The Narfell Monster Compendium



  • ~ Introduction ~

    Many are the dangers of the land, and many the creatures that threaten those that would travel through it. And many are the unsuspecting victims of these vile creatures, that often find themselves at disadvantage, not knowing very well how to react to them.

    And it is because of this, that Dawnbringer Rith Phoenixfeather has decided to take upon the task of sharing the knowledge she has gained over years of fight against these creatures through this compendium.

    This work is meant to aid everyone in that regard. Farmer, adventurer, merchant or king, all shall find valuable knowledge about the threats in the land of Narfell. As the creatures of Narfell are ever evolving, so is the Compendium, which will keep being updated as frequently as possible, both with new threats and old ones that change their behaviour and combat strategies.

    ~ Disclaimer ~

    This book is meant to work as a basic guide. The characteristics described are to be interpreted with measure in all cases. Fighting any creature is -always- dangerous. Please use the iformation acquired in this book with care, and do not think that knowing roughly the abilities and behaviour of some creatures means one can understimate them in the least.

    //OOC clarifications here!

    I thought of posting this in the Wiki or the New Adventurer's Inn, but since it's meant to be an IC book, I didn't feel right to post it in OOC areas, so for IC means, this book can be found at the Temple of Lathander in Norwick, free for anyone to check. Most of the properties will be listed in a scale from Very Poor to Exceptional. These have direct resemblance to ingame stats, but those numbers would be OOC, and as noted above this compendium is meant to be an ingame reference.

    I'll try to add one new creature every few days. Eventually I may run out of creatures, or the ones remaining may be DM-spawn only, but I'll try to keep it going. When it's time to test some more dangerous creatures I'll welcome aid from other adventurers, but I'll handle that ICly just as well.

    In order to keep the thread tidy, if you notice Rith makes any mistake in any of the creatures that she will list, I would appreciate you found Rith ICly and let her know (or sent me some ingame/forum/IRC PM as an IC letter) -if- your character is certain that Rith is wrong. We can then double check and fix it if it's needed. Also, there are certain elemental types of damage that are hard for Rith to test, such as Lightning and Acid. Rith will also welcome any input on those from others who have access to them. I really want as little OOC as possible involved with this project. As well as I would like to keep this thread clean from comments, both IC and OOC, as it is supposed to be a book. The only scenario where I can foresee OOC taking place is if a DM believes I'm making a wrong interpretation of the creature's background, abilities, culture, lore, or any of the 'ambientation' bits I'll add to descriptions. In that case I'll welcome a correction so I don't go missleading anyone.

    I'll call every creature as it reads in their ingame "tag". The reason for this is because if they have that name, it's because it's how they're commonly known by those who care to research it. While a commoner might have no clue what a Skindancer is, in the compendium a Skindancer will be a Skindancer, not a "froggy bulky stalky creature from the depths". Same goes for a Kobold Runt, or anything else. Handmade pictures will acompany each entry for identifying, which I'll emulate with screenshots. Rith has drawing/painting talent, and I can't think of an easier way to handle that.

    When the creatures listed go beyond one forum page, it might be tricky to search a specific creature type, so I'll add an IC index. I'll call "Chapters" what in reality are forum pages. So a monster that you can find in "Chapter 2" means it is found in the second page of this thread. I'll start from weaker creatures as those are more common threats to new adventurers. Then follow up from there to the top.

    That's it for now, so let's see how it goes.//

    Index

    Chapter 1

    Vicious Dog Tribe Shinbiter
    Vicious Dog Tribe Spellyapper
    Snarling Wolf
    Goblin Shortie
    Goblin Runt
    Goblin Basher
    Goblin Rock Tosser
    Goblin Soldier
    Hobgoblin Reaper
    Hobgoblin Magicker

    Ability Glossary

    • Knockdown - Creatures listed with this special ability will typically attempt to throw their opponents off balance so they may not strike back or defend themselves efficiently.


