Showing posts with label creature. Show all posts
Showing posts with label creature. Show all posts

Tuesday, September 3, 2013

Nocturnal Spirit Creature


Hi

This is one of the creatures in Creature Set 6 from
MonstersByEmail.com, which has just been released.
I call it the Jehmorcha, and it is an incarnated nocturnal spirit creature.
Sign up for the whole story/description of this and many other creature. Learn how it was made by a commented step-by-step insight, and get suggestions on how to use it in your RPG-campaings. Subscribers can even publish this creature commercially. Learn more at MonstersByEmail.com

I hope you're all well!

/Nicholas Cloister

Click to enlarge!



Thursday, July 14, 2011

Biological killing machines of entertainment

Last week's poll tells me there is a lot of game masters visiting this site, but only a fraction of the visitors bothered to answer. I might have been a little too insistent with making the readers go through with it, but I primarily suspect people are just as tired of internet polls as I am. : )

Here is a creature now, entirely void of special abilities and mysterious powers. It is simply another dangerous creature to throw in when action is needed. Perhaps its background and general bad-ass nature may still inject a bit of inspiration and produce some interesting encounters. If not, I hope the visuals will make up for the lack of exotics.

Finally, I'd like to say I've been in a period where my energy to answer emails have been next to none. I have of course treated potential clients with much care, but otherwise I've been rather neglectful. I still very much appreciate your comments and ideas, and read your input carefully. Hopefully, I'll get back to you at a later hour, but if not, know that I take your feed-back to heart and greatly value your support.



≡ARDHAMMA≡




------GENERAL-----------------------------------------
CATEGORY: Mammal (bred)
TERRAIN: Any (temperate to tropical)
FOOD: Carnivore
AGGRESSION: Very high
SIZE: 11 feet (330 cm) long without tail
NUMBERS: 1-3


------CHARACTERISTICS-----------------------------
STRENGTH: 26-30
AGILITY: 25-28
ENDURANCE: 22-25
INTELLIGENCE: 2
MENTAL RESILIENCE: 4-7
CHARM: 1
(If stats of a human ranges from 3 to 18)

SPEED: Running x 4, Swimming x 2
(Multiple is times human speed)

MAGIC POWER: 0
(Ranges from 0-100)

HIT POINTS: 27-30
(If a human commoner has about 11 hit points)


------PROTECTION-------------------------------------
AVERAGE: 3
HEAD: 4
BACK: 4
BELLY: 2
FRONT LEGS: 3
BACK LEGS: 3
TAIL: 4
(If Full Plate Armour is 10)

The bony, teeth-like spikes, and partially thick leathery armour of the Ardhamma body, protects it from scratches and minor attacks. The great horn upon its head is used to steer off spears and stabbing weapons, while the hardened bony areas of its lower front legs keeps its claws cutting and ripping even in the midst of daggers and swords.


------ATTACKS/DAMAGE---------------------------
1 HORN: 1-8
1 BITE: 1-8
2 CLAWS: 2-6
1 SCYTHE TAIL: 4-16
(If a Long Sword causes 1-8 points of damage)

The Ardhamma knows how to use all of its weapons with efficiency and deadly dexterity. Unlike many other creatures, and despite its aggressive character, it takes time to avoid and skilfully parry attacks thrown at it. It can rise up upon its hind legs supported by its heavy tail, but usually keeps a low profile, close to the ground, minimizing its vulnerable areas, and moving swiftly on all fours. With great grace its jumps, rolls, spins, dodges and charges, all the while with its scythe of a tail whistling high and low through the air.


------DESCRIPTION------------------------------------
When a culture falls so does the walls of its prisons. A civilization might crumble, but its legacy remains. In the lower levels, in the pit fighting arenas of the old world, the darker side of entertainment industry flourished and gave birth. Tired of lions, starved canines, and bears, the audience demanded new horrors unleashed upon the combatants and slaves fuelling their thrills. So races were crossed, new experiments of breeding commenced, and with the amount of gold pumped in, results came quickly.

Shaped and bred entirely for killing, the Ardhamma was the perfect combination of agility, speed, and strength. Its powerful tail, lashing about in a blur of blood and separated limbs, was the finest, but not its only means of slaying – a commercial success, both feared and readily celebrated. In the chaos of the great wars that followed, brave and ruthless men tamed these beasts, and made them guard their strongholds, but some were left to roam the wild. As these multiplied and chopped themselves a place amongst the more natural inhabitants of nature, peace came, but now with a new cause to nightmare established. Where most wild beasts shy away from human settlements and beings, the Ardhamma were created to kill at the mere sight of them.

Fortunately the Ardhamma have no tendency for cooperation. They move with individual intent, and prefer a solitary existence. Tamed specimens may suffer the company of one or two more Ardhamma creatures, but in larger groups rivalry will result in carnage.

There are no female Ardhamma, but the artificial nature of the beasts ensures unaltered offspring to emerge from the wombs of impregnated lions and great wolves. The creatures make their lairs in caves and dungeons, or in any other place similar to the dark cellars of their origins. They move comfortably through all terrains, at any hour of day, but avoid cold and snow. They live for 30 years, fear basically nothing, are great swimmers, and eat all things that move. They may sneak upon their victims with great skill, or jump down upon them from higher ground. They are cunning in all situations of fighting, but show no other signs of intelligence. They may roar loudly, though not as deeply, as a lion, but remain utterly silent when the situation calls for it. In other words; sometimes a frightened victim is an easier kill, while at other times, stealth is the more lethal approach.


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





© Copyright 2011 - Nicholas Cloister

Friday, November 26, 2010

Flesh-eating plants attack cave explorers.

I came to consider the difference between creatures and animals, today. I'm not thinking now about the difference of these words or their meaning, but how I approach these concepts as a designer.

Some creature designers enjoy making otherworldly animals, but what I primarily enjoy is making creatures. What I mean is that imaginary animals strive to play the role of convincing animals, but creatures (in my definition of the word) brings something extraordinary into the story.

Greek mythology and European folklore are full of creatures. The chimera, the Medusa, the unicorn, the harpy, the centaur, the minotoaur - all these have another dimension to them. Apart from looking more or less alien they have attributes that speak to us on a subconscious level. They might be multi-headed monsters, or charming nymphs of the sea, but common to them all is that they rise above the state of the animal into the spiritual, or psychological field.

Mythological creatures and the greatest monsters always speak to us on that deeper level. They have something of us in them, that makes them worthy of our stories. We, the makers of the stories, bring these aspects of our fears, desires, secrets, and faults into the beasts of our making. That is the difference between a new animal concept and a new creature. That is at least my way of looking at it, and that is also my ambition. I aim to create fascinating creatures.



