Creatures of the Fog

Ixkailatl [Ish-Kai-Lah-Til] (Smokestack)

 * A Smokestack is a tall brown colored creature that easily stands 18 ft. high. It’s long lanky “arms” reach all the way to the ground, have millions of mucus-covered cilia at the ends, and can measure up to 12 ft. in length. Their bulbous heads are surrounded with millions of tiny cilia measuring up to 3 ft. in length with a gaping opening at the top that emits a mist-like vapor that hangs in the air around it.
 * Creatures that linger in the mist surrounding the Smokestack become victim to their greatest fears and insecurities hearing the voices rack their minds. The same happens when coming into contact with the mucus dripping from its limbs, it’s thought that the mist is a vaporized form of its mucus.
 * These entities are docile, though they have limbs to walk and move around, they seem to be guided by a mindless force that causes them to drift aimlessly. They are easily caught amongst rocks, low trees, ditches and buildings. Though if approached by a living creature within their vaporous shroud, they are unexpectedly quick and violent.

Rum’Rotguar [Room-Rot-Gwar] (Startrunk)

 * What seems to resemble a headless grizzly bear is actually far worse; the Startrunk is a monster that relies on its ability to track heat signatures to hunt its prey. The Startrunk is covered in thick black bristles that resemble a thick coat of fur from afar. On the front of its body is a mouth with razor-sharp teeth that glow blue.
 * Looking down the throat of a Startrunk reveals what looks to be the night sky. A Startrunk’s voracious hunger doesn’t stem from a need to survive, but instead a desire to devour magic and shunt it into this separate place of existence.
 * The Startrunk is an incredibly dangerous and violent creature, yet some risk their very existence to capture one, for its ability to track down creatures via heat and arcane signatures.

Kax’Tisska [Cash-Tee-Ska] (Masked Consumer)

 * Resembling a 13 ft. tall gorilla with long white shaggy fur and hoofed backwards legs. Their hands are equipped with 3 ft. long and 3 inch thick fingers that are used for the Consumer to balance itself. A strange humanoid-yet-not mask mounted on its upper torso where its “face” should be, resting right above where its enormous mouth is located right where its “chest” should be.
 * The Consumer is a horrifying monster of equal strength and agility hunting down prey as fast as possible grabbing what it needs and leaving. Once it has claimed what it seeks it disappears for up to a week, before it returns, if it can be found at this time it appears as though it is in the midst of consuming the victim's head first. Once a victim is completely consumed, the Consumer then produces a strange mask vaguely in the likeness of the victim, where it keeps them on its back.
 * The Masked Consumer is an extremely violent creature that attacks, picks out a single creature and tears them to shreds. The eyes of the strange mask can emit a strange glimmer light, like a distant star. Creatures that see these glimmering are overcome with nostalgic memories and a longing for the night sky. Once it has a creature trapped in its gaze, it swoops in and abducts them to consume them later.

Thornwood’s Skullplated Ram

 * A Ram with long twisted horns that stretch up to 36 in. long. Their long fur ranges anywhere from white, brown, or black. Their fur is strong and fibrous, making it useful for fashioning thread.
 * The most notable feature is that the skull of this ram is so thick that it develops on the outside of the front-facing portion of its head. Though there is a very thin layer of skin covering it, from afar it looks as if the ram is masked with a bare skull.
 * Diet is herbivorous. It feeds mostly upon the grass, foliage, and berries.
 * Self-Defense tactics include standing on its hind legs to appear larger, as well as ramming with their horns.

Shielded Skunk

 * A relative of the average skunk. The Shielded Skunk can grow up to 42 in. in length. In place of their black fur with the single white stripe, are a series of overlapping, shield-like, brown scales that cover the skunk from the top of the head to the tip of its tail.
 * The most notable feature of the Shielded Skunk is that the coloration of it’s shielded hide slowly changes to match its surroundings to help it camouflage with the forest floor.
 * Diet is omnivorous. The shielded skunk feeds upon berries, leaves, and roots as well as small animals, eggs and insects.
 * Self-Defense tactics include rolling up into a ball that cannot be pierced by either claw or blade.

