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 Beastiary: DD: Outer Territory

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Jack Redman
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PostSubject: Beastiary: DD: Outer Territory   Mon Jan 14, 2013 3:34 pm

Bes·ti·ar·y [bes-chee-er-ee, bees-]
Noun, Plural bes·ti·ar·ies.
A collection of moralized fables, especially as written in the Middle Ages, about actual or mythical animals.
Dance Dance!
Origin:
1615–25; < Medieval Latin bēstiārium, neuter of Latin bēstiārius. See beast, -ary

---

This is a collection of monsters, and random enemy spawns you may encounter in the outer territories of the Droxis Democracy. These territories include the following Topics: Hawke's Nest, The Chi Path, Fort Drykus, The Waste of Years Past, Path to Settozai Ocean, Settozai Ocean Forum.

This can be helpful if your by yourself and want something to kill. Also used in development of stories, random encounters may occur.

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AN OFFICIAL CHAMPION OF RUNA!! 100 POSTS!!! Very Happy

Silverkitsune's translation to my 'action post':
Quote :
Jack:Your safety's on! OM NOM NOM NOM *Eats his gun* YOU HAVE ROOKIE EYES!
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PostSubject: Grindylow   Mon Jan 14, 2013 5:27 pm

Name: Grindylow
Difficulty: Novice
Language: Aquan
Treasure on Death: Spear, 10 Red Talis, +100 SP Potion, ring of HP (+100)

Description: An aquatic goblin. Small creature (under 4ft) with a large head and numerous teeth, this unsightly creature resembles a goblin from the waist up and a greasy octopus below.



Stats:
SP: 600
MP: 600
HP: 600

Common location: Settozai Ocean at depths deeper than 10 feet

Organization: Attacks in a gang (3–9)

Special Abilities:

Tangling Tentacles: Although a grindylow can’t attack to cause damage with its six tentacles, these wriggling legs constantly writhe and reach out to tug at and trip adjacent foes. During the grindylow’s turn, it can make a single trip attack against any adjacent foe as a free action.

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PostSubject: Fork Crab   Mon Jan 14, 2013 5:50 pm

Name: Fork Crab
Difficulty: Novice
Language: Aquan
Treasure on Death: piece of glass, club

Description: A crab with four arms. The height of the creature is under 2 feet. The crab has a hard red shell.

Stats:
SP: 100

MP: 100

HP: 100

Common location: Settozai Ocean at depths less than 10 feet, beaches, within 20 feet of water

Organization: Attacks in groups of 1 to 100

Special Abilities: This creature is only able to pinch with it's various claws.

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PostSubject: Goblin   Tue Jan 15, 2013 11:50 am

Name: Goblin
Difficulty: Easy
Language: Goblin
Treasure on Death: Goblin Sack (Random Item found inside), 10 brown talis, bronze dagger, a gun ammo magazine



Description: This creature stands barely three feet tall, its scrawny, humanoid body dwarfed by its wide, ungainly head. Goblins prefer to dwell in caves, amid large and dense thickets of thistles and brambles, or in structures built and then abandoned by others. Very few goblins have the drive to build structures of their own. Coastlines are favored, as goblins are quite fond of sifting through junk and flotsam in an unending quest to find treasures among the refuse of more civilized races.

Goblin hatred runs deep, and few things inspire their wrath more than gnomes (who have long fought against goblins), horses (who frighten goblins tremendously), and regular dogs (whom goblins regard as pale imitations of goblin dogs).

Goblins are also quite superstitious, and treat magic with a fawning mixture of awe and fear. They have the habit of ascribing magic to the mundane as well, with fire and writing both taking on mystical power in goblin society. Fire is much loved by goblins for its capacity to wreak great destruction and because it doesn't require size or strength to wield, but written words are hated. Goblins believe that writing steals words out of your head, and as a result of this belief, goblins are universally illiterate.

Goblins are voracious and can eat their body weight in food daily without growing fat. Goblin lairs always have numerous storerooms and larders. While they prefer human and gnome flesh, a goblin won't turn down any food—except, perhaps, vegetables.


