List of Mooncrash Monsters

The following is a list of all the monsters, wildlife and monstrous races appearing in Mooncrash.

A

  • Ankheg – loathsome insects with a taste for bipedal prey, ankhegs burst from hiding to seize the unwary. An ankheg moves with great stealth and are known for their ability to burrow, spray acid and their attraction to certain oils and tinctures. (Episode 48)
  • Arcanian – warped and twisted undead, created from elemental forces when a wizard attempts to control more magic than they can handle and forever lose their arcane abilities in favor of raw, unnatural power. Green arcanians are beings composed primarily of endlessly dripping and pooling acid. (Episode 4)
  • Assassin Vine – a semi-mobile plant that collects its own gristly fertilizer by grabbing and crushing animals and depositing their carcasses near its roots. A mature plant grows from a massive root bulb, spreading vines in all directions, with no maximum limit. Legends speak of some assassin vines in Obalta whose total vinespan reaches nearly two hundred feet. (Episode 31)

B

  • Badger, Bookguard – these magical mustelids are the trusted pets and servants of the Sehet thu Hsekai, the “Books-As-Wallpaper” library in Thamaro. They travel the library’s many tunnels, returning any book that’s out of place. They’re fierce fighters as well, openly anyone they perceive as endangering the library’s precious texts. (Episode 71)
  • Basilisk – predatory reptiles that hunt with a deadly gaze attack. Not malicious creatures by nature, but their gaze is widely feared. Several varieties of basilisk exist, from mesmeric-eye basilisks, to venom-eye basilisks, to wilt-eye basilisks and, the most powerful breed, those whose eyes can petrify their enemies at a glance. (Episode 33)
  • Bear, Dire – the Dread Salarzan variety of their smaller, humbler cousins, dire bears are known for their unbelievable size and strength. More of an omnivore than a carnivore, a dire bear is nonetheless known for its orneriness and will fly into a rage, should it suspect another creature means it – or especially its cubs – harm. (Episode 84)
  • Beetle, Fire – normally feeding on carrion, this monstrous insect rarely passes up a warm meal. Naturally luminescent, a fire beetle can spray a gout of flame from its posterior and these glands continue to glow for several hours after the beetle’s death. They can be removed and used as torches. (Episode 48)
  • Behemoth, Clockwork – a gargantuan mechanical representation of the continent-sized beast that rampaged across Dread Salarza in the Nameless Time, this massive automaton was designed by prehistoric humans, came equipped with mechanical claws, teeth and crushing tail, in addition to a reflective carapace that could ricochet any projectile fired its way. (Episode 100)
  • Behemoth, Scytheclaw – enormous reptiles that dwell in the jungles of Dread Salarza, these behemoths are swift and cunning predators, known for their pack-hunting and their eponymous curved claws. Unlike the spirehorn or macetail, the scytheclaw behemoths are vicious, relentless hunters who’ll chase down any available prey without pause or hesitation. (Episode 45, 86)
  • Behemoth, Skinwing – enormous reptiles that dwell in the jungles of Dread Salarza, these behemoths are winged predators that descend on their helpless prey and drop them from great heights, hoping to break their bones and feast on their flesh. They organize in flights from three members to twenty and will occasionally eat carrion, serving a function similar to enormous scaly vultures. (Episode 87)
  • Behemoth, Spirehorn – enormous reptiles that dwell in the jungles of Dread Salarza, these behemoths are horned herbivores that are primarily used by the native orcish tribes as mounts and beasts of burden. Typically peaceful herd animals, the spirehorn behemoth, when reared by its warlike masters, can be transformed into a ferocious creature of war. (Episode 35, 92)
  • Behemoth, Thunderfoot – enormous reptiles that dwell in the jungles of Dread Salarza, these behemoths are the apex predators of the dark continent. Usually hunting solo, a thunderfoot behemoth preys on nearly everything, save the largest of the treetop behemoths. Swift, incredibly strong and possessed of a mighty roar, all inhabitants – trailblazers, behemoths and orcs – fear the thunderfoot. (Episode 85, 91, 92)
  • Behemoth, Treetop – enormous reptiles that dwell in the jungles of Dread Salarza, these behemoths are towering herbivores that are, for the most part, very peacefully. Feeding on green foliage at the tops of the massive trees, treetop behemoths are rarely aggressive, with the notable exception of adolescent males, who can become extremely agitated when surprised or alarmed. (Episode 85)
  • Bilgesnipe – huge, scaley, big antlers. Repulsive (Episode 40)
  • Black Hart – rare species of deer, native to the Roahke Flats region of Eregia. Entirely black in coloration, the black hart was hunted to extinction a century or so before the start of the campaign. (Episode 6)
  • Black Pudding – a species of ooze, black puddings are known for their extremely corrosive bodies and, moreover, their ability to split into multiple black pudding spawn when struck or injured. Like most other types of oozes, a black pudding typically lies in wait within a sheltered nook or cranny before lashing out at its intended prey from surprise. ([[Interlude – Underdark, Part I: To Dungeons Deep | Interlude]])
  • Blood Ape – large primates indigenous to Eregia. Very strong, very aggressive when provoked, blood apes earn their name from the deep crimson color of their fur. While sometimes kept as pets or guard animals by goblin tribes, they’re not naturally vicious. (Prologue 2)
  • Bodak – an undead creature bent on pure vengeance for a slight suffered after its death, a bodak is heartless, soulless and remorseless. Their visage is so ghastly that it can kill with a look. A person can only become a bodak when a particular ritual is performed at their funeral and this ritual is almost always associated with some great necrotic curse. (Episode 52)
  • Bugbear – big, tough goblins that love to fight, bugbears are the champions, picked guards and muscle for more clever goblins. Bugbears stand slightly taller than most humanoids and tend to be covered in coarse body hair. (Prologue 2, Episodes 4, 5)
  • Bulette – heavily armored predators that burrow through the earth, bulettes hunt for morsels to slake their appetite and once satisfied, retreat underground. Native primarily to the Glasgwair, they’re also referred to as landsharks. (Episode 26, 57)

