading the phycomids and can cover an average humanoids body over time, killing it and using it as food. Found: Underdark, Anywhere they are cultivated
  705.  
  706. Shrieker: A shrieker is a human-sized, gray-capped mushroom with orange stalks that emits an ear-shattering shriek upon approach. While it is not directly deadly, many races cultivate the shriekers to serve as a crude alarm. The more cruel races of the Underdark cultivate countless shriekers that mark the borders of their land. Found: Underdark, Anywhere they are cultivated
  707.  
  708. Violet Fungus: A violet fungus is a purple, flower-bulb like fungus with 4 tentacle-like growths sprouting from it. It can use these growths to pull itself across the ground, creeping slowly on its prey. These growths have the capability to rot any flesh they touch, and any victim killed by the violet fungus will have a new violet fungus sprout from its body and grow to full size in 2d6 days. Found: Underdark
  709.  
  710. Zygom:
  711.  
  712. Fungoid: This massively built, medium humanoid creature is actually made of a sort of mushroom flesh rather than muscle and tissue. Its rough facial features are barely discernible as crudely humanoid, and its long, thick arms end in immense, clawed hands. Instead of typical humanoid feet, its legs end in splayed, three-toed pads. Something akin to thick fur grows only on its chest, stomach, and lower back. Fungoids are actually carnivorous and fierce hunters, and are extremely confident in their brute strength. Fungoids are not very intelligent, and can be easily outsmarted. Most prefer to stay in extremely dank, dark places where sunlight cannot pierce. The fungoid hunt in packs, but the unspoken rule they share is that combat should remain one on one unless the prey turns out to be very exceptionally powerful. Found: Underdark, Nezurrah, Trius (Kushalla), Ikumbo (Maka), rarely Dalvus
  713.  
  714.  
  715. G:
  716.  
  717. Gakis:
  718.  
  719. Jiki-Ketsu-Gaki:
  720.  
  721. Jiki-Niku-Gaki:
  722.  
  723. Shikki-Gaki:
  724.  
  725. Shinen-Gaki:
  726.  
  727. Galeb Duhr: The galab duhr are a race of dwarf-like humanoids made entirely of stone. Born of the Elemental Chaos, the galeb duhr are most at home in an extremely rocky habitat, but a powerful spellcaster may summon and tie a galeb duhr to service instead. They have the ability to animate the earth around them, and are indistinguishable from their rocky surroundings if they choose to hide among them. It has the ability to form itself into a large, rolling boulder to crush aggressors if need be. Found: Elemental Chaos, Underdark, Anywhere in Asteris near a portal to the Elemental Chaos or in service to a spellcaster
  728.  
  729. Gallows Tree: The gallows tree is a huge, sentient tree with thick branches adorned with dozens of thick, greenish-brown ropes and generally several humanoid corpses hang. Its thick and bushy canopy only barely covers the bodies. The gallows tree is actually mobile, but it does prefer to stay in one spot for long periods of time so long as prey does wander by enough. When a gallows tree attacks a traveler, it will attempt to use its long ropes to wrap around the neck and hang the victim. After killing a victim it slides the long ropes down the throats of the prey, very slowly absorbing the creatures blood and organs to sustain itself. A gallows tree is capable of lowering the corpses to the ground and having them animate to defend it. Found: Dalvus, Ikumbo, Realm of Shadow
  730.  
  731. Gallows Tree Zombies: The animated victims of the gallows tree are humanoid with deathly gray skin stained green from grass and leaves, dressed in tattered and torn clothes. Small plants, weeds, and fungi grow on the creature. A long, sinewy, woody noose connects the creature to the massive tree behind it. Found: Along with Gallows Trees
  732.  
  733. Gambado:
  734.  
  735.  
  736. Garegosu:
  737.  
  738. Gargoyle: A gargoyle is a cruel, sadistic creature made entirely of stone. Even though they are native to the Elemental Chaos, they are eager to travel to other realms to hunt down weak creatures to torture and kill. A spellcaster can easily sway a gargoyle into service, so long as that service includes murder and torture. A gargoyle's cruelty is legendary and many civilized cultures will build statues of gargoyles to ward off trespassers, unfortunately making those areas perfect hunting grounds for the real gargoyles. A gargoyle's body is exceptionally durable, they can survive any terrain and any plane. You're never totally safe from a gargoyle attack no matter where you are. Found: Anywhere except the Dreamweave
  739.  
  740. Gashadokuro:
  741.  
  742. Gazellean:
  743.  
  744. Gen'ei:
  745.  
  746. Genies: Genies are an extremely powerful race of the Elemental Chaos, they are the stuff of legends. It is said that a genie can grant those who appease him a wish, anything that person's heart desires. However, genies are selfish and mean so any wish they grant will certainly not be granted with the exact intent of the wisher. Genies are slave traders at heart, they live lavish lives full of decadence and extravagance. Geneies are rare, they appear by a mere coincidence. When a lost soul accidentally finds its way into the Elemental Chaos, that soul often melds together with one of the elements. This births a genie, and this is the only way for a genie to be born. That soul retains absolutely none of its former memories and will remain a genie until the genie is killed, they can never die a natural death. When this happens, that soul is released once again and can find its way back to the afterlife it as meant to reach. Genies measure their status in terms of how many slaves each genie owns. Those with more slaves are considered more important and noble than those with less. However, each genie sees their own way of keeping slaves as the best method. Some are kind, treasuring them and allowing them to partake in some of the decadence they enjoy; while others are cruel and threaten their slaves with penalties of death and dismemberment. Genies, unlike most elementals, harbor no particular ill will toward gods or those created by the gods, and instead almost respect the gods for being so powerful, though they certainly would never worship them.
  747.  
  748. Dao: The greediest of all geniekind are the malicious dao, the genies of the earth element. Dao are manipulative and will never offer aide to another living creature if it does not benefit itself far more than the effort the dao must put in to the assistance. The dao build large floating islands of rock, full to the brim of precious metals and gems. Their slaves toil away endlessly mining more of these resources for the dao to hoarde. They care not for the misfortune or poverty of others, and will even go so far as grinding up gems and gold to sprinkle over their food like a human might treat a spice. A dao's greed is also its biggest downfall, they are the easiest of dao for a spellcaster to take into service, but once they realize they are in servitude almost nothing will stop them from breaking free. .
  749.  
  750. Djinni: The djinni is the genie of the air element, and are the kindest of geniekind. Despite their kindness, djinni still take slaves, for they believe that servitude is fate and no djinni would dare meddle with the hand of fate. However, their slaves are treated rather kindly, allowing them to partake in their decadent lifestyle and protecting them as they would any other. A djinni hates losing a slave, and will grieve the deaths of any of them. They create large, lavish, floating islands of cloud which they top with magnificent structures, beautiful gardens, and glorious fountains. A djinni desires nothing more than comfort and ease of life. The djinni might be the most amenable to service of a spellcaster, but one must be careful to not mistake this amenability for desire; the djinni will still prove to be exceptionally difficult to keep in servitude.
  751.  
