Separate names with a comma.
This is a sort of random post. Though, these hoeppers were included in an unfinished ponyfic a while back. Ah, but anyway... come help me decide what playable species to post next! Hoepper Generally known for their ability to leap to grand heights, hoeppers are generally swamp-found monstrous creatures who have strange habits such as: Catching birds to eat, chewing on bark to lose teeth (and force re-growth,) and swimming happily in the swamp water. They usually reach about 2’5”, and have movements resembling a featherless chicken. However, they can leap to about 20’ into the air with a powerful jump. Basic Bestial Amphibian – CR = 3 Size: Average HP: 120 WP: 60 MP: 30 SP: 15 Init: +12 Hit: +10 Dodge: +12 Block: --- Def: 4/0 M.Def: -4/0 Bite: Utilizing three rows of sharp teeth, they can bite and tear through flesh with ease and deal 2d6*5+14 Crushing Damage. Amphibious: They can breathe underwater, but can’t go incredibly deep. They are very partial to swamplands. Jumper: When leaping, they cover double the distance. Poison Resistance: The enzymes in their body fight and resist poisons easier, increasing their rolls against poisons and venoms by 50%. Base Stats: Str: 14 End: 4 Mag: 0 Will: -4 Spd: 12 Sth: 10 Per: 10 Kno: 2 Monstrous Lore: Check 25: Hoeppers are known for being quick and hard to hit, but they’re also known for not taking a hit well. Incapacitating their movement could make their defeat very easy. Check 50: Part fish, hoeppers are very dangerous opponents in the water. Don’t even have your feet in there; just keep ‘em on dry land. Check 75: They will only attack targets they think they can bite into. If you’re wearing armor, then you’re safe from hoeppers. While not displaying any tactics or loyalty to other hoeppers in combat, they will run away if too many of their kind die.
Surprise! It's a dragon. I figured a double-shot would be alright today. First the baby, and then the youth. Dragons, Razormane Razormanes are a species of dragons which were named for the razor-like edges of the crowns that the males have. The most characteristic parts of them are their flexibility in comparison to other draconic species, and their comparably higher speed. They are, however, one of the smaller and more feral species incapable of inter-creature communication. While they can speak and cast draconic, they prefer their own tongue, and they have pride with their pack. Physical characteristics include a crushing beak which has razor-sharp teeth along the outer edge of it, a full compliment of razor-sharp talons, and a spear-like spade on the tips of the tail. Razormanes are primarily brown or white, with brown, white, or black splotchy patterns on their body. Females can have all three colors, males only have two of the colors. Pureblood Razormanes are one of the draconic species who have an odd breath weapon. They have a sleep-inducing breath weapon that they rarely use. Because of their energetic, and very hot-headed personalities, razormanes love to fight their target, and so the breath attack is left for their last option: Retreat. Breeder’s Info: Razormanes are omnivores who have a primarily carnivorous diet. To grow healthy, they must eat a healthy compliment of meats while growing up. Many vegetation can be digested safely, but it doesn’t do much for their system, nor do they like the taste. To keep their energy up, feed them fruits. They enjoy the taste, and it’s good for a growing razormane. When looking to get an egg, females with all three colors are much easier to pair up for mating, and razormanes are most likely to mate in Spring in very humid areas. Clutch Size: 1d4 Incubation Period: 14 Months 1-4 Years: Baby 4-20 Years: Young 20-60 Years: Young Adult 60-920 Years: Adult 920-1600 Years: Old Greater than 1600 Years: Ancient Baby Razormane Draconic Reptillian – CR: 8 Size: Normal HP: 800 WP: 450 MP: 100 SP: 50 Init: +32 Hit: +25 Dodge: +32 Block: --- Def: 20/20 (40) M.Def: 20/0 Snap: Lashing out and trying to bite their enemy is the basic instinct of a razormane. Snapping out, they can deal (1d4*25)+40 (double Strength,) in Crushing Damage. This counts as a single attack against their total number per round, (which they have 3 of.) Slash: Razormanes have a twitch movement with their claws, and can swing both of their claws in a furious blur. Striking out, they can deal (2d8*10)+20 Damage. These two strikes count as a single attack against their total number of attacks allowed. They may split the two into separate attacks with the usual penalties. Stab: The tip of their tail can punch through armor much like a spear, and they will use it for just that. If they hit, they can deal (1d8*15)+20 Penetrating Damage. This counts as a single attack. Thick Hide: Their Endurance counts additionally as Defense. Base Stats: Str: 20 End: 20 Mag: 0 Wil: 20 Spd: 32 Sth: 10 Per: 25 Kno: 4 Monstrous Lore: Check 70: A baby dragon! How cute… and deadly. The only way a baby razormane would be away from its nest is if it were abandoned, so no worries about mommy dragon. Just don’t think that means it’s defenseless. It’s a heavily versatile and dangerous physical combatant. Young Razormane Draconic Reptillian – CR: 16 Size: Horse’s Average HP: 3000 WP: 1500 MP: 400 SP: 200 Init: +64 Hit: +40 Dodge: +64 Block: --- Def: 30/30 (60) M.Def: 30/0 Snap: Snapping out with their beak, they can deal (1d4*50)+80 (double Strength,) in Crushing Damage. This counts