Stats:
SP: 600
MP: 600
HP: 600

Common location: Varied throughout Runa

Organization: gang (4–9), warband (10–16 with goblin dog mounts), or tribe (17+)

Offense:

Dagger: (-90 HP) Attacks wildly with a dagger.
Shortbow: (-135 HP) Fires anything through the use of it's shortbow.

Special Abilities: None

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PostSubject: Yellow Musk Creeper   Tue Jan 15, 2013 12:07 pm

Name: Yellow Musk Creeper
Difficulty: Novice
Language: None
Treasure on Death: Anything found on a Yellow Musk Zombie, Pieces of Yellow Musk Creeper



Description: The yellow musk creeper is a hideous plant that grows in haunted graveyards, grisly battlefields, and other places where death hangs heavy in the air and thick in the soil. The yellow musk creeper's method of procreation is singularly frightful—it slays the living, infests them with its seeds and pollen, then animates them as zombies. These zombies serve the plant as a guardian for several days, but when new zombies are created, older ones wander off into the surrounding wild, collapsing and breaking apart within days to give seed to a new yellow musk creeper

Stats:
SP: 400
MP: 400
HP: 400

Common location: Varied throughout Runa

Organization: patch (creeper plus 1–6 yellow musk zombies

Offense: Yellow Musk Zombies- This walking corpse from which wet green vines have sprouted wears only a few soiled rags, its flesh rotting off its bones as it stumbles forward, arms outstretched. A zombie that can only make one move per post and has only 200 HP 200 SP. Although a corpse they are plants due to the yellow musk creeper not undead.

Special Abilities:

Create Yellow Musk Zombie: As a full-round action, a yellow musk creeper can bore dozens of tendrils into the brain of a helpless creature within reach, such as a creature entranced by its pollen. This attack inflicts 50 points of damage per round. When a creature is reduced to 0, it dies, and the tendrils break off inside its brain. Two posts later, the creature animates as a yellow musk zombie (see description).

Pollen Spray: As a standard action, a yellow musk creeper can spray a cloud of pollen at a single creature within 30 feet. The creature may become entranced if they are unable to block the magic of the spray. An entranced creature can take no action other than to move at its normal speed into a space within the yellow musk creeper's reach, at which point an entranced creature remains motionless and allows the creeper to insert tendrils into its brain.

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PostSubject: DD Elite   Fri Jan 18, 2013 12:56 am

Name: DD Elite
Difficulty: Hard
Language: Common
Treasure on Death: Mk.32 DD Bolt Action Rifle; DD Military Elite Uniform; DD Military Service Pistol; Field Rations[Normal Quality] (heals HP, SP, and MP by +100); 10 Diamond Talis, 15 speckled shells, 2x Flash Bombs, 2x Fire Drake Bombs, x5 Armor Piercing Ammo (.30 Rifle), radio piece



Description: A humanoid that serves under the Droxis Democracy. Armed in green and camouflaged military clothes, they carry guns, and moderate healing items. They are the veteran soldiers of the DD Military. They are usually training recruits or undergoing military training exercises with them. They are also the sentries of Military Forts and are also in the front lines in skirmishes and wars.

Stats:
SP: 1000
MP: 1000
HP: 1000

Common location: Varied, usually in the Droxis Democracy Territories.

Organization: Attacks in groups with 6 DD Grunts; on rare occasions 6 in a group of their own.

OFFENSE: Rifle
Melee: Bayonet Strike (-270 HP), Buttstroke (-270 HP)
Ranged: DD Rifle Shot (-540 HP)
Secondary Range: Service Pistol (-270 HP)

Special Abilities:

Firing Line: A charged attack. If there are at least 2 members active, they will form rank in either a standing or crouched manner and will fire all at once within the next post.

Flash bomb: Throws a Flash Bomb that causes 'blind'. Allies of his/hers will not be effected by the blindess.

Bomb Throw: Throws a lit charge that explodes in 2 posts.

Human Shield: Will use bystanders, or in worst cases, own allies as cover.

Taking the bullet: Opposite of Human Shield, will take oncoming damage from enemies and protects a member of his/her unit.

Call in the Shock Troopers: Radio's in Shock Troopers, basically two Grunts who appear after four posts, who set up a Vicker's Machine Gun. Once the gun is assembled (after two additional posts) they will attack all opponents with the Machine Gun with the Elite standing behind them as Commander.

