Planned Monsters for Ultima X

There were a number of monsters planned for the never-finished Ultima X. Thankfully, their design sketches and renders had been released, so here a catalogue of the more prominent monsters that have never seen the day of the light.

Banshees
Name: Banshee Disposition: Obsessed enemy of the living Locale: Found in the shadows of Alucinor Organization: Loners or the minions of a higher power Height: 5'0" - 6'0" Description The banshee were once beautiful women, virtuous in every aspect but one - they sought constantly to stop the aging process and remain beautiful forever. Knowing that such superficial women could never truly be beautiful on the inside, the Guardian approached them in disguise, offering to make their inner beauty shine through for all eternity. They accepted the deal immediately. Laughing, he watched as their flesh rotted away, leaving the hideous forms they would have for all time. Still dressed in their finest clothing, the banshee fled to the shadows in hopes of hiding their forms from all living creatures. There they remain, shrieking in shame and horror, emitting wails that can burst the heart of any living creature. However, any person who comes to investigate these cries is ripped to pieces, as banshees are loathe to allow any living creature to recount their horrid appearance. Having not learned from their original mistake, the banshees will ally only with powerful magicians who promise to return them to their original forms. 

Basilisks
Name: Basilisk Disposition: Easily threatened protectors Locale: Deserts or open plains Organization: Packs or large groups Height: 6'0" - 8'0" long Description Basilisks are short, well armored, alligator-like creatures with large powerful jaws and eyes that boast a full 180 degree line of sight. As a result, it is particularly difficult for enemies to sneak up on any idle basilisk, making them excellent guards. Although they are not naturally aggressive, they are terribly protective of their own kind, and will instantly attack anyone who poses a threat to the pack. Unfortunately, basilisks perceive the mere presence of a stranger as a threat, and are therefore generally avoided by all creatures. For those poor travelers who do happen upon a pack of basilisks, they are usually greeted by the paralyzing gaze of the elder basilisks and eaten by the young. 

Centaurs
A mixture between a man and a horse. This is a legend dating back to ancient Greece. They are said to have enormous battle powers. Also they are said to be greedy, loving the wine too much and generally are total bastards. 

Chimeras
Chimeras are said to be creatures of the nightmares. The Chimera seen here has obviously three heads. One of a ugly cat, one of a dragon and one of a snake. Chimeras are are also known for giving riddles and being very sneaky. 

Corpsers
Name: Corpser Disposition: Mindless (plant), but territorial Locale: Can be found in most warm, wet habitats, usually in swamps and jungles. Organization: None. Height: Varies Description Corpsers resemble large venus fly traps with tentacle-like vines and huge tooth filled mouths. Corpsers have no real organization. They are more akin to a large venus fly trap than a sentient being. Corpsers attack by camouflaging themselves in dense vegetation and waiting for prey to walk within grabbing distance of their tentacle-like vines. They use some of their vines to ensnare and trap their victims while pummeling them with their other vines. They can also spit an acid like substance (normally used to help digestion) to damage attackers from a distance. 

Demons
Name: Demon Disposition: Chaotic and evil Locale: Tend to live underground, in dungeons or keeps but can be found above ground as well. Organization: Demons have no sense of organization outside of their own chaotic ambitions. Height: 12'0" to 15'0" Description Demons are huge powerfully built humanoid creatures with bat-like wings, cloven feet, and horns on their heads. Demons are solitary creatures that live far away from civilization. They like nothing more than to create chaos and disruption throughout the land. Some of the worst wars and plagues are the work of a demon behind the scenes. Demons are powerful spellcasters as well as well trained in the use of weapons. Demons will often cast spells of great destructive power early in a battle, hoping to destroy their adversaries or at least weaken their resolve. They have little knowledge or use for healing spells and rarely use them. Demons also carry an assortment of magic items including weapons and armor. If a battle goes badly, they have the ability to summon other creatures (such as undead or lesser demons) to help them in a fight. 

