Monsters were created by Ayn to bring balance to the world. Where as a Rabbit has a Fox to him, the races would have Monsters. These great beasts, sentient and ignorant alike, are races of their own. While others are viewed just the same as animals, but mystical. Large and small, Venomous and not, the whole world is filled with a diverse population of different creatures and all fill a vital niche.
Monsters reach physical and mental maturity at the age of 18. Though monsters can live as long as they are not killed, many will die before the age of 100 and puts their estimated life expectancy at a max of 300.
Blood from most Monsters is thick and gamey for blood drinkers.
Large, brutish race of mutated elves. Strong, crafty and commonly known as conquerors of unsettled lands. Have an extreme hate for elves and humans usually to the point of attacking on sight. Skin varies from dark green to grey. Orc usually live in clans, raiding and pillaging as one large force. These creatures are very strong but not as agile as other races. Orcs have (7) Health Points.
White Orc: These orcs are a pale and sometimes pure white skinned variant of their green cousins. They are often more civilized or spiritual than their darker cousins.
Trolls are stooped beastial creatures with a tusked underbite, clawed hands, that are often reffered to as "fantastically ugly”. The hide of trolls is rubbery, and usually either moss green, putrid gray, or mottled gray and green. Their coarse hair is typically iron gray, or greenish-black. Trolls initially seem to be somewhat shorter, due to their sagging shoulders and tendency to hunch forward. They walk with an uneven gait, and their arms dangle and drag the ground when running. Females are typically larger than the males. They considered the “stupid bastards” among other “giant” races and are treated the same as ogres. A lot of times, Trolls are often ill-tempered, have a big appetite, and are prepared to attack at any moment, though they seem very kind to their young. They usually live in forests or cold mountains. Female trolls work in groups when it comes to their young, teaching children to hunt and fend for themselves. The male is solitary and groups up only to mate before returning to their solitude. Due to their high appetites, they spend much of their time hunting for food to prevent starvation and claim large territories. Fights with rivals do not usually end in death unless there is a food shortage. Sometimes they group up in a “gang” of 2-4. Trolls have possibly the strongest regeneration in Lynnea. They are unable to be killed unless their body is doused in flame or acid once killed to prevent the cells from rebuilding. These creatures, despite their size, blend very well into their environement and can hide easily from the naked eye. They have excellent night vision due to their tendency to reside in caves. Fire and acid makes them hesitate and make a single minded berserker in combat but will continue to fight till they have died or their target has. They must eat constantly due to their rapid regeneration abilities. Trolls have (7) HP and if dismantled will be fully back to normal in just four days opposed to the normal week. Only burns do not heal at this rate and must be taken to a healer or wait until the average full week to heal.
Ice: Usually adorn thick white or grey fur. Commonly seen on mountain tops.
Forest: Grey or green skinned, they are the most common troll. Their body tend to pick up moss and toadstools that grows nicely along their coarse fur.
Swamp: Very similar to Forest trolls but are semi aquatic and dwell in swamps. They tend put off a overwhelming bog odor that would make even a orc wrinkle his nose to.
Stone/Cave: The smallest of Trolls, these are usually black and have pale, light sensitive, eyes.
Scrags(aquatic cousin): Thin, hunched creatures that vaguely resemble their troll cousins, scrags differ in that their skin is slippery green and their backs possess long rows of sharp, defensive spines that start at the base of their necks and bristle down to their lower backs. They must be in water to have racial regeneration active.
With a furred body resembling a human's and the head of either a goat or bovine, Minotaurs are hulking beasts. Once just a cave and labyrinth dwelling creature, many have adapted to life outside and live in herds or tribes. Depending on their upbringing, Minotaurs tend to be peacefully or extremely aggressive. Those in tribes are more intelligent, spiritual and sociable where as those originating from caves and the wilds, are more beasts. These creatures are slow learners but once they've learned something, they tend to never forget. They're hardy and powerful, possessing phenomenal hearing and a sense of smell, though they lack in eyesight. Many Minotaurs are patient and make good hunters with a high spacial awareness. The life of these creatures are slow but they do not tire easily and while they can pick up high speeds if they really try, its for a short period of time and they cannot stop on a dime. Provoking Minotaurs is a dangerous deed because once they riled, its very hard for them to calm and will go to extremes before hand. Their skin is tough and their eyes, especially the more wild of Minotaurs, are well suited for the dark rather than the light. Minotaur have (7) HP.
