Monsters Known

This page contains a listing of all the monsters/creatures the party has encountered or has knowledge of. This list serves as a history of monsters and creatures previously encountered. Intelligent NPC's/Player Character races are not (typically) included here. They are in listed on the Who's Who page. Here you will find a listing of the creatures, and a short paragraph detailing the parties collective knowledge of the monster in question.


Creatures Known/Encountered
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Abishai, Black: The party read about this monster in a Bestiary - Their knowledge is limited to the following information: These creatures look like humanoid bats.  They are medium-sized chaotic evil outsiders.  They resist damage from any weapon that is not magically enhanced, and they regenerate any damage that they do suffer.  They are immune to fire and poison.  They have a stinger which causes acid damage when they hit an opponent with it.  They can summon other outsiders like themselves.  They resist damage from cold and acid, and they can see perfectly well in the dark.  They can communicate telepathically.  They are vulnerable to holy water.

Adherer: This creature looks like a mummified corpse, but in fact it isn't undead or dead. It's skin hangs in loose folds all about its body. This creature has several glands that constantly exudes a powerful adhesive. Because of this 'glue' nearly anything that comes in contact with them becomes permanently attached to the creature (presumably, they can remove these objects through some enzymatic process). Their preferred method of combat is grappling.

An entry from Zeddishous the chronicler:
This creature closely resembles a mummy. It has whitish, wrinkly skin and secretes at will a strong glue-like substance through its skin. Weapons coming into contact with it will become stuck. These evil creatures are immune to all but one 1st level spell. That spell is magic missile. They are extremely susceptible to this spell as well as fire.

Allip: These creatures are a medium sized form of incorporeal undead. Capable of flight, and movement through any solid. Allip are the spectral remains of someone driven to suicide by a madness that afflicted it in life. It craves only revenge and unrelentingly pursues those who tormented it in life, and pushed it over the brink. An Allip cannot speak intelligibly. The babbling, constant muttering and whining of an allip creates a hypnotic effect to all sane creatures within 60 feet. Those who fail to resist this effect find themselves hypnotized, in a babbling state on non-responsive stupor. Contact with an allip (through its touch) results in the loss of Wisdom. As the allip drains wisdom, it gains hit points.

According to Dynnera:
I
ncorporeal undead with a vague humanoid shape trailing wisps of fog behind it.  Constant babbling attack which can cause the weak willed to be mesmerized (at least until attacked or resisted). Their attacks do not cause physical harm, instead reducing wisdom. These creatures are created and remain near the decaying remains of their bodies; in life madness prompted their suicide.

Allosaurus: The party saw this beast devouring the remains of some other slower, less aggressive dinosaur. A large flesh-eating dinosaur that inhabits warm area. It eats both mammals and smaller dinosaurs. At 36 feet long and weighing one and a half tons, this is one of the larger carnivorous dinosaurs out there. It has a long tail which it uses to counter-balance it's large head. It has a heavily muscled "S" shaped neck and bulky body. It has powerful hind limbs with clawed feet and short, strong, three-fingered fore-limbs with impressive claws.The top of it's head has bony ridges and bumps, while it's mouth hold several serrated, blade-like teeth.

Amoebic Crawler: A wriggling shape pulses forward, at least ten feet in length. It is a nauseatingly textured translucent worm whose head gradually narrows into two ominously long questing tentacles. The translucent ooze attempts grapples opponents, attacking (up to ten feet away) with it's acidic touch. The touch of this thing is otherworldly, and fills the minds of its victims with terror.

Duracell's description:
A wriggling shape slid down the mountain towards us. A mindless translucent worm with dark tentacles. It looked like a giant had blown it's nose up against the side of the mountain - Eww! A Boogerworm! The creature grapple members of our party with a vile touch sending it's victims into spasms fits of screaming terror.

Aranea: The party read about this monster in a Bestiary - Their knowledge is limited to the following information: This creature appears to be a monstrous spider, but it has two small humanlike arms below its mandibles. An intelligent, shape shifting spider with sorcerous powers.

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Barbazu, Half-Troll: The party read about this monster in a Bestiary - Their knowledge is limited to the following information: If this medium-sized extraplanar creature hits an opponent with both of its claws at the same time, it automatically deals extra damage in addition to what it dealt from hitting the opponent, and its beard also automatically hits the opponent and infects them with a disease called Devil chills.  It can use the following spell-like abilities at will: animate dead, charm person, command, desecrate, magic weapon, major image, produce flame, and suggestion.  It can induce fear in an opponent with just a touch.  It can teleport without error whenever it wants.  It can summon other creatures like it.  It knows how to use an ordinary glaive to cause a wound that continues to bleed until it is bound.  It recovers from wounds very quickly.  It can see perfectly in the dark, and it can communicate telepathically with any creature within 100 ft. that understands any language.

Bear, Dire: This hulking bear has bony brow ridges and claws like sickles, with a wildness and destructive gleam in it's cold, piercing eyes. A typical dire bear is 12 feet long and weighs as much as 8,000lbs. They attack by tearing at opponents with their claws.

Duracell's description:
A hulking gigantic bear with claws like a giant's scimitar. This beast charged us with a destructive gleam in it's piercing eyes, and drool dripping from it's immense teeth. Weighing in at over a ton, the ground shook as it charged towards us. Thankfully, we killed it before it had a chance to infect anyone with it's rabies!

Beetle, Fire: A large species of beetle. Up to two feet in length, these creatures are called Fire Beetles for the fire-like lights that adorn their bodies. Three glands near their eyes and abdomen create a fire-like glow. The beetles are relatively easy to defeat on their own, but they attack anything they encounter as a group.

An entry from Zeddishous the chronicler:
These large beetles prefer to attack by grappling and biting their opponents. We had no problems dealing with them.

Beholderkin, Spectator: Beholderkin are a whole race of monsters. Creatures that resemble gigantic floating eyeballs. The Spectator is just one of the sub-species. The thing was a large round (4' diameter) floating ball. It had one large eye in the center of its body. Below this was a large slavering mouth. On the outside of the body were four stalks with another eye at the end of each. The party struck up a conversation with the creature, and it identified itself as Ill, a guardian of the Beholder species. This monster is often summoned as a guardian, or so it told us. Based on the party's conversation with the spectator, it appeared to have moderate intelligence. We also believe it wasn't there of its own free will.

The Spectator is not evil, it is usually passive in nature, and prefers to speak truthfully in all matters. Although the party never learned all the powers of this peculiar creature, it was evident that it's smaller eyes could emit a deadly 'ray' of some sort, and it also tried to bite some tentacles that attacked it. This encounter left the party with plenty to think about should they ever encounter another Beholder.

Black Beast of Bedlam: Foul and horrifying, the Black Beast of Bedlam constantly melts and reforms, seeming to take on shapes from the nightmares and fears of those around it. It maddeningly shifts through dozens of monstrous forms before solidifying itself into a slithering blob of ebon goo. Covered with spines, tentacles, claws, and odd shaped appendages. The creatures surface is riddled with countless eyes and gaping maws filled with broken teeth. Open sores and strange orifices emit a constant stream of odd fluids and ichors. Floating above this pulsing glob of black flesh is a disembodied skull, which cackles and screeches.

According to Dynnera:
A horrid abomination – Outsider that appears undead due to its use of previous victim remains.  Blob-like body with tentacle/claws reaching out, and through its magical prowess (using the skull remains of its victim) to cast spells.  Only those with good-aligned weapons, and sufficient melee prowess (and luck) can survive.   Too horrible to further describe as I hope to never encounter another one!

This creature is an evil outsider. It was either summoned for some nefarious purpose, or it crossed over into our world of it's own volition. In either case, it doesn't belong here. A large creature, with a ten foot reach, it threatens a considerable amount of space, and it's extremely agile. Moving twice as fast as a typical Human, it's capable of climbing walls as easily as it crosses the ground. In addition to it's rapid rate of movement, it is also immune to otherwise impeding obstacles such as webs, quicksand, ropes, etc.

Immune to several attack types (criticals, electricity, flanking, light-effects, mind-affecting spells, paralysis, petrification, poison, polymorph, sleep, sonic, and stunning), this monster is resistant to acid, fire, and cold. When it comes to spells, opponents find that it has a spell resistance.

The Beast has a variety of physical, extraordinary, spell based, and supernatural attacks at it's disposal. These include: Claws, bits, a breath weapon (cloud-kill), spells (enervation, desecrate, and others), unholy darkness, and the screeching skull. It's physical attacks have two side effects - Corporeal instability (victims may loose their own form. Becoming an amorphous enraged blob, which attacks anything in range) and Taint (one point per hit). In addition to these attack forms, the beast also has several skills and feats that it can draw on.

A creature from the 'Far Realm' this creature's primary goal is chaos, confusion and insanity. It attacks any intelligent creatures it encounters, taunting them, spreading it's unholy madness, and attempting to corrupt all that it encounters.

Bladeling: Xenophobic humanoids that hail from another plane. This creature has a skin of a dull metallic hue, spotted with patches of metallic spines. Their eyes gleam like shards of purplish ice and their blood is black and oily. They sometimes use an unusual tactic when attacking opponents. They can launch their metal spines away from their body at high velocity, creating a blast of shrapnel which damages anyone within 15 feet. They are sometimes employed by powerful evil creatures.

Blink Dog: A canine sub-species. This magical beast has yellowish brown fur and large ears. Initially, it seems very similar to most dogs. That's before it disappears in the blink of an eye and instantly reappears in a different location. Highly intelligent, good in alignment, dedicated, and faithful, blink dogs don't make friends easily, but when they do, you can count on them.

One of the party members liberated a Blink Dog pup from captivity, and he's been working to create a relationship of trust with the animal in the hopes that some day it will become a faithful companion to him and the party.

Since the loss of Fang, Flash has taken to Zeddishous. Rescued from exotic pet peddlers by Grenco, this intelligent creature has formed a friendship with the party. After Zedd's recent loss, Flash has come to realize that Zedd is a friend of the four legged. Zedd's compassion for Fang, and grief over his parting, has proven to Flash that Zedd is a worthy companion.

