Showing posts with label rpg-creatures. Show all posts
Showing posts with label rpg-creatures. Show all posts

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

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, August 26, 2010

Birds interfere in human politics

After a terribly long break of concept work, parental leave, and a spiritual retreat, I'm very happy to be back here. As I wanted to get started right away, I pretty much let the brush decide this time. What showed up was this mythological-ish creature. Perhaps not the most useful of beasts in all campaigns, but as I liked the mood, I had to go through with this one.

Not much more to say really, more than that I'm thankful that there are still some of you returning to check out this blog, despite the long break. I cannot make any promises for the future, but for sure, I'd love to see more creatures here! :)

Cheers!




≡DHONDOROS≡




------GENERAL-----------------------------------------
CATEGORY: Ethereal Power
TERRAIN: Any (The Ethereal Plane of Existence)
FOOD: Ethereal (spirits and souls)
AGGRESSION: Controlled
SIZE: 8-9 feet (240-270 cm) tall
NUMBERS: 1-5


------CHARACTERISTICS-----------------------------
STRENGTH: 23-25
AGILITY: 14-18
ENDURANCE: 18-25
INTELLIGENCE: 18-25
MENTAL RESILIENCE: 18-25
CHARM: 11-12
(If stats of a human ranges from 3 to 18)

SPEED: Running x 4, Flying (eagle x 5)
(Multiple is times human speed)

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

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


------PROTECTION-------------------------------------
AVERAGE: 4
HEAD: 4
BODY: 4
LEGS: 3
ETHEREAL TONGUE: 0
(If Full Plate Armour is 10)

The material body of the Dhondoros is covered with thick hide and feathers, giving it sufficient protection when in physical form.


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

The Dhondoros never attacks with its bodily weapons, but may occasionally defend itself with these physical means.


------POWERS/EFFECT-------------------------------
ETHEREAL COMMAND: The Dhondoros has the power to speak words of command through the ethereal dimension. On the material plane this voice is loud, deep and bellowing. Here it contains no words, but on the ethereal level it reaches into the souls/spirits of all within the range of sound. It commands obedience. Unless a tough mental resilience roll is passed, all beings and beast must follow. These commands are never complex, but stay in the line of “listen”, “halt”, “turn back”, “go home”, “yield” etc. This power may be used three times a day.

ETHEREAL WALL: Once a day the Dhondoros can conjure forth an ethereal wall, stopping all ethereal bodies (and thus the corresponding material one) The wall is a slight shimmer of bluish white that might be missed on a bright day, but to all spirits and souls it is impenetrable. It lasts for 15-20 hours and cannot be undone. The wall can be 30 feet (10 meters) high, 18 miles (30 kilometers) wide, and a single foot in breadth. It reaches through all matter and cannot be scaled on the physical plane.

ETHEREAL HUNGER: To remain materialized the Dhondoros must eat. It feeds on nothing but the souls and spirits of beings and creatures. Once every ten minutes a new human-sized soul, or an equal volume, must be consumed. This is done by throwing out a swift ethereal tube into the body of the prey. The ethereal “tongue” can be seen on the material plane, but can only be damaged by magical weapons. It is extremely fast and hard to see (especially in daylight). The whole process of eating takes a single round. Agility and speed can be used as defense, but armours are of no use (Some spells and magical armours may offer protection.) The tube, which issues from the beak of the Dhondoros, may extend up to 165 feet (50 meters).


------DESCRIPTION------------------------------------
Every now and then in the history of every world, minor gods interfere with the business of mortal beings and beasts. Still subjects to desire, some higher powers cannot help themselves from disturbing the ordinary fate of things.

The Dhondoros are said to be messengers of such powers. They have been witnessed to appear suddenly in the midst of great battles, and in the center of throne rooms and courts. There they have wreaked their terrible powers, shortly and efficiently, only to disappear again once it is done. Occasionally they have materialized before single individuals, to turn their minds about, or to deliver powerful information. These occasions are rare and very little is known about the creatures.

