Kharne Encyclopedia |
846-850 |
Monsters, Page II |
856-860 |
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xxxxxxxxxxxxxxxxxxxxxxxx85I - MONK The lay monk wanders the roads preaching to all that would follow. These should not be mistaken with church monks as they do not preach the teachings of any god. They teach the wrongs of worshipping gods and the selfish narrow minded tenets of faith. For this reason they are generally mistrusted by those of a religious leaning. They are banned from all cities and live on the charity of those they meet along their travels. |
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BELL BOY The simplest golem to create is the manikin. It is generally a grotesque assembly of a child's arms, legs and a body, but with an adult head. The horrible little creature is easy to create as the young flesh is not set in its ways and is therefore easier to manipulate. Even though it has the body of a child it is still the product of necromancy and as such has a supernatural strength that is frightening. |
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MONK They are easily identified by their rags and long scraggly beards and general malnourished appearance. They almost never have anything of value and listening to their whining about the inherent wrongness in following a deity is enough to upset the lunch of even the most worldly of people. Still, farmers, whose lot is not much better than the pigs they keep, seem to have soft spot for them as they do not appear to have died of starvation. |
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xxxxxxxxxxxxxxxxxxxxxxxx852 - ANIMATES One of the greatest quests of sages and magicians is to rival the gods and create life. So far though they have only formed twisted parodies of life, often mindless or even insane. These abominations live to serve their masters wishes in all ways. Not all animates are the product of wizards as the sorcery is known to demons and other dark spirits. These tend to be cruel, inherently evil and seeking to cause harm by malicious acts. |
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MANIKIN The simplest golem to create is the manikin. It is generally a grotesque assembly of a child's arms, legs and a body, but with an adult head. The horrible little creature is easy to create as the young flesh is not set in its ways and is therefore easier to manipulate. Even though it has the body of a child it is still the product of necromancy and as such has a supernatural strength that is frightening. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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JUGGERNAUT The juggernaut is an animated metal statue created by magical means. It has no mind of its own and exists only to carry out its creators wishes. It will continue to follow its masters instructions long after his death. There are rumours that it is possible for another mage to take control of the juggernaut but the means to do so have never been discovered. The juggernaut is immensely strong and almost invulnerable. | ||||||||||||||||||||||||||||||||||||||||||||||||||||
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GOLEM Golems are an artificial life form constructed from dismembered bodies and animated by an evil spirit. They are believed to have been created by the sect of Ythcal many centuries ago but knowledge of the secrets involved has now been lost. Golems are of about human size but immensely strong and they must be literally hacked to pieces before they will stop fighting. They have no mind and only act to obey the instructions given to them by their creator. | ||||||||||||||||||||||||||||||||||||||||||||||||||||
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STONE GOLEM If the dark rituals of old are to be believed then this is a life size stone statue in the likeness of a young woman. This is then bathed in the blood of many victims, all young women with their maidenhood intact. The creations, able to stand centuries without even twitching are used to guard whatever the creator demands while appearing unobtrusive, in fact often overlooked until they are required to act. | ||||||||||||||||||||||||||||||||||||||||||||||||||
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IRON GOLEM The fiery heart of a wayward woman becomes the very embodiment of lust that drives this monster. Insane even from the time of awakening this animate is still bound to the letter of commands given by its master. Despite this, many a magician swiftly falls to an unforeseen accident that curiously involves the iron golem. Once free from the binds and ties of the magician, they will wander the world with a purpose known only to their insane minds gradually rusting away. |