C

  • Cadaver Collector – massive, armored constructs built to retrieve survivors from the battlefield, regardless of a dead one’s allegiance. Twelve=feet tall, covered in ridged spikes and spewing paralytic gas, these mechanical horrors are seemingly produced by House Topaz, for some unknown purposes (Episode 7)
  • Carrion Crawler – once a humble, if enormous, bottom feeder scavenger native to the Underdark, the carrion crawler has now become infected by the Kazam’s poisonous influence and now sports both paralyzing tentacles and a ravenous appetite for flesh still living. (Interlude 4)
  • Cave Fisher – native to the Underdark, these crustaceous creatures lodge themselves on high-ceilinged caverns and dangle a nearly-invisible filament down to ensnare their prey, hoping to catch a passing beast unawares and reel them up toward their pinchers and claws. ( Interlude)
  • Cavern Choker – abominations native to the Kazalhan, chokers dwell in subterranean crypts and caverns, where they can reach down with their spindly arms and entangle their prey. Their bodies are extremely elastic, allowing them to squeeze into and out of tight spaces and their hide can change color, seemingly at will. (Episode 51)
  • Chitine – horrific abominations created by the Flayer from his captive dusk elven and dusk gnomish slaves. Hideously deformed, completely insane and only faintly resembling their original forms, the chitine, as they’re called, are created using some unknown arcane process and subsequently housebroken after the initial process drives them quite insane. (Episode 40)
  • Cloaker – a winged aberration native to the Kazalhan, a cloaker resembles a great flying manta ray, with leathery wings, a barbed tail and, most horrifying, a mouth full of pedipalps. Cloakers attack their victims by wrapping them with their wings and forcing an eyed tentacle down the victim’s throat. Typically found in groups of five or six, cloakers tend to live near bat colonies, which provide most of their food. ([[Interlude – Underdark, Part I: To Dungeons Deep | Interlude]])
  • Cockatrice – an odd chicken-like reptilian creature feared across the world for its ability to turn flesh to stone. Hunted completely to extinction hundreds of years ago, the cockatrice has faded into Qairn legend and no surviving specimen are said to remain. An antidote to the petrification it induces can be crafted from its remains. (Episode 29)
  • Colossus, Clockwork – distant cousin of the cadaver collector, this massive armored constructs are built to serve as massive war machines. Capable of crushing opponents in their massive hands and squashing opponents underfoot. Produced by House Topaz. (Episode 12)
  • Cyclops – the ruling race of Palune. Similar to the smaller of Qairn’s giants in size, the cyclops (or Xuptan as they call themselves) rule the purple moon with an iron fist. Enslaved the other native races, the dusk elves and the dusk gnomes, the cyclops follow their god-like ruler, Min the Deathless and his six Fomorian Viziers. Possessed of strange eye-related magic. (Episode 37, 38, 39, 40, 107 109)

