Monsters of Conliah

After repeated exposure to Cthonic energy, you are guaranteed to develop a faint synesthesia for its presence. Some describe a literal red glow, and others report the faint smell of burning garlic. Regardless of how it manifests, what is indispensible is to trust your senses and instincts. Once Cthonic energy is detected, it is necessary to take decisive action. A first strike can make the difference between life and death.

-- The Inquisitorial Field Manual of Iazus

Henry V Discovering the Conspirators by Henry Fuseli

Note that Conliah lacks two distinct categories of monsters: "always evil humanoids" and "magical beasts". While classic mythological creatures may be present in Conliah in some form, they must be reimagined as belonging to one of the below categories outlined.

The below listing provides several traits, which help to contextualize what an encounter with the monster is like:

  • Robustness refers to the overall resilience of the monster in combat, by analogy with a real-world animal.
    • 1: Baseline for untrained, sentient humanoids
    • 2: Domestic Mule
    • 3: Wild Boar
    • 4: Black Bear
    • 5: Grizzly Bear
    • 6: Cape Buffalo
    • 7: American Bison
    • 8: Black Rhinoceros
    • 9: African Elephant
    • 10: Resilient beyond analogy
  • Number appearing provides a range for how many monsters are present in a random encounter.
  • Disposition may be peaceful, cautious, or hostile. It refers to the default, unprovoked friendliness of the monster.
  • Courage may be relentless, brave, pragmatic, or cowardly. It refers to the willingness of the monster to fight to the death.
  • Soul color describes the magical signature that the monster's presence emits.
  • Intelligence may be mortal-like, animal-like, or automaton-like. It refers to whether the monster is capable of social interaction and improvisation.

Corrupted Mortals

These common monsters are former mortals, who were corrupted by Cthonic forces in life, or in death. Corrupted mortals enact the will of the Archons, whether they want to or not. For their common fear of being persecuted by the sentient mortal races on the surface, these corrupted mortals will often settle in the same underground complexes such as Magellian ruins and caves. The different groups of corrupted mortals do not necessarily trust each other, but avoid conflict with one another in order to survive.

Gutterplots

Gutterplot
  • Robustness: 1
  • Number appearing: 2-8
  • Disposition: Hostile
  • Courage: Cowardly
  • Soul color: Green core, with traces of red
  • Intelligence: Mortal-like

Mortals who seek Inizozim's blessing for vengeance may be turned into a Gutterplot. Gutterplots grow fish scales all over their body, and gain the ability to breathe underwater, in addition to being able to breathe air. Their faces widen and their eyes begin to drift apart. After taking vengeance, Gutterplots often live in fear of retribution towards themselves in turn. Gutterplots are afraid of melee combat, preferring to use cunning tricks to gain an advantage. They plan surprise attacks on innocent travelers for fear that they are the friends and family of those they wronged.

Husks

Husk
  • Robustness: 2
  • Number appearing: 1-6
  • Disposition: Cautious
  • Courage: Pragmatic
  • Soul color: Green core, with traces of red
  • Intelligence: Mortal-like

Mortals who seek Ulviazing's blessing for blissful dreams may be turned into a Husk. Husks grow to seven feet tall, and they grow an insect carapace all over their torso. Their arms and legs remain as they were, without insect features. Husks have faces that look like grasshoppers. Due to their Cthonic corruption, Husks dream even when they are awake. Oftentimes they do not intend to initiate combat, but due to their confusion feel they are under attack. Nonetheless, Husks retain their intelligence and strategic capabilities after transformation. Groups of Husks roam the wilderness wielding weapons for use in self-defense.

Zoners

Zoner
  • Robustness: 1
  • Number appearing: 1-3
  • Disposition: Peaceful
  • Courage: Cowardly
  • Soul color: Green core, with traces of red
  • Intelligence: Mortal-like

Mortals who serve Ogzim may be transformed into Zoners. The only apparent effect of this transformation is permanent, complete invisibility. This invisibility covers all body parts, but it does not effect clothing, weapons, jewelry, etc. that the Zoner possesses. In general, Zoners are not combatants and they prefer to use their newfound power for personal material gain. However, their invisibility isolates them from living in normal society, often undermining their original motivation to gain social advantage through invisibility.