as a single attack against their total number per round, (which they have 6 of.) Slash: Razormanes have a twitch movement with their claws, and can swing both of their claws in a furious blur. Striking out, they can deal (2d8*20)+40 Damage. These two strikes count as a single attack against their total number of attacks allowed. They may split the two into separate attacks with the usual penalties. Stab: The tip of their tail can punch through armor much like a spear, and they will use it for just that. If they hit, they can deal (1d8*30)+40 Penetrating Damage. This counts as a single attack. Sleep Miasma: This is their rarely used breath attack. These gasses are stored within sacks in their glands which produce the fumes during their digestion. The may choose how much of the miasma to expel at a time, and as a desperation attack; they usually expel all of it. The miasma takes from their MP to expel. Initially, the miasma affects a 25’ Fan in front of the razormane. For every 25 MP expended, the fan’s radius grows on all edges by 5’. The miasma lingers for 1 Round per 50 MP expended. On the initial use of this attack, and each time someone starts their initiative round inside of the lingering miasma’s radius, they will take 1d8+20 (Magic) Dissipating Gas-Based WP Damage. For every 6 MP expended, this damage gains an increasing multiplier. (I.E: At 6 MP, the damage will be (1d8+20)*2. At 24 MP, the damage will have gained the multiplier 4 times, making it (1d8+20)*5.) Activating this skill counts as a full action. Razormanes use this skill when a fight appears it will be fatal to them, and young razormanes will always retreat after using it; for fear of more powerful opponents on the way. Razormanes are immune to this skill. Short Flight: Their wings are not up to their sheer size and power, but they can make short bursts of flight from the ground to trees. They can also glide through the air and on wind currents, but are incapable of sustained flight. Thick Hide: Their Endurance counts additionally as Defense. Base Stats: Str: 40 End: 30 Mag: 20 Wil: 30 Spd: 64 Sth: 32 Per: 40 Kno: 8 Monstrous Lore: Check 80: A young dragon, specifically a razormane, is not an easy opponent. Should it be unavoidable, as unadvisable as fighting it is, a group of units must co-ordinate to take it down as quickly as possible. If at any time the razormane feels it cannot win, will release a toxic miasma that can put almost anyone to sleep the moment it’s inhaled. Other than the breath weapon, it tries to fight with claws and beak to break down its opponents with lightning strikes and speed.
A strange inquiry. It's actually pretty difficult to pin CR 100 down exactly. I have a lot of creatures which peak at about 35, and most species of dragons can hit about 60 in their prime. I do have young rampagers, which are a CR 80, but when they grow up, they hit 266. Why, I'd have to make one. Probably some form of boss. Xizil Unique Planar Chaos Born Humanoid - CR = 100 (Counts as 300 for Summoning Spells) Size: Giant (30' x 30') Xizil is a Greater Zixilite Daemon who guards the entrance to the labrynthian "Vault of the Ancient Ones." His sole purpose is to beat anyone into the ground if they try to enter the vault, as only those with ancient one blood are allowed to enter. He towers over most opponents, and his appearance is hard to describe as anything but a terror which has leapt out of a nightmare. With lava for saliva, and daemonic horns that curl down around the length of his form, and his burning black soul-less eyes, Xizil poses not only a threat physically, but mentally. HP: 100,000 WP: 50,000 MP: 25,000 SP: 12,500 Init: +40, 2 Phase Hit: +260 Dodge: +45 (Size) Block: +340 Def: 500/1500 (2000) M.Def: 74/222 (296) Avatar's Hammer: Xizil constructs a massive hammer from the plates of his body and uses it as his primary form of enemy-crushing damage. A single attack from this hammer deals 1d10*100+300(Strength) Crushing Damage. With a full turn of chained attacks using no skills or other abilities, his hammer can deal 31d10*100+300 Crushing Damage. Voracious Bite: Succeeding at a grapple, Xizil can sink his 200 sharp teeth into his target, dealing 1d12*200+600(Double Strength) Vampiric Damage, and holding them in the grapple still. Each time this succeeds, the target has training progress in both Strength and Endurance reduced by the amount of damage taken. Hemorrhaging Strike: Xizil forms a bearded axe from his plates and attacks the target's vital organs. This skill costs him 2000 WP, but this attack will cause the target to begin taking Diminishing Bleeding Damage over time. The initial damage dealt is 1d6*150+300(Strength)+1200 Breaching 240 Damage. This reduces Xizil's amount of total attacks by one (out of 31) when used. Marked for Murder: Xizil flings a series of darts from his plates and at the cost of 500 WP, sending them hurtling it at an opponant that is up to 240' away (before range penalties are involved.) Should they hit, it deals 1d12*100+500 Damage. This skill takes up one from his total attacks when used. If he damages the target in melee by the end of the next round, he will magically tear the darts back, and deal a bonus of 750, which adds on to his melee attack damage and deals whatever form of damage that is. Dark Vortex: Xizil turns his plates into a long glaive and for the cost of 500 WP, he swirls it around him, attacking anyone that is within Extended Melee from (1) to (5), and pulling them up to 15' closer to him. This attack deals 1d12*200+300(Strength) Breaching 240 Damage. This attack takes up 5 of Xizil's total attacks in a turn. Earthquake Punch: Xizil's fists harden, and at the cost of 880 WP, he slams down onto his target, dealing 1d4*100+300(Strength) Damage. This attack deals 50% of its total damage to every enemy within 120' of the afflicted target unless they pass a Moving Dodge CR of 160 or an Endurance CR of 275. This attack takes up 4 of Xizil's total attacks in a turn. Blocking: Xizil can form a large sheild with one arm, giving him his ability to block attacks. This shield has 4000 AP. If destroyed, Xizil cannot create it until after the end of the following round. Parry: When attacked in melee, he can spend 200 WP to create a sickle-blade to parry an attack by using his perception. If he succeeds, he can immediately use the skill Counter for free. Counter: When attacked in melee, he can spend 50 WP to attack back. This attack is a single swing using his hammer. This attack has +50 extra to hit the target, and deals 1d10*100+300(Strength) Crushing Damage. Xizil can do this up to 12 times in a round. Lava Breath: Shooting forth molten lava from his mouth, Xizil is able to cover up to five 5' tiles with this attack. Anyone in the tile when the attack is made, and anyone who enters the tile, or is standing in the tile when the turn starts, takes 1d100*100 points of Elemental Fire Damage. This attack is a perception based attack initially. This skill takes up 10 of Xizil's total attacks in a turn. Quick Casting: Xizil can take both his full attacks (31) and his full casting actions (4) in a turn as long as he spends 50% extra on his spells. Warmage: Xizil can cast spells up to level 27. However, he limits himself to level 17 spells, since he automatically succeeds at them. Xizil employs Level 12 Hyper Burst with sincere pleasure. He will also try to flash heal beaten opponents enough that they stay unconcious, so that he may Devour their Soul without concern. Fire Affinity: Xizil casts fire spells as a Fire Mage, Pyromancer, Pyromaster, Lord of Flame, and has an additional +50% damage on fire spells from being a Zixlite. In total, this makes his spells cost half, deal physical elemental damage, have twice the dice rolls, have twice the end bonus, and on top of that, gain a +50% to the total damage dealt. Gaze of Dread: On a successful Gaze attack, Xizil can spend 200 MP to cause Fear in any target that does not beat a Willpower RC 220. This counts as a spell cast action for Xizil. Vision of Chaos: For the cost of 800 MP, Xizil afflicts everyone in the surrounding 200' with visions of Vir'Zixl, the Chaos Deity. Anyone who does not succeed against a Willpower RC 200 will end up in the Chaos condition and begin to attack anything near them. This counts as a spell cast action. Devour Soul: At the cost of 100 SP, Xizil deals 1d100*10 Neutral Magical SP Damage to a target. Any damage dealt restores Xizil's SP. This is often used on a target after they are knocked unconcious so that he may add their soul to his collection. This counts as a spell cast action. Half-Undead: As a product of their Chaos Deity Vir'Zixl, greater zixlites don't take any damage from bleeding, and can re-grow from any damage, including loss of limbs. Called shots and crits still deal their bonus damage, but they only take 50% of the damage from any weapon with the normal damage type. Divine Protection: Xizil is unaffected by any status effect that requires a Willpower RC. Multi-Vision: Xizil has Ultravision, Truesight, and Infra-Vision. True Grip: Since he has such huge hands with 7 fingers on each one, he has +140 to his grappling attempts. Healing: Xizil regains HP at the beginning of each turn equal to his current Endurance. Without any modifiers, this gives him 500 HP each turn. Armored Body: Xizil's daemonic flesh and armored plates gives him Defense and Magic Defense equal to triple his Endurance and his Willpower. Modes: Xizil can at any time enter one of these modes as a whole-turn action. Only one mode can be held at a time. Embodiment of Fire: Xizil's daemonic eye opens in his abdomen and engulphs him in flames. To enter this mode, Xizil must concentrate for one turn. While Embodied in Flames, Xizil has doubled Melee Damage, doubled Speed, and has all Damage converted to Elemental Fire. Embodiment of Lightning: Xizil's daemonic eye opens and envelopes him in electricity. While Embodied in Lightning, Xizil's Speed Triples and All Damage is Converted to Elemental Lightning. Embodiment of Death: Xizil's daemonic eye turns dark purple, and he becomes engulphed in the black fires of death. While Embodied with Death, Xizil's Strength Doubles, but his HP and Endurance are halved. However, he has a 60% Assassination Chance, and all Physical Damage becomes Vampiric while all Fire Damage becomes Death. Embodiment of Life: Xizil's daemonic eye opens and begins to glow, while his body begins to expel small pink sparkling lights. While Embodied with Life, Xizil's Max HP and Endurance are doubled, and his HP Regen Rate becomes double his Endurance. This mode also grants him immunity to poisons, venoms, and diseases, and cures him of all such effects when he transforms into it. Base Stats: Str: 300 End: 500 Mag: 220 Will: 74 Spd: 180 Sth: 20 Per: 260 Kno: 46 He's a bit of a head-kicker. Okay, more than a bit, but the Vault of the Ancients has great rewards.
