- Attack
- 15
- Defense
- 15
- Min damage
- 20
- Max damage
- 30
- Hit points
- 140
- Speed
- 8
- Initiative
- 44
- Ranged
- No
- Morale
- 0
- Luck
- 5
In those places where dragon rivers flow, among high mountains and in deep gorges, harsh winds carry particles of elemental energy. It is here that air elementals appear from time to time. Their emergence is also linked to the strongest storms, hurricanes, and tornadoes that sweep across the surface of Ashan.
- Attack
- 8
- Defense
- 4
- Min damage
- 5
- Max damage
- 12
- Hit points
- 26
- Speed
- 5
- Initiative
- 18
- Ranged
- Yes
- Morale
- 0
- Luck
- 5
There are many ways to use magic. Forest Archers have mastered the art of enchanting arrows and are now the deadliest archers in Ashan. Many of them have become assassins. Black Claw often resorts to their help.
- Attack
- 4
- Defense
- 9
- Min damage
- 3
- Max damage
- 7
- Hit points
- 35
- Speed
- 4
- Initiative
- 19
- Ranged
- No
- Morale
- 0
- Luck
- 5
The founders of the Black Guard were once part of the famous Storm Guard. Greed overcame their loyalty to the Code of the Wind Swords, and they were exiled in disgrace, after which these mercenaries founded the Black Guard. The Black Guard scorns nothing and is ready to perform any task, as long as the pay is worthy.
- Attack
- 17
- Defense
- 13
- Min damage
- 0
- Max damage
- 30
- Hit points
- 160
- Speed
- 6
- Initiative
- 33
- Ranged
- No
- Morale
- 0
- Luck
- 5
Most darkness elementals are found in the depths of Ashan's chasms and tunnels, twilight places where the influence of Malassa, the Dragon Goddess of darkness, is especially great. They are spirits of twilight and mystery, their form is illusory. Most often they originate in caves, crevices, and mines among gliding shadows, in places where only weak glimmers of light reach.
- Attack
- 13
- Defense
- 17
- Min damage
- 25
- Max damage
- 35
- Hit points
- 230
- Speed
- 4
- Initiative
- 11
- Ranged
- No
- Morale
- 0
- Luck
- 5
Earth elementals appear in mineral deposits located near dragon rivers; the strongest are born during earthquakes and landslides. They always consist of stone, but its type, and therefore the type of elemental, is determined by the terrain.
- Attack
- 16
- Defense
- 10
- Min damage
- 16
- Max damage
- 26
- Hit points
- 166
- Speed
- 6
- Initiative
- 32
- Ranged
- No
- Morale
- 0
- Luck
- 15
Efreets are doppelgängers of genies, but at the same time they are creatures of Chaos. However, it is still unknown what the connection is between them—it is believed that some efreets appeared when ambitious (and not very smart) mages tried to direct the essence of genies into their own bodies. But they were unable to tame the acquired power and it consumed them, turning them into spirits of Chaos.
- Attack
- 30
- Defense
- 27
- Min damage
- 52
- Max damage
- 54
- Hit points
- 230
- Speed
- 10
- Initiative
- 34
- Ranged
- No
- Morale
- 0
- Luck
- 0
The Firebird is one of the strongest fire spirits. They are often confused with ancient phoenixes, as they look very similar at first glance. These flaming birds are the living embodiment of an unstoppable and untamable all-consuming flame.
- Attack
- 17
- Defense
- 13
- Min damage
- 15
- Max damage
- 25
- Hit points
- 100
- Speed
- 5
- Initiative
- 29
- Ranged
- Yes
- Morale
- 0
- Luck
- 5
When the wrath of Arcan, the Dragon God of fire, destroys the barrier between the world of fire and Ashan, a wave of elemental magic bursts forth, from which hot-tempered fire elementals emerge. The character and strength of the elementals depend on how strong the fire is. Most arise where forest fires blaze, some are born in lava flows during volcanic eruptions-.