Draklings

Drakling
  • Robustness: 1
  • Number appearing: 2-8
  • Disposition: Cautious
  • Courage: Cowardly
  • Soul color: Green core, with traces of red
  • Intelligence: Mortal-like

Mortals who seek Lundazing's blessing in a revolutionary plot may be gifted with transformation into a Drakling. They grow reptilian scales, tails, and curved horns. They gain the ability to breathe fire or acid. Draklings are cunning, but prefer to avoid direct combat in melee range. Instead, they tend to use ranged weapons, lay traps, and ambush their enemies. Draklings are usually former nobles and their loyal courts. The goal of most Draklings is to usurp their superiors and rule over the land. Even if they successfully kill their superiors, their monstrous transformation undermines their legitimacy and authority.

Iavols

Iavol
  • Robustness: 1
  • Number appearing: 2-8
  • Disposition: Hostile
  • Courage: Pragmatic
  • Soul color: Green core, with traces of red
  • Intelligence: Mortal-like

Mortals who worship Lize in hopes of conquering Conliah may be gifted with transformation into an Iavol. Their skin turns red, and they grow horns and a barbed tail. They gain the ability to induce unbearable pain in others. Iavols are bent on war and domination. When Iavols invade a region, they establish a lair to launch attacks on the country side. They raid settlements to loot weapons, armor, and rations.

Doombinders

  • Robustness: 3
  • Number appearing: 1-4
  • Disposition: Hostile
  • Courage: Brave
  • Soul color: Green core, with traces of red
  • Intelligence: Mortal-like

Mortals who worship Uluzing through a long career of assassination may be gifted with transformation into a Doombinder. Their skin turns pitch black, and their bodies emit plumes of smoke. The smoke makes it very difficult to see exactly where Doombinders are, when attacking them. In addition to becoming stronger, they gain the ability to curse a single mortal in their presence: if the Doombinder dies, then the cursed person simultaneously dies. The curse is permanent unless magically lifted, and the Doombinder may transfer the curse to another mortal at will.

Lycanthropes

Lycanthrope
  • Robustness: 4
  • Number appearing: 1-6
  • Disposition: Cautious
  • Courage: Pragmatic
  • Soul color: Green core, with floods of red
  • Intelligence: Mortal-like

Lycanthropy is a disease that spreads through a bite or claw attack from the infected. Unless cured, the infected becomes a Lycanthrope within 3-18 days. By contracting the disease, Lycanthropes gain the power to transform themselves at-will into an animal-human hybrid form. In addition, they are involuntarily transformed into their animal-human hybrid form upon the waxing gibbous moon, and revert back to their mortal form upon the waning gibbous moon. Which animal the Lycanthrope resembles upon transformation is based on the form of Lycanthrope who caused the infection. Lycanthropes fully retain their intelligence and memories upon infection. While transformed into their animal form, their minds are polluted by an insatiable hunger for the flesh of mortals. Contracting Lycanthropy has no effect on the infected mortal's outward appearance when untransformed. The Archon Nabazie is the original source of all Lycanthropes.

Laffids

Laffid
  • Robustness: 4
  • Number appearing: 1-6
  • Disposition: Cautious
  • Courage: Brave
  • Soul color: Green core, with traces of red
  • Intelligence: Mortal-like

Mortals who worship Lozie may be transformed into a Laffid. Their physical form becomes warped and repulsive, as if their skin has melted and boiled, leading them to wear wooden masks to conceal their faces. Their transformation also makes Laffids physically strong and fast. In addition, their transformation allows them to temporarily shape-shift into any humanoid, sentient mortal they choose to resemble. This shape-shifting may be sustained for several hours, but requires an equal amount of time to rest in between impersonations. Laffids tend to use their powers of impersonation to cause social discord. However, while in their true form they live in constant fear of being mocked for their revolting faces.

