recursal/Fanatic-Fandom huggingface dataset:
Gronnling

* Humanoid
* Neutral evil
* Chaotic evil
* Various
* N/A
* Draenor
* Low Common

**Gronnlings** are adolescent gronn. It appears they are not as intelligent as adult gronn, as they are referred to as "beasts" on numerous occasions.

Once "befriended", a gronnling will happily carry its rider to their death.

## Credits

* The entirety of this article comes directly from Wowpedia. The article can be viewed here.
* The artwork on this article is official and was created by Blizzard Entertainment and/or their affiliates.
Elroy Jetson's Music Recital

Elroy pleaded with his parents, Jane and George, to buy him a drum set. Jane and George gave in and they brought him a drum set.

But Elroy was very stinky at playing the drums. So George gave Elroy a tutor so that Elroy could play his drum set at the recital.

At the recital, Elroy played his drum set, but he was stinky. George started to poop himself.
Johnny Test Throws His Dinner At The Wall

It was dinnertime, and Hugh, Lila, Mary, and Johnny were having what Johnny did not want to eat - steak and potato soup!

"Just try some steak and potato soup Johnny." asked Lila.

"No!" Johnny snapped.

"Come on Johnny! It's very healthy." Mary pleaded. "You wanna grow up to be just like your mother, right?"

"No!" Johnny snapped again, "I want Hardees!"

"Johnny, the last time you ate some steak and potato soup, you said it wasn't so bad, remember?" said Lila.

"NO!!" Johnny banged the dining room table with his fists.

"Johnny, if you don't eat some steak and potato soup, then you are not gonna get dessert." said Hugh.

"But that's not fair!"

Johnny became very angry. He threw his dinner at the wall, and it shattered. Hugh got very angry at Johnny. Johnny got in big trouble by his father. Johnny got punished. He was not allowed to go to the AMC Theaters. Johnny got very angry. He glared angrily at Hugh and told him, "You're as evil as Mike the Knight!" And then he went up to his room in tears.
Entropic elemental

* Elemental
* Chaotic evil
* Felwood
* N/A
* Elemental Plane (presumed)
* Kalimag

**Entropic elementals** (also known as **Fel elementals**) are manifestations of the chaotic energies and are made of pure fel magic that lashes out at all life. Their entropic essences are as poisonous as they are powerful. They are the result of Infernal rubble and debris' corruption seething into the ground in the Shatter Scar Vale in Felwood, although the fel taint there is slowly diminishing.

## RPG

### Entropic beast

Entropic beasts are pure, chaotic demonic energies given form to lash out at all life.

Entropic beasts were once fire elementals that have since been tainted with the corruption of Felwood. Their flames form vaguely man-like shape that advances angrily, blazing with a greenish fire that hints of corruption. Driven mad by their exile, they now seek to destroy all living things. Entropic beasts resemble fire elementals in all but their greenish tint. As they haunt areas of severe destruction, such as the Shattered Vale, they may be tied to such areas in some way. If they detect an intruder in the broken landscape, they attack without question until they or the invader are destroyed. Although they do not attack each other or other fire elementals, entropic beasts do not communicate or cooperate, unless they happen to be wandering in the same area at the same time some unlucky traveler happens across them. Entropic beasts blaze up to 12 feet high and weigh 300 pounds. They may once have been able to speak or understand Kalimag, but do so no longer. Entropic beasts savagely attack anything that intrudes on their domain except other entropic beasts, entropic horrors, or fire elementals. They seem to delight particularly in setting creatures afire and watching them burn to death.

### Entropic horror

An entropic horror looks exactly like an entropic beast and is just as insane. Its true nature becomes evident only when it engages in combat, for the unnatural fire that burns within it drains the life from its opponents. Like entropic beasts, entropic horrors attack any living thing they encounter, ruthlessly and without remorse.

## Credits

* The entirety of this article comes directly from Wowpedia. The article can be viewed here, here and here.
* The artwork on this article is official and was created by Blizzard Entertainment and/or their affiliates.
Lava elemental

* Elemental
* Chaotic evil
* Firelands
* Ragnaros (formerly)
* N/A
* Elemental Plane
* Kalimag
* Ignan
* Terran

**Lava elementals** are a conglomerate of both fire and earth elementals. The lava elementals in the game are found in the Burning Steppes, in the Searing Gorge, in Ragefire Chasm and inside Blackrock Mountain.

This blocky humanoid, its torso formed of fluid black rock, glows with a red inner light. Molten lava oozes from its great fists. Lava elementals are destructive creatures that consume everything they touch with their powerful heat. Some theorize that lava elementals may be related to fire elementals, but the two do not seem to get along. Lava elementals fight for their own territory and refuse to share with their fiery brethren. A lava elemental appears as a floating, vaguely humanoid shape composed of large boulders. These boulders are in truth blobs of molten lava. While the lava elemental trails a few inches of the ground, it cannot rise any higher. A lava elemental stands nearly 15 feet and weighs about 2,000 pounds. Lava elementals enjoy targeting enemies with heavy armor, thus making good use of their impacting blow ability. They use their powerful attacks it their fullest degree and divide their attacks among their enemies, in order to affect as many as possible with their lava sear ability. Lava Elementals speak Terran and Ignan dialects of Kalimag.

Many of them are allied with the fire elementals and serve Ragnaros.

## Trivia/Notes

* It is unknown if Conjurers and Mages of Dalaran and Conjurers can control and summon Lava Elementals.
* It is unknown if Shamans can summon Lava Elementals.

