Showing posts with label reptile. Show all posts
Showing posts with label reptile. Show all posts

Friday, August 5, 2011

Blood Sugar Death Magik

Hey all! The length of the Creature Archive list is becoming decent, I think, and it continues to grow. I suppose the number of visitors should also be, but summer seems to drag people away from their computers... which may be a good thing, all things considered. Do all of these critters a favour and tell someone about RPG-Creatures today. I fear this bestiary is still largely undiscovered, and I have no real idea of how it can reach a wider audience. I can't currently afford sporting it in any of the huge conventions in the US...(which would include besting the Atlantic) though I might try next year. Role-players are either too far apart these days, or the bestiary isn't making enough of an impression to spread mouth by mouth...yet. Oh well, I'll keep the little beasties coming and we'll see. Just don't keep it a secret. ; )

So, where was I? Yes...the blood. Here is an ex-demon that could cause a few troublesome adventures I believe. Anatomically I noticed it has a lot in common with the Con'Laih, but apart from their mysterious backgrounds, and their ability to produce strange energies, and hopping, they have very little in common... wait a minute, that's quite a bit to share. Perhaps they actually are related? Whatever the case, they now share the same bestiary. Here is the Darratha for you! Sweet dreams are made of these...



≡DARRATHA≡




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


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

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

MAGIC POWER: 0
(Ranges from 0-100)

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


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

The overlapping leathery shells, strengthened by bony spikes, that cover the back of the Darratha, give a natural protection like few others in the animal world. Underneath the shields is a soft and feathery structure to protect the Darratha from its own razor sharp physique.


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

The sharp teeth of the Darratha are short but with its bite comes an infection that few withstand (hard saving throw vs Endurance). The blood of the victim is injected by a demonic bacterium that reproduces and permeates the blood system in two day's time (see 'Powers'). The dagger-like claws of the front legs are used as pointy hooks towards soft throats, or cutting devices, ripping up into the guts from below.


------POWERS/EFFECT-------------------------------
CALLING THE BLOOD: The Darratha usually waits a while before attacking, to scan the state of creatures or beings. The blood of an infected one may be called from afar. The Darratha can produce a third magical eye hovering between the horns of its back. Within sixty yards (54m) this eye can pierce into the body of the infected and control the blood in the victim's vessels. To uphold this abysmal magic the Darratha must remain focused. Attacks causing more than 2 points of damage will thwart the call for the round to come, and keep the creature busy defending itself. When successful, the magic will generate a great increase in the blood temperature, and cause an instant fever in the infected targets, affecting all within range with a -4 penalty on all rolls. The Darratha may use a second undisturbed round to further this power, and cause arteries to blow from within (causing 2-8 points of damage). A third round will suffer the heart of all victims to explode and blood to burst out through all orifices. A successful roll vs Endurance may stall this graphical finale for another round and reduce the effect to another 3-9 points of internal damage. If the Darratha is disturbed the call fails and the blood is immediately returned to initial temperatures. It may also deliberately keep the effect low to force or control its targets. The Darratha can use this power at will, but unless the bacteria have had two days to reproduce the call will cause nothing but a warm and uneasy sensation. The infection only spreads further if the blood of a victim is intermingled with another's. An exchange of saliva, or other intimate ways of relation are not enough, as the bacteria never reaches these bodily fluids, as it does in the Darratha.


------DESCRIPTION------------------------------------
When the Darratha are young they are limbless. Born in the waters of cold subterranean lakes, they swim around like armoured ray-fish for some years before they crawl ashore. There they develop legs and haste through the tunnels and mountains like curious dogs, but hopping, in a more rabbit-like fashion. Restlessly they hunt and eat, killing indiscriminately, and eventually, leave to examine the greater world.

Ages ago some Darratha young are said to have entered into this world from the dark waters of the Abyss, finding a passageway of sorts, leading eternally upwards, until it connected with water-filled caves far beneath the weight of ancient mountains. Now, folklore proclaim, they are trapped like misfits in a landscape foreign to them – lost in regions too bright and lush for their nature.

