Limited Free Creature Guide!

LIMITED FREE CREATURE GUIDE!!!

Banananoids

  • Small, banana-like flying creatures that travel in packs (5–250); they are weak and unintelligent.

  • They feed on mushrooms and fungus. Dying individuals plant seeds that regenerate new Banananoids.

  • Non-hostile, but pack dives can be unexpectedly deadly. They are common across fields and forests.

Bananatitans

  • Gigantic, muscular banana-shaped beasts that run in packs and can reach speeds of approximately 80 mph in groups.

  • They possess immense force, capable of smashing walls and structures. They are mostly non-hostile unless provoked or competing for food.

  • They are hunted by fortresses using bolts and crossbows, which are effective counters.

Terrars

  • Large humanoids with blade-deflecting plated skin. Their color indicates strength (green is weak, albino is very powerful).

  • They are violent, camp-forming miners who build civilizations. Their vulnerability lies in punctures to soft areas.

  • Their social hierarchy favors stronger colors and they are used for heavy labor and warfare.

Blood Squirrels

  • Small, red-furred carnivorous squirrels with sharp teeth. They are fast, solitary predators.

  • They thrive in large-tree forests and will fight and cannibalize if forced together.

  • They are fragile against large predators but troublesome to small settlements.

Blade Targintels (Blade Dragons)

  • Large winged dragons with metallic, near-invulnerable skin and blade-like claws.

  • Aggressive apex predators that live on high peaks for a hunting vantage.

  • They can dive-bomb prey and their hides resist common weapons.

Mole Targintels (Furry Mole Dragons)

  • Furred, digging Targintels with large front teeth for burrowing. They prefer dark subterranean lairs.

  • They are often passive but fiercely protective of their young. Sometimes they are domesticated as large guardians.

  • Their tail is used as a weapon, and they are frequent pests to farmers due to their appetite.

Dwarf Pebble Targintels

  • Tiny, pebble-skinned dragons (approximately 1 ft typical) that resemble gravel piles when at rest.

  • They are harmless at normal size, but rare mutations can produce aggressive 5-ft "rockwalkers."

  • Generally overlooked, but mutated individuals are dangerous.

Worm Arrolacosts (Worm Dragons)

  • Long, segmented, wingless burrowers. They are blind but echolocate and scent-track.

  • They only surface to feed and reproduce asexually, rarely meeting each other.

  • Not physically strong, they avoid confrontation unless starving.

Agchalosts (Goblins)

  • Grey-skinned subterranean humanoids. They are filthy and have a clear hierarchy where larger and fatter individuals are the leaders.

  • They live in migrating underground colonies and are prone to infighting and occasional raids.

  • Sometimes breed with other humanoids, producing unusual hybrids. They form crude governments when populous.

Shakalan Sheep

  • Demonic, fiery sheep that can speak in multiple voices to lure or deceive travelers.

  • They are fire-proof with a gland to ignite during hunts. They are territorial and carnivorous.

  • They use voice mimicry to bargain or deceive, making them highly dangerous despite their sheep-like form.

Malice Blights

  • Corruptive lifeforms spawned from pure malice and dark energy. They rot ecosystems with toxic flora.

  • They create parasitic lairs. When destroyed, their parasitic plants vanish into "malice dust."

  • They are extremely destructive and often require strong cleansing or magic to be removed.

Eglentids

  • Bug-like bipeds with grey-green skin, blade arms, and acidic blood that corrodes metal and organic tissue.

  • They stand approximately 4 ft tall on their hind legs and are dangerous in melee due to their corrosive blood.

  • They are best fought with ranged tactics or acid-resistant gear.

Narnmonioids

  • Tall, slender, occasionally demonic shapeshifters able to alter their form and summon runes.

  • They are rare and long-lived (300+ years). They are often solitary and deadly to rivals. Their eyes become slitted when they open them.

  • They are tricksters who trap humanoids for special meals. Their rune-summoning makes them lethal opponents.

Doomsos (General)

  • A diverse clade descended from seven eggs. They have split into bloodlines with different colors and traits.

  • They all share durable shells, glowing joint colors, and tails with bladed tips. Many are fast and have claws.

  • Their societies range from civilized (Shikdaln) to wild packs. Their blood color signals allegiance and capabilities.