D

  • Darkmantle – an aberrant creature that dwells deep in Eregia’s Underdark, the darkmantle resembles a small black squid, with hooked tentacles and many unblinking eyes. The creature dwells on the ceilings of caves and leaps down upon prey beneath it. Wrapping its tentacles around an enemy’s throat and enveloping their head, the darkmantle can subject its prey to horrifying visions of a realm of eldritch madness. ([[Interlude – Underdark, Part II: To Caverns Old | Interlude]])
  • Derro – degenerate offshoots of dwarves, the derro are the ancient descendents of those dwarves who become trapped in the Underdark following the mass Exodus. Utterly insane, they dwell in great nests like insects, tear the skin from their chins to prevent their beards from growing and they grow their fingernails long enough to carve their insensate scrawlings over any surface they can. Derro live in fear and worship of the aberrations of the Underdark and are their most frequent prey. (Episode 103)
  • Dragonbloom – massive, monstrous plants that have adopted some draconic traits. Native only to the Feywild, dragonblooms are reputedly the result of Imald’s inherent magic overtaking a nest of dragon’s eggs and, therefore, are considered to be quite rare. The wood of a dragonbloom is said to make excellent material for crafting wands and staves. (Episode 15)
  • Dragon Turtle – called the mizeekay’mukwa by the goliath people, the dragon turtle is a massive predatory reptile that dwells in shallow oceans and may be related, distantly, to actual dragons. Covered in thick shell and capable of breathing a cone of superheated steam, they are fearsome combatants and mighty trophies for the goliath war parties who manage to capture them. (Episode 96)
  • Dragon, Blue – the most vain and prideful of the chromatic dragons, blue dragons breathe lightning and make their lairs near inclement or stormy areas. They take great pleasure in wielding power, engaging in combat or lording over humanoids and other lesser creature to prove their superiority. A blue dragon may forgive an insult, but reacts with rage to any insinuation of its weakness or inferiority. (Episode 28, 58, 101)
  • Dragon, Brass – the most mercenary of the metallic dragons, brass dragons breathe fire and make their lairs in warm places. They have little concern for the mortal world, preferring not to meddle in the affairs of humanoids out of pure laziness. Only great wealth is truly sufficient motivation for them to act. (Episode 5, 46)
  • Dragon, Gold – the wisest, rarest and most powerful of the metallic dragons, gold dragons are exceptionally rare, can be born to any species of dragon and are considered holy blessings from Arkos himself. While nearly invincible opponents in combat, a gold dragon is far, far more likely to settle a dispute by outsmarting or outspeaking its adversary. Only two extant golden dragons have ever been recorded on Qairn – Arkhosia and Qormoxen. (Episode 58, 101)
  • Dragon, Red – the greediest and most covetous of the chromatic dragons, red dragons breathe fire and make their lairs near volcanos. Larger, stronger and more powerful than many of their draconic cousins, red dragons are avaricious beyond the point of reason and many have been known to lay waste to entire communities at the mere suspicion of theft from something they consider their “property.” (Episode 50, 89, 113, 114)
  • Dragon, Silver – the most righteous and militaristic of the metallic dragons, silver dragons breathe cold and make their lairs high atop mountaintops. Larger, stronger and more powerful than many of their draconic cousins, silver dragons care more about the eradication of evil from the world than for gold or wealth. They are the most religious, maintaining their connection to Arkos, and it is among them that many theorized the next golden dragon would be hatched. (Episode 67)
  • Drake, Rage – bloodthirsty reptiles popular among Arkhosians as guard animals, rage drakes savagely attack all other creatures they encounter and become even more ferocious when bloodied. Adult rage drakes cannot be domesticated, but newly hatched rage drakes can be trained to serve as pets, guards or mounts. (Episode 21)