Pertinaxes

Pertinaxe
  • Robustness: 5
  • Number appearing: 1-4
  • Disposition: Peaceful
  • Courage: Relentless
  • Soul color: Green core, with floods of red
  • Intelligence: Mortal-like

Mortals who seek Dreze's blessing for the endurance to complete a task may be transformed into Pertinaxes. A Pertinaxe's skin turns to stone, and large stone spikes grow out of its back. The transformation changes the mind of the Pertinaxe into a being single-mindedly committed to the completion of a single task. Their specific behavior depends on what the mortal was originally petitioning Dreze for strength with. Once the task is complete, the Pertinaxe is doomed to repeatedly attempt to complete the same task, regardless of whether it is still meaningful. The metabolism and digestion of the Pertinaxe also changes significantly. They move substantially slower, but have greatly reduced food and water requirements. They become capable of extracting nutrition from stones and soil, which their hands are capable of breaking and digging into. They have total disregard for social norms, and will opportunistically engage in cannibalism of sentient mortals. However, they do not rely on hunting to survive as they can exclusively live on stones and soil. Pertinaxes still retain their intelligence and memories. They are capable of holding a conversation, and engaging in long-term planning. However, Pertinaxes will completely ignore what is happening around them until it is either useful to them or an obstacle to achieving their task.

Sunspawns

  • Robustness: 2
  • Number appearing: 1-4
  • Disposition: Peaceful
  • Courage: Pragmatic
  • Soul color: Green core, with traces of red
  • Intelligence: Mortal-like

Mortals who seek Omuzast's blessing for magnetic beauty may be transformed into Sunspawns. Their skin glows radiantly, causing uncorrupted mortals around them to be instantly attracted them. However, those who are compelled to walk close to a Sunspawn begin to feel confused. This confusion can cause others to feel dizzy, wander around, or attack wildly. Sunspawns tend not to worry about the confusion they cause, and continue to use their power to draw attention to themselves. As a result, the time lapse between becoming a Sunspawn and being killed by inquisitors is uniquely short.

Troggles

  • Robustness: 4
  • Number appearing: 2-12
  • Disposition: Hostile
  • Courage: Cowardly
  • Soul color: Green core, with floods of red
  • Intelligence: Mortal-like

Mortals who seek Embe's blessing for freedom from obligation may be transformed into Troggles. They begin to walk on all fours, develop a hunched back, and lose their vision. The transformation also grants sharp claws and teeth. Troggles become very timid, and seek to escape by burrowing underground. Troggles find each other and establish larger underground burrows. They periodically leave their burrows to hunt animals. They have an incredible sense of smell, which makes them excellent hunters despite their loss of vision. They retain their intelligence and memories, but become uncontrollably terrified of civilized mortals. They are more likely to run away than to fight, but when pressed they will use their claws and teeth in self-defense.

Cthonians

These exotic monsters originate in Cthonia, and cannot persist in Ksylia for prolonged periods. Summoners aligned with an Archon may temporarily summon a Cthonian as an ally in battle, without a Cthonic Breach. However, seeing any of these monsters wandering in the open without a summoner is a sure sign of a Cthonic Breach.

Cthonians have three types of intelligence: mortal-like, animal-like, and automaton-like. Mortal-like Cthonians can carry out conversations and recall past experiences. Animal-like Cthonians act according to their raw instincts, which are typically predatory. Automaton-like Cthonians are limited to repeating a small set of behaviors.

Lykoids

Lykoid
  • Robustness: 2
  • Number appearing: 4-9
  • Disposition: Hostile
  • Courage: Pragmatic
  • Soul color: Red
  • Intelligence: Mortal-like

Lykoids are two-legged humanoids with the bodies of ordinary humans without fur, but the faces of wolves. They are native to Nabazie's sphere of Howling Hall, where they endlessly chase prey animals around the halls. Their society is based on packs led by a hierarch.