Gildeye Coyote

 * Believed to be the relatively recent cause of the Fog or some form of disease, that it spreads via bites. The fur is usually a variation of brown and tan.
 * The most notable feature about the Gildeye Coyote is it’s glowing yellow eyes that seep an equally bright glowing pus-like fluid.
 * Diet is purely carnivorous. Anything from smaller creatures, to even beasts as large as bears. They seem to be able to go without eating for a maximum of one week.
 * Self-Defense tactics include voraciously biting the threatening creature.

Shere Malak [Share-Mal-Ack]

 * A guardian of the world, a creature so magnificent that the sun seems to peak through the fog in its presence. Referred to as the Lions of the Gods. An enormous Lion with a mane like the sun, easily the size of a barn, with wings like moonlight.
 * A Shere Malak is a creature that appears when the world is to cease to exist. Many blame them for being careless or lazy for allowing the world to be consumed in fog. This is not a Shere Malak’s purpose however, for they knew the world would not be destroyed, and they were correct though the fog devastated the world for the most part.
 * A Shere Malak serves the Gods and protects the world as it was created to do. It’s greatest weapon used in defense is a cacophonous roar powerful enough to shake the reality of a creature. Besides that the Shere Malak is a great bearer of magic, arcane and divine. Legends tell of the Shere Malak teaching magic to the races of The Gatelands when they most needed it.

Watcher

 * The Watchers are believed by many to be angels left behind, unable to escape when the Fog rolled in. Some think that, like Creation, these celestials are also being punished, but others are of the opinion that the Watchers are here to monitor Creation as they are faced with the calamitous presence of the Fog. The Watchers tend to apparate or wander through areas further out from civilization, such as abandoned farms, mountain caves, long unused paths through dense woods, etc.
 * Though popular belief deems the Watchers to be mysterious arbiters of the fate of Creation, many have not turned to worshipping or revering them, in fact many question if the Watchers are even celestials or just a mass hysterical hallucination. The reason because the Watchers make no noise, and do not have visible features. They are in fact vaguely 9 ft. humanoid figures made of a soft white light.
 * A surprising note, so far a Watcher has not been observed to have or utilize any aggressive or defensive methods. A Watcher is intangible, something that cannot be cut or blasted away, it seems to not even comprehend that it had been attacked. They seem to be able to interact with physical objects, but physical objects cannot interact with them. The closest thing to an offensive or defensive method they have is the ability to heal any wound, physical or psychological.

Shackled Angel

 * An actual angel! What a legendary sight! But something seems to be off, they don’t seem to radiate that storied light of hope or bear a message to guide Creation. Instead they wear a literal manifestation of shackles and chains, their wings filthy and unneat. Summoned by cruel or unknowing magic users, these angels have been stripped of their worth and power and are trapped inside The Gatelands not knowing how they ended up here.
 * The Shackled Angels realizing their powerlessness have become victims of immoral individuals such as the Firebrand Converts and people of strange practices. So they utilize their ability to disguise themselves and hide their shackles, many times they make their home in abandoned areas or places far off from people. Abandoned buildings, caves, “dungeons” or even portions of the Underground.
 * A Shackled Angel is desperate to remain unnoticed and will do anything including murder if it means their identity remains unknown. Shackled Angels use a combination of their chains as weapons and illusion magic to give them as much of an advantage as possible.