  752. Efreeti: The most ruthless and deceptive of the geniekind are easily those of the fire element. The efreeti are hulking, merciless beings who treat their slaves like dirt, murdering or at the very least mangling them for even the most minor of offenses. However, an efreeti doesn't derive joy from their cruelty, they simply see it as the way of life. They only promote the cruelest of their slaves, arming them with whips and expecting them to be brutal taskmasters. They believe their race is fair and their actions entirely just. Efreeti live in floating metal cities, surrounded by an island entirely made of fire. They enjoy brass, black glass, and obsidian; creating most of their structures from these three sources. Efreeti are the most difficult of genies for a spellcaster to take and to keep in service, due to their extreme cruelty.
  753.  
  754. Marid: The marid is the strangest and wondrous of geniekind; the genie of the element of water. They are the haughtiest, most egotistical, and most noble of the genies; but they are not actually entirely cruel. They can control water to do anything they see fit and prefer to live in grand, coral palaces deep within. Those in service to the marid find that they are able to breathe while in the confines of these palaces, but will immediately drown outside. Marids expect very little in terms of manual labor from their slaves, often leaving them to their own devices and only owning them for status and occasional entertainment. often going out of their way to kidnap artists and cultural performers. Marids are extremely egotistical, and a spellcaster might be able to persuade them into servitude with flattery and bribery; however a marid is extremely intellectual and will often negotiate a near-equal footing. However, powerful spellcasters have learned how to trap the marid; but they must be careful they do not loose this power of they will incur their wrath. Marids are well-known for being excellent storytellers, to hear a marid's tale is to hear something that will mystify you and ensure you never forget. Just be careful not to interrupt any tale they tell, or you will deal with the extreme consequences.
  755.  
  756. Found: Elemental Chaos, Anywhere a portal to the Elemental Chaos might open, in service of a spellcaster
  757.  
  758. Ghaunadan:
  759.  
  760. Ghost: A ghost is a tragic creature, the result of a soul being lost in the realms. Ghosts can appear anywhere, but it is bound to a specific location, creature, or object for a specific reason. Generally, it is due to some unfinished business in life; they will forever work toward finishing this. Perhaps it is discovering their killer or fulfilling an oath or delivering a message; a ghost will never find peace until it succeeds. Exorcists generally do not wish to slay a ghost, preferring instead to help it find its rest the natural way; doing all they can to complete the lost soul's objective. They cannot be slain normally by a weapon; only sending them to rest for a night before they return; but they can be slain in other ways. Usually it is by doing something that ties to its former life; a ghost that was beheaded might die by beheading or a ghost that was a baker might be made vulnerable to the smell of a freshly baked pie. Any ghost that is killed will often find its way into the Realm of Shadows, but it is unable to be collected and will remain trapped there until the Shadar-Kai can help free it. A place haunted by a ghost is cold, lonely, and invokes a feeling of sadness and yearning. This is not intentional, it simply is a manifestation of the unnaturalness of a ghost haunting. Found: Anywhere in Asteris, Zastius, Underdark, Feywild, or the Realm of Shadow.
  761.  
  762. Ghouls: A ghoul is a dangerous, terrifying, flesh-eating undead made from demonic origins; though they no longer serve demonic goals. The origin of ghouls are a mystery, but the accepted story is that Kaveph, demon lord of undeath, corrupted a powerful elf lord long ago, as elves were once immune to undeath. This elf lord created a curse that would befall his people, and spread for eternity spawning new ghouls from the bodies of dead humanoids at random. Whether this is true or not is unknown, but elves are immune to a ghouls paralytic touch and ghouls do spawn at random, with no abyssal influence. Because Kaveph did this simply out of spite, no ghoul has an agenda. The only thing that fuels a ghoul is their desire to devour humanoid flesh; and they will never be sated no matter how much they consume. A ghoul's flesh never rots, but it does taste absolutely foul to them. Ghouls can form anywhere in Asteris or the Feywild, but they will sometimes find their way into the Realm of Shadow. The ghouls found here often are tied into service of a much strongest evil.
  763.  
  764. Froghoul:
  765.  
  766. Ghast: Though Kaveph does not tend to care for the ghouls, he sometimes takes interest in one or a group that he sees a use for. He infuses them with great power, turning them from a simple ghoul into a ghast. Ghasts are cunning and strategic, and they can often inspire a pack of ghouls to follow them. The appearance of a ghast is a horrible thing, for a single ghast could cause untold amount of death and destruction.
  767.  
  768. Shadow and Lord Variants:
  769.  
  770. Ghoul Crawler:
  771.  
  772. Ghoulem:
  773.  
  774. Tentaghoul:
  775.  
  776. Found: Anywhere in Asteris, Feywild, Realm of Shadow
  777.  
  778. Giants: The giants are the greatest race of all created from the Primordials. Few can match their power, their strength, or even their majesty and craft. The giants once ruled over all of Asteris with an iron fist, forming the largest empire ever known to the world: Akkar. Akkar was a sight to behold; and nothing men, dwarf, or even elf have created since even capture a modicum of its glory. However, Akkar has been lost to the ages, crumbling long ago after a vicious war with the greatest rivals of giants; dragons. Giants have never forgotten their long-lost empire and giants do everything in their power to get it back. Giants are responsible for the dwarves' skilled craftmanship, among several other races. Giantkind live within a hierarchy, although it is something left over from the times of Akkar and the giants rarely respect the hierarchy unless a particularly powerful giant reveals themselves to unite them. This hierarchy starts with storm giants at the top, going to cloud giants, then fire giants, then wang-liang, then frost giants, then stone giants, then hill giants, and then all other giantkin like ogres, fomorians, and ettins.
  779.  
  780. Cloud Giant: Cloud giants live high above the world of Asteris, not caring for the lives of those they see underneath them. They will only interact with the races that dwell beneath their massive sky castles when they desire amusement, or when a particularly ambitious storm giant decides to unite some of giantkind. When the latter happens, may the Gods save whomever the cloud giant decides to target. Because the storm giants tend to be extremely reclusive and care not to interact with anyone, let along giantkind, cloud giants are often seen as the top of the giant hierarchy; even though this is not true. Even the strongest of cloud giants will bow down to a powerful storm giant that makes their exceedingly rare demands. Cloud giants dwell in a massive castle perched on a cloud, often settling on the highest mountains of the world but often soaring high above even the greatest of skyships. They are excellent spellcasters and can control the weather around them.
  781.  
  782. Fire Giant:
  783.  
  784. Frost Giant:
  785.  
  786. Hill Giant:
  787.  
  788. Stone Giant:
  789.  
  790. Wang-Liang:
  791.  
  792. Titans: The greatest and most powerful of all giants, and the most ancient. Titans are giants that were born when Eridion, the Primordial who created them, still lived and are a true representation of what giantkind used to resemble. They are extremely powerful and terrifying, few creatures could ever hope to obtain enough power to even withstand a single blow from a titan. With no god left to worship, many giants tend to treat the titans like god kings. A titan can be of any giant type, but there are few left living and no ability to ever see another be born.
  793.  
  794. Gibbering Mouther:
  795.  
  796. Gibberling:
  797.  
  798. Giff:
  799.  
  800. Gill-man:
  801.  