Nightcreeps

Nightcreep
  • Robustness: 1
  • Number appearing: 1-8
  • Disposition: Cautious
  • Courage: Cowardly
  • Soul color: Red
  • Intelligence: Mortal-like

Nightcreeps are short, three-foot-tall humanoids with eerie faces with abnormally large, pitch-black eyes. They are native to Ogzim's sphere of the Starless Abyss, where they live on permanent wooden rafts that float across a pitch-black ocean. They are very stealthy, but are afraid of bright lights. Proximity to a Nightcreep gradually dulls all of one's senses. After several minutes of exposure, those affected instantly die.

Oktocheirs

Oktocheir
  • Robustness: 10
  • Number appearing: 1-4
  • Disposition: Hostile
  • Courage: Relentless
  • Soul color: Red
  • Intelligence: Animal-like

Oktocheirs are fifteen-foot-tall creatures who are composed of Human torsos with eight arms, no legs, and no heads. In the absence of eyes or ears, Oktocheirs can detect where mortals are positioned based on the vibration of their footsteps, however subtly their prey attempts to sneak. They can move in different ways, often either by crawling on all eight arms like a spider, or by walking on two arms like humanoid legs. They are native to Uluzing's Quaking Peaks, where they threaten to push or throw travellers onto either side of a narrow cliff.

Tentacle Heads

Tentacle Head
  • Robustness: 10
  • Number appearing: 1-4
  • Disposition: Cautious
  • Courage: Brave
  • Soul color: Red
  • Intelligence: Mortal-like

Tentacle Heads are ten-foot-tall Human heads with eight tentacles attached at the neck. They levitate in the air, and have the power to read thoughts. They are native to Igedeng's Deadwoods, where they compile knowledge of the world by probing the thoughts those visiting the Deadwoods.

Dragons

Dragon
  • Robustness: 10
  • Number appearing: 1-4
  • Disposition: Hostile
  • Courage: Brave
  • Soul color: Red
  • Intelligence: Mortal-like

Dragons are enormous, fire-breathing, winged reptiles who reside in Lundazing's Cinderthrone. The largest Dragons may be fifty feet long. They have a well-defined social hierarchy in which the leader of a Dragon kingdom is constantly being overthrown by their subjects. They rule over other lesser Dragon-like beings who populate Cinderthrone who exist at lower strata of this social hierarchy. According to legend, the ancient Dwarves who worshipped Lundazing were granted the power to summon Dragons as flying mounts.

Tormentors

Tormentor
  • Robustness: 10
  • Number appearing: 1-4
  • Disposition: Hostile
  • Courage: Relentless
  • Soul color: Red
  • Intelligence: Mortal-like

Tormentors are eight-foot-tall muscular humanoids with horns, crimson skin, leathery wings, and hooked tails who reside in Lize's sphere of the Reaping Grounds. Tormentors use implements of torture to inflict unspeakable pain on mortals who phase into her Reaping Grounds.

Nagas

Naga
  • Robustness: 4
  • Number appearing: 3-18
  • Disposition: Cautious
  • Courage: Brave
  • Soul color: Red
  • Intelligence: Mortal-like

Nagas are creatures with the upper body of a human and the lower body of a snake. They can hold their breath underwater for hours at a time. They lurk in Inizozim's Mirror Marshes, where they meticulously balance the weight of logs sitting on rocks. Nagas will not hesitate to strike anyone who disturbs the weight of one of the logs. They are very fast when slithering or swimming, and they typically wield two longswords to strike their opponents.

Arachnaurs

Arachnaur
  • Robustness: 9
  • Number appearing: 1
  • Disposition: Peaceful
  • Courage: Brave
  • Soul color: Red
  • Intelligence: Mortal-like

Arachnaurs are centaur-like creatures with the upper body of a human and the lower body of a spider. They are highly magically inclined. Arachnaurs lurk in Ulviazing's Blissful Hollow, a land of petrified trees. Arachnaurs spin webs and play them like instruments. They are friendly to intruders at first, but Arachnaurs expect their audience to applaud the performance. Those who do not applaud become immediate enemies of the Arachnaurs.

