Monster Species in The Wild War: Anathema | World Anvil

Monster

Monsters are animals that have evolved under the influence of magic. They are now often hostile creatures with a disgusting appearance. It is difficult to classify monster species because sometimes half-humans are considered as monsters and vice versa, but it is especially because some monsters have intelligence that can confuse with Half-Humans. Here's a list of monsters:  

The Ornithisaurs:


Ornithosaurs are monsters that fly and resemble or share characteristics with birds. Among them, we find:  

Basilic:

Common mortals call basilics "kings of the Daramah's Deserts" and they are often confused with the cocatrix. It is said that this monster feels such hatred towards everything that lives that even his breath is poisonous and that his gaze changes his victims into stone. It is described as a mixture of cock and snake and was subject to considerable superstitions, both on its origins and its poisoning and petrifying powers. They are generally found in the Daramah's desert. They are sand coloured to better catch their prey. Few people venture into the desert, which is why the Basilics attack any adventurer a little too reckless, they are not used to it.  

Cocatrix:

Insane superstitions claim that cocatrix, like basilics, can kill with their own eyes. This is total nonsense, however, the look of a cocatrix is no more dangerous than that of an angry goose. Instead, one should pay attention to its pointed beak and long tail, which it can whip to kill. Cocatrix thrive in dark caves, abandoned ruins, spider web dungeons and old basements. Although they are small compared to griffins and manticores, they are more than capable of killing anyone who stumbles upon them in a dark hallway. The cocatrix do not avoid direct fights, in which they strike furiously with the wing and tail in an attempt to exhaust their enemies. The blows of their beaks are particularly dangerous, as they target exposed flesh and vital organs with deadly precision and leave bleeding, fatal wounds.  

Griffon:

The griffon looks like a combination of a ferocious cat and a giant bird. It usually inhabits the early uplands and builds its nests on inaccessible mountain peaks. The griffon feeds on large mammals and, being a very territorial creature, fiercely defends its hunting territories. When the first settlers appeared and trade routes developed, griffins were known to attack settlers and traders in defence of their territory. The Griffons are tough opponents and their strength should not be underestimated. Stubborn and aggressive, they make deadly use of their ability to fly during combat, falling on their enemies, throwing them to the ground and tearing them to pieces with their claws and beaks.  

Harpie:

A species similar to birds. Like them, they lay eggs and have poor night vision. They don't like scarecrows or shiny objects hanging in the air. Their body is designed to fly, so even in adulthood, it looks like that of a child. They are generally omnivorous and not very intelligent. Like the Lamias, their species is composed solely of females. Among the Harpies, there are subspecies: Terrestrial hemlock: adapted to earthly life like ostriches, their wings are small but their body is larger than that of humans. Thanks to their powerful legs, they can run at high speeds. Despite their appearances, they are quite relaxed. Raptor: Similar to eagles and falcons, their bodies are similar to those of humans. Unlike other harpies, they are exclusively carnivorous. They are of a proud and difficult nature to satisfy, while the other subspecies are rather friendly.  

The Draconids:


Descendants of the dragons, the draconids are little dragons.
They are said to be rejected by the draconian society, and they are said to be manufacturing errors. Even if it's true, they're still dangerous and murderous creatures.  

Foënard:

A fox is a dragon-like creature, but smaller and not intelligent. It resembles the Wyverns but can be recognized by its forked tail. Faënards have killed many more people than dragons.  

Wyvern:

Farmers confuse wyverns with dragons, and it is difficult to distinguish them. Wyverns are large flying reptiles with snake necks and long tails that end in a venomous trident. As they descend from the sky, they easily catch their prey and take it to their nests. And they don't care much if it's a sheep or a man.  

The cursed creatures:

 

Lycanthrope:

A lycanthrope is a human being who has the ability to transform, partially or completely, into an animal, or an anthropomorphic creature close to an animal. This transformation can be due to several causes, such as a curse or a voluntary ritual, and more recently the bite or scratching of a lycanthrope. It usually sets off during the night and at each full moon, condemning the lycanthrope to roam in animal form until morning. Lycanthropes are mostly described as evil beings possessing the abilities of both animals and humans, a colossal force, and of great ferocity since they are able to kill many people in one night. They rarely remember their nocturnal harms after returning to human form. However, it is possible for a lycanthrope to force his transformation, this allows him to remember events since it is from his will that arose his metamorphosis. Lycanthropes are often confused with Half-Humans but especially with Werebeasts because their names are confusing.  

