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Post by Orcus on his Throne on Feb 24, 2018 4:59:47 GMT
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Post by Orcus on his Throne on Mar 3, 2018 4:27:14 GMT
Name: Shadowreaver
Height: 5 feet to 30 feet Length: N/A to 40 feet Wingspan: N/A to 60 feet
Weight: 50 to 300 lbs Location: Anywhere
Description: Shadowy monstrosities spawned from the souls of those who have fallen in times of need and sorrow, or those claimed by dark magic beyond mortal understanding. Their bodies are shadowy and hard to make out ,appearing akin to wisps of smoke surrounding a vaguely solid frame. Shadowreavers come in many shapes and sizes, though the vast majority of shadowreavers resemble humanoids with freakishly malformed bodies. They often resemble humans only to a certain degree, before a certain aspect of their ethereal body takes a monstrous turn to bring about discomfort and fear. Elder shadowreavers discard their human appearance and instead take on much more monstrous forms, appearing akin to great gargoyles with twisted, ram-like horns, shadowy wings, and whip-like tails.
Powers and abilities:
semi corporeal: Despite their wispy, spirit-like forms, shadowreavers can actually be hurt with physical weaponry. However, shadowreavers live in twin worlds, the realm of shadows and the realm of the living. As such, shadowreavers can come and go at will, shifting back into their twilight dimension as they please, even in the middle of combat. This also gives them the ability to fly, appearing akin to a shadowy strand of smoke swirling through the air.
Soul feeding: While shadowreavers often have claws and fangs to defend themselves, their real danger is their ability to absorb the life essence of creatures they attack. A shadowreaver's touch is deadly to living creatures, inducing an effect similar to frostbite upon contact. Prolonged contact with a shadowreaver leaves the creature am empty, rotting husk, its essence consumed by the monstrosities.
Dark Magic: Elder shadowreavers possess the ability to manipulate the souls they consume for more than just survival. They can use excess souls to attack foes, creating blasts of ectoplasmic energy, creating spectral hallucinations and illusions, and creating semi-solid weaponry from their essence (primarily in the form of a sword or lance).
Weakness: Shadowreavers, being creatures of dark, cannot stand the light. Bright light stuns them and forces them to retreat, while UV light completely destroys them.
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Post by Orcus on his Throne on Mar 3, 2018 4:39:48 GMT
Name: Draxon
Height:5 to 6 feet tall (about one foot taller in weredragon form) Wingspan: N/A (usually around 10 to 12 feet in weredragon form) Length: N/A (usually around 3 feet in weredragon form) Weight: 100 to 220 pounds (300 to 500 pounds in weredragon form) Location: Freyr-Lunge, Snowmourne, Frostbane
Description: Draxons are essentially similar to humans in appearance. They have no outwardly different characteristics. However, they have the ability to transform into draconic entities, and their dragon forms are usually a foot taller than their normal form, and often appear in hues of brown to copper. Horns and spines adorn their bodies in this state, as a pair of wings sprout from their shoulders, along with a flexible, muscular tail.
History: The Draxons consider themselves the people of the dragon, chosen by their immortal dragon deity known as Greshlynk. They have ruled their corner of the world as long as anyone could remember, due to their innate draconic powers granting them an advantage. Draxons are proud of their heritage and are known to take offense to those who question it. Militaristic by nature, the Draxons have long tried to take No Man's Land for themselves, but with little success.
Powers and Abilities:
Greshlynk's Flame - All pureblood draxons have the ability to manipulate fire to a certain extent. Those who are more skilled in the arts of flame manipulation most often become powerful casters supporting their less magically inclined kin in battle, using their magic to unleash torrents of flame and conjure geysers of fire to slay enemies.
Greshlynk's Flesh - Draxons have the ability to assume the form of a humanoid dragon-like creature. This form is significantly more powerful physically than their normal form, able to withstand blows from maces and swords while also granting them the strength to rip a horse's head off. Their claws and teeth are razor sharp and can leave terrible wounds. They also gain the ability to fly and can breathe fire from their jaws in this state.
Weaknesses: When not in the form of a dragon, they are no more hardy than a normal person. In addition, Draxons can only afford to transform into their draconic state once per day, and for no more than two hours. Any longer is taxing to their health and can lead to organ damage, fatigue, and possibly even death.
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Post by Orcus on his Throne on Mar 3, 2018 4:46:12 GMT
Name: Sheekh
Height: 6 ft to 8 ft tall Weight: anywhere between 250 lbs and 600 lbs Location: Sheekh Juggernaut-class ship (Sapphire Abyss)
Description: Massive ape-men heralding from the planet Sagittarius IV. Their bodies are covered in thick, coarse fur, with hands, feet, chests, and faces bare. Their skin thick and callused, and their mouths have four massive canines for biting should the need arise. Their eyes are a solid shade of black, akin to a shark's giving them an unnatural, otherworldly appearance.
Powers and abilities:
Superior strength - a Sheekh, even smaller stock, is significantly stronger and bulkier than a human being. A sheikh can often lift around 600 pounds over their heads without much trouble, and their fists can shatter bones with a single blow. Their thick, callused skin and coats allow them to shrug off blows that could kill a human, such as gunshots and sword slashes.
Night vision - The sheekh's eerie blank gaze actually allows them to see in the deepest, darkest nights of Sagittarius IV, where no light normally shines. As such, Sheekhs have a form of night vision inherent to their species, allowing them to see in the dark as clear as a human can see during the day. However, this forces them to wear protective lenses on planets with "normal" amounts of sunlight.
Technology: The Sheekhs are a hyper-advanced race, having discovered interstellar travel and plasma-based weaponry. They only afford their troops the best equipment in order to aid their conquest of worlds. Bolter - A common infantry weapon that fires plasma rounds. It has a massive axe-like blade attached to its butt to allow it to be used in melee should the battery run out. Also comes in a pistol version. Assault cannon - a massive over-the-shoulder weapon that fires out a ballistic projectile at high speeds, before unleashing a payload of superheated plasma on the target. It is primarily used to punch through enemies with heavy armor and fortified positions rather than on infantry. Hellfire Blaster - A flamethrower that utilizes nuclear fission to fire out blasts of raw plasma. A highly impractical weapon only used in close quarters combat by shock troopers. Devastation Rifle - essentially a miniature gauss cannon, this rifle fires a shell forged from 1 micrometer of a neutron star's core. This shell, using the mass of the neutron star, can punch through any material known to the sheekhs, and often impacts with such immense force that it completely obliterates what it hits. A Devastation Rifle can only be fired 5 times before it is destroyed from the monstrous force required to fire its neutron star shells. Plasma sword - The name is misleading, as the blade is actually forged out of diamond but is fitted with tubes that run lines of superheated plasma along the blade's edges. This allows the blade to cut through most materials, though those resilient to heat (such as diamond) are much harder to affect. Usually only given to sheikh captains. Shock baton - A powerful melee weapon only afforded to heavy sheikh shock troopers. This weapon is little more than a massive cudgel with electric lines running through it. This weapon is primarily used to disable machinery with its built in EMP pulse but also serves as a horrifying melee weapon in the hands of sheekhatan's cybernetic shock troopers.