  • Creature Name:
    Hobgoblin Magicker

    Creature Type:
    Goblinoid

    Common Habitat:
    Tainted Animal Den
    Rawlinswood - Northeast

    -=Defenses=-

    @2f6f788919:

    Armoring: Very Poor
    Damage Tolerance: Poor
    Resistance to Physical Damage: None
    Resistance to Elemental Damage: Frost (minor)
    Resistance to Spells: None
    Body Fortitude: Very Poor
    Reflexes: Very Poor
    Willpower: Poor
    Immunities: None

    -=Offense=-

    @2f6f788919:

    Combat Skill: Very Poor
    Damage Output: Very Poor
    Combat Techniques: None
    Known Spells: Electric Jolt, Flare, Daze, Acid Splash, Ray of Enfeeblement, Negative Energy Ray, Cloud of Bewilderment

    -=Info=-

    The Hobgoblin Magicker is the least powerful of the Hobgoblin casters that inhabit the Rawlinswood, but that does not mean they can be understimated. They are capable of casting several sensorial disabling spells such as Cloud of Bewilderment or Daze, making the victim vulnerable to attacks from other hoboglins. Often they will attempt to debiiltate their victms with Ray of Enfeeblement so their victims can not give chase or flee before they cast other spells. They are capable of keeping their mind more focused than most of the allies that inhabit the same areas, but they will not doubt to flee if the odds don't look well for them.

    In the defensive department, they are fairly easy to strike and damage, although like other hobgoblins, they have mild resistance to frost damage. This element is best avoided when engaging them. For the rest, their body isn't specially resilient to anything else, and they can not withstand much damage before becoming incapacitated.

    They seem to carry always a Short Sword which they use very inefficiently, as well as a piece of Blue Quartz. Amongst their belongings it's not strange to find beverages and potions such as Mage Armor Potion, Potion of Sparkle, and sometimes low circle arcane spell scrolls.



  • Creature Name:
    Hobgoblin Reaper

    Creature Type:
    Goblinoid

    Common Habitat:
    Tainted Animal Den
    Rawlinswoods - Northeast

    -=Defenses=-

    @456fbdfcde:

    Armoring: Poor
    Damage Tolerance: Average
    Resistance to Physical Damage: None
    Resistance to Elemental Damage: Frost (minor)
    Resistance to Spells: None
    Body Fortitude: Poor
    Reflexes: Very Poor
    Willpower: Very Poor
    Immunities: None

    -=Offense=-

    @456fbdfcde:

    Combat Skill: Poor
    Damage Output: Poor
    Combat Techniques: Knockdown
    Known Spells: None

    -=Info=-

    Hobgoblins are the bigger cousins of goblins, and are very similar in most aspects. Hobgoblins do display a greater sense of tactic and military organization, however. The Reaper is one dangerous type of unit commonly found in the Rawlinswood.

    Their combat skill is similar to that of a Goblin Soldier, and so is their armoring, but their weapon of choice is significantly more intimidating. These beasts can cause enormous damage with a well placed strike and go as far as taking off a limb, or beheading in a single swing. One should be careful not to expose their weak points when engaging the Reapers. The Reapers will also typically attempt to use the staff of the scythe to trip their opponents to gain advantage over their prone targets. They are quite sturdy, mildly resistant to frost damage, and won't go down as easily as any of the goblins in previous entries.

    They are equipped with a Studded Leather Armor and like to carry cheap jewelry and gems, such as a Copper Ring or a Peridot. In some occasions they also carry potions that they use to enhance their abilities in battle, like Barkskin Potion, Cure Light Wound Potion, Cure Moderate Wounds Potion and small pouches with a few gold coins.



  • Creature Name:
    Goblin Soldier

    Creature Type:
    Goblinoid

    Common Habitat:
    Tainted Animal Den
    Rawlinswood - Lake
    Rawlinswood - Goblin Borderland
    Rawlinswood - North Deep
    Rawlinswood - Northwest Deep
    Rawlinswood - Northwest Deeper

    -=Defenses=-

    @fec2369979:

    Armoring: Poor
    Damage Tolerance: Poor
    Resistance to Physical Damage: None
    Resistance to Elemental Damage: None
    Resistance to Spells: None
    Body Fortitude: Very Poor
    Reflexes: Very Poor
    Willpower: Very Poor
    Immunities: None

    -=Offense=-

    @fec2369979:

    Combat Skill: Poor
    Damage Output: Very Poor
    Combat Techniques: None
    Known Spells: None

    -=Info=-

    The Goblin Soldier can be described as the base trained goblin troop. Unlike the previous types, these do display certain level combat skill, both in the offense and the defense, as well as some resilience. They also can land somehow stronger blows than Bashers or Shorties, possibly due to their weapon of choice.