≡PANPANARIH≡




------GENERAL-----------------------------------------
CATEGORY: Plant
TERRAIN: Damp places
FOOD: Carnivore
AGGRESSION: -
SIZE: 8 feet tall (240 cm) without limbs
NUMBERS: 1 to 20


------CHARACTERISTICS-----------------------------
STRENGTH: 15-20
AGILITY: 3-8
ENDURANCE: 20-28
INTELLIGENCE: (1)
MENTAL RESILIENCE: -
CHARM: -
(If stats of a human ranges from 3 to 18)

SPEED: Running x 0,01
(Multiple is times human speed)

MAGIC POWER:0
(Ranges from 0-100)

HIT POINTS: 40-55
(If a human commoner has about 11 hit points)


------PROTECTION-------------------------------------
AVERAGE: 1
FRUIT: 0
TRUNK/BRANCHES: 1
ROOTS: 1
TONGUES: 0
(If Full Plate Armour is 10)

Chopping at a PanPanarih is like chopping away at any tree in the forest. It is commonly clad with a layer of moss that gives no or little protection, but since it feels no pain it will move about until it is cut to pieces, or burned down.


------ATTACKS/DAMAGE---------------------------
5-8 POINTY BRANCH STABS: 1-5 (+ burning tongue damage)
(If a Long Sword makes a damage of 1-8)

The PanPanarih thrusts with the spear-like ends of its branches to kill prey. Smaller creatures are then drawn into the core, through the hollow limbs, by the tongue emerging from their centres. Insects and very small creatures are trapped directly by one of the tongues, which are fast and very sticky. Larger life-forms are stabbed repeatedly until they they are still. The PanPanarih continues to attack until the flesh is loose enough for the tongue to tear it off. The burning saliva also helps disintegrating muscles and other tissue. Losing consciousness near a PanPanarih is to be avoided.


------POWERS/EFFECT-------------------------------
ENCHANTING FRAGRANCE: The PanPanarih is usually without scent, but may release a strong fragrance to attract nearby prey. The scent can only be produced when the plant bears fruit, and that is usually when extra food is needed. The aroma of these plants is like a heavenly perfume and very hard to resist. Unless a saving throw (Mental Resilience) is successful the victim is enchanted and will seek out the source of the scent and hug the PanPanarih to fill his mind with the wonder of its fragrance. At touch the plant will attack. On a windless day the fragrance can spread up to 500 yards (457 meters) from the fruit. If the Game Master desires, the chance of resisting the enchantment can vary with distance.

TELEPATHIC VISION: The seeds of the PanPanarih is a kind of eyes. Around every seed is a mother-of-pearl like lid that can open to reveal the organ of vision. They are fully self-sufficient, like clams, but cannot eat, and live only for six months. Whenever they open they send visual information back to the PanPanarih, which may act upon this knowledge, but the ability is also for finding a good spot to sprout upon. Birds, and other creatures, attracted to the glimmering surface, takes off with the seeds and thereby the plants spread. If dropped nearby water the seed will settle, but otherwise it stays closed most of the time, and awaits better opportunities. A dead seed can still become a new plant, but it loses its ability to see and open.

BURNING SALIVA: The sticky tongues of the PanPanarihs produce a burning saliva that inflicts 1-2 points of injury for 1-4 rounds when it makes contact with naked skin. It is not acidic but consists of a nerve poison that causes pain and cell damage.


------DESCRIPTION------------------------------------
The PanPanaris pose as common trees when they don’t engage in hunting or feeding. They stretch their limbs and branches upwards and hide their surveying eyes well. They may live in any place where water is available but prefer a damp climate. Even dungeons will do if a subterranean stream can be reached and an occasional beam of sunlight manages to squeeze in. Their roots grow fast and can stretch out hundreds of yards from the main root, which is always located in, or very close to water. Within this area the PanPanarihs are mobile, and move around slowly, on shorter tentacle roots, to their position of choice.

No brain is to be found in these plants, but the instinctive innate behaviour of the PanPanarihs is creepily complex. For example, they tend to hunt in groups, letting some creatures pass by while posing for harmless, only to block the opening of the cave where the creatures spent the night sleeping. They sometimes let go of some of their seed eyes to monitor a trail nearby, and they let groups of birds hack away at their big red fruits, until enough of them gather to feed all of their hollow limbs at once. Though the PanPanarih transports itself slowly, its upper structure is very flexible and its limbs can flail about at some speed. The tongues are extremely fast, and the plant gets half of its nutrition from the numerous insects landing unknowingly on the fruit, or upon the cluster of small white flowers that blooms in the centre before the fruit appears.

The fruit of the PanPanarih is large and delicious. Once served at many courts as the treat of summer festivals, the plants are now eradicated from populated areas. Attempts have been made to grow them, but they are far from energy efficient, and the danger of managing them discourages most such enterprises. Once a seed has reached water, it takes at least two years for the plant to reach a full-grown state.

The human-like shape of the creature has given rise to many scary stories about the PanPanarih, whose silhouette against a moonlit sky has been used more than once in illustrated myths to symbolize dark times ahead. Folklore claims that when the plant consumes human beings, it absorbs their essence, and slowly begins the transformation into a complete replica of a humanoid.



© Copyright 2010 - Nicholas Cloister

Wednesday, November 17, 2010

What's the colour of a chameleon?

I don't know what to say today, more than that I hope to be able to focus more on this blog in the coming weeks. Looks like there might be chance of that. Where I sit there is frost covering trees and grass, and down by the lake the light looks amazing. Very fantasy-ish if I may say so, and inspiring.

Thanks to Memphis Roleplayer's Association and Warrington Gamers for informing their members about this place. Also thanks to Turnwatcher.com for recommending this site. As always, feel free to contact me with suggestions or ideas, and of course, to comment about the creatures right here. The silent feedback (increasing number of visitors) is very good, but it would be great to hear more opinions about these monsters.

If you remain all quiet you can't expect anything other than what you receive, so don't blame me for the Thelossian. ;)



≡THELOSSIAN≡




------GENERAL-----------------------------------------
CATEGORY: Mammal
TERRAIN: Woods
FOOD: Carnivore
AGGRESSION: Normal
SIZE: 5 feet tall (150 cm) at the head
NUMBERS: 1 to 5


------CHARACTERISTICS-----------------------------
STRENGTH: 12-16
AGILITY: 15-24
ENDURANCE: 15-22
INTELLIGENCE: 5-8
MENTAL RESILIENCE: 15-24
CHARM: 2-8
(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: 11-18
(If a human commoner has about 11 hit points)


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

The skin of the Thelossian is thick and mostly covered by very thick fur, which makes fo a good natural armour, in case wits and camouflage fails to protect it.


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

The small claws on the hand-like paws of the Thelossian do little damage. Instead it tends to draw its fingers together in a fist-like manner in physical situations.


------POWERS/EFFECT-------------------------------
CAMOUFLAGE: The Thelossian is a natural when it comes to hiding and camouflage. Due to its powerful sense of sight it knows how to conceal itself from most gazes. It can change the colours of its fur at will, and with great speed. It can also enter into a state of cryptobiosis, within a couple of rounds. In this case that means instantly stopping its own heart and lowering the temperature of its blood to that of its surroundings. The creature will be as dead, but with the capacity to revive itself to life when it wants to. This also takes but a few rounds. In the state of cryptobiosis the creature retain a weak trace of awareness, Just enough to sense and to judge if the potential danger has passed.

