Monster List
Apr 28, 2017 22:40:12 GMT -6
Post by Nayru Al-Saiduq on Apr 28, 2017 22:40:12 GMT -6
In the wake of the fall of Ostia, monsters have returned to Elibe - terrifying creatures from the darkest shadows of history. While it was initially limited in scale and only a few simple monsters were reported, the number and type of reported monsters has skyrocketed recently, culminating in the events of Hargus's siege on the City of Heroes which alerted all Elibe to their true threat.
Note that while some records of these creatures exist, very few characters will know much of anything on this list - Revenants and Gargoyles in particular are the most commonly known in-character due to Ostia and the City of Heroes, but even dedicated researchers may not know that Elder Baels exist at all, or the sheer versatility of Entombed mutations. This list is primarily an out of character resource to aid in roleplaying these beasts effectively, not a cheat sheet for your character to know exactly what metals can resist a Dracozombie's breath attack.
If you want to spawn a variation of one of the monsters listed or something entirely new (ex. ice Baels, poison-spitting Baels, friendly Tarvos, liches, spectres, etc), discuss it with mods beforehand.
Note that monsters are more vulnerable to Silver weaponry as well as all Light magic, but not to the degree they are in the games - it's a decent damage boost, not oneshot city.
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Basic Monsters
These more common creatures be spawned freely, but all individually pose a threat to the average unpromoted character. Don't just go around one-shotting them!
Revenant - Reanimated corpses sustained by dark magic who use brute strength and sometimes poisoned claws to attack, and often consume, foes. Almost universally completely lacking in intellect and fairly slow, revenants can nonetheless be dangerous through raw resilience and sheer numbers, and some have dangerous venoms that can wear down foes. Revenants are especially common in the wake of large-scale dark magic usage, but are the most common monster type throughout Elibe. Appearance wise, they vary heavily based on what was reanimated, but usually have decaying flesh as a clear marker of what they are.
Bonewalker - Bonewalkers are animated skeletons possessed of a twisted cleverness that can make them more dangerous than their seeming fragility would suggest. Held together or forged entirely by dark magic, they differ from revenants in that they are not merely reanimated corpses, but malevolent spirits of dark magic given physical form. They are capable of wielding all manner of weapons, and possess a certain amount of intelligence and coordination that make them deceptively deadly - unique among basic monsters they actively utilize tactics and strategy. Some bonewalkers wear armor or wield shields, but they otherwise almost perfectly uniformly appear to be adult human skeletons.
Mauthe Doog - Demonic dogs that travel in packs, using their razor-sharp fangs and claws to tear foes apart and feed their insatiable hunger. As fast as they are vicious, mauthe doogs are relentless hunters and naturally drawn to less physically intimidating prey, making them a natural enemy of mages in particular. Mauthe Doogs are consistently waist-to-chest height canines, usually with black, grey, or red fur, and red or orange manes.
Gargoyle - flying demihumans with tough, leathery skin who are extremely resilient against all forms of physical trauma. Wielding wicked spears with lurid grace and utilizing their malign intelligence like a blade, they coordinate perfectly to launch simultaneous multi-pronged attacks. Among the most dangerous of the common monster types, gargoyles are difficult opponents individually and their lethality is only magnified in groups. They are also extremely effective against mages due to their power and mobility, but far less resistant to magic than weapons, making it a dangerous matchup for both parties. Most gargoyles are tinged grey and appear to be winged humanoids with demonic features.
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Advanced Monsters
Monsters from this section always require mod approval to be spawned. They are very capable of killing promoted characters and should always be treated as a serious threat.
The Entombed are far more dangerous revenants whose bodies have begun changing and evolving to accommodate the dark magic that sustains them, monsters with incredible durability and brute strength who fight with the might of ten men. They often bear beneficial mutations, including but not limited to acid blood, acid spew, paralytic poison, carapace armor, extra limbs, engorged limbs, and similar grotesque and dangerous abilities. They vary wildly in appearance and size, but powerful specimens can easily reach 8-10 feet in height.
Wights are essentially Bonewalkers who have achieved limited individuality and intelligence, allowing them access to far more refined weapon styles as well as the ability to use regal and even magic weapons. The dark magic coursing through their bones and armor makes them incredibly durable, and while they may not have the brute strength of the Entombed, they are extremely versatile and deadly fighters capable of out-maneuvering their foes. Some wear the armor that the possessed skeleton once wore in life, but others create Netherforged armor of their own; wights vary in appearance depending heavily on the possessing spirit but generally appear as skeletal humanoids.
