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The Creature Index [2017]


shimmeringbliss
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(Name of the creature )

Mana-Weave Bug

 

(Picture reference including credit to artist)
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(Credit in the picture)

 

Habitat:

Surrounds itself close to mana-water. Natural or mage created.

 

Size:

The size of these bugs have significantly grown since the firefly, being average upto a foot in length for an adult and 1/6th that size for children, the children themselves don’t get the exposed abdomen covered with a shell until the mid adult stage. For full adulthood the bug would take from birth three human years (3 IRL weeks) and live upto 12 human years (3 IRL months).


Diet:

Besides 'mana-water' to refuel the abdomen for it's defenses, it'll resort to eating small bugs/insects burred within the ground.

 

Temperament:

Neutral until disturbed, where it'll trigger the defense mechanism. 

 

Brief summary of the creature:

Generations of selective breeding has come across the evolutionary dominant species mana-weave bug, constructed of a strong chitin surface covering the adult besides the parts where the plates would separate revealing a soft tissue organic sack which is used to collect liquid mana. The bug itself doesn’t necessarily have a purpose besides mostly eating small bugs such as larvae, snails and roughly anything around similar size. The mana-weave bug does have a defense mechanism due to the high contrast glow it’s soft tissue creates when hydrated offers easy spotting for prey, the mechanism being the ability to build up and spit up the liquid mana close to the rectum. This’ll be known the ‘arcane ball’ due to the density the bug builds up before firing appearing like a ball, hitting a target with the arcane ball would splatter into a stickable paste which’ll both sting on direct touch on skin and radiate to a glow.

 

Origins:

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(^TurbuSquid^)

 

The mana-weave bugs origins are from the firefly, throughout generations from naturally occurring liquid mana areas across Atlas. The fireflies began to selectively breed among themselves upon acquiring natural blending traits of its water source to assist in hunting and catching prey. This did come as a catch however, due to the density of liquid mana and it’s different properties from water over-time the bugs had more change than simply just blending, the whole abdomen would begin to expand over making it hard for the firefly to keep flight for a long distance, the tip of the abdomen would shift its coloured glow to suit the liquid mana below it. Eventually the bug would continuing the selection process would become flightless the abdomen becoming to big for the wings to contain losing a major property of defense and escape for the bug.

The firefly would begin to resort itself to more unconventional measures of survival and begin to burrow itself into the ground besides nearby caves where they’ll of resided before however this creating a new problem ground predators. They’ve gained the chitin crust over the body frame as a coping feature which protects the abdomen as much as possible while also gaining a spit-fire ability.

 

Defense Mechanism:

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Through the consumption of liquid mana, the mana-weave bugs have been known to utilize the energy given by it, through a strange deconstruction process within the organs the bug has the possibilities to unleash a spit attack. The attack however mostly used to scare prey as it has no real damaging purposes, the attack being mostly comprised of a built up ball of liquid mana weaponized by the bug to shoot at a grand distance of 10 meters(blocks) to scare off potential predators against it. The ‘arcane ball’ that the bug is able to fire out close to the rectum carries a glow like substance having a comet trail render behind itself, if a target would be hit by the ‘arcane ball’ it’ll splatter across it like an explosion secreting a glue like substance that compliments an adhesive, offering a light gradient glow. On open skin it’ll begin to sear and leave a rash after some time has passed, these creatures would have good accuracy despite the ‘arcane ball’ moving relative slow, able to blind aggressors. The mana-weave bug would only have a certain amount of these charges, being three. If the bug would attempt to perform another ‘arcane ball’ it’ll leave itself dehydrated and left to die unless bathed within the liquid mana to re-hydrate itself.

 

Characteristic: (Behaviour, Reproduction, Gathering food) 

The behavior of the bug is mostly calm, staying close towards the mana-water it requires for fuel and mostly within dim-lit areas safe from most predators. The way it'll gather food is burring itself within the earth or try to find small insects above to eat which are attracted to the glow that abdomens give off. The bugs reproduce with eggs once fertilized by the male host.