MASTER OF SIGHT: The five pairs of eyes of the Thelossian all have a unique way of registering the world. Besides seeing normally (like humans) it picks up heat radiation, electrical vibrations, spiritual auras, and magical fields. Heat vision allows it to move about in total darkness and make out all lifeforms from afar. Electrical vision enables it discover creatures hidden under leaves, buried in earth, or moving behind thin walls. Spiritual vision displays the spiritual aura of all living things to the Thelossian, which gives it a good idea about the nature and disposition of any creature. Finally, magical vision makes it capable of noticing and reading all magical fields emanating from spells and magic items. Thus it may know the kind and power of magic it faces.



------DESCRIPTION------------------------------------
Usually Thelossians run about in the world rather fearlessly. Only when they are starving, or wilfully makes a move towards danger, do they run the risk of being killed. Their unusual gift of sight allows them to avoid most enemies long before they are spotted, but like all creatures, their level of attention may of course vary.

The Thelossians live alone or in small families, hunting and eating creatures, like beetles, frogs, worms, birds etc. They are very intelligent and can hunt in groups as well as communicate with signs, sounds, and patterns of colour. They have no real language but may figure out ways of making themselves understood when encountering friendly creatures or beings.

Elves, and other benign woodland folks, have been known to befriend the Thelossians for the sake of mutual interest. They make perfect guards of course, but will not enter into such service without good reason. They are also eminent trackers and have been seen in the company of elven scouts, druids, and experienced woodland rangers.

As creatures of many eyes the Thelossian have developed great wisdom and are attracted to natural harmony. They care about the surrounding forests and the diversity of life within them. The creatures may attack small bands of orcs and other disregardful forms of life, if they display ignorant or destructive behaviour towards their home environment.

The Thelossian are very agile creatures. They swim well, and even if they tend to make their living at ground level, they enjoy climbing trees, and often do so when hunting. They also like to relax and enjoy life while lazily playing about with their more energetic young. Normally they sound as deep-voiced monkeys, but are not loud, and do not growl like big cats. Being intelligent they can imitate most animal sounds and do so when it suits their purposes.

Most Thelossians die before the age of 50. They keep to the same partner throughout their lives and reproduce only once. Their young tend to stay with the adults until fully mature. When meat is scarce the creatures can eat and survive for months on nutritious roots, nuts, berries, and fruit. If there is no food at all Thelossians may go into cryptobiosis and remain in such a state until food comes along. At the brink of starvation the creatures will attack and eat larger life-forms if necessary.




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

© Copyright 2010 - Nicholas Cloister

Friday, October 15, 2010

Professional Creature Design

So, what's with the head-line of this entry? : )
Oh, that! Well, I thought it might be a way to attract the right people. Perhaps someone googles... you get the idea.

I actually have made a living making creatures for short periods of time, but that's not the reason for it.

Anyway, again it has been a while since the last critter. I took a look at my portfolio and felt like I needed to make a couple of full scenes again. If you are interested you can find my latest attempts HERE and HERE.

I also decided to make a CHARACTER, and to participate in a LOVECRAFT CREATURE CHALLENGE. Right now I'm working on a book-cover and try to localize new potential clients that might hide in strange countries overseas. Here is a new humanoid species. They may smell strange, but they are not as bad as they look - The Vornorion.



≡VORNORION≡




------GENERAL-----------------------------------------
CATEGORY: Two-legged mammal
TERRAIN: Deserts and jungles
FOOD: Carnivore
AGGRESSION: Normal, but short-tempered
SIZE: 7 feet tall (210 cm) without horns
NUMBERS: One to hundreds


------CHARACTERISTICS-----------------------------
STRENGTH: 4-18
AGILITY: 3-16
ENDURANCE: 3-22
INTELLIGENCE: 3-16
MENTAL RESILIENCE: 3-14
CHARM: 3-11
(If stats of a human ranges from 3 to 18)

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

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

HIT POINTS: 5-20
(If a human commoner has about 11 hit points)


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

The skin of the Vornorion is thick and leathery, and covered partly in fur.


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

If unarmed the Vornorion will kick, claw and throw fists in combat.


------POWERS/EFFECT-------------------------------
SILENT COMMUNICATION: The Vornornion communicates through series of extremely rapid movements with their trunks. These move so fast that no human is able to follow the blur of swift Vornorion conversation. Furthermore, the trunks are perforated in places by numerous tiny holes, which make some moves produce sound. The sounds are reminiscent of the howls of wind, and add depth to the Vornorion language. These also help the creatures communicate when they don't see each other, and are used when calling and taming insects (see Description).


------DESCRIPTION------------------------------------
The Vornorion race makes its living in the warmest of places. They like the desert as well as the jungle and can go without water for ten days without a problem. Some move around, but most Vornorion settle down in clans, ranging from a few families to a thousand strong.

The favourite food of these creatures are insects, and insects play a great role in Vornorion culture. Through strange sounds (and perhaps magical knowledge) the race has managed to command certain species of insects. Among those are the giant scarab beetles, which are used as steeds as well as in the building of Vornorion Mounds. These huge constructions of dung and sand serve as houses, and when strengthened by rock, as strongholds. A Mound can be up to 150 feet (45 meter) high and keep several large families.

As a rite of initiation the young Vornorion are sent out into the world to slay and bring home the delicacy of a giant centipede. Giant insects in general are sought after, and small bands of warriors are regularly dispatched, to venture into foreign lands in the search of such life-forms. By studying these species, some say, the Vornorion can alter common insects and breed larger ones in the pits of their great Mounds

The Vornorion trade jewellery, food, clothing, and various appliances, all manufactured by insect parts. They bring back gold, perfumes, potions, slave children of other races, and weapons of steel.

They make use of no written language but some symbols are used to convey ritual meaning and as decoration. They can however learn how to read, and some individual do to study the knowledge of other races. The creatures can use magic and many of their Elders are competent magicians. Little is known about their beliefs and faiths, but the symbolic representations of the Sun are common.

Vornorion reproduce just like human beings and have about as many children. They are organized and develop rich cultures. The clans in jungle areas tend to remove the trees from large areas to make room for markets, games and other social activity in the open. Instead of giant scarabs, other, more colourful insects are used as steeds. In some cases, flying ones. The jungle mounds include leaves and clay. The creatures are not especially violent, but are known for their short temper, and angry haggling.



© Copyright 2010 - Nicholas Cloister

Wednesday, September 8, 2010

Lucky egg discovered in the highlands

There! I almost got away from the previous subject. A little brighter this time, at least. One of the hardest thing, visually, when creating a new creature concept (at least for me) is the look and the placing of the eye. Very minor eye changes bring about great shifts in mood and can alter the entire narrative (if there is any). This creature had to undergo extensive facial surgery before its maker was pleased with the results. Luckily this is an imagined life form, and surgery therefore less costly. This is the much sought after Nomancuan.




