Post by Ryo on Jan 8, 2015 21:53:57 GMT -5
Beastiary
A large number of creatures reside in Terra Heroum alongside the Terrans. They can generally be classified as an Animal or Phantasm, though the difference is pretty minimal. Animals are rather mundane and wield no special powers or have any particularly fantastic traits, while a Phantasm is some kind of creature with unusual or mystical properties. You can pretty easily tell if something is an Animal or Phantasm, but some of the higher Tier Animals may come across as Phantasms. Within the Beastiary there will not be such a discrepancy.
Animals and Phantasms are ranked from Tier 0 to Tier 4, with Tier 0 being anything that cannot do any real harm in combat and are either domesticated or naturally friendly. If you do get in a fight with one it's not something that will actually be threatening. Once you hit Tier 1, then they have actual combat ability and you may need to worry about them. Tier 1-3 can be had as Companions and aid you in combat. Tier 4 are the world-shaking Phantasms of Legend that are often the ultimate goal of Heroes seeking to claim their fame. Due to this, a Tier 4 Phantasm cannot be owned as a Companion, though you may run into them through the course of your adventures in situations outside of combat.
This is not a complete list though, as new species are being found pretty consistently and only a few sample entries will be found to begin with. Only by encountering them during quests or dungeons will they be added (with the exception of custom animals/Phantasms, who are added once accepted). If you aren't sure what would be appropriate for a quest in terms of encounters, feel free to send a PM to one of the staff. They can offer you a suggestion and add it to the Beastiary.
Tier 0 Animals/PhantasmsSpecies: Fairy
Description: A relatively peaceful race of small winged individuals standing anywhere from an inch to a foot high. They have bipedal forms similar to those of humans with skin tones often in the blue, green, and purple ranges and have insect-like wings that carry them through the air. They have no particularly special abilities or spells and live in the forest most of the time. Some, however, have taken a liking to Terrans and accompany them into cities.
Species: Cats
Description: Small, often adorable yet evil creatures that have claws. They're almost exclusively seen as pets due to these particular breeds of felines being inherently domestic rather than wild.
Species: Dogs
Description: Long domesticated canines that have a natural disposition to love Terrans of all kinds. They vary in size, with some being the size of cats and others being as tall as Beastfolk when standing on their hind legs, but you generally do not see dogs in the wild.
Species: Pacifist Skeletons
Description: A breed of Skeleton created by rather friendly necromancers. They have no real evil magic in them and are used as manual labor. They're not popular so you rarely see these sorts. Some have taken to putting them in cloaks if they go into town.
Tier 1 Animals/PhantasmsSpecies: Goblin
Description: Hostile, bipedal creatures with ugly mugs and equally ugly dispositions. They're a minor sort of Phantasm that are relatively common in uncivilized areas, roaming the forests, mountains, and deserts. They're fairly cowardly though, so scare tactics when you have greater numbers work.
Health: 30
Attack Damage: 5
Natural Armor: 0
Skills: Immunity to Poison, Educated in Poison-Making
Abilities: Poisoned Blade (Inflict Attack Damage to 1 target and inflict Poison, Cannot be used more than once per round)
Species: Wolf
Description: A canine that is found often in forests or cold climate regions. They roam in packs and tend to prefer swarm tactics.
Health: 20
Attack Damage: 5
Natural Armor: 2
Skills: Immunity to Disarm, Pack Mentality (+2 Attack Damage Per Phantasm Ally)
Abilities: Strong Bite (Inflict Attack Damage +2 to 1 target, Cannot be used more than once per round)
Species: Sleeper Bat
Description: A decently sized bat found in dark caves. Their name comes from a poison in their system that puts the victim to sleep.
Health: 25
Attack Damage: 5
Natural Armor: 0
Skills: Immunity to Sleep, Flight (Able to Fly)
Abilities: Sleeper Bite (Inflict Attack Damage to 1 target and inflict Sleep, Cannot be used more than once per round)
Species: Skeleton
Description: A basic bipedal skeleton created by necromantic magic. Typically used to do the bidding of the creator.
Health: 30
Attack Damage: 5
Natural Armor: 0
Skills: Immunity to Poison, Resistance to Ice
Abilities: Bone Claw (Inflict Attack Damage +2 to 1 target, Cannot be used more than once per round)
Species: Mountain Lion Submitted by Merlin
Description: A type of large cat that usually preys on smaller animals, but have been known to attack humans when provoked. Usually found in jungles or near mountainous areas.
