TEXT: Page 1 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  MONSTER COMPENDIUM 
   
  BY 
   
  JUSTIN HALLIDAY 
   
  
   
  Page 2 
   
   
   
   
   
   
   
  Hero Kids 
   
  Hero KidsTM copyright 2016 Justin Halliday 
  http://herokidsrpg.blogspot.com 
   
  Credits 
   
  Designed and written by Justin Halliday 
   
  Monster and cover art by 
  Eric Quigley 
  http://ericquigley.com 
   
  Additional monster art by 
  James Shields 
  Daniel Woods 
   
  Printing Authorization: 
  This PDF may be printed for personal use. 
   
  PDF Version: 1.0 (Build 45) 
   
  Changelog: 
  • Monster descriptions, tactics, and hooks 
  • Added monster cards 
  • Created Monster Compendium 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  MONSTER COMPENDIUM 
   
  BY 
   
  JUSTIN HALLIDAY 
   
  
   
  Page 3 
  Table of Contents 
  Introduction 
  4 
  Bats 
  5 
  Beguilers 
  6 
  Boars 
  7 
  Brigands 
  8 
  Bugbears 
  10 
  Commoners 
  11 
  Constructs 
  12 
  Coot and Crone 
  13 
  Cultists 
  14 
  Dragons 
  16 
  Elementals 
  17 
  Firestarter 
  19 
  Flaming Skull 
  19 
  Foxes 
  20 
  Froglings 
  21 
  Gargoyle 
  23 
  Ghost 
  23 
  Giants 
  24 
  Gladiators 
  26 
  Goblins 
  28 
  Gorillas 
  30 
  Guards 
  31 
  Helm Knight 
  33 
  Hydra 
  33 
  Knights 
  34 
  Kobolds 
  36 
  Lizardkin 
  38 
  Minotaur 
  40 
  Mummies 
  41 
  Pirates 
  43 
  Ratlings 
  45 
  Rats 
  46 
  Scorpion 
  47 
  Sea Serpent 
  47 
  Skeletons 
  48 
  Slimes 
  50 
  Snakes 
  51 
  Spiders 
  52 
  Tengu 
  53 
  Water Beast 
  55 
  Weasels 
  56 
  Werewolf 
  57 
  Wolves 
  57 
  Wraith 
  58 
  Wyvern 
  58 
  Zombies 
  59 
   
  
   
  Page 4 
   
   
  INTRODUCTION 
  From their earliest years, the kids of Rivenshore are trained 
  to survive in a wild and dangerous world. 
   
  While the warriors and sword-maidens of their clan are 
  away from the Brecken Vale protecting it from distant 
  threats, it's up to the kids to deal with any emergencies that 
  arise in the vale. 
   
  Each of the kids specializes in a different area, training and 
  practicing so that they are prepared for the regular calamities 
  that plague the inhabitants of the town.  
   
  Whether they’re exploring the foreboding Darkenwold 
  Woods, rescuing lost miners from the abandoned Mines of 
  Martek, saving their friend from the lair of giant rats, or 
  venturing into a fearsome minotaur’s maze, the kids of 
  Rivenshore are always ready for action and always the first 
  to volunteer to help a friend who’s in trouble. 
   
  These are Hero Kids! 
   
   
  
   
  Page 5 
  BATS 
  Gliding silently on leathery wings, bats swoop through the 
  darkness to prey on unsuspecting victims. 
  Wings in the Dark 
  These nocturnal creatures commonly inhabit subterranean 
  caverns, decrepit buildings, abandoned mines, and dark 
  forests.  They sleep during the day, then take wing at dusk 
  seeking food. 
  Blood-Sucking Opportunists 
  In the absence of ample food, bats become ravenous 
  opportunists that lurk in dark spaces. 
  When presented with the chance of a meal, bats swoop on 
  their targets to attack.  Once blood is spilled, these creatures 
  continue to attack the same target with rabid fervor.  They 
  swoop in and out of reach and harry their targets with 
  frenzied bites. 
  Blackened Skies 
  Warding tales tell of a great flight of bats that settled in the 
  forests of the Brecken Vale.  These foul visitors stripped the 
  crops bare, felled livestock, and feasted on the sick and frail. 
  When a band ventured into the forest to investigate, they 
  found the bats roosting in withering trees.  At the center of 
  this diseased colony stood a cave, its yawning entrance black 
  and menacing.  Overcome by fear, the townsfolk burned the 
  trees and fled the forest. 
   
   
   
   
  
   
  Page 6 
  BEGUILERS 
  Levitated by arcane forces, beguilers are solitary creatures, 
  scornful and vicious in their disdain of others.  Beguilers are 
  highly intelligent, but communicate in an ancient language lost 
  to all but the most learned scholars. 
  Distant Relations 
  True beguilers unleash devastating magical attacks from their 
  central eye, or attack multiple enemies at once with their eye 
  stalks.  The deep beguiler is a distant cousin of the true 
  beguiler, but life in the inky ocean depths has transformed this 
  breed into terrifying aquatic monsters. 
  Lurker in the Deep 
  In the deep waters of the Brecken Bay lies the shattered hull 
  of the merchant ship Marni Crest.  She sailed from port to 
  port laden with goods both mundane and exotic.   
  On the Marni Crest’s final voyage she carried a single metal 
  container.  It stood six-foot tall and heavy chains held it fast.  
  Some crew swore they heard movement from within.  When a 
  storm claimed the Marni Crest, the box lay in the depths until 
  time finally broke the chains and set free its cargo. 
  Tribute and Tyranny 
  Greed and pride can drive beguilers to assert their will over 
  lesser creatures. Ruling with uncompromising authority, 
  beguilers take control of bands of creatures.  The creatures are 
  sent on raids to nearby settlements, with instructions to bring 
  back valuables for the beguiler’s glory. 
   
   
   
  
   
  Page 7 
  BOARS 
  Boars roam the dense forests and open plains of the vale.  
  These adaptable creatures will feed on any food available. 
  Thundering Hooves 
  Whether driven by hunger or defending their territory, boars 
  are fierce combatants that fight to the death.  Thick hide 
  protects them from many attacks and when an attack does 
  strike home, it only serves to enrage the beasts.  Boars use 
  their bulk and speed to charge at enemies and impale them 
  with vicious tusks. 
  River of Red 
  When miners recently reopened an abandoned pit high in the 
  Druinhowe Mountains, they discovered a rich vein of iron ore.  
  In mining and refining the raw ore, the miners dumped the 
  mine’s tailings into a nearby stream, turning its once-clear 
  waters blood-red. 
  This spoiled stream runs from the mountains into the 
  Darkenwold Woods.  The forest creatures that rely on the 
  stream are corrupted by the contaminants that foul the water. 
  Mutated and enraged, the creatures now carry nature’s fury to 
  nearby settlements. 
   
