#subtype: cultist
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creature-catalogue · 2 years ago
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Himuro Family Master (Alive Form) is a Cultist Human from Fatal Frame.
As the head of the Himuro family, he acted as Ceremony Master to various Shinto rituals involving mutilation and human sacrifice, such as the Blinding Ritual and Strangling Ritual. The mask on his face reflects the nature of the wearer, and in this case it has transformed into a Hannya to symbolize his evil nature. He died and became a Vengeful Spirit on December 13, 1837.
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mantra-repeated · 6 months ago
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Autocanniraptcult attraction
Pt: Autocanniraptcult attraction :End Pt
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A subtype of autocannial attraction (Link) (And a Canniraptcult (Link) subterm) that is connected to the way that Rapturous Cultist (Link + Spoiler warning) from Darkest Dungeon (1) engage in (auto) cannibalism. This can be literal or metaphorical. It can be about aiding of others or yourself, religious, mind warping, as well as feel healing in some way (To yourself or others), but doesn't to be.
Mentions / Tags: @webby-mogai , @cannichive , @horrorgores
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Simplified flags
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Banner transcript: This term was made by and Enogenic. Anyone can use however :End Transcript
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[Main Autocanniraptcult flag: a rectangular flag with 13 horizontal lines. the 1st, 2nd, 12th, and 13th line are triangular. the 4th and 10th line are wavy, and the rest are straight. line sizes in this order from top to bottom: 2 thick, 9 medium, 2 thick. the 4th line has been made to look like it is dripping from multiple spots. colors in this order starting from the top and reflected after the last listed color: Tan, light red, dark red, blue, light blue, dark desaturated blue, and blue. in the center of the flag is a heart shaped piece of meat that is various shades of green. :End Id]
[Desaturated Main flag: Same as above but with all the colors desaturated :End Id]
[No symbol main flag: a rectangular flag with 13 horizontal lines. the 1st, 2nd, 12th, and 13th line are triangular. the 4th and 10th line are wavy, and the rest are straight. line sizes in this order from top to bottom: 2 thick, 9 medium, 2 thick. the 4th line has been made to look like it is dripping from multiple spots. colors in this order starting from the top and reflected after the last listed color: Tan, light red, dark red, red, very dark red, dark desaturated blue, and blue. :End Id]
[Desaturated No symbol main flag: Same as above but with all the colors desaturated :End Id]
[Simplified flag: a rectangular flag with 13 horizontal lines. the 1st, 5th, 6th, 7th, 8th, 9th, and 13th line are medium thickness, the 2nd and 12th lines are thicker, 3rd and 11th are thinnest, and the 4th and 10th are thickest. colors in this order starting from the top and reflected after the last listed color: Tan, light red, dark red, blue, light blue, dark desaturated blue, and blue. in the center of the flag is a heart shaped piece of meat that is various shades of green. :End Id]
[Desaturated simplified flag: Same as above but with all the colors desaturated :End Id]
[No symbol simplified flag: a rectangular flag with 13 horizontal lines. the 1st, 5th, 6th, 7th, 8th, 9th, and 13th line are medium thickness, the 2nd and 12th lines are thicker, 3rd and 11th are thinnest, and the 4th and 10th are thickest. colors in this order starting from the top and reflected after the last listed color: Tan, light red, dark red, red, very dark red, dark desaturated blue, and blue. :End Id]
[Desaturated no symbol simplified flag: Same as above but with all the colors desaturated :End Id]
[Banner Id: a rectangular banner with rounded corners on a transparent background. in the background of the banner is the endogenic flag by greyskies, and it has a transparent inset border. in the center is black text that reads "This term was made by an endogenic. Anyone can use it however.". In the bottom right corner is a blue lizard from the game rain world. :End id]
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tanadrin · 2 years ago
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@zul-gurub
That's a tough one. Personally, I can't imagine anyone other than Velarie being the first to make a sentient species, and it seems like Haebarik is more than capable of land-shaping. That said, I don't believe there's any rush. If you were to make a species, what do you think they'd be like: something primordial and odd like the Carapace Cross from Cultist Simulator or something more conventional like elves or men?
that’s the crux of the question, isn’t it? feels like there are a couple super interesting directions to go in. sentient shards of light a la the naaru from WoW would be pretty cool. or some kind of living rock-creature, like the gorons. i guess tolkien’s elves are technically the first mortal race in his world, but they’re preceded by the maiar which are kind of in between gods and mortals, even if technically they’re a subtype of ainur.
really torn between the urge toward exoticism vs the urge toward something with humanlike social structures that you can easily imagine the viewpoint of, but that is my perennial dilemma when thinking about fantasy worlds
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niuniente · 2 years ago
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are all Wolf Mother believers like that? or are the Wulgers a subtype with extreme views?
I think they are their own cultist group but right now I don't have any information of DHD's different religious groups and views. I'd expect them to be versatile, though.
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pathfinderunlocked · 2 years ago
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Dark Barrier Cultist - CR4 Humanoid
A unique enemy humanoid that focuses on healing and shielding spells.
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Artwork is official art from Tactics Ogre, copyright Quest Corporation and Square Enix.
Healing in Pathfinder is generally extremely straightforward when used by players and extremely frustrating when used by enemies.  This is an attempt to create a different kind of enemy healer that allows players to interact with its abilities more, by using barriers that effectively telegraph who will be healed next.  It’s also an attempt to create a healer that is thematically linked to darker magic instead of only life, positive energy, and nature.
Obviously, it’s unusual for a regular humanoid elf enemy to use unique abilities that are not from a player class.  To which I say deal with it.  Conceptually, this creature is a unique oracle archetype that trades the Spellcasting feature for a unique mystery that grants some spell-like abilities in addition to revelations.
I intend to release several versions of this creature at different challenge ratings.  This is the second one, which has two different ways to grant dark barriers, and stronger spell-like abilities.
Dark Barrier Cultist - CR 4
The heavy robes of the elf cover all but the edges of its jangling chainmail.  The brass head of the mystical staff it carries is formed into the symbol of a dark god.