Refuse Guardian

 * Whether created by a maddened magician or willed to life by the latent magic that weaves through The Gatelands, the Refuse Guardian is an entity formed under mysterious circumstances. At least for everyone outside the House Underneath. Those with the knowledge and ability to craft such an efficient and hulking entity are treated with a respect and reverence that surpasses rank and social standing within the House Underneath.
 * The Refuse Guardian was created as a way of guarding certain tunnels, entrances or exits that the House Underneath didn’t want outsiders to use. The Refuse Guardian was a hulking creature that hid itself amongst the garbage and trash littered through the tunnels, as it couldn’t be distinguished from them otherwise. As long as a steady supply of debris is available the Refuse Guardian will absorb it into its form replenishing itself of lost or destroyed parts.
 * A Refuse Guardian is by far the easiest, yet most complicated, construct to create. One step requires knowing the proper arcane enchantments, the second step is using different debris and garbage (such as old toys, broken pots, pans, dented armor, dentures) and combining them together to fit into something akin to a sculpture. So not only is arcane knowledge required, but a skill for putting together puzzle pieces, but once it is completed the Refuse Guardian will maintain itself by absorbing trash.

Swarm of Korakan Scouts [Core-Ah-Kin]]

 * The House of Crows, often utilizes a specialized construct in the shape of a crow to perform reconnaissance on objects of interest. These Scouts take the form of small magic-powered, mechanical crows that flit about and eye whatever the House of Crows pleases.
 * When threatened or a Scout is attacked, every Korakan Scout within 100 ft. will emit a shrill alarm calling other Korakan Scouts and swarming the offending creature. With their metal beaks and talons, the Korakan Scouts can make quick work of foes and offenders of the Crow’s Law.
 * With shrill unnatural cawing and the razor sharp wings, beaks and talons a Swarm of Korakan Scouts creates a cloud of chaos and cacophony that makes it difficult for creatures to focus on anything at all.

Ombudsman

 * Within The Gatelands is an invisible force believed to be an entity of a great and powerful order. An ancient machine forgotten by most, but whispered of in the shadows by many. These entities believed to be smithed and crafted by celestial beings before they left, an Ombudsman is an invisible policing construct. Created not for the people, but those that preside over them.
 * Many dismiss it as a myth or legend to scare new faces in the political field, but those that have been in it long enough know of its dangers. When it is visible the Ombudsman appears to be nothing more than what appears to be a white marble statue with no face, depicting what seems to be a lithe, 10 ft. tall, genderless, figure. In the center of the face of an Ombudsman is a hollow circle with a tiny scale, that tips back and forth as it gauges its potential victim.
 * An Ombudsman vigilantly watches those in political power, whether the individual knows or not. An Ombudsman watches these individuals to make sure they are serving the public to the utmost of their ability, if it detects a sizable immoral abuse of power an Ombudsman will attempt to kidnap the figure and take them where they will never be seen again.
 * The Ombudsman exudes a 5 ft, aura of silence, it is enchanted to be cloaked in invisibility. The Ombudsman uses its abilities to silently make away with its desired target by either magically trapping them inside of a crystal within its chest, physically grabbing them or if all else fails killing them.

Archstone Behemoth

 * Shrouded in myth, feared for its might, revered for its mystery; the Archstone Behemoth. In some places exists an archstone harvested not from the core of a god, but from something that fell from the sky. These stones give life an entity as large as a whole city. Though these behemoths seem calm and docile, the force they can utilize is equivalent to natural disasters.
 * Naturally possessing an archstone means that the Behemoth can keep the Fog at bay. Many have taken this as a sign that the gods have not yet died and that these Behemoths are the only ones loyal to their creations. Though these Behemoths resemble a mountain in the essence of a humanoid, the people revere them regardless. For they bring with them a protection from the fog as well many dangers that people face beyond their city walls.
 * Every Archstone Behemoth is as unique as a person is to another. They vary wildly in look, composite and ability. But two features they share are their Archstones and their power over nature within their “domain”. The Archstone Behemoth is able to summon lightning storms, cyclones, call down fire from the sky, call floods from the earth, turn day into night and summon plagues. Why they haven’t decided to rule the world, no one will know.

