recursal/Fanatic-Fandom huggingface dataset:
Frost revenant

* Elemental
* Neutral evil
* Abyssal Maw
* Frostland
* Ahune
* N/A
* Elemental Plane
* Kalimag

**Frost revenants** are revenants based around the elements of "air" and "cold". Frost revenants are the cold opposites of fire revenants. The two types do not get along, and the only thing they hate more than anything else is each other. The creature is seemingly humanoid, but rides on a ball of blue-colored energy rather than walking on two feet. A frost revenant wears flowing dark blue robes under scale mail armor and carries a heavy mace and large metal shield emblazoned with a single white-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 shines with a menacing, brilliant white light. Its arms appear to be ice crystals held together by blue energy.

Frost revenants are just as territorial, though they tolerate the presence of other cold-based creatures and even enjoy the presence of ice revenants. Otherwise, frost revenants attack all intruders on sight, though they are much more patient and calculating in their methods. They may not be very intelligent, but they know how to fight. It's pretty much the only thing they do know well. Frost revenants work better in packs more than any other type of revenant. They coordinate the use of their blizzard spells to maximize damage on the weakest, less agile foes. They prefer to retreat when confronted, and continue casting blizzard from range. Once solidly engaged in melee, a frost revenant is quick to begin hammering foes with its mace.

## Trivia/Notes

* The only known frost revenant found in the *World of Warcraft* is the Frost Warders found in Vault of Archavon. There could be others that are marked as ice revenants instead, since there's not a completely easy way to tell the difference.
* It is unknown if Lich King Arthas/Ner'zhul does have undead versions of frost revenants of their own.

## 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.
Bog beast

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

**Bog beasts** are large plant creatures often found in temperate marshes of Azeroth. They look like swamp monsters. Unlike animals, they reproduce by seeds. You can find Bog Beasts and similar type creatures in Teldrassil (timberlings and swampwalkers), Swamp of Sorrows (Mire Lords and Tangled Horrors), Wetlands (Fen Dwellers and Fen Creepers), Tanaris (Thistleshrubs), Dustwallow Marsh, Un'goro Crater (tar beasts) and Zangarmarsh (Marsh beasts and Fungal Monsters). Bog beasts may represent a type of conglomerate elemental of earth and water as tar beasts suggest. Denalan, the botanist and questqiver NPC in Darnassus, notes that timberlings are connected to the land around them: "The Timberlings are elementals of nature. In some ways they reflect the natural order of the plants and animals on our great tree."

## RPG

These massive plants might be mistaken for a thick clump of vegetation if not for its vaguely humanoid shape and surprising mobility. As the name suggests, bog beasts are massive, shambling monsters that are half plant and half beast. Not much is known about these secretive lords of the swamp except that they are territorial and quite aggressive. Explorers have recorded stories of their immense strength and resilience to harm. Bog beasts are known to wander the Dustwallow Marsh south of the Barrens. Bog beasts use their strength to slam into their enemies, crushing opponents' defenses with their fists and whatever large objects they can throw at them.

og beasts are also found in the Swamp of Sorrows, Ashenvale, and Teldrassil.[3][4][5][6] These creatures are classified as elementals in the World of Warcraft. However in lore depending on type they vary between being elementals ("timberlings", "thistleshrubs", "tar beasts") and/or ambulatory plants. that being the case, the Warlock can use their Banish spell on them. Something one may overlook because they do not look like the usual elementals or demons.

The plant creatures timberlings and thistleshrubs and the conglomerate elemental creatures tar beasts, while using the same model as bog beasts, are each considered separate types of creatures. Bog beast still remains a broad categorization for the various varieties.

## Trivia/Notes

* The twitching cores of Bloodpetal Sprouts in Un'Goro Crater highly resemble the heads of bog beasts.
* Loatheb is an undead fungal monster, a "hideous result of fusing the living plague with Bog beasts of Azeroth".
* Bog beasts in Outland may become fungal horrors.

## 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.
Gilgoblin

* Humanoid (aquatic)
* Chaotic neutral
* Neutral evil
* Vashj'ir
* Various other underwater regions
* Gurboggle (formerly)
* Hunter, Mage, Rogue, Warrior
* Azeroth
* Goblin

The **gilgoblins**, sometimes called **gilblins**, **gill goblins**, or **water-goblins**, are a species of aquatic goblin created by Hobart Grapplehammer.

The adaptations that allow gilgoblins to survive the aquatic life has apparently drained some of their higher brain functions and their actions are guided almost entirely by greed. They are most often seen stealing things.