Gwyllgi are the alphas of the Mauthe Doog race, gigantic three-headed hellhounds with unrivaled speed and tremendous power. Each head is capable of processing information individually; while they are not intelligent per se, they are extremely quick-witted and capable of subtlety and feints. A Gwyllgi on the warpath is a tornado of teeth and claws, an unending assault that quickly overpowers the weak of will. They often lead packs of Mauthe Doogs into battle, and a few rare specimens are said to be capable of breathing caustic flame or wreathing themselves in a burning aura. Ranging from 6-12 feet in height and usually colored red, green, or brown, they are unique and instantly recognizable.
Deathgoyles are evolved gargoyles, whose skin is so heavily reinforced by the Nether that physical attacks are all but useless against them. The magic coursing through them even offers good resistance to most other magics, leaving them almost devoid of weaknesses - and free to use their superlative lance skills and brute strength to tear through all opposition. Among the most outright unfair opponents among monsters, the only upside is that they are fairly rare and almost unique to Bern, which possesses the strong wyvern force needed to deal with them.
Tarvos are unusual monsters with the upper body of a man and the lower half of a horse. Capable of speech and almost humanly intelligent, they wield large greataxes with great strength and expert coordination, capable of cleaving their foes in twain in melee. While territorial and untrusting, some can be reasoned with... just don't try to ride one. Maelduins are the chieftains of clans of Tarvos, wielding even larger axes or using great bows to impale foes with arrows that could double as harpoons, and perfectly equal or even superior to most humans in intelligence. They are all stellar tacticians, hunters, and warriors.
Baels are massive spiders, covered in coarse reddish or orange fur. While they vary wildly in size, starting small and rapidly growing as they age with no apparent size limit, the 'Bael' class can be split into three main archetypes; baby, ranging from normal spider to about face-sized; child, which range from the size of a dog to the size of a horse; and adult, which range from horse to about 13 feet (~4 meters) tall. All Baels possess great strength and durability for their size, but adult Baels clocking in at about twice human height can wield unbelievable physical strength with armored legs that can tears through armor like it was paper. All Baels also possess incredibly corrosive acidic blood, and most are capable of injecting lethal venom or sometimes spitting acrid poison at foes, depending on how that particular brood evolved and adapted. While not particularly intelligent, seeing even a single Bael means that there is a nest nearby, and they possess a truly unmatched hunger that can never be sated.
Mogalls are a curious race, completely unique among monsters in numerous ways. Floating eyes trailing long masses of tentacles behind them, hovering through their own fell power, Mogalls can wield incredible quantities of dark magic without any apparent cost or limitation. Most of the 'eyeball' is actually a massive brain that gives them great intelligence, but they do not appear to really think at all along the lines of living creatures, leaving their behavior and actual level of intelligence a mystery. Rather than feed on humans, they sustain themselves through magic - and uniquely among monsters save for possibly the Tarvos, they do not naturally attack humans, and in fact seem to possess a sort of open, harmless curiosity towards Dark magic users, though they react EXTREMELY poorly to Light magic usage and attempt to slay the user immediately. A few scattered reports have suggested that evolved Mogalls, known as Arch Mogalls, may be capable of Anima magic as well as even the longest range and most powerful Dark magics.
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Elite Monsters
Creatures of legend that cannot normally be spawned outside of plot topics or sometimes Black Ticket events. Any one of these is capable of killing a Champion class with ease or even slaying a Divine Dragon - DO NOT take them lightly no matter who you are. Little to nothing is known about these creatures in character.
Dracozombies are the ultimate in monster mythology - creatures who are either reanimated dragons or Netherforged mockeries of real dragons, depending on who you ask. What is known is that they are capable of launching an incredibly destructive entropic breath attack that disintegrates anything it touches, steel and flesh alike, and that they are nearly impervious to all damage. Said to be tireless and capable of re-forming from even the worst injuries, few legends even make it clear if it is possible to truly slay them.
Elder Baels, and even worse the horrific Broodmothers, are the logical ultimate destination of their kind; Baels who continued to grow for countless years, reaching the height of even the largest of dragons, who wield strength that could give even a dragon pause and control unending numbers of smaller Baels who bend to their will. Broodmothers can grow so large they can no longer move effectively, and are generally only encountered deep underground surrounded by their truly endless and equally ravenous brood.
Cyclops are monstrous one-eyed humanoids, usually 1-2 stories in height, wielding immense axes or clubs with unfathomable strength. Despite their great size and durability, they are also deceptively fast and eerily skilled with their savage weaponry, and their sheer bulk allows them to shrug off most assaults entirely while carving through squads of warriors with ease - they can shrug off almost any injury and continue fighting, making them nearly unstoppable.
