Showing posts with label concept. Show all posts
Showing posts with label concept. Show all posts

Tuesday, June 28, 2011

Extinct reptile cheats death

Before you read any further, please quickly answer the simple poll to the left.

I'd like to get a better image of the visitors to this blog, and how it is currently being used. Have you answered that poll yet? ; )

If you have, you may continue with intact conscience and expand your dreams with the once beautiful Enjirachs, and ponder how to expose your players (if you have any) to their unforgotten urge of revenge. Before I leave you with their hooks and teeth I'd like to humbly remind you of the poll to the left... and say that if you think of purple as a girly colour, you may now reconsider your disposition. Purple is the colour of the Sahasrara (crown chakra) and is, in some traditions, understood as the gateway to sexless, non-dual Eternity. As any Enjirach would tell you; Death is not the end.



≡ENJIRACH≡




------GENERAL-----------------------------------------
CATEGORY: Undead
TERRAIN: Ruins and caves
FOOD: (Carnivore)
AGGRESSION: Very high
SIZE: 8 feet (240 cm) tall
NUMBERS: 1


------CHARACTERISTICS-----------------------------
STRENGTH: 21-27
AGILITY: 10-15
ENDURANCE: 22-25
INTELLIGENCE: 3-4
MENTAL RESILIENCE: 7-11
CHARM: 0
(If stats of a human ranges from 3 to 18)

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

MAGIC POWER: 0
(Ranges from 0-100)

HIT POINTS: 27-33
(If a human commoner has about 11 hit points)


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

The Enjirachs have no no skin or natural armour left to speak of. The rare specimens with richer patches of feathers left, may keep 1-2 points of protection on certain parts of their bodies.
The bones of the creatures are unusually hard, and can stand quite a substantial amount of damage before breaking apart.



------ATTACKS/DAMAGE---------------------------
1 BITE: 1-10
2 HOOK CLAWS: 1-12
2 CLAWED KICKS: 1-8
(If a Long Sword causes 1-8 points of damage)

Though dead, the force of the Enjirachs' natural weapons have kept their former strength, and are used with great skill and ferocity. The magical life-force of the creatures moves their skeletons as if invisible muscles were still surrounding their ancient bones.


------POWERS/EFFECT-------------------------------
FEATHERS OF LIFE: The main life-force of the Enjirach was not located in the heart or the brain, but rather in its legendary feathers. Touching a single feather of the Enjirach reptile will restore several hit points and heal minor wounds, with no scarring. A night in a full bed of them can restore a two day dead person to life, with no observable traces of death. If the corpse is older still, minor brain damage, or more severe zombie-like side effects are probable. Torn off the Enjirach, the feathers fade after 10-20 healing touches, or 2-3 times of full resurrection. They then lose colour as well as their power to heal. If untouched by injured beings the magical feathers will last forever, and are easily preservable. Naturally, they are extremely rare.

The undead reptiles can heal themselves (or others if so inclined) by simply caressing themselves with their remaining feathers. The skeletal structures of bones will become whole again as long as they are held together and not completely crushed. 2-6 hit points are restored automatically each round as long as some feathers are still attached to the Enjirach. When the hit points of the creatures reach zero they are considered damaged enough to go still. However, if not properly destroyed, or stripped of feathers, the beasts may rise again the next day.



------DESCRIPTION------------------------------------
Once great feathered reptiles walked the lands. Purple and proud, their plumes played in the wind - a spectacular impression of beauty on the green prairies where they hunted. It is said the grazers were drawn to these displays of colour, like moths to light, and that the Enjirachs could feed with little exertion, as they took down the enchanted prey with hooks and jaws of dreadful power.

Men had killed these creatures for the beauty of their feathers alone, but when they learned of their life-giving power, the fate of the Enjirachs was sealed. In less than a century the last living Enjirach was slain and stripped of its purple treasure. Despite the value of the Enjirach feathers, some creatures were sloppily plucked. When the sacks were full, the hunters cared little for the last remaining feathers. Why spend the strength it took to rip these out of the bone, when they had all the gold they would ever need anyway? Also, some creatures managed to escape. When considered dead, the bird-like reptiles simply rose half stripped in the night and ate their sleepy captors.

The remaining Enjirachs cannot naturally die. What few feathers they retain keep them alive, but are not enough to restore them to a life of breathing. A long time ago their flesh fled their bones, and cold blood dripped out of dissolving veins. Flies and worms took care of the sinews and left-overs while their hardy skeletons stayed erect and mobile, enforced and animated by the magical power of the feathers.

Thus they hide, ashamed to display themselves in the open air. Lurking in places where a glimpse of sunlight is still available, they welcome all chances to take down the two-legged creatures that caused their living death. Patiently they harness their wrath, intelligent enough to know with certainty, that in time, people will enter their hide-outs, for shelter or curiosity, often in small groups, easily slain and devoured. Yes, eaten, not for the sake of nutrition, but for a taste of the old days, and for the humiliation of those still watching.

A few terrible stories however, speak of Enjirachs still surprisingly rich in plumes, which by stroking their kills with their remaining feathers, restores them to life only to slay them again. In such a way they keep them imprisoned in a limbo of pain, re-enacting their retribution until there is nothing left of the body to revive.


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





© Copyright 2011 - Nicholas Cloister

Thursday, April 14, 2011

The Magic of Macramé Mastery

There you go, another form given life... in some sense.
As you can see I have also made some changes to the general appearance of the blog here. It is not ultimate, in any way, but I thought it was time for the classical 'new wrapping' that most products go through as a mandatory part of any marketing strategy. In a world where all things change fast, people get bored very easily... so perhaps an aestethical shift once a year or so is in order.

I have also made a little flash-application to make the 'Creature Archive' more user-friendly. The many strange names of these creatures are hard to remember, and say very little unless you actually get to know the critters. I hope the application work as intended on all browsers, but if you have problems with it please report them to me.

The google 'Follow'-widget seems to have problems loading, ever so often. I don't know if that is the case everywhere, or if it is due to my disturbing of the initial code of the blog. In any case, here is the Jhorlar now. I hope you like it.




≡JHORLAR≡




------GENERAL-----------------------------------------
CATEGORY: Two-legged Mammal
TERRAIN: Forests
FOOD: Omnivore
AGGRESSION: Normal
SIZE: 5 feet (150 cm) tall without crest
NUMBERS: 1-3


------CHARACTERISTICS-----------------------------
STRENGTH: 7-13
AGILITY: 5-14
ENDURANCE: 7-18
INTELLIGENCE: 5-14
MENTAL RESILIENCE: 7-14
CHARM: 3-9
(If stats of a human ranges from 3 to 18)

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

MAGIC POWER: 5-20
(Ranges from 0-100)

HIT POINTS: 5-18
(If a human commoner has about 11 hit points)


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

The skin of the Jhorlars, which ranges from muddy green to clay red, is thick and provides some protection from the sticky branches, insects, and the general hardships of forest life.


