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(Preface)
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==Preface==
 
==Preface==
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A variety of beasts and monsters exist within Terrasphere. Below is a few examples of those inhabiting areas such as Falderen, Yladia, and Hyland. Members are allowed to come up with their own enemies.
 
A variety of beasts and monsters exist within Terrasphere. Below is a few examples of those inhabiting areas such as Falderen, Yladia, and Hyland. Members are allowed to come up with their own enemies.
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==Astorea==
 
==Astorea==

Revision as of 23:44, 18 January 2018

Preface

A variety of beasts and monsters exist within Terrasphere. Below is a few examples of those inhabiting areas such as Falderen, Yladia, and Hyland. Members are allowed to come up with their own enemies.

Astorea

Bloodstalk

Jungles and thicker wooded areas are plagued by carnivorous plants of all shapes and sizes. One of the few lethal to larger creatures, including humanoids, is the Bloodstalk.

When motionless it blends perfectly with other kinds of vines, but upon sensing the movement of prey it blindly lashes out much like a snake to strike with a venomous “mouth” at the end of its body. The bright red flower-like mouth is lined with venomous thorns that cause paralysis.

Size Medium
Type Carnivorous plant
Behavior Aggressive
Ability Ensnare – The vines wrap around a foe, much like a large constrictor, and attempt to strangle or crush their prey.

Orc

Warbands and hunting parties of orcs were not a common sight until recent times, but their activity grows throughout the forests of Astorea. These green, gray, or brown-skinned humanoids are masterful fighters and adept survivalists. Despite their lumbering size, they show a surprising skill for stealth in wooded areas giving their ambushes great lethality. Orcs encountered in Astorea show no interest in peace or negotiations, focused solely on their raids. Common ranks of orcs encountered are warriors, trappers, warchiefs, and the occasional shaman.

Size Medium
Type Humanoid
Behavior Aggressive
Ability Berserk – Orcs are capable fighters, but the more damage they take the more dangerous they become. Rage fuels their speed and damage with every bit of damage suffered.

Specter

Astorea is full of ruins and ruins are places full of secrets, both good and bad. Not everyone in the past had a happy ending and the ghosts of those full of resentment or slain through great violence linger in the rubble. Specters appear as transparent versions of who they were in life, often still showing injuries that killed them. They retain their minds and personalities, but have been driven mad by a hatred and jealousy of the living. Some seek to kill the living so they may join them in suffering while others seek to possess them to feel alive once more.

Size Small – Medium
Type Undead
Behavior Aggressive
Ability Incorporeal – Specters cannot be harmed by non-magical means. Weapons without any magical enchantment or buffs phase right through them as easily as these ghosts move through objects to ambush their targets.

Brisshals

Dire Beasts

Due to ceaseless hunting both from Falderen hunters and players spawning in, the wildlife in Brisshal is incredibly out of balance. Even herbivores have turned much more aggressive out of defense. This has caused an increase in Dire versions of normal beasts. Larger and more powerful, these highly aggressive variants will unflinchingly attack anything that crosses their path. The most common of these are dire wolves, dire boars, dire bears, and dire stags.

Size Medium – Large
Type Beast
Behavior Aggressive
Ability Dire versions of animals rarely have extra abilities, though they are all stronger. Some animals present with berserker modes upon hitting half or quarter health.

Slime

While there are certainly more dangerous varieties of oozes, the typical Slimes of Brisshal are small in size with a variety of effects depending on the color of their bodies. The small blobs of can cause anywhere from burning to electric damage, but the most common are the green acidic kind. They generally have little health and don’t deal much damage with their striking pseudopods so long as an enemy isn’t sucked into their main body.

Size Small
Type Ooze
Behavior Aggressive
Ability Each colored slime has a different ability. Red slimes can appear like molten drops, dealing severe burns. The black slimes have tar-like bodies that trap foes to them. The rare clear slimes paralyze the prey caught inside of their bodies, as if stopping time. There are countless types of these enemies and despite their low danger level, it is suggested adventurers use caution.