E

  • Elemental, Earth – composed of rock and infused with a glimmer of sentience, earth elementals are burly, sturdy and persistant in their attacks. Summoned by arcane casters and yanked from its stone home, an earth elemental harbors the rumbling fury of an earthquake. The smallest earth elementals are humanoid-shaped masses of rock and earth that fight alongside the spellcasters who summon them. The largest earth elementals bow only to the will of powerful elementals or the most skilled spellcasters. (Episode 36)
  • Elemental, Lightning – composed of pure electricity and infused with a glimmer of sentience, lightning elementals are swift, vicious and cruel in their attacks. Summoned by arcane or primal casters and yanked from the stormy clouds, a lightning elemental brings all the fury of a hurricane to bear. The smallest elementals are mere wisps of mobile electricity, while the largest, often centered around a physical focus, like a tree or a ship’s figurehead, stand nearly twenty feet high. (Episode 42)
  • Elemental, Water – a swirling creature of living liquid, a water elemental derives sustenance from the dying gasps of creatures that drown in its grip. Spellcasters often place water elementals in innocent-seeming pools. Whether in an enclosed body of water or the may oceans of Qairn, water elementals overturn vessels out of pure spite. (Episode 42, 66, 98)
  • Elf, Dusk – strange and unknown subspecies of elf. Native to Palune, natively call themselves Palu. Live under the boot heels of the cyclopean empire there. Ebony skin, white hair, pink or purple eyes. (Interlude 1, Episodes 1, 9, 10, 19, 37], 38)
  • Ensorcelled Tome – magical constructs animated by arcane magic, the ensorcelled tomes are given the gift of flight, a savage biting attack and the hitherto unknown ability to suck their prey into the narrative of the text; should the prey not conform to the narrative the book presents, they’ll immediately be thrown back out into the real world, the worse for wear. (Episode 71)

F

  • Fomorian – the wicked overlords of the cyclopedes and the rulers of the Mandate of Twilight, the six Fomorians – the Pharaoh and his five Viziers – are offshoots from the main cyclops race, possessed of incredible arcane power and a penetrating second eye, capable of viewing things an ordinary eye cannot. Their origin highly mysterious, they are revered by the cyclops people and thought to be and hold themselves to be gods. (Episode 40)
  • Frog, Murklord – massive black-skinned amphibians, murklord frogs dwell in swamps, muddy waters or even the subterranean waters of the Kazalhan. Naturally sluggish, the murklord frog will attack anything it perceives as a threat or as a potential meal. (Episode 48)
  • Frost Worm – distantly related to the purple worm, the frost worm dwells in the furthest reaches of Iomeraz and is a gargantuan dormant predator much of the time. Approximately once a century it awakens to feed and can be a force of utter destruction when it does. In addition to its tremendous size and burrowing speed, it also comes armed with a freezing breath weapon, razor-sharp mandibles and a bizarre trilling sound that can mesmerize its prey. ( Episode 122)
  • Frozen Husk – not quite alive, not quite undead, these woebegone souls are kept barely alive with cold, preservation magic. Possess the ability to suck the very warmth straight out of a living person. Extremely vulnerable to fire. (Episode 12)

