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Monster Info



Name: Giant Insectoids - The realm of segmented insects has been viewed as innocuous to civilization, even beneficial to some. However, where magic or alchemy is involved, insects have been known to reach gargantuan proportions, many times becoming larger than dwarves, even humans and elves. These specimens are more dangerous than their 'normal' cousins, as their enhanced size increases their strength and endurance while making their poisons more toxic. A wise traveler would do well to not confront such creatures unarmed or alone.(lvls-1-4)

Name: Undead- Creatures that were once alive and have since become deceased, only to be raised from the ground by the power of a Necromantic spell. While not all undead are hostile, many have been used to attack the living. The type of undead creature varies by corpse and magical prowess; Zombies are the most common and basic undead. Lacking the ability to communicate with those unable to speak with the dead, they are rotting corpses, freshly unearthed for animation. Slow and weak, these shambling corpses are typically seen in graveyards and Necromantic training fields. Skeletons, while weaker on the attack than zombies, are faster and more difficult to defeat, often gathering on their target en masse. Skeletons are entirely held together by Necromantic magic, as their all their flesh has long since rotted or been eaten away. Their magical nature allows them to communicate with the living. Vampires and other parasitic undead have been known to frequent remote villages late at night, dragging their prey into the darkness. The bodies of the victims are sometimes found eviscerated. These undead feed on the blood of the living, or even their vital organs. Such gruesome creatures are unnatural, at the very least, but are not beyond reprisal. Sunlight and fire are known to be effective against the Consuming Undead, though the reasons why this is remain unknown. Little else is known about the Consuming Undead, their origin and motives are as of yet undiscovered. Lyches, powerful undead with magical capabilities, the least of which being speech and the ability to control lesser undead. Lyches are the stuff of nightmares, legends, and long-forgotten memory. Recent reports have placed Lyches at the sites of ancient tombs, dark dungeons, and haunted castles. Non-corporeal undead range from spectral wraiths and ghosts, wrights and pookas, to banshees as well as some of the Lyche-lord and demon-possessed undead. While not often the source of malice or hostile encounters, many are the tales of the spectral dead harassing travelers and small children. Few accounts actually imply that some spectral undead are restless spirits in search of Qarosh (vendetta). It is rumored that Necromancers and the spectral undead often form bonds for mutual benefit, though no proof of this has been documented. (lvls 4-7)

Name: Giants - Giants are humanoids that grow to twenty feet or taller. These large, lumbering folk have been regarded as dangerous to civilization for generations long since gone. They are actually not much different from humans, they have adapted their own weapons and armor, and have a rich history. They, too, live in cities, though they are far removed from Oblivian. Since the Cataclysm, fewer giants have been seen in the realm, as most have migrated South or North into the Deep Wilds. Travelers; beware the dreaded Cyclops, the one-eyed giant. These giants harbor deep animosity toward "little folk" and tend to consume their victims as part of their meals. two-eyed giants view the Cyclops with disdain, shunning them from their society. How the Cyclops came to be is unknown at present. (lvls 8-14)

Name: Gremlins and Goblinoids - Cunning scavengers, swarming attacks, and sheer cruelty are the trademarks of the Goblinoid. As a whole, goblinoids range in size between two and seven feet tall. Orcs are the largest goblinoid, standing a half-head taller than most any human. These goblinoids are fierce warriors, and a few have shown magical aptitude as well. Their tough, leathery hide protects them from severe weather and they thrive in any climate. One adventurer was quoted as saying of the orcs, "Meaner than spit and twice as ugly." This may be partly due to their tusks and gnarled green skin, or their simple innate cruelty towards other. Orcs are the "Kings of Golbinkind" and often mistreat their smaller brethren. Combative and territorial, most Orc rites, rituals, and customs involve the death of a living creature (often another golbinoid). Goblins are the second-largest and by far the most numerous of the goblinoids, which is why the species has their namesake. While not terribly intelligent, these green creatures are often innovators of crude new weapons. The catapult was initially their idea, though they used live ammunition with poor results. Typically used for menially labor and swarming raids, Goblins seethe at being "ruled" by the orcs, but most know they are not strong enough to control the goblinoid hoards. Most goblins stand about chest-high to a human. Kobolds are goblinoids from the southern Wilds, their brown hide and dog-like faces making them look almost unrelated. Fierce and malicious, these goblinoids are only slightly smaller than average goblins, though their numbers come terrifically close. Kobolds and Goblins have even massed together in battle to form one army against a common foe, often resulting in victory. Hobgoblins fill the ranks between goblins and orcs. Typical hobgoblins are loners, forming small bands and raiding merchant caravans. Though not as strong or large as orcs, Hobgoblins are near-equals to humans, able to out-muscle even the most athletic elf. The number of hobgoblins in the realm is unknown, though their scarcity is certain. Speculation places hobgoblins in the mere hundreds throughout the realm of Oblivian. In most sightings, hobgoblins were found to reside in the mountainous regions, their grey-tan skin blending with the rocks. Imps are the trouble-makers of goblinkind, leading many travelers into traps or stealing equipment. These creatures are often light brown in color, with thin limbs, and sharp claws and teeth. Often found in marsh-lands, imps delight in the misfortune of others. While not physically imposing (about half the height of a human), imps are fast and cunning. Most any strategist or wary traveler can recount a time when they were "Vexed by an Imp." Gremlins are the smallest and weakest of all the goblinoids. Standing no higher than a human's knee, these pale green tricksters are the cause of thefts and sabotages. Many are the wayfarers who have lost gear to these flighty thieves. Any plan should allow for interference by gremlins, who seem to be everywhere at once. Wherever something goes awry, people have often said "Gremlins are in the works." Though not openly malicious, Gremlins will impede the progress of their target. Extremely quick and difficult to attack, gremlins are often dubbed the "link between the goblin and faery."(lvls 7-11)