Gilgoblin's live in big clams, which they decorate with their new-found treasure, including cannons, cannonballs and other things.

King Gurboggle is the self-proclaimed king of at least Gurboggle's Ledge.

## Appearance

Gilgoblins have many similarities to goblins but also many differences. Their skin is blue with tiny dots. Like goblins they have a prominent pointy nose, however the gilgoblins nose seems to have no nostrils. Their necks have what look to be gills which explains the absence of nostrils. Gilgoblins have fins on ends of their arms, with webbed hands and feet almost certainly for swimming. Their hair resembles seaweed and their ears are practically fins.

## Trivia/Notes

* It's likely that the creation of the gilgoblins was an accident as Hobart Grapplehammer (the creator) has a negligence case because of it. Although at times he's proud to include them in a list of accomplishments.

## 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.
Forest nymph

* Fey
* Humanoid
* Lawful good
* Neutral good
* Mount Hyjal
* Temperate forests
* Cenarius (presumed)
* Druid
* Azeroth
* Darnassian
* Common (secondary)
* Orcish (secondary)

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

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

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

## 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.
Gan'arg

* Demon
* Humanoid
* Chaotic evil
* Various
* Tinker, Technician, Sapper, Peon
* Twisting Nether
* Eredun

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

## Trivia/Notes

* In-game their eyes are hidden by their hoods. Only their nose and mouth can be seen.

## 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.
Fungal giant

* Fungus
* Giant
* Neutral
* Chaotic neutral
* Zangarmarsh
* Various marshlands
* N/A
* Outland
* Low Common

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

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

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

## Biology

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

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

### Lifespan

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

## Trivia/Notes

* If they are idle long enough, they will sniff their fungal-ridden armpits and then try to fan away the stink.
* They can also be "skinned" by those that have the herbalism skill, yielding herbs, Motes of Life, and Unidentified Plant Parts. The skill required is 5 times the level of the giant, and does not reward a point in the profession.

## 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.
Dust elemental

* Elemental
* Chaotic neutral
* Skywall
* Al'Akir (formerly)
* N/A
* Elemental Plane
* Kalimag
* Auran
* Terran

**Dust elementals** are elemental conglomerates of air and earth which allows them to speak Auran and Terran dialects of Kalimag.

## Trivia/Notes

* It is unknown if Mages of Dalaran and Conjurers can summon Dust Elementals.
* It is unknown if Shamans can summon Dust 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.
Ancient protector

* Plant
* Elemental
* Lawful good
* Lawful neutral
* Various
* N/A
* Azeroth
* Darnassian
* Common

**Ancient protectors** are green, leafy ancients with a beard of thick leaves and moss. One hand clutches a boulder.

The early purpose of these primeval guardians was to defend the resting places of the druids as they slept. Called into service for the Third War, these wardens dedicate their existence to the defense of their brethren and the forested lands of Ashenvale. These mighty ancients can also hurl enormous boulders at any enemies who threaten the tranquility of the night elves' villages.

Valuable ancient, critical in the security of night elf civic areas and groves. The owl-faced ancients hurl massive boulders at all interlopers who dare desecrate the sacred groves of the night elves. They are also the quickest ancients on root-foot.

## RPG

Ancient protectors often remain near night elf settlements, serving as heavy artillery and powerful soldiers against their enemies. Ancient protectors prefer to hurl rocks at their opponents as they close, then enter melee with mighty swings of their branchlike arms.

### Language

Ancient protectors speak Darnassian. Some ancient protectors find it valuable to speak the language of the night elves' allies, and those of other creatures with whom they come in contact.

## 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.
Gemstone colossus

* Elemental
* Giant
* Neutral
* Neutral evil
* Deepholm
* Therazane
* N/A
* Elemental Plane
* Kalimag

**Gemstone colossi** (extrapolated from "emerald colossi"), giant earth elementals, are the greatest of the Stone Mother's creatures found in Deepholm.

## Trivia/Notes

* These elementals (although classified as giants) should not be confused with being mountain giants, or 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.
Storm dragon

* Dragonkin
* Magical beast
* Elemental
* Neutral
* Neutral evil
* Skywall
* N/A
* Elemental Plane
* None

"*In Deathwing's mad quest to forge new dragons, he ignored amazing breeds never before seen on Azeroth.*"
—Thrall
**Storm dragons** are dragonkin native to Skywall. Harnessing the elemental powers of the storm, these majestic beasts crackle like lightning and roar like thunder.

