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[✗] [Creature Lore] The Primal Monstrosities


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Primal Monstrosities

Player Event Pact

This is a collection of player event creatures intended for higher difficulty/number player events between cooperating players, the creatures intended to be rare and challenging to experienced characters. Each must follow the redlines below:
 

Unless otherwise stated, all of these creatures are usable by players only for player hosted DIY events, and follow are rules associated with player events (Cannot defend your nation or attack others, items made from them are player signed and do not exceed their mundane counterparts cannot be tamed, ect.)

 

Druids can commune with, but not control, these creatures. Transcendent druids may still use their appearance for wardens or physical changes.

 

ET may bend or break redlines should these creatures be used in their events. Players must follow these redlines.

 

 


The Uryker

Spoiler

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Physiology

Uryker are an offshoot of the humble vampire bat, having grown to immense size and strength due to the ever increasing size and endurance of their prey. Flightless yet still dangerous child Uryker will reach the size of a dwarf, while adult specimens can range anywhere from the size of a full grown grizzly bear to that of a small elephant depending on the average size of monsters in its area. The creature bears a set of many stoney-dark fangs which it uses to puncture through ferrum-like hides, and four curved talons used to perch itself upon the body of large creatures. Its skin is rough and bears little in the way of hair, about as durable as hardened leather. These bats, unlike their cousins, do not rely on echolocation and as such have wide dark-seeing eyes and thin, spindly ears.

 

Behavior

While possibly encountered just about anywhere due to their ability to fly from place to place, Uryker are most commonly spotted in dark caverns, swamps, or forests. Uryker, for more reasons than their nocturnal lifestyle, will never venture into the daylight or other overly luminous areas. The monster will generally hunt by searching out a sleeping creature of large size, perching upon an unreachable section of its body so it might drive its fangs into the flesh and exsanguinate the poor animal. While they are able to easily hunt the likes of descendants, the relative lack of blood usually restricts them to a meal of last resort. This may drastically change should a group of adventurers move in on its territory by slaughtering the other large beasts the creature hunts, such descendants often finding their end at the creature’s wicked intelligence.

 

While unnecessary against most dumb beasts they hunt, in conflicts with (hopefully) intelligent creatures like descendants the bat is known to set ambushes, traps, ect to tip the scales in its favor. They have been known to lure adventurers into nests of the young of rival Uryker simply to wear parties down. Due to its relatively vulnerable body, the creature is known to perform hit and run tactics, striking at foes and perhaps dragging them off to the safety of darkness.

 

Taming

Uryker are known for being ruthless and uncaring creatures on the best of days, most often leaving their own young to fend for themselves soon after birth. This lack of any social ability renders Uryker incapable of being tamed or domesticated in any way.

 

Abilities

The vicious bats bear many natural capabilities from their form right from birth, with dagger-like fangs able to punch through steel plates to long curved talons able to rend limbs from the body. Even their tails are somewhat dangerous, capable of being lashed at enemies like a common rope. Young and old Uryker can suck blood easily after their jaws latch on a foe. For a being as small as the common descendant they’d find themselves quickly in mortal peril. Uryker also possesses eyes capable of seeing in total darkness.

 

Adult Uryker develop more supernatural abilities, able to regulate their blood to drop their body temperature and turn their body from a brownish color to a black almost invisible in dim light. The creature’s affinity for shadow also manifests in other strange ways, their natural regeneration speeding up significantly while in total darkness.

 

The talons and fangs of a Uryker are equivalent to mundane ferrum. Their skin can be made into mundane leather and their tail repurposed as a mundane whip. These are all player signed.

 

Only adult Uryker may regulate their body temperature, fully fly, or regenerate in shadow.

 

While their blood is cold, a Uryker is essentially invisible in dark settings or to the heat-sight of things such as Azdrazi or alchemical goggles. The bat cannot maintain this forever however, finding itself more and more lethargic should it keep this up.