G

  • Gargoyle – winged creatures of stone and flesh that serve Gad, gargoyles are the library attendants in the Library of Lore. Occasionally, a gargoyle can be called to the mortal realm to serve as a guardian for a holy site, typically devoted to Gad, and they make very fierce opponents in battle. (Episode 100)
  • Gelatinous Cube – a creation of paranoid wizards, gelatinous cubes are perfectly square oozes that scour dungeon corridors and caves, digesting organic material they happen upon and expelling inorganic material after allowing it to pass through their translucent bodies. Utterly invisible when motionless, they’re frequently employed as sentries or obstacles, capable lasting thousands of years without sustenance. (Episode 44)
  • Ghost – unhappy spirits granted undeath on account of some unfinished business in their lives. As incorporeal creatures, they possess some phasing and possession ability and, as undead, their insubstantiality makes them difficult to fight in combat. (Episode 23)
  • Giant, First – one hundred foot tall ancestors to the modern giants that were the original master race of the Nameless Empire. All but extinct, with one notable exception in Iomeraz, almost nothing is known about their history, way of life or downfall, save that they were powerful beyond reckoning. (Episode 18)
  • Gibbering Mouther – a creature composed of nothing but bulging flesh, lashing teeth and dozens of lidless eyes, the gibbering mouther is a literal incarnation of utter madness. Transformed from an unsuspecting supplicant, the mouther babbles incoherencies and gnashes its fangs, dripping pus and venom, onto its “enemies.” (Episode 105)
  • Gnoll – savage and feral creatures, theorized to be orcs infected with scale rot, gnolls wander the land beyond the Ukuta in great numbers, ravenous and insatiable. Believed to possess a hive mind, similar to insects, they move in great coordinated swarms, capable of taking down prey much larger than themselves. Their bites are believed to be infectious, capable of transferring scale rot to anyone bitten. (Episode 93)
  • Gnome, Dusk – strange and hitherto unknown subspecies of gnome. Very little is known about their culture or origin, though they seem to share a language with their dusk elven brethren. Native to Palune, an enslaved and subservient race. Ebony skin, white hair and white eyes. (Episode 9, 10, 19, 37, 38, 41)
  • Goblin – refers to a specific sort of small, ill-tempered humanoid, but the word also refers to related beings of various sizes, such as bugbears and hobgoblins. True goblins are wicked, treacherous creatures that love plunder and cruelty. Often organized into tribes, goblins are recognizable by their green skin, pointed ears and prominent sharp teeth. (Prologue 2, Episodes 2, 3, 5, 47, 48)
  • Grick – a savage aberration native to the Underdark, gricks are slimy worm-like creatures, possessed of four hooked and suckered tentacles and vicious sharp beaks. Hunting in packs, gricks are utterly merciless in their attacks and fall upon prey with their sharp hooks and beaks, rending them to pieces. Once battle is joined against a grick, they are unlikely to flee, even in the face of overwhelming defeat. ([[Interlude – Underdark, Part I: To Dungeons Deep | Interlude]])
  • Grue – an unknown aberration that dwells in the Kazalhan, grue are recognizable only by their massive blinking eyes and slavering fangs, visible at the very edge of one’s torchlight. No one has ever beheld a grue’s actual body and lived to tell of the experience but it is known that they’re ravenous in their hunger and utterly petrified of torchlight. ( Interlude)

H

  • Hellcat – little more than ravenous beasts, a hellcat is a demon from the Abyss in the form of an enormous invisible lion. With savage teeth, rending claws and killer instincts, hellcats make extraordinarily good bodyguards and protectors, considering their invisible nature. (Episode 82)
  • Hound of Ill Omen – an arcane conjuration of incredible and dangerous power,the Hound of Ill Omen (also known as the grimm or the barghest) is a creature that looms large in Imaldi folklore. Manifesting as a spectral hound with black fur, ravenous fangs and smoldering red eyes, it follows its master’s orders implicitly and can only be commanded by a spellcaster of immense ability. (Episodes 11, 25)

I

  • Immolith – a demon from the Abyss, immoliths are creatures composed of pure fire and shadow. They typically cloak themselves in smoke when wishing to be stealthy, but attack with a ferocious bite when in combat. They’re notoriously dim-witted and, when summoned, can only follow the most basic of commands. (Episode 72)
  • Ironforged – soulless, voiceless automatons, under the control of House Topaz. The pet project of Ûbolya, Craftmistress of House Topaz, the ironforged are loyal constructs, created through a combination of mechanical artifice and arcane magic. Controlled through a ritual and issued mental commands by their superiors, they have all but replaced the traditional police force in Cantilever. (Episodes 8, 9, 10, 11, 12)

K

  • Kobold – diminuitive reptilian humanoids, kobolds are cowardly, pathetic and subservient, fleeing before mightier foes and setting traps to ensnare those weaker. They occasionally revere dragons, which typically pay no more mind to kobolds than crocodiles do to the birds that pick its teeth clean. (Episodes 2, 3, 5, 48, 49)
  • Kraken – more than giant squids, krakens are bizarre, alien monstrosities that dwell in the deepest places of Qairn’s three oceans. Believed to have escaped from dark water beneath the Kazalhan when the Kazam ripped open, krakens are known for their telepathy, their idiosyncratic obsession with minor household items and their ability to rip ships apart with this dozen tentacles. (Episode 66)
  • Krenshar – catlike hunters and scavengers, with faces that peel back to expose the bones and muscles of their skulls. This hideous sight, combined with a krenshar’s savage roars, freezes its prey in its tracks. (Episode 7)
  • Kuo-Toa – ancient enemy of the dwarven people, the kuo-toa are loathsome frog-like beings that dwell in the darkest reaches of the Underdark. Worshipping fell aberrations and raising immense temples to their might, the kuo-toa can work miracles with their strange greenstone and exude sheer madness from their very persons. (Episode 105)