Ettins
Name: Ettin Disposition: Lethargic bully Locale: Large caves, forests and crude domiciles Organization: Usually solitary (or at least, as solitary as a creature with two heads can be!) but have been known to live in small groups. Height: 10'0" to 12'0" Description Ettins are tall obese creatures that have two heads. Each head thinks independently from the other which can often lead the Ettin to perform some very strange actions. Ettins tend to be lethargic in nature and generally avoid physical labor, except combat. Ettins greatly enjoy using their size and strength to bully other creatures and can move with surprising speed during a fight. 

Frost Spiders
Name: Frost Spider Disposition: Unintelligent, bloodthirsty hunters Locale: Frigid snow or ice covered areas Organization: Usually found together in groups, but they hunt alone Height: 4'0" Description Frost spiders are large, fur covered spiders who lack the ability to spin webs. This inability has forced them to evolve into powerful ground hunters, with jaws like steel traps and talons which easily impale their victims so they may feast upon their blood. They are forced to hunt with a deadly ferocity in order to power their massive bodies and keep them from freezing to death. Frost spiders are largely mindless drones with no allegiances and have been known to crawl over their dead brethren without any hesitation in order to reach their prey. 

Gremlins
Name: Gremlin Disposition: Aggravating pests Locale: Usually live underground, in mines or caverns. Organization: Gremlins have a loose society and rarely have recognized leaders. Height: 3'0" Description Gremlins are short, stubby creatures with large yellow eyes. They have green skin. Gremlins generally live in underground habitats like mines, caves, and caverns. They prefer to live near other sentient beings, but not for their company. Gremlins take great joy in causing trouble for other races by stealing supplies, breaking machinery, and even killing stragglers. Many a warrior has made his fortune hunting and killing gremlins for mining companies. Gremlins have very little concept of strategy in combat and rarely use weapons. 

Griffons
Name: Griffon Disposition: Protective and territorial Locale: Usually live in forests. Organization: Small sedentary groups. Height: 6'0" to 7'0" Description Griffons are large creatures that look like a cross between a lion and an eagle. They have the body of a lion, with the head and wings of an eagle. Because of their immense size, griffons rarely take to the skies, preferring to run on the ground. When running, a griffon can use its wings to propel it forward even faster. Griffons generally live only with their mate, although small groups are also known to live together. While they are not necessarily evil creatures, their territorial nature often creates situations where they attack innocent travelers. This usually results in the griffons being hunted to avoid such incidents. In combat, griffons rely on their powerful claws to slice through opponent's armor. 

Harvest Lords
This seems to be some kind of Liche. Regardless what exactly it is, the name implies that its usual behavior seems to be to destroy the harvest to starve the enemies. 

Headless
Name: Headless Disposition: Nearly mindless drone Locale: Can be found in most habitats, near castles or keeps of powerful mages. Organization: Tend to travel in groups of five to ten. Height: 4'0" - 5'0" Description Headlesses appear like malnourished short humans and as their name implies, have no head. Their limbs tend to be elongated and very thin, with only their upper body sporting any real mass. Although they have no eyes, nose, or ears, it is believed that Headlesses can send simple communications to each other and are able to sense other creatures near to them. Although they resemble headless humans, headlesses are not related to humans. Headlesses were created to act as servants and front line troops (fodder) for powerful mages. They are single-minded and have the ability to carry out very simple orders such as guarding doors or charging into an enemy. Headlesses aren't terribly dangerous in a fight, however they are somewhat unpredictable. They are also immune to spells or abilities that affect the mind or senses, such as sight, smell, and hearing. Headlesses have a limited amount of special attacks as they are not particularly bright. 

Hellions
It is unknown was this plain ugly monster is supposed to be. However, it seems to attack with its guts. 

Ice Salamanders
Name: Ice Salamander Disposition: Carnivorous creatures Locale: Frigid icy environments Organization: May live in groups, but have no allegiances Height: 6'0" - 7'0" long Description Ice salamanders are short, well-armored creatures who are an offshoot of the Basilisk species. Often referred to as the chameleons of the ice world, these beasts blend perfectly with their surroundings, much to the dismay of their enemies. These beasts will often lie in waiting, eyes closed, for their prey before scuttling towards the victim's legs and rendering them immobile with their deadly fangs. Although these creatures can be found with others of their kind, they don't have an allegiance to one another, as their greatest concern is the survival of their own bloodline. When hungry or threatened, ice salamanders will attack anything in their way, regardless of that creature's perceived strength. In fact, ice salamanders have been known to turn on their own kind during food or land shortages. 

Liches
Name: Lich Disposition: Evil conspirators Locale: Usually live underground, in dungeons or keeps. Organization: Liches tend to be very social creatures and are often found commanding vast numbers of undead. Height: 6'0" to 7'0" Description Liches are the undead remnants of long dead mages. These mages sacrificed their souls for a chance at immortality. But the life of a Lich is one of constant torture and it is believed that most Liches are driven insane by the duality of their "living death". They keep other undead (and some living creatures) around them to help them feel alive. In combat Liches have the full arsenal of their spells at their disposal. Liches are rarely found alone so would-be heroes must be constantly aware of the possibility of the Lich calling in reinforcements. 

Lizardmen
Name: Lizardmen Disposition: Expert hunters and trackers Locale: Mostly found in the bogs and swamps. Organization: Medium to large sedentary tribes. Height: 4'5" Physical Description Lizardmen are humanoid, bipedal geckos with tough scaled skin and long tails. They retain most of their lizard characteristics (other than the fact that they are bipeds) including the forked tongue, their eyes, and the shape of their heads. Most Lizardmen are green to brown in color, which helps them blend in with their surroundings. Lizardmen live together in the ruins when possible, but often just life in the open. Most Lizardmen spend their day practicing their hunting and tracking skills. Lizardmen have trained to use a variety of man-made weapons and armor, however, they are particularly dangerous because of their poisonous bite. Similar to a Komodo Dragon, a Lizardman's saliva contains bacteria that can weaken and even kill an opponent. Lizardmen are also adept at creating ambushes (using the deep bog or hiding in the trees) so travelers are wise to be on their guard when traveling in areas controlled by Lizardmen. 

Medusa
A woman with the skin of a snake, whose hair is replaced by snakes. According to the old legends, the gaze of a Medusa can turn anyone to stone in a matter of seconds. That makes battling them somewhat difficult. <hr style="margin-top:1em; margin-bottom:1em; clear:both;">

Mongbats
Name: Mongbat Disposition: Scavengers, cowardly when outnumbered Locale: Can be found in almost any habitat, usually near towns. Organization: Nomadic scavengers, tend to live in small groups. Height: 3'0" - 3'5" Description Mongbats are small monkey-like demons with protruding lower canines and large bat-like ears and wings. They are much smaller than humans (usually standing about 3' tall) and have short dark brown to yellow fur. Mongbats have a very crude scavenger society and rarely live in one place for too long. They are usually found in small groups, moving from place to place, living off the work of other creatures. Mongbats are not evil creatures, but they have been known to eat crops, steal livestock, as well as a host of other troublesome activities. It is for these reasons that most people hunt them. Mongbats are expert scavengers and are notorious tricksters, which they use to hide their presence after they move to a new location and begin scavenging. Most Mongbats rely on their claws and teeth to fend off attacks. Mongbats are not particularly brave creatures and will generally only fight if there are other Mongbats nearby. <hr style="margin-top:1em; margin-bottom:1em; clear:both;">

Ophidian
Name: Ophidian Disposition: Bureaucratic, but fierce warriors Locale: Found in fortresses, swamplands and desert areas Organization: Three factions, each of which have an internal hierarchal structure Height: 8'0" - 12'0" Description Ophidians are large, snake-like creatures with humanoid torsos and enlarged reptilian faces and tails. Unlike most snakes, ophidians do not have prominent fangs, preferring to use their considerable upper body strength to pummel their enemies in lieu of injecting poisons via fangs. Ophidians are given their station upon birth and find it nearly impossible to change stations during their lifetime without overthrowing those currently in power. Terribly bureaucratic, ophidians only do what they've been assigned to do and no more, and are often known to pass the buck and shift blame to others whenever possible. Ophidians occupy most of their time with political intrigue, rather than doing what they are supposed to. It is this intrigue that has caused the ophidian race to split into various factions (fortress ophidians, swamp ophidians and desert ophidians), each of which are isolated from the others. <hr style="margin-top:1em; margin-bottom:1em; clear:both;">

Ratmen
Name: Ratman Disposition: Sleazy, opportunistic thieves Locale: Mostly found in underground caves Organization: Found in large groups under the protection of the most powerful Height: 4'0" - 5'0" Description Ratmen are large, bipedal rats who pride themselves on the length of their tail and the size of their coffer. Generally cowardly, they will ally themselves with whoever can get them the most power or money in the end. They will change allegiances often, giving them the reputation of being backstabbers. This behavior spawned common usage of the phrase "fickle as a ratman." They rarely fight with honor, preferring to ambush travelers and lure small groups towards hordes of ratman fighters. In the event that they cannot best their enemies alone, they will convince others to fight for them through whatever means they have at their disposal. <hr style="margin-top:1em; margin-bottom:1em; clear:both;">

Reaper
Name: Reaper Disposition: Grumpy, territorial Locale: Usually found in the forests. Organization: Loners, no real society. Height: 12'0" - 14'0" Description Reapers are medium sized animated oak trees. They have exaggerated human-like facial features in the middle of their trunk, below the leaf canopy. Reapers have extremely elongated arms and fingers that they use to attack opponents with. Reapers have no real society and tend to act alone, spending most of their time in one spot. They are extremely irritable and despise having to move from their current resting spot (trees aren't used to moving around after all!) Reapers have become a dangerous part of the forest, as they will attack any humanoid creature that wanders too close to their location. Reapers generally only attack travelers that have gotten too close for the creature's comfort. In battle, Reapers use their elongated limbs to damage opponents. Reapers will immediately charge and attack in an almost berserker-like frenzy in an attempt to kill the person who disturbed its slumber. <hr style="margin-top:1em; margin-bottom:1em; clear:both;">

Rhinorks
A mixture between an Ork and a rhinoceros. Just by looking how how much armour they carry with them it should be clear that these guy are real heavy hitters and won't go down easily. <hr style="margin-top:1em; margin-bottom:1em; clear:both;">

Seekers
Name: Seeker Disposition: Mindless spy and observer Locale: Usually found underground Organization: Small groups near larger gazer groups Height: 2'0" - 3'0" long Description Seekers are a similar species to the gazer, but they do not share in any of the intelligence and physical strength displayed by the gazer. Their single large eye captures every visual detail within a 270 degree field of vision, and their lack of a skeleton makes them ideal for spying around corners and flattening themselves into hard-to-reach places. Because of this, seekers are often enslaved by gazers to complete menial tasks, such as guarding or spying on nearby enemies. They prefer to hide and ambush their foes, but when provoked they will lash out with their mighty tentacles and razor-like claws. Although it does not contain poison, their back claw is the most powerful, and can easily cut through the torso of a full grown man. <hr style="margin-top:1em; margin-bottom:1em; clear:both;">

Skeletons
Name: Skeleton Disposition: Very aggressive, despise living creature Locale: Usually live in underground areas or graveyards, but can be found anywhere if summoned. Organization: Tend to be encountered alone or in small groups, often with other undead. Height: 5'5" to 6'5" Description Skeletons are the animated remains of long dead people and are the same height as they were in life. Skeletons have little, if any, skin left and sport eyeless sockets in their skulls. skeletons have no perceptible society. Skeletons hate living beings with a passion and unless they have specific orders, will attack any living creature on sight. Skeletons (like most undead) resent their presence in the living world, which causes a deep seeded jealously of living creatures. Specific orders such as guarding a door can overcome the Skeleton's desire to kill living creatures and they obey their master unerringly. Skeletons are formidable in combat because they retain the knowledge of fighting from their previous life and can even use group tactics in a battle. They can use any number of special attacks (including magic) depending on the abilities they had when they were alive. <hr style="margin-top:1em; margin-bottom:1em; clear:both;">

Sirens
Name: Siren Disposition: Dangerous, extroverted temptress Locale: Found in areas where travelers can easily see them Organization: Alone or living in small groups Height: 5'0" - 6'0" Description Sirens are sensual, bipedal creatures who use their inviting appearances and enchanting songs to lure passersby into their deadly grasp. Craving constant attention, sirens have been known to prefer kidnapping over killing trespassers in hopes of increasing the amount of affection they receive daily. However, sirens do not take rejection lightly, and will kill anyone who refuses their charms. Young sirens will remain with their family or clan until coming of age, at which point they will venture off and claim their own territory. Although they are at home in any aquatic environment, they do not solely reside in watery areas. Sirens try to be at one with their environment, and are often hostile to strangers who disrupt homeostasis. <hr style="margin-top:1em; margin-bottom:1em; clear:both;">

Succubi
Name: Succubus Disposition: Cruel and sadistic Locale: Dark dwellings where tortured souls reside Organization: Found alone or in small groups surrounded by their mindless past victims Height: 6'0" - 7'0" Description Succubi use their raven-black wings and the face of an angel to lure their victims into a false sense of security. Shunned by those who know their ways, they have retreated to the most twisted and dark areas in hopes of catching a traveler down on their luck who may mistake them for an angel. In areas where their deeds are more well known, they will send their minions to flush a traveler into their domain. Should a traveler fall prey to the charms of the succubus, their souls will be forfeit and their body will be damned to remain enslaved as another minion. However, those who are able to refuse the charms of a succubus are still doomed. The succubi, who pride themselves on their sexuality, will revert into a violent and bloody rage. Changing into the antithesis of aesthetic perfection, the only way she will find satisfaction is by cleaning the blood of the one who rejected her off her perfectly polished nails. <hr style="margin-top:1em; margin-bottom:1em; clear:both;">

Troll
Name: Troll Disposition: Territorially possessive Organization: Tend to live in small groups. Height: 10'0" - 12'0" Physical Description Trolls are very tall, very skinny creatures that have an almost sickly appearance Their body is covered in a coarse hair. Trolls are territorial creatures who are commonly known to claim ownership of what are normally public structures such as bridges and roads. Some trolls take great pleasure in charging others for access to their "belongings" such as tolls at bridges or the use of a road. Payment can come in the form of gold or a favor/task. Most trolls however will simply attack travelers who enter their domain without any parley. They have little concept of defensive moves, preferring to rely on their tough hides and regeneration. <hr style="margin-top:1em; margin-bottom:1em; clear:both;">

Two-headed Dog
Name: Two-headed Dog Disposition: Defensive and territorial scavengers Locale: Found in forests Organization: Dogs hunt and live in packs Height: 3'0" - 4'0" Description Two-headed dogs are dog-like quadrupeds with elongated teeth and sharp claws. These beasts were originally bred by the gnolls of Red Fang Keep to serve as guards for the lead gnoll. As a result of their gnoll training, these animals are not naturally offensive, but will kill anything that enters their territory. As inbreeding increased, the dogs became psychotic and overwhelmed their gnoll masters, fleeing into the nearby forests. However, the packs were unsuccessful in hunting prey for meals, having become accustomed to having their meals brought to them. As a result, they have become excellent scavengers and are masters at protecting the food sources they find in the wild. <hr style="margin-top:1em; margin-bottom:1em; clear:both;">

Werewolves
Name: Werewolf Disposition: Violent, melancholy loners Locale: Found in forests, away from the general population Organization: Usually found in pairs or small groups Height: 5'0" - 6'0" Description Werewolves are humanoids who were transformed, either by the Guardian or another werewolf, into large muscular wolves that can walk upright. They maintain the height they had while in their previous form, although their muscular structure increases dramatically during their transformation. Although werewolves maintain the same mental abilities they had as a humanoid, they are not able to control their animal urges, nor communicate their plight to others. Because of this, werewolves are seen as monsters and are even hunted by those they love. Ashamed of what they have become, they generally hide from populated encampments until the need to hunt overpowers them, or until their animal nature is brought out from an outside threat. Their animalistic self is evil and hateful, delighting in the brutal slaying of all creatures. Once the bloodlust subsides, they retreat to the forest, where they wail over their inhumane acts and often mutilate themselves in grief. It is through transformations alone that the werewolf race remains plentiful. <hr style="margin-top:1em; margin-bottom:1em; clear:both;">

Zombie
Name: Zombie Disposition: Very Aggressive, unnatural hunger for living flesh Locale: Usually live in underground areas or graveyards, but can be found anywhere if summoned. Organization: Tend to be encountered alone or in small groups, often with other undead. Height: 5'5" to 6'0"

Description Zombies are the animated remains of recently killed humanoids and are the same height as they were in life. Zombies usually have most of their skin intact (albeit very rotted) and sometimes even some hair. Zombies walk in a shuffling, almost clumsy manner as if they are uncomfortable with their undead state. Like skeletons, zombies have no perceptible society. Zombies will attack any living creature (even if they are given commands not to) because of their unnatural and unquenchable hunger for living flesh. It is this hunger that makes them unsuitable for anything but fodder for the undead armies and is why they are rarely given much in the way of weapons or armor. Although Zombies have some memory of their abilities in life, they are hindered in combat because they are not used to their undead state. The longer a zombie remains animated the more dangerous it is in combat. <hr style="margin-top:1em; margin-bottom:1em; clear:both;">

Zorn
Name: Zorn Disposition: Aggressive mineral eaters Locale: Earthy areas, such as plains or deserts Organization: Found in small mineral gathering clans Height: 2'0" - 4'0" Description Zorn are stumpy, orange to red-skinned creatures whose head is dominated by a large mouth at the top of their skull. Their skin is rough and almost stony, which allows them to blend with the earthy environments they call home. Being mostly a mouth, Zorn are primarily concerned with increasing their food income (supply), and are often found gathering minerals in their gathering clans. Always hungry, Zorn will eat just about anything, but they prefer to eat precious metals and minerals, which they mine using their powerful jaws. When minerals are scarce, Zorn have been known to burrow underground for days on end in hopes of ambushing an unwary traveler with their bite attacks. Because of this, it's not uncommon for scavengers to hang around Zorn habitats in hopes of feasting upon the remains of Zorn victims.

An Analysis


Looking at the catalogue of monsters that had been planned to appear in Ultima X, it becomes pretty clear that Electronic Arts treated the franchise like an 08/15 roleplaying universe, where you could add cliche things at will. There is no doubt after looking at the playable races as well, that Origin had become an hollow shell and EA wanted to shape Ultima a lot after the worlds of AD&D and Lord of the Rings. The catalogue of creatures presented here has some examples (like the Succubus and the Siren) that look a lot like the Forgotten Realms. However, that is still only the tip of the iceberg.

Looking at the monsters not listed makes the whole thing much worse:

In the list are also Forest Giants, AD&D-like Trolls, Djinn, Efreet, Fungus, Gnolls and Basilisks. All of these are Monsters straight out of the universe of Dungeons&Dragons. This not only speaks of a lack of creativity, but also a lack of the unique monster collection of the series, which has more than enough critters to chose from.

Also numerous monsters that indeed were from the series were planned to be given rather serious re-design that would have changed their nature a lot. The monsters in question are: Ettins, Goblins, Harpies, Lizardmen, Trolls and Cyclopses.

There were only several monsters that were not supposed to change, or only marginally: Corpsers, Daemons, Gazers, Gremlins, Headless, Liches, Reapers, Ratmen, Dragons and Zorn. However, looking at the sketches, lots of them would have received an unfitting comic-like look.

Conclusion

While the creatures planned for Ultima X were really a diverse lot, many of them wouldn't have fit into the series, while others would've been changed beyond recognition.