 

Generally, a child can incapacitate a full grown descendant by feasting on their blood for at least [4] emotes. An adult can do so in [2].

 

The size of a Uryker adult is relative to the creatures in its area. Most will be around the size of a bear, though those in areas with extremely large creatures (like lurkers of earth eaters) will often grow to the size of a small elephant.

 

The regeneration of a Uryker in darkness is quick, able to heal minor wounds in [1] emote, moderate (most slashes and bruises) in [2], and severe wounds in at most [5]. It cannot regrow fully severed parts of its body however.

 

Uryker vision only functions properly in darkness, rendering them entirely blind in the light of day. Creating a light as bright as a torch or brighter in their presence will momentarily blind and daze the creature as well.

 

 

 


The Woaloa

Spoiler

Ukud-Cobra-Dragons-of-Tarkir-MtG-Art.jpg

Physiology

The fiendish four-fanged great cobras known as Woaloa are a persistent nightmare among any adventurer unfortunate enough to witness them. They bear long bodies covered in durable, rough scales able to cut flesh by simply sliding against them, wide spiny hoods which accentuate their wide form, and an emaciated, skull-like head which ends in four long fangs. It's believed these creatures never truly stop growing, though commonly reaching 10 feet by adulthood and continuing upwards to thirty feet. Their tail ends in a long, spearlike stinger which bears a different venom to its fangs. Most notably, the creature's entire body is resilient to all forms of burns (be it acid, fire, lightning, or otherwise.) This means that even should the creature be slain by a predator, all of its flesh is entirely inedible.

 

Behavior

Woaloa are akin to many serpentine creatures, generally living in the same area to conserve energy as it waits for something suitably edible to come upon it. However, the cobra bears one habit which marks its identity, known to regurgitate excess flesh from past meals to shape into a lattice-like network of rotting viscera which coat whatever tunnels or trees the creature finds its home in. This rotting palace generally keeps most possible adversaries away, while also drawing in scavengers to prey on or potential mates (male woaloa choose mates based on how much of a war crime the female’s nest is.)

 

These snakes are known to live in any warm or temperate environment they can, usually areas with many shallow caverns to nest within. While it is possible to find them underground, they generally do not travel more than two layers beneath the earth.

 

Taming

While Woaloa are fierce protectors of their eggs, they do not possess much in the way of connection with other serpents or animals naturally and as such are fully incapable of being tamed or domesticated.

 

Abilities

In account with their base form, the fangs and stinger are both capable of piercing through steel plates with enough force, while their rough scales can cut through light armor should someone be foolish enough to grab onto them. More significantly though, the Woaloa can produce a wide variety of toxic substances depending on its need.

 

The fangs of the cobra can inject a fast acting paralyzing toxin, rendering those afflicted with it unable to move for a short spell. Its tail stinger possesses a second venom which torments the mind of their victims, removing any sense of balance, coordination, or complex thought for a similarly short time. Finally the cobra is able to eject stomach acid in a misty spray at a creature, yielding first degree burns upon exposed flesh or blinding should it contact with the eye of a foe.

 

The fang, stinger, and scales of the snake bear the properties of mundane ferrum. While resilient to burns, this resilience is equivalent to the resilience of ferrum to such burns. These are player signed.

 

Venoms and acids become quickly coagulated after leaving the body of the snake, losing whatever poisonous/acidic properties they possessed.

 

The flesh of a Woaloa is inedible due to its acid-resistant properties, being uncookable and causing any who eats it to quickly throw up.

 

Venom from either the fangs or the stinger afflicts its poison for a maximum of [5] emotes.

 

While resistant to blunt and slashing strikes, the gaps between the underbelly of the creature make it vulnerable to piercing blows. Striking its venom gland within the throat or at the end of their tail through these gaps renders them unable to use the respective venom.

 

Cold (brought through ice evocation, alchemy, of a frost witch) is exceptionally effective on these creatures. They will find their strength withered progressively depending on the severity and frequency of the cold attacks.