------ATTACKS/DAMAGE-----------------------------
2 FISTS: 1–3
(If a Long Sword causes 1-8 points of damage)

Though able to throw an awkward punch, the Jhorlars trust mainly to magic for protection. They are tough and resilient creatures but have virtually no means of physical combat.


------POWERS/EFFECT--------------------------------
MACRAMÉ MAGIC: Though this skill is passed down from parent to child, it is so central to the life of the Jhorlars, that all adults master it. Through complex and intricate series of knots, made of straw, leaves, and vines, the Jhorlars access the force of magic, and control it with their craftsmanship. By releasing single knots, making new ones, or breaking the straws of these structures, they are able to wield strange powers. Typically these are spells of concealment, and distraction, used for the protection of their lives and homes, but these macramé works of the forest undergrowth, may be used to invoke or conjure magic or true power. Some of the elder Jhorlars know the ways of this mystery well. Long structures, or webs of macramé work, may be hanged from the trees or bushes, to make spells affect larger areas. Smaller series of knots may be shaped into figures for voodoo-like powers, or tied into strange symbols and used as amulets. Bizarre masks or robes may be produced, to affect the abilities or psyche of wearer. Though all Jhorlars are proficient with the knot-work, the strength and width of their magic skills vary. (The exact spells and kinds of magic available to any Jhorlar is up to the Game Master.)

ATTRACT INSECTS: In the tunnels beneath the huts of the Jhorlars, are chambers, where the creatures store up grass and leaves of various kinds. Here they slowly decompose before they are mixed together with yeasts and consumed. Inside the Jhorlar body these mixtures produce a luminous and radiant gas that gather in the nose and tail ends of the creature. As the Jhorlar moves its tail along the ground, or rubs the underside of its nose against the bark of trees, insects are lured to the surface. These constitute the primary source of food for the Jhorlars. Normally, with a careful caressing of the ground, the tails glow weakly, and cause myriads of insects to surface. When agitated, or in real danger, the Jhorlars can enhance the power of the glow, by more violent movements. The radiation then goes deeper, and the larger and more dangerous bugs of the earth may be summoned to the surface. The Jhorlars can't control these, but will not be harmed by the insects, which take an instant liking to their glow. Any threats to the radiant creature, is likely to be treated as hostile.


------DESCRIPTION------------------------------------
Like strange lizard-like gnomes, the Johrlars move through the woods with their hands in constant contact with the ground. Their fingers work nimbly through the moss, grass, and leaves of the forest floor, to feel out the kind and energy of the undergrowth. They seek out plants for the production of luminous gas, and the materials from which to create their mysterious knot-work (see 'Powers')

The size of their crests reveal their age, and if their tails or noses glow red, one can see that they are hunting. They live alone or in small families. Couples never keep more than a single child at once, but the Johrlars live for 200 years, so as one child leaves home, birth can be given to another. They live in huts of grass or moss, and beneath these are extensive cellars. Most Jhorlars are peaceful and quiet creatures, but can be over-protective, and resort to needless force, when frightened. Few have been known to turn greedy, but in rare cases ambition have made individuals leave their homes to pursue interests of power in the wider world.

Though the creatures move slowly, their fingers are fast and dexterous. They smell like dry old earth, and speak with series of grunts parted by fairly long pauses. The creatures use no written languages, and no other race has ever learned their macramé magic. Their language is still a mystery to the sages, and the creatures are truly hard to find. They tend to live in places where the woods are dark and secret, but longer excursions are frequently made to gather plants in the larger forest.

There seems to be very little communication between Jhorlar families, and no tribes have ever been spotted. Ancient stories mention large woods completely covered by labyrinthine weaves, even towers, of macramé structures, but no such phenomena have been witnessed for ages.

The large crests of the Jhorlars have no other known function but to attract a partner. The creatures cannot swim. They lose this ability at the age of three, when their legs and arms grow longer, and their two tails fatten. The initial lizard-like appearance of their young, then becomes a more up-right figure, whose dark eyes start glimmering with the intellect of larger brain mammals.





© Copyright 2011 - Nicholas Cloister

Thursday, February 3, 2011

Tentacles wherever you turn!

Some people love them, some don't. I guess it is pretty easy to throw in some tentacles, rather than properly designed arms and legs. It gives a creepy feel and it looks alien, sort of. I guess I can't do more tentacle creatures in a while, after this one, but as this witch took form, I couldn't help but finishing the idea. There is something with the look of her, and all those snaky shapes that I find attractive, in that dark strange fashion that only heavy metal fans and horror addicts understand... yes, and some RPG-players of course. ; )

I know some people though, who only like draconian reptiles, lion-like predators, and rhino-looking beasts of power. As soon as birds, fish, or amphibians sneak into the picture it turns too creepy or weird for them. For me, these stranger shapes, like the monsters of Hieronymus Bosch, hold an aesthetic mystery that I still find alluring.

Rather sparingly coloured, this image also reminds me of that iconic piece of troll-like enchantment, called 'Tuvstarr', by the Swedish artist John Bauer. LINK
I'm not sure the general crowd here is familiar with his work, but it may very well happen that I was unconsciously inspired by him, as I made this dark reflection of a far more putrid character.
- “Build a bridge out of her!”



≡CHAERIM WITCH≡




------GENERAL-----------------------------------------
CATEGORY: Dark Faerie
TERRAIN: Marshes and swamps
FOOD: Omnivore
AGGRESSION: High
SIZE: 6 feet tall (180 cm)
NUMBERS: 1


------CHARACTERISTICS-----------------------------
STRENGTH: 16-18
AGILITY: 12-14
ENDURANCE: 11-13
INTELLIGENCE: 16-18
MENTAL RESILIENCE: 13-18
CHARM: 2-8
(If stats of a human ranges from 3 to 18)

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

MAGIC POWER: 15 - 35
(Ranges from 0-100)

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


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

The Chaerim Witch is naked and not very well protected. She relies on her many tentacles and foul magic to keep her body free from harm. The Witch can lose all of her tentacles without damage to her vital organs, and can only be slain through attacks directed towards her main body.


