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

Tuesday, August 23, 2011

Bestiary I - The book is here!

This is what the now 146 pages 'RPG-Creatures - Bestiary I' has to offer:

* 9 book exclusive creatures, which I will never post anywhere online, plus the first 45 from the blog, for a total of 54 original creatures.
* 54 full-page color illustrations of the creatures
* A thumbnailed interactive 'Table of Contents', linked directly to the creature images and descriptions, and quick access to the TOC from most pages of the book. (only in the eBook, of course)
* An alphabetical index of the creatures.
* A two-page text of introduction
* A two-page guide to the stats
* A well balanced lay-out and design (for a seriously improved presentation)
* A fine piece of cover art
* Three additional interior color illustrations,
*  One piece of b&w collage of creatures (sketches) that never made it to the bestiary. (eBook only)
* A hundred tiny and sometimes big corrections of language, grammar, and spelling (which now is fully American spelling btw, since that's where the biggest audience is...so far.)
* Many small improvements to, and corrections of, the stats of some creatures.

The eBook is available for $9.50 at RPGNow, where you can also check out a full-size preview. Link!








 
























© Copyright 2011 - Nicholas Cloister

Friday, July 29, 2011

Many-Mouthed Mollusc Merchants?

I re-wrote the entire 'Description' of the Emphaerian Goat, about a day after I initially posted it. If you were here early, I recommend a revisit. I dare say, it has been greatly improved. And now, let's dive away from celestial farmlands into the strange waters of the sea. I hope The Little Mermaid has not entirely spoiled your mood for aquatic adventures. Those fine rings of water-breathing are rather common these days, you know. Put one on, and submerge in the pioneering spirit of Cousteau. There are mysteries and treasures left to be discovered! The chests may be empty, but the bottoms are virtually littered with goodies.

For all those of of you who live above the Equator, enjoy the rest of summer! (even if it's the rainy season...) This time of year, you can swim comfortably, even in Sweden. Water is bliss!



≡GHORD≡




------GENERAL-----------------------------------------
CATEGORY: Invertebrate
TERRAIN: Tropical and subtropical oceans
FOOD: Carnivore
AGGRESSION: Normal
SIZE: 10 feet (3 m) long / Shell is 7 feet (210 cm) tall
NUMBERS: 1


------CHARACTERISTICS-----------------------------
STRENGTH: 15-18
AGILITY: 9-12
ENDURANCE: 13-16
INTELLIGENCE: 2-4
MENTAL RESILIENCE: 5-7
CHARM: 1-2
(If stats of a human ranges from 3 to 18)

SPEED: Walking (on the bottom) x 1, Swimming x 2
(Multiple is times human speed)

MAGIC POWER: 0
(Ranges from 0-100)

HIT POINTS: 19-24
(If a human commoner has about 11 hit points)


------PROTECTION-------------------------------------
AVERAGE: 5
BODY: 10 (0 without shell)
LIMBS: 0
HEAD: 1
(If Full Plate Armour is 10)

The body of the Ghord is soft and unprotected. The head and mouths have developed hardenend areas, which pose as horns and teeth. These are softer than regular skeletal structures, and have to be renewed regularly, as they break comparatively easily. The shells of the giant clams used by the Ghords are strong and thick, though not as hard as metal.


------ATTACKS/DAMAGE---------------------------
1 BITE: 2-5
6 LIMB-MOUTH BITES: 1-6 (+ possible stinging cells, see 'Powers')
(If a Long Sword causes 1-8 points of damage)

The protective shell, stinging cells, and size of the Ghord makes the vast majority of predators leave it alone, The Ghord is not used to fighting, nor fleeing. It will stay and do what it can to bite and ward off potential enemies, but will not pursue to kill.


------POWERS/EFFECT-------------------------------
STINGING CELLS: The red stinging cells growing on the Ghord's limbs and body is poisonous and will paralyse all beings (and most creatures) they come in contact with. These serve as a means of defence for the Ghord, which, though fairly intelligent, doesn't use them deliberately when attacking. However, any successful attack by a limb mouth may result in an involuntary (20% chance) and painful contact with the stinging cells. Areas protected by armour or clothes are not prone to the cells. The sting inflicts great pain and paralyzation, but causes no cellular damage. A normal sized being stay immobilized for 10-40 rounds. A succesful saving-throw vs Endurance may half that period. Holding the breath during paralyzation is impossible. Breathing is slow and frail.


REFLECTIVE CLOUD: The Ghord can eject a cloud of reflective ink. The substance looks a lot like water, but with a much greater reflective quality. Bursting out in a random shape, slightly larger than the Ghord itself, the cloud is confusing to behold, and will hide the Ghord's action for some time. Depending on the currents of the water, the clouds will last accordingly (2-5 rounds), but even drawn apart the drops and curtains of ink may confuse and blind the beholder. Unlike the octopus, Ghords rarely use the clouds to escape predators, but rather to attack them. Mouthed tentacle-like limbs will come shooting through the ink, targeted by the creatures' sensitive antenna, which grants them the ability to sense movement even when visually blinded. The Ghords may produce up to three clouds in a day.


------DESCRIPTION------------------------------------
The Ghords are large invertebrates, typically "walking" around slowly on the ocean floor. There they filter large amounts of water for plankton and other minute forms of life, sucking it all in through six great inlets. These mouths, at the edge of retractable tentacle limbs, may also trap a careless fish or two, and will happily consume any other moving thing in the water.

Though impressive creatures, Ghords protect themselves by seeking out the discarded shells of giant clams. These are pierced for extra holes and made into custom fit armours. All limbs may be drawn back into the shell at great speed, and can re-appear with equal velocity. When moving around the Ghords are not as swift. They can swim, even inside the shell, but do so in a rocking fashion, paddling themselves forward with two shovel-like limbs, and pushing for altitude with their big sluggish “foot”.

It may be the innate mode of survival, to look out for suiting shells of protection, that is behind the Ghords' habit of hoarding. The creatures are unusually interested in all things uncommon to the natural forms of the sea. Especially hollow items, like canoes, coffins, and amphorae attract their attention. They are even more interested in glimmering ones, reminiscent of the surface of clams and mother of pearl. Coins and trinkets may be found discarded on the floors of the caves in which the Ghords keep their collections, which suggests a specific interest in the vessels themselves.

As the hoard grows the Ghord becomes increasingly reluctant to leave its cave of treasures, and will try to find what food it needs in the immediate surrounding of the entrance. In rich waters, the creatures may well be posted, like a sentry, just outside the cave, refusing to leave its valuable collection. Most Ghords will fiercely protect every part of their findings, but some specimens are reported to have engaged in trade. It seems a few of these creatures are intelligent enough to evaluate the threat level, the offers, and the desires of visitors, to the extent that they present one item in return for another. Persistence, repeated sign-language, and a great sense of balance are said to have done the trick in these reported cases.

Ghords are solitary creatures, which live for 60-70 years. They mate early, while only 5-10 years of age. They then redraw from reproduction, and spend their time standing, or walking slowly, in search for food and other items of interest. They change shells 3-5 times during the span of their lives.



