recursal/Fanatic-Fandom huggingface dataset:
Hezrou

— The wiki's staff

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

A **hezrou** was a type of tanar'ri demon.

They dwelt in the most fetid swamps and oceans of the Abyss. They embodied the slowly destructive forces of nature, eroding all life around them with diseases and blight. A hezrou was quite intelligent, yet incredibly lazy. Of all the demons, they were the most willing to let their destruction of the world take its time to fester. In the meanwhile, they enjoyed personal pleasures and hedonism.

A hezrou was a towering demon of the Abyss. Numerous, powerful, expendable, and able to focus on the tasks that they were given, hezrous eagerly served more powerful demons, using their cunning to pull armies of weaker demons together for their masters in the skirmishes between other demons, outsiders, and mortals.

## Ecology

### Description

A hezrou was a large demonic monstrosity that bore a superficial resemblance to a toad in humanoid form, with arms and hands instead of forelegs. It had wide maw with rows of blunt teeth that had a powerful crushing force. A series of long spikes ran down their backs. Hezrous could walk on either two feet or on all hands and feet, but always fought standing upright. A hezrou stood 8 feet (2.4 meters) tall and weighed 750 pounds (340 kilograms).

In battle, a hezrou's skin exuded a toxic, foul-stinking fluid. This produced a cloud of nauseating smell that choked anyone that stood near the demon.

### Combat

Hezrous loved to fight, more so than other demons, even vrocks. They gladly forced their way into and behind enemy ranks, where their foul stench could overwhelm as early and as many as possible.

They opened combat by casting blasphemy, then favored chaos hammer or unholy blight from time to time as suited their foes.

### Hierarchy

It was possible for a marilith to be demoted to a hezrou as a punishment, bring a change in sex from female to male. The hezrou Zaxis was actually a fallen marilith named Bethsiva, whose child was the balor Baalbisan with a rank even higher than hers.
Centaur (ES)

— The wiki's staff

 **Language(s)** | * Daedric

**Centaurs** are ancient and mysterious creatures, alternately worshiped and despised. Legends of their exploits range from the epic to the pornographic, perhaps for no better reason than that they have varied personalities. The Council of Artaeum have called the Centaurs true followers of the Old Ways of Tamriel, referring to the complex system of ancestor worship that Artaeum itself espouses. All that one can certainly say about centaurs is that in battle there are few who are equal.
Annis hag

— The wiki's staff

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

**Annis hags**, also called **Black Annis** or **Black Agnes**, are the most physically powerful of the hags.

## Ecology

### Description

Annis hags are giant crones with blackened skin; stringy, black hair; fingers that end in long talons; and sharpened teeth that look like iron nails. They stand over 8 feet tall and weigh 325 pounds. While annis hags can assume a more attractive form, they cannot change their size. Thus, they always assume the form of a gentle giantess or extremely tall woman.

## Lair

Annis hags make their lairs in dark caves, burrows, and ruins, where they stalk and feed upon the unwary. Of all the hags, annis hags delight in tearing their victims to shreds with their bare hands, all while relishing in the screams of pain and terror.
Felblood elf

— The wiki's staff

 **Homeland(s)** | * Unknown (Currently)
 **Leader(s)** | * Unknown (Currently)
 **Language(s)** | * Thalassian
* Eredun
* Common

The **felblood** are an offshoot of the blood elf race that — like fel orcs before them — have been corrupted by the Burning Legion.

## Introduction

The felblood elves are a group of Kael'thas Sunstrider's most loyal followers, who were rewarded by Kil'jaeden with the gift of being allowed to gorge themselves on demonic blood for days for remaining in Outland, even as many of his blood elves retreated through the Dark Portal.

Felblood Initiates remain behind at the Throne of Kil'jaeden in the Hellfire Peninsula where they feast on siphoned fel energy from Suspended Terrorguards, though many are counted amongst Kael's invading forces on the Isle of Quel'Danas. There, a felblood named Selin Fireheart can be found in the Magisters' Terrace, while a force known as the Shadowsword resides in the Sunwell Plateau — appearing to be responsible for the capturing of M'uru from the secret chamber beneath the Blood Knight headquarters.

## Ecology

### Description

In addition to bearing runic tattoos, they have developed various demonic features, such as unnatural skin and hair colors, horns, and what appear to be small, black-feathered wings — as well as cracks and openings in their skin, which reveal green fel energy glowing from within. Their incisors are prominent and drape idly out of their mouths during speech, giving them a vampire-like teething pattern. Unlike the Wretched, who lose most of their hair, felblood elves seem to bypass this aspect of corruption.
Bar-Igura

— The wiki's staff

 **Language(s)** | * Abyssal

**Bar-lgura** appear like lumbering apes. This appearance is misleading, for although they look and move like orangutans, they are intelligent and use their magical abilities craftily.