## Credits

* The entirety of this article comes directly from Wowpedia. The article can be viewed here.
* The artwork on this article is official and was created by Blizzard Entertainment and/or their affiliates.
Fhoimorien

* Elemental humanoid
* Giant-kin
* Chaotic evil
* Rjurik Highlands
* Stonecrown Mountain
* Vosgaard (presumed)
* N/A
* Aebrynis
* Giant

The fearsome **Fhoimoriens** (Sidhelien) or **Fomorians** (Anuirean) are misshapen giants who inhabit the woodlands of the Rjurik highlands and the Stonecrown Mountains of Anuire. Legends of the twisted giants are found in Vosgaard but these are more drunken tavern boasts than reliable reports.

Some scholars think that the Fhoimorien were once a great and powerful race, these scholars point to the skilled and intricate giant-craftings found in the Giantdowns and claim that the Fhoimorien of today must be the descendants of a far nobler folk. Other scholars say that the Fhoimorien destroyed this more advanced race of giants seeking to steal knowledge and wealth, but that the Fhoimorien were too foolish and greedy to make use of the knowledge and over the centuries the Fhoimorien people collapsed into the savagery known today.

What is certain is that the Fhoimorien are a brutal people who appear to enjoy destruction for its own sake, they are notorious for torturing captives, leaving wounded beasts to die in suffering, breaking oaths which are no longer convenient, and cowardice. While some of the tales are likely merely bardic tales of evil found away from the clan, they hold enough truth to make Fhoimorien justly hated by most civilized races.

## Credits

* The entirety of this article comes directly from Birthright.net. The article can be viewed here.
* The artwork on this article is official and was created by Wizards of the Coast and/or their affiliates.
Anuirean

* Natural humanoid
* Lawful good
* Lawful neutral
* Lawful evil
* Anuire
* Michael Roele (formerly)
* Fighter, Paladin, Ranger, Cleric, Rogue
* Wizard, Sorcerer, Magician, Bard
* Aebrynis
* Anuirean

**Anuireans** are native to the southwestern portion of Cerilia. The ancient Anuireans were a fair-skinned, red-haired people, but over centuries of extensive contact with other cultures Anuireans have lost any defining physical characteristics.

Anuirean society is semi-feudal, founded on a class of free farmers and craftsmen; slavery is an offense to the Anuireans. Regents are usually titled nobles. Anuireans respect nobility, and look to their leaders to protect them from the savages who surround the states of the old empire. Commoners strongly identify with their lords, and the dealings and alliances of the noble families is a topic of constant discussion throughout Anuirean lands.

The Anuireans were once the overlords of nearly the entire continent. Following the lead of Emperor Roele, they dominated the other cultures of the land, and it seemed certain that they would be the ones to bring the disparate bloodlines together and unite the land forever. However, the death of Michael Roele (the last ruler of a 1,000-year dynasty) changed all of that. The Anuireans as a whole are now no more and no less powerful as the other peoples of Cerilia.

Still, the Anuireans have the advantage over their comrades, in that they have the lushest part of Cerilia to work from. The weather is temperate, the fields yield a bountiful harvest, and there's a plentiful supply of goods coming through the former capital of the Empire. It's no wonder that the Anuireans were able to dominate Cerilia for centuries.

Anuirean leaders are usually warriors, or at least cultivate a warlike aspect. After all, the chief god of Anuire is Haelyn, the god of war. Also, every Anuirean ruler knows that Roele established his Empire by taking over one kingdom at a time, and every regent thinks she can duplicate the feat. This means that the Anuireans' advantage over the neighboring cultures is wasted because the small kings spend their time squabbling among each other.

In a historical context, Anuire can be viewed as an amalgamation of the Roman Empire and Medieval England. Anuire has a relatively advanced medieval technology similar to that of the early Renaissance cultures.

## Cultural traits

The Anuireans are a stubborn, proud, and warlike people who respect social order and take great pains to maintain a demeanor appropriate to their rank and duties. Reserved and formal, Anuireans are sensitive to even slight changes in body language and mannerisms. Furthermore, the dealings and alliances of noble families are favored topics of continuous discussion throughout Anuirean lands.

## Credits

* The entirety of this article comes directly from Birthright.net. The article can be viewed here and tidbits from here.
* The artwork on this article is official and was created by Wizards of the Coast and/or their affiliates.
Ghostwise halfling

* Natural humanoid
* Neutral
* Chondalwood
* Methwood
* Forest of Amtar
* Various
* Toril
* Common
* Halfling

**Ghostwise halflings** were the most uncommon of the three halfling subraces.

## Description

Ghostwise halflings have the ability to communicate telepathically with any creature within 20 feet that speaks the same language.

## Personality

Ghostwise halflings were generally very concerned (some might say obsessed) with family and clan. They do not experience as much wanderlust as the other halflings subraces.

## Society

Ghostwise halflings were very elusive and were generally isolated from the outside world. They often lived a nomadic life in clans. Those who left the clan often carried a token of some important natural feature in their clan's territory, such as a stone or a vial of water from a stream. Losing one's token was considered a sin and required an act of atonement assigned by the clan leader.