Mark XXXVIII Sheekhatan heavy plate - The standard issue infantry armor. The armor has lines of energy that are used to signify rank (blue for privates, yellow for captains, red for lieutenants, and purple for generals). It is highly resilient to ballistic weapons, piercing, and slashing attacks, and also insulates against the heat and cold. Lieutenants and generals also have distinctive crests on their helmets matching the colors of their armor to signify their rank Mark III Centurion armor - worn only by heavy shock troopers, this armor is monstrously heavy and resilient to nearly all forms of physical damage, plus the heat and the cold. This armor allows shock troopers to be dropped from orbit with little to no issues upon making landfall.
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Post by Orcus on his Throne on Mar 3, 2018 4:47:23 GMT
Name: Krug
Height: 15 ft to 25 ft tall Weight: 2 tons to 7 tons Location: Sheekh Juggernaut-class ship (Sapphire Abyss)
Description: Monstrous, primitive cousins to the Sheekhs that has been enslaved to act as slave labor and footsoldiers in their conquest of worlds. These monsters look similar to sheekhs, but have significantly less hair, instead being covered with thick, leathery skin like an elephant's. Their eyes are similarly blank, and their heads and long and ovular. Their mouths protrude outwards and are filled with razor-sharp teeth intended to maim prey with. Their massive, arms end in vicious talons like those of a hawk. Their shoulders are humped over and their overall stance is slumped over. Krug have shorter legs than they do arms, giving them a gangly appearance when walking. Despite this, they are fully capable of standing fully erect and walking on two feet.
Powers and abilities:
Monstrous strength - Krug are frightening creatures to behold in combat. Their claws can shred through solid stone and their bite can tear through armor plating. Their limbs are powerful enough to rip a tank's hull apart and then throw the tank at an approaching opponent.
Armored hide - Unlike their smaller cousins, the Krug are evolved to survive out in the open of Sagittarius IV's cold, sunless nights. As such, they can endure horrible conditions and survive many blows. A Krug can shrug off tank shells without its armor, and many have been observed withstanding plasma bolts to a shocking degree. They are naturally insulated against the cold in order to survive the cruel nights of Saggitarius IV.
Berserker Frenzy - When a Krug is grievously hurt, they fly into an unstoppable frenzy, killing and maiming everything within arm's reach. Their hide hardens, their hairs stand on end to become vicious, spine-like growths, and their claws and teeth visibly extend. A Krug in this state is horrifyingly resilient, able to survive for a decent time missing several of its organs, and can push itself to its physical limitations without regard to its own pain. Some have even been observed surviving for several minutes missing their hearts. However, once a Krug exits its berserker rage, it often falls into shock and dies shortly afterward; only the intervention of sheikh medical technology can resuscitate a Krug that has fallen into this slump.
Night vision - Like their Sheekh cousins, Krug can see perfectly in complete darkness. However, they are even more susceptible to bright ligh,t needing highly specialized headgear to fight on most planets.
Technology: Krug do not have their own technology outside of basic tools such as sharpened sticks and flint to start a fire. However, the Sheekh do give Krug footsoldiers their own special equipment. Heavy bolter - This massive rapid-fire bolter, comparable to a minigun from earth, fires out blasts of plasma faster than the eye can visibly make out. A normal Sheekh cannot feasibly lift this weapon up, but a Krug can wield one with ease, and, when trained well, uses them to deadly efficiency. Ion talons - Extensions to the Krug's natural claws are often fitted over a Krug's hands by their Sheekh masters. These claws are essentially grafted to the Krug's body and serve to increase the viciousness of their attacks. These talons emit waves of disrupting ions along their length, which serves to allow the Krug's blows with their claws to disrupt electronics and similar machinery, in addition to causing increased internal bleeding thanks to the ions disrupting natural tissue. Mark I Krug-grade armor - This is essentially a Krug version of the basic Sheekh footsoldier armor, though they do not come in different ranked versions; Krug armor only comes with basic blue energy lines.
Weaknesses:Krug are not very smart, and are in fact on par with chimpanzees for the most part. They can be fairly easily fooled. When a Krug is berserk, they do not differentiate friend from foe, making them extremely dangerous to field near other units. Finally, the Krug's susceptibility to bright lights limits their utility should their visors not be available for whatever reason.
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Post by Orcus on his Throne on Mar 3, 2018 4:48:28 GMT
Name: Wren
Height: 2 to 3 feet Weight: 50 to 90 lbs Location: Sheekh Juggernaut-class ship (Sapphire Abyss)
Description: Small, diminutive aliens heralding from the southern reaches of Sagittarius IV, the Wrens appear similarly to stereotypical grey aliens, with bulbous heads and small bodies. Their limbs are slim and tendril-like, consisting of four main tendrils that can bind together to form a functional hand and arm. Their legs are similar in structure, consisting of multiple tendrils that can fuse together to improve walking. Their eyes are solid black, similarly to the Sheekhs and Krug native, but are significantly larger than theirs.
Powers and abilities:
Mental network - The wrens work on a wavelength beyond that of most creatures. Their minds are constantly interconnected, allowing them to communicate at will with each other as long as they are within 300 feet.
Superior vision - Wrens have the ability to see both in the dark and in light quite well, making them excellent scouts. They also do not require the specialized goggles that the Sheekh and Krug do.
Minor telekinesis - Wrens have the ability to move small objects using only their mental prowess, such as weapons, stones, and the like. They mostly use this to disarm or surprise opponents if they are forced into close range.
Technology: Wrens are significantly more advanced technologically than the Sheekh; however, the majority of their technology is dedicated to research and medicine rather than warfare. As such, the two factions work together as a symbiotic force throughout the galaxy. They do, however, possess a few weapons of their own. Storm Launcher- An over the shoulder cannon that unleashes a devastating eruption of sound. This can cause objects to shake themselves apart and cause victims of the blast of explode from the sudden pressure. Storm Lance - A long spear that ends in a series of emitters that generate waves of sound. The waves of sound create a vaccum that can be used to cleave through flesh and bone with frightening efficiency. Focus Laser - A staple of Wren military prowess. This weapon, looking similar to an array of mirrors on a rifle, focuses beams of light into a potent beam of heat. The laser can cut through metals with ease, and can also be used to blind or disorient opponents.