They make excellent scouts and skirmishers. The sight of a dozen of these bestial monsters loping forward at high speed can crush the morale of the stoutest warrior. They prefer to operate in small packs. Unlike many demons, bar-lguras do not want to be around lesser demons. They do not enjoy bullying dretches and manes the way rutterkins do. Instead they feel that the lesser demons just get in their way.

## Ecology

### Description

Standing 5 to 6 feet tall, a bar-lgura is covered in reddish-brown hair, although it can change color. Its face is apelike, and its forelimbs are long and powerful while its rear limbs are short - and powerful. Bar-lguras frequently walk on all fours, but they are capable of standing upright. A few wield weapons and wear humanoid clothing and armor.

### Combat

Bar-lguras enjoy setting ambushes and attacking foes with surprise. They leap into combat and throttle opponents with their powerful limbs. If they outnumber their foes, some of these demons grapple and hold the enemy while others tear at them with powerful claws.

Many of their supernatural and spell-like abilities help them surprise their foes. Unlike that of most other demons, bar-lguras' teleport ability is not limited to just themselves, so bar-lguras use this ability to grab foes and teleport them to prisons or sealed caverns, leaving them there for as long as they wish.
Elemental archon

— The wiki's staff

 **Language(s)** | * Primordial

**Archons** are an elite group of elementals that can be found in either the Elemental Chaos serving primordials or other elementals. Built in vaguely humanoid shapes, archons are among the most dangerous soldiers of the planes.

## Ecology

### Description

Archons are of roughly human size and shape, though they are still impressive to behold. An archon is typically composed almost entirely of a single substance, be it an element or paraelement and are essentially the elemental planes given form. All archons are covered in thick armor, which protects them against attack and which is all that remains should an archon be killed. All archons are immune to the effects of disease and poison, being composed wholly of elemental essence.

## History

Archons were created by the primordials during the Dawn War as a response to the gods’ use of angels. In order to create the archons, primordials found several elemental creatures and reshaped them, forging them into archons through intentional creation. The use of archons was initially successful, although in the end the gods prevailed. Since then archons have served a variety of elemental lords across the planes, although nearly all find within them a burning urge to return the world to the rule of the primordials, having little other purpose in their minds.

## Types

* **Air archons**

Beings composed of wind and air commonly found throughout the Elemental Chaos.

* **Crystal archons**

Rare beings of crystalline miht found deep within the Elemental Chaos.

* **Earth archons**

Manifestations of rock and earth found widely in the Elemental Chaos.

* **Fire archons**

Wrathful mercenaries who are the power of flames manifest. Most fire archons are chaotic evil.

* **Ice archons**

Chilling warriors who serve whom they wish and venerate the primordials who created them. Most often chaotic evil.

* **Slime archons**

Slime-covered outsiders that are comparatively rarer than their brethren.

* **Storm archons**

Manifestations of the storm element that are found commonly in the Elemental Chaos.

* **Water archons**

Archons composed of water commonly found in the Elemental Chaos.
Half-drow

— The wiki's staff

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

A **half-drow** is the offspring of one human parent and one drow parent.

## Ecology

### Description

A half-drow generally has dusky skin, silver or white hair, and human eye colors. They can see around 60 feet (18.3m) with dark vision, but otherwise have no other drow traits or abilities.

## Background

Half-drows are often conceived when a male drow mates with one of his human female slaves, or when outcast drow mate with surface-dwelling species.

Xandra Shobalar encountered a merchant in Mantol-Derith, ostensibly human, who was in fact half-drow. Perhaps indicative of the drow view of such things, she found his suspected nature to be appalling.
Hound archon

— The wiki's staff

 **Language(s)** | * Supernal
* Celestial

**Hound archons** are celestial beings that live primarily on the slopes of Celestia.

Hound archons are the well-disciplined soldiers and sentinels of their heavenly realm. They are well-trained in the fight against evil and show no mercy to fiends. Against mortals, however, they are loath to use lethal force, even against those dedicated to evil. They believe that mortals should be the judges of their own kind while on the mortal world.

Hound archons look like well-muscled humans with canine heads. They can also assume the form of a wolf, dog, or other canine. While on the mortal world, these archons often assume a canine form to subtly help good mortals as a “clever pet.”

## Ecology

### Description

Hound archons are powerfully built, red-skinned humanoids with canine heads. They are quite intelligent and very protective, seeking to defend the innocent and helpless against evil.

