Showing posts with label Demon. Show all posts
Showing posts with label Demon. Show all posts

Friday, August 5, 2011

Blood Sugar Death Magik

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. ; )

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! Sweet dreams are made of these...



≡DARRATHA≡




------GENERAL-----------------------------------------
CATEGORY: Reptile (demonic)
TERRAIN: Mountains and caves (Any)
FOOD: Carnivore
AGGRESSION: High
SIZE: 3' 5" - 3' 7" (100-120 cm) tall
NUMBERS: 1-4


------CHARACTERISTICS-----------------------------
STRENGTH: 13-16
AGILITY: 8-10
ENDURANCE: 18-20
INTELLIGENCE: 2-4
MENTAL RESILIENCE: 7-8
CHARM: 0
(If stats of a human ranges from 3 to 18)

SPEED: Running (hopping) x 1, Swimming x 2
(Multiple is times human speed)

MAGIC POWER: 0
(Ranges from 0-100)

HIT POINTS: 14-17
(If a human commoner has about 11 hit points)


------PROTECTION-------------------------------------
AVERAGE: 5
BACK: 11 (0 without shell)
BELLY: 3
HEAD: 6
FRONT LEGS: 5
BACK LEGS: 3
(If Full Plate Armour is 10)

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.


------ATTACKS/DAMAGE---------------------------
1 BITE: 2-5
2 FRONT CLAWS: 2-4
(If a Long Sword causes 1-8 points of damage)

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.


------POWERS/EFFECT-------------------------------
CALLING THE BLOOD: 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.


------DESCRIPTION------------------------------------
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.

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.

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.

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.

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.

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.



(Check out more creatures in the 'Creature Archive' menu to the left.)





© Copyright 2011 - Nicholas Cloister

Wednesday, December 8, 2010

Original creature concepts

One of the real challenges with inventing a new creature is the desire to do something different. The more different you make it the less creature-like and believable it turns. There is a balance of sorts between 'original' and 'working'. Also, in an rpg context, the design must serve some kind of use or interest to the plot, and preferably deliver 'that' special mood.

While I find some really weird creatures absolutely amazing (like the many strange life-forms you find in a coral reef), there are only a few of those that would serve to make a story more interesting, and even fewer that can pose as some kind of action, or suspense element in a fantasy adventure. It seems I always end up drawing creatures that I enjoy, and if they are all that different or all that special, obviously doesn't hold that much priority to me. Perhaps it should? This next creature is something that reminds me of a great number of traditional fantasy beasts and beings, but for some reason, it wanted to see the light of day anyway.

Here is something I put together on YouTube, that you might want to look at, in 1080p: LINK

Finally, many thanks to all those who mentioned this blog in emails, twitts, facebook updates, forums etc. Keep it up, and I'll keep the creatures coming.

Now let us welcome, without prejudice, directly from the dark depths; The Holath-Uhr!
..and perhaps I'll manage to strike a more original chord in the future.



≡HOLATH-UHR≡




------GENERAL-----------------------------------------
CATEGORY: Demon (Orc)
TERRAIN: The Abyss
FOOD: Carnivore
AGGRESSION: Extreme
SIZE: 6-7 feet tall (180-210 cm) when completely upright
NUMBERS: 1 to hundreds


------CHARACTERISTICS-----------------------------
STRENGTH: 16-24
AGILITY: 3-13
ENDURANCE: 14-20
INTELLIGENCE: 3-10
MENTAL RESILIENCE: 4-16
CHARM: 1-5
(If stats of a human ranges from 3 to 18)

SPEED: Running x 1, Flying (eagle x 0,5)
(Multiple is times human speed)

MAGIC POWER: 0
(Ranges from 0-100)

HIT POINTS: 16-26
(If a human commoner has about 11 hit points)


------PROTECTION-------------------------------------
AVERAGE: 3
HEAD: 2
BODY: 3
LOWER ARMS: 5
UPPER ARMS: 2
LEGS: 2
WINGS: 3
(If Full Plate Armour is 10)

The Holath-Uhr is partly scaled and horned. The rest is covered in a sinewy and tough skin. These creatures' reaction to pain and injury is not one of screaming. They seem to accept it as an inevitable part of their every day reality – a minor nuisance, and a slight distraction at most.


