Gargoyle

Difficulty Rating: 3
Guidelines Used: AD&D 3rd Edition Monstrous Manual

N/A

Combat: N/A

Habitat/Society: N/A

Ecology: N/A
History: N/A
Character Attitude and personality: N/A

Giant Squid

Difficulty Rating: 5
Guidelines Used: AD&D 3rd Edition Monstrous Manual

N/A

Combat: N/A

Habitat/Society: N/A

Ecology: N/A
History: N/A
Character Attitude and personality: N/A

Githyanki

Difficulty Rating: 3
Guidelines Used: AD&D 2nd Edition Planescape Monstrous Compendium Appendix

The Githyanki are an ancient line of humanoid beings residing on the Astral plane, a fiercely militaristic race of warriors blessed with powerful psionic abilities. Great craftsmen, they produce some of the finest blades in the planes which they use in their constant wars against a staggering amount of races, though they save most of their hate for the Mind Flayers. They are almost all warriors (They have NO clerics) though a few powerful members of the race are blackguards, the evil version of paladins and some chose the path of mages.

Githyanki speak their own secret language but most know common and draconic.
Combat: Githyanki are expert fighters, skilled with the tactical use of ambush, cover and psionic sniper attacks from afar. However they prefer to engage their enemies in hand to hand combat so they can bring their devastating melee weapons to bear. Githyanki weapons are usually greatswords, bastard swords and other particularly large bladed weapons of special githyanki manufacture. All these weapons are of masterwork quality and each one is distinctively decorated and named. Githyanki wizards direct their powers with pinpoint accuracy to support their comrades in melee.

Psionic powers start with the basic ability to stun a foe with a mind blast and later on increase to blurring the users outline and making him harder to hit, telekinesis and teleportation, and even interplaner teleportation at higher levels.

Habitat/Society: Githyanki live within massive fortresses adrift in the Astral Plane. Here they conduct commerce, manufacture goods, grow food, and live out their lives. Family dwellings are nonexistent, as most githyanki prefer their own abode; however, githyanki are often found in groups, honing their fighting skills. A githyanki fortress contains noncombatants (mostly children) equal to 20% of the fighting population. Githyanki males and females may be found in almost any role or profession.

The githyanki have no deity but instead pay homage to a lich-queen. A jealous and paranoid overlord, she devours the essence of any githyanki that excels in their abilities and rise up in strength to a level of prominence. Besides eliminating potential rivals, the lich-queen enhances her power with the stolen life essence.
Ecology: Githyankis have similar ecology to that of humans. However, the Astral plane does not offer the same type of environments as the Prime Material plane, so their cultural groups are much different. In a society where farmers and tradesmen are unnecessary, more unique, specialized groups have evolved.
G''lathk: The g''lathk, (admittedly nearly unpronounceable in human tongues) are the equivalent of farmers. Due to the barrenness of the Astral plane, the githyanki are forced to grow food in vast, artificial chambers. They rely upon a variety of fungi and other plants that require no sunlight to grow. The g''lathk are also experts in aquatic plantlife, sometimes tending gigantic water-gardens.
Mlar: Not all magic-using githyanki ever attain the power and self-discipline necessary to become wizards. Some use their magical talents in the field of architecture and construction. The mlar are such individuals, focusing their creative energies toward designing and constructing the buildings and structures used in day-to-day life in githyanki society. The mlar have developed their jobs into an art form.
Hr'a'cknir: The Astral plane has many strange energies moving through it. Some of these energies are obvious to the senses, such as heat and light. Others are not so easily observed. There are many psychic and strange astral energies that humans generally are not aware of. Being a psychically aware race, however, the githyanki cannot only sense these energies, but harness them too. The hr'a'cknir are the collectors of those energies. They are similar to the mlar, in that they use innate magical powers to perform their crafts.

