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The Monsterlypse [Major Site Event] (part of the DP Revamp)

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The Monsterlypse [Major Site Event] (part of the DP Revamp)

Post by Astral on Fri Jun 02, 2017 1:38 pm

The gods have all disappeared everyone thinks they have abandoned the world. Time has passed and they are considered to almost be myth. It is the worst time for the gods to vanish as well. The strange portal some have seen up until now has been a one way trip where only those from our world can go in and sometimes make it back out. However now monsters big and small of all sorts of shape, sizes, and abilities have poured into our world. They have overwhelmed all the alliances but haven't extinguished them. The alliances have maintained their connections growing even stronger and closer together. However very few of them are left. (all NPC's have to be purchased through AP Alliance Points from now on until some are purchased alliances are considered to only be made up of PC characters.) The gods have returned but now they have no influence and must remind the world they are no myth.

Though the dragons and lesser species have been devastated the humans settlements have been rather safe, thought it has taken everything they have to keep it that way so far. Only the small monsters see them as potential food. The humans have had no opportunity to strike at the dragons however due to the monsters making travel incredible difficult. Empires are too focused on trying to keep their own roads clear for safe passage to even think of how the dragons are fairing.

http://www.rpgdragons.org/t4788-dp-revamp-to-end-all-revamps#60853

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Re: The Monsterlypse [Major Site Event] (part of the DP Revamp)

Post by Astral on Thu Jun 22, 2017 12:53 pm

Officially Released!

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Re: The Monsterlypse [Major Site Event] (part of the DP Revamp)

Post by Baldirak Sapiens Draco on Fri Jul 14, 2017 10:12 am

I am officially releasing the monsters! As of right now, what Astral posted above is now in effect. The monsters have been grouped into three categories based on who they are the biggest threat to. Low threat level monsters are very dangerous to Humans and can be dangerous to Lesser Species. Medium threat level monsters are very dangerous to Lesser Species and can be dangerous to Dragons. High threat level monsters are very dangerous and can be dangerous to Semi gods.

Low threat level monsters:
1. Catawal: (Threat Level: Low) (Submitted by Shiera)

Appearance

The catawals are large, lizard like animals, with a tough skin, and an aggressive tempor. They only reach sizes of about 4 feet tall at the most, with a narrow, long body that reaches about 16 feet, with the tail being about half its body size. The catawal is a low to the ground creature, and is usually colored a vibrant beige blue, with no distinguishing physical markings They have small, stubby legs, and crawl around similar to that of a lizard.

At a distance, the creature doesn’t appear to have any natural weapons. Though, it has very sharp fangs, which can bite and cling to its victim for a prolonged period of time without release until the victim stops moving. It also has sharp claws, and its skin is rough and bumpy to the touch.

Behavior

These creatures tend to live in packs of up to between 5-9. They are mostly docile, and aren’t very intelligent. They do, however, see humans as prey, and will chase after them if they see one. They are opportunistic eaters, and will pretty much eat anything that they can fit in their mouths. A unique attribute of these creatures is they seem to be oddly affectionate to their own kind, and it is speculated that, if someone were to steal one of their eggs and raise it from a youngling, the beast would likely remain loyal to the one who raised it. Not that any human has tried.

They usually set up small territories, and will feistily run up to anyone they smell in their territory. They have the same smelling strength as that of a dog, and thus can track down prey very quickly and easily with their sense of smell.

Abilities

Most catawals will attack with their bite, claws, or tail. They also tend to attack by running into smaller opponents, due to their hard skin. Generally, the average human weapon cannot puncture the tough skin of the catawal, though there are some exceptions such as heavy set warhammers.

The catawal is only able to run up to 20 mph. Because of their small size, they are not generally regarded as much of a threat to anyone other than humans and small lesser species.

2. Skeir: (Threat Level: Low to Medium) (Submitted by Shiera)

Appearance

These ugly looking beasts are straight out of a nightmare. Often given the names “Bats of Hell” or “Death bringers”, these strange-looking, small beasts are generally blamed for many disappearances of livestock within the human settlements. They only grow to be about 20-30 feet tall, and have an upright, bipedal appearance. They are usually in a slumped position, and covered in a short layer of fur. The color of this fur varies depending on the climate the monster lives in. As such, Skeirs living up in colder climates might have white or grey fur, while ones living in warmer, more tropical environments will have fur ranging from brown, black, to even tan or beige. Some even come in multiple fur colors, such as brown and black.