Armor Piercing Shot: Loads Bolt Action Rifle with the AP rounds; each round disregards all form of defense regardless. Can only be used five times.


Morale Boost
: Can increase the stamina of their fellow soldiers and causes them to be in 'Haste'.



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PostSubject: Chimera   Sun Jan 20, 2013 1:19 pm

Name: Chimera
Difficulty: Medium
Language: Common
Treasure on Death: 2,000 Red Talis, Stat Replenish Potion (All stats are replenished with additional +200)



Description: Chimeras are monstrous creatures born of primordial evil. Hateful and hungry, they hunt on the ground or in the air. A chimera's dragon head may be of any evil dragon type, with the corresponding breath weapon, and its wings usually match the scales on its head. Chimeras speak with three overlapping voices, but rarely do so, typically only when playing toady to a more powerful creature. A chimera is 5 feet tall at the shoulder, nearly 10 feet long, and weighs 700 pounds.

Chimeras prefer meat but can subsist on vegetable matter if necessary (although being forced to do so generally leaves the beasts more ill-tempered than usual). Their flight means they can pick and choose their prey, and they usually hunt a large area in search of easy food. They are too stupid and belligerent to acquire followers, though sometimes a tribe of kobolds might give them offerings. Conversely, they are just intelligent and stubborn enough that they make poor pets, and only a significantly more powerful creature can keep them submissive. They may form equal partnerships with a respectful humanoid or similar creature, and even consent to be used as a mount. A pride of chimeras is very leonine in its hierarchy, with a dominant male leading the group and most of the hunting done by the females. A solitary chimera may be a young male or a female with cubs nearby.


Stats:
SP: 1350
MP: 1350
HP: 1350

Common location: Varied throughout the Donguri Grasslands and Outer Terroritories

Organization: solitary, pair, pride (3–6), or flight (7–12)

Offense:

Bite: (-270 HP) Attempted Bite at the opponent.
Gore: (-360 HP) Use of it's firey breath on it's opponent. Potential for serious burns.
Double Swipe: (-720 HP) A ferocious swipe of it's claws twice in a row.

Special Abilities:

Lightning Breath: Breaths a 40 foot line of blue lightning from it's maw. (-450 HP) Potential Paralysis.

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PostSubject: Legiacrus    Sun Jan 20, 2013 11:18 pm

Name: Legiacrus
Difficulty: Hard
Language: Aquatic
Treasure on Death: Legiacrus Scales, Legiacrus Teeth, Legiacrus Dorsal Fins, Legiacrus Bones, x2 Diamond Shells.



Description:
The Legiacrus are a species of sea serpents that live in the depths of the Settozai Ocean. A Leviathan that mostly dwells in the sea/deep bodies of water and comes onto beaches to sunbathe. It has a hood-like crest on its neck to aid in sunbathing. They are also known as 'Sea Wyverns' and sailors often speak out of fear of these mighty flesh eating creatures. Though their diet mainly is fish and sea life, they are known to gobble anything that they can fit their mouth around and swallow it whole. They are attracted to shiny surfaces and glints off the surface; their instincts making them believe it may be a fish. The dermal spikes on its back glow white when it is using strong thunder attacks, and its mouth gurgles with Thunder when it is enraged. It is most at home in the water, but also is more than capable of fighting on land.
When a Legiacrus is fully sunbathed, it turns a dry grayish-blue color and its dermal spikes turn a pale red, such as in the picture above. When it returns to the water, Legiacrus regains a striking deep blue color and its spikes return to their original color of a very light beige.

Legiacrus are the one of the only 'dragons' to not be associated with the Dragonkin race; having been around longer than they have.

Stats:
SP: 1050
MP: 1650
HP: 1000

Common location: Varied; typically found in the Settozai Ocean

Organization: solitary, rarely encountered in a pair.

Offense:

Claws, Maw, Tail: (-1350 HP) A ferocious swipe of it's claws, a bite of it's maw, or swipe of it's tail.

Special Abilities:
Thunder Burst: Spikes glow white and it fires a stream of electricity upon the enemy! Due to the severity of the electricity, it will also cause paralysis upon impact. It takes a Legiacrus three turns to recharge and then reuse this attack.