### Combat

Hound archons are able combatants in melee, due to their musculature and meaty fists. They prefer their natural weapons, but have also been known to wield greatswords to great effect.

Hound archons can also transform at will into any canine (fox, dog, wolf, and others) ranging from small to large size; this has the advantage of improving the archon's stealth.

Finally, many hound archons have been known to develop paladin powers, in which case they generally prefer their holy greatswords to their teeth and fists. Hound archon paladins often befriend bronze dragons and ride them into battle; the bond between archon and dragon is, if anything, even deeper than the bond between a mortal paladin and his mount.
Ancient Tribe

— The wiki's staff

 **Language(s)** | * Hylian

The **Ancient Tribe** (sometimes called **Ancient Ones**) was a civilization spoken of by the Happy Mask Salesman.

## Ecology

### Description

The appearance and characteristics of the Ancient Ones are unknown.

### Culture

It seems the Ancient Ones enjoyed participating in hexing rituals.

## History

According to legend, the tribe used the wicked power of Majora's Mask in hexing rituals. The Mask Salesman continues that the Ancient Ones sealed the mask into the darkness, so that it might never be misused. The Ancient Tribe evidently vanished, leaving only the wicked Majora's Mask as their legacy.

## Trivia

* It is speculated that the Happy Mask Salesman is a descendant of the Ancient Tribe.
* The Ancient Tribes has only been mentioned in *Majora's Mask*.
Chaotic Neutral

— The wiki's staff

A **chaotic neutral** character follows their whims. They're an individualist first and last. The value their own liberty but don't strive to protect others’ freedom. They avoid authority, resents restrictions, and challenges traditions. A chaotic neutral character does not intentionally disrupt organizations as part of a campaign of anarchy. To do so, they would have to be motivated either by good (and a desire to liberate others) or evil (and a desire to make those different from himself suffer). A chaotic neutral character may be unpredictable, but their behavior is not totally random. They're not as likely to jump off a bridge as to cross it.

Chaotic neutral is the best alignment you can be because it represents true freedom from both society’s restrictions and a do-gooder’s zeal.
Gorloc

— The wiki's staff

 **Alignment** | * Chaotic Neutral
 **Homeland(s)** | * Sholazar Basin
 **Language(s)** | * 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.

## Overview

The Borean gorlocs appear to be as hostile and primitive as average murlocs. The Sholazar gorlocs, aka the Oracles, were given intelligence and awareness by exposure to Titan-technology. The Oracles, an advanced group of gorloc tribes who have formed their own faction, are fighting the Frenzyheart Tribe 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.

## Ecology

### Culture

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.
Gronnling

— The wiki's staff

 **Alignment** | * Neutral Evil
 **Language(s)** | * 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.
Immolith

— The wiki's staff

 **Language(s)** | * Abyssal

An **immolith** is an undead demonic creature that is sometimes created when the spirits of deceased demons have fallen back into the Abyss.

Immoliths greatly despise living creatures, and they are often found accompanying other undead such as liches and vampires, although they can also be found with other demons such as horde ghouls, mezzodemons, and vrocks.

## Ecology

### Immunity

Immoliths are immune to all disease, fire and poison.

### Combat

Immoliths are perpetually surrounded by flames and foes getting too close are likely to catch fire. They attack with their claws, which can also cause foes to catch fire.

An immolith can curse enemies which slows them down and causes them to catch fire, and an immolith's grab can eliminate enemies' fire resistance. An immolith can heal itself and any nearby undead creatures.
Half-night elf

— The wiki's staff

 **Homeland(s)** | * Teldrassil
 **Leader(s)** | * Tyrande Whisperwind
* Malfurion Stormrage
 **Language(s)** | * Darnassian
* Common

**Half-night elf** is a term used to describe someone who has descended from a parent that is a night elf or half-night elf and a parent of any other species, usually a human.

## Background

Only a short period of time has passed since the Horde and Alliance joined forces with the night elves to repel the attack upon Nordrassil. As such, night elves and humans have not found sufficient time to mingle and produce adult offspring. This does not mean that half-night elves do not exist, though they would be far rarer than half-elves. If any exist they would only be young children. They look more like night elves than human. Rare half-elves born of human-night elf unions most often follow a path of druidism and gain their spells from the power of nature. Half-night elves are able to Shadowmeld, they can draw on their night elf heritage, and can blend into the shadows. Adult half-night elves would have to have been born from the primitive human race, the azotha (because of human genes, they may not have lived to present day).

## Ecology

### Description

Half-night elves appear to have pale, pupiless or glowing eyes, and ears that are shorter and more blunt than night elves.

