recursal/Fanatic-Fandom huggingface dataset:
Eredar warlock

— The wiki's staff

 **Language(s)** | * Eredun

**Eredar warlocks** are a magically-gifted race of demonic eredar, usually Man'ari.

## Overview

Archimonde was the sole example of an eredar hero unit called the "Warlock".

Born of the eredar race, warlocks are absolutely corrupt and unimaginably powerful. Their chaos magics have burnt out whole worlds and annihilated countless species over the aeons. Kil'jaeden taught the orcs the secrets of warlock magics, but the orcs could never master the powers of entropy and destruction as well as the wicked eredar. Under Archimonde's command, the warlocks serve as the Legion's tacticians and strategists.

## Background

Eredar were supreme sorcerers at the dawn of the universe. Some believe that they devoured their own world by using radical warlock magics. They consumed all life around them and set out to find more places of mystical power. The eredar were Sargeras's first recruits in the Burning Legion, serving as tactical advisors and intelligence officers. Eredar warlocks are now counted as some of the greatest sorcerers in the universe.

## Ecology

### Sociology

Preeminence in eredar warlock society depends almost entirely upon magical power. Those who command the greatest selection of paramount spells - and thus in theory the greatest magical arsenal - rise to higher ranks. Those whose arcane abilities top out at such pitiful cantrips as wish and shapechange are grunts and lackeys, scarcely worthy of notice.

### Combat

Eredar warlocks are spellcasters first. They have been known to flick their fingers in an enemy's direction, causing flesh, bone, and even steel to flare with entropic fire. They avoid combat with even an innocuous foe until they can establish a collection of defensive and self-enhancement spells. Most maintain a mage armor or frost armor effect continuously. If the enemy seems weak and not worth the expenditure of spells, eredar warlocks wade into combat with their claws. If the enemy is strong, an eredar warlock creates an advantage of numbers, summoning monsters, enchanting his opponents, and using spells that divide his enemies.
Binary Identity

This was a criticism of intersectionality which argued that it relied on static and fixed classifications or categories in which identity was dependent upon these opposing forces such as “homo” and “hetero” or “woman” and “man.” This form of thinking reinforced the notion that power structures affected everyone equally in the same way and that there was a such thing as a universal identity that could be applied to everyone within that classification or category (Marcus).  [Satveer]
Fire giant (D&D)

— The wiki's staff

 **Homeland(s)** | * Elemental Chaos
* Prime Material Plane
 **Language(s)** | * Giant
* Jotunild

**Fire giants** are a type of giant.

## Ecology

### Description

Fire giants are around 12' (3.66m) tall and dwarf-like in appearance and build, with orange or red hair and very dark skin, weighing around 7,000lbs (3175kg).

### Society

Fire giants live in small family groups (huslyder).

## Environment

They prefer to live in hot environments like volcanic areas, either in caverns or castles, and exist in societies often led by a king or a queen. Their clothing is usually flame-coloured or black, and singed, and their armor is steel. Fire giants will use magically flaming weapons if possible, and attack with rocks heated in fire or lava. They favour the taking of captives and will often take payments from less powerful creatures in the surrounding area in exchange for not attacking them. Although fire giants are immune to fire, they are particularly vulnerable to cold. A fire giant's vision is particularly well adapted to cope with the shimmering associated with high temperatures. Fire giants speak Jotunild and Jotun.
Crypt fiend

— The wiki's staff

 **Language(s)** | * Nerubian

**Crypt fiends** are undead nerubians. These large, mummified creatures appear to be a genetic cross between humans and spiders. Their lower bodies are supported by six spindly arachnid limbs and their heavily bandaged torsos are human in form.

Crypt fiends can be found most notably in Northrend, but also in the Ghostlands, Eastern Plaguelands, Stratholme, and Scholomance. There is also a crypt fiend in Razorfen Downs and another one in the Blackrock Depths.

## Background

The cunning crypt fiends were once the lords of the ancient spider kingdom of Azjol-Nerub that spanned the entirety of Northrend in ancient times. However, the crypt fiends' power base was destroyed by the Lich King, Ner'zhul, when he and his undead Scourge took control of the frozen continent. The Nerubians that had fallen in the war were resurrected as slaves for the Lich King's army. These reanimated insectoids became known as the crypt fiends because they still wear the tattered remains of the linens in which their corpses were mummified. These aberrant creatures are capable of summoning swarms of vile insects and projecting web-like strands to incapacitate and harm their enemies.

The crypt fiends appear in many places around Northrend, fighting for the Scourge. Crypt fiends also appear scattered throughout the Ghostlands and the Plaguelands, defending territory claimed by the Scourge. Weaker crypt fiends called Nerubis Guards can be found at the destroyed village of Suncrown Village. There is a bounty on their leader, Anok'suten. The Scourge's stronger crypt fiends defend Deatholme.
Ghost (D&D)

— The wiki's staff

 **Alignment** | * Lawful Neutral
* Neutral
* Chaotic Neutral
* Lawful Evil
* Neutral Evil
 **Homeland(s)** | * Fungus Plane
* Prime Material Plane
* Shadowfell
 **Language(s)** | * Common

A **ghost** is the spirit of a deceased humanoid. This type of undead is incorporeal in nature and only vulnerable to conventional weapons on the Ethereal Plane. A Ghost Brute is a ghost of an animal, plant, or magical beast that is stuck to the material plane.

