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505 creatures
- AamanArch demon of war, violence and physical force, called The Destroyer and bodyguard to Mephistopheles, master of every weapon and never defeated. His 20-foot aura of hatred drives those within into indiscriminate berserk rage; summoned, he grants a wish or fights one enemy.
- AbarOne of the Old Gods, embodied as the rain; the god of harvest.
- Abara Witch CultA primitive black magic cult of Oguanabara in Tamoanchan, led by witch doctors of the head-hunting Abara tribe. It makes necromantic fetishes (shrunken heads, hands of glory, monkey paws) and has followers even in civilized lands.
- AcephalosA giant maggot-like blood-drinking leech found in swamps, jungles, brackish water, underground pools and sewers. Its barbed jaws cannot be pried loose until it has fed, and its bite scars and may cause deadly blood disease.
- AdderReptile/amphibian (level 1): 26-36 in venomous snake, also found in mountains.
- AegirThe 'Black Horror of the Swamps': shaggy, often one-eyed water giants twelve feet or more tall with webbed-looking hands and feet, dim but cunning, living in air-filled underwater caves of swamps, lakes and coasts. Related to cyclopes, they prey on aquatic life and sometimes on people ashore, and are declining as men spread.
- AesirGood-hearted, emotional giant warriors of hills and mountains, descended from the Jotun but smaller and brighter, and fine sailors. Living in sod-roofed lodges within earthwork walls, with shaman warrior-healer-storytellers, they love dwarves as 'little brothers' and hate goblins, trolls, ogres, Jotun and Fomorians.
- AfitiHuman spell casters slain by ghouls who rise as ghoul-like undead with their former level of ability but no further advancement except by feeding. Often driven insane, they must eat humanoid corpses or crumble to dust after thirteen weeks, and fill animals and people with dread.
- Ahl-At-RabWarlike, nomadic desert saurians known as "sand devils", the Ahl-At-Rab stand about six and a half feet tall, with scaly tan-to-brown hides and a fin-like crest, and ride tamed giant lizards they call sand dragons. They relish combat, usually fight to the death, eat those they slay and keep captives as slaves or future food, yet are thought to be a dying race.
- Air ElementalA huge cloud-shaped figure that appears in a whirlwind above its summoner and knows all wind and storm magic. It can grant fair sailing winds, raise or calm storms, join a water elemental to create a Tempest, and attack as a whirlwind.
- AlastorThe commonest minor devil, an imp-like 'evil genius' prized as a familiar for its cunning. It serves as advisor to gargoyle hordes and go-between for devil orders, but twists commands it dislikes unless its master regularly does evil or malicious deeds.
- AlicantoA timid nocturnal forest bird that eats silver or gold (matching its plumage) and can sense its metal from a hundred feet. Hunted for its prized feathers, it will gorge on coins until it cannot fly and may be near extinction.
- AlligatorReptile/amphibian (level 5): Up to 19½ ft, aggressive, hunted for its hide.
- AllosaurusDinosaur: Fast, fierce two-legged predator over 25 ft long.
- AlpacaLand mammal (level 2): Small camel relative, hunted or herded for its fine wool.
- Amethyst Rock PythonReptile/amphibian (level 4): Tree-dwelling, nocturnal constrictor up to 21 ft.
- AnacondaReptile/amphibian (level 5): Water-dwelling constrictor up to 26 ft (spelled 'Anconda' in the table).
- AndamanBeast-men created by First Age Atlantean sorcerers, with furred humanoid bodies and animal heads, now dwindling because many of their young are born as mere animals. Grim, loyal and fierce, they work as guides and scouts and often hate Atlanteans.
- AndromeleusThe Arch Devil of theft, who will steal any one desired object or name whoever committed a theft.
- Animals of the Atlantean World: overviewThe native animals of the antediluvian world, in land mammals, reptiles and amphibians, marine creatures, birds and dinosaurs, each with game ratings and brief notes.
- AnkylosaurusDinosaur: 15-18 ft armadillo-like dinosaur with a heavy clubbed tail.
- AraquielThe Irin who knows every being living on or under the earth's surface.
- Arch Demons: overviewSeven arch demons rule the demon hordes under Mephistopheles, appearing when called by names given them by ancient races, since their true names are known only to him. Their price is a one-third claim on the summoner's soul, and each grants one wish or a signature service.
- Arch Devils: overviewThirteen Arch Devils answer only to Asmodeus. Lacking any true form, they appear as they please; summoned, they grant wishes for a future favor or perform services within their own specialty in return for a pledge of loyalty to Asmodeus.
- Archelon IschyrasDinosaur: Giant 15 ft sea turtle.
- ArcitenusTwo-headed centaurs, larger and stronger than ordinary centaurs, considered by some their brutish ancestors; a popular legend recorded by Chiron makes them bodyguards created by a tyrant magician. More savage, ugly and destructive than centaurs, they rarely use advanced gear, are less common, and roam in small migratory bands.
- ArmarosThe Irin of spells and rituals, who will teach one spell to a summoner of high enough level.
- Armored CatfishMarine creature (level 1): 3 in fish whose bony plates (like plate mail) protect it.
- Arrow-Poison FrogReptile/amphibian (level 1): Tiny (1½ in) frog whose skin poison is used on arrows.
- ArzoriOne-eyed winged Hantu, called wind daemons, that seldom land and whose wind-like screams can drive men mad.
- AshOne of the Old Gods, embodied as the mysterious one; the god of time, luck and secrets.
- AsmodeusRuler of the devils and rival of Mephistopheles, of unknown power. Where the demon lord seeks destruction, Asmodeus seeks control, buying souls through greed; he usually appears as a charismatic, handsome horned humanoid and likes high-stakes wagers.
- AspReptile/amphibian (level 1): Very venomous snake up to 30 in, active by day and night.
- AstorathArch demon of oppression, The Imprisoner, keeper of timeless dungeons holding Mephistopheles' enemies. An unstoppable tracker immune to bonds, with a hopelessness aura, an ensnaring whip and a third eye that sees into any plane; summoned, he grants a wish, frees a captive or takes a prisoner away.
- Asura'Pit Devils', the largest greater devils, guard and serve the Arch Devils and oversee Asmodeus' slave pits and mines, delighting in tormenting the damned. They wield will-draining whips, claws and a constricting tail; a few have feeble wings.
- AtlasEarth god of the Atlanteans, standing for strength and solidity; his priests may learn any earth-related elemental spell.
- AttaOne of the Old Gods, embodied as the bear; the god of strength and ferocity.
- AurochsLand mammal (level 4): Wild forerunner of the domestic ox; hunted for meat, and the bulls are very fierce.
- AzazelThe Irin of craft, knowing how every tool and item, magical or mundane, is made.
- BaalArch demon of storms and the elemental forces, a 24th level warlock who casts any elemental spell at will, radiates cold, heat or lightning, is immune to elemental attack and can fly. Summoned, he grants a wish or unleashes a natural catastrophe over a one-mile radius.
- BaboonLand mammal (level 2): Lives in organized troops that hunt as packs; dangerous when provoked.
- BakruMalign, foot-high faery folk of tropical forests and jungles, feared by superstitious locals. Living in nomadic clans, they ride trained rats, weasels and prized mongooses, milk snakes to poison their needle spears, and raid camps by night for food and especially gems, sabotaging gear; some tribes pay them tribute in snakes, herbs and spices.
- BalaamThe Arch Devil of prophecy, answering one question about past, present or future.
- BalahaRadiant winged horses of the higher planes, associated with and ridden by the Deva. Normally ethereal, they rarely become stranded on the material plane, where they can occasionally be tamed; Aeetes of Colchis recorded part of a Divine Magic summoning.
- BaraquelThe Irin of astrology, able to see into past and future.
- BarbatosThe Arch Devil of creature-lore, answering a question about any being other than devils.
- BarracudaMarine creature (level 4): Extremely fierce and aggressive, up to 6½ ft.
- Barrow WightProbably a variant of ghoul found in the tombs of great lords, less corpselike and strongly light-averse, that feeds by draining life force through touch. Intelligent and able to speak, many know black magic or mysticism, and some use illusions to lure travelers.
- BasiliskThe eight-legged 'King of the Serpents', whose gaze petrifies (itself included, hence mirrors), whose breath and touch kill, and whose venomous blood can travel up a weapon into its wielder. Solitary and dim, it is destructive rather than malicious.
- Bat HorinThe foulest lesser devils, living shadows with glowing red eyes who spy on other devils for their greater masters and lurk near graves to snare the souls of the newly dead. Their claws cause blood-poisoning, and bright light weakens them.
- Bear (Black)Land mammal (level 3): About 5 ft long and 260-550 lbs; not aggressive.
- Bear (Brown)Land mammal (level 5): 5-8 ft long, 200-770 lbs, and dangerous.
- Bear (Grizzly)Land mammal (level 6): 7-9 ft long, 450-1000 lbs; a night hunter of extreme ferocity.
- Bear (Polar)Land mammal (level 5): 7-9 ft long, 650-1700 lbs; strong swimmer, quick and potentially dangerous.
- Bearded VultureBird (level 3): Can live for weeks on bones alone.
- BeaverLand mammal (level 1): Builds dams and lodges; trapped for its fur.
- BehemothThe largest saurian, up to 200 ft. long, which hibernates underground for up to 70 years, then rampages for seven days eating everything organic before burrowing again. Mindless and immune to magical influence, it is nearly extinct.
- BelialThe Arch Devil who supplies lesser devils as familiars, at a steep price.
