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Spike's World:D&D: Monster Manual Notes

Started by Spike, August 17, 2012, 06:45:48 AM

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Spike

The Monster Manuel.

Or, as I call him: Manny the Monster Man.

This is going to be a long and somewhat technical entry. I'll try to put some of the sexah up front for y'all and bury the dull laundry list in the back. This is a 3.5 SRD sourced document (and no, I am NOT going to actually post the statblocks... there's the SRD for that), for Haven. I will not address monster fixin' so much as slapping them around to fit the world/cosmology.

Speaking of: I'm not a big fan of alignments, being rather lazy. Luckily I already need to overhaul the 'Outsiders' where most of that lies.  Since magic practically calls out for at least SOME form of team jersey, lets put everything into Holy (aligned with the Gods/Divine Plan) and Unholy (In violation of Divine Law (demons, undead), which still allows holy and unholy weapons to work with only minor tweaks. Alignment does not, therefore reflect attitudes and general behavior but one's place in the divine plan. Therefore a sub-heading to the Alignment for appropriate entries would be general attitude (demons tend to be bloodthirsty killing machines, which would be noted after their 'unholy' alignment as... oh... 'vicious and untrustworthy' or something, as a guideline.

So: One small change is that Skeletons are now Constructs instead of Undead. I'm still pondering the disembodied undead (Ghosts, shades, etc)... I've decided to treat them as malign Spirit Creatures (so, Outsiders basically) rather than actual 'undead'. That does penalize Clerics a tiny bit in the turning department, but that seems like not much of an issue in 3.5, where Clerics can be balls powerful out the gate.  As a note, however: Outsider:Spirit constructs (Ie: spectral undead) may be immune to turning but not banishing/dismissals, etc.
*new Subtype of 'Spectral Construct' acts like ordinary constructs, but is always incorporeal or ethereal, and they are always naturally occuring, psychic echos of past traumas. Some are more aware than others, but none are truly alive.  As a plus, however, the constant manifestation of spiritual energy in the material plane means that when they 'die' they leave behind a small quantity of 'spirit dust' (a treasure type useful to mages and alchemists. It can be gathered by alchemy skill checks or profession:Ghost hunter skill checks, and sells for 10gp per hit die worth. Used in enchanting it can replace 10xp per unit (1 hit die a unit), but is potentially wasted in botched craft checks. Potions and scrolls may use entirely spirit dust, but other magic items no more than half the XP can come from the powder. Spirit dust doesn't have any weight, but the fancy jars used to collect it weigh 1 pound per unit.  Yes, out of place, and unnecessary. (gather checks are dc 20, each 5 points of failure result in a loss of half the dust, each 5 over results in one extra unit recovered.)

The much bigger change is to Outsiders. There are only three types of Outsiders now.  Divine (servants of the Gods), Spiritual (a lot of shit from the Ethereal plane, a lot of outsiders that used to have their own planes), and Demonic (Pretty much all the evil outsiders are now lumped together).  Theoretically you could have outsiders from the land of the dead, but that falls under Necromancy.   A lot of stuff about ressurection and so forth will probably not apply, but the Native Subtype does exist, and keeps native outsiders from being banished, etc.  Note, however, that Aasimar and Tieflings have been updated to +1LA templates, rather than actual races, but we'll deal with that at the right moment.

Humanoids will probably see some adjustment. I'm inclined to group the 'titanic races' together (that is elves, orcs and dwarves... and by extension, humans), and Goblins are already a group, but frankly that's not terribly important.

Anyway: on with the dull list bits:

Aboleths: Claim to be the first 'mortal' race in the world, certainly they are the oldest surviving. Less subterranian than aquatic, they are the first creations of the Sea, and serve largely as her mortal agents... not that this is any more pleasant for land-dwelling mortals.  Otherwise largely unchanged.  Their souls (if they have them) do not appear in the Lands of the Dead (but rather they remain in the Sea's mysterious 'Locker'), and necromancers and undead Aboleths are entirely unknown... though some say the Aboleths were the first to discover the secrets of returning from death, long ago.

Archaierai: Changed to Outsider: Unholy, they are one of many many breeds of Demons, and are made for battle and slaughter. They have the Demonic template (see Demon entry)

Allip: A spiritual residue created from the suicide of a madman. Change type to outsider:spirit, and replace the Undead template with the Construct template.

Angels: Type Outsider:Holy

All divine servants (Angels, Archons, Celestials and even Inevitables) fall under one category, though mechanically I'll leave them alone.  Inevitables may be re-skinned a bit, and at least some work for Death (the ultimate Inevitability...).  Divine Agents generally do not come to the Material Plane on their own, but are sent on specific missions, and view any interference with that mission (even pleading a case) as going against the will of the Gods... though some types of Angels are more humane or open minded about how they deal with interference.  Some angels are created by the gods for very specific purposes, and have little personality, others (reputedly) were once mortal souls who weren't quite up to deification, but were 'rewarded' with a more interesting afterlife, though this has never been confirmed. It seems likely that such souls may be 'repurposed' a bit more throughly than just granting additional power.

Contrary to popular conceit, 'Angels' are not automatically at war with Demonkind, or vice versa. Provided the Demon is obeying the dictates of Divine Law (That is only coming to the mortal realm when summoned or under other specific circumstances, and doesn't stay past the break of dawn...), then they leave be.  However, Demons that violate Divine Law are usually torn asunder by flights of angels (usual Solars...), with their still living heads brought back to Heaven as a trophy or a warning to others. If the Demon is foolish enough to be under the open sky when they defy Heaven this usually happens very quickly indeed.

Animated Object: No change

Ankheg: No change. Most common in the Sea of Grass and in the lands of the Huron, but they seem to get everywhere eventually. Ankheg meat is a delicacy in Tenebria, as are the eggs (served raw and cold, usually on a warm flatbread), though they have proven impossible to domesticate.  Rumors of Dwarven Clanholds keeping broods in deep stone pits they can't dig through (stories very on how) occasionally circulate.

Aranea: No Change. Common in the Hydenimoi Forest, where old colonies have pacts with the Siti Elves, and frequently take elflike or fae forms as their humanoid shapes.  Once they used to hunt the Savannah Peoples but the Maxcai hunted them back and ate their young. Both aranea and maxcai peoples have legends describing the other as a horrible fiends.

Arrowhawk: Change to Outsider: Spirit (Air).  Found anywhere above ground level, these powerful air spirits occasionally manage to slip into the material plane to hunt. They may be summoned, of course, and enjoy any sort of living meal as payment for services, preferrably something that can fly. As spirits they do not actually need to eat, but they seem to enjoy it and it does help them maintain their physical forms.

Assassin Vines: No change. Largely found in the Hydenimoi, and often cultivated by the intelligent denizens of the forest (such as the Elves...)

Athach: No change. May be result of giants who mess around with bad magics. Often found in the wastes of Irem, the lands of Huron and other areas that have been tainted.

