Monsters

From Rise of Agon Wiki

There is many families of monsters. Some, like goblins, span in difficulty from very easy to very hard.

The difficulty list:

  • Very easy
  • Easy
  • Medium
  • Hard
  • Very hard
  • Boss
  • Champion

Dragons

Members

  • Fire Dragon
  • Kroshogo the Ice Dragon
  • Bone Exarch
  • Sun Exarch
  • Dark Dragon

Fire Dragons

Burning with implacable hatred, red dragons lay waste to entire regions, destroying or devouring any creature that strays within their ken. Usually preferring to stay on the wing, red dragons rain fiery death on their opponents, sometimes slaying entire adventuring parties with a single, well-aimed belly-breath.

Society and behavior

Red dragons are single-minded engines of destruction, who rarely harbor any plans beyond comprehensively burning everyone they encounter. While some dragons are ambitious schemers who gather armies and amass hoards, reds are only interested in the transient pleasure of the kill.

Like others of their kind, red dragons are served by groups of serpentines, who excavate and tend their lairs, and serve as ground troops during combat. Reflecting the nature of their masters, red dragon serpentines are unsophisticated, brutal and physically strong.

Habitat

Red dragons are found on every continent, except Niflheim, which is too cold for their liking, and Yssam, where Far-Loradain the dragon emperor violently discourages rivals. Some of the largest and most famous red dragons are found in Agon's central region.

The territory around a red dragon's lair tends to be scorched, lifeless, and generously strewn with the charred and chewed-out remains of previous victims. Red dragons prefer to lair on tall, rocky perches that overlook the devastation which they themselves have wrought.

Goblins

In wave after green-skinned wave, goblin hordes crash into the battle-lines of their enemies, seeking to overwhelm with sheer numbers and the momentum of their charge. Individual goblins sacrifice themselves almost cheerfully in battle, safe in the knowledge that there's more where they came from.

Members

In order of difficulty:

  • Goblin Scout
  • Goblin Fighter
  • Goblin Shaman
  • Goblin Marauder
  • Goblin Warlord

Ecology and behavior

Goblins are the weeds of the monster kingdom. Tenacious and irrepressible, they resist all but the most determined of extermination attempts. Goblin tribes tend to inhabit unfancied, inaccessible wasteland regions such as swamps and rocky badlands, where they breed frenetically until all local resources are depleted. At this point, the tribe will start invading neighbouring communities, eagerly waging war until the goblin tribe either expands its territory or (more likely) is decimated and driven back to its waste breeding grounds.

Habitat

Highly adaptable, goblins are an unwelcome presence in many of Agon’s regions. They are, however, rare or absent in regions such as The Icemarch and the Pall of Oncylus, where goblin numbers are kept in check by large populations of much tougher monsters.

In the orkish kingdom of Morak, goblins are kept as slaves. Bred in vast numbers in dismal Slave Pits, goblins are employed as laborers, as grunt troops in battle, and as food for the voracious dragon-goddess worshipped by the orks. It is said that of the ten thousand goblins who perished during the construction of the Big Stairs in Flaming Skull, four thousand were killed in accidents, three thousand were sacrificed during inauguration rituals, two thousand were eaten by the Fire Dragon and her court, and one thousand were killed on site by whip-happy orkish foremen.

Variations

Goblin Kings grow to be much larger than their subjects, not only in girth but also in height. Such outsized goblins tend to rule large tribes, with their cunning and great strength, they are more than a handful in close combat.

The jungle-covered continent of Yssam is home to a particularly tough and resourceful breed of goblins. Common throughout Yssam, the Wildtribe worship the giant reptiles native to that continent.

The wildtribe goblin variations:

  • Wildtribe Pathfinder
  • Wildtribe Mage
  • Wildtribe Warrior
  • Wildtribe Chieftain
  • Wildtribe Witch Doctor
  • Wildtribe Shaka

Arthain

Using a combination of fleshcrafting and necromancy, the arthain create armies of malformed constructs which defend their lairs and raid neighboring communities. The arthain themselves are gifted but highly specialized spellcasters, who possess an almost uncanny grasp of the unholy and necromantic schools of magic.

Ecology and behavior

The arthain were once a peaceful and civilized people, but when they lost the ability to procreate, they resorted to extending their lives by steadily more depraved necromantic methods. In the centuries that have passed since, arthain culture has spiralled down to the pathetic nadir in which it exists today.

The arthain of the current day are a paranoid and hateful race, who see outsiders as little more than necromantic raw material. They are only happy in the solitude of their own crumbling sanctuaries, and will only leave these places to hunt for food and fresh corpses.

Habitat

An uncovered arthain settlement will almost certainly face attack from all other communities in the vicinity. As a result, members of this feared and reviled race tend to settle in the most remote and inaccessible of locations. On rare occasions, however, arthain are lured into the service of devils, in which case they may be found near or under large cities.