## Overview

A ghost is a creature on two planes, the material and the Astral Plane. A ghost's connection to the material plane is severed when you destroy it, but in a few days the ghost will usually come back. Ghosts are a repetitive nuisance for those who live in one's particular haunt.

A ghost can also be under the control of wizards, sorcerers, liches, etc. In this case the ghost is finally put to rest when destroyed on material plane or the master of the ghost is dead. This is usually uncommon though, because to raise a ghost uses a lot more magic than raising a regular undead. A ghost's weapons usually consist of whatever weapons they carried in their mortal life and maybe a spell or two if they were a wizard or sorcerer, which is not the same as a lich.
Erinyes

— The wiki's staff

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

**Erinyes** were baatezu devils of the Nine Hells.

## Ecology

### Description

Erinyes originally appeared as beautiful women and men, with large feathered wings and glowing red eyes. They could be mistaken for a celestial. An erinyes generally stood around 6 ft (1.8 m) tall and weighed approximately 150 lbs (68 kg).

After Asmodeus' ascension to godhood, the erinyes lost their wings, and received hooves and fangs in return, which made them look beastly.

#### Abilities

An erinyes could use the spells of charm monster and minor image, and in common with other baatezu they could cast an unholy blight and greater teleport at will, as well as act under a constant true seeing. They could summon lemures and bearded devils to assist them.

An erinyes had the special power to animate a rope and use it to entangle a victim.

They could also cast a spell of fascination on their chosen victims.

### Combat

Erinyes usually wielded a longsword, but their primary weapon was a shining red +1 flaming composite longbow. They preferred to use it to fight a distance or from above, and used their powers to distract or disorganize their foes. They liked to tie up an enemy in a rope and fly them high into the sky before dropping them.

### Society

Erinyes typically served as scouts or servants to powerful devils, and sometimes as their concubines.

Some erinyes took advantage of their beauty and resemblance to celestials, and attempted to masquerade as angels.

Erinyes spoke Infernal, Celestial, and Draconic languages.

## History

Legend in the Nine Hells told that the first erinyes were angels who fell from the heavens after being corrupted by temptation or committing some misdeed. Modern erinyes were their descendants.

Following the ascension of Asmodeus, the erinyes received mastery over the succubi, but were transformed into devilish forms.
Half-gnoll

— The wiki's staff

 **Alignment** | * Chaotic Neutral
 **Homeland(s)** | * Phlan
 **Language(s)** | * Gnoll
* Common

**Half-gnolls** were humanoids with both human and gnoll ancestry.

## Ecology

These abominations were very rare, but a few had been seen in Phlan around the Moonsea area.

### Description

Most half-gnolls were large muscular beastmen with wild fur and yellowed teeth. Many half-gnolls had monstrously large canine eyes and snouts like a hyena which ended with a human nose and pink lips.

### Personality

Even though these monsters acted and lived with gnolls, they seemed to think with human intelligence.

### Combat

In battle, many half-gnolls wielded large swords and rusty daggers.
Artist genie

— The wiki's staff

 **Language(s)** | * Common

**Artist genies** were special tasked genies in Zakhara who were brilliant craftsman and artists capable of creating masterpieces so long as their masters treated them well. Enslaved, charmed, or mistreated artist genies always produced inferior work.

Artist genies were once dao and djinn but were reshaped over time.

## Ecology

These genies depended on their patron and were only found where knowledge people could appreciate their work. Artist genies separated from the tools of their trade eventually went mad or died.

### Description

Artist genies varied in appearance based on their specialization.

### Combat

Artist genies could use the following spell-like abilities: duo-dimension, mirror image, illusion, polymorph self, and stone shape.

### Habitat and society

Artist genies were sharp rivals with each other. The talked freely with other skilled creatures but disdained those who were deemed untalented.

These genies were often very eccentric, wearing clothes bordering on the latest fashions and consuming bizarre foods on a regular basis.
Bugbear

— The wiki's staff

 **Language(s)** | * Common
* Goblin

A **bugbear** is a massive humanoid distantly related to, but larger and stronger than, goblins and hobgoblins. Like many goblinoids, bugbears speak Goblin. They are one of the only goblinoids to be covered in fur.

## Ecology

### Description

Bugbears resemble hairy, feral goblins standing seven feet tall. They take their name from their noses and claws, which are similar to those of bears. Their claws are not long and sharp enough to be used as weapons, so bugbears often armor and arm themselves with a variety of purloined gear. Most often, this gear is second-rate and in poor repair.

Many scholars now believe that bugbears and goblins were both bred by the hobgoblins as slave races, with bugbears serving as elite soldiers.