## History

### Hin Ghostwars

Like the other halfling subraces (lightfoot halflings and strongheart halflings), ghostwise halflings were one of the original tribes of the Lluirwood in Luiren. Around -100 DR, a ghostwise halfling cleric named Desva began leading the ghostwise in the worship of Malar and violence, performing savage acts on the creatures and other halflings of the forest. In -68 DR, the stronghearts and lightfoots allied against the ghostwise and battle continued for years until Chand of the stronghearts slew Desva in -65 DR. Most of the surviving ghostwise left Luiren for the Chondalwood, making an oath that they wouldn't speak until they had atoned for their savagery.

## Combat

Many ghostwise halflings were barbarians. In the Chondalwood, some ghostwise halfling warriors became nightgliders, warriors who rode giant owls.

## Credits

* The entirety of this article comes directly from Forgotten Realms Wiki. The article can be viewed here.
* The artwork on this article is official and was created by Wizards of the Coast and/or their affiliates.
Imp (Warcraft)

* Demon
* Humanoid
* Chaotic neutral
* Chaotic evil
* Various
* Various
* Twisting Nether
* Eredun
* Common
* Orcish

The **imps** are a mischievous and nefarious race of small, fiendish creatures. The simplest of the summoning spells a warlock can learn is that of the imp. Before they are imparted to this, they must prove that they have the necessary magical and physical ability. Though it lacks physical strength, it possesses powers and a cleverness that serve warlocks well. All imps however are afraid of rainbows.

**Fel imps**, although very similar to normal imps, are a more powerful demon. Imps and Fel imps have the ability to become intangible by phase shifting.

## Fel imps

Fel imps, though very similar to normal imps, are a more powerful demon. Although normal imps have fel energy, they are not fel imps, which are more common in the Twisting Nether and in Outland.

## Myth

An Imp is a mythological being similar to a Fairy or Demon, frequently described in folklore and superstition.

## Trivia/Notes

* Standard and fel imps can both be summoned by warlocks.

## Credits

* The entirety of this article comes directly from Wowpedia. The article can be viewed here.
* The artwork on this article is official and was created by Blizzard Entertainment and/or their affiliates.
Gorloc

* Humanoid
* Chaotic neutral
* Neutral evil
* Sholazar Basin
* Borean Tundra
* Soo-say (The Oracles)
* Tribal chieftains
* Warrior, Shaman, Oracle
* Azeroth
* Nerglish

**Gorlocs** are "an arctic race of murloc-like creatures". Most gorlocs are members of tribes that battle the tuskarr and wolvar in the Borean Tundra and Sholazar Basin respectively. The Borean gorlocs appear to be as hostile and primitive as average murlocs. The Sholazar gorlocs, the Oracles, were given intelligence and awareness by exposure to Titan technology. They are an advanced group of gorloc tribes who have formed their own faction, and are fighting the Frenzyheart Tribe of wolvar in Sholazar. They are allegedly the next evolution of murloc, but murlocs apparently evolved from gorlocs, not the other way around. If they have a progenitor ancient, it was frog-based.

## Culture

### Customs

The gorlocs that inhabit the Borean Tundra act similar to their murloc descendants: hostile and primitive. Those that inhabit Sholazar Basin have a more complex culture. These gorlocs revere the rare albino tickbird as a sign of heavy rainstorms, good grub harvests and hibernating wolvar. Above all however, they revere the Titan technology and crystals that granted them true sentience. The crystals have tangible effects on Sholazar's environment and weather. The Oracles see themselves as guardians of these powers and go to great lengths to ensure they are safe from those that would misuse it, such as the Frenzyheart Tribe of Wolvar and the Scourge.

## Tribes

* **Burblegobble's tribe** (unofficially named)
Found in: Flood Plains, Borean Tundra.

Leader: Chieftain Burblegobble

* **Gurgleboggle's tribe** (unofficially named)
Found in: Flood Plains, Borean Tundra.

Leader: Chieftain Gurgleboggle

The following tribes, although separate, have formed some sort of alliance calling themselves the Oracles:

* **Mistwhisper tribe**
Found in: Mistwhisper Refuge, Sholazar Basin

Leader: Mistcaller Soo-gan

* **Mosswalker tribe**
Found in: Formerly Mosswalker Village, Sholazar Basin

Leader: Unknown; probably slain by the Scourge

* **Rainspeaker tribe**
Found in: Rainspeaker Canopy, Sholazar Basin

Leader: High-Oracle Soo-say

* **Sparktouched tribe**
Found in: Sparktouched Haven, Sholazar Basin

Leader: Lightningcaller Soo-met

## Trivia/Notes

* They are derogatorily referred to as "big-tongues" by the wolvar.
* Gorlocs were jokingly called "Murlocs on Crack" in the *World of Warcraft Magazine*.

## Credits

* The entirety of this article comes directly from Wowpedia. The article can be viewed here.
* The artwork on this article is unofficial.
	+ The current profile picture was created by Liz from Inksplot Studios.
Drakkari golem

* Mechanical
* Chaotic evil
* Zul'Drak
* Malakk (formerly)
* N/A
* Azeroth
* Zandali

**Drakkari golems** are, quite simply, golems made by the Drakkari ice trolls.

## Credits

* The entirety of this article comes directly from Wowpedia. The article can be viewed here.
* The artwork on this article is official and was created by Blizzard Entertainment and/or their affiliates.
Revenant (Warcraft)

* Elemental
* Undead
* Neutral evil
* Chaotic evil
* Various
* Elemental Lords
* Lich King
* N/A
* Elemental Plane
* Northrend
* Kalimag

**Revenants** are elemental creatures who serve as soldiers for the malefic Old Gods on the Elemental Planes. They are hateful undead creatures who are outside the domain of Ner'zhul's control. Bonded to base elemental spirits, these phantom creatures live only to rage and use their powers for destruction.

