Blazebeast - These surprisingly quick and agile creatures average about the size of a medium dog, with a tail about twice that in length. A creature of fire, the beast has a crest of flame that starts at the top of its head and runs down its spine, ending in a flickering ball of fire at the end of the tail. Tendrils of fire lick across the rest of its scaled hide, which can vary in colour from pitch black to various shades of red, with varying splotchy patterns.
The blazebeast can breathe deadly fire, hot enough to melt rock. It will use it to melt rock in order to sharpen its large claws, and can get them sharp enough to slice through metal. Their tails can be used as flaming whips in combat, and while the things generally avoid human settlements, they would make formidable foes to the unwary traveler.
They wander the lands alone, only meeting up once a year at the fiery Kandre volcano to mate. Their hides can be used to craft armour with some natural fire protection, or as an enchantment ingredient. The claws can be turned into daggers, and their black teeth make excellent flints.
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Dyadavias - A two-headed, carnivorous bird, averaging 2.5 metres in height and resembling the extinct terror bird Titanis, with large, deadly beaks and sharp claws. This is a dual-element creature, with each head taking up either wind or earth element. Each head has its own element-based ability, while both heads can use the dual-element ability. If a head is incapacitated, it loses access to that ability.
Its abilities include a wind attack that can throw an enemy away (knockback), an earth attack that can shatter the ground at an enemy's feet (knockdown), and a combined earth-air earthquake that includes sonic elements that can shatter windows and cause audio impairement (deafening/knockdown). It can also headbutt, its skulls being exceptionally sturdy. Generally, the bird will attempt to disable an opponent before closing in for the kill with its beaks/claws.
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Lamia - The lamia is a serpentine monster, similar to a naga, with greyed scales over its snake-like lower body and greyed skin over its upper, humanoid torso. The head is that of some serpentine beast, and it has extended digits with long claws on its hands.
It has the ability to disguise itself as a teenaged, human girl. In this form, it can enchant men into a fatherly protectiveness that, in time, can lead to agressiveness towards anyone who nears her, even other enchanted men. Once the men are thoroughly enthralled, the lamia will attempt to lead them away one at a time to feed off of them, draining them of their life energy. This process leaves the men in an enchanted comatose state. Left alone, they will die within five days. Killing the lamia will cure any afflicted by its touch imediately. Another method of curing the afflicted is through disenchanting.
Only a spellsword can detect a lamia in its disguised form, as otherwise they appear to be nothing but quiet and reserved teenagers. However, the lamia's powers are permanently active, which causes magical, serpentine tendrils to emanate from their bodies.
The lamia's powers are useless against women, and those with any magical powers, which includes most guilds. As such, the lamia tends to hunt in the outskirts of civilization, where adventurers rarely travel. They avoid Safta in general, as it is the home of the spellswords, and tend to dwell in the depths of Pakerion, though now and then one may venture into Everea.
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Saftan Swamp Drake - Six feet tall and ten feet long, the Saftan swamp drake resides in the swamps of Safta, as if that weren't obvious. Its eyes are as black as night with tiny silver slivers of moonlight for pupils, and it is known to be able to see in the dark. The thing has six limbs - wings and four legs - but can climb better than it can fly, using its wings more for that bit of extra oomf as it pounces its prey, or to glide when it leaps out of a tree. It is covered in thick, scaled hide that is impervious to bullets and most weapons, except for two weak spots: the underbelly, and the spot right between the wings.
Black oil oozes out from between its wings, as well as running through its veins. The thing is weak to fire, as the oil is highly flammable. However, it can be really difficult to put the flames out once they've started, and anyone hoping to collect parts from the drake, or hope to save some of its oil for use, may want to stick to more conventional weapons. Its own weapons include large claws, razor-sharp teeth, and jaw-strength capable of shattering bone. It has no supernatural powers.
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Undead: Skeletons and Zombies - These creatures are created when a blight corrupts the land, warping the natural energies into unnatural and unholy magic. Skeletons are simply that, the bones of the dead risen with one purpose in mind: to kill. They will fight until they have been obliterated, or the magic that sustains them has been vanquished - holy spells are especially powerful against them. They don't have any special powers, but come with either ranged or melee weapons.
Zombies are another matter. These still have flesh on their bones, and are able to poison or curse enemies upon touch or spit, due to the toxic nature of zombie flesh. Like skeletons, they are weak to holy magic, though not quite as weak. Unlike skeletons, zombies are also weak to fire magic, as their volatile flesh is highly flammable. Some have even been known to explode due to fire damage, spreading the fire to surrounding zombies (or anyone in melee range).