The Dhondoros normally inhabit The Ethereal Plane of Existence. What they do in this, their natural abode, is unknown to the scholars here. If they are captured and brought into service, or willfully in aid of higher powers, is unclear. But always they seem to speak for someone else. At will they can create a material body, but move on ethereal wings even in earthly form. They are tall, majestic, and their presence is foreboding.

Apart from their ethereal powers the Dhondoros may know and use any amount of spells and languages. Rare stories speak of them as helpful and guiding, but most portray them as a dark and mysterious powers, feeding on random spirits to please their hunger and purpose. At times they descend upon the world from above, and at other occasions they simply appear; always with unearthly might and command.

Except for the transparant and bluish aspect, the ethereal bodies of the Dhondoros are similar to, but more graceful than, their material ones. They are rare also in the ethereal realms, but may be spotted in greater numbers once encountered. Sacred texts say they were once steeds to the Powers of Old, who rode them in the times before the making of Earth and Water. Now, though set free, they still obey their former masters – those who made them, and those who treated them well and honorably. The Dhondoros are immortal unless slain.



© Copyright 2010 - Nicholas Cloister

Friday, March 5, 2010

Thieves in fine fur

A little quicker this time, right!? Here is the first playable race among these creatures, so I added some equipment and clothing to give it some "character". A strange type of beings with unknown origins, that might attract players that are drawn to thieves. Give it a read and see what you think. I understand that some of those who visit this blog never bother about the text. That is expected of course, in these speedy Internet days, but the description is as important to me as the artwork, and I do think they enhance each other. What do you think? No comments yet... Are you afraid to mess up the Bestiary? ;) Well, as long as you enjoy what you see AND read, I'm happy to supply.



≡JARMA-LOH≡




------GENERAL-----------------------------------------
CATEGORY: Two-legged Mammal
TERRAIN: Any
FOOD: Omnivore
AGGRESSION: Controlled
SIZE: 4-5 feet (120-150 cm)
NUMBERS: 1-20


------CHARACTERISTICS-----------------------------
STRENGTH: 3-13
AGILITY: 6-24
ENDURANCE: 3-20
INTELLIGENCE: 6-18
MENTAL RESILIENCE: 6-18
CHARM: 3-18
(If stats of human ranges from 3 to 18)

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

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

HIT POINTS: 3-13
(If a human commoner has about 11 hit points)


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

The Jarma-Loh have a thick fur and hard skin for natural protection. In addition to which they can wear armour of any kind, but usually stay away from the heavier sorts. They tend to prefer swiftness and agility to a cumbersome defence.


------ATTACKS/DAMAGE---------------------------
1 ANTLER GORE: 1-4
2 FISTS: 1-3
2 KICKS: 1-4
1 BITE: 1-4
(If a Long Sword makes a damage of 1-8)

The Jarma-Loh have several natural weapons but will use these only when no actual weapons are available, or when an armed attack is uncalled for, like in a common street brawl. In non-lethal situations they avoid goring and biting their opponents. The Jarma-Loh are civilized creatures that normally try to blend in with the civilization at hand.


------POWERS/EFFECT-------------------------------
SCENT OUT MINERALS: The ability to actually smell out minerals from a distance is unique to the Jarma-Loh. It can determine the location, type, quality, and amount from about 200 yards. The creatures are oftenly hired by mining-companies and many Jarma-Lohs start mining operations themselves.

UNDERSTAND LANGUAGES: Though normal learners when it comes to language, the Jarma-Loh have an eerie power of understanding what’s being said, even though they do not speak the language in question. If a test roll of intelligence is successful 10-50% of what’s being said will be understood by the creature. If the roll is really good, the full meaning of what’s said will be comprehended. This ability may only be used once a day per conversation or speaker.

LEARN MINOR MAGIC: Jarma-Loh can learn simple magic, no matter what their choice of profession. This is an innate understanding of “survival magic”, like starting fires, opening locks, ventriloquism, eavesdropping, and producing minor illusions. Exactly what kind of spells should be regarded as minor is up to the Game Master, but shooting fireballs, and summoning elementals are definitely out of the intended range.


