Up to six feet long, these large lizard-like beasts have an easy time of hunting when they find prey.
Typically a dark blue, grey, or brown they lay in wait for an opportune moment to spring out and catch an unsuspecting meal with their gaze; of which can turn living things to stone.
If a basilisk meets the gaze of someone for more than two full seconds they will be petrified.
Short of this they will merely feel a bit of stiffening but could otherwise recover.
It is conceivable that a longer term recovery could be had for those unfortunate souls petrified by a basilisks gaze, but it hasn't been tried since the creature tends to eat them.
The basilisk produces an acid that returns petrified stone to flesh, as such this acid can be quite painful to normal flesh if bitten.
There are also ancient tales of people who have tamed basilisks, but no such thing has occured since the time of the Empire.
Cold and dark cavernous areas in mountains or sea cliffs
Resistances Blinding & Toxins Mind Effects
Weaknesses None Known
Intelligent predators, Bebilith prefer the solitary life; thankfully...
They are only typically spotted around Aeliavim territory, of who are their main prey.
Bebilith's have huge front razor claws as their front legs specially designed for ripping apart armor, and have great darkvision.
These giant arachnids also excrete a strong poison capable of taking down massive beasts.
However their venom is highly perishable thus cannot be effectively spit, the substance becoming an inert, foul-smelling goo almost immediately when in contact with air.
In addition to their melee abilities they are also fond of using thick webbing to entangle prey.
This webbing is fairly flammable after a few minutes from being made.
While Bebiliths have a web to throw around they are not a web spinning creature thus do not have nests full of the stuff, nor can they produce a ton of it in one day.
It hasn't been explicitly confirmed, but there are hints that the Bebilith have some sort of telepathic ability of which they use to communicate with their kind.
This could just be an attempt to explain why they otherwise make little noise in the way of communication when with other Bebilith, yet are very coordinated together.
Not nearly a hive mind. Bebilith are agressive with one another regarding territory, but would rather work together to get rid of a common threat.
These cat-like beasts are more scale than they are fur.
Their scales interact with light to camouflage the 'hellcat' as it is called by humans.
In the dark this effect is minimal, making them easier to spot by creatures capable of seeing in the dark.
Light cast from Light Quints however make the bezekira glow, up to a minute after the light is gone if the beast was exposed long enough.
Despite not quite being as fearsome as their cousin, the hellhound, the bezekira is an expert hunter and tracker.
When it catches its prey it uses its hooked claws and large body to restrict movement and latch on.
A fairly accurate comparison would be that of a lioness. They even have a similar pride structure when allowed to hunt in groups.
They are incredibly cooperative creatures; with their own kind and their masters of course.
Viscious goblinoids often found with their cousins: hobgoblins and goblins.
Though typically this relationship is like that of hiring a mercenary, the other goblinoids greatly appreciate the protection a bugbear provides.
They are surprisingly swift creatures despite their toned builds, preferring to ambush or setup traps to sway the odds in their favor.
Bugbears are also known to abandon any loyalties when their life is on the line.
Well known as landsharks, these huge monstrous creatures lie in wait underground for travelers.
They've been known to reach sizes of ten feet tall.
Being a burrowing creature they have a sort of tremorsense that allows them to read vibrations in the earth, which is majority of how they see.
They do have eyes, of which are of course used once the beast is above ground, but the likelyhood of hitting them is minuscule.
This tremorsense also makes it difficult to confuse or hide from the bulette unless one can fly.
These slimy creatures feed off of carcasses, capable of growing from small centipede sizes to the size of an ogre if feeding well.
They prefer to roam swamps, caves, forests, and underground tunnels particularly loving sewers, but at times they are drawn to a cemetary or battlefield.
The tentacles by their mouth help break down tissues and have a mild paralyzing effect in case their meal isn't quite dead yet.
Despite their capability to engage other creatures they are not fond of hard to get food, though will vehemently attack anything that comes to interrupt their feasting.
Deep caverns typically around water. Love the darkest of areas.
