Bestiary

Jan. 17th, 2020 11:02 pm
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Listed below is a collection of the most commonly known monsters scattered throughout the world of Kiomet. This list is not all-inclusive, as there are several beasts and horrors known only to the most experienced and intrepid adventurers, and many that have yet to be discovered. Throughout the course of an adventurer's travels, more monsters may be encountered and added to the list. If you would like to add a monster to the list, please do so with the form at the bottom of the page.

Bestiary
Basilisk
An eight-legged reptile that makes its lairs in caves, burrows, and sheltered areas. A basilisk's gaze can turn any living creature to stone, save for weasels and ferrets, and only the blood of a basilisk can undo this terrible petrification.
Habitat: Any
Strengths/Weaknesses: N/A

Black Pudding
These creatures act like scavengers, constantly searching for organic or metallic objects which it can detect within 60 feet. They're solitary creatures who engulf and dissolve their meals. Black puddings can't dissolve stone.
Habitat: Underground
Strengths/Weaknesses: Has a corrosive acid attack
Centaur
Legendary hunters and skilled warriors who prefer to keep to themselves and would rather not pursue any kind of diplomatic relations with other races. Centaurs often live in tribes, and can be aggressively territorial against intruders. They are intelligent and can speak the common language, and some may engage in trade with other civilizations.
Habitat: Temperate forests and plain.
Strengths/Weaknesses: N/A
Chimera
Chimeras are ill-tempered flying monsters with the body and head of a lion, the head of a goat, and the head of a dragon. Depending on the color of the dragon head (black, blue, green, red, or white), a chimera can breathe a type of element from that particular head (acid, lightning, acid, fire, and frost respectively). They can eat vegetation, but much prefer meat, and their nasty nature intensifies if they don't get any.
Habitat: Temperate hills
Strengths/Weaknesses: Breath attack, flight
Cyclops
Though ferocious and barbaric, cyclopes are somewhat rare and often prefer to keep to their lairs unless their appetites drive them out to seek prey. They are semi-intelligent, certainly capable of speech, but their brutish nature ensures they're far from scholarly. A cyclops makes for a dangerous opponent, for they can see into the immediate future and predict attacks made against them.
Habitat: Any temperate or tropical climate
Strengths/Weaknesses: N/A