Void Elemental

 * Sages believe these entities to be a sign of the end times, that the world itself and the place it holds in the multiverse is falling apart and the threads anchoring it are coming apart. These Void Elementals are creatures that control the very powers of gravity itself.
 * A Void Elemental is a large entity that appears in the form of a vaguely humanoid shape made of many bits of matter while surrounded by a sphere of other floating debris. A Void Elemental exists on the very fringe of The Gatelands, close to wear a rift may have been opened to wear it had come from. The primary sign that you have entered a Void Elemental’s domain is the fact that gravity seems to alternate in different areas with little to no warning.
 * A Void Elemental is essentially invisible, but that's negated by the fact that it attracts dust and other small particles to it. A Void Elemental is able to shift and change gravity and its effects on the environment to its will, though the effects are not permanent the constant presence of this creature can have disturbing side effects.

Time Elemental

 * One of the believed signs of the end times, there are pieces of the world that seem to exist outside of age. Time Elementals seem to have existed even since before the Fog, an earlier harbinger of the end time. Many mages have even used them as a way to power massive time keeping devices and even possibly extending the life of a mortal.
 * Time Elementals are easily found yet legendary creatures, possessing the ability to warp time in anyway they please. Their influence on the world around them is only perceivable to those of keen eyes and ears, as they see the same bird fly by twice, days and nights seeming to be slightly longer or shorter. Time Elementals are drawn to places of great significance. The site of a significant battle, the final resting place of the last member of a long line of wizards, the grove where a chef discovered the secret ingredient to her world famous fondue.
 * Time Elementals are essentially the embodied forms of temporal paradoxes, their existence unfortunately furthers those paradoxes endangering all those within a Time Elemental’s presence.

Fenfriend

 * The Fenfriend is a 12 ft. tall amphibious creature that resembles a cross between an Ogre and a fish. Usually dwelling in the center of a body of water, usually in or near a swamp or heavily forested area. The Fenfriend is a docile, some might even say friendly, creature.
 * The Fenfriend is known to help guide lost travelers from the depths of its home in exchange for something that brings them joy or inspiration. As the Fenfriend usually lives in a murky and bleak area it is constantly in search of bright colorful objects or anything that can stimulate its short attention span.
 * It is hard to upset a Fenfriend because of its inherently subordinate nature, but insulting, outright attacking it or stealing it from it would be a sentence to a slow and tortured death. The Fenfriend is not a creature without physical might, but it also has the innate ability to bend the nature around it to its will.

Nasnas [Nass-Nass]

 * The Nasnas are malicious yet playful demons, gathering in groups to play their strange abyssal instruments made from bone and sinew. They yip, hoot and holler at the sight of a person, for the chance to cause them mayhem and pain. The Nasnas can be easily manipulated into letting go of their would-be-victims if a good enough performance is made.
 * The Nasnas is a strange demon having an animalistic head, a single arm and a single leg. It deftly hops around wielding its instrument of choice which it can also carry on a sling over its shoulder. The Nasnas are very physically capable as they can scale mountains and swim across lakes, with little issue. Their head shapes can range from resembling a bird, an elephant, a dog and many more.
 * Once a Nasnas has captured its victim it then proceed to torture it maliciously. Slowly melting the flesh off its bones with its abyssal touch. Doing so provides no nourishment, just joy.

Shackled Yugoloths

 * Yugoloths, famous for the mercenary services offered throughout the Hells and across the material planes, have been employed many times by the Houses, even before the Fog appeared. But once the Fog appeared the Houses quickly realized that they had the Yugoloths under their thumb, for they could no longer return to their home planes. This forced the few Yugoloths across The Gatelands to acclimate to life in this new world and force themselves into servitude as guards, assassins and however else someone may request.

Lifesyphons

 * Less of a unique demon and more of a unique mutation. Lifesyphon Demons seem to have been transformed by the mere presence of the Fog into something that seeks to complete what the Fog could not. Turning vegetation black, causing corpses to rot faster and refusing wounds to close within their presence, Lifesyphon Demons are truly a force to be reckoned with.
 * Resembling the appearance of a demon summoned into The Gatelands, a Lifesyphon Demon is everything but. Their appearance is changed, appearing malformed, twisted, bare gray flesh, pull taught across the bone. Their eyes glow a dim yellow and their mouths pour a steady stream of fog.
 * A Lifesyphon Demon tacks on an additional ability amongst the many others a demon can possess. Staying within a certain distance of the demon makes it difficult for a creature’s wounds to heal and even more difficult for them to come back to life, as the influence of the fog seeps into their dead bodies.

