Monsters S

 

Salamandrians

The Salamandrians are a strange race of humanoid amphibians who are unpleasant, aggressive and territorial in the extreme. Many attempts to forge peaceful relations with the Salamandrian race have resulted in war and death. They tend to live in warm watery regions. They are adept at moving both in water and out, but extended removal from water leaves them weak and sickly. Salamandrians are brightly colored. Their variations can go from deepest black to fiery red. Their skin is highly prized in some regions for its beauty, since it can be fashioned into various soft goods. Salamandrians breathe through their skin, which makes speech almost impossible and so their language is almost entirely movement-based. They attack with claws and can spit poison at enemies.

 

Aqua Salamandrians

Unlike the normal Salamandrians, Aqua Salamandrians are unable to ever leave the water. An Aqua Salamandrian is typically equipped with nothing.

 

Hatching Salamandrians

Exp:     4

Health: 2-3

Typical Damage:            1-5

 

High Priestess Salamandrians

A Salamandrian High Priestess is typically equipped with a Staff of the Salamander. Player’s Note: Salamandrian high priestesses have a ranged attack described as  ‘magical balls of fire’. It doesn’t automatically hit, but when it does, it inflicts 1-5 damage. This attack would seem to be provided by the Staff of the Salamander.

Health: 9-15

Typical Damage:            1-7

 

Priestess Salamandrians

Salamandrian priestesses are reported to have a ranged attack composed of water.

Health: 15

Typical Damage:            <7

Defenses: Normal: -40 (A) Fire: ? Cold: ? Chemical: ? Magical: -33 (A) Mental: ?

 

Warrior Salamandrians

Salamandrian warriors are reported to have three attacks.

Exp:     18

Health: 7-10

Typical Damage:            <7

Defenses: Normal: 32 (A) Fire: ? Cold: ? Chemical: ? Magical: -40 (A) Mental: ?

 

Sammaritsu

The sammaritsu are a strange and magical race of elementals. These creatures are not indigenous to the world of Myriad. Instead, they found their way here by means of strange magic. They are usually seeking fresh blood when their own world’s have all but run out. Sammaritsu need to drink the blood of a human virgin, male or female, at least once a month or they begin to age rapidly, withering to dust in seconds. These evil creatures usually have the appearance of multi-armed women with the lower torso of a serpent of some kind, but have been known to take normal human form at times as well. They are dangerous in combat because of their multi-limbed attacks and versatile weapon use and they are difficult to kill because their bodies can soak up more damage than any normal human would be able to withstand. Reported to have three attacks per phase. They are armed with scimitars, long swords, short swords, daggers, and wooden shields. They sometimes attack with bare hands and shield bosses as well.

Exp:         42-60

Health:     21

Typical Damage:                5

Defenses: Normal: ? Fire: ? Cold: ? Chemical: ? Magical: -25 (A) Mental: ?

Alignment:                Evil

 

Sand Folk

Some say that Sand Folk are related to Goblins. Perhaps they are: they have the same mean disposition and hostile nature. In appearance sand folk stand some five feet tall and are possessed of pointed ears and sharp, angular features. Their skin is pale and has the texture of sandpaper, their eyes large, white discs that seem to grant them superior eyesight in most conditions. Rumor would have it that these creatures are common in Kyr, but they are rarely seen in Bereny unless some enchantment creates suitable areas in which they can live: they rarely stray from the sandy areas that give them their name. Sand Folk are known to be resistant to all sorts of heat and fire, but to hate the cold. Sand Folk is equipped with, Wooden Club.

Health:     1-6

 

Scarecrow

It is not truly known whether the Scarecrows are undead or magical animates, although most sages believe the latter. It is certain, however, that they are filled with the spirit of true evil, their intentions only to bring death. Scarecrows are the animated bodies of man-sized rag-dolls, made entirely from straw and old clothes and a few pieces of wood. Originally used to scare crows from a farmers crops these creatures have somehow become animated and with that life they have gained a dark intelligence, a thirst for slaughter and an enchanted protection which makes them very hard to kill. Scarecrows are immune to a great many forms of attack, most of which just bounce off of them. They can inflict terrible damage with their raking claws and also have the ability to inflict a terrible curse upon their opponent. All their attacks do 'magical' type damage. Reports say that scarecrows are immune to attacks from magical long bows, but are still affected by normal bows and a seer’s staff. A scarecrow’s curse is known as scarecrow sickness. This causes a –5 to max health, -10 to attack skill, and a –2 to damage range. The condition may fade with time.

Exp:         100

Health:     50

Typical Damage:                4 to 8

Alignment:                Evil

 

Greater Scarecrow

Greater scarecrows seem immune to a seer’s staff, fire attacks, and normal blows. Necromancers report that the touch of death parchment is effective. A Greater Scarecrow is equipped with scarecrow claws.

