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RPG enemies

Feb 28th, 2015
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  1. -Eye Flayer-This foul creature appears human, but for the fact that its skin is a bright orange hue, and its peculiar head, with one eye in the center and four-to-ten eyebeam-shooting eyestalks in the place of any other facial features.
  2. Each individual has different eyebeams in the same way that humans have different thumbprints.
  3. Their central eye, however, always has the same power. Which is, to absorb all light in its path, leaving only darkness. They use this power to feed, and prefer to use it on living things. This kills them very quickly, and some say it even consumes a part of their souls.
  4.  
  5. Their society is relatively unknown, but those who have walked amongst them say that they organize themselves in a sort of caste system by the amount of eyestalks they have, and their culture is based around the act of seeing as the highest art. They also say, more darkly, that they have engineered many hideous events in various societies, just so they may watch them; as they believe is sacred.
  6.  
  7. Their reproduction involves taking eyes out a live person; the older the better; and place it in a room made of peculiar crystal, where light shining through will cause it to “bloom” into a child-sized “nymph” stage. Some say they come from a possible future, evolved from a creature insignificant in our time, where nothing is left but to consume the light and to watch.
  8.  
  9. -Force Head- Creatures that look like nothing so much as pure; hard motes of glowing glass with six wings. The wings appear to be feathered; but in actuality the "feathers" are flares of force. They flutter around emitting a dim light, and live in "aeries" around a sphere of force, which they spend a set period of each day fluttering around and bashing into, and which new Force Heads have been seen to split off of. They seem to consider it both as a mother figure and a sex goddess; as far as the sages have ascertained.
  10.  
  11. They are often employed by those who want guards for their various fortifications, summoning them and either creating or commissioning a sphere of force to keep them there as "incentive". Usually they are set around areas with large amounts of traps and/or deadly falls; injuring not so much through the actual force of their collision with others (Which does pack a whallop) but by the sheer knockback induced by contact with them, leading their victims to deadly falls or impalements or slicings or other ludicrous proximity-based deaths straight out of Grimtooth's grimoires.
  12.  
  13. They are smart enough to understand complex commands, though attempts by sages to communicate with them indicates a fractured and flaky mindset; something like a dolphin but not evil. They feed via bashing into others, and in fact the clash of battle does not so much destroy them as it does sate them enough for them to wander off.
  14.  
  15. Their origins are unknown. Some sages say they come from the tears and blood of a strange star like a crystal castle in a lonely place in the cosmos. Some sages also say that that castle is made of the last wish of a dying god. Some sages say that those previous sages have been dipping a bit too much into the absinthe.
  16.  
  17. -Chaos Cat- Melting like brie in the sun, these strange panchromatic cats have eyes that look like ticking; dripping clocks, an ever-shifting number of legs, usually between three and seven, and possess several elephant-trunk-like tentacles jutting out of their back. Their chaotic; ever-shifting physical natures make them nigh-impossible to hit or track, or even to tell whether they are currently here or there.
  18.  
  19. They bite and claw of course. But, that is not their deadliest attack. Their deadliest attack is put upon one using their tentacles, which can infuse a person with chaos. Usually this causes a pocket of some foreign object to appear within the affected area of flesh and burst out. IT can be anything from the painful-but-useful gold and jewels to odd-but-mundane items like potato chips; butterflies or shoes to deadly mustard gas or acid or Libertarian tracts, but whatever it is, it hurts like a bitch.
  20.  
  21. Though, even worse is the slight possibility that it will cause the afflicted to melt completely in a matter of days; a total bodily breakdown into raw; primal chaotic plasm. From that pool will coagulate another chaos cat in 1d4 days, and this is speculated on how they reproduce.
  22.  
  23. Personality and morality-wise, they're like your average housecat; but smarter (Though no more wise) and with a taste for sweets.
  24.  
  25. -Pumbloom- A shy; fungal type of being that looks like nothing so much as a mushroom with feet and eyes. They can project a huge puff of spores in a massive radius in one great and swift burst, which they usually do before fleeing. The spores can cause benign hallucinations; allow mind control or grow into deadly flesh-boring mushrooms.
  26.  
