Showing posts with label monster. Show all posts
Showing posts with label monster. 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

Saturday, June 11, 2011

Meat museums of the glaciers

While modern scientists are happy to find bacteria or single cell organisms in the cores drilled out from the polar ices, a fantasy explorer may be more fortunate. With the mysteries of the ages however comes a certain risk, and in this case that risk is called the Con'laihs. As amazing artists of the ice, with a tantalizing sort of power and hidden aims, these pose an obvious threat to any who seek to learn what ancient treasures may have slipped into their deep-buried fridges. Is this where the old gods are sleeping?



≡CON'LAIH≡




------GENERAL-----------------------------------------
CATEGORY: Mammal
TERRAIN: Glaciers, polar ices, and deep snow regions
FOOD: Carnivore
AGGRESSION: Normal
SIZE: 5 feet (150 cm) tall
NUMBERS: 5-100


------CHARACTERISTICS-----------------------------
STRENGTH: 9-12
AGILITY: 13-16
ENDURANCE: 15-18
INTELLIGENCE: 3-7
MENTAL RESILIENCE: 3-8
CHARM: 2-4
(If stats of a human ranges from 3 to 18)

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

MAGIC POWER: 0
(Ranges from 0-100)

HIT POINTS: 10-15
(If a human commoner has about 11 hit points)


------PROTECTION-------------------------------------
AVERAGE: 3
BACK: 5
BELLY: 3
HEAD: 2
ARMS: 2
LEGS: 2
(If Full Plate Armour is 10)

Underneath the thick fur the back of the Con'laih is covered in a segmented bony shell which gives good protection of the inner organs and spine. The delicate tentacles are fully unprotected but when severed these grow out again in about six months.


------ATTACKS/DAMAGE---------------------------
2 JAGGED CLAWS: 2-7
1 KICK: 1-8
(If a Long Sword causes 1-8 points of damage)

The formidable front claws of the Con'laihs are their main weapon, but as a means of defence they may also use powerful kicks to keep enemies at bay.


------POWERS/EFFECT-------------------------------
ICE CONTROL: Through their thin tentacles the Con’laihs wield a strange energy. Though the creatures can cut through the ice with their saw-like claws it is mainly this energy they us to control and shape their beautiful abodes. The energy manipulates the quality and properties of the ice and makes it possible for them to make fantastic architectural constructions inside the glaciers. As the creatures wiggle, their tentacle ends start glowing and a sound like a thousand tiny bells is produced. The energy enters the ice which transforms according to the will of the Con'laih, who may quickly melt and reform great section of their lairs. If working in unison, the creatures can easily confuse or trap any unwanted intruders. The energy is also used to prevent undesired cellular damage to any still breathing catching as it is frozen and stored in the ice (see 'Description').



------DESCRIPTION------------------------------------
In deep burrows, inside the great glaciers and polar ice sheets, live the Con’laihs. The natural cracks and shafts produced by water are intersected by extensive mazes of Con’laih produced tunnels and caves. They hunt in the areas surrounding these ices, and occasionally send out groups to scout and find food in regions further away. These smaller parties cave out temporary lairs in deep snow, or frozen lakes. Birds, seals, foxes and bears are common on their menu, but the Con’laihs take down anything within their power. They are not especially aggressive, but due to a strong instinct of gathering, they tend to attack even when not hungry.

What the Con’laihs don’t eat at once they store deep frozen in the ice. In great chambers, far beneath the ice surface, they create museums of meat, which some speculate are not only for eating. When possible, prey is frozen alive and restored to life before eaten. Only the mysterious Con’laih energy can revive a life-form so frozen. All things stored are marked by complex patterns of burns, and many captures are saved for eons in the freezer. Truly ancient creatures and beings have been found preserved in the Con’laih reserves. These facts have led to the theory that the creatures freeze prey not only for preservation, but also to communicate in some manner with future generations.