Avoral: See Angels

Azer: Change Type to Outsider:Spirit (Fire):  Like most Spiritual beings the Azer lack a culture of their own, and are drawn to volcanos and dwarven forges, manifesting bodies patterned after the Dwarves.  Azer covet gems (which they 'eat' to help 'forge' their material bodies) and refined metals (which they forge). Dwarves have been known to bribe Azer, as the intense heat they generate is one of the few ways to work certain exotic metals... also, dwarven religious beliefs and spiritual superstitions hold that Azer are formed from the souls of ancient dwarven smith-heroes, and thus their works are blessed. Given that the Azer learned smithing by observing dwarves...

Barghest: A type of Demon, see Demon Entry

Basalisk: Found in the Hesh Desert and to a lesser extent the Dragon Desert (where they are frequently blinded by the Nesha halflings, who eat their eggs.  Basalisks can digest petrafied stone, so going back for a fallen comrade is usually futile. The can't eat non-petrified stone, however.  Abyssal Basalisks are simple demons that look and act much like basaliks (though usually quite warped in appearance).

Behir: Unchanged, rare currently, but once common on the Northern Continent. They were occasionally used as war-beasts by the Warlords Army (and are a general nuisance in the very civilized lands). They can still be found in the mountainous region between the main continent and the Hygleac peninsula, and like many other nasty critters, in the lands of the Huron. (if you get the idea that Huron is a wild and dangerous region... well, it is!)

Belker: Outsider:Spirit (Air). No notes.

Blink Dog: Unchanged. Found mostly in the south, they were the companions of the Danu at one time, and migrated with them in the Mythic Golden Age. There is a small breeding population living among the Siti elves still, with a distinct look to them compared to the 'wild' southern Blink Dogs

Bodak: unchanged. Like all intelligent Undead, a Bodak was initiated into necromantic arts in life and managed to use them to escape the Land of the Dead. While powerful, the Bodaks limited memories of its former life means it was a poor student at best. In all probability, the Bodak was probably a trusted servant of a necromancer, who placed unholy sigils onto the very soul of his living servant (or even called a ritually prepared sacrifice back), protecting the soul from the harrowing journey, at least somewhat. Bodak may be found anywhere that intelligent beings have lived, and so long as they escape the Sun and Death, they will persist.  Technically, those slain by a Bodak's death gaze do not actually die (which would risk drawing Death's attention): The soul never leaves the mortal realm. This brute force method ravages the soul, attuning it to become another Bodak (One note: should the victim be a well prepared necromancer, then they will potentially rise as a more powerful undead. See Necromancy Rules)

Bralani: See Angels.

Bugbears: See Goblins

Bulette: Unchanged. Common in the Sea of Grass and in Huron and on the Pepper Savannahs.

Celestial Creatures: Outsider:Holy.  Some are actually Spiritual beings that have aligned themselves with the Gods, altering their natures. Others are mortal creatures infused with a portion of a damaged divine soul to give it new life and purpose (those would have the native subtype). Some believe that animals have souls too, and are used to create Celestial Creatures to populate Heaven (this is pure conjecture, as Mortals are barred from Heaven except for exceptional cases, and its nature is complex in ways living mortals can not comprehend)

Centaur: Nearly extinct since the First Goblin War, native to the Sea of Grass. Their patron Gods strive mightily to restore and maintain the species, by all accounts. Why they can't do more is a divine mystery. (politics, with so few worshippers they lack the cachet to take direct action, and no one wants to help them out because everyone needs to have a whipping boy, even the Gods. There are, of course, Gods that have it worse off, with no remaining mortals even remembering they exist...)

Chaos Beast: Outsider: Unholy.  Not a demon (necessarily. Some rare demons may have similar stats and abilities), but a recent arrival from 'outside' of Haven. Once unheard of, they are sadly all to common around the Lesser Chaos Sea in the Wastes of Irem. Note: Even Demons will destroy Chaos Beasts on sight, lest they find a stable shape and compatible intellect to become a new 'faction', neither divine nor demon but new.  As they are now, Chaos Beasts actively work to undo Reality.  They may also appear in Haven where ever high power mages have been casting (wish spells, in particular, seem to make it easy for them to 'get in'.

Chimera: Unchanged. These beasts are very common near Renbluve, as they are not natural creatures but creations of the Archmagus Academy... experiments gone wrong and escaped.  Some perverse God seems to ensure that these accidents all take similar shapes, and an unstable breeding population now exists in the Southron Lands.

Choker: Unchanged. Most commonly found in the 'underdark', a natural pest. Goblins will gleefully eat them, but no one else will.

Chuul: Unchanged. Like most aquatic life forms, these are probably a result of the Sea's attempts to jealously mimic the actions of the various surface gods. Like all aquatic beings their souls belong to her alone upon their deaths, and she claims the souls of those they kill as well, making ressurrection harder...

Cloaker: Unchanged. Another common pest of the underdark. Their resemblance to cloaks is purely coincidental, though they are smart enough to take advantage of the rare fool (usually a surface dweller) who does think they're a cloak.

Cockatrice: An apparently stable mutation of ordinary roosters and chickens, or their wild kin, that once lived near Irem, they are mostly found there.  Their meat and eggs are delicacies in most civilized lands, though more because of their danger than for the flavor (which is not surprisingly similar to turkey. However, candied eyeballs are very popular among the Illya elves... who are quite happy to hunt them with bows just for that purpose.)

Couatl: Outsider:Holy (native): Once upon a time, they were the servants of the gods of the Lizardfolk, abandoned by whatever pre-historic disaster (pre-titanic, really) destroyed their civilization, when their Gods abandoned them. Once they would have served in the Heavens, but millennia on the mortal world has debased them in the eyes of the Divine. They still watch over the cyclopean temples of the swamps, slightly sad figures of past glories.  (ironically: Due to their exile, they aren't up on the current divine laws governing Magic, and can, in fact, provide sympathetic figures with forbidden knowledge (Elder Magic, for one, and knowledge of (but no ability to cast) Mythic Spells (ie create artifacts and similarly epic shit... though the eldest Couatl may still cast such magics...). Note that the oldest Couatl (Those with more than 24 HD) have Divine ranks (0 to 1 usually).  The best way to earn their favor would be to restore the worship of the old gods... which would also put them back in touch with current divine law, meaning they'd have to refuse to teach forbidden magics.

Darkmantle: See Choker or Cloaker.

Delver: Unchanged, found only in the Underdark.  According to Delvers, they are all creations of the Goblins, abandoned thousands of years ago when their master's subterranian empire collapsed overnight in madness. There are a fixed number of Delvers, but since nothing eats them (not even Goblins), it is rare for one to die.  Once upon a time they sought new masters, but millennia of freedom has taught them to find their own purposes in life. As they are not terribly sociable among their own kind (though perfectly capable of talking, they neither crave nor abhor company), each Delver's interests and outlook is unique. A few have names and are 'known' to nearby underdark denizens. Dwarven patrols ensure (among many, many other things) that local Delvers know not to dig up the bottom of the Clanhold. Or else.