XP 1,200 Elf dark barrier oracle 5 LE Medium humanoid (elf) Init +2; Senses darkvision 60 ft., detect magic, low-light vision; Perception +5
DEFENSE
AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex) hp 31 (5d8+5) plus 10 temp hp Fort +3, Ref +4, Will +6; +4 vs. disease, +2 vs. enchantment Immune magical sleep, sickened
OFFENSE
Speed 25 ft. Melee longsword +4 (1d8/19-20) or quarterstaff +3 (1d6)
Elven Spell-Like Abilities (CL 5th; concentration +8)    Constant—detect magic
Oracle Spell-Like Abilities (CL 5th; concentration +8)     At will—dark barrier (see text), death knell (DC 15), enveloping darkness (DC 17, see text)     3/day—sacrificial pact (see text)     1/day—false life (already cast)
STATISTICS
Str 10, Dex 14, Con 12, Int 10, Wis 13, Cha 16 Base Atk +3; CMB +3; CMD 15 Feats Fleet, Iron Will, Spell Focus (abjuration) Skills Bluff -1, Diplomacy -1, Disguise +5, Handle Animal -1, Heal +6, Intimidate +3, Knowledge (religion) +8, Knowledge (planes) +8, Perception +5, Spellcraft +8 (+10 to identify magic items); Racial Bonuses +2 Perception Languages Common, Elven SQ elven weapon familiarity, fey-sighted, mystery (dark barrier), oracle’s curse (wasting), revelation (pierce the veil), revelation (safe curing) Gear chainmail, mwk longsword, quarterstaff (counts as holy symbol), cloak of resistance +1, potion of remove blindness/deafness, 140 gp
SPECIAL ABILITIES
Mystery: Dark Barrier A dark barrier cultist’s oracle mystery is the dark barrier.  It adds Disguise, Knowledge (arcana), Knowledge (dungeoneering), Linguistics, and Use Magic Device to its list of class skill.  A creature with the dark barrier mystery can select revelations from both the dark tapestry mystery and the life mystery.
Dark Barrier (Sp) At will, as a standard action, a dark barrier cultist can grant a dark barrier to a willing creature within close range (typically 35 ft.).  While the target is affected by this dark barrier, it has DR 2/— and gains 5 temporary hit points.  This barrier lasts for 1 minute.  A dark barrier cultist can grant a dark barrier to up to two creatures at a time.   The dark barrier is visible but translucent.
This is considered a 2nd-level abjuration spell.  Although a spell-like ability, Dark Barrier has verbal and divine focus components.  Spell resistance applies.
Enveloping Darkness (Sp) At will, as a standard action, a dark barrier cultist can grant itself a dark barrier and blast an enemy within close range (typically 35 ft.) with dark magic.  The enemy must succeed on a DC 17 Reflex saving throw or take 2d6 damage; creatures of the good subtype instead take 5d6 damage.  The save DC is Charisma-based.
While the dark barrier cultist is affected by this dark barrier, it has DR 2/— and gains 5 temporary hit points.  This barrier lasts for 1 minute.  A dark barrier cultist can grant a dark barrier to up to two creatures at a time.   The dark barrier is visible but translucent.
This is considered a 3rd-level abjuration spell.  Although a spell-like ability, Enveloping Darkness has verbal and divine focus components.  Spell resistance applies.
Sacrificial Pact (Sp) Three times per day, as a standard action, a dark barrier cultist can expend a willing creature’s dark barrier to heal the target for 2d8+5 hit points, ending the target’s dark barrier early.  The target must be affected by a dark barrier.  The target must be within close range (typically 35 ft.).  Both living and undead targets are healed by this ability.
This is considered a 2nd-level abjuration spell.  Although a spell-like ability, Sacrificial Pact has verbal and divine focus components.  Spell resistance applies.
Oracle’s Curse: Wasting (Ex) A dark barrier cultist takes a –4 penalty on Charisma-based skill checks, except for Intimidate.  It gains immunity to the sickened condition and a +4 competence bonus on saves made against disease.  These modifiers are already included in its statistics.
Revelation: Pierce the Veil (Su) A dark barrier cultist has darkvision out to 60 ft.  This is already included in its statistics.
Revelation: Safe Curing (Su) Whenever a dark barrier cultist casts a spell that cures the target of hit point damage, it does not provoke attacks of opportunity for spellcasting.
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highpricst · 11 months ago
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About (Mobile)
This post is here for mobile users. It may not as up-to-date as the desktop page [here]
Status
Development: Complete
Creation: August 2020
Original Universe: Skyrim.
Identity
Full Name: Þórir ‘Tore’ Magnus Skjeggestad 
Occupation: Priest
Nicknames: None.
Aliases: Vith (Dragon Priest Mask)
Sexuality & Gender
Sex at Birth: Male
Gender: Male
Pronouns: He/Him
Romantic Orientation: Panromantic
Sexual Orientation: Greysexual
Libido: Mid
Physicality
Body Type: Lean
Height: 193cm / 6’ 4"
Weight: 90 kg / 14st  2lbs (198lbs)
Eyes: Blue
Hair: Ashen Blond, 1c texture (Mid-coarse Straight)
Piercings: Yes
Scarring: Yes
Tattoos: Yes
BACKGROUND
Social Class: Lower Class
Basic Education: No
Higher Education: Yes
Biological Parents: Gunnar Skjeggestad, Svana Skjeggestad
Siblings: Brynja Skjeggestad, Vigdis Skjeggestad
Adoptive Siblings: Jorunnr Skjeggestad, Oda Skjeggestad
Wife: Sigrid Merian
Pets: Norwegian Forest Cat (Dúnkenndur, meaning ‘fluffy’)
the last thing he remembered before passing out was thinking ‘Gods; am i really going to die like this’? tore’s father rescued him from the ice and his sisters doted on him through the pneumonia that wracked his body. he was ten years old, and had narrowly avoided being buried unknown, unimportant, to be forgotton by the ravages of time. it terrified him. he wanted more.
At thirteen, enthralled, encouraged by the local cultists, tore left home to become an initiate in the dragon cult. his initiation was not an easy one, but once tore had set his mind on something, he refused to let go. he faced almost losing his arm to dragon’s breath - he faced unrequited love - he faced an abusive high priest who enjoyed watching tore suffer for dignity. He pushed himself in every respect: in necromancy, in learning the dragon’s tongue, in meditating on the thu'um, in becoming the very thing that other nords feared.
