Showing posts with label monsters. Show all posts
Showing posts with label monsters. Show all posts

Tuesday, September 6, 2011

Dark Faerie Flyers

With this creature Bestiary II is initiated. I hope to find the financial means and energy to complete it in a steady and even rythm, and to maintain (and perhaps even improve) the quality of Bestiary I. Though a lot of the creatures will still be free for all, more concepts will now be saved for the book/pdf-version, than the 5 of the 50 first creatures. I hope to have some news about a printed Bestiary I soon, and perhaps other news as well, next time. In the meanwhile you can always support the general birth-rate of new RPG Creatures by purchasing the PDF, which is getting really good ratings, so far.

Don't forget to join us (no we won't precious) on facebook, for the latest whispers. This is the Gharlakan. I hope you enjoy it!



≡GHARLAKAN≡




------GENERAL-----------------------------------------
CATEGORY: Dark Faerie
TERRAIN: Steep cliffs and stone towers
FOOD: Carnivore
AGGRESSION: Normal (to high)
SIZE: 4 feet (120 cm) tall, without tail.
NUMBERS: 5-40


------CHARACTERISTICS-----------------------------
STRENGTH: 6-12
AGILITY: 13-17
ENDURANCE: 5-15
INTELLIGENCE: 3-4 (18 - see 'Description')
MENTAL RESILIENCE: 4-7 (18 - see 'Description')
CHARM: 2-3
(If stats of humans range from 3 to 18)

SPEED: Run x 0,1, Fly (eagle x 2)
(Multiple is times human speed)

MAGIC POWER: 5
(Ranges from 0-100)

HIT POINTS: 5-9
(If a human commoner has about 11 hit points)


------PROTECTION-------------------------------------
AVERAGE: 2
HEAD: 1
BODY: 2
WINGS: 2
LEGS: 1
TAIL: 2

The skin and fur of the Gharlakans are light enough to allow flight, and give only moderate protection.


------ATTACKS/DAMAGE---------------------------
2 WING CLAWS: 1-4 (1-6 when swooping)
2 FEET CLAWS: 1-6
1 BITE/BEAK: 1-4 (1-6 when swooping)
1 TAIL: 2-6
(If a Long Sword causes 1-8 points of damage)

The Gharlakans prefer to attack at speed, diving down towards their enemies. They either change direction quickly to lash with their jagged tails, or crash straight into targets with their pointy wings and beaks first.


------POWERS/EFFECT-------------------------------
DARK SILENCE: When two or more in number, the Gharlakans can generate a field of silence. This is not a mere lack of sound, but a physical experience of mute density. Attempting to talk or scream in this silence will make a thick black smoke come out of the mouth, and other loud sources of sound will equally leave trails of darkness in the air. The flapping of the Gharlakan wings thus produce a shadowy haze around them, making them hard to see, as well as impossible to hear. The size of the field is a 60 feet (20 m) diameter globe, increased by another 60 feet for every 2 additional Gharlakans. It lasts for 10-20 rounds and may be produced 3 times per day. The Gharlakans cannot attack while initiating the field of Dark Silence, which takes one round. Rolls of initiative, and skills dependent on hearing (and sight in some cases), should of course be penalized while under this spell.

PSIONIC CHILL: The Gharlakans are dark faerie creatures, magical by nature, and mysterious to encounter. They radiate an ancient pagan darkness, which causes a chill in the hearts of normal creatures and beings. The Gharlakans can willfully increase this chill by mentally directing their essence towards specific individuals. When doing so they can't perform any other attack, but success is otherwise automatic. The effect of this power varies with the mental capacities of the victim. A saving throw vs Mental Resilience results in 0-2 (success) to 2-4 (failure) points of inner cold damage. Since this wound is purely mental, it heals at once if the Gharlakan is slain. As such, it still weakens the heart, which obeys all signals of the brain. This power can actually kill, and is the Gharlakans' main weapon toward heavily armored enemies.


