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There are thousands of creatures that wander the world of Kne’Urth, with new ones being discovered almost daily (usually at the cost of an adventurer’s life). Below are some of the monsters that are known to exist, and some who – right now – are just legends, said to exist.
Tarasque
Deemed “The God Killer” – the Tarasque is the beast that the god of ancient beasts, Terrorskew, created to destroy the gods. The best towers – resembling a Tyrannosaurus Rex, whose hide is the same color of dried blood and covered in endless spikes. Legend states that Terrorskew was the first god of Kne’Urth, and that the arrival of the Gathered and other gods, usurped Terrorskew from his position as the single god of the world. Furious, he created magnificent beasts in hopes of shaping one that could, one day, destroy the gods. Through several experiments, he was finally able to create the Tarasque – the ultimate beast of destruction. Immune to many weapons, immune to almost all magic, this beast is feared by the gods. There is said to only be one beast, because it was molded with such perfection that Terrorskew need not make any others – and while there’s stories of this beast being slain – those same stories lend to the tale that when slain – this beast rises again on the following sunset. So whether it can truly be killed or not, or if it’s ever been killed (many speculate these were fantastic bard tales) – remains unknown. All that is known is that not even the gods attempt to find this elusive beast to test their might.
Treant
These woodland creatures are essentially living trees. Treants are sentient trees who are able to move and talk. While they do both of these extremely slow (their movement is slow, and they think long and hard, before speaking, giving the appearance that they’re slow talkers). Treants can always be found around the Fey, or around Elf colonies. Where there’s a Treant, there’s also a good chance there’s going to be other Fey – especially Sprites, who often make their homes inside of Treants, who slowly walk around the forest to ensure all is in order. A Treant’s wisdom is passed to other nearby Treants instantly, through their roots – so they can immediately communicate danger. Many also believe that Treants hold the key to ancient knowledge, long forgotten – having been one of the few races to survive since the beginning of time.
Thri-Kreen
These unusual looking creatures resemble humanoid ants, that live in the deserts and savannas, away from other species. They have no way to verbally speak, and communicate using clicking sounds and twitching their antenna as a means to speak to one another. When dealing with other races, in order to communicate, they frequently draw what they’re trying to convey (and while they’re incredible artists – Thri-Kreen art found inside of caves can be elaborate and beautiful) – they often don’t know the best way to coney what they’re trying to say to other races, who express and feel emotions differently than they do. So to express happiness, a Thri-Kreen may draw a figure of a Thri-Kreen standing over a recent kill. While the Thri-Kreen are typically good – they do not trust many others (which is why they dwell in areas, away from others) and can often see a group of people intruding on their hunting area, and may react accordingly.
Troglodyte
Considered one of the most vile and sadistic humanoids of Kne’Urth, these creatures primarily dwell in the Shadow Stone realm. They have only two goals – to procreate the race and to devour food. They care little for what they devour – whether it’s a recent kill, or the body of someone who has been decaying for weeks; there’s little their stomachs can not digest. They don’t plan anything beyond the following day, and rely heavily on raiding and killing anything that they can, in order to survive and make their weapons. Their dens are a wretched place, marked with dung, urine, decaying body parts, and trash. They care nothing for what their appearance is. Their procreation is also a violent and disgusting thing to behold; since females are rare among them – when they’re in heat, it’s several males and only a few females; and to ensure that the race goes on, the female is open to subjecting itself (with pride) to bare as many seeds as it possibly can. While such things are unfathomable to any other race (even the Mind Rippers who are known for extremely cruel experiments they preform frown on the troglodyte species, and will sometimes spare humanoids, if they promise to make a dent on a neighboring troglodyte tribe).
Troll
One of the most feared humanoids, these creatures are thin, and lanky, standing over nine feet tall, when they do stand up straight. Their green to aqua-blue skin is covered in an assortment of warts and blisters that, despite the troll’s natural ability to heal wounds, never seems to heal. The majority of trolls are ruthless, savage killers, who gain satisfaction from simply killing anything and everything it encounters, leaving a litter of dead bodies in its wake, as it passes through an area. It’s teeth are yellow, and often lined with disease, and their claws are as black as night, and said to cut even through stone (this comes from the troll’s ability to heal – so the nails simply grow back as the troll claws away at solid stone). Bugbears often use trolls as “hunting dogs” – using the troll’s keen sense of smell to track down and kill whatever targets they need. Some trolls are born with a low intelligence, that can think for themselves, and actually use some form of primitive (furs) armor and clunky weapons. Some trolls, due to their healing, can often mutate, and where an arm is severed, two grow in its place instead, making an already lethal monster, all that more frightening.