Vampires:

Vampire is a term that describes several different creatures that feed on blood. The vampire is a type of undead being one of the great legendary creatures. This undead man feeds on the blood of the living in order to draw his life force from it, his victims becoming vampires after their death. Although he is a living dead man, the vampire is first and foremost the result of a curse that Cabire put on some humans. But contamination of certain animals, by ingestion of cursed flesh, creates new kinds of vampires. Now we can find superior vampires, great vampires and inferior vampires. The superior vampires are the originally cursed humans. Great vampires are the intelligent beings transformed by the higher vampires. And finally, the inferior vampires are those who were animals before their transformation.  

The Living Dead creatures:

  Often servants of magic, the undead are brought back or kept alive by magic most of the time, against their will.  

Liche:

The lich is a dead sorcerer who keeps himself in a state of stillbirth thanks to his magical powers. Liches are usually evil, highly intelligent, autonomous and, above all, very powerful creatures. But the transformation of a wizard into a lich can be done for various reasons, not always evil. One makes an important distinction between the liches, creatures endowed with will, and simple undead (skeletons or zombies for example), who have not chosen their fate, and who no longer have any will of their own.  

Dracoliche:

At first sight, at the beginning of its transformation, the Dracoliche retains its initial appearance, over time, the flesh eventually decomposes and eventually the dragon begins to resemble a living dead. Despite its miserable appearance, a dracoliche is a real and powerful enemy with a corresponding challenge note. Dragons affiliated with evil or misalignment are much more likely to become Dracoliches, because of their power involved in their creations; however, some rumors suggest that other species of Dragons may equally well submit to the ritual and thus become a Dracoliche. Dracoliches are created from bad dragons through powerful necromancery spells. Essentially, it is the fact that the dragon dies and regains control of his body. He gets with it a receptacle called a phylactery, or soul pot, in which the dragon's spirit is stored. The soul continues to exist even after the destruction of the body and can only be killed by the destruction of the phylactery itself.  

Skeleton:

The latter are generally used as slaves, or puppets, by a necromancer who manipulates them more or less consciously.  

Spectra:

 
According to the priests, these ghosts are people who perished brutally and left unfinished tasks behind. The spectra therefore have objectives. They are not always aware of this, but most often they try to reach them, regardless of the living. Spectra are always linked to the place of their death. They protect their former home or seek revenge. You can even meet small groups of souls wandering in crypts, catacombs or battlefields. It is wrong to believe that they only appear at night. On the other hand, you can't communicate with them and they fear neither men nor monsters. However, there are more particular spectra, beings who are born spectra:  

Banshee:

When night falls, unlucky travellers hear the weak cries of the abandoned dead. This lamentable spirit is a banshee, A wicked creature made of the spirit of an elf woman. Banshees appear as luminous and vaporous forms vaguely reminiscent of their mortal features. The face of a banshee is surrounded by a wild entanglement of hair, its body dressed in vaporous rags that float around it. Banshees are the undead remains of the elves who, blessed with great beauty, have not used their gift to bring joy to the world. Instead, they used their beauty to corrupt and control others. Elves afflicted by the curse of the banshee feel no joy. As the curse takes its toll, their spirits and bodies decompose, until death completes their transformation into undead monsters. A banshee becomes forever linked to the place of its disappearance, unable to venture more than five miles away. He is obliged to relive every moment of his life as a perfect reminder, but still refuses to accept responsibility for his loss. The vanity that inspired the cursed creature of banshee persists in the un-dead. These creatures covet beautiful objects: beautiful jewellery, paintings, statues and other art objects. At the same time, a banshee abhors any reflected surface, for it cannot bear to see the horror of its own existence. One glance is all it takes to make a banshee angry. A banshee does not need air, food, drink or sleep.  