Wren suit - this suit completely covers a Wren from head to toe, providing marginal protection. However, its main use is to aid the Wren in surviving on other planet's atmospheres, as they lack the durability and adaptability of Sheekhs and Krug, and also to give them access to their cloaking devices built in. Wren suits also have a built-in jetpack and a jamming system to disrupt enemies.
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Post by Orcus on his Throne on Mar 3, 2018 5:03:45 GMT
Name: Saurian
Height: 5 to 6 feet tall Weight: 250 to 400 pounds Length: 4 feet from nose to tailtip Location: Sliinthynmrtiin
Description: Human-sized reptilian humanoids that live in the wetlands near Mival. Their heads are similar to that of a skink's, and their bodies are hunched over to accommodate their much thicker, bulkier frames. Their hands are fat and clawed, like an alligator's, and their legs are burly and short. Their tails are thick and muscular in order to aid them in swimming.
History: Reptilians native to the swamps and jungles near Mival, in a region they refer to as "Sliinthynmrtiin" (the sacred wetlands). Saurians are a secluded race that prefers to avoid conflict, worshipping their nature gods of the swamp and hunting for food from the local wildlife. They are fearsome warriors when provoked to action. They very rarely venture forth from their swampy homeland, only leaving when individuals are exiled or when an individual seeks to explore the world around them
Powers and Abilities:
Burly Frame - Though not too quick, Saurians are hardy and strong. A single Saurian is strong enough to overpower a bear of similar build and stature. Their bodies are fairly heavily armored, able to resist small weapons such as daggers and the claws of smaller creatures.
Natural Weapons - Saurians are equipped with natural weaponry to defend themselves, in addition to their weapons made of bones and wood. Their sharp claws act as vicious, last-resort weapons. Their jaws are quite powerful, able to snap bones with a single bite. Their muscular tails make for terrible bludgeons, capable of shattering weaker tree stumps with a single blow
Amphibious - Saurians are naturally drawn to the water, able to swim at around 20 miles per hour and hold their breath for up to 3 hours at a time..
Weaknesses: Saurians are very slow naturally, but get even more sluggish in intense cold. The cold makes them very sickly and can be fatal after prolonged exposure.
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Post by Orcus on his Throne on Mar 3, 2018 5:39:02 GMT
Name: Blood Drake
Height: 15 feet tall at the shoulder Length: 40 feet long Weight: 4 tons
Location: The Great Woodland, No Man's Land, Wolf Woods, Sliinthynmrtiin
Description: Massive draconian creatures that wander the land. Their scales are a dull red hue, and the back of their heads are covered with a crown of horns. Their scales are razor sharp and stick outwards like blades, and their claws are wicked and curved. Their tails end in a series of jagged scales that form a vicious thagomizer. When angered or entering a state of extreme hunger, a Blood Drake's body flares a brilliant crimson, and their scales flare outwards to give them a distinctive spiny appearance.
Powers and Abilities:
Vicious weapons - A Blood Drake's natural tools are all designed to lacerate deeply into their opponent's flesh and damage important body structures. A creature struck by a blood Drake's attacks will often find themselves bleeding profusely, not merely from the impact, but from the weapons digging deep into their flesh to specifically draw blood.
Bellowing roar - A Blood Drake's roar is powerful. Smaller creatures and plants will be blasted away from the beasts, while larger creatures may be slid backwards from the sheer power behind its bellow. It is not uncommon for Blood Drakes to end up going deaf from their own roars over time.
Anti-coagulant bite - A Blood Drake's most dangerous tool is their bite. Their saliva is filled with enzymes designed to prevent their prey's blood from coagulating, meaning that it will most likely bleed out in record time. As such, Blood Drakes often will aim to deliver a single bite against larger prey and simply watch as their meal bleeds to death.
Super Scent - Blood Drakes have an incredibly keen sense of smell, able to smell blood from up to a mile away.
Weaknesses: When a Blood Drake starving, it flies into a berserk frenzy. While this blood frenzy is what gives Blood Drakes their distinctive, spiny appearance, it is also their greatest flaw. A Blood Drake in this frenzied state will relentlessly pursue prey without regard to its own safety. This can be used to an opponent's advantage, as Blood Drakes in this state are reckless and known to make poor choices.
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Post by Orcus on his Throne on Mar 14, 2018 3:43:46 GMT
Name: Ironfur
Height: 60 to 70 meters (quadruped), 100 to 120 meters (standing up) Length: 100 to 120 meters (quadruped), 50 meters (standing up) Weight: 210,000 tons
Location: No Man's Land (current population: 6)
Description: Massive ursine-like monsters that roam No Man's Land. Their hair is replaced with several thick layers of chitinous armor, the layers overlapping to create a strong armor wrapping all parts of the beast bar its joints. Its shell has a slight metallic sheen and texture, giving the creatures their unofficial name. The creature lacks eyes, instead having a thick layer of chitin covering where its eyes should be. Their nose has a pair of massive nostrils, and the sides of the nose flare out into a set of 6 phalanges to help take in scents. The beast's maw is akin to a dunkleosteus', with the chitinous armor creating a giant, fused set of teeth the creature uses to crush bone. Its hands end in a trio of scythe-like claws attached to its chitinous shell.
History: Ironfurs are originally from a different Earth, where the Sheekhs had once invaded and the guardian monsters watched over mankind. Ironfurs are the result of the common Grizzly Bear being mutated by excessive radiation following the destruction of North America in World War 3. How this population arrived on Lemuria remains unknown.
Powers and abilities:
Flesh of Iron - The Ironfur's namesake, the thick ferrous carapace that surrounds the majority of its body, is near impenetrable. An ironfur can shrug off blows from all but the most powerful of attacks, with many being recorded surviving multiple carpet bombings and even a bunker buster missile.
Teeth and claws like swords - An ironfur's natural weapons are especially deadly. Ironfurs are known for their cruel temperament and equally cruel weaponry. Their claws are sharp enough to cut through the hull of a battle mech, and their jaws can crush steel like plywood. In their natural habitat, almost nothing can stand toe to toe with an Ironfur - even the largest recorded kaiju, Vishnu, struggles to slay an Ironfur when called to battle.
Radioactive Breath - When especially threatened, an Ironfur can unleash a torrent of heat and radiation from its jaws, creating a sort of superheated fog that rolls out from its jaws at surprising speed. The breath is hot enough to melt steel and the radioactive nature of its breath is potent enough to leave an area inhospitable for weeks afterwards. They rarely use this, however, due to it actually hurting the creature's throat and mouth from use, leaving it mostly limited to an emergency weapon.
