recursal/Fanatic-Fandom huggingface dataset:
Gray orc

— The wiki's staff

 **Alignment** | * Neutral Evil
 **Homeland(s)** | * Damara
* Moonsea
* Rashemen
* Thesk
* Vaasa
 **Language(s)** | * Orc

**Gray orcs** of the eastern lands are concentrated in the Moonsea and Endless Wastes, with a much smaller number scattered through the various lands that lie between. While just as mean, savage, and barbaric as their northern cousins, gray orcs lack their mountainous kin's drive to conquer and enslave. They are quite likely to react suddenly and irrationally to events, trusting to his heart and instincts more readily than logic.

## Ecology

### Description

These orcs look less bestial than their more savage northern kin, but are still obviously nonhuman. They are somewhat hairy, with long manes of bristly hair on their heads, shoulders, and backs. With yellow, orange or red eyes, lupine ears and black or gray hair, gray orcs have gray skin tones that are usually mottled with patches of lighter or darker shades on the chest and flanks. Gray orcs wear somewhat "civilized" clothing, more so than mountain orcs, preferring varied shades of brown, black, blue and other dark colors.

### Culture

Dwelling in remote, desolate corners of Northeast Faerûn, the nomadic gray orcs make out as much of a meager existence as they can, traveling along traditional migratory routes between campsites and favored caves as the seasons change. A typical gray orc tribe consists of 30 to 50 members, led by the strongest orc in the tribe, known as a chieftain. While responsible for deciding when to go to battle the position tends to be a temporary one at best as they are constantly being killed (either in battle or through treachery) and replaced.

#### Religion

The true power behind a tribe of gray orcs, though, is the tribe's high priest, who is typically a cleric who has held the position for many years. The clerics of other tribes are often viewed as heretics, despite the fact that both tribes likely worship the same deities. Gray orcs worship all the various orc deities equally. They acknowledge Gruumsh as the leader of the orc gods, but a typical gray orc doesn't feel bound to worship him above any other deity, and usually selects a deity that most closely aligns with that orc's particular interests and temperament. Most of the orcs of a particular tribe worship the same deity.
Ettercap

— The wiki's staff

 **Language(s)** | * Common

An **ettercap** is one of a race of bestial spider-men aberrations located throughout Faerûn.

Ettercaps are primitive, hunting aberrations that have an affinity with spiders. Like spiders, they use webs as traps to capture prey, which is then injected with paralytic venom from the ettercap’s bite. Much like spiders, ettercaps tend to be solitary creatures, only gathering to mate. When ettercaps do socialize, it is with monstrous spiders, which they keep as pets and guards. An adult ettercap stands 6 feet tall and weighs 200 pounds.

## Ecology

### Description

Ettercaps resemble hunched, grey-purplish humanoids with distended white underbellies, spider-like faces (fangs and eyes and such), and two sharp, black chitinous claws instead of hands and feet. They are not particularly intelligent. Ettercaps possess the capability to shoot sticky webs and have an affinity for spiders. They are cowardly and vicious, and prefer to set traps to ensnare their enemies.

### Society

Ettercaps are very fond of spiders and other arachnids and often keep them as others keep bees. From time to time, however, an ettercap has a number of monstrous spiders as pets, which are as loyal to it as a dog to a human master.

It has been suggested that ettercaps are the descendants of a group of mad druids, tainted and transmogrified by their association with a powerful demon into a form resembling the predatory arachnids their cult once revered. While the vast majority have completely reverted to pure animal instinct, a rare few are claimed to demonstrate the intellect and capacities of an insane human.
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Hag (D&D)

— The wiki's staff

 **Language(s)** | * Giant
* Common

A **hag** is a horrible monstrous humanoid creature whose love of evil is equaled only by its ugliness. All hags are apparently female, at least in form. Hags usually have a strong resistance to magic, and are normally weak to fire.

## Subraces

* **Annis hag**

They are the most physically powerful of the hags.

* **Bheur hag**

Hags who live in cold regions. They have the power of winter at their disposal.

* **Bog hag**
* **Death hag**
* **Dune hag**
* **Green hag**

They are hags that use their magical powers to lure innocents into their traps.

* **Hagspawn**

The male product of hags mating with humans.

* **Marzanna**
* **Night hag**

Hags hailing from the fiendish planes.

* **Sea hag**

Hags found in and along the shores of the sea.

* **Shrieking hag**

Monsters that roam desolate plains and wastelands and love to deceive travelers.
Herdsman genie

— The wiki's staff

 **Homeland(s)** | * Zakhara
 **Language(s)** | * Common

**Herdsman genies** were special tasked genies in Zakhara who tended animals.

## Ecology

Herdsman genies moved often if grazing was not suitable for their animals. They did not care for artificial boundaries created by humanoids, which often led them into conflicts.

### Description

These sociable genies were short and wiry with heavy brows. Years of sun exposure left their skin dark and tanned. Herdsman genies often smelled like their animals but with a slight rancid odor because of all of the milk products that they consumed.

### Combat

These genies only entered combat for self defense or in defense of their herds. They were proficient with a variety of weaponry including short bows, spears, short swords, and lassos. They could use the following spell-like abilities: phantom steed, dust devil, remove fear, and flame brand.