   
   
  
   
  Page 8 
  BRIGANDS 
  Brigands, bandits, outlaws, road agents, highwaymen, robbers, 
  blaggards, operators.  No matter what they call themselves, or 
  what others name them, brigands prey on travelers and 
  isolated settlements for their own gain. 
  Humans Gone Rogue 
  Brigands are normal folk who, by choice or circumstance, take 
  their living by force.  Some take to banditry through moral 
  weakness, sadism, or greed.  Others are forced to extreme 
  measures by misfortune and dire circumstance. 
  Cowardly Combatants 
  With greed and spoil as motivation, brigands target weaker 
  enemies and demand payment as an alternative to violence. 
  In combat, brigand melee fighters attack in groups to bolster 
  each other’s morale.  Brigand archers prefer to keep their 
  distance and strike enemies who are distracted or caught 
  unaware.  If the brigand’s victims prove more capable than 
  they appear (like many of the young heroes of the Brecken 
  Vale), these bandits flee the fight to save their own lives. 
  Wolves on Two Legs 
  Brigands often enter the bounds of the vale seeking easy 
  pickings from farmers and common folk.  Others set their 
  ambushes in the narrow mountain passes that cross the 
  Druinhowe Mountains. 
  Trading caravans crossing the mountains are regularly joined 
  by groups of travelers for safety on the dangerous roads.  
  Nefarious brigands pose as travelers to infiltrate those 
  caravans, then turn on their fellow travelers. 
   
   
   
  
   
  Page 9 
   
   
   
  Male Names 
  Female Names 
  Abel 
  Apona 
  Bren 
  Bern 
  Crax 
  Caris 
  Darin 
  Denia 
  Earnst 
  Edarn 
  Franc 
  Fran 
  Galt 
  Grey 
  Holt 
  Hill 
  Igmar 
  Ingar 
  Jarn 
  Jaq 
  Karl 
  Kat 
  Llaryn 
  Lethia 
  Marco 
  Marta 
  Nott 
  Norelle 
  Omar 
  Onagh 
  Peirs 
  Peta 
  Quinn 
  Quelin 
  Ralph 
  Rach 
  Sten 
  Somia 
  Timmon 
  Tess 
  Ulf 
  Unka 
  Vern 
  Vaness 
  Wellan 
  Wilma 
  Xi 
  Xarma 
  Yurgen 
  Yumi 
  Zaph 
  Zoe 
  
   
  Page 10 
  BUGBEARS 
  Bugbears are the bigger and uglier cousins of common goblins. 
  Petty Tyrants 
  Bugbears use their strength and relative intelligence to corral 
  and command other goblinoids.  In spite of their strength, and 
  probably due to their intelligence, bugbears have a higher 
  understanding of their mortality.  They prefer to send their 
  minions into battle and flee when in danger. 
  Raiding Season 
  Goblins normally inhabit the hills and mountains in the 
  northern reaches of the Brecken Vale.  The melting snows and 
  blooming flowers of spring signal raiding season.  In a ‘good’ 
  season, the raids are sporadic and uncoordinated.  But in ‘bad’ 
  seasons, the goblin war bands are joined by ferocious 
  bugbears, who lead these parties in devastating raids. 
   
   
   
   
  
   
  Page 11 
  COMMONERS 
  The Brecken Vale is home to many settlements. 
  Under Pressure 
  The common folk of the vale are stalwart under pressure.  On 
  their own, they are no match for malicious humans or horrific 
  monsters.  But when fighting alongside others from their 
  communities, they find deep resolve and surprising strength. 
  Heart of the Vale 
  Rivenshore, situated on the east bank of the Camarva River, is 
  the largest settlement in the Brecken Vale and home to almost 
  two-hundred common folk. 
  The town lies at the intersection of the valley’s two main 
  roads, the east-west road that runs from mountain range to 
  mountain range, and the north-south road that runs from the 
  isolated settlements in the north to the very tip of the eastern 
  peninsular that encloses the Brecken Bay. 
  The heart of Rivenshore is the town square, which is fronted 
  by two large buildings; the Block and Tackle tavern to the 
  north, and the town’s great hall to the east.  The square 
  features a statue of warrior king Rothgar. 
  Points of Light 
  While Rivenshore is by far the largest town in the vale, there 
  are numerous settlements nestled in the wide valley.  The 
  largest villages are Willowsdell and Bayhaven, which both lie 
  on the western shore of Brecken Bay. 
  Further afield are scores of working farms, fishing shanties, 
  riverside mills, crooked towers, hillside homesteads, and 
  forest-bound huts. 
   
   
   
  
   
  Page 12 
  CONSTRUCTS 
  Constructs are ordinary materials animated by magical forces. 
  Bumbling Servants 
  Powerful mages create constructs as loyal and literal servants.  
  Constructs assist with magical experiments, cook, clean, and 
  protect their masters.  When protecting their masters, 
  constructs fight willfully, but clumsiness and fragile 
  construction make them easy to defeat. 
  Literally Speaking 
  When a construct is animated, its master gives it instructions, 
  which it follows to the best of its ability. 
  These instructions are usually mundane and followed without 
  incident.  But mages are notoriously absent-minded and often 
  give incomplete or ambiguous instructions, with hilarious or 
  dangerous results. 
   
   
   
  
   
  Page 13 
  COOT AND CRONE 
  Twisted by misfortune or mistreatment, coots and crones fill 
  their lives with the pain and suffering of others. 
  Outcasts 
  Crones and coots are cast out of society and live in isolation.  
  When intruders chance upon them, they pretend to be 
  friendly until their true evil nature is revealed. 
  Repairing That Which Was Broken 
  The townsfolk of Rivenshore know not to venture into some 
  parts of the Darkenwold Woods.  One such forbidden place is 
  the home of a crone.  This crone was once named Margret, 
  and grew up young and beautiful in Rivenshore. 
  As a young woman, Margret wooed and married her 
  sweetheart, and together they raised a sun-bright daughter, 
  Ingret.  One fateful day, Ingret wandered from home and, by 
  all reports, simply disappeared. 
  Torn with regret, and wracked by suspicion and mistrust, 
  Margret’s heart shriveled and filled with blackness.  Soon, her 
  face and body twisted and stooped with this same hate.  
  Margret fled town for the forest, where piece by piece the hate 
  consumed the woman she once was. 
  Yet even a broken and hate-filled heart can be mended.  And 
  that which was lost can be found.  Ingret is alive. 
  Long ago, she wandered into the forest.  Frightened, lost, 
  tired, and hungry, she was found by a wolf which adopted and 
  raised her with its own pups. 
  Now she’s the leader of a pack of wolves deep in the forest. 
   