Alignment:            Evil

 

Scavenger

 

Bronze Scavenger

Bronze Scavengers are large animated metal predators. Created hundreds of years ago by powerful elemental magics they roam the dungeons and corridors where they were put to guard. Forever drawn to the metal bronze these Scavengers will kill just to be near an piece of bronze. Legend says that these creatures must be near their element in order to regenerate. Elemental Scavengers can be found in many forms, though all are quite uncommon. Gold, Silver, Bronze, Steel and Iron Scavengers are seen mostly, Star Iron Scavengers are extremely rare, as are Diamond Scavengers. A Bronze Scavenger is equipped with nothing. Player’s Note: Bronze scavengers are immune to magical weapons.

Exp:     56

Damage Reduction: 1 or greater

Health: 30 to 32

Alignment:            Evil

 

Scorpallus

A Scorpallus is an awful creature which may or may not be undead. It has the body or a giant Scorpion which is about the size of a large dog, but it has a strange skull-head with luminous purple eyes and pincers that resemble those of a crab. Many have suggested that this foul monster must be a magical creation, many more that it is likely to be Necromantic, but to date no proof of either has been given. All that is known is that this creature is deadly. Capable of inflicting nasty wounds with its natural weapons it also carries the magical disease known as 'Mortification' which has killed many an adventurer. Due to their exoskeleton and tough composition, Scorpallus are highly-resistant to temperature attacks like Fire and Cold. They are equipped with scorpallus pincers.

Exp:         28

Health:     9-16

Typical Damage:                6

Attack:    -2 (A)

Defenses: Normal: -51 (A) Fire: ? Cold: ? Chemical: ? Magical: ? Mental: ?

 

Black Scorpallus

Black Scorpallus is equipped with Scorpallus Pincers. Player’s Note: Lay to Rest was cast on a black scorpallus to find out if the scorpallus was some form of undead. The result was, ‘I can't cast Lay To Rest on a target which isn't undead!’

 

Ice Scorpallus

Lesser and Greater Ice Scorpallus are much more fearsome creatures, with the Greater Ice Scorpallus growing to the size of a large horse. The horned Scorpallus Skulls are highly sought after by Necromancers, though only Lesser and Greater Scorpallus grow them.

 

Lesser Ice Scorpallus

Lesser Ice Scorpallus is typically equipped with Scorpallus Pincers.

 

Scorpion

 

Necrolyte Scorpion

The Necrolyte Scorpion is a large three-foot scorpion. With deadly venom in it's stinger and pincers that can sheer through bone they are nasty foes to face. Bred with black magic and twisted these creatures are seen to be foul and loathesome, and indeed in parts to be little more zombies. A necrolyte scorpion is typically equipped with nothing.

 

Serpentine

A Serpentine is a strange hybrid creature. It is a giant serpent on its bottom half, but it has the torso of a human woman. These creatures were created in ancient times by dark magics. They are often called Naga. Many believe they are directly connected to the Demons who ruled the world before the Great War, during the Time of Darkness. Naga's are utterly evil. They have no trace of humanity despite the alluring look of their female halves. Naga's slay humanoids and then consume them whole. They are utterly fearless and merciless in the extreme. They attack by biting, their human mouths being able to dislocate and grow to several times their apparent size, full of wicked fangs. Occasionally they will wrap around their target and attempt to squeeze them to death. A Serpentine is equipped with nothing.

 

Shabbala

The shabbala are a strange race of subterranean creatures. They seem highly intelligent, yet they appear to have no language of communication of their own. They dwell alone or in very small groups, attacking almost anything that comes by without any reason. They never eat their prey. Indeed, some sages believe they are able to eat pure rock, although this has not been verified. The shabbala's aggression is a major danger to travelers in dungeons and caves. Especially so since the beast is equipped with three digits tipped with huge claws on its hands and feet which are capable of tearing furrows in stone and far worse in soft flesh. Shabbala are sometimes mistaken for undead, since their eyes faintly glow green in the darkness and they move with surprising stealth for their unwieldy shape. But these creatures are very much alive and very dangerous.

Exp:         18

Health:     9 (Cursed PCs have 25)

 

Shadow Casters

Shadow Casters are devious creatures who live in the underground lairs and dungeons, hiding in the deepest, darkest shadows. Often wrapped in large cloaks of black material these creatures fear the light of day and spend all their lives underground. Unlike the Lurkers, the Casters often use ice sprites as it matches their cold and devious nature. A shadow caster is typically equipped with a woolen robe and a fading ice sprite.

 

Shadow Creatures

Shadow creatures are not guaranteed to be undead. Their essence is other-dimensional, from one of the realms of twilight, however some of those dimensions are beyond the veil of death and some are not. Consequently, while all shadow creatures share one element of their make-up they can be very different in others.