------DESCRIPTION------------------------------------
The Jarma-Loh have no culture or civilazation of their own. If there was once such a thing as Jarma-Loh societies they are now gone, and the race is scattered. Most live by themselves, while others group together in families or small clans.

The creatures have a human level intelligence and a corresponding emotional life. What differs them from human beings is primarily that they are quite happy by themselves, and don’t mind being scattered as a race. Nor do they react nearly as strongly to mockery, harassment or even persecution, which they are quite used to. The Jarma-Loh are hardy survivors that never misses an opportunity, and most of them do well in life.

Secondarily they differ from humans in their strong desire for treasure and riches. Few Jarma-Loh prioritize any other goal in life than wealth. Gems especially draw their attention, and with their ability to sniff out every kind of mineral, they usually find them. This obsession with treasure draw many Jarma-Loh into thievery, and excellent thieves they do make. Their short stature and agile bodies are perfect when sneaking through the darkness of night. Most Jarma-Loh also have a natural nose for business and are quick at picking up social codes and etiquette. There have been more than a couple Jarma-Loh serving as royal advisors and agents.

Perhaps it is the lack of a culture of their own that make the Jarma-Loh so keen on achievement and wealth. Whatever the cause, few beings are so well equipped for personal gain as the Jarma-Loh. The strange look of these creatures is and have been a burden for them - another cause for the way of the rouge – but unless they are banished as a race from a country, they tend to stay, survive, and accomplish what they aim for.

The Jarma-Loh live to be about 50 years old. They don’t respond very well to liquor (tends to turn aggressive), and heavier drugs are not common among them. The females carry their young for three months only, so if they had been more inclined to making families, their offspring could have been plenty. They have little understanding of music, and eating the meat raw instead of cooked is no big difference to them. This doesn’t stop them from distinguishing a good musical performance from a bad one, and they are not ignorant when presented with a fine meal. It is just that the Jarma-Loh prefers fine clothing, jewellery, luxurious tapestries, and over-adorned furniture. They would rather eat raw potatoes with silver cutlery than having a fine steak on a pewter plate. They love and would gladly join in on any kind of adventure, just as long as there is a promise of wealth at the end of it. They simply cannot get rich enough.

These creatures are mostly found in cities and larger townships, where opportunities are many, and wealth more common. If successful the Jarma-Loh might withdraw to a countryside castle when older, since their social life is mainly a means to their personal wealth. However, just like human beings, all Jarma-Loh are different, and some differ more than others from the norm. If a player chooses to play a Jarma-Loh character, it may of course stray from typical race behaviour, if that is desirable. A normal Jarma-Loh will be rather fearless of most situations, except when its valuables are at risk.



© Copyright 2010 - Nicholas Cloister

Saturday, January 2, 2010

Apes cause Desert Storm

Parallel to producing creature number five I'm negotiating a contract with a gaming company. This means that the blog might enter slow-motion mode for an unknown time ahead. Nothing is settled yet, but in either case I will keep the blog moving, if slow, until I'm able to give it my full attention once again. As of now, here is a real slugger for you. Something to spice up those desert adventures. Take care, and just in case you didn't catch a stomach sickness (throwing up etc) twice this winter, you can be pleased knowing that I did... a splendid way of starting 2010! ;)



≡RA'KHUNI≡




------GENERAL-----------------------------------------
CATEGORY: Mammal
TERRAIN: Sandy deserts
FOOD: Omnivore
AGGRESSION: Normal/Extreme
SIZE: 6' 5" (195 cm) upright
NUMBERS: 3-20


------CHARACTERISTICS-----------------------------
STRENGTH: 17-24
AGILITY: 12-18
ENDURANCE: 14-20
INTELLIGENCE: 1-3
MENTAL RESILIENCE: 2-6
CHARM: 1-4
(If stats of human ranges from 3 to 18)

