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Races & Monster Glossary

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1 Races & Monster Glossary on Tue Nov 27, 2007 10:42 pm

Shadow008

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Here go all monsters for anyone to pick and fight. Be very detailed as to how they look and can do and also for explination on races and such. Please try to name your every entry.



Last edited by on Sat Dec 01, 2007 5:34 pm; edited 2 times in total


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"No creature is born with the sole purpose of dying." "Trust is an easy thing to destroy, but it can take a long time to built."


Half Elf: "What possible value does one burdened to exist with cursed blood have?... Sometimes running away is the one way to save yourself... Humans are so arrogant.

Do you have the dragon balls to do it?

I'm only human. I have the right to change my mind at any given moment without reason.
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2 Infers on Sun Dec 02, 2007 2:51 pm

Infers

These creatures are summons and are the undead that left remorse in the world. The Undead that are controlled by a spellcaster they are given portions of the casters power. They're appearance are always the same size of a normal human with a corpse body and a unpleasant odor. They gather in groups rarely alone only if summon alone. You wouldn't want to be left alone with these.


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3 Re: Races & Monster Glossary on Sun Dec 02, 2007 9:13 pm

Glack

A proud group of slug looking cats that live with the Gomacks underground of "" they speclize in areas of handling tailoring. This race tends to evolve every 12 years. The Glack Race has no trust with one another race then the Gomacks. Glacks works are used by spell casters all other world.



Last edited by on Wed Dec 05, 2007 8:42 pm; edited 1 time in total


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4 Re: Races & Monster Glossary on Mon Dec 03, 2007 12:51 am

Shadow008

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Glorr

Aka Night Stalkers. This creatures come out at night to eat and hunt their prey. They are rarely seen in daylight and more likely to appear in the region around Brissent. They hunt in groups, and the hunters usuallly look about the same height as an average human adult with dark fur to hide in dark. Long arms, sharp claws, bear looking creatures of the night.


_________________
"No creature is born with the sole purpose of dying." "Trust is an easy thing to destroy, but it can take a long time to built."


Half Elf: "What possible value does one burdened to exist with cursed blood have?... Sometimes running away is the one way to save yourself... Humans are so arrogant.

Do you have the dragon balls to do it?

I'm only human. I have the right to change my mind at any given moment without reason.
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5 Re: Races & Monster Glossary on Sun Jan 27, 2008 1:53 am

Clash011

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Mercenary
WEREWOLF
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(a kind of morpher)

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Description


Werewolves are often portrayed as being of huge strength, comparable to that of a dozen normal human beings. They also inherit from the wolf an accute nocturnal vision and a very good sense of smell.

Werewolves are immune from aging and from most physical diseases due to the constant regeneration of their physical tissue. They can, therefore, be virtually immortal. However, they have to return to human form and are subjected to the same rules as normal human-beings.

Though primarily a true wolf while in wolf form, there is some proof that the werewolf retains enough knowledge to assist his killing; recognition of victims, evation of traps, and human cunning have all been seen on werewolf cases.




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Physical signs

Having hairy palms was considered a sure sign of being a werewolf. Real werewolves often shave their palms leaving them rough so rough palms are also considered to be a sign.

Having a left thumbnail that is left uncut as to resemble a claw.

In human form, a werewolf usually has slanted eyebrows that meet at the bridge of the nose. Other can be recognized by the bristling or very thick and dark hair on their heads, or excessive hairy bodies.

A werewolf has an unusually long third finger on each hand.

Small pointed ears, protruding teeth (elongated canine) or strangely compelling eyes are also visible sign
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Behavior

After the shift back to human form, the werewolf is usually exhausted and has to rest for one day or more. Werewolves always have to sleep with their jaws open . Once their jaws are closed, it difficult to unclench them.

When hunting for a werewolf it is important to remember that your biggest clues will come through your suspects personalities. Becoming a werewolf is not transparent, no matter how the victim tries to hide the tainted, subhuman blood appearance.

Therefore, look for symptoms in your human suspects that include increasing violence, increasing aggression, unprovoked rages, insomnia, restlessness, and other bizarre behavior. Unfortunately, over time these symptoms can be brought under control, so do not rely on them exclusively.

