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1. Indestructable shapeshifters - they exiled the humans to the underground, and now they live on the ground. They cannot be killed, but they are not gods.



2. Light elementenels - they are summoned/created by magic and are binded to objects, to serve as artificial and permenent light. They change their colour every few hours, which is used to measure time.



3. Earth elementenels - very similiar to regular earth elementenels mechanically. Live underground, not in a diffrent plane. Their existence in the setting isn`t much justified, I should probably fix that as I don`t want to remove them.



4. Sanity eaters - Not resembling Cthulu in any way. They eat sanity so they won`t become insane, but they cause specific type of insanity - I find the idea of "roll 1d6 to determine what mental illness you got" a bit silly. Ghosts of them cannot eat directly, so they make deals with people - the ghosts get sanity, the people get magical powers. Mechanically, the people who do those deals are clerics (There are no gods in the setting). It`s likely that I`ll decide that no sanity eater can eat directly, and that they must make deals.



5. Tube people (I think I found a better name for them, but I forgot it) - they resemble humans, but they have tubes on their skin - most of them are their veins and arteries. They can produce diffrent kinds of liquids (acid, sleeping drug, flammable liquids...) and often use it to augument their claws. They are servents of the fountain, which is the only naturel source of water left on the world. The water in the fountain is not magical. Most humans get water by stealing it magically from the fountain - opening a portal to somewhere inside the fountain. The tube people want to find those responsible and avenge in the name of the fountain.



6. Some kind of assasins serving the fountain, making sure no one gets near. The whole fountain as an abstract villain breaks a bit the "humans are the villains" rule, I might give up on them and the tube people.



7. Some kind of monster roaming the ground besides the shapeshifters, attacking humans trying to travel the ground. My original vision was undead, but it seems cliched.



8. Undead, as there is a secret necromancer organisation, and they fit very well with the theme of a certain city. In this setting, Clerics don`t have special powers against undead (that idea in general bugs me a bit).



There are a few monsters I consider adding and some which I might remove from the list, so I might end up with more then 10 monsters in the setting, and I might end up with less then 5.

