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Post by PyrasTerran on Dec 11, 2006 21:03:23 GMT -5
Monsters that are neither of the natural wildlife or of a particular sentient race/society, such as ReDead, can be found here. These are often the most unorthodox of beings.
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Post by PyrasTerran on Dec 20, 2006 22:48:11 GMT -5
ChuChu
Description: Simple blobs of ooze, colored in blue, green, yellow and red. Can make other colors when combined.
History: ChuChu are a form of gelatinous lifeform similar to an amoeba, but have no real organs inside them. These lifeforms are known best for sucking away the moisture in trees. The jelly from their bodies is the main ingredient in many potions.
Behavior: ChuChu are territorial, and will attack anything that nears their feeding grounds instinctively.
Attack patterns: ChuChu attempt to bludgeon their foes by tackling into them with their heavy gelatinous bodies. The ChuChu of the Tetra Isles can emit electrical charges. Simply dispersing their bodies will kill them, but they can combine with other ChuChu's around them to grow larger in size.
Regions: Plains in heavy grassy areas, caves, forests, jungles.
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Post by PyrasTerran on Dec 20, 2006 22:56:09 GMT -5
Freezard
Description: Urchin-like masses of spiny ice with single red eyes. When many have merged together they can form a large ice monster with a full head and set of teeth.
History: In the most barren of environments in the icy snowcaps of mountains and Northern regions is where Freezards thrive. Their sole purpose seems to be freezing everything around them and merging to become larger Freezards.
Behavior: Freezards do not seem to notice other lifeforms. It is only when they have merged into large monstrous Freezards that they will begin to aggressively attack adventurers.
Attack patterns: As normal Freezards, simply touching one can freeze you solid. Large monster Freezards can shoot ice breath with the same effects. Bashing them with heavy weaponry will cause them to shatter and die.
Regions: Extremely cold climates.
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Post by PyrasTerran on Dec 20, 2006 23:00:04 GMT -5
Beamos
Description: Not truely a living thing, but a mechanical guardian powered by magic, Beamos come in different styles and appearances based on the region but they all share in common the face of having one large eye that rotates around their pillar-like body.
History: Beamos are ancient weapons used by powerful mages to guard their lairs. They are beyond use by normal races and governments have banned their use due to their non-biased nature of shooting anything within their sights, friend or foe.
Behavior: Beamos' eyes rotate 360 degrees around their bodies. When they catch someone in their sights they lock on.
Attack patterns: Beamos attack with steady beams or rapidfire beams of laser-like energy, capable of searing through wood and flesh with ease. The key to defeating one is to destroy the eye before it can fire a beam.
Regions: Temples, dungeons and lairs.
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Post by PyrasTerran on Dec 20, 2006 23:03:54 GMT -5
Armos
Description: Large monolithic statues with no feet(sort of like a giant chess piece), but scowl faces and horns, holding a shield and either a sword or hammer. Their style can depend on the region they were created but they are always made of stone and have a jewel behind them.
History: Armos are a more easily made, albiet slightly less effective means of defending one's lair with magic guards. They have a non-biased nature of attack just like Beamos.
Behavior: Armos come to life when lifeforms approach and they hop towards the trespasser.
Attack patterns: Armor simply try to ram into their opponent until it is no longer movie, but it can also swing its sword and hammer if the Armos is advanced enough. Their weak point is the large colored jewel behind their backs, the source of their power. After destroyed an Armos will go berzerk and spin and hop around frantically until it explodes.
Regions: Temples, dungeons and lairs.
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Post by PyrasTerran on Dec 20, 2006 23:10:43 GMT -5
Bubble
Description: A skull that's grown to twice its regular size, kept afloat in the air by bat wings and covered in an etheral blue flame.
History: A possessed skull that is rampant in old scary stories. They are nonetheless true creatures, as dangerous as they are frightening.
Behavior: Bubbles only rise up from the ground when someone is near for them to kill.
Attack patterns: Bubbles repeatedly bash into their foes to try and bludgeon them to death, as well as biting at times. If they can be hit hard enough, they will loose their wings and hope along the ground until the skull is destroyed.