Update: Unfortunately, Flash was slain by a powerful foe on the 24th of Augot, 1003. Due to the extremely dangerous nature of the situation, the party was forced to flee, leaving Flash bleeding to death on the field of battle!

Bloodrot: What appears to be a large pool of slick, dark blood with patches of more viscous fluids, suddenly surges forward like some disgusting slug composed of coagulating blood. An oozelike undead creature. This monstrosity appeared as two pools which surged forward, joined together and attacked the party with a long tongue-like pseudo-pod. Easily 20 feet across, it grappled the strongest of our fighters and slowly crushed the life from his lungs. Seemingly immune to weapon based attacks. It took a long time, and a lot of magic to defeat this monstrosity.

Tanar's Creature Notes:
Appears as a large pool of congealed blood with the ability to move portions of its body.  Undead immunities; damage resistance; piercing or slashing weapons will divide creature into multiples; anyone enveloped has the possibility of catching blood fever – if untreated within minutes in can reduce person’s health (constitution) to the point of death, with the body dissolves into a pool of liquid.

Bluespawn Ambusher: The ground trembles, and a blue form bursts forth amongst a shower of dirt and stones. The creature has the shape of a giant badger, but it bears the thick scales, sharp horns, and gnashing teeth of a blue dragon. Suddenly its body crackles with electricity as sparks leap and arc across its scales. Thick-bodied, burly creatures, typical specimens stand appx 3ft tall at the shoulder. Its body is about 4ft long and nearly as wide. With its dense muscles and thick scales it weighs nearly 350 lbs. Capable hunters, these creatures often operate in packs to take down their prey. Burrowing beneath the ground as easily as most people walk upon the ground, they lay in wait for prey to approach within striking distance. Attacking with electrical bursts and physical attacks, the Bluespawn ambusher is a deadly magical beast with the blood of blue dragons running through its veins.

According to Dynnera:
Firestorm Peak must once have a dragon birthing ground or domicile, as this is at least the second dragon hybrid we’ve encountered. A spawn of Tiamat, it appears to be a medium sized creature - Half blue dragon and half badger. Encountered in a group setting. They acted accordingly (e.g. coordinated ambush attacks using a bull-rush tactic and electricity strikes). They have the spell-like ability to cast electrical charges at opponents, and likely have swimming abilities (unless they only wanted to send the charge through the water). The have burrowing capability and supposedly speak Draconic (we did not engage them in conversation).

After an encounter with a group of these creatures, Dynnera carved a piece of hide from one of the slain creatures: "This souvenir could be of some interest to future magical research, or at least help me perfect the needed color tint for my monster tattoo portfolio. Many customers request unique dragon creatures."

Boneleaf: In the midst of the swamp stands a copse of plants that look like small trees and stiff vines. At first glance, the leaves appear pale but otherwise normal. Closer inspection reveals their color to be off-white with a green tint. The vines writhe gently, even though no wind blows. The party encountered these carnivorous creatures, which look like trees, while traveling a mountain trail.

Tanar's Creature Notes:
“BoneLeaf” – Tree-like; pale color leaves with green tips (on closer observation some/all of the leafs are sharpened); Large in size (~10’) striking with their boughs and grappling on occasional successful strikes.  Fearful & easily hit with fire. (Tanar’s opinion only)

Bonesnapper: We encountered this large lizard-like creature; standing approximately five feet tall on it's hind legs and weighing close to five hundred pounds, chained inside the entrance to the naga's lair. Apparently, it was intended as a guardian and it pulled at its chain, snapped its jaws, and hissed as we approached. We were able to bypass it when our Troglodyte guide threw it some rotting meat, which it immediately devoured, ignoring our party.

Breathdrinker: An evil air elemental, the Breathdrinker appears as a mist-like creature shaped like a mirror image of it's intended victim. It's glowing red eyes are a marked sign of the malevolence within, and it's gaze can paralyze victims with fear. It feeds on air extracted from the lungs of living creatures.  It is single minded, and once it chooses a victim, it will not rest until the victim is dead.  This creature has air mastery and other elemental traits (including invisibility).

According to Dynnera:
Some form of evil air elemental, with glowing red eyes that cause paralyzation.  The party confirmed it has damage resistance during melee combat.  It seems relentless once having paralyzed a victim, as it continued to attack the victim even while the remaining party members attacked it.  Its main attack drains vitality or health from its victim.

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Carrion Crawler: The stench of putrid flesh surrounds this multi-legged creature. Slithering forward on a segmented, 10 foot long body, it moves as effortlessly down the wall as we walk across the ground. It has eight writhing tentacles protruding from it's head. The tentacles sprout from just beneath a clacking set of mandibles, and tooth-filled maw. These large aberrations can weigh up to 500lbs, and grow to more than 10ft in length. Usually found in groups, they are scavengers with a well developed sense of sight and smell. The touch of their tentacles can cause paralysis.

Celestial Emissary: A messenger of the gods. This particular creature was sent as a messenger by the deity Menelmacar. The creature appeared as a four armed humanoid (much like a Hakheerian), standing approximately seven feet tall. One unusual feature was his draconic head. Not the head of a Dragon mind you, it's just that his head was somewhat scaly and it had horns and smaller hornlike projections about the chin, eyes and ears. The creature also has a pair of birdlike wings protruding from his back. The wings were jet black and must have covered a 20' span easily.

This creature appeared to the party on a cold windless night in order to take possession of the Sword of Nth for his master - Menelmacar. Who knows what would have happened if they'd tried to resist?

Centipede Swarm: A glistening, squirming mass of voracious centipedes that can climb over obstacles to get at their prey. Capable of devouring the largest of creatures with amazing efficiency and speed, this swarm of creepy crawlers is something an adventurer should fear. Like most swarms, the combined attack of this group of monsters is distracting to the point that it causes nausea to those with a weak constitution. As a swarm, centipedes need not attack individually. Instead they inflict automatic damage each round that their prey remains within the swarm.

According to Dynnera:
Annoying little creatures that swarm over living creatures, or creatures with edible components (such as a war-forged golem).

Change-O Creature: An incredibly bizarre monster. This creature started out as a Gorgon, and then proceeded to transform into an entirely different creature each round. Most of the forms it took were totally unfamiliar to the party. Each round that it changed, it reformed completely whole and without wounds. Seemingly bent on the destruction of all it encountered, it's attack was unrelenting, simply switching means from round to round. If it hadn't been for the fact that it seemed to have a singular purpose, one might think that the multiple forms were separate creatures. Deadly in all the forms it took, the party was only able to slay it when it took up a form that was weak enough to slay in a single round of combat. They were lucky!

Chraal: An 8 foot tall, powerful being seemingly constructed of magical ice. Jagged spurs and spines form icy ridges along its blue-black humanoid shaped body, and cold blue light leaks from its eyes, mouth, and joints. Its long muscled arms end in sharp talons, and its mouth opens to reveal a rows of wickedly sharp teeth backlit by an unearthly bluish light.

Elementals that originate somewhere between the planes of air and water, these creatures are sometimes created when particularly evil creatures die on either of these planes. Weighing nearly 2000 lbs, there creatures are ruthless killers that relish bloodshed. Instinctively attacking fire bearing opponents, Chraal can expel a 60 foot long cone of cold three times a day. Combined with the bone numbing cold that they emit, Chraal are capable of dealing icy death to all they encounter. These creatures never retreat and they explode when they die!

An entry from Zeddishous the chronicler:
These icy giants can crush stone, have multi-attack abilities, and fast movement.  They seem to be solitary creatures.

Cockatrice: This avian creature is about the size of a large goose or turkey. It has the head and body of a cockerel, bat wings, and the long tail of a lizard. It's eyes glow with a dangerous-looking crimson sheen. An eerie, repulsive hybrid, these flying monstrosities infamous for their ability to turn flesh to stone. The party encountered these beasts as guardians to the lair of another monster.

An excerpt from the journal of Grenco the Scout:
This flying abomination resembles a Goose / Turkey mix of pure evil. A creature with the head and body of a rooster, bat-like wings and a long lizard-like tail. It has red devil eyes and is able to turn flesh to stone with a single bite. They have wattles and a large comb; just like a rooster. These creatures typically weigh up to 25 lbs. and will attack anything that may pose a threat. They like to fly into the faces of the creatures they are attacking. They are also immune to their own petrification.

Cranial Grub: The cranial grub appears to be a strange worm of sorts. White in color, soft and squishy, the creature is relatively defenseless outside the host. With tiny arms and antennae, they burrow into a victims brain through the ear. Once they are in your head, they attach themselves to your cerebral cortex. This has no detrimental health effect to the host, but it allows the adult form of the creature to control your actions at any time. It also gives the adult full access to all your memories.

Crocodile, Giant: These creatures appear to be larger versions of your normal crocodile.  They are very aggressive, and very difficult to kill in their natural environment.  We first encountered three of them as we were crossing an underground lake in a rowboat.  They appeared to be about 15 ft. long, and they tore our boat to pieces in a matter of seconds. If we hadn't resorted to some rather unorthodox combat techniques, we would've all ended up in the crocodile crock-pot. Good thing there were only three of them!

Crypt Thing: The Crypt Thing is an undead guardian which guards the tombs of devoted priests. The Crypt Thing appears as nothing more unusual than a skeletal figure in tattered robes. When active, its eyes glow with a fierce red light. The creature speaks common, and is capable of manifesting some type of green energy beam from its fingertip. The party doesn't know what this beam does. Thankfully they didn't find out, as the beam had no apparent effect on Thalidimar. Undead, but not evil. The Crypt thing guards the tombs of Tymora's priests in Orlane's temple. There is some speculation that the Crypt Thing may be capable of enchanting areas with various magical effects. Namely; Fear, Nausea, and Darkness.

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Dark Creeper: An unusual race of diminutive creatures which travel in groups, and are led by Dark Stalkers. Humanoids with a slight build, about the same height as a Dwarf, but looking more like very pale Gnomes. The Dark Creeper is also distinguished by it's fury goat like legs. These creatures dress in dark colored clothes, and avoid sunlight whenever possible. Possessing the ability to detect magic items, and skilled at thieving, these creatures sometimes plague large cities. Creating darkness to conceal their actions and movement, the Dark Creepers seek out and steal all manner of magical items. When killed, a Dark Creeper's body spontaneously combusts in a pyre of crimson flames, which usually destroys any magic items the Creeper may have been carrying.

