RPG creatures celebrated its first year of existence on the 12th of December 2010. With this creature included it makes for a little less than one new creature every two weeks. That is not bad, though two new creatures per week is more of the speed I'd like to see on this.
26 457 visits was registered during year one, and 9 415 of those are from revisiting users.
No one can tell what 2011 holds in store, but I hope to find the time and resources to keep this bestiary growing. In line with the theme of the snow and ice here in Sweden I'm ending this first year with a polar creature. This one deserved a visual background and context, not only to fill up the page, but also to make the thing believable. When interacting with a world and put in realistic lightning even the strangest of forms can come to life... with some luck, and a lot of your imagination. ;)
Happy New Year! To all of you.
/N Cloister
≡BHORDA≡
------GENERAL-----------------------------------------
CATEGORY: Mammal
TERRAIN: Cold water (salt and brackish)
FOOD: Carnivore
AGGRESSION: Normal
SIZE: 23 - 30 feet long (7-9 meters)
NUMBERS: 1
------CHARACTERISTICS-----------------------------
STRENGTH: 30-45
AGILITY: 10-12
ENDURANCE: 18-22
INTELLIGENCE: 1-2
MENTAL RESILIENCE: 3-5
CHARM: 1
(If stats of a human ranges from 3 to 18)
SPEED: Running (Crawling) x 0,5 Swimming x 8
(Multiple is times human speed)
MAGIC POWER: 0
(Ranges from 0-100)
HIT POINTS: 40-50
(If a human commoner has about 11 hit points)
------PROTECTION-------------------------------------
AVERAGE: 5
HEAD: 2
BODY: 5
FLIPPER ARMS: 5
(If Full Plate Armour is 10)
Underneath the hardy skin of the Bhorda is a thick layer of blubber, keeping it warm and protecting its vital parts. The creature is insensitive to cuts and damages to this outer layer of fat. Daggers and short axes will do little or no harm to it, unless directed specifically at the head and eyes.
------ATTACKS/DAMAGE---------------------------
1 BITE: 2-8
2 FLIPPER MAULS: 2-12
(If a Long Sword makes a damage of 1-8)
The Bhorda's favourite way of hunting is to swim with full speed from below to crash through the ice with its bony flipper ends first. The prey, surprised and often stunned by the attack, is then mauled unconscious and usually swallowed whole.
------POWERS/EFFECT-------------------------------
ICE BREAKING SONG: In areas where the ice is too thick for the Bhorda to penetrate, the creature can apply a deep and extended bellowing roar to create cracks in the ice and break it open. The vibrations of this sound are powerful but must work on the ice for some time before it comes apart. Surface instability can be felt from above, and a deep eerie song is audible even through thick layers of ice.
JET OF WATER: As the Bhorda surfaces it can apply a single jet of water to throw down prey fleeing from the scene. Out of the water the creature is slow, and the jet is often its only chance to bring down prey still standing after its initial strike. The creature can not keep the water inside while breathing, or eating. It must be shot out as a jet or simply let out, before any serious manoeuvres are undertaken on land. The jet can reach up to 30 feet (10 meters) from the Bhorda. If the water is icy cold the shock itself might bring the target to the ground. In either case a successful agility roll is needed to stay on foot. The jet is shot out through the inner and very pliable mouth of the creature.
------DESCRIPTION------------------------------------
Though the head and flippers of this creatures are very unlike the rest of the family, the Bhorda is a great seal. Huge and monstrous it can crush and consume a walrus without much problem, and hunts basically all life-forms on and underneath the ice. It spends most of its time in the cold polar waters but may venture anywhere in search for food. It will survive no more than a week outside of water, and must breath air at least once an hour.
Bhordas have occasionally treated ships as if they were ice, and swam straight into them, breaking great holes in the hull. The inner worm-like mouth can be extended 10 feet (3 meters) from the creatures, and have ripped out members of the crew before anyone really knew what happened. As the Bhorda leaves, cold water starts flooding the vessel, normally resulting in a lot more food for the seal.
In all cases, the element of surprise is the Bhorda's main tactics. The back flippers of this creature have merged completely into a large fin and it can generate impressive speed under water. Once on land it is comparatively clumsy and will only leave the ocean to pursue wounded, or confused animals, out of reach from the shore or hole.
The clawed tentacles on top of the creature's head can be moved to some extent, and are used mainly to ward off birds from the head when the Bhorda basks a few hours in the seasonal sunlight. Its skin ranges from red to black and is often speckled. Its scent is similar to that of other mammals of the sea, and the grunts and roars let our when on land have a complainant tone.
The Bhorda live for over 500 years and mate only once a century. The long life span has granted it a special reputation in folk medicine, claiming the rich fat to hold life-extending powers and to preserve the youthful qualities in skin. It may seem absurd in the ugly face of this beast, but some queens have ordered great hunts on the Bhordas and had royal alchemists produce anti-wrinkle ointments of beauty from their blubber.
Apart from the rare events of reproduction the Bhordas move about alone, and stay well away from other members of their species. They are nevertheless feared greatly by the seamen of the North and tend to keep ice skaters away from frivolous escapades on the open sea.
© Copyright 2010 - Nicholas Cloister
Monday, December 27, 2010
Wednesday, December 8, 2010
Original creature concepts
One of the real challenges with inventing a new creature is the desire to do something different. The more different you make it the less creature-like and believable it turns. There is a balance of sorts between 'original' and 'working'. Also, in an rpg context, the design must serve some kind of use or interest to the plot, and preferably deliver 'that' special mood.
While I find some really weird creatures absolutely amazing (like the many strange life-forms you find in a coral reef), there are only a few of those that would serve to make a story more interesting, and even fewer that can pose as some kind of action, or suspense element in a fantasy adventure. It seems I always end up drawing creatures that I enjoy, and if they are all that different or all that special, obviously doesn't hold that much priority to me. Perhaps it should? This next creature is something that reminds me of a great number of traditional fantasy beasts and beings, but for some reason, it wanted to see the light of day anyway.
Here is something I put together on YouTube, that you might want to look at, in 1080p: LINK
Finally, many thanks to all those who mentioned this blog in emails, twitts, facebook updates, forums etc. Keep it up, and I'll keep the creatures coming.
Now let us welcome, without prejudice, directly from the dark depths; The Holath-Uhr!
..and perhaps I'll manage to strike a more original chord in the future.
≡HOLATH-UHR≡
------GENERAL-----------------------------------------
CATEGORY: Demon (Orc)
TERRAIN: The Abyss
FOOD: Carnivore
AGGRESSION: Extreme
SIZE: 6-7 feet tall (180-210 cm) when completely upright
NUMBERS: 1 to hundreds
------CHARACTERISTICS-----------------------------
STRENGTH: 16-24
AGILITY: 3-13
ENDURANCE: 14-20
INTELLIGENCE: 3-10
MENTAL RESILIENCE: 4-16
CHARM: 1-5
(If stats of a human ranges from 3 to 18)
SPEED: Running x 1, Flying (eagle x 0,5)
(Multiple is times human speed)
MAGIC POWER: 0
(Ranges from 0-100)
HIT POINTS: 16-26
(If a human commoner has about 11 hit points)
------PROTECTION-------------------------------------
AVERAGE: 3
HEAD: 2
BODY: 3
LOWER ARMS: 5
UPPER ARMS: 2
LEGS: 2
WINGS: 3
(If Full Plate Armour is 10)
The Holath-Uhr is partly scaled and horned. The rest is covered in a sinewy and tough skin. These creatures' reaction to pain and injury is not one of screaming. They seem to accept it as an inevitable part of their every day reality – a minor nuisance, and a slight distraction at most.
------ATTACKS/DAMAGE---------------------------
1 BITE: 1-4
2 CLAWED FISTS: 1-5
2 KICKS: 2-6
(If a Long Sword makes a damage of 1-8)
The Holaths primarily make use of sharp and heinous blades forged in the chasms and pits they inhabit, but shy no means of killing.
------POWERS/EFFECT-------------------------------
UNHOLY WORDS: In combat the Holaths utter unholy phrases and ancient words of power to dismantle the morale of the enemy. These words seem to flow out naturally from their throats in warfare and give power and strength to their attacks. All within the range of hearing suffers a -2 penalty to all rolls unless a mental resilience test is passed. This effect lasts for the remainder of the encounter. The Holaths, and all evil forces aligned to them, gain a +2 benefit on all attacks. Clerics may neutralize these dark chantings with loud prayer and blessings.
ANCIENT LUSTRE: Something in the dark second birth of the Holaths (see description) brought about a mysterious glow and a mesmerizing lustre to their presence. The evil and violent nature of these creatures is uncompromising and direct. Together these attributes convey an otherworldly presence. Like fallen angels, still empowered by the charisma of Heaven, the Holath-Uhr are formidable to all but the strongest of wills. Standing in their way is a testimony to the character and morale of any man or woman.
In the presence of Holaths all beings must make a test of their morale or mental resilience to stay opposed to them. A failure may result in passivity or conflict of mind, while a disastrous roll will make the witness draw back in submission, or even fall face down in worship.
------DESCRIPTION------------------------------------
In very old orc records one can find entries about the Holath. They are described in a double-edged manner, portrayed mainly as strong, heroic and idealized as chief among all orcs. On the other hand they are “those without being”, “the passionless ones”, and “the pathless spears”. In one chronicle the following passage takes us to the point: “The Holath had no sense of fear, law, or limit. In winter they pierced far and deep into the realms beneath the mountains. There they blended with the reptiles of myth and joined with them in unlawful and boundless manners. As they returned and faced again the starlit lands, they were strangers to the orcs that beheld them. Winged and furious they would hear no command and hold to no oath. They had become the Uhr, and the orcs abandoned them. We faced their hatred. We conquered them. We cursed them, and bound them to the space-less depths of their unwholesome rebirth.”
Scholars now categorize the Holaths as Demons, and place them with other unearthly life-forms of the Underworld. Their minds have gone beyond logic and they act with the pure malevolence and senseless hunger of the Abyss.
At times desperate orc clans summon them to their service, but the power of the Holath-Uhr is almost impossible to control. A break-through into the material plane of existence, is bound to result in chaos unleashed, and the mountains teeming with the unfettered powers of the deep.
Winged, the Holath can fly, but in a crude and clumsy manner. They cannot stay aloft for more than a minute or two, but long enough to crash down upon their enemies from above. They make no use of clothes, armour or decoration, but may carry items of power in the form of bracelets, girdles, rings etc. They normally wield dark weapons but lacking arms will not stop them from attacking.
In all, they are set on killing, eating, and to further their power, and will use whatever means they can to achieve it. Patience, and negotiations are not included. In the world of the Holath-Uhr, there is no such thing as the long way around. They serve no one, unless physically restrained and forced about. There is no fear, and nothing beneath the moon is holy or forbidden.
The Holath naturally team up and wreak havoc in joined forces. No leader seems to be needed, but a shared interest in destruction, and the dominion of their demonic species, takes them ever onward. Outside of the Abyss, they can live for 100 years.
© Copyright 2010 - Nicholas Cloister
While I find some really weird creatures absolutely amazing (like the many strange life-forms you find in a coral reef), there are only a few of those that would serve to make a story more interesting, and even fewer that can pose as some kind of action, or suspense element in a fantasy adventure. It seems I always end up drawing creatures that I enjoy, and if they are all that different or all that special, obviously doesn't hold that much priority to me. Perhaps it should? This next creature is something that reminds me of a great number of traditional fantasy beasts and beings, but for some reason, it wanted to see the light of day anyway.
Here is something I put together on YouTube, that you might want to look at, in 1080p: LINK
Finally, many thanks to all those who mentioned this blog in emails, twitts, facebook updates, forums etc. Keep it up, and I'll keep the creatures coming.
Now let us welcome, without prejudice, directly from the dark depths; The Holath-Uhr!
..and perhaps I'll manage to strike a more original chord in the future.
≡HOLATH-UHR≡
------GENERAL-----------------------------------------
CATEGORY: Demon (Orc)
TERRAIN: The Abyss
FOOD: Carnivore
AGGRESSION: Extreme
SIZE: 6-7 feet tall (180-210 cm) when completely upright
NUMBERS: 1 to hundreds
------CHARACTERISTICS-----------------------------
STRENGTH: 16-24
AGILITY: 3-13
ENDURANCE: 14-20
INTELLIGENCE: 3-10
MENTAL RESILIENCE: 4-16
CHARM: 1-5
(If stats of a human ranges from 3 to 18)
SPEED: Running x 1, Flying (eagle x 0,5)
(Multiple is times human speed)
MAGIC POWER: 0
(Ranges from 0-100)
HIT POINTS: 16-26
(If a human commoner has about 11 hit points)
------PROTECTION-------------------------------------
AVERAGE: 3
HEAD: 2
BODY: 3
LOWER ARMS: 5
UPPER ARMS: 2
LEGS: 2
WINGS: 3
(If Full Plate Armour is 10)
The Holath-Uhr is partly scaled and horned. The rest is covered in a sinewy and tough skin. These creatures' reaction to pain and injury is not one of screaming. They seem to accept it as an inevitable part of their every day reality – a minor nuisance, and a slight distraction at most.
------ATTACKS/DAMAGE---------------------------
1 BITE: 1-4
2 CLAWED FISTS: 1-5
2 KICKS: 2-6
(If a Long Sword makes a damage of 1-8)
The Holaths primarily make use of sharp and heinous blades forged in the chasms and pits they inhabit, but shy no means of killing.
------POWERS/EFFECT-------------------------------
UNHOLY WORDS: In combat the Holaths utter unholy phrases and ancient words of power to dismantle the morale of the enemy. These words seem to flow out naturally from their throats in warfare and give power and strength to their attacks. All within the range of hearing suffers a -2 penalty to all rolls unless a mental resilience test is passed. This effect lasts for the remainder of the encounter. The Holaths, and all evil forces aligned to them, gain a +2 benefit on all attacks. Clerics may neutralize these dark chantings with loud prayer and blessings.
ANCIENT LUSTRE: Something in the dark second birth of the Holaths (see description) brought about a mysterious glow and a mesmerizing lustre to their presence. The evil and violent nature of these creatures is uncompromising and direct. Together these attributes convey an otherworldly presence. Like fallen angels, still empowered by the charisma of Heaven, the Holath-Uhr are formidable to all but the strongest of wills. Standing in their way is a testimony to the character and morale of any man or woman.
In the presence of Holaths all beings must make a test of their morale or mental resilience to stay opposed to them. A failure may result in passivity or conflict of mind, while a disastrous roll will make the witness draw back in submission, or even fall face down in worship.
------DESCRIPTION------------------------------------
In very old orc records one can find entries about the Holath. They are described in a double-edged manner, portrayed mainly as strong, heroic and idealized as chief among all orcs. On the other hand they are “those without being”, “the passionless ones”, and “the pathless spears”. In one chronicle the following passage takes us to the point: “The Holath had no sense of fear, law, or limit. In winter they pierced far and deep into the realms beneath the mountains. There they blended with the reptiles of myth and joined with them in unlawful and boundless manners. As they returned and faced again the starlit lands, they were strangers to the orcs that beheld them. Winged and furious they would hear no command and hold to no oath. They had become the Uhr, and the orcs abandoned them. We faced their hatred. We conquered them. We cursed them, and bound them to the space-less depths of their unwholesome rebirth.”