Pulsecutters

  • Robustness: 5
  • Number appearing: 1-4
  • Disposition: Hostile
  • Courage: Brave
  • Soul color: Red
  • Intelligence: Mortal-like

From the outside, Pulsecutters appear to be amorphous masses of knives pointed outwards, standing at three feet tall. The only opening in this shell of knives reveals two glowing red eyes. Pulsecutters move by extending a temporary pseudopod to crawl. The true bodies of Pulsecutters are a tangled web of slimy black cords that are so densely packed that they form a solid mass. The ends of these black cords firmly hold the handles of the exterior knives. A single knife may be extended approximately three feet away by extending the cord that holds that knife. In general, each cord has total freedom of motion, but the constriction on their interior prevents Pulsecutters from extending multiple knives at once. Pulsecutters live in Eovumid's sphere, the Apothecary of Knives, which is an endless row of prison cells on either side. The Pulsecutters guard the halls, and visit each of the prisoners one at a time. Pulsecutters gently extend one of their cords to cut the prisoners with their knives, slowly poisoning them to death. Cuts from their knives are not very immediately dangerous, but they inject their victims with a slow-acting poison that kills them. The poison also causes incredible pain to the victim. Each additional cut increases the potency of the poison, which reduces the time until death. Pulsecutter Toxin is different from Blood Monstrosity, but if a Pulsecutter cuts a Blood Monster, then there is a chance it will transmit Blood Monstrosity at the same time.

Fluttermice

  • Robustness: 2
  • Number appearing: 4-9
  • Disposition: Hostile
  • Courage: Cowardly
  • Soul color: Red
  • Intelligence: Animal-like

Fluttermice are five-foot-tall mice with leathery bat wings who harass mortals who refuse to fight in Lozie's sphere of Clashcircus. They have sharp teeth and claws. Fluttermice prefer to fly high in the sky, and periodically swoop down to strike.

Percussors

  • Robustness: 10
  • Number appearing: 1
  • Disposition: Peaceful
  • Courage: Relentless
  • Soul color: Red
  • Intelligence: Automaton-like

A Percussor is a twenty-foot-tall stone statue of a humanoid form that walks in a single direction at a constant pace. It crushes anything in its way, and then moves on. If it can somehow be forcibly rotated, then the Percussor will not actively resist but will continue walking forward in the direction it is turned. The Percussor is generally unintelligent and does not have any self-preservation instinct whatsoever, and will destroy itself by falling off cliffs or walking into the ocean. However, it has some capacity to reason to recognize e.g. that it must use its hands to scale a steep mountain in its way.

Fouskalas

  • Robustness: 5
  • Number appearing: 2-8
  • Disposition: Hostile
  • Courage: Relentless
  • Soul color: Red
  • Intelligence: Animal-like

Fouskalas are gelatinous slimes that crawl throughout Omuzast's Shining Mansion. They force themselves into the mouths of mortals, suffocating them.

Angstworms

  • Robustness: 8
  • Number appearing: 3-7
  • Disposition: Hostile
  • Courage: Brave
  • Soul color: Red
  • Intelligence: Animal-like

Angstworms are native to Embe's sphere of the Whimsical Grove. Angstworms are twenty-foot-long worm-like creatures with reptilian hides. Angstworms have no discernable head or eyes, but they have a mouth with razor-sharp teeth. They have keen senses of smell and hearing to compensate for their lack of vision. Angstworms are capable of levitating for short distances, and they are very good at burrowing. Being in the presence of an Angstworm causes immediate terror. They slither on the ground, striking at their prey with their sharp teeth.