 

In player events, a Woaloa cannot exceed forty feet in length. Elder Woaloa of 80 to 120 feet would be feasible for ET events.

 

 

 


The Nemxul

Spoiler

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Physiology

Said by primitive biologists to be the ‘missing link’ between true arachnids and lurkers, the industrious Nemxul appears like a primordial spider-monster, with a lamprey like collection of fangs in its jaws and spindly legs that end in rock-piercing points. The front two of these legs curve like scythes, and are just as sharp. The creatures possess eight beady eyes capable only of sensing light, while their legs have sensitive organs able to feel vibrations through web and stone alike. Nemxul are small compared to other giant spiders, reaching the size of a wolf in most of their breeds. The sole queen, or domesticated Nemxul, can reach the size of a warhorse.

 

The exact shape of the body and number of legs varies from hive to hive, with some more lurker-like specimens having only three pairs of legs and elongated bodies while more spider-like kin generally bear stubbier, eight-legged bodies. Only the queen of a hive reproduces, and they do so without mating akin to lurker broodmothers.

 

Behavior

Nemxul are highly social creatures, forming large hives beneath the cover of stone or trees like ants might in dirt. They are also excellent silk-weavers, with a hive being capable of erecting a veritable fortress of webs over their domain within mere days. Since this web is, unlike those of their kin, extremely visible, they generally venture out in packs to incapacitate prey and drag them back to their lair. Unlike most spiders, Nemxul have been observed to give their lives to defend others of their kind, especially their queens (and occasionally other species of arachnid when they get confused.)

 

Nemxul have a varied, omnivorous diet, but they most often feed on small mammals, birds, and mushrooms. They can survive off berries or vegetable roots, though it will result in unhealthy and violent creatures soon enough.

 

Taming

While not able to be tamed, their social nature allows the careful to slowly domesticate these large creatures. Upon being domesticated, the Nemxul will always be the size of an average horse, with its chitin degrading in strength and webs becoming like those of a silk moth. These domesticated queens will stop producing smaller drones, instead only producing the rare queen every two to seven elven weeks.

 

Abilities

The chitin of the false spiders is relatively fragile, about the strength of copper across their body and as such easily breakable by even ferrum blades. The exception to this is their two front legs, which bear blades of ferrum strength capable of cutting through chain or denting plate, which they often keep defensively in front of themselves when faced off against a singular foe. They bear no feeding jaws akin to a lurker, their fang filled maw able to gnaw at engulfed limbs but wholly unable to pierce even gambesons.

 

More specially, these arachnids are quick web shooters and can entangle a foe in shiny steel-like webs from as far as fifteen blocks away. These webs are too strong to break with descendant strength and are inflammable, but can be cut easily by ferrum blades. Nemxul can also expel clouds of ash from their maw, filling up to a three block radius area and obscuring the arachnid and its victims from eyesight. They possess a limited sense of vibrations to capitalize on this ashen fog, able to sense movement through silk of dense substances like wood or stone.

 

Non-domesticated queens bear a unique style of combat in addition to their enhanced size and strength. Queens will often shroud their frontal blades in their silk, allowing them to easily entrap weapons or individuals which make contact with the natural weapons. A queen can additionally expell ash clouds outwards in a five block radius instead.

 

The bladed legs bear the properties of mundane ferrum, and the rest of the chiton is akin to mundane copper (though it can be enhanced to ferrum quality armor through chitin crafting.) Their silk loses some of its strength and fire resistance but can be repurposed into anything possible with mundane silk. These items are player signed.

 

Domesticated Nemxul are horse reskins in all respects except appearance, behaving identically to horses in crp. They cannot use webs or ash in crp, nor can they climb up walls. Taking out a leg of the creature is enough to topple it where attacking a leg would topple a horse, even if they have more legs than a horse does. They lose the ability to produce ash clouds outside faint whisps, and their chitin across even their bladed limbs is only as strong as horse skin and bone.

 

A Nemxul cannot spam out its webs, requiring [2-3] emotes between each shot to attack with it again.

