SPRITE

(Ss-Pry-T)

 

Sprites are among the creatures not native to Zenafrost. They manifest from the tear on the island called Hope, from worlds unknown and, perhaps, even more terrifying than our own. Known for being bound to what is known as “Fae Law”, these creatures cannot succeed in stealing your soul without first sealing it in blood, bone, or a simple kiss. And rest assured, any Sprite you may have the misfortune of encountering wants your soul as their own. Though there are many speculations about this, there is no solid understanding as to why.

Note: Sprites possess the uniquely awful ability to make themselves look like anything they wish, most notably whomever their target’s heart most desires. Proceed with caution, and use extreme prejudice.

BIFELBAUN

(bif-ill-bon)

 

Be not fooled by this particularly sweet sketching of this truly awful beast. As with the Sprite, the Bifelbaun seem to have originated from the tear upon the island called Hope. The offspring of these beasts are not battle-hardened, but emit a siren-like cry when approached. This alerts the mature Bifelbaun to “prey presence”, and they will begin to swarm. They possess the ability to slow their target telekinetically, though this is rarely necessary for them to use, as they are among the fastest creatures ever to walk our shores. Their nails are made of a strange, black metal, which can rip through even the strongest shielding we have. Their teeth are coated in a paralytic venom that keeps the Bifelbaun’s prey alive while they are consumed. Prone to the necromatic orbs upon the island of Hope, therefore nearly impossible to kill. Requires further study, though it is strongly recommended against.

REFLECTOR BEAST

(ree-fleck-tore)

 

Mezilmoth crafted the Reflector Beasts of pure nightmares and the remnants of evil souls. They were the first creatures of sentience that rose from the darkness of The End of All Things. They possess the unique ability to distinguish a targets worst fears, throwing them in to a world of illusionary torment and despair before wringing their souls from their bodies. Only a few ever exist at one time, serving as soldiers to Mezilmoth. Pray to the Zenoths that you never encounter one on your travels, lest you lose your mind or your life.

CREATURE OF CHAOS

 

When the defilement of chaos magick mixes with the soul of a mortal, it begins to warp; twisting the being in to something foul. This happens most often to chaos magick users, who become too overwhelmed by the power to control it. Though the transformation can also be forced on an unwilling subject, should their soul be weak enough. Unlike the taint of dark magick, which tends to keep it’s victims sentient, chaos magick rips the humanity from a being. It leaves a soulless, malformed shell behind. There has never been a documented case of someone afflicted by a chaos transformation being saved.

THE NECROMANCER

 

One of Mezilmoth’s favorite creations. The Necromancer is one of the six Prime Corruptions, some of the most elite of Mezilmoth’s forces. The Prime Corruptions were once High Fae, the earliest magick users to walk Zenafrost. As Mezilmoth readied himself to overthrow the Zenoths of old, he took six young users under his wing. They were the first to partake of Mezilmoth’s dark magick, the first to be corrupted by his defilement. The Necromancer, once a great healer among his people, was changed into a great beast. One who could raise anything from the dead to serve his cause. It is said that the skull The Necromancer wears as a mask was once his own face, ripped off by his bare hands during the dark transformation.
None have survived an attack from any of the Prime Corruptions.

DARKLING

 

Creatures of darkness and corruption, Mezilmoth uses most of them as foot soldiers and scouts. Though Darklings are small, smoke-like monsters before assuming a host, you should never make the mistake of taking them lightly. They are able to slip past the cracks in the Dark Gate, covering large distances in very short time. Darklings are the essence of evil, and require a body to possess before they are able to fulfill their tasks. As with most of Mezilmoth’s creations, being touched by a Darkling is ill-advised. Their powers of corruption far outweigh any other beast in Zenafrost, and many a good man has fallen to them in battle.

Monster art by Elliot Ward

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