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