Con’laihs are not great climbers, and tend to keep the floors of their lairs even. They are however natural jumpers and effortlessly leap straight across the crevices and cold rivers of the subterranean ice worlds. Jumping down upon their prey is also their favorite way of striking.

Ranging from golden yellow, to brown and dark grey, the fur colour of the Con’laihs vary greatly between specimens. The eyes are always dark green and glimmer with an otherworldly kind of intelligence. They communicate through rasping hissing sounds which are sometimes contrasted by high-pitched squeals.

The last stage of the Con’laih fetus development takes place outside the womb, in translucent cocoons, which are normally attached to the roof of ice tunnels. These glow gently with the mysterious energy of to the adult tentacles, and are spread out across the vast burrows to function as lamps in important sections. The young reach full maturity in three years and begin to weaken from old age about 60 years later.

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





© Copyright 2011 - Nicholas Cloister

Monday, April 4, 2011

The silent slaughters of the sea

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

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




≡CROMBHALA≡




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


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

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

MAGIC POWER: 0
(Ranges from 0-100)

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


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

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


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

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


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

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

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

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

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

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





© Copyright 2011 - Nicholas Cloister

Sunday, March 20, 2011

Next gen mushrooms

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

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




≡MINGOSSI≡




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


------CHARACTERISTICS-----------------------------
STRENGTH: 15-25
AGILITY: 15-20
ENDURANCE: 3-6
INTELLIGENCE: 2
MENTAL RESILIENCE: 25
CHARM: 0
(If stats of a human ranges from 3 to 18)

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

MAGIC POWER: 0
(Ranges from 0-100)

HIT POINTS: 12-25
(If a human commoner has about 11 hit points)


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

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


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

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


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


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

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

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

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

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

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

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

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




© Copyright 2011 - Nicholas Cloister

Tuesday, January 25, 2011

In collision course with Giants

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

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


≡MEHROG≡




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


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

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

MAGIC POWER: 0
(Ranges from 0-100)

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


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

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


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

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


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



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

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

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

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




© Copyright 2011 - Nicholas Cloister

Monday, December 27, 2010

Polar panic as ice bursts open

RPG creatures celebrated its first year of existence on the 12th of December 2010. With this creature included it makes for a little less than one new creature every two weeks. That is not bad, though two new creatures per week is more of the speed I'd like to see on this.
26 457 visits was registered during year one, and 9 415 of those are from revisiting users.

No one can tell what 2011 holds in store, but I hope to find the time and resources to keep this bestiary growing. In line with the theme of the snow and ice here in Sweden I'm ending this first year with a polar creature. This one deserved a visual background and context, not only to fill up the page, but also to make the thing believable. When interacting with a world and put in realistic lightning even the strangest of forms can come to life... with some luck, and a lot of your imagination. ;)

Happy New Year! To all of you.

/N Cloister



≡BHORDA≡




------GENERAL-----------------------------------------
CATEGORY: Mammal
TERRAIN: Cold water (salt and brackish)
FOOD: Carnivore
AGGRESSION: Normal
SIZE: 23 - 30 feet long (7-9 meters)
NUMBERS: 1


------CHARACTERISTICS-----------------------------
STRENGTH: 30-45
AGILITY: 10-12
ENDURANCE: 18-22
INTELLIGENCE: 1-2
MENTAL RESILIENCE: 3-5
CHARM: 1
(If stats of a human ranges from 3 to 18)

SPEED: Running (Crawling) x 0,5 Swimming x 8
(Multiple is times human speed)

MAGIC POWER: 0
(Ranges from 0-100)

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


------PROTECTION-------------------------------------
AVERAGE: 5
HEAD: 2
BODY: 5
FLIPPER ARMS: 5
(If Full Plate Armour is 10)

Underneath the hardy skin of the Bhorda is a thick layer of blubber, keeping it warm and protecting its vital parts. The creature is insensitive to cuts and damages to this outer layer of fat. Daggers and short axes will do little or no harm to it, unless directed specifically at the head and eyes.