Elementals are no joke when it comes to pure energy. Lesser elementals in TwV start at CR 6. Normal elementals shoot up to 18. Greater elementals are a frightening CR 55. These are the spawn and guardians of mana crystals. Imagine what would happen if a crystal were to give itself a body and become an elemental titan! They have powers that match demi-gods, and could be a quick end to a world if their wrath is strong enough. These, however, I chose Lesser Lightning Elementals mainly because I wanted to pull a creature that had a Willpower-based to-hit ability as its primary attack. Mainly because of a comment I made to Legion. Note that while it is ethereal and has no dodge, I did not put in a part about the fact that it is not able to be hit by most physical attacks. This is because in the rules, any being classified as ethereal is already unaffected by damage from attacks made with physical weapons. As you can see, they are a simple creature. In their Body of Electricity bit however, you can see that no matter the means of delivery, they will always take earth-based damage. Elemental, Lesser Lightning Aspected Ethereal Elemental – CR = 8 Size: Average Lightning elementals are possibly one of the most seen elementals. Without the guidance of a mage, they will come from nowhere and join the clouds of storms to rain lightning down upon the world. Harvesting the power of the lightning elementals is one thing that mages have had hard work doing, but it was eventually done. HP: 250 WP: 250 MP: 500 SP: 250 Init: +16 Hit: +44 Dodge: +0 Block: --- Def: 0/0 M.Def: 44/0 Lightning Blast: The elemental expends 20 MP to fire a blast of electricity at the target. This counts as a magic blast, and if it hits it deals 1d20*10+60 (Magic) Elemental Electricity Damage and can do this twice per turn, as if it were a magic cast action. Lightning Charge: Should the elemental expend all of its MP, it will dissipate and defeat itself, giving no XP. Body of Electricity: As the Lightning Elemental doesn’t have a need of sight, it is unaffected by white or black spells. Both its HP and MP are healed by any electrical damage, elemental or magical. Also, no matter the type of damage dealt, it always takes damage from any spell or ability that originates from stone, earth, or gravel, and has no defenses against it. Base Stats: Str: 0 End: 0 Mag: 60 Will: 44 Spd: 16 Sth: 0 Per: 0 Kno: 18 Monstrous Lore: Check <30 (Mistaken A Will o’ Wisp is an odd sort. Born of psychic fires and given a mind of its own from the dead soul of another. They are counted among the undead, but are controlled by very few necromancers. Will o’ Wisps are generally found amongst old battlefields within the forests, as the natural energies bring the dead souls comfort. They are able to control the minds of others that get too close, dominating them to their will, but are otherwise fairly harmless. Check 70: Lightning Elementals are born of pure energy, and because of this; weapons will do no good unless they are grounding them. Earthy attacks that will disperse the electricity of the elementals into them would be best, and magic is the best option for fighting them over all. Usually found during raging storms, these are just the weakest of the lightning elementals.
Now for the great grandfather of the Ghast Spider. A spider which comes from the Realm of the Dead. This is also a good example of how enemies get very scary later on. The CR is a signifier of who can take them on. A CR 15 enemy should be a fair fight for a CR 15 character. A CR 15 boss, however, is a fair fight for a group of CR 12-15 characters. Wraith Spider “Oh! Lord of Death! Let us, your servants, fulfill your wishes so that you may be pleased tonight! Let this sacrifice of 10 virgins sedate your carnal lust so that you may spare us from the wrath of your Wraiths tonight! For you, oh glorious Sandro, we ask that you spare us for this act of subservience!” The candles blew out in the sacrificial chamber, and the cultists stood in silence as the visage of death appeared before them. “For your foolishness,” it began, “your souls are forfeit, and my messenger shall see your souls off to the Land of the Dead!” - Ancient Book of Stories Boss – CR = 15 (Counts as 30 for summoning spells.) HP: 1000 WP: 500 MP: 2000 SP: 1000 Init: +36 Hit: +44 Dodge: +36 Block: --- Def: 10/10 M.Def: 44/0 Death Blast: At the cost of 100 MP, the spider is able to make a Willpower Based attack to hit a target. If the attack hits, an explosion of dark purple magic deals 1d10*50+72 (Magic) Death Damage to the target, and auto-hits to deal half of that to everything within a 10’ radius. This takes up one spell-cast worth. Spectral Silk: For the cost of 50 MP, the spider may summon thick spider silk around a target up to 60’ away. This will Entangle the target, unless the target is able to beat a Strength RC of 120. This counts as an attack action, and if the target it bound, the spider can then pull them towards it at 15’ a round on initiative zero. Multiple targets may be bound this way. If the target is under the effects of a mental condition, they cannot make the Strength RC check, and must beat the mental conditions first. Each round end that a target is Entangled, the Strength RC goes up by 10 points. This silk is physical, and can be cut by ally assistance. It has maximum AP equal to its current RC. Devour: Once the Wraith Spider has a target bound in its webs and pulled to melee, it