 

Weaknesses:

It’s open abdomen leaves it for easy attack unprotected by the chitin shell protecting the rest of its body the soft tissue can be easily broken into whereas the chitin can sustain people stepping over it. If one burst the soft tissue during the build up of an ‘arcane ball’ the bug would explode with the resin of the ball that it would’ve fired off.

 

LM Approval Required:

Yes/No

If playable, what are redlines? 

Yes/No

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On 3/6/2017 at 3:06 AM, shimmeringbliss said:

Its fine, except you need to specify which habitat they live in under the categories on the top. So is it a forest, or a jungle habitat? 

Did this ever get accepted? ( Question answered after question was asked 1p )

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On 1/23/2018 at 10:46 PM, ShameJax said:

The Arcamoo

 

Denied

 

On 1/26/2018 at 2:11 PM, ThatGuy_777 said:

Acasul

Denied

 

On 2/1/2018 at 3:47 AM, Evocress said:

Ambrosia Butterfly

 

Accepted

 

On 2/5/2018 at 6:10 PM, The Fire Mind said:

Gibbering Mounds

 

Accepted

 

On 2/7/2018 at 9:48 PM, _Jandy_ said:

Zarwaki

Accepted

 

On 2/7/2018 at 10:14 PM, TheNanMan2000 said:

Votar'Rex

Denied

 

On 2/14/2018 at 9:11 PM, Evocress said:

Mana-Weave Bug

 

Accepted

 

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tonitrua_by_elviranaromis-dc1688z.png

(Art by me)

The Tonitrua

Habitat:

Savannah and Forests - They live within forests but venture to savannahs during dry season to absorb electricity from the thunderstorms that occur there.

 

Size:

The Tonitrua tend to be around 40 – 65 cm in terms of length when fully grown, with their long tails adding up most of their length. Their main wingspan are roughly 74 – 120 cm while their secondary wingspan are roughly ( for an adult). It takes at least a year (one OOC week) for a newborn Tonitrua to become fully grown. [To compare them to other birds: the Tonitura is roughly the same size as a peregrine falcon].

 

Diet:

Tonitruas are omnivores, meaning they eat both meat and fruits, although their diet is leaning more on meats. They tend to hunt down smaller mammals, birds, and insects through the use of their ability to generate small electric shocks to paralyse their prey and sustain themselves. These birds also tend to eat berries once in a while should they be unable to gain any meat. However, the most curious part of their diet is their need to consume electricity from the sky during storms, to keep themselves energised and alive. A Tonitrua can hold up enough electricity that can last it up to three months before running out and needing more.

 

Temperament:

Tonitruas are notoriously shy and timid birds, avoiding Descendants and larger creatures the best they can when they are out hunting alone.  This is likely due to these birds holding the ability to recognise and understand emotions, understanding when someone is upset or angry so they do their best to avoid them. Yet when with their coven, these birds become braver against larger foes who dare to come too close to a Tonitura nest. The birds will lash out in a blinding fury to defend their home and their young with their lives.

 

If tamed, a Tonitura loses its shyness to larger beings and can develop its own personality. This bird will hold undying loyalty towards the person who tamed or befriended it. If their companion is under attack, the bird will strike the enemy with simple shocks (which to a normal descendant will only be like an annoying pinch on the skin).  However, this bird will still take care of itself, even if tamed.

 

Brief summary of the creature

A Tonitrua is a small golden bird that bears four wings and a very long tail. It holds darker mane-like feathers running along its neck and down its spine, giving it a rather lion-esque look to it. Gold only appears to be the single colour a Tonitrua takes, although its eye colour can vary from yellow to green to blue, and even red in some cases. However, this bird loses these colours and become white if its ill or lacking electricity in its body, signifying that its life is in danger and needs help. A fully charged up Tonitrua tends to gain a blue tint to its feathers when it’s charging up the electricity within it for an attack through using its tail. The bird’s feathers and skin are resistant to lightning, and the bird holds a special organ that allows the creature to absorb and unleash very small jolts of electricity throughout its body.

