recursal/Fanatic-Fandom huggingface dataset:
Dragonwrought kobold

— The wiki's staff

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

Kobold myths maintain that the race is descended from true dragons. One of the strongest pieces of evidence for this claim is the rare **dragonwrought kobold**. They are considered highly blessed by normal kobolds.

## Ecology

Although similar to kobolds by looks, they are all the more different. Stronger, faster and smarter, they are capable of rising to the position of a small deity in a kobold tribe should they want that. But, that is a rarity. Much like their relatives, the dragons, they are solitary and do not wish to have anything to do with other races. Also, they tend to hoard treasure, but are not very good at it.

The range of their wandering is a few miles around their lair. Rather than picking fights they avoid them. Only when they are absolutely certain that they are stronger, they attack. Their wings are weak and often can bear no more extra weight than half the weight of its owner. And, they can't breathe fire.

Their mating season is short and rare. One month every three years. And not all babies are born as dragonwrought kobolds. Those that are, live. Those that aren't, get eaten.
Da'ren Drokir

Da'ren Drokir is a distant relative to Thurbald, Rikord and Loslie. Da'ren Drokir is part of the McLad Clan in the east, also known as the Ladanate.

### Characteristics

Da'ren Drokir is slightly shorter than Rikord, a bit darker but a lot wider in frame. He rides on his mighty ram called Ra'Mhad. He is slightly older and also known for being a lad with good humor.

### Rikord & Da'Ren

Rikord met Da'ren Drokir on his travels in the east after meeting the three Great One aspects Norgan, Whetham and Vidav. The aspects guided him in the right direction where Da'ren Drokir was located. On the verge of dying of dehydration he met Da'ren Drokir on his mighty Ram mount in the middle of a vast steppe. Da'ren Drokir immediatly realized this was the man the prophecy spoke of. Da'ren Drokir and Rikord traded valuable information about the upcoming Vagina God threat. Da'ren Drokir told of swarms of Algazzors marching west. Rikord was given a band of mercenaries after leaving as a sign of good will from Da'ren. One of these were Berserker Barsik.
Demodand

— The wiki's staff

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

**Demodand**, also known as **gehreleths**, demodands are said to have been fashioned by one of the baernoloths, primal creations of Evil, exiled because of their chaotic taint.

## Ecology

### Religion

The gehreleths worship or honor a patron deity called Apomps the Three-sided One, a renegade baernaloth who was exiled to Carceri for the act of creating them.

## Habitat

Demodands were encountered in 1357 DR on the plane of Tarterus by the Companions of the Hall. As of 1372 DR, they dwelt on the Supreme Throne.

## Subtypes

The farastu and the kelubar can undergo a lengthy and painful process of self-liquefaction into the secretion they most frequently exude. These pools of tar and slime can be bottled and stored for centuries as a kind of "instant army". They are led by the shator, a race of shaggy scribes.
Desert giant

— The wiki's staff

 **Language(s)** | * Common

In the past, **desert giants** were numerous and lived in the deserts of Zakhara, but their number was decreased by a curse of the gods, which slowly but steadily turns them to stone. Being they are shepherds, they often travel with their herds. In the past they had built a great civilization but it has since succumbed to the ravages of time.

## Ecology

Desert giants’ livelihood is dependent upon the rain. Driving their herds after the rain to the green fields it brings. During droughts, the younger males will seek employment as mercenaries, using their pay to supply food for their tribes. When the drought continues for many years the giants are forced to seek refuge in the cities, even when this happens their numbers are miniscule compared to the other races.

### Description

Many desert giants, even the young often have an aged appearance due to the constant exposure to desert storms. They have dark hair and blue eyes, which turn brown before the giant turns to stone. The females cover their faces in a veil. They can live to about 400 years old and typically stand 17” tall and weigh about 7,000 pounds.

### Combat

Desert giants prefer to fight while mounted. Usually gigantic forms of insects, reptiles, undead horses and even the rare roc. Sultans of the past sometimes hired desert giants as mercenaries. The sight of these fearsome warriors could cause the stoutest units to turn and flee. Unlike other giants desert giants do not hurl boulders, as they are rare in the desert and taxing for the nomadic warriors to carry with them. But during their wanderings when they happen upon a jungle they will use the trees to make giant spears. Considered cherished items, they are passed from generation to generation. Chieftains often wield great scimitars handed down from their ancestors. Even an unarmed attack from a desert giant can cause serious harm. Certain desert giants have the special ability to return ancestors from a state stone or they may choose instead to summon stone battle mounts. The returned giants turn to dust and rock when defeated.

They are known as sand-shifters due to the way the returning ancestors cast away sand. Only 10% of desert giants have this ability. The complexion and texture of their skin so closely resembles their natural surroundings, that given sufficient time a desert giant can conceal itself to set an ambush. Some use this tactic after becoming bandits when they have lost their herds, something that is happening as their numbers decrease.

