Monster Catalogue

Here is a list of all monsters unique to the world of Giantstep. This will include all entities that cannot considered mere animals or plants, but have a nature beyond mere creatures of flesh and blood.

A

### Aether Elemental

Aether elementals are one of the rarest and most elusive kinds of elementals. As their name implies, aether elementals are composed from aether, and they often come during strange star alienations, falling from the skies into the land. The powerful properties of aether make aether elementals incredibly dangerous to take down, as they are capable of twisting the rules of physics to protect themselves and wreak havoc around them. The biggest aether elementals are even capable of bending time around them, stopping attacks against them before they are even launched. Some of the adventurers and bounty-hunters that have had the disgrace of fighting aether elementals have remarked to end up ending severely aged up, and some have even disappeared completely, deaged into the point of non-existence. Wizards and astromancers have a great interest in them, especially since they believe they could be used to farm aether indefinitely, though those theories are only defended by the most radical of mystics.

### Aetian Monster

The Aetian Monster is a legendary creature allegedly living in the lakes of Aetia, within the province of the Ardennes Coast within Azan. Over the centuries, many different sightings of the creature have been registered by the local wise men, but despite the long time, very little is actually known about the beast, to the point many consider it just a rumor more than a being of flesh and blood. Descriptions about the creature also vary wildly, but they generally coincide in that it has a slender figure and a long neck. Other than that, the legends say that no boat should sail across the lakes during thunderstorms, as that can enrage the beast. Despite being inland lakes, the number of sinking ships during tempests are incredibly high, giving weight to the rumors.

### Air Elemental

Air elementals are one of the most common types of elementals. As one of the for most basic elementals, the air elementals’ body is composed of air and other different gasses, quickly swirling around itself to give a somewhat tangible shape. However, air elementals are often quite difficult to identify, since the currents that are part of their body swallow many other elements around them. Air elementals are very tricky to take down, as the constant winds and airstreams around them can cause many adventurers to lose their equilibrium, especially if they are particularly light themselves. They are also quite capable of redirecting certain attacks such as arrows and small projectiles. The best and most efficient technique to defeat an air elemental is destabilizing the winds at the center of the being, often by heating up and cooling down the core. If fire and ice magic is not available, a heavy enough being with strong and hefty weapons will be able to dissipate the creature in melee, though they will need to be clad under a lot of weight, which can present difficulties at chasing it down.

### Altered Zombies

The term “Altered Zombie” refers to any instance of a zombie undead that has been transformed after its creation. That change can include a wide array of alterations, though for an altered zombie to be consider as such, it needs to retain its lack of sentience. A zombie is a reanimated cadaver, with its body rotting and with little to no intelligence of its own. To make more of a threat while still saving in energy, the necromancer can alter the body of the zombie, adding extra body parts (some from other cadavers), attaching extra weapons or even tying them up to magical mechanisms that will greatly boost the battle capabilities of the zombie. One of the most common additions to altered zombies is the grafting of multiple heads, so as to keeping the creature moving if one of them becomes damaged. Some zombies have been seen attached to barrels of gunpowder, turning them into suicide bombs, though the shambling and slow-going nature of zombies invariably makes them an incredibly dangerous thing for the necromancer. Altered zombie fight is a common sport between young necromancers, who like to combine their abominations together and through them at each other in the arena, often before moving on to skeleton fights.

### Alu

"Wolf Centaurs" The rather unfortunate first attempts at creating a stable Extraplanar Hybrid, the Alu are sentient wolf-taurs with limited ability at speech and lacking in tactile manipulation beyond what they can accomplish with their mouth. An ancient if not very well received breed, most Alu earn a living acting as scouts and rangers to the dry landscape that dominates much of Gilgemash's geography, using their adept senses to track down would-be smugglers or record the movements of dangerous beasts to report back to their commanders. Alu tend towards reticence and form only tentative social relationships, but many commander's value this natural self-reliance and claim it as the heart of the Alu's discipline. Alu find it hard to speak and lack complex manipulation, but can enter the dreams of sleeping people and communicate with them there. There can be many reasons that the typically stoic Alu might find the time to invade a person’s dreamworld, but it is far too often used as a "vent" for the Alu in questions frustrations and desires. Many a Gilgemashi ranger has had their subconscious used as an ad hoc diary for an Alu's heavy-handed poetry.

### Andromalion

Andromalions are demonic beasts used by the succubae as weapons of war. They are the shape of snakes the size of three-four men, but made out of infernal bronze. Their bodies are covered in eyes and gemstones, constantly vibrating and pulsating. Andromalions are used by the succubae as line-breakers, setting them free to hunt the mortals to their leisure, breaking them under their coils and swallowing them whole with their unnaturally wide mouth. They have two tongues, one use to swallow and other that serves to produce a highly corrosive poison, capable of melting their victims fast. However, andromalions are very sensitive to sunlight, and as such, they will not be sent during the day.

### Animated Armor

The term “Animated Armor” refers to any instance of a full set of armor that has been enchanted to move and act on its own. The process of creating an animated armor requires the wizard to engrave a series of magic runes all across the armor (preferably the insides, so as to avoid degradation) that will imbue the armor with the magical energy and the instructions for its behavior. A simple animated armor will do little but follow the wizard around, and it needs more complex runes and incantations to actually make the armor do anything beyond that. These armors are often designed as bodyguards or as hidden sentinels, protecting palaces and castles while camouflaged as mere decorative pieces. Animated armors can use a wide variety of weapons, and due to them not having a real body, are impervious to pain. However, any damage to the runic inscriptions within will make it slower or unable to do certain actions. The runes all hinge on a central runic inscription, and any piece severed from the connection to said runic inscription will immediately become inert.

### Animated Skeletons

An animated skeleton is one of the basic creatures resulting from the necromantic arts. An animated skeleton is the result of a more advanced necromantic spell, and it is done by resurrecting a dead body. Unlike a zombie, the body of the animated skeleton has been dead for so long that has lost all meaningful flesh, and only the bones and strips of dried up skin remain. This means that, for it to walk around, it needs to be imbued with a bigger amount of magic, as otherwise, it would be unable to move. This spell also grants the animated skeleton with enough strength and dexterity to actually be able to use weapons, though it is rare indeed to get an animated skeleton to a level beyond amateur. However, that is often enough to be a considerable threat, as animated skeletons can still be summoned in the hundreds by skilled necromancers. And unlike zombies, when the body is easily breakable due to its state of decomposition, the animated skeleton has enough magic within to not be tied to the same rules as a body that used to be alive. Indeed, the magic hardens the bones enough to resist many hits, and even decapitation is often not enough to take them down, as the body will continue fighting on its own. To destroy an animated skeleton, the easiest way is a war hammer, a mace or another blunt weapon, outright breaking apart the bones and making it unable to move. With sharp weapons, the best way to fight them is to cutting off their limbs, dismembering them into pieces with precise strikes to the joints. And of course, any magical attack that strikes directly to the spell will cut them from their source of energy, falling to the ground inertly. Still, animated skeletons have the same intelligence as zombies, having no sentience to speak of, and needing the assistance of the necromancer to know what to do.

### Ashen Hydra

See Ashen Shore

B

### Blackstone Demon Jailer

Blackstone Demon Jailers are a unique kind of demon summoned millennia ago. Their original dimensions and summoning spells are all but forgotten, as they were brought into the world by the Magoclergy as the guardians of the Blackstone Prisons. The Magoclergy organized great dark summonings and enchantments, binding them into the mortal realm and the Labyrinth Islands in particular, bringing forth demons with a particular affinity towards punishing the wicked, those who would relish the task given to them and to make sure they never relent in their will to bring penance pain and suffering to those considered criminals. After the fall of the Magoclergy, the demonic jailers were left as the rulers of the islands, with no one having the interest or the skill to challenge these abominations for control of the islands. The few people who witness the demonic jailers tell stories of dark, cloaked figures, floating in the air with no legs to speak of, and with masks covering their faces. These masks, often rusted and stained with blood, show expressions of torment and anguish, and many speculate these represent the kind of torture they specialize in, with the expressions of their victims becoming engraved within their masks. The demon jailers are able to feel the sins and the crimes of those who end up abandoned on the shore, slowly coming to the surface once they detect someone has been left there, and bringing them into the depths of the jails while screaming. Many people have committed suicide at the mere sight of them, such is the aura of fear they exude, biting their tongue to the death or jumping into the sea to drown. However, if one is unsuccessful, the demonic jailers will take great pains to heal them, so as to submit them to their punishments later on. However, the demonic jailers cannot act against those considered innocent, so if a common ship has to stop in the islands for whatever reason (something beyond rare, since the horror stories from the islands are well known for millennia now), the demons will not approach them, limiting themselves at looking at the vessels from afar.

### Blizzard Elemental

A blizzard elemental is the result of a fusion between an ice and an air elemental. Blizzard elementals have a similar body as those of air elementals, but the cold temperatures from the wind current that make up their beings are so cold that they freeze everything around them. The whirlwind they generate is quite dangerous, as it is capable of freezing solid many things around it, moving with a great deal of grace and speed. However, due to the nature of a blizzard elemental, they are particularly vulnerable to sources of heat, such as torches or any flaming weapon, since they can destabilize their bodies enough to dissipate them. The energy needed to keep the fire alight is considerable, and as such, it is imperative to avoid longer battles against them, since the cold will end up draining all heat around them.