In the end he was rewarded. an infamous seer declared that she saw him standing alone before alduin, that she saw him on his knees in sovngarde as the firstborn of akatosh bestowed upon him a holy task, and that she saw him sat upon the great throne of bromjunaar that he coveted. Initiate to cultist, acolyte to priest, tore rose the ranks and was given the mask of vith (translated 'serpent’). it was only at the last stumbling block that he faltered.
the dragons demanded his loyalty, which they already had, in the form of a sosmir - an unbreakable blood bond, a vow that would last beyond death. it was the source of the dragon priest’s immortal lifespan. as creatures of time, dragons could provide the power to life everlasting, as long as the priest was not slain in combat or brought low by poison. in short; dragon-backed lichhood. in return - absolute, magically enforced fidelity.
it was too much. for his refusal, tore was shunned and functionally exiled to the reach, to a remote outpost to die. no longer playing by the rules of the dragon cult, tore took on his own apprentice who would rise to become the priest rahgot, defied the reach blades, and turned a dying outpost into a thriving temple. and when nords turned the tide of battle - when alduin was cast out of the stream of time by the elder scrolls - the distance from the capital and the nordic army was to tore’s advantage. he sent rahgot to hide in the mountains in the south of skyrim, and recognising from the seer that his fate lie in alduin’s future, he prepared his own spell to freeze himself in a magic slumber until alduin returned.
four and a half thousand years later, from a decrepit temple in the reach, tore thaws, as a small village called helgen burns, and a hero escapes alduin’s maw.
PERSONALITY PROFILE
BASE PERSONALITY: Self-centered, intelligent, stubborn, persuasive, skeptical, dishonest.
JUNG: ISTJ - Logistician (SI - Te - Fi - Ne - Stabiliser Subtype) MOTIVATORS: pholding long-standing traditions, duty and obligation, group membership, safety and security, and structure and stability. PRIMARY CONTRIBUTION: Support day-to-day continuity. NEEDS/VALUES: The core needs are for group membership and responsibility. People of this temperament need to know they are doing the responsible thing. They value stability, security, and a sense of community. They trust hierarchy and authority and may be surprised when others go against these social structures. People of this temperament prefer cooperative actions with a focus on standards and norms. Their orientation is to their past experiences, and they like things sequenced and structured. They tend to look for the practical applications of what they are learning. TALENTS: People of this temperament are usually talented at logistics and at maintaining useful traditions. They masterfully get the right things in the right place, at the right time, in the right quantity, in the right quality, to the right people, and not to the wrong people. They know how things have always been done, so they anticipate where things can go wrong. They have aknack for attending to rules, procedures, and protocol, including best-practises to ensure change is implemented in a way that maintains stability. They make sure the correct information is assembled and presented to the right people. LEANING/ADAPTATION: Memorise, practise, practise more, and look to authority for guidance and proper form. UNIQUE THEMES Drawing up plans and being prepared. Take responsibility. Getting work done first. Being active in the community. Loyalty to their roles. Cultivating good qualities. Doing the right thing. Bear life’s burdens and overcome adversity. Talented at planning, sequencing, and noticing what’s missing. Having to learn so much in hindsight is painful at times.
MORALITY/PHILOSOPHY: Path of Ascendency (Neutral/Lawful Evil) Based on here - easydamus’ [‘Real’ Alignments] egoistic consequentialism. people should behave egoistically and embrace any social order that allows them to gain the most power act egoism. people should do whatever benefits them but have no obligation to control what others do personal ethical egoism. it is held that it is always moral to promote one’s own self-interest. social darwinism. certain people become powerful in society because they are innately better soft determinism: determinism and free will are compatible - one can have a destiny and a choice in how to approach that destiny. pragmatism: an approach that evaluates theories or beliefs in terms of the success of their practical application. conventionalism: fundamental principles of a certain kind are grounded on (explicit or implicit) agreements in society, rather than on external reality instrumentalism: ideas are useful instruments, and that the worth of an idea is based on how effective it is in explaining and predicting natural phenomena
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sariels-world-ella · 2 years ago
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I have a question about SW!Fallenswap, what do Goat monsters look like, because Boss monsters only bear a resemblance goats (which makes sense since Gerson clearly said Boss monster are not goats in a post pacifist dialog in Undertale). so do they look incrediably different or a lot alike?
First thing first, I am glad I wasn't the only one who knew that!
And to answer your question, they do look somewhat similar but definitely different, Boss Monsters been around millions of years before Goat Monsters ever did, so they won't look identical.
Also, it's funny you asked this because I actually doodled something in class about this. It's a quick pen doodle so it's far from perfect.
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Goat monsters [Type: Anthropomorphic, Subtype: Bovidae, Race: goat]
"A bipedal monster, known for their agility, balance, speed, endurance, and their ability to consume anything, as well as their head first charge attack. These monsters seem to be avidly gifted in the dark arts, ritual magics, and alchemy."
"Since their association with black arts and demons, there has been a lot of stereotypes with them being cultists and anarchists, but most live passive, non-violent lives."
Notable physical features: monocular vision, curved brown/grey horns, hooves, side-slanted eyes, hoof like hands with 3 fingers, ungulate feet, furry, very visiable philtrum and short tails
_________
Boss Monsters [Type: Boss Race: Boss Monster]
"A bipedal special monster and the only one in the "Boss Type" category and the race that rules Monster Kind during the Dreemmurr Dynasty. They first appeared when The Undead Horde reunited with The Monster Faction, they have one of the most distinctive traits of each of the major monster types that where around then; The Magic Power of Mythical, The Immortality of the Undead, The Physique and Brut Power of a Anthropomorphic, The Element(s) weilding like an Elemental [most commonly fire]. These monsters are extremely rare and perhaps one day only be one left standing."
"They are known to have souls that can persist after death but only for a short period of time, stop aging indefinitely but will continue to age if they have children. However, one has been recorded to able to regain their immortality, due to the fact if a monarch becomes so great, respected, powerful and legendary, it can grant them immortality, invinciblilty and invulnerability til the end of time, this has only happened once to, The Former-Monarch, Jazzmine Dreemmurr. "
Notable physical features: usually either plantigrade or digitigrade, binocular vision, thick white or off-white fur (ranges from coarse to soft), white to a very light grey horns that usually point upward but rarely backwards, sharp teeth, prominent canine teeth, distinctive muzzle shape, Paw-hands with either 4-5 fingers and paw-feet with 3-4 toes, have either no tail or a tuffed tail.
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golvio · 2 years ago
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...tbh, I also had this idea of a Book of Hours style intro to a game like this.
Basically, Book of Hours is a Cultist Simulator spinoff. The universal constants of each playthrough are that that you've been chosen by some shadowy Board of Trustees to be a librarian of an abandoned library on a remote Cornish island, and you have an old friend in the island's village who can vouch for you to the other townsfolk and can get you on your feet, but you got waylaid by a shipwreck and you wash ashore clutching a diary and initially have no memory of who you are.
