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Post by Admin: Soul on Oct 25, 2022 14:14:23 GMT -5
Charon's Bestiary Charon is full of wild, mystical, and dangerous creatures, most of which should be avoided by all but the bravest of adventurers. During their explorations, many scholars and historians have created a book compiling as many of these creatures as they could. Use this book to help you when out in the wild.
Please note: You can only earn materials from activities that have listed the material as a reward. you can not farm them on your own just by roleplaying with the creature.
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Post by Admin: Soul on Nov 11, 2023 17:55:10 GMT -5
BeastsAngel Beast Dragon's CradlePower Level | Alignment | High | Hostile |
Description | An Angel beast is best described as a flying lion, or large cat. They are majestic beast with beautiful fur and majestic manes. But they are incredibly territorial and highly dangerous. Angel Beast are known for being rare, but when one is found, few live to tell the tale. In addition to being able to fly, these creatures have incredible strength, massive paws, crushing jaws and a tail like a whip.
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Abilities
| Crafting Material | - Large Size - Claws - Grappling - Powerful Bite - Flight - Tail Whip
| - Claws - Feathers |
Ashland Jackal Ash Lands, Darkveil CityPower Level | Alignment | High | Hostile |
Description | A canine native to the gloomy and peril-wrought city of Darkveil. This magical creature exists in a semi-illusory state; its movements appear shaky and broken. Unlucky individuals on Darkveil's abandoned streets find the jackal to be much faster than the average dog, with expertise in quickly pouncing and biting at vital locations often before it is even seen by its prey. Coupled with the shifting image it projects that makes it hard to accurately target, it is a nasty encounter in an alley.
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Abilities
| Crafting Material | - Small Size - Swift, Agile - Strong Bite - Claws - Shifting Imagery
| - Claws - Fangs |
Avianbear EverywherePower Level | Alignment | Low - Extreme | Varies
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Description | A half-bear, half-bird hybrid beast; the Avianbear is a highly evolutionary species who have taken on multiple forms across the lands of Charon to survive. So much so, that different subspecies of Avianbear are still in discovery: from the tiny, docile Finchbear of the Marsh Flats to the gargantuan, territorial Aukbear of the Luna Sea, Avianbears often range in size, shape, and temperament— with the smallest being the most docile, and most likely to group— and the largest being the most hostile, and most isolationist in nature. Their hybrid origins give them varying abilities and strengths depending on the environments that they have adapted to.
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Abilities
| Crafting Material | - Small — Gargantuan Size Variation - Pack Tactics (Small Sizes Only) - Vicious Talons - Powerful Bite - Piercing Beak - Keen Senses - Flight (Land-Dwelling) - High Swimspeed (Sea-Dwelling) - Deep Diving (Sea-Dwelling)
| - Claws - Feathers - Hide - Fangs |
Barghest Frost Gale, King's ValleyPower Level | Alignment | Low | Hostile |
Description | Barghests are twisted dogs, long bred by Goblin and their ilk for their voracious and cunning demeanors. They have been known to watch and wait for days to find the perfect moment to hunt down and brutalize their prey with their long and filthy claws.
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Abilities
| Crafting Material | - Claws - Bite - Leaping - Stealthy - Ambush
| - Claws - Fangs |
Bogskipper Marsh FlatsPower Level | Alignment | Low | Docile
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Description | A large, pony-sized beetle with long, hydro-phobic legs able to hold their light and durable frames above the thick swamp water of the Marsh Flats, which allows them to propel themselves through the bog at alarming speeds. The Bogskipper is a docile creature who cloaks itself in a moss-covered carapace before ambushing; it feeds primarily on fish and small swamp organisms during colder seasons, making them extremely easy to care for and nearly harmless to most. They are sometimes used as mounts for smaller races and individuals, allowing navigation of the Marsh Flats easier on them. There has recently been some interest in attempting to breed larger varieties of Bogskipper-like creatures.
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Abilities
| Crafting Material | - Mandibles - Piercing Legs - Bite - Camouflage
| - Hide - Bogskipper Leafplate |
BundlebugZeinav DesertPower Level | Alignment | Low | Docile
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Description | The bundlebug is a docile creature resembling the much smaller pill bug. The bundlebug has large tusks with which to protect itself, and strong legs with which to carry its heavily armored frame. Despite its natural armor, the bundlebug is very light on its feet; quick, fast, and able to tuck itself into a ball to protect itself, the bundlebug is often used as a desert mount to cross an otherwise inhospitable terrain. Bundlebugs are not very smart and tend to rely on instincts, but have fondness for those who take care of them.
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Abilities
| Crafting Material | - Agile - Natural Armor Plating - Tusks
| - Shell |
Cave Fisher Ash Lands, Dragon's Cradle, Frost Gale, Zeinav Desert (Subterranean in listed regions)Power Level | Alignment | Medium | Neutral |
Description | A cave fisher is a subterranean arachnid with a long snout that houses spinnerets, enabling the creature to produce sticky filaments, much like the strands of a spider’s webbing, which the creature uses to snag prey. A cave fisher usually hunts small animals and is particularly fond of bats, so it stretches a filament over an opening that such prey might travel through. It then climbs to a hiding spot and adheres itself to the surface to rest and wait.
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Abilities
| Crafting Material | - Wall Walking / Ceiling Walking - Stealthy - Ambush - Web Spinning - Dark Vision
| - Hide - Web
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Deeptusk King's ValleyPower Level | Alignment | High | Docile
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Description | Deeptusks are the gentle giants of King's Valley; despite their massive size, they are generally quite friendly to humanoids that wander close to their groups once they have determined there is no threat to their safety. In recent years, though, the Deeptusks have begun to withdraw from populated areas, driven further and further into the isolated parts of King's Valley. Though the Horse Tribes and the people of Thunderhoof Village understand the wisdom of these beasts, poachers from the Marsh Flats have hunted these creatures to near extinction for their ivory. Because of the negative connotation regarding ivory hunting, charms made from their tusks are considered to bring misfortune to the wearer. |
Abilities
| Crafting Material | - Massive Size - Superior Strength - Tusks - Powerful Stomp | - Hide -Stone |
Displacer Beast Crescent Isles, Marsh Flats, MoongladePower Level | Alignment | Medium | Hostile |
Description | Displacer beast are panther like creatures, giant cats that walk on all four, however they can have multiple long tails, up to 5, with sharp barbs and spikes on then end. These whip around and are the creatures primary tool for defense. The displacer beast can also teleport short distances, able to use the blink spell at will.
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Abilities
| Crafting Material | - Claws - Fangs - Blink - Spike Tendrils
| - Claws - Hide - Blink Dust |
DovengerZeinav DesertPower Level | Alignment | Medium | Hostile |
Description | A medium-sized flightless omnivore that scavenges on corpses left in the hot sun; a single dovenger is rarely trouble on its own; and even packs of dovenger rarely go on the attack. Dovenger are often seen as an omen of death, as their arrival typically means that you, or your companions, are seen as an easy meal. The dovenger are quick and agile, with sharp claws and a beak meant for tearing into meat. While uncommon, hungry dovenger who have been stalking a weak or ill creature for days may go on the attack— in which case, together, they can take down prey significantly larger than themselves through their sheer numbers.
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Abilities
| Crafting Material | - Pack Tactics - Speed - Agility - Sharp Claws - Powerful Beak
| - Feathers
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Emperor Akhlut Frost Gale, Arid Mesa, Crescent IslesPower Level | Alignment | High | Hostile |
Description | The Emperor Akhlut, once thought to be a form of Avianbear, has recently been discovered as its own species, as it bears no feathers, and has a different method of breathing than the Aukbears of the Luna Sea. The Akhlut is a water-dwelling species that hunt porpoises, seals, squid, and other large marine life. They live and hunt in matriarchal groups known as pods, and have been known to attack fishing vessels for an easy meal, ramming the broadside of the hull to force the contents and crew of the ship into the icy water.
Certain pods are extremely adept at hunting creatures who try to seek safety on the shore, riding the waves as they crash to shore to sweep their prey back out to sea. They make their nests on land in pairs, though it is the job of the whole pod to mind and train the young-- because of this, even though Emperor Akhlut's do not tend to pose an immediate danger to people, they may seek out individuals close to the shore to help their young practice their hunting techniques.
