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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. | 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: | ||
+ | **Weakness: | ||
+ | **Appearance: | ||
+ | **Weapons: | ||
+ | **Moves:** | ||
+ | * **Crush:** (6/Melee) The golem grabs, squeezes, or stomps on an intruder. | ||
+ | * **Divine Power:** The Sanctuary Golem' | ||
+ | * 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 ====== | ||
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Devils are basically large, forceful, sentient creatures with an aptitude for violence. They tend to intentionally breed into specialities. | 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: | ||
+ | **Weaknesses: | ||
+ | **Appearance: | ||
+ | **Weapons: | ||
+ | |||
+ | **Moves:** | ||
+ | * Dread Magic (4d6/ | ||
+ | * 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==== | ====Low Devil==== | ||
**HP:** 3 \\ | **HP:** 3 \\ | ||
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**Weakness: | **Weakness: | ||
**Appearance: | **Appearance: | ||
- | **Weapons:** | + | **Weapons: |
- | | + | |
**Moves:** None. | **Moves:** None. | ||
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**Strength: | **Strength: | ||
**Weakness: | **Weakness: | ||
- | **Appearance: | + | **Appearance: |
**Weapons: | **Weapons: | ||
* **Demonic Claws** (1d4/Fast) Ignores armor. - Long, sharp claws, which can gouge stone with ease. | * **Demonic Claws** (1d4/Fast) Ignores armor. - Long, sharp claws, which can gouge stone with ease. | ||
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* **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. | * **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. | * **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, | Night Devils are bred for assassination, | ||
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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. \\ | 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: | ||
+ | **Weakness: | ||
+ | **Apperance: | ||
+ | **Weapons: | ||
+ | * Iron Club (1d10+5/ | ||
+ | **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, | ||
+ | |||
+ | ===== 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: | ||
+ | **Weakness: | ||
+ | **Appearance: | ||
+ | **Weapons: | ||
+ | * Sheep Staff (1d8~10/ | ||
+ | * Sheep Club (1d8~12/ | ||
+ | **Moves:** | ||
+ | * Head Butt - When grappling or very close to an opponent a sheep' | ||
+ | * 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: | ||
+ | **Weakness: | ||
+ | **Appearance: | ||
+ | **Weapons: | ||
+ | * Hivepike (1d13/ | ||
+ | * Hivebow (1d13/ | ||
+ | * 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, | ||
====== Professions ====== | ====== 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. | 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: | ||
+ | **Weapons: | ||
+ | **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: | ||
+ | **Weaknesses: | ||
+ | **Appearance: | ||
+ | **Weapons: | ||
+ | **Moves:** \\ | ||
+ | * **Disarm** - The gangster wraps his chain around an opponent' | ||
+ | * **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 ===== | ===== Fighters ===== | ||