Showing posts with label bestiary. Show all posts
Showing posts with label bestiary. Show all posts

Thursday, August 11, 2011

Commencing the Faerie Genocide

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:

Greywulf's Lair
Quasar Dragon
Storie Di Ruolo (Italian)
Greifenklaue's Blog (German)
Barbarians of Lemuria (German)

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.

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.




≡SARRANATH≡




------GENERAL-----------------------------------------
CATEGORY: Mammal (magical)
TERRAIN: In or nearby great thickets and brushwood
FOOD: Carnivore
AGGRESSION: High
SIZE: 7 feet (210 cm) tall, without facial horns
NUMBERS: 1-2


------CHARACTERISTICS-----------------------------
STRENGTH: 24-30 (2-3)
AGILITY: 7-11 (8-12)
ENDURANCE: 15-20 (5-7)
INTELLIGENCE: 4-9
MENTAL RESILIENCE: 7-11
CHARM: 0
(If stats of a human ranges from 3 to 18)

SPEED: Running x 1 (Running x 0,4)
(Multiple is times human speed)

MAGIC POWER: 5-10
(Ranges from 0-100)

HIT POINTS: 25-29 (2-5)
(If a human commoner has about 11 hit points)


------PROTECTION-------------------------------------
AVERAGE: 3 (0)
HEAD: 4 (0)
BODY: 3 (0)

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.


------ATTACKS/DAMAGE---------------------------
1 FACIAL TUSKS ATTACK: 2-24 (1-3)
1 BITE: 1-4 (1)
2 CLAWS: 1-8 (1-2)
2 CLAWED HANDS: 1-6 (1)
(If a Long Sword causes 1-8 points of damage)

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.


------POWERS/EFFECT-------------------------------
DETECT INVISIBILITY: The Sarranath eyes have turned sharp and can perceive invisible things and creatures with the same clarity as the rest of the world.

SHRINK: 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.)


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

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.

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.

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.


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





© Copyright 2011 - Nicholas Cloister

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

Friday, July 29, 2011

Many-Mouthed Mollusc Merchants?

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.

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!



≡GHORD≡




------GENERAL-----------------------------------------
CATEGORY: Invertebrate
TERRAIN: Tropical and subtropical oceans
FOOD: Carnivore
AGGRESSION: Normal
SIZE: 10 feet (3 m) long / Shell is 7 feet (210 cm) tall
NUMBERS: 1


------CHARACTERISTICS-----------------------------
STRENGTH: 15-18
AGILITY: 9-12
ENDURANCE: 13-16
INTELLIGENCE: 2-4
MENTAL RESILIENCE: 5-7
CHARM: 1-2
(If stats of a human ranges from 3 to 18)

SPEED: Walking (on the bottom) x 1, Swimming x 2
(Multiple is times human speed)

MAGIC POWER: 0
(Ranges from 0-100)

HIT POINTS: 19-24
(If a human commoner has about 11 hit points)


------PROTECTION-------------------------------------
AVERAGE: 5
BODY: 10 (0 without shell)
LIMBS: 0
HEAD: 1
(If Full Plate Armour is 10)

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.


------ATTACKS/DAMAGE---------------------------
1 BITE: 2-5
6 LIMB-MOUTH BITES: 1-6 (+ possible stinging cells, see 'Powers')
(If a Long Sword causes 1-8 points of damage)

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.


------POWERS/EFFECT-------------------------------
STINGING CELLS: 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.


REFLECTIVE CLOUD: 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.


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

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”.

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.

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.

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.



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





© Copyright 2011 - Nicholas Cloister

Saturday, June 11, 2011

Meat museums of the glaciers

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?



≡CON'LAIH≡




------GENERAL-----------------------------------------
CATEGORY: Mammal
TERRAIN: Glaciers, polar ices, and deep snow regions
FOOD: Carnivore
AGGRESSION: Normal
SIZE: 5 feet (150 cm) tall
NUMBERS: 5-100


------CHARACTERISTICS-----------------------------
STRENGTH: 9-12
AGILITY: 13-16
ENDURANCE: 15-18
INTELLIGENCE: 3-7
MENTAL RESILIENCE: 3-8
CHARM: 2-4
(If stats of a human ranges from 3 to 18)

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

MAGIC POWER: 0
(Ranges from 0-100)

HIT POINTS: 10-15
(If a human commoner has about 11 hit points)


------PROTECTION-------------------------------------
AVERAGE: 3
BACK: 5
BELLY: 3
HEAD: 2
ARMS: 2
LEGS: 2
(If Full Plate Armour is 10)

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.


------ATTACKS/DAMAGE---------------------------
2 JAGGED CLAWS: 2-7
1 KICK: 1-8
(If a Long Sword causes 1-8 points of damage)

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.


------POWERS/EFFECT-------------------------------
ICE CONTROL: 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').



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

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.

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.

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.

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.

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





© Copyright 2011 - Nicholas Cloister

Friday, May 27, 2011

Possessed by Unholy Fire

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!!!