### Habitat and society

Having no permanent settlements desert giants are often found with or near their herds. They can strip all the vegetation with their passing. Others living in those lands can expect no reimbursement for the damage done as the giants feel the lands belong to those who can take them. Sultans often offer bribes to get the giants to leave, rather than try to drive the giants off the valuable farmland.
Chaos orc

— The wiki's staff

 **Alignment** | * Lawful Neutral
 **Language(s)** | * Orcish

**Chaos orcs** are orcs that drank from Mannoroth's Chaos Well in Ashenvale Forest and became corrupted.

## Overview

They were orcs of the Warsong clan that followed Grom Hellscream's decision to drink from the well to gain power in order to defeat Cenarius and his forces (Shadowleaves, Moonhunters, and Nightblades). By drinking from the well, they were further corrupted with more of Mannoroth's blood, turning red and growing larger.

Chaos orcs were capable of causing special damage known as Chaos damage. Chaos orcs were units seen in the *Warcraft III: Reign of Chaos* orc campaign.

Chaos orcs also fought under the banner of the Burning Blade during the First War. Some of the orcs who passed through the Dark Portal were driven mad, becoming chaos orcs and joining the Burning Blade.

Many chaos orcs were also seen serving the Horde after the Cataclysm as Dark Portal guardians. Sometime later, many joined Garrosh and his "True Horde".
Chitine

— The wiki's staff

 **Language(s)** | * Undercommon

**Chitines** were humanoids that resembled spiders and were found in the Underdark.

## Ecology

### Description

Chitines were about 4 feet tall and had four arms, each of which had an extra joint. Each of their hands and feet were embedded with claws, which allowed them to climb most surfaces. Their faces held faceted eyes and mandibles attached to their mouths. Chitines could spin webs from their stomach. Their skins secreted oil, preventing the chitines from sticking to their own webs.

### Combat

When possible, chitines used their webs to create pitfall traps to catch enemies unawares. Their ambidexterity and hooks in their hands made them extremely difficult to disarm. They were, however, sensitive to sunlight and bright lights.

### Society

Chitines usually lived in villages inside a cavern filled with maze-like webs. In the center of the cavern was always a temple to Lolth. The leaders of each village were choldriths, chitine priests that were in fact a different species.

## History

In the 13th century DR, chitines were created by Ched Nasadan wizards of House Mylyl as failed slave experiments. In 1305 DR, the chitines rebelled from drow enslavement and founded Yathchol.

In 1372 DR, the Forgotten Ones, driders of T'lindhet negotiated a defense pack with a group of chitines and planned to attack T'lindhet. In that same year, the nobles of House Teh'Kinrellz were saved from destruction because they were out on a chitine hunt during the fall of Ched Nasad.

## Locations

Chitines were found throughout the upper and middle-Northdark. However, the majority lived in several connected villages known cumulatively as Yathchol, located beneath the Far Forest. A few drow houses kept chitines as slaves, including House Melarn in Menzoberranzan and some inhabitants of Sshamath. A few chitines also lived in the Spiderhaunt Wood in Shadowdale.
Ghast

— The wiki's staff

 **Language(s)** | * Common

**Ghasts** were a subtype of ghouls. They resemble very closely their undead cousin, except perhaps being just a bit more slender and ghost-like.

## Overview

Ghasts were also far more deadly and cunning, with their paralytic touch dangerously affecting elves.

There is a stronger type of ghoul known as a ghast. They often lair with others of their own kind or act as the leaders for a group of normal ghouls. The stench of death and rot lingers around their undead forms.

Like ghouls, ghasts speak whatever language they did in life.
Ghoul (D&D)

— The wiki's staff

 **Language(s)** | * Common

**Ghouls** were monstrous, undead humanoids who reeked of carrion.

## Ecology

### Description

A ghoul appeared to be an emaciated humanoid creature with putrid grey skin. Its teeth had worn away into fangs and it had a long lashing tongue. The fingers and toes of a ghoul ended in sharp claws, blackened from constantly digging up grave dirt.

#### Abilities

Ghouls could paralyze their victims with a touch, though elves were immune. Aside from the standard ghoul, a number of other varieties existed.

The bite of a ghoul inflicted a terrible disease. Any who died from the illness rose as a ghoul soon afterward. The touch of a ghoul carried a necromantic power that paralyzed those whom the undead touched.

### Culture

A ghoul was said to be created on the death of a man or woman who savored the taste of the flesh of people; this was probably derived from the popular connection of the word "ghoul" with persons who delighted in the unsavory. They not only ate the dead, but also preyed on the unwary living.

Ghouls are humanoid undead that fed on the flesh of corpses. They laired within ancient crypts or hid in graveyards where food was plentiful. Whenever possible, a ghoul would attack a living target as a rare opportunity to have fresh meat.

People rightfully feared ghouls and their corpse-eating ways.

## History

In the Year of the Prince, 1357 DR, Vajra Valmeyjar, Cybriana, Timoth Eyesbright, Onyx the Invincible, and Priam Agrivar were camping at the base of Stoner's Needle in the Sword Coast lands when ghoul warriors clawed their way out of the earth and snatched at them shortly before dawn. Their blades soon dismembered the undead, though the once-paladin Priam wished he could still turn them.

## Types

* Abyssal ghoul

These extra-planar versions of the standard ghoul had fiendish characteristics that made them far more formidable than their cousins.