 

Characteristic: (Behaviour, Reproduction, Gathering food)

A Tonitrua tends to stay with a group of Tonitruas, which is referred to as a ‘Thundering of Tonituras”, within forests located near savannahs. A Thundering is led by the alpha of the group but every member is expected to play their part in taking care of each other, whenever it’s by ensuring chicks are taken care of and given simple jolts of electricity to sustain themselves, or by defending the nest from enemies. If a Tonitrua is unable to gain enough electricity to keep itself energized, the Thundering will send shocks into the bird to help it gain the amount it needs. Sometimes a Tonitrua Fledging that can fly will leave its nest to start a new Thundering, going to the Savannahs to gain a mate and start a new group. This is quite common as there are many Thunderings located in large forests near to the Savannahs.

 

During spring, when violent thunderstorms occur within the nearby Savannah, this begins the breeding season where males compete for a female in the Thundering. While older Tonitruas remain behind to tend to eggs that have not hatched, the more younger Tonitura adults migrate to the Savannah. Male Tonituras try to get a female’s attention through who can take in the most electricity during the storm season. The more vibrant and blue a Tonitrua is due to how much electricity is absorbed by it, the more likely that bird will win the female’s attention. The two birds soon get together and an egg is brought forth into the world.  However, males are also common to fight each other should one get the female another wanted, often battling the other in the sky until one of them is knocked out and the victor gains the female.

 

When it comes to gathering food, a Tonitrua goes alone to hunt but uses its unique ability to generate shocks to its advantage. The bird can lash out with its tail and strike smaller opponents, using its ability to generate a shock from the tail and into its prey, causing them to become paralysed temporarily and fall to the ground. This shock does not kill, but instead allows the Tonitrua time to swoop in and kill its prey. However, the Tonitrua needs to be careful as generating too much electricity will gradually weaken it and will cause it to need another boost of electricity.

 

To tame or befriend a Tonitrua, there are two simple methods:

The first is to take an egg from the Thundering’s nest and raise the bird yourself, although this is risky as while a single Tonitrua’s shock is harmless, multiple shocks from many of the birds can leave you with some serious burns and scratches.

 

The second method is by befriending or aiding a lone Tonitrua fledling, who had just let its parental Thundering to head off on its own. If the bird is helped or treated from any injuries, the bird will form a bond with the person who aided it and will deem them a member of its Thundering. Sometimes the bird may not recognise its companion as the leader, but instead itself, but is still loyal to the person who aided it.

 

When it comes to taking care of a Tonitrua, it is important to remember these birds require electricity to keep themselves sustained. Newly hatched Tonitruas are often fed a soft mix between berries and meat, before later being moved up to solids. To keep the baby sustained on electricity, the owner can simply place the hatchlings outside during a thunderstorm and keep the bird company while the little bird’s system will begin absorbing in the electricity in the air. Tonitruas who are kept in cages are more likely to die due to being unable to fly in thunderstorms and gain the energy they need, resulting in their majestic golden colours fading and then death. It is always crucial to allow the bird free roam but those who are friends with the bird do not have to worry about it flying away - the bird will not leave them unless asked to stay in a location or runs away due to being mistreated.

 

Origin:

No one knows for certain how these birds came to be or how they gained their secondary wings or electrical abilities. Some estimate that the Aspects gave these birds these traits to make them well equip to their surroundings, other say it happened when a small bird was struck by lightning and was changed into a Tonitrua.

 

Weaknesses:

  • A Tonitrua needs electricity from thunderstorms to keep itself alive every three months (three ooc days) and if it doesn’t gain enough electricity or is prevented from gaining such, the bird slowly loses its golden colour and falls ill. Within another month, the bird will die.
  • Due to its small size, a Tonitrua can be easily taken down by a much larger opponent and its shocks will not harm larger enemies.
  • Due to a Tonitrua’s feather being noticeably beautiful and golden, they are hunted down for these feathers which are sold at high prices. These feathers are often fashioned into quills or accessories.
  • If a Tonitrua loses its tail, it also loses its ability to send out shocks as the tail serves as the main conduct for sending shocks out. However, the bird can still absorb electricity normally.

 

LM Approval Required:

No

 

If playable, what are redlines?