≡NOMANCUAN≡




------GENERAL-----------------------------------------
CATEGORY: Unknown
TERRAIN: Mountains and highlands
FOOD: Herbivore
AGGRESSION: Low
SIZE: 5 feet tall (150 cm) without the fungi.
NUMBERS: 1


------CHARACTERISTICS-----------------------------
STRENGTH: 7-13
AGILITY: 3-6
ENDURANCE: 4-8
INTELLIGENCE: 1-3
MENTAL RESILIENCE: 11-13
CHARM: 1-2
(If stats of a human ranges from 3 to 18)

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

MAGIC POWER: 0
(Ranges from 0-100)

HIT POINTS: 6-13
(If a human commoner has about 11 hit points)


------PROTECTION-------------------------------------
AVERAGE: 3
HEAD: 2
BACK: 6
BELLY: 2
LEGS: 3
FUNGI: 0
EGG: 0
(If Full Plate Armour is 10)

The Nomancuans only natural armour is a bony shield covering its back. Physically vulnerable it relies on other means for protection (See 'Powers')


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

The Nomancuan is a slow and peaceful creature. Since it usually can't outrun an enemy it will defend itself if attacked. Though equipped with formidable claws the creature is not quick enough to produce any serious damage. Its attacks are rather easily avoided.


------POWERS/EFFECT-------------------------------
SPORE SHOWER: The fungi-like tentacles, normally clasped tight around the great egg, quickly rise up into the air when the creature is threatened. Once positioned they release a shower of almost invisible spores over and around the Nomancuan. This ghastly spray has a vile odour that in itself is enough to scare off most predators. If intent on a close encounter, the curiosity of any breathing beast or being will soon end, as the spores enter their lungs and the blood-system. Here they will immediately take chemical control of the brain and render the victim silent, still, and devoid of will and memory (no saving throw allowed). Holding one's breath will help, but if any naked body part makes contact with the spores, they will enter the blood through the skin. The effect of the Nomancuan spore lasts for fourteen days, and unless a mental resilience saving throw is completed, the victim will a suffer partial, but substantial and permanent loss of memory.


------DESCRIPTION------------------------------------
The life of the Nomancuan can be described simply as; finding grass, grabbing grass (with its dexterous miniature nasal trunks), cutting grass (with its front claw cutters), moving grass to its mouth, chewing grass, and swallowing grass. There is however a wider and more mysterious context to consider. During the 100 year lifespan of the Nomencuan it produces a single, living, magical power in the form of a great egg. This egg does not not reproduce the species but is something in its own right. It detaches from the creature only at the Nomencuan's death. If removed earlier it never matures into power, and disintegrates within a matter of weeks.

To touch the Great Egg of the Nomancuan is a blessing for life. Luck will follow such persons for all their days, and disease will no longer catch hold. The entire area in which such an egg is laid will be fortunate and prosperous for as long as the egg remains. Poor soil will turn green, deserts will flower, and animals will be drawn to such places. One hundred miles (160 kilometres) in all directions will be affected by the positive powers of the egg.

Nomancuans are extremely rare. For as long as the powers of the egg has been known, people have tried to tame it, or to capture it alive. All attempts have failed. The Noamcuan refuses to eat in captivity, and if it encounters a fence it cannot round or cut through, it will stop dead in its tracks and wait until starvation kills it, or the fence is removed. It needs the grass and wind of a variety of areas to keep the egg growing.

Naturally, Nomancuans are often followed and guarded from a distance. Rulers and other powers tend to have a great interest in the destiny of the eggs. Wars have been fought around these creatures, and a lot of blood have been spilled to pay for the luck brought by possessing the laid egg. Such a treasure must be well guarded, and few things are as desirable. An egg will last for 300 years, and the glow of its blessing remains as long as it stays unharmed.

How the Nomancuans reproduce, or come into being, is unknown. Some claim they are gifts from the gods, but this is refuted by the greed and conflicts they tend to bring about. For some reason they seek higher altitudes, to graze at the very edge of the grass line. They move slowly, like sloths, preserving most of their energy for growing the egg. When walking from one range of mountains to another, they keep out of sight to the best of their abilities. Despite their powerful spore protection, some vanish in the mouths of fast and large predators, but most beasts stay well clear of them.

On clear nights, the fungi caps let go of the great egg and exposes it fully to the starlight. Its red glow can then be spotted from afar. Touching the translucent shell of the egg while it still remains with the Nomancuan, has no effect. Surgical removal will kill the creature as well as the egg. Nothing is known about the biology of the egg itself.



© Copyright 2010 - Nicholas Cloister

Thursday, August 26, 2010

Birds interfere in human politics

After a terribly long break of concept work, parental leave, and a spiritual retreat, I'm very happy to be back here. As I wanted to get started right away, I pretty much let the brush decide this time. What showed up was this mythological-ish creature. Perhaps not the most useful of beasts in all campaigns, but as I liked the mood, I had to go through with this one.

Not much more to say really, more than that I'm thankful that there are still some of you returning to check out this blog, despite the long break. I cannot make any promises for the future, but for sure, I'd love to see more creatures here! :)

Cheers!




≡DHONDOROS≡




------GENERAL-----------------------------------------
CATEGORY: Ethereal Power
TERRAIN: Any (The Ethereal Plane of Existence)
FOOD: Ethereal (spirits and souls)
AGGRESSION: Controlled
SIZE: 8-9 feet (240-270 cm) tall
NUMBERS: 1-5


------CHARACTERISTICS-----------------------------
STRENGTH: 23-25
AGILITY: 14-18
ENDURANCE: 18-25
INTELLIGENCE: 18-25
MENTAL RESILIENCE: 18-25
CHARM: 11-12
(If stats of a human ranges from 3 to 18)

SPEED: Running x 4, Flying (eagle x 5)
(Multiple is times human speed)

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

HIT POINTS: 40-60
(If a human commoner has about 11 hit points)


------PROTECTION-------------------------------------
AVERAGE: 4
HEAD: 4
BODY: 4
LEGS: 3
ETHEREAL TONGUE: 0
(If Full Plate Armour is 10)

The material body of the Dhondoros is covered with thick hide and feathers, giving it sufficient protection when in physical form.


------ATTACKS/DAMAGE---------------------------
2 CLAWS: 2-8
1 BEAK: 2-6
(If a Long Sword makes a damage of 1-8)

The Dhondoros never attacks with its bodily weapons, but may occasionally defend itself with these physical means.


------POWERS/EFFECT-------------------------------
ETHEREAL COMMAND: The Dhondoros has the power to speak words of command through the ethereal dimension. On the material plane this voice is loud, deep and bellowing. Here it contains no words, but on the ethereal level it reaches into the souls/spirits of all within the range of sound. It commands obedience. Unless a tough mental resilience roll is passed, all beings and beast must follow. These commands are never complex, but stay in the line of “listen”, “halt”, “turn back”, “go home”, “yield” etc. This power may be used three times a day.