------ATTACKS/DAMAGE---------------------------
10 - 20 TENTACLE LASHES: 2 – 8
(If a Long Sword makes a damage of 1-8)

The many tentacles of the Chaerim can also be used for grappling and squeezing. If caught (normal successful Chaerim attack roll) a victim will suffer 2-8 points of constriction damage every following round (unyielding armour like metal offer protection), which can break ribs and damage internal organs. The victim may free himself through a normal attack to the tentacle (unless weapon arms are trapped), or a saving throw based on strength. If several tentacles are holding the same victim the Witch may chose to tear her enemies apart, and produce 3-12 points of damage per round that way. If hit by 4 or more points of damage in a single round, a tentacle will let go. (If desired, they can be handled as separate entities, all with 6-8 hit points each.)


------POWERS/EFFECT-------------------------------
REPULSIVE STENCH: The Chaerim smell awfully, but they also have the power to wilfully strengthen this stench, and bring it into abominable levels. The perfume of all once crawling, now rotting forms of life, of the mires and bogs of the world, are summoned forth like a sickening musk, through the Witch's filthy glands. The stench spreads quickly and fills an area of 40 x 40 yards (36 x 36 m) within two rounds. This contamination last for twenty rounds and may be summoned once per day. All within the zone of repulsive stench must succeed with continuous saving throws (mental resilience) or instantly run away. If hindered from escaping into the salvation of fresh air the victim will faint. Three successful rolls in a row will make the victim immune, for a while. Holding one's breath will help.

FORCE LYCANTHROPE: The Chaerim Witch likes to keep lycanthropes as company. At the encounter of a lycanthrope, which the Witch recognizes by smell, she will try to force it into service. Through a number of spells and specially designed items of silver, she commonly manages to win them over. If not, she will try any devious means available to her. At any time the Chaerim can force a lycanthrope transformation. The 'were' state lasts until the following morning and can be induced by the Witch any number of days in a row, fully independent of the lunar cycle. The lycanthrope need not be aligned to the Witch for this to happen. Within sight of the Chaerim all lycanthropes transform, whenever she so desires. But they only serve her, if she has won them over.


------DESCRIPTION------------------------------------
In the deep and stale swamps, where no sun-loving creature would go freely, the Chaerim witches build their lairs. From rotten weed, murky branches, webs of great spiders, and mouldy moss, they fashion their dark abodes. In seclusion, they work on cryptic secrets, mixing brews of power, seeking new spells, and scheming new devilry. Only rarely, when they feel ready to fulfil some heinous desire, or try out some new mischief, do they come forth into the world to set their dark plans in motion.

Robed in massive tangles of tentacles, the witches themselves are barely visible. Long strong arms reach out to manoeuvre things in need of nimble fingers, but always, the long snake-like limbs move out before them. Powerful, sinister magic follow the Chaerim about, and they are masters with curses, elixirs and poisons. Toads and frogs live in their mouths and bellies, and they move unhindered through muddy waters, slithering with amphibian grace. Where giant mangrove trees grow, the witches climb effortlessly from root to high branch, with the aid of their many tentacles. Roaming the marshlands with decisive aim, they feed often on their way, swallowing with no great fuss, what most creatures would discard.

There are no male Chaerim. The witches mate with the great black eels of the marshes. Their young look a lot like brown octopus before arms and legs grow out properly. They reach maturity and full witch-hood in their early teens. The Chaerim can become truly old, and they gather new spells and new levels of witch-craft with age. Some are said to be over 500 years old. The witches can't stand each other, and no more than one ever lives in the same swamp. They fight until death to defend their territory.

The connection to lycanthropes is a mystery, but some say that the first witch was an elven maid, transformed and violated by a powerful eel. This dark fate is said to have changed her, and that during the darkest phase of the moon, she would go out naked into the night and perform pagan rituals of shape-shifting. The Chaerim send their lycanthrope servants out into the world to fetch them rare ingredients and to bring back information. Blood, and flesh of many different life forms are common in the unholy recipes of these dark Wiccans. All Chaerim are powerful magic-users, and specialize in spells connected with decay, pestilence, nightmares, and death.




© Copyright 2011 - Nicholas Cloister

Tuesday, January 25, 2011

In collision course with Giants

One thing that I don't like about the increasingly amazing Internet is that it makes it hard to name a new creature. Of course I like to check, when I come up with a name, if that name is already taken, in one or several inappropriate ways... and of course, it usually is. Soon, I think, every utter-able word will be used, if not for some exotic shampoo, then for one of the many life forms of World of Warcraft, or some other MMORPG that I have never even heard of. So far I have not dared to enter into any of these never ending worlds of digital fantasy, but I now hear 'Elder Scrolls 5 – Skyrim' will be released before the end of the year! Remembering how I completely lost myself in 'Oblivion', I already fear the future...

Kotaku.com mentioned and recommended this blog a few days ago, which severely increased the number of visitors for a while. That was very welcome. Thanks, Kotaku! In the aftermaths of that rocket, RPG-Creatures have been mentioned in a few more blogs and forums, in Germany and Brazil, for example. That kind of exposure is very good for my motivation, and makes me push myself even harder when it comes to making new creatures. Here is the Mehrog now! ...and more on the way. : )


≡MEHROG≡




------GENERAL-----------------------------------------
CATEGORY: Mammal
TERRAIN: Plains and grasslands
FOOD: Carnivore
AGGRESSION: High
SIZE: 7-20 feet long (2-6 m)
NUMBERS: 1-20


------CHARACTERISTICS-----------------------------
STRENGTH: 20-40
AGILITY: 6-10
ENDURANCE: 8-13
INTELLIGENCE: 1-2
MENTAL RESILIENCE: 1-2
CHARM: 13-20
(If stats of a human ranges from 3 to 18)

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

MAGIC POWER: 0
(Ranges from 0-100)

HIT POINTS: 20-50
(If a human commoner has about 11 hit points)


------PROTECTION-------------------------------------
AVERAGE: 9 (+2 for mud)
BODY: 12
HEAD: 10
FRONT LEGS: 8
LEGS: 6
TAIL: 7
BELLY: 5
(If Full Plate Armour is 10)

The Mehrog is well protected by unusually tough hide. On top of that is a shield of pointy hard bone. This is sometimes strengthened further by thick layers of clay and mud, which build up and stick between the plates when the creature rolls around in the soil.


------ATTACKS/DAMAGE---------------------------
1 CHARGE: 1-6
2 KICKS: 1-6 (+2 when stomping)
1 BITE: 2-6
1 CHARGE: 2-8
(If a Long Sword makes a damage of 1-8)

The Mehrog depend a lot on its sheer size and strength when hunting. It can move fast over short distances, and like to take down its prey by running straight into it. Once the prey is stunned or lying, the creature starts stomping. It never kicks with its hind legs, mostly uses its mouth for eating, and the tail is only applied to fend off rear attackers.


