recursal/Fanatic-Fandom huggingface dataset:
Fuguhito

## Description

From the Depths rose the fuguhito. Land lovers called these spine-covered water breathers "pufferfolk", and as one might expect, the fuguhito looked like a humanoid pufferfish. Their needles were not just sharp but carryed a powerful toxin capable of paralyzing foes.

***Servants of Qhek***. The marids of Qhek used the fuguhito as their frontline. And since fuguhito could exist out of water and are closer to human size than the sahuagin or merfolk, they made excellent spies.

## Appendix

For more stats/abilities visit https://www.patreon.com/posts/366-days-of-day-34362202
Omeria Wiki

**Welcome to Omeria**Omeria is the most populated and civilized continent in all of Casar. It is home to over a billion humanoids, the majority of which are humans.
Omeria is divided into three distinct regions. First, there is Northern Omeria which consists of the Nations of Man, Gar Wabrizz, and Olyothyr. The Nations of Man are led by three city-states: Knotside, Murktown, and Presson's Enclave. Gar Wabrizz is home to the magic-hating goblinoid tribes. And Olyothyr is a kingdom of xenophobic elves who are slowly dying out.

The second region is Central Omeria. Two geological features separate Central Omeria from Northern Omeria: The Basilisk's Spine Mountain Range and the sea The Wound. Most of Central Omeria is blanketed by the continent-spanning desert, The Desolation of Ditimaya. Regardless, there are three sub-regions in Central Omeria. The Weysevain Coast sits to the northwest. At the center along The Wound is Tadju Confederacy. And The Contested Lands inhabit the grasslands southwest of the fiend-filled, volcanic hellscape The Obsidian Plain.

The third and largest region of Omeria is Odonburg, also called Southern Omeria. Odonburg is a single nation ruled by a powerful, magic-wielding tribe called Dinzers. The Dinzers are technologically superior to all other Omerians, mostly thanks to the abundance of a magical mineral in their possession called emerald Odonburgite. Emerald Odonburgite powers everything in Odonburg, from common magic wands to their mighty warblimps.

## Interactive Map

Click on a city to get to the article about it (not available for all cities yet)

Current cities/villages with links:
* Castlegrasp
* Haver
* Orbea
* Qola

## Important articles

* 366 Days of Monsters
* Calendar
* Gods and Beliefs
* Races of Omeria (Playable)
* Who Lives in Omeria?
* Places
* Shops

*Need help building out this community?*

* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!
Serpent Guard

## Description

The Serpent Whisperers of Grihoo (or "Amazons" as they're commonly known) protect the Shrine of Grihoo and its ancient secrets long lost to the world. The actual entrance to the shrine is protected by the legendary Serpent Guard, the fiercest warriors of their kind. Each member of the Serpent Guard wields the powerful tepoztopilli, a polearm topped with a broad wooden head capable of crushing enemy spines with a single blow. The tepoztopilli gives the serpent guards the advantage of reach while allowing them to use their massive tower shields for added defense.

## Appendix

For more stats/abilities visit https://www.patreon.com/posts/366-days-of-day-33880465
Ong-ong

## Description

Ong-ongs are short, furry humanoids with large, flat heads that live in the Wallingmiotta. Their skin is dense and coarse like tree bark. Once thought to be an offshoot of the forest gnomes that inhabit the wood, anthropologists later discovered that the ong-ongs actually have more in common with dwarves than the other humanoid races of Omeria. Ong-ongs may even be related to the griffon-riding dwarves of Khuzuk.

***Forestfolk***. A common name for ong-ongs is forestfolk. The dwarves seem to have a natural affinity with nature and tend towards the druidic arts. In fact, ong-ongs make up some of the most powerful druid circles in all Omeria.

***Tree Conversion***. When an ong-ong reaches a certain age, it stops moving altogether. Roots grow from its feet and branches start to sprout from its head and body. In time, the ong-ong becomes a tree. Still sentient (although slow)

***Ong-ong Gatherings***. Ong-ongs rarely live together. Even young ong-ongs have to fend for themselves, using their innate spellcasting abilities to defend themselves from an early age. However, ong-ongs come together twice a year—during the summer and winter solstices—to share news and stories. For many ong-ongs, it is when they meet their mates.

## Appendix

For more stats/abilities visit https://www.patreon.com/posts/366-days-of-day-33653871
Graveman

Gravemen are gaunt, blackened creatures with glowing white eyes. They lack noses, mouths, and ears. And although referred to as "gravemen", these undead creatures have no discernible anatomy and are effectively genderless.

**Ancient Undead**. It is unknown how long the gravemen have been on Casar. The elves of Imfe Aiquas report that gravemen (known as the oshnaluna in the elven tongue) were seen in the Wallingmiotta even before the reign of the ten. Undead scholars suspect that the gravemen may even predate the time of the dulons. Some suspect their origins are found among the elemental forces that created Casar and that the gravemen may be the progenitors of all humanoids.

**Children of Vapul**. Despite their lengthy tenure on Casar, the gravemen have an affinity for the demon-god Vapul and his followers. The gravemen appeared at the Battle of Imfe Mythse Anore, supporting the dark elves, and were later found defending Vapul during the battle at Camor's Hill. Ai'Skoom-Vapul, the unholy book of Vapul, contains rites that can summon gravemen to do one's bidding. Because of these connections, gravemen frequently carry the nickname Children of Vapul.