Abilities dependent on Age (older):
Tidal Wave: Uses its hulking form to cause large crashing waves to collide into targets. Has to be in water, and the effect has a 50' reach. Takes five turns to recharge.

Clamp: Bites an opponent and doesn't let them go. Will fight opponent in an SP struggle battle.

Fast Swallow: Instantaneously swallows opponent whole and alive. As the opponent travels into the stomach they will endure -50 HP each turn they are stuck inside the belly of the beast due to acid damage. Each -50 HP lost is a +50 gain for the Legiacrus. Opponents can struggle to fight their way out with SP by cutting or damaging the stomach lining, if they can produce a blow of SP higher than the Legiacrus they are sent up the neck and placed into a 'Clamped' position again where they must fight another SP battle so they are not swallowed again.

Swallow Whole: If enemy is clamped down, the Legiacrus can decide to swallow the opponent whole and alive. Like mentioned above, they will receive acid based damage, and will remain in belly unless they can successfully struggle out where they will be then placed in the clamped position again if they are successful. From there, if the Legiacrus can still successfully surpass the character in terms of SP, they may swallow them again.

Electric Current: In smaller bodies of water, the Legiacrus can make a pool of water it's touching become a spiraling and electrically charged whirlpool.

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PostSubject: Shura Komoto   Tue Feb 12, 2013 2:37 am

Name: Shura Komoto; "The Blood Pirate"
Difficulty: Elite
Language: Common, Aquan, Goblin and Tribal
Treasure on Death: 1x "Ivory" Naval Pistol (Shotgun), 2x Long Blade Katanas, 2x Wakazashi, 1x Ratty Robe (Kimono top), 1x Raw leather thong, 1x Ratty Hemp chaps, 1x pristine Ogre Skull (can be sold, used to make other things, or used as a pauldron), Pair of Sandals, Key to Chest on board 'The Major' (her ship), 3x Diamonds, 1x Gold Bar, 1x Flask of Sake (half filled), Note: "My Final Will and Testament*"

Treasure on Knock out: 2x Long Blade Katanas, 2x Wakazashi, Key to Chest on board 'The Major' (her ship), 5x Diamonds, 3x Sapphires, x12 Silver Coins, 2x Gold Bar, 2x Flask of Sake (filled to the brim), Map detailing the location of the Chest on Board 'The Major' which contains a variety of loot, 2x Platinum Skulls.

Rare Drops: El Capitán (1), "Ivory" Naval Pistol (Shotgun) (1)




Description: A pirate whose name and reputation are known notoriously as 'bloodshed'. This blood thirsty woman looks to be in her late twenties, early thirties, and has been in the pirating business since as long as she can remember. There is no 'official record' of a Shura Komoto, and why should there be? She made the name up; part of it taken from an old sailor who stated to have called her 'Shura' due to her obsessive taste for spilling blood and becoming excited from the sight of blood spraying from a lethal wound. She has a penchant for drinking alcohol, which makes her even more a threat to be reckoned with; and has an 'arson side' to her. She is known to equally enjoy torturing her victims before she usually and oftentimes dispatches them in an equally gruesome manner. She has a collection of skulls in her 'cabin' aboard her pirate vessel dubbed 'The Major'.

*Final Will and Testament*: Upon 'Death', she will leave a Final Will and Testament that is personally made to the one who defeats her. Usually it contains useful information, words of praise, and oftentimes clues to stashed loot and secret passage ways of areas she's well acquainted with; and given in good faith to them if they can provide her one 'final' request...which changes upon each time she is fallen.


Alternative Methods of 'Dealing with Shura':
She may not always kill you outright; tis possible to bargain with her...however..each task is ranged differently and may still lead to the outcome of her challenging to kill you in cold blood if requirements were not adequately made by her judgement. Men who flirt with her may receive mixed responses, often lethal. Woman who flirt with her, receive indifference.

It is also possible to hire her, but she must be bribed or contracted first. She also doesn't keep 'strong loyalties' for long, unless she is continuously paid in full. Each visit to 'hire her' is one that is for a (real world) 48 hour period. Once that time is up, she doesn't have to finish the job you hired her for, or she'll keep what you want obtained till you seek her out and rehire her again. Payments fluctuate, and can become unpredictable at times. If she is sought out to kill someone, she may at first offer the contracted 'hit' a chance to bribe her rather than prioritize on killing them **(I'll get to how that can be situated in a moment).

