Monsters & Species Guide II (N-Z)

Neogi
The Neogi were insects in the Broken Lands that were so changed by the volatile magic that ripped the Broken Lands apart. In addition to their mutation in form; they also gained sentience. With that sentience also came the developed telepathic powers. The Neogi have the unique ability to traverse a landscape without emitting any form of tremorsense (which has been critical in their survival when crossing the deserts of the Broken Lands) and sand sharks seem blind to their presence (or dislike the taste of their flesh – it’s unclear which might be true). The Neogi typically dwell deep inside the caves that surround the Broken Lands, venturing out to seek the foolish who cross the desert unprepared to enslave them, and to potentially devour them later.

Neothelid
Similar to many stories that surface from the Shadow Realm, the origins of the Neothelid are shrouded in mystery. However, the most widely accepted truth is that the Neothelid is the direct result of a purple worm that had stumbled across an Illithid colony and began devouring the Illithid in the colony – including the Elder Brain. In doing so, the Elder Brain, in an effort to save itself, genetically rewrote the purple worm’s genetics, giving birth to the dreaded Neothelid. The beast was said to be able to reproduce with other purple worms in which some of the wormlets are born as normal purple worms while others are born as Neothelid. The terrors thrive on feast on the minds of all creatures, and have been known to devour the brains of their mate after mating has been completed.

Nilbog
When a goblin perishes and their life goals were not completed (which, among goblins, happens all too often) – their spirit, rather than becoming a ghost, becomes a Nilbog – which is essentially the spirit of the dead goblin. The spirit then takes possession of a goblin an in effort to complete it’s life task. However, more often than not, the goblins host that has become possessed begins to rapidly lose their mind, as the spirit tries to assert control of the host. This results in a goblin who appears to be utterly insane; speaking in riddles, saying they need to do one thing, but then doing something else. As a result of this form of possession, the spirit will frequently channel magical abilities it can sense all around it and use the host to use these trivial magical abilities. The spirit, also in order to try and protect the host, so that it can complete its task – has an uncanny ability to avoid being harmed, and healing itself instead. It’s said if you hear the insane chatter of a goblin, it’s best to get away before they find you.

The Claw, The Weapon, The Dagger, and Tanarukk

Orc

  • In an attempt to awaken the Ancient chief of the Broken Hand, several new orcs have surfaced
    • Orc Blade of Ilneval – “The Blade” – These orcs are expert swordsman who specialize in upfront combat. They often take the role as commanders.
    • Orc Claw of Luthic – “The Claw” – These are spell casting orcs who are typically protected by one of The Blade
    • Orc Hand of Yurtrus – “The Hand” – These are the Shamans of the Orcs, who use their magic and wisdom to guide the Blade and keep their soldiers healed.
    • Orc Nurtured One of Yurtrus – “The Weapons” – These orcs are afflicted with disease as a part of Grumthak’s pact with the deity, Skortaurian. These orcs, when reaching maturity, suddenly develop boils all over their skin – where upon rupturing them unleashes a sickness to those whose flesh makes contact with them. These orcs are often sent in first during battle against enemy forces.
    • Orc Red Fang of Shargaas – “The Dagger” – These are the assassins among the orcs; the Daggers often are sent in behind enemy lines to assassinate powerful leaders. To better allow this, the Dagger often capture and train giant bats to use as mounts to fly over walls or fly into towns undetected.
    • Tanarukk – Similar to Tieflings, these Tanarukk are actually orcs born with a demonic bloodline, giving them a unique appearance

Quickling
Despite their evil alignment, the Quickling rarely seeks to outright kill anyone. It would much rather create havoc and discord among its victims. Such antics can be moving a chair as a person is about to sit down, to stealing something and placing it in someone else’s bag, left out enough to clearly be found by whom it had originally been stolen from.This malicious nature can rapidly escalate however, if the Quickling isn’t getting the results it had hoped for. They’re easily identifiable as fey who look like Dark Elves.

Redcap
Exactly opposite in everyway from the Quickling – the Redcap is not only slow, but also has the need – in order to survive – to commit acts of murder. The Redcap douses their hats in the blood of victims that they’ve murdered in order to remain alive – allowing their magical caps to absorb the blood’s essence and replenish their own. If a Recap is unable to murder someone within 24 hours, they will begin to show signs of starvation; by 48 hours they will show signs of insanity, and by 72 hours will be dead. The iron boots of the redcaps are said to be forged of the iron extracted from the blood of their victims – this however, is widely believed to be a myth (though it’s never been made clear why Redcaps wear iron boots).