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Abilities
| Crafting Material | - Gargantuan Size - High Intelligence - Pack Tactics - Vicious Talons - Powerful Bite - Keen Senses - High Swim Speed - Deep Diving
| - Hide - Fangs - Ambergris
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Fire Beetle Ash Lands, Zeinav DesertPower Level | Alignment | Medium | Hostile |
Description | Fire beetles have a gland inside their gullet that lets them breath fire and shot out blobs of liquid fire that congeal and spread like oil on surfaces. Their limbs and carapaces are quite strong and have been known to destroy many a caravan in the Zeinav desert.
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Abilities
| Crafting Material | - Fire Breath - Spit Fire (long range) - Tough Chitin - Bite - Sturdy Footing
| - Fire catalyst - Gems |
FlederwulfDragon's CradlePower Level | Alignment | Medium
| Hostile
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Description | Found in the deep caves of the mountain range, Flederwulf are considered by treasure hunters and spelunkers to be one of the worst dangers to encounter. Roosting in packs of twenty or more, these dog-like creatures have a thin membrane that stretches between the joints of their limbs, allowing them to fly and glide for short bursts at a time. Unlike bats, they have a keen sense of vision to compensate for how loud a group of them can be, a sound historically compared to a malicious cackle. While they tend to hunt large game at night, disturbing their roost has resulted in the untimely end of many cave climbing enthusiasts and unaware travelers seeking shelter.
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Abilities
| Crafting Material | - Bite - Claw - Ambush - Pack Tactics - Flying - Climbing
| - Fangs - Claws - Hide - Guano |
Giant Spider Marsh Flats, MoongladePower Level | Alignment | Medium | Hostile |
Description | Giant spiders are, well, spiders that are way too big. They live in tree tops or caverns, creating webs to catch their prey in. They can be very dangerous and even venomous, able to put their prey to sleep.
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Abilities
| Crafting Material | - Venomous Bite - Wall Walking / Ceiling Walking - Stealthy - Web Spinning - Paralysis / Sleep Venom* * not all giant spiders have this ability
| - Web - Venom |
Girallon Frost Gale, MoongladePower Level | Alignment | Medium-High | Hostile |
Description | A Girallon looks like an oversized, four-armed ape with grayish-tan skin and white fur. Its vicious fangs and claws reveal it to be a monstrous predator. Girallons are most common in either cold snowy climates or forest environments abundant with life. They share apes’ adeptness at climbing, although few trees can support the weight of these half-ton creatures. The ruins of cities, especially those found in deep forests and jungles, seem to attract Girallons. They see a city’s buildings as a superior sort of forest whose uppermost “branches” can safely support them. The creatures can easily scale walls and battlements, and they perch on tower tops and other high vantages to keep an eye on the surrounding area.
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Abilities
| Crafting Material | - Large Size - Incredible Strength - Four Arms - Quick Climber - Powerful Charge - Fast - Vicious Claws - Bite
| - Fur - Claws |
Glacier Tick Frost GalePower Level | Alignment | Medium - High | Hostile |
Description | East of the Pale City and North of the Coldwood, within the reaches of the Bleak Mountains, there is a seldom spotted creature that lurks in the deep crevasses of glacier ice, an odd habitat for a creature of its size. With larger specimens standing at nearly twelve feet tall, Glacier Ticks are the natural predators of large Northern creatures such as yeti, remhoraz, and even dragons. Their method of hunting is to ambush prey from the crags of ice in their territory, exsanguinate them, and return to hibernation until prey disturbs their nest once again. Their proboscis produces a numbing effect on the nervous system, paralyzing their prey as they are drained dry.
Thought to be extraordinarily few in number and rarely encountered, the recent upheaval of Mount Drakholt has caused a warming effect on the land to the North, causing an increase in the melt rate of the glaciers. As such, Glacier Ticks are now hatching and coming out of hibernation at an alarming rate, capitalizing on the relative warmth of their surroundings before the glaciers freeze once again.
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Abilities
| Crafting Material | - Medium to Large Size - Frigid exterior - Powerful Bite (piercing) - Ambush - Paralytic Venom
| - Claws - Proboscis - Venom Gland
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Glimmertongue Frost GalePower Level | Alignment | High | Hostile |
Description | The Pale City, despite the relative safety of being beneath ground, is not without its own dangerous creatures. Within the cave systems that make up the areas outside the city proper (and sometimes, unfortunately, within), Glimmertongues are known to make their nests. Despite being regularly cleared out of the tunnels, dozens of lives are lost to the lure of the Glimmertongue every year. Functionally blind, but able to sense heat, they open their maws and use the bioluminescent lure attached to the end of a pseudopod to entice the lost and inexperienced into thinking they have found a way out of the cavern.
They are ravenous and indiscriminate feeders, and do not appear to be easily satiated. They also vary in size according to the age of the creature; the older and more well fed it is, the bigger it gets, the largest specimen to date being recorded as of a height with an average sized human.
A swarm of Glimmertongues is called a 'giggle', as the sound of their flexible maws undulating together while digesting prey is said to strongly resemble soft laughter.
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Abilities
| Crafting Material | - Small to Medium Size - Acid - Grappling - Powerful Bite - Hypnotic Lure - Ambush
| - Fangs - Glimmer - Silt
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Hanakara "Flowering Snail" MoongladePower Level | Alignment | Low | Docile
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Description | Cat-sized snails whose hard spiral shells are rich in nutrients that plants can thrive on; these snails move so slowly that moss will grow on their backs; and seedlings or spores which latch onto the moss will root on the surface of the shell beneath the moss; sapping nutrients from the shell to grow into full plants. These snails are utterly harmless, and are sometimes considered pets or valuable alchemist familiars.
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Abilities
| Crafting Material | - Grow Plants
| N/A |
Manta-Glider Flood Road (Marsh Flats), Luna SeaPower Level | Alignment | Low-Medium | Docile |
Description | Manta-Gliders live in and around the sea and inhabit caves both in and out of the water in these areas. Their long twin tails are capped off with a poisonous stinger that can cause mild to severe paralysis. They typically are not aggressive unless they feel their homes or bodies are threatened.
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Abilities
| Crafting Material | - Amphibious - Water Resistance - Agile (Underwater) - Paralyzing Stinger - Bite
| - Water catalyst - Hide |
Razorteeth King's ValleyPower Level | Alignment | High-Extreme | Evil
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Description | The Razorteeth, as it is called by local tribes of the Hills, is a vicious, giant serpent that burrows deep into hills to seek slumber. It is near-impossible to determine which hill might house a Razorteeth, as they barely leave any trace as to their presence in a hill while they rest. Those with a connection to the earth might be able to spot these monsters, for as they sleep, they send faint, murmuring rumble through the earth that almost feel like snoring. The second you catch wind that you are on a hill occupied by one of these creatures, run. Their powerful teeth can eat through very earth and stone, and they will devour anything that disturbs their rest. Take care around previous burrowing nests, for they hollow out the ground enough that too much weight on the hill will collapse it from the inside. |
Abilities
| Crafting Material | - Massive Size -Burowing -Earthsense -Hearty Digestion - Unbreakable Teeth
| -Fang -Venom
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Rune Bear Marsh Flats, MoongladePower Level | Alignment | Medium | Hostile |
Description | Rune bears are normal forest bears tainted by magic energy, often from the land itself. They are resistant to magic and often hunt spell casters to feed on their energy. They are strong savage creatures that kill other animals and even people to survive.
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Abilities
| Crafting Material | - Large Size - Strong - Thick Hide - Claws - Bite - Magic Strike - Magic Resistance
| - Claws - Hide
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SahigerZeinav DesertPower Level | Alignment | Medium | Hostile |
Description | A large carnivorous feline who skulks the dunes; the sahiger is a feared creature, able to easily camouflage itself into its surroundings through its sandy fur and natural plated armor along its spine which greatly resembles rocks. The sahiger's threat level is significantly higher when one is caught in an ambush by this predator, which is its preferred hunting tactic. A long dew claw on the sahiger's forepaws gives it dangerous slashing power with its front legs, and its elongated teeth make its jaws just as deadly.
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Abilities
| Crafting Material | - Strong Jaws - Natural Camouflage - Claws - Natural Armour Plating - Ambush Tactics
| - Scale/Plate
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SarabaraZeinav DesertPower Level | Alignment | Low | Docile
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Description | The sarabara is a docile, massive rodent who has been hunted to extinction by predators in the wild; the sarabara is a slow-moving, strong pack animal whose domesticated roots still stand strong as livestock despite their absence in the arid ecosystem. The sarabara has a naturally gentle temperament and can be used in any way that a horse or other pack mammal might be used.