### Psychology

Bugbears, like other goblinoids, have a reputation for being dim-witted and brutish. This claim is not unfounded and like their kin bugbears have easily provoked tempers and are prone to fitful rages. Few bugbears overcome this nature and their culture's brutal nature. Bugbear heroes, though rare, are heard of and can acquire significant renown if successful. Often the motivation for this change of heart comes from the rewards earned from virtue, which in the long term are more pleasing than the short-lasting pleasures of evil.

### Society

Bugbears are often found in the company of other goblinoids, particularly goblins, since tribes made up mostly of hobgoblins and bugbears tend to be wiped out quickly by other races as a precaution. Some bugbears also operate independently, though tribes ruled by hobgoblins are better organized and less savage. This is in part because bugbears have little patience for diplomacy or negotiation, preferring violent solutions to conflicts unless obviously overpowered. In general, bugbears live a life based around survival and become rogues, though many also make excellent barbarians.

#### Religion

Bugbears have their own pantheon, led by Hruggek. Bugbears often decapitate their enemies as a way to honor Hruggek, who is said to do the same. Since the Spellplague the power of Hruggek has been diminished and the god now serves as an exarch of Bane, the god of tyranny.
Eldritch giant

— The wiki's staff

 **Homeland(s)** | * Feywild
 **Language(s)** | * Abyssal
* Giant
* Common
* Terran

**Eldritch giants** are ancient and powerful scions of arcane lore, spending their years seeking out fragments of knowledge.

## Ecology

### Description

Somewhat resembling burly but serious and wise versions of storm giants, Eldritch giants have purple skin that is covered with tattoos and runes.

### Personality

Though selfish and cruel, Eldritch giants are smart enough to bargain fairly when they must and perceptive enough to know that conflict distracts them from their studies. Unlike most giants, they are quite capable of casting spells and other magic.

Eldritch giants hate their storm-bred kin, though they are too involved with their pursuit of magical power to bother with fighting them.
Abyssal ghoul

— The wiki's staff

 **Language(s)** | * Abyssal

**Abyssal ghouls** were extraplanar undead creatures that served the drow goddess Kiaransalee.

## Ecology

### Description

Appearing much like an ordinary ghoul with a twisted and bestial humanoid form, an abyssal ghoul differed in a few ways. It had hideously elongated fingers and toes that ended in wicked-looking claws. Dangling from its mouth was a tongue, roughly 1 ft (0.3 m) long, that trailed into incorporeal smoke. Its eyes were effectively blind.

#### Abilities

Very strong for its size and surprisingly agile, an abyssal ghoul could overpower most foes with its savage attacks. Despite being blind they compensated more than adequately with their other senses.

### Psychology

Despite their bestial appearance, abyssal ghouls were possessed of a great deal of cunning. Most notably in battle, they would work together to outmaneuver an opponent and pick their perfect moment to strike. Opportunistic combatants, they would sometimes lie in wait for just the right moment to pounce.

## History

Abyssal ghouls were the servants of the drow deity of undeath, Kiaransalee, typically serving her whims. During the Silence of Lolth in 1372 DR, Irae T'sarran summoned numerous abyssal ghouls to the besieged city of Maerimydra, where they eagerly harassed the forces of Kurgoth Hellspawn.
Felguard

— The wiki's staff

 **Language(s)** | * Eredun

The **felguard** are the Burning Legion's race of rank and file demonic soldiers and front-line troops conscripted from the mo'arg species. Felguard are among the demons Sargeras fought against while he was in the Pantheon.

## Ecology

### Description

The felguard are tall, broad shouldered, muscly warriors who wield weapons of a generally twisted, curving variety. The felguard's skin ranges from blue, red, yellow/orange to various shades of these colors and black. They tend to stand anywhere from 6 to 8 feet, though some are reported to far exceed these sizes. There appear to be a few breeds, or races, within the felguard caste of mo'arg. The majority have large horns or spines protruding from their backs, and smaller ones on their forehead. Felguard armor tends to cover their right arm, legs, back and head, and they seem to choose from a small variety of giant, cruel looking axes or swords, and have not been reported to use shields or other types of weapons. The felguard legs are always covered in armour when they are in combat, so as to their feet, none can be sure, though one would assume them to have feet akin to humanoids because of their leg structure, which hardly supports hooves.

### Combat

The felguard operate under the direction of doomguards, pit lords, and other Legion commanders and generals. Felguard are treated like fodder troops, driving the Legion's attack on the universe forward like a relentless force of nature. While most other demons rely to some extent on magic and trickery, felguard eschew these subtleties, instead relying on sheer strength to overwhelm their foes. While under the command of a higher-ranking demon or a warlock, a felguard makes the perfect soldier. Each is a disciplined follower outside of combat, calm and patient. When commanded to fight however; they become wild and merciless, an army of raging felguard is a terrifying sight.