 

Living Shadows

Living Shadows are not undead, but their origins are somewhat strange. It is believed that they are a lower caste, possibly a slave caste in a shadow tribe in some dark place. How they cross over, and why, is not fully understood. Living Shadows look like human men, but made entirely of pitch blackness with white glowing eyes. They are extremely frightening when first encountered due to the unnatural aura they carry with them. Living Shadow is equipped with nothing.

 

Shadow Fiends

Shadow Fiends are not undead, they are the hunters of their tribes in a twilight world, who cross over to life worlds like Myriad in places where they find portals and gaps in reality. Their purpose is to hunt the living to feed to their people. Consequently, they are likely to be your enemy. Shadow Fiend is equipped with nothing.

 

Shadow Enforcer

The Guild of Shadows has recently increased its operations with the recruitment of what they call 'Shadow Enforcers' whose purposes are the furthering of the guilds aims and assistance of its members. These rogues wear jet black cloaks which give them a macabre appearance which has coined them the nickname the 'Men in Black'. These Guild of Shadows operatives are not adventurers and have no adventurers license. They are simply hirelings or henchmen of the Guild of Shadows. Their true purpose is unknown. There are many rumors and whispers about them, but to the public eye they are simply citizens of Bereny going about their business...

Defenses: Normal: ? Fire: ? Cold: immune Chemical: ? Magical: ? Mental: immune

 

Shadow Stalker

This dreadful creature is thankfully a very rare type of undead. They are pure, unadulterated evil, whose creation came about either through Dark sorcery or a unfortunate natural process, when a murderer is killed in cold blood by another murderer! No matter how shadow stalkers came into being, the horrible reality is that they have and do continue to appear. Shadow stalkers are to be greatly feared! And while they are often content with simple bloodshed, they do occasionally work at darker designs of their own. The worst aspect of their nature is the fact that they are free willed and highly intelligent. They also make deadly opponents in combat. They are not physically strong, but they do have the ability to fire beams of pure hatred from their eyes in the form of strange green energy that does magical damage and strikes through most types of armor! Shadow Stalkers are immune to cold and mental attack forms and are notoriously tough to slay. Shadow Stalkers are typically equipped with nothing. Player’s Note: They typically drop onyx, tiger-eye agates, and approximately 50 gp.

Exp:         58

Health:     25-33

Typical Damage:                1-4

 

Shadow Stalker Duke

In the rift, these creatures have proper names.

Exp:     160

Typical Damage:            1-5

 

Shadow Stalker Entity

A seer’s staff affects shadow entities.

Exp:     160

Health: 20+

Typical Damage:            1-11

 

Shadow Stalker King

Shadow kings have proper names.

Typical Damage:            0-8

 

Shadow Stalker Master

A seer’s staff affects shadow entities.

Health: 11+

 

Shadow Thief

The Shadow Thief, whilst not particularly tough, is a feared type of undead because of its unique and varied powers. These creatures are created either by dark magic or when a thief is slain by another thief whom he had reason to trust: when there is no honor amongst thieves, this can be the result. They have the power to tear a person's shadow from them and they make tattered cloaks (which are much prized by some rogues and assassins) from the shadows they steal in this way. The claws of the Shadow Thief are bitterly cold and these inflict 'cold' damage. The thief itself is immune to cold damage and, being undead, to mental damage also. They are equipped with silhouette cloaks.

Exp:         ?

Health:     12+

Typical Damage:                ?

Attack:    ?

Defenses: Normal: ? Fire: ? Cold: ? Chemical: ? Magical: ? Mental: ?

Alignment:                ?

Move Rate:                ?

 

Shantari

The Shantari are an insectoid race which live far below the surface. They have four arms, three legs and the head of a huge fly. Their multi-faceted compound eyes are perfect for the gloom of the underworld. Mostly weak and not terribly intelligent, the Shantari are somewhat pathetic compared to others denizens from far below the ground. They live on the remains left behind by other, more powerful creatures.

 

Shantari Mage

The mages of the Shantari are the leaders, although their name is misleading. In general, they frighten their followers with a pretence of magic which they actually do not have. Only a very few wield the power to cast genuine spells. Shantari Mages are typically equipped with Curved Metal Stick.

 

Shantari Warrior

Shantari Warriors are typically equipped with Spiked Club.

 

Shark

 

Blood Sea Ghost

Lurking beneath the pallid waves of demon seas, these infernal sharks are incredibly fast and agile, malevolently intelligent and voraciously hungry. Able to navigate water very quickly and attack with terrible speed they are a deadly foe beneath the waves. With pale white flesh that glows very faintly and cold dead doll-like eyes these creatures have been called "Blood Sea Ghosts" by denizens of the lands they inhabit. Blood Sea ghosts are typically equipped with nothing.