------DESCRIPTION------------------------------------
Tiny, winged, and wicked, the smallest of dark faeries sometimes invade magpie nests, to curse selected eggs with strange and eerie magic. In such a way the Gharlakans are born, and come into power by feeding on their half-siblings. Finally they consume their parents, leave the nests, and take off into the world able and flying.

A year later, when fully grown, the creatures seek out others of their species, and make with them an aerie upon the top of a steep cliff or dark tower. They then level the top of the chosen pinnacle and commence the creation of a magical portal. To succeed with this feat, at least six Gharlakans must work in unison.

Perched in a circular formation, facing outward to protect the center, the creatures make a dome with their long tails, and thus initiate their purpose. A cold blue or turquoise flame is born, and slowly starts growing into a shining dome of power. This is a portal to the clandestine realms of the Dark Faerie. From this gateway their master will emerge. Opening such a rift takes seven days. At all times at least five Gharlakans must remain in position to keep it active. All others may leave to defend the portal, and to gather food.

The Gharlakans are servant creatures. Their only mission is to bring a greater faerie power into the world, when times are ripe for such entries. Once mature, and in the company of other Gharlakans, the creatures telepathically connect with their still hidden master, and abandon all self-governing. While up to that point, they have relied on acute hearing and touch to maneuver, they now see, think, and feel, through the telepathic powers of the Greater Faerie. To manifest and protect a portal, is the sole purpose of the Gharlakan life. If that succeeds it will shield and obey whatever comes out through the gateway, acting as if one with it.

The Gharlakans are swift and silent flyers, that hunt at night. Their wings are short, and the creatures spend a lot of energy flying. Most of the time they sit perched somewhere, feasting on prey, or scanning the surrounding areas for dangers. On the ground they are slow and awkward, so they avoid landing there.

Genderless and without need to procreate, the creatures have no concerns but keeping strong and joining forces with others. They do not communicate, but act as a single and perfectly coordinated will, due to the mental connection with the same faerie power. Their smell is reminiscent of wet dogs, they move jerkily like birds, but in fashion that reveals knowledge, and with an expression that conveys intelligent malice. Two hundred years may pass before a Gharlakan body disintegrates. Usually they are called to duty well before that.



(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

Thursday, July 14, 2011

Biological killing machines of entertainment

Last week's poll tells me there is a lot of game masters visiting this site, but only a fraction of the visitors bothered to answer. I might have been a little too insistent with making the readers go through with it, but I primarily suspect people are just as tired of internet polls as I am. : )

Here is a creature now, entirely void of special abilities and mysterious powers. It is simply another dangerous creature to throw in when action is needed. Perhaps its background and general bad-ass nature may still inject a bit of inspiration and produce some interesting encounters. If not, I hope the visuals will make up for the lack of exotics.

Finally, I'd like to say I've been in a period where my energy to answer emails have been next to none. I have of course treated potential clients with much care, but otherwise I've been rather neglectful. I still very much appreciate your comments and ideas, and read your input carefully. Hopefully, I'll get back to you at a later hour, but if not, know that I take your feed-back to heart and greatly value your support.



≡ARDHAMMA≡




------GENERAL-----------------------------------------
CATEGORY: Mammal (bred)
TERRAIN: Any (temperate to tropical)
FOOD: Carnivore
AGGRESSION: Very high
SIZE: 11 feet (330 cm) long without tail
NUMBERS: 1-3


------CHARACTERISTICS-----------------------------
STRENGTH: 26-30
AGILITY: 25-28
ENDURANCE: 22-25
INTELLIGENCE: 2
MENTAL RESILIENCE: 4-7
CHARM: 1
(If stats of a human ranges from 3 to 18)

SPEED: Running x 4, Swimming x 2
(Multiple is times human speed)

MAGIC POWER: 0
(Ranges from 0-100)

HIT POINTS: 27-30
(If a human commoner has about 11 hit points)


------PROTECTION-------------------------------------
AVERAGE: 3
HEAD: 4
BACK: 4
BELLY: 2
FRONT LEGS: 3
BACK LEGS: 3
TAIL: 4
(If Full Plate Armour is 10)

The bony, teeth-like spikes, and partially thick leathery armour of the Ardhamma body, protects it from scratches and minor attacks. The great horn upon its head is used to steer off spears and stabbing weapons, while the hardened bony areas of its lower front legs keeps its claws cutting and ripping even in the midst of daggers and swords.


