Showing posts with label undead. Show all posts
Showing posts with label undead. Show all posts

Tuesday, June 28, 2011

Extinct reptile cheats death

Before you read any further, please quickly answer the simple poll to the left.

I'd like to get a better image of the visitors to this blog, and how it is currently being used. Have you answered that poll yet? ; )

If you have, you may continue with intact conscience and expand your dreams with the once beautiful Enjirachs, and ponder how to expose your players (if you have any) to their unforgotten urge of revenge. Before I leave you with their hooks and teeth I'd like to humbly remind you of the poll to the left... and say that if you think of purple as a girly colour, you may now reconsider your disposition. Purple is the colour of the Sahasrara (crown chakra) and is, in some traditions, understood as the gateway to sexless, non-dual Eternity. As any Enjirach would tell you; Death is not the end.



≡ENJIRACH≡




------GENERAL-----------------------------------------
CATEGORY: Undead
TERRAIN: Ruins and caves
FOOD: (Carnivore)
AGGRESSION: Very high
SIZE: 8 feet (240 cm) tall
NUMBERS: 1


------CHARACTERISTICS-----------------------------
STRENGTH: 21-27
AGILITY: 10-15
ENDURANCE: 22-25
INTELLIGENCE: 3-4
MENTAL RESILIENCE: 7-11
CHARM: 0
(If stats of a human ranges from 3 to 18)

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

MAGIC POWER: 0
(Ranges from 0-100)

HIT POINTS: 27-33
(If a human commoner has about 11 hit points)


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

The Enjirachs have no no skin or natural armour left to speak of. The rare specimens with richer patches of feathers left, may keep 1-2 points of protection on certain parts of their bodies.
The bones of the creatures are unusually hard, and can stand quite a substantial amount of damage before breaking apart.



------ATTACKS/DAMAGE---------------------------
1 BITE: 1-10
2 HOOK CLAWS: 1-12
2 CLAWED KICKS: 1-8
(If a Long Sword causes 1-8 points of damage)

Though dead, the force of the Enjirachs' natural weapons have kept their former strength, and are used with great skill and ferocity. The magical life-force of the creatures moves their skeletons as if invisible muscles were still surrounding their ancient bones.


------POWERS/EFFECT-------------------------------
FEATHERS OF LIFE: The main life-force of the Enjirach was not located in the heart or the brain, but rather in its legendary feathers. Touching a single feather of the Enjirach reptile will restore several hit points and heal minor wounds, with no scarring. A night in a full bed of them can restore a two day dead person to life, with no observable traces of death. If the corpse is older still, minor brain damage, or more severe zombie-like side effects are probable. Torn off the Enjirach, the feathers fade after 10-20 healing touches, or 2-3 times of full resurrection. They then lose colour as well as their power to heal. If untouched by injured beings the magical feathers will last forever, and are easily preservable. Naturally, they are extremely rare.

The undead reptiles can heal themselves (or others if so inclined) by simply caressing themselves with their remaining feathers. The skeletal structures of bones will become whole again as long as they are held together and not completely crushed. 2-6 hit points are restored automatically each round as long as some feathers are still attached to the Enjirach. When the hit points of the creatures reach zero they are considered damaged enough to go still. However, if not properly destroyed, or stripped of feathers, the beasts may rise again the next day.



------DESCRIPTION------------------------------------
Once great feathered reptiles walked the lands. Purple and proud, their plumes played in the wind - a spectacular impression of beauty on the green prairies where they hunted. It is said the grazers were drawn to these displays of colour, like moths to light, and that the Enjirachs could feed with little exertion, as they took down the enchanted prey with hooks and jaws of dreadful power.

Men had killed these creatures for the beauty of their feathers alone, but when they learned of their life-giving power, the fate of the Enjirachs was sealed. In less than a century the last living Enjirach was slain and stripped of its purple treasure. Despite the value of the Enjirach feathers, some creatures were sloppily plucked. When the sacks were full, the hunters cared little for the last remaining feathers. Why spend the strength it took to rip these out of the bone, when they had all the gold they would ever need anyway? Also, some creatures managed to escape. When considered dead, the bird-like reptiles simply rose half stripped in the night and ate their sleepy captors.

The remaining Enjirachs cannot naturally die. What few feathers they retain keep them alive, but are not enough to restore them to a life of breathing. A long time ago their flesh fled their bones, and cold blood dripped out of dissolving veins. Flies and worms took care of the sinews and left-overs while their hardy skeletons stayed erect and mobile, enforced and animated by the magical power of the feathers.

Thus they hide, ashamed to display themselves in the open air. Lurking in places where a glimpse of sunlight is still available, they welcome all chances to take down the two-legged creatures that caused their living death. Patiently they harness their wrath, intelligent enough to know with certainty, that in time, people will enter their hide-outs, for shelter or curiosity, often in small groups, easily slain and devoured. Yes, eaten, not for the sake of nutrition, but for a taste of the old days, and for the humiliation of those still watching.

A few terrible stories however, speak of Enjirachs still surprisingly rich in plumes, which by stroking their kills with their remaining feathers, restores them to life only to slay them again. In such a way they keep them imprisoned in a limbo of pain, re-enacting their retribution until there is nothing left of the body to revive.


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





© Copyright 2011 - Nicholas Cloister

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

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

Wednesday, February 17, 2010

Miniature creatures - a real threat.