Only found in the darkest of areas deep underground, Cloakers have developed a camouflage that was very useful during the adventuring age.
When completely motionless it is almost impossible to distinguish their backside from a tattered old cloak.
They don't come into contact with as many adventurer's nowadays but it still comes in handy.
Claokers will wait until their intended prey is within reach then latch themselves to the target.
Luckily these creatures prefer isolation, but on the rare occasion there are multiple they are able to communicate to one another via low moan inaudible to most beings.
However, they can raise the frequency to impose a chilling sound haunting sound effect.
A bizarre mix of rooster and dragon from its appearance, a cockatrice can be quite the terror on the ground despite it being slightly larger than a chicken.
While it possesses large feathery wings it does not possess a hollow bone structure thus cannot soar through the skies and pick off prey.
At best it can glide a little ways or jump great distances.
However the more terrifying aspect of a cockatrice is its breath weapon.
It can spew a sickly yellow-grey gas a good five feet from its mouth that causes petrification in fleshy beings.
Any skin absorption or inhilation will cause instantaneous stiffening of the limbs to the point of becoming immovable.
A grand serpent with wings of rainbow feathers, these creatures are masters of deception and charm.
They can manipulate the light around their wings for various dazzling and charming effects, going from something as simple as blinding to entrancing their prey.
Couatl are very intelligent creatures. Mixing this with their great agility gives for a hard target and fearsome predator.
In addition they also possess a poison that when injected will cause drowsiness, mild halucinations, and then numbness of the immediate area contacted.
They will use this in combination with their bedazzlement to make an easy meal.
Capable of camouflaging itself with surrounding rock-like terrain, darkmantles pass themselves as stalactite's and drop on unsuspecting foes when near.
They will emit a dark cloud, further linking themselves to the aquatic squid, that is impossible to see through without sonic radar; of which is how the darkmantle see.
Otherwise this cloud has no ill effects.
Their favorite tactic is to drop, gas, then wrap themselves around their target's head with its several tentacles and suffocate the foe before eating.
A master of harmonics, destrachan can render a being monetarily helpless just with its 'voice'.
They are often underestimated due to their lack of eyes, but while these beasts are savage they are rather intelligent.
Their harmonic attacks can be fine tuned to disrupt any single material in either a small radius around it or in a cone from its mouth as if it was a breath weapon.
It has been known to shatter solid stone, the creatures intelligent enough to know what will cause a structural collapse and use it in their favor.
This targeting is not limited to inorganic material either, the destrachan able to stun nerves and even knock someone straight out if they don't move fast enough.
As they're best known for, doppelgangers can change their shape at will to anything of a similar humanoid size.
They cannot effectively change into a monstrous or quadrapedal shape, thus stick to an absolute mastery of bipedial humanoid forms.
While shifted they are nearly impossible to discern from the real individual of who they assumed the shape of.
This is not only because of their perfect visual and verbal mimicry, but also their inherent ability to skim the immediate thoughts of everyone nearby.
Their thought detection can convey simple feelings and vague notions of ideas even if the scanned target(s) are not explicitly thinking words.
Doppelgangers are also very fluid in several languages, thus it is unlikely to be able to fool them by switching languages.
They tend to wander and explore far reaches of the world
Resistances General Magic Main Element
Weaknesses Opposing Element
There are endless types, colors, and forms of dragon and they don't always necessarily make visual sense with each other.
It is often told that a red dragon houses the essence of fire, green an essence of nature, yellow light, blue water...
But it is just as likely a black dragon will wield the power of radiance as it will the power of decay.
This misconception has led to many brave men of old falling to even a young dragon.
Either because of misplaced assumptions or because they forgot even a young dragon could be their senior in both age and experience; dragon's don't reach adulthood well past fifty years.
No dragon has been seen in the known region of Iendol since before the the calamity, making for any spoken truths about them just as likely as any farfetched claims.
Ancient texts contain just as many facts as they do over-exaggerations; hopefully in some cases.