A large, predatory birdlike race. The ancestors of these people are thought to be once Sirens, saved by Aither, The Sky Goddess, and turned into Harpies to save them from the wrath of Cryso, the Sea God. Their features vary from large feathered women, to beautiful women with bird legs and wings for arms. Harpies never have humanoid hands or feet, and always will be of a talonistic trend. Male harpies also have breasts, so it is a common misconception that there are no males. They are often viewed as vicious and corrupted creatures, but harpies know how creatures think and act. This understanding gives them an advantage when it comes to finding their favorite meals. While creatures of the wild easily fall victim to their captivating songs, these vile bird-people prefer their meals spiced with complex sentient thoughts. Easy prey makes for a boring meal. While ultimately savage and without remorse for their actions, a number of harpies live close to humanoid societies and enjoy parlaying with creatures that they see as potential meals. Harpies are able to fly long distance without tire and spend most of their time in the air rather than grounded or in trees. The Harpy has a surprisingly beautiful voice which is used to lure dinner to them. Harpies are able to perform a Harpy Song, which puts all within chat range into a relaxed state. Those who fail to resist are unable to feel threatened or belligerent for three post rounds. Harpies have (5) HP.
Goliaths on average range between 7 to 8 feet tall for males and females are generally a foot shorter. Goliath skin is often gray or brown and extremely tough (often compared to stone). One of the most distinctive features of the goliath are the darker (often vertically symmetrical) patches of skin that cover their entire bodies. Goliath skin is littered with bony growths called "lithoderms". These growths are roughly the size of a coin and appear like studded pebbles on their arms, shoulders, torso or head. Competitive, Goliaths will make anything they can, a competition. Anything from fighting, to holding their breath, a Goliath will always try to outdo another person or, in a lot of cases, themselves. Otherwise, Goliaths are highly intelligent and peaceful if their environment allows it. Goliaths have (7) HP.
Kobolds are said to have been servants to the dragons and urds of legend and are distantly related to them. They hold high resentment for most other races (typically). They are omnivore and will feed on intelligent creatures if given the opportunity. They typically rely on heavy numbers due to their shortened stature and weakened strength. They are looters and have been known to enslave others. These creatures are short reptilian creatures or dog-like creatures, with strong jaws, that stand about three feet tall and weigh less than 40 pounds and have a long tail. Kobolds typically live in the dark caverns or thick forests, in tribal like societies. Overcrowding is an issue and they will often fight to work out their issues with one another. They worship gods of mining or of trickery/trap making. They love to make jewelry out of gems. They are often resentful of larger races as they are sensitive about their heights and, though obedient and respectful when required to be, they will often find ways to display their resentment. They typically do not like any other race other than Kobolds (and perhaps dragons and urd). Overall, Kobold are Industrious, aggressive, good tinkers, and miners. They do not typically fight fair and are quite dexterous. They speak their own langauge, and while dragons are thought to be a myth, most kobolds believe they are true and still exist. They are also sensitive to light, do not possess very much strength. Kobolds have (4) HP.