Health: 30
Attack Damage: 5
Natural Armor: 0
Skills: Immunity to Disarm, Prey on the Weak (Deals +3 damage to Paralyzed foes)
Abilities: Pounce (Inflicts attack damage and Stun (Paralysis) on a foe. Cannot be used more than once per turn.)
Species: Hawk Submitted by Merlin
Description: A large predatory bird, usually found in the wild but sometimes kept as a pet by hunters. Excels at tracking down prey with extraordinary vision and attacking from unseen angles.
Health: 25
Attack Damage: 5
Natural Armor: 0
Skills: Immunity to Blind, Flight (Able to Fly)
Abilities: Rake the Eyes (Inflict Attack Damage and inflict Blind on a foe. Cannot be used more than once per turn.)
Species: Komodo Dragon Submitted by Merlin
Description: Large lizards that often stay reclusive, but are a favorite type of pet to be enslaved by Goblins. On their own they are unlikely to attack, but when urged onward by their goblin Masters can be unusually aggressive.
Health: 20
Attack Damage: 5
Natural Armor: 4
Skills: Immunity to Disarm, Durable Scales (Gain +2 Armor)
Abilities: Envenom (Inflict Attack Damage and inflict Poison on a foe. Cannot be used more than once per turn.)
Species: Lesser Elemental Submitted by Merlin
Description: Creatures entirely composed of wind, water, earth, or fire. They are the smallest of known elementals, and are fairly rare to see out in the world, usually only found in extremes environments befitting their element. However, they are quite common as summoned companion to mages, or those with magical ability.
Health: 30
Attack Damage: 5
Natural Armor: 0
Skills: Resistance to Fire (Weakness to Water/Ice) [Fire Only] , Resistance to Water(Weakness to Fire) [Water Only] , Resistance to Earth (Weakness to Air) [Earth Only], Resistance to Air(Weakness to Earth) [Air Only], Obedient (When used as a Companion, they gain 1 action every other turn free of the usual action cost of ordering them.)
Abilities: Immolate (Inflict burning (See: Poison) on 1 target. Usable once per turn.) [Fire Only],
Protect (Prevent the next 10 points of damage to 1 adjacent target or self. Usable once per turn.) [Earth Only],
Frost(Inflict Slow on 1 Target. Usable once per turn.)[Water Only],
Gust (Inflict attack damage against 2 enemies. Usable once per turn.)[Air Only]
Species: Zombie Submitted by Varian
Description: Basic humanoid zombie created by necromantic magic, will attack any living being nearby. Due to the rotting flesh they are not as durable as skeletons.
Health: 30
Attack Damage: 5
Natural Armor: 0
Skills: Immune to poison, Horde Mentality (+1 attack damage for every zombie in the horde)
Abilities: Zombie Bite (Inflict attack damage against 1 target and inflict Poison. Can not be used more than once per round.)
Species: Rat Men Skirmisher Submitted by Varian
Description: Vile creatures, usually inhabiting sewers and vast cave networks they rarely come to the surface. They use makeshift weapons and no two rat men are alike. Standing at 4"11, these feral almost humanoid in appearance creatures have at times been mistaken for beastfolk. However unlike beastfolk these creatures are incapable of intelligent speech and seem to lack any basic culture. They usually wear tribal like garments, sometimes just simple cloth around the waste. The weapons they use are usually crudely made from stone or even bone. Most of the time they roam around in bands squablin amonst each other however occasionally a rare breed claims the title of war chief they are able to unite the skirmishers under one banner. In the past many heroes have been able to put an end to this before it got out of hand, however there is always the chance a new war chief will be born.
Health: 30
Attack Damage: 5
Natural Armor: 0
Skills: Immunity to poison, Frenzy (after taking damage +2 attack damage to next attack)
Abilities: Throw dirt (Inflict Attack Damage and inflict Blind against 1 target. Can not be used more than once per round.)
Species: Lesser Behemoth Scarab Submitted by Varian
Description:Unlike the traditional scarab beetles, these scarab's can grow to the size of a large dog. They mainly roam the unknown sands, however there have been rare instances of them coming over the mountains and even into more civilized areas. Unlike their greater counter parts these are unable to fly.