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xxxxxxxxxxxxxxxxxxxxxxxx853 - OGRE The race of ogres is not a true one but has its roots in giant stock and maybe human. However this union formed, they have since bred into their own distinct character. They are generally farmers with a taste for ale, but while fairly dumb are rarely malicious. Generally shunned by humans they are to be found in rocky foothills where they tend flocks of sheep. Their hospitality is famed and always like to share a sheep or three with weary travellers. This kind act is generally in order to restore the strength of the guest for after dinner wrestling matches. |
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BUGBEAR Decidedly hairy, these are sometimes mistaken for bears at first glance, more so as they wear furs. They can be found in the cold wastes where icy winds blow ice into the bones. Their small shacks are generally dominated by their brewery. Apparently it is rough enough to melt plate mail armour but is reputed to keep out the cold. Tales abound of trappers having a nip of the stuff hibernating through the winter suffering from nothing worse than a raging hangover. |
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OGRE Ogres are large humanoid creatures with ugly features, swarthy skin and big muscles. Although fearsome to look upon they are generally good-natured. Unfortunately they enjoy a 'friendly' punch up from time to time, and being a bit dim witted they tend to forget their own strength. The end result is often a bloody mess on one side and an embarrassed ogre on the other. Ogres can usually be found in hilly or mountainous terrain, or underground. |
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GIANTLING The largest of ogres appear closer to giants than humans, but have retained some semblance of humanity, preferring to talk to adventurers. Their size and appearance stands against them in this respect though as many fearing a giant attack first only realising their mistake when the giantling has lost its temper and stomped those about it. These rare creatures tend to be rather generous and have been known on occasion to give those of friendly disposition a gift. |
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xxxxxxxxxxxxxxxxxxxxxxxx854 - TROLL Trolls are ghastly carnivores of humanoid form. They are tall and scrawny but immensely powerful, capable of tearing small trees from the ground to use as a club. They can also attack with their sharp teeth and claws. Trolls are almost impossible to kill as they can regenerate damaged flesh with incredible speed. Even severed limbs can be re-grown in a matter of minutes. Only fire or acid can slow this healing. |
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SEWER DEMON Small fragments of trolls stoppered in pot flasks fetch a high price in alchemists guilds but beware those that would seek trade in this commodity. Though they may well be small, they are no less ghastly. Left too long in the flask, they will find a way of escaping, often into the sewers of the city escaping from alchemist and merchant alike. In time, feeding on rats and orphans they will achieve normal troll size, but before this, they will crawl through sewers and cellars in pursuit of victims.
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FOREST TROLL The smallest of the full grown trolls, these wander through forests and desolate regions seeking anything to feast on. They like nothing better than a few adventurers to break up an otherwise diet of rabbits, badgers and birds' eggs. In winter they have even been seen, albeit from a distance of chewing branches and tearing the bark of trees. |
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STONE TROLL Like the mountains in which they hunt, these horrors are generally a mottled grey colour, blending them in with the stone from which they are assuredly spawned. During the day they may well be nothing more than an odd shaped rock pillar, but at night they will venture forth to kill and feast possibly even on those that enjoyed a noon meal in their shadow. |
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BLACK TROLL Not as big as many other trolls, these are still to be feared the most for their intelligence and cunning. Often dealing with orcs and other foul races, they will trade for weapons and armour enabling them to challenge a well equipped party even single handed. Their blades are often coated in swift acting poison as trolls are immune to all poisons, possibly even the blood of dragons. |
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CAVE TROLL Caves carved by ancient rivers and labyrinths are the favourite haunt of these truly fearsome creatures. Stomping down narrow passages dragging knuckles along the ground or whatever they have bashed, they are often easily avoided. They are not fussy feeders and a cave troll warren is just as likely to contain the bones of other monsters as it is adventurers. Possessed of a crafty nature they will often trade items taken from those they have eaten and trade them with other fiends such as goblins for food as they consider goblins too foul to eat even for them. This means that a hoard can sometimes be found if they have not traded in a while.