Turtle, Dragon
Though not actually related to dragons in any way, this gigantic turtle earned the name because sailors often believed that it was an aquatic dragon because the turtles shell and then head would emerge from the water. While not evil, by any means, these turtles have a veracious appetite, which leads them to sometimes attack passing ships. These creatures can live for hundreds of years and at that age, these creatures are known to slumber for years upon years; which has resulted in enough land, plants, and debris to wash ashore of the dragon turtles shell, that it takes the appearance of a small island (so that trees, and even jungles begin to thrive on its shell), with their jagged shells appearing to be small hills or mountains. This, much to the dismay of many pirates, as the “island” would mysteriously move over the years, so that treasures were often lost.
Umber Hulk
One of the most dreaded creatures of the Shadow Realm, the Umber Hulk has crept up to the surface world and now can be found in abandoned castles, dungeons and caverns. These massive creatures look like humanoid insects, and have a steel-hard chitin that allows them to survive when a cave crashes down around them. They even use this as a disguise; hiding in crumbled stone, then using their tiny hairs on their body to sense movement; waiting for someone to pass close enough before springing out of the stone. Those that turn to face their surprising attackers are then often met with the Umber Hulk’s gaze which causes distortion and confusion; because of this, few live to tell about an encounter with an Umber Hulk; and those that do, can scarcely remember the details, because of the gaze that the Umber Hulk causes.
Undead
The world of Kne’urth is full of undead creatures of all kinds; and for this reason, the art of Necromancy has been forbidden. But, forbidden does not mean that it still does not happen. Many people still dabble in Necromancy; whether it’s to speak to a love one who has passed on, or to find a way to extend their life into immortality, or to raise an undead army to protect them – the end results are frequently catastrophic. Below are some of the known Undead that haunt the world of Kne’Urth…
Undead, Banshee
Hearing the haunting melody and crying of a banshee in a dark forest is often the end of an adventurer’s life. Banshees are female Elves who have done something that has cursed them; whether they were unfaithful and murdered their spouse; used their beauty to manipulate someone (that resulted in their death) – Banshees are always the remnants of what was once a beautiful, vain, female elf, who fell into corruption; and now they see only their spirit as a withering corpse and have come to hate anything living (especially if they’re beautiful). Banshees are doomed to remember the reason they became a Banshee (it’s the sole thing they can remember), but never accept that they’re responsible for the curse that befell them. Banshees only appear at night, typically near to where they died, or committed the act that bestowed the curse upon them.
Undead, Behold Death Tyrant
The magic (and hatred) that creates Beholders, can sometimes allow the more powerful Beholders to even cheat death; and rise up from their demise as a Death Tyrant. As a Death Tyrant, the undead Beholder maintains all of its memories and intelligence. A Death Tyrant also maintains its hatred of other Beholders, and develops its hatred for living things; turning servants and slaves (and even enemies) into undead servants and skeletons, rather than living ones. The Death Tyrant looks like a Beholder, without flesh – and has a single glowing red eye inside the one eye socket, and “ten spheres” of red, burning hatred. The Death Tyrant can only use one of its 10 magical blasts, all of which, no matter what it uses, come from its center eye.
Undead, Crawling Claw
The origin of this comes from long, long ago, when assassins would employ necromancers in assisting them to murder someone using stealth. Dark, forbidden magic requires the severed hand of a murderer (living or dead), to bind the soul to the hand and command it. Though undead, the Crawling Claw can not be turned by Clerics or Paladins. It will follow the commands given to it to the best of its ability. If the commander of the Crawling Claw is killed, the Crawling Claw will then attempt to recreate the murder scene that it was known for. Because they can not be easily seen, and can not be turned by Priests or Paladins, evil people will frequently employ the use of dark arts to commit acts of murder on their behalf.
