Welcome Adventurers' to the FIGHTING FANTASY : Beyond the Pit. This area of the Official Fighting Fantasy website has been created as an ongoing project to present the entire resource of all Fighting Fantasy related monsters and encounters in the series past and present.
Through this alphabetical index, you can explore all the entries held in Beyond the Pit.
This category is a guide to the nature and type of the creature such as animal, undead, bird, reptile etc. All of the creature types in this guide are explained in detail below. As a brief general rule, only creatures capable of creating tools can be found in every climatic/terrain environment:
ANIMAL: This category of creature includes all non-humanoid vertebrate mammals such as marsupials (whose young are born in an exceedingly immature condition; with most females having pouches), monotremes (who are primitive egg-laying mammals) and placental mammals (whose young are born at a relatively advanced stage). They dwell in every habitable terrain of Titan, and are unique from other creatures in that they have hair or fur covering their bodies, are able to maintain constant body temperatures regardless of their environment.
Most land animals walk on four or two legs, possessing hands or claws with fingers as well as feet. In the case of aquatic animals, they have flippers, or fins, for swimming rather than legs. All animals within this category possess no magical abilities, are able to give birth to fully formed babies while also being able to feed their young and have no inherent capability for speech or culture. Animals most commonly encountered by adventurers on land include bears, bats, boars, cats, horse, primates, rats, and wolves, while in aquatic terrain, those such as otters and seals will be more common. All gaze, poisons, sleep spells, illusions, paralysis or willpower-influencing spells generally have an effect upon Animals, and they have an average WITS score of 6.
BIRDS: This category of creature includes all vertebrate warm-blooded creatures that have feathers, wings, beaks and extremely light skeletons. All gaze, poisons, sleep spells, illusions, paralysis or willpower-influencing spells generally have an effect upon Animals, and they have an average WITS score of 4.
FISH: This category of creature includes all vertebrates that dwell in the inland, coastal, and deep-sea waters of Titan. All gaze, poisons, sleep spells, illusions, paralysis or willpower-influencing spells generally have an effect upon Animals, and they have an average WITS score of 3.
AMPHIBIANS: This type of category includes all cold-blooded creatures that breathe through gills such as frogs, toads, newts, and salamanders. Amphibians dwell partly on land and in water while giving birth to their young as eggs in water that resemble small fish. It also includes humanoid sub types that are intelligent and walk on two feet. Generally all amphibians dwell in every area of Titan except the arctic regions, although their main distribution lie in warm, moist terrain, such as jungles, deserts, warm seas or other inland waters. In cold climates, amphibians hibernate during the winter. Unlike reptiles, amphibians do not have scales, and instead have smooth and moist, mucous type skin.
Some types of amphibians secrete dangerous poisons from their skins, while others can change their skin colour by expanding or contracting their bodies. All amphibians are voracious predators and primarily nocturnal, but sometimes emerge in daylight to forage. They possess extremely good hearing and vision, as well as long tongues that they use for smell as well as taste and some amphibians can re-grow new limbs. These creatures generally have very low WITS scores of 3 and are immune to gaze, poisons, sleep spells, illusions and paralysis or willpower influencing effects.
REPTILES: These types of creature include coldblooded dragons, lizards, turtles, crocodiles and snakes that lay eggs or give birth to live young. It also includes humanoid sub types that are intelligent and walk on two feet. Generally all reptiles dwell in every area of Titan except the arctic regions, although their main distribution lie in warm, moist terrain, such as jungles, deserts, warm seas or other inland waters. All reptiles have hard, external dry scales (or modified scales), which protects their head, body and limbs and have fangs or teeth that many species have adapted to hold prey when caught rather than chewing, due to the fact they swallow their live prey whole. Some species also have venomous bites, which they use to kill their prey before eating it. When predatory hunting in their natural terrain reptiles possess extremely good hearing and vision, as well as long tongues that they use for smell as well as taste.