**The Study of Gravemen**. A trio of acolytes in the town of Haver captured a graveman and studied the creature. They discovered that gravemen lack humanoid physiologies. In fact, they reported that gravemen share more in common with elementals than undead. Where a graveman's heart and lungs would normally be, there is a core of intangible cold that glows with a dull, white-blue light. Once the core is removed, the graveman's form crumbles into black ash and dry cork. Fey scholars at Pexia noticed a connection between the graveman's cold core and the light that binds the fey, particularly sprites and fairies.

**Undead Nature**. A graveman does not require air, food, drink, or water.

## Appendix

For more stats/abilities visit https://www.patreon.com/posts/366-days-of-day-33267235
Trapfoot

## Description

Trapfoots were white-haired rabbit-humanoid hybrids commonly found in arctic climates. They lived in small tribal groups called clusters. Viewed as "lesser" by many of the larger humanoid races and giants that lived near them, these clusters frequently found themselves under the rule of powerful, non-trapfoot creatures who bullied them into obeisance. Trapfoots who broke free of those tyrannical tethers often preferred to spend the remainder of their lives away from other humanoid cultures, fearful of renewed oppression. Because of this natural distrust of the other humanoid races, many accused trapfoots of being "antisocial" or even "evil."

**Swords for Hire**. Trapfoots who demonstrated a proclivity for cooperation with the other humanoid races sometimes offered their services as mercenaries, spies, or assassins. These sneaks used their awesome speed and reflexes to their advantage and were capable of neutralizing targets long before their allies realized what had happened.

**Elemental Origins**. Trapfoots traced their origin back to the elementals as one of the few humanoid races not created by the dulons or the dulons' creations. Pexian scholars theorized that this was the reason so many trapfoots were—erroneously—viewed as corruptible.

## References

1. ↑ For full stats see 366 Days of Monsters: 163 - Trapfoot (access to DMDave's Patreon required).
Nabra

## Description

Nabras appeared as large, glowing disembodied heads. They were the Other's equivalent of angels (if there was such a thing) and nearly all nabras in existence served the Goddess in Light. Nabras were collectors of knowledge and wisdom, and frequently guided Lost Ones through the realm of shadows.

***Naive and Curious***. Although immensely intelligent and wise, nabras did not understand the concept of lies. As such, they were easily deceived and would believe anything told to them, regardless of how far-fetched or absurd the lie may have been. One would suspect that the nabra's immense intelligence would disprove any lies it heard. Instead, the nabra confabulated reasons why the lie may have conflicted with its prior understanding of a subject. This was one of the nabra's more dangerous features as creatures of malicious intent often used these lies to trick nabras into doing their bidding.

***Immortal Nature***. The nabra didn't require food, drink, or sleep.

## References

1. ↑ For full stats see 366 Days of Monsters: 63 - Nabra (access to DMDave's Patreon required).
Boglikin

## Description

Beings of pure dread and horror, boglikins were 8-foot diameter, flying, spherical creatures with massive maws filled with countless, razor-sharp teeth. Boglikins could have up to twenty eyes (typically, at least eight). And tentacles sprouted not just from the sides of their bodies, but also from inside their mouths.

Their presence alone warped and bent reality, turning organic creatures into piles of unintelligent ooze. It is unknown if oozes existed before boglikins or were an unfortunate side effect of their existence.

## References

1. ↑ For full stats see 366 Days of Monsters: 95 - Boglikin (access to DMDave's Patreon required).
Quetzalcoatlus

## Description

Dinosaurs, or behemoths, were among the oldest reptiles on Casar. Although travelers who'd gone beyond the crushing waves of Warna and the Omeria told tales of thick jungles infested with the great lizards, the majority of Omerian dinosaurs appeared on Elsath, parts of eastern Odonburg, and on large, tropical islands in Warna.

With wingspans twenty-to-thirty feet in length, quetzalcoatli were among the largest flying creatures in all of Omeria. Despite their large, somewhat-terrifying presence, they were mostly scavengers, preferring to pick off smaller creatures with their 6-foot long, pelican-like bills. Dorithellian raiders sometimes trained the quetzalcoatli as alchemist's-fire-bombers. During the Siege of Naqqad in 1034, six such quetzalcoatli were used to destroy large portions of the city.

## References

1. ↑ For full stats see 366 Days of Monsters: 59 - Dinosaurs (access to DMDave's patreon required)
T'Quin the Double Mantis

## Description

The Black Swamps of Barkor are home to more than just the vile creations of the danaavrakt. T'qin the Double Mantis, a creature of near-divine intelligence and wisdom, makes its home there. T'qin is a horse-sized praying mantis with two heads. Both heads share the same mind and T'qin sees itself as a single entity.

***The Unbound and Cult of the Double Mantis***. Joining T'qin are its warlock forces, the Unbound, plus other creatures drawn to T'qin's nigh-omniscience. Even if T'qin was vulnerable to attack (it's not) the mantis has a veritable army of devout fanatics who would gladly die on its behalf. These followers are called, appopriately, the Cult of the Double Mantis.

***"Ninety-three."*** Since T'qin first appeared in 983 AT, the double mantis has only spoken eight words total. In 1040 AT, mere seconds before the Hand of the Eight appeared on The Great Clock in Castlegrasp, T'qin's two heads spoke a single word in unison: ninety-three. Only the infamous warlock Vadriken was there to hear the heads speak. Vadriken would not understand what the phrase meant for five years until he heard rumor of a child named "Ninety-three" living in a town north of The Wound.