   
   
  
   
  Page 14 
  CULTISTS 
  In all corners of the varld live those who devote themselves to 
  the worship and advancement of beings of great power. 
  From the Shadows into the Light 
  Cultists work to advance the plans and power of their masters; 
  whether they are mythical creatures, powerful elder gods, or 
  simply charismatic mortals. 
  At the beginning of their plans cultists work in secret, hiding 
  their activities.  Once schemes are more developed, the 
  cultists’ plans are revealed, and their true power – and danger – 
  is demonstrated. 
  Beyond the Last Breath 
  Cultists are smart enough to know when to hide their power, 
  when to fight, and when to flee.  Their fervor and dedication 
  to their task is so strong that they find the energy for a final 
  retaliatory attack when struck down. 
  Cult of Hydraxis 
  The Cult of Hydraxis works tirelessly and fervently to 
  discover the remains of Hydraxis, a legendary creature 
  renowned for its strength, guile, and intelligence.  The cultists 
  are preparing to investigate an abandoned temple deep in the 
  forest.  Finally, could this be the tomb of their idol? 
   
  From the Depths 
  Brecken Bay’s waters are usually calm and placid, unlike the 
  roiling ocean beyond the southern headlands.  Salt-crusted 
  fishers claim the bay is protected by a massive leviathan that 
  patrols the ocean to the south.  If the leviathan is not sated, 
  they believe it will enter the bay and wreak havoc on the 
  settlements that rely on the bay’s bounty. 
   
   
  
   
  Page 15 
   
   
   
   
   
   
  
   
  Page 16 
  DRAGONS 
  Legendary reptiles that inhabited the varld before civilization, 
  dragons will inherit the varld after our fall. 
  Creatures Malign and Benign 
  Like humans, dragon-kind also embody both chaos and law, 
  and destruction and order.  Unlike humans, a dragon’s inner 
  character can be discerned from their appearance.  Chromatic 
  dragons – black, blue, green, red, and white – are evil and 
  destructive, while metallic dragons – brass, bronze, gold, silver 
  – are inquisitive and good-tempered.  Amid this variety, all 
  dragons are intelligent and crave treasure for their hoards. 
  Drexanathon: Protector, Destroyer 
  It is centuries since dragons last laired in the vale.  But high in 
  the Druinhowe Mountains lairs Drexanathon, an adult gold 
  dragon who tends a clutch of eggs with his mate, Algoxarth. 
   
   
  
   
  Page 17 
  ELEMENTALS 
  Elementals are the fusion of matter and spirit. 
  Elemental Forms 
  Air, Earth, Fire, and Water are the four primary elements, and 
  each is represented as an elemental creature.  The elements 
  also combine to form hybrid elementals like the sand 
  elemental, which is a combination of water and earth. 
  Elemental Power 
  Elementals are summoned by powerful arcane magic.  Once 
  summoned, their controller must assert power over the 
  elemental, or else it will break free of their control and exact 
  terrible revenge.  Those elementals that have freed themselves 
  (or been freed) from their magical shackles wander the lands 
  seeking revenge or release. 
   
   
   
   
  
   
  Page 18 
   
  Crucible of the Elements 
  Buried deep within ancient mountains stand two monolithic 
  doors, each carved with elemental runes and imbued with 
  arcane magic.  The doors open to any who approach, 
  welcoming them into the dark corridor beyond.  Once they 
  cross the threshold, the doors close fast. 
  Behind these massive doors is the Crucible of Elements, a 
  demanding rite of passage for heroes of ages past.  The 
  crucible pits heroes against four elementals, demanding that 
  they defeat each in turn before the doors open again. 
  An Alabaster Tower 
  To the north of the Druinhowe Mountains lie lands cursed by 
  endless blue skies.  Beneath this endless sky lies an equally 
  endless expanse of parched sand; the White Sea. 
  The White Sea is dotted with islands of green, oases.  Those 
  surrounded by sand remain isolated spots of green.  Where 
  there is rocky ground, villages and trading towns develop. 
  Travelers crossing the desert roads have long reported seeing a 
  marble-white tower through the haze.  Such reports are 
  dismissed as mirages, evidence of heat stroke, or tall tales.  
  Those brave, greedy, or foolish enough to investigate are 
  battered by fierce sandstorms, and driven away, pummeled by 
  shapes that loom out of the sandy maelstrom. 
  What lies within the Alabaster Tower?  Surely a great treasure; 
  one requiring powerful magical wards and elemental 
  protection. 
   
   
   
  
   
  Page 19 
  FIRESTARTER 
  No one knows how or why certain individuals develop their 
  magical power. 
  Born of Magic 
  In some cases, they are born from parents who themselves can 
  control magic.  These children of magic exhibit their ability at 
  an early age, then with nurture and training control and 
  develop their power. 
  Born of Fire 
  In others, magical power is not immediately apparent, and it’s 
  not until later in life that their true power is revealed.  Often 
  this magical power surges uncontrollably in times of great 
  stress or danger. 
   
   
  FLAMING SKULL 
  The rulers of old sought enduring protection for their tombs. 
  In the Darkness 
  What better protection than a disembodied skull, fueled by 
  malevolent arcane forces, compelled to destroy all intruders? 
  Barrow of the Dead 
  On the southern headland that borders the Brecken Bay lie 
  four mounds in a line, each larger than the last.  These are 
  barrows, burial tombs of a line of ancient queens and kings.   
  The tombs are protected by superstition, devious traps, and 
  fearsome arcane guardians. 
  The dusty stone corridor stretches into blackness. 
  In the distance a light appears, warm red and flicking.  With it 
  comes a sharp chattering sound… 
   
  
   
  Page 20 
  FOXES 
  Deep in the Darkenwold Woods exist societies of woodland 
  creatures that are more human than animal. 
  Cunning and Ruthless 
  Fox-kind see themselves as the natural and correct rulers of all 
  animal-kind.  But their combination of scornful intelligence 
  and terrible ruthlessness makes them cruel masters. 
  In the Henhouse 
  While all animal-kind prefer the sanctuary of the Darkenwold 
  Woods, their skirmishes can spill from the woods into the 
  wider vale.  The foxes, along with their weasel and ratling 
  allies, wage continuous war against the peaceful animal-kind 
  tribes; mice, ferrets, badgers, otters, shrews, ocelots, wombats, 
  squirrels, and turtles.  These antagonist’s attacks drive the 
  other animal tribes from the forest to seek sanctuary. 
   