## Background

Revenants appear as undead elemental creatures with the ability to cast elemental magics according to their type. Although appearing undead, Revenants have no affiliation with the Scourge as they have some sort of innate immunity to Ner'zhul's psychic control over undead. They remain neutral in the conflict between the Horde and Alliance. They look similar to floating suits of armor, bound by elemental energy, according to their elemental type. They also wield large maces and carry giant shields. The most famous revenant is The Guardian, protector of Frostmourne.

### Wrath of the Lich King

With the new expansion, *Wrath of the Lich King*, revenants appear in several different zones of Northrend, such as the Dragonblight and Zul'Drak. They now have a less refined appearance, with cruder-looking armor made of their element in the stead of the ornate armors of *Warcraft III*. They also do not seem to be undead at all.

## Subraces

* Earth revenant
* Fire revenant
* Air revenant
* Water revenant
Note that there are more types, but there are only four models. Classifications such as all blue earth revenants being ice or frost (and which is which) is partly speculation. Shadow revenants seem to be clearly separate, despite using the model of air revenants.

* Death revenant
* Ice revenant
* Frost revenant

## RPG

Revenants are minor elemental creatures who once served as foot soldiers for the malefic Old Gods when the world was young. When the titans defeated the Old Gods and chained them beneath the cold earth, the wicked revenants and their greater elemental cousins were banished to the Elemental Plane. Locked away from the world they once ruled, the fire of the elementals' hatred for the titans and their creations burned with increasing intensity. As the millennia passed, reckless mortal wizards began to summon elementals back into the physical world. Free at last, many revenants struck out against the mortals that had summoned them and set out to forge their own destiny among their native elements in the world. These evil beings exist only to inflict strife and sow elemental chaos. Though they have limited intelligence, their sheer hatred and will to destroy make them fearful opponents when encountered in the wilds of the world. Many still live on the Elemental Plane.

## Trivia/Notes

* The *Warcraft III* model for the revenant was originally for the Death knight.
* It is unknown if Lich King Arthas/Ner'zhul does have undead versions of revenants.

## Credits

* The entirety of this article comes directly from Wowpedia. The article can be viewed here.
* The artwork on this article is official and was created by Blizzard Entertainment and/or their affiliates.
Nerubian queen

* Humanoid
* Chaotic neutral
* Azjol-Nerub
* Themselves
* Mage, Priest
* Azeroth
* Nerubian

**Nerubian queens** are both leaders and mothers to their subjects. It is rumored that nerubian queens can genetically pass knowledge from mother to daughter.

## RPG

A nerubian community has one leader, the nerubian queen. The leader is usually the eldest female, mother of much of the group. Large communities will have the elders elect one of their own to lead as queen. Groups formed for a specific purpose, such as a warband or aggregate of decimated families, will choose a leader with proven ability. Queens are the mothers of the cities. Most combine tactical skill with arcane might. Queens may also get quite large. Queens are usually aristocrats, healers, and/or wizards. Queens have something akin to genetic memory, transferred through arcane memory from mother to daughter.

The most ancient of queens can reach 40 feet in height and fill an entire cavern with their bloated bodies. Nerubians claim that an individual nerubian's power can be safely estimated by its size — so these very large queens are also very, very powerful.[

## Credits

* The entirety of this article comes directly from Wowpedia. The article can be viewed here.
* The artwork on this article is unofficial.
	+ The current profile picture was created by valustra from Deviantart.
Chaotic neutral

**Chaotic neutral** is freedom from both society's restrictions and a do-gooder's zeal.

A chaotic neutral character follows his whims. He is an individualist first and last. He values his own liberty but does not strive to protect the freedom of others. He avoids authority, resents restrictions, and challenges traditions. A chaotic neutral character doesn't intentionally disrupt organizations as part of a campaign of anarchy. To do so, he would have to be motivated either by good (and a desire to liberate others) or by evil (and a desire to make others suffer). A chaotic neutral character may be unpredictable, but his behavior is not totally random. He is not as likely to jump off a bridge as to cross it.

A wandering rogue who lives both by work for hire and petty theft is an example of a chaotic neutral character.

A chaotic neutral character dislikes laws and regards them as restrictions to his or her freedom. Lawful neutral characters are obsessed with guidelines and restrictions, and follow these codes to the letter. These two alignments are opposites.
Elemental ascendant

* Elemental
* Humanoid
* Chaotic evil
* Various
* The Ascendant Council (formerly)
* N/A
* Azeroth
* Kalimag
* Common (secondary)

**Elemental ascendants**, or **twilight ascendants**, are a new type of elementals introduced in *World of Warcraft: Cataclysm*.

## Background

Elemental ascendant are Twilight's Hammer cultists that have been twisted into elemental beings via 'ascension'. The Ascendant Council members have long forgotten their existences as mere mortals. From their wicked sanctum, they oversee the selection of new ascension candidates.

Elemental ascendant are the highest echelon of Twilight's Hammer cultists who become one with the elements. The Twilight Cultists hope that they will one day become elemental ascendants. During a dark ritual they are infused with elemental powers, transforming them into monstrosities. The ascension process seems to involve draining something from other elementals or demigods.