## Background

"*Gentle as a summer breeze, but that says little considering where it came from.*"
—Itesh, about storm dragons

The mighty storm dragons are mysterious creatures that inhabit Skywall, the elemental plane of air. Their origin is unknown, as before the Shattering no one had seen them (or lived long enough to tell the story). Their draconic appearance however may not indicate their true nature. It appears they are quite tightly connected to the element of air, and serve Al'akir, mostly found in Vortex Pinnacle. They also seem to be non-sentient beings, as none of them so far can be seen using any kind of language, neither draconic nor kalimag, not even Auran. This may mean that they are in fact elementals similar to the phoenixes from the Firelands.

Brann Bronzebeard recently uncovered evidence, corroborated by reports from adventurers in Deepholm, that proto-dragons and dragons may have origins in these—and other—elemental drakes. The inhabitants of Deepholm, the Skywall, the Firelands, and the Abyssal Maw are less than talkative on these matters, however, and most of them were not around when the elemental prisons were created. They and other elemental drakes (drakes from the Deepholm) may be the ancestors of proto-dragons and dragons.

## 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.
Flame elf

* Elven humanoid
* Chaotic evil
* Mount Hyjal
* Molten Front
* Firelands
* Fandral Staghelm (formerly)
* Druid
* Azeroth
* Darnassian

" *There is one true path... the path of FLAME!*"
—Fandral Staghelm

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

With Ragnaros and a great deal of the Druids of Flame slain (among them it's leadership) the exact status of the group is unknown.

Members of the sect are known as **flame elves**. This is a fan name.

## Abilities

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

### Animal forms

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

* Fire cat
* Fire scorpion
* Fire hawk

## Trivia/Notes

* Since Leyara was inducted into the organization due to being highly disillusioned with Malfurion's passive stance in regards to the Horde, it is possible that other members of the Druids of the Flame joined for similar reasons. It is also possible the Druids of the Flame are holdout loyalists of Fandral Staghelm after the events of Stormrage, and that their emergence is an escalation of the schism that existed between Tyrande and Fandral during Malfurion's absence.
* It is unknown if there are also Druids of the Air Earth and Water.

## 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.
Dragonman

* Humanoid
* Dragonkin
* Chaotic evil
* Various
* Nefarian (formerly)
* Alchemist, Mage
* Azeroth
* Draconic
* Common

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

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

## Trivia/Notes

* At BlizzCon 2010, it was mentioned in an offhand comment something called a "dragonman" was based on unused concept art for a scrapped idea for a playable race. These are likely that "dragonman" as that is their model's name.
* *The Art of World of Warcraft* contains concept art for dragonmen, although they have no "horns" and "wings".

## 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.
Arcane golem

* Mechanical
* Elemental
* Lawful neutral
* Lawful evil
* Quel'Thalas
* Lor'themar Theron (Horde)
* Jaina Proudmoore (Alliance)
* Kael'thas Sunstrider (Burning Legion; formerly)
* N/A
* Azeroth
* Thalassian
* Common (secondary)
* Orcish (secondary)

**Arcane golems** are hulking, magically-powered robotic constructs found mainly in blood elf territories. They act as peacekeepers, defenders, and sometimes public announcers. The golems returned to prominence in Silvermoon some years after Scourge invasion of Quel'Thalas. Their physical build boasts a number of different color schemes depending on the model. The blood elves have put them to the most use, generally using a red-and-gold variant, though also have vermilion and altered fel golem versions in their arsenal.

## History

Empowered by the Magisters, the arcane guardians serve the leadership of Quel'Thalas as sentries, peacekeepers, and tools of propaganda. Found mainly in the blood elven capital, Silvermoon City, they patrol it with fervor and serve as the city's elite guard force while supplementing the Silvermoon City Guardians in their duties. They will periodically announce words of encouragement, sing praises to the blood elven regent Lor'themar Theron, urge the people of Silvermoon to remain strong in the wake of Kael'thas Sunstrider's betrayal, and remind the citizens of Quel'Thalas to remain law-abiding.

Aside from those found in Quel'Thalas, other blood elven organizations such as the Scryers have made use of their arcane guardians. Following the formation of the Shattered Sun Offensive, this faction also employed several guardians during the effort to retake the Isle of Quel'Danas from the Burning Legion.

Several blood elven arcane golems have also been modified by the Burning Legion, and imbued with demonic power. These fel golems appear to be a larger and more powerful alternative to the original designs, laced in dark greens and boasting the ability to channel fel power through their systems, in the same vein as a fel reaver. The Sunblade Protector is an example of this design.