Herdsman genies were adept at firing bows from the back of a horse or camel while riding at full speed.

In desperate situations a herdsman genie would attempt to create a stampede and charge an enemy.

### Habitat and society

These genies were solitary unless a larger herd required assistance to manage. They would only disobey their masters if the safety of their herds was at stake.

Most of their diet consisted of blood carefully taken from their charges. Animal milk was used to make a wide variety of food as well.
Gacholoth

— The wiki's staff

 **Language(s)** | * Telepathy

**Gacholoths** serve as the infiltrators and terrorists of the Blood War, causing havoc and spreading panic to all sides. These master betrayers have a fondness for deceit and terror that makes them well-favored by yugoloth commanders. They may spend even centuries serving and ingratiating themselves to a baatezu or tanar'ri master, serving with the utmost loyalty, all the while planning for the best moment to torture and slaughter their supposed allies. They will not be outdone by other beings with similar talents for deception, and have an intense hatred of creatures such as succubi, erinyes, and cambions.

Gacholoths also have taken an interest in the Material plane. If given the opportunity to enter the land of mortals, they will indulge in a great reign of bloodletting, using their abilities to play with their victims like toys.

## Ecology

The origin of the gacholoths is unknown. All of them appear to be male; no distinctly female versions have ever been sighted.

### Description

A gacholoth has a roughly humanoid appearance. Their bodies are ebony black, and they have four long and powerful legs, each tipped with three sharp claws to aid in climbing. Their well-muscled torsos have two arms, each ending in a hand with four fingers that are tipped with savage, retractable claws. Something about their skull structure suggests sahuagin. There may be some distant connection between the creatures, but there is little evidence available to support the theory. They're usually about 8 feet tall and weigh about 600 pounds.

### Combat

Gacholoths strike swiftly and savagely, making use of their significant speed and maneuverability. They often strike before their foes can react, then immediately withdraw from combat to wait for another opportunity to ambush their opponents. Their attacks can be so sudden and fierce as to cause an irrational terror that puts their foes into a state of shock. Gacholoths do not carry weapons, feeling confident in their skill with their natural weapons.

The gacholoths’ retractable claws allow them to move rapidly on any surface, be it horizontal or vertical. They can fight equally well from any angle, even hanging upside down.

A gacholoth’s natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.
Dire orc

— The wiki's staff

 **Alignment** | * Lawful Neutral
* Neutral Evil
 **Language(s)** | * Orcish

**Dire orcs**are apparently heavily mutated orcs. Dire orcs are created through Bleeding Hollow clan rituals, though Twilight's Hammer would seem to know how to create them as well; it is unclear if the Twilight's Hammer has their own methods or have adopted the Bleeding Hollow's.

The first dire orc was seen in the Black Temple. Gurtogg Bloodboil, a member of Bonechewer clan and leader of the local fel orcs. After the Cataclysm, Raz Skullcrusher was captured by the Twilight's Hammer clan and empowered into a dire orc by magic energies. Later, a group known as the Dark Shaman tried to recreate the Twilight ascension process. The experiment resulted in a dire orc: Lava Guard Gordoth.
Angel of vengeance

— The wiki's staff

 **Language(s)** | * Supernal

An **angel of vengeance** was an angel sent to punish those who defied or angered the gods, or to test a mortal who was in danger of falling from the path a deity set for them.

## Ecology

### Society

Influential clergy members were known to use a powerful ritual to call forth one of these angels to deal out their deity's wrath.

### Combat

When in battle, these immortals wore plate mail and fought with dual longswords.
Gronn

— The wiki's staff

 **Alignment** | * Neutral Evil
 **Leader(s)** | * Unknown
 **Language(s)** | * Orcish
* Low Common

Native to Outland, the **Gronn** were Breakers, a faction of related species who sought to turn Draenor into vast, treeless wastelands. They gave rise to the ogron, who would in turn give rise to the ogres. Yet they show little love for their children, ruling the ogre clans with a brutal iron fist. Gronn wield fearsome power; however, they are not famed for their intelligence.

## Background

The gronn are descended from the magnaron, who in turn descended from the earth giants. Whatever the giants were, the only signs of their passing are the Temples of the Damned built during the Second War, which were all destroyed, and the colossal skeletons that rest in Frostfire Ridge.

Prior to the orcish invasion of Azeroth, the ogres of the Breakers told the orcs that they were beaten and whipped by the gronn (many ogres bore whip scars on their backs). The ogres under Krol rebelled against the gronn with the assistance of Blackhand and the Orcish Horde. The gronn later came under attack by the black dragonflight when they attempted to settle Frostfire Ridge and Gorgrond. With some unexpected help from the heroes of the Alliance Expedition the Gronn and their ogre slaves sent the black dragons flying. Since then gronn seem to have become rather fond of dragon hunting — there are several fully grown adult black dragons found impaled on stone spikes within Frostfire Ridge, whilst some gronn take related titles such as "Gruul the Dragonkiller" and "Gorgrom the Dragon-Eater". Baron Sablemane, a black dragon in disguise at the Circle of Blood in the Blade's Edge Mountains has this to say: "My loathing of interruptions is overshadowed only by my hatred of Gruul the Dragonkiller and his seven sons!".