## Appendix

For more stats/abilities visit https://www.patreon.com/posts/366-days-of-day-34149272
Creature Name

Below is a list of Creatures by name

Amazon Warriors

Anorian Vaquero

Arnitiko/Arnitika

Black Horn

Brasuga

Cadejo

Charbrood

Cursed of Orr

Dokh Nuzegh

Entozooze

Fey Squirrel

Flammengeist

Flitterbug

Flying Spider

Garganjaw

Gargantuan Hamster

Gargantuan Squid

Giant Wolf

Golcom

Graveman

Heir of Kong

Horror Soul

Hyper Golem

Inak

Lantern Zombie

Llorona

Maestro

Man and Boy

Megamoo

Mondan

Nightmare Orb

Ong-ong

Overcrow

Qoleg

Quogwat

Ranger

Rasgax Howler

Segua

Serpent Guard

Shadow Goblin

Spilatera

Stitch Horror

Subterranean Drake

Summer Drake

Tethered

Tomb Guardian

Treasure Cat

Umbra

Uncle Skeleton

Vadriken the Three Timer

Vile Fog

Warlock

Waterspout

Xenemese Sentinel

Yazurian Cyclops
Waterspout

## Description

Also known as "water elemental hydras", waterspouts are deadly elementals that roam the Ocean of Warna. Temperamental, they're prone to attacking ships without provocation and often lay siege to coastal villages and island habitats. Recognizing their value, the marids of Qhek often enslave and employ waterspouts, using them as weapons against the land-based humanoids.

## Appendix

For more stats/abilities visit https://www.patreon.com/posts/366-days-of-day-33015693
Fey Squirrel

## Description

Fey squirrels are guardians and protectors of the forest. Often surely—and, if you'll pardon the expression—*squirrely*, fey squirrels enjoy good conversation, reading, and storing acorns in the hollows of trees.

Sadly, there aren't as many fey squirrels as there once were as the great enchanted forests of Omeria have started to lose their connection to the other. As magic slowly dies, all of the fey creatures fade along with it. In time, the only squirrels in Omeria will be mundane, non-talking squirrels.

Jelbi, the ally of Wilgrim and Aruxius, is a talking squirrel from the Wallingmiotta Forest.

## Appendix

For more stats/abilities visit https://www.patreon.com/posts/366-days-of-day-32826873
Flammengeist

## Description

Flammengeists are skeletal undead wreathed in ghostly flames. A large halo of light and fire surrounds their heads. They are the creations of the Obelisk of Zo, made from rogue evokers who willingly sacrifice themselves to Zo's cause.

Flammengeists have an innate ability to detect creatures imbued with the energies of the Other. As such, they are sent into the Material to track down the enemies of Zo, in particular, the Chosen Ones of Phajani.

***Undead Nature***. The flammengeist does not require air, food, drink, or sleep.

## Appendix

For more stats/abilities visit https://www.patreon.com/posts/366-days-of-day-33798287
Draugr

## Description

Cold as the icy highlands that they haunted, draugr were the reanimated corpses of despicably evil Rasgax Highlanders who were improperly buried. A draugr appeared much as it did in life, except that its skin turned even darker and its head and beard hair turned stark white. Their eyes burned blue.

***Undead Lords***. Often, the presence of a powerful draugr drew the attention of mindless undead in the region it haunted. As such, draugr frequently led warbands—and sometimes entire armies—of the undead. Those undead possessed the same chaotic bent as the draugr, content to destroy all life and civilization that they encountered.

***Thorolf the Insatiable***. The most famous draugr ever to rise from the tundra of the Rasgax Highlands was the warlord Thorolf the Insatiable. Mounted on the back of a great ice worm named Dødlenge. Thorolf tore through Rasgax Consortium, killing thousands. The Rasgax hero Runa Tokidottir hunted Thorolf, slew him in direct combat, then wrestled the warlord into an earthen grave. Thorolf did not return after.

***Undead Nature***. The draugr did not require air, food, drink, or sleep.

## References

1. ↑ For full stats see 366 Days of Monsters: 164 - Draugr (access to DMDave's Patreon required).
Orr (Village)

## History

In the winter of 999 AT, a wanderer traveled to the village of Orr in the Rasgax territories. The Orrsh, a friendly folk, welcomed the traveler into their homes, fed him, and kept him safe from the chill winds raging outside. In exchange, the wanderer offered stories. He told the Orrsh the tale of Garmerex the Undeafeted and the stories of the Fall of Hearth. He spoke of the deeds of Odon and Oxon and the banishment of the Striped Conjurers. But the Orrsh' favorite story was that of *The Book Child*.

"The Book Child would travel from village to village throughout the Long Continent reading stories from a big, red book that bore no title," explained the wanderer to the Orrsh. "Everywhere the Book Child traveled, the villagers sat hypnotized by the stories he pulled from his nameless tome—much like you are right now."

Of course, *The Book Child* was no mere story. It was an old, dangerous spell, invented by the Hags of Fel. The story had two functions. First, any who spoke it died within 24 hours (the traveler's body was discovered face down in a frost-covered turnip field two days later). Second, those who hear it become cursed and undergo a cruel transformation, changing into a twisted, hateful echo of their former selves.

A week after the storyteller died, the Orrsh who heard the story started to hear voices. They began to see things out of the corners of their eyes. Then, the change began. Boils and bleeding blisters covered their skin. Jagged barbs formed on their bones, pushing through their flesh. Their mouths became home to over a hundred yellow, needle-like teeth. And with the change came madness.

Long after Orr fell into ruin, the Rasgax gave the village and its surrounding lands a wide berth when passing south through the Northern Stretch.