They range in temperments and personalities like that of a human, rival and exceed cognitive pursuits of most mortal races, yet while they're young they are still prone to excitability and curiosity.
Their physical capabilities differ widely as well.
Some better flyers than others, some prefering to burrow, some able to outrun the fastest land beast.
One thing they do have in common is thick polycarbonate scales covering their bodies and a powerful breath weapon that matches their main element.
As well, even the largest of young dragons tend not to exceed a 15' length.
Oceans, taking residence in coastal caverns around reefs
Resistances Cold & Fire Physical DMG
Weaknesses None Known
One of the good reasons sea travel isn't abundant.
Dragon Turtles are monstrously huge creatures, an ogre merely the size of an adult's toe.
They are very intelligent creatures, luckily with a love of treasure thus it is possible to bribe them to get safe passage through their territory.
Like their land-based brethren, dragon turtles have a breath weapon: scalding steam.
Even underwater their steam breath is hot enough to boil a significant area.
Ethereal Filchers are rather cowardly and prefer to hit and run; aiming to snatch whatever shiny caught their attention.
They are able to shift into an ethereal form for a few seconds, which changes everything it is holding with it, making it difficult to deal with.
A habit of theirs is to suddenly appear, bite, grab, then fade away as they retreat.
Nicely summarized as an intelligent humanoid spider, ettercaps spit thick sticky web-like fluid and can inject deadly poison with their bite.
Their size, roughly the average of a tall human, is in no means as intimidating as the company they keep: monstrous spiders.
It is common for an ettercap, or pair of, to be in the company of at least one massive arachnid.
A rather interesting feature of an ettercap however is their capability for common speech, making the rare possibility of being able to talk your way out of an otherwise unfortunate meeting.
Hopefully the group isn't hungry at the time.
Resistances Mind Effects Disease & Poison Vampirism & Zofien
Weaknesses Light Quints
These foul creatures are the result of a mortal feasting upon a lot of humanoid flesh.
There form is twisted, gaunt, and generally terrifying to witness move.
They have an insatiable hunger and are as undead, mostly without a mind beyond the ingesting of the dead and living alike.
Organized in packs, gnolls travel around the world plundering and slaughtering those that stand in their way.
They value the strength to survive giving no mercy to those too weak to fight against them.
However, gnolls prefer to attack when they know they'll win.
Avoiding forts and strongholds for the villages and farmers that surround them.
These nomadic destroyers do not make their own equipment, finding plenty to go around from those they've killed.
Often led by their strong cousins, Hobgoblins and Bugbears, goblins are rather week, lazy, and undisciplined.
They don't make for very good labors, servants, or even guards making them only a nuisance when encountered.
That being said they spare no expense in setting up traps and ideal situations should anything of interest approach their lairs.
Goblins are vicious little creatures, always wanting power and authority; and to win.
Despite its fearsome appearance of near 9' tall when hunched and bulging muscles, Gray Renders are surprsingly caring creatures.
Caring, at least, to the individual or small group of other critters it decides it wants to take care of.
Renders have a peculiar tendency to bond with another creature, whether that creature wants the render's company or not.
The render will never harm their adopted charge(s), will provide for them, and protect them against anything hostile.
Gray Renders are a vicious opponent, tending to grapple their enemy then bite and rip them apart.
Seen over various terrain, typically nest in high hills or mountain crevices
The powerful body of a lion with a seamless transition to the head of an eagle and possessing magnificent feathered wings, griffon can be ferocious enemies on the ground and air even when not considering their twelve foot long size.
While they are intelligent enough to grasp simple concepts of common speech none have been known to speak themselves.
They do not attack without provocation unless hungry, and even so they tend to stick to animals and things that don't poke them hard in retaliation.
On occasion they have even been known to help people... though all those times tend to be when someone is too close to their nest, seem harmless, and the griffon wasn't hungry.
Dark skinned humanoid beasts with a bat-like resemblence.
Though they are blind they are well attuned to locating things via sound and vibrations, and have a taste for flesh.