Undead, Death Knight
When a Paladin falls from grace, and dies, with their soul still stained; dark powers can make the Paladin rise as a Death Knight. Many demons and evil gods, will seek out fallen Paladins who have died to make them rise as Death Knights; they take great pleasure in using, a once pure soul, who has fallen from grace, to be the instrument of their destruction. Because Paladins are bound to their horses; if the Paladin’s horse is also killed (sometimes, even as a part of the ritual) – it binds a Nightmare to the Paladin’s steed, turning the Paladin’s steed into a horse with fur, as black as night, with fiery eyes, mouth, nose and hooves. Death Knights keep all of their Paladin abilities (except for the ability to heal). Even if a Death Knight is slain, unless it finds a way to redeem itself, it will rise again within several days of its demise. Through death, Death Knights also gain an assortment of other abilities that make them a terrifying – and often – a final – sight to behold.
Undead, Demi Lich
A lich who fails to feed on the souls of the living through it’s phylactery, eventually has their body decomposes, leaving only a floating skull, with only a fraction of the lich’s life force left inside of it. However, if disturbed, the Demi Lich will rise up, the skull will be solid, but the rest of it’s body will be phantasmal. In this phase, the Demi Lich can emit a scream that is said to be so terrifying that it can immediately stop a person’s heart – or leave someone so fearful, that they’re utterly paralyzed with so much fear, that they can’t move, and literally die of starvation, standing in the same place – to scared to even move. A Demi Lich can be restored to a Lich if it feeds a mortal soul into the phylactery once more. So long as the phylactery exists a Demi Lich can not be destroyed; and the head is destroyed, it will rise again within a week, to resume it’s unnatural life.
Undead, Draco Lich
Some dragons, of pure evil – and especially those of great vanity – may not wish to die, despite their ancient life spans. When this happen, the Chromatic Dragon will summon loyal followers so that they can perform the ancient ritual that allows them to avoid death, through Necromancy. The Dragon swallows a toxic brew that kills the dragon instantly; the followers, using the ancient Necromatic magic, capture the fleeing Dragon’s soul and ensnare it within the phylactery. There are only a few dragons known to have taken this path; and the end result is a fearful one to behold. Knowing that doing this will severe their ties to their kin and their gods, the Draco Lich serves only itself – seeking to gather as much as it can, and slaughter any, who they even remotely suspect slighted them or might pose a threat to them – even their own kin. Because of the state of the Dragon as a Draco Lich, not only does it retain all of its abilities and memories it had as a living dragon; but the Lich state grants even more powerful abilities and immunities.
Undead, Ghast / Ghoul
It is almost impossible to tell the difference between a ghoul and a ghast. Both Ghouls and Ghasts are created when someone feeds on the flesh of their own kind; and finds that they enjoy it. When the person dies, that hunger allows them to rise from the grave and continue to devour the flesh of humanoids. A ghoul does not believe that it is dead, and is not smart enough to realize otherwise; they simply know that they crave flesh and must eat it or starve (or so they believe). Because of this, both Ghouls and Ghasts are frequently found around graveyards. Ghasts are created in a similar fashion, but are typically people who also led evil lives; and that evil has crept up through their rebirth as a ghast and granted them more powers. Like ghouls, a ghast has a paralyzing touch – one that affects Elves as well (who are immune to the ghoul’s paralyzing touch) – and a ghast also emits a horrible stench around it’s body that causes those around them to begin to choke. Any ghouls that are near a ghast have a resistance to being turned, spawned on by the evil essence of the ghast’s previous life.
Undead, Ghost
Ghosts rise up because of unfinished business, or someone who was once good, and now seeks revenge for being murdered or unjustly accused and killed for a crime they did not commit. All ghosts yearn to complete a task in their life that remains unfinished; and because of this, unlike most undead, not all ghosts are evil. Some are good people who were murdered, or incorrectly accused of a crime, and now seek justice or to clear their name. However, ghosts are bound to places that are significant to them; sometimes it’s the place they died, sometimes it’s their home, sometimes it’s even an object that holds great value to them (for example, a mother who was murdered, may find her souls bound to her daughter’s locket, which was taken by the murderers). It’s often easy to tell if a ghost is haunting a specific area; because the area, despite the heat will have cold spots, of where the ghost passes through. There’s also typically a sense of profound sadness and loneliness; followed by unexplained sounds and things happening around the area. A ghost can be any humanoid race or gender and any alignment.