Supreme Scent - Ironfurs are extreme omnivores, and as such need to find their primary sources of food very quickly. An ironfur can smell flesh up to 4 miles away, and can smell large quantities of ferrous metals up to 20 miles away.
Weakness: Ironfurs are incredibly slow, both due to their immense size and bulk and due to their thick, heavy shells. As such, Ironfurs are fairly easy to outmaneuver in an open field.
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Post by Orcus on his Throne on Mar 14, 2018 4:16:31 GMT
Name: Zurr Taa (Great One)
Height: 12 to 15 feet Length: 35 to 45 feet long
Weight: 4 to 6 tons
Location: Sliinthynmrtiin
Description: Zurr Taa appear similar to theropods, though they bare hues of brown to emerald green. Their heads are long and narrow, with jaws filled with vicious, inward curved teeth. Their arms are long and muscular, ending in a trio of scythe-like claws. Their feet are very broad and squishy, so as to provide extra traction and to aid in their travel through the swamp. The creature's body is very slim so as to allow it to pass through the gnarled trees and twisting vines without becoming entangled.
History: Zurr Taa are vicious predators native to Sliinthynmrtiin, and act as the dominant predators. They are relentless trackers and hunters, relying mostly upon their incredible eyesight and vibration sensing abilities to track prey. They often hunt in packs of 3 to take down their preferred prey, Lythyrs.
Powers and Abilities:
Tremorsense - Zurr Taa have the ability to sense the vibrations of creatures moving nearby. They do this using specialized pads on the base of their feet. They can sense the vibrations of creatures up to 200 feet away.
Reflexive spit - Zurr Taa have the ability to fire out a stream of acid from their jaws that can eat through organic matter in seconds. They mostly use this when threatened by another predator rather than for hunting.
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Post by Orcus on his Throne on Mar 14, 2018 4:24:01 GMT
Name: Lythyr (Giant)
Height: 10 to 12 feet Length: 60 feet Weight: 20 tons
Location: Sliinthynmrtiin
Description: Massive herbivorous caterpillar-like monsters native to the swamp of Sliinthynmrtiin. Their bodies are covered in a thick layer of spiny hairs, which they use primarily for self-defense. Their heads are fairly small compared to their enormous bodies, and end in a set of powerful mandibles that can chew through wood and plant matter with ease. They have around 10 pairs of thick, trunk-like legs that carry their enormous bodies through the undergrowth of the sacred wetlands.
Powers and Abilities:
Spiny flurry - When threatened, a Lythyr can fire out a volley of its defensive hairs like darts to deter foes from attacks. These darts fire out at speeds upwards of 200 miles per hour, and are capable of piercing through stone and wood.
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Post by Orcus on his Throne on Mar 14, 2018 4:36:59 GMT
Name: Tarnis hrrn (Evil Thing)
Height: 2 feet Length: 5 feet Wingspan: 8 feet Weight: 72 pounds
Location: Sliinthynmrtiin
Description: Ocasionally referred to as "Winged serpents", Tarnis hrrns appear akin to lampreys in body. Their bodies are long and slimy, tapering to a slim whip-like tail. Their heads have several eyes that surround the base of its head, and its mouth appears akin to a giant circular hole filled with several needle-like teeth. Their forelimbs are slim hook-like appendages that they use to latch on to prey, and their back legs are little more than large clamps to grip larger targets. Their wings appear akin to a moth's, on which they fly at rapid speeds to latch on to their prey to feed. Tarnis hrrns appear in flocks up to 20 at a time.
Powers and Abilities:
Flight - Tarnis Hrrns posess the ability to fly, of which they can fly at roughly 40 miles per hour, making them very difficult to outrun.
Grappling feet - Once a tarnis hrrn is attached to its prey, it does not let go until it has had its fill. A tarnis hrrn has a set of clamp-like hind legs that it uses to hold onto larger prey and to restrain smaller prey. A tarnis hrrn can easily restrain a full grown man using its back feet.
Bloodsucker - A tarnis hrrn does not kill its prey, at least not intentionally. It prefers to bite onto its prey and suck the blood from it, using digestive enzymes to break down a small portion of flesh to allow for better attachment. For larger prey, this poses little issue outside of annoyance, but for smaller prey, this can prove to be fatal. It has been reported that a Tarnis hrrn can potentially consume whole organs from smaller prey, leaving little more than empty skin and bones behind. This, however, cannot be proven for sure.
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Post by Orcus on his Throne on Mar 14, 2018 4:44:37 GMT
Name: Drrnud (River Slime)
Height: 60 feet (top of head); 20 feet (shoulder) Length: 150 feet Weight: 50 tons
Location: Sliinthynmrtiin
Description: Drrnuds appear akin to great salamanders, their bodies being slimy and long. Their skin is often patterns of green and black, with a thick layer of mucus surrounding it. Their necks are very elongated, allowing them to feed from even the tallest trees in Sliinthynmrtiin from the swampy lakes they tend to converge in. Their legs are squat and short to support their immense weight, and their feet are webbed to allow them to swim with surprising speed. Their tails are long and muscular, making them excellent weapons.
Powers and Abilities:
Mucus Membrane - A Drrnud's flesh is coated in a thick, viscous membrane that acts as both hydration and a form of armor. The slimy coat deflects bites and claw strikes and helps soften the blow of direct hits. It also serves as a natural protection against Tarnis Hrrns, though occasionally they are fed upon by the pestering creatures.
Master Swimmers - Drrnuds are excellent swimmers, able to swim at around 30 miles per hour if need be. This allows them to escape from dangerous predators such as Blood Drakes and Zur Taas if need be.
Weaknesses: Drrnuds are incredibly slow and are bound to waterways, meaning their range is limited mostly to the central inland lake that covers much of sliinthynmrtiin, and to the coastline.
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Post by Orcus on his Throne on Mar 18, 2018 19:10:02 GMT
Name: Scourge Spawn
Height: Varies Length: Varies Wingspan: Varies Weight: Varies
Location: Anywhere/Maledict's Tower
Description: Scourge Spawn are the various undead that made up the forces of Maledict's army when he was alive. He unleashed his scourge upon Lemuria in an attempt to conquer all in the name of The Black God. There are several categorizations of Scourge Spawn:
Zombie - Basic undead born form living creatures. They appear similar to what they were in life, only often rotten or decayed to an extent. They are very slow and stupid, following only the most basic of commands and fighting with little to no skill. A rudimentary but easy undead to raise.
Hound of the Black God - Contrary to the name, these creatures are actually made from humanoid corpses twisted into beast-like shapes. These creatures appear like malformed wolves, with massive, distorted eyeless faces. Their mouths are petal-like growths that split in four directions filled with dagger-like teeth. They are very intelligent and know how to hunt in packs.
