Bugs
Carrion Crawler: Carrion crawlers are large worm-like creatures with many short legs. Their bite causes paralysis and they will drag you away and eat you if they can. Their bodies are only mildly powerful and can be destroyed with a Lightning Storm> spell.
Centipede, Giant: Centipedes are much like carrion crawlers, only larger and more deadly. Their bite causes paralysis and the sting of their tail acts much as a Poison spell. Each segment of its body may also strike for some damage. Two Dragon’s Breath spells are not enough to kill a giant centipede. I believe an additional spell of the Fourth Circle or higher is needed to fell one.
Scorpion: Be careful when fighting a scorpion, for they usually travel with their mates. For the most part, scorpions wait in their lairs for food to come their way, but at nighttime, they may often wander into populated areas seeking food if they found none earlier. Female scorpions are larger than males, and their sting is far more painful. Male scorpions have claws which they use to attack in addition to their stinger. Neither bug is particularly strong, and can be felled with a single sleep gas, or about five cause serious damage gases.
Spider, Giant: Something happened to the spiders in Tyrangel in recent years. They used to behave as all spiders do, traveling alone or in pairs with their mates. Lately, they have taken to sometimes traveling in packs. There appears to be some society to the spiders and the Spider Sylphs which is greatly unknown to my kind. Spiders are hunters and very intelligent. They will set traps for their prey and are extremely patient when it comes to waiting to spring those traps. The tips of their eight legs end in lethal pincers, and some varieties can poison their victims with their attack or bite. Most spiders will choose to immobilize their victims through spinning them into webs, but the victim can usually free himself with an Endow spell. Spiders are too oddly-shaped to be vulnerable to minor binding spells.
Constructs
Constructs are either built or
summoned by powerful formal magics. They are neither alive nor dead and
are thus immune to healing and necromancy spells. Most are mindless and
invulnerable to the effects of Charm and Paralyze spells,
and none have a metabolism; spells of Death and Sleep have
no effect. As many have their weapons constructed as parts of their
bodies, they are immune to Disarm spells. Most constructs take
damage from Shatter, Destroy, and Dispel Magic.
Gargoyles: Gargoyles are lesser stone golems, usually shaped as lizardmen-like creatures with large wings. They are summoned to guard a certain area and will attack anyone not recognized as "friend." An Ice Bolt spell will destroy a gargoyle, as their bodies are not that strong, though their stone-like skin makes them resistant to blows from a dagger.
Golem, Bone: These powerful constructs are built of bone in the form of a large humanoid. They are created to fulfill a specific mission, and their mindless dedication to this task is so strong they will likely ignore you and not attack unless you hinder them. Their strength is incredible and they are able to take more damage than any creature I have ever seen before they fall. Non-magical weapons will not affect them.
Golem, Crystal: Often called "Reflectors," these creatures appear to be purely animated crystal that has taken a vaguely humanoid shape. Their bodies are extremely fragile and are fairly easily destroyed by weaponstrikes or explosive traps. They reflect nearly all spells thrown at them, and it’s best to let the fighters take care of them.
Golem, Iron: These golems are animated iron statues with bodies more powerful than a saurian. They possess the strength to break free of Pin, Bind, and Web spells and can only be harmed by attacks that exceed the damage done by one newly skilled with a polearm or similar weapon. While cold-based spells seem to damage them twice as much as other assaults, electrical attacks heal them.
Golem, Stone: Stone golems are much the same as iron, though their bodies are only slightly less powerful and they are not vulnerable to electrical attacks.
Golem, Straw: The constructs are silly-looking creatures built of rags and straw. Flame-based attacks work best on them.
Mechanical Rat: These strange constructs were once more populous than they are now. They are as strong as most wild rats and secrete an oil which causes the same effect of infecting their victims with disease. Mechanical rats are twice as strong as their living cousins, however and much harder to kill. They are exceptionally vulnerable to Shatter and Destroy spells. The mechanical rats Drax used to keep in Tyrangel were equipped with some sort of internal reconstruction device. They would rise again once felled unless a Destroy spell were cast on them, or a person skilled in trap dismantlement worked on them for a moment or so.