#### Languages

Half-night elves can speak Darnassian and Common like their parents. Like all half-elves, these half-elves are versatile wanderers and pick up many different languages.
Aldani

— The wiki's staff

 **Language(s)** | * Aquan

The **aldani**, also known as **yurians**, or **lobster men**, were a race of crustacean beings that inhabited in the rivers of Chult in southwest Faerûn.

## Ecology

Despite a heavily armored appearance, aldani were quite intelligent and very civilized, with a society. Disputes between them were resolved with courtly tournaments, though these were usually to the death. However, outsiders who fell afoul of the aldani were rarely offered the option of a tournament battle. Many yurians made their homes in the caverns surrounding the Snout of Omgar.

### Description

An aldani resembled a lobster the size of a human being, walking on two humanoid legs but they could swim like lobsters. Its face was also similar to that of a human, though encased in chitinous armor and with eyes on stalks.

### Society

Communities of up to twenty aldani lived at the murky bottoms of the largest rivers in Chult, namely the Olung, the Soshenstar, and the Tath. They never left the water, so few outsiders saw them outside this environment. They claimed a very specific section of the river as their territory, and patrolled it strictly. Aldani patrols could be accompanied by up to twenty trained piranha.

## History

Around 1363 DR, Mainu of Mezro, a bara, dwelt in the Olung river with a dozen aldani guards in her throne room.
Flame elf

— The wiki's staff

 **Homeland(s)** | * Firelands
* Molten Front
 **Leader(s)** | * Unknown
 **Language(s)** | * Darnassian
* Kalimag

The Druids of the Flame are a sect of night elf druids loyal to Ragnaros the Firelord, led by his new majordomo Fandral Staghelm.

Member of the Druids of the Flame are called **flame elves**.

## Overview

These vile creatures have turned their backs on Cenarius' teachings and now worship the Fire Lord, Ragnaros. Twisted by his insane power, they desire nothing more than to bury everything in ash. They operate mainly in the Firelands. During the quest The Nordrassil Summit, Thrall explicitly refers to them as members of the Twilight's Hammer, and Fandral claims to answer to the Twilight Prophet.

## Abilities

The druids of flame have the same abilities as regular druids, although their powers usually involve some type of fire or flame.

Druids of the Flame have animal forms similar to normal druids, however their forms involve some type of fire.
Gen

— The wiki's staff

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

**Gen** were small elemental genies who served as familiars to sha'irs in Zakhara. All sha’irs needed them to work their magic. Various kinds of gen existed including: wind gen (**djinnlings**), sand gen (**daolani**), sea gen (**maridans**), and fire gen (**efreetikin**).

## Ecology

Gen were fanatically loyal to their masters who provided everything needed for their survival.

### Description

All gen were tiny and resembled the elemental plane they represented.

Wind gen had white hair and bluish skin that was almost transparent in bright light. They were unusually skinny. Their skin color could change depending on the weather. An approaching storm would cause a wind gen’s skin to turn grey.

Fire gen had long red hair and ebony skin. Their fingers had long claws and were constantly wiggling. It was nearly impossible for a fire gen to remain still. All fire gen needed to be closely monitored to keep them from starting random fires.

Water gen had greenish skin and blue eyes and hair. Their hair was usually wet and matted with seaweed. They enjoyed wearing jewelry comprised of pearls and shells.

Sand gen had tan skin and black hair. Their bodies were globular, making their appendages appear small.

### Combat

Gen were weak fighters but could use their elemental abilities to their advantage.

### Habitat and society

Gen returned to their elemental plane if their master died. Gen who perished could be brought back by a sha’ir.
Ghostwise halfling

— The wiki's staff

 **Homeland(s)** | * Chondalwood
* Methwood
 **Language(s)** | * Common
* Halfling (Formerly)

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

## Ecology

### Description

Ghostwise halflings look very much like their lightfoot cousins in stature. Not as nimble as their cousins, some Ghostwise tend be slightly stockier in build. When leaving their treetop villages, they tend to spend most of their time outside in the sun, giving them slightly tanned skins and a light brown hair. Since they rely so much on physical communication, every Ghostwise has their name tattooed in tribal symbols on a visible place on their body, and many opt to tattoo many other tribal symbols representing people and events in their lives.

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.

### Combat

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

## History

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.
Hellwasp devil

— The wiki's staff

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

**Hellwasp devils** are members of a huge colony that makes its home in the Garden of Delights in Malbolge. Ruthless and logical, with an alien intelligence and the unquestioning instincts of a colony insect, these devils live to serve the whims of their queen. Hellwasp devils were once demons akin to mezzodemons. While in the Abyss, Glasya defeated their master and took them back to the Nine Hells. There, she transformed them into devils, making them shock troops and bodyguards.