Fogsworn Mindreaper

 * One of the more dangerous entities that have been spawned by the Fogborn Fanatics. A humanoid entity created when a creature with innate magical capabilities becomes completely hollowed in the Fog. They always resemble what they used to be, except for the strange dripping tendrils that hang from the frame of its face and arms.
 * First believed to only be created when elves died in the Fog it has been discovered that the Mindreaper is born from many different humanoids. Knowing this the Mindreaper no longer retains any traits from the race it used to be, this is most evident when its face opens up like a flower and it bites down on a creature.
 * The Fogsworn Mindreaper’s most notable ability is its power to take partial control over a creature while feeding on its mental faculties. The more creatures that are under the Mindreaper’s influence the healthier the Mindreaper becomes.

Firebrand Heretic

 * A traitor of the Firebrand Converts, these entities have been exiled from the welcome of the inside of a city. These Heretics are forsaken to the mercy of the Fog, nature and its denizens. Though these Heretics may find comfort within hamlets, villages or areas outside of a city’s walls, if a Heretic were to be discovered within any city they would be hunted down by the Converts and executed.
 * The Firebrand Heretics still retain the mark of the Firebrand though they have been scarred plainly across the side of the face with the Heretic’s Seal. Most Heretics turn to a life of banditry, some join the Fogwalkers, some become rangers or protectors of the wild. Many unfortunately succumb to the dangers beyond the city walls.
 * Desperate to return to civilization, many Heretics will dabble in magics to hide their Heretic’s Seal and Firebrand Mark to hide their identity. Many will escape to far off cities or towns to live as a simple tradesman or merchant. But there are many still that go out of their way to make life torture for Firebrand Converts, such as joining a governing party and riling mobs.

Wererat Pathfinder

 * The House Underneath employees many types of creatures to do their bidding, much of it is maintenance related however. Though in particular moments, when a deal has been made with the House Underneath, someone or some people have to be led through the Tunnels: a Pathfinder is called upon.
 * Smugglers, Couriers, Guides, Assassins; whatever the case Pathfinders have a precise training and insight into how the tunnels work and how they can navigate them. Many areas of the tunnel will be claimed by a Pathfinder as their territory, so as to secure work. Unlike other members of the House Underneath, the price for a Pathfinder is not always material. It has been known that a Pathfinder carries the ability to take things such as dreams, ideas and souls.
 * Blessed by the Rat King and equipped by the House Underneath, this guide protects and leads what or whoever their charge is through the Tunnels. Using equipment granted by the House and shapechanging abilities granted by the Rat King. A Pathfinder is an expert at avoiding harm and trouble as well as getting into it if a situation calls for it; people go missing so far underground.

Fogsong Harpy

 * These unfortunate monstrosities were not able to escape the effects of the Fog, and corrupted into horrible creatures. Their skin and feathers are a pale, ashy grey that camouflages them in the fog or against the overcast sky. Their eyes are no longer existent overgrown and replaced with strange chitinous formations, resembling the face of a bat. They stand at 10 ft. tall with a wingspan of 25 ft.
 * A Fogsong Harpy can track some of the faintest sounds up to a distance of 300 ft. They use a form of echolocation to track their prey and surrounding environments.
 * Contrary to their aerial prowess, Fogsong Harpies make their nests in cozy underground caves, filled with debris and foliage to muffle sound. The Fogsong Harpies use their sharp, 6 inch claws to rake and slash at prey.