- BighornLand mammal (level 3): Wild sheep in big flocks; rams carry huge spiral horns.
- Bird of ParadiseBird (level 1): Much sought for its beautiful plumage.
- BisonLand mammal (level 5): 7-11 ft long, 950-2,900 lbs; hunted for hide, meat and horns.
- Black BuckLand mammal (level 2): Small antelope hunted for its horns; a 50 mph runner and fine jumper.
- Black CaymanReptile/amphibian (level 4): Very aggressive black alligator up to 16 ft.
- Black MysticsA small but influential mystic order of Himvati feared for its necromantic interests and rumored ties to the Assassins; sensible folk avoid their mountain temples.
- Black VultureBird (level 2): Very numerous eater of carrion and refuse.
- Boa ConstrictorReptile/amphibian (level 3): Tree-dwelling constrictor up to 15 ft with a nasty bite.
- BoggartThe most spiteful of the Sidhe: wrinkled, old-man-like faeries of woods and swamps who can recolor their skin to vanish into any natural setting. They set booby traps, trail travelers for days pilfering valuables, hide their loot in holes too small to follow, and use a few spells a day to confound would-be captors; solitary, they mostly talk to themselves and usually lie.
- BoomslangReptile/amphibian (level 1): 15 in, highly venomous, often in trees.
- Boutu (River Dolphin)Marine creature (level 6): 8-10 ft, intelligent; some are tamed to catch fish.
- BrachiosaurusDinosaur: 60 ft, 80+ ton plant-eater of lakes and swamps.
- BrontosaurusDinosaur: 70 ft plant-eater of swamps, lakes and marshes.
- Bush MasterReptile/amphibian (level 3): Very venomous snake up to 10 ft.
- BushbuckLand mammal (level 2): Small solitary antelope that fights when cornered.
- BushpigLand mammal (level 2): 4 ft, 110-230 lbs; forages by night and keeps near water.
- BustardBird (level 3): Big, timid ground bird; runs fast but flies poorly.
- CacodaemonThe most powerful and fearsome greater demons, over nine feet tall with leathery wings, ram horns, serpent tails and iridescent scales equal to magical plate. Minor demon lords ruling slave armies from volcanic fortresses, each bound by fear to an arch demon; summoned for a slave to carry victims off to eternal imprisonment or keep things safe.
- Camel (Bactrian)Land mammal (level 3): Two-humped pack and transport beast with a stubborn nature.
- Camel (Dromedary)Land mammal (level 3): One-humped camel bred for speed.
- Cane RatLand mammal (level 1): Big rodent (2 ft, 15 lbs) that some tribes eat.
- Cape BuffaloLand mammal (level 4): Herds of 20-200; very dangerous if provoked.
- CapuchinLand mammal (level 1): Small (12-15 in) clever monkey, an agile climber that makes a good pet.
- CaracalLand mammal (level 2): The 'desert lynx'; trainable as a hunter of birds or gazelle.
- CaribouLand mammal (level 3): Lives in huge herds; hunted for meat, hide and horns.
- Carrion CrowBird (level 1): Omnivorous scavenger, aggressive when breeding.
- CascabelReptile/amphibian (level 3): Very venomous rattlesnake up to 5 ft.
- CatLand mammal (level 1): Kept as a pet and held sacred by some religions.
- Cave FishMarine creature (level 1): Blind 3 in cave fish that navigates by vibration.
- Cave TrollThe largest troll, ten to twelve feet tall with green scaly hide and pupil-less, blind eyes, whose origin is disputed (troll-reptile crossbreed, or stone animated by black magic). It senses vibration, uses bat-like sonar and smell, tunnels through rock with great speed, frenzies at the smell of blood, and turns to stone in daylight; too stupid to be useful as a captive digger.
- CentaurNomadic horse-bodied humans of grasslands and mountain valleys, found in most temperate lands though they dislike the sea. Vegetarian but voracious, they move on after stripping an area; fierce raiders who seize liquor and women, though some bands are sophisticated and well armed.
- ChangelingChildren of an Arch Devil by a human spell caster, Changelings advise the Arch Devils and liaise with mankind. Mind-reading shapeshifters, they can perfectly impersonate anyone they have seen and are swapped for children or important people.
- CheetahLand mammal (level 3): The fastest animal (43-56 mph) but with little stamina.
- ChimeraAn exceedingly rare sorcerer-made monster with lion, goat and dragon heads, lion foreparts, goat hindquarters, serpent tails and bat wings, breathing fire and able to burst into flame. Cunning though not intelligent, it is nearly impossible to trick.
- ChimpanzeeLand mammal (level 2): Intelligent ape; some use tools or throw sticks and stones at enemies.
- Climbing PerchMarine creature (level 1): Can cross dry land at up to 100 yards an hour.
- CoatiLand mammal (level 1): Raccoon-like and aggressive, though the young tame easily.
- Common Greater DemonLarge, muscular, hideous greater demons that serve arch demons as enforcers over weaker demons and fight with fangs, claws and horns, fearless because death away from home may earn them rebirth as empusa or kalkydri. Summoned for a living victim (or a generous 10,000+ gp gift), they perform one nearby service or a limited wish.
- Common Lesser DemonGoat-like humanoid demons that are strong, cruel, habitually lying and undisciplined, fielded in huge armies against devilkind. Summoned for a small animal or 200 gold pieces, they will obey a single simple command.
- Common TeguReptile/amphibian (level 2): Edible 4 ft tree lizard that fights if cornered.
- ConchMarine creature (level 1): Edible shellfish; some island tribes use the shell as a cestus.
- CondorBird (level 5): Biggest carrion bird (10 ft wingspan); keeps away from people.
- CongerMarine creature (level 4): Edible, voracious 4-10 ft river eel that attacks large prey.
- Coral SnakeReptile/amphibian (level 2): Venomous, banded red, yellow and black, up to 3¼ ft.
- CormorantBird (level 1): Seabird that can be trained to catch and fetch fish.
- CoyoteLand mammal (level 2): Wild-dog-like, found in pairs or family groups rather than packs.
- Crocodile (Styx)Reptile/amphibian (level 6): Aggressive, up to 20 ft, with hide as tough as chain mail.
- Crowned Hawk EagleBird (level 5): Fierce raptor big enough to take gazelles, monkeys and snakes.
- Cult of SefarA Gorgon-only black magic order based in Gorgos that almost toppled Hesperia in its Golden Age. It seeks to spread Gorgon influence and destroy Hesperia, attacking Hesperian colonies and ships.
- Cults, Fraternal Orders, and Secret Societies: overviewMany hidden religious, political and magical brotherhoods exist in the Second Age; most are minor, but the book lists those with real regional influence.
- CyclopsSavage one-eyed giants ten feet or more tall, living in loose tribes on islands and temperate coasts, herding sheep and goats and relishing human flesh. Slow-witted and intolerant, they attack suspected trespassers with clubs and boulders; their myths claim they were divine craftsmen banished from heaven, while men tie them to the sea or to the Fomorians.
- DantalionThe Arch Devil of hidden thoughts, answering one question about any creature's secret mind.
- Demon LocustThe largest and strongest lesser demons: giant winged insects with human-like faces, spiny legs and yellow-to-green shells, serving as aerial troops against devilkind. Their acidic venomous bite, armor-rending forelegs and loud buzzing make them feared; they serve for an offering of small animals.
- Demons: overviewThe hordes of the abyss, chaotic and cruel, ruled by Mephistopheles, who would destroy even his own realm to bring down creation.
- Desert MonitorReptile/amphibian (level 3): 4 ft lizard that swallows small animals whole.
- DevaLesser divinities and heralds of the good and neutral gods, radiant 'beings of light' with thirty-foot wings, seen only in male form. They hold complete knowledge of Divine magic and Celestial Vision, and appear only when a god answers a mortal's need.
- Devil FishMarine creature (level 3): Harmless plankton-eater with a 7-8 ft wingspan, frightening to look at.
- Devils: overviewDevils fell from the heavens with Asmodeus into the nine hells of Hades. Unlike demons, they want less to destroy mankind than to gather human souls into their realm.
- DholeLand mammal (level 3): Wild dog of Jambu that hunts tirelessly in packs of 5-30.
- DimetrodonDinosaur: 9 ft four-legged, sail-backed flesh-eater.
- Dinosaurs: overviewDinosaurs use the same animal format (the table has no level column); their INT is 1-4 at best and PER 9-19.
- DiplodocusDinosaur: 80 ft plant-eater living mostly in swamps.
- DolphinMarine creature (level 7): Intelligent, travels in groups of 10-20 and will attack sharks.
- DonkeyLand mammal (level 2): Sure-footed pack animal or mount needing little water.
- DruasThe most mysterious of the humanoid races, the Druas have no homeland of their own; elf-like in build, they have coal-black skin, white hair and silver-flecked steel-gray eyes. Dreamy and long-lived, most lean toward neutrality and all possess innate psychic powers, while a dwarven tale ties them to the sunken land of Talislanta.
- DryadWood nymphs: female Sidhe who dwell inside trees in forest regions by means of elemental magic. Shy and raised to fear men's advances, which puts them constantly at odds with lustful satyrs and centaurs, though now and then one approaches an attractive male.
- DwarfThe most civilized of the underground peoples and one of the oldest humanoid races: stocky, bearded (both sexes), dour, and devoted to mining and smithing. Wars with trolls and goblins have left few large clans.
- Eagle-OwlBird (level 3): Largest owl (5-6 ft wingspan); avoids people.