Undead, Lich
Liches are powerful wizards who have used magic to embrace the ability to avoid death, by using dark magic to become undead. These are wizards who would go to any length to ensure they lived, and continued to grow in power, unlocking the secrets of magic, even in death. Because being undead allows them to cease worrying about death, age, and forgetfulness that comes with aging; a Lich can often unlock long forgotten secrets that deal with magic, granting them unusual, and powerful abilities. Lich appear to be like their living versions; however their skin is pulled tight over their flesh; with their eyes having rotted out, but eerily two points of burning red light linger in the eye sockets. The ability to turn into a Lich is one that requires bargaining with Orcus himself; and the demon lord requires a great many things in return. A Lich requires that souls of mortals be fed into the phylactery to allow it to continue to survive. Those souls are fed into the Lich, as well to Orcus himself. Any time someone is sent to investigate an “old wizard’s lair” that’s not been seen for a very long time should take great caution; because that just may be the lair of the wizard, who has taken up the life as a Lich; and though all Lich’s are typically very evil, they’re also extremely paranoid that someone has come to put an end to their research.
Undead, Mummy
Mummies are created, most frequently, when a powerful leader fears death as the final voyage. They have their priests make dark packs with Urnevar, the God of Necromancy, so that when they die; their organs are removed and preserved in jars with magical liquids that allow the organs to continue to live. As a part of the magical process, mummies are wrapped in cloth, soaked in oils, to help ensnare the person’s spirit upon death. Then, the dark magic allows the the undead person to rise up again, as a Mummy to protect the treasures they’ve acquired, as the ruler over their kingdom. However, some mummies are people, so horrible and so evil, that the same processes is done, and the body is captured and trapped within their mummified remains; because they do not want such an evil soul to benefit the evil gods or demons. These acts were done by Priests of Dedinsyn, the God of Death. However, after some time, these rituals were forbidden; but there are still many sealed mummified murderers who are cursed as a Mummy. Because the magic that creates a Mummy stems from ancient (and often times, dark magic) – breaking the curse can be extremely difficult.
Undead, Revenant
Revenants are ghosts who, so furious about their wrongful death, are able to leap into the corpse of body; starting with their own. A Revenant’s eyes seem hollow and void of anything, endless pits of black despair, until they are in the presence of the one who had wronged them in life; then the Revenant’s eyes burn a bright red, and seem to be portals to the very gates of Hades. A Revenant who has had their body destroyed, can leap into the corpse of another, if it’s within a relatively close distance; and they will proceed to try and complete their task. The only way to truly destroy a Revenant is to allow it to complete it’s unholy mission, convince them that they are wrong, or if their intended target shows true repentance for the act that killed the innocent person. A victim being tracked by a Revenant can not hide their presence; through natural or magical means; the Revenant will always know the direction of their target.
Undead, Shadow
Shadows resemble the shadow of their former self; and are a result of extremely evil souls. Demon Lords frequently find amusement of capturing an evil soul, then returning it to the word as a Shadow to continue their murderous ways. These undead spirits contain no physical form; but can wrap themselves around someone and suffocate them by having their shadowy hand over a person’s mouth. Someone killed by a Shadow will have their own Shadow rise within a week’s time, to go on and begin killing. Someone who has been killed by a Shadow, then resurrected – will no longer cast any form of actual shadow themselves, when standing in light (which, among the superstitious, will usually have that person driven out of any town). In this case, the person’s Undead Shadow will sense their “host” has returned to life and seek to find them and slay them. If the person’s Shadow is destroyed; then that person will begin, once again, casting a shadow. Because the lack of a true solid form, the Undead Shadow does not take much damage from normal or magical weapons; but sunlight and radiant damage definitely effect the creature.
