Author Topic: CODEX: Bestiary  (Read 6266 times)

Tenaar Feiri

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CODEX: Bestiary
« on: March 18, 2016, 12:52:13 pm »
<A new shelf for the library is in development. In these shelves will be the Bestiary of Lismore, a collection of tomes documenting the beasts and entities of Lismore.>


FORMAT:
Code: [Select]
[center][b]Category_Name[/b][/center]


SUB-INDEX:

[list type=decimal]
[li][b]creature_name[/b][/li]
[li][/li]
[/list]


[hr]

[center][b][i]creature_name[/i][/b][/center]

[i]Category:[/i]
[i]Specialty:[/i]
[i]Disposal:[/i]

[i]Notes:[/i]


INDEX:

<Index is expanded as necessary.>

« Last Edit: April 13, 2016, 11:53:48 pm by Tenaar Feiri »

Tenaar Feiri

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Re: CODEX: Bestiary
« Reply #1 on: March 18, 2016, 12:52:52 pm »
Malevolent Spirits


SUB-INDEX:

  • The Sheeva
  • Sword Spirit




The Sheeva

Category: Hunter Spirit
Specialty: Deception and entrapment.
Disposal: Terminate its physical body and perform banishing rituals upon the corpse to defeat.

Notes: The Sheeva is a particularly vicious hunter spirit, one that has no ranged capabilities but is able to conjure physical mirages to attack its prey or lure them into its traps. The Sheeva is able to transform its own body into a shape it finds appropriate for the occasion, oftentimes shapes that it knows will elicit sympathy or less aggression in its victims. The spirit itself is not physically strong, and therefore relies on its mirages and deceptions to be an effective hunter.
It is noted that the Sheeva in its original form resembles a mist-like being with two glowing eyes, though no confirmed sightings of an untransformed Sheeva have been reported.
The Sheeva possesses some telepathic prowess, able to identify its victims' worst fears and greatest strengths at a glance and adjust its tactics accordingly.

Unlike most Hunter spirits, the Sheeva does not possess the ability to hide its presence from detection measures such as aura sights, spirit sense, and so on.

The mirages can be identified in the following ways:
  • Its magic-wielding mirages can only cast shadow bolts, and only two times before it is rendered useless.
  • Mirages that throw projectiles can be identified by looking for the projectile. If the projectile does not lodge into a living being, it will vanish before it can hit a non-living surface, making no sound and leaving no projectile to be recovered.
  • Mirages will collapse and 'die' from any damage caused to them, however little. When they die, they cease to be audible and will collapse without as much as a thud. Slapping them, hitting their armour, or any contact with them will produce no noise. They are known to linger as corpses for up to five minutes before they vanish.
  • One Sheeva is only able to make up to 7 mirages.

DO NOT LET A SHEEVA TOUCH YOU!
The Sheeva will kill you within seconds of any sustained physical contact.

While there have been no documented cases of two or more collaborating Sheevas, it remains plausible that they may sometimes hunt in packs.



Sword Spirit

Category:  Poltergeist
Specialty:  Possessing physical objects for use as protection and weaponry.
Disposal:  Attack the undead remains at the center of the objects magically or physically. Exorcism and dispelling attacks may reduce the number of objects that the sword wraith can manipulate at one time.

Notes: It is advised to either engage this foe with powerful, high-force weaponry, or to bring allies along to help engage the potentially numerous objects in play at once. Sword Spirits will generally only cooperate if under the influence of a greater force.
« Last Edit: April 16, 2016, 04:08:07 pm by Ani »

Ani

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Re: CODEX: Bestiary
« Reply #2 on: April 14, 2016, 12:26:49 am »
Benevolent Creatures

SUB-INDEX:

  • Jelly Cube
  • Arutal Legionary
  • Arutal Betrayed



Jelly Cube

Category:  Benevolent Creature
Specialty: Transporting items, basic guard functions, absorbing large amounts of physical damage.
Disposal: Disposal techniques vary heavily on the color of the jelly encountered. The color directly correlates to element and will give the cube resistances and weaknesses accordingly. Physical attacks have a minor stunning effect only.

Notes: Jelly Cubes are a peculiar, semi-intelligent entity. They possess roughly the intelligence and logic skills of an unusually intelligent pet, able to follow basic commands and routines. Items to be transported by the Jelly should be wrapped in a water-tight wrapping, but will be well-protected from other sorts of damage by the cube's body. A captive enveloped in a Jelly Cube may find it very difficult to escape without assistance! Jelly are known to come in blue, black, green, purple, red, white and yellow colors, all created by a different mixture/solution during the creation process.



Arutal Legionary

Category:  Allied Undead Creature
Specialty:  Serving as advanced footsoldiers in the arutalean remnants' armies.
Disposal:  Creatures are considerably more durable than standard undead creatures, and only have a particular weakness to life and holy magics.

Notes: Arutal Legionaries possess an unusual combination of magic and nonmagic attacks for undead creatures.

Often, legionaries will charge their spears and shields with elemental powers before unleashing the strike. Legionaries are almost always encountered groups.

At this time, the arutalean remnants and their legion is allied with Lismore.



Arutal Betrayed

Category: Allied Undead Creature
Specialty: Specialized/elite legionaries attached to the arutalean remnants' legion.
Disposal: The Betrayed share a similar weakness to their standard legionary counterparts, but take significantly greater damage to destroy.

Notes: Arutal betrayed, because they are closer to their once-living counterparts, possess a keen intelligence and are capable of casting advanced magical spells.

Arutal betrayed are rarely encountered more than one at a time, but are often accompanied by lesser legionaries.