Lava Guard Gordoth and his allies had hoped to mimic the creation of elemental ascendants in the Twilight's Hammer cult. Hubris drove the brilliant shaman Lava Guard Gordoth to act as a living conduit for energies pulled from the Firelands. Instead, the explosive influx of power drove Gordoth insane and mutated his body into a hideous form

However it seems that some shamans have mastered a more co-operative, though temporary, form of ascension.

## Types

Fire ascendantEarth ascendantAir ascendantWater ascendantIce ascendantElementium ascendant

## Credits

* The entirety of this article comes directly from Wowpedia. The article can be viewed here.
* The artwork on this article is official and was created by Blizzard Entertainment and/or their affiliates.
Ered'ruin

* Demon
* Humanoid
* Chaotic evil
* Various
* Archimonde
* N/A
* Twisting Nether
* 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 (being just a model used for elite 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.

## RPG

The doomguard are listed as being of the "doomguard" race. Doomguard of rank are once called "doomguard lords". Lord Kazzak's race is listed as "doomguard".

"Doom guard (tarshesite)" is given a single mention in the same context as "Dreadlord (nathrezim)".

The doomguard were left to their own devices after Archimonde's defeat at the World Tree on Mount Hyjal. They now roam the universe serving as mercenaries for whoever will have them.

## Inspiration

The name "ered'ruin" may be inspired by orodruin, the Sindarin name of Mount Doom in J.R.R. Tolkien's *Lord of the Rings*. The Sindarin plural of "orodruin" would be "eredruin" ("mountains of doom").

## Credits

* The entirety of this article comes directly from Wowpedia. The article can be viewed here.
* The artwork on this article is official and was created by Blizzard Entertainment and/or their affiliates.
Firesoul genasi

* Elemental humanoid
* Neutral
* Prime Material Plane
* Elemental Plane of Fire
* Various
* Toril
* Common
* Ignan

A **firesoul genasi**, also known as an **fire genasi**, was a type of genasi that was able to harness the power of fire.

## Description

Many firesoul genasi carried obvious traits from the Elemental Plane of Fire, such as coal-colored skin, flame-like hair, and fiery eyes.

## Personality

Firesoul genasi were generally energetic and quick to act. They were impatient and dressed flamboyantly.

## Abilities

Firesoul genasi could summon nonmagical flame. They were also resistant to fire.

## Religion

Firesoul genasi could worship any deity, but clerics were devotees of Gond, Talos, or Kossuth.

## Locations

Firesoul genasi could be found anywhere, but were most commonly found in Calimshan, Chult, the Lake of Steam, and Unther. Most firesoul genasi in Faerûn were descended from efreet, particularly those that ruled Calimshan.

## Credits

* The entirety of this article comes directly from Forgotten Realms Wiki. The article can be viewed here.
* The artwork on this article is unofficial.
	+ The current profile picture was created by an unknown artist.
Crowd pummeler

* Mechanical
* Neutral
* Various
* N/A
* Azeroth
* Common

**Crowd pummeler** is a type of a construction.

Many different models have been produced by gnomes or other capable engineers and appear in more areas than just Gnomeregan.

## RPG

Crowd pummelers are cheap and easy-to-maintain devices made for sentry duty. These constructs are made of red pipes and pistons, and have one green robotic eye that they use to watch the area around them.

The gnomes of Gnomeregan used these robots to patrol their streets and bash anything they notice that violates the laws programmed into them. Since Gnomeregan's fall, most are programmed to attack anything that is not a leper gnome.

Crowd pummelers recognize Common, but only an experienced tinker, using the correct technological codes, may command them. In the past, a pummeler warned nearby violators aloud, giving them a short time to halt their offenses, but now all they say is "Intruder!" before charging.

Crowd pummelers lack finesse, simply charging into combat and smashing any enemy in sight. If multiple crowd pummelers are commanded to capture a target, one bashes and others deal nonlethal damage.

## Credits

* The entirety of this article comes directly from Wowpedia. The article can be viewed here.
* The artwork on this article is official and was created by Blizzard Entertainment and/or their affiliates.
Colossus

* Giant
* Neutral good
* Neutral
* Various
* N/A
* Azeroth
* Outland
* Titan

A **colossus** (plural **colossi**) is a type of mountain giant. Their flesh is stony and giant crystals stud their shoulders, back, and skull. If they are killed, they can be mined after they have been looted. They can be found in Outland and Azeroth.

In Hellfire Peninsula, after a red crystal fell to the surface from the sky, colossi were summoned and led by King Goliathon. The red crystal that summons them and drives them mad was created by Pathaleon the Calculator for his master, Kael'thas.

There are also colossi found in other places in Outland. Some of these colossi can be found in Netherstorm and other locations of the shattered world. These colossi, at least the ones in Shadowmoon Valley, are led by Behemothon, King of the Colossi. The Illidari are negotiating an alliance with them, abortively. Behemothon is likely Goliathon's successor after he was killed in an earlier quest chain.

Colossi on Azeroth are found in Northrend, one is in the Nexus and others are found in the Halls of Stone. The ones in the Halls of Stone were made when the iron dwarves turned their weapons on Ulduar, tunneling through its walls and carving out monstrous crystal giants from the very heart of the mountains surrounding the city. Many friendly colossi can be found helping the earthen, and players, of Bouldercrag's Refuge.

When normal mountain giants become corrupted, they resemble colossi.