------ATTACKS/DAMAGE---------------------------
1 BITE: 1-4
2 CLAWED FISTS: 1-5
2 KICKS: 2-6
(If a Long Sword makes a damage of 1-8)

The Holaths primarily make use of sharp and heinous blades forged in the chasms and pits they inhabit, but shy no means of killing.


------POWERS/EFFECT-------------------------------
UNHOLY WORDS: In combat the Holaths utter unholy phrases and ancient words of power to dismantle the morale of the enemy. These words seem to flow out naturally from their throats in warfare and give power and strength to their attacks. All within the range of hearing suffers a -2 penalty to all rolls unless a mental resilience test is passed. This effect lasts for the remainder of the encounter. The Holaths, and all evil forces aligned to them, gain a +2 benefit on all attacks. Clerics may neutralize these dark chantings with loud prayer and blessings.

ANCIENT LUSTRE: Something in the dark second birth of the Holaths (see description) brought about a mysterious glow and a mesmerizing lustre to their presence. The evil and violent nature of these creatures is uncompromising and direct. Together these attributes convey an otherworldly presence. Like fallen angels, still empowered by the charisma of Heaven, the Holath-Uhr are formidable to all but the strongest of wills. Standing in their way is a testimony to the character and morale of any man or woman.
In the presence of Holaths all beings must make a test of their morale or mental resilience to stay opposed to them. A failure may result in passivity or conflict of mind, while a disastrous roll will make the witness draw back in submission, or even fall face down in worship.


------DESCRIPTION------------------------------------
In very old orc records one can find entries about the Holath. They are described in a double-edged manner, portrayed mainly as strong, heroic and idealized as chief among all orcs. On the other hand they are “those without being”, “the passionless ones”, and “the pathless spears”. In one chronicle the following passage takes us to the point: “The Holath had no sense of fear, law, or limit. In winter they pierced far and deep into the realms beneath the mountains. There they blended with the reptiles of myth and joined with them in unlawful and boundless manners. As they returned and faced again the starlit lands, they were strangers to the orcs that beheld them. Winged and furious they would hear no command and hold to no oath. They had become the Uhr, and the orcs abandoned them. We faced their hatred. We conquered them. We cursed them, and bound them to the space-less depths of their unwholesome rebirth.”

Scholars now categorize the Holaths as Demons, and place them with other unearthly life-forms of the Underworld. Their minds have gone beyond logic and they act with the pure malevolence and senseless hunger of the Abyss.

At times desperate orc clans summon them to their service, but the power of the Holath-Uhr is almost impossible to control. A break-through into the material plane of existence, is bound to result in chaos unleashed, and the mountains teeming with the unfettered powers of the deep.

Winged, the Holath can fly, but in a crude and clumsy manner. They cannot stay aloft for more than a minute or two, but long enough to crash down upon their enemies from above. They make no use of clothes, armour or decoration, but may carry items of power in the form of bracelets, girdles, rings etc. They normally wield dark weapons but lacking arms will not stop them from attacking.

In all, they are set on killing, eating, and to further their power, and will use whatever means they can to achieve it. Patience, and negotiations are not included. In the world of the Holath-Uhr, there is no such thing as the long way around. They serve no one, unless physically restrained and forced about. There is no fear, and nothing beneath the moon is holy or forbidden.

The Holath naturally team up and wreak havoc in joined forces. No leader seems to be needed, but a shared interest in destruction, and the dominion of their demonic species, takes them ever onward. Outside of the Abyss, they can live for 100 years.



© Copyright 2010 - Nicholas Cloister

Sunday, September 5, 2010

Spinal infection causes tail growth.

As I had finished this creature I spotted a creepy trend. This is hardly the first of my inventions to suffer a major mental split – a dreadful power in control of the creature's physical body and/or mind. Perhaps I should take a closer look at myself? Or maybe it symbolises the disturbing nature of mankind in general. All who have taken a fearless and honest look at themselves will probably see what I'm talking about.

In any case, I promise a couple of less insane creatures following this one. Here is the Ghondaar! I hope you enjoy it.