**When placed in a 'Bribed state'**
Scenario: You've have been marked for death, and Shura has the blade(s) to your throat. She suddenly smiles sardonically, and asks you to grovel: "Impress me; Accept your fate and say your final words; I can cancel your Mark and let you go; or you can hire me to kill your contractor."

Again, these three options are(essentially):
-Accept Fate: The only method that doesn't involve loosing something of material value. If you can impress her with your final words, she may halt her blade...if not, your head is hers.

-Cancel Mark: Grovel to her, and try to promise anything you can give her right then and there-from material to physical possessions. (Note: physical can also mean physical labor for her). If she agrees, she lets you go or has you perform what she may physically need. If she's unsatisfied with what you have to offer, she will ask you once more to try and further increase your odds of groveling. If it fails the second time, she will kill you.

-Table-Turner: The most expensive, complex and the hardest option to impress her. You will essentially do the same as mentioned for canceling your Mark, however since your hiring her she will ask even more from you. If done successfully, she will physically take you with her on your journey to kill the Contractor. If she cannot reach the Contractor or find them within (realtime) 48 hours, she will ask you to ante up even more valuables for what she calls an 'extension fee'. If you cannot successfully impress her with that, she will kill challenge you to the death again.
If you manage to knock her unconscious, she will be impressed and will allow you to live without the fee (you can't escape since your under contract-you can if your able to get passed her crew, but then she'll just take it personally on you).
While in her 'company', unless you did not provide yourself for physical labor, she will order you to do her bidding till the Contractor is dead. After the Contractor is dead (she will not offer them a bribe bargain, but it doesn't mean they cant 'throw an offer into the air! Wink), she will set you loose and on your merry way-once you've paid up in full. She will track you down and makes sure your payments become complete, if it doesn't she will be a constant-sometimes literal thorn in your side.

And that concludes 'Bribing' her.



Stats:
SP: 2350
MP: 850
HP: 2350

Common location: Settozai Ocean, though travel is possible due to 'The Major'. She has even been spotted as far North as Koorc, where she 'peddles in her trade'.

Organization: Only one in existence

OFFENSE: Melee
Primary: Dual Wield Long Blade Katanas
Secondary: Dual Wield Wakizashis/Mixed Paired with Katana
Tertiary: Long Sensuous Legs

Ranged: "Ivory" Naval Pistol-
+Naval Buck Shot: Fires a modified shell from 'Ivory #6 of 13', that sprays small metallic beads that launch out in a wide spread that hits all enemies in the general area that she's aiming.

+Naval Concentrated Spread: Fires a modified shell from 'Ivory #6 of 13', that sprays small metallic beads into a very tight spread, able to knock back the single target off their feet.

Special Abilities*:

-Northern Star: (working on it)

-Southern Cross: Stabs opponent's arms into a surface (wall, floor, what have you) with her wakizashis; pinning them. She will then pin their legs to the surface with her katanas, leaving them helpless. She will then glance her hand over their chest, snapping her fingers as she pulls away-setting the enemy on fire. (Causes Bleeding out, Paralyze, Burning, and possibly Burn [if left untreated])

-Feign Death/Unconsciousness: After recieving a blow or if in a middle of a losing fight she can 'fake death' and will fall to the ground inactive for 3 posts. By the end of the third post, she will have half of her energy restored (actually, whatever health, stamina and magic is doubled in proportion to what she had when activating this skill) and will be able to continue the fight again. In this state, she is truly considered 'dead' since she will have a pulse so faint, that it cannot be felt or heard-and she herself is placed into a somewhat catatonic state.