  27. As an aside, the latter are actually quite tasty; and are a delicacy in many depraved humanoid cultures. But, they do not like to use this defence, due to not only a moral compunction but also due to the fact that it is often very costly nutrition-wise, though they can spit a small "bullet" of spores for a less-costly form of defense.
  28.  
  29. They fear widespread discovery, and they will only lead those who they deem "fungus friends" to enter their villages, where they have many wondrous technologies derived from fungus (Which they wield using pseudopods hidden under their fungal caps). For, in ages past, warlords have been known to forcibly enslave them and use them as weapons. Armies have been destroyed
  30.  
  31. -Avatars of Manos- Bright red disembodied hands the size of a man, illuminated in sickly orange flames, these creatures may be summoned by sorcerers invoking their creator's name. They have the ability to teleport themselves and anything they are carrying, which they usually use to apport their "victims" outside of the place they have been called to guard or into a death trap, and to let out an arc of the aforementioned orange flames to temporarily paralyze their victims to allow them to be grabbed for the aforementioned apportation.
  32.  
  33. They are seemingly loyal to those who summon them, calling them "tHe MaStEr" in their croaking; bleating voices, but they are likely to leave at any moment; often the worst possible one for said "master", or if they find their master "worthy" enough, they will colelct and take over a part of their "Master's" body, usually either the right hand or the head, and take control of all their magical and martial powers in addition to enhancing their own apportation and paralysis-flame powers to frightning limits, able to teleport armies into a ravine or unleash a cone of paralysys-flame to trap a town, all udner the agenda of the hands' true master; the dark god Manos.
  34.  
  35. Satyrs despise these creatures, perhaps for their emphasis on slavery as opposed to the Ssatyrs freedom or perhaps due to an ancient grudge, and will try to attack and kill them on sight no matter what.
  36.  
  37. -Reefer-Man- A creature that looks like a sentient many-tendriled cannabis plant, with many glovelike flower "hands" and two black fruits for "eyes" that look like nothing so much as a pair of sunglasses. From these flowered "hands" they can release smoke with effects ranging from hallucinations to soporiffic slumber to queasiness to, bizarrely enough, healing.
  38.  
  39. They are not really hostile fighters, getting most of their energy from photosynthesis, but they do like taking pretty things to dress up themselves/their lairs, so that is often the aim of their "attacks" against man, bamboozling and knocking out their opponents to take their stuff; often accompanied by other monsters as extra "distraction". They usually flee after taking what they were after; which can as often be a vital artifiact as it is some old obsolete armor/weapons/fashions sitting unusued.
  40.  
  41. They never steal from those they estimate can't afford it, and will usually return what they've taken if it's reeeeeeeally vital to the taken-from (Tho not without some "compensation" of course). They are some of the monsters most friendly to humanoids, and thus can often be seen working and living in cities, where they enjoy conntemporary; raucous music and make beautiful craftworks out of broken glass/pottery/plastic.
  42.  
  43. -HeavyPlush- A semi-humanoid creature with velveteen skin and a body with a mix between amphibian and mammalian features, curved in proportion and strange; but also oddly alluring. It speaks with a tone of voice that is soft, but echoes with power.
  44.  
  45. It has two major powers, in addition to a propensity to learn magic above-average in most species. It has the ability to conujure plasma in great flaring gouts, the amount increasing with age; able to control it like a musician with his instrument. The second is the ability to control gravity, able to make things fly into the aether; root them to the ground, in an increasing amount according to; of course; its age.
  46.  
  47. With their extreme power, it is lucky that they are very rare. They are usually found inside of eggs like thick leathery mask of some unknown face, either in places beneath the earth undisturbed since the dawn of whichever world they lie in or within strange meteors fallen from the star from which the. They hatch in about a few days, in varying sizes appropriate to their environment but also often developing bright colourations that stand boldly out in their environment.
  48.  
  49. They are very intelligent from waking, but also something of a blank slate. May people fear their power and mistreat them, and thusly they lash out as their powers grow and become hateful towards man, creating massive fortresses filled with allied monsters to take their revenge on the humanoids. But, even if they are treated well and are friendly with humans, they always emphasize more with outcasts, the monsters, mutants, abhumanoids and outcasts, who rarely can find a better ally anywhere else.