Felguard are only trained in fighting, so that's about all they do. In combat they split up to take on as many foes as possible. At first glance this tactice might seem like a mistake since it divides their power, but this is just for a short while. The felguard use this tactic to locate weakness in the enemy lines. Once a weak opponent has been located, all nearby felguard retarget to this individual. Felguard are good at coordinating their attacks and flanking their opponents. A raging felguard is reckless, but not stupid. It coordinates well with its allies, and usually obeys orders (if it can hear them over its deafening battle cries). A felguard loves battle, sometimes refusing to flee from a combat that it believes it has a chance of winning. Demonic generals know and accept this limitation, and plan their strategies accordingly.

## Trivia

* Felguards are members of the mo'arg species.
Fel golem

— The wiki's staff

 **Alignment** | * Lawful Neutral
 **Leader(s)** | * Lor'themar Theron (Horde)
 **Language(s)** | * Thalassian
* Eredun

**Fel golems** are golems that are powered by fel energy. Following the death of Kael'thas Sunstrider and the defeat of the Burning Legion on Quel'Danas, many have been taken into the Horde.
Ashira

— The wiki's staff

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

**Ashira** were spirits of trees that lived mainly in palm trees, plum trees, banana trees, etc. These creatures were a subspecies of the fairies that lived on the open spaces of Zakhara. They led joyful and carefree lives and often were close friends of people who looked after their trees. People could sometimes hear their beautiful singing at nights.

## Ecology

Ashira could eat fruit from their garden, but more often they spent the day soaking up the energy of the sun. Ashira very often depended on the people who protected them, planted new trees, and help them managed their garden.

### Combat

Ashira were very peaceful creatures and always preferred to flee from battle, if their trees were not threatened or in danger. However, if presented with a direct threat to their garden, they could be very dangerous and bloodthirsty. To avoid a fight, they often used a spell of charm, although usually tried to negotiate first without the use of magic.

Their main difference from dryads was that ashiras held no attachment to a specific tree; instead, they were attached to the whole garden or orchard. If the whole garden was threatened, then all the ashira there rushed frantically to its defense. If an ashira saw that it was losing a battle, then it could hide in any tree in their orchard.

One interesting habit of ashira was that they would never kill a defeated enemy, preferring instead to treat and heal them and carry them far away from the garden.

### Habitat and society

Ashira possessed a clan-based society and lived together very amicably. When they gathered, they almost constantly sang and danced and had fun. All decisions they took together, voting and taking the opinions of each member of the clan. If an ashira was forced to live alone, it became morose and moody.
Ghaele

— The wiki's staff

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

The **ghaeles** are a type of noble eladrin who are the embodiment of winter. As such, they are native to the Feywild, but many also live in the celestial planes such as Arvandor and Celestia, where they are the knights-errant of the celestials. They are powerful warriors that delight in the hunting and slaying of evil in all its forms, especially fiends, dragons, and undead. They are quick to make friends and lovers, but equally quick in the slaying of an enemy.

## Ecology

### Description

A ghaele appears to be a fey-like humanoid of idealized physical proportions, often clad in shining armor and wielding weapons of great magical power. They can change their forms to appear as a shimmering form of light.
Derro

— The wiki's staff

 **Language(s)** | * Dwarvish
* Undercommon

**Derro** were a species of monstrous humanoids that inhabited the Underdark.

## Ecology

### Description

Derro appeared to be some degenerate hybrid of dwarves and humans. Their rough skin was white with blue undertones and had sporadic tufts of coarse tan or pale blond hair. The eyes of the derro lacked any visible pupils.

Derro were degenerate and evil creatures of the underground, created from dwarf and human stock by some nameless deity of darkness and madness. Incredibly cruel and murderously insane, they enjoyed taking slaves and torturing surface dwellers (especially humans) to death.

Derro were afflicted by a form of racial madness, which most often manifested as delusions of grandeur coupled with an overpowering urge to inflict torment on other creatures. Derro were capable of holding their murderous impulses in check for short periods of time in order to cooperate with creatures of other races, but such arrangements rarely lasted more than a few weeks. Of course, no derro was capable of recognizing that he was out of his mind.

### Combat

Derro were stealthy and bloodthirsty. They liked to carefully arrange cruel traps and deadly ambushes, and struck savagely from hiding. They delighted in taking captives who could be tortured to death later, and favored traps and poisons that disabled without killing.

### Society

Derro were widespread and were likely to be found in small bands throughout the Underdark. Derro warrens existed in many drow and duergar cities; independent derro strongholds lay in the deepest reaches of the Underdark. Derro scouts and marauders searched the areas around their settlements for victims to enslave and torment.

The derro were a strange and sadistic race. While clever and stealthy they were also murderously insane. It was very common for derro to devote themselves to some strange quest, such as collecting only certain types of gemstones or slaying as many members of a particular race as possible. Some derro were assigned specific missions by powerful derro savants, with the possibility that they might even join a company of comrades to fulfill some irrational goal.

#### Religion

Most derro revered the god Diirinka, but very few became actual clerics.