They are rather intelligent, existing in large communities and sending out small groups to forage and hunt.
Grimlocks live under the rule of one strong leader; often this leader just being the smartest of them all.
It is not uncommon for them to be taking orders from something of another species; of which is usually much worse than a Grimlock.
Typically the pets of Archons or higher level aeliavim, hell hounds are named for their internal fire and capability to breath fire like that of a dire quint.
They are relentless hunters, rarely ever giving up on a chase.
While they do follow orders barked in aeliavim tongue nothing gets between them and their prey.
Hell Hounds will even turn on their masters if unable to indulge on their need to consume flesh.
These creatures are not fond of water but will only balk when presented with a large volume of it between them and their target.
Otherwise they would swim across or merely turn it to steam with their fire.
The flesh they eat feeds their internal fires, and when a hound dies it erupts and is consumed by its own fires.
It is not uncommon for there to be multiple hounds hunting together.
Seen over various terrain though stick to flatter areas that allow more room to run
Similar to griffon but with much more variety in regards to the avian/equine color combination.
Hippogriff are very aggressive and hold no qualms with visciously attacking humanoid creatures.
Unfortunately many travehs have fallen to the misleading idea that they would be easily trained as mounts and treating them like horses.
It is likely this constant capture and conflict with humanoids that leads to their general hostility, and they are often found in groups of at least half a dozen.
Almost the human equivalent for goblinoids.
Hobgoblins are very strategic fighters with a miilitary discipline about them.
They supplement their tribal bands, aka legions, with more disposable beings such as goblins, orcs, ogres, bugbears, and even trained animals.
They're known to take residence in abandoned forts and places with abundant resources so that they can fortify and craft their own weapons and armor.
Storming a hobgoblin base is a dangerous endeavor.
Similar to wolves these creatures like to move in packs and spend a lot of time howling.
However, they do not only hunt for necessity; howlers like sport.
With devious minds they will hunt down prey, taking playful swipes and bites during the chase.
They particularly love slowly injuring their target and watching them struggle along.
The quills all along a howler's body lends well to this, acting similarly to a porcupine.
They are long, incredibly sharp, and easily broken from a howler's body and left embedded in their target's flesh.
Their howls also seem to have some minor mind affecting properties as well.
Anyone exposed to the sound of a pack of howlers for about an hour end up rather shaken and less aware of their surroundings.
Most often those listening to a howler for an extended period end up leaving the area before this accumulates to anything serious.
While this mind numbing effect does last several hours after the individual has stopped hearing the howling it is recoverable.
Typically sporting five heads, these giant serpents raid the coasts and seas for food; rarely coming inland unless there's promise of food.
True to most tales about them if a hydra loses one head within a minute two new ones sprout in its place.
This makes fighting a hydra, more often than not, deadly even without taking into consideration its ridiculous fast healing.
Even when sleeping the hydra always has one head that is awake, and underwater it can hold its breath for an hour.
In the stories it is told that you can delay the sprouting of more heads with fire.
Whether this is true or not is hard to say, as there are no recent or reliable accounts of such a thing.
An odd compilation of creatures.
It's about the size of a mule; has the neck, tail, and breast of a lion; the haunches of a stag; cloven hooves; a badger's head; and a mouth that opens from ear to ear with ridges of bone instead of teeth.
Like a hyena they are able to mimic a human voice.
Add this to their devious nature and you get a dangerous pack animal very good at luring their prey to kill zones.
These savage creatures dwell in undersea caves, wreaking havoc in the oceans; they're preference to leave no survivors.
They are intelligent beasts but no understanding of the common tongue.
They attack swiftly without much warning, some even employing harpoons at a distance to cover their allies that swim up to small ships to drag down sailors and fishermen.
It is said that they also hoard treasures in their remote caverns from those they've consumed.
Horror stories from ages past tell of tricky creatures who disguised themselves as immaculate containers.
Most often these were simply treasure chests, but occassionally a tale of an armoire or jewelry case sneaks into the usual stories.
