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 Adonian Bestiary

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SmashBasher123
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PostSubject: Adonian Bestiary   Wed Jan 21, 2015 10:36 pm

First topic message reminder :

Ok, so this is basically just a topic for sharing ideas on enemies and monsters right at this time, as well as ideas on how the bestiary itself is gonna work (how it's organized, what exactly goes in here, etc.). Over time, obviously we can start actually compiling a list of general monsters. Just keep in mind that this is sort of a group thing, so hopefully I won't be the only one who ever adds anything to this thing (tho I'm not sure how much I WILL add to it myself...). Even if you don't have the powers of a mod or admin, feel free to write entries for monsters yourself elsewhere, and someone else can add them here. Feel free to share ideas and such now, and let discussions flow. Right now, we also need to work out a sort of format for how entries will be written as well, so that should probably be one of the first things settled on.

I'll be adding a few monsters I myself had thought of for Adonia... Sometime in the future. Hence why I wanted to be the one who made the topic. In any case, have fun.

Slime Family:
 

Beast Family:
 

Dragon/Reptile/Amphibious Family:
 

Insectoid/Arachnoid/Crustaceoid Family:
 

Avian Family:
 

Plant Family:
 

Material Family:
 

Machine Family:
 

Undead Family:
 

Demonic Family:
 

Spirit Family:
 

Elemental Family:
 

Humanoid Family

Aquatic Family:
 

Pokemon Family:
 

Unclassified/Other:
 


Last edited by SmashBasher123 on Wed Oct 07, 2015 5:07 pm; edited 12 times in total
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PostSubject: Re: Adonian Bestiary   Sun Aug 02, 2015 6:48 pm

Qanuk (Spirit) - A qanuk is a spirit of the snowy mountains. It appears under snowdrifts, and when it takes to the skies it does so as a whirling vortex of spectral frost. They glow a bright orange-red, like fire, which lures travelers closer to them with the promise of heat. Unfortunately, the heat is an illusion. They remain cold enough to freeze any water that would touch them very quickly, but as curious travelers draw near, they burn to death.

Ice Golem (Material) - These creatures of ice are to snowmen what Giga Bowser is to a Koopa Troopa. They possess incredible strength, as well as the ability to shoot beams of ice from their hands. They appear to have evolved from snow creatures that were once animated by lonely monks in isolation. Unlike the snow creatures, which acted as harmless beloved pets that wouldn't die of frostbite, Ice Golems are hulking beings of destruction. They lie dormant in abandoned shrines and caves until awoken by a hapless explorer.

Duplighost (Spirit) - A spirit of duplication which uses its powerful magics to mimic its opponent perfectly. Could this be the true fate of all the monks who traveled to the mountains for contemplation and isolation? They certainly look like they were monks once. Though they have no apparent affiliation with the element of ice, fire and explosions are notably effective at defeating them when they are not transformed. Because the transformation is perfect (aside from personality), they share all (nonpsychological) weaknesses with their opponent once transformed.

Rudolph (Beast) - There once was a mutant reindeer whose nose was bioluminescent. This reindeer also had an extra pair of legs - six, instead of four. The reindeer also had wings. This mutation started popping up again and again throughout the species, and the mutations are way too significant not to be the work of a meddlesome scientist. These reindeer will swoop down from the sky and impale you with antlers, or shoot mystical beams of light from their noses to blind you and light you on fire. They certainly aren't defensive creatures. Killing one is extremely easy. Surviving one is not. Unlike some battles, facing a Rudolph will not take long. Either the Rudolph or the challenger will die, and die quickly.

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Laonoone
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PostSubject: Re: Adonian Bestiary   Sun Aug 02, 2015 7:13 pm

Rockshell Scrags (Insectoid fam)
Small creatures that resemble less segmented lobsters, they survive in the volcanic depths and caverns by gathering rocks around them. By forming these clusters of rock around themselves, they can protect themselves from falling rock, attacks, and even magma for short periods of times. They secrete methane as well, and can build it up underneath their rocks in order to store great explosive force. They can ignite this with a simple click of their claws.