## History

Legend has it that the derro originally lived on the surface of Faerûn. They opened portals to the Far Realm which offended the World Serpent who cast the derro into the Underdark.
Celadrin

— The wiki's staff

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

**Celadrin** are a planetouched race that resulted from the union of non-noble eladrin Tel-quessir with noble eladrins (usually Firre). Many of the celadrin encountered outside of their homes are warriors, though they are also known for their skill as bards.

## Ecology

### Description

Celadrin are of medium height and size. Celadrins resemble sun elves with their same golden colored skin, but they also possess gold eyes and flame-red hair. They prefer to wear brilliant robes, often times fine silk with touches of silver and gold.

#### Abilities

Known to be quite dexterous and charismatic, but with a frail constitution, celadrin have a number of useful abilities. They can see in the dark and have resistance to fire and sleep spells and effects. They possess a fiery gaze that lets them occasionally cast a scorching ray from their eyes. They are most notable for their melodious voice however, which is said is able to influence beast and humanoids alike.

### Society

Celadrins are usually found living with sun elves, although a few are known to wander the world before eventually settling down in distant elven or eladrin settlements. They usually live in communities with prominent temples to Hanali Celanil, and tend to venerate her as their patron deity, though they worship the entire Seldarine pantheon as well.

When forced to fight, they are cautious warriors who try to first learn as much of their enemy as possible. They then use that to find the most optimum time and location to fight, using ambushes, stealth, and hit-and-run tactics. Celadrin prefer to use longswords, rapiers, and bows in a melee fight, and their wizards often use sleep spells due to their kins' resistance.

Other than reproducing amongst themselves, celadrins also propagate from the union of elves and eladrin with noble eladrin, typically during the height of the summer solstice and consummated at Hanali Celanil's more wild revels.

## History

It is said that many celadrin can trace their origin back to the height of Myth Drannor, a time of liberation and understanding. After the fall of Myth Drannor, celadrins moved to Deepingdale and Lake Sember. They also originated from other communities with prominent temples to Lady Goldheart, such as Evermeet and Evereska.
Fairy (LoZ)

— The wiki's staff

 **Language(s)** | * Hylian

**Fairies**, also sometimes known as **Faeries**, are a race of small creatures.

## Ecology

### Description

Most Fairies are small creatures with healing powers, and they usually fly by means of delicate, insect-like wings. Their appearances vary: such as *Ocarina of Time*, they resemble small orbs of light with four wings, while in others they take the form of tiny, winged humanoid females.

## Background

Most Fairies possess healing powers; they can restore some of Link's health when he is wounded. From *A Link to the Past* onwards, these Fairies can usually be caught in empty Bottles for later use. If Link falls in battle while carrying a Bottled Fairy, it will automatically come out to revive him. Groups of Fairies can be commonly found in Fairy Fountains scattered through the land, although some may also occasionally be found by breaking Jars or cutting grass. In some games such as A Link to the Past, Anti-Fairies and Sparks can be turned into Fairies by using Magic Powder or the Boomerang. In Skyward Sword, Fairies can be summoned by drawing the Triforce on a Goddess Wall.

The second role held by Zelda Fairies is that of a traveling companion. Beginning with *Ocarina of Time*, Link has been accompanied on his travels by Fairy companions. Although in many cases they are used to facilitate gameplay guide the player, they also provide invaluable advice on what to do next or how to defeat certain enemies. In other quests, such as *Phantom Hourglass*, companion Fairies also serve as the cursor for guiding Link.

In *Ocarina of Time*, every Kokiri is partnered with such a guardian Fairy. The fact that Link is the only Kokiri without a Fairy (before Navi is assigned as his partner by the Great Deku Tree) is a major plot point and foreshadows the revelation that he is actually a Hylian child. In *Majora's Mask*, the Skull Kid had Fairy companions in Tatl and Tael. Tatl gets separated from them, and travels with Link to get his Hylian form back and to stop the Moon from crashing.
Glabrezu

— The wiki's staff

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

**Glabrezu** are one of the most powerful types of demonic tanar'ri. A glabrezu tempts its victims into ruin by luring them with power or wealth. Their imposing stature radiates authority and control, which they use to sway mortals into accepting their gifts...for a price. They use lies and deception to destroy the lives of all whom these demons meet.

## Ecology

### Description

This demon's broad, muscular body is as large as a giant, with two pairs of arms; one set is humanoid ending in hands, while the other is monstrous, ending in a pair of crab-like pincers. Its canine-like head is horned and it has a muzzle full of sharp teeth. A glabrezu stands 15 feet tall and weighs 5,500 pounds.

### Nature

Despite their physical prowess, glabrezus prefer to work behind the scenes, both on the Material Plane and in The Abyss. They rarely lead, but rather act as advisors, chief lieutenants, and spies for more powerful demons. Every glabrezu has an impressive list of grudges, secret agendas, and long-term schemes, some of which may take centuries or millennia to come to fruition.