Artificial Monsters

There are some monsters which were magically created by mortals. Some are simple tools of their creators such as Warpuppets, and others are fully sentient such as Mechanids and Steelskulls. These sentient beings are often lost, living artifacts of the Magellians who continue to haunt their ancient ruins. These Magellian constructs do not have any connection to the Cthonic, but often pose as dangerous adversaries to intruders.

Flesh Mutants

  • Robustness: 6
  • Number appearing: 1-8
  • Disposition: Hostile
  • Courage: Brave
  • Soul color: Yellow
  • Intelligence: Animal-like

The Magellians attempted to enhance mortal flesh through magical means, but their early attempts backfired. As a result they created deformed humanoids with enormous amorphous growths. The flesh of these mutants is often grafted to metal. Flesh Mutants wander mindlessly in underground ruins unless agitated and ravenous. If they are provoked, they will blast their targets with elemental projectiles. Flesh Mutants do not age, as a consequence of the soul binding process. They can survive for as long as they are able to obtain food and water.

Trolls

  • Robustness: 6
  • Number appearing: 1-8
  • Disposition: Hostile
  • Courage: Brave
  • Soul color: Yellow
  • Intelligence: Animal-like

Trolls are a successful attempt by the Magellians to enhance mortal flesh through magical means, by infusion with an animal soul. Trolls are nine feet tall, and walk with a hunch. They also have the ability to regenerate in the midst of combat. In combat, Trolls are very agile and strike with claws and teeth. Trolls often wander in groups outdoors aimlessly searching for sustenance. Trolls do not age, as a consequence of the soul binding process. They can survive for as long as they are able to obtain food and water.

Giants

  • Robustness: 8
  • Number appearing: 1-4
  • Disposition: Hostile
  • Courage: Brave
  • Soul color: Yellow
  • Intelligence: Animal-like

Giants are a successful attempt by the Magellians to enhance mortal flesh through magical means, by infusion with an animal soul. They were intended as beasts of burden who could perform tasks more suitable for a humanoid form. They stand at eleven feet tall and are capable of fighting with clubs. Giants often wander in groups outdoors aimlessly searching for sustenance. Giants do not age, as a consequence of the soul binding process. They can survive for as long as they are able to obtain food and water.

Steelskulls

  • Robustness: 6
  • Number appearing: 1-4
  • Disposition: Peaceful
  • Courage: Brave
  • Soul color: Green
  • Intelligence: Mortal-like

Deceased mages attempted to immortalize themselves by encasing their brains in steel chambers animated by magical runes. Their bodies vary in shape and size depending on how the vessel was constructed. Some are humanoid, and others resemble spiders or quadrupeds. They retain the full knowledge of their past life. Steelskulls haunt underground libraries, often seeking to complete research that was unfinished in life.

Mechanids

Mechanid
  • Robustness: 2
  • Number appearing: 1-8
  • Disposition: Cautious
  • Courage: Pragmatic
  • Soul color: Yellow and green mixed
  • Intelligence: Mortal-like

Mechanids are humanoid constructs the Magellians used as servants and soldiers. The ancient Magellians knew how to animate this clockwork vessel with a sentient mortal and animal soul combined. This combination resulted in a sentient being with all of the intelligence the sentient mortal soul held in life, but without access to any memories of its past life. The memories are still present in the sentient mortal soul, but the presence of the animal soul obscures these memories.

Warpuppets

  • Robustness: 4
  • Number appearing: 1
  • Disposition: Hostile
  • Courage: Relentless
  • Soul color: Yellow
  • Intelligence: Automaton-like

Warpuppets may be made of various materials like clay, wood, iron, or bronze. They are completely unintelligent, and require continuous commands from their creators to be useful in combat. They vary in size and shape, but humanoid forms are most common.

Agalmaliths

  • Robustness: 6
  • Number appearing: 1-3
  • Disposition: Hostile
  • Courage: Relentless
  • Soul color: Yellow
  • Intelligence: Animal-like

The ancient Magellians knew how to permanently bind an animal soul to these enormous clockwork machines, which remain as guardians in their ruins. Some are constructed as giant humanoid statues, and others are shaped like vehicles of war. Agalmaliths are more permanently stable than Warpuppets, and capable of greater autonomy in following its commands.