An entry from Zeddishous the chronicler:
These stunted humanoids popped up right out of the ground and began to attack. Actually they appeared via trap doors in the floor. These small creatures were clad entirely in black and carried daggers. They appeared to be sensitive to light. One thing we found to our surprise was that these guys burst into flames when they die.

Dark Stalker: Enigmatic and rarely seen, the Dark Stalker is a leader of Dark Creepers. Basically human like with pale skin, the Dark Stalker sub-species does not appear to be racially related to a Dark Creeper. Like Dark Creepers, the Dark Stalker is an accomplished thief capable of detecting magic items and creating darkness. In addition to darkness, a Dark Stalker is able to produce a wall of fog which helps to conceal the Dark Stalker and his minions. When a Dark Stalker is slain, the body erupts as a blinding fireball in a 60' radius. The blast would kill any normal person, and most seasoned veterans of a small militia.

An entry from Zeddishous the chronicler:
Leaders of groups of death creepers. Medium sized and human in appearance. Like Dark Creepers, Dark Stalkers are also clad all in black to include hoods covering their heads and obscuring their faces. Rumor has it that they have lighting like reflexes; we however didn’t see this since it took major damage while still in the corridors below the floor. Again we got a rude surprise when we killed this one. He burst into a fireball on his death.

Deepspawn: An aberrant abomination. Deepspawn are infamous horrors that give birth to many other varieties of monsters. A single deepspawn can make a vast underground cavern into killing fields for even the most powerful of adventurers. These creatures can grow to gargantuan sizes and they are known to inhabit underground lairs. Their bodies are fairly amorphous rubbery spheres, from which sprout a collection of six dextrous tentacles. While three of the tentacles are used for wielding objects, the others end in toothy maws. Dozens of retractable eyestalks sprout from the central body, giving the creature excellent visibility.

While deepspawn make their lairs in large underground caverns, they prefer to avoid combat, often set traps near their lair, and typically make good use of cover. As a primary defense, they spawn other creatures and seed them throughout their cavernous lair. They typically have an escape route planned in the even that intruders defeat or bypass their defenses. If forced to attack, they attack with all six limbs simultaneously. Attacking with weapons, bludgeoning slaps, and crushing constriction attacks. The creatures tentacled mouths can actually flank opponents!

Physical attacks are not the only threat that a deepspawn presents. In addition to the formidable physical prowess, they can also bring some spell like abilities to bear. Exhibiting spell-like abilities like a high level wizard, deepspawn can detect thoughts, breathe underwater, and heal itself.

According to Dynnera:
Round in body, sprouting several flailing tentacles reaching out farther than the height of a normal man. The tentacles are tipped with eyes and mouths.  This creature reminds us of stories about beholders.  My readings essentially say it can do almost anything – fast healing, detect thoughts, set traps, spell resistance, spell abilities, multi-attack, combat reflexes, etc.

The following information was confirmed in battle with the Deepspawn:
The creature has significant damage reduction, spell resistance, spell abilities (It healed itself!), tactically grapples its opponents, causes taint with every strike, has combat reflexes, and can set traps.  It has two types of tentacles; one that bites, the other that slaps.  The biters cause more damage but both might grapple you.  The spell resistance applies only on direct magical attacks; indirect magical effects damaged it (although reduced by its damage reduction).  Dynnera’s Suggested Motto – “See Deepspawn, Run Away”

Demon, Whisper: An insubstantial, ghostly, demonic creature. Though humanoid in shape, it has distorted features. It's brow looms over it's face, and it's long chin thrusts forward. It's flesh is mottled green, and it's body is non-corporeal.

Here's what Solmar the paladin had to say about this demon:
Although this creature is incorporeal, it is an evil outsider and not an undead creature. As if using its deadly touch attacks while hiding out of reach within walls or solid objects didn’t make it deadly enough, it also uses maddening telepathic whispers to confuse all nearby enemies.

An evil outsider, the Whisper Demon is capable of moving through solid objects (such as walls and floors), just as we move through open air. It attacks both physically and telepathically. It takes great delight in the self-inflicted wounds that it causes to it's victims.

Demon (Tanar'ri), Glabrezu: This creature is as tall as a giant, with a broad, muscular body. Its four arms end in weapons—two with clawed hands, two with powerful pincers. Its doglike head is topped with horns, and its muzzle drips with sharp fangs. Its eyes have a cold, dark penetrating quality that suggests cunning and intelligence. Like other Tanar'ri, this evil outsider is capable of summoning others of it's kind, casting spells, and resisting various attack forms.

An entry from Zeddishous the chronicler:
I’m glad this one was on another level. We came head-to-head literally with a large,15’ tall, muscular creature. It had 4 arms – 2 ending in pincers and 2 with clawed hands. It had a dog like head, horns, and a mouth full of fanged teeth. One could just look at him you could tell he is very shrewd and cunning. This creature is evil and has damage reduction (good aligned creatures bypass these defenses). They also possess significant spell-like abilities. There is one odd thing with this one—It appears to be in some sort of stasis, and is holding a silver box in two of its outstretched arm. Personal Note: What could be so valuable that it would be left in the care of such a powerful guardian, and how do we get the box?

Demon (Tanar'ri), Maurezhi: A hideous Demon that feeds on the flesh of corpses, the Maurezhi resembles a Ghoul. Its hunched and gaunt body has the pallor of death. Its ears are long and pointed, and its mouth is full of serrated teeth for rending flesh. Its elongated fingers end in wicked claws. Its muscular legs, which resemble those of a big cat, allows it to run quickly and pounce on its prey.

The claw or bite of a Maurezhi can instantly paralyze its victim. Once a Maurezhi consumes a victim, it gains all that victims skills and feats. The Maurezhi can assume the appearance of any victim it has eaten. The creature can also cast numerous spells at will. In addition to all these abilities, the Maurezhi can also summon normal Ghouls.

Deinonychus: The party read about this monster in a Bestiary - Their knowledge is limited to the following information: This dinosaur is a lean, long-legged, bipedal creature has wicked-looking claws on its feet and a brightly colored hide that reminds you of a tropical bird. It stands about as tall as a human, and its outstretched tail makes it at least twice as long as it is tall. This fast carnivore is sometimes called a Velociraptor, though that name properly belongs to a much smaller creature.

Derro: These humanoid creatures (that live in the vicinity of Therno pass) are very short in stature, standing less than 5' tall. The ones we encountered had coarse white hair, and long drooping moustaches. They wore leather armor, and seemed a bit mad; constantly mumbling to themselves, and apparently speaking to people we can't see. They have a slender yet sinewy build, pale blue-white skin, and large oval shaped milky white eyes, with no pupil at all.

They displayed such an abhorrence to light, that they were willing to cast and fight in the middle of a darkness spell, as opposed to risking exposure to indirect sunlight. In this encounter we were confronted with crossbow bolts rattling off the walls all around us. Is this their weapon of choice? We also found mining picks that have been modified to function as melee weapons as well. At least one of the monsters possessed the ability to cast darkness spells. Is this an innate ability, or do the Derro have spell casters in their ranks?

Devil, Barbed: We don't know very much about Barbed Devils. Ashedyn has a pair of magical gloves made out of Barbed Devil skin. The gloves are highly resistant to heat, so we're assuming that Barbed Devils are used to the heat.

Devourer: The party doesn't know very much about this large undead creature from another plane. It was one aspect of a Change-O Creature. This tall skeletal creature has strands of mummified flesh hanging from it's bones. Imprisoned within the creature's rib cage is a tiny humanoid figure, clearly in agony. This massive creature attacked the party, attempting to consume the life force of one of the party members.

Dharculus: The dharculus is an extraplanar aberration from the Far Realm. A dharculus inserts it's mawed tentacle ends into corporeal planes to feed, much like a bear scoops trout out of a stream. To corporeal eyes, a dharculus's six tentacles appear as a swarm of blind, snakelike creatures sliding through the air in a deadly school. A shadow of the creature's full body may be visible if the lighting conditions are right. On the Ethereal Plane or those in the Far Realm, the tentacle lips all come together in a fused, wormlike braid that forms the dharculus's body. To posterior end of the cylindrical body loops back towards the front like a question mark. The business end of the dharculus features a drooling maw filled with razor-sharp teeth. Several tentacles around the mouth end in eyes instead of grasping mouths. The creature keeps these tentacles safely in the border Ethereal as it searches other worlds for it's next meal.

Native to the Far Realm, it uses the Ethereal plane as a corridor to other worlds. While the main body resides in the Far Realm, the creature inserts it's tentacles - eyed and mawed - into the Ethereal; it then traverses the Ethereal while spying upon some other adjacent plane (possibly the prime material), as it searches for a meal. When it locates potential prey, it extrudes it's fanged tentacles into this bordering plane and attacks. In order to do so, it must pull it's primary body fully into the ethereal. This exposes it to full attack by Ethereal creatures. Any rift which connects the Far Realm with some other plane is a prime candidate for hunting grounds, as the dharculus can sense such rifts on their home plane.

As described by Dynnera, mistress of the chronicles:
Dual plane creature (Ethereal and Prime Material) with six or greater tentacles and a large maw - always within the Ethereal plane.  Attempts to grapple its opponents and eventually pull them into the Ethereal plane.  Anyone within 10 feet of it will receive taint, and every touch (attack or in defense) also triggers the transfer of taint.  Has improved grapple abilities with all remaining tentacles hitting with one strike if a single tentacle maintains a grapple.  Multi-attack abilities, spell resistance, and very quick.  Interesting enough, it isn’t evil itself, only very hungry and powerful.

Displacer Beast: This savage and stealthy carnivore looks like a big leopard or puma or something (9 feet long, appx 500 pounds). It has dark purple fur, and it looks like it's about to starve to death. It has six legs, and two long tentacles growing out of its back. The tentacles end in a flattened pad covered with hooked barbs.