-Mugslash: Swings both her blades as she rushes past the enemy-stealing their possessions rather than dealing blood shed. (steals one item from enemy, whether it is equipped or not; the only exception is equipped armor, but in those cases she can have it simply 'unequipped' from their person and it will slide off)

-Execution: Will slash the enemy with her long swords at an angle, forcing the enemy to spin around. She will then stab them in the back with both blades-impaling them through their chest. (Does not kill player, only adds 'bleeding out' effect)

-Execution (gun): Same as the above, but instead pulls out her Naval Shotgun and fires point blank into their back-and causes them to be thrown forwards a few feet due to the force of the blast. (Does not kill player, only adds 'bleeding out', and 'Knockdown' effect)


-Cross Slash: With a single long katana, she will slash horizontally, then diagonally, then finish by swinging vertically while the blade is still in the body-ending the skill when she kicks the opponent off her blade. (Causes Bleeding out, Knockdown)

-Double-Cross Slash: The same as above, with the exception she's using both long sword katanas. She will also finish by swinging both blades diagonally in opposite directions after pulling them out and spinning 360 degrees once (to charge the finishing swings). (Causes Bleeding out, Knockdown)

-No Hope Left: A finishing move. When enemy is at it's lowest healt, she will barrage the enemy with a display of flashy sword swings and powerful kicks from her long, sensual legs. She will spin, slash, spin, kick, slash slash, spin double slash, and when she gets to the end of it she will stab the opponent (if human through their knee caps which impale through and pin to the ground), let go of the long blade katanas, reach for her left wakizashi with her right hand, and her right wakizashi with her left hand, then finish by swinging them both out horizontally in a 'scissors fashion' to the enemy's neck-decapitating them instantly.

-False Hope: Does the above, but pulls out her long blade katanas and pretends to walk away. If the enemy pushes on and tries to press towards her, she will instantaneously turn on the balls of her feet, bring up both katana blades up in a 'scissors' fashion level to the enemy's neck and will instantaneously decapitate them. She usually will laugh while at the same time bathe in their blood.

Magic Abilities*:
-Magic Spark: Can spontaneously cause a 'spark' to flicker from seemingly out of no where, anywhere within her visual range.

Physical Abilities (passive)*:

-High Endurance: Seems to not really be effected by the elements as most people would. (cuts environmental effects by half)
-High Durability: Can take more blows easily due to rough childhood (increase basic HP stat)
-High Stamina: Can handle a lot at once, and prioritizes more on stamina than most. From living on the rough seas all her life. (increase basic SP stat)
-Highly Flexible: Can easily bend into positions that others can not. (can fit in unlikely of spaces for her size)
-Magic Senses: Can detect the aura of magic power within a person and pin point their exact location.
-Heightened Senses: Can never be attacked from behind; will automatically counter attack if someone attacks from behind her.
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PostSubject: The Great White Whale   Mon Mar 11, 2013 11:50 pm

Name: The Great White Whale
Difficulty: Medium
Language: None
Treasure on Death: Whale bone, blubber, Book of Eons (+500 HP)



Description: Legendary in size and temper, great white whales are far more aggressive than their smaller kin. This whale is 100 feet in length and weighs 125 tons. Due to it's size the whale can't be tripped.

Stats:
SP: 1200
MP: 1200
HP: 1700

Common location: Settozai Ocean

Organization: solitary, pair, or pod (3–16)

Offense:

Tail slap: -720 HP
Bite: -1215 HP

Special Abilities:

Capsize: The whale gets a bonus to his attack in order to sink a boat that is smaller then him (penalty for boats larger than him). This is a blind charge attack on the part of the whale with free ability to continue attacking.

Smash Breech: As a full-round action, a great white whale can make a special charge attack against creatures on the surface of the water. At the end of its charge, the whale breaches, then slams down onto the target with incredible force.
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PostSubject: Re: Beastiary: DD: Outer Territory   Wed Aug 14, 2013 9:00 pm

Name: Spider Swarm
Difficulty: Easy
Language: None
Treasure on Death: Spider Venom, Stamina Potion

Description: A group of spiders smaller than an average human's thumb that crawl in their black and brown forms from cracks in walls, webs, or other places they may fit.