Nimble, Fast, and Small. Goblins have a knack for finding a way to survive no matter the harshness of their environment whether it’s the broken hull of a beached ship or the sewers of some city. Goblins are weak and small, the largest barely coming to waist height. They tend to be rather simple minded having a deep hatred of magic, seeing it as something to be mistrusted and feared at the very least. As a whole goblins are small creatures, usually green skinned with sinister beedy eyes. Their garb can range though it usually stems from their habitat. Goblins prefer to dwell in caves, amid large and dense thickets of thistles and brambles, or in structures built and then abandoned by others. Very few goblins have the drive to build structures of their own. Coastlines are favored, as goblins are quite fond of sifting through junk and flotsam in an unending quest to find treasures among the refuse of more civilized races. Goblin hatred runs deep, and few things inspire their wrath more than gnomes (who have long fought against goblins), are horses (who frighten goblins tremendously), and regular dogs (whom goblins regard as pale imitations of goblin dogs). On the up, Goblins are crafty and natural tinkerers when not used a fodder for tribes of large greenskins. Domesticated, They make great merchants and salesmen. Goblins have (4) HP.
Worghest: Goblin with Barghest blood. Can shift into a small wolf.
Inbred mountains of monstrous muscles, ogres are terrifying in their appearance. Even the smallest of these hulking brutes stands at least eight feet tall, while some legends put the largest ogres at over fourteen feet tall. Humanoid in form, their bodies seem hideously distorted and unpleasant as measured by almost any standard of beauty. Ogre legs are too stumpy for their massive forms, resulting in a ridiculous hobble which unfortunately does not diminish their speed. The ogre's upper torso is well-muscled and covered in matted, sweaty body hair. Ogres possess disproportionately long arms compared to humans, giving them an ape-like appearance. Their faces appear puffy and bloated, with eyes far too small for their swollen countenances. They have large mouths lined with broken teeth that are nonetheless capable of tearing raw flesh from bone. Thanks to countless generations of inbreeding, each ogre possesses its own unique deformities. These degenerate mutations only increase the ogre's already terrifying visage. Ogres are not typically intelligent or wise (Outside of Elder Ogres), and will rage or tantrum, destroying all they can in a quick burst of speed, which leaves them fatigued afterwards. They're nocturnal creatures, therefore they dislike sunlight and their eyes are almost blind within it. During the night however, they possess darkvision. They tend to be lazy and brutish, preferring to rely on ambush and overwhelming numbers in battle. Ogres often work as mercenaries, hoping for easy plunders. Some enjoy raw Dwarf flesh. Ogres favor overwhelming odds, sneak attacks, and ambushes over a fair fight. They are intelligent enough to fire ranged weapons first to soften up their foes before closing, but ogre gangs and bands fight as unorganized individuals. They are a lesser among the “Giant” races. Typically live in caves in mountain regions and other more unsettled areas. Though usually savage, some may be more civilized and even act as “mercenary” groups, so to speak. They came about by breeding between giantkin and men and became bestial limitations of both. Incest is rampant among their tribes, which only furthers their savagery. Some regress so far that they are completely incapable of basic thought. Female ogres are almost constantly pregnant. Living in a tribal societies, they are not even remotely civilized and it only consists of a few families. A “pappy” rules over the tribe and is the most savage among them. They appreciate nothing but strength and fertility. When a male comes of age, they perform a skull hunt where they collect skulls during a night of murder. They are most active during the spring time but still have raids for fun during other times of the year. They are lazy and impatient, and therefore have no skilled craftsmen. These creatures are potentially the largest, strongest and slowest race in Lynnea. Ogres have (8) HP.
Gnolls are a race of hulking, humanoids that resemble hyenas in more than mere appearance; they show a striking affinity with the scavenging animals, to the point of keeping them as pets, and reflect many of the lesser creatures' behaviors. They're physically strong with a scavenger's resourcefulness. They tend to be Shamanistic/druidic casters when magically inclined. Generally, they are distrustful of outsiders and are more likely to avoid combat unless victory is all but assured, usually through overwhelming numbers. These hyena-men see no value in courage or valor, instead preferring to flee once it becomes clear that victory is not possible, noting that it is better to run with tail tucked away than to lose one's tail entirely. Living in a matriarchal pack structure, Gnolls are capable hunters, but are far happier to scavenge or steal a kill than to go out and track down prey. This laziness impels them to acquire slaves of whatever type is available, whom they force to dig warrens, gather supplies and water, and even hunt for their gnoll masters. Other races or creatures usually end up either meat or slaves, depending upon the temperament of the tribe. Even a dead or fallen comrade is a fresh meal for a gnoll, who might honor a distinguished tribe member with a brief prayer, or thoroughly cook one that has died of a wasting disease, but otherwise view a dead gnoll as little different from any other creature. The more "civilized" gnolls do not eat their prisoners, but instead keep them as slaves, either to defend or improve their lair or to trade with other tribes or slaver bands. Gnoll have (6) HP.
