Transcendent One
Monsters
Most monsters WILL attack you on sight, but every once in a while you’ll find one that’s willing to talk first.
Black Abishai:
An abishai is one of the least forms of the baatezu, a race of lawful fiends that seeks to impose cruel tyranny on the face of evil. A black abishai is the lowest of the abishai, ranking below the green and the red forms. They are the infantrymen and skirmishers of the Blood War; they are malicious and compared to the rest of the baatezu race, not terribly clever.
Green Abishai:
An abishai is one of the least forms of the baatezu, a race of lawful fiends that seeks to impose cruel tyranny on the face of evil. A green abishai is the second rank of the abishai, ranking above the black and below the red. They are the infantrymen and skirmishers of the Blood War; they are malicious and compared to the rest of the baatezu race, not terribly clever.
Red Abishai:
An abishai is one of the least forms of the baatezu, a race of lawful fiends that seeks to impose cruel tyranny on the face of evil. A red abishai is the highest of the abishai, ranking above the green and the black forms. They are the infantrymen and skirmishers of the Blood War; they are malicious and compared to the rest of the baatezu race, not terribly clever. The red abishai is one step down from promotion to a higher form of baatezu.
Evil Wizard Construct:
Somehow this drone achieved sentience and overthrew the modron in charge. Before it could lay any serious plans, though, the failsafe of the modron cube kicked in and placed the drone into stasis. Now you've activated it again. Good for you.
High Threat Construct:
These constructs are the more powerful creatures inhabiting the modron maze. They come in two varieties, one more powerful than the other. They're both more powerful than the light drone, and they're both dangerous enough that you should keep an eye out for them.
Low Threat Construct:
The light drones don't present much of a threat - they've been built to establish a baseline for "wandering adventurers." Still, they're annoying and petty.
Medium Threat Construct:
These constructs are the more powerful creatures inhabiting the modron maze. They come in two varieties, one more powerful than the other. They're both more powerful than the light drone, and they're both dangerous enough that you should keep an eye out for them.
Cornugon:
One of the highest-ranking levels of baatezu in all Baator, cornugons are those who have ascended through the ranks of their fellows by way of countless generations of betrayal, self-sacrifice, deception, and all manner of vices. Covered with tiny horns, wearing a huge pair of wings, and heavily-muscled, they look like stupid creatures and often play on that to their advantage - they are, in fact, deeply intelligent creatures, and there's no telling how deep their schemes might run.
Cranium Rat:
Individually, cranium rats are little more than your ordinary garbage rats with the slight addition of pulsing, exposed brains on their skulls. Get them in a group, though, and they become much more dangerous - their proximity to other cranium rats creates a hive mind that grows more powerful with the addition of every rat. Their intelligence can rapidly increase to godlike level, and they gain spells and other fearsome mental abilities - and it's only by slaying numerous individual rats that you can weaken the hive mind. Best to avoid them, if at all possible.
Gehreleth:
Gehreleths are the outcast fiends of the planes, savage fighters who create themselves from the bodies of the dead that litter Carceri's spheres. They're universally feared and despised, and for good reason. Best to stay away from them - if you can't do that, make sure you've got a weapon that'll drive them off.
Ghoul, Female:
The walking dead come in many shapes and sized. This particular shape and size is that of a carrion eater, a thing that survives by eating the flesh and bones of the living and dead alike. A ghoul is a savage creature, with few scruples and even less intelligence. Fortunately, they're easily disposed of.
Ghoul, Male:
The walking dead come in many shapes and sized. This particular shape and size is that of a carrion eater, a thing that survives by eating the flesh and bones of the living and dead alike. A ghoul is a savage creature, with few scruples and even less intelligence. Fortunately, they're easily disposed of.
Glabrezu:
Of all the tanar'ri - demonic fiends that inhabit the Abyss of chaos and evil - few are as cunning as the doglike glabrezu. These are the chosen tempters of mortal minds, offering power and knowledge beyond the ken of even the most knowledgeable. Of course, this knowledge comes with a price. They're also brutal warriors, among the most dangerous creatures you have encountered. Tread carefully, both in body and mind.
