Decapus

Decapus

This swollen cephalopod has ten writhing tentacles and a hideously monstrous face with pale, milky eyes on its bulbous body.

Named for its resemblance to a 10-armed octopus, the strange decapus is one of many bizarre creatures that hail from the deepest caverns of the world. When they are encountered aboveground, their affinity for forests (they particularly enjoy clambering around in tangled canopies) suggests that their original source might be some strange, deep underground cavern wherein magical jungles grow.

The decapus is a fairly intelligent creature—an ambush predator that makes excellent use of its ability to weave magical visual illusions and to imitate the voices of other creatures it has heard speaking. Typical decapuses know only the Aklo tongue, but when they use their sound mimicry ability to imitate creatures speaking in other languages, they can typically form short (up to three words long) sentences even when imitating a language they don’t actually know.

The decapus’s physical structure most resembles that of a bloated octopus with 10 tentacles. It lacks bones and takes its shape from its rubbery, muscular flesh. Most have sickly, olive skin patched with scraggly tangles of hair, with darker blue or purple coloration around their faces and crimson or orange tips to their tentacles. These tentacles are covered with tiny suction cups and hooks, affording them great skill at climbing or clutching prey. On the ground, though, they are slow, plodding creatures that flop and wriggle relatively inefficiently. As a result, they prefer regions like forest canopies, narrow fissures, stalactite forests, or other regions where they can use their climb speed.

The decapus favors humanoid flesh over all other food; most are quite fond of gnome flesh in particular. This creature has an enormous appetite that often drives it to consume whatever food is available—the decapus is not above cannibalism when other food sources are scarce. For this reason, these monsters are largely solitary creatures, except when the urge to mate overwhelms their urge to feed. Females give birth to small litters of 2–4 live offspring. The females often need to defend them from the males, which, if left unsupervised, typically eat the newborn decapuses. The young mature rapidly, growing to full size after a mere 7 to 11 months, after which they depart to claim their own territories. Once a decapus reaches maturity, it can live to 100 years old—although their violent natures usually result in much shorter lifespans.

 

 

Advertisements
Categories: Creatures of Esperia | Tags: | Leave a comment

Ghul

Ghul

Draped in fine dark robes, this undead creature’s body seems to be made of equal parts bone, leathery flesh, and blood-red smoke. Ghuls are undead jann whose eternal existence was twisted by fate. As if the curse of undeath and ravenous hunger were not enough, these once-majestic creatures now bear donkey hooves as feet. Despite their horrific undead appearance, this feature shames them the most, and they hide their feet from view. Ghuls, like ghouls and ghasts, haunt cemeteries and other places of the dead hoping to feed on corpses. They also hunt mourners and grave tenders, as they enjoy the taste of living prey as well as that of the dead. Selective in their diets, ghuls choose their victims by personality, believing innocence and youth taste more delicious than the barely palatable flesh of the bitter and old. Sometimes a ghul follows a funeral procession in hyena form, keeping a safe distance until the ceremony, whereupon it changes into its true form to attack and feast. Sorrow and despair taste as delicious as innocence to a ghul.

While not directly affected by sunlight, ghuls despise its presence and only move about during the day if forced to by necessity. They primarily hunt at night, sometimes straying far from their graveyard lairs and burial caves in search of fresh prey to sate their hunger. The longer a ghul goes without feeding, the more ferocious and primal the creature becomes. A well-sated ghul organizes with others of its kind and lesser undead, tormenting nearby towns and settlements. A ghul involved with this level of organization often has a scattered set of lairs throughout the desert. These allow the ghul to strike far from its home lair and hide again without having to travel during the blistering daylight sun. When a ghul goes for too long without feeding, it becomes increasingly feral and violent—its statistics don’t change, but it grows less concerned with fleeing combat, even when it is obviously outmatched.

 

Categories: Creatures of Esperia | Tags: , , | Leave a comment

Phantom Fungus

Phantom Fungus

This creature looks like a brown and greenish-brown mass with a cluster of nodules atop the main mass, though it is visible only when dead. A cluster of nodules atop the main mass serve as sensory organs. The creature feeds and attacks with a gaping maw lined with rows of teeth. Four stumpy legs support the creature and allow it to move about. This ambulatory fungus is naturally invisible, making it a feared predator among subterranean inhabitants.

Categories: Creatures of Esperia | Tags: , | Leave a comment

Velociraptor

Velociraptor

Velociraptor (commonly shortened to “raptor”) with three strongly curved claws, which were similar in construction and flexibility to the wing bones of modern birds. They are small in size but can travel in pairs and can be deadly. Velociraptor can be located in the south jungle much like the other dinosaurs of Esperia.

 

Categories: Creatures of Esperia | Tags: , , | Leave a comment

Fungal Guardian

Fungal Guardian

A fungal creature is an animate plant with the appearance of a living creature. It grows from spores implanted in the dead body of a host creature, and takes on the host creature’s basic form and many of that creature’s abilities. It retains none of the memories of the creature it grew from, yet it instinctively knows how to use the abilities it inherited from its host. How exactly this is possible is a question that continues to befuddle scholars. The leading theory is that the spores’ precise modeling of their host succeeds in capturing some of the creature’s physiology—essentially copying its mind—but that for some reason the departure of the creature’s spirit or soul upon death prevents the spores from copying the memories as well. Fungal creatures breathe, but they do not eat or sleep in the typical manner.

Categories: Creatures of Esperia | Tags: , | Leave a comment

Pterafolk

Pterafolk

Pterafolk are a race of shape-shifting pteranodon-like humanoids nearly unique to the jungles in the south of Esperia. At first glance, pterafolk in their natural forms looked like tail-less lizardfolk or saurials, but they were much taller and leaner and had elongated cranial crests like pteranodons. They had smooth, fine scales, much like those of a snake, that ranged in color from forest-green to light shades of tan. Their arms and legs were thin and long, and their hands and feet bore sharp claws.