Revenant - Reanimated corpses of humanoid creatures that appear gaunt and skeletal. The skin on their hands is often missing, creating vicious clawed fingers, and their faces are gaunt, with sunken in eyes and high cheek bones. Their maws hang eerily open, and are filled with vicious fangs.
Wight - These corpses are created from humanoids who were once soldiers. These undead are often clad in heavy armor and wielding weapons such as swords and bows. They appear the most humanoid, most often retaining their overall appearance besides a much less lively complexion.
Worm Thrall - The mightiest of the undead. These are created by grafting several dozen human corpses together to create a monstrous, towering beast. The "body" of the creature is held together by a thick set of iron armor, and it is operated by a worm crafted from raw necrotic energy. This worm acts as the brain of the creature, allowing it to fight. They often stand around 20 feet tall and weigh 4 tons.
Powers and abilities:
All Undead Constitution - All scourge spawn have the basic function to no longer need to eat, sleep, or breathe in order to survive. They can operate at maximum capacity at all times to no damage to their bodies.
Hound of the Black God Astral movement - Hounds of the Black God have the ability to hop through the dimensions, similar to a spirit. They can teleport across vast stretches of land in the blink of an eye, making them difficult to outrun. Inhuman tracking - Once Hounds of the Black God lock onto their quarry, there is no escape. These undead possess the ability to track creatures no matter the distance and location. The only way to escape a pack of Hounds tracking you is to travel to a different dimension and return. Degenerative bite - Creatures bitten by a Hound of the Black God will begin to suffer from great pain and physical weakness. If a creature suffers multiple bites it will begin to suffer rapid muscle atrophy and effects on the body similar to physically aging.
Revenant Superhuman Speed - Revenants can move faster than a normal human can, able to run up to 30 miles per hour. They are also quite nimble, able to scramble up walls and make extremely high leaps (up to 20 feet) with little trouble. Blood feeding - Creatures bitten by a Revenant will be greeted with the revenant inserting its needle-like tongue into the wound, from which it will begin to suck their blood.
Wight Superhuman strength - A wight is stronger than a normal human, easily able to break bones with their punches and able to lift around 400 pounds over their heads. Memories of the Legion - Wights are very intelligent, unlike most other undead, and know how to fight in formation, know basic battle tactics, and can operate weapons. They often act as commanders for lesser undead and make formidable opponents in groups.
Worm Thrall Blessing of the Black God - A Worm Thrall cannot be destroyed until the worm operating it is dead. This allows it to withstand blows that completely obliterate its body otherwise. It can also very slowly reassemble itself using new bodies. Necrotic magic - Worm Thralls can use necrotic magic similar to Yuria's Black Magic, draining the life force of living creatures and even creating its own undead minions. Consumption - If a worm thrall grabs an enemy, they are in great danger. If the creature fails to escape, the Worm Thrall will consume the creature's soul and assimilate its body into itself, adding on to the worm thrall's body.
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Post by Orcus on his Throne on Mar 18, 2018 21:24:39 GMT
Name: Infernal Soldier
Height: Varies Weight: Varies Weight: Varies
Location: Hell, Megiddo
Description: Infernal soldiers are the rank and file of Hell's legions, numbering in vast amounts incomprehensible to the mortal mind. Molagh's patron has gifted the god-king the ability to call forth warriors from the fiery pit to aid him in his ambitions to conquer the known world. Infernal soldiers come in a variety of shapes and sizes:
Luminare: The least of the infernal legions, Luminares appear as horned humanoids clad in black chainmail. Their skin in bloody red and covered in crimson scales. A thin wiry tail whips about behind them. They come equipped with black longbows, along with grafted black iron shields and a twisted halberd in their primary hand. They are roughly human-sized in terms of bulk and weight.
Ferrator: Burly iron creatures wielding a pair of vicious curved blades made of their iron flesh, Ferrators act as vanguards and heavy infantry for forces. Their bodies are made out of solid iron, making them incredibly dense and strong. Their heads are vaguely human-like with a ring of horns protruding from the top. a Ferrator stands roughly 7 feet tall but weighs almost 5 tons.
Navarchus: Often acting as captains for lesser soldiers, Navarchus are the cavalry and knights for the infernal legions. They appear vaguely human-like, besides their grey-tinged skin, orange eyes, and gnarled teeth. They wear a set of grafted full plate and wield a shield and arming sword, alongside a twisted lance. They often ride atop a burning horse that acts as their mount and companion. Navarchus are roughly the same size and weight as regular humans, albeit typically at the higher end of sizes.
Praeliator: Heavy infantry, Praeliators are clad in a set of grafted heavy plate and wield a massive, twisted halberd as their weapon. Their skin is blood red and a crown of horns rings the top of their heads. A pair of twisted tusks rises from their jaws, giving them a feral appearance. Grafted to their off-hand is a large crossbow that remains hidden under the skin until fired. Praeliators stand around 8 feet tall and weigh a little over two tons.
Malebranche: The most elite of Avernus' soldiers are the Malebranche, massive grey-scaled fiends towering at over 15 feet tall and weighing around 4 tons. Each Malebranche has a pair of twisted goat-like horns, thick charcoal-hued scales that adorn its body, vicious claws and a whipping spined tail. A pair of wings sprout from their back, which allows them flight. Malebranches often wield twisted, gnarled forks forged from green-tinted stone.
Powers and abilities:
A Note: What IS hellfire?
Hellfire is a powerful form of fire exclusive to Hell (obviously). Hellfire is a very dark, very evil form of fire, burning so hot that even fire monsters can be harmed by its essence. It is primarily used by higher ranking infernals, such as Imperatorii and the Archfiends, but a few infernal soldiers have weapons that utilize hellfire. Hellfire can be identified by its black-tinged appearance.
All:
Mind of the legion - All infernal soldiers are able to communicate with one another over any distance, as their minds are linked.
Utter obedience - An infernal soldier must listen to the commands of a higher ranked infernal, no matter how suicidal the command. Infernals do not believe in free will, and as such are blindly loyal to their masters.
Strength of the Legion - When fighting together in a group, infernal soldiers are stronger, hardier, and more tactical. Alone, an infernal soldier is of little merit, but together, they are near unstoppable.
Fiendish Immunities - All infernals are immune to fire and venoms.
Infernal Armory - All infernal soldiers are equipped with weaponry and armor forged from the green-tinted stone that makes up much of Avernus' earth. This stone is supernaturally hard and strong, being comparable to steel-titanium alloys in hardness and toughness. Armor forged from this stone has been seen deflecting most forms of small arms fire, and even managing to stop some larger calibres such as 50 cals from a machine gun emplacement. Weapons forged from this material are infamously difficult to break, but are not as resilient to fracture as when it is forged into armor. Instead, these weapons can deal lethal damage even to creatures normally able to regenerate, thanks to the eldritch powers from Avernus itself. Finally, every infernal soldier's weapons and armor are keyed to them; when an infernal dies, so too does its equipment in a sense. The death of the wielder causes the weapon to lose much of its durability and resistance to fracture, instead becoming comparable to cobblestone in hardness and toughness.