can make an attack to bite into it. This attack deals 20 points of Unblockable Damage to Max HP, Max WP, Max MP, and Current SP, and the target receives a 5 point Trained penalty to Endurance and Speed. The Wraith Spider is healed for 200 points of HP and MP each time it deals damage with this ability. Death Circle: When threatened by opponents in melee, the Wraith Spider will use a cloud of death, which costs 200 MP and affects a 10’ Radius around it. Anyone in the radius can make a moving dodge (if they have the skill) roll at RC 140 to leave the cloud before taking damage. Anyone affected by the cloud takes 1d10*25+72 Death Damage. Incapacitating Fear: On a free Glare attack, the spider is able to inflict Fear on a ranged target. To resist this, the target must beat a Willpower RC of 120. This may be performed as a free action once a turn. The Fear’s RC goes down by 5 points each turn the target is affected. Shadow Miasma: When it is not the spider’s turn, it is surrounded by a miasma of shadows. These shadows conceal it as a Level 3 Hide would, and only targets in extended melee (1) range can make a check to spot the spider. Deathly Surroundings: For the cost of 300(100) MP, the spider can turn any indoor surroundings into an illusionary nightmare for its opponents. Horrific scenes and details become seemingly real, and it can bend reality slightly to fit a new, larger size and field constraints. For every round beginning that an opponent is within these surroundings, they must make a check against a Fear RC 80. Carapace: Being a spider, albeit a comparatively frail spider, it has a tougher than average exoskeleton. Absolutely Mental: Unaffected by any mental affects. Harbinger of Death: Only takes 25% damage from Death Damage. Slippery: Unable to be Entangled, and automatically succeeds at escaping grabs when the escape is attempted on its turn. Regenerating: Wraith Spiders heal 50 HP and 50 MP per round. Control Undead: Wraith Spiders can attempt to wrest control of undead through a Willpower battle. They have a +88 bonus to this roll, from their deity’s support, (for a total of +132.) Summon Wraith: For 500(50) MP, the Wraith Spider can create a wraith from the Realm of Death. This wraith appears the same as the more powerful version, but is not quite at the same level. Up to three may be summoned, and all act on the spider’s turn. Lesser Wraith – Minion – CR = 6 HP: 500 WP: 250 Hit: +60 M.Def: 20/20 Un-Hittable: Since they are ethereal, the wraiths can only take damage from magic attacks not delivered by a weapon attack. Death Blade: Wraiths swing blades of death in melee, dealing 2d12*5 Death Damage if they hit. Wraith Spider Base Stats: Str: 10 End: 10 Mag: 72 Will: 44 Spd: 36 Sth: 40 Per: 8 Kno: 20 Lesser Wraith Base Stats: Str: 0 End: 0 Mag: 0 Will: 20 Spd: 12 Sth: 0 Per: 60 Kno: 0 Monstrous Lore: Check 150: Wraith Spiders are exactly what the name implies. Necromantic harbingers of death summoned by the Lord of Death him/herself. These spiders have but only one intent; to kill those who oppose or anger their deity, and nothing shall stop them. Should you be locked in battle with a Wraith Spider, and are unwilling to accept the inevitable death, then take heed. Life magic will not affect it, as it is not dead. Death magic will do little to it, as it is a messenger of death itself. Do not bring undead against it, for it takes command of them from those foolish enough to assault it with them. Only a strong person with an iron will can face a wraith spider and stand a chance to defeat it, and getting into melee is truly the only way to have a chance at victory, if only a slim chance. “I shall ferry your soul to the Land of the Dead, Where your morals will be put to the test. There your life shall be seen in red, Before we put you to eternal rest. I am the Shadow of Death, I am the Wraith, the Messenger.” – Jade, the Jigoku Wraith
Now, as a weekly special Sunday sort of thing, I present to you a favorite species. The Equinis Faust, as named for the codex of TwV Equinis Faust Classification: Semi-Magical Equine Unarmed: They’ve only got 4 hooves, but because of their self-awareness, they can still use them fairly well. They can stand on their hind legs for a short period of time to swing a simple object between their fore-hooves. Otherwise, they can use their teeth to hold or use most items that don’t require dexterity. While this is an incredible detriment compared to other species, it doesn’t seem to slow them down much. Equine Speed: While half the size of a normal horse, they’re still able to move at the same rate. Allowing them access to the “mount” speed list, instead of the normal walk/run of bipedal species. Natural Melee Attacks: In melee, Equinis Faust have the following options for unarmed attacks: Hind Kick: An attack to the rear. This has a weapon damage of d12, counts 50% extra Strength, deals crushing damage, and requires the enemy to make an Endurance check versus knockback. This can only be performed once in a turn. Bite: A frontal attack made with their strong teeth. This attack deals weapon damage of a d4*5 in breaching 8 damage. Trample: Stomping on the feet of someone nearby, this attack can deal weapon damage of d10 with a 50% bonus to Strength for crushing damage. Charge: This is where one Equinis Faust throws her entire weight into the target. This deals a flat amount of damage which is Total WU plus Endurance. Aspect Producers: Every