### Mists of Pandaria

Both the Sunreavers and the Kirin Tor have fielded arcane golems in recent times. The former have dispensed familiar-looking models from Silvermoon City, while the latter have created guardians with a violet colour scheme. Both forces have also created an alteration of the fel golem model: the Pyrestar Demolisher and the Arcane Destroyer.

## Trivia/Notes

* They are a product of both mechanical engineering and arcane enchantment, and as such can be classified as both mechanicals and elementals. In-game, arcane golems have one or the other of these creature types.
* Arcane guardians have several emote animations in-game, though these are rarely seen. Sunreaver Constructs at the Dawnseeker Promontory can be seen using a unique "talk" animation, for example, and they can also kneel and channel magic.
* Arcane golems apparently come with a manual.

## 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.
Sasquatch

* Humanoid
* Neutral
* Neutral evil
* Temperate regions
* N/A
* Azeroth
* None

The species of a monstrous humanoid known as the **sasquatch** is a cousin race to the wendigo of Northrend. These massive humanoid stands 9 feet tall. It looks vaguely ogre-like, but is covered in a furry, sandy-colored pelt. It has long, sharp claws and a hungry gleam in its eye. They are huge beings of limited intelligence and even less personality. They roam singularly and prefer solitary hunting. Sasquatch are incredibly strong and fiercely territorial. They have sharp claws and are very fond of human and orc flesh. Though they will eagerly kill elves who encroach on their territory, it is well established that sasquatch will not eat elven flesh, instead leaving their night elf victim's corpse where it falls, untouched. (Sasquatch seem to be able to distinguish between night and high elves, perhaps by smell, and have no problem devouring high elf flesh.)

Like ogres, sasquatch tend to solve problems by smashing them. Unlike ogres, they tend to avoid other creatures, unless it is to smash or eat them. They prefer forests, but will occupy any convenient location that provides them with food, treasure, and things to smash. Fortunately, Sasquatch mate only rarely. In groups, their aggression can be devastating to unprepared heroes. Sasquatch are matriarchal, and as a result, bands of Sasquatch typically represent a mother with her young, often only a single litter. Sasquatch are non-discerning in combat. They tend to use their claws and great strength in melee combat to rend their opponents.

## Trivia/Notes

* In *World of Warcraft: Cataclysm*, a sasquatch appears in Feralas. His name is Bigfist, a reference to the real-life Bigfoot.

## 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 prophet

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

**Qiraji prophets** are a type of qiraji who command powerful mental abilities, often able to take control of their enemies' minds and turn them against each other.

## 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.
Gnoll (Birthright)

* Natural humanoid
* Chaotic evil
* The Gnoll Fells
* Various
* Aebrynis
* Gnoll

**Gnolls** are a brutal race of humanoids, one of the races of beast-men created by Azrai. They have humanoid bodies but the heads of hyenas, and shaggy hair covers their skin. Gnolls are notoriously undisciplined, and rarely respect any authority unless it is within arm's reach. Gnolls do not, by their nature waste time thinking about the future, and as a result it is rare for true leaders to emerge from amongst their numbers.

Bands of nomadic gnolls are a threat to much of Cerilia, although the more settled lands have little to fear from them. Only one gnoll realm exists, the Gnoll Fells of Vosgaard are home to tens of thousands of the beasts and a more anarchic land exists nowhere, even the realms of the orogs are safer (to those granted safe passage), while the goblin lands are positively bucolic by comparison.

Superstitious in the extreme, gnolls avoid magic like the plague. Gnoll priests are amongst the few gnolls that can compel obedience from their fellows unless physically present. They worship Yeenoghu. A few rare gnoll births result in Flinds, a stockier breed which almost inevitably reaches some sort of leadership position due to their greater intelligence.
Gnolls do not have agriculture, they forage or scavenge what they need, and frequently resort to cannibalism of other races and even gnolls of other tribes. Gnolls rarely make tools or weapons and therefore tend to use those they have stolen from more creative hard-working 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.
Guardian of Ancient Kings

* Immortal
* Humanoid
* Lawful good
* The Spirit World
* Paladin, Healer
* Azeroth
* Common

**Guardian of Ancient Kings** is a type of angel that appears as a paladin ability. It summons a temporary Guardian to assist the paladin, with the Guardian's duration and powers determined by the paladin's specialization: Protection paladins receive a Guardian who reduces their damage taken; Holy paladins receive a Guardian who assists them in their healing; and Retribution paladins receive a Guardian who increases their damage output.

## Credits

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

* Shadow humanoid
* Chaotic good
* Chaotic neutral
* Chaotic evil
* Cerilia
* Shadow World
* N/A
* Aebrynis
* Unknown

The **awnsheghlien** are the twisted beings that bear the blood of Azrai. All awnsheghlien were either once a scion of Azrai, committed bloodtheft on a scion of Azrai, or were born to an awnshegh parent.