 

Shroom Stalker

'Shrooms are intelligent vegetables, giant mushroom creatures which slouch around dark and fetid areas looking for things to eat. They eat just about anything, but flesh is particularly pleasant, even more so if its old and rotting. Fresh meat isn't their ideal cuisine, but 'Shrooms aren't too choosy. If they can wobble up to it and eat it, they will. Most 'Shrooms are about 9 foot tall, although size and attack forms do vary quite dramatically since there are many different species around. 'Shroom Stalkers are typically equipped with nothing. Player's Note: Attacks at rang with beams of light.

Damage Reduction: None

Exp: 77

Health: 6+

 

Sickening Men

Cousins to the Oaken men, Sickening Men look like humanoid figures who are made up of long dead wood. Tough and mean, they are servants of the Dark God

Mallis and bring disease wherever they go, particularly delighting in corrupting the virgin forests sacred to Shanna. Sickening Men are vulnerable to fire, but almost immune to cold and very resistant to normal weapons. From their oaken fists spring ragged claws which cause horrible diseases. Those who follow Shanna hunt these creatures as their religious duty. Equipped with lv2 Diseased Claws. These claws cause the disease foul malady. Player’s Notes: Reports indicate they are active all the way to the last hour (turn) of the day. They typically drop 50gp when killed.

Health: 33 to 35

Typical Damage:                15 to 17

 

Silk Beast

A silk beast is a blood wetted mound of strips of silk. The result of a minor demonic possession of ordinary cloth, these creatures are often created by demonologists and other followers of the dark gods who know the spells and incantations to do so. Moving silently and speedily, the silk beast seeks to strangle any it meets and suck their blood from them, blood which it needs to live. Oddly, silk beasts are male: there is a rarer female version, whom the beasts feed and take care of, called the Silk Spectre. These females are more powerful than the males as they have pronounced magical powers. Silk beasts are generally made of many different colors of silk, all soaked in blood, but those made predominantly of red or black silk are more powerful. Silk beasts, because of their nature, are very resistant to normal weapons and to cold, though vulnerable to fire.

 

Skeletal Serpent Beast

The Serpent Beast is a truly monstrous creature before which lesser monsters will cower and fawn, while mortals prey to their feeble gods to be spared its wrath. Skeletal Serpent Beast is equipped with nothing.

 

Skeletons

Skeletons are magically animated piles of bones. They are one of the weakest forms of undead, but still a threat, especially when encountered in numbers. When encountered skeletons tend to be under the control of their summoner. This is not always the case if the summoner is dead. Such master-less skeletons are left free to wander. This is how the occasional band of roving skeletons that adventurers run into is formed. Some skeletons are also left as guardians in certain areas sometimes for centuries. Skeletons do normal damage and are affected by all damage types, except mental to which they are completely immune. Occasionally, unusual types of Skeletons can be found which specialize in certain areas such as Sewer Skeletons, Lava Skeletons, Giant Skeletons and Frost Skeletons. Little is known about these strange hybrids. They typically drop gold.

Exp:         6-7

Health:     5

Typical Damage:                0-4

Attack:    25 (A)

Defenses: Normal: -27 (A) Fire: ? Cold: ? Chemical: ? Magical: ? Mental: ?

 

Ancient Dead

Ancient Dead are a type of skeletal undead that has been raised from very, very old bones. Because the bones they have been raised from are little more than dust it requires very powerful necromancy to animate them. Though these creatures look like skeletons, their bodies are little more than dust held together in a semblance of a human shape by magic. Most ordinary attacks will just pass through their bodies and they are capable of sustaining huge amounts of damage before they are destroyed because most attacks will merely dislodge a little of their dust, but otherwise pass harmlessly through. Like all undead, they are immune to mental attacks and they are also very resistant to cold. Ancient dead warriors and masters are tougher forms of the same creature. An ancient dead is typically equipped with a short sword.

 

Ancient Dead Masters

 

Ancient Dead Warriors

 

Coral Skeletons

Coral Skeletons are a form of undead normally not seen in Bereny, for coral is a thing of the sea and Bereny has no coastline. However, in some places magical corals do grow and those that die near them are often transformed into Coral Skeltons by the inherent magics of the place. Coral Skeletons hate the living and tend to attack them on sight. They are particularly frightening because as long as they are in water their wounds heal themselves: small particles within the water attach themselves to the body of the skeleton, repairing it. Like all undead it is immune to mental attacks. The many coloured corals that attach themselves to the skeleton make it appear most beautiful, but these creatures have no beauty in their souls. It is often debated how intelligent these creatures are: some are reputed to have magical abilities or artifacts. A Coral Skeleton is typically equipped with Coral Sword.

 

Etched Skeletons (Scrimshaw Skeletons)

These skeletons are human bones that have been animated by dire magic. The bones of these skeletons have been decorated, etched with elaborate swirling patterns like they were some sort of living scrimshaw. These skeletons take a great deal of effort to create: they are a work of art more than an undead fiend, though many an adventurer who has been on the receiving end of one of their attacks may wish that the artist had stuck to painting. Skeletons of this type are termed either etched or scrimshaw. The scrimshaw ones are much faster and more powerful. Their decorations provide them with magical protection against both fire and cold, elemental assaults glancing off them. Like all undead, they are immune to mental attacks. They are very fast, which makes them deadly. Equipped with nothing. Player’s Report: Etched skeletons are immune to fire attacks rather than have high fire defense.