The skeir has long, leathery wings, which are somewhere between 30-50 feet long. It’s face is deformed and crooked, and resembles that of a vampire bat, with long ears much like a bat as well. They also have stubby, small legs, which have long claws. They also have claws on their wings, which allow them to grip to things.

Behavior

Most Skeir, much like the bats they resemble, are nocturnal creatures that will travel in small groups of 2-3, though they generally hunt alone. They like to live in caves near dragons, as it provides them an easy meal when the dragon leaves behind something that might be tasty, such as a carcass they didn’t happen to finish.

They have great night vision, and are very social creatures, and you can often hear their screeches and cries for miles, which are high pitched and might be annoying to those that live close to a small pack of Skeir. The skeir can actually feed on more than just dead animals, and will often sneak up to the homes of lesser species, dragons, and humans alike to fulfill their needs.

In the winter, the skeir may migrate. You will see large herds of skeir migrating from the northern parts of Pyyria down to the southern parts. Most skeir aren’t very aggressive, and usually only attack if provoked, or hungry. Unfortunately for them, their odd feeding patterns often end up with them getting into fights with other creatures.

Abilities

They can fly at speeds of up to 70 mph, and have perfect night vision. They also have rather sharp claws, which they use to tear into their prey’s flesh. They also have excellent hearing, and are able to perform echolocation, despite them also having the ability to see rather well(except in the day time) However, their natural abilities isn’t the most interesting part about the skeir.

The skeir possess to main abilities that make them feared: Their ability to suck blood, and their ability to cause nightmares.

Much like a vampire, the skeir has exceptionally long fangs, which it will dig into its opponent’s flesh, and suck their blood. Their fangs, however, cannot pierce dragon scales, so they only can really go after dragons that happen to have feathers or fur instead.

Their other ability, the one that allows them to cause nightmares, is something they can use against most any creature, regardless of if they have scales or feathers. If the Skeir is within five to ten feet of a sleeping creature, they are able to start causing terrifyingly realistic nightmares, each nightmare tapping into the victim’s deepest psychological fear. The skeir is able to feed of these nightmares it causes, allowing it to grow stronger and more fit.

3. The Morpher: (Threat Level: Low) (Submitted by Bassasail) A rather odd creature, no one is sure what it is. Its a threat to humans, but larger creatures such as giants or dragons don't see it as so, however once a challenger enters the area they can never escape unless they defeat the morpher. Representing pride is the odd monster that most loath,  simply because it is fast, smart, and even can morph into any solid object to avoid damage. It is the oldest of the 7 guardians and is considered the weakest,  in which it can die like any human. The reason it hadn't died yet is because it outlives and outsmarts its foes, either sticking other creatures on it or even calling upon its slumbering partner, the guardian of wrath the Berserker.

4.The Archer: (Threat Level: Low) (Submitted by Bassasail) Representing Sloth, the Archer is an obese yet smart creature. He wields a large bow can shoot multiple arrows at the same time and can summon the Starving Hordes 10-30 at a time every ten turns. He cannot move but he sits on a large throne that moves to his thoughts, levitating allowing him to move freely at speeds of 15mph. His bow is enchanted with a life drain effect in which if the foe is hit or even scratched by the arrow it will drain small amounts of life force and transfer to its user. The archer is skilled in marksman, however can be killed like any other man or monster, and because of his weight he easily gets exhausted.

Medium threat level monsters:
1. Dentem Magni: (Threat Level: Medium to High) (Submitted by Bassasail)
Dentem Magni (Great Scales) as they call it, a venomous and deadly creature of considerable size belonging to the reptilian family, is a massive snake. Most mistake the creature for a serpent, who belong to the Draconis famiy. Their scales aren't as durable as a serpent's. The major difference between the two is the Dentem Magni's speed. While serpents are known for their draconic abilities, the Dentem Magni are well-known for their light weight and speed in thick woods. However their travel speed is nothing compared to their striking speed, venom and camouflage ability.