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





© Copyright 2011 - Nicholas Cloister

Thursday, April 14, 2011

The Magic of Macramé Mastery

There you go, another form given life... in some sense.
As you can see I have also made some changes to the general appearance of the blog here. It is not ultimate, in any way, but I thought it was time for the classical 'new wrapping' that most products go through as a mandatory part of any marketing strategy. In a world where all things change fast, people get bored very easily... so perhaps an aestethical shift once a year or so is in order.

I have also made a little flash-application to make the 'Creature Archive' more user-friendly. The many strange names of these creatures are hard to remember, and say very little unless you actually get to know the critters. I hope the application work as intended on all browsers, but if you have problems with it please report them to me.

The google 'Follow'-widget seems to have problems loading, ever so often. I don't know if that is the case everywhere, or if it is due to my disturbing of the initial code of the blog. In any case, here is the Jhorlar now. I hope you like it.




≡JHORLAR≡




------GENERAL-----------------------------------------
CATEGORY: Two-legged Mammal
TERRAIN: Forests
FOOD: Omnivore
AGGRESSION: Normal
SIZE: 5 feet (150 cm) tall without crest
NUMBERS: 1-3


------CHARACTERISTICS-----------------------------
STRENGTH: 7-13
AGILITY: 5-14
ENDURANCE: 7-18
INTELLIGENCE: 5-14
MENTAL RESILIENCE: 7-14
CHARM: 3-9
(If stats of a human ranges from 3 to 18)

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

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

HIT POINTS: 5-18
(If a human commoner has about 11 hit points)


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

The skin of the Jhorlars, which ranges from muddy green to clay red, is thick and provides some protection from the sticky branches, insects, and the general hardships of forest life.


------ATTACKS/DAMAGE-----------------------------
2 FISTS: 1–3
(If a Long Sword causes 1-8 points of damage)

Though able to throw an awkward punch, the Jhorlars trust mainly to magic for protection. They are tough and resilient creatures but have virtually no means of physical combat.


------POWERS/EFFECT--------------------------------
MACRAMÉ MAGIC: Though this skill is passed down from parent to child, it is so central to the life of the Jhorlars, that all adults master it. Through complex and intricate series of knots, made of straw, leaves, and vines, the Jhorlars access the force of magic, and control it with their craftsmanship. By releasing single knots, making new ones, or breaking the straws of these structures, they are able to wield strange powers. Typically these are spells of concealment, and distraction, used for the protection of their lives and homes, but these macramé works of the forest undergrowth, may be used to invoke or conjure magic or true power. Some of the elder Jhorlars know the ways of this mystery well. Long structures, or webs of macramé work, may be hanged from the trees or bushes, to make spells affect larger areas. Smaller series of knots may be shaped into figures for voodoo-like powers, or tied into strange symbols and used as amulets. Bizarre masks or robes may be produced, to affect the abilities or psyche of wearer. Though all Jhorlars are proficient with the knot-work, the strength and width of their magic skills vary. (The exact spells and kinds of magic available to any Jhorlar is up to the Game Master.)

ATTRACT INSECTS: In the tunnels beneath the huts of the Jhorlars, are chambers, where the creatures store up grass and leaves of various kinds. Here they slowly decompose before they are mixed together with yeasts and consumed. Inside the Jhorlar body these mixtures produce a luminous and radiant gas that gather in the nose and tail ends of the creature. As the Jhorlar moves its tail along the ground, or rubs the underside of its nose against the bark of trees, insects are lured to the surface. These constitute the primary source of food for the Jhorlars. Normally, with a careful caressing of the ground, the tails glow weakly, and cause myriads of insects to surface. When agitated, or in real danger, the Jhorlars can enhance the power of the glow, by more violent movements. The radiation then goes deeper, and the larger and more dangerous bugs of the earth may be summoned to the surface. The Jhorlars can't control these, but will not be harmed by the insects, which take an instant liking to their glow. Any threats to the radiant creature, is likely to be treated as hostile.


------DESCRIPTION------------------------------------
Like strange lizard-like gnomes, the Johrlars move through the woods with their hands in constant contact with the ground. Their fingers work nimbly through the moss, grass, and leaves of the forest floor, to feel out the kind and energy of the undergrowth. They seek out plants for the production of luminous gas, and the materials from which to create their mysterious knot-work (see 'Powers')

The size of their crests reveal their age, and if their tails or noses glow red, one can see that they are hunting. They live alone or in small families. Couples never keep more than a single child at once, but the Johrlars live for 200 years, so as one child leaves home, birth can be given to another. They live in huts of grass or moss, and beneath these are extensive cellars. Most Jhorlars are peaceful and quiet creatures, but can be over-protective, and resort to needless force, when frightened. Few have been known to turn greedy, but in rare cases ambition have made individuals leave their homes to pursue interests of power in the wider world.

Though the creatures move slowly, their fingers are fast and dexterous. They smell like dry old earth, and speak with series of grunts parted by fairly long pauses. The creatures use no written languages, and no other race has ever learned their macramé magic. Their language is still a mystery to the sages, and the creatures are truly hard to find. They tend to live in places where the woods are dark and secret, but longer excursions are frequently made to gather plants in the larger forest.

There seems to be very little communication between Jhorlar families, and no tribes have ever been spotted. Ancient stories mention large woods completely covered by labyrinthine weaves, even towers, of macramé structures, but no such phenomena have been witnessed for ages.

The large crests of the Jhorlars have no other known function but to attract a partner. The creatures cannot swim. They lose this ability at the age of three, when their legs and arms grow longer, and their two tails fatten. The initial lizard-like appearance of their young, then becomes a more up-right figure, whose dark eyes start glimmering with the intellect of larger brain mammals.





© Copyright 2011 - Nicholas Cloister

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

Sunday, March 20, 2011

Next gen mushrooms

My daughter celebrates her third birthday today, and I sneak away to add some mushy muscle to the blog. I hope she will forgive me.

Have a fine week, everyone! I will personally wrestle my way out of yet another cold, and hope for good hunting when it comes to finding new and intersting life forms. If you don't know how to use this one, may I suggest one of these creatures carrying around with an ancient set of runes, that for some reason have to be retrieved and closely investigated.




≡MINGOSSI≡




------GENERAL-----------------------------------------
CATEGORY: Fungi
TERRAIN: Any moist region
FOOD: Carnivore
AGGRESSION: Low (until disturbed)
SIZE: 5-7 feet (150-210 cm) tall
NUMBERS: 1-10


------CHARACTERISTICS-----------------------------
STRENGTH: 15-25
AGILITY: 15-20
ENDURANCE: 3-6
INTELLIGENCE: 2
MENTAL RESILIENCE: 25
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: 12-25
(If a human commoner has about 11 hit points)


------PROTECTION-------------------------------------
AVERAGE: 0
BODY: 0
BACK: 5-15(fully or partially protected by rock)
HEAD: 0
LEGS: 0
TAIL: 0
TRUNK: 0
(If Full Plate Armour is 10)

The “fake” body of the Mingossi (see 'Description') is solid, but spongy. It is easily cut through, but the creature's reaction to pain is low. Due to its special construction it can cope with more dire wounds than ordinary creatures. It doesn't bleed as easily.


