<?xml version='1.0' encoding='UTF-8'?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><feed xmlns='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/' xmlns:georss='http://www.georss.org/georss' xmlns:gd='http://schemas.google.com/g/2005' xmlns:thr='http://purl.org/syndication/thread/1.0'><id>tag:blogger.com,1999:blog-2772924205087344386</id><updated>2012-02-20T17:54:19.720+01:00</updated><category term='dark'/><category term='Vornorion'/><category term='bestiary'/><category term='frog'/><category term='creatures'/><category term='Nothnock'/><category term='towers'/><category term='Darratha'/><category term='bolt'/><category term='crypts'/><category term='reptilian'/><category term='free'/><category term='Mehrog'/><category term='beast'/><category term='art'/><category term='rhonx aibia'/><category term='rpg creatures'/><category term='wyrm'/><category term='Sarranath'/><category term='Ardhamma'/><category term='negga'/><category term='monster'/><category term='creautures'/><category term='montains'/><category term='Crombhala'/><category term='fantasy'/><category term='magicians'/><category term='two-legged'/><category term='Darwandir'/><category term='mollusc'/><category term='mammal'/><category term='glaciar'/><category term='dragon'/><category term='winged'/><category term='desert'/><category term='jhorlar'/><category term='creature concpts'/><category term='evil'/><category term='unearthly'/><category term='monster manual'/><category term='eBook'/><category term='healing'/><category term='faerie'/><category term='caves'/><category term='cliffs'/><category term='Cilluhin'/><category term='higher planes'/><category term='PDF'/><category term='Gharlakan'/><category term='Dhondoros'/><category term='carnivore'/><category term='catacombs'/><category term='Ra&apos;khuni'/><category term='rpg-creatures'/><category term='Aegarim'/><category term='ice'/><category term='Nemunn'/><category term='fire'/><category term='Lammathen'/><category term='creature compendium'/><category term='Con&apos;laih'/><category term='concepts'/><category term='monsters'/><category term='Demon'/><category term='power'/><category term='mythical'/><category term='design'/><category term='Nordjarimm'/><category term='mountains'/><category term='highlands'/><category term='Hon´Gaddha'/><category term='Ghondaar'/><category term='ocean'/><category term='ghord'/><category term='electric'/><category term='forests'/><category term='Elijinn'/><category term='oceanic'/><category term='Trollfrog'/><category term='orc'/><category term='fantasy art'/><category term='sea'/><category term='hieronaut'/><category term='polar'/><category term='Dharkhanian'/><category term='Gohrgin'/><category term='salt water'/><category term='ethereal'/><category term='Hiero'/><category term='form'/><category term='Bhorda'/><category term='beasts'/><category term='Enjirach'/><category term='ruins'/><category term='water'/><category term='Empharian'/><category term='Holath-Uhr'/><category term='scavenger'/><category term='macramé'/><category term='forest'/><category term='fantasy monsters'/><category term='reptile'/><category term='Ni-Oth'/><category term='plains'/><category term='concept'/><category term='dark faerie'/><category term='cloister'/><category term='ape'/><category term='undead'/><category term='creature concepts'/><category term='manual'/><category term='plant'/><category term='Myraclion'/><category term='Thelossian'/><category term='amphibian'/><category term='monster book'/><category term='Fungi'/><category term='Jarma-Loh'/><category term='pit fighting'/><category term='Nomancuan'/><category term='crustacean'/><category term='lake'/><category term='wizards'/><category term='games'/><category term='oceans'/><category term='mon&apos;thoris'/><category term='goat'/><category term='ghost'/><category term='magical'/><category term='abyss'/><category term='publishing'/><category term='life'/><category term='Chaerim witch'/><category term='Ferrenai'/><category term='print'/><category term='PanPanarih'/><category term='marshes'/><category term='herbivore'/><category term='bestariy'/><category term='fur'/><category term='rpg'/><category term='Marajack'/><category term='role-playing games'/><category term='creature concept'/><category term='Troll'/><category term='creature'/><category term='elor than'/><category term='witch'/><category term='vermin'/><category term='thief'/><category term='Gendrohka'/><category term='bestiary 1'/><title type='text'>RPG Creatures - a free online Bestiary</title><subtitle type='html'>Here you will find creatures, free to use in any non-commercial campaign, for any game of your choice. The ambition is to post a new creature every week, including stats and info to bring it to life. Hopefully this online resource will enrichen your adventures. 
All creatures concepts by Nicholas Cloister.</subtitle><link rel='http://schemas.google.com/g/2005#feed' type='application/atom+xml' href='http://rpg-creatures.blogspot.com/feeds/posts/default'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2772924205087344386/posts/default?max-results=100'/><link rel='alternate' type='text/html' href='http://rpg-creatures.blogspot.com/'/><link rel='hub' href='http://pubsubhubbub.appspot.com/'/><author><name>Nicholas Cloister</name><uri>http://www.blogger.com/profile/12248580372104422243</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><generator version='7.00' uri='http://www.blogger.com'>Blogger</generator><openSearch:totalResults>50</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>100</openSearch:itemsPerPage><entry><id>tag:blogger.com,1999:blog-2772924205087344386.post-3933922920981135050</id><published>2012-01-05T13:24:00.000+01:00</published><updated>2012-01-05T13:24:56.446+01:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='creautures'/><category scheme='http://www.blogger.com/atom/ns#' term='oceanic'/><category scheme='http://www.blogger.com/atom/ns#' term='ice'/><category scheme='http://www.blogger.com/atom/ns#' term='rpg'/><category scheme='http://www.blogger.com/atom/ns#' term='life'/><category scheme='http://www.blogger.com/atom/ns#' term='form'/><category scheme='http://www.blogger.com/atom/ns#' term='hieronaut'/><category scheme='http://www.blogger.com/atom/ns#' term='fantasy'/><category scheme='http://www.blogger.com/atom/ns#' term='concepts'/><category scheme='http://www.blogger.com/atom/ns#' term='cloister'/><category scheme='http://www.blogger.com/atom/ns#' term='Hiero'/><title type='text'>The Currents</title><content type='html'>Finally another creature! For those of you who keep track of RPG-creatures on &lt;a href="http://www.facebook.com/RPGcreatures"&gt;facebook&lt;/a&gt;, or through DeviantArt this illustration isn't new, but the description is. Thanks for the suggested descriptions, people!  &lt;br /&gt;&lt;br /&gt;So what's happening? Sadly I have to report that the quality of the printed Bestiary I from LULU suddenly dropped remarkably, and I felt that I could no longer rely on their service. Bestiary I is therefore unavailable in print, until further notice. You can still order the eBook/PDF through &lt;a href="http://www.rpgnow.com/product_info.php?products_id=94210"&gt;RPGNow&lt;/a&gt;, or the &lt;a href="http://paizo.com/store/downloads/cloisterPublications/v5748btpy8oxa&amp;source=search"&gt;Paizo&lt;/a&gt; store. &lt;br /&gt;&lt;br /&gt;2012 is currently very open for me. I might be freelancing. I might be teaching. I might be doing anything, but whatever comes along I also hope to make some updates to the bestiary. Those who live will see... Happy New Year btw.&lt;br /&gt;&lt;br /&gt;Normally I don't approve of aliens in fantasy setting. They seem superflous and misplaced somehow. This creature however may actually be from another planet. Just look at it.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr1"&gt;≡HIERONAUT≡&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.cloister.se/bilder2/hieronaut_1a.jpg" target="_blank"&gt;&lt;img height="643" src="http://www.cloister.se/bilder2/hieronaut_1a.jpg" width="430" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;GENERAL&lt;/span&gt;&lt;span class="crline"&gt;-----------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;CATEGORY:&lt;/strong&gt;&lt;span class="cr4"&gt; Unknown    &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;TERRAIN:&lt;/strong&gt;&lt;span class="cr4"&gt; Deep seas and ice sheets     &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;FOOD:&lt;/strong&gt;&lt;span class="cr4"&gt; Carnivore    &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;AGGRESSION:&lt;/strong&gt;&lt;span class="cr4"&gt; Normal  &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;&lt;strong&gt;SIZE:&lt;/strong&gt;&lt;/span&gt; &lt;span class="cr4"&gt; 25 feet (7,5 m) tall   &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;&lt;strong&gt;NUMBERS:&lt;/strong&gt;&lt;/span&gt; &lt;span class="cr4"&gt; 1  &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;CHARACTERISTICS&lt;/span&gt;&lt;span class="crline"&gt;-----------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;STRENGTH:&lt;/strong&gt;&lt;span class="cr4"&gt; 35-45&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;AGILITY:&lt;/strong&gt;&lt;span class="cr4"&gt;  4-6 (11-16 in water) &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;ENDURANCE:&lt;/strong&gt;&lt;span class="cr4"&gt; 10-12&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;INTELLIGENCE:&lt;/strong&gt;&lt;span class="cr4"&gt; 3-5 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;MENTAL RESILIENCE:&lt;/strong&gt;&lt;span class="cr4"&gt; 17-20 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;CHARM:&lt;/strong&gt;&lt;span class="cr4"&gt; 2-3 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If stats of humans range from 3 to 18) &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;SPEED:&lt;/strong&gt; &lt;span class="cr4"&gt; Run x 0,8, Swim x 10   &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(Multiple is times human speed)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;MAGIC POWER:&lt;/strong&gt;&lt;span class="cr4"&gt; 0 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(Ranges from 0-100)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;HIT POINTS:&lt;/strong&gt; &lt;span class="cr4"&gt;60-70 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If a human commoner has about 11 hit points)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;PROTECTION&lt;/span&gt;&lt;span class="crline"&gt;-------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;&lt;strong&gt;&lt;em&gt;AVERAGE&lt;/em&gt;&lt;/strong&gt;:&lt;/span&gt;&lt;span class="cr4"&gt; 4  &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;HEAD:&lt;/span&gt;&lt;span class="cr4"&gt; 1 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;BODY:&lt;/span&gt;&lt;span class="cr4"&gt; 2  &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;"FLIPPER" ARMS:&lt;/span&gt;&lt;span class="cr4"&gt; 8 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;TAIL:&lt;/span&gt;&lt;span class="cr4"&gt; 6 &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr4"&gt;The natural shell-like armor of the Hieronaut doesn't cover its underside, which is rather soft, sensitive, and vulnerable (protection:1).    &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;ATTACKS/DAMAGE&lt;/span&gt;&lt;span class="crline"&gt;---------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;2 FLIPPERS:&lt;/strong&gt;&lt;span class="cr4"&gt; 3-12  &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;TAIL TENTACLE TOUCH:&lt;/strong&gt;&lt;span class="cr4"&gt; 1 (see 'Powers') &lt;/span&gt;&lt;br /&gt;&lt;u&gt;In water:&lt;/u&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;1 BITE:&lt;/strong&gt;&lt;span class="cr4"&gt; 1-8  &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;1 TAIL BASH:&lt;/strong&gt;&lt;span class="cr4"&gt; 4-16 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If a Long Sword causes 1-8 points of damage)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr4"&gt;The Hieronaut is not a very agile creature on land, and risks falling over unless both arms and the tail are placed firmly on the ice. It can balance for a short moment on two of these, to shovel away (strike at) unwanted company, with one of its strange flippers. In the water it is a far more lethal creature, and may twist and turn at surprising speed. The tails and arms are not then supports for its weight but potential bone-breakers.     &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;POWERS/EFFECT&lt;/span&gt;&lt;span class="crline"&gt;-------------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;PRODUCE UNDEAD:  &lt;/strong&gt;&lt;span class="cr4"&gt;The Hieronaut has the power to wield unearthly energies, and through them call souls and spirits back to the place where they died. Awakened by the call of the Hieronaut, the dead attract new bodies, made from the elements at hand. Bound to service they follow the will of the great creature, as long as their new bodies endure. Upon the ice, where the Hieronaut is normally encountered, the souls of the dead draw to themselves layers of snow and ice. Like living statues, they once more walk the earth, in a frosty resemblance of their former bodies. Lacking the will and autonomy of true life, they ceaselessly follow the command of the Hieronaut. In this form, they have no need to feed, and no desire to eat. &lt;br /&gt;&lt;br /&gt;The short white tentacles at the end of the Hieronaut's tails are used to control the strange energies involved in commanding the souls of the dead. If these tentacles come in contact with living beings there is a chance (saving throw vs Mental Resilience) that the souls of those beings fall under the command of the Hieronaut. This slavery lasts until a successful saving throw is completed. A new roll may be performed every 10 minutes, (or every 10 rounds in combat situations). Since the creature stays upright with the help of its split tail, tentacle attacks can only be aimed at targets within their natural range. &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;DESCRIPTION&lt;/span&gt;&lt;span class="crline"&gt;------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;span class="cr4"&gt;Far beneath the wild waves, in the hidden depths of the sea, live the Hieronaut. Covered in fluorescent bulbs, they light up spaces never touched by sunlight with arrays of pulsing light. Here they dwell their entire lives, and surface only for a single purpose – to encapsulate their eggs in vessels of ice. The creatures produce upon the oceanic ice sheet a mound of translucent eggs. These look a lot like giant frog eggs but with a scarlet fetus in the center. They treat this mound with great care, and by adding water and snow they make sure that every egg is surrounded by a thick and opaque layer of ice. When the work is over the Hieronaut stays with its spawn and protects them until the ice melts. To make sure the mound is unharmed it applies its special power and calls a number of sentinels to its aid.&lt;br /&gt;&lt;br /&gt;The Hieronaut typically picks a location where many beings have perished. This may be above the wreck of a great ship, or even the place where once armadas clashed in naval battle. They do so to make sure that many will hear its command, and return to the location of their demise. A strategic Hieronaut can summon a small army of snowmen or ice soldiers to protect its eggs upon the ice. If there is debris, gravel, or other materials near by, the awakened souls will make use of these as well as frozen water to regenerate physical bodies. Risen in this way, the undead gathering emit a white eerie light which surrounds them wherever they walk. Normally, this guard will stay very close to the mound, but if the Hieronaut sees other needs, to ensure the safety of its offspring, it may send them off on various missions. &lt;br /&gt;&lt;br /&gt;As spring comes and the ice melts, the creature keeps its eggs covered until the sheet breaks open. Then it releases them and lets the waves carry them away. The eggs travel until their capsules melt, and at that point the larva break free and descend into the depths of the ocean. Spread out, and hopefully a long distance from their parents, the newborn Hieronauts start their lives in fresh hunting grounds, and thus have a better chance to continue the enigma of their ancestors.&lt;br /&gt;&lt;br /&gt;No details are known about the deep sea life of the Hieronauts, but their mysterious power, might, and odd appearance have given rise to a number of tales. One of the most common claims the Hieronauts have come from beyond the stars, to scan the bottoms for the items of power of a lost civilization, and that they will stay and multiply until these are found. They live for centuries in the depths, and surface only every 40-50 years, to protect their eggs from the predators of the sea, and to make sure their random dispersion by the currents and winds of the sea. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;i&gt;(Check out more creatures in the 'Creature Archive' menu to the left.)&lt;/i&gt;&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;table border="0" cellpadding="0" cellspacing="0" style="width: 150px;"&gt;&lt;tbody&gt;&lt;tr&gt; &lt;td&gt;&lt;br /&gt;&lt;iframe allowtransparency="true" frameborder="0" scrolling="no" src="http://www.facebook.com/plugins/like.php?href=http%3A%2F%2Frpg-creatures.blogspot.com&amp;amp;layout=box_count&amp;amp;show_faces=false&amp;amp;width=100&amp;amp;action=recommend&amp;amp;font=arial&amp;amp;colorscheme=light&amp;amp;height=65" style="border: currentColor; height: 65px; overflow: hidden; width: 100px;"&gt;&lt;/iframe&gt;&lt;/td&gt; &lt;td&gt;&lt;div style="float: right; padding: 4px;"&gt;&lt;script type="text/javascript"&gt;tweetmeme_url = '&lt;$BlogItemPermalinkUrl$&gt; ';tweetmeme_source = 'NCloister';&lt;/script&gt;&lt;br /&gt;&lt;script src="http://tweetmeme.com/i/scripts/button.js" type="text/javascript"&gt;&lt;/script&gt;&lt;/div&gt;&lt;/td&gt; &lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;br /&gt;&lt;span class="cr5"&gt;© Copyright 2011 - Nicholas Cloister&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2772924205087344386-3933922920981135050?l=rpg-creatures.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://rpg-creatures.blogspot.com/feeds/3933922920981135050/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://rpg-creatures.blogspot.com/2012/01/currents.html#comment-form' title='5 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2772924205087344386/posts/default/3933922920981135050'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2772924205087344386/posts/default/3933922920981135050'/><link rel='alternate' type='text/html' href='http://rpg-creatures.blogspot.com/2012/01/currents.html' title='The Currents'/><author><name>Nicholas Cloister</name><uri>http://www.blogger.com/profile/12248580372104422243</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>5</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2772924205087344386.post-610409933126855646</id><published>2011-09-09T16:48:00.008+02:00</published><updated>2011-12-01T10:37:36.262+01:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='creature compendium'/><category scheme='http://www.blogger.com/atom/ns#' term='bestiary 1'/><category scheme='http://www.blogger.com/atom/ns#' term='monster book'/><category scheme='http://www.blogger.com/atom/ns#' term='monster manual'/><category scheme='http://www.blogger.com/atom/ns#' term='print'/><category scheme='http://www.blogger.com/atom/ns#' term='rpg creatures'/><title type='text'>Bestiary I - Now available in PRINT!</title><content type='html'>'RPG Creatures - Bestiary I' is finally available as a printed book!&lt;br /&gt;This is what the 136 pages 'RPG-Creatures - Bestiary I' contains:&lt;br /&gt;&lt;br /&gt;&lt;span style="color: #666666; font-family: Georgia, &amp;quot;Times New Roman&amp;quot;, serif;"&gt;* 5 book exclusive creatures, which&amp;nbsp;I will&amp;nbsp;never post&amp;nbsp;anywhere online, &lt;/span&gt;&lt;span style="color: #666666; font-family: Georgia, &amp;quot;Times New Roman&amp;quot;, serif;"&gt;plus the&amp;nbsp;first 45 from the blog, for a total of 50 original creatures.&lt;/span&gt;&lt;br /&gt;&lt;div style="text-align: left;"&gt;&lt;span style="color: #666666; font-family: Georgia, &amp;quot;Times New Roman&amp;quot;, serif;"&gt; * 50 full-page color illustrations&amp;nbsp;of the creatures, and&amp;nbsp;full descriptions&lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;span style="color: #666666; font-family: Georgia, &amp;quot;Times New Roman&amp;quot;, serif;"&gt;* An alphabetical index of the creatures&lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;span style="color: #666666; font-family: Georgia, &amp;quot;Times New Roman&amp;quot;, serif;"&gt; * A two-page text of introduction&lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;span style="color: #666666; font-family: Georgia, &amp;quot;Times New Roman&amp;quot;, serif;"&gt; * A two-page guide to the stats &lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;span style="color: #666666; font-family: Georgia, &amp;quot;Times New Roman&amp;quot;, serif;"&gt; * A well balanced lay-out and design (for a&amp;nbsp;much improved presentation)&lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;span style="color: #666666; font-family: Georgia, &amp;quot;Times New Roman&amp;quot;, serif;"&gt; * A fine piece of cover art&lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;span style="color: #666666; font-family: Georgia, &amp;quot;Times New Roman&amp;quot;, serif;"&gt; * Three additional interior color illustrations&lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;/div&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="color: #20124d;"&gt; &lt;span style="color: #990000;"&gt;It is available right now for &lt;span style="color: black;"&gt;€22.90&lt;/span&gt; at Lulu.com.&amp;nbsp;&lt;a href="http://www.lulu.com/product/paperback/rpg-creatures---bestiary-1/16960474"&gt;LINK!&lt;/a&gt;&lt;/span&gt; &lt;/span&gt;&lt;br /&gt;&lt;span style="color: #20124d;"&gt;(Edit: Currently unavailable...)&lt;/span&gt;&lt;br /&gt;&lt;span style="color: #20124d;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://www.cloister.se/bilder2/photoOfBestiary1.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="640" src="http://www.cloister.se/bilder2/photoOfBestiary1.jpg" width="444" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;span style="color: #20124d;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="color: #20124d;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="color: #20124d;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="color: #20124d;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="color: #20124d;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="color: #20124d;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="color: #20124d;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="color: #20124d;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="color: #20124d;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="color: #20124d;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="color: #20124d;"&gt;&lt;div&gt;&lt;/div&gt;&lt;div&gt;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;/div&gt;&lt;span style="color: black; font-family: Georgia, &amp;quot;Times New Roman&amp;quot;, serif;"&gt;There it is. I hope you enjoy it, and if you do,&amp;nbsp;you're welcome to help an independant publisher with spreading the word. &lt;br /&gt;&lt;br /&gt;&lt;i&gt;(This is a print-on-demand book. That means that Lulu prints a new book every time a new order comes in. I have ordered three test-prints and made sure that the illustrations and other contents are now opitimized for the Lulu printers. There is however no way for me to guarantee the quality of every specific print.&amp;nbsp;Looking at&amp;nbsp;my own copy of the&amp;nbsp;book&amp;nbsp;it is now&amp;nbsp;at a&amp;nbsp;quality I can stand for as a publisher. It feels good and&amp;nbsp;solid in my hands, and the illustrations all look as&amp;nbsp;I intended them to.)&lt;/i&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="color: black; font-family: Georgia, &amp;quot;Times New Roman&amp;quot;, serif;"&gt;The yellow, parchment-colored background from the PDF has been removed, and the text is now on white. The b&amp;amp;w collage of sketches has also been ditched. These were elements&amp;nbsp; that didn't look good in print.&lt;br /&gt;&lt;br /&gt;I'm looking forward to hearing your feedback. The printed exprience&amp;nbsp;is something in&amp;nbsp;itself!&amp;nbsp;&lt;/span&gt;&lt;span style="color: black; font-family: Georgia, &amp;quot;Times New Roman&amp;quot;, serif;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="color: black; font-family: Georgia, &amp;quot;Times New Roman&amp;quot;, serif;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="color: black; font-family: Georgia, &amp;quot;Times New Roman&amp;quot;, serif;"&gt;&lt;table border="0" cellpadding="0" cellspacing="0" style="width: 150px;"&gt;&lt;tbody&gt;&lt;tr&gt; &lt;td&gt;&lt;br /&gt;&lt;iframe allowtransparency="true" frameborder="0" scrolling="no" src="http://www.facebook.com/plugins/like.php?href=http%3A%2F%2Frpg-creatures.blogspot.com&amp;amp;layout=box_count&amp;amp;show_faces=false&amp;amp;width=100&amp;amp;action=recommend&amp;amp;font=arial&amp;amp;colorscheme=light&amp;amp;height=65" style="border: currentColor; height: 65px; overflow: hidden; width: 100px;"&gt;&lt;/iframe&gt;&lt;/td&gt; &lt;td&gt;&lt;div style="float: right; padding: 4px;"&gt;&lt;script type="text/javascript"&gt;tweetmeme_url = '&lt;$BlogItemPermalinkUrl$&gt; ';tweetmeme_source = 'NCloister';&lt;/script&gt;&lt;br /&gt;&lt;script src="http://tweetmeme.com/i/scripts/button.js" type="text/javascript"&gt;&lt;/script&gt;&lt;/div&gt;&lt;/td&gt; &lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;br /&gt;&lt;div&gt;&lt;/div&gt;&lt;div&gt;&lt;/div&gt;&lt;span class="cr5"&gt;© Copyright 2011 - Nicholas Cloister&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2772924205087344386-610409933126855646?l=rpg-creatures.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://rpg-creatures.blogspot.com/feeds/610409933126855646/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://rpg-creatures.blogspot.com/2011/09/bestiary-i-now-available-as-print.html#comment-form' title='9 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2772924205087344386/posts/default/610409933126855646'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2772924205087344386/posts/default/610409933126855646'/><link rel='alternate' type='text/html' href='http://rpg-creatures.blogspot.com/2011/09/bestiary-i-now-available-as-print.html' title='Bestiary I - Now available in PRINT!'/><author><name>Nicholas Cloister</name><uri>http://www.blogger.com/profile/12248580372104422243</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>9</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2772924205087344386.post-4025663475313127140</id><published>2011-09-06T14:04:00.002+02:00</published><updated>2011-09-07T20:02:15.882+02:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='creature concepts'/><category scheme='http://www.blogger.com/atom/ns#' term='rpg'/><category scheme='http://www.blogger.com/atom/ns#' term='beasts'/><category scheme='http://www.blogger.com/atom/ns#' term='cliffs'/><category scheme='http://www.blogger.com/atom/ns#' term='dark faerie'/><category scheme='http://www.blogger.com/atom/ns#' term='creatures'/><category scheme='http://www.blogger.com/atom/ns#' term='towers'/><category scheme='http://www.blogger.com/atom/ns#' term='monsters'/><category scheme='http://www.blogger.com/atom/ns#' term='art'/><category scheme='http://www.blogger.com/atom/ns#' term='carnivore'/><category scheme='http://www.blogger.com/atom/ns#' term='fantasy'/><category scheme='http://www.blogger.com/atom/ns#' term='Gharlakan'/><category scheme='http://www.blogger.com/atom/ns#' term='manual'/><category scheme='http://www.blogger.com/atom/ns#' term='cloister'/><title type='text'>Dark Faerie Flyers</title><content type='html'>With this creature Bestiary II is initiated. I hope to find the financial means and energy to complete it in a steady and even rythm, and to maintain (and perhaps even improve) the quality of Bestiary I. Though a lot of the creatures will still be free for all, more concepts will now be saved for the book/pdf-version, than the 5 of the 50 first creatures. I hope to have some news about a printed Bestiary I soon, and perhaps other news as well, next time. In the meanwhile you can always support the general birth-rate of new RPG Creatures by purchasing the &lt;a href="http://www.rpgnow.com/product_info.php?products_id=94210"&gt;PDF&lt;/a&gt;, which is getting really good ratings, so far. &lt;br /&gt;&lt;br /&gt;Don't forget to join us &lt;i&gt;(no we won't precious)&lt;/i&gt; on &lt;a href="http://www.facebook.com/RPGcreatures"&gt;facebook&lt;/a&gt;, for the latest whispers. This is the Gharlakan. I hope you enjoy it! &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr1"&gt;≡GHARLAKAN≡&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.cloister.se/bilder2/gharlakan_1a.jpg" target="_blank"&gt;&lt;img height="643" src="http://www.cloister.se/bilder2/gharlakan_1a.jpg" width="430" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;GENERAL&lt;/span&gt;&lt;span class="crline"&gt;-----------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;CATEGORY:&lt;/strong&gt;&lt;span class="cr4"&gt; Dark Faerie    &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;TERRAIN:&lt;/strong&gt;&lt;span class="cr4"&gt; Steep cliffs and stone towers    &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;FOOD:&lt;/strong&gt;&lt;span class="cr4"&gt; Carnivore    &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;AGGRESSION:&lt;/strong&gt;&lt;span class="cr4"&gt; Normal (to high)    &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;&lt;strong&gt;SIZE:&lt;/strong&gt;&lt;/span&gt; &lt;span class="cr4"&gt; 4 feet (120 cm) tall, without tail.   &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;&lt;strong&gt;NUMBERS:&lt;/strong&gt;&lt;/span&gt; &lt;span class="cr4"&gt; 5-40    &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;CHARACTERISTICS&lt;/span&gt;&lt;span class="crline"&gt;-----------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;STRENGTH:&lt;/strong&gt;&lt;span class="cr4"&gt; 6-12&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;AGILITY:&lt;/strong&gt;&lt;span class="cr4"&gt; 13-17 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;ENDURANCE:&lt;/strong&gt;&lt;span class="cr4"&gt; 5-15&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;INTELLIGENCE:&lt;/strong&gt;&lt;span class="cr4"&gt; 3-4 (18 - see 'Description') &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;MENTAL RESILIENCE:&lt;/strong&gt;&lt;span class="cr4"&gt; 4-7 (18 - see 'Description') &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;CHARM:&lt;/strong&gt;&lt;span class="cr4"&gt; 2-3 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If stats of humans range from 3 to 18) &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;SPEED:&lt;/strong&gt; &lt;span class="cr4"&gt; Run x 0,1, Fly (eagle x 2)   &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(Multiple is times human speed)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;MAGIC POWER:&lt;/strong&gt;&lt;span class="cr4"&gt; 5 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(Ranges from 0-100)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;HIT POINTS:&lt;/strong&gt; &lt;span class="cr4"&gt;5-9 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If a human commoner has about 11 hit points)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;PROTECTION&lt;/span&gt;&lt;span class="crline"&gt;-------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;&lt;strong&gt;&lt;em&gt;AVERAGE&lt;/em&gt;&lt;/strong&gt;:&lt;/span&gt;&lt;span class="cr4"&gt; 2  &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;HEAD:&lt;/span&gt;&lt;span class="cr4"&gt; 1 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;BODY:&lt;/span&gt;&lt;span class="cr4"&gt; 2  &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;WINGS:&lt;/span&gt;&lt;span class="cr4"&gt; 2 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;LEGS:&lt;/span&gt;&lt;span class="cr4"&gt; 1 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;TAIL:&lt;/span&gt;&lt;span class="cr4"&gt; 2 &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr4"&gt;The skin and fur of the Gharlakans are light enough to allow flight, and give only moderate protection.     &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;ATTACKS/DAMAGE&lt;/span&gt;&lt;span class="crline"&gt;---------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;2 WING CLAWS:&lt;/strong&gt;&lt;span class="cr4"&gt; 1-4 (1-6 when swooping) &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;2 FEET CLAWS:&lt;/strong&gt;&lt;span class="cr4"&gt; 1-6 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;1 BITE/BEAK:&lt;/strong&gt;&lt;span class="cr4"&gt; 1-4 (1-6 when swooping)  &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;1 TAIL:&lt;/strong&gt;&lt;span class="cr4"&gt; 2-6 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If a Long Sword causes 1-8 points of damage)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr4"&gt;The Gharlakans prefer to attack at speed, diving down towards their enemies. They either change direction quickly to lash with their jagged tails, or crash straight into targets with their pointy wings and beaks first.       &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;POWERS/EFFECT&lt;/span&gt;&lt;span class="crline"&gt;-------------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;DARK SILENCE: &lt;/strong&gt;&lt;span class="cr4"&gt;When two or more in number, the Gharlakans can generate a field of silence. This is not a mere lack of sound, but a physical experience of mute density. Attempting to talk or scream in this silence will make a thick black smoke come out of the mouth, and other loud sources of sound will equally leave trails of darkness in the air. The flapping of the Gharlakan wings thus produce a shadowy haze around them, making them hard to see, as well as impossible to hear. The size of the field is a 60 feet (20 m) diameter globe, increased by another 60 feet for every 2 additional Gharlakans. It lasts for 10-20 rounds and may be produced 3 times per day. The Gharlakans cannot attack while initiating the field of Dark Silence, which takes one round. Rolls of initiative, and skills dependent on hearing (and sight in some cases), should of course be penalized while under this spell.  &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;PSIONIC CHILL: &lt;/strong&gt;&lt;span class="cr4"&gt;The Gharlakans are dark faerie creatures, magical by nature, and mysterious to encounter. They radiate an ancient pagan darkness, which causes a chill in the hearts of normal creatures and beings. The Gharlakans can willfully increase this chill by mentally directing their essence towards specific individuals. When doing so they can't perform any other attack, but success is otherwise automatic. The effect of this power varies with the mental capacities of the victim. A saving throw vs Mental Resilience results in 0-2 (success) to 2-4  (failure) points of inner cold damage. Since this wound is purely mental, it heals at once if the Gharlakan is slain. As such, it still weakens the heart, which obeys all signals of the brain. This power can actually kill, and is the Gharlakans' main weapon toward heavily armored enemies.  &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;DESCRIPTION&lt;/span&gt;&lt;span class="crline"&gt;------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;span class="cr4"&gt;Tiny, winged, and wicked, the smallest of dark faeries sometimes invade magpie nests, to curse selected eggs with strange and eerie magic. In such a way the Gharlakans are born, and come into power by feeding on their half-siblings. Finally they consume their parents, leave the nests, and take off into the world able and flying. &lt;br /&gt;&lt;br /&gt;A year later, when fully grown, the creatures seek out others of their species, and make with them an aerie upon the top of a steep cliff or dark tower. They then level the top of  the chosen pinnacle and commence the creation of a magical portal. To succeed with this feat, at least six Gharlakans must work in unison.&lt;br /&gt;&lt;br /&gt;Perched in a circular formation, facing outward to protect the center, the creatures make a dome with their long tails, and thus initiate their purpose. A cold blue or turquoise flame is born, and slowly starts growing into a shining dome of power. This is a portal to the clandestine realms of the Dark Faerie. From this gateway their master will emerge. Opening such a rift takes seven days. At all times at least five Gharlakans must remain in position to keep it active. All others may leave to defend the portal, and to gather food.&lt;br /&gt;&lt;br /&gt;The Gharlakans are servant creatures. Their only mission is to bring a greater faerie power into the world, when times are ripe for such entries. Once mature, and in the company of other Gharlakans, the creatures telepathically connect with their still hidden master, and abandon all self-governing. While up to that point, they have relied on acute hearing and touch to maneuver, they now see, think, and feel, through the telepathic powers of the Greater Faerie. To manifest and protect a portal, is the sole purpose of the Gharlakan life. If that succeeds it will shield and obey whatever comes out through the gateway, acting as if one with it.&lt;br /&gt;&lt;br /&gt;The Gharlakans are swift and silent flyers, that hunt at night.  Their wings are short, and the creatures spend a lot of energy flying. Most of the time they sit perched somewhere, feasting on prey, or scanning the surrounding areas for dangers. On the ground they are slow and awkward, so they avoid landing there.&lt;br /&gt;&lt;br /&gt;Genderless and without need to procreate, the creatures have no concerns but keeping strong and joining forces with others. They do not communicate, but act as a single and perfectly coordinated will, due to the mental connection with the same faerie power. Their smell is reminiscent of wet dogs, they move jerkily like   birds, but in fashion that reveals knowledge, and with an expression that conveys intelligent malice. Two hundred years may pass before a Gharlakan body disintegrates. Usually they are called to duty well before that.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;i&gt;(Check out more creatures in the 'Creature Archive' menu to the left.)&lt;/i&gt;&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;table border="0" cellpadding="0" cellspacing="0" style="width: 150px;"&gt;&lt;tbody&gt;&lt;tr&gt; &lt;td&gt;&lt;br /&gt;&lt;iframe allowtransparency="true" frameborder="0" scrolling="no" src="http://www.facebook.com/plugins/like.php?href=http%3A%2F%2Frpg-creatures.blogspot.com&amp;amp;layout=box_count&amp;amp;show_faces=false&amp;amp;width=100&amp;amp;action=recommend&amp;amp;font=arial&amp;amp;colorscheme=light&amp;amp;height=65" style="border: currentColor; height: 65px; overflow: hidden; width: 100px;"&gt;&lt;/iframe&gt;&lt;/td&gt; &lt;td&gt;&lt;div style="float: right; padding: 4px;"&gt;&lt;script type="text/javascript"&gt;tweetmeme_url = '&lt;$BlogItemPermalinkUrl$&gt; ';tweetmeme_source = 'NCloister';&lt;/script&gt;&lt;br /&gt;&lt;script src="http://tweetmeme.com/i/scripts/button.js" type="text/javascript"&gt;&lt;/script&gt;&lt;/div&gt;&lt;/td&gt; &lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;br /&gt;&lt;span class="cr5"&gt;© Copyright 2011 - Nicholas Cloister&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2772924205087344386-4025663475313127140?l=rpg-creatures.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://rpg-creatures.blogspot.com/feeds/4025663475313127140/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://rpg-creatures.blogspot.com/2011/09/dark-faerie-flyers.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2772924205087344386/posts/default/4025663475313127140'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2772924205087344386/posts/default/4025663475313127140'/><link rel='alternate' type='text/html' href='http://rpg-creatures.blogspot.com/2011/09/dark-faerie-flyers.html' title='Dark Faerie Flyers'/><author><name>Nicholas Cloister</name><uri>http://www.blogger.com/profile/12248580372104422243</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2772924205087344386.post-1255473000820807002</id><published>2011-08-23T09:36:00.006+02:00</published><updated>2011-12-01T12:28:11.594+01:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='PDF'/><category scheme='http://www.blogger.com/atom/ns#' term='bestiary 1'/><category scheme='http://www.blogger.com/atom/ns#' term='fantasy art'/><category scheme='http://www.blogger.com/atom/ns#' term='monster book'/><category scheme='http://www.blogger.com/atom/ns#' term='monster manual'/><category scheme='http://www.blogger.com/atom/ns#' term='rpg creatures'/><category scheme='http://www.blogger.com/atom/ns#' term='eBook'/><title type='text'>Bestiary I - The book is here!</title><content type='html'>RPG-Creatures is now available in Print and&amp;nbsp;as a PDF&amp;nbsp;eBook.&lt;br /&gt;&lt;br /&gt;This is what the 136 pages 'RPG-Creatures - Bestiary I'&amp;nbsp;has to offer:&lt;br /&gt;&lt;br /&gt;&lt;div style="text-align: left;"&gt;&lt;span style="color: #666666; font-family: Georgia, &amp;quot;Times New Roman&amp;quot;, serif;"&gt;* 5 book exclusive creatures, which&amp;nbsp;I will&amp;nbsp;never post&amp;nbsp;anywhere online, &lt;/span&gt;&lt;span style="color: #666666; font-family: Georgia, &amp;quot;Times New Roman&amp;quot;, serif;"&gt;plus the&amp;nbsp;first 45 from the blog, for a total of 50 original creatures.&lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;span style="color: #666666; font-family: Georgia, &amp;quot;Times New Roman&amp;quot;, serif;"&gt; * 50 full-page color illustrations&amp;nbsp;of the creatures&lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;span style="color: #666666; font-family: Georgia, &amp;quot;Times New Roman&amp;quot;, serif;"&gt; * A thumbnailed interactive 'Table of Contents', linked directly to the creature images and descriptions, and quick access to the TOC from most&amp;nbsp;pages of the book. (only in the eBook, of course)&lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;span style="color: #666666; font-family: Georgia, &amp;quot;Times New Roman&amp;quot;, serif;"&gt; * An alphabetical index of the creatures.&lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;span style="color: #666666; font-family: Georgia, &amp;quot;Times New Roman&amp;quot;, serif;"&gt; * A two-page text of introduction&lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;span style="color: #666666; font-family: Georgia, &amp;quot;Times New Roman&amp;quot;, serif;"&gt; * A two-page guide to the stats &lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;span style="color: #666666; font-family: Georgia, &amp;quot;Times New Roman&amp;quot;, serif;"&gt; * A well balanced lay-out and design (for a&amp;nbsp;seriously improved presentation)&lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;span style="color: #666666; font-family: Georgia, &amp;quot;Times New Roman&amp;quot;, serif;"&gt; * A fine piece of cover art &lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;span style="color: #666666; font-family: Georgia, &amp;quot;Times New Roman&amp;quot;, serif;"&gt; * Three additional interior color illustrations, &lt;/span&gt;&lt;br /&gt;&lt;span style="color: #666666; font-family: Georgia, &amp;quot;Times New Roman&amp;quot;, serif;"&gt;*&amp;nbsp;&amp;nbsp;One piece of b&amp;amp;w collage of creatures (sketches) that never made it to the bestiary. (eBook only)&lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;span style="color: #666666; font-family: Georgia, &amp;quot;Times New Roman&amp;quot;, serif;"&gt; * A hundred tiny and sometimes big corrections of language, grammar, and spelling (which now is fully American spelling btw, since that's where the biggest audience is...so far.)&lt;/span&gt;&lt;/div&gt;&lt;div style="text-align: left;"&gt;&lt;span style="color: #666666; font-family: Georgia, &amp;quot;Times New Roman&amp;quot;, serif;"&gt; * Many small improvements to, and corrections of, the stats of some creatures.&lt;/span&gt;&lt;/div&gt;&lt;span style="font-family: Georgia, &amp;quot;Times New Roman&amp;quot;, serif;"&gt;&lt;/span&gt;&lt;span style="color: #20124d;"&gt;&lt;br /&gt;&lt;span style="color: #990000;"&gt;The eBook&amp;nbsp;is available&amp;nbsp;for &lt;span style="color: black;"&gt;$8.88&lt;/span&gt; at RPGNow, where you can also check out a full-size preview. &lt;/span&gt; &lt;a href="http://www.rpgnow.com/product_info.php?manufacturers_id=3890&amp;amp;products_id=94210"&gt;&lt;b&gt;Link!&lt;/b&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="color: #990000;"&gt;You can also pick it up at the Paizo Store:&lt;/span&gt; &lt;a href="http://paizo.com/store/downloads/cloisterPublications/v5748btpy8oxa&amp;amp;source=search"&gt;&lt;strong&gt;Link!&lt;/strong&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="color: #990000;"&gt;The printed book is available at LULU.com for &lt;span style="color: black;"&gt;$31.11 &lt;/span&gt;&lt;a href="http://www.lulu.com/product/paperback/rpg-creatures---bestiary-1/16960474"&gt;&lt;strong&gt;Link!&lt;/strong&gt;&lt;/a&gt;&lt;/span&gt; &lt;br /&gt;(Edit: Unavailable in print until further notice...)&lt;/span&gt;&lt;br /&gt;&lt;span style="color: #20124d;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="color: #20124d;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="color: #20124d;"&gt;&lt;/span&gt;&lt;br /&gt;&lt;span style="color: #20124d;"&gt;&lt;div&gt;&lt;/div&gt;&lt;div&gt;&lt;a href="http://1.bp.blogspot.com/-kZuJYBYbeBU/TlJaF7GOO_I/AAAAAAAAAEI/knNKt5NoJDY/s1600/Cover_release1.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="353" src="http://1.bp.blogspot.com/-kZuJYBYbeBU/TlJaF7GOO_I/AAAAAAAAAEI/knNKt5NoJDY/s400/Cover_release1.jpg" width="430" /&gt;&lt;/a&gt;&amp;nbsp;&lt;/div&gt;&lt;div class="separator" style="clear: both; text-align: center;"&gt;&lt;a href="http://3.bp.blogspot.com/-lA8S0vsNhGY/TlJacxFS0hI/AAAAAAAAAEM/c4aV-SIGrF4/s1600/Cover_release2.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"&gt;&lt;img border="0" height="604" src="http://3.bp.blogspot.com/-lA8S0vsNhGY/TlJacxFS0hI/AAAAAAAAAEM/c4aV-SIGrF4/s640/Cover_release2.jpg" width="430" /&gt;&lt;/a&gt;&lt;/div&gt;&lt;br /&gt;&lt;span style="color: black; font-family: Georgia, &amp;quot;Times New Roman&amp;quot;, serif;"&gt;&lt;br /&gt;The eBook includes two files. One with single page spreads, and one with double page spreads (for a more book-like appearance even in full-screen mode).&lt;br /&gt;&lt;br /&gt;Customers of 'RPG Creatures - Bestiary I' may come to receive customer exclusives in their email Inboxes, so don't uncheck my chance to send you emails through RPGNow. When I do, it will be of interest. I have not decided anything at the moment, but it could be things like bonus creatures, links to free high-res versions of my artwork, or winning a personal art commission from a customer lottery. &lt;br /&gt;&lt;br /&gt;That's it. If you want more - get the book! Otherwise, just stay put. : )&lt;br /&gt;&lt;br /&gt;(If you have an active blog or web-page with an audience, and wish to make a review, you may contact me for a free reviewer's copy of the eBook.)&lt;br /&gt;&lt;br /&gt;&lt;table border="0" cellpadding="0" cellspacing="0" style="width: 150px;"&gt;&lt;tbody&gt;&lt;tr&gt; &lt;td&gt;&lt;br /&gt;&lt;iframe allowtransparency="true" frameborder="0" scrolling="no" src="http://www.facebook.com/plugins/like.php?href=http%3A%2F%2Frpg-creatures.blogspot.com&amp;amp;layout=box_count&amp;amp;show_faces=false&amp;amp;width=100&amp;amp;action=recommend&amp;amp;font=arial&amp;amp;colorscheme=light&amp;amp;height=65" style="border: currentColor; height: 65px; overflow: hidden; width: 100px;"&gt;&lt;/iframe&gt;&lt;/td&gt; &lt;td&gt;&lt;div style="float: right; padding: 4px;"&gt;&lt;script type="text/javascript"&gt;tweetmeme_url = '&lt;$BlogItemPermalinkUrl$&gt; ';tweetmeme_source = 'NCloister';&lt;/script&gt;&lt;br /&gt;&lt;script src="http://tweetmeme.com/i/scripts/button.js" type="text/javascript"&gt;&lt;/script&gt;&lt;/div&gt;&lt;/td&gt; &lt;/tr&gt;&lt;/tbody&gt;&lt;/table&gt;&lt;br /&gt;&lt;div&gt;&lt;/div&gt;&lt;div&gt;&lt;/div&gt;&lt;span class="cr5"&gt;© Copyright 2011 - Nicholas Cloister&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2772924205087344386-1255473000820807002?l=rpg-creatures.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://rpg-creatures.blogspot.com/feeds/1255473000820807002/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://rpg-creatures.blogspot.com/2011/08/bestiary-i-book-is-here.html#comment-form' title='11 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2772924205087344386/posts/default/1255473000820807002'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2772924205087344386/posts/default/1255473000820807002'/><link rel='alternate' type='text/html' href='http://rpg-creatures.blogspot.com/2011/08/bestiary-i-book-is-here.html' title='Bestiary I - The book is here!'/><author><name>Nicholas Cloister</name><uri>http://www.blogger.com/profile/12248580372104422243</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/-kZuJYBYbeBU/TlJaF7GOO_I/AAAAAAAAAEI/knNKt5NoJDY/s72-c/Cover_release1.jpg' height='72' width='72'/><thr:total>11</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2772924205087344386.post-4420225825796920158</id><published>2011-08-19T09:00:00.000+02:00</published><updated>2011-08-19T09:00:34.672+02:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='two-legged'/><category scheme='http://www.blogger.com/atom/ns#' term='rpg'/><category scheme='http://www.blogger.com/atom/ns#' term='forests'/><category scheme='http://www.blogger.com/atom/ns#' term='beasts'/><category scheme='http://www.blogger.com/atom/ns#' term='concepts'/><category scheme='http://www.blogger.com/atom/ns#' term='Darwandir'/><category scheme='http://www.blogger.com/atom/ns#' term='creatures'/><category scheme='http://www.blogger.com/atom/ns#' term='art'/><category scheme='http://www.blogger.com/atom/ns#' term='mountains'/><category scheme='http://www.blogger.com/atom/ns#' term='mammal'/><category scheme='http://www.blogger.com/atom/ns#' term='fantasy monsters'/><category scheme='http://www.blogger.com/atom/ns#' term='fantasy'/><category scheme='http://www.blogger.com/atom/ns#' term='cloister'/><title type='text'>The Beauty and the Rage</title><content type='html'>Someone wrote me an e-mail recently, asking for more playable creatures. The Darwandir is what came out from that request. With humanoid creatures I find myself writing longer than average descriptions. There is suddenly a wider cultural aspect to address, and I get the feeling I could write several pages about them, perhaps even books. In this context I try to focus on the features that mainly seperate them from human beings, and then just briefly touch some other areas of interest... which leaves some creative blanks for the Game Master. If I ever feel like writing more about any of these creatures I might add very short short-stories to the blog (just and idea I had). Also, if any of you guys ever write any texts, related to these creatures (in an rpg-context, for example), or have suggestions or ideas that might broaden (or perhaps even be a variation on) the initial information, feel free to send them to me, and I will consider adding them below the original creature description, together with your name, and a link to your website (if you want to). I would still love to see more interactivity here. This is the 45th creature btw, and 45 is a magic number. I'll tell you why next time. Until then, go dance with the charming Darwa'an.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr1"&gt;≡DARWANDIR≡&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.cloister.se/bilder/Darwandir 1a.jpg" target="_blank"&gt;&lt;img height="643" src="http://www.cloister.se/bilder/Darwandir 1a.jpg" width="430" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;GENERAL&lt;/span&gt;&lt;span class="crline"&gt;-----------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;CATEGORY: &lt;/strong&gt;&lt;span class="cr4"&gt;Two-legged Mammal  &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;TERRAIN: &lt;/strong&gt;&lt;span class="cr4"&gt;Forests, mountains (any) &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;FOOD: &lt;/strong&gt;&lt;span class="cr4"&gt;Omnivore &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;AGGRESSION: &lt;/strong&gt;&lt;span class="cr4"&gt;Normal (to high) &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;&lt;strong&gt;SIZE:&lt;/strong&gt;&lt;/span&gt; &lt;span class="cr4"&gt;6’ 5” - 8’ 1” (195-245 cm) tall     &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;&lt;strong&gt;NUMBERS:&lt;/strong&gt;&lt;/span&gt; &lt;span class="cr4"&gt; Up to hundreds &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;CHARACTERISTICS&lt;/span&gt;&lt;span class="crline"&gt;-----------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;STRENGTH:&lt;/strong&gt;&lt;span class="cr4"&gt; 7-21 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;AGILITY:&lt;/strong&gt;&lt;span class="cr4"&gt; 5-19 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;ENDURANCE:&lt;/strong&gt;&lt;span class="cr4"&gt; 5-18&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;INTELLIGENCE:&lt;/strong&gt;&lt;span class="cr4"&gt; 3-16 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;MENTAL RESILIENCE:&lt;/strong&gt;&lt;span class="cr4"&gt; 3-14 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;CHARM:&lt;/strong&gt;&lt;span class="cr4"&gt; 3-15 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If stats of humans range from 3 to 18) &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;SPEED:&lt;/strong&gt; &lt;span class="cr4"&gt; Running x 1,3, Swimming x 1,2, Climbing x 2)  &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(Multiple is times human speed)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;MAGIC POWER:&lt;/strong&gt;&lt;span class="cr4"&gt; 0-50 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(Ranges from 0-100)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;HIT POINTS:&lt;/strong&gt; &lt;span class="cr4"&gt;5-20  &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If a human commoner has about 11 hit points)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;PROTECTION&lt;/span&gt;&lt;span class="crline"&gt;-------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;&lt;strong&gt;&lt;em&gt;AVERAGE&lt;/em&gt;&lt;/strong&gt;: &lt;/span&gt;&lt;span class="cr4"&gt;1 (3) &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;BODY:&lt;/span&gt;&lt;span class="cr4"&gt; 1 (3) &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr4"&gt;The skin of the Darwandir is more resilient than human skin, and will turn harder still when the creatures throw themselves into action (see 'Powers')   &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;ATTACKS/DAMAGE&lt;/span&gt;&lt;span class="crline"&gt;---------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;2 FISTS:&lt;/strong&gt;&lt;span class="cr4"&gt; 1-4 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;2 KICKS:&lt;/strong&gt;&lt;span class="cr4"&gt; 1-6 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If a Long Sword causes 1-8 points of damage)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr4"&gt;The legs and arms of the Darwandir are long and powerful. They can deal out bone-breaking punches and kicks, and will fight unarmed if required, even when facing armored enemies.        &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;POWERS/EFFECT&lt;/span&gt;&lt;span class="crline"&gt;-------------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;HARDEN SKIN: &lt;/strong&gt;&lt;span class="cr4"&gt;When the Darwandir go into battle their skin hardens to protect them from harm. With adrenaline rushing their joints and muscles stay flexible, while the outer layers turn tough and wood-like. This cellular change is quick and swiftly subsides as the creatures calm down again. The color of their skin shifts a bit when it hardens, towards gray, brown, or green, and may turn dappled, and textured, like the surface of bark. &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;FINAL RAGE: &lt;/strong&gt;&lt;span class="cr4"&gt;In a situation where the Darwandir find themselves outnumbered, betrayed, or otherwise near death, they can decide to summon the full power of the inner rage. At such times their entire biology and character transform into a vessel of elemental fury. They quickly darken into the blackest wood, and their horn-like outgrowth lengthen. In their eyes flash the chaos and power of an untamed world, where lightning and violent storms raise the seas and whip mountains into sand and earth. The crude power of the past soars up from their soul and into the living flesh of their current being. This causes a +10 bonus to Strength (and +3 to all damage rolls), + 5 to all attack rolls, and adds 15 to their Magic Power. If the Darwandir still lives when the danger is over, they can never return to their previous selves. They lose all bonuses, but their nature is morphed into a dark sort of beast, with little or no memories of its previous existence. Tired and confused they usually escape far into the deep woods. There they merge with the trees, or join up with orcs or other creatures more similar to their new nature. Needless to say, the Darwandir do not use this power unless they expect to perish. &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;DESCRIPTION&lt;/span&gt;&lt;span class="crline"&gt;------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;span class="cr4"&gt;Savages with a taste for elegance. That’s what many see when they look at the Darwandir. Tall and graceful, yet with a core of  primordial wilderness – a raw essence, that despite the ornaments of culture, howls in unison with the beasts at night. &lt;br /&gt;&lt;br /&gt;The Darwandir adore the feast and the dance, but have no desire for the comforts of the city. They are drawn to the arts and the wisdom of the sages, but care little for novelties, and require no empires. Like ancient gypsies, rooted in the soil of the past, they intermingle with modern cultures. Though socially apt, they are restless when far from home. Among the highest of trees they build their huts, but some carve halls in the deep mountains. &lt;br /&gt;&lt;br /&gt;They are children of the earth, sprung from the roots of the first trees. Inside of them, the elemental forces have not yet settled. Their skins and muscles must always move, or their bodies will stiffen and turn back into wood. An hour of stillness is all they can endure, before the earth calls them back, and draws them  into a state of eternal petrification. Void of sleep and dreams they walk beneath the stars, singing songs of moons and magic. &lt;br /&gt;&lt;br /&gt;The Darwandir live in matriarchal tribes. The females are a full foot (30 cm) taller than the males. The men are wilder, but receive no training in the arts and sciences. Most are hunters or warriors, while the women govern the social and political affairs. All Darwandir tribe-leaders, druids, sages, and magicians are female, and most prominent fighters too. These constitute an elite in the Darwandir societies and are called the Darwa’an. The largest tribes are about 500 strong, but many Darwa’an meet up with the elite of other tribes to learn from one another. &lt;br /&gt;&lt;br /&gt;A Darwandir must learn at a young age to tame the wilderness within. Even adults regularly fight to harness the ancient rage, forever present in the depth of them. There is no inherent evil to this inner power, but an uncultured directness, that will not succumb to reflection. It screams for absolute freedom and to tear  through every obstacle without thought, and without conscience. There are within all Darwandir tribes those who would have it otherwise, and who wishes to celebrate and unleash the dark rage in all of them. The Darwa’an do their best to keep such forces subdued and pacified. The elders teach that the Wild One within serves them well with energy and strength, but unfettered it would destroy them, and turn them into something degraded and demonic. &lt;br /&gt;&lt;br /&gt;Managing this yearning is a great part of Darwandir upbringing and education. When a Darwandir loses temper it can be seen not only in the eyes but in their entire appearance. They seem possessed and may mom-entarily turn bestial in their choice of words and actions. In Darwanidir societies this is part of daily life, and dealt with, but in other cultures, these sudden displays of primoridal rage are not always well handled. Most Darwandir quickly return to their normal selves, and make sure to resolve the situation, as well as they can. &lt;br /&gt;&lt;br /&gt;Music and food are great sources of pleasure for the Darwandir. Most play some instrument or sing. They keep no pets, and use no steeds or beasts of burden. The Darwanir loath bows, crossbows, and javelins,  and will not even throw their daggers. When the time comes to fight they do so face to face with their enemies in a dance of dirt, sweat, and blood. They never wear shoes or boots, and dress light even in the winter. Some wear armor of leather, scales, or horn, but shields, helmets, and suits of steel are extremely rare. &lt;br /&gt;&lt;br /&gt;The Darwandir worship the heavenly bodies and various spirits of the earth,. Their magic is based around songs weaved in the forlorn past, and they have great knowledge about all things that grow. They all have black hair, live for 200-300 years, and don’t care much for swimming. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;i&gt;(Check out more creatures in the 'Creature Archive' menu to the left.)&lt;/i&gt;&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;table width="150" border="0" cellspacing="0" cellpadding="0"&gt;&lt;tr&gt; &lt;td&gt;&lt;br /&gt;&lt;iframe src="http://www.facebook.com/plugins/like.php?href=http%3A%2F%2Frpg-creatures.blogspot.com&amp;amp;layout=box_count&amp;amp;show_faces=false&amp;amp;width=100&amp;amp;action=recommend&amp;amp;font=arial&amp;amp;colorscheme=light&amp;amp;height=65" scrolling="no" frameborder="0" style="border:none; overflow:hidden; width:100px; height:65px;" allowTransparency="true"&gt;&lt;/iframe&gt;&lt;/td&gt; &lt;td&gt;&lt;div style="float:right;padding:4px;"&gt;&lt;script type="text/javascript"&gt;tweetmeme_url = '&lt;$BlogItemPermalinkUrl$&gt; ';tweetmeme_source = 'NCloister';&lt;/script&gt;&lt;br /&gt;&lt;script type="text/javascript" src="http://tweetmeme.com/i/scripts/button.js"&gt;&lt;/script&gt;&lt;br /&gt;&lt;/div&gt;&lt;/td&gt; &lt;/tr&gt;&lt;/table&gt;&lt;br /&gt;&lt;span class="cr5"&gt;© Copyright 2011 - Nicholas Cloister&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2772924205087344386-4420225825796920158?l=rpg-creatures.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://rpg-creatures.blogspot.com/feeds/4420225825796920158/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://rpg-creatures.blogspot.com/2011/08/beauty-and-rage.html#comment-form' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2772924205087344386/posts/default/4420225825796920158'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2772924205087344386/posts/default/4420225825796920158'/><link rel='alternate' type='text/html' href='http://rpg-creatures.blogspot.com/2011/08/beauty-and-rage.html' title='The Beauty and the Rage'/><author><name>Nicholas Cloister</name><uri>http://www.blogger.com/profile/12248580372104422243</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2772924205087344386.post-3794477306953812672</id><published>2011-08-11T15:26:00.001+02:00</published><updated>2011-08-11T19:48:59.159+02:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='mammal'/><category scheme='http://www.blogger.com/atom/ns#' term='fantasy monsters'/><category scheme='http://www.blogger.com/atom/ns#' term='rpg'/><category scheme='http://www.blogger.com/atom/ns#' term='Sarranath'/><category scheme='http://www.blogger.com/atom/ns#' term='Troll'/><category scheme='http://www.blogger.com/atom/ns#' term='fantasy'/><category scheme='http://www.blogger.com/atom/ns#' term='bestiary'/><category scheme='http://www.blogger.com/atom/ns#' term='cloister'/><category scheme='http://www.blogger.com/atom/ns#' term='beasts'/><category scheme='http://www.blogger.com/atom/ns#' term='creatures'/><title type='text'>Commencing the Faerie Genocide</title><content type='html'>As you probably have noticed I have no blog-roll here. I barely have any links at all. This is mainly because I want the bestiary clean, but now I'm thinking it would be nice to at least send some traffic back to those places who direct a lot this way. I will place these links in a list called "Benefactors", and update it every two months or so, based on the five websites most successful in directing visitors to RPG CReatures during that time. I will also thank them directly in the text here, which will give them a place/link in the bestiary for a long time to come. I begin this by looking back over 2011 and see that apart from great established forums and art-sites the following five blogs have been most helpful with drawing visitors to RPG-Creatures:&lt;br /&gt;&lt;br /&gt;&lt;a href="http://greywulf.net/"&gt;Greywulf's Lair&lt;/a&gt;&lt;br /&gt;&lt;a href ="http://freesciencefantasy.blogspot.com/"&gt;Quasar Dragon&lt;/a&gt;&lt;br /&gt;&lt;a href ="http://storiediruolo.wordpress.com/"&gt;Storie Di Ruolo (Italian)&lt;/a&gt;&lt;br /&gt;&lt;a href ="http://greifenklaue.wordpress.com/"&gt;Greifenklaue's Blog (German)&lt;/a&gt;&lt;br /&gt;&lt;a href ="http://boldeutsch.blogspot.com/"&gt;Barbarians of Lemuria (German)&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;Needless to say, any blog or website mentioning or recommending RPG-Creatures, know what they're talking about ; ) and should be worth a visit. Thanks to all of these, and if you don't want to be on the 'Benefactors' list, just throw me an email, and I'll remove you at once.&lt;br /&gt;&lt;br /&gt;Creature 44 is one of those weird and unlikely life-forms that remind me of my early days of role-playing. Do you remember when you were  young, and your mind was still soft enough to accept deviations from its logical discrimination of reality? You know when you could encounter basically anything in a dungeon, without particular cause, and outside of any credible (stringent) story-line? Do you remember how it was all very magical then? A few years later the Game Master would make sure to install a toilet compartment (of sorts) in every orcs' nest, and remind you that bow-strings turned useless in rain. I guess we are different here, as people. Some of us seem to be very stuck on logic, while others are more open to the strange and inexplicable. If you enjoy the works of David Lynch and Hayao Miyazaki you probably belong to the later kind, and then there is also a greater chance that you enjoy this creature. I would prefer myself to have this strange revelation just show up and have no idea of what it was or where it came from, but since this is a bestiary I have done my best to give it a  background and context of sorts... oh, and when I say great thickets, I mean GREAT thickets... and from there I will let your imagination set the boundaries. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr1"&gt;≡SARRANATH≡&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.cloister.se/bilder/Sarranath 1a.jpg" target="_blank"&gt;&lt;img height="643" src="http://www.cloister.se/bilder/Sarranath 1a.jpg" width="430" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;GENERAL&lt;/span&gt;&lt;span class="crline"&gt;-----------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;CATEGORY: &lt;/strong&gt;&lt;span class="cr4"&gt;Mammal (magical)  &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;TERRAIN: &lt;/strong&gt;&lt;span class="cr4"&gt;In or nearby great thickets and brushwood &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;FOOD: &lt;/strong&gt;&lt;span class="cr4"&gt;Carnivore &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;AGGRESSION: &lt;/strong&gt;&lt;span class="cr4"&gt;High &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;&lt;strong&gt;SIZE:&lt;/strong&gt;&lt;/span&gt; &lt;span class="cr4"&gt;7 feet (210 cm) tall, without facial horns      &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;&lt;strong&gt;NUMBERS:&lt;/strong&gt;&lt;/span&gt; &lt;span class="cr4"&gt;1-2 &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;CHARACTERISTICS&lt;/span&gt;&lt;span class="crline"&gt;-----------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;STRENGTH:&lt;/strong&gt;&lt;span class="cr4"&gt; 24-30 (2-3) &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;AGILITY:&lt;/strong&gt;&lt;span class="cr4"&gt; 7-11 (8-12) &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;ENDURANCE:&lt;/strong&gt;&lt;span class="cr4"&gt; 15-20 (5-7)&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;INTELLIGENCE:&lt;/strong&gt;&lt;span class="cr4"&gt; 4-9 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;MENTAL RESILIENCE:&lt;/strong&gt;&lt;span class="cr4"&gt; 7-11 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;CHARM:&lt;/strong&gt;&lt;span class="cr4"&gt; 0 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If stats of a human ranges from 3 to 18) &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;SPEED:&lt;/strong&gt; &lt;span class="cr4"&gt; Running x 1 (Running x 0,4)&lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(Multiple is times human speed)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;MAGIC POWER:&lt;/strong&gt;&lt;span class="cr4"&gt; 5-10 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(Ranges from 0-100)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;HIT POINTS:&lt;/strong&gt; &lt;span class="cr4"&gt;25-29 (2-5)&lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If a human commoner has about 11 hit points)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;PROTECTION&lt;/span&gt;&lt;span class="crline"&gt;-------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;&lt;strong&gt;&lt;em&gt;AVERAGE&lt;/em&gt;&lt;/strong&gt;: &lt;/span&gt;&lt;span class="cr4"&gt;3 (0)&lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;HEAD:&lt;/span&gt;&lt;span class="cr4"&gt; 4 (0) &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;BODY:&lt;/span&gt;&lt;span class="cr4"&gt; 3 (0) &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr4"&gt;The hide of the Sarranath is tough to withstand the many thorns and nettles of the great thickets in which they move. The facial skin especially is hardened by years of rooting around in the undergrowth, and through thorny magical kingdoms.   &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;ATTACKS/DAMAGE&lt;/span&gt;&lt;span class="crline"&gt;---------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;1 FACIAL TUSKS ATTACK:&lt;/strong&gt;&lt;span class="cr4"&gt; 2-24 (1-3) &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;1 BITE:&lt;/strong&gt;&lt;span class="cr4"&gt; 1-4 (1)&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;2 CLAWS:&lt;/strong&gt;&lt;span class="cr4"&gt; 1-8 (1-2)&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;2 CLAWED HANDS:&lt;/strong&gt;&lt;span class="cr4"&gt; 1-6 (1) &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If a Long Sword causes 1-8 points of damage)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr4"&gt;The giant tusks, or facial blades of the Sarranath are formidable weapons. They move up or down with the jaws of the creature, but cannot be wielded separately. The Sarranath uses these to swiftly penetrate thick shrubbery, and similar faerie hide-outs. The claws are used for more methodical cleansing, and the powerful hands to dig into hidden burrows, or to crush and squeeze the secrets and life out of the Sarranath's prey. With an arsenal of natural weapons the creatures see no real use for  crafted arms and tools.        &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;POWERS/EFFECT&lt;/span&gt;&lt;span class="crline"&gt;-------------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;DETECT INVISIBILITY:  &lt;/strong&gt;&lt;span class="cr4"&gt;The Sarranath eyes have turned sharp and can perceive invisible things and creatures with the same clarity as the rest of the world. &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;SHRINK:  &lt;/strong&gt;&lt;span class="cr4"&gt;Once a day the Sarranath can cast a powerful spell of shrinking, and turn swiftly into a rabbit-sized version of itself. The spell lasts for two hours and may be used without restrictions. The increased vulnerability of this state, means the Sarranath uses this power rarely, and only when it can think of no other way of spotting new faerie rich hunting grounds. (See parenthesised characteristics for small size values.) &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;DESCRIPTION&lt;/span&gt;&lt;span class="crline"&gt;------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;span class="cr4"&gt;In the greater thickets, where pixies, brownies, and faeries make their kingdoms, there hunt the Sarranath. Once a group of sly trolls discovered that by eating the wee folk, they could extract their magic and reshape it for their own warped purposes. From that day they would feed solely on the faerie kind, and utilized their new enchantments to this very aim. With faerie magic pulsing through their dark blood, the trolls transformed into the Sarranath, and tore through the thorns and brushwood with previously unparalleled efficiency. No longer mere muscular brutes, the Sarranath trolls developed powers of faerie-like mischief and trickery, and new strategies in their hunt for fae flesh. &lt;br /&gt;&lt;br /&gt;The magic power of the Sarranath is limited, but they can cast minor spells of concealment and illusion, and produce a variety of magical traps. Still, they delight in charging through the bushes and ripping the fabric of the faerie worlds to pieces. The acquisition of subtler and more sophisticated ways of hunting, have not reduced their trollish nature. Rather, they have turned even greedier and more bestial in their hunger for further faecraft.&lt;br /&gt;&lt;br /&gt;The Sarranath live and hunt solitary or in pairs. Competition tears any group apart. They move about on all fours. Being forward heavy, they must use at least one hand for support. The strange petal collars works as partial camouflage, and some Sarranath are all but fully covered in this bodily foliage, which  change colors periodically to emulate seasonal flowers and plants.&lt;br /&gt;&lt;br /&gt;The creatures sleep in great dugouts close to their hunting grounds. Sleeping inside the thickets would make them too exposed to the faerie powers. They can live for 200 years, and occupy themselves with little but hunting. Faeries are hard to catch and doing so requires the single minded attention and the day long devotion of the Sarranath trolls – who unlike their distant relatives can roam freely in full sunlight. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;i&gt;(Check out more creatures in the 'Creature Archive' menu to the left.)&lt;/i&gt;&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;table width="150" border="0" cellspacing="0" cellpadding="0"&gt;&lt;tr&gt; &lt;td&gt;&lt;br /&gt;&lt;iframe src="http://www.facebook.com/plugins/like.php?href=http%3A%2F%2Frpg-creatures.blogspot.com&amp;amp;layout=box_count&amp;amp;show_faces=false&amp;amp;width=100&amp;amp;action=recommend&amp;amp;font=arial&amp;amp;colorscheme=light&amp;amp;height=65" scrolling="no" frameborder="0" style="border:none; overflow:hidden; width:100px; height:65px;" allowTransparency="true"&gt;&lt;/iframe&gt;&lt;/td&gt; &lt;td&gt;&lt;div style="float:right;padding:4px;"&gt;&lt;script type="text/javascript"&gt;tweetmeme_url = '&lt;$BlogItemPermalinkUrl$&gt; ';tweetmeme_source = 'NCloister';&lt;/script&gt;&lt;br /&gt;&lt;script type="text/javascript" src="http://tweetmeme.com/i/scripts/button.js"&gt;&lt;/script&gt;&lt;br /&gt;&lt;/div&gt;&lt;/td&gt; &lt;/tr&gt;&lt;/table&gt;&lt;br /&gt;&lt;span class="cr5"&gt;© Copyright 2011 - Nicholas Cloister&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2772924205087344386-3794477306953812672?l=rpg-creatures.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://rpg-creatures.blogspot.com/feeds/3794477306953812672/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://rpg-creatures.blogspot.com/2011/08/commencing-faerie-genocide.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2772924205087344386/posts/default/3794477306953812672'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2772924205087344386/posts/default/3794477306953812672'/><link rel='alternate' type='text/html' href='http://rpg-creatures.blogspot.com/2011/08/commencing-faerie-genocide.html' title='Commencing the Faerie Genocide'/><author><name>Nicholas Cloister</name><uri>http://www.blogger.com/profile/12248580372104422243</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2772924205087344386.post-6455876424592981375</id><published>2011-08-05T13:20:00.001+02:00</published><updated>2011-08-05T23:15:41.048+02:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='creature concepts'/><category scheme='http://www.blogger.com/atom/ns#' term='caves'/><category scheme='http://www.blogger.com/atom/ns#' term='fantasy monsters'/><category scheme='http://www.blogger.com/atom/ns#' term='Darratha'/><category scheme='http://www.blogger.com/atom/ns#' term='rpg'/><category scheme='http://www.blogger.com/atom/ns#' term='carnivore'/><category scheme='http://www.blogger.com/atom/ns#' term='Demon'/><category scheme='http://www.blogger.com/atom/ns#' term='bestiary'/><category scheme='http://www.blogger.com/atom/ns#' term='montains'/><category scheme='http://www.blogger.com/atom/ns#' term='reptile'/><category scheme='http://www.blogger.com/atom/ns#' term='cloister'/><title type='text'>Blood Sugar Death Magik</title><content type='html'>Hey all! The length of the Creature Archive list is becoming decent, I think, and it continues to grow. I suppose the number of visitors should also be, but summer seems to drag people away from their computers... which may be a good thing, all things considered. Do all of these critters a favour and tell someone about RPG-Creatures today. I fear this bestiary is still largely undiscovered, and I have no real idea of how it can reach a wider audience. I can't currently afford sporting it in any of the huge conventions in the US...(which would include besting the Atlantic) though I might try next year. Role-players are either too far apart these days, or the bestiary isn't making enough of an impression to spread mouth by mouth...yet. Oh well, I'll keep the little beasties coming and we'll see. Just don't keep it a secret. ; )&lt;br /&gt;&lt;br /&gt;So, where was I? Yes...the blood. Here is an ex-demon that could cause a few troublesome adventures I believe. Anatomically I noticed it has a lot in common with the Con'Laih, but apart from their mysterious backgrounds, and their ability to produce strange energies, and hopping, they have very little in common... wait a minute, that's quite a bit to share. Perhaps they actually are related? Whatever the case, they now share the same bestiary. Here is the Darratha for you! &lt;i&gt;Sweet dreams are made of these...&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr1"&gt;≡DARRATHA≡&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.cloister.se/bilder/Darratha 1a.jpg" target="_blank"&gt;&lt;img height="643" src="http://www.cloister.se/bilder/Darratha 1a.jpg" width="430" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;GENERAL&lt;/span&gt;&lt;span class="crline"&gt;-----------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;CATEGORY: &lt;/strong&gt;&lt;span class="cr4"&gt;Reptile (demonic)   &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;TERRAIN: &lt;/strong&gt;&lt;span class="cr4"&gt;Mountains and caves (Any) &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;FOOD: &lt;/strong&gt;&lt;span class="cr4"&gt;Carnivore &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;AGGRESSION: &lt;/strong&gt;&lt;span class="cr4"&gt;High &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;&lt;strong&gt;SIZE:&lt;/strong&gt;&lt;/span&gt; &lt;span class="cr4"&gt;3' 5" - 3' 7"  (100-120 cm) tall       &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;&lt;strong&gt;NUMBERS:&lt;/strong&gt;&lt;/span&gt; &lt;span class="cr4"&gt;1-4 &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;CHARACTERISTICS&lt;/span&gt;&lt;span class="crline"&gt;-----------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;STRENGTH:&lt;/strong&gt;&lt;span class="cr4"&gt; 13-16 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;AGILITY:&lt;/strong&gt;&lt;span class="cr4"&gt; 8-10 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;ENDURANCE:&lt;/strong&gt;&lt;span class="cr4"&gt; 18-20 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;INTELLIGENCE:&lt;/strong&gt;&lt;span class="cr4"&gt; 2-4 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;MENTAL RESILIENCE:&lt;/strong&gt;&lt;span class="cr4"&gt; 7-8 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;CHARM:&lt;/strong&gt;&lt;span class="cr4"&gt; 0 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If stats of a human ranges from 3 to 18) &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;SPEED:&lt;/strong&gt; &lt;span class="cr4"&gt; Running (hopping) x 1, Swimming x 2&lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(Multiple is times human speed)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;MAGIC POWER:&lt;/strong&gt;&lt;span class="cr4"&gt; 0 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(Ranges from 0-100)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;HIT POINTS:&lt;/strong&gt; &lt;span class="cr4"&gt;14-17 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If a human commoner has about 11 hit points)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;PROTECTION&lt;/span&gt;&lt;span class="crline"&gt;-------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;&lt;strong&gt;&lt;em&gt;AVERAGE&lt;/em&gt;&lt;/strong&gt;: &lt;/span&gt;&lt;span class="cr4"&gt;5 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;BACK:&lt;/span&gt;&lt;span class="cr4"&gt; 11 (0 without shell) &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;BELLY:&lt;/span&gt;&lt;span class="cr4"&gt; 3 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;HEAD:&lt;/span&gt;&lt;span class="cr4"&gt; 6 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;FRONT LEGS:&lt;/span&gt;&lt;span class="cr4"&gt; 5 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;BACK LEGS:&lt;/span&gt;&lt;span class="cr4"&gt; 3 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If Full Plate Armour is 10) &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr4"&gt;The overlapping leathery shells, strengthened by bony spikes, that cover the back of the Darratha, give a natural protection like few others in the animal world. Underneath the shields is a soft and feathery structure to protect the Darratha from its own razor sharp physique.  &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;ATTACKS/DAMAGE&lt;/span&gt;&lt;span class="crline"&gt;---------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;1 BITE:&lt;/strong&gt;&lt;span class="cr4"&gt; 2-5 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;2 FRONT CLAWS:&lt;/strong&gt;&lt;span class="cr4"&gt; 2-4 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If a Long Sword causes 1-8 points of damage)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr4"&gt;The sharp teeth of the Darratha are short but with its bite comes an infection that few withstand (hard saving throw vs Endurance). The blood of the victim is injected by a demonic bacterium that reproduces and permeates the blood system in two day's time (see 'Powers'). The dagger-like claws of the front legs are used as pointy hooks towards soft throats, or cutting devices, ripping up into the guts from below.        &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;POWERS/EFFECT&lt;/span&gt;&lt;span class="crline"&gt;-------------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;CALLING THE BLOOD:  &lt;/strong&gt;&lt;span class="cr4"&gt;The Darratha usually waits a while before attacking, to scan the state of creatures or beings. The blood of an infected one may be called from afar. The Darratha can produce a third magical eye hovering between the horns of its back. Within sixty yards (54m) this eye can pierce into the body of the infected and control the blood in the victim's vessels. To uphold this abysmal magic the Darratha must remain focused. Attacks causing more than 2 points of damage will thwart the call for the round to come, and keep the creature busy defending itself. When successful, the magic will generate a great increase in the blood temperature, and cause an instant fever in the infected targets, affecting all within range with a -4 penalty on all rolls. The Darratha may use a second undisturbed round to further this power, and cause arteries to blow from within (causing 2-8 points of damage). A third round will suffer the heart of all victims to explode and blood to burst out through all orifices. A successful roll vs Endurance may stall this graphical finale for another round and reduce the effect to another 3-9 points of internal damage. If the Darratha is disturbed the call fails and the blood is immediately returned to initial temperatures. It may also deliberately keep the effect low to force or control its targets. The Darratha can use this power at will, but unless the bacteria have had two days to reproduce the call will cause nothing but a warm and uneasy sensation. The infection only spreads further if the blood of a victim is intermingled with another's. An exchange of saliva, or other intimate ways of relation are not enough, as the bacteria never reaches these bodily fluids, as it does in the Darratha.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;DESCRIPTION&lt;/span&gt;&lt;span class="crline"&gt;------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;span class="cr4"&gt;When the Darratha are young they are limbless. Born in the waters of cold subterranean lakes, they swim around like armoured ray-fish for some years before they crawl ashore. There they develop legs and haste through the tunnels and mountains like curious dogs, but hopping, in a more rabbit-like fashion. Restlessly they hunt and eat, killing indiscriminately, and eventually, leave to examine the greater world. &lt;br /&gt;&lt;br /&gt;Ages ago some Darratha young are said to have entered into this world  from the dark waters of the Abyss, finding a passageway of sorts, leading eternally upwards, until it connected with water-filled caves far beneath the weight of ancient mountains. Now, folklore proclaim, they are trapped like misfits in a landscape foreign to them – lost in regions too bright and lush for their nature. &lt;br /&gt;&lt;br /&gt;With senses always alert to the smell of evil, seeking eagerly for a trace of their cradle, some Darratha mysteriously manage to find a master to guide them. Several adept mages of demonology and necromancy have found a Darratha waiting on their doorstep, anxious to be led, submitting to the role of familiar, for guidance, for company, or a hope perhaps of one day being channeled back into the depths where they once dwelt.&lt;br /&gt;&lt;br /&gt;These creatures have been closely connected with death in several cultures, and the way they often stand still at a distance watching, with a blood red gaze piercing the darkness, has a fearful impact on most beings. They have served many dark powers through time, and have a deservedly bad reputation. Seeing a Darratha in the streets typically means trouble. Wicked men have used their saliva to contaminate drinks, and water-supplies, and one infamous cleric went as far as breeding a small army of them in great tubs of copper beneath his temple, in an attempt to control his unwilling disciples.    &lt;br /&gt;&lt;br /&gt;The layered shields of the Darratha are highly flexible and shift as soon as the creature moves its head or bends its double spine. The front legs grow a softer but similar structure as the creature matures, while the back legs remain comparatively bare. Along the back of the creature are flexible needle tubes full with the red  venom that is also abundant in the saliva of the creature, when it attacks.   &lt;br /&gt;&lt;br /&gt;Darrathas hiss and produce unsettling rattling sounds with their back-shields, but have no advanced means of communication. They live for 30-40 years and return into the mountains to breed and lay 4-6 eggs in lakes hidden to most. No one has ever seen them asleep. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;i&gt;(Check out more creatures in the 'Creature Archive' menu to the left.)&lt;/i&gt;&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;table width="150" border="0" cellspacing="0" cellpadding="0"&gt;&lt;tr&gt; &lt;td&gt;&lt;br /&gt;&lt;iframe src="http://www.facebook.com/plugins/like.php?href=http%3A%2F%2Frpg-creatures.blogspot.com&amp;amp;layout=box_count&amp;amp;show_faces=false&amp;amp;width=100&amp;amp;action=recommend&amp;amp;font=arial&amp;amp;colorscheme=light&amp;amp;height=65" scrolling="no" frameborder="0" style="border:none; overflow:hidden; width:100px; height:65px;" allowTransparency="true"&gt;&lt;/iframe&gt;&lt;/td&gt; &lt;td&gt;&lt;div style="float:right;padding:4px;"&gt;&lt;script type="text/javascript"&gt;tweetmeme_url = '&lt;$BlogItemPermalinkUrl$&gt; ';tweetmeme_source = 'NCloister';&lt;/script&gt;&lt;br /&gt;&lt;script type="text/javascript" src="http://tweetmeme.com/i/scripts/button.js"&gt;&lt;/script&gt;&lt;br /&gt;&lt;/div&gt;&lt;/td&gt; &lt;/tr&gt;&lt;/table&gt;&lt;br /&gt;&lt;span class="cr5"&gt;© Copyright 2011 - Nicholas Cloister&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2772924205087344386-6455876424592981375?l=rpg-creatures.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://rpg-creatures.blogspot.com/feeds/6455876424592981375/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://rpg-creatures.blogspot.com/2011/08/blood-sugar-death-magik.html#comment-form' title='4 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2772924205087344386/posts/default/6455876424592981375'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2772924205087344386/posts/default/6455876424592981375'/><link rel='alternate' type='text/html' href='http://rpg-creatures.blogspot.com/2011/08/blood-sugar-death-magik.html' title='Blood Sugar Death Magik'/><author><name>Nicholas Cloister</name><uri>http://www.blogger.com/profile/12248580372104422243</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>4</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2772924205087344386.post-6686569100666748145</id><published>2011-07-29T14:28:00.001+02:00</published><updated>2011-07-29T14:59:31.214+02:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='monsters'/><category scheme='http://www.blogger.com/atom/ns#' term='oceans'/><category scheme='http://www.blogger.com/atom/ns#' term='ghord'/><category scheme='http://www.blogger.com/atom/ns#' term='fantasy art'/><category scheme='http://www.blogger.com/atom/ns#' term='rpg'/><category scheme='http://www.blogger.com/atom/ns#' term='carnivore'/><category scheme='http://www.blogger.com/atom/ns#' term='mollusc'/><category scheme='http://www.blogger.com/atom/ns#' term='bestiary'/><category scheme='http://www.blogger.com/atom/ns#' term='rpg creatures'/><category scheme='http://www.blogger.com/atom/ns#' term='cloister'/><title type='text'>Many-Mouthed Mollusc Merchants?</title><content type='html'>I re-wrote the entire 'Description' of the Emphaerian Goat, about a day after I initially posted it. If you were here early, I recommend a revisit. I dare say, it has been greatly improved. And now, let's dive away from celestial farmlands into the strange waters of the sea. I hope The Little Mermaid has not entirely spoiled your mood for aquatic adventures. Those fine rings of water-breathing are rather common these days, you know. Put one on, and submerge in the pioneering spirit of Cousteau. There are mysteries and treasures left to be discovered! The chests may be empty, but the bottoms are virtually littered with goodies. &lt;br /&gt;&lt;br /&gt;For all those of of you who live above the Equator, enjoy the rest of summer! (even if it's the rainy season...) This time of year, you can swim comfortably, even in Sweden. Water is bliss! &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr1"&gt;≡GHORD≡&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.cloister.se/bilder/Ghord 1a.jpg" target="_blank"&gt;&lt;img height="643" src="http://www.cloister.se/bilder/Ghord 1a.jpg" width="430" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;GENERAL&lt;/span&gt;&lt;span class="crline"&gt;-----------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;CATEGORY: &lt;/strong&gt;&lt;span class="cr4"&gt;Invertebrate   &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;TERRAIN: &lt;/strong&gt;&lt;span class="cr4"&gt;Tropical and subtropical oceans &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;FOOD: &lt;/strong&gt;&lt;span class="cr4"&gt;Carnivore &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;AGGRESSION: &lt;/strong&gt;&lt;span class="cr4"&gt;Normal &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;&lt;strong&gt;SIZE:&lt;/strong&gt;&lt;/span&gt; &lt;span class="cr4"&gt;10 feet (3 m) long / Shell is 7 feet (210 cm) tall       &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;&lt;strong&gt;NUMBERS:&lt;/strong&gt;&lt;/span&gt; &lt;span class="cr4"&gt;1 &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;CHARACTERISTICS&lt;/span&gt;&lt;span class="crline"&gt;-----------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;STRENGTH:&lt;/strong&gt;&lt;span class="cr4"&gt; 15-18 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;AGILITY:&lt;/strong&gt;&lt;span class="cr4"&gt; 9-12 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;ENDURANCE:&lt;/strong&gt;&lt;span class="cr4"&gt; 13-16 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;INTELLIGENCE:&lt;/strong&gt;&lt;span class="cr4"&gt; 2-4 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;MENTAL RESILIENCE:&lt;/strong&gt;&lt;span class="cr4"&gt; 5-7 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;CHARM:&lt;/strong&gt;&lt;span class="cr4"&gt; 1-2 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If stats of a human ranges from 3 to 18) &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;SPEED:&lt;/strong&gt; &lt;span class="cr4"&gt; Walking (on the bottom) x 1, Swimming x 2 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(Multiple is times human speed)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;MAGIC POWER:&lt;/strong&gt;&lt;span class="cr4"&gt; 0 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(Ranges from 0-100)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;HIT POINTS:&lt;/strong&gt; &lt;span class="cr4"&gt;19-24 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If a human commoner has about 11 hit points)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;PROTECTION&lt;/span&gt;&lt;span class="crline"&gt;-------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;&lt;strong&gt;&lt;em&gt;AVERAGE&lt;/em&gt;&lt;/strong&gt;: &lt;/span&gt;&lt;span class="cr4"&gt;5 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;BODY:&lt;/span&gt;&lt;span class="cr4"&gt; 10 (0 without shell) &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;LIMBS:&lt;/span&gt;&lt;span class="cr4"&gt; 0 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;HEAD:&lt;/span&gt;&lt;span class="cr4"&gt; 1 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If Full Plate Armour is 10) &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr4"&gt;The body of the Ghord is soft and unprotected. The head and mouths have developed hardenend areas, which pose as horns and teeth. These are softer than regular skeletal structures, and have to be renewed regularly, as they break comparatively easily. The shells of the giant clams used by the Ghords are strong and thick, though not as hard as metal.  &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;ATTACKS/DAMAGE&lt;/span&gt;&lt;span class="crline"&gt;---------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;1 BITE:&lt;/strong&gt;&lt;span class="cr4"&gt; 2-5 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;6 LIMB-MOUTH BITES:&lt;/strong&gt;&lt;span class="cr4"&gt;  1-6 (+ possible stinging cells, see 'Powers') &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If a Long Sword causes 1-8 points of damage)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr4"&gt;The protective shell, stinging cells, and size of the Ghord makes the vast majority of predators leave it alone, The Ghord is not used to fighting, nor fleeing. It will stay and do what it can to bite and ward off potential enemies, but will not pursue to kill.        &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;POWERS/EFFECT&lt;/span&gt;&lt;span class="crline"&gt;-------------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;STINGING CELLS:  &lt;/strong&gt;&lt;span class="cr4"&gt;The red stinging cells growing on the  Ghord's limbs and body is poisonous and will paralyse all beings (and most creatures) they come in contact with. These serve as a means of defence for the Ghord, which, though fairly intelligent, doesn't use them deliberately when attacking. However, any successful attack by a limb mouth may result in an involuntary (20% chance) and painful contact with the stinging cells. Areas protected by armour or clothes are not prone to the cells. The sting inflicts great pain and paralyzation, but causes no cellular damage. A normal sized being stay immobilized for 10-40 rounds. A succesful saving-throw vs Endurance may half that period. Holding the breath during paralyzation is impossible. Breathing is slow and frail.  &lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;REFLECTIVE CLOUD:  &lt;/strong&gt;&lt;span class="cr4"&gt;The Ghord can eject a cloud of reflective ink. The substance looks a lot like water, but with a much greater reflective quality. Bursting out in a random shape, slightly larger than the Ghord itself, the cloud is confusing to behold, and will hide the Ghord's action for some time. Depending on the currents of the water, the clouds will last accordingly (2-5 rounds), but even drawn apart the drops and curtains of ink may confuse and blind the beholder. Unlike the octopus, Ghords rarely use the clouds to escape predators, but rather to attack them. Mouthed tentacle-like limbs will come shooting through the ink, targeted by the creatures' sensitive antenna, which grants them the ability to sense movement even when visually blinded. The Ghords may produce up to three clouds in a day.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;DESCRIPTION&lt;/span&gt;&lt;span class="crline"&gt;------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;span class="cr4"&gt;The Ghords are large invertebrates, typically "walking" around slowly on the ocean floor. There they filter large amounts of water for plankton and other minute forms of life, sucking it all in through six great inlets. These mouths, at the edge of retractable tentacle limbs, may also trap a careless fish or two, and will happily consume any other moving thing in the water.&lt;br /&gt;&lt;br /&gt;Though  impressive creatures, Ghords protect themselves by seeking out the discarded shells of giant clams. These are pierced for extra holes and made into custom fit armours. All limbs may be drawn back into the shell at great speed, and can re-appear with equal velocity. When moving around the Ghords are not as swift. They can swim, even inside the shell, but do so in a rocking fashion, paddling themselves forward with two shovel-like limbs, and pushing for altitude with their big sluggish “foot”.&lt;br /&gt;&lt;br /&gt;It may be the innate mode of survival, to look out for suiting shells of protection, that is behind the Ghords' habit of hoarding. The creatures are unusually interested in all things uncommon to the natural forms of the sea. Especially hollow items, like canoes, coffins, and amphorae attract their attention. They are even more interested in glimmering ones, reminiscent of the surface of clams and mother of pearl. Coins and trinkets may be found discarded  on the floors of the caves in which the Ghords keep their collections, which suggests a specific interest in the vessels themselves. &lt;br /&gt;&lt;br /&gt;As the hoard grows the Ghord becomes increasingly reluctant to leave its cave of treasures, and will try to  find what food it needs in the immediate surrounding of the entrance. In rich waters, the creatures may well be posted, like a sentry, just outside the cave, refusing to leave its valuable collection. Most Ghords will fiercely protect every part of their findings, but some specimens are reported to have engaged in trade. It seems a few of these creatures are intelligent enough to evaluate the threat level, the offers, and the desires of visitors, to the extent that they present one item in return for another. Persistence, repeated sign-language, and a great sense of balance are said to have done the trick in these reported cases. &lt;br /&gt;&lt;br /&gt;Ghords are solitary creatures, which live for 60-70 years. They mate early, while only 5-10 years of age. They then redraw from reproduction, and spend their time standing, or walking slowly, in search for food and other items of interest. They change shells 3-5 times during the span of their lives.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;i&gt;(Check out more creatures in the 'Creature Archive' menu to the left.)&lt;/i&gt;&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;table width="150" border="0" cellspacing="0" cellpadding="0"&gt;&lt;tr&gt; &lt;td&gt;&lt;br /&gt;&lt;iframe src="http://www.facebook.com/plugins/like.php?href=http%3A%2F%2Frpg-creatures.blogspot.com&amp;amp;layout=box_count&amp;amp;show_faces=false&amp;amp;width=100&amp;amp;action=recommend&amp;amp;font=arial&amp;amp;colorscheme=light&amp;amp;height=65" scrolling="no" frameborder="0" style="border:none; overflow:hidden; width:100px; height:65px;" allowTransparency="true"&gt;&lt;/iframe&gt;&lt;/td&gt; &lt;td&gt;&lt;div style="float:right;padding:4px;"&gt;&lt;script type="text/javascript"&gt;tweetmeme_url = '&lt;$BlogItemPermalinkUrl$&gt; ';tweetmeme_source = 'NCloister';&lt;/script&gt;&lt;br /&gt;&lt;script type="text/javascript" src="http://tweetmeme.com/i/scripts/button.js"&gt;&lt;/script&gt;&lt;br /&gt;&lt;/div&gt;&lt;/td&gt; &lt;/tr&gt;&lt;/table&gt;&lt;br /&gt;&lt;span class="cr5"&gt;© Copyright 2011 - Nicholas Cloister&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2772924205087344386-6686569100666748145?l=rpg-creatures.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://rpg-creatures.blogspot.com/feeds/6686569100666748145/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://rpg-creatures.blogspot.com/2011/07/many-mouthed-mollusc-merchants.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2772924205087344386/posts/default/6686569100666748145'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2772924205087344386/posts/default/6686569100666748145'/><link rel='alternate' type='text/html' href='http://rpg-creatures.blogspot.com/2011/07/many-mouthed-mollusc-merchants.html' title='Many-Mouthed Mollusc Merchants?'/><author><name>Nicholas Cloister</name><uri>http://www.blogger.com/profile/12248580372104422243</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2772924205087344386.post-5261449890184553288</id><published>2011-07-21T13:35:00.003+02:00</published><updated>2011-07-24T19:42:00.193+02:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='goat'/><category scheme='http://www.blogger.com/atom/ns#' term='art'/><category scheme='http://www.blogger.com/atom/ns#' term='mythical'/><category scheme='http://www.blogger.com/atom/ns#' term='rpg'/><category scheme='http://www.blogger.com/atom/ns#' term='higher planes'/><category scheme='http://www.blogger.com/atom/ns#' term='design'/><category scheme='http://www.blogger.com/atom/ns#' term='fantasy'/><category scheme='http://www.blogger.com/atom/ns#' term='Empharian'/><category scheme='http://www.blogger.com/atom/ns#' term='cloister'/><category scheme='http://www.blogger.com/atom/ns#' term='creatures'/><category scheme='http://www.blogger.com/atom/ns#' term='creature concpts'/><title type='text'>The Emerald Path – Dream walking with a buck</title><content type='html'>Bleating, my friend was, as he pointed out the thorough wickedness of my last couple of creatures. Fortunately, I had this furry benefactor in the pipe-line to counter with a dose of generosity and  kindness. Will a goat do, I wonder, to the readers of this blog? Well, if it's mysterious enough it will do for me. Goats by themselves, I think (meaning now the real world goats, which looks a lot more like goats than this peculiar creation) are rather mysterious. It is not entirely without reason that they have come to decorate the heads of many a devil and demon throughout the  strange tomes of free-masonry, Christian mythology, and satanic symbolism. This specific Ruminantia (see what nice words one learns when designing new critters) is not at all evil though, but quite the opposite. Never fear, good people. It can still give you a decent round of butting. &lt;br /&gt;&lt;br /&gt;By the way, if anyone feels like handing out flyers (of RPG Creatures) at a convention here or there, we might be able to make a deal of mutual satisfaction. Perhaps you are looking for a cover illustration to your next indie game or something like that? I'm open to suggestions. Feel free to send me an email.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr1"&gt;≡EMPHAERIAN GOAT≡&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.cloister.se/bilder/Emphaerian goat 1a.jpg" target="_blank"&gt;&lt;img height="643" src="http://www.cloister.se/bilder/Emphaerian goat 1a.jpg" width="430" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;GENERAL&lt;/span&gt;&lt;span class="crline"&gt;-----------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;CATEGORY: &lt;/strong&gt;&lt;span class="cr4"&gt;Higher power   &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;TERRAIN: &lt;/strong&gt;&lt;span class="cr4"&gt;Higher planes of existence &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;FOOD: &lt;/strong&gt;&lt;span class="cr4"&gt;Herbivore &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;AGGRESSION: &lt;/strong&gt;&lt;span class="cr4"&gt;None &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;&lt;strong&gt;SIZE:&lt;/strong&gt;&lt;/span&gt; &lt;span class="cr4"&gt;5' 5" (160 cm) tall        &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;&lt;strong&gt;NUMBERS:&lt;/strong&gt;&lt;/span&gt; &lt;span class="cr4"&gt;1 (Unique)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;CHARACTERISTICS&lt;/span&gt;&lt;span class="crline"&gt;-----------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;STRENGTH:&lt;/strong&gt;&lt;span class="cr4"&gt; 8 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;AGILITY:&lt;/strong&gt;&lt;span class="cr4"&gt; 15 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;ENDURANCE:&lt;/strong&gt;&lt;span class="cr4"&gt; 40 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;INTELLIGENCE:&lt;/strong&gt;&lt;span class="cr4"&gt; 18 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;MENTAL RESILIENCE:&lt;/strong&gt;&lt;span class="cr4"&gt; 40 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;CHARM:&lt;/strong&gt;&lt;span class="cr4"&gt; 19 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If stats of a human ranges from 3 to 18) &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;SPEED:&lt;/strong&gt; &lt;span class="cr4"&gt; Running x 3 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(Multiple is times human speed)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;MAGIC POWER:&lt;/strong&gt;&lt;span class="cr4"&gt; 0 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(Ranges from 0-100)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;HIT POINTS:&lt;/strong&gt; &lt;span class="cr4"&gt;30 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If a human commoner has about 11 hit points)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;PROTECTION&lt;/span&gt;&lt;span class="crline"&gt;-------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;&lt;strong&gt;&lt;em&gt;AVERAGE&lt;/em&gt;&lt;/strong&gt;: &lt;/span&gt;&lt;span class="cr4"&gt;0 (1) &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;BODY:&lt;/span&gt;&lt;span class="cr4"&gt; 1 (1-2) &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;HEAD:&lt;/span&gt;&lt;span class="cr4"&gt; 2 (1-2) &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If Full Plate Armour is 10) &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr4"&gt;The fur of this legendary goat is of normal thickness and kind. It gives no special protection. The head is slightly better shielded due to the horns.    &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;ATTACKS/DAMAGE&lt;/span&gt;&lt;span class="crline"&gt;---------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;1 BITE:&lt;/strong&gt;&lt;span class="cr4"&gt; 1-10 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;1 BUTT:&lt;/strong&gt;&lt;span class="cr4"&gt; 1-4 + Emphaerian might (see Powers) &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;2 REAR KICKS:&lt;/strong&gt;&lt;span class="cr4"&gt; 2-7 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If a Long Sword causes 1-8 points of damage)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr4"&gt;The Emphaerian goat is not a fighting creature, but will act to defend those in its favour.      &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;POWERS/EFFECT&lt;/span&gt;&lt;span class="crline"&gt;-------------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;MENTAL HEALING:  &lt;/strong&gt;&lt;span class="cr4"&gt;At sight the Goat of Empheron heals all undesired mental afflictions. This includes lingering spells, curses, and the effects drugs and diseases. Physical wounds are not affected, but restrictions caused from pain may be partly removed. &lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;BLESS:  &lt;/strong&gt;&lt;span class="cr4"&gt;All who behold this creature are temporarily blessed, and gain a +2 bonus on all rolls during 24 hours. &lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;GRANT DREAMWALKING:  &lt;/strong&gt;&lt;span class="cr4"&gt;See description.&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;EMPHAERIAN MIGHT:  &lt;/strong&gt;&lt;span class="cr4"&gt;In the emerald matter of the creature's horns is infused the strength of their creator. The actual force of butting isn't increased, but the horns radiate waves of physical tremor that cause 2-12 points of injury to those smitten by their power.  &lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;DESCRIPTION&lt;/span&gt;&lt;span class="crline"&gt;------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;span class="cr4"&gt;So infatuated with the elven shepherdess was the Titan Emphaeron, that to please her he lay his hand on her favourite goat and bestowed immortality upon it. He crafted for it new horns from his emerald heart, and made two fine instruments of the old ones. One such horn of calling he gave to the shepherdess, and the other he kept for himself. Whenever the horns were blown the immortal goat would appear and calm the spirit of all who beheld it, and by the power of the Titan's heart, it would let them see. Thus Emphaeron revealed his unspoken love for the elf-maid. &lt;br /&gt;&lt;i&gt;&lt;br /&gt;INSTRUCTION &lt;br /&gt;At dusk, blow the horn, and the goat will come. In the early hours it will come. While still sleeping you will find yourself in its warm presence. There, make a journey of your desire. The Goat will lead you dreaming through the real world. No man, creature, or woman will behold you, but you will witness them, and all other things, as they are at that moment. While dream-walking thus you are safe in your place of sleeping. Still, you must take care. In this in-between existence those of ethereal nature, those magically born, and those with a piercing unnatural gaze may perceive thee. Seeing, they may attack. Fight them then, or run. The goat will aid you. If the Goat is slain, your journey is over, and if you die there you will never wake up again. &lt;br /&gt;&lt;br /&gt;Wander with the cloven hooves of Emphaeron. For some hours you may walk with it. Gaze into the strongholds of your enemies, and look into the nature of their hearts. All is visible and strange in the realm of the Goat. All is eerie and true. As you awake and return to your place of rest, do not sound the horn again for seven days. The Goat is weary and will not heed your call. &lt;br /&gt;&lt;br /&gt;If the quest is dire, the immortal beast may summon to itself not only the wielder of the horn, but also his companions. It has happened, though rarely, that even uncalled the Goat has appeared. Take care at such occasions. It could so be that your path has crossed the highways of the Gods. You will not then know for certain, who the Goat has come to serve. The Titan still keeps the second horn, and he is the true shepherd of this power.&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;The Emphaerian Goat, one of its kind, grazes the rich and heavenly grasslands, where demigods and giants move and flourish. When summoned it projects itself into a twin existence where it holds some physical power. The real Goat however is beyond reach and remain undisturbed in the wonder of Elysian pastures. Should it ever be encountered in this, its actual form, the game-master is recommended to add powers to its immortal presence. &lt;br /&gt;&lt;br /&gt;While much is to be seen and learned by summoning the Goat,  the truth can be very demanding. A few travels with this creature tend to be enough for the psyche of mortals. Countless times the instrument of summoning has changed hands. Many times it has been bitterly discarded. Through it, many have discovered the value of surprises, and learned the hard way to delicately balance between chaos and control. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;i&gt;(Check out more creatures in the 'Creature Archive' menu to the left.)&lt;/i&gt;&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;table width="150" border="0" cellspacing="0" cellpadding="0"&gt;&lt;tr&gt; &lt;td&gt;&lt;br /&gt;&lt;iframe src="http://www.facebook.com/plugins/like.php?href=http%3A%2F%2Frpg-creatures.blogspot.com&amp;amp;layout=box_count&amp;amp;show_faces=false&amp;amp;width=100&amp;amp;action=recommend&amp;amp;font=arial&amp;amp;colorscheme=light&amp;amp;height=65" scrolling="no" frameborder="0" style="border:none; overflow:hidden; width:100px; height:65px;" allowTransparency="true"&gt;&lt;/iframe&gt;&lt;/td&gt; &lt;td&gt;&lt;div style="float:right;padding:4px;"&gt;&lt;script type="text/javascript"&gt;tweetmeme_url = '&lt;$BlogItemPermalinkUrl$&gt; ';tweetmeme_source = 'NCloister';&lt;/script&gt;&lt;br /&gt;&lt;script type="text/javascript" src="http://tweetmeme.com/i/scripts/button.js"&gt;&lt;/script&gt;&lt;br /&gt;&lt;/div&gt;&lt;/td&gt; &lt;/tr&gt;&lt;/table&gt;&lt;br /&gt;&lt;span class="cr5"&gt;© Copyright 2011 - Nicholas Cloister&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2772924205087344386-5261449890184553288?l=rpg-creatures.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://rpg-creatures.blogspot.com/feeds/5261449890184553288/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://rpg-creatures.blogspot.com/2011/07/emerald-path-dream-walking-with-buck.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2772924205087344386/posts/default/5261449890184553288'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2772924205087344386/posts/default/5261449890184553288'/><link rel='alternate' type='text/html' href='http://rpg-creatures.blogspot.com/2011/07/emerald-path-dream-walking-with-buck.html' title='The Emerald Path – Dream walking with a buck'/><author><name>Nicholas Cloister</name><uri>http://www.blogger.com/profile/12248580372104422243</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2772924205087344386.post-2386198451397093355</id><published>2011-07-14T16:18:00.000+02:00</published><updated>2011-07-14T16:18:41.951+02:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='pit fighting'/><category scheme='http://www.blogger.com/atom/ns#' term='monsters'/><category scheme='http://www.blogger.com/atom/ns#' term='art'/><category scheme='http://www.blogger.com/atom/ns#' term='creature'/><category scheme='http://www.blogger.com/atom/ns#' term='mammal'/><category scheme='http://www.blogger.com/atom/ns#' term='rpg'/><category scheme='http://www.blogger.com/atom/ns#' term='Ardhamma'/><category scheme='http://www.blogger.com/atom/ns#' term='fantasy'/><category scheme='http://www.blogger.com/atom/ns#' term='concepts'/><category scheme='http://www.blogger.com/atom/ns#' term='beasts'/><category scheme='http://www.blogger.com/atom/ns#' term='creatures'/><title type='text'>Biological killing machines of entertainment</title><content type='html'>Last week's poll tells me there is a lot of game masters visiting this site, but only a fraction of the visitors bothered to answer. I might have been a little too insistent with making the readers go through with it, but I primarily suspect people are just as tired of internet polls as I am. : )&lt;br /&gt;&lt;br /&gt;Here is a creature now, entirely void of special abilities and mysterious powers. It is simply another dangerous creature to throw in when action is needed. Perhaps its background and general bad-ass nature may still inject a bit of inspiration and produce some interesting encounters. If not, I hope the visuals will make up for the lack of exotics.  &lt;br /&gt;&lt;br /&gt;Finally, I'd like to say I've been in a period where my energy to answer emails have been next to none. I have of course treated potential clients with much care, but otherwise I've been rather neglectful. I still very much appreciate your comments and ideas, and read your input carefully. Hopefully, I'll get back to you at a later hour, but if not, know that I take your feed-back to heart and greatly value your support.  &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr1"&gt;≡ARDHAMMA≡&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.cloister.se/bilder/Ardhamma 1a.jpg" target="_blank"&gt;&lt;img height="643" src="http://www.cloister.se/bilder/Ardhamma 1a.jpg" width="430" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;GENERAL&lt;/span&gt;&lt;span class="crline"&gt;-----------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;CATEGORY: &lt;/strong&gt;&lt;span class="cr4"&gt;Mammal (bred)  &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;TERRAIN: &lt;/strong&gt;&lt;span class="cr4"&gt;Any (temperate to tropical) &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;FOOD: &lt;/strong&gt;&lt;span class="cr4"&gt;Carnivore &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;AGGRESSION: &lt;/strong&gt;&lt;span class="cr4"&gt;Very high &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;&lt;strong&gt;SIZE:&lt;/strong&gt;&lt;/span&gt; &lt;span class="cr4"&gt;11 feet (330 cm) long without tail      &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;&lt;strong&gt;NUMBERS:&lt;/strong&gt;&lt;/span&gt; &lt;span class="cr4"&gt;1-3&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;CHARACTERISTICS&lt;/span&gt;&lt;span class="crline"&gt;-----------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;STRENGTH:&lt;/strong&gt;&lt;span class="cr4"&gt; 26-30 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;AGILITY:&lt;/strong&gt;&lt;span class="cr4"&gt; 25-28 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;ENDURANCE:&lt;/strong&gt;&lt;span class="cr4"&gt; 22-25 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;INTELLIGENCE:&lt;/strong&gt;&lt;span class="cr4"&gt; 2 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;MENTAL RESILIENCE:&lt;/strong&gt;&lt;span class="cr4"&gt; 4-7 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;CHARM:&lt;/strong&gt;&lt;span class="cr4"&gt; 1 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If stats of a human ranges from 3 to 18) &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;SPEED:&lt;/strong&gt; &lt;span class="cr4"&gt; Running x 4, Swimming x 2 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(Multiple is times human speed)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;MAGIC POWER:&lt;/strong&gt;&lt;span class="cr4"&gt; 0 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(Ranges from 0-100)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;HIT POINTS:&lt;/strong&gt; &lt;span class="cr4"&gt;27-30 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If a human commoner has about 11 hit points)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;PROTECTION&lt;/span&gt;&lt;span class="crline"&gt;-------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;&lt;strong&gt;&lt;em&gt;AVERAGE&lt;/em&gt;&lt;/strong&gt;: &lt;/span&gt;&lt;span class="cr4"&gt;3 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;HEAD:&lt;/span&gt;&lt;span class="cr4"&gt; 4 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;BACK:&lt;/span&gt;&lt;span class="cr4"&gt; 4 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;BELLY:&lt;/span&gt;&lt;span class="cr4"&gt; 2 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;FRONT LEGS:&lt;/span&gt;&lt;span class="cr4"&gt; 3 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;BACK LEGS:&lt;/span&gt;&lt;span class="cr4"&gt; 3 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;TAIL:&lt;/span&gt;&lt;span class="cr4"&gt; 4 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If Full Plate Armour is 10) &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr4"&gt;The bony, teeth-like spikes, and partially thick leathery armour of the Ardhamma body, protects it from scratches and minor attacks. The great horn upon its head is used to steer off spears and stabbing weapons, while the hardened bony areas of its lower front legs keeps its claws cutting and ripping even in the midst of daggers and swords.     &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;ATTACKS/DAMAGE&lt;/span&gt;&lt;span class="crline"&gt;---------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;1 HORN:&lt;/strong&gt;&lt;span class="cr4"&gt; 1-8 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;1 BITE:&lt;/strong&gt;&lt;span class="cr4"&gt; 1-8 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;2 CLAWS:&lt;/strong&gt;&lt;span class="cr4"&gt; 2-6 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;1 SCYTHE TAIL:&lt;/strong&gt;&lt;span class="cr4"&gt; 4-16 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If a Long Sword causes 1-8 points of damage)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr4"&gt;The Ardhamma knows how to use all of its weapons with efficiency and deadly dexterity. Unlike many other creatures, and despite its aggressive character, it takes time to avoid and skilfully parry attacks thrown at it. It can rise up upon its hind legs supported by its heavy tail, but usually keeps a low profile, close to the ground, minimizing its vulnerable areas, and moving swiftly on all fours. With great grace its jumps, rolls, spins, dodges and charges, all the while with its scythe of a tail whistling high and low through the air.     &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;DESCRIPTION&lt;/span&gt;&lt;span class="crline"&gt;------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;span class="cr4"&gt;When a culture falls so does the walls of its prisons. A civilization might crumble, but its legacy remains. In the lower levels, in the pit fighting arenas of the old world, the darker side of entertainment industry flourished and gave birth. Tired of lions, starved canines, and bears, the audience demanded new horrors unleashed upon the combatants and slaves fuelling their thrills. So races were crossed, new experiments of breeding commenced, and with the amount of gold pumped in, results came quickly.&lt;br /&gt;&lt;br /&gt;Shaped and bred entirely for killing, the Ardhamma was the perfect combination of  agility, speed, and strength. Its powerful  tail, lashing about in a blur of blood and separated limbs, was the finest, but not its only means of slaying – a commercial success, both feared and readily celebrated. In the chaos of the great wars that followed, brave and ruthless men tamed these beasts, and made them guard their strongholds, but some were left to roam the wild. As these multiplied and chopped themselves a place amongst the more natural inhabitants of nature, peace came, but now with a new cause to nightmare established. Where most wild beasts shy away from human settlements and beings, the Ardhamma were created to kill at the mere sight of them. &lt;br /&gt;&lt;br /&gt;Fortunately the Ardhamma have no tendency for cooperation. They move with individual intent, and prefer a solitary existence. Tamed specimens may suffer the company of one or two more Ardhamma creatures, but in larger groups rivalry will result in carnage. &lt;br /&gt;&lt;br /&gt;There are no female Ardhamma, but the artificial nature of the beasts ensures unaltered offspring to emerge from the wombs of impregnated lions and great wolves. The creatures make their lairs in caves and dungeons, or in any other place similar to the dark cellars of their origins. They move comfortably through all terrains, at any hour of day, but avoid cold and snow. They live for 30 years, fear basically nothing, are great swimmers, and eat all things that move. They may sneak upon their victims with great skill, or jump down upon them from higher ground. They are cunning in all situations of fighting, but show no other signs of intelligence. They may roar loudly, though not as deeply, as a lion, but remain utterly silent when the situation calls for it. In other words; sometimes a frightened victim is an easier kill, while at other times, stealth is the more lethal approach. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;i&gt;(Check out more creatures in the 'Creature Archive' menu to the left.)&lt;/i&gt;&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;table width="150" border="0" cellspacing="0" cellpadding="0"&gt;&lt;tr&gt; &lt;td&gt;&lt;br /&gt;&lt;iframe src="http://www.facebook.com/plugins/like.php?href=http%3A%2F%2Frpg-creatures.blogspot.com&amp;amp;layout=box_count&amp;amp;show_faces=false&amp;amp;width=100&amp;amp;action=recommend&amp;amp;font=arial&amp;amp;colorscheme=light&amp;amp;height=65" scrolling="no" frameborder="0" style="border:none; overflow:hidden; width:100px; height:65px;" allowTransparency="true"&gt;&lt;/iframe&gt;&lt;/td&gt; &lt;td&gt;&lt;div style="float:right;padding:4px;"&gt;&lt;script type="text/javascript"&gt;tweetmeme_url = '&lt;$BlogItemPermalinkUrl$&gt; ';tweetmeme_source = 'NCloister';&lt;/script&gt;&lt;br /&gt;&lt;script type="text/javascript" src="http://tweetmeme.com/i/scripts/button.js"&gt;&lt;/script&gt;&lt;br /&gt;&lt;/div&gt;&lt;/td&gt; &lt;/tr&gt;&lt;/table&gt;&lt;br /&gt;&lt;span class="cr5"&gt;© Copyright 2011 - Nicholas Cloister&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2772924205087344386-2386198451397093355?l=rpg-creatures.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://rpg-creatures.blogspot.com/feeds/2386198451397093355/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://rpg-creatures.blogspot.com/2011/07/biological-killing-machines-of.html#comment-form' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2772924205087344386/posts/default/2386198451397093355'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2772924205087344386/posts/default/2386198451397093355'/><link rel='alternate' type='text/html' href='http://rpg-creatures.blogspot.com/2011/07/biological-killing-machines-of.html' title='Biological killing machines of entertainment'/><author><name>Nicholas Cloister</name><uri>http://www.blogger.com/profile/12248580372104422243</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2772924205087344386.post-2720486342598513949</id><published>2011-06-28T13:32:00.002+02:00</published><updated>2011-06-28T17:00:48.273+02:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Enjirach'/><category scheme='http://www.blogger.com/atom/ns#' term='rpg'/><category scheme='http://www.blogger.com/atom/ns#' term='concept'/><category scheme='http://www.blogger.com/atom/ns#' term='design'/><category scheme='http://www.blogger.com/atom/ns#' term='undead'/><category scheme='http://www.blogger.com/atom/ns#' term='creatures'/><category scheme='http://www.blogger.com/atom/ns#' term='art'/><category scheme='http://www.blogger.com/atom/ns#' term='caves'/><category scheme='http://www.blogger.com/atom/ns#' term='monster'/><category scheme='http://www.blogger.com/atom/ns#' term='beast'/><category scheme='http://www.blogger.com/atom/ns#' term='fantasy'/><category scheme='http://www.blogger.com/atom/ns#' term='cloister'/><category scheme='http://www.blogger.com/atom/ns#' term='ruins'/><title type='text'>Extinct reptile cheats death</title><content type='html'>Before you read any further, please quickly answer the simple poll to the left. &lt;br /&gt;&lt;br /&gt;I'd like to get a better image of the visitors to this blog, and how it is currently being used. Have you answered that poll yet? ; )&lt;br /&gt;&lt;br /&gt;If you have, you may continue with intact conscience and expand your dreams with the once beautiful Enjirachs, and ponder how to expose your players (if you have any) to their unforgotten urge of revenge. Before I leave you with their hooks and teeth I'd like to humbly remind you of the poll to the left... and say that if you think of purple as a girly colour, you may now reconsider your disposition. Purple is the colour of the Sahasrara (crown chakra) and is, in some traditions, understood as the gateway to sexless, non-dual Eternity. As any Enjirach would tell you; Death is not the end. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr1"&gt;≡ENJIRACH≡&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.cloister.se/bilder/Enjirach 1a.jpg" target="_blank"&gt;&lt;img height="643" src="http://www.cloister.se/bilder/Enjirach 1a.jpg" width="430" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;GENERAL&lt;/span&gt;&lt;span class="crline"&gt;-----------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;CATEGORY: &lt;/strong&gt;&lt;span class="cr4"&gt;Undead   &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;TERRAIN: &lt;/strong&gt;&lt;span class="cr4"&gt;Ruins and caves &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;FOOD: &lt;/strong&gt;&lt;span class="cr4"&gt;(Carnivore) &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;AGGRESSION: &lt;/strong&gt;&lt;span class="cr4"&gt;Very high &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;&lt;strong&gt;SIZE:&lt;/strong&gt;&lt;/span&gt; &lt;span class="cr4"&gt;8 feet (240 cm) tall       &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;&lt;strong&gt;NUMBERS:&lt;/strong&gt;&lt;/span&gt; &lt;span class="cr4"&gt;1&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;CHARACTERISTICS&lt;/span&gt;&lt;span class="crline"&gt;-----------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;STRENGTH:&lt;/strong&gt;&lt;span class="cr4"&gt; 21-27 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;AGILITY:&lt;/strong&gt;&lt;span class="cr4"&gt; 10-15 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;ENDURANCE:&lt;/strong&gt;&lt;span class="cr4"&gt; 22-25 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;INTELLIGENCE:&lt;/strong&gt;&lt;span class="cr4"&gt; 3-4 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;MENTAL RESILIENCE:&lt;/strong&gt;&lt;span class="cr4"&gt; 7-11 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;CHARM:&lt;/strong&gt;&lt;span class="cr4"&gt; 0 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If stats of a human ranges from 3 to 18) &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;SPEED:&lt;/strong&gt; &lt;span class="cr4"&gt; Running x 1,5  &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(Multiple is times human speed)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;MAGIC POWER:&lt;/strong&gt;&lt;span class="cr4"&gt; 0 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(Ranges from 0-100)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;HIT POINTS:&lt;/strong&gt; &lt;span class="cr4"&gt;27-33 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If a human commoner has about 11 hit points)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;PROTECTION&lt;/span&gt;&lt;span class="crline"&gt;-------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;&lt;strong&gt;&lt;em&gt;AVERAGE&lt;/em&gt;&lt;/strong&gt;: &lt;/span&gt;&lt;span class="cr4"&gt;0 (1) &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;BODY:&lt;/span&gt;&lt;span class="cr4"&gt; 0 (1-2) &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If Full Plate Armour is 10) &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr4"&gt;The Enjirachs have no no skin or natural armour left to speak of. The rare specimens with richer patches of  feathers left, may keep 1-2 points of protection on certain parts of their bodies.&lt;br /&gt;The bones of the creatures are unusually hard, and can stand quite a substantial amount of damage before breaking apart.    &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;ATTACKS/DAMAGE&lt;/span&gt;&lt;span class="crline"&gt;---------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;1 BITE:&lt;/strong&gt;&lt;span class="cr4"&gt; 1-10 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;2 HOOK CLAWS:&lt;/strong&gt;&lt;span class="cr4"&gt; 1-12 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;2 CLAWED KICKS:&lt;/strong&gt;&lt;span class="cr4"&gt; 1-8 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If a Long Sword causes 1-8 points of damage)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr4"&gt;Though dead, the force of the Enjirachs' natural weapons have kept their former strength, and are used with great skill and ferocity. The magical life-force of the creatures moves their skeletons as if invisible muscles were still surrounding their ancient bones.       &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;POWERS/EFFECT&lt;/span&gt;&lt;span class="crline"&gt;-------------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;FEATHERS OF LIFE:  &lt;/strong&gt;&lt;span class="cr4"&gt;The main life-force of the Enjirach was not located in the heart or the brain, but rather in its legendary feathers.  Touching a single feather of the Enjirach reptile will restore several hit points and heal minor wounds, with no scarring. A night in a full bed of them can restore a two day dead person to life, with no observable traces of death. If the corpse is older still, minor brain damage, or more severe zombie-like side effects are probable. Torn off the Enjirach, the feathers fade after 10-20 healing touches, or 2-3 times of full resurrection. They then lose colour as well as their power to heal. If untouched by injured beings the magical feathers will last forever, and are easily preservable. Naturally, they are extremely rare. &lt;br /&gt;&lt;br /&gt;The undead reptiles can heal themselves (or others if so inclined) by simply caressing themselves with their remaining feathers. The skeletal structures of bones will become whole again as long as they are held together and not completely crushed. 2-6 hit points are restored automatically each round as long as some feathers are still attached to the Enjirach. When the hit points of the creatures reach zero they are considered damaged enough to go still. However, if not properly destroyed, or stripped of feathers, the beasts may rise again the next day.      &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;DESCRIPTION&lt;/span&gt;&lt;span class="crline"&gt;------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;span class="cr4"&gt;Once great feathered reptiles walked the lands. Purple and proud, their plumes played in the wind - a spectacular impression of beauty on the green prairies where they hunted. It is said the grazers were drawn to these displays of colour, like moths to light, and that the Enjirachs could feed with little exertion, as they took down the enchanted prey with hooks and jaws of dreadful power.   &lt;br /&gt;&lt;br /&gt;Men had killed these creatures for the beauty of their feathers alone, but when they learned of their life-giving power, the fate of the Enjirachs was sealed. In less than a century the last living Enjirach was slain and stripped of its purple treasure. Despite the value of the Enjirach feathers, some creatures were sloppily plucked. When the sacks were full, the hunters cared little for the last remaining feathers. Why spend the strength it took to rip these out of the bone, when they had all the gold they would ever need anyway? Also, some creatures managed to escape. When considered dead, the bird-like reptiles simply rose half stripped in the night and ate their sleepy captors.&lt;br /&gt;&lt;br /&gt;The remaining Enjirachs cannot naturally die. What few feathers they retain keep them alive, but are not enough to restore them to a life of breathing. A long time ago their flesh fled their bones, and cold blood dripped out of dissolving veins. Flies and worms took care of the sinews and left-overs while their hardy skeletons stayed erect and mobile, enforced and animated by the magical power of the feathers. &lt;br /&gt;&lt;br /&gt;Thus they hide, ashamed to display themselves in the open air. Lurking in places where a glimpse of sunlight is still available, they welcome all chances to take down the two-legged creatures that caused their living death. Patiently they harness their wrath, intelligent enough to know with certainty, that in time, people will enter their hide-outs, for shelter or curiosity, often in small groups, easily slain and devoured. Yes, eaten, not for the sake of nutrition, but for a taste of the old days, and for the humiliation of those still watching. &lt;br /&gt;&lt;br /&gt;A few terrible stories however, speak of Enjirachs still surprisingly rich in plumes, which by stroking their kills with their remaining feathers, restores them to life only to slay them again. In such a way they keep them imprisoned in a limbo of pain, re-enacting their retribution until there is nothing left of the body to revive. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;i&gt;(Check out more creatures in the 'Creature Archive' menu to the left.)&lt;/i&gt;&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;table width="150" border="0" cellspacing="0" cellpadding="0"&gt;&lt;tr&gt; &lt;td&gt;&lt;br /&gt;&lt;iframe src="http://www.facebook.com/plugins/like.php?href=http%3A%2F%2Frpg-creatures.blogspot.com&amp;amp;layout=box_count&amp;amp;show_faces=false&amp;amp;width=100&amp;amp;action=recommend&amp;amp;font=arial&amp;amp;colorscheme=light&amp;amp;height=65" scrolling="no" frameborder="0" style="border:none; overflow:hidden; width:100px; height:65px;" allowTransparency="true"&gt;&lt;/iframe&gt;&lt;/td&gt; &lt;td&gt;&lt;div style="float:right;padding:4px;"&gt;&lt;script type="text/javascript"&gt;tweetmeme_url = '&lt;$BlogItemPermalinkUrl$&gt; ';tweetmeme_source = 'NCloister';&lt;/script&gt;&lt;br /&gt;&lt;script type="text/javascript" src="http://tweetmeme.com/i/scripts/button.js"&gt;&lt;/script&gt;&lt;br /&gt;&lt;/div&gt;&lt;/td&gt; &lt;/tr&gt;&lt;/table&gt;&lt;br /&gt;&lt;span class="cr5"&gt;© Copyright 2011 - Nicholas Cloister&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2772924205087344386-2720486342598513949?l=rpg-creatures.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://rpg-creatures.blogspot.com/feeds/2720486342598513949/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://rpg-creatures.blogspot.com/2011/06/extinct-reptilian-cheats-death.html#comment-form' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2772924205087344386/posts/default/2720486342598513949'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2772924205087344386/posts/default/2720486342598513949'/><link rel='alternate' type='text/html' href='http://rpg-creatures.blogspot.com/2011/06/extinct-reptilian-cheats-death.html' title='Extinct reptile cheats death'/><author><name>Nicholas Cloister</name><uri>http://www.blogger.com/profile/12248580372104422243</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2772924205087344386.post-5642121451143433092</id><published>2011-06-22T13:18:00.000+02:00</published><updated>2011-06-22T13:18:07.866+02:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='art'/><category scheme='http://www.blogger.com/atom/ns#' term='games'/><category scheme='http://www.blogger.com/atom/ns#' term='wizards'/><category scheme='http://www.blogger.com/atom/ns#' term='Gendrohka'/><category scheme='http://www.blogger.com/atom/ns#' term='magicians'/><category scheme='http://www.blogger.com/atom/ns#' term='rpg'/><category scheme='http://www.blogger.com/atom/ns#' term='fantasy'/><category scheme='http://www.blogger.com/atom/ns#' term='concepts'/><category scheme='http://www.blogger.com/atom/ns#' term='creatures'/><title type='text'>Chased by Bad Balls of Magic.</title><content type='html'>Midsummer, a great festival here in Sweden, is soon upon us. But before I enter into the halls of herring, fresh potatoes, sour cream, chives, beer, snaps, and strawberries (typical Swedish Midsummer dish) I release the Gendrohka. Let it enter your imagination and allow it to shape some exciting new adventures. I see a lot of potentially entertaining, and perhaps even humorous situations coming about with their special kind of magic. &lt;br /&gt;&lt;br /&gt;Perhaps it all starts with the rumours of a poor but charismatic healer, that roams the street of a desert town? Maybe the mayor of this place is sick and sees an opportunity to become well? Who could possibly have known the source of the healers power? Who could have foreseen his influence in the halls of power? Why was the Gendrohka later invited into the very midst of political schemes? How come the King himself was willing to bargain with these monsters? Why has he now locked himself into his heavy door chamber, frightened to emerge? Why are there hundreds of flying spheres encircling the palace? Did this all happen before the players got involved, or did they come into contact with the healer before it all started? What made that man meddle with the old magicians in the first place? Is his daughter still, at this moment, held prisoner beneath the sand... in the lowest pit of the inverted tower? Or was he perhaps only tempted by the power? After all, people were charmed beyond belief by his new-found piety. It shone, didn't it? It embraced him in a warm aura of healing light. To change the world for the better? Isn't it worth at least some kind of sacrifice? &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr1"&gt;≡GENDROHKA≡&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.cloister.se/bilder/Gendrohka 1a.jpg" target="_blank"&gt;&lt;img height="643" src="http://www.cloister.se/bilder/Gendrohka 1a.jpg" width="430" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;GENERAL&lt;/span&gt;&lt;span class="crline"&gt;-----------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;CATEGORY: &lt;/strong&gt;&lt;span class="cr4"&gt;Magical   &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;TERRAIN: &lt;/strong&gt;&lt;span class="cr4"&gt;Deserts and dry areas &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;FOOD: &lt;/strong&gt;&lt;span class="cr4"&gt;Carnivore (barely eats) &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;AGGRESSION: &lt;/strong&gt;&lt;span class="cr4"&gt;Normal to high &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;&lt;strong&gt;SIZE:&lt;/strong&gt;&lt;/span&gt; &lt;span class="cr4"&gt;5-6 feet (150-180 cm) tall      &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;&lt;strong&gt;NUMBERS:&lt;/strong&gt;&lt;/span&gt; &lt;span class="cr4"&gt;1-6&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;CHARACTERISTICS&lt;/span&gt;&lt;span class="crline"&gt;-----------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;STRENGTH:&lt;/strong&gt;&lt;span class="cr4"&gt; 6-9 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;AGILITY:&lt;/strong&gt;&lt;span class="cr4"&gt; 3-7 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;ENDURANCE:&lt;/strong&gt;&lt;span class="cr4"&gt; 5-11 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;INTELLIGENCE:&lt;/strong&gt;&lt;span class="cr4"&gt; 6-9 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;MENTAL RESILIENCE:&lt;/strong&gt;&lt;span class="cr4"&gt; 9-15 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;CHARM:&lt;/strong&gt;&lt;span class="cr4"&gt; 1-2 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If stats of a human ranges from 3 to 18) &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;SPEED:&lt;/strong&gt; &lt;span class="cr4"&gt; Running x 0,5  &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(Multiple is times human speed)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;MAGIC POWER:&lt;/strong&gt;&lt;span class="cr4"&gt; 30-40 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(Ranges from 0-100)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;HIT POINTS:&lt;/strong&gt; &lt;span class="cr4"&gt;17-25 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If a human commoner has about 11 hit points)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;PROTECTION&lt;/span&gt;&lt;span class="crline"&gt;-------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;&lt;strong&gt;&lt;em&gt;AVERAGE&lt;/em&gt;&lt;/strong&gt;: &lt;/span&gt;&lt;span class="cr4"&gt;5 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;HEAD:&lt;/span&gt;&lt;span class="cr4"&gt; 2 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;BACK:&lt;/span&gt;&lt;span class="cr4"&gt; 12 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;BELLY:&lt;/span&gt;&lt;span class="cr4"&gt; 3 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;LEGS:&lt;/span&gt;&lt;span class="cr4"&gt; 3 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;ARMS:&lt;/span&gt;&lt;span class="cr4"&gt; 2 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If Full Plate Armour is 10) &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr4"&gt;The main body of the Gendrohka is covered by a thick iron-like shell, and the rest is reminiscent of a fish left to dry in the sun – a ridgy sort of skin, glimmering in some places, and pale dead in others. Its lower legs are strengthened by further segmented shell growth.   &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;ATTACKS/DAMAGE&lt;/span&gt;&lt;span class="crline"&gt;---------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;2 SHARP DIGITS:&lt;/strong&gt;&lt;span class="cr4"&gt; 1-3 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;1 BITE:&lt;/strong&gt;&lt;span class="cr4"&gt; 1-6 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;1 KICK:&lt;/strong&gt;&lt;span class="cr4"&gt; 1-4 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If a Long Sword causes 1-8 points of damage)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr4"&gt;The Gendrohka can kick, bite and claw, but usually avoid physical combat. In close encounters they try scratching and stabbing their enemies with their umbrella-like “hands”, but may also use their teeth.      &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;POWERS/EFFECT&lt;/span&gt;&lt;span class="crline"&gt;-------------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;HALO MAGIC:  &lt;/strong&gt;&lt;span class="cr4"&gt;Though weak of intelligence, the Gendrohka possess the innate power of halo magic, and can produce a wide variety of spells which affects the “wearer” of the weakly luminous sphere(s). The halos are created in a field of energy between the pointy digits of the Gendrohka and released immediately into the air. Flying by themselves they seek to immerse the head of the intended target. They move swiftly but cannot keep up with a running human being. However, once created, a halo will not dissipate unless dispelled, and it will continue to chase its target for as long as it remains. A halo is unable to pass through walls, but thinner obstacles like armour and shields will not hinder it. It can sense the location of the designated being or creature wherever it is, and will move ceaselessly to attach itself to its head. Once the head is embraced, the halo stays in place until it has run out of energy, or is dispelled. The Gendrohka can produce halos that seek out the nearest possible life-form, and they often create halos for their own personal use. The number of spells/halos possible per day depends upon the power of the individual creature. Common spells are mind-warping, draining, protective, and strengthening halos, but all spells that affect a single being (the wearer) may be infused into a halo sphere of magical energy. Powerful halos tend to have negative effects upon the wearer's vision. Up to three halos may be operative at once. Further spheres will circle the target until any worn halo is drained.     &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;GLOVES OF UNMAGIC: &lt;/strong&gt;&lt;span class="cr4"&gt;The strange anatomical constructions of elongated bones and membrane that are the Gendohka's hands are flexible and used to parry and disarm all forms of visible magic aimed at the creature. Like antenna these giant “gloves” attract and captures all bolts, balls, missiles, beams, breaths, and darts of magic aimed at the Gendrohka. All such low level spells are immediately dispelled. The effect of all mid-level spells are reduced by 50%, and high level spells are weakened by 30%. This applies to effect as well as range and duration. The creatures must be able to see the spell in order to parry it, but need to do little more than to raise a glove in order to capture and weaken all spells directed towards them. With appropriate spells the energy may be collected and reshaped into a halo sphere and thrown back towards the caster.    &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;DESCRIPTION&lt;/span&gt;&lt;span class="crline"&gt;------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;span class="cr4"&gt;As the mystics and wizards of the old desert cultures invoked the powers of rain and water, something vile and hideous stumbled out of the sea in answer to their rituals. A strange species, made by the deities of the ocean, sat foot upon the dry lands, and brought a new kind of magic with them. &lt;br /&gt;&lt;br /&gt;The Endrokk, later known as the Gendrohka (Sea Warlocks), produced for the  people of the desert powerful spheres of magic. Like halos these surrounded the heads of the natives and made them immune to  thirst and hunger. Immersed in the translucent orbs, their minds were eventually thrown off balance, and the Endrokk seized control over the lands. These new rulers from the sea were later overthrown, but some remain in hidden communities, in the remote and dry areas of the world.&lt;br /&gt;&lt;br /&gt;The Gendrohka are immortal. Spawned from dark divine magic they cannot die by age. They may be weakened by lack of food, but need no water, and will go on living until physically destroyed. The small groups that remain cave out upside-down spiral towers in the sand or dry earth to protect themselves from undesired attention. What they want or seek is unknown, but once in a while they leave their lairs to attack caravans or remote villages. It is believed they search for opportunities to enslave and lay beneath them greater areas of culture, but in the meantime they surface now and then to investigate the state of the world, and to unleash some of their dark magic. Others claim they are just the sorry leftovers from an ancient plot, unable to retire or perish, and with no remaining purpose or aim to guide them.    &lt;br /&gt;&lt;br /&gt;The vertical horn on top of the creatures' shells is a spike of power which can  pierce and destroy undesired halos directed towards the Gendrohka themselves, and other halos which they no longer desire. On two feet the creatures walk bent over like old men, often supporting themselves on their long digits. They have a vacant sort of look but are well aware of their surroundings. Always silent, and without speech, they produce halos of telepathy to communicate with other beings. Pitch black blood fills their veins, but hardly run at all, so the creatures barely bleed when wounded. A mysterious sort of air surrounds these creatures, which radiate a sense of antique magic and living death. &lt;br /&gt;&lt;br /&gt;&lt;i&gt;(Check out more creatures in the 'Creature Archive' menu to the left.)&lt;/i&gt;&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;table width="150" border="0" cellspacing="0" cellpadding="0"&gt;&lt;tr&gt; &lt;td&gt;&lt;br /&gt;&lt;iframe src="http://www.facebook.com/plugins/like.php?href=http%3A%2F%2Frpg-creatures.blogspot.com&amp;amp;layout=box_count&amp;amp;show_faces=false&amp;amp;width=100&amp;amp;action=recommend&amp;amp;font=arial&amp;amp;colorscheme=light&amp;amp;height=65" scrolling="no" frameborder="0" style="border:none; overflow:hidden; width:100px; height:65px;" allowTransparency="true"&gt;&lt;/iframe&gt;&lt;/td&gt; &lt;td&gt;&lt;div style="float:right;padding:4px;"&gt;&lt;script type="text/javascript"&gt;tweetmeme_url = '&lt;$BlogItemPermalinkUrl$&gt; ';tweetmeme_source = 'NCloister';&lt;/script&gt;&lt;br /&gt;&lt;script type="text/javascript" src="http://tweetmeme.com/i/scripts/button.js"&gt;&lt;/script&gt;&lt;br /&gt;&lt;/div&gt;&lt;/td&gt; &lt;/tr&gt;&lt;/table&gt;&lt;br /&gt;&lt;span class="cr5"&gt;© Copyright 2011 - Nicholas Cloister&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2772924205087344386-5642121451143433092?l=rpg-creatures.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://rpg-creatures.blogspot.com/feeds/5642121451143433092/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://rpg-creatures.blogspot.com/2011/06/chased-by-bad-balls-of-magic.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2772924205087344386/posts/default/5642121451143433092'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2772924205087344386/posts/default/5642121451143433092'/><link rel='alternate' type='text/html' href='http://rpg-creatures.blogspot.com/2011/06/chased-by-bad-balls-of-magic.html' title='Chased by Bad Balls of Magic.'/><author><name>Nicholas Cloister</name><uri>http://www.blogger.com/profile/12248580372104422243</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2772924205087344386.post-1230140197579849152</id><published>2011-06-11T10:16:00.000+02:00</published><updated>2011-06-11T10:16:57.084+02:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Con&apos;laih'/><category scheme='http://www.blogger.com/atom/ns#' term='art'/><category scheme='http://www.blogger.com/atom/ns#' term='monster'/><category scheme='http://www.blogger.com/atom/ns#' term='mammal'/><category scheme='http://www.blogger.com/atom/ns#' term='rpg'/><category scheme='http://www.blogger.com/atom/ns#' term='polar'/><category scheme='http://www.blogger.com/atom/ns#' term='glaciar'/><category scheme='http://www.blogger.com/atom/ns#' term='fur'/><category scheme='http://www.blogger.com/atom/ns#' term='fantasy'/><category scheme='http://www.blogger.com/atom/ns#' term='bestiary'/><category scheme='http://www.blogger.com/atom/ns#' term='creatures'/><title type='text'>Meat museums of the glaciers</title><content type='html'>While modern scientists are happy to find bacteria or single cell organisms in the cores drilled out from the polar ices, a fantasy explorer may be more fortunate. With the mysteries of the ages however comes a certain risk, and in this case that risk is called the Con'laihs. As amazing artists of the ice, with a tantalizing sort of power and hidden aims, these pose an obvious threat to any who seek to learn what ancient treasures may have slipped into their deep-buried fridges. Is this where the old gods are sleeping?&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr1"&gt;≡CON'LAIH≡&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.cloister.se/bilder/ConLaih 1a.jpg" target="_blank"&gt;&lt;img height="643" src="http://www.cloister.se/bilder/ConLaih 1a.jpg" width="430" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;GENERAL&lt;/span&gt;&lt;span class="crline"&gt;-----------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;CATEGORY: &lt;/strong&gt;&lt;span class="cr4"&gt;Mammal  &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;TERRAIN: &lt;/strong&gt;&lt;span class="cr4"&gt;Glaciers, polar ices, and deep snow regions &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;FOOD: &lt;/strong&gt;&lt;span class="cr4"&gt;Carnivore &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;AGGRESSION: &lt;/strong&gt;&lt;span class="cr4"&gt;Normal &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;&lt;strong&gt;SIZE:&lt;/strong&gt;&lt;/span&gt; &lt;span class="cr4"&gt;5 feet (150 cm) tall      &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;&lt;strong&gt;NUMBERS:&lt;/strong&gt;&lt;/span&gt; &lt;span class="cr4"&gt;5-100&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;CHARACTERISTICS&lt;/span&gt;&lt;span class="crline"&gt;-----------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;STRENGTH:&lt;/strong&gt;&lt;span class="cr4"&gt; 9-12 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;AGILITY:&lt;/strong&gt;&lt;span class="cr4"&gt; 13-16 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;ENDURANCE:&lt;/strong&gt;&lt;span class="cr4"&gt; 15-18 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;INTELLIGENCE:&lt;/strong&gt;&lt;span class="cr4"&gt; 3-7 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;MENTAL RESILIENCE:&lt;/strong&gt;&lt;span class="cr4"&gt; 3-8 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;CHARM:&lt;/strong&gt;&lt;span class="cr4"&gt; 2-4 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If stats of a human ranges from 3 to 18) &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;SPEED:&lt;/strong&gt; &lt;span class="cr4"&gt; Running (leaping) x 1,2  &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(Multiple is times human speed)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;MAGIC POWER:&lt;/strong&gt;&lt;span class="cr4"&gt; 0 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(Ranges from 0-100)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;HIT POINTS:&lt;/strong&gt; &lt;span class="cr4"&gt;10-15 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If a human commoner has about 11 hit points)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;PROTECTION&lt;/span&gt;&lt;span class="crline"&gt;-------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;&lt;strong&gt;&lt;em&gt;AVERAGE&lt;/em&gt;&lt;/strong&gt;: &lt;/span&gt;&lt;span class="cr4"&gt;3 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;BACK:&lt;/span&gt;&lt;span class="cr4"&gt; 5 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;BELLY:&lt;/span&gt;&lt;span class="cr4"&gt; 3 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;HEAD:&lt;/span&gt;&lt;span class="cr4"&gt; 2 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;ARMS:&lt;/span&gt;&lt;span class="cr4"&gt; 2 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;LEGS:&lt;/span&gt;&lt;span class="cr4"&gt; 2 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If Full Plate Armour is 10) &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr4"&gt;Underneath the thick fur the back of the Con'laih is covered in a segmented bony shell which gives good protection of the inner organs and spine. The delicate tentacles are fully unprotected but when severed these grow out again in about six months.   &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;ATTACKS/DAMAGE&lt;/span&gt;&lt;span class="crline"&gt;---------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;2 JAGGED CLAWS:&lt;/strong&gt;&lt;span class="cr4"&gt; 2-7 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;1 KICK:&lt;/strong&gt;&lt;span class="cr4"&gt; 1-8 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If a Long Sword causes 1-8 points of damage)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr4"&gt;The formidable front claws of the Con'laihs are their main weapon, but as a means of defence they may also use powerful kicks to keep enemies at bay.      &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;POWERS/EFFECT&lt;/span&gt;&lt;span class="crline"&gt;-------------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;ICE CONTROL: &lt;/strong&gt;&lt;span class="cr4"&gt;Through their thin tentacles the Con’laihs wield a strange energy. Though the creatures can cut through the ice with their saw-like claws it is mainly this energy they us to control and shape their beautiful abodes. The energy manipulates the quality and properties of the ice and makes it possible for them to make fantastic architectural constructions inside the glaciers. As the creatures wiggle, their tentacle ends start glowing and a sound like a thousand tiny bells is produced. The energy enters the ice which transforms according to the will of the Con'laih, who may quickly melt and reform great section of their lairs. If working in unison, the creatures can easily confuse or trap any unwanted intruders. The energy is also used to prevent undesired cellular damage to any still breathing catching as it is frozen and stored in the ice (see 'Description').     &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;DESCRIPTION&lt;/span&gt;&lt;span class="crline"&gt;------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;span class="cr4"&gt;In deep burrows, inside the great glaciers and polar ice sheets, live the Con’laihs. The natural cracks and shafts produced by water are intersected by extensive mazes of Con’laih produced tunnels and caves. They hunt in the areas surrounding these ices, and occasionally send out groups to scout and find food in regions further away. These smaller parties cave out temporary lairs in deep snow, or frozen lakes. Birds, seals, foxes and bears are common on their menu, but the Con’laihs take down anything within their power. They are not especially aggressive, but due to a strong instinct of gathering, they tend to attack even when not hungry. &lt;br /&gt;&lt;br /&gt;What the Con’laihs don’t eat at once they store deep frozen in the ice. In great chambers, far beneath the ice surface, they create museums of meat, which some speculate are not only for eating. When possible, prey is frozen alive and restored to life before eaten. Only the mysterious Con’laih energy can revive a life-form so frozen. All things stored are marked by complex patterns of burns, and many captures are saved for eons in the freezer. Truly ancient creatures and beings have been found preserved in the Con’laih reserves. These facts have led to the theory that the creatures freeze prey not only for preservation, but also to communicate in some manner with future generations. &lt;br /&gt;&lt;br /&gt;Con’laihs are not great climbers, and tend to keep the floors of their lairs even. They are however natural jumpers and effortlessly leap straight across the crevices and cold rivers of the subterranean ice worlds. Jumping down upon their prey is also their favorite way of striking. &lt;br /&gt;&lt;br /&gt;Ranging from golden yellow, to brown and dark grey, the fur colour of the Con’laihs vary greatly between specimens. The eyes are always dark green and glimmer with an otherworldly kind of intelligence. They communicate through rasping hissing sounds which are sometimes contrasted by high-pitched squeals.&lt;br /&gt;&lt;br /&gt;The last stage of the Con’laih fetus development takes place outside the womb, in translucent cocoons, which are normally attached to the roof of ice tunnels. These glow gently with the mysterious energy of to the adult tentacles, and are spread out across the vast burrows to function as lamps in important sections. The young reach full maturity in three years and begin to weaken from old age about 60 years later. &lt;br /&gt;&lt;br /&gt;&lt;i&gt;(Check out more creatures in the 'Creature Archive' menu to the left.)&lt;/i&gt;&lt;br /&gt;  &lt;/span&gt;&lt;br /&gt;&lt;table width="150" border="0" cellspacing="0" cellpadding="0"&gt;&lt;tr&gt; &lt;td&gt;&lt;br /&gt;&lt;iframe src="http://www.facebook.com/plugins/like.php?href=http%3A%2F%2Frpg-creatures.blogspot.com&amp;amp;layout=box_count&amp;amp;show_faces=false&amp;amp;width=100&amp;amp;action=recommend&amp;amp;font=arial&amp;amp;colorscheme=light&amp;amp;height=65" scrolling="no" frameborder="0" style="border:none; overflow:hidden; width:100px; height:65px;" allowTransparency="true"&gt;&lt;/iframe&gt;&lt;/td&gt; &lt;td&gt;&lt;div style="float:right;padding:4px;"&gt;&lt;script type="text/javascript"&gt;tweetmeme_url = '&lt;$BlogItemPermalinkUrl$&gt; ';tweetmeme_source = 'NCloister';&lt;/script&gt;&lt;br /&gt;&lt;script type="text/javascript" src="http://tweetmeme.com/i/scripts/button.js"&gt;&lt;/script&gt;&lt;br /&gt;&lt;/div&gt;&lt;/td&gt; &lt;/tr&gt;&lt;/table&gt;&lt;br /&gt;&lt;span class="cr5"&gt;© Copyright 2011 - Nicholas Cloister&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2772924205087344386-1230140197579849152?l=rpg-creatures.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://rpg-creatures.blogspot.com/feeds/1230140197579849152/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://rpg-creatures.blogspot.com/2011/06/meat-museums-of-glaciers.html#comment-form' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2772924205087344386/posts/default/1230140197579849152'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2772924205087344386/posts/default/1230140197579849152'/><link rel='alternate' type='text/html' href='http://rpg-creatures.blogspot.com/2011/06/meat-museums-of-glaciers.html' title='Meat museums of the glaciers'/><author><name>Nicholas Cloister</name><uri>http://www.blogger.com/profile/12248580372104422243</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2772924205087344386.post-303084390009743071</id><published>2011-05-27T19:18:00.000+02:00</published><updated>2011-05-27T19:18:19.660+02:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='ghost'/><category scheme='http://www.blogger.com/atom/ns#' term='rpg'/><category scheme='http://www.blogger.com/atom/ns#' term='crypts'/><category scheme='http://www.blogger.com/atom/ns#' term='Myraclion'/><category scheme='http://www.blogger.com/atom/ns#' term='bestiary'/><category scheme='http://www.blogger.com/atom/ns#' term='evil'/><category scheme='http://www.blogger.com/atom/ns#' term='undead'/><category scheme='http://www.blogger.com/atom/ns#' term='catacombs'/><category scheme='http://www.blogger.com/atom/ns#' term='fire'/><category scheme='http://www.blogger.com/atom/ns#' term='creatures'/><title type='text'>Possessed by Unholy Fire</title><content type='html'>Hi people! Thanks for using the rating-poll! It gives me some idea of what works... for you! I'm updating earlier than I expected, so the rating is now for the Myraclion. Have a nice weekend, and stay out of trouble. GHOST!!! &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr1"&gt;≡MYRACLION≡&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.cloister.se/bilder/Myraclion 1a.jpg" target="_blank"&gt;&lt;img height="643" src="http://www.cloister.se/bilder/Myraclion 1a.jpg" width="430" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;GENERAL&lt;/span&gt;&lt;span class="crline"&gt;-----------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;CATEGORY: &lt;/strong&gt;&lt;span class="cr4"&gt;Undead  &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;TERRAIN: &lt;/strong&gt;&lt;span class="cr4"&gt;Catacombs and crypts &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;FOOD: &lt;/strong&gt;&lt;span class="cr4"&gt;Spirits and souls &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;AGGRESSION: &lt;/strong&gt;&lt;span class="cr4"&gt;High &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;&lt;strong&gt;SIZE:&lt;/strong&gt;&lt;/span&gt; &lt;span class="cr4"&gt;13 feet (390 cm) long with tail       &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;&lt;strong&gt;NUMBERS:&lt;/strong&gt;&lt;/span&gt; &lt;span class="cr4"&gt;1&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;CHARACTERISTICS&lt;/span&gt;&lt;span class="crline"&gt;-----------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;STRENGTH:&lt;/strong&gt;&lt;span class="cr4"&gt; 12-18 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;AGILITY:&lt;/strong&gt;&lt;span class="cr4"&gt; 12-18 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;ENDURANCE:&lt;/strong&gt;&lt;span class="cr4"&gt; - (see 'Powers') &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;INTELLIGENCE:&lt;/strong&gt;&lt;span class="cr4"&gt; 3-6 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;MENTAL RESILIENCE:&lt;/strong&gt;&lt;span class="cr4"&gt; 3-18 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;CHARM:&lt;/strong&gt;&lt;span class="cr4"&gt; 2-4 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If stats of a human ranges from 3 to 18) &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;SPEED:&lt;/strong&gt; &lt;span class="cr4"&gt; Flying (eagle x 0,1)  &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(Multiple is times human speed)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;MAGIC POWER:&lt;/strong&gt;&lt;span class="cr4"&gt; 3-18 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(Ranges from 0-100)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;HIT POINTS:&lt;/strong&gt; &lt;span class="cr4"&gt;18-24 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If a human commoner has about 11 hit points)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;PROTECTION&lt;/span&gt;&lt;span class="crline"&gt;-------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;&lt;strong&gt;&lt;em&gt;AVERAGE&lt;/em&gt;&lt;/strong&gt;: &lt;/span&gt;&lt;span class="cr4"&gt;1 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;BODY:&lt;/span&gt;&lt;span class="cr4"&gt; 2 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;BACK:&lt;/span&gt;&lt;span class="cr4"&gt; 0 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;HEAD:&lt;/span&gt;&lt;span class="cr4"&gt; 2 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;TAIL:&lt;/span&gt;&lt;span class="cr4"&gt; 1 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;TENTACLES:&lt;/span&gt;&lt;span class="cr4"&gt; 2 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If Full Plate Armour is 10) &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr4"&gt;When in material form, the Myraclion is covered in an amphibian-like skin, which is highly flexible and gives only minor protection. Its back is softer still and very vulnerable to injury. Enchanted weapons or arms forged from silver are required to cause harm to the Myraclion. The creature can turn from ethereal to material form in a single round, but once a physical revelation it needs at least ten rounds to return to a fully spectral state.    &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;ATTACKS/DAMAGE&lt;/span&gt;&lt;span class="crline"&gt;---------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;1 FLAMING TAIL:&lt;/strong&gt;&lt;span class="cr4"&gt; 1–6 (+ unholy flame, see 'Powers') &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;8-12 TENTACLES:&lt;/strong&gt;&lt;span class="cr4"&gt; 1–3 (+ unholy flame, see 'Powers')&lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If a Long Sword causes 1-8 points of damage)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr4"&gt;The Myraclioin favours its tail when attacking, and uses the many short tentacles only when it deals with unarmed prey, or defending itself against several opponents at once.       &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;POWERS/EFFECT&lt;/span&gt;&lt;span class="crline"&gt;-------------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;UNHOLY FLAME: &lt;/strong&gt;&lt;span class="cr4"&gt;The searing fire of the Myraclion, which burns red at the end of every tentacle, can cause great physical harm, but also bites into the soul energy of those touched by its evil. The unholy fire is twice as hot as any normal flame, and causes 2-12 points of fire damage at touch. In addition to this it drains the victim of energy. The drainage causes a temporary 1-4 point reduction in Strength, Endurance, and Mental resilience, lasting 6-12 rounds. Half of these points are immediately added to the Myraclion hit points (but not beyond its maximum). The rest goes to energize its fire. The victim must complete a successful saving throw for each of these characteristics, or the loss will last another 1-2 weeks. Each following touch will cause additional harm and require new saving throws. A severe failure (5% chance) with these throws causes a permanent 1 point reduction in the respective characteristic. Good clerics, rangers, druids, and similar character classes are less prone to the Unholy Flame and should be offered a bonus to these throws depending on level/experience. Holy robes, magical armors, and spells may offer various degrees of protection, but typical charms vs fire are insufficient. When fully saturated, the Myraclion can stay in physical form for about forty-two hours, before the flame fades. As long as the flame burns, it doesn't get tired.   &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;POSSESSION: &lt;/strong&gt;&lt;span class="cr4"&gt;If any characteristic is drained completely by the burning touch of the Myraclion, the victim collapses. When that happens the unholy force of the ghost gains access to the soul of the victim and possesses it. As the afflicted person regains consciousness nothing special can be sensed or noticed, but henceforth whenever on the brink of death, such a possessed being will start glowing with a ghostly fire, and by touching other life-forms he or she may use the power of drainage to regain lost energy and hit points. By fueling the flame the possessed being may be fully restored. The flame will burn until the person calms down, and it will not return until the possessed one is once more acutely weakened and faces the risk of dying. Every time this flame is revived the carrier risks losing control to it. A simple saving throw vs mental resilience should be performed each time the flame flares into power, with a penalty of 1-2 points added for every time the fire is awakened. At first failure the victim is completely lost to the flame, and is no longer in control of the body. He or she is now fully a slave to the unholy fire and - unless a serious high-level exorcism is performed - a permanent tool and extension of the Myraclion ego.    &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;DESCRIPTION&lt;/span&gt;&lt;span class="crline"&gt;------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;span class="cr4"&gt;The Myraclion is a Ghost – the soul of a dead being trapped in the material plane. In a warped body, reflecting its sorry state, it feeds on the life force of the living to energize short periods of materialization. The Myraclion transforms the soul energy of its victims into an unholy flame which upholds its physical body and grants it the power of drainage. The flame of the Myraclion is the source of its existence. When the flame is extinguished, the Myraclion is destroyed. &lt;br /&gt;&lt;br /&gt;The back of the creature is flat, like the slimy belly of a slug. It attaches itself to the roofs or misty floors of crypts and catacombs. There it can remain in spectral form, for decades of stillness, to preserve energy. The flame is kept a tiny spark as the Myraclion hopes for new careless victims to move within range. With every fresh kill, new unholy vigor is added to the flame and power of the ghost.&lt;br /&gt;&lt;br /&gt;The only way to release a Myraclion from its spiritual entrapment is to starve or kill it. Only silver or magic will cause it harm. Weapons of steel enter the undead flesh of the creature, but cannot touch the reddish fire – its blood. Severed tentacles swiftly grow out anew and the physical body will re-materialize as long as the flame remains.   &lt;br /&gt;&lt;br /&gt;A Myraclion keeps underground, but when food is scarce the ghost may embark on night-time hunts, to find fresh souls to deplete of energy. On such raids it seeks civilization and easy victims, but may be tempted to attack big, when restored to power.  Inns, brothels, and other places of late hour activity have been known to attract undesired attention. Though able to fly, Myraclions always keep a low altitude, fearful of soaring into the immaterial heights. The unholy fire cannot be quenched by rain or water, but the ghosts still avoid it.&lt;br /&gt; &lt;br /&gt;No one really knows why some souls end up in the odd and twisted form of the Myraclion. Other ghosts seem to shy away from them. Theories say that extremely self-centered individuals, who thrive on a leach-like exploitation of others, are doomed to this form. When left to themselves at death, they are unable to handle the situation, and throw out spiritual tentacles to connect to some sort of source which can keep them together, prolonging their self-celebration and manifestation. &lt;br /&gt;&lt;br /&gt;The Myraclion have lost most of its intelligence and is a highly automated form of hunger and dark rage. It may still moan out its despair and glow with fierce self-proclamation, but the skill to interact intelligibly with the surrounding world is altogether forgotten. Abandoned in the morbid state of undead existence it cares for naught but its own continuation.    &lt;/span&gt;&lt;br /&gt;&lt;table width="150" border="0" cellspacing="0" cellpadding="0"&gt;&lt;tr&gt; &lt;td&gt;&lt;br /&gt;&lt;iframe src="http://www.facebook.com/plugins/like.php?href=http%3A%2F%2Frpg-creatures.blogspot.com&amp;amp;layout=box_count&amp;amp;show_faces=false&amp;amp;width=100&amp;amp;action=recommend&amp;amp;font=arial&amp;amp;colorscheme=light&amp;amp;height=65" scrolling="no" frameborder="0" style="border:none; overflow:hidden; width:100px; height:65px;" allowTransparency="true"&gt;&lt;/iframe&gt;&lt;/td&gt; &lt;td&gt;&lt;div style="float:right;padding:4px;"&gt;&lt;script type="text/javascript"&gt;tweetmeme_url = '&lt;$BlogItemPermalinkUrl$&gt; ';tweetmeme_source = 'NCloister';&lt;/script&gt;&lt;br /&gt;&lt;script type="text/javascript" src="http://tweetmeme.com/i/scripts/button.js"&gt;&lt;/script&gt;&lt;br /&gt;&lt;/div&gt;&lt;/td&gt; &lt;/tr&gt;&lt;/table&gt;&lt;br /&gt;&lt;span class="cr5"&gt;© Copyright 2011 - Nicholas Cloister&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2772924205087344386-303084390009743071?l=rpg-creatures.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://rpg-creatures.blogspot.com/feeds/303084390009743071/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://rpg-creatures.blogspot.com/2011/05/possessed-by-unholy-fire.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2772924205087344386/posts/default/303084390009743071'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2772924205087344386/posts/default/303084390009743071'/><link rel='alternate' type='text/html' href='http://rpg-creatures.blogspot.com/2011/05/possessed-by-unholy-fire.html' title='Possessed by Unholy Fire'/><author><name>Nicholas Cloister</name><uri>http://www.blogger.com/profile/12248580372104422243</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2772924205087344386.post-6479539487962367870</id><published>2011-05-18T14:52:00.002+02:00</published><updated>2011-05-24T13:57:26.701+02:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='monsters'/><category scheme='http://www.blogger.com/atom/ns#' term='Nothnock'/><category scheme='http://www.blogger.com/atom/ns#' term='highlands'/><category scheme='http://www.blogger.com/atom/ns#' term='mountains'/><category scheme='http://www.blogger.com/atom/ns#' term='mammal'/><category scheme='http://www.blogger.com/atom/ns#' term='rpg'/><category scheme='http://www.blogger.com/atom/ns#' term='fantasy'/><category scheme='http://www.blogger.com/atom/ns#' term='bestiary'/><category scheme='http://www.blogger.com/atom/ns#' term='manual'/><category scheme='http://www.blogger.com/atom/ns#' term='beasts'/><category scheme='http://www.blogger.com/atom/ns#' term='creatures'/><title type='text'>The Strength of a Beast</title><content type='html'>Hi again! If you read this, you didn't ditch the blog due to the long wait since the last creature, which means you probably enjoy fantasy beasts to some extent. This time I present a non-exotic kind of creation, where by small means I have tried to come up with something interesting. I am very attracted to the forest creatures of the northern temperate zone (moose, deer, rabbits, wolves, squirrels etc). They have something mysterious in common, I think. Watching them on a misty field in the morning, in their grey-brown attire, just infuses that  fantasy vibe in me. It is easy to picture small differences in their natural anatomy, and turn the entire scene into a fantasy world right there. Just some minor tweaks to what you are used to, and that could be it. Of course, on a still digital picture, this magic is a lot harder to bring about. I'm not sure I have succeeded at all here, but in any case I like the Nothnock. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr1"&gt;≡NOTHNOCK≡&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.cloister.se/bilder/Nothnock 1a.jpg" target="_blank"&gt;&lt;img height="643" src="http://www.cloister.se/bilder/Nothnock 1a.jpg" width="430" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;GENERAL&lt;/span&gt;&lt;span class="crline"&gt;-----------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;CATEGORY: &lt;/strong&gt;&lt;span class="cr4"&gt;Mammal  &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;TERRAIN: &lt;/strong&gt;&lt;span class="cr4"&gt;Mountains and highlands &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;FOOD: &lt;/strong&gt;&lt;span class="cr4"&gt;Omnivore &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;AGGRESSION: &lt;/strong&gt;&lt;span class="cr4"&gt;High &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;&lt;strong&gt;SIZE:&lt;/strong&gt;&lt;/span&gt; &lt;span class="cr4"&gt;5’ 4” (160 cm)      &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;&lt;strong&gt;NUMBERS:&lt;/strong&gt;&lt;/span&gt; &lt;span class="cr4"&gt;1-10&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;CHARACTERISTICS&lt;/span&gt;&lt;span class="crline"&gt;-----------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;STRENGTH:&lt;/strong&gt;&lt;span class="cr4"&gt; 25-30 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;AGILITY:&lt;/strong&gt;&lt;span class="cr4"&gt; 10-15 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;ENDURANCE:&lt;/strong&gt;&lt;span class="cr4"&gt; 18-22 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;INTELLIGENCE:&lt;/strong&gt;&lt;span class="cr4"&gt; 2 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;MENTAL RESILIENCE:&lt;/strong&gt;&lt;span class="cr4"&gt; 2-6 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;CHARM:&lt;/strong&gt;&lt;span class="cr4"&gt; 1-2 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If stats of a human ranges from 3 to 18) &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;SPEED:&lt;/strong&gt; &lt;span class="cr4"&gt;Running x 2, Climbing x 5  &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(Multiple is times human speed)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;MAGIC POWER:&lt;/strong&gt;&lt;span class="cr4"&gt; 0 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(Ranges from 0-100)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;HIT POINTS:&lt;/strong&gt; &lt;span class="cr4"&gt;25-30 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If a human commoner has about 11 hit points)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;PROTECTION&lt;/span&gt;&lt;span class="crline"&gt;-------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;&lt;strong&gt;&lt;em&gt;AVERAGE&lt;/em&gt;&lt;/strong&gt;: &lt;/span&gt;&lt;span class="cr4"&gt;3 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;BODY:&lt;/span&gt;&lt;span class="cr4"&gt; 3 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;HEAD:&lt;/span&gt;&lt;span class="cr4"&gt; 2 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If Full Plate Armour is 10) &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr4"&gt;The hide of the Nothnock is unusually thick and hardy, and the creature is extremely insensitive to pain.   &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;ATTACKS/DAMAGE&lt;/span&gt;&lt;span class="crline"&gt;---------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;2 CLAWS:&lt;/strong&gt;&lt;span class="cr4"&gt; 1–3&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;1 BITE or TUSK ATTACK:&lt;/strong&gt;&lt;span class="cr4"&gt; 1–6&lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If a Long Sword causes 1-8 points of damage)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr4"&gt;The Nothnocks prefer to come charging down the mountainsides, or to jump down upon their prey from higher grounds. Though very strong from a firm position, they try to benefit from their great mass when charging. They are good climbers but take advantage of their rock-like bodies, for camouflage, when hunting quick and agile animals like mountain goats and monkeys.      &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;POWERS/EFFECT&lt;/span&gt;&lt;span class="crline"&gt;-------------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;MUSCULAR GROWTH VIRUS: &lt;/strong&gt;&lt;span class="cr4"&gt;All Nothnocks are born with a potent virus which disrupts the hormonal balance and causes severe growth of  muscle. This virus halves their natural life span, but has been part of their biology for countless generations. Their bodies are hard and resistant, which suits their violent life-style and the tough terrain of the mountains. The Nothnock's teeth, tusks, and claws may cause infection and result in uncontrolled muscle growth. During a couple of weeks the strength of the victim is increased by 2-5 points. With this change of physique follows a greater tendency for violence and weakened mental resilience (-2). All effects are permanent, and to all knowledge incurable. The virus seem to have no contagious power in other life forms. &lt;br /&gt;Some barbarian mountain tribes has been known to seek out and fight Nothnock beasts in rites of initiation The men of these tribes usually die young or return physically stronger.  &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;DESCRIPTION&lt;/span&gt;&lt;span class="crline"&gt;------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;span class="cr4"&gt;In Nothnock groups and families fights are regular events. Both males and females resolve even the smallest of conflicts through bloody battles. Often entire groups engage in King of the Hill-like brawls. These are fierce and may end in the death of several group members. Though powerful creatures of the mountains, Nothnock groups rarely grow beyond ten members. &lt;br /&gt;&lt;br /&gt;The creatures are omnivores but prefer freshly killed meat to cadavers, mushrooms, roots, and vegetables. They hunt in teams when possible and can plan and synchronise attacks well, despite their short-tempered violent nature. During the sun of day they tend to rest in great caves, and like to move about and seek out food from dusk to the early hours of morning. Nothnocks are territorial creatures and rarely move further than 12 miles (19  km) from their main lair. &lt;br /&gt;&lt;br /&gt;Young Nothnocks grow up quickly, and reach full maturity in less than two years. Attempts have been made to tame them, but few have succeeded. The foul smell and loud growls of these creatures make their company undesirable, even when they're not attacking. &lt;br /&gt;&lt;br /&gt;The Nothnocks recover quickly from injuries. This might have something to do with the virus, but no increase in the rate of healing have been spotted among other infected life forms. Some Nothnock specimens are said to have regenerated lost limbs – a rumour which has made the species interesting to physicians and other healers. Many of these creatures are more or less dressed in scars,  and must have some powerful resistance to infections. With all the battles among themselves, more Nothnocks should be seen limping or disabled, but such creatures are only rarely reported. &lt;br /&gt;&lt;br /&gt;The cold air of northern highlands suit the Nothnocks perfectly. They stay out of forests and they can't swim. Like bears, they can still be found catching fat salmon from the rivers, and looting eggs from the nests of birds. They chase the agile foxes down the slopes, and they terrorize the goblins, when they emerge from their tunnels in the mountainsides.   &lt;br /&gt;&lt;br /&gt;Nothocks live to be 25 years old. They are grey to brown in colour, and partly furred. Their hands and feet are dexterous tools, and their bodies are pure strength. They move about in a gorilla-like fashion, but are more closely related to boars.    &lt;/span&gt;&lt;br /&gt;&lt;table width="150" border="0" cellspacing="0" cellpadding="0"&gt;&lt;tr&gt; &lt;td&gt;&lt;br /&gt;&lt;iframe src="http://www.facebook.com/plugins/like.php?href=http%3A%2F%2Frpg-creatures.blogspot.com&amp;amp;layout=box_count&amp;amp;show_faces=false&amp;amp;width=100&amp;amp;action=recommend&amp;amp;font=arial&amp;amp;colorscheme=light&amp;amp;height=65" scrolling="no" frameborder="0" style="border:none; overflow:hidden; width:100px; height:65px;" allowTransparency="true"&gt;&lt;/iframe&gt;&lt;/td&gt; &lt;td&gt;&lt;div style="float:right;padding:4px;"&gt;&lt;script type="text/javascript"&gt;tweetmeme_url = '&lt;$BlogItemPermalinkUrl$&gt; ';tweetmeme_source = 'NCloister';&lt;/script&gt;&lt;br /&gt;&lt;script type="text/javascript" src="http://tweetmeme.com/i/scripts/button.js"&gt;&lt;/script&gt;&lt;br /&gt;&lt;/div&gt;&lt;/td&gt; &lt;/tr&gt;&lt;/table&gt;&lt;br /&gt;&lt;span class="cr5"&gt;© Copyright 2011 - Nicholas Cloister&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2772924205087344386-6479539487962367870?l=rpg-creatures.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://rpg-creatures.blogspot.com/feeds/6479539487962367870/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://rpg-creatures.blogspot.com/2011/05/strength-of-beast.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2772924205087344386/posts/default/6479539487962367870'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2772924205087344386/posts/default/6479539487962367870'/><link rel='alternate' type='text/html' href='http://rpg-creatures.blogspot.com/2011/05/strength-of-beast.html' title='The Strength of a Beast'/><author><name>Nicholas Cloister</name><uri>http://www.blogger.com/profile/12248580372104422243</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2772924205087344386.post-2148590469000445176</id><published>2011-04-14T13:37:00.008+02:00</published><updated>2011-04-15T09:10:16.213+02:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='two-legged'/><category scheme='http://www.blogger.com/atom/ns#' term='macramé'/><category scheme='http://www.blogger.com/atom/ns#' term='magical'/><category scheme='http://www.blogger.com/atom/ns#' term='concept'/><category scheme='http://www.blogger.com/atom/ns#' term='forests'/><category scheme='http://www.blogger.com/atom/ns#' term='rpg creatures'/><category scheme='http://www.blogger.com/atom/ns#' term='art'/><category scheme='http://www.blogger.com/atom/ns#' term='jhorlar'/><category scheme='http://www.blogger.com/atom/ns#' term='bestariy'/><category scheme='http://www.blogger.com/atom/ns#' term='mammal'/><category scheme='http://www.blogger.com/atom/ns#' term='monster book'/><category scheme='http://www.blogger.com/atom/ns#' term='role-playing games'/><category scheme='http://www.blogger.com/atom/ns#' term='fantasy'/><title type='text'>The Magic of Macramé Mastery</title><content type='html'>There you go, another form given life... in some sense. &lt;br /&gt;As you can see I have also made some changes to the general appearance of the blog here. It is not ultimate, in any way, but I thought it was time for the classical 'new wrapping' that most products go through as a mandatory part of any marketing strategy. In a world where all things change fast, people get bored very easily... so perhaps an aestethical shift once a year or so is in order. &lt;br /&gt;&lt;br /&gt;I have also made a little flash-application to make the 'Creature Archive' more user-friendly. The many strange names of these creatures are hard to remember, and say very little unless you actually get to know the critters. I hope the application work as intended on all browsers, but if you have problems with it please report them to me. &lt;br /&gt;&lt;br /&gt;The google 'Follow'-widget seems to have problems loading, ever so often. I don't know if that is the case everywhere, or if it is due to my disturbing of the initial code of the blog. In any case, here is the Jhorlar now. I hope you like it.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr1"&gt;≡JHORLAR≡&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.cloister.se/bilder/Jhorlar 1a.jpg" target="_blank"&gt;&lt;img height="643" src="http://www.cloister.se/bilder/Jhorlar 1a.jpg" width="430" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;GENERAL&lt;/span&gt;&lt;span class="crline"&gt;-----------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;CATEGORY: &lt;/strong&gt;&lt;span class="cr4"&gt;Two-legged Mammal &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;TERRAIN: &lt;/strong&gt;&lt;span class="cr4"&gt;Forests &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;FOOD: &lt;/strong&gt;&lt;span class="cr4"&gt;Omnivore &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;AGGRESSION: &lt;/strong&gt;&lt;span class="cr4"&gt;Normal &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;&lt;strong&gt;SIZE:&lt;/strong&gt;&lt;/span&gt; &lt;span class="cr4"&gt;5 feet (150 cm) tall without crest     &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;&lt;strong&gt;NUMBERS:&lt;/strong&gt;&lt;/span&gt; &lt;span class="cr4"&gt;1-3&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;CHARACTERISTICS&lt;/span&gt;&lt;span class="crline"&gt;-----------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;STRENGTH:&lt;/strong&gt;&lt;span class="cr4"&gt; 7-13 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;AGILITY:&lt;/strong&gt;&lt;span class="cr4"&gt; 5-14 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;ENDURANCE:&lt;/strong&gt;&lt;span class="cr4"&gt; 7-18 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;INTELLIGENCE:&lt;/strong&gt;&lt;span class="cr4"&gt; 5-14 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;MENTAL RESILIENCE:&lt;/strong&gt;&lt;span class="cr4"&gt; 7-14 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;CHARM:&lt;/strong&gt;&lt;span class="cr4"&gt; 3-9 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If stats of a human ranges from 3 to 18) &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;SPEED:&lt;/strong&gt; &lt;span class="cr4"&gt;Running x 0,5 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(Multiple is times human speed)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;MAGIC POWER:&lt;/strong&gt;&lt;span class="cr4"&gt; 5-20 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(Ranges from 0-100)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;HIT POINTS:&lt;/strong&gt; &lt;span class="cr4"&gt;5-18 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If a human commoner has about 11 hit points)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;PROTECTION&lt;/span&gt;&lt;span class="crline"&gt;-------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;&lt;strong&gt;&lt;em&gt;AVERAGE&lt;/em&gt;&lt;/strong&gt;: &lt;/span&gt;&lt;span class="cr4"&gt;2 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;BODY:&lt;/span&gt;&lt;span class="cr4"&gt; 2 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;HEAD:&lt;/span&gt;&lt;span class="cr4"&gt; 3 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;TAILS:&lt;/span&gt;&lt;span class="cr4"&gt; 2 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If Full Plate Armour is 10) &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr4"&gt;The skin of the Jhorlars, which ranges from muddy green to clay red, is thick and provides some protection from the sticky branches, insects, and the general hardships of forest life.     &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;ATTACKS/DAMAGE&lt;/span&gt;&lt;span class="crline"&gt;-----------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;2 FISTS:&lt;/strong&gt;&lt;span class="cr4"&gt; 1–3&lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If a Long Sword causes 1-8 points of damage)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr4"&gt;Though able to throw an awkward punch, the Jhorlars trust mainly to magic for protection. They are tough and resilient creatures but have virtually no means of physical combat.     &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;POWERS/EFFECT&lt;/span&gt;&lt;span class="crline"&gt;--------------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;MACRAMÉ MAGIC: &lt;/strong&gt;&lt;span class="cr4"&gt;Though this skill is passed down from parent to child, it is so central to the life of the Jhorlars, that all adults master it. Through complex and intricate series of knots, made of straw, leaves, and vines, the Jhorlars access the force of magic, and control it with their craftsmanship. By releasing single knots, making new ones, or breaking the straws of these structures, they are able to wield strange powers. Typically these are spells of concealment, and distraction, used for the protection of their lives and homes, but these macramé works of the forest undergrowth, may be used to invoke or conjure magic or true power. Some of the elder Jhorlars know the ways of this mystery well. Long structures, or webs of macramé work, may be hanged from the trees or bushes, to make spells affect larger areas. Smaller series of knots may be shaped into figures for voodoo-like powers, or tied into strange symbols and used as amulets. Bizarre masks or robes may be produced, to affect the abilities or psyche of wearer. Though all Jhorlars are proficient with the knot-work, the strength and width of their magic skills vary. (The exact spells and kinds of magic available to any Jhorlar is up to the Game Master.)  &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;ATTRACT INSECTS:  &lt;/strong&gt;&lt;span class="cr4"&gt;In the tunnels beneath the huts of the Jhorlars, are chambers, where the creatures store up grass and leaves of various kinds. Here they slowly decompose before they are mixed together with yeasts and consumed. Inside the Jhorlar body these mixtures produce a luminous and radiant gas that gather in the nose and tail ends of the creature. As the Jhorlar moves its tail along the ground, or rubs the underside of its nose against the bark of trees, insects are lured to the surface. These  constitute the primary source of food for the Jhorlars. Normally, with a careful caressing of the ground, the tails glow weakly, and cause myriads of insects to surface. When agitated, or in real danger, the Jhorlars can enhance the power of the glow, by more violent movements. The radiation then goes deeper, and the larger and more dangerous bugs of the earth may be summoned to the surface. The Jhorlars can't control these, but will not be harmed by the insects, which take an instant liking to their glow. Any threats to the radiant creature, is likely to be treated as hostile.   &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;DESCRIPTION&lt;/span&gt;&lt;span class="crline"&gt;------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;span class="cr4"&gt;Like strange lizard-like gnomes, the Johrlars move through the woods with their hands in constant contact with the ground. Their fingers work nimbly through the moss, grass, and leaves of the forest floor, to feel out the kind and energy of the undergrowth. They seek out plants for the production of luminous gas, and the materials from which to create their mysterious knot-work (see 'Powers')&lt;br /&gt;&lt;br /&gt;The size of their crests reveal their age, and if their tails or noses glow red, one can see that they are hunting. They live alone or in small families. Couples never keep more than a single child at once, but the Johrlars live for 200 years, so as one child leaves home, birth can be given to another. They live in huts of grass or moss, and beneath these are extensive cellars. Most Jhorlars are peaceful and quiet creatures, but can be over-protective, and resort to needless force, when frightened. Few have been known to turn greedy, but in rare cases ambition have made individuals leave their homes to pursue interests of power in the wider world. &lt;br /&gt;&lt;br /&gt;Though the creatures move slowly, their fingers are fast and dexterous. They smell like dry old earth, and speak with series of grunts parted by fairly long pauses. The creatures use no written languages, and no other race has ever learned their macramé magic. Their language is still a mystery to the sages, and the creatures are truly hard to find. They tend to live in places where the woods are dark and secret, but longer excursions are frequently made to gather plants in the larger forest.  &lt;br /&gt;&lt;br /&gt;There seems to be very little communication between Jhorlar families, and no tribes have ever been spotted. Ancient stories mention large woods  completely covered by labyrinthine weaves, even towers, of macramé structures, but no such phenomena have been witnessed for ages.&lt;br /&gt;&lt;br /&gt;The large crests of the Jhorlars have no other known function but to attract a partner. The creatures cannot swim. They lose this ability at the age of three, when their legs and arms grow longer, and their two tails fatten. The initial lizard-like appearance of their young, then becomes a more up-right figure, whose dark eyes start glimmering with the intellect of larger brain mammals.   &lt;/span&gt;&lt;br /&gt;&lt;table width="150" border="0" cellspacing="0" cellpadding="0"&gt;&lt;tr&gt; &lt;td&gt;&lt;br /&gt;&lt;iframe src="http://www.facebook.com/plugins/like.php?href=http%3A%2F%2Frpg-creatures.blogspot.com&amp;amp;layout=box_count&amp;amp;show_faces=false&amp;amp;width=100&amp;amp;action=recommend&amp;amp;font=arial&amp;amp;colorscheme=light&amp;amp;height=65" scrolling="no" frameborder="0" style="border:none; overflow:hidden; width:100px; height:65px;" allowTransparency="true"&gt;&lt;/iframe&gt;&lt;/td&gt; &lt;td&gt;&lt;div style="float:right;padding:4px;"&gt;&lt;script type="text/javascript"&gt;tweetmeme_url = '&lt;$BlogItemPermalinkUrl$&gt; ';tweetmeme_source = 'NCloister';&lt;/script&gt;&lt;br /&gt;&lt;script type="text/javascript" src="http://tweetmeme.com/i/scripts/button.js"&gt;&lt;/script&gt;&lt;br /&gt;&lt;/div&gt;&lt;/td&gt; &lt;/tr&gt;&lt;/table&gt;&lt;br /&gt;&lt;span class="cr5"&gt;© Copyright 2011 - Nicholas Cloister&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2772924205087344386-2148590469000445176?l=rpg-creatures.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://rpg-creatures.blogspot.com/feeds/2148590469000445176/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://rpg-creatures.blogspot.com/2011/04/magic-of-macrame-mastery.html#comment-form' title='4 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2772924205087344386/posts/default/2148590469000445176'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2772924205087344386/posts/default/2148590469000445176'/><link rel='alternate' type='text/html' href='http://rpg-creatures.blogspot.com/2011/04/magic-of-macrame-mastery.html' title='The Magic of Macramé Mastery'/><author><name>Nicholas Cloister</name><uri>http://www.blogger.com/profile/12248580372104422243</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>4</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2772924205087344386.post-6858281081433766180</id><published>2011-04-04T19:42:00.009+02:00</published><updated>2011-04-07T18:15:00.159+02:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Crombhala'/><category scheme='http://www.blogger.com/atom/ns#' term='creature concepts'/><category scheme='http://www.blogger.com/atom/ns#' term='ocean'/><category scheme='http://www.blogger.com/atom/ns#' term='monster'/><category scheme='http://www.blogger.com/atom/ns#' term='sea'/><category scheme='http://www.blogger.com/atom/ns#' term='rpg'/><category scheme='http://www.blogger.com/atom/ns#' term='carnivore'/><category scheme='http://www.blogger.com/atom/ns#' term='crustacean'/><category scheme='http://www.blogger.com/atom/ns#' term='scavenger'/><category scheme='http://www.blogger.com/atom/ns#' term='bestiary'/><category scheme='http://www.blogger.com/atom/ns#' term='salt water'/><category scheme='http://www.blogger.com/atom/ns#' term='rpg creatures'/><title type='text'>The silent slaughters of the sea</title><content type='html'>The flu, which peaked two weeks ago, has yet to let me fully out of its grip. Reality presents itself behind a hazy layer of "tired heavyness", but I know it has to yield some day soon. &lt;br /&gt;Speaking of soon, I can now confirm that I will spend much of this year teaching (Multimedia, Media Communication etc), and I start in May. This will make RPG-Creatures slow down, but new creatures will continue to show up, now and then. Bread, I here, is more vital than imaginary beasts. ; )&lt;br /&gt;&lt;br /&gt;To be honest, I will enjoy another round in the class rooms. Freelance illustration can be a bit too solitary in the long run. Schools, though not always the most stimulating of places, do at least present a certain movement, and faces of real animated flesh. A Crombhala would move eagerly through the corridors...&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr1"&gt;≡CROMBHALA≡&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.cloister.se/bilder/Crombhala 1a.jpg" target="_blank"&gt;&lt;img height="643" src="http://www.cloister.se/bilder/Crombhala 1a.jpg" width="430" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;GENERAL&lt;/span&gt;&lt;span class="crline"&gt;-----------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;CATEGORY: &lt;/strong&gt;&lt;span class="cr4"&gt;Crustacean &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;TERRAIN: &lt;/strong&gt;&lt;span class="cr4"&gt;Salt water &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;FOOD: &lt;/strong&gt;&lt;span class="cr4"&gt;Carnivore&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;AGGRESSION: &lt;/strong&gt;&lt;span class="cr4"&gt;High &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;&lt;strong&gt;SIZE:&lt;/strong&gt;&lt;/span&gt; &lt;span class="cr4"&gt;7 feet (210 cm) tall    &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;&lt;strong&gt;NUMBERS:&lt;/strong&gt;&lt;/span&gt; &lt;span class="cr4"&gt;1-12 &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;CHARACTERISTICS&lt;/span&gt;&lt;span class="crline"&gt;-----------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;STRENGTH:&lt;/strong&gt;&lt;span class="cr4"&gt; 17-23 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;AGILITY:&lt;/strong&gt;&lt;span class="cr4"&gt; 5-11 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;ENDURANCE:&lt;/strong&gt;&lt;span class="cr4"&gt; 15-21 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;INTELLIGENCE:&lt;/strong&gt;&lt;span class="cr4"&gt; 2-3 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;MENTAL RESILIENCE:&lt;/strong&gt;&lt;span class="cr4"&gt; 5-7 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;CHARM:&lt;/strong&gt;&lt;span class="cr4"&gt; 0 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If stats of a human ranges from 3 to 18) &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;SPEED:&lt;/strong&gt; &lt;span class="cr4"&gt;Running x 0,5 (In water x 2) &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(Multiple is times human speed)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;MAGIC POWER:&lt;/strong&gt;&lt;span class="cr4"&gt; 0 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(Ranges from 0-100)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;HIT POINTS:&lt;/strong&gt; &lt;span class="cr4"&gt;25-30 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If a human commoner has about 11 hit points)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;PROTECTION&lt;/span&gt;&lt;span class="crline"&gt;-------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;&lt;strong&gt;&lt;em&gt;AVERAGE&lt;/em&gt;&lt;/strong&gt;: &lt;/span&gt;&lt;span class="cr4"&gt;7 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;BODY:&lt;/span&gt;&lt;span class="cr4"&gt; 8 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;BELLY:&lt;/span&gt;&lt;span class="cr4"&gt; 3 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;LEGS:&lt;/span&gt;&lt;span class="cr4"&gt; 7 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;HEAD:&lt;/span&gt;&lt;span class="cr4"&gt; 7 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If Full Plate Armour is 10) &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr4"&gt;The exoskeleton of the Crombhala is tough, and gives good protection. The belly is softer and vulnerable to spears and long swords.    &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;ATTACKS/DAMAGE&lt;/span&gt;&lt;span class="crline"&gt;---------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;1 BITE:&lt;/strong&gt;&lt;span class="cr4"&gt; 1–6&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;2 HOOKS:&lt;/strong&gt;&lt;span class="cr4"&gt; 1-8 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If a Long Sword makes a damage of 1-8)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr4"&gt;Though equipped with four powerful legs, the Crombhala is too heavy to use these for kicking.    &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;DESCRIPTION&lt;/span&gt;&lt;span class="crline"&gt;------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;span class="cr4"&gt;The Crombhalas are hunter-scavenger creatures that have specialized in attacking surface-swimming prey. Their antennae are sensitive and pick up all surface disturbances, even in the unsettled waters of storm. They generally keep to the shallows, where from the bottom they can strike upwards to penetrate the creatures and small vessels above. The spikes on their heads are only used for the initial surprise and puncturing. The hooks and and the hideous mouth are their primary tools of killing.&lt;br /&gt;&lt;br /&gt;Rarely do they venture on to the shore, but can breath air without problem. The heavy bodies of the creatures slow them down on land, so they only briefly come out of the water. Stranded whales and other feasts, may tempt them to linger. &lt;br /&gt;&lt;br /&gt;The beasts are ferocious and hungry by nature. They rarely miss a chance to feed, and do so with great fervour. When there is no large prey or carcass about, they move around very slowly to save energy, and lazily pick a snack or two in the form of clams and starfish from the bottom. As winter comes, and sheets of ice claim the coastline seas, the Crombhalas seek out warmer areas, or move temporarily into the unknown depths of the ocean.&lt;br /&gt;&lt;br /&gt;In stories and myths Crombhalas are mainly known for their eyes. These are unique constructions whose outer layer is hard as glass, and whose interior liquid is a mystery. Sorcerers have found that by gazing into these globes, one may witness long and clear episodes from the life of the Crombhala to which they belonged. The creatures are thought to preserve memories inside their organs of vision. Staring into the eye of a dead Crombhala is not an activity suited for the weak-minded and sensitive. The memories emerging are mainly the highlights of killing and feeding, and some say the mood and blood-lust of the Crombhala is somehow communicated through these biological “crystal balls”. &lt;br /&gt;&lt;br /&gt;According to some scriptures, there are complicated rituals, in the case that one manages to steal away with a single eye of a living Crombhala, that enables the gazer to gain access to the live sight and mind of the giant crustacean, and thus control the beast through telepathy. &lt;br /&gt;&lt;br /&gt;The creatures grow to be several centuries old. In some cases their eyes have revealed the locations of wrecked ships, taken down long ago by groups of hungry Crombhalas. Though events like these are rare, and the crustaceans typically hunt alone, they are not unheard of. Once dozens of small holes are made in the hull, the creatures clamber up the ship and gunwale to come down upon the crew. As they attack they cough out water and  let out series of course and loud hissing sounds. In the sea, they kill silently.  &lt;/span&gt;&lt;br /&gt;&lt;table width="150" border="0" cellspacing="0" cellpadding="0"&gt;&lt;tr&gt; &lt;td&gt;&lt;br /&gt;&lt;iframe src="http://www.facebook.com/plugins/like.php?href=http%3A%2F%2Frpg-creatures.blogspot.com&amp;amp;layout=box_count&amp;amp;show_faces=false&amp;amp;width=100&amp;amp;action=recommend&amp;amp;font=arial&amp;amp;colorscheme=light&amp;amp;height=65" scrolling="no" frameborder="0" style="border:none; overflow:hidden; width:100px; height:65px;" allowTransparency="true"&gt;&lt;/iframe&gt;&lt;/td&gt; &lt;td&gt;&lt;div style="float:right;padding:4px;"&gt;&lt;script type="text/javascript"&gt;tweetmeme_url = '&lt;$BlogItemPermalinkUrl$&gt; ';tweetmeme_source = 'NCloister';&lt;/script&gt;&lt;br /&gt;&lt;script type="text/javascript" src="http://tweetmeme.com/i/scripts/button.js"&gt;&lt;/script&gt;&lt;br /&gt;&lt;/div&gt;&lt;/td&gt; &lt;/tr&gt;&lt;/table&gt;&lt;br /&gt;&lt;span class="cr5"&gt;© Copyright 2011 - Nicholas Cloister&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2772924205087344386-6858281081433766180?l=rpg-creatures.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://rpg-creatures.blogspot.com/feeds/6858281081433766180/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://rpg-creatures.blogspot.com/2011/04/silent-slaughters-of-sea.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2772924205087344386/posts/default/6858281081433766180'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2772924205087344386/posts/default/6858281081433766180'/><link rel='alternate' type='text/html' href='http://rpg-creatures.blogspot.com/2011/04/silent-slaughters-of-sea.html' title='The silent slaughters of the sea'/><author><name>Nicholas Cloister</name><uri>http://www.blogger.com/profile/12248580372104422243</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2772924205087344386.post-3647626865884352622</id><published>2011-03-20T16:40:00.000+01:00</published><updated>2011-03-20T16:40:17.934+01:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='art'/><category scheme='http://www.blogger.com/atom/ns#' term='monster'/><category scheme='http://www.blogger.com/atom/ns#' term='rpg'/><category scheme='http://www.blogger.com/atom/ns#' term='carnivore'/><category scheme='http://www.blogger.com/atom/ns#' term='beast'/><category scheme='http://www.blogger.com/atom/ns#' term='fantasy'/><category scheme='http://www.blogger.com/atom/ns#' term='bestiary'/><category scheme='http://www.blogger.com/atom/ns#' term='Fungi'/><category scheme='http://www.blogger.com/atom/ns#' term='rpg creatures'/><category scheme='http://www.blogger.com/atom/ns#' term='cloister'/><category scheme='http://www.blogger.com/atom/ns#' term='creatures'/><title type='text'>Next gen mushrooms</title><content type='html'>My daughter celebrates her third birthday today, and I sneak away to add some mushy muscle to the blog. I hope she will forgive me. &lt;br /&gt;&lt;br /&gt;Have a fine week, everyone! I will personally wrestle my way out of yet another cold, and hope for good hunting when it comes to finding new and intersting life forms. If you don't know how to use this one, may I suggest one of these creatures carrying around with an ancient set of runes, that for some reason have to be retrieved and closely investigated.