  50.  
  51. -Nuke Skeleton- A horned skeleton that glows blue and pink with neon nuclear fire, with bright burning eyes, able to project nuclear fire in cones, bomb-bursts and long beams, letting off a massive explosion upon their deaths. Unlike other undead, they reproduce through boiling miniature lakes of foul water heated by refracted light.
  52.  
  53. It is said they came from the mass-death of a group of light demons who were employed as an army by a mad king who wished to conquer the world, but whom were destroyed by a wizard using an unspeakable weapon whose very name is only kept in a capsule of orium at the bottom of a volcanic crater
  54.  
  55. -Clauculus- Something like a gigantic crab with shapes of human bodies faintly visible in its chitin, and with a huge; singular human-like eye, this creature is a solitary; foul thing. It has a hide able to resist most small arms and severe environmental conditions and all sorts of poisons; and it is able to phase through greater damage like a ghost but for its eye, which it tries to keep close when it is at close range.
  56.  
  57. It has the ability to shoot beams of heat from its blazing eye, but its real power is in the consumption of human bodies and the ability to assimilate from those corpses devoured, allowing it to access their magical knowledge for its unholy means and put the martial abilities of great warriors within their razor-sharp claws. It sings as it eats, a haunting mournful tune.
  58.  
  59. They wipe out huge swathes of life in individual concentrations, but in societies they consider themselves stewards and farmers of humans, allowing them some freedom; but always watching them and always devouring them at the peak of their abilities. They believe they have the right to this as the superior lifeforms; due to the fact that they are made the minds of many beings whereas most are made of only one. The fact that the minds are inevitably warped through this process is almost always ignored.
  60.  
  61. They have an undying hated for the Eye Flayers, and some say they are an evolution-as-ultimate-lifeform from a different timeline of the same being as the flayers; with a desire to make their timeline the true one instead of that of the Flayers.
  62.  
  63. -Rider Stone- Beautiful horse-sized hunks of living crystal that look something between a hunting-hawk and a stone arrowhead, coloured differently depending on the mineral makeup and the psionic tone of the place their egg is hatched, gliding through the air on their own mental power. It has varying levels of minor psionic abilities, differing depending on the creature, along with the universal ability of telepathy to communicate with any sentient beings mostly using their arrowed heads to hunt and feed on blood; tree-sap and fruit-juice.
  64.  
  65. Their greatest ability, however, is to enhance the psionic powers of those who ride it, which also feed back to enhance the rider stone's. They tend to bond to one or a few beings in particular, for whom their synchronistic enhancement powers are at their peak, where any other rider only may use but a fraction of their power (Unless said person earns their trust enough to truly bond with it). There have been many warrior/mercenarial-orders founded on the bonds between Rider and Stone...
  66.  
  67. -Thriller/Killer- A quadrupedal creature with two frontal bodies joined to each other from behind, akin to a Pushmi-Pullyu or a CatDog. While there are enough observed areas of dimorphism that indicate differing sexes, how they reproduce is unknown.
  68.  
  69. One of the bodies is squat; like a mix between a wolverine and a pitbull and decked in differing patterns of black; grey and red. It has deadly claws and teeth that can tear through adamantine and a hide that can shrug off a thousand arrows, and will never stop fighting no matter how wounded it is, only stopping due to its other half having to drag it off for fear of its life
  70.  
  71. The aforementioned other half has a very fragile; catlike body, with a vulpine head, a leonine mane and a pelt in outrageous coulours that differ from individual to individual. They instinctually have a knack for magic, and while they can learn new ones and their original spell layout varies from individual to individual, generally they have an assortment of damaging spells from many different elements, a wide range of healing; buffing and shielding magic, and a enough utilitarian ones to weasel their way out of a fight or bamboozle their opponents. Its personality is aloof and slightly smug; taking pride in its ability to bamboozle humans, but terrified of even getting a single speck of dirt on it.
  72.  