Health: 20
Attack Damage: 5
Natural Armor: 4
Skills: Immunity to Sleep, Hardened Carapace ( +2 boost to armor)
Abilities: Vicious Bite (Inflict attack damage +2 on 1 target. Can not be used more than once per round.)
Species: Sneaking Timber Submitted by Woojin
Description: This odd Phantasm greatly resembles a tree. Using its appearance as camouflage, it waits for prey to pass nearby, then revealing its jagged jaws in the 'trunk'. Despite not being a tree, it does seem to be made of some sort of wood.
Health: 20
Attack Damage: 5
Natural Armor: 4
Skills: Immunity to Poison, Concealment, Weakness(Fire)
Abilities: Thick Branch(Inflict Attack Damage + 2 against 1 target, Cannot be used more than once per round)
Species: Large Scorpion Submitted by Woojin
Description: A larger than normal scorpion that resides in the Unknown Sands, scuttling across the desert. A brown carapace makes it capable of basic camouflage; if only its size didn't make it easily noticeable.
Health: 20
Attack Damage: 5
Natural Armor: 2
Skills: Immunity to Poison, Lasting Venom(Poison status lasts 1 additional turn)
Abilities: Stinger(Inflict Attack Damage to 1 target and inflict Poison, Cannot be used more than once per round)
Species: Sand Serpent Submitted by Woojin
Description: A little seen, sandy-colored serpentine creature that primarily sleeps beneath the surface of the Unknown Sands during the day and becomes active during the night. Its large size makes it difficult to avoid notice, but it uses this to overpower its prey, attempting to constrict into submission.
Health: 25
Attack Damage: 5
Natural Armor: 0
Skills: Immunity to Paralysis, Burrow(Can dig through sand)
Abilities: Constrict(Inflict Attack Damage to 1 target and inflict Paralysis, Cannot be used more than once per round)
Tier 2 Animals/PhantasmsSpecies: Pegasus
Description: A winged horse-type Phantasm commonly found in the plains or flying in the sky. They are typically docile creatures and are pretty commonly found as companions for adventurers with the coin to afford them, but in the wild they are also fiercely territorial.
Health: 45
Attack Damage: 12
Natural Armor: 4
Skills: Immunity to Charm, Immunity to Slow, Immunity to Disarm, Flight (Able to Fly), Phantasmal Strength (+2 Attack Damage)
Abilities: Trample (Inflict Attack Damage + 4 to 1 target, Cannot be used more than once per round)
Species: Lion
Description: A fierce feline that does not take well to others. While some have been able to domesticate them, most are still in the wild and have entire prides of their kind.
Health: 50
Attack Damage: 12
Natural Armor: 4
Skills: Immunity to Disarm, Immunity to Charm, Immunity to Paralysis, Pack Mentality (+2 Attack Damage Per Phantasm Ally), Beastly Strength (+2 Attack Damage)
Abilities: Rake (Inflict Attack Damage + 2 against 1 target and inflict Bleeding (See: Poison), Cannot be used more than once per round)
Species: Charm Boa
Description: A large snake of five to six feet with a heart-shaped pattern on the lower end of its tail. It's able to emit a pheromone that can charm even the most loyal of men, but it is not above simply choking out its prey.
Health: 50
Attack Damage: 10
Natural Armor: 2
Skills: Immunity to Disarm, Immunity to Charm, Immunity to Poison, Vulnerability Seeker (+2 Attack Damage against those with status conditions), Volatile Air (Increase duration of status conditions inflicted by 1)
Abilities: Charming Pheromone (Inflict Charm on 1 target, cannot be used more than once per round), Strangle (Inflict Attack Damage + 2 against 1 target, Cannot be used more than once per round)
Species: Goblin Summoner
Description: Goblins that have taken to wearing black cloaks and calling themselves Mages. However, this specific breed of Goblins actually can wield magic, and summon the dead to fight for them. It'd probably be more correct to call them a "Necromancer", but many friendly necromancers take offense to being associated with a Goblin.
Health: 60
Attack Damage: 10
Natural Armor: 0
Skills: Immunity to Poison, Immunity to Silence, Resistance to Cold, Weakness to Fire, Educated in Poison-Making, Magic Talent
Abilities: Poisoned Blade (Inflict Attack Damage to 1 target and inflict Poison, Cannot be used more than once per round), Summon Undead (Summon 1 Skeleton until the end of Combat, 1 Mana)
Species: Bear Submitted by Merlin
Description: While not as dangerous as their dire brethern, it is usually not a good idea to cross a Bear or threaten their young. Sometimes will attack travellers if they believe they have been provoked, and are rather difficult to domesticate.