Awnshegh means "blood of darkness" in elven and this name refers to the blood of Azrai. Azrai was known as the corrupter for his habit of twisting the forms of his minions into beast-men and other monstrosities as well as his love for the Shadow World and its natural fluidity. The word is often italicised in print to indicate the word is from a foreign language, in this case Sidhelien. The plural is *awnsheghlien*.

## The Beasts

A small number of awnsheghlien were once beasts that committed bloodtheft on a scion of Azrai or an awnsheghlien. These beasts include the Hydra, a terrible multiple headed swamp beast that is said by some to be more intelligent then most sages, the Wolf of Vosgaard and the Boar of Thuringode.

## The Corrupted

Some scions found their bodies shaped into monsters due solely to their depraved actions, without any apparent external cause such as bloodtheft. These include Kiras Earthcore, a servant of the Gorgon, and the Ghoul.

## The Fell

Some awnsheghlien are not grotesque monsters, instead these beings shift to being of terrible beauty, for Azrai was once believed to have been the most beautiful and loved of the gods before his greed and ambition caused him to suffer some great injury and he took to cloaking himself in shadow and became intent on shaping the world to suit his whim.
These awnsheghlien include Rhuobhe Manslayer, the Siren, the Succubus and a few others.

## The Inspired

A rare few awnsheghlien appear to have been imbued with their bloodline by Azrai himself. Rarer now, these include the Great Beasts of Azrai and possibly the Lost.

Existing Inspired include the Kraken, the Leviathan and possibly the Magian and the Raven.

## The Twisted

Most awnsheghlien were once men, elves, dwarves, goblins, or one of the other races of the blooded that have slowly twisted into bizarre and freakish forms as they use their blood abilities or suffer great injury. The transformation is fastest for those who exult in dark acts and depravity, or who possess the regeneration blood ability for these unfortunate scions rarely heal in the manner they would wish.

The Twisted include the Gorgon, the Spider, the Swordhawk and a great many other monsters.

## Credits

* The entirety of this article comes directly from Birthright.net. The article can be viewed here.
* The artwork on the article is unofficial.
	+ The current profile picture was created by tonyszczudlo.
Lightning revenant

* Elemental
* Neutral evil
* Northrend
* Al'Akir (formerly)
* N/A
* Elemental Plane
* Kalimag

**Lightning revenants** (aka **air revenants**) are revenants based on the element of air. The creature is seemingly humanoid, but rides on a ball of electricity rather than walking on two feet. A lightning revenant wears flowing black and yellow robes under scale mail armor and carries a heavy mace and large metal shield emblazoned with a single white-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 shines with a menacing white light. Only its arms are readily visible, and appear to be crackling lighting bolts almost suspended in time.

Lightning is a force of sudden strikes and distant rumbles, and so too are the lightning revenants prone to violent outbursts after long periods of sleep. Lighting revenants tend to roam places where towns or other civilized outposts once stood, but were destroyed or abandoned. They find small, safe hiding spots to sleep until their territories are disturbed. They attack intruders only to drive them short distances from their hiding places, then retire back into bitter sleep. Lightning revenants are unpredictable in combat. They often switch targets for no good reason. They are equally likely to strike tenaciously at the same foe regardless of other circumstances. A lighting revenant will use its lightning attack on opponents.

## 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.
Fleshbeast

* Aberration
* Chaotic evil
* Various
* N/A
* Outland
* None

Little is known about **fleshbeasts**, as they have not appeared in lore until recently. However, they have recently been be found in Outland. They tend to inhabit foul places such as the Fetid Pool of Shadowmoon Valley and Access Shaft Zeon in Netherstorm. They are apparently parasitic, as evidenced in Access Shaft Zeon (where they inhabit the bodies of dead blood elves) and the Arcatraz (where adult fleshbeasts will try to infect you with their young, Protean Spawns). In Azuremyst Isle, fleshbeasts were originally small critters that were irradiated by the Exodar's radiation. There is also a fleshbeast named Forgosh in the Ethereum prisoner cages in Netherstorm.

The fleshbeasts in Access Shaft Zeon are a mystery to the Consortium, which has lost (both killed and missing) some of their people.

