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
Wednesday, September 8, 2010
Lucky egg discovered in the highlands
Etiketter:
concept,
creature,
creatures,
fantasy art,
herbivore,
Nomancuan,
rpg,
rpg-creatures
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
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
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
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