More than humans, githyanki are hunters and predators. They will typically engage in raiding and plundering seemingly for the joy they derive from it. It is likely that the long centuries of enslavement of their race has caused the githyanki to bully those weaker than themselves.
Unlike humans, though, the githyanki never war amongst themselves. The split of the githyanki and the githzerai (q.v.) is the closest thing the gith races have known to civil war. Githyanki never battles githyanki. It is the unwritten rule of gith society and is never broken. This, too, may be an effect of the race's enslavement.
History: Mind flayers enslaved entire races, including the githyanki forerunners. Centuries of captivity bred hate, nurtured resolve, and finally instilled psionic powers. With mental armaments of their own and a powerful leader to rally behind (the legendary Gith), the slaves instigated a crossplanar struggle that, in the end, threw down the mind flayer empire, bringing freedom to the surviving slaves. Unfortunately, the former slaves soon split into the racially distinct githyanki and their mortal enemies, the githzerai. Each constantly attempts the extinction of the other. This animosity has burned through the centuries, warping the githyanki into the evil, militaristic creatures they are today. Both peoples’ hatred of the mind flayers knows no bounds, though, and they will break off hostilities to slay illithids if the opportunity presents itself.

Very few ever come to Imperia, and fewer still stay. They fear and hate the Shadow Knight Empire and it is one of the few peoples they do not seek confrontation with, preferring to stay in their own territories and war with their older foes however some rebel Githyanki tribes and clans have been found in the service of the Shadow Knight Empire but that is quickly changing as the Shadow Knight Empire has become more cozy with Illithids/Mind Flayers. Rumor persists as well of a Githyanki/Kopru struggle millennia ago but very little of this is known
Character Attitude and personality: Aggressive, proud, xenophobic and honorable, in their own way the Githyanki are warriors through and through. They hate all other races, deeming them weak and foolish compared to them and gleefully kill and destroy anyone not Githyanki. They tend to be loners, though they understand the advantage of working in groups.

Gnoll

Difficulty Rating: 1
Guidelines Used: AD&D 3rd Edition Monstrous Manual

N/A

Combat: N/A

Habitat/Society: N/A

Ecology: N/A
History: N/A
Character Attitude and personality: N/A

Gnome

Difficulty Rating: 1
Guidelines Used: AD&D 3rd Edition Monstrous Manual

N/A

Combat: N/A

Habitat/Society: N/A

Ecology: N/A
History:N/A
Character Attitude and personality: N/A

Goblin

Difficulty Rating: 1
Guidelines Used: AD&D 3rd Edition Monstrous Manual

N/A

Combat: N/A

Habitat/Society: N/A

Ecology: N/A
History:N/A
Character Attitude and personality: N/A

Gremlin

Difficulty Rating: 3
Guidelines Used: Custom

The ultimate in pranksters, mischief and pure unbridled insanity, the gremlin is a creature that exudes wild magic, a form of chaotic magic.

Gremlins range in size, some averaging to a human's knee, others reaching a maximum of three feet in height. They have a rather comical appearance with a disproportionately large round head balanced precariously atop a scrawny neck, a rotund potbelly and short spindly limbs ending in oversized hands and feet. They have pale gray hairless skin with a metallic hue and a head dominated by a large needle-toothed mouth, two tiny silver eyes, a pair of extremely long pointed ears, and a complete lack of apparent nose.

Due to their own exuding of wild magic as well as their own prankster and chaotic nature, gremlins are a bane in any magical-tech developed city. While no laws exist on the books regarding them, some magic-tech producers such as DEC (Damocles Engineering Corporation) offer a small bounty on the capture and death of any gremlin found on it's property. One gremlin alone could bring down an airship by causing chaos within it's vital systems. Over time, researchers have located other such gremlin "subraces" however in general, they are all called "Gremlins".

Fremlin - These friendly gremlins are quite harmless. They tend to be plump, whiny and lazy, but otherwise look like small, slate colored gremlins. Occasionally, they become tolerable companions, if they take a liking to someone and are well fed and entertained. Even in this case, they never assist in combat and may in fact hinder it by giving away the location of hiding people or making other such blunders.