Health: 50
Attack Damage: 14
Natural Armor: 4
Skills: Immunity to Disarm, Immunity to Blind, Immunity to Paralysis, Incredible Beastly Strength (+4 Attack Damage), Hibernator (Regain 5 HP per turn while Sleeping)
Abilities: Rake (Inflict Attack Damage + 2 against 1 target and inflict Bleeding (See: Poison), Cannot be used more than once per round)
Species: Dire Spider Submitted by Merlin
Description: Massive spiders that can grow to the size of large dogs or small horses, although nobody in the history of the planet has been stupid enough to try to ride one. Aggressive, but prefer ambushing and trapping prey, so those whom stick together should be able to avoid them unless they stumble directly into a nest of theirs.
Health: 45
Attack Damage: 10
Natural Armor: 4
Skills: Immunity to Disarm, Immunity to Poison, Immunity to Sleep, Strong Venom (Increases Poison damage by 1), Web Spinner (Status conditions inflicted by the Dire Spider last 1 additional turn)
Abilities: Venom Web (Inflict Attack Damage, Slow and Poison on a foe. Cannot be used more than once per turn.)
Species: Hippogriff Submitted by Merlin
Description: Magical offspring of a Griffin and a name, they resembles horses with the head of a hawk-like head, wings, and the back legs of a lion. While they are not as magically inclined as their Griffin brethern, they retain some of their ability to shrug off magical harm, and are easier to domesticate.
Health: 45
Attack Damage: 10
Natural Armor: 4
Skills: Immunity to Disarm, Immunity to Poison, Immunity to Paralysis, Flight (Able to Fly), Magical Dampening
Abilities: Piercing Claws (Inflict Attack Damage + 2 with 4 Armor Penetration. Can be used once per turn.)
Species: Elemental Submitted by Merlin
Description: Creatures entirely composed of wind, water, earth, or fire. They are the average among known elementals, and are even more uncommon to see out in the world, then they're lesser brethren.
Health: 60
Attack Damage: 12
Natural Armor: 0
Skills: Immunity to Disarm, Immunity to Slow, Resistance to Fire (Weakness to Water/Ice) [Fire Only] , Resistance to Water(Weakness to Fire) [Water Only] , Resistance to Earth (Weakness to Air) [Earth Only], Resistance to Air(Weakness to Earth) [Air Only], Elemental Strikes (All attack damage done is considered the element of the Elemental.), Phantasmal Strength (+2 attack damage)
Abilities: Incinerate (Inflict attack damage+2 and burning (See: Poison) on 1 target. Usable once per turn.) [Fire Only],
Guard (Prevent the next 20 points of damage to 1 adjacent target or self. Usable once per turn.) [Earth Only],
Frostbite(Inflict attack damage+2 and Slow on 1 Target. Usable once per turn.)[Water Only],
Typhoon (Inflict attack damage against 4 enemies. Usable once per turn.)[Air Only]
Species: Wight Submitted by King
Description: A Wight can most easily be described as a higher form of Zombie; an animated corpse which, unlike it’s lesser brethren, still retains some of its soul. This soul fragment, albeit small, grants the Wight greater intelligence than a Zombie which makes them more dangerous and also more difficult for a necromancer to control, which is why they are rarely seen in service to others.
Wights also seem driven by a purpose which most Undead lack, that purpose being to regain what they have lost, i.e. life. While most Undead are passive, lingering in tombs or caves until they are disturbed or in some cases commanded, Wight’s will actively seek out human life and attempt to drain the life from them using their unusual abilities in an attempt to reclaim their own.
Health: 50
Attack Damage: 10
Natural Armor: 5
Skills: Immunity to Sleep, Immunity to Poison, Immunity to Slow, Weakness to Fire, Drawn to Life (Able to perceive hidden people nearby via scent), Withering Touch (The Wight is healed for 25% of the Attack Damage they deal)
Abilities: Voracious Attack (Tier 1 - Inflict Attack Damage + 2 against 1 target), Fatigue (Tier 1 - Inflict attack damage against 1 target and inflict Slow)
Species: Ghoul Submitted by King
Description: An unusual variety of Undead that is most commonly found inhabiting the unknown sands or the mountain ranges closest to the desert. Rarely seen due to how few people venture into the sands, this Phantasm is thought to mostly linger in burial grounds or old ruins and similar places were life has been overtaken by death. This choice of habitat likely has something to do with a Ghoul’s chosen diet of corpses.