------ATTACKS/DAMAGE---------------------------
2 CLAWS: 1–3
1 TENTACLE TRUNK: 1-4
6 INJECTION PROJECTILES: 1-3 (+ spore infection, see 'Powers')
(If a Long Sword makes a damage of 1-8)

The Mingossi trunk is a highly sophisticated apparatus that is primarily designed to capture and swallow small animals. When angered, the creature wields it high toward any enemy, and grabs after heads, arms, or legs. The inside of the trunk is littered with barbs and sucking devices. Once the trunk gets hold, it is virtually impossible to free oneself from the grasp. The creature may chose to let go of its grip, but if it doesn't, the many barbs will continue to work on the armour and flesh of the victim, and draw the captured part further inward (A successful saving throw vs Strength/Endurance may keep the tie even, but will not break the hold). Only severe damage to the creature will make it release the grip involuntarily. The trunk, and the belly of the Mingossi, are both very expandable. Larger specimens have little problem widening these enough to swallow a fully grown man.


------POWERS/EFFECT-------------------------------
SPORE INJECTION: On both sides of the great trunk are three thin extendible tentacles, used for injecting spores into cracks and crevices of rock. Each tentacle can be extended up to 5 feet (150 cm) from the body, and shoot out up to 10 needle-shaped capsules of spore. These are released at great speed to enter deep into the rock and attach themselves firmly inside of it. As a last resort the Mingossi will use most, but not all, of these to defend itself. The spore will not germinate inside a body, but are toxic to most kinds of living tissue, and may cause serious health problems. In the initial rounds after injection they will cause 1-2 points damage, for 1-5 rounds. A failed saving throw vs Endurance may result in high fever, pain and vomiting, lasting for 1-5 days.


------DESCRIPTION------------------------------------
The Mingossi is a truly remarkable creature. The cycle of its life begins as a spore, wedged firmly into the cracks of a natural rock, or an architectural stone construction. In all cases it is placed with great consideration, in a spot with regular access to water and meat. Typical locations would be in the roof of a cave entrance into a sloping mountain side, or in an archway of a moss-clad ruin situated in a rainy area. Here the spore germinates, and soon every crack and tiny hole in the rock is run through with fungal threads – the mycelium.

As the fungi flourishes from nutritions brought in by the water, it begins to bear fruit. In other words a mushroom grows out of it. In this case the mushroom is nothing like the delicious or toxic little things found in the forest, but a living, hungry entity, very similar to a cephalopod mollusc – an octopus. This is only the primal state of the fruit, which soon takes more uncommon measures to generate a wide-spread fungi colony.

The mushroom, stuck to the location of its birth, feeding on insects, little birds, bats, and other life-forms passing by, soon grows too large for its initial nest. At that point a true metamorphosis begins. Just like the larvae holds the genetic blueprint of a butterfly, the Mingossi initiates an equally natural process of transformation. By gathering the cells of blood, flesh, brains, and skeletal tissues of all its prey, it constructs a full body, rather similar to that of a large predatory cat. It doesn't really grow, but slowly manufactures a new impressive vehicle for its continued cycle of life.

Initially more of a big lump, than a clearly defined body, the creature often becomes heavy enough to tear off large chunks of the structure it hangs to. Its vital root is still embedded in the rock, and that part has to come along on the ride. If the rock doesn't fall apart due to gravity, the fungi will eventually work at it, to loosen enough of the structure to set itself free.

The final, and mobile, state of the Mingossi fungi is propelled forward by an artificial heart and brain. The actual intelligence is located in the mycelium network, but the new brain, placed in the head of the mammal-like mushroom, is responsible for motor skills, and sense perception.

The Mingossi normally moves in a slow zombie-like daze, methodically harvesting the bugs and little creatures close to the ground. It can however muster short boosts of energy, where the full grace and power of a predatory cat is mimicked well. When the creature is threatened, harmed, or hindered, this mechanism of defence may set in, lasting for about a minute.

The creatures prefer a damp, rainy climate, and take shelter in moist caves and cellars on dry and sunny days. They constantly runs the risk dehydration, and will bury themselves in the soil if no shelter is found. The mature Mingossi survive for three to five years, and use their time to seek out a number of suiting regions and nooks. These they inject with spores, which is their only way of procreation. To truly slay a Mingossi one must crush and burn the rock in which the fungal threads live. If only the body is slain, a new fruit will grow, nurtured from the decaying left-over of the first one.

The Mingossi have weak sight and hearing, and rely a lot on their sensitive trunks to manoeuvre in the world. They tend to hunt in the early and late hours of the day.




© Copyright 2011 - Nicholas Cloister

Thursday, March 10, 2011

Fashionable drug produced by reptiles

31 creatures down the line there might be some opinions forming in the minds of people about the content of this bestiary. Please, let me know of them! As an artist I am very used to critique in all forms, and delight especially in constructive feedback. Why does he always...? Why do most creatures look like...? When will he ever make a...? It would be fun if there were more... ? This bestiary really s...? Whatever you think, would like to suggest, desire, hope for, would like to change, feel annoys or upsets you, feel welcome to vent it in an email, or straight into the comments. I aim to make a really good bestiary here, and your feedback can certainly improve the quality. Though I keep all things I do in line with my preferences, there is a lot of room for new input and influence.

Here is a treat for those of you who enjoy urban adventures. If this little critter doesn't set your imagination in motion, you should perhaps continue buying all of your campaigns. ; )




≡CILLUHIN≡




------GENERAL-----------------------------------------
CATEGORY: Reptile
TERRAIN: Civilization
FOOD: Carnivore
AGGRESSION: Normal
SIZE: 3 feet (90 cm) tall
NUMBERS: 1-5


------CHARACTERISTICS-----------------------------
STRENGTH: 3-7
AGILITY: 12-14
ENDURANCE: 10-13
INTELLIGENCE: 2
MENTAL RESILIENCE: 2
CHARM: 2-5
(If stats of a human ranges from 3 to 18)

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

MAGIC POWER: 0
(Ranges from 0-100)

HIT POINTS: 5-8
(If a human commoner has about 11 hit points)


------PROTECTION-------------------------------------
AVERAGE: 2
BODY: 2
HEAD: 3
LEGS: 2
TAIL: 1
(If Full Plate Armour is 10)

The Cilluhin is a feathery, leathery, hairy sort of reptile, with harder decorative scales on the head. The tail is relatively unprotected, but consists mostly of feathers and fur.


------ATTACKS/DAMAGE---------------------------
2 CLAWS: 1–3
1 BITE: 1-4
2 HORNS: 1-2 (+ alkaloid effect, see 'Powers')
(If a Long Sword makes a damage of 1-8)

The Cilluhin is not a hostile creature but will use all means available to defend itself and its master.