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Other signs

* Paleness
* Feeble vision
* Dry and misted eyes
* An unnatural dread of all water
* Very dry tongue and always thirsty
* Legs have incurable ulcerations from frequent falls
* The devil's Nobody


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6 Shadow beings on Tue Jan 29, 2008 3:23 pm

Clash011

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Shadow beings




Shadow beings also known as shadow men or Shadow people. Most accounts of shadow beings describe them as black humanoid silhouettes, lacking mouths or eyes, although they are sometimes reported to have red or yellow eyes. They are generally described as lacking mass, although their specific nature varies from two-dimensional (like a shadow) to vaporous or distorted. Their movement is often reported as being very quick and disjointed, or "jiggly", in the sense that they first may move slowly like a fluid (similar to jello rather than water)


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to avoid confrontation with hem you must

* Learn to let go of your fear.
*Stand your ground and deny them access to your person.
* Focus on positive thoughts.
*Keep a light on or envision light surrounding you










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and no i did not write the whole thing
but i thought this would be interesting to go with shadows story
well of course
0_o



Last edited by Clash011 on Sun Mar 02, 2008 3:02 pm; edited 2 times in total

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7 Powers Of Vampires on Tue Feb 05, 2008 8:19 pm

Clash011

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Mercenary
Vampires(undead)
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POWERS OF VAMPIRES
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Immortality
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Vampires do not age, except on some occasions when they have been deprived of blood for extended periods of time. However, the vampire will be rejuvenated when as soon as he gets fresh blood supply.

Most of the vampire's powers increase over the centuries with age and experience. These centuries-spanning creatures may eventually become Vampire Regents or Elders, who are capable of even greater feats than the common vampire. ___________________________________________________________________________________________
Multiply by contamination
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Most vampires mission is to multiply and give rise to a new age on earth where humans will loose their supremacy in the global food chain.
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Invulnerability
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_Vampires have remarkable recuperative powers and cannot be harmed by conventional weapons. They are also immune to all forms of human diseases and illnesses. Only when moving about during the day or when resting in his coffin, the vampire is somewhat vulnerable and subject to physical harm.

Bullets and ordinary knives provide only momentary distractions, as the vampire can heal from such injuries within seconds. Moreover, the vampire does not feel pain from such conventional attacks.

They can only be harmed by weapons made of the purest silver and even then, their supernatural restorative abilities allow them to recover very quickly.
Under optimum conditions (i.e. - when they have been feeding regularly), vampires never physically get tired.


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Superhuman strengh
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Most vampires acquire superhuman strength anywhere from three to five times as great as they had in their mortal lives.

Moreover, a vampire’s speed, agility, and reflexes are up to five times as great as they had in their mortal lives. All vampires possess acute hearing (equivalent to that of a wolf) and night vision, enabling them to see with better than 20/20 perceptibility in total darkness.

As a vampire grows "older" over the years its strength can increase, and the strength level of Vampire Regents can be 10 - 20 times stronger than they were in their mortal lives. ___________________________________________________________________________________________
Shapeshifter
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The vampire may command several animal creatures such as the wolf, the rat, the fox, the owl, the bat and the moth and is also able to assume the form of a wolf or a bat and possibly any of the other animals subject to his command (spiders, weasels, cats, ravens, scorpions…) while retaining their own intelligence. Some of the more powerful vampires or Vampire Regents are able to transform into a bat of human proportions.

The vampire may also transform himself into a mist or dust cloud drifting in the air through only the oldest and most powerful vampires or Vampire Regents are known to assume such forms.

The vampire may alter his size within certain limits, becoming either larger or smaller so that he can easily go out from his grave or coffin .

The vampire may climb walls much like a large insect. He may climb normally or with his head toward the ground much like a spider.
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Hypnotic mind control
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Much like the snake and the bird, the vampire can control the will of humans through a form of hypnotic, even to the point of inducing a catatonic state and amnesia. This power explains why victims often have no memory of being attacked.

This hypnotic control can be conveyed either verbally or telepathically, depending on the power of the vampire.

Powerful vampires and Vampire Regents need only to catch the gaze of their intended victim for a few seconds, through stronger minds require more time to mesmerize.

Victims bitten by a vampire are much easier to control, requiring little - if any - concentration from the host-vampire.
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League with the demons
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"Older" vampires are able to command some form of magical or monstrous beings (demons, zombies, ghouls ...), which seems natural as the vampire is in connection with the devil.

However, controlling large numbers of these lesser undead creatures requires greater concentration and strength.

Some very powerful vampires or Vampire Regents can even summon such creatures if they are in the general vicinity (about a 5 - 10 mile radius).
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Command to animals
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Similar to the vampire’s ability to mesmerize the lesser minds of humans is their innate ability to summon and control various "lower" nocturnal creatures, such as the wolf, bat, and rat if they are somewhat local to the vampire’s area.

The range and extent of control over such creatures is based upon the power of the vampire. An "older" vampire could conceivably summon entire populations of bats, rats, and wolves within a 10-mile radius.