### Blood Elemental

Blood elementals are one of the strangest and most dangerous types of elementals identified. Blood elementals are born when one elemental is summoned from within a living creature, either naturally by chance or intentionally by a summoner. This results in a drastically different elemental than most, often being born in an explosive way. The blood elemental will be made out of the blood of whatever creature was summoned within, and it will actively seek any organic life to drain their life energy, often creating a mass of liquefied organs and bodily fluids that wreaks havoc around. Their true nature is unknown, as experts still debate whether they were common elementals turned into blood elementals due to the nature of their arrival into the world, or if they exist as is, but regardless of that, blood elementals are vicious creatures. Unlike other elementals, whose behavior is more erratic and somewhat unpredictable, blood elementals seem to have a drive and a focus to hunt down anything alive they come across, making the very active threats to any nearby population. They are lethal to the touch, as contact with their bodies not only causes open gushing wounds, but if its blood enters in contact with that of a victim, the elemental will start to absorb it into its own, quickly draining the life out of a target. To combat these abominations, fire is the best solution, but anything that can destabilize it will work, especially explosives, as it has a great deal of problems reshaping itself. Another great weapon against blood elementals is undead constructs, since blood elementals are seemingly blind to undeath, and cannot obtain any sustenance from them.

### Bookwurm

Bookwurms are gigantic creatures born from the result of failed bookimist experiments. They are serpentine creatures that move around in some of the deepest parts of the Great Library of Xandrilex, eating any living thing that it can find. Despite looking like a living serpent, it is actually the result of hundreds of damaged and discarded books coalescing together into a creature given life through remnants of discarded alchemy. If one looks closely, the seams between the pages of the books are visible, colored into different shades that mimic scales. While their source of nourishment is flesh, they often consume books as well, using them as building material for their bodies. Owlnites often need to go deep into the library to hunt them down, as they can be quite destructive to some of the older archives. They can also grow exponentially dangerous if they consume books of a mystical nature, adopting the properties talked about in the book.

C

### Cerebellumite

Cerebellumites are magical constructs made by dark wizards. Using a particular form of magic, they are able to transmutate and twist the brain of an individual, giving it claws as well as a possible prehensile tail in the form of the spinal cord. The creature is designed to jump to the face of their master's enemy from the shadows, quickly covering it and twisting its arms and tail around the victim's neck and respiratory system, trying to choke it to death. While its grip is considerably strong, and in many cases it has killed its victims by cutting blood flow from their heads instead of axphixiation, the truth is that the exposed brain is still quite vulnerable, so a dagger or any blunt object could still cripple or kill it. Once the Cerebellumite has killed its target, it will try to pry the victim's brain and eat it. Due to their considerable vulnerability, they attack from the dark, usually from blind spots, and if the wizard who created it knows what it's doing, they'll use them as the first line of attack on an ambush.

### Chakobsian Emissaries

The Chakobsian Emissaries are a series of mysterious creatures that are worshiped by the yagurans from Chakobsa as the “emissaries of the gods”. The origins of the emissaries are poorly understood: some believe they are demonic entities summoned eons ago, some believe they come from outside of the step from the veil beyond the stars. Whatever their origins are, not two emissaries look alike, sporting multiple limbs and having eldritch shapes that can drive most men to insanity. However, all chakobsian emissaries share the use of a ritual mask made by the yagurans, hiding their faces from the mortals around them. The yagurans build great temples, bereft of all windows and all other sources of light, for the emissaries, since they utterly hate sunlight. Chakobsian emissaries only come out of the temples during the darkest of nights, leading hunts against other tribes to gather sacrifices, which they then will bring back screaming into their temples.

### Chimeric Abomination

The term “Chimeric Abomination” refers to any creature brought forth by alchemy without respecting the limits and acceptable parameters of the path of flesh. One of the tenants for the alchemical branch known as the “Path of Flesh” is the reconfiguration of life, often enough creating new living beings in the process. The process of creating new species is very slow, often needing decades to be able to generate a singular, stable species. However, an unscrupulous alchemist can throw all caution to the wind and accelerate the experiment process. This results in many of the test subjects being born with horrific deformities, often being capable of living a couple of years. Within many circles of rogue alchemists, this process is deliberately sought after to create horrific amalgamations of creatures to sell to the highest bidder. These rogue alchemists will incentivize any ghastly change that can make the creatures more deadly, ending up looking as uncanny and unnatural balls of flesh, teeth, claws and any other element mixed in there. These creatures’ existence is pure pain, as their bodies reject themselves, and as such, have no other thought in their mind than aggression and violence. This makes them highly dangerous, though not particularly smart. Many consider killing a chimeric abomination an act of pity and mercy, as the creature’s suffering is finally at an end. Chimeric abominations are often sterile, but in the few cases that can reproduce, these rogue alchemists will try to breed them together, increasing the mutations exponentially. The lifespan of these creatures is relatively short, often kept alive by alchemy and surgery.

### Cinder Demon

Cinder demons include a variety of demonic entities that share the same characteristics. They have an above than average tall humanoid form, often with elven proportions, but with no face to speak of. Instead, the cinder demons have six pairs of elongated arms, with mouths sprouting from both their palms and their arms directly. These mouths hold very long tongues, which they use to lick anything organic they can see. They will rob the vital energy of their victims, robbing them of color and turning them into ash once there is no more energy to steal. They do not walk, as their legs end in stumps, instead floating around. The cinder demons are all different shades of grey, and they are highly vulnerable to magically generated light.

### Colssal Spikersaurus

The Colssal Spikersaurus is a massive reptilian creature that appeared within the Zulutaur Steppes in 2.543 ABE. Its true origins a mystery, it began wrecking havoc with the local wildlife and sentient populations, eating whatever it found in its path. After a year of the local zulutaurs and other sentient races being unable to take down the titanic beast, it was tricked by a changrilese weapons merchant into eating a set up barrel of gunpowder. Once it exploder inside the monster, it took a week of internal bleeding before it died. Its bones were gathered by many biologies from all around the world, and even to this day, the remnants are still plentiful enough to compete with elephant graveyards.

### Common Succubus

The common succubus is the most basic form of the family of demons known as “succubus”. They are the most humanoid-looking of their ilk. They are tall humanoid figures, often slightly taller than the average humnan male. They universally look like women, often having their natural magic twist the perception of those around them to resemble more the object of desire of those looking. However, due to the limitations of their power, they cannot really alter the perception of themselves to the point they are seen as completely different beings. As such, this kind of allure miasma only affects humans and other humanoid creatures, such as dwarves, elves and certain species of halflings. Despite this humanoid form, their arms are legs are demonic-looking, often with sharp claws or reptilian anatomy. They also sport deep black eyes, all pupil, incapable of reflecting any light from them. They sport a small pair of horns at the top of their head. Finally, all common succubae sport a prehensile tail, often ending in a pointed tip, which can be strong enough to immobilize limbs if they grab them. Some of the common succubae also have a pair of wings, being able to fly using their magic, but this is not universal. Like all succubus, they feed off the life energies from the mortals, often obtaining through debauching, torturous and lustful ways. Their native dimension is open to the world through the Succubus Breaches, and as such, raids from common succubus are common in areas near them. However, common succubus are the weakest out of all their kind, and have a limited martial proficiency. Indeed, they often rely on their claws and unnatural strength to defeat their enemies, but without any particularly powerful weapon at their disposal, they can be stopped by armored soldiers or wizards. Because of this, common succubus will try to use guile and deception to obtain their prey, camouflaging themselves near roads to catch unsuspecting victims. Common succubae often obey their superiors within their hellish ranks, but many common succubae end up breaking apart from them, becoming rogue succubae, who will hunt souls for themselves and not for the glory of the Succubus Queen.

### Crystal Elemental

A crystal elemental is the result of a fusion between an ice and an earth elemental. The body of the crystal elementals is composed of highly crystallized minerals such as quartz, halite, salt and others. They are massive and incredibly heavy, but often ponderous and slow, destroying anything they come across in their wake. Despite their apparent resilience, most crystal elementals have a series of minuscule weak spots across their body, and a strong enough hit against them will cause severe cracks within their body. While this does not automatically kill them, it does incapacitate them momentarily, at least for long enough until their magic kicks in and they regrow their body. Crystal elementals are covered in jagged spikes and edges, and this, combined to their strength, makes them deadly close quarters fighters. Their crystalline body is also much more capable of resisting attacks such as fire or lightning. Most adventurers have figured out that the best way to deal with one of these creatures is gunpowder: they are slow enough to be able to aim a big enough gun at them, and once enough damaged has been dealt, they will lose too much energy and stop regenerating, which can then allow the adventurers to break the remaining pieces apart to dissipate its energies permanently.

### Crystalline Tree

Crystalline trees are one of the many species of crystalline beings discovered in the Caves of Boirti’O, in Scimitarian. These entities are not true plants, but instead they somewhat look like trees made out of glass and diamond, shinning a dim white light around them. They are believed to fed on crystalid destroyers, grabbing them with their branches while they imitate being a mere mineral. However, like many other crystalid entities underground, crystalline trees are incredibly dangerous for any organic being nearby. If an organic being with soft skin touches a branch of a crystalline tree, the tree will begin absorbing the moisture and the minerals from their bloodstream, leaving an empty husk, giving the tree a deep crimson red hue for a few moments while it processes its food.