ETHEREAL WALL: Once a day the Dhondoros can conjure forth an ethereal wall, stopping all ethereal bodies (and thus the corresponding material one) The wall is a slight shimmer of bluish white that might be missed on a bright day, but to all spirits and souls it is impenetrable. It lasts for 15-20 hours and cannot be undone. The wall can be 30 feet (10 meters) high, 18 miles (30 kilometers) wide, and a single foot in breadth. It reaches through all matter and cannot be scaled on the physical plane.

ETHEREAL HUNGER: To remain materialized the Dhondoros must eat. It feeds on nothing but the souls and spirits of beings and creatures. Once every ten minutes a new human-sized soul, or an equal volume, must be consumed. This is done by throwing out a swift ethereal tube into the body of the prey. The ethereal “tongue” can be seen on the material plane, but can only be damaged by magical weapons. It is extremely fast and hard to see (especially in daylight). The whole process of eating takes a single round. Agility and speed can be used as defense, but armours are of no use (Some spells and magical armours may offer protection.) The tube, which issues from the beak of the Dhondoros, may extend up to 165 feet (50 meters).


------DESCRIPTION------------------------------------
Every now and then in the history of every world, minor gods interfere with the business of mortal beings and beasts. Still subjects to desire, some higher powers cannot help themselves from disturbing the ordinary fate of things.

The Dhondoros are said to be messengers of such powers. They have been witnessed to appear suddenly in the midst of great battles, and in the center of throne rooms and courts. There they have wreaked their terrible powers, shortly and efficiently, only to disappear again once it is done. Occasionally they have materialized before single individuals, to turn their minds about, or to deliver powerful information. These occasions are rare and very little is known about the creatures.

The Dhondoros normally inhabit The Ethereal Plane of Existence. What they do in this, their natural abode, is unknown to the scholars here. If they are captured and brought into service, or willfully in aid of higher powers, is unclear. But always they seem to speak for someone else. At will they can create a material body, but move on ethereal wings even in earthly form. They are tall, majestic, and their presence is foreboding.

Apart from their ethereal powers the Dhondoros may know and use any amount of spells and languages. Rare stories speak of them as helpful and guiding, but most portray them as a dark and mysterious powers, feeding on random spirits to please their hunger and purpose. At times they descend upon the world from above, and at other occasions they simply appear; always with unearthly might and command.

Except for the transparant and bluish aspect, the ethereal bodies of the Dhondoros are similar to, but more graceful than, their material ones. They are rare also in the ethereal realms, but may be spotted in greater numbers once encountered. Sacred texts say they were once steeds to the Powers of Old, who rode them in the times before the making of Earth and Water. Now, though set free, they still obey their former masters – those who made them, and those who treated them well and honorably. The Dhondoros are immortal unless slain.



© Copyright 2010 - Nicholas Cloister

Monday, May 24, 2010

Smells like the ocean turned bad

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

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




≡CALMOROCK≡




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


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

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

MAGIC POWER: 0
(Ranges from 0-100)

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


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

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


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

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


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

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

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

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



© Copyright 2010 - Nicholas Cloister

Wednesday, May 12, 2010

Intelligent slugs found in forest

Looks like I have some commissions coming up again... already. However, I made haste and managed to get some life into this creature before the new work descriptions lands in my inbox. I thought the last creature was pretty dark, so this week I'm countering with a kind creation. I'm not a big fan of the general centaur idea (upper body humanoid, the rest beast of some kind) but in some cases one has to make an exception, right? Feel free to state your own opinion in the comments, and if you actually make use of any of these creatures in a your campaigns I'd love to hear about it. Why not tell us some about the adventure? Write me an email, and I might publish the story in the blog here, with your permission, of course.

Also, a thanks to Gaming Brouhaha for recommending this blog! Now, it is time to meet the Nemunn.




≡NEMUNN≡




------GENERAL-----------------------------------------
CATEGORY: Unknown
TERRAIN: Forests and hollows
FOOD: Omnivore
AGGRESSION: None
SIZE: 6-7 feet (180-210 cm) tall
NUMBERS: 1-2


------CHARACTERISTICS-----------------------------
STRENGTH: 15-18
AGILITY: 4-7
ENDURANCE: 5-13
INTELLIGENCE: 14-17
MENTAL RESILIENCE: 14-17
CHARM: 0
(If stats of a human ranges from 3 to 18)

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

MAGIC POWER: 20
(Ranges from 0-100)

HIT POINTS: 15-25
(If a human commoner has about 11 hit points)


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

The slug-like part of a Nemunn's body is like thick rubber with fur on top, but the inner tissue of it is soft and sensitive. The upright portion of the creature can be compared to truly hard leather, and in places to tough, solid wood. All inner organs (except for the brain) are located in the slug-like part of the body, so the front portion is more or less like a living tree, with only a single central vessel of blood running through it. This part can be chopped and damaged, disabling the Nemunn, but apart from hits to the brain, and to the very core, injuries here do not cause loss of hit points or pain to the creature.


------ATTACKS/DAMAGE---------------------------
2 CLAWS/FISTS: 2-6
(If a Long Sword makes a damage of 1-8)

The Nemunn is a gentle creature, that rarely engages in any kind of fighting. The predators of the forests leave them alone due to the poisonous smell of their Mollusca flesh, and otherwise inedible body. When hostile forces move into their areas the Nemunn usually move away or makes use of skilfull camouflage.


------POWERS/EFFECT-------------------------------
REGENERATE AND EXTEND ARMS: In part the Nemunn is a plant, and the creature have inherited the plant's power to grow. When it wishes to it can extend the length of its arms up to 10 yards (3,6-9 meters) in a matter of minutes. This quick growth cannot be retracted or undone, so the creature will have to live with the extended limbs for the rest of its life. Therefore the Nemunn only makes use of this ability in truly important situations. Some of them wilfully have very long arms cut off, since new hands will grow back on the stumps. This however takes about a year, and is also preferably avoided. Growth can only be applied to the arms of the creature. Due to this power the length of the arms of Nemmuns might vary significantly.

CAMOUFLAGE: The Nemunn can shift the colours of its hair (which is actually moss) and snail-like body very swiftly, but the power is limited to the natural and common colours of the woods. The face and arms cannot be re-coloured, but the creature can remain absolutely still in most positions for up to a week, without flinching.


------DESCRIPTION------------------------------------
Tales say that the Nemunns are born from the trees. It may in fact look like it, but the egg of the creature (produced without mating) is placed within a hole of a tree. From there it goes into a larva state and eats away the interior of the tree host. Green hair-like moss then sprouts out of the larva to penetrate the shell of the tree. For some time then the larva is nourished directly by the leaves and the roots of its tree nanny. This dependence lasts for up to twenty years and during that time the cells of the Nemunn larva inherit tree-like qualities, before transforming the larva into a fully grown Nemunn. The mature creature then breaks out its tree shell and starts its life in the forest.