Some animals, such as horses, and cats in particular, have an aversion to vampires and can often "sense" the presence of these creatures
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ENHANCED POWERS/(not many vampires have enhanced powers)
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* Within a limited range, the Count has the power to control the weather. He often uses fog or mist to cover his movements.
* Telepathy, telekinesis and other mind powers: Dracula has the power to become invisible and to pass unseen among his enemies.
* Necromantic power. Dracula can raise the dead that will come as zombies at his command

and possibly other unique powers
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8 GHOUL'S on Tue Feb 05, 2008 9:16 pm

Clash011

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Mercenary
DESCRIPTION

ghoul is known as a desert-dwelling, skin walker demon that can transform itself into the guise of an animal, especially a hyena but in the modern fantasy lore, ghouls do not shift are often described as having the following strengths and weaknesses.

Humanoid. They are gaunt in the face with bulging yellowish eyes, and large mouths lined with rows of tiny razor-sharp teeth. They have long and lanky arms with clawed hands, and they walk on short, sinewy legs. Their skin is a thick and fibrous hide, usually of a light blue-gray color large. Ghouls often appear naked, or wearing the last vestiges of clothing they wore before they became a ghoul. They crave on mammalian flesh (preferably human) taken from the living or recently-dead. They can normally be found prowling cemeteries at night for the newly buried corpses.

Ghouls have relatively low intelligence and are incapable of articulated speech. They have a only a basic understanding of simple tools, and are fundamentally driven by their instincts and lust for food. They are primarily nocturnal, preferring the cover of night to satisfy their vast appetite for human flesh.

When discovered, they will usually hiss and growl to ward off intruders and, if that fails, they will attempt a quick escape. Ghouls will only fight if they are cornered, or if they outnumber the living by at least three to one odds. Single ghouls have been known to attack infants, children, and in rare cases - wounded or sickly adults.¨

POWERS

The ghoul is impervious to pain, does not age, needs no air to breathe, and is immune to drugs, poisons, and gases. Guns and knives can wound these creatures, but they will not destroy them, as the ghoul possesses remarkable regenerative powers, enabling them to withstand large caliber weapons and even small explosives.

The ghoul's strength level is at normal human-levels, but they are extremely agile and fast. They use their large claws for digging and cutting through flesh.
The ghoul possess keen night vision similar to a vampire's, and can smell human flesh (alive or dead) from up to a mile away.

Despite their cowardly demeanor, the ghoul can be dangerous. Attacking unmercifully to bring their victims down, especially when they hunt in packs. With their razor-sharp claws and teeth, a pack of four ghouls can bring a full-sized adult human down and devour in under 5 minutes, leaving only the bones for remains.

WEAKNESS

The ghoul is a nocturnal creature, and is repelled by sunlight and artificial light. Although neither cause them any real harm, their speed and strength can be drastically reduced when subjecting them to daylight, making them easier to destroy. Ghouls are highly susceptible to fire, and this is the best way to destroy these fiends. A ghoul can be burned and subsequently destroyed by concentrated acid or electrocution as well. Decapitation is also another effective way to destroy a ghoul.



Last edited by on Tue Feb 05, 2008 9:53 pm; edited 1 time in total

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9 Re: Races & Monster Glossary on Sun Feb 17, 2008 4:53 pm

Clash011

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Mercenary
A polywere is a morpher that has multiple were sides.

An Advanced Polywere that is a morpher that can get multiple were sides by a simple touch but can only get an certain amount.If there up to their limit they must let go of a species to get another.
The Polyweres are rare and the Advance polyweres are even rarer.

Advanced Polyweres were interesting due to their ability to heal and improve dramatically as they go on.But their improvement is slow and not many Advanced polyweres grow up to learn everything they could.
Advance polyweres Take the morphers powers to the next level with new and unique powers depending on the morpher.
Legnas GMO project is to amp up the improvement of these advanced species and strip them of their will and make them the ultimate killing machines.


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10 Wraith(a kind of shadow people) on Sun Feb 17, 2008 5:00 pm

Clash011

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Mercenary
Wraith(a kind of shadow being)
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description
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An aparation of a living or once a living creature.often controlled by a greater spirit. These creatures are shadows, floating amongst our realm with no purpose but that of their masters. They feed on humans, their emotions and their own strength, without these they would cease to exist.
looks of a humanoid figure shrouded in a black cloak,under which no face can be seen.the wraith is a ghost of a person who willingly was living to cause misery the harm that the person has done in his/her lifetime will determine how powerful the wraith that they left behind is.everyone has a wraith inside of them and it grows the more evil the person grows,and when the persons soul is relised so is the wraith.weak wraiths usualy die of but strong ones live on by feeding on humans souls.they are common.shadow manipulators can often control them if the shadow manipulator is stronger than the wraith itself.





