Possible creatures for Dethsiris

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Possible creatures for Dethsiris

Postby Vexademus on Tue Apr 20, 2021 7:42 am

These are some possible animals, plants, and insects for the land of Dethsiris. Hopefully, this list isn't too long. They just keep coming so I just keep creating. I put them 'template' style to give QuestRunners (GMs) ease of use.

P.S. - I really did try to create something that didn't have death written all over it. I really really tried.


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Arachna`Quartz
TERRAIN: Caves, Tidal Caves
FREQUENCY: Rare
ORGANIZATION: Solitary

ACTIVITY CYCLE: Any/Out-tide
DIET: Omnivore
INTELLIGENCE: Semi (2-3)
TREASURE: Nil
ALIGNMENT: Neutral

NO. APPEARING: 1
ARMOR CLASS: GM Discretion
MOVEMENT: 50 (swift, even wall-based)
LIFE POINTS: 40
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 2/8, 2/8, 1/4
SPECIAL ATTACKS: Poison, Grab, Blinding Reflection
SPECIAL DEFENSES:

MAGIC RESISTANCE: Nil
SIZE: L (6-8 ft body)
MORALE: Elite (13-14)
XP VALUE: GM Discretion

DESCRIPTION:
The Arachna`Quartz is a beautiful creature, at least at first sight. It is made entirely of crystal and during the day the sunlight refracts through it, allowing it to reflect millions of colors. The colors change as it moves. At night it reflects any light its opponents are using, so it is still colorful, but not as radiant as during the day. In the dark it often uses its control light power to make any light darker so as to surprise its potential prey.


COMBAT:
The Arachna`Quartz builds its web along stalagmites and stalactites, in suitable spots to suddenly surprise ignorant trespassers. At night the glass webs are almost invisible, and an unsuspecting party may walk right into them. Usually, however, the spider prefers to attack during the day, using its complicated web and its ability to control light to make an attack on its intended prey.

When the Arachna`Quartz has a round to prepare, it can direct a light attack at a potential victim. An attack roll is required, but the spider receives a bonus to this roll, at GM's discretion. If it successfully hits, the victim takes 3d6 heat damage and must save with long range magic defense (RES+AGI) or be blinded.

If someone walks unsuspecting into a crystal web EVADE roll, they take 4d6 points of cutting damage. The webs are not sticky, but they are strong. A AGI roll is required by anyone trapped in the webs; failure means that they take another 3d6 pulling themselves out.

In melee, the spider attacks with two sharp forelegs and a poisonous bite. The forelegs each do 2d4 points of damage, and the bite does 1d4. A victim of this bite must also win versus close-in physical defense: AGI RES at a -2 penalty or suffer the effects of fatal poison and die. If both forelegs successfully hit, the crystal spider has grasped its foe. Once grasped, the victim takes damage, and the spider gains a attack roll bonus for each bite attack thereafter. The Arachna`Quartz cannot grasp victims larger than four feet wide. This does not stop it from attacking, however.

An Arachna`Quartz is especially susceptible to a shatter spell. If such a spell is used, the spider takes 3d6 points of damage: susceptibility to shatter spells.


HABITAT/SOCIETY:
The Arachna`Quartz is a solitary creature, building its webs in some of the tidal caverns of Dethsiris. It survives on sunlight, although it does seem to need occasional liquids preferring mammalian blood. After the spider has fed, it has the life fluid tinge throughout its body. This disappears over the next several days. A crystal spider lives for about 150 years. Before it dies it lays its eggs in the center of a large web it builds just for that purpose. Up to 200 spiders can hatch from a single laying. While the Arachna`Quartz can move about on its web without harming itself, it does not dangle from its web like a normal spider, preferring to stay on the ground. The Arachna`Quartz often weaves gems into its web. It has no knowledge of value; the only judgement is the shininess of the gem. A piece of brightly colored glass may be used in preference to a valuable, but dull, ruby.


ECOLOGY:
The Arachna`Quartz has no natural enemies, but many acquired ones. It is generally hunted for its webs, which make excellent edges for spears and knives. If transported to a marketplace, each intact 12” piece of web is worth 2-3 mehrial to a weapons maker. The spider can “spin” 12 feet of web per day. A typical web is 20 feet across, although barroom tales report webs as big as 100 feet wide. Whether this refers to a hatching web, the web of a giant Arachna`Quartz, or is mere invention is not known.