------POWERS/EFFECT-------------------------------
BREATH OF FOG: Inside the huge lungs of the Mehrog an unusual process takes place. Some of the moist in the air is extracted and and collected in special chambers. Once a week this water can be mixed up with the out-breath of the creature to create a fog. When there is no wind a cover slowly builds up, large an dense enough to greatly improve the creature's chances of a surprise attack. When there are many Mehrogs involved, large areas can be covered with fog.



------DESCRIPTION------------------------------------
Heavily armoured, the Mehrog can still pick up some speed. It is not clumsy, but far from agile, and it gets tired quickly. It prefers to lie silent, in the long grass, or hidden in the mist. From there it charges and smashes hard into its target. Once the prey is down, the creature rears up on its hind legs and stomps the victim into a mash, before it eats. The teeth of the Mehrog are long and sharp, but its jaws are not very strong.

The creature has a unique structure to its lower legs. A series of jointed bones, that can be locked in and out of position, make its hooves very flexible, and extremely sensitive to vibrations in the ground. Completely blind and deaf, the Mehrog rely exclusively on this sensitivity, and smell, to coordinate group attacks and to make out the direction of possible prey. It can lie down, belly flat on the plain, and still keep its hooves firmly on the ground. This ability gives the Mehrog a quick start, and makes it alert to the surrounding events, even when completely hidden. Toppled over, it is prone to danger, and loses its sense of aim.

The Mehrogs vary a lot in size. They are born at the height of a large dog, and continue to grow during their entire lives. At the age of 40 they can as big as an elephant, and become a true terror to the life forms of the plains. Some animals have come to shun fog like death itself, and run away at the mere sight of it. Others have not gained that wisdom. When large animals are hard to find, the Mehrogs kick down into the earth to pick out the rodents and frogs, easily made out by their sensitive hooves.

Moving around in families of up to 20 creatures, the Mehrogs keep to large but limited hunting areas. They tend to stay close to lakes and water holes, but never venture into the water itself. They like rolling in the mud, but only do so when they are certain of safety. Being deaf they use no vocal sounds, but an occasional burp and hiss can sometimes expose them. The creatures make lousy steeds, but have been occasionally been used as guard beasts.




© 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

Friday, November 26, 2010

Flesh-eating plants attack cave explorers.

I came to consider the difference between creatures and animals, today. I'm not thinking now about the difference of these words or their meaning, but how I approach these concepts as a designer.

Some creature designers enjoy making otherworldly animals, but what I primarily enjoy is making creatures. What I mean is that imaginary animals strive to play the role of convincing animals, but creatures (in my definition of the word) brings something extraordinary into the story.

Greek mythology and European folklore are full of creatures. The chimera, the Medusa, the unicorn, the harpy, the centaur, the minotoaur - all these have another dimension to them. Apart from looking more or less alien they have attributes that speak to us on a subconscious level. They might be multi-headed monsters, or charming nymphs of the sea, but common to them all is that they rise above the state of the animal into the spiritual, or psychological field.

Mythological creatures and the greatest monsters always speak to us on that deeper level. They have something of us in them, that makes them worthy of our stories. We, the makers of the stories, bring these aspects of our fears, desires, secrets, and faults into the beasts of our making. That is the difference between a new animal concept and a new creature. That is at least my way of looking at it, and that is also my ambition. I aim to create fascinating creatures.



≡PANPANARIH≡




------GENERAL-----------------------------------------
CATEGORY: Plant
TERRAIN: Damp places
FOOD: Carnivore
AGGRESSION: -
SIZE: 8 feet tall (240 cm) without limbs
NUMBERS: 1 to 20


------CHARACTERISTICS-----------------------------
STRENGTH: 15-20
AGILITY: 3-8
ENDURANCE: 20-28
INTELLIGENCE: (1)
MENTAL RESILIENCE: -
CHARM: -
(If stats of a human ranges from 3 to 18)

SPEED: Running x 0,01
(Multiple is times human speed)

MAGIC POWER:0
(Ranges from 0-100)

HIT POINTS: 40-55
(If a human commoner has about 11 hit points)


------PROTECTION-------------------------------------
AVERAGE: 1
FRUIT: 0
TRUNK/BRANCHES: 1
ROOTS: 1
TONGUES: 0
(If Full Plate Armour is 10)

Chopping at a PanPanarih is like chopping away at any tree in the forest. It is commonly clad with a layer of moss that gives no or little protection, but since it feels no pain it will move about until it is cut to pieces, or burned down.


------ATTACKS/DAMAGE---------------------------
5-8 POINTY BRANCH STABS: 1-5 (+ burning tongue damage)
(If a Long Sword makes a damage of 1-8)

The PanPanarih thrusts with the spear-like ends of its branches to kill prey. Smaller creatures are then drawn into the core, through the hollow limbs, by the tongue emerging from their centres. Insects and very small creatures are trapped directly by one of the tongues, which are fast and very sticky. Larger life-forms are stabbed repeatedly until they they are still. The PanPanarih continues to attack until the flesh is loose enough for the tongue to tear it off. The burning saliva also helps disintegrating muscles and other tissue. Losing consciousness near a PanPanarih is to be avoided.


------POWERS/EFFECT-------------------------------
ENCHANTING FRAGRANCE: The PanPanarih is usually without scent, but may release a strong fragrance to attract nearby prey. The scent can only be produced when the plant bears fruit, and that is usually when extra food is needed. The aroma of these plants is like a heavenly perfume and very hard to resist. Unless a saving throw (Mental Resilience) is successful the victim is enchanted and will seek out the source of the scent and hug the PanPanarih to fill his mind with the wonder of its fragrance. At touch the plant will attack. On a windless day the fragrance can spread up to 500 yards (457 meters) from the fruit. If the Game Master desires, the chance of resisting the enchantment can vary with distance.

TELEPATHIC VISION: The seeds of the PanPanarih is a kind of eyes. Around every seed is a mother-of-pearl like lid that can open to reveal the organ of vision. They are fully self-sufficient, like clams, but cannot eat, and live only for six months. Whenever they open they send visual information back to the PanPanarih, which may act upon this knowledge, but the ability is also for finding a good spot to sprout upon. Birds, and other creatures, attracted to the glimmering surface, takes off with the seeds and thereby the plants spread. If dropped nearby water the seed will settle, but otherwise it stays closed most of the time, and awaits better opportunities. A dead seed can still become a new plant, but it loses its ability to see and open.