The Medusa are terrifying and universally female creatures with the upper body of a woman and the lower body of a snake. Unlike Lamias, even the top half of a Medusa is clearly inhuman, her hair comprised of hissing snakes and her flesh a mottled grey or green. Incredibly rare even as monsters go, Medusae wield phenomenally powerful dark magic with casual ease, and can use even rarer forms of magic that have no real analogue in modern Elibe, most notably petrification and poison magic, and some sources suggest access to extremely advanced mental magic as well. While dangerous combatants in their own right, their true threat is the combination of beyond-human intelligence and absolute malice that embodies every remaining member of their race; they manipulate from the shadows rather than ever showing themselves, a cancer that can never be cured unless the source is found.
Greatest among the Wights are the Draugr, skeletal heroes who possess true individuality and actual intelligence - hulking warriors who bear unique and powerful magic weapons, enchanted armor, a powerful aura of fear, and are even capable of speech. Immune to pain, fear, hesitation, and exhaustion alike, they may not have the raw physical strength or invulnerability of some other creatures of legend but are no less dangerous for it, and some tales speak of them leading skeletal legions as though they were extensions of the self. Every Draugr is unique, and may have powers akin to Skills, various types of dark magic, Mastered magic weapons, magic-immune armor, and other unfair benefits.
Very little is known about the Arum, warriors with incredible power over the Nether. Only two have ever been spotted, wielding powers that have no analogue in human ability. A sword-wielding monster terrorized Sacae and Lycia for a time before disappearing, capable of consuming souls and using them to fuel his rage, while another still stalks Ostia with a legion of mindbroken thralls at her command. While they bear some similarity to the Draugr of lore, they are (or were) clearly human, creatures of flesh and bone. Very old dragons may have some inkling of what they represent, but no surviving texts in human civilization shed any light on these horrors.
--------
Unique Monsters
Some rare tales speak of creatures even rarer than Dracozombies and their ilk, singular creatures who were the only one of their kind. Abyssal leviathans that plagued the seas, horrific beasts with bladed tentacles, strange creatures with the body of a lion and the head of a (wo)man who speak only in riddles, and the like. Similarly, adding extra abilities to Elite monsters to challenge even the toughest groups is also viable. All are perfectly valid targets for Black Tickets and events - but BE SURE to discuss it with mods! Uniques and "tier 3.5" monsters are generally only possible for groups of high level players to handle.
Note that while some records of these creatures exist, very few characters will know much of anything on this list - Revenants and Gargoyles in particular are the most commonly known in-character due to Ostia and the City of Heroes, but even dedicated researchers may not know that Elder Baels exist at all, or the sheer versatility of Entombed mutations. This list is primarily an out of character resource to aid in roleplaying these beasts effectively, not a cheat sheet for your character to know exactly what metals can resist a Dracozombie's breath attack.
If you want to spawn a variation of one of the monsters listed or something entirely new (ex. ice Baels, poison-spitting Baels, friendly Tarvos, liches, spectres, etc), discuss it with mods beforehand.
Note that monsters are more vulnerable to Silver weaponry as well as all Light magic, but not to the degree they are in the games - it's a decent damage boost, not oneshot city.
--------
Basic Monsters
These more common creatures be spawned freely, but all individually pose a threat to the average unpromoted character. Don't just go around one-shotting them!
Revenant - Reanimated corpses sustained by dark magic who use brute strength and sometimes poisoned claws to attack, and often consume, foes. Almost universally completely lacking in intellect and fairly slow, revenants can nonetheless be dangerous through raw resilience and sheer numbers, and some have dangerous venoms that can wear down foes. Revenants are especially common in the wake of large-scale dark magic usage, but are the most common monster type throughout Elibe. Appearance wise, they vary heavily based on what was reanimated, but usually have decaying flesh as a clear marker of what they are.
Bonewalker - Bonewalkers are animated skeletons possessed of a twisted cleverness that can make them more dangerous than their seeming fragility would suggest. Held together or forged entirely by dark magic, they differ from revenants in that they are not merely reanimated corpses, but malevolent spirits of dark magic given physical form. They are capable of wielding all manner of weapons, and possess a certain amount of intelligence and coordination that make them deceptively deadly - unique among basic monsters they actively utilize tactics and strategy. Some bonewalkers wear armor or wield shields, but they otherwise almost perfectly uniformly appear to be adult human skeletons.