Doomsos — Shikdaln

  • A blue-jointed variant, often allied with Grevon and seen as the "good" Doomsos.

  • They have fast, durable shells and blue glowing claws. They have organized social structures.

Doomsos — Halkdaln

  • A yellow-jointed variant, typically the "bad" side. They have similar physiology but are aligned with Halkdaln's rule.

  • They are equally fast and dangerous and are often antagonistic toward the Shikdaln.

Doomsos — Korialasudas

  • A wild, river-influenced group with brownish joints. Mixed bloodlines are common.

  • Their eye color and joint glow indicate their lineage, and river chemicals influence generational traits.

  • They have less centralized leadership and more unpredictable behavior.

Varakinlosts (Girraficondas)

  • Massive four-legged beasts with giraffe-like patterns, whip-tails, and huge jaws.

  • They are extremely large (with city-feeding potential) and inhabit tall-canopy "gutfruit" forests.

  • Their meat is economically valuable, but they are hazardous to hunt.

Thtarn

  • Large humanoids (approximately 10 ft) with scaly skin. They are now near-extinct, with only scavenger offshoots remaining.

  • Low-intellect scavengers survive, but they were formerly more populous and warlike.

  • They were historic enemies of the Lieothtarn, and their decline reshaped local ecosystems.

Lieothtarn

  • Gigantic humanoids (18–20+ ft) who are stronger than the Thtarn. They are also nearly extinct.

  • Formerly warlike, their survivors show higher intelligence than their predecessors.

  • They are rare and formidable if encountered.

Rektopasis

  • Octopus-like creatures with twelve tentacles. They range from simple aquatic forms to land-walking intelligences.

  • They can rise in complexity and become powerful adversaries. They are mostly light blue or grey.

  • They have a versatile diet and behavior, with the potential to be an ally or a foe depending on their intelligence.

Orlerlenans (Evolution Beasts)

  • Shape-shifting "evolution" creatures that rapidly adapt to their environments and other species.

  • They spawn from planet cores and by death. They can mimic and interbreed with local fauna.

  • Unstable reproduction and spawn behavior lead to sudden colony formation, making them an ecological wildcard.

Ground Wolves

  • Small (3–4 ft) burrowing, canid-like pack animals with swirling fur patterns.

  • They are non-aggressive solo but are powerful in packs (20–40). Their prey consists of worms and rodents.

  • They are burrowers that call their packs when threatened. You should avoid them alone and respect their pack cohesion.

Humynoites

  • Human-like beings capable of rune mastery and superior magical aptitude compared to humans.

  • They are favored by the Orb Council, have long breath-holds, and have a stronger magical affinity.

  • They hold social and political importance, as orb mastery can create or alter fate.

Humynoites (Orb Masters)

  • Rare Humynoites infused with orb blood. They have radiant blue eyes and high rune and orb power.

  • They can control orbs and sometimes approach god-like power, though they are physically weak.

  • Purebred lines are rare, as mixing blood heavily dilutes their orb potential.

Phants

  • Tall, forward-leaning phantalistic humanoids with long limbs. They are effectively immortal due to aging.

  • They are strong but awkward movers. They can avoid death by aging but can still be slain.

  • They were historically displaced from Grevy Tow by the Dorphants.

Dorphants

  • Phantalistic humanoids slightly taller than humans. They are fast, strong, and intelligent rulers across many regions.

  • They are immortal against aging, multilingual, and technologically and socially advanced.

  • They have a tendency toward domination, dominating many parts of the universe and interacting variably with humans.

Reakororophants

  • Extremely tall, bulky phantalistic guardians with phantalism strings along their backs that can fire as bolts.

  • They are defensive heavyweights used as guardians. Their strings regrow slowly after use.

  • Like other phantalistics, they are immortal to aging, giving them massive tactical value.

Phantalism (General)

  • A black, gooey life-substance that spawns countless phantalistic creatures. It spreads fast and converts eaten matter.

  • Mostly black, but can appear in other colors if mixed. Pools of it can be sentient and regenerate creatures.

  • It is hostile to non-phantalistics. It is often immortal or auto-regenerating, making it a major environmental threat when unchecked.

Creature - Imagen


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