### Crystalline Water

Crystalline water is one of the strangest species of crystalline beings discovered in the Caves of Boirti’O, in Scimitarian. This entity is a bizarre middle point between a crystalid being and a slime, having the appearance of a pool of salt water. However, any contact with it and other crystalid being will result in the crystalline water to quickly swirl around the poor victim, solidifying into crystals and crushing it. Afterwards, the crystalline water will dissolve its prey until once again it looks like a mere poodle. Many unfortunate slaves have ended up within the depths of the caves, and desperate for any water, have drunk from a pool of crystalline water, only for them to have their lungs clogged by blood and crystal, beginning to be dissolved from within while they were still alive.

### Cursed Living Plants

The Cursed Living Plants are one of the many monstrous entities born as a result of the Curse of Uun. These creatures are the results of the thousands of different plants kept at the Royal Merfolk Summer Palace, one of the most important botanical centers in the step at the time, twisted by the malice of Uun. After the Curse of Uun, the plants in the palace and its underground became monstrous beings, with fanged mouths and barbed tentacles, pursuing any animal life they can come across. Once they catch them, they will bring these creatures into a place of their choosing, and eat their victim in the most painful and cruel way possible, from growing their roots into their bodies, slicing them apart or using them as fuel for growing further plants. Due to the divine magic of Uun, the original people living in the region are still around to this day, with their mind broken yet completely able to understand and feel the pain and the betrayal from their god.

D

### Demon Lord

The term “Demon Lord” refers to any particular individual demon (or in occasions, other extradimensional entities) that becomes through infamy well known within the world. These individuals are often incredibly powerful, and command dozens, if not hundreds, of their lesser kind. These individuals are beyond rare, for the simple fact that they reside in dimensions far from the physical realm, and they rarely act upon the step unless they are attracted by powerful summoners, who open a dimensional door powerful enough for them to reach the world and act upon it. Those poor souls who bring them to the mortal realm often get more than they bargained for, and end up paying with their souls, as whatever business the demon lord has does not include being manipulated by a mortal. Thankfully, most demon lords have little interest in the mortal world, seeing it as more of a distraction from their own domains, and as such, powerful demon lords acting against the world are exceptional. The exception in this comes from the demon lords of the succubae, as the witchelven have brought permanent tears into their dimension, and as such, demon lords of the succubae family have appeared from time to time to lay waste to the mortals, being only pushed back by the bravery and sacrifice of those armies who fought against them.

### Demonic Puppeteer

Demonic puppeteers are a kind of demon who is often related to summoning by necromancers who experiment with the extradimensional to boost their own powers. These entities are, on their own, barely a threat, closer to a vaporous cloud than a fully fledge demon. Their presence is so light that most of the time they arrive into the world accidentally, with the necromancer that caused it to arrive none the wiser. However, these demons will seek bodies of decayed creatures, possessing them and twisting their forms to their like. These things are not undead, and as such, the bodies occupied will continue to decay and rot while the mutations and transformations occur. To keep their new bodies from rotting into nothing, the demonic puppeteer will kill as many living beings as possible, adding them to their own form, which will twist it further into a monstrous mess of limbs and organs. They are highly vulnerable to fire, as their rotten body often tends to accumulate great amounts of gas within, plus it purges the demon within.

### Demontaur Knights

A demontaur knight is a type of demon belonging to the succubae family. A point above a greater succubus different from a duchess of hell, a demontaur knight has seemingly seeped in enough magic and life force to attain a new form, losing its humanoid lower half for that of a demonic equine, sporting three pairs of legs and a fiery tail. Its hooves are incredibly strong, capable of breaking stone while galloping. Its upper half is still that of a regular succubus, but with unnaturally long proportions, and often sporting multiple pairs of clawed arms. It also sports multiple pairs of twisted horns, indicating dominance, as well as having the typical pair of succubae wings, though it is completely unable to fly. Demontaur knights have lost their natural allure in exchange for sheer magical power and strength, being exceptional spellcasters. They are also incredibly resilient, often being able to rampage across entire knight formations. However, their increased magical output means they have a more limited time in the physical plain, needing either an increased rate of sustenance or being closer to a demonic breach.

### Djinn

A djinn is a type of extradimensional being originated from an unknown dimension. These beings are composed of pure, raw magic, and as such, their potential to alter the fundamental laws of nature around them is immense. However, they are not omnipotent, as their purely magical nature means that, unless they are tied to certain items that confers them shape and identity, they would quickly conflagrate in a cascade of torrential magic, dying in the process. Legends say that, when these entities were initially summoned, they were entrapped in magical prisons made from an alloy of aether and arcanum, seemingly ordinary things to the unknowing eye. These djinn were then forced into servitude, using their magic to serve them, and becoming twisted and bitter in the process. While their masters are long gone, the djinn are still trapped in the material world, still bound to obey the orders of those who own their prison, but after many millennia of existence, ordering around can prove more dangerous than it’s worth. Due to being purely magical creatures, the best way to deal with them is to use spells of anti-magic, as those are anathema to them. Destroying their prison is also a valid method to destroying a djinn, as it will cause its essence to spread into nothing, but do not expect them to let it happen easily, and even if it does, the magical chain reaction can prove lethal anyway.

### Duchess of Hell

Duchesses of Hell are one of the highest forms of the family of demons known as “succubus”. These creatures have become bloated with power, having reaped the souls of countless mortal and demon alike. Due to their successes in bringing butchery and despair, the Succubus Queen Herself will elevate them to the highest echelons of succubus society, and are given control of their own army to command as they wished. Their heart is opened and branded with the seal of Gogotha, giving them a direct connection to their goddess. They are also given a herd of demonic horses from the Succubus Queen’s personal stables, able to stampede through the air, their steps causing dark thunder wherever they go, and their neighs gripping one’s soul to the bone. Duchesses of hell are masters in both physical and magical fighting, moving across the battlefield in their war chariots. Each of the duchesses of hell possessing unique skills to serve the Succubus Queen. Fortunately, once a duchess of hell is elevated, they will rarely step unto the mortal realm, as they will spend most of their time seeking to expand their influence over the rest as to gain a closer role within the court of Gogotha. This is indeed the intended result, as the Succubus Queen’s heart engraving is intended to chain the duchesses into total servitude, to never allow one of its most powerful servants to try to usurp her place.

E

### Earth Elemental

Earth elementals are one of the most common types of elementals. As one of the four most basic elementals, the earth elementals’ body is composed of earth, rocks and minerals, forming big clumps that clumsily move around. Earth elementals are capable of regenerating their bodies quite fast, as the only thing they need is to absorb the ground and dirt around them to recover any body part lost, though it will end up dissipating if it uses its energy too fast. As creatures made out of lumps of dirt and soil, they are easy to pick apart and destroy, though for that it needs blunt weapons, as any edge or puncturing weapon not sharp enough will end up stuck on the body. They are also quite resistant to fire, though certain earth elementals can be slowed down by cooking them into a solid immovable mass.

### Enchanted Statue

The term “Enchanted statue” refers to any instance of a sculpture or a piece of carved monument that has been enchanted to move and act on its own. The process of creation of an enchanted statue is similar to that of animated armors or golems, requiring the engraving of a complex series of magic runes across the piece, imbuing the armor with the magical energy and the instructions for its behavior. The difference is that, unlike the armor or the golems, the enchantments need to account for the natural lack of mobility and flexibility that a solid piece of wood or rock. Due to this, enchanted statues need more advanced spells, and because of this, most enchanted statues are actually capable of much more complex activities. The fact they are made out of a single piece also means that they are much harder to damage with piercing or slashing weapons, and even blunt weapons will have problems if the material is hard enough. The rune structure that gives life to the enchanted statue also needs to be hidden to not be immediately damaged, though due to them not being hollow, the weak spot is always in the outside. The runes all hinge on a central runic inscription, and any piece severed from the connection to said runic inscription will immediately become inert. Enchanted statues can have weapons as long as they are part of the figure itself, being unable to let it go.

F

### Fire Elemental

Earth elementals are one of the most common types of elementals. As one of the four most basic elementals, they are massive balls of heat and flame, rarely adopting any defining shape. The temperatures that the flame can reach are incredibly high, capable of melting metal near it. Because of this, it can cause a great deal and harm, quickly setting ablaze its surroundings and feeding from the destruction. However, fire elementals are quite unstable on their own, and it is very frequent to see them start splitting apart on their own, creating multiple smaller fire elementals that are easier to deal with, although these joining back together is also pretty common. Fire elementals are difficult to fight against due to their innate harmful nature at close proximity, and as such, it is recommended to be taken down from afar. Fire elementals can be weakened if they are deprived of fuel for their fire, either combustible things or air, so the wounds it receives cannot be easily repaired. Another way to fight fire elementals is to blow the flames with either powerful winds or water.

G

### Geyser Elemental

Geyser elementals are an atypical kind of elemental. Believed to be an earth elemental born under very specific circumstances, it is able to absorb the moisture of the air and ground around it, containing it within its core. The water will concentrate within it, and once the pressure is high enough, it will launch a massive jet of steaming hot water. Depending on the size of the elemental and the amount of water store, these jets can cause enormous damages to the land around them, easily surpassing the power of a cannon. However, the inner pressures of a geyser elementals can cause a great deal of inner pressure, which can cause cracks over time. While the geyser elemental will heal these wounds over time, enough pressure can cause them to crumble all by themselves, often with explosive results. The best way to deal with a geyser elemental is to wait for a burst of water, and then hit the creature, as it will be slowed down with the repairs to its body to properly counterattack, plus it needs to recharge its water supplies.