Mauthe Doog - Demonic dogs that travel in packs, using their razor-sharp fangs and claws to tear foes apart and feed their insatiable hunger. As fast as they are vicious, mauthe doogs are relentless hunters and naturally drawn to less physically intimidating prey, making them a natural enemy of mages in particular. Mauthe Doogs are consistently waist-to-chest height canines, usually with black, grey, or red fur, and red or orange manes.
Gargoyle - flying demihumans with tough, leathery skin who are extremely resilient against all forms of physical trauma. Wielding wicked spears with lurid grace and utilizing their malign intelligence like a blade, they coordinate perfectly to launch simultaneous multi-pronged attacks. Among the most dangerous of the common monster types, gargoyles are difficult opponents individually and their lethality is only magnified in groups. They are also extremely effective against mages due to their power and mobility, but far less resistant to magic than weapons, making it a dangerous matchup for both parties. Most gargoyles are tinged grey and appear to be winged humanoids with demonic features.
--------
Advanced Monsters
Monsters from this section always require mod approval to be spawned. They are very capable of killing promoted characters and should always be treated as a serious threat.
The Entombed are far more dangerous revenants whose bodies have begun changing and evolving to accommodate the dark magic that sustains them, monsters with incredible durability and brute strength who fight with the might of ten men. They often bear beneficial mutations, including but not limited to acid blood, acid spew, paralytic poison, carapace armor, extra limbs, engorged limbs, and similar grotesque and dangerous abilities. They vary wildly in appearance and size, but powerful specimens can easily reach 8-10 feet in height.
Wights are essentially Bonewalkers who have achieved limited individuality and intelligence, allowing them access to far more refined weapon styles as well as the ability to use regal and even magic weapons. The dark magic coursing through their bones and armor makes them incredibly durable, and while they may not have the brute strength of the Entombed, they are extremely versatile and deadly fighters capable of out-maneuvering their foes. Some wear the armor that the possessed skeleton once wore in life, but others create Netherforged armor of their own; wights vary in appearance depending heavily on the possessing spirit but generally appear as skeletal humanoids.
Gwyllgi are the alphas of the Mauthe Doog race, gigantic three-headed hellhounds with unrivaled speed and tremendous power. Each head is capable of processing information individually; while they are not intelligent per se, they are extremely quick-witted and capable of subtlety and feints. A Gwyllgi on the warpath is a tornado of teeth and claws, an unending assault that quickly overpowers the weak of will. They often lead packs of Mauthe Doogs into battle, and a few rare specimens are said to be capable of breathing caustic flame or wreathing themselves in a burning aura. Ranging from 6-12 feet in height and usually colored red, green, or brown, they are unique and instantly recognizable.
Deathgoyles are evolved gargoyles, whose skin is so heavily reinforced by the Nether that physical attacks are all but useless against them. The magic coursing through them even offers good resistance to most other magics, leaving them almost devoid of weaknesses - and free to use their superlative lance skills and brute strength to tear through all opposition. Among the most outright unfair opponents among monsters, the only upside is that they are fairly rare and almost unique to Bern, which possesses the strong wyvern force needed to deal with them.
Tarvos are unusual monsters with the upper body of a man and the lower half of a horse. Capable of speech and almost humanly intelligent, they wield large greataxes with great strength and expert coordination, capable of cleaving their foes in twain in melee. While territorial and untrusting, some can be reasoned with... just don't try to ride one. Maelduins are the chieftains of clans of Tarvos, wielding even larger axes or using great bows to impale foes with arrows that could double as harpoons, and perfectly equal or even superior to most humans in intelligence. They are all stellar tacticians, hunters, and warriors.
Baels are massive spiders, covered in coarse reddish or orange fur. While they vary wildly in size, starting small and rapidly growing as they age with no apparent size limit, the 'Bael' class can be split into three main archetypes; baby, ranging from normal spider to about face-sized; child, which range from the size of a dog to the size of a horse; and adult, which range from horse to about 13 feet (~4 meters) tall. All Baels possess great strength and durability for their size, but adult Baels clocking in at about twice human height can wield unbelievable physical strength with armored legs that can tears through armor like it was paper. All Baels also possess incredibly corrosive acidic blood, and most are capable of injecting lethal venom or sometimes spitting acrid poison at foes, depending on how that particular brood evolved and adapted. While not particularly intelligent, seeing even a single Bael means that there is a nest nearby, and they possess a truly unmatched hunger that can never be sated.
