Beastiary

We have lots of NPC in the shard but we will just mention some of them here.

Balron

In the depths of hell, they are generals among hordes of daemons that know only war. In Britannia, they are nigh on unstoppable. With mighty hell-forged blades and life draining magical powers, perhaps the only thing Balrons do not possess is subtlety. When you stand nine feet tall and wield an eight-foot blade of hell forged steel, who needs subtlety?

Gazer

If the glare of a gazer inspires fear, the countenance of the Elder Gazer is the abandonment of hope. It is rumored that Elder Gazers are feared even by their own kind, as the cruelty of the Elder Gazer is unrivaled. Unlike humans, gazers do not become infirm with age, but rather more avaricious and powerful. Hardened and horrible, Elder Gazers crave only more wealth.

Dragon

Dragons are a wise and ancient race. They are terrible indeed in their anger, but they are neither cruel nor rapacious in their own nature. Any who says otherwise speaks not the truth. It is true that dragons, like all other sapient peoples, have the power to choose, and that some, succumbing to malice or madness, have descended in wrath on helpless humans, and been put down in consequence. When a man dies beneath a dragon's claws, however, it is far more often the case that he has succumbed to his own greed, and gone foolishly seeking to rob the dragon of his fabled hoard.

Wyrm

The eldest of the Draconian race are rarely seen by any other than drake eyes. Ancient in origin, the wizened Elder is said to long for the days when the reptile was the guardian of the land now known as Britannia. Patience is not a virtue of the Elder Wyrm, and disturbing one may lead to a quick death. Death, of course, being the quickest way for these ancient ones to be rid of the intruder and get back to their studies. Ancient texts concerning the draconian race tell of Ahzimas, a wyrm soothsayer of great magical power who claimed reptilian rule would not return to the land until humans and reptiles lived as one. This one statement has apparently been a very heated topic of discussion among draconian scholars. Some believe it means the two races should live in peace, others believe it means that one race must be eradicated. Even stranger, there are those that believe a physical merging of the two races is what was foretold. It is believed that all Wyrms are working toward this goal. How they will reach it is known only to them

Frost Troll

A Troll of the northern wastes has but two goals. Hunt and eat. Not surprisingly, they are good at both. They resemble normal Trolls in many aspects, except the troll of the frozen wastes tend to have less around to eat. This means that they are more aggressive and much hungrier than a normal troll.

Frost Spider

The giant spider of the tundra hunts by burrowing into the snow and waiting to trap passers by. Unfortunate creatures caught by the spider are often paralyzed by its venom. The spider then envelops the victim in a cocoon of silk. Victims are then used over time to feed the spider. When the victim is used up, only the desiccated husk and their possessions remain.

Gargoyle

These strange creatures are believed by many to be daemonic in nature, but in truth this is a slander. They are an Intelligent and civilized race. They have no love for humanity (nor is their mistrust unjustified) but they are honorable in their own, alien way. Their ways are mysterious, and it may be that they are too different from us to ever live in peace with humanity. If that proves to be so, some would call it a great tragedy.

Air Elemental

Tales of this creature might be pried from between the lips of those who have encountered it deep within the dungeon Shame, or venturing across its native plains and mountains. The Air Elemental is awesome—and perhaps deceptive—in its beauty, as it takes the form of a luminous blue man. It moves with such speed as could hardly be imagined; no sooner is it seen in the distance before it bears down on the unfortunate adventurer. The blue vapor it exudes about its form is but an indication of the foul winds that it uses to fell its opponents. Even those who flee this creature may be hit with an unseen weapon that the creature has thrown. Although the naturally occurring Air Elemental is the strongest, such creatures can be summoned at the behest of the strongest of mages. Be warned, ye Adventurers who make your way through the plains and mountains of Britannia! Prepare yourselves well to meet one of these creatures, should you feel the sting of hot wind and grit come from nowhere as you travel!