- Earth ElementalA giant of earth and stone that rises with a tremor within 100 feet of its summoner. It knows all magic of earth and growing things, gladly destroys man-made structures out of hatred for miners and quarriers, and fights with fists or hurled rock.
- Earth GnomeSeven-foot, gnarled humanoids of earth, root and stone who move through the ground as through air but crumble if they lose contact with it. They form a close-knit nation under a gnome-king who must be persuaded, bribed with precious metals or bound.
- Earth SpiritHairless nature spirits colored like their soil or stone, who watch every creature moving through their ground and will answer three questions.
- Eastern DragonA benign, wingless, golden serpentine dragon over fifty feet long that speaks, reasons, casts spells of mysticism and flies by levitation. It values wisdom and truth, stays aloof from men, but sometimes protects a village in return for offerings.
- EfreetiThe red-skinned Jinn of elemental fire, who arrive wrapped in a cloud of acrid smoke. They command the magic of their element; the book names the best-known of their kind.
- EgretBird (level 1): Valued for its fine plumes.
- ElasmosaurusDinosaur: 50 ft long-necked sea reptile, extremely fierce.
- Electric CatfishMarine creature (level 1): Up to 3¼ ft; can discharge up to 350 volts once or twice.
- Electric EelMarine creature (level 3): Up to 9 ft; discharges up to 500 volts.
- Electric RayMarine creature (level 2): Up to 3 ft with a weak (50-60 volt) shock.
- Elephant (Dravidian)Land mammal (level 5): 18-21 ft long, 9500 lbs; readily tamed as a mount or beast of burden.
- Elephant (Gondwanan)Land mammal (level 5): Up to 15,000 lbs with tusks up to 224 lbs; bulls can be very dangerous.
- ElfGraceful, very long-lived descendants of the Sidhe, closest kin to the Oreads, found as wood, mountain, aquatic and high elves. Their low birth rate and human expansion have shrunk their numbers.
- EloahOne of the Old Gods, embodied as the sun; the god of the heavens and the day.
- EmpusaTerrifying, ill-tempered greater demons that terrorize lesser demons and serve arch demons as guards, since they cannot be surprised. They fight with claws and brass hooves, can turn onlookers to stone with their gaze, and demand a bound living human as an offering.
- ErinyesWinged devils, the swiftest and cleverest lesser devils, are liars with a dark sense of humor who serve greater devils as messengers, couriers and aerial cavalry. They shun fair fights, preferring ambush with dropped nets and light tridents.
- Erymanthian BoarHuge, ill-tempered boars that stand eight feet at the shoulder and reach fourteen feet or more in length, armed with razor-sharp tusks. Though they eat only plants, they roam alone over wide ranges and wreck crops, fences and even small buildings, so one in a district usually draws large hunting parties, as Chiron's Natural History recounts.
- Exceptional Animal Species: overviewFirst Age Atlantean sorcery produced giant and dwarf strains of plants and animals, some of which may survive in the wilds. Judges can scale level and damage with size; giant forms gain STR and CON but lose SPD and DEX, dwarf forms the reverse.
- EzeekeelThe Irin who knows every being of the skies and clouds.
- FalconetBird (level 1): Tiniest bird of prey, living on insects.
- Familiar SpiritsMinor spirits summoned as familiars, which must possess a healthy animal to become physical. Without a host they inhabit an object as a disembodied spirit that can foretell the future but may go insane; those in animal bodies serve faithfully.
- FiendHideous, foul-tempered lesser demons shunned even by other demons, physically weak but cunning, and able to blend into shadows so well that they usually surprise their victims. They often slip through gates onto the material plane and may explain bogeyman legends.
- Fire ElementalA monstrous humanoid of pure flame whose heat ignites everything combustible within twenty feet. It teaches or casts fire magic to be released from its pact and, joined with an earth elemental, can make a mountain erupt as a small volcano.
- Fire SalamanderReptile/amphibian (level 1): 5-11 in; its caustic skin makes predators avoid it.
- Fire SpiritFlame-red nature spirits with blazing yellow 'hair' who can light small fires nearby.
- FiredrakeA huge, highly intelligent wingless dragon, usually golden, that seizes burial mounds and other treasure sites and jealously guards its hoard. It breathes fire; those that can speak (about a quarter) are fluent in many tongues and can persuade or even mesmerize, but its arrogance makes it careless.
- Flying FoxLand mammal (level 1): Large fruit bat (5 ft wingspan) without sonar.
- Flying FrogReptile/amphibian (level 1): 3-4 in tree frog that glides up to 50 ft.
- Flying SquirrelLand mammal (level 1): Expert, highly maneuverable glider.
- FomorianSeafaring three-eyed, goat-horned giant pirates and slavers, kin to Jotun and Aegir, living in clans in crude walled stone forts. Their swift, herb-fireproofed ships raid widely; females, young and slaves do the work while males drink fomor. Their third eye sees far and detects the invisible; unable to learn magic, they coerce captive spellcasters.
- ForneusThe Arch Devil of tongues, who magically teaches a language within an hour.
- Fur SealLand mammal (level 1): 6-7 ft, 400-650 lbs; hunted for its pelt.
- FurcasThe Arch Devil of arts and sciences, answering three questions on any field except alchemy.
- Gaboon ViperReptile/amphibian (level 2): Venomous viper up to 6 ft.
- GadreelThe Irin of war, who can grant instant proficiency with one weapon, once.
- Game PheasantBird (level 1): Ground bird hunted for food and sport.
- GargoyleThe strongest lesser devils, spiny 'Barbed Devils' who guard the gates and roads into Hades. They cannot be surprised, raise alarms on gongs, and fight with talons while hovering, though they fly poorly and prefer to ram airborne foes.
- GazelleLand mammal (level 2): Herds of 6-60+; hunted for meat and hide.
- GeckoReptile/amphibian (level 1): Small (5 in) night lizard with a sharp bite and a loud bark.
- GeniiThe white-skinned Jinn of elemental air, who arrive wrapped in a swirling wind. They command the magic of their element; the book names the best-known of their kind.
- GhostRestless spirits of people slain by violence, treachery or injustice, or who led evil lives, appearing as shrouded, near-transparent skeletons bound to a haunt. They can shift quickly between insubstantial and solid form, drain life by touch, and curse anyone whose name they learn.
- GhoulGaunt, hairless, grave-scavenging undead with bat-like ears, glowing night-seeing eyes and a paralyzing bite. Nocturnal pack hunters that hate all life, sense the living at 100 feet, and take only half damage from normal weapons.
- Giant ArmadilloLand mammal (level 2): 2-3 ft, 130 lbs burrower whose shell counts as studded leather armor.
- Giant ChameleonReptile/amphibian (level 1): Up to 24 in; changes color in under a minute.
- Giant Forest HogLand mammal (level 4): 6½ ft, 330-550 lbs; turns aggressive if provoked.
- Giant SlothLand mammal (level 4): Huge, slow and immensely strong; dangerous when provoked.
- Giant TortoiseReptile/amphibian (level 2): 4 ft, up to 500 lbs; can last a year without food or water.
- GibbonLand mammal (level 2): Strong climber that leaps 30-50 ft between trees; loud call.
- Gila MonsterReptile/amphibian (level 2): Slow, venomous lizard up to 24 in.
- GiraffeLand mammal (level 3): Herd animal that can run at up to 29 mph.
- GnuLand mammal (level 3): Large bad-tempered antelope in herds of 20-200.
- GoatLand mammal (level 2): Raised for meat and milk; its coat is sometimes shorn.
- GoblinA catch-all name for a range of related, ugly, bow-legged, long-armed humanoids from three to seven feet tall, ruled by the strongest. Evil, sun-hating carnivores living underground, they raid at night for loot, food and slaves (which may be the same thing), feud endlessly with dwarves and each other, and only rarely produce a clever leader who can unite tribes.
- Gods of the Atlantean World: overviewA brief survey of the deities and demi-gods worshipped in the Atlantean Second Age, whose powers lie beyond even their own priests' understanding. It covers the Old Gods, the Immortals and the New Gods.
- Golden EagleBird (level 4): Fierce predator of small mammals.
- Golden Tree SnakeReptile/amphibian (level 2): Up to 4½ ft; climbs superbly and glides from tree to tree.
- GolemHumanoid constructs animated by magic or alchemy, usually from stone, clay or iron, though necromancers build them from flesh and bone. Mindless, they follow up to three programmed commands or single simple orders, and serve spellcasters as guards and labor, being immensely strong, immune to ordinary weapons, and unaffected by charm, hypnosis or illusion.
- GooseBird (level 1): Clever bird that guards its ground or its owner.
- GorillaLand mammal (level 4): 5-6 ft, 440-590 lbs; enormously strong but not aggressive.
- GoshawkBird (level 2): Savage hunter of other birds.
- Great Blue SharkMarine creature (level 7): Up to 23 ft; voracious but seldom a danger to people.
- Great DragonThe most intelligent, evil and among the largest of dragons, rare but found anywhere; most practice enchantment and illusion and hoard magic items. They begin life as wyrmm larvae, grow for centuries, breathe fire or smoke, and usually flee or bargain rather than die.
- Great White SharkMarine creature (level 9): Up to 33 ft; attacks and eats anything.
- Green TurtleMarine creature (level 3): 4½ ft, 400 lbs; hunted for meat, oil and eggs.