    In combat, however, they are still quite simple minded. They will charge enemies if aided by comrades, attempting to overwhelm their targets. If alone, their bravery doesn't go beyond that of their less trained cousins.

    They are always found in possession of a kind of soup or beverage commonly known as Goblin Gook. Most won't find its taste pleasant, but it does have minor restorative powers and often they will attempt to gulp it down during combat, if severely wounded. At times they also carry balms that are capable of curing wounds. They are equipped with a Studded Leather Armor, a Mace and a Buckler and like most goblins they sometimes carry items such as Goblin Charm, Goblin Doll and the like, along with some gold coins.



  • Creature Name:
    Goblin Rock Tosser

    Creature Type:
    Goblinoid

    Common Habitat:
    Tainted Animal Den
    Rawlinswood - Lake
    Rawlinswood - Goblin Borderland
    Rawlinswood - North Deep
    Rawlinswood - Northwest Deep

    -=Defenses=-

    @02c8afb435:

    Armoring: Very Poor
    Damage Tolerance: Very Poor
    Resistance to Physical Damage: None
    Resistance to Elemental Damage: None
    Resistance to Spells: None
    Body Fortitude: Very Poor
    Reflexes: Very Poor
    Willpower: Very Poor
    Immunities: None

    -=Offense=-

    @02c8afb435:

    Combat Skill: Very Poor
    Damage Output: Very Poor
    Combat Techniques: None
    Known Spells: None

    -=Info=-

    The Goblin Rock Tosser is one of the easiest to identify, as they will use a sling to attack their opponents from distance. They share traits with the most other goblins in that they will not engage combat unless they outnumber the target, though there is the odd desperate one that will try anyway even if alone.

    Their combat tactic is as simple as tossing rocks with the sling they carry. They are not very skilled at it, and they can't punch much force behind their attacks, but a rock hit in the head can definitely hurt. They are physically built as most of the previous goblins. Normally it takes very little effort to strike them down.

    They are normally equipped with a Padded Armor, a Shoddy Sling and a Rusted Dagger. They also carry an apple with them, never too sure if it's because they eat apples or just because it's kind of shiny. Sometimes they even carry a small pouch with a few gold coins.



  • Creature Name:
    Goblin Basher

    Creature Type:
    Goblinoid

    Common Habitat:
    Tainted Animal Den
    Rawlinswood - Lake
    Rawlinswood - Goblin Borderland
    Rawlinswood - Norwest Deep
    Rawlinswood - North Deep

    -=Defenses=-

    @e156dcb421:

    Armoring: Poor
    Damage Tolerance: Very Poor
    Resistance to Physical Damage: None
    Resistance to Elemental Damage: None
    Resistance to Spells: None
    Body Fortitude: Very Poor
    Reflexes: Very Poor
    Willpower: Very Poor
    Immunities: None

    -=Offense=-

    @e156dcb421:

    Combat Skill: Very Poor
    Damage Output: Very Poor
    Combat Techniques: None
    Known Spells: None

    -=Info=-

    The Goblin Basher is another very common type, that together with the Shortie usually form the bulk of the goblin forces in the areas that they inhabit, specially their borderlands. Their skin colour varies slightly from the previous goblins to a shade of orange, indicating that they are possibly from another caste or tribe that at some point merged with the existing one.

    In combat they continue to display the common pattern in most of the other goblins in the previous entries. They will rarely engage combat unless they vastly outnumber their targets, or think themselves at advantage in one or another way. The Basher is armed with a Warped Club in all cases, and while the blunt force of the weapon can cause slightly more damage then the daggers from other goblin types, they still lack the skill or muscle to cause very significant amounts of damage.