Scholars now categorize the Holaths as Demons, and place them with other unearthly life-forms of the Underworld. Their minds have gone beyond logic and they act with the pure malevolence and senseless hunger of the Abyss.
At times desperate orc clans summon them to their service, but the power of the Holath-Uhr is almost impossible to control. A break-through into the material plane of existence, is bound to result in chaos unleashed, and the mountains teeming with the unfettered powers of the deep.
Winged, the Holath can fly, but in a crude and clumsy manner. They cannot stay aloft for more than a minute or two, but long enough to crash down upon their enemies from above. They make no use of clothes, armour or decoration, but may carry items of power in the form of bracelets, girdles, rings etc. They normally wield dark weapons but lacking arms will not stop them from attacking.
In all, they are set on killing, eating, and to further their power, and will use whatever means they can to achieve it. Patience, and negotiations are not included. In the world of the Holath-Uhr, there is no such thing as the long way around. They serve no one, unless physically restrained and forced about. There is no fear, and nothing beneath the moon is holy or forbidden.
The Holath naturally team up and wreak havoc in joined forces. No leader seems to be needed, but a shared interest in destruction, and the dominion of their demonic species, takes them ever onward. Outside of the Abyss, they can live for 100 years.
© Copyright 2010 - Nicholas Cloister
Friday, November 26, 2010
Flesh-eating plants attack cave explorers.
I came to consider the difference between creatures and animals, today. I'm not thinking now about the difference of these words or their meaning, but how I approach these concepts as a designer.
Some creature designers enjoy making otherworldly animals, but what I primarily enjoy is making creatures. What I mean is that imaginary animals strive to play the role of convincing animals, but creatures (in my definition of the word) brings something extraordinary into the story.
Greek mythology and European folklore are full of creatures. The chimera, the Medusa, the unicorn, the harpy, the centaur, the minotoaur - all these have another dimension to them. Apart from looking more or less alien they have attributes that speak to us on a subconscious level. They might be multi-headed monsters, or charming nymphs of the sea, but common to them all is that they rise above the state of the animal into the spiritual, or psychological field.
Mythological creatures and the greatest monsters always speak to us on that deeper level. They have something of us in them, that makes them worthy of our stories. We, the makers of the stories, bring these aspects of our fears, desires, secrets, and faults into the beasts of our making. That is the difference between a new animal concept and a new creature. That is at least my way of looking at it, and that is also my ambition. I aim to create fascinating creatures.
≡PANPANARIH≡
------GENERAL-----------------------------------------
CATEGORY: Plant
TERRAIN: Damp places
FOOD: Carnivore
AGGRESSION: -
SIZE: 8 feet tall (240 cm) without limbs
NUMBERS: 1 to 20
------CHARACTERISTICS-----------------------------
STRENGTH: 15-20
AGILITY: 3-8
ENDURANCE: 20-28
INTELLIGENCE: (1)
MENTAL RESILIENCE: -
CHARM: -
(If stats of a human ranges from 3 to 18)
SPEED: Running x 0,01
(Multiple is times human speed)
MAGIC POWER:0
(Ranges from 0-100)
HIT POINTS: 40-55
(If a human commoner has about 11 hit points)
------PROTECTION-------------------------------------
AVERAGE: 1
FRUIT: 0
TRUNK/BRANCHES: 1
ROOTS: 1
TONGUES: 0
(If Full Plate Armour is 10)
Chopping at a PanPanarih is like chopping away at any tree in the forest. It is commonly clad with a layer of moss that gives no or little protection, but since it feels no pain it will move about until it is cut to pieces, or burned down.
------ATTACKS/DAMAGE---------------------------
5-8 POINTY BRANCH STABS: 1-5 (+ burning tongue damage)
(If a Long Sword makes a damage of 1-8)
The PanPanarih thrusts with the spear-like ends of its branches to kill prey. Smaller creatures are then drawn into the core, through the hollow limbs, by the tongue emerging from their centres. Insects and very small creatures are trapped directly by one of the tongues, which are fast and very sticky. Larger life-forms are stabbed repeatedly until they they are still. The PanPanarih continues to attack until the flesh is loose enough for the tongue to tear it off. The burning saliva also helps disintegrating muscles and other tissue. Losing consciousness near a PanPanarih is to be avoided.
------POWERS/EFFECT-------------------------------
ENCHANTING FRAGRANCE: The PanPanarih is usually without scent, but may release a strong fragrance to attract nearby prey. The scent can only be produced when the plant bears fruit, and that is usually when extra food is needed. The aroma of these plants is like a heavenly perfume and very hard to resist. Unless a saving throw (Mental Resilience) is successful the victim is enchanted and will seek out the source of the scent and hug the PanPanarih to fill his mind with the wonder of its fragrance. At touch the plant will attack. On a windless day the fragrance can spread up to 500 yards (457 meters) from the fruit. If the Game Master desires, the chance of resisting the enchantment can vary with distance.
TELEPATHIC VISION: The seeds of the PanPanarih is a kind of eyes. Around every seed is a mother-of-pearl like lid that can open to reveal the organ of vision. They are fully self-sufficient, like clams, but cannot eat, and live only for six months. Whenever they open they send visual information back to the PanPanarih, which may act upon this knowledge, but the ability is also for finding a good spot to sprout upon. Birds, and other creatures, attracted to the glimmering surface, takes off with the seeds and thereby the plants spread. If dropped nearby water the seed will settle, but otherwise it stays closed most of the time, and awaits better opportunities. A dead seed can still become a new plant, but it loses its ability to see and open.
BURNING SALIVA: The sticky tongues of the PanPanarihs produce a burning saliva that inflicts 1-2 points of injury for 1-4 rounds when it makes contact with naked skin. It is not acidic but consists of a nerve poison that causes pain and cell damage.
------DESCRIPTION------------------------------------
The PanPanaris pose as common trees when they don’t engage in hunting or feeding. They stretch their limbs and branches upwards and hide their surveying eyes well. They may live in any place where water is available but prefer a damp climate. Even dungeons will do if a subterranean stream can be reached and an occasional beam of sunlight manages to squeeze in. Their roots grow fast and can stretch out hundreds of yards from the main root, which is always located in, or very close to water. Within this area the PanPanarihs are mobile, and move around slowly, on shorter tentacle roots, to their position of choice.
No brain is to be found in these plants, but the instinctive innate behaviour of the PanPanarihs is creepily complex. For example, they tend to hunt in groups, letting some creatures pass by while posing for harmless, only to block the opening of the cave where the creatures spent the night sleeping. They sometimes let go of some of their seed eyes to monitor a trail nearby, and they let groups of birds hack away at their big red fruits, until enough of them gather to feed all of their hollow limbs at once. Though the PanPanarih transports itself slowly, its upper structure is very flexible and its limbs can flail about at some speed. The tongues are extremely fast, and the plant gets half of its nutrition from the numerous insects landing unknowingly on the fruit, or upon the cluster of small white flowers that blooms in the centre before the fruit appears.
The fruit of the PanPanarih is large and delicious. Once served at many courts as the treat of summer festivals, the plants are now eradicated from populated areas. Attempts have been made to grow them, but they are far from energy efficient, and the danger of managing them discourages most such enterprises. Once a seed has reached water, it takes at least two years for the plant to reach a full-grown state.
The human-like shape of the creature has given rise to many scary stories about the PanPanarih, whose silhouette against a moonlit sky has been used more than once in illustrated myths to symbolize dark times ahead. Folklore claims that when the plant consumes human beings, it absorbs their essence, and slowly begins the transformation into a complete replica of a humanoid.
© Copyright 2010 - Nicholas Cloister
Some creature designers enjoy making otherworldly animals, but what I primarily enjoy is making creatures. What I mean is that imaginary animals strive to play the role of convincing animals, but creatures (in my definition of the word) brings something extraordinary into the story.
Greek mythology and European folklore are full of creatures. The chimera, the Medusa, the unicorn, the harpy, the centaur, the minotoaur - all these have another dimension to them. Apart from looking more or less alien they have attributes that speak to us on a subconscious level. They might be multi-headed monsters, or charming nymphs of the sea, but common to them all is that they rise above the state of the animal into the spiritual, or psychological field.
Mythological creatures and the greatest monsters always speak to us on that deeper level. They have something of us in them, that makes them worthy of our stories. We, the makers of the stories, bring these aspects of our fears, desires, secrets, and faults into the beasts of our making. That is the difference between a new animal concept and a new creature. That is at least my way of looking at it, and that is also my ambition. I aim to create fascinating creatures.
≡PANPANARIH≡
------GENERAL-----------------------------------------
CATEGORY: Plant
TERRAIN: Damp places
FOOD: Carnivore
AGGRESSION: -
SIZE: 8 feet tall (240 cm) without limbs
NUMBERS: 1 to 20
------CHARACTERISTICS-----------------------------
STRENGTH: 15-20
AGILITY: 3-8
ENDURANCE: 20-28
INTELLIGENCE: (1)
MENTAL RESILIENCE: -
CHARM: -
(If stats of a human ranges from 3 to 18)
SPEED: Running x 0,01
(Multiple is times human speed)
MAGIC POWER:0
(Ranges from 0-100)
HIT POINTS: 40-55
(If a human commoner has about 11 hit points)
------PROTECTION-------------------------------------
AVERAGE: 1
FRUIT: 0
TRUNK/BRANCHES: 1
ROOTS: 1
TONGUES: 0
(If Full Plate Armour is 10)
Chopping at a PanPanarih is like chopping away at any tree in the forest. It is commonly clad with a layer of moss that gives no or little protection, but since it feels no pain it will move about until it is cut to pieces, or burned down.
------ATTACKS/DAMAGE---------------------------
5-8 POINTY BRANCH STABS: 1-5 (+ burning tongue damage)
(If a Long Sword makes a damage of 1-8)
The PanPanarih thrusts with the spear-like ends of its branches to kill prey. Smaller creatures are then drawn into the core, through the hollow limbs, by the tongue emerging from their centres. Insects and very small creatures are trapped directly by one of the tongues, which are fast and very sticky. Larger life-forms are stabbed repeatedly until they they are still. The PanPanarih continues to attack until the flesh is loose enough for the tongue to tear it off. The burning saliva also helps disintegrating muscles and other tissue. Losing consciousness near a PanPanarih is to be avoided.
------POWERS/EFFECT-------------------------------
ENCHANTING FRAGRANCE: The PanPanarih is usually without scent, but may release a strong fragrance to attract nearby prey. The scent can only be produced when the plant bears fruit, and that is usually when extra food is needed. The aroma of these plants is like a heavenly perfume and very hard to resist. Unless a saving throw (Mental Resilience) is successful the victim is enchanted and will seek out the source of the scent and hug the PanPanarih to fill his mind with the wonder of its fragrance. At touch the plant will attack. On a windless day the fragrance can spread up to 500 yards (457 meters) from the fruit. If the Game Master desires, the chance of resisting the enchantment can vary with distance.
TELEPATHIC VISION: The seeds of the PanPanarih is a kind of eyes. Around every seed is a mother-of-pearl like lid that can open to reveal the organ of vision. They are fully self-sufficient, like clams, but cannot eat, and live only for six months. Whenever they open they send visual information back to the PanPanarih, which may act upon this knowledge, but the ability is also for finding a good spot to sprout upon. Birds, and other creatures, attracted to the glimmering surface, takes off with the seeds and thereby the plants spread. If dropped nearby water the seed will settle, but otherwise it stays closed most of the time, and awaits better opportunities. A dead seed can still become a new plant, but it loses its ability to see and open.
BURNING SALIVA: The sticky tongues of the PanPanarihs produce a burning saliva that inflicts 1-2 points of injury for 1-4 rounds when it makes contact with naked skin. It is not acidic but consists of a nerve poison that causes pain and cell damage.
------DESCRIPTION------------------------------------
The PanPanaris pose as common trees when they don’t engage in hunting or feeding. They stretch their limbs and branches upwards and hide their surveying eyes well. They may live in any place where water is available but prefer a damp climate. Even dungeons will do if a subterranean stream can be reached and an occasional beam of sunlight manages to squeeze in. Their roots grow fast and can stretch out hundreds of yards from the main root, which is always located in, or very close to water. Within this area the PanPanarihs are mobile, and move around slowly, on shorter tentacle roots, to their position of choice.
No brain is to be found in these plants, but the instinctive innate behaviour of the PanPanarihs is creepily complex. For example, they tend to hunt in groups, letting some creatures pass by while posing for harmless, only to block the opening of the cave where the creatures spent the night sleeping. They sometimes let go of some of their seed eyes to monitor a trail nearby, and they let groups of birds hack away at their big red fruits, until enough of them gather to feed all of their hollow limbs at once. Though the PanPanarih transports itself slowly, its upper structure is very flexible and its limbs can flail about at some speed. The tongues are extremely fast, and the plant gets half of its nutrition from the numerous insects landing unknowingly on the fruit, or upon the cluster of small white flowers that blooms in the centre before the fruit appears.
The fruit of the PanPanarih is large and delicious. Once served at many courts as the treat of summer festivals, the plants are now eradicated from populated areas. Attempts have been made to grow them, but they are far from energy efficient, and the danger of managing them discourages most such enterprises. Once a seed has reached water, it takes at least two years for the plant to reach a full-grown state.
The human-like shape of the creature has given rise to many scary stories about the PanPanarih, whose silhouette against a moonlit sky has been used more than once in illustrated myths to symbolize dark times ahead. Folklore claims that when the plant consumes human beings, it absorbs their essence, and slowly begins the transformation into a complete replica of a humanoid.
© Copyright 2010 - Nicholas Cloister
Wednesday, November 17, 2010
What's the colour of a chameleon?
I don't know what to say today, more than that I hope to be able to focus more on this blog in the coming weeks. Looks like there might be chance of that. Where I sit there is frost covering trees and grass, and down by the lake the light looks amazing. Very fantasy-ish if I may say so, and inspiring.
Thanks to Memphis Roleplayer's Association and Warrington Gamers for informing their members about this place. Also thanks to Turnwatcher.com for recommending this site. As always, feel free to contact me with suggestions or ideas, and of course, to comment about the creatures right here. The silent feedback (increasing number of visitors) is very good, but it would be great to hear more opinions about these monsters.