Exp:     10

Health: 7

 

Frost Skeletons

It is suspected that frost skeletons do cold damage.

Exp:     10

Health: 5-6

Typical Damage:            6

 

Giant Skeletons

Giant Skeletons are typically equipped with nothing.

 

Glowing Skeletons

Glowing skeletons are magically animated piles of bones. They are one of the weaker forms of undead, but still a threat, especially in numbers. When encountered, glowing skeletons will usually be under the control of a master.

Exp:     26

Health: 10-13

Typical Damage:            1-7

 

Lava Skeletons

Lava skeletons do fire damage.

Exp:     10

Health: 5

Typical Damage:            2-5

Attack:            4 (A)

Defenses: Normal: -36 (A) Fire: 8 (A) Cold: ? Chemical: ? Magical: ? Mental: ?

 

Macabre Knight

A Macabre Knight is an undead skeletal creature who lives deep below the surface of underground watery pools. Some say Macabre Knights are the remains of those who drowned when the weight of their armour pulled them beneath the water while fighting a monstrous foe. A macabre knight is typically equipped with Plate Mail Armor and Great Sword.

Damage: 6

Damage Reduction: 3 or less

Health: 10 (Maybe more)

Exp: 30

 

Jade Skeletons

Jade skeletons are animated by the same power that creates Jade Spectres..... whatever that is. Usually armed with scimitar, shield and leather armor, Jade Skeletons are tougher and faster than their normal brethren. They also tend to attract Jade Spectres, which come to see what the skeleton is up to. A Jade Skeleton is equipped with, leather armor, wooden shields, and scimitar.

Health: 26

Typical Damage:            4-8

 

Phantom Bones

A Phantom Bones is a 12 foot tall skeletal guardian, summoned by a powerful Necromancer, or a creature of great darkness, to defend an area from incursion and infiltration. They are the advanced version of a Guardian Bones. Phantom Bones are terrible enemies, very difficult to harm and able to deal huge damage with each hit. Their hands give off a freezing chill and their strikes do Cold damage type. Due to their sheer size they can hit targets in the same or an adjacent square. Phantom Bones is equipped with nothing.

 

Sewer Skeletons

 

Skeleton Masters

Unlike their lesser kin, Skeletal Masters take a great deal of power to summon. They are highly intelligent and possess a particularly evil streak. They actual enjoy the killing they do. Skeletal Masters often control a number of weaker undead in their locale. They are immune to Mental damage and have a strong resistance against 'normal' damage too. Attacking a Skeletal Master without some magical weapons is fairly foolish. Furthermore, Skeletal Masters have a number of nasty spells of their own which do 'magical' damage, ignoring most standard armor.

Exp:     45

Health: 19-26

Attack:            -14 (A)

Defenses: Normal: -5 (A) Fire: ? Cold: ? Chemical: ? Magical: -52 (A) Mental: ?

 

Skeletal Archers

A skeletal archer is typically equipped with a long bow.

 

Skeletal Hero (PC)

Nobody knows exactly how it happened. The Necromancer cast the spell as usual, watching the parchment crumble in his cold hands. A flash of emerald light was the first oddity, as the skeletons began clawing their way to the surface. The Necromancer began barking out orders but the summoned creatures did not seem to notice. Instead they were staring at each other in amazement. "We're alive again()" said one. It wasn't long before the Necromancer realised that a miracle had happened. These skeletons were not mindless undead, they were sentient .... aware. Their memories were faint, but each of them was sure they had once been a human figher. An adventurer! Thus began the beginning of their adventures. To find themselves and to prove their goodliness intact.

 

Skeletal Mules

Monster mules are the most standard type of mount used by monsters. They aren't fast, but they are tough and decidedly fiery of temper, plus they are smaller than normal mules making them great in dungeon environments, which overland mules cannot enter. Skeletons use skeletal mules, Zombies use Zombie mules. All other monster types use the rough mule, which is specifically bred to be unafraid of their monstrous masters. Upkeep on a mule is 8 GPs per turn. To ride a mount you must issue the order ‘Z <Character ID> 0', where the character ID is the ID number of the mount. To dismount you should issue a 'Z 0 0' order on its own. While mounted, the movement points of the mount are used rather than the rider. The rider must not issue move orders, instead, the mount moves and the rider is taken with them. To issue the 'Mount' order you must be standing in the same square as the mount. Hostility attacks are not triggered for a rider. Player’s Note: Skeletal mules are one of the undead summoned with a Summon Undead 3 parchment.

