A Folio of all monsters and opponents that your hero may come into contact with while adventuring through the five regions around the Dungeoneers Academy.
Giant Rat Runt
Giant Rat gatherer. They may be smaller than most, but their claws and teeth are still quite sharp.
The common Giant Rat is the workforce of their society. They are a little more cunning than their smaller brethren, but academy trainees should not have too much trouble dispatching them after long.
Giant Rat Elder
Larger Giant Rats got that way for one reason, they are the smartest of the bunch. Their size and intelligence make them the most formidable of rats.
Blood Spider Dwarf
Blood Spider scavenger. Although they are not poisonous, the pincers of these dwarfs can still gnaw through plate armor.
Blood Spiders are hunters that rely on their speed. This aids them in getting up-close and personal with daydreaming trainees before they know it.
Blood Spider Soldier
The largest of the Blood Spiders, these warriors are as fast as their smaller siblings and also have a greater reach. Their enormous pincers can go through armor as if it wasn’t there.
Green Ooze Puddle
Green Ooze seeker. The acidic properties of ooze can cause a good amount of damage when coming into contact with skin.
Common Green Ooze wanderers are loners. The unfortunate trainee is one that steps on this living goop while blindly walking along. Academy instructors no longer scold such aimless trainees, since the acid burns do the job.
Green Ooze Brute
Giant Green Oozes are rogue hunters. They develop territories large enough to sustain their enormous size and don’t care what they consume, as long as it is (or was) alive.
Boss: The Big Muddy
This monstrous Green Ooze terrorizes anyone unlucky enough to get too close. Muddy has devoured a number of heroes with special weapons and armor.
Tip: The Slime known as The Big Muddy has been pestering newly graduated heroes in the North West of Strats.
Kobold grunts are not too large, nor bright. They are an annoyance for heroes in training, especially when they start sticking you with their daggers.
These Kobolds are scouts for the society. They still wield an annoying dagger, but also have a small bow to attack from a distance.
The larger Kobolds have a little bit more protection and a short sword to deal out greater damage than their cousins.
Boss: Trolgar the Thumb
His hobby is making heads go SPLAT with his magic infused club. He always looks as if he just smelled something awful. Most likely he is just not used to his own bad breath.
Tip: Northern Strats is being terrorized by a clan of Kobolds headed by Trolgar the Thumb.
Tiny skeletons are the grunts and peons of the family. Necromancers look upon them as a waste of magic, but a hero trainee should not discount their resilience.
Common skeleton warriors are rather strong for their size. They also tend to have decent armor and weaponry scavenged over time.
The magic holding these animated warriors together allows them to wear more armor and carry larger weapons. Many are fallen soldiers from bygone wars, retaining combat skills from their former lives.
The only thing these wizards have over their brothers is that they have a magic wand. You should show them how much you like their wand skills by getting in close and bashing them over the head, or returning their spells tenfold.
Boss: Bones McRoy
The reanimated corpse of a notorious witch doctor, determined to live forever. He will get very cross if you try to make him do a task he is not trained for. “I’m a Witch Doctor not a …”.
Tip: Trainees beware, the undead leader Bones McRoy has been spotted in the last dungeon of the Academy training region.
Boss: Shelok the Animated
This undead wizard enjoyed giving people a hot-foot in life, and now in death enjoys it even more. Never one to care about another’s pain, Shelok uses his powers with great abandon. He has amassed a number of magical items over the years.
Tip: An ancient battle ground, in Eastern Strats, has been corrupted by an undead Wizard named Shelok the Animated.
Halfling outlaws use their small size and speed to get in, grab some treasure, and get out. Unfortunately they do not care in what condition they leave their marks.
Mercenaries are better equipped Halflings than the bandits. Their speeds are similar, but the added quality of their kit helps them last longer in combat.
The fighter is the noble class of soldiers in Halfling society. Coming from nobility, they are properly trained and buy the best equipment possible. Try to deal out as much damage as possible at range, before they get up-close and personal.
Halflings have been looking up to Drogo as a benchmark for power and wealth, so their schools of magic have focused on the cold aspects. If you mistake them for a cute gnome, it will be the last thing you do.
Boss: Drogo Lightfoot
At first glance you may think Drogo is a student art project resembling a potbelly stove with arms and legs attached. That would be a mistake! Make sure you have extra potions on hand when going up against him.
Tip: The Halfling named Drogo Lightfoot is rumored to have setup shop in the swamps of Central Strats.
Boss: Winkle Silverlight
Spurned by an Elven woman he loved, his little hart is cold as ice and may explain his affinity to freezing magic. He has always had a keen eye for magic. He is rumored to carry a number of unusual items.
Tip: Lead by Winkle Silverlight, Halfling uprisings have escalated in the Southwestern swamps of Ophurn.
Widow Spider Scout
Scouts wander around the edge of their queen’s realm, acting as the first line of defense and alarm for the nest. New heroes take note: the addition of poison can cause greater damage than the largest of Blood Spiders.
Poisonous Widow Spiders don’t waste time creating fancy webs to catch prey. They go out hunt their prey down.
Widow Spider Queen
Queens are the focus of their societal groups. These nests can range anywhere from dozens to thousands of spiders. Their venom is the strongest of their species, so take care if you are poisoned by their bite.
Boss: Burning Fang
She is a wandering Widow Spider with a thirst for powerful quarry and sparkly objects. She enjoys feeding off of heroes, since they may carry gems.
Tip: The widow spider Burning Fang has moved into the shadows of the mountainous region of Western Ophurn.