   
   
   
  
   
  Page 21 
  FROGLINGS 
  The low-lying swamps of the Brecken Vale are home to 
  amphibious froglings. 
  Tribal Society 
  Froglings live in tribal groups, led by a strong chief.  Frogling 
  society values prowess in battle above all else, and although 
  they lack the means to work metal, they claim weapons and 
  armor from defeated foes. 
  Aquatic Builders 
  Family groups of froglings construct huts and lodges in the 
  swamps and use elevated walkways, pools, and underground 
  rivers to quickly traverse their settlements. 
  Scourge of the South Road 
  The south road from Rivenshore passes close to a great swamp 
  on the east side of the bay; the Singing Marsh.  Tired travelers 
  might be tempted to make camp here, reassured by the distant 
  melody of frog-calls.  They are wrong. 
  Spawning Pools of the River Gods 
  As the froglings’ time of spawning nears, they leave their 
  communities and strike out to find distant pools, ponds, and 
  swamps where they lay their eggs. 
  Hatchlings grow quickly, and within months this new band of 
  froglings emerge from the spawning pools to build a new 
  settlement. 
   
   
   
  Frogling Names 
  Bloz 
  Clob 
  Duth 
  Gaph 
  Glumph 
  Lutz 
  Plurb 
  Whuz 
  Burp 
  Derp 
  Ergh 
  Glurt 
  Klup 
  Mott 
  Rurb 
  Zub 
   
   
   
  
   
  Page 22 
   
   
   
   
   
   
  
   
  Page 23 
  GARGOYLE 
  Gargoyles are guardians that hide in plain sight; flanking stone 
  doors, crouched on battlements, amid overgrown statuaries. 
  Minor Elementals 
  Much like their bigger cousins the earth elementals, gargoyles 
  are animated stone.  While neither truly alive or dead, they can 
  remain motionless for millennia, then spring into deadly 
  action in a single moment.  The enduring tedium of their task 
  is released explosively and cruelly when an intruder finally 
  crosses their path. 
  Masters of Disguise 
  Gargoyles have as many forms as there are statues.  Their 
  traditional form is of a crouching monster, but they disguise 
  themselves to fit in with their surroundings and other statues. 
   
  GHOST 
  The path to the far realm is not always straightforward, and 
  the spirits of some creatures hold tight to this varld. 
  Spirits of the Dead 
  When a creature dies, its spirit travels to the far-varld.  In 
  some cases however, the spirit remains attached to this varld, 
  unable or unwilling to pass from this varld to the next. 
  Haunting 
  Regret, remorse, and guilt torture the ghost and bind it to 
  their tomb, or the area close to the cause of their obsession. 
  Ghosts can be defeated through physical force, but this is 
  usually temporary, with the ghost soon manifesting again.  
  The most effective way to cleanse a haunting is to find and 
  resolve the cause of the ghost’s lament, freeing its spirit. 
   
  
   
  Page 24 
  GIANTS 
  Giants are the living vestiges of ages before this one.  Their 
  forebears crafted titanic statues, constructed bridges spanning 
  dizzying crevasses, and carved soaring vaults from solid rock.  
  Turn of the Wheel 
  But the great wheel of time turned, the age of the giants 
  waned, and new races and species rose in the varld.  Their 
  soaring edifices and deep tombs fell to ruin.  Then, after an 
  age, their monuments were rediscovered and reclaimed. 
  High and Low 
  Displaced by the rise of other cultures, giants retreated to the 
  hills and mountains, where their altitude reflects their status.   
  Lowland giants are dull-witted and ill-treated, while those that 
  inhabit the snow-covered and storm-wracked peaks are quick-
  thinking and powerful leaders. 
  Giant Names 
  Lowland giants choose short, guttural names, while the names 
  of higher giants are more complex, yet still raw and jagged. 
  Male Names 
  Female Names 
  Brog 
  Ersus 
  Glockus 
  Jurg 
  Slogar 
  Vilbos 
  Brega 
  Flula  
  Grentha 
  Loka 
  Rabas 
  Tiba 
   
  Cyclopean 
  Cyclops are giant-kin.  In ages past, a clan of giants schemed 
  and plotted against their god, the All-Father, seeking to raise 
  their station.  For their crime, the giants of this clan each lost 
  an eye, and with it the All-Father took back from them the 
  gift of foresight. 
  Bereft and aimless, cyclops wander the foothills, hunting and 
  raiding, yet forever incapable of raising their station. 
  Monocular Vision 
  Cyclops’ single eye robs them of the combat prowess of their 
  brethren, yet they remain formidable enemies.  Those normal 
  folk who have faced cyclops in battle and lived, learned 
  quickly to keep moving or be subject to their full strength. 
   
  
   
  Page 25 
   
  Ettins 
  Like cyclops, ettin are giant-kin.  And like their kin-folk the 
  cyclops, ettins tried, but failed, to treat with the gods. 
  Dissatisfied with their lot, they came up with a plan, like this: 
  “Problem iz, weez not smart enough.  We go to da All-Father, 
  and he’ll make us least twice as smarter!” 
  The results of their earnest petition were entirely predictable. 
  Bickering Cretins 
  The ettin’s extra head has created a belligerent and 
  argumentative figure, even on their own.  Maddened by their 
  constant antagonistic companionship and yearning fresh 
  company, ettins are unusually talkative. 
   
   
  Hill Giants 
  Hill giants are the lowest of true giants, just marginally higher 
  than ettin and cyclops. 
  Brutal and Brutish 
  Lairing in the hills and mountain foothills, hill giants live in 
  damp caves or rough-made mountain steadings. 
  From their bases, hill giants strike out at any and all targets; 
  lonely farmsteads, passing caravans, and even palisade-ringed 
  hill towns.  They raid for food and the satisfaction of their 
  own brutal self-importance. 
  Hill giants have a simple life philosophy; if it’s smaller than 
  you, take its stuff and eat it. 
   
  
   
  Page 26 
  GLADIATORS 
  From timeless stone stadia to dusty sand pits, gladiators fight 
  for money and glory. 
  Free Folk and Fair 
  The ruler of the vale and surrounding lands is distant, but 
  some decrees reach across the leagues. 
  Gladiatorial battles operate under franchise, with strict rules 
  that guarantee all combatants are free-folk, of sound mind, 
  and that the battles are to submission, not to death. 
  Exotic Entertainment 
  Gladiatorial 
  games 
  comprise 
  a 
  variety 
  of 
  themed 
  entertainments, including marquee duels between champion 
  and villain gladiators, battle-royales of half-a-dozen or more 
  combatants, re-enactments of historical battles, chariot races, 
  and battles against exotic beasts. 
  Travelling Shows 
  The smaller gladiatorial troupes are travelling circuses, moving 
  between towns and villages.  In larger cities, circuses hold 
  regular events in huge stadia.  In both cases the games are a 
  mix of contract combatants and brave locals who seek to make 
  their name in front of the masses. 
  Trial by Combat 
  Local community courts can direct the guilty to pay 
  reparations to their victims.  If the guilty cannot pay, they 
  may choose to enter the games to work off their debt. 
   
