Total Monsters: 37
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Bandits |
The highwaymen of Gladstone, these Bandits who wander the lower quarters of the city are skilled fighters, and have been known to pick a pocket or two. Cross them at your own peril. |
After years of working with various types of toxins, these brigands have developed an almost complete resistance to Lesser Poisons, and a slight resistance to Greater Poisons. |
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Barbarian Warriors |
These ladies live a life of opulent decadence, hidden away within the White Tower of the Frozen Wastes. The Barbarian tribes moved into the tower after the previous tenant, a powerful Necromancer, mysteriously departed for reasons unknown. Always on the lookout for male companionship, these barbarian Women have been know to offer lonely warriors a night to be remembered. |
Living in the frigid environment found in the wastes has given these strong warriors an almost complete immunity to the effects of freezing and cold damage. Dry air and their shaggy fur garments make them very susceptible to fire. Their acrobatic combat maneuvers focus on striking the exposed areas of their targets. As a result, these strikes bypass any protection possessed by the target. |
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Cabal |
This mysterious wizard hides behind illusions and his strange mechanical guardians. |
Cabal cannot be Banished, Frozen, Stoned, Drained, or drawn away by a Storm Crystal. He takes almost no damage from attacks that would normally bypass protection or resistance, and cannot be poisoned. Good luck. |
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Cave Spider |
These arachnids are native to the limestone caves scattered throughout Gladstone. Although their bite is not poisonous, beware their tendency to swarm over prey. A small group of these monstrosities can easily bring down an unwary villager. |
The thin carapace that covers these soft bodied bugs makes them vulnerable to blunt and impact based physical attacks. |
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Fallen Ones |
When a soul is ripped from it's living mortal body, the remaining flesh is an empty shell waiting to be filled. Malevolent spirits drifting through the ether find these helpless victims and inhabit their flesh, perverting its form to serve their own strange needs. |
These creatures possess powerful resistance to all forms of magical attacks. |
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Fire Beetles |
Do not be misled by the small size of these insects. The small furnace they house within their brightly colored carapace is capable of generating massive amounts of heat. Possessing a hive mentality, they will attack in large groups if threatened. |
As with most insects, these beetles are resistant to crushing. As a result, they only take half damage from blunt and impact attacks. Their environment affords them powerful resistance to fire attacks, while robbing them of any defenses against cold. |
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Fire Elementals |
The ridged exoskeleton of these creatures houses a volcanic furnace capable of turning stone to molten slag in seconds. They require an incredibly hot environment to survive. They tend to spend their time below the surface in vast underground magma lakes, coming to the surface infrequently to feed. |
Their elemental nature allows these lava serpents to actually regenerate when exposed to any form of fire damage. They are susceptible to cold attacks, taking twice the damage normally inflicted. |
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Fire Wisp |
These violently burning spheres of flame serve as guardians of the ancient dragon city that lies at the heart of the Volcanic portal world. |
Formed of living fire, wisps gain strength when exposed to external sources of heat. Taking normal damage from physical attacks, they are dispelled quickly when exposed to cold. |
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Giant Spiders |
Identified by their distinct red markings, these huge spiders have recently appeared in the woods surrounding Gladstone. Until recently, these creatures made their nests in the high trees, descending at night to hunt for boar and other prey. With the recent destruction wrought by the Portals, they have been forced to come down from their lairs on a more permanent basis. |
Their own venomous nature renders these immense arachnids immune to the effects of all poisons. In addition, their hard shell makes them resistant to bashing attacks. |
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Gladstone Guards |
With a few recent exceptions, the Gladstone Guards are known across the Lands as being a noble and steadfast militia. Membership is restricted to those invited by their Inner Council. As a result, some of the most influential members of Gladstone society (including its current monarch) have served in its ranks. |
Their superior training and excellent armor makes these fighters resistant to physical attacks that are either piercing or edged. The conductive chainmail that rests beneath their field platemail makes them extremely susceptible to electrical attacks. |
