The Beasts of Immu and the Dragons

Humanoid Creatures

Once banished, Immu began to create monsters in mockery of the Children of Een. First, Immu created Goblins. About the same height and shape as Humans and capable of using Human weapons and machines, goblins were created to opose humanity by waging wars and forcing conflict. Next, Immu created Kobolds. About the size of Human children, kobolds were created to cause mischief and to sabotage Human works. Next, Immu created Orcs (sometimes also called Giants). Far taller than Humans, about eight-to-nine feet high, Orcs were create to cause destruction and devastation.

Some time later, once humanity had begun to spread to the harsher climates of Mithrym, Immu also created Lizard Folk. Similar in size and ability to goblins, lizard folk were created to thrive in dry, arid environments. They need very little water to survive and often hide in desserts to attack Human travelers.


Goblins

Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
-1
+2
+0
+0
-1
-1
8
14
10
10
8
8
Armour Class
Hit Points
Speed
15
7
10 m

Attacks

  • Goblins can use the same weapons as humans but, as standard, use short swords and bows

  • Short Sword: Melee Attack, +4 to hit, 1d6 + 2 damage

  • Short Bow: Ranged Attack, +4 to hit, 1d6 + 2 damage



Kobolds

Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
-2
+2
-1
-1
-2
-1
7
15
9
8
7
8
Armour Class
Hit Points
Speed
12
5
10 m

Attacks

  • Kobolds can use any small weapons that are light enough that a human child could wield them but, as standard, use daggers and slings

  • Dagger: Melee Attack, +4 to hit, 1d4 + 2 damage

  • Sling: Ranged Attack, +4 to hit, 1d4 + 2 damage



Lizardfolk

Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
+2
+0
+1
-2
+1
-2
15
10
13
7
12
7
Armour Class
Hit Points
Speed
15
22
10 m

Attacks

  • Lizardfolk can use the same weapons as humans but they enjoy biting with their sharp teeth or throwing javelins

  • Bite: Melee Attack, +4 to hit, 1d6 + 2 damage

  • Javelin: Ranged Attack, +4 to hit, 1d6 + 2 damage



Orcs

Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
+3
+1
+3
-2
+0
+0
16
12
16
7
11
10
Armour Class
Hit Points
Speed
13
15
10 m

Attacks

  • Orcs can use the same weapons as humans but, as standard, use large axes and throw javelins

  • Axe: Melee Attack, +5 to hit, 1d12 + 3 damage

  • Javelin: Ranged Attack, +5 to hit, 1d6 + 3 damage


Undead Creatures

Not all humans worship Een and the Crafters. Those who worship Immu are promised eternal life for their devotion however this is only achieved as they are denied entry into the afterlife of the faithful and, as such, their soul must remain with their body after death.

If a Cleric of Immu then animates the dead body it becomes a Zombie. Zombies have no real free will anymore though and must follow the commands of either the Cleric who animated them or whoever the Cleric tells them to follow. Over time a zombie will gradually lose its flesh until it is just an animated skeleton. Some Clerics bypass this process by boiling the body and bleaching the bones before animating them.

Even a skeleton cannot last forever though and when the bones finally wear down to dust the undead becomes a ghost. Ghosts cannot influence the world anymore but they are fully visible and can observe the world around them, acting as lookouts and spies then reporting back to their commanders. Some Clerics achieve this final immediately by cremating a body before animating it.


Ghosts

Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
-5
+4
+3
-4
-2
-3
0
18
16
3
7
5
Armour Class
Hit Points
Speed
N/A
N/A
12.5 m

Attacks

  • Ghosts cannot attack or be attacked, they consist of the dust of their former bodies



Skeletons

Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
-1
+1
+3
-4
-2
-3
9
12
16
3
7
5
Armour Class
Hit Points
Speed
13
13
10 m

Attacks

  • Skeletons are able to use standard weapons if commanded to do so

  • Hand: Melee Attack, +4 to hit, 1d6 damage



Zombies

Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
+1
-2
+3
-4
-2
-3
13
6
16
3
7
5
Armour Class
Hit Points
Speed
10
22
7.5 m

Attacks

  • Zombies are able to use standard weapons if commanded to do so

  • Hand: Melee Attack, +3 to hit, 1d6 damage


Dragons

In the dawn of time Een created the Red Dragons to help form Mithrym into its correct shape. Immu commanded the Red Dragons but they were recalled to Een when Immu was banished. Addu, the greatest of the Red Dragons remained with Immu and in its form Immu fashioned the Black Dragons. Legend has it that the Red Dragons will return at the end of time. Until then, Immu sends the Black Dragons out to destroy human settlements.


Black Dragons

Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
+6
+2
+5
+2
+1
+3
23
14
21
14
13
17
Armour Class
Hit Points
Speed
19
195
15 m (walk)
25 m (fly)

Attacks

  • Black Dragons make two attacks per round: one with their bite and one with their claws

  • Bite: Melee Attack, +11 to hit, 2d10 + 6 damage

  • Claw: Melee Attack, +11 to hit, 2d6 + 6 damage



Red Dragons

Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
+8
+0
+7
+3
+1
+5
27
10
25
16
13
21
Armour Class
Hit Points
Speed
19
256
15 m (walk)
25 m (fly)

Attacks

  • Red Dragons make three attacks per round: one with their bite and two with their claws

  • Bite: Melee Attack, +14 to hit, 2d10 + 8 damage

  • Claw: Melee Attack, +14 to hit, 2d6 + 8 damage