    These, however, do wear a Leather Armor, so striking at them can be a little more complicated than the other goblins which just wear a loincloth and little else. As mentioned before, they always carry a Warped Club, and also a piece of Blue Quartz. On occasion they can be found in possession of Shiny Rocks and small pouches with a few gold pieces. While it is rare, they sometimes can be found carrying Moonstones.



  • Creature Name:
    Goblin Runt

    Creature Type:
    Goblinoid

    Common Habitat:
    Rawlinswood - Lake

    -=Defenses=-

    @309f9fdd03:

    Armoring: Very Poor
    Damage Tolerance: Very Poor
    Resistance to Physical Damage: None
    Resistance to Elemental Damage: None
    Resistance to Spells: None
    Body Fortitude: Very Poor
    Reflexes: Very Poor
    Willpower: Very Poor
    Immunities: None

    -=Offense=-

    @309f9fdd03:

    Combat Skill: Very Poor
    Damage Output: Very Poor
    Combat Techniques: None
    Known Spells: None

    -=Info=-

    The Goblin Runt is often mistaken with the Goblin Shortie, as they are essentially identical. It is very small details that tell one from the other. Often it does not really matter much, but for the purpose of cataloguing the species, this distinction has to be made.

    Goblin Runts are something like the lowest step in the Goblin society, and while being similar to Shorties, they are significantly poorer. In contrast with their cousins, Runts never carry anything of value. A Rusted Dagger to defend themselves, and in rare occasions a lump of coal is all that they can be found in possession of.

    Combat wise, one can expect the same as from Shorties or Shinbiters. Only daring enough to attack when outnumbering largely their targets, and generally lacking any tactical sense or combat abilities. As the others, Runts are generally easy to incapacitate striking at any point of their semi-naked body with either physical or magical attacks of any kind.



  • Creature Name:
    Goblin Shortie

    Creature Type:
    Goblinoid

    Common Habitat:
    Tainted Animal Den
    Rawlinswood - Lake
    Rawlinswood - Goblin Borderland
    Rawlinswood - Norwest Deep
    Rawlinswood - North Deep

    -=Defenses=-

    @45dc3e0820:

    Armoring: Very Poor
    Damage Tolerance: Very Poor
    Resistance to Physical Damage: None
    Resistance to Elemental Damage: None
    Resistance to Spells: None
    Body Fortitude: Very Poor
    Reflexes: Very Poor
    Willpower: Very Poor
    Immunities: None

    -=Offense=-

    @45dc3e0820:

    Combat Skill: Very Poor
    Damage Output: Very Poor
    Combat Techniques: None
    Known Spells: None

    -=Info=-

    The Shortie is the most common goblin in the Rawlinswood. It's also the bulk of the goblin forces, and has been for as long as anyone can remember. Their size and build is similar to the Shinbiter, but these are actually armed.

    There is no strategic display whatsoever in their combat abilities other than rushing towards their victims to stab at whatever bodyparts they can reach. Having fragile builds and being unarmored makes them quite easy to damage and incapacitate.

    They always carry a Rusted Dagger and a lump of Coal, which they likely use as currency, or status badge. Amongst the rest of their belongings can be found the usual on other goblinoids. Goblin Charm, Goblin Lint, Goblin Doll, and the odd pouch with one or a few gold coins.



  • Creature Name:
    Snarling Wolf

    Creature Type:
    Animal

    Common Habitat:
    Misty Pond
    Howling Woods
    Tainted Animal Den

    -=Defenses=-

    @72227e2cbf:

    Armoring: Very Poor
    Damage Tolerance: Very Poor
    Resistance to Physical Damage: None
    Resistance to Elemental Damage: None
    Resistance to Spells: None
    Body Fortitude: Poor
    Reflexes: Poor
    Willpower: Very Poor
    Immunities: None

    -=Offense=-

    @72227e2cbf:

    Combat Skill: Very Poor
    Damage Output: Very Poor
    Combat Techniques: None
    Known Spells: None

    -=Info=-

    A Snarling Wolf is the product of an unfortunate fate inflicted unpon a common Gray Wolf. These animals are captured and breeded by goblins with the purpose of being used as warhounds. While the animal's spirit is not tainted, ever since they are cubs they are shown and taught to hunt and prey on the targets and victims of their goblin masters, and they know no other kind of life.