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

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

HIT POINTS: 16-23
(If a human commoner has about 11 hit points)


------PROTECTION-------------------------------------
AVERAGE: 3
HEAD: 4
LEGS: 2
UPPER ARMS: 2
LOWER ARMS: 4
CHEST: 2
BACK: 4
TAIL: 3
(If Full Plate Armour is 10)


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

The powerful arms and fists of the Ra’khuni are its weapons of choice. When truly threatened it will also swing about with its long tail and bite at its opponent. The tail does more damage than a single fist, but is more easily dodged. The Ra’khuni avoids using the tail when fighting because of the risk of injury to it.


------POWERS/EFFECT-------------------------------
SUMMON SAND VORTEX: The Ra’khuni has discovered the secret of the sands, and possess the ability to magically awaken it. Through rhythmically beating its fists and tail into the sand, it can cause it to rise and form a violent vortex. The vortex is about 10 feet high and 4 feet wide (3 x 1, 2 m), travels at twice the speed of a man, and lasts for 1-10 rounds. It is controlled by the will of its creator. The sands blind those in it, and do 1-2 points of damage per round to any unprotected skin. The victim should also make a dexterity roll each round to keep standing. Bows become virtually useless, and all other attacks are made at -2. At times several Ra’khuni join together to create a single and greater vortex. These whirling storms blind all things within them, can (Game Master’s choice) cause permanent eye-damage, peel off skin and clog up the ears to reduce hearing. The size of the storm is increased by an additional 10 x 4 feet for every additional creature partaking in the summoning. Damage is increased by 1 point per every five Ra’khuni and the dexterity check should become harder with vortex size. This elemental earth magic can be used once a day.


------DESCRIPTION------------------------------------
The Ra’khuni is an ape creature dwelling in the sandy deserts of the world. Here they travel around like nomads to find what food and water there is, but can settle for some months in the same location. They live in groups of five to twenty adults, with about a third as many young. To protect themselves from the cold of the night and from the burning sunlight of the midday, they dig out holes and tunnels in the dunes. These are very simple but usually have separate rooms for sleeping, storing food and defecating.

On the back, tail, lower arms, and head of the Ra’khuni there are tough, pointy, leathery outgrowths that can store up fat- and water reserves. The colours of these lumps vary from ochre to deep red. Saturated colours mean a higher place in the group hierarchy, and are also an indication of the level of venom in the outer skin. The pointy shape and poison of the outgrowths prevent the Ra’khuni from being eaten by larger desert predators, and can also be used as a trap. These apes have been discovered semi-buried in the sand with only the very tip of their backs protruding from the surface. This technique can be used to protect the entrance of their temporary lairs, or when hunting in narrow passes. The venom is deadly, but the Ra’khuni themselves are immune.

The creatures can walk for weeks without food and water if properly prepared. They seek nothing in life, but can be temporarily enchanted by shiny objects, and might drag on a necklace or carry random treasure. In extremely hot summers they have been seen in the outskirts of human civilization, looking for food, but the main cause of conflict with these creatures is when trespassing through Ra’khuni territory. The territorial instincts of the Ra’khuni are strong, and the level of aggression displayed towards intruders knows no boundaries – a potentially dangerous trait, since the territory changes as the desert apes move along, and thus change the borders of their claimed domain.

It is said that in the past the shamans of nomad people learned from the Ra’khuni the secrets of the sand. Some of these secrets supposedly went beyond summoning the sand vortex. Legend claims for example that a few of these apes could actually become sand, and move about unobstructed through the desert dunes. A sandglass made from a Ra’khuni trapped in that form is said to hold the strangest and most remarkable powers. No one knows very much about these creatures, but it is true that they lived and walked the sandy realms ages before the coming of man.

The Ra’khuni can live to be 50 years old. They use gorilla-like grunts and their long tails for communication, enabling them to communicate silently and when partly hidden. They prefer meat but eat everything edible, including cadaver. The female are slightly smaller, not as bright in colours, and not quite as poisonous. As young they can be held as pets, but a mature Ra’khuni will inevitable feel the call of the desert wilds, and rebel fiercely against any master.