------POWERS/EFFECT-------------------------------
ALKALOID SCALES: The pointy ochre-orange scales around the Cilluhin's head and front feet produce a natural alkaloid, with potent and hallucinogenic powers. A sting from any of these points will result in an opium-like high, with a short and intense rush of joy, followed by three to four hours of deep and pleasant relaxation. Normally very small amounts of this alkaloid is produced and it takes ten to twenty minutes of “cuddling” with the creature, to inject a normal and comfortable dose into the blood. When the creature is upset, as when fighting, the size of doses produced increases manifold. At such times a single sting may be lethal. Unless a saving throw vs 'Endurance' is completed random muscles will temporarily (1-4 rounds) go limp, when stung. Critical failure (a bad throw) results in failing lungs, and the the victim will simply stop breathing. Some quick and extraordinary means of healing is then necessary to return the bodily functions to normal. Several large injections normally result in physiological breakdown and a quick death.
One out of five people report vivid hallucinations from this drug, and some claim episodes of clear clairvoyance. The alkaloid produced in the Cillluhin scales is very addictive, and very damaging to health in the long run.



------DESCRIPTION------------------------------------
Cilluhins can no longer be found in the wild. For centuries they have exclusively been in the possession of nobles, sometimes secretly kept in cellars and towers, at other times paraded openly in the streets. They are very rare, seldom for sale, and extremely expensive.

Bred not for their looks, or strength, but for the power of their biological drug, they have weakened physically with time. The Cilluhin is very much a pet, and behaves like one. Most are trained to defend their owners, but unless actual violence takes place, the Cilluhin will not know what happened. They walk with a dream-like gaze, seemingly uninterested in their surroundings. None of the curiosity and lively mood of dogs can be found in these creatures. Only when threatened, do some of their former predatory ferocity return to them.

Cilluhins live for 7-10 years, and their end usually results in more than the normal grief connected with the demise of a beloved pet. Desperation is likely to follow, and dark times may commence as an addicted influential Noble run out of “Cilla”. Webs of intrigue and dark politics are commonly woven around these creatures, and many have perished from the side-effects of their presence.

Of great interest have been the powers of premonition and clairvoyance, claimed to come with the alkaloid injection. Some report to have seen with great distinction and clarity into future events of importance, and also to have witnessed ongoing affairs from afar. Not all beings are so affected, but those who are, are said to be so regularly, which may be considered a great threat, or an opportunity, to those in power.

To keep a Cilluhin healthy and in top condition it must be regularly exercised, have a hot place in the sun or by a fire, food, preferably in the form of living ducks or similar water birds, and company. They survive for a month without food, but produce bad or no alkaloid if starving. The creatures can give birth to one to two young per year, which reach the maturity of production at the age of two. As the creatures age the quality of the “Cilla” improves.

The alkaloid cannot be extracted without negative effects. It degenerates swiftly and the quality is strongly reduced in a matter of hours, outside of the Cilluhin body.




© Copyright 2011 - Nicholas Cloister

Friday, March 4, 2011

Two ghosts for the price of one

It is time to call the clerics. The underworld has come alive and flies hither and dither, wreaking havoc in our not exactly perfect, but very orderly societies. - 'Darling, they are in the lawn now! Away, I say! Away from my roses!' Ghosts are great fun until you meet one.

Sorry about those lines of introduction, I have no idea what I'm typing here. Some poltergeist has taken control over my hands and are forcing me to fuc...sorry, write this. There is evil all about and this double freaky presence have made itself known to me. The dreadfully cold revelation produces these words, revealing itself to the world through my damned blog! Please help me! It would have been nice to celebrate 30 creatures some way, but I'm... you... I'm going to pull.... eyes... read... know the impossible truth! Ah.... (dies and presses 'publish' with a final spasm of death)




≡HON´GADDHA≡




------GENERAL-----------------------------------------
CATEGORY: Undead
TERRAIN: Deep Seas of Hell
FOOD: None/(Carnivore)
AGGRESSION: Extreme
SIZE: Corresponding human size.
NUMBERS: 1


------CHARACTERISTICS-----------------------------
STRENGTH: 5-20
AGILITY: 1-16
ENDURANCE: 6-36
INTELLIGENCE: 3-18
MENTAL RESILIENCE: 3-18
CHARM: 1-6
(If stats of a human ranges from 3 to 18)

SPEED: Flying (eagle x 0,5)
(Multiple is times human speed)

MAGIC POWER: 0-100 (corresponds with power possessed in life)
(Ranges from 0-100)

HIT POINTS: 12-36
(If a human commoner has about 11 hit points)


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

The slimy cold skin of the Hon'Gaddha give little protection, and is equally thick over its twisted body.)


------ATTACKS/DAMAGE---------------------------
4 CLAWS: 1 – 6
2 BITES: 1-4
1 TENTACLE: 2-8 points of electrical damage

(If a Long Sword makes a damage of 1-8)

The tentacle of the Hon'Gaddha is slow, but long enough to encircle assailants and strike from behind.


------POWERS/EFFECT-------------------------------
TOUCH OF HATRED: Strong hate permeates every part of the Hon'Gaddha, and as it claws and touches its victims this deep and cold emotional energy is transmitted to them. A successful saving-throw vs Mental Resilience is required stay unaffected. 1-4 hate-points are acquired when the throw fails. At 10 points a general hatred towards all living things has grown bold, and the victim will attack any and all forms of life indiscriminately as long as the hatred lasts. As the Hon'Gaddha dies or leaves, the blind hatred dissipates in 1-4 rounds and the victim is returned to its normal mood. If a victim is left in the hatred of a Hon'Gaddha, and not consumed or killed, he or she is permanently affected in 24 hours, and made slave to the Hon'Gaddha's twisted will in another 24 hours. When hunted, the ghost may spare the lives of some victims to defend itself in this way, through their power.

DANCE OF SILENCE: The Hon'Gaddha may spin around, in a tornado-like dance, to summon an eerie and physical field of silence around it. The field reaches 50 yards (45 m) in all directions and takes two rounds of undisturbed dancing to complete. It brings a very uncomfortable cold, and adds the sensation of moving in water. All events in the field continue at a normal speed, but the sensation is convincing and may contribute to a change of action. Silence is total and spells based on sound are useless as long as this power lasts, which is 5-20 rounds.


------DESCRIPTION------------------------------------
Some couples, bound to each other by ceremonies and oaths, fail to fulfil the covenant of love they have agreed upon. Instead they nag and annoy each other. They become spiteful and drain the energies from one another. They mentally and physically abuse one another, and in this downward spiral they provoke into manifestation the very worst and most malicious qualities of each other. Finally murder pulls them physically apart.

When both beings of such a couple are dead, they are rejoined post mortem in a marriage of the flesh. In the cold and utter silence of the deep seas of the Hell, they are forever bound together, in a carousel of hatred. With the last glimpse of reconciliation driven out of them, there is no return. Eternally they claw and lash at one another, furiously and violently, in the company of nothing but the other horrible creatures of the watery pits.

Now and then, in the temporary thoughtless conflicts of living couples, the negative energy peaks and summons a Hon'Gaddha ghost into the material plane of existence. Attracted to the living likeness and memory of its former life, the ghost is thus drawn back to an undead existence in the world. Here it will reach out hungrily towards the love left in the living, and try desperately to consume it. By attacking the souls and flesh of beings still alive, it hopes to extract the liberating love that would free it from its dreadful destiny. It can do no such thing, but eternal hatred keeps repeating these futile acts of ignorance, and learns no lessons.