    Because of this, the Snarling Wolf is often forced into fights and used as "affordable losses" by the goblins, and they rarely live long enough to become really dangerous. Their behaviour in combat is what one can expect from a canine - mostly bite attacks aimed to the limbs. On occasion they may snap at the throat, so one must be wary not to be caught unprepared.

    Because these animals are not guilty of the fate they've been given and are victims of the cruelty of their goblin masters, it is adviceable to stay out of their way whenever possible. Besides, even for the adventurers that are after fame and riches, they do not offer a reward. There is little fame to be gained from slaying animals in the forest, and these wolves never carry anything of value. Sometimes self-defense is necessary, however. One may only hope to be merciful to these lost animals.



  • Creature Name:
    Vicious Dog Tribe Spellyapper

    Creature Type:
    Goblinoid

    Common Habitat:
    Howling Woods
    Tainted Animal Den

    -=Defenses=-

    @05c3424c32:

    Armoring: Very Poor
    Damage Tolerance: Very Poor
    Resistance to Physical Damage: None
    Resistance to Elemental Damage: None
    Resistance to Spells: None
    Body Fortitude: Very Poor
    Reflexes: Very Poor
    Willpower: Very Poor
    Immunities: None

    -=Offense=-

    @05c3424c32:

    Combat Skill: Very Poor
    Damage Output: Very Poor
    Combat Techniques: None
    Known Spells: Horizikaul's Boom, Electric Jolt, Acid Splash

    -=Info=-

    Similarly to Shinbiters, and as it's common for goblins of the same tribe, the Spellyapper's skin colour is green. At first glance there aren't many physical diferences between Spellyappers and Shinbiters, but they can be told appart by the fact that Spellyappers usually carry a dagger.

    Their combat strategy is quite simple as well, although they do display a certain level of tactical sense in that they will always attempt to stay at max range to unleash their various spells on their victims while sheltered behind their allies.

    They do not possess any significant defensive spells, so much like Shinbiters their whole body is vulnerable to all kind of attacks and they are capable of sustaining very little damage before becoming incapacitated.

    As for posessions, they always carry a Rusted Dagger. Some of them carry various other items such as Goblin Lint, Goblin Charm, Goblin Doll, Coal and small pouches with a few gold coins.



  • Creature Name:
    Vicious Dog Tribe Shinbiter

    Creature Type:
    Goblinoid

    Common Habitat:
    Misty Pond
    Howling Woods
    Tainted Animal Den

    -=Defenses=-

    @246c3e37a4:

    Armoring: Very Poor
    Damage Tolerance: Very Poor
    Resistance to Physical Damage: None
    Resistance to Energy Damage: None
    Resistance to Spells: None
    Body Fortitude: Very Poor
    Reflexes: Very Poor
    Willpower: Very Poor
    Immunities: None

    -=Offense=-

    @246c3e37a4:

    Combat Skill: Very Poor
    Damage Output: Very Poor
    Combat Techniques: None
    Known Spells: None

    -=Info=-

    Natural from the Rawlinswoods, this type of goblin is the most common amongst the Vicious Dog Tribe. Like the rest of the members of their tribe, their skin is green coloured, and their eyes range from dark yellow to red. In knowing their limited combat abilities they tend to hunt in parties, aided by tamed wolves. While not very dangerous in single combat, one should always be wary for ambushes, as they can easily overwhelm an unaware adventurer or traveller.

    Their combat strategies are very basic, and consist in attempting to overwhelm their victims with sheer numbers. They'll often try anything it takes to put their victim down. Most often they'll attempt grappling their victim's legs to bite them and put them off balance, hence their common name of 'Shinbiters', but jumping on the back or even wrestling their victim's head is not unheard of.

    These creatures however are fragile and small, and can't sustain much damage before being incapacitated. As they are pretty much naked and their skin is thin as a human's, their whole body is vulnerable to all kind of attacks, both physical and magical.

    Amongst their common belongings can be found items such as Goblin Lint, Goblin Charm, Goblin Doll, Coal, and on rare occasion, even a gold coin or two.