- GremlinsThe smallest minor demons, under six inches tall, green with iridescent butterfly wings and spiked tails and heads. Telepathic, able to turn invisible, superb spies and dodgers, they fight with needle spears tipped with a sleep venom and slip through magical gates to cause havoc.
- Grey KangarooLand mammal (level 3): Runs at 30 mph, jumps up to 33 ft and can go 2-3 months without water.
- Grey ParrotBird (level 1): Mimics human speech; a favorite of seafaring merchants.
- GriffonA sorcerer-made hybrid with a lion's body and an eagle's head, forelegs and wings, nesting on high cliffs and preying on anything up to horse size. Raised from young they make loyal war-steeds, so eggs and fledglings sell for thousands.
- Grimalkin'Shadow Cats', the rarest of the three minor devils, dwell on the uppermost planes of Hades as companions of the Bat Horin. Favored as familiars by witches and warlocks, they are loyal, nearly invisible in darkness and superb spies.
- Ground HornbillBird (level 1): Valued for eating spiders, scorpions and small snakes.
- GrouperMarine creature (level 5): Up to 13 ft; occasionally attacks divers.
- GuardiansAngelic avatars and servants of good and neutral gods, with the magic of a 20th-level Mystic and an aura that shields the faithful from fear, curses and control. Summoned, they first ask if the caster has been faithful, then perform one service.
- GwylionSinister satyr-like beings with the upper body of a beautiful maiden and the legs of a goat. Dabbling witches with innate illusory disguise and charming voice, gaze and kiss, they bear only daughters, so they enslave charmed males (preferably human) as mates and later eat them.
- GyrfalconBird (level 3): Strongest falcon, prized by falconers.
- HagWitches who have made a compact with a greater devil, gaining long life without youth plus instruction in black magic, curses and potion-making in return for serving him. They sow mischief, sell love potions, keep a diabolical familiar (often cat-shaped), and prefer magic to their talon-like nails.
- HantuBrutish, hideous beings from an obscure lower plane belonging to neither demons nor devils, Hantu slip through magical gates and rifts and are often stranded on the material plane, where some serve spell casters in return for a way home. Their forms vary wildly, and the black magician Hedon described seven kinds, from the one-eyed winged Arzori to the four-armed nocturnal Ravanna.
- HareLand mammal (level 1): Fast, nimble runner and jumper trapped for meat and fur.
- HarrierBird (level 2): Preys on fledglings and small animals.
- Hawksbill TurtleMarine creature (level 3): 3 ft; hunted for its shell, used for jewelry.
- HawwaOne of the Old Gods, embodied as the moon; the god of night.
- HeruQuaddani god of the heavens and the afterlife, served by astrologers, mages and priests. Quaddani law lets him be worshipped in many forms, even as other gods, reflecting his all-being nature; most of his cults embalm and mummify.
- HesperusWarrior goddess of the Hesperian Amazons, mistress of divine magic and the arts of war; paladins may serve as her priestesses.
- HippocampusA gilled sea creature of warm oceans with a horse's forebody on finned forelegs and a scaled fish tail. Very fast in water, it is hard to catch but becomes a loyal mount or pack animal once trained.
- HippopotamusLand mammal (level 5): 10-14 ft, 4000-5000 lbs, in herds of 20-100; sometimes ill-tempered.
- HomonculousArtificial beings brought to life by alchemy, homonculi grow for two months in a sealed copper vat from a clay model and up to eight animal ingredients, and can take nearly any shape their maker designs. On waking they obey their creator but turn violent if the master is absent; they radiate magic, resist control, poisons and potions, and cannot be restored once slain.
- Honey BadgerLand mammal (level 2): Fierce night hunter immune to snakebite.
- Horned FrogReptile/amphibian (level 1): Strong-jawed frog, painfully aggressive if disturbed.
- Horse (Draft)Land mammal (level 2): Bred to haul loads.
- Horse (Heavy War)Land mammal (level 4): Bred for power and sometimes trained to fight; panics only 5% of the time.
- Horse (Light War)Land mammal (level 3): Bred for speed; rarely panics in battle (5%).
- Horse (Riding)Land mammal (level 2): Bred for speed and stamina but panics in combat 75% of the time.
- Horse (Wild)Land mammal (level 4): A fast mount once broken.
- Humpback WhaleMarine creature (level 12): Up to 60 ft; hunted for blubber.
- HuskyLand mammal (level 2): Loyal, easily tamed sled and guard dog.
- HyadNymphs with mastery of the elemental magic of air, who live among the clouds.
- HyaenaLand mammal (level 3): 4-5 ft, 90-180 lbs; runs at 40 mph with very powerful jaws.
- HydraMulti-headed giant reptiles related to dragons, hydra can have up to nine heads, reportedly gaining one about every hundred years, and regrow lost parts within seven days. Known species include the common hydra, the fire-breathing pyrohydra, the rare aquahydra and the winged ouranabad; semi-intelligent and territorial, they leave the inedible remains of their prey, treasure included, strewn about their lairs.
- IbexLand mammal (level 2): Nimble mountain goat of the crags, in herds of 5-30.
- IbisBird (level 1): Sacred to some religious groups.
- ImpThe most versatile minor devil and a superior familiar: a leathery, bat-winged little fiend with fangs, claws and a venomous tail. It can take small animal forms, turn invisible and see magic, and some wander the material plane.
- ImpalaLand mammal (level 2): Very fast antelope that leaps up to 35 ft.
- Incubus/SuccubusGreater demons born of an arch demon's union with a human spell caster, serving as advisers, consorts and covert agents who can take human form and charm with their gaze. They recoil from holy symbols and consecrated ground, drink blood, and demand an opposite-sex human as their price.
- IrinKnown as "the watchers", the ten Irin are gigantic spirit beings as powerful as demi-gods, banished to a plane between heaven and earth for seeking the gods' secrets and made to observe and record events on the prime material plane. They can take the shape of any living creature and are mighty spell casters, and a summoned Irin answers one question or perhaps grants a wish before departing.
- IshtarGoddess of Sheba and eastern Gondwana with many aspects: fertility, the heavens, love and war. She masters elemental magic, astrology, divine magic and warfare, and has a wide range of servants.
- JackalLand mammal (level 2): Scavenger running in packs of 5-20.
- JackdawBird (level 1): Can mimic human speech.
- JaguarLand mammal (level 5): 3½-5¼ ft, 100-250 lbs; hunts at night.
- JannThe brown-skinned Jinn of elemental earth, who arrive wrapped in a cloud of swirling dust. They command the magic of their element; the book names the best-known of their kind.
- JinnGreater devils drawn from one of the four elements and sworn to Asmodeus, the Jinn come in four kinds: brown-skinned Jann of earth, white-skinned Genii of air, red-skinned Efreeti of fire and green-skinned Marid of water. A summoner can ask one for a limited wish or, by forcing it into a pact, up to three services within twenty-four hours, though a coerced Jinn tends to twist its orders.
- JotunBlue-skinned, white- or yellow-haired, bearded twelve-foot giants of frigid Jotunheim with a fairly civilized, castle-building culture and Hyperborean-style arms. Proud, rude and quarrelsome, they follow independent Great Lords who raid by sea; Utgard claims to be their capital. Savage cave-dwelling Jotun roam the outer wilds.
- Jungle FowlBird (level 1): Good to eat and very aggressive when threatened.
- KalkydriTwelve-winged, extremely violent greater demons, the fastest flyers on any plane, who can teleport or cross dimensions and are used for assassination and abduction. They always strike first, with armor-slicing claws and a paralyzing bite, and demand a living human with no substitute.
- KerubimGiant winged spirit animals, usually lions with fifty-foot eagle wings and more rarely red or black winged bulls. They serve only good or neutral gods as messengers and servants, hate evil, and are summoned to guard temples or sent to aid the faithful.
- Killer WhaleMarine creature (level 9): 20-30 ft predator of whales and seals, though not of people.
- King CobraReptile/amphibian (level 7): Up to 18 ft; extremely venomous and aggressive.
- King SnakeReptile/amphibian (level 3): Nocturnal 4 ft constrictor, immune to venom, that preys on rattlesnakes.
- King VultureBird (level 4): Strong-billed vulture that chases off smaller ones.
- KinkajouLand mammal (level 1): Raccoon relative; a nocturnal hunter and excellent climber.
- KiteBird (level 1): Common hunter-scavenger that robs other birds' nests.
- Komodo DragonReptile/amphibian (level 7): Vicious 10 ft lizard that ambushes its prey.
- KorupiraNocturnal, cold-blooded humanoids with jet-black skin and hair, reddish eyes, fangs and talons, feared for their fiendish cunning and cannibalism, who live in small bands in jungles and forests. They see in any darkness, imitate any sound to draw victims into ambush, and pounce from trees or ledges, fleeing when badly hurt.
- KraitReptile/amphibian (level 5): Nocturnal 5 ft snake, extremely venomous and aggressive.
- KrakenCalled "demons of the deep", kraken are giant, squid-like sea monsters of sinister intelligence that can exceed eighty feet in length and weigh as much as twelve tons. They crush ships in moments, hunt the survivors of wrecks, and escape danger behind a cloud of ink, but few survive to adulthood, so their numbers stay small.
- KuduLand mammal (level 2): Grazing antelope (3½-6 ft, 400-700 lbs), watchful but slow.
- LampreyMarine creature (level 1): 8-12 in blood-sucking, eel-like fish.
- Lantern FishMarine creature (level 1): 1-6 in fish that glows softly.