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Abilities
| Crafting Material | - Large Size - Powerful
| - Fur/Hide
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Shoalback Leviathan Lunar SeaPower Level | Alignment | Low | Docile
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Description | The Shoalback Leviathan is a massive species of whale; this marine mammal is so large, and moves so slowly, that the Shoalback Leviathan will develop begin to develop entire ecosystems along its back. The largest Shoalback Leviathans known to Charon are home to entire islands complete with their own unique ecosystems. The Shoalback Leviathan filter-feeds slowly through the water, ensuring that they maintain a constant source of food for their gargantuan forms. They are docile creatures, not known to dive, and move too slowly to pose any real threat; however, the creatures that live upon their backs can be hostile.
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Abilities
| Crafting Material | - Gargantuan Size
| - Hide
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ShrewtleZeinav DesertPower Level | Alignment | Low | Docile
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Description | The shrewtle is a tiny burrowing mammal that is not necessarily dangerous on their own but is considered a pest. The shrewtle burrows underground, creating massive labyrinths under the earth where they make their homes. As a result, when colonies of shrewtle gather together, they can destroy the roots of crops, foliage, and the stability of the earth underfoot with their complicated series of burrows. Many a caravan falls victim to burrow cave-ins, and many famines have been caused by the shrewtle's presence on bordering arid towns when their populations are not kept in check.
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Abilities
| Crafting Material | - Tiny Size - Burrowing - Armoured Shell - Powerful Jump - Tremor sense
| - Fur/Hide |
Skittermaus King's ValleyPower Level | Alignment | Low | Docile
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Description | The Skittermaus is known for its peculiar song, which resembles the sound of distant hooves along the pavement. Their cry often confuses travelers who are not accustomed to their sound. The Skittermaus are hard workers, and more interestingly, their wide eyes and keen vision make them able to see through illusions and dense woods to spot predators. As such, locals advise most travelers, when lost or turned around, to follow the sound of the Skittermaus to safety. |
Abilities
| Crafting Material | - Flight -Truesight | - Feather
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Spire Viper Ash Lands, Dragon's Cradle, Zeinav DesertPower Level | Alignment | High | Hostile |
Description | Spire vipers are giant snakes that are both feared and hated. Despite their size, these creatures are infamous for getting into hard to reach spaces and waiting in ambush. They can lunge forward and kill their prey in the blink of an eye. With blinding speed, hard bodies and venomous bites, they are one hell of a creature to battle against.
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Abilities
| Crafting Material | - Massive Size - Sudden Lunge - Powerful Bite - Swallow Whole - Venomous Bite - Ambush
| - Venom - Fangs - Hide |
Tia-xin King's ValleyPower Level | Alignment | Medium | Good
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Description | Tia-xin is an ancient breed, long thought to be a rare cousin to the phoenix. Ancient tapestries depict these noble birds as friends to the rulers; there even exists art that suggests King Braddock himself may have once owned one of these birds, which cemented the idea that the Tia-xin are representative of divine rule. Nowadays, sightings of the Tia-xin are few and far between, most having retreated to the hills and becoming reclusive. Many tribesmen believe that the Tia-xin have abandoned them because they no longer carry the divine right to rule in their blood and fear that the Tia-xin will migrate to Capitol Landing. As such, many poachers kidnap and cage these birds to keep the divinity within their lands. In actuality, the Tia-xin carry no divinity or power in their blood. They have a strong aversion to violence, and their only method of self-defense is a shrill screech capable of stunning anyone who hears it, forcing them to drop their weapons. If they are muzzled, they have no methods with which to defend themselves. They are coveted for the power they are believed to hold - and yet, all the Tia-xin desire is peace. |
Abilities
| Crafting Material | - Danger Sense - Flight - Disarming scream | - Feather -Claw |
Vorrapede King's Valley, Marsh Flats, Zeinav DesertPower Level | Alignment | Medium | Hostile |
Description | Vorrapedes are massive armored worms that primarily live under ground. They eat the soil and burrow massive net works of tunnels under ground. However when they surface, destruction and devastation follows. They have hard armor like shells, massive mandibles and can sense things through the ground using echo location.
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Abilities
| Crafting Material | - Rapid Tunneling - Ambush - Powerful Bite - Large Size - Strong
| - Hide
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Woolful EverywherePower Level | Alignment | Low | Docile |
Description | Noted to be emissaries of Ginma, Woolfuls travel in herds across vast stretches of the continent. As they travel around, they are said to bring the blessings of Ginma if they cross your path. Conversely, attacking a Woolful is said to bring terrible fortune. Gentile by nature, it is easy to approach them if you move slowly. The beasts are most known for their wool which is used to make clothes that are incredibly durable. There have been stories of a rainbow colored Woolful which some have claimed to be Ginma himself come to watch over the world.
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Abilities
| Crafting Material | - Large Size - Curly Horns - Very Fluffy
| - Woolful Wool |
Wyldmare King's ValleyPower Level | Alignment | Low-Medium | Hostile
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Description | The Wyldmare is a highly territorial and aggressive creature. Their relation to the horses of King's Valley is unknown - but they are vicious predators, only distinguishable from regular horses from their wide, gaping maw, and their clawed hands. They roam along the plains and flatlands of the Valley, and are highly carnivorous, sustaining themselves on birds and small game as well as the horses that stray too close towards the Wyldmare. These creatures are not pack hunters; they prefer to travel alone, attacking and even cannibalizing other Wyldmare that get too close to them. Though their speed, aggression, and similarity to horses make them dangerous to the Horse Tribes of the Valley, they have a striking weakness. Their vision is weak and blurry, meaning they can only see motion rather than objects. The safest way to avoid being made a Wyldmare's meal is to stay absolutely still and wait for them to lose interest. |
Abilities
| Crafting Material | - Superior Speed - Bloodlust | - Fangs
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Yaguareté Frost Gale, Moonglade, Marsh FlatsPower Level | Alignment | High | Varies
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Description | Standing twelve feet at the shoulder, Yaguareté is an ambush predator that takes advantage of different biomes across Charon to establish a home. While it is rarely, if ever, seen in cleared and settled areas, Yaguareté is considered extremely dangerous if encountered in the wild. If you are lucky enough see one, you can be certain that you have been stalked by it for some time. They are very territorial and are not above defending their land or offspring by any means necessary; and while people are not their preferred source of protein, they have been known to make exceptions. They are immensely strong with a powerful bite-force to match, and are said to be watching wherever the shadows are deepest.
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Abilities
| Crafting Material | - Large Size - Claws/Fists - Grappling - Powerful Bite - Stealth - Ambush (Trees, Water, Ground)
| - Claws - Fangs - Pelt
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Post by Admin: Soul on Nov 11, 2023 17:55:15 GMT -5
CelestialsQilin Everywhere Power Level | Alignment | High-Extreme | Good |
Description | Qilins are mythical beings of purest benevolence and empathy. The appearance of a Qilin signals a time of good fortune and the arrival of kings and heroes. They possess such kindness that their steps hover above the ground, refusing to even bend a single blade of grass or trod an ant underfoot. Immensely powerful, Qilins are powerful mages with a divine affinity to the Light Domain. They are able to access and wield the magic of any domain with great proficiency, though Qilins that channel the Dark Domain are almost unknown. They are the patrons of saints and the guardians of temples. Only in the face of absolute evil, will the wrath of a Qilin be roused, and when that happens, even the heavens will tremble.
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Abilities
| Crafting Material | - Large Size - Bringer of Luck - Spellcaster (Any Domain) - Light Domain Mastery - Light Immunity - Horns - Strong - Flight - Healer
| - Light catalyst - Gems |
Ur-Beast Everywhere but Capitol Landing and Luna Sea Power Level | Alignment | High-Extreme | Varies |
Description | Ur-Beasts (otherwise called Divine Beasts) are massive, celestial creatures that challenge the supremacy of civilization. These lordly animals are paragons of their kind, and are believed to be the spawn of Ginma. They have the intellect of humans, and have been gifted with divine speech, understood by all with whom they speak. More impressive is the sheer magical power they wield: the land and animals are at their command. Mortals should respect their domains, not only because they may represent Ginma's will, but because those who earn an Ur-Beast's ire may be turned into beasts themselves...
No two Ur-Beasts are alike, but all of them are unique specimens of their species. Some may have strangely colored fur or features that are unusual for their kind, such as clawed hooves. Most have a primal, wild look to them, while others look regal and glorious. They all, however, have glowing eyes, magical markings, and a prodigious size for creatures among their species.