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr1"&gt;≡MINGOSSI≡&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.cloister.se/bilder/Mingossi 1a.jpg" target="_blank"&gt;&lt;img height="643" src="http://www.cloister.se/bilder/Mingossi 1a.jpg" width="430" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;GENERAL&lt;/span&gt;&lt;span class="crline"&gt;-----------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;CATEGORY: &lt;/strong&gt;&lt;span class="cr4"&gt;Fungi &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;TERRAIN: &lt;/strong&gt;&lt;span class="cr4"&gt;Any moist region&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;FOOD: &lt;/strong&gt;&lt;span class="cr4"&gt;Carnivore&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;AGGRESSION: &lt;/strong&gt;&lt;span class="cr4"&gt;Low (until disturbed) &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;&lt;strong&gt;SIZE:&lt;/strong&gt;&lt;/span&gt; &lt;span class="cr4"&gt;5-7 feet (150-210 cm) tall   &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;&lt;strong&gt;NUMBERS:&lt;/strong&gt;&lt;/span&gt; &lt;span class="cr4"&gt;1-10 &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;CHARACTERISTICS&lt;/span&gt;&lt;span class="crline"&gt;-----------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;STRENGTH:&lt;/strong&gt;&lt;span class="cr4"&gt; 15-25 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;AGILITY:&lt;/strong&gt;&lt;span class="cr4"&gt; 15-20 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;ENDURANCE:&lt;/strong&gt;&lt;span class="cr4"&gt; 3-6 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;INTELLIGENCE:&lt;/strong&gt;&lt;span class="cr4"&gt; 2 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;MENTAL RESILIENCE:&lt;/strong&gt;&lt;span class="cr4"&gt; 25 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;CHARM:&lt;/strong&gt;&lt;span class="cr4"&gt; 0 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If stats of a human ranges from 3 to 18) &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;SPEED:&lt;/strong&gt; &lt;span class="cr4"&gt;Running x 2, Swimming x 1 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(Multiple is times human speed)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;MAGIC POWER:&lt;/strong&gt;&lt;span class="cr4"&gt; 0 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(Ranges from 0-100)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;HIT POINTS:&lt;/strong&gt; &lt;span class="cr4"&gt;12-25 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If a human commoner has about 11 hit points)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;PROTECTION&lt;/span&gt;&lt;span class="crline"&gt;-------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;&lt;strong&gt;&lt;em&gt;AVERAGE&lt;/em&gt;&lt;/strong&gt;: &lt;/span&gt;&lt;span class="cr4"&gt;0 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;BODY:&lt;/span&gt;&lt;span class="cr4"&gt; 0 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;BACK:&lt;/span&gt;&lt;span class="cr4"&gt; 5-15(fully or partially protected by rock) &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;HEAD:&lt;/span&gt;&lt;span class="cr4"&gt; 0 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;LEGS:&lt;/span&gt;&lt;span class="cr4"&gt; 0 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;TAIL:&lt;/span&gt;&lt;span class="cr4"&gt; 0 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;TRUNK:&lt;/span&gt;&lt;span class="cr4"&gt; 0 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If Full Plate Armour is 10) &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr4"&gt;The “fake” body of the Mingossi (see 'Description') is solid, but spongy. It is easily cut through, but the creature's reaction to pain is low. Due to its special construction it can cope with more dire wounds than ordinary creatures. It doesn't bleed as easily.    &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;ATTACKS/DAMAGE&lt;/span&gt;&lt;span class="crline"&gt;---------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;2 CLAWS:&lt;/strong&gt;&lt;span class="cr4"&gt; 1–3&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;1 TENTACLE TRUNK:&lt;/strong&gt;&lt;span class="cr4"&gt; 1-4 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;6 INJECTION PROJECTILES:&lt;/strong&gt;&lt;span class="cr4"&gt; 1-3 (+ spore infection, see 'Powers') &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If a Long Sword makes a damage of 1-8)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr4"&gt;The Mingossi trunk is a highly sophisticated apparatus that is primarily designed to capture and swallow small animals. When angered, the creature wields it high toward any enemy, and grabs after heads, arms, or legs. The inside of the trunk is littered with barbs and sucking devices. Once the trunk gets hold, it is virtually impossible to free oneself from the grasp. The creature may chose to let go of its grip, but if it doesn't, the many barbs will continue to  work on the armour and flesh of the victim, and draw the captured part further inward (A successful saving throw vs Strength/Endurance may keep the tie even, but will not break the hold). Only severe damage to the creature will make it release the grip involuntarily. The trunk, and the belly of the Mingossi, are both very expandable. Larger specimens have little problem widening these enough to swallow a fully grown man.    &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;POWERS/EFFECT&lt;/span&gt;&lt;span class="crline"&gt;-------------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;SPORE INJECTION: &lt;/strong&gt;&lt;span class="cr4"&gt;On both sides of the great trunk are three thin extendible tentacles, used for injecting spores into cracks and crevices of rock. Each tentacle can be extended up to 5 feet (150 cm) from the body, and shoot out up to 10 needle-shaped capsules of spore. These are released at great speed to enter deep into the rock and attach themselves firmly inside of it. As a last resort the Mingossi will use most, but not all, of these to defend itself. The spore will not germinate inside a body, but are toxic to most kinds of living tissue, and may cause serious health problems. In the initial rounds after injection they will cause 1-2 points damage, for 1-5 rounds. A failed saving throw vs Endurance may result in high fever, pain and vomiting, lasting for 1-5 days.   &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;DESCRIPTION&lt;/span&gt;&lt;span class="crline"&gt;------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;span class="cr4"&gt;The Mingossi is a truly remarkable creature. The cycle of its life begins as a spore, wedged firmly into the cracks of a natural rock, or an architectural stone construction. In all cases it is placed with great consideration, in a spot with regular access to water and meat. Typical locations would be in the roof of a cave entrance into a sloping mountain side, or in an archway of a moss-clad ruin situated in a rainy area. Here the spore germinates, and soon every crack and tiny hole in the rock is run through with fungal threads – the mycelium.&lt;br /&gt;&lt;br /&gt;As the fungi flourishes from nutritions brought in by the water, it begins to bear fruit. In other words a mushroom grows out of it. In this case the mushroom is nothing like the delicious or toxic little things found in the forest, but a living, hungry entity, very similar to a cephalopod mollusc – an octopus. This is only the primal state of the fruit, which soon takes more uncommon measures to generate a wide-spread fungi colony. &lt;br /&gt;&lt;br /&gt;The mushroom, stuck to the location of its birth, feeding on insects, little birds, bats, and other life-forms passing by, soon grows too large for its initial nest. At that point a true metamorphosis begins. Just like the larvae holds the genetic blueprint of a butterfly, the Mingossi initiates an equally natural  process of transformation. By gathering the cells of blood, flesh, brains, and skeletal tissues of all its prey, it constructs a full body, rather similar to that of a large predatory cat. It doesn't really grow, but slowly manufactures a new impressive vehicle for its continued cycle of life. &lt;br /&gt;&lt;br /&gt;Initially more of a big lump, than a clearly defined body, the creature often becomes heavy enough to tear off large chunks of the structure it hangs to. Its vital root is still embedded in the rock, and that part has to come  along on the ride. If the rock doesn't fall apart due to gravity, the fungi will eventually work at it, to loosen enough of the structure to set itself free. &lt;br /&gt;&lt;br /&gt;The final, and mobile, state of the Mingossi fungi is propelled forward by an artificial heart and brain. The actual intelligence is located in the mycelium network, but the new brain, placed in the head of the mammal-like mushroom, is responsible for motor skills, and sense perception.&lt;br /&gt;&lt;br /&gt;The Mingossi normally moves in a slow zombie-like daze, methodically harvesting the bugs and little creatures close to the ground. It can however muster short boosts of energy, where the full grace and power of a predatory cat is mimicked well. When the creature is threatened, harmed, or hindered, this mechanism of defence may set in, lasting for about a minute. &lt;br /&gt;&lt;br /&gt;The creatures prefer a damp, rainy climate, and take shelter in moist caves and cellars on dry and sunny days. They constantly runs the risk dehydration, and will bury themselves in the soil if no shelter is found. The mature Mingossi survive for three to five years, and use their time to seek out a number of suiting regions and nooks. These they inject with spores, which is their only way of procreation. To truly slay a Mingossi one must crush and burn the rock in which the fungal threads live. If only the body is slain, a new fruit will grow, nurtured from the decaying left-over of the first one. &lt;br /&gt;&lt;br /&gt;The Mingossi have weak sight and hearing, and rely a lot on their sensitive trunks to manoeuvre in the world. They tend to hunt in the early and late hours of the day.  &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr5"&gt;© Copyright 2011 - Nicholas Cloister&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2772924205087344386-3647626865884352622?l=rpg-creatures.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://rpg-creatures.blogspot.com/feeds/3647626865884352622/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://rpg-creatures.blogspot.com/2011/03/next-gen-mushrooms.html#comment-form' title='3 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2772924205087344386/posts/default/3647626865884352622'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2772924205087344386/posts/default/3647626865884352622'/><link rel='alternate' type='text/html' href='http://rpg-creatures.blogspot.com/2011/03/next-gen-mushrooms.html' title='Next gen mushrooms'/><author><name>Nicholas Cloister</name><uri>http://www.blogger.com/profile/12248580372104422243</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>3</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2772924205087344386.post-7385757781041629076</id><published>2011-03-10T13:41:00.001+01:00</published><updated>2011-03-10T13:51:51.520+01:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='monsters'/><category scheme='http://www.blogger.com/atom/ns#' term='Cilluhin'/><category scheme='http://www.blogger.com/atom/ns#' term='art'/><category scheme='http://www.blogger.com/atom/ns#' term='games'/><category scheme='http://www.blogger.com/atom/ns#' term='rpg'/><category scheme='http://www.blogger.com/atom/ns#' term='fantasy'/><category scheme='http://www.blogger.com/atom/ns#' term='bestiary'/><category scheme='http://www.blogger.com/atom/ns#' term='reptile'/><category scheme='http://www.blogger.com/atom/ns#' term='rpg creatures'/><category scheme='http://www.blogger.com/atom/ns#' term='cloister'/><title type='text'>Fashionable drug produced by reptiles</title><content type='html'>31 creatures down the line there might be some opinions forming in the minds of people about the content of this bestiary. Please, let me know of them! As an artist I am very used to critique in all forms, and delight especially in constructive feedback. Why does he always...? Why do most creatures look like...? When will he ever make a...? It would be fun if there were more... ? This bestiary really s...? Whatever you think, would like to suggest, desire, hope for, would like to change, feel annoys or upsets you, feel welcome to vent it in an email, or straight into the comments. I aim to make a really good bestiary here, and your feedback can certainly improve the quality. Though I keep all things I do in line with my preferences, there is a lot of room for new input and influence. &lt;br /&gt;&lt;br /&gt;Here is a treat for those of you who enjoy urban adventures. If this little critter doesn't set your imagination in motion, you should perhaps continue buying all of your campaigns. ; ) &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr1"&gt;≡CILLUHIN≡&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.cloister.se/bilder/Cilluhin 1a.jpg" target="_blank"&gt;&lt;img height="643" src="http://www.cloister.se/bilder/Cilluhin 1a.jpg" width="430" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;GENERAL&lt;/span&gt;&lt;span class="crline"&gt;-----------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;CATEGORY: &lt;/strong&gt;&lt;span class="cr4"&gt;Reptile &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;TERRAIN: &lt;/strong&gt;&lt;span class="cr4"&gt;Civilization &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;FOOD: &lt;/strong&gt;&lt;span class="cr4"&gt;Carnivore&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;AGGRESSION: &lt;/strong&gt;&lt;span class="cr4"&gt;Normal &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;&lt;strong&gt;SIZE:&lt;/strong&gt;&lt;/span&gt; &lt;span class="cr4"&gt;3 feet (90 cm) tall   &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;&lt;strong&gt;NUMBERS:&lt;/strong&gt;&lt;/span&gt; &lt;span class="cr4"&gt;1-5 &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;CHARACTERISTICS&lt;/span&gt;&lt;span class="crline"&gt;-----------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;STRENGTH:&lt;/strong&gt;&lt;span class="cr4"&gt; 3-7 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;AGILITY:&lt;/strong&gt;&lt;span class="cr4"&gt; 12-14 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;ENDURANCE:&lt;/strong&gt;&lt;span class="cr4"&gt; 10-13 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;INTELLIGENCE:&lt;/strong&gt;&lt;span class="cr4"&gt; 2 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;MENTAL RESILIENCE:&lt;/strong&gt;&lt;span class="cr4"&gt; 2 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;CHARM:&lt;/strong&gt;&lt;span class="cr4"&gt; 2-5 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If stats of a human ranges from 3 to 18) &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;SPEED:&lt;/strong&gt; &lt;span class="cr4"&gt;Running x 1, Swimming x 1,3 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(Multiple is times human speed)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;MAGIC POWER:&lt;/strong&gt;&lt;span class="cr4"&gt; 0 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(Ranges from 0-100)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;HIT POINTS:&lt;/strong&gt; &lt;span class="cr4"&gt;5-8 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If a human commoner has about 11 hit points)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;PROTECTION&lt;/span&gt;&lt;span class="crline"&gt;-------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;&lt;strong&gt;&lt;em&gt;AVERAGE&lt;/em&gt;&lt;/strong&gt;: &lt;/span&gt;&lt;span class="cr4"&gt;2 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;BODY:&lt;/span&gt;&lt;span class="cr4"&gt; 2 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;HEAD:&lt;/span&gt;&lt;span class="cr4"&gt; 3 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;LEGS:&lt;/span&gt;&lt;span class="cr4"&gt; 2 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;TAIL:&lt;/span&gt;&lt;span class="cr4"&gt; 1 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If Full Plate Armour is 10) &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr4"&gt;The Cilluhin is a feathery, leathery, hairy sort of reptile, with harder decorative scales on the head. The tail is relatively unprotected, but consists mostly of feathers and fur.   &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;ATTACKS/DAMAGE&lt;/span&gt;&lt;span class="crline"&gt;---------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;2 CLAWS:&lt;/strong&gt;&lt;span class="cr4"&gt; 1–3&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;1 BITE:&lt;/strong&gt;&lt;span class="cr4"&gt; 1-4 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;2 HORNS:&lt;/strong&gt;&lt;span class="cr4"&gt; 1-2 (+ alkaloid effect, see 'Powers') &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If a Long Sword makes a damage of 1-8)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr4"&gt;The Cilluhin is not a hostile creature but will use all means available to defend itself and its master.   &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;POWERS/EFFECT&lt;/span&gt;&lt;span class="crline"&gt;-------------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;ALKALOID SCALES: &lt;/strong&gt;&lt;span class="cr4"&gt;The pointy ochre-orange scales around the Cilluhin's head and front feet produce a natural alkaloid, with potent and hallucinogenic powers. A sting from any of these points will result in an opium-like high, with a short and intense rush of joy, followed by three to four hours of deep and pleasant relaxation. Normally very small amounts of this alkaloid is produced and it takes ten to twenty minutes of “cuddling” with the creature, to inject a normal and comfortable dose into the blood. When the creature is upset, as when fighting, the size of doses produced increases manifold. At such times a single sting may be lethal. Unless a saving throw vs 'Endurance' is completed random muscles will temporarily (1-4 rounds) go limp, when stung. Critical failure (a bad throw) results in failing lungs, and the the victim will simply stop breathing. Some quick and extraordinary means of healing is then necessary to return the bodily functions to normal. Several large injections normally result in physiological breakdown and a quick death. &lt;br /&gt;One out of five people report vivid hallucinations from this drug, and some claim episodes of clear clairvoyance. The alkaloid produced in the Cillluhin scales is very addictive, and very damaging to health in the long run.  &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;DESCRIPTION&lt;/span&gt;&lt;span class="crline"&gt;------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;span class="cr4"&gt;Cilluhins can no longer be found in the wild. For centuries they have exclusively been in the possession of nobles, sometimes secretly kept in cellars and towers, at other times paraded openly in the streets. They are very rare, seldom for sale, and extremely expensive. &lt;br /&gt;&lt;br /&gt;Bred not for their looks, or strength, but for the power of their biological drug, they have weakened physically with time. The Cilluhin is very much a pet, and behaves like one. Most are trained to defend their owners, but unless actual violence takes place, the Cilluhin will not know what happened. They walk with a dream-like gaze, seemingly uninterested in their surroundings. None of the curiosity and lively mood of dogs can be found in these creatures. Only when threatened, do some of their former predatory ferocity return to them. &lt;br /&gt;&lt;br /&gt;Cilluhins live for 7-10 years, and their end usually results in more than the normal grief connected with the demise of a beloved pet. Desperation is likely to follow, and dark times may commence as an addicted influential Noble run out of “Cilla”. Webs of intrigue and dark politics are commonly woven around these creatures, and many have perished from the side-effects of their presence. &lt;br /&gt;&lt;br /&gt;Of great interest have been the powers of premonition and clairvoyance, claimed to come with the alkaloid injection. Some report to have seen with great distinction and clarity into future events of importance, and also to have witnessed ongoing affairs from afar. Not all beings are so affected, but those who are, are said to be so regularly, which may be considered a great threat, or an opportunity, to those in power.  &lt;br /&gt;&lt;br /&gt;To keep a Cilluhin healthy and in top condition it must be regularly exercised, have a hot place in the sun or by a fire, food, preferably in the form of living ducks or similar water birds, and company. They survive for a month without food, but produce bad or no alkaloid if starving. The creatures can give birth to one to two young per year, which reach the maturity of production at the age of two. As the creatures age the quality of the “Cilla” improves.   &lt;br /&gt;&lt;br /&gt;The alkaloid cannot be extracted without negative effects. It degenerates swiftly and the quality is strongly reduced in a matter of hours, outside of the Cilluhin body. &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr5"&gt;© Copyright 2011 - Nicholas Cloister&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2772924205087344386-7385757781041629076?l=rpg-creatures.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://rpg-creatures.blogspot.com/feeds/7385757781041629076/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://rpg-creatures.blogspot.com/2011/03/fashionable-drug-produced-by-reptiles.html#comment-form' title='7 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2772924205087344386/posts/default/7385757781041629076'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2772924205087344386/posts/default/7385757781041629076'/><link rel='alternate' type='text/html' href='http://rpg-creatures.blogspot.com/2011/03/fashionable-drug-produced-by-reptiles.html' title='Fashionable drug produced by reptiles'/><author><name>Nicholas Cloister</name><uri>http://www.blogger.com/profile/12248580372104422243</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>7</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2772924205087344386.post-7769028291722958429</id><published>2011-03-04T12:56:00.000+01:00</published><updated>2011-03-04T12:56:32.342+01:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='monsters'/><category scheme='http://www.blogger.com/atom/ns#' term='art'/><category scheme='http://www.blogger.com/atom/ns#' term='ghost'/><category scheme='http://www.blogger.com/atom/ns#' term='rpg'/><category scheme='http://www.blogger.com/atom/ns#' term='Hon´Gaddha'/><category scheme='http://www.blogger.com/atom/ns#' term='fantasy'/><category scheme='http://www.blogger.com/atom/ns#' term='bestiary'/><category scheme='http://www.blogger.com/atom/ns#' term='undead'/><category scheme='http://www.blogger.com/atom/ns#' term='rpg creatures'/><category scheme='http://www.blogger.com/atom/ns#' term='cloister'/><category scheme='http://www.blogger.com/atom/ns#' term='creatures'/><title type='text'>Two ghosts for the price of one</title><content type='html'>It is time to call the clerics. The underworld has come alive and flies hither and dither, wreaking havoc in our not exactly perfect, but very orderly societies. - 'Darling, they are in the lawn now! Away, I say! Away from my roses!' Ghosts are great fun until you meet one. &lt;br /&gt;&lt;br /&gt;Sorry about those lines of introduction, I have no idea what I'm typing here. Some poltergeist has taken control over my hands and are forcing me to fuc...sorry, write this. There is evil all about and this double freaky presence have made itself known to me. The dreadfully cold revelation produces these words, revealing itself to the world through my damned blog! Please help me! It would have been nice to celebrate 30 creatures some way, but I'm... you... I'm going to pull.... eyes... read... know the impossible truth! Ah.... (dies and presses 'publish' with a final spasm of death) &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr1"&gt;≡HON´GADDHA≡&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.cloister.se/bilder/HonGaddha%201a.jpg" target="_blank"&gt;&lt;img height="643" src="http://www.cloister.se/bilder/HonGaddha%201a.jpg" width="430" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;GENERAL&lt;/span&gt;&lt;span class="crline"&gt;-----------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;CATEGORY: &lt;/strong&gt;&lt;span class="cr4"&gt;Undead &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;TERRAIN: &lt;/strong&gt;&lt;span class="cr4"&gt;Deep Seas of Hell &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;FOOD: &lt;/strong&gt;&lt;span class="cr4"&gt;None/(Carnivore)&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;AGGRESSION: &lt;/strong&gt;&lt;span class="cr4"&gt;Extreme &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;&lt;strong&gt;SIZE:&lt;/strong&gt;&lt;/span&gt; &lt;span class="cr4"&gt;Corresponding human size. &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;&lt;strong&gt;NUMBERS:&lt;/strong&gt;&lt;/span&gt; &lt;span class="cr4"&gt;1 &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;CHARACTERISTICS&lt;/span&gt;&lt;span class="crline"&gt;-----------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;STRENGTH:&lt;/strong&gt;&lt;span class="cr4"&gt; 5-20 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;AGILITY:&lt;/strong&gt;&lt;span class="cr4"&gt; 1-16 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;ENDURANCE:&lt;/strong&gt;&lt;span class="cr4"&gt; 6-36 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;INTELLIGENCE:&lt;/strong&gt;&lt;span class="cr4"&gt; 3-18 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;MENTAL RESILIENCE:&lt;/strong&gt;&lt;span class="cr4"&gt; 3-18 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;CHARM:&lt;/strong&gt;&lt;span class="cr4"&gt; 1-6 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If stats of a human ranges from 3 to 18) &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;SPEED:&lt;/strong&gt; &lt;span class="cr4"&gt;Flying (eagle x 0,5) &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(Multiple is times human speed)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;MAGIC POWER:&lt;/strong&gt;&lt;span class="cr4"&gt; 0-100 (corresponds with power possessed in life) &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(Ranges from 0-100)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;HIT POINTS:&lt;/strong&gt; &lt;span class="cr4"&gt;12-36 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If a human commoner has about 11 hit points)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;PROTECTION&lt;/span&gt;&lt;span class="crline"&gt;-------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;&lt;strong&gt;&lt;em&gt;AVERAGE&lt;/em&gt;&lt;/strong&gt;: &lt;/span&gt;&lt;span class="cr4"&gt;1 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;BODY:&lt;/span&gt;&lt;span class="cr4"&gt; 1 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If Full Plate Armour is 10) &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr4"&gt;The slimy cold skin of the Hon'Gaddha&amp;nbsp;give&amp;nbsp;little protection, and is equally thick over its twisted body.) &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;ATTACKS/DAMAGE&lt;/span&gt;&lt;span class="crline"&gt;---------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;4 CLAWS:&lt;/strong&gt;&lt;span class="cr4"&gt; 1 – 6&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;2 BITES:&lt;/strong&gt;&lt;span class="cr4"&gt; 1-4 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;1 TENTACLE:&lt;/strong&gt;&lt;span class="cr4"&gt; 2-8 points of electrical damage &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If a Long Sword makes a damage of 1-8)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr4"&gt;The tentacle of the Hon'Gaddha is slow, but long enough to encircle assailants and strike from behind. &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;POWERS/EFFECT&lt;/span&gt;&lt;span class="crline"&gt;-------------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;TOUCH OF HATRED: &lt;/strong&gt;&lt;span class="cr4"&gt;Strong hate permeates every part of the Hon'Gaddha, and as it claws and touches its victims this deep and cold emotional energy is transmitted to them. A successful saving-throw vs Mental Resilience is required stay unaffected. 1-4 hate-points are acquired when the throw fails. At 10 points a general hatred towards all living things has grown bold, and the victim will attack any and all forms of life indiscriminately as long as the hatred lasts. As the Hon'Gaddha dies or leaves, the blind hatred dissipates in 1-4 rounds and the victim is returned to its normal mood. If a victim is left in the hatred of a Hon'Gaddha, and not consumed or killed, he or she is permanently affected in 24 hours, and made slave to the Hon'Gaddha's twisted will in another 24 hours. When hunted, the ghost may spare the lives of some victims to defend itself in this way, through their power. &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;DANCE OF SILENCE: &lt;/strong&gt;&lt;span class="cr4"&gt;The Hon'Gaddha may spin around, in a tornado-like dance, to summon an eerie and physical field of silence around it. The field reaches 50 yards (45 m) in all directions and takes two rounds of undisturbed dancing to complete. It brings a very uncomfortable cold, and adds the sensation of moving in water. All events in the field continue at a normal speed, but the sensation is convincing and may contribute to a change of action. Silence is total and spells based on sound are useless as long as this power lasts, which is 5-20 rounds. &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;DESCRIPTION&lt;/span&gt;&lt;span class="crline"&gt;------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;span class="cr4"&gt;Some couples, bound to each other by ceremonies and oaths, fail to fulfil the covenant of love they have agreed upon. Instead they nag and annoy each other. They become spiteful and drain the energies from one another. They mentally and physically abuse one another, and in this downward spiral they provoke into manifestation the very worst and most malicious qualities of each other. Finally murder pulls them physically apart. &lt;br /&gt;&lt;br /&gt;When both beings of such a couple are dead, they are rejoined post mortem in a marriage of the flesh. In the cold and utter silence of the deep seas of the Hell, they are forever bound together, in a carousel of hatred. With the last glimpse of reconciliation driven out of them, there is no return. Eternally they claw and lash at one another, furiously and violently, in the company of nothing but the other horrible creatures of the watery pits. &lt;br /&gt;&lt;br /&gt;Now and then, in the temporary thoughtless conflicts of living couples, the negative energy peaks and summons a Hon'Gaddha ghost into the material plane of existence. Attracted to the living likeness and memory of its former life, the ghost is thus drawn back to an undead existence in the world. Here it will reach out hungrily towards the love left in the living, and try desperately to consume it. By attacking the souls and flesh of beings still alive, it hopes to extract the liberating love that would free it from its dreadful destiny. It can do no such thing, but eternal hatred keeps repeating these futile acts of ignorance, and learns no lessons.&lt;br /&gt;&lt;br /&gt;The Hon'Gaddha ghost materializes only during the dark hours of night. In the day it remains present to behold the actions of the living, but cannot interact with them. It is invisible and without power. As night falls the body takes shape and the ghost roams to find loving creatures to destroy. At times it haunts and terrorizes its victims, to make them call out desperately to loved ones, or precious deities, before attacking. It is believed the ghost puts itself in the role of the saviour to somehow try savouring the love of the victims.&lt;br /&gt;&lt;br /&gt;In the material undead form the Hon´Gaddha couple is distracted enough from one another to achieve a temporary form of cooperation, but it regularly returns to its furious tornado of hatred, where every ounce of energy is spent on achieving the impossible death of the other. At these moments it wails, screams, and roars. The symphony of these outbursts of aversion is nightmarish and bone-shivering. It can be heard for miles and have a tendency to contaminate long time listeners with its bitterness and spiteful nature. &lt;br /&gt;&lt;br /&gt;To wilfully summon and take control of a Hon'Gaddha ghost, the mixed blood of a newly wed couple is needed, together with other, more clandestine ingredients. It is a dangerous and very delicate undertaking. The Ghost is covered in a slippery layer of the waters of Hell. A 30 feet (10 m) long tentacle of electrical energy swims behind it, in constant rebellion with the laws of gravity. Like most ghosts it is immune to all weapons but those of blessed silver, or powerful enchantments. Spells and other powers known to the cursed couple in life, may be invoked by the undead Hon'Gaddha, which will cast only the dark and dreadful spells that reflects its new character and identity. &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr5"&gt;© Copyright 2011 - Nicholas Cloister&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2772924205087344386-7769028291722958429?l=rpg-creatures.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://rpg-creatures.blogspot.com/feeds/7769028291722958429/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://rpg-creatures.blogspot.com/2011/03/two-ghosts-for-price-of-one.html#comment-form' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2772924205087344386/posts/default/7769028291722958429'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2772924205087344386/posts/default/7769028291722958429'/><link rel='alternate' type='text/html' href='http://rpg-creatures.blogspot.com/2011/03/two-ghosts-for-price-of-one.html' title='Two ghosts for the price of one'/><author><name>Nicholas Cloister</name><uri>http://www.blogger.com/profile/12248580372104422243</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2772924205087344386.post-7362379092457483644</id><published>2011-02-28T19:16:00.001+01:00</published><updated>2011-02-28T19:16:23.527+01:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='art'/><category scheme='http://www.blogger.com/atom/ns#' term='ocean'/><category scheme='http://www.blogger.com/atom/ns#' term='mammal'/><category scheme='http://www.blogger.com/atom/ns#' term='sea'/><category scheme='http://www.blogger.com/atom/ns#' term='rpg'/><category scheme='http://www.blogger.com/atom/ns#' term='fantasy'/><category scheme='http://www.blogger.com/atom/ns#' term='bestiary'/><category scheme='http://www.blogger.com/atom/ns#' term='cloister'/><category scheme='http://www.blogger.com/atom/ns#' term='Elijinn'/><category scheme='http://www.blogger.com/atom/ns#' term='creatures'/><title type='text'>Mating with style</title><content type='html'>Not a lot on my mind today, so I'll just go ahead and introduce the next creature. Straight from the sea, here is the...&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr1"&gt;≡ELIJINN≡&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.cloister.se/bilder/Elijinn 1a.jpg" target="_blank"&gt;&lt;img height="643" src="http://www.cloister.se/bilder/Elijinn 1a.jpg" width="430" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;GENERAL&lt;/span&gt;&lt;span class="crline"&gt;-----------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;CATEGORY: &lt;/strong&gt;&lt;span class="cr4"&gt;Mammal &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;TERRAIN: &lt;/strong&gt;&lt;span class="cr4"&gt;Salt water &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;FOOD: &lt;/strong&gt;&lt;span class="cr4"&gt;Carnivore&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;AGGRESSION: &lt;/strong&gt;&lt;span class="cr4"&gt;Normal &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;&lt;strong&gt;SIZE:&lt;/strong&gt;&lt;/span&gt; &lt;span class="cr4"&gt;13-15 feet long (4-4,5 m) &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;&lt;strong&gt;NUMBERS:&lt;/strong&gt;&lt;/span&gt; &lt;span class="cr4"&gt;1- 4 &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;CHARACTERISTICS&lt;/span&gt;&lt;span class="crline"&gt;-----------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;STRENGTH:&lt;/strong&gt;&lt;span class="cr4"&gt; 26-32 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;AGILITY: &lt;/strong&gt;&lt;span class="cr4"&gt;22-25 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;ENDURANCE:&lt;/strong&gt;&lt;span class="cr4"&gt; 22-25 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;INTELLIGENCE:&lt;/strong&gt;&lt;span class="cr4"&gt; 8-10 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;MENTAL RESILIENCE:&lt;/strong&gt;&lt;span class="cr4"&gt; 12-15 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;CHARM:&lt;/strong&gt;&lt;span class="cr4"&gt; 5-8 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If stats of a human ranges from 3 to 18) &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;SPEED:&lt;/strong&gt; &lt;span class="cr4"&gt;Swimming x 8 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(Multiple is times human speed)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;MAGIC POWER:&lt;/strong&gt;&lt;span class="cr4"&gt; 0 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(Ranges from 0-100)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;HIT POINTS:&lt;/strong&gt; &lt;span class="cr4"&gt;28-36 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If a human commoner has about 11 hit points)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;PROTECTION&lt;/span&gt;&lt;span class="crline"&gt;-------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;&lt;strong&gt;&lt;em&gt;AVERAGE&lt;/em&gt;&lt;/strong&gt;: &lt;/span&gt;&lt;span class="cr4"&gt;2 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;BODY:&lt;/span&gt;&lt;span class="cr4"&gt; 2 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;HEAD:&lt;/span&gt;&lt;span class="cr4"&gt; 4 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;FRONT FINS:&lt;/span&gt;&lt;span class="cr4"&gt; 3 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;FINS/MEMBRANES:&lt;/span&gt;&lt;span class="cr4"&gt; 0&lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If Full Plate Armour is 10) &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr4"&gt;The body of the Elijinn is covered by a smooth thick skin, that is adapted to existence in the water. The translucent membrane-like fins are easily damaged, but held together and run through with coppery threads or veins, which are thought to generate the density altering power of the creature (see 'Powers') &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;ATTACKS/DAMAGE&lt;/span&gt;&lt;span class="crline"&gt;---------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;1 SPEAR TOOTH:&lt;/strong&gt;&lt;span class="cr4"&gt; 1 – 12 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;1 BITE:&lt;/strong&gt;&lt;span class="cr4"&gt; 2-6 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If a Long Sword makes a damage of 1-8)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr4"&gt;The Elijinn hunts by piercing large prey with its spear-like protrusion, which is a tooth. Smaller fish are bitten and swallowed whole. &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;POWERS/EFFECT&lt;/span&gt;&lt;span class="crline"&gt;-------------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;ALTER DENSITY: &lt;/strong&gt;&lt;span class="cr4"&gt;Six times per day, and swiftly by will, the Elijinn can alter the density of any dead matter within 100 yards (90m) in all directions. They can affect small and specific parts of this area or the entire radius at once. The power can make air dense enough to swim in, and turn rock soft as clay. It can transform the ocean into holes of air, and make swords drip away while still cold. There are some limitations. Solids cannot be made as thin as air, nor liquids transmuted into solids. The power lasts for up to two hours, and when it ends all matter return to its normal density, sometimes more or less deformed, of course. &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;DESCRIPTION&lt;/span&gt;&lt;span class="crline"&gt;------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;span class="cr4"&gt;The Elijinn are very powerful creatures with dolphin-like mentalities and mysterious aims. Most of their lives they swim around in the sea hunting shark, which is their favourite source of energy. But now and then they enter periods, in which their behaviour greatly alters. At those times they act individually and pursue interests that look highly personal, random, or even political. &lt;br /&gt;&lt;br /&gt;It is believed that the lunar cycle is somehow involved in these rather sudden mental transformations, and that periodically dormant parts of their brains turn active. When it happens some of these Elijinn start interacting with intelligent subsurface beings, and they become generally curious about the affairs of fishermen, other species, and the strange cultures that can be found in the deep seas, and even those above occasionally. One story tell of an Elijinn which rose up out of the water, swam through an entire city, turned the walls of a castle into jelly, and passed right through them. Apparently it soon came out with a mermaid that was held captive there, and returned with her to the sea. Most of these stories imply a care for ocean life forms, and many relate of strange interventions in events to which the Elijinn had no clear connection. &lt;br /&gt;&lt;br /&gt;The most spoken of phenomena, and the one that the Elijinn are mainly known for, is the fantastic dance of mating. The pair involved ascend high into the air, typically in the light of a striking sunset or the vivid backdrop of aurora borealis. There they move in a dreamlike, slow, and harmonious dance that lasts for well over an hour – a performance portrayed in many poems and works of art through the ages. &lt;br /&gt;&lt;br /&gt;The incredible power these creatures hold over density, and use basically at will, leave them few natural enemies. Surprise is the only weapon against these Ellijin, and even then they are not easily overcome. Their lives last for about two centuries, and they pose little harm, unless unfriendly action is taken towards them, or some of their hidden agendas. The females are slightly smaller than the males, and the young are thought to be brought up in the true depths, away from the eyes of others.&lt;br /&gt;&lt;br /&gt;The sounds of the Elijinn are complex combinations of high tones, that range from lively to soft and gentle. They don't jump like dolphins, and do not leave the water unless they have specific reasons. &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr5"&gt;© Copyright 2011 - Nicholas Cloister&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2772924205087344386-7362379092457483644?l=rpg-creatures.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://rpg-creatures.blogspot.com/feeds/7362379092457483644/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://rpg-creatures.blogspot.com/2011/02/mating-with-style.html#comment-form' title='3 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2772924205087344386/posts/default/7362379092457483644'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2772924205087344386/posts/default/7362379092457483644'/><link rel='alternate' type='text/html' href='http://rpg-creatures.blogspot.com/2011/02/mating-with-style.html' title='Mating with style'/><author><name>Nicholas Cloister</name><uri>http://www.blogger.com/profile/12248580372104422243</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>3</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2772924205087344386.post-6396336919695739216</id><published>2011-02-22T17:31:00.000+01:00</published><updated>2011-02-22T17:31:13.873+01:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='monsters'/><category scheme='http://www.blogger.com/atom/ns#' term='fantasy art'/><category scheme='http://www.blogger.com/atom/ns#' term='mammal'/><category scheme='http://www.blogger.com/atom/ns#' term='rpg'/><category scheme='http://www.blogger.com/atom/ns#' term='fantasy'/><category scheme='http://www.blogger.com/atom/ns#' term='bestiary'/><category scheme='http://www.blogger.com/atom/ns#' term='rpg creatures'/><category scheme='http://www.blogger.com/atom/ns#' term='cloister'/><category scheme='http://www.blogger.com/atom/ns#' term='Aegarim'/><title type='text'>Pneumonia delays gold delivery</title><content type='html'>The illustration of this creature has been ready for quite some time, but my daughter was stricken by pneumonia, which  distracted me for a while. It seems every time a certain flow is built up some bump in the road comes along to break the current. I guess that's good in a way, since it reminds you of the way things are, and gives you some time to re-evaluate the priorities. Breathing is clearly more important than creature design and games, and gold less sparkling than the eyes of a three year old. &lt;br /&gt;&lt;br /&gt;I'd like to give thanks to the following blogs, zines, and pages, for recommending and writing about RPG Creatures. If I forgot anyone, please remind me. &lt;br /&gt;&lt;br /&gt;&lt;a href="http://etherealsunshine.co.cc"&gt;Ethereal Sunshine&lt;br /&gt;&lt;/a&gt;&lt;a href="http://www.facebook.com/secretdm"&gt;The Secret DM&lt;br /&gt;&lt;/a&gt;&lt;a href="http://talislanta.com/"&gt;Talislanta &lt;br /&gt;&lt;/a&gt;&lt;a href="http://greifenklaue.wordpress.com/"&gt;Greifenklaue's Blog&lt;br /&gt;&lt;/a&gt;&lt;a href="http://storiediruolo.wordpress.com"&gt;Storie Di Ruolo&lt;br /&gt;&lt;/a&gt;&lt;a href="http://multiplayer.it/articoli/85313-pc-magazine-19.html?piattaforma=pc"&gt;Multiplayer.it&lt;br /&gt;&lt;/a&gt;&lt;br /&gt;Some treasures walk... &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr1"&gt;≡AEGARIM≡&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.cloister.se/bilder/Aegarim 1a.jpg" target="_blank"&gt;&lt;img src="http://www.cloister.se/bilder/Aegarim 1a.jpg" width="430" height="643" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;GENERAL&lt;/span&gt;&lt;span class="crline"&gt;-----------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;CATEGORY: &lt;/strong&gt;&lt;span class="cr4"&gt;Mammal &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;TERRAIN: &lt;/strong&gt;&lt;span class="cr4"&gt;Caves and mines  &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;FOOD: &lt;/strong&gt;&lt;span class="cr4"&gt;Omnivore&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;AGGRESSION: &lt;/strong&gt;&lt;span class="cr4"&gt;Normal &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;&lt;strong&gt;SIZE:&lt;/strong&gt;&lt;/span&gt; &lt;span class="cr4"&gt;5-6  feet tall (150 - 180 cm)      &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;&lt;strong&gt;NUMBERS:&lt;/strong&gt;&lt;/span&gt; &lt;span class="cr4"&gt;1- 20  &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;CHARACTERISTICS&lt;/span&gt;&lt;span class="crline"&gt;-----------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;STRENGTH:&lt;/strong&gt;&lt;span class="cr4"&gt; 14-18 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;AGILITY: &lt;/strong&gt;&lt;span class="cr4"&gt; 1-14 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;ENDURANCE:&lt;/strong&gt;&lt;span class="cr4"&gt; 11-16 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;INTELLIGENCE:&lt;/strong&gt;&lt;span class="cr4"&gt; 7-10 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;MENTAL RESILIENCE:&lt;/strong&gt;&lt;span class="cr4"&gt; 6 -12 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;CHARM:&lt;/strong&gt;&lt;span class="cr4"&gt; 2-4 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If stats of a human ranges from 3 to 18) &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;SPEED:&lt;/strong&gt; &lt;span class="cr4"&gt; Running x 1 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(Multiple is times human speed)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;MAGIC POWER:&lt;/strong&gt;&lt;span class="cr4"&gt; 0 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(Ranges from 0-100)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;HIT POINTS:&lt;/strong&gt; &lt;span class="cr4"&gt;13 - 20 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If a human commoner has about 11 hit points)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;PROTECTION&lt;/span&gt;&lt;span class="crline"&gt;-------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;&lt;strong&gt;&lt;em&gt;AVERAGE&lt;/em&gt;&lt;/strong&gt;: &lt;/span&gt;&lt;span class="cr4"&gt; 2 (+ 1-8 of gold cover)&lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;BODY:&lt;/span&gt;&lt;span class="cr4"&gt; 2 (+ 1-8 of gold cover)&lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;HEAD:&lt;/span&gt;&lt;span class="cr4"&gt; 2 (+ 1-8 of gold cover)&lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;LEGS:&lt;/span&gt;&lt;span class="cr4"&gt; 2 (+ 1-8 of gold cover)&lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;TAIL:&lt;/span&gt;&lt;span class="cr4"&gt; 1 (+ 1-8 of gold cover)&lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If Full Plate Armour is 10) &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr4"&gt;The Aegarim has a dark skin that slightly shifts in colour to blend with the rocks and minerals in the caves they inhabit. It gives little protection in itself, but is often strengthened by layers of gold (see 'Description')    &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;ATTACKS/DAMAGE&lt;/span&gt;&lt;span class="crline"&gt;---------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;2 CLAWS:&lt;/strong&gt;&lt;span class="cr4"&gt; 2 – 6 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;1 BITE:&lt;/strong&gt;&lt;span class="cr4"&gt; 1-4 (plus 1-2 of corrosion damage for 1-8 rounds) &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If a Long Sword makes a damage of 1-8)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr4"&gt;The front claws of the Aegarim are strong and hard enough to scrape out the gold from veins and ores in the mountains. The bite is not very powerful in itself but the saliva of the creatures is corrosive to dissolve gold, and can cause serious damage to living tissue, as well as armour.        &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;POWERS/EFFECT&lt;/span&gt;&lt;span class="crline"&gt;-------------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;MELT GOLD: &lt;/strong&gt;&lt;span class="cr4"&gt;The Aegarim have the psionic ability to heat up, and even melt, gold from afar. They can use this power once per day. When undisturbed for two rounds they can psionically produce a field of molecular instability, with a diameter of 60 feet (20 m), in which the temperature of all gold increases dramatically. Rings, bracelets and other gold in direct contact with the body will cause 1-4 points of burn injury per round, and melt completely in another 2-4 rounds, if the Aegarim is left undisturbed and allowed to focus. (The power of magic items deformed by this ability may be lost or lessened.) The field begins 10 (25 cm) inches away from the creature, and doesn't affect its own layers of gold.   &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;DESCRIPTION&lt;/span&gt;&lt;span class="crline"&gt;------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;span class="cr4"&gt;The Aegarim are highly intelligent creatures, but make no use of spoken languages or tools. They normally move about alone or in small groups but occasionally gather in larger numbers. Their main activity, apart from feeding, is to seek out and swallow gold. They are drawn to mines, ores, underground rivers and great treasures. Once consumed the gold enters the creatures and is transported to their skin where it is deposited in thin layers that grows into plates of natural armour. &lt;br /&gt;&lt;br /&gt;Initially these deposits protect the creatures from outer harm, but as they thicken they burden the Aegarim and hinder their movement substantially. It is therefore believed that this process is a cultural expression rather than a purely biological one. The Aegarim, some say, believe that by leaving a permanent golden shell of themselves they attain immortality. Thus they continue to eat gold until they become fully immobile and perish from starvation. In later states, when all but the joints are covered in gold, the creatures look a lot like statues, and are known to pose as such, to avoid notice, or draw near to themselves wealthy merchants and successful adventurers. &lt;br /&gt;&lt;br /&gt;Strange carvings and hieroglyphs have been found in caves where the Aegarim dwell. They are believed to have deep magical or symbolical meanings, rather than conveying a message. Attempts of translation speak of &lt;i&gt;'The thousand years of sleep'&lt;/i&gt;, and &lt;i&gt;'The great resurrection'&lt;/i&gt;, but the sages involved in this work stress the inadequacy of human concepts, and the high level of guess-work involved in the translations.  &lt;br /&gt;&lt;br /&gt;The Aegarim's urge for gold is great, and they have been known to gather in greater numbers to take on dragons and other formidable hoarders. When subterranean findings are scarce they may venture out of the caves and seek out gold in other places. Their eyes are sensitive to daylight and when possible they keep hidden during the day. It may take anything from 20 to 80 years for a Aegarim to cover itself close to fully in gold. If they fail in making themselves into a sculpture, they die naturally at about 100-120 years of age. Nothing but the double row of nipples distinguishes the females from the males. &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr5"&gt;© Copyright 2011 - Nicholas Cloister&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2772924205087344386-6396336919695739216?l=rpg-creatures.