   
   
  
   
  Page 27 
   
   
   
   
   
   
  
   
  Page 28 
  GOBLINS 
  What goblins lack in size, they more than make up for with 
  sheer concentrated evil. 
  Never Trust a Goblin 
  While goblins value life little, they will also do almost 
  anything to preserve their own even for a moment longer.  
  They will lie, cheat, flee, and even throw their friends and 
  allies in front of a blade (or fireball). 
  Ruled By the Biggest and Meanest 
  Goblins only respect size and strength.  Goblin bands are 
  ruled by the largest and fiercest of their number, by one of 
  their larger kin, or even by a human depraved enough to exert 
  their will over such creatures. 
  Lairing in Caves and Tunnels 
  Goblins prefer to lair in labyrinthine caves, which they defend 
  with elaborate traps and snares.  Goblins set up staged sentry 
  points, then they fall back deeper into their lairs to lure 
  enemies into their traps.  However, goblins are also incredibly 
  lazy, so sentries are as likely to be asleep at their post as they 
  are to be doing their jobs. 
  Expendable Foot Soldiers 
  Goblins are a seemingly endless resource, somehow spawned 
  from pure chaos and evil and strewn across the varld to engage 
  in wanton destruction until their own glorious demise. 
   
   
  Goblin Names 
   
  Brak 
  Crot 
  Crump 
  Gleer 
  Glyg 
  Gnax 
  Gon 
  Gresh 
  Grox 
  Hik 
  Keeg 
  Krez 
  Kug 
  Nox 
  Nub 
  Pic 
  Pelk 
  Pok 
  Puk 
  Pun-Pun 
  Shosh 
  Slag 
  Smax 
  Smet 
  Snard 
  Splunt 
  Strag 
  Thag 
  Thras 
  Tubs 
   
   
  
   
  Page 29 
   
   
   
   
   
   
  
   
  Page 30 
  GORILLAS 
  Creatures large and small inhabit the forests and jungles of the 
  varld.  In the thick and steaming jungles of the west, the most 
  fearsome creatures are the gorillas. 
  Defenders of their Home 
  Fiercely territorial, gorillas are ferocious fighters whose 
  prowess only increases as their enemies grow in number. 
  Gorillas are equally at home on the ground and in trees.  They 
  make their homes in caves, cliffs, and towering treetop 
  canopies deep in the jungle. 
  King of the Jungle 
  In bustling jungle ports and trading towns, locals and visitors 
  speak of a legendary gorilla unlike all others; white of fur 
  instead of black, towering twice the height of a normal man, 
  and with four arms each strong enough to tear the limbs off 
  mature trees. 
  The legendary creature – the gorillian – is said to live in a lost 
  temple deep in the jungle.  The temple’s ancient secrets await 
  whoever can find a way past its guardian… 
   
   
   
  
   
  Page 31 
  GUARDS 
  While small settlements rely on sheriffs and constables to 
  maintain law and order, large towns and cities employ guard 
  companies. Private guards are also hired to protect travelling 
  caravans and nobles with an abundance of gold and enemies… 
  The Preservation of Order 
  By their nature, guards work to preserve the power and 
  position of their paymasters.  In towns and cities, they 
  maintain the order of the status quo.  In traveling caravans, 
  they work to ensure the safe passage of their employers.  In 
  the service of nobles, private guard contingents protect their 
  wealthy employers from the anger of the poor and 
  downtrodden, or the machinations of rich rivals. 
  Corruptible 
  Guards come to the service from all stations.  Some are low-
  born, seeking a decent living; others are born to high station, 
  but down the line for an inheritance. 
  The low, the high, and those in the middle are all corruptible.  
  Whether through greed or by blackmail, guards can be 
  compromised and bent to the will of others. 
  Watchers by Day and by Night 
  City guards maintain posts and patrol both day and night.  By 
  day they patrol the streets, watch from walls, and guard the 
  gates.  At night, the gates are closed, but men and women of 
  the city guard look out from walls and patrol the streets, alert 
  for any sign of lawbreakers working under the cloak of 
  darkness.  Distant screams, breaking glass, or quickening 
  footsteps draw their attention. 
   
   
   
  
   
  Page 32 
   
   
   
   
   
   
  
   
  Page 33 
  HELM KNIGHT 
  Like other constructs, helm knights are created by powerful 
  mages who imbue ordinary armor with potent magic. 
  Tireless Guardians 
  Due to the enormous resources required for their crafting, 
  helm knights are reserved for the most important tasks.   
  The creator of a helm knight uses a secret password to instruct 
  it.  Instructions may be to guard the inner sanctum of a mage’s 
  tower, protect a tomb filled with the riches of an extinct 
  family line, or tirelessly escort a living person. 
  Relentless Hunter 
  When fearing for their lives, mages have programmed their 
  helm knights to relentlessly track down and kill an individual 
  in the event of the mage’s death. 
   
  HYDRA 
  Hydra are monstrous three-headed magical reptiles. 
  Versatile and Formidable 
  Fearsome enemies, hydra can attack up to three opponents 
  with crackling magic, streaking fireballs, or rending bites. 
  Dormant, Not Dead 
  Hydraxis is known by many names; scourge of the vale, eater 
  of the future, and the slumbering one. 
  One-hundred and twelve years ago Rothgar, the last warrior 
  king of the Brecken Vale, did battle with Hydraxis.  Rothgar 
  managed to sever two of the beast’s ravenous heads, but could 
  not finish the job before the beast fled. 
  Hydraxis has lain dormant for a hundred years.  Its growing 
  power now draws other creatures, who search for its lair. 
   