The Hon'Gaddha ghost materializes only during the dark hours of night. In the day it remains present to behold the actions of the living, but cannot interact with them. It is invisible and without power. As night falls the body takes shape and the ghost roams to find loving creatures to destroy. At times it haunts and terrorizes its victims, to make them call out desperately to loved ones, or precious deities, before attacking. It is believed the ghost puts itself in the role of the saviour to somehow try savouring the love of the victims.

In the material undead form the Hon´Gaddha couple is distracted enough from one another to achieve a temporary form of cooperation, but it regularly returns to its furious tornado of hatred, where every ounce of energy is spent on achieving the impossible death of the other. At these moments it wails, screams, and roars. The symphony of these outbursts of aversion is nightmarish and bone-shivering. It can be heard for miles and have a tendency to contaminate long time listeners with its bitterness and spiteful nature.

To wilfully summon and take control of a Hon'Gaddha ghost, the mixed blood of a newly wed couple is needed, together with other, more clandestine ingredients. It is a dangerous and very delicate undertaking. The Ghost is covered in a slippery layer of the waters of Hell. A 30 feet (10 m) long tentacle of electrical energy swims behind it, in constant rebellion with the laws of gravity. Like most ghosts it is immune to all weapons but those of blessed silver, or powerful enchantments. Spells and other powers known to the cursed couple in life, may be invoked by the undead Hon'Gaddha, which will cast only the dark and dreadful spells that reflects its new character and identity.




© Copyright 2011 - Nicholas Cloister

Tuesday, February 22, 2011

Pneumonia delays gold delivery

The illustration of this creature has been ready for quite some time, but my daughter was stricken by pneumonia, which distracted me for a while. It seems every time a certain flow is built up some bump in the road comes along to break the current. I guess that's good in a way, since it reminds you of the way things are, and gives you some time to re-evaluate the priorities. Breathing is clearly more important than creature design and games, and gold less sparkling than the eyes of a three year old.

I'd like to give thanks to the following blogs, zines, and pages, for recommending and writing about RPG Creatures. If I forgot anyone, please remind me.

Ethereal Sunshine
The Secret DM
Talislanta
Greifenklaue's Blog
Storie Di Ruolo
Multiplayer.it

Some treasures walk...



≡AEGARIM≡




------GENERAL-----------------------------------------
CATEGORY: Mammal
TERRAIN: Caves and mines
FOOD: Omnivore
AGGRESSION: Normal
SIZE: 5-6 feet tall (150 - 180 cm)
NUMBERS: 1- 20


------CHARACTERISTICS-----------------------------
STRENGTH: 14-18
AGILITY: 1-14
ENDURANCE: 11-16
INTELLIGENCE: 7-10
MENTAL RESILIENCE: 6 -12
CHARM: 2-4
(If stats of a human ranges from 3 to 18)

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

MAGIC POWER: 0
(Ranges from 0-100)

HIT POINTS: 13 - 20
(If a human commoner has about 11 hit points)


------PROTECTION-------------------------------------
AVERAGE: 2 (+ 1-8 of gold cover)
BODY: 2 (+ 1-8 of gold cover)
HEAD: 2 (+ 1-8 of gold cover)
LEGS: 2 (+ 1-8 of gold cover)
TAIL: 1 (+ 1-8 of gold cover)
(If Full Plate Armour is 10)

The Aegarim has a dark skin that slightly shifts in colour to blend with the rocks and minerals in the caves they inhabit. It gives little protection in itself, but is often strengthened by layers of gold (see 'Description')


------ATTACKS/DAMAGE---------------------------
2 CLAWS: 2 – 6
1 BITE: 1-4 (plus 1-2 of corrosion damage for 1-8 rounds)
(If a Long Sword makes a damage of 1-8)

The front claws of the Aegarim are strong and hard enough to scrape out the gold from veins and ores in the mountains. The bite is not very powerful in itself but the saliva of the creatures is corrosive to dissolve gold, and can cause serious damage to living tissue, as well as armour.


------POWERS/EFFECT-------------------------------
MELT GOLD: The Aegarim have the psionic ability to heat up, and even melt, gold from afar. They can use this power once per day. When undisturbed for two rounds they can psionically produce a field of molecular instability, with a diameter of 60 feet (20 m), in which the temperature of all gold increases dramatically. Rings, bracelets and other gold in direct contact with the body will cause 1-4 points of burn injury per round, and melt completely in another 2-4 rounds, if the Aegarim is left undisturbed and allowed to focus. (The power of magic items deformed by this ability may be lost or lessened.) The field begins 10 (25 cm) inches away from the creature, and doesn't affect its own layers of gold.


------DESCRIPTION------------------------------------
The Aegarim are highly intelligent creatures, but make no use of spoken languages or tools. They normally move about alone or in small groups but occasionally gather in larger numbers. Their main activity, apart from feeding, is to seek out and swallow gold. They are drawn to mines, ores, underground rivers and great treasures. Once consumed the gold enters the creatures and is transported to their skin where it is deposited in thin layers that grows into plates of natural armour.

Initially these deposits protect the creatures from outer harm, but as they thicken they burden the Aegarim and hinder their movement substantially. It is therefore believed that this process is a cultural expression rather than a purely biological one. The Aegarim, some say, believe that by leaving a permanent golden shell of themselves they attain immortality. Thus they continue to eat gold until they become fully immobile and perish from starvation. In later states, when all but the joints are covered in gold, the creatures look a lot like statues, and are known to pose as such, to avoid notice, or draw near to themselves wealthy merchants and successful adventurers.

Strange carvings and hieroglyphs have been found in caves where the Aegarim dwell. They are believed to have deep magical or symbolical meanings, rather than conveying a message. Attempts of translation speak of 'The thousand years of sleep', and 'The great resurrection', but the sages involved in this work stress the inadequacy of human concepts, and the high level of guess-work involved in the translations.

The Aegarim's urge for gold is great, and they have been known to gather in greater numbers to take on dragons and other formidable hoarders. When subterranean findings are scarce they may venture out of the caves and seek out gold in other places. Their eyes are sensitive to daylight and when possible they keep hidden during the day. It may take anything from 20 to 80 years for a Aegarim to cover itself close to fully in gold. If they fail in making themselves into a sculpture, they die naturally at about 100-120 years of age. Nothing but the double row of nipples distinguishes the females from the males.




© Copyright 2011 - Nicholas Cloister

Thursday, February 3, 2011

Tentacles wherever you turn!

Some people love them, some don't. I guess it is pretty easy to throw in some tentacles, rather than properly designed arms and legs. It gives a creepy feel and it looks alien, sort of. I guess I can't do more tentacle creatures in a while, after this one, but as this witch took form, I couldn't help but finishing the idea. There is something with the look of her, and all those snaky shapes that I find attractive, in that dark strange fashion that only heavy metal fans and horror addicts understand... yes, and some RPG-players of course. ; )

I know some people though, who only like draconian reptiles, lion-like predators, and rhino-looking beasts of power. As soon as birds, fish, or amphibians sneak into the picture it turns too creepy or weird for them. For me, these stranger shapes, like the monsters of Hieronymus Bosch, hold an aesthetic mystery that I still find alluring.