## Background

Hellwasp devils were once demons in service to a wasplike demon lord. During the Blood War, Glasya defeated the demon lord, and its curious spawn flocked to her as their new queen. Now, the hellwasp devil colony is an unwavering implement of Glasya's will. Unlike many of her other minions, hellwasps do not need to be seduced or manipulated. They see service to Glasya as an honor and a reward. When encountered outside Malbolge, hell wasp devils are either on a mission for their queen or on loan to one of Glasya's allies.

## Encounters

Since they unquestioningly follow the orders of Glasya, hellwasp devils can be found with any creature that serves the daughter of Asmodeus. On rare occasions, Glasya loans out groups of hellwasp devils to her allies.
Burnbones

— The wiki's staff

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

**Burnbones** appear similar to the blazing bones found in Myth Drannor, but are selected high level members of the church of Cyric who have been transformed with a portion of his power by Cyric himself.

## Ecology

### Description

Usually proudly wearing a holy symbol of Cyric these undead monstrosities can call upon all the clerical powers they commanded when they were still alive and now do so with even more efficiency while their mere presence burns with the power of Cyric's dark fires. The infusion of divine power dissolved their puny mortal frames and turned them into the blazing glory of the Dark Sun that are the burnbones.

### Personality

Burnbones exist only to serve the greater glory of the Prince of Lies, bending to his every whim, suffering insufferable pain and anguish if they even think about doing otherwise.
Doppelganger

— The wiki's staff

 **Language(s)** | * Common

**Doppelgangers** were monstrous humanoids, infamous for their shapeshifting abilities that allowed them to mimic almost any humanoid creature. They were lazy but cunning creatures, who killed or disposed of people then assumed their place. While not actually evil, doppelgangers were extremely self-centered and liable to look down on their victims. They were believed to be an artificial race, created by the Creator Race known as the batrachi. They had a fondness for working with the magically inclined; mainly being used as assassins or in elaborate plots to usurp power.

Doppelgangers were feared for their ability to assume the form of any humanoid creature they encounter. Doppelgangers were used as spies and assassins by many beings all over the world.

Many doppelgangers lived a stolen life. When they encountered a person whose appearance or station they desired for themselves, the doppelganger used their mental powers to learn everything they could about the chosen target. Once they had all the knowledge they needed, they quietly eliminated their target and assumed his or her form, taking their place in life.

## Ecology

### Description

In their true form, doppelgangers appeared as tall, elven, gray-skinned humanoids, whose thin bodies made them appear, to human eyes, sexless. Even this form was deceptive, suggesting they were physically weak, when in fact they were quite strong and agile. The normal appearance of a doppelganger was that of a gray-skinned humanoid with a formless face and pale white eyes. They had no hair in their normal form.

### Culture

Doppelgangers called their species the Shallar. Doppelganger families tended not to be close; usually a male and female meet, engaged in casual sex, then leave one another, with the female being forced to single-handedly rear any resulting newborns—who left their mother upon reaching maturity. Some however, formed tightly knit family clusters, while others mated with humanoids, taking malicious delight in using their spouse as a cover for their inhumanity. Children born of such unions had a chance of being a half-doppelganger.
Firesoul genasi

— The wiki's staff

 **Alignment** | * Chaotic Good
* Neutral
* Chaotic Neutral
 **Language(s)** | * 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.

## Ecology

### Description

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

#### Abilities

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

### Personality

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

### Culture

#### 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.
Aqir

— The wiki's staff

 **Language(s)** | * Common

The **aqir** (plural: **aqiri**) were an ancient insectoid race, created by the Old Gods and obsessed with eradicating all non-insectoid life. They were eventually defeated by the trolls, and split into the nerubians, qiraji, and mantid.

## History

According to a journal entry by Brann Bronzebeard, titan records suggest that the Old Gods created the aqir out of something that was not the silithid or generic insects (as those are descended from the aqir). It was some kind of species of various "proto-insectoid humanoids" that was a part of the "Black Empire." Their civilization, Azj'Aqir, was built in the southeastern deserts of old Kalimdor, and for thousands of years the expansionistic aqir did battle with the other two major civilizations of the age: the ancient Gurubashi (jungle trolls) and Amani empires (forest trolls) of the trolls.