Livestone

While slimes are common throughout Brisshal, the livestone is an incredibly rare creature found only in Brisshal’s caves, including the Starter Dungeon. It appears to be a regular boulder until it senses a meal nearby. The creature can create from one to four pseudopods, which it strikes out with or spins around the cave to knock prey prone or unconscious. Because of its sensitivity to light, it will remain hardened and passive when exposed to sunlight or bright light.

Size Medium – Large
Type Ooze
Behavior Aggressive
Ability Stoneskin – A livestone can harden its entire body to be as tough as rock, negating all damage but bludgeoning and geomancy during the ability. However, it cannot move while hardened and must end the ability to attack.

Crystallized Zalra

Crystallized Creatures

Crystallized Zalra is blighted by an odd disease that turns organic matter into solid crystal. Both flora and fauna of the region are at risk of being turned entirely into it, but life thrives here all the same. Though it is painful while still growing, the infection is not lethal and many animals and monsters have adapted to flourish in the environment alongside their new flesh. Almost all livings things encountered in this region will have anywhere from a single tooth to their entire body turned into quartz, gemstones, and the like.

Size Any
Type Any
Behavior Any
Ability All crystallized beasts and monsters retain their intelligence and their abilities. Most kinds of crystal however are much stronger than flesh and many kinds of fighters can find themselves struggling to damage their hardened bodies.

Moonstone Werewolves

Wolves, dire wolves, and werewolves are dangerous creatures to face, but the moonstone werewolves offer a far more lethal enemy. Their flesh has hardened into solid moonstone, their fur now shattered shards of crystal. They are difficult to harm and require no food, water, or rest. Whoever they were before they are now trapped in their bestial forms, forever roaming portions of Zalra that they have claimed for their own hunting grounds. Survivors claim they are capable of speech, but refuse to talk directly to their prey. Instead they speak to themselves of their mother moon and argue over who eats what organ.

Size Medium
Type Humanoid
Behavior Aggressive
Ability Zalrisis – The bite of members of this pack does not transmit lycanthropy. Instead, a bite left untreated runs the risk of blighting the victim with Zalra’s infamous crystal infection, Zalrisis.

Shardborn

Most dangerous in the region are obviously crystallized creatures moving in the crystal plantlife, but one creature does not hide its unnatural nature with familiar shapes. The shardborn are assumed to be some form of elemental, but what plane they could come from is unknown. These entities are all vaguely humanoid with bodies entirely made out of floating shards of crystal bound together with a magical force. They range from lightning fast versions that almost resemble humans and boasting large crystal blades for arms to massive golems the sizes of buildings who care fire spears of crystal at distant foes. The most dangerous are capable of casting their own magic, often crippling the mind with psychic blasts.

Size Medium – Large
Type Elemental
Behavior Aggressive
Ability Psionics – Regular Shardborn are limited to physical fighting, but the floating casters of their kind are able to unleash a variety of spells that target the mind. They can charm, deceive, sedate, confuse, and mentally harm those fool enough to get in range.

Druuk

Flying Snapbeak

The shorelines, sandbars, and reefs around coastal areas are plagued by a tough and surly beast. Snapbeaks appear like ordinary snapping turtles. Or would, if they weren't twice the size with a shell that can split into two armored wings. They cannot fly due to their weight, but are able to launch themselves out of water and across short distances on land. They are careful about this due to the soft flesh of their unprotected back being exposed while their wings are spread. The barnacled, shelled beasts are luckily very lazy and so long as an enemy gains enough distance they soon give up the fight. A famous pirate captain was said to have used the carved off wing of a Snapbeak as a shield and many stories tell of her breaking even a leviathan's teeth upon the hard, jagged material.

Size Medium
Type Amphibious
Behavior Aggressive
Ability Shellshock – A flying snapbeak lunges from the water or nearby land to attack an enemy, stunning them with a heavy hit.

Hydra

Easily twice the size of your average horse, these multi-headed reptilians are as deadly in water as on land. Hydras can have anywhere from a singular neck and head to well over ten. Each head removed generates two more, creating a flurry of attacks that are near impossible to block and dodge as the number of heads grows. They primarily hunt in the water and eat large amounts of fish, but maliciously enjoy fighting smarter prey like humans closer inland.