Health: 60
Attack Damage: 10
Natural Armor: 0
Skills: Immunity to Sleep, Immunity to Poison, Immunity to Paralysis, Weakness to Ice, Resistance to Fire
Abilities: Funeral Feast (Once per turn the Ghoul may devour a nearby corpse to restore 20 health. This costs an action.)
Tier 3 Animals/PhantasmsSpecies: Wyvern
Description: Lesser-Phantasm kin to the mighty Dragon, but still nothing to be trifled with. They stand close to about ten feet in height and can take to the skies on leathery wings, breathing fire and destroying all in their wake. Very few have taken to using the Wyvern as a mount, but those who do earn a reputation based on that feat alone.
Health: 75
Attack Damage: 17
Natural Armor: 12
Skills: Immunity to Poison, Immunity to Disarm, Immunity to Charm, Immunity to Paralysis, Immune to Sleep, Flight (Able to fly), Draconic, Phantasmal Power (Increase all damage by 2), Magic Talent, Magic Training I
Abilities: Fire Breath (Inflict 22 points of Fire damage to 1 target, 2 Mana), Fly-By Strike (Inflict Attack Damage + 2 against 1 target, cannot be used more than once per turn)
Species: Dire Bear
Description: A very angry bear that does not like being disturbed. Rarely seen due to spending much of their time slumbering deep within caves, but those who do encounter them do not often come back to tell the tale.
Health: 80
Attack Damage: 19
Natural Armor: 8
Skills: Immunity to Poison, Immunity to Disarm, Immunity to Slow, Immunity to Blind, Immunity to Paralysis, Incredible Beastly Strength (+4 Attack Damage), Hibernator (Regain 5 HP per turn while Sleeping), Blood Lust
Abilities: Rake (Inflict Attack Damage + 4 against 1 target and inflict Bleeding (See: Poison), Cannot be used more than once per round)
Species: Ogre
Description: Hulking bipedal Phantasms seen as the "big brother" of Goblins. Standing at a good ten to fifteen feet high, with massive muscles they smash anything in their way. However they are not the brightest of individuals and are arguably dumber than any Goblin.
Health: 90
Attack Damage: 21
Natural Armor: 10
Skills: Immunity to Poison, Immunity to Slow, Immunity to Paralysis, Immunity to Blind, Immunity to Disarm, Monstrous Strength (+6 Attack Damage), Phantasmal Vitality (+10 HP)
Abilities: Slam (Inflict Attack Damage + 4 against 1 target, Cannot be used more than once per round), Flail (Inflict Attack Damage against all targets in melee range, cannot be used more than once per round)
Species: Manticore Submitted by DandyDanny
Description: A form of Chimera, Manticore are made up of traits from multiple creatures. Typically Manticore have bodies like lions, tails with hard carapace and launchable spines, and leathery wings. Some Manticore have vaguely humanoid faces that unnerve even seasoned adventurers. Manticore are highly aggressive and can be found in deep forests or marshes. They are unsuited for mounts due to this unbiased aggression, though brave tamers have been known to befriend such creatures.
Health: 75
Attack Damage: 15
Natural Armor: 8
Skills: Immunity to Charm, Immunity to Paralysis, Immunity to Poison, Immunity to Sleep, Immunity to Slow, Flight (Ability to Fly), Potent Venom (Increase Poison Damage By 2), Frightful Presence (Lowers Attackers Damage and Armor by 1)
Abilities: Rend (Inflict Attack Damage against 1 target and reduce actions by one for one round, Cannot be used more than once per two rounds), Venomous Spikes (Inflict attack damage against 1 target and inflict Poison, Cannot be used more than once per round)
Species: Griffin Submitted by Merlin
Description: Magical creatues that possess the body of a lion, with the head of an eagle and the wings of a hawk. They possess an innate resistance to magic as well as the ability to use it themselves. Infamous enemies of dragon-kin.