The largest and most permanent arthain settlements are found in Agon's central region, which  is a battle-scarred no-man's-land that is claimed by many but mastered by none. Here, corpses are plentiful, and there is no central authority to launch a sustained crusade against the arthain

Variations

Fleshdogs move and behave as if they were giant dogs, but all their body parts are those of humans whose limbs have been bent and manipulated into a doglike shape. However twisted and broken their bodies are, Fleshdogs move with decent speed and agility.

Black Knights

Hell-spawned spirits clad in huge, elaborately decorated suits of plate mail armor: Black Knights are aggressive, mercilessly tenacious guardian creatures, whose glowing red eyes betray their demonic origin.

Ecology and behavior

These constructs are made by luring malevolent spirits from the underworld, trapping them within enchanted suits of armor. Once bound by the armor's magic, the spirits have no power to resist the commands of the summoner, and they are bound to his service until released or until the enchantments engraved on their armor are physically broken.

Habitat

Black Knights are elite soldiers in the armies of  Prince Malaut. They stand guard over his temples, serve as bodyguards to his priesthood, and champion the faith against its many enemies. Malaut's followers, called the Twilight Empire, are currently active only in the human kingdom of Mercia, but the ambitions of the Red Prince are global in scope.

Black Knights are mostly found in or near the inner sanctums of Twilight Empire coteries, providing muscle for the spellcasting Below that summoned and bound them.

The spirits bound within the Black Knights' armor are natives of the Shadelands, Malaut's native, subterranean realm, which lies more or less directly underneath the Mercian heartland.

Variations

Though the same size as Black Knights, Black Lords are made using more powerful binding enchantments, which allow Malaut's priests to trap stronger spirits. Physically more or less identical to Knights, Black Lords fight using twin axes instead of swords.

Centaurs

Wild-spirited and xenophobic, the centaurs of Agon patrol their hunting grounds assiduously, attacking any perceived trespasser. Centaurs are expert archers who use their mobility and local knowledge to great advantage, harassing and ambushing the intruder until he flees or dies.

Ecology and behavior

Centaurs are semi-nomadic hunter-gatherers who do not build permanent homes of any kind, but roam freely through tribal territories. Quite frequently, a tribe's territory is centered on a place of natural power, such as a wildspring or a circle of standing stones.

If their territory faces a serious threat, such as those posed by settlers or logging operations, centaurs might form alliances with other creatures who fight the encroachments of civilization, such as oaklords or Forest Prophet covens.

Habitat

Centaur tribes may settle in any wilderness area which supports a large enough population of prey animals. They seem to prefer deep forests, though, and are common in Mirendil,  Wychwode, and in the autumnal forests of the Tribelands, where they themselves are considered worthy prey for mahirim hunting packs.

Demons

Demons are born in fire, and the cradle's flames still burn in their hearts and bellies. As embers issue from furnace-hot bodies, they spew fire and molten rock upon their enemies, while pounding them with huge hammers that were forged in the infernal pits of their homeland.

Ecology and behavior

Only visitors to Agon's surface, demons cause as much death and destruction as possible during their sojourns. Upon arrival, a demon first seeks to gather an army around him, then he launches a military campaign which could leave entire regions shattered. When its thirst for carnage is sated, the demon leaves Agon just as abruptly as it came, abandoning any conquests it might have made while on its large-scale rampage.

Nobody knows what motivates these demonic crusades. Some say that demons consume the souls of all those who are slain by their armies, thereby gaining in strength. Others that their stays on Agon are exile sentences for unknown crimes or failings.

Habitat

The exact location of the demonic homeland is not known, but it is believed to lie deep within the dark, burning regions near Agon's molten core. No path leading that deep into the abyss has been found, though many powerful clans and adventurers have sought one.

The only demon currently active is Illgarm, an Ice Demon (see below) who is in the process of conquering the frozen continent of Niflheim. It has also been whispered that a demon was recently summoned and bound by Oncylus, the mage whose terrible Pall is devouring Agon's heartland. If so, this is the first time in history that a demon has been called and bound by a mortal spellcaster.

Variations

Ice Demons have bluish white skin, and exude cold smoke from their bodies and helmets. They are, in fact, as cold as other demons are hot. Ice demons wield enormous warhammers, and are physically stronger than their cousins.

Devils

Veiled by layer upon layer of subtle magic, and guarded by armies of spell-ensnared henchmen, devils wield their insidious influence upon entire communities, guilds or even nations. Devils are among the world's most adept spellcasters, and if confronted, they may unleash truly epic levels of magic-fuelled destruction upon their enemies.