Sea Spawn
These former humanoids are sailors, who in their last ditch effort to survive, made a pact with either a demon or a deity from the Circle of Shade; and given extended life – however, they’re bound to the sea. They can only leave the ocean for 24 hours before they must return, or else die a painful, final death. Once changed into a Sea Spawn, their sole goal is to drag others into the sea to suffer the same curse, so that their tribe continues to grow. It’s a cruel fate, for anyone dragged into the sea by one of these creatures. While the image provided is an “version” supposedly seen by sailors who survived an encounter with a Sea Spawn; there are stories out there that they come in all different forms; changed by the curse bestowed upon them; one might have tentacles for arms, similar to an octopus; another might have the teeth of a shark and a dorsal fin; some a combination of all of the above.

Shadow Mastiff
These creatures are often deployed by hags who hire minions and bestow them this shadow hunter to track down their pray. Hags will often gift these shadowy beasts to creatures they employ to gather innocents or scout areas. The Shadow Mastiff is loyal to whomever the hags assign these beasts to, but will never turn on the hag that created them. According to legends, Shadow Mastiffs are souls of vicious dogs who suffered cruelty in their life, often chained to trees and neglected or used as fighting dogs for sport. When the Shadow Mastiff’s master is killed or if the hag who summoned it is killed, these beasts do not perish – instead, broken of any form of masters, they form packs and hunt anything and everything that lies in its path. A Shadow Mastiff, who has been freed of its masters in this manner is impossible to control.

Slithering Tracker
The souls of beings with such evil in their hearts, that upon their death, can not accept that they died can often turn into what’s known as a Slithering Tracker. As the body of the person decomposes, the liquid of the body forms the “Slithering Tracker” (as they’ve been called), and can them seep out from their coffin and through the soil. The Slithering Tracker will then seek out those who are responsible for their death (if they were killed) or otherwise simply seek out anyone who has ever been in their life from family to friends to strangers they bumped into – because they’re so furious that these people are alive. The Slithering Tracker will attempt to murder anyone and everyone that’s been in its life; and if successful, absorbs their memories – and now begins to track down people in that person’s life as well. As this continues, the Slithering Tracker, unable to communicate and unable to sedate their insatiable thirst for blood and vengeance will delve deeper and deeper into madness with each victim it has claimed.

Tlincalli
There are several stories that surround these mysterious humanoids. One story is that when the Broken Lands was first formed, the magic that had surged through the land had combined the genetics of man and scorpion, giving birth to this new race. The other explains that after the forests were destroyed and the desert rose in its place; demons were attracted to the travesty that had happened here; and the veil was weak after the havoc the magic wreaked in the land. As such the demons were able to easily manipulate the humans who came to the land and whispered false promises in their ears; and one such cult rose, their bodies changed by the promise of the demons, giving birth to this new species of humanoids. Whatever the truth, these humanoids are nomadic, moving all about the Broken Lands. They are extremely chaotic and attack anything that is not one of their own tribe. The largest of them who becomes their leader is known as The Scorpion King.

Trapper
Coming from the same line as Mimics, the trapper is similar to the Cloaker in that it can alter its appearance and capture unsuspecting targets. They appear to be manta-like, and use their soft side to cling to walls and ceilings, while their outer body blends perfectly with the surrounding area – whether it be rubble, stone, grass, snow – the body is able to mimic it perfectly. Because trappers only need to eat very little (a nice halfling, once a week will do!), they often stay in the same place in a dungeon area, if the hunting is good. If hunting slows down – the trapper can enter a state of “hibernation” that allows them to slow down their metabolism so much so that they can go up to three weeks without eating. During this time, the trapper is not sleeping however; they can still sense if someone is nearby and a potential meal. When the trapper devours someone, it’s not able to consume bones (or metals) – so it will often regurgitate these out. Signs on broken/crushed bones and trinkets is often the sign of a trapper near by. A trapper on the floor can cover these; however some trappers will cling to a wall or ceiling and use these trinkets as a lure to bait the unwary.

Vargouille
These foul beasts supposedly come from those who have been drained by a vampire and left to die. The victim, once buried, has bat wings spread out from its head, and chew its way out from the grave – and once free – willingly serve their vampire master who’d left them to die. Vampires will often use these beasts to go out and terrorize an area, leaving people to run and scatter and separate, making it much easier for a vampire to find a sole victim in the chaos. Another use the vampires often use, is sending these foul creations down to villages and towns who have proved troublesome to the vampire.

Vegepygmies
These unique creatures are born in the Shadow Vale, where all kinds of lethal plants can lead to someone’s death. In the case where someone falls victim to one of these kinds of plants, the enzymes emitted from these plants as they devour the flesh can result in these humanoid-like creatures being born of the mold as the body decays. A small corpse can yield one; while a medium corpse can yield three; a large corpse can yield up to ten; and a giant’s corpse can yield up to thirty. Once “born” from the mold of the corpse, these creatures form a telepathic bond with others in the area. They typically feed off of things that are rotting (flesh, plants, etc.) and one of their favorite meals is eating fungus. Someone destroying a field of Shriekers might incur the wrath of these creatures.