L

  • Lion, Dire – massive big cats that dwell deep in the jungles of Dread Salarza, the dire lion is known for its social structure, its enormous size and its foot-long, razor sharp feet. Dwelling at the top of an isolated plateau called Mlimajimo, the dire lion’s social hierarchy is highly complex, including a matriarchal power base, a careful maintenance of prey and, occasionally, a penchant for adopting non-lions as pride members. (Episode 88)
  • Liondrake – also known as dragonnes, a liondrake is a species of dragon-like drake that resembles a lion. With great leathery wings, sharp claws and a roar that freezes its prey in its tracks, a liondrake makes an excellent hunter and can, when tamed, even provide a decent mount for its rider. The Arkhosian royal family often kept them as pets and guardian beasts. (Episode 67)
  • Lycanthrope – bestial shapechanger that preys on other living creatures, lycanthropes often assumes animal form in the wild, hunting in packs with similar animals or others of its kind. A lycanthrope only assumes humanoid form when it needs to disguise itself as something nonthreatening. In animal form, a lycanthrope resembles a powerful version of the normal animal, typically assuming animal form when it hunts, and sometimes when it needs to flee. (Episode 30, 47, 49)

M

  • Medusa – once human, a medusa is a scaly monster with a horrified gaze. Females who are transformed by medusas by foul rites of Zehir use their gaze to turn other creatures to stone and their hair is composed of a mass of writhing snakes. Among the priesthood of Zehir, a medusa is considered a godlike creature and being transformed into one is a holy and religious act. (Episode 33)
  • Mind Flayer – a horrifying creature whose origins are somehow tied up with the Underdark, the aberrant horror is a bipedal, telepathic nightmare, with a squid’s head and an insatiable hunger for brains. It wields powerful telepathic abilities and has the power to transform helpless victims into mindless thralls. Vencel, Loremaster of House Topaz and Arunara, former delver, are the only two extant specimen known. (Episode 19, 104, 108, 109)
  • Mummy – an undead construct created by removing a humanoid’s internal organs and replacing them with an arcane embalming fluid, the mummy is a stalwart among tomb guardians and undead servitors. Slow moving, susceptible to fire and capable of receiving only the simplest of commands, a mummy will not age, rot or decay like a zombie will, nor does it have a personality like a skeleton or ghoul. (Episode 74)
  • Myconid – strange mushroom-men who dwell in the Feywild, myconids are semi-intelligent beings born of the unnatural mingling of Qairn and Imald. They live in small colonies, typically underground, and communicate via spores. They have a great fear of daylight and are only found in the deepest, darkest places. Their leaders are called sovereigns. (Episode 15)

O

  • Ochre Jelly – the smallest and most common of the oozes. Amorphous creatures that live only to eat, ochre jellies can slip under doors and pour through cracks only half an inch wide. Often found in dark, dank, subterranean locales. (Prologue 1)
  • Ogre – aggressive, strong and dull-witted, ogres are distant relations to giants that dwell in Dread Salarza. Commonly conscripted by orcs to serve as siege engines and machines of war, an ogre’s stupidity is legendary and its been remarked that, without the orc’s domestication, they couldn’t have survived in the wilds of Salarza on their own. Despite this, they’re freakishly strong and very short-tempered, making them dangerous combatants all the same. (Episode 44, 45, 86, 90, 91)
  • Orc – inhuman marauders from distant Dread Salarza, orcs are savage, cannibalistic raiders who only understand pillage, slaughter and destruction. Orcs follow Gruumsh, their one-eyed god of madness and carnage, and organize themselves into loose warbands, plundering the civilized lands of man, dwarf and dragonborn. (Episodes 3, 6, 7, 30, 35, 44, 45, 8587, 90, 91, 92)
  • Otyugh – tentacled scavenger that feeds on carrion and lurks under mounds of filth and refuse. Eyeless, possessed of a charnel mouth and two whip-like tendrils Native to Palune, the otyugh’s bite typically carries a virulent disease, known as filth fever that infects those unfortunate enough to survive an attack. (Episode 39)
  • Owlbear – dangerous predators of the Feywild, owlbears are known for their bad tempers, attacking anything they think they can kill. Typically lair in forests and shallow caves, can be active during the day or night, depending on the habits of the available prey. (Episode 22, 48)