  
   
  Page 34 
  KNIGHTS 
  Knights, both titled and self-styled, dedicate both sword and 
  life to the service of their principles or lord; whether kings, 
  queens, or another form of leader. 
  Under a Banner 
  Titled knights are traditionally given titles and lands by their 
  lord or inherit from their family.  With the title comes the 
  knight’s banner, which is the graphical symbol of their title.  
  Knight’s banners may be a family coat of arms, a graphical 
  device such as a fleur-de-lis or rampant dragon, or a 
  combination of shapes on a colored background. 
  Questing and Errant Knights 
  Heroic knights undertake arduous and dangerous quests to 
  prove their bravery and worth.  While some quests seek to 
  recover powerful relics from distant lands, knights have 
  entered the vale to tackle more immediate dangers, such as to 
  end the scourge of a rampaging wyvern. 
  Unlike questing knights, knights-errant rove the land in 
  search of adventure and worthy opponents. 
  Black Knights 
  Black knights paint their armor and conceal their banner.  
  These mysterious knights may be doing the evil bidding of 
  their lord, or have lost their lord, leaving them masterless.  A 
  black knight is a formidable adversary, well trained, well 
  armed, and without fear of retribution. 
   
  Knightly Orders 
  Ordinary warriors and titled knights may join orders like the 
  Knights of Bane or the Order of the Invincible Sun.  Such 
  orders, when large and wealthy enough, rival the standing 
  armies of established nation-states. 
  On the Hunt 
  Astride a white horse, Ser Anjon Morton rode into the 
  Brecken Vale.  His quest had taken him across hundreds of 
  leagues, from mountain peak to mountain peak, following a 
  trail of destruction left by the beast. 
  Now, ringed by towering mountains, he guides his mount 
  towards the distant town.  There he will seek assistance – from 
  any able-bodied soul – to track the creature to whatever lair it 
  now darkens. 
   
  
   
  Page 35 
   
   
   
   
   
  
   
  Page 36 
  KOBOLDS 
  Kobolds are tiny sniveling dragon-kin who worship their 
  larger dragon cousins. 
  Swarming Bullies 
  While a single kobold is little more than a nuisance, these 
  creatures travel in large packs that band together to bring 
  down larger foes. 
  Dragon-Winged Scrappers 
  While most kobolds have few hints of their draconic lineage, 
  some rare few are born with leathery wings.  While their 
  brethren stay on the ground, these airborne kobolds harry 
  their enemies from above. 
  Within the Dragon’s Lair 
  Kobolds are slowly yet inexorably drawn to the power of the 
  nearest dragon. 
  Metallic dragons who find their lairs infested with kobolds 
  barely tolerate their presence.  However, when these kobolds 
  find and inhabit the lair of a chromatic dragon, they are put to 
  work to do the dragon’s vile bidding. 
  Tributes 
  Kobolds raid and steal to gather tribute for their dragon 
  masters.  But greed also compels them to take for themselves, 
  building tiny hoards in imitation of their kin. 
   
   
   
  
   
  Page 37 
   
   
   
   
   
   
  
   
  Page 38 
  LIZARDKIN 
  Lizardkin are primitive scaly reptilian humanoids who inhabit 
  steaming jungles and swamps. 
  Primitive Societies 
  Lizardkin society is similar to human society, albeit in a 
  primitive form.  Kinfolk harness fire to forge crude, yet 
  effective, weapons and armor, and adorn themselves with 
  charms and talismans to gain favor from their gods. 
  Varied Scales, Varied Societies 
  The tribes of lizardkin are characterized by the color of their 
  scales, with greenscale kin living in jungles, blackscale in 
  swamps, and dragonscale for those who inhabit mountainous 
  regions close to their dragon cousins. 
  Lizardkin are neither inherently good or evil, nor creatures of 
  chaos or order.  The one defining characteristic of their 
  societies is that most lizardkin reject contact with other 
  groups, preferring to remain with their own kind. 
  Rare Adventurers 
  Lizardkin commonly speak draconic.  A rare few leave their 
  communities to trade or venture with other races.  These 
  lizardkin learn the common tongue, but live with rampant 
  xenophobia from other races. 
  River Raiders 
  Like many reptiles, lizardkin are comfortable in water and can 
  hold their breath for several minutes.  These scaly kin use this 
  ability to stage raids on riverside settlements. 
   
  Fierce Marauders 
  Unlike some belligerent inhabitants of the vale, lizardkin are 
  almost as intelligent as human-folk.  In times of strife, their 
  war chiefs are cunning strategists, and the battle-prowess of 
  ordinary lizardkin is legendary.  Many an opponent has been 
  felled by an unexpected strike from one of these creatures’ 
  whipping tails. 
  Shaman Leaders 
  While warriors lead raids and defense of lizardkin settlements, 
  shamans are the true leaders of each tribe.  These shamans 
  claim divine guidance from their scaled gods.  Normal 
  lizardkin are highly superstitious, and their fear of magic 
  makes them easy to manipulate. 
   
  
   
  Page 39 
   
   
   
   
   
   
  
   
  Page 40 
  MINOTAUR 
  Minotaurs are fierce beasts whose sole purpose is to hunt and 
  devour those who trespass in their infernal mazes. 
  Mythical Beasts 
  The origin of these beasts is lost in the mists of time.  Perhaps 
  they are the abominable fusion of man and beast, the physical 
  manifestation of infernal rage and ferocity, or the monstrous 
  result of a failed ritual that sought to imbue beastlike power 
  into mortal men. 
  Masters of Mazes 
  Minotaurs care for only one thing; the thrill of hunting other 
  creatures.  They retreat to tangled cave systems, overgrown 
  forests, winding alleys, and maze-like ruins.  Here, minotaurs 
  use treasure to lure the brave or foolish into their labyrinths. 
   
   
   
  
   
  Page 41 
  MUMMIES 
  Mummies are the petrified remains of pharos, pharae, and 
  their protective guardians.  They lie dormant for hundreds or 
  even thousands of years, until disturbed. 
  Terrifying Remnants 
  Most who venture into the great tombs are never seen again.  
  Some lucky few emerge alive, reporting terrifying creatures 
  that wield vile arcane power.  Still fewer emerge alive bearing 
  precious jewelry, lost scrolls, and ancient scepters. 
  White Peaks on White Sea 
  At the far northern reach of the White Sea lies the fertile river 
  delta of the Gyptian people.  In ancient times, the pharos and 
  pharae of the Gyptians built soaring temples and monuments 
  to inter their dead. 
  These temples and monuments were constructed from shining 
  white marble.  Quarried in distant lands, it was hauled and 
  shipped across roads and seas, then stacked into gleaming 
  white edifices. 
  Temples and Tombs 
  Gyptian tombs were constructed with trap-laden passages and 
  hidden chambers to protect the innermost treasure chambers 
  and burial rooms.   
  Gold-gilt sarcophaguses are tempting lures for greedy 
  graverobbers, but they contain a terrifying surprise. 
   