With senses always alert to the smell of evil, seeking eagerly for a trace of their cradle, some Darratha mysteriously manage to find a master to guide them. Several adept mages of demonology and necromancy have found a Darratha waiting on their doorstep, anxious to be led, submitting to the role of familiar, for guidance, for company, or a hope perhaps of one day being channeled back into the depths where they once dwelt.

These creatures have been closely connected with death in several cultures, and the way they often stand still at a distance watching, with a blood red gaze piercing the darkness, has a fearful impact on most beings. They have served many dark powers through time, and have a deservedly bad reputation. Seeing a Darratha in the streets typically means trouble. Wicked men have used their saliva to contaminate drinks, and water-supplies, and one infamous cleric went as far as breeding a small army of them in great tubs of copper beneath his temple, in an attempt to control his unwilling disciples.

The layered shields of the Darratha are highly flexible and shift as soon as the creature moves its head or bends its double spine. The front legs grow a softer but similar structure as the creature matures, while the back legs remain comparatively bare. Along the back of the creature are flexible needle tubes full with the red venom that is also abundant in the saliva of the creature, when it attacks.

Darrathas hiss and produce unsettling rattling sounds with their back-shields, but have no advanced means of communication. They live for 30-40 years and return into the mountains to breed and lay 4-6 eggs in lakes hidden to most. No one has ever seen them asleep.



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





© Copyright 2011 - Nicholas Cloister

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

Tuesday, November 9, 2010

Fight fire with fire?

All serious bestiaries must have a fire creature...no? I'm not sure, but I did one anyway. Also, I thought it was time to get something dragon-like into the pages. Perhaps this is the least original of the critters so far, but then originality isn't always king. Small changes can sometimes make for a new stew. I don't know if that is the case here, but at least it is hot... and hot is dangerous. Lava seems to remain ever popular in popular fiction. I might even say I'm tired of fire in fantasy contexts, but that didn't hinder me from having a great time as I wrought this beast out of the flames. And no, in the case of the Negga, fighting fire with fire isn't a very good idea.



≡NEGGA - FIRE WYRM≡




------GENERAL-----------------------------------------
CATEGORY: Reptile
TERRAIN: Volcanic mountains
FOOD: Carnivore
AGGRESSION: High
SIZE: 40 - 60 feet, (12-18 meters) long
NUMBERS: 1 (to 100)


------CHARACTERISTICS-----------------------------
STRENGTH: 24-48
AGILITY: 8-12
ENDURANCE: 13-18
INTELLIGENCE: 2-7
MENTAL RESILIENCE: 2-8
CHARM: 0
(If stats of a human ranges from 3 to 18)

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

MAGIC POWER: 25-30
(Ranges from 0-100)

HIT POINTS: 30-60
(If a human commoner has about 11 hit points)


------PROTECTION-------------------------------------
AVERAGE: 11
HEAD: 11
BODY: 12
UNDERSIDE: 8
ARMS: 11
(If Full Plate Armour is 10)

The natural armour of the Negga is among the strongest and most resilient in the world. It looks like partially polished lava rock, and is tougher than steel but not as rigid. It is unaffected by all natural and (weaker) magical fires, and as light as the exoskeleton of a crustacean. Producing armour of this material is an art long lost, but with the right kind of knowledge and skill, it can be done.


------ATTACKS/DAMAGE---------------------------
2 CLAWS: 2-6
1 BITE: 2-8
1 FIREWHIP: 3-18
(If a Long Sword makes a damage of 1-8)

The Negga Wyrm can produce and manoeuvre a whip of fire as an extension of its tongue, with the same ease as a human throws a fist. This natural weapon can be wielded for as long as the Negga lives. The whip can be up to half the length of the creature's body, and it may of course set flammable objects on fire.