Mistbeast

 * Believed to be the embodiment of nature’s spite, this entity takes on the form of a wolf, bear, panther, or any other ferocious creatures that inhabit the land. People sing songs and tell stories of this ancient spirit that champions the vengeance of nature against the growth of civilization.
 * The Mistbeasts have been found not to be connected to the Fog, but seem to be growing every violent and vengeful now that the Fog has halted the growing wave of civilization.
 * The Mistbeast is a silent hunter and invisible in obscure weather. It can only be recognized by the ever reverberating hum of its presence.

Prismatic Gecko

 * A semi-intelligent creature that has the unique ability to mimic any sounds that it comes across, everything from a bird singing to the sound of a performing band. The Prismatic Gecko is a dark blue, rubbery skinned lizard creature that stands hunched over at 7 ft. in length, 10 ft. with tail included. It has markings over its body much as a tiger does, that refract light like a prism.
 * The Prismatic Gecko is a great danger to unaware travelers, as it has the intelligence to set traps and ambushes. Prismatic Geckos usually hunt in groups, using their mimicry to draw in prey.
 * The Prismatic Gecko’s favorite ambush tactic is to mimic the sound of a creature in danger or pleading for help. When prey approaches, they pounce on their targets with bright flashing light temporarily blinding their prey.

Blackwhip Amoeba

 * An enormous, black, translucent ooze with long whip-like tendrils spreading from it. Blackwhip Amoebae are formed from organic material decayed by magical means, ballooning up to a 10 ft. sphere.
 * The Blackwhip Amoeba is a savant in digesting organic materials such as flesh, bone, and plant material. The Blackwhip Amoeba rolls around much like a ball in order to absorb its food, often found in swamps or in damp forests.
 * The Blackwhip Amoeba’s acidic nature makes it great for polishing metals and gemstones. It can be easily tracked as it leaves behind a blackened trail of partially digested organic material.

Slimecrust Cocoon

 * This strange flying ball of chitinous mass is in fact a dry excreted shell from an Oblex Spawn, about 4’ across. Inside the Slimecrust Cocoon is the Oblex Spawn as it goes through a metamorphosis to become an Adult Oblex.
 * The Slimecrust Cocoon resembles a large chunk of pumice rock with thick slimy tendrils hanging from it. Much like the Oblex, the Slimecrust Cocoon can sap the memories from it’s victims to feed and hasten the metamorphosis of the Oblex.
 * It’s greatest feature is that the Cocoon is somehow able to create large mucus membranes that function as wings that help the Slimecrust Cocoon fly through the air and stay safe from any creature that might interrupt the metamorphosis process.

Magemire Sludge

 * With Arcane Practitioners comes Arcane Innovations, with Arcane Innovations comes Arcane refuse. The Magemire Sludge is the combined refuse and residue of powerful arcane enchantments and experimentation. Many arcane practitioners describe it as “our power wrought on us”.
 * The Magemire Sludge is unlike the typical Ooze that hunts organic matter to consume, but instead constantly seeks to replenish its life form with magical power. Without consuming enough magic, the Magemire Sludge will eventually decrease in size, until it dries up and becomes nothing.
 * The Magemire Sludge’s innate ability to absorb magic and revitalize itself is a nightmare for magic users. It doesn’t help that it is resistant to magical weapons and equipment. A magical weapon such as a Flametongue, left inside of a Magemire Sludge for long enough, will be sapped of its magic completely and turned into a normal blade.

Mandrake

 * These chicken sized parasites feed off the life force that comes from long living trees or other large plants. A Mandrake nests itself in the soil near the tree or entagles itself to the roots so that it can feed off of the plants nutrients. They are round in shape and range from a light brown to a purple color. They have long thick leaves that extend from the tops of their head.
 * Mandrakes give off a pungent aroma that drives most plant eating predators away, but for some reason they seem to attract the attention of Will-o-Wisps. Some think it’s because of the life leeching ability that Mandrakes have that causes Will-o-Wisps to gather around them, attracting travelers to their demise.
 * Mandrakes have a nasty habit of latching onto their prey and leeching the life from them, but their most famous weapon is their horrible scream. Their screech is enough to shake the life from a creature and throw them into the throes of death.