   
   
  
   
  Page 42 
   
   
   
  
   
  Page 43 
  PIRATES 
  Whether running black sails or flying a skull flag, the signs of 
  a pirate vessel strike fear into seafarers and landlopers alike. 
  Rabble 
  Pirates come from all corners of the varld.  Pirate bands are 
  places where anyone can find their place, where strength, skill, 
  guile, and flexible morals are more valuable than family lineage 
  or authority from remote rulers. 
  The Land with No Lord 
  The civilized lands are places where order has displaced chaos, 
  pushing back the darkness just far enough to carve out a 
  farmstead, a hamlet, a village, a town, or a city. 
  But the sea knows no order, and no king has tamed its chaos. 
  Sea Wolves 
  Pirate crews ply the open seas, preying on shipping and, 
  occasionally, venturing onto land to raid coastal settlements.  
  Pirates spend their plunder carousing at ‘free’ ports, before 
  setting sail to again raise their fortunes. 
  Those pirate ships that don’t dock at free ports hold other 
  harbors, whether hidden coves, cliff-bound caves, or floating 
  raft-wrecks. 
  Ghost Ships 
  One side effect of stealing and spending a great deal of looted 
  treasure is that pirates accumulate a huge range of boons, 
  banes, and curses. 
   
   
   
  
   
  Page 44 
   
   
   
   
   
   
  
   
  Page 45 
  RATLINGS 
  Ratlings are either rats mutated into humanoids, or humanoids 
  mutated into rats; no one knows for sure. 
  Pink-Footed Soldiers 
  In the depths of the Darkenwold Woods ratling swarms live in 
  burrows and caves.  Like their smaller brethren, ratlings are 
  easily controlled by larger and meaner creatures.  Ratling 
  swarms are often pressed into the service of other woodland 
  kinds for their own nefarious ends. 
  Vermin of the Highest Order 
  The problem with ratlings is that their cowardice is legendary.  
  While a battle is in their favor they are formidable warriors, 
  but the moment the tide turns they turn tail and scamper. 
   
   
   
   
   
  
   
  Page 46 
  RATS 
  Rats are ubiquitous vermin, the bane of basements 
  everywhere. 
  Expand to Fill Available Space 
  Rats exist at the fringes of civilization, in dark corners of 
  basements, ship holds, and sewers, where they scavenge for 
  scraps, and occasionally snatch a cat or small child. 
  The Bigger the Badder, and Worser in Pairs 
  Normal sized rats are a pest.  Giant rats, however, are more 
  than a pest.  More dangerous still are giant rats corrupted by 
  the chaotic forces, dire rats, and those unique rats that have 
  attained a semblance of intelligence and cunning; the king rat.  
  The danger posed by powerful large rats is multiplied when 
  they are encountered in numbers, as each encourages the other 
  to heightened viciousness. 
   
   
   
   
  
   
  Page 47 
  SCORPION 
  Scorpions, both normal-sized and giant, are endemic to the 
  sandy wastes of the White Sea. 
  Giant Predators 
  Travelers of the trade roads across the White Sea are ever-alert 
  for the tell-tale skittering of these predators.  Giant scorpions 
  bury themselves under the sand then emerge when they detect 
  the tremors of creatures moving nearby. 
  Underground Lairs 
  Giant scorpions have been known to bring down entire 
  caravans, but prefer to snatch up a quick meal then retreat to 
  their underground lairs.  Once there, giant scorpions paralyze 
  their prey and leave them on high ledges or in deep pits while 
  they deal with any other intruders. 
   
  SEA SERPENT 
  The waters south of the Brecken Vale belong to Leviathan. 
  Bane of the Ice-Bound Sea 
  Ships plying the frigid waters to the south of the Brecken Vale 
  contend not just with drifting icebergs, but also the scourge of 
  the Ice-Bound Sea; Leviathan.  Some make grizzly offerings to 
  this terrible beast in a desperate attempt to appease its hunger. 
  Ice-Bound Lair 
  Leviathan lairs in a massive drifting iceberg, its interior 
  hollowed out to form an enormous crystalline cavern.  The 
  cavern is filled with the remnants of Leviathan’s fury; 
  shattered hulls of unlucky ships, crates spilling precious cargo, 
  and the carcasses of half-finished meals. 
   
   
  
   
  Page 48 
  SKELETONS 
  Animated by dark necrotic magic, skeletons rise from their 
  graves and stalk the dark corridors of ancient tombs. 
  Stirred By Malevolent Forces 
  Intentionally or unintentionally, these skeletal remains are 
  infused with necromantic magic which animates their bleached 
  bones and weeps from their empty eye sockets. 
  This necrotic power can be the result of a blood ritual to raise 
  skeletal guardians to tirelessly guard a rich family’s tomb. 
  In other cases, residual magic, treacherous deeds or pervasive 
  evil spontaneously manifest in nearby remains. 
  Tireless Guardians 
  When raised by necrotic magic, skeletons are given simple 
  instructions which they follow to the best of their ability. 
  Skeletons that rise unbidden have no master, nor any 
  instructions to follow.  Such skeletons have only one goal, to 
  find and destroy living creatures. 
  Undead Armies 
  Human skeletons are those most frequently raised, usually 
  due to abundant and convenient supply.  Other types of 
  skeletons are raised by creative necromancers or by 
  circumstance, such as in the aftermath of ancient battles where 
  fields are strewn with unusual beasts and animals. 
   
   
   
  
   
  Page 49 
   
   
   
   
   
  
   
  Page 50 
  SLIMES 
  All manner of foul creatures inhabit the varld.  Most foul 
  creatures walk on two legs, some on four, but a rare few have 
  forms more bizarre. 
  Overgrown Mould 
  Slimes are primeval creatures, a legacy of the earliest times 
  when forgotten gods imbued simple moulds with a mocking 
  semblance of life. 
  Slimes roam the dank and dark places, devouring anything in 
  their path, living or dead.  Once fed and grown large, these 
  creatures split in half and slink away to find more food. 
  Introduction to Alchemy 
  Alchemists and apothecaries have long sought the secret 
  ingredients of life.  Many naïve dabblers conduct their failed 
  experiments and then break the cardinal rule of brewers: 
  Never pour potions into the sewers. 
  Darkness ‘Neath Rivenshore 
  Rivenshore is built on the ruins of an older town, which was in 
  its turn built on the ruins of an ancient city destroyed in a turn 
  of the great wheel. 
  Beneath these fossilized town layers lie the ancient sewers, 
  viaducts, and cisterns of that extinct city.  Unbeknownst to 
  the common townsfolk, the water that feeds Rivenshore’s 
  town well flows from these ancient works. 
  And there, in those antique vaults, mired in putrid sludge and 
  discarded magical ingredients, move primordial creatures in 
  search of something to fill their hunger. 
   