  73. They are both shockingly intelligent, Though their personalities clash often, they will fight alongside one-another the Thriller side buffing and healing the Killer side and the Killer side takes blows for the Thriller side. When one side is near death, the other side will try to flee. They then will go into a feeding frenzy to try and gain enough biomass to heal their other half, cocooned in a black callus of coagulated lymph from its wounds until its other half is fed enough so that it is revived. If the other half fail, the cocoon opens leaving the corpse of that side. After which, the other side will curl up next to its dead brother/sister, starving itself to death out of grief
  74.  
  75. On a lighter note, sometimes these creatures cough up strange treasures. The Killer side coughs up warped balls of hard black carbon that enhance the hardiness and strength of a warrior manifold, and the Thriller side coughs up a dazzling jewel of many colours that can widely expand the range and power of a spell reflected through it. Sages believe that this capacity is the answer to that time-honored question, "How the hell do they poop?" with waste being compressed into these forms like coal is into a diamond.
  76.  
  77. -Nullifiers-Black and white-checkered flying jellyfishlike creatures. They are dangerous for their abilities to nullify magic via checkered rays from their bodies, neutralising spells; magic items and sometimes even sacred places for a while. It usually returns eventually, but they're working on "fixing" that.
  78.  
  79. Neutralizing magic seems to "feed" them, and if they consume enough, they can vent it into a devastatingly damaging "Bleacher Beam" that turns all that hit it a pure white. Usually this is temporary, but if a solitary person is hit with it in full effect its effects may sometimes be permanent; sometimes even creating devastatingly powerful-but-uncontrollable wild surges in that person's magic from afterwards on.
  80.  
  81. They are incredibly intelligent, and their tongue can be understood by all beings They nest in perfectly radially-symmetrical dome-nests made of a checkerboard-patterned resin and containing strange mechanisms, with a goal to eliminate all magic in the world.
  82.  
  83. Curiously, under most elemental systems all their attacks are classified as Holy. It could be a reflection of their boundless egotism or their devotion to whatever bizarre principle or god they do this for, and upon some worlds it is. On some worlds, however, it is an indication of something far more sinister...
  84.  
  85. -Rasquadores- A horrible combination of insect and reptile, with a saurian; shelled; vaguely humanoid horned body spotted with chitined armor, a wicked pair of wings accompanying its dread stinger. It is highly resilient to both ranged and close attacks; both magic and physical abilities have a helluva time scarring its hide.
  86.  
  87. Its venom is not only cripplingly painful but also paralytic, which is especially useful when injecting its young into a live host for its parasitoid young. They are generally roughly the size of a bear, and ar born around the size of a cat. Needless to say, they are the terrors of many small communities across rural areas; particularly deserts.
  88.  
  89. Sages have thrown up their hands while trying to resolve its origin and said "Fuck it, an insane wizard did it," the parabiological equivalent of a wastebasket taxa if there ever was one.
  90.  
  91. Stalbulb- Even a world with magic will likely have fossils. And in worlds with magic; where there is a unque type of corpse, necromancers soon follow. Thusly, the invention of the Stalbulb, made from the remains of great saurian creatures as ultimate siege weapons, their creator did not count on their ability to reproduce leading to them spreading out of their original handlers control.
  92.  
  93. They are stony in construction, and as hardy as you would expect from that (Ironically unlike the usual fragility of fossils. They resemble nothing so much as tyrannosaurian skulls; much larger than that of any recorded species; on two tottering theropod legs of bone, with eyes that appear to be vitreous but on closer inspection are actually lenses of various crystals.
  94.  
  95. Their main means of attack aside from their teeth is the ability to breathe a gas that causes petrification; though it only produces enough of such to use it a few times a day; and the ability to spit large crystalline “bombs”, which chemically react to produce a stone-shattering explosion in a matter of seconds ater launching and of which the creature can produce such a supply that it seems near infinite.
  96.  
  97. They usually use the latter after the former to obtain the main material their diet requires, stone, using the petrification gas mainly as a last-ditch defense against larger or more overwhelming opponents but often preferring to eat “free-range” exploded stone; and many subspecies have been found resembling the mineral makeup of their areas; including the dreaded Salt Stalbulbs and Obsidian Stalbulbs and the treasured Pyrite-Gold subspecies. This act of consumption and the fact that they are osseoviparous in reproduction do make many scholars wonder whether they technically qualify as undead anymore.