BURNING SALIVA: The sticky tongues of the PanPanarihs produce a burning saliva that inflicts 1-2 points of injury for 1-4 rounds when it makes contact with naked skin. It is not acidic but consists of a nerve poison that causes pain and cell damage.


------DESCRIPTION------------------------------------
The PanPanaris pose as common trees when they don’t engage in hunting or feeding. They stretch their limbs and branches upwards and hide their surveying eyes well. They may live in any place where water is available but prefer a damp climate. Even dungeons will do if a subterranean stream can be reached and an occasional beam of sunlight manages to squeeze in. Their roots grow fast and can stretch out hundreds of yards from the main root, which is always located in, or very close to water. Within this area the PanPanarihs are mobile, and move around slowly, on shorter tentacle roots, to their position of choice.

No brain is to be found in these plants, but the instinctive innate behaviour of the PanPanarihs is creepily complex. For example, they tend to hunt in groups, letting some creatures pass by while posing for harmless, only to block the opening of the cave where the creatures spent the night sleeping. They sometimes let go of some of their seed eyes to monitor a trail nearby, and they let groups of birds hack away at their big red fruits, until enough of them gather to feed all of their hollow limbs at once. Though the PanPanarih transports itself slowly, its upper structure is very flexible and its limbs can flail about at some speed. The tongues are extremely fast, and the plant gets half of its nutrition from the numerous insects landing unknowingly on the fruit, or upon the cluster of small white flowers that blooms in the centre before the fruit appears.

The fruit of the PanPanarih is large and delicious. Once served at many courts as the treat of summer festivals, the plants are now eradicated from populated areas. Attempts have been made to grow them, but they are far from energy efficient, and the danger of managing them discourages most such enterprises. Once a seed has reached water, it takes at least two years for the plant to reach a full-grown state.

The human-like shape of the creature has given rise to many scary stories about the PanPanarih, whose silhouette against a moonlit sky has been used more than once in illustrated myths to symbolize dark times ahead. Folklore claims that when the plant consumes human beings, it absorbs their essence, and slowly begins the transformation into a complete replica of a humanoid.



© Copyright 2010 - Nicholas Cloister

Wednesday, November 17, 2010

What's the colour of a chameleon?

I don't know what to say today, more than that I hope to be able to focus more on this blog in the coming weeks. Looks like there might be chance of that. Where I sit there is frost covering trees and grass, and down by the lake the light looks amazing. Very fantasy-ish if I may say so, and inspiring.

Thanks to Memphis Roleplayer's Association and Warrington Gamers for informing their members about this place. Also thanks to Turnwatcher.com for recommending this site. As always, feel free to contact me with suggestions or ideas, and of course, to comment about the creatures right here. The silent feedback (increasing number of visitors) is very good, but it would be great to hear more opinions about these monsters.

If you remain all quiet you can't expect anything other than what you receive, so don't blame me for the Thelossian. ;)



≡THELOSSIAN≡




------GENERAL-----------------------------------------
CATEGORY: Mammal
TERRAIN: Woods
FOOD: Carnivore
AGGRESSION: Normal
SIZE: 5 feet tall (150 cm) at the head
NUMBERS: 1 to 5


------CHARACTERISTICS-----------------------------
STRENGTH: 12-16
AGILITY: 15-24
ENDURANCE: 15-22
INTELLIGENCE: 5-8
MENTAL RESILIENCE: 15-24
CHARM: 2-8
(If stats of a human ranges from 3 to 18)

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

MAGIC POWER:0
(Ranges from 0-100)

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


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

The skin of the Thelossian is thick and mostly covered by very thick fur, which makes fo a good natural armour, in case wits and camouflage fails to protect it.


------ATTACKS/DAMAGE---------------------------
2 CLAWS: 1-2 (1-4 as fists)
1 BITE: 1-4
(If a Long Sword makes a damage of 1-8)

The small claws on the hand-like paws of the Thelossian do little damage. Instead it tends to draw its fingers together in a fist-like manner in physical situations.


------POWERS/EFFECT-------------------------------
CAMOUFLAGE: The Thelossian is a natural when it comes to hiding and camouflage. Due to its powerful sense of sight it knows how to conceal itself from most gazes. It can change the colours of its fur at will, and with great speed. It can also enter into a state of cryptobiosis, within a couple of rounds. In this case that means instantly stopping its own heart and lowering the temperature of its blood to that of its surroundings. The creature will be as dead, but with the capacity to revive itself to life when it wants to. This also takes but a few rounds. In the state of cryptobiosis the creature retain a weak trace of awareness, Just enough to sense and to judge if the potential danger has passed.

MASTER OF SIGHT: The five pairs of eyes of the Thelossian all have a unique way of registering the world. Besides seeing normally (like humans) it picks up heat radiation, electrical vibrations, spiritual auras, and magical fields. Heat vision allows it to move about in total darkness and make out all lifeforms from afar. Electrical vision enables it discover creatures hidden under leaves, buried in earth, or moving behind thin walls. Spiritual vision displays the spiritual aura of all living things to the Thelossian, which gives it a good idea about the nature and disposition of any creature. Finally, magical vision makes it capable of noticing and reading all magical fields emanating from spells and magic items. Thus it may know the kind and power of magic it faces.



------DESCRIPTION------------------------------------
Usually Thelossians run about in the world rather fearlessly. Only when they are starving, or wilfully makes a move towards danger, do they run the risk of being killed. Their unusual gift of sight allows them to avoid most enemies long before they are spotted, but like all creatures, their level of attention may of course vary.

The Thelossians live alone or in small families, hunting and eating creatures, like beetles, frogs, worms, birds etc. They are very intelligent and can hunt in groups as well as communicate with signs, sounds, and patterns of colour. They have no real language but may figure out ways of making themselves understood when encountering friendly creatures or beings.

Elves, and other benign woodland folks, have been known to befriend the Thelossians for the sake of mutual interest. They make perfect guards of course, but will not enter into such service without good reason. They are also eminent trackers and have been seen in the company of elven scouts, druids, and experienced woodland rangers.

As creatures of many eyes the Thelossian have developed great wisdom and are attracted to natural harmony. They care about the surrounding forests and the diversity of life within them. The creatures may attack small bands of orcs and other disregardful forms of life, if they display ignorant or destructive behaviour towards their home environment.

The Thelossian are very agile creatures. They swim well, and even if they tend to make their living at ground level, they enjoy climbing trees, and often do so when hunting. They also like to relax and enjoy life while lazily playing about with their more energetic young. Normally they sound as deep-voiced monkeys, but are not loud, and do not growl like big cats. Being intelligent they can imitate most animal sounds and do so when it suits their purposes.