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Haranae (Frog)
TERRAIN: Plains
FREQUENCY: Common
ORGANIZATION: Solitary

ACTIVITY CYCLE: Nocternal
DIET: *See Ecology
INTELLIGENCE: Animal (2)
TREASURE: Nil
ALIGNMENT: Neutral

NO. APPEARING: 1
ARMOR CLASS: *GM Discretion
MOVEMENT: 2
LIFE POINTS: 6 LP
NO. OF ATTACKS: Nil
DAMAGE/ATTACK: Nil
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: *See Ecology

MAGIC RESISTANCE: Nil
SIZE: Small
MORALE: Unsteady
XP VALUE: *GM Discretion

DESCRIPTION: These creatures are colored a light chocolate; darker than the grasses and often confused with a 5" spikey rock; adorned with small unicorn horn-like spikes on it's back. During the day, the frog buries itself only to leave small carapace thorns sticking up just from underneath the soil. Once a creature falls prey to the poison, the frog finds where the creature has landed to lay paralyzed and burrow underneath the body, waiting for the flesh to liquify and drain into the earth, effectively feeding the amphibian.


COMBAT: These creatures are squirrely, tending to run away when threatened or chased. They have no intention to battle and only use their thorns to paralyze their food.


HABITAT/SOCIETY: Since the frogs are solitary, they only venture out at night to sing for a mate. Once mate is found, the female will lay the eggs buried in the dirt and the male specie will fertalize them and "protect" them by laying over the eggs until death. Once the eggs hatch, the putrification of the parent feeds the tadpoles for some time until they gain their first legs and are able to start the growth of their thorns.


ECOLOGY: When the haranae is stepped on or if the thorns pierce the flesh of any animal, paralysis ensues depending on the amount of poison injected and the immunity of the creature. If only a small amount of poison invades, the creature suffers half a day's worth of semi-paralysis. If a full dose is inflicted, then paralysis is fatal, eventually the breathing slowing and the heart stopping. The frogs have a symbiotic relationship to the planceter; whatever creatures are left in the rolling hills after haphazardly encountering the paralytic poison of the frog; the whales tend to feed and scavenge the rotting flesh from the corpses.


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Kaleidoskrit
TERRAIN: Tropical/Subtropical
FREQUENCY: Uncommon
ORGANIZATION: Pack

ACTIVITY CYCLE: Dawn/Dusk
DIET: Carnivorous
INTELLIGENCE: Animal (2)
TREASURE: Immunity Plumes
ALIGNMENT: Neutral

NO. APPEARING: 1-4
ARMOR CLASS: *GM Discretion
MOVEMENT: 30
LIFE POINTS: 2d6
NO. OF ATTACKS: 2 or 1 (Talon/Bite/Tail Slap)
DAMAGE/ATTACK: Slash (1d4)/Bite (1d6)/Tail Slap (1d8)
SPECIAL ATTACKS: Tail Slap 1d8 (*See Combat)
SPECIAL DEFENSES: Feather flash (*See Combat)

MAGIC RESISTANCE: Nil
SIZE: 4'ft.
MORALE: *GM Discretion
XP VALUE: *GM Discretion

DESCRIPTION: Kaleidoskrit are 4 foot tall upright dinosaur creatures with powerfully-built legs meant for running and jumping, smaller forearms meant for balance and longer snouts full of razor sharp teeth. The eyes are brilliant green with cross-hair pupils used for low-light sight and distance-judgement dilation. The beast is covered in bright feathers, iridescent and shiny; some long like ostrich plumes for the feather flash while others are short and all are muscle-propelled.


COMBAT: Kaleidoskrit have good speed used in hunting prey. The talons on their feet can be used to attack in a rear-rake fashion. Their bite can be used to tear and grapple prey. A feather flash can be used to stun prey for 1d4 rounds while the tail slap is almost always used as an escape mechanism. A feather flash is an extension of plumage, only having 4-6 plumes, to use the low light of twilight to shimmer its colors to hypnotize onlooking creatures into stunned submission and allow for pack mates to attack. The tail slap is ONLY used in one action + movement.