  98.  
  99. Worm Knights/ForgeBubbles- A species of colorful annelids notable for two qualities. Firstly, they are known for the fact that they are capable of grouping together to form a singular consciousness, which varies in sentience depending on the size but a rule of thumb is that human-sized mass=human-level consciousness. Secondly, they are known for the deep and elaborate martial culture they have built with such sentience.
  100.  
  101. They are theorized to have used the shells of giant arthropods and mollusks to contain and armor their swarmed forms in the earlier stage of their species, but currently they are known for the elaborate metallic armor. The most commonly seen forms are in a humanoid shape, most notably signified by a distinctly rounded “head” piece something like a mix between a frogmouth helmet and a whack-a-mole mole, but there are more animalistic war-armors filled with multiple consciousnesses, with tales told of huge clawed metallic starfish burrowing with multitudes of limbs; or great metal cannons on elephantine legs, loaded by parts moving by some unseen force.
  102.  
  103. Even their smaller weapons are symbiotically puppeteered by worms, with squirming flails and swirling clusters of blades built into their armor. Their culture is based mainly around combat, with them taking mercenary work for resources they need and with a heavy emphasis on sports and war-games in peacetime.
  104.  
  105. Their cuisine is wholly meat-based, but mainly based on the sorts of meat other races ignore, leading to wholly alien delicacies that only other similarly-strange creatures enjoy. They are also very private and guarded but also very bold and dedicated to their causes, a byproduct of the fact that their worm composition means that the notion of “individuals” can get kind of hazy via an exchange of worms fundamentally altering personalities, but can also be used as a quick means of healing from near fatal wounds on the battlefield (though they do heal quite quickly via their swarm/worm-based nature). Which is also why such exchange is done by only those individuals who are very close (They don’t really distinguish based on gender, though they do experiment with gender presentation). They get along decently with other species off of the battlefield, even developing more humanlike armors for social interaction, but are often distrusted in times of strife for their race’s role as mercenaries, and some of their more odd behaviors tend to raise eyebrows. They speak in a musical; melodic, whistling speech.
  106.  
  107. They also work with a species known as the Forgebubbles, a species of floating smoky-colored creatures like tendrilled hot-air balloons made of a weirdly-flexible smoky crystal. Their appearance has a;s been compared to something like a mixture between jellyfish and octopi, floating like balloons on what appears to be a mixture of plasmas, which they use to create their forge-fires. Their feeding habits are akin to that of omnivorous scavengers, and their gentle natures and tendencies to explode when killed leave them untouched by most predators.
  108.  
  109. They are a peaceful and placid species despite the deadly weapons they create and repair, concerned mainly with a culture centered around elaborate metalworks, which is hypothesized to be why they joined with the Worm Knights; who provide them with plenty of metal and scrap-food to keep them happy. Though, this often leaves them unwilling to attack others, and even repairing and improving the armors of those unassociated with or even in enmity with the Worm Knights, simply for the joy of building and creation.
  110.  
  111. -Knife Nurses- A species of fae created by an evil fairy queen, trying to resurrect multiple dark gods to end the multiverse through her children’s manipulations of heroes to unwittingly acchieve their dark goals. Naturally, she failed and was ultimately destroyed in a multiversal battle-royale of all the heroes against her.
  112.  
  113. But, her children were punished by the those highest beings of the many worlds, forced to heal for the world they destroy. They did not, however, say they had to like it. Or that they had not to be dicks about it. Thusly, the Knife Nurses were born.
  114.  
  115. They are approximately four apples high, dress in archetypical white Nurse’s clothes with holes in the back for their gossamer wings, and carry proportionately gigantic syringes which can morph into the proportionately-giant crystal scalpels they gain their name for.
  116.  
  117. Their personalities can be summed up as “little shits,” with the best of them being cynical and mocking and the worst being downright viscous mad doctors. Their syringes produce a serum of many colors that can heal; increase one’s abilities or is simply drop-dead poisonous (Which they most often use on former “allies” they have grown to dislike), though there are variants with different serums
  118.  