These sickly little Goblins don’t get any respect. Fending mainly for themselves, they scrounge for ill fitting equipment and act bigger and braver than they really are. If any monster could be seen as an annoying younger brother, it is the Goblin minion.
Rogues are well organized and equipped for speed. Be sure to equip the best items you can in order to counter the strength of these Goblins.
Although Goblins are not known for their intellect, these sorcerers are more than adequate and can rely on multiple forms of attack. Even seasoned heroes should take notice.
Only the largest of Goblins are selected for warrior training. Since intellect doesn’t even show up on the requirements, they are not very bright. But because of this, they will fight to the end without hesitation. So be wary.
Known for his affinity with electricity, he can envelope foes in a cocoon of lightning – quite unpleasant. His magic hammer is not just for decoration either, so don’t discount his combat skills.
Tip: The Goblins in Northwestern Haturim have been getting bold in their raiding of the region. It looks like the handy work of Ark.
These rogues have a big bag of tricks, which is not limited to just backstabbing foes. Rogues like to whittle down their opponents from afar with their bows, delivering a whispering death.
Due to the strength, intelligence and training of these warriors, they are one of the hardest soldiers a hero may go up against. Be sure to have a surplus of potions… just in case.
Wizards have some of the best equipment for their class, and a large range of attacks in their arsenal.
Boss: Duke of Pain
Stronger than most men, the Duke has been known to simultaneously wear multiple sets of armor without any serious reduction in movement. He has used the riches of his family to acquire many rare magical items of war.
Tip: The Duke of Pain seems to have moved into the Northern Bohum region to setup shop.
Though large in stature, these Bugbears are very capable of stealth and other rogue qualities found in other races. Their size also aids in drawing out combat, helped further by the use of armor.
These massive fighters can lay pain on anyone or anything in their path, without missing a beat. Heroes should stay on guard whenever it’s possible to encounter them in a dungeon.
Their magic is founded on a different structure than other races, but they are no less powerful. They counter their weak strength in fire magic by utilizing wands to round out their attacks.
Boss: Grimm Splatter
He got his name in part because of what was left of his opponents after battle, nothing but a splatter on the ground and walls. It is said his magic axe never dulls. Be sure to equip yourself with the best items available before taking him on.
Tip: Grimm Splatter has taken up residence in the Northern swamps of Ophurn, wreaking havoc in the area.
Boss: Rune Lord
Rune is a master of the arcane arts. He uses every magic item he can get his enormous hands on to increase his power even more. If you can defeat him in battle, you may be awarded a great bounty.
Tip: The witch doctor Rune Lord has been mobilizing a Bugbear uprising in the Eastern Haturim region.
Ochre Jelly Puddle
Although small in size, these small blobs have a serious acid kick above and beyond that of the Green Ooze family. As with any Ooze, it’s best to defeat them before they get in close.
The common Ochre Jelly is found in dark corners and forgotten rooms. Be not the one that unwittingly steps on them due to ignorance or arrogance, for you may find your end has come too soon.
Ochre Jelly Brute
These jellies are large enough to encompass full sets of armor from fallen heroes long dissolved away. Try not to become another of the fallen. They may be slow, but they can overwhelm you if your guard drops.
Boss: Goo Daddy
Goo travels far from its inaccessible lair in search of food. If you come across this jelly in your travels and are successful in defeating it, you may be rewarded with a magic item of almost unimaginable power.
Tip: Experienced heroes should take note that Goo Daddy has been seen in the dungeons of Eastern Bohum.
Crystal Spider Scout
These spiders are from the darkest depths of the world, first documented less than a century ago. These are the runts of the family, but they are quite formidable with the addition of ranged attacks.
These spiders may look like fragile glass, but they are as tough as diamond and their ice attack packs a powerful punch from afar.
Crystal Spider Queen
These are the largest of the spiders in the known Crystal family, and their attacks are much more powerful as well.
Boss: Silent Night
She uses the camouflage of shadow to aid her in pouncing on unsuspecting prey. If you think you see a shadow move in the corner of your eye, arm yourself and attack. It is better to look foolish than die stupid.
Tip: The spider infestation in the Southwestern swamps of Bohum has increased and Silent Night is the leader.
Boss: Glimmering Darkness
This spider has a taste for magic and a great dislike for anything with less than 8 legs. Her lightning attack is said to be stronger than any known in the realm.
Tip: The spider queen Glimmering Darkness has setup her home in the Southeast of Strats. Travelers beware.
The common Werewolf is not much taller than a human, but they have the sharpest of claws and fangs. They may not wear any armor, but their skin can withstand attacks on par with leather or even scale mail.
These werewolves are bigger than their common brethren and deliver more damage as well. Be careful since their attack speed can easily become overwhelming.
Boss: White Fang
This werewolf takes the word monster to the next level. He is enormous, even greater in stature than the largest of his peers. He is quite fast and gets his name from the last thing his victims ever see… his white fangs.
Tip: The Eastern foothills of Ophurn have been plagued by the Werewolf known as White Fang.
Originally spawned from the corruption of a sanctuary, this zombie blight has spread far and wide. Identifying them as monks hearkens back to their origins. They are a walking disease that can be transmitted by their claws.
These are the unfortunate souls of wizards that have fallen to the disease of the zombie plague. They are much like their soulless brethren, but with the added skill of lightning spells.
These brutes are just that, brutes. There is nothing upstairs. They use their size and strength to overpower their opponents and are even more deadly in groups.
Boss: Rot Monanoff
This unique zombie is strong and wise in the ways of combat. Rot will use his guile to aid in the destruction of those that unwittingly invade his domain.
Tip: It is rumored that vile zombie Rot Monanoff has moved into the high mountains of Central Haturim.
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