Mite - Mites are tiny, mischievous gremlins usually found in dungeons where they waylay adventurers for fun and profit. They have hairless, warty skin varying in color from light gray to bright violet. Their heads are triangular with bat-like ears and a long, hooked nose. Male mites sport a bone ridge down the center of their skulls and short goatee beards. Many wear filthy rags stolen from previous victims. Their voices are high-pitched and twittery, conveying only the simplest ideas to each other. nongremlin races cannot make sense of this language. They usually try to catch lone travelers using pits, nets or trip wires, then swarming over the victim and pummeling them with clubs till they are knocked out. Mites then rob the tied up and knocked out victim of anything and everything and usually leave them to be found in some embarrassing situation.

Cho'pshops - These odd gremlins resemble all others, however focus on areas of building, repair and such. They are also "field strippers", known for attacking things such as catapults in groups and stripping it of wheels, levers, springs and other such items. Cho'pshops make their own homes in abandoned buildings or forts, were they are known to piece together items into odd mechanical designs. Sometimes people seek these creatures out as saboteurs, or to employ their own knack out of field repairs. One Cho'pshop gremlin was even said to of made a working cannon that fired potatoes using nothing more than a few cans, one canteen and a few rocks.

Combat: A gremlin is, or appears, to be, a rather weak creature. Extremely easy to kill if one knows how. However their own wild magic aura protects them and it is wild magic only that can harm a gremlin. Far from being defenseless, gremlins scavenge and utilize discarded scraps of metal and anything they can find to create various gadgets. Their own ingenuity in such odd construction leads some to wonder if these monsters are really some creation of gnomes or maybe even Kraeth himself. They favor miniature spears for use as weapons, basic levers, and even crude lockpicks. Some bind springs (Which they seem to know how to make) to their feet to aid in jumping and create grappling hooks, caltrops and other sundry devices out of whatever they can find.

While not particularly violent, gremlins do enjoy tormenting other beings by either rendering magical technology devices inoperable, causing malfunctions, or spreading chaos among clusters of magic users and magically equipped people. Some sneak up and stab people in the rear with their own spears before fleeing or leave caltrops on seats and so forth. When faced with any serious threat, they prefer to flee.

A gremlin's first and foremost attack is a Wild Magic Surge. While a calm gremlin can suppress this, some just leave their own aura constantly on. Any magic item within range (15 feet) will surge and then surges again 10 minutes later. However a gremlin can trigger a wild magic surge, forcing everything in double range to surge suddenly. This effort usually requires concentration and focus on the gremlin's part and they do this when they are either angry or feel threatened. 

Another ability is called "Glitch". A gremlin may cause a brief malfunction in a single complex device such as an engine or crossbow. Simple items cannot be affected, and an item has a 20% of not glitching. Once a gremlin uses this ability he has to wait 4 minutes before using it again. Some are unsure how this works, a few have even theorized that have some uncanny control over the laws of probability themselves. Once per month a gremlin may physically merge with a mechanical or magical device larger than itself. Once merged, the gremlin can use its glitch power on the device at will and also absorbs some of the elements of the device, compromising its integrity. This is done, oddly enough, for reproduction. A week after a gremlin has merged with the device, the gremlin and an offspring will emerge from the device and usually wreck it in the process. While within the device, a gremlin is able to move about freely as if it was ethereal in nature. Once within the device, a gremlin is hard to detect. Sometimes a faulty engine may actually be housing gremlins when people just think the workmanship is shoddy.

Gremlins can become invisible at will, and this ability makes a gremlin undetectable except by devices, spells or beings capable of tracking wild magic surges. However cats seem able to detect an invisible gremlin. Gremlins are rather adept at climbing, jumping and listening as well as able to see in the dark.

Gremlins are more active at night than in day, while they can operate during the day they sometimes find it uncomfortable. 

Habitat/Society: Gremlins have no real society or culture. They sometimes travel in groups, seldom alone, and love to flock in areas where wild magic is in abundance. They travel in small packs and males and females are indistinguishable to all but other gremlins. Within a month a gremlin is fully matured, but they do not mate with each other. These obnoxious creatures usually look for a building or estate to infest. Although they flee individual combat, they will not leave the building or grounds they infest until it is no longer fun or their lives are in danger. Since the gremlins take great pains to not be seen, except as fleeting shadows, the inhabitants are frequently convinced that the place is haunted.