Demon: Outsider: Unholy.  Nearly every 'evil outsider'... nearly every non-good/elemental Outsider is a Demon in Haven's cosmology (that includes devils explicitly). Pretty much things remain as they are with some additions. All Demons are native to the Demon Realm (which is on the flip side of Haven's flat Disk). EVERYTHING in the Demon Realms counts as a demon, even the grass and little mosquito things.

Demons are hierarchal (though not necessarily lawful or organized): The first Demons were invaders from Outside Haven before there were any mortal races at all, just the Gods, and they fought the Gods until at last there came a truce. Those first Demons are essentially Godlike figures (divine ranks), and only marginally weaker than regular Gods, if at all.  They created lesser Demons, who in turn created even more lesser demons, all the way down until you get to crazy shit almost springing up as a byproduct, like 'grass'.  Much as with Haven, most of the terrain features (the Black Sun (also Son), the Living Sea, even great mountains are all old, powerful Demons... though they are more likely second generation demons, creations of the First, unlike Haven, where the Sun and the Sea and so forth are the Elder Gods who formed Haven, and made lesser gods for various purposes.  There are entire races of demon 'people', some even mirror images of mortals.  And all these demons are divided up into factions based on lineage and temperment and just plain orneriness.

Unlike Mortals (and Divine and Spirits), a Demon's Soul is his flesh, and that flesh is as immortal as any soul. Even carved into pieces a demon 'lives', only needing to be put back together again... and diminished if they are incomplete.  Of course, Demons EAT each other, thats one way to grow more powerful. Aside from disgust (and general vile nature of demon flesh (toxic, yadda yadda) there isn't much stopping a mortal from trying to eat a demon either. If he survives the attempt he will be changed. Demons can and do eat mortals (though this is less efficient, a great portion of the soul tends to escape as the body is ripped apart and devoured), and they're happy to try and eat angels or spirit creatures as well, with varying degrees of success.

In their own realm they have some mitigating factors. The slimy 'waters' of the Living Sea are endlessly refreshing, and some measure of their souls are shed, nourishing entire ecosystems, which can, in turn, be consumed for its life force. Nothing beats the sheer gluttonous joy of devouring a powerful soul, however.

And the Demons Gods? They have divine ranks, but the 'spark' of their power is of a different order than the true gods. However, there are a few powerful Demons that have accepted mortal worshippers, and gained a Divine spark, while retaining their demonic nature. Usually these are not true Demonic Gods (demigods at best) prior to their apotheosis.   Such figures have shed their Unholy natures but not gained Divine ones, being in neither plane and both.  Rumor has it that one such figure, Verra the Demon Goddess may have done the same thing in reverse, starting as a Divine Goddess and slaying a Demon God and consuming his powerful soul.  

Summoning Demons is a vile act (particularly if a human sacrifice is made (as you've not only killed them, but destroyed their very soul), but it doesn't violate divine law. However, consuming Demonic flesh or making certain types of pacts with demons is a one way ticket to having the Unholy status upon you (and the Gods will happily send your soul to the Demon Realms upon your death... which is why many such vile persons also study necromancy...)

Derro: Unchanged. Not related to surface races, the Derro are, like many underground races, the creation of mysterious and dark gods of the deep spaces.  The Derro live too deep, to close to the demarcation point where the Mortal Realm becomes the Demon Realm... in those deepest places, beyond the Hell-Gates lies a borderlands, neither mortal nor demon. Undoubtedly this is the source of the Derro's madness, for such places are not fit for man or god.

Destrachan: Another native of the Borderlands beyond the Hell-Gates. Presumably they hunt creatures like the Derro

Devil: See Demon Entry

Devourer: Unchanged. This type of Undead is the remanent of some ancient lost civilization, one where necromancy was openly practiced, and study of the spirit realm was common.  As Death can not (or at least Does Not) travel the Spirit Realm, so too the Sun and Sea, the Devourer's are quite safe compared to most Undead and have persisted for millennia since the loss of their civilization.  Devourer's do not speak 'Common', however, but whatever strange ancient tongue they knew in life. It is believed by some scholars that the infamous Leaden Codex is a remanent of their civilization.

Digester: Unchanged, rare but found in along the fringes of the Hydenimoi.

Dinosaurs: Unchanged. Rare, often found in the Southern Swamps (where the lizardfolk live)

Dire Animals: Unchanged, sadly very common

Doppelganger: Unchanged, possibly the remenants of some lost, pre-titanic race. Once upon a time they were common in the Pepper Savannahs, but no longer. The Savannah Doppelgangers were hunted to extinction by the Maxcai, and it is said the 'Red God' of Maxcai lore is the primary god of the doppelgangers, though they lack cohesion as a race enough to have any lore of their own kind.

Dragon: Rules can remain unchanged, though I am tempted to reduce it to fire breathing only.  Dragons are known to have been creations of the Titans, through means now lost. They are all immortal, but can be killed. The oldest Dragons are far more feral and beastial in nature, the refinements of intellect came in later generations after the Fall, but those surviving beasts are survivors of ten thousand years.  As a general rule Dragons rarely bother to study magic, in their arrogance (and with a beast's instincts) they prefer their natural gifts. Dragons are not known shape shifters but it is possible for them to learn spells that make it possible. Dragons value wealth as a status display, and are remarkably dogged about reclaiming lost possessions.  There is no good/bad split, and colors mean little to Dragons or dragon hunters (thus a black scaled dragon might have the stats of a Red).   It is important to remember that, regardless of intellect or learning, Dragons still tend to think like apex predators, like animals.

Dragon Turtle: unchanged, but they are mostly unrelated to true dragons (may still be a Titan creation, however)

Dragonne: unchanged.  Dragonnes were failed first steps in the Renbluve breeding program to create flying mounts suitable for their aerial army. Like the Chimera, Dragonnes have escaped to the wild and bred true, though there are far more in captivity than free.  

Drider: As there are no Drow, Drider are a unique species of their own that live in the Underdark, too savage by nature to form strong social bonds even amonst themselves.

Dryad: Unchanged. Somewhat common in the Hydenimoi, but very common in the Salt Marsh and in the remaining forests where Danu and Tuatha once stood.  Some Dryads may lay claim to the mighty Jubjub trees of the Sea of Grass, though it is a lonely life (for a dryad. Only one tree for miles? They don't usually count the halflings and other critters that infest their trees), but a Jubjub Dryad gains a poisonous touch.