## References

1. ↑ 366 Days of Monsters: 45 - Cursed of Orr (access to DMDave's Patreon required)
Hyper Golem

## Description

Wizards are constantly looking for new ways to extend their lives and power. Those who lack the skill or patience for lichdom sometimes turn necromantic pursuits. Hyper golems are the result. A hyper golem is a flesh golem that has had the wizard's brain stored within the body. Typically, the wizard that creates the golem chooses only the best parts for its host, particularly focusing on the hands and mouth of the golem. This ensures that the wizard can still effectively cast his or her spells in the new form.

***Construct Nature***. The hyper golem does not require air, food, drink, or sleep.

## Appendix

For more stats/abilities visit https://www.patreon.com/posts/366-days-of-day-33773731
Crystal Runner

## Description

A happy accident created by the Transmuters during the Battle of Aspaeth, crystal runners were specifically developed as war mounts during Aspaeth's conflicts with the danaavrakt of The Obsidian Plain. A crystal runner looked like a colorful, seven-foot tall flightless bird with a long, featherless neck and powerful legs. In place of feathers, the crystal runner had sharp, crystal-like shards that acted as physical and psychic protection.

Crystal runners reproduced asexually, laying fist-sized, gem-like eggs in the red sands of The Wither and savannahs of Aspaeth. A single clutch could contain up to 30 eggs with a gestation period of 30-45 days. Unfortunately, crystal runner eggs were a favorite delicacy of the wild xorn who roamed both regions.

Although their prominence as war mounts had subsided after the seventh century, brave (and stupid) heroes who hoped to lead attacks on Shred in The Obsidian Plain still sought the beasts as protection against the danaavrakt.

## References

1. ↑ For full stats see 366 Days of Monsters: 85 - Crystal Runner (access to DMDave's Patreon required).
Golcom

## Description

Golcoms are fearsome giants that stand near 70-feet-tall. They are covered in fine orange, green, and yellow fur, have cloven, goat-like feet, and porcine faces. Once a prolific race found throughout most of Casar, golcoms are now an endangered species. Despite their aggressive attitudes, they are protected by Dinzer Preservers and kept safe in the Valley of Dreams in southern Odonburg.

## Appendix

For more stats/abilities visit https://www.patreon.com/posts/366-days-of-day-33264894
Tomb Guardian

## Description

Knights whose bodies were dedicated to a specific task in life and followed that task without fail can be raised as special purpose animated skeletons known as tomb guardians. Just as they did in life, tomb guardians stand vigilant in the face of danger.

A common mistake tomb robbers make when pitted against a tomb guardian is that because they stiffer and slower than other undead they must not pose a true threat. Of course, many of those tomb raiders are now dead, slain by these skeletal knights. Tomb guardians attack with the same purpose and craft they possessed in life; the only difference is that they lack flesh. The mortal coil can no longer keep them back.

The elven kings of Imfe Aiqua keep tomb guardians within the Tomb of Nihalar. Their purpose is to seek out and destroy any creature "unworthy" to enter the forbidden tomb.

***Undead Nature***. The tomb guardian does not require air, food, drink, or sleep.

## Appendix

For more stats/abilities visit https://www.patreon.com/posts/366-days-of-day-32826873
The Krusty Krab (Character)

**The Krusty Krab** is the main protagonist of the *Krusty Series!*

## Personality

Krusty is a kinda weird but serious guy when he usually appears. But he mostly considers himself to be "Pretty.. Pretty Dumb and Weird"

## Role in Krusty Series Episodes

* The ESB Crew Visits Bikini Bottom Part 1: To The Bottom of The Sea!- He is Part of the Tour Group.
* The ESB Crew Visits Bikini Bottom Part 3: Pen Power!- Still Part of the Tour Group
* The ESB Crew Visits Bikini Bottom Part 4: The Final Countdown!- Attacks Dyaboy's Robot.
* Pen X Krusty- Acting Suspicious throughout the Episode, doing things like getting flowers and Leaving with no good reason.
* Butch Pen and The Krusty Kid- Travels back in Time with Pen and Tries to Come back to the Present.

## Alter-Egos

### Cut Krustonomier Character

*Krustonomer* was going to Appear in *Butch Pen and The Krusty Kid* as an Old West Counterpart to Krusty and Great Grandfather to Him, too. He was cut early in Production due to having no real significance to the story. The Original Scene is yet to be released.

## Trivia

* He is revealed to have a great interest in Time Travel in The Krusty Movie.
Charbrood

## Description

Charbrood are insidious elemental creatures that hunt living creatures in the Obsidian Plain. Sometimes they are referred to as "greater magmin." However, they have no known connection to magmin beyond their fire elemental origin.

The first charbrood were created by the Striped Conjurers of Karmithyash as elite shock troops. After the fall of Hearth and the Obsidian Wars, most charbrood were destroyed. Those that survived hid among the explosive peaks of the Obsidian Plain. In time, the charbrood learned to create their own progeny. While not as powerful as the first charbrood, these descendants (as presented below) are still dangerous in their own right. For example, Scaldris of the Bleeding Peak decimated an entire Dinzer Wand Wielder battalion on its own before it was defeated by the legendary hobgoblin warrior, Zagzud the Dirty.

## Appendix

For more stats/abilities visit https://www.patreon.com/posts/366-days-of-day-33260493
Gargantuan Squid

## Description

True terrors of the sea, **gargantuan squids**—often erroneously referred to as "krakens" by sailors who've never met or seen an actual kraken—can bring entire galleons down with their powerful tentacles.

Fortunately, not many of these beasts exist. Once, Qhekish cephalomancers attempted to capture and enslave one of these creatures. However, the beast ended up devouring its captors and escaping, taking out an entire coral fort as it went. The Qhekish still speak of that squid—Sellag, they named it.