The creature had an astonishing ability to be somewhere else whenever a sword met the space where it was one second ago. Flashing briefly, the creature dodges blows by instantaneously shifting a short distance (5 feet or so) away from the attackers aim point.

Another disconcerting effect was it's speech! Yes, the big cat spoke to us. Taunting and enticing it mocked with sultry banter and lewd comments.

Doombat: A species of giant bat found in dismal underground caverns. This monstrous black creature has a wingspan of 25' and can pick up and carry off objects weighing up to 300lbs. At night it flies into the outer world to hunt, always attacking and seeking to to kill any living things. This monster also has a barbed tail which it can use to lash at opponents up to 10' away.

When attacking, these bats use their sonar to disorient opponents and disrupt spell casters. The normal bat's sonar yip has developed into a terrifying shriek (emitted continuously) of great sonic power.

Daylight (or magically equivalent effects) will keep a Doombat at bay, but it is undeterred by torch or lantern light.

Dragon, Green: The party doesn't know much about Green Dragons. Someone mentioned one once. Some farmers made note of a Green Dragon while the party was eating dinner in Orlane. Supposedly they fly, live near swamps, and eat cattle! They must be pretty big.

The party learned a bit more about one particular Green Dragon named "Foilsunder". Ramne told Ashedyn that he'd met the Dragon, and that Foilsunder has plans for ruling the area around Orlane, but there are some Giant Eagles that keep interfering with its plans.

Dragon, Song: Instilling fear in nearly everything it passes, the Song Dragon is a medium sized flying reptile - a rare and mysterious race of Dragons that prefer life among humanity to the company of other Dragons. They can freely take on the form of a Human woman, and in this guise they live among humankind, revealing their true nature only in times of personal peril or great crisis.

In their natural form, Song Dragons are slim and splendid Dragons with iridescent silver-blue scales. In Human form they appear to be attractive women of 20 to 30 years in age. Lightning fast reflexes and an electrical breath weapon make these Dragons a fierce combatant. Luckily, they're not evil.

An entry from Zeddishous the chronicler:
(Note: The following is all hearsay since I happened to be cowering in fear at the time. Someone must have slipped something in my food, that’s for sure.)
While sailing along in a flying ship, a large iridescent Dragon with silver and blue scales decided to pay us a little visit. Apparently it was a young adult Song Dragon. These creatures happen to like being among humans and will utilize their ability to transform into an attractive female to facilitate this. They like to be actors or performers of some type. Like their draconic cousins, they have breath weapons as well as some spell casting abilities. This one apparently visited us for the purpose of obtaining a compass. See nothing to be afraid of there don’t ya think.

Dragonfly, giant: Physically identical to their smaller relatives, these Dragonflies are medium sized, and come with a much higher intelligence. Capable of wielding weapons, they travel alone or in small groups to act as advance scouts for large hives of giant insects.

Dragonkin: Humanoid creatures believed to be distant cousins to dragons. Standing 8 - 9 feet tall, these humanoids have dragon-like features. Scaled hides in a wide range of earthen hues. Occasionally accentuated with spots or bands. Their heads are decidedly draconic; with a elongated snout, thick leathery hair, small horns and a hornlike ridge running down the back of the neck. If they don't match their body coloration, the wings will be green, yellow or golden in color. Although they have long scaled tails, they can not use them to grasp objects or damage opponents. Their claws on the other hand - That's an entirely different matter.

Dragonkin are an intelligent race of creatures who band together in societal groups for survival and companionship. While some groups take up residence high among the craggy peaks of desolate mountains, others enlist themselves in the rolls of various dragon cults, evil wizards and giant overlords. They are known to take up training in the various professions of intelligent humanoids, and they take naturally to the barbarian class.

Our adventurers encountered a group of draconic speaking Dragonkin on their way to wage war in the North of these realms.

According to Dynnera - Mistress of the Journals:
Dragonkin are scaly humanoid flying creatures that are scaled and look to be a distant cousin of dragons. Seemingly disciplined in battle, since the advance group we encountered smartly retreated from us instead of engaging in battle. Khurshel or I recall that they have an innate ability to detect magic and are attracted to it. They are able to learn professions similar to ourselves.

Dretch: The least of Demons. The pathetic creatures make up the lowest caste of Demon society. As you can imagine, they're not very happy with their lot in life.

An entry from Zeddishous the chronicler:
These are squat hairless humanoid creatures. They have small mouths full of sharp teeth. Zedd had an instant dislike toward them – probably since they are Evil Outsiders. They belong to the Tenarii family (Demons). While small, they have some extra-ordinary abilities. Some of these include telepathic speech, summon more of their kind, spell like abilities, and damage reduction (Use good, cold or iron weapons to bypass the DR). No encounter took place which may have been good?!

Duergar of Firestorm Peak: Normal Duergar are player character races, and as such, their appearance here is a bit out of the ordinary. That's because these are no ordinary Duergar. Duergar are a deep dwelling variety of Dwarve, and this particular strain is a bit different from the standard Duergar. They have darkvision 120', they have spell-like abilities which allow them to enlarge or reduce themselves, they can meld into stone, and they can become invisible. Like several underground dwellers, they are sensitive to bright light. They are good at listening, spotting things and moving silently. They are immune to poison and phantasm spells. Their skin is grayish blue which gives them an uncanny ability to blend into their stone surroundings.

According to Dynnera:
These beings are Similar to normal Duergar, however their abilities to cast invisibility and enlarge are enhanced. Their clerical staff are capable of casting Meld into Stone spells (or it’s another inherent ability of all duergar).

As defenders, they are well trained and disciplined. They fight in military formations, employ devious tactics, reach weapons and invisible caltrops coated with poison. They're obviously quite intelligent, and make good use of battle formations and fortifications.

There are two groups of Duergar in this area of the realms (in the Nether Mountains region). Both hail from within Firestorm Peak. One group lives within the mountain. They have been misled, led, and corrupted by an evil, dangerous, corruption for the last 640 years. The party has engaged in several battles with this group of Duergar, and it is generally assumed/accepted that they are opposed to the goals of our adventurers. The other group of Duergar are exiles. Refugees from the within Firestorm Peak. This group of Duergar originally left their home within Firestorm Peak 640 years ago, and formed a community within the ruins of a Dwarven surface community. Calling the place 640, (The name changes each year - perpetually marking the number of years that they have been exiled from their ancestral home) these Duergar, their offspring, and more recent refugees, are opposed to those forces which control the Duergar within Firestorm Peak. They work towards a goal of eventual reunification with the Duergar dwelling within the mountain. They work towards the overthrow and destruction of those corrupt, evil, and alien forces within their mountain home. The party has favorable relations with this group of Duergar. Despite the fact that they are evil in alignment.

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Eagle, Giant : A huge bird, with a wingspan of 20', these creatures are enchanted beasts. They are not ordinary birds grown large. Protectors of the land, adversaries of Evil, and stalwart allies to good aligned Rangers and Druids. These highly intelligent birds can communicate in the spoken common tongue, or through a form of telepathy.

Earth Elemental: Like a walking mound of dirt, this creature plods nearer on two featureless legs of rock and earth, its clublike arms of jagged stone swinging at its sides, and its featureless head staring blankly in your direction. A monstrous mound of earth, seemingly alive - animated by an unearthly life force.

Elder Elves: While Elves are player character races, and as such - they wouldn't normally appear in this monster listing, this case is a bit special. No one can play an Elder Elve, because they no longer exist. An ancient sub-race of Elves known for their expertise in magic, especially summoning magic.  Decimated in a battle near Fire Storm Peak which resulted in the Charnel Bog in the area.  Believed to have originally created the Fire Storm Peak Gates and caves beyond it.

Ephemeral Swarm: A ghostly collection of tiny creatures (in one encounter - they were rats) that suffered a common death. Having suffered a violent death, they linger on as a vengeful ephemeral swarm. This undead swarm is composed of the psychic agony and anguish of the swarm. A ghostly, hovering swarm of rotting and decayed rats, the swarm floats silently and eerily along the ground, creeping ever closer in its macabre procession of pain and suffering.

According to Dynnera:
An incorporeal swarm of undead rats with the ability to drain the strength of anyone it encounters. Its ability to avoid damage extended the battle – I would not want to encounter such a swarm singularly, but with our group abilities it was quickly overcome. It was very frustrating to see our magical and melee attacks thwarted while we had little defense as it came upon us.

Ettin: A hulking giant with two heads. Each head has a porcine face, a shovel like jaw, and protruding lower canines like a boar's tusks. The rest of its teeth are large and rotten. It's stringy hair is filthy, just like the rest of the creature. These hulking monsters are vicious hunters that stalk the night. Though they aren't very intelligent, the are cunning fighters.

Solmar described the creature thus:
Ettin are big strong creatures, but no sense of tactics at all.  Easily dispatched.

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Feldrake: Small, wingless Dragons that trace their origins back to the Mother of all Dragons (Bahamut). After helping a group of powerful wizards turn back a demonic invasion, Bahamut created the Feldrake to guard the Elves against future incursions. All Feldrake have the blood of Bahamut in their veins and are fierce, loyal, and good at heart. These impulsive attackers are aggressive combatants who seek to close with opponents immediately. Varied in shape and size (small to medium), these lizards are distinguished by the presence of many noticeable horns and the lack of wings. These minor dragons are immune to sleep and paralysis.

An entry from Zeddishous the chronicler:
While journeying, the party came across a number of creatures called Feldrake. Zedd notice them first but was unable to identify them. He was able to stop the party and notify them prior to the Feldrakes noticing us. These creatures were about 6’ long and resembled dragons, just much smaller. They also had large horns on their heads. After describing what Zedd had seen the Elves in the party had a pretty good idea of what they were. They just walked out into the middle of the path and started to talk to these guys in some language known only to them. The next thing I know we are throwing some of our rations to these creatures. Since they appeared to be enjoying our food so much we were able to just walk right by them. Later Eilownwy and Alcarenque told me that these were Feldrake and they are descendents of Bahamut. They were the guardians of Elves and were able to speak Sylvan. This allowed the Elves to talk them out of attacking us by providing what they were truly after. Food.