Today Gruul the Dragonkiller is worshiped as a deity by the ogres of Blade's Edge Mountains. His powerful sons ravage both the spires of their home and the plains of Nagrand. Gruul's unparalleled strength and experience in battle would pose a serious threat if he ever chose to attack Horde or Alliance forces in Outland.

### Warlords of Draenor

On an alternate Draenor, the gronn have largely been enslaved by the Iron Horde. Garrosh knew that the surest path to breaking the gronn lay in subjugating their great father, Gruul, who has been put to haul pallets of fuel to the furnace in Blackrock Foundry and has lost one of his hands. Subjugated gronn appear to be used as living siege weapons with immense cannons strapped to their backs in Tanaan Jungle.

A number of "wild" gronn still remain in the wastes of Gorgrond, where they fight alongside the rest of the Breakers in their eternal war with the Primals.

## Trivia

* Adolescent gronn are known as gronnlings.
* Gronn blood is black in color.
* They were once described as immortal demigods. It was also stated that only seven were thought to be in existence.
Gith

— The wiki's staff

 **Alignment** | * Lawful Neutral
* Neutral
* Chaotic Neutral
* Lawful Evil
* Neutral Evil
 **Language(s)** | * Common

The **gith** (they referred to themselves as “the People”) are a group of natural outsiders, descended from humans enslaved by the illithids. The gith are divided into two different races, the githzerai and githyanki. Additionally, there are gith who went their own ways after the gith split. These powerful individualists are not precisely a "race," but are collectively referred to as "githvyrik".

## History

The gith were once slaves to the illithids, a race of powerful telepaths who mentally enslaved sentient humanoids to work as the backbone of their vast worlds-spanning empire. It is believed these slaves were originally humans transformed through selective breeding. Eventually, these slaves developed mental resistance to their masters' mind control and, under the guidance of their leader Gith, revolted, causing the downfall of the illithid empire.

ith, however, was not satisfied with the destruction of the illithids alone, and sought to spread the war to any race that could potentially enslave her people again. She was opposed in this endeavor by the followers of Zerthimon, who believed that such a path would lead their people to corruption and ruin. Thus, at the Pronouncement of Two Skies, the gith race fractured into the githyanki and the githzerai. Battle was waged on the Blasted Plains, and the githyanki retreated to the Astral Sea while the githzerai withdrew to the chaos of Limbo. The githyanki hate the githzerai because their betrayal allowed the surviving illithids to retreat to isolated subterranean strongholds; the two races have remained enemies ever since.
Forest nymph

— The wiki's staff

 **Alignment** | * Neutral Good
 **Language(s)** | * Common

**Forest nymphs** are a race that have apparently evolved from dryads and found in warm environments, usually in forests.

Few forest nymphs have joined the Alliance because of their ties to the Night elves.

The term nymph is interchangeable with dryad. Nymphs are a wilder variation.
Firbolg

— The wiki's staff

 **Language(s)** | * Common
* Elven
* Sylvan

The **firbolg** is a reclusive type of giant-kin that prefers to avoid contact with other sentient races. They are the most intelligent of the giant-kin. Amongst their own kind, they live in colonies, which are usually found in forests or caverns and watched by guard towers. Although they do farm, they prefer a more hunter-gatherer lifestyle, rather than the brigand/raider lifestyle of many other giants.

## Ecology

### Description

Firbolgs resemble humans, and the males sport great, thick beards. Their skin is pink, and their hair, though it comes in many colors, is usually either red or blonde.

Firbolgs see the wearing of armor as cowardly, and thus; do not wear armor.

### Society

Firbolgs primarily worship the goddess Hiatea.

The firbolgs have rejected the ordning, the customary social order amongst giants and giant-kin, preferring to exercise free will and using a system called "the code". This was conceived thousands of years ago although its exact origins have been lost, and a written copy is usually required to be carried by all firbolgs, but the exact implementation varies from one community to the next. It promotes the idea that the society is the most important aspect and supercedes the individual. Actions are more important than relatives or heritage. If "the code" is breached, a firbolg might be enslaved within her own tribe, or banished completely, although transgressions are uncommon. The implications of "the code" mean that the firbolgs treat all intelligent creatures as equals, and do not have the same superior attitude that other giants and giant-kin display.

Firbolgs have a rough form of democracy known as "the cast". This involves summoning all the firbolgs in a tribe who then cast their vote on an issue by using a rune-engraved stone.

Because firbolgs believe that charity is a virtue, but believe that it is harmful for the recipient to know the identity of the provider, they appear to be reclusive amongst the other races, although they are very sociable with established friends. They are extremely honest and cannot lie without feeling physical discomfort, even if the lie is by omission.

Firbolgs live in settlements in remote hilly or forested areas, and distrust any outsiders. They build wooden structures with thatched roofs, with defensive towers.

## History

The firbolg race was created when Othea, wife of the giant deity Annam All-Father, had an affair with Ulutiu.
Alhoon lich

— The wiki's staff

 **Homeland(s)** | * Far Realm
 **Language(s)** | * Deep Speech
* Telepathy

**Alhoon liches**, also known as simply **alhoons** or **illithiliches**, are magic-using outcasts from mind flayer societies who have defied the ruling elder-brains, to achieve lichdom.