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://rpg-creatures.blogspot.com/feeds/6396336919695739216/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://rpg-creatures.blogspot.com/2011/02/pneumonia-delays-gold-delivery.html#comment-form' title='4 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2772924205087344386/posts/default/6396336919695739216'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2772924205087344386/posts/default/6396336919695739216'/><link rel='alternate' type='text/html' href='http://rpg-creatures.blogspot.com/2011/02/pneumonia-delays-gold-delivery.html' title='Pneumonia delays gold delivery'/><author><name>Nicholas Cloister</name><uri>http://www.blogger.com/profile/12248580372104422243</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>4</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2772924205087344386.post-9219142473307462082</id><published>2011-02-03T21:23:00.005+01:00</published><updated>2011-02-21T17:27:24.344+01:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Chaerim witch'/><category scheme='http://www.blogger.com/atom/ns#' term='rpg'/><category scheme='http://www.blogger.com/atom/ns#' term='dark'/><category scheme='http://www.blogger.com/atom/ns#' term='concept'/><category scheme='http://www.blogger.com/atom/ns#' term='marshes'/><category scheme='http://www.blogger.com/atom/ns#' term='fantasy'/><category scheme='http://www.blogger.com/atom/ns#' term='witch'/><category scheme='http://www.blogger.com/atom/ns#' term='evil'/><category scheme='http://www.blogger.com/atom/ns#' term='rpg creatures'/><category scheme='http://www.blogger.com/atom/ns#' term='dark faerie'/><category scheme='http://www.blogger.com/atom/ns#' term='creatures'/><title type='text'>Tentacles wherever you turn!</title><content type='html'>Some people love them, some don't. I guess it is pretty easy to throw in some tentacles, rather than properly designed arms and legs. It gives a creepy feel and it looks alien, sort of. I guess I can't do more tentacle creatures in a while, after this one, but as this witch took form, I couldn't help but finishing the idea. There is something with the look of her, and all those snaky shapes that I find attractive, in that dark strange fashion that only heavy metal fans and horror addicts understand... yes, and some RPG-players of course. ; )&lt;br /&gt;&lt;br /&gt;I know some people though, who only like draconian reptiles, lion-like predators, and rhino-looking beasts of power. As soon as birds, fish, or amphibians sneak into the picture it turns too creepy or weird for them. For me, these stranger shapes, like the monsters of Hieronymus Bosch, hold an aesthetic mystery that I still find alluring. &lt;br /&gt;&lt;br /&gt;Rather sparingly coloured, this image also reminds me of that iconic piece of troll-like enchantment, called 'Tuvstarr', by the Swedish artist John Bauer. &lt;a href="http://commons.wikimedia.org/wiki/File:%C3%84nnu_sitter_Tuvstarr_kvar_och_ser_ner_i_vattnet.jpg?uselang=sv"&gt; LINK&lt;/a&gt;&lt;br /&gt;I'm not sure the general crowd here is familiar with his work, but it may very well happen that I was unconsciously inspired by him, as I made this dark reflection of a far more putrid character. &lt;br /&gt;&lt;i&gt;- “Build a bridge out of her!”&lt;br /&gt;&lt;/i&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr1"&gt;≡CHAERIM WITCH≡&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.cloister.se/bilder/Chaerim Witch 1a.jpg" target="_blank"&gt;&lt;img src="http://www.cloister.se/bilder/Chaerim Witch 1a.jpg" width="430" height="643" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;GENERAL&lt;/span&gt;&lt;span class="crline"&gt;-----------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;CATEGORY: &lt;/strong&gt;&lt;span class="cr4"&gt;Dark Faerie &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;TERRAIN: &lt;/strong&gt;&lt;span class="cr4"&gt;Marshes and swamps &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;FOOD: &lt;/strong&gt;&lt;span class="cr4"&gt;Omnivore&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;AGGRESSION: &lt;/strong&gt;&lt;span class="cr4"&gt;High &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;&lt;strong&gt;SIZE:&lt;/strong&gt;&lt;/span&gt; &lt;span class="cr4"&gt;6 feet tall (180 cm)     &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;&lt;strong&gt;NUMBERS:&lt;/strong&gt;&lt;/span&gt; &lt;span class="cr4"&gt;1  &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;CHARACTERISTICS&lt;/span&gt;&lt;span class="crline"&gt;-----------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;STRENGTH:&lt;/strong&gt;&lt;span class="cr4"&gt; 16-18 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;AGILITY: &lt;/strong&gt;&lt;span class="cr4"&gt; 12-14 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;ENDURANCE:&lt;/strong&gt;&lt;span class="cr4"&gt; 11-13 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;INTELLIGENCE:&lt;/strong&gt;&lt;span class="cr4"&gt; 16-18 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;MENTAL RESILIENCE:&lt;/strong&gt;&lt;span class="cr4"&gt; 13-18 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;CHARM:&lt;/strong&gt;&lt;span class="cr4"&gt; 2-8 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If stats of a human ranges from 3 to 18) &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;SPEED:&lt;/strong&gt; &lt;span class="cr4"&gt; Running x 1, Swimming/Crawling x 3, Climbing x 3 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(Multiple is times human speed)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;MAGIC POWER:&lt;/strong&gt;&lt;span class="cr4"&gt; 15 - 35 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(Ranges from 0-100)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;HIT POINTS:&lt;/strong&gt; &lt;span class="cr4"&gt;18 - 24 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If a human commoner has about 11 hit points)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;PROTECTION&lt;/span&gt;&lt;span class="crline"&gt;-------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;&lt;strong&gt;&lt;em&gt;AVERAGE&lt;/em&gt;&lt;/strong&gt;: &lt;/span&gt;&lt;span class="cr4"&gt; 2 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;BODY:&lt;/span&gt;&lt;span class="cr4"&gt; 2 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;TENTACLES:&lt;/span&gt;&lt;span class="cr4"&gt; 2 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If Full Plate Armour is 10) &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr4"&gt;The Chaerim Witch is naked and not very well protected. She relies on her many tentacles and foul magic to keep her body free from harm. The Witch can lose all of her tentacles without damage to her vital organs, and can only be slain through attacks directed towards her main body.      &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;ATTACKS/DAMAGE&lt;/span&gt;&lt;span class="crline"&gt;---------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;10 - 20  TENTACLE LASHES:&lt;/strong&gt;&lt;span class="cr4"&gt; 2 – 8 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If a Long Sword makes a damage of 1-8)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr4"&gt;The many tentacles of the Chaerim can also be used for grappling and squeezing. If caught (normal successful Chaerim attack roll) a victim will suffer 2-8 points of constriction damage every following round (unyielding armour like metal offer protection), which can break ribs and damage internal organs. The victim may free himself through a normal attack to the tentacle (unless weapon arms are trapped), or a saving throw based on strength. If several tentacles are holding the same victim the Witch may chose to tear her enemies apart, and produce 3-12 points of damage per round that way. If hit by 4 or more points of damage in a single round, a tentacle will let go. (If desired, they can be handled as separate entities, all with 6-8 hit points each.)       &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;POWERS/EFFECT&lt;/span&gt;&lt;span class="crline"&gt;-------------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;REPULSIVE STENCH: &lt;/strong&gt;&lt;span class="cr4"&gt;The Chaerim smell awfully, but they also have the power to wilfully strengthen this stench, and bring it into abominable levels. The perfume of all once crawling, now rotting forms of life, of the mires and bogs of the world, are summoned forth like a sickening musk, through the Witch's filthy glands. The stench spreads quickly and fills an area of  40 x 40 yards (36 x 36 m) within two rounds. This contamination last for twenty rounds and may be summoned once per day. All within the zone of repulsive stench must succeed with continuous saving throws (mental resilience) or instantly run away. If hindered from escaping into the salvation of fresh air the victim will faint. Three successful rolls in a row will make the victim immune, for a while. Holding one's breath will help.       &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;FORCE LYCANTHROPE: &lt;/strong&gt;&lt;span class="cr4"&gt;The Chaerim Witch likes to keep lycanthropes as company. At the encounter of a lycanthrope, which the Witch recognizes by smell, she will try to force it into service. Through a number of spells and specially designed items of silver, she commonly manages to win them over. If not, she will try any devious means available to her. At any time the Chaerim can force a lycanthrope transformation. The 'were' state lasts until the following morning and can be induced by the Witch any number of days in a row, fully independent of the lunar cycle. The lycanthrope need not be aligned to the Witch for this to happen. Within sight of the Chaerim all lycanthropes transform, whenever she so desires. But they only serve her, if she has won them over.      &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;DESCRIPTION&lt;/span&gt;&lt;span class="crline"&gt;------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;span class="cr4"&gt;In the deep and stale swamps, where no sun-loving creature would go freely, the Chaerim witches build their lairs. From rotten weed, murky branches, webs of great spiders, and mouldy moss, they fashion their dark abodes. In seclusion, they work on cryptic secrets, mixing brews of power, seeking new spells, and scheming new devilry. Only rarely, when they feel ready to fulfil some heinous desire, or try out some new mischief, do they come forth into the world to set their dark plans in motion.    &lt;br /&gt;&lt;br /&gt;Robed in massive tangles of tentacles, the witches themselves are  barely visible. Long strong arms reach out to manoeuvre things in need of nimble fingers, but always, the long snake-like limbs move out before them. Powerful, sinister magic follow the Chaerim about, and they are masters with curses, elixirs and poisons. Toads and frogs live in their mouths and bellies, and they move unhindered through muddy waters, slithering with amphibian grace. Where giant mangrove trees grow, the witches climb effortlessly from root to high branch, with the aid of their many tentacles. Roaming the marshlands with decisive aim, they feed often on their way, swallowing with no great fuss, what most creatures would discard.&lt;br /&gt;&lt;br /&gt;There are no male Chaerim. The witches mate with the great black eels of the marshes. Their young look a lot like brown octopus before arms and legs grow out properly. They reach maturity and full witch-hood in their early teens. The Chaerim can become truly old, and they gather new spells and new levels of witch-craft with age. Some are said to be over 500 years old. The witches can't stand each other, and no more than one ever lives in the same swamp. They fight until death to defend their territory. &lt;br /&gt;&lt;br /&gt;The connection to lycanthropes is a mystery, but some say that the first witch was an elven maid, transformed and violated by a powerful eel. This dark fate is said to have changed her, and that during the darkest phase of the moon, she would go out naked into the night and perform pagan rituals of shape-shifting. The Chaerim send their lycanthrope servants out into the world to fetch them rare ingredients and to bring back information. Blood, and flesh of many different life forms are common in the unholy recipes of  these dark Wiccans. All Chaerim are powerful magic-users, and specialize in spells connected with decay, pestilence, nightmares, and death.  &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr5"&gt;© Copyright 2011 - Nicholas Cloister&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2772924205087344386-9219142473307462082?l=rpg-creatures.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://rpg-creatures.blogspot.com/feeds/9219142473307462082/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://rpg-creatures.blogspot.com/2011/02/tentacles-wherever-you-turn.html#comment-form' title='3 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2772924205087344386/posts/default/9219142473307462082'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2772924205087344386/posts/default/9219142473307462082'/><link rel='alternate' type='text/html' href='http://rpg-creatures.blogspot.com/2011/02/tentacles-wherever-you-turn.html' title='Tentacles wherever you turn!'/><author><name>Nicholas Cloister</name><uri>http://www.blogger.com/profile/12248580372104422243</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>3</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2772924205087344386.post-2007043458879182873</id><published>2011-01-25T13:46:00.000+01:00</published><updated>2011-01-25T13:46:24.644+01:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='plains'/><category scheme='http://www.blogger.com/atom/ns#' term='art'/><category scheme='http://www.blogger.com/atom/ns#' term='monster'/><category scheme='http://www.blogger.com/atom/ns#' term='mammal'/><category scheme='http://www.blogger.com/atom/ns#' term='rpg'/><category scheme='http://www.blogger.com/atom/ns#' term='Mehrog'/><category scheme='http://www.blogger.com/atom/ns#' term='concept'/><category scheme='http://www.blogger.com/atom/ns#' term='beast'/><category scheme='http://www.blogger.com/atom/ns#' term='fantasy'/><category scheme='http://www.blogger.com/atom/ns#' term='rpg creatures'/><category scheme='http://www.blogger.com/atom/ns#' term='cloister'/><category scheme='http://www.blogger.com/atom/ns#' term='creatures'/><title type='text'>In collision course with Giants</title><content type='html'>One thing that I don't like about the increasingly amazing Internet is that it makes it hard to name a new creature. Of course I like to check, when I come up with a name, if that name is already taken, in one or several inappropriate ways... and of course, it usually is. Soon, I think, every utter-able word will be used, if not for some exotic shampoo, then for one of the many life forms of World of Warcraft, or some other MMORPG that I have never even heard of. So far I have not dared to enter into any of these never ending worlds of digital fantasy, but I now hear 'Elder Scrolls 5 – Skyrim' will be released before the end of the year! Remembering how I completely lost myself in 'Oblivion', I already fear the future...&lt;br /&gt;&lt;br /&gt;Kotaku.com mentioned and recommended this blog a few days ago, which severely increased the number of visitors for a while. That was very welcome. Thanks, Kotaku! In the aftermaths of that rocket, RPG-Creatures have been mentioned in a few more blogs and forums, in Germany and Brazil, for example. That kind of exposure is very good for my motivation, and makes me push myself even harder when it comes to making new creatures. Here is the Mehrog now! ...and more on the way. : )&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr1"&gt;≡MEHROG≡&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.cloister.se/bilder/Mehrog 1a.jpg" target="_blank"&gt;&lt;img src="http://www.cloister.se/bilder/Mehrog 1a.jpg" width="430" height="643" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;GENERAL&lt;/span&gt;&lt;span class="crline"&gt;-----------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;CATEGORY: &lt;/strong&gt;&lt;span class="cr4"&gt;Mammal &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;TERRAIN: &lt;/strong&gt;&lt;span class="cr4"&gt;Plains and grasslands &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;FOOD: &lt;/strong&gt;&lt;span class="cr4"&gt;Carnivore&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;AGGRESSION: &lt;/strong&gt;&lt;span class="cr4"&gt;High &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;&lt;strong&gt;SIZE:&lt;/strong&gt;&lt;/span&gt; &lt;span class="cr4"&gt;7-20 feet long (2-6 m)    &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;&lt;strong&gt;NUMBERS:&lt;/strong&gt;&lt;/span&gt; &lt;span class="cr4"&gt;1-20  &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;CHARACTERISTICS&lt;/span&gt;&lt;span class="crline"&gt;-----------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;STRENGTH:&lt;/strong&gt;&lt;span class="cr4"&gt; 20-40 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;AGILITY: &lt;/strong&gt;&lt;span class="cr4"&gt; 6-10 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;ENDURANCE:&lt;/strong&gt;&lt;span class="cr4"&gt; 8-13 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;INTELLIGENCE:&lt;/strong&gt;&lt;span class="cr4"&gt; 1-2 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;MENTAL RESILIENCE:&lt;/strong&gt;&lt;span class="cr4"&gt; 1-2 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;CHARM:&lt;/strong&gt;&lt;span class="cr4"&gt; 13-20 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If stats of a human ranges from 3 to 18) &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;SPEED:&lt;/strong&gt; &lt;span class="cr4"&gt; Running x 3 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(Multiple is times human speed)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;MAGIC POWER:&lt;/strong&gt;&lt;span class="cr4"&gt; 0 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(Ranges from 0-100)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;HIT POINTS:&lt;/strong&gt; &lt;span class="cr4"&gt;20-50 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If a human commoner has about 11 hit points)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;PROTECTION&lt;/span&gt;&lt;span class="crline"&gt;-------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;&lt;strong&gt;&lt;em&gt;AVERAGE&lt;/em&gt;&lt;/strong&gt;: &lt;/span&gt;&lt;span class="cr4"&gt; 9 (+2 for mud) &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;BODY:&lt;/span&gt;&lt;span class="cr4"&gt; 12 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;HEAD:&lt;/span&gt;&lt;span class="cr4"&gt; 10 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;FRONT LEGS:&lt;/span&gt;&lt;span class="cr4"&gt; 8 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;LEGS:&lt;/span&gt;&lt;span class="cr4"&gt; 6 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;TAIL:&lt;/span&gt;&lt;span class="cr4"&gt; 7 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;BELLY:&lt;/span&gt;&lt;span class="cr4"&gt; 5 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If Full Plate Armour is 10) &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr4"&gt;The Mehrog is well protected by unusually tough hide. On top of that is a shield of pointy hard bone. This is sometimes strengthened further by thick layers of clay and mud, which build up and stick between the plates when the creature rolls around in the soil.     &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;ATTACKS/DAMAGE&lt;/span&gt;&lt;span class="crline"&gt;---------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;1 CHARGE:&lt;/strong&gt;&lt;span class="cr4"&gt; 1-6 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;2 KICKS:&lt;/strong&gt;&lt;span class="cr4"&gt; 1-6 (+2 when stomping)&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;1 BITE:&lt;/strong&gt;&lt;span class="cr4"&gt; 2-6 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;1 CHARGE:&lt;/strong&gt;&lt;span class="cr4"&gt; 2-8 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If a Long Sword makes a damage of 1-8)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr4"&gt;The Mehrog depend a lot on its sheer size and strength when hunting. It can move fast over short distances, and like to take down its prey by running straight into it. Once the prey is stunned or lying, the creature starts stomping. It never kicks with its hind legs, mostly uses its mouth for eating, and the tail is only applied to fend off rear attackers.      &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;POWERS/EFFECT&lt;/span&gt;&lt;span class="crline"&gt;-------------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;BREATH OF FOG: &lt;/strong&gt;&lt;span class="cr4"&gt;Inside the huge lungs of the Mehrog an unusual  process takes place. Some of the moist in the air is extracted and and collected in special chambers. Once a week this water can be mixed up with the out-breath of the creature to create a fog. When there is no wind a cover slowly builds up, large an dense enough to greatly improve the creature's chances of a surprise attack. When there are many Mehrogs involved, large areas can be covered with fog.          &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;DESCRIPTION&lt;/span&gt;&lt;span class="crline"&gt;------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;span class="cr4"&gt;Heavily armoured, the Mehrog can still pick up some speed. It is not clumsy, but far from agile, and it gets tired quickly. It prefers to lie silent, in the long grass, or hidden in the mist. From there it charges and smashes hard into its target. Once the prey is down, the creature rears up on its hind legs and stomps the victim into a mash, before it eats. The teeth of the Mehrog are long and sharp, but its jaws are not very strong. &lt;br /&gt;&lt;br /&gt;The creature has a unique structure to its lower legs. A series of  jointed bones, that can be locked in and out of position, make its hooves very flexible, and extremely sensitive to vibrations in the ground. Completely blind and deaf, the Mehrog rely exclusively on this sensitivity, and smell, to coordinate group attacks and to make out the direction of possible prey. It can lie down, belly flat on the plain, and still keep its hooves firmly on the ground. This ability gives the Mehrog a quick start, and makes it alert to the surrounding events, even when completely hidden. Toppled over, it is prone to danger, and loses its sense of aim. &lt;br /&gt;&lt;br /&gt;The Mehrogs vary a lot in size. They are born at the height of a large dog, and continue to grow during their entire lives. At the age of 40 they can as big as an elephant, and become a true terror to the life forms of the plains. Some animals have come to shun fog like death itself, and run away at the mere sight of it. Others have not gained that wisdom. When large animals are hard to find, the Mehrogs kick down into the earth to pick out the rodents and frogs, easily made out by their sensitive hooves. &lt;br /&gt;&lt;br /&gt;Moving around in families of up to 20 creatures, the Mehrogs keep to large but limited hunting areas. They tend to stay close to lakes and water holes, but never venture into the water itself. They like rolling in the mud, but only do so when they are certain of safety. Being deaf they use no vocal sounds, but an occasional burp and hiss can sometimes expose them. The creatures make lousy steeds, but have been occasionally been used as guard beasts. &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr5"&gt;© Copyright 2011 - Nicholas Cloister&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2772924205087344386-2007043458879182873?l=rpg-creatures.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://rpg-creatures.blogspot.com/feeds/2007043458879182873/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://rpg-creatures.blogspot.com/2011/01/in-collision-course-with-giants.html#comment-form' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2772924205087344386/posts/default/2007043458879182873'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2772924205087344386/posts/default/2007043458879182873'/><link rel='alternate' type='text/html' href='http://rpg-creatures.blogspot.com/2011/01/in-collision-course-with-giants.html' title='In collision course with Giants'/><author><name>Nicholas Cloister</name><uri>http://www.blogger.com/profile/12248580372104422243</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2772924205087344386.post-6295003559311365441</id><published>2011-01-17T13:24:00.004+01:00</published><updated>2011-08-22T22:27:53.931+02:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Ni-Oth'/><category scheme='http://www.blogger.com/atom/ns#' term='fantasy art'/><category scheme='http://www.blogger.com/atom/ns#' term='faerie'/><category scheme='http://www.blogger.com/atom/ns#' term='rpg'/><category scheme='http://www.blogger.com/atom/ns#' term='fantasy'/><category scheme='http://www.blogger.com/atom/ns#' term='bestiary'/><category scheme='http://www.blogger.com/atom/ns#' term='creature concept'/><category scheme='http://www.blogger.com/atom/ns#' term='rpg creatures'/><category scheme='http://www.blogger.com/atom/ns#' term='cloister'/><title type='text'>Faeries voice the Will of Nature</title><content type='html'>A new year, and a new creature. As I write this the year looks uncertain. It may be that I'll be offered a teacher's position in a couple of weeks or so, and it might be that I have to agree to the offer. If that happens RPG-creatures will slow down considerably, for quite some time. Nothing is decided right now, and in any case, this isn't the last creature. &lt;br /&gt;&lt;br /&gt;We are entering into the strange realms of elves and faeries this week, and try to retain some of the dangerous and mysterious aspects of the deep woods. I can't bare it when these spiritual powers are reduced into sex icons and ball-dress butterfly beauties of fashion. Busty babes with long ears are almost worse than bare bodied tattooed rock stars with angelic wings. Try to savour the last pieces of dignity in folk-lore and fantasy. Then we can have sex and a party afterwards... Well, perhaps I'm just getting old?... : )&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr1"&gt;≡NI-OTH≡&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.cloister.se/bilder/Ni-Oth%201a.jpg" target="_blank"&gt;&lt;img height="643" src="http://www.cloister.se/bilder/Ni-Oth 1a.jpg" width="430" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;GENERAL&lt;/span&gt;&lt;span class="crline"&gt;-----------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;CATEGORY: &lt;/strong&gt;&lt;span class="cr4"&gt;Faerie &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;TERRAIN: &lt;/strong&gt;&lt;span class="cr4"&gt;Forest &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;FOOD: &lt;/strong&gt;&lt;span class="cr4"&gt;Sunlight and water &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;AGGRESSION: &lt;/strong&gt;&lt;span class="cr4"&gt;Controlled  &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;&lt;strong&gt;SIZE:&lt;/strong&gt;&lt;/span&gt; &lt;span class="cr4"&gt;10 inches tall (25 cm)   &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;&lt;strong&gt;NUMBERS:&lt;/strong&gt;&lt;/span&gt; &lt;span class="cr4"&gt;1  &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;CHARACTERISTICS&lt;/span&gt;&lt;span class="crline"&gt;-----------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;STRENGTH:&lt;/strong&gt;&lt;span class="cr4"&gt; 1 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;AGILITY: &lt;/strong&gt;&lt;span class="cr4"&gt; 12-15 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;ENDURANCE:&lt;/strong&gt;&lt;span class="cr4"&gt; 11-13 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;INTELLIGENCE:&lt;/strong&gt;&lt;span class="cr4"&gt; 5-15 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;MENTAL RESILIENCE:&lt;/strong&gt;&lt;span class="cr4"&gt; 18-22 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;CHARM:&lt;/strong&gt;&lt;span class="cr4"&gt; 13-20 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If stats of a human ranges from 3 to 18) &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;SPEED:&lt;/strong&gt; &lt;span class="cr4"&gt; Flying (Eagle x 0,2) &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(Multiple is times human speed)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;MAGIC POWER:&lt;/strong&gt;&lt;span class="cr4"&gt; 5-30 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(Ranges from 0-100)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;HIT POINTS:&lt;/strong&gt; &lt;span class="cr4"&gt;1-2 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If a human commoner has about 11 hit points)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;PROTECTION&lt;/span&gt;&lt;span class="crline"&gt;-------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;&lt;strong&gt;&lt;em&gt;AVERAGE&lt;/em&gt;&lt;/strong&gt;: &lt;/span&gt;&lt;span class="cr4"&gt;0 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;BODY:&lt;/span&gt;&lt;span class="cr4"&gt; 0 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;LEAF WINGS:&lt;/span&gt;&lt;span class="cr4"&gt; 0 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If Full Plate Armour is 10) &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr4"&gt;The Ni-Oths are thin and delicate constructions without any natural armour to speak of. They rely on magical illusions for their protection.    &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;ATTACKS/DAMAGE&lt;/span&gt;&lt;span class="crline"&gt;---------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;1 TENTACLE BURN:&lt;/strong&gt;&lt;span class="cr4"&gt; 1-6 of acidic damage &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If a Long Sword makes a damage of 1-8)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr4"&gt;The Ni-Oths are equipped with several burning tentacles and pointy ends to protect them from being captured. These are used for defence only, and they normally affect only one enemy at a time.    &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;POWERS/EFFECT&lt;/span&gt;&lt;span class="crline"&gt;-------------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;VENTRILOQUISM: &lt;/strong&gt;&lt;span class="cr4"&gt;The Ni-Oths are master ventriloquists. They can mimic any sounds they have ever heard, and make them appear as if coming from any spot within 100 yards from their location. This is a natural magical ability of the Ni-Oths, who may produce such tricks at will, but they cannot distort the natural volume of mimicked sounds into painful levels.          &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;ILLUSORY PROJECTION: &lt;/strong&gt;&lt;span class="cr4"&gt;The Ni-Oths can project an illusory version of themselves, that may be up to 20 feet (6 m) tall. This illusion lasts for up to five minutes, and may be projected up to 30 feet (10 m) away from the real Ni-Oth. The projected image moves and acts just like the Ni-Oth itself, but has no real body or weight. This power can be used once a day. &lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;DESCRIPTION&lt;/span&gt;&lt;span class="crline"&gt;------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;span class="cr4"&gt;Every once in a while, when conditions are right, and a considerable age has been reached, it comes to pass that specific parts of a forest awaken to consciousness. This can happen to a grove, a glade, a pond, or any other special location, that makes itself distinct from the rest of the wood-land. As this occurs the place emanates a sacredness that can be sensed by sensitive minds, and a Ni-Oth is born from the soil among the undergrowth. Initially it grows, attached to the ground, like any other plant. But as it matures, it lets go and takes it first flight under the stars of night. &lt;br /&gt;&lt;br /&gt;The Ni-Oth is the voice of the sacred location. It speaks and acts on behalf of the conscious place that raised it. It has no will on its  own but is merely an animated tool, or extension, of its parent. Whatever power the Ni-Oth wields is actually the power of the grove, glade, pond, or place itself. If the location is burnt or  otherwise destroyed, so is the Ni-Oth. &lt;br /&gt;&lt;br /&gt;These creatures can move about at day-time, but normally fly during the night. They hover above the sacred ground and tend to it in secret and mysterious ways. Once in a while they leave their homes to fly slowly through the woods, and communicate silently with other faerie powers. They thus brings back tidings, and are kept alert to the events of the larger forest. &lt;br /&gt;&lt;br /&gt;The look and colour of any Ni-Oth may vary substantially, but they all have wing-like leaves and tentacles. An eerie glow surrounds them when they act, and they never fly above the tree-tops. All Ni-Oth can cast spells of illusion, but apart from their natural power of ventriloquism and projection, these vary. The might of these spells depend on the power and size of their home location.  &lt;br /&gt;&lt;br /&gt;Once it is parted from the ground, the Ni-Oth drinks water through its mouth. It requires sunlight to live, and can last no more than a week without it. The creature has no need of food, and live for as long as the sacred location remains. Desecration, in the form of black magic or blasphemous rites, may kill the Ni-Oth's source of power. If only the Ni-Oth itself is slain, the consciousness of the forest location produces a new Voice. This takes about six months.&lt;br /&gt;&lt;br /&gt;Scholars speculate about if these creatures might the first signs of a greater forest consciousness. If so, some ask, would there be more powerful Ni-Oths, or other forms of life, produced to speak for the forest as a whole? Some Ni-Oths know only elven, or similar faerie languages. Others seem able to convey their message in the language known best to the target of communication. Some kind of mind-reading ability is therefore suggested.  &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr5"&gt;© Copyright 2011 - Nicholas Cloister&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2772924205087344386-6295003559311365441?l=rpg-creatures.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://rpg-creatures.blogspot.com/feeds/6295003559311365441/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://rpg-creatures.blogspot.com/2011/01/faeries-voice-will-of-nature.html#comment-form' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2772924205087344386/posts/default/6295003559311365441'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2772924205087344386/posts/default/6295003559311365441'/><link rel='alternate' type='text/html' href='http://rpg-creatures.blogspot.com/2011/01/faeries-voice-will-of-nature.html' title='Faeries voice the Will of Nature'/><author><name>Nicholas Cloister</name><uri>http://www.blogger.com/profile/12248580372104422243</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2772924205087344386.post-980674297558388141</id><published>2010-12-27T14:08:00.002+01:00</published><updated>2010-12-28T08:54:37.364+01:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='ocean'/><category scheme='http://www.blogger.com/atom/ns#' term='Bhorda'/><category scheme='http://www.blogger.com/atom/ns#' term='monster'/><category scheme='http://www.blogger.com/atom/ns#' term='mammal'/><category scheme='http://www.blogger.com/atom/ns#' term='sea'/><category scheme='http://www.blogger.com/atom/ns#' term='rpg'/><category scheme='http://www.blogger.com/atom/ns#' term='beast'/><category scheme='http://www.blogger.com/atom/ns#' term='bestiary'/><category scheme='http://www.blogger.com/atom/ns#' term='cloister'/><category scheme='http://www.blogger.com/atom/ns#' term='creatures'/><title type='text'>Polar panic as ice bursts open</title><content type='html'>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. &lt;br /&gt;26 457 visits was registered during year one, and 9 415 of those are from revisiting users.&lt;br /&gt;&lt;br /&gt;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. ;)&lt;br /&gt;&lt;br /&gt;Happy New Year! To all of you. &lt;br /&gt;&lt;br /&gt;/N Cloister &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr1"&gt;≡BHORDA≡&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.cloister.se/bilder/Bhorda 1a.jpg" target="_blank"&gt;&lt;img src="http://www.cloister.se/bilder/Bhorda 1a.jpg" width="430" height="643" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;GENERAL&lt;/span&gt;&lt;span class="crline"&gt;-----------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;CATEGORY: &lt;/strong&gt;&lt;span class="cr4"&gt;Mammal &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;TERRAIN: &lt;/strong&gt;&lt;span class="cr4"&gt;Cold water (salt and brackish) &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;FOOD: &lt;/strong&gt;&lt;span class="cr4"&gt;Carnivore &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;AGGRESSION: &lt;/strong&gt;&lt;span class="cr4"&gt;Normal  &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;&lt;strong&gt;SIZE:&lt;/strong&gt;&lt;/span&gt; &lt;span class="cr4"&gt;23 - 30 feet long (7-9 meters)   &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;&lt;strong&gt;NUMBERS:&lt;/strong&gt;&lt;/span&gt; &lt;span class="cr4"&gt;1  &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;CHARACTERISTICS&lt;/span&gt;&lt;span class="crline"&gt;-----------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;STRENGTH:&lt;/strong&gt;&lt;span class="cr4"&gt; 30-45 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;AGILITY: &lt;/strong&gt;&lt;span class="cr4"&gt; 10-12 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;ENDURANCE:&lt;/strong&gt;&lt;span class="cr4"&gt; 18-22 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;INTELLIGENCE:&lt;/strong&gt;&lt;span class="cr4"&gt; 1-2 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;MENTAL RESILIENCE:&lt;/strong&gt;&lt;span class="cr4"&gt; 3-5 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;CHARM:&lt;/strong&gt;&lt;span class="cr4"&gt; 1 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If stats of a human ranges from 3 to 18) &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;SPEED:&lt;/strong&gt; &lt;span class="cr4"&gt; Running (Crawling) x 0,5  Swimming x 8 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(Multiple is times human speed)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;MAGIC POWER:&lt;/strong&gt;&lt;span class="cr4"&gt; 0 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(Ranges from 0-100)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;HIT POINTS:&lt;/strong&gt; &lt;span class="cr4"&gt;40-50 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If a human commoner has about 11 hit points)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;PROTECTION&lt;/span&gt;&lt;span class="crline"&gt;-------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;&lt;strong&gt;&lt;em&gt;AVERAGE&lt;/em&gt;&lt;/strong&gt;: &lt;/span&gt;&lt;span class="cr4"&gt;5 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;HEAD:&lt;/span&gt;&lt;span class="cr4"&gt; 2 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;BODY:&lt;/span&gt;&lt;span class="cr4"&gt; 5 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;FLIPPER ARMS:&lt;/span&gt;&lt;span class="cr4"&gt; 5 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If Full Plate Armour is 10) &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr4"&gt;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.    &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;ATTACKS/DAMAGE&lt;/span&gt;&lt;span class="crline"&gt;---------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;1 BITE:&lt;/strong&gt;&lt;span class="cr4"&gt; 2-8 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;2 FLIPPER MAULS:&lt;/strong&gt;&lt;span class="cr4"&gt; 2-12 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If a Long Sword makes a damage of 1-8)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr4"&gt;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.    &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;POWERS/EFFECT&lt;/span&gt;&lt;span class="crline"&gt;-------------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;ICE BREAKING SONG:   &lt;/strong&gt;&lt;span class="cr4"&gt;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.       &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;JET OF WATER: &lt;/strong&gt;&lt;span class="cr4"&gt;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.  &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;DESCRIPTION&lt;/span&gt;&lt;span class="crline"&gt;------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;span class="cr4"&gt;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.&lt;br /&gt;&lt;br /&gt;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.&lt;br /&gt;&lt;br /&gt;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.&lt;br /&gt;&lt;br /&gt;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. &lt;br /&gt;&lt;br /&gt;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. &lt;br /&gt;&lt;br /&gt;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.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr5"&gt;© Copyright 2010 - Nicholas Cloister&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2772924205087344386-980674297558388141?l=rpg-creatures.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://rpg-creatures.blogspot.com/feeds/980674297558388141/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://rpg-creatures.blogspot.com/2010/12/polar-panic-as-ice-bursts-open.html#comment-form' title='3 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2772924205087344386/posts/default/980674297558388141'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2772924205087344386/posts/default/980674297558388141'/><link rel='alternate' type='text/html' href='http://rpg-creatures.blogspot.com/2010/12/polar-panic-as-ice-bursts-open.html' title='Polar panic as ice bursts open'/><author><name>Nicholas Cloister</name><uri>http://www.blogger.com/profile/12248580372104422243</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>3</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2772924205087344386.post-2602106112545051471</id><published>2010-12-08T14:16:00.003+01:00</published><updated>2011-08-08T20:12:27.549+02:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='fantasy art'/><category scheme='http://www.blogger.com/atom/ns#' term='monster'/><category scheme='http://www.blogger.com/atom/ns#' term='rpg'/><category scheme='http://www.blogger.com/atom/ns#' term='Holath-Uhr'/><category scheme='http://www.blogger.com/atom/ns#' term='Demon'/><category scheme='http://www.blogger.com/atom/ns#' term='concept'/><category scheme='http://www.blogger.com/atom/ns#' term='beast'/><category scheme='http://www.blogger.com/atom/ns#' term='orc'/><category scheme='http://www.blogger.com/atom/ns#' term='fantasy'/><category scheme='http://www.blogger.com/atom/ns#' term='creature concept'/><category scheme='http://www.blogger.com/atom/ns#' term='rpg creatures'/><category scheme='http://www.blogger.com/atom/ns#' term='cloister'/><title type='text'>Original creature concepts</title><content type='html'>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. &lt;br /&gt;&lt;br /&gt;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.  &lt;br /&gt;&lt;br /&gt;Here is something I put together on YouTube, that you might want to look at, in 1080p: &lt;a href="http://www.youtube.com/watch?v=R9FXZiZ57eA"&gt;LINK&lt;/a&gt; &lt;br /&gt;&lt;br /&gt;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. &lt;br /&gt;&lt;br /&gt;Now let us welcome, without prejudice, directly from the dark depths; The Holath-Uhr!&lt;br /&gt;..and perhaps I'll manage to strike a more original chord in the future.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr1"&gt;≡HOLATH-UHR≡&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.cloister.se/bilder/HolathUhr 1a.jpg" target="_blank"&gt;&lt;img src="http://www.cloister.se/bilder/HolathUhr 1a.jpg" width="430" height="643" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;GENERAL&lt;/span&gt;&lt;span class="crline"&gt;-----------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;CATEGORY: &lt;/strong&gt;&lt;span class="cr4"&gt;Demon (Orc) &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;TERRAIN: &lt;/strong&gt;&lt;span class="cr4"&gt;The Abyss &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;FOOD: &lt;/strong&gt;&lt;span class="cr4"&gt;Carnivore &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;AGGRESSION: &lt;/strong&gt;&lt;span class="cr4"&gt;Extreme &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;&lt;strong&gt;SIZE:&lt;/strong&gt;&lt;/span&gt; &lt;span class="cr4"&gt;6-7 feet tall (180-210 cm) when completely upright  &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;&lt;strong&gt;NUMBERS:&lt;/strong&gt;&lt;/span&gt; &lt;span class="cr4"&gt;1 to hundreds &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;CHARACTERISTICS&lt;/span&gt;&lt;span class="crline"&gt;-----------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;STRENGTH:&lt;/strong&gt;&lt;span class="cr4"&gt; 16-24 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;AGILITY: &lt;/strong&gt;&lt;span class="cr4"&gt; 3-13 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;ENDURANCE:&lt;/strong&gt;&lt;span class="cr4"&gt; 14-20 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;INTELLIGENCE:&lt;/strong&gt;&lt;span class="cr4"&gt; 3-10 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;MENTAL RESILIENCE:&lt;/strong&gt;&lt;span class="cr4"&gt; 4-16 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;CHARM:&lt;/strong&gt;&lt;span class="cr4"&gt; 1-5 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If stats of a human ranges from 3 to 18) &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;SPEED:&lt;/strong&gt; &lt;span class="cr4"&gt;Running x 1, Flying (eagle x 0,5) &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(Multiple is times human speed)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;MAGIC POWER:&lt;/strong&gt;&lt;span class="cr4"&gt; 0 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(Ranges from 0-100)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;HIT POINTS:&lt;/strong&gt; &lt;span class="cr4"&gt;16-26 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If a human commoner has about 11 hit points)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;PROTECTION&lt;/span&gt;&lt;span class="crline"&gt;-------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;&lt;strong&gt;&lt;em&gt;AVERAGE&lt;/em&gt;&lt;/strong&gt;: &lt;/span&gt;&lt;span class="cr4"&gt;3 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;HEAD:&lt;/span&gt;&lt;span class="cr4"&gt; 2 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;BODY:&lt;/span&gt;&lt;span class="cr4"&gt; 3 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;LOWER ARMS:&lt;/span&gt;&lt;span class="cr4"&gt; 5 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;UPPER ARMS:&lt;/span&gt;&lt;span class="cr4"&gt; 2 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;LEGS:&lt;/span&gt;&lt;span class="cr4"&gt; 2 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;WINGS:&lt;/span&gt;&lt;span class="cr4"&gt; 3 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If Full Plate Armour is 10) &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr4"&gt;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.    &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;ATTACKS/DAMAGE&lt;/span&gt;&lt;span class="crline"&gt;---------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;1 BITE:&lt;/strong&gt;&lt;span class="cr4"&gt; 1-4 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;2 CLAWED FISTS:&lt;/strong&gt;&lt;span class="cr4"&gt; 1-5 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;2 KICKS:&lt;/strong&gt;&lt;span class="cr4"&gt; 2-6 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If a Long Sword makes a damage of 1-8)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr4"&gt;The Holaths primarily make use of sharp and heinous blades forged in the chasms and pits they inhabit, but shy no means of killing.   &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;POWERS/EFFECT&lt;/span&gt;&lt;span class="crline"&gt;-------------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;UNHOLY WORDS:   &lt;/strong&gt;&lt;span class="cr4"&gt;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.    &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;ANCIENT LUSTRE: &lt;/strong&gt;&lt;span class="cr4"&gt;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. &lt;br /&gt;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. &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;DESCRIPTION&lt;/span&gt;&lt;span class="crline"&gt;------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;span class="cr4"&gt;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 “&lt;i&gt;those without being&lt;/i&gt;”, “&lt;i&gt;the passionless ones&lt;/i&gt;”, and  “&lt;i&gt;the pathless spears&lt;/i&gt;”. In one chronicle the following passage takes us to the point: “&lt;i&gt;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&lt;/i&gt;.”&lt;br /&gt;&lt;br /&gt;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. &lt;br /&gt;&lt;br /&gt;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. &lt;br /&gt;&lt;br /&gt;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. &lt;br /&gt;&lt;br /&gt;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.  &lt;br /&gt;&lt;br /&gt;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. &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr5"&gt;© Copyright 2010 - Nicholas Cloister&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2772924205087344386-2602106112545051471?l=rpg-creatures.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://rpg-creatures.blogspot.com/feeds/2602106112545051471/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://rpg-creatures.blogspot.com/2010/12/original-creature-concepts.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2772924205087344386/posts/default/2602106112545051471'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2772924205087344386/posts/default/2602106112545051471'/><link rel='alternate' type='text/html' href='http://rpg-creatures.blogspot.com/2010/12/original-creature-concepts.html' title='Original creature concepts'/><author><name>Nicholas Cloister</name><uri>http://www.blogger.com/profile/12248580372104422243</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2772924205087344386.post-7295610100706603771</id><published>2010-11-26T22:02:00.005+01:00</published><updated>2011-08-08T16:51:34.875+02:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='PanPanarih'/><category scheme='http://www.blogger.com/atom/ns#' term='fantasy art'/><category scheme='http://www.blogger.com/atom/ns#' term='creature'/><category scheme='http://www.blogger.com/atom/ns#' term='rpg'/><category scheme='http://www.blogger.com/atom/ns#' term='concept'/><category scheme='http://www.blogger.com/atom/ns#' term='fantasy'/><category scheme='http://www.blogger.com/atom/ns#' term='rpg creatures'/><category scheme='http://www.blogger.com/atom/ns#' term='cloister'/><category scheme='http://www.blogger.com/atom/ns#' term='plant'/><title type='text'>Flesh-eating plants attack cave explorers.</title><content type='html'>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. &lt;br /&gt;&lt;br /&gt;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. &lt;br /&gt;&lt;br /&gt;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.&lt;br /&gt;&lt;br /&gt;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. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr1"&gt;≡PANPANARIH≡&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.cloister.se/bilder/Panpanarih 1a.jpg" target="_blank"&gt;&lt;img src="http://www.cloister.se/bilder/Panpanarih 1a.jpg" width="430" height="643" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;GENERAL&lt;/span&gt;&lt;span class="crline"&gt;-----------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;CATEGORY: &lt;/strong&gt;&lt;span class="cr4"&gt;Plant &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;TERRAIN: &lt;/strong&gt;&lt;span class="cr4"&gt;Damp places &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;FOOD: &lt;/strong&gt;&lt;span class="cr4"&gt;Carnivore &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;AGGRESSION: &lt;/strong&gt;&lt;span class="cr4"&gt;- &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;&lt;strong&gt;SIZE:&lt;/strong&gt;&lt;/span&gt; &lt;span class="cr4"&gt;8 feet tall (240 cm) without limbs  &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;&lt;strong&gt;NUMBERS:&lt;/strong&gt;&lt;/span&gt; &lt;span class="cr4"&gt;1 to 20 &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;CHARACTERISTICS&lt;/span&gt;&lt;span class="crline"&gt;-----------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;STRENGTH:&lt;/strong&gt; &lt;span class="cr4"&gt;15-20 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;AGILITY: &lt;/strong&gt;&lt;span class="cr4"&gt; 3-8 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;ENDURANCE:&lt;/strong&gt; &lt;span class="cr4"&gt;20-28 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;INTELLIGENCE:&lt;/strong&gt; &lt;span class="cr4"&gt;(1) &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;MENTAL RESILIENCE:&lt;/strong&gt; &lt;span class="cr4"&gt;- &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;CHARM:&lt;/strong&gt; &lt;span class="cr4"&gt;-&lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If stats of a human ranges from 3 to 18) &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;SPEED:&lt;/strong&gt; &lt;span class="cr4"&gt;Running x 0,01 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(Multiple is times human speed)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;MAGIC POWER:&lt;/strong&gt;&lt;span class="cr4"&gt;0 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(Ranges from 0-100)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;HIT POINTS:&lt;/strong&gt; &lt;span class="cr4"&gt;40-55 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If a human commoner has about 11 hit points)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;PROTECTION&lt;/span&gt;&lt;span class="crline"&gt;-------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;&lt;strong&gt;&lt;em&gt;AVERAGE&lt;/em&gt;&lt;/strong&gt;: &lt;/span&gt;&lt;span class="cr4"&gt;1 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;FRUIT:&lt;/span&gt; &lt;span class="cr4"&gt;0 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;TRUNK/BRANCHES:&lt;/span&gt; &lt;span class="cr4"&gt;1 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;ROOTS:&lt;/span&gt; &lt;span class="cr4"&gt;1 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;TONGUES:&lt;/span&gt; &lt;span class="cr4"&gt;0 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If Full Plate Armour is 10) &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr4"&gt;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.   &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;ATTACKS/DAMAGE&lt;/span&gt;&lt;span class="crline"&gt;---------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;5-8 POINTY BRANCH STABS:  &lt;/strong&gt;&lt;span class="cr4"&gt;1-5 (+ burning tongue damage) &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If a Long Sword makes a damage of 1-8)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr4"&gt;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.   &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;POWERS/EFFECT&lt;/span&gt;&lt;span class="crline"&gt;-------------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;ENCHANTING FRAGRANCE:  &lt;/strong&gt;&lt;span class="cr4"&gt;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.  &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;TELEPATHIC VISION: &lt;/strong&gt;&lt;span class="cr4"&gt;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.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;BURNING SALIVA: &lt;/strong&gt;&lt;span class="cr4"&gt;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.  &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;DESCRIPTION&lt;/span&gt;&lt;span class="crline"&gt;------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;span class="cr4"&gt;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. &lt;br /&gt;&lt;br /&gt;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. &lt;br /&gt;&lt;br /&gt;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. &lt;br /&gt;&lt;br /&gt;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. &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr5"&gt;© Copyright 2010 - Nicholas Cloister&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2772924205087344386-7295610100706603771?l=rpg-creatures.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://rpg-creatures.blogspot.com/feeds/7295610100706603771/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://rpg-creatures.blogspot.com/2010/11/flesh-eating-plants-attack-cave.html#comment-form' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2772924205087344386/posts/default/7295610100706603771'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2772924205087344386/posts/default/7295610100706603771'/><link rel='alternate' type='text/html' href='http://rpg-creatures.blogspot.com/2010/11/flesh-eating-plants-attack-cave.html' title='Flesh-eating plants attack cave explorers.'/><author><name>Nicholas Cloister</name><uri>http://www.blogger.com/profile/12248580372104422243</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2772924205087344386.post-1339037947452741534</id><published>2010-11-17T14:35:00.008+01:00</published><updated>2010-11-26T22:04:43.293+01:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Thelossian'/><category scheme='http://www.blogger.com/atom/ns#' term='creature'/><category scheme='http://www.blogger.com/atom/ns#' term='mammal'/><category scheme='http://www.blogger.com/atom/ns#' term='rpg'/><category scheme='http://www.blogger.com/atom/ns#' term='concept'/><category scheme='http://www.blogger.com/atom/ns#' term='rpg-creatures'/><category scheme='http://www.blogger.com/atom/ns#' term='creature concept'/><category scheme='http://www.blogger.com/atom/ns#' term='cloister'/><title type='text'>What's the colour of a chameleon?</title><content type='html'>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.&lt;br /&gt;&lt;br /&gt;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.  &lt;br /&gt;&lt;br /&gt;If you remain all quiet you can't expect anything other than what you receive, so don't blame me for the Thelossian. ;) &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr1"&gt;≡THELOSSIAN≡&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.cloister.se/bilder/Thelossian 1a.jpg" target="_blank"&gt;&lt;img src="http://www.cloister.se/bilder/Thelossian 1a.jpg" width="430" height="643" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;GENERAL&lt;/span&gt;&lt;span class="crline"&gt;-----------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;CATEGORY: &lt;/strong&gt;&lt;span class="cr4"&gt;Mammal &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;TERRAIN: &lt;/strong&gt;&lt;span class="cr4"&gt;Woods &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;FOOD: &lt;/strong&gt;&lt;span class="cr4"&gt;Carnivore &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;AGGRESSION: &lt;/strong&gt;&lt;span class="cr4"&gt;Normal &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;&lt;strong&gt;SIZE:&lt;/strong&gt;&lt;/span&gt; &lt;span class="cr4"&gt;5 feet tall (150 cm) at the head &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;&lt;strong&gt;NUMBERS:&lt;/strong&gt;&lt;/span&gt; &lt;span class="cr4"&gt;1 to 5 &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;CHARACTERISTICS&lt;/span&gt;&lt;span class="crline"&gt;-----------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;STRENGTH:&lt;/strong&gt; &lt;span class="cr4"&gt;12-16 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;AGILITY: &lt;/strong&gt;&lt;span class="cr4"&gt;15-24 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;ENDURANCE:&lt;/strong&gt; &lt;span class="cr4"&gt;15-22 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;INTELLIGENCE:&lt;/strong&gt; &lt;span class="cr4"&gt;5-8 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;MENTAL RESILIENCE:&lt;/strong&gt; &lt;span class="cr4"&gt;15-24 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;CHARM:&lt;/strong&gt; &lt;span class="cr4"&gt;2-8&lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If stats of a human ranges from 3 to 18) &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;SPEED:&lt;/strong&gt; &lt;span class="cr4"&gt;Running x 2, Swimming x 1 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(Multiple is times human speed)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;MAGIC POWER:&lt;/strong&gt;&lt;span class="cr4"&gt;0 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(Ranges from 0-100)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;HIT POINTS:&lt;/strong&gt; &lt;span class="cr4"&gt;11-18 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If a human commoner has about 11 hit points)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;PROTECTION&lt;/span&gt;&lt;span class="crline"&gt;-------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;&lt;strong&gt;&lt;em&gt;AVERAGE&lt;/em&gt;&lt;/strong&gt;: &lt;/span&gt;&lt;span class="cr4"&gt;3 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;HEAD:&lt;/span&gt; &lt;span class="cr4"&gt;2 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;BODY:&lt;/span&gt; &lt;span class="cr4"&gt;3 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;LEGS:&lt;/span&gt; &lt;span class="cr4"&gt;2 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;TAIL:&lt;/span&gt; &lt;span class="cr4"&gt;3 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If Full Plate Armour is 10) &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr4"&gt;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.  &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;ATTACKS/DAMAGE&lt;/span&gt;&lt;span class="crline"&gt;---------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;2 CLAWS: &lt;/strong&gt;&lt;span class="cr4"&gt;1-2 (1-4 as fists) &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;1 BITE: &lt;/strong&gt;&lt;span class="cr4"&gt;1-4 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If a Long Sword makes a damage of 1-8)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr4"&gt;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. &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;POWERS/EFFECT&lt;/span&gt;&lt;span class="crline"&gt;-------------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;CAMOUFLAGE: &lt;/strong&gt;&lt;span class="cr4"&gt;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.  &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;MASTER OF SIGHT: &lt;/strong&gt;&lt;span class="cr4"&gt;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.  &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;DESCRIPTION&lt;/span&gt;&lt;span class="crline"&gt;------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;span class="cr4"&gt;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. &lt;br /&gt;&lt;br /&gt;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. &lt;br /&gt;&lt;br /&gt;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. &lt;br /&gt;&lt;br /&gt;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. &lt;br /&gt;&lt;br /&gt;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. &lt;br /&gt;&lt;br /&gt;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.  &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://rpg-creatures.blogspot.com/2010/05/intelligent-slugs-found-in-forest.html"&gt;&lt;img src="http://www.cloister.se/bilder/Nemunn_thumb.jpg" width="144" height="200" /&gt;&lt;/a&gt;&lt;a href="http://rpg-creatures.blogspot.com/2010/03/frogs-new-power-source.html"&gt;&lt;img src="http://www.cloister.se/bilder/Trollfrog_thumb.jpg" width="141" height="200" /&gt;&lt;/a&gt;&lt;a href="http://rpg-creatures.blogspot.com/2009/12/5-year-old-killed-by-reptiles.html"&gt;&lt;img src="http://www.cloister.se/bilder/Marajack_thumb.jpg" width="144" height="200" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;span class="cr3"&gt;&lt;b&gt;Click to check out these creatures!&lt;/b&gt;&lt;/span&gt;&lt;br /&gt;&lt;span class="cr4"&gt;...or take a pick in the 'Archive' to the left.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr5"&gt;© Copyright 2010 - Nicholas Cloister&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2772924205087344386-1339037947452741534?l=rpg-creatures.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://rpg-creatures.blogspot.com/feeds/1339037947452741534/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://rpg-creatures.blogspot.com/2010/11/whats-colour-of-chameleon.html#comment-form' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2772924205087344386/posts/default/1339037947452741534'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2772924205087344386/posts/default/1339037947452741534'/><link rel='alternate' type='text/html' href='http://rpg-creatures.blogspot.com/2010/11/whats-colour-of-chameleon.html' title='What&apos;s the colour of a chameleon?'/><author><name>Nicholas Cloister</name><uri>http://www.blogger.com/profile/12248580372104422243</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2772924205087344386.post-4705494728692555216</id><published>2010-11-09T11:59:00.014+01:00</published><updated>2010-11-13T21:23:24.938+01:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='wyrm'/><category scheme='http://www.blogger.com/atom/ns#' term='dragon'/><category scheme='http://www.blogger.com/atom/ns#' term='rpg'/><category scheme='http://www.blogger.com/atom/ns#' term='reptile'/><category scheme='http://www.blogger.com/atom/ns#' term='creature concept'/><category scheme='http://www.blogger.com/atom/ns#' term='rpg creatures'/><category scheme='http://www.blogger.com/atom/ns#' term='cloister'/><category scheme='http://www.blogger.com/atom/ns#' term='negga'/><category scheme='http://www.blogger.com/atom/ns#' term='fire'/><category scheme='http://www.blogger.com/atom/ns#' term='creatures'/><title type='text'>Fight fire with fire?</title><content type='html'>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.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr1"&gt;≡NEGGA - FIRE WYRM≡&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.cloister.se/bilder/Negga 1a.jpg" target="_blank"&gt;&lt;img src="http://www.cloister.se/bilder/Negga 1a.jpg" width="430" height="643" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;GENERAL&lt;/span&gt;&lt;span class="crline"&gt;-----------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;CATEGORY: &lt;/strong&gt;&lt;span class="cr4"&gt;Reptile &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;TERRAIN: &lt;/strong&gt;&lt;span class="cr4"&gt;Volcanic mountains &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;FOOD: &lt;/strong&gt;&lt;span class="cr4"&gt;Carnivore &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;AGGRESSION: &lt;/strong&gt;&lt;span class="cr4"&gt;High &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;&lt;strong&gt;SIZE:&lt;/strong&gt;&lt;/span&gt; &lt;span class="cr4"&gt;40 - 60 feet, (12-18 meters) long &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;&lt;strong&gt;NUMBERS:&lt;/strong&gt;&lt;/span&gt; &lt;span class="cr4"&gt;1 (to 100) &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;CHARACTERISTICS&lt;/span&gt;&lt;span class="crline"&gt;-----------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;STRENGTH:&lt;/strong&gt; &lt;span class="cr4"&gt;24-48 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;AGILITY: &lt;/strong&gt;&lt;span class="cr4"&gt;8-12 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;ENDURANCE:&lt;/strong&gt; &lt;span class="cr4"&gt;13-18 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;INTELLIGENCE:&lt;/strong&gt; &lt;span class="cr4"&gt;2-7 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;MENTAL RESILIENCE:&lt;/strong&gt; &lt;span class="cr4"&gt;2-8 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;CHARM:&lt;/strong&gt; &lt;span class="cr4"&gt;0&lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If stats of a human ranges from 3 to 18) &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;SPEED:&lt;/strong&gt; &lt;span class="cr4"&gt;Running(Crawling) x 1, Swimming x 2 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(Multiple is times human speed)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;MAGIC POWER:&lt;/strong&gt;&lt;span class="cr4"&gt; 25-30 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(Ranges from 0-100)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;HIT POINTS:&lt;/strong&gt; &lt;span class="cr4"&gt;30-60 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If a human commoner has about 11 hit points)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;PROTECTION&lt;/span&gt;&lt;span class="crline"&gt;-------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;&lt;strong&gt;&lt;em&gt;AVERAGE&lt;/em&gt;&lt;/strong&gt;: &lt;/span&gt;&lt;span class="cr4"&gt;11 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;HEAD:&lt;/span&gt; &lt;span class="cr4"&gt;11 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;BODY:&lt;/span&gt; &lt;span class="cr4"&gt;12 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;UNDERSIDE:&lt;/span&gt; &lt;span class="cr4"&gt;8 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;ARMS:&lt;/span&gt; &lt;span class="cr4"&gt;11 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If Full Plate Armour is 10) &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr4"&gt;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. &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;ATTACKS/DAMAGE&lt;/span&gt;&lt;span class="crline"&gt;---------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;2 CLAWS: &lt;/strong&gt;&lt;span class="cr4"&gt;2-6 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;1 BITE: &lt;/strong&gt;&lt;span class="cr4"&gt;2-8 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;1 FIREWHIP: &lt;/strong&gt;&lt;span class="cr4"&gt;3-18 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If a Long Sword makes a damage of 1-8)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr4"&gt;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.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;POWERS/EFFECT&lt;/span&gt;&lt;span class="crline"&gt;-------------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;FIREBORN: &lt;/strong&gt;&lt;span class="cr4"&gt;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. &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;MELT ROCK: &lt;/strong&gt;&lt;span class="cr4"&gt;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.) &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;DESCRIPTION&lt;/span&gt;&lt;span class="crline"&gt;------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;span class="cr4"&gt;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.&lt;br /&gt;&lt;br /&gt;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.&lt;br /&gt;&lt;br /&gt;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.&lt;br /&gt;&lt;br /&gt;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.&lt;br /&gt;&lt;br /&gt;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.&lt;br /&gt;&lt;br /&gt;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.&lt;br /&gt;&lt;br /&gt;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.&lt;br /&gt;&lt;br /&gt;Water will not hinder these creatures, but will of course make futile the use of fire-related spells and the whip of the tongue&lt;br /&gt;&lt;br /&gt;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. &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://rpg-creatures.blogspot.com/2010/05/intelligent-slugs-found-in-forest.html"&gt;&lt;img src="http://www.cloister.se/bilder/Nemunn_thumb.jpg" width="144" height="200" /&gt;&lt;/a&gt;&lt;a href="http://rpg-creatures.blogspot.com/2010/03/frogs-new-power-source.html"&gt;&lt;img src="http://www.cloister.se/bilder/Trollfrog_thumb.jpg" width="141" height="200" /&gt;&lt;/a&gt;&lt;a href="http://rpg-creatures.blogspot.com/2009/12/5-year-old-killed-by-reptiles.html"&gt;&lt;img src="http://www.cloister.se/bilder/Marajack_thumb.jpg" width="144" height="200" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;span class="cr3"&gt;&lt;b&gt;Click to check out these creatures!&lt;/b&gt;&lt;/span&gt;&lt;br /&gt;&lt;span class="cr4"&gt;...or take a pick in the 'Archive' to the left.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr5"&gt;© Copyright 2010 - Nicholas Cloister&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2772924205087344386-4705494728692555216?l=rpg-creatures.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://rpg-creatures.blogspot.com/feeds/4705494728692555216/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://rpg-creatures.blogspot.com/2010/11/fight-fire-with-fire.html#comment-form' title='3 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2772924205087344386/posts/default/4705494728692555216'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2772924205087344386/posts/default/4705494728692555216'/><link rel='alternate' type='text/html' href='http://rpg-creatures.blogspot.com/2010/11/fight-fire-with-fire.html' title='Fight fire with fire?'/><author><name>Nicholas Cloister</name><uri>http://www.blogger.com/profile/12248580372104422243</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>3</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2772924205087344386.post-8678387747369572212</id><published>2010-10-15T16:29:00.004+02:00</published><updated>2010-10-15T17:08:31.976+02:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='creature'/><category scheme='http://www.blogger.com/atom/ns#' term='Vornorion'/><category scheme='http://www.blogger.com/atom/ns#' term='mammal'/><category scheme='http://www.blogger.com/atom/ns#' term='two-legged'/><category scheme='http://www.blogger.com/atom/ns#' term='rpg'/><category scheme='http://www.blogger.com/atom/ns#' term='concept'/><category scheme='http://www.blogger.com/atom/ns#' term='design'/><category scheme='http://www.blogger.com/atom/ns#' term='rpg-creatures'/><category scheme='http://www.blogger.com/atom/ns#' term='cloister'/><category scheme='http://www.blogger.com/atom/ns#' term='creatures'/><title type='text'>Professional Creature Design</title><content type='html'>So, what's with the head-line of this entry? : )&lt;br /&gt;Oh, that! Well, I thought it might be a way to attract the right people. Perhaps someone googles... you get the idea. &lt;br /&gt;&lt;br /&gt;I actually have made a living making creatures for short periods of time, but that's not the reason for it. &lt;br /&gt;&lt;br /&gt;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 &lt;a href="http://cloister.deviantart.com/#/d2yuavd"&gt;HERE&lt;/a&gt; and &lt;a href="http://cloister.deviantart.com/gallery/#/d2zglve"&gt;HERE&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;I also decided to make a &lt;a href="http://cloister.deviantart.com/gallery/#/d30jfia"&gt;CHARACTER&lt;/a&gt;, and to participate in a &lt;a href="http://cloister.deviantart.com/gallery/#/d2zu4cf"&gt;LOVECRAFT CREATURE CHALLENGE&lt;/a&gt;. 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. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr1"&gt;≡VORNORION≡&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.cloister.se/bilder/Vornorion 1a.jpg" target="_blank"&gt;&lt;img src="http://www.cloister.se/bilder/Vornorion 1a.jpg" width="430" height="643"&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;GENERAL&lt;/span&gt;&lt;span class="crline"&gt;-----------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;CATEGORY: &lt;/strong&gt;&lt;span class="cr4"&gt;Two-legged mammal &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;TERRAIN: &lt;/strong&gt;&lt;span class="cr4"&gt;Deserts and jungles &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;FOOD: &lt;/strong&gt;&lt;span class="cr4"&gt;Carnivore &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;AGGRESSION: &lt;/strong&gt;&lt;span class="cr4"&gt;Normal, but short-tempered &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;&lt;strong&gt;SIZE:&lt;/strong&gt;&lt;/span&gt; &lt;span class="cr4"&gt;7 feet tall (210 cm) without horns   &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;&lt;strong&gt;NUMBERS:&lt;/strong&gt;&lt;/span&gt; &lt;span class="cr4"&gt;One to hundreds &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;CHARACTERISTICS&lt;/span&gt;&lt;span class="crline"&gt;-----------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;STRENGTH:&lt;/strong&gt; &lt;span class="cr4"&gt;4-18  &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;AGILITY: &lt;/strong&gt; &lt;span class="cr4"&gt;3-16  &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;ENDURANCE:&lt;/strong&gt; &lt;span class="cr4"&gt;3-22   &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;INTELLIGENCE:&lt;/strong&gt; &lt;span class="cr4"&gt;3-16  &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;MENTAL RESILIENCE:&lt;/strong&gt; &lt;span class="cr4"&gt;3-14  &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;CHARM:&lt;/strong&gt; &lt;span class="cr4"&gt;3-11 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If stats of a human ranges from 3 to 18) &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;SPEED:&lt;/strong&gt; &lt;span class="cr4"&gt;Running x 1,2   &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(Multiple is times human speed)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;MAGIC POWER:&lt;/strong&gt;&lt;span class="cr4"&gt; 0-25 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(Ranges from 0-100)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;HIT POINTS:&lt;/strong&gt; &lt;span class="cr4"&gt;5-20 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If a human commoner has about 11 hit points)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;PROTECTION&lt;/span&gt;&lt;span class="crline"&gt;-------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;&lt;strong&gt;&lt;em&gt;AVERAGE&lt;/em&gt;&lt;/strong&gt;: &lt;/span&gt;&lt;span class="cr4"&gt;2 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;HEAD:&lt;/span&gt; &lt;span class="cr4"&gt;2 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;BODY:&lt;/span&gt; &lt;span class="cr4"&gt;2 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;LEGS:&lt;/span&gt; &lt;span class="cr4"&gt;2 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;ARMS:&lt;/span&gt; &lt;span class="cr4"&gt;2 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If Full Plate Armour is 10) &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr4"&gt;The skin of the Vornorion is thick and leathery, and covered partly in fur.  &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;ATTACKS/DAMAGE&lt;/span&gt;&lt;span class="crline"&gt;---------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;2 FISTS/CLAWS: &lt;/strong&gt;&lt;span class="cr4"&gt;1-4  &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;2 KICKS: &lt;/strong&gt;&lt;span class="cr4"&gt;1-6  &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If a Long Sword makes a damage of 1-8)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr4"&gt;If unarmed the Vornorion will kick, claw and throw fists in combat.  &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;POWERS/EFFECT&lt;/span&gt;&lt;span class="crline"&gt;-------------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;SILENT COMMUNICATION: &lt;/strong&gt;&lt;span class="cr4"&gt;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).  &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;DESCRIPTION&lt;/span&gt;&lt;span class="crline"&gt;------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;span class="cr4"&gt;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.&lt;br /&gt;&lt;br /&gt;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. &lt;br /&gt;&lt;br /&gt;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&lt;br /&gt;&lt;br /&gt;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. &lt;br /&gt;&lt;br /&gt;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.&lt;br /&gt;&lt;br /&gt;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. &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr5"&gt;© Copyright 2010 - Nicholas Cloister&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2772924205087344386-8678387747369572212?l=rpg-creatures.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://rpg-creatures.blogspot.com/feeds/8678387747369572212/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://rpg-creatures.blogspot.com/2010/10/professional-creature-design.html#comment-form' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2772924205087344386/posts/default/8678387747369572212'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2772924205087344386/posts/default/8678387747369572212'/><link rel='alternate' type='text/html' href='http://rpg-creatures.blogspot.com/2010/10/professional-creature-design.html' title='Professional Creature Design'/><author><name>Nicholas Cloister</name><uri>http://www.blogger.com/profile/12248580372104422243</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2772924205087344386.post-7889997911805816340</id><published>2010-09-08T15:05:00.010+02:00</published><updated>2011-04-27T15:49:55.191+02:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='herbivore'/><category scheme='http://www.blogger.com/atom/ns#' term='fantasy art'/><category scheme='http://www.blogger.com/atom/ns#' term='creature'/><category scheme='http://www.blogger.com/atom/ns#' term='rpg'/><category scheme='http://www.blogger.com/atom/ns#' term='concept'/><category scheme='http://www.blogger.com/atom/ns#' term='rpg-creatures'/><category scheme='http://www.blogger.com/atom/ns#' term='Nomancuan'/><category scheme='http://www.blogger.com/atom/ns#' term='creatures'/><title type='text'>Lucky egg discovered in the highlands</title><content type='html'>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. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr1"&gt;≡NOMANCUAN≡&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.cloister.se/bilder/Nomancuan 1a.jpg" target="_blank"&gt;&lt;img src="http://www.cloister.se/bilder/Nomancuan 1a.jpg" width="430" height="643"&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;GENERAL&lt;/span&gt;&lt;span class="crline"&gt;-----------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;CATEGORY: &lt;/strong&gt;&lt;span class="cr4"&gt;Unknown &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;TERRAIN: &lt;/strong&gt;&lt;span class="cr4"&gt;Mountains and highlands &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;FOOD: &lt;/strong&gt;&lt;span class="cr4"&gt;Herbivore &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;AGGRESSION: &lt;/strong&gt;&lt;span class="cr4"&gt;Low &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;&lt;strong&gt;SIZE:&lt;/strong&gt;&lt;/span&gt; &lt;span class="cr4"&gt;5 feet tall (150 cm) without the fungi.   &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;&lt;strong&gt;NUMBERS:&lt;/strong&gt;&lt;/span&gt; &lt;span class="cr4"&gt;1 &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;CHARACTERISTICS&lt;/span&gt;&lt;span class="crline"&gt;-----------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;STRENGTH:&lt;/strong&gt; &lt;span class="cr4"&gt;7-13  &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;AGILITY: &lt;/strong&gt; &lt;span class="cr4"&gt;3-6  &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;ENDURANCE:&lt;/strong&gt; &lt;span class="cr4"&gt;4-8   &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;INTELLIGENCE:&lt;/strong&gt; &lt;span class="cr4"&gt;1-3  &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;MENTAL RESILIENCE:&lt;/strong&gt; &lt;span class="cr4"&gt;11-13  &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;CHARM:&lt;/strong&gt; &lt;span class="cr4"&gt;1-2 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If stats of a human ranges from 3 to 18) &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;SPEED:&lt;/strong&gt; &lt;span class="cr4"&gt;Running x 0,2   &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(Multiple is times human speed)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;MAGIC POWER:&lt;/strong&gt;&lt;span class="cr4"&gt; 0 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(Ranges from 0-100)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;HIT POINTS:&lt;/strong&gt; &lt;span class="cr4"&gt;6-13 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If a human commoner has about 11 hit points)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;PROTECTION&lt;/span&gt;&lt;span class="crline"&gt;-------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;&lt;strong&gt;&lt;em&gt;AVERAGE&lt;/em&gt;&lt;/strong&gt;: &lt;/span&gt;&lt;span class="cr4"&gt;3 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;HEAD:&lt;/span&gt; &lt;span class="cr4"&gt;2 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;BACK:&lt;/span&gt; &lt;span class="cr4"&gt;6 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;BELLY:&lt;/span&gt; &lt;span class="cr4"&gt;2 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;LEGS:&lt;/span&gt; &lt;span class="cr4"&gt;3 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;FUNGI:&lt;/span&gt; &lt;span class="cr4"&gt;0 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;EGG:&lt;/span&gt; &lt;span class="cr4"&gt;0 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If Full Plate Armour is 10) &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr4"&gt;The Nomancuans only natural armour is a bony shield covering its back. Physically vulnerable it relies on other means for protection (See 'Powers')  &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;ATTACKS/DAMAGE&lt;/span&gt;&lt;span class="crline"&gt;---------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;1 BITE:&lt;/strong&gt; &lt;span class="cr4"&gt;1-2  &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;2 CLAWS:&lt;/strong&gt; &lt;span class="cr4"&gt;1-4  &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If a Long Sword makes a damage of 1-8)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr4"&gt;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.  &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;POWERS/EFFECT&lt;/span&gt;&lt;span class="crline"&gt;-------------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;SPORE SHOWER: &lt;/strong&gt;&lt;span class="cr4"&gt;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.    &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;DESCRIPTION&lt;/span&gt;&lt;span class="crline"&gt;------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;span class="cr4"&gt;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. &lt;br /&gt;&lt;br /&gt;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. &lt;br /&gt;&lt;br /&gt;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. &lt;br /&gt;&lt;br /&gt;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. &lt;br /&gt;&lt;br /&gt;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. &lt;br /&gt;&lt;br /&gt;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. &lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr5"&gt;© Copyright 2010 - Nicholas Cloister&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2772924205087344386-7889997911805816340?l=rpg-creatures.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://rpg-creatures.blogspot.com/feeds/7889997911805816340/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://rpg-creatures.blogspot.com/2010/09/lucky-egg-discovered-in-highlands.html#comment-form' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2772924205087344386/posts/default/7889997911805816340'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2772924205087344386/posts/default/7889997911805816340'/><link rel='alternate' type='text/html' href='http://rpg-creatures.blogspot.com/2010/09/lucky-egg-discovered-in-highlands.html' title='Lucky egg discovered in the highlands'/><author><name>Nicholas Cloister</name><uri>http://www.blogger.com/profile/12248580372104422243</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2772924205087344386.post-5958509494838605768</id><published>2010-09-05T20:12:00.010+02:00</published><updated>2010-09-05T20:51:18.299+02:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Ghondaar'/><category scheme='http://www.blogger.com/atom/ns#' term='rpg'/><category scheme='http://www.blogger.com/atom/ns#' term='dark'/><category scheme='http://www.blogger.com/atom/ns#' term='Demon'/><category scheme='http://www.blogger.com/atom/ns#' term='fantasy'/><category scheme='http://www.blogger.com/atom/ns#' term='rpg-creatures'/><category scheme='http://www.blogger.com/atom/ns#' term='reptile'/><category scheme='http://www.blogger.com/atom/ns#' term='cloister'/><category scheme='http://www.blogger.com/atom/ns#' term='creatures'/><title type='text'>Spinal infection causes tail growth.</title><content type='html'>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.  &lt;br /&gt;&lt;br /&gt;In any case, I promise a couple of less insane creatures following this one. Here is the Ghondaar! I hope you enjoy it. &lt;br /&gt;&lt;br /&gt;And by the way; I'm really quite a nice guy... I hope... (Psycho theme playing..)    ;-)     &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr1"&gt;≡GHONDAAR≡&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.cloister.se/bilder/Ghondaar 1a.jpg" target="_blank"&gt;&lt;img src="http://www.cloister.se/bilder/Ghondaar 1a.jpg" width="430" height="643"&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;GENERAL&lt;/span&gt;&lt;span class="crline"&gt;-----------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;CATEGORY: &lt;/strong&gt;&lt;span class="cr4"&gt;Demonic reptile &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;TERRAIN: &lt;/strong&gt;&lt;span class="cr4"&gt;Mountains (Any) &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;FOOD: &lt;/strong&gt;&lt;span class="cr4"&gt;Carnivore &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;AGGRESSION: &lt;/strong&gt;&lt;span class="cr4"&gt;High&lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;&lt;strong&gt;SIZE:&lt;/strong&gt;&lt;/span&gt; &lt;span class="cr4"&gt;7 feet (210 cm) long (without snakes)  &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;&lt;strong&gt;NUMBERS:&lt;/strong&gt;&lt;/span&gt; &lt;span class="cr4"&gt;1 &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;CHARACTERISTICS&lt;/span&gt;&lt;span class="crline"&gt;-----------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;STRENGTH:&lt;/strong&gt; &lt;span class="cr4"&gt;18-22  &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;AGILITY: &lt;/strong&gt; &lt;span class="cr4"&gt;15-17  &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;ENDURANCE:&lt;/strong&gt; &lt;span class="cr4"&gt;15-22   &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;INTELLIGENCE:&lt;/strong&gt; &lt;span class="cr4"&gt;1-3  &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;MENTAL RESILIENCE:&lt;/strong&gt; &lt;span class="cr4"&gt;0-2 (snakes: 18)   &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;CHARM:&lt;/strong&gt; &lt;span class="cr4"&gt;0 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If stats of a human ranges from 3 to 18) &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;SPEED:&lt;/strong&gt; &lt;span class="cr4"&gt;Running x 2  Swimming x 1  &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(Multiple is times human speed)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;MAGIC POWER:&lt;/strong&gt;&lt;span class="cr4"&gt; 0 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(Ranges from 0-100)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;HIT POINTS:&lt;/strong&gt; &lt;span class="cr4"&gt;18-25 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If a human commoner has about 11 hit points)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;PROTECTION&lt;/span&gt;&lt;span class="crline"&gt;-------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;&lt;strong&gt;&lt;em&gt;AVERAGE&lt;/em&gt;&lt;/strong&gt;: &lt;/span&gt;&lt;span class="cr4"&gt;5 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;BACK:&lt;/span&gt; &lt;span class="cr4"&gt;7 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;BELLY:&lt;/span&gt; &lt;span class="cr4"&gt;3 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;HEAD:&lt;/span&gt; &lt;span class="cr4"&gt;5 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;LIMBS:&lt;/span&gt; &lt;span class="cr4"&gt;4 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;SNAKES:&lt;/span&gt; &lt;span class="cr4"&gt;3 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If Full Plate Armour is 10) &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr4"&gt;The Ghondaar skin is like that of a big reptile - durable, with leathery surfaces enforced in places by hard bone.  &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;ATTACKS/DAMAGE&lt;/span&gt;&lt;span class="crline"&gt;---------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;1 BITE:&lt;/strong&gt; &lt;span class="cr4"&gt;2-4  &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;2 CLAWS:&lt;/strong&gt; &lt;span class="cr4"&gt;1-6  &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;2 HIND CLAWS:&lt;/strong&gt; &lt;span class="cr4"&gt;1-8  &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;2-6 SNAKE BITES:&lt;/strong&gt; &lt;span class="cr4"&gt;1-2 (+ demonic pain – see 'Powers')  &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If a Long Sword makes a damage of 1-8)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr4"&gt;The Ghondaar typically attacks with all force, but never with its hind and front claws simultaneously. &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;POWERS/EFFECT&lt;/span&gt;&lt;span class="crline"&gt;-------------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;DEMONIC PAIN: &lt;/strong&gt;&lt;span class="cr4"&gt;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.    &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;VENOMOUS TRAIL: &lt;/strong&gt;&lt;span class="cr4"&gt;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.    &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;INNER DARKNESS: &lt;/strong&gt;&lt;span class="cr4"&gt;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.   &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;SPINAL POSSESSION: &lt;/strong&gt;&lt;span class="cr4"&gt;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.   &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;DESCRIPTION&lt;/span&gt;&lt;span class="crline"&gt;------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;span class="cr4"&gt;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. &lt;br /&gt;&lt;br /&gt;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.     &lt;br /&gt;&lt;br /&gt;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.&lt;br /&gt;&lt;br /&gt;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.&lt;br /&gt;&lt;br /&gt;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.&lt;br /&gt;&lt;br /&gt;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. &lt;br /&gt;&lt;br /&gt;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. &lt;br /&gt;&lt;br /&gt;From birth, two to six snakes infest the spine of the creature&lt;br /&gt; &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr5"&gt;© Copyright 2010 - Nicholas Cloister&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2772924205087344386-5958509494838605768?l=rpg-creatures.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://rpg-creatures.blogspot.com/feeds/5958509494838605768/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://rpg-creatures.blogspot.com/2010/09/spinal-infection-causes-tail-growth.html#comment-form' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2772924205087344386/posts/default/5958509494838605768'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2772924205087344386/posts/default/5958509494838605768'/><link rel='alternate' type='text/html' href='http://rpg-creatures.blogspot.com/2010/09/spinal-infection-causes-tail-growth.html' title='Spinal infection causes tail growth.'/><author><name>Nicholas Cloister</name><uri>http://www.blogger.com/profile/12248580372104422243</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2772924205087344386.post-4960273737310732661</id><published>2010-09-02T10:43:00.009+02:00</published><updated>2010-09-04T11:06:30.520+02:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='lake'/><category scheme='http://www.blogger.com/atom/ns#' term='monster'/><category scheme='http://www.blogger.com/atom/ns#' term='rpg'/><category scheme='http://www.blogger.com/atom/ns#' term='beast'/><category scheme='http://www.blogger.com/atom/ns#' term='rpg-creatures'/><category scheme='http://www.blogger.com/atom/ns#' term='reptilian'/><category scheme='http://www.blogger.com/atom/ns#' term='water'/><category scheme='http://www.blogger.com/atom/ns#' term='reptile'/><category scheme='http://www.blogger.com/atom/ns#' term='cloister'/><category scheme='http://www.blogger.com/atom/ns#' term='creatures'/><title type='text'>Snake with legs discovered on the shore.</title><content type='html'>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.&lt;br /&gt;&lt;br /&gt;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!     &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr1"&gt;≡NEN'GUAN≡&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.cloister.se/bilder/Nen'guan 1a.jpg" target="_blank"&gt;&lt;img src="http://www.cloister.se/bilder/Nen'guan 1a.jpg" width="430" height="643"&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;GENERAL&lt;/span&gt;&lt;span class="crline"&gt;-----------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;CATEGORY: &lt;/strong&gt;&lt;span class="cr4"&gt;Reptile &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;TERRAIN: &lt;/strong&gt;&lt;span class="cr4"&gt;Any water, and land close to water &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;FOOD: &lt;/strong&gt;&lt;span class="cr4"&gt;Carnivore &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;AGGRESSION: &lt;/strong&gt;&lt;span class="cr4"&gt;Calm to high&lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;&lt;strong&gt;SIZE:&lt;/strong&gt;&lt;/span&gt; &lt;span class="cr4"&gt;30 feet (10 meters) long. Manlike part: 7 feet (2,1 meters) high  &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;&lt;strong&gt;NUMBERS:&lt;/strong&gt;&lt;/span&gt; &lt;span class="cr4"&gt;1-4 &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;CHARACTERISTICS&lt;/span&gt;&lt;span class="crline"&gt;-----------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;STRENGTH:&lt;/strong&gt; &lt;span class="cr4"&gt;17-23  &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;AGILITY: &lt;/strong&gt; &lt;span class="cr4"&gt;13-16  &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;ENDURANCE:&lt;/strong&gt; &lt;span class="cr4"&gt;14-18   &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;INTELLIGENCE:&lt;/strong&gt; &lt;span class="cr4"&gt;2-5  &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;MENTAL RESILIENCE:&lt;/strong&gt; &lt;span class="cr4"&gt;5-8   &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;CHARM:&lt;/strong&gt; &lt;span class="cr4"&gt;1-(?)  &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If stats of a human ranges from 3 to 18) &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;SPEED:&lt;/strong&gt; &lt;span class="cr4"&gt;Swimming x 4, Crawling x 1,5, Running x 0,5 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(Multiple is times human speed)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;MAGIC POWER:&lt;/strong&gt;&lt;span class="cr4"&gt; 0 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(Ranges from 0-100)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;HIT POINTS:&lt;/strong&gt; &lt;span class="cr4"&gt;25-35 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If a human commoner has about 11 hit points)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;PROTECTION&lt;/span&gt;&lt;span class="crline"&gt;-------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;&lt;strong&gt;&lt;em&gt;AVERAGE&lt;/em&gt;&lt;/strong&gt;: &lt;/span&gt;&lt;span class="cr4"&gt;3 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;HEAD:&lt;/span&gt; &lt;span class="cr4"&gt;4 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;UPPER ARMS:&lt;/span&gt; &lt;span class="cr4"&gt;3 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;LOWER ARMS:&lt;/span&gt; &lt;span class="cr4"&gt;4 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;LEGS:&lt;/span&gt; &lt;span class="cr4"&gt;3 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;BODY:&lt;/span&gt; &lt;span class="cr4"&gt;3 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;TAIL(S):&lt;/span&gt; &lt;span class="cr4"&gt;3 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If Full Plate Armour is 10) &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr4"&gt;The skin of the Nen'guan is smooth and slippery, but still rather thick. The arms and face are harder and scaly. &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;ATTACKS/DAMAGE&lt;/span&gt;&lt;span class="crline"&gt;---------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;1 TUSK BITE:&lt;/strong&gt; &lt;span class="cr4"&gt;2-4  &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;2 CLAWS:&lt;/strong&gt; &lt;span class="cr4"&gt;1-6  &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;2 SABRE CLAWS:&lt;/strong&gt; &lt;span class="cr4"&gt;1-8  &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;2 TAIL LASHES:&lt;/strong&gt; &lt;span class="cr4"&gt;1-8  &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;2 STINGING ANTENNAE:&lt;/strong&gt; &lt;span class="cr4"&gt;1 (+ nerve poison, see 'Powers')  &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If a Long Sword makes a damage of 1-8)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr4"&gt;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.  &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;POWERS/EFFECT&lt;/span&gt;&lt;span class="crline"&gt;-------------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;HYPNOTIC MOVES: &lt;/strong&gt;&lt;span class="cr4"&gt;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.    &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;POISONOUS STING: &lt;/strong&gt;&lt;span class="cr4"&gt;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.  &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;DESCRIPTION&lt;/span&gt;&lt;span class="crline"&gt;------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;span class="cr4"&gt;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.&lt;br /&gt;&lt;br /&gt;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.  &lt;br /&gt;&lt;br /&gt;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. &lt;br /&gt;&lt;br /&gt;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.&lt;br /&gt;&lt;br /&gt;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. &lt;br /&gt;&lt;br /&gt;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.&lt;br /&gt; &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr5"&gt;© Copyright 2010 - Nicholas Cloister&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2772924205087344386-4960273737310732661?l=rpg-creatures.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://rpg-creatures.blogspot.com/feeds/4960273737310732661/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://rpg-creatures.blogspot.com/2010/09/snake-with-legs-discovered-on-shore.html#comment-form' title='4 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2772924205087344386/posts/default/4960273737310732661'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2772924205087344386/posts/default/4960273737310732661'/><link rel='alternate' type='text/html' href='http://rpg-creatures.blogspot.com/2010/09/snake-with-legs-discovered-on-shore.html' title='Snake with legs discovered on the shore.'/><author><name>Nicholas Cloister</name><uri>http://www.blogger.com/profile/12248580372104422243</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>4</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2772924205087344386.post-3787273870993708970</id><published>2010-08-26T10:49:00.008+02:00</published><updated>2010-08-30T09:57:03.566+02:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='power'/><category scheme='http://www.blogger.com/atom/ns#' term='creature'/><category scheme='http://www.blogger.com/atom/ns#' term='rpg'/><category scheme='http://www.blogger.com/atom/ns#' term='ethereal'/><category scheme='http://www.blogger.com/atom/ns#' term='beast'/><category scheme='http://www.blogger.com/atom/ns#' term='rpg-creatures'/><category scheme='http://www.blogger.com/atom/ns#' term='Dhondoros'/><category scheme='http://www.blogger.com/atom/ns#' term='winged'/><title type='text'>Birds interfere in human politics</title><content type='html'>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. &lt;br /&gt;&lt;br /&gt;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! :)&lt;br /&gt;&lt;br /&gt;Cheers!&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr1"&gt;≡DHONDOROS≡&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.cloister.se/bilder/Dhondoros 1a.jpg" target="_blank"&gt;&lt;img src="http://www.cloister.se/bilder/Dhondoros 1a.jpg" width="430" height="643"&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;GENERAL&lt;/span&gt;&lt;span class="crline"&gt;-----------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;CATEGORY: &lt;/strong&gt;&lt;span class="cr4"&gt;Ethereal Power &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;TERRAIN: &lt;/strong&gt;&lt;span class="cr4"&gt;Any (The Ethereal Plane of Existence) &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;FOOD: &lt;/strong&gt;&lt;span class="cr4"&gt;Ethereal (spirits and souls)&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;AGGRESSION: &lt;/strong&gt;&lt;span class="cr4"&gt;Controlled  &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;&lt;strong&gt;SIZE:&lt;/strong&gt;&lt;/span&gt; &lt;span class="cr4"&gt;8-9 feet (240-270 cm) tall &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;&lt;strong&gt;NUMBERS:&lt;/strong&gt;&lt;/span&gt; &lt;span class="cr4"&gt;1-5 &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;CHARACTERISTICS&lt;/span&gt;&lt;span class="crline"&gt;-----------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;STRENGTH:&lt;/strong&gt; &lt;span class="cr4"&gt;23-25 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;AGILITY: &lt;/strong&gt; &lt;span class="cr4"&gt;14-18  &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;ENDURANCE:&lt;/strong&gt; &lt;span class="cr4"&gt;18-25  &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;INTELLIGENCE:&lt;/strong&gt; &lt;span class="cr4"&gt;18-25 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;MENTAL RESILIENCE:&lt;/strong&gt; &lt;span class="cr4"&gt;18-25  &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;CHARM:&lt;/strong&gt; &lt;span class="cr4"&gt;11-12  &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If stats of a human ranges from 3 to 18) &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;SPEED:&lt;/strong&gt; &lt;span class="cr4"&gt;Running x 4, Flying (eagle x 5)&lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(Multiple is times human speed)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;MAGIC POWER:&lt;/strong&gt;&lt;span class="cr4"&gt; 30-100 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(Ranges from 0-100)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;HIT POINTS:&lt;/strong&gt; &lt;span class="cr4"&gt;40-60 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If a human commoner has about 11 hit points)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;PROTECTION&lt;/span&gt;&lt;span class="crline"&gt;-------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;&lt;strong&gt;&lt;em&gt;AVERAGE&lt;/em&gt;&lt;/strong&gt;: &lt;/span&gt;&lt;span class="cr4"&gt;4 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;HEAD:&lt;/span&gt; &lt;span class="cr4"&gt;4 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;BODY:&lt;/span&gt; &lt;span class="cr4"&gt;4 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;LEGS:&lt;/span&gt; &lt;span class="cr4"&gt;3 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;ETHEREAL TONGUE:&lt;/span&gt; &lt;span class="cr4"&gt;0 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If Full Plate Armour is 10) &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr4"&gt;The material body of the Dhondoros is covered with thick hide and feathers, giving it sufficient protection when in physical form. &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;ATTACKS/DAMAGE&lt;/span&gt;&lt;span class="crline"&gt;---------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;2 CLAWS:&lt;/strong&gt; &lt;span class="cr4"&gt;2-8  &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;1 BEAK:&lt;/strong&gt; &lt;span class="cr4"&gt;2-6  &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If a Long Sword makes a damage of 1-8)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr4"&gt;The Dhondoros never attacks with its bodily weapons, but may occasionally defend itself with these physical means.    &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;POWERS/EFFECT&lt;/span&gt;&lt;span class="crline"&gt;-------------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;ETHEREAL COMMAND: &lt;/strong&gt;&lt;span class="cr4"&gt;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.   &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;ETHEREAL WALL: &lt;/strong&gt;&lt;span class="cr4"&gt;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.   &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;ETHEREAL HUNGER: &lt;/strong&gt;&lt;span class="cr4"&gt;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).   &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;DESCRIPTION&lt;/span&gt;&lt;span class="crline"&gt;------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;span class="cr4"&gt;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. &lt;br /&gt;&lt;br /&gt;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.   &lt;br /&gt;&lt;br /&gt;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. &lt;br /&gt;&lt;br /&gt;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. &lt;br /&gt;&lt;br /&gt;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. &lt;br /&gt; &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr5"&gt;© Copyright 2010 - Nicholas Cloister&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2772924205087344386-3787273870993708970?l=rpg-creatures.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://rpg-creatures.blogspot.com/feeds/3787273870993708970/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://rpg-creatures.blogspot.com/2010/08/birds-interfere-in-human-politics.html#comment-form' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2772924205087344386/posts/default/3787273870993708970'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2772924205087344386/posts/default/3787273870993708970'/><link rel='alternate' type='text/html' href='http://rpg-creatures.blogspot.com/2010/08/birds-interfere-in-human-politics.html' title='Birds interfere in human politics'/><author><name>Nicholas Cloister</name><uri>http://www.blogger.com/profile/12248580372104422243</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2772924205087344386.post-5773072518420117918</id><published>2010-05-24T17:06:00.004+02:00</published><updated>2010-09-02T11:24:24.044+02:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='ocean'/><category scheme='http://www.blogger.com/atom/ns#' term='creature'/><category scheme='http://www.blogger.com/atom/ns#' term='sea'/><category scheme='http://www.blogger.com/atom/ns#' term='rpg'/><category scheme='http://www.blogger.com/atom/ns#' term='concept'/><category scheme='http://www.blogger.com/atom/ns#' term='crustacean'/><category scheme='http://www.blogger.com/atom/ns#' term='rpg creatures'/><category scheme='http://www.blogger.com/atom/ns#' term='cloister'/><title type='text'>Smells like the ocean turned bad</title><content type='html'>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?&lt;br /&gt;&lt;br /&gt;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.  &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr1"&gt;≡CALMOROCK≡&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.cloister.se/bilder/Calmorock 1a.jpg" target="_blank"&gt;&lt;img src="http://www.cloister.se/bilder/Calmorock 1a.jpg" width="430" height="643"&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;GENERAL&lt;/span&gt;&lt;span class="crline"&gt;-----------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;CATEGORY: &lt;/strong&gt;&lt;span class="cr4"&gt;Crustacean &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;TERRAIN: &lt;/strong&gt;&lt;span class="cr4"&gt;Salt water coasts &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;FOOD: &lt;/strong&gt;&lt;span class="cr4"&gt;Carnivore &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;AGGRESSION: &lt;/strong&gt;&lt;span class="cr4"&gt;Normal to high&lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;&lt;strong&gt;SIZE:&lt;/strong&gt;&lt;/span&gt; &lt;span class="cr4"&gt;7 - 8 feet, (210-240 cm) tall &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;&lt;strong&gt;NUMBERS:&lt;/strong&gt;&lt;/span&gt; &lt;span class="cr4"&gt;1-10 &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;CHARACTERISTICS&lt;/span&gt;&lt;span class="crline"&gt;-----------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;STRENGTH:&lt;/strong&gt; &lt;span class="cr4"&gt;24-32 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;AGILITY: &lt;/strong&gt; &lt;span class="cr4"&gt;6-10 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;ENDURANCE:&lt;/strong&gt; &lt;span class="cr4"&gt;17-20  &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;INTELLIGENCE:&lt;/strong&gt; &lt;span class="cr4"&gt;2-5 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;MENTAL RESILIENCE:&lt;/strong&gt; &lt;span class="cr4"&gt;2-8   &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;CHARM:&lt;/strong&gt; &lt;span class="cr4"&gt;0  &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If stats of a human ranges from 3 to 18) &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;SPEED:&lt;/strong&gt; &lt;span class="cr4"&gt;Running x 1, Swimming x 1&lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(Multiple is times human speed)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;MAGIC POWER:&lt;/strong&gt;&lt;span class="cr4"&gt; 0 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(Ranges from 0-100)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;HIT POINTS:&lt;/strong&gt; &lt;span class="cr4"&gt;22-32 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If a human commoner has about 11 hit points)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;PROTECTION&lt;/span&gt;&lt;span class="crline"&gt;-------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;&lt;strong&gt;&lt;em&gt;AVERAGE&lt;/em&gt;&lt;/strong&gt;: &lt;/span&gt;&lt;span class="cr4"&gt;9 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;HEAD:&lt;/span&gt; &lt;span class="cr4"&gt;6 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;ARMS:&lt;/span&gt; &lt;span class="cr4"&gt;7 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;LEGS:&lt;/span&gt; &lt;span class="cr4"&gt;7 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;BACK:&lt;/span&gt; &lt;span class="cr4"&gt;12 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;CHEST:&lt;/span&gt; &lt;span class="cr4"&gt;10 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;"TAIL":&lt;/span&gt; &lt;span class="cr4"&gt;11 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If Full Plate Armour is 10) &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr4"&gt;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.  &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;ATTACKS/DAMAGE&lt;/span&gt;&lt;span class="crline"&gt;---------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;2 CLAWS:&lt;/strong&gt; &lt;span class="cr4"&gt;2-6  &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;2 SUCTION CUP SLAPS:&lt;/strong&gt; &lt;span class="cr4"&gt;2-4 (+ sucking damage)  &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;1 BITE:&lt;/strong&gt; &lt;span class="cr4"&gt;1-4 (Normally not used in fighting) &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If a Long Sword makes a damage of 1-8)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr4"&gt;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.  &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;DESCRIPTION&lt;/span&gt;&lt;span class="crline"&gt;------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;span class="cr4"&gt;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.&lt;br /&gt;&lt;br /&gt;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.&lt;br /&gt;&lt;br /&gt;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".&lt;br /&gt;&lt;br /&gt;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. &lt;br /&gt; &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr5"&gt;© Copyright 2010 - Nicholas Cloister&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2772924205087344386-5773072518420117918?l=rpg-creatures.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://rpg-creatures.blogspot.com/feeds/5773072518420117918/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://rpg-creatures.blogspot.com/2010/05/here-is-one-of-those-creatures-that-i.html#comment-form' title='4 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2772924205087344386/posts/default/5773072518420117918'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2772924205087344386/posts/default/5773072518420117918'/><link rel='alternate' type='text/html' href='http://rpg-creatures.blogspot.com/2010/05/here-is-one-of-those-creatures-that-i.html' title='Smells like the ocean turned bad'/><author><name>Nicholas Cloister</name><uri>http://www.blogger.com/profile/12248580372104422243</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>4</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2772924205087344386.post-4260564738225863971</id><published>2010-05-12T09:36:00.005+02:00</published><updated>2010-05-12T10:30:01.822+02:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='Nemunn'/><category scheme='http://www.blogger.com/atom/ns#' term='creature'/><category scheme='http://www.blogger.com/atom/ns#' term='healing'/><category scheme='http://www.blogger.com/atom/ns#' term='rpg'/><category scheme='http://www.blogger.com/atom/ns#' term='concept'/><category scheme='http://www.blogger.com/atom/ns#' term='forest'/><category scheme='http://www.blogger.com/atom/ns#' term='rpg creatures'/><category scheme='http://www.blogger.com/atom/ns#' term='cloister'/><category scheme='http://www.blogger.com/atom/ns#' term='creatures'/><title type='text'>Intelligent slugs found in forest</title><content type='html'>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. &lt;br /&gt;&lt;br /&gt;Also, a thanks to &lt;a href="http://rpg.brouhaha.us/"&gt;Gaming Brouhaha&lt;/a&gt; for recommending this blog! Now, it is time to meet the Nemunn. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr1"&gt;≡NEMUNN≡&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.cloister.se/bilder/Nemunn 1a.jpg" target="_blank"&gt;&lt;img src="http://www.cloister.se/bilder/Nemunn 1a.jpg" width="430" height="643"&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;GENERAL&lt;/span&gt;&lt;span class="crline"&gt;-----------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;CATEGORY: &lt;/strong&gt;&lt;span class="cr4"&gt;Unknown &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;TERRAIN: &lt;/strong&gt;&lt;span class="cr4"&gt;Forests and hollows &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;FOOD: &lt;/strong&gt;&lt;span class="cr4"&gt;Omnivore&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;AGGRESSION: &lt;/strong&gt;&lt;span class="cr4"&gt;None  &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;&lt;strong&gt;SIZE:&lt;/strong&gt;&lt;/span&gt; &lt;span class="cr4"&gt;6-7 feet (180-210 cm) tall &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;&lt;strong&gt;NUMBERS:&lt;/strong&gt;&lt;/span&gt; &lt;span class="cr4"&gt;1-2 &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;CHARACTERISTICS&lt;/span&gt;&lt;span class="crline"&gt;-----------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;STRENGTH:&lt;/strong&gt; &lt;span class="cr4"&gt;15-18 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;AGILITY: &lt;/strong&gt; &lt;span class="cr4"&gt;4-7  &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;ENDURANCE:&lt;/strong&gt; &lt;span class="cr4"&gt;5-13  &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;INTELLIGENCE:&lt;/strong&gt; &lt;span class="cr4"&gt;14-17 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;MENTAL RESILIENCE:&lt;/strong&gt; &lt;span class="cr4"&gt;14-17  &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;CHARM:&lt;/strong&gt; &lt;span class="cr4"&gt;0  &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If stats of a human ranges from 3 to 18) &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;SPEED:&lt;/strong&gt; &lt;span class="cr4"&gt;Running (Crawling) x 0,5&lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(Multiple is times human speed)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;MAGIC POWER:&lt;/strong&gt;&lt;span class="cr4"&gt; 20 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(Ranges from 0-100)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;HIT POINTS:&lt;/strong&gt; &lt;span class="cr4"&gt;15-25 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If a human commoner has about 11 hit points)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;PROTECTION&lt;/span&gt;&lt;span class="crline"&gt;-------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;&lt;strong&gt;&lt;em&gt;AVERAGE&lt;/em&gt;&lt;/strong&gt;: &lt;/span&gt;&lt;span class="cr4"&gt;3 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;HEAD:&lt;/span&gt; &lt;span class="cr4"&gt;2 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;ARMS:&lt;/span&gt; &lt;span class="cr4"&gt;3 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;SLUG BODY:&lt;/span&gt; &lt;span class="cr4"&gt;2 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;UPRIGHT BODY:&lt;/span&gt; &lt;span class="cr4"&gt;3 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If Full Plate Armour is 10) &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr4"&gt;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. &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;ATTACKS/DAMAGE&lt;/span&gt;&lt;span class="crline"&gt;---------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;2 CLAWS/FISTS:&lt;/strong&gt; &lt;span class="cr4"&gt;2-6  &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If a Long Sword makes a damage of 1-8)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr4"&gt;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.   &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;POWERS/EFFECT&lt;/span&gt;&lt;span class="crline"&gt;-------------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;REGENERATE AND EXTEND ARMS: &lt;/strong&gt;&lt;span class="cr4"&gt;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.  &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;CAMOUFLAGE: &lt;/strong&gt;&lt;span class="cr4"&gt;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.  &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;DESCRIPTION&lt;/span&gt;&lt;span class="crline"&gt;------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;span class="cr4"&gt;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. &lt;br /&gt;&lt;br /&gt;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. &lt;br /&gt;&lt;br /&gt;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.&lt;br /&gt;&lt;br /&gt;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.&lt;br /&gt;&lt;br /&gt;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. &lt;br /&gt;&lt;br /&gt;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.  &lt;br /&gt; &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr5"&gt;© Copyright 2010 - Nicholas Cloister&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2772924205087344386-4260564738225863971?l=rpg-creatures.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://rpg-creatures.blogspot.com/feeds/4260564738225863971/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://rpg-creatures.blogspot.com/2010/05/intelligent-slugs-found-in-forest.html#comment-form' title='3 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2772924205087344386/posts/default/4260564738225863971'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2772924205087344386/posts/default/4260564738225863971'/><link rel='alternate' type='text/html' href='http://rpg-creatures.blogspot.com/2010/05/intelligent-slugs-found-in-forest.html' title='Intelligent slugs found in forest'/><author><name>Nicholas Cloister</name><uri>http://www.blogger.com/profile/12248580372104422243</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>3</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2772924205087344386.post-8376449480347451318</id><published>2010-05-06T08:19:00.007+02:00</published><updated>2011-08-07T20:32:59.115+02:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='monster'/><category scheme='http://www.blogger.com/atom/ns#' term='rpg'/><category scheme='http://www.blogger.com/atom/ns#' term='Gohrgin'/><category scheme='http://www.blogger.com/atom/ns#' term='concept'/><category scheme='http://www.blogger.com/atom/ns#' term='beast'/><category scheme='http://www.blogger.com/atom/ns#' term='reptile'/><category scheme='http://www.blogger.com/atom/ns#' term='rpg creatures'/><title type='text'>Successful head transplantation!</title><content type='html'>Finally I've been granted some time to create another creature. Sorry for saying I would update this blog weekly. I realise now, that I cannot make any updates unless I have something to say, and in the case of this blog, that means a new creature. In times when I'm busy working, the blog will therefore (sadly) stand still. &lt;br /&gt;&lt;br /&gt;I realised there were few dungeon dwellers here so far, so this time I've dug down into the earth and rock to find this piece of muscle. I hope you enjoy it. In the meanwhile, I'm starting out on creature number 13... perhaps some all together unlucky form of life? We shall see... &lt;br /&gt;&lt;br /&gt;/Cheers!&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr1"&gt;≡GOHRGIN≡&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.cloister.se/bilder/Gohrgin 1a.jpg" target="_blank"&gt;&lt;img src="http://www.cloister.se/bilder/Gohrgin 1a.jpg" width="430" height="643"&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;GENERAL&lt;/span&gt;&lt;span class="crline"&gt;-----------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;CATEGORY: &lt;/strong&gt;&lt;span class="cr4"&gt;Reptile   &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;TERRAIN: &lt;/strong&gt;&lt;span class="cr4"&gt;Dungeons and caves &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;FOOD: &lt;/strong&gt;&lt;span class="cr4"&gt;Carnivore &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;AGGRESSION: &lt;/strong&gt;&lt;span class="cr4"&gt;Controlled (short-tempered)  &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;&lt;strong&gt;SIZE:&lt;/strong&gt;&lt;/span&gt; &lt;span class="cr4"&gt;9 feet (270 cm) long &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;&lt;strong&gt;NUMBERS:&lt;/strong&gt;&lt;/span&gt; &lt;span class="cr4"&gt;1-7 &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;CHARACTERISTICS&lt;/span&gt;&lt;span class="crline"&gt;-----------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;STRENGTH:&lt;/strong&gt; &lt;span class="cr4"&gt;35  &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;AGILITY: &lt;/strong&gt; &lt;span class="cr4"&gt;14-18  &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;ENDURANCE:&lt;/strong&gt; &lt;span class="cr4"&gt;20-30  &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;INTELLIGENCE:&lt;/strong&gt; &lt;span class="cr4"&gt;2-6 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;MENTAL RESILIENCE:&lt;/strong&gt; &lt;span class="cr4"&gt;17-18 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;CHARM:&lt;/strong&gt; &lt;span class="cr4"&gt;0  &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If stats of a human ranges from 3 to 18) &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;SPEED:&lt;/strong&gt; &lt;span class="cr4"&gt;Running x 4 Swimming x 1,5 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(Multiple is times human speed)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;MAGIC POWER:&lt;/strong&gt;&lt;span class="cr4"&gt; 0 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(Ranges from 0-100)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;HIT POINTS:&lt;/strong&gt; &lt;span class="cr4"&gt;26-30 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If a human commoner has about 11 hit points)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;PROTECTION&lt;/span&gt;&lt;span class="crline"&gt;-------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;&lt;strong&gt;&lt;em&gt;AVERAGE&lt;/em&gt;&lt;/strong&gt;: &lt;/span&gt;&lt;span class="cr4"&gt;6 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;HEAD:&lt;/span&gt; &lt;span class="cr4"&gt;7 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;LEGS:&lt;/span&gt; &lt;span class="cr4"&gt;4 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;BACK:&lt;/span&gt; &lt;span class="cr4"&gt;7 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;CHEST:&lt;/span&gt; &lt;span class="cr4"&gt;3 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;TAIL:&lt;/span&gt; &lt;span class="cr4"&gt;5 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If Full Plate Armour is 10) &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr4"&gt;The Gohrgin has a very thick and hardy hide, that is enforced in places by bony plates and ridges. The top of its head is especially hard, and the creature has been seen ramming victims, and pinning them to the walls before biting or shredding them to pieces.  &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;ATTACKS/DAMAGE&lt;/span&gt;&lt;span class="crline"&gt;---------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;2 BITE:&lt;/strong&gt; &lt;span class="cr4"&gt;2-6  &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;2 DOUBLE CLAWS: &lt;/strong&gt;&lt;span class="cr4"&gt;2-6 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;1 TAIL: &lt;/strong&gt;&lt;span class="cr4"&gt;2-8 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;1 SKULL RAM: &lt;/strong&gt;&lt;span class="cr4"&gt;1-6 (+ optional speed damage) &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;(4-8 TENTACLES: &lt;/strong&gt;&lt;span class="cr4"&gt;1-4) see 'Powers' &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If a Long Sword makes a damage of 1-8)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr4"&gt;The Gohrgin is a very fast creature, and makes use of its great speed to attack prey. It normally overcomes victims from behind and tears them down much like a great lion would. When facing unusual foes the Gohrgin may approach more carefully at first, and try to observe enemy behaviour. Attacks coming at it from behind are met by its great club of a tail. Though not long enough to reach in front of it, the Gohrgin often displays and raises its powerful tail in a threatening manner.  &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;POWERS/EFFECT&lt;/span&gt;&lt;span class="crline"&gt;-------------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;SEVER OWN HEAD: &lt;/strong&gt;&lt;span class="cr4"&gt;The hard shell-like shape on top of the Gohrgin's head is tough for a reason. Inside this armour is not only the creature's brain, but also its heart. This strange location has its explanation in the creature's ability to loosen its own head from the body. When the main body is severly wounded, and loss of blood threatens to kill the creature, the Gohrgin can wilfully detach its head from the body. The hard, and normally limp tentacles hanging from the sides of the head is then brought to animation, and functions as legs for the now much smaller life form. The vessels of blood in the neck is automatically sealed tight and the remaining blood begins to support the brain and other head functions. The creature then normally steals off and tries to make its way into smaller tunnels, where enemies cannot follow. There it continues to exist, and more tentacles eventually grow out of the skull to make for a new and spidery revelation. Rarely however, the Gohrgin may continue attacking in this new form with bites and sharp tentacles. In any way it continues the remainder of its days as something of a large insect, rather than the powerful predator it once was. &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;SHRIEK OF THE UNDEAD: &lt;/strong&gt;&lt;span class="cr4"&gt;The Gohrgin has an eerie connection to the undead and to ghosts especially. When threatened it may invoke a shrill call to summon nearby spirits and undead to its aid. It cannot raise or wake the dead, but only command those that happen to be within 1 mile (1,6 kilometres) of it. Any undead hearing the shriek of a Gohrgin must answer. Any loyalty or binding to other powers are immediatly abandoned, and undead so summoned will do their utmost to defend the calling Gohrgin for as long as the threat remains. Vampires and other powerful undead are also subject to the shriek, but usually slay the Gohrgin once the effect is over, so as to avoid future disturbances. The origins of this power are not clear, but could possibly be explained by the rumoured background of the creature (See 'Description').  &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;DESCRIPTION&lt;/span&gt;&lt;span class="crline"&gt;------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;span class="cr4"&gt;In the tunnels of the earth live the Gohrgins. There they hunt and feed upon all living things, brave or ignorant enough to enter their labyrinthine world. They speed through the subterranean pathways in search for food, and few things escape their hunger. Often in small packs, but also on their own, the Gohrgin rarely stops hunting. Their appearance and cruel strength is the stuff of goblin nightmares. With perfect night vision and relentless perseverance they are a terror of the underworld. &lt;br /&gt;&lt;br /&gt;The dark stare and strange powers of these beasts have given rise to numerous stories, but one of the most vivid speaks of an orc warlock creating these creatures. The warlock is told to have been a two-headed freak, with horrible and morbid powers. Through hideous rituals he is said to have successfully mixed his blood with a great reptile that lived in the mountains - rituals that included the surgical removal of one of his own heads, to be magically attached to the body of the reptile. The warlock's arcane knowledge of necromancy is by this story the cause of of the Gohrgin's unearthly shriek (see 'Powers') &lt;br /&gt;&lt;br /&gt;Those fortunate enough to have survived an encounter with the Gohrgin, says the stare of the monster never leaves them. Though beastial in all behaviour, the creature radiates an aura of dark intelligence, and the eyes have a magnetic power that some find hard to tear themselves from (optional saving throw). &lt;br /&gt;&lt;br /&gt;The Gohrgin live all of its life under ground. It draws away from daylight, if exposed to it, and its otherwise perfect vision is temporarily disabled. However, creatures in need of new hunting grounds move over land at night, and searches about for fresh dungeons in which to settle. The female - a creature twice the size of the more abundant males, never leaves a "conquered" cavern. She will remain and multiply until there is no traces of food left, and then die in her lair. Young Gohrgins grow up rapidly, but only one out of twenty is a female.&lt;br /&gt;&lt;br /&gt;This creature is rarely found near human settlements, but are drawn at times to catacombs and other subterranean burial grounds. It seems to have an attraction to the dead and the spirit world. Though the Gohrgin normally consumes all of its prey, it tends to leave corpses found untouched, even when plenty of flesh remain upon them.&lt;br /&gt;&lt;br /&gt;The Gohrgin live to be about 50 years old, and except for the mysterious link with the undead it has no other interest than food and reproduction.  &lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr5"&gt;© Copyright 2010 - Nicholas Cloister&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2772924205087344386-8376449480347451318?l=rpg-creatures.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://rpg-creatures.blogspot.com/feeds/8376449480347451318/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://rpg-creatures.blogspot.com/2010/05/successful-head-transplantation.html#comment-form' title='3 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2772924205087344386/posts/default/8376449480347451318'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2772924205087344386/posts/default/8376449480347451318'/><link rel='alternate' type='text/html' href='http://rpg-creatures.blogspot.com/2010/05/successful-head-transplantation.html' title='Successful head transplantation!'/><author><name>Nicholas Cloister</name><uri>http://www.blogger.com/profile/12248580372104422243</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>3</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2772924205087344386.post-3835329064830951835</id><published>2010-03-26T13:23:00.009+01:00</published><updated>2011-08-07T20:06:27.212+02:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='creature'/><category scheme='http://www.blogger.com/atom/ns#' term='mammal'/><category scheme='http://www.blogger.com/atom/ns#' term='rpg'/><category scheme='http://www.blogger.com/atom/ns#' term='Ferrenai'/><category scheme='http://www.blogger.com/atom/ns#' term='concept'/><category scheme='http://www.blogger.com/atom/ns#' term='amphibian'/><category scheme='http://www.blogger.com/atom/ns#' term='rpg creatures'/><category scheme='http://www.blogger.com/atom/ns#' term='cloister'/><category scheme='http://www.blogger.com/atom/ns#' term='creatures'/><title type='text'>Are you talking to me?!!</title><content type='html'>Hi all mammals! (or divine creations if you prefer). Next week I start making concepts and illustrations for an Australian project (a fantasy on-line game of sorts), that will take my attention away from this Bestiary to some extent. Exactly to what degree is yet uncertain, and it looks as if my work for the project will come in waves, at least in the initial stages. You never know about the future though... Just don't count on a new creature every week for a while...&lt;br /&gt;&lt;br /&gt;I received an email from a person who desired to see a playable reptile or insectoid creature on the blog. Such wishes or requests are gratefully received, and I had that one in mind when coming up with this week's creature. Perhaps not a draconian or dragonborn, but more of an amphibian/fish-like creature.  I probably strayed miles away from the request, but it certainly inspired my work this week, so thanks for that. &lt;br /&gt;&lt;br /&gt;Also thanks to:&lt;br /&gt;&lt;a href="http://www.rocksfallblog.com/"&gt;Rock falls, everyone dies&lt;/a&gt;&lt;br /&gt;(Possibly the greatest name for an rpg blog imaginable) and &lt;br /&gt;&lt;a href="http://www.smortazavi.net/Default.aspx"&gt;Smortazavi&lt;/a&gt; for kind writings about RPG Creatures. &lt;br /&gt;&lt;br /&gt;I will probably have to consider  genus issues here eventually, but for now, here is a male Ferrenai warrior for you. &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr1"&gt;≡FERRENAI≡&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.cloister.se/bilder/Ferren 1f.jpg" target="_blank"&gt;&lt;img src="http://www.cloister.se/bilder/Ferren 1f.jpg" width="430" height="643"&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;GENERAL&lt;/span&gt;&lt;span class="crline"&gt;-----------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;CATEGORY: &lt;/strong&gt;&lt;span class="cr4"&gt;Amphibian mammal  &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;TERRAIN: &lt;/strong&gt;&lt;span class="cr4"&gt;Jungles, damp forests, and swamps &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;FOOD: &lt;/strong&gt;&lt;span class="cr4"&gt;Omnivore &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;AGGRESSION: &lt;/strong&gt;&lt;span class="cr4"&gt;Controlled (short-tempered)  &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;&lt;strong&gt;SIZE:&lt;/strong&gt;&lt;/span&gt; &lt;span class="cr4"&gt;About 5 feet, 6 inches (167 cm) &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;&lt;strong&gt;NUMBERS:&lt;/strong&gt;&lt;/span&gt; &lt;span class="cr4"&gt;1-100 &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;CHARACTERISTICS&lt;/span&gt;&lt;span class="crline"&gt;-----------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;STRENGTH:&lt;/strong&gt; &lt;span class="cr4"&gt;5-15  &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;AGILITY: &lt;/strong&gt; &lt;span class="cr4"&gt;5-20  &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;ENDURANCE:&lt;/strong&gt; &lt;span class="cr4"&gt;3-18   &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;INTELLIGENCE:&lt;/strong&gt; &lt;span class="cr4"&gt;3-15 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;MENTAL RESILIENCE:&lt;/strong&gt; &lt;span class="cr4"&gt;3-18  &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;CHARM:&lt;/strong&gt; &lt;span class="cr4"&gt;2-8  &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If stats of a human ranges from 3 to 18) &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;SPEED:&lt;/strong&gt; &lt;span class="cr4"&gt;Running x 0,8 Swimming x 1,3 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(Multiple is times human speed)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;MAGIC POWER:&lt;/strong&gt;&lt;span class="cr4"&gt; 3-16&lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(Ranges from 0-100)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;HIT POINTS:&lt;/strong&gt; &lt;span class="cr4"&gt;3-16 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If a human commoner has about 11 hit points)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;PROTECTION&lt;/span&gt;&lt;span class="crline"&gt;-------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;&lt;strong&gt;&lt;em&gt;AVERAGE&lt;/em&gt;&lt;/strong&gt;: &lt;/span&gt;&lt;span class="cr4"&gt;2&lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;HEAD:&lt;/span&gt; &lt;span class="cr4"&gt;2 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;TORSO:&lt;/span&gt; &lt;span class="cr4"&gt;1 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;ARMS:&lt;/span&gt; &lt;span class="cr4"&gt;2&lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;LEGS:&lt;/span&gt; &lt;span class="cr4"&gt;2 &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If Full Plate Armour is 10) &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr4"&gt;The skin of the Ferrenai is hardier and more resilient than human skin. It is not as easily charred by fire, affected by cold, or other physical phenomena. Ferrenai are immune to skin disease and other skin disorders. The creatures prefer natural armour like leather and scales, but outside-clan individuals have been seen wearing metal &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;ATTACKS/DAMAGE&lt;/span&gt;&lt;span class="crline"&gt;---------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;2 FISTS:&lt;/strong&gt; &lt;span class="cr4"&gt;1-3 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;2 CLAWED KICKS:&lt;/strong&gt; &lt;span class="cr4"&gt;1-6 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If a Long Sword makes a damage of 1-8)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;POWERS/EFFECT&lt;/span&gt;&lt;span class="crline"&gt;-------------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;READ MEMORY OF WATER CREATURES: &lt;/strong&gt;&lt;span class="cr4"&gt;The Ferrenai can telepathically tune in, and to some extent, listen to the memories of fish and other creatures living in water. They have a 50 percent chance of gathering  the memory reflections of any water-living creature. The ability is very unreliable and the information is rarely coherent. It is suggested that a d100 be used to see how usable and extensive the memory information may be. The same water creature can only be used once a day for this sort of inquiry.   &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;DESCRIPTION&lt;/span&gt;&lt;span class="crline"&gt;------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;span class="cr4"&gt;In the dampest places, where no other beings will settle, the Ferrenai tribes live and thrive. They have specialised in aquaculture, the farming of water plants and fish, and are also expert hunters.&lt;br /&gt;&lt;br /&gt;The Ferrenai are intelligent beings, but emotionally and socially quite different from the typical human. They never greet each other through words or gestures, but seem to take other tribe members for granted. This wordless acceptance of their fellow beings prevents many  conflicts in the Ferrenai tribal life. To them it is natural that opinions differ and they never really bother with changing the minds of others, until matters of life an death emerge. The hierarchy of the Ferrenai tribal system solves most disagreements very swiftly, and if not, a ritualised fight to the death is undertaken. &lt;br /&gt;This trait makes the Ferrenai rather vulnerable when thrown into a human society. When regularly questioned (dishonoured) or blatantly disrespected, it is in Ferrenai nature (culture) to resort to lethal violence. Though great hunters, and skilled warriors, the Ferrenai are not a violence-loving people, and therefore avoid other civilisations and beings, unless driven by some uncommon motif. Some individuals have made an effort, and learned the hard way, to interact smoothly with non-Ferrenai societies, but the number of creatures outside the tribes are very small.&lt;br /&gt;&lt;br /&gt;The Ferrenai culture is normally based around a shamanistic pantheism, and the ritualistic celebration of water, fish and amphibians in many forms. The position of Tribe Leader and Head Shaman is always held by the same individual, and it is the level of mastery in shamanism that primarily is considered when new leaders are chosen. Ferrenai do not read and write, and resort purely to oral traditions for knowledge. This works well in simple tribal communities, but has obvious weaknesses when a wider scale of knowledge is desired. Many of the Ferrenai outside of the tribes are in fact seekers of wisdom and clearly curious of the ways of others. The Ferrenai language is hard to learn and the clicking and gurgling sounds are strenuous and tough to duplicate for most other beings.  However it is said that there is much to learn about the water, and of shaman secrets, for those willing to integrate and manage to be accepted by Ferrenai societies.&lt;br /&gt;&lt;br /&gt;Not used to the many nuances in human interaction, the Ferrenai have a hard time understanding what's communicated beyond the words. This is compensated by an intuitive judgement about the character of people and beings they encounter. It is commonly considered that it is the antennae, or the bulges at the back of the Ferrenai head, that somehow make them able to know the heart of people. Even if they can't follow a complex dialogue very well, they have an instant, and far better notion than others, about who to put their trust in, and what to be expected from any person. This gift can be used quite well to tackle most beings, without having to resort to the subtleties of social masquerade. Ferrenai normally always say what they mean, and tend to stand up to their opinions. If not corrected by a higher member of their tribal order, they will defend their stand with their lives if necessary. Ferrenai can tell a lie if they need to, but only do so in extreme and rare situations.&lt;br /&gt;&lt;br /&gt;The Ferrenai is a mammal with many amphibian attributes. They give birth to fully developed  children, but these stay encased in a tight and soft, water-filled, and semi-translucent "egg" for the first two days. In that period they shed most of the fish-like scales acquired in the womb, and then eat their way out of it. Ferrenai breath through lungs but can stay under water for twenty minutes without much effort.  Their skin is not affected or softened by it, and their vision is kept sharp while submerged, due to a thick lens that automatically covers the eyes.  &lt;br /&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr5"&gt;© Copyright 2010 - Nicholas Cloister&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2772924205087344386-3835329064830951835?l=rpg-creatures.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://rpg-creatures.blogspot.com/feeds/3835329064830951835/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://rpg-creatures.blogspot.com/2010/03/are-you-talking-to-me.html#comment-form' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2772924205087344386/posts/default/3835329064830951835'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2772924205087344386/posts/default/3835329064830951835'/><link rel='alternate' type='text/html' href='http://rpg-creatures.blogspot.com/2010/03/are-you-talking-to-me.html' title='Are you talking to me?!!'/><author><name>Nicholas Cloister</name><uri>http://www.blogger.com/profile/12248580372104422243</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2772924205087344386.post-8959408980683159944</id><published>2010-03-18T12:00:00.001+01:00</published><updated>2010-03-18T12:05:21.759+01:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='elor than'/><category scheme='http://www.blogger.com/atom/ns#' term='rpg'/><category scheme='http://www.blogger.com/atom/ns#' term='concept'/><category scheme='http://www.blogger.com/atom/ns#' term='rpg creatures'/><category scheme='http://www.blogger.com/atom/ns#' term='unearthly'/><title type='text'>Flowers from the sky</title><content type='html'>Wait a minute… didn't I say “I promise to make a more ordinary creature” next time? What a hell was I thinking? Well, consider it a promise broken. This is not an ordinary beast. It is the Elor Than. You know when the players finally reach that hidden valley or the secret magical kingdom? That’s when these creatures enter. Or perhaps when waking up from an unsettling dream and finding themselves upon the banks of a forest river. Yes, you’re the Game Master, and as always everything is up to you. These are simply my suggestions. &lt;br /&gt;Game Masters or not, I want to welcome and greet all the new followers here. You are most welcome, and I will do my best to keep your attention for some time ahead. I would also like to give great thanks to the following sites/people for writing about 'RPG Creatures':  &lt;br /&gt;&lt;br /&gt;&lt;a href="http://rpgdump.blogspot.com/"&gt;RPG Dumping Ground&lt;/a&gt;&lt;br /&gt;&lt;a href="http://backscreenpass.blogspot.com/"&gt;Back Screen Pass - A DM's Secrets&lt;/a&gt;&lt;br /&gt;&lt;a href="http://runeunderwater.blogspot.com/"&gt;The Rune Under Water&lt;/a&gt;&lt;br /&gt;&lt;a href="http://greenskeletongamingguild.blogspot.com/"&gt;Green Skeleton Gaming Guild&lt;/a&gt;&lt;br /&gt;&lt;a href="http://monttublogi.blogspot.com/"&gt;Monttu&lt;/a&gt;(a Finnish language blog)&lt;br /&gt;&lt;br /&gt;Any questions or requests? Send me an email. &lt;br /&gt;(I’m installing a new workstation – computer and screen – this weekend. A long overdue upgrade that I’m rather exited about. Let's see if it affects the quality of my creations...) &lt;br /&gt;Until next time, have fun with the Elor Than.     &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr1"&gt;≡ELOR THAN≡&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.cloister.se/bilder/Elor than 1a.jpg" target="_blank"&gt;&lt;img src="http://www.cloister.se/bilder/Elor than 1a.jpg" width="430" height="643"&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;GENERAL&lt;/span&gt;&lt;span class="crline"&gt;-----------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;CATEGORY: &lt;/strong&gt;&lt;span class="cr4"&gt;Possibly unearthly &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;TERRAIN: &lt;/strong&gt;&lt;span class="cr4"&gt;Misty plains and waterways &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;FOOD: &lt;/strong&gt;&lt;span class="cr4"&gt;Carnivore&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;AGGRESSION: &lt;/strong&gt;&lt;span class="cr4"&gt;Controlled &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;&lt;strong&gt;SIZE:&lt;/strong&gt;&lt;/span&gt; &lt;span class="cr4"&gt;15 feet (460 cm) &lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;&lt;strong&gt;NUMBERS:&lt;/strong&gt;&lt;/span&gt; &lt;span class="cr4"&gt;2 (or 30-100) &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;CHARACTERISTICS&lt;/span&gt;&lt;span class="crline"&gt;-----------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;STRENGTH:&lt;/strong&gt; &lt;span class="cr4"&gt;28-30&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;AGILITY: &lt;/strong&gt; &lt;span class="cr4"&gt;8-10&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;ENDURANCE:&lt;/strong&gt; &lt;span class="cr4"&gt;20-25   &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;INTELLIGENCE:&lt;/strong&gt; &lt;span class="cr4"&gt;7-9 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;MENTAL RESILIENCE:&lt;/strong&gt; &lt;span class="cr4"&gt;20-25  &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;CHARM:&lt;/strong&gt; &lt;span class="cr4"&gt;5-7 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If stats of a human ranges from 3 to 18) &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;SPEED:&lt;/strong&gt; &lt;span class="cr4"&gt;Running x 3 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(Multiple is times human speed)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;MAGIC POWER:&lt;/strong&gt;&lt;span class="cr4"&gt; 0&lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(Ranges from 0-100)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;HIT POINTS:&lt;/strong&gt; &lt;span class="cr4"&gt;30-35 &lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If a human commoner has about 11 hit points)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;PROTECTION&lt;/span&gt;&lt;span class="crline"&gt;-------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;&lt;strong&gt;&lt;em&gt;AVERAGE&lt;/em&gt;&lt;/strong&gt;: &lt;/span&gt;&lt;span class="cr4"&gt;3&lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;HEAD:&lt;/span&gt; &lt;span class="cr4"&gt;4&lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;LEGS:&lt;/span&gt; &lt;span class="cr4"&gt;4&lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;TENTACLES:&lt;/span&gt; &lt;span class="cr4"&gt;2&lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;CHEST:&lt;/span&gt; &lt;span class="cr4"&gt;2&lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;BACK:&lt;/span&gt; &lt;span class="cr4"&gt;6&lt;/span&gt;&lt;br /&gt;&lt;span class="cr3"&gt;MEMBRANES:&lt;/span&gt; &lt;span class="cr4"&gt;1&lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If Full Plate Armour is 10)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr4"&gt;The Elor Than are only well protected on the back and sides of the main body. Even a frail strike towards the membranes are said to anger them, and can make them hostile.  &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;ATTACKS/DAMAGE&lt;/span&gt;&lt;span class="crline"&gt;---------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;4 KICKS:&lt;/strong&gt; &lt;span class="cr4"&gt;6-12 &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;4 TENTACLE BURNS: &lt;/strong&gt; &lt;span class="cr4"&gt;4-10 (+ acidic damage)&lt;/span&gt;&lt;br /&gt;&lt;span class="cr5"&gt;(If a Long Sword makes a damage of 1-8)&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr4"&gt;The jellyfish-like ends “flowers” of the Elor Than tentacles are dexterous and lethal constructions. Once an animal is caught by the many smaller arms, the centre fungus emits an acidic substance that breaks down and softens the flesh of the prey. Small creatures are digested directly by the red fungi, while others are delivered to and sucked up through the creature’s elongated tongue. Any remaining hard parts are swallowed whole. A sting by these flowers result in great pain, and continues to do 1-4 four points of acidic damage for an additional 4-8 rounds. If necessary the Elor Than can use all four tentacles to bring down larger beasts and patiently work their flesh into a digestible ooze.  &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;POWERS/EFFECT&lt;/span&gt;&lt;span class="crline"&gt;-------------------------------&lt;/span&gt;&lt;br /&gt;&lt;span class="cr4"&gt;(See description)   &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;DESCRIPTION&lt;/span&gt;&lt;span class="crline"&gt;------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;span class="cr4"&gt;Rare and strange, the Elor Than can be seen walking slowly across fields covered by morning mist. Their legs moving soundlessly while their tentacles scour through the soggy grass. In such a way they gather the frogs, the fat worms, the slugs, and all other life forms drawn out by the damp. Sometimes seen striding through a course of water, they trap the fish with their deadly flowers, and then stop to unhurriedly consume them. Many have tried to pursue and track these creatures, but all return with the same story; They were there before us, and then they were suddenly gone. The Elor Than are said to travel – to journey through planes unknown. It is said that they leave for places where no man has ever been. Who knows? What is certain is that they usually appear in pairs. But there are some reports of “forests” of great legs suddenly moving through the fog. &lt;br /&gt;&lt;br /&gt;Standing more than twice the height of a man these giants are gentle, and avoid contact with most intelligent beings. They have been worshipped as deities by druidic orders, perhaps due to their breathtaking presence. When attacked the Elor Than usually run off and soon vanishes from all sense perception. However, should they stay and fight, they make a deadly opponent. &lt;br /&gt;&lt;br /&gt;These creatures are normally found far away from settlements and civilisation. They are smart and commune with eerie series of sounds – reminiscent of the hooting song of pigeons. Some scholars have spent their entire lives hunting and studying them, most in the hope of revealing and understanding their rumoured plane-travelling abilities. &lt;br /&gt;&lt;br /&gt;The big membranes on the head, back and joints of the Elor Than are extremely sensitive to sound, and pick up frequencies beyond the capacity of any normal ear. In reality they hear through several worlds at once, and can sometimes pick up the noises of the future, as well as the lingering waveforms of the past. No human has of yet managed to communicate with the strange Elor Than. That is a quest still to be completed. &lt;br /&gt;&lt;br /&gt;No young or small Elor Than have ever been spotted. But ancient tomes speak of “the giants among giants” – huge creatures towering far above the others, and “great hungry flowers” descending from the sky.    &lt;br /&gt; &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr5"&gt;© Copyright 2010 - Nicholas Cloister&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/2772924205087344386-8959408980683159944?l=rpg-creatures.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://rpg-creatures.blogspot.com/feeds/8959408980683159944/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://rpg-creatures.blogspot.com/2010/03/flowers-from-sky.html#comment-form' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/2772924205087344386/posts/default/8959408980683159944'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/2772924205087344386/posts/default/8959408980683159944'/><link rel='alternate' type='text/html' href='http://rpg-creatures.blogspot.com/2010/03/flowers-from-sky.html' title='Flowers from the sky'/><author><name>Nicholas Cloister</name><uri>http://www.blogger.com/profile/12248580372104422243</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-2772924205087344386.post-5620630675202216101</id><published>2010-03-18T11:46:00.009+01:00</published><updated>2010-03-18T12:18:22.171+01:00</updated><category scheme='http://www.blogger.com/atom/ns#' term='rhonx aibia'/><category scheme='http://www.blogger.com/atom/ns#' term='abyss'/><category scheme='http://www.blogger.com/atom/ns#' term='creature'/><category scheme='http://www.blogger.com/atom/ns#' term='monster'/><category scheme='http://www.blogger.com/atom/ns#' term='rpg'/><category scheme='http://www.blogger.com/atom/ns#' term='Demon'/><category scheme='http://www.blogger.com/atom/ns#' term='concept'/><category scheme='http://www.blogger.com/atom/ns#' term='beast'/><category scheme='http://www.blogger.com/atom/ns#' term='rpg creatures'/><title type='text'>How cold (sloppy) can you get?</title><content type='html'>Today I happened to erase this demonic blog entry by mistake and replace it with another one… it all got very confusing. So here it is again, but this time without the introductory writing, which is also gone. :(  &lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="cr1"&gt;≡RHONX AIBIA≡&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.cloister.se/bilder/Rhonx aibia 1a.jpg" target="_blank"&gt;&lt;img src="http://www.cloister.se/bilder/Rhonx aibia 1a.jpg" width="430" height="643"&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span class="crline"&gt;------&lt;/span&gt;&lt;span class="cr2"&gt;GENERAL&lt;/span&gt;&lt;span class="crline"&gt;-----------------------------------------&lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;CATEGORY: &lt;/strong&gt;&lt;span class="cr4"&gt;Demon (Ice) &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;TERRAIN: &lt;/strong&gt;&lt;span class="cr4"&gt;Frozen Abyss  &lt;/span&gt;&lt;br /&gt;&lt;strong class="cr3"&gt;FOOD: &lt;/strong&gt;&lt;span class="cr4"&gt;Carnivore&lt;/span&gt;&lt;br /&gt