------POWERS/EFFECT-------------------------------
FIREBORN: The Negga Wyrm is basically one with the element of fire. Though flesh on the inside it manages by some unknown supernatural means to stay submerged in lava and fire for any amount of time. It can produce and cast a wide variety of fire-related spells (Game Master's choice), and is unaffected by all but the most potent of magical fires.

MELT ROCK: By touch the Negga can heat up 950 cubic feet (27 cubic meters) of rock per round. The rock will swiftly turn to floating lava, and remain so until it naturally returns to cold and hard stone. The feat takes three rounds. At round two the heat will be enough to cause heat damage and melt boots. This is not the most common way of fighting for the Wyrm, which will use this ability only when it sees great use for it. The act of melting rock drains energy from the creature, and can be done no more than ten times per day. (This power can cause great harm to large stone structures if applied to the foundation of the architecture at hand.)



------DESCRIPTION------------------------------------
In those times and places where volcanoes and chasms throw out fire and smoke unto the lands, one can sometimes find great rocky ellipsoids scattered upon the slopes and and fields. In the wake of eruptions, as the earth quiets, these eggs of lava rock remain standing, as if spewed out with the fire from the deep bowels of the earth.

No one knows the depths where these eggs are produced, but they have been witnessed as they hatch, and as the great black Wyrms crawl out from inside of them. Usually these return to the caves and hollows of the mountainside, seeking the solace of the fiery pits, but occasionally they start wreaking havoc right away.

As the Negga move back into the earth they seek out lava streams or pools and submerge themselves in them. There they lie for centuries only to come out once in a while for a meal of flesh. It is believed that they somehow maintain life by drawing energy from the heat of the lava, and that they only rarely need to complement this diet with the proteins of meat.

It is further believed that the Wyrm is only a larvae state of some more advanced life-form, that might never have been spotted. The theory is based upon the undeveloped wings and the long worm-like body of this dragon-like creature.

In their rare hunt for flesh the Negga are intent and relentless. They will crawl out from the deepest of places and venture any distance over land until their hunger is satiated. This happens once every decade or so.

It is unusual to encounter more than a single Wyrm at once, but if one is there as the volcanic eggs hatch, up to one hundred beasts might be present at once. At the sight of meat many of these newborn discover hunger and postpone their search for heat and hiding.

The magic of the Negga is natural, and they have no need for voice, scrolls or other means to make use of their power. They do not seem to care about their brethren, and seem to have no interest in the affairs of others save as food. Their intelligence is greater than appearance reveal, which can be noticed in behaviour, but they display little or no signs of communication.

Water will not hinder these creatures, but will of course make futile the use of fire-related spells and the whip of the tongue

Nothing indicates that the Negga are bound to the lava for survival, if there is plenty of substitute energy (prey) around. They have never been spotted mating, and gender is impossible to make out. The teeth and fingers of these creatures make excellent arrow- and spearheads, but will not come loose easily. The beasts can live forever it seems, and millennia are probably needed for any eventual metamorphosis to set in.




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

© Copyright 2010 - Nicholas Cloister

Sunday, September 5, 2010

Spinal infection causes tail growth.

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

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

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




≡GHONDAAR≡




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


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

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

MAGIC POWER: 0
(Ranges from 0-100)

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


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

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


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

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


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

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

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

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


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

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

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

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

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

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

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

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



© Copyright 2010 - Nicholas Cloister

Thursday, September 2, 2010

Snake with legs discovered on the shore.

Hi. Here is another one! This time with a bit of surroundings, though in a classical stylized manner of sorts. I guess style will change as these proceed, if for no better reason than to make the work more enjoyable (for me) :-) . I hope that works for you as well, since it will likely make for more interesting work in the long run.

Thanks for checking in once again! I can see the number of followers are increasing, which hopefully means that some people enjoy this site. Please tell your friends to come visit. The more the merrier, as they say! It might get my creature factory going, as I can see an increased reason to prioritize this bestiary, before other work. Now for a refreshing early autumn swim. Take care!