## Credits

* The entirety of this article comes directly from Wowpedia. The article can be viewed here.
* The artwork on this article is official and was created by Blizzard Entertainment and/or their affiliates.
Qiraji gladiator

* Humanoid
* Chaotic evil
* Silithus
* Ahn'Qiraj
* C'thun
* Various
* Azeroth
* Qiraji

**Qiraji gladiators** are walking, male qiraji warriors with pincer-like claws lead by General Rajaxx. They are the most common type of qiraji. They are apparently the male counterpart to the qiraji battleguards, but how qiraji actually reproduce is unknown.

## Credits

* The entirety of this article comes directly from Wowpedia. The article can be viewed here.
* The artwork on this article is official and was created by Blizzard Entertainment and/or their affiliates.
Horusath

* Construct
* Giant
* Chaotic evil
* Ahn'Qiraj
* Silithus
* C'thun
* N/A
* Azeroth
* Titan
* Qiraji

**Horusaths** are huge, powerful constructs of living stone created by the qiraji. The only known horusath is Ossirian the Unscarred.

Ossirian was originally an anubisath who was granted this new form after leading the victory against the bronze dragon Grakkarond.

## Myth

The Horusath, in both name and appearance, is a reference the ancient Egyptian deity Horus, god of kings, war, protection and the sky, among other things.

## Credits

* The entirety of this article comes directly from Wowpedia. The article can be viewed here.
* The artwork on this article is official and was created by Blizzard Entertainment and/or their affiliates.
Incubus

* Demon
* Humanoid
* Chaotic neutral
* Chaotic evil
* Various
* Various
* Twisting Nether
* Eredun

An **incubus** is species of demon believed to belong to the sayaad race, appearing as the male counterpart to a succubus, though their existence remains unconfirmed.

In *The Last Guardian* novel, incubi were stated to be amongst the Burning Legion's forces by a demon that Aegwynn and Khadgar once encountered.

In the comic series, one of the demons Sargeras fought before his corruption resembles a masculine sayaad and is believed to be an incubus.

## Credits

* The entirety of this article comes directly from Wowpedia. The article can be viewed here.
* The artwork on this article is official and was created by Blizzard Entertainment and/or their affiliates.
Neutral good

**Neutral good** characters desire good without bias for or against order.

A neutral good character does good for goodness' sake, not because he is directed to by law or by whim. Such a character will obey the law, or break it when he sees that it will serve a greater good. He isn't bound strongly to a social system or order. His need to help others and reduce suffering may take precedence over all else.

A doctor who treats both sides in a fight and somebody who feeds the starving in a war zone are both examples of neutral good characters.
Alarm-o-bot

* Mechanical
* Neutral
* Various
* N/A
* Azeroth
* Gnomish

**Alarm-o-bots** are technical creations.

## RPG

Gnomes live underground, and the natural darkness and rugged terrain of their surroundings provide ideal conditions for enemies to hide. In an effort to catch prowling and skulking creatures of all types, gnomes developed the alarm-o-bot. The small robot looks like a child’s toy with various wires and sensor arrays jutting out in all directions, enabling it to “see” in the dark. When it detects a living creature, or any sort of movement, it emits a high-pitched warning. The leper gnomes in Gnomeregan make heavy use of this device.

The alarm-o-bot’s operator can program the device to either stand in place or walk a predetermined, simple path involving no more than four turns. The alarm-o-bot cannot maneuver around obstacles; if it encounters terrain more than a few inches higher or lower, it stops moving, but remains vigilant. Setting up the bot, or changing its movement pattern, requires 5 minutes of programming and testing. The alarm-o-bot’s detection abilities are entirely visual; it cannot detect sounds. The bot “sees” any motion, heat, or even unusual shifts in air currents, allowing it to detect invisible creatures or those shrouded in magical darkness. If it detects anything suspicious, it immediately shrieks “INTRUDER ALERT!” and flashes a bright red light for 30 seconds.

## Credits

* The entirety of this article comes directly from Wowpedia. The article can be viewed here.
* The artwork on this article is official and was created by Blizzard Entertainment and/or their affiliates.
Lasher

* Plant
* Neutral
* Neutral evil
* Various
* N/A
* Azeroth
* None

A **lasher** is an ambulatory plant and often hostile. They can be found in the Wailing Caverns, Maraudon, Un'Goro Crater, and Dire Maul. Lashers are elementals in-game, but in lore they are just "plants".

*World of Warcraft: The Burning Crusade* introduced new lashers in Azuremyst Isle, Bloodmyst Isle, and the Botanica.

The lashers in Un'Goro Crater are known as bloodpetals and grow in several different varieties. They are all neutral except the Bloodpetal Pest which is friendly to Alliance players and hostile to Horde players.

Note that there are a number of mobs with lasher in their name, but are not the plant lashers. Some examples are Scorpid Tail Lashers and the hydras named Vorsha the Lasher and Trigore the Lasher.

Native to the ashen soils of the Firelands, the crimson lasher was transplanted to Azeroth with the help of the Guardians of Hyjal.

## Orchid

Another type of lasher (called "orchid lasher" in the files) is similar to other lashers, but with a particularly large flower. They are prevalent in the Botanica, Azuremyst Isle, Bloodmyst Isle, Sholazar Basin, Wintergrasp, and Emerald Dragonshrine.