Elementals
Elementals are creatures not
natural
to the plane in which Tyrra resides. They may be summoned to our plane, or
they may pass through rifts that sometimes appear to connect other
dimensions to ours. The more intelligent ones, like Lady Alexis or Jack
o'Lantern, seem to come by their own power and volition just to visit,
help out, or cause trouble. Elementals do not possess a metabolism, cannot
be poisoned, and are immune to spells of Death, Sleep, and
Paralyze. Dispel Magic spells seem to cause some pain to
elementals, but I would not suggest casting that spell upon the more
powerful of their kind. It would just make them angry. Only those
creatures which are in some way affected by the Banish spell are
listed in this section.
Air: Air elementals appear as swirling mists with lightning bolts dancing inside them. Their strength varies according to their "rank," but most appear capable of casting Lighting Bolt and Lightning Storm spells at will (these spells also heal them). Some may literally suck the breath from you, taking away your ability to speak or cast spells as effectively as Turing’s Mystic Muzzler. Air elementals cannot be confined in any way and many require magical weapons to damage them.
Chaos: Chaos elementals are distinguished from death and destruction elementals by their white-green glowing faces. The greatest of chaos elementals is Lady Chaos who has not been seen in Tyrangel in many years. Some chaos elementals have a magical buffer around them which makes them resilient to all attacks except those made by the most experienced warriors. Chaos elementals can cast necromantic spells at will and are dangerous opponents, but thus far the citizens of Tyrangel have always triumphed over them.
Darkness: Most darkness elementals take the forms of minor shadows, but there are greater ones to be sure. The most common are the Shadow Lords, but their like has not been seen in Tyrangel since the 560s. Like all darkness creatures, a Shadow Lord's strength is seated in fire and celestial magic. Ice-based attacks are most useful against them, as is healing and necromancy. The Shadow Lords are highly intelligent and have a variety of skills among their ranks.
Death: Death elementals come in a variety of forms, and some say these creatures assume the form their victims imagine most appropriate for Death herself. Death elementals have but one purpose when they come to Tyrra, to take mortal residents back home with them the hard way. There might be minor death elementals, but each one I have seen has been extremely powerful. Not only did steel and silver weapons not affect it, but only the very strongest of warriors could hope to damage it in any way. Life spells and powerful healing seemed to have some damaging effect, but it was difficult to tell how much. It is better to stick with Banish.
Destruction: Destruction elementals are often difficult to distinguish from death or fire elementals. Their skin usually has a sickly orange cast to it. Destruction elementals are all very powerful and have relatively short tempers. They relish what their names represent and the more mayhem they cause, the happier they are. Destruction elementals cast endless Shatter and Destroyspells and the very strikes from their claws sometimes carries these harmful effects with them. Destruction elementals heal from Shatter and Destroy spells as well.
Earth: These elementals are moving mounds of earth and rock. As with air elementals, their strength varies according to their "rank," but most appear capable of throwing physical webs, much like giant spiders. These webs are easy to break with an Endow spell, however. They are harmed by Shatter and Destroy spells; Tyrr’s Damage Reducer and Trisilia’s Curse are very effective in fighting them as well.
Fear: I am unsure if the creatures commonly called "Fear Watchers" are actually elementals, but they seem to fit in that category. They are insubstantial figures that glow from within and cause fear in those that come near them. A Dragon’s Breath will fell most of these creatures if you can get close enough to strike them with the spell. It is said that Jack o’Lantern is a Lord of Fear, but whether he rules over this elemental realm is a mystery.
Fire: Fire Elementals look like vaguely humanoid-shaped flames. They are healed by spells of fire but vulnerable to those cold-based. As they do not possess solid forms, they are immune to binding spells. Surprisingly enough, many fire elementals take damage from any gas poison thrown at them. Fire elementals are able to throw balls of fire at their opponents, and I have seen some heat up their foes' weapons and cause it to be dropped. Individual strength varies according to rank, but Ice Storms will destroy most fire elementals.
Life: Life elementals are the source of a great many rumors among mortals, particularly in children’s tales. They rarely appear before mortals, however, and so little is actually known about them. Some say they have wings. Songs say that unicorns are really life elementals. It stands to reason that they are susceptible to necromantic attacks which speed the dying cycles in the world, and Death spells. The balance of their own life force might actually be so delicate that healing spells may disrupt them as well, however.
Nightmare: Lord Morpheus rules the dream elementals, but those called "Nightmare" sometimes rebel against his power. The nightmare variety enjoy causing mental distress in mortals, most often through bad dreams. Their appearance can vary according to their wishes. Sleeping with a web of string called a "Dream Catcher" over your bed is said to protect against these creatures.