  802. Gillmonkey: The gillmonkey is a small, wild humanoid that resembles a cross between a monkey and a fish. They have hairless, pinkish-brown skin that is lightly scaled. Short appendages like tentacles grow from the tops of their heads, but they seem to be used only for handling food. They are vicious and heartless creatures that hunt in packs for both food and fun. Gillmonkeys cannot survive outside of water, and thus frequently come into conflict with merfolk. Found: Oceans
  803.  
  804. Girallon:
  805.  
  806. Gnolls:
  807.  
  808. Plains Gnoll:
  809.  
  810. Gutter Gnoll:
  811.  
  812. Rock Gnoll:
  813.  
  814. Goblins:
  815.  
  816. Cave Goblin:
  817.  
  818. Coastal Goblins: Also known as blue goblins, these goblins differ greatly from their kin. Blue goblins tend to be much kinder than their compatriots, although incredibly shy. Some civilized races even allow coastal goblins to live among them as tinkerers. Coastal goblins are hated by other goblinoids, seen as traitors to the race for their nature and creatures that should be killed on sight. Because of this, blue goblins are very afraid of their cousin races, especially hobgoblins, and attempt to make their dwellings towards the center of other humanoids towns for the most protection possible from raids. Blue goblins are not a numerous race by any means, and tend to not be found straying away from the few places they have been allowed to live. Found in: Dalvus, Trius
  819.  
  820. Forest Goblin:
  821.  
  822. Hill Goblin:
  823.  
  824. Nilbog Variant:
  825.  
  826. Goi-Kashu:
  827.  
  828. Golems:
  829.  
  830. Arcane Golem:
  831.  
  832. Bone Golem:
  833.  
  834. Clay Golem:
  835.  
  836. Flagstone Golem:
  837.  
  838. Flesh Golem:
  839.  
  840. Gemstone Golems:
  841.  
  842. Diamond Golem:
  843.  
  844. Emerald Golem:
  845.  
  846. Ruby Golem:
  847.  
  848. Ice Golem:
  849.  
  850. Iron Golem:
  851.  
  852. Lightning Golem:
  853.  
  854. Magic Golem:
  855.  
  856. Jade Golem:
  857.  
  858. Stone Golem:
  859.  
  860. Terracotta Golem:
  861.  
  862. Wooden Golem: The wooden golem is the second weakest type of golem, but it can be produced more quickly than any other golem besides the terracotta. Wooden golems have the ability to act as an alarm as well, capable of emitting very loud, piercing howls upon sighting an intruder.
  863.  
  864. Found: Anywhere their masters are
  865.  
  866. Gorgon:
  867.  
  868. Medusa Variant:
  869.  
  870. Gorgon Bull:
  871.  
  872. Grave Titan:
  873.  
  874. Gray Render:
  875.  
  876. Greatswan:
  877.  
  878. Grell:
  879.  
  880. Grick:
  881.  
  882. Griffon:
  883.  
  884. Grimlock:
  885.  
  886. Grimm: The grimm is a very large, evil humanoid with dark blue-green skin that shines with a coat of oil-like substance. Its head is oval and pointed, and its eyes show as dull, ivory-colored pits without visible pupils. Its mouth is almost too wide for its face and is crowded with two rows of fanglike teeth and a long, snaky tongue that flicks in and out past its thin, scaly lips. The monster’s powerful arms and legs end in wicked claws that sport broken, jagged, yet incredibly sharp and tough fingernails. A grimm's only purpose is to destroy anything deemed beautiful and slay any good fey creatures they have found. It is said that the grimm were crafted by the fomorians long ago, but this is unproven. Grimm enjoy serving the ugliest and most evil fey races they can. Found: Feywild, sometimes travel to Material Plane through a tear
  887.  
  888. Grootslang:
  889.  
  890. Grove Guardian:
  891.  
  892. Grung:
  893.  
  894. Gruug: This bat-like humanoid
  895.  
  896. Gotum - This goat-like humanoid
  897.  
  898. Guardian Portrait:
  899.  
  900.  
  901.  
  902. H:
  903.  
  904. Hags:
  905.  
  906. Annis Hag:
  907.  
  908. Bheur Hag:
  909.  
  910. Bog Hag:
  911.  
  912. Green Hag:
  913.  
  914. Night Hag:
  915.  
  916. Sea Hag:
  917.  
  918. Coven and Coven Horror Variants:
  919.  
  920. Hamadryad:
  921.  
  922. Hanemuri:
  923.  
  924. Harpy:
  925.  
  926. Headless Horseman:
  927.  
  928. Helix Moth: A helix moth can reach roughly 20-feet long as an adult, making it one of the largest natural insects in Asteris and Zastius. The insect's black abdomen is wrapped in spiraling bands of various greens, purples, reds, and yellows. Three sets of translucent bluish-violet wings extend down its body and a large, black, sword-like stinger extends from the bottom of the creature's abdomen while its maw is adorned with 2 sets of large mandibles. Helix moths enjoy nesting in large caves that are at least very difficult for a non-flying creature to reach. Luckily, helix moth are solitary creatures that only meet another of its kind when a female lays eggs in her cave for a male to fertilize. A female can lay roughly 6-12 eggs at a time, but of those generally just half of the larva reach adulthood, especially as the larva are prone to attack and eat one another. Helix moth generally do not hunt humanoids, preferring to catch easy prey like elk, boars, and deer. However, a helix moth mother that is low on food for her larva will attack a humanoid without hesitation. Found in: All over Asteris and Zastius
  929.  
  930. Hellbeast:
  931.  
  932. Hellhound:
  933.  
  934. Helmed Horror:
  935.  
  936. Hendar:
  937.  
  938. Heracri: The heracri are a small beetle-like humanoid that lead simple lives in temperate climates across Asteris. An average heracru stands roughly around the size of a small dwarf, and share the same stout but thick shape. The heracri have a thick exoskeleton, matching the durability of finely made armor, and generally their warriors lean toward a very melee oriented form of combat. Their shell hides two, almost transparent wings that are capable of a short flight. Though a heracru warrior is a formidable force, most of the heracri are very peaceful. In fact, when unprovoked, the heracri are kind and curious creatures. They love peaceful visitors to their small villages, and eagerly show them around and share their food and arts with their guests. Heracri are known as being rather clumsy, frequently tripping and falling, however in combat they are extremely focused and will rarely lose their footing; a heracru warrior is a completely different being on the battlefield. Found: Dalvus, Mestarshan Plains, Ikumbo (Ogando Chain)
  939.  
  940. Herald of Rot:
  941.  
  942. Hippocampus: A hippocampus is a docile creature that resembles a cross between a horse and a fish, sometimes called a sea horse or a merhorse. The hippocampus is strong, fast, and are smarter than the average horse; they can be taught hundreds of words and can sometimes even learn to speak a rider or owner's language fluently. Found: Oceans
  943.  
  944. Hippogriff:
  945.  
  946. Hobgoblin:
  947.  
  948. Homunculus:
  949.  
  950. Hook Horror:
  951.  
  952. Hortlak:
  953.  
  954. Howler:
  955.  
  956. Hsing-sing:
  957.  
