Kharne Encyclopedia


861-865

Monsters, Page I4
866 - 870


871-875


© Книга Фанфиков
xxxxxxxxxxxxxxxxxxxxxxxx866 - ROC

Rocs are huge birds, like an eagle but many times bigger. Large specimens will grow to almost dragon size. They can pick up a horse in their enormous talons and their razor sharp beaks can cut through armour like cloth. They reside in mountainous terrain and usually avoid towns. Travellers are advised to keep well away from their nests.


© babyanimalzoo.com
FLEDGLING

The nests of the rocs sometimes have giant eggs that could make an omelette for an entire village but more often they contain chicks. These are as large as a man and with a powerful beak are able to tear and rend. It takes about four years before the fledgling is ready to leave the nest so d uring this time, the parents are not likely to be too far. The nest of these creatures is often littered with the remains of those that have been fed to them.


© Manzanedo
ROC

The roc is easily identified in the skies even many hundreds of feet above the ground. It has glossy black feathers and deep yellow, almost gold eyes that seem merciless to the point of being cruel. They are fearless, but not reckless and will retreat if the fight is not going well.


© Tyre Wiki
LORD OF THE AIR

The largest of all birds and a king among the rocs, the lord has an impressive wing- span over eighty feet. While it can carry off elephants in same way that lesser birds carry worms, it is more than capable of consuming an adventurer in a single swallow.


© davidjrodger
xxxxxxxxxxxxxxxxxxxxxxxx867 - SHAMBLER

Shamblers are huge man shaped masses of vegetation found in swamp terrain. They shuffle and lurch along hence their name. They feed by sucking blood from any warm blooded creature they can catch. Their body and arms are covered with numerous little toothy suckers. Shamblers have no vital organs and have to be hacked completely to pieces to be killed. Fire will also kill them but as they live in watery terrain they can quickly douse any fires by rolling over on the wet ground.


© AdamPaquette
SHAMBLING

Rumour has it that the pieces hacked from a shambler that fall back into the swamp grow over time to form new shamblers. Before reaching this stage though, they lie semi- dormant on the bottom of slimy lakes feeding on whatever is around. Therefore it is generally by accident that they actually attack anyone. The unfortunate victim to stand on one of these is immediately grappled around the legs. As the shambling is completely submerged, it is impossible to tell how far its tendrils reach.


© Swamp Beast
SHAMBLER

The smell of blood draws these creatures. They will pursue as long as there is a chance of food. Often these creatures will lie hidden in the swamp, rearing out to strike, but more often, they will be too eager and charge long before they can surprise. It is rumoured that they often have small objects of their last victims buried in their bodies.


© Borja Pindado
SWAMP LORD

The lord of the swamps is rightfully feared. The monster can cause vines to tangle round feet and pools to form where firm ground was moments before. The effect is that fleeing the swamp lord is difficult. Much larger than the shambler with many ropy tentacles bristling with hooks and mouths oozing foul smelling pus. The only way to deal with it is to charge in and hack it to pieces as fast as possible as once caught by its tentacles, escape is impossible while the creature is alive. Its lair is often littered with the debris of many adventurers.


© Pathfinder
xxxxxxxxxxxxxxxxxx868 - 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.


© ak0.pinimg
The general description is identical to the description of the Sewer Demon subcategory for Troll
however, there is an additional specific description:

SEWER DEMON

The growth rate of the troll fragment is directly proportional to the amounts of food that it is given and the time it has spent in the flask. Over time the fragment forms into a small troll that will claw and scratch the inside of the container with steel-like claws. Once out it will devour all that it can as fast as it can before sliding down the nearest gutter.


© 3dmodels-textures.com
xxxxxxxxxxxxxxxxxxxxxxxx869 - SKELETON

With magical assistance or the co-operation of evil spirits it is possible for a mage or priest to animate a skeleton to do his bidding. The animated skeleton will have no mind of its own and will act only to obey the commands of its creator. Since they have no fear of death they will never turn away from combat.


© prop-skeletons-skulls-bones
SKELETON CHILD

The most cruel of sorcerers animate the skeletons of children. This is truly evil as many still hold the rotten and decaying toys they were buried with. The sight of a few child sized skeletons with rag dolls can be enough to make many battle hardened warriors lose heart. Children they may be, and often not large enough to wield weapons, but their bony fingers can still inflict severe wounds.