Approximately 16,000 years ago, the trolls finally succeeded in winning a victory of attrition, and the empire of Azj'Aqir was shattered and split. One group of aqir headed north, where they happened upon a titan facility in what would one day become Northrend. They overthrew the tol'vir attendants within, and from the ruins they founded the empire of Azjol-Nerub. Over time, this group of aqir evolved into what are now the nerubians. Another group of aqir retreated south; they too found and took over a titan facility, rechristening their new empire Ahn'Qiraj and eventually evolving into the qiraji. A third group of aqir became the mantid in what would one day become Pandaria.

## Trivia

* Nerubians reminded Sylvanas Windrunner of tales of the thought-vanished aqir, giving some hint as to what they were like.
* The Scepter of Azj'Aqir is a rare tol'vir archaeology artifact. It would allow the users to control qiraji battle tanks.
Flesh golem

— The wiki's staff

 **Language(s)** | * Common

A **flesh golem** is a ghoulish collection of humanoid body parts, stitched together into a single composite form.

## Ecology

### Description

Flesh golems are constructed using the physical body parts of once-living creatures. These creatures are often humanoids or monstrous humanoids, but any physical living creature’s parts are usable. These ghoulish constructs are stitched together into a macabre horror standing 8 feet tall and weighing about 500 pounds.

While typically mindless, a flesh golem will sometimes possess the memories of the beings from which it was created. In such an instance, a flesh golem will eventually become an intelligent, free-willed being.

No natural animal willingly tracks a flesh golem. The golem wears whatever clothing its creator desires, usually just a ragged pair of trousers. It has no possessions and no weapons.

A flesh golem cannot speak, although it can emit a hoarse roar of sorts. It walks and moves with a stiff-jointed gait, as if not in complete control of its body.

### Combat

When a flesh golem enters combat, there is a small, but cumulative, chance each round that its elemental spirit breaks free and the golem goes berserk. The uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. The golem’s creator, if within 60 feet, can try to regain control by speaking firmly and persuasively to the golem. It takes 1 minute of inactivity by the golem to keep the elemental from breaking free.

A flesh golem is immune to any spell that can be resisted. In addition, certain spells and effects function differently against the creature, as noted below.

A magical attack that deals cold or fire damage slows a flesh golem for a short time. It cannot resist this.

A magical attack that deals electrical damage breaks any slow effect on the golem and heals it. If it does not need healing it will temporarily grow stronger.
Hagspawn

— The wiki's staff

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

**Hagspawn** are male hags produced by humans and hags mating. Though male or female offspring may result from such a coupling, female children inevitably become hags rather than hagspawn. Likewise, male children always become hagspawn.

Hags usually use charms and/or coercion to get male humans to mate with them as only the most depraved (and suicidal) individual would be willing to mate with a hag.

## Ecology

### Description

Hagspawn resemble large brutish humans at first glance. Tall with long muscular arms, they have a hunched posture. Their hair is usually long and black and their eyes glow red with malice. Their skin tone is usually that of their mother.
Ak'chazar

— The wiki's staff

 **Language(s)** | * Common
* Infernal

**Ak'chazar** are rakshasa with the heads of white tigers.

## Ecology

They typically keep a low profile, establishing a lair in graveyard or old battlefield and directing their minions to carry out their plots.

#### Abilities

They are powerful spellcasters and specialize in necromantic magic.
Drider vampire

— The wiki's staff

 **Language(s)** | * Drow
* Deep Speech

**Drider vampires** were undead driders that had been infected with vampirism.

## Ecology

### Description

Appearing similar to their once-living selves, drider vampires had clawed hands and venomous fangs that protruded from their mouths.

#### Abilities

Drider vampires combined the abilities of both a drider and the more common vampire, though a few differences existed. Their bite was much more dangerous than an ordinary vampire, as they had little need to engage in grappling their victim but rather could drain their target with a single strike.

### Psychology

Drider vampires were creatures with a great loathing and hatred for all living creatures.

### Society

Outcasts by virtue of their status as driders and for their vampirism, drider vampires were generally solitary entities.
Azer

— The wiki's staff

 **Homeland(s)** | * Elemental Chaos
 **Language(s)** | * Common
* Ignan

**Azers** were elementals native to the Elemental Plane of Fire and Elemental Chaos. Azers were created by fire titans and fire giants, whom they often served. Others, however, lived free and worked for their own benefit.

## Ecology

### Description

Azers resembled their ancestors the dwarves, but with brass-colored skin and hair, their hair and beards being comprised of flames. Azer bodies were so hot that their weapons conducted heat, so much so that any creature within reach of an azer was injured by the intense heat. Many azers wore kilts of brass, bronze, or copper.