 

It takes only [1-3] emotes to free oneself from webs with a bladed weapon, with knives being more efficient and axes being less so. Fire, blunt weapons, and piercing weapons does nothing to free one from these webs.

 

While the webs of the arachnid are not flammable, the creature itself very much is. Any sort of exceptional warmth/heat will stun and panic the creature. Exceptional bravery, such as that shown by a paladin or templar, can also frighten these creatures.

 

 

 


The Muhmoryu

Spoiler

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Physiology

The Muhmoryu is a rare beast, appearing like a mix of a deep sea fish and an amphibian. The creature bears two large eyes and a long tongue which ends in a bioluminescent organ as bright as a lantern, while its oily body is covered in warts and dangerous spurs. The creature bears webbed claws and a long tail capable of propelling its body through tempestuous waters with ease. The monster is almost always large, bearing the size of an elephant. It has many spindly teeth able to chop through metal with enough bites, allowing it to butcher those pulled in by its tongue.

 

The tadpoles of the creature range between the size of a human to a large bear, though they only share the fins and glowing tongue of their parents. Adult or child, these creatures are capable of absorbing oxygen from water through their skin, allowing them to survive relatively easily but forcing them to always remain close to sources of water.

 

Behavior

Muhmoryu make their lairs in wet places, most often the brackish waters of swamps, the cold waters of underground lakes, or the coasts of seaside cliffs and islands. It will sit in wait, using its mana infused lure to draw prey to its waters in order to ambush them. While clever, most of its manipulation relies on instinct and the creature itself is not particularly intelligent.

 

Taming

The amphibians are too large and stupid to be tamed or domesticated.

 

Abilities

The claws of a muhmoryu are capable of cutting through most hides, though will merely dent or cave in plate armors. Their teeth, on the other hand, can chop through metal with successive bites. Their tongue can shoot out to ensnare those close enough by, reeling them back towards the creature’s teeth. With enough space to speed up, the creature can easily leap out several meters above the water's surface.

 

Most supernaturally, the glowing organ at the end of its tongue grants the creature some form of instinctual mana manipulation. It can cause images of fog, mist, and glowing blue mana to appear or disappear in a 50 block radius from itself. Additionally, while within a body of water, the creature can ‘teleport’ much like a mana mouse, phasing into mana and reappearing in water within the range of its glowing influence.

 

The teeth of the creature bear the properties of mundane ferrum, while its skin can be repurposed as mundane leather. These items are player signed.

 

It takes at least [2] emotes of biting for the monster to fully chop through plate armor.

 

The creature can only breathe while in contact with water, limiting its ability to leave armor to that of a couple dozen emotes (at most twenty.) This may be reduced to as low as [5] emotes in extreme environments like a desert coast or arctic waters.

 

The creature’s tongue has strength just below that of an olog, while the core body has strength like that of an elephant in its adult form. The tongue of a tadpole only has the strength of a regular human.

 

The creature must broadcast its intent to warp the emote before it does it, glowing mana spreading from the end of its tongue to the rest of the body. Its magical abilities can be silenced by cutting the bulb from the rest of its body, or by a strike of anything capable of temporarily disrupting tier 3 magic or more (such as null arcana or thanhium.)

 

The creature’s hide, while resilient to piercing and bludgeoning force, is vulnerable to slashes from blades.

 

 

 


The Ogkou

Spoiler

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Physiology

The hideous Ogkou is a species of gargantuan moth the size of a grizzly bear or larger, possessing a strange amalgamation of both a hairy exoskeleton and internal bones much unlike other arthropods. Nearly every part of the creature is deadly, its legs ending in pointed bone spurs, its tail ending in a large grasping pincer, and its wings both strong and sharp. The creatures generally come in coloration depending on their location, brown in the north, mottled black and tan in the east, pale white in the south, and a mottled sickly brown and gray in the west. Its head is eyeless, appearing just as a disgusting pulsating mass of exposed flesh.