Order: Order elementals seem to have a much great variety to them than any other elemental creatures I have seen. The most well-known in Tyrangel is Lady Alexis, who is considerably less stalwart and bossy than other order knights I have seen. I imagine order elementals are most susceptible to necromantic attacks, but I never seen the attempt made and cannot verify that. Dispel Magic, Shatter and Destroy might also be particularly effective against them, should the need ever arise.
Spider Sylph: A Spider sylph is not quite a bug, but they like to spend time with spiders, which they seem to have an innate control over, and can even change their form into one. They can shoot webbing from their fingertips and seem to have a rather charming effect upon men.
Time: Time elementals are ruled by the "Mistress of Time." They say that those who annoy them have their limbs withered by the forces of time the elementals harness. No one knows what attacks may be effective against a time elemental, but I would wager that an attack with a magical weapon by a well-seasoned warrior would cut them as well as any mortal.
Water: These humanoid-shaped pools of walking water are the opposite of fire elementals, their eternal enemies. Their offensive and defensive powers are virtually opposite, but while they possess a vulnerability to fire-based spells, an Ice Bolt or Ice Storm may cause a water elemental to freeze for a few short moments. They may also shoot jets of water to force their opponents away.
Fey
The fey seem to come from a plane
parallel to our own. Some can be helpful, others are very malicious, but
all seem to be out to have a good time at the expense of mortals. All fey
appear to have the ability to charm someone much as a vampire can, though
I have only seen them use it on someone who has angered them in one way or
another. If truly enraged, a fey may bestow a curse upon its victim. The
curses are not harmful, but are generally annoying and inconvenient, much
like gypsy curses. Be very wary of bargains you make with the fey and
remember, if one asks for your name say, "No, thank you. I'd like to keep
it."
Brownie: Brownies are among the more common of the fey. They resemble short brownish elves, but their ears are longer than an elf’s and their noses are also long and sharp. They will often offer valuable items to mortals but will expect an item of similar worth in exchange. Give it to them, it is worth the trouble. They may Charm you if you do not.
Darkkon: Shadowy, black creatures with glowing red eyes, that can emerge from reflective surfaces and are believed to be distant cousins of the fey. While some darkkon may still be around, the majority were defeated by the people of Tyrangel in 596. The fey aided in this fight by creating crystal golems to seek out and destroy the remaining darkkon. Some evidence suggests that the darkkon are allied with the fomori.
Fomori: All fomori are slightly different, but all are horribly misshappen. They are the giants of the fey realm. The wizard king of the fomori is Balor. He has one eye in the center of his forehead which glows, somehow, darkly. His gaze has the ability to inflict Arcane Deaths on whosoever it falls upon. The greatest enemies of the fey, they have extended their deprivations to our realm. Some believe that the fey were first separated into Seleigh and Unseleigh when the formori stole the fey Cauldron of Life.
Mushrooms: Though they appear as normal growths, their circular formation gives an indication of their other-worldly nature. They can speak, and each has a distinct personality. Each circle of mushrooms has a "spokes-mushroom." They can move from spot to spot. Most commonly seen during the summer months, and have the ability to expel gases if provoked. Travelers are warned not to thump the mushrooms.
Nighthobs: These are very thin and tall. They have a horrible odor and very sharp teeth. Usually seen in the company of red caps, they are very fearsome fighters.
Nymph: A nymph appears as a beautiful human woman, much like a succubus, but unlike those creatures, they Charm handsome young men merely to lure them away to "frolic." They are not malevolent creatures and only wish to have fun and are not aware of the trouble they may sometimes cause. I have never seen one wield a weapon, but some are powerful casters.
Pookas: Pooka do not all look the same, but they are recognizable by their humanoid shape and animal features, like rabbit ears or bear-like faces or beaks. They tend to pick out a person at random and follow them around, sometimes proving helpful, but often merely getting in the way. If the pooka’s chosen friend isn’t grateful enough, its arms may suddenly grow long and pliable, enabling it to wrap itself around its victim and carry them off. Where the Pooka is trying to take its "friend" is not clear; the times this has occurred, the creature has always been cut down or the victim has used Barantur’s Charm of Ogre Strength to escape.
Quicklings: Quicklings may be a hybrid between the fey and air elementals. They greatly resemble brownies but are easily distinguished by their fast, constant movement. They possess incredible agility and can even sometimes escape binding spells. Strangely enough, when they are successfully confined, the inability to move seems to cause them pain. Quicklings often challenge citizens of Tyrangel to tests, such as dodging the Lightning Bolts the quicklings seem to be able to cast at will, or simple races across the field. Quicklings appear to be healed by lightning, and can sometimes be found in the company of cyclops..