* Ghast

The ghast was similar to the ghoul, but was distinguished by its monstrously foul and supernaturally nauseating stench. Elves could even fall victim to a ghast's paralytic touch.

* Gravetouched ghoul

These ghouls were said to have been blessed by the King of Ghouls upon their return from the dead, and were thus more powerful than common ghouls. While standard ghouls lost all of their abilities from their previous life, gravetouched ghouls retained most of their former selves, albeit enhanced by the transformation into an undead creature.

* Lacedon

A lacedon was the aquatic version of the ghoul. Save for the fact that they were powerful swimmers, lacedons were identical to standard ghouls. They were said to lurk near reefs, waiting to prey on stranded vessels.
Ho Ho

— The wiki's staff

 **Homeland(s)** | * Wayaway
* Great Sea
 **Language(s)** | * Hylian

The **Ho Ho** Tribe are a group of seven treasure-seekers appearing in *Phantom Hourglass*.

## Overview

The Ho Ho Tribe can be found sailing in the Southeastern quadrant of the World of the Ocean King, but they originate from the land of Wayaway.

They buy a specific Treasure from Link that changes from time to time, for more Rupees than the Teller of Treasures found on Mercay Island. The amount they offer and the item they seek changes at midnight.

During the *Phantom Hourglass* trading sequence, Hoiger Howgendoogen, who is the only member of the tribe who doesn't have a Telescope, will trade Link the Guard Notebook for a Kaleidoscope.

## Trivia

* Old Man Ho Ho is the only Ho Ho Tribe member to appear in *The Wind Waker*.
Gyrosphinx

— The wiki's staff

 **Language(s)** | * Sphinx
* Common
* Draconic

A **gynosphinx** was a female sphinx. While not as physically powerful as an androsphinx, the gynosphinx was still a capable combatant and possessed a number of magical powers. The gynosphinx was the sole female sphinx subrace.

Gynosphinxes preferred to pursue intellectual ideals. They loved to collect knowledge and ancient lore and delighted in solving riddles, puzzles, and mental challenges.

Gynosphinxes were favored by the dwarven deities Dugmaren Brightmantle and Vergadain and the Mulhorandi goddess Isis, who would often send them as messengers to their faithful.
Banshee (WoW)

— The wiki's staff

 **Alignment** | * Chaotic Neutral
 **Language(s)** | * Common
* Gutterspeak
* Thalassian
* Darnassian

The first **banshees** were former elf women who had been returned to a horrible, spectral existence. However, nowadays some human banshees exist.

## History

When the Burning Legion and the kaldorei clashed in the War of the Ancients, 10,000 years ago, many night elf women fell. Their brutal murders returned them as banshees, and for millennia they wandered the world in lamentation, losing ever more of their dwindling sanity. Eventually, the Lich King, Ner'zhul, learned of their existence and recruited them into the Scourge. Banshees fought in the Third War alongside other undead, and when Arthas attacked Quel'Thalas, he found that he could make banshees of high elves as well.

Banshees are undead spirits, many of them from high elves who were taken and enslaved by the Lich King after his conquest of Quel'Thalas. While under Ner'zhul's control the banshees were kept just aware enough so that they could experience the pain, desperation and anguish of their existence, and were then filled with a desire to spread that pain among the living. Most known for their chilling and deafening screams, banshees can also cast a number of curses.

After the Third War, the Lich King lost control of some of the banshees, including their queen Sylvanas Windrunner. Not long after Arthas raised her as a banshee, she broke from his control, taking fellow banshees with her. She regained her physical body and established the Forsaken. This act gives many banshees hope, and a strong cadre of free banshees can now be seen serving with the Forsaken. Most banshees still remain enslaved to the Lich King's will though, and can be found throughout the Plaguelands. Many wild, unaffiliated banshees exist.

It is thought that some banshees wandered Azeroth long before the Scourge, and were subjugated to the Lich King's will. This is supported by the presence of Banshees in ancient kaldorei ruins throughout Kalimdor, like Dire Maul.

## Ecology

### Description

Physically, they appear as spectral elven women, with wild flowing hair and long talon-like hands. Banshees have the unsettling ability to force their way into the bodies of living creatures, thus replacing the creatures' spirits with their own. A banshee who does this, however, loses its original form.

### Relations with dark rangers

Sylvanas Windrunner, the first high-elf banshee ever created by the Scourge, later regained her physical form to become a dark ranger. It is not explained how exactly this occurs, but it is implied that it had to do with Sylvanas replacing former elven ranger druidic knowledge with necromancy.
Earth giant

— The wiki's staff

 **Homeland(s)** | * Frostfire Ridge
* Gorgrond
 **Language(s)** | * Orcish
* Common

Little is known about the **earth giants** of Draenor (also called **colossals**, and **"grom"** in Orcish), other than the facts that they lived on the world of Draenor, had two eyes (formerly), and their skeleton is human-like but very large. The earth giants are the ancestors of the magnaron, and by extension the gronn, ogron, and ogres. Whatever they were, the only signs of their passing are the Temples of the Damned built during the Second War, which were all destroyed.

## Background

### Temple of the Damned

The Temple of the Damned structure was said to be "formed from petrified carcasses of the race of giants that inhabited the orcish homeworld." These structures would later be used by the Scourge and the Forsaken in the Undercity.