  • A Tonitrua’s electrical shock cannot cause any damage to any other characters, its shock is only strong enough to cause a simple pinching pain wherever the person is struck.
  • A Tonitrua will need electricity to keep itself sustained, this can include normal electricity from thunderstorms. Voidal electricity will not sustain the bird as the electricity will need to return to the void once the connection is closed.
  • If you mistreat your Tonitrua (such as harming it, locking it up, not giving it electricity, not feeding it, etc) - your bird will fly away and will not return to you.
  • If you want a Tonitrua, simply contact me (Farryn) and we can arrange a little event for you to get a Tonitrua.
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An ooc note: Prior to beginning work on this creature, I was not aware there was pre-existing unicorn lore. However, the lore that's been pulled up for me as reference is one paragraph, so this serves as a further development of that lore to give the creatures more flavor. Thank you to CritsyBear for being the first to point that out on this thread, along with a link to the old piece of lore where they're mentioned in passing.

 

Original piece can be found here: https://www.lordofthecraft.net/forums/topic/161000-✓-the-fae-realm/

 

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"She did not look anything like a horned horse, as (they) are often pictured, being smaller and cloven-hoofed, and possessing that oldest, wildest grace that horses have never had, that deer have only in a shy, thin imitation and goats in dancing mockery. Her neck was long and slender, making her head seem smaller than it was, and the mane that fell almost to the middle of her back was as soft as dandelion fluff and as fine as cirrus. She had pointed ears and thin legs, with feathers of white hair at the ankles; and the long horn above her eyes shone and shivered with its own seashell light even in the deepest midnight."

-Peter S. Beagle, The Last Unicorn

 

Overview

 

It came into being with all the other creatures of the world. An elegant, lithe beast, with the softest coat imaginable, and a long flowing mane that formed waves in the wind. It initially was the Aspect's chosen servant, the one meant to guard their balance with grace and wisdom. The purest white of virgin snow blessed its coat, its eyes vibrant red as it was blessed with the touch of the Horned God. It was this touch that was its downfall, the unprotected creature and its kin an easy target for predators seeking a quick and easy meal.

 

So it was that Grandmother Spider stepped in, seeing the pure nature of the creature as something worth protecting. With her touch, she blessed them all with a single horn in the middle of their forehead, a twisting bit of thorn with a core that teemed with the magic of the world around them. To their white coats, she added flecks of brown and green, granting them the natural camouflage to hide in the dense forests they called home. Thus the unicorn was born.

 

With the blessings of the Aspects, it was able to pass to and fro between this world and their realm, using fairy rings as the gateway. Even still, it has managed to remain hidden from sight of the commonfolk, avoiding their gaze and their hunting as it wanders the world, a symbol of perfect balance.

 

Appearance

 

Unicorns appear similar to horses at a glance. Closer inspection reveals their bodies are built to be much thinner and more flexible than the average horse, allowing them to more easily navigate lush undergrowth at higher speeds. Much like cats, their spines can rotate and twist more easily than other animals, granting them a much longer stride when running at full speed. Their long legs make for a large gait, though as thin as they are mistakes while sprinting can have extremely costly side effects. The bones are thin and lightweight, easily broken with enough force; given they can reach speeds comparable to the pronghorn antelope at sixty miles per hour, collision with trees can and will shatter their bones.

 

The creatures are far-sighted, able to make out objects far away more easily than objects close to their face. This is to allow them to better plan corrections in their path, as well as detect predators from further away. Their ears swivel one hundred eighty degrees as well, giving them full range of hearing. Their sense of smell, however, is comparable to a human's, and they have little to no sense of taste. While this makes them the least finicky eaters in the world, it puts them at great risk for consuming poisonous plants by accident.

 

The fur of their coats is quite short, cropped almost to the skin much like a deer, until you get close to the fetlocks. There, the fur blossoms out into thick tufts of hair, fluttering down to the ground. Their hooves are cloven, and their manes and tails are like thin strands of silk: delicate and smooth.

 

The horns themselves are a pristinely-formed spiral thorn, flecked with metallic bits that sparkle when the light hits them just right. There are multiple blood vessels throughout the horn, and removal of it almost always results in the death of the creature. The horn produces a special toxin that is released when it sinks into something, much like the fangs of a venomous snake. This only happens when taken directly into the bloodstream; skin contact has no effect with its base form.