Red Cap: Red caps, named for the blood red hats they wear and their gruesome origin, are the most annoying of the fey. They are very spiteful and go out of their way to get into fights. They are powerful creatures, with bodies as strong as those of saurians. Enchanted blades cannot harm them, strangely enough, though normal weapons can, and red caps possess an immunity to all magic spells. They may strike to cause damage as if by a Cause Critical Wounds spell, or they may choose to Sleep, Paralyze, or Pin their victim. I would suggest that you avoid them, but their obnoxious nature makes that very hard to do.
Satyr: Satyrs are the male counterparts to nymphs, though they do not appear as handsome men. They possess the legs of goats and have horns atop their heads. While nymphs are generally innocent in their wish to have fun, the satyrs I have seen have been more cunning, actively seeking to Charm and kidnap beautiful women and steal them away forever.
Unicorn: Unicorns are shy and graceful horse-like animals with a single spiral horn. They possess the ability to heal or remove the taint of chaos from those they touch. Some whisper that there are also dark unicorns, and an "Anti-Unicorn", called the "Night Mare" has been seen in Tyrangel.
Races of the Wood
Boneskin: Some say boneskins descend from a greedy family forever cursed to feed on the refuse even other scavengers leave behind. They appear as small humanoids with skin so tough it has hardened near the likeness of bone. Boneskins rarely pause their scavenging long enough to learn how to speak. They are most easily dispatched if you take food and throw it in the direction opposite from that in which you are traveling. If you decide to attack, however, little more than a Lightning Bolt is required to destroy one.
Cyclops: Cyclops are generally peaceful creatures who have built a small farming community outside Tyrangel City. Cyclops have a natural ability to generate lightning, particularly to conduct through metallic weapons, especially thrown weapons. Cyclops are immune to Sleep spells, which lends credence to the idea that their origin is magical or elemental. Cyclops have stronger bodies than humans. It would take a Dragon's Breath spell to kill even the smallest of them, and two Dragon's Breaths to kill an older cyclops, however, this is not advised as they have a treaty with the County.
Giants - Frost, Fire, Stone, Hill, Storm: The name "giant" is a misnomer, as they generally are no more than average height for a human. However, should the word "giant" be applied to their strength, it is rather fitting. They can break from Pins, Binds, and Webs. Larger ones have even been known to break free of a Confine. They have different abilites depending on their type. They are tied somehow to the elements as all save Hill Giants have some sort of elemantal based attack.
Gnolls: Gnolls are hyena-like humanoids whose tough skin makes them resistant to the blows of a normal longsword. They live mainly in the Gallyamath Forest, but have been seen near the city since their defeat in 598.
Goblin/Geeba: Goblins are most common in the woods surrounding Tyrangel. They are cunning yet cowardly creatures, easily recognized by their green, bumpy skin, strip of orange, spiky hair, and rather crude manner of speech. Some have marginal skill in weapons or use of spells, but most are rather weak creatures that will fall to Hanson’s Thunderbolt Generator or a few swings of a sword. Few goblins live long enough to gain more than rudimentary training in any area.
Hobgoblin: Hobgoblins look like brown goblins and are a little stronger, smarter, and meaner than their cousins. They also wear armor, so something more than a Lightning Bolt is needed to fell one.
Imp: These creatures look very much like kobolds, only they are purple. If they have a culture or community, it remains undiscovered. They are extremely curious, which can be irritating, but they are generally friendly creatures. They are frail, however, and just one Lightning Bolt spell should fell an imp.
Kobold: Kobolds are small, weak, reddish creatures whose only purpose in life seems to be sneaking up on unsuspecting people and attempting to waylay them. They adore their collections of curious objects, shiny or otherwise. If you turn around and just look at them funny, they will flee in terror.
Ogre: Ogres are large, yellowish humanoids with bony protrusions along their body. They are strong enough to rip from Pin spells, and novices in the art of the sword cannot penetrate their tough skin. Hanson’s Maelstrom Effect will fell an ogre, I believe. Ogres are not very intelligent but they will not attack a party when they are obviously outclassed. Most have only marginal skill with weapons, but the elite among their kind are much more adept and may even be powerful earth spellcasters.