### Draenor

The giants were hunted by the Thunderlord clan generations ago. The skeleton of a particularly large one, rumored to be the last of its kind, served as their home in Frostfire Ridge. The largest of these creatures that has ever walked Draenor was rumored to be Gorgrond itself before it died and subsequently turned into the landmass that is there today.

The remains of three other giants, Colossal's Fall, Agurak's Fall, and The Boneslag, can also be found in Frostfire. The skull of one looms over Deadgrin. Another skull can be found far to the east off the coast of Gorgrond, submerged near two small islands that aren't on the map. It has fungi growing out of its eye and mouth. A sixth can be found directly west of Oshu'gun overlooking an ogre compound.
Ettin (WoW)

— The wiki's staff

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

The **ettin** are a race that seems to be some kind of beast resembling a cross between a giant and an ogre.

## Background

Ettin live in Silverpine Forest and mountains around Gilneas and Redridge. One of these creatures came down looking for a snack, but was stopped by the worgen adventurers. Another of these creatures was subdued by the Forsaken. Yet another of these creatures wanders the vicinity of Baradin Hold in Tol Barad and harries any Alliance or Horde forces that attempt to lay claim to the area.

Brann Bronzebeard says that enough fossils point to theorize them evolving from ogres, but he suspects there might be a "missing link". Any fossil evidence was likely lost when Draenor was torn apart.
Banshee (D&D)

— The wiki's staff

 **Language(s)** | * Common

A **Banshee** is a female phantom, embodying the essence of hideousness. Banshees are the spirits of strong-willed, selfish humanoids. They are undead creatures who delight in bringing death to any living creature. It still speaks the language it has known in life.

## Ecology

### Description

A banshee doesn't have a defined shape rather a misty form with vague and flowing features. Her aura makes trees and brushes wither in her mere proximity. Her face looks twisted and asymmetric with a hook-nose and pop-eyes. A banshee has long fingers.

A banshee appears as a translucent image of its former self in life. With the pass of time the image of the banshee tends to become blurred and indistinct, but still recognizable as a humanoid. A banshee is incorporeal and therefore can only be harmed by magical means with magical weapons or abilities. Because a banshee is an undead it has all the immunities of undead creatures.

### Combat

The banshee's most feared weapon is her piercing moan that can be as hurtful as any weapon.

They hate all living things with an unholy fury and they readily attack anyone who trespasses their territory. It will use its horrific appearance to drive of less powerful foes, then use its howling wails one or more times to damage any who remain. Finally a banshee will use its Charisma drain in melee to finish off the intruder. If it is overmatched the banshee will flee into the earth to a gravelike lair. Any living creature within 60 feet that views a banshee can lose permanently Strength and Dexterity and Constitution, due to the horrific appearance of the banshee. Banshees can detect living creatures within one-half mile three times per day.

#### Wail

A banshee can loose a deadly wail during the night. This can slay up to eighteen living creatures within a 30-foot circle or a cone of 60-foot. Only with much luck someone might negate the effect. Luckily a banshee can wail only three times per day.
Half-dragon

— The wiki's staff

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

A **half-dragon** is a cross between a dragon and another unrelated creature.

## Ecology

### Description

Most half-dragons are slightly bigger than their non-dragon parent and display features of their dragon parent.

A half-dragon has the ability to use the breath weapon of its dragon half, though it is not as potent and cannot be used as frequently. Half-dragons have low-light and darkvision. They also have tinted skin or scales that are of the same color as their dragon parent. Due to their increased size and strength from the dragon side, they are skilled at becoming fighters or barbarians, but many of them decide to be wizards or sorcerers due to their draconic lineage.

All half-dragons are immune to sleep and paralysis effects. They also have an additional immunity based of which dragon type they are related to.
Asabi

— The wiki's staff

 **Homeland(s)** | * Anauroch
 **Language(s)** | * Asabi

**Asabis**, also known as **laerti**, were reptilian humanoids that dwelt in the desert.

## Ecology

Asabis only ate the soft tissue of their prey, leaving the rest to dry under the sun. They were omnivorous and also consumed fungi that grew in the desert caves they inhabited. A delicacy among the asabis were the taproots of oasis plants.

### Description

Asabis stood about seven feet tall on two legs. They had long tails. Their scales were gray to brown color, and they had light green or dun undersides. They had narrow, sloping skulls. Their eyes were very large, egg-shaped, and yellow, and they had forked tongues. Their limbs projected out at sharp angles, making their movements awkward to typical humanoid observers; however, they could move as easily on four limbs as two, balancing with their long tails.

It was very difficult to tell a male and female asabi apart.

Asabis never wore armor heavier than aramor (leather armor).

### Society

Asabis dwelt in tribes and often allied themselves with evil creatures. They often served as mercenaries or slaves. They were nocturnal creatures, and as such were typically only ever encountered at night.

Free asabi tribes were ruled by either a war leader or a council of elders.

### Combat

Asabis liked to hide themselves in the sand and jump out at their targets. They were quite skilled at jumping and could jump 15 to 20 feet. Typical asabi fighters carried scimitars and light crossbows.