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Abilities
| Crafting Material | - Large to Massive Size - Terrain Mastery - Spellcaster (Earth Domain / Cold) - Magic Resistance - Divine Speech - Command Beasts - Polymorph Foe - Inflict Werebeast Curse - Special Movement (varies) - Special Defenses (varies) - Special Attacks (varies)
| - Ur-Beast's Breath |
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Post by Admin: Soul on Nov 11, 2023 17:55:20 GMT -5
ConstructsAhm King's Valley Power Level | Alignment | High | Docile
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Description | The Ahm is named for the sound created from the holes carefully designed along their body, each producing a unique pitch when the wind flows through them. These constructs are ancient and older than recorded history. Older than time. Most have never even heard of the Ahm, save in stories. After the Collapse, these stone golems all but disappeared, merely falling asleep and melding into the stone of the mountains. But with the fluctuations in the world as a result of both the events of the Sol Stone and the battle with Vulcadreus, these creatures have begun...awakening. Due to their massive size, it is easy to believe that these stone constructs were created for war - but they lack any weapons to speak of, and their forms are impractical for combat. Rather, their bodies have naturally been built to produce music, weaving songs through the air and in the natural grooves carved into the stone and sang by the wind. As they walk, their song echoes through the Valley, imperfect, but harmonious. They were clearly once built in a set, with each construct necessary to complete the song; and yet, not all are awake to walk the earth once more. No one knows what may happen when all of the Ahm are awoken, or when the song is complete. The ancient monoliths are a testament to the core values of King's Valley. In times of turmoil, when humanity was bleak, they could have built constructs for war.
Instead, they made music. |
Abilities
| Crafting Material | - Perfect Pitch - Massive Size - Windsense - Formulae Manipulation (Through Music) - Bardic Virtuoso | - Stone - Wind Catalyst - Ancient Core |
Golem Everywhere Power Level | Alignment | Low-High | Neutral |
Description | Golems are magical creatures brought to life by pure arcane energy, sometimes created by mages and sometimes born from the rare energy of the earth itself. They are strong, durable creatures with powerful strength but can be dim witted and very dumb, often attacking without tactics.
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Abilities
| Crafting Material | - High to Massive Strength - Slow - Mindless - Durable - Special Defenses (Varies)
| - Stones |
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Post by Admin: Soul on Nov 11, 2023 17:55:25 GMT -5
DemonsCherub Dragon's Cradle, Frost Gale Power Level | Alignment | Low-High | Evil |
Description | Cherubs are common servants of mightier devils. These beautiful, winged, angelic looking babies are created in a dark ritual that needs the suffering, blood, and bones of babies and innocent children and a drop of devil blood. They are designed to be as unthreatening as possible to deceive people, playing into their sympathies so they may strike. They hypnotize mortals using their magical eyes and pheromones. Cherubs often work in pairs and render their prey as vulnerable as possible before striking.
Cherubs have supernatural strength and speed, small wings for gliding or in some cases flying, and they secrete devilish poison from their mouth and fingernails. They can act as scouts using their skin as a natural camouflage in darkness or at night. Cherubs feast on the pain of their victims, and when they have eaten enough may grow additional heads. The more heads a Cherub has, the more powerful the demon is, and the more obvious its fiendish nature.
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Abilities
| Crafting Material | - Small Size - Flight - Hypnotizing Gaze (strength varies) - Benign Appearance - Strong / Massive Strength - Agile - Bite - Sharp Fingernails - Poison Attacks (strength varies)
| - Cherub's Light |
Hell Hound Ash Lands Power Level | Alignment | Low-Medium | Evil |
Description | Hell hounds are dogs or wolves made from molten fire and stone. Born from the earth, they have short tempers and vicious attitudes. They often hang around warm environments, are weak to cold and love to travel in packs.
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Abilities
| Crafting Material | - Fire Resistance - Cold Weakness - Fiery Aura - Fiery Bite - Pack Tactics
| - Fire catalyst - Hide - Claws |
Imp Ash Lands, Dragon's Cradle Power Level | Alignment | Low | Evil |
Description | Imps are infernal creatures born from demons and devils. They are known for having a playful personality mixed with a side of evil and mayhem. They love causing trouble, inflicting pain and overall just being a pain in the ass.
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Abilities
| Crafting Material | - Small Size - Flight - Claws (hands and feet) - Agile - Stealthy
| - Dark catalyst |
Incarnation of Fear Ash Lands, Dragon's Cradle Power Level | Alignment | High-Extreme | Evil |
Description | The Incarnation of Fear is a dangerous demon. While not too physically powerful, they belong to a different realm altogether, one made from nightmares. They thrive and feed on the dread, anguish, and fear of all beings. These demons generally don't kill their prey, instead leaving them incapacitated after causing the victim to lose the will to fight.
Since they are seldom seen, most people who do see them are rarely believed and are usually called madmen. Most people just assume that they are a hallucination due to stress, but the fact that everyone who's come in contact with them agrees in the general look, behavior, and abilities of the creature, casts doubt over that theory. Scholars debate why these demons exist, though it's generally supposed they either are feeding a sadistic god's power or are keeping an even greater, more dangerous evil sealed away with the fear they harvest.
Incarnations of Fear live in the darkest and most hidden underground dungeons, but when a place is filled with a particularly high amount of dread and despair they sometimes come out to feed. They don't need anything to survive and seem unchanging since they don't grow old, the only thing that changes them is how much fear they feast on throughout their life, making them more powerful.
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Abilities
| Crafting Material | - Semi-Incorporeal - Teleportation - Telekinesis - Telepathy - Nightmarish Illusions - Incapacitating Illusions - Fear Aura - Immune to Fear - Immune to Mind Control
| - Nightmare Dust - Dark catalyst |
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Post by Admin: Soul on Nov 11, 2023 17:55:32 GMT -5
Dragonkin Baloth King's Valley, Moonglade Power Level | Alignment | Medium-High | Hostile |
Description | Baloths are massive, hulking monsters. They live alone and are feared by most smaller creatures. They have powerful jaws, teeth and claws and can out run most mortal men.
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Abilities
| Crafting Material | - Massive Size - Incredible Strength - Spiked Back - Tough Hide - Powerful Charge - Very Fast - Vicious Claws - Bite - Swallow Whole
| - Hide - Claws |
Basilisk Ash Lands, Dragon's Cradle, Frost Gale Power Level | Alignment | Medium-High | Hostile |
Description | A basilisk is a multilegged, reptilian horror whose deadly gaze transforms victims into porous stone. With its strong jaws, the creature consumes this stone, which returns to organic form in its gullet.
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Abilities
| Crafting Material | - Medium to Large Size - Petrifying Gaze - Powerful Bite - Claws - Spiked Back
| - Stones - Crystal Eye |
Domesticated Greater Drake, "The Postal Drake" Everywhere
Power Level | Alignment | Extreme
| Hostile |
Description | The Greater Drake descends from a species of drake that has evolved to look closely like its ancestor, the dragon, and is more commonly referred to and recognized as 'the Postal Drake' by a large population of Charon. The Greater Drake is a domesticated subspecies of its kind, most often seen in use as a working creature similar to a draft horse or oxen in domestic settings; this subspecies gained its popularity in the Postal Service due to its complex intellect, ability to carry great weights, and defend its cargo with ease. The Greater Drake is always accompanied by a rider of the Postal Service to guide it, and wears a number of secured saddle bags full of letters, scrolls, and packa
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Abilities
| Crafting Material | - Massive Size - Strong Bite - Claws - Heavy Tail - Flight - Elemental Breath
| - Scales - Claws, Fangs |
Domesticated Lesser Drake, "The Letter Drake" Everywhere
Power Level | Alignment | Low
| Docile
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Description | The Lesser Drake descends from a species of tiny drakes and wyverns; unlike the Greater Drake, the Lesser Drake will never reach the larger size of its counterpart. This subspecies became popularized as a rival to the carrier bird in recent years due to their bird-like size, ability to carry larger weights, and ease of training; while not terribly popular amongst the lower classes of Charon due to their price, some nobility and businesses prefer to keep a Lesser Drake on hand to run short errands and make quick, local deliveries, giving this tiny draconic creature the nickname of "The Letter Drake".
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Abilities
| Crafting Material | - Tiny Size - Piercing Bite - Claws - Agility - Flight - Elemental Breath
| - Scales - Claws, Fangs |
Dragon Ash Lands, Dragon's Cradle, Frost Gale Power Level | Alignment | Extreme | Varies |
Description | Dragons are powerful, ancient, winged creatures. They come in various different types, are extremely intelligent, and crave power, often hoarding gold and treasure.