Regions: Haunted areas.
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Post by PyrasTerran on Dec 20, 2006 23:18:44 GMT -5
Clutch
Description: An large undead human-like hand, slightly larger than a large dog.
History: Also known as Floormasters or Wallmasters, depending on their activities, these undead hands are a thing of nightmares. They emit no sounds and attack quickly, either moving along the ground like spiders or attacking from above(which gives them their names Floormasters or Wallmasters, respectively). When cut into pieces, the pieces will grow into smaller hands that are just as dangerous.
Behavior: Floormasters walk along the ground, minding their own business until something comes their way, while Wallmasters are always waiting for prey.
Attack patterns: Floormasters usually attack with finger jabs and squeezing grips. Wallmasters will not let their opponent know they are there, their only indication beign a dark shadow below the victim. Then they drop down and grab their foe in a crushing vicegrip that can break their bones within a second. However, if caught offguard Wallmasters are not as dangerous as Floormasters.
Regions: Indoors haunted areas.
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Post by PyrasTerran on Dec 20, 2006 23:49:47 GMT -5
ReDead
Description: Zombies. Sometimes they wear eerie wooden masks, and sometimes they are covered in mummy's wrappings, in which case they are called Gibdos. There are a rare few that can wield large swords.
History: Zombies. In haunted areas, corpses can rise and transform into ReDead. They are among the creepiest of beings to face.
Behavior: ReDead stand in place in a sulking stance until a lifeform enters their immediate area, in which they'll begin to creep ever slowly towards them, letting out death moans.
Attack patterns: Before a warrior can attack, the ReDead will unleash a primal scream which chills the very heart and soul of the warrior, paralyzing their bodies. Frozen solid, the ReDead then lumbers forwards until it is close enough, an either wraps around the enemy to chew their flesh off or swing their massive weapons against them. Only a warrior with nerves of steel can hope to break free of the spell fast enough to escape their attacks and chop them to bits.
Regions: Haunted areas.
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Post by PyrasTerran on Dec 21, 2006 0:39:58 GMT -5
Like-Like
Description: A large slug-like creature that resembles some kind of sea anemone sans the tentacles. It is about 8 feet tall.
History: A strange being with an even stranger name, they are nonetheless coveted by some adventurers for they can often wield valuable items inside.
Behavior: Like-Like sloth around minding their own business until someone comes too close, in which case they quickly scoop them up into their mouths and swallow them whole.
Attack patterns: They then spit the victim out, only slightly harmed. However, they take several of their items, keeping them in their belly. An adventurer needs to attack the Like-Like from afar to damage it enough to dissolve so they can retain their stolen valuables
Regions: Unknown.
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Post by PyrasTerran on Dec 21, 2006 0:46:57 GMT -5
Dead Hand
Description: The most disturbing of aberrations, a Dead Hand is a towering, 9-foot tall mass of flesh, bone and muscle with a long neck and a skeletal-like head mounting it. There are countless haunting skins of faces strapped across the Dead Hand's body, possible from its victims. They also have size long, long arms that are burrowed underground and stand erect in the air like polls.
History: A horrific beast that has been known to kill with its pressence alone, it is one of the deadlist Aberrations simply because it causes such an unnerving sensation that few warriors have the gall to face one without an ounce of fear.
Behavior: Dead Hands are not seen until they attack. Before then, their six long arms stand tall across a ground, waving in the wind eerily. They reach as high as 10 feet. When a victim gets too close, they will snap down and grip the foe, soon all six arms whipping towards the opponent to hold them in place with deathgrips.
Attack patterns: Once caught in its trap, the Dead Hand rises from a nearby location, trudging across the ground on a slug-like bottom half, until it is close enough to rip the victim's flesh off its body with its teeth and small arms dangling at its sides. One must be strong enough to break free from the Dead Hand's vicegrip and attack the main body to stand a chance of defeating one, and they must do it quickly before it hides back underground to attempt another ambush.
Regions: Unknown.
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