HABITAT/SOCIETY: Since they travel in packs, kaleidoskrit nest nomadic. Laying eggs only once a year, they guard these nests in stacking pairs so that young can be raised and protected with one parent always watching and one always hunting.


ECOLOGY: Kaleidoskrit are only hunted for their plumes which can be used to decorate helms, gauntlets, leg braces, and shields. The feathers are usually the longest of the creature that can be plucked to be used. (*GM Discretion on a percentage roll for the plume to be able to keep its flash ability after harvest. 5% is a success - once plucked, the percentage ensures if the quill sealed for the oily feather to keep it's sheen and ability.)

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Merculex (Mer-kyoo-lex)
TERRAIN: Swamps/Caverns
FREQUENCY: Common
ORGANIZATION: Hive

ACTIVITY CYCLE: Nighttime
DIET: Omnivore (See *Ecology)
INTELLIGENCE: None (0)
TREASURE: Nil
ALIGNMENT: Neutral

NO. APPEARING: 30-50 (Hive 500-1000)
ARMOR CLASS: GM Discretion
MOVEMENT: 15 (Flight 30)
LIFE POINTS: Drone (1 LP), Queen (10 LP)
NO. OF ATTACKS: GM Discretion
DAMAGE/ATTACK: GM Discretion
SPECIAL ATTACKS: GM Discretion
SPECIAL DEFENSES: GM Discretion

MAGIC RESISTANCE: Nil
SIZE: Drone (Tiny), Queen (Small)
MORALE: Drone (Mighty), Queen (Unsteady)
XP VALUE: GM Discretion

DESCRIPTION: Merculex are tiny mosquitoe-like insects that emit a glow during or after a blood feeding. The drones measure about a 1 inch while the queen can grow as large as 6 inches. The drones' wings are usually transparent with an iridescent sheen to enhance the glow of their bodies. The queen looses her wings once she ascends the hive and begins egg-laying. A merculex queen is larger than the rest and has a distinct pattern on its body.


COMBAT: Drones will swarm any intruder that happens upon the hive in order to protect the queen; they aim to drain the blood entirely of the attacker. The queen will not attack on its own and will try only to escape.


HABITAT/SOCIETY: In the merculex hive, only one queen is allowed to reign. If a queen merculex looses the hive habitants, it dies. If the hive looses it's queen, a random drone will undergo a change to take the queen's place: usually taking two weeks to mature into a fully-grown queen and seating itself in the dead remains of the previous ruler to ingest it. Waste not, want not.


ECOLOGY: Blood is not the only nutrition that merculex feed on. If in a swamp, the larvae feed on algea, swamp slime, and have also been known to feed on sibling merculex larvae. If the hive resides in a cave, the larvae feed on slime dripping from stalactites made of bacteria. Merculex can also feed on plant nectar but will not access the glowing bloated bodies. They are not very dangerous and cannot kill a person normally, but watching a swarm of them feeding on a dying animal can be a sight to behold. The locals of Dethsiris believe that bodies swarmed by these insects are doomed in the afterlife, suggesting that the 'glow' from the insects is actually them absorbing the soul of the damned.

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Passion Tree
TERRAIN: Tropical
FREQUENCY: Very Rare
CLASSIFICATION: Salix Mimosa
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ACTIVITY CYCLE: Day/Night
DIET: Carnivorous
INTELLIGENCE: Animal (1)
TREASURE: *GM Discretion
ALIGNMENT: Neutral
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NO. APPEARING: 1-2 per forest
ARMOR CLASS: *GM Discretion
MOVEMENT: Planted
HIT POINTS: *GM Discretion
NO. OF ATTACKS: See Combat
DAMAGE/ATTACK: See Combat
SPECIAL ATTACKS: Psilocybin pollen
SPECIAL DEFENSES: Toxic sweat beads if in the process of digestion; anti-herbivore defense mechanism
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MAGIC RESISTANCE: Nil
MORALE: Irregular
XP VALUE: *GM Discretion
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DESCRIPTION:
A Passion Tree is the center of very dense jungle foliage. It does not need sunlight or water for they are strictly carnivorous and there is no shortage of animals to feed on in tropical climes.
Beautiful orchid-like flowers line almost every branch, able to ‘puff out’ a feathery cloud of hallucinogenic pollen. Having large leaves that act as ‘sleeves’ for their vine barbed tentacles, they can easily lash out from their hanging or blossomed places on branches that hang low like a weeping willow.