Fhorge: The party read about this monster in a Bestiary - Their knowledge is limited to the following information: This large animal is a cousin to the dire boar that lives on the Outlands plane.  It is tougher, meaner, and deadlier than its cousin on the Prime Material plane.  It stands five feet tall at its shoulder.  Its mouth, lined with razor sharp teeth and a set of four tusks, is large enough to engulf a human.  When fighting, it simply grabs a victim with its mouth and shakes the prey until it is dead.  Unlike many other creatures that fall unconscious when they have taken enough damage, a Fhorge will continue to fight at full effectiveness until it literally drops dead.

Firetoad: A large red toad about 4' high, and covered with warty purple excrescences, this beast shuns water and inhabits dry regions above and below ground. They retreat when attacked with water, but retaliate when they do so. Capable of breathing fireballs, this form of attack is the only viable attack that a Firetoad has. As the Firetoad weakens the fireball's strength weakens. This creature rarely attacks unless threatened, molested, or defending it treasure.

An entry from Zeddishous the chronicler:
Beware of opening barrels… You never know what you will find. In this case we found a 4’ tall, red skinned toad. Yah I know what you are saying how bad can a frog be? This one turned out to be pretty bad. It spit out a small fireball, which happened to take out two of us in one, fell “spit”. Apparently these guys are relatively peaceful. However, when in danger they pack quite a punch. Being a fire type creature, they hate water and will defiantly attack when water is used against them.

Flind: A race of doglike creatures. This humanoid is slightly larger than a human and a little broader. It has short, dirty, brown and red fur covering its hyena-like head. These powerful and merciless relatives of the Gnolls are often found in Gnoll bands as leaders or elite hunters. While Gnolls admire and respect them, Flind have no great love for their lesser cousins. Clever tacticians, Flinds use their superior intellect to great advantage in combat.

Formian Winged Warriors: The party knows very little about these man sized flying insects. Having spotted them from afar, no one knew what they were. All they have is a description and the circumstances of their encounter.

An entry from Zeddishous the chronicler:
Later during the same voyage we encountered a swarm of medium sized giant sized dragonflies. These creatures I was very familiar with and imparted this knowledge to the rest of the party. These outsiders belong to a race of ant-like creatures. There are several subspecies of these warriors. They act as scouts and strike forces. The possess a hive mind social structure with a communication range of 50 miles. Since only a couple decided to investigate us I recommended we watch and wait. I didn’t think it was a good idea to try and take on an entire swarm. They came looked and left. Oh well another non-encounter encounter.

Frostman: A humanoid creature that looks just like any Human. These creatures live in arctic wastelands, avoiding warmer climates, their bodies radiate a chilling fog-like mist that obscures the area surrounding them out to 30 feet or so. They dress in furs and hides, carry hand weapons and despise warm-blooded creatures. Aside from any weapons he might be carrying, a Frostman is also capable of projecting a cone of freezing frost from one of his eye sockets (which is usually covered with a patch). Typically found alone, Frostmen are sometimes found leading creatures of the north.

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Galeb Duhr: One of the oddest creatures an adventurer can encounter, but they are seldom dangerous. Creatures that live in the mountains, and seldom if ever, venture onto other terrain. To all appearances, a Galeb Duhr is a living boulder with two dark brooding eyes, a mouth, and rough-hewn appendages that serve as hands and feet. When perfectly still, a Galeb Duhr is nearly indistinguishable from the surrounding stone.

Galltrit: The party knows very little about these grey imp-like gremlins. Having spotted them from afar, no one knew what they were. All they have is a description and the circumstances of their encounter.

An entry from Zeddishous the chronicler:
In one room we spied a bunch of little (about 6” tall) demon/imp like creatures. These little guys were grey colored, winged and able to fly on their bat like wings. They seem to be some sort of carrion beast since we found them feeding on dead Goblins and Kobolds. That’s all we know since we didn’t interact with them at all.

Gambado: A very odd creature. These extraordinary-looking creatures are man-sized, with a powerful human torso and two arms ending in very sharp claws. The creatures body is muscle and skin with no bones. Light gray in color, smooth, and putty-like, The creature has no legs. Instead it's body tapers to a corkscrew shaped foot which acts like a spring in order to move the creature from place to place. The creature has no head of its own, but mounts the skull of a previous victim on its short stalk like neck.

This odd looking creature lives in a pit. Approximately 5 feet deep, the creature surrounds the opening of the pit with detritus, earth and gravel in order to disguise the existence of the pit. The Gambado then lies in wait with its foot coiled tightly, ready to launch itself towards any approaching prey. The Gambado allows its 'Skull' to be visible above the pit, enticing victims to investigate this sight.

The creature moves about by bouncing on it's foot. Capable of leaping great distances, this creature can surprise prey by leaping great distances.

Gargoyle: This creature looks like a statue made of stone. A grotesque mockery of a human being; with horned head, stony hide, large bat like wings and a tail. Standing completely still it's nearly impossible to tell that this creature harbors a malevolence that burns as brightly as the fires of hell reflected in its eyes. These tricksters tried to solicit the parties help. As soon as the party helped them, they turned and attacked, seeking to feast upon the flesh of our fond adventurers.

Ghoul: A foul humanoid creature. With mottled, decaying flesh drawn tight across clearly visible bones. Mostly hairless, with a carnivore's sharp teeth. Its eyes burn like hot coals sunken sockets. Feeding on the flesh of the living, Ghouls are often found in the vicinity of graveyards.

The Ghoul's filthy bite or claw attack can cause instant paralysis. The bite can even infect victims with a disease which transforms the afflicted into a Ghoul.

Giant, Frost: The party knows virtually nothing of these giants. They learned about them from guards outside the gates to Silverymoon (13 Sep 1003). Apparently they were engaged in a war with a group of Dragonkin when the party first learned of them. From the name, one can assume that they live in cold climates. Given the fact that the party had recently encountered a group of domesticated Tlalusk in the area, one might conclude that they're tall enough to use Tlalusk as mounts. Now that's a giant!

Giant, Dusk: This creature stands approximately nine feet high and seems to be something of an evolved Troll or bestial giant. Its arms hang low, ending in vicious talons. Its jaw is slightly distended and filled with jagged teeth. The flesh is dun colored, rough and cracked. The monster's eyes gleam with signs of malicious intent and calculating intelligence. Dusk Giants are predatory cousins of true giants, almost as closely related to Trolls as they are to frost or fire giants. Said to cannibalize the strengths of their opponents, superstitious tribesmen sometimes worship these predatory creatures. Capable of casting a small repertoire of spells, they bring misery and twilight to the places where they stalk.

According to Dynnera:
A Giant similar to other giants, but closely resembling a Troll. Constantly lurking in apparently self-induced shadows.  This intelligent giant has spell-like abilities; it exhibited said qualities by striking Solmar with a 'Ray of Enfeeblement' (strength drain) prior to his attack.  Quickly overcome by SCREWOFFS to the point that it’s difficult to gauge its true attributes.

Giant, Rot: The party knows very little about this creature. They spotted it, didn't recognize it, and avoided it - in that order.

According to Dynnera:
A Giant with rotting skin appearance (seemed to have exposed muscle), oozing sores & boils everywhere on its body.

Gibbering Mouther: Another one of the twisted aberrations encountered by our brave party of adventurers. This particular creature hails from the Far Realm. Brought into this world through a vast gate, this is just another example of the tainted life forms leaching through that corrupt portal. If Madreus' plan is taken to fruition, we may find our realms swimming with creatures the likes of this abomination. This unwholesome creature has a body with the form and fluidity of a amoeba. Its surface has the color, but not the consistency of human flesh. Countless eyes and toothy maws constantly form and disappear all over the creature, often retreating into its body even as they become apparent. They often cover themselves with dirt in order to disguise their presence.

According to Dynnera:
Flesh covered mounds of dirt with countless eyes and mouths.  Amoeba-like body of three to five feet width and height.  Constant innate speaking pattern can cause confusion in the weak-willed; patterned per creature out to 60’ until successfully resisted.  Can shoot 6 pseudo-pod mouths out to attack someone, attempting to grapple them.  Zeddishous indicated they want to drain blood for creatures, but so far no evidence of that.  All weapon types but bludgeoning weapons are less effective against them.  They also have a spell-like ability to soften the ground adjacent to them (quicksand-like?), however when killed the ground reverts to normal.  They also have a spit attack attempting to blind its victims; seems abnormally attracted to Thalidimar (perhaps his divine aura).  They are tainted creatures so being struck by them will cause you to receive taint.

Gibberling: Gibberling's are carnivorous humanoids with an ape-like appearance. Short creatures covered with coarse hair, these creatures travel in large groups (Hordes). Intelligent enough to carry weapons, these beasts attack in great numbers, attempting to overwhelm their opponents. When they attack they emit a cacophonic gibbering which can unnerve even the strongest willed adventurer. They despise daylight and bright light, traveling at night.They live underground, in barren lands, and in forests.

Gibberling, Brood: This ape-like humanoid is pale, deformed and twisted. Possessing a jabbering, slavering maw of sharp teeth and a filthy black mane, it's eyes stare directly into yours with a malignant cunning and a wicked grin spreads across its features. Insane mutters and whispers escape from its throat. The unnerving gibbering is nothing compared to the disturbing way that the creature's flesh moves, as if small things were scurrying just beneath its skin.

These, brood gibberlings gibber, jabber, scream, howl and chitter - just like normal gibberlings. The truth is, they aren't 'normal' gibberling. They are the unholy remnants of unfortunate humanoids who have been altered by insane agencies not of this world; they are the progeny of gibberslug. Small creatures called gibberslug, writhe and move beneath a brood gibberling's skin. It is with these creatures that brood gibberling are able to proliferate their race.

Brood gibberlings usually let their clan of 'normal' gibberling rush opponents and grapple opponents, making it easier for the brood gibberling to deliver its bite attack in an attempt to 'convert' the subject into one of its own. On a successful bit attack, the subject may become implanted with a gibberslug. Failing a direct injection, a brood gibberling can spit a gibberslug at an opponent up to 15 feet away.