  958. Huggermugger: The huggermugger is a a curious, cruel creature that relishes chaos, disorder, and trickery. Above all else, a huggermugger loves thievery, and will frequently travel from its subterranean home to find travelers or settlements it can sneakily pinch items from. Nothing is known about how large the huggermugger society is, nor of their origin. The huggermugger language is even so secretive it is untranslated, and it may not even be a language the huggermugger's whisper to one another. Some scholars even believe that the huggermuggers have built complex tunnel system that connect many cities, and may even one day invade the surface world. Most huggermuggers wear clothing to conceal their 4-foot frame and faces, like long coats and large brimmed hats or masks. They do not attack in the open unless they have a substantial numerical advantage, but prefer to remain in stealth when they can. What little is known about huggermugger society reveals that there is some sort of class system, with a huggermugger's status being determined by the value of their most prized stolen item.
  959.  
  960. Hybsil:
  961.  
  962. Hydra:
  963.  
  964. Hyekuhei:
  965.  
  966. I:
  967.  
  968. Ibrandlin:
  969.  
  970. Ikiryo:
  971.  
  972. Ilomba:
  973.  
  974. Infestation Swarm:
  975.  
  976. Intellect Devourer:
  977.  
  978. Invisible Stalker:
  979.  
  980. Inquisitor:
  981.  
  982. Ixitxachitl:
  983.  
  984. J:
  985.  
  986. Jabberwocky:
  987.  
  988. Jackalwere:
  989.  
  990. Jishin Mushi:
  991.  
  992. Jubokko:
  993.  
  994. Jubokko Bone and Skull Blights:
  995.  
  996.  
  997. K:
  998.  
  999. Kami:
  1000.  
  1001. Shirokinu-Katsukami:
  1002.  
  1003. Kalka-Kylla:
  1004.  
  1005. Kaluk:
  1006.  
  1007. Kappa:
  1008.  
  1009. Karkadann:
  1010.  
  1011. Kech: The kech resembles a monkey with sapphire blue eyes and a body covered in short, coarse fur with a design that blends effortlessly into dense foliage. They live basic tribal lives in the treetops of Mutul and Nezurrah, forming treehouse communes deep in the jungles of Mutul. Below their treetop villages they cover the ground with dozens of traps, as they rarely ever touch the ground. Kech are not sadistic, but their traps are built to rival that of a kobolds, and they do not care about the outcome of a creature caught inside one of them. However, they do not build their traps to kill things outright, simply to restrain or maim a creature so that it will turn away or be collected for food. Found: Mutul, Nezurrah
  1012.  
  1013. Kelpie:
  1014.  
  1015. Kishi:
  1016.  
  1017. Kitsune:
  1018.  
  1019. Red Kitsune:
  1020.  
  1021. White Kitsune:
  1022.  
  1023.  
  1024. Kobolds:
  1025.  
  1026. Dragon Kobold:
  1027.  
  1028. Warren Kobold:
  1029.  
  1030. Korred:
  1031.  
  1032. Kraken:
  1033.  
  1034. Kruthik:
  1035.  
  1036. Kumo:
  1037.  
  1038. Kuo-Toa:
  1039.  
  1040.  
  1041. L:
  1042.  
  1043. Laerti:
  1044.  
  1045. Stingtail Variant:
  1046.  
  1047. Lamia:
  1048.  
  1049. Lammasu:
  1050.  
  1051. Land Lamprey: This 3-foot long, blackish-green eel can only be found at extreme temperatures in the world, either the coldest or the hottest. A large mouth with sharpened teeth makes this beast capable of tearing the flesh from an average humanoid's body with relative ease. The land lamprey prefers the darkness of the underdark, but can be found lurking in the land above, near fissures or caves. The land lamprey are usually found in small groups, but during certain times of the year many small groups can join together and form a large school; a terrible sight for any travelers that come across them. Found: Underdark, Droughtlands, Arctic Dales, Laresia
  1052.  
  1053. Laraken:
  1054.  
  1055. Leonin:
  1056.  
  1057. Leucrotta:
  1058.  
  1059. Lich:
  1060.  
  1061. Lithonnite: A lithonnite is a very large relative of the mollusk that dwells in shallow water both underground and on land. A lithonnite submerges itself in the water, digging into the ground, with only its large shell sticking out. This shell is indistinguishable from a regular boulder, and usually covered in moss, seaweed, starfish, and random aquatic life to add to its disguise. Most of the creature's body is encased in its shell, which can rival plate armor, even to its very eyes, which appear as two, rocky protrusions. The creature has tentacles long enough to reach across the shell and strike in any direction. However, a lithonnite cannot fully recede into its shell, and thus its soft underside can be exposed if its opponent can make it under the lithonnite. Found: Underdark, Dalvus, Mestarshan Plains, Crowning Peaks, Ikumbo, Trius
  1062.  
  1063. Living Spellbook:
  1064.  
  1065. Loris:
  1066.  
  1067. Lost Soul:
  1068.  
  1069. Lost One:
  1070.  
  1071. Loxo:
  1072.  
  1073. Lycanthorpe:
  1074.  
  1075. Werebadger:
  1076.  
  1077. Werebear:
  1078.  
  1079. Wereboar:
  1080.  
  1081. Werecrocodile:
  1082.  
  1083. Werefox:
  1084.  
  1085. Wererat:
  1086.  
  1087. Wererhinoceros:
  1088.  
  1089. Wereshark:
  1090.  
  1091. Weretiger:
  1092.  
  1093. Werewolf:
  1094.  
  1095. M:
  1096.  
  1097. Magedoom:
  1098.  
  1099. Magma Bear:
  1100.  
  1101. Magmin:
  1102.  
  1103. Magmoid: A magmoid is a powerful elemental creature that hails from the elemental planes of fire. It resembles a large sphere of superheated rock and oozing lava with a vaguely humanoid face. The creature rarely leaves the Elemental Chaos, but can occasionally wander through a tear to the Material Plane. Magmoids are not malicious, but its extreme heat can often cause massive destruction and it can easily plague a land with huge fires and perilous destruction until the creature itself is destroyed. Bubbling pockets and blisters serve as the creature's sensory organs, and they constantly change size and position on the creature's body. On top of the magmoid's dangerous body, it can spray a stream of molten lava when it feels threatened. Found: Burning Plane, Magnarus, sometimes in the Material Plane near a tear to the Elemental Chaos
  1104.  
  1105. Maho-Tsukai:
  1106.  
  1107. Maho-Tsukai Jian:
  1108.  
  1109. Mamono:
  1110.  
  1111. Mandrill:
  1112.  
  1113. Manni:
  1114.  
  1115. Manticore:
  1116.  
  1117. Mantidrake:
  1118.  
  1119. Mara:
  1120.  
  1121. Marut:
  1122.  
  1123. Martial Spirits:
  1124.  
  1125. Martial Spirit of Lightning:
  1126.  
  1127. Martial Spirit of Rain:
  1128.  
  1129. Martial Spirit of Thunder:
  1130.  
  1131. Meazel:
  1132.  
  1133. Me-Kurabe:
  1134.  
  1135. Meenlock:
  1136.  
  1137. Mephits:
  1138.  
  1139. Dust Mephit:
  1140.  