Grillig:
These pack creatures are cowardly on their own, preferring to hunt only with their brethren nearby. They attack with their hind feet, slashing their enemies with razor-sharp claws. They appear to be immune to edged weapons…
Gronk:
The gronk is a stupid, burly creature, stupidly aggressive. They tend to be docile until their territory is invaded, and unfortunately, by the time you see one, you've probably invaded its territory. Best to avoid combat with these. They appear to be immune to crushing weapons.
Larval Worm:
These are not the pleasant earthworms that emerge from the ground after a heavy rain. They are slimy, massive creatures that feed on carrion, their mouths lined with sharp teeth that can tear the arm off a strong man or the head from a child.
Lemure:
The least of the hordes of the lawful evil baatezu, lemures are the incarnate spirits of the truly evil. They are used as ballista-fodder for the Blood War, and are barely intelligent. You need magic weapons or holy items to hurt them, it seems, for their gelatinous flesh seals behind any wounds you might inflict.
Mantuok:
Lycanthropy is a sickness passed on by the bite of an infected creature, turning the unfortunate victim into a 'were-beast', a creature that is half-human, half-beast. There are a number of creatures that pass along this disease, some of them quite noble, others fearsome and awe-inspiring. The rat is neither of these, and its lycanthropic cousins are the skulkers of the were-world, the hiders in shadow, the despised. Their personalities all seem to reflect this.
Mantuok, the voice of Many-as-One, the cranium rat collective, is an ingratiating little bastard whose best quality is that he is subservient to those with power. He's also a mage of some talent, and it seems he'll sell out his master to achieve an advantage for himself. He seems to hate you with a passion. Perhaps he's jealous of you.
Nupperibo:
A bare step above the lemure in the baatezu food chain, the nupperibo is a practically mindless, blubbery lump of flesh that contains the pure essence of law and evil. Driven on by the cruel whips of their supervisors, a group of them can form a battle wave that can wash effortlessly over an opponent. Apparently, the nupperibo can only be harmed by magical or holy weapons.
Ravel:
All the stories you heard about Ravel Puzzlewell prepared you for a loathsome monster who would devour your soul. If she intended that, though, she chose a strange way to go about it - she is undeniably insane, trapped in a black-barbed maze of thorns and evil. You can't help but pity her, despite her great power: She has lost everything and doesn't even know it.
Shadow:
These shadows are pale, effeminate wraiths who draw themselves up from the ground quietly. They strike without warning, and seem to be more bloodhound than warrior.
Greater Shadow:
The skeletal shadows that have taken the place of the first shadows you saw seem to be far more dangerous. Their elongated limbs end in vicious claws, and they swarm like insects.
True Shadow:
These shadows are much like the other two kinds of shadows you have encountered, but they're armed with brutal claws and a fierce dedication to your death. Alone, they're dangerous - but they usually hunt in packs and so become deadly.
Skeleton:
These skeletons have been given a semblance of life through necromancy. Although these skeletons have no ligaments or musculature, their joints are bound with thin metal bolts and their bones appear bound with leather straps and cords wound beneath their armor. Skeletons suffer less damage from and slashing or piercing weapons. Crushing weapons, such as clubs and hammers, inflict normal damage.
Giant Skeleton:
These skeletons are made from the bones of giants and given a semblance of life through necromancy. Although these skeletons have no ligaments or musculature, their joints are bound with iron bolts and their bones are reinforced with leather straps and cords wound beneath their armor. These skeleton's size belies their great speed and their skill with their great swords.
The archaic armor and weapons these skeletons use do not look like they have suffered from age, and their blades are razor-sharp. It is possible that their armor is cleaned daily by one of the Mortuary workers.
Skeletons suffer less damage from any slashing or piercing weapons. Crushing weapons, such as clubs and hammers, inflict normal damage.
Skeleton Priest:
Leader of the skeletons of the Dead Nations, Hargrimm is the skeleton priest who speaks the words of the Silent King to his followers. With Stale Mary the zombie and Acaste the Ghoul-Queen as the two other corners, he makes the third of the triumvirate that holds the Dead Nations in uneasy balance. Tipping the balance one way or another might incite chaos.
Sohmien:
You were first alerted to the sohmien by the thundering of their hooves. Four-legged creatures of pure evil, the sohmien have the body of a horse and a head out of nightmare. Their spiked shoulders make them additionally threatening. They seem to travel in carnivorous herds.