Alhoons combine powerful wizardry and sorcery with their innate skill at psionics to become a new threat to the established order of the Underdark and beyond. Their skin possesses none of the wet, smooth, slimy texture of living illithids, instead appearing dry, wrinkled, and cracked due to the powerful magic resistance that has prevented a perfect conversion to lichdom.

Alhoons are ignored, feared, and hated by mortal illithids due to their rejection of the illithid circle of life, culminating with the physical and psychic merging with an Elder Brain.

## Locations

In 1369 DR alhoons had been known to take up residence in the abandoned drow city of Telnarquel.
Baatezu

— The wiki's staff

 **Language(s)** | * Infernal

**Baatezu** were a category of devils inhabiting the Nine Hells of Baator. Like all other devils, they were ruled by the Archdevils, or Lords of the Nine.

## Overview

Some baatezu stayed on the Fugue Plane from the World Tree cosmology, where they tried to convince souls of the newly deceased to join their ranks by becoming lemures. Few took up the offer, but to some the prospect of a chance of advancing in baatezu society was preferable to the fate they expected in afterlife.

## Types

* Abishai
* Advespa
* Amnizu
* Aspect of Asmodeus
* Assassin devil (Dogai)
* Ayperobos swarm
* Aspect of Baalzebul
* Barbed devil (Hamatula)
* Bearded devil (Barbazu)
* Aspect of Bel
* Aspect of Belial
* Black abishai
* Blue abishai
* Bone devil (Osyluth)
* Brazen devil
* Aspect of Dispater
* Erinyes
* Ghargatula
* Aspect of Glasya
* Green abishai
* Gulthir
* Harvester devil (Falxugon)
* Horned devil (Cornugon)
* Ice devil (Gelugon)
* Kocrachon
* Legion devil (Merregon)
* Lemure
* Aspect of Levistus
* Logokron
* Malebranche
* Aspect of Mammon
* Aspect of Mephistopheles
* Narzugon
* Nupperibo
* Orthon
* Paeliryon
* Pain devil (Excruciarch)
* Pit fiend
* Pleasure devil (Brachina)
* Red abishai
* Remmanon
* Spined devil (Spinagon)
* Steel devil (Bueroza)
* White abishai
* Xerfilstyx
Dark Tribe

— The wiki's staff

 **Language(s)** | * Hylian

The **Dark Tribe** is an ancient tribe that is referenced in *Four Swords Adventures*.

## Bacgkround

They invaded Hyrule, but were defeated and imprisoned in the Dark Mirror. The mirror was then hidden to in the Forest of Light to prevent it from falling into evil hands. However, the mirror was stolen by Ganon and its power is used to create Shadow Links.

## Trivia

* Agahnim could've possibly been a member of the Dark Tribe.
Kingdom of Arontashka

Kingdom of Arontashka is a large kingdom south east of the Vigonian tribe inhabited area. One notable city is Brichan (although Brichan is self-governed most of the time). They also border to the mountains that separate the Ladanate from the other neighbouring kingdoms.

Neighbours to Arontashka are Kingdom of Aperancé, Kingdom of Chedmark, and Kingdom of Frostenstone, earlier known as Empire of Frostenstone.

Notable people from Arontashka is:

Nicolas Sar
Arcanaloth

— The wiki's staff

 **Language(s)** | * Various

The **arcanaloth** are the record keepers of yugoloths. All transactions for services rendered in the Blood War goes through them. As yugoloths go, they are a civilized breed.

An arcanaloth appear as a robed human with the head of a fanged jackal or war dog.

## Ecology

### Combat

The physical attack of a powerful arcanaloth consists of a claw and bite routine. They enjoy inflicting pain and torment with their claws.

All arcanolths commonly memorize destructive spells but they keep a wise eye on their escape and defensive spells for good measure.

They are extremely intelligent and use their spells to their best advantage. In general, these creatures avoid hand-to-hand combat.

Arcanaloths are harmed only by magical weapons of great enchantment. They are immune to mind affecting spells cast by mortals. In a rare instance of an arcanaloth affected by mind affecting magic, Inthraxis the Oinoloth has a mentally dominated arcanaloth seneschal of Corpsehaven. They may never be surprised while on lower planes. They can only be permanently destroyed while on Gehenna; when this happens, its accumulated knowledge travels to the Tower of the Arcanaloths to be absorbed into the racial memory of all arcanaloths.

## Habitat

These powerful creatures negotiate all contracts with baatezu and tanar'ri and plays each side against other with practiced ease.

The preferred dwelling place of the arcanaloths is the plane of Gehenna as they draw power from the mighty furnaces there. They will never leave the plane if at all possible and only do so for very brief periods of time.
Abishai

— The wiki's staff

 **Language(s)** | * Celestial
* Draconic
* Abyssal

**Abishai** were medium-sized baatezu devils from the first two circles of the Nine Hells, who were servants of Tiamat. They were guards and torturers.

## Ecology

### Description

They resembled cornugons, the only difference was their color and the size. They could be found in various colors: red, white, black, green and blue.

### Combat

In battle, they relied on their claws, but the elder ones could possess some magic abilities, such as opening a gate between the Nine Hells and the Prime Material Plane, and some lesser confusing spells.