  1141. Ice Mephit:
  1142.  
  1143. Magma Mephit:
  1144.  
  1145. Mud Mephit:
  1146.  
  1147. Smoke Mephit:
  1148.  
  1149. Steam Mephit:
  1150.  
  1151. Merrow:
  1152.  
  1153. Midnight Peddler: This rare, fey creature appears as a cloaked human pushing a large cart. A long, pointed jaw protrudes from the creatures cloak, but other than that no facial feature can be seen. It moves with a shuffling gait, its wooden cart squeaking as it rolls along. The midnight peddler can appear on fog-filled nights in any city or town. The contents of the cart vary every time the creature visits the Material Plane, but it is mostly just random junk and trinkets. However, searching below the junk will reveal a random piece of good adventuring gear, tools, or expensive trinkets. The midnight peddler can charge standard prices for his gear, much lower or higher prices, or sometimes refuse to sell and ask for a favor. More valuable than the items in his cart, however, is his knowledge. A person who buys anything from his cart will be able to ask him one question. His answer will be cryptic, but it will be invariably correct. If threatened, a midnight peddler will use its ability to plane shift at will to escape. Most towns and cities respect the midnight peddler, and see him as a beneficial creature to have visit the area. Found: Feywild, any civilized town or city in Asteris
  1154.  
  1155. Mimic:
  1156.  
  1157. Mindflayers:
  1158.  
  1159. Alhoon:
  1160.  
  1161. Elder Brain:
  1162.  
  1163. Mind Flayer:
  1164.  
  1165. Mind Flayer Lich (Illithilich):
  1166.  
  1167. Mindwitness:
  1168.  
  1169. Ulitharid:
  1170.  
  1171. Modrons:
  1172.  
  1173. Duodrone:
  1174.  
  1175. Monodrone:
  1176.  
  1177. Pentadrone:
  1178.  
  1179. Quadrone:
  1180.  
  1181. Tridrone:
  1182.  
  1183. Mogwai:
  1184.  
  1185. Mogwai Gremlin Variant:
  1186.  
  1187. Mongrelfolk:
  1188.  
  1189. Morkoth:
  1190.  
  1191. Morphlit:
  1192.  
  1193. Mummies:
  1194.  
  1195. Centaur Mummy:
  1196.  
  1197. Mummy Lord Variant:
  1198.  
  1199. Myconid:
  1200.  
  1201. Mylochar:
  1202.  
  1203. N:
  1204. Nagas:
  1205.  
  1206. Bone Naga:
  1207.  
  1208. Dark Naga:
  1209.  
  1210. Guardian Naga:
  1211.  
  1212. Hanu-Naga: A hanu-naga resembles any other large naga, save for the fact that it is topped with the head of a great ape. The hanu-naga dwells deep within its jungle habitat, generally taking refuge in destroyed temples and ancient ruins, but can be found dwelling in large caves in Zastius as well. The stylized, writhing dance of a hanu-naga allows it to exert a mystic control over nearby primates, including simple-minded humanoids. Small tribes of followers might form around the hanu-naga as a result, and worship the creature as a god. Hanu-naga are not geniuses, but they are intelligent, and coupled with their impressively long lifespans they might even have firsthand knowledge of the area in which they dwell. If an adventurer could somehow placate the beasts bloodlust and mistrust of strangers it might even reveal this information. Found: Nezurrah, Mutul, Zastius
  1213.  
  1214. Spirit Naga:
  1215.  
  1216. Twilight Nagas:
  1217.  
  1218. Nagpa:
  1219.  
  1220. Nasnas:
  1221.  
  1222. Nats:
  1223.  
  1224. Einsung Nat:
  1225.  
  1226. Hkum Yeng Nat:
  1227.  
  1228. Lu Nat:
  1229.  
  1230. Neogi:
  1231.  
  1232. Neo-Orog:
  1233.  
  1234. Neothelid:
  1235.  
  1236. Nereid:
  1237.  
  1238. Neshezu:
  1239.  
  1240. Nian:
  1241.  
  1242. Nikumizu:
  1243.  
  1244. Nightmare Elk:
  1245.  
  1246. Nightshade:
  1247.  
  1248. Nightmare:
  1249.  
  1250. Nightwalker:
  1251.  
  1252. Nishruu:
  1253.  
  1254. Hakeashar Variant:
  1255.  
  1256. Nothic:
  1257.  
  1258. Norker:
  1259.  
  1260. Nukarumi:
  1261.  
  1262. Nyth:
  1263.  
  1264. O:
  1265.  
  1266. Obake:
  1267.  
  1268. Oblex:
  1269.  
  1270. Ocre:
  1271.  
  1272. Odo Mienai:
  1273.  
  1274. Ogre:
  1275.  
  1276. Icespire Variant:
  1277.  
  1278. Okiti:
  1279.  
  1280. Ondonti:
  1281.  
  1282. Oni:
  1283.  
  1284. Onikage:
  1285.  
  1286. Oozes:
  1287.  
  1288. Arcanoplasm: The Arachnoplasm is an ooze of unknown origin, thought to be perhaps a magical experiment gone horribly wrong in ages past. Arcanoplasms are drawn to areas brimming with the residual energy of arcane magic, such as abandoned wizard dwellings or Magi Collective posts, and they rarely travel from their lair. However, due to its preferred dwelling, it comes into frequent contact with eager adventurers, and provides quite a challenge as it attempts to consume them as its next meal. They prefer arcane spellcasters above all other prey, and have the bizarre ability to mimic and cast any spell that has been cast within 30 feet of it. Because of this, older arcanoplasms sometimes may have access to extremely dangerous magic and should be treated as a deadly foe. Found: Anywhere an arcane user might have lived.
  1289.  
  1290. Black Pudding:
  1291.  
  1292. Blood Ooze:
  1293.  
  1294. Maho-Massugu:
  1295.  
  1296. Maho-Purin:
  1297.  
  1298. Plasmin:
  1299.  
  1300. Gelatinous Cube:
  1301.  
  1302. Glacial Ooze: The glacial ooze is a species of ooze unique to the Arctic Dales, and it appears as nothing more than a mound of snow or a block of ice. They most often are large, but huge glacial oozes do exist. It is even rumored a gargantuan glacial ooze dwells deep within the Arctic Dales. Inside the glacial ooze one could find almost mummified corpses of the creatures victims or scavenged meals, eventually disappearing into the ooze for eternity. Found: Arctic Dales
  1303.  
  1304. Gray Ooze:
  1305.  
  1306. Magma Ooze:
  1307.  
  1308. Mustard Jelly: Mustard jelly is a yellow-brown form of the ochre jelly and believed to be a relative. However, the mustard jelly is more intelligent than its relative, and thus more dangerous. A mustard jelly cannot speak normally, but it can be contacted telepathically or with magic. Those that have managed to "converse" with this creature reveal that it, surprisingly, has a robust sense of humor. Mustard jelly prefer to ambush their prey, and will even feign a retreat to lead the overconfident prey into prepared traps. Found: Anywhere in Asteris
  1309.  
  1310. Ochre Jelly:
  1311.  
  1312. Ooze Master:
  1313.  