At this time, the arutalean remnants and their legion is allied with Lismore.
« Last Edit: April 16, 2016, 03:31:37 pm by Ani »

Ani

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Re: CODEX: Bestiary
« Reply #3 on: April 16, 2016, 03:20:42 pm »
Undead Creatures


SUB-INDEX:

  • Risen Warhound
  • DeathGuard Ghoul




Risen Warhound

Category:  Undead Construct
Specialty:  Using a combination of magic and melee attacks to create a devastating combined assault.
Disposal:  Resistant, but not immune to most physical and magical attacks against it's outer body. Takes exaggerated damage when attacked at it's eye while charging magic attacks.

Notes:  Risen Warhounds are an advanced undead construct. They don't occur in nature, and will almost always be in the service of an advanced necromancer or lich. The warhound should be attacked - even if it's a minor blow - whenever it opens it's eye. Magical spell casting will be interrupted by this action, and the warhound's spells can be devastating if not stopped.



DeathGuard Ghoul

Category: Giant Undead Creature
Specialty: Breaking strong/fortified defenses to allow smaller and faster allies to pass.
Disposal: Use fire and holy element liberally to damage and weaken the foe. Attacks aimed at the head will destroy the creature the most quickly.

Notes: Warriors and adventurers should be very mindful of the creature's physical strength and the many spikes protruding from it's body. While it's blows are easy to avoid, taking a full-on hit from a DeathGuard Ghoul can prove lethal.
« Last Edit: April 16, 2016, 03:44:41 pm by Ani »

Ani

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Re: CODEX: Bestiary
« Reply #4 on: April 16, 2016, 04:02:51 pm »
Artificial Constructs


SUB-INDEX:

  • Ancient Snake Golem




Ancient Snake Golem

Category: Ancient Construct
Specialty: Providing a very difficult obstacle for important locations or valuable objects.
Disposal: Powerful crushing attacks and ice magic are a must for the engaging team.

Notes: These ancient guardians can be found on many of the Skyland's islands. They appear to be a powerful guardian-construct created by a civilization that may no longer exist in the Skylands.

Engaging parties should focus heavily on crushing attacks, ice magic and defense. The golems, given their powerful stone bodies and magically imbued weapons, are resistant to many forms of attack and can deal devastating blows with their weapons of unknown metal and arcane projectile weapons.
« Last Edit: April 16, 2016, 04:09:50 pm by Ani »

Ani

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Re: CODEX: Bestiary
« Reply #5 on: April 16, 2016, 04:06:56 pm »
Fiery Creatures


SUB-INDEX:

  • Lava Hound




Lava Hound

Category: Fiery Canid
Specialty: Delivering various fire-based attacks, and in organizational format, serving as an accompaniment to armed patrols.
Disposal: Use water magic and ranged attacks to engage and destroy. Physical attacks can cause fire and sharp obsidian chips to recoil against the attacker.

Notes: Despite their unique appearance, lava hounds retain the keen sense of smell and sound that is a feature of their more flesh-and-fur counterparts.

Lava hounds might be domesticable by more civilized organizations, but their highly aggressive nature and constant fire hazard make them a generally unwise companion to keep around.
« Last Edit: April 16, 2016, 04:08:33 pm by Ani »

Caex

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Re: CODEX: Bestiary
« Reply #6 on: April 30, 2016, 11:04:21 am »
The Twisted Arcane


SUB-INDEX:

  • Corrupted Wildlife
  • Crystal Fiend
  • Tassnacite Lurker




Corrupted Wildlife

Category: Local Wildlife
Specialty: Survival and adaptation in toxic arcane enviorments. Feeding off of magic and mana. Spreading Tass.
Disposal: Blunt force trauma when the target is unaware with flat head bolts and arrows, or use of maces and hammers for melee. Use of magic attacks is not recomended, as that will only feed the creatures.

Notes: any creature can become Currupted. Griffons, Dragons, Rats, Rabbits, Wolves, Bears, Ect. In addition to their normal behavior, The Corrupted also spread tass in the environment. Corrupted naturally wish to burrow into the ground to sleep. When they do, The crystals on their body begin to spread out and cause more tass crystals to grow in the surrounding environment.  Many corrupted can be domesticated, however their nature of feeding off of mana in other creatures as well as the toxic enviorment they tend to create makes this somewhat problematic.




Crystal Fiend

Category: Evolved/Mutated Currupted Wildlife
Specialty: Supprise attacks. Anti Mage creature.
Disposal: Quick blunt force trauma attacks or Sonic based attacks. Magical attacks should be avoided as that will only feed the creature.

Notes: Crystal Fiends are creatures that make their homes in fields of tass crystals. hiding among them and attacking anything that come into their terratory. They are potent magical casters in their own right and normally try to overwhelm their target with a volley of magical attacks from hidden locactions. Crystal Fiends are known to burrow underground and create sink hole traps in order to seperate their prey. They do not engage groups if they can help it and tend to pick off stragglers.




Tassnacite Lurker

Category: Parasitic Arcane Life form
Specialty: infestation and assault
Disposal: Combination of AntiMagic attacks and armor piercing attacks.

Notes: Confrontation is not advised with tassnacite lurkers. They are somewhat rare and are unlikely to be encountered. Tassnacite lurkers are covered from head to toe in a thick carapace of living metal that has the same durability as Damascus steel. Assaulting them with blunt weapons is ineffective. Combination attacks involving anti magic and armor piercing attacks are the only known method of taking one down. Tassnacite Lurkers will infest it's victims with Tassnacite and turn them into metallic zombies. Prolonged infestation has not been observed. However it is suspected that the lurker will mutate into something else once it has created enough zombies.