- LarvaeThe weakest minor demons, formed from the souls of evil humanoids condemned to the Nether Realms: soft, translucent, worm-like bodies bearing their former faces twisted in agony. Near-mindless, disease-carrying scavengers found in hordes and preyed upon by other demons.
- LemuresLarge, ape-like, fur-covered giant humanoids of temperate forests and jungles, among the earliest human-like species. Herbivorous and not aggressive, they defend mates, young and lairs fiercely; groups are led by the strongest male, and exiled losers become dangerous rogues. Susceptible to human diseases, they are near extinction.
- LeopardLand mammal (level 5): 5½-6½ ft, 90-175 lbs; strong enough to drag prey up into trees.
- Leopard SealLand mammal: Solitary, sometimes aggressive carnivore, 9 ft and 600-1000 lbs (no level printed).
- Leopard SharkMarine creature (level 3): About 5¼ ft; occasionally attacks people.
- Lesser Elementals: overviewLesser elementals serve the true elementals as their avatars; they are fairly intelligent and capable of limited speech. Summoned to the material plane, each takes its humanoid form.
- LeviathanThe largest sea creature, a 200-300 ft. dragon-headed tortoise with webbed claws and a crocodile tail, often mistaken for an island. Mostly placid plant-eaters, leviathans fight kraken and sea dragons and are revered by some island tribes.
- LionLand mammal (level 5): Lives in prides of 5-30; its roar carries up to 4 miles.
- Living StatueMagically animated sculptures carved from solid stone that match golems in nearly every respect, except that they can be made in any shape, most often gargoyles, winged lions, griffons or angels. Because there is no limit on their size, tales of gigantic living statues may well be true.
- LorikeetBird (level 1): Brightly colored and an excellent pet.
- Lotus CultA minor, disorganized drug cult in Dabba whose members live in a stupor of Lotus powder addiction. It stirs only when its supply is threatened.
- LynxLand mammal (level 2): 2½-3½ ft, 23-90 lbs; preys on small hoofed animals.
- MacawBird (level 1): Colorful, easily tamed pet.
- MachinaeAlchemically animated metal constructs shaped like creatures, such as iron horses, dragons, spyders and cobras, each mimicking and improving on its model. They hold three programmed commands, resist normal weapons, and fail when shocked or submerged.
- MadaWizened brown Hantu, called drought daemons, whose touch withers plants and harms men.
- Magical Hybrids and Constructs: overviewThe works of First Age sorcerers who aspired to godhood: golems, griffons, chimeras, manticores, the Andaman and more. Most sank with Atlantis, but survivors still plague the Second Age.
- MahrkushaShaggy white Hantu with cloven hooves and black fangs and claws, called frost daemons for their icy touch and breath.
- MakaraSavage, shark-toothed, green-scaled sea humanoids living in colonies in warm oceans, arch-enemies of the Tritons. They raid ships and coasts, keep captives in air-filled grottos to fatten for eating, and communicate empathically.
- MalataurA deviant centaur that is half mountain goat, half man, horned and sure-footed on rough mountain terrain. Males hunt in parties purely for sport, take heads as trophies, shoot well-made shortbows even at full gallop, set clever snares, and loot victims of treasure, weapons and magic.
- MaltheusThe Arch Devil of arms, who teaches mastery of one weapon in an hour.
- Mamba (Black)Reptile/amphibian (level 5): 5-9 ft, extremely venomous and aggressive, and fast (6-12 mph).
- Mamba (Green)Reptile/amphibian (level 5): 5-9 ft tree-dwelling snake, extremely venomous.
- Man-of-WarMarine creature (level 5): Very venomous, with tentacles 5-40 ft long.
- ManaOne of the Old Gods, embodied as the owl; the god of wisdom.
- ManesSmall, fearless and the most evil and scheming of the minor demons, under three feet tall with glowing deep-set eyes, pointed ears and coarse gray fur. Used as bloodhounds in the Nether Realms, they are hardy, can speak with the undead, and serve necromancers as hard-to-control familiars.
- ManticoreA sorcerously bred hybrid with a lion's torso, bat wings, a spiked tail and a half-human face: fearless, clumsy in the air but quick on land. It prefers to club with its tail, hurling spikes only when hard-pressed since they regrow slowly.
- MaridThe green-skinned Jinn of elemental water, who arrive wrapped in a whirling cloud of misty vapor. They command the magic of their element; the book names the best-known of their kind.
- MarmosetLand mammal (level 1): Tiny (5-6 in) primate that is very hard to spot in trees; the book calls it the smallest ape.
- MegalosaurusDinosaur: 25 ft flesh-eater walking on two or four legs.
- MephistophelesThe supreme master of demonkind, whose true powers scholars dispute: certainly mighty, yet fearful of good, perhaps gigantic and hideous or able to appear as a housefly. He may grant wishes at will, cast any spell, kill by touch and take any form; only the purest, with divine help, could hope to defeat him.
- MerlinBird (level 1): Small falcon trained for hunting, mostly by ladies.
- MinkLand mammal (level 1): Trapped and bred for its valuable fur.
- MoleLand mammal (level 1): Expert digger living on worms and grubs.
- MolocheArch demon of arcane knowledge, dark secrets and curses, a one-eyed 24th level necromancer whose gaze drains intellect or reveals fears and whose touch can kill. Undead must obey him; summoned, he grants a wish or curses a chosen victim.
- MongooseLand mammal (level 1): Specialist killer of venomous snakes.
- Monitor LizardReptile/amphibian (level 4): 5-6 ft climbing lizard that bites and lashes with its tail.
- Monkey-Eating EagleBird (level 3): Fierce hunter of small and mid-sized monkeys.
- Monstrosities and Oddities: overviewThe kraken, leviathan, behemoth, roc and other monstrosities, which some take for divine punishment and others for creatures of human fear and imagination.
- MooseLand mammal (level 4): 8-9 ft long and up to 1,800 lbs.
- Moray EelMarine creature (level 7): Up to 10 ft; very aggressive and dangerous.
- Mountain TrollA larger, duller cousin of the rock troll, eight feet or more, nearly identical in looks, living alone in caves with little sense even of family. Tireless and prodigiously strong, it can hurl boulders like a light catapult or fling a man twenty feet, so rock trolls and goblins use them as living artillery.
- MuleLand mammal (level 3): Tough pack animal widely used by armies.
- MurmusThe Arch Devil of the dead, answering three questions about any departed soul.
- Musk DeerLand mammal (level 1): Shy deer hunted for musk used in expensive perfume.
- Musk-OxLand mammal (level 3): Pack animal also hunted for meat and woolly hide.
- MussuranaReptile/amphibian (level 4): Venomous snake up to 6½ ft, itself immune to snakebite.
- MynahBird (level 1): Excellent mimic of people and other birds.
- Mystic OrdersMystic orders of various aims, mostly from Jambu. Two are noted: the feared Black Mystics and the benevolent, non-violent Dao, both of Himvati.
- MytruPale, yellow-eyed winged Hantu, called death daemons, whose touch is often fatal to living things.
- NagaAn ancient, highly intelligent and deeply evil race of reptilian humanoids from tropical islands and the continents of Mu and Lemuria, divided into bipedal common Naga (95-99% of the population) and the serpent-bodied Nagaraja. Worshippers of the dragon-serpent Tiamat, they enslave other races, and the Nagaraja can crush foes in their coils and control nearby reptiles.
- NagarajaThe rarer serpent-tailed caste of the Naga, with humanoid upper bodies, who alone may serve as priests of Tiamat. They crush foes in their coils, may have a cobra-like bite, and can control nearby reptiles.
- NaiadNymphs of lakes and rivers, especially in wilderness areas.
- NamtaruSickly green Hantu, called plague daemons, that spread disease by bite and touch.
- NarwhalMarine creature (level 5): Up to 20 ft; hunted for its single long tusk.
- Nature SpiritsThe weakest and commonest spirits, invisible beings dwelling in all natural substances. They start about six inches tall and grow half a foot every two centuries; a shaman may summon one for a single brief service. Five elemental kinds exist.
- Nemean LionA rare black-maned lion twice normal size whose magical hide turns metal, stone and wood, favoring human prey. Only bone weapons, claws, strangling or (at half effect) magic hurt it, and its skinned pelt makes armor.
- NephilimThe swiftest of all devils, the Nephilim carry the edicts and ultimatums of the Arch Devils and sometimes Asmodeus, and their arrival is so ominous that some call them "Angels of Death". They wield magical two-handed great swords, fill anyone within one hundred feet with dread, and when summoned will perform a service or grant a limited wish for no more than one hour.
- NereidSea nymphs living deep underwater, often in company with tritons; some less scrupulous ones lure sailors to their deaths.
- NergalArch demon of cruelty, pain and death, eyeless torturer and executioner in Astorath's dungeons, with a 24th level assassin's skills and a 20-foot aura of agony. He wields a death-dealing axe and a truth-compelling scourge; summoned, he grants a wish, executes a prisoner or interrogates a captive.
- Nether DemonRulers of the lesser undead realms, each with its own kingdom of undead, subject to Mephistopheles and the arch demons, who war with rivals for living slaves. They cast spells as 14th level necromancers, gate in undead, rake with armor-rending claws and enslave with venomous bites; summoned for two healthy bound slaves.
- NethermenHuman-goblin crossbreeds, mostly descended from hybrids made by First Age Atlantean sorcerers, with goblin-like reversed eyes and infra-vision. Short-lived and largely sterile, they are warlike nomads often hired as mercenaries.