  1314. Orc:
  1315.  
  1316. Arctic Orc:
  1317.  
  1318. Orog:
  1319.  
  1320. Teratashia
  1321.  
  1322. Origami Warrior: The origami warrior is a construct originally created in the Far East Marches, but has since become a popular option for an easily produced construct across the Material Plane. The origami warrior is very distinguishable from the humanoid warrior they are built to resemble, as they are as flat as the paper used to construct them. Considering how weak the origami warrior is, the Magi Collective allows mages to carefully hone their magical abilities to craft the constructs used by the kingdoms of the world, but always under close supervision. One of the most famous competitions in the Magi Collective, used to boost morale of the mages, is the origami warrior show, where competing wizards attempt to create the most intricate and aesthetically pleasing origami warrior around. Found: Anywhere a spellcaster can be
  1323.  
  1324. Otyugh:
  1325.  
  1326. Owlbear:
  1327.  
  1328. P:
  1329.  
  1330. Pegasus:
  1331.  
  1332. Peryton:
  1333.  
  1334. Phaerimm:
  1335.  
  1336. Phantom Warrior:
  1337.  
  1338. Piercer:
  1339.  
  1340. Pika:
  1341.  
  1342. Pixie:
  1343.  
  1344. Poroniec:
  1345.  
  1346. Portal Beast:
  1347.  
  1348. Pseudodragon:
  1349.  
  1350. Pterafolk:
  1351.  
  1352. Pumpkin King:
  1353.  
  1354. Purple Worm:
  1355.  
  1356. Q:
  1357.  
  1358. Quaggoth:
  1359.  
  1360. Quelzarn:
  1361.  
  1362. Quickling:
  1363.  
  1364. R:
  1365.  
  1366. Raksasha:
  1367.  
  1368. Raróg:
  1369.  
  1370. Redcap:
  1371.  
  1372. Red Jester: The red jester is a rotting, walking, humanoid corpse adorned in brightly colored clothing, floppy shoes, a jester's cap with bells sewed to the tips of the hat, and a small, brightly-colored half mask or heavy face makeup. Its face always wears a large grin, exposing the yellow, rotting teeth of the creature. It is unknown what spawns a red jester, but the stories of its origin range from jesters who met their demise in an untimely fashion, street entertainers who have been murdered after their acts were insulted, and even that they were created by Kaveph, the Demon Prince of Undeath, as personal court jesters in his court. However, the true origin of the red jester is unknown, but these undead creatures tend to spawn near civilization inexplicably at times. A red jester is the only undead that retains a sense of humor, and it even seems that the red jester enjoys entertaining others. However, the undead are indeed monsters, and a red jester can turn murderous at the drop of a hat. The creature might find things normally thought of as sadistic or cruel humorous, for instance, and it will get offended when it fails to get a laugh, often gritting its teeth and asking if the audience would "like to see another trick" before engaging in its slaughter. Even during a murderous rampage, a red jester will keep up its humorous ways, making bad puns and jokes. Found: Near any city or town
  1373.  
  1374. Remorhaz:
  1375.  
  1376. Retriever:
  1377.  
  1378. Revenant:
  1379.  
  1380. Reverend One:
  1381.  
  1382. Roc:
  1383.  
  1384. Rokuro-Kubi:
  1385.  
  1386. Roper:
  1387.  
  1388. Rothe:
  1389.  
  1390. Rusalka:
  1391.  
  1392. Rust Monster:
  1393.  
  1394. S:
  1395.  
  1396. Sahuagin:
  1397.  
  1398. Salamander:
  1399.  
  1400. Sandling:
  1401.  
  1402. Sanshu Denki:
  1403.  
  1404. Sasquatch:
  1405.  
  1406. Satyr:
  1407.  
  1408. Scalemagdrion:
  1409.  
  1410. Scarecrow:
  1411.  
  1412. Sea Lion:
  1413.  
  1414. Sea Spawn:
  1415.  
  1416. Selachian: Selachians are a strong, burly, and daunting race of shark humanoids that terrorize the open seas. Many act as pirates, and some as tyrants, building crude and jagged fortresses of shipwrecks and debris. Selachians are brutal creatures, cruel, and strong. They often bully weaker races into service, forcing them to perform all the menial tasks a selachian never would do. They have very little ability to craft or cultivate crops, so they steal all the gear they need and pillage what settlements they can for the rest. Found: Dalvus, Mestarshan, Crowning Peaks, Nezzurah, Laresia, Ikumbo
  1417.  
  1418. Serafs:
  1419.  
  1420. Baxia:
  1421.  
  1422. Bi'an:
  1423.  
  1424. Bixi:
  1425.  
  1426. Chaofeng:
  1427.  
  1428. Chiwen:
  1429.  
  1430. Great Turtle:
  1431.  
  1432. Great Wyrm:
  1433.  
  1434. Kamic Tiger:
  1435.  
  1436. Kamic Turtle:
  1437.  
  1438. Pulao:
  1439.  
  1440. Qiuniu:
  1441.  
  1442. Suanni:
  1443.  
  1444. Umbral Serpent:
  1445.  
  1446. Void Serpent:
  1447.  
  1448. Sylvan:
  1449.  
  1450. Yazi:
  1451.  
  1452. Shadow Mastiff: This creature of the Shadow Realm appears as a massive dog made entirely of shadows instead of flesh. The creature is frequently seen domesticated by the shadar-kai, used as a hunting dog or a war dog. Wild shadow mastiffs act just like wild dogs of the Material Plane, scavenging food where they can and hunting when they cannot find any. Rarely will a wild shadow mastiff travel through a tear to the Material Plane, as they fear a separation of their pack and have learned just how fickle the tears are, but those under the shadar-kai will follow any command to do so. Found: Shadow Realm, near tears to the Shadow Realm where the shadar-kai can be found
  1453.  
  1454. Shalarin:
  1455.  
  1456. Shambling Mound:
  1457.  
  1458. Sharn:
  1459.  
  1460. Shatjan:
  1461.  
  1462. Shield Guardian:
  1463.  
  1464. Shijins:
  1465.  
  1466. Kirin:
  1467.  
  1468. Orochi:
  1469.  
  1470. Ryu:
  1471.  
  1472. Suzaku:
  1473.  
  1474. Shiyokai:
  1475.  
  1476. Shrieker:
  1477.  
  1478. Silt Horror: The silt horror stalks the deserts of the Droughtlands like a kraken of the sand. It buries its disc shape deep inside the ground, lacking nearly any features save for the massive beak like mouth that opens into dozens of rows of razor-sharp teeth. Several massive tentacles spout from the circular frame, slithering like massive works. A silt horror can sense any movement far above them, and they strike like lightning. A silt horror comes in three varieties, but the only real difference in the variety is the size, and thus strength, alongside the color. In order from the weakest the types are brown, white, and gray. Why the creature seems to stalk only the Droughtlands is unknown, especially since there are no recording of the beast from before the Dry Years. It is rumored that more silt horrors can be found the closer you get to the Shimmering City, but the validity of this rumor is, at least so far, unproven. Found in: The Droughtlands
  1479.  
  1480. Silver Dog:
  1481.  
