Showing posts with label fire. Show all posts
Showing posts with label fire. Show all posts

Friday, May 27, 2011

Possessed by Unholy Fire

Hi people! Thanks for using the rating-poll! It gives me some idea of what works... for you! I'm updating earlier than I expected, so the rating is now for the Myraclion. Have a nice weekend, and stay out of trouble. GHOST!!!



≡MYRACLION≡




------GENERAL-----------------------------------------
CATEGORY: Undead
TERRAIN: Catacombs and crypts
FOOD: Spirits and souls
AGGRESSION: High
SIZE: 13 feet (390 cm) long with tail
NUMBERS: 1


------CHARACTERISTICS-----------------------------
STRENGTH: 12-18
AGILITY: 12-18
ENDURANCE: - (see 'Powers')
INTELLIGENCE: 3-6
MENTAL RESILIENCE: 3-18
CHARM: 2-4
(If stats of a human ranges from 3 to 18)

SPEED: Flying (eagle x 0,1)
(Multiple is times human speed)

MAGIC POWER: 3-18
(Ranges from 0-100)

HIT POINTS: 18-24
(If a human commoner has about 11 hit points)


------PROTECTION-------------------------------------
AVERAGE: 1
BODY: 2
BACK: 0
HEAD: 2
TAIL: 1
TENTACLES: 2
(If Full Plate Armour is 10)

When in material form, the Myraclion is covered in an amphibian-like skin, which is highly flexible and gives only minor protection. Its back is softer still and very vulnerable to injury. Enchanted weapons or arms forged from silver are required to cause harm to the Myraclion. The creature can turn from ethereal to material form in a single round, but once a physical revelation it needs at least ten rounds to return to a fully spectral state.


------ATTACKS/DAMAGE---------------------------
1 FLAMING TAIL: 1–6 (+ unholy flame, see 'Powers')
8-12 TENTACLES: 1–3 (+ unholy flame, see 'Powers')
(If a Long Sword causes 1-8 points of damage)

The Myraclioin favours its tail when attacking, and uses the many short tentacles only when it deals with unarmed prey, or defending itself against several opponents at once.


------POWERS/EFFECT-------------------------------
UNHOLY FLAME: The searing fire of the Myraclion, which burns red at the end of every tentacle, can cause great physical harm, but also bites into the soul energy of those touched by its evil. The unholy fire is twice as hot as any normal flame, and causes 2-12 points of fire damage at touch. In addition to this it drains the victim of energy. The drainage causes a temporary 1-4 point reduction in Strength, Endurance, and Mental resilience, lasting 6-12 rounds. Half of these points are immediately added to the Myraclion hit points (but not beyond its maximum). The rest goes to energize its fire. The victim must complete a successful saving throw for each of these characteristics, or the loss will last another 1-2 weeks. Each following touch will cause additional harm and require new saving throws. A severe failure (5% chance) with these throws causes a permanent 1 point reduction in the respective characteristic. Good clerics, rangers, druids, and similar character classes are less prone to the Unholy Flame and should be offered a bonus to these throws depending on level/experience. Holy robes, magical armors, and spells may offer various degrees of protection, but typical charms vs fire are insufficient. When fully saturated, the Myraclion can stay in physical form for about forty-two hours, before the flame fades. As long as the flame burns, it doesn't get tired.

POSSESSION: If any characteristic is drained completely by the burning touch of the Myraclion, the victim collapses. When that happens the unholy force of the ghost gains access to the soul of the victim and possesses it. As the afflicted person regains consciousness nothing special can be sensed or noticed, but henceforth whenever on the brink of death, such a possessed being will start glowing with a ghostly fire, and by touching other life-forms he or she may use the power of drainage to regain lost energy and hit points. By fueling the flame the possessed being may be fully restored. The flame will burn until the person calms down, and it will not return until the possessed one is once more acutely weakened and faces the risk of dying. Every time this flame is revived the carrier risks losing control to it. A simple saving throw vs mental resilience should be performed each time the flame flares into power, with a penalty of 1-2 points added for every time the fire is awakened. At first failure the victim is completely lost to the flame, and is no longer in control of the body. He or she is now fully a slave to the unholy fire and - unless a serious high-level exorcism is performed - a permanent tool and extension of the Myraclion ego.



------DESCRIPTION------------------------------------
The Myraclion is a Ghost – the soul of a dead being trapped in the material plane. In a warped body, reflecting its sorry state, it feeds on the life force of the living to energize short periods of materialization. The Myraclion transforms the soul energy of its victims into an unholy flame which upholds its physical body and grants it the power of drainage. The flame of the Myraclion is the source of its existence. When the flame is extinguished, the Myraclion is destroyed.

The back of the creature is flat, like the slimy belly of a slug. It attaches itself to the roofs or misty floors of crypts and catacombs. There it can remain in spectral form, for decades of stillness, to preserve energy. The flame is kept a tiny spark as the Myraclion hopes for new careless victims to move within range. With every fresh kill, new unholy vigor is added to the flame and power of the ghost.

The only way to release a Myraclion from its spiritual entrapment is to starve or kill it. Only silver or magic will cause it harm. Weapons of steel enter the undead flesh of the creature, but cannot touch the reddish fire – its blood. Severed tentacles swiftly grow out anew and the physical body will re-materialize as long as the flame remains.

A Myraclion keeps underground, but when food is scarce the ghost may embark on night-time hunts, to find fresh souls to deplete of energy. On such raids it seeks civilization and easy victims, but may be tempted to attack big, when restored to power. Inns, brothels, and other places of late hour activity have been known to attract undesired attention. Though able to fly, Myraclions always keep a low altitude, fearful of soaring into the immaterial heights. The unholy fire cannot be quenched by rain or water, but the ghosts still avoid it.

No one really knows why some souls end up in the odd and twisted form of the Myraclion. Other ghosts seem to shy away from them. Theories say that extremely self-centered individuals, who thrive on a leach-like exploitation of others, are doomed to this form. When left to themselves at death, they are unable to handle the situation, and throw out spiritual tentacles to connect to some sort of source which can keep them together, prolonging their self-celebration and manifestation.

The Myraclion have lost most of its intelligence and is a highly automated form of hunger and dark rage. It may still moan out its despair and glow with fierce self-proclamation, but the skill to interact intelligibly with the surrounding world is altogether forgotten. Abandoned in the morbid state of undead existence it cares for naught but its own continuation.





© Copyright 2011 - Nicholas Cloister

Tuesday, November 9, 2010

Fight fire with fire?

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



≡NEGGA - FIRE WYRM≡




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


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

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

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

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


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

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


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

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


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

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



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

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

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

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

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

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

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

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

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




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

© Copyright 2010 - Nicholas Cloister