Undead, Skeleton
One of the most common undead seen on Kne’Urth, because many, who still practice Necromancy use them as guardians, since they require very little life force to raise them from the ground. Some Skeletons will even rise on their own, if there is a battle field where there was great, tragic loss, and a long lasting war. Skeletons who are risen by magic, will obey their new masters flawlessly, doing simple tasks (“Attack anyone who comes to this door who is not me”, “Patrol these halls – attack anyone who does not say the correct pass code”, etc.) Even if their master is killed, the skeletons will continue to do what they were commanded to do. Skeletons who rise from battlefields, with no master, will begin to wander the world, looking for people to kill. Though humanoid (human, specifically) skeletons are the most common skeletons ever seen – wizards have, often times, unknowingly, given rise to ogres, giants, and even dragon skeletons – who will sometimes try to break free of their owner’s command.
Undead, Minotaur Skeleton
Minotaurs are one of the humanoids that can not be risen through magical means as a skeleton; however, through means, yet explained – there have been massive ships that are crewed by undead Minotaur Skeletons. These skeletal figures will seek out other ships in an attempt to sink them, for the sheer pleasure of sinking them. There’s speculation that there is a “haunted” area where ships sometimes disappear, and when they re-appear, their crew is completely gone and the ship is adrift with no explanation as to what happened to the crew. Some suspect that this same “haunted” space out in the ocean somewhere is what is resulting in these otherwise, impossible to raise as undead creatures, manning their ships still, driven insane by their fate.
Undead,Specter
Specters are the souls of someone so evil, that no gods (or even demon lords) took notice of their passing – so that their soul never passing on to the after life, and rises up in the Prime Material Plane, now, forever bound to walk it – until their very soul itself is torn asunder and destroyed (which destroys the specter but does not send the soul on to the afterlife – they simply cease to exist). A specter is so consumed by hatred that their passing went unnoticed by the gods, that they seek out any other living being, to murder and kill them at night. The Specter believes that by killing someone else, they will garner the attention of one of the gods, who will notice them and gather their soul (even if it’s for eternal damnation in the afterlife, it is far less painful than a soul stuck on the Prime Material Plane). However, unknown to the Specter, that even if any god took notice of their plight – once their soul is trapped on the Prime Material Plane, it is damned to do so forever, until the soul is destroyed. Specters only come out at night, since the sun can weaken them. A poltergeist is similar to a Specter; however, it is invisible (the Specter has a dreaded purple hue around their spirit), and typically acts out by moving, throwing and otherwise being a minor disturbance.
Undead, Vampire
The first known vampire to exist is Prince Valarious Darkmoon. His youthful appearance, and the fact that he was a Prince of a major kingdom, made him appealing. Men would offer up their daughters, in hopes that they would capture Prince Valarious’ heart; but those women rarely ever saw the light of day again, for he practiced vile magics on them, that included dealing with demons. Tired of waiting for his father to pass, the Prince murdered his father and took over the throne. One of his first acts was to accuse his mother of his father’s murder, and imprison her. He then taxed the people of his kingdom heavily. He would capture those who would seek to rebel against him and used the ancient arts of Necromancy upon them to try and uncover the secret to Immortality. One day, the castle, and dying town, suddenly sank into the swampy lands for which they rested on. The story goes that it was Florasena, the Goddess of Life, who did it – so shocked by the acts of forbidden magic practiced by Valarious; but as if defying the very goddess herself, the castle once again, rose from the swampy grave it had slept in for one hundred years; and the master of the castle was still alive, with unholy life. Valarious had become Kne’Urth’s very first vampire. However, he was cursed with the endless thirst for blood to sustain his life. His attractive appearance allowed him to travel closely to neighboring towns and seduce women to drink from. As a result, he has spawned countless other vampires spawns, which are slightly different than full, fledged vampires. If a vampire allows a vampire spawn to drink from their blood, then the spawn becomes a full fledged vampire within seven nights.