## Background

From *The Burning Crusade* Bestiary:

*It is said that the sleep of reason produces monsters, that fantasy abandoned by sanity brings forth creatures of nightmare. For most, the horrors of their sleeping hours cannot follow them into the waking world; yet some are haunted by them even long after the veils of sleep have parted. The mindless fleshbeasts were brought into this world by Medivh, summoned from some unspeakable place beyond. Once, the wizard used the fleshbeasts in his clandestine experiments within the laboratories of Karazhan. Medivh is gone, but the slavering, hungering creatures of his twisted nightmares still remain, forever stalking the gloomy shadows of Karazhan.*

## Trivia/Notes

* One form of Sha greatly resembles fleshbeasts.

## 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.
Queen of suffering

* Demon
* Humanoid
* Chaotic evil
* Various
* Sargeras
* N/A
* Twisting Nether
* Eredun

A **queen of suffering** is a type of succubus.

## Warcraft III

The Queen of Suffering was the most powerful generic succubus creep in *Warcraft III: The Frozen Throne.*

## RPG

A queen of suffering's beauty and seductiveness tempts even other immortals. Treated as royalty among succubi, she commands both love and respect from her lesser cousins. She often travels with a small coven of devoted succubus followers, serving as both her students and handmaids. To a queen of suffering, there is no greater insult than to be dominated by a mortal, and she cruelly punishes any warlock she finds controlling a succubus fel companion.

## 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 SaraForlenza from Deviantart.
Minotaur

* Natural humanoid
* Chaotic evil
* Maze-like caverns or ruins
* Various
* Toril
* Giant

**Minotaurs** were a strong and combative race of monstrous humanoids resembling bull-human hybrids that were rare in Faerun.

Minotaurs were evil giant muscular humanoids with fur covered bodies and bull-like heads. It was once believed that all minotaurs were male; actually cursed humans that had been altered by the gods or a demon lord to become a minotaur. That legend proved false as female minotaurs have become more prevalent over the years.

Minotaurs were carnivores, but preferred the taste of human flesh. They loved to dwell within maze-like caverns or ruins, where their innate sense of direction prevents them from getting lost. They lured travelers into their maze-like homes, where the minotaurs have the advantage over their unfortunate prey.

Many Minotaur's couldn't be trusted with non-minotaur races at times, since most humanoids were their meal, and they would do anything for a quick bite out of a sleeping party slave owner, or wandering villager. They were not welcomed in any cities, and received the immediate death sentence, or a stoning if caught. Or worse, hunted by multiple hunters, seeking the thrill of giving the beasts a taste of their own medicine.

## Abilities

Minotaurs were not highly intelligent, but possessed instinctive cunning and were adept at ambush attacks. Attacks in the dark were preferred so they could take advantage of their infravision. Minotaurs could track by scent alone, and would always investigate an unfamiliar scent. Minotaurs were fearless combatants, and would only retreat if their defeat was obvious.

All minotaurs were immune to maze spells.

## Society

Many minotaurs worshiped the demon lord Baphomet, and were not allowed in many cities because of this known factor. Most moved toward the chaotic evil alignment, and did not work well in groups, packs, or even parties due to their solo hunter like nature.

## 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.
Cerilian halfling

* Natural humanoid
* Neutral
* Various
* Shadow World (formerly)
* Various
* Aebrynis
* Cellwair
* Various human languages

The **halflings** aren't a numerous people, but they can be found almost anywhere humans live. Only a handful of humans know the secret of the halflings' origins: Once they dwelled in the spirit-world, a realm of faerie enchantment that existed parallel to Cerilia, but this realm was poisoned by the rise of the Shadow Lord and they fled to the daylight world to escape his power. In the early years of the Anuirean Empire, the halflings left their home family by family, trickling into the human lands.

Living in the shadow of their larger neighbors, halflings don't see the sense in a government larger than a small village or extended family, and are happy to count themselves citizens of whatever human land surrounds them. It's not unusual to find a handful of halfling farmers near a human village, or a neighborhood of halfling craftsmen in a larger town.

Halflings usually adopt the language, culture, and customs of the Big Folk around them, while keeping a few aspects of their own culture intact. They'll never take up arms against each other -- halflings feel free to use weapons in the defense of their homes or families, but consider fisticuffs the only acceptable form of violence against other halflings.

Cerilian halflings stand about 3-1/2 feet tall and resemble small humans. They tend to be plump, and are fond of creature comforts. Halflings can see into the Shadow World by concentrating for one round. This allows them to detect evil, detect undead, or detect necromantic magic with a 75% chance of success.

Halflings may also note places where the barriers between worlds are thin, using their innate power to either dimension door or shadow walk up to three times per week. Their chance of success depends on the closeness of the Shadow Land, ranging from 10% on sunny summer days in civilized regions to 100% on cold winter nights in wild areas or crypts. Halflings avoid revealing these abilities to people they don't trust.