COMBAT:
The passion tree can attack multiple targets at once in a 360° circumference, at the GM's discretion as to how many vines are active on the tree. Vine count can range from 10-18.
If target is disabled from the psilocybin, no close physical attack needs to be made for the barbed vines to entangle the victim, to be drug and lifted to the top where its 'mouth' resides. Defense against the pollen is ranged magical defense. If target is protected against the hallucinogenic pollen, then close physical attacks can be made depending on how many vines are activated. If target is ensnared, the victim can struggle to break free by rolling close physical defense. If the passion tree is successful in capture of target and swallows the victim, each successive round of digestion is .25 of a LifePoint; as digestion is VERY slow. At the moment that digestion begins, enzymes are released and toxic sweat beads form on trunk and leaves.
(brief explanation of modified Venus Spore spell)


HABITAT/SOCIETY:
Usually located deep within the jungles of Dethsiris, where the humidity is at its deepest as well as the forest’s shadows, the Passion Tree can be thought of as the grove’s most diabolical provider of nutrients. It is thought to be a main life-line to other vegetation when heat becomes even too much for the plant life.


ECOLOGY:
Passion Trees are sought out for the treasures contained around the trunk and inside the tree itself; leftovers from previously digested adventurers/animals - undigested scales, talons, metallic dragon horns, etc.
The Sneedle Beetle is the only insect that can prey upon the Passion Tree as it has immunity against the toxin secreted during tree digestion and has been known to infest and kill these “divine” trees.

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Planceter (Whale)
TERRAIN: Plains
FREQUENCY: Common
ORGANIZATION: Solitary/Pod

ACTIVITY CYCLE: Daytime
DIET: Carnivorous/Scavenger
INTELLIGENCE: Animal *High* (4)
TREASURE: Nil
ALIGNMENT: Neutral

NO. APPEARING: 1 or 2-4
ARMOR CLASS: *GM Discretion
MOVEMENT: 30' *Max Move*
LIFE POINTS: 30-44 LP
NO. OF ATTACKS: 1 (Bite)
DAMAGE/ATTACK: 2d6
SPECIAL ATTACKS: Tail Slap (3d6)
SPECIAL DEFENSES: Thick Hide (Toughness)

MAGIC RESISTANCE:
SIZE: Large (10-16')
MORALE: Unsteady
XP VALUE: *Gm Discretion

DESCRIPTION: These whales are floating muscular creatures that are rotund and sleek with sectioned plates resembling a hard-bodied armadillo. Light green-dark tan to match the colors of the rolling and hilly landscapes to blend in; they sport a large tail and flippers that propel them through the air. Sometimes, there is a significant amount of hanging moss or vines crested along the tops and hanging off the creatures. They have large eyes that are white in color with a pinpoint pupil, allowing them to register sight even in the brightest mid-day sun. With rows of teeth and a blow hole atop their head, Gaea has succinctly decided to make them airborne. The blow hole is used to inhale and filter air. Once drawn in, the whale's body uses a formulaic process to deconstruct it and remake, effectively storing what helium is needed into several air bladders that allow it to keep its body aloft.


COMBAT: The planceter do not engage much in combat as they are more passive than other creatures. More likely to run away since they are scavengers, if forced: they will fight to survive. Their attacks are devastating as well as their tail swipes since their bodies are quite large. The tail swipe is ONLY used in one action + movement and has a second action + movement for rebound.


HABITAT/SOCIETY: Since these whales travel in pods mainly, to see one solitary may be a female looking for a male to start a pod. Females are generally a bit larger and can be more aggressive when not feeding since they are using precious time to look for a mate. Once mated, the females deflate their inner helium bladders to float down to the taller grasses where they give live birth to their offspring. The babies have just a couple hours to learn how to configure their breaths so that their own bladders can begin to inflate to help them float.