 

The toxin has a withering effect when taken into the body, causing muscle to lose tensile strength and grow weak and feeble. The toxin eats away at calcium, causing a sort of paralysis that prevents movement as it causes bones to become brittle and immobile. This effect is spread throughout the body as the toxin travels through the bloodstream, the victim losing the ability to move. An antidote can be created with a specific array of herbs, and the damage dealt can be repaired with care, rest, and plenty of milk.

 

Habitat and Behavior

 

Unicorns have a tendency to dwell in areas where there are plenty of hiding places for them; forests, jungles, occasionally caves. They prefer places with lots of undergrowth and few nearby settlements. They are quite hardy, adaptable animals, capable of living most anywhere so long as they have a proper food and water source.

 

Because they have had little exposure to descendant races, they are quite skittish around them. They prefer to stay away, but will seek out fairy rings. Exposure to the rings seems to heal their wounds and calm them down.

 

When it comes time for the unicorn to propagate, they seek out the nearest fairy ring, stepping through to the fae realm where they can find a mate. However, if the creature has adapted against a magic that is detrimental to the balance of nature, it will be unable to pass through. This includes all dark magics. Any attempt to have a foal outside the fae realm will result in death for both the mother and the child, as they need the increased natural energies in the fae realm to feed both their own life and the unborn foal's. Only a single unicorn can be birthed at a time, and they only mate four times in an elven year: once for each season. For unicorns that have adapted to holy or voidal magics, this drops to twice an elven year: once in summer, once in winter. The reason for this in regards to holy-adapted unicorns seems to be a draw toward protecting the descendants rather than remaining neutral, perhaps as a result of their exposure to the influence of Aeriel, Xan, or Tahariae.

 

Magical Properties

 

The true gift granted to the unicorn is its adaptability, far more precious than its horn or its speed. Through exposure to the elements, they are able to change their bodies to withstand far more harsh environments than they normally could. For example, if a unicorn settled in a scorching desert, their ears would expand within a week or so to help them stay cool. Likewise, a unicorn settling in a tundra would have much smaller ears, and might grow a longer coat to help maintain body heat. Minor adjustments like this occur in a week or so, and if the creature relocates it can change again.

 

Larger changes, however, cannot be reversed. Changes that alter bone structure, size, or resistance to the elements have to be made much faster to ensure survival, and the body never recovers from the changes. This usually occurs in times of disaster, such as flash floods or volcanic eruptions. Unicorns that settle near volcanoes tend to have much higher resistance to heat, and can sometimes even begin to produce excessive heat themselves to balance it out.

 

This ability can be manipulated through magic to sometimes devastating effects. Due to their sensitivity to outside influences, unicorns will actually try to adapt if harmful magic is thrown at them. Likewise, if helpful magic is thrown at them, their bodies will try to replicate it for later use. This does not happen immediately, and can take two to three exposures to the magic before they begin to react.

 

So why would a mage want to do this in the first place? Due to the nature of the creatures, their evolution can be beneficial to magi in need of practice or an increase in versatility. These effects are relatively small but can mean the difference between a small range of damage and a large range of damage. In addition to this, the manipulation by magic to the creatures affects the toxin released by their horns, a phenomena that does not occur when they change to defend against natural influences.

 

While most voidal magics do little against unicorns, evocation has quite profound and interesting effects on the beasts. When struck often enough with elemental evocation the creatures have a tendency to morph to better absorb the effects of the element thrown at them. While damaging to the creature, this can be quite useful for teaching new students, as their target would no longer be destroyed or damaged by their spells. This also changes the toxin in the unicorn's horn to better fit the magic they've been altered by.

 

  • Fire evocation: the unicorn becomes more heat-resistant and begins to produce its own fire source to combat the magic used on them. Their horns begin to glow like heated metal, and the toxin produced by it causes symptoms quite similar to flametongue root overdoses instead of the withering effect.

  • Earth evocation: the unicorn's bones grow thicker and harder to break, and the hide hardens to prevent damage to the muscles. Their horns grow craggy and rough, and the toxin causes a victim to grow sluggish and slow instead of withering away.