## History

During the Time of Troubles, a group of thirteen abishai were marooned in Unther. The Cult of the Dragon in Unther considered this a blessing from Tiamat. Each of the thirteen maintained a lair in the Underdark below the city of Unthalass. In truth, Tiamat did not send them as a blessing; the thirteen enjoyed their freedom from serving Tiamat, and the high priest of the Cult was blackmailing them into following his orders lest he send them back to Tiamat in Hell.
Blood fiend

— The wiki's staff

 **Language(s)** | * Primordial

**Blood fiends** are abominations who feed on the blood of living creatures. Initially created in the Elemental Chaos they are just as prevalent in other planes, wherever there are creatures to provide food for them.

Blood fiends are often mistaken for demons. Though they are not, in fact, demons, they are fiends, as their name implies.

## Ecology

### Description

Blood fiends are huge creatures with a purple-black or reddish, scaly hide, a lupine muzzle with great fangs, red eyes, and four clawed hands. Each of these hands has five, razor-sharp claws extending from them, as do the feet.

#### Abilities

Blood fiends prey on other fiends, as vampires prey on humans. They also have the same ability to transform other creatures into their kind. In order to assist them in their hunts, blood fiends can use the ability terror gaze, which immobilizes their unfortunate victim, making the feast all the easier for the blood fiend. Blood fiends themselves are immune to fear.

Most wounds inflicted on them will heal in a matter of moments.
Bheur hag

— The wiki's staff

 **Homeland(s)** | * Frostfell
 **Language(s)** | * Giant
* Common

The **bheur hags**, also known as **winter hags** are found commonly in Auril's realm within the Deep Wilds as well as within the mortal nation of Rashemen on the Prime Material Plane.

They live for the pleasure of bringing icy doom to as many people as they can. A common legend in Rashemen and surrounding lands suggests that there is only one bheur alive, because no more than one has been seen at a time, but it is far more likely that they are solitary wanderers. This is, in fact, false and bheur hags are the most common of Auril's handmaidens.

Every winter, just before Tarsakh, hathrans are sent to battle the bheurs. If the hathrans fail in their battle, then spring is delayed for several more weeks in Rashemen.

Bheurs are vulnerable to lightning/electricity.

## Ecology

### Description

Bheurs resemble hideous old women, like all hags do; however, a bheur's skin is blue-white, with white hair.
King Arse

King Arse, or *the* King Arse, was the title of the military and spiritual leader of the Vagina God forces on Larth. To become King Arse, one must use the Arsifact to connect with the Vagina God. The Arsifact was in the era of Rikord hidden away by the Man in the Mountain. The current and most famous King Arse is the Thin White Duke, a former mercenary working for the McLads turned King Arse after he came into contact with various Arsifacts while fighting cultists in the northern Highlands.

There may only exist one King Arse at the same time - this is because King Arse is a vessel used for Vagina God to manifest herself in the physical realm through various Arsifacts. Although the King Arse is not completely mind controlled by the Vagina God, the contact with the Vagina God eventually takes so much control over the King Arse to the point that it is essentially a puppet for the Vagina God.
Barghest

— The wiki's staff

 **Language(s)** | * Goblin
* Infernal

**Barghests** are evil fiendish shapechanger lupines.

## Ecology

Barghests are terrible outsiders who come to the mortal world to feed upon its heroes. These wolf-like creatures have an affinity with goblins, and can assume the form of a goblin or wolf at will. Many goblins worship barghests as gods.

### Description

In its normal form, it resembles a goblin-wolf hybrid with monstrous jaws and razor sharp claws. As whelps, barghests look like common wolves, except for their size and paws. As they grow larger and more powerful, their skin darkens to bluish-red and eventually turns completely blue. A full-grown barghest is about 6 feet (180 cm) long and weighs 180 pounds (82 kg). A barghest’s eyes glow orange when the creature becomes excited.

#### Abilities

While they have a variety of magical powers, barghests are feared for their ability to consume those they slay and absorb their powers. Young barghests cannot attain standing in their society until they have slain and consumed a number of great mortal heroes. Eventually, these monsters shed their skin and transform into a greater barghest.

### Society

Barghests originate from the plane of Gehenna but are sent to the Prime Material Plane to mature. Once they have reached maturity, they are allowed to return to their native plane. Their method of doing this is gruesome in nature. To grow and become stronger, the barghest, known as a barghest whelp in its formative years, must devour victims in order to gain size and strength. The stronger the victim consumed, the more power is attributed to the whelp.
Elan

— The wiki's staff

 **Alignment** | * Lawful Good
* Neutral Good
* Chaotic Good
* Lawful Neutral
* Neutral
* Chaotic Neutral
* Lawful Evil
* Neutral Evil
 **Language(s)** | * Common

**Elans** were psionic humanoids, created from a human who had chosen to abandon their humanity for a new psionically charged existence. They were extremely long-lived, occasionally managing to live for 2,000 years or more.
Guardgoyle

— The wiki's staff

 **Language(s)** | * Common
* Terran

**Guardgoyles** were constructs created by Zhentarim wizards to protect their treasures.

## Ecology

### Description

They resembled baby gargoyles, hence their moniker, and their small stature (2 feet tall/long) allowed them to hide in the wizard's possessions, ready to fly out and strike if they sensed a presence in the room it was guarding that wasn't it's creator or one of the 5 people it could be programmed to not attack.