If you remain all quiet you can't expect anything other than what you receive, so don't blame me for the Thelossian. ;)
≡THELOSSIAN≡
------GENERAL-----------------------------------------
CATEGORY: Mammal
TERRAIN: Woods
FOOD: Carnivore
AGGRESSION: Normal
SIZE: 5 feet tall (150 cm) at the head
NUMBERS: 1 to 5
------CHARACTERISTICS-----------------------------
STRENGTH: 12-16
AGILITY: 15-24
ENDURANCE: 15-22
INTELLIGENCE: 5-8
MENTAL RESILIENCE: 15-24
CHARM: 2-8
(If stats of a human ranges from 3 to 18)
SPEED: Running x 2, Swimming x 1
(Multiple is times human speed)
MAGIC POWER:0
(Ranges from 0-100)
HIT POINTS: 11-18
(If a human commoner has about 11 hit points)
------PROTECTION-------------------------------------
AVERAGE: 3
HEAD: 2
BODY: 3
LEGS: 2
TAIL: 3
(If Full Plate Armour is 10)
The skin of the Thelossian is thick and mostly covered by very thick fur, which makes fo a good natural armour, in case wits and camouflage fails to protect it.
------ATTACKS/DAMAGE---------------------------
2 CLAWS: 1-2 (1-4 as fists)
1 BITE: 1-4
(If a Long Sword makes a damage of 1-8)
The small claws on the hand-like paws of the Thelossian do little damage. Instead it tends to draw its fingers together in a fist-like manner in physical situations.
------POWERS/EFFECT-------------------------------
CAMOUFLAGE: The Thelossian is a natural when it comes to hiding and camouflage. Due to its powerful sense of sight it knows how to conceal itself from most gazes. It can change the colours of its fur at will, and with great speed. It can also enter into a state of cryptobiosis, within a couple of rounds. In this case that means instantly stopping its own heart and lowering the temperature of its blood to that of its surroundings. The creature will be as dead, but with the capacity to revive itself to life when it wants to. This also takes but a few rounds. In the state of cryptobiosis the creature retain a weak trace of awareness, Just enough to sense and to judge if the potential danger has passed.
MASTER OF SIGHT: The five pairs of eyes of the Thelossian all have a unique way of registering the world. Besides seeing normally (like humans) it picks up heat radiation, electrical vibrations, spiritual auras, and magical fields. Heat vision allows it to move about in total darkness and make out all lifeforms from afar. Electrical vision enables it discover creatures hidden under leaves, buried in earth, or moving behind thin walls. Spiritual vision displays the spiritual aura of all living things to the Thelossian, which gives it a good idea about the nature and disposition of any creature. Finally, magical vision makes it capable of noticing and reading all magical fields emanating from spells and magic items. Thus it may know the kind and power of magic it faces.
------DESCRIPTION------------------------------------
Usually Thelossians run about in the world rather fearlessly. Only when they are starving, or wilfully makes a move towards danger, do they run the risk of being killed. Their unusual gift of sight allows them to avoid most enemies long before they are spotted, but like all creatures, their level of attention may of course vary.
The Thelossians live alone or in small families, hunting and eating creatures, like beetles, frogs, worms, birds etc. They are very intelligent and can hunt in groups as well as communicate with signs, sounds, and patterns of colour. They have no real language but may figure out ways of making themselves understood when encountering friendly creatures or beings.
Elves, and other benign woodland folks, have been known to befriend the Thelossians for the sake of mutual interest. They make perfect guards of course, but will not enter into such service without good reason. They are also eminent trackers and have been seen in the company of elven scouts, druids, and experienced woodland rangers.
As creatures of many eyes the Thelossian have developed great wisdom and are attracted to natural harmony. They care about the surrounding forests and the diversity of life within them. The creatures may attack small bands of orcs and other disregardful forms of life, if they display ignorant or destructive behaviour towards their home environment.
The Thelossian are very agile creatures. They swim well, and even if they tend to make their living at ground level, they enjoy climbing trees, and often do so when hunting. They also like to relax and enjoy life while lazily playing about with their more energetic young. Normally they sound as deep-voiced monkeys, but are not loud, and do not growl like big cats. Being intelligent they can imitate most animal sounds and do so when it suits their purposes.
Most Thelossians die before the age of 50. They keep to the same partner throughout their lives and reproduce only once. Their young tend to stay with the adults until fully mature. When meat is scarce the creatures can eat and survive for months on nutritious roots, nuts, berries, and fruit. If there is no food at all Thelossians may go into cryptobiosis and remain in such a state until food comes along. At the brink of starvation the creatures will attack and eat larger life-forms if necessary.
Click to check out these creatures!
...or take a pick in the 'Archive' to the left.
© Copyright 2010 - Nicholas Cloister
Thanks to Memphis Roleplayer's Association and Warrington Gamers for informing their members about this place. Also thanks to Turnwatcher.com for recommending this site. As always, feel free to contact me with suggestions or ideas, and of course, to comment about the creatures right here. The silent feedback (increasing number of visitors) is very good, but it would be great to hear more opinions about these monsters.
If you remain all quiet you can't expect anything other than what you receive, so don't blame me for the Thelossian. ;)
≡THELOSSIAN≡
------GENERAL-----------------------------------------
CATEGORY: Mammal
TERRAIN: Woods
FOOD: Carnivore
AGGRESSION: Normal
SIZE: 5 feet tall (150 cm) at the head
NUMBERS: 1 to 5
------CHARACTERISTICS-----------------------------
STRENGTH: 12-16
AGILITY: 15-24
ENDURANCE: 15-22
INTELLIGENCE: 5-8
MENTAL RESILIENCE: 15-24
CHARM: 2-8
(If stats of a human ranges from 3 to 18)
SPEED: Running x 2, Swimming x 1
(Multiple is times human speed)
MAGIC POWER:0
(Ranges from 0-100)
HIT POINTS: 11-18
(If a human commoner has about 11 hit points)
------PROTECTION-------------------------------------
AVERAGE: 3
HEAD: 2
BODY: 3
LEGS: 2
TAIL: 3
(If Full Plate Armour is 10)
The skin of the Thelossian is thick and mostly covered by very thick fur, which makes fo a good natural armour, in case wits and camouflage fails to protect it.
------ATTACKS/DAMAGE---------------------------
2 CLAWS: 1-2 (1-4 as fists)
1 BITE: 1-4
(If a Long Sword makes a damage of 1-8)
The small claws on the hand-like paws of the Thelossian do little damage. Instead it tends to draw its fingers together in a fist-like manner in physical situations.
------POWERS/EFFECT-------------------------------
CAMOUFLAGE: The Thelossian is a natural when it comes to hiding and camouflage. Due to its powerful sense of sight it knows how to conceal itself from most gazes. It can change the colours of its fur at will, and with great speed. It can also enter into a state of cryptobiosis, within a couple of rounds. In this case that means instantly stopping its own heart and lowering the temperature of its blood to that of its surroundings. The creature will be as dead, but with the capacity to revive itself to life when it wants to. This also takes but a few rounds. In the state of cryptobiosis the creature retain a weak trace of awareness, Just enough to sense and to judge if the potential danger has passed.
MASTER OF SIGHT: The five pairs of eyes of the Thelossian all have a unique way of registering the world. Besides seeing normally (like humans) it picks up heat radiation, electrical vibrations, spiritual auras, and magical fields. Heat vision allows it to move about in total darkness and make out all lifeforms from afar. Electrical vision enables it discover creatures hidden under leaves, buried in earth, or moving behind thin walls. Spiritual vision displays the spiritual aura of all living things to the Thelossian, which gives it a good idea about the nature and disposition of any creature. Finally, magical vision makes it capable of noticing and reading all magical fields emanating from spells and magic items. Thus it may know the kind and power of magic it faces.
------DESCRIPTION------------------------------------
Usually Thelossians run about in the world rather fearlessly. Only when they are starving, or wilfully makes a move towards danger, do they run the risk of being killed. Their unusual gift of sight allows them to avoid most enemies long before they are spotted, but like all creatures, their level of attention may of course vary.
The Thelossians live alone or in small families, hunting and eating creatures, like beetles, frogs, worms, birds etc. They are very intelligent and can hunt in groups as well as communicate with signs, sounds, and patterns of colour. They have no real language but may figure out ways of making themselves understood when encountering friendly creatures or beings.
Elves, and other benign woodland folks, have been known to befriend the Thelossians for the sake of mutual interest. They make perfect guards of course, but will not enter into such service without good reason. They are also eminent trackers and have been seen in the company of elven scouts, druids, and experienced woodland rangers.
As creatures of many eyes the Thelossian have developed great wisdom and are attracted to natural harmony. They care about the surrounding forests and the diversity of life within them. The creatures may attack small bands of orcs and other disregardful forms of life, if they display ignorant or destructive behaviour towards their home environment.
The Thelossian are very agile creatures. They swim well, and even if they tend to make their living at ground level, they enjoy climbing trees, and often do so when hunting. They also like to relax and enjoy life while lazily playing about with their more energetic young. Normally they sound as deep-voiced monkeys, but are not loud, and do not growl like big cats. Being intelligent they can imitate most animal sounds and do so when it suits their purposes.
Most Thelossians die before the age of 50. They keep to the same partner throughout their lives and reproduce only once. Their young tend to stay with the adults until fully mature. When meat is scarce the creatures can eat and survive for months on nutritious roots, nuts, berries, and fruit. If there is no food at all Thelossians may go into cryptobiosis and remain in such a state until food comes along. At the brink of starvation the creatures will attack and eat larger life-forms if necessary.
Click to check out these creatures!
...or take a pick in the 'Archive' to the left.
© Copyright 2010 - Nicholas Cloister
Tuesday, November 9, 2010
Fight fire with fire?
All serious bestiaries must have a fire creature...no? I'm not sure, but I did one anyway. Also, I thought it was time to get something dragon-like into the pages. Perhaps this is the least original of the critters so far, but then originality isn't always king. Small changes can sometimes make for a new stew. I don't know if that is the case here, but at least it is hot... and hot is dangerous. Lava seems to remain ever popular in popular fiction. I might even say I'm tired of fire in fantasy contexts, but that didn't hinder me from having a great time as I wrought this beast out of the flames. And no, in the case of the Negga, fighting fire with fire isn't a very good idea.
≡NEGGA - FIRE WYRM≡
------GENERAL-----------------------------------------
CATEGORY: Reptile
TERRAIN: Volcanic mountains
FOOD: Carnivore
AGGRESSION: High
SIZE: 40 - 60 feet, (12-18 meters) long
NUMBERS: 1 (to 100)
------CHARACTERISTICS-----------------------------
STRENGTH: 24-48
AGILITY: 8-12
ENDURANCE: 13-18
INTELLIGENCE: 2-7
MENTAL RESILIENCE: 2-8
CHARM: 0
(If stats of a human ranges from 3 to 18)
SPEED: Running(Crawling) x 1, Swimming x 2
(Multiple is times human speed)
MAGIC POWER: 25-30
(Ranges from 0-100)
HIT POINTS: 30-60
(If a human commoner has about 11 hit points)
------PROTECTION-------------------------------------
AVERAGE: 11
HEAD: 11
BODY: 12
UNDERSIDE: 8
ARMS: 11
(If Full Plate Armour is 10)
The natural armour of the Negga is among the strongest and most resilient in the world. It looks like partially polished lava rock, and is tougher than steel but not as rigid. It is unaffected by all natural and (weaker) magical fires, and as light as the exoskeleton of a crustacean. Producing armour of this material is an art long lost, but with the right kind of knowledge and skill, it can be done.
------ATTACKS/DAMAGE---------------------------
2 CLAWS: 2-6
1 BITE: 2-8
1 FIREWHIP: 3-18
(If a Long Sword makes a damage of 1-8)
The Negga Wyrm can produce and manoeuvre a whip of fire as an extension of its tongue, with the same ease as a human throws a fist. This natural weapon can be wielded for as long as the Negga lives. The whip can be up to half the length of the creature's body, and it may of course set flammable objects on fire.
------POWERS/EFFECT-------------------------------
FIREBORN: The Negga Wyrm is basically one with the element of fire. Though flesh on the inside it manages by some unknown supernatural means to stay submerged in lava and fire for any amount of time. It can produce and cast a wide variety of fire-related spells (Game Master's choice), and is unaffected by all but the most potent of magical fires.
MELT ROCK: By touch the Negga can heat up 950 cubic feet (27 cubic meters) of rock per round. The rock will swiftly turn to floating lava, and remain so until it naturally returns to cold and hard stone. The feat takes three rounds. At round two the heat will be enough to cause heat damage and melt boots. This is not the most common way of fighting for the Wyrm, which will use this ability only when it sees great use for it. The act of melting rock drains energy from the creature, and can be done no more than ten times per day. (This power can cause great harm to large stone structures if applied to the foundation of the architecture at hand.)
------DESCRIPTION------------------------------------
In those times and places where volcanoes and chasms throw out fire and smoke unto the lands, one can sometimes find great rocky ellipsoids scattered upon the slopes and and fields. In the wake of eruptions, as the earth quiets, these eggs of lava rock remain standing, as if spewed out with the fire from the deep bowels of the earth.
No one knows the depths where these eggs are produced, but they have been witnessed as they hatch, and as the great black Wyrms crawl out from inside of them. Usually these return to the caves and hollows of the mountainside, seeking the solace of the fiery pits, but occasionally they start wreaking havoc right away.
As the Negga move back into the earth they seek out lava streams or pools and submerge themselves in them. There they lie for centuries only to come out once in a while for a meal of flesh. It is believed that they somehow maintain life by drawing energy from the heat of the lava, and that they only rarely need to complement this diet with the proteins of meat.
It is further believed that the Wyrm is only a larvae state of some more advanced life-form, that might never have been spotted. The theory is based upon the undeveloped wings and the long worm-like body of this dragon-like creature.
In their rare hunt for flesh the Negga are intent and relentless. They will crawl out from the deepest of places and venture any distance over land until their hunger is satiated. This happens once every decade or so.
It is unusual to encounter more than a single Wyrm at once, but if one is there as the volcanic eggs hatch, up to one hundred beasts might be present at once. At the sight of meat many of these newborn discover hunger and postpone their search for heat and hiding.
The magic of the Negga is natural, and they have no need for voice, scrolls or other means to make use of their power. They do not seem to care about their brethren, and seem to have no interest in the affairs of others save as food. Their intelligence is greater than appearance reveal, which can be noticed in behaviour, but they display little or no signs of communication.
Water will not hinder these creatures, but will of course make futile the use of fire-related spells and the whip of the tongue
Nothing indicates that the Negga are bound to the lava for survival, if there is plenty of substitute energy (prey) around. They have never been spotted mating, and gender is impossible to make out. The teeth and fingers of these creatures make excellent arrow- and spearheads, but will not come loose easily. The beasts can live forever it seems, and millennia are probably needed for any eventual metamorphosis to set in.
Click to check out these creatures!
...or take a pick in the 'Archive' to the left.