### Ghost Hound

Ghost hounds are a kind of spectral being, the result of a wandering animal soul lingering in the mortal realm. Ghost hounds often appear in areas full of magical energy, or when an animal has lived all its life surrounded by mystical energies of different sorts. This will lead to the creature’s spirit to not depart, but instead stay around in the world of the living. Often the animals that are capable of doing this need to have a degree of intelligence, and as such, dogs are the most common type of ghost hound, though one must not believe they are the only one to exist. Ghosts cats have been registered from time to time as well, though the immense majority of this phenomenon seems to revolve around dogs. The spirit of the dog will act as it once did during life, walking the same roads and following the same routine. However, due to the animal not being able to understand its current situation (as well as the usual partial to total loss of conscience ghosts experiment) they cannot identify the people they lived with. This can be a dangerous situation, especially if the ghost hound has enough of power to affect the physical realm, attacking anything and anyone that considers as “intruders” to its territory.

### Ghost Warrior

Ghost warriors are a kind of spectral being, the result of a mortal soul that has died in battle, lingering in the mortal realm. Ghost warriors are often soldiers, mercenaries or any other kind of men at arms that died during combat, often in circumstances with either a great deal of magical energies around them, or during very extreme circumstances for the individual (as rage, revenge or regret have been identified as elements that increase the chances of becoming a ghost warrior). These beings have partially lost their sentience and sense of self, but they retain their vows of loyalty and their fighting spirit, as well as their skill at arms. Ghost warriors often wander in areas where a great battle was fought, with many of them staying restless until someone gives their remains a proper burial. They are very dangerous foes, as many cannot be reasoned with, and due to their spectral nature, most physical attacks are ineffective against them. However, due to their memories of the previous lives, many unconsciously react to physical blows as if they were still flesh, so they can duel with the living.

### Ghost Wizard

Ghost Wizards are a kind of spectral being, the result of a mortal soul highly attuned with magic that has died, still lingering in the mortal realm. Due to the experience and magical expertise, these individuals have somehow managed to stay within the realm of the living as specters, and while their sentience and sense of self are mostly gone, their magical aptitudes remain. In fact, without the limitations of a mortal body, ghost wizards can be quite dangerous, though the use of excessive magic can end up dissolving their essence into nothing. Many people studying the arcane arts seek ghost wizards to obtain information lost eons ago, though their eroded minds rarely give anything beyond maddened ramblings.

### Ghouls

A ghoul is an individual who has been corrupted through the act of continuous ritualistic cannibalism. There are several known kinds of ghouls depending of their origin, but all of them have fallen prey, either willingly or unwillingly, into the act of consuming the flesh of their own kind, often mixed with dark magical rituals, rotting their souls and twisting them into mockeries of their previous selves. The reasons why cannibalism is so strongly tied to ghouls (and why only some species are affected by is, as groups like snoloths are seemingly free from ghouls) are poorly understood. The most common type of ghoul is the vampiric ghoul, individuals who have been enthralled by vampires to serve as infiltrators to their masters. While not being bitten themselves (and thus not actual vampires), their will has been lost through the vampire imprinting their own, and as such, they gain a desire for blood, which leads them to cannibalism. These vampiric ghouls are the first sign of a vampiric infestation nearby, and local authorities pay close attention to any sign of a ghoul, as a vampiric infestation can spread very quickly if not dealt with due haste. Another kind of ghoul is the undead ghoul, beings who have been brought into a state near death, often through dark magic, to the point of acting like zombies even though they are still alive. In combat, undead ghouls can be mistaken for zombies, but they have the same weaknesses as a common living creature, but at the same time, they do not decay, and can feed from other sources of nourishment, making them last for longer, especially once the magic of the necromancer is gone. Other ghouls are the results of dark rituals, weak willed cultists who have fallen into cannibalistic rituals and have been overpowered by the dark forces they have summoned, becoming maddened beasts in the process.

**Cultist Ghoul**

**Vampiric Ghoul**

### Glass Elemental

Glass elementals are an atypical kind of elemental. Believed to be a particular kind of crystal elemental, glass elementals are composed of absolutely pure glass, often being completely transparent. Their crystal body is one of such purity and finesse that surpasses what many of the finest glass blowers in the world can achieve. Like crystal elementals, they are slow and ponderous beings, but unlike most crystal elementals, they have a unique ability: they can explode themselves up, releasing a massive wave of minute but extremely sharp shards of glass in all directions, and then quickly growing back to their original size. The sheer speed of regeneration of glass elementals suggests a level of magical tuning and proficiency much higher than what others elementals are capable of showing. Indeed, getting a hold of a glass elemental’s body is something that many wizards believe brings good fortune in their endeavors. Many artisans also desire to get a hold of pieces of their body, so as to craft incredibly detailed crystal sculptures. The glass from a glass elemental’s body melts at incredibly high temperatures, but in exchange, it is considerably more robust than common glass, making it an excellent material for expert craftsmanship. Indeed, glass weaponry made out of the body of glass elementals are incredibly sought after, since they are very light, extremely sharp, and unlike common glass, they do not really shatter at contact, only really affected by magical strikes or very high temperatures.

### Gold Elemental

Gold elementals are strange creatures, even by the standards of elementals. As their name implies, gold elementals are a type of elemental, particularly an aberrant type of metal elemental, composed of completely pure gold. In fact, the energies of this element turn whatever it touches for an extended period of time into gold. However, once the gold elemental disappears, whatever it has touched returns to its original state. Gold elementals do not appear naturally into the physical realm, they need to be summoned from their original dimension. Many summoners have brought gold elementals into this realm as a form of scamming people, generating a tremendous amount of wealth while keeping the elemental in the physical plain as long as possible. Then, before the elemental becomes too powerful to successfully contain, they sent it back to their original dimension, leaving to faraway lands before anyone notices the trick. This can be quite dangerous, as the gold elemental is quite difficult to subdue without dissipating its energies back into its realm, as any possible physical jail will become gold, and then part of its body afterwards. Magical chains are an option, but the gold elemental is capable of turning even that into gold, through a process still poorly understood. Many authorities in the world distrust the sudden appearance of wizards that become rich overnight, as there is a great risk of them having brought forth a gold elemental, not only scamming the local economy, but also bringing a very dangerous creature into the world.

### Golem

Golems are artificially created entities made to accomplish a series of tasks. The line separating golems and full automata is blurry, as the two are so similar, but the main points of contention is their creation and their sentience. Unlike automata, which are made by a mix of astromancy and magic, golems are purely magical creatures. Thus, they do not need aether for their creation, but the quality of their production is often limited by the talent of the wizard and the amount of time active. Second, golems have no sentience to speak of, and if they are, they have no sense of self, not understanding the concepts of “I” or “me”. Golems are older designs than automata, created before the correct usage and treatment of aether was discovered. As such, golems are made out of poorer material, and its treatment over time needs more and more energy, compared to the automata designed to last for centuries at a time. Golems also need to recharge their magical reserves more often than automata need to recharge their aether, making them less dependable and self-reliable. Golems are designed for a multitude of tasks, from domestic work to military functions, though nowadays the use of golems is relegated to a couple of areas in the world, as their maintenance and general utility in modern battlefields make them not particularly useful.

### Greater Succubus

The greater succubus is an more developed form of the family of demons known as “succubus”. Believed to be the next step in the succubae’s life, a greater succubus develops when a common succubus has gained enough strength and life force to reshape its own being. Greater succubae are often taller and more slender versions of the common succubus, often growing bigger horns and even extra pairs of arms. Their eyes can be a wide variety of colors, from ebony black to infernal red, and even an angelic pure white. Their tail often divides into multiple appendages, capable of crushing bones and slice armor apart. Their corrupting allure so powerful that it can attract pretty much near all sentient species (with the strange exception of the snoloths). This allure is so powerful that it can cause severe hallucinations around the victims, and it creates illusions that affect all senses, crafting an utopian image in the victim’s mind. Like all succubus, greater succubae feed off the life energies from the mortals, refining their torturous arts to higher levels, often preferring crowds of prisoners or enchanted slaves and thralls as witnesses for their dark deeds.

### Guardian Monsters

The term “Guardian Monster” refers to any of the many monstrous creatures born out of the Curse of Uun for the apparent purpose of protecting the desolated remains of the Merfolk Empire. After Uun damned its land and its followers, many of the areas of worship, as well as many other places of particular symbolic importance, became hellish places, where whatever remnant of previous life has been twisted into mockeries of their previous selves, condemned to an eternity of suffering for the amusement of their god. In these areas, many bizarre creatures have been identified over the years, all of them with the goal of keeping strangers away from Uun’s domains, or to prevent foolhardy people from falling into the same curse as they. They have many different shapes and sizes, as well as varying degrees of sentience. However, it has been proven that these guardian monsters cannot die, as even if one causes enough damage to collapse its physical form, it will spawn from nothing at some other location a day or two later, continuing its job of protecting the scarred lands.