## Overview

If not destroyed, the magic animating them would last as long as their creator lived. Any repairs that they needed could be administered with a single stone shape spell. Due to these facts and that they only cost around 1000 gold pieces worth of raw materials to create, guardgoyles were cheap and effective guardians.

Greater guardgoyles tended to be between 4-6 feet tall and lacked the ability to fly, they were also much more expensive to create and required much more powerful magic to animate them.
Fungal giant

— The wiki's staff

 **Language(s)** | * None

**Fungal giants** (a.k.a. **spore giants**) stand as a prime example of Zangarmarsh's remarkable fauna. Though relatively non-aggressive, these lumbering behemoths are savagely efficient at dispatching their adversaries when provoked. They feed on other native swamp creatures, as well as any Lost Ones unlucky enough to stray too close to the giants' beloved hideaways.

Recently, they have come into conflict with the Sporeggar. Driven by starvation due to the continuous sapping of the marsh's resources by the naga, they have began to roam the Spawning Glen, preying on sporeling young. Members of the Cenarion Expedition are looking for a peaceful solution to allow the two species to cohabitate in the marsh.

A number of fungal giants also appear in Deepholm. They appear to have been colossi who were struck by a curse similar to the Curse of Flesh. It is likely that it is caused by the stone trogg. The other giants share no love for their fungal brethren.

## Ecology

### Description

Fungal giants are not actually made of fungus. The fungal growth over their bodies is another organism living in symbiosis with the giant.

They have three hearts that look like artichokes and their brains, "complex fungal [structures]", are described as "soft, convoluted [masses] of fungi" that "exert centralized control" over their bodies.

It's unknown exactly how long they can live for; however, Hungarfen has been alive for millennia tending to a very special plant, known as the Underspore.

## Trivia

* If they are idle long enough, they will sniff their fungal-ridden armpits and then try to fan away the stink.
Goasts

Goasts (pronounced Go-As-T) are the spirits of lads who built The Goat Manor. After a lad has died, some may become one with the masculinity, living on as Goasts. Goasts can be spoken to telepathically. Notably goasts are the three first lads - or often also called the three aspects of the Great One - Norgan, Vidav and Whetham.

Quordom is another notable Goast.
Ice devil

— The wiki's staff

 **Alignment** | * Lawful Evil
 **Homeland(s)** | * Cania
 **Language(s)** | * Celestial
* Common
* Draconic
* Infernal
* Supernal

**Ice devils**, also called **gelugons**, were the strategists and masterminds of Hell's armies. They made their decisions based on cold, calculated logic, with no thought of the losses of troops. As long as success were possible with their plans, they were willing to sacrifice any number of infernal soldiers.

## Ecology

### Description

Gelugons appeared to be large, insectile devils that stood on bird-like legs. They carried frozen spears that numbed and slowed the bodies of anyone struck by their pointed ends. A gelugon stood twelve feet tall and weighed 700 pounds.

## Background

A gelugon named Vreesar led an attempt to conquer Toril from a portal in the Great Glacier in 1366 DR. He was stopped by a Harper ranger and a fallen paladin.

## Trivia

* Gelugons were one of the few devils that cannot take cold damage. Most devils are only resistant to cold damage. However, like the rest of their kin, gelugons take reduced damage from nonmagical weapons, have immunity to the poisoned status effect, and cannot take fire or poison damage.
* The name "gelugon" could have come from Latin term *gelus*, which means "ice" and is cognate with English *glacier*.
Archlich

— The wiki's staff

 **Alignment** | * Lawful Good
* Neutral Good
* Chaotic Good
* Lawful Neutral
* Neutral
 **Language(s)** | * Common

**Archliches** are a type of lich that has a non-evil alignment. They can be of any type of spellcaster and devote their existence to whatever noble purpose motivated their transformation into lichdom.

## Ecology

The choice to embrace undeath is allowed and considered only on rare occasions, when a clan or settlement has need of lorekeepers or defenders beyond the norm. Sustained indefinitely by magic, archliches appear largely as they did in life, though an immediate clue as to its undead nature is the appearance of shrivelled and wrinkled skin turning slightly translucent over time. Some of the oldest of baelnorn seem little more than the hint of body, hair, and skin around their skeletons. Unlike common liches, whose flesh and organs eventually rot to the point that are are completely gone, this is the extent of their degeneration.

While the demilich type exists among liches, there is no equivalent type among archliches.

### Description

The method of becoming a archlich is nearly identical to becoming a lich.

Unlike most other forms of undead creatures, the archlich retains all of the memories, personality, and abilities that it possessed in life - but it has a virtual eternity to hone its skills and inevitably becomes very powerful. Like other powerful forms of undead (such as a vampire or mummy), an archlich has unnatural powers owing to his state. For example, they can put mortals in a paralyzed state of hibernation with a touch, making them seem dead to others. An archlich is capable of sustaining tremendous physical damage, and is immune to disease, poison, fatigue and other effects that affect only the living. However, despite all his undead "gifts", an archlich (like a lich) counts his vast intellect, his supreme mastery of wizardry and limitless time to research and plan, as his greatest resources.
Dragonman

— The wiki's staff

 **Leader(s)** | * Unknown
 **Language(s)** | * Draconic
* Common

A **dragonman** is a type of dragonkin, a human (possibly other humanoid races) fused with a dragonspawn.