Undead, Vampire Spawns
A Vampire Spawn shares some of the abilities that their Vampire masters have; but because their blood is diluted, they don’t have all the same abilities. They do, however, have the same appearance as any vampire (thus, making them almost impossible to distinguish between being a Vampire Spawn and a Vampire), because like vampires they share the fanged teeth, long talons for finger nails, the pale skin, and the ears that taken on a pointed, elf like appearance. A vampire spawn will die for their vampire master, without even giving it much thought (though this may be because the Vampire Spawn is being mentally controlled by the Vampire). Like Vampires, Vampire Spawns have a weakness in daylight. If a Vampire Spawn drinks the blood of their Vampire master, they will turn into a full fledged vampire within seven nights of drinking. Note: If a Vampire Spawn drinks the blood of a Vampire that is not their master, they will not be transformed into a Vampire. Only the Vampire blood of the one who turned them can grant them the ability to become full fledged vampires.
Undead, Wight
A Wight is unique in that it’s not truly undead, nor is it living. Wights are created when people, so fearful of death (and sometimes so vain, or fearful that they will leave no legacy to be remembered by) – call out to demon lords and/or dark gods, to give them life before death – just before they die. The demon lord or dark god, grants the wish – ensnares the soul and places it back in the dying body; and thus a Wight is neither dead, nor alive, and serves whomever granted them life beyond death, faithfully and for all eternity. Wights are often used to track down those who prove troublesome; because as Wight is not truly undead, it does not move as slow as most undead; and because it is partially undead, it is also tireless, and does not require rest or food, and thus can track down their intended target, tirelessly and relentlessly. Those killed by a Wight will rise up as zombies, within 24 to 48 hours, and serve the Wight faithfully. Because Wights need not eat, their skin begins to pull taut across their bones, and because they are partially undead, the flesh color bleeds from their skin and adopts a grey to white tone. Because of a Wight’s unique status of being neither alive, nor completely undead, they are immune to the Cleric and Paladin ability to turn the undead.
Undead, Wraith
The Wraith is simply the (Undead) Shadow that led an evil of so much evil, that it is capable of breaking free of whatever demon lord or evil god commands them. A Wraith only has fractured memories of it’s previous life, and the first thing it will want to do is destroy those people (even if they truly loved them while they were alive). These memories are reminders of the Wraith’s former life, and it seeks to destroy any remnants of that life. However, each time a Wraith takes a life, it absorbs fractured memories of their victims; and then will seek out to destroy the people from their lives, because they become a part of the Wraith’s memories; and so the unbroken, eternal chain goes, that a Wraith simply keeps seeking to destroy those whose are a part of the endless memories in which they absorb. Someone may find themselves face to face with a Wraith seeking to kill them, and not recognize their spiritual form; but that may be because along the lines of all the people the Wraith has killed, one of those victims knew them and now the Wraith seeks to extinguish their lives.
Undead, Zombies
The most common form of undead; Zombies require low level Necromancy and very little life force from the summoner, thus making them ideal “guardians.” However, Zombies can barely follow even the most basic commands (“Do not let anyone enter but me” is almost a command too complex for a zombie to understand). Zombies, like Skeletons, can sometimes, rise up on their own, without a summoner; especially in a battlefield that saw many tragic losses and large amounts of blood spilled. Zombies have no understanding of obstacles, and thus will go after their intended targets, shambling along, in the most direct route; even if that means trying to cross a raging river to reach targets on the opposing beach. The zombie has no sense of preservation, and would attempt to walk through a wall of fire to reach their intended target. Zombies also will not arm themselves with weapons; but if given a weapon (and it’s basic to use “swing the blade”) they will attempt to use the blade. However, giving a zombie a shield is pointless, because it does not have the motor function to understand it is used for defense, and will simply attempt to use the shield as a weapon to bash their targets, rather than use it to defend themselves. A zombie has a small, glimpse of understanding how unintelligent it is; and thus, when killing a living victim, will attempt to also devour their brains, in hopes of gaining intelligence (which does not work, but it’s a simplistic idea every zombie has). Though the majority of zombies are (human) humanoids, some powerful wizards have killed beholders, then used Necromancy to raise them from the dead, to force the zombie beholder to reveal where it’s trove is; because Beholders often have access to underground trades, and an incredible amount of information; including magic and magical items, that would be of great interest to the wizard. The wizard usually leaves the zombie beholder to exist, drifting, knowing that it was once so much more; and knowing adventurers would be likely to confuse it for a Death Tyrant, and give the area a wide birth.