Mogalls are a curious race, completely unique among monsters in numerous ways. Floating eyes trailing long masses of tentacles behind them, hovering through their own fell power, Mogalls can wield incredible quantities of dark magic without any apparent cost or limitation. Most of the 'eyeball' is actually a massive brain that gives them great intelligence, but they do not appear to really think at all along the lines of living creatures, leaving their behavior and actual level of intelligence a mystery. Rather than feed on humans, they sustain themselves through magic - and uniquely among monsters save for possibly the Tarvos, they do not naturally attack humans, and in fact seem to possess a sort of open, harmless curiosity towards Dark magic users, though they react EXTREMELY poorly to Light magic usage and attempt to slay the user immediately. A few scattered reports have suggested that evolved Mogalls, known as Arch Mogalls, may be capable of Anima magic as well as even the longest range and most powerful Dark magics.
--------
Elite Monsters
Creatures of legend that cannot normally be spawned outside of plot topics or sometimes Black Ticket events. Any one of these is capable of killing a Champion class with ease or even slaying a Divine Dragon - DO NOT take them lightly no matter who you are. Little to nothing is known about these creatures in character.
Dracozombies are the ultimate in monster mythology - creatures who are either reanimated dragons or Netherforged mockeries of real dragons, depending on who you ask. What is known is that they are capable of launching an incredibly destructive entropic breath attack that disintegrates anything it touches, steel and flesh alike, and that they are nearly impervious to all damage. Said to be tireless and capable of re-forming from even the worst injuries, few legends even make it clear if it is possible to truly slay them.
Elder Baels, and even worse the horrific Broodmothers, are the logical ultimate destination of their kind; Baels who continued to grow for countless years, reaching the height of even the largest of dragons, who wield strength that could give even a dragon pause and control unending numbers of smaller Baels who bend to their will. Broodmothers can grow so large they can no longer move effectively, and are generally only encountered deep underground surrounded by their truly endless and equally ravenous brood.
Cyclops are monstrous one-eyed humanoids, usually 1-2 stories in height, wielding immense axes or clubs with unfathomable strength. Despite their great size and durability, they are also deceptively fast and eerily skilled with their savage weaponry, and their sheer bulk allows them to shrug off most assaults entirely while carving through squads of warriors with ease - they can shrug off almost any injury and continue fighting, making them nearly unstoppable.
The Medusa are terrifying and universally female creatures with the upper body of a woman and the lower body of a snake. Unlike Lamias, even the top half of a Medusa is clearly inhuman, her hair comprised of hissing snakes and her flesh a mottled grey or green. Incredibly rare even as monsters go, Medusae wield phenomenally powerful dark magic with casual ease, and can use even rarer forms of magic that have no real analogue in modern Elibe, most notably petrification and poison magic, and some sources suggest access to extremely advanced mental magic as well. While dangerous combatants in their own right, their true threat is the combination of beyond-human intelligence and absolute malice that embodies every remaining member of their race; they manipulate from the shadows rather than ever showing themselves, a cancer that can never be cured unless the source is found.
Greatest among the Wights are the Draugr, skeletal heroes who possess true individuality and actual intelligence - hulking warriors who bear unique and powerful magic weapons, enchanted armor, a powerful aura of fear, and are even capable of speech. Immune to pain, fear, hesitation, and exhaustion alike, they may not have the raw physical strength or invulnerability of some other creatures of legend but are no less dangerous for it, and some tales speak of them leading skeletal legions as though they were extensions of the self. Every Draugr is unique, and may have powers akin to Skills, various types of dark magic, Mastered magic weapons, magic-immune armor, and other unfair benefits.
Very little is known about the Arum, warriors with incredible power over the Nether. Only two have ever been spotted, wielding powers that have no analogue in human ability. A sword-wielding monster terrorized Sacae and Lycia for a time before disappearing, capable of consuming souls and using them to fuel his rage, while another still stalks Ostia with a legion of mindbroken thralls at her command. While they bear some similarity to the Draugr of lore, they are (or were) clearly human, creatures of flesh and bone. Very old dragons may have some inkling of what they represent, but no surviving texts in human civilization shed any light on these horrors.
--------
Unique Monsters
Some rare tales speak of creatures even rarer than Dracozombies and their ilk, singular creatures who were the only one of their kind. Abyssal leviathans that plagued the seas, horrific beasts with bladed tentacles, strange creatures with the body of a lion and the head of a (wo)man who speak only in riddles, and the like. Similarly, adding extra abilities to Elite monsters to challenge even the toughest groups is also viable. All are perfectly valid targets for Black Tickets and events - but BE SURE to discuss it with mods! Uniques and "tier 3.5" monsters are generally only possible for groups of high level players to handle.