## Credits

* The entirety of this article comes directly from Wowpedia. The article can be viewed here.
* The artwork on this article is official and was created by Blizzard Entertainment and/or their affiliates.
Death revenant

* Elemental
* Undead
* Neutral evil
* Northrend
* Therazane (presumed)
* Lich King
* N/A
* Elemental Plane
* Kalimag

**Death revenants** are a type of revenant mostly appearing in Northrend.

## RPG

Death revenants are the rarest of all the types of revenants and most mysterious. The creature is seemingly humanoid, but rides on a ball of green-colored energy rather than walking on two feet. A death revenant wears flowing black robes under scale mail armor and carries a heavy mace and large metal shield emblazoned with a single green-colored image of an eyeball. Etched into the shield, radiating from the eye out to the shield's edges, are yellow beams. The eye sockets of the creature's metallic helm shine with a menacing green light. Only its arms are readily visible, and appear to be made of black dirt and rocks held together by green energy. Their vaguely humanoid appearance is almost an illusion created by the armor, and Death Revenants appear to also wearing flowing black robes. Beneath, a death revenant is dark earth held together by elemental energy. The face of death brutalized and decaying, no doubt a result of their preference for the dead and predilection to roam graveyards. They are eerie creatures, with echoing voices and strange, riddling replies to any questions posed to them. Although they do not prefer to fight, death revenants have their own ideas about when "too far" has been reached, and they are more than willing to visit the truth of the after life on any who bother them without good cause.

Since death revenants prefer to roam graveyards, it's common for them to have already exhumed a number of corpses, if for no other reason than to gaze upon the dead. Death revenants posses necromantic skills, and when threatened, death revenants use them to raise undead to fight for them. Death revenants can create spawn from slain corpses and the elements from the ground beneath it. They try to focus their attacks on the weakest foes; the ones most likely to not survive melee. Death revenants fight to the end.

## Credits

* The entirety of this article comes directly from Wowpedia. The article can be viewed here.
* The artwork on this article is official and was created by Blizzard Entertainment and/or their affiliates.
* It is unknown if Lich King Arthas/Ner'zhul can create undead version of Death Revenants.
Highmountain tauren

* Humanoid
* Lawful neutral
* Highmountain
* Eastern Kingdoms
* Ornamm (Horde)
* Various
* Azeroth
* Taur-ahe

The **Highmountain tribe** is a nomadic tribe of tauren. They are a tribe of tauren that apparently predates the War of the Ancients, as Huln Highmountain lived at that time. In the aftermath of the Third War they apparently live in the Eastern Kingdoms. Another group of Highmountain tauren with elk-like antlers in the place of horns lives in the region of Highmountain on the Broken Isles.

## History

### War of the Ancients

The earliest known member of the Highmountain tribe is Huln Highmountain, also known as "Huln of The Eagle Spear." Huln was chosen by Krasus during the War of the Ancients to lead the amassed tauren tribes that joined the night elves against the demons, alongside Unng Ak of the furbolgs and Dungard Ironcutter of the Earthen.

Huln's spear, the eponymous Eagle Spear, is marked with descriptions of the weapon's history and the feats of its previous owners. It is a sacred relic of the tribe and the Artifact for Survival hunters in *Legion*.

### Dark Portal Opens

Melgromm Highmountain helped the Horde and the Alliance to drive the demons back to Outland. He later fought in the Stair of Destiny when they managed to cross the Dark Portal.

### Betrayal of their undead tribesman

Trag Highmountain was a tauren of this tribe, he left his fellows and joined a barony of Mordis. During a battle he died, but was raised as a Forsaken because of the powers of the Orb of Ner'zhul.

Trag returned with his tribe, but the shaman, Sulamm betrayed him and ordered Ornamm to kill Trag whilst he slept with a spell. Trag was burning when he awakened and defeated the Tauren party led by Ornamm, however, he didn't kill anyone but proceded to confront the shaman. Even though his own rage and the Lich King's whispers ordered Trag to kill Sulamm he couldn't, leaving him in trance because of his own spell. Trag left his tribe because of what they tried to do and because he could put them in danger.

### The Broken Isles

Following the War against the Iron Horde, the Burning Legion began to invade Azeroth through the Tomb of Sargeras. A group of Highmountain tribesmen living in Highmountain on the Broken Isles had been living in peace with the local Drogbar for generations, but when the Legion invaded the Drogbar stole the taurens' sacred artifact the Hammer of Khaz'goroth. The Highmountain are now at risk of being taken over by the Drogbar and their king Dargrul the Underking.

## Credits

* The entirety of this article comes directly from Wowpedia. The article can be viewed here.
* The artwork on this article is official and was created by Blizzard Entertainment and/or their affiliates.
Nerubian vizier

* Humanoid
* Chaotic neutral
* Azjol-Nerub
* Ixit (Living)
* The Lich King (Scourge)
* Sorcerer, Seer
* Azeroth
* Nerubian

**Nerubian viziers** are part of the spider-like race of nerubian.

## Background

The half-spider, half-humanoid viziers once served as advisors, sorcerers, and seers to the mighty nerubian spiderlords. But in the aftermath of the War of the Spider, the tables turned, and in the vacuum of their collapsed society, the cunning viziers rose to power. Utilizing their sorcery and high intelligence, the viziers have emerged as the rulers of the Nerubians' underground kingdom.

## Trivia/Notes

* In The *Wrath of the Lich King* Bestiary it is noted that there are rumors of an unseen emperor, one who is destined to lead the ancient spider-people to a final victory over the Scourge. While many can only speculate as to the existence of this nerubian emperor, some continue to investigate the link believed to exist between the nerubians and the vicious insect race known as the Qiraji. However, this plotline was not touched upon during *Wrath of the Lich King*.

