Showing posts with label crustacean. Show all posts
Showing posts with label crustacean. Show all posts

Monday, April 4, 2011

The silent slaughters of the sea

The flu, which peaked two weeks ago, has yet to let me fully out of its grip. Reality presents itself behind a hazy layer of "tired heavyness", but I know it has to yield some day soon.
Speaking of soon, I can now confirm that I will spend much of this year teaching (Multimedia, Media Communication etc), and I start in May. This will make RPG-Creatures slow down, but new creatures will continue to show up, now and then. Bread, I here, is more vital than imaginary beasts. ; )

To be honest, I will enjoy another round in the class rooms. Freelance illustration can be a bit too solitary in the long run. Schools, though not always the most stimulating of places, do at least present a certain movement, and faces of real animated flesh. A Crombhala would move eagerly through the corridors...




≡CROMBHALA≡




------GENERAL-----------------------------------------
CATEGORY: Crustacean
TERRAIN: Salt water
FOOD: Carnivore
AGGRESSION: High
SIZE: 7 feet (210 cm) tall
NUMBERS: 1-12


------CHARACTERISTICS-----------------------------
STRENGTH: 17-23
AGILITY: 5-11
ENDURANCE: 15-21
INTELLIGENCE: 2-3
MENTAL RESILIENCE: 5-7
CHARM: 0
(If stats of a human ranges from 3 to 18)

SPEED: Running x 0,5 (In water x 2)
(Multiple is times human speed)

MAGIC POWER: 0
(Ranges from 0-100)

HIT POINTS: 25-30
(If a human commoner has about 11 hit points)


------PROTECTION-------------------------------------
AVERAGE: 7
BODY: 8
BELLY: 3
LEGS: 7
HEAD: 7
(If Full Plate Armour is 10)

The exoskeleton of the Crombhala is tough, and gives good protection. The belly is softer and vulnerable to spears and long swords.


------ATTACKS/DAMAGE---------------------------
1 BITE: 1–6
2 HOOKS: 1-8
(If a Long Sword makes a damage of 1-8)

Though equipped with four powerful legs, the Crombhala is too heavy to use these for kicking.


------DESCRIPTION------------------------------------
The Crombhalas are hunter-scavenger creatures that have specialized in attacking surface-swimming prey. Their antennae are sensitive and pick up all surface disturbances, even in the unsettled waters of storm. They generally keep to the shallows, where from the bottom they can strike upwards to penetrate the creatures and small vessels above. The spikes on their heads are only used for the initial surprise and puncturing. The hooks and and the hideous mouth are their primary tools of killing.

Rarely do they venture on to the shore, but can breath air without problem. The heavy bodies of the creatures slow them down on land, so they only briefly come out of the water. Stranded whales and other feasts, may tempt them to linger.

The beasts are ferocious and hungry by nature. They rarely miss a chance to feed, and do so with great fervour. When there is no large prey or carcass about, they move around very slowly to save energy, and lazily pick a snack or two in the form of clams and starfish from the bottom. As winter comes, and sheets of ice claim the coastline seas, the Crombhalas seek out warmer areas, or move temporarily into the unknown depths of the ocean.

In stories and myths Crombhalas are mainly known for their eyes. These are unique constructions whose outer layer is hard as glass, and whose interior liquid is a mystery. Sorcerers have found that by gazing into these globes, one may witness long and clear episodes from the life of the Crombhala to which they belonged. The creatures are thought to preserve memories inside their organs of vision. Staring into the eye of a dead Crombhala is not an activity suited for the weak-minded and sensitive. The memories emerging are mainly the highlights of killing and feeding, and some say the mood and blood-lust of the Crombhala is somehow communicated through these biological “crystal balls”.

According to some scriptures, there are complicated rituals, in the case that one manages to steal away with a single eye of a living Crombhala, that enables the gazer to gain access to the live sight and mind of the giant crustacean, and thus control the beast through telepathy.

The creatures grow to be several centuries old. In some cases their eyes have revealed the locations of wrecked ships, taken down long ago by groups of hungry Crombhalas. Though events like these are rare, and the crustaceans typically hunt alone, they are not unheard of. Once dozens of small holes are made in the hull, the creatures clamber up the ship and gunwale to come down upon the crew. As they attack they cough out water and let out series of course and loud hissing sounds. In the sea, they kill silently.





© Copyright 2011 - Nicholas Cloister

Monday, May 24, 2010

Smells like the ocean turned bad

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

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




≡CALMOROCK≡




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


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

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

MAGIC POWER: 0
(Ranges from 0-100)

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


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

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


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

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


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

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

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

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



© Copyright 2010 - Nicholas Cloister