------ATTACKS/DAMAGE---------------------------
1 HORN: 1-8
1 BITE: 1-8
2 CLAWS: 2-6
1 SCYTHE TAIL: 4-16
(If a Long Sword causes 1-8 points of damage)

The Ardhamma knows how to use all of its weapons with efficiency and deadly dexterity. Unlike many other creatures, and despite its aggressive character, it takes time to avoid and skilfully parry attacks thrown at it. It can rise up upon its hind legs supported by its heavy tail, but usually keeps a low profile, close to the ground, minimizing its vulnerable areas, and moving swiftly on all fours. With great grace its jumps, rolls, spins, dodges and charges, all the while with its scythe of a tail whistling high and low through the air.


------DESCRIPTION------------------------------------
When a culture falls so does the walls of its prisons. A civilization might crumble, but its legacy remains. In the lower levels, in the pit fighting arenas of the old world, the darker side of entertainment industry flourished and gave birth. Tired of lions, starved canines, and bears, the audience demanded new horrors unleashed upon the combatants and slaves fuelling their thrills. So races were crossed, new experiments of breeding commenced, and with the amount of gold pumped in, results came quickly.

Shaped and bred entirely for killing, the Ardhamma was the perfect combination of agility, speed, and strength. Its powerful tail, lashing about in a blur of blood and separated limbs, was the finest, but not its only means of slaying – a commercial success, both feared and readily celebrated. In the chaos of the great wars that followed, brave and ruthless men tamed these beasts, and made them guard their strongholds, but some were left to roam the wild. As these multiplied and chopped themselves a place amongst the more natural inhabitants of nature, peace came, but now with a new cause to nightmare established. Where most wild beasts shy away from human settlements and beings, the Ardhamma were created to kill at the mere sight of them.

Fortunately the Ardhamma have no tendency for cooperation. They move with individual intent, and prefer a solitary existence. Tamed specimens may suffer the company of one or two more Ardhamma creatures, but in larger groups rivalry will result in carnage.

There are no female Ardhamma, but the artificial nature of the beasts ensures unaltered offspring to emerge from the wombs of impregnated lions and great wolves. The creatures make their lairs in caves and dungeons, or in any other place similar to the dark cellars of their origins. They move comfortably through all terrains, at any hour of day, but avoid cold and snow. They live for 30 years, fear basically nothing, are great swimmers, and eat all things that move. They may sneak upon their victims with great skill, or jump down upon them from higher ground. They are cunning in all situations of fighting, but show no other signs of intelligence. They may roar loudly, though not as deeply, as a lion, but remain utterly silent when the situation calls for it. In other words; sometimes a frightened victim is an easier kill, while at other times, stealth is the more lethal approach.


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





© 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

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

Tuesday, February 22, 2011

Pneumonia delays gold delivery

The illustration of this creature has been ready for quite some time, but my daughter was stricken by pneumonia, which distracted me for a while. It seems every time a certain flow is built up some bump in the road comes along to break the current. I guess that's good in a way, since it reminds you of the way things are, and gives you some time to re-evaluate the priorities. Breathing is clearly more important than creature design and games, and gold less sparkling than the eyes of a three year old.

I'd like to give thanks to the following blogs, zines, and pages, for recommending and writing about RPG Creatures. If I forgot anyone, please remind me.

Ethereal Sunshine
The Secret DM
Talislanta
Greifenklaue's Blog
Storie Di Ruolo
Multiplayer.it

Some treasures walk...