Pressure Cooker Trap

 * The Pressure Cooker Trap is a large green and red spotted plant that burrows itself into the ground until it is deep enough to where just its mouth is exposed. Using its six thick tendril-like vines to slowly move around and other things towards it, it gathers small foliage and shrubbery to disguise its gaping 10 ft. mouth.
 * The Pressure Cooker Trap will usually place itself towards a busy destination, such as a watering hole, an open field or even a farm. It does this to catch creatures on their way towards that destination, so the Pressure Cooker Trap may place itself on the side of a trail towards a pond, in the center of a field of beautiful flowers or even in the middle of a farmer’s crops.
 * The Pressure Cooker Trap uses its long 15 ft. vines to drag itself out from its hole and across the ground as it slowly moves towards its next destination. However, it regularly uses these vines to trip, push and drag creatures into its maw where they draw into its acid filled gullet.

Reverseroot

 * An alien parasitic fungus that appears like tall, thin tubes that grow out of a contaminated creature. Once reaching maturity the Reverseroot, over a long period of time, will then spread clouds of spores from the tips of its stalks, attempting to spread it to other plants and creatures.
 * The Reverseroot is a bluish grey fungus that grows upwards from the body of a contaminated creature, the edges and tips of the tube are white, almost like they’ve been powdered. The Reverseroot are resilient, but are not invincible they can be broken off, but doing so will cause the Reverseroot to expel all the stored spores in that stalk, risking further contamination.
 * The Reverseroot is not by any means a sentient creature, but it is more akin to an infectious disease. Most often however the host of the Reverseroot will be found dead within days or even a week of their infection, allowing the fungus to digest the rest of the remains. The only proper way of eliminating the Reverseroot fungus from any living creature is to use a diluted dose of acidic mucus made from the Blackwhip Amoeba.

Gorehorn Cyclops

 * A cyclops with the head and horns of a ram, but retaining a cyclops’ single eye. The Gorehorn Cyclops has dark matted fur covering the legs, forearms, head, and neck with two thick horns curling around its head much like a siege weapon.
 * The Gorehorn Cyclops has a natural ability to climb and jump up very steep inclines as they are commonly found through mountainous areas. Making their homes in caves on the sides of sheer cliffs or places too high for the average creature to walk to.
 * A Gorehorn Cyclops’ favorite tactic is to chase creatures up the side of a rocky outcropping and then leap up the wall and ram them with their horns.

Foghorn Retriever

 * An immense, grey-skinned giant with loose hanging skin and an incredibly gaunt frame. The Foghorn Retriever is known only to those that wander on the edges of the Fog and to those that live within miles of the Fog.
 * The Foghorn Retriever resembles a Hill Giant with dark grey skin and glowing blue eyes. Its head has been contorted so that its mouth has been torn open unnaturally wide, so the head hangs back behind the neck. Bubbling from its throat is a horrible white mist and a blaring roar.
 * The Foghorn Retriever is an entity corrupted by the Fog, but doesn’t initially seek destruction or murder, but instead forcefully drags living creatures into the Fog’s embrace. None know why it exhibits this behavior, whether of its own free will or if it is following a darker command.

Thrashokor [Thrash-O-Core]

 * A horrible giant creature of unyielding might. It has at its disposal an arsenal of muscular limbs that it swings much like a tornado. With four arms and three legs, each equipped with opposable thumbs, it is truly a foe to be reckoned with.
 * The Thrashokor is said to be one of the cursed children of the Giant Gods, said to have been inflicted with this form for being too greedy. Living up to its legend the Thrashokor lusts for treasure and material wealth. It can be often encountered wearing luxurious drapes as a loincloth and crowns as rings.
 * The Thrashokor’s most deadly weapon, however, is the fact that it can rotate its upper torso in a full circle. Using this to its advantage it can unleash a flurry of blows that are only harbingering another onslaught of attacks.