And by the way; I'm really quite a nice guy... I hope... (Psycho theme playing..) ;-)




≡GHONDAAR≡




------GENERAL-----------------------------------------
CATEGORY: Demonic reptile
TERRAIN: Mountains (Any)
FOOD: Carnivore
AGGRESSION: High
SIZE: 7 feet (210 cm) long (without snakes)
NUMBERS: 1


------CHARACTERISTICS-----------------------------
STRENGTH: 18-22
AGILITY: 15-17
ENDURANCE: 15-22
INTELLIGENCE: 1-3
MENTAL RESILIENCE: 0-2 (snakes: 18)
CHARM: 0
(If stats of a human ranges from 3 to 18)

SPEED: Running x 2 Swimming x 1
(Multiple is times human speed)

MAGIC POWER: 0
(Ranges from 0-100)

HIT POINTS: 18-25
(If a human commoner has about 11 hit points)


------PROTECTION-------------------------------------
AVERAGE: 5
BACK: 7
BELLY: 3
HEAD: 5
LIMBS: 4
SNAKES: 3
(If Full Plate Armour is 10)

The Ghondaar skin is like that of a big reptile - durable, with leathery surfaces enforced in places by hard bone.


------ATTACKS/DAMAGE---------------------------
1 BITE: 2-4
2 CLAWS: 1-6
2 HIND CLAWS: 1-8
2-6 SNAKE BITES: 1-2 (+ demonic pain – see 'Powers')
(If a Long Sword makes a damage of 1-8)

The Ghondaar typically attacks with all force, but never with its hind and front claws simultaneously.


------POWERS/EFFECT-------------------------------
DEMONIC PAIN: When the Ghondaar snakes bite down into flesh they infect it with demonic pain. The memories of abysmal torment and suffering is infused as physical reality into the victim's nervous system. There it spreads through the body and causes 1-4 points of damage for 1-4 rounds after the attack. A successful roll against mental resilience is necessary. If failed the pain will cause 30% minus to all rolls for the duration of the pain.

VENOMOUS TRAIL: The breath of the snakes is venomous and leaves a shimmering green trail of smoke behind the Ghondaar. In tight places, like tunnels or very dense woods, the smoke lingers for up to 20 minutes. Breathing in such areas is highly dangerous. A saving throw against poison (or endurance) must be cleared, to avoid dizziness, running eyes, and 1-2 points of physical damage per round.

INNER DARKNESS: The demonic snakes can cause an inner darkness to torment intelligent beings by simply gazing at them. If a mental resilience roll is failed the victim will suffer from an overbearing mental darkness, that reduces all rolls by 20-80%. Horrid visions might occur, and morale is generally weakened.

SPINAL POSSESSION: If any of the snakes manage to bite down into the neck, or on any other place along the spine, they have a fair chance of possessing the entire vertebral column. The victim will feel as if a dark serpent has come alive in the place of the backbone, and will act accordingly. This may result in a crazed dance, rolling around screaming on the ground, or plain out madness. To avoid such humiliating actions a hard mental resilience roll must be passed. The possession lasts for 2-10 rounds. If the Ghondaar snakes survive, the victim may suffer reoccurring episodes of possession randomly for several years. An exorcism might be in order. If no spiritual treatment is undertaken within a year, there is a chance of 1-4 actual snakes growing out from the location of the bite.


------DESCRIPTION------------------------------------
The Ghondaar is a pitiful and terrible creature. Possessed from birth by a number of snake demons, that grows out from the back end of its spine, the Ghondaar is eternally tormented. Forced to kill for, and to feed the demons, the creature roams through the world in a constant search for fresh meat. The snakes bite and plague the Ghondaar into obedience – lashing it on in its hellish hunt.

The fully grown Ghondaar has completely surrendered, and thus become one with its masters. As the snakes fight each other for a piece of the next meal, the Ghondaar opens its mouth to let the strongest one in. There, inside its tainted belly, a process of serpentine magic transforms the swallowed meat into dark energy, which keeps the demons alive and powerful.

Over the ages the Ghondaar has developed a thorny shield, and a double nasal spike to protect itself from the hungry serpents. This however, offer little protection in the long run, but serves mainly to keep the Ghondaar alive. The fangs of the snakes are short but their power unholy, and the pain they cause is pure and persistent.

I want a pet, said the son of the Devil High Lord, and the Dark Power bestowed upon him the Ghondaar of the mountains – a fierce and appropriate gift to please his son. As the creature escaped and fled heedlessly through the corridors of Hell, the son of the High Lord sent out his other pets to retrieve it. As the Snake found it, it bit down upon its short tail and cursed it with eternal possession. Wild and furious, the Ghondaar escaped again, and found its way out of the lower realms. Alas, a creature transformed, it would carry Hell with it – for all times, and for every generation to come.