## Appendix

For more stats/abilities visit https://www.patreon.com/posts/366-days-of-day-33021019
Ewoska

## Description

Sailing through the skies of The Summer Land and parts of Central Omeria were the red-eyed ewoskas, large, intelligent falcon-like birds whose shrill shriek could shrink creatures down to transportable (and edible) sizes.

Ewoskas were leftovers from the Transmuter Wars of the Hand of the Two. The great birds were tasked to fly over battlefields and pick off Karnionian mages. Once the Transmuters were driven from Omeria, the ewoskas retreated into the wilderness surrounding the Basilisk's Spine Mountains.

The ewoskas frequently clashed with the griffon riders of Kuhzuk and the Anorian vaqueros of the Vaskil Valley. Out of sheer wickedness, the ewoskas enjoyed stealing livestock and even the occasional farmer from the region, a point of contention among the humanoids that occupied the valley.

Many ewoskas built their nests in the remains of the old dragon dens abandoned after the War of the Burning Plains. There, the ewoskas protected their eggs from those who hoped to eradicate the evil beasts. In addition to the hoards leftover by the Great Chromatics, ewoskas built collections of pilfered trinkets, gems, jewels, and magic items pulled from their own prey.

## References

1. ↑ For full stats see 366 Days of Monsters: 70 - Ewoska (access to DMDave's Patreon required).
366 Days of Monsters

DMDave is creating new creatures and NPC types all through 2020. This table will be updated regularly throughout the year. As details of each creature are added to this wiki, links will be updated regularly as well.

If you are looking for the stat blocks and mechanics of these creations, please become a Patreon for access.

(Last updated: 7 August 2020 9:55pm AEST)
Anorian Vaquero

## Description

The Anorian elves of Vaskil manage the northern cattle and horse ranches of the Summer Land. In the three elven generations since the Fall of Imfe Mythse Anore, they've become expert riders and animal handlers. Also, because of the dangers inherent in the Summer Land, particularly around the Charred City of Becshire, they're legally permitted to carry *firebolt wands* despite the anti-wand laws common among the coastal cities.

As a shared and oft-contested territory, the northern Summer Lands share traits in common with both Presson's Enclave and Vaskil. The knights of Presson's Enclave, nor the Warriorbrood of Vaskil lay claim to it. Ultimately, this suits the vaqueros just fine as they can live on the plains without fear of big law crushing their values.

## Appendix

For more stats/abilities visit https://www.patreon.com/posts/366-days-of-day-33529022
Who Lives in Omeria?

From the beginning of the Age of Triumphs, humans quickly spread over the Omeria, the Long Continent. Mankind started in three regions: The Summer Land to the northeast (Knotsiders), Odonburg to the south (Dinzers), and since-ruined Karnione in east central Omeria. By late-age, humans were prolific on The Weysevain Coast (Ditimayans) and in the highlands of the north of the continent (Rasgax).

The second most prolific race in Omeria, at the time, were the Garrish goblinoids of Gar Wabrizz. Mid-age, they emerged from their homes in the Low and fought off the hordes of Olyothyrian elves to the west with help from magic-sensitive creatures called dokh nuzegh.

There were the drakebloods from the island of Aegreya who were descendants of the Great Chromatic dragons that once ruled the Basilisk’s Spine.

Once rulers of Northern Omeria, the two remaining races of elves—the Olyothyrians and Anorians—had since dwindled to only a few hundred thousand of their kind.

Two major races of dwarves were found in Omeria, as well. First, there were the exiled Von Doral dwarves who lost their kingdom to the Garrish and their dokh nuzeghs. Then, there were ong-ongs of Wallingmiotta, a strange, fur-covered race of dwarves who had more in common with gnomes than they did the Von Dorals.

Wanderer halflings sailed across the Omeria Ocean to prove their worth as warriors.

And even the undead had staked a claim in Omeria as the slaveholding rulers of Xenem Dynasty, an island named for its immortal emperor.

Notable races with smaller populations included the Krigs, Canids, and Devilkin.
Ranger

## Description

Far from the bustle of cities and towns, past the hedges that shelter the most distant farms from the terrors of the wild, amid the dense-packed trees of trackless forests and across wide and empty plains, rangers keep their unending watch.

Warriors of the wilderness, rangers specialize in hunting the monsters that threaten the edges of civilization—humanoid raiders, rampaging beasts and monstrosities, terrible giants, and deadly dragons. They learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble.

Thanks to the familiarity with the wilds, rangers acquire the ability to cast spells that harness nature's power, much as a druid does. Their spells, like the combat abilities, emphasize speed, stealth, and the hunt. A ranger's talents and abilities are honed with deadly focus on the grim task of protecting the borderlands.

## Appendix

For more stats/abilities visit https://www.patreon.com/posts/366-days-of-day-32778509
Illusory Skeletons

## Description

The malicious illusionist Uncle Skeleton had no favorite minions. If it could cause pain, death, or fear, he was sold. But there were a few minions that were decidedly "his own" that plagued his designs.

Sometimes referred to as his "children" the illusory skeletons looked and acted like normal skeletons—that is until an adventurer touched one revealing it for what it truly was. From there, the skeleton cackled maliciously and attacked with its innate eldritch blast ability.