H

### Huntbeast

See Golden Sea of Wheat

I

### Ice Elemental

An Ice elemental is a more developed version of the water elemental, often appearing as the union between an air and a water elemental. The body of the elemental begins freezing until it completely solidifies into snow and ice. Unlike air and water elementals, ice elementals can be very slow, as their body absorb all the moisture in the air and adds it into its own. There are ice elementals believed to be the size of a glacier, and some of them have been seen as massive icebergs in the ocean, having somehow ended up in high seas (though in those cases, the salt water prevents them from growing indefinitely). Fortunately, ice elementals are some of the frailest of their kind, especially if they have not had time to grow to dangerous sizes. As long as an adventurer is well protected against the cold and the dryness caused by lack of moisture, any blunt weapon is going to cause severe damage to it. Fire and lightning attacks are quite effective as well, as anything that increases the elemental’s temperature will stop it from healing itself.

### Imp

Imp is a term that includes a series of demons that share a series of characteristics. Often enough, they are characterized for their small size (slightly smaller than common fairies), reptilian and winged physiognomy and their cowardly nature. Their intelligence is just enough to learn that attacking their targets in big numbers is more advantageous than alone, and as such, they will only act aggressively if they can outnumber their enemies by a lot. They do not have any particularly unnatural abilities other than a slightly disorienting laugh (which only works if done in big groups), and thus they tend to attack with either their sharp claws or by grabbing anything they can throw from afar and launching it from the skies. Their small size and relatively low energy needs often makes them appear as a byproduct when some sorcerers summon bigger demons.

### Incubus

Incubus are a developed form of the family of demons known as “succubus”. Incubae are one of the rarest and least known members of the succubus family, and its existence opens up a great deal of questions to the experts. In simple terms, an incubus is a male equivalent of a succubus. As succubae tend to resemble the female figure, the existence of male succubae makes many question about if their goal is achieving reproduction or if they are artificially brought forth to attract mortal females. The aspect of an incubus is similar to that to a common succubus, only with masculine traits instead of feminine ones. Incubae are about the same power and influence as greater succubae, but rarely are beyond those levels of power and influence. Incubae are a conflicting concept for the witchelven. The Witchelven Empire venerates the succubae as divine entities, but as a highly matriarchic societies, males are looked down upon. As such, some see incubate as the divine servants of the succubae, while others see them as an aberration of the divine.

J

K

### Kayran

An awful creatures lurks the bay between Stymphalia, Daligrad and Kalydon. This creature, known as "the Kayran" usually swimps up and down the rivers that flow into the bay, and prefers generally shallow waters. It's been sighted for over a millenia, yet people are indecisive as to if it's the same creature or one of its progenitors. The Kayran uses its tentacles as swinging clubs, wrecking havoc on everything that gets in its way. It also excretes a slimy mucus that covers everything it touches with a murky membrane, using it to trap larger prey. Although the locals of these rivers and swamps have been unable to kill it, they have devised many methods to avoid detection by the Kayran, such as noise traps and smoke bombs.

### Kratt

See Golden Sea of Wheat

L

### Lamassu

The lamassu is one of the many extraplanar hybrids living in the lands of Gilgemash. They are creatures of great size, with the bodies of either a lion or a bull, a pair of eagle wings and the head of a human. These beings often have dwarvish features, with very pronounced beards. The lamassu are often associated to the goddess Tauora, a deity of khenomeric origins that began being worshiped in Gilgemash during ancient times. Lamassu are highly sought after as bodyguards, as their physical power and their intelligence, as well as their notorious sense of loyalty, makes them perfect for the job. As such, they have long been common among many of the ruling cliques. Lamassu are often given a group of servants to cater to their needs, as they do not have hands of their own, and lamassu are well known to be prideful, wanting to have their mane and beard groomed at all times, taking as personal offense if someone messes with them. Lamassu do not have vocal cords, instead communicating through some sort of magic that makes their ideas reach the minds of those they talk to, though it is not powerful enough as a mental attack.

### Light Elemental

Light elementals are one of the most unique types of elementals. These creatures do not have a physical bodies, challenging the rules that elementals are believed to abide by. Instead, light elementals are described as “spheres of pure light”, so bright that they can illuminate even the darkest night. Indeed, looking at a light elemental can cause severe eye burns, to the point of recorded cases of eyeballs having melted due to the intensity of the light. The way one of this beings feed off energy is poorly understood, and some even speculate they are a damaged elemental, having been somewhat corrupted by its arrival to the physical realm. These light elementals often do not need to be combatted to be dispelled, burning out on their own after a while, but causing great damages wherever they go. The best way to combat them is to hide in places as dark and isolated as possible, without any opening through which the light could enter and made out of materials completely opaque. Darkness and shadowcasting spells on one’s eyes could also work, but light elemental’s energies can be so powerful that they might dissolve at any moment.

### Lightning Elemental

Lightning elementals are a more advanced version of air elementals, brought forth by the result of the magic energies that feeds the air elemental reaching critical pressures, letting to a discharge of electricity that becomes a localized electric storm. This process often results in the division of the elemental in two: the storm elemental and the lightning elemental. The lightning elemental is a fast creature, with a body made out of pure electricity, which tends to be connected closely with its twin elemental for access of energy. It can discharge blindingly fast jolts of electricity all around, burning down even wood with the amount of energy it can output. However, it also means it consumes itself incredibly quickly, and without the help of the storm elemental, the lightning elemental will fizzle out on its own relatively quickly.

### Lontzis

Magical constructs originating around Lake Tzirknitz in Furlaniya. They are best described as pots and pans that have sprouted legs. They come in various shapes and sizes, but their common elements include metallic or ceramic bodies, sometimes adorned with decorative patterns. Lontzis are generally small to medium in size, ranging from one to three feet in height. Their origins are steeped in legend, as they are said to be the result of an ancient curse cast by the witches of Lake Tzirknitz, after a particularly arrogant nobleman's scorn. Lontzis are generally non-aggressive and tend to be docile unless provoked. Their primary motivation seems to be an incessant curiosity about the world around them. They are not known to be inherently sentient beings, but they exhibit behaviors that hint at a rudimentary form of sentience. For instance, they are capable of simple problem-solving, often choosing to avoid obstacles rather than collide with them.

### Lunar Legion

Lunar legions are a demonic weapon of succubus origins. These entities are the result of punishments of a great number of succubae together, their souls welded together, using a particularly misfortunate succubus as the nucleus. This creation keeps the souls trapped together in eternal pain, always trying to escape but never being able to. The souls begin building within the central succubus, making its body grow in abhorrent ways, developing horrendous bulges and humps all over its body, with each of them the result of a soul scratching the body for the hopeless chance of release. These underdeveloped lunar legions will soon grow into massive beings, the original body swallowed by the effects of the punishment, and the accumulated energy will make either grow insectoid legs or float in the air. The bigger they grow, the more dangerous they become, as they can transmit their physical and mental pain to those mortals nearby. Once they mature to a certain side, the lumps will begin morphing into screaming bodies, which will now be able to see and feel the despair of all others who are trapped within them. The horror of this situation has made them lose all sense of self, only the ability to feel pain remaining. While these creatures are immensely dangerous, as they can bring madness to whatever area they are sent against, their actual physical presence is very vulnerable, and as such, they are prime target for artillery.

M

### Maddened Ghost

A maddened ghost is a type of specter that, due to many circumstances, has lost all of its sense of self. They forgot who or what they were, but the dark feelings and emotions that brought them to this state, they still feel eternal despair and solitude, condemned to roam the world forever. Their pain have caused to become mad, driving them to attack anything and anyone that enters its territory. They are extremely dangerous, as their rage makes them easily able to affect the physical domain, while any damages the other way around is not guaranteed. The best solution against a maddened ghost is a ritual of containment, trapping the lost soul in an item from whit it will never escape or harm anyone again.

### Magma Elemental

Magma elementals are a more developed version of an earth or a sand elemental, often the result of a fusion with a fire elemental. The higher temperatures can cause the mineral body of the elemental to melt into lava, becoming a viscous liquid that slithers around across the land, melting and scorching anything that gets into contact with it. Magma elementals are often slow, and are easily stopped by natural barriers, though if enough of the elemental’s body gets stuck and still in one place, it can result in an explosive burst of magmatic material, the force of which can simulate a small volcano. Magma elementals need to move constantly, as staying still means they will begin solidifying, and the previously mentioned explosion can be so big that it will dissolve the elemental outright. Any physical attack against a magma elemental is pointless, unless the weapons are protected by powerful magic. The best way to take one of them down is to quickly cool it, causing it to burst and spend all its energies, dissolving back into its dimension.

### Mechanoids

Mechanoids are alchemical and astromantic constructs created as weapons of war. Trying to recreate the ancient khenomeric battle automata with the little information that has survived to this day, the alchemists and astromancers have managed to create great artificial beasts. However, unlke the ancient constructs, these have little in the way of intelligence, only capable of obeying the simplest of commands. This means they are very easy to control, but they can be hijacked with ease as well, or tricked into situations where they are unable to continue following orders. Another thing that can disable them is taking damage to the contraption added to their skulls, since that functions as its sensory organs. Without it, they cannot see, hear, smell or touch. Their bodies can vary depending on their design, but usually they are gifted a hulking humanoid body, highly resistant to blunt, cutting and fire damage. Lightning does hurt it, since electricity interfeers with the head contraption.

### Metal Elemental

Magma elementals are a more developed version of an earth or a sand elemental, often the result of a fusion with a fire elemental. If the body of the elementals holds enough metallic materials, the higher temperatures will cause them to become cleansed from impurities, becoming a fully metallic monster. The weight of some of these creatures can be so that it cracks and crumbles the earth below it, but this also makes them the slowest of all known elementals, in exchange for a near impervious body. They walk at a glacial pace, ignoring near all attacks due to its seeming invulnerability. Its strength is such that it can often chuck into its potential enemies pieces of itself, which hit with the strength of a cannon. However, metal elementals can be stopped in their tracks by using fire attacks. While not lethal, melting the arms and legs will cause them to become immobilize, and then it will be open to attacks for long enough to dissipate its energies back into its realm. The remains of the elemental end up as a strange statue of pure metal, which is highly sought after for its mineral components.

