Larva
(Demon)—These are damned, human souls in Hell. They are largely powerless.
Legendary Animal
(Animal)—Also called Epic, Paragon and the King/Queen of (Species), these are singular animals that exemplify their species, but are larger, stronger, and smarter, and have extended lifespans. Some can speak human languages, have unusual powers, or use magik. These legendary animals often are featured in Faery tales, and some of them have even interbred with humans as animal brides or bridegrooms.
Leprechaun
(Faerie)—These are faerie cobblers or leather workers, but they only work on single shoes, not pairs. They wear leather aprons, green clothes and green hats adorned with jaunty feathers. These beings love music, fox hunting and dancing, but they also are recognized for their miserly streak and gold lust. They are experts at evading pursuers, and usually learn glamour spells for haste, teleportation and faerie gold. Leprechauns are reputed to hide pots of gold at the ends of rainbows. If you catch a leprechaun, and you do not take your eyes off him, then he can lead you to his pot of gold.
Light Faeries
(Faerie)—Also called astral faeries or alven, these beings are seven to nine feet tall, radiantly beautiful, and emit visible auras of colored light. They rarely visit Aarthus and are encountered most regularly on the astral planes. They are devoted plane travelers, can become invisible at will, and are master shape-changers.
Lindwurm
(Dragon)—A 20’ serpent with two legs, the Lindwurm is gold and silver or black with a yellow belly. They issue low, menacing hisses, spit poison and spring into combat cobra-like. They are speechless and animal-level intelligence.
Love Talker Faeries
(Faerie)—These solitary faeries who beguile young maidens, entice them to run away with them, and then murder them. Current thought holds that these faeries originally should test young ladies’ chastity and faithfulness, but along the way, testing turned to punishment and then descended into murder. Maids that resist the love talker’s charms are safe from these otherworldly serial killers. These faeries appear as charming, handsome gentlemen with sufficient manly charm to set most feminine hearts aflutter. They command all the glamour and enchantment spells needed to ensnare their feminine quarry. They cast no shadows and may generate and control mists to maintain their secrecy. At least once in history, a crafty young woman turned the tables on a love talker faerie and killed him before he could murder her.
Malebranche
(Demon)—These are exceptionally vulgar, cruel, and dishonest as demons go, and there are twelve of them and they are each named. Malebranche appear in standard demon form, but their colors are blue, red, and green. These demons are large, each being about 8’ tall, and armed with heavy iron military forks or iron studded scourges. They fight well without the fork, too, because their fingers sport retractable iron talons, each as long as a dagger. They often serve as guards in hell.
Mallorn Gigante
Also called wood giants and weald giants, these creatures are native to the Mallorn forest in Caindos and Karlionne. They could be giants, a variant of the berukk, or some sort of earth elemental, because when they are in contact with the ground they regenerate quickly. When separated from the ground, the gigante lose strength and lose their unusual healing properties. The beings stand about 13’ tall, with heavy muscles, piggish faces with small tusks, and beady black eyes. They drape themselves in chains and hooks where they suspend their fresh kills and enemies’ heads. Their language skills are primal at best, and they posses tiny vocabularies. They relish devouring maidens and entire flocks of sheep.
Mannequin
(Artificial)—Usually built by vampires, these are dangerous, semi-sentient, animated puppets designed to guard vampires during the daytime. Mannequins appear puppet-like, and once dressed often they appear as hulking humans. They radiate a sort of off-putting weirdness. They neither eat nor sleep, and they settle into stillness when not needed.
Marauding Slug
Midnight Gaurdians
This is a subset of specters that are like an undead contagion. If a character dies from wounds inflicted by a shadow guardian, the victim immediately will be transformed into a new shadow guardian. Each guardian lays as an abandoned corpse until triggered by a near proximity alarm. At that point, a shadowy, smoke-based copy of the corpse as it looked as a living person will rise from the corpse, fight to kill more humans, and thus perpetuate this undead chain. When the conflict is over, the shadow guardian draws back into its corpse until next time. The guardians’ shadow weapons will wound humans as normal, but they also suck serious energy and heat from the victim’s wounds. The shadow guardian cannot be harmed by non-magic, mortal weapons. These monsters do not communicate, but they keep all the speed and skills they had as living people. If clever in life, then clever in death. The best known example of shadow guardians are in Lorg’s Manor, in the Valley of Eternal Midnight.
Mist Aetherkin
(Elemental)—These are quasi-water elementals that can take humanoid form and perform simple tasks. When in humanoid shape, they still look like constrained mists. Wizards sometimes harness these for menial work.
Mondig/Gray Men
(Giant)—These antisocial giants live in seclusion on mountainsides, although they will happily eat any humans they capture. Mondig are about 10’ tall, gray skinned, with freakishly oversized heads. Their leering faces are hideous by any standard. In addition to their grotesquely huge heads, Mondigs have non-symmetrical arms. Their right arms are disproportionately huge, nobby, bulging, and veiny—this is their combat arm. Their left arms are shriveled and weak—this is their spell-casting arm. They defend their privacy with size and shape-changing magik. These so-called gray men are a mystery to most.
Monstrum
(Artificial)—A malignant grotesque created by perverse sexual acts or putrified sperm, especially by wicked mages who practice the sexual magic tradition. These twisted beings writhe as if in pain, and they usually appear as a wild assemblage of half-melted human/animal hybrids. They stick horribly, and they have a deleterious effect on the human psyche, or at least for those humans that are hardened by long exposure to the weird or horrible.
Mugharriboon
(Unknown)—These are the hybrid offspring of humans and djinn. Djinn aren’t native to Aorlis, but Mugharriboon have been encountered in Alusia or coastal mainland cities.
Murtra
(Chthonic)—Called the Silent Folk, these roughly humanoid-shaped creatures have slick, fish-belly gray-white hides over a web of pulsing, distended, blue or olive veins over twisted, ropey muscles and organs. Murtra possesses vaguely humanoid or ogre-like faces, with unblinking black eyes, but without noses. Their splayed, webbed hands each have two fingers and a single thumb, and these digits are leach-like, with blood-sucking suction cups on the inside of each finger or toe. Inside each sucker is an extendable, spike-like tongue for piercing the victim’s flesh, allowing the murtra desanguinate its victim with suction. Murtras are about five or six feet tall, as strong as three humans, and breathe water (they have gills), although they can breathe air for short periods. Most often found in the Sea of Silence within the greater Faern Sea, these creatures are encountered in communal groups of ten to a thousand. They are carnivorous, and they have no spoken or signed language, and they communicate through a limited form of telepathy that requires physical contact. Much like eels, they generate powerful electric fields, and may deliver powerful shocks to paralyze or kill victims.
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