  1482. Simurgh:
  1483.  
  1484. Sire of Stagnation:
  1485.  
  1486. Siren:
  1487.  
  1488. Skeletons:
  1489.  
  1490. Armed Skeleton:
  1491.  
  1492. Burning Skeleton:
  1493.  
  1494. Giant Skeleton:
  1495.  
  1496. Minotaur Skeleton:
  1497.  
  1498. Skeleton:
  1499.  
  1500. Warhorse Skeleton:
  1501.  
  1502. Skelzi: The skelzi is a stealthy, humanoid creature that resembles a cross between an anthropomorphic bird and an anthropomorphic lizard, standing slightly shorter than the average human on its thin, matchstick legs. The creature has leathery skin that is capable of a chameleonic ability to change color to match their surroundings (and it is possible to fashion their skin into a crude, leather armor with this ability), but to do so the skelzi must shed the hooded robes they usually don to conceal their alien bodies; a skinny humanoid figure with a long, crooked neck that ends in a sharp, beaked face. The skelzi originate from another dimension, having long ago found a way to travel through Rivlun without incurring the wrath of Freana and her lachs. The skelzi have many civilizations in many dimensions because of this, but their spread is usually controlled before it takes control of a new dimensional home. This is due to the fact that, despite an early skelzi civilization's energetic drive, over time the skelzi are extremely prone to becoming decadent and lazy. The skelzi live in a society made up of an incredibly elaborate caste system, that they strictly adhere to in all facets of life. Found: Underdark, but occasionally they will travel above ground
  1503.  
  1504. Skulk: The skulk is a hairless, slender, lanky humanoid that serve as a slave race to the skelzi. In their home dimension in the multiverse, the skulk were conquered by the birdlike skelzi and have since traveled with them to many other dimensions, including that of the Material Plane. Skulks share the chameleonic abilities the skelzi race have, even exceeding their masters own abilities, and are capable of essentially vanishing as their skin changes to perfectly match any environment, to the point that they color in their own shadows and their outline to fade into the background. Skulks are a cowardly race, but not so cowardly that they do not seek freedom from the skelzi, and some even do escape and live lives as lowly scavengers that sneak into villages on the outskirts of civilizations to steal needed food and supplies. The skulk does have its own language, but has since been taught the language of the skelzi (those in the Material Plane were also taught to speak common) and their whispered tongue is frowned upon by their skelzi masters. Found: Underdark alongside skelzi settlements, occasionally found above ground near remote villages
  1505.  
  1506. Skull Lord:
  1507.  
  1508. Skum:
  1509.  
  1510. Slaadi:
  1511.  
  1512. Blue Slaad:
  1513.  
  1514. Death Slaad:
  1515.  
  1516. Gray Slaad:
  1517.  
  1518. Green Slaad:
  1519.  
  1520. Red Slaad:
  1521.  
  1522. Slaad Tadpole:
  1523.  
  1524. Slithering Tracker:
  1525.  
  1526. Slivers:
  1527.  
  1528. Armour Sliver:
  1529.  
  1530. Crystalline Sliver:
  1531.  
  1532. Might Sliver:
  1533.  
  1534. Sliver:
  1535.  
  1536. Sliver Queen:
  1537.  
  1538. Spitting Sliver:
  1539.  
  1540. Virulent Sliver:
  1541.  
  1542. Winged Sliver:
  1543.  
  1544. Sorrowsworn:
  1545.  
  1546. The Angry:
  1547.  
  1548. The Hungry:
  1549.  
  1550. The Lonely:
  1551.  
  1552. The Lost:
  1553.  
  1554. The Wretched:
  1555.  
  1556. Spawn of Kyuss:
  1557.  
  1558. Spectres:
  1559.  
  1560. Specter:
  1561.  
  1562. Poltergeist:
  1563.  
  1564. Sphinxes:
  1565.  
  1566. Androsphinx:
  1567.  
  1568. Gynosphinx:
  1569.  
  1570. Spirit:
  1571.  
  1572. Sprites:
  1573.  
  1574. Wood Sprite:
  1575.  
  1576. Winter Sprite:
  1577.  
  1578. Star Spawn:
  1579.  
  1580. Grue:
  1581.  
  1582. Hulk:
  1583.  
  1584. Larva Mage:
  1585.  
  1586. Mangler:
  1587.  
  1588. Seer:
  1589.  
  1590. Steeder:
  1591.  
  1592. Steel Predator:
  1593.  
  1594. Stirge:
  1595.  
  1596. Stone Cursed:
  1597.  
  1598. Stone Strix:
  1599.  
  1600. Suiko:
  1601.  
  1602. Sword Wraith:
  1603.  
  1604. T:
  1605.  
  1606. Taka-onna:
  1607.  
  1608. Taka:
  1609.  
  1610. Tan-Gin:
  1611.  
  1612. Tarrasque:
  1613.  
  1614. Tasloi:
  1615.  
  1616. Tatarimokke:
  1617.  
  1618. Tecuziztecatl:
  1619.  
  1620. Tegaa:
  1621.  
  1622. Tempest:
  1623.  
  1624. Tendriculos: The tendriculos is an incredibly bizarre, carnivorous plant found only near farming communities in Asteris, with an uncanny resemblance to a haystack that helps them blend in with their preferred environment. Hidden within the straw-like skin of this beast are two tendrils, capable of grabbing prey and shoving them in their gaping mouth, swallowing their victims whole. Tendriculos are quick and deadly, and can easily capture and devour prey in seconds flat, making it so a single tendriculos can claim many victims before it is finally caught.
  1625.  
  1626. Tengus:
  1627.  
  1628. Tengu, Crow-headed:
  1629.  
  1630. Tengu, Human-Headed:
  1631.  
  1632. Therianthrope: The therianthrope is the polar opposite of a lycanthrope, a normal beast that has the ability to transform into an anthropomorphic humanoid or a fully humanoid being. Unlike lycanthropes, therianthropes are not born of a curse and do not have the ability to spread therianthropy from bites, nor do they have the desire to. Therianthropes are very hard to distinguish from the humanoids they transform to resemble, only soft animalistic features remain. Where lycanthropes are usually evil creatures, therianthropes are generally good and act as guardians of the forest or some other natural area, tears to the fey, or secretly living among humanoid settlements on the edge of civilization.
  1633.  
  1634.  
  1635.  
  1636. Foxwere: Foxwere are playful and curious creatures that live in light temperate forests or rolling plains of the world. A foxwere is the very likely to dwell alongside humanoids, always eager to learn what they can about humanoid society. In their human form they appear with red hair and slightly pointed ears. A foxwere is one of the weakest of the therianthropes, but they are the most intelligent, although the owlwere comes close. Found: Dalvus, Mestarshan Plains, Feywild
  1637.  
  1638. Geckowere: A geckowere is a quick and sneaky therianthrope that guards the deserts of the world. This creature enjoys visiting humanoid settlements, but does not wish to live among them. However, a geckowere adores humanoid food and will make frequent trips to nearby villages and town to acquire some. In humanoid form, their only discernible features are their large mouths and above average eyes. Found: Droughtlands, Laresia
  1639.  