Most Thelossians die before the age of 50. They keep to the same partner throughout their lives and reproduce only once. Their young tend to stay with the adults until fully mature. When meat is scarce the creatures can eat and survive for months on nutritious roots, nuts, berries, and fruit. If there is no food at all Thelossians may go into cryptobiosis and remain in such a state until food comes along. At the brink of starvation the creatures will attack and eat larger life-forms if necessary.




Click to check out these creatures!
...or take a pick in the 'Archive' to the left.

© Copyright 2010 - Nicholas Cloister

Friday, October 15, 2010

Professional Creature Design

So, what's with the head-line of this entry? : )
Oh, that! Well, I thought it might be a way to attract the right people. Perhaps someone googles... you get the idea.

I actually have made a living making creatures for short periods of time, but that's not the reason for it.

Anyway, again it has been a while since the last critter. I took a look at my portfolio and felt like I needed to make a couple of full scenes again. If you are interested you can find my latest attempts HERE and HERE.

I also decided to make a CHARACTER, and to participate in a LOVECRAFT CREATURE CHALLENGE. Right now I'm working on a book-cover and try to localize new potential clients that might hide in strange countries overseas. Here is a new humanoid species. They may smell strange, but they are not as bad as they look - The Vornorion.



≡VORNORION≡




------GENERAL-----------------------------------------
CATEGORY: Two-legged mammal
TERRAIN: Deserts and jungles
FOOD: Carnivore
AGGRESSION: Normal, but short-tempered
SIZE: 7 feet tall (210 cm) without horns
NUMBERS: One to hundreds


------CHARACTERISTICS-----------------------------
STRENGTH: 4-18
AGILITY: 3-16
ENDURANCE: 3-22
INTELLIGENCE: 3-16
MENTAL RESILIENCE: 3-14
CHARM: 3-11
(If stats of a human ranges from 3 to 18)

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

MAGIC POWER: 0-25
(Ranges from 0-100)

HIT POINTS: 5-20
(If a human commoner has about 11 hit points)


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

The skin of the Vornorion is thick and leathery, and covered partly in fur.


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

If unarmed the Vornorion will kick, claw and throw fists in combat.


------POWERS/EFFECT-------------------------------
SILENT COMMUNICATION: The Vornornion communicates through series of extremely rapid movements with their trunks. These move so fast that no human is able to follow the blur of swift Vornorion conversation. Furthermore, the trunks are perforated in places by numerous tiny holes, which make some moves produce sound. The sounds are reminiscent of the howls of wind, and add depth to the Vornorion language. These also help the creatures communicate when they don't see each other, and are used when calling and taming insects (see Description).


------DESCRIPTION------------------------------------
The Vornorion race makes its living in the warmest of places. They like the desert as well as the jungle and can go without water for ten days without a problem. Some move around, but most Vornorion settle down in clans, ranging from a few families to a thousand strong.

The favourite food of these creatures are insects, and insects play a great role in Vornorion culture. Through strange sounds (and perhaps magical knowledge) the race has managed to command certain species of insects. Among those are the giant scarab beetles, which are used as steeds as well as in the building of Vornorion Mounds. These huge constructions of dung and sand serve as houses, and when strengthened by rock, as strongholds. A Mound can be up to 150 feet (45 meter) high and keep several large families.

As a rite of initiation the young Vornorion are sent out into the world to slay and bring home the delicacy of a giant centipede. Giant insects in general are sought after, and small bands of warriors are regularly dispatched, to venture into foreign lands in the search of such life-forms. By studying these species, some say, the Vornorion can alter common insects and breed larger ones in the pits of their great Mounds

The Vornorion trade jewellery, food, clothing, and various appliances, all manufactured by insect parts. They bring back gold, perfumes, potions, slave children of other races, and weapons of steel.

They make use of no written language but some symbols are used to convey ritual meaning and as decoration. They can however learn how to read, and some individual do to study the knowledge of other races. The creatures can use magic and many of their Elders are competent magicians. Little is known about their beliefs and faiths, but the symbolic representations of the Sun are common.

Vornorion reproduce just like human beings and have about as many children. They are organized and develop rich cultures. The clans in jungle areas tend to remove the trees from large areas to make room for markets, games and other social activity in the open. Instead of giant scarabs, other, more colourful insects are used as steeds. In some cases, flying ones. The jungle mounds include leaves and clay. The creatures are not especially violent, but are known for their short temper, and angry haggling.



© Copyright 2010 - Nicholas Cloister

Wednesday, September 8, 2010

Lucky egg discovered in the highlands

There! I almost got away from the previous subject. A little brighter this time, at least. One of the hardest thing, visually, when creating a new creature concept (at least for me) is the look and the placing of the eye. Very minor eye changes bring about great shifts in mood and can alter the entire narrative (if there is any). This creature had to undergo extensive facial surgery before its maker was pleased with the results. Luckily this is an imagined life form, and surgery therefore less costly. This is the much sought after Nomancuan.




≡NOMANCUAN≡




------GENERAL-----------------------------------------
CATEGORY: Unknown
TERRAIN: Mountains and highlands
FOOD: Herbivore
AGGRESSION: Low
SIZE: 5 feet tall (150 cm) without the fungi.
NUMBERS: 1


------CHARACTERISTICS-----------------------------
STRENGTH: 7-13
AGILITY: 3-6
ENDURANCE: 4-8
INTELLIGENCE: 1-3
MENTAL RESILIENCE: 11-13
CHARM: 1-2
(If stats of a human ranges from 3 to 18)

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

MAGIC POWER: 0
(Ranges from 0-100)

HIT POINTS: 6-13
(If a human commoner has about 11 hit points)


------PROTECTION-------------------------------------
AVERAGE: 3
HEAD: 2
BACK: 6
BELLY: 2
LEGS: 3
FUNGI: 0
EGG: 0
(If Full Plate Armour is 10)

The Nomancuans only natural armour is a bony shield covering its back. Physically vulnerable it relies on other means for protection (See 'Powers')


------ATTACKS/DAMAGE---------------------------
1 BITE: 1-2
2 CLAWS: 1-4
(If a Long Sword makes a damage of 1-8)

The Nomancuan is a slow and peaceful creature. Since it usually can't outrun an enemy it will defend itself if attacked. Though equipped with formidable claws the creature is not quick enough to produce any serious damage. Its attacks are rather easily avoided.