Ferrator
Body of Iron - Ferrators barely count as living creatures due to their composition. As such, they do not get tired, they do not sleep, eat, or breathe, and are immune to all physical ailments, such as diseases and venoms. In addition, they are resistant to slashing and piercing blows. However, their metallic composition leaves them susceptible to electricity and rust, makes them incredibly slow, and prevents them from being able to swim.
Superior strength - Ferrators are immensely strong, able to crush a car in one blow. Their strength allows them to stand toe to toe with creatures much larger than them.
Navarchus
Commander - Navarchus can give lesser infernals (Ferrators, Luminares, and Praeliators) different commands to make them fight in certain ways. - defend: The lesser infernals will assume a defensive poster, hardening their bodies to physical harm. - Attack: The infernals will attack recklessly, gaining increased speed and physical prowess at the cost of losing any sense of self preservation - Hold: The infernals will stand still and hold their ground. They are unaffected by mental manipulation, such as fear and mind control, and also become incredibly difficult to push aside.
Infernal Steed - Navarchus each come with their own steed, a horse made out of fire. This horse is insubstantial and cannot be harmed by physical means, but it can attack foes, giving them nasty burns in the process. The infernal steed can run at speeds up to 100 miles per hour and also has the ability to fly, appearing akin to a comet in the sky.
Praeliator:
Grafted crossbow - Praeliators have a crossbow hidden under their off-arm. This crossbow fires out a bolt of raw hellfire rather than actual bolts. These hellfire bolts burn hotter than any flame, and can even harm monsters made of fire.
Explosive Fate - When a Praeliator dies, it explodes in an eruption of fire, burning everything within 20 feet of it.
Malebranche:
Burning Fork - The Malebranche's pitchfork can unleash a jet of flame from its head, scalding everything in a 60 foot line in front of the infernal. It mostly uses this when closing the gap.
Physical prowess - Malebranches are quite powerful, able to lift around 4 tons with one of their muscular arms. In addition, they are incredibly hardy, their stony scales providing them excellent protection from piercing and slashing attacks.
Furious roar - When sufficiently angered, a Malebranche can unleash a powerful roar that rends into the very soul of mortals. A mortal creature within 30 feet of a Malebranche who roars is plagued with visions of eternal torment and pain, causing them to become disoriented and weakened. A Malebranche most often uses this when it is losing to either escape or secure a cheap and easy kill.
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Post by Orcus on his Throne on Mar 18, 2018 22:03:07 GMT
Name: Greater Infernal (Imperatorius)
Height: 25 feet Wingspan: 50 feet Length: 15 feet Weight: 12 tons
Location: Hell
Description: Also known as the "Imperatorius", Greater Infernals act as the supreme overseers of Hell, leading entire armies and fiefdoms within Hell under the Archdevils. Their bodies are massive, crimson scaled walls of muscle, with layers of thick armored hide protecting their vitals. Their heads wear a trio of horns, with beady golden eyes glaring from underneath spiked eyebrow ridges. Their mouths are quite large and filled with massive fangs. The front of their maws have a vicious pair of saber-like teeth that drip with venom. Their hands end in a set of sword-like talons, and their feet end in cloven hooves. A long muscular tail whips around behind the greater infernal, which ends in a set of vicious spikes. Their wings are massive and muscular, spiny and heavily armored. Imperatorii often wear heavy armor to signify their rank.
Powers and Abilities:
A Note: What IS hellfire?
Hellfire is a powerful form of fire exclusive to Hell (obviously). Hellfire is a very dark, very evil form of fire, burning so hot that even fire monsters can be harmed by its essence. It is primarily used by higher ranking infernals, such as Imperatorii and the Archfiends, but a few infernal soldiers have weapons that utilize hellfire. Hellfire can be identified by its black-tinged appearance.
Fiendish immunities - Greater Infernals are immune to fire and poison.
Power of Hell - A greater infernal is a terrible opponent to behold in close combat. A greater infernal is strong enough to hoist an 18 wheeler overhead, and can easily demolish an entire building with little trouble. However, Greater Infernals disdain close quarters combat, viewing it as below them for the most part.
Muscular tail - A greater infernal's tail is strong and prehensile. A greater infernal can easily grab a smaller creature in its tail, crushing it like a serpent crushing prey in its coils. In addition, a greater infernal's tail is flexible enough to manipulate objects such as doors and levers, though not finer details such as writing or drawing.
Infernal Fortitude - Imperatorius are notoriously tough, even compared to others of their kin. Their scales are as hard as diamond, and supernaturally enhanced by the Archdevils themselves, capable of withstanding assaults from nearly any non-magical weapon. Few weapons can even pierce an Imperatorius' hide, let alone draw blood. Piercing an Imperatorius' hide requires either weapons with penetrating properties, such as anti-material rifles and high explosive ordinance, or a magically enchanted weapon. However, an Imperatorius' hide has many layers, and it often takes several blows to fully penetrate their defenses.
Blasphemous Bite - A greater infernal's most dangerous weapon in close quarters is its bite. A creature bitten by a greater infernal runs the risk of transforming into an infernal themselves, losing all sense of self and personality before becoming a spawn of the fiery pit (usually a luminare). The curse takes effect over the course of 1 day, and if not purged with holy items, is irreversible.
Dark magic - Being tied to the archfiends that rule hell, greater infernals are powerful magicians. They primarily utilize fire magic and necromancy, manipulating the life force of those around them. They are also quite adept at summoning spells, which they use to call forth legionaries to aid them, and are potent at illusions and enchantment, which they use to manipulate mortals into doing their bidding. They make use of hellfire for a few of their offensive spells as well.
Consume Soul - A greater infernal can consume the souls of the dead. It uses these souls to heal itself when harmed and also to empower its own magic. Greater Infernals often use necromantic magics to trap the souls of mortals they slay before consuming them at a later time.
Voice of the legion - A greater infernal can communicate mentally with any lesser infernal, no matter the distance or dimensional location. They use this primarily to give their underlings commands.
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Post by Orcus on his Throne on Apr 5, 2018 19:15:16 GMT
Name: Vastotor
Height: 60 meters (Mark II); 70 meters (Mark III) Weight: 100,000 tons (Mark II); 85,000 tons (Mark III)
Location: Sheekh Juggernaut-Class Ship (Sapphire Abyss)
Description: The Vastotors are monstrous drone-like machines created by the Sheekh empire to act as devastating shock troops and cleaners on particularly hostile planets. The original model was shipped to an intergalactic arena in order to test its efficiency in combat; it performed beyond all expectations. Vastotors come in two different models, both of which are still deployed regularly.
