Draped in fine dark robes, this undead creature’s body seems to be made of equal parts bone, leathery flesh, and blood-red smoke. Ghuls are undead jann whose eternal existence was twisted by fate. As if the curse of undeath and ravenous hunger were not enough, these once-majestic creatures now bear donkey hooves as feet. Despite their horrific undead appearance, this feature shames them the most, and they hide their feet from view. Ghuls, like ghouls and ghasts, haunt cemeteries and other places of the dead hoping to feed on corpses. They also hunt mourners and grave tenders, as they enjoy the taste of living prey as well as that of the dead. Selective in their diets, ghuls choose their victims by personality, believing innocence and youth taste more delicious than the barely palatable flesh of the bitter and old. Sometimes a ghul follows a funeral procession in hyena form, keeping a safe distance until the ceremony, whereupon it changes into its true form to attack and feast. Sorrow and despair taste as delicious as innocence to a ghul.
While not directly affected by sunlight, ghuls despise its presence and only move about during the day if forced to by necessity. They primarily hunt at night, sometimes straying far from their graveyard lairs and burial caves in search of fresh prey to sate their hunger. The longer a ghul goes without feeding, the more ferocious and primal the creature becomes. A well-sated ghul organizes with others of its kind and lesser undead, tormenting nearby towns and settlements. A ghul involved with this level of organization often has a scattered set of lairs throughout the desert. These allow the ghul to strike far from its home lair and hide again without having to travel during the blistering daylight sun. When a ghul goes for too long without feeding, it becomes increasingly feral and violent—its statistics don’t change, but it grows less concerned with fleeing combat, even when it is obviously outmatched.
This is a disembodied phantom who wears black robes that swirl around a maw of sharp teeth.
Geists have the ability to take control of haunts and have a powerful laugh that can cause fear.
They can be found on the Negative Plane or in the Underdark.
The spectral panther is a literately a panther that is a spectre. They can be found on the Ethereal Plane or the Plane of Negative Energy.
They roam in packs and can fade in and out of the plane at will. they attack with their claws and bite which causes to drain ones positive energy.
The vacuum quasi-elemental is a medium creature that looks like a air elemental except it is made of black, purple, blue and green mist of sucking air. They come from the Quasi-elemental Plane of Vacuum and like depends on their vacuum suction to force and destroy enemies. The vacuum quasi-elemental is very dangerous as it transport targets throughout the planes once it gets hold of the person or item. Its favorite location is the quasi-plane or the Negative Plane.
Unlike other elementals the vacuum quasi-elemental worships the goddess Shar.
The winterwight is one of the most feared of the undead. A winterwight looks like a wight but covered in ice and frost. The frozen undead normally travel alone but some are so intelligent that they have taken over cities as rulers (much like a lich).
The winterwight have a dealing blightfire that they can use, it burns like a black flame and drains the life of its target.
Some powerful winterwights have ruled cities in Hell and some even control floating chunks of black ice on the Negative Plane. But mostly they can be found in the deep snow covered ruins located in the north of Esperia.
The movanic deva is a type of angel that roam the outer planes such as the Positive Energy Plane, the Negative Energy Plane, and the Material Plane of Esepria. They have mikly white skin and large feathered wings, silver or gold eyes and shiny hair in most cases. The movanic deva usually carry a mace, bow or a greatsword as they fight for the power of good.
Devas are naturally refined and are drawn towards virtue, rather than sin or neutrality. The typical deva is good, though few could be called meek. However, this is not something that can be taken for granted and the danger of a deva falling to evil is far greater than that of most races. If a deva falls, they risk becoming a rakshasa and find it uncommonly hard to find their way back to the path of good. As such, most devas, in spite of finding it easier to be virtuous than most races, are taught to fight against the temptation of evil within their own souls constantly.
As the most numerous and weakest of their kind, movanic devas serve proudly as infantry against the hordes of evil. Tasked with serving the needs of the Positive Energy Plane, the Negative Energy Plane, and the Material Plane, some movanic devas consider themselves more worldly than their astral and monadic counterparts, since their travels grant them a better grasp of mortal affairs.
Movanic devas are usually found under the command or word of good gods such as Sune, Selune, Lathander, Tyr and Tempus.
Very luch like a common wraith, the dread wraith exists for long enough and feeds on enough life force undergoes an unholy transformation, becoming a creature known as a dread wraith. This causes the wraith to increase in size and strength. The dread wraith is a humanoid shape of darkness, large in size and most have taken the ability to use swords.
Like common wraiths the dread wraith come from the Negative Plane but can be found in the Underdark or old ruins.
Deathlocks are skeletally thin, they wear a dramatic cloak fringed with magical sigils. Its cadaverous eyes sizzle with cursed power, and deadly spells dance on its fi ngertips.
Deathlocks are undead born of the corpses of powerful spellcasters whose remains are so charged with magic that they are unable to lie quiet in the grave. Animate, but shorn of the spirit that once ruled their forms, deathlocks seek to bring all those they meet into an intimate embrace with death. Only their knowledge of spellcasting remains, though twisted and changed. Sometimes deathlocks retain a single shred of memory from their former spirits. If the recollection was dear to the spirit that once inhabited the now shriveled and blasted body of the deathlock, the creature usually seeks out the source of that memory, hoping to destroy it, compromise it, or undo the deeds associated with it.
Deathlocks speak Common, Abyssal, and Infernal.
Caller in Darkness
A caller in darkness is an incorporeal creature composed of the minds of dozens of victims who died together in terror. It seeks to draw others into its fear wracked, hellish existence.
Callers in darkness rarely speak, but when they do, they speak Common.
A caller in darkness can steal the life essence of people around it and it has psonic like abilities.
Death giants can be found in the cold marsh and swamp lands of Esperia. They are huge in size, hairless, red eyes and very dark grey skin. They carry massive battle axes and a mist of death flows around them.
Once elemental beings, death giants relocated to the Negative Plane, where they evolved as soul-harvesting creatures. They now have little or no ties to the Elemental Planes and rarely associate with other kinds of giants.
Death giants are feared through the realms and known to worship the god Myrkul.