Half snake, half humanoid or humanoid snakes. They range from 12 - 20 feet long of varying colors, partly dependent upon their subspecies. Females most resemble elves, though have deformities such as sharpened jagged teeth, and additional arms. The males are more beastial and hardy of the two. Cold and calculating, they are intelligent and strong in magic. Some are obsessed with power and riches. Nagas are mainly seen as pests and are not liked so much by societies. Though a Naga's eyesight is fine in the day, they also possess darkvision and can see in dimlitted areas almost perfectly. Naga's can be venomous, their bite able to inject poisons depending on their subrace. Nagas who carry venom are able to bite and inflict sickness on others, as well as apply it to their weapons. Nagas have (6) HP.
Imps are mischievous little beings that lurk in dark, secluded places and ambush larger creatures; only attack if they know they can win, otherwise they wait for others; Mischievous, gregarious, irritating, sneaky, clingy; Vicious & manipulative; frequently act as manipulators in mortal lands, tempting the greedy, gullible or foolish into Lawful Evil acts so as to corrupt them. They stand between 1.5 ft and 3.5 ft tall and range between 8 to 50 pounds. Although they can alter their form into that of any tiny animal, an imp normally appears as a tiny, red-skinned humanoid with a pair of black wings and a long tail ending in a poisonous stinger. While their eyes are fine in the day light, Imps can also see in the dark using their darkvision. Imps also can shapeshift into Ravens, Rats, Large/Medium/Small Spiders, and Boars. Holy, or blessed, attacks cause sickness in Imps and will remain on the creature for 24 hours. Imps have (4) HP.
Imp: Clever devil that aids evil mortals with dark counsel and trickery.
Imp, Filth: Foul-smelling imp with a talent for forgery and translation.
Imp, Bloodbag: Imp that serves as a infernal nurse/medic.
Imp, Euphoric: Imp that serves as dealer of hallucinogenic slime.
Lizardfolk are proud and powerful reptilian predators that make their communal homes in scattered villages deep within swamps and marshes. Uninterested in colonization of the dry lands, they are content with the simple weapons and rituals that have served them well for millennia. Lizardfolk are viewed by many other races as backwater savages, but within their isolated communities lizardfolk are actually a vibrant people filled with tradition. 6 to 7 foot tall, weighing between 200 and 250 lbs, their powerful muscles are covered in scales of gray, green or brown. Some breeds have short dorsal spikes or brightly colored frills, and all swim well by moving with flicks of their powerful 4-foot-long tails. They can be based on -any- reptilian lizard, crocodile/alligator or turtle. Lizardfolk like their lesser cousins are cold blooded and thus are not suited to colder climates. They are also xenophobic. For their size, they're nimble and extremely agile when in water. They are able to hold their breath underwater for extended periods of time. Some also secrete toxins and can be harvested from their saliva. Lizardfolk that secrete toxins can apply their saliva to a weapon or bite someone to cause sickness. Lizardfolk have (7) HP.
Gargoyle typically resemble demonic humanoid statues and are commonly mistaken for such, or vice versa. This happens because they have perfected the ability to stand absolutely still and it is usually too late before you distinguish them. During this time of stillness, called Perching, they turn completely to stone. When not perched, their skin is hard but only looks like stone. Wings, tails and horns are common but not all have all three. They also have the ability to perch which turns them entirely to stone, negating all damage besides blunt weapons (including fists). Gargoyles can not attack while perched (they can swoop from a perch, but while in perch they are nothing more than a statue). Gargoyles have (7) HP.