Rather sparingly coloured, this image also reminds me of that iconic piece of troll-like enchantment, called 'Tuvstarr', by the Swedish artist John Bauer. LINK
I'm not sure the general crowd here is familiar with his work, but it may very well happen that I was unconsciously inspired by him, as I made this dark reflection of a far more putrid character.
- “Build a bridge out of her!”



≡CHAERIM WITCH≡




------GENERAL-----------------------------------------
CATEGORY: Dark Faerie
TERRAIN: Marshes and swamps
FOOD: Omnivore
AGGRESSION: High
SIZE: 6 feet tall (180 cm)
NUMBERS: 1


------CHARACTERISTICS-----------------------------
STRENGTH: 16-18
AGILITY: 12-14
ENDURANCE: 11-13
INTELLIGENCE: 16-18
MENTAL RESILIENCE: 13-18
CHARM: 2-8
(If stats of a human ranges from 3 to 18)

SPEED: Running x 1, Swimming/Crawling x 3, Climbing x 3
(Multiple is times human speed)

MAGIC POWER: 15 - 35
(Ranges from 0-100)

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


------PROTECTION-------------------------------------
AVERAGE: 2
BODY: 2
TENTACLES: 2
(If Full Plate Armour is 10)

The Chaerim Witch is naked and not very well protected. She relies on her many tentacles and foul magic to keep her body free from harm. The Witch can lose all of her tentacles without damage to her vital organs, and can only be slain through attacks directed towards her main body.


------ATTACKS/DAMAGE---------------------------
10 - 20 TENTACLE LASHES: 2 – 8
(If a Long Sword makes a damage of 1-8)

The many tentacles of the Chaerim can also be used for grappling and squeezing. If caught (normal successful Chaerim attack roll) a victim will suffer 2-8 points of constriction damage every following round (unyielding armour like metal offer protection), which can break ribs and damage internal organs. The victim may free himself through a normal attack to the tentacle (unless weapon arms are trapped), or a saving throw based on strength. If several tentacles are holding the same victim the Witch may chose to tear her enemies apart, and produce 3-12 points of damage per round that way. If hit by 4 or more points of damage in a single round, a tentacle will let go. (If desired, they can be handled as separate entities, all with 6-8 hit points each.)


------POWERS/EFFECT-------------------------------
REPULSIVE STENCH: The Chaerim smell awfully, but they also have the power to wilfully strengthen this stench, and bring it into abominable levels. The perfume of all once crawling, now rotting forms of life, of the mires and bogs of the world, are summoned forth like a sickening musk, through the Witch's filthy glands. The stench spreads quickly and fills an area of 40 x 40 yards (36 x 36 m) within two rounds. This contamination last for twenty rounds and may be summoned once per day. All within the zone of repulsive stench must succeed with continuous saving throws (mental resilience) or instantly run away. If hindered from escaping into the salvation of fresh air the victim will faint. Three successful rolls in a row will make the victim immune, for a while. Holding one's breath will help.

FORCE LYCANTHROPE: The Chaerim Witch likes to keep lycanthropes as company. At the encounter of a lycanthrope, which the Witch recognizes by smell, she will try to force it into service. Through a number of spells and specially designed items of silver, she commonly manages to win them over. If not, she will try any devious means available to her. At any time the Chaerim can force a lycanthrope transformation. The 'were' state lasts until the following morning and can be induced by the Witch any number of days in a row, fully independent of the lunar cycle. The lycanthrope need not be aligned to the Witch for this to happen. Within sight of the Chaerim all lycanthropes transform, whenever she so desires. But they only serve her, if she has won them over.


------DESCRIPTION------------------------------------
In the deep and stale swamps, where no sun-loving creature would go freely, the Chaerim witches build their lairs. From rotten weed, murky branches, webs of great spiders, and mouldy moss, they fashion their dark abodes. In seclusion, they work on cryptic secrets, mixing brews of power, seeking new spells, and scheming new devilry. Only rarely, when they feel ready to fulfil some heinous desire, or try out some new mischief, do they come forth into the world to set their dark plans in motion.

Robed in massive tangles of tentacles, the witches themselves are barely visible. Long strong arms reach out to manoeuvre things in need of nimble fingers, but always, the long snake-like limbs move out before them. Powerful, sinister magic follow the Chaerim about, and they are masters with curses, elixirs and poisons. Toads and frogs live in their mouths and bellies, and they move unhindered through muddy waters, slithering with amphibian grace. Where giant mangrove trees grow, the witches climb effortlessly from root to high branch, with the aid of their many tentacles. Roaming the marshlands with decisive aim, they feed often on their way, swallowing with no great fuss, what most creatures would discard.

There are no male Chaerim. The witches mate with the great black eels of the marshes. Their young look a lot like brown octopus before arms and legs grow out properly. They reach maturity and full witch-hood in their early teens. The Chaerim can become truly old, and they gather new spells and new levels of witch-craft with age. Some are said to be over 500 years old. The witches can't stand each other, and no more than one ever lives in the same swamp. They fight until death to defend their territory.

The connection to lycanthropes is a mystery, but some say that the first witch was an elven maid, transformed and violated by a powerful eel. This dark fate is said to have changed her, and that during the darkest phase of the moon, she would go out naked into the night and perform pagan rituals of shape-shifting. The Chaerim send their lycanthrope servants out into the world to fetch them rare ingredients and to bring back information. Blood, and flesh of many different life forms are common in the unholy recipes of these dark Wiccans. All Chaerim are powerful magic-users, and specialize in spells connected with decay, pestilence, nightmares, and death.




© Copyright 2011 - Nicholas Cloister

Tuesday, January 25, 2011

In collision course with Giants

One thing that I don't like about the increasingly amazing Internet is that it makes it hard to name a new creature. Of course I like to check, when I come up with a name, if that name is already taken, in one or several inappropriate ways... and of course, it usually is. Soon, I think, every utter-able word will be used, if not for some exotic shampoo, then for one of the many life forms of World of Warcraft, or some other MMORPG that I have never even heard of. So far I have not dared to enter into any of these never ending worlds of digital fantasy, but I now hear 'Elder Scrolls 5 – Skyrim' will be released before the end of the year! Remembering how I completely lost myself in 'Oblivion', I already fear the future...

Kotaku.com mentioned and recommended this blog a few days ago, which severely increased the number of visitors for a while. That was very welcome. Thanks, Kotaku! In the aftermaths of that rocket, RPG-Creatures have been mentioned in a few more blogs and forums, in Germany and Brazil, for example. That kind of exposure is very good for my motivation, and makes me push myself even harder when it comes to making new creatures. Here is the Mehrog now! ...and more on the way. : )


≡MEHROG≡




------GENERAL-----------------------------------------
CATEGORY: Mammal
TERRAIN: Plains and grasslands
FOOD: Carnivore
AGGRESSION: High
SIZE: 7-20 feet long (2-6 m)
NUMBERS: 1-20


------CHARACTERISTICS-----------------------------
STRENGTH: 20-40
AGILITY: 6-10
ENDURANCE: 8-13
INTELLIGENCE: 1-2
MENTAL RESILIENCE: 1-2
CHARM: 13-20
(If stats of a human ranges from 3 to 18)

SPEED: Running x 3
(Multiple is times human speed)

MAGIC POWER: 0
(Ranges from 0-100)

HIT POINTS: 20-50
(If a human commoner has about 11 hit points)


------PROTECTION-------------------------------------
AVERAGE: 9 (+2 for mud)
BODY: 12
HEAD: 10
FRONT LEGS: 8
LEGS: 6
TAIL: 7
BELLY: 5
(If Full Plate Armour is 10)

The Mehrog is well protected by unusually tough hide. On top of that is a shield of pointy hard bone. This is sometimes strengthened further by thick layers of clay and mud, which build up and stick between the plates when the creature rolls around in the soil.