Unicorn
Despite their horse-like appearance, Unicorns are not actually related to them. They’re actually celestial beings, sent by the Gods of Light, to protect the world. There is said to be one Unicorn per forest, that it is set to protect. A Unicorn in their forest knows anything and everything that happens in their woods; and can hear anything, from a butterfly resting it’s weary wings, to a telepathic message sent from someone in their woods. Unicorns are also able to read a person’s soul (thus bypassing the ability to try and decipher lies/truths). Those who pose any form of threat or contain evil thoughts, will be dealt with by the unicorn (usually resulting in the person’s death). A Unicorn who senses greatness and purity, may agree to help someone in their woods. A Unicorn’s horn is able to heal any wound, disease or sickness, and also said to be able to resurrect someone who has been killed in the last seven days. They’re also able to teleport to anywhere in their woods; and even into any other woods around them (that they are familiar with). Unicorns are hunted by beings of evil, for their horns, because they’re valued by wizards for a great many things, that involve the use of a unicorn’s horn.
Water Weird
These creatures were first found in the Plane of Water and brought into the world as guardians. Water Weird’s appear to be serpents whose bodies are made of water. Water Weirds have no initial alignment, but begin to be influenced by their surrounding areas. So they all begin as neutral; but if they are, for example bound to a fountain in a fallen castle, over run by orcs and other foul creatures, they will slowly begin to adopt the evil mentality. However, clearing out the castle and ensuring that it prospers, will slowly begin to change the Water Weird’s alignment to neutral good, rather than neutral evil. They’re frequently used to guard areas, set as traps for those who are unaware of the creature that is invisible within the body of water. Some Water Weirds have escaped their bound location (for example, if a castle falls, and the water runs into a river, a Water Weird can then be found in a river, lake, pond, or any body of water).
Will-O’-Wisp
Though technically a form of undead, the Will-O’-Wisp is never categorized as such, because of it’s unique creation. Will-O’-Wisps are Faye who died violently, and their playful spirits are so bitter that that become Will-O’-Wisps. Will-O’-Wisps can haunt forests, swamps, battle fields; any location. What they do, as Will-O’-Wisps, they frequently appear as small balls of light; and when doing so, offer a sense of hope to the unaware traveler, but what they’re typically doing is leading them to quicksand, an evil creature’s lair, or any other assortment of other traps that will lead to their victim’s death, as a form of their twisted playfulness when they were alive as Faye creatures, but also because Will-O’-Wisps feed on despair. In swamps and dank places, Will-O’-Wisps are known to sometimes form a symbiotic bond with another creature, so long as they promise to kill intruders slowly, so that the Will-O’-Wisps can feed on their despair.
Wolf, Winter
Wolves of the Northern Frost Lands, simply called Winter Wolves, are significantly taller and more powerful than normal, woodland wolves. Winter Wolves can stand up to five feet in height, when on all fours, and be about six feet long. They’re muscular beneath their thick, white, coats of fur. Their howl is also known to cause immediate fear (almost as if magical in nature) to those who hear it, because if a Winter Wolf is tracking them, there is virtually nothing they can do, short of taking flight, to lose the Winter Wolf that is on their trail. Some Barbarian clans of the Northern Frost Lands worship Winter Wolves, and some even have them as guardians. Adult Winter Wolves also have the ability to breathe frost, which does not cause much damage, but can impact a target’s ability to move (or attack/defend).
Worg
Worgs are wolves that have drank from the potions of Yeegowhen’s followers. The potion distorts the wolf’s body to a demonic looking creature that barely resembles its former self. Worgs are often tamed and used by gnolls as guardians, and goblins are small enough to actually ride on the back of worgs, which they will often do when riding into battle. A worg is much like a wolf, in that it will use pack tactics on any target; but where as a wolf is more cunning, the worg loses all of that after consuming the potion, and becomes a savage, fearless beast, that will attack until killed.
