Bestiary
Massacring monsters for no reason can get old very quickly, but if you know why we are fighting our foes, you might draw some more enjoyment from your victories. Below is a listing of the monsters that prowl Dereth (by class), a brief description, and a very vague difficulty classification as compared to other monsters their level.
Armoredillo - These creatures are short creatures with heavy plating along their backs. Their jaws are a potent weapon, but their spinning attack can be deadly. They only do piercing and slashing melee damage, so you can be very prepared for their attacks. Easy to Medium.
Auroch - Simply put, Aurochs are wild cattle. They live in herds and are quick to defend their offspring and mates. There is also a Fire variety. Easy.
Banderling - Banderlings come from the same planet as Drudges and Tumeroks. Banderlings are the largest and strongest of the three groups, but their intelligence pales in comparison to the Tumeroks. They do have a language, but it is very simple in comparison to our own. Practically all Banderlings are capable of using magic, often using vulnerabilities to augment their own attacks. Almost all Banderlings attack with clubs (either in melee combat or thrown) and higher level Banderlings use elemental weapons. Most can also take quite a beating before death. Because of their halfway-intelligent spellcasting and their high health pools, Banderlings are usually harder than other critters their level.
Carenzi - Carenzi are native to Dereth - specifically Marae Lassel. They are small creatures the size of a groundhog and attack with their teeth and claws. Melees will have little trouble with Carenzi, but because they have higher magic defense than other creatures their size, mages will find them more difficult. Carenzi only hit below the waist and only do slashing and piercing damage. Easier than usual for melees, more difficult for mages.
Chittick - Chittick are very oddly shaped creatures that live exclusively on Aphus Lassel. They use their tails to launch darts at their enemies, ranging from elemental damage to the elusive and annoying type-less damage. Their resistances aren't particularly good, but since no one has missile defense, they can do significant damage to you before you kill them. Be especially careful of Obsidian Chitticks! About average for their level.
Dolls - Dolls are Virindi constructs that are little more than a Doll's head attached to planar magic. They are capable spellcasters but also engage in combat, spouting lightning from their mouths. Like Virindi, they do not have a lot of health, so you can quickly dispose of them before they cast too many spells on you. Easier than average.
Drudge - Drudges come from the same world as Banderlings and Tumeroks and are generally the weakest of the three. Drudges are not naturally magical and have very simplistic minds (although they do have a language), but the Virindi have taken extensive interest in them since their arrival in Dereth. Most of the Drudges you will encounter have been significantly augmented. The strongest Drudges can be more than a handful, especially because the more magical of the species have the nasty habit of using Life bolts. Higher level Drudges use elemental weapons in combat too, adding to their effectiveness. Fortunately, most Drudges have less health than other monsters their level. Slightly more difficult on average, depending on the specific type of Drudge.
Eater - The Eater is nothing more than a mouth on legs. The Eater was created by a Fiun rite intended to give them intelligence. The rite went wildly wrong and now the Eaters seek out the Fiun at all times. Eaters hit especially hard, but they are easy to evade, making them easy for melees to deal with. Mages, on the other hand, should avoid these creatures.
Elemental - Elementals were created by Empyrean cults of the Blood who worshipped the elemental nature of the Mana Stream that flows through Dereth. You can find Fire, Frost, Lightning, and Acid elementals, each being vulnerable to the opposite damage type. Of the four, Fire Elementals seem to grow the largest, but Frost elementals have better armor, making them more difficult to kill. Elementals often appear in groups of one big elemental and a few smaller servants. Should you kill the large elemental, the smaller minions will most likely die as well. Because they have a substantial elemental weakness, pure elementals are easier than average. However, dual and even triple elementals exist too. These abominations are made from two or more elements fused together, and the types made from opposing elements are exceptionally annoying. Switch to a physical damage type on these.
Fragment - Fragments are self-replicating pieces of the Crystalline Prison that encased the Hopeslayer. They have very low health, are exceedingly slow, and can be shattered easily with Bludgeoning attacks. They have decent magic, but usually they don't live long enough to be much of a threat. They also drop shard pieces for Shadowhunter armor, so they are usually worth killing. Much easier than their level indicates.
Fiun - The Fiun were a sentient, peaceful race of mages who accidentally destroyed their home. They attempted to breathe intelligence into lesser creatures using magic, but instead created the Eaters. The Eaters are magically bound to the Fiun, seeking them out, killing them, or devouring an organ in their necks that the Fiun believe contains their souls. After the organ is removed, the Fiun will go mad and attack friend and foe alike. Only these maddened Fiun will attack Isparians, still retaining their spellcasting abilities. Their armor and health is very low, so these mad Fiun pose little threat.
Gelidites - Gelidites are undead Dericost, like the average undead you might encounter. However, their origins are quite different and they can only be found within the lost City of Frore. Like other undead, they are very vulnerable to Fire, but they rely almost exclusively on Frost (in melee and magically) to fight their foes. Easier than usual.