It would appear the fusion process lowers the creatures' intelligence. Failed fusions appear as aberrations found in Blackwing Descent, twisted creatures most resembling plague eruptors used by the Scourge.
Angel of decay

— The wiki's staff

 **Language(s)** | * Common

The **Angel of Decay** was an undead monstrosity — an avatar, the very essence of rot.

## Ecology

### Description

Standing 9-feet tall and weighing 500–700 lbs with wings and claws, their putrid bodies constantly decomposed, and pools of filth dribbled around their feet. In battle they were ferocious, using their ogre-like size and strength to pummel opponents who have not already succumbed to their aura of corruption. When they spoke they did so with a slurred, muddy voice.
Gan'arg

— The wiki's staff

 **Classes** | * Tinker
 **Language(s)** | * Eredun

**Gan'arg** are stunted mo'arg and serve the Burning Legion as engineers. Smart and fast-thinking, the gan'arg make new inventions and delight in using them to further their own purposes.

## Trivia

* Their eyes are always hidden under their hoods.
Firenewt

— The wiki's staff

 **Homeland(s)** | * Peaks of Flame
* Lake of Steam
* Arnrock Island
* Mount Hotenow
* Turmish
 **Language(s)** | * Draconic

**Firenewts** were reptilian humanoids native to volcanic regions, who evolved from lizardfolk and gained the ability to breathe fire.

## Ecology

### Description

Firenewts were about the size of a slim human. They appeared like lizardfolk with simpler faces and larger, dark-colored eyes. Their speckled, smooth-scaled skin appeared eel-like and was colored dark reddish brown at their spines and faded to nearly white on their front sides. They had long feet, giving them the appearance of "reversed knees", which gave them an advantage while running or leaping.

### Society

Firenewt warriors typically wore chain mail and carried longswords, battleaxes, or longspears. They were often seen riding upon the backs of giant striders.

The patron deity of the firenewts was Kossuth, the primoridal of elemental fire.
Architect genie

— The wiki's staff

 **Language(s)** | * Common

**Architect** or **builder genies** were special tasked genies who were common in the Great Dismal Delve. They were also bound by sha’irs in Zakhara to serve princes and lords. These genies were once dao but changed over time to suit their tasks.

## Ecology

These genies were slaves to the dao and resented them.

### Description

These genies were bald and muscular. They usually had a brand of ownership on their hand or forehead.

### Combat

Architects could use the following spell-like abilities: minor creation, vacancy, warp wood, stone shape, stone tell, and passwall. Once per month they could use a wish related to building.

These genies were masters at finding the weak points of any structure, making them deadly during a siege.

Architects would only resort to combat as a final option, preferring to let others fight instead. These genies would defend their worksite if commanded, but would rarely fight beyond its walls.

### Habitat and society

Their work was an architect’s reason for living; their way to be remembered for all time.

Buildings constructed by these genies cost four times as much were twice as strong as normal buildings and lasted for twice as long.

They could replicate the style of any building that they have seen and been able to study for one day.
Copper automaton

— The wiki's staff

 **Language(s)** | * Common (Presumed)

**Copper automatons** were magical statues made ​​of copper and bronze that move using concealed levers and clockwork gears. This whole mechanism was controlled by magic that made them move or perform their tasks. Usually, copper automatons were made by skilled magicians. Given weapons, they could outperform many warriors.

## Ecology

Copper automatons did not require food, sleep, and or any kind of external energy supply.

### Description

They could be stocky or tall, thickset or skinny. These sculptures were reminiscent of warriors in armor, but could also look like peasants or nobles. Their movements were very fast and accurate, and were almost as articulate as a human.

### Combat

Copper automatons could cause terrible wounds with their fists, breaking bones and crushing skulls. But, as a rule, most creators of copper automatons gave their creations weapons, and some powerful magicians armed them with magical weapons. Usually, they used different weapons such as maces, scimitars, daggers, etc.

Copper automatons could not be cured by magic, potions or the like. Instead, they needed to be repaired and have their magic replenished.

### Habitat and culture

To create a copper automaton required a great deal of effort and expense, and Zakharan magicians could spent months to create such creatures.

Copper automatons were not only great warriors, they could also be used as slave labor in smithies, water works, and construction projects. They build and maintained such as wonders as palaces in the desert, farms in the jungle, and garden terraces on mountain slopes. Magicians often used copper automatons as guards. When a mage went on a journey, they could leave a copper automaton to guard their house against thieves and bandits.
Arrow demon

— The wiki's staff

 **Language(s)** | * Abyssal
* Celestial
* Draconic

**Arrow demons** were valued tanar'ri made specifically to fight in the armies of the Abyss.

## Ecology

### Description

Emaciated but possessing unnatural strength for its frame, an arrow demon's body is also completely hairless. Its gray skin feels like cured leather but also has a strange wetness to the touch. Otherwise humanoid, an arrow demon's remarkable feature is its four arms, with which it can wield two large longbows expertly despite being not much taller than an above average human.