## History

Asabis were created by the sarrukh and served them in Isstosseffifil in Oreme.

Many asabis served the phaerimm as slaves in Anauroch. In 1360 DR, asabi mercenaries allied with the Zhentarim in an attempt to dominate trans-Anauroch trade, an attempt that was thwarted by the Harper Lander and Bedine tribes.

## Locations

sabis were found in deserts, particularly in the Anauroch. They made up seventeen percent of the population of Anauroch in 1372 DR. They were particularly common in the caverns in Azirrhat. Asabis could also be found in the desert areas of Durpar, Estagund, and Var the Golden.
Desert dwarf

— The wiki's staff

 **Language(s)** | * Dwarvish

The **desert dwarves** were dwarven clans living in the House of Tezca desert in Maztica. The dwarves were known as the "Hairy Men of the Desert" to humans living in Maztica.

## Ecology

### Description

With the exception of their sunburnt skin, desert dwarves were indistinguishable from other dwarves.

### Society

The dwarves lived in relatively small clans with several hundred members each.

Because of a lack of iron ore, the desert dwarves were forced to rely on stone weapons. However, as of 1362 DR, some had created weapons from magical plumastone from the ruined city of Tewacha.

## History

During the Rockfire Cataclysm of 987 DR, Underdark passages between Maztica and Faerûn were destroyed and the dwarves were isolated in Maztica.
Caligrosto

— The wiki's staff

 **Language(s)** | * Abyssal

**Caligrostos** are perhaps the most sadistic of the known types of loumara, and considering the other three include the nature-razing wrath of the manitous, the corpse-haunting decadence of the dybbuks, and the murder-happy malevolence of the guecubus, this indicates a level of cruelty that some demons might even be shocked at.

Spawned in the Dreaming Gulf of the Abyss from the nightmares of a long-forgotten dead god of healing and craftsmanship, the caligrosto come into the world with a red lust for the edge of a blade. Although incorporeal (and remaining so once they have created a fiendish shade), a caligrosto’s weapon remains a physical object and is thus subject to armor. Likewise, while a caligrosto can move through solid objects, they do so only in cases of extreme peril, since doing so forces them to leave behind their weapon and abandon their current fiendish shade.

A caligrosto forced to abandon a favored weapon becomes obsessed with reclaiming control of that weapon, and once it does so, its wrath invariably turns upon those who forced it to abandon its blade.

## Ecology

A caligrosto is far more likely to possess a weapon in an active shop, forge, or armory than it is to possess weapons in remote hidden treasure caches or abandoned battlefields. These hateful demons live for little else than the thrill of cutting, but powerful demons or other creatures can sometimes convince platoons of caligrostos to serve them as guards or soldiers. As long as a caligrosto legion is allowed to cut and stab on a regular basis, these demons quickly become used to the guarantee of new victims and the security of dwelling in the shadow of a powerful lord.

## Strategies and tactics

Once a caligrosto possesses a slashing weapon, it waits patiently for a prospective wielder to take it. After a caligrosto has tasted the flesh and blood of a creature, it tears free from its wielder and becomes fully able to carry on with its remorseless need to cut and slice living flesh from bone, usually starting with its erstwhile wielder.
Green hag

— The wiki's staff

 **Alignment** | * Neutral Evil
 **Homeland(s)** | * Feywild
 **Language(s)** | * Sylvan
* Common
* Draconic
* Giant

**Green hags** use their magical powers to lure innocents into their traps. They will assume the form of beautiful women and enter a populated area to find a young man or woman to corrupt with vices. They will use their ability to mimic animal noises to lure children into the swamp, where they are captured and devoured.

## Ecology

### Description

A green hag is about the same height and weight as a female human. They appear to be ugly crones with twisted bodies and wretched features. Their mouths are filled with rotten teeth, often coming to points which are used to eat humanoid flesh. Their fingers end in long, blackened claws. Green hags are known by many other names, including **swamp hags** and **river hags**.

## Lair

Green hags are horrible, cruel, fey-like women found in desolate swamps and dark forests. They delight in destroying beauty and purity, wanting to match it to their own ugly, debased selves.
Harpy (WoW)

— The wiki's staff

 **Homeland(s)** | * Kalimdor
 **Leader(s)** | * Tribal matriarchs
 **Language(s)** | * Darnassian
* Low Common

**Harpies** resemble a cross between a night elf female and a hunting bird, with long talons for feet and large graceful wings for arms. Despite the similarity, they have little in common with the elves. Harpies employ nature-based magic like night elves, but they destroy the environments in which they settle, killing every creature they encounter and despoiling the land to build nests noted for their noxious odor. Harpies originally hail from the Stonetalon Mountains, but have since spread out across Kalimdor and Northrend.

The cackling bird-women are capable of powerful elemental storm magic. Little is known about the source of their power, as they attack invaders on sight, few can discern any meaning behind their shrill cries, and none can tolerate the smell of their nests.

