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.
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