------ATTACKS/DAMAGE---------------------------
1 BITE: 2-8
2 FLIPPER MAULS: 2-12
(If a Long Sword makes a damage of 1-8)

The Bhorda's favourite way of hunting is to swim with full speed from below to crash through the ice with its bony flipper ends first. The prey, surprised and often stunned by the attack, is then mauled unconscious and usually swallowed whole.


------POWERS/EFFECT-------------------------------
ICE BREAKING SONG: In areas where the ice is too thick for the Bhorda to penetrate, the creature can apply a deep and extended bellowing roar to create cracks in the ice and break it open. The vibrations of this sound are powerful but must work on the ice for some time before it comes apart. Surface instability can be felt from above, and a deep eerie song is audible even through thick layers of ice.

JET OF WATER: As the Bhorda surfaces it can apply a single jet of water to throw down prey fleeing from the scene. Out of the water the creature is slow, and the jet is often its only chance to bring down prey still standing after its initial strike. The creature can not keep the water inside while breathing, or eating. It must be shot out as a jet or simply let out, before any serious manoeuvres are undertaken on land. The jet can reach up to 30 feet (10 meters) from the Bhorda. If the water is icy cold the shock itself might bring the target to the ground. In either case a successful agility roll is needed to stay on foot. The jet is shot out through the inner and very pliable mouth of the creature.


------DESCRIPTION------------------------------------
Though the head and flippers of this creatures are very unlike the rest of the family, the Bhorda is a great seal. Huge and monstrous it can crush and consume a walrus without much problem, and hunts basically all life-forms on and underneath the ice. It spends most of its time in the cold polar waters but may venture anywhere in search for food. It will survive no more than a week outside of water, and must breath air at least once an hour.

Bhordas have occasionally treated ships as if they were ice, and swam straight into them, breaking great holes in the hull. The inner worm-like mouth can be extended 10 feet (3 meters) from the creatures, and have ripped out members of the crew before anyone really knew what happened. As the Bhorda leaves, cold water starts flooding the vessel, normally resulting in a lot more food for the seal.

In all cases, the element of surprise is the Bhorda's main tactics. The back flippers of this creature have merged completely into a large fin and it can generate impressive speed under water. Once on land it is comparatively clumsy and will only leave the ocean to pursue wounded, or confused animals, out of reach from the shore or hole.

The clawed tentacles on top of the creature's head can be moved to some extent, and are used mainly to ward off birds from the head when the Bhorda basks a few hours in the seasonal sunlight. Its skin ranges from red to black and is often speckled. Its scent is similar to that of other mammals of the sea, and the grunts and roars let our when on land have a complainant tone.

The Bhorda live for over 500 years and mate only once a century. The long life span has granted it a special reputation in folk medicine, claiming the rich fat to hold life-extending powers and to preserve the youthful qualities in skin. It may seem absurd in the ugly face of this beast, but some queens have ordered great hunts on the Bhordas and had royal alchemists produce anti-wrinkle ointments of beauty from their blubber.

Apart from the rare events of reproduction the Bhordas move about alone, and stay well away from other members of their species. They are nevertheless feared greatly by the seamen of the North and tend to keep ice skaters away from frivolous escapades on the open sea.



© Copyright 2010 - Nicholas Cloister

Wednesday, December 8, 2010

Original creature concepts

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

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

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

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

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



≡HOLATH-UHR≡




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


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

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

MAGIC POWER: 0
(Ranges from 0-100)

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


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

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


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

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


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

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


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

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

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

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

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

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



© Copyright 2010 - Nicholas Cloister

Thursday, September 2, 2010

Snake with legs discovered on the shore.

Hi. Here is another one! This time with a bit of surroundings, though in a classical stylized manner of sorts. I guess style will change as these proceed, if for no better reason than to make the work more enjoyable (for me) :-) . I hope that works for you as well, since it will likely make for more interesting work in the long run.