## Background

These vile, unscrupulous winged women live only to cause mischief and sorrow. According to Brann Bronzebeard's research, Harpies are descended from Aviana. Other legends about harpies claim that they are descended from a group of female night elves who betrayed Queen Azshara, and were cursed as punishment. Harpies are found in Teldrassil, the Stonetalon Mountains, Feralas, Mulgore, the Thousand Needles, Alterac Valley, the Dragonblight, the Storm Peaks, Barrens, and Durotar.

Once content to confine themselves to their ancestral home in the peaks of the Stonetalon Mountains, the feral and vicious harpies of Kalimdor have spread their influence across the length and breadth of the continent. The vicious winged women have taken to raiding unsuspecting caravans and savaging any who cross into their territories. Their nests, littered with the gruesome remains of their victims, are now a common sight from the arid mesas of Durotar to the lush forests of Teldrassil to the icy reaches of the Dragonblight and the Storm Peaks.

If not driven out, they quickly range out attacking anything and everything they can get. Harpies are clearly very intelligent, since they are able to communicate with other races when they wish to. The common echelons of harpy society attack with crude weapons or simply with their razor sharp talons. They are well used to the ways of divine magic and treachery.
Aearee

— The wiki's staff

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

The **aearee** were the avian creator race of Faerûn. The aearee prospered during the Days of Thunder.

## Ecology

### Description

According to Captain Eartharran Neirdre's sketches of statues found in a reputedly aearee city, the aearee were a humanoid race with both avian and draconic features, including both feathers and scales. Eartharran wondered if they were descendants of dragons who'd evolved bird-like features, or an ancestor of both avian and draconic creatures.

## History

They originally inhabited the Aearee Enclaves on a massive island in the Silver Sea, around −31500 DR. This island existed off the coast of what was Faerûn, pre-Sundering (later found beyond Anchorome.

They rose to prominence circa −31000 DR, around the time of the Tearfall. They established the Aearee Empires across Faerûn, and built a few grand aeries. The Aearee-Krocaa founded Viakoo on Mount Havraquoar in the west, the Aearee-Syran founded Phwiukree in the Star Mounts in the north, and the Aearee-Quor founded Shara in the Orsraun Mountains.

Around −30700 DR, a number of lammasu defeated a much larger force of Aearee-Krocaa, killing one thousand. The aearee later experimented on domesticated landwyrms to create winged wyrms, or wyverns. Supported by wyvern forces, the Aearee-Krocaa empire commenced a rapid expansion.

The aearee of the Kookrui-Shara rookery fell into conflict with the gnolls of Urgnarash −30400 DR. Gnoll shamans, following Yeenoghu, summoned marrashi to spread disease among the aearee. Aearee crops were blighted, and the aearee suffered the Wasting Plague. The Aearee-Quor were decimated, and many of them began worshiping the demon lord Pazrael to seek salvation.

Finally, around −30000 DR, dragons all over Faerûn gathered in the first Flight of Dragons to assault the aearee in the sky, on land, and underground. The Aearee Empires fell, as Viakoo was burned from the air and Shara was conquered by the dragon-general Nagamat.

### Legacy

Many thousands of years later, Captain Eartharran Neirdre of Evermeet sought a lost city of the creator races and discovered a floating city off the northern coast of Anchorome. It contained statues of the inhabitants, and Eartharran named the race "aearee". However, dragons assaulted and destroyed Eartharran's flying ship, which crashed on an island north of where Fort Flame later stood.

In the mid–14th century DR, the question of whether dragons or some avian race were one of the creator races was a long-running debate among scholars. Loremaster Ignace Dethingeller discovered the remains of Eartharran's ship and journal, and communicating his discovery of the aearee city to First Reader Tethtoril of Candlekeep in the late 14th century.

The aearee created or were the ancestors of the wyverns.

## Nations

The three Aearee Empires established their capitals in the following locales:

* Aearee-Krocaa: The grand aerie of Viakoo on Mount Havraquoar
* Aearee-Syran: The aerie of Phwiukree in the Star Mounts
* Aearee-Quor: The rookery of Shara in the Orsraun Mountains
Djinn (WoW)

— The wiki's staff

 **Alignment** | * Lawful Neutral
 **Language(s)** | * Kalimag
* Auran
* Titan

The **djinn** (pronounced genie) are a type of air elemental that can be found in the Skywall.

## Overview

It was the djinn that gave the tol'vir back their immortality as creatures of stone, calling it a gift from Deathwing. The only tribe of tol'vir to accept the offer were the Neferset.

## Ranks

Most djinn are powerful lieutenants of Al'Akir, though a minor one has also appeared trapped in the Magical Brazier inside the Vortex Pinnacle. The Crawling Claw contains part of the essence of another djinn.
Hill giant (D&D)

— The wiki's staff

 **Language(s)** | * Giant
* Jotunhaug

**Hill giants** were giants of low intelligence that lived in hilly areas. They spoke Jotunhaug.

## Ecology

### Description

Hill giants were short and stocky in comparison to other giants. They were extremely muscular, capable of hurling boulders up to 300 lbs. through the air. The reason hill giants appeared to be more muscular than other giants was because of their shorter limbs, but taller giants, such as fomorians, were still much more powerful.

A hill giant's metabolism was very high, and as a result, it had to eat a great quantity of food for a creature of its type. It was not averse to eating demihumans, but would eat almost anything.