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Harbingers |
Legend has it that these twisted creatures are wraiths that have manifested in physical form. Forced from the spiritual realm by stronger specters, they have focused their energies into these winged undead bodies. Used as messengers by the lords of the underworld, their presence often foreshadows the arrival of their masters. |
These creatures possess powerful resistance to all forms of magical attacks. |
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Ice Worm |
Similar in nature to the trapdoor spider, these eyeless worms live in small pockets beneath the ice of the Frozen Wastes. They conceal the entrance to their lairs behind commonly occurring outcroppings of ice and rock. Their ability to strike quickly and to retreat into the ground when threatened make them formidable foes. |
Ice worms are almost totally immune to any form of cold damage. Their hard, ribbed exoskeleton affords them significant resistance to most forms of physical attacks. Strikes which pierce directly through their hard exteriors are most effective. |
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Jacinda |
The Queen of the mighty Barbarian women that inhabit the White Tower, Jacinda has gained her position through prowess in battle and dedication to the arts of war. Her predecessor, Jana, died during the Nether Mask Conflict that swept through the Lands several years ago. |
Jacinda is almost totally immune to the effects of freezing and cold damage. Fortunately, she is very susceptible to fire based attacks. |
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Jakel |
A shadowy figure composed of seemingly empty robes, Jakel has served the Draracle for eons. |
The architectural familiar of the Draracle, Jakel is immune to the effects of Banish, Storm crystals, freezing, stoning, Lesser poison, Greater poison, and life drain. He is also resistant to magic and physical attacks, taking only half the inflicted damage. His mystical nature renders weapons that bypass protection and resistance useless. |
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Lamplights |
Once found only on the Southern Continent, these hopping insects have recently migrated to the Northern Lands. They have taken up residence in the limestone caves scattered around Gladstone, and have been a nuisance for local farmers and Geldenberry growers. They are not very aggressive, and will usually not attack travelers if left alone. |
Lamplights are unaffected by their own Lesser Poison, but the weakness of their hollow structure doubles the damage they take from physical blunt and impact attacks. Their tropical nature also makes them susceptible to cold damage, multiplying its effectiveness several times. |
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Lesser Fire Drakes |
Dragons take thousands of years to reach full maturity. These four legged, immature drakes tend to travel in groups, unlike their full grown counterparts, who are solitary and antisocial. Just beginning to breathe fire, they are fairly intelligent, and are capable of great cunning. |
Their tough scaled hide and internal furnaces make these creatures resistant to fire damage and susceptible to the effects of cold based attacks. |
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Morphera |
One of the few Dragons left in the Lands, Morpheras domain within her caves has gone unchallenged for ages. With the recent death of her mate, she has become far more volatile, and far more dangerous. |
Immune to Banish spells, Storm crystals, Stoning and Magic drain, Morphera regenerates when in her natural element, fire. She is vulnerable to cold based attacks, and only takes half the allotted damage from all physical and magical strikes. |
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Mutant Humans |
It would seem that these are the twisted remnants of some long dead civilization. Possessing very little intelligence, their warped instincts drive them to destroy. A cancerous aura pulses from their flesh, a testament to the forces that have forever altered them. |
Immune to radiation damage, the life patterns of these frightening beings is so alien that they are effectively Immune to the effects of life draining attacks. The magic of the Lands is weak in the Shattered Desert realm, and as a result these mutants are almost completely resistant to magical attacks. |
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Orc Leader |
These massive brutes are the leaders of the lesser orcish races. Fortunately their great strength is tempered with a dull and uninspired intellect. |
Much tougher than their smaller brothers, these giants are almost totally immune to damage done by blunt, impact and stun based attacks. |
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Orc Raiders |
Charging out from the Barren Plains, bands of Orcs have raided the coffers of Gladstone for many centuries. In recent years, the leadership of the Dark Army has grown somewhat unstable. As a result, small groups of Orcs have split off from their brethren and formed their own coteries. These runaways have moved out into the Lands, some even settling in human cities. |
Their thick skulls and oversized bones protect them from a limited amount of blunt, impact and stun attacks. |