- Attack
- 22
- Defense
- 22
- Min damage
- 33
- Max damage
- 55
- Hit points
- 444
- Speed
- 7
- Initiative
- 33
- Ranged
- No
- Morale
- 11
- Luck
- 11
Gold dragons are avatars of Elrath, the God. The Dragon of Light. These enormous winged serpents, endowed with colossal strength and magical abilities, are rarely seen by the inhabitants of Ashan, preferring solitude Some scholars believe this is because true Light must remain an unattainable ideal. Throughout the entire existence of Ashan, only a few knights have been lucky enough to secure the support of Gold Dragons.
- Attack
- 2
- Defense
- 2
- Min damage
- 2
- Max damage
- 5
- Hit points
- 22
- Speed
- 6
- Initiative
- 36
- Ranged
- No
- Morale
- 10
- Luck
- 0
Griffins emerged during the legendary era A griffin is a spontaneously appeared magical creature, half lion, half eagle. In those times, there were many dragon rivers on the surface of Ashan left over from the wars of the Dragon Gods, animals that drank dragon blood were changed forever In old bestiaries, in particular, it is said that griffins appeared when an eagle tried to save a lion carried away by the current.
- Attack
- 8
- Defense
- 6
- Min damage
- 8
- Max damage
- 12
- Hit points
- 33
- Speed
- 6
- Initiative
- 32
- Ranged
- No
- Morale
- 0
- Luck
- 15
Juggernauts, servants of the demon lord Ur-Krag, are easily recognized by their huge horns, basalt-protected fists, and hooves. In battle, they rush into the enemy ranks without hesitation, impaling opponents with their horns, delivering a hail of blows with powerful fists, or trampling with hooves.
- Attack
- 2
- Defense
- 4
- Min damage
- 2
- Max damage
- 2
- Hit points
- 17
- Speed
- 4
- Initiative
- 17
- Ranged
- No
- Morale
- 0
- Luck
- 5
Kappas are lesser water spirits inhabiting rivers and lakes. Due to their strange appearance, they are often jokingly called descendants of a frog and a turtle. Kappas take material form at the will of their long-standing allies, the Nag priests.
- Attack
- 23
- Defense
- 18
- Min damage
- 45
- Max damage
- 56
- Hit points
- 345
- Speed
- 4
- Initiative
- 15
- Ranged
- No
- Morale
- 0
- Luck
- 0
During the times of the Creation Wars, the blood of Dragons was spilled all across Ashan. Urgash, the dragon-god of Chaos, was no exception. His blood forever changed all who touched it, creating insane, loathsome monsters. The nightmare kraken, born in the depths of the ocean, is one such monster.
- Attack
- 13
- Defense
- 17
- Min damage
- 20
- Max damage
- 30
- Hit points
- 150
- Speed
- 6
- Initiative
- 33
- Ranged
- No
- Morale
- 0
- Luck
- 15
Light elementals usually appear at dawn, when pale pinkish rays refract in the clouds and dew drops. Friendly, though capricious, these lovely spirits often come to the aid of lost travelers. Light elementals are unknown to prejudice, and they judge the purity of heart by their own standards-.
- Attack
- 15
- Defense
- 10
- Min damage
- 12
- Max damage
- 15
- Hit points
- 100
- Speed
- 5
- Initiative
- 27
- Ranged
- Yes
- Morale
- 0
- Luck
- 10
Some children of Asha who serve Urgash and the lords of Sheogh turn into succubi or incubi after death. Their «mortal» origin allows them to act as spies and diplomats. To carry out these tasks they use spells of illusion, charm and shapeshifting. For a Lilim a battle is only a prelude to death, and warriors often see her kiss dying enemies at the very moment the last glimmer of life fades from their eyes.
- Attack
- 2
- Defense
- 1
- Min damage
- 2
- Max damage
- 3
- Hit points
- 10
- Speed
- 6
- Initiative
- 11
- Ranged
- Yes
- Morale
- 0
- Luck
- 5
Lizard beastmen, created by the mages of House Chimera Although all records regarding these creatures were made by the mad mage Agah, those lizards that can be encountered in the swamps and caves of the Aegin peninsula were clearly created much later.