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HILL TROLL The hill troll feasts almost exclusively on goats and sheep, chewing everything even down to the bones. They are obviously not content with this lifestyle though as they have been known to follow travellers for days at a time in order to chomp on soft fleshy innards. Sneaking up on one of these monsters will invariably result in overhearing the troll mutter about mutton and bare bones. |
© Keeth Bakker |
TWO HEADED TROLL This creature is what can happen when two Trolls that have not quite been killed start to regenerate and merge into a new type of Troll. Often this merging results in just one Troll surviving, but occasionally both Trolls survive the process and the Two Headed Troll is the result. With two separate personalities, which is a loose term at best, the Troll is nearly always arguing with itself, which is almost an amusing sight. However the fact that it tends to attack whoever is looking at it removes a lot of the humour. |
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GIANT TROLL These mammoth sized Trolls are an unusual sight. Trolls' regenerative abilities are well known, including their ability to sometimes regenerate from small pieces. This creature is a result of a group of Trolls merging during their regeneration process. The merging with the parts of other Trolls speeds up the process of regeneration, but in this case the other Troll parts were far from dead and thus they keep regenerating. Eventually the various Troll parts regenerate to their full size, but as they are part of single creature they do not re-grow into their former selves but simply increase the mass of Troll, thus a Giant Troll is formed. |
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xxxxxxxxxxxxxxxxxxxxxxxx855 - LIZARD MEN They walk on two hind legs with a long tail to aid balance. The tail also helps them to swim at great speed. The average height is about six foot but specimens as tall as seven foot are not uncommon. They are quite primitive and many tribes are extremely warlike. The large bounty offered on lizard man heads by some towns may help to explain this. It is thought that many of these have fallen into disfavour with the gods and now crawl along the ground, mindless lizards. |
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NEWT The eggs of the lizard people are stored in strange pouches inside the mouth, and even when hatched the small newts will in times of stress return to the nearest adult's mouth. This strange phenomena may well be the basis for an intense animosity between humanity and the lizard folk: The belief that the lizard folk eat their young so would be more than inclined to guzzle a few human babies. Newts though will attack if need be, springing from the mouths of the adult to bite deeply into any attacker.
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LIZARD MAN The lizard folk are an ancient folk, even those still alive that are approached in an open and friendly fashion can tell tales of times long before races such as humans and dwarves wandered the lands. These though tend to be rather dull, referring only to the warmth of the sun, sandy beaches and cool shade under big boulders. They speak also of the fallen, those lizards that now crawl on all fours through deserts, now lost to the noble heritage of the lizard people. |
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SQUAMATAL SHAMAN Whether they worship ancient gods that have long since disappeared or they refer to the gods by strange names is difficult to tell due to the secrecy of their religion. What few rituals that can be observed appear to be the burying of strange ghost-like skins that have been shed from the lizard folk. Plots of sacred land are set aside for the burial of these skins over which the shaman presides ensuring that they are never disturbed. |
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SAURIAN SOLDIER Lizardmen are not particularly brilliant fighters. Like most of the other humanoid races they have their own military units, consisting of reasonable well trained troops. The nature of Lizardmen to operate in small units stops them from being a major threat to a settlement, but they can give most parties a hard time. |
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SAURIAN SORCERER The magic of the swamp is usually dark and evil in nature. These reptilian warlocks are covered in strange tattoos and glowing runes. Dressed in antique spellcasters' robes and accessories they look fearsome in battle. Many cast spells of ancient origin that confound many more modern mages. |
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SAURIAN ASSASSIN These dark skinned slinking reptiles are the silent assassins of the swamp and can use many tricks to evade detection. Once close to their prey, they strike with slime coated weapons with tremendous ferocity that often kills outright. The alertness of most parties saves them, but the Saurian Assassin still makes a dangerous foe face-to-face. |
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SAURIAN VETERAN These are the most fearsome natural warriors of the Saurian race. They excel in melee combat and use their superior speed and strength to great effect in the shifting swamp. Heavy scales protect them from all but the most solid of blows, often turning aside many forceful but poorly aimed attacks. |
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SWAMPLORD This creature not only has the devout following of the Saurian in the area but also nominal control over many beasts as well. A swamplord is fearsome, bloated in size and ponderous when moving. They have amassed huge knowledge and can cast ancient spells as well as use ancient long bladed axes with deadly proficiency. |
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