 

Skeletal Spellslinger

Skeletal Spellslingers are spellcasters who have managed to learn three of the enchanters spells. They are not capable of learning any other spells though, even if they get the scrolls ... their undead intellects are already taxed to the limit! Player’s Note: Based on the invasions of the Mirrormane and Icehaunt Catacomb dungeons, it is believed that the limitations on skeletal spellslingers is false.

 

Skeletal Warrior

Skeletal Warriors have been brought to life by a more powerful spell or unholy summoning and are consequently more intelligent and more powerful. Skeletal warriors wear leather armor, wooden shields, and short swords.

Exp:     34-42

Health: 19-22

Typical Damage:            1-6

Attack:            12 (A)

Defenses: Normal: -23 (A) Fire: ? Cold: ? Chemical: ? Magical: ? Mental: ?

 

Skeletal Raider

Skeletal Raiders are skeletal warriors who have been summoned into being near a great mass of undead and have somehow become infused with additional undead energy. Their torch burns, while their aggression is awful to behold.

 

Whip Skeleton

Whip skeletons are a strange creation. An undead, they have been made by assembling a humanoid form from thin, dry bones. This produces a skeleton that, whilst very weak, is also very fast indeed. The whip skeleton moves with great speed, through it is too weak to wield a weapon and frail if struck (though not as frail as one might think). It is immune to mental attacks, as are all undead, and its great speed and agility make it very hard to hit, and mean that is tends to strike its foes repeatedly, if weakly. A whip skeleton is typically equipped with nothing.

 

Slime Wall

 

Snail

 

Giant Snail

Giant snails prowl the Underworld, living off carrion. However, most have the capacity to spit acid and thus make carrion of their own to eat! Tough and hard to kill, these creatures are slow and this can help the unwary adventurer survive: they are easy to out run. Giant snails are around six feet long, whilst their even huger cousins the monstrous snail can be as large as nine or ten feet. A Giant Snail is equipped with nothing.

 

Snakes

 

Anaconda

An anaconda is a more exotic sub-character that can be purchased in the courtyard or at a magical trader. Anaconda’s can be purchased using the order ‘B 1004’. This costs 150gp. They also have an upkeep cost of 2gp per turn. Although they are more expensive, they are not necessarily a more useful than cheaper animals. They are simply rarer and more expensive, which is reflected in their price. As with any other sub-character, if there is ever not enough money to pay the upkeep the animal disappears (runs off/dies/whatever) immediately.

 

Giant Royal Python

A Giant Royal Python is a deadly snake that lives in deep underground places and in moist wet conditions. They are also common in jungle terrain. These snakes, as adults, grow to a clear twelve feet in length with bodies as wide as a man's chest. Their sheer crushing power can be devastating, but they also have a poisonous bite (additional damage) which affects the victim as a 'chemical' attack. Although some very rich people hire snake charmers to control the snakes as pets and even guards, the Royal Python is insidiously intelligent and generally not too safe around humanoids. A giant royal python is equipped with nothing.

Health: 8-10

 

Ice Python

Ice Pythons are deadly snakes, which live in the icy realms. Most common in the depths of Icehaunt where the hunters have yet to eradicate the species. On the overland these snakes are rare as their Ice Scales were used to create the Glacier Barbarians Scale armor, though this technique has been lost to time. These snakes, as adults, grow to a clear twelve feet in length, which bodies as wide as a man's chest. Their sheer crushing power can be devastating, but they also have a poisonous bite (additional damage), which affects the victim as a 'chemical' attack. Ice Pythons are typically equipped with nothing.

 

Snowy Fiend

 

Lesser Snowy Fiend

Lesser Snowy Fiends are demonic bear like creatures who live in the snowy depths. With their pure white coats only their faces are seen when they attack. Immune to the icy cold they are vicious creatures with sharp claws and fangs. Lesser Snowy Fiends are typically equipped with nothing.

 

Soul Maggot

Soul maggots move and attack up to phase 7.

Exp:         4

Health:     2

Typical Damage:                0-2

 

Spectral Lurker

A Spectral Lurker is a strange creature. Created from the evil thoughts of selfish men, they form initially only in the dark recesses of the mind. As the thoughts intensify, so the Lurkers begin to take shape., keeping ot the shadows, feeding off the negative and cruelty inherent in such people. Spectral Lurkers are not undead, as is commonly believed, they are monsters of the mind which have intruded upon the real world. They look like areas of darkness with the vague face of evil leering from within. In combat, they are hard to strike, since only small areas of their bodies are truly tangible, yet magic is not needed to bring them low. They attack insidiously, striking their victim's mind with cruel mental barbs of pure evil. A spectral lurker is equipped with nothing.

 

Spectre

Spectres are dangerous undead who are created by an act of great violence. Unable to find release in the Land of the Dead, the spectres' souls remain, forever haunting the world in a state of misery and great anger. Spectres come in many different types and varieties, their powers variable too.