Health: 75
Attack Damage: 15
Natural Armor: 10
Skills: Immunity to Disarm, Immunity to Poison, Immunity to Charm, Immunity to Paralysis, Immunity to Slow, Flight (Able to Fly), Magical Dampening, Magical Talent, Magic Training 1
Abilities: Gust Strike (Inflict 10 damage to all enemies. 2 Mana), Raking Claws (Inflict Attack Damage with 4 Armor Penetration. Can be used once per turn.)
Species: Monstrous Boar Submitted by Merlin
Description: Massive boars that can grow to the size of small houses. Considered an odd mutation of a normal boar, these creatures usually rampage upon experiencing their rampant growth until they are put down or simply run out of steam after several weeks and die. Rarely have been attempted to keep in captivity, although due to their short lives and hyper-aggressive nature this is usually not a good idea.
Health: 90
Attack Damage: 15
Natural Armor: 14
Skills: Immunity to Slow, Immunity to Sleep, Immunity to Paralysis, Immunity to Blind, Immunity to Disarm, Phantasmal Hide (+4 Armor), Phantasmal Vitality (+10 health)
Abilities: Rampage (Inflict Double Attack Damage against all targets in melee range. Costs Two Actions.)
Species: Greater Elemental Submitted by Merlin
Description: Creatures entirely composed of wind, water, earth, or fire. They are the largest known among common elementals, and are extremely rare to be found in the wild. They are also extremely difficult to subjugate, so are not seen as companions or familiars nearly as often as their less powerful brethern.
Health: 100
Attack Damage: 17
Natural Armor: 0
Skills: Immunity to Disarm, Immunity to Slow, Immunity to Charm, Immunity to Paralysis, Resistance to Fire (Weakness to Water/Ice) [Fire Only] , Resistance to Water(Weakness to Fire) [Water Only] , Resistance to Earth (Weakness to Air) [Earth Only], Resistance to Air(Weakness to Earth) [Air Only], Elemental Strikes (All attack damage done is considered the element of the Elemental.), Phantasmal Strength (+2 attack damage), Phantasm Vitality (+10 Health)
Abilities: Inferno (Inflict attack damage+2, Blind and Burning (See: Poison) on 1 target. Usable once per turn.) [Fire Only],
Defend (Prevent the next 40 points of damage to 1 adjacent target or self. Usable once per turn.) [Earth Only],
Blizzard(Inflict attack damage+2, Silence and Slow on 1 Target. Usable once per turn.)[Water Only],
Hurricane (Inflict attack damage against 8 enemies. Usable once per turn.)[Air Only]
Species: Hydra Submitted by Merlin
Description: Multi-headed venomous creatures, and distant cousins to Dragons. Hydra's can have anywhere from three to eight heads, and generally more heads are indicative of age. Said to have one of the most deadly and potent Venoms known to the modern world.
Health: 80
Attack Damage: 15
Natural Armor: 8
Skills: Immunity to Poison, Immunity to Disarm, Immunity to Charm, Immunity to Paralysis, Immunity to Slow, Draconic, Phantasmal Toxins (Pierces Poison Immunity, Poison deals 2 additional damage.)
Abilities: Venom Lash (Inflict attack damage and Poison on all enemies within Melee range. Cannot be used more than once per turn.)
Species: Orthrus Submitted by Merlin
Description: Large, two headed wolf phantasms that prowl the deepest parts of forests and jungles. Usually found leading packs of smaller, more regular wolves, very rarely are more than one found in a single place. There are rumors of a 3 headed Orthrus, said to be the progenitor of their kind, but no reliable evidence has ever surfaced to support these rumors.
Health: 80
Attack Damage: 15
Natural Armor: 8
Skills: Immunity to Disarm, Immunity to Paralysis, Immunity to Slow, Immunity to Charm, Immunity to Sleep, Immunity to Blind, Pack Mentality (Gains +2 Attack Damage for Every Phantasm Ally), Pack Leader (All Phantasm Allies gain +2 Attack Damage), Bloody Blows (Healed for 25% of Attack Damage Done)
Abilities: Double Strike (Inflict Attack Damage on two nearby enemies. Usable Once Per Turn.), Feast (Once per turn the Orthrus may devour a nearby corpse to restore 20 health. This costs an action.)
Species: Tengu Submitted by Woojin
Description: A forest-dwelling, humanoid Phantasm with flesh dark as shadows and face white and bird-like. Its gangly feathered arms and hunched form is surprisingly strong and adept at moving about in the trees of its home regions. The horrifying screeches it makes have marked the approach of a death most terrible.