Rammenas

  • Robustness: 4
  • Number appearing: 2-12
  • Disposition: Cautious
  • Courage: Pragmatic
  • Soul color: Yellow and green mixed
  • Intelligence: Mortal-like

The ancient Magellians knew how to stitch together the flesh of various animals with a sentient mortal, creating hybrid beings with a mixture of body parts. The combinations of body parts could be centaur-like (quadruped body with a mortal upper body), minotaur-like (bestial head with a mortal body), as well as various other mixtures of parts. They were intended to fulfill specific roles in combat which took the best advantage of their combinations of body parts. These beings possess all the intelligence the sentient mortal held in life, but without access to any memories of its past life. The memories are still present in the sentient mortal soul, but the presence of the animal soul obscures these memories. Rammenas do not age, as a consequence of the soul binding process. They can survive for as long as they are able to obtain food and water.

Arketons

  • Robustness: 8
  • Number appearing: 1
  • Disposition: Hostile
  • Courage: Pragmatic
  • Soul color: Multiple green patches
  • Intelligence: Mortal-like

The ancient Magellians constructed enormous clockwork machines as weapons of war called Arketons. In order to enhance its intelligence and size, they were infused with the souls of several sentient mortals. However, the results were not predictable. While the resulting consciousness was more intelligent than the average of the constituent souls, the conflicting memories confused the being regarding its origin. Emotionally, Arketons were unpredictable and could lash out without apparent reason. Arketons were ultimately too unstable to be useful as weapons of war. Their physical form was oftentimes a mechanical clockwork dragon which could spew fire or acid, but other forms were constructed of similar size.

Blobs

  • Robustness: 3
  • Number appearing: 1
  • Disposition: Hostile
  • Courage: Relentless
  • Soul color: Yellow
  • Intelligence: Animal-like

Blobs are amorphous gelatinous creatures who are the creations of the Magellians. They are unintelligent but are very dangerous in their desire to consume. Blobs secrete digestive acids to pre-digest their targets, then consume the liquid. When a Blob grows sufficiently large, it divides into two Blobs.

Stoicheioi

  • Robustness: 10
  • Number appearing: 1
  • Disposition: Hostile
  • Courage: Relentless
  • Soul color: Yellow
  • Intelligence: Animal-like

A Stoicheios is an artificial being made of a single pure element, one of fire, water, air, earth, sunlight, or moonlight. They are unstable, and prone to rampaging. However, due to their usefulness when tactically deployed in combat, the ancient Magellians sealed away armies of Stoicheioi in Ksylic spheres where they could be summoned at will. It was possible to temporarily phase a single Stoicheios out of its sphere to rampage against enemy armies, then phase it back into its sphere after its utility had run out.

Undead Monsters

The undead are similar to artificial beings, in that their existence is almost always based on soul binding rituals granted by the Archon Igedeng. There are exceptions like Blood Monsters, which are spread by a disease and not soul binding. However, all undead creatures possess two universal traits: (1) their existence perverts the cycle of life and death, either spiritually or physically and (2) they are Cthonically corrupt.

Blood Monsters

  • Robustness: 7
  • Number appearing: 1-6
  • Disposition: Cautious
  • Courage: Brave
  • Soul color: Green core, with floods of red
  • Intelligence: Mortal-like

Blood Monstrosity is a disease that spreads through contact with the blood of the infected. The time between contracting the disease and fatality varies between 24 hours and 1 week, but unless it's cured the infected spontaneously dies. Between transmission and death, the infected feels a sense of euphoria but is actually rapidly weakening. Regardless of whether the infected died spontaneously due to the disease, or if their death was externally caused, the infected person rises again as a Blood Monster with immense strength and an appetite for blood. While Blood Monsters continue to retain the intelligence and memories they held in life, it is polluted by an insatiable hunger for the blood of mortals. They do not age, and by external appearances look as they did in life with several changes: sharpened carnivorous teeth, pale skin, and red irises. Blood Monsters are able to withstand open sunlight, but it weakens them significantly and they are vulnerable to elemental sunlight damage. The Archon Eovumid is the original source of all Blood Monsters.