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Abilities
| Crafting Material | - Vast Intelligence - Elemental Breath (varies) - Elemental Resistance (Varies) - Protective Scales - Massive Size - Incredible Strength - Claws - Bite - Flight* - Shapeshifting* - Spellcasting* * not all dragons have these abilities
| - Dragon Scales |
Hydra Marsh Flats, Moonglade Power Level | Alignment | High | Hostile |
Description | Hydras are large reptilian creatures with multiple heads. They are powerful, savage creatures able to take on entire villages and groups of hunters with ease. They are best avoided.
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Abilities
| Crafting Material | - Regeneration - Protective Scales - Large to Massive Size - Incredible Strength - Multiheaded Bite - Amphibious - Elemental Breath (varies)* - Venom* * not all hydras have these abilities
| - Hydra Core |
Kura'Kau King's Valley Power Level | Alignment | Low | Hostile
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Description | The Kura'Kao, or "Two-Faced", as named by the first tribe that discovered this draconic lizard, is a species that appears more violent than they look. They have evolved with spotted patterns that resemble eyes to ward off more aggressive predators that frequent the plains of the Valley; these unique spots along their face and body are normally flat, until the moment they are assaulted by a predator. When under threat, they climb up to the highest place they can reach and fan out, hissing and spitting until they scare away the bigger enemy. When this mechanism fails, they employ their last resort - their acid spit, which they do not frequently use, as the innards of their mouths have not adapted to the poison sac in their throat. It is a move that melts the inside of the mouth as much as it hurts their enemies. |
Abilities
| Crafting Material | - Flight - Self Defense - Acid Spit | -Scale -Venom |
Spined Desert Drake
Zeinav Desert Power Level | Alignment | High | Hostile |
Description | An eyeless drake that has evolved to the arid desert; the spined desert drake buries itself in soft sands and soils and waits in ambush as a hunting tactic; with the bulge of its tail being used as a lure. When opened, the tail appears flower-like in appearance, with water often hidden at its center that the drake has stored prior. Upon attack, the spined desert drake sinks its massive claws into its prey and tries to drag it into the sand to make it immobile while it goes for the kill. The spined desert drake tends to attack without bias due to its reliance on its tremor sense.
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Abilities
| Crafting Material | - Strong Jaws - Powerful Claws - Ambush Tactics - Natural Armour Plating - Tremor sense
| - Scale/Plate
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Administrator
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Post by Admin: Soul on Nov 11, 2023 17:55:37 GMT -5
ElementalsArcuila
Dragon's Cradle Power Level | Alignment | High | Docile
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Description | A massive elemental bird, similar in genus to the better-known creature, the Phoenix; the Arcuila is native to Dragon's Cradle, soaring high among the storms, and often times acting as a lightning rod in the midst of the Dragon Cradle's massive storms. After being charged by the storms, the Acruila can unleash powerful shockwaves of electricity from their feathers. Arcuilas, much like the Phoenix, are an extremely peaceful species of avian unless angered, or threatened within their territory. |
Abilities
| Crafting Material | - Large Size - Talons - Grappling - Piercing Beak - Flight - Static Charge - Electric Shockwave
| - Lightning Catalyst
- Feathers |
Elemental Everywhere Power Level | Alignment | High-Extreme | Neutral |
Description | Elementals are beings of pure elemental energy, such as fire, earth, wind or water. They are created from the arcane energy of the world, taking life and roaming the world to consume more energy. They are powerful dangerous creatures that can level towns and create terrible natural disasters like floods, earthquakes, or volcano eruptions.
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Abilities
| Crafting Material | - Control Element (varies) - Elemental Strike (varies) - Elemental Aura (varies) - Elemental Immunity (varies) - Create Catastrophe - Special Movement (varies) - Special Defenses (varies)
| - Elemental catalyst equal to elemental type |
Geonid Frost Gale Power Level | Alignment | Low | Neutral |
Description | Also known as rocklings and rock hermits, Geonids are small, intelligent cave dwellers. A Geonid’s arms and legs come out of a small opening in the bottom of its shell. A Geonid can draw its limbs into its shell and close the opening. When it does so, the creature looks like a small boulder. In this state, the Geonid can’t see and relies on its tremor sense to detect other creatures nearby. Their carapace shell is quite strong and valuable for stone work, and as such have been hunted to near extinction. The last remaining Geonids that are found these days live in the Frost Gale as it is almost impossible to find them before they learn of intruder's presence.
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Abilities
| Crafting Material | - Small Size - Stealthy - Earth Restistance - Protective Shell - Slow - Tremorsense
| - Stones - Earth catalyst |
Kayren Everywhere Power Level | Alignment | High-Extreme | Neutral |
Description | Kayren are commonly considered a variation of water elemental, which is not the case. While they often behave like one, they serve Salina and have a second nature. Under the form of a horse they search for those worthy of Salina's blessing, looking after them and saving from the waves. But all others will not survive the encounter, Kayren being merciless and powerful like the sea itself. Defeating one is highly unlikely, and even if one manages, he will be chased down by the rest of the Kayren as soon as he leaves the dry land.
There is however a rare variation of Kayren consisting entirely of kind of kelp called shore ivy. Shore ivy flowers are poisonous, putting victims in coma in mere seconds and kelp Kayren are capable of growing them in a snap on their entire body.
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Abilities
| Crafting Material | - Control Element (Water) - Elemental Strike (Water) - Spellcaster (Sea Domain) - Elemental Immunity (Sea Domain) - Summon Tidal Wave - Wave Rider - Fast - Agile - Physical Resistance - Paralysis Touch* * only Kelp Kayren have this ability
| - Water catalyst
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Mephit Everywhere Power Level | Alignment | Low | Evil |
Description | Mephits are capricious elemental tricksters whose idea of a prank is to kill you, or at least cause wanton destruction as a result of their actions. They are elusive tricky creatures that move in packs, attacking randomly and without cause. They are formed from chaotic elements and can come in various different forms.
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Abilities
| Crafting Material | - Small Size - Control Element, Lesser (varies) - Elemental Aura (varies) - Elemental Immunity (varies) - Flight - Novice Spellcasting
| - Elemental catalyst equal to elemental type
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Origin Matter Everywhere (very rare) Power Level | Alignment | High-Extreme | Neutral |
Description | Creatures that are said to be born from the energy of space and time itself, like Ziev, but on a much smaller scale and level of power than the god. Or perhaps they were secretly made by the god? Their true origins are not entirely clear. Whatever the case, they seem to be non-hostile whenever they mysteriously appear. They simply observe for a while before disappearing again.
Anything that physically touches the Origin Matter will find that they simply pass through its exterior, into the interior of the creature. If they are entirely encased inside the creature, they will be suspended inside it until they can be removed by an outside force or the Origin Matter willingly releases them. Anything that enters the origin matter ceases to be affected by the flow of time. Living creatures will not remember their time inside the Origin Matter, feeling as if no time has passed from them entering it to them leaving it.
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Abilities
| Crafting Material | - Portal Creation - Telekinesis - Flight - Telepathy - Magic Weakness - Physical Immunity - Poison Immunity (except Dark Magic) - Swallow Whole - Living Demiplane
| - Dark catalyst - Light catalyst - Blink Dust |
Phoenix Ash Lands, Dragon's Cradle Power Level | Alignment | High | Docile |
Description | The phoenix is a large flame-wreathed bird, known for its unique ability to immolate itself, only to be reborn again from its ashes. It is revered in some cultures as a deity. Capable pf flight and able to breath fire, most phoenix are peaceful calm creatures, yet can be very dangerous if angered.
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Abilities
| Crafting Material | - Flight - Fire Aura - Fire Immunity - Fire Breath - Reincarnation
| - Fire catalyst - Earth catalyst - Phoenix Ash |
Primordial Idols Everywhere (very rare) Power Level | Alignment | Extreme | Varies |
Description | Primordial Idols are a subspecies of elemental believed to have been blessed with sentience by the deities. These creatures are celestial beings, final guardians, and last resorts to the ancient lands, holy items, and origin temples once sanctified by the gods upon the creation of the world. Primordial Idols are rare, but have independence and personality; they are capable of telepathy, thought, feeling, and the masterful manipulation of their deity's representative element(s); but many have little experience outside their range of guardianship. Some Primordial Idols could be reasoned with and show great mercy, while others could be greatly aggressive— this can occasionally lead to misunderstandings.