Not to be confused with ‘Dragons’, a wyvern is a smaller creature and does not take a humanoid form. Their wings are big enough to allow flight and behind them they have two powerful back legs. Rare instances produce Wyverns with four legs though they still remain small and beastial.Their max size is estimated to be 15’ long, with a 20’ wingspan. Wyverns are typically elemental and harness their element in the form of breath attacks, similar to their bigger cousins. Wyverns have one Breath Weapon of Ice, Fire, Lightning or Acid. A wyvern’s tail has a poisoned barb that can inflict sickness if hit by it. Wyverns have (7) HP. They speak telepathically.
Large predatory birds that are a combination of a lion and an eagle or hawk typically. They have lion legs in the back and massive tallond in front. Their beaks are able to crush most metals and materials. While they are built like warmachines, they often are highly intelligent and prefer peaceful lives. Gryphons do not have another form naturally. Gryphons have (7) HP. They speak telepathically.
Often found in the deeper, darker recesses of Lynnea's lands, Mind Flayers are dangerous, enigmatic races with questionable origins, not known to be affiliated with any of the gods. They are creatures who must feed on brains to survive (the most sustaining of these being sentient brains). Known for their psionic abilities and eldritch magic, they excel in low light thanks to their Darkvision, but are weak to sunlight or other bright lights. Their tendrils are sensitive and are prone to drying out, which can be painful or even break their focus. Mind Flayers have (6) HP.
Note on Mind Abilities: Telepathy and mind control/alteration can only be done in chat range and requires OOC consent. The act requires the Mind Flayer to focus/concentrate.
Kenkus are a race of flightless avian humanoids, with birdlike talons for hands and feet, but a raven-like head and eyes. Some may be more feathered than others, some with feathers where their wings and tails would typically be. Others grow up to only have their head and torso covered. About the size of a small human, Kenkus are born with an inability to communicate with their own words, restricted to only speaking via mimicry and thus also able to almost perfectly imitate any phrase or sound they hear, whether spoken words, clashing swords, or the call of an animal. They are a secretive, cunning, and often opportunistic folk, most commonly hailing from the Fezu Grasslands of Giichi's Gan Wilds. While they commonly live in groups or flocks, a Kenku often excels in activities like spywork or general stealth due to their light/small bodies and ability to mimic (which also aids them with deception and distractions). Aside from their inability to speak beyond mimicry, these creatures also possess semi-hollow bones, which leaves them more susceptible to suffering broken bones. Kenkus have (5) HP.
Sometimes nicknamed as Spider-kin or the "children of Vesa," Driders and Anansi are Monsterous giant spiders, either in every sense of the word, or sporting half an arachnid body-- Much like a 'Spider Centaur'. If they have a humanoid upper torso, they resemble their distant cousins and inferiors, the Drow. They're most often found in rough, dense terrain, such as deep caverns and dark forests. Driders and Anansi are born starved and hungry for blood, and their frenzy can lead to them being targeted and picked off by hunters. However, proper guidance can prevent this. Driders and Anasi are a highly intelligent race, with a rich, tribal sense of culture and a healthy curiosity about other species. It's not uncommon for a Drider or Anasi to bring another sentient creature back to their brood for studying... or dinner. Spider-kin have (6) HP.
Weaknesses: Vulnerable abdomen. Sensitive to bright lights. Varying degrees of bloodthirst depending on the age of the Spider-kin (the younger they are, the more ravenous). The Spider-kin MUST sustain themselves with blood and will suffer without it.
Strengths: Hardened, armor-like upper body and legs. Venomous bites. Natural camouflage. Web-making. Spider-kin possess the ability to establish mental links with other spider species and can call them to aid when needed. They can also heal themselves by drinking blood.