Gear Knights - Gear Knights are sentient constructs from a word visited by the Empyreans, who seemed to think they were built by an extinct biological society. They run on a power source called Aetherium that powers their systems and gives them magical abilities. They are divided into houses based on their job in society and are largely militaristic. The leading house's Primus, Atamarr, was trapped in Dereth when Asheron's people fell victim to the Olthoi. He has since been reconstructed and leads a faction of Dereth's Gear Knights against a renegade faction tainted by the Virindi who seek to destroy the Empyreans and their allies.
Golems - Golems are magically constructed remnants of Empyrean culture and are made from practically every metal or stone in Dereth. Almost every type of Golem uses its fists as massive blunt objects in addition to casting potent magic. About on par with other monsters their level, although some have very large elemental weaknesses.
Grievvers - Grievvers are spidery creatures from the same homeworld as Olthoi. They are resistant to magic and are reasonably good spellcasters themselves. Depending on the species, they also breathe acid or lightning. Difficult for mages, easier for melees and archers.
Gromnie - Gromnies are actually indigenous to Dereth, unlike practically every other monster you will encounter. These creatures resemble small dragons and attack with piercing claws and elemental breath weapons. Gromnies don't have any particular weakness and attack quickly, making them a bit more difficult than usual.
Guruk Burun - The Guruk are technically Burun, but they are fundimentally different from the Ruuk Burun. The Guruk Burun are hulking monsters who hit exceedingly hard and startlingly fast. Like the Ruuk, they have strong armor and elemental resistance. Far more dangerous because of their massive damage output potential.
Hollow Minions - Hollow Minions are Virindi constructs made from Chorozite, rendering them very resistant to magic as well as allowing their attacks to ignore your life and item protections. A Mage's nightmare.
Idols - Evil magic has brought life to Mosswart Idols, allowing them to attack and cast magic spells. Not terribly difficult.
K'naths - K'naths are the embodiment of fizzled spells, making them potent spellcasters. The low level ones are easier than usual, but the highest level species are very difficult because of their rapid-fire spellcasting.
Lugians - Lugians are sentient giants who live in the southern mountains. They swing mighty weapons, but do not wield magic. The renegade Lugians, the Gotroks, often wield Hollow Weapons, making them far more dangerous. Normal Lugians will not attack you on sight, but Raiders and Gotroks will. Because of their elemental weakness, the non-Hollow Lugians are relatively easy.
Marguls - Demonic-looking monsters that only live on Singularity Caul. Exceedingly dangerous!
Marionette - Marionettes are undead forms reanimated by Virindi planar magic. Because of the Virindi magic holding them together, they are less vulnerable to fire, making them more difficult to kill.
Mattekar - Mattekars are large predators who live in the snowy regions of Osteth. The largest species breathe fire or frost, in addition to their piercing horns and claws. Often kept as pets by the Lugians. Not terribly difficult because of low health and elemental vulnerability.
Mites - Mites are a tribal species who annoy more adventurers than they kill. They do attack quickly, but they aren't terribly dangerous.
Moarsmen - Moarsmen are the feral servants of the Adjanate cults of the Vesayan islands. They attack with their acidic fins and elemental breath, making them dangerous melee opponents.
Monougas - Monougas are three-eyed creatures who grow taller and weaker as they age. The tallest Monougas are generally the weakest, with one Trememdous exception. The smallest Monougas are the most dangerous and these often wield frost clubs. Some even cast magic. They attack quickly, making them slightly more dangerous than the average monster.
Mosswarts - Mosswarts come from the same homeworld as Tumeroks, Drudges, and Banderlings. They are better magic casters than Banderlings generally, but they don't reach as high levels and have less elemental resistance, making them easier.
Mukkir - The Mukkir is apparently an ancient creature but one that has only recently been discovered by Isparians. Their origins are somewhat unclear, but it seems that they are related to the Ruschk and to Grael, the Spear of Mukkir. Perhaps the Mukkir are Ruschk who were twisted by the darkness that gave Grael his power. Mukkir hit fast and hard and are potent spellcasters and have decent health for their level. Extremely dangerous!
Mu-Miyah - Mu-Miyahs are a subclass of Undead. Wrapped in bandages to preserve their forms, Mu-Miyahs tend to be warriors instead of mages, although most can cast spells. Very weak to flame, making them easier than average.
Niffis - Niffis are giant versions of the Chambered Nautilus. They are fairly resistant to magic and can cast feeble spells themselves. Their main attack relies on their tentacles, however. Not too dangerous.
Olthoi - Olthoi are our nemesis - an Hive-minded insectoid species who drove away Asheron's people and originally enslaved us about 30 years ago. Now that Dereth's Queen is dead, they are less of a threat, but they are still dangerous. They hit hard and have solid magical defense, although they are fairly fragile. Easier to a melee, but deadly to a mage.
Penguin - Penguins are cute but they sure don't act that way! Most Penguins aren't dangerous, but some will attack you on sight and wear full battle armor. They are very resistant to magic, but they don't hit terribly hard, so they are an average enemy.
Phyntos Wasp - Giant stinging wasps who somehow can cast war magic. They don't have much health, but can cast and attack very quickly. Fortunately, their low health means you can take them down before they can do too much damage to you.