≡NEN'GUAN≡




------GENERAL-----------------------------------------
CATEGORY: Reptile
TERRAIN: Any water, and land close to water
FOOD: Carnivore
AGGRESSION: Calm to high
SIZE: 30 feet (10 meters) long. Manlike part: 7 feet (2,1 meters) high
NUMBERS: 1-4


------CHARACTERISTICS-----------------------------
STRENGTH: 17-23
AGILITY: 13-16
ENDURANCE: 14-18
INTELLIGENCE: 2-5
MENTAL RESILIENCE: 5-8
CHARM: 1-(?)
(If stats of a human ranges from 3 to 18)

SPEED: Swimming x 4, Crawling x 1,5, Running x 0,5
(Multiple is times human speed)

MAGIC POWER: 0
(Ranges from 0-100)

HIT POINTS: 25-35
(If a human commoner has about 11 hit points)


------PROTECTION-------------------------------------
AVERAGE: 3
HEAD: 4
UPPER ARMS: 3
LOWER ARMS: 4
LEGS: 3
BODY: 3
TAIL(S): 3
(If Full Plate Armour is 10)

The skin of the Nen'guan is smooth and slippery, but still rather thick. The arms and face are harder and scaly.


------ATTACKS/DAMAGE---------------------------
1 TUSK BITE: 2-4
2 CLAWS: 1-6
2 SABRE CLAWS: 1-8
2 TAIL LASHES: 1-8
2 STINGING ANTENNAE: 1 (+ nerve poison, see 'Powers')
(If a Long Sword makes a damage of 1-8)

The Nen'guan has a large arsenal of natural weapons, but uses mainly its double pair of arms when fighting human-sized foes, and similar prey. If it can safely get close with its head it also attacks with the mouth and its poisonous stinging antennae (See 'Powers'). The split tail of the creature is mainly used for swimming, hypnotizing, and to ward off pursuers in the case of retreat.


------POWERS/EFFECT-------------------------------
HYPNOTIC MOVES: The Nen'guan can combine its intense stare with wave-like movements of its many body parts to hypnotize a victim. This takes one round. If a saving throw against mental resilience fails the being thus hypnotized suffers a 50% minus to all throws while the Nen'guan stays close.

POISONOUS STING: Upon the Nen'guan head are two antennae with purple, leaf-like ends. These inflict a paralyzing effect that can be lethal. If a saving throw against poison (or endurance) is failed the victim is instantly and fully paralyzed for 5-50 minutes. If the saving throw failure is complete (5% risk) the victim is paralyzed at once, and death follows within two minutes.


------DESCRIPTION------------------------------------
The Nen'guan is a long and powerful reptilian creature, who's front-most part has humanoid protrusions. It can drag its long body while stumbling upon the man-like legs, but usually moves like a legless sea serpent, lifting the humanoid part up into the air when necessary. In water it swims swiftly, with little use of its limbs.

While most of its day is spent idle upon the bottom, stunning and eating small prey close at hand, it submerges at dusk to hunt for larger meals. The Nen'guan is fiercely aggressive while on land, and seeks to kill and consume any kind of large beasts or beings. Stories say that the creature was once an ordinary snake of the water, that one day ate the egg of a demon queen. Thus, according to folk-lore, the serpent eats the fish of the lake, while the demonic progeny takes over by nightfall, to slay and to still its unnatural hunger.

The Nen'guan live alone or in small families. The female and the young are not as powerful, but look similar to the male. While the young have a greenish skin the adults turn brown or black, except for the brighter and more vivid head and upper limbs. The scales on the Nen'guan arms can shimmer like gold. Treasure hunters have been known to vanish while walking along the shores of great lakes, attracted to glimmering of discarded scales. These can be used for jewelry and usually fetch a good price. Some warn that the creatures tear off these scales willingly, to leave them dazzling on the shoreline as bait.