member of equinis faust represents a certain aspect energy. Each member of the species will have a picture displayed upon both flanks which resemble their natural talent. This talent directly relates to their aspect energy, which can be a very wide variety of things. This allows them to gain constant benefits from a chosen Aspect Stone as if they were armor. I.E: Marshmallow Cream has a talent for making good deserts, and so she would receive the benefits of an Aspect of the Artisan or an Aspect of the Chef. Since she receives the bonus as if she is armor, she will receive a constant Knowledge bonus based on her CR, and a permanent training bonus to the corresponding skills of the aspect. If an equinis faust is violently murdered, the aspect stone can be harvested from their rear hip region, between where the flanks are. It’s an extended bone part of their pelvic region. It can’t be harvested from one that has died of natural causes, as the aspect stone will die as well. For technical reasons, the aspect stone will turn to ash like it does if improperly removed from an item it’s been previously fused to. As with magical items that become destroyed, the stone merely melts away or turns to dust. The more thorough explanation of that can be found in the Arcanum section of the book. They cannot be removed from equinis faust who are still alive. The innate signals of the body are still active, and the stone will receive the “connection severed” signal and melt to ash when cut out. The connection is with the soul of the equinis faust, so the soul must detach from the body before the stone can be removed. As with items, there will only be a 15 second window of opportunity before the stone, if still connected to dead material, turns to ash. Regular Workers: As long as no species background options are chosen, equinis faust receive a +10% roll bonus to any profession-based misc. skills. This includes usage and training. So you see, equinis faust make for magical and interesting creatures. They’re best in groups amongst others of their kind, as most other species just don’t get it. The deities however, still watch them with interest, and so they get three life karma and the following stat adjustments: +8 Strength +12 Endurance -6 Magic -2 Willpower +4 Speed +4 Perception -4 Knowledge Primary Deity Equinis Faust theology is closely comparable to the Egyptians. As rare and timeless as Alacornus are, the other members of the species will usually end up worshipping their power and praying to them as physical deities. While alacornus have powers that sometimes come close to that of a demi-god, their super-natural powers are actually quite natural for them. Just don’t tell their followers that… Background Options All of the background options are mutually exclusive with the exception for blank flank, which can be taken with any of them. (+5) Blank Flank: As a character, she has not yet found what special talent she possesses. The picture on the flanks will not yet show, and she will not yet receive the benefits of the Aspect Producers trait. Beginning class for a Blank Flank must be Adventurer. Blank Flanks gain the image on their flanks once they complete an adventure in-game that “shows them their special talent.” At that point, she will gain the full bonuses of the Aspect Producers trait. Seahorse: Born under the sea, they breathe water, and the rear half is replaced by a curving fish-like tail. This causes them to lose Hind Kick, but they can now Breathe Water (instead of air,) and they start with 15 Levels of Swimming. (-5)Draft Pony: Born with larger hooves, a stronger back, and bigger muscles. Draft ponies modify their base stats by +6 Strength, +2 Endurance, -6 Speed, -2 Stealth. Draft ponies also start with 5 levels in the Strength-Based Misc. Skill “Carry”. (-15)Pegasus: Born from winged equinis faust. This gives the character large feathery or leathery wings, and Flight on normal flight-speed rules. They can also walk upon clouds as if they were giant pillows. (-20)Unicorn: Born from equinis faust who are, actually, magically capable unicorns. Supposedly, the horn on their heads gives them some kind of special connection to the flow of mana. They go from being Semi-Magical to Highly-Magical. Then their Magic stat gains a 16 point bonus, (becoming a base of +10.) With the boost in Magic, unicorns gain the ability to cast magic spells without the use of hands, and cast the magic out of their horns without needing to incant. Lastly, unicorns have the base level Levitation super power. (-25)Breezy: Tiny fae-related equinis. Their classification becomes Highly-Magical Fae-Kin Equine, and added onto their species traits are all of the species traits from the Sprite species. However, due to their size, they lose the Natural Melee Attacks from their species. Their base Strength and Endurance each lose 8 points, and their Magic and Willpower each gain 8 points. Breezies also have the ability to cast magic using the antennae as if they were hands. (-80)Alacornus: Where they come from, nobody knows. An Alacornus has the changes from both the Pegasus and Unicorn backgrounds. Alacornus also gain one full school of 1SPX cost super powers. Alternatively, they can gain 3 out of 4 columns of a school of 2SPX cost super powers, or 2 columns of a 3SPX cost school, or 1 column from a 4SPX cost school. If Blank Flank is also chosen, these super powers do not develop until their aspect is known.