© Copyright 2010 - Nicholas Cloister
≡NEGGA - FIRE WYRM≡
------GENERAL-----------------------------------------
CATEGORY: Reptile
TERRAIN: Volcanic mountains
FOOD: Carnivore
AGGRESSION: High
SIZE: 40 - 60 feet, (12-18 meters) long
NUMBERS: 1 (to 100)
------CHARACTERISTICS-----------------------------
STRENGTH: 24-48
AGILITY: 8-12
ENDURANCE: 13-18
INTELLIGENCE: 2-7
MENTAL RESILIENCE: 2-8
CHARM: 0
(If stats of a human ranges from 3 to 18)
SPEED: Running(Crawling) x 1, Swimming x 2
(Multiple is times human speed)
MAGIC POWER: 25-30
(Ranges from 0-100)
HIT POINTS: 30-60
(If a human commoner has about 11 hit points)
------PROTECTION-------------------------------------
AVERAGE: 11
HEAD: 11
BODY: 12
UNDERSIDE: 8
ARMS: 11
(If Full Plate Armour is 10)
The natural armour of the Negga is among the strongest and most resilient in the world. It looks like partially polished lava rock, and is tougher than steel but not as rigid. It is unaffected by all natural and (weaker) magical fires, and as light as the exoskeleton of a crustacean. Producing armour of this material is an art long lost, but with the right kind of knowledge and skill, it can be done.
------ATTACKS/DAMAGE---------------------------
2 CLAWS: 2-6
1 BITE: 2-8
1 FIREWHIP: 3-18
(If a Long Sword makes a damage of 1-8)
The Negga Wyrm can produce and manoeuvre a whip of fire as an extension of its tongue, with the same ease as a human throws a fist. This natural weapon can be wielded for as long as the Negga lives. The whip can be up to half the length of the creature's body, and it may of course set flammable objects on fire.
------POWERS/EFFECT-------------------------------
FIREBORN: The Negga Wyrm is basically one with the element of fire. Though flesh on the inside it manages by some unknown supernatural means to stay submerged in lava and fire for any amount of time. It can produce and cast a wide variety of fire-related spells (Game Master's choice), and is unaffected by all but the most potent of magical fires.
MELT ROCK: By touch the Negga can heat up 950 cubic feet (27 cubic meters) of rock per round. The rock will swiftly turn to floating lava, and remain so until it naturally returns to cold and hard stone. The feat takes three rounds. At round two the heat will be enough to cause heat damage and melt boots. This is not the most common way of fighting for the Wyrm, which will use this ability only when it sees great use for it. The act of melting rock drains energy from the creature, and can be done no more than ten times per day. (This power can cause great harm to large stone structures if applied to the foundation of the architecture at hand.)
------DESCRIPTION------------------------------------
In those times and places where volcanoes and chasms throw out fire and smoke unto the lands, one can sometimes find great rocky ellipsoids scattered upon the slopes and and fields. In the wake of eruptions, as the earth quiets, these eggs of lava rock remain standing, as if spewed out with the fire from the deep bowels of the earth.
No one knows the depths where these eggs are produced, but they have been witnessed as they hatch, and as the great black Wyrms crawl out from inside of them. Usually these return to the caves and hollows of the mountainside, seeking the solace of the fiery pits, but occasionally they start wreaking havoc right away.
As the Negga move back into the earth they seek out lava streams or pools and submerge themselves in them. There they lie for centuries only to come out once in a while for a meal of flesh. It is believed that they somehow maintain life by drawing energy from the heat of the lava, and that they only rarely need to complement this diet with the proteins of meat.
It is further believed that the Wyrm is only a larvae state of some more advanced life-form, that might never have been spotted. The theory is based upon the undeveloped wings and the long worm-like body of this dragon-like creature.
In their rare hunt for flesh the Negga are intent and relentless. They will crawl out from the deepest of places and venture any distance over land until their hunger is satiated. This happens once every decade or so.
It is unusual to encounter more than a single Wyrm at once, but if one is there as the volcanic eggs hatch, up to one hundred beasts might be present at once. At the sight of meat many of these newborn discover hunger and postpone their search for heat and hiding.
The magic of the Negga is natural, and they have no need for voice, scrolls or other means to make use of their power. They do not seem to care about their brethren, and seem to have no interest in the affairs of others save as food. Their intelligence is greater than appearance reveal, which can be noticed in behaviour, but they display little or no signs of communication.
Water will not hinder these creatures, but will of course make futile the use of fire-related spells and the whip of the tongue
Nothing indicates that the Negga are bound to the lava for survival, if there is plenty of substitute energy (prey) around. They have never been spotted mating, and gender is impossible to make out. The teeth and fingers of these creatures make excellent arrow- and spearheads, but will not come loose easily. The beasts can live forever it seems, and millennia are probably needed for any eventual metamorphosis to set in.
Click to check out these creatures!
...or take a pick in the 'Archive' to the left.
© Copyright 2010 - Nicholas Cloister
Friday, October 15, 2010
Professional Creature Design
So, what's with the head-line of this entry? : )
Oh, that! Well, I thought it might be a way to attract the right people. Perhaps someone googles... you get the idea.
I actually have made a living making creatures for short periods of time, but that's not the reason for it.
Anyway, again it has been a while since the last critter. I took a look at my portfolio and felt like I needed to make a couple of full scenes again. If you are interested you can find my latest attempts HERE and HERE.
I also decided to make a CHARACTER, and to participate in a LOVECRAFT CREATURE CHALLENGE. Right now I'm working on a book-cover and try to localize new potential clients that might hide in strange countries overseas. Here is a new humanoid species. They may smell strange, but they are not as bad as they look - The Vornorion.
≡VORNORION≡
------GENERAL-----------------------------------------
CATEGORY: Two-legged mammal
TERRAIN: Deserts and jungles
FOOD: Carnivore
AGGRESSION: Normal, but short-tempered
SIZE: 7 feet tall (210 cm) without horns
NUMBERS: One to hundreds
------CHARACTERISTICS-----------------------------
STRENGTH: 4-18
AGILITY: 3-16
ENDURANCE: 3-22
INTELLIGENCE: 3-16
MENTAL RESILIENCE: 3-14
CHARM: 3-11
(If stats of a human ranges from 3 to 18)
SPEED: Running x 1,2
(Multiple is times human speed)
MAGIC POWER: 0-25
(Ranges from 0-100)
HIT POINTS: 5-20
(If a human commoner has about 11 hit points)
------PROTECTION-------------------------------------
AVERAGE: 2
HEAD: 2
BODY: 2
LEGS: 2
ARMS: 2
(If Full Plate Armour is 10)
The skin of the Vornorion is thick and leathery, and covered partly in fur.
------ATTACKS/DAMAGE---------------------------
2 FISTS/CLAWS: 1-4
2 KICKS: 1-6
(If a Long Sword makes a damage of 1-8)
If unarmed the Vornorion will kick, claw and throw fists in combat.
------POWERS/EFFECT-------------------------------
SILENT COMMUNICATION: The Vornornion communicates through series of extremely rapid movements with their trunks. These move so fast that no human is able to follow the blur of swift Vornorion conversation. Furthermore, the trunks are perforated in places by numerous tiny holes, which make some moves produce sound. The sounds are reminiscent of the howls of wind, and add depth to the Vornorion language. These also help the creatures communicate when they don't see each other, and are used when calling and taming insects (see Description).
------DESCRIPTION------------------------------------
The Vornorion race makes its living in the warmest of places. They like the desert as well as the jungle and can go without water for ten days without a problem. Some move around, but most Vornorion settle down in clans, ranging from a few families to a thousand strong.
The favourite food of these creatures are insects, and insects play a great role in Vornorion culture. Through strange sounds (and perhaps magical knowledge) the race has managed to command certain species of insects. Among those are the giant scarab beetles, which are used as steeds as well as in the building of Vornorion Mounds. These huge constructions of dung and sand serve as houses, and when strengthened by rock, as strongholds. A Mound can be up to 150 feet (45 meter) high and keep several large families.
As a rite of initiation the young Vornorion are sent out into the world to slay and bring home the delicacy of a giant centipede. Giant insects in general are sought after, and small bands of warriors are regularly dispatched, to venture into foreign lands in the search of such life-forms. By studying these species, some say, the Vornorion can alter common insects and breed larger ones in the pits of their great Mounds
The Vornorion trade jewellery, food, clothing, and various appliances, all manufactured by insect parts. They bring back gold, perfumes, potions, slave children of other races, and weapons of steel.
They make use of no written language but some symbols are used to convey ritual meaning and as decoration. They can however learn how to read, and some individual do to study the knowledge of other races. The creatures can use magic and many of their Elders are competent magicians. Little is known about their beliefs and faiths, but the symbolic representations of the Sun are common.
Vornorion reproduce just like human beings and have about as many children. They are organized and develop rich cultures. The clans in jungle areas tend to remove the trees from large areas to make room for markets, games and other social activity in the open. Instead of giant scarabs, other, more colourful insects are used as steeds. In some cases, flying ones. The jungle mounds include leaves and clay. The creatures are not especially violent, but are known for their short temper, and angry haggling.
© Copyright 2010 - Nicholas Cloister
Oh, that! Well, I thought it might be a way to attract the right people. Perhaps someone googles... you get the idea.
I actually have made a living making creatures for short periods of time, but that's not the reason for it.
Anyway, again it has been a while since the last critter. I took a look at my portfolio and felt like I needed to make a couple of full scenes again. If you are interested you can find my latest attempts HERE and HERE.
I also decided to make a CHARACTER, and to participate in a LOVECRAFT CREATURE CHALLENGE. Right now I'm working on a book-cover and try to localize new potential clients that might hide in strange countries overseas. Here is a new humanoid species. They may smell strange, but they are not as bad as they look - The Vornorion.
≡VORNORION≡
------GENERAL-----------------------------------------
CATEGORY: Two-legged mammal
TERRAIN: Deserts and jungles
FOOD: Carnivore
AGGRESSION: Normal, but short-tempered
SIZE: 7 feet tall (210 cm) without horns
NUMBERS: One to hundreds
------CHARACTERISTICS-----------------------------
STRENGTH: 4-18
AGILITY: 3-16
ENDURANCE: 3-22
INTELLIGENCE: 3-16
MENTAL RESILIENCE: 3-14
CHARM: 3-11
(If stats of a human ranges from 3 to 18)
SPEED: Running x 1,2
(Multiple is times human speed)
MAGIC POWER: 0-25
(Ranges from 0-100)
HIT POINTS: 5-20
(If a human commoner has about 11 hit points)
------PROTECTION-------------------------------------
AVERAGE: 2
HEAD: 2
BODY: 2
LEGS: 2
ARMS: 2
(If Full Plate Armour is 10)
The skin of the Vornorion is thick and leathery, and covered partly in fur.
------ATTACKS/DAMAGE---------------------------
2 FISTS/CLAWS: 1-4
2 KICKS: 1-6
(If a Long Sword makes a damage of 1-8)
If unarmed the Vornorion will kick, claw and throw fists in combat.
------POWERS/EFFECT-------------------------------
SILENT COMMUNICATION: The Vornornion communicates through series of extremely rapid movements with their trunks. These move so fast that no human is able to follow the blur of swift Vornorion conversation. Furthermore, the trunks are perforated in places by numerous tiny holes, which make some moves produce sound. The sounds are reminiscent of the howls of wind, and add depth to the Vornorion language. These also help the creatures communicate when they don't see each other, and are used when calling and taming insects (see Description).
------DESCRIPTION------------------------------------
The Vornorion race makes its living in the warmest of places. They like the desert as well as the jungle and can go without water for ten days without a problem. Some move around, but most Vornorion settle down in clans, ranging from a few families to a thousand strong.
The favourite food of these creatures are insects, and insects play a great role in Vornorion culture. Through strange sounds (and perhaps magical knowledge) the race has managed to command certain species of insects. Among those are the giant scarab beetles, which are used as steeds as well as in the building of Vornorion Mounds. These huge constructions of dung and sand serve as houses, and when strengthened by rock, as strongholds. A Mound can be up to 150 feet (45 meter) high and keep several large families.
As a rite of initiation the young Vornorion are sent out into the world to slay and bring home the delicacy of a giant centipede. Giant insects in general are sought after, and small bands of warriors are regularly dispatched, to venture into foreign lands in the search of such life-forms. By studying these species, some say, the Vornorion can alter common insects and breed larger ones in the pits of their great Mounds
The Vornorion trade jewellery, food, clothing, and various appliances, all manufactured by insect parts. They bring back gold, perfumes, potions, slave children of other races, and weapons of steel.
They make use of no written language but some symbols are used to convey ritual meaning and as decoration. They can however learn how to read, and some individual do to study the knowledge of other races. The creatures can use magic and many of their Elders are competent magicians. Little is known about their beliefs and faiths, but the symbolic representations of the Sun are common.
Vornorion reproduce just like human beings and have about as many children. They are organized and develop rich cultures. The clans in jungle areas tend to remove the trees from large areas to make room for markets, games and other social activity in the open. Instead of giant scarabs, other, more colourful insects are used as steeds. In some cases, flying ones. The jungle mounds include leaves and clay. The creatures are not especially violent, but are known for their short temper, and angry haggling.
© Copyright 2010 - Nicholas Cloister
Wednesday, September 8, 2010
Lucky egg discovered in the highlands
There! I almost got away from the previous subject. A little brighter this time, at least. One of the hardest thing, visually, when creating a new creature concept (at least for me) is the look and the placing of the eye. Very minor eye changes bring about great shifts in mood and can alter the entire narrative (if there is any). This creature had to undergo extensive facial surgery before its maker was pleased with the results. Luckily this is an imagined life form, and surgery therefore less costly. This is the much sought after Nomancuan.
≡NOMANCUAN≡
------GENERAL-----------------------------------------
CATEGORY: Unknown
TERRAIN: Mountains and highlands
FOOD: Herbivore
AGGRESSION: Low
SIZE: 5 feet tall (150 cm) without the fungi.
NUMBERS: 1
------CHARACTERISTICS-----------------------------
STRENGTH: 7-13
AGILITY: 3-6
ENDURANCE: 4-8
INTELLIGENCE: 1-3
MENTAL RESILIENCE: 11-13
CHARM: 1-2
(If stats of a human ranges from 3 to 18)
SPEED: Running x 0,2
(Multiple is times human speed)
MAGIC POWER: 0
(Ranges from 0-100)
HIT POINTS: 6-13
(If a human commoner has about 11 hit points)
------PROTECTION-------------------------------------
AVERAGE: 3
HEAD: 2
BACK: 6
BELLY: 2
LEGS: 3
FUNGI: 0
EGG: 0
(If Full Plate Armour is 10)
The Nomancuans only natural armour is a bony shield covering its back. Physically vulnerable it relies on other means for protection (See 'Powers')
------ATTACKS/DAMAGE---------------------------
1 BITE: 1-2
2 CLAWS: 1-4
(If a Long Sword makes a damage of 1-8)
The Nomancuan is a slow and peaceful creature. Since it usually can't outrun an enemy it will defend itself if attacked. Though equipped with formidable claws the creature is not quick enough to produce any serious damage. Its attacks are rather easily avoided.