## Credits

* The entirety of this article comes directly from Birthright.net. The article can be viewed here.
* The artwork on the article is unofficial.
	+ The current profile picture was created by staino from Deviantart.
Dragon golem

* Mechanical
* Lawful good
* N/A
* Alexstrasza
* N/A
* Azeroth
* Draconic

During the War of the Ancients, Alexstrasza made a **dragon golem** of herself which then flew Krasus back to the battlefront. After landing at the battle, it fought many demons. It had safely delivered the passengers, its sole mission, and soon collapsed after its magic was worn out.

## 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.
Bombling

* Mechanical
* Neutral
* Various
* N/A
* Azeroth
* None

A **bombling**, also known as a **bom bot**, is a bomb attached to robotic legs for traveling around. The typical bombling is a simple black, round bomb with a fuse out its top, headlight-like eyes, and a pair of small legs (reminiscent of an alarm-o-bot) to get around. The bomb section seems to be held by a separate robotic section with a claw, but the two parts may be connected beyond that. The fuse is seemingly for looks or redundant as a timer can also be seen on the front.

Siegecrafter Blackfuse introduced a new version of this destructive device with spider-like legs rather than walker legs of the normal bombling. The explosive device is also capable of digging itself into the ground becoming a mine.

## Inspiration

Some players believe that the bom bots are a reference to the Bob-omb enemies from the *Super Mario* series of games.

## 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.
Specimen 13

* HD
* Galeria

**Specimen 13** jest ostatnim (oprócz finalnego bossa) Specimenem napotkanym przez gracza w *Spooky's Jump Scare Mansion*. Po raz pierwszy pojawia się w pokoju 910.

## Wygląd

Specimen 13 przypomina młodą kobietę z kudłatymi, szaroniebieskimi włosami. Przed pościgiem można ją dostrzec na skrzynce, odwróconą plecami do gracza, z ręcznikiem wokół talii. Ujawnia swoją prawdziwą formę podczas ekranu śmierci, gdzie zmienia się w czarnooką, starą kobietę z długimi, ostrymi zębami.

## Rozgrywka

Specimen 13 kryje się w zalanych pokojach. Siedzi cicho na szczycie skrzynki. Kiedy gracz się zbliży, zanurzy się w wodzie, rozpoczynając pościg.

Specimen 13 porusza się tylko, gdy gracz jest w wodzie. Nie widać jej, można ją wykryć tylko dzięki głośnym dźwiękom wody, kiedy płynie. Kiedy gracz stoi na skrzynce, nie będzie się ruszać i nie da rady go zranić. Gdy gracz wróci do wody, ponowi pościg, jednakże zrobi to dalej od swojej ostatniej lokalizacji. Im dalej zajdzie gracz, tym szybsza będzie Specimen 13. Nie będzie się zatrzymywać pomiędzy atakami. Trzeba jednak być ostrożnym, bo w większych pokojach nie zawsze pojawia się przy wejściu.

## Ciekawostki

* Specimen 13 zachowuje się tak samo, jak Kaernk z gry horrorowej *Amnesia The Dark Descent*.
* Jej wpis w systemie CAT-DOS może pokazać losowo jej twarz pokrytą włosami lub jej prawdziwą twarz.
* Specimen 13 może zostać napotkana tylko raz, tak jak Specimen 7.
* Specimen 13 nie dosięgnie gracza na skrzynce, mimo faktu, że siedziała na jednej ze skrzynek przed pościgiem.

## Wygląd

Ręcznik Specimen 13 został zastąpiony przez rybi ogon, a jej samej dodano model 3D. Ma teraz animację, kiedy nurkuje do wody, ale wciąż jest niewidoczna w trakcie pościgu.

## Rozgrywka

Ataki zadają teraz więcej obrażeń, ale pomiędzy każdym uderzeniem Specimen na chwilę się zatrzyma. Porusza się ona także trochę wolniej.

Może się też pojawić w Endless Mode, ale będzie gonić tylko raz.

Ekran śmierci Specimen 13.CAT-DOS Specimen 13.pngSpecimen 13 w systemie CAT-DOS.The Siren.pngSpecimen 13, siedząca na skrzynce.
Lawful good

A **lawful good** character upholds society and its laws, believing that these laws are created to work for the good and prosperity of all. He is both honest and benevolent. He will work within the established system to change it for the better, and strives to bring order to goodness that other good-aligned characters might pool their resources to better the world. A lawful good character combines a commitment to oppose evil with discipline. Most lawful good characters live by a strict code of honor, or by the rules of conduct set down by their deity. They will generally selflessly act by these codes even at the cost of their own life.