------POWERS/EFFECT-------------------------------
SPORE SHOWER: The fungi-like tentacles, normally clasped tight around the great egg, quickly rise up into the air when the creature is threatened. Once positioned they release a shower of almost invisible spores over and around the Nomancuan. This ghastly spray has a vile odour that in itself is enough to scare off most predators. If intent on a close encounter, the curiosity of any breathing beast or being will soon end, as the spores enter their lungs and the blood-system. Here they will immediately take chemical control of the brain and render the victim silent, still, and devoid of will and memory (no saving throw allowed). Holding one's breath will help, but if any naked body part makes contact with the spores, they will enter the blood through the skin. The effect of the Nomancuan spore lasts for fourteen days, and unless a mental resilience saving throw is completed, the victim will a suffer partial, but substantial and permanent loss of memory.


------DESCRIPTION------------------------------------
The life of the Nomancuan can be described simply as; finding grass, grabbing grass (with its dexterous miniature nasal trunks), cutting grass (with its front claw cutters), moving grass to its mouth, chewing grass, and swallowing grass. There is however a wider and more mysterious context to consider. During the 100 year lifespan of the Nomencuan it produces a single, living, magical power in the form of a great egg. This egg does not not reproduce the species but is something in its own right. It detaches from the creature only at the Nomencuan's death. If removed earlier it never matures into power, and disintegrates within a matter of weeks.

To touch the Great Egg of the Nomancuan is a blessing for life. Luck will follow such persons for all their days, and disease will no longer catch hold. The entire area in which such an egg is laid will be fortunate and prosperous for as long as the egg remains. Poor soil will turn green, deserts will flower, and animals will be drawn to such places. One hundred miles (160 kilometres) in all directions will be affected by the positive powers of the egg.

Nomancuans are extremely rare. For as long as the powers of the egg has been known, people have tried to tame it, or to capture it alive. All attempts have failed. The Noamcuan refuses to eat in captivity, and if it encounters a fence it cannot round or cut through, it will stop dead in its tracks and wait until starvation kills it, or the fence is removed. It needs the grass and wind of a variety of areas to keep the egg growing.

Naturally, Nomancuans are often followed and guarded from a distance. Rulers and other powers tend to have a great interest in the destiny of the eggs. Wars have been fought around these creatures, and a lot of blood have been spilled to pay for the luck brought by possessing the laid egg. Such a treasure must be well guarded, and few things are as desirable. An egg will last for 300 years, and the glow of its blessing remains as long as it stays unharmed.

How the Nomancuans reproduce, or come into being, is unknown. Some claim they are gifts from the gods, but this is refuted by the greed and conflicts they tend to bring about. For some reason they seek higher altitudes, to graze at the very edge of the grass line. They move slowly, like sloths, preserving most of their energy for growing the egg. When walking from one range of mountains to another, they keep out of sight to the best of their abilities. Despite their powerful spore protection, some vanish in the mouths of fast and large predators, but most beasts stay well clear of them.

On clear nights, the fungi caps let go of the great egg and exposes it fully to the starlight. Its red glow can then be spotted from afar. Touching the translucent shell of the egg while it still remains with the Nomancuan, has no effect. Surgical removal will kill the creature as well as the egg. Nothing is known about the biology of the egg itself.



© Copyright 2010 - Nicholas Cloister

Monday, May 24, 2010

Smells like the ocean turned bad

Here is one of those creatures that I think can suit a variety of settings. I can see it working quite well in fantasy, horror and sci-fi worlds alike. In my eyes it is quite disgusting, which means I like it..., and though it may not be one of those creatures oozing with mystery and fantasy, I think this is one of my personal favourites so far. What do you think?

It may be that when I categorise these creatures they end up in a group that they shouldn't be in from a strict and scientific point of view. Though, in a fictitious world these categories may differ and be wider than in our own. At least that is how I think of it. When I decide that this is a crustacean I do so because it reminds me of one. In any case, it is not a mammal. Though intelligent beyond any crayfish you have ever eaten, you should think of a monstrous alien crab when you imagine it in action.




≡CALMOROCK≡




------GENERAL-----------------------------------------
CATEGORY: Crustacean
TERRAIN: Salt water coasts
FOOD: Carnivore
AGGRESSION: Normal to high
SIZE: 7 - 8 feet, (210-240 cm) tall
NUMBERS: 1-10


------CHARACTERISTICS-----------------------------
STRENGTH: 24-32
AGILITY: 6-10
ENDURANCE: 17-20
INTELLIGENCE: 2-5
MENTAL RESILIENCE: 2-8
CHARM: 0
(If stats of a human ranges from 3 to 18)

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

MAGIC POWER: 0
(Ranges from 0-100)

HIT POINTS: 22-32
(If a human commoner has about 11 hit points)


------PROTECTION-------------------------------------
AVERAGE: 9
HEAD: 6
ARMS: 7
LEGS: 7
BACK: 12
CHEST: 10
"TAIL": 11
(If Full Plate Armour is 10)

The main body of the Calmorock is held together by a hard exoskeleton that makes it very hard to kill. The limbs are bony and very tough, but lack the outer protection of the torso and back. The weakest point is the head, which the creature holds high to keep it away from the danger.


------ATTACKS/DAMAGE---------------------------
2 CLAWS: 2-6
2 SUCTION CUP SLAPS: 2-4 (+ sucking damage)
1 BITE: 1-4 (Normally not used in fighting)
(If a Long Sword makes a damage of 1-8)

The Calmorock uses its front and hind legs to skillfully seek out food hidden in sand and crevices. In combat it may position itself on the hind legs and use the front ones for powerful slaps. When a suction cup hits unprotected skin it will inflict and extra 2-4 points of damage, while ripping the skin and flesh off the bone. The cups will attach to plate armour like ticks to hide, and drag opponents off their feet (dexterity/agility saving throw). Unless the creature willfully lets go there is no other way of seperating the cups from a smooth surface than cutting them off. When badly injured the Calmorock will seek the sanctuary of the ocean.


------DESCRIPTION------------------------------------
The Calmorock is a wandering creature. It has no lair or area of choice, but follows the coastline ever onward in search for food. It prefers the rich and easy spoils of the sea, like wounded seals or stranded whales, but will eat anything it can get hold of. All kinds of flesh, alive or dead, fresh or rotten, is consumed with great fervour.

Though not very quick or agile the Calmorock can move over basically any terrain. Its strong fingers and suction cupped front legs enables it to haul itself up most surfaces. With great patience it slowly empties all nooks and hollows from life, seemingly unmoved by changes in climate or weather. Houses situated near the sea is treated no differently than any coastline cave, and the life forms within will be caught and devoured if possible.