The Ghondaar still prefers mountainous areas, but will go anywhere to please the hunger of its masters. Sleeping hidden, in caverns or in dark places, the beast will regain its strength, but the demons never rest. All Ghondaar travel alone. The snakes do not stand the demons of another Ghondaar. Mating takes place quickly, and sometimes result in the death of one of the Ghondaar.

When a youthful Ghondaar is freed of its demonic masters (through decapitation of the snakes, for example) it immediately stops fighting and runs off in a random direction. At times such Ghondaars have returned to their “saviors” after some time, to stay with them, and to gratefully serve them for the remainder of their days. The mature Ghondaar will simply go into hiding and die slowly from lack of will and starvation.

Unless killed by its demonic tails, the Ghondaar can become 300 years old. With age the snakes grow longer, and may end up three times as long as their host. They keep aloft through dark magic, and move around in air as if it was water. They also kill and hunt what they reach, and can live on for weeks even if the main Ghondaar is killed. However, to keep strong and retain their wicked powers, they rely on the meat; processed and altered in the perverted Ghondaar belly.

From birth, two to six snakes infest the spine of the creature



© Copyright 2010 - Nicholas Cloister

Thursday, March 18, 2010

How cold (sloppy) can you get?

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. :(



≡RHONX AIBIA≡




------GENERAL-----------------------------------------
CATEGORY: Demon (Ice)
TERRAIN: Frozen Abyss
FOOD: Carnivore
AGGRESSION: Extreme
SIZE: 12 feet (365 cm) when hulking
NUMBERS: 1 to numerous


------CHARACTERISTICS-----------------------------
STRENGTH: 50-60
AGILITY: 20-30
ENDURANCE: 20-30
INTELLIGENCE: 6-10
MENTAL RESILIENCE: 6-10
CHARM: 0
(If stats of a human ranges from 3 to 18)

SPEED: Running x 4, Swimming x 3
(Multiple is times human speed)

MAGIC POWER: 0
(Ranges from 0-100)

HIT POINTS: 40-60
(If a human commoner has about 11 hit points)


------PROTECTION-------------------------------------
AVERAGE: 8
HEAD: 10
UPPER LEGS: 9
LOWER LEGS: 4
CLAWS: 9
FRONT ARMS: 9
BACK "VENTING" ARMS: 4
CHEST: 8
BACK: 12
(If Full Plate Armour is 10)

The unnatural and fierce inner cold of the Aibia demon spreads out through its hard body. Any non-magical weapon touching this immense cold face a 50% chance of instantly shattering. All others (including most magical weapons) will inflict 3-6 points of cold damage to the wielder. Gauntlets (not metal ones) and thick gloves can reduce the damage. The material of the weapon handle can also influence this. Note that wounding the Rhonx Aibia with cutting or piercing weapons may result in a burst of liquid ice (its blood). Such a burst may hit home and is to be treated like a vent shower (see 'Attacks'). Magical fires cause half of the usual damage to the demon.


------ATTACKS/DAMAGE---------------------------
1 BITE: 2-6 (+ 10-20 of ice damage)
2 CLAWS: 2-12 (+ 5-10 of ice damage)
2 POURING VENT SHOWERS: 20-30 of ice damage
2 CLAWED KICKS: 4-14
(If a Long Sword makes a damage of 1-8)

The Rhonx Aibia is a killing machine. The liquid cold of its interior is death to ordinary life forms. Before attacking it “dips” its scissor-like claws in liquid ice from the vents, and wielding these it destroys most in its way. When necessary it emits liquid ice in arc-like showers from the vents, effectively freezing, and killing most that it makes contact with. It can bite with some liquid bursting through its mouth, and the hind leg of this demon makes a horse’s kick look frail. The showers spread out 10-30 feet in a 180 arc before the demon. A tough agility/dexterity test must be passed in order to avoid it.