These monsters are always hungry but are unable to travel quickly, relying on other creatures to move them around.
When the time is right the seemingly normal container opens up to several rows of teeth and a super adhesive spittle dripping off of an obscenely long tongue.
No one remembers the origin of the nagas, just that they are monstrously huge serpents with a human-like face.
They dwell in ancient ruins or shrines, protecting the entire area in which this ruin lays.
Nagas are incredibly intelligent creatures, capable of speaking in the common tongue.
While they see themselves as the governing force of their lair they prefer to avoid direct conflict whenever possible.
It is far more likely a naga will give warnings than straight out attack someone.
However, if pushed or if they believe their home or that which they guard is in danger they won't hesitate to put down the threat.
Nagas will use the terrain to their advantage, striking when it would best suit them.
Some employ the use of quintessence but most rely on their poisonous bite or cooperation with other creatures in their domain to deal with intruders.
Whenever a naga is slain they do not merely die and pass on; no.
A slain naga comes back to life typically within a week, and when they do they are not pleased.
Spirit nagas are vengeful beasts that loose their ties to that which they were bidden to protect in favor of revenge.
They don't differentiate between those they are after and those in their way.
Tales tell that the peryton was made from the carrion that ate of a scorned wife who consumed the heart of her rival in ritual to regain her husband's love.
Thus these monstrosities having a human shadow despite their massive avian body and stag head.
Pertyons hunger for the hearts of humanoids, known for fighting to their own or their prey's death.
Standing around six feet tall they can be a fierce foe, dive bombing or doing a flyby with attempt to gore their intended target.
They also appear to understand common speech.
Like the darkmantle, piercers are famous for hiding amongst spire-like rock formations; their favorite being stalactites.
They are not very mobile, relying on landing on their target initially.
However, they do excrete a foul-smelling slime which is their defense versus being attacked to death.
Lucky for them they tend to bunch together to increase their chances of striking prey.
Once one has something the rest slowly crawl over to share in the meal.
Only barely larger than the average house cat, pseudodragons are sly enough to pretend they are merely baby dragons to avoid open conflict.
These creatures are incredibly shrewd, devious, and ruthless. Mix this with their inherant telepathic abilities and you get an elusive tiny stalker you don't want to be alone with.
The major differences between pseudodragons and actual baby dragons is the lack of a breath weapon, telepathy, and the stinger on their tail.
Pseudodragons possess a sleeping poison that can put out an average ogre for a few minutes, a human about an hour.
Because of their telepathic abilities they are instantly aware of any intelligent creatures around them, thus it is almost impossible to sneak up on one.
While they can communicate via mind link until the pseudodragon has absolutely determined their company is not a threat to them they will keep this ability a secret and use it only to appear very insightful and wise.
To add to their repertoire, these creatures can also mimic an array of animal noises.
Which ones depends on the area the pseudodragon lives in and what they've been exposed to.
Rich secluded areas not easily reachable. It is more common for them to find you.
More commonly known as Pegasi, these noble beasts are a shining beacon to all who see them; even at a distance.
They cannot be broken, showing great intelligence for a winged horse, and a shyness along with their wild nature.
It is very rare to manage to even get close to one but incredibly rewarding when accomplished.
Pterohipp only allow the kindest of souls to approach, and if they feel inclined to aid such an individual this bond is one formed for life.
It is fabled the first of its kind, named Pegasus, flew down to aid an unnamed hero during the rise of terrible creatures and silence of the quintessence.
This hero and Pegasus saved a few small towns of who then fled southward to inhabit Iendol.
No one knows what happened to them, but the tale has long since been skewed into a gallant childrens song.
These worms are so humungous they likely wouldn't even notice your existence unless you made an effort.
Capable of swallowing a horse whole without any trouble, they burrow deep down leaving massive tunnels in their wake, consuming and digesting everything as it goes.
Their excretion, however, can be extremely valuable as they leave behind metals and gems.
Their wingspan described to easily block out the sun, roc's are enourmous aerial predators: Kings of the Sky.