Ecology: Gremlins have no real ecological value. Killing one is extremely difficult and if undisturbed, a gremlin can live for centuries.

Sometimes, rarely, arcane spellcasters use gremlins as familiars. A few even keep some as pets. Within the Church of Kraeth, a Priest is taught a spell to Turn a gremlin like a Priest of Lothos can turn Undead. However Priests of Argus know spells to attract gremlins to areas and are usually the type of people to keep such gremlins as pets. Some of the Kraeth order even make a career as Exgremlinators. However these services are usually expensive.

History: No one really knows where the gremlins came about. In fact they were largely ignored till only recently when more and more magical technology started to spread over Verdania. The history of this race and where they come from remains a mystery to this very day. Some think the gremlins were made by Argus. Others think they were made by Kraeth. But no evidence or proof has ever been found to support or discredit any of these claims.
Character Attitude and personality: A gremlin is wild, chaotic and totally unpredictable. They make Kender took serious. There are no real rules on how to play a gremlin cause a gremlin itself never listens to any rules. Mostly such characters are comic relief however sometimes such a character could be a valuable member of a team or group moving about a dungeon as a gremlin's own "Glitch" ability can cause traps to malfunction and a gremlin is able to automatically detect and see traps. A Cho'pshop gremlin builds in a manner similar to "McGyver" or "The A-Team" and does repairs in the same fashion.

Griffon

Difficulty Rating: 3
Guidelines Used: AD&D 3rd Edition Monstrous Manual

N/A

Combat: N/A

Habitat/Society: N/A

Ecology: N/A
History:N/A
Character Attitude and personality: N/A

Half-Elf

Difficulty Rating: 1
Guidelines Used: AD&D 3rd Edition Monstrous Manual

N/A

Combat: N/A

Habitat/Society: N/A

Ecology: N/A
History:N/A
Character Attitude and personality: N/A

Halfling

Difficulty Rating: 1
Guidelines Used: AD&D 3rd Edition Monstrous Manual

N/A

Combat: N/A

Habitat/Society: N/A

Ecology: N/A
History:N/A
Character Attitude and personality: N/A

Helmed Horror

Difficulty Rating: 5
Guidelines Used: AD&D 3rd Edition Monster Compendium: Monsters of Faerun

N/A

Combat: N/A

Habitat/Society: N/A

Ecology: N/A
History:N/A
Character Attitude and personality: N/A

Hobgoblin

Difficulty Rating: 1
Guidelines Used: AD&D 3rd Edition Monstrous Manual

N/A

Combat: N/A

Habitat/Society: N/A

Ecology: N/A
History:N/A
Character Attitude and personality: N/A

Human (Earth)

Difficulty Rating: 1
Guidelines Used: AD&D 3rd Edition Monstrous Manual

N/A

Combat: N/A

Habitat/Society: N/A

Ecology: N/A
History:N/A
Character Attitude and personality: N/A

Human (Imperia)

Difficulty Rating: 1
Guidelines Used: Custom

N/A

Combat: N/A

Habitat/Society: N/A

Ecology: N/A
History:N/A
Character Attitude and personality: N/A

Human (Outsider)

Difficulty Rating: 5
Guidelines Used: None

Note: This entry/race class pertains to all characters that are human and originate from other worlds/channels outside of the Imperia Setting.

There really isn't much that can be said about this race/type, as it's so widely varied based on the character and where they come from. If this is your first time here, we strongly suggest an Imperia native. Later on you can discuss bringing in an Outsider/Offworlder character.


Infernal

Difficulty Rating: 5
Guidelines Used: Custom

N/A

Combat: N/A

Habitat/Society: N/A

Ecology: N/A
History:N/A
Character Attitude and personality: N/A

Illithid

Difficulty Rating: 5
Guidelines Used: AD&D 3rd Edition Monstrous Manual

N/A

Combat: N/A

Habitat/Society: N/A

Ecology: N/A
History:N/A
Character Attitude and personality: N/A

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