Because Primordial Idols most often take a form in mimicry of the respective deity in which their duty or gift has been given to them by, coming across a Primordial Idol without knowledge of what it is can sometimes lead to fanaticism, or cult-like beliefs from otherwise well-meaning mortals in regards to an aspect of a deity that is a-typical, with the belief that the Idol is in some way, a physical deity. Primordial Idols are sometimes the origins of false representations of deities, but not always.
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Abilities
| Crafting Material | - Divine Protection - Elemental Mastery (varies) - Element Control (varies) - Elemental Strike (varies) - Element Immunity (varies) - Elemental Aura (varies) - Telepathy - Spellcaster (Domain varies) - Create Catastrophe - Special Movement (varies) - Special Defenses (varies) - Cult Fanatics* * some Primordial Idols have loyal worshippers
| - Elemental catalyst equal to elemental type
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Primordial Troll
Everywhere
Power Level | Alignment | High - Extreme
| Good, Evil
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Description | The Primordial Trolls seem to be a race descending of or related to the giants: with an average height of 12' and larger, the Primordial Trolls tower over most other races in Charon. Primordial Trolls are highly adaptive and intelligent; they are isolationists, often living far from society and civilization alone. Most Primordial Trolls are docile, and simply look to live their long lives in peace; but their are some who seek trouble, mischief, and chaos. Primordial Trolls are found throughout the lands and physically adapt to their environments as a result of their Primordial Origins: Magma Trolls found in the Ashlands, Ice Trolls found in Frost Gale, and Sea Trolls found on the coast of the Luna Sea being only an exemplary few. While some Primordial Trolls can speak common, others cannot, and others still seem to have a language of their own.
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Abilities
| Crafting Material | - Elemental Magic (Varying on Type) - Large Size - Claws - Powerful Bite - Weaponry - Armour
| - Elemental Catalyst
(Varying on Type)
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Pulsar Everywhere Power Level | Alignment | Low-Extreme | Neutral |
Description | Pulsars are among the most enigmatic of the gods' servants, and are used for only the most enigmatic tasks. Aside from the threats caused by their physical presence, pulsars are also threatening due to their powerful space-magic, telekinetics, magic negation, and their mastery over space and time. They also possess an innate gravitational pull, the strength of which corresponds with their size. They float about on divine missions, but their tasks are often bizarre, usually repetitive and for purposes beyond mortal ken. One could find a pulsar counting blades of grass in an open field, maintaining an abandoned library, boiling a lake or simply hovering in the sky above an ancient ruin. Stranger still, they do not think in the way that mortals, even animals, do. They are intelligent, but not truly sentient, rendering them immune to most forms of mind-affecting magic and, of course, mundane coercion. They may or may not speak telepathically with mortals, depending on the nature of their mission; those that have spoken with them tend to describe their conversations as "confusing, outlandish and sometimes frustrating puzzles."
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Abilities
| Crafting Material | - Small to Massive Size (varies) - Floating - Immunity to Mind Affecting - Drain Magic (strength varies) - Spellcasting (Novice-Exalted; Space Magic) - Telepathy - Gravity Well (strength varies) - Control Gravity (strength varies)
| - Pulsar Gem |
Rime Guardian
Frost Gale Power Level | Alignment | Extreme | Hostile |
Description | Often taking the form of a member of the dragon family, Rime Guardians are said to be the embodiment of the harrowing conditions of the North given shape. As they seem to be constructed of ice itself, this seems to be the easiest form to take, unless they are spotted in the water. Rime Guardians are often spotted when groups of ten or more travel together through Frost Gale, as a means of keeping an eye on those who would intrude upon the pristine nature of Frost Gale. Once thought to be an extension of the deities of sea and sky, they are now considered to be primordial manifestations. They are intelligent and can be reasoned with, but are also highly territorial; if they are of the opinion you mean harm to their home, they will not hesitate to attack.
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Abilities
| Crafting Material | - Large to Gargantuan Size - Frigid exterior - Powerful Bite - Vast Intelligence - Elemental Breath - Elemental Resistance - Protective Scales - Incredible Strength - Claws - Bite
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- Claws
- Fangs
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Spriteling Everywhere Power Level | Alignment | Low-Medium | Varies |
Description | Spritelings are little drops of divinity. They appear in areas touched more strongly by the gods. Whether that touch be the presence of a powerful artifact, the lair of a dangerous beast, natural disasters, natural wonders, or even holy places. If the gods deem a place worthy of their attention, spritelings will be found there. Each god has their own variety or varieties that represent their various aspects and elements. These forms often dictate the spriteling's personality and temperament. A spriteling of Solaria may be kind and affectionate. A spriteling of Salina may be playful, pulling tricks on adventurers. The different forms of spritelings have come to be seen as expressions of a god's mood towards individuals, settlements, and regions. When attacked, spritelings will often run or hide to avoid combat. Agitating them excessively will anger their identifying god and could lead to larger and more violent spritelings forming and attacking, often in groups. All spritelings share, and are identified by, their ability to transform into wisps of flying energy at will.
Spritelings appear differently depending on the god they are representing and the aspect of the god that is being expressed. For example; a spriteling of Salina may appear as a young girl the size of a fist made up of living water, a spriteling of Solaria may appear as a torso sized sun, a spriteling of Solaria's wrath could appear as a 6ft suit of shining golden armor wielding a longsword. They are as varied and unique as the gods that manifest them. The only common feature that identifies them all as spritelings is their ability to turn into flying wisps of energy.
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Abilities
| Crafting Material | - Small Size - Alternate Form (Energy Wisp) - Elemental Aura (varies) - Elemental Immunity (varies) - Flight - Elemental Strike
| - Elemental catalyst equal to elemental type
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Takiuka King's Valley Power Level | Alignment | Extreme | Docile
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Description | Scholars have called it an omen. Ancient kings have called it a spy of Avasha. Native horse tribes call it the Takiuka - Walking Spirit. Despite its ferocious size, the Takiuka is actually quite a peaceful being. Those who have the rare fortune of watching the Takiuka take form from the clouds in the sky to make its trek across the plains could only describe its countenance as one of an eternally weeping deity. The cloud-spun spirit almost appears as if it is eternally crying, rain dripping from its face wherever it grows. What it mourns has been lost to the annals of time, but its misery brings plenty to the Valley, watering crops and feeding rivers, and refilling wells. Sightings of the Takiuka have been sparse over the recent centuries, long enough that most people believed it to be extinct until it was nothing more than a myth passed down from parent to child. However, ever since the events of the Sol Stone have bridged the realms together once more, the Takiuka has reformed amongst the storm clouds once more. Its appearance is likened to an end to a drought, which will allow crops to prosper and bring strength to the tribes.
Certain nomadic groups believe that the Takiuka is a culmination of the souls of loved ones who have met a violent end - and now their eternal misery protects those still alive. There are even some who follow the murmurs of the Takiuka in the wind to protect it from harm when it appears, known as the Stormchasers. The Takiuka does not even seem to notice the others that lurk around it, nor is it especially interested in fighting. When provoked, it will merely dissipate. However, in instances where the Takiuka cannot retreat, it calls the fury of its misery down upon others in a torrent of vicious elements. |
Abilities
| Crafting Material | - Massive Size - Planeswalking - Summon Water - Flood - Call Tornado - Cutting Winds - Incorporeality
| - Takiuka's Tears -Wind Catalyst |
Vulcaghast
Dragon's Cradle Power Level | Alignment | Medium
| Neutral
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Description | In the wake of Vulcadreaus' ascension and subsequent defeat, elementals constructed of volcanic material have started appearing all over Dragon's Cradle. Created from the life-bequeathing energy of the Primordial being of rebirth and destruction, these greedy creatures are hell-bent on consuming everything in their path to fuel their existence. They tend to congregate in groups of three to five and are roughly the size of a six-foot boulder. Perhaps most concerning about Vulcaghasts is their ability to fly short distances, projecting themselves forward at an unsettling rate of speed to launch themselves further up the sides of mountains to eat homesteads, villages, forests, weapons, and stone. It is also worth noting that they are not seen at all during the storms that frequent the region.