Vastotor Mark II: A large bulky model based on the earlier Mark I, the Vastotor Mark II is a burly machine with a spherical body. A singular, glowing red optic is visible in the upper central region of the machine. The machine lacks a "head", giving it a squat appearance. Two bulky limbs form its arms, each ending in a large spiked orb. Slits are visible along each arm where the shield it uses to defend itself is deployed form. Four rectangular slits are visible on the front of the machine, where powerful forward facing cannons pop out from. A pair of missile silos can rise from the machine's shoulders to aid in assaults. A singular jet points downwards on their backs, which they use to jump high into the air.
Vastotor Mark III: A sleeker, slimmer design than both the Mark I and the Mark II, this model is built for mobility over defense. It has two digigrade legs, like a kangaroo's, that allow it to move quite quickly, along with a slimmer "torso" that rises from the center of the leg structure. A singular red optic is visible in the center of the head just like with the original model. A pair of massive barrels hut out from beneath its lithe arms, which act as its primary weapon. A pair of missile silos rise from its shoulders to act as back-up weapons. A powerful jetpack is attached to each machine to allow them flight.
Powers and Abilities:
Both Models
Mark II Breaker Armor - Upgraded from the Mark I, this is both lightweight and sturdy. It is capable of withstanding extreme heat and cold, and is highly resilient to both explosive and concussive damage. Mark IIs often have a larger, heavier chassis, making them more sturdy than the Mark IIIs.
Mark II Breaker Shield- An improvement over the Mark I's trademark metal shield, this shield is essentially a withdrawable barrier made of solidified plasma that can be used to protect the Vastotors from nearly any beam attack and powerful physical blows, but it must withdraw its hands (or the equivalent) in order to do this.
Mark II Optical Heat Beam- Vastotors can fire a single white beam of heat from their optic. The beam burns at a heat of 1000 C, easily burning through all but the most heat-resistant materials.
Mark II Model
Mark XIII War Batons- The spiked orbs where every Mark II's hands should be are actually a pair of massive, electrified maces. These maces are used by the Mark IIs when they close into melee range with larger opponents.
Missiles- Mark II Vastotors have a wide variety of ammunition that they fire from their missile silos. Their ordinance comes in 3 different flavors, and are fired in salvos of 8. - Cryogenic missiles (missiles create a blanket of sub-zero temperatures, freezing targets) - plasma missiles (unleashes a close-ranged explosion of plasma, showering all targets with a superheated gel) - flashbang missiles (unleashes a flash of light that can stun foes)
- Anti-material cannons: Mark II Vastotors each come with a series of 4 cannons that can emerge from their chest. These cannons fire out shells that are tipped with a casing containing 2mm of a neutron star. These shells are absolutely devastating when they land, easily able to punch through all but the thickest armor. However, they are dangerous to use as they can damage the Vastotor's frame, and each cannon can only be fired twice in a 24 hour period.
- Jump Jet: Mark IIs can use the jet on their back to give them a short boost in the air.
- Hydraulic legs: Mark II Vastotors' legs have specially built hydraulics, allowing them to jump a good distance into the sky despite their bulk. His jump jet increases the height and duration of this "hop". They also give their legs a powerful kick attack if they fall over.
Mark III Model:
- Mark XXVII Tartarus Hellcannon: Mark IIIs are outfitted with twin cannons on its forearms. These guns fire rounds roughly the size of a hummer at an enemy at a rate of 5000 rounds per minute.
- Interchangable hands: Mark IIIs can change their grasping hands into a variety of different weapons: - Mark VII Hades Firegun: shoots out flames that burn at roughly 3,000 degrees Celsius - Mark II Cryogenic cannon: fires out a stream of liquid nitrogen, easily freezing and immobilizing any target, bar those immune to the cold or extremely hot. - Mark XIII War Baton: An electrified mace that can be used as a deadly blunt instrument. In addition, it is charged with 3,000,000 volts of electricity, which can be used to temporarily stun similar-sized opponents not resilient to electricity. Also very dangerous to most mechs. - Mark II Giga Drill: A powerful drill made out of top-secret alloys. The drill can pierce nearly all armor due to its sharp tip and fast rotation speed.
- Mark II Kerberos Shoulder Cannons: These missile silos can fire a volley of 24 missiles, 12 from each silo. Each missile is tipped with an anti-material head, allowing it to punch through all but the toughest of armors and detonate internally to inflict maximum damage.
- Mach 5 Flight: Mark IIIs are skilled fliers, and can fly at mach 5. They have surprising maneuverability in the air, thanks to special fins on their jet turbines.
- Mark II Destructor Legs: Basically, these are the Mark IIs' hydraulic legs but better. In addition to allowing them to jump incredible heights, it also gives them incredible land speed.
Weaknesses: Both models have terrible peripheral vision due to the structure of their bodies. In addition, the Mark II has difficulties turning to face opponents behind it, while Mark IIIs are very lightweight and easily damaged by larger opponents.
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Post by Orcus on his Throne on Jun 23, 2018 1:44:38 GMT
Name: Angel of Decay
Height: 30 feet Length: 60 feet Wingspan: 120 feet Weight: 22 tons
Location: The Void Between Worlds
Description: Despite their name, Angels of Decay appear less like traditional winged humanoids and more akin to abominable mounds of meat. Their bodies are bloated, distorted masses of ebony flesh, covered in boils and lumps. A pair of black fleshy wings appear from their backs, constantly flaking off pieces of decaying, rotting flesh. They have no discernable head or eyes, but instead have a series of tentacles, each roughly 20 feet long, that emerges from the bottom of its body that it uses to manipulate objects. They emit a constant, terrible aura of stench and rot that swirls around them in a whirlwind of black specks.
History: Angels of Decay are ancient creatures, said to be born from the rotting flesh of Raspaganje, the God of Destruction. Several of these monsters terrorized Lemuria when the Black God was initially imprisoned, and many more roam the prison beyond the veil where he lies now. Particularly desperate mortals may call upon these abominations to destroy their enemies, but at immense cost - most often, the thing they desire to protect most.
Powers and Abilities:
Sense Life - Angels of Decay cannot "see" as a normal creature can, but rather have the innate ability to detect the souls of living creatures. Plant matter, animal matter, and even channeled spirits are sensed in this manner, and are more discernable depending on size, numbers, and overall strength. Angels of Decay use this ability to lay waste to living organisms in the name of the God of Destruction.
