Hallows Eve A Monster Competition

For the Halloween event
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Name: Cau Feminagus
Origin: Cursed women via blinding
Threat: High
Tactics: Shrieks to announce presence, rips our eyes, then rips off head
Subspecies: none
Size: 28-30’ long
Distinctive features: long neck, many tentacles, carry disembodied, screaming heads of past victims, hair flows as though underwater
Locations: anywhere
Source: My Sister


Undead women warped and defaced by a curse before death. With their eyes sewn shut after their eyes were removed in life, they attempt to replace their eyes with the eyes of those they encounter, and take their head as well. Usually died as a result of deep betrayal.

Appearance​

A skin and bone human torso, always female, with many snake tails for legs, a snakes neck and a human head with eyes sewn shut and always wearing an expression of sadness, fear or anger. Always carries the heads of past victims, whose souls are trapped in their heads, which scream eternally. Always grows a new tail after every victim.

Habitat​

Lakes, humid areas.

Traits​

Shriek can shatter glass. Sometimes has snake tails growing from her head like hair. Impressively fast. Largely aquatic. Only emerge during the hour of the day in whichever they died.

(This is my sisters monster, I’m just putting it in for her cause she doesn’t have an account.)
 
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Name: Delganth
Origin: Iuk-u' Delta
Threat: High
Tactics: Stalk and ambush; will attack large groups, utilizing its shroud to confuse and scatter before picking off prey one at a time. May hunt in small packs, though this is uncommon.
Size: 1.8m(6ft) tall, , 725-1000kg(1600-2200lbs)
Distinctive features: Horse-like in size and build, wolf-like in features. Wisps of naturally dark miasma constantly sublimate from the creature.
Locations: Woods, valleys and occasionally roadsides
Source: https://sallygottschalkart.files.wordpress.com/2015/05/grim-fantasy-creature-illustration-hound.jpg

Appearing as a twisted union of horse, wolf and dark magic; no one is certain when this creature first made its appearance, nor under what conditions it came from. Most scholars believe it to be the work of a mad sorcerer, some believe its origins to be supernatural; a few propose that it may have roamed hidden along Epressa for ages, only recently turning to people for prey.

The first records known are tales of a monstrous wolf laying ambush to groups of travellers; ultimately scattering them and leaving the victims alone and confused. Those that survived the attack all told a tale of facing the beast suddenly alone, their allies suddenly gone. These encounters, once infrequent, have become a more common and terrifying occurrence over the years. Now increased in numbers and boldness, the delganth have begun to roam further, often towards roads and regions heavily travelled.

Appearance​

A massive predatory wolf standing 1.8m (6feet) tall, albeit bereft with a monstrous wolven head and maw filled with 3 inch long teeth. Dark wisps emanate from its fur; a feature that becomes much more subdued when the beast is stalking or approaching an intended target. Upon ambush or attack these will grow far larger, waving and flickering in a chaotic manner while the beast works its psionic effects.

Habitat​

Tends to live in wooded areas, largely due to availability of prey. While they are less commonly found on plains and mountainous terrain it's not uncommon to find that one has wandered. Those that do are usually desperate to eat and will often attack anything that appears suitable — and for such a large beast the majority of creatures do. Roads and paths have become a favoured ambush point, as the clever monsters are quick to recognize that potential prey moves across them often.

Traits​

Solitary Shroud: A potent psionic effect, often used upon a successful ambush, affecting all sentient creatures within a 50ft radius from the beast. Those afflicted will experience a loss or shift of colour from the landscape, and further are no longer able to retain awareness of any others aside from the delganth that invoked the effect. Each victim will suddenly find themselves appearing alone against the beast - at this point the it works to divide and conquer. The most suitable targets are chased down one at a time, driven away or simply killed where they stand. This has spurred even large groups of warriors into chaos; finding their numbers thinned by a handful once the satiated monster departs and they finally regroup.

This effect may persist for 5 minutes beyond the time the victim is out of range.

Cloaking: The delganth may enter a relaxed state over the duration of 10-15 minutes, blending into surroundings and growing harder to notice throughout. Even those passing within a few feet are likely to remain unaware of its presence once the cloaking is complete. This effect is lost almost instantaneously once the monster begins to attack or move.