Health: 70
Attack Damage: 17
Natural Armor: 6
Skills: Immunity to Charm, Immunity to Paralysis, Immunity to Poison, Immunity to Sleep, Immunity to Slow, Flight, Surprising Strength(+2 Attack Damage), Tree-Climbing(moves between trees with speed)
Abilities: Flailing Claws(Inflict Attack Damage and Poison against all targets in range, Cannot be used more than once per round), Wing Slap(Inflict Attack Damage + 2 against 1 target, Cannot be used more than once per round)
Species: Revenant Submitted by King
Description: A corpse which has been reanimated by the vengeful spirit of someone who has been wronged in life. A Revenant is a unique form of Undead in that it cannot be summoned by any known magic, with the resurrection occurring by itself through unknown means.
Because of how they are created Revenants can potentially occur anywhere. Many a failed adventurer have returned to being at the place of their death and it is not unheard of for the unwary to be accosted by one in tombs, caves, forests or even out on the open plains. Sometimes Revenants even rise from the city graveyards. Wherever there is death, they can appear.
Health: 90
Attack Damage: 15
Natural Armor: 0
Skills: Immunity to Sleep, Immunity to Poison, Immunity to Paralysis, Immunity to Slow, Weakness to Fire, Determined Spirit (The Revenant will continue to act for one more turn after death unless killed with fire), Deathly Presence (Any living, animal-based companion, e.g. wolves, lions, sleeper bats, below tier 2 will not engage in combat with a Revenant)
Abilities: Death Knell (Tier 2 – Inflict slow on all opponents in range, can only be done once per combat), Poison Bite (Tier 1 - Inflict attack damage against 1 target and inflict Poison)
Species: Draugar Submitted by King
Description: Draugar are Undead solely found in tombs and burial mounds located in the northern Draconian Mountains. They are believed to be the remnants of an isolated civilisation that once resided there in the pre-Dragoon days which, if true, would make them the most ancient of Undead creatures.
They are reclusive and for a long time no-one knew of them. They generally stay close to their graves, guarding the treasure that was buried with them, and only rarely do they venture further afield. They seem to appear to posses similar physical abilities as in life and are often skilled warriors wielding a variety of weapons. They are also among the most intelligent of Undead and their cunning is not to be underestimated.
This intelligence can be seen in the way that some rare Draugar form into groups or factions; while Draugar were often buried singularly large tombs do which contain multiple Draugar do exits. In these tombs the Draugar will either fight amongst themselves until one remains or they will work out a hierarchy with one leader and many underlings. How the leader is determined is unknown. Some tomb groups may even become antagonistic towards each other, especially if they are located near each other, and Draugar against Draugar fights have been observed in recent history. In summary, Draugar seem to have a society almost as complex and bloody in death as they did in life.
The motivations for the actions of a Draugar are primarily jealousy and greed. They hoard gold and treasure in their burial mounds, either their own or what they have managed to gather. They take a poor view of would-be grave robbers and will viciously attack them on sight, killing them and adding their possessions to the hoard. If a Draugar is ever seen away from its burial mound it is either because it is dissatisfied with the size of its hoard and is seeking treasure, or it is hunting down a grave-robber who managed to escape with something more than just their life.
Like a Wight the Draugar also seem to yearn for the life they once had and since they do not possess the Wight’s ability to steal it back they will simply vent their jealousy on any poor soul who wanders to close. Travellers and mountaineers, as well as grave robbers, are common victims of Draugar simply for being alive.
Health: 75
Attack Damage: 15
Natural Armor: 10
Skills: Immunity to Sleep, Immunity to Poison, Immunity to Paralysis, Immunity to Slow, Immunity to Disarm, Weakness to Fire, Resistance to Ice, Growth (The Draugar increases it’s physical size and weight, resulting in a 3 point attack and armour increase lasting 3 turns, before returning to its original size. Can only be done once per combat), Stone Swim (Movement - Draugar are able to move through solid objects over short distances, allowing them to exit their graves without opening them)
Abilities: Darkness (Tier 1 - Inflict Attack Damage and inflict Blind), Stone Skin (Tier 1 - Prevent the next 10 points of damage to 1 adjacent target or self (before factoring in Armor), Jagged Blade (Tier 1 - Inflict attack damage against 1 target and inflict Bleeding Wound (see poison))
Tier 4 PhantasmsTo Be Added