Then, of course, the slimes that the Bubblies called on for help. Jumpie Metamorphic – CR = 2 HP: 25 WP: 12 MP: 50 SP: 25 Init: +12 Hit: +4 Dodge: +12 Block: --- Def: 6/0 M.Def: 6/0 Leap: At the cost of 5 MP, jumpies can make an attack at extended melee 2 where they ram into their target at a speed like lightning. They attack with a +20 to hit, (making +24,) and deal 2d6*4+4 lightning elemental damage. Jumpies can only do this during a charge and must take a turn moving away from the target before they can make this attack again. Lightning Coated: Jumpies move at double their normal movement speed, (making 30’ walking and 60’ running,) giving them a very sporadic movement. If an enemy initiates a grab on a jumpie, they will take 1d6*4 lightning elemental damage as a touch attack, negating shields and magic defense. Electrified: Their biological mass has a high amount of electrodes and copper conducting flakes in it. This leaves them with no defense against the grounding properties of stone-based crushing damage. They do, however, have doubled defense against lightning and water. They also gain 2 MP for every turn that they’ve moved on a conductive surface. (Metal, water, shag rugs, etc.) Combination: When absorbed by another metamorphic-type creature, the creature gains Static Charge: Disperses electricity for 1 MP per jumpie absorbed to reduce incoming magic damage by 4 for every jumpie absorbed. Base Stats: Str: 4 End: 6 Mag: 0 Will: 6 Spd: 12 Sth: 2 Per: 4 Kno: 0 Monstrous Lore: Check 50: Jumpies look like little rolling yellow pools surrounded by electricity. Their movements are so sporadic that they will move back and forth a lot, and leave sparks in their wake as they move. They will avoid being grounded at all costs, but are so energetic, they’re hard to dispel.
Here's a shorter post, describing the slimes which Silver initally encountered in Adventures of the Order of Golden Lightning. Bubbly Metamorphic – CR = 3 HP: 125 WP: 62 MP: 25 SP: 12 Init: +0 Hit: --- Dodge: +0 Block: --- Def: 16/0 M.Def: 16/0 Passive: Bubbly doesn’t outright attack anything. It sits in place and bubbles quietly, usually with other bubblies in a social manner. Supposedly, the bubbles are a form of communication. They only act in other manners if threatened. With no main attack, they always count as a non-combatant, and only give 1/3rd the normal XP. Boiling Over: Because it’s slow-moving, Bubbly won’t try to run from aggressors when threatened. Instead, it will start to boil and pop bubbles from its liquid mass, letting out sulfuric gasses and consuming oxygen at the same time. Each turn that Bubbly takes, anyone within 5’ who needs to inhale to survive will need to make an Endurance check against RC 70, or they will take 1d6*2+8 unblockable WP damage, and one quarter of the roll is applied as unblockable HP damage. If the target reaches or goes below 0 WP, they pass out. If Bubbly is in an enclosed location, they gain +5’ Radius with this skill with each turn. Any other bubblies within line of sight of one Boiling Over, will also feel threatened and start Boiling Over. Incredibly Hot: The liquid surrounding their membrane is always boiling hot, and bubbles slowly, like boiling molasses. The temperature of this liquid is somewhere around 400 degrees Fahrenheit. Anyone without the proper equipment (or 60 Endurance,) attempting to handle Bubbly will quickly burn whatever surface of flesh they make contact with. (It’s like immediately attempting to remove a baking pan from a 450 degree bake.) Combination: When absorbed by another metamorphic-type creature, the creature gains Gas Release: Spews a jet of flammable gas in a cone that is 5’ long for every bubbly absorbed. Anyone caught in the gas that needs to breathe this round, must make an Endurance check against an RC 60 or they will take 1d6+(Magic) Elemental Wind WP Damage. If they are taken to or below 0 WP from this attack, they pass out. Any elemental fire attacks made in the same round that are within the cone gas release affected will ignite the cone and deal damage again in each square affected by gas release. Damage dealt is equal to the original damage, and counts as chained with the original attack. Base Stats: Str: 4 End: 16 Mag: 8 Will: 16 Spd: 0 Sth: 0 Per: 0 Kno: 4 Monstrous Lore: Check 50: Bubbly will not attack you, it’s a friendly sort of slime. It’s actually just fine sitting there and eating its diet, which consists of mainly oxygen. Choosing to attack a bubbly is really a wasted effort, even if they don’t have any major strengths and won’t attack, but if tamed they can make good heaters.