© Copyright 2009 - 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

Thursday, December 17, 2009

Magic on wings

I'm blasting out one more pretty fast here, thinking it will give me some time with my family, preparing for Christmas and all. Nothing more to say really, just hoping you like it. Now I'm off looking for the enigma of steel, again ;) More creature after the holidays!



≡NORDJARIMM≡




------GENERAL-----------------------------------------
CATEGORY: Magical creature
TERRAIN: Any
FOOD: Carnivore
AGGRESSION: Normal/Controlled
SIZE: 6’ 3” (head)
NUMBERS: 1


------CHARACTERISTICS-----------------------------
STRENGTH: 15-22
AGILITY: 12-15
ENDURANCE: 13-18
INTELLIGENCE: 17-24
MENTAL RESILIENCE: 15-24
CHARM: 13-18
(If stats of human ranges from 3 to 18)

SPEED: Flying (eagle x 2), Running x 1,5
(Multiple is times human speed)

MAGIC POWER: 50-100
(Ranges from 0-100)

HIT POINTS: 24-28
(If a human commoner has about 11 hit points)


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


------ATTACKS/DAMAGE---------------------------
2 TALONS: 2-5 (+frost)
2 TAILS: 1-6
1 BEAK: 1-4
(If a Long Sword makes a damage of 1-8)

The Nordjarimm primarily use magic when fighting, but when forced to physical combat they will try to stay airborne (out of range) and lash about with the long double tail. When on the ground or when facing other flying opponents it will also use its talons and beak, if currently unable to cast spells. See Powers for more info. (Swooping attacks can cause 1-4 extra damage)


------POWERS/EFFECT-------------------------------
FROST: The Nordjarimm can create frost magic instantly with its talons at any time, without using Magic Power. This is an innate ability that does 1-6 points extra damage whenever hitting with the talons.

MAGICAL COLD: Instead of attacking the Nordjarimm can cause a magical cold to spread through any firm surface (ground, stone, wood etc) over a circular area up to 50 feet (15 meters) from where it stands. This makes 1-4 points of damage every round to all in contact with the area of effect (unless immune to cold) for 1-10 rounds, which is the duration of the spell. This magic is also natural, can be repeated any number of times (no double effect), without reduction of Magic Points for the Nordjarimm.

FROST MISSILE: If not attacking any other way, the Nordjarimm can produce and throw two frost missiles with its tails. The missiles can travel up to 100 yards (ca 90 meters) and do 2-4 points of damage each. A hit-roll is required. Like the others above, this power is unlimited in use. (The chance of hitting is not numbered here, because of the great variety in rpg systems.)


------DESCRIPTION------------------------------------
The Nordjarimm is a magical creature. The origin of the species is clouded, but according to the Nordjarimm themselves; they were created by a powerful Mage a long time ago, in the mythic past of the world. How many of them still remain is uncertain, but only one hundred were originally created (if these creatures are to be believed). The Nordjarimm cannot die, unless slain. They need not feed, but do so anyway to stay alert, and to avoid the drowsiness that otherwise beset them. The creatures have no genitalia and lack the power of procreation. There are no young. All were created as adults, and all are untouched by aging. Very little differ in appearance between one Nordjarimm and another.

These creatures are highly intelligent and natural magicians. Every individual has a will and a personality of its own, but there is one goal that unites them – the quest for further magical power. Why the Nordjarimm searches ever for higher levels of magic is unclear, but some suggest they look for a means to reproduce. Whatever the reason, the Nordjarimm acts individually and will fight others of their species if necessary. The hunt for the arcane knowledge of magic is what drives them, and they will use many different methods to reach it.

It is not uncommon to find the Nordjarimm in the company of wizards, and other powerful beings of the world. Whatever gives them access, or hope of access, to new magic is part of their agenda. They are not in a hurry, and are masters of long-term scheming. This doesn’t necessarily make them false, or untrustworthy. Like master politicians they do not need to lie to get what they desire. Most Nordjarimm avoid killing and hurting the innocent. They do not however hesitate to remove wicked beings or other evil forces that come in their way.