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The blazebeast can breathe deadly fire, hot enough to melt rock. It will use it to melt rock in order to sharpen its large claws, and can get them sharp enough to slice through metal. Their tails can be used as flaming whips in combat, and while the things generally avoid human settlements, they would make formidable foes to the unwary traveler.
They wander the lands alone, only meeting up once a year at the fiery Kandre volcano to mate. Their hides can be used to craft armour with some natural fire protection, or as an enchantment ingredient. The claws can be turned into daggers, and their black teeth make excellent flints.
--
Dyadavias - A two-headed, carnivorous bird, averaging 2.5 metres in height and resembling the extinct terror bird Titanis, with large, deadly beaks and sharp claws. This is a dual-element creature, with each head taking up either wind or earth element. Each head has its own element-based ability, while both heads can use the dual-element ability. If a head is incapacitated, it loses access to that ability.
Its abilities include a wind attack that can throw an enemy away (knockback), an earth attack that can shatter the ground at an enemy's feet (knockdown), and a combined earth-air earthquake that includes sonic elements that can shatter windows and cause audio impairement (deafening/knockdown). It can also headbutt, its skulls being exceptionally sturdy. Generally, the bird will attempt to disable an opponent before closing in for the kill with its beaks/claws.
--
Lamia - The lamia is a serpentine monster, similar to a naga, with greyed scales over its snake-like lower body and greyed skin over its upper, humanoid torso. The head is that of some serpentine beast, and it has extended digits with long claws on its hands.
It has the ability to disguise itself as a teenaged, human girl. In this form, it can enchant men into a fatherly protectiveness that, in time, can lead to agressiveness towards anyone who nears her, even other enchanted men. Once the men are thoroughly enthralled, the lamia will attempt to lead them away one at a time to feed off of them, draining them of their life energy. This process leaves the men in an enchanted comatose state. Left alone, they will die within five days. Killing the lamia will cure any afflicted by its touch imediately. Another method of curing the afflicted is through disenchanting.
Only a spellsword can detect a lamia in its disguised form, as otherwise they appear to be nothing but quiet and reserved teenagers. However, the lamia's powers are permanently active, which causes magical, serpentine tendrils to emanate from their bodies.
The lamia's powers are useless against women, and those with any magical powers, which includes most guilds. As such, the lamia tends to hunt in the outskirts of civilization, where adventurers rarely travel. They avoid Safta in general, as it is the home of the spellswords, and tend to dwell in the depths of Pakerion, though now and then one may venture into Everea.
--
Saftan Swamp Drake - Six feet tall and ten feet long, the Saftan swamp drake resides in the swamps of Safta, as if that weren't obvious. Its eyes are as black as night with tiny silver slivers of moonlight for pupils, and it is known to be able to see in the dark. The thing has six limbs - wings and four legs - but can climb better than it can fly, using its wings more for that bit of extra oomf as it pounces its prey, or to glide when it leaps out of a tree. It is covered in thick, scaled hide that is impervious to bullets and most weapons, except for two weak spots: the underbelly, and the spot right between the wings.
Black oil oozes out from between its wings, as well as running through its veins. The thing is weak to fire, as the oil is highly flammable. However, it can be really difficult to put the flames out once they've started, and anyone hoping to collect parts from the drake, or hope to save some of its oil for use, may want to stick to more conventional weapons. Its own weapons include large claws, razor-sharp teeth, and jaw-strength capable of shattering bone. It has no supernatural powers.
--
Undead: Skeletons and Zombies - These creatures are created when a blight corrupts the land, warping the natural energies into unnatural and unholy magic. Skeletons are simply that, the bones of the dead risen with one purpose in mind: to kill. They will fight until they have been obliterated, or the magic that sustains them has been vanquished - holy spells are especially powerful against them. They don't have any special powers, but come with either ranged or melee weapons.
Zombies are another matter. These still have flesh on their bones, and are able to poison or curse enemies upon touch or spit, due to the toxic nature of zombie flesh. Like skeletons, they are weak to holy magic, though not quite as weak. Unlike skeletons, zombies are also weak to fire magic, as their volatile flesh is highly flammable. Some have even been known to explode due to fire damage, spreading the fire to surrounding zombies (or anyone in melee range).