/=\/=\FALLEN/=\/=\
These demonic imps have of late become very common throughout the woodlands of the Western Kingdoms. Small and vicious, many worry that if these beings were to band together in large numbers, they might easily overthrow some of the smaller cities in the region. Luckily, cowardice appears to be one of the chief features of this species, and they quickly retreat at the sight of one of their brethren falling in battle. Although Fallen seek to congregate together, so far only small encampments have been found, with no obvious overall organization. While there are wild rumors of Fallen Shaman Priests leading camps of Fallen, supposedly with the power to raise them from the dead, this has yet to be substantiated. Carvers and Dark Ones, tougher cousins of the Fallen, have also been seen closer to the fringes of civilization, indicating that the Brothers' sway may be stronger than previously understood.
/=\/=\FALLEN SHAMAN/=\/=\
Only the bravest and smartest of the Fallen attain the coveted training required to rise to the position of Shaman. Their mastery of fire is evident in the balls of flame that they cast to incinerate their enemies. Their magical abilities also allow them to raise their fallen brethren from the dead, making the Shaman especially dangerous when travelling with large groups of Fallen. The most magically attuned of these Shaman can even save other Shaman from an early grave and often have other magical abilities at their disposal as well.
/=\/=\ZOMBIE/=\/=\
The lowest rank of the undead, zombies befoul much of the wilderness of the Western Kingdoms, as well as the tombs and crypts of the whole of Sanctuary. Zombies serve the darkness blindly and without thought, attacking only with their bare hands. They move slowly, but with relentless determination, seeking to consume the flesh of the living. They are simple-minded and easily outwitted, but in large groups can overwhelm the unwary.
/=\/=\Gargantuan Beast/=\/=\
Large but agile, these creatures are most often found in the wilderness, but are also reported to occupy the caves and dungeons of the Western Kingdoms. Sadly, the Gargantuan Beast, Brute, and Yeti (Wendigo subspecies) were previously known to coexist peacefully with humans, avoiding contact whenever possible. Chaos' ill effects have changed them, as they are now quick to anger and attack with huge, sweeping blows of their massive claws. Once provoked, they do not relent until their opponent is slain or they themselves have fallen. Few live to tell the tale of an angered Wendigo, but those that have exclaim how nothing is more terrifying than the sound of these angry creatures bearing down on the attack.
/=\/=\Skeleton/=\/=\
Fierce undead warriors, skeletons do not seek to consume the flesh of the living, but only to extinguish the life of their victims. Skeletons, unrelenting in their goal, move faster than zombies and have some spark of intelligence as demonstrated by their use of weapons. These bony undead have been observed wielding swords, clubs, bows, and even armor and shields, and are often equipped in the same armament in which they fell. Even more terrifying are the animated skeletal remains of expired magic wielders, who prove that even the dead can wield the forces of magic.
/=\/=\Skeleton Archer/=\/=\
Skeletons do not seek to consume the flesh of the living as do many of their other undead kindred, but seek only to slay those who live to increase their ranks. Single-minded in their mission to slay the living, some of these animated warriors now use the bows that served them in life to deadly effect.
/=\/=\Skeleton Mage/=\/=\
These animated skeletal remains of slain sorcerers wield the forces of elemental magic as they sow death throughout the land. Able to deliver considerable damage from a distance, these undead mages can be exceptionally dangerous when congregating in large pacts or under the direction of the remains of a particularly a powerful caster.
/=\/=\Dark Hunter/=\/=\
The corruption of the Sisterhood is perhaps the worst atrocity that the surviving Rogues endure. The sight of their own sisters, marching against them in service of their enemy, drives the Sisterhood into deep despair. The tainted Sisters are seldom caught alone, preferring to attack in groups. Many of the corrupted ones have forgotten their skills with ranged weapons, or are so driven by Hell's rage, that they blindly melee with whatever weapon is at hand.
/=\/=\Dark Ranger/=\/=\
The foundations of the Sisters of the Sightless Eye were rocked when their own became tainted and began to take up arms against the surviving Rogues. The least corrupted of these now evil Sisters maintain enough of their wits to use their years of training with the bow to ill effect against any who oppose the will of their new master. Being caught in a fire fight between a band of Rogues who come across a coven of these dark archers is a dangerous situation indeed.
/=\/=\Dark Spearwoman/=\/=\
The corruption of the Sisterhood has also turned many who were skilled in the use of spears and javelins to the cause of evil. These warriors now use their talents to eviscerate those who seek to stop the corruption that is slowly spreading across Khanduras. Using a mix of piercing weapons, these Corrupt Rogues can be specially dangerous when they back their prey into a corner and use the length of their weapons to gain a tactical advantage.