This sets up the very first thing you have to do in the game, which is take a quick "personality test" that not only determines your starting stats, but also your entire backstory, which diary you get, and who your friend in town is, as well as what sorts of obstacles you might face as the story progresses. And your backstories can vary widely; you can be anything from a war vet who got wrapped up in the occult in WWI, a disgraced former artist who couldn't cut it in 1920s Paris but still yearns to make some capital-a Art using forbidden knowledge, to even a reincarnation of someone who's already ascended but had to return to the world on unfinished business and is now desperate to get back beyond the veil where they belong.
I'd like a Ganon game where you're given the same sort of "personality test" at the very beginning that not only determines your starting stats, but also determines what "type" of Ganon you are and what exact kind of bullshit you pulled in your backstory that marked your current iteration as Enemy of Hyrule. For example, whether you actually did the event that kicked off the cycle or are still planning for it, whether you stole some kind of sacred artifact, assassinated someone Hyrule considered important to get revenge, etc. Something that’s a sort of tribute to all his past incarnations, but also embraces the framing of him as this Protean character in BotW/TotK.
I could see it as both a tribute to the numerous backstories he's accumulated over the years, but also his focus on cultivating his own potential, and the myriad subtypes of characters he's sculpted himself into over the years with each game (as well as the numerous half-baked ways he attempted to "reinvent" himself during BotW through the Blights).
The Ganondorf-centric game I want would follow the Disco Elysium model of filtered observations of the world and a wide assortment of conflicting inner monologues all vying for his attention.
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lichennthropy · 3 years ago
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Once more, my doctors have gone “yeah you have all the classic symptoms of x and most likely have it” and then don’t give me an actual diagnosis on my chart ✨💚
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monstersdownthepath · 4 years ago
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Spiritual Spotlight: Irez, Lady of Inscribed Wonder
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Neutral Good Agathion Empyreal Lord of Cards, Scribes, and Spells
Domains: Good, Luck, Magic, Rune Subdomains: Agathion, Fate, Language, Wards
Chronicles of the Righteous, pg. 15
Obedience: Neatly inscribe six identical pairs of runes on 12 separate cards or squares of paper. Shuffle the cards facedown and draw two. Alternatively, carefully shuffle a Harrow deck for the majority of an hour, then draw two cards. Benefit: If the drawn cards match (or the Harrow cards have matching suits), gain a +4 sacred bonus on saves against spells cast from two schools of magic of your choice. On a mismatch, gain a +4 sacred bonus on saves against spells cast from scrolls.
A single sheet of paper cut to twelve pieces and a bit of ink a day is basically nothing for an adventurer, making this one of the simplest, cheapest, and easiest Obediences to commit to among all of Pathfinder’s myriad deities. If anyone raises an eyebrow (such as if you’re the only Good character among Evil, or if you’re somewhere Evil), you can claim to be practicing your calligraphy. Or, you know, just your memorization skills. A game of chance. Testing your luck. Any number of things!
Having a good old Harrow deck makes this Obedience so easy to do that it’s effectively a non-issue, though it does require the one-time investment of at least 100gp (or a small sidequest) to obtain a full Harrow deck. This Obedience is adorable through and through! And that BENEFIT, though! Having a +4 to resist two entire schools of magic is HUGE, and the ability to pick and choose which ones you gain is INCREDIBLY powerful when compared to benefits which usually give you resistance to a single school you cannot choose. If you have methods of gauging what sorts of spells your enemies will use, all the better! You can also safely call Necromancy, Enchantment, or Transmutation as your schools and have additional protection from most common Save-or-Sucks.
Mmmbut it does have one rather significant downside: There’s a very large chance it will be useless throughout the day. Only your first attempt at a match determines what your benefit is during the day, and mucking that up essentially lands you with a blank feat. Yes, yes, there IS a small chance that your enemy will lash out at you with a scroll, but I’ve personally never experienced an enemy who used scrolls offensively rather than simply gearing all their spell slots for combat and using scrolls to shore up their defense or escape. It’s rare you’ll ever have to make a save against a scroll, making the benefit essentially nonexistent. Hell of a coin flip, if you ask me.
Boons are gained slowly, typically achieved once you reach 12, 16, and 20 Hit Dice. Followers of the Empyreal Lords, however, can enter the Mystery Cultist Prestige Class at level 8, which grants them their Boons much quicker! Entered as early as possible, you gain the Boons at levels 10, 13, and 16 instead. Mystery Cultists MUST take the Celestial Obedience feat, NOT Deific Obedience.
Empyreal Lords do not grant the typical Evangelist/Exalted/Sentinel spread (and cannot enter those classes), instead having only one set of Boons granted to their followers regardless of their class.
Boon 1: Calligrapher's Talent. Gain Divine Favor 3/day, Augury 2/day, or Glyph of Warding 1/day.
If you’re a martial type character, Divine Favor is a spell that’s always nice to have. It lasts only a minute but grants a +3 luck bonus to attack and damage rolls, with luck bonuses being valuable due to their rarity and the fact they stack with everything. Due to their rarity, it’s unlikely enemies will be able to cancel them out, too! The biggest problem, however, is that it still only lasts for 1 minute and takes a standard action to apply, so you’ve got a very small window in which to use it before combat begins.
Which makes Augury and Glyph of Warding good for their own reasons. Augury is... not a very good spell, possessing a 1/5 chance of failing outright and giving only vague answers about events occurring within 30 minutes. However, if you have a minute to spare and you’re in a situation where you need the universe’s (the DM) guidance, it’s a decent way to get an answer to guide you down a path you can take Right Now Immediately, long-term consequences be damned. If you’re stuck and unsure where to go, it’ll point in A direction.
Glyph of Warding as a non-caster is more or less just a quick blast of damage, but without the need for its material components, you can scrawl Glyphs on every surface in your home base to your hearts content... provided you have a home base. While many campaigns nowadays have locations a party can return to, most adventurers are nomadic by nature, and a Glyph is less useful in those cases. Despite this, the Glyph’s ability to sort through creatures by alignment or creature type and even maintain the ability to detect the invisible, means that using it as an especially deadly alarm or ward against infiltrating fiends is but one of its functions.
Boon 2: Divine Inscription. 3/day when using a scroll to cast a spell that deals hit point damage, you can change half the spell’s damage to holy damage. If you lack the ability to cast a particular spell from a scroll, you may attempt a Use Magic Device check with a bonus equal to your HD plus your Charisma modifier (or your regular Use Magic Device bonus, whichever is better).