  119. Their scalpels simply cut. But to a nastily severe degree, able to slice through a wall of iron like so much warmed butter. But, it can also anti-cut, to merge flesh for healing or for inflicting torture and body horror.
  120.  
  121. They work mainly for the ambitious, seeking mainly to increase their own personal luxury and status (Though a few care about expanding the boundaries of their medical abilities or about actually helping people), though they make it a policy never to work with those who would destroy anything larger than a city. Of course, they have no compunctions about working with those who desire to dominate, as the former policy is mainly to prevent anything like last time from happening...
  122.  
  123. -Breads- Created by a fledgling dark empire’s attempt to recreate a great cosmic forge only to end up with a great cosmic baking-oven, then promptly deciding to make the best of it, these creatures are as bombastic and full-of-themselves as they are comical and incompetent.
  124.  
  125. They are essentially sentient pieces of bread with feet and legs, usually in the “waddling head” bodytype that tends to be a constant fixture of flunky-species across the multiverse. There are many varieties from the grunt-trooper Sour Doughboys to the bullet-spitting CornDreads, the ponderous glacierlike Loafers; the sneaky Double-Croissants, the holy/holey Doughnuts Untos, to the many kinds of spellcasting Cake, all of whom are beligerent in a way that betrays their lack of self-awareness in their status as cosmic comic relief.
  126.  
  127. They work across the multiverse “conquering” for their own empire after their creator decided after he had gotten enough territory that they were too obnoxious to be bothered with, but this “conquest” looks an awful lot like “Being granted cheap land by whoever they managed to badger into hiring them as muscle,” and their Witch Queen Lettam-Edith Brioche schemes quietly in the background on much more long-term plans...
  128.  
  129. -Surprise Fish- Appearing as slightly more colorful seabass; these are a piscean that have adapted to appear anywhere and everywhere, nigh-universally amphibious evne in the vaccuum of space and able to phase through nearly any solid surface.
  130.  
  131. Though they appear to be able to inflict deadly injuries with the rows upon rows of undulating; razor-sharp teeth they have, and will do so via leaping through walls and jumping through glancing bites, they most often inflict minor scratches, emerging from a place where one almost always least expects it, like a treasure chest or a cannon. Scholars speculate that the creature feeds mainly on the element of surprise itself, a fact corroborated by the psionically-active nervous system that has replaced the majority of its stomach.
  132.  
  133. Thaco Jels- A pradoxical species if there ever was one, these sentient slimes are essentially living non-newtonian fluid. Settling into a jujube-like jellydrop. The harder they are hit, the harder they become. THis makes them incredibly vulnerable to heroes at a low level, but far stronger against far stronger foes.
  134.  
  135. Of course, their vulnerability is lessened when one remembers they can reconstitute after being splattered, hence their culture's comically nigh Leeroy-Jenkins-esque aggressiveness. Which is often to their detriment when they keep getting splatted again and again by low-level heroes, but leads them to great heights if they learn well enough from the school of hard knocks enough. They also tend to advance in the martial arts at an exponential rate compared to other species, due to their unarmed blows hitting harder due to their physical nature, and their stronger wills leading to above-average abilities with ki.
  136.  
  137. Really, their whole outlook can be best summed up by one of their aphorisms, 'The harder the punch, the harder you ram their fist."
  138.  
  139. -Bleachers- At approximately nine feet tall, with the skull of a cow on their head and a dessicated humanoid body, the horrifying thing about these creatures is that they were once human. Though, the fact that they are near indestructible, bleeding only sand when cut, superhumanly strong and able to dessicate anything to dust with a touch does not help matters.
  140.  
  141. They are created whenever a human betrays another in the desert, in a way that will inevitably lead to the betrayed's death, upon the betrayer finding a bovine skull. The finding of the skull can happen within minutes or within years, but it will always happen in the desert and it will always compel the subject to wear it.
  142.  
  143. The transformation happens over three days, as all the water drains out of the victim's body and it stretches and contorts. Nobody knows where the skulls come from, though there are legends of a gargantuan one from which they all spawn, still waiting for its bearer...
  144.  