≡AEGARIM≡




------GENERAL-----------------------------------------
CATEGORY: Mammal
TERRAIN: Caves and mines
FOOD: Omnivore
AGGRESSION: Normal
SIZE: 5-6 feet tall (150 - 180 cm)
NUMBERS: 1- 20


------CHARACTERISTICS-----------------------------
STRENGTH: 14-18
AGILITY: 1-14
ENDURANCE: 11-16
INTELLIGENCE: 7-10
MENTAL RESILIENCE: 6 -12
CHARM: 2-4
(If stats of a human ranges from 3 to 18)

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

MAGIC POWER: 0
(Ranges from 0-100)

HIT POINTS: 13 - 20
(If a human commoner has about 11 hit points)


------PROTECTION-------------------------------------
AVERAGE: 2 (+ 1-8 of gold cover)
BODY: 2 (+ 1-8 of gold cover)
HEAD: 2 (+ 1-8 of gold cover)
LEGS: 2 (+ 1-8 of gold cover)
TAIL: 1 (+ 1-8 of gold cover)
(If Full Plate Armour is 10)

The Aegarim has a dark skin that slightly shifts in colour to blend with the rocks and minerals in the caves they inhabit. It gives little protection in itself, but is often strengthened by layers of gold (see 'Description')


------ATTACKS/DAMAGE---------------------------
2 CLAWS: 2 – 6
1 BITE: 1-4 (plus 1-2 of corrosion damage for 1-8 rounds)
(If a Long Sword makes a damage of 1-8)

The front claws of the Aegarim are strong and hard enough to scrape out the gold from veins and ores in the mountains. The bite is not very powerful in itself but the saliva of the creatures is corrosive to dissolve gold, and can cause serious damage to living tissue, as well as armour.


------POWERS/EFFECT-------------------------------
MELT GOLD: The Aegarim have the psionic ability to heat up, and even melt, gold from afar. They can use this power once per day. When undisturbed for two rounds they can psionically produce a field of molecular instability, with a diameter of 60 feet (20 m), in which the temperature of all gold increases dramatically. Rings, bracelets and other gold in direct contact with the body will cause 1-4 points of burn injury per round, and melt completely in another 2-4 rounds, if the Aegarim is left undisturbed and allowed to focus. (The power of magic items deformed by this ability may be lost or lessened.) The field begins 10 (25 cm) inches away from the creature, and doesn't affect its own layers of gold.


------DESCRIPTION------------------------------------
The Aegarim are highly intelligent creatures, but make no use of spoken languages or tools. They normally move about alone or in small groups but occasionally gather in larger numbers. Their main activity, apart from feeding, is to seek out and swallow gold. They are drawn to mines, ores, underground rivers and great treasures. Once consumed the gold enters the creatures and is transported to their skin where it is deposited in thin layers that grows into plates of natural armour.

Initially these deposits protect the creatures from outer harm, but as they thicken they burden the Aegarim and hinder their movement substantially. It is therefore believed that this process is a cultural expression rather than a purely biological one. The Aegarim, some say, believe that by leaving a permanent golden shell of themselves they attain immortality. Thus they continue to eat gold until they become fully immobile and perish from starvation. In later states, when all but the joints are covered in gold, the creatures look a lot like statues, and are known to pose as such, to avoid notice, or draw near to themselves wealthy merchants and successful adventurers.

Strange carvings and hieroglyphs have been found in caves where the Aegarim dwell. They are believed to have deep magical or symbolical meanings, rather than conveying a message. Attempts of translation speak of 'The thousand years of sleep', and 'The great resurrection', but the sages involved in this work stress the inadequacy of human concepts, and the high level of guess-work involved in the translations.

The Aegarim's urge for gold is great, and they have been known to gather in greater numbers to take on dragons and other formidable hoarders. When subterranean findings are scarce they may venture out of the caves and seek out gold in other places. Their eyes are sensitive to daylight and when possible they keep hidden during the day. It may take anything from 20 to 80 years for a Aegarim to cover itself close to fully in gold. If they fail in making themselves into a sculpture, they die naturally at about 100-120 years of age. Nothing but the double row of nipples distinguishes the females from the males.




© Copyright 2011 - Nicholas Cloister