Thanks for checking in once again! I can see the number of followers are increasing, which hopefully means that some people enjoy this site. Please tell your friends to come visit. The more the merrier, as they say! It might get my creature factory going, as I can see an increased reason to prioritize this bestiary, before other work. Now for a refreshing early autumn swim. Take care!




≡NEN'GUAN≡




------GENERAL-----------------------------------------
CATEGORY: Reptile
TERRAIN: Any water, and land close to water
FOOD: Carnivore
AGGRESSION: Calm to high
SIZE: 30 feet (10 meters) long. Manlike part: 7 feet (2,1 meters) high
NUMBERS: 1-4


------CHARACTERISTICS-----------------------------
STRENGTH: 17-23
AGILITY: 13-16
ENDURANCE: 14-18
INTELLIGENCE: 2-5
MENTAL RESILIENCE: 5-8
CHARM: 1-(?)
(If stats of a human ranges from 3 to 18)

SPEED: Swimming x 4, Crawling x 1,5, Running x 0,5
(Multiple is times human speed)

MAGIC POWER: 0
(Ranges from 0-100)

HIT POINTS: 25-35
(If a human commoner has about 11 hit points)


------PROTECTION-------------------------------------
AVERAGE: 3
HEAD: 4
UPPER ARMS: 3
LOWER ARMS: 4
LEGS: 3
BODY: 3
TAIL(S): 3
(If Full Plate Armour is 10)

The skin of the Nen'guan is smooth and slippery, but still rather thick. The arms and face are harder and scaly.


------ATTACKS/DAMAGE---------------------------
1 TUSK BITE: 2-4
2 CLAWS: 1-6
2 SABRE CLAWS: 1-8
2 TAIL LASHES: 1-8
2 STINGING ANTENNAE: 1 (+ nerve poison, see 'Powers')
(If a Long Sword makes a damage of 1-8)

The Nen'guan has a large arsenal of natural weapons, but uses mainly its double pair of arms when fighting human-sized foes, and similar prey. If it can safely get close with its head it also attacks with the mouth and its poisonous stinging antennae (See 'Powers'). The split tail of the creature is mainly used for swimming, hypnotizing, and to ward off pursuers in the case of retreat.


------POWERS/EFFECT-------------------------------
HYPNOTIC MOVES: The Nen'guan can combine its intense stare with wave-like movements of its many body parts to hypnotize a victim. This takes one round. If a saving throw against mental resilience fails the being thus hypnotized suffers a 50% minus to all throws while the Nen'guan stays close.

POISONOUS STING: Upon the Nen'guan head are two antennae with purple, leaf-like ends. These inflict a paralyzing effect that can be lethal. If a saving throw against poison (or endurance) is failed the victim is instantly and fully paralyzed for 5-50 minutes. If the saving throw failure is complete (5% risk) the victim is paralyzed at once, and death follows within two minutes.


------DESCRIPTION------------------------------------
The Nen'guan is a long and powerful reptilian creature, who's front-most part has humanoid protrusions. It can drag its long body while stumbling upon the man-like legs, but usually moves like a legless sea serpent, lifting the humanoid part up into the air when necessary. In water it swims swiftly, with little use of its limbs.

While most of its day is spent idle upon the bottom, stunning and eating small prey close at hand, it submerges at dusk to hunt for larger meals. The Nen'guan is fiercely aggressive while on land, and seeks to kill and consume any kind of large beasts or beings. Stories say that the creature was once an ordinary snake of the water, that one day ate the egg of a demon queen. Thus, according to folk-lore, the serpent eats the fish of the lake, while the demonic progeny takes over by nightfall, to slay and to still its unnatural hunger.