Corpser

These fearsome beasts of the jungle, swamp, and forest dwell beneath the earth. It is unlikely that any human has ever beheld the full measure of a corpser, as they move through the concealing earth as easily as a fish does through water or a bird does through air. When these ravenous predators perceive the footsteps of a large creature moving on the surface above them, they thrust mighty tentacles upward, through the crust, to seize their prey. Unwitting creatures—and unfortunate humans—who do not wrest themselves free of the tentacles’ grasp, find themselves rent to bits and dragged below the surface to feed the creatures’ unsavory appetites. Combatants take heed! The way of the bow, staff, or sword is not always that to take with these vile creatures. Although weapons rarely damage a corpser, its kind might be brought down by the judicious use of fire.

Deamon Knight

As one of the vilest creatures on Malas, the Demon Knight is a force to be reckoned with. This hulking beast is a fearless creature filled with a thirst for death and destruction. It can only be found in Dungeon Doom, and even there it must be summoned, for it will not make an appearance for anything less than a worthy opponent. Defeat its subjects to conjure it from its mystical plane, but beware, doing so will incur its wrath and this is one foe not to be taken lightly. Infused with magical energy, its spells are deadly. Combine this with strength and intelligence far beyond any normal being and you've got one lethal creature on your hands. No lone adventurer could stand against this monstrosity-your success will depend on the assistance of others.

Earth Elemental

These beings embody the element of Earth, and as the Air Elementals dwell naturally on a plane devoid of solidity, the Earth Elementals are native to a world devoid of air. They are mighty engines of destruction indeed, possessing both the crushing power of the avalanche and the steadfast endurance of the mountain. Furthermore, they command magicks allowing them to twist the earth to their will.

Efreet

These beings embody the element of Earth, and as the Air Elementals dwell naturally on a plane devoid of solidity, the Earth Elementals are native to a world devoid of air. They are mighty engines of destruction indeed, possessing both the crushing power of the avalanche and the steadfast endurance of the mountain. Furthermore, they command magicks allowing them to twist the earth to their will.

Energy Vortex

These vortices of energy are conjured by the most experienced of mages and are often used when the conjurer needs the focus of a creature directed elsewhere, so that they are not taking the brunt of their enemy's attack. Their quickness, strength, and ability to resist most spells make these incorporeal beings quite deadly, especially when cast in groups.

Ettin

Ettins are the largest of Britannia's humanoid races by far, but their great size is less remarkable than their two heads. It is said that the heads of an Ettin often quarrel together, but this may be a fancy. Ettins live together in family groups, and are most numerous along the Serpent Spine mountains. They are stupid and vicious creatures, but have some degree of reason and speak a debased dialect of Britannian. Ettins are common brigands, who slay travelers for their gold, which they love dearly and hoard whenever they may. (Some of the wilder tribes hew gold directly from the ground in crude mines.) They are most notorious for their cowardly habit of hurling boulders of great size down on travelers in the high mountain passes.

Ghoul

Dark and ancient dungeons are home to these wraiths, believed to be the spirits of those who built the labyrinths in bygone aeons. They seem to crave the fleshy pleasures that they are now forever denied, for they will attack the living (rending their victims with translucent and intangible claws that nonetheless do real damage) for their gold and meat. Though ghouls devour meat, few believe they derive either pleasure or nourishment from the act.

Harpy

These foul beasts have the head of a woman and the body of a bird. Despite their human features, it is not believed they are intelligent. They attack in small flocks from the air, wheeling above their prey and rending them with claws and beaks. They love gold like a raven or magpie loves all shiny things. There are those who seek to fletch their arrows with the harpy's feather, thinking it will convey virtue on the shafts, but those who have made a study of such things assure that this is merely a false and extremely dangerous conceit.

Headless

The Headless are so called for they have the appearance of a hairy man with no head. Therefore many believe them to be spectres, but on closer examination they are revealed as corporeal creatures with their sensory apparatus in their chest cavities. Despite their lust for gold and their appearance of deformed humanity, most suspect they are no more than clever beasts.

HellHound

Whatsoever raiment a daemon adorns, doubt not that their power remains beneath the garb. Truer words could not be spoken of the hounds from hell. Vicious and hungry, these hounds are pack animals whose sole desire is to relieve wanderers of their mortal coil.

Hell Cat

These cats hail from another plane. Why they were brought to ours is a mystery. The hellcat does not make a good pet, as they are likely to immolate at inopportune times. Balls of yarn are nothing more than a waiting fuse.