 

Grey Spectre

Grey Spectres are creatures, which have crossed over from the Land of the Dead as the Grey Veil has begun to weaken. These creature’s motivations and allegiances are unknown. A named Grey Spectre, Soulheart, was observed to be equipped with nothing.

 

Jade Spectre

A Jade Spectre is equipped with nothing.

 

Spiders (Giant)

 

Brood Spider
The brood spider is an awful creature. This huge arachnid, standing a clear foot taller than the average man, is a strange arachnid indeed. Brood spiders are always female and seem to have no species of their own. Rather, they take on the appearance of the local spider population. Where splinterbacks are present, they will look like one of those, or if giant widows live in the area, they will take on that guise. The change in appearance is not immediate, but rather is a gradual alteration. The purpose of a brood spider is to give birth to hundreds of eggs. They can be impregnated by any of the main giant spider breeds. The brood spider will give birth to the type of arachnid that mated with it. Brood spiders are intelligent but cowardly, seldom attacking unless attacked themselves. This is likely to be their protective nature, since brood spiders are usually pregnant, and therefore a serious threat.

Defenses: Normal: -85 (A) Fire: ? Cold: ? Chemical: ? Magical: ? Mental: ?

 

Grey Spider

 

Redcoat Spider

While redcoat spiders are not the largest of the giant arachnids to be found on Myriad, they are certainly not to be taken lightly. An adult Redcoat grows to be the size of a pony, while their young are normally about the size of a big dog! Redcoats are usually found in a family group and will attack and eat any meat that happens to wander too close to them. What makes redcoats so dangerous is their ability to spit fire! Something that most adventurers do not find the most amusing of prospects! Obviously, the breath attack does fire damage, although it has been noted that redcoats are particularly vulnerable to cold based attacks, even slowing them down, making them easy targets. Redcoat spiders are typically equipped with nothing.

Defenses: Normal: -19 (A) Fire: 55 (A) Cold: ? Chemical: ? Magical: ? Mental: ?

 

Baby Redcoat Spider

Baby Redcoat Spiders are equipped with nothing.

Exp: 13

Health:        5

Defenses: Normal: -45 (A) Fire: ? Cold: ? Chemical: ? Magical: ? Mental: ?

 

Ridgeback Spider

One of the newer species of the Giant Spider to appear, the Ridgebacks seem to have some common origin with several of the more common types. The main difference is that ridgebacks are bigger, slower and have a spiny column of hard bonelike material forming a sharp ridge over their backs, hence their name. Ridgebacks are not smart arachnids, but they are tough which makes them somewhat formidable. A ridgeback is equipped with Nothing.

Exp:     20 ?

Health: 8 – 12 ?

Typical Damage:            4

Defenses: Normal: -45 (A) Fire: ? Cold: ? Chemical: ? Magical: ? Mental: ?

 

Scuttling Nightmare

The Scuttling Nightmare is a large spider with a single glowing red eye.  With a hide covered in thick spines and secreting a thick goo from it's jaws, the Scuttling Nightmare is a creature from hell.  It's maw is filled with poisonous fangs which, rather than inflict paralysis, burn it's victims.  It has been said the Scuttling Nightmare is the creation of a mad wizard.  Either way it is not a creature to face lightly. A Scuttling Nightmare is typically equipped with nothing.

 

Splinterback Spider

A giant splinterback is a terrible creature indeed. Arachnids of Myriad come in many sizes. The splinterback is not the largest of them, but since it stands a clear foot taller than a man does, it is more than adequately large enough to present a great danger. Splinterbacks have no venom, but attack with their sharp jaws and the spikes at the end of their versatile legs. The spider takes its name from the sharp ridge that arches over its back, a deterrent for any foolish enough to attempt to use them as underground mounts! Most splinterbacks encountered are female and maybe accompanied by smaller weaker babies. These are dangerous too and should not be discounted as a threat. Some sages surmise that male splinterbacks are rare and possibly grow so large they can not fit through dungeon passages, spending their lives in deep webbed lairs.

Exp:     32

Health: 14-16

Typical Damage:            1-4

Attack:            71 (A)

Defenses: Normal: -22 (A) Fire: -35 (A) Cold: ? Chemical: ? Magical: ? Mental: ?

 

Baby Splinterback Spider

Exp: 10

Health:        3-6

Attack:        27 (A)

Defenses: Normal: -47 (A) Fire: ? Cold: ? Chemical: ? Magical: ? Mental: ?

 

Widow Spider

 

Spine Ripper

Spine Ripper are deadly fish that are usually solitary hunters. With rows of razor sharp teeth they are deadly when they bite, and their sleek bodies and powerful frame can push them through the water at a fairly good speed. A spine ripper is typically equipped with nothing.