Magma Dragon (Dragon fam)
Barely qualifying as a draconic creature, this huge, vaguely reptilian beast lives deep in the mantle, surfacing underneath volcanos to hunt. They have hard drill-like beaks to pierce through the rock, and their bodies are long and sinuous. One might call them gigantic snakes, if not for the massive forelegs carrying claws capable of pulverizing bedrock. They are thankfully extremely rare, for legends say that they can cause volcanos to erupt when in a bad mood.

Burning Blight (Plant fam)
A type of uncommon mushroom that only grows in areas high in flammable gas. It absorbs said gases, burning them to fuel its growth, which earned it the name of 'burning'. As for the name of 'blight', it turns out that they create an even deadlier gas as a byproduct, storing it in their stalks, and so rupturing the stalk releases it quickly.

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PostSubject: Re: Adonian Bestiary   Sun Aug 02, 2015 7:23 pm

Siren (Spirit) - A spirit that lives on small islands in the ocean and lures travelers to its lair. It disguises itself as a beautiful man or woman. Someone who cannot hear their song will see them, but not be tempted to nearly the same level. As travelers approach, their minds are increasingly under the control of the siren. If someone were to get so close as to touch it, their mind would be forever lost. Part of its charm makes it unlikely to be attacked, as any traveler would have a very difficult time allowing the siren to be harmed. However, if subjected to fire, they dissolve into sand. Whether day or night, they are only present while the sky is clear.

Merpeople (Aquatic) - During stormy weather, sirens retreat underwater. Their true form is hideous, like a human with features of an eel and octopus. However, they can still disguise themselves with their magic. This is how the idea of the "mermaid" came to be. Instead of luring entire ships via song, the merpeople attract individual sailors by making and maintaining eye contact. Once the sailors jump into the water, the merpeople drown them. Harpoons have been found to be effective against merpeople.

Kraken (Aquatic) - A cross between a giant squid and a dragon lurks beneath the waves. It eats ships and whales, then excretes toxic sludge used to trap other animals. It can't be killed with physical attacks, but if one were to use explosive magix, its tentacles can be permanently disfigured, and it will shy away. It's rather timid when it believes something poses a threat. The only reason it's so threatening is because it's at the top of the food chain. Please don't organize a team of OP mages to start hunting it for sport. It's an endangered species.

Other mentions: Pirate (class)

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PostSubject: Re: Adonian Bestiary   Thu Aug 06, 2015 2:34 pm

Other places I will design enemies around:

Treasure areas (gold and stuff)
Lakes
Forests
Plains
Cave
Volcanic
Heights/air
City ruins/sewers (like Toad Town Tunnels)
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PostSubject: Re: Adonian Bestiary   Sun Aug 16, 2015 2:16 pm

TREASURE ENEMIES

Genie (Spirit Family) - Whenever a large pile of treasure contains a lamp (or other similar container), be wary not to wake a genie free from inside it. While it is true that three wishes will be granted you, the wished are fulfilled usually in the most inconvenient way possible. Not to mantion that the ancient magics only prevent the genie from attacking you while you still have wishes left. Once you've made all three, you will experience a terrifying miniboss. Nobody has ever survived, so data is lacking on weaknesses.

Goldeater (Demonic Family) - These feisty little imps make themselves at home near treasure - particularly gold. Some historians suspect they are the reason gold's magical properties were discovered in the first place. As their name would imply, they consume gold. And they excrete gold. Gold is always in their system. This means they are always crackling with magical energy, which generates in the crystal structures on their palms. If you can use physical attacks and shatter these, they will be all out of magic once they use up the fading reserve. Being a conductor, the gold makes it so they use their magical reserve quickly. Unfortunately, this means they are explosive on the short term - which can become the long term very quickly if the magical generators are left on.