Info to fight a Wraith
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*The soul of anyone who is defeated by a wraith is not to be judged it becomes a wraith

*Its powerless in the Day light or just powerful light

*Animals can easily sense a wraith by a minimum of 30 feet.

*If fighting an an old and powerful wraith.They are extremely quick and hard to kill with a sun light spells and sense they melt into the shadows swiftly.

*When they touch you they drain you.some experienced wraiths suck the soul of some while hiding in their shadow when the person docent even know.



Last edited by Clash011 on Sun Mar 02, 2008 3:04 pm; edited 1 time in total

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11 Elemental's on Sun Feb 17, 2008 5:01 pm

Clash011

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Mercenary
Elementals (extremely common)

Earth Elemental
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Like a walking hill.Earth elementals are extremely strong and tough.the largest ones can pound almost anything into rubble.They are usually leave their home planes when summoned.when summoned an earth elemental consist of the rocks of minerals where it was summoned from.their voice sounds like an echo in a deep tunnel.though it moves slowly,it is a relentless opponent.it can travel though solid ground or stone as easily as humans walk on earths surface.it cannot swim,however it must walk around a body of water or go go through the ground under.it can move along the bottom of a body of water but prefers not to.



Fire Elemental
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a mass of ambulatory flame races across the ground,seeming to flicker and spark from a central,humanoid-shaped conflagration,like a living inferno.
Fire elements are fast and agile.the merest touch from their fiery bodies is sufficient to set many materials aflame.A fire elemental cannot enter water or any other nonflammable liquid.a body of water is an impassible barrier unless the fire elemental can step or jump over it.the voice of one sounds like the crackle and hiss of a great fire.it is a fierce opponent that attacks its enemies directly and savagely.it takes joy in burning things to ashes.


Water Elemental
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a vortex of water rolls over the ground ,though it seems to never crash or lose its shape.the waves cascade and storm around a central,humanoid shaped whirlpool.a water can be as powerful as the storming sea.it cant venture more than 180 feet from the body of water it has conjured from.ones voice sounds like the crashing of waves on a rocky shore or the howls of an ocean gale.




Air Elemental
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this creature appears to be an amorphous,shifting cloud surrounded by fast-moving currents of air.darker bits of twirling vapor form suggestion of two eyes and a mouth.is the most swiftest and agile creatures in existence .their voice sounds like a high-pitched screech of a tornado or the low moan of a midnight storm.
their rapid speed makes them useful on vast battlefields or in extended aerial combat.

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12 Re: Races & Monster Glossary on Tue Mar 04, 2008 12:15 am

Clash011

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A bakeneko might resemble an ordinary cat, except walking about on two feet. It could also take the form of a human, and sometimes it was said to have three or seven tails.


There were a few ways in which an ordinary cat could become a bakeneko. A pet feline that had lived for many years was thought to be able to transform into a human. Additionally, a cat that had already become a nekomata might become a bakeneko after living a bit longer, but sometimes this order of transformation was reversed. A cat might also become a bakeneko in order to aid a human to whom it owed a favor.

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13 Yuan-Ti on Thu May 15, 2008 1:41 pm

Clash011

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Mercenary
The yuan-ti are a species of monstrous humanoid snake-people.They usually have a chaotic evil alignment.The yuan-ti are descended from evil human cultists who mixed their bloodlines with those of serpents.They have formidable psionic abilities. Yuan-ti have their own language, and they can also speak Common, Draconic, and Abyssal.

Yuan-ti breeds

The yuan-ti come in several distinct castes or breeds

Purebloods appear mostly human, with minor reptilian features, such as slitted eyes, a forked tongue, or patches of scales on their skin. They serve as diplomats and infiltrators, pretending to be human.

Halfbloods are humanoid in shape but have a wide variety of noticeable serpentine features, such as a snakelike tail in place of legs, a complete covering of scales, a hood like a cobra, a snake's head, or snakes in place of arms. Halfbloods serve as warriors and temple assistants.

Abominations are almost completely snakelike, with only a few human features, such as arms or a humanoid head. They are the most venerated within the yuan-ti society, serving as clerics and in other roles of power.

Tainted ones are human agents of the yuan-ti who have willingly undergone a ritual of transformation to make themselves yuan-ti, gaining a venomous bite and slight psionic ability. They retain their human appearance but often develop reptilian mannerisms, such as frequently licking their lips or drawing out sibilant sounds as they speak.