Dwarves: In general remove Deep Dwarves and Duegar. Dwarves are protective of their females due to high infertility rates among female infants and a suseptibility to a certain rare disease. Dwarves require a lot of grain in their diets, and consume grain alcohol (very thick, porridgy grain alcohol) to get most of their daily requirements, as it is easier to keep stored underground.  Dwarves who visit the surface generally must be quaranteened before they can visit their wife or girl-children. Failure to do so can be lethal. Luckily the disease vector seems to die quickly underground and doesn't infect most male dwarves. As there hasn't been an outbreak of plague in a thousand or more years, this may no longer be true. Even still, females who visit the surface are well pampered and isolated behind veils and curtained palanquins just to be safe.

Eagle, Giant: Unchanged, found all over the world, but most commonly nesting in the Jubjub in the sea of grass, the peaks of the South Barrier Mountains, over the Hydenimoi and the Hygleac mountains. Snowy white eagles, very rare, call the Mirror Lake region their home. Most Eagles that speak with humans speak Elvish, and most elves consider it bad form to harm any eagle... but only the Mugatu actually converse with, and even ride the magnificent beasts.  

Elementals: Outsider: Spirit (elemental and air/water/fire/earth...etc). Elementals are spirit creatures that have an affinity for a certain element, and construct bodies for themselves out of such elements when they visit (usually are called too) the mortal plane. They are very simple, but can be very powerful. The most powerful members of this 'race' function as semi-divine figures, though this means very little to the animating spirits.

Elves: Once immortal concubines and pleasure slaves of the Titans (and according to their lore the cause of the Titan-fall), all elves are descended from the First Tribe, known as the Siti.  Elves do not age and rarely succumb to ordinary diseases, and as a whole their cultures are prone to fetishization of elaborate, ritual, action as a means of cultivating status. Less settled tribes, with greater mortality rates tend to be a bit more... normal.

Ethereal Filcher: Outsider: Spirit. I got nuthin'

Ethereal Maurader: unchanged. Just a vicious predator that can hide in the Spirit World

Ettercaps: unchanged. Common in the Hydenimoi and surrounding regions.  Some scholars suggest they were a failed attempt at a proper mortal race. However, as Death does seem to attend to them, it suggests they have mortal souls for all of that.  They do have some sort of primative social group structure, and ritualize behavior that suggests worship, but they are too stupid for anyone to get much out of. The only good thing about Ettercaps is that they eat Kobolds. Some daring folk have attempted to use 'trained' ettercaps as kobold 'hunters' to keep the verminous humanoids out of the cities, but most people consider the 'cure' as bad as the original disease.

Ettin: Unchanged.  All giants seem to be remenants of pre-history, ettins included.  They are rare, but can be found in the far north, and are a regular problem for Reve homesteads.

Fiendish Creatures: See Demon.

Formian: Remove outsider. Formians are largely unknown on Haven and may exist on one of the many largish, unexplored islands that dot the oceans.

Frost Worm: Unchanged. Found only at the northern edge of the Tundrid Plateau, they are virtually unknown to civilized men, but are a constant danger to the Wolf Tribes that haunt that blasted land. They tend to strike from the cliff edge itself, rising up over it to snatch a man to his doom.  Many who see the cliff edge believe they've reached the edge of the world, as the Sun never seems to light the barren rock plain that lies far below the edge of the cliff... but the true edge of the world is actually many days travel beyond the cliff, and is the only place where dry land reaches the edge (and also, where the Greater Sea of Chaos is visible to mortals due to a weird quirk in the Divine Barrier...

Fungus: Unchanged.

Gargoyles: Unchanged except that they eat people because they are hungry. (set dressing). They are the closest thing to natives of the blasted plain beyond the northern cliffs, and the often prey on the weird creatures that occasionally climb out of the Chaos Sea at the edge of the world though some have moved south where they prey on the Bear Men. They claim no gods (and vice versa), but some view the mythical Queen of the North as their goddess/Mother.

Genie/Jinn: Outsider: Spirit... yadda yadda. There are not cities in the Spirit World, just shadowy reflections of real cities, and the ephemeral dreams of living minds. That said, they may be one of the most cohesive and organized spirit races, and one of the more powerful ones. Note however, that only 18HD and up Genie Nobles are powerful enough to cast Wish (and at that point are semi-divine)

Ghaele: See Angel

Ghost: Another Spirit Construct (see Allip), but one that remains disturbingly convincing.

Ghoul:  unchanged except that, like all undead, they fear Sunlight and saltwater. Spending time in daylight may not directly harm them, but it does put the Sun God on notice they exist. The Sea, however, will snatch up any undead that touch her... Ghouls were not (probably) necromancers in life, they just had a powerful will to live and managed to claw their way back to reality. The disgusting half rotten flesh they wear was the best they could do when they clothed their souls after such a harrowing journey. It is likely that when they are sent back to the lands of the dead that they will be too weak to escape again.  Those slain by a ghoul fever are infected with the same desire to escape, and a vague memory of how.  However, it should be noted that they may not rise near their creator... depending on where that ghoul escaped Death.  Old ghouls eventually evolve into Ghasts as their ravaged souls heal somewhat.

Giants: Unchanged. Extremely rare, a dying breed. Ice giants may be found on the Tundrid Plateau, and some mountain tops may hold storm giants or cloud giants, what have you. Giants don't even figure into common fairy tales in Haven, they are so rare.

Gibbering Mouther: Outsider, Unholy. Not a demon however but another Chaos spawn, one a bit more stable than Chaos Beasts, which is a bad sign. Very common in the wastes of Irem and the northern edge of the world. Occasionally one will plague Renbluve or Paravail.

Girallon: unchanged. Found in the south, near the Barrier Mountains and the Wastelands. Some are found in the Swamps of Amal, which is where the Nornsan explorers found them (and occasonally hunt them for their furs... risky but fun)

Gnolls: Unchanged.  Note: Up until about 300 years ago, Gnolls were simply one of a large number of minor races running around the landscape.  They tended to run around in nomadic packs like slightly feral vagabonds, doing odd jobs for more civilized creatures in return for the fruits of, well, civilization.  In the north they were most common in a range that ringed the Great Forest (Hydenimoi), but could be found all the way twoards the coasts. In the South they largely stayed to the Sea of Grass, not being welcome in the Empire and not terribly comfortable in the swamps or deserts, though they trade frequently with the dwarves and Hru orc tribes.  However, when the Warlord began his march he brought with him Flinds, and gave them Flind-bars to whip the Gnolls into an army. While orcs and goblins may have been the most numerous of his troops, the Gnolls of the North fell most fully under his sway and were the elite commandos and crack terror troops.  Though the Warlord is gone, the Flinds remain and are slowly spreading their influence to the Southern packs, and the Gnolls follow their lead.

Gnomes: Unchanged but rare and mostly urbanized. Said to be a minor 'titanic' race, the shopkeepers and accountants of their masters, they are most often found as shopkeepers and accountants and bankers in the great cities of Haven, working for more aggressive races.