Dentem Magni can strike twice as fast as their smaller slithering cousins and as far as 1/2 their body length. While this does leave them open to attacks they can quickly coil up and repeat, traveling at speeds between 50 and 70mph. They grow between 14 and 57 ft pending of the breed of snake. Some of the largest breeds, like the King Snake or Boa, which are dangerous yet lack venom, are known for using constriction to kill and having many teeth. What makes Dentem Magni feared among even larger creatures is their ability to change colors and camouflage with their surroundings much like a chameleon; this combined with their venom and speed makes them one of the top predators of the world.

Like all larger predators, Dentem Magni  have weaknesses. Because they are cold-blooded they can't live in cold climates; it would kill them. They are also susceptible to Dragons with frost breath and other cold-based attacks. So they live in warm forests or humid tropics, even extreme hot deserts. They also cannot live in ashes or slither across them, for the ashes can get between their scales and cause their skin have rashes or irritation. Despite their size and speed, they are cowards when faced with larger creatures but will strike at them to defend themselves before slithering away rather quickly.

2. Borosque: (Threat Level: Medium to High) (Submitted by Shiera)

Appearance

These strange abominations have often been described as a mix between a large praying mantis and and an even larger octopus, with a bit of alien thrown in there. It is an unusually gargantuan, reaching heights of up to between 50-80 feet tall, though only from the top of its head to the tip of its tentacles, if they were spread out straight. Each of its tentacles is about 30-50 feet long, while its actual body is usually around 20-30.

The head of the Borosque is shaped like that of an octopus, with the only difference being it has a variety of spikes and horns sticking out of its head at various angles. Instead of a beak, like a regular octopus has, the Borosque has a large pair of mandibles, which it uses to crush and kill its victims before eating them. The whole body of the Borosque is a dark green color, with soft blue stripes running all down its body.

Behavior

Solitude animals, most Borosque will generally live alone, only coming together during mating season. Most will generally prey on sea dragons and other large seafaring animals. However, these gargantuan creatures can be easily spooked, and if frightened, will release a large amount of black ink, which will obscure anyone within a 20 foot radius’ vision. Fortunately for you, the Borosque will almost never attack if it has inked, and it will usually flee.

They generally live in deep, underwater caves, and usually don’t come out unless disturbed, or if they are hunting, and even then they only need to eat about once a week. They have the average intelligence of a normal octopus, but their body is slightly tougher than one, so it is harder for them to squeeze through small areas.

Abilities

Most Borosque don’t possess any outlandish abilities like other creatures might. A borosque’s mandibles are used for crushing bones, and can break through hides as tough as EarthWing scales. It also uses its long tentacles to coil around things, which also have a crushing force. They have enough force to break the bones of any lesser species, and entangle any dragon. Most borosque tend to ignore humans, though they have been known to sink human ships if they come to close to their territory.

The borosque is also incredibly fast in the water, reaching speeds of up to 60 mph. Not quite as fast as the average SeaWing, but still fast enough to catch one by surprise.

3. Starving Hordes (Threat level: Medium) (Submitted by Bassasail)
Starving Hordes: Representing Gluttony, these hordes of creature are starved for living flesh of any kind. Granted they are more running zombies, what makes them more dangerous is their enhanced speed, strength, bite, and their ability of feeling no pain. These hordes are more rampant than guardians, but bound to ruins, those foolish enough to tread through the gates will be devoured on sight, not even kings will send legions to destroy them. However, they have weaknesses, much like any undead they are weak to holy weapons and magics, as well as fire, but the best way to kill them is to smash the heads. Much like zombies. The creatures can vary from human, the fae, to ogres and even dragons.

4. The Mass (Threat level: Medium) (Submitted by Bassasail)
The Mass: The mass in a collection of bodies, capable of absorbing the dead and living into it, it is always wanting what it could never gain, life. This is the Envy guardian, and built more for terror the Mass is quite strong and can self regenerate. The faces that are on the outside of it skin act as mouth, eyes and ears all around its body, so none is truly hidden or can gain a surprise attack. It can cleave giant metal boulders with one swing of its cleavers, however due to its weight it stays in one place guarding its gate and cannot freely move around the arena. Its 50ft tall and is made from a large collection of bodies of all kinds, including a small dragon or two. It can reach to around the area and will absorb anything at any chance, however its big weakness is rather recovery speed, since it weighs so much and uses vicious attacks swiftly it must recover for a turn or two, allowing foes to attack it freely until it starts again.