Ice Fiend

Some say hell is a sulfurous inferno, and others hold it is a barren wasteland of ice under an ever-biting blizzard. The Ice Fiend is a good support for the latter. No hatred, anger, madness, joy, love, or emotion of any kind shows on their faces. The Ice Fiend wields the whip of frost in battle with only a grim look of lost hope on their face.

Imp

Whatever Fate granted the Imp wings was clearly not gifted with foresight. The Imp is quite capable of causing enough mischief on the ground; being airborne only doubles the threat. Gifted with small magic and a temperament for causing trouble, these annoying beasts prey upon all who cross their path. It is rumored that Imps will steal from the strange (you) and give to the familiar (themselves). ‘Ware your health and holdings should you cross the path of the Imp.

Kraken

In the swirling torrents and waves of the embroiled deep waters of Britannia, a darkening of the water oft heralds the arrival of the Kraken. The Kraken is related to the Sea Serpent, but the similarity ends with the visual aspect, for the Kraken is a master of the elements. Able to hurl lightning and fire, the Kraken will call down the full fury of nature upon the fairer of its demesne. If the sea is an unforgiving mistress, then surely the Kraken is the whip with which she metes out her punishment. Should your lookout scream the warning cry of the Kraken, turn thy ship with all haste and make for the nearest port.

Lich

The rarest and most feared of the undead, and rightfully so, the lich is the corpse of a mighty spellcaster kept animate through the force of his undying spirit. The lich retains, in death, all the Magical potency it held in life, without any of the moderating influence of human feeling. The lich is, perhaps, the only monster more feared than the daemon.

LizardMan

These reptilian creatures are savage, but very Intelligent - perhaps equal in intellect to humanity, though without the moderating influences of civilization. They love gold, and will play the brigand on parties that are insufficiently protected.

Mummy

Scholars often disagree concerning how mummification came to be practiced in our land. Some say it was reserved for royalty so the filth of the world would no longer touch their mortal form. The bandages enshrouding the cadavers of the ancient ruler would prevent contamination and decay of their pristine flesh. Others claim mummification was reserved for the worst of criminals. The wrappings were used to prevent their dark souls from fleeing their wretched bodies and reaching the outer planes. If the latter is the case, and I believe it to be, I feel the next world would have been a far better place for them. As it is now, they walk the land freely killing all that is living, perhaps on a gruesome quest for a pair of scissors...

Nightmare

The mounts of the Calvary of the Fallen are nightmares. With their riders, they are fell beasts, killing at the behest of their masters. Without a hell-wrought bridle, nightmares serve only their own wild lusts and rages. Unlike normal horses, nightmares are intelligent and use their form, that of a normal horse, to confuse the unwary. Able to snort fire and rend flesh with their savage bite, a nightmare should never be approached as a mount, lest the rider is prepared for the longest journey.

Ogre

These brutes are akin to orcs, but larger. They are fiercely stupid, but do possess some faculty of reason. Like all the intelligent races, they have a great greed for gold. Ogres are bullies, but also cowards, and will run if a fight turns against them.

Ogre Lord

Although ogres have no true martial order, the largest and meanest call themselves lords. If they differ from normal ogres, it is only in their size and strength. Given that they are ogres, this is no small worry. Ogre lords have been known to kill with one swipe of their massive club.

Ophidian Archmage

Magi who ascend to the top of their order may one day become Arch Mage. An Ophidian Arch Mage has access to the rarest of spells, and will use them freely in battle. Arch Magi are 12 warrior mages who seek out intruders into the land of the Ophidian. An Ophidian Arch Mage attacks on sight, and gives no warning. It is said that a chill in the air is the only thing that heralds such an attack, and few enough have lived to tell such tales.

Ophidian Knight

The Ophidian knight is the royal protector. Wielding magic weapons, Ophidian knights defend their territory with frightening skill. The most important thing to remember is that the Ophidian knight is charged with guarding the secret of the Ophidian race.

Ophidian Mage

Ophidian Magi are implacable foes. Their pursuit of intruders into their homeland does not end until the intruder is dead. With spells available only to masters, they are well prepared to ensure their success.