Demon
The shapes and powers of demons are widely varied, ranging from the tiny, winged imps to the hulking horned pit dwellers. They are not native to Kiomet, dwelling on their own hellish plane until someone foolish or hungry for power makes the mistake of summoning one. Such attempts are rarely successful, as demons hate being fettered to mortals and will turn on them at the first opportunity, but when successfully controlled they can be powerful weapons and sources of great knowledge. All demons are inherently evil, and would love nothing more than to overrun the world and subjugate or destroy those who live within.
Habitat: Abyssal Plan
Strengths/Weaknesses: Highly resistant to magic, immune to electricity and poison, weak against holy power
Dragon
These fantastic beasts of legend have been part of Kiomet for centuries, pre-dating all of the primal races. They come in a variety of colors, sizes, and shapes, and can vary in personality and intelligence as much as any human. While there are certainly many who favor gold and fair maidens, such dragons are usually outcast members of their nest clans and prefer to operate in a solitary fashion. Most dragons can breathe some type of element, and the oldest can wield magic of all kinds. Most dragons are clever and capable of speech, with others behaving as instinctively as any wild beast.
Habitat: Any, with breeds and varieties matching their environments
Strengths/Weaknesses: Resistant to magic, invincible against the same element as their breath weapon
Drider
A nightmarish blend of spider and humanoid, driders make their homes in massive underground labyrinths. They are wicked and cruel, preying upon lone travelers with a fearsome arsenal of magic spells at their disposal. Female driders are considered beautiful, and their lower halves are comparable to the bodies of black widow spiders, while males have a more monstrous upper half with the bodies of tarantulas. They are intelligent and capable of speech.
Habitat: Underground
Strengths/Weaknesses: Capable of wielding magic and weapons. Driders do not sleep.
Dryad
A dryad is a type of fey that, while capable of capricious mischief, is generally benign and even helpful. Each dryad is bound to a single tree and can't stray more than 300 feet away from it. Dryads don't often associate with other races, but are friendly toward druids and others who show respect for nature. They despise desecrated land and creatures and will sometimes enchant people into acting as their guardians when desperate.
Habitat: Temperate forests
Strengths/Weaknesses: Weak against cold iron, dependent upon their origin tree. Capable of enchantments and nature magic.
Gargoyle
Said to have been shaped by evil warlocks, gargoyles are living beings of stone that often disguise themselves as statues to hide in plain sight within cities and castles. They are strong, and powerful fliers capable of carrying off people and livestock into the sky. Though most gargoyles exist to serve a more powerful master, the rare gargoyle of a slain warlock may act independently and feed upon lone or unprotected humans.
Habitat: Any
Strengths/Weaknesses: Weak against magic, but their stony bodies makes them impervious to most physical weapons.
Ghost
The type of ghost one might encounter varies wildly, but in most cases, benign ghosts retain most of their human traits where vengeful spirits often develop more monstrous appearances. Ghosts are often the result of souls that were touched by evil magic in some fashion which resulted in their deaths. They are unable to pass on, chained to the mortal world until successfully exorcised. While ghosts cannot be touched, they can impose their will and affect anything on the mortal plane, able to hurl objects with their will (the more violent their temperament, the heavier the thrown object might be) or sometimes possessing the bodies of the living.
Habitat: Any
Strengths/Weaknesses: Cannot be affected by physical attacks and weapons, able to regenerate. Weak against holy and healing magic.
Girallon
Fierce and savage, these four-armed beasts are often favored as gladiatorial combat opponents. They are aggressive, carnivorous, and highly territorial. Girallon's seldom act more intelligently than wild apes, but there have been rumors of more intelligent members that lead large groups of girallons to raid villages for food and treasure. It's said that girallons are the result of humans who contracted with demons for power and strength in exchange for humanity.
Habitat: Any
Strengths/Weaknesses: Cannot be affected by physical attacks and weapons, able to regenerate. Weak against holy and healing magic.
Goblin: Common
Scrawny, small, and weak, a lone goblin isn't much threat at all. Their strength comes instead from a combination of numbers, and their quickness to grow into something worse (hobgoblins, bugbears). They are voracious, able to eat their own body weight's worth of food. Goblins have their own language, but can understand the common language (and speak it if so inclined but they usually aren't). They're illiterate, however. Goblins can see in the dark. They hate horses and dogs and will attempt to kill them if given the chance.
Habitat: Temperate forests and plains (usually coastal regions)
Strengths/Weaknesses: Can see in the dark
Goblin: Hobgoblin
More civilized and organized than common goblins, hobgoblins often organize themselves for militaristic strikes upon civilizations. They seek to enslave other races and civilizations to expand their territory and influence, and a slave who possesses any sort of technical knowledge is highly valued. Hobgoblins are deeply mistrustful of magic and make it a point to kill mages first when engaged in combat.
Habitat: Temperate hills
Strengths/Weaknesses: Can see in the dark
Goblin: Bugbear
The largest of the goblins, standing a head taller than most humans. They commonly arm themselves with weapons and scavenged armor. Humans are a bugbear's favored prey, and count their flesh as a dietary staple. They are evil to the core, and delight in terror, cruelty, and murder. When a bugbear kills, the purpose isn't to torture the victim; it's to torture the people who held the victim dear.
Habitat: Temperate mountains
Strengths/Weaknesses: Can see in the dark
Griffon
These proud and intelligent creatures are highly favored as mounts by knights and warriors. However, they're proud beasts and their respect must be earned before they'll ever consider allowing themselves to be mounted by a rider. Griffons' favorite diet is horse flesh, so farmers would do well to keep their mounts locked up once these creatures show up in the skies to hunt. The griffon will mate for life, and will hunt the slayer of a mate for years to take vengeance. They are stubborn but fiercely loyal to their companions.
Habitat: Temperate forests and plains (usually coastal regions)
Strengths/Weaknesses: Can see in the dark, excellent sight and smell.
Hydra
The average hydra sports five heads, with older and more dangerous hydras possessing even more. A hydra's head, once decapitated, will grow two more in its place unless the stump is sealed by fire or acid. A hydra cannot be killed unless its body has taken massive damage, or until all of its heads have been cut off and the stumps seared closed.
Habitat: Temperate marshes
Strengths/Weaknesses: Can see in the dark, excellent sight and smell, capable of swimming.
Kobold
These creatures are small, about the size of a human child, and have a reputation for cowardice and scheming. They attack by setting up traps and ambushes, preferring to strike with large numbers. They often boast that they are the descendants of dragons, though dragons find them extremely obnoxious.
Habitat: Temperate underground or deep forest
Strengths/Weaknesses: Can see in the dark, sensitive to and easily blinded by light.
Lizardfolk
Though not strictly evil creatures, lizardfolk are savage and barbaric, and will not hesitate to attack intruders or travelers who pass through their territory. They create dwellings beneath the murky bottoms of swamps, creating complex honeycomb-like dens where they will sometimes drag their captives where it is nearly impossible to escape. They can hold their breaths four times as long as humans, and crave heat as they become sluggish in the cold.
Habitat: Temperate swamps
Strengths/Weaknesses: N/A
Minotaur
These cunning creatures are incredibly powerful, attacking with a fearsome brutality. Coupled with their innate cunning, they are dangerous foes who hold grudges for any number of slights, imagined or otherwise. They make their lairs in any complex and maze-like domain, from true mazes to twisting and interconnected tunnels in dungeons. Once an intruder becomes lost to despair within their lairs, a minotaur will only then move in for the kill.
Habitat: Temperate ruins or underground
Strengths/Weaknesses: N/A
Ogre
Violent, cruel, powerful, and stupid -- no one likes ogres. They stand ten feet tall and are capable of all kinds of atrocities. They revel in the misery of others and won't hesitate to destroy or defile anything they please. They have a nasty sense of humor, and what an ogre finds funny is the stuff made of nightmares.
Habitat: Temperate or cold hills
Strengths/Weaknesses: Can see in the dark.