They are wise enough to know their choice of prey, keeping away from groups and healthy intelligent beings such as humans and aeliavim.
If aggravated it isn't uncommon for them to give warning passes or, on occasion, pick up and 'drop' off.
However they are very wild and difficult to tame, with not much greater intelligence than the average falcon.
Their strength lies in their sight, able to remain well out of range of any weapon to begin their dive and maneuver masterfully.
Treants are extremely rare beings made from an abundance of quintessence soaked into a tree's roots over the ages.
Once awakened they may still spend a majority of their time living as a tree, growing as normal.
But if their forest is ever endangered or mistreated they will move to defend it.
It common for multiple treants to exist in the same forest, and together they are capable of using the rich energies housed in the soils to temporarily animate other plant life.
It is possible for treants to develop other minor special abilities based on the quintessence it has absorbed over the decades.
Such as one absorbing dire may be immune to fire, or one of light develop silver-like properties or be able to shimmer.
While a troll's voracious appetite is fearsome, by far their most terrifying ability for those caught in their sights is their regenerative abilities.
Trolls are able to rapidly regenerate any part of their body within moments.
Even decapitation will result in complete regeneration; sometimes to the point of it growing an extra head.
Deformities with over regeneration are not uncommon with trolls.
The only known way to defeat one is to slow this regeneration by use of burns via acid or fire.
A medium sized animal that looks a cross between a canine and a feline, but with the added bonus of a large central horn between the eyes and a smaller nose horn.
Due to an overbite they have two large canines showing at all times, but more impressively they are the only known mammal to have vibrant colors like that of a bird or lizard.
While the blues, bright reds, purples, and greens stripped onto their coats are rare they are definitely a sight to behold.
The beasts themselves are feral and vicious, running around in small packs with behaviour not unlike your average wolf.
It has been possible to raise one tame but only if you manage to procure an infant.
Vrikalo are smart creatures though, unlikely to be caught in average traps, and even more dangerously so when in groups.
Despite their name these creatures are not ethereal, but often times you don't see the horror until its upon you.
They are frosty giants with stark white skin like a polished stone, translucent blue eyes, and a wide mouth filled with teeth the size of walrus tusks.
However, they are very hostile carnivores that prefer a lot of space with no company.
Winter Wraiths blend into snowy backdrops easily despite their size of approximately nine feet and can cover long distances quickly.
Their hides are thick and only vulnerable to pure silver weapons edged in gold.
These are the result of a goblinoid (Bugbear, Goblin, or Hobgoblin) infected with the zofien virus.
Typically this transformation is not controllable thus the infected becomes a ferocious wolf-like horror.
Given time it is possible for them to regain cognitive cohesion and communicate with their goblin cousins, but most often a worg is downgraded to a dog of war.
This makes waking from the savage blur of the virus harder but those that do become a terryfing force.
They tend to have higher intelligence than regular goblinoids, employ nightly ambush tactics, and aren't as weak against silver as normal zofien.
Large cousins to dragons, these winged beasts house a powerful poison capable of straight out killing smaller creatures in moments.
They deploy this poison through the stinger on their tail, of which they whip around during their flyby tactics.
A wyvern will not land unless forced to, tricked, or if caught unawares, thus making them horrifying hunters.
There are stories from past ages of taming wyverns to ride, but it would need to be raised from a hatchling.
Even then the violent tempers of these creatures cause many unwanted deaths.
Savage territorial creatures that blend into the snows and grab fresh meat whenever and however they can.
Harsh storms and chilling weather is nothing to them, in fact they often howl into the winds to add an eerie wail that often precedes an avalanche.
Not only are these beasts accustomed to the coldest weather, they can also exhale frigid air like a breath weapon; freezing those caught in the blast.
The gaze of a yeti is also something to be avoided.
Their dead ice blue eyes are often terrifying to the point of those looking into their depths feel chilled, if not frozen on the spot.
Credit to the original artists of all displayed artwork. Themes designed by The Maven.