Goblins: All 'goblinoids' are one race, the Goblins (that means Bugbears and Hobgoblins). The larger and more powerful Goblins are simply older and better fed.  Goblins are all mad, driven by an insatiable hunger and a malthusian population problem. Goblins breed too quickly and can only digest meat and other high protein food sources and are unable to sustain any form of agriculture capable of supporting their population. This is not a natural occurrence but the result of a powerful Mythic Age curse. The only thing keeping Goblins going as a society is that their souls reincarnate, bringing with them fragmentary memories of their once great civilization, so Goblins are born knowing vital survival skills (this too is an unnatural occurrence, the result of a hail-mary Divine Pact made by their high priests just before their civilization destroyed itself).  Whenever goblin population pressures grow too great (which is every few years) they explode outwards in an orgy of violence, eating everyone and everything that crosses their path, as well as their own wounded, or even just slow members of their race. The Dwarves have fought them in the deep tunnels since time immemorial, and the first time a Goblin Horde broke the surface (they hate bright light), it was the First Goblin War, and it nearly wrecked Haven and did, in fact, end the Mythic Age, only ending when the Dwarves returned to the Surface with their hosts and fought the Goblins once more. The Elves bitterly claim the Mythic Age ended the very moment their Fairy Queen bent a knee to the Dwarves who had saved them to apologize for some past slight. (er... the near destruction of the Dwarven race by unleashing a horrific, apocalyptic plague god?  Well, to the Elves that qualifies as a slight. I mean, its not like they actually exterminated the Dwarves, right?)

Golem: Unchanged. Animated by sub-sentient Spirit beings, created by wizards, yadda yadda. Some of the more powerful Golems are relics of the Mythic and Titanic Ages.  The Iremi made unique constructs that functioned as Golems early in their history before moving to more exotic constructs, and many Iremi Golems remain in ancient crypts.

Gorgons; Unchanged.  Found mostly in the toxic Wastelands in the distant south, when the local Aurochs (Dire Cows?) sicken from the tainted water they occassionally become Gorgons instead of dying.

Grey Render: Unchanged. A minor race of unknown origin. Thought by some to be an early attempt by the Titans to create soldiers and bodyguards (before they made Orcs), but this is an unproven assertion.  Grey Renders are beloved of several major Gods, to Include Verra the Demon Goddess in her aspect as the Mother.  Several cases of female worshippers calling upon Verra to protect their young being transformed into Grey Renders are known from myth and legend.

Gricks Unchanged.

Griffon: Unchanged, known mostly in the south, having been wiped out in the north during the Banality.  In response to the Nornsan Airships and aerial cavalry, the Tenebrians have begun attempting to acquire breeding pairs of Griffons to match, though this brings them into conflict with the Mugatu Elves, who are protective of their territory.

Grimlocks: uchanged, another minor race living entirly underground.

Hag: Unchanged. An old and rare Minor race, common in the swamps and marshes. Many chose to side with the Warlord. Hags are frequently Unholy, as they often practice demon summoning, and eventually stray from Divine Law. They have their own Gods, but are noted as frequently worshippers of the Sea.

Half Celestials/Half-Fiends: Outsider Holy/Unholy (Native).  In both cases there two main routes, the rare sexual liaison may bear fruit (note that many Demon Summoners are fond of summoning Succubi and similarly 'attractive' demons for perverted reasons. Some even do it explicitly to create powerful fiendish children...). A celestial that mates with a mortal is usually not doing it out of lust but in accordance with some divine plan, though exiled or fallen celestials (such as Couatls) may... stray.  In rare cases, however, the Gods may select a mortal (usually as an infant, or an expectant mother) and will simply infuse the mortal with divine power in return for direct service. This hasn't happened since the end of the Mythic Age (when the Gods began retreating from the mortal world). In the case of Half-Fiends, a particularly bold Demon Summoner may summon a weaker demon and kill it, then ritually consume the body. If they can survive the unholy feast, and if they can master the demon's still living soul they will become infused with Demonic energy. While not actually demons, when they die their souls are consigned to the Demon Realms, where they become fully demonic (and subject to Demonic Law)... if they 'live' long enough.

Half-Dragons: Virtually unknown, always Unholy.  Dragons do not mate with lesser creatures under normal circumstances, not even with polymorphing.  More likely a mortal who covets draconic power will steal a dragon's soul and attempt to merge it with his own (much like the unholy feast, see above, and probably the inspiration for the first successful attempts to become a dragon).  Another method involves the use of Chaos Magic, which is equally forbidden... and more likely to have angry angels knocking on your door.

Halflings: Unchanged.  Originally from the South they have migrated in large numbers to cities all over the world. Halflings tend to assimilate the characteristics of their host nations within a few generations, and are highly adaptable, though they often have a reputation for theivery.  Uniquely, halflings seem to nearly exclusively worship generational petty gods selected from their own race. Such 'gods' seem to have no powers beyond the universal recognition of their fellows as 'gods of for generation ', which is a pretty minor power.

Harpy: Unchanged, common across Haven.  The Mugatu Elves despise them, and when Harpies try to nest in the Jubjub tree they war with the halflings who do not like to share a tree with the foul beasts. Occasionally, however, truces are declared, as Halflings will not normally eat Harpy meat (too rancid and disgusting), and the Jubjub halflings are too toxic. As each race prefers different areas of the trees (Harpies prefer the tops and the ends of the long spreading branches, while the Halflings prefer to remain near the trunk) you'd think they'd get along better.

Hell Hound: See Demon

Hobgoblins: See Goblin

Homunculus: Unchanged. Wizards and Alchemists make them as pets or experiments. They are freakishly common in Renbluve.

Howler: Unchanged, common in the Sea of Grass, Huron and the Savannahs, also common in Kerkesh.

Hydra: Unchanged?

Inevitables: See Angels.   Some serve Death, and his 'handmaidens' may in fact simply be pleasant looking Inevitables.  Others seem to be the creation of gods like The Smith, and serve far more arcane and mysterious purposes, while yet others serve as enforcers of Divine Law.  

Invisible Stalker: Outsider Spirit (Native)?
Kobolds: Remove any reptillian or draconic references.  Kobolds are small vicious creatures that look like hairy little humaniods (in that they are essentially bipedal) with oversized heads with sharklike mouths.  They are utterly repulsive vermin. They are also incredibly alien, their native tongue is indecipherable, and even translation magic is limited to very simple concepts (hunger. Payment. Hate.), and the stream of dissassosiated concepts often seems to not follow rhyme or reason. (see example). Sadly, Kobolds do seem to grasp other creatures languages just fine, which they use to their advantage every chance they get. They can be hired as mercenaries, though they aren't trustworthy.   They tend to live in burrowed tunnels in mounds of garbage, in sewers and abandoned buildings and will snatch small children and babies for food, like little murder hobos.  They have a unique (non-mechanic) power in that they seem to be invisible to the Gods, including Death. Unless Death, or one of his handmaidens are physically present to attend to the death of a Kobold, the little bastards seem to ressurect from any destruction short of demonic consumption or being dissolved by Chaos within a few days. Well, it might be the same kobold, no one can say.  However, they do not appear to reproduce, which may mean that slow attrition will eventually rid the world of these pests.  (mechanically Kobolds are 'immune' to social skills, including intimidate. They are also not playable.)