Liches

  • Robustness: 10
  • Number appearing: 1
  • Disposition: Hostile
  • Courage: Brave
  • Soul color: Green core, with floods of red
  • Intelligence: Mortal-like

Cthonic magic from the Archon Igedeng can bind one's mortal soul to the spellcaster's own unliving flesh, while retaining the full intelligence and memories held in life. Liches no longer suffer to aging, hunger, or thirst. Over time, the flesh rots off their bones and they continue to live as a reanimated skeleton. Liches have incredible magical abilities, and prefer to fight with spells instead of physical combat. Notably, all Liches have the ability to read minds. However, regardless of their original motivations to transform, a Lich's mind is polluted by the insatiable desire to extract enormous volumes of information. They tend to raise undead armies to attack villages, and bring living mortals back to their lairs. The Lich reads their minds, then extracts their bodies and souls as necromantic resources.

Corpsals

  • Robustness: 3
  • Number appearing: 2-8
  • Disposition: Hostile
  • Courage: Pragmatic
  • Soul color: Green core, with traces of red
  • Intelligence: Mortal-like

Those who prematurely seek to attain Lichhood are doomed to live as Corpsals. The inferior binding process has several effects. First, they continue to require food and water to survive as they did in life. Second, their mind is damaged, severely stunting their magical power. Even so, Corpsals generally retain all the intelligence and memories they held in life, besides the capacity to perform magic. Third, their entire body is continuously rotting, requiring replacement with body parts from fresh cadavers. As a result, they spend their immortal lives searching for cadavers to sew onto their bodies to replace damaged parts. However, the transformation enhances their physical strength, making them formidable melee combatants.

Ghosts

  • Robustness: Intangible; can only be exorcised
  • Number appearing: 1
  • Disposition: Hostile
  • Courage: Relentless
  • Soul color: Green core, with floods of red
  • Intelligence: Mortal-like

A green soul bound to a location becomes a Ghost. Most often, this is achieved through powerful ancestor veneration rituals. Creating Ghosts is forbidden by the Imperial Cult. While Ghosts are benign at first, over the course of centuries Ghosts are corrupted by Igedeng's influence. Ghosts bound to a catacomb are dangerous adversaries because they can reanimate the surrounding bodies using Igedeng's magic.

Skeletons

  • Robustness: 1
  • Number appearing: 3-18
  • Disposition: Hostile
  • Courage: Relentless
  • Soul color: Red
  • Intelligence: Automaton-like

Raising reanimated skeletons requires Cthonic magic to animate bone. They are not intelligent, and mindlessly obey the commands of their creators. The Archon Igedeng grants this power to his cultists.

Zombies

  • Robustness: 2
  • Number appearing: 2-8
  • Disposition: Hostile
  • Courage: Relentless
  • Soul color: Red
  • Intelligence: Automaton-like

Raising reanimated zombies requires Cthonic magic to animate flesh. They are not intelligent, and mindlessly obey the commands of their creators. The Archon Igedeng grants this power to his cultists.

Ghouls

  • Robustness: 2
  • Number appearing: 1-6
  • Disposition: Hostile
  • Courage: Pragmatic
  • Soul color: Yellow core, with floods of red
  • Intelligence: Animal-like

Ghouls are created by transferring a living animal's soul into a deceased mortal's flesh through Igedeng's Cthonic magic. Ghouls primarily feed on decaying flesh, but they readily attack living creatures as well. While ghouls are not very intelligent and motivated by an impulse to consume, they are still capable of strategic thinking in ambushing their prey.