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Picadon |
Mutated over the generations from the Desert Tortoise, the Armadillo, and who knows what else, these ferocious creatures roam the canyons of the Shattered Desert in small vicious packs. Beneath their thick shells they are covered with exposed muscle and viscera. Blood drools from their spiny muzzles, their oversized fangs piercing through the swollen meat of their gums. |
Resistant to radiation and acid damage, the life patterns of these strange creatures is so alien that they are effectively Immune to the effects of Life drain attacks. The magic of the Lands is weak in the Shattered Desert realm, and as a result these evolutionary accidents are almost completely resistant to magical attacks. |
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Rats |
Found in many of the environments around Gladstone, these furry rodents are easily frightened, and if attacked will run from the conflict. They live in comfortable coexistence with their larger brethren, who offer them significant protection. |
These slippery critters are very susceptible to fire damage. |
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Rift Hounds |
Denizens of the Spaces Between, the Hounds have somehow been released by the recent departure of the Draracle. Supernatural creatures, the hounds exist in both the physical and the spiritual realms. As a strange byproduct of this duality, the souls of their prey are torn free during the attack. It is a rare occurrence that their victims escape after a partial feeding. Such an occurrence would leave the body relatively unharmed, and the soul torn free, wandering through the ether until recovered, or collected by some other force. Without being reunited with it's soul, the unfortunate victim would soon die. |
Their other worldly nature grants these fierce creatures immunity to the effects of Banish, Storm crystals, magic drain, life drain, and all forms of poison. |
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Roaches |
Unfortunately, these tenacious insects can be found throughout the Lands. Much to the chagrin of the people, they have shown unlimited potential for growth. It has been reported that roaches measuring over 8 feet in length have been seen in the Draracle's Caves. |
Roaches are resistant to most forms of damage, and are only susceptible to attacks involving electricity, which they are extremely vulnerable to. |
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Ruloi Collective |
This quivering mass is actually formed by many Ruloi joining together in what might be some mysterious mating ritual. The pods expelled from the Collective during its life cycle are its main defense, and they possess the same strengths and weaknesses as the whole. |
This focused construct of the Ruloi is immune to the effects of Banish, Storm crystals, Freezing, Stoning, Magic drain, Lesser poison and greater poison. It has an innate resistance to all forms of magical attack, and takes almost no damage from light, acid and stun attacks. If attacked at close range, it has limited immunity to edged, blunt and impact physical based attacks. |
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Ruloi Drones |
These flying spellcasters, once thought to be the only Ruloi in existence, are actually the working caste of Ruloi society. Although powerful in their own right, they are the bottom of the food chain in any Ruloi Hive. Although drones primarily sense through motion, their simple minds are still confused when in the presence of invisible objects or individuals. |
Immune the effects of stoning, freeze, Lesser poison, Greater poison, and magic drain, these drones are difficult to defeat in magical combat. They suffer only half damage from magic and Ancient magic attacks, and almost no damage at all from light, acid and stun. Their weakness is their soft flesh, which is susceptible to physical attacks. |
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Ruloi Warriors |
Larger, sleeker versions of the drones, these beings are the combat elite of Ruloi society. Bony plates cover most of their bodies, affording them significant protection during close range fighting. The weakness of their lesser brethren becomes evident when fighting these otherworldly juggernauts. Far more intelligent than their lesser cousins, Ruloi warriors are not fooled by invisibility. |
Like their lesser brethren, these warriors are immune to the effects of stoning, freeze, Lesser poison, Greater poison, and magic drain. They too suffer only half damage from magic and Ancient magic attacks, and almost no damage at all from light, acid and stun. Unlike the Drones, Ruloi Warriors are sheathed in bony plating, which gives them a slight resistance against edged, blunt and impact based physical attacks. |
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Saber Tooth Cerberus Tigers |
These prehistoric two headed cats can easily snap the spine of a man between either of their jaws. Released from the deep ice of Northern Calon over a century ago, they have traveled across the Lands, making their home in the Frozen Wastes and the Claw Mountains of the Southern Continent. |