 

In their larval state before pupation, regardless of location the creature appears like a massive toothless grub between the sizes of a dwarf and a small bear, and an almost entirely glassy body.

 

Behavior

Despite their size, Ogkou are as short lived in their mature state as most of their relatives. An adult Ogkou lives only for a single month, and so they are known to be some of the most violent and destructive of natural beasts. Most of their life is spent finding and slaying as many living things as possible so they might lay their eggs among the corpses, the dead acting as the food source for the next generation of larvae. The short time they can do this results in them being prone to directly engaging in threats most animals would be wary of, such as small towns and fully grown lurkers. These creatures can be found nearly everywhere, though they most commonly persist in the first layers of mountain or tundra caverns.

 

Taming

Neither the adult nor its larvae are of any temperament that makes them conducive to taming or domestication in any way.

 

Abilities

In their larval state an Ogkou has essentially no abilities or potent natural weapons, their toothless jaws mostly designed to entrap beings much smaller than they. The adults, on the other hand, possess many. Each of their six legs ends in a pointed spur of bone, strong enough to puncture chain and dent plate. Their “tail” is serrated in many smaller versions of these spurs, ending with a large boney pincer like an earwig which they can use to sever errant limbs or lift bodies (living or dead) off the ground. Finally the creature’s wings can be strengthened at the will of the creature, allowing them to slash with enough force to dent plate and cut through lesser armors.

 

The eyeless head of the creature is in fact a complex sensory organ which gives the creature an unmatched sense of smell. The Ogkou can make out the stench of a living creature from half a mile away without much difficulty. In combat most adult Ogkou will whirl themselves about, constantly striking with each weapon at their disposal simultaneously to fend off many opponents at once.

 

The bones of the creature are equivalent to mundane ferrum, and its wings equivalent to cloth after death. Items made from these are player signed.

 

Ogkou on average live for one human month (1 ooc day.) At most they can live for three out of character days before passing.

 

Despite its temperament, you may still not use creature to “attack” non-consenting communities.

 

The sense of smell of the creature can be foiled by things which mask scent, rendering the creature mostly blind to its foes.

 

 

 


The Mol-Oahk

Spoiler

sky_serpent_by_whimsicalfishy_dflvq90-fu

Physiology

The ravager of coasts and birds alike, the Mol-Oahk is a species of sea serpent with the peculiar ability to float great distances above the ground through specialized air sacs all along the length of its body. The serpent's bear a primordial appearance, with unblinking eyes, long pressure sensing feelers, and spindly jaws with serrated jawbones instead of teeth. These serpents can range anywhere from twenty to forty feet in length at adulthood, considered small to their purely oceanic kin. Despite their ability to fly in the air, the Mol-Oahk also sports a wide tail which helps it swim through waters when the need arises.

 

Behavior

Mol-Oahk favor preying on sea birds and flying fish close to coastlines, remaining hidden in clouds until a good swarm appears for them to rapidly descend on. The serpents usually don’t attack descendants except by accident, lured by the scaly glint of a fisherman's catch or the birdlike music of bards. Once intent on its target however, the single minded creature generally does not relent until something has died.

 

They do not hug clouds just to hide though, for the creature will often lay its extremely light opalescent eggs among dense clouds, only to descend upon the next rain.

 

Taming

Mol-Oahk cannot be tamed, though domestication is possible should one somehow gain access to one of its eggs. Domesticated Mol-Oahk never exceed the length of a boa constrictor and are completely harmless to descendants.

 

Abilities

Mol-Oahk bear many sacs along their body which they can rapidly suck air in and out of, allowing them to essentially float and swim through the air. When the need arises, the creature can expel the air with enough force to blast surrounding foes away and descend rapidly towards the ground. While the creature’s teeth cannot puncture more than hardened leather, their tails are strong enough to bash dents into plate and their constructive force is great enough to quickly cave in even the strongest of armors. Mol-Oahk will most often attempt to wrap themselves around one or more foes and return to the sky if possible.