------ATTACKS/DAMAGE---------------------------
1 CHARGE: 1-6
2 KICKS: 1-6 (+2 when stomping)
1 BITE: 2-6
1 CHARGE: 2-8
(If a Long Sword makes a damage of 1-8)

The Mehrog depend a lot on its sheer size and strength when hunting. It can move fast over short distances, and like to take down its prey by running straight into it. Once the prey is stunned or lying, the creature starts stomping. It never kicks with its hind legs, mostly uses its mouth for eating, and the tail is only applied to fend off rear attackers.


------POWERS/EFFECT-------------------------------
BREATH OF FOG: Inside the huge lungs of the Mehrog an unusual process takes place. Some of the moist in the air is extracted and and collected in special chambers. Once a week this water can be mixed up with the out-breath of the creature to create a fog. When there is no wind a cover slowly builds up, large an dense enough to greatly improve the creature's chances of a surprise attack. When there are many Mehrogs involved, large areas can be covered with fog.



------DESCRIPTION------------------------------------
Heavily armoured, the Mehrog can still pick up some speed. It is not clumsy, but far from agile, and it gets tired quickly. It prefers to lie silent, in the long grass, or hidden in the mist. From there it charges and smashes hard into its target. Once the prey is down, the creature rears up on its hind legs and stomps the victim into a mash, before it eats. The teeth of the Mehrog are long and sharp, but its jaws are not very strong.

The creature has a unique structure to its lower legs. A series of jointed bones, that can be locked in and out of position, make its hooves very flexible, and extremely sensitive to vibrations in the ground. Completely blind and deaf, the Mehrog rely exclusively on this sensitivity, and smell, to coordinate group attacks and to make out the direction of possible prey. It can lie down, belly flat on the plain, and still keep its hooves firmly on the ground. This ability gives the Mehrog a quick start, and makes it alert to the surrounding events, even when completely hidden. Toppled over, it is prone to danger, and loses its sense of aim.

The Mehrogs vary a lot in size. They are born at the height of a large dog, and continue to grow during their entire lives. At the age of 40 they can as big as an elephant, and become a true terror to the life forms of the plains. Some animals have come to shun fog like death itself, and run away at the mere sight of it. Others have not gained that wisdom. When large animals are hard to find, the Mehrogs kick down into the earth to pick out the rodents and frogs, easily made out by their sensitive hooves.

Moving around in families of up to 20 creatures, the Mehrogs keep to large but limited hunting areas. They tend to stay close to lakes and water holes, but never venture into the water itself. They like rolling in the mud, but only do so when they are certain of safety. Being deaf they use no vocal sounds, but an occasional burp and hiss can sometimes expose them. The creatures make lousy steeds, but have been occasionally been used as guard beasts.




© Copyright 2011 - Nicholas Cloister

Monday, January 17, 2011

Faeries voice the Will of Nature

A new year, and a new creature. As I write this the year looks uncertain. It may be that I'll be offered a teacher's position in a couple of weeks or so, and it might be that I have to agree to the offer. If that happens RPG-creatures will slow down considerably, for quite some time. Nothing is decided right now, and in any case, this isn't the last creature.

We are entering into the strange realms of elves and faeries this week, and try to retain some of the dangerous and mysterious aspects of the deep woods. I can't bare it when these spiritual powers are reduced into sex icons and ball-dress butterfly beauties of fashion. Busty babes with long ears are almost worse than bare bodied tattooed rock stars with angelic wings. Try to savour the last pieces of dignity in folk-lore and fantasy. Then we can have sex and a party afterwards... Well, perhaps I'm just getting old?... : )



≡NI-OTH≡




------GENERAL-----------------------------------------
CATEGORY: Faerie
TERRAIN: Forest
FOOD: Sunlight and water
AGGRESSION: Controlled
SIZE: 10 inches tall (25 cm)
NUMBERS: 1


------CHARACTERISTICS-----------------------------
STRENGTH: 1
AGILITY: 12-15
ENDURANCE: 11-13
INTELLIGENCE: 5-15
MENTAL RESILIENCE: 18-22
CHARM: 13-20
(If stats of a human ranges from 3 to 18)

SPEED: Flying (Eagle x 0,2)
(Multiple is times human speed)

MAGIC POWER: 5-30
(Ranges from 0-100)

HIT POINTS: 1-2
(If a human commoner has about 11 hit points)


------PROTECTION-------------------------------------
AVERAGE: 0
BODY: 0
LEAF WINGS: 0
(If Full Plate Armour is 10)

The Ni-Oths are thin and delicate constructions without any natural armour to speak of. They rely on magical illusions for their protection.


------ATTACKS/DAMAGE---------------------------
1 TENTACLE BURN: 1-6 of acidic damage
(If a Long Sword makes a damage of 1-8)

The Ni-Oths are equipped with several burning tentacles and pointy ends to protect them from being captured. These are used for defence only, and they normally affect only one enemy at a time.


------POWERS/EFFECT-------------------------------
VENTRILOQUISM: The Ni-Oths are master ventriloquists. They can mimic any sounds they have ever heard, and make them appear as if coming from any spot within 100 yards from their location. This is a natural magical ability of the Ni-Oths, who may produce such tricks at will, but they cannot distort the natural volume of mimicked sounds into painful levels.

ILLUSORY PROJECTION: The Ni-Oths can project an illusory version of themselves, that may be up to 20 feet (6 m) tall. This illusion lasts for up to five minutes, and may be projected up to 30 feet (10 m) away from the real Ni-Oth. The projected image moves and acts just like the Ni-Oth itself, but has no real body or weight. This power can be used once a day.



------DESCRIPTION------------------------------------
Every once in a while, when conditions are right, and a considerable age has been reached, it comes to pass that specific parts of a forest awaken to consciousness. This can happen to a grove, a glade, a pond, or any other special location, that makes itself distinct from the rest of the wood-land. As this occurs the place emanates a sacredness that can be sensed by sensitive minds, and a Ni-Oth is born from the soil among the undergrowth. Initially it grows, attached to the ground, like any other plant. But as it matures, it lets go and takes it first flight under the stars of night.

The Ni-Oth is the voice of the sacred location. It speaks and acts on behalf of the conscious place that raised it. It has no will on its own but is merely an animated tool, or extension, of its parent. Whatever power the Ni-Oth wields is actually the power of the grove, glade, pond, or place itself. If the location is burnt or otherwise destroyed, so is the Ni-Oth.

These creatures can move about at day-time, but normally fly during the night. They hover above the sacred ground and tend to it in secret and mysterious ways. Once in a while they leave their homes to fly slowly through the woods, and communicate silently with other faerie powers. They thus brings back tidings, and are kept alert to the events of the larger forest.