Ophidian Queen

The Ophidian monarch is rumored to be a fair and just ruler to all of her subjects. She alone holds the secret of the Ophidians, and it is she that passes it to her successors. With all the abilities of an arch mage, the queen of the Ophidians is an able keeper of her people’s secret.

Orc

oldest and fiercest foes of humanity, but these days have been largely driven into Underground refuges. They have a face somewhat like a pig and a muscular, man-like body. It has long been said that they eat the flesh of man, but I believe they harass man for his gold, not for his meat. They are a cruel and rapacious lot, and the surface is better for their absence, but there are those who say that we may expect a great resurgence of orcish aggression in the near future.

Ratman

Surely the product of some foul sorcery, the rat man truly has the features of a rat, but walks about like a man. Rat men wear garments, wield weapons and give every sign of possessing intelligence. They are vicious, thieving creatures, and cowards if pressed in battle.

Skeleton

The animated bones of the dead are terrible to behold, but truth to tell they are not formidable warriors, being able to overcome a well-trained fighter only in large groups. Like ghouls, they appear to ingest meat in some supernatural fashion. The bones of a formerly animated skeleton are desired for certain dark magicks.

Skeleton Knight

Knights who failed to hold to their tenets are doomed to roam the afterlife as Skeletal Knights. First seen in the new lands, these knights rise in legions to battle the army of the living. Utterly devoid of fear there is no chance a skeletal knight will ever break off the attack. These knights are the best sword fighters and tacticians doing battle for the ever-growing numbers of undead.

Slime

Slimes are creatures of pure instinct, lacking even the intelligence of a fish or tiny vermin. They live by dissolving anything that comes into contact with them, living or dead. Gold is one of the few things their acids cannot touch, and they are often found in its presence. Perhaps over the centuries they have come to dimly recognize that gold will lure their prey to them.

Swamp Tentacles

A faint gurgling of the murk is the only warning before the swift attack of a swamp tentacle. The tentacles of the swamp will attack even full-grown lizardmen. Thus, many of the lizardman rituals of sacrifice revolve around swamp tentacles. It is said that the touch of the swamp tentacle is excruciatingly painful and death will follow, though not soon.

Terathan Avenger

The harbinger of vengeance among the Terathans. Their very touch poisons the body as well as the mind. The Avengers are unleashed by the Matriarch only on the deepest infiltrators of their homeland. It is said Avengers possess the most arcane of weapons, but those are won only by removing them from the hands of a dead Avenger.

Terathan Drone

The workers of the Terathan community. Drones perform the dual role of builder and shock trooper. In times of peace, drones are used to gather materials for temples and homes. Working together, these drones can build an entire community in months. In times of war, drones attack the front lines of any opposing enemy force. Using muscles built from years of labor, drones should not have their fighting ability underestimated.

Terathan Warrior

The warrior caste of the community, plans and carries out assaults on their enemies. Though martially trained, the warrior is better able to win a battle through strategy. Terathan warriors never waver in battle, and are certain to fight to the death

Titan

Titans are the progenitors of the Cyclopsian race. They are immortal and cannot be killed permanently; though it is rumored they can be felled in combat. Adventurers foolish enough to face a Titan will learn what an eternity of experience can grant. There is no weapon a Titan cannot wield, and no magic they do not know. It is believed that a Titan does not tire in battle nor do their spells require mana. Indeed, they lift their magic from the heart of the world and call it down on their opponents.

Troll

These creatures are perhaps the least human of all the humanoid races of the land. They are treacherously clever, but utterly devoid of civilized impulse. It is said that they can heal themselves from wounds at an unnatural rate.

Wyvern

The dragon scorpion, as it is known to humans, is more than a scorpion, but less than a dragon. Lacking the spells and fearsome fire hurling abilities of the dragon, a wyvern retains the power of flight and adds a scorpion sting. Their poison can kill a hearty person in minutes.

Zombie

Zombies are naught but rotting corpses, restored to a mockery of life through vile sorcery. Utterly devoid of any will save that which created them, they do share with the other undead an unnatural appetite for the gold and the flesh of the living. Shambling, slow creatures, they are easily destroyed or evaded by an experienced warrior, unless encountered in overwhelming number.






 
     
 
Copyright UoPhilippines.Com. All rights reserved.
Clan Templates