***Construct Nature***. The illusory skeleton did not require air, food, drink, or sleep.

## References

1. ↑ For full stats see 366 Days of Monsters: 92-93 - Illusory Skeletons and Spinning Heads (access to DMDave's Patreon required).
Garganjaw

## Description

Lurking in the swamps of Southern Omeria are the horrific lizard-giants known by the locals as garganjaws. Garganjaws stand between 15 and 20 feet tall and weigh around 6 tons. They are covered in mottled, grey and black scales that resembles alligator hide. Wild, thick, white hair sprouts from the top of their lizard heads. They sport huge maws filled with hundreds of sharp, thumb-length teeth capable of tearing through even the toughest plate mail armor.

Like many of the creatures that inhabit the Obisidan Plain's Black Swamps, the garganjaws thrive thanks to a lack of natural predators. Even experienced adventurers fear to set foot in the marshlands.

## Appendix

For more stats/abilities visit https://www.patreon.com/posts/366-days-of-day-33707743
Bugbear Kagan

## Description

Kagans were to Garrish bugbears as knights were to Pressonian nobles. Each representing one of the six clans of Loqosa, these towering goblinoids swore their lives to the Gray Banner and offered their name to the hobgoblin queen, Glonkad the Unkillable. If Glonkad accepted the gift of their name, she granted them a Life Quest. Typically, a Life Quest involved fulfilling a series of dangerous missions or causing havoc in the name of the Gray Banner. Until the Life Quest was completed, the bugbear kagan remained nameless; without a name, the bugbear could not pass into the afterlife.

***Kagan Nicknames.*** Because the kagans were without their true names, most were granted nicknames by their respective clans. Usually, these nicknames were indicative of the kagan's quest, but might sometimes simply be a moniker that befitted the kagan's pesonality. For example, Elfskinner was a famous kagan known for his love of flaying captured Olyothyrians.

***Six Clans of Loqosa.*** Most Garrish bugbears hailed from the goblinoid town of Loqosa, one of Gar Wabrizz's oldest settlements following the Return to the Sun. Loqosa was divided into six distinct clans: Fare, Gob, Meimei, Turbl-tod, Vind, and Waag. Loqosa meant "six-fingered paw" in Goblin. As such, each clan considered itself a "qosa", or claw. While separate in their own right, each claw was part of the same paw and much more dangerous together. However, an old bugbear idiom went: a paw only needs five claws to be dangerous and even less when holding a weapon. Thus, the six qosas constantly fought for dominance over all of the clans.

## References

1. ↑ For full stats see 366 Days of Monsters: 90 - Bugbear Kagan (access to DMDave's Patreon required.
Usteusian Punisher

## Description

Usteusian (*OO stay shin*) punishers were hardly what one imagined when one heard the term "angel" or "celestial." Nonetheless, these servants of the two-faced god of judgement Usteus acted as the accusers and punishers of the damned. Punishers were ten-feet tall from foot to shoulder with four-foot-long extendable necks terminating in an eyeless skull. The punishers wielded gargantuan hammers, the Mauls of the Guilty, which they used to crush those who opposed justice.

***Bandages of Usteus.*** Not only did the punishers destroy the guilty as part of Usteus' accuser personality, but those who toed the line between law and chaos were mummified and bound by the Bandages of Usteus. Once the life of a living creature was sapped by the punisher's bandages, it served the punisher as its assistant. Usteusian mummies were required to serve for a period of 999 years. Once its time was served, the mummy's soul was free to ascend to its final destination.

***Aerie of Judgement***. Both the punishers and liberators of Usteus made their home within The Other in the Aerie of Judgement. The Aerie itself resembled a colossal, spherical hornets' nest that hovered above the liquid shadow of The Black Cauldron. There, the two sects of Usteus' celestials buzzed about waiting for directions from their god (who, strangely, was not present). The creatures then retreated to The Tunnel which gave them access to myriad planes within the Cosmos, including the Real. The Aerie itself did not include the punishers' mummy servants. Instead, those servants remained in the Real, hidden in the dark recesses of Usteusian temples.

***Immortal Nature.*** The punisher did not require food, drink, or sleep.

## References

1. ↑ For full stats see 366 Days of Monsters: 72 - Usteusian Punisher (access to DMDave's Patreon required).
Amazon Warriors

## Description

When the Ivorian Guild first discovered the Serpent Whisperers of Grihoo in the middle of the Ocean of Warna, they dubbed them "Amazon warriors." This name came from the popular legend of the all-female warrior tribes who hailed from the mythical Jungles of Amazonia. Since then, the term has stuck. Armed with thick, obsidian-lined clubs, these warriors of Grihoo race through the dense jungles of the Skeleton Key, eager to combat any who should seek to uncover the secrets of their island protectorate.

## Appendix

For more stats/abilities visit https://www.patreon.com/posts/366-days-of-day-33858559
Blub

## Description

Blubs were small, bubble-shaped water elementals that consumed the air from living creatures' lungs. Like many water elementals, blubs originated from Qhek. In the last few centuries of the age, however, more and more had emigrated to the lakes and ponds of Odonburg, Elsath, and Aspaeth. Blubs seemed to prefer hot, humid environments.

***Elemental Nature.*** The blub did not require air, food, drink, or sleep.

## References

1. ↑ For full stats see 366 Days of Monsters: 84 - Blub (access to DMDave's Patreon required).
Segua

## Description

Seguas are specters that have the bodies of humanoid women and the faces of horses that haunt the northern Weysevain coast. Charming and evil, they use their humanoid form to lure in unaware sailors and farmers. Once alone, the segua reveals its true form, then slaughters its prey.

The first sighting of seguas were reported by the renown Duda Weysevain. Weysevain told Ditimayan natives that his expedition had encountered one in the area now known as the Petrified Labyrinth.