Leprechaun (Humanoid Family) - A little man in a green suit will occasionally appear to those seeking treasure, particularly on days during which rainbows are visible. Do not follow him. Do not trust him. He will turn on you, trap you, and steal your wallet and treasure map. Quick and nimble, the leprechaun is unparalleled when it comes to darting away. If you can trap it and bind it in steel, you can hold it still for a blow. You're almost certain to miss if the area of the attack is smaller than a house. Even if it's homing. They are, without a doubt, the best at dodging.

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PostSubject: Re: Adonian Bestiary   Sun Aug 16, 2015 7:46 pm

Cowbull (Beast) - An aggressive bull that also features anatomy of females. It is neither male nor female. In addition to its udder, it also sports a dashing mane and a pair of tusks upon which it gores enemies. That's right, when it charges you have to watch out for the horns AND the tusks. Talk about overdoing it! Fortunately, they're no more difficult to kill than your average cow, defensively speaking.

The Hungry (Sinuous*) - Giant worms on the prairie target creatures like cows. Any trenches you see marring the landscape were probably caused by one of the Hungry, giant worms that make a hobby of tipping cows by digging the earth up from under them. Now, they aren't so large they swallow cows in a single bite. They trap cows in one place, then burrow through the still living body until it dies, eating their way though. If you're more nimble than a cow, you can probably jump back and get ready to defend yourself. They're ridiculously easy to kill once exposed to the air - and to the sights of those above. A single hit to the head with anything will kill it. The only thing they have going for them defensively is the fact that they're usually underground.

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PostSubject: Re: Adonian Bestiary   Sun Sep 27, 2015 6:35 pm

Zubat (Pokemon Family) - Zubat are found in caves. They have nests in hidden corners and shy away from intruders. They will emit warning cries as intruders get near, which increase in frequency to the point of rendering the invader blind, extremely dizzy, or even unconscious.

Ironeater (Demonic Family) - These creatures are related to the goldeaters, but with a different diet - and therefore a completely different battle style. They survive perpetually and solely off a diet of unrefined iron. This makes them rather defensive, but weak to magnetism. They have crystal structures on their palms which generate magical energy. However, this energy is more passively employed, enhancing the ironeater's physical prowess. Attacks are more likely to come from their ironlike fangs. If you can exploit the magnetic properties of iron and immobilize them, the battle will be much easier.

Moss Lich (Plant Family) - The name and family categorization for the Moss Lich is misleading - lichens aren't actually plants. These composite creatures aren't undead. On the contrary, they are very much alive and brimming with energy. In some ways, they're akin to golems. In other ways, they're more like shambling revenants. They are filled with magical energy. The magic they use is vitality energy. They can use their powers to constantly regrow themselves, to expand larger and larger over the course of many years over the walls of caves. The larger they are, the more likely they are to attack than retreat. Fire and Light are powerful ways to get them to shrink back.

Stone Golem (Material Family) - These creatures of hulking stone are animated by powerful and kindly life magics. Ancient tribes that were cast into the mountains created these creatures to use their powerful stone arms to carve out tunnels, pathways for their underground exile. Centuries after all record of the tribes have been wiped from memory, the stone golems remain, standing guard in the tunnels to protect the persecuted tribes. Several of these golems wear silver crowns, protecting them from earth mage manipulation. Water and air, in enough ferocity, may erode the golems to nothing, however.

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PostSubject: Re: Adonian Bestiary   Mon Sep 28, 2015 6:05 pm

Ness (Aquatic Family) - These playful and terrifying creatures are the territorial rulers of lakes. They aren't so terrifying that they control the food chain - they are mostly herbivoric. However, they hoard anything shiny and store it in their nests, then defend it with their lives. Many lakes are host to a family of these, which can grow to the length of a car. The mouth is a weak point. It is currently unknown if they currently have a way to reproduce. If it is, the cycle is so long that it has not been documented. Their origins are unknown, and scientists advise against killing them until more data is known.