------POWERS/EFFECT-------------------------------
SPORE SHOWER: The fungi-like tentacles, normally clasped tight around the great egg, quickly rise up into the air when the creature is threatened. Once positioned they release a shower of almost invisible spores over and around the Nomancuan. This ghastly spray has a vile odour that in itself is enough to scare off most predators. If intent on a close encounter, the curiosity of any breathing beast or being will soon end, as the spores enter their lungs and the blood-system. Here they will immediately take chemical control of the brain and render the victim silent, still, and devoid of will and memory (no saving throw allowed). Holding one's breath will help, but if any naked body part makes contact with the spores, they will enter the blood through the skin. The effect of the Nomancuan spore lasts for fourteen days, and unless a mental resilience saving throw is completed, the victim will a suffer partial, but substantial and permanent loss of memory.
------DESCRIPTION------------------------------------
The life of the Nomancuan can be described simply as; finding grass, grabbing grass (with its dexterous miniature nasal trunks), cutting grass (with its front claw cutters), moving grass to its mouth, chewing grass, and swallowing grass. There is however a wider and more mysterious context to consider. During the 100 year lifespan of the Nomencuan it produces a single, living, magical power in the form of a great egg. This egg does not not reproduce the species but is something in its own right. It detaches from the creature only at the Nomencuan's death. If removed earlier it never matures into power, and disintegrates within a matter of weeks.
To touch the Great Egg of the Nomancuan is a blessing for life. Luck will follow such persons for all their days, and disease will no longer catch hold. The entire area in which such an egg is laid will be fortunate and prosperous for as long as the egg remains. Poor soil will turn green, deserts will flower, and animals will be drawn to such places. One hundred miles (160 kilometres) in all directions will be affected by the positive powers of the egg.
Nomancuans are extremely rare. For as long as the powers of the egg has been known, people have tried to tame it, or to capture it alive. All attempts have failed. The Noamcuan refuses to eat in captivity, and if it encounters a fence it cannot round or cut through, it will stop dead in its tracks and wait until starvation kills it, or the fence is removed. It needs the grass and wind of a variety of areas to keep the egg growing.
Naturally, Nomancuans are often followed and guarded from a distance. Rulers and other powers tend to have a great interest in the destiny of the eggs. Wars have been fought around these creatures, and a lot of blood have been spilled to pay for the luck brought by possessing the laid egg. Such a treasure must be well guarded, and few things are as desirable. An egg will last for 300 years, and the glow of its blessing remains as long as it stays unharmed.
How the Nomancuans reproduce, or come into being, is unknown. Some claim they are gifts from the gods, but this is refuted by the greed and conflicts they tend to bring about. For some reason they seek higher altitudes, to graze at the very edge of the grass line. They move slowly, like sloths, preserving most of their energy for growing the egg. When walking from one range of mountains to another, they keep out of sight to the best of their abilities. Despite their powerful spore protection, some vanish in the mouths of fast and large predators, but most beasts stay well clear of them.
On clear nights, the fungi caps let go of the great egg and exposes it fully to the starlight. Its red glow can then be spotted from afar. Touching the translucent shell of the egg while it still remains with the Nomancuan, has no effect. Surgical removal will kill the creature as well as the egg. Nothing is known about the biology of the egg itself.
© Copyright 2010 - Nicholas Cloister
≡NOMANCUAN≡
------GENERAL-----------------------------------------
CATEGORY: Unknown
TERRAIN: Mountains and highlands
FOOD: Herbivore
AGGRESSION: Low
SIZE: 5 feet tall (150 cm) without the fungi.
NUMBERS: 1
------CHARACTERISTICS-----------------------------
STRENGTH: 7-13
AGILITY: 3-6
ENDURANCE: 4-8
INTELLIGENCE: 1-3
MENTAL RESILIENCE: 11-13
CHARM: 1-2
(If stats of a human ranges from 3 to 18)
SPEED: Running x 0,2
(Multiple is times human speed)
MAGIC POWER: 0
(Ranges from 0-100)
HIT POINTS: 6-13
(If a human commoner has about 11 hit points)
------PROTECTION-------------------------------------
AVERAGE: 3
HEAD: 2
BACK: 6
BELLY: 2
LEGS: 3
FUNGI: 0
EGG: 0
(If Full Plate Armour is 10)
The Nomancuans only natural armour is a bony shield covering its back. Physically vulnerable it relies on other means for protection (See 'Powers')
------ATTACKS/DAMAGE---------------------------
1 BITE: 1-2
2 CLAWS: 1-4
(If a Long Sword makes a damage of 1-8)
The Nomancuan is a slow and peaceful creature. Since it usually can't outrun an enemy it will defend itself if attacked. Though equipped with formidable claws the creature is not quick enough to produce any serious damage. Its attacks are rather easily avoided.
------POWERS/EFFECT-------------------------------
SPORE SHOWER: The fungi-like tentacles, normally clasped tight around the great egg, quickly rise up into the air when the creature is threatened. Once positioned they release a shower of almost invisible spores over and around the Nomancuan. This ghastly spray has a vile odour that in itself is enough to scare off most predators. If intent on a close encounter, the curiosity of any breathing beast or being will soon end, as the spores enter their lungs and the blood-system. Here they will immediately take chemical control of the brain and render the victim silent, still, and devoid of will and memory (no saving throw allowed). Holding one's breath will help, but if any naked body part makes contact with the spores, they will enter the blood through the skin. The effect of the Nomancuan spore lasts for fourteen days, and unless a mental resilience saving throw is completed, the victim will a suffer partial, but substantial and permanent loss of memory.
------DESCRIPTION------------------------------------
The life of the Nomancuan can be described simply as; finding grass, grabbing grass (with its dexterous miniature nasal trunks), cutting grass (with its front claw cutters), moving grass to its mouth, chewing grass, and swallowing grass. There is however a wider and more mysterious context to consider. During the 100 year lifespan of the Nomencuan it produces a single, living, magical power in the form of a great egg. This egg does not not reproduce the species but is something in its own right. It detaches from the creature only at the Nomencuan's death. If removed earlier it never matures into power, and disintegrates within a matter of weeks.
To touch the Great Egg of the Nomancuan is a blessing for life. Luck will follow such persons for all their days, and disease will no longer catch hold. The entire area in which such an egg is laid will be fortunate and prosperous for as long as the egg remains. Poor soil will turn green, deserts will flower, and animals will be drawn to such places. One hundred miles (160 kilometres) in all directions will be affected by the positive powers of the egg.
Nomancuans are extremely rare. For as long as the powers of the egg has been known, people have tried to tame it, or to capture it alive. All attempts have failed. The Noamcuan refuses to eat in captivity, and if it encounters a fence it cannot round or cut through, it will stop dead in its tracks and wait until starvation kills it, or the fence is removed. It needs the grass and wind of a variety of areas to keep the egg growing.
Naturally, Nomancuans are often followed and guarded from a distance. Rulers and other powers tend to have a great interest in the destiny of the eggs. Wars have been fought around these creatures, and a lot of blood have been spilled to pay for the luck brought by possessing the laid egg. Such a treasure must be well guarded, and few things are as desirable. An egg will last for 300 years, and the glow of its blessing remains as long as it stays unharmed.
How the Nomancuans reproduce, or come into being, is unknown. Some claim they are gifts from the gods, but this is refuted by the greed and conflicts they tend to bring about. For some reason they seek higher altitudes, to graze at the very edge of the grass line. They move slowly, like sloths, preserving most of their energy for growing the egg. When walking from one range of mountains to another, they keep out of sight to the best of their abilities. Despite their powerful spore protection, some vanish in the mouths of fast and large predators, but most beasts stay well clear of them.
On clear nights, the fungi caps let go of the great egg and exposes it fully to the starlight. Its red glow can then be spotted from afar. Touching the translucent shell of the egg while it still remains with the Nomancuan, has no effect. Surgical removal will kill the creature as well as the egg. Nothing is known about the biology of the egg itself.
© Copyright 2010 - Nicholas Cloister
Sunday, September 5, 2010
Spinal infection causes tail growth.
As I had finished this creature I spotted a creepy trend. This is hardly the first of my inventions to suffer a major mental split – a dreadful power in control of the creature's physical body and/or mind. Perhaps I should take a closer look at myself? Or maybe it symbolises the disturbing nature of mankind in general. All who have taken a fearless and honest look at themselves will probably see what I'm talking about.
In any case, I promise a couple of less insane creatures following this one. Here is the Ghondaar! I hope you enjoy it.
And by the way; I'm really quite a nice guy... I hope... (Psycho theme playing..) ;-)
≡GHONDAAR≡
------GENERAL-----------------------------------------
CATEGORY: Demonic reptile
TERRAIN: Mountains (Any)
FOOD: Carnivore
AGGRESSION: High
SIZE: 7 feet (210 cm) long (without snakes)
NUMBERS: 1
------CHARACTERISTICS-----------------------------
STRENGTH: 18-22
AGILITY: 15-17
ENDURANCE: 15-22
INTELLIGENCE: 1-3
MENTAL RESILIENCE: 0-2 (snakes: 18)
CHARM: 0
(If stats of a human ranges from 3 to 18)
SPEED: Running x 2 Swimming x 1
(Multiple is times human speed)
MAGIC POWER: 0
(Ranges from 0-100)
HIT POINTS: 18-25
(If a human commoner has about 11 hit points)
------PROTECTION-------------------------------------
AVERAGE: 5
BACK: 7
BELLY: 3
HEAD: 5
LIMBS: 4
SNAKES: 3
(If Full Plate Armour is 10)
The Ghondaar skin is like that of a big reptile - durable, with leathery surfaces enforced in places by hard bone.
------ATTACKS/DAMAGE---------------------------
1 BITE: 2-4
2 CLAWS: 1-6
2 HIND CLAWS: 1-8
2-6 SNAKE BITES: 1-2 (+ demonic pain – see 'Powers')
(If a Long Sword makes a damage of 1-8)
The Ghondaar typically attacks with all force, but never with its hind and front claws simultaneously.
------POWERS/EFFECT-------------------------------
DEMONIC PAIN: When the Ghondaar snakes bite down into flesh they infect it with demonic pain. The memories of abysmal torment and suffering is infused as physical reality into the victim's nervous system. There it spreads through the body and causes 1-4 points of damage for 1-4 rounds after the attack. A successful roll against mental resilience is necessary. If failed the pain will cause 30% minus to all rolls for the duration of the pain.
VENOMOUS TRAIL: The breath of the snakes is venomous and leaves a shimmering green trail of smoke behind the Ghondaar. In tight places, like tunnels or very dense woods, the smoke lingers for up to 20 minutes. Breathing in such areas is highly dangerous. A saving throw against poison (or endurance) must be cleared, to avoid dizziness, running eyes, and 1-2 points of physical damage per round.
INNER DARKNESS: The demonic snakes can cause an inner darkness to torment intelligent beings by simply gazing at them. If a mental resilience roll is failed the victim will suffer from an overbearing mental darkness, that reduces all rolls by 20-80%. Horrid visions might occur, and morale is generally weakened.
SPINAL POSSESSION: If any of the snakes manage to bite down into the neck, or on any other place along the spine, they have a fair chance of possessing the entire vertebral column. The victim will feel as if a dark serpent has come alive in the place of the backbone, and will act accordingly. This may result in a crazed dance, rolling around screaming on the ground, or plain out madness. To avoid such humiliating actions a hard mental resilience roll must be passed. The possession lasts for 2-10 rounds. If the Ghondaar snakes survive, the victim may suffer reoccurring episodes of possession randomly for several years. An exorcism might be in order. If no spiritual treatment is undertaken within a year, there is a chance of 1-4 actual snakes growing out from the location of the bite.
------DESCRIPTION------------------------------------
The Ghondaar is a pitiful and terrible creature. Possessed from birth by a number of snake demons, that grows out from the back end of its spine, the Ghondaar is eternally tormented. Forced to kill for, and to feed the demons, the creature roams through the world in a constant search for fresh meat. The snakes bite and plague the Ghondaar into obedience – lashing it on in its hellish hunt.
The fully grown Ghondaar has completely surrendered, and thus become one with its masters. As the snakes fight each other for a piece of the next meal, the Ghondaar opens its mouth to let the strongest one in. There, inside its tainted belly, a process of serpentine magic transforms the swallowed meat into dark energy, which keeps the demons alive and powerful.
Over the ages the Ghondaar has developed a thorny shield, and a double nasal spike to protect itself from the hungry serpents. This however, offer little protection in the long run, but serves mainly to keep the Ghondaar alive. The fangs of the snakes are short but their power unholy, and the pain they cause is pure and persistent.
I want a pet, said the son of the Devil High Lord, and the Dark Power bestowed upon him the Ghondaar of the mountains – a fierce and appropriate gift to please his son. As the creature escaped and fled heedlessly through the corridors of Hell, the son of the High Lord sent out his other pets to retrieve it. As the Snake found it, it bit down upon its short tail and cursed it with eternal possession. Wild and furious, the Ghondaar escaped again, and found its way out of the lower realms. Alas, a creature transformed, it would carry Hell with it – for all times, and for every generation to come.
The Ghondaar still prefers mountainous areas, but will go anywhere to please the hunger of its masters. Sleeping hidden, in caverns or in dark places, the beast will regain its strength, but the demons never rest. All Ghondaar travel alone. The snakes do not stand the demons of another Ghondaar. Mating takes place quickly, and sometimes result in the death of one of the Ghondaar.
When a youthful Ghondaar is freed of its demonic masters (through decapitation of the snakes, for example) it immediately stops fighting and runs off in a random direction. At times such Ghondaars have returned to their “saviors” after some time, to stay with them, and to gratefully serve them for the remainder of their days. The mature Ghondaar will simply go into hiding and die slowly from lack of will and starvation.
Unless killed by its demonic tails, the Ghondaar can become 300 years old. With age the snakes grow longer, and may end up three times as long as their host. They keep aloft through dark magic, and move around in air as if it was water. They also kill and hunt what they reach, and can live on for weeks even if the main Ghondaar is killed. However, to keep strong and retain their wicked powers, they rely on the meat; processed and altered in the perverted Ghondaar belly.
From birth, two to six snakes infest the spine of the creature
© Copyright 2010 - Nicholas Cloister
In any case, I promise a couple of less insane creatures following this one. Here is the Ghondaar! I hope you enjoy it.
And by the way; I'm really quite a nice guy... I hope... (Psycho theme playing..) ;-)
≡GHONDAAR≡
------GENERAL-----------------------------------------
CATEGORY: Demonic reptile
TERRAIN: Mountains (Any)
FOOD: Carnivore
AGGRESSION: High
SIZE: 7 feet (210 cm) long (without snakes)
NUMBERS: 1
------CHARACTERISTICS-----------------------------
STRENGTH: 18-22
AGILITY: 15-17
ENDURANCE: 15-22
INTELLIGENCE: 1-3
MENTAL RESILIENCE: 0-2 (snakes: 18)
CHARM: 0
(If stats of a human ranges from 3 to 18)
SPEED: Running x 2 Swimming x 1
(Multiple is times human speed)
MAGIC POWER: 0
(Ranges from 0-100)
HIT POINTS: 18-25
(If a human commoner has about 11 hit points)
------PROTECTION-------------------------------------
AVERAGE: 5
BACK: 7
BELLY: 3
HEAD: 5
LIMBS: 4
SNAKES: 3
(If Full Plate Armour is 10)
The Ghondaar skin is like that of a big reptile - durable, with leathery surfaces enforced in places by hard bone.