Ecology and behavior

Devils are brilliant schemers, who constantly work to corrupt mortal communities which they latch onto like parasites. Like gilded spiders, they spin ever-expanding networks of power, luring the greedy and the foolish into their service by promises of wealth, power and physical gratification.

Devils will recruit whatever help is available locally, but prefer establishing or corrupting shadowy groups such as thieves guilds or religious sects. A devil's organization tends to include a healthy mix of brains and brawn.

Habitat

Few in number but immensely long-lived, devils are found throughout Agon, usually in or near densely populated areas. They strive to keep their machinations in the shadows, and take great care to conceal their presence from the communities they feed upon. Devils prefer to live underground, frequently inhabiting secret networks of tunnels under the city.

Variations

None

Forest golems

Leaf-clad and root-footed, the Forest Golem is a patch of forest brought to life by sylvan magic. Towering over all but the tallest of trees, they pound their enemies with fists that have the hardness and circumference of fully grown oak trunks.

Ecology and behavior

Called forth by the will and subtle magic of the forest, these golems may spring to life naturally and without the aid of spells or spellcasters. Like all constructs, Forest Golems lack a will of their own, and until destroyed, they mindlessly follow the impulse-commands that they were imbued with upon creation.

The behavior of a Forest Golem depends on the nature of the woodlands that spawned it. While most forests birth golems that defend sacred locations and sylvan creatures, darker woods give life to more aggressive and destructive golems. In addition, some twisted druidic cults have mastered the art of inciting the birth of Forest Golems and of controlling the resulting behemoths.

Habitat

Forest Golems may appear in any substantial woodland, usually near wildsprings, holy groves or stone circles. In practice, however, most forests lack the magical potency needed to generate such powerful guardian creatures. Forest Golems are relatively common in the vast Mirendil Forest and in the famously ancient and strange Wychwode of Mercia.

The deluded Forest Prophets of the Mirendil routinely send Forest Golems against their enemies (i.e. everyone), as do the Dark Arannog, who will go to any length to secure freedom for the native Imric people of Mercia.

Variations

None.

Giant Spiders

These eight-legged murder machines use magic or poison to incapacitate their victims, before sucking the life-juices out of their quivering, still-living bodies. Unlike their smaller relatives, giant spiders tend to hunt in large packs that are controlled and coordinated by outsized, resourceful matriarchs.

Ecology and behavior

Giant spider colonies spread out in concentric circles from the matriarch's lair, which remains the heart and nerve center of their community. If anything opposes their outward expansion, the entire colony is mobilized against it.

Many well-established giant spider colonies have formed symbiotic relationships with a humanoid race called the sarlid, who live among them and fight alongside them whenever something threatens their shared territory.

Habitat

Giant Spiders are found in all but the coldest or most densely inhabited of Agon's regions. Forests and caves are among their preferred habitats.

Variations

Bone Spiders are the undead remains of other giant spiders. Their brittle bones break easily, and individually they are quite harmless. Their creators tend to compensate by creating great numbers of Bone Spiders, sending horde of them towards their enemies.

The bodies of Ghost Spiders are green and partially translucent. They shoot strands of web that inflict damage and impede movement. In melee combat, they bite with fangs that, in addition to inflicting damage, inject a poison that reduces the combat abilities of their opponent.

Larger than the Ghost Spider and red instead of green, Doom Spiders are equally as translucent, and much more dangerous. Instead of shooting web, they cast a limited number of spells, usually of the kind that reduce the fighting capabilities of their prey. Then they move in and attack with their damage-inflicting and energy-draining fangs.

Hairy Spiders are  the same size and general shape as Giant Spiders, but their bodies are covered by bristly white hair. In addition to causing physical damage, the poison on Hairy Spider fangs causes victims to move slowly for a short period of time.

Hobgoblins

Hobgoblins fight with determination and fearlessness, their ranks neither breaking nor wavering until the last warrior falls. The battlefield is both their temple and their home, and to a hobgoblin, the only thing that holds greater glory than victory, is a memorable death in combat.

Ecology and behavior

True children of the war gods, hobgoblins are born to drill, march, fight and die. Instead of tribes or clans, their societies are organized into permanently mobilized armies called Standards (The Raven Standard, the Wolf Standard, and so on) that wander Agon in search of war and plunder. The only settlements built by hobgoblin Standards are fortified camps which they are ready to abandon within hours should the right opportunity present itself.

Habitat

Whenever war breaks out between two races; whenever a demonic crusade is embarked upon; whenever a nation descends into civil war, hobgoblin Standards gravitate towards the action, offering their swords to the highest bidder. As mercenaries, hobgoblins have fought in literally thousands of wars through the centuries, and they have made themselves indispensable to many a dark lord and unscrupulous conqueror.

If the hobgoblins ever had a homeland, its name and location has long since been lost. They are a rootless, vagabond people, whose lives are spent in anticipation of the next opportunity for reaping the twin rewards of gold and glory.