------POWERS/EFFECT-------------------------------
MARK OF ICE: When threatened the Aibia makes use of a trap to protect itself and its territory. By letting go of a part of its inner cold (its life energy) it can leave a mark of never melting liquid ice. This matter (usually applied as a round pool) will make the air and the surrounding ground cold and freezing. Stepping in such a mark will shatter the leg of the unlucky one, as well as causing 20-30 points of damage. Passing swiftly above it (up to three meters above) will cause 1-10 points of damage. Magical protections against cold can decrease the damage. The demon does its best to hide the mark, and place it where its enemies must pass. The place of a mark will remain in effect forever. Only the most magical fires can undo them. The surrounding area up to 1 mile (1,6 kilometres) away will turn noticeably colder for as long as the mark remains. The demon can produce 5 marks in a day. When making a mark it will loose its power to vent liquid cold as showers for an hour.

KISS OF THE FROZEN ABYSS: When desirable, enemies not instantly dying when trapped in the claws of the Aibia, may be temporarily spared and turned into allies. One of the vents is then applied to cover the victim’s face and inject a great amount of liquid ice into brain and body. This quick “freeze-down” will make the chosen body subject to the warped ice and turned instantly into a thrall of its frozen rule. The demon and the victim are made into one, and the fury of the Abyss will reign in them both alike. This transformation will last only for ten to twenty minutes. The victim then dies. For this to succeed the enemy must be held for two rounds. Use your game’s rules for holding/grappling etc.

AURA OF COLD: The Rhonx Aibia carries a constant aura of cold around it. All within 20 yards (18 meters) suffers 2 points of cold damage every round, unless protected properly by magic. Heat will not help against the aura. This is not a normal cold but something beyond it, rebellious and untied from the natural counterbalance of fire and ice. The only way of extinguishing this cold is to kill the demon. Preferably through crushing its bones, or through magical damage – bleeding it is far too dangerous.


------DESCRIPTION------------------------------------
It is said that the lesser deities looked with horror upon the Abyss when it was first created. To end the horror some of them ventured there, into the pits where chaos was lord supreme. There the minor gods gathered their powers and laid a binding cold upon the deeper levels. Frozen into a state of petrification, the life-forms of the Abyss went into slumber, but chaos soon stirred again. The underworld of ice was shattered and the bondage destroyed. Still these parts of the Abyss remain in a cold warped by evil. The cold did not lessen, but was turned colder still, into an unnatural state where the ice liquefied, not into water, but into actual floating ice. This perverted and evil cold – a creation of malevolence untold – was a triumph of chaos. When the demons awoke they had a new kind of energy.

No longer did spending energy cause heat, but cold in the form of liquid ice. When eating, cold was generated inside the demons. Not a regular cold that would have their hearts stop, but a new and distorted cold that brought vigour to demonic flesh. Everything was turned upside down. The abysmal cold was now part of the demons, and in time it became their very essence. There is now little difference between the living cold and the demons themselves. The life forms in these parts of the Abyss were changed forever, and their realms made colder than any other part of the universe.

When a demon from this underworld is summoned or escapes, it brings the warped Abyss inside of it. No longer the mere absence of warmth and energy, but a power in its own right, it cannot be destroyed by natural heat or fire. Inside of it is a sun of liquid cold, strengthened further by consumption of any life or edible matter. The surplus cold thus generated, isn’t let out into the air, but concentrated and vented through special outlets in the body. The entire creature is colder than any other thing alive, but it moves with the power and agility of a predator unleashed, leaving the mark of utter cold in its path.

The Rhonx Aibia is such a demon, and one of the lesser powers from the Abyssian Ice. Still a formidable power it will slay most other creatures without effort. The authority of its cold is so vast it will move unhindered through armies, unless they’re strengthened by magical power. It doesn’t think much, except for short-term scheming on how to gain more energy. It moves and eats, that is about it. Like other beasts it will brand its territory with marks of ice, and usually sees no reason to limit it. It will roam, slaughter and consume all living things until blocked or killed by greater powers. When venting liquid ice in the natural world, the demonic fluid soon freezes, to be melted slowly away if the temperature is high. But inside the Aibia it remains constantly liquid and glows with cold energy. The dark creature can choose to let go of parts of it icy soul, and does so when its territory is threatened. (See ‘Powers’ – Mark of Ice).

The Rhonx Aibia are immortal unless slain. They obey no command if not severely wounded and helpless, or if bound by strong magic. In their home world of the icy Abyss they are numerous and pushed around by Greater Demons, but in the world of men they are a fierce and terrible power. They move over land and through water and fire unhindered. They cannot fly, but leap over two story buildings with ease.



© Copyright 2010 - Nicholas Cloister