------ATTACKS/DAMAGE---------------------------
1 BITE: 2-4
2 CLAWS: 1-6
2 HIND CLAWS: 1-8
2-6 SNAKE BITES: 1-2 (+ demonic pain – see 'Powers')
(If a Long Sword makes a damage of 1-8)
The Ghondaar typically attacks with all force, but never with its hind and front claws simultaneously.
------POWERS/EFFECT-------------------------------
DEMONIC PAIN: When the Ghondaar snakes bite down into flesh they infect it with demonic pain. The memories of abysmal torment and suffering is infused as physical reality into the victim's nervous system. There it spreads through the body and causes 1-4 points of damage for 1-4 rounds after the attack. A successful roll against mental resilience is necessary. If failed the pain will cause 30% minus to all rolls for the duration of the pain.
VENOMOUS TRAIL: The breath of the snakes is venomous and leaves a shimmering green trail of smoke behind the Ghondaar. In tight places, like tunnels or very dense woods, the smoke lingers for up to 20 minutes. Breathing in such areas is highly dangerous. A saving throw against poison (or endurance) must be cleared, to avoid dizziness, running eyes, and 1-2 points of physical damage per round.
INNER DARKNESS: The demonic snakes can cause an inner darkness to torment intelligent beings by simply gazing at them. If a mental resilience roll is failed the victim will suffer from an overbearing mental darkness, that reduces all rolls by 20-80%. Horrid visions might occur, and morale is generally weakened.
SPINAL POSSESSION: If any of the snakes manage to bite down into the neck, or on any other place along the spine, they have a fair chance of possessing the entire vertebral column. The victim will feel as if a dark serpent has come alive in the place of the backbone, and will act accordingly. This may result in a crazed dance, rolling around screaming on the ground, or plain out madness. To avoid such humiliating actions a hard mental resilience roll must be passed. The possession lasts for 2-10 rounds. If the Ghondaar snakes survive, the victim may suffer reoccurring episodes of possession randomly for several years. An exorcism might be in order. If no spiritual treatment is undertaken within a year, there is a chance of 1-4 actual snakes growing out from the location of the bite.
------DESCRIPTION------------------------------------
The Ghondaar is a pitiful and terrible creature. Possessed from birth by a number of snake demons, that grows out from the back end of its spine, the Ghondaar is eternally tormented. Forced to kill for, and to feed the demons, the creature roams through the world in a constant search for fresh meat. The snakes bite and plague the Ghondaar into obedience – lashing it on in its hellish hunt.
The fully grown Ghondaar has completely surrendered, and thus become one with its masters. As the snakes fight each other for a piece of the next meal, the Ghondaar opens its mouth to let the strongest one in. There, inside its tainted belly, a process of serpentine magic transforms the swallowed meat into dark energy, which keeps the demons alive and powerful.
Over the ages the Ghondaar has developed a thorny shield, and a double nasal spike to protect itself from the hungry serpents. This however, offer little protection in the long run, but serves mainly to keep the Ghondaar alive. The fangs of the snakes are short but their power unholy, and the pain they cause is pure and persistent.
I want a pet, said the son of the Devil High Lord, and the Dark Power bestowed upon him the Ghondaar of the mountains – a fierce and appropriate gift to please his son. As the creature escaped and fled heedlessly through the corridors of Hell, the son of the High Lord sent out his other pets to retrieve it. As the Snake found it, it bit down upon its short tail and cursed it with eternal possession. Wild and furious, the Ghondaar escaped again, and found its way out of the lower realms. Alas, a creature transformed, it would carry Hell with it – for all times, and for every generation to come.
The Ghondaar still prefers mountainous areas, but will go anywhere to please the hunger of its masters. Sleeping hidden, in caverns or in dark places, the beast will regain its strength, but the demons never rest. All Ghondaar travel alone. The snakes do not stand the demons of another Ghondaar. Mating takes place quickly, and sometimes result in the death of one of the Ghondaar.
When a youthful Ghondaar is freed of its demonic masters (through decapitation of the snakes, for example) it immediately stops fighting and runs off in a random direction. At times such Ghondaars have returned to their “saviors” after some time, to stay with them, and to gratefully serve them for the remainder of their days. The mature Ghondaar will simply go into hiding and die slowly from lack of will and starvation.
Unless killed by its demonic tails, the Ghondaar can become 300 years old. With age the snakes grow longer, and may end up three times as long as their host. They keep aloft through dark magic, and move around in air as if it was water. They also kill and hunt what they reach, and can live on for weeks even if the main Ghondaar is killed. However, to keep strong and retain their wicked powers, they rely on the meat; processed and altered in the perverted Ghondaar belly.
From birth, two to six snakes infest the spine of the creature
© Copyright 2010 - Nicholas Cloister
Thursday, September 2, 2010
Snake with legs discovered on the shore.
Hi. Here is another one! This time with a bit of surroundings, though in a classical stylized manner of sorts. I guess style will change as these proceed, if for no better reason than to make the work more enjoyable (for me) :-) . I hope that works for you as well, since it will likely make for more interesting work in the long run.
Thanks for checking in once again! I can see the number of followers are increasing, which hopefully means that some people enjoy this site. Please tell your friends to come visit. The more the merrier, as they say! It might get my creature factory going, as I can see an increased reason to prioritize this bestiary, before other work. Now for a refreshing early autumn swim. Take care!
≡NEN'GUAN≡
------GENERAL-----------------------------------------
CATEGORY: Reptile
TERRAIN: Any water, and land close to water
FOOD: Carnivore
AGGRESSION: Calm to high
SIZE: 30 feet (10 meters) long. Manlike part: 7 feet (2,1 meters) high
NUMBERS: 1-4
------CHARACTERISTICS-----------------------------
STRENGTH: 17-23
AGILITY: 13-16
ENDURANCE: 14-18
INTELLIGENCE: 2-5
MENTAL RESILIENCE: 5-8
CHARM: 1-(?)
(If stats of a human ranges from 3 to 18)
SPEED: Swimming x 4, Crawling x 1,5, Running x 0,5
(Multiple is times human speed)
MAGIC POWER: 0
(Ranges from 0-100)
HIT POINTS: 25-35
(If a human commoner has about 11 hit points)
------PROTECTION-------------------------------------
AVERAGE: 3
HEAD: 4
UPPER ARMS: 3
LOWER ARMS: 4
LEGS: 3
BODY: 3
TAIL(S): 3
(If Full Plate Armour is 10)
The skin of the Nen'guan is smooth and slippery, but still rather thick. The arms and face are harder and scaly.
------ATTACKS/DAMAGE---------------------------
1 TUSK BITE: 2-4
2 CLAWS: 1-6
2 SABRE CLAWS: 1-8
2 TAIL LASHES: 1-8
2 STINGING ANTENNAE: 1 (+ nerve poison, see 'Powers')
(If a Long Sword makes a damage of 1-8)
The Nen'guan has a large arsenal of natural weapons, but uses mainly its double pair of arms when fighting human-sized foes, and similar prey. If it can safely get close with its head it also attacks with the mouth and its poisonous stinging antennae (See 'Powers'). The split tail of the creature is mainly used for swimming, hypnotizing, and to ward off pursuers in the case of retreat.
------POWERS/EFFECT-------------------------------
HYPNOTIC MOVES: The Nen'guan can combine its intense stare with wave-like movements of its many body parts to hypnotize a victim. This takes one round. If a saving throw against mental resilience fails the being thus hypnotized suffers a 50% minus to all throws while the Nen'guan stays close.
POISONOUS STING: Upon the Nen'guan head are two antennae with purple, leaf-like ends. These inflict a paralyzing effect that can be lethal. If a saving throw against poison (or endurance) is failed the victim is instantly and fully paralyzed for 5-50 minutes. If the saving throw failure is complete (5% risk) the victim is paralyzed at once, and death follows within two minutes.
------DESCRIPTION------------------------------------
The Nen'guan is a long and powerful reptilian creature, who's front-most part has humanoid protrusions. It can drag its long body while stumbling upon the man-like legs, but usually moves like a legless sea serpent, lifting the humanoid part up into the air when necessary. In water it swims swiftly, with little use of its limbs.
While most of its day is spent idle upon the bottom, stunning and eating small prey close at hand, it submerges at dusk to hunt for larger meals. The Nen'guan is fiercely aggressive while on land, and seeks to kill and consume any kind of large beasts or beings. Stories say that the creature was once an ordinary snake of the water, that one day ate the egg of a demon queen. Thus, according to folk-lore, the serpent eats the fish of the lake, while the demonic progeny takes over by nightfall, to slay and to still its unnatural hunger.
The Nen'guan live alone or in small families. The female and the young are not as powerful, but look similar to the male. While the young have a greenish skin the adults turn brown or black, except for the brighter and more vivid head and upper limbs. The scales on the Nen'guan arms can shimmer like gold. Treasure hunters have been known to vanish while walking along the shores of great lakes, attracted to glimmering of discarded scales. These can be used for jewelry and usually fetch a good price. Some warn that the creatures tear off these scales willingly, to leave them dazzling on the shoreline as bait.
In the winter of cold regions the Nen'guans turns pale. They take on a life-less look and their eyes become dark like the deep of night. Though they remain submerged most of the snowy season, they occasionally push through the ice to feed. At such seasons the hypnotizing power is gone, but the dreadful zombie-like look of the beast can be equally unsettling. Single Nen'guans have been spotted far away from any lake, moving ghoulishly through the woods, or even in the streets of snowy towns. These occasions, of seemingly lost and aimless behavior, are a mystery even to the best of zoologists.
Some claim to have heard the Nen'guan speak, or whisper, but there are no recollections of actual words. The post-traumatic nightmares of surviving hypnotized beings seem to be very disturbing. Many of them describe the creature in terms suiting a much more intelligent and charming beast. Though the majority of witnesses tell of a monstrous creature, these insist on mysterious qualities. Poetic terms like 'sensual', 'divine dancing' and 'starlight fury' have been recorded more than once.
The Nen'guan live to be about 60 years old, and have no known aims but feeding and reproduction. It breaths through gills in water, and on land through lunges situated between the lower set of arms. It smells like the sediments of muddy lakes, and is fairly silent but for low hissing sounds when excited.
© Copyright 2010 - Nicholas Cloister
Thanks for checking in once again! I can see the number of followers are increasing, which hopefully means that some people enjoy this site. Please tell your friends to come visit. The more the merrier, as they say! It might get my creature factory going, as I can see an increased reason to prioritize this bestiary, before other work. Now for a refreshing early autumn swim. Take care!
≡NEN'GUAN≡
------GENERAL-----------------------------------------
CATEGORY: Reptile
TERRAIN: Any water, and land close to water
FOOD: Carnivore
AGGRESSION: Calm to high
SIZE: 30 feet (10 meters) long. Manlike part: 7 feet (2,1 meters) high
NUMBERS: 1-4
------CHARACTERISTICS-----------------------------
STRENGTH: 17-23
AGILITY: 13-16
ENDURANCE: 14-18
INTELLIGENCE: 2-5
MENTAL RESILIENCE: 5-8
CHARM: 1-(?)
(If stats of a human ranges from 3 to 18)
SPEED: Swimming x 4, Crawling x 1,5, Running x 0,5
(Multiple is times human speed)
MAGIC POWER: 0
(Ranges from 0-100)
HIT POINTS: 25-35
(If a human commoner has about 11 hit points)
------PROTECTION-------------------------------------
AVERAGE: 3
HEAD: 4
UPPER ARMS: 3
LOWER ARMS: 4
LEGS: 3
BODY: 3
TAIL(S): 3
(If Full Plate Armour is 10)
The skin of the Nen'guan is smooth and slippery, but still rather thick. The arms and face are harder and scaly.
------ATTACKS/DAMAGE---------------------------
1 TUSK BITE: 2-4
2 CLAWS: 1-6
2 SABRE CLAWS: 1-8
2 TAIL LASHES: 1-8
2 STINGING ANTENNAE: 1 (+ nerve poison, see 'Powers')
(If a Long Sword makes a damage of 1-8)
The Nen'guan has a large arsenal of natural weapons, but uses mainly its double pair of arms when fighting human-sized foes, and similar prey. If it can safely get close with its head it also attacks with the mouth and its poisonous stinging antennae (See 'Powers'). The split tail of the creature is mainly used for swimming, hypnotizing, and to ward off pursuers in the case of retreat.
------POWERS/EFFECT-------------------------------
HYPNOTIC MOVES: The Nen'guan can combine its intense stare with wave-like movements of its many body parts to hypnotize a victim. This takes one round. If a saving throw against mental resilience fails the being thus hypnotized suffers a 50% minus to all throws while the Nen'guan stays close.
POISONOUS STING: Upon the Nen'guan head are two antennae with purple, leaf-like ends. These inflict a paralyzing effect that can be lethal. If a saving throw against poison (or endurance) is failed the victim is instantly and fully paralyzed for 5-50 minutes. If the saving throw failure is complete (5% risk) the victim is paralyzed at once, and death follows within two minutes.
------DESCRIPTION------------------------------------
The Nen'guan is a long and powerful reptilian creature, who's front-most part has humanoid protrusions. It can drag its long body while stumbling upon the man-like legs, but usually moves like a legless sea serpent, lifting the humanoid part up into the air when necessary. In water it swims swiftly, with little use of its limbs.
While most of its day is spent idle upon the bottom, stunning and eating small prey close at hand, it submerges at dusk to hunt for larger meals. The Nen'guan is fiercely aggressive while on land, and seeks to kill and consume any kind of large beasts or beings. Stories say that the creature was once an ordinary snake of the water, that one day ate the egg of a demon queen. Thus, according to folk-lore, the serpent eats the fish of the lake, while the demonic progeny takes over by nightfall, to slay and to still its unnatural hunger.
The Nen'guan live alone or in small families. The female and the young are not as powerful, but look similar to the male. While the young have a greenish skin the adults turn brown or black, except for the brighter and more vivid head and upper limbs. The scales on the Nen'guan arms can shimmer like gold. Treasure hunters have been known to vanish while walking along the shores of great lakes, attracted to glimmering of discarded scales. These can be used for jewelry and usually fetch a good price. Some warn that the creatures tear off these scales willingly, to leave them dazzling on the shoreline as bait.
In the winter of cold regions the Nen'guans turns pale. They take on a life-less look and their eyes become dark like the deep of night. Though they remain submerged most of the snowy season, they occasionally push through the ice to feed. At such seasons the hypnotizing power is gone, but the dreadful zombie-like look of the beast can be equally unsettling. Single Nen'guans have been spotted far away from any lake, moving ghoulishly through the woods, or even in the streets of snowy towns. These occasions, of seemingly lost and aimless behavior, are a mystery even to the best of zoologists.