### Minor Zombies

Minor Zombies are the most basic example of an undead being. A zombie is a creature recently dead brought back into undeath by a necromancer. It has no sentience of its own, and it has enough of its body still around (albeit in a much weaker state, decayed and rotting) for it to be able to move on its own. The zombie is the most ubiquitous form of undeath, as it requires little energy for the necromancer in question to summon it. As such, zombie hordes can be summoned in great quantities, trying to overwhelm one’s enemies. However, their lack of intelligence means that the necromancer needs to control their movements, either directly or through an intermediate element that can do the thinking the zombies cannot. Their physical state is also a massive weakness, as often enough zombies are in a state of shambles, walking around with a gait as they try to keep their equilibrium. While their undead state means they can tank quite more damage one would assume, their slow movements, lack of proper reactions and weak physical strength means that a competent adventurer can just keep its distance to hit them in the brain, shutting them down and making them unable to move, effectively killing them again. An armored warrior can also just go through a sea of minor zombies, as they are not intelligent nor smart enough to use anything that can penetrate decent armor (a reason why most necromancers prefer animated skeletons over zombies, as they can be made strong and intelligent enough to use tools and weapons). However, if enough bodies are thrown into armored knights, they can take them down by simply drowning them and eventually asphyxiating them. While there are rumors that a bit from a minor zombie will turn the victim into another zombie, this has proven to be just a part of the necromancer’s spell: if a zombie bites someone, it will probably have enough bacteria and diseases to kill anyone, and once the individual dies, the necromancer’s spells can make the recently dead rise again as a zombie.

### Mossovoian Colossus

Mossovoian Colossus are a unique type of necromantic construct, only seen once during the Battle of the Needle Ridge between the Mossovoian necromancers and the Kingdom of Waldemaria. These hulking undead behemoths were made out of remains of ancient giants, brought back to life after years of research and rituals. More than 30m of height, and patched out with all manners of creatures to gain flesh to hold the impossibly heavy giant bones, they were clad in chainmail iron, and their skin was covered in burns, stitches and ritualistic runes. After that, they disappeared from the world, and no one has seen one of the mossovoian colossus since. The information we have about these monsters come only from the chronicles of the knights that survived that day, but from their tales, we can imagine that these monsters were under more than controlling spells. Indeed, they seemingly showed possible signs of a new sentience fighting back against the necromantic shackles put over them, but it is not truly confirmed. We also know that these horrors are mere shadows of the giants of old, as one of them was taken down and destroyed during the battle, whereas a true ancient giant would have never fallen by mortal hands.

N

### Necromantic Construct

Necromantic constructs refers to any artificial being brought forth by necromancy. The term goes beyond the simple reanimation of skeletons or zombies, or even the more elaborate upgrading of said undead. A necromantic construct is subjected to so many modifications and artificial additions that stops being said skeletons or zombies, becoming a completely different entity. These necromantic constructs often require the addition of dozens upon dozens of bodies of different species, origins and states of decomposition (sometimes some are left alive as some sort of horrific anchor for the dead), becoming massive engines of destruction. These constructs require months and months of rituals to complete, and depending on the power and talent of the necromancers who build them, they will obey the given rules to a limited degree. Indeed, the necromantic constructs can sometimes regain a certain level of sentience, creating a whole new identity out of whatever fragments from the carcasses that compose them remains. As such, necromantic constructs need powerful sorcery not only to keep alive, but to keep shackled and under control.

O

### O'oze Mutant

O’oze mutants are animals and plants that have been transformed and twisted into near unrecognizable shapes by the spewed liquid from the Mountain of O’oze. The black ooze at the center of the Great End Peaks has the unnatural abilities, such as curing diseases to even regrowing entire limbs. However, it also causes small mutations of a seemingly random nature. The extent of the mutation will depend on amount of ooze consumed/touched and the amount of time under its influence. The more they consume, and the longer they spend in contact, the heavier and faster the changes will come. And even so, these vary from individual to individual, and can range from a change in the color of a spot of their head to growing limbs where they are not supposed to. The local fauna is a clear indication of this, as the closer they are to the spewing mountain, the more horrifically gruesome the mutations are, somehow keeping these unfortunate souls still alive where they should have perished long ago by any other metric.

P

### Phantasmagoric Abomination

Phantasmagoric Ambominations are a type of ghost resulting of the union of multiple spirits in unharmonious ways. The phenomenon itself is poorly understood, and it has only been documented in areas where a considerable degree of death and bloodshed has been spilled, often with dark energies in the mix. The resulting environment can cause multiple spirits, often those that have lost all conscience of themselves, to merge with each other, creating a whole new entity. The size and shape of these beings vary wildly, but they seldom look like the beings they once were, instead being a twisted and deformed parody of those, and acting as it was in constant pain and suffering. Phantasmagoric Abominations attack aggressively to anything they encounter, and expert care needs to be taken to either purge them from the physical world or to contain them in ways they are no longer a threat.

Q

### Quicksand Elemental

Sandstorm elementals are a type of sand elemental, born by a fusion with a water elemental. Though most of the time, a sand elemental will dissolve into nothing by a powerful water-based attack, or by drowning it into a deep enough pool of water, if the elemental is powerful enough and the water is shallow enough that the elemental can keep its shape, it will turn into a quicksand elemental. Quicksand elementals share the physical abilities of a water elemental, splashing their way across the land, while also having the abrasive abilities of sand elementals. What’s even stranger than that, quicksand elementals display feats of intelligence greater than most, and are able to camouflage their presence while digging their way into the ground, to prey upon whatever enemy is trying to hunt it down.

### Quicksilver Elemental

Quicksilver elementals are a type of elemental, believed to be a strange variation of the metal elemental. Quicksilver elementals are composed entirely of quicksilver, a silver metal that stays in liquid state at common temperatures. This element is incredibly dangerous when in direct contact with the land, poisoning all areas that come across with it for a long time. Quicksilver elementals are very irregular, with an ever-changing shape, often slowly sloshing across the land, but reacting with incredible speed and ferocity when feeling threatened. Quicksilver elementals can spew great amounts of quicksilver against its enemies, which can corrode armor and weapons (even magical weapons can be vulnerable to quicksilver) and inflict severe poisoning and burning in living tissue. The noxious gasses that emanate from the quicksilver are also very dangerous, as while not flammable, they can cause severe hallucinations, temporary blindness and difficulty to breathe. Quicksilver is very difficult to freeze over, as it solidifies at very low temperatures, and fire attacks could make things worse, as it will increase the amount of noxious gasses emitted. Alchemists have developed many rituals and processes to deal with quicksilver, and as such, their expertise are essential to deal with these creatures and the pollution of the land.

R

### Rabisu

"Rabbit Satyrs" The second successful attempt at creating a stable Extraplanar Hybrid, the Rabisu appear to be men with rabbit heads with bulging red eyes. Rabisu are known to be sectarian in nature, grouping up on people and institutions to tear them down with riotous violence, earning them an evil reputation with every mid-night lynching and instance of vigilante justice. Rabisu have a hard time intermingling with other peoples in any situation, but a group of Rabisu given weapons and training can be used as an independant squad that can accomplish complicated tasks beyond the capabilities of other units of their size. Rabisu meat tastes excellent and feasts amongst the ruling class of Gilgemash regularly feature Rabisu roast. Its flavor is described as "naturally spicy," and "tastes like peppered pork". Rabissu have an inclination for cooking, but many Gilgemashi people doubt that they even eat. Indeed, many a shameful scraps gourmet can be found in a military unit that is accompanied by a contingent of Rabissu.

### Rust Elemental

Rust elementals are a corrupted version of metal elementals. If a rust elemental somehow absorbs enough dark magical energies to overcharge its being, the nature of its metallic body will change, becoming frail and rusted. This rusting process will take a long time to fully affect the elemental, but during all this time, the rust elemental’s powers are able to corrode anything that enters in contact with, even that which is non-metallic. This magical rust in organic materials is described as “a mix between magical burns and necrotic decay, where the wounds begin wrinkling and peeling off the wound while spreading to the rest of the body”. However, once the rust elemental’s transformation is complete, the rust elemental will collapse under its own weight, as its corroded body can no longer sustain it, becoming unable to move and eventually dissipating back into its own realm.

S

### Sand Elemental

Sand elementals are a more advanced version of the earth elemental, often the result of it fusing with an air elemental. The high pressures and winds cause enough friction to create a very sped up erosion of the environment, making the body of the earth elemental turn into fine sand. This makes the sand elemental much faster and lighter, and capable of blowing great clouds of dust against any attacker. While much easier to approach and attack, the body of a sand elemental is so unstable that it actually becomes quite impervious to damage, as any melee hit will just go through it. Sand elementals are also capable of chocking their enemies by filling their lungs with dust and sand. Not only that, but sand elementals are capable of creating such abrasion that any weapon that touches them will become dented and decayed. For a sand elemental to be dealt with appropriately, a combination of magical attacks is needed, either freezing it over so it can receive physical damage, burning and melting it, and even watering it enough to damp all its movements.