Glabrezus do not offer pleasures of the flesh, but tempt their victims into ruin by luring offers of power, wealth, and respect undreamed of by even the most ambitious person. Strangely, they are unable to change, or polymorph, their frightening appearance, so they usually visit mortals in secret. They are most commonly summoned directly by a mortal; such as ambitious human wizards or drow priestesses who hope to make a bargain. Sometimes they find a potential victim on their own, presenting their 'gift' to this person whether or not they want it.

### Combat

Glabrezu prefer subterfuge to combat. However, if their attempts to entice or deceive fail, these enormous demons attack with a vengeance. They follow a confusion attack with melee attacks, hoping to finish off wounded foes with chaos hammer or unholy blight. A glabrezu’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Desert centaur

— The wiki's staff

 **Language(s)** | * Common

**Desert centaurs** are nomads who living in deserts of Zakhara and often doing raids on bandits camps. They are very fast and brutal raiders, the best in this matter. It should be noted, that the desert centaurs zealously protect theirs land.

In size they are inferior to forest centaurs but also have the longer, thinner legs of an antelope. Males grow long beards and females wear veils and beautiful clothes. During the trip, they carry their belongings in a small bag.

## Ecology

Centaurs constantly roam the desert from oasis to oasis and often meet native human tribes. When required they can attack or conclude a peace treaty with the tribe. Desert centaurs dislike genies and rarely go to the cites.

### Combat

Desert centaurs prefer to use spears, bows and scimitars. In close combat, they can also attack with their hooves. Desert centaurs prefer ranged weapons and try not to step into close combat. They often use tactics typical to the nomads, luring the enemy into an ambush and strike, then dissolve in the desert, if the opponent will withstand it all happens in the same way. Do not forget that the centaurs wonderful shooters, they can overwhelm their opponents a whole bunch of arrows.

### Habitat and society

Desert centaurs are nocturnal. Their excellent vision allows them to orientate perfectly in the dark. In the moonlit night a Centaur can see 200 meters. Tribes of desert centaurs live almost across all of Zakhara. They often engage in stealing cattle, and unlike humans they do not domesticate animals preferring to eat them immediately. Usually every tribe of Desert Centaurs has a priestess which simultaneously act as leader. She usually knows several languages ​​including trade language and sometimes the Debbi language. Women, except priestess rarely take part in the battle. Some centaurs also serve as security guards or scouts.
Garo

— The wiki's staff

 **Alignment** | * Neutral Evil
 **Language(s)** | * Hylian

The **Garo** are a type of undead.

## History

In life, the Garo were enemies of the Ikana Kingdom. Their nation sent several spies to investigate Ikana Canyon to gather intelligence, and even after they have died, they continue to haunt Ikana, ready to report to their superior. Their primary target in the Ikana region was the Ancient Castle of Ikana. Although they appear to be humans with cloaks, Pamela's Father claims Garos are empty shells, animated by willpower.

While information regarding their culture is scarce, it can be inferred that they had an elaborate code of honor. Any spies captured or defeated on enemy ground were required by law to commit ritual suicide and die without leaving a corpse.

The leader of the Garo is the Garo Master, who Link battles in the Stone Tower Temple. Unlike his underlings, the Garo Master uses a Bomb to literally explode at his defeat. The Garo's Mask, which Link acquires in a race against the Gorman Brothers, originally belonged to him.

## Ecology

### Combat

The Garo use long, sharp Swords in battle that can be easily blocked with the Shield. Blocking their attacks will render them weaponless, as their hard Sword strikes will ricochet off of the Shield and out of the their grasp. During Link's visit to Ikana Canyon, he can summon a single Garo at a time by wearing the Garo's Mask and wandering into an area where "a thirst for blood" looms. When the Garo realizes it has mistaken Link for its master, it summons a ring of fire and attacks. If defeated, Garo will "surrender their wisdom" and subsequently dissolve in green fire.
Bearded devil

— The wiki's staff

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

**Bearded devils**, also called **barbazu**, serve as shock troops in the Nine Hells armies, spearheading attacks by masses of lemures.

## Ecology

These devils are the elite soldiers of Hell's legions. They are savage fighters who will enter a frenzied rage before engaging in battle. Between wars, they find employment as guards and sentinels for more powerful devils.

### Description

Barbazus stand 6 ft (180 cm) tall and weigh about 225 lb (102 kg). They have thick beards make of coarse, wiry hair that oozes with foulness. They often wear infernal armor into battle, although their own heavily-scaled hide will shrug off almost any attack.