Variations

None

Lions

With their strong jaws, supreme predatory instincts, and relatively advanced hunting tactics, a pack of lions can pose as much of a threat as many a horned and scaly monster.

Ecology and behavior

Unlike most other cats, lions are social animals. They live in packs that hunt together and cooperate on challenging kills. Lions prefer to sneak up on prey, before silently sprinting the final meters. The pack might choose to retreat should the prey put up too much of a struggle.  

Habitat

Lions thrive only in the warm regions of Agon, and are seldom seen in lands that are temperate or colder. They are common on Cairn and in the southern regions of the main continent.

Variations

Male and female

Sarlids

Fuelled by venom coursing through their veins, these strange humanoids attack with lunatic ferocity, repeatedly stabbing their enemies with poison-laced, stinger-shaped twin lances.

Society and behavior

Sarlids form symbiotic relationships with giant spider colonies, which they defend and tend like shepherds in return for regular injections of venom. Sarlids seem to need venom to live, and if deprived of a sting for too long, they will first descend into the unpredictability and madness of withdrawal, then die.

Unlike the spiders they tend, sarlids are capable of teamwork and the planning and execution of elementary strategies. Intimately familiar with the strengths, weaknesses and behavior patterns of their spiders, sarlids plan the colony's defense with these factors in mind.

Habitat

Wherever large colonies of giant spiders are found, sarlids may be found living among them. They seem to thrive in warm and humid climes, however, and are populous on Yssam and in the volcanic coastal regions of Morak.

Servants of Malaut

Driven by some residual spark of sentience, Servants throw themselves on the swords of their enemies, begging them to end their miserable existence. Press-ganged in their hundreds, these half-undead shells are the highly expendable cannon fodder of the Red Prince's armies.

Society and behavior

Servants of Malaut are made from the dredges of humanity, who are lured or kidnapped into Twilight Empire coteries, and then subjected to rituals which turn them into mindless, disfigured drones incapable of disobeying the commands of Malaut's followers.

The primary responsibility of the resulting Servants is to construct and maintain the coterie's subterranean temple. If the temple is attacked, they are used as a first line of defense, commanded either by human cultists or directly by the Below, who are Malaut's cruel and inhuman priesthood.

Habitat

For now, the Red Prince's efforts are focused on the human kingdom of Mercia, which lies directly above his decadent underground realm. In the long term, however, Malaut wants every weak or sensuous mind on Agon to join his Twilight Kingdom.

Svartdvergir

Night-eyed, bare-chested and covered in strange tattoos, the svartdvergir fight with berserker fury, relentlessly swinging axes that radiate dark magic. While in a state of battle-rage, svartdvergir warriors channel the wrath of a cruel deity whose liquid essence infects them all.

Ecology and behavior

When a svartdvergir comes of age, he drinks of the Essence of Sahul, the ancient and mysterious deity who controls their society. From that moment on, the individual gains the ability to channel the rage of Sahul while fighting, and Sahul gains the opportunity to assume control over his new subject whenever he so chooses.

The svartdvergir work constantly to further Sahul's plans, which involve the spreading of his Essence to new subjects, and the weakening of  the dwarven state by any means available. Using his powers of possession, Sahul is able to coordinate the efforts of settlements scattered throughout Dvergheim, and to transmit news between them almost instantaneously.

Habitat

The svartdvergir inhabit the remotest valleys and darkest caverns of Dvergheim. Due to the supernatural strength of warriors channelling Sahul, combined with the work of possessed spies in mainstream society, the Dvergheim government's campaigns against svartdvergir strongholds have frequently proved disastrous.

Sahul wants to control all of dwarven society, and he has had some luck in subverting the citizens of Dvergheim. Small cells of the Sahul Cult are at work in the dwarven kingdom, constantly seeking new recruits who are willing to accept the Essence.

Variations

None

Zombies

"In a world teeming with necromancers and ghouls, you'd think they'd consider some alternatives to interring corpses intact under small quantities of excavation-friendly dirt."

Shambling mindlessly forward, zombies try to sink their opponent under a relentless wave of punches, bites and blows from improvised weapons. Slow and incapable of independent thought, zombies are usually deployed in large numbers.

Ecology and behavior

Brought to life by necromantic magic, zombies are empty husks that retain no memories of their lives among the living. They are utterly brainless, and merely follow the instructions they were given during the reanimation process.

Habitat

Predictably, zombies are mostly found near graveyards, battlefields, or other locations where corpses are easily obtained. In theory, though, their creators can command them to go anywhere that their decaying limbs will reach.

Variations

Created using powerful necromantic magic, Dire Zombies are imbued with limited spellcasting ability. They also retain a small glimmer of intelligence, and are capable of giving simpler orders to normal zombies.