Orc (War): The average orc running around in the woods around Tyrangel does not seem to be much more powerful than a goblin. Orcs are green and larger than goblins and have big sharp pointy teeth. The warriors of their kind wear red stripes upon their faces and possess increased skill with their weapons. Orcs possess a keen intelligence, however, and may often lay in wait to ambush travelers on dark trails if they are in need of something. Orcs who live long enough have been known to become very well-educated and skilled.
Troll (War): I have been told that trolls are rather peaceful creatures and will not fight unless provoked, but I suppose all the provocation from Tyrangel citizens has turned the ones in this area into a more violent race. Trolls are powerful creatures that possess the strength to break out of magical Webs and skin tough enough to resist normal blows from a two-handed sword. They are vulnerable to flame, however, and a Flame Bolt spell should destroy a normal troll. War trolls are more powerful, however, and may have skills equal to those of a Tyrangel warrior.
Lizards, Big & Small
Dragon: Every culture on Tyrra has myths about the origins and current whereabouts of these great creatures. There are said to be dragons of every color imaginable and each controls a separate realm of magic. Some say dragons are the true rulers of Tyrra. One thing is certain - a single dragon could eradicate all of Tyrangel and its citizens with it. Do not even bother trying to learn what harms one of them. It is better that you never find out.
Drake: A drake is a young dragon. They are not harmed by any weapons except those which have had Damage Auras cast on them. See above. Drakes seem not to have the wisdom and preservation instincts of their elders. Nevertheless, it would take nothing short of the concerted effort of most of Tyrangel to defeat a drake in battle.
Lizardman: These creatures live in Lake Darkscar and rise up every once in awhile to attack Tyrangel. They are very vulnerable to cold-based spells and one spell of Swansona’s Cold Strike may kill them, however they are strong enough to break out of Pin spells and their skin is resistant to the blows of novice warriors.
Newt: Newts are young lizardmen. They turn into big lizardmen if they live long enough. They do not possess the tough skin and strength of the adults of their race. Do not be fooled, however - many newts are powerful earth casters.
Newt (Fire): Fire newts only appear when the weather is very warm. They are reddish in color and like to sneak around and ambush parties. They spit fire and are immune to any fire-based spells. With the exception of the leaders of their kind, however, fire newts are only about as powerful as goblins. Fire newts are sometimes known as "salamanders."
Newt (Swamp): Swamp newts are much like their cousins the fire newts, but their coloration is brown and they do not breathe fire. Instead, they are immune to poisonous attacks and may lick their claws and coat them with their "vorpal" saliva.
Saurian: Saurians are the largest of the lizards (well, except for dragons and drakes). It takes at least five swings of the swords of the most powerful fighters to kill one. Saurians possess the strength to break out of Pin, Bind, and Web spells. Their skin is tough enough to resist the blows of anyone without significant skill with their weapon. As with lizardmen, however, saurians appear to be doubly affected by cold-based spells. Saurians usually stay close to the lake and the swamp, and are not noted for their stealth.
Undead
Every undead being was once alive,
and was either directly transformed into that state, or roused from their
grave. The living dead are usually classified as either "greater" or
"lesser" undead. Greater undead are those which have retained their living
intelligence even in undeath, and they are usually physically more
powerful and more resistant to attack than others. Lesser undead are
usually totally mindless and very destructive.
All undead take damage from
healing
spells, and heal when necromancy is cast upon them. Gustav’s Spirit
Evictor and Folson’s Somnolent Vapors spells do not affect
them, nor do poisons. All undead are immune to ice-based spells,
Charm, and Paralyze. Undead cannot be waylaid. Many types of
undead cannot stand sunlight.
Banshee: A banshee is the spirit of an evil human or elven female who was unjustly killed. These greenish-white glowing ghosts are unable to move far from their physical remains and are often found weeping over their corpses. Once a living being is within their sight, however, banshees will begin to wail, bringing death to those around them. Despite this fearsome attack, a banshee does not possess much strength of body; a Destroy Undead spell will reduce it to dust.
Death Knight/Lord/Rogue: Death knights, lords, and rogues are powerful, intelligent undead, their might eclipsed only by liches and vampires. Formal magic is used to transform a living creature into a decaying corpse and to grant innate enchantment to their weapons. They possess the ability to resist magical spells and are totally unaffected by blows from unenchanted weapons. They can phase through weapon strikes a few times a day. They may also spellstrike with Thorna’s Accelerated Entropy. Death knights are known to be able to control lesser undead with the sound of their voice.