Unless you find yourself up against misguided Good creatures, this ability allows you to bypass all forms of Resistance and Immunity a creature may have to whatever form of energy you’re blasting them with. Holy damage is not an officially recognized damage type, but unholy damage IS described several times as “dealing no damage to Evil creatures or creatures with the Evil subtype, but dealing double damage to Good creatures or creatures with the Good subtype.” If your DM agrees that holy and unholy damage work in the same way, that means your scroll spells deal 150% damage to Evil creatures, which makes this ability crushing if used on high-damage spells that are already difficult to resist or dodge, such as Fireball, Disintegrate, or Heal/Harm.
Even if your DM rejects the double-damage interpretation, it still means half of the spell becomes impossible to resist, which is still decent and lets you pry just a bit more use out of your scroll-based offense... Which, as I mentioned before, is not what most casters will be doing with their scrolls. Most casters I know (myself included) spend their time on emergency defensive or healing scrolls, with offensive magic left to their spell slots. This ability gears you towards using offensive scrolls, which cost time and money to produce or procure, and thus this power wanes in use if you don’t actively keep creating scrolls (or ask the DM nicely to include more of them in the loot piles), draining party resources.
I do appreciate that because Use Magic Device isn’t a class skill for Mystery Cultist (or Cleric, or most Divine casters for that matter), Irez gives you a way to use scrolls that aren’t in your spell list. The way the ability is written implies that the UMD cheat only applies to the 3/day times you use the ability, which in my opinion is a needless restriction that only makes this ability weaker; I’d say you’re allowed to use the bolstered UMD at any time you use a scroll you’d otherwise be unable to.
Boon 3: Lucky Cards. 1/day as a standard action, you can summon 2d6 shimmering cards that trail in your wake. The cards dart around you during combat, intercepting deadly attacks. At your discretion, each card can absorb a single damage die from either a sneak attack or a critical hit that would normally hit you. For example, if you would be hit by a sneak attack dealing an extra 3d6 points of damage and you had two cards remaining, you could reduce the sneak attack damage to 1d6 (these dice are removed before being rolled). Once a card absorbs a damage die, it disappears. Unused cards disappear at the end of each day.
Having a card cape is cool, but what they do is not. Blocking the damage dice of a critical hit is usually less useful than blocking the flat damage they get from enchantments and modifiers, which is where the real beef is more often than not. It CAN also help against natural attacks--which usually rely on larger dice, rather than larger modifiers--but being critically hit in the first place means you’re in for a world of hurt... And you can’t even block all of it. 2d6 averages out to 6~7, and while blocking 7 dice worth of damage SOUNDS nice, there’s no way to know if the incoming 7d6 Sneak Attack would have done 7 damage or 42 and thus you’ll likely end up blowing all of them on the first critical hit or Sneak Attack you would have taken and leaving you with an empty Boon.
And then there’s the utter disappointment with the possibility you’ll roll 2. Perhaps once in a blue moon you’ll get the lucky 12, but you’re just as likely to roll snake-eyes. The ability may as well read “you gain 10 temporary hitpoints” at that point, below par for the 1st level False Life, let alone a final divine Boon.
Yes, it can potentially block a good portion of an otherwise fatal attack, but it only works once and isn’t even guaranteed to stop all of it. At least the aesthetic is cool!
You can read more about Irez here.
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thearcanacheck · 5 years ago
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Fifteen Vampire Subtypes (In No Particular Order)
Pictured above are the Fruit Bat Cultist, Pincushion, and Hermit, left to right
Nosferachoo: When infected with vampirism, some creatures react to it like an allergen.  This is the only situation an undead creature might exhibit something close to an immune system, but this allows for vampirism to spread like a disease (Nosferachoo are not known to cover their mouths). The only relief these sickly fiends might find are in strong sedatives and cough medicine to help them sleep. As a rule of thumb, the weaker a Nosferachoo is, the more dangerous they are.
Fruit Bat Cultists: Whenever religion arises in vampire communities, they often revolve around Blights! (plants that turn evil when watered with vampire blood). Instead of drinking blood, these cultists exclusively eat fruit grown from these terrible plants. Although they have many healing spells to service fellow vampires in battle, these cultists see non-devout vampires as walking watering cans. The most esteemed members of these cults allow blights to grow around them, becoming Blight Tree Cultists. They get much stronger when a nearby vampire dies...
Vampire Hunters: No not that kind. When vampires assemble themselves into groups, a select few are tasked with prowling the night in search of blood to return to the host with. Typically they just bully local villages into handing over their juiciest livestock/citizens. Some Vampire Hunters get so great at hunting, that they hunt down those who hunt vampires! They are known as Vampire-Hunter-Hunters and that isn’t confusing at all.
More Under the Cut!
Bloodless: Whether driven by a hunger for blood or an urge for needless cruelty, vampires sometimes drink the blood of other vampires. These poor, twice-drained souls are so consumed by their bloodlust that they have forgotten their former powers and personality. They function like frogs in combat -- weakly hurling their mouths at anything that moves. Sometimes, however, a vampire biting another creates a Double Vampire. Double Vampires are very scary to everyone.
Dragulas: Just as evil as your typical vampire, but far more cosmopolitan. These Transylvanian Transvestites stroll through haunted catacombs and fraternize with the wide variety of creatures that are drawn to such a place. They live to insult the clothes of other creatures, but they have a special fondness for protective clothing. They often blow all their bard slots casting “Suggestion,” trying to get adventurers to hand over their armor, shoes, magical cloaks, etc.
Impalers: Thanks to their supernatural strength, these warriors are able to skillfully wield every vampires favorite weapon (the pike). These soldiers train day-and-night in miniature phalanx formations and are eager to turn the dreaded Sentinel + Polearm Master combination against adventurers. Elite Hoplites serve as solitary bodyguards to other vampires and carry mirrored shields to deflect deadly sunlight/moonlight.
Vampire Batters/Catchers. See what I did there? These vampires have developed a host of strange powers they showcase in a bizarre sport they invented: American Baseball. Batters attack adventurers head-on with spiked clubs, hoping to bloody their enemies and frenzy fellow vampires. Their practice with “stealing bases” allow them to avoid opportunity attacks. Catchers hurl spectral bats (the animal) at foes from a distance and “Tag Out” enemies that get too close. Both Batters and Catchers are able to “Deflect Missiles” like a monk.
Werebats: Lycanthropes who are warmly accepted among vampires. All lycanthropes need adequate food/shelter/safety to avoid turning "feral," which vampire covens are able to provide (unless the vampires decide that a Feral Werebat would be useful in a battle; in which case, the werebat is chained up and starved). 