Stats:
SP:100
MP:0
HP:100

Common location: Varied, Herensuge, Adanantite Prison

Organization: Swarm (1-100)

OFFENSE:
Melee: Bite 20 HP

Special Abilities:

Venomous Bite: A strike from this venomous spider and you become poisoned unless blocked.
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PostSubject: Re: Beastiary: DD: Outer Territory   Wed Aug 14, 2013 9:53 pm

Name: The Hania
Difficulty: Elite/Legendary
Language: Abyssal, Ancient, Common
Treasure on Death: The Orb of Elders, The Hania Familiar, the destruction of the colonial wall

Description: A large being that appears to be made of a mist and have no physical form. The being takes on the form of a human head, the left arm of a cat, the right arm of a dragon, the abdomen of an elf, the legs are a mixture of a rabbits muscles for jumping and the structure of the fastest animal for running, the tail of a monkey, and finally the wings of an angel.

Stats:
SP:2700
MP:2700
HP:4050

Common location: Anywhere along the Colonial Wall, Outer Territories

Organization: Solitary

OFFENSE:
Melee:
Stamina Drain (The Hania touches the opponent with it's form and drains stamina) -200 SP per post (Costs: -200 MP and -100 SP per post)
Ranged: Spiritual Shock (Wave of spiritual energy blasted through opponent) -200 HP (Costs: -200 MP)

Special Abilities:

Incorporal Strikes from normal steel blades have no effect.

Telepathy Has the ability to read minds and use telepathic abilities

Immobilize With a rush of spirit the Hania can cause an opponent's body to become immobile. (-800 MP)
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PostSubject: Re: Beastiary: DD: Outer Territory   Thu Sep 24, 2015 5:12 pm

Name: Sea Spider
Difficulty: Medium/Moderate
Language: Aquan
Treasure on Death: None, (Spider Meat)



Description: This creature resembles similar arachnids found on land. Its color ranges through various shades of blue and green with distinct black markings. Its legs and bodies are covered with thousands of fine, sticky hairs.

Stats:
SP:900
MP:0
HP:2770

Common location: Any Aquatic

Organization: Solitary

OFFENSE:
Melee: Bite 200 HP

Ranged: None

Feats Cleave, Combat Reflexes, Great Fortitude, Improved Initiative, Power Attack, Skill Focus (Perception), Skill Focus (Stealth), Weapon Focus (bite)

Special Abilities:

Swallow Whole If a creature with this special attack begins its turn with an opponent grappled in its mouth (see Grab), it can attempt a new combat maneuver check (as though attempting to pin the opponent). If it succeeds, it swallows its prey, and the opponent takes bite damage. Unless otherwise noted, the opponent can be up to one size category Smaller than the swallowing creature. Being swallowed causes a creature to take damage each round. The amount and type of damage varies and is given in the creature’s statistics. A swallowed creature keeps the grappled condition, while the creature that did the swallowing does not. A swallowed creature can try to cut its way free with any light slashing or piercing weapon (the amount of cutting damage required to get free is equal to 1/10 the creature’s total hit points), or it can just try to escape the grapple. The Armor Class of the interior of a creature that swallows whole is normally 10 + 1/2 its natural armor bonus, with no modifiers for size or Dexterity. If a swallowed creature cuts its way out, the swallowing creature cannot use swallow whole again until the damage is healed. If the swallowed creature escapes the grapple, success puts it back in the attacker’s mouth, where it may be bitten or swallowed again.

Ecology:
The hairs on a sea spider's legs trap air bubbles, which aid in flotation and mobility. With its long, strong legs a sea spider can propel itself underwater as easily as it can glide upon the surface. Sea spiders make their lairs in shallow underwater caverns in secluded lagoons of uninhabited islands. They never leave the sea as they cannot long stand the stillness of dry land.

Sea spiders survive on a diet of plants, coral, and undersea denizens, preferring shark and eel to other aquatic life. A meal is devoured immediately, though not necessarily digested immediately. A sea spider has an extra stomach in which it stores food for later digestion. This allows the spider to go long periods of time between meals.

A sea spider is about 16 feet long and resembles a monstrous spider with fur of varying hues of blues and greens.

Sea spiders never venture on land, confining their attacks to ships. They usually attach themselves to the ship with the sticky hairs of their hind legs. This brings their mouth to the level of the deck where they may bite the ship, trying to disable it, or any person in close range. Their forelegs are free to swing at opponents. If no one is in range, the sea spider relocates to another area of the ship and attack again. Their primary tactic is to grapple opponents and draw them to the mouth, attempting to swallow them whole.
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