As I suspected in my last entry, several weeks ago I was called upon by a company to produce a lot of artwork. Hundreds of 150 pixel sized images (characters, creatures, weapons, items etc) has hindered me from continuing my beloved blog. Please don't get me wrong. The work I've been doing has been real fun, but it is typical that when you finally decide what you want to do, all kinds of opportunities suddenly open up. So, the small creatures and stuff I've been working on has been, and is a threat to the continuity of this blog. But hopefully, I will get little breaks now and then to make larger sized creatures and add them to the other beasts. I actually finished the creature below in early January, but only now did I find the time to add some writing to it. Unfortunately I can't promise a new creature every week, as I would like to. But this is definitely not the last one. Enjoy!



≡LAMMATHEN≡




------GENERAL-----------------------------------------
CATEGORY: Undead / Magical
TERRAIN: Deep woods
FOOD: None
AGGRESSION: Varies
SIZE: 8’ 8” (264 cm) head
NUMBERS: 1


------CHARACTERISTICS-----------------------------
STRENGTH: 20-25
AGILITY: 5-10
ENDURANCE: 20-25
INTELLIGENCE: 15-18
MENTAL RESILIENCE: 3-25 (varies)
CHARM: 1-3
(If stats of human ranges from 3 to 18)

SPEED: Running x 2
(Multiple is times human speed)

MAGIC POWER: 50-60
(Ranges from 0-100)

HIT POINTS: 40-50
(If a human commoner has about 11 hit points)


------PROTECTION-------------------------------------
AVERAGE: 3
HEAD: 6
FRONT LEGS: 6
BACK LEGS: 6
CHEST: 4
BACK: 6
(If Full Plate Armour is 10)

The Lammathen can only be wounded by silver or magical weapons. With silver its legs can be broken, and the head can be crushed or severed, but only the spirit core of its chest is prone to actual wounding, and termination.


------ATTACKS/DAMAGE---------------------------
2 CLAWS: 1-4
2 HOOVES: 2-7
1 BITE: 2-6
(If a Long Sword makes a damage of 1-8)

The Lammathen tend to avoid physical combat, and uses primarily spells and special abilities to fight its opponents.


------POWERS/EFFECT-------------------------------
CONTROL WOODLAND CREATURES: Though undead the Lammathen retain their ability to control the nearby woods at will. This power includes summoning and mastering all non-intelligent creatures in the vicinity, including everything from flesh-eating plants, to insects and greater beasts like bears and reptiles. The Lammathen do this instantly and without effort. Every living thing with the ability to move, within four square miles (10 square kilometres), is affected and follows the will of the Lammathen with no consideration for self preservation. This doesn’t include the pets of player characters, or creatures temporarily visiting the area. Druids, rangers and other classes related to religion and nature can be given a chance of turning hostile creatures.

CREATE DARKNESS: This spell-like ability is also managed at will and generates a dense, black, and eerie mist that also covers four square miles. All rules applicable to blindness should be used here. The mist goes from light to fully blinding in one minute and stays as long as the Lammathen desires or lives. Spells creating winds and similar effects may be used to lessen the impact of the darkness.


------DESCRIPTION------------------------------------
Initially blessed and wondrous creatures of the deep woods, much like the Unicorns, the Lammathen are now a twisted version of their former selves. It is said that once, a long time ago; a great power managed to win their trust and lured them out of the woods to aid in what seemed a noble cause. Betrayed and vulnerable outside their natural habitat all the Lammathen were horribly slain.

Being magical in nature the creatures never really died. One year after their doomsday all the Lammathen arose from the dead, and made their way back into the core of the woods in great confusion. To this day the minds of the Lammathen are trapped in their dark fate. They live on but with no real purpose. Befuddled and saddened they keep mostly to themselves. Schizophrenic and frightened they are fickle and erratic. Some days they remember their nature, and do what they can to keep the forest alive, and free from dark powers. While other days they charge all that come in their way and unleash mighty spells of darkness, learned from their time among the dead. Vengeful without an enemy to absorb their aggression, the Lammathen are thrown at times into a state of agony, pain and great fury.

Exactly what kind of spells the Lammathen knows, and remembers, on any certain day is up to the Game Master. It is suggested that they are a combination of druid-like healing and elemental spells, and death-related spells of destruction and summoning. Whatever the choice they should preferably reflect the two-sided temperament and tale of the Lammathen.

The Lammathen are drawn to, and intimately connected to the very centre of the forest where it lives. A forest with a Lammathen at its spiritual heart is basically reflecting the creature’s mood. As centuries pass the woods turn ever more into the likeness of its Lammathen guest, and such forests turn hazardous and chaotic, especially near the Lammathen lair. This is usually close to a dark pond where the creature can mirror itself to be reminded of the truth of their story.

The creatures don’t eat. They seek nothing but peace of mind, and true death. They find no likeness in other undead, and avoid mingling in the affairs of others. They might interfere with interests entering their woods, but what cause of action they’ll take is very uncertain. The only way to destroy a Lammathen is to stick a powerful weapon of silver or magic into its glowing chest. As long as that spark of unnatural life still remains, the Lammathen will find no rest. Even if destroyed, it is uncertain if the Lammathen stays among the dead for very long.




© Copyright 2010 - Nicholas Cloister