  • Water evocation: the changes to a unicorn's body only occur when ice is used. It causes them to grow thicker fur, and can often results in them beginning to grow ice crystals along their body. Their horn gets a frosty coating, and their toxin acts more like frostvine.

  • Electrical evocation: the unicorn's body starts to deteriorate into a more incorporeal form, the softness of their mane lost as they build their own static charge. They become jumpy and more energetic, but they also tire quickly and have to rest far more often. Toxin becomes paralytic, like a powerful jolt of electricity. Paralysis lasts only a few seconds (oocly five minutes), but long enough for the creature to escape.

  • Arcanism: the unicorn's body deteriorates from the inside out into a being made almost entirely of mana. They can then alter back and forth between their mana form and their natural form as needed to absorb further blows, but they cannot heal from wounds. The toxin becomes a less potent withering, more akin to a void mage withering with a single connection.

 

A note on voidal connections: These are all examples and are up for interpretation. So long as the basic idea that the creature is modified to embody the magic it was assaulted with as a means of defense, it is acceptible.

 

Deity magics rarely affect the creatures, although there are some that cause some changes to how the creature behaves. Due to their creation, they are natural and can be communed with by druids, and are not harmed by holy magics from clerics and paladins, so they cannot turn into holy unicorns by being harmed by it outright.

 

  • If healed often enough with clerical or paladin magics, the unicorns will begin to adapt to the presence of their holy gifts. Shown the kindness and healing of the magic, their toxin becomes a boon, no longer withering but healing instead. This healing can only ever match the skills of a cleric or paladin at tier 2 of their healing magics and can never exceed that power.

  • A druid's gifts can be used to manipulate the properties of the toxin their horns produce to create a very mild sedative in extremely small doses. This is because the horn itself is not organic, and behaves more like a plant's thorn than a beast's horn. The inverse is also applicable, extending the paralysis. This also applies to modified toxin, as the horn is still a plant.

 

Dark magics can be particularly damaging to the beasts given their natural innocence. They lack a concept of what is right and wrong, much as many animals do, and seek survival. In this case, their blessing is their curse, for it is in the magics that this world calls black that their true potential can be manipulated and damaged.

 

  • Iconoclast magic prevents the creatures from evolving at all, making them extremely susceptible to attack after. If used on a creature that has already evolved, it robs them of their resistance to the magic without changing their altered forms.

  • Necrotic tethers react powerfully with the magic of their horns, and the unicorns are quite susceptible to its power. After being drained the second time, they will begin to develop a much stronger font of life force to cope with the initial drain. A third tethering causes them to form tethers of their own, acting as a conduit for the magic and allowing the necromancer to drain multiple plants around them for a short distance (mechanically a three block radius around the unicorn) instead of draining the unicorn to start with. These tethers cause great pain to the creature on top of the sensations of draining, and their coats begin to appear blighted as a result of the corruption. A druid's blight healing, if the creature can be saved, is able to cleanse the blight and return the creature to its original appearance, but the change is temporary and will return the next time it is tethered.

 

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  • Shade magic seems to have quite lethal effects on them. Due to the amount of mana contained inside them, turning it into amber effectively kills them, leaving behind only an empty husk. The amber can then be harvested from inside them and used later, though it does dissolve within a year (ICly one week).

 

A note on magical evolution: If a unicorn is altered, it gains both the strengths and the weaknesses of having that magic. A necrotic unicorn becomes extremely susceptible to holy magic.

 

REDLINES

-You cannot drink unicorn blood to become immortal. These are not Harry Potter unicorns.

-A unicorn can only change once over the course of their lifetime. Once it is changed, it cannot revert back by any means.

-Touching a unicorn's horn will not provide you with a wish. But feel free to believe what you want in-character.

-Unicorns do not produce any form of aphrodisiac whatsoever.

 

Thank you to Fiter for information on how shade magic works and Phil for information on iconoclast.

Images gathered from google, I do not have any sort of ownership over them.

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(Name of the creature )
Bone Basilisk.