Copper Spectre

 * The spirits of beggars and the poor that could not escape the grasps of the fog. Individuals that died victims of the greed of other people. Copper Spectres are seen as nothing but large, ragged, funerary cloth taken the shape of a humanoid. Many consider them to be protectors of the less fortunate or revenants seeking the evil living.
 * A Copper Spectre’s presence is betrayed by the sound of coins shaking in a tin cup or chains clanging around each other. Not necessarily hostile creatures, but wandering spirits in search of a great enough generosity to set them free.
 * When hostile, a Copper Spectre can call upon the spirits of past victims to seek their revenge on their prey. A Copper Spectre carries with it a physical trinket from a past life. The object is the only thing tethering it to a semi-sane state of being and differentiates it from any other apparition.

Shroud Chimera

 * An extremely dangerous monster that haunts the nightmares of even the greatest champions. Hunted in excess for the glory, they are thought to be abominations risen by the power of the Fog. The Shroud Chimera would resemble a normal Chimera, if not for the fact that it seeped an inky, black fog from its very body.
 * A Shroud Chimera is rarely ever seen during the day and is a tyrant of the night. Some say it’s due to its shadowy nature, but others say that it does not sleep and instead retreats into the underground to continue its prowl.
 * A Shroud Chimera is a creature of pure violence, rage, and murder. It does not lurk to hoard, to feed or to mate, it is because it kills. A Shrouded Chimera’s favorite tactic is to harry its prey from above with its horrible shadowy breath attack.

Grimoirespectre Dryad

 * The ghostly form of a Dryad who lost their home tree, devolved into madness and was slaughtered for it. Their maddened spirit now haunts the paper their home tree was used to make, binding themselves to the very pages of the book or tome. A Grimoirespectre Dryad resembles a gaunt and ghastly reflection of their young and beautiful selves when they were alive and healthy.
 * Many foolish scholars or librarians have thought it wise to tear the book apart and discard its pages. But doing so does not rid the Dryad, in fact this allows it to further cause destruction as it can teleport between all the pages crafted from its home tree.
 * The most mysterious, yet frightening ability the Grimoirespectre Dryad possesses is to steal it’s prey’s ability to communicate or comprehend through speech or written word.

White Scream

 * A White Scream is a Huge Dragon, that is set apart from the rest of its kin. The White Scream stands at a solid 18-20 ft. in length with a wingspan easily reaching 30 ft. across. The scales on this dragon range from a bony white to a slightly yellowed cream color, and grow like thin curved horns. It’s head lacks any detail, just a thin layer of skin pulled over its skull, only revealing it’s enormous fangs and reflective yellow eyes.
 * Hanging from its throat is an enormous gizzard-like sac that can inflate to become up to 8 ft. across. When it deflates this sac, the White Scream unleashes its namesake, a terrific scream that can debilitate the senses, stuttering a creature's ability to act as well as deafening them.
 * A White Scream covets peace and quiet and will go out of its way to chase away any disturbances to its isolation or destroy it if it proves a threat. They usually make their homes on mountaintops, secluded islands, or in the deep recesses of a forest where no one dares tread.

Underdragon

 * An Underdragon is a lithe wyrm of smooth skin and dull scales. Their wings are usually as long as they are, but are extremely thin and folded up along their back. The Underdragon lacks anything that could be called horns, but has a crowning frill around its head and neck that it can use for intimidation. They have two thick shovel-like claws on each appendage.
 * The Underdragon is an expert at burrowing winding tunnels that cross through each other, creating a labyrinth that only it can unerringly navigate with the use of special pheromones it secretes from the tip of its tail. The pheromones it secretes from its tail are a highly poisonous substance; any creature, other than an Underdragon, that comes into contact with the invisible fluid experiences an unbearably painful sensation that will render them immobile as they writhe in pain.
 * The greatest weapon at the Underdragon’s disposal however is not it’s poisonous tail, but it's incredible ability to regenerate lost limbs, heal wounds, and rid itself of debilitating conditions through its forced molting. With this molt, the Underdragon can replenish its health by an incredible margin. Doing so, however, causes the Underdragon great stress and exhausts it.