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Draftees: Vampires who have been conditioned to resist one of their many weaknesses.
Vampyres: Vampires who’ve been conditioned to love sunlight and all the pain it inflicts. Thanks to all the vitamin D they get, they’re generally more well-adjusted than their peers. That being said, any personality a Vampyre might have is hidden behind pyromania and rapturous agony.
Puncushions: Vampires who’ve been innoculated against... getting stabbed to death. Scar tissue has completely destroyed their mental faculties -- but endowed them with a superhuman tolerance for wooden stakes. They often serve as speed bumps, thrown at enemies who are advancing too quickly.
Waterlogged: Running water may be one of the many weaknesses of vampires, but it’s also really good at killing adventurers, historically. Therefore, having deadly rapids and waterfalls are a non-negotiable part of any dungeon. These vampires serve as prune-y lifeguards to their kin -- but their rotting bodies contaminate water as badly as you’d think.
Hermit: By surgically grafting a house onto a vampire, they may enter and exit any house without asking permission (since they’re technically always inside a house). Hermits cannot feed normally, so they must return to their masters to be fed blood through a thin tube. They are known for cat-burglar-ing and a fondness for household gardening.
Iconoclast: Vampires with miscellaneous body parts of saints grafted onto their bodies. After a great deal of mental conditioning, these “priests” are willing and able to smite the devout who would otherwise threaten their undead brethren. Similar to how a cleric can “Turn Undead,” Iconoclasts can “Turn the Living.”
Stinker: Creatures who are conditioned to love garlic. Social isolation has reduced them to goblin-like misanthropes, but a Garlic-heavy diet has improved their immune system, at the very least. Rations that are not kept in air-tight conditions around Stinkers are rendered near-inedible.
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Immaculate: “A Vampire without weaknesses.” This frankenstein-like creature can wield all of the most potent vampire-killing weapons (sunlight lanterns, garlic grenades, cross-bows, stake-knives, super-soakers, mobile homes, etc). This makes the Immaculate an ideal vamp-killing machine, as many “Problem-Vampires” need to be kept in line by their superiors.
An immaculate’s favorite weapon is a sentient torch -- the Flame of Undeath. This weapon acts on its own initiative and casts various restorative/offensive spells. If the Immaculate ever falls in combat, the flame (if still burning) ignites the Immaculate’s corpse and slowly begins reviving it...
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mantra-repeated · 6 months ago
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Canniraptcult attraction
Pt: Canniraptcult attraction :End pt
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A subtype of cannibalistic attraction that is connected to the way that Rapturous Cultist (Link + Spoiler warning) from Darkest Dungeon (1) engage in (Auto) cannibalism. This can be literal or metaphorical. It can be about aiding of others or yourself, religious, mind warping, as well as feel healing in some form (To yourself or others), but doesn't to be.
Mentions / Tags: @webby-mogai , @cannichive
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Simplified flags
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Banner transcript: This term was made by an Endogenic. Anyone can use however :End Transcript
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[Main Canniraptcult flag: a rectangular flag with 13 horizontal lines. the 1st, 2nd, 12th, and 13th line are triangular. the 4th and 10th line are wavy, and the rest are straight. line sizes in this order from top to bottom: 2 thick, 9 medium, 2 thick. the 4th line has been made to look like it is dripping from multiple spots. colors in this order starting from the top and reflected after the last listed color: Tan, light red, dark red, red, very dark red, dark desaturated blue, and blue. in the center of the flag is a heart shaped piece of meat that is various shades of green. :End Id]
[Desaturated Main flag: Same as above but with all the colors desaturated :End Id]
[No symbol main flag: a rectangular flag with 13 horizontal lines. the 1st, 2nd, 12th, and 13th line are triangular. the 4th and 10th line are wavy, and the rest are straight. line sizes in this order from top to bottom: 2 thick, 9 medium, 2 thick. the 4th line has been made to look like it is dripping from multiple spots. colors in this order starting from the top and reflected after the last listed color: Tan, light red, dark red, red, very dark red, dark desaturated blue, and blue. :End Id]
[Desaturated No symbol main flag: Same as above but with all the colors desaturated :End Id]
[Red lizard dividers: A divider made of two red lines with a red lizard from Rain World in the gap between them. Each line has a diamond on the outer edge and a crescent moon on the inner edge, framing the lizard :End Id]
[Simplified flag: a rectangular flag with 13 horizontal lines. the 1st, 5th, 6th, 7th, 8th, 9th, and 13th line are medium thickness, the 2nd and 12th lines are thicker, 3rd and 11th are thinnest, and the 4th and 10th are thickest. colors in this order starting from the top and reflected after the last listed color: Tan, light red, dark red, red, very dark red, dark desaturated blue, and blue. in the center of the flag is a heart shaped piece of meat that is various shades of green. :End Id]
[Desaturated simplified flag: Same as above but with all the colors desaturated :End Id]
[No symbol simplified flag: a rectangular flag with 13 horizontal lines. the 1st, 5th, 6th, 7th, 8th, 9th, and 13th line are medium thickness, the 2nd and 12th lines are thicker, 3rd and 11th are thinnest, and the 4th and 10th are thickest. colors in this order starting from the top and reflected after the last listed color: Tan, light red, dark red, red, very dark red, dark desaturated blue, and blue. :End Id]
[Desaturated no symbol simplified flag: Same as above but with all the colors desaturated :End Id]
[Banner Id: a rectangular banner with rounded corners on a transparent background. in the background of the banner is the endogenic flag by greyskies, and it has a transparent inset border. in the center is black text that reads "This term was made by an endogenic. Anyone can use it however.". In the bottom right corner is a blue lizard from the game rain world. :End id]
[Pink lizard divider: A divider made of two pink lines with rain world graffiti of a pink lizard head in the gap between them. Each line has a outline of diamond on the outer edge and a crescent moon on the inner edge, framing the lizard head. :End Id]
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ghoulcaclulator64 · 5 years ago
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Name: White Abishai
Challenge Rating: 6 (worth 2,300 XP)
Alignment: Lawful Evil
Signature Plane(s): The Nine Hells
Legendary Status: False
Lair Status: False
Subtype(s): Devil
Sourcebook: Mordenkainen’s Tome of Foes
Lore Entry:
Each abishai was once a mortal who somehow won Tiamat’s favor before death and, as a reward, found its soul transformed into a hideous devil to serve at her pleasure in the Nine Hells.