A brood gibberling can mentally control any other gibberling it has personally created (see gibberslug for more info on the 'conversion' process). This bypasses the gibberling's normal immunity to control or influence. Gibberling never attack the brood gibberling that gave them life. The brood gibberling not only despises light, it actually suffers detrimental effects from contact with sunlight (or the daylight spell).

According to Dynnera:
Deformed, twisted, pale humanoid with black hair and a large maw for a mouth.  A variant on the standard gibberling.  Can control or direct other gibberling.  Spits out slugs which if kills its overcomes its victim converts it into another Brood Gibberling under the mental control of the original (this species means of procreation). Like many of the denizens in Firestorm Peak, they transfer taint upon touch or being touched

Gibberslug: Gibberslug are an alien race of creatures that inhabit the bodies of host creatures. Thousands of gibberling have been converted into hosts by these bizarre and alien creatures. They writhe and wriggle beneath the skin of their host creature. When seen in the open, gibberslug resemble bloated leaches, the color of newborn mice, with a round, tooth-filled maw. These creatures are injected directly into the bodies of hosts by the bite of an infected creature, or through contact after being spit at a host.

Once the gibberslug has been introduced into the body of a potential host (by failing a fortitude save), it bores its way to the victim's brain, dealing damage each round. After a short amount of time, the gibberslug reaches the gray matter, and melds itself to the victim's brain stem. Applying fire to the entry wound of a gibberslug, or ingesting darkscape fungus before the gibberslug reaches the brain will kill the creature instantly. After a gibberslug reaches the brain, the victim falls unconscious, and begins to suffer nightmares of ghoulish intensity as the gibberslug begins to digest the host's brain, and then his body from the inside. Once the gibberslug has attached itself to the host's brainstem, it begins producing additional gibberslug, which the host (now a brood gibberling) will inject or spit at new victims. At this point, only a properly worded wish spell can save the victim.

After a sufficient incubation period (possibly lasting years), the brood gibberling collapses and undergoes a gruesome transformation. After 5-24 hours, a fully formed gibberling emerges from the husk of skin left behind by the victim. The new gibberling possess no memory of its former life. Despite the lack of any memories, the new gibberling bears an eerie semblance to that of the former host.

According to Dynnera:
On contact with flesh, will begin burrowing to the victim’s brain.  Once in a victim, can only be stopped via fire to the entry wound, or the consumption of darkscape fungus.  Turns victim into a Brood Gibberling under mental control of the original; immune to any other mind affecting abilities.

Gnoll: This humanoid is slightly taller than a Human. It has gray skin, a furry body and a head like a hyena's, with a reddish-gray mane. Gnoll's are hyena-headed evil humanoids that wander loose in tribes. Gnoll's prefer intelligent creatures as food because they scream more. They tend to think with their stomachs, and fight for food whenever they're given the opportunity.

Goblin: A scourge upon the Oerth. This foul race of beings is known for its evil disposition. Flat faced humanoids with broad noses and pointed ears; Goblins have wide mouths full of sharp fangs. With various eye, hair and skin colors, Goblins constitute a varied tribe of evil creatures. Usually attacking in numbers, these creatures make good tacticians and experts at ambush. Small and relatively weak, their numbers and tactics can sometimes leave more experienced opponents in retreat.

Golem, Clay: This automaton has been sculpted from soft clay. It's about 18 inches taller than a normal human, and its features are grossly distorted from the human norm. Its chest is overly large, with arms attached by thick knots of muscle at the shoulder, hanging down to its knees, and ending in short stubby fingers. It has no neck, and the large head has broad, flat features. Its legs are short and bowed, ending in wide, flat feet. It smells faintly of clay.

Golem, Flesh: Magically created automatons of great power. The construction of one involves mighty magic and elemental forces. Standing a head and a half taller than most humans, and weighing 350 pounds. It is made from a ghoulish collection of stolen human body parts, stitched together to form a single composite human body. Its skin is the sickly green or yellow of freshly dug earth and dead flesh. It wears whatever its creator desires. It has no possessions, and no weapons. The Golem cannot speak, although it can utter guttural sounds. It walks and moves with a stiff jointed gait, as if it is not in complete control over its body parts. Golems are created to serve their master. Flesh Golem's are extremely strong, and can only be damaged by magic weapons.

Golem, Flint: A magically enchanted construct. The party hasn't actually fought any of these Golem's, but they've encountered two of them. Standing seven feet tall, and constructed out of a shiny black stone. These Flint Golem's are usually armed with some sort of two-handed weapon. With emerald green gems as eyes, one can imagine an evil sentience driving the life force behind these guardians. An intense hatred for the living, and a eagerness to do combat fills the Golem with an other-worldly purpose.

As one could imagine, striking these constructs with a metal weapon creates a shower of sparks. Considering the fact that the party encountered them near vats of super-heated highly combustible oil, getting into it with such a Golem would probably be very unwise. The party managed to dispose of one in a pit of boiling oil, and they bypassed the trap that would have forced them to fight another.

Golem, Iron: A magically enchanted construct. resembling a giant completely covered in armor, this metallic automaton is a deadly opponent. Capable of withstanding more damage than an entire battalion, this mighty construct dishes out gigantic proportions of damage with it's slam attacks. Aside from the crushing physical blows of it's fists, this guardian is also capable of expelling a cloud of poisonous gas on occasion. As heavy as a mountain, the ground trembles as this mobile wrecking ball ambles about in search of opponents. With limited capacity to adapt to changing situations, this monstrous behemoth is only as dangerous as it's limited programming.

Golem, Stone: A magically enchanted construct. This automaton has been cut from solid stone, apparently made out of some sort of black granite. Standing nearly twenty feet tall, and weighing more than 32,000 pounds, this colossus is easily four times larger than any normal Human. Resembling a roughly chiseled statue of a soldier, these guardians were equipped with massive stone swords.

Tanar's Creature Notes:
Huge creatures capable of mighty strikes with carved stone swords.  Significantly immune to magic, as well as having damage resistance and low light vision. These constructs tend to be programmed for certain actions.  Some stone golems have a control talisman instead of embedded, constant commands.

Golem, Thayan: A magically enchanted construct. A deadly archer and powerful guardian. Standing on a six foot tall frame, the Thayan golem is carved from dark Thayan oak. Shaped like a man-at-arms wearing a steel cap and breastplate, this construct weighs in at a hefty 400 pounds. One of the golem's arms ends in a built-in longbow. Equipped with quivers full of special arrows (the one our adventurers fought had lighting arrows), this highly skilled archer is a deadly opponent capable of holding off a horde of opponents, and inflicting devastating damage with it's deadly accurate attacks.

Gorgon: A large magical beast covered in dusky metallic scales. The Gorgon looks like a Bull on steroids! With silver horns and a penchant to charge anything that moves, this creature isn't big on conversation. Gorgons have a breath weapon which petrifies opponents.

An entry from Zeddishous the chronicler:
A creature that has the appearance of a large stone bull. This magical creature has dusky metallic looking scales. They will attack on sight (we were safe since we happened to be on a different plane when we spotted him). He also possess a very powerful breath weapon. When employed a cone extending for about 60’ will turn anything in its path into stone.

Gravorg: The party read about this monster in a Bestiary - Their knowledge is limited to the following information: This 10-foot long, four legged subterranean magical beast looks somewhat like a white/gray/black sloth.  It uses its ability to manipulate gravity to repeatedly bounce prey between floors and ceilings until they appear to be unconscious before coming out of hiding.

Green Slime: At first, this "creature" appeared to be just a bright green growth of some kind, like a patch of mold or algae.  We didn't think it was all that dangerous, until it ate the spear we poked it with. One of our group recognized it as a malignant ooze, capable of converting flesh into slime. We used fire to kill it, although cold would have worked as well.

Green Warder: The party read about this monster in a Bestiary - Their knowledge is limited to the following information: These guardians of Elven forests are medium sized plants that can create confusion in opponents or put them to sleep.  They set alarms in their forest to alert themselves when intruders are prowling around.

Grimlock: Powerfully-built humanoids. These warlike subterranean creatures emerge from their deep caverns at night to search for unlucky humans to add to their larders. Grimlock have thick, scaly, gray skin and long, black, filthy hair. Their teeth are white and extremely sharp. Their eyes are blank white orbs. Grimlock are totally blind, but have highly developed senses of smell and hearing.

Grub, cranial: A strange worm like creature. These white grubs are blind, tiny, and seemingly defenseless, but they can be used to control the mind of a host. Implanted in the ear, this creature attaches itself to the hosts nervous system, tapping into the very center of the brain. Once imbedded, the creature acts as a mind control conduit or mechanism of some sort. While implanted, the grub can cause the victim to commit all sorts of heinous acts. The victim has no recollection of the actions it is caused to perform. Outwardly, there is no way to determine whether a person has such a grub implanted in their skull. Only very close examination or some sort of magical detection can provide the means to detect this infestation. The grubs can be removed surgically, but the procedure is a very delicate operation, and it carries great risk. The party has also discovered that a 'remove disease' spell will kill the parasite without harming the host.

Where do these creatures come from? What would they become if left to mature? How is it that an Elven Supremacist group known as C.O.E.P.A.S. is able to make use of them?

Guardian, Stone: A statue like golem, this bruiser makes an excellent guardian, deterring those who seek easy access to off-limits areas. Created to crush skulls, these guardians are heavy on brawn, immune to mind influencing/affecting spells, and resistant to most normal weapons. Man sized and made of stone, these monsters are single minded automatons designed to carry out explicit instructions.

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Harpy: We heard this creature before we saw it. Its sweet sounding song had a strong charming effect. Its appearance, however, was a stark contrast to its melodic voice. It looked like an ugly, naked old hag. It was covered in filth, and there was blood matted into its tangled hair. A pair of leathery wings allowed it to fly as it tried to club us with a large bone. A group of these flying fiends attack the party while they were flying (in a flying ship) back to Whillip from an adventure. Accompanied by a highly skilled Harpy archer, the group of Harpies managed to lure many of the ships crew members to step over the side and plummet to their deaths two thousand feet below.

