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Automata

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Automata

Generally considered un-natural, not all life needs to be organic. Automata contains anything that one could say is designed by hand - be it of an otherworldly hand - and not nature. Dolls, golems, machinery, androids, puppets all included. If it doesn't have a heart and doesn't grow, it's probably an automaton.

Golems

Golems are constructs, typically infused with magic. They often have semi human attributes like arms and legs or a head, but rarely resemble humans in any traditional form, a bit like oversized dolls. Golems often serve their creator, though there's the possibility of developing minds of their own.

Reliquary Golem

HP: 40
Armor: 4
Strength: Construct immunities, Divine Protection
Weaness: Corruption and Profaned Items
Appearance: A towering colossus, formed out of hard stone or metal, fashioned into the shape of whatever god or demon it's worshippers served.
Weapons: None
Moves:

  • Crush: (9/Med/Near) 2 damage ignores armor. The Golem grabs, squeezes, or stomps on an intruder.
  • Holy Wrath: (10/Med/Near) Ignores armor, hits targets within Melee range of each other. - The Golem breaths destruction, destroying all in it's path.
  • Divine Power: The Reliquary Golem's powers vary wildly depending on what creature it was shaped off of, but it's powers are immense, able to bring about terrible force. They might be able to summon angels, see into the future, or cast powerful spells.
  • Relic: Powering every Requilary Golem is have a powerful, carefully guarded holy relic locked inside their torso. The golem may draw on it's powers when threatened with destruction.

The mightiest of holy constructs, Reliquary Golems are created to guard the most important treasures of a divinity. Imbued with a bonfire of holy energy, they must be maintained by monks daily with prayers, and often stand in the most holy of temples. Ancient Reliquary Golems with powerful relics imbued with the strength of dead gods can be found in ancient high temples, preserved by magic spells using the last of the god's power.

Sanctuary Golem

HP: 12
Armor: 2
Strength: Construct immunities
Weakness: Corruption and Profaned Items
Appearance: A statue, often crafted out of pale rock into humanoid form, but the nature of it's appearance changes depending on what religion or cult created it
Weapons: None
Moves:

  • Crush: (6/Melee) The golem grabs, squeezes, or stomps on an intruder.
  • Divine Power: The Sanctuary Golem's power various wildly depending on what creature it is meant to serve. Powers could be a fog-like breath that puts intruders to sleep, casting lightning from it's hands, or flight. Can be used even if a breath remains.
  • Guard a shrine, for eons if necessary
  • Crush intruders under their feet.

Constructs crafted to defend shrines and holy places, Sanctuary Golems are imbued with a seed of divine magic. Easy to make for most shrine guardians, they can be found in old dungeons and forgotten temples, reawakening to do battle with despoilers of long-forgotten holy places.

Demons

Demons, devils, succubi. While actually a hodgepodge of very diverse species, most of these are lumped into the same category. While it's assumed they're all of supernatural origin, the reality of their origins are as varied as their form.

Devils

Devils are basically large, forceful, sentient creatures with an aptitude for violence. They tend to intentionally breed into specialities.

Grand Devil

HP: 50 (varies)
Armor: 4 (varies)
Strength: Shapeshifting, Arcane Secrets, Corruptive Power, Incredible Speed, (Varies)
Weaknesses: (Varies) Appearance: Grand Devils can shapeshift, but often have a 'True Form' they use for combat and comfort, and a Color that all of their forms integrate.
Weapons: Cursing Sword (3d6+4/near/fast) - Does magical damage.

Moves:

  • Dread Magic (4d6/near/medium) - Does magical damage - ignores armor.
  • Corrupt, destroy, twist, and pervert anything or anyone in their grasp
  • Freely shapeshift into something
  • Cast a terrible, blackhearted spell
  • Tear apart those who oppose it

Grand Devils, Greater Devils, Black-Hearted Devils, and Devil Princes–as they are known–as the most powerful members of the devil race. All lesser devils hope to one day become one of them, although the amount that have the potential to do so are very few. It is said there has never been more than 108 Grand Devils alive at any given time, and currently their numbers however below 100. Grand Devils vary greatly in power, appearance, mannerisms, and personality between one another, but it is almost universally true that they are both incredibly power and incredibly ruthless.

Low Devil

HP: 3
Armor: 0
Strength: Little
Weakness: Speech
Appearance: Varied, but often possesses soft, pale flesh, multiple eyes, multiple limbs, and no mouth.
Weapons: Blade (1d3/Fast) - Blade, club, spear; simple weapons for a simple creature. Moves: None.

Low born devils, created to serve and nothing else. Often employed as bartenders, cleaners, and butlers, They cannot speak, and have very peculiar thoughts. They are dangerous in numbers, and have the capability of turning into another demon; it's only a matter of them becoming mature enough to transform.