The Nemunns prefer to be outdoors, but take shelter and sleep in hollows and tunnels just beneath the root ceiling of the forest. There they usually have a collection of various herbs, plants, roots, and flowers, and a space of some kind where they grind, mix, and create wondrous ointments of healing and power. The creatures are master botanists and have deep and mysterious knowledge of all that grows. It uses its various mixtures for rituals of spiritual communion with the forest, but also for healing and helping creatures and other inhabitants of their leafy homelands. They may also know some wordless druidic spells.

The Nemunn doesn't speak but understand the languages it has overheard or encountered during its long life. It can also communicate with unconscious creatures and beings by sticking strands of its moss hair into the creatures flesh. This way it can get an understanding of what needs to be done to awake the unconscious one from slumber, but it cannot receive actual words or advanced messages.

Preferably on their own, or occasionally in pairs these genderless creatures live their lives peacefully and avoid the worries of the outer world. At times however their compassionate nature, and desire to help, may lure them away from their homes and security. Especially if trees, or creatures of the forest are in danger, the Nemunn may take action outside its zone of comfort.

The Nemunns make use of simple tools, but never blades or weapons. To gather the herbs and ingredients they desire from the woods, they use their flexible claws. These can be turned around 180 degrees and the Nemunn control them with great dexterity. Otherwise the creature is slow and though it can haul itself and crawl over challenging terrain, it prefers to remain where the ground is fairly flat and where the forest isn't too dense.

These creatures live to be about 300 years old. They feed on worms, frogs, insects and the eggs of birds. They also get some energy from the sun through the moss on their backs and heads. When no energy is available they can become absolutely still and survive for up ten months without eating or drinking.



© Copyright 2010 - Nicholas Cloister

Friday, March 26, 2010

Are you talking to me?!!

Hi all mammals! (or divine creations if you prefer). Next week I start making concepts and illustrations for an Australian project (a fantasy on-line game of sorts), that will take my attention away from this Bestiary to some extent. Exactly to what degree is yet uncertain, and it looks as if my work for the project will come in waves, at least in the initial stages. You never know about the future though... Just don't count on a new creature every week for a while...

I received an email from a person who desired to see a playable reptile or insectoid creature on the blog. Such wishes or requests are gratefully received, and I had that one in mind when coming up with this week's creature. Perhaps not a draconian or dragonborn, but more of an amphibian/fish-like creature. I probably strayed miles away from the request, but it certainly inspired my work this week, so thanks for that.

Also thanks to:
Rock falls, everyone dies
(Possibly the greatest name for an rpg blog imaginable) and
Smortazavi for kind writings about RPG Creatures.

I will probably have to consider genus issues here eventually, but for now, here is a male Ferrenai warrior for you.



≡FERRENAI≡




------GENERAL-----------------------------------------
CATEGORY: Amphibian mammal
TERRAIN: Jungles, damp forests, and swamps
FOOD: Omnivore
AGGRESSION: Controlled (short-tempered)
SIZE: About 5 feet, 6 inches (167 cm)
NUMBERS: 1-100


------CHARACTERISTICS-----------------------------
STRENGTH: 5-15
AGILITY: 5-20
ENDURANCE: 3-18
INTELLIGENCE: 3-15
MENTAL RESILIENCE: 3-18
CHARM: 2-8
(If stats of a human ranges from 3 to 18)

SPEED: Running x 0,8 Swimming x 1,3
(Multiple is times human speed)

MAGIC POWER: 3-16
(Ranges from 0-100)

HIT POINTS: 3-16
(If a human commoner has about 11 hit points)


------PROTECTION-------------------------------------
AVERAGE: 2
HEAD: 2
TORSO: 1
ARMS: 2
LEGS: 2

(If Full Plate Armour is 10)

The skin of the Ferrenai is hardier and more resilient than human skin. It is not as easily charred by fire, affected by cold, or other physical phenomena. Ferrenai are immune to skin disease and other skin disorders. The creatures prefer natural armour like leather and scales, but outside-clan individuals have been seen wearing metal


------ATTACKS/DAMAGE---------------------------
2 FISTS: 1-3
2 CLAWED KICKS: 1-6
(If a Long Sword makes a damage of 1-8)


------POWERS/EFFECT-------------------------------
READ MEMORY OF WATER CREATURES: The Ferrenai can telepathically tune in, and to some extent, listen to the memories of fish and other creatures living in water. They have a 50 percent chance of gathering the memory reflections of any water-living creature. The ability is very unreliable and the information is rarely coherent. It is suggested that a d100 be used to see how usable and extensive the memory information may be. The same water creature can only be used once a day for this sort of inquiry.


------DESCRIPTION------------------------------------
In the dampest places, where no other beings will settle, the Ferrenai tribes live and thrive. They have specialised in aquaculture, the farming of water plants and fish, and are also expert hunters.

The Ferrenai are intelligent beings, but emotionally and socially quite different from the typical human. They never greet each other through words or gestures, but seem to take other tribe members for granted. This wordless acceptance of their fellow beings prevents many conflicts in the Ferrenai tribal life. To them it is natural that opinions differ and they never really bother with changing the minds of others, until matters of life an death emerge. The hierarchy of the Ferrenai tribal system solves most disagreements very swiftly, and if not, a ritualised fight to the death is undertaken.
This trait makes the Ferrenai rather vulnerable when thrown into a human society. When regularly questioned (dishonoured) or blatantly disrespected, it is in Ferrenai nature (culture) to resort to lethal violence. Though great hunters, and skilled warriors, the Ferrenai are not a violence-loving people, and therefore avoid other civilisations and beings, unless driven by some uncommon motif. Some individuals have made an effort, and learned the hard way, to interact smoothly with non-Ferrenai societies, but the number of creatures outside the tribes are very small.

The Ferrenai culture is normally based around a shamanistic pantheism, and the ritualistic celebration of water, fish and amphibians in many forms. The position of Tribe Leader and Head Shaman is always held by the same individual, and it is the level of mastery in shamanism that primarily is considered when new leaders are chosen. Ferrenai do not read and write, and resort purely to oral traditions for knowledge. This works well in simple tribal communities, but has obvious weaknesses when a wider scale of knowledge is desired. Many of the Ferrenai outside of the tribes are in fact seekers of wisdom and clearly curious of the ways of others. The Ferrenai language is hard to learn and the clicking and gurgling sounds are strenuous and tough to duplicate for most other beings. However it is said that there is much to learn about the water, and of shaman secrets, for those willing to integrate and manage to be accepted by Ferrenai societies.

Not used to the many nuances in human interaction, the Ferrenai have a hard time understanding what's communicated beyond the words. This is compensated by an intuitive judgement about the character of people and beings they encounter. It is commonly considered that it is the antennae, or the bulges at the back of the Ferrenai head, that somehow make them able to know the heart of people. Even if they can't follow a complex dialogue very well, they have an instant, and far better notion than others, about who to put their trust in, and what to be expected from any person. This gift can be used quite well to tackle most beings, without having to resort to the subtleties of social masquerade. Ferrenai normally always say what they mean, and tend to stand up to their opinions. If not corrected by a higher member of their tribal order, they will defend their stand with their lives if necessary. Ferrenai can tell a lie if they need to, but only do so in extreme and rare situations.