High threat level monsters:
1. the Great Wolves: (Threat level: High) (Submitted by Bassasail)
A powerful and formidable being bred for war and as pets of deities, the Great Battle Wolves, or Great Wolves, as most call them, are massive creatures that many hunters fear and whose territory they dare not tread through. They typically have fur ranging from dark brown to light grey, with different color variations of earth tones. Their eyes range from blue to green to red, and possess a small dim glow about them. While both have bushy tails, the males have longer fur on their backs and females have a brighter color to their fur. Males can grow anywhere from 30-55ft in size; females tend to be bigger and are more ferocious when defending their pups.

Great Wolves tend to stay in packs of 5-20, sometimes more, however males have been known to isolate themselves. The reason for this is unknown, though it has been noted a wolf will choose to live alone because of territorial tendencies. Lone wolves are simple, primitive, but in packs, the Great Wolves seem to have a higher understanding of civilization, so much so that they have created tribes and housing underground, torches for sight,  etc. Their religions and culture are that of the Celtics, aside from the drunkeness. They speak English in an Irish accent and other languages as well.

The Wolves are as strong and fierce in battle as they are fast, their natural connection with the earth and their gods allowing them to control earth elements. They can turn their fur into stone at the cost of speed; while they have better defense their running speed is dropped--they are more fatigued  and it is harder to dodge fast-moving attacks. Wolves of greater power and experience can use metal instead of stone. Though it is heavier and not invincible, it provides much more protection. After some time these stone and metal hides crumble, leaving the Wolf fatigued and drained of most of their power and energy.

As far as strength goes, the Wolves are better suited to be in packs. They are clever but can go into a berserk state when they've taken too much damage, lashing out with great strength and not caring for pain or injury, which can be their downfall. Their hide is tough enough to handle swords but can be easily penetrated by ballistas. Wolves can be easily put down, as they can only handle one or two foes when alone and aren't resistant to magical and elemental attacks.

Not many are alive today due to heavy hunting by Humans. Very few thrive and the race is slowly dying off.

2. Arachniphaldon: (Threat Level: High) (Submitted by Shiera)

These nifty creatures are a monster to be feared. Herold as “a living nightmare”, the Arachniphaldon is a large beast, that takes on the appearance of what appears to be a variety of different invertebrae, with recognizable characteristics of spiders, scorpions, crabs, and cuttlefish. Here are a couple facts about these worthy beasts.

Appearance

The Arachniphaldon has a biped appearance, standing up much in the same way a human would. It is about 35-45 feet tall, and 83 feet long including the tail. But the creature is far from a human. It has a flat, crown like head shape, similar to the hood of a triceratops. It has eight eyes, and it doesn’t appear to have a mouth. Rather, it has what looks like a sort of mask, with small, black holes in it. It is unknown how the creature eats, but you can hear odd growls come from it.

The monster’s upper body has a humanoid appearance, though it is a blackish gray color, and has  an armored torso, with sharp chest plates that run down to its’ abdomen. Its’ arms are muscled and strong, and are similar in appearance to a humanoid figure’s arms, until you get to the hands. Rather than have regular human hands, the beast has crab claws, which are bumpy and rough in texture.

Now, the lower body is much different. The lower body of the Arachniphaldon, which starts around the hips, resembles that of a cuttlefish, except without the fin around its body. It also has eight legs, which resemble that of a spider. These legs are rough, and incredibly sharp, as well. The body also has some splotchy designs on it, which it uses for camouflage. But that is not where the terrifying ends. After the body, there is a long, winding scorpion’s tail. This tail is about 30 feet long, and can pack a mighty punch.

Behavior

The Arachniphaldon is a solitary creature, preferring to hunt alone. Males will generally act aggressively towards each other if they encounter them, though it does not always end in a fight. They only really come together in order to mate.

Generally, these creatures are not to be provoked or approached. Because these creatures establish a territory, which they constantly try to expand, it is slightly difficult to avoid them. They can be incredibly aggressive when they spot strangers, and can sometimes attack on site. Generally, you will be alerted of the monster nearby when you start hearing the loud battle screech it makes.

They will attack relentlessly, and will generally chase after those who try to flee. The average Arachniphaldon is also rather intelligent, though nowhere near the level as that of a human. They are able to avoid traps, and even trick their victims. They are also good at solving puzzles, and strategizing during battle. They can be ambitious, and overzealous, though, and can overestimate their own abilities.