Size Large
Type Reptile
Behavior Aggressive
Ability Flurry of Fangs – As a hydra gains more and more heads it becomes more and more deadly. Each head is capable of striking and thinking independently, but not with enough intelligence to fight for dominance with each other. Instead, they coordinate incredibly fast strikes meant to force their enemies into the bite of another head.

Dunnstads

Giant Crabs

Most dangers of the sea stay in the sea, but the giant crabs are no such mercy. These large critters are at home wherever they go and can be found startlingly far inland in the region. Their chitinous plating is difficult to crack and the huge claws can be quicker than one expects. A giant crab will oftentimes grab onto prey and proceed to slam it into the ground or nearby rocks, as if to crack it open. Luckily they seem easily distracted by shiny things to which they are attracted. Many of the creatures can be seen fixing shining rocks or pieces of metal to their shells.

Size Large
Type Aquatic
Behavior Aggressive
Ability Pincer – The claws of a giant crab are powerful indeed. Their pincer attack can crack metal almost as easy as it can crack bone.

Siren

The small villages of the Dunnstads coastline are full of salt of the earth peoples, many of them having lived their lives on or by the sea. With it, comes superstitions. Fishbone charms, windchimes, odd kites, and the like dot these villages and all will swear that their charms are the ones that keep the Sirens and their songs away. The sea around Dunnstads is full of these half-woman half-fish monsters that delight in singing other beings to their watery doom. There are many kinds of fish they are mixed with, often matching the kind of fish found in their region and depth. Most are voracious hunters who lure folks with promises of what they most desire, but some can be curious enough to speak with land-dwellers.

Size Medium
Type Aquatic humanoid
Behavior Aggressive
Ability Serenade – All sirens have a song entirely unique to that individual. It is unknown what language they actually are singing in, since each listener will hear their song as promises of their desires in the listener’s mother tongue. This song charms the listener and compels them to swim into the grasp of the siren.

Esuilus

Spore Thralls

The spore storms of Esuilus are notoriously toxic, but another danger lurks. A rare species of fungus in the region occasionally infects animals and monsters of all shapes and sizes to turn into walking breeding grounds. These corpses are puppeteered by the fungus, appearing much like your typical undead besides the grotesque mushrooms and lichens growing out of their bodies. These fungal growths glow bright enough to even be visible inside the bodies of their victims.

Size Small – Large
Type Undead
Behavior Aggressive
Ability All Spore Thralls keep the abilities and fighting styles of their regular types, unless it requires sentient levels of intelligence, as the fungus can only mimic rather than think for itself.

Carrion Crawler

Be careful that what you kill is worth it, for the smell of death draws monsters of all kinds closer in hopes of a meal. One of the worst is the carrion crawler. These monsters are grossly bloated maggots that scuttle about after the smell of rot on many, spindly legs. They are always heralded by a foul smell and boast a voracious appetite. They prefer to act as scavengers, but will attack anything stupid enough not to run at the first whiff of them on the air. They generally ignore their own kind, but will fight with each other over food. They lack the intelligence to work together.

Size Medium
Type Insectoid
Behavior Aggressive
Ability Feeding Frenzy – Large amounts of corpses or injuries dealt to a carrion crawler create so awful a stench it acts like a vulture signaling to others. The longer you stay, the greater the chance a swarm of the foul creatures will find you.

Roper

The ropers of Esuilus have adapted to blend into the underside of mushroom caps, disguise themselves as rotted tree trunks, and most commonly as harmless rock formations. They are impossible to see until they move to strike, lashing out with long tendrils to haul prey closer to their needle-toothed maws set beneath a single eye. Attacking tendrils does no damage to the beast and only striking the main body can rid the area of these ambush predators. The most dangerous are those high above that are difficult to hit and have a habit of dropping prey to damage them in the fall before grabbing them again.

Size Large
Type Monster
Behavior Aggressive
Ability Regeneration – Ropers can almost immediately regrow their lost or damaged tendrils and, if left alone for a day or so, can completely heal damage dealt to their bodies.

Myconid

The myconid are a colorful, monstrous race of fungal beings. Their shapes and sizes come in untold varieties and colors, all with the ability to create their own spore clouds and survive the toxic spore storms of their home. They are neutral and shy by nature, but will turn aggressive when approached, cornered, or defending a location. If any method of communication exists for them, it has yet to be discovered. Those who have tried to speak peacefully with them have either been left incapacitated or dead, depending on the color myconid they crossed paths with.

