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bestiary_i [2018/11/17 20:14] – [Professions] inaribestiary_i [2021/07/30 13:51] (current) – external edit 127.0.0.1
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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:** 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 ======
  
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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:** 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 ====== ====== Professions ======
  
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 **Weapons:** Chains and daggers, 1d4+1/melee \\ **Weapons:** Chains and daggers, 1d4+1/melee \\
 **Moves:** \\ **Moves:** \\
- Disarm \\ +  * **Disarm** - The gangster wraps his chain around an opponent's weapon, tugging it clean out of their hands and leaving them unarmed.  
-    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.\\ 
-Special Move: 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. 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 =====