Night Devil

HP: 8
Armor: 1
Strength: Varies/Unknown
Weakness: Strong Alcohol
Appearance: 2-5 feet tall, blue/black faces, feminine, bodies have carapaces and fur and look almost insectoid, horned, wirey.
Weapons:

  • Demonic Claws (1d4/Fast) Ignores armor. - Long, sharp claws, which can gouge stone with ease.
  • Poisoned Dagger (1d6/Fast) Ignores armor. - A cruelly curved dagger, dripping with myriad venom.

Moves:

  • Evade - The subject uses superhuman speed, mystical abilities, or some other tactic to use and becomes almost impossible to hurt. It ignores all damage that isn't area of effect, until something manages to sstop it from moving.
  • Poison* - The potent poisons employed by Night Devils are very effective. The target, once dosed, rolls -1 ongoing until cured.
  • Vanish - Disappear from sight, as though turning invisible

Night Devils are bred for assassination, skirmishing, and servitude. Though small and stealthy, their boisterous and garrulous personalities often give away their location when they're not focused. Dexterous, eloquent, and articulate, Night Devils are often summoned for assassinations, record-keeping, translation, and company. They can secrete a potent poison which they coat their knives in at will.

Skull-Faced Devil

HP: 11
Armor: 3
Strength: Varies/Unknown
Weakness: Varies/Unknown
Appearance: 6-11 feet tall, 200-500 pounds. Thick carapaces have green or black skin, cracked, pitted and appears almost reptilian. Their flesh is drawn tight around their bones and muscles, leading to their monikers. Their scales and hard skin render them difficult to hurt.
Weapons:

  • Claws (1d6+1/Fast), 1 damage ignores armor.
  • Demonic Curse (2d6/Medium), ignores armor.

Moves:

  • Summon Reinforcements - Summon one or more lackeys.
  • Wasting Curse - The Skull-Faced Devil points at a target and chants a horrible curse. The devil chooses an attribute, which takes -2 forward. The curse usually lifts after an hour, or when the devil dies, or by other means.
  • Manipulate fools
  • Weave dark magic
  • Revive after being killed

Skull-Faced Devils were bred to be magicians, viceroys, advisors, and senators, although the ruthless streak of ambition that they are naturally born with makes it a dangerous prospect to summon one to fulfil it's stated roles. Skull-Faced Devils tend to amass a small army of lackeys and sycophants to stoke their egos, even when employed as underlings. Whenever one is pressed, there is often a group of warriors within earshot.

War Devil

HP: 25
Armor: 1
Strength: Varies/Unknown
Weakness: Varies/Unknown
Apperance: 8-10 feet tall, 800-1200 pounds. Red and covered in thick fur.
Weapons:

  • Iron Club (1d10+5/Slow) Ignores armor and has knock-back.

Moves:

  • Go Berserk - Throw away any semblance of thought and attack violently and relentlessly at friend or foe. Instantly regain 10 HP and increase damage to 1d10+10. Anything hit is generally damaged or destroyed.
  • Smash something beyond recognition
  • Drink someone under the table
  • Survive something that should have definitely killed it

Devil Warriors were bred for war, and excel at it. They often fight with massive iron clubs. Most commonly used as elite enforcers in criminal guilds or bandit camps, although some warlords may have hundreds at their disposal.

War Devil

HP: 25
Armor: 1
Strength: Varies/Unknown
Weakness: Varies/Unknown
Apperance: 8-10 feet tall, 800-1200 pounds. Red and covered in thick fur.
Weapons:

  • Iron Club (1d10+5/Slow) Ignores armor and has knock-back.

Moves:

  • Go Berserk - Throw away any semblance of thought and attack violently and relentlessly at friend or foe. Instantly regain 10 HP and increase damage to 1d10+10. Anything hit is generally damaged or destroyed.
  • Smash something beyond recognition
  • Drink someone under the table
  • Survive something that should have definitely killed it

Devil Warriors were bred for war, and excel at it. They often fight with massive iron clubs. Most commonly used as elite enforcers in criminal guilds or bandit camps, although some warlords may have hundreds at their disposal.

Etherealites

The dwellers of the ethereal plane are not inherently friendly. Some are cruel, others possess a wild, brutal temperament, and even kind spirits can be deadly when provoked.

Spirits of Nature

Lesser avatars of flora and fauna, spirits of nature are plentiful and range the gamut from kind and gentle to obscene and violent. Some are born from the instinct driven worship of sentient and non-sentient creatures, others from the deincarnated spirits of prey animals, transfixed on vengeance and survival.