Wyvern
Wyverns were the lore behind dragons, before Dragons were returned to the world. People of Kne’Urth frequently called Wyverns (or confused them for) Dragons. Wyverns resemble dragons in appearance; save for one very distinguishing difference; dragons have four legs (two front, two back), while a Wyvern’s two front legs are bound to their leathery wings. However, those foolish enough to think because it’s a Wyvern and not a dragon, that they’re not in any immediate danger, frequently end up as the Wyvern’s next meal, because the Wyvern’s tail has a large stinger on the end; that, simply being pierced by it can cause immense damage; but it’s the poison it injects immediately after it that proves fatal to most. The Wyvern’s poison immediately boils through the blood stream, disintegrating veins and arteries along it’s way to the victim’s heart, causing an extremely painful (but quick) death. Wyverns are intelligent, but they’re also reckless and will hunt and try to kill prey, regardless of the danger it poses to the Wyvern, unless easier prey comes along. The poison from the Wyvern’s tail is often highly valued by Thieves Guilds.
Xorn
These unusual creatures originated from the Plane of Earth, brought into the Prime Material Plane by powerful wizards, because of the Xorn’s ability to sniff out precious gem stones. Xorns are able to pass through solid stone, making their bodies intangible as they pass through stone. (Note: This ability only works on stone; a Xorn could not make its body intangible to pass through solid wood, for example). Wizards would enslave Xorn to find these valuable stones and return them to the wizards, who used them for powerful spells. Now, hundreds of Xorn roam the Earth, free of any masters, desperately seeking new, precious stones, for their diet, since that is the only thing they are able to consume that sedates their diet. (For example, they could devour a person, but they gain no nutrients from such a diet). Because of this a Xorn who encounters miners with precious gems, would rather haggle with miners, in exchange for information it may have found, during it’s travels that could benefit them, in exchange for the precious gems it would then consume. A Xorn is an unusual looking creature, with three, massive stumpy legs, with three arms, that have three large fingers, each with long, black talons. It has a large, center mouth, and an eye on each side of it (making it virtually impossible to surprise).
Yeti
A creature native to the Northern Frozen Lands, the Yeti is feared by all who know of it; and more so, those who hear it’s howl. Much like the Winter Wolf, the howl of a Yeti means it has found the scent of prey and is now tracking it. In a snowy environment, the Yeti is virtually impossible to see until it is too late. It is extremely savage and extremely hearty, able to take on an incredible amount of damage. It’s gaze can freeze a person in their tracks, and their vile breath, that smells of fetid meat, can also freeze a person’s soul if they’re too close to it. With razor sharp claws and a vicious scene of hunting and cunning, fighting a Yeti is unwise; so much so, that even barbarians of the Northern Frozen Lands give those creatures a wide area, if they’re suspected to be in the area.
Yuan-Ti
The Yuan-Ti believe they are the hands of the Demon Lord, Demogorgon and willingly give up their souls to serve him. At one time, long ago, on the island of Chuul, the Yaun-Ti kingdom was one of the greatest, thriving from the small island; sending out ships and enslaving others, who were brought back to Chuul to serve as slaves or as human sacrifices. The Yuan-Ti all began as human (and even know the fanatical group that follows Demogorgon and practices the ancient Yuan-Ti beliefs and practices) all eventually transform into humanoid serpents. However, for reasons long lost, the Yuan-Ti kingdom collapsed, and now the ancient temples with large serpent statues that stand covered in trees and vines, seemingly forgotten, appear to be all that remains of their ancient belief. But to think that is true would be foolish. The Yuan-Ti who practice this ancient worship practice still thrive, beneath the grounds of Chuul, and there are reports of factions of the Yuan-Ti worshipers having moved to main lands. The Yuan-Ti practice will eventually transform a male person to shed their human flesh and be reborn with the serpentine like appearance. Once “reborn” the Yuan-Ti become “asexual” and are able to breed among themselves. Only females can be a Priest of the Yuan-Ti belief, and they are highly respected, and protected as direct messengers and prophets of the Word of Demogorgon, and are never “reborn” into full serpentine appearance; but will be reborn with serpentine like appearances (their eyes can change to have slits for an iris; they can be reborn with fangs; they can be reborn with a long, slithering tongue; they can be reborn with scales over their human skin, or any combination of these). But because in full serpentine form, they can not utter the words required to help males “ascend and be reborn” – no females are ever “fully reborn.”