Although they have a firm placement in Arruquetan and Cabalish lore as hunters of foolish men, seguas have been discovered in positions of power in major villages and cities. Supposedly, Cabal's major criminal organization, Red Fang Clan, is led by an ancient segua.

## Appendix

For more stats/abilities visit https://www.patreon.com/posts/366-days-of-day-33246404
Fadrax

## Description

Sometimes referred to as "Lesser Wraiths" by Lost Ones, fadraxes were the life drained remains of celestials who had been pulled into the Other, particularly devas and planetars. They appeared as hollow, formless creatures made of white smoke. Their faces gave little to no hint at the creature they once were. Where their wings once emerged from their backs only burning white fire remained.

Fadraxes possessed an ability that allowed them to absorb the weaker members of their kind. Once a fadrax consumed another fadrax, it temporarily gained a second head and second set of arms.

***Undead Nature***. The fadrax did not require air, food, drink, or sleep.

## References

1. ↑ For full stats see 366 Days of Monsters: 65 - Fadrax (access to DMDave's Patreon required).
Animated Chess Pieces

## Description

Who didn't love a good game of chess? Any adventurers who had ever come across a set of these deadly constructs, that was who! Animated chess pieces were a staple of most any mastermind wizard or illusionist's dungeon. The first set was created by the infamous Uncle Skeleton who challenged close to 100 adventurers to face his set, crushing (literally) all of them in mortal combat.

And unless the set had been split up or some of the pieces had been destroyed, the chess set almost always came in a group of sixteen pieces:

* the king
* the queen
* two bishops
* two knights
* two rooks
* eight pawns

***Construct Nature.*** A chess piece did not require air, food, drink, or sleep.

## References

1. ↑ For full stats see 366 Days of Monsters: 74-79 Animated Chess Pieces (access to DMDave's Patreon required).
Horror Soul

## Description

A horror soul is a ghoul that has imbued itself with dark, necromantic energy. The ritual that creates the Horror Soul, known as the Cycle of Torment, allows them to absorb severed limbs, bones, and other parts into their whole. Eventually, their bodies consist of dozens of legs, arms, teeth, and sometimes even eyes, all working in unison.

The ghoul, Xenia in the adventure *Glaive of the Revenant King* is one such ghoul. Originally a servant working in a manor house north of the town Camor under the alias Nurse Joy, Xenia was involuntarily turned into a ghoul. Undead Nature. The horror soul does not require air, food, water, or sleep.

## Appendix

For more stats/abilities visit https://www.patreon.com/posts/366-days-of-day-32826773
Bloodroot Tree

## Description

Infesting the thick, black forests of the Xenem Dynasty and parts of Aegreya, the bloodroot trees were vampiric plants that acted as a natural defense to the vampire citadels which they surrounded. The first trees were created by Xenem Shi's daughter, Ming and planted in his garden. Although thankful for the gift, Xenem saw them as a perversion of necromancy, what he considers a "delicate and beautiful" art. Thus, the trees were relegated to the grounds beyond Baolei.

Adventurers sometimes traveled to Xenem Dynasty seeking the fruit of these trees. The fruit was believed to grant a consumer regenerative powers.

***Undead Nature.*** The tree did not require air, food, water, sleep, or sunlight.

## References

1. ↑ For full stats see 366 Days of Monsters: 88 - Bloodroot Tree (access to DMDave's Patreon required).
Flitterbug

## Description

A flitterbug is an aberration found primarily in the swamps and mires of Omeria, particularly in and around the Obsidian Plain. The flitterbug has a flat, disc-shaped shell with a mess of segmented legs below it. The center of its shell has eight telescoping eye-stalks that allow it to see all around it. Small, razor-sharp wings hide within the center of its shell and emerge after it launches itself into the air. Once launched, the flitterbug spins as it flies, resembling a flying buzz saw. It uses its wings to attack creatures, leaving them with vicious, supernatural wounds as it goes.

Often misclassified as an "insect", flitterbugs are actually horrific aberrations created through rogue conjuration magic. The Striped Conjurers of Karmithyash trained the flitterbugs as guardian creatures, using them as a "living landmines" in the Black Swamps of Barkor. Over 2,000 Alliance troops perished in the swamps, many of whom were relieved of their heads by the flitterbugs. The Barkorin Hags then reanimated the heads to haunt the swamps, further plaguing the Alliance members.

## Appendix

For more stats/abilities visit https://www.patreon.com/posts/366-days-of-day-33680155
Emperor of Bones

## Description

Once a noble's son with a promising future in arcane magic, the self-proclaimed emperor of bones destroyed himself and his followers thanks to a necromantic ritual gone awry. Resurrected and driven by a compulsion to complete the ritual, the emperor continued his dark practices at the shrine that bore his name.

The emperor of bones used a zombie owlbear to defend its shrine.

***Undead Nature***. The emperor of bones did not require air, food, drink, or sleep.

## References

1. ↑ For full stats see 366 Days of Monsters: 166-167 - Emperor of Bones and Zombie Owlbear (access to DMDave's Patreon required).
Yazurian Cyclops

## Description

Yazur is a 900-square-mile island off the coast of Northern Omeria. For reasons unknown, magic does not work on the island. In fact, its antimagic aura extends up to 5 miles beyond its beaches. As such, ships rarely pass through the channel east of the island. Dinzer aircraft avoid the area at all costs. And for more than thirty years now Yazur has served as a prison for dangerous mages.