In the winter of cold regions the Nen'guans turns pale. They take on a life-less look and their eyes become dark like the deep of night. Though they remain submerged most of the snowy season, they occasionally push through the ice to feed. At such seasons the hypnotizing power is gone, but the dreadful zombie-like look of the beast can be equally unsettling. Single Nen'guans have been spotted far away from any lake, moving ghoulishly through the woods, or even in the streets of snowy towns. These occasions, of seemingly lost and aimless behavior, are a mystery even to the best of zoologists.

Some claim to have heard the Nen'guan speak, or whisper, but there are no recollections of actual words. The post-traumatic nightmares of surviving hypnotized beings seem to be very disturbing. Many of them describe the creature in terms suiting a much more intelligent and charming beast. Though the majority of witnesses tell of a monstrous creature, these insist on mysterious qualities. Poetic terms like 'sensual', 'divine dancing' and 'starlight fury' have been recorded more than once.

The Nen'guan live to be about 60 years old, and have no known aims but feeding and reproduction. It breaths through gills in water, and on land through lunges situated between the lower set of arms. It smells like the sediments of muddy lakes, and is fairly silent but for low hissing sounds when excited.



© Copyright 2010 - Nicholas Cloister

Thursday, May 6, 2010

Successful head transplantation!

Finally I've been granted some time to create another creature. Sorry for saying I would update this blog weekly. I realise now, that I cannot make any updates unless I have something to say, and in the case of this blog, that means a new creature. In times when I'm busy working, the blog will therefore (sadly) stand still.

I realised there were few dungeon dwellers here so far, so this time I've dug down into the earth and rock to find this piece of muscle. I hope you enjoy it. In the meanwhile, I'm starting out on creature number 13... perhaps some all together unlucky form of life? We shall see...

/Cheers!



≡GOHRGIN≡




------GENERAL-----------------------------------------
CATEGORY: Reptile
TERRAIN: Dungeons and caves
FOOD: Carnivore
AGGRESSION: Controlled (short-tempered)
SIZE: 9 feet (270 cm) long
NUMBERS: 1-7


------CHARACTERISTICS-----------------------------
STRENGTH: 35
AGILITY: 14-18
ENDURANCE: 20-30
INTELLIGENCE: 2-6
MENTAL RESILIENCE: 17-18
CHARM: 0
(If stats of a human ranges from 3 to 18)

SPEED: Running x 4 Swimming x 1,5
(Multiple is times human speed)

MAGIC POWER: 0
(Ranges from 0-100)

HIT POINTS: 26-30
(If a human commoner has about 11 hit points)


------PROTECTION-------------------------------------
AVERAGE: 6
HEAD: 7
LEGS: 4
BACK: 7
CHEST: 3
TAIL: 5
(If Full Plate Armour is 10)

The Gohrgin has a very thick and hardy hide, that is enforced in places by bony plates and ridges. The top of its head is especially hard, and the creature has been seen ramming victims, and pinning them to the walls before biting or shredding them to pieces.


------ATTACKS/DAMAGE---------------------------
2 BITE: 2-6
2 DOUBLE CLAWS: 2-6
1 TAIL: 2-8
1 SKULL RAM: 1-6 (+ optional speed damage)
(4-8 TENTACLES: 1-4) see 'Powers'
(If a Long Sword makes a damage of 1-8)

The Gohrgin is a very fast creature, and makes use of its great speed to attack prey. It normally overcomes victims from behind and tears them down much like a great lion would. When facing unusual foes the Gohrgin may approach more carefully at first, and try to observe enemy behaviour. Attacks coming at it from behind are met by its great club of a tail. Though not long enough to reach in front of it, the Gohrgin often displays and raises its powerful tail in a threatening manner.