It must however be stressed that blind obedience to local laws is not required by the lawful good alignment. A paladin is not in violation of his alignment if he decides to take up arms against a usurper on behalf of the rightful king, for example, even if that means going against the sedition laws instated by the usurper.

It should be noted that a lawful good character does not actually have to obey laws, as intimated above. Lawful alignment means that the character prefers a structured life to any other; this typically means that a set of codified laws are followed.

An incorruptible enforcer, a ruler or politician who acts for the good of his people, and a heroic soldier who strictly obeys the laws of battle are all examples of lawful good characters.
Lawful evil

**Lawful evil** is the methodical, intentional, and frequently successful devotion to a cruel organized system.

A lawful evil character methodically takes what he wants within the limits of his personal code of conduct without regard for whom it hurts. He cares about tradition, loyalty, and order but not about freedom, dignity, or life. He plays by the rules but without mercy or compassion. He's comfortable in a hierarchy and would like to rule, but is willing to serve. He is loath to break promises, and he is therefore very cautious about giving his word unless a bargain is clearly in his favour.

This reluctance comes partly from his nature and partly because he depends on order to protect himself from those who oppose him on moral grounds. Some lawful evil villains have particular taboos, such as not killing in cold blood (but having underlings do it) or not letting children come to harm (if it can be helped). They feel these personal morals put them above unprincipled villains.

Many lawful evil characters use society and its laws for selfish advantages, exploiting the letter of the law over its spirit whenever it best suits their interests.

Some lawful evil people and creatures commit themselves to evil with a zeal like that of a crusader committed to good. Beyond being willing to hurt others for their own ends, they take pleasure in spreading evil as an end unto itself. They may also see doing evil as part of a duty to an evil deity or master.

Lawful evil is sometimes called "diabolical", because devils are the personification of lawful evil.

A tyrannical ruler who drafts the rules to suit himself, a corrupt lawyer or judge who uses the law to mask his own misdeeds, and the ruthless bosses and minions of organized crime are all examples of lawful evil characters.
Nerubian spiderlord

* Humanoid
* Chaotic neutral
* Azjol-Nerub
* Ixit (Living, presumed)
* The Lich King (Scourge)
* N/A
* Azeroth
* Nerubian

The **Nerubian spiderlord** (also known as **Spider Lords**) are a type of nerubian that look like a mixture of beetle and spider, and were once the mighty kings of the subterranean Spider Kingdom of Azjol-Nerub.

## Background

In undeath, they become a kind of crypt fiend called a crypt lord.

## RPG

Nerubian spiderlords are cold, ruthless, deadly, and intelligent beetle creatures. They are perhaps the most powerful nerubians. Spiderlords once formed the majority of Azjol-Nerub’s leadership in Azjol-Nerub; they were the keepers of law and dominated nerubian society, though the eldest members of other castes held considerable sway. In the largest communities, they still serve as advisors to a local queen. Small communities are led by spiderlords. They exhibit more callous intelligence than their underlings; a nerubian spiderlord is willing to sacrifice almost anything to further one of his complicated schemes.

These nerubians look somewhat different than their brethren: they have a carapace and dual sets of wings, making their lower bodies appear almost beetle-like. This enormous, insectile creature resembles a gigantic, fantastically colored beetle. The scarab-like carapace unfolds like dual wings, and the creature’s front limbs are scythelike and bony. Nerubian spiderlords come in many vivid, jeweled shades, everything from emerald green to sapphire blue to ruby red. Some scholars attempt to draw a correlation between a spiderlord’s coloring and his approximate power level, but so far have reached no consensus. Nerubian spiderlords grow 18–20 feet tall and weigh 8,000 to 12,000 pounds. Their carapaces provide excellent natural armor, but their vestigial wings are not strong enough to allow flight.

They also typically grow to a larger size and train in some combination of aristocrat, warrior, and mage or other spellcaster classes. They must choose between training as aristocrats, warriors, or mages, the choice may not be changed later. When challenged, a nerubian spiderlord tries diplomacy first, after which he switches to his spell-like abilities. Melee combat is a spiderlord’s last resort. A nerubian spiderlord possesses the same poisonous bite of other nerubians, but due to his scarab body he cannot spin webs. They can spin a single strand to ascend or descend in order to climb, but they cannot throw webs like common nerubians.

Only nerubian queens give birth to spiderlords; one out of every twenty eggs she lays on average grows into a spiderlord (the rest emerge as regular nerubians).

## 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 an unknown artist.