Dragons are the most frightening and voracious of all predators upon Titan and are inherently magical creatures that are reptilian in appearance with crocodile and serpentine features. There are many individual sub species of Dragon upon Titan and they vary in size and shape with their own individual features. The first are known as Wryms (or worms in some areas of the world), and are thin, serpent-like with no legs or wings. The second are Wyverns and these creatures have a lizard-like appearance with two powerful back legs. The third and arguably the most awesome of all Dragon kind are ‘true’ Dragons or Drakes, which walk upon four legs and are capable of flying with thick, web-like wings. Many Dragons possess extremely well developed digestive, circulatory and nervous systems that have enabled the species to develop dangerous breath, gaze and venomous weapons. Dragons, Lizardines, Stalkers and Dragonmen, belong to this classification. Crocodiles generally have extremely powerful jaws and sharp teeth as well as large claws that they use to tear flesh. When encountered close to water, they are excellent swimmers and divers. Giant Crocodiles belong to this classification. Lizards are usually four-legged, with external ear openings and movable eyelids. Like snakes they have detachable jaws that allow them to accommodate very large prey and are occasionally venomous.
Lizard-Men, Calacorms, Gremoll and Cleavers belong to this classification. Snakes are legless reptiles closely related to lizards and have no eyelids or ears. They are usually very fast over short distances, even out of water and are often aggressive attacking prey with lethal venomous fangs or construction. Hydra, Caarth and Gretch, for example belong in this classification.
Turtles are reptiles whose body is shielded on top and underneath their bodies by a visible bony special, shell or carapace made up of hundreds of irregular bony plates, covered with a leathery skin. They generally have serpentine necks, large heads, muscular legs, and relatively long tails that make them seem even larger. Turtles are mainly aquatic creatures with Tortoise being the land dwelling species. Like many reptiles, turtles are capable of inflicting significant injury with razor sharp webbed claws and powerful beaks, which they use to tear food and capture prey.
All Reptile creatures generally have low WITS scores of 4 and above. They are immune to gaze, poisons, sleep spells, illusions and paralysis or willpower influencing effects. True Dragons always have above average WITS scores of 8 and above and are immune to gaze, poisons, sleep spells, illusions and paralysis or willpower influencing effects.
ELEMENTAL: These types of creatures are temporary physical conscious manifestations of the forces of nature, in truth, “magical nature entities” that dwell on the borders of the Celestial, Corporeal-Earthly, Spiritual, Ethereal, Magical and Demonic planes, governing nature’s entire natural forces from the primary elementals of Earth, Fire, Air and Water (which roughly correspond to the four forms of known matter: solid, liquid, gas and plasma). As servants of the deities Throff, Filash, Pangara and Hydana, respectively, these raw spiritual forces of nature have no real identity of their own or any individual sense of intelligence, and act as a personification of the element they represent. They are present in everything upon Titan, abiding in its trees, rivers, plants, mountains, minerals and practically every natural living thing.
HUMANOID: Creatures from this category usually possess two arms, two legs, and one head, or a human like torso, arms, and head. They generally have few or no special abilities, and range from small to large-size. Many humanoid creatures have well developed language and cultural societies.
MAGICAL: These unusual creatures have no definite form although often take on a humanoid appearance and encompasses all fey creature that dwell in almost every habitat on Titan. Magical creatures have connections to the elemental and magical planes as well as nature itself and are inherently talented with older magic. All fey creatures are enigmatic, and the purest embodiment of natures resonance. Although fey are never truly hostile towards other creatures, and are mainly benign, like nature itself they can be beautiful, strong, unpredictable, dangerous and deadly in equal measure. Where some fey are beautiful and helpful, others are full of dangerous tricks and deadly. Many humanoid races fear encounters with the creatures due to their curiosity, harmless pranks or cruel and vindictive punishments that they often unleash. Fey generally are small winged creatures, but can shape shift into other forms and small magical spheres of light. They include Fetch, Will o’ the wisps, Fairies, Spriggans, Knockers, Sprite, Nymph, Pixie, Boggart, Corrigan, Bogie etc.