Some claim to have heard the Nen'guan speak, or whisper, but there are no recollections of actual words. The post-traumatic nightmares of surviving hypnotized beings seem to be very disturbing. Many of them describe the creature in terms suiting a much more intelligent and charming beast. Though the majority of witnesses tell of a monstrous creature, these insist on mysterious qualities. Poetic terms like 'sensual', 'divine dancing' and 'starlight fury' have been recorded more than once.
The Nen'guan live to be about 60 years old, and have no known aims but feeding and reproduction. It breaths through gills in water, and on land through lunges situated between the lower set of arms. It smells like the sediments of muddy lakes, and is fairly silent but for low hissing sounds when excited.
© Copyright 2010 - Nicholas Cloister
Thursday, August 26, 2010
Birds interfere in human politics
After a terribly long break of concept work, parental leave, and a spiritual retreat, I'm very happy to be back here. As I wanted to get started right away, I pretty much let the brush decide this time. What showed up was this mythological-ish creature. Perhaps not the most useful of beasts in all campaigns, but as I liked the mood, I had to go through with this one.
Not much more to say really, more than that I'm thankful that there are still some of you returning to check out this blog, despite the long break. I cannot make any promises for the future, but for sure, I'd love to see more creatures here! :)
Cheers!
≡DHONDOROS≡
------GENERAL-----------------------------------------
CATEGORY: Ethereal Power
TERRAIN: Any (The Ethereal Plane of Existence)
FOOD: Ethereal (spirits and souls)
AGGRESSION: Controlled
SIZE: 8-9 feet (240-270 cm) tall
NUMBERS: 1-5
------CHARACTERISTICS-----------------------------
STRENGTH: 23-25
AGILITY: 14-18
ENDURANCE: 18-25
INTELLIGENCE: 18-25
MENTAL RESILIENCE: 18-25
CHARM: 11-12
(If stats of a human ranges from 3 to 18)
SPEED: Running x 4, Flying (eagle x 5)
(Multiple is times human speed)
MAGIC POWER: 30-100
(Ranges from 0-100)
HIT POINTS: 40-60
(If a human commoner has about 11 hit points)
------PROTECTION-------------------------------------
AVERAGE: 4
HEAD: 4
BODY: 4
LEGS: 3
ETHEREAL TONGUE: 0
(If Full Plate Armour is 10)
The material body of the Dhondoros is covered with thick hide and feathers, giving it sufficient protection when in physical form.
------ATTACKS/DAMAGE---------------------------
2 CLAWS: 2-8
1 BEAK: 2-6
(If a Long Sword makes a damage of 1-8)
The Dhondoros never attacks with its bodily weapons, but may occasionally defend itself with these physical means.
------POWERS/EFFECT-------------------------------
ETHEREAL COMMAND: The Dhondoros has the power to speak words of command through the ethereal dimension. On the material plane this voice is loud, deep and bellowing. Here it contains no words, but on the ethereal level it reaches into the souls/spirits of all within the range of sound. It commands obedience. Unless a tough mental resilience roll is passed, all beings and beast must follow. These commands are never complex, but stay in the line of “listen”, “halt”, “turn back”, “go home”, “yield” etc. This power may be used three times a day.
ETHEREAL WALL: Once a day the Dhondoros can conjure forth an ethereal wall, stopping all ethereal bodies (and thus the corresponding material one) The wall is a slight shimmer of bluish white that might be missed on a bright day, but to all spirits and souls it is impenetrable. It lasts for 15-20 hours and cannot be undone. The wall can be 30 feet (10 meters) high, 18 miles (30 kilometers) wide, and a single foot in breadth. It reaches through all matter and cannot be scaled on the physical plane.
ETHEREAL HUNGER: To remain materialized the Dhondoros must eat. It feeds on nothing but the souls and spirits of beings and creatures. Once every ten minutes a new human-sized soul, or an equal volume, must be consumed. This is done by throwing out a swift ethereal tube into the body of the prey. The ethereal “tongue” can be seen on the material plane, but can only be damaged by magical weapons. It is extremely fast and hard to see (especially in daylight). The whole process of eating takes a single round. Agility and speed can be used as defense, but armours are of no use (Some spells and magical armours may offer protection.) The tube, which issues from the beak of the Dhondoros, may extend up to 165 feet (50 meters).
------DESCRIPTION------------------------------------
Every now and then in the history of every world, minor gods interfere with the business of mortal beings and beasts. Still subjects to desire, some higher powers cannot help themselves from disturbing the ordinary fate of things.
The Dhondoros are said to be messengers of such powers. They have been witnessed to appear suddenly in the midst of great battles, and in the center of throne rooms and courts. There they have wreaked their terrible powers, shortly and efficiently, only to disappear again once it is done. Occasionally they have materialized before single individuals, to turn their minds about, or to deliver powerful information. These occasions are rare and very little is known about the creatures.
The Dhondoros normally inhabit The Ethereal Plane of Existence. What they do in this, their natural abode, is unknown to the scholars here. If they are captured and brought into service, or willfully in aid of higher powers, is unclear. But always they seem to speak for someone else. At will they can create a material body, but move on ethereal wings even in earthly form. They are tall, majestic, and their presence is foreboding.
Apart from their ethereal powers the Dhondoros may know and use any amount of spells and languages. Rare stories speak of them as helpful and guiding, but most portray them as a dark and mysterious powers, feeding on random spirits to please their hunger and purpose. At times they descend upon the world from above, and at other occasions they simply appear; always with unearthly might and command.
Except for the transparant and bluish aspect, the ethereal bodies of the Dhondoros are similar to, but more graceful than, their material ones. They are rare also in the ethereal realms, but may be spotted in greater numbers once encountered. Sacred texts say they were once steeds to the Powers of Old, who rode them in the times before the making of Earth and Water. Now, though set free, they still obey their former masters – those who made them, and those who treated them well and honorably. The Dhondoros are immortal unless slain.
© Copyright 2010 - Nicholas Cloister
Not much more to say really, more than that I'm thankful that there are still some of you returning to check out this blog, despite the long break. I cannot make any promises for the future, but for sure, I'd love to see more creatures here! :)
Cheers!
≡DHONDOROS≡
------GENERAL-----------------------------------------
CATEGORY: Ethereal Power
TERRAIN: Any (The Ethereal Plane of Existence)
FOOD: Ethereal (spirits and souls)
AGGRESSION: Controlled
SIZE: 8-9 feet (240-270 cm) tall
NUMBERS: 1-5
------CHARACTERISTICS-----------------------------
STRENGTH: 23-25
AGILITY: 14-18
ENDURANCE: 18-25
INTELLIGENCE: 18-25
MENTAL RESILIENCE: 18-25
CHARM: 11-12
(If stats of a human ranges from 3 to 18)
SPEED: Running x 4, Flying (eagle x 5)
(Multiple is times human speed)
MAGIC POWER: 30-100
(Ranges from 0-100)
HIT POINTS: 40-60
(If a human commoner has about 11 hit points)
------PROTECTION-------------------------------------
AVERAGE: 4
HEAD: 4
BODY: 4
LEGS: 3
ETHEREAL TONGUE: 0
(If Full Plate Armour is 10)
The material body of the Dhondoros is covered with thick hide and feathers, giving it sufficient protection when in physical form.
------ATTACKS/DAMAGE---------------------------
2 CLAWS: 2-8
1 BEAK: 2-6
(If a Long Sword makes a damage of 1-8)
The Dhondoros never attacks with its bodily weapons, but may occasionally defend itself with these physical means.
------POWERS/EFFECT-------------------------------
ETHEREAL COMMAND: The Dhondoros has the power to speak words of command through the ethereal dimension. On the material plane this voice is loud, deep and bellowing. Here it contains no words, but on the ethereal level it reaches into the souls/spirits of all within the range of sound. It commands obedience. Unless a tough mental resilience roll is passed, all beings and beast must follow. These commands are never complex, but stay in the line of “listen”, “halt”, “turn back”, “go home”, “yield” etc. This power may be used three times a day.
ETHEREAL WALL: Once a day the Dhondoros can conjure forth an ethereal wall, stopping all ethereal bodies (and thus the corresponding material one) The wall is a slight shimmer of bluish white that might be missed on a bright day, but to all spirits and souls it is impenetrable. It lasts for 15-20 hours and cannot be undone. The wall can be 30 feet (10 meters) high, 18 miles (30 kilometers) wide, and a single foot in breadth. It reaches through all matter and cannot be scaled on the physical plane.
ETHEREAL HUNGER: To remain materialized the Dhondoros must eat. It feeds on nothing but the souls and spirits of beings and creatures. Once every ten minutes a new human-sized soul, or an equal volume, must be consumed. This is done by throwing out a swift ethereal tube into the body of the prey. The ethereal “tongue” can be seen on the material plane, but can only be damaged by magical weapons. It is extremely fast and hard to see (especially in daylight). The whole process of eating takes a single round. Agility and speed can be used as defense, but armours are of no use (Some spells and magical armours may offer protection.) The tube, which issues from the beak of the Dhondoros, may extend up to 165 feet (50 meters).
------DESCRIPTION------------------------------------
Every now and then in the history of every world, minor gods interfere with the business of mortal beings and beasts. Still subjects to desire, some higher powers cannot help themselves from disturbing the ordinary fate of things.
The Dhondoros are said to be messengers of such powers. They have been witnessed to appear suddenly in the midst of great battles, and in the center of throne rooms and courts. There they have wreaked their terrible powers, shortly and efficiently, only to disappear again once it is done. Occasionally they have materialized before single individuals, to turn their minds about, or to deliver powerful information. These occasions are rare and very little is known about the creatures.
The Dhondoros normally inhabit The Ethereal Plane of Existence. What they do in this, their natural abode, is unknown to the scholars here. If they are captured and brought into service, or willfully in aid of higher powers, is unclear. But always they seem to speak for someone else. At will they can create a material body, but move on ethereal wings even in earthly form. They are tall, majestic, and their presence is foreboding.
Apart from their ethereal powers the Dhondoros may know and use any amount of spells and languages. Rare stories speak of them as helpful and guiding, but most portray them as a dark and mysterious powers, feeding on random spirits to please their hunger and purpose. At times they descend upon the world from above, and at other occasions they simply appear; always with unearthly might and command.
Except for the transparant and bluish aspect, the ethereal bodies of the Dhondoros are similar to, but more graceful than, their material ones. They are rare also in the ethereal realms, but may be spotted in greater numbers once encountered. Sacred texts say they were once steeds to the Powers of Old, who rode them in the times before the making of Earth and Water. Now, though set free, they still obey their former masters – those who made them, and those who treated them well and honorably. The Dhondoros are immortal unless slain.
© Copyright 2010 - Nicholas Cloister
Monday, May 24, 2010
Smells like the ocean turned bad
Here is one of those creatures that I think can suit a variety of settings. I can see it working quite well in fantasy, horror and sci-fi worlds alike. In my eyes it is quite disgusting, which means I like it..., and though it may not be one of those creatures oozing with mystery and fantasy, I think this is one of my personal favourites so far. What do you think?
It may be that when I categorise these creatures they end up in a group that they shouldn't be in from a strict and scientific point of view. Though, in a fictitious world these categories may differ and be wider than in our own. At least that is how I think of it. When I decide that this is a crustacean I do so because it reminds me of one. In any case, it is not a mammal. Though intelligent beyond any crayfish you have ever eaten, you should think of a monstrous alien crab when you imagine it in action.
≡CALMOROCK≡
------GENERAL-----------------------------------------
CATEGORY: Crustacean
TERRAIN: Salt water coasts
FOOD: Carnivore
AGGRESSION: Normal to high
SIZE: 7 - 8 feet, (210-240 cm) tall
NUMBERS: 1-10
------CHARACTERISTICS-----------------------------
STRENGTH: 24-32
AGILITY: 6-10
ENDURANCE: 17-20
INTELLIGENCE: 2-5
MENTAL RESILIENCE: 2-8
CHARM: 0
(If stats of a human ranges from 3 to 18)
SPEED: Running x 1, Swimming x 1
(Multiple is times human speed)
MAGIC POWER: 0
(Ranges from 0-100)
HIT POINTS: 22-32
(If a human commoner has about 11 hit points)
------PROTECTION-------------------------------------
AVERAGE: 9
HEAD: 6
ARMS: 7
LEGS: 7
BACK: 12
CHEST: 10
"TAIL": 11
(If Full Plate Armour is 10)
The main body of the Calmorock is held together by a hard exoskeleton that makes it very hard to kill. The limbs are bony and very tough, but lack the outer protection of the torso and back. The weakest point is the head, which the creature holds high to keep it away from the danger.
------ATTACKS/DAMAGE---------------------------
2 CLAWS: 2-6
2 SUCTION CUP SLAPS: 2-4 (+ sucking damage)
1 BITE: 1-4 (Normally not used in fighting)
(If a Long Sword makes a damage of 1-8)
The Calmorock uses its front and hind legs to skillfully seek out food hidden in sand and crevices. In combat it may position itself on the hind legs and use the front ones for powerful slaps. When a suction cup hits unprotected skin it will inflict and extra 2-4 points of damage, while ripping the skin and flesh off the bone. The cups will attach to plate armour like ticks to hide, and drag opponents off their feet (dexterity/agility saving throw). Unless the creature willfully lets go there is no other way of seperating the cups from a smooth surface than cutting them off. When badly injured the Calmorock will seek the sanctuary of the ocean.
------DESCRIPTION------------------------------------
The Calmorock is a wandering creature. It has no lair or area of choice, but follows the coastline ever onward in search for food. It prefers the rich and easy spoils of the sea, like wounded seals or stranded whales, but will eat anything it can get hold of. All kinds of flesh, alive or dead, fresh or rotten, is consumed with great fervour.
Though not very quick or agile the Calmorock can move over basically any terrain. Its strong fingers and suction cupped front legs enables it to haul itself up most surfaces. With great patience it slowly empties all nooks and hollows from life, seemingly unmoved by changes in climate or weather. Houses situated near the sea is treated no differently than any coastline cave, and the life forms within will be caught and devoured if possible.
When in water the creature walks on the bottom, but can swim, if a bit awkwardly. They use the water mainly as a means of shelter and as a place for reproduction. If the short coastline of smaller islands turn out to hold little food the creature moves on by clever means to more promising shores. By attaching itself to larger beasts of the sea, or to the underside of great ships, it picks up a swift ride to new and richer "pastures".
While the Calmorock tend to move about in families of 3-10 creatures, they have no trouble surviving on their own. In frozen and lifeless regions they turn on each other to survive, and typically the young are killed first. The creatures are often detected from a distance by their smell, which can be recognised from miles away, and is reminiscent of fish and seaweed left to decompose in the sun, but with a sour strength that no Calmorock-free shore can offer. They live for about twenty years, have a dark and bluish blood, and those who know how to get rid of the smell, can use parts of their exoskeleton as rather light-weight and efficient armour.