### Combat

Arrow demons are fielded by their commanders in large units where they do what they do best and rain huge numbers of large arrows down on their foes. They are often shielded from melee combat by masses of demonic fodder, allowing them to concentrate on firing off as many shots as they can. When in smaller groups, arrow demons make extensive use of their ability to cast Dimension door to maximise their damage potential while minimizing the wounds they suffer.

More often than not, arrow demons carry quivers of arrows set with heads made from alchemical silver, adamantine, and/or cold iron to overcome the resistances of their most commonly-encountered otherworldly enemies.

## Encounters

Though originally found only in the Abyss, Avernus and the Blood Rift - where the Blood War was most commonly fought - they later spread to the rest of the Lower planes, crossing planar borders when the Blood Rift moved close enough to bridge them. Conjurers are also to blame for bringing arrow demons to Faerûn with summoning spells.
Cerebrilith

— The wiki's staff

 **Language(s)** | * Abyssal

A **cerebrilith** was a type of tanar'ri demon native to the Abyss. It was notable for possessing psionic powers.

## Ecology

### Description

A cerebrilith appeared as a giant ogre-like humanoid creature, standing around 8 feet (2.4 meters) high when upright in battle. However, it normally knuckle-walked on all fours due to its hunched back. The body was relatively gangly, with skin turned slick and slimy as if it continually leaked some fluid. Its skull was bulging and elongated, sweeping back and merging into its hunched back, with a bony brow and protruding fanged jaw with long, thin tongue. Its most obvious feature was a hideously swollen and exposed brain, shielded beneath a lattice of its spinal bones.

### Behavior

Cerebriliths spent their time cultivating their mental powers, usually acting alone or in groups of up to four, by hunting and killing mortal prey. They loved to kill intelligent beings and extract their brains, which they would examine in an effort to gain fresh insights into the powers of the mind.

They only joined demon armies in specialist roles to meet specific purposes, such as to a slay a mortal psionicist or psionic creature.

They could also use their powers of mental domination in larger schemes.

### Powers

Cerebriliths possessed all the standard magical powers of a tanar'ri demon, and complemented these with an array of psionic powers of the telepathy discipline, causing mental damage, mind-reading and domination. It could communicate via telepathy.

A cerebrilith could summon another of its kind or a number of dretches.

### Combat

These psionic demons opened battle with an assault of telepathic powers. When in melee range, they fought with teeth and claws with psionically enhanced force.

## History

In the Year of Rogue Dragons, 1373 DR, the Zhentarim of the Citadel of the Raven summoned a cerebrilith to control and dominate the emerald dragon Vercevoran, who was kept captive in a castle at Hulburg on the Moonsea. The cerebrilith remained disguised beneath a great cloak and hood. On the 2nd of Mirtul, Pavel Shemov and Will Turnstone came to rescue Vercevoran, but were surprised by the cerebrilith, who commanded the dragon to attack them. As Will lured Vercevoran away, Pavel battled and finally slew the cerebrilith.
Dust genasi

— The wiki's staff

 **Language(s)** | * Common
* Primordial

A **dust genasi**, or **dust para-genasi**, was a sub-race of the genasi. It was a para-genasi, meaning that it was descended from two different elemental outsiders, namely an outsider of elemental air and an outsider of elemental earth, forming para-elemental dust.

## Ecology

### Description

Dust para-genasi were bony and gaunt of build, with pale skin and dark circles under their eyes. Most of them had traits like dehydrated skin or a cloud of dust about them that came from their mixed ancestry. Though a nimble breed, they were often in poor health. They did not breathe.

#### Abilities

They possessed a natural defense against dust-oriented spells. Once a day, they had the ability to call a cloud of dust to their aid, that concealed them from view and forced others into coughing fits.

### Personality

These smart but often-sarcastic folk had a tendency toward the bleak and macabre, with a morbid interest in death and decay made them less them popular with others. They invariably wore dark or black attire, often even wearing funeral vestments or the like, no matter how inappropriate this might be. Though usually neutral in outlook, they had a slight inclination towards chaos. Most lived as rogues.
Ered'ruin

— The wiki's staff

 **Language(s)** | * Eredun

The demonic doomguard of the Burning Legion belong to the **ered'ruin** species. They serve as shock troops and enforcers. Powerful and deliberate, these winged aberrations are known across the cosmos for their brutality. The doomguard are utterly devoted to their pit lord masters and revel in the destruction of worlds.

As doomlords are part of the doomguard's species (having just a more elite appearance of a doomguard), they are ered'ruin as well.

The fearsome doomguard served as Archimonde's personal escorts. Although they are often called upon to perform a number of duties for the Legion, their loyalty lied with him alone. Though ered'ruin had still served the Burning Legion during the War in Outland, Kanrethad Ebonlocke said the ered'ruin hadn't had a master since Archimonde's death. He intended to become their new master.
Chac

— The wiki's staff

 **Language(s)** | * Common

**Chacs** looked like slender jaguars when on all fours and werejaguars when they assumed a bipedal stance.

## Ecology

### Description

A chac's colouring depended on where they lived. Northern Maztican chacs were blue while those in the east were black. Chacs from the south were red while those in the west were yellow.

## Overview

They were spirits who helped control the rains in Maztica and lived in caves high in the mountains. From their caves they sent out rain to the surrounding countryside.