Hell-hound: Medium sized evil outsiders. These creatures resemble big, powerfully built dogs with short, rust-red fur; its markings, teeth, and tongue are sooty black. It has red, glowing eyes. Hell-hounds are aggressive, fire breathing canines from the plane of Acheron. Specimens are frequently brought to the Material Plane to serve evil beings, and many have established indigenous breeding populations.

Hippogriff: A beast with the torso and hindquarters of a horse. This creature has the forelegs, wings and head of a giant eagle. While hippogriff aren't highly intelligent, they're smart enough to follow simple commands, and they make excellent flying mounts. Typically 9 feet long, with a 20 foot wingspan, these creatures weigh in around 1000 pounds, but they can carry (flying) up to 900 pounds.

Hobgoblin: This burly humanoid stands about 6-1/2 feet tall. It has hairy skin, feral eyes, and flat nose and chin. Larger cousins of Goblins. Hobgoblins are far more aggressive and organized than their smaller relatives. A race of military strategists with a mean streak. Hobgoblins often make war on other humanoids and act as mercenaries in the wars of others.

Hopping Pink OinkerHopping Pink Oinker: A strange looking beast, hopping and squealing, it lopped onto the field like some strange rabbit-pig mutant. A magical abomination, capable of draining away spells and charged items, a dangerous foe indeed; especially for a party that's heavily dependent on magic.

Immune to normal weapons, and unaffected by everything but magical damage, these beasts grow as they take damage. After taking more damage than their bizarre life can endure, they explode in a shower of shredded flesh and gore. After finally defeating one of the beasts, the party was dismayed to find that absorbing magical damage causes these creatures to reproduce; instantly generating a new Oinker hungry for more magic.

Attracted to the 'Smell' of magic. These creatures seek out magic in order to eat the charges and spells associated with any magic wielding sources. Although these creatures aren't heavily armored, or extremely resilient, their tendency to explode, and eat magic makes them a dangerous opponent.

The party has discovered that these creatures despise any form of anti-magic. They will avoid dead zones, and retreat from anyone/thing wielding an anti-magic device/ability.

Hulk, Kaortic: An armored, horrible bulk, this creature is a mass of resinous armor, organically ribbed and fluted. The creature has a slick and disturbingly obscene character. It's overall shape, while huge, is like a four-legged predatory beast. Each of it's limbs ended with large paws, equipped with scimitar like claws. It's maw was crowded with twisted, wicked and insanely sharp teeth. The creature had no eyes or ears, but seemed to know precisely where everyone was. It even seemed to 'see' Grenco with no difficulty, despite his invisibility. Absolutely quite, it vanished into thin air when the party wasn't looking.

Musings from Dynnera the wise:
In our encounters with these twisted creatures, we have seen them turn invisible and change into a gaseous form. Ravenous beasts with an uncanny ability to evade our blades, these creatures belong not upon this plane. We will continue to vanquish them whenever we meet.

Hybsil: Woodland nomads devoted to deities of nature, their families, and acts of bravery. They look like three foot tall centaurs with the bodies of antelope instead of horses. They live in tribes of 20 to 80 individuals and hunt across wide ranges of territory, often quite distant from their camps in order to keep enemies away from their families. Males have large forking antlers that molt in the winter and grow back in the spring. Female Hybsil have permanent, smaller, slightly spiraled antlers without branches. Due to their diminutive nature, these creatures usually carry bow and arrow with quills dipped in various poisons (to which they are immune). They cast a short list of spells, can see invisible opponents, and skilled as scouts.

Details penned by Dynnera the wise:
Hybrid creature diminutive version

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Ice Toad: A large froglike creature, the size of a horse - or larger! It's skin is a dead white color, with warty lumps of pale blue, and a mouth filled with many small sharp teeth. Although they're more intelligent than mere animals, they are still too dim for complicated tactics. They attack just about anything, and fight brutally. Like all toads, they attack with their tongues, using them to drag prey into their mouths.

Capable of grappling and grasping prey with their great tongues. Large and powerful, unwary opponents (of man size) can easily be swallowed if grappled by the beasts great tongue. Digestive acids quickly go to work on any unwilling meal, and it doesn't take long before most meals are liquefied. In addition to the might blows of it's great tongue. The ice toad also numbs it's opponents by emitting a harmful field of deadly numbing cold. This field of fierce cold is capable of killing normal creatures out to 10 feet away.

According to Dynnera - Mistress of the Journals:
Huge sized white toads. They seemingly attacked independently and typically went for the largest meat source nearest them. Their tongue would reach out at least 10ft and would coil around you if they hit. There mouths looked to be capable of swallowing things whole but none of us were ever at risk. Apparently susceptible to fire.

Imp, Bog: A small humanoid creature rises from the stagnant waters of the swamp. Naked save for the moss and leaves that cling to its splotchy green skin, it has spindly, pointed ears. Its eyes gleam, and its grin displays broken teeth as swamp water trickles from its mouth.

Tanar's Creature Notes:
Extremely fast creatures with the ability to transverse all bog terrain with ease.  They seemed to have a unique power to soften the ground beneath a targeted person. Making the ground as soft as quick sand (or worse).  They could burrow into the bog as quickly as their movement across it.  They seem comparably sized to Grenco.

Invisible Stalker: Natives to the elemental plane of Air, these creatures sometimes serve spell casters, who summon them to perform specific tasks. These creatures are powerful combatants, capable of using their own bodies as weapons. Smashing opponents with sudden, intense blasts of wind, the Invisible Stalker makes an excellent guard. Their ability to track opponents borders on the supernatural. What does an Invisible Stalker look like? Good question.

Iron Cobra: A tenacious construct capable of tracking down its victims over nearly any terrain. An Iron Cobra is typically 3 feet long and weighs about 100 pounds. It looks like a cobra made out of dozens of circular iron bands, fitted together to form a snakelike body. Stealthy and poisonous, these constructs are built by magic users to serve as treasure guards or likely assassins.

An entry from Zeddishous the chronicler:
Well I guess it should have been expected. Walk through a field full of tall grass and you're bound to run into a snake or two. Never did we imagine that we’d run into three different species. In a nearby rocky area we found an Iron Cobra. This 3’ 100lb viper looked like a cobra made out of iron (DUH). A construct that is capable of dispensing 3 doses of poison. The poison varies depending on the makers design. It is immune to all mental effects and has darkvision.

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Kenku: Cloaked humanoids that cling to the shadows. Kenku have birdlike talons instead of hands or feet. Beneath the cowl of their robes, one can discern avian features—beady black eyes, a black beak, and russet-brown feathers. Kenku are a race of creatures evolved from avians, although they retain their feathers, gone are the wings and with them flight. These beings are selfish and secretive in their dealings. They rarely travel alone, instead traveling the dark corridors of cities or desolate road-ways of the countryside in flocks. They are often employed as spies, thieves or assassins. They are also known to be shrewd traders.

According to Dynnera:
Kenku are Raven looking humanoid creatures with avian features.  Vestigial wings prevent them from flying.  They live in nests near civilizations and are known to be secretive and predisposed to assassination and thievery.  They rarely are solitary.

Killer column: A masonry monstrosity. Disguised to look like an architectural support. This creature is actually some sort of giant worm. It waits patiently disguised until some unsuspecting prey ventures near. Bending over like some giant macaroni noodle, it opens its mouth and attempts to swallow whole it's prey. The maw of this monster is big enough around to swallow anything smaller than a horse. It's mouth is lined with razor sharp teeth, and the creature is capable of crushing, mincing and swallowing it's prey in one fell swoop. This monster will definitely keep the bold adventurer on his or her toes.

An entry from Zeddishous the chronicler:
Not quite sure what these things are. I only know they look like stone columns. However, don’t try to take their treasure. When the treasure was touched, one of these columns detached itself from the opposite wall and tried to swallow Kethri. Lucky for her she only had a bite taken out of her. Once she dropped the item the “column” reattached itself and quieted down.

Further investigation revealed one weakness. If you stand directly adjacent to the creature, it cannot reach you by bending over. The party also discovered that these creatures are capable of movement. They can detach one end of their body from a surface bend over, and then straighten out again by lifting the other end of their body. They look something like a giant slinky when they move about in this fashion. Thankfully they're relatively slow.

Kobold: A cowardly and sadistic race of short humanoids that vigorously contest Human and demi-human races for living space and food. They especially dislike gnomes and attack them on sight. Barely clearing three feet in height, Kobolds have scaly hides that range from dark, rusty brown, to a rusty black. They smell of damp dogs and stagnant water. Their eyes glow like a bright red spark, and they have two small horns ranging from tan to white. Because of the Kobolds fondness for wearing raggedy garb of red and orange, their non-prehensile rat-like tails, and their language (which sounds like dogs yapping), these fell creatures are often not taken seriously. This is often a fatal mistake, for what they lack in size and strength, they make up for in ferocity, tenacity, and cunning.

kobolds are typically weak. Your common kobold has a slight edge over a common farmer. He's more bloodthirsty.

Rusty hingeThe Rusty Hinge tribe - An encounter with some kobolds in the Oversember Vale proves that not all kobolds are created equal. The kobolds in that valley are well disciplined, well trained, well equipped, and act like well trained militia. They even fight like true warriors. They certainly stood toe to toe with our group of 3rd level adventurers for much longer than expected. Tough little buggers.

The Rusty Hinge tribe is actually a school. Kobold members of a military academy. This tribe is using Sharisthek as a military training school. Kobold tribes from all around the area send their best warriors there to learn to fight better, and then they go back to their tribes to be leaders. Zhabovekh is the leader of the whole school, and he is a high level priest of Kurtulmak (A Kobold deity). He can use a spell that makes a pillar of fire shoot down from the sky, and he can teleport himself whenever he wants. I wonder if he's been hanging out with those succubusses?

The leaders of these kobolds are man-sized kobolds (kobolds are usually small (2 - 3 feet tall)) with metallic scales. The leaders were also noted carrying what appeared to be magic items. There are four Kobolds working under Zhabovekh. Khosh leads the Agnorak squad, Gorm leads the Bros'to squad, Saguro leads the Co-Jahmi squad, and Zake leads the Davek-Nar squad. The students are the squad members. Everybody that attends the school is considered to be part of the "Rusty Hinge Tribe." Kagnythus said that he's heard about these Kobolds raiding nearby villages and caravans. He said that they don't just kill everyone they can, like Kobolds normally do, but just take stuff and only kill the people they have to.