≡MYRACLION≡




------GENERAL-----------------------------------------
CATEGORY: Undead
TERRAIN: Catacombs and crypts
FOOD: Spirits and souls
AGGRESSION: High
SIZE: 13 feet (390 cm) long with tail
NUMBERS: 1


------CHARACTERISTICS-----------------------------
STRENGTH: 12-18
AGILITY: 12-18
ENDURANCE: - (see 'Powers')
INTELLIGENCE: 3-6
MENTAL RESILIENCE: 3-18
CHARM: 2-4
(If stats of a human ranges from 3 to 18)

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

MAGIC POWER: 3-18
(Ranges from 0-100)

HIT POINTS: 18-24
(If a human commoner has about 11 hit points)


------PROTECTION-------------------------------------
AVERAGE: 1
BODY: 2
BACK: 0
HEAD: 2
TAIL: 1
TENTACLES: 2
(If Full Plate Armour is 10)

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.


------ATTACKS/DAMAGE---------------------------
1 FLAMING TAIL: 1–6 (+ unholy flame, see 'Powers')
8-12 TENTACLES: 1–3 (+ unholy flame, see 'Powers')
(If a Long Sword causes 1-8 points of damage)

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.


------POWERS/EFFECT-------------------------------
UNHOLY FLAME: 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.

POSSESSION: 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.



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

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.

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.

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.

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.

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.





© Copyright 2011 - Nicholas Cloister

Wednesday, May 18, 2011

The Strength of a Beast

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.




≡NOTHNOCK≡




------GENERAL-----------------------------------------
CATEGORY: Mammal
TERRAIN: Mountains and highlands
FOOD: Omnivore
AGGRESSION: High
SIZE: 5’ 4” (160 cm)
NUMBERS: 1-10


------CHARACTERISTICS-----------------------------
STRENGTH: 25-30
AGILITY: 10-15
ENDURANCE: 18-22
INTELLIGENCE: 2
MENTAL RESILIENCE: 2-6
CHARM: 1-2
(If stats of a human ranges from 3 to 18)

SPEED: Running x 2, Climbing x 5
(Multiple is times human speed)

MAGIC POWER: 0
(Ranges from 0-100)

HIT POINTS: 25-30
(If a human commoner has about 11 hit points)


------PROTECTION-------------------------------------
AVERAGE: 3
BODY: 3
HEAD: 2
(If Full Plate Armour is 10)

The hide of the Nothnock is unusually thick and hardy, and the creature is extremely insensitive to pain.


------ATTACKS/DAMAGE---------------------------
2 CLAWS: 1–3
1 BITE or TUSK ATTACK: 1–6
(If a Long Sword causes 1-8 points of damage)

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.


------POWERS/EFFECT-------------------------------
MUSCULAR GROWTH VIRUS: 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.
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.



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

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.

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.

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.

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.

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.





© Copyright 2011 - Nicholas Cloister

Monday, April 4, 2011

The silent slaughters of the sea

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.
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. ; )

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...




≡CROMBHALA≡




------GENERAL-----------------------------------------
CATEGORY: Crustacean
TERRAIN: Salt water
FOOD: Carnivore
AGGRESSION: High
SIZE: 7 feet (210 cm) tall
NUMBERS: 1-12


------CHARACTERISTICS-----------------------------
STRENGTH: 17-23
AGILITY: 5-11
ENDURANCE: 15-21
INTELLIGENCE: 2-3
MENTAL RESILIENCE: 5-7
CHARM: 0
(If stats of a human ranges from 3 to 18)

SPEED: Running x 0,5 (In water x 2)
(Multiple is times human speed)

MAGIC POWER: 0
(Ranges from 0-100)

HIT POINTS: 25-30
(If a human commoner has about 11 hit points)


------PROTECTION-------------------------------------
AVERAGE: 7
BODY: 8
BELLY: 3
LEGS: 7
HEAD: 7
(If Full Plate Armour is 10)

The exoskeleton of the Crombhala is tough, and gives good protection. The belly is softer and vulnerable to spears and long swords.


------ATTACKS/DAMAGE---------------------------
1 BITE: 1–6
2 HOOKS: 1-8
(If a Long Sword makes a damage of 1-8)

Though equipped with four powerful legs, the Crombhala is too heavy to use these for kicking.


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

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.

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.

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”.

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.

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.





© Copyright 2011 - Nicholas Cloister

Sunday, March 20, 2011

Next gen mushrooms

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.

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.




≡MINGOSSI≡




------GENERAL-----------------------------------------
CATEGORY: Fungi
TERRAIN: Any moist region
FOOD: Carnivore
AGGRESSION: Low (until disturbed)
SIZE: 5-7 feet (150-210 cm) tall
NUMBERS: 1-10


------CHARACTERISTICS-----------------------------
STRENGTH: 15-25
AGILITY: 15-20
ENDURANCE: 3-6
INTELLIGENCE: 2
MENTAL RESILIENCE: 25
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: 12-25
(If a human commoner has about 11 hit points)


------PROTECTION-------------------------------------
AVERAGE: 0
BODY: 0
BACK: 5-15(fully or partially protected by rock)
HEAD: 0
LEGS: 0
TAIL: 0
TRUNK: 0
(If Full Plate Armour is 10)

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.