Death Master: Death masters are unintelligent undead who seem to exist only to draw zombies to them and cause them to imitate whatever the death master does. Death masters may only be wounded by enchanted weapons, but their bodies are not very powerful. A Harm Undead spell will almost destroy them, and a Flame Bolt spell certainly will.
Ghast/Ghoul: These undead are very similar, except ghasts are a little stronger. They may be older versions of the same creatures. They possess a ravenous hunger for living flesh and will generally try to eat any victim they paralyze with their deadly claws. They smell horrible and may cause nausea in those around them. A Destroy Undead spell or a Lightning Storm should kill either type of creature.
Ghost: These are a very different type of undead that are generally unable to affect the world around them. They are spirits of those who have suffered their final death yet cannot accept it for various reasons, such as an unavenged murder. They scare most people when they are first encountered, though are usually harmless. Only silver or magical weapons affect ghosts. They have the ability to resist a few spells thrown at them, and sometimes weapon strikes pass right through them.
Liche: Liches are among the most powerful of the greater undead. They can raise and control the living dead at will and have the ability to resist magical spells cast upon them and phase through physical blows. Enchanted weapons are needed to affect them, and I am not entirely sure how powerful their bodies are. Much like vampires, the abilities of each individual liche are different. Being transformed into a liche seems to be the career goal of every necromancer.
Mummy: Beware the Mummy’s Curse. If these cloth-wrapped zombie-like undead strike you down and administer a killing strike, you will be beyond the reach of Angelica’s Death Bane. They may bring disease or paralysis to their victims with their claw-like hands, but they move very slowly. They possess the strength to rip out of Pin and Bind spells. A Dragon's Breath will nearly kill a mummy, and one Destroy Undead will certainly do it.
Phantom: Phantoms are non-corporeal undead that hate all living creatures. Much like fear elementals, they may cause terror in their enemies. Phantoms are immune to normal weapons, cannot be confined in any way, and sometimes resist battle magic spells cast up on them. Destroy Undead spells work well to dissipate these creatures; two Lightning Storms will do the same.
Revenant: Revenants resemble zombies, but are much more powerful. For example, they may rip out of Peranore’s Minor Binding and Lasset’s Mystic Binding spells. Spells are much more useful against revenants than swords, for their undead bodies seem to deflect half the damage a weapon strike does. I believe it takes at least a Dragon’s Breath and a Lightning Bolt to destroy a revenant, but Destroy Undead works wonders. There are natural revenants, called "Spirits of Vengence," created when a person suffers his final death from a vampire's bite or, sometimes, when death comes unjustly. These cannot be destroyed but will go away with the sun, or once they have avenged their death.
Scarecrow: Despite their name, "scarecrows" do not much resemble their farm-watching counterparts. Scarecrows are similar to ghosts in origin. They are spirits of the dead who died for their cowardice and brought some great shame with them to their grave. Most scarecrows exist only to destroy life where they find it, but some are rumored to have retained their intelligence and skills. Scarecrows look so close to life they can be very frightening. Fire spells and healing are most effective in laying these spirits to rest.
Skeleton: These undead have lost all their flesh and are walking bones held together by magical forces. Their lack of skin makes it difficult to harm them with weapons, it seems that weaponstrikes harm them only half as much as they would a living being. A Lightning Bolt will finish most skeletons; two are needed for the bigger ones. A Harm Undead will destroy the smaller ones and almost finish the biggest skeletons.
Spectre: Spectres are ghostly humanoid figures. They usually retain their intelligence beyond the grave and with it the ability to speak. Most of them chose not to exercise this, though. They are immune to binding spells and require silver or magical weapons to affect them. Their bodies are weak, however, and a Harm Undead spell will almost dissipate a spectre. They can resist a few spells thrown at them, and even will their bodies totally insubstantial so that a few weaponstrikes will phase through them as well. All spectres have hands stretched into terrible claws which they can use as weapons, but many choose to wield physical weapons as a memory of life. Regardless, the cold of a spectre's unbeating heart is so terrible that it can reach you even at the end of claw or blade and leave you bereft of strength or life essence.