Aura of Decay - Organic matter caught within 50 feet of an Angel of Decay undergoes an accelerated process of decomposition while it is still alive. Overexposure to this aura can lead to serious health problems and, eventually, death. Creatures unable to escape an Angel of Decay often die horribly slow and painful deaths as a result. Scourge Spawn and other Angels of Decay are immune to this aura.
Powers of the Black God - Angels of Decay have the ability to manipulate necrotic energies, allowing them to create undead, including worm thralls. They may also use these abilities offensively, most often consuming the souls of living creatures or obliterating their organic forms from afar.
Tentacles - An Angel of Decay has a set of 5 20 foot long tentacles emerging from its body. Each of these tentacles is able to lift around 2 tons, for a maximum of 10 tons lifted at once. Organic matter touched by these tentacles rapidly decays, further accelerating its aura's decomposition process. Creatures that die in the grasp of an Angel of Decay are subsumed into its body.
Unearthly Flight - While not fast, Angels of Decay are eerily graceful and agile in the air. They can only fly at about 20 miles per hour, but are able to evade with surprising agility. They use this to keep melee opponents off-guard to be destroyed with their tentacles or their magical abilities.
Weaknesses: Angels of Decay have no way to harm inorganic matter, so stone, dirt, and metal are immune to their touch and magic. In addition, Angels of Decay are extremely weak to Aethereal magic; they retreat from such attacks if available. Overexposure to Aether is fatal to an Angel of Decay.
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Post by Orcus on his Throne on Jun 29, 2018 3:25:25 GMT
Name: Orc
Height: 6 to 7 feet tall Weight: Between 200 and 300 pounds
Location: Migma
Description: Orcs appear akin to massive, muscular humanoids. Their skins come in shades of beige to charcoal grey, with the vast majority of them being on the darker end of the scale. Orcs often have thick, coarse black hair on their heads and on their bodies, which serves to protect their muscular frames from the elements. Orcs are stocky in build, with thick muscular shoulders, large hands, and muscular legs. Their faces are vaguely humanoid in appearance, but with flat pig-like noses, small pointed ears, and massive boar-like tusks that spiral up from their lower jaw. Male orcs tend to have larger tusks than females, though there is no visible difference in height and musculature between male and female orcs, making them difficult to tell apart. Their eyes tend to be shades of gold or red, giving them a very menacing gaze.
History: Orcs are distant ancestors of elves who followed the elven God of War in an act of betrayal to their kind. For their faith in the God of War, they were remade into vicious, merciless humanoids who think only of war and conquest. However, the orcs of Lemuria differ from their kind back home, for their ties with their god has long been cut. Many adhere to the old ways of war, viewing other races merely as an obstacle to glory in the afterlife, while others prefer to keep to themselves, killing only for food and self-defense. Others still attempt to mix in with existing societies, with mixed results. Most orcs stick to their tribal communities, lead by either a shaman or a warchief. Those led by shamans tend to keep to themselves, while warchiefs inspire their kin to raid and pillage in the name of the God of War.
Powers and Abilities:
War God's Might - Orcs are not to be trifled with. Orcs are beings of immense physical strength and hardiness. While no unstoppable juggernauts, orcs are able to lift around 500 pounds over their heads and can punch with enough force to shatter a man's skull in a single blow. In addition, orcs are physically hardy creatures, able to withstand extreme weather of both kinds, from a low of -10* Fahrenheit to a high of 120* Fahrenheit without protective gear.
Martial prowess - All orcs have an innate understanding of weapon usage. While most orcs never bother developing their skills past "this weapon is good for smashing" or "this weapon is good for stabbing", particularly clever orcs have become some of the most feared warriors known.
Desperate stand - Orcs are much more resilient to bleeding out compared to other races. An orc's arteries and veins constrict themselves to stem the flow of blood when they begin bleeding, effectively tripling the time it takes for their kind to bleed out from wounds. This is what lead to stories of orcs' infamous "unbreakable determination" on the battlefield, with orcs fighting through wounds that should be fatal.
Weaknesses: Orcs are not known for their intelligence. Most orcs are extremely uneducated and lack knowledge of the world besides what they have encountered near their tribe. This often makes them easy to trick. In addition, it is very easy to goad an orc into a fight, even one it cannot win, should their honor be at risk. This means orcs can be trapped in unwinnable situations quite easily.
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Post by Orcus on his Throne on Sept 16, 2018 4:05:14 GMT
Name: Megiddan Wretch
Height: Between 5 feet and 6 feet Weight: Between 120 and 180 lbs
Location: Megiddo
Description: These abominable creatures appear akin to a deformed skinless human. The creature seems to lack a distinctive face, with the nose often removed and the eyes completely covered with a layer of deformed flesh. Twisted gums and teeth are exposed from their lipless mouths, which are often distorted into an expression of agony. Instead of ears, an exposed eardrum on either side of their head visibly pulsates, leaving the creatures in a state of rage and discomfort at all times. Their hands are lacking fingers, instead having vicious curved blade-like claws where their fingers should be. The creature's eyes are a milky white, indicating a lack of eyesight. The creature's body has no fur, exposing their fleshy, human-colored skin to the elements. Skin and muscle often hang loosely from the frames, sometimes exposing organs and the bones beneath. Their bodies are often covered in tumors and boils, which often ooze pus and blood. It is not uncommon for parts of their bodies to be blackened with gangrene and disease, yet they seem to survive.
History: Megiddan wretches are the result of failed experiments within Megiddo's walls. Many are brought into Megiddo for these tests from all across Lemuria, but few leave the walls. Those who are unfortunate enough to survive Molagh's experiments without gaining the planned abilities are warped into these pathetic creatures. When Molagh engages enemies with his personal forces, he often sends these abominable mockeries of flesh in first, so as to distract the enemy from his true army.
Powers and Abilities:
Agonized frenzy - Megiddan wretches live in such despicable agony that they will do anything to be relieved of it - even, perhaps especially, dying. As such, wretches fight with an unstoppable fervor; they lash out at anything within arm's reach and charge towards opponents like feral east. Wretches can withstand injuries that would be fatal to a normal person; only completely destroying a wretch's head or body can truly put them down.
Hearing - Though their hearing is nothing special, the pain from loud noises leads the wretches to ferociously chase down the source of their torment and violently kill it, often by ripping it to shreds with their bare hands.
Adrenaline-fueled strength - Though not particularly strong, Megiddan wretches fight with no reserve to their strength, meaning they operate at the maximum capacity for their original species' strength. This can lead to them performing astounding feats of strength a normal member of their species normally could not achieve.
Weaknesses: Wretches fight with no organization, instead relying on numbers and their raw strength to kill opponents. In addition, they are blind, thus meaning they cannot see at all. A stealthy enough person can avoid an encounter with these abominations easily.
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