### Society

In hill giant society, the most evil act that could be committed was the betrayal of one's tribe. A hill giant family (a huslyder) was usually large and communal. The ordning (social ranking) of hill giants was determined by a combination of an individual's physical strength and eating ability.
Homunculus

— The wiki's staff

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

**Homunculi** were tiny constructs created by spellcasters to act as spies and servants. They were created through mysticism and alchemy, using the spellcaster's own blood in the procedure. This blood-link provided a special bond between the homunculus and its creator. The construct was completely loyal to its master and could telepathically transmit anything it saw or heard back to its creator. Although they possess a telepathic link to their creator, homunculi cannot verbally speak.

## Ecology

### Description

The appearance of a homunculus varied based on the will of its creator. Many homunculi appeared to be a winged humanoid creatures, similar to gargoyles or tiny demons. Some spellcasters made their homunculi appear more human; vain mages even made these constructs look like themselves.

## Creation

Creating a homunculus was a lengthy procedure involving creating the construct's body from clay and ash and mixing it with the blood of the creator. This blood link allowed the creator to see and hear everything the homunculus experienced. However, there was a drawback in that if the construct was slain, the creator suffered damage.
Fey'ri

— The wiki's staff

 **Language(s)** | * Common
* Elven
* Abyssal

**Fey'ri** are a type of planetouched, resulting from a sun elf and demon breeding.

## Overview

Fey'ri were not a true elven subrace. They were to elves as tieflings were to humans and tanarukks were to orcs. The fey'ri were the result of interbreeding between sun elves and tanar'ri in an attempt to strengthen the sun elf bloodline. Most fey'ri became sorcerers, rogues or fighters. Fey'ri sought to reestablish the old elven realms of Cormanthor with themselves at their head.

## History

During the Hundred Years of Chaos, the fey'ri were nearly hunted down to the last of their number, with House Dlardrageth wiped out completely. However, a few from lesser houses and communities remained, though well-hidden and nearly unheard of. Many of the survivors returned to their former strongholds around the southern High Forest, including a base built by Sarya Dlardrageth beneath Lothen of the Silver Spires.
Chultan dwarf

— The wiki's staff

 **Language(s)** | * Dwarvish
* Common

**Chultan dwarves** were albino shield dwarves living in the vast mines of Chult.

## Ecology

### Description

The shield dwarves of Chult were albinos; their hair and skin were white, and they had pink eyes. This meant that they were very sensitive to the hot sun of Chult and therefore only came above ground at night. Otherwise, they were physiologically like their northern cousins.

### Personality

Chultan dwarves were even more somber and grumpy on average than the shield dwarves of the north. They were not especially violent, but they would defend their homes and mines at any cost.

### Society

Most Chultan dwarves lived deep below the surface of Chult within one of its many mines full of gems, minerals, and ore. They made use of the dinosaurs of the surface as pack animals in their mining operations. Their culture revolved around the wealth of their subterranean mines, and they were superb craftsmen, particularly when working with gems and precious metals.

#### Trade

Tabaxi superstitions equated the color white with death, so Chultan dwarves were often feared by the Chultan humans.

Their usual trade partners were the Batiri goblins from the Dimetrodon Clan. The dwarves received food, skins, and ivory from the goblins in exchange for gems.

The Chultan dwarves also sold diamond-edged weapons to surface folk, including axes, short swords, and spears.
Githyanki

— The wiki's staff

 **Alignment** | * Lawful Evil
* Neutral Evil
 **Language(s)** | * Common
* Deep Speech
* Draconic

The **githyanki** were a once-human race of Astral Sea-dwellers.

They are a subrace of gith.

## Ecology

#### Abilities

All githyanki children possessed minor telekinetic abilities, but only a few worked to develop them. Githyanki generally preferred magic over psionics.

### Culture

Githyanki society was martial, with both males and females training heavily in magic and combat. Although they were loyal to each other, they were also fiercely individualistic. Raiding illithid strongholds was considered a rite of passage.

Dwelling in the timeless Astral Plane, the githyanki inhabited numerous fortresses constructed from materials imported to the plane as well as cities built atop god-isles, the vast stone corpses of deceased deities. Their capital and largest city, Tu'narath, was built on the god-isle of a deceased power known only as the One in the Void.

The githyanki used a unique form of writing called *tir'su*. It was an alphabetical set of runes in which words were formed in circles instead of linearly, with the letters of a given word being linked in a ring clockwise from the top. Sentences were formed by a series of these rings. Much as runes were given a mystical significance, the Githyanki employ the *tir'su* when creating magical wards and symbols.

## History

The ancestors of the githyanki were once human slaves of the illithids, a race devoted to mentally dominating sentient humanoids to work as the backbone of their vast empire. It was believed these original human slaves were transformed through selective breeding. After eventually developing mental resistance to their masters' mind control, the slaves revolted, thus causing the fall of the illithid empire.