------POWERS/EFFECT-------------------------------
SEVER OWN HEAD: The hard shell-like shape on top of the Gohrgin's head is tough for a reason. Inside this armour is not only the creature's brain, but also its heart. This strange location has its explanation in the creature's ability to loosen its own head from the body. When the main body is severly wounded, and loss of blood threatens to kill the creature, the Gohrgin can wilfully detach its head from the body. The hard, and normally limp tentacles hanging from the sides of the head is then brought to animation, and functions as legs for the now much smaller life form. The vessels of blood in the neck is automatically sealed tight and the remaining blood begins to support the brain and other head functions. The creature then normally steals off and tries to make its way into smaller tunnels, where enemies cannot follow. There it continues to exist, and more tentacles eventually grow out of the skull to make for a new and spidery revelation. Rarely however, the Gohrgin may continue attacking in this new form with bites and sharp tentacles. In any way it continues the remainder of its days as something of a large insect, rather than the powerful predator it once was.

SHRIEK OF THE UNDEAD: The Gohrgin has an eerie connection to the undead and to ghosts especially. When threatened it may invoke a shrill call to summon nearby spirits and undead to its aid. It cannot raise or wake the dead, but only command those that happen to be within 1 mile (1,6 kilometres) of it. Any undead hearing the shriek of a Gohrgin must answer. Any loyalty or binding to other powers are immediatly abandoned, and undead so summoned will do their utmost to defend the calling Gohrgin for as long as the threat remains. Vampires and other powerful undead are also subject to the shriek, but usually slay the Gohrgin once the effect is over, so as to avoid future disturbances. The origins of this power are not clear, but could possibly be explained by the rumoured background of the creature (See 'Description').


------DESCRIPTION------------------------------------
In the tunnels of the earth live the Gohrgins. There they hunt and feed upon all living things, brave or ignorant enough to enter their labyrinthine world. They speed through the subterranean pathways in search for food, and few things escape their hunger. Often in small packs, but also on their own, the Gohrgin rarely stops hunting. Their appearance and cruel strength is the stuff of goblin nightmares. With perfect night vision and relentless perseverance they are a terror of the underworld.

The dark stare and strange powers of these beasts have given rise to numerous stories, but one of the most vivid speaks of an orc warlock creating these creatures. The warlock is told to have been a two-headed freak, with horrible and morbid powers. Through hideous rituals he is said to have successfully mixed his blood with a great reptile that lived in the mountains - rituals that included the surgical removal of one of his own heads, to be magically attached to the body of the reptile. The warlock's arcane knowledge of necromancy is by this story the cause of of the Gohrgin's unearthly shriek (see 'Powers')

Those fortunate enough to have survived an encounter with the Gohrgin, says the stare of the monster never leaves them. Though beastial in all behaviour, the creature radiates an aura of dark intelligence, and the eyes have a magnetic power that some find hard to tear themselves from (optional saving throw).

The Gohrgin live all of its life under ground. It draws away from daylight, if exposed to it, and its otherwise perfect vision is temporarily disabled. However, creatures in need of new hunting grounds move over land at night, and searches about for fresh dungeons in which to settle. The female - a creature twice the size of the more abundant males, never leaves a "conquered" cavern. She will remain and multiply until there is no traces of food left, and then die in her lair. Young Gohrgins grow up rapidly, but only one out of twenty is a female.

This creature is rarely found near human settlements, but are drawn at times to catacombs and other subterranean burial grounds. It seems to have an attraction to the dead and the spirit world. Though the Gohrgin normally consumes all of its prey, it tends to leave corpses found untouched, even when plenty of flesh remain upon them.

The Gohrgin live to be about 50 years old, and except for the mysterious link with the undead it has no other interest than food and reproduction.



© Copyright 2010 - Nicholas Cloister

Monday, December 28, 2009

5 year old, killed by reptiles

From the snowy Sweden I bring you some really hostile vermin to help you with the Christmas chocolate. Of course, you might not be celebrating Christmas, or gulping down an excess of chocolate (like I have), but I hope you accept this new creature anyway. I thought it was time for a smaller creature… so here it is, unwrapped and greasy; the Marajack.