Abilities

The abilities of an Arachniphaldon are no laughing matter. In fact, the beast is rather adept in both brute strength and stealth. The average Arachniphaldon can go speeds of up to 40 mph, and it has the brute strength to pick up a dragon up to twice its size. They don’t have a lot of stamina, though, and can only run in short bursts.

But the Arachniphaldon’s real power lies in its tail. The tail possesses a powerful neurotoxin, which can kill its victims within a period of 9 hours if not treated. Generally, once the venom is injected, the victim will start to experience intense pain all over their body. The pain will start off as draining, much like a sore back would, then it will start to become increasingly noticeable after about an hour, where the victim will likely start limping. It usually only deteriorates from there.

On top of this, the arachnid beasts are also able to camouflage into their surroundings. They have a very realistic camouflage system, which allows their body to perfectly match their backgrounds, almost as if they turned invisible. However, you can still smell and hear them, and you might be able to catch the creature’s movement, based on a slight distortion in the air. The smell of the arachniphaldon is similar to that of a spider or scorpion, except much more earthy.

3. The Last Giant: (Threat level: High) (Submitted by Bassasail)
The Last Giant: Representing Greed, the Last Giant is truly a marvel at best. Known to be giant tree folk, the giant is standing at 70ft tall, but can only speed walk and has tough hide to that of a strong tree. It has no face, but a large gaping hole replacing and inside where it appears a void within. It protects some of the rarest gems, and possibly moonstones with such fierceness that none have dared challenge. It too cannot feel pain but rather fall apart, it shares its energy with the earth so it is constantly replenished with power and constantly heals, even regenerating limbs broken off rather swiftly. Unlike most undead its weakness is not fire nor frost, but rather light magic. While it can be ripped apart,  the best way to fight the giant is to use light magic, as its filled with darkness, it fears the light and can be hurt by it.

4. Lilith: (Threat level: High) (Submitted by Bassasail)
Lilith: Representing Lust and the Roaring Seas is a powerful water wraith. Because of her power to seduce both men and women to drunken thought of lust, she at first was called a succubus, however over time her ruthless killing and power to manipulate water deemed as a water wraith as well as enthrall weak minded dubbed, "Lilith." Her power can extend to freezing water, turning it into pillars of ice spikes under foes or freezing their sword arm. As far as enthralling goes this is not limited to humans, as she's done so with ogre's, trolls, other demons and on one account two dragons.
Her nature is unclear, she appears to only want an eternity of lust causing the people who discovered her to seal the demoness away in her sanctuary, where water covers the ground and the fountains freely over flow. Compared to normal undead, she is incredibly fast, strong, can seduce and enthrall the weak minded, and can manipulate water for short but quick amounts of time, turning it to ice even. She is quite intelligent and can reason others to her mind of thought, even convince them to remain with her, but she is like a snake and can attack when its unexpected.
Lilith's biggest weakness is her overuse in her powers. She can create ice spikes and pillars but only every five turns, whilst she can manipulate water she cannot grab a fully bodied person and rip them in half and after two turns of water control she must recharge this for three turns, her arrogance can best her allowing her to underestimate foes and even let her guard down allowing foes to hit her. She is weak to holy magics and weapons and cannot enthrall clerics nor holy men for they are pure.

5. The Berserker: (Threat level: High) (Submitted by Bassasail)
Alone the Berserker is a high level threat, standing at 10ft tall, its skin is as hard as diamond, rather they are scales. He bears armor of a knight and wields a giant 12ft sword, imbued with the souls of the fallen. Both the Berserker and Morpher have claimed the most lives in the entirety of their existence, going hand to hand, one acts as the muscle and the other the mind.
The morphers weakness is that it can be killed like a normal human, however when morphed with an object its body is apart of that, and if its broken he simply moves unto another. He cannot resist a challenge of life and will even tease its foes by putting itself in danger, this can easily get it killed as it only wields an ebony dagger with little to no skill. It can be burnt or frozen alive.
The Berserker is a very dangerous and powerful foe, however he can be attacked from the sides as he only concentrates on one foe at a time. Granted his skin is practically diamond, he can still take damage by cracking and breaking the skin, however this is quit difficult to do. He is slightly slow at recovering from dealing power strikes so one can take advantage of that.
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