Wood Woad
Made from the broken branches of Treants, either through combat, or when a Treant willing breaks its own branches to form a Wood Woad – these wooden beings are defenders of the forest land. A wood woad that goes on to live over twenty five years, will eventually root itself, and develop into a treant itself. They replenish their health by rooting and taking nutrients from the land. The Wood Woad has no sense of self-preservice and will sacrifice itself for the better cause of the woods it was made to protect. A wood woad who is made from the broken branches of a treant slain in battle may spend its life tracking down who killed the treant that it was born from.

Xvarts
When Grumthak cut his palm and rained blood upon the world, corrupting humans into orcs; dwarves who were also exposed to the blood became corrupted and changed in an unexpected way, becoming what is now known as Xvarts. These creatures stand a mere three feet tall and can live anywhere from hills, forests, and mountains. They typically avoid all forms of human contact (fearful of them, in general), but will not hesitate to raid their livestock and capture chickens and sheep to either use or feast on. Dwarves will swear that the Xvarts are a corruption of gnomes rather than dwarves, which may be true. Xvarts are extremely paranoid and do not trust anyone who isn’t one of their kind. If there’s ever such a meeting, the “Speaker” (which is the one the Xvarts select as the “wisest” among them – and this may change from day to day) – will often don long robes and stilts to appear larger than normal.

Yeth Hound
Hags are not the only evil among the fey and Feywild; plenty of other fey are evil and often may even be at odds with hags in the region. Gaining favor with these other evil fey can lead to gaining the trust and gift of a yeth hound to do the bidding of the evil fey in question. Similar to the shadow mastiff, the yeth hound will only obey the commands of it’s master and can not be turned from its mission (except by magical means). The yeth hounds are bred for the sole purpose of tracking down enemies and helping bring them down; someone with a yeth hound on their trail should know a powerful and evil fey has become aware of them and now means to put an end to them.

Yuan-Ti Anathema
The Yuan-Ti are humans who have placed their firm belief in the “Serpent God” – Nebakrau. When a cult is strong enough to capture Nebakrau’s attention – he may bestow them a “blessing” – that if they sacrifice themselves in the blood of a hundred serpents, and willingly sacrifice themselves by entering the pool of blood, done during the ritual – those that enter the pool shall be combined into one being known as an Anathema – which stands towering at anywhere from twenty to thirty feet in height – and reborn with incredible powers bestowed by Nebakrau himself. Once they attain this form – the most dominate mind takes control – and the others subservient to it; however, it’s able to access it’s memories and skillsets as needed. Int his form, the Anathema is also “immortal” in that it ceases aging (or if it ages, it ages so slowly that it’s impossible to notice). These Anathema are expected to lead other Yuan-Ti into battle in hopes of slaughtering the enemy and “converting” new humans to the ways of Nebakrau. (See the Deities listing and read up on Nebakrau for more on human conversion)

Brood Guard, Whisperer, Nightmare Speaker, Pit Guard

Yuan-Ti

  • Yuan-Ti Brood Guard: The Brood Guard are simple minded Yuan-Ti, who during the conversion process into becoming a Yuan-Ti suffered some form of draw back – losing all semblance of it’s former human self. They are assigned simple tasks such as patrolling the area, keeping guard over young Yuan-Ti, fetching things for those above them, etc. Their simple minds however, become enraged if they see anyone who isn’t a Yuan-Ti and will attack until death.
  • Yuan-Ti Mind Whisperer: Opposite of the Brood Guard, the Mind Whisper is typically powerful mages who accept the conversion and maintain their intelligence and magical abilities; however, they also suddenly develop a craving to prove that they are the most powerful – especially among other Mind Whisperers – and may plot in ways to murder the other Mind Whisperers. This is why most tribes will typically only have one – because it’s proven to be the strongest – or the other Mind Whisperers were commanded to take some Yuan-Ti and form a new colony elsewhere.
  • Yuan-Ti Nightmare Speaker: These are always female, and in their human life, were a priests or cleric, or someone tied to divine magic (such as a druid). That divination connection, during the conversion process sever those ties and form a new tie with Nebakrau, who according to the Nightmare Speakers – he directly gives them messages to those who are loyal to hime. Nightmare Speakers operate similar to ancient shamanistic ways, using bones of the enemies to throw and determine omens as well.
  • Yuan-Ti Pit Guard: Those humans who refuse to accept the conversion process, are often handed to a Yuan-Ti pit guard who may have several giant snakes loyal to him – and he will release in a pit for the human to fight against (stripping the human of all weapons and armor) allowing others who refused to see their fate – offering each one, one more chance to take the conversion process. It’s very well known that the Pit Guard will often poison the human who enters the pit before the fight begins, already giving the giant serpents an advantage.