### Culture

Azer society was best described as communal, as every individual had a place in society and matters of the state were more important than that of the individual. Living within fortresses made of bronze on the Elemental Plane of Fire, Azer nobles wielded absolute power.

Despite loving gems and constantly waging war against the efreet, azers never started a fight unless the foe was carrying gems and in which case they might take them prisoner.

### Relations

Azers were often slaves of fire giants and titans. As for the other races, azers despise efreets, with whom they are often at war.
Colossus

— The wiki's staff

 **Alignment** | * Lawful Good
* Lawful Neutral
 **Homeworld** | * Azeroth
 **Language(s)** | * 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.

## Background

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 adventurers, of Bouldercrag's Refuge.

When normal mountain giants become corrupted, they resemble colossi.
Aesir

— The wiki's staff

 **Language(s)** | * Titan

Following the imprisonment of the Old Gods, **Aesir** were appointed as protectors on Azeroth. Aesir, in common nomenclator is "Storm Giants." There was at some point global combat between the Aesir and the Vanir because of something related to Loken. Loken neutralized all remaining Aesir and Vanir affecting the termination of the conflict.

## Overview

There are two presumed types of titan, the stronger, smarter, more agile Aesir, and the tougher but less powerful Vanir. The Aesir are platinum-skinned giants that once crafted the oceans and skies. Their sphere of power is storm, frost and water. They are highly reclusive, shying away from all mortal creatures, not wanting to disrupt the delicate balance of their evolution. Their direct children are the mountain and sea giants, whom they created to help them tend to the high peaks and oceans of the world. They have a connection to the elements of Air and Water.
Half-draenei

— The wiki's staff

 **Alignment** | * Lawful Good
* Lawful Neutral
 **Homeland(s)** | * Durotar
 **Leader(s)** | * Velen (Alliance)
 **Language(s)** | * Draenei
* Orcish

A **half-draenei** is the offspring of one draenei parent or half-draenei and another species such as an orc.

Apparently half-draenei of orc descent have features that match that of the draenei. Garona, and her son Med'an, show little draenei features like shiny eyes or chin spines on the latter, instead they look almost entirely orcish. Half-orc half-draenei is the full name to describe the race when one they are part half-orc and part half-draenei.

Half-draenei is the short form. Orc-draenei half-breed is another way of describing this combination. Prior to Exodar crashing on Azeroth the only known half-draenei known would have had to been of Lost Ones (and possibly Broken descent).
Babau

— The wiki's staff

 **Language(s)** | * Abyssal

**Babaus** usually serve as a spy or assassin to more powerful demons of the Abyss or sometimes to spellcasters on the material plane. Babaus strike with sudden ferocity after forming careful, devious plans. Most demon lords have at least several babaus as minions. Babaus usually try to summon another Babau before battle so they can both lay plans together using their telepathy and strike from either side of the opponent to get a flanking bonus.

## Ecology

### Description

Babaus stand about 6 feet tall and resemble a gaunt humanoid covered in black leathery skin with pointed ears and a long curved horn jutting out of the back of their heads. They also are covered by a red protective slimy jelly that damages anything it touches like acid.

### Combat

Babaus are sneaky and sly. They attack the most powerful foe first, hoping to eliminate the true threats quickly and then toy with the rest. Although they can use their claws in combat, babaus prefer to use weapons, usually those requiring two hands to wield.

## Overview

The babau are the assassins of the demon ranks. They delight in murder and sadism; their stealth setting them apart from their more overt demon-kin. They take pride in devising means of slowly killing their targets, inflicting the greatest amount of pain while staving off death – and thus the end of the suffering – of their victims.

A babau appears to be a skeletal humanoid beast. Its skin is stretch taught over the demon’s wiry frame. The skull-like head of the babau is distinctively arrayed with a singular curved horn at its back. The body of the demon constantly oozes a caustic blood-like secretion.
Crypt lord

— The wiki's staff

 **Language(s)** | * Nerubian

**Crypt lords** are undead nerubian spiderlords of the subterranean spider kingdom of Azjol-Nerub. Crypt lords are adept at summoning insect minions and crushing enemies. Betraying the nerubian people, the crypt lords have sacrificed the lifeblood of thousands to bolster the undead armies of Ner'zhul, winning an eternal life of servitude in his name.