CONSTRUCTS: These unusual creatures are magical animations and grotesque mockeries of life are essentially unsleeping, living magical creations with no soul and only a small portion of elemental sentience (imbued to them by necromantic magic). All constructs have no definite form although are often humanoid in appearance. Golems, Sentinels and Replicanths all fall into this category. All Constructs generally have very low WITS scores of 1 or above. They are immune to gaze, poisons, sleep spells, illusions and paralysis or willpower influencing effects.
MONSTERS: These unusual creatures are often also called BEASTS and have no definitive form, although a large number are either humanoid or animal in appearance with species features or attacks. Unless noted otherwise, many of these monstrous humanoids will have been the result of the grisly Marrangha experiments such as the Fish men, Nandibear, etc. which was first developed in Atlantis and Irritaria thousands of years ago. Others (noted in detailed descriptions) will be the result or more recent experiments by the immortal warlock Zeverin (Mucalytic, Bloodbeast, Manticore), ageless sorcerer Axion (creator of the Thia-kan, Rad-Hulks, Shapechanger, Gorians, Rhino-Men and Eyeless Archers), the Craggen ‘Dire’ family (creator of Clawbeasts, Ape-Dog, Dog-Ape, Rat men,) and Zharradan Marr (creator of terrifying Soulless Ones, Devourers, Manic Beasts, Jib Jibs and Graunies to name but a few).
All gaze, poisons, sleep spells, illusions, paralysis or willpower-influencing spells have an effect upon Monsters, and generally, they have average to above average WITS scores of 6 or above.
HYBRIDS: This category of creature includes many strange and dangerous hybrids that have evolved through the natural crossbreeding between two different species or with assistance by sorcery means.
They generally possess strong animal or other racial characteristics, with a humanoid form and walk and talk in a humanoid manner. Blackhearts, Craggeracks, Kobolds and Scouts, or the many Ooze creatures created by the Elementalist Molander are typical and frightening examples. All gaze, poisons, sleep spells, illusions, paralysis or willpower-influencing spells have an effect upon Hybrids, and generally, they have average to above average WITS scores of 6 or above.
PLANTS: This category of creature comes in one of four vegetable forms, flowering plants and non-flowering plants, carnivorous plants, or intelligent plants. As a guide however, only carnivorous plants and vines that attract prey, capture it, kill it, digest it, and then absorb the resulting nutrients (such as Pitcher Plants, Death Drippers) and intelligent plants (such as Tree men and Tree Spirits) are explored in detail. All plants are immune to gaze, poisons, sleep spells, illusions and paralysis or willpower influencing effects and generally have no WITS scores or very low WITS scores of 1.
OOZE: These amorphous creatures have no internal skeleton made of bone and are usually encountered as soft, glutinous like organs with no definite form or hard outside shell. They mainly dwell in subterranean terrain and possess primitive sensory organs or tentacles that can ascertain prey by smell and vibration.
Ooze most commonly encountered by adventurers includes Mud Slime, Iron Eaters, and Chatter matter. When predatory hunting in their subterranean terrain in search of organic matter to devour Ooze generally engulf prey with their mucus-like bodies that contains a highly corrosive substance, or project a stream of thick, glutinous acidic spittle that help them catch or digest their prey. Some ooze can be found in deep sea or other waters. These creatures generally have very low WITS scores of 2, and are immune to gaze, poisons, sleep spells, illusions and paralysis or willpower influencing effects.
MOLLUSCS: These types of creature have no internal skeleton made of bone and have a soft, skin-like organ covered with a hard outside shell. Molluscs live on land, such as the snail and slug and within deep sea or other waters, such as the Devils Lock, Tentacled Thing, squid and octopus. These creatures generally have very low WITS scores of 2, and are immune to gaze, poisons, sleep spells, illusions and paralysis or willpower influencing effects.