The Transcendent One:
This mysterious spectral entity is responsible for delivering the killing blow on Ravel during her last moments in the Black-Barbed Maze. Who this adversary is is unknown.
Thokola:
Thokolas are dull and brutish humanoids. Their bodies are covered with a brown, almost-furry skin, and their jutting jaws do a poor job of hiding their misshapen teeth. They are warriors, and find no greater joy than in bloodshed. It is probably best to avoid angering them.
Huge Thug:
Some folks are just born large. Some of them use their abnormal physique to intimidate others and travel through life terrorizing those who are smaller. They tend to favor brawn over brains, and sadly, too often they get away with it.
Small Thug:
In any society, there are going to be people who can't live by the laws society lays down. Maybe they feel downtrodden and oppressed. Maybe they're driven to the streets because they have no other options. Maybe they're just resentful. Whatever the cause, quite a large number of them choose to slip into a life of crime, living by preying off others. You've done it yourself. It doesn't mean you like it any better when they're trying to prey on *you*.
Trelon:
Ordinarily, you'd think beetles would be small things you could crush with your boot. You wouldn't credit them with intelligence. You certainly wouldn't credit them with a sadistic streak. At least, you wouldn't until you saw the trelons. These hissing beetle things live in the dark, and they have a marked penchant for pain. They seem to be a breed of Lower Planar creature, because there's a palpable evil in them.
Trias:
Trias is a deva, a celestial being from the Upper Planes. You first encountered him in the prison of Curst, imprisoned in an obsidian bubble. His beauty is astonishing to behold; the aura of goodness rolls from him like a glorious wave of light. His wings are charred down to the bone, yet he seems to bear his suffering with pride.
Trigit:
Ravel's Black-barbed Maze is said to hold the legendary night hag herself - but in the centuries that she's been gone from Sigil, she's had the opportunity to alter her personal maze. Seeds fell from her hair as she traveled through the maze, and the peculiar energies of the maze spawned these creatures - the trigits. They're essentially sentient trees, and they seem to have a hunger for blood.
Trocopotaca:
Trocopotacas are big, white crocodilian creatures that prefer the damp. They live in the catacombs under Sigil's street, fighting the vargouilles and Collectors foolish enough to venture into their lairs. They are a legend among the mothers of the Hive, used to frighten children and criminals alike into submission. They exist. They're nasty.
Tuscampa:
These monsters seem to be native to the prison plane of Carceri. Their huge tusks deliver a painful ripping to those unfortunate enough to be in the way, and their natural armor plating seems to protect them from bludgeoning attacks. They don't seem to be very intelligent, but what they lack in wits they make up for in brawn. More's the pity.
Lesser Vargouille:
Horrid creatures from the Lower Planes, vargouilles are disembodied heads grown wings. Their bite is lethal, and worse, the victims of said bite are likely to become vargouilles upon their death. Though the vargouilles are not too dangerous in single combat, they flock to a fight and can prove deadly to an unprepared traveler. Those who would travel in dark places and catacombs should be wary.
Wererat:
Lycanthropy is a sickness passed on by the bite of an infected creature, turning the unfortunate victim into a 'were-beast', a creature that is half-human, half-beast. There are a number of creatures that pass along this disease, some of them quite noble, others fearsome and awe-inspiring. The rat is neither of these, and its lycanthropic cousins are the skulkers of the were-world, the hiders in shadow, the despised. Their personalities all seem to reflect this.
Zombie, Female:
Zombies are mindless corpses animated by necromancy. Unlike skeletons, zombies still have a great deal of flesh attacked to their frame, and this is both an advantage and disadvantage... it makes them tougher and stronger than skeletons, but at the same time, rigor mortis hinders their movement, making them much slower than a normal human being.
Although zombies move and attack very slowly, their great strength becomes apparent when they catch a target. Their blows are capable of killing a normal human being with a single punch.
Zombie, Male:
Zombies are mindless corpses animated by necromancy. Unlike skeletons, zombies still have a great deal of flesh attacked to their frame, and this is both an advantage and disadvantage... it makes them tougher and stronger than skeletons, but at the same time, rigor mortis hinders their movement, making them much slower than a normal human being.
Although zombies move and attack very slowly, their great strength becomes apparent when they catch a target. Their blows are capable of killing a normal human being with a single punch.
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