Emissaries of Doom. Tiamat deploys abishais as emissaries, sending them to represent her interests in the Hells and across the multiverse. Some have simple tasks, such as delivering a message to cultists or taking charge of worshipers to carry out a sensitive mission. Others have greater responsibilities, such as leading large groups, assassinating targets, and serving in armies. In all cases, abishais are fanatically loyalty to Tiamat, ready to lay down their lives if needed.
Outsiders in Hell. Abishais stand outside the normal hierarchy of the Nine Hells, having their own chain of command and ultimately answering to Tiamat (and Asmodeus, when the dark lord chooses to use them). Other archdevils can command abishais to work for them, but most archdevils do so rarely, since it is never clear whether an abishai follows Tiamat’s orders or Asmodeus’s. There is inherent risk in countermanding an order given by Tiamat, but interfering with Asmodeus’s plans invites certain destruction.
White Abishais. Though they are the least of their kind, white abishais fight with a reckless fury, making them ideally suited for bolstering the ranks of Tiamat’s armies. White abishais fight without fear, becoming whirlwinds of destruction on the battlefield.
-Mordenkain’s Tome of Foes, Chapter 6: Bestiary
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thecreaturecodex · 6 years ago
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Libéluleth
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“Dragonfly Dragon” by Hye-yang Ji, ©Wemadeio Inc. Accessed at Artstation here
[Commissioned by @wannabedemonlord, as one of their Spanish mythology set. This is inspired by the Caballucos del Diablu, a Cantabrian story about dragonflies as “little horses of the demons”. Of course, since demons in Pathfinder are man-sized or larger, they had to get substantially less little. The name derives from libélula, a Spanish word for dragonfly, plus the all-purpose demon suffix in D&D/PFRPG -leth]
Libéluleth Holding itself aloft on shimmering wings is a dragonfly the size of a horse, its limbs tipped with jagged claws and its jaws agape. Its long tail ends in an enormous stinger.
The libéluleths are one of many forms of Abyssal life that is not quite demon but still born of the fabric of that plane. It is believed that a libéluleth is created whenever a truly penitent mortal burns the remains of their wicked life. The smoke from this fire travels all the way to the Abyss, where it collects into a monstrous, dragonfly-like creature. All libéluleths are dramatically colored, some in patches and some over the whole body, and demons claim they can tell the sins that spawned a libéluleth based on its colors. Libéluleths hate mortals, and look to more intelligent evil outsiders or foolish summoners to open the way to the Material Plane so they can vent their wrath.
In combat, a libéluleth is effective, if not terribly creative. They are adept in maneuvering around a battlefield, and their flight is incredibly precise. When a libéluleth charges, it briefly projects an illusion that makes it seem as if it is standing still until it strikes. Its sting carries a potent curse of misfortune and their bellies burn with the fires that created them, capable of bursting forth in a breath weapon.
Libéluleths are occasionally found acting as steeds for demons, and they are usually willing to play the role. Babau, incubi, succubi and kalavakus are all common demons that may choose to ride a libéluleth, but others are certainly possible. Some demon cultists or conjurers call upon libéluleths to act as steeds as well, but mortals must always be on their guard lest the libéluleth turn on and consume its master.
Libéluleth           CR 8 XP 4,800 CE Large outsider (chaos, evil, extraplanar) Init +4; Senses darkvision 60 ft., Perception +15 Defense AC 22, touch 15, flat-footed 17 (-1 size, +4 Dex, +1 dodge, +8 natural) hp 95 (10d10+40) Fort +11, Ref +11, Will +5 DR 10/cold iron or good; Immune acid, fire Defensive Abilities evasion Offense Speed 20 ft., fly 80 ft. (perfect) Melee bite +13 (1d8+4), 2 claws +13 (1d6+4 plus grab), sting +13 (2d4+4 plus unluck) Space 10 ft.; Reach 5 ft. (10 ft. with sting) Special Attacks breath weapon (line, 40 ft., 8d6 fire, Ref DC 19 half), phantom charge Statistics Str 19, Dex 18, Con 19, Int 8, Wis 15, Cha 16 Base Atk +10; CMB +15 (+19 grapple); CMD 30 (34 vs. trip) Feats Acrobatic, Blind-fight, Dodge, Flyby Attack, Power Attack Skills Acrobatics +21, Fly +27, Perception +15, Stealth +13, Survival +15 Languages Abyssal SQ tagalong Ecology Environment any land or underground (the Abyss) Organization solitary, pair, flight (3-8) or swarm (9-24) Treasure incidental Special Abilities Breath Weapon (Su) A libéluleth can only use its breath weapon three times per day. Phantom Charge (Su) A creature charged by a libéluleth must succeed a DC 18 Will save or be rendered flat-footed against its charge attack. If the libéluleth is being ridden and its rider is making a charge attack, the libéluleth can still use this ability to benefit its rider’s attack. This is a visual glamer effect and the save DC is Charisma based. Tagalong (Ex) A libéluleth can be teleported by an outsider with the evil subtype using a spell-like ability, even if the spell-like ability normally allows the outsider to teleport only itself. Unluck (Su) A creature stung by a libéluleth must succeed a DC 18 Will save or be cursed for one minute. Any time the cursed creature makes an attack roll, skill and ability check or saving throw, it must roll twice and take the worse result. A creature that saves successfully cannot be affected by that libéluleth’s unluck for the next 24 hours. This is a curse effect, and the save DC is Charisma based.
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rainbowtoyz · 5 years ago
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The first Great Old One has arrived ! Okay, it’s not the most famous one but... Still... I like it !
The idea to make a Gla’Aki card came directly from the illustration. It was made by Loneanimator. You can see this illustration here, or check his website !
It have the slug subtype but I don’t think this is a key part of the card, it’s more like a lore thing. Gla’Aki past his time gathering cultist around him, by poisoning them. The poison kills everybody touched by his spike and turn them into zombies. He does the exact same thing with people volonteer to worship him.
So, basically : Make contact with people -> poison them -> kill them -> turn them into cultist and zombies
I was wondering if I should give hil deathtouch, or something like “at the end of your turn, destroy all creatures with a fluid counter on it” to represent the poisonous thing...
I’m still looking for some artist who want to collaborate in this project to add wonderful illustrations to the cards. All artists will of course be credited, and I’ll post link to their work as soon as I post a card with one of their work. If you want to participate, please contact me. I will be really happy!
You can use all the cards I’m creating for free. If you do so, please send me a feedback about your fun playing the cards or balancing tip etc.
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myth-lord · 7 years ago
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Meet the Humanoids of Mythika.
Meet the Humanoids of Mythika.