 

While less useful in combat, Mol-Oahk bear sensitive feelers capable of sensing changes in their local environment. It is potent enough that they can unerringly predict the path of oncoming storms or the future discharge of a lightning bolt.

 

The scales and teeth of the creature are not anything special, at most capable of being made into the equivalent of mundane hardened leather or gambeson. These are player signed.

 

The creature’s air sacs can be forced to expel air with enough force, a well placed arrow shot being more than enough to force the creature to the ground.

 

The blast of the air is enough for the creature to launch an uruk a few blocks away. An olog or similar may stumble, though they will not be forced away.

 

The serpent is incredibly fast, able to match the speed of a sprinting horse without much effort.

 

Domesticated Mol-Oahk may be used as pets outside player events. They are unable to harm others or participate in CRP in any way (they are basically just seagulls.)

 

 

 


The Verrer

Spoiler

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Physiology

Massive winged rodents native to only the foggiest of climates, the Verrer is an elusive and mysterious creature to the point many deny it even exists. They possess gangly clawed limbs, a long writhing neck like a serpent, and a slender tail, two vestigial wings, and a rat’s head covered in glowing quills. Universally the creature always possesses a wingspan of fifteen feet and a body length of twenty. No adolescent or child variant of the creature has been discovered.

 

Curiously, the creature bears glowing acidic blood which ruptures soon after its death, causing the body to quickly dissolve away into nothingness.

 

Behavior

Verrer are never encountered awake outside dense fog, using the environment to obscure their movements as they hunt and limiting them to wet regions. The favored prey of the creature is generally cows, sheep, and other livestock. If threatened by something it is unsure it can defeat, the creature is known to flare its glowing blood and raise its vestigial wings in order to ward off would-be attackers.

 

Taming

Verrer are rarely seen, and most interactions that are reported end in violence. They are incapable of being domesticated or tamed in any way.

 

Abilities

While the creature’s hide is nothing special, its muscles bear a dense strength much like rock which allows them to shrug off mundane weapons as if they were armored. Its claws and fangs are often small but as sharp as ferrum, capable of cutting into chains and denting plates. The creature's wings can be used to shield its own body or batter away enemies while its long tail can send opponents sprawling.

 

More notably, the creature’s blood bears potent acidic properties that burn for a short time while exposed to the air. This acid does not melt metal, but it will likely worm its way through gaps of armor to burn the individual beneath. The creature can also release the blood from openings in its mouth in a stream up to [10] blocks away from itself. The creature can also broadcast a warbling cry loud enough to disrupt the casting of all that can hear it, or focus this cry into a singular directed blast strong enough to shatter glass and burst the eardrums of those caught in its fire.

 

Due to the creature’s blood rupturing on its death and melting its own body, only small fragments taken before (like a tooth or claw) can be recovered. These possess the property of mundane ferrum and are player signed.

 

All player event Verrer are limited to the described size. Smaller (or larger) variants are limited to ET use only.

 

The blood of the creature loses its acidity after [3] emotes of being exposed to open air. It cannot be repurposed or recovered in any way.

 

While the creature does possess wings, these are vestigial in nature and at most capable of gliding short distances.

 

Verrer are rodents, its shout sounding like a warped cry rather than a reptilian roar.

 

 

 

 


OOC Purpose

Spoiler

This is just a quick thing I made for higher difficulty player events, fitting into the niche of the other more dangerous player event monsters. I am a coward so sky whales are not included in this lore.

 

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Way too classy for LOTC. 

 

+1

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Terrible lore. 

 

-1. 

 

 

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19 hours ago, Laeonathan said:

Way too classy for LOTC. 

 

+1

 

6 hours ago, DankuzMemuz said:

Another classic Classy lore submission. +1!

 

2 minutes ago, BuffBadger said:

yoo? more Classy lore +1


<3 y'all

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This lore has been denied. You will be sent a forum PM regarding the reasons for denial within the next 24 hours.

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