  145. -Wandering Pit- A hole is defined as an absence of space, as a shadow is the absence of light, and as; against all logic; there are shadows that live, so to do pits. It is a wandering hole, filled with treasure, but also biomechanoca; deathtraps designed for the purpose of pulping and shredding; and whatever creatures may live in those pits. Their innards tend to “overwrite” whatever place they move through; unless it is a place of high power that alters the innards of the pit or the pit decides to integrate aspects of its “territory” into its biology.
  146.  
  147. Any corpses decay at an accelerated rate within the pit; aside from bones and valuable organs, and this is theorized to be its main mechanism of feeding. It is possible to contact the pit’s intelligence via finding two spheres of foxfire, its “eyes,” and talking to it reveals an innocent and curious consciousness; albeit one conscientiousness about the pain it causes; like a child playing with insects.
  148.  
  149. It is said they all spawned from a singular source, a pit with no end. Their spawning could be the only thing that keeps the pit from growing to devour all
  150.  
  151. Chainlides- A race of albinistic hairless humanoids; with raised chainlike growths of steel covering their skin, nobody is sure whether this race’s ancient pact was a deal that chained them to the dark spirit Zodiac; The Unbidden One, or if they are bound as part of an ancient self-sacrifice to keep the beast bound. But, nontheless, they are chained and they are forever their chains.
  152.  
  153. They have the power not only to generate prehensile chains from their bodies; with accoutriments based on their personality and attachments, but also with practice control other chains; even metaphorical ones such as the chains of fate that all Chainlides are aware of at least to some degree.
  154.  
  155. But, their powers come with a cost. Their lives revolve around being attached to something; a master; job; a cause, as long as they are tied to a purpose they still live, but until that purpose is fufilled they cannot leave its pursuit, with even time and space itself tying them to it. Without a purpose their chain-growths cover more and more of their body; until they are consumed in living death; aware but immobile until somebody comes to release them.
  156.  
  157. They are very thoughtful and mystic because of this, very knowlegable on whatever systems they've experienced themselves (including magical ones) and prone to philosophy on systems even as they're stuck within them by their very nature. Some try to work within these systems to re-forge the chains, some strive to break the chains of oppression around them with their own chains to a better world, but most simply look to find their place within the weave.
  158.  
  159. In times of darkness, their chains begin to disappear and be replaced with patches of purple-black starry sky, and that is when you should truly worry, because it means that the dark Zodiac is breaking free from its human fetters...
  160.  
  161. The Aristocrats- Only distinguishable from “normal” humans when their passions are inflamed and their skin turns gold, these beings are masters of their bodies and tyrants of mankind. Inhabiting the upper eschelons of the class system of any human society they are found in these things are shapeshifters, with an anatomy only a few degree above any sort of slime in amorphousness, able to shift their bodies into anything they so desire. If in physical contact with the bodies of others, they also can alter them; sometimes into “pets” ala the Comprachicos of old, or merging a mass of humans together so they can be drained all at once/
  162.  
  163. In addition, each individual has a “Knack,” with an ability specifically focused on a part of their anatomy, from bones that can turn into separate monsters to boiling-hot blood injectable by prehensile veins to the ability to control electromagnetism out of their brains, each one is unique to the holder.
  164.  
  165. While it is known that they feed on human neural tissue to sustain themselves; albeit often far in excess of necessity due to the “games” they play with those below them in the social hirearchy, it is unknown how exactly these beings originated, though it is speculated that it may have been through a process they call “good breeding,” likely akin to scientifically-managed incest.
  166.  
  167. It is also speculated that a widely popular bawdy joke may have originated as a secretive warning about their practices and insidiousness, though the original is lost to the ages...
  168.  
  169. Holy Divers- Corpsen knights, risen from the dead as chevaliers noire, these beings are skeletal soldiers wrapped in armor with a panopoly of cursed weapons. They are most commonly from feudal european states of the medieval era, for reasons of volume; depravity and volume of depravity, but they are occurrent often in any sort of society with a “warrior” class prone to abuse of power; such as Japanese Samurai or modern day police officers and United States soldiers.
  170.  
  171. These are created solely by their actions, specifically the commitment of escalating greater and greater sins throughout their life until their deaths. No Holy Diver has been borne of a peaceful death; even from those who have committed countless more atrocities; rather the catalyst is a violent death either in combat or in the midst of an awful deed.