- NhangsScaly water-breathing Hantu of fresh waters, called river daemons, that drown their victims.
- NightmareA spectral, skeletal black horse with fangs and ember eyes, probably from the Nether Regions, that flies without wings and serves as steed to wraiths, spectres, necromancers and vampire lords. Intelligent, tireless and hateful of life, it can smell the living a mile away and disguise itself as a normal horse.
- Nurse SharkMarine creature (level 3): Up to 14 ft; attacks when provoked.
- NymphsThe best-known Sidhe: slender, beautiful beings whose name properly covers all female Sidhe rather than a separate race. They fall into five groups (dryads, hyads, naiads, nereids, oreads), each tied to a different realm, all very attractive to humans.
- OakmenMalevolent beings thought to be evil spirits trapped in living oak (folklore says murderers buried under oaks may become them). Gnarled, slow and weak, they command plants at will, twisting whole tracts of forest into dead, haunted tangles where they brood, cage captives in living wood and sometimes keep them for years to watch them age.
- OctopusMarine creature (level 5): Arms up to 32 ft; squirts ink and changes color.
- OgOne of the Old Gods, embodied as the bull; the god of strength and fertility.
- OgreA cruel, evil branch of giant-kind: huge, stinking, shaggy, mottled yellow-brown brutes with pupil-less eyes, immensely strong but easily fooled by illusions, puzzles and tricks. Mostly solitary, they take over a lair and terrorize the area, hoard shiny tribute, eat human flesh and torture prisoners.
- OrangutanLand mammal (level 3): Excellent climber that builds covered nests in trees.
- Order of BaalA secret society of black magicians and necromancers, strongest in Sheba, who worship the arch-demon Baal. Once mighty, it is fading as factions turn from necromancy to witchcraft; the Black Druids of Mediterranea may be connected.
- Order of the Grand CircleA royal order of knights founded by Avalon's first king and queen to defend Avalon and spread its lawful good ideals. Membership comes only by royal appointment.
- Order of the LionA secret wizards' fraternity of Marhashi's ruling families that keeps power by hoarding magical artifacts and removing rival wizards. Its emblem is the albino lion.
- OreadFierce, bold mountain nymphs who hunt by night in secluded valleys and take revenge when offended. At least half of any band met outside their settlements ride rabicans; some scholars link them to the Elves, which the proud oreads deny.
- OriaxThe Arch Devil of the planes, answering three questions about any plane but Hades.
- OstrichBird (level 5): Largest bird; runs at up to 40 mph.
- OuranabadA swamp-dwelling winged hydra, distantly related to true hydras, with typically seven venomous heads that regrow doubled unless burned or poisoned off. Clumsy in flight but fierce; its venom, head-crests, eggs and young are prized by spell casters.
- P'an KuKhitan god of creation, master of enchantment, divine and elemental magic; his clergy revere the unicorn, phoenix and eastern dragon as his servants.
- PaimonThe Arch Devil of spells, who teaches any one spell in minutes.
- PaleoscincusDinosaur: 20 ft spiked-tail plant-eater with plate-armor-grade hide.
- PartridgeBird (level 1): Valued game bird.
- PeacockBird (level 1): Valued for its feathers.
- PeccaryLand mammal (level 1): Small wild pig hunted for meat and soft hide.
- PenemueThe Irin of writings, versed in all maps, books, treaties and tablets.
- Peregrine FalconBird (level 2): Fastest diving raptor, beloved of falconers.
- PhantomThe weakest non-corporeal undead, shadowy robed figures from the lower planes of the underworld that envy the living. A phantom's painless passing touch drains life force and grants it enough substance to strangle or claw; black magicians use them as spies, assassins and guards.
- PhoenixA huge eagle-like fire-bird of the East with flaming gold and crimson plumage that feeds on frankincense and aromatic gums and every five centuries burns itself to be reborn from its ashes. Alchemists covet its feathers.
- PigLand mammal (level 1): Raised for food and often carried aboard ships to feed crews.
- PikeMarine creature (level 2): Up to 5 ft; very fierce with strong jaws.
- Pike-PerchMarine creature (level 1): Edible, up to 4 ft, a fierce hunter of smaller fish.
- Pilot WhaleMarine creature (level 7): 15-28 ft; schools of 50-200 will follow any one of their number.
- PiranhaMarine creature (level 1): 8-13 in, strong-jawed and vicious, in schools of 100-2000.
- Pit ViperReptile/amphibian (level 3): 24-36 in nocturnal tree snake, extremely venomous and aggressive.
- PodokesaurusDinosaur: Fast 10 ft two-legged hunter in packs of 4-16.
- PolecatLand mammal (level 1): Gives off a stench when alarmed; hunts rats.
- PorcupineLand mammal (level 1): Edible burrowing rodent whose quills can leave infected wounds.
- PoseidonSea god of the Atlanteans, embodying nature's kindly and harsh sides; his priests and priestesses may learn any sea-related elemental spell.
- PronghornLand mammal (level 2): Antelope-like and extremely fast.
- PteranodonDinosaur: Flying carnivore with a 30 ft wingspan, tougher than it looks.
- PterosaurDinosaur: Powerful flying carnivore with a 50 ft wingspan.
- Puff AdderReptile/amphibian (level 1): 9-10 in and extremely venomous.
- PumaLand mammal (level 3): 6-7 ft, up to 220 lbs; a fierce lone hunter.
- Pygmy OwlBird (level 1): Tiny (5 in) but fierce owl hunting day and night.
- QuetzalBird (level 1): Held sacred by some cults.
- RabicanA rare, small, sleek horse-like animal with a long downy white-to-gray coat, swifter than any riding beast except the winged balaha. Found almost only in Sidhe wildlands, every Sidhe band keeps a few as steeds for hunting, messages and scouting, though they tire quickly.
- RaccoonLand mammal (level 1): Nocturnal hunter and scavenger, a skilled climber.
- Rat (Brown)Land mammal (level 1): Larger than the ship rat; lives in colonies, breeds fast and spreads disease.
- Rat (Ship, or Black)Land mammal (level 1): Town-dwelling rat that carries disease and plague.
- RattlesnakeReptile/amphibian (level 3): Very venomous, up to 5 ft, senses body heat.
- RavannaBlack, four-armed winged Hantu, called night daemons, that prey on travelers and livestock after dark.
- RavenBird (level 2): Biggest of the crows (3-4¼ ft wingspan) with a strong beak.
- Red DeerLand mammal (level 2): Forest deer up to 5 ft at the shoulder and 600 lbs.
- Red FoxLand mammal (level 2): Crafty hunter-scavenger; can sometimes be tamed (50%).
- ReedbuckLand mammal (level 1): The least wary antelope and so the easiest to stalk.
- ReindeerLand mammal (level 3): Hunted for antlers, hide and meat; sometimes kept as a pack animal.
- Reticulated PythonReptile/amphibian (level 6): Aggressive ground constrictor up to 32½ ft.
- Rhinoceros (Black)Land mammal (level 5): 4-12½ ft, 2,200-4,000 lbs; bad-tempered.
- Rhinoceros (Dravidian)Land mammal (level 5): 7-14 ft, 8,800 lbs; its horn is thought to be magical.
- Rhinoceros (White)Land mammal (level 5): 12-16 ft, 5000-8000 lbs; very bad-tempered and unexpectedly nimble.
- Rhinoceros ViperReptile/amphibian (level 3): Up to 4¼ ft, extremely venomous, able to lie still for days.
- RoaneShy, otter-like aquatic Sidhe of ponds, streams and marshes, with oversized eyes, who spy on everything around them and trade information only for news, gossip or a song. Gentle vegetarians hunted for their valuable fur, they are wary of strangers and use minor enchantments to escape capture.
- RocAn immense, solitary, territorial bird of prey of warm fertile lands with a 150-300 ft. wingspan, able to carry off a small elephant. Slow to mature and increasingly rare, its flesh is a feast-worthy delicacy.
- Rock FowlBird (level 1): Cave- and grotto-dwelling bird that eats cockroaches.
- Rock PythonReptile/amphibian (level 5): 10-30 ft constrictor big enough to swallow a gazelle.
- Rock TrollThe commonest and smallest but cleverest troll, gray-skinned and brutish, organized in warlike clans under the strongest as troll king. They make crude arms, armor and siege engines, covet minerals and use prisoners as mine slaves, and wage frequent underground siege wars against dwarves, their bitterest foes.
- SaaraOne of the Old Gods, embodied as the woman; the goddess of the feminine virtues.
- Saber Toothed TigerLand mammal (level 7): Powerful and highly aggressive.
- SableLand mammal (level 1): Small (2 ft) but fierce carnivore trapped for its fur.
- SahaOne of the Old Gods, embodied as the wind; the god of freedom.
- SahuMummies reanimated by powerful necromancers, usually bound to guard a crypt, avenge a death or recover a stolen artifact. Immensely strong, intelligent, patient and tireless, with a paralyzing gaze and disease-carrying wounds; immune to normal weapons and vulnerable to fire.
- SalamanderFire elementals shaped as seven-foot upright reptiles with red scales, smoke and flame, igniting whatever they touch. Uniquely among lesser elementals they bear weapons and love war, taking more interest in mortals than any other elemental.
- Saltwater CrocodileReptile/amphibian (level 7): Up to 25 ft; very dangerous and will attack anything when hungry (spelled 'Crodile' in the table).
- Sand FishReptile/amphibian (level 1): Small (6-8 in) edible desert lizard; its powdered flesh is sold as an aphrodisiac.