Vampire: Vampires are a curious form of undead. They are not created by spell or ritual, yet they have the taint of chaos upon them and are harmed by earth magics. The elders of their kind possess incredible powers and are near immortal, but they are cursed with a craving for the blood of the living. Each vampire is different, and there is little that is common among them save those things that are common to all undead. Most vampires have the ability to turn their bodies into a mist, which makes it difficult to capture them. They can also bind a person in a powerful enslavement merely by staring into his eyes. Most vampires are unharmed by normal weapons. Only the very oldest and most powerful of their kind can walk in sunlight. There is a great deal of superstition concerning vampires. Rumors persist that they cannot enter residential dwellings unbidden, cross lines of poppy or mustard seeds, or cross running water. It is said that if the vampire believes in them, it will be affected by such constraints.
Wight: Wights are filthy, withered humanoid forms that drain the strength from their victims. They hate living beings and enjoy eating human flesh. Wights possess the strength to break from Pin spells, and some are so strong that they can break free of Bind spells as well. Doria’s Bane of the Damned or two Lightning Bolts will destroy a common wight, but barrow wights might be as difficult to kill as a saurian. Wights usually retain their intelligence into the grave but their craving for human flesh usually drives them insane.
Wraith: These undead are very similar to spectres, but they like to scream a lot. Some say wraiths retain their intelligence initially, but cannot speak and that quickly drives them insane. They are unaffected by normal weapons, but rarely have the ability to resist magical attacks. Much like spectres, wraiths have the ability to drain life essence with their very touch.
Zombie: Zombies are the lowest form of undead. They are mindless walking corpses that can barely follow the orders of their creator. They have minimal skill with weapons and cannot cast spells. A Cure Serious Wounds spell or a Flame Bolt will destroy most zombies.
Miscellaneous
Bulettes ("Land Sharks" ): Where these creatures got their nickname is unknown. They actually resemble large turtles and don’t look anything like sharks. These creatures are exceptionally strong, so strong that their blows cannot be blocked by any means, even with the use of an Endow spell. Their skin is even thicker than a troll’s. Facing bulettes with weapons is sheer folly. They rarely have any type of spell protection cast on them. A Sleep spell or poison is the quickest way to defeat one of these beings.
Chaos Shamblers: They are creatures of chaos. They shamble. They are very difficult to kill, requiring perhaps a hundred blows from a weapon, any weapon. Just let the warriors take care of them.
Chimera: Chimeras are huge animals with the bodies of lions and three heads, one from a lion, one from a goat and one from a lizard. Their tails are like stone. They are fierce predators and very aggressive. The heads bite, breathe fire, bolts of ice and lightning, and the strike of their tails is so powerful that it cannot be blocked. Probably because they have three heads, they are unaffected by spells which prey on the mind such as Charm and Paralyze.
Displacer Beast: These are some of the strangest creatures I have ever seen. They appear to be large black predatory cats with two large tentacles coming from the ribcage. They are clearly not native to Tyrra, although Banish spells have no effect on them. Displacer beasts are unaffected by normal weapons. They are extremely quick, and the sting of their claws is partially magical and paralyzes its victims. They are hard to hit, as they are actually slightly off from where they appear. Fortunately, they seem to disdain the company of their own kind and are never seen in packs, however.
Fire Dogs: Fire Dogs are huge black war dogs that breathe fire. They appear to be totally immune to fire attacks and are unaffected by some binding spells. It would take about five cause serious damage gases to kill one.
Frogs, Giant: The Kaeru No Shi, the famed "Tyrangel Death Frogs," are known by a great many names to the peoples of the Vale. Do not let the appearance of the pudgy frogs fool you, they're lightning quick and extremely difficult to hit. They lash out with their tongues to strike their victims, or sometimes even bind them. Fortunately, the Tyrangel Death Frogs stay mainly in the swamp and rarely venture elsewhere.
Gryphon (Griffin): The gryphon is the symbol of the County Tyrangel. It is a large beast with the body of a lion, the head, fore claws, and wings of an eagle, and the tail of a goat. There are used in some elven cultures as a sort of aerial cavalry unit but are quite rare on the frontier. They are exceedingly swift and fly at great height. There are rumors that gryphons are intelligent, but as they are hard to find, you may just have to ask one yourself to find the truth.
Rager: Ragers are vaguely humanoid-shaped red cloudy forms. They have the ability to shoot bolts of their own anger at others and cause them to fly into a berserk rage. Each time they do this, they seem to grow stronger and more angry themselves. A Dragon’s Breath should kill a rager before it has the chance to infect anyone with its anger. After that, its strength almost doubles.