The Ferrenai is a mammal with many amphibian attributes. They give birth to fully developed children, but these stay encased in a tight and soft, water-filled, and semi-translucent "egg" for the first two days. In that period they shed most of the fish-like scales acquired in the womb, and then eat their way out of it. Ferrenai breath through lungs but can stay under water for twenty minutes without much effort. Their skin is not affected or softened by it, and their vision is kept sharp while submerged, due to a thick lens that automatically covers the eyes.



© Copyright 2010 - Nicholas Cloister

Thursday, March 18, 2010

How cold (sloppy) can you get?

Today I happened to erase this demonic blog entry by mistake and replace it with another one… it all got very confusing. So here it is again, but this time without the introductory writing, which is also gone. :(



≡RHONX AIBIA≡




------GENERAL-----------------------------------------
CATEGORY: Demon (Ice)
TERRAIN: Frozen Abyss
FOOD: Carnivore
AGGRESSION: Extreme
SIZE: 12 feet (365 cm) when hulking
NUMBERS: 1 to numerous


------CHARACTERISTICS-----------------------------
STRENGTH: 50-60
AGILITY: 20-30
ENDURANCE: 20-30
INTELLIGENCE: 6-10
MENTAL RESILIENCE: 6-10
CHARM: 0
(If stats of a human ranges from 3 to 18)

SPEED: Running x 4, Swimming x 3
(Multiple is times human speed)

MAGIC POWER: 0
(Ranges from 0-100)

HIT POINTS: 40-60
(If a human commoner has about 11 hit points)


------PROTECTION-------------------------------------
AVERAGE: 8
HEAD: 10
UPPER LEGS: 9
LOWER LEGS: 4
CLAWS: 9
FRONT ARMS: 9
BACK "VENTING" ARMS: 4
CHEST: 8
BACK: 12
(If Full Plate Armour is 10)

The unnatural and fierce inner cold of the Aibia demon spreads out through its hard body. Any non-magical weapon touching this immense cold face a 50% chance of instantly shattering. All others (including most magical weapons) will inflict 3-6 points of cold damage to the wielder. Gauntlets (not metal ones) and thick gloves can reduce the damage. The material of the weapon handle can also influence this. Note that wounding the Rhonx Aibia with cutting or piercing weapons may result in a burst of liquid ice (its blood). Such a burst may hit home and is to be treated like a vent shower (see 'Attacks'). Magical fires cause half of the usual damage to the demon.


------ATTACKS/DAMAGE---------------------------
1 BITE: 2-6 (+ 10-20 of ice damage)
2 CLAWS: 2-12 (+ 5-10 of ice damage)
2 POURING VENT SHOWERS: 20-30 of ice damage
2 CLAWED KICKS: 4-14
(If a Long Sword makes a damage of 1-8)

The Rhonx Aibia is a killing machine. The liquid cold of its interior is death to ordinary life forms. Before attacking it “dips” its scissor-like claws in liquid ice from the vents, and wielding these it destroys most in its way. When necessary it emits liquid ice in arc-like showers from the vents, effectively freezing, and killing most that it makes contact with. It can bite with some liquid bursting through its mouth, and the hind leg of this demon makes a horse’s kick look frail. The showers spread out 10-30 feet in a 180 arc before the demon. A tough agility/dexterity test must be passed in order to avoid it.


------POWERS/EFFECT-------------------------------
MARK OF ICE: When threatened the Aibia makes use of a trap to protect itself and its territory. By letting go of a part of its inner cold (its life energy) it can leave a mark of never melting liquid ice. This matter (usually applied as a round pool) will make the air and the surrounding ground cold and freezing. Stepping in such a mark will shatter the leg of the unlucky one, as well as causing 20-30 points of damage. Passing swiftly above it (up to three meters above) will cause 1-10 points of damage. Magical protections against cold can decrease the damage. The demon does its best to hide the mark, and place it where its enemies must pass. The place of a mark will remain in effect forever. Only the most magical fires can undo them. The surrounding area up to 1 mile (1,6 kilometres) away will turn noticeably colder for as long as the mark remains. The demon can produce 5 marks in a day. When making a mark it will loose its power to vent liquid cold as showers for an hour.

KISS OF THE FROZEN ABYSS: When desirable, enemies not instantly dying when trapped in the claws of the Aibia, may be temporarily spared and turned into allies. One of the vents is then applied to cover the victim’s face and inject a great amount of liquid ice into brain and body. This quick “freeze-down” will make the chosen body subject to the warped ice and turned instantly into a thrall of its frozen rule. The demon and the victim are made into one, and the fury of the Abyss will reign in them both alike. This transformation will last only for ten to twenty minutes. The victim then dies. For this to succeed the enemy must be held for two rounds. Use your game’s rules for holding/grappling etc.

AURA OF COLD: The Rhonx Aibia carries a constant aura of cold around it. All within 20 yards (18 meters) suffers 2 points of cold damage every round, unless protected properly by magic. Heat will not help against the aura. This is not a normal cold but something beyond it, rebellious and untied from the natural counterbalance of fire and ice. The only way of extinguishing this cold is to kill the demon. Preferably through crushing its bones, or through magical damage – bleeding it is far too dangerous.


------DESCRIPTION------------------------------------
It is said that the lesser deities looked with horror upon the Abyss when it was first created. To end the horror some of them ventured there, into the pits where chaos was lord supreme. There the minor gods gathered their powers and laid a binding cold upon the deeper levels. Frozen into a state of petrification, the life-forms of the Abyss went into slumber, but chaos soon stirred again. The underworld of ice was shattered and the bondage destroyed. Still these parts of the Abyss remain in a cold warped by evil. The cold did not lessen, but was turned colder still, into an unnatural state where the ice liquefied, not into water, but into actual floating ice. This perverted and evil cold – a creation of malevolence untold – was a triumph of chaos. When the demons awoke they had a new kind of energy.

No longer did spending energy cause heat, but cold in the form of liquid ice. When eating, cold was generated inside the demons. Not a regular cold that would have their hearts stop, but a new and distorted cold that brought vigour to demonic flesh. Everything was turned upside down. The abysmal cold was now part of the demons, and in time it became their very essence. There is now little difference between the living cold and the demons themselves. The life forms in these parts of the Abyss were changed forever, and their realms made colder than any other part of the universe.

When a demon from this underworld is summoned or escapes, it brings the warped Abyss inside of it. No longer the mere absence of warmth and energy, but a power in its own right, it cannot be destroyed by natural heat or fire. Inside of it is a sun of liquid cold, strengthened further by consumption of any life or edible matter. The surplus cold thus generated, isn’t let out into the air, but concentrated and vented through special outlets in the body. The entire creature is colder than any other thing alive, but it moves with the power and agility of a predator unleashed, leaving the mark of utter cold in its path.