Kracken: Unchanged

Krenshar: Unchanged. Domesticated by some small humanoids (including Kobolds) as mounts and some larger humanoids as guard beasts. The Kra particularly seem to find them amusing.

Lamia: See Demon

Lammasu: See Angels

Leonal: See Angels

Lich: Powerful Necromancers and Wizards who have returned from the dead. By hiding their soul away in a phylactary and animating a body they render themselves immune to divine punishment at the cost of pleasures of the flesh. A lich is only dimly aware of his body at the best of times, but luckily they are often driven by intellectual pursuits. Contrast with Vampires

Lizardfolk: Represents the swamp lizard man races. Their culture is stuck in the stone age.  Lizardmen do not have racial hit dice (remove humanoid levels) but have NPC or Heroic Classes instead. Favored Class: Barbarian

Locathah: Unchanged

Lycanthropes: Essentially Unchanged.  Said to be Blessed By the Moon, they are favored by her and are frequently used as her mortal agents. Evil Lycanthropes serve her in her dark, scarred aspect and good aligned ones serve her beautiful face. An Lycanthrope that actively worships or serves the Moon is considered 'Holy'. There are some Demons that resemble lycanthropes. They are not infectious and have the Outsider:Demon trait.  Those lycanthropes are obviously demonic in their were-beast forms, and usually look 'off' in their human and animal forms (DC 15 Knowledge:Demons or Shapechanger skills to recognize demonic lycanthropes, modified by visual conditions)

Magmin: Outsider: Spirit, they form their 'mortal' bodies from lava flows, and are most often encountered deep underground near permanent 'rivers' of the stuff.

Manticores: Unchanged. A wizard did it, but they are much older than their Chimera and Dragonne 'cousins', being the result of experiments in a previous age. They are common near (not so much in) the wastes of Irem and the Islands in the Western Sea, ranging as far south as the coastlines of the Middle Sea.

Medusa: Unchanged  Rare and solitary immortals, they appear to be  protected by a powerful divine patron, presumably the source of their petrifying gaze.  Their civilization was destroyed by the Titans, and they despise the titanic races (Humans, elves, dwarves and orcs) above all others.  They can breed with male members of those races, however, which always results in an egg which will hatch into another medusa, only their loathing prevents them from restoring their numbers.  Medusas have their own language, but most have learned the languages of the 'young' races.

Mephit: Outsider: Spirit OR Outsider:Demon, otherwise unchanged

Merfolk: unchanged.  Merfolk are most common, or rather familiar, in the Middle Sea regions, They avoid the world's edge, particularly in the Northern Seas, and despise the Reve. Some Merfolk have been known to openly acknowledge gods other than Mother Sea, though those that do always seem to glance over their shoulders as they do.

Mimic: Unchanged. Believed to be the result of pure chaos infusing an inanimate object, a magical mishap if you will. Powerful spell casters and monsters often keep them as pets.

Minotaurs: Unchanged. Another old minor race, common in the rocky hills near Spada. The Warlord recruited many of these simple but violent beastmen into his army, encouraging their darker urges, and they have a worse reputation than they deserve now days, though some tribes still carry on the Warlord's legacy willingly.

Mohrg: Unchanged. Some times masses of souls attempt to escape the lands of the dead all at once, often with only the dimmest conceptions of the difficulties.  What finally escapes however is often nothing more than tattered whisps of souls that fuse together, forming a powerful, but incomplete fiend. What's worse is that their hunger for completion means they ravage the souls of their victims seeking to replace what was lost, and the dead rise as another, weaker Mohrg.

Mummy: Unchanged.  All Funeral Rites are designed to speed the soul to the Land of The Dead. In many cases they are also meant to ensure a better, more enjoyable afterlife.  In the lands of Hesh and Nis, the bodies of the dead are carefully prepared and interred in deep tombs to keep the soul of the dead strong as they pass through the paths of the dead. However, ancient necronmantic rituals pervert those same rites to ensure the soul never leaves the body. Sometimes they are used to create tomb guardians by a necromancer, sometimes he ensures his own body is the one that rises.  Mummies are nearly unique among the undead in that they always inhabit their own flesh, and once destroyed do not rise again (not as mummies anyway).

Naga: Unchanged. An ancient minor race common to swamps, and often enemies with lizard folk and certain types of fey.

Night Hag: See Demon. Often an ordinary Hag that has made enough Demonic Pacts for power to be full fledged demons (some even make the journey to the demonic realm to commune with their dark deities before returning to the mortal realm). Unlike most Demons, most Night Hags are Natives, and are not summoned, and therefore may remain under the gaze of the breaking dawn.
Nightmare: See Demons.  Note however, that there are nightmare like Magical Beasts (without the more overt magical powers) that are ridden by knights of Tenebria.  Some grow as large and fearsome as Chauchemars (though again, without the magic powers (smoke, flight, etherealness...), reducing their CR.

Nightshades: Unchanged.  Some necromancers figure out when they die (or just before) that their skills are not sufficient to escape, or at least in a fashion suited to their natures. There are gods that violate Divine Laws, and 'others' that seem to persist in the Lands of the Dead that may occasionally help such pathetic individuals, granting them great power, but not the semblance of life they crave.

Nymphs. Unchanged.  Fey creatures similar to dryads. The Mirror Lake is home to dozens of nymphs, as is the River Erd. While Nymphs are perfectly at home in salt waters, they avoid the Sea. Like all fey they are fickle and capricious, and are believed to be decendents of or creations of ancient Spirit creatures that became fully at home in the Mortal world.

Ogres: Unchanged. Perhaps a minor race, perhaps the debased descendents of an older order. They can be found everywhere in small numbers, frequently working for smarter or more numerous/powerful races.

Ogre Magi: Unchanged, the smarter kin of ordinary ogres, normally born to ordinary ogre parents. They are technically sorcerers rather than wizards or mages, but mechanically work as they do in the book.

Oozes: Unchanged

Orcs: As surface natives I am strongly tempted to remove dark vision (replace with low light) and light sensitivity. That would go with Half-orcs also lacking DV (rather than just tenebrian HO) and lacking the charisma penalty.  Consider this canon until tested.

Otyugh: Unchanged. Just a natural scavenger/filth eater. Common in large cities with sewers (a dwarven invention, now common everywhere)

Giant Owl: See Giant Eagle

Owlbear: Unchanged. A wizard did it. Found in the Hydenimoi (for once it was probably elven wizards during the Mythic Age...)

Pegasus: No change.

Phantom Fungus: No change

Phase Spider: No change, but their phasing is via the Spirit Realm, not the Ethereal. Common in the Hydenimoi (surprised?)