### Combat

Bearded devils are aggressive and love to fight. They revel in their battle frenzy, spreading mayhem among their foes. A bearded devil's natural weapons, as well as any weapons it wields, holds evil magic. These fiends will use the extended reach of their sawtoothed glaives to their advantage. Enemies who get too close will be grappled and subjected to the foul disease lingering in the devils' beards.
Structuralism

Structuralism is a field of study that argued that human experience could be understood as a structure and that the whole could be explained by the some of its parts. A lot of this thought is steeped within binaristic and static understandings of human experience. A lot of this thought is linear and ahistorical. [Satveer]
Puritanism

Puritans had very rigorously defined conceptions of gender and sexuality that shaped the way that American culture dealt with these topics.  The Puritans were shaped by the expanding acceptance of differing sexual practices in Britain and firmly rejected sexually permissive behavior.  “When the Puritans established a religious society in the colonies, they were determined to ensure that its members did not fall prey to the temptations and errors they had left behind in England.  Therefore they enacted strict legal sanctions against deviance from sexual and gender norms” (Bronski 8).  This included homosexuality, but encompassed any and all sexual behavior that did not occur within wedlock and was not done with the goal of procreation.  Hence outlawing sodomy (which covered all these bases) was a crucial aspect in controlling sexuality in burgeoning American culture.    [Alex]
Imga

— The wiki's staff

 **Language(s)** | * Daedric
* Aldmeris

The **Imga,** also known as **Great Apes**, are a race of ape-like beastfolk native to the province of Valenwood. The Imga, along with the other beastfolk of Valenwood, are believed to have prospered in the area before Aldmeri intervention.

## Background

The Imga commonly view Altmer as their superiors and view their society with high esteem. Imga are known to try to emulate their Altmer masters by wearing capes, duelling with swords and attempting to speak with dialect that presents perfect enunciation and courtly manners despite their heavy and baritone voices. Some Imga who desperately want to imitate their overlords are known to shave their bodies and powder their skin white to appear more like the Altmer. In doing this, they often accidentally cut themselves in the process. However, the prophet Marukh was an Imga who did not share the beliefs of his fellow Great Apes; in fact, Marukh apparently despised all Mer.

Imga refer to each other with gentry affiliated titles such as Baron, Duke, or Earl when addressing members of the Thalmor, despite not having any actual holdings of their own. Instead, Imga are normally known to take up refuge in old human trading posts of the Reman Empire that have long since been abandoned. Despite their use of old human trading posts as shelter, Imga seem to normally believe that humans are lesser beings than themselves and, in order to show this, pretend that humans smell bad when in their presence by holding a perfumed corner of their capes to their noses. Whether or not Imga still hold these anti-human beliefs is unknown, but some more recent sources seem to show them working with humans without any issues.

Imga are known to be naturally dexterous and can quickly climb through trees with relative ease. For this reason, colonies of Imga are known to annually harvest Kollopi from the precarious Graht-oak, a well-known Valenwood delicacy. Imga are considered by some to be idiotic and baboonish, often noted to grin everywhere they go. It is currently unknown how the reproductive system of the Imga works. Imga probably bear some relation to the much smaller Imgakin.
Nasser

**Agent Nasser** is one of the Secret Service agents stationed at the Eisenhower Executive Office Building at the White House along with Agent Fry. They are sent to hunt Ben down after the explosion in the White House, but they are unable to find him.

## Appearance & Personality

Nasser is described as being equally as imposing as Agent Fry, if not more. He has a crew cut.
RDX

**RDX** (**Research Department Explosive**) is a white chemical substance without smell or taste. It is widely used as an explosive and has a more powerful charge than TNT.

In *Spy School Revolution*, Murray Hill conceals a large chunk of RDX in a duffel sack strapped to his belly, which he gives to Agent Heather Durkee of the Croatoan. She attempts to launch it at several U.S.A. representatives from the top of a museum. The plan is foiled by Ben and the gang.

RDX was commonly used in World War ll and was often mixed in with other explosive material such as TNT. It was one of the first plastic explosives. The only civilian usage of RDX is in rat poison. RDX has been used in several weapons and terrorist attempts, as seen in *Spy School Revolution*.
Guardian genie

— The wiki's staff

 **Language(s)** | * Jannti
* Ignan

**Guardian genies** were special tasked genies in Zakhara who were sworn to defend specific items or locations.

These genies were once efreet but were reshaped over time.

## Ecology

Guardian genies were occasionally frustrated creatures since their task could never be completed as other tasked genies tasks were.

### Description

Guardian genies had two faces, one to watch forward and one to watch their flank. They were completely devoid of hair and had dark red skin. All four of their arms were heavily muscled. Guardian genies stood 10 feet (3 meters) tall and weighed 2,700 pounds (1,225 kg). Guardian genies never wore armor, relying instead on their tough skin for protection.

### Combat

Guardian genies were capable of moving at inhuman speed, lunging and attacking much faster than creatures smaller than them. A guardian genie always attacked enemy wizards first. They could wield weapons in each of their four hands equally well.

Guardian genies could hear a feather fall on stone from a hundred paces away. Combined with their all-round vision, this made them impossible to surprise. Guardian genies did not require sleep.

They could use the following spell-like abilities: shout, alarm, silence 15’ radius, detect invisibility, guards and wards, wyvern watch, blade barrier, and sepia snake sigil.

Guardian genies were immune to all illusion, enchantment, and charm spells and were resistant to all other forms of magic.