Size Small – Large
Type Humanoid
Behavior Neutral
Ability All myconids can create a spore cloud, much like the spore storms of the region, depending on their types. Yellow and gold create paralyzing spores, green and brown create poisonous spores, blue and white create sleeping spores, red create blinding spores, and black and purple create necrotic spores.

Hyland

Crag Cat

Screams of terror echoing across the mountains is a deceptive ploy used by the crag cats, a species of big cats that hunt in the high altitude. Their cries mimic those of a person in distress, but they don’t require a foolish do-gooder to wander their way. These beasts are phenomenal trackers. Their pure white fur allows them to blend into the upper peaks throughout the year, but roam farther down during the winter to find more prey.

Size Medium
Type Feline
Behavior Aggressive
Ability Mirrored Skin – The pure white fur and skin of a crag cat has the odd ability to resist and, on random occasions, reflect magic back at a caster.

Troll

Stupid as stupid can be, but a dangerous foe nonetheless. Trolls are lesser giants and adapted to the rough terrain of the mountainous region they call home. Their skin is a sickly grey with splotches of green and blue and draped with long strands of greasy black hair. While their short legs and long arms make them look clumsy, they are surprisingly quick and nimble on the rocks and slopes. It’s a small mercy these powerful idiots are too dumb to make and use weapons.

Size Large
Type Humanoid
Behavior Aggressive
Ability Regeneration – Trolls can regrow their limbs in a few days time and, should the removed limb be big enough, grow new trolls from the severed pieces. Only fire and acid damage can prevent their incredibly fast healing.

Yeth Hound

At first glance, a yeth hound looks like an oddly large, ash colored hound. It isn’t until they turn to face you that the truth is clear. The heads of these monsters are human faces emerging from the furred neck of a canine. Their eyes glow red and curling fangs jut from their lips. They hunt in pairs at night and are deathly afraid of the sun, though sunlight and magical light do not harm them.

Size Large
Type Monster
Behavior Aggressive
Ability Frighten – The barks and howls of a yeth hound instill fear in their prey. Enemies are compelled to either flee from them or are frozen in place from the terror.

Earth Elemental

Elementals are rare due to the requirement of summoning magic or rifts between the worlds, but Hyland is a glaring exception. The mountains are plagued with earth elementals that ambush camps and travelers, cause tremors and landslides, and often meld back into the mountain before being slain. These magical embodiments of geomancy are made of various kinds of rock cobbled together into a body, protecting a central core that looks much like a glowing pearl. Destroying the core of an elemental is the only way to slay it for good.

Size Medium – Large
Type Elemental
Behavior Aggressive
Ability Tremor – All earth elementals are able to create small earthquakes and tremors, either by will or by physically slamming the ground around them. When they use their bodies to create them, they are able to summon spires of shape stone from the ground to skewer opponents and deal extra damage.

Stone Dwarves

Ancient stories of the dwarves depict advanced underground cities and an honest, if rugged folk. Whether there was ever truth to that is a mystery, as the dwarves sighted now are nothing by monsters. They stand roughly the size of a Faerin, with a far thicker build. Their clothes are hair are dirty and disheveled, braids half ruined and dirt ruining the fine golden thread of their tunics and armor. The dwarves appear from old passages into the mountains to attack passing people and animals before vanishing back into the depths. They speak in mumbling words of two different languages, but there is little intelligence to be found in their eyes.

Size Small
Type Humanoid
Behavior Aggressive
Ability Parties of Stone – Dwarves are always accompanied by at least one lesser earth elemental and wield intricate, but ancient weapons. They are immune to Geomancy and are all capable of basic geomancy spells when in the presence of an earth elemental.

Norfova

Bloodcursed Beasts

Animals of all shapes and sizes that once flourished in Norfova have been corrupted by the curse of blood magic that has leached into the very soil of the region. These Bloodcursed versions of normal animals are often somewhat larger than their smaller cousins, much like Dire versions of beasts.

They all share maddened minds, twisted instincts, bloodlust, and physical corruption that is often in the form of disgusting growths, emaciation, partially rotted bodies, or mutations such as extra limbs or eyes. All give off a faint magical presence. The most commonly encountered are bloodcursed wolves.