   
   
  
   
  Page 51 
  SNAKES 
  Giant snakes inhabit the jungles and forests of the varld. 
  Venomous Species 
  Smaller snakes may not pose a physical danger to larger 
  creatures, but all snakes – large and small – have venom 
  powerful enough to bring low even the strongest foes. 
  Feared and Worshipped 
  The largest and most powerful of these terrible animals are 
  feared by those who live in their domain, but worshipped as 
  gods by snake cultists and people of scale. 
  Snake cultists capture wild snakes, the bigger the better, and 
  bring them to their temples.  Here, the revered snakes are 
  offered gruesome sacrifices to gain favor for their fervent 
  worshippers. 
   
   
   
   
  
   
  Page 52 
  SPIDERS 
  It is an unfortunate traveler who fails to notice the thick webs 
  that warn they have stumbled into a spider’s lair. 
  Web-Bound Lairs 
  Giant spiders – eight-legged freaks that they are – hunt in 
  their lairs to provide food for their queen’s brood. 
  Their prizes are paralyzed, wrapped in webbing, and laid close 
  to pulsating egg-sacs.  When the sacs hatch, hundreds of tiny 
  spiders emerge and feast on their waiting meals. 
  Scurrying Legs 
  Spider colonies include a single spider queen, a grotesquely 
  grown spider of immense power.  In spite of her size, this 
  spider queen, like all of her brood, is equally mobile on the 
  ground and on cavern walls and ceilings. 
   
   
   
   
  
   
  Page 53 
  TENGU 
  These winged creatures are the harbingers of war. 
  Nests in the Clouds 
  Cloud-bound peaks are the tengu’s home.  Here, they soar on 
  gusting winds to hunt their prey, roost in massive nests, and 
  brood clutches of eggs. 
  From these mountains, tengu war-bands fill the skies as they 
  descend from the heights to join battle. 
  Warbringers or Guardians 
  The appearance of tengu preceding war raises the question; do 
  they bring the war or protect the peace.  When tengu are 
  spotted, some turn their spears to their mountain homes while 
  others turn their spears away in search of the real threat. 
   
   
   
   
   
  
   
  Page 54 
   
   
   
   
   
   
  
   
  Page 55 
  WATER BEAST 
  In oceans, bays, and rivers, in dark still lakes, in gentle ponds, 
  and in bright oasis waters, swim beasts with vicious jaws and 
  ravenous appetites. 
  Safe Shores 
  Many travelers believe they are safe from these creatures if 
  they stay on dry land.  Those travelers, whether relaxing by 
  the shore of a lake, tending the rigging of their boat, or fishing 
  from a riverside outcrop, may not notice the water beast’s 
  head as it rises from the water.  And then it’s too late. 
  Toxic Maw 
  The bony maw of the water beast festers with toxic secretions.  
  Anyone bitten by the creature, or struck by its arcing globs, is 
  immediately weakened by the vile substance. 
   
   
   
  
   
  Page 56 
  WEASELS 
  Weasels, along with foxes and ratlings, are power-hungry 
  woodland creatures. 
  Woodland Scourges 
  Weasel-kind are fierce warriors who think nothing of the 
  other woodland kinds.  Bands of weasels roam the deep 
  woods, raiding villages, stealing and burning all they find. 
  Raids complete, weasels retreat to their caves and warrens, 
  split their spoils and laze with full bellies.  Soon enough their 
  loot is spent and their bellies begin rumbling once more. 
  Tussle for Power 
  All agree the ratlings are sniveling minions.  Weasels and 
  foxes, however, are both allies and rivals in their ambition to 
  rule their woodland realm. 
   
   
   
   
  
   
  Page 57 
  WEREWOLF 
  The clouds part, a rounded moon shines through for a brief 
  moment before the clouds close in again.  Scant light fades, 
  replaced with a deep growl that rumbles from the closing 
  darkness… 
  The Beast Within 
  Werewolves, like other lycanthropes, are folk infected with a 
  plague that loosens the bars that cage their inner animal.  
  Unleashed, the animal erupts in frightening rage and hunger. 
  In the Light of the Full Moon 
  Lycanthropy is transmitted when an infected animal injures a 
  normal person.  The curse first manifests in the light of the 
  full moon.  Over time, those infected can exert control over 
  their curse, and may even learn to master the ability to shift 
  between humanoid, hybrid, and full wolf forms. 
   
  WOLVES 
  Wolves, and chaos-grown dire wolves, roam the varld. 
   
   
  
   
  Page 58 
  WRAITH 
  Wraiths are ghost-like undead strong enough to manifest a 
  terrifying physical form. 
  Endless Desecration 
  Like ghosts, wraiths are the remnant spirits of the living.  In 
  life, these fiends dedicated themselves to a malevolent goal.  In 
  death, when this task is left unfinished, their spirit rises to 
  continue its foul work. 
  Defiler of the Living 
  The wraith’s shadowy cowl is enough to terrify even the 
  bravest of heroes.  Heroes know true fear when they witness a 
  wraith’s spectral hand draw the life force from a living creature 
  and twist that vitae to heal their own evil bodies.  How do you 
  defeat a creature that rebuilds its strength as yours wanes? 
   
  WYVERN 
  Wyverns are two-legged flying dragon-kin with a piercing tail 
  that drips with potent venom.  
  Unbridled Power 
  The longevity and intelligence of dragons mitigates their sheer 
  power, 
  preventing 
  them 
  from 
  simply 
  razing 
  nearby 
  settlements and devouring all inhabitants.  Wyverns, however, 
  are wild creatures with animal intelligence and a ravenous 
  hunger, so their power is unrestrained. 
  Apex Predators 
  Wyverns are the ultimate predators, their lairs overflow with 
  the shattered remains of their prey.  Their only threat is from 
  humanoids, and even then it takes several extraordinary 
  individuals (or an entire town) to bring down such a beast. 
   
  
   
  Page 59 
  ZOMBIES 
  Necrotic magic compels these dead bodies into ghastly life. 
  The Wakened Dead 
  When the living are struck down by dark powers, or where 
  necromancers weave their vile magic, the dead shake loose 
  their shackles and rise to slake their insatiable hunger. 
  Relentless and Hungry 
  Zombies wander in search of any creature to devour, be it 
  birds, beasts, or humans.  They cannot be reasoned with, and 
  they never tire. 
  The only way to stop these relentless creatures is to destroy 
  their bodies.  However, their bodies are already dead, so 
  zombies can only be downed by an attack that destroys what 
  remains of their rotting brains. 
   
   
   
   
  
   
  Page 60 
   
   
   
  
SOURCE: textdata/thevault/Kid Friendly/Hero Kids/Monster Compendium.pdf