But the arcoprisoners of Yazur aren't alone. The one-eyed giants of Yazur act as sentries, guardians, and often, friends to these powerless mages. Unlike the cyclopes found throughout the foothills of the Basilisk's Spine, Yazurian cyclopes shy from chaos and destruction. Certainly, they are just as stubborn and slow to understand complex ideas as their mainland cousins. However, Yazurian cyclopes refrain from being reactive. Instead, they approach the world with child-like innocence and wonder.

Sadly, Yazurian cyclopes have become an endangered species. Aegrayan poachers hunt the gentle giants for their horns, the source of their antimagic aura.

## Appendix

For more stats/abilities visit https://www.patreon.com/posts/366-days-of-day-34069797
Attack Salad

## Description

Most of the gnomes of the Wallingmiotta were vegetarians. Thus, a popular dish served by many of the gnomish families was a collection of garden vegetables called a "salad." Unfortunately, when you lived in a magical forest, sometimes the greens you picked are tainted with magic. Often, this ambient magic resulted in nothing more than a slight magic aura. Other times, it might have turn the eater a harmless shade of blue or green. But there were times when the salads themselves gained self-awareness and became the notorious attack salads.

While aware of their own existence, attack salads were by no means intelligent creatures. Like a newborn toothy wuhlos, the attack salad lashed out at its perceived "captors" thrusting with lettuce-wrap bites and thrown tomatoes until it was free to leap from its creator's table and escape. Unfortunately, most attack salads failed to realize that often the only thing holding them together was the bowl in which they were tossed. As such, the moment they achieve liberty was also the same moment that they perish, a disparate collection of leafy greens covering the earthen floor of a gnome kitchen. Rest in peace, gentle greens.

Attack salad occurrences tended to be somewhat random. However, in 999 AT there was an outbreak of cursed spinach that found its way into a few hundred salad bowls during a gnomish harvest festival. All at once the salads gained sentience and attacked the festival-goers. Gnomish historians refer to the event as The First War of the Tossed Ones. While there were no casualties on the gnomes' side, it was an embarrassing mark on an otherwise peaceful existence for the forest dwellers. After all, it was the third largest war the gnomes had ever experienced.

## Appendix

For more stats/abilities visit https://www.patreon.com/posts/366-days-of-day-34409271
Warlock

## Description

Warlocks are seekers of the knowledge that lies hidden in the fabric of the multiverse. Through pacts made with mysterious beings of supernatural power, warlocks unlock magical effects both subtle and spectacular. Drawing on the ancient knowledge of beings such as fey nobles, demons, devils, hags, and alien entities, warlocks piece together arcane secrets to bolster their own power.

## Appendix

For more stats/abilities visit https://www.patreon.com/posts/366-days-of-day-32777507
Primelephics

### Appearance

Primelelphic are massive humanoids that have features similar to that of a elephant or mammoth. They tend to be big, strong, and aggressive. Most creatures don't want to be in front of a charging Primelephic since those that due tend to be skewed by their four tusks.

### Description

Primelephic come from the fierce lands. Initially they were raiders who would take what they needed from others using force. After the halfling empire the primelephics banded together with the other militant races in the area to fight against the Halflings. They enslaved many of the weaker races to deal with day to day business while the Alliance fought the halflings.

## Primelephic Traits

### Ability Score Increase

Your Constitution score increases by 2 and your Strength score increase by 1.

### Age

Primelephics mature at the same rate as humans, but they can live up to 160 years.

### Alignment

Primelephic are vicious raiders, who believe that the world should be theirs. They also respect strength above all else. They are usually chaotic neutral or evil.

### Size

Primelephic are between 7 and 8 feet tall and weigh between 240 and 300 pounds. Your size is Medium.

### Keen Hearing

Primelephic have a highly attuned sense of hearing. You make Wisdom (Perception) checks relating to sound at advantage.

### Long Charger

Primelephic work best when taking your opponents head on. If you move at least 20 feet straight toward a creature and then hit it with a melee attack on the same turn, you can cause the melee attack to do extra damage to the creature and attempt to shove the creature as part of the attack. The extra damage equals your level. Once you use this trait, you can’t use it again until you finish a short or long rest.

### Vicious Tusks

Your tusks are long and sharp; you can use these instruments of death to make unarmed strikes. If you hit with them you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

### Inborn Toughness

Your heritage allows you to shrug off assaults that would topple weaker creatures. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

### Languages

You can speak, read, and write Common and Primelephic.
Shadow Goblin Ripper

## Description

While most shadow goblins were a loose conglomerate of murderers and thieves, sometimes, they were lead by rippers. Rippers got their name from the long, dextrous, warscythe-like weapons they carried which allowed them to channel and fire unstable shadowstuff at their foes.

## References

1. ↑ For full stats see 366 Days of Monsters: 80-83 Monsters of the Other (access to DMDave's Patreon required).
Quogwat

## Description

The untamed forests of Odonburg are home to many unusualand interesting creatures, many of which have never beendiscovered beyond Southern Omeria. Perhaps one of theoddest creatures found exclusively in Odonburg are thereclusive quogwats. Resembling a cross between a frog and ahedgehog, the quogwats are 5-inch-tall plant creatures whothrive in places with plenty of wet soil, garbage, andsometimes, dead things. What's most unusual is thatquogwats tend to favor dark and evil areas, such as hagwoods,cursed forests, and even desecrated, overgrown graveyards.However, quogwats are not inherently evil themselves. Theydo enjoy pulling pranks, however, especially on humanoids.

## Appendix

For more stats/abilities visit https://www.patreon.com/posts/366-days-of-day-32946252