ECOLOGY: These plains-dwelling whales are symbiotic with the flat/rolling plains and **sand frogs. Whatever creatures are left to rot in the grasses after haphazardly encountering the paralytic poison of the **frog; the whales tend to feed and scavenge the rotting flesh from. Generally, this creature is not hunted. The meat is rubbery and too tough to cook down and the meat and muscle is hard to remove from the plating. It's also quite gamey because the creatures are scavengers. The fact that they are ferocious when hunted does not equate to a good investment of money and/or hunters. They do a great job at keeping the plains clean and picked free of those dumb enough to wander alone or traverse the hills without a guide and/or food. Many have thought the air bladders would be useful but have yet to think of a resource that the bags would be good for.

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Scorplacera
TERRAIN: Tropical/Subtropical
FREQUENCY: Common
ORGANIZATION: Solitary or colony

ACTIVITY CYCLE: Nocturnal
DIET: Omnivorous
INTELLIGENCE: Animal (1)
TREASURE: Nil
ALIGNMENT: Neutral

NO. APPEARING: Solitary or Colony (30)
ARMOR CLASS: *GM Discretion
MOVEMENT: 12
LIFE POINTS: 6-10
NO. OF ATTACKS: 2(pincers)/1(sting)
DAMAGE/ATTACK: 1d2(pincers)/Sting 1/2 to 1 point
SPECIAL ATTACKS: Improved Grip (pincers), Sting (Poison)1d6 against Resist
SPECIAL DEFENSES: Nil

MAGIC RESISTANCE: Nil
SIZE: Small (7" in. body and 15" in. wingspan at largest)
MORALE: Animal (1)
XP VALUE: *GM Discretion

DESCRIPTION: Scorplacera are small winged scorpions; flying nightmares. Their wings glow in the dark so as to draw larger predators towards the flapping colors. The wings can be different colors.


COMBAT: These arachnidea use their pincer claws for pinching damage as well as their sting to poison. The claws can also be used to hold onto prey or victims so that the tail may continue to stab it's venom into it's target. If the target is poisoned, damage is 1/2-1 point per round per sting.


HABITAT/SOCIETY: Since scorplacera are used to the heat and rains of tropical forests, they tend nest in trees, building mud-boughs on the underside of large leaves, similar to mud wasps. At dusk, the scorplacera begin to stir from their nests, crawling out to 'dry' out their wings with a buzzing flutter that sounds like cicadas. Once their wings are dry, they flutter from the tree, the luminescence shining brighter as they buzz about.


ECOLOGY: Scorplacera use their fluttering color to attract prey. Once the prey is near, the scorplacera land and continue their wing flexing. If the target is near enough in inspection or tries to attack, it attacks, grabbing the prey with it's pincer claws and attempts to stab the target with it's stinger to inject it's venom. This usually slows the prey and eventually kills it. The scorplacera sometimes do not wait for the target to die and immediately begin eating the target.

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Sneedle Beetle
TERRAIN: Tropical/Subtropical
FREQUENCY: Rare
ORGANIZATION: Hive
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ACTIVITY CYCLE: Day
DIET: Herbivore
INTELLIGENCE: Animal (1)
TREASURE: Nil
ALIGNMENT: Neutral
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NO. APPEARING: 20-30
ARMOR CLASS: *GM’s Discretion
MOVEMENT: 2
HIT POINTS: 3
NO. OF ATTACKS: 1 Bite
DAMAGE/ATTACK: 1 LifePoint
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Immunity to Passion Tree Toxin
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MAGIC RESISTANCE: Nil
SIZE: 1 - 2” long
MORALE: Irregular
XP VALUE: 20
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DESCRIPTION:
Sneedle Beetles are small and look like worms with a pronounced pincer beak for a mouth. Their bodies are segmented plates that taper down to a squirming tube-like end. They have four segmented legs that can be used to grasp, climb, and manipulate objects. One beady black eye just above the beak gives the insect limited sight. These insects are 2 inches long and are dark olive green in color; a perfect camouflage.



COMBAT:
Sneedle Beetles are harmless to almost every species except for the Passion Tree. If a Passion Tree becomes infested with these insects, the tree itself will exhibit signs of corruption: pustules and decay and eventually death.
Sneedles can inflict 1 LifePoint of damage with a singular bite, but the bite itself is not poisonous, just a small painful pinch. They can be squished even though their bodies are chitinous.