### Sandstorm Elemental

Sandstorm elementals are a strange type of sand elemental, born either by a fusion with an air elemental or when a sand elemental gains so much power it becomes unstable. Unable to control the shape of its body, the sandstorm elemental will begin to pulsate, creating wave after wave of sand in all directions, slowly spinning at first, and then gaining hurricane-like strength. While sandstorm elementals are incredibly powerful and lethal, gaining the deadly traits of both air and sand elementals, they are simply too powerful for their own good, as they will invariably end up blowing up in a mushroom cloud of sand that will reach kilometers around the center. Sandstorm elementals can be contained somewhat, but the best route of action is often running away from them before they explode, as being caught in the epicenter of one of these creatures’ dying explosions can result in lethal consequences.

### Screaming Aparition

The screaming aparitions are dark entities that appear in areas with high levels of magical pollution and dark energies, such as Diaoul or the Cursed Battlefield. One of the most inoffensive demonic entities one could find in the world, they are nonetheless a threat for those who encounter them. The screaming apparitions will differ from ghosts and other encounters of the sort in that they have no real sentience. Wizards and mystics of the world have described them as "the rage of the long departed taken form", as they are seemingly just a remnant of a strong emotion left floating around. They are intangible, and can only be harmed by magic and certain sound-based attacks, but them on turn, cannot phisically harm the world around them. The biggest threat they can pose is the effect on the psyche of their witnesses, overloading their minds with the emotion they represent, usually screaming rage and fear, hence their name. However, there have been plenty of reports of screaming aparitions that represent emotions such as happiness, depression, confusion and disgust. Many experts believe the most dangerous one is that which represents full and total apathy. This creatures will make the people who see them absolutely numb to the world around them. They will stop moving and become unresponsive, literally falling to the ground and stop breathing such is their disinterest from the world. Only those with strong will to live or high protection against the effects of these creatures can gain enough distance from them to flee from their effects and fight back.

### Sea Elemental

The Sea Elemental is a mythical kind of water elemental, believed to exist in the depths of the ocean. Unlike many water elementals, the Sea Elemental is believed to be a singular entity, which has lived since time immemorial. A seemingly immortal creature with the size of a small atoll, it has appeared every couple of centuries to the surface, and even rarer it has come out to solid land. When it does, it brings horror and destruction with it, seemingly unaware of the small creatures it tramples. It also causes earthquakes and tidal waves. Legends say that the great earthquake that destroyed the capital of Greater Elanxa was due to the actions of the Sea Elemental.

### Sea Fiend

Sea fiends are a series of demonic entities who, instead of surviving on land, prefer to exist in marine environments. They have a similar shape to that of mermaids, with a fish-like tail, often covered in spikes and barbs. However, the upper half can vary wildly, either looking like reptilian or cephalopodan abominations. Their faces are usually human, but they can open their mouths 5-6 times more than a common humanoid, showing a hidden, more demonic face beneath. Sea fiends are violent creatures, often attacking anything they see on sight, which can backfire if they decide to attack a sea monster. Because of this preference of environment, they are very rare to see, though lately there have been more sightings around the waters of Avangar.

### Serpigots

Serpigots are a strange type of magical creature frequently found on the western and northern coasts of the Isle of Wizards. Half-fish half-knights they are thought to be related to mermaids though some pedants argue they are the result of a different magical experiment. They are generally peaceful but will go berserk in the presence of dark magics attacking ships carrying creatures or artefacts projecting a dark aura. It is theorised that they're part of an ancient magical defense network for the island that has long fallen into disuse and disrepair.

### Sphynx

Sphynx are a type of artificial construct originally designed in the Khenomeric Empire. They are massive golem-like entities, built to protect the pyramid tombs of the pharakhans, often measuring 6-10 meters of length, with the body of a lion and the head of whoever’s tomb they are protecting. They were highly decorated with many khenomeric runes, jewels and other items of prestige. While they were highly effective as defenders against grave robbers, the attempts of the magoclergy to weaponized them into war machines failed due to their high consumption of aether. Despite this, some of the biggest sphynxes were used in the Battle of Empires, with their remnants still littering the Cursed Battlefield. After that, most sphynxes were dismantled by order of the pharakhans as part of their purge on magic and automata. The knowledge of how to male more sphynxes is thought to be lost, with the few surviving engines being in unknown state due to the fall of the Khenomeric Empire and the rise of the Gnoll Empire.

### Steam Elemental

Steam elementals are an advanced type of water elemental, often the result of the fusion with a fire elemental. The higher temperatures evaporate the water into its gaseous state, somehow staying in place instead of ascending into the atmosphere. This creates a body made out of dense clouds, absorbing the moisture from the air to grow, and turning any solid or liquid water into more steam. Steam elementals can reach colossal sizes due to the expansion of the steam within their bodies, though their power output often begins to decrease at certain sizes, as the inner pressures makes difficult not to produces rains within itself. The steam that conforms the body of the elemental is at very high temperatures, causing severe burns if in contact with bare skin. The best way to defeat steam elementals is to blow them away, or to cause differences in temperature so that the elemental loses control over its body and dissipates back into its realm.

### Storm Elemental

Storm elementals are a more advanced version of air elementals, brought forth by the result of the magic energies that feeds the air elemental reaching critical pressures, letting to a discharge of electricity that becomes a localized electric storm. This process often results in the division of the elemental in two: the storm elemental and the lightning elemental. The storm elemental is a slow creature, as its body is constantly wracked by heavy rain, thunder and powerful winds, and as such, it needs a great deal of effort to not collapse under its own forces. The storm elemental is connected to the lightning elemental, as it is the storm elemental’s job to obtain energies from the environment. As the storm elemental is very vulnerable to interference (though still lethal to the touch, especially to those covered in conductive metal), it needs the lightning elemental to defend itself, roaring every time it gives energy to its twin elemental.

### Succubus Arcanist

Succubus Soldiers are a developed form of the family of demons known as “succubus”. Succubae arcanists have been altered to finely tune their magical talents, at the cost of their physical strength. Succubae arcanists are the size of a common succubus, but with a pair of demonic wings, which can range from reptilian to insectoid, heavily inscribed with demonic runes. From their back, a series of insectoid claws and tentacles help the arcanists to channel the magical energies for their evil deeds. Multiple pairs of arms, some physical and some made out of dark energies, constantly wave around, with their arms inscribed with the results of the dark rituals finished, burnt into their skin with the burning blood of their victims. Succubae arcanists ooze magical energies, to the point they are always levitating, never able to touch the ground on their own. Every open wound an arcanist suffers will cause severe burning emissions of raw magical energy, which can cause magical wounds into whatever comes near it. Witchelven praise the succubae arcanists, as they believe their blessing will help them turn them into fellow succubae, only for them to be suffer for eternity once the arcanists turn them into lower demonspawns.

### Succubus Cherub

Succubus Cherubs are a developed form of the family of demons known as “succubus”. Their task within succubae hierarchy is the temptation ad corruption of religious personnel, saints, preachers, clerics and other important people of the cloth. They will do this by camouflaging themselves by passing as messengers of their divinity, exhorting their praises and imitating the behavior best suited to pass for a true divine envoi. Once the succubus cherub has its grasp on the individual, it will incite its victim to spread the word of the god, gaining enough of a following due to the miracles and powers granted by the cherub, always camouflaged as divine blessing. And once that is done, the succubus cherub will start slowly but surely corrupting the flock into debauchery, bringing them inexorably to damnation. That way, succubae can end up feeding off those more resilient due to the protection that grants their religious convictions. Succubus cherubs have an angelic appearance, though most of the time they can mimic the ideal appearance that the victims have of what a messenger of their god would be.

### Succubus Dominator

Succubus Dominators are a developed form of the family of demons known as “succubus”. They are one of the most powerful members within the ranks of the succubae, often serving as leaders of their armies, only below the Duchess of Hell and the Greater Demons Succubae. They have an uncanny and unnatural figure, having lost any pretense of humanity or mortality, showing a true demonic appearance that causes dread and fear in those who see them. Their arthropod-like bodies are segmented, often having legs covered in the screaming souls of those who have been its victims, still howling in pain and agony. The succubus tail has become a massive prehensile stinger, with a poison that, if injected fully, can turn a mortal into a lower demonspawn after months of painful transformation. Their upper half is humanoid, often having multiple arms and legs in a clear mockery of the human form. They have no eyes or mouth, instead communicating through telepathic messages and images. Succubae dominator are incredibly strong, as well as powerful spellcasters, often having their own domains within the succubian necropolises, where hundreds, if not thousands of slaves are locked in an orgy of violence and torture.

### Succubus Gorgon

Succubus Gorgons are a developed form of the family of demons known as “succubus”. They are an evolved version of the succubus soldier, which has been transfigured into more of a bestial appearance. Their lower half has become serpentine; having either one or two snake tails, and from its head and back sprout multiple reptilian heads. Its face has been contorted to loose all humanoid semblance, often with a massive jaw that can rip a human head in half. Its magic has focused into the ability of spread terror in those who see them, paralyzing them while the succubus gorgon cuts them down. Succubus gorgon are still quite skilled fighters, both in armed and unarmed combat, and are blindingly fast even without their influence slowing down the enemy’s movements and reactions.