≡MARAJACK≡




------GENERAL-----------------------------------------
CATEGORY: Reptile
TERRAIN: Any dark and damp
FOOD: Carnivore/Omnivore
AGGRESSION: Normal/High
SIZE: 1-2 feet tall (head)
NUMBERS: 1 to thousands


------CHARACTERISTICS-----------------------------
STRENGTH: 4-5
AGILITY: 11-15
ENDURANCE: 15-24
INTELLIGENCE: 1-3
MENTAL RESILIENCE: 1-3
CHARM: 0
(If stats of human ranges from 3 to 18)

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

MAGIC POWER: 0
(Ranges from 0-100)

HIT POINTS: 4-7
(If a human commoner has about 11 hit points)


------PROTECTION-------------------------------------
AVERAGE: 6
BODY: 6
BELLY: 1
(If Full Plate Armour is 10)


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

When standing, the Marajack will attack only with its front claws and mouth. In water, or when clinging to a victim, the creature will attack with all limbs if possible.


------POWERS/EFFECT-------------------------------
OILY JET: The Marajack has the ability to spurt out an oily substance through its hollow tongue. The consistency of the black substance can be controlled by the creature, and is used for many purposes. It can be shot out to temporarily blind a creature, or gushed out to make the ground slippery when chased. It is also used to spray down birds to hinder them from flying, and to make the Marajack slimy to reduce its chance of being caught. The double jet can reach up to 20 feet (6 meters) from the creature’s mouth, and a single creature can create quick puddles covering up to 10 x 10 feet (9 sq meters). It can use this ability two times a day, or four times a day when applied sparingly. If a player is hit (in the face) by a jet, he or she will be blinded for 1-4 rounds. If moving quickly through an area covered with the oily substance, a successful roll based on dexterity should be made to avoid falling.


------DESCRIPTION------------------------------------
The Marajack is a quick reptile that moves about with little support from its front legs. Descendants of a creature living only in the watery darkness of deep grottos, this reptile has transformed to survive basically anywhere. Like its ancestors though, it is drawn to water and prefers the dampness of the underground. Completely blind the Marajack has developed an incredible sense of smell. The forked tongue, which moves constantly in and out of its mouth, can even sense vibrations in the surrounding air. This ability is so finely tuned that the Marajack navigates in complete darkness just as well as any seeing creature would in the day. Typically these reptiles live in riverbank hollows and dark humid caves. Their favourite food is fish, a trait that has drawn them also into human settlements. In the long winters, when the inland waterways freeze, some move down along the rivers to discover the wealth of the human city.

Especially coastal towns are prone to these creatures, and when they come it is no less than a curse. As long as the sewers and catacombs are full of rats, and gulls are still there to compete for the fish, they will barely be noticed. But when the fishermen start guarding their haul more closely, and when the rats and sea-birds are gone, the Marajacks take to the streets for food. At night they will move up in great numbers and some bolder individuals even in the day. At such a point pets and young children should be carefully looked after. A Marajack female produces between 10 to 100 eggs in a year, depending on the abundance of space and food in the area. When times are good the young will be many and reach adulthood in a couple of months. A plentiful year followed by a bad one is bound to bring a lot of Marajacks to the surface.

A starving Marajack will eat almost anything and is highly aggressive. With tough bodies covered in hard slippery scales, these creatures are notoriously hard to catch and kill. Their main weakness is that they lack the soft and silent movement of the rat, and will produce an audible clatter when moving for example on cobbled streets. Though short they can jump really well and will usually find a way to upper floors and roofs if need be. Should a Marajack loose its tongue it will become totally disoriented and a very easy target, but otherwise it takes a lot of skill or cunning to defeat them. They do have some fear of fire and intense heat, but it will not stop these reptiles for more than a couple of minutes. Then the hissing noise of the creatures will recommence with even more fervour and the fire jumped through if need be.



© Copyright 2009 - Nicholas Cloister