## Credits

* The entirety of this article comes directly from Wowpedia. The article can be viewed here.
* The artwork on this article is official and was created by Blizzard Entertainment and/or their affiliates.
Polar furbolg

* Humanoid
* Neutral
* Northrend
* Tribal chieftains
* Champion, Shaman, Tracker, Ursa warrior, Archer
* Azeroth
* Ursine

Furbolgs from Northrend with white fur are called **polar furbolg**. However, not all furbolgs in Northrend are polar furbolgs.

## Appearance

Polar furbolgs are white (an analogy to polar bears). In *Warcraft III*, polar furbolgs are white or very light colored (white with light pink shade, etc).

## Trivia/Notes

* The only known polar furbolgs in *World of Warcraft* appear in Grizzly Hills, as the Frostpaw tribe.

## Credits

* The entirety of this article comes directly from Wowpedia. The article can be viewed here.
* The artwork on this article is official and was created by Blizzard Entertainment and/or their affiliates.
Mag'har orc

* Humanoid
* Lawful neutral
* Neutral
* Chaotic neutral
* Nagrand
* Geyah
* Hunter, Shaman, Warrior, Far seer, Grunt
* Draenor
* Orcish

The **mag'har orcs** (also called **brown orcs**) hail from the harsh, alien world of Draenor, now Outland. All orcs were once a noble shamanistic people cultivating a mighty tribal society that was centered around survival, regulating themselves through ritualized combat and personal honor. Tragically betrayed by one of their spiritual leaders and delivered into the hands of the Burning Legion, the orc clans fell deep into demonic enslavement and were led into Azeroth as an unholy vanguard of the Legion meant to destroy everything in their path. However some orcs remained uncorrupted and continued to follow the old ways. Many years later, Thrall recruited them with open arms into the New Horde where they teach the mag'har orcs of their past and culture.

## History

At some point, apparently prior to the Blood Pact with Mannoroth, a virulent plague known as the "red pox" spread throughout the Horde, and Geyah established a quarantine village in Nagrand, homeland of the Frostwolf clan. For reasons unclear, the orcs managed to avoid the corruption that plagued even their parents and the rest of the world. The orcs, and Nagrand, came to be referred to as "mag'har" — which in Orcish means, literally, "uncorrupted". They eventually recovered and constructed the stronghold of Garadar.

The mag'har have never been corrupted by either Mannoroth or Magtheridon, and thus remained untouched by the Blood Curse. Unlike their former clanmates who live in the ruins of their once-mighty holds, the mag'har are made up of members of many different orc clans who escaped corruption. The current leader of the mag'har, venerable Greatmother Geyah, is an old and wise orc, yet she has recently fallen extremely ill. Garrosh Hellscream, son of the mighty Grom Hellscream, serves as the mag'har's military chief, aided by Jorin Deadeye, son of the venerable chieftain of the Bleeding Hollow clan, Kilrogg Deadeye. Dranosh Saurfang is also a mag'har.

## Iron Horde

The Iron Horde is technically composed of mag'har orcs, because in that timeline the orcs never entered the Blood Pact thanks to the meddling of Garrosh Hellscream. The term mag'har is not used in this timeline, nor is it likely to be used, as they simply see themselves as orcs.

## Architecture

The architecture of the mag'har seems to be based off the buildings from *Warcraft: Orcs & Humans*. This suggests that during the First War, orcs used similar building types to those back at home on Draenor. However, over time, their buildings become more and more "warlike" and less nomadic. Those back on Draenor/Outland never changed their building style.

## Credits

* The entirety of this article comes directly from Wowpedia. The article can be viewed here.
* The artwork on this article is official and was created by Blizzard Entertainment and/or their affiliates.
Ice giant (Birthright)

* Elemental humanoid
* Giant-kin
* Lawful evil
* Frozen regions
* N/A
* Aebrynis
* Giant

**Ice giants** are cruel and spiteful creatures that survive in the frozen north of Cerilia.

They appear as huge, human-like creature, with pale white skin and white or bluish hair, all covered in frost, rime, and shards of ice. Ice giants stand about 16 feet tall, weighing about 4,000 pounds.

## Combat

Ice giants prefer to open combat by hurling their frozen rocks, then employ their spell-like abilities before closing for melee.

## Credits

* The entirety of this article comes directly from Birthright.net. The article can be viewed here.
* The artwork on this article is unofficial.
	+ The current profile picture was created by an unknown artist.
Crystal dryad

* Humanoid
* Chaotic neutral
* Crystalsong Forest
* Various
* Azeroth
* Darnassian

The **crystal dryads** are a race of crystal-like dryads or frost nymphs in Crystalsong Forest and the Nexus. Given their appearance and similarity to their woodland cousins, the crystal dryads may have formerly been normal dryads that were one of the many things affected by the crystalline environment, or whatever made it. Some crystal dryads can be found lurking in the Singing Grove of the Nexus, where they watch over the arcane plant life.

## Appearance

Crystal dryads are an offshoot race of dryads and as such, appear incredibly similar to their natural cousins, as a result of their magical exposure, their skin darkly-blue, their lower half body dark and their legs a shining bright violet colour, their hair is spiky and purple and their eyes glow blue. The Crystalline Tenders of the Nexus have more white features.

## Credits

* The entirety of this article comes directly from Wowpedia. The article can be viewed here.
* The artwork on this article is official and was created by Blizzard Entertainment and/or their affiliates.