In these upcoming weeks I’m going to post all the main-groups of creatures from Mythika in the group they belong to, with all the information about them I have made up so far.   NOTE that this about the creatures in Mythika and they change a lot with the real mythology, mostly their appearance is the same, but the abilities and behavior is changed. I keep saying this to avoid complications.
The second group is my least favorite, the Humanoids, they are much like humans, and most have two legs and two arms, but stranger varieties are also possible, with the lower bodies of beasts or with fins instead of legs, those beasty humans mostly have the Beastman subtype. This group is a bit of a leftover place, with humanoids that don’t suit into any other group. While humans and dwarves are humanoids, Gnomes and Elves are Fae Humanoids.
NOTE: I left out the Humanoid Bosses, I will do the bosses at another time so the list won’t be too long.
Adaro (Solomon Island) – Humanoid / Beastman / Fish - Half marlin fish and half humanoid, Adaro have a swordfish-like horn in the middle of their face which they use as weapons. - Adaro become more aggressive and powerful during monsoons and storms. - They are very swift swimmers, like the real marlin they cut themselves through the water with their “swords” - Adaro use poisonous fish and dried starfish as melee and throwing weapons, they are often followed around by carnivorous flying fish that feed on the scraps they leave behind. - They always attack ships during storms, mostly they are helped by other sea creatures such as Scylla and Charybdis, and they herd Echeneis to slow ships down.
Berserker (Norse) – Humanoid / Human / Shifter   - A race of humans bred for war, they can summon the spirits of bears, boars and wolves into their own souls to become more powerful. - Ulfhednar withdraw their rage from the spirits of wolves, they are most numerous and the weakest of the Berserkers, they tend to raid in great groups like a pack of rabid wolves. - Otshednar withdraw their rage from the spirits of bears, they are solitary raiders and often want to prove their strength to their Gods. - Svinfylking are the most powerful Berserkers, they withdraw their rage from wild boars, they often function as the warlords of Ulfhednar. - Svinfylking ride wild beasts, mostly monstrous boars, Ypotryll or Reptilians, into battle, using their spiky boots to cause the beasts pain and rage. - From birth on Berserkers are put though rough and harsh rituals so their spirit becomes more powerful and they find their inner rage around the age of 15. - Berserkers are often hired by cruel leaders to act as raiders in cruel wars, they function as fleshy shield for the more serious ranks in the army. - When a Berserker becomes angry their appearance shifts a bit, gaining sharp teeth and claws, their eyes become blood-red and their rage causes most creatures to flee in terror. - Berserkers love to use axes of all types in battle, but they can also fight without weapons using their fangs and claws. - Female Berserkers are known as Maenad, they are more rare but in their rage they can turn into ugly ogre-like monstrosities. - When they not fight in wars, Berserkers fight each other to secure that only the most powerful and fit survive. - Berserkers are mostly found in the armies of the Horseman of War, who loves their rage and love for battle. - It is believed that the most diehard Berserkers keep fighting as spirits after they died, these are known as Einherjar.
Buckrider (Dutch) – Humanoid / Human - Human cultists which ride on possessed goats through the night and which rob and kill anyone they find. - To join the cult, a human must prove himself by bleeding himself out while praying to a random demon lord. - When the Demon Lord approves of the new member it will replace the members human blood with that of a demon. - From the new members old blood a goat is formed which will become his steed and companion. - Buckriders share their lifeforce with that of their goat, if their goat is killed they will die as well, and if they are killed their goats instantly turn into a bloody puddle. - All Buckriders are male, females are not welcome in their cult, they are instantly sacrificed to a Demon Lord if they try to join. - Buckriders evolve over time, become more demonic in the progress, growing hooves, fangs, claws and even horns. - Buckrider Elders are almost fully demonic, their goats gain the ability to levitate, they often are the leaders of the cult. - All Buckriders must offer and collect their stolen treasures and relics in the same villa which is said to be a portal to hell.
Dactyl (Greek) – Humanoid / Dwarf - Dactyl are very crafty, far more crafty than normal Mountain Dwarves, there are few things they can’t do with metal and minerals. - The best weapons and armor in the world is crafted by the Dactyl, they are sought out by many other races and monsters for this reason. - Dactyl live deep underground or in caves high on top mountains, they are rarely seen on the surface. - These evil dwarves are obsessed with replacing their own flesh with metallic parts, replacing their arms and legs for iron or even adamantium parts. - Some Dactyl go so far with replacing their own flesh with metallic parts, that they become a construct all together, having almost no flesh left spare for their brains. - Dactyl are the only creatures that can craft Adamantium weapons, the most powerful metal in Mythika. - Dactyl Ferromancers can turn metal into mercury with a thought, and they can create anything from this mercury with their minds, they often use it as throwing weapons when surprised by enemies, they are almost fully covered in a shield of liquid metal. - They are also responsible for the creation of the most powerful weapons of war, the best battering rams and catapults wear their name and price tag on it. - They hate the Dokkalfar Elves with passion, as Dokkalfar often raid Dactyl cities to kidnap youngsters for later use and slave labor.
Gegenees (Greek) – Humanoid / Giant - Twice the height of a full grown human male, these six-armed giants or ogres are as intelligent as they are strong. - Unlike most other giants, the Gegenees are intelligent and can be open for discussion, they are still very cruel and greedy though. - Male Gegenees use their six arms mostly for throwing multiple rocks at the same time, they also love melee combat and sometimes decorate their hands with claw or cruel knuckle weapons. - Female Gegenees are beautiful and slender, they dance into combat with their six unique and magical weapons they took from the corpses of humanoids and monsters they have slain.   - Sometimes unfortunate humanoids confuse a female Gegenees with the Goddess Shiva, they will find out the hard way that this isn’t the case. - Gegenees serve no one but themselves, but the Horseman of War got their respect and they sometimes join his massive armies.
Girtablilu (Mesopotamian) – Humanoid / Beastman / Vermin - Half monstrous humanoid, and half scorpion, their upper body looks like a humanoid but their lower body is a giant scorpion. - In Girtablilu society, if that even exists, the females are rare and always the leaders, females are much bigger and stronger than the males. - Male Girtablilu lack humanoid hands, they have scorpion-like pincers instead, females have both pincers and hands to hold weapons with. - Males form raiding parties which destroy caravans that dare to cross their desert homes, while females decorate their immense underground dens with treasures. - When the female is killed, the male Girtablilu scatter out of fear, they always leave their dens when this happens. - Girtablilu are very xenophobic, they hate every other race spare for their own, they will never hurt