WORMS: These types of invertebrate creatures have an elongated body composed of many similar segments and dwell mostly in subterranean terrain; however, some worms live in deep sea or other waters. Worms include Slime worms, Flesh-Grubs, Rock Grubs, Giant Sand worms, Polar worms and leeches. They have a fluid-filled, hydrostatic skeleton and can be voracious predators eating with highly developed jaws that allow them to either filter food under water, eat through mud, sand, or soil in burrows or tubes or grab prey, tearing off pieces of flesh. These creatures generally have very low WITS scores of 2, and are immune to gaze, poisons, sleep spells, illusions and paralysis or willpower influencing effects.
MYRIAPODS: These types of invertebrate creatures have an elongated body composed of many similar segments and include centipedes, and millipedes. Like worms and insects, they have an exoskeleton, which is a hard, external skeleton along with numerous limbs with joints that allow them to move. The more dangerous centipede has a pair of poison claws behind the head that they use to inject poison to paralyse and kill their prey. These creatures generally have very low WITS scores of 2, and are immune to gaze, poisons, sleep spells, illusions and paralysis or willpower influencing effects.
CRUSTACEANS: These types of creature include crabs, lobsters and barnacles. They dwell mostly in aquatic terrain, such as deep sea or other waters and have a hard, external shell, which protects their head and abdomen. Most crustaceans have antennae and many species have large claws that help with crawling and eating. These creatures generally have very low WITS scores of 2, and are immune to gaze, poisons, sleep spells, illusions and paralysis or willpower influencing effects.
CEPHALOPODS: These mollusc like creatures have a bilateral body, prominent head, and numerous arms or tentacles. The type contains two subclasses, those with no mollusc shell including the octopuses, squids, and cuttlefish and those with a shell includes nautilus. They are found in all the oceans of the world and at all depths and are the most intelligent and predatory of all ocean dwelling invertebrates with well developed senses and large brains. These creatures generally have WITS scores of 7 to 8.
INSECTS: This type encompasses the largest group of creatures upon Titan and they dwell in almost every habitat. They include bees and beetles, ants and hornets. They generally all have an exoskeleton that covers their entire body, and consist of a head, thorax and abdomen. The insect’s head has a pair of antennae, and a pair of compound eyes. These creatures generally have a low WITS scores of 4, and are immune to gaze, poisons, sleep spells, illusions and paralysis or willpower influencing effects.
ARACHNIDS: These types of predatory creatures include the Giant Wolf Spider, Giant Pirate Spider and Giant scorpion, as well as horrific monsters like Krya Shebboth (a monstrous Black Spider that still yet dwells deep below the Brightloam caverns of Allansia). Like insects, arachnids have a hard exoskeleton and jointed appendages are can be found throughout the world of Titan in almost every habitat, reaching their most terrifying and monstrous sizes in warm subterranean, or arid and tropical regions. Unlike insects, arachnids do not have antennae, but possess stings, pincers or poison fangs that they use to paralyse or kill their prey, before secreting fluids to break down the flesh. These creatures generally have very low WITS scores of 4-6, and are immune to gaze, poisons, sleep spells, illusions and paralysis or willpower influencing effects.
UNDEAD: These are quite possibly one of the most dangerous forms of monster upon Titan and include Zombies, Skeletons, Ghouls, Mummies, Crypt-Stalkers, Wight’s, Banshees, Liche and Vampires. All undead are categorised into various types (explained in full on the Undead section) and with the exception of the soulless and mindless undead, have unique special abilities, powers and vulnerabilities that distinguish it from other forms. These creatures generally have a large mix of low mindless WITS scores of 1, and high WITS scores of 6 or above, and many are immune to gaze, poisons, sleep spells, illusions and paralysis or willpower influencing effects.
SPIRITS and DEMONS: This classification covers the most intelligent and malevolent of all undead such as non-corporeal (or ethereal) such as Droomies, Sorq, Ganjees, Dire Spectres and Demons etc. All ethereal undead are intelligent, powerful entities immune to all immune to gaze, poisons, sleep spells, illusions and paralysis or willpower influencing effects.
They travel freely through planes of existence and can manifest themselves as apparitions or materialize in their true forms as non-corporeal concentrations of intelligent energy to physically effect living things. These creatures generally have a high WITS scores of 8 or above.
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