The Nen'guan live alone or in small families. The female and the young are not as powerful, but look similar to the male. While the young have a greenish skin the adults turn brown or black, except for the brighter and more vivid head and upper limbs. The scales on the Nen'guan arms can shimmer like gold. Treasure hunters have been known to vanish while walking along the shores of great lakes, attracted to glimmering of discarded scales. These can be used for jewelry and usually fetch a good price. Some warn that the creatures tear off these scales willingly, to leave them dazzling on the shoreline as bait.

In the winter of cold regions the Nen'guans turns pale. They take on a life-less look and their eyes become dark like the deep of night. Though they remain submerged most of the snowy season, they occasionally push through the ice to feed. At such seasons the hypnotizing power is gone, but the dreadful zombie-like look of the beast can be equally unsettling. Single Nen'guans have been spotted far away from any lake, moving ghoulishly through the woods, or even in the streets of snowy towns. These occasions, of seemingly lost and aimless behavior, are a mystery even to the best of zoologists.

Some claim to have heard the Nen'guan speak, or whisper, but there are no recollections of actual words. The post-traumatic nightmares of surviving hypnotized beings seem to be very disturbing. Many of them describe the creature in terms suiting a much more intelligent and charming beast. Though the majority of witnesses tell of a monstrous creature, these insist on mysterious qualities. Poetic terms like 'sensual', 'divine dancing' and 'starlight fury' have been recorded more than once.

The Nen'guan live to be about 60 years old, and have no known aims but feeding and reproduction. It breaths through gills in water, and on land through lunges situated between the lower set of arms. It smells like the sediments of muddy lakes, and is fairly silent but for low hissing sounds when excited.



© Copyright 2010 - Nicholas Cloister

Thursday, May 6, 2010

Successful head transplantation!

Finally I've been granted some time to create another creature. Sorry for saying I would update this blog weekly. I realise now, that I cannot make any updates unless I have something to say, and in the case of this blog, that means a new creature. In times when I'm busy working, the blog will therefore (sadly) stand still.

I realised there were few dungeon dwellers here so far, so this time I've dug down into the earth and rock to find this piece of muscle. I hope you enjoy it. In the meanwhile, I'm starting out on creature number 13... perhaps some all together unlucky form of life? We shall see...

/Cheers!



≡GOHRGIN≡




------GENERAL-----------------------------------------
CATEGORY: Reptile
TERRAIN: Dungeons and caves
FOOD: Carnivore
AGGRESSION: Controlled (short-tempered)
SIZE: 9 feet (270 cm) long
NUMBERS: 1-7


------CHARACTERISTICS-----------------------------
STRENGTH: 35
AGILITY: 14-18
ENDURANCE: 20-30
INTELLIGENCE: 2-6
MENTAL RESILIENCE: 17-18
CHARM: 0
(If stats of a human ranges from 3 to 18)

SPEED: Running x 4 Swimming x 1,5
(Multiple is times human speed)

MAGIC POWER: 0
(Ranges from 0-100)

HIT POINTS: 26-30
(If a human commoner has about 11 hit points)


------PROTECTION-------------------------------------
AVERAGE: 6
HEAD: 7
LEGS: 4
BACK: 7
CHEST: 3
TAIL: 5
(If Full Plate Armour is 10)

The Gohrgin has a very thick and hardy hide, that is enforced in places by bony plates and ridges. The top of its head is especially hard, and the creature has been seen ramming victims, and pinning them to the walls before biting or shredding them to pieces.


------ATTACKS/DAMAGE---------------------------
2 BITE: 2-6
2 DOUBLE CLAWS: 2-6
1 TAIL: 2-8
1 SKULL RAM: 1-6 (+ optional speed damage)
(4-8 TENTACLES: 1-4) see 'Powers'
(If a Long Sword makes a damage of 1-8)

The Gohrgin is a very fast creature, and makes use of its great speed to attack prey. It normally overcomes victims from behind and tears them down much like a great lion would. When facing unusual foes the Gohrgin may approach more carefully at first, and try to observe enemy behaviour. Attacks coming at it from behind are met by its great club of a tail. Though not long enough to reach in front of it, the Gohrgin often displays and raises its powerful tail in a threatening manner.