Arcane Dampening: The wisps can interceed to reduce or remove the power of any magical effect thrown its way, causing the emanating shadow to be accordingly reduced in size. There is a limit as to how often this may be done; in general the more powerful the spell or effect, the higher the cost to the talganth to counter it. On average, this is able to deflect 2 powerful spells before the creature is unable to dampen any more.

Physical Attributes: Has an intensely powerful bite; able to damage and destroy even heavy mail with minor continued effort.
Capable of bursts of speed over a few minutes, catching up to a sprinting horse with ease.
Physically tough; the skull is particularly resilient to strikes and limbs are resistant to breaking.
 
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Name: Handmaid Furies
Origin: First recorded after the year 134, Handmaid Furies are often misattributed to being Demon's related to Pandemonium. Experts in the field however consider Handmaid Furies to be born of Empathic Magic's and emotions.
Threat: Moderate
Tactics: Handmaid Furies are wreathed in flame and use their voice to draw and lure in adventurer's. It is widely known that they siphon off emotions to fuel themselves and as they focus in on positivity they only grow faster the more lover's they consume. This empathic approach is passive however as it is the fires that actually kill their victim.
Subspecies: Blightland Handmaidens
Size: Host Species Dependent
Distinctive features: Handmaid Furies are often found human shaped but can come in a variety of forms, their most distinctive feature is the flames that they are constantly wreathed in.
Locations: Found worldwide, but most often in Urban environments
Source: Anthony P

Handmaid Furies are the creation of negative emotion. Most often envy and heartbreak, they have been found formed from other emotions on the negative spectrum. Handmaid Furies are a race of despondent and upset women who died loveless and alone, often found from courted ladies who were at the beck and call of greater ranked nobility.

Handmaid Furies flames have been considered by lesser folk and the unincled to knowledge their actual passion, the greater the flame the more miserable in life they were. This has been found partially true. Handmaid Furies flames are actually directly corresponding to the amount of emotion they were able to siphon off during their transformation, which often comes about from great emotional distress and a wayward stream of negative magic. This was for a long time cured by the implementation of Empath's in courts and for a long time had become an unknown, only popping up when the stars seemingly aligned on dark nights and no empath could siphon off their misery.

It is now than, that in more common time when Empath's are lacking in regularity that Handmaid Furies are becoming increasingly prevalent in courts. Even though they are still rare, with only a few a year being formed, they still pose great and turbulent trouble as they are often created in times of great emotional upswing. Parties, weddings and other environments that promote a lot of positive energy serves as their initial fuel, while their immediate disgust and wayward magic is what initiates their transformation.

Appearance​

Handmaid Furies are universally and conventionally considered beautiful. Even the most hideous of hags swept in the throws of magic will turn into a nigh unrivaled being of beauty and flame when converted into one of these beings. They also adorn themselves in large wings and their legs seemingly vanish into a tendril of flame that traces their footsteps in long tails of cinder. The Handmaid Furies are also naked, their clothing so often burnt in the eruption of fire and seem to be anatomically human. This has been found in even species that shouldn't have breasts.

Habitat​

{Handmaid Furies are as short lived as they are gorgeous. Living for most often a few days due to persecution by king's, they are often found in castles, rich settlements and other urban environments setting fire and flame to their local. That is not to say they are not found elsewhere, Handmaid Furies have been found surviving in the Blightland's where they seemingly survive off the general negativity of the area.

It has been theorized that Furies live in the Blightlands because there is little to burn and few to persecute them. It is here the most powerful ones are formed as well. The Fire Giant Meanlus is often inclined to their company as their natural empathic abilities work well to soothe the few people in his company as well as only serves to empower his Furies into more powerful creatures of war.

If they are not found in the Fire Giant Meanlus' company than they are found being worshipped by bands of particularly inept bandit's as once again their empathic siphoning ability combined with their natural power serves as great tools for the bandits. Especially since the Handmaid Furies find little need for material possessions in their state.

Traits​

Flame Wreath: The Handmaid Furies most defining feature, is the fact they are a being of pure flame shaped like a woman. These flames are known to be hot enough to melt clothing to cinder than ash in a few seconds, and over the course of a minute turn a man into a molten puddle.

Empath: Handmaid Furies are inclined to this specific branch of magic, and have even further an unnatural lust to absorb the emotion of Joy. Though fully capable of siphoning off other parts of the emotional spectrum, it takes time for a Handmaid Fury to learn this ability and with their naturally short lifespans due to a combination of emotional upheaval when born and wherever they are born normally holding some adventurer they rarely learn past the joy emotion.