Naiad (Humanoid Family) - The sworn enemies of the Sirens, yet naiad act very similar to sirens in their foul-weather forms. Naiad attempt to lure people into the lake and drown them. The two major differences are the naiad's relative ferocity - Naiad resist most magical attacks, and avoid most physical ones, while having some degrees of hydrokinesis - and the naiad's fatal weakness to air. If a naiad's fin touches air, it is rendered useless for the rest of the naiad's life, and if the naiad's apparent head is exposed to dry air, the entire creature dissolves into bubbles. Fun fact: their "true forms" look more like fish than sea monsters, easily distinguishing them from sirens.

Water Elemental (Elemental Family) - When the air around a lake gets foggy or misty, it's not necessarily the fault of a water elemental. That said, moisture in all forms is attracted to these orbs, to the point where they are themselves coated in a sphere of water several inches in diameter. The water succeeds in limiting the effectiveness of physical and magical attacks on the core. If you have a hookshot, you're in luck. Otherwise, avoiding its magical assault is paramount while you wear down the core.

Some water elementals are able to control the shape of the water and even give themselves human forms, often with the core taking the form of a gem or brooch. They can control the level of humidity in the general area, provided there is a water source. Hydrokinesis is also a central power.

Jade Turtle (Dragon Family) - Distantly related to the great firebreathers of lore, the jade turtle spits bubbles with just enough explosive power to be slightly reminiscent. Their shells make them difficult to defeat, and the velocity at which they spit bubbles at intruders makes them more than mere annoyances.

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PostSubject: Re: Adonian Bestiary   Mon Oct 26, 2015 9:40 pm

So, just so I have some sort of reference in case I lose my paper one:

Spoiler:
 

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PostSubject: Re: Adonian Bestiary   Wed Jan 06, 2016 2:22 pm

Wyvern (Draconic Family) - Your generic non-firebreathing dragon. They have sharp claws and excellent wings. They are terrors of the air, and spend much of their time flying. Can be domesticated. Very defensive physically, not so great magically. Very weak to wind magic.

Sky Elemental (Elemental Family) - These orbs and wisps of magic reflect the weather in the immediate area. They are known to glow bright with natural light when the sun is out, to sprinkle rain when it rains, to generate fierce gusts of wind when the weather is windy... They generally just contribute to the weather effect, but when they are cornered, frightened, or threatened, they can amplify their abilities. The sunlight can be angles so as to blind; the raindrops can be thrown like bullets; the wind... oh writers, the wind...

Flurrie (Humanoid Family) - These wind spirits are known to live in cloud cities in the sky. They are quite light to the point of levitation, but they have the ability to make themselves quite solid and dense at whim. This enables them to body slam opponents. Legends say that on mountains of high enough altitude, Flurries come down on stormy days and are ready to express their stormy moods. Earth magic seems uneffective against them. They are known to have LOTS of stamina, but perhaps using their powers of wind against them could blow them away?

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PostSubject: Re: Adonian Bestiary   Thu Mar 31, 2016 7:46 pm

Ginosaji: An unstoppable demon that will relentlessly attack you with a spoon until you die, making everyone around you think you are completely insane. From an old movie but some people think it's real.
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PostSubject: Re: Adonian Bestiary   Wed May 25, 2016 5:42 pm

Rainbow Serpent: Has dazzling scales the color of the rainbow. Hides among flowers. Not poisonous or venomous, but reflects all magical damage, and its scales are highly resistant to physical damage as well.

Bzzap!

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PostSubject: Re: Adonian Bestiary   Thu Nov 17, 2016 12:56 am

Bearshark:
 

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PostSubject: Re: Adonian Bestiary   Thu Nov 17, 2016 10:01 pm

... Should we add a Bearodactyl too? Surprised
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Laonoone
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PostSubject: Re: Adonian Bestiary   Thu Nov 17, 2016 10:15 pm

do it

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