A few good ponies faced this boss creature in "Game Night." As you see, it's a predatory creature that plays with its prey's emotions. Of course, it was going to beg for mercy, if Rexxar hadn't coup de grace'd it. Ghast Spider “These giant spiders appear to be just as hairy as the tarantula, but much larger and fierce. Their hair is made up of shades of dark grey and lighter shades making up terrifying patterns on their back. I’m not sure if it’s to ward off some kind of predator, or to enhance its already staggering ability to control the minds of its prey! I can say I have encountered one before, and I hope never to again. My only advice to those who encounter one is to look away and run!” - Zinorzo, Gronk Nomad Boss – CR = 3 (Counts as 6 for summoning spells.) HP: 30 WP: 15 MP: 120 SP: 60 Init: +0 Hit: +16 Dodge: +0 Block: --- Def: 4/4 M.Def: 16/0 Psyche Blast: For the cost of 14 MP, the spider attacks the target’s mind. This attack is Willpower to hit and Willpower to resist only. If the attack hits, it deals 1d10*2+16 Psychic Damage. Any damage incurred on the target has a chance to cause Hallucinations. The Willpower RC is Damage Received multiplied by 3. Spectral Silk: For the cost of 10 MP, the spider may summon thick spider silk around a target up to 30’ away. This will Entangle the target, unless the target is able to beat a Strength RC of 60. This counts as an attack action, and if the target it bound, the spider can then pull them towards it at 10’ a round on initiative zero. Multiple targets may be bound this way. If the target is Hallucinating, they cannot make the Strength RC check, and must beat the Hallucinations first. Each round end that a target is Entangled, the Strength RC goes up by 10 points. This silk is physical, and can be cut by ally assistance. It has maximum AP equal to its current RC. Devour: Once the Ghast Spider has a target bound in its webs and pulled to it, it can make a melee attack to bite into it. This attack deals 2 points of Unblockable Damage to Max HP, Max WP, Max MP, and Current SP, and the target receives a 1 point Trained penalty to Endurance and Speed. The Ghast Spider is healed for 8 points of HP and MP each time it deals damage with this ability. Spittle Spray: When threatened by opponents it cannot beat, and unable to run, the Ghast Spider will use its Acidic Spittle, which costs 20 MP and affects a 10’ Fan. Anyone in the fan can make a dodge roll at RC 70 to be unaffected. Anyone affected by the spittle takes 1d8*3+16 Acidic Water Elemental Damage. Incapacitating Hallucinations: On a free Glare attack, the spider is able to inflict Hallucinations on a ranged target. To resist this, the target must beat a Willpower RC of 90. The target will not move during these hallucinations, and often will believe they are falling into darkness. This may be performed as a free action once a turn. Defensive Mental Displacement: When being attacked, the spider may make an instant Glare attack for 4 MP. If eye contact is successful, the spider will be displaced in the target’s mind. The spider may replace its location with another being or object within melee range so that the target will hit that instead. Otherwise, the attack will merely miss. This is a momentary illusion, and has no long-lasting effects. To ignore this effect, the target must beat a Willpower RC of 90. Nightmare Surroundings: For the cost of 30(10) MP, the spider can turn any indoor surroundings into an illusionary nightmare for its opponents. Horrific scenes and details become seemingly real, and it can bend reality slightly to fit a new, larger size and field constraints. When the spider uses an ability that causes a mental effect on a target who is in their Nightmare Surroundings, the RC to resist the effects goes up by 10 points. Carapace: Being a spider, albeit a frail spider, it has a tougher than average exoskeleton. Absolutely Mental: Unaffected by any mental affects. Slippery: Unable to be Entangled, and automatically succeeds at escaping grabs when the escape is attempted on its turn. Regenerating: Ghast Spiders heal 2 HP and 6 MP per round. Illusionary Ally: For 10(5) MP, the Ghast Spider can create up to two illusionary specters. These specters are perfect distractions to hide the spider while it works on getting its meal. The specters can communicate intelligently, act independently from the spider, and can do psychic damage. Illusionary Specter – Minion – CR = 0 HP: 15 Hit: 60 M.Def: 2/2 Un-Hittable: Since they are an illusion, the specters can only take damage from magic attacks not delivered by a weapon attack. As an illusion, they are unaffected by life, psychic, or death magic. Psyche Beam: Specters can fire off a beam of energy that follows along a 20’ long line. The opponent may try to dodge with an RC 60. If it hits, the beam deals 1d10+6 Psychic Damage. Any damage incurred on the target has a chance to cause Fear. The Willpower RC is Damage Received multiplied by 3. Ghast Spider Base Stats: Str: 2 End: 4 Mag: 0 Will: 16 Spd: 0 Sth: 8 Per: 10 Kno: 8 Monstrous Lore: Check 90: Ghast Spiders, while not actually undead, are named after the powers they possess. One of these has the capabilities to take down a smaller group of new adventurers with ease using a variety of mental effects and spectral minions. The easiest way to deal with a Ghast Spider is blind fighting, as most of its abilities require a look into its opponent’s eyes. It is important to point out that the illusions caused by the Ghast Spider are more potent than most undead. In fact, when inside, a Ghast Spider can twist its surroundings to improve its own illusionary powers. The most important and effective means to defeating this beast is to work well with a team, and not try to take it on alone. Check 120: Aside from the previous information, it is very important to ignore the specters that the spider has around it. The specters are nothing but illusions, and while they may seem real enough to hurt, they do nothing compared to the beast controlling them. Check 150: The smaller cousins to the Wraith Spider, they are vicious mental enemies, so steeling your Will to face this sort of beast is the best way to go. The first sighting of such a creature was in the abandoned castle of Zax’thul’s original teacher. The vampire Edemion, who tried many new methods to bearing forth his creatures of terror. Many forms of undead and nightmare-fueled beasts came from his research long before his death at the hands of the mighty Vampire Hunter Ravorai. When a group of cleansing inquisitors disappeared inside of the old castle ruins, more investigations continued. It wasn’t until Ravorai returned from the New World that he investigated the castle. He found their bodies, twisted and drained of their souls, and he faced the self-acclaimed specter of Edemion. However, when Ravorai could not affect the spirit as an undead, he detected the presence of the ghast spider. Instead of killing it, he was impressed by the intelligence of the deadly spider, and decided to let it live… if it could survive the collapse of the castle. In theory, ghast spiders exist in places where there used to be a large concentration of necromantic activity. The feeding upon necromancy-infused mana infested insects, rodents, and eventually small creatures would create such creatures. They are lone creatures, and when more of their kind come up, the strongest devours them to increase its own strength and life-span.