------ATTACKS/DAMAGE---------------------------
2 CLAWS: 1–3
1 TENTACLE TRUNK: 1-4
6 INJECTION PROJECTILES: 1-3 (+ spore infection, see 'Powers')
(If a Long Sword makes a damage of 1-8)

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.


------POWERS/EFFECT-------------------------------
SPORE INJECTION: 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.


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

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.

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.

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.

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.

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.

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.

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.




© Copyright 2011 - Nicholas Cloister

Thursday, March 10, 2011

Fashionable drug produced by reptiles

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.

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. ; )




≡CILLUHIN≡




------GENERAL-----------------------------------------
CATEGORY: Reptile
TERRAIN: Civilization
FOOD: Carnivore
AGGRESSION: Normal
SIZE: 3 feet (90 cm) tall
NUMBERS: 1-5


------CHARACTERISTICS-----------------------------
STRENGTH: 3-7
AGILITY: 12-14
ENDURANCE: 10-13
INTELLIGENCE: 2
MENTAL RESILIENCE: 2
CHARM: 2-5
(If stats of a human ranges from 3 to 18)

SPEED: Running x 1, Swimming x 1,3
(Multiple is times human speed)

MAGIC POWER: 0
(Ranges from 0-100)

HIT POINTS: 5-8
(If a human commoner has about 11 hit points)


------PROTECTION-------------------------------------
AVERAGE: 2
BODY: 2
HEAD: 3
LEGS: 2
TAIL: 1
(If Full Plate Armour is 10)

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.


------ATTACKS/DAMAGE---------------------------
2 CLAWS: 1–3
1 BITE: 1-4
2 HORNS: 1-2 (+ alkaloid effect, see 'Powers')
(If a Long Sword makes a damage of 1-8)

The Cilluhin is not a hostile creature but will use all means available to defend itself and its master.


------POWERS/EFFECT-------------------------------
ALKALOID SCALES: 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.
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.



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

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.

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.

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.

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.

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.




© Copyright 2011 - Nicholas Cloister

Friday, March 4, 2011

Two ghosts for the price of one

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.

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)




≡HON´GADDHA≡




------GENERAL-----------------------------------------
CATEGORY: Undead
TERRAIN: Deep Seas of Hell
FOOD: None/(Carnivore)
AGGRESSION: Extreme
SIZE: Corresponding human size.
NUMBERS: 1


------CHARACTERISTICS-----------------------------
STRENGTH: 5-20
AGILITY: 1-16
ENDURANCE: 6-36
INTELLIGENCE: 3-18
MENTAL RESILIENCE: 3-18
CHARM: 1-6
(If stats of a human ranges from 3 to 18)

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

MAGIC POWER: 0-100 (corresponds with power possessed in life)
(Ranges from 0-100)

HIT POINTS: 12-36
(If a human commoner has about 11 hit points)


------PROTECTION-------------------------------------
AVERAGE: 1
BODY: 1
(If Full Plate Armour is 10)

The slimy cold skin of the Hon'Gaddha give little protection, and is equally thick over its twisted body.)


------ATTACKS/DAMAGE---------------------------
4 CLAWS: 1 – 6
2 BITES: 1-4
1 TENTACLE: 2-8 points of electrical damage

(If a Long Sword makes a damage of 1-8)

The tentacle of the Hon'Gaddha is slow, but long enough to encircle assailants and strike from behind.


------POWERS/EFFECT-------------------------------
TOUCH OF HATRED: 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.

DANCE OF SILENCE: 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.


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

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.

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.

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.

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.

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.




© Copyright 2011 - Nicholas Cloister

Monday, February 28, 2011

Mating with style

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...




≡ELIJINN≡




------GENERAL-----------------------------------------
CATEGORY: Mammal
TERRAIN: Salt water
FOOD: Carnivore
AGGRESSION: Normal
SIZE: 13-15 feet long (4-4,5 m)
NUMBERS: 1- 4


------CHARACTERISTICS-----------------------------
STRENGTH: 26-32
AGILITY: 22-25
ENDURANCE: 22-25
INTELLIGENCE: 8-10
MENTAL RESILIENCE: 12-15
CHARM: 5-8
(If stats of a human ranges from 3 to 18)

SPEED: Swimming x 8
(Multiple is times human speed)

MAGIC POWER: 0
(Ranges from 0-100)

HIT POINTS: 28-36
(If a human commoner has about 11 hit points)


------PROTECTION-------------------------------------
AVERAGE: 2
BODY: 2
HEAD: 4
FRONT FINS: 3
FINS/MEMBRANES: 0
(If Full Plate Armour is 10)

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')


------ATTACKS/DAMAGE---------------------------
1 SPEAR TOOTH: 1 – 12
1 BITE: 2-6
(If a Long Sword makes a damage of 1-8)

The Elijinn hunts by piercing large prey with its spear-like protrusion, which is a tooth. Smaller fish are bitten and swallowed whole.


------POWERS/EFFECT-------------------------------
ALTER DENSITY: 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.


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

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.

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.

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.

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.




© Copyright 2011 - Nicholas Cloister