All remaining Nordjarimm have lived for a very long time, and possess great knowledge of magic. The power to create frost and cold is theirs from the beginning, but they may know any number of spells, including the most powerful kinds. Exactly what spells any encountered Nordjarimm has mastered is up to the Game Master, but their long life-span and their magical nature should be taken into account.

The Nordjarimm can dwell and live anywhere, but prefer a base in the mountain peaks, above snow level, where they might have a cultivated cave, a small castle, or even a stronghold. The creature cares nothing for political power or dominion (as such) but is interested in protecting gathered scrolls, and magical items. Nor is it really interested in gold or treasure, but can hoard any kind of valuables to be used as bribes, or to purchase information/access. The Nordjarimm may gather followers and guards, and at times they might serve others for personal gain. They speak any number of languages and are well versed in the various cultures and societies of the world.



© Copyright 2009 - Nicholas Cloister

Wednesday, December 9, 2009

Dharkhanian - RPG creatures launched.

Below is the first creature posted here, in this attempt to create a successful online bestiary. My intention is to keep producing new creatures at a regular rate, whenever I’m able to do so. These creatures can be used by anyone who feels inclined to include them in their role-playing game campaign, and can be downloaded free of charge. Eventually there might be some ads on this blog, and some prints for sale, but the quality of these creatures will stay high, and personal use will remain free. Only if you wish to make use of these creatures in a commercial context do I require economic compensation. You then need to buy the rights to the desired creature concepts.

Creature statistics are game independent, and should be translated to fit the game into which it is incorporated. What you see now is a start. All suggestions about changes to the basic outline of creature information are very welcome. Feel free to comment on (or rate) the current creature, and to recommend changes. All ideas are graciously received. Since I'm Swedish, notes on language errors are also expected. Hopefully, with time, this will develop to be one of the best sources for RPG creatures available online. I will do my best to keep producing a fine and variable bestiary. Right now I look forward to making all kinds of reptile, amphibian, bird, fish, insect, magical, ethereal, astral, devilish, divine, undead, elemental and all kinds of cool critters. Do you like creatures? Then make sure you follow this blog!



≡DHARKHANIAN≡




------GENERAL-----------------------------------------
CATEGORY: Two-legged Mammal (Possibly demonic origins)
TERRAIN: Any dark woodland, preferably damp
FOOD: Carnivore
AGGRESSION: Normal/Very High (see description)
SIZE: 6’ 5” (195 cm)
NUMBERS: One or several groups of 1-10 male


------CHARACTERISTICS-----------------------------
STRENGTH: 11-24
AGILITY: 12-15
ENDURANCE: 15-20
INTELLIGENCE: 3-11
MENTAL RESILIENCE: 3-18
CHARM: 1-2
(If stats of human ranges from 3 to 18)

SPEED: Running x 1,5, Climbing x 3
(Multiple is times human speed)

MAGIC POWER: 0
(Ranges from 0-100)

HIT POINTS: 12-16
(If a human commoner has about 11 hit points)


------PROTECTION-------------------------------------
AVERAGE: 3
HEAD: 4
UPPER ARMS: 2
LOWER ARMS: 4
UPPER LEGS: 2
LOWER LEGS: 4
CHEST: 3
BACK: 4
WING MEMBRANE: 1
(If Full Plate Armour is 10)


------ATTACKS/DAMAGE---------------------------
2 CLAWED HANDS: 2-5 (+spec)
1 WEB PROJECTILE: 4-8
(If a Long Sword makes a damage of 1-8)

The Dharkanian should hit rather easily with its arms, and has a lesser chance of hitting with the deadly web projectile, unless the player is held (see below). Dharkhanians have two claws at the end of their powerful legs, but they never use these for fighting. The chance of hitting is not numbered here, because of the great variety in rpg systems.