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Leprechaun: Diminutive folk who are found in fair, green lands and enjoy frolicking, working magic, and causing harmless magic. Two feet tall, with pointed ears, and tapered noses. Highly adept, and endowed with innate magical abilities. Leprechauns have a keen sense of humor, and enjoy playing pranks on normal folk.

Living wall: The party learned about this 'creature' from the Myconid king of Firestorm peak - Their knowledge is limited to the following information: This abomination is an affront to all nature. Pulsing with blood and undulating with unseen muscles, walls of living flesh are crafted by fiends, necromancers, and other twisted creatures. Walls of living flesh are resilient to harm and have fast healing. The flesh wall of Firestorm peak has eyes, gaping maws, and other distinguishable facial characteristics. This thing is known to absorb the powers and abilities of those it consumes.

According to Dynnera:
A mass of flesh, mouths, eyes, and limbs.  Initially created by arcane methods (fiend or necromantic) it has the ability to: restore itself within 24 hours, damage resistance, can see with its eyes and cast divination spells, and attempts to ‘absorb’ intelligent creatures potentially gaining any spell casting abilities of that creature.

Lizard men: Savage, semi-aquatic, reptilian humanoids that live through scavenging, raiding, and in less hostile areas, by fishing and gathering. Adult Lizard men stand 6 to 7 feet tall, weighing 200 to 250 pounds. Skin tone ranges from dark green to gray and brown. Scales give the skin a flecked appearance. Non-prehensile tails average three to four feet in length. Males are nearly impossible to distinguish from females without close inspection. Lizard men garb is limited to strings of bones and other barbaric ornament.

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Mageripper Swarm: A writhing mass of bizarre little creatures. These monsters swarm across the floor and walls. Their tentacles wave about as if sensing the air. Eyeless little bodies, covered with bristly fur, their bodies are little more than a gaping maw filled with tiny sharp teeth. Somehow, without eyes, they seem to move unerringly towards the spell-casters in our group. Not only can they sense magic, they can dispel it, and suck spells from the spell-casters that they attack. Crawling, swarming and overwhelming their opponents. The swarm nauseates it's victims, continuously gnawing, chewing and biting.

Maschin-I-Bozorg: Mechanical constructs built and controlled by the Kagu-Svirfnebli, a tribe of Svirfneblin who live in the Earthspur mountains. These devices come in three sizes: Small, medium and large. The small ones measure 3' in dia, the medium 6' in diameter, and the large are 9' in diameter. All three are a low metal dome that rides close to the floor. Made of metal, these devices are controlled by the Svirfneblin that built them. Acting as cave defenders, these constructs are armed with a variety of offensive and defensive capabilities. The medium sized devices were armed with a scalding blast of steam, and four dart portals. The darts had a stunning and weakening effect, while the scalding steam could knock a person down. Touching the bare metal surface, or attacking the Maschin-I-Bozorg with metal weapons resulted in a sever electrical jolt which could easily knock an attacker prone. Prone victims were subject to a trampling effect. The best way to fight these constructs is to tip them over. A difficult but possible tactic. Doing so renders them unable to properly aim their attacks.

An entry from Zeddishous the chronicler:
We came across this round metal turtle like thing. I actually recognized a creature for once. This was one of those 'Iron Dragons' we heard of in our visions. This ‘creature’ comes in three different sizes, moves on wheels mounted underneath the body, and attacks with hot steam, darts which can stun, and to Ashedyn's surprise, quite a shock when touched. Thanks to Rezigrene’s electricity immunity and great strength we were able to capitalize on the creatures major weakness… Turn almost anything turtle shaped on it’s back and you’ve got it licked.

Mind Flayer: (Also know as Illithid) This strange humanoid being stands nearly as tall as a Human. It's rubbery skin is greenish blue in tint, and covered with a glistening sheen of slime. The creature's head resembles a four-tentacled octopus with beady white eyes. These evil beings are members of a powerful race which dominates it's enemies minds, conquers weaker races, and enslaves the weak willed. They typically attack from a distance, bringing powerful mind based attacks to bear. In melee, opponents find that Mind Flayer's have a taste for the flesh of intelligent opponents - Especially the flesh of one's brain!

Mivilorn: The party read about this monster in a Bestiary - Their knowledge is limited to the following information: This creature looks much like an elephant-sized bulldog.  It can puke digestive acid at opponents.  It charges into melee with its huge mouth open as wide as possible trying to scoop up foes.  It chews on a victim for a short time, and then spits it out on the ground to check to see if it is still alive.  It repeats the process until the victim is dead.

Mohrg: The party read about this monster in a Bestiary - Their knowledge is limited to the following information: A medium sized undead creature. This monster looks like a gaunt nearly skeletal corpse, its rib cage filled with horrid, writhing viscera. The creature's tongue is its most noteworthy feature—long, cartilaginous, and clawed. Mohrg are the animated corpses of mass murderers or similar villains who died without atoning for their crimes.

Mold, Russet: This unusual form of subterranean life can be something of a hazard to unseasoned adventurers. A microbial colony of plant life, the mold can accumulate into a large patches of brownish red mold. These 'creatures' typically dwell in areas void of sunlight. This particular form of mold resembles a patch of rust when viewed at a distance (30 feet or more). When one gets closer, a lumpier consistency is noted, and one can see short, hair-like growths standing upright on the surface of the patch. These 'hairs' seem to sway slightly as if there were a breeze present. Immune to most forms of attack (spells and weapons), the mold can be killed by exposure to alcohol, acid, salt or the application of a cure disease spell or any contact with sunlight (magical or otherwise). The colony constantly emits a barely perceptible cloud of spores in a five foot radius. Any living creatures entering the spore cloud immediately begin to suffer adverse affects (fortitude save permitted), as the spores infect and attack living tissue at the cellular level. Those who succumb to the 'sickness', die within minutes. These unfortunate victims are 'resurrected' as an animated abomination, after the mold has completely enveloped and infested their corpse.

Mold, War: This creature appeared as a giant slimy abomination, composed entirely of mold. Thanks to Zedd's worldly knowledge and vast experience as a ranger, he was able to tell the group that this was a summoned creature. Unfortunately the summoner (Eilownwy) didn't inform the party, so the party (prior to Zedd's auspicious observation) initially attacked this ally. The war mold is a creature formulated in a lab to follow the directions of it's summoner. It attacks by bludgeoning the enemy with each of its large arms. Note: in the case of this particular creature, it manifested itself in the form of a large X (Could this be a indication of the original creator?).

Monkey-Man: An imaginary creature. Occasionally the wizard in our group changes himself into a flying 'Monkey-man'. The monkey-man looks like a Baboon (A monkey) with dark blue skin, black hair, and a pair of large bat like wings. Odd looking, but capable of flight. Something the wizard sometimes finds himself in need of.

Mummy, Salt: The party read about this monster in a Bestiary - Their knowledge is limited to the following information: These undead were extremely evil humanoids that were accidentally buried too close to veins of salt.  In addition to the damage they inflict with their powerful blows, merely touching (or being touch by) a salt mummy causes extra damage to a creature as water is evaporated from its body.  Water creatures are especially vulnerable to this threat.  Damage to a salt mummy’s body is repaired very quickly.

Myconid: Myconids, or fungus men, are a race of intelligent fungi that live in remote reaches underground, far away from others. They are cautious creatures that deplore violence. These intelligent, mobile mushrooms are among the more unusual creatures that live deep below ground. Myconids are gentle, quiet, shy, and thoughtful. They always view strangers with distrust because they assume that all strangers are destructive and violent. To ensure that they can live in peace, they usually make their homes far from the more commonly traveled subterranean paths.

Myconid range from 2 to 12 feet tall. The primary physical characteristics that distinguish it from other giant toadstools are its limbs—the lower half of its trunk is split in half to form two legs, and two arms jut out from just beneath its cap. It also has two eyes in the cap, which are perfectly concealed when it closes them. Its hands seem to have a random number of fingers and thumbs. Myconid have life spans of 20 - 30 years. When first spawned, the infants resemble a giant toadstool. By the age of four, it has reached adulthood and becomes mobile. Thereafter, its appearance changes very little as it ages.

Myconid social structure relies on a highly organized caste system, and the various forms of Myconid have access to/the ability to emit a variety of spores. There are at least six (and possibly more) different types of spores which Myconid emit. Distress spores act as a warning to other Myconid. Alerting all Myconid within 120 feet that danger is present. Reproduction spores are used to perpetuate the species. Rapport spores allow Myconid to communicate telepathically with non-Myconid life forms. Pacification spores are used on hostile intruders. Hallucination spores can also be used against violent creatures. Animation spores are used by the sovereign Myconid in order to animate corpses which can be commanded for defense and work.

Noted by Solmar the Paladin:
A colony of sentient mushrooms - Pacifists.  Resistant to taint permeating area.  Ruled over by a King.  Willing to ally with us to a limited degree.  Can create a potion which prevents receiving taint from remaining in tainted area for extended period of time.  Willing to provide us safe haven to rest as long as we do not bring any conflicts into their territory.  Overall, alliance is an extremely valuable asset.  In return, we agreed to bring to them a large quantity of fertile soil.  Should be easy to obtain from forest on surface.

As described by Dynnera, mistress of the chronicles:
Toadstool looking intelligent humanoids with purple skin.  They are immune to poison, sleep, paralysis, polymorph, taint, and possess other plant traits.  They have the ability to generate various spores to multiple affect: distress, reproduction, pacification, hallucination, animation, and telepathic communication. Myconid have the ability to turn darkscape mushrooms into an elixir which wards off taint.  It takes them an hour per dose to prepare, and requires a mixture of their ‘pacification’ spores.  It protects people twice within a given day.

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Naga, Dark: The party has been slowly accumulating knowledge about a Dark Naga. The party has figured out that a Dark Naga is behind the evil that has infested the small town of Orlane. Recently, the party found an intricately carved statue of a Dark Naga. Intelligent, and Evil, this snakelike creature has a deep purple body