## Background

These ancient, evil behemoths were once the mighty kings of the subterranean spider kingdom of Azjol-Nerub. Though the nerubians fell before the wrath of the Lich King during the fabled War of the Spider, the insidious crypt lords were swayed over to the Lich King's ranks and granted considerable power and the immortality of undeath. Now the giant, thundering beasts serve as the Lich King's mightiest warriors and the guardians of the Scourge's holdings in Northrend.
Alu-fiend

— The wiki's staff

 **Alignment** | * Lawful Evil
 **Language(s)** | * Infernal

**Alu-fiends** are the product of successful procreation between a succubus and a male mortal (mostly humans).

Females are, generally, attractive or beautiful, going to great lengths at times to conceal their needle-like teeth and diminuitive wings. They often possess a high degree of sexual proclivity. Males, however, require more discriminative attention, as its "cousin", the cambion (produced from a female mortal), possesses many of the same "abyssal" traits which form both creatures' overall appearance. This has led to a diminishing use of the patrillineal and matrillineal-influenced terms as a whole; rather, products of both partnerings are considered "half-fiend".

## Overview

Aliisza, an alu-fiend, appears prominently in the *War of the Spider Queen* series, and is the main protagonist in The Gossamer Plain, the first book in the *Empyrean Odyssey* trilogy.

Anderia and Estellia are the alu-fiend allies of the nabassu Viscaris.

Though apparently not the daughter of a succubus, Graz'zt's daughter Thraxxia appears in the form of an alu-fiend.

Occasionally when a Succubus/Incubus seduces a humanoid, they refrain from murdering the poor soul for some reason (it's almost never through compassion; usually it's because they were slain or called elsewhere by a greater fiend before they could complete the deed). Whether it is a male humanoid or female one, both unions with a Succubus/Incubus have the potential to create an Alu-fiend. From its hellish origin, the Alu-Fiend is gifted with an innate ability to deceive and/or beguile others. They also have a need for companionship like no other race does. Like their demonic parent, an Alu-fiend craves interaction as much as they crave air. Unlike their demonic parent, however, their desire for socialization is not exclusive to sex. Any form of social interaction that their mortal half might enjoy, becomes a need as immediate as any other form of sustenance. They are practically a race of social butterflies. Because of this, sometimes an Alu-fiend or Cambion (their male counterpart) will reject their evil origins, and seek to use their powers for good.

## Kin

The male equivalent to an alu-fiend is generally called a cambion. Successive offspring from either (with mortals) are demonic tieflings.
Earthsoul genasi

— The wiki's staff

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

An **earthsoul genasi**, also known as an **earth genasi**, was a type of genasi that was able to harness the power of the earth.

## Ecology

### Description

Earthsoul genasi came in many physical shapes and appearances. Many carried obvious traits of the Elemental Plane of Earth, such as blocky features or earthlike skin, but others had earthlike features that were less apparent.

#### Abilities

Earthsoul genasi were able to harness the power of the earth. They had darkvision and were able to pass over the ground without a trace. They said that the earth would speak to them and that they were able to talk back to it.

### Personality

Earthsoul genasi tended to be strong and tough, but were often stubborn and oblivious. They tended to be indifferent to others of their kind and thus in many cases isolated themselves.

### Culture

#### Religion

The earthsouled worshiped many lords and gods and were not confined to just one. However, common deities worshiped by the earthsouled were Chauntea, Geb, and Grumbar.

## Locations

Earthsoul genasi could be found anywhere. However, they were more common in the North near the Spine of the World, where there were portals to the Plane of Earth. A small population of earthsoul genasi lived in Mulhorand.

Argentor was a village located in Tethyr that was home to many earthsoul genasi. This was regarded as one of the few settlements that were exclusive to the earthsouled.
Half-blood elf

— The wiki's staff

 **Alignment** | * Lawful Good
* Lawful Neutral
 **Homeland(s)** | * Quel'Thalas
 **Leader(s)** | * Lor'themar Theron (Horde)
 **Language(s)** | * Thalassian
* Common

**Half-blood elf** is the term used to describe the offspring of humans and blood elves.

## Background

They do not yet exist. Since blood elves came into existence only a few years ago, they certainly have not had time to mingle with humans and produce adult offspring — without even factoring in blood elf prejudice. This does not mean that it cannot happen, however; it is possible it might happen 20 years in the future. The blood elven half is more dominate and they have the blood elven racial traits.

Like their blood elven parents, half-blood elves are addicted to the use of arcane magic. A half-blood elf must spend one hour each morning in meditation, resisting the distractions of their addiction, or have problems with spellcasting or spell defense for that day. Half-blood elves slake their thirst through the absorption of fel energies. If the blood elf partakes of demon's blood, the magic addiction abates for a number of days. Half-blood elves reek of fel power, offending the spiritual senses of night elves and tauren.

Half-blood elves are proficient with the shortbow, composite shortbow, short sword, and scimitar. Those with limited arcane ability usually become warlocks.