HABITAT/SOCIETY:
Sneedles wander about from the hive to search out food. If any of the scouts come across a bit of Passion Tree pollen, they hurry back to the burrow and communicate to lead a lengthy line straight to where the tree resides.
Mating is when the drones crawl out from the burrow to find taller grasses, vines, or trees to tap out a rhythm of knocks to be answered by a searching half-queen; of which only 2 are born in each hive. If mating is successful, then the new queen wanders off with a few drones and creates a new burrow.


ECOLOGY:
Because Sneedle Beetles are immune to the Passion Tree’s toxins, it is believed that they are utilized as a way to keep the trees from becoming even remotely populated. It is thought that indigenous creatures harvest a nest when found, to toss into an area where there may be new growths of Passion Trees cropping up. Also, in times of need, the dried chewy remains can be eaten; if the taste can be tolerated.
Sneedle Beetles can be eaten and are quite nutritious but taste like rotted celery, even when cooked.
These creatures are the natural predators of the Passion Trees of Dethsiris but can subsist on a variety of other plant-life.

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Ven'Angelus
TERRAIN: Plains
FREQUENCY: Rare
ORGANIZATION: Solitary or Pair

ACTIVITY CYCLE: Any
DIET: Carnivorous
INTELLIGENCE: High
TREASURE: *GM Discretion
ALIGNMENT: Lawful Good

NO. APPEARING: 1-2
ARMOR CLASS: *GM Discretion
MOVEMENT: 20', Fly 60'
LIFE POINTS: High
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1d3+6 +poison
SPECIAL ATTACKS: Constrict, Poison, Spells (*GM Discretion)
SPECIAL DEFENSES: Change Self, Swap Gender, Telekinesis

MAGIC RESISTANCE: High
SIZE: Large
MORALE: Steady-Good
XP VALUE: *Gm Discretion

DESCRIPTION: These large serpents come in a rainbow of colors with iridescent feathered wings. They measure up to 10' long and can have a wing span up to 15' across. Their fangs are like that of a viper and they have pit holes lining along the top of their mouth to allow for infrared "sight". Forked tongue for scenting, these large winged snakes can unhinge their jaws to swallow prey whole.


COMBAT: Ven'Angelus will try to avoid battle whenever necessary, thinking it barbaric. It can constrict if successfully grappled with an object or creature. (clophyatk vs clophydef) Damage is gained every round if grapple is successful; 2d6+6 usually. If not in physical combat, the serpent will use spells and diplomacy to gain any advantage since it's vice is heroism. If poison bite (clophyatk vs clophydef): 2d6 initial damage from bite and poison damage 2d4+2 every round after if bite is successful. The venomous bite of the Ven'Angelus is hardly ever used unless there is absolutely no other choice.


HABITAT/SOCIETY: Ven'Angelus usually only mate once and are coupled for life. One offspring produced during those lifetimes, which are long, which is why the creatures are rare. They abhor being caged and have a high % chance of dying while in captivity.


ECOLOGY: This serpent has the morality of a paladin and is highly devoted to Gaea. The creatures are rare but if a lone adventurer seeks knowledge or is in trouble, depending on the % roll, the creature may show up to help out in times of need; similar to a 'God-Call'. (*Gm Discretion on when and if to make the roll.)

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Veregomb
TERRAIN: Caverns/Caves
FREQUENCY: Uncommon
ORGANIZATION: Paired

ACTIVITY CYCLE: Nighttime
DIET: Carnivore
INTELLIGENCE: Low
TREASURE: Nil
ALIGNMENT: Neutral Evil

NO. APPEARING: GM Discretion
ARMOR CLASS: Gm Discretion
MOVEMENT: 15-30 (any direction)
LIFE POINTS:
NO. OF ATTACKS: 3 (Bite, wingbeat, tail)
DAMAGE/ATTACK: 1d6, 1d10, 1d4
SPECIAL ATTACKS: Tail lash (1d4) If hit with this, -1 per round/per wound
SPECIAL DEFENSES: Ability to function in complete darkness and fur can muffle sound.