  1640. Lionwere: Lionwere are strong, and they pride themselves on this strength. The lionwere are aggressive and proud defenders of the wild lands of Ikumbo and are the most likely to be open about the fact they are therianthropes. While in humanoid form, the lionwere appears stocky and muscular, with a scruffy beard and long hair, and will often be quite boastful and arrogant. Found in: Ikumbo, Feywild
  1641.  
  1642. Owlwere: The owlwere are exceptionally rare, extremely wise creatures that are one of the most intelligent therianthropes there are. The owlwere is the least likely to appear in humanoid society, or to even appear in humanoid form (which they appear as a normally shy humanoid with very large eyes) at all. Owlwere live deep within the forests of the world, living a solitary life as mostly their animal form. Only when their way of life is threatened, or when a humanoid makes an exceptionally good offer, will an owlwere actually use their therianthropic abilities. Found: Dalvus, Trius, Feywild
  1643.  
  1644. Wolfwere: Of all the therianthropes, wolfwere are hands down the most likely to have permanent residence in humanoid society. Wolfwere are gregarious and social, and enjoy boisterous company. They are frequent visitors of the taverns of smaller towns and villages, but the dark-eyed humanoid with the gray (or white, in the case of wolfwere from the Arctic Dales) striped hair will rarely drink but instead enjoy the company of others. Sometimes, small packs of wolfwere will live together in the same settlement. Found: Dalvus, Crowning Peaks, Mestarshan Plains, Droughtlands, Arctic Dales
  1645.  
  1646. Thorn Slinger:
  1647.  
  1648. Thri-Kreen:
  1649.  
  1650. Thuruk:
  1651.  
  1652. Thylacine:
  1653.  
  1654. Tikoloshe:
  1655.  
  1656. Tlincalli:
  1657.  
  1658. Tomb Trapper:
  1659.  
  1660. Torn:
  1661.  
  1662. Tressym:*
  1663.  
  1664. Troglodyte:
  1665.  
  1666. Trolls:
  1667.  
  1668. Cave Troll:
  1669.  
  1670. Dire Troll:
  1671.  
  1672. Fire Troll:
  1673.  
  1674. Forest Troll:
  1675.  
  1676. Frost Troll:
  1677.  
  1678. Hill Troll:
  1679.  
  1680. Mountain Troll:
  1681.  
  1682. Rot Troll:
  1683.  
  1684. Spirit Troll:
  1685.  
  1686. Swamp Troll:
  1687.  
  1688. Venom Troll:
  1689.  
  1690. Water Troll:
  1691.  
  1692. Tsumunagi:
  1693.  
  1694. Tsuno:
  1695.  
  1696. U:
  1697.  
  1698. Umber Hulk:
  1699.  
  1700. Umdhlebi:
  1701.  
  1702. Unicorn:
  1703.  
  1704. Black Unicorn Variant:
  1705.  
  1706. Uragirimono:
  1707.  
  1708. V:
  1709.  
  1710. Vampires:
  1711.  
  1712. Asanbosam:
  1713.  
  1714. Hu Hsien:
  1715.  
  1716. Manananggal:
  1717.  
  1718. Pennaggolan:
  1719.  
  1720. Thrax:
  1721.  
  1722. Vampire:
  1723.  
  1724. Vampire Spawn:
  1725.  
  1726. Vetal:
  1727.  
  1728. Vampiric Mist:
  1729.  
  1730. Vargouille:
  1731.  
  1732. Vegepygmy:
  1733.  
  1734. Verdalin:
  1735.  
  1736. Vodyanoy:
  1737.  
  1738. Void Beast:
  1739.  
  1740. Volt:
  1741.  
  1742. Vorin:
  1743. W:
  1744.  
  1745.  
  1746. War Titan:
  1747.  
  1748. Weirds:
  1749.  
  1750. Lava Weird: This weird appears as a large, serpentine beast made of rock and molten lava. Lava weirds are not as popular among spellcasters, as the air of the Material Plane is considered extremely cold and painful to the lava weird. Thus, a lava weird not found in the Elemental Planes of Fire can only survive on the Material Plane in an area containing actual lava. Determined spellcasters can build their own lava pits for the creatures, or move into a volcano or into the deepest reaches of the underdark. The trade-off from their very difficult maintenance is that the lava weird is very powerful, and when they do attack from the lava in which they hide (where they are essentially invisible) they rain fiery death upon their prey. Found: Burning Plane, Magnarus, anywhere a spellcaster summons it
  1751.  
  1752. Water Weird:
  1753.  
  1754. Wemic:
  1755.  
  1756. Wight:
  1757.  
  1758. Will-o-Wisp:
  1759.  
  1760. Wizshade:
  1761.  
  1762. Wood Woad:
  1763.  
  1764. Wraith:
  1765.  
  1766. Wyverns:
  1767.  
  1768. Blue Sea Wyvern:
  1769.  
  1770. Great Black Mountain Wyvern:
  1771.  
  1772. Green Mountain Wyvern:
  1773.  
  1774. Lesser Wyvern:
  1775.  
  1776. X:
  1777.  
  1778. Xantravar:
  1779.  
  1780. Xion Si:
  1781.  
  1782. Hundun
  1783.  
  1784. Qiongqui Drone:
  1785.  
  1786. Tao Tei:
  1787.  
  1788. Taowu:
  1789.  
  1790. Xorn:
  1791.  
  1792. Xvart:
  1793.  
  1794. Y:
  1795.  
  1796. Yakfolk:
  1797.  
  1798. Yama Uba:
  1799.  
  1800. Yaoguai:
  1801.  
  1802. Yestabrod:
  1803.  
  1804. Yeth Hound:
  1805.  
  1806. Yeti:
  1807.  
  1808. Abominable Variant:
  1809.  
  1810. Yuan-Tis:
  1811.  
  1812. Rokuro-Kubi:
  1813.  
  1814. Yuan-ti Abomination:
  1815.  
  1816. Yuan-ti Anathema:
  1817.  
  1818. Yuan-ti Broodguard:
  1819.  
  1820. Yuan-ti Malison:
  1821.  
  1822. Yuan-ti Mind Whisperer:
  1823.  
  1824. Yuan-ti Nightmare Speaker:
  1825.  
  1826. Yuan-ti Pit Master:
  1827.  
  1828. Yuan-ti Pureblood:
  1829.  
  1830. Yumboes:
  1831.  
  1832. Yugoloths:
  1833.  
  1834. Arcanaloth:
  1835.  
  1836. Canaloth:
  1837.  
  1838. Dhergoloth:
  1839.  
  1840. Hydroloth:
  1841.  
  1842. Merrenoloth:
  1843.  
  1844. Mezzoloth:
  1845.  
  1846. Nycaloth:
  1847.  
  1848. Oinoloth:
  1849.  
  1850. Ultraloth:
  1851.  
  1852. Yagnoloth:
  1853.  
  1854. Z:
  1855.  
  1856. Zluth:
  1857.  
  1858. Zombies:
  1859.  
  1860. Beholder Zombie:
  1861.  
  1862. Greater Zombie:
  1863.  
  1864. Ogre Zombie:
  1865.  
  1866. Taint Zombie:
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