Phasm: Gains Outsider:Unholy, semi-sentient blobs of chaos. While 'intelligent', their inability to act according to rational choice (see responses in combat) means it isn't really 'thinking' but mimicking the actions of thought (like speaking, etc).

Plane-Touched: Now as a Template(s) that alter existing classes.  Outsiders: Native, and they start unaligned, but find it very easy to 'drift' into one of the two alignments (Unlike ordinary people, who have to work for it by notable deeds, a 'tiefling' who merely assosiates with necromancers (such as being hired as a bodyguard) will find himself harshly judged by the Gods, while a lay member of a temple who is an aasimar will find they are more please with him than he's earned...), while going against grain is much harder (learning necromancy is no longer a sin, one actually has to use it, for example). Note that most plane-touched were born and raised as ordinary children, though their family may have a dark or divine history.  Many plane touched go their entire lives unaware of their differences. Usually a plane-touched will not begin manifesting more overt signs of their heritage until they've picked up holy/unholy status appropriate to their heritage... but even then in many cases it takes Knowledge:Planes to identify a Plane-touched for what he or she is.

That is for Aasimar and Tieflings. Elemental touched are a bit different.  Water Genasai are created by the will of the Sea, and she is a demanding patron most of the time. Most Water Genasai live on or in the Sea and were created as entire races as 'cheap' copies that are more suited to her wants. Some Water Genasai are born more naturally when a water Spirit possesses a human, through a number of mechanisms. If the spirit is a weak or injured one its spirit may bond with the human's soul, 'turning them' into Genasai. If the spirit is stronger it may live in the host for a while, and raise a family. Expectant mothers may find their children altered by even a brief possession.  Lastly, sometimes Nymphs who have relations with non-fay will give birth to children that are not 'fay touched' but water touched (any elemental aligned fey who pursue relations with non-fey may have this "problem" for the appropriate elemental.

Earth Genasai are almost exclusively found in Spada, though almost no one actually calls them anything other than Human.  While other routes towards 'Earth Touched' may exist, the simple fact is that there is an entire race of them living as humans (weird humans, it's true, but humans). It is not necessary to be a Spada 'Similar', as there are still 'normal' tribes living in the hills around the city in the traditional fashion, though many have been made helots (slaves) in the name of victory.  

Fire and air Genasai only happen under the unusual circumstances already listed, and are virtually unknown... though it is rumored that the Dwarves know of Firetouched kin among the Smelting clades.

Psuedodragon: Add Fey keyword. Found in Salt Marsh and where ever lots of elves or fey live.

Purple Worm: Unchanged.

Raksasha: See Demons

Rast: Outsider:Spirit (Fire).

Ravid: Outsider: Unholy. A remarkably stable Chaos invader, thought to have been brought into existance by the Iremi Savants. They are found in the Wastes of Irem, naturally.  A curious thing happens when a dead body (soulless, not undead) is touched by a Ravid, in that the body is restored to life and health, but 'occupied' by the merest semblence of a soul (all animated objects touched by Ravid have 'souls' of a sort that are utterly alien to Haven. The gods remain unsure of what to do with such souls (who wants to deal with the soul of a kitchen cabinet?). Luckily the animated bodies act pretty much as any other animated object, they follow the Ravid that created them. They may occasionally talk, but its word salad.

Razor Boar: Unchanged. Found in the outskirts of the Hydenimoi, rarely in the savannahs, but common among the Huron. They are also found in the sea of grass and the wastes of Hru'tha. Sometimes daring barbarians will try to ride them, with mixed results.  So far they have resisted domestication, but they can be goaded in the right direction... and will happily attack anything in front of them while ridden. (DM controls the Boar, ride checks are made to point it and start or stop it, essentially taking standard actions to control it. The boar will attack the rider during mounting and unmounting unless 'steps' are taken...)

Rehmoraz: No change.  Some may hunt the barren wastes north of the tundrid plateau, but aside from gargoyles nothing else lives out there.

Roc: no change. Believed to be numbered in the mere dozens for the entire world, they roam everywhere, just.... gliding along until something big enough to catch their eye appears. They are a significant nuisance for Airships, and several (named) specimens haunt the sky between Parleon and Renbluve

Roper: No Change. May be one of the earliest mortal races, or so scholars say

Rust Monster: No change. A creation of the Iremi, unleashed on their enemies. Not terribly useful, until they started breeding.  The first generation of rust monsters were unholy outsiders, but those ones are long dead.

Sahuagin: No change, they believe themselves to be the ultimate life, created by the most powerful God. While they are powerful, the Sea is fickle and hardly cares about them (though let them try to escape her... )

Salamander: Outsider:Spirit (fire).  

Satyr: No Change

Scorpion Folk: No change. Found in Hesh, where they are mortal enemies of the Lizards, the human nomads and the Heshites themselves. Nobody likes a scorpion folk, and the feeling is mutual. Some demons may appear similar.

Sea Cat: No change. Mainly found near Reve coasts, they have been known to snatch lone travellers near the water, which is why Reve never put out to sea alone.

Shadows: No change. In violation of the general norms of Undead, Shadows do not gain bodies when they leave the Lands of the Dead.  If a strong, well prepared necromancer screws up on their trip out of the lands of the dead (or if its their second trip and the Gods have temporarily closed that route), they may occasionally wind up escaping directly into the spirit world instead. Some dark and tricky gods may even help them. Regardless, being in the Spirit realm is no better than being in the Lands of the Dead, but no amount of necromantic knowledge can help them make that final step, stranding them.  They grow powerful, but quite mad, stealing life forces from the very shadows of the living (Which are natural weak spots between the two realms).  If they can weaken the victim enough, they can snatch his very soul into the spirit world with them... unfortunately, they don't want souls, they want Life... which the newly soulless body lacks, and the Shadow will move on to a new target, leaving the newly stranded soul to slowly go mad... repeating the cycle.

Unlike Devourers, Shadows are too twisted to realize the protection they have from the Sun, and will expose themselves, alerting the Gods to their presence, so Shadows rarely last long, especially as the 'infection' spreads.  Death usually personally attends to large Shadow infestations, sending them to a 'second death', a rare act. The pathetic souls that show up in the lands of the dead after this are too mad and too pathetic to escape again.   Smart Undead do not remain in an area where Shadows congregate.

Shadow Mastiff: Outsider:Spirit (shadow)

Shambling Mound: No Change

Shield Guardian: No Change. The Iremi were said to have discovered (or perhaps re-discovered) the art of making Shield Guardians, before they moved on to bolder projects, and ever Savant had their own Epic guardian.  Iremi Shield Guardians are still found in ancient ruins, and have a distinct appearance (Brass and crystal with intricate four dimensional clockwork), but modern wizards can make them almost as well.  Iremi Shield Guardians have occasionally demonstrated quirky behavior, as if they had a personality.  Regardless, to control an Iremi Shield Guardian,it is first necessary to learn the language of Irem...

