Kharne Encyclopedia


881-885

Monsters, Page 20
896 - 900


901-911


© Final Fantasy
xxxxxxxxxxxxxxxxxxxxxxxxxxx896 - KATRIM

Katrims are humanoids of cat-like appearance. Brown and yellow fur covers their bodies. They are slightly larger and stronger than humans, and possess great speed and dexterity. Katrims regard all other creatures as inferior and most of them as a source of food. These masters of sneak attacks fight with natural claws, teeth or long iron claws strapped to their hands. They have incredible stealth and can be in the middle of a party of adventurers, killing, before anyone has even seen them. Their natural habitat is jungle but larger tribes have been seen in the open.


© pmwiki

KATRIM

All Katrim are natural predators. They are taught from an early age how to hunt and kill alone although they will attack in groups if the target is large or numerous. They use a few weapons although as often as not, they will dip their claws in poison. The toxins they use often only paralyse and wear off after a while. This is so that the meat remains tender.


© ak0.pinimg
xxxxxxxxxxxxxxxxxxxxxxxxxxx897 - LEPERCHAUN

These harmless looking little Irish speaking fellas sit innocently on toadstools in most large forests of Kharne but too many people make the mistake of thinking these malicious little sprites are leprechauns. Hence, off the party struts with visions of gold, only to find themselves facing a very hostile, disease-ridden menace. Their faces are covered in sores, their little felt waistcoats are full of holes, and they are constantly followed by swarms of repulsive-looking dung flies. Beware...


© ak0.pinimg

LEPERCHAUN

These are only distantly related to the fairy folk. They may well have been closer at one point but are now closer to humans. This may have occurred when cities started to be built in sites that were traditionally fairy dwellings. Time and avarice as well as poor sewage drainage has corrupted them beyond all redemption.


© i29.tinypic.com
xxxxxxxxxxxxxxxxxxxx898 - WALL DWELLER

Strange creatures dwell in the darkness existing both in the real world and a realm of shadows. These creatures are capable of shifting where they reside but need some sort of connection. This may be darkness or shadows or possibly even a looking glass. However they manifest, it is certain they will not be doing it for anything other than to cause hurt and pain.


© muonlinefanz.com

SHADE

The Shade is the weakest of the wall dwellers. Little more than a dark mist with a sneering pair of burning eyes it can still inflict pain with its ethereal glowing fangs and claws.


© jbrown67

WALL DWELLER

In the endless number of dungeons below the surface of Kharne, many beings exist which have never seen the light of the sun. Amongst these are the wall dwellers. Literally born out of fear and concentrated darkness, the wall dwellers are capable of moving through solid rock the way we move through air. This enables them to give most adventurers a nasty surprise when, all of a sudden, the wall seems to come to life. They take on a roughly human form and their skin looks exactly like the wall they have come from. They are very hostile and hard to hurt, as they are partly immaterial, tough, and have a certain understanding of the ways of magic.


© tripadvisor.com

EVIL DWEOMER

This form of Wall Dweller is much harder to hit. It waits and lets a victim enters its domain and entraps them before it manifests and attacks. It is able to attack and then fade away before reforming to attack again. Devious and twisted, they revel in the pain they inflict.


© conorburkeart

FESTERING PRESENCE

The first indication of the manifestation of this type of Wall Dweller will be the sweet smell of decay. This sickly rancid odour will then transform into a full scale surprise assault with many distractions as the Festering Presence attempts to overpower its foe with sickening images as well as swift attacks with seemingly rotten appendages.


© ak0.pinimg

HELL MOUTH

The Hell Mouth is brutal as it manifests. Attacking with burning claws and fangs. Its fetid breath stinks of fire and brimstone as it screams vile demonic curses that seem to come from the depths of hell itself.


© BenWootten
xxxxxxxxxxxxxxxxxxxxxxxxxxx899 - SKY RAY

These beautiful, majestic relations of the sting ray can be found flying across the skies of Kharne. They appear identical to their aquatic cousins in all but size. Sky rays can grow to anything up to thirty feet long and forty feet wide. In addition to this, sky rays have a long tail, which is actually a deadly weapon. By some freak of nature, sky rays' tails carry a massive electric charge, comparable to a bolt of lightning in power, which can kill most man-sized creatures outright. Fortunately, they are usually docile creatures, killing only for food. Sky rays prey on deer, horses and, rarely, humanoids. They travel singly unless hunting, when they form into groups of up to five rays.


© talrand

SKY RAY

Thoughts have been given to taming these beasts and using them as mounts. The first problem is actually avoiding the dangerous tail. The second obstacle to overcome is steering them. While hooks in the skin could be used to turn them right and left, nothing seems to work at getting them to go up and down. The final and so far unsolvable problem is that of other rays turning up and attacking those riding this creature.


© ak0.pinimg
xxxxxxxxxxxxxxxxxxxx900 - MIST REAVER

The undead are almost certainly the manifestations of evil. Even those that would warn the living, can't help but be drawn to and suck life from those they would save. Those that deal with the dead are themselves at risk, although the power that necromancy holds can be more than enough incentive despite the risks.


© ashnazg

DISPOSSESSED

These soulless ethereal Undead are the weakest of the Mist Reavers. They are recently formed and are not as twisted and malcontent as other Undead but they still require the vital energy found in living creatures to survive. Many fade away before they get the chance to attack anything however should a dispossessed feed they could transform into a much more fearsome Mist Reaver, able to utilise the powers at its disposal with deadly purpose.


© Vivarian

MIST REAVER

Mist reavers are soulless entities of the night. They appear at sundown and wander the lands of Kharne in search of victims on which to feed. Mist reavers are powerful undead monsters, and as such they require living beings from which they can drain precious life-energy, which often results in the death of the victim. They are also drawn to the magical energy inherent in mages and priests alike, and they have been known to attack adventuring parties, feeding on those killed by their lethal touch.


© Creation Resort Forums

BLACK REAVER

The Black Reaver skulks in shadows and is much more devious when it attacks, trying to stalk its prey and chase them into a disadvantageous position from which to press home its attack. Be it mountain passes, gorges, rivers, canyons, cliff-tops, the Black Reaver will use any natural or unnatural terrain detail to give it the advantage.


© legacyofkain.wikia

Banished

The Banished has huge eye sockets. Empty, soulless and devoid of life. These huge empty eyes transfix many weaker victims leaving them defenceless when the Banished unleashes its attack to strip a victim of their soul. These creatures are particularly attuned to magical energy and delight in attacking spellcasters.


881-885

901-911

Back to
Monster Manual
Everything on these pages is related only to the fantasy game world of Quest and has no relations whatsoever to the real world and real people, places or events!

All pictures are borrowed from other not-game-related sites for illustration and entertainment purpose only. Every picture is credited with copyright information and linked to its original page.

Back to
Kharne Encyclopedia