  172.  
  173. Their bodies may rise either four or seven days after they die, always emerging wearing the sorts of armor and weapons they died in. They retain their full personalities, but such circumstances as create them ensure that those personalities are always vile.
  174.  
  175. Their goals are usually material gain, and their greatest weapons are; expectedly enough; their weapons from life; tied to them and given supernatural powers based on the individual whose legacy shaped them. Their powers grow only stronger as they work; with them even gaining new weapons based on their new legacies they create during their rampages of terror.
  176.  
  177. It is said that Eddie Blacksabbath was the first of them, a man who was once called the only true knight of his day. He found out the fact that he was the latest re-incarnation of a being; more properly described as a thing, of pure murder, and embraced it, and went deeper and deeper. His singing sword is his first and main weapon, with the ability to morph into a stringed instrument with properties of both bodily and mental alteration infused into its music. He always did fancy himself a composer...
  178.  
  179. Deadnames: Names have power. This is a fact. So, what happens when a name dies?
  180. They cannot stand contact with their original owners ort artifacts of their true selves.
  181.  
  182. Skiurideye- Originally thought to be simply diseased specimens of skiuridae and long considered cryptids, these creatures have proven to indeed be a true species, with the colorful boil-like eyes adorning a notably hairless frame.
  183. These creatures are notable in ability for their polychromic lachrymosal secretions, which they seem to exude when a viewer is in a highly emotional state.
  184.  
  185. It is hypothesized that this is a mechanism to deter predation; as the coating of this substance has been observed to shimmer on their pelts, and it is is generally considered a proven fact after long being considered supersitition that those who view these creatures weeping will fall ill soon after; though the exact mechanism by which this occurs is unknown.
  186.  
  187. Though there is plenty of proven footage of the creatures, no captive specimens have been taken thanks to their extreme evasiveness via the eyes and no fully intact corpses have been available for study; as the eyes are curiously missing from all that have been found.
  188.  
  189. As one notable coda, sites alledged to be abandoned burrows of these creatures show strange “pools” of dried material, organized by color, of a substance identical in composition to their secretions. These substances are known to produce colors no other medium can capture when used to make paint, and many artists both prominent and obscure have used these to bizarre effect.
  190.  
  191. Corpse Saints- They may come in all forms; from those with hide shields and obsidian swords to those garbed in camo and boomsticks
  192. There are none so remembered or so told of as the Walking Martyred, an order-legion of these warriors
  193.  
  194. Blackmass,
  195.  
  196. Buckbaird/Back-burr
  197.  
  198. Maou- Goatlike in appearance
  199.  
  200. The Quick-Aggro-Rage One
  201.  
  202. The Woolisaur
  203.  
  204. The Barrier (Closer/
  205.  
  206. Mercury Queen/Mercury Drones/The Speedy Glass Cannons One,
  207.  
  208. Teleport Spammer
  209.  
  210. Chain Chomp/WARCRYSTAL
  211.  
  212. Mr Hole(s)
  213. Blackhearts
  214. Id Shadow
  215. Ice Runner
  216. BatTallion
  217. Aortan Admiral
  218. Solais
  219. Helix Lord
  220. Rack Jackal
  221. Dooming Door
  222. Subway Sue
  223. Marrow Queen
  224. Dragon Goddess Altar
  225. Fight Frogs
  226. Candlemen
  227. Jaward
  228. Armor Dolphin
  229. Carrion legs
  230. Hollow Cloak
  231. Red Unicorn
  232. Rib Cager
  233. Sandworm People
  234. Hex Cursed Ones
  235. Rubber Tigers
  236. Burrow Bats
  237. Sqwumpus Snipers
  238. Crawling Castles
  239. Gaslight
  240. MethLab
  241. Nuesphynx
  242. Sound Elemental
  243. Acid Elemental
  244. Wood Elemental
  245. Mirror Elemental
  246. Oil Elemental
  247. Radiation Elemental
  248.  
  249.  
  250. Bog body
  251. iceman
  252. mellified man
  253. jade burial suit
  254. soap woman
  255. petrified fetus
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