------POWERS/EFFECT-------------------------------
SEVER OWN HEAD: The hard shell-like shape on top of the Gohrgin's head is tough for a reason. Inside this armour is not only the creature's brain, but also its heart. This strange location has its explanation in the creature's ability to loosen its own head from the body. When the main body is severly wounded, and loss of blood threatens to kill the creature, the Gohrgin can wilfully detach its head from the body. The hard, and normally limp tentacles hanging from the sides of the head is then brought to animation, and functions as legs for the now much smaller life form. The vessels of blood in the neck is automatically sealed tight and the remaining blood begins to support the brain and other head functions. The creature then normally steals off and tries to make its way into smaller tunnels, where enemies cannot follow. There it continues to exist, and more tentacles eventually grow out of the skull to make for a new and spidery revelation. Rarely however, the Gohrgin may continue attacking in this new form with bites and sharp tentacles. In any way it continues the remainder of its days as something of a large insect, rather than the powerful predator it once was.

SHRIEK OF THE UNDEAD: The Gohrgin has an eerie connection to the undead and to ghosts especially. When threatened it may invoke a shrill call to summon nearby spirits and undead to its aid. It cannot raise or wake the dead, but only command those that happen to be within 1 mile (1,6 kilometres) of it. Any undead hearing the shriek of a Gohrgin must answer. Any loyalty or binding to other powers are immediatly abandoned, and undead so summoned will do their utmost to defend the calling Gohrgin for as long as the threat remains. Vampires and other powerful undead are also subject to the shriek, but usually slay the Gohrgin once the effect is over, so as to avoid future disturbances. The origins of this power are not clear, but could possibly be explained by the rumoured background of the creature (See 'Description').


------DESCRIPTION------------------------------------
In the tunnels of the earth live the Gohrgins. There they hunt and feed upon all living things, brave or ignorant enough to enter their labyrinthine world. They speed through the subterranean pathways in search for food, and few things escape their hunger. Often in small packs, but also on their own, the Gohrgin rarely stops hunting. Their appearance and cruel strength is the stuff of goblin nightmares. With perfect night vision and relentless perseverance they are a terror of the underworld.

The dark stare and strange powers of these beasts have given rise to numerous stories, but one of the most vivid speaks of an orc warlock creating these creatures. The warlock is told to have been a two-headed freak, with horrible and morbid powers. Through hideous rituals he is said to have successfully mixed his blood with a great reptile that lived in the mountains - rituals that included the surgical removal of one of his own heads, to be magically attached to the body of the reptile. The warlock's arcane knowledge of necromancy is by this story the cause of of the Gohrgin's unearthly shriek (see 'Powers')

Those fortunate enough to have survived an encounter with the Gohrgin, says the stare of the monster never leaves them. Though beastial in all behaviour, the creature radiates an aura of dark intelligence, and the eyes have a magnetic power that some find hard to tear themselves from (optional saving throw).

The Gohrgin live all of its life under ground. It draws away from daylight, if exposed to it, and its otherwise perfect vision is temporarily disabled. However, creatures in need of new hunting grounds move over land at night, and searches about for fresh dungeons in which to settle. The female - a creature twice the size of the more abundant males, never leaves a "conquered" cavern. She will remain and multiply until there is no traces of food left, and then die in her lair. Young Gohrgins grow up rapidly, but only one out of twenty is a female.

This creature is rarely found near human settlements, but are drawn at times to catacombs and other subterranean burial grounds. It seems to have an attraction to the dead and the spirit world. Though the Gohrgin normally consumes all of its prey, it tends to leave corpses found untouched, even when plenty of flesh remain upon them.

The Gohrgin live to be about 50 years old, and except for the mysterious link with the undead it has no other interest than food and reproduction.



© 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