Orc
A mixture of brute strength and barbaric intellect, orc tribes are unfortunately common foes to villages and farms. They're as big as large and muscular humans with different shades of green skin, and sharp teeth with jutting tusk-like fangs. They take whatever they like and have no qualms enslaving or torching the villages of other races. They enjoy drinking, fighting, and other forms of sadistic entertainment.
Habitat: Temperate hills, mountains, or underground
Strengths/Weaknesses: Can see in the dark; sensitive to light.
Pegasus
These magnificent creatures are as intelligent as humans, and though they can't speak the common language, they absolutely understand it. Pegasi are wild and shy creatures, and they're able to instinctively discern good and evil in those who approach. A pegasus will never allow itself to be ridden by anyone who lacks a good heart. Pegasi lay eggs and mature at the same rate as horses. A pegasus that bonds with a rider will serve that person faithfully for the rest of its life.
Habitat: Temperate and warm plains
Strengths/Weaknesses: Can see in the dark.
Pixie
Pixies are tiny and whimsical beings of fey, typically only a couple of inches tall. They can turn themselves invisible at will, and are adept at enchantments and charms. They are generally good creatures, fast-talking and excitable, but aren't above playing mischievous tricks on others. They carry arrows covered with their own dust, which can charm a target, rob them of memories temporarily, or put them to sleep.
Habitat: Temperate forests
Strengths/Weaknesses: Weak to cold iron.
Pseudodragon
These little cat-sized creatures are highly sought after as pets. However, pseudodragons are as intelligent as humans and resent being treated condescendingly. They can be befriended if approached peacefully and offered food -- they're carnivores that enjoy insects, rodents, small birds, snakes, eggs, butter, cheese, and fish. They communicate telepathically, but vocalize with chirps, hisses, growls, and purrs. They are playful but shy, and lay eggs in the spring.
Habitat: Temperate forests
Strengths/Weaknesses: Poison sting that puts a target to sleep.
Sahuagin
The most common foe of sea travelers, sahuagins are ravenous and cruel. They are warlike and proud who refuse to ally with other races; they only seem to like sharks and can communicate and direct them to some extent. Sahuagins, once they take damage in combat, fly into a bloodthirsty rage that makes them twice as dangerous.
Habitat: Temperate or warm ocean
Strengths/Weaknesses: Blinded by light.
Troll
Trolls are fourteen feet tall, but appear shorter because of their stooped posture. They are vicious and cruel, and relentless in their attacks thanks to their tough rubbery hides and regenerative abilities. They spend most of their time hunting for food, since their metabolism is high due to their regeneration, and may even turn on their own kind if desperate.
Habitat: Cold mountains
Strengths/Weaknesses: Regenerates any damage inflicted except for fire.
Unicorn
Fierce and intelligent, unicorns are staunch defenders of the forests where they live. They shun most life save for good fey creatures, good humanoid women, and woodland creatures that share their habitat. They mate for life, but a lone unicorn or one that has lost its mate may adopt young women of exceptional virtue and allow them to ride on their backs as well as guard and protect them for life. The bond ends once the woman develops a stronger bond with someone else, such as a lover or child. Unicorns possess incredible healing magic, and their horns are highly valuable to evil creatures who would use them for potions or dark rituals.
Habitat: Temperate forests
Strengths/Weaknesses: Immune to charm spells, compulsions, and poison.
Vampire
These ancient creatures are secretive and cunning, possessing a supernatural beauty that lures a victim into dropping his or her guard. They have black hair and pale skin, with pronounced fangs. Vampires follow a majority of traditional rules: they cannot tolerate the strong odor of garlic, recoil from mirrors and holy symbols (though these things don't actively harm vampires), and cannot enter a private dwelling unless invited. Direct sunlight will destroy a vampire, and running water will deal consecutive damage if the vampire is immersed. A wooden stake driven through the heart of a helpless vampire will slay it instantly, but it will return to life if the stake is removed unless the head has been severed and anointed with holy water. They can assume the shape of bats and wolves, assume a gaseous form, and climb sheer surfaces like a spider. They cast no shadows. A creature slain by a vampire that drains all of its victim's blood will rise as a fledgling vampire. Vampires can mate with humans, though these children (dhampirs) are reviled and mistrusted.
Habitat: Any
Strengths/Weaknesses: Weak to garlic, sunlight, running water, holy symbols and water, stakes to the heart. Immune to negative magic and energy, resistant to cold and electricity. Impervious to most physical attacks except for silver and magic.
Zombie
Zombies are created in one of two ways: when a corpse has been buried in tainted land (or land that was the site of much bloodshed), or when a living creature is infected and killed by the plague that zombies carry. They are unthinking creatures who can only follow very simple commands, and have no sense of self-preservation. They seek only to kill and eat the living.
Habitat: Any
Strengths/Weaknesses: Takes less damage from weapons that bludgeon or stab.


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