Name: Magical Hybrids - The realm of Oblivian is home to creatures that defy the laws of husbandry. Such hybrid are the products of powerful magic that has long since left the world. Among these hybrids are two principle categories; the humanoid hybrids and the animal hybrids. To clarify the distinction, humanoid hybrids possess some humanoid features (centaurs, minotaur, etc.) while animal hybrids have no humanoid features at all (Chimera, gryphons, etc.). Manticora and sphinx are monstrous guardians, plaguing the questing adventurer with lethal riddles and deadly opposition. Both sphinx and manticora have the body and claws of a great lion, feathered wings, and the face of a humanoid. The sphinx is usually larger than ten feet at the shoulder, while the manticora are typically the size of a large lion. the distinctive difference between sphinx and manticora is the manticora scorpion tail, which can inject venom in its prey. Manticora share a common love of riddles with the sphynx, often eating those who fail to answer their riddles. Often shackled by magic to act as guardians over something, the sphinx and manticora might be indebted to someone that freed them. Both are able to speak and have human (sometimes super-human) intelligence. Half-humans are hybrids that possess nearly half or mostly all human features and intelligence. Harpies (human-vulture hybrids) have humanoid torsos and vulture wings and talons, male harpies are very rare. Centaurs (human-horse) are well-known for their skill in archery. Minotaurs (human-bull) have the body of a large man and the head of a bull; this is one of the few exceptions of a humanoid hybrid which possesses less than human intelligence. Merfolk (human-fish) have the upper body of humans and the tails of great fish; merfolk are indigenous to the sea. There are many more humanoid hybrid creatures that have not been recorded yet, but knowledge of these hybrids grows. Non-humanoid, or simply animal hybrids are more rare than their humanoid cousins. In fact, few have been sighted in the realm at all. Of note are the chimera, gryphon and Capricorn's. These hybrids have keen intelligence, often rivaling humans, but are incapable of human speech, making translation integral to interaction with them. Chimera are monstrous creatures, slightly larger than manticora. They have three heads, lion, serpent (often a dragon), and goat. The upper body and forelegs are that of a goat and the hind-section of the chimera is of a great serpent (speculations suggests the lion-head was added after a goat-dragon hybrid was formed). Chimera have been known to breathe fire and inflict poisonous bites. Gryphon are, perhaps, the most common of the animal hybrids. This does not imply that they are common in the realm, but they are not as rare as the chimera or capricorns. The gryphon has hind-quarters, hind legs, and tail of a lion attached to the body of an eagle. The blend seems to have left the forelegs, chest and head of the lion bereft of it's lower extremities (perhaps this was how the chimera got a lion-head?), but the magical integration is smooth, the eagle's body made much larger to accommodate it's lion legs. Capricorns is the melding of goat and fish. The head and forelegs of a goat, and the tail of a great fish which allows it to push through the sea at tremendous speeds. Little is known about the capricorns, but numerous sightings have validated its existence. (lvls 20-28)

Name: Dire Wolves - Dire wolves are larger than normal wolves, possessed with evil intent and cunning that rivals most any humanoid. Like any wolf, dire wolves are pack animals, traveling in groups for improved chances of survival. The difference is, dire wolves will readily attack humanoids without warning. One attack was documented as having been "planned" by the wolves, as there had been a herd of game nearer to the wolves than the village they attacked, but the truth of the matter is uncertain at best. If traveling in the Wilds, beware of howling wolves.(lvls 30-42)

Name: Dragons and Wyrms - Despite folklore and basic social fear of dragons and wyrms, little evidence can be found to validate the supposed ferocious and primal nature of these beings. Possessed of great intellect, dragons and wyrms have great magical aptitude and potential. Their keen intellect and long life-spans allow them to explore the world around them to a degree no other creature can. By far, these are the oldest and often wisest beings known in the realm. A greater wyrm of the astral realm and a dragon from the northern Wilds actually consented to be interviewed on behalf of the Library. Dragons are, for the most part, not the greedy gold-mongers legends make them. It is true they tend to cling to whatever falls into their possession. The misguided notions of humanoids throughout countless ages has fed their amassed belongings, since dragons have little trouble besting any "mundane." Dragons refer to most any being as "mundane" since none have matched their magical prowess. Dragons vary in shape, size, and color more so than any "mundane" on record, from elegant to clumsy, miniscule to immense, and drab to exotic. Dragons are sources of invaluable information to anything involved in the astral, though few seek their counsel because of the trained fear of dragons. To the concept of dragons changing shape and being able to possess the living, the northern dragon interviewed responded, "I have never before seen or heard of such nonsense. I've been around since before the rise of humans from caves and have never before encountered such a feat." Wyrms, greater and lesser, are as diverse as dragons, though often less magically inclined. "I suppose it's because we tend to stay in the astral realm more often." a wyrm speculated in an interview. There is little else to distinguish them from dragons, save that wyrms have no limbs, hence their name. It has been made clear to the chroniclers at the Library that the names we have given to all that surrounds us are not the actual names of these things. As humans, elves, and dwarves, we tend to label the unknown in order to more easier grasp reality around us. We at the Library would like to formally apologize for the inaccurate naming of any and all creatures herein, but regrettably we cannot change the nature of entire societies and nations in one book. (lvls 45-70)