Similar to how a yuan-ti could change its form at will into a snake, the pterafolk could “unfurl” a pair of eight-foot-long, leathery, webbed wings for flying or even take the form of a small pteranodon. They tended to only use such forms when they wanted to fly.

While not all lizardfolk were evil, it was generally agreed that pterafolk were cruel and vicious as a rule. They were highly untrusting of anyone outside their own race.

Pterafolk distrusted magic, so spellcasters were very rare among them, and they would usually destroy any magical items they found as spoils. If the tribe was overseen by a spirit naga, it might train up acolytes who could cast divine magic.

Pterafolk did not wear clothing, except for belts and bandoliers for carrying small items. If they wore armor or used weapons—often barbed spears they were custom-made to not interfere with flight. Pterafolk lived either in large tribes or in small bands of between ten and thirty individuals. The smaller groups were disorganized and generally controlled by which ever pterafolk individual was strongest or loudest. Pterafolk lived in grass huts built high above the jungle canopy. Each hut housed one to four persons.

Categories: Creatures of Esperia | Tags: , , | Leave a comment

Vegepygmies

 

Vegepygmies, also known as moldies, mold folk or mold men, were fungus creatures that lived in dark forests or underground, hunting for sustenance and spreading the spores from which they reproduced. They were spawned from dead humanoids or giants that were killed by a type of mold commonly known as russet mold.

Vegepygmies were organized in simple tribal units, led by their elders, whom outsiders referred to as “chiefs”. Chiefs bore spores which they could use to infect creatures the same way russet mold did. If a beast died infected by russet mold or a chief’s spores, then a bestial moldie, known as a “thorny”, would sprout instead. Vegepygmy tribes had good relations with myconids, shriekers, and violet fungi.

Vegepygmies worship the evil goddess Zuggtmoy and dislike anything related to Silvanus.

 

Categories: Creatures of Esperia | Tags: , | Leave a comment

Nycaloth Yugoloth

Nycaloth are these arrogant commanders of the yugoloth armies have green skin, muscular arms, a doglike head and a pair of large bat-like wings.

Yugoloths (also often called daemons or nicknamed loths) are neutral evil fiendish natives of the Blood Rift who are neutral to the affairs of the other fiendish races, interfering only when they see a situation that may be profitable or a potential for the advancement of their own schemes. The yugoloths are manipulative, secretive, and mercenary by nature, often acting as soldiers for deities in their own private wars, or even at times aiding both sides of the Blood War.  The yugoloths present themselves as simply greedy mercenaries, willing to sell their services to both sides, while behind that public face, the members of their highest castes view the entire course of the conflict as their own thing to control and manipulate until they decide to end it, unify the Fiendish Planes, and turn their attention to the planes of Good.

Categories: Creatures of Esperia | Tags: , , , , , , , , | Leave a comment

Firenewt

Firenewt

Firenewts were reptilian humanoids native to volcanic regions, who evolved from lizardfolk and gained the ability to breathe fire. Firenewts were about the size of a slim human. They appeared like lizardfolk with simpler faces and larger, dark-colored eyes. Their speckled, smooth-scaled skin appeared eel-like  and was colored dark reddish brown at their spines and faded to nearly white on their front sides. They had long feet, giving them the appearance of “reversed knees”, which gave them an advantage while running or leaping.

Firenewt warriors typically wore chain mail and carried longswords, battleaxes, scimitars, or longspears. They were often seen riding upon the backs of giant striders, creatures that they believed that Imix sent to aid them, as they were able to breath fire.The firenewts provided shelter and food for them and provided breeding grounds in their lairs for them.

Like other creatures of fire they worship the god Kossuth.

Categories: Creatures of Esperia | Tags: , | Leave a comment

Duodrone Modron

Duodrone Modron

Duodrones command monodrones and are square in shape.  Duodrones are bifunctional modrons that supervise 12 units of monodrones or perform complex tasks beyond the abilities of the monodrones. They are blocky, rectangular creatures of great strength. Like all modrons, they are absolutely loyal to the commands of their immediate superiors.

Capable of interpreting two commands at once, duodrones serve in the forces of the modron army as corporals and sergeants, or as special shock troops armed with thrusting and crushing weapons. Typically, they are given only a single command at a time, allowing them the limited ability to react. If ordered to attack, for example, they will do so until the enemy is slain and then seek out a new enemy, rather than attacking each other. Duodrones have limited conversational ability, but they can report their operations and observations clearly and completely. Duodrones have 90-foot infravision.

Modrons were a race of immortals known for their zealous adherence to the principles of law and order above all else. Just as fiends were considered the embodiment of evil and celestials the embodiment of good, so were modrons the embodiment of the universal principle of order.  Modrons live on Mechanus and Nirvana planes, the lillendi, guardians of the Infinite Staircase, held a grudge against the modrons for reasons unknown.  Modron culture was simple. Each modron obeyed all commands given to it by any modron one rank higher. These commands were obeyed without question. Modrons were only aware of modrons one rank higher than they were, for example, a quadrone could issue orders to tridrones, duodrones, and monodrones, but would only obey orders from pentadrones. If a modron higher in rank than a pentadrone issued an order to a quadrone, it would view it as some exceptionally powerful pentadrone. All modrons were aware of the existance of Primus, however. Modrons were unwavering in their devotion to order, departing Mechanus to complete strange tasks in the name of law.

Modrons worship the god of law Tyr.

 

Categories: Creatures of Esperia | Tags: , , , | Leave a comment

Create a free website or blog at WordPress.com.