MAGIC RESISTANCE: Nil
SIZE: Medium to Large
MORALE: Low
XP VALUE: Gm Discretion

DESCRIPTION:
Veregomb is the largest bat specie in Dethsiris, weighing up to 80 pounds, the creature has huge wings capable of carrying much more than it's own weight. Wingspan can measure from 10-15 feet across. The wing membrane is extraordinarily pliable and durable. Their bodies are covered with the softest fur; much like a mink. Snouts are pushed up; pig-like. Sharp fangs inside their pressed muzzles and they sport a long barbed tail which can be used to attack in their wake to slice prey to draw blood. Veregomb are completely blind and use a sonar shriek to see. Others of their kind have been known to use another veregomb's shriek as sight.


COMBAT:
Owing to their powerful wings, veregomb have a carrying capacity of up to 150-200 pounds while in flight.

The veregomb have a sonar yip has evolved into a sonic attack. The shriek, which a veregomb can continuously maintain for up to 30 seconds, has debilitating effects on creatures up to a distance of up to 100 feet. While under the effect of this shriek, spellcasters were rendered unable to cast spells.

HABITAT/SOCIETY:
Veregomb are adept at hiding in underground caverns. Their horrible shriek induces fear and panic in those who hear it. Their bites are rumored to be venomous.
Veregomb are totally blind and so their shriek yip is the only means to see. In this, they are perfect in executing. Some would think they operate as hive mind. This is untrue and each one could be tamed into useful service.

ECOLOGY:
Veregomb typically keep to underground areas and are usuaully undisturbed by underground civilizations, the creatures used to the sounds of their neighbors.

During nighttime, veregomb take to the surface in order to hunt. They are usually not picky about their prey, and can sometimes even be found as dark funnels on the plains, churning downwards to feed on the open blood and remains of a paralysis victim. (See Haranae)


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Yateveo (Ya-Te-Veo)
TERRAIN: Tropical/Subtropical
FREQUENCY: Rare
ORGANIZATION: Solitary

ACTIVITY CYCLE: Day/Night
DIET: Tree Sap
INTELLIGENCE: Very intelligent
TREASURE: *GM Discretion
ALIGNMENT: Neutral, Neutral Good, Neutral Evil

NO. APPEARING: 1
ARMOR CLASS: *GM Discretion
MOVEMENT: 40
LIFE POINTS: *GM Discretion
NO. OF ATTACKS: 2/1
DAMAGE/ATTACK: *GM Discretion
SPECIAL ATTACKS: *See Combat
SPECIAL DEFENSES: *See Combat

MAGIC RESISTANCE:
SIZE: Medium
MORALE: High
XP VALUE: *GM Discretion


DESCRIPTION: Yateveo are thin and elven looking. Their lithe and graceful appearance can trick most into thinking them dryads; for the exception of their sharp double canines that are almost always visible. Depending on their residence, they can appear as a normal creature, usual garb being that of a druid or ranger. Yateveo can be male or female and they tend to stay within their feeding area; a forest or grove.


COMBAT: Yateveo have exceptional strength and agility and can wield weapons. When unarmed, they are still formidable with claw/claw/bite attacks. Special attacks are usually a weakening touch, which will drain the strength, agility, and stamina of a foe for 1d4 rounds. Special defense is an armored resistance when activated, bolstering resistance x4 for 1d6 rounds.


HABITAT/SOCIETY: Because these kinds of vampires are corrupted druids, they are solitary and reside within their own forests or 'stolen' groves where the main druid protector has been slain. Some have taken to only feeding off the grove for what they need while others hunt for new forests to feed off like a glutton. To encounter one is to challenge for the right to feed or own the land.


ECOLOGY: Yateveo are solitary creatures that feed on trees. They suck the sap from the more mature trees and have been known to be able to kill off an entire grove/forest within a week. When feeding, the creature usually peels away a 1 foot ovular portion of bark or skin from the base of the tree and sinks in their fangs. They stay attached to the tree for a minimum of 15 minutes/per foot height of the tree itself. If the vampire begins to run out of feeding trees, they can survive on saplings for a short time, provided they are able to find enough of them. If the parasite is slain, the forest will return to normality in about 6 months. If the forest dies - the remnents of the grove looks like a forest that has been burned to black charcoal; branches are brittle, the ground is ashen, and vines are as wispy as spider web.
"In the whispers of the wind and water to the dance of the flames in the rock, behold the mystic weave of aether, for within every shimmering ember of energy lies the tale of destiny entwined and the magic that binds my soul to the arcanic tapestry eternal."
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Vexademus
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