Their thick fur and fatty hide make these striped behemoths resistant to the effects of freezing and cold based attacks. This thick protection also halves the damage they take from physical piercing, impact, and bare hand strikes. They fear fire, due to the large amount of damage it can inflict on their heat sensitive bodies. |
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Scavengers |
These wingless birds are the parasites of the Ruloi world of Tsul darn. Scavengers, they hunt down unprotected Ruloi nests and devour the eggs they find there. |
Nesting in and around the acid pools indigenous to the Ruloi homeworld, these avians are immune to their damaging effects. |
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Scythe Demon |
One of the Masters of the Underworld, this being haunts the attic of this great house, trapping and destroying all who stumble upon its territory. |
This terror is immune to Banish spells, Storm crystals, Freezing, Stoning and Life drain. It actually regenerates when taking cold damage, and takes half damage from all physical and magical attacks. Until its source of power is destroyed, the Scythe Demon cannot be harmed by any means. |
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Shades |
When an evil man dies, his soul is twisted into the bound form of a Shade. These powerful malevolent spirits seek out living creatures and drain their essence. This draining is the only way for the Shades to assure their continued existence. Should they be unable to find spiritual sustenance, they will eventually discorporate, and be destroyed for all eternity. |
Their metaphysical nature grants these disembodied spirits total immunity from the effects of Storm crystals, Freeze and Life drain effects. They take almost no damage from physical and most magical attacks, even when those effects would normally bypass protection and resistance. Having no real physical form, they are immune to all forms of poison. Their only known weakness is their massive susceptibility to electrical and light based attacks. |
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Skeletal Guardians |
Once the guardians of the Draracle's inner sanctum, these enchanted creatures have begun appearing in the outer caves. Possessing great strength, the Guardians were often used for manual labor and other mundane tasks by the Ancient oracle. |
Piercing attacks do almost no damage to these skeletal warriors, such strikes frequently passing through the spaces between their bones. Their brittle structure makes them susceptible to physical blunt and impact damage, doubling their effectiveness. |
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Skeletal Rat |
Animated by a branching of the powerful magics that drive the Skeletal Guardians, these bony creatures have been known to grow to great sizes. Found throughout the Lands, they are more aggressive then their furry counterparts. |
The narrow bones of these undead creatures affords them significant protection from piercing attacks. |
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Starks |
These are the infamous fire-chickens of the White Tower. Rumored to be the twisted creations of the Necromancer who previously resided within it's walls, these flying abominations have been know to lay warriors low with their own laughter before roasting them alive. If caught and properly cooked, Stark meat can be quite a delicacy. |
The small inferno that burns at the heart of these odd creatures is fueled by fire and heat. Instead of taking damage from these sorts of attacks, they regenerate at a rate equal to the damage that would normally be delivered. Any attack form that chills their fires will have its damage multiplied several times. |
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Wharf Rats |
These rat-men have inhabited the Draracle's Caves for many centuries. When engineers began excavating the sewers beneath Gladstone, they would frequently break through into these dark passages. As a result, the rat-men have taken up residence in the sewers themselves. They can also be encountered near the abandoned docks where the sewers empty into Lake Dread. |
A matted, furry hide protects these walking rodents from half of the damage inflicted from blunt and impact based physical attacks. Fortunately, their dry pelts make them quite susceptible to fire damage. |
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Wild Boar |
These ferocious pigs have roamed the woods around Gladstone for centuries. Hunters come from far and wide to stalk these wooly beasts, who become far more dangerous when injured or threatened. |
The nature of their rough hide makes these war pigs susceptible to piercing damage. |
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Zombies |
Found wandering graveyards and tribal burial grounds, the walking dead are unfortunately a frequent occurrence throughout the Lands. Whether it be the Undead Dracoid of the Southern Continent, or the Necromantic Legions of the Dark Lord Michael Traub, these flesh-hungry corpses are a mindless threat and should be swiftly dispatched. |
These mindless corpses are immune to most forms of mystical attacks including Banish, Storm crystals, Freeze, Stone, Magic drain and Life drain. Although almost completely resistant to most physical and magical damage, they will burn easily. |