The look and colour of any Ni-Oth may vary substantially, but they all have wing-like leaves and tentacles. An eerie glow surrounds them when they act, and they never fly above the tree-tops. All Ni-Oth can cast spells of illusion, but apart from their natural power of ventriloquism and projection, these vary. The might of these spells depend on the power and size of their home location.

Once it is parted from the ground, the Ni-Oth drinks water through its mouth. It requires sunlight to live, and can last no more than a week without it. The creature has no need of food, and live for as long as the sacred location remains. Desecration, in the form of black magic or blasphemous rites, may kill the Ni-Oth's source of power. If only the Ni-Oth itself is slain, the consciousness of the forest location produces a new Voice. This takes about six months.

Scholars speculate about if these creatures might the first signs of a greater forest consciousness. If so, some ask, would there be more powerful Ni-Oths, or other forms of life, produced to speak for the forest as a whole? Some Ni-Oths know only elven, or similar faerie languages. Others seem able to convey their message in the language known best to the target of communication. Some kind of mind-reading ability is therefore suggested.



© Copyright 2011 - Nicholas Cloister

Wednesday, December 8, 2010

Original creature concepts

One of the real challenges with inventing a new creature is the desire to do something different. The more different you make it the less creature-like and believable it turns. There is a balance of sorts between 'original' and 'working'. Also, in an rpg context, the design must serve some kind of use or interest to the plot, and preferably deliver 'that' special mood.

While I find some really weird creatures absolutely amazing (like the many strange life-forms you find in a coral reef), there are only a few of those that would serve to make a story more interesting, and even fewer that can pose as some kind of action, or suspense element in a fantasy adventure. It seems I always end up drawing creatures that I enjoy, and if they are all that different or all that special, obviously doesn't hold that much priority to me. Perhaps it should? This next creature is something that reminds me of a great number of traditional fantasy beasts and beings, but for some reason, it wanted to see the light of day anyway.

Here is something I put together on YouTube, that you might want to look at, in 1080p: LINK

Finally, many thanks to all those who mentioned this blog in emails, twitts, facebook updates, forums etc. Keep it up, and I'll keep the creatures coming.

Now let us welcome, without prejudice, directly from the dark depths; The Holath-Uhr!
..and perhaps I'll manage to strike a more original chord in the future.



≡HOLATH-UHR≡




------GENERAL-----------------------------------------
CATEGORY: Demon (Orc)
TERRAIN: The Abyss
FOOD: Carnivore
AGGRESSION: Extreme
SIZE: 6-7 feet tall (180-210 cm) when completely upright
NUMBERS: 1 to hundreds


------CHARACTERISTICS-----------------------------
STRENGTH: 16-24
AGILITY: 3-13
ENDURANCE: 14-20
INTELLIGENCE: 3-10
MENTAL RESILIENCE: 4-16
CHARM: 1-5
(If stats of a human ranges from 3 to 18)

SPEED: Running x 1, Flying (eagle x 0,5)
(Multiple is times human speed)

MAGIC POWER: 0
(Ranges from 0-100)

HIT POINTS: 16-26
(If a human commoner has about 11 hit points)


------PROTECTION-------------------------------------
AVERAGE: 3
HEAD: 2
BODY: 3
LOWER ARMS: 5
UPPER ARMS: 2
LEGS: 2
WINGS: 3
(If Full Plate Armour is 10)

The Holath-Uhr is partly scaled and horned. The rest is covered in a sinewy and tough skin. These creatures' reaction to pain and injury is not one of screaming. They seem to accept it as an inevitable part of their every day reality – a minor nuisance, and a slight distraction at most.


------ATTACKS/DAMAGE---------------------------
1 BITE: 1-4
2 CLAWED FISTS: 1-5
2 KICKS: 2-6
(If a Long Sword makes a damage of 1-8)

The Holaths primarily make use of sharp and heinous blades forged in the chasms and pits they inhabit, but shy no means of killing.


------POWERS/EFFECT-------------------------------
UNHOLY WORDS: In combat the Holaths utter unholy phrases and ancient words of power to dismantle the morale of the enemy. These words seem to flow out naturally from their throats in warfare and give power and strength to their attacks. All within the range of hearing suffers a -2 penalty to all rolls unless a mental resilience test is passed. This effect lasts for the remainder of the encounter. The Holaths, and all evil forces aligned to them, gain a +2 benefit on all attacks. Clerics may neutralize these dark chantings with loud prayer and blessings.

ANCIENT LUSTRE: Something in the dark second birth of the Holaths (see description) brought about a mysterious glow and a mesmerizing lustre to their presence. The evil and violent nature of these creatures is uncompromising and direct. Together these attributes convey an otherworldly presence. Like fallen angels, still empowered by the charisma of Heaven, the Holath-Uhr are formidable to all but the strongest of wills. Standing in their way is a testimony to the character and morale of any man or woman.
In the presence of Holaths all beings must make a test of their morale or mental resilience to stay opposed to them. A failure may result in passivity or conflict of mind, while a disastrous roll will make the witness draw back in submission, or even fall face down in worship.


------DESCRIPTION------------------------------------
In very old orc records one can find entries about the Holath. They are described in a double-edged manner, portrayed mainly as strong, heroic and idealized as chief among all orcs. On the other hand they are “those without being”, “the passionless ones”, and “the pathless spears”. In one chronicle the following passage takes us to the point: “The Holath had no sense of fear, law, or limit. In winter they pierced far and deep into the realms beneath the mountains. There they blended with the reptiles of myth and joined with them in unlawful and boundless manners. As they returned and faced again the starlit lands, they were strangers to the orcs that beheld them. Winged and furious they would hear no command and hold to no oath. They had become the Uhr, and the orcs abandoned them. We faced their hatred. We conquered them. We cursed them, and bound them to the space-less depths of their unwholesome rebirth.”

Scholars now categorize the Holaths as Demons, and place them with other unearthly life-forms of the Underworld. Their minds have gone beyond logic and they act with the pure malevolence and senseless hunger of the Abyss.

At times desperate orc clans summon them to their service, but the power of the Holath-Uhr is almost impossible to control. A break-through into the material plane of existence, is bound to result in chaos unleashed, and the mountains teeming with the unfettered powers of the deep.

Winged, the Holath can fly, but in a crude and clumsy manner. They cannot stay aloft for more than a minute or two, but long enough to crash down upon their enemies from above. They make no use of clothes, armour or decoration, but may carry items of power in the form of bracelets, girdles, rings etc. They normally wield dark weapons but lacking arms will not stop them from attacking.

In all, they are set on killing, eating, and to further their power, and will use whatever means they can to achieve it. Patience, and negotiations are not included. In the world of the Holath-Uhr, there is no such thing as the long way around. They serve no one, unless physically restrained and forced about. There is no fear, and nothing beneath the moon is holy or forbidden.

The Holath naturally team up and wreak havoc in joined forces. No leader seems to be needed, but a shared interest in destruction, and the dominion of their demonic species, takes them ever onward. Outside of the Abyss, they can live for 100 years.



© Copyright 2010 - Nicholas Cloister