P

  • Purple Worm – massive subterranean beasts, purple worms are hundreds of feet long, fifteen feet wide and survive by swallowing dirt. They move at great speed through the Underdark and carve entire new passages when they surge past. Their mouths studded with teeth and their bellies full of acid capable of dissolving sheer stone into slurry, being swallowed by a purple worm results in the deaths of many a hapless Kazalhan delver. (Episode 103)
  • Psuedodragon – a fickle drake with a poison sting that faintly resembles a small dragon. Semi-intelligent and capable of limited speech, pseudodragons can make affectionate and playful companions if well treated or arrogant, demanding and vicious pests when not. (Episodes 16, 21, 22)

S

  • Satyr – fey beings of the Seelie Court, satrys are self-centered, greedy and decadent creatures that enjoy food, drink and other pleasures. With features part gnome and part goat, they control powerful arcane and bewitching magics and they use sly trickery to take what they desire from others when it pleases them. In a murderous mood, satyrs attack without warning and fight to kill. (Episode 59)
  • Shambling Mound – parasitic vines native to the deep jungles of Dread Salarza, the term “shambling mound” actually refers to the victims of the plant’s attacks. A shambling mound is an unfortunate prey creature, usually a humanoid, that the vines have entangling, fertilized in its flesh and now animates the skeleton on its search for more food. (Episode" 87":https://mooncrash.obsidianportal.com/adventure-log/episode-87-dread-part-iii-valley-of-bones)
  • Shield Guardian – large magical constructs, usually created by wizards to serve as bodyguards. Shield guardians possess no sentience and can only be given the most basic of commands, usually to follow or protect their creators. Some varieties have been known to combine some golem like aspects and are created to be immune to arcane magic. (Episode 72)
  • Sloth, Dire – gigantic herbivores that dwell in Dread Salarza’s deep jungle, the dire sloth is a mostly peaceful animal that can occasionally be roused to tremendous anger. Their razor sharp claws, used primarily to rip bark from trees, are extremely deadly and their hides, protected by bony ridges, make them incredibly resilient to local predators. (Episode 86)
  • Spider, Deathjump – enormous spiders known for their ability to leap incredible distances and for their potent poison. Native to most regions of Qairn, but prevalent predators in Irmina’s Glasgwair. They’re not known to spin webs at all. (Episode 26)
  • Spider, Nursery – large spiders native to the deep jungles of Dread Salarza, nursery spiders get their name from their massive abdomens, where they store their undeveloped offspring. The bite of a nursery spider can infect its victim with a squirming baby spider beneath the skin, which exhibits a controlling affect over the brain, forcing the victim to move at the spider’s command. (Episode 88)
  • Spider, Souvenir – massive spiders native to Irmina, known for their tendency to wrap up prey and keep them preserved for many, many years. Poison in their fangs keeps the body preserved, its venom is often an principle ingredient in balms. Known to live in trees, prey largely on birds and insects (Episode 62)
  • Spider, Trapdoor – massive spiders native to the Underdark, a trapdoor spider is known for the burrow it creates, perfectly hidden from view by passerby. When prey happens upon the burrow, the spider leaps out, grabs its victim and drags them inside. Possessed of powerful poison, averse to light. ( Interlude)
  • Skeleton – Animated by dark magic and composed entirely of bones, a skeleton is emotionless and soulless, desiring nothing but to serve its creator. Skeletons are often used as guardians in dungeons and tombs. They also serve as basic infantry in undead armies. (Episode 3, 38, 97)