Reedshark - Large scaly dog-like creatures who try to eat anything that passes by. They bite fast and hard for their levels and are fairly resistant to damage. The highest level ones can be more dangerous than their level indicates. Shallows Sharks are closely related and when it comes down to it, fundimentally the same.
Remorans - Creatures that look like Rays. How they float above the sands is unknown. They only appear on Vissidal Isle. Very dangerous.
Rifts - Rifts are an odd combination of planar magic and Virindi awareness. They are potent spellcasters, but their magical attacks are typeless, meaning they can ignore the protection value of your armor. Quite dangerous.
Ruschks - Ruschks are a sentient race who live in the frozen wastes of the Halaetan Islands and may in fact be indigenous to Auberean. They wield weapons made of magically enchanted ice, which can be absolutely devestating when coupled with their spellcasting abilities. They have the nasty habit of using Item Magic to weaken shields! They have higher amounts of health and hit quite hard, so they are more dangerous than average.
Ruuk Burun - Burun are a recent arrival in Dereth, but recently discovered Falatacot tomes seem to indicate that the Burun lived here tens of thousands of years ago as thralls of the Falatacot. Most Burun are pure melee, using clubs and sickles, but the priestly caste of Burun are spellcasters, although compared to other creatures their level, Burun spellcasters are less adept. Burun only use physical melee attacks, but Burun priests can cast almost any war spell. Their armor and physical resistances are quite high as well. Because of their resistances, Burun are slightly more difficult than other monsters their level.
Sclavi - Sclavi are the result of Falatacot magic - crossing their males with a lost species of serpent. They are potent spellcasters, but they are weak to frost. On average as far as monsters go.
Shadows - Shadows are mostly Empyreans who have fallen into darkness. They are reasonably good spellcasters but their melee skills are rather lacking. They do have reasonably good health and armor though, making them about average for spellcasters.
Shreths - Shreths are large predators who bite and kick their enemies. They attack fast at high levels, but overall they are not terribly dangerous.
Simulacra - Simulacra are Human forms constructed by the Virindi. When it comes down to it, they are not terribly different from Virindi, except in outward appearance.
Siraluun - Siraluun are large flightless birds who live on Marae Lassel. They kick and bite hard and fast and they are rather resistant to damage. Slightly harder than average.
Skeletons - Skeletons are lesser undead who are predominantly warriors, although most can cast spells too. Because they are so old and brittle, they are easier than average.
Slithis - Slithis are masses of tentacles, probably from some larger creature living beneath the surface. The Dericost and Falatacot regard the hidden creatures as Gods, although we have no idea what they might be. They are stationary, but they do chain-cast harm spells and launch missile attacks. Easy because they are stationary, but a huge field of tentacles are quite dangerous.
Thrungus - Thrungi are giant mushrooms who love shiny objects. Typically these monsters pose little threat, but their highest level cousins are extremely adept spellcasters. More dangerous than average.
Tumerok - Tumeroks come from the same world as Drudges, Banderlings, and Mosswarts. They are sentient and by far the most dangerous of their brethren. Fortunately, the Aun Tumeroks are our allies. The Tumeroks who battle us are the Hea, altered by the Virindi. They are dangerous spellcasters, but about average on the difficulty scale.
Tusker - Tuskers are large apes with slight intelligence. The Virindi have altered them for years now, making them stronger and more resistant to damage. The largest Tuskers are so large that they can ignore a melee's shield. Some Tuskers are very easy because they are so vulnerable to flame and piercing, but the newest Tuskers are much more resistant, making them much more difficult.
Undead - Undead are the rotting forms of Dericost mages. They are potent spellcasters, but like all Dericost forms, they are very weak to flame, making them easier than usual.
Ursuin - Ursuins are actually from Ispar, like us. They are large furry predators who use their claws and teeth to attack. They are fairly slow to attack, making them relatively easy.
Viamontian Knight - Viamontian Knights were humans who were magically altered using a dark rite by their King, Varicci. They are clad in great suits of Viamontian armor and wield massive weapons that hit very hard and fast. Although melee characters will be able to avoid most damage from these fiends, they pose a great threat to characters without melee defense.
Virindi - Virindi are cloaked entities from a plane unlike anything we have ever seen. The Virindi are a collective consciousness, but Dereth has changed some Virindi forms into individuals, causing them to rebel against the Singularity. The Virindi are masters of planar magic and have been experimenting on various life forms in Dereth for some time now. Asheron's people are being held in Portal Space, most likely by the Virindi.
Wisp - Wisps are magical entities that appear as bouncing balls. They are capable of rapid-fire spellcasting, making them very dangerous. Some also hit for typeless damage. Most don't have too much health, fortunately. About average for a spellcaster.
Zefir - Zefirs are small pixie-like creatures who are very aggressive against us. Like Wasps and Wisps, they chain-cast spells, but they also have fairly strong melee attacks. Also like Wasps and Wisps, they have low health, allowing you to dispose of them quickly.