The Rhonx Aibia is such a demon, and one of the lesser powers from the Abyssian Ice. Still a formidable power it will slay most other creatures without effort. The authority of its cold is so vast it will move unhindered through armies, unless they’re strengthened by magical power. It doesn’t think much, except for short-term scheming on how to gain more energy. It moves and eats, that is about it. Like other beasts it will brand its territory with marks of ice, and usually sees no reason to limit it. It will roam, slaughter and consume all living things until blocked or killed by greater powers. When venting liquid ice in the natural world, the demonic fluid soon freezes, to be melted slowly away if the temperature is high. But inside the Aibia it remains constantly liquid and glows with cold energy. The dark creature can choose to let go of parts of it icy soul, and does so when its territory is threatened. (See ‘Powers’ – Mark of Ice).

The Rhonx Aibia are immortal unless slain. They obey no command if not severely wounded and helpless, or if bound by strong magic. In their home world of the icy Abyss they are numerous and pushed around by Greater Demons, but in the world of men they are a fierce and terrible power. They move over land and through water and fire unhindered. They cannot fly, but leap over two story buildings with ease.



© Copyright 2010 - Nicholas Cloister

Friday, March 5, 2010

Thieves in fine fur

A little quicker this time, right!? Here is the first playable race among these creatures, so I added some equipment and clothing to give it some "character". A strange type of beings with unknown origins, that might attract players that are drawn to thieves. Give it a read and see what you think. I understand that some of those who visit this blog never bother about the text. That is expected of course, in these speedy Internet days, but the description is as important to me as the artwork, and I do think they enhance each other. What do you think? No comments yet... Are you afraid to mess up the Bestiary? ;) Well, as long as you enjoy what you see AND read, I'm happy to supply.



≡JARMA-LOH≡




------GENERAL-----------------------------------------
CATEGORY: Two-legged Mammal
TERRAIN: Any
FOOD: Omnivore
AGGRESSION: Controlled
SIZE: 4-5 feet (120-150 cm)
NUMBERS: 1-20


------CHARACTERISTICS-----------------------------
STRENGTH: 3-13
AGILITY: 6-24
ENDURANCE: 3-20
INTELLIGENCE: 6-18
MENTAL RESILIENCE: 6-18
CHARM: 3-18
(If stats of human ranges from 3 to 18)

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

MAGIC POWER: 5-10
(Ranges from 0-100)

HIT POINTS: 3-13
(If a human commoner has about 11 hit points)


------PROTECTION-------------------------------------
AVERAGE: 2
HEAD: 2
LEGS: 2
ARMS: 2
CHEST: 2
BACK: 2
TAIL: 2
(If Full Plate Armour is 10)

The Jarma-Loh have a thick fur and hard skin for natural protection. In addition to which they can wear armour of any kind, but usually stay away from the heavier sorts. They tend to prefer swiftness and agility to a cumbersome defence.


------ATTACKS/DAMAGE---------------------------
1 ANTLER GORE: 1-4
2 FISTS: 1-3
2 KICKS: 1-4
1 BITE: 1-4
(If a Long Sword makes a damage of 1-8)

The Jarma-Loh have several natural weapons but will use these only when no actual weapons are available, or when an armed attack is uncalled for, like in a common street brawl. In non-lethal situations they avoid goring and biting their opponents. The Jarma-Loh are civilized creatures that normally try to blend in with the civilization at hand.


------POWERS/EFFECT-------------------------------
SCENT OUT MINERALS: The ability to actually smell out minerals from a distance is unique to the Jarma-Loh. It can determine the location, type, quality, and amount from about 200 yards. The creatures are oftenly hired by mining-companies and many Jarma-Lohs start mining operations themselves.

UNDERSTAND LANGUAGES: Though normal learners when it comes to language, the Jarma-Loh have an eerie power of understanding what’s being said, even though they do not speak the language in question. If a test roll of intelligence is successful 10-50% of what’s being said will be understood by the creature. If the roll is really good, the full meaning of what’s said will be comprehended. This ability may only be used once a day per conversation or speaker.

LEARN MINOR MAGIC: Jarma-Loh can learn simple magic, no matter what their choice of profession. This is an innate understanding of “survival magic”, like starting fires, opening locks, ventriloquism, eavesdropping, and producing minor illusions. Exactly what kind of spells should be regarded as minor is up to the Game Master, but shooting fireballs, and summoning elementals are definitely out of the intended range.


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The Jarma-Loh have no culture or civilazation of their own. If there was once such a thing as Jarma-Loh societies they are now gone, and the race is scattered. Most live by themselves, while others group together in families or small clans.

The creatures have a human level intelligence and a corresponding emotional life. What differs them from human beings is primarily that they are quite happy by themselves, and don’t mind being scattered as a race. Nor do they react nearly as strongly to mockery, harassment or even persecution, which they are quite used to. The Jarma-Loh are hardy survivors that never misses an opportunity, and most of them do well in life.

Secondarily they differ from humans in their strong desire for treasure and riches. Few Jarma-Loh prioritize any other goal in life than wealth. Gems especially draw their attention, and with their ability to sniff out every kind of mineral, they usually find them. This obsession with treasure draw many Jarma-Loh into thievery, and excellent thieves they do make. Their short stature and agile bodies are perfect when sneaking through the darkness of night. Most Jarma-Loh also have a natural nose for business and are quick at picking up social codes and etiquette. There have been more than a couple Jarma-Loh serving as royal advisors and agents.

Perhaps it is the lack of a culture of their own that make the Jarma-Loh so keen on achievement and wealth. Whatever the cause, few beings are so well equipped for personal gain as the Jarma-Loh. The strange look of these creatures is and have been a burden for them - another cause for the way of the rouge – but unless they are banished as a race from a country, they tend to stay, survive, and accomplish what they aim for.

The Jarma-Loh live to be about 50 years old. They don’t respond very well to liquor (tends to turn aggressive), and heavier drugs are not common among them. The females carry their young for three months only, so if they had been more inclined to making families, their offspring could have been plenty. They have little understanding of music, and eating the meat raw instead of cooked is no big difference to them. This doesn’t stop them from distinguishing a good musical performance from a bad one, and they are not ignorant when presented with a fine meal. It is just that the Jarma-Loh prefers fine clothing, jewellery, luxurious tapestries, and over-adorned furniture. They would rather eat raw potatoes with silver cutlery than having a fine steak on a pewter plate. They love and would gladly join in on any kind of adventure, just as long as there is a promise of wealth at the end of it. They simply cannot get rich enough.

These creatures are mostly found in cities and larger townships, where opportunities are many, and wealth more common. If successful the Jarma-Loh might withdraw to a countryside castle when older, since their social life is mainly a means to their personal wealth. However, just like human beings, all Jarma-Loh are different, and some differ more than others from the norm. If a player chooses to play a Jarma-Loh character, it may of course stray from typical race behaviour, if that is desirable. A normal Jarma-Loh will be rather fearless of most situations, except when its valuables are at risk.



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