Exp: 56

 

Spirits

 

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Minor Guardian Spirits

Minor Guardian Spirits are the keepers of the secrets of the Red Mountain. Summoned by the Red Mountain Wizards to protect those who are studying the runes the Spirits can only survive in the high magical rooms and often fade away to nothing while walking down corridors. Highly magical they have a deadly cold attack that freezes their victims until the Red Mountain Wizards come to take their victims away. Minor Guardian Spirits are typically equipped with nothing.

 

Restless Spirits

Restless Souls forever haunt the places they died, trying, often in vain to find a way out of their dreadful afterlife. Through they are not violent by nature they attack anyone who they find in their territory, assuming that they were somehow to blame for their death. This is rarely the case. Restless souls are sad and pathetic and their sobs and wails can be heard down many corridors.

 

Restless Spirit (PC)

A restless spirit is the ghost of somebody who died, but is unable to move on to the Land of the Dead. There are many reasons for this strange state, perhaps the Spirit is angry and wants justice, perhaps the death happened too fast for the person to realize they were dead, or perhaps undying love is preventing them from leaving the mortal plane? Why this state happens is not truly known, but it is very rare. Restless Spirits are ghostly semi-transparent creatures, immune to all attack types except magical ones. Their touch carries the chill of the grave. They cannot equip things to any area save their ‘over-body’ because of their ethereal nature. Although they cannot exactly fly, they do float a few inches off the ground as they move. They have just enough kinetic energy left to grant them one backpack slot, and no more. They can only learn general skills.

Sprechshan
Sprechshan tend to inhabit areas where there are many stalagmites, in which they dwell, wrapping their prehensile tales around them and using them as lairs. Carnivores, they lurk in ambush ready to descend on those who pass by. In form, these creatures look a little like small donkeys, with razor sharp teeth and leathery wings and tales. They are about the size of a Shetland Pony. A Sprechshan is equipped with nothing.

 

Spriggan

Faerie folk have long been rumored at in legends all over Myriad. The kingdom of Bereny itself has many tales of the tiny ones and their mischief. Spriggan’s are probably the most commonly encountered of them. Some sages even go so far as to suggest they are not true fairies at all, but some strange offshoot of a magic spell gone awry many years ago. Spriggans themselves may know, but they are not telling. This is because they are malicious, greedy and malevolent creatures in virtually every way. Spriggans that live above ground are renowned for stealing babies for their dinner, while those that dwell in dungeons live in small communities and prey on adventurers and weaker monsters for their wealth and food. Nobody likes a spriggan and a spriggan likes nobody. They enjoy hiding in dark places and throwing rocks at their enemies, but are not adverse to hand to hand combat as well, having long sharp talons perfect for slashing and cutting. In a northeastern room on the first level of the Mirrormane Dungeon, is a room full of ‘spriggan gold’. Characters have been turned into Shabbala by a ‘spriggan curse’ when using an L2 or L 22 order in this room.

 

Spriggan Bully Boy

Exp:     15

Health: 6

 

Spriggan Stonechucker

Spriggan stonechuckers are armed with spriggan stones.

Exp:     12

Health: 5-6

Attack:            -39 (A)

Defenses: Normal: -80 (A) Fire: ? Cold: ? Chemical: ? Magical: ? Mental: ?

 

Spriggan Warrior

Exp:     12

Health: 4-6

Attack:            61 (A)

Defenses: Normal: -51 (A) Fire: ? Cold: ? Chemical: ? Magical: ? Mental: ?

 

Squirming Mass

A Squirming Mass is a mass of writhing, sentient jelly. These gelatid monstrosities have an acidic touch, are highly resistant to combat damage and feed by digesting the juices of living matter. Although they move slow their appetite is insatiable. It is generally believed that they have no quantifiable intelligence whatsoever, being driven by the most base of needs, the urge to feed. Extradimensional in nature, Squirming Masses come in various 'flavors', the extent of their powers and abilities is unknown.

 

Squirming Green Mass

A squirming green mass is typically equipped with nothing.

Damage Reduction: 1 to 5 (?)

 

Ameneth Mass

Ameneth mass is typically equipped with nothing.

Damage Reduction: 2 or less

Health: 14-23

 

Sullen

There is probably no worse form of undead than that of the Sullen. These walking dead are woman who some believe were ladies of the night in life. They were slain by jealous lovers. They have chapped lips, open sores, empty eye sockets, filthy matted hair, and ice covered scraps of clothing. These women legend claims were in life extremely beautiful and vain. Their narcissism is the key factor in their deaths and subsequent rising from the dead. These beliefs leave them unable to find peace and eternal rest. In their undead state, they are vile and hateful. They despise all living beings. The mere sight of them inflicts terror in their victims. They attack with vile sharp talons and teeth, often dancing and flirting with their victims as they tear them limb from limb. They do not understand that they are no longer as beautiful as they were in life. This behavior is rumored to have a hypnotic effect on their victims.

Exp:         36-42

Health:     14-18

Typical Damage:                1-6