T

  • Tinker Terror – tiny, half-finished mechanical contraptions. Often designed by bored artificers, tinker terrors can be programmed with only the simplest of instructions – attack. (Prologue 3, Episode 12)
  • Tree, Ironmaw – a malicious and hungry plant, an ironmaw tree is a product of the Feywild’s corrupting magic, transforming a once peaceful tree into an ambush predator. Its name derives from its massive mouth, full of razor-sharp teeth, that it pulls its prey towards with its spread of grappling roots. (Episode 70)
  • Tree, Orcwort – a malicious and hungry plant, an orcwort tree is a product of the Feywild’s corrupting magic, transforming a once peaceful tree into an ambush predator. The orcwort’s fruit is its primary means of attack – tiny animate creatures called wortlings – that stalk and slay prey, before depositing their corpses at the tree’s roots for fertilizer. (Episode 70)
  • Treefolk – a race of kind, gentle and slow-witted beings, the treefolk are small in number, greater in years and friendly in disposition. Trees awoken by Obad-Hai, the treefolk have taken on the responsibility of tending the Feywild while Obad-Hai sleeps. They each know the lullaby that makes the trees sleep and they spend their days circuiting the Feywild, singing this song, keeping the peace. (Episode 70)
  • Troll – a hulking green humanoid, trolls eat anything that moves, from grubs to humans, and are rightly feared for its ravenous appetite, brute strength and well-documented fear of fire. Barely sentient, a troll often only knows enough of the Common tongue to illustrate a desire for food. (Episode 22, 81)

U

  • Unicorn – renowned for their grace and beauty, unicorns hail from the Seelie Court. While normally peaceful and wise creatures, a territorial unicorn is a devastating enemy indeed; their horn, its said, has the ability to draw the life out of a wounded enemy. They’re a rare sight of Qairn, but are said to be the steeds of the fey princes of the Seelie Court.(Episode 74)
  • Umber Hulk – an enormous insect with the physique of a great ape, an umber hulk is native to Eregia’s Underdark, burrowing through the earth and scouring the Kazalhan in search of prey. As it burrows, it leaves roughly hewn tunnels in its wake. (Episode 22, [[Interlude – Underdark, Part I: To Dungeons Deep | Interlude]],[[Interlude – Underdark, Part II: To Caverns Old | Interlude]])

V

  • Vampire – undead monster who sustains its existence by drinking the blood of the living. Vampires are possessed of many unusual and frightening abilities, including domination, shapechanging and immortality, but nearly as many weaknesses – an aversion to sunlight, to garlic and running water. Those whom they infect with their poison but do not kill become vampire spawn (Episode 78)
  • Vrock – demons of the Abyss, vrocks are vulture-like monsters with a reputation for disloyalty. Often known to abandon their posts and forsake one master to join another whom they view as more powerful. They also like to plot against their superiors, although these schemes rarely amount to anything. (Episode 19)

W

  • Warg – an enormous, semi-intelligent relative of the wolf, wargs savor the taste of humanoid flesh and prefer to stalk people over other prey. They often work with goblin tribes, providing them mounts, guards and allies. (Episodes 2, 5, 55)
  • Wraith – infused with necrotic essense, a wraith is an incorporeal undead spirit bereft of soul and body – a hollow vessel containing minimal personality and knowledge. The touch of a wraith causes weakness and they’re capable of drawing shadows to their form, to help them disappear and to heal superficial wounds. Anyone slain by a wraith rises again as a wraith. (Episode 52)
  • Wyvern – an aerial predator native to oceanside cliffs, the wyvern uses its venomous tail to sting prey to death before snatching its prey and flying off to devour it. Despite appearances, a wyvern is more closely related to drakes than dragons, lacking the cunning and intelligence of the latter. (Episode 34)

Y

  • Yetai – ferocious carnivores dwelling in the charted Iomeraz far to the south. The word an Arkhosian permutation of the Dwarven word for “ape”, those few who’ve had the misfortune to encounter these aggressive creatures believe them related to blood apes and other such large primates of Qairn. Possessed of large throatsacs capable of emitting bloodcurdling screams, they prefer to stalk their prey in snowstorms. (Episode 17, 18)

Z

  • Zombie – the animated corpse of a living creature. Almost always the product of necromancy, this shambling mound obeys the commands of its creator, heedless of its own wellbeing. (Prologue 1)

List of Mooncrash Monsters

Mooncrash MeyerTimothyJ