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Abilities
| Crafting Material | - Elemental Strike (varies) - Elemental Aura (varies) - Elemental Immunity (varies) - Create Catastrophe - Special Movement - Special Defenses
| - Elemental Catalyst (Fire/Earth)
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Post by Admin: Soul on Nov 11, 2023 17:55:42 GMT -5
HorrorsCephaloclops Ash Lands, Dragon's Cradle Power Level | Alignment | Extreme | Evil |
Description | A beholder, sometimes called a sphere of many eyes or an eye tyrant, is a large aberration normally found in the Underdark. These large, orb-shaped beings had ten eyestalks and one central eye, each containing powerful magic. Powerful and intelligent, beholders were among the greatest threats to the world.
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Abilities
| Crafting Material | - Vast Intelligence - All-Around Vision - Magical Beams - Antimagic Cone - Mind Control - Immune to Mind Control - Floating
| - Cephaloclops' Eye |
Choldrith Arid Mesa, Frost Gale, Moonglade Power Level | Alignment | High | Evil |
Description | Choldrith are cunning and dangerous creatures, being able to cast any spell from the novice tier of the Dark Domain as well as Ice Spells from the Water Domain. Their typical habits usually are made up of smash and grab and other shock and awe ambush tactics, waiting until their prey have little to no chance of escape before they descend upon them.
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Abilities
| Crafting Material | - Novice Spellcasting (Dark, Ice) - Stealthy - Ambush - Bite - Tough Chitin - Web Spinning - Wall Walking / Ceiling Walking
| - Web - Fangs |
Cockatrice Dragon's Cradle, Frost Gale Power Level | Alignment | High | Hostile |
Description | The cockatrice looks like a hideous hybrid of lizard, bird, and bat, and it is infamous for its ability to turn flesh to stone. These omnivores have a diet that consists of berries, nuts, flowers, and small animals such as insects, mice, and frogs — things they can swallow whole. They would be no threat to anything else if not for their fierce and frenzied response to even a hint of danger. A cockatrice flies into the face of any threat, squawking and madly beating its wings as its head darts out to peck. The smallest scratch from a cockatrice’s beak can spell doom as its victim slowly turns to stone from the injury, only curable with the very blood of the creature itself.
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Abilities
| Crafting Material | - Small Size - Flight - Petrifying Peck - Claws (Feet) - Sharp Spines - Agile - Magic Resistance
| - Feathers - Fangs |
Kruthik Ash Lands, Dragon's Cradle Power Level | Alignment | Low-Medium | Hostile |
Description | Kruthiks are chitin-covered reptiles that hunt in packs and nest in sprawling subterranean warrens. They are attracted to sources of heat, such as dwarven forges and pools of molten lava, and carve out lairs as close to such locations as possible.
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Abilities
| Crafting Material | - Tough Chitin - Fire Resistance - Claws - Bite - Agile - Pack Tactics - Tunneling (Slow)
| - Scales - Fangs - Claws |
Mimic Everywhere Power Level | Alignment | High | Hostile |
Description | Mimics are strange predators that assumed the form of mundane furnishings and household objects in order to attract prey. They appear mundane until disturbed, lashing out with sticky tongues which can stick and adhere to their prey.
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Abilities
| Crafting Material | - Disguise (Object) - Massive Jaws - Adhesive Touch - Swallow Whole
| - Ooze Core - Mimic Slime |
Chthonian Ash Lands, Dragon's Cradle Power Level | Alignment | High | Evil |
Description | Mind flayers, also known as illithids are sadistic aberrations feared by sentient creatures on many worlds due to their powerful psionic abilities. From their twisted lairs deep in the Underdark, these alien entities sought to expand their dominion over all other lifeforms, controlling their minds to use them as obedient thralls.
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Abilities
| Crafting Material | Mind Control - Grasping Tentacles - Eats Brains - Spellcaster - Magic Resistance - Telepathic - Psionic Blast
| - Chthonian Parasite |
Ooze Marsh Flats, Moonglade Power Level | Alignment | Medium-High | Hostile |
Description | An ooze is a vile, gross creature made out of slime and ichor. They are sentient creatures who really only have one desire, consume. They can range in scale from small to very large, and come in many different types. Most ooze are toxic and corrosive, able to burn through weak material and dissolve flesh.
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Abilities
| Crafting Material | - Acidic - Corrosive - Dissolves material - Breaks down organic matter
| - Ooze Core |
Qhachqit
King's Valley Power Level | Alignment | Medium-High | Hostile
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Description | The Qhachqit is a frightening aberration that primarily resides in the forests of King's Valley, though they can be found lurking anywhere in the plains. In folklore and myths, locals refer to this creature as the Myriad. That is because the Qhachqit is a creature capable of absorbing its own kin, creating an amalgamation of many faces and souls. According to legends, the Qhachqit was once a complete being, a many-faced hydra creature, and a divine beast of the gods. But a hunter's arrow hit them straight in the heart, splitting them into many smaller, weaker creatures, scattered across the Valley. The Qhachqit seeks to make themselves an entirely whole being once more. These creatures are highly competitive with one another and often engage in combat when running into another of their kind, where the strongest of them absorbs the weaker into their being. The more faces you see in the mane of a Qhachqit, the larger and more dangerous they are. |
Abilities
| Crafting Material | - Ambush Hunter - Tail Whip - Powerful Bite - Howls of the Damned | - Fang - Hide |
Remorhaz Dragon's Cradle, Frost Gale Power Level | Alignment | Medium-High | Hostile |
Description | Remorhazes are massive predators that hunt beneath the ice and snow. They can burrow into the ground and have a tremor sense that reaches out to 60 feet, meaning they can pop up from below a foe, bite an enemy, swallow them whole, then burrow back beneath the ground before you know what’s happened.
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Abilities
| Crafting Material | - Massive Size - Incredible Strength - Tunneling - Ambush - Powerful Bite - Cold Resistance - Fire Vulnerability - Tremor Sense - Swallow Whole
| - Hide - Fangs |
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Administrator
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Post by Admin: Soul on Nov 11, 2023 17:55:47 GMT -5
Humanoids Aven Everywhere Power Level | Alignment | Low | Neutral |
Description | Avens are various types of bird like creatures that roam Charon. They come in all kinds of colors and types, and are skilled aerial combatants. Avens are capable of both martial and arcane abilities.
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Abilities
| Crafting Material | - Flight - Claws (hands, feet)
| - Feathers - Claws |
Giant Arid Mesa, Dragon's Cradle, King's Valley Power Level | Alignment | High | Neutral/Evil |
Description | Giants are massive human like creatures with nasty attitudes. They come in a variety of types including hill, storm, mountain, and frost giants. They often wield larger-sized weapons, though less advanced giants use improvised bludgeons like clubs or trees. They can be very territorial and don't get along well with others.
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Abilities
| Crafting Material | - Massive Size - Incredible Strength - Rock Throwing - Elemental Aura (Varies)* * not all giants have this ability
| - Hide |
Goblin Everywhere Power Level | Alignment | Low | Neutral/Evil |
Description | Goblins are small humanoid type creatures that normally live in clans and have a knack for causing trouble. They multiply like rabbits and enjoy violence, raiding local areas and stealing goods.
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Abilities
| Crafting Material | - Small Size - Swarming - Dark Vision
| - Hide - Claws |
Gnoll Arid Mesa, Ash Lands, King's Valley, Zeinav Desert Power Level | Alignment | Low-Medium | Evil |
Description | Gnolls are humanoid race that most closely resembled human-hyena hybrids. They are carnivorous humanoids, known for their savage culture and warlike ways
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Abilities
| Crafting Material | - Pack Tactics - Strong - Fast - Vicious Bite
| - Hide - Fangs |
Harpy Crescent Isles, Luna Sea Power Level | Alignment | Low | Evil |
Description | Harpies are half human half bird like creatures that live in packs and hunt sailors, attacking ships and drowning the men before consuming their flesh.
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Abilities
| Crafting Material | - Flight - Claws (feet) - Agile - Keen senses
| - Feathers - Claws |
Merfolk Luna Sea Power Level | Alignment | Low-Medium | Good |
Description | Merfolk are aquatic beings that can live both beneath the surface of water and on land. Some have fish tails for swimming, others can form legs and walk among the land dwellers.
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Abilities
| Crafting Material | - Aquatic - Agile (underwater) - Gifted Swimmers
| - Scales - Water catalyst |
Minotaur Ash Lands, Dragon's Cradle, Frost Gale, Zeinav Desert Power Level | Alignment | Medium | Neutral/Evil |
Description | Minotaurs are massive beast-like creatures that look like a mix of humans and bulls. They have thick hides and horns which they use to spear their enemies. They are also wild, savage beasts that can wield weapons and even sometimes magic.