Hym

: The monsters most often attack what are commonly called innocent victims: late merchants, reckless children, isolated travellers or a little too curious.... However, the pallid does not pose any threat to these individuals. In fact, it only attacks the most abject and despicable beings, guilty of an unspeakable crime. The pallid appears to its victim in the form of a tall humanoid silhouette, draped in the shade and endowed with long sharp claws. To the rest of the world, it is completely invisible. If Hymes can take possession of any individual, they have a preference for targets who have committed serious crimes or emotional persons, who are more easily manipulated. If you have the opportunity to face an Hym, then you will have two solutions: The first solution (the riskiest) is to fight the pale person directly, in order to do so you have to spend a night in the place he haunts with the person he owns. If you choose this solution you will begin a fight against the pallid. The second solution (the most judicious trick) is to try to deceive the pale person by forcing him to choose another target, for this reason it will be necessary that this future target is convinced of having committed an atrocious crime and feels guilty. When the Hym understands deceit, he will have no choice but to flee.  

Lucereine:

They may be confused with the Banshees, but unlike her, they are elves witches who supposedly reached eternal life. In reality, there are spirits of the snow created by Cabire to preserve the cold and wild places of Anathema. When we talk about the Lucereines, we also hear about fireworks. Follet lights have the appearance of a pale blue fireball, which moves when flying, never very far from the Lucereines. As with them, there are two theories about willow lights. The first theory explains that bonfires are in fact the ghosts of the former Lucereine victims, and that they would send them into battle to distract their enemies. The second theory, however, explains that fireworks are rather emanations or evokes of Lucereines, and would not be alive. This theory was brought forward by an adventurer who, killing a Lucereine, would have seen the fireworks disappear on their own. In all cases, it was reported that when a Lucereine was injured, she sent shadows to distract and thus regenerate herself.  

The Necrophagi:

Despite the fact that it sometimes attacks the living, necrophages show some usefulness because they devour corpses and thus reduce the spread of diseases when they are in small numbers. But with time and wars, necrophages have become much more numerous and too present to be ignored. Now, they are a danger more than any other.  

Goule:

A horrible, low and evil beast, this abomination nests in cemeteries, old burial mounds, necropolises and battlefields. Disgusting in form and character, it usually feeds during the full moon, and well-decomposed corpses are a delicate dish. When threatened by hunger, ghouls will not hesitate to attack the living. She only hunts at night.  

Putrefactor:

He is a humanoid being whose flesh is putrefied. No need to see one, as the name is so evocative. The putrefactors multiplied after the last wars, today they infest isolated villages. They feed on human corpses and carrion, without hesitating to attack the living. They are found on the battlefields, near towns affected by the plague or beside villages in times of famine. If you see a putrefactor alone, watch out for those you don't see. They appear and disappear immediately if threatened, making them difficult to exterminate. Instead of trying to kill them, deprive them of food by burning the bodies. Incineration is preferable to burial because these animals dig effectively. Deprived of food, they will leave for other lands. Powerful and fast styles are both effective in fighting putrefactors, but prefer speed. It is not difficult to kill a putrefactor, but it is still necessary to survive his death. The dead body of the monster releases a particularly volatile explosive gas. The explosion affects the sorcerer but also the putrefactors around him, causing a chain reaction. Keep the dying creature well away from his own. The putrefactor is driven into a rage and attacks blindly. Avoid his blows at all costs, because behind this disorganization hides an unimaginable force. Flight is not the answer to putrefactors because they jump on the back of their enemies, put them on the ground and submerge them. Preventing them from fleeing is also no easy task, unless you have a bomb to stun them, leave them defenceless and prevent them from hiding underground. As a reminder, putrefactors are necrophagous. Remember to use oils against scavengers! On the other hand, forget poisons. They have developed immunity to toxins by feeding on dead bodies. You won't be able to bleed them to death either, because their blood coagulates very quickly.  

Plants:

 

Dryad:

The first time that the presence of dryads or nymphs of the forest was mentioned, nobody believed in their existence. They were described as young and beautiful naked women, very delicate, rather small, with thin green bark skin, crossed in the depths of the densest forests. Dryads don't need to dress, their bodies can be covered with leaves, flowers, bark or moss that hide them in the landscape. They are trimmed with long, wavy hairs interspersed with plants, topped by oak leaf crowns. The features of dryades are fine and delicately proportioned, Their almond eyes have a strange brightness, depending on the season and the environment, sometimes dark green, red, yellow, purple, sometimes amber color. The same is true for their skin and hair, which adopt reddish, golden, tanned or white hues in winter. Dryades are often represented in the form of beautiful and fine women whose lower body in the shape of arabesque, outlines a trunk and roots. Because dryades are of a discreet nature, it is practically impossible to see them, except by chance or if they wish. The dryad lives in the heart of forests where it merges with the tree that gave birth to it. She is the soul of this oak tree, several hundred years old, to which she is forever attached. A dryade that moves away from its tree, loses its vigour and dies, just as much if its tree is bruised. It protects him accordingly from all his strength and energy. The dryades have their own language and can speak to vegetation, the sound of their voices is soft and harmonious like a light breeze in the high branches. They understand and speak the language of humans. They like to come together to form choreographies with changing reflections and choirs to respond to the melody of trees and winds. Naughty and mischievous by nature, but of a sulky and sensitive temperament, dryads like to play with their elusive character, forcing their interlocutors to choose their words because, with them, the borderline between jokes and gravity is tenuous. They are also very sex-orientated. A dryade is capable of seducing the lost traveller, by its charms, or even to make him drink a decoction that will make him lose memory, with the sole aim of satisfying his sexual appetite. The misguided, from then on subjected to the good will of the dryade which bewitched him, will have only little chance of preserving his life, it can indeed, prefer to keep its existence secret.  

Fairy:

Small in size, fairies look like little elves with wings of dragonflies or, more commonly, butterfly wings, bright as dawn. Curious as cats and shy as a doe, the fairies go wherever they want. They like to spy on other creatures and can't hide their excitement about it. This excitement to introduce oneself or make friends is only surpassed by the fear of being captured. The fairies dress as princes or princesses, wearing wreaths of flowers and silk clothes that shine like the sun. They are very proud of their insignia and radiate joy when complimented on their ensembles. With their innate power of invisibility, fairies only appear if they want to be seen. When the fairies fly visibly, a rain of scintillating dust follows them in their wake like the scintillating tail of a shooting star. It is said that a simple cloud of fairy dust is capable of granting flight power, confusing a hopeless creature, or sending enemies into a magical sleep. Only fairies can use their dust to its full potential, but these fairies are constantly sought after by magi and flugels who seek to study or master their power. While the arrival of visitors pique their curiosity, the fairies are too shy to reveal themselves first. They study visitors from afar to evaluate their temperament or play harmless tricks to measure their reactions. For example, fairies could bind a dwarf's boots together, create illusions of strange creatures or treasures, or use dancing lights to train intruders. If visitors respond with hostility, the fairies give them a large place. If visitors are in a good mood, elves are likely to be enhardis and friendlier. A fire-follet could even emerge and offer to guide their "guests" along a safe route or invite them to a small but satisfying feast prepared in their honour. Unlike their cousins, elves, fairies abhor weapons and would flee earlier than to enter into a physical altercation with any enemy.  

Pixie:

But in the fairies, they often have dark blue or even black skins and are often scruffy or completely naked. But even though they seem friendly, they are nonetheless hostile and only seek to devour their prey after assets attract with sweet words. Nevertheless, there is a simple way to avoid being bothered by problems and to impress them. If they consider you as powerful beings, they will not come to torment you but rather be friendly and pleasant.  

Leshen:

Humans have long been fascinated by wild woods. Living nearby, they were the source of stories about ferocious or benevolent, friendly or hostile creatures. As they began to settle deeper and deeper into the forests, respect for the unknown diminished. Wood was cut down, stone houses were built. Like the plague, the developing humanity has thus angered the forest and its inhabitants. In the heart of the forest lies a secret. In a place born of darkness and primitive nature, a powerful and terrifying guardian resides. Insensitive to human steel, it is believed that Leshen is the protector of the forest and the animals that live there against the threat of human beings and their expansion devastating their lands more deeply. With the animals he commands, Leshen has become a force to be reckoned with. Sometimes venerated, this creature can heal other animals in the forest and can also summon wolves or ravens to protect the forest. His attacks are slow but deadly. Be careful not to be chained by its underground roots. Leshen is an ancient and powerful forest spirit. Its head is the skull of a deer, and its limbs resemble tree trunks. Leshen can only be permanently defeated if the person with whom it is linked is banished or killed as well. We must also destroy the totems of the Leshen's guard.  

Demonic rose:

It is found mainly around Yggdrasil forming a forest of giant roses. They are Yggdrasil's first line of defense. It is also possible to cross them in forests.