Stray Sheepkin

HP: 15~25
Armor: 1
Strength: Wind, Physical Attacks
Weakness: Fire
Appearance: Anthropomorphic sheep wearing tribal equipment and light leather garments with a variety of skill-sets and skills.
Weapons:

  • Sheep Staff (1d8~10/Slow/2) - A crude, heavy wooden staff used by casters.
  • Sheep Club (1d8~12/Medium) - An unpleasant, heavy bludgeon.

Moves:

  • Head Butt - When grappling or very close to an opponent a sheep's head can prove a deadly bludgeon in itself. This can do an amount of damage and temporarily stun or knock-down or even temporarily knock-out an opponent.
  • Elemental Magic - Casting types are capable of using the full range of elemental magic with various potency.

As fuzzy as they are brutal, sheepkin tend to be hostile and violent despite the passive nature of their animal companions. They hunt prey in groups, and tend to use stunning and beating tactics to pummel them into unconsciousness. They have a tendency to aim for the head, as not to damage their prey's body. For reasons unknown, they tend to bicker amongst themselves.

Apis Etherea

HP: 10~20
Armor: 3
Strength: Immune to blunt attacks. Resistant to slashing damage. Hard to restrain due to high strength and limb count.
Weakness: Wings, antennae, eyes and Ice.
Appearance: Anthropomorphic bee insectoids. Lightly armored, though often armed to the teeth. Few carry less than two weapons. All are capable of flight.
Weapons:

  • Hivepike (1d13/slow~med) - A sturdy, but hastily constructed pike. Does piercing damage when used by Apis.
  • Hivebow (1d13/slow/long) - A heavy-draw bow capable of delivering an arrow across a battlefield.
  • Handstings (1d6/fast) - Fast, lightweight knives which do piercing damage when used by Apis. Often used in a set.

Moves:

  • Final Sting - When holding an enemy, Apis can deploy their stingers for a last-ditch effort at destroying them. A player at full health will be nearly mortally wounded, and an already severely injured player will die from this.
  • Strange Honey - If they are able to force a player into a position where it's possible, they may regurgitate a substance into their mouth which causes the player to become self-sacrificially loyal to the attacker.

Often only found surrounding and occupying a hive, these insects are especially aggressive. They are capable of reason, and have fairly high individual intelligence, but almost never practice any magic due to their overwhelming physical capability and short-lived lives.

Professions

With the right training, the bulkiest orc or clumsiest kobold can become a ballet dancer. While not technically monsters in their own right, it's useful to know the tools of the trades.

Criminals

River Bandits

HP: 4
Armor: 1 Appearance: Varies; often otters, crocodiles, or merfolk. Tend to be scruffy and damp. Weapons: 1d4+1, Close, Reach; usually fight with long wooden spears and nets Moves:

  • Weighted Net - Entangle someone in a weighted net, preventing them from moving easily.

Bandits who keep to the rivers, their most common targets are merchants who float their goods down the rivers, although fishermen and travelers can be fair game too. They typically aren't as hardened, dangerous, or large as other criminals, and prefer attacking and kidnapping easy prey over pitched combat.

City Depths Gangster

HP: 5
Armor: 0
Strengths: Dirty, rough city fighting
Weaknesses: Cops, equally dirty, rough counter-fighting.
Appearance: Varies heavily, usually dirty.
Weapons: Chains and daggers, 1d4+1/melee
Moves:

  • Disarm - The gangster wraps his chain around an opponent's weapon, tugging it clean out of their hands and leaving them unarmed.
  • Lasso - Several gangsters wrap their chains around a combatants body, leaving them helpless and thoroughly wrangled.

Gang members who live in the slums of cities, young men and women with little prospects who have turned to violence. Often fight with knives, clubs, and axes cobbled from who knows where; a preferred alternative is a length of chain with a spiked ball attached to the end, since the reach gives them an edge in street fights.

Fighters

Swordsman Of The Perfect Cut

HP: 12
Armor: 3
Strength: Varies/Unknown
Weakness: Varies/Unknown
Appearance: Varies.
Weapons:

  • Various Swords (2d6/Medium), ignores armor.

Moves:

  • Perfect Cut Style - Any attack on the swordsman that involves crossing blades with them will result in the attacker's weapon becoming badly damaged, to the point of needing a blacksmith to repair it.

A master swordsman of the Perfect Cut School, this warrior has trained themselves in a style that allows them to cut through anything. The Perfect Cut School is famously mercenary, with students of the art selling their services to the highest bidder.

Credits

Tectonic - War Devil, Skull Faced Devil, Swordsman of the Perfect Cut, Requilary Golem, Night Devil, Low Devil

bestiary_i.txt · Last modified: 2021/07/30 13:51
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