### Succubus Guardian Hound

Succubus Soldiers are a developed form of the family of demons known as “succubus”. These succubus have been transformed by the higher succubae into bestial creatures, often with the body of reptilian horrors, a middle point between a dragon and a lion. Their bodies are covered in scaly spikes, and they have three pairs of clawed legs. Their succubus tail is replaced for a more animalistic tail, much longer and powerful, but considerably less skilled. The front part of their body resembles more a typical succubus, with their natural allure tuned to the point of causing great cognitive dissonance: the sight of the face of one’s most desired object of lust in the body of a horrifically bestial monster can generate an enormous sense of shock and dread, incapacitating the victim enough for the succubus guardian hound to tear them apart with its claws. Succubus Guardian Hounds are adored by the witchelven as beholders of particularly cruel rituals and torture, which are willing to tell if enough sacrifices are brought to them.

### Succubus Horror

Succubus Horrors are an anomalous form of the family of demons known as “succubus”. These strange, misshapen creatures are believed to be the result of a harsh punishment of a succubus who has committed a great sin against their kind and their goddess. To pay for their misdeeds, these succubae are turned into mindless monsters, with the body of hellhounds and other freaks from their realm. Their previously seductive face has been twisted and broken, turning into an animalistic mockery of what once was. While the succubae horrors are not sentient in any meaningful way, the part of their minds that can suffer is left intact, so they can experience all the pain of turning into a monster for as long as they live. Succubae horrors are often thrown into the battlefield in packs, attacking anything that is in front of them without any care or remorse, while their howls of pain and anguish cause terrible dread and fear in the hearts of their enemies.

### Succubus Hunter

Succubus Hunters are a developed form of the family of demons known as “succubus”. They have been through a tortuous process to become incredibly skilled in the arts of chasing down important targets. For that end, they can survive for months and months without feeding of the lifeforce of humans, being the most resilient of succubae in that regard. The succubae hunters are able to detect their target if they are given anything that belonged to them, as they can detect even the minutest of effluvia. Once a succubae hunter has detected its prey, it will stalk it for as long as it needs, waiting for the time where it is most vulnerable, either while sleeping or during other unexpected movements. And once the time comes, it will barrel down against it, tearing them apart with their massive claws, its jaw or its poisonous tail. Despite succubae hunters having the remnants of wings, they cannot fly. Instead, they can mimic themselves into near any background, using their miasma to make people ignore its presence, being the complete opposite of most succubae effluvia.

### Succubus Macabre

Succubus Macabre are a developed form of the family of demons known as “succubus”. They are a strange entity within the succubae, as their magic specializes in necromancy. However, as necromancy is seemingly contrary to the nature of the demonic succubae (after all, the demonic cannot consume the energies of the undead), their bodies and souls have begun to rot away, with their bodies showing their insides as their skin falls off. However, even in this degrading state, succubae macabre have seemingly any sense of reason, rising as many dead as possible, ordering them to kill as many as possible, all while rising the bodies and putting them into surreal dances, which will last until the bodies decay so much they can no longer move. Succubae macabre are wildly hated by the entire succubae community, as their necromantic ways and their waste of perfectly viable life energy into these infernal balls are seen as an insult to the Succubus Queen herself. Thus, all succubae macabre are rogue succubus, often living in areas of dark magic, having been summoned by an incautious summoner. Most succubae will attempt to take down and capture succubae macabre alive, as they are reserved a great punishment for their sins if they are brought to the succubian necropoles. Succubae macabre have been rumored to be linked to the dancing curse, but all research point out this not to be the case.

### Succubus Screamer

Succubus Screamers are a developed form of the family of demons known as “succubus”. Succubus screamers are designed to demoralize and torture the enemies during great battles. They are seemingly identical to a greater succubus (safe for one or two extra heads sprouting from its neck), but during a fight, their body will begin to split apart by the middle to reveal dozens of different screaming heads and mouths. These will begin to moan and scream until reaching incredibly loud and high pitched tunes, singing terrible threats of doom in eldritch languages. These are designed to be heard from miles, scaring pack animals and gripping the hearts of men in terror. Screamers are also in charge of the torture dungeons of many of the succubae in the higher echelons of power, dedicated to creating new ways of producing screams of pain and horror for later usage in the field of battle.

### Succubus Seer

Succubus Seers are a developed form of the family of demons known as “succubus”, and one of the rarest. They rarely interact with those of their own kind, and rarer still interacting with those outside of them. Succubus seers are incredibly old beings, twisted by the ravages of time and magic when by all accounts that should not be possible. They have lost their ability to produce their alluring miasma, and their face has become that of a bestial creature, with eyes completely white. They completely blind, but they are said to be able to see anyone’s fate when looking at it for long enough. They often hide in some of the deepest parts of the succubus breaches, but from time to time, a succubus seer will appear to bring forth a prophecy, either to a fellow succubus or to a mortal, and then go back to its lair to meditate. It is said that gaining the eyes of a succubus seer will allow one to see the threads of fate as well, but in return they will slowly but surely be turned insane.

### Succubus Siren

Succubus Sirens are a developed form of the family of demons known as “succubus”. Succubus sirens are believed to be a cross between succubae and an unknown kind of demon, its origins and nature unknown. Sirens have the upper half of a succubus, with three to six pairs of clawed arms and deep blue eyes. However, their lower half is composed of multiple centipede-like bodies, all attached back into the succubus’ torso. Across these insectoid bodies, dozens and dozens of creatures live in symbiosis with the succubus. Once the siren enters into the battlefield, it will begin chanting a soothing melody, often playing demonic instruments, which serves to both captivate and enthrall the hearts of men and to lead its swarm of insects to war, spewing them from its body in the dozens. These insectoid monsters will then seek those victims paralyzed by the music, and then begin burrowing into them from any possible orifice. After a couple of hours, the body will dry up and die, and from it, more insects will be born, bringing the life energy of the dead victim back to the siren to feed it.

### Succubus Soldier

Succubus Soldiers are a developed form of the family of demons known as “succubus”. These succubus are very similar in shape and height to the common succubae, but they have been under a series of magical rituals that have somewhat neutered their natural allure. Instead, succubae soldiers focus all of their energies into physical strength and speed. Succubus soldiers are well known as guardians for the higher forms of the succubae demonkind, and are given demonic weapons to increase their unnatural talents even more. However, many succubae have shown that the rituals that increase their physical strength and skill are actually poisonous to the succubae soldiers, as the martial way of life is antithetic to the nature of the succubae. As such, succubae soldiers have to relish in fight, defeating their enemies in the most violent, gruesome and painful way possible, seeing as it is the only way they gain meaningful sustenance.

### Swamp Elemental

Swamp elementals are a strange type of elemental, only really appearing in the domains of the Bog Witch. These creatures are brought forth in dark summonings either by powerful mirewenches or by higher beings like the Bog Witch’s own daughters. They are a type of earth elemental, but due to the powerful and evil magic of the swamp, they are corrupted into different beings, as all the horror and death seeps through them. Because these beings have the dark energies of the Bog Witch within them, they become eldritch figures, with the bodies of those long dead, buried and decayed attached to them, moving and screaming as they were alive.

### Swamp Gas Elemental

Swamp Gas elementals are a strange type of elemental, only really appearing in the domains of the Bog Witch. They are a derivate from the swamp elemental, being brought forth by a swamp elemental growing strong out of the death and decomposition from the swamps. The amount of gas around the swamp elemental will make it spawn lesser spawns, made out of the noxious gasses born in the swamps. These gases are both poisonous and highly flammable, quickly drifting into anything that the individual who summoned the original swamp elemental wanted. However, swamp gas elementals are often small, dividing into smaller elementals instead of growing into a singular massive elemental.

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### Trap Book

See Biblion

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### Urmanitor

The Urmanitors are a strange species of monsters that roam the areas between the Bog Witch Swamps and the Cursed Battlefield. Noone really knows much about these creatures, due to how difficult they are to find and track, and how dangerous they are if one finds you. They are the size of ogres, with extremely sharp claws and powerful legs, allowing them to cross the dangerous bogs with ease, even if they have to climb up the swamp trees. Their barely humanoid shape is punctuated by a bovine skull, seemingly devoid of a brain, eyes or tongue, lacking any bit of meat. Their body lacks any skin, with their musculature exposed and in many ways rotting, but it doesn't impede the creatures' movement. The urmanitors chase anything barely humanoid or sentient, hiding behind the mists of the swamps, to gore and gut them. The urmanitors do not eat the remains, prefering to leaving them sprawled on the ground, the grizzly spectacle forgotten in the middle of nowhere. In fact, it is not really known what these creatures eat, if anything at all. They are ambush creatures, only making a noise when they are close enough to their prey to pounce, a sound similar to a bull in pain.

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### Water Elemental

Water elementals are one of the most common types of elementals. As one of the four most basic elementals, their liquid bodies flow around creating waves all around it, swirling and foaming wherever they go. They are incredibly flexible and mobile, able to go through even the tiniest crack if it has enough time, and causing great damages to structures while doing so. It also can reach massive sizes quite fast, as it can absorb the moisture in the air and add it to itself. Despite this, the water elementals can hide if they feel threatened, filtering through the ground or going deep into rivers or lakes, peerlessly camouflaging with its environment. Water elemental cannot be hurt through blunt force, as any attack simply goes through its watery body without actually dealing damage. However, water elementals have been seen weakened by crossing areas of dense foliage, as if the plants are well rooted enough, they will absorb part of the creature’s water. The best way to deal with water elementals are magical solutions, combining cold and heat to dissipate its energies.

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