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Abilities
| Crafting Material | - Large Size - Strong - Horns - Powerful Stomp - Powerful Charge
| - Fur - Hide |
Naga Arid Mesa, Ash Lands, King's Valley, Zeinav Desert Power Level | Alignment | Medium | Neutral |
Description | Nagas are snake like humanoids, serpent bodies with arms and the ability to speak and think. They are agile, fast creatures that live in warmer, dryer environments.
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Abilities
| Crafting Material | - Grasping Tail - Venomous Bite - Sudden Lunge - Stealthy
| - Scales - Venom |
Slaad Everywhere Power Level | Alignment | Low | Evil |
Description | Slaad are frog-like beast with nasty attitudes born from essence of chaos. They love violence and are hateful, attacking travelers and villages at any chance they get. They come in various forms depending on the region of their birth.
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Abilities
| Crafting Material | - Mind Control Resistance - Fear Resistance - Unpredictable
| - Scales |
Troll Everywhere Power Level | Alignment | Medium | Evil |
Description | Trolls are large and meaty creatures that like to live in dark, damp areas and feed on live stock such as goats, cows and boars. They are simple-minded and nocturnal creatures, hunting in the night for food. Trolls are weak to sunlight and will turn to stone to protect themselves from the light, returning to normal during the night.
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Abilities
| Crafting Material | - Large Size - Strong - Regeneration - Thick Hide - Turns to Stone in Sunlight
| - Hide |
Werebeast Everywhere Power Level | Alignment | Medium-High | Hostile |
Description | Werebeasts are beings that have been cursed, having an alternate animal form. Most common were beast are werewolves, but other animal forms have been known to be used. Werebeasts are wild, vicious creatures that allow the animal side of them to take control over their minds and ambitions.
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Abilities
| Crafting Material | - Massive Strength - Alternate Form (humanoid) - Different alignment in humanoid form - Inflict Werebeast Curse - Natural Attacks (varies) - Special Movement (varies) - Keen Senses
| - Fur - Hide - Claws - Fangs |
Yeti Frost Gale Power Level | Alignment | Medium-High | Neutral |
Description | Yetis are large creatures that live in cold, frozen regions. They are strong and vicious creatures who often live alone, hunting travelers and raiding small camps.
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Abilities
| Crafting Material | - Large Size - Massive Strength - Claws - Bite - Horns - Cold Resistance - Rock Throwing - Camouflage (Snow
| - Ice catalyst - Fur |
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Administrator
1,895 POSTS & 0 LIKES
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Post by Admin: Soul on Nov 11, 2023 17:55:52 GMT -5
UndeadBeldamned
Dragon's Cradle Power Level | Alignment | High
| Neutral - Hostile
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Description | Creatures of myth and horror among those who call the Dragon's Cradle home, Beldamned are unnatural creatures akin to demons, undead, and other blighted sources of dark energy. Their etymological origins are a portmanteau while their historical origins date back to the Rune Wars. It is said that Beldamned are the entwined souls of those thrown in mass graves, said to be found near battlefields or where many innocent lives were lost due to some magical attack or accident. Beldamned are seen as guardians of the remains from which they sprang, and are known to retain their collective intelligence that manifests as three to eight heads that emerge from stalks at the end of its torso.
Some approach the Beldamned seeking this ancient wisdom, which it may provide... for a price. Beldamned favor spades, trowels, gifts to honor the deceased, and brightly colored flowers, all of which may allow you to pass through its territory unhindered, but to get the information of the lost, you must bring a new lost soul for the Beldamned to consume and add to its counsel.
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Abilities
| - Master Spellcasting - Ambush - Bite - Tough Chitin - Undead Nature - Incredible Strength - Four Arms
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Bogaboo Marsh FlatsPower Level | Alignment | Medium | Hostile |
Description | A Bogaboo is a creature often used in cautionary tales told to little children to keep them from wandering into the swamps at night else they wish their skulls be added to a Bogaboo's collection. Bogaboos are accursed amalgamations of skeletons from bodies that were improperly disposed of, left to rot and fester until they became one with a malevolent nature spirit. Bogaboos are fast and able to easily navigate the tangled treetops of the Marsh Flats. They can also lurk beneath the water's surfaces, lying in wait for unsuspecting victims to cross their path.
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Abilities
| - Undead Nature - Incredible Strength - Four Arms - Quick Climber - Ambush |
Charred Ash LandsPower Level | Alignment | Medium | Hostile |
Description | The Charred are manifestations of the pain and suffering experienced by those who lost their lives to the fires of Mount Drakolt. The Charred have no memory of their past lives beyond the pain of burning to death and seek only to share their suffering with anything that breathes. The Charred roam close to the sites of where they perished, forever seeking vengeance and only finding peace in their own destruction.
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Abilities
| - Fire Damage Immunity - Fiery Aura - Floating - Grasping Tentacles - Choking Smoke |
Desert Siren
Zeinav DesertPower Level | Alignment | High | Hostile |
Description | The desert siren emits beautiful sounds and lovely promises, masking their undead and necrosed features in the sand-manipulated garments that cover their silhouette. Upon approaching a desert siren, they will become hostile— opening up the mouth that takes up their face— and submitting their victim to a hypnotic gaze. If alone, this can be a death sentence— as only breaking the line of sight will snap someone out of their lure. The desert siren is known to keep the voices and memories of those whom it consumes; using different voices, memories, and promises to lure others into similar traps.
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Abilities
| - Alluring Tones - Sand Manipulation - Hypnotic Eye - So Many Teeth
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Lichenynh King's Valley Power Level | Alignment | High | Evil
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Description | An ancient, undead creature that haunts the deepest recesses of the Kingswood. They are widely believed to be the remnants of kings and regarded as a sign of great fortune and ancient wisdom by the people who frequent the forest. In reality, they are little more than the ghosts of charlatans and criminals who were once executed in the castle that once existed in the Haunted Ruins. They amble slowly through the forests and lakes, whispering false wisdom that carries with the wind, attempting to lure in adventurers gullible enough to believe in their promises. Once they have lured their prey, the Lichenynh binds their victim in the moss that covers their body and drowns them in the lake waters. Those who avoid its fearsome trap find themselves victim to the creature's haunting wails and its control of the earth around it. |
Abilities
| Crafting Material | -Moss Binding -Superior Strength -Haunting Wails -Earth Tremors
| - Earth Catalyst -Stone |
Kingswood Spawn King's Valley Power Level | Alignment | High | Hostile |
Description | An unfortunate, wretched creature whose skin looks like it is made of petrified wood. These stalkers are born from a combination of blood soaked into the roots of plants, creating a creature of deep malevolence and violence. These spawn, once given life, lurk in the mists of the Kingswood with their long, spindly limbs swaying like branches, and their hair like long, dead leaves. The nature of their creation has left them hungering for blood, and they linger in places where war is most prevalent. Their hunting primarily takes place at night, which gives them the added advantage of blending into their environment. When they stand absolutely still and tall, they can practically pass as trees. They are especially averse to fire. |
Abilities
| Crafting Material | - Natural Stealth -Blood Drinker -Death Sense -Wooden Skin -Elongated Reach | - Zombie Ash -Dark Catalyst |
Spirit EverywherePower Level | Alignment | Low-Medium | Varies |
Description | Spirits encompass many spiritual entities, including ghosts and specters. Ethereal beings that where left behind after a body died, they normally have unfinished business or a reason for not moving on. They can be calm quiet creatures but also violent and dangerous if disturbed. They can be hard to combat as most of them are immune to physical attacks.
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Abilities
| Crafting Material | - Incorporeal - Pass Through Walls - Floating - Draining Touch - Vulnerable to Light Magic - Physical Immunity* - Spellcasting* * not all spirits have these abilities
| - Ghost Dust |
Unbandaged Zeinav DesertPower Level | Alignment | High | Hostile |
Description | An Unbandaged is the reanimated corpse of someone who had been mummified. An Unbandaged seeks to become whole again by filling its empty body with the organs that were removed during the mummification process. The Unbandaged must continually steal organs from living victims in order to survive. An Unbandaged's touch has the ability to drain a target's body of all water, reducing them to shriveled up husks. The Unbandaged can also turn their own body into dust temporarily as a way to infiltrate buildings or travel vast distances while being carried on the wind. |
Abilities
| - Undead Nature - Dehydrating Touch - Dust Manifestation - Summon Sandstorm - Organ Snatcher |
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