Seductress Song: A Handmaid Fury, normally after their initial transformation will use their song to draw in travelers and adventurers with their song. Normally once afflicted with this song the person in question is unable to stop themselves and travels towards the Fury ignoring the pain and into a final embrace as they both consume them inflame and suck them dry of every drop of emotion they can.

True Love's Kiss: It has been said that if one is truly in love with a Handmaid Fury that they can pass the flames unaffected and develop a pure bond with the Fury. This has been untested, but has been found a few people in the ages have had Handmaid Furies as what amounted to a familiar and unaffected by the flames. Whether true or not, is a mystery left to the ages until it can be studied in greater detail.
 
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Name: Firebulb
Origin: Wizard Creation who got sick of carrying Torches
Threat: Low
Tactics: Often blinds with blasts of sunlight before stabbing with tail
Subspecies: None
Size: Small
Distinctive features: Small Imp like creature bound in chains with a Metal Ball of Sunlight it carries on it's back
Locations: Wizard Pet
Source: Max Dunbar

Have you ever had the misfortune of wasting a hand on a torch? Ever needed sunlight in the depths of the Underrealm? Maybe you just wanted a pet that screamed obscenities at it's forced servitude. This, is what a Firebulb is. An amalgamation of a Scorpion and an Imp bound with stream of Sunlight into a lantern ball the Firebulb is the perfect companion. Or the worst. Depending on one's preference of sunlight.

Appearance​

Impish and diminutive in scope, the Firebulb is a mockery of what one might find in Pandemonium. In truth a collaboration of flesh sculpting combined with a touch of scorpion, the Firebulb is the perfect, if tormented, pet for the aspiring, yet twisted, apathetic wizard.

Habitat​

Wizard Companion, Firebulb's are seldom ever found wild in nature, often only found lingering near the corpse of their wizard companion and with little in the way of hiding or instinct to survive in the wild, Firebulbs are quickly hunted and killed as the bulb of light makes it practically impossible for the species to hide.

Traits​

Scorpion Tail: The closest thing a Firebulb has to a weapon, it's Scorpion Tail does little in the form of offense, capable of delivering a rather biting pain to those it afflicts it does little else to anything larger than a halfling.

Sunlight: The Lantern on the Firebulb's back is true sunlight, not a mere concoction of eternal flame. As such it is potent at staving off the undead and light fearful races of Atheril. However the cost is this light will never go out until the creature is extinguished, so Firebulb's have great trouble in hiding themselves.
 
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Name: Sand Goblin
Origin: Aberresai Savannah
Threat: Individually they're somewhat easy to defeat, yet in huge numbers they are very dangerous.
Tactics: Sand Goblins rely guerilla tactics to surprise the opponent. They tend to hide in the sand and wait
Subspecies: Of the Goblin variety
Size: Around 3-4 feet
Distinctive features: Blood red eyes, pointed ears, yellow skin, sharp claws.
Locations: All over the Aberraesai Savannah often taking refuge in ancient pyramids or ruins, though sometimes they can be found trading around the cities.
Source: D and D Beyond

Just when you can't get enough of the sniveling, cowardly Goblins that ambush and attack caravans during a trip through the Spine, you have their kin: The Sand Goblins. Their smaller than their cousins, but they are more durable and just as numerous. Sand Goblins often hide beneath the sand ambushing unsuspecting travelers. They have a "might makes right" attitude and will have no problem killing their Goblins if they perceive them as a weak link to their tribe. Sand Goblins can also be seen riding Bvettes whom they use as Calvary or more rarely summon Sand Wryms.

Appearance​

Sand Goblins stand about 3-4 feet with leathery yellow skin and dark red eyes. They wear an assortment of armor that they scavenge in ruins. Sand Goblins wield an assortment of weapons such as Scimitars, Bows and knives.

Habitat​

Mostly in the Savannah or in cities such as Amot-Kalit.

Traits​

Durability: Sand Goblins are tougher than their Goblin counterparts but they are still easy to take down.

Ambush: Sand Goblins blend in the environment ready for ambushes.

Speed and numbers: Like their kin, Sand Goblins are numerous and rely heavily on their numbers to overwhelm their opponents.

Wall climbing: Sand Goblins tend to cling on to walls to maximize stealth and create angles when shooting arrows.
 
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