© wallpapersfan.com
SKELETON

It is said that a few dubious apothecaries will sell to battered wives a certain potion. This potion, should it exist, will cause the imbiber, generally the husband, to die by his own hands, often in a grisly manner. What is only guessed is that once dead, the hands remain active, slowly digging their way back to surface to return for the person who used the potion.


© turbosquid.com
SKELETON WARRIOR

Ancient battle fields are often the site of practising necromancers. The numerous bones allowing the sorcerer to hone their skill. As many battles tended to be near cities it is more likely that henchmen will be sent to collect bones and bring them back to secret lairs deep underground. In these places the animates are let loose to ensure that the sorcerer remains undisturbed.


© DeanSpencerArt
SKELETON ARCHER

A test of a skillful sorcerer is to reanimate something of the corpses possessions. In the case of the skeleton archer, the bow is a part of the skeleton, held together by the same magical means as the bones. The arrows, once fired turn to ancient dust merely moments after they leave the bow. This though can be enough time to rip a hole in the target. Smashing the archer will break the spell and before the adventurer's eyes the bow will rot to little more than a dry cracked twig.


© elfwood
SKELETON LORD

The adept sorcerer will always progress onto bigger and better things, animation being no exception. The bones of giants and huge creatures such as dragons are a true test of skill. These huge monsters may not have the talents and abilities they had in life, but they can still pound adventures with hammer like claws. A host of skeletons riding into battle on the back of a skeleton dragon is not a sight many would care to see.


© icerow
MINOR LICH

The process used by Necromancers to turn themselves into a Lich is a difficult one. These creatures are the result of a failed attempt. Unfortunately the Necromancer lives on, but a large part of the Necromancers' mind is destroyed in the process. The creature is not quite aware of who it was but it will seek other Undead. Although not a full Lich, a Minor Lich is beyond the power level of normal Undead, and as such should not be underestimated.


© fanpop.com
LICH

The final achievement of a necromancer is to animate his or her own bones at the moment of death. This, the highest of the incantations preserves the mind of the necromancer as well as their abilities even though the ravages of time will slowly decompose the flesh from their bones. The only sign of intelligence is the pale cold light in their eye sockets. These horrors should not be underestimated, they were once great sorcerers and death has not changed this.


© moddb.com
xxxxxxxxxxxxxxxxxxxxxxxx870 - ZOMBIE

Zombies are formed when the spirits of the dead are trapped in their bodies by evil magic or a curse. Within a few days of being trapped in the rotting flesh the mind is totally insane and the zombie will obey its masters every wish. Zombies are slow moving and clumsy and their rotting muscles and tendons make them quite weak but they must be completely hacked to pieces before they will stop fighting.


© MattWilliams
ENCHANTED HANDS

It is said that a few dubious apothecaries will sell to battered wives a certain potion. This potion, should it exist, will cause the imbiber, generally the husband, to die by his own hands, often in a grisly manner. What is only guessed is that once dead, the hands remain active, slowly digging their way back to surface to return for the person who used the potion.


© playbuzz.com
ZOMBIE

The stench of these creatures is abominable, dropping gobbets of blackened rotting flesh as they shuffle around. The trapped spirt can be freed from the prison of their bodies but only by completely removing any resemblance to person it was before death. This is often done by hacking the zombie to pieces, but time will also work. Within a few years the zombie will have decayed enough to to break the spell.


© Gabriel Aviles
ZOMBIE MASTER

The necromancers that deal in the creation of these creatures are truly corrupt. Often they dwell in cities, masquerading as undertakers, or travel the country following plagues. Why they do this is unknown, maybe there is a thrill by controlling in death, someone that was far above them in life.


© fanpop.com
ZOMBIE LORD

The lord of the zombies is a necromancer that has perfected the art. They perfected the final spell, this being the permanent connection of the soul to the body, immortality. They cannot be killed, ever. Strike them down and they will get up, chop them up and burn the pieces, they will reform. Take the remains and throw them into different oceans, they will gather. Time is no problem, it may take thousands of years, but they will return. They always appear as youthful adults in their prime, but this cannot hide their obvious evil and the stench of corruption always follows them.


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