------POWERS/EFFECT-------------------------------
BARBED HANDS: When it manages to hit and wound there is a 50% chance that the Dharkhanian’s hand sticks to the player. If so it will inflict another 2-4 points of damage every round it remains stuck. (If the game has rules for grabbing/wrestling etc these could be used here.) The Dharkhanian will try to get both its barbed hands attached to the player to make sure its web projectile hits the player in the chest or face point-blank. If the Dharkhanian manages to get both hands attached to the player the projectile will hit automatically with full damage. Player should make a roll based on strength to break loose, or attack to hit the Dharkhanian’s arm. A successful hit will make it let go of the player, temporarily.

SWOOPING ATTACK: The Dharkhanian has the ability to glide through the forest, if starting from a height, such as a tree or a cliff. In combat this can be used to get close to prey, and as an element of surprise. Add 1-4 points of damage to the claw attacks if they are combined with a swooping attack.


------DESCRIPTION------------------------------------
The Dharkhanian is a dark creature that lives in damp and murky forests, preferably up in and near large trees. Like spiders they have the ability to produce vast amounts of web at great speed. The web is shot out through a hole in their chest, quick enough if needs be, to be used as a projectile in combat. Normally the Dharkhanian generates great tangles of these webs to make for a chaotic and sticky mesh between the trees of the forest. The web itself is not a dead substance but alive. It can’t move about, but is able to quiver and curl up to some extent. It can also project sharp needles and does so when touched. When able it injects a potent chemical substance into the prey, which quickly changes its cell structure. The needles only do 1-2 points of damage, but any life-form infected by them will have its body odour changed for up to seven years. So even if able to break loose, the unfortunate one could be in some trouble. The special scent attracts the attention of the Dharkhanian who will hunt down whatsoever has made contact with their webs. From that moment it is considered food, and will be killed on sight. The Dharkhanian is only a moderately hostile creature, but becomes extremely aggressive towards all creatures that have been infected by its webs. It can sense this scent from up to fifteen miles away, and will trail it whenever detected. The special nasal tube on the Dharkhanian's head is sensitive enough to determine distance as well as direction. The creature hunts in groups of 3-10 males, and is known to spread out and to co-operate for tactical advantage. Once killed or captured a Dharkhanian does what spiders do and weaves a great jumble of webs around its prey, unless hungry, to save it for later. It doesn’t prepare its food in any way, but eats all kinds of meat untreated, alive as well as dead.

The Dharkhanian female is somewhat smaller in size, slightly less muscular and doesn’t take part in any killing, unless attacked, or defending the offspring. They reproduce at human speed but have two or three children at once more frequently. How the young are tended is unknown, but likely they stay well protected in the big, but disorderly web structures which the Dharkhanian makes for shelter high up in the trees. Dharkhanian have occasionally been found hanging upside down from the lower parts of these nests, but only does so when anticipating possible prey. Sleeping is done inside during daytime, while hunting and other activities take place at night, unless the webs are disturbed at other hours. The Dharkanian care nothing for treasures or material possessions, but usually dispose of skeletal remains (which may include outfits and gear) in a large hole, made especially for the purpose, and usually located in the vicinity of the nest.

This creature has a fearsome look and spreads a foul stench. It is suggested that it might originate from some darker plane of existence, but the biology is basically mammal, with some bird-like features. It has good eye-sight and perfect nocturnal vision. The many ear-holes located right behind its eyes provide good hearing. Usually it stays close to its home, but in times when food is scarce, it has been known to roam and explore. The Dharkhanian has no known language but communicates through series of nasal grunts or moans, as well as through flapping with the split upper lip. If left alone it lives to be about 50 years old, and it keeps up a good physique right up until the end. Dharkhanian nests can contain anything from a few families to hundreds of creatures. They have no culture to speak of, though simple items of use have been found. The webs have several uses, but are primarily utilized for hunting and marking the territory. They can spread out for miles from the main nest. The groups are typically controlled by a large and dominant male.


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