Shocker Lizard: no change

Skeleton: Now a construct, not an Undead.  While frowned upon as grotesque or disrespectful, bones make an easily enchanted platform for a magical construct. Not terribly powerful, they are often made in large numbers (though still requiring magic and onyx). Because they are animate dead, they do radiate necromantic energy (which is not the same as Necromancy (The art of coming back from the dead). They are not Unholy, however, and as they have no souls, they do not offend Death.

Scum: No change, may have been a precursor creation for the Sahuagin.

Spectre: Outsider:Spirit (intangible construct): Occasionally very sensitive (empathic) Spirits are present when a living being dies horribly, and the shock of experiencing that death drives the Spirit to a unique madness, and it manifests as a copy of the being at the moment of death, with a murderous fury. Oddly, this seems to draw additional spirits of the same sort to the area, and the horrific deaths the victims of the Spectre experience often drives one or more of THOSE spirits to similar madness.  Luckily, Spectres often 'forget' themselves and drift away, back to their former selves.. as if the act of murder was somehow purging them of their madness.

Sphinx: No change.  I got nothin'.

Spider Eater: No change, occasionally ridden by Kobolds or Small Fey

Sprite: No change

Stirge: No change, found in wastelands (Irem, Hru'tha, and Huron) among other places. Demonic Stirges are known, and it is believed that most stirges are descended from demonic stirges long ago, too 'small' and weak to earn the wrath of Heaven.

Tarrasque: No change.  A surviving, MINOR creation of the Irem at their height, still wandering the wastes. Sadly, it pales in comparison with the Godslayer (which is so large that it doesn't qualify as a monster at all, but a fucking 'living' dungeon.  Technically it should be an Outsider:unholy, but somehow the Irem found a way to make their worst creations immune to Divine Law, which was only a part of their Hubris.

Tendriculos: No Change

Thoqqua: Outsider: Spirit (fire, earth).

Titan: Giant. These mighty Giants are not the famed Titans of myth, but are named after those worthies as a mark of awed respect. There is one small community of Titans deep in the impassible (to normal people) mountains around the Tundrid Plateau.

Tojanida: Magical Beasts

Treant: No Change

Triton: Humanoid (Water)

Troglodytes:No Change, subterranian lizard species.

Troll: No Change, though to be horribly corrupted or cursed at some point in the distant past

Unicorn: Fey, Holy (celestial Chargers, see Angel)

Vampires:  The very best Necromancers (particularly those who lust more after life than dry intellectual pursuits) come back as Vampires. Like all Undead they are Unholy, and they lust after life. They have complete control over the creation of Spawn, and may even bring back souls as lesser undead instead of as Spawn. Vampires believe they are the ultimate 'winners' of Life, despite their deaths. Their unholy flesh rarely passes on its curse to living children as half-vampires (who are not unholy, but, much like Tieflings, are 'under suspicion' from the moment of birth...).  Usually the very best way to deal with a known Vampire is to pray to Death, and hope He or a handmaiden shows up before the Vampire eats you, though Vampires have been known to destroy Handmaidens of Death (a profoundly shocking thing to witness). That only happens when Death is unaware of the Vampire, for He seems to take personal pride in destroying vampires personally... though, of course, many escape His wrath.

There is one exception to most of this. When the Gods have need of a particular person (who is dead), they occasionally open a path out of the Lands of the Dead for that particular Soul. They come back as Vampires in almost all ways, but they are Holy and cannot create undead of any sort. Death still will attempt to kill them, but in a rather desultory, petulant fashion.... mostly because the Gods will keep letting the soul back out as long as they need its services. In the entire History of the world (since the Titan-Fall) only three such 'holy dead' were released, and two barely returned for the span of a single human life.  The third (Sethra Lavode? Dare I steal that???) is nearly ten thousand years old, an Elf from the age of the Titans. She had died several times but keeps coming back, though she will not speak of her sacred mission.  Like any 'mortal', she has her own agenda aside from what the Gods demand of her, and has created, several times, an organization of warrior-wizards that serve as spies, secret police and even elite soldiers, reporting to her, but serving some empire or other. Her current whereabouts are unknown (dead again?), but she was last seen two hundred years ago in Tenebria.  As she is still, by Divine Law, Mortal (though she has been dead...) she may talk of things that the Gods won't or can't, and if it has happened in the mortal plane or in Heaven there is a good chance she knows at least something.

Vargouille: See Demon. Some are just demonic flying heads, others are the still living severed heads of bigger, nastier demons that managed to escape the fate of their bodies.

Wight: Undead, better off that ghouls but still moderate failures as Necromancers.

Will o'whisp: Fey

Winter Wolf: No change.

Worg: No Change. May 'allow' smaller Goblins to ride them, but the worg will eventually turn on the obnoxious beasts once they've served the Worg's purpose (usually something involving hands). Goblins always seem to think they are in charge of the relationship.

Wraiths: Outsider: Spirit Constructs.  Some Spirits are just evil.  If its smart and powerful enough, they can go on murder sprees and get away with it, and people call them wraiths. Worse, they've learned how to change human souls into twisted spirit beings like themselves.  Wraiths seem to feed on the fear of their victims, and as a result cannot strike in daylight, which chases away the sort of fear they need to create to feed.

Wyverns: Creations of the Archmagus Academy of Renbluve, these are pale shadows of true dragons that the Titans made. This is the apex of creating new life currently, and wyverns are ridden by Nornsan Dragoons, the newest in elite cavalry.

Xill: Once ordinary mortal creatures, they long ago found a way to move to the Spirit World permanently, leaving only to snatch food or valuables (usually both, as they eat any 'animal'.. including man) Outsider:Spirit

Xorn: Outsider:Spirit (earth).

Yeth Hound: See Demon

Yrthak:  Another late era creation of Irem, only several survive in the Wastes of Irem.

Zombie: The only purely unnatural Undead. Zombies are the pitiful victims of Necromancers (living or Undead), innocent souls corrupted and brought back to serve as dumb slaves.  It doesn't matter to the Gods, however, and they are still unholy.  As they are motivated by a soul, no matter how corrupted and shackled, they have some sentience and emotion... usually horribly twisted by the unimaginable torture of their unwanted existance.  It would be poetic justice to put a Necromancer's Soul into a Zombie, though it would never happen by chance... but the Gods don't do poetic justice like that, sadly.  Most living Necromancers practice their arts by creating Zombies that they have no use for, leaving the poor things to wander about creating havoc.  Unfortunately, even death is a poor victory for the corrupted soul, for once used thusly, they become attuned, and tend to be brought back again and again, even by other necromancers to be bound all over again.



And that, as they say, is that.  Slaad are not in the MMI, but would be Demons.
For you the day you found a minor error in a Post by Spike and forced him to admit it, it was the greatest day of your internet life.  For me it was... Tuesday.

For the curious: Apparently, in person, I sound exactly like the Youtube Character The Nostalgia Critic.   I have no words.

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