- SarielThe Irin who witnesses everything that happens by night.
- SatyrGoat-legged, horned woodland men, simple and hedonistic, living on berries and loving wine and their syrinx pipes. Usually harmless, but drunken bands may raid remote farms to carry off women; some locals treat them as forest deities and leave wine offerings. Female satyrs exist but are rarely seen.
- SawfishMarine creature (level 7): Up to 33 ft; kills with its toothed snout.
- ScorpionfishMarine creature (level 1): 14 in; its venomous sting hurts like five wasp stings.
- Sea DragonThe only aquatic dragon, a four-legged, web-clawed serpentine beast up to 40 feet long that hoards treasure in hidden reef and kelp lairs and attacks ships at dusk and night. It is itself hunted for its rainbow scales and ivory-like fangs.
- Sea UrchinMarine creature (level 1): 5-6 in around, with dangerous spines.
- Sea WaspMarine creature (level 1): 18-32 in warm-water jellyfish, extremely venomous.
- Secretary BirdBird (level 3): Hunts and eats venomous snakes.
- SefarEvil serpent goddess of the Gorgons, also honored by smaller cults, mistress of black magic and war; she may be another face of Tiamat.
- SemjazaThe Irin of herbs and alchemy, who identifies any plant or reveals any mixture's formula.
- SetNubian and Quaddani god of the underworld, often shown as a serpent and possibly an aspect of the Naga goddess Tiamat. A master of black and high magic, he is served by evil priests, necromancers and wizards who practice human sacrifice.
- ShamshielThe Irin who witnesses everything that happens by day.
- Shang-TiKhitan god of the heavens, master of astrology and divine magic, usually served by astrologers, mages or priests.
- ShaxArch demon of illusions, dreams and magic, a 24th level sorcerer who casts any illusion at will and appears on the material plane only as a shadowy mist, since his true form drives viewers mad. His aura imposes hallucinations; summoned, he grants a wish or teaches a spell.
- ShedimThe mightiest greater devils, Asmodeus' personal bodyguards and envoys to the Arch Devils, occasionally sent to reward or destroy mortals and so worshipped as demi-gods by some cults. Merciless, they fight barehanded with terrible strength.
- SheepLand mammal (level 1): Raised for wool, milk and meat.
- Silver PheasantBird (level 1): Valued for its beauty.
- Skeletal WarriorSkeletons raised by necromantic Black Magic that keep the combat skills and weapon specialties they had in life at half their former level, never tire, and obey only combat-type commands. Raised warlords can be formidable, and casters seek their barrows for tireless guards.
- SkunkLand mammal (level 1): Sprays a foul liquid up to 12 ft when provoked.
- SlothLand mammal (level 2): Slow, placid tree dweller, dangerous only if provoked.
- Snapping TurtleReptile/amphibian (level 2): Up to 3½ ft with a nasty bite.
- Snow LeopardLand mammal (level 5): White-furred, very fierce cold-country predator.
- Snowy OwlBird (level 3): Cold-climate owl, very aggressive and willing to attack people.
- Soft-Shelled TurtleReptile/amphibian (level 2): Edible but bad-tempered, with a nasty bite.
- Sparrow HawkBird (level 2): Ambushes small birds (85% surprise).
- SpectreThe mightiest of the dark undead: a featureless shadow in black robes, usually a being whose indomitable will refused death, often a former necromancer. Spectres radiate a 10-foot fear aura, drain life by touch or weapon, cast spells, and are harmed properly only by weapons forged against them.
- Sperm WhaleMarine creature (level 9): Up to 66 ft; hunted for oil and ambergris.
- SphinxA proud, cruel, highly intelligent race with a man's head and torso, a lion's body and a raptor's wings, who challenge travelers with riddles and kill those who fail. Solitary and knowledge-hungry, they may trade wisdom for new information.
- Spider CrabMarine creature (level 1): Scavenging crab with a 12 in shell, sometimes swarming.
- Spider MonkeyLand mammal (level 1): 16-25 in, 13-17 lbs; an acrobatic climber.
- Spiny AnteaterLand mammal (level 1): Covered in sharp spines, so predators leave it alone.
- SpiritEthereal undead more powerful than ghosts but more bound to the spirit world, able to take near-transparent humanoid shape. Three kinds are described: the family-bound, death-foretelling banshee; the vengeance-seeking revenant; and malign spirits (poltergeists and possessing spirits).
- Spirit Entities: overviewThe spirit world beyond the earthly plane: nature spirits, elementals, astral entities and divine beings, all immortal wielders of magic.
- Spitting CobraReptile/amphibian (level 4): 4-5½ ft, extremely venomous; spits blinding venom 9-10 ft.
- SprigganHairless, three-foot, big-featured creatures perhaps related to earth gnomes, living in burrow and tunnel complexes in remote woods. Compulsive collectors of junk who trade by baffling personal whim, they see themselves as noble guardians of other Sidhe, are surprisingly strong with club or cudgel, and turn silly and daring after a drink or two.
- Spring-Tailed LizardReptile/amphibian (level 1): Edible 16 in lizard that fights with a strong spiny tail.
- SpriteTiny, playful, manlike woodland beings that avoid other races and treat troubling travelers as a game, ambushing intruders with little bows and sleep-poisoned arrows meant to hamper rather than harm. Childlike and easily distracted, they live in gregarious bands and may befriend and protect a wanderer until they grow bored.
- SquidMarine creature (level 1): Up to 2 ft; releases a blue-black ink cloud.
- Squirrel MonkeyLand mammal (level 1): Troops of 10-100; popular as pets.
- StegosaurusDinosaur: 25 ft four-legged dinosaur with back plates and a spiked tail.
- Sting RayMarine creature (level 3): 16-32 in; its sting knocks victims out for 2-12 minutes.
- StolosThe Arch Devil of stones, metals and herbs, who reveals their virtues and, for a great gift, alchemical secrets.
- StonefishMarine creature (level 1): 6-12 in with extremely venomous back spines.
- Sunda SambarLand mammal (level 2): Small deer (150-200 lbs) in groups of 10-20.
- Swamp TrollA solitary, aquatic troll, bigger and sharper-fanged than rock trolls but duller, that lairs in air-filled caves reached from underwater and breathes through vents it digs. Man-eating and magpie-greedy, it is the origin of bridge trolls that demand tolls or devour travelers; killing one can unleash a vengeful family.
- SwiftBird (level 1): Lives on the wing, staying aloft for up to 9 months.
- SwordfishMarine creature (level 7): Very fast (60 mph), up to 19½ ft; sometimes rams ship hulls.
- SylphAir elementals always appearing as lovely seven-foot women of mist and cloud, the fastest and most beautiful elementals. Gentle and shy but terrible in anger, they command wind and weather and are courted by sailors; they protect the Hyad nymphs.
- TamaOne of the Old Gods, embodied as the tree; the god of the forests.
- TaraOne of the Old Gods, embodied as the man; the god of the masculine virtues.
- Tasmanian DevilLand mammal (level 3): Vicious climber, swimmer and burrower; the young can be tamed.
- ThamuzArch demon of emotions and evil desires such as greed and lust, a flawless thief revered by rogues, who radiates any emotion and tempts the good into evil. Summoned, he grants one evil wish, and treasure he gives is always stolen and may be sought by its owners.
- The AssassinsA mysterious society of killers of unknown origin, variously placed in Vedda, Turan, Quaddan or Tharshesh. They murder political, religious and magical figures for huge fees and are among the most feared cultists.
- The Brotherhood of CymbriA supposedly political secret society guarding the hidden pirate city of Cymbri, which in truth runs smuggling, fencing and perhaps murder across Mediterranea and northern Gondwana. Only Cymbrian citizens may join; Shebans and the Brotherhood loathe each other.
- The DaoA reclusive, contemplative mystic order of remote Himvati, powerful but non-violent, who use magic only to shield innocents and thwart evil.
- The Dragon Races: overviewDragons were the first creatures of the world, born at its fiery core. They ruled land, sea and sky until the ice age drove the survivors underground or beneath the sea to sleep and wait.
- The Giant Races: overviewGiants ruled the world before men. When they tried to seize the heavens the ancient gods defeated them, and the survivors withdrew to the far corners of the earth.
- The Goblin Races: overviewGoblin-kind, perhaps a degenerate, magic-less offshoot of the Sidhe. They favor dank caves and swamps, spoil beautiful things and covet riches; only their endless infighting keeps them from overrunning the world.
- The Great SpiritCreator and supreme being of the Erian tribes, a mighty warrior and master of elemental and low magic, served only by shamans alongside many lesser spirits.
- The Grey CouncilA strictly neutral magical fraternity founded by First Age Atlantean sorcerers to preserve magic and alchemy. Disbanded after the empire's fall, it reformed on Dardanus and runs the Magical Institute; seven master spell casters rule it.
- The Humanoid Races: overviewThe ancient non-human peoples of the Atlantean world, each bound to its own terrain, beside whom humanity is young.
- The ImmortalsA pantheon of hundreds of demi-gods honored collectively by certain eastern mystics as symbols of the soul's ascent and immortality. Masters of mysticism, they guide worshippers and appear in visions; good and humble mystics may join them after death.
- The Leopard MenA widespread but unorganized cannibal cult across Gondwana whose members prowl at night in leopard skins and clawed gloves. Its leaders are rumored to be werecats; its power is limited but it is greatly feared.
- The New Gods: overviewDeities who rose to prominence around the First Age of Atlantis, mostly worshipped within particular regions. The book lists each with its people, domain and magical mastery.