 

(Picture reference including credit to artist)

By the pricking of my thumbs, something wicked this way comes~

https://i.pinimg.com/564x/95/48/3d/95483dc362ea9c7b1b17abfccbbc5702.jpg

ZBrush dragon, created by Damir. http://www.damirgmartin.com/about.html    I'm studying ZBrush... and I've got a long way to go before I'm able to create works on this level.

https://i.pinimg.com/564x/f1/ec/88/f1ec8894e56dd52a4cbb2bbf629bf46c.jpg

 

attachment.php (682×1000)

https://i.pinimg.com/564x/6b/94/ca/6b94ca22c307ea757675064ffe44abd9.jpg

 

Dragon design 3 by damir-g-martin.deviantart.com on @deviantART

https://i.pinimg.com/564x/c7/f0/36/c7f036afbf2cd5e51984861bbb14cb34.jpg

 

Habitat:

Caverns.

 

Size:

Birth: 2 feet.

Middle age: 21 feet.

Prime age: 46 feet.

 

Diet:

The bone basilisk would be considered a full carnivore. The diet consisting of an all meat diet without judgement of who or what the creature is. The basilisk would attempt to devour the prey whole however if unable due to not being able to unhinge the jaw, rip the meat into smaller chunks before devouring. The creature wouldn’t hesitate to attack unsuspecting creatures of the deep, a kill first mentality.

 

Temperament:

Extremely hostile.

 

Brief summary of the creature

The bone Basilisk is a variation of the other basilisks within the realm, however adapted and changed to work with its surroundings, the creature’s growth is somewhat unique as it’ll grow a chitin armor around itself to emcompasses physical attacks to be spread out rather then at a single point making it extremely difficult to attack with physical attributes but also magical. The shockwave of most projectiles seemly doing ill to no effect against the creature. The basilisk would reside within the deepest caves upon the realm of Atlas, primarily using its attribute of scent detection to move around rather then it’s eyes being extremely sensitive to it. The cavern system the basilisk would reside within would be large, however mostly created by natural sources due to the armor of the creature it has been known to construct it’s own tunnel networks, able to dig deep down for protection to making the nest larger.

Despite other basilisks being pack creatures the bone basilisk prefers to hunt alone despite for the season of mating where they’ll create noises almost like earthquakes hitting against the stone to radiate the strongest echo throughout the caverns to attract and charm a mate, for both male and females, they can also use this as a cry for help if need be

 

Characteristic: (Behaviour, Reproduction, Gathering food)

The behavior of the basilisk is something strange, showcasing a higher intelligence from others primarily for evasion and attack, the tongue of the basilisk able to detect thousands of scents at a given time would almost give them a location of everything in a room, able to calculate attack patterns and removal of wanders to threats. This sticks right in where they gather food, passersby or trespassers within the cave of a bone basilisk would be met with a swift end, although having no venom to weaken the foes the brute force of its fangs would be enough to scare even the strongest enemy. If the basilisk however doesn’t have any food to support the size, it will purposely seek out new prey, possibly digging new tunnels to invading populated villages to cities. The basilisk would only require a quarter of its weight in food to sustain itself for several weeks.

For reproduction the behavior of creating large noises similar to an earthquake against cavern walls to alert any other bone basilisks of the location or to make sure not to attack an intruder, upon consensual acceptance of mate-hood the male would fertilize the eggs before leaving, only to hatch within three elven months.    

 

The basilisk doesn’t have any venom, or noticeable large fangs that differ from the rest of its teeth, however they’re sharp and able to crush stone and iron alike, being a knife to flesh. The chitin hide of the basilisk would circumference the upper body, sides and the head of the bone basilisk leaving the under-belly revealed without protection to assist in movementality. The chitin armor actually being plates like scales upon the basilisk which assists in how the creature is able to absorb physical blows and projectile attacks easily.

 

Origin:

Native to the land of Atlas.

 

Weaknesses:

The only two known visible weaknesses would be the underbelly, however the snake skin is still very thick and strong, it wouldn’t be revealed much to attack and the tongue, removing this removes all sense of direction, which the basilisk uses quite often.

 

LM Approval Required:

Yes

This is an ET creature only.

 

If playable, what are redlines?

This creature is supposed to be played by ET actors only.

The creature cannot be domesticated.

The creature is mostly immune from most projectiles and brute attacks.

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