Size Small – Large
Type Beast
Behavior Aggressive
Ability Most of these corrupted animals retain the same skill set as their normal and dire versions. However, the rarest of these creatures have passive hemomancy skills or spells.

Garuda

High above the mountains, mesas, and cliffs of the Norfova wasteland are massive eagles the size of horses casting far larger shadows on the world below. These large birds boast ruddy orange and red plumage with dizzying white patterns on the undersides of their wings. Their talons are easily a foot long each on average, but are made more for clinging to rock than hunting.

Garuda are often scavengers and passive, save a curious nature, toward intruders in their territories. Grow too close to a nest, however, and prepare for the fury of the parents.

Size Large
Type Avian
Behavior Neutral
Ability Thundurus Shriek – A garuda's cry can shatter eardrums, the sound echoing for miles across the wasteland that will often summon others of its kind to aid it. Or to join the feast.

Inkwing Wasp

The vague shapes of humanoids trapped in a black hive-like mass of secretions can occasionally be spotted in clusters throughout the wastes. These are the corpses-turned-nests of the inkwing wasps. A subspecies of giant wasp native only to Norfova, these vicious creatures are roughly the size of your average hawk. Their bodies are so deep a red it appears black until the harsh sun above Norfova hits them, turning them a bright scarlet.

The wasp's name comes from the black wings that buzz a warning to travelers and the black ink substance they fire at their foes. They have a nasty habit of turning enemies into nests and laying eggs in them. Tread carefully.

Size Large
Type Insectoid
Behavior Aggressive
Ability Ink Spray – The wasps, as there is rarely just one, spray a black ichor from their stingers that hardens almost immediately. When an enemy has been incapacitated in the cement-like casing, and all other threats are neutralized, they begin to build a new nest around the body to feed their offspring.

Giant Leech

Water is a precious resource in the cursed region and, while most creatures act peacefully around it to be able to drink their fill, some take advantage. Giant leeches, possible having moved and adapted from wetter jungle climates, have invaded some bodies of water throughout Norfova.

These leeches have a pale white body that is nearly see-through and grow roughly to arm-length. When well-fed, their bloated and blood-filled stomachs are visible through their fragile skin.

Size Small
Type Aquatic
Behavior Aggressive
Ability Bloodletting – A leech bite, even without it active attached and drinking, can be incredibly dangerous. Their saliva prevents blood clotting and resists magical healing.

Harpy

These half-human, half-bird creatures are an intelligent race of hunters. Their societies are secretive and often considered savage, like the gnoll packs of Pormont, but are often left alone because of their reclusive nature. A harpy and her flock do not attack unless their territory or sisters are in danger. Harpies can be mixed with any kind of bird, though flocks are often similar to one another, and use a variety of ranged weaponry.

When harpies are drawn in for a close fight, they make use of their wicked talons. Some flocks have tamed garudas that fight, hunt, and nest with them in their homes in the high caves of cliffsides.

Size Medium
Type Humanoid
Behavior Neutral
Ability Serenade – The song of a harpy is enchanting, luring in those with weak wills and putting them under the control of the harpy flock. The charm can be broken by magical interference, a strong willpower, or by walking into the harpy's grasp. When close to one, the song becomes a blood-curdling shriek like nails on a chalkboard as the illusion breaks.

Pormont

Gnoll

Pormont is stalked by a large number of hyena-like humanoids known as gnolls. Semi-nomadic, matriarchal by nature, and prone to high levels of aggression, the Gnolls are a dangerous enemy when in decent numbers. A lone gnoll will flee rather than fight, but once in the company of its packmates the tides turn quickly. Their culture is often criticized as savage and primitive, but very few people have lived long enough to make it into a pack's camp or witness their interactions when not at war. Common varieties of this enemy are hunter and berserker class gnolls. In massive raids or warparties one may find themselves facing down the terrifying gnoll felmancers or the gnoll matriarch of the pack.

Size Medium
Type Humanoid
Behavior Aggressive
Ability Strength of the Pack – The more there are, the stronger they are. These hyenamen provide each other buffs in combat in the form of war cries and howls.