When in water the creature walks on the bottom, but can swim, if a bit awkwardly. They use the water mainly as a means of shelter and as a place for reproduction. If the short coastline of smaller islands turn out to hold little food the creature moves on by clever means to more promising shores. By attaching itself to larger beasts of the sea, or to the underside of great ships, it picks up a swift ride to new and richer "pastures".

While the Calmorock tend to move about in families of 3-10 creatures, they have no trouble surviving on their own. In frozen and lifeless regions they turn on each other to survive, and typically the young are killed first. The creatures are often detected from a distance by their smell, which can be recognised from miles away, and is reminiscent of fish and seaweed left to decompose in the sun, but with a sour strength that no Calmorock-free shore can offer. They live for about twenty years, have a dark and bluish blood, and those who know how to get rid of the smell, can use parts of their exoskeleton as rather light-weight and efficient armour.



© Copyright 2010 - Nicholas Cloister

Wednesday, May 12, 2010

Intelligent slugs found in forest

Looks like I have some commissions coming up again... already. However, I made haste and managed to get some life into this creature before the new work descriptions lands in my inbox. I thought the last creature was pretty dark, so this week I'm countering with a kind creation. I'm not a big fan of the general centaur idea (upper body humanoid, the rest beast of some kind) but in some cases one has to make an exception, right? Feel free to state your own opinion in the comments, and if you actually make use of any of these creatures in a your campaigns I'd love to hear about it. Why not tell us some about the adventure? Write me an email, and I might publish the story in the blog here, with your permission, of course.

Also, a thanks to Gaming Brouhaha for recommending this blog! Now, it is time to meet the Nemunn.




≡NEMUNN≡




------GENERAL-----------------------------------------
CATEGORY: Unknown
TERRAIN: Forests and hollows
FOOD: Omnivore
AGGRESSION: None
SIZE: 6-7 feet (180-210 cm) tall
NUMBERS: 1-2


------CHARACTERISTICS-----------------------------
STRENGTH: 15-18
AGILITY: 4-7
ENDURANCE: 5-13
INTELLIGENCE: 14-17
MENTAL RESILIENCE: 14-17
CHARM: 0
(If stats of a human ranges from 3 to 18)

SPEED: Running (Crawling) x 0,5
(Multiple is times human speed)

MAGIC POWER: 20
(Ranges from 0-100)

HIT POINTS: 15-25
(If a human commoner has about 11 hit points)


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

The slug-like part of a Nemunn's body is like thick rubber with fur on top, but the inner tissue of it is soft and sensitive. The upright portion of the creature can be compared to truly hard leather, and in places to tough, solid wood. All inner organs (except for the brain) are located in the slug-like part of the body, so the front portion is more or less like a living tree, with only a single central vessel of blood running through it. This part can be chopped and damaged, disabling the Nemunn, but apart from hits to the brain, and to the very core, injuries here do not cause loss of hit points or pain to the creature.


------ATTACKS/DAMAGE---------------------------
2 CLAWS/FISTS: 2-6
(If a Long Sword makes a damage of 1-8)

The Nemunn is a gentle creature, that rarely engages in any kind of fighting. The predators of the forests leave them alone due to the poisonous smell of their Mollusca flesh, and otherwise inedible body. When hostile forces move into their areas the Nemunn usually move away or makes use of skilfull camouflage.


------POWERS/EFFECT-------------------------------
REGENERATE AND EXTEND ARMS: In part the Nemunn is a plant, and the creature have inherited the plant's power to grow. When it wishes to it can extend the length of its arms up to 10 yards (3,6-9 meters) in a matter of minutes. This quick growth cannot be retracted or undone, so the creature will have to live with the extended limbs for the rest of its life. Therefore the Nemunn only makes use of this ability in truly important situations. Some of them wilfully have very long arms cut off, since new hands will grow back on the stumps. This however takes about a year, and is also preferably avoided. Growth can only be applied to the arms of the creature. Due to this power the length of the arms of Nemmuns might vary significantly.

CAMOUFLAGE: The Nemunn can shift the colours of its hair (which is actually moss) and snail-like body very swiftly, but the power is limited to the natural and common colours of the woods. The face and arms cannot be re-coloured, but the creature can remain absolutely still in most positions for up to a week, without flinching.


------DESCRIPTION------------------------------------
Tales say that the Nemunns are born from the trees. It may in fact look like it, but the egg of the creature (produced without mating) is placed within a hole of a tree. From there it goes into a larva state and eats away the interior of the tree host. Green hair-like moss then sprouts out of the larva to penetrate the shell of the tree. For some time then the larva is nourished directly by the leaves and the roots of its tree nanny. This dependence lasts for up to twenty years and during that time the cells of the Nemunn larva inherit tree-like qualities, before transforming the larva into a fully grown Nemunn. The mature creature then breaks out its tree shell and starts its life in the forest.

The Nemunns prefer to be outdoors, but take shelter and sleep in hollows and tunnels just beneath the root ceiling of the forest. There they usually have a collection of various herbs, plants, roots, and flowers, and a space of some kind where they grind, mix, and create wondrous ointments of healing and power. The creatures are master botanists and have deep and mysterious knowledge of all that grows. It uses its various mixtures for rituals of spiritual communion with the forest, but also for healing and helping creatures and other inhabitants of their leafy homelands. They may also know some wordless druidic spells.

The Nemunn doesn't speak but understand the languages it has overheard or encountered during its long life. It can also communicate with unconscious creatures and beings by sticking strands of its moss hair into the creatures flesh. This way it can get an understanding of what needs to be done to awake the unconscious one from slumber, but it cannot receive actual words or advanced messages.

Preferably on their own, or occasionally in pairs these genderless creatures live their lives peacefully and avoid the worries of the outer world. At times however their compassionate nature, and desire to help, may lure them away from their homes and security. Especially if trees, or creatures of the forest are in danger, the Nemunn may take action outside its zone of comfort.

The Nemunns make use of simple tools, but never blades or weapons. To gather the herbs and ingredients they desire from the woods, they use their flexible claws. These can be turned around 180 degrees and the Nemunn control them with great dexterity. Otherwise the creature is slow and though it can haul itself and crawl over challenging terrain, it prefers to remain where the ground is fairly flat and where the forest isn't too dense.

These creatures live to be about 300 years old. They feed on worms, frogs, insects and the eggs of birds. They also get some energy from the sun through the moss on their backs and heads. When no energy is available they can become absolutely still and survive for up ten months without eating or drinking.



© Copyright 2010 - Nicholas Cloister