/=\/=\Foul Crow/=\/=\
Spawned from nests that have infested the wildernesses, these winged monsters assail passersby with quick swooping attacks. They retreat quickly after an attack, and a flock of them can be difficult to eliminate if the nest is not dealt with hastily. Both Foul Crows and Black Raptors have been spied in the regions of Entsteig.
/=\/=\Foul Crow Nest/=\/=\
Bloodhawks construct nests of wattle and the regurgitated flesh and fur of their victims. These unclean and thoroughly disgusting habitations not only serve as a resting place for the vicious creatures, but can nourish them when hunting is scarce. The quick thinking adventurer can make life much easier by destroying these nests before all of the Bloodhawks contained within can fly forth.
/=\/=\Moon Clan/=\/=\
These demonic atrocities have been seen in many regions of Sanctuary and within the Western Kingdoms. These mutations of Evil are half man, half goat and signify the foulest form of Hell's will. Once confined to only the darkest labyrinths, they now venture out into the wilderness, ever closer to the encampments of man. Walking upright as men, with heads of horned goats, they tread upon cloven hooves and are skilled with weapons of war. They are cunning, working together to form organized clans that accomplish the desires of their devilish commanders. Their strength is immense and some of the more powerful clans are rumored to guard the lairs of Hell's more renowned demons.
/=\/=\Ghost/=\/=\
Wraiths are ethereal physical manifestations of tortured souls from the planes of the Hells. Often called "ghosts" or "evil spirits" by mortals, these shades are driven by an intense hatred for the un-suffering living. Wraiths often inhabit the darkest dungeons, having either been drawn there by the imprint of pain and suffering, or summoned and bound by powerful mages, to serve as unwilling guardians. These ethereal creatures can pass through solid objects, and contact with a wraith can quickly drain one's life force. Spellcasters and other energy-reliant mortals may not only be drained of health, but are also left defenseless as their Mana is quickly spirited away to slake the spiritual thirst of these damned souls.
/=\/=\Misshapen/=\/=\
These malformed demons gain their strength and resilience from the natural element of lightning. While slow of foot, these beasts deliver a palpable hit when engaged at close range and can absorb a fair amount of damage. Tainted are perhaps an even greater threat when wounded, however, as this is when they retreat and direct orbs of lightning at their enemies.
/=\/=\Gargoyal Trap/=\/=\
Left behind by paranoid mages to safeguard their treasure troves from prying fingers, these enchanted sentries animate and emit fireballs at those who approach too closely. An interesting quirk of these guardians is that they are not activated by the proximity of the many monsters that roam the areas where they are found. This has led many sages to speculate that they may have been created even before mankind knew of the existence of Demons.
/=\/=\Flying Scimitar/=\/=\
When the trauma of death is especially great, the spirit of the slain is sometimes bound to an item associated with that death. Such is the case with these animated weapons that were once wielded by warriors who died while engaging in the violent act of melee combat. The last thought on the minds of those who once held these blades was to destroy their opponent and so they will slash out in an attempt to achieve that final goal.
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(Fallen/Carver/Devilkin/Dark One/Warped One)
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(Fallen Shaman/Carver Shaman/Devilkin Shaman/Dark One Shaman/Warped One Shaman)
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(Zombie/Hungry Dead/Ghoul/Plague Bringer/Drowned Carcass)
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(Gargantuan Beast/Brute/Yeti/Crusher/Wailing Beast)
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(Skeleton/Returned/Bone Warrior/Burning Dead/Horror)
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(Skeleton Archer/Returned Archer/Bone Warrior Archer/Burning Dead Archer/Horror Archer)
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(Skeleton Mage/Returned Mage/Bone Warrior Mage/Burning Dead Mage/Horror Mage)
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(Dark Hunter/Vile Hunter/Dark Stalker/Black Rogue/Flesh Hunter)
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(Dark Ranger/Vile Archer/Dark Archer/Black Archer/Flesh Archer)
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(Dark Spearwoman/Vile Lancer/Dark Lancer/Black Lancer/Flesh Lancer)
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(Foul Crow/Blood Hawk/Black Raptor/Cloud Stalker)
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(Foul Crow Nest/Blood Hawk Nest/Black Raptor Nest/Cloud Stalker Nest)
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(Moon Clan/Night Clan/Blood Clan/Death Clan/Hell Clan)
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(Ghost/Wraith/Specter/Apparation/Dark Shape)
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(Misshapen/Disfigured/Tainted/Afflicted/Damned)
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(Gargoyal Trap)
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(Flying Scimitar)
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