They could use a special breath weapon that came in the form of a cloud of green fire.

Individual guardian genies possessed unique powers as well.

### Habitat and society

Guardian genies were solitary, disliking social encounters. The spoke in brief sentences and disliked questioning. They required complete knowledge of any item or location that they were tasked to guard. They never guarded living creatures. Any creature that attempted to bribe a guardian genie was attacked.

A typical guardian genie’s contract lasted for either 101 or 1001 years and was renegotiated after it expired.
Horusath

— The wiki's staff

 **Language(s)** | * Qiraji

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

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

— The wiki's staff

 **Alignment** | * Lawful Good
* Neutral Good
* Chaotic Good
* Lawful Neutral
* Neutral
* Chaotic Neutral
* Lawful Evil
* Neutral Evil
 **Language(s)** | * Draconic
* Common

**Drakonid** (or **draconid**) are humanoid dragon-like creatures first seen by mortals in Blackrock Mountain.

## Background

### Blackwing Lair

It was believed that Nefarian had been experimenting with the blood of all of the various dragonflights to produce unstoppable warriors. The drakonid in Blackrock Mountain appear to be the result of some of the black dragon Nefarian's experiments with the blood of different dragonkin. The other places they are found in and other dragonflights they are affiliated with may disprove that theory, but the initial assumption was that alongside the blood-based experiments that created the chromatic dragonflight, drakonid (then only found in Blackwing Lair) were created from the blood of dragonkin and humanoids, while Chromaggus was created from the blood of dragonkin and core hounds (likely The Beast). Their origins are still mostly unknown, but they seem to come from empowered mortal humanoids.

They are meant to be the footmen and standard soldiers of the Legions of Blackrock, and though they have considerable magic resistances, a flaw does exist; each drakonid has a fatal weakness to one magic type, making it suffer enormous damage from that particular school. This weakness can be used to the advantage of any mortal army daring to step into the halls of Blackwing Lair in order to challenge the sinister Nefarian.

### Other dragonflights

Bronze colored drakonid can be found patrolling the Caverns of Time but are not hostile. Nether drakonid can also be found in Shadowmoon Valley, in the service of Illidan Stormrage, while the infinite dragonflight also employs drakonid of their own flight. Alexstrasza uses drakonids of all five primary dragonflights as the ground-based guardians of Wyrmrest Temple.

### Transformations

They have been said to be half-man, half-dragon, but this is likely a description and perhaps not to be taken literally. The Dragonmaw of Outland can also turn into drakonid. It is unknown how exactly they accomplish this, but it could be similar to how the Twilight's Hammer cultists achieve such a transformation. In Cataclysm, the Twilight's Hammer members in the Blackrock Caverns have been turned into drakonid as a type of 'gift'. Given the various origins given, it is more likely that there are simply multiple ways of creating drakonid rather than this being the sole method of creation. Coincidentally, both the Twilight's Hammer and the Dragonmaw in Outland capture and enslave the Netherwing Dragonflight's members.

## Types

* Red drakonid
* Blue drakonid
* Green drakonid
* Bronze drakonid
* Black drakonid
* Infinite drakonid
* Chromatic drakonid
* Netherwing drakonid
* Twilight drakonid
Frost giant (D&D)

— The wiki's staff

 **Alignment** | * Neutral Evil
 **Language(s)** | * Giant
* Jotunise

**Frost giants** are large types of giants that live in caverns or castles in cold, mountainous environments.

## Ecology

### Description

Almost always evil creatures, these giants stand 15' (4.6m) tall and weigh around 2800lbs (1270kg). They have blue skin and either white or dirty yellow hair and wear skins or pelts, along with jewelry they own. Their eye color usually matches their hair color.

### Society

These giants live up to 250 years in societies led by a "jarl" and often survive by means of hunts and raids, although are not below trading if the need arises. In frost giant society, the most important bond except that of the ordning is the family bond. The ordning is determined by a combination of the individual's ability to wrestle and boast. Communication in the community is through the use of speaking Jotunise and Jotun.

"Jarl" is the title used to describe the leader of a frost giant community. They are usually the most powerful in their tribe and usually have the best equipment.

A skald is a frost giant bard.

### Combat

In combat, frost giants will hurl rocks and then close in with battleaxes. They are immune to cold, but particularly vulnerable to fire, and have low-light vision. Their power visual senses extend into a higher end of the visible spectrum, allowing them to see more easily through snow and blizzards than other creatures. They will take prisoners if possible.
Grig

— The wiki's staff

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

**Grigs** are tiny fey creatures who love mischief and light-hearted pranks. They love playing tricks on larger creatures.

## Ecology

### Description

A grig appears to be a tiny sylvan creature with elven features. Their legs are like those of a cricket or grasshopper; these allow the grig to leap great distances. Leaping is not often necessary, as a grig also has a small pair of gossamer wings. The skin of a grig is light blue or green, and they often have bright green hair. The average grig stands about 2 1/2 feet tall and weighs about 1 pound.