- Attack
- 7
- Defense
- 11
- Min damage
- 8
- Max damage
- 11
- Hit points
- 62
- Speed
- 5
- Initiative
- 21
- Ranged
- No
- Morale
- 0
- Luck
- 0
Manticores are magical beasts, created in the times of the legendary era. Back then, the surface of Ashan was riddled with dragon springs. Creatures that drank from these rivers of dragon blood were forever changed under the influence of its mighty magic. Manticores combine three animals: a lion, a bat, and a scorpion. The strike of its poisonous sting is deadly to practically any living creature.
- Attack
- 5
- Defense
- 8
- Min damage
- 5
- Max damage
- 9
- Hit points
- 41
- Speed
- 4
- Initiative
- 28
- Ranged
- Yes
- Morale
- 0
- Luck
- 0
Mermaids are half-human, half-dolphin. Once they guarded the peace of the mages, patrolling the coast. However, the Seven Cities are mostly surrounded by deserts, and therefore most mermaids have never seen large bodies of water. Because of this, they, over time, lost their strength—now they are merely cute pets of self-satisfied mages. For obvious reasons, mermaids did not take an active part in the rebellion raised by the orcs, but they took advantage of the confusion to.
- Attack
- 4
- Defense
- 1
- Min damage
- 3
- Max damage
- 4
- Hit points
- 23
- Speed
- 5
- Initiative
- 28
- Ranged
- No
- Morale
- 5
- Luck
- 5
Shaldans, water elves or 'children of the seas' in translation from elvish, were once part of the Shantirian Empire, but then turned into wanderers cruising the seas of Ashan. They honor Sylanna (for her gifts) and Shalassa (for her hospitality). Every sea elf belongs to a specific clan called a 'crew'—water elves remain loyal to their crew for their entire lives. Depending on the crew, water elves may be explorers, traders, or pirates.
- Attack
- 4
- Defense
- 1
- Min damage
- 3
- Max damage
- 5
- Hit points
- 22
- Speed
- 6
- Initiative
- 33
- Ranged
- No
- Morale
- 0
- Luck
- 0
The Orcs of the Pao islands tell of the shadow panther, a legendary creature. It is said that they are larger and more dangerous than the giant jaguars of Pao. Shadow panthers exist, and they are no ordinary predators. Their affinity with dark magic makes them the most dangerous creatures on the islands.
- Attack
- 4
- Defense
- 5
- Min damage
- 5
- Max damage
- 8
- Hit points
- 40
- Speed
- 5
- Initiative
- 17
- Ranged
- No
- Morale
- 0
- Luck
- 10
The strength and durability of a golem depend on several factors: the quality of the statue, the materials used, and, most importantly, the talent of the caster. Some ancient golems, created by the Shantiri, still wander in remote areas of Ashan and in ruins. It is difficult to imagine what kind of power these creatures possess.
- Attack
- 25
- Defense
- 25
- Min damage
- 46
- Max damage
- 63
- Hit points
- 510
- Speed
- 5
- Initiative
- 22
- Ranged
- Yes
- Morale
- 0
- Luck
- 10
The first titans were created by the Shantiri during the wars of the legendary era. Huge, complex constructs, animated through magic, vanished without a trace during the battles that shook Ashan in those times. The few that have survived to our time are highly valued by mages, especially adepts of the House of Matter. It happens that life still flickers within found titans, and they are not always welcoming to uninvited guests.
- Attack
- 15
- Defense
- 15
- Min damage
- 20
- Max damage
- 30
- Hit points
- 150
- Speed
- 4
- Initiative
- 22
- Ranged
- Yes
- Morale
- 0
- Luck
- 5
Water elementals appear in seas, rivers, lakes, and on glaciers where Shalassa, the Water Dragon God, reigns, or where a dragon spring saturated with water magic strikes. These elementals consist of crystallized water, sea foam, snowflakes, or ice shards. Those that appear in swamps and river deltas consist of mud and stagnant water.