Not satisfied with the destruction of the illithids alone, the war spread to any race that could potentially enslave them again. At the Pronouncement of Two Skies, the once-slave race splintered into the githyanki and the githzerai, the latter of whom was hated by the githyanki because their betrayal allowed the surviving illithids to retreat to isolated subterranean strongholds. The two races were at war ever since.
Asuras

— The wiki's staff

 **Homeland(s)** | * Upper Planes
 **Language(s)** | * Common
* Celestial

**Asuras** were good messenger spirits in service to deities, and as such were the main competitors to the devas. They were a symbol of goodness and light, kindness and tenderness, and often appeared on the Material Plane helping mystics and faithful.

## Ecology

Asuras were beings living in the outer planes and thus did not directly influence the ecology of Zakhara.

### Description

An asuras resembled a human with marble-pale skin and huge red wings. Their feet were armed with eagle claws and they wore loose togas.

### Combat

From time immemorial, asuras were messengers, not soldiers, but their strength and combat experience were not to be underestimated. They preferred to attack their opponents from the air, causing terrible wounds by claws and hand-held weapons. Being one of the wisest creatures in the outer planes, they were immune to many forms of enchantment and were completely protected from illusions. Thanks to their marvelous vision, an asuras could easily recognize lies and punish the guilty. Asuras could also transform into a human or demihuman to go unnoticed. In this case, their abilities were retained.

### Habitat and society

In their native planes, asuras were managed by experienced commanders who they unconditionally obeyed. But, at any time, any of the asuras could easily switch allegiance to another commander as their service was always free. There were also wandering free asuras, helping people around the world and showing by example how to live.

All asuras together, calling themselves the Grand Celestial Host, recognized a supreme general called Absalom as their leader.
Grell

— The wiki's staff

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

The grell are forest spirits similar in appearance to imps, but are generally larger in size, lack the characteristic horns, and are not demonic. They are actually embodiments of the wild side of nature, and so tame ones are very rare.These small fey are common to Shadowglen and Fel Rock in Teldrassil and Bashal'Aran in Darkshore. Brann Bronzebeard believes they may come from Aessina, though when he asked she simply said, "maybe."

## Overview

They are not particularly dangerous individually, but in gangs they can pose a threat to outlying night elf and furbolg communities; they may be small and unimpressive, but their claws are sharp. Scattered groups of them are actively malicious. Some grell wear earrings, which scholars believe may possess magical traits. Grell are fond of hyacinth mushrooms. In combat, Grell are not particularly hostile; generally, they are content to leave potential dangers alone. If an opponent attacks, however, they defend themselves fiercely. Grell in a gang feel no particular connection to each other, it seems, and are as likely to assist their comrade as to watch the combat idly.

## Ecology

### Description

This small, skipping creature looks a bit like a thin, gangly, orange goblin. Large ears spread from its bald head. Its pupil-less yellow eyes stare as it raises a clawed paw. Grell are small, playful creatures that can be encountered in wild areas.
Gibberling

— The wiki's staff

 **Language(s)** | * Unknown

**Gibberlings** are small, nocturnal humanoid creatures that inhabit many regions in Faerûn. Their species originates in the Far Realm, a place of madness beyond the known planes.

## Ecology

Attempts to find the gibberlings' lairs have inevitably led back to subterranean passages, where the trail is eventually lost in the deepest rock-floored recesses of the caverns. They can easily be tracked by the path of chaos and destruction they leave, and can be quickly dispatched while they lie dormant just beneath the surface of the ground. Gibberlings traveling above-ground invariably burrow into the ground to hide during the daytime, and it is at such time that they are most vulnerable. Subterranean gibberlings may burrow into the ground, or may simply lie down in a curled, fetal posture at times of rest. They awake suddenly, as a group, and burst in unison out of the ground, howling and gibbering in a most frightful way.

Gibberlings require a prodigious amount of food to support their manic nocturnal existence, stripping to the bone anyone or anything that should fall in their path. Their fur is commonly infested with lice and other pests picked up during their burrowed slumber leaving their hides vile and worthless. Gibberlings carry no treasure or other useful items. In short, gibberlings serve no purpose and no known master, save random death in the night.

### Description

The first impression of gibberlings is of a writhing mass of fur and flesh. The pandemonium is actually a mass of pale, hunchbacked humanoids, with pointed ears, black manes and grinning faces. Their eyes are black, and shine with a maniacal gleam.

### Habitat and society

It is difficult to imagine a gibberling social structure. There is no sense, no organization, and no individuality. Though they clearly have a primitive means of communicating among themselves, they have no discernable language. The only true hope of survival, should a herd of gibberlings be encountered, is to take strategic advantage of their fear of bright light. The gibberlings generally frequent only dense forests and subterranean passages, loathing bright light of all kinds, and are particularly afraid of fire. If found during the day gibberlings awake, but generally cower in fear at the bright light surrounding them.

### Combat

Gibberlings attack in great numbers, uttering ghastly howls, clicks, shrieks, and insane chattering noises. The screaming mob is completely disorganized in form, and random in direction. They often carry short swords of the commonest variety in their overly long arms, with no markings or decoration they are often pitted and dull. Where they get these swords is unknown, and they may instead wield crude weapons made from bone.

The horde's forward motion slows only long enough to kill anything moving, and then continues forward, their bloodlust apparently unabated. They always fight to the death. All food in their path is devoured, including the fallen among their own number, and any unfortified building or objects are generally wrecked.