Broodguards, also known as histachii, are humans who have undergone the ritual of transformation but have been found unworthy, degenerating into hairless, near-mindless reptilian monsters. The yuan-ti employ these wretches as watchers over egg-broods and other demeaning tasks.

Holy guardians are a rare breed specifically bred as temple guards; they are also sent on missions to obtain needed goods for abomination priests. Holy guardians are naturally servile and follow their superiors without question. They uniformly have a serpentile tail in place of legs and a snakelike head.

Mageslayers, another rare type of yuan-ti, are bred for the special purpose of battling or hunting down human magic-users, and most of their abilities are magical rather than psionic. Mageslayers have a humanlike head but a snakelike tail instead of legs.

Anathemas are by far the most powerful and loathsome of yuan-ti, worshiped as divine incarnations of Merrshaulk. They are truly bizarre in appearance, with a body like a 25-foot-long serpent; a pair of humanoid arms with clawed, three-fingered hands; and six serpentine heads rising from its shoulders. An anathema's power dwarfs even that of an abomination, but since they represent such unfettered chaos, they are usually found away from yuan-ti cities, establishing cults that worship Merrshaulk through them. They make a common practice of grafting yuan-ti body parts onto humans and other races for use as personal servants. Anathemas are extremely rare, however, and only a handful are likely to exist on any world.

Ignans are another rare subspecies of yuan-ti that dwell in hotter climes of the world, including in volcanoes and on the Elemental Plane of Fire. Ignas are similar to yuan-ti halfbloods, except they are slightly more powerful due to some of the fire spells they wield.

Wretchlings are pathetic creatures created out of humans and used as guards and expendable shock troops by the yuan-ti. They are unintelligent and wander throughout some jungles.Wretchlings have no memory of their former human lives and have a savage desire to kill, though they lack the intellect for complex strategies unless carefully instructed by their masters. Wretchlings look like scaly humans with fangs, reptilian eyes and patchy hair.
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Society

The goal of the Yuan-ti is to bring about the ultimate destruction of the world.
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Associated creatures

Extaminaars are the result of interbreeding between yuan-ti and humans.To create a corps of loyal troops, as well as to ease relations with their human subjects and serve as the house's public face, the Extaminos yuan-ti created the extaminaars, a new race blending human and yuan-ti abilities.Extaminaars are born resembling scaled, armless human babies with undefined facial features, but grow to resemble thin, pale humans with straight black hair and brownish spots on their neck and back.They excel at stealth and deception and often form cells to undermine governments and organizations antipathetic to their masters.

Ti-khana are reptiles, such as snakes, lizards, and dinosaurs, that have been altered by the yuan-ti. Ti-khana are far more intelligent than the creatures from which they are created, and possess both the psionic abilities and cruel disposition of their yuan-ti creators. They appear more snakelike than their mundane ancestors, appearing somewhat elongated, with venomous fangs.

Ophidians are an unrelated race of serpent-people who are nonetheless commonly associated with the yuan-ti.the ophidians are said to be snake-worshiping human cultists who discovered a powerful yuan-ti relic that transformed them into degenerate reptilian humanoids. Ophidians are not very intelligent, and are easily impressed by shows of power by yuan-ti, evil nagas, and dragons, whom they frequently serve as willing slaves. Their most potent weapon is their venom, which can change humans into degenerate ophidians. Most ophidians worship their yuan-ti masters as gods.

Histachii are savage creatures who were once human prisoners, but were transformed into reptillian-humanoids by their yuan-ti captors via the drinking of a potion of yuan-ti venom mixed with other ingredients. The resulting savage and mindless creature serves no purpose other than as fodder for the yuan-ti; to run headlong into opposing foes, to guard the brood chambers, to tear apart any non reptillian creature they see. Those too old or stupid to be of any use, or those too powerful for the yuan-ti to control, or such, are left on the surface to rot and die.

Ssvaklors are a type of serpentine dragon created by yuan-ti using special rituals on a dragon egg, typically that of a black dragon. Ssvaklors are less intelligent than even humans and, like true dragons (a group of which they are not a part), have a breath weapon: a cone of poisonous gas. They are typically green and black in colour. Greater ssvaklors also exist, though they are simply a more powerful version of the "standard" ssvaklor with the ability to spit globs of poison to their foes. Like yuan-ti, ssvaklors' serpentine nature makes them natural swimmers. They are normally met in the company of yuan-ti and are often used as guardians by them.

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