Shadows: Shadows are horrible creatures from another plane. They appear as amorphous black vaguely humanoid shapes and exist by draining body heat from living beings, usually by the touch of the claws. They can also cause this effect at range, causing freezing effects similar to the spells Swanson’s Cold Strike or Kalliestro’s Elemental Maelstrom. Shadows are healed by fire magics and damaged by healing spells, though not to the extent of undead. Minor shadows have never been seen casting earth magics, though some are very skilled in celestial arts. Their amorphous bodies are usually resistant to damage from weapons, taking only about half the effect that a tangible creature would, and their alien minds are immune to the effects of Sleep and Charm spells. The surest way to kill one is with cold magics, as they depend on outside heat to survive, and these attacks drain them in turn. The shadows that attacked Tyrangel in 594 demonstrated a new power, the ability to possess living creatures and turn them into shadows during the nighttime hours. This is usually cured by a Destroy Celestial.
Shadowraiths: Minor shadows are to darkness what minor chaos elementals are to chaos. Shadowraiths are to darkness what undead are to chaos. Shadowraiths are said to once have been living beings. They have plagued Tyrangel off and on for hundreds of years, and reappeared most recently in the spring of 596. They say that shadowraiths do not wholly exist on this plane, or if they do, their perceptions have been warped by their transformation. In most cases, they can only sense the heat of living bodies in large groups of seven or more. In most circumstances, shadowraiths will not usually attack individuals unless they are attacked first. Once they become enraged, however, there is no telling how long their rage will last or how well they see then. Shadowraiths seem to vary in toughness and ability. The strongest of them are able to pass through permanent Circles of Power, and are only harmed by enchanted weapons. Most weaponstrikes and spells do only a fraction of the damage they would to a living being. Shadowraiths can heal themselves by cloaking themselves in shadows for a long period of time, and they appear to be able to teleport from shadow to another. It is unknown whether shadowraiths can step into the light, or if they merely dislike it, but they certainly avoid lighted places and don t often step indoors. The best method of "fighting" shadowraiths is just to avoid them.
Shambling Mounds: Shambling mounds are bodies of decaying vegetation that has somehow become animate. Striking them is very difficult as their leaves just compress and suffer perhaps only half as much damage as one would expect. They do seem to be particularly vulnerable to flame-based attacks. The shambling mounds worst attack is to send their vines out far away from them to ensnare their victims and drag them down. Shambling mounds feed on humanoid creatures.
Snakes: The woodlands and swamps around Tyrangel are filled with snakes, large and small. The large snakes are particularly dangerous, but fairly easily killed with a Dragon’s Breath spell. Snakes cannot be bound, and their bite poisons its victims, make them ill and unable to run away. Smaller snakes are equally as deadly, but are smaller and more difficult to hit. Once you can hit them, however, even a Magic Missile spell will kill a common snake.
Succubus/Incubus: Succubi and incubi are often called "lust elementals," but no one really seems to know exactly what manner of creature they are. Some people think they might be fey. They appear as attractive women or men, and they use their beauty and natural ability to Charm those who look into their eyes to seduce mortals and drain the life from them (much like a vampire). Many say that succubi and incubi are in a way addicted to the life essence they draw from their victims. If they go a long time without it, they may grow ill.
Terrors: Twisted black humanoids with elongated arms. Their very appearence can strike fear into the heart of even the most stalwart adventurer. While they are not overly tough, the fear they cause makes fighting them difficult. Elves and other races who are naturally strong of will can resist the fear. An Elemental Shield will also protect you.
Were: Those who are cursed with lycanthropy are commonly called werewolf, wererat, weretiger, or whatever animal whose shape they are forced to assume. Their transformation grants them great strength and stamina, but their mind is reduced to a more bestial state and they will seek out living creatures to satisfy their gnawing hunger. Only in certain phases of the moon will the beast within emerge. They are only affected by silver or, in rare cases, magical weapons and are very fierce and deadly foes. Beware of the bite of a were - it is said that is how the curse is passed. There is a known cure for lycanthropy. If infected, seek out one of the scholars of the Vale for aid.
Will o’ Wisp: Will o’ Wisps are small floating balls of light that seem to exist only to Charm people and lure them into danger. They are immune to all magical spells save Dispel Magic, which will destroy them. Enchanted blades are the only type that will harm them, but most will o’ wisps will dissipate with one swing.
Winter Wolves: These large white wolves are quite fierce and malevolent. Their powers are based in the element of ice in some way, hence their name. They are not damaged by ice-based attacks as much as other creatures. They can shoot bolts of ice from their eyes a few times each day. Fire seems to be their greatest vulnerability.