- The Old Gods: overviewThe gods of the first human tribes, still widely worshipped, each embodying aspects of nature. Masters of elemental and low magic, they seldom visit the world but appear in dreams; shamans, druids and some witches and warlocks serve them.
- The Serpent CultA feared fraternity of wizards and necromancers devoted to Set, based in Acheron in Quaddan. Rumored to practice human sacrifice and devil worship, it hides stolen wealth in labyrinthine pyramid temples; its true goals are unknown.
- The Sidhe: overviewThe faery folk, older than time: they live in deep woods and forest streams, leave faery rings in meadows and are seen only when they choose. Time runs differently in their world.
- The Sun GodSupreme deity of Taracua, honored in other forms across Tamoanchan and often linked with war; the Quechua call him Tici Virachocha.
- The Sylvan Races: overviewCreatures of the remote wilds who stand between the faery folk and mankind. Some call them lesser Sidhe for their weak magic; each embodies a trait, from the satyr's lust to the centaur's boldness.
- The Undead: overviewBeings from shadowy realms that border the living world, raised from the grave to walk the earth or haunt dreams. They envy the living and wander forever between life and death.
- Thresher SharkMarine creature (level 5): Up to 19½ ft; a greedy feeder but harmless to people.
- TiamatEvil serpent-dragon goddess of the Naga, mistress of black and high magic, followed by wizards, witches, warlocks and evil priests.
- Tree ViperReptile/amphibian (level 2): Very venomous but seldom aggressive toward people; up to 28 in.
- TriceratopsDinosaur: 25 ft three-horned plains plant-eater, aggressive.
- TritonShy, reclusive sea-folk with pale greenish skin, blue-green hair, webbed hands and feet and gills, Tritons can survive only about an hour out of water. They build coral cities, herd fish, dolphins and hippocampi, and have become fierce warriors through their long war with the Makara; all of them are telepathic.
- Triton ConchMarine creature (level 1): Shell up to 17½ in; empty shells serve as horns.
- True Elementals: overviewHuge, intelligent elemental beings once worshipped as demi-gods and still proud. Only practitioners of elemental magic can summon them; they may refuse disrespectful summoners, never serve over an hour, and scorn trivial tasks.
- Tyrannosaurus RexDinosaur: 50 ft, the fiercest and strongest carnivore.
- UndineWater elementals: seven-foot humanoid masses of water hung with weeds and trailing a foul stench. They can walk briefly on land, become fog, or swell tenfold in water; solitary and territorial, they may object to dams or bridges and protect Naiads.
- UnicornA rare, shy woodland creature like a small slender horse with a flowing mane and a spiral horn, living alone or in mated pairs and said to allow only pure-hearted maidens to ride it. Swift and trackless, it senses life a mile away; its horn pierces even magic armor, it cannot be charmed or poisoned, and its horn is among the rarest of treasures.
- UpirHuman spell casters slain by a vampire who become vampires themselves while keeping their spell casting and level (but cannot grow like Yatu). They must kill a human for blood at least weekly or weaken and crumble after four weeks, and are hunted by priests, witch hunters, paladins and mobs.
- ValekThe Arch Devil of treasure, revealing where one hidden hoard lies.
- VampireThe mightiest corporeal undead, a human-seeming, often charismatic blood-drinker that stays young only by feeding and can become bat, wolf or mist at night. It rests in a coffin of native soil, is harmed only by silver or magic, repelled by garlic and holy symbols, and destroyed by a stake left in the heart.
- Vampire BatLand mammal (level 1): Drinks the blood of sleepers and may carry rabies (50%).
- VanaOne of the Old Gods, embodied as the dove; the goddess of peace and goodness.
- Vine SnakeReptile/amphibian (level 1): 4 ft tree snake with a painful venomous bite.
- WalrusLand mammal (level 3): Hunted for meat, blubber oil and tusks.
- WarthogLand mammal (level 3): 3½ ft, 160-220 lbs; razor tusks and a foul temper.
- Water BuffaloLand mammal (level 3): Farm and draft animal.
- Water ElementalA towering green-skinned humanoid with blue-green hair and a great magical trident, summoned only near a large body of water. It gladly sinks ships that cross without leave, but will protect a voyage if asked for permission; it cancels a fire elemental.
- Water SpiritBlue-skinned, green-haired nature spirits who know everything in their stretch of water and can find or fetch lost items there.
- WeaselLand mammal (level 1): Small (6-9 in), fearless hunter able to kill large rats.
- Were-Creatures: overviewLycanthropes: people who seem ordinary by day but become ravenous man-beasts under the full moon. Silver and aconite ward them off, and their bite spreads the curse.
- WerebatThe rarest lycanthrope: a nocturnal, fur-covered, winged humanoid that drinks the blood of sleepers with a painless bite and navigates by sonar. Cowardly in a fight, werebats attack only with superior numbers.
- WerebearThe largest and strongest were-creature, usually benign and often able to change at will; the trait may be inherited. Types resemble grizzly, brown, black and possibly polar bears, the grizzly kind being fiercest.
- WereboarThe most savage of the lycanthropes, wereboars are hunched, bristly-hided brutes six to six and a half feet tall and 250-350 pounds, with long snouts, beady eyes and curved tusks. Short-sighted but keen of hearing and smell, they attack almost anything that moves, favoring a headlong charge meant to batter and knock foes down, and keep fighting until killed or until their enemies flee.
- WerecatA lycanthrope that becomes a great cat (lion, jaguar, tiger or panther, by region) on the three nights of the full moon. Hard to detect in human form and often female, it is cruel to its prey but less wanton than werewolves.
- WerewolfThe most common and perhaps most dangerous were-creature: a tireless, blood-scenting night hunter whose lycanthropy tends to worsen until the change becomes permanent. Its bite is the likeliest to pass on the disease.
- Wild AssLand mammal (level 3): Runs at 37 mph and cannot be tamed.
- Wild BoarLand mammal (level 4): 3½-6 ft, 160-650 lbs; hunted for meat and aggressive when threatened.
- Wild DogLand mammal (level 3): Savage pack hunter (packs of 6-60).
- Wild GoatLand mammal (level 2): Mountain goat hunted for meat and its long (30-50 in) horns.
- Wind SpiritTranslucent, pale-blue nature spirits who hear everything in their domain and will answer three questions; they avoid enclosed structures.
- Winged DemonProud, impatient messengers of the seven arch demons that answer only to Mephistopheles and their own arch demon, able to teleport or travel between dimensions once a day. They transport, retrieve and deliver for a gem offering, will not fight for a summoner, and curse summoners whose abduction orders go wrong.
- WolfLand mammal (level 4): 3-5 ft, 55-110 lbs; hunts in packs of 4-24.
- Wood SpiritBrown-skinned, leaf-haired nature spirits who can grow plants to full size in an hour or ripen fruit out of season.
- Wooly MammothLand mammal (level 6): Huge tusks and a long shaggy coat; lone males are very aggressive.
- WraithA formless shadow-undead created when a necromancer's domination spells bind a living being's spirit past death to the caster's will or an artifact. Seen only as glowing red eyes in hooded robes, it drains energy by touch or weapon, grows stronger at night, and can read and track the life-auras of the living.
- WyrmmThe legless, wingless larval stage of the great dragon: a dark, spined burrower that feeds on underground life for about ten years, then cocoons itself in a cave to hibernate and emerge as a great dragon. Unintelligent but dangerous, with crushing coils and armor-piercing jaws.
- WyvernA lesser, unintelligent offshoot of dragonkind with a serpentine body, leathery wings and a venomous tail stinger, found in forests and rugged country. Unusually for serpentine beasts they gather in groups and sometimes migrate destructively en masse.
- XaxOne of the Old Gods, embodied as the vulture; the god of death and decay.
- YakLand mammal (level 2): Pack animal whose cows give milk and whose fleece is woven.
- YatuMummified spell casters returned to undead life by a lost evil process, keeping their magic and level and uniquely able to grow stronger by draining the life energy of victims. Withered and yellow-skinned with glowing eyes, inhumanly strong, needing no food or sleep, they are rated the most dangerous undead.
- YetiSolitary white-furred giants of mountains and frozen wastes, about eight feet and a quarter ton, related to lemures. Fat-insulated against cold and systemic poisons but vulnerable to heat and fire, they are murderous carnivores that stalk and ambush with startling stealth, go berserk when wounded and never flee; captives die within days.
- ZaOne of the Old Gods, embodied as the serpent; the god of the underworld.
- ZazirMinute, very shy Sidhe that shun mortals and are usually glimpsed only among sprites. Each Zazir crafts some part of nature out of pure essence (gems, flower colors, dew drops, or for the mischievous ones cobwebs, lint and burrs), and they repay careless disturbance with petty pranks.
- ZebraLand mammal (level 2): Herds of 10-40; almost impossible to train.
- ZebuLand mammal (level 3): Tame humped ox, sacred in some lands.
- ZephyrPeaceful, art-loving winged humanoids of warm regions with hawk-keen eyes and wingspans over twenty feet, living in family eyries on cliffs. Kind and hospitable but harsh with those who exploit them; they hate the Naga.
- ZombieCorpses raised by Black Magic, zombies have no mind or will and must obey the caster who summoned them. Rotting and foul-smelling enough to sicken the living within ten feet, they are strong, feel no pain and ignore illusion and influence, but move very slowly; they strangle or batter foes and can be destroyed by fire or steel, while blunt weapons barely harm them.