© Copyright 2010 - Nicholas Cloister
It may be that when I categorise these creatures they end up in a group that they shouldn't be in from a strict and scientific point of view. Though, in a fictitious world these categories may differ and be wider than in our own. At least that is how I think of it. When I decide that this is a crustacean I do so because it reminds me of one. In any case, it is not a mammal. Though intelligent beyond any crayfish you have ever eaten, you should think of a monstrous alien crab when you imagine it in action.
≡CALMOROCK≡
------GENERAL-----------------------------------------
CATEGORY: Crustacean
TERRAIN: Salt water coasts
FOOD: Carnivore
AGGRESSION: Normal to high
SIZE: 7 - 8 feet, (210-240 cm) tall
NUMBERS: 1-10
------CHARACTERISTICS-----------------------------
STRENGTH: 24-32
AGILITY: 6-10
ENDURANCE: 17-20
INTELLIGENCE: 2-5
MENTAL RESILIENCE: 2-8
CHARM: 0
(If stats of a human ranges from 3 to 18)
SPEED: Running x 1, Swimming x 1
(Multiple is times human speed)
MAGIC POWER: 0
(Ranges from 0-100)
HIT POINTS: 22-32
(If a human commoner has about 11 hit points)
------PROTECTION-------------------------------------
AVERAGE: 9
HEAD: 6
ARMS: 7
LEGS: 7
BACK: 12
CHEST: 10
"TAIL": 11
(If Full Plate Armour is 10)
The main body of the Calmorock is held together by a hard exoskeleton that makes it very hard to kill. The limbs are bony and very tough, but lack the outer protection of the torso and back. The weakest point is the head, which the creature holds high to keep it away from the danger.
------ATTACKS/DAMAGE---------------------------
2 CLAWS: 2-6
2 SUCTION CUP SLAPS: 2-4 (+ sucking damage)
1 BITE: 1-4 (Normally not used in fighting)
(If a Long Sword makes a damage of 1-8)
The Calmorock uses its front and hind legs to skillfully seek out food hidden in sand and crevices. In combat it may position itself on the hind legs and use the front ones for powerful slaps. When a suction cup hits unprotected skin it will inflict and extra 2-4 points of damage, while ripping the skin and flesh off the bone. The cups will attach to plate armour like ticks to hide, and drag opponents off their feet (dexterity/agility saving throw). Unless the creature willfully lets go there is no other way of seperating the cups from a smooth surface than cutting them off. When badly injured the Calmorock will seek the sanctuary of the ocean.
------DESCRIPTION------------------------------------
The Calmorock is a wandering creature. It has no lair or area of choice, but follows the coastline ever onward in search for food. It prefers the rich and easy spoils of the sea, like wounded seals or stranded whales, but will eat anything it can get hold of. All kinds of flesh, alive or dead, fresh or rotten, is consumed with great fervour.
Though not very quick or agile the Calmorock can move over basically any terrain. Its strong fingers and suction cupped front legs enables it to haul itself up most surfaces. With great patience it slowly empties all nooks and hollows from life, seemingly unmoved by changes in climate or weather. Houses situated near the sea is treated no differently than any coastline cave, and the life forms within will be caught and devoured if possible.
When in water the creature walks on the bottom, but can swim, if a bit awkwardly. They use the water mainly as a means of shelter and as a place for reproduction. If the short coastline of smaller islands turn out to hold little food the creature moves on by clever means to more promising shores. By attaching itself to larger beasts of the sea, or to the underside of great ships, it picks up a swift ride to new and richer "pastures".
While the Calmorock tend to move about in families of 3-10 creatures, they have no trouble surviving on their own. In frozen and lifeless regions they turn on each other to survive, and typically the young are killed first. The creatures are often detected from a distance by their smell, which can be recognised from miles away, and is reminiscent of fish and seaweed left to decompose in the sun, but with a sour strength that no Calmorock-free shore can offer. They live for about twenty years, have a dark and bluish blood, and those who know how to get rid of the smell, can use parts of their exoskeleton as rather light-weight and efficient armour.
© Copyright 2010 - Nicholas Cloister
Wednesday, May 12, 2010
Intelligent slugs found in forest
Looks like I have some commissions coming up again... already. However, I made haste and managed to get some life into this creature before the new work descriptions lands in my inbox. I thought the last creature was pretty dark, so this week I'm countering with a kind creation. I'm not a big fan of the general centaur idea (upper body humanoid, the rest beast of some kind) but in some cases one has to make an exception, right? Feel free to state your own opinion in the comments, and if you actually make use of any of these creatures in a your campaigns I'd love to hear about it. Why not tell us some about the adventure? Write me an email, and I might publish the story in the blog here, with your permission, of course.
Also, a thanks to Gaming Brouhaha for recommending this blog! Now, it is time to meet the Nemunn.
≡NEMUNN≡
------GENERAL-----------------------------------------
CATEGORY: Unknown
TERRAIN: Forests and hollows
FOOD: Omnivore
AGGRESSION: None
SIZE: 6-7 feet (180-210 cm) tall
NUMBERS: 1-2
------CHARACTERISTICS-----------------------------
STRENGTH: 15-18
AGILITY: 4-7
ENDURANCE: 5-13
INTELLIGENCE: 14-17
MENTAL RESILIENCE: 14-17
CHARM: 0
(If stats of a human ranges from 3 to 18)
SPEED: Running (Crawling) x 0,5
(Multiple is times human speed)
MAGIC POWER: 20
(Ranges from 0-100)
HIT POINTS: 15-25
(If a human commoner has about 11 hit points)
------PROTECTION-------------------------------------
AVERAGE: 3
HEAD: 2
ARMS: 3
SLUG BODY: 2
UPRIGHT BODY: 3
(If Full Plate Armour is 10)
The slug-like part of a Nemunn's body is like thick rubber with fur on top, but the inner tissue of it is soft and sensitive. The upright portion of the creature can be compared to truly hard leather, and in places to tough, solid wood. All inner organs (except for the brain) are located in the slug-like part of the body, so the front portion is more or less like a living tree, with only a single central vessel of blood running through it. This part can be chopped and damaged, disabling the Nemunn, but apart from hits to the brain, and to the very core, injuries here do not cause loss of hit points or pain to the creature.
------ATTACKS/DAMAGE---------------------------
2 CLAWS/FISTS: 2-6
(If a Long Sword makes a damage of 1-8)
The Nemunn is a gentle creature, that rarely engages in any kind of fighting. The predators of the forests leave them alone due to the poisonous smell of their Mollusca flesh, and otherwise inedible body. When hostile forces move into their areas the Nemunn usually move away or makes use of skilfull camouflage.
------POWERS/EFFECT-------------------------------
REGENERATE AND EXTEND ARMS: In part the Nemunn is a plant, and the creature have inherited the plant's power to grow. When it wishes to it can extend the length of its arms up to 10 yards (3,6-9 meters) in a matter of minutes. This quick growth cannot be retracted or undone, so the creature will have to live with the extended limbs for the rest of its life. Therefore the Nemunn only makes use of this ability in truly important situations. Some of them wilfully have very long arms cut off, since new hands will grow back on the stumps. This however takes about a year, and is also preferably avoided. Growth can only be applied to the arms of the creature. Due to this power the length of the arms of Nemmuns might vary significantly.
CAMOUFLAGE: The Nemunn can shift the colours of its hair (which is actually moss) and snail-like body very swiftly, but the power is limited to the natural and common colours of the woods. The face and arms cannot be re-coloured, but the creature can remain absolutely still in most positions for up to a week, without flinching.
------DESCRIPTION------------------------------------
Tales say that the Nemunns are born from the trees. It may in fact look like it, but the egg of the creature (produced without mating) is placed within a hole of a tree. From there it goes into a larva state and eats away the interior of the tree host. Green hair-like moss then sprouts out of the larva to penetrate the shell of the tree. For some time then the larva is nourished directly by the leaves and the roots of its tree nanny. This dependence lasts for up to twenty years and during that time the cells of the Nemunn larva inherit tree-like qualities, before transforming the larva into a fully grown Nemunn. The mature creature then breaks out its tree shell and starts its life in the forest.
The Nemunns prefer to be outdoors, but take shelter and sleep in hollows and tunnels just beneath the root ceiling of the forest. There they usually have a collection of various herbs, plants, roots, and flowers, and a space of some kind where they grind, mix, and create wondrous ointments of healing and power. The creatures are master botanists and have deep and mysterious knowledge of all that grows. It uses its various mixtures for rituals of spiritual communion with the forest, but also for healing and helping creatures and other inhabitants of their leafy homelands. They may also know some wordless druidic spells.
The Nemunn doesn't speak but understand the languages it has overheard or encountered during its long life. It can also communicate with unconscious creatures and beings by sticking strands of its moss hair into the creatures flesh. This way it can get an understanding of what needs to be done to awake the unconscious one from slumber, but it cannot receive actual words or advanced messages.
Preferably on their own, or occasionally in pairs these genderless creatures live their lives peacefully and avoid the worries of the outer world. At times however their compassionate nature, and desire to help, may lure them away from their homes and security. Especially if trees, or creatures of the forest are in danger, the Nemunn may take action outside its zone of comfort.
The Nemunns make use of simple tools, but never blades or weapons. To gather the herbs and ingredients they desire from the woods, they use their flexible claws. These can be turned around 180 degrees and the Nemunn control them with great dexterity. Otherwise the creature is slow and though it can haul itself and crawl over challenging terrain, it prefers to remain where the ground is fairly flat and where the forest isn't too dense.
These creatures live to be about 300 years old. They feed on worms, frogs, insects and the eggs of birds. They also get some energy from the sun through the moss on their backs and heads. When no energy is available they can become absolutely still and survive for up ten months without eating or drinking.
© Copyright 2010 - Nicholas Cloister
Also, a thanks to Gaming Brouhaha for recommending this blog! Now, it is time to meet the Nemunn.
≡NEMUNN≡
------GENERAL-----------------------------------------
CATEGORY: Unknown
TERRAIN: Forests and hollows
FOOD: Omnivore
AGGRESSION: None
SIZE: 6-7 feet (180-210 cm) tall
NUMBERS: 1-2
------CHARACTERISTICS-----------------------------
STRENGTH: 15-18
AGILITY: 4-7
ENDURANCE: 5-13
INTELLIGENCE: 14-17
MENTAL RESILIENCE: 14-17
CHARM: 0
(If stats of a human ranges from 3 to 18)
SPEED: Running (Crawling) x 0,5
(Multiple is times human speed)
MAGIC POWER: 20
(Ranges from 0-100)
HIT POINTS: 15-25
(If a human commoner has about 11 hit points)
------PROTECTION-------------------------------------
AVERAGE: 3
HEAD: 2
ARMS: 3
SLUG BODY: 2
UPRIGHT BODY: 3
(If Full Plate Armour is 10)
The slug-like part of a Nemunn's body is like thick rubber with fur on top, but the inner tissue of it is soft and sensitive. The upright portion of the creature can be compared to truly hard leather, and in places to tough, solid wood. All inner organs (except for the brain) are located in the slug-like part of the body, so the front portion is more or less like a living tree, with only a single central vessel of blood running through it. This part can be chopped and damaged, disabling the Nemunn, but apart from hits to the brain, and to the very core, injuries here do not cause loss of hit points or pain to the creature.
------ATTACKS/DAMAGE---------------------------
2 CLAWS/FISTS: 2-6
(If a Long Sword makes a damage of 1-8)
The Nemunn is a gentle creature, that rarely engages in any kind of fighting. The predators of the forests leave them alone due to the poisonous smell of their Mollusca flesh, and otherwise inedible body. When hostile forces move into their areas the Nemunn usually move away or makes use of skilfull camouflage.
------POWERS/EFFECT-------------------------------
REGENERATE AND EXTEND ARMS: In part the Nemunn is a plant, and the creature have inherited the plant's power to grow. When it wishes to it can extend the length of its arms up to 10 yards (3,6-9 meters) in a matter of minutes. This quick growth cannot be retracted or undone, so the creature will have to live with the extended limbs for the rest of its life. Therefore the Nemunn only makes use of this ability in truly important situations. Some of them wilfully have very long arms cut off, since new hands will grow back on the stumps. This however takes about a year, and is also preferably avoided. Growth can only be applied to the arms of the creature. Due to this power the length of the arms of Nemmuns might vary significantly.
CAMOUFLAGE: The Nemunn can shift the colours of its hair (which is actually moss) and snail-like body very swiftly, but the power is limited to the natural and common colours of the woods. The face and arms cannot be re-coloured, but the creature can remain absolutely still in most positions for up to a week, without flinching.
------DESCRIPTION------------------------------------
Tales say that the Nemunns are born from the trees. It may in fact look like it, but the egg of the creature (produced without mating) is placed within a hole of a tree. From there it goes into a larva state and eats away the interior of the tree host. Green hair-like moss then sprouts out of the larva to penetrate the shell of the tree. For some time then the larva is nourished directly by the leaves and the roots of its tree nanny. This dependence lasts for up to twenty years and during that time the cells of the Nemunn larva inherit tree-like qualities, before transforming the larva into a fully grown Nemunn. The mature creature then breaks out its tree shell and starts its life in the forest.
The Nemunns prefer to be outdoors, but take shelter and sleep in hollows and tunnels just beneath the root ceiling of the forest. There they usually have a collection of various herbs, plants, roots, and flowers, and a space of some kind where they grind, mix, and create wondrous ointments of healing and power. The creatures are master botanists and have deep and mysterious knowledge of all that grows. It uses its various mixtures for rituals of spiritual communion with the forest, but also for healing and helping creatures and other inhabitants of their leafy homelands. They may also know some wordless druidic spells.
The Nemunn doesn't speak but understand the languages it has overheard or encountered during its long life. It can also communicate with unconscious creatures and beings by sticking strands of its moss hair into the creatures flesh. This way it can get an understanding of what needs to be done to awake the unconscious one from slumber, but it cannot receive actual words or advanced messages.
Preferably on their own, or occasionally in pairs these genderless creatures live their lives peacefully and avoid the worries of the outer world. At times however their compassionate nature, and desire to help, may lure them away from their homes and security. Especially if trees, or creatures of the forest are in danger, the Nemunn may take action outside its zone of comfort.
The Nemunns make use of simple tools, but never blades or weapons. To gather the herbs and ingredients they desire from the woods, they use their flexible claws. These can be turned around 180 degrees and the Nemunn control them with great dexterity. Otherwise the creature is slow and though it can haul itself and crawl over challenging terrain, it prefers to remain where the ground is fairly flat and where the forest isn't too dense.
These creatures live to be about 300 years old. They feed on worms, frogs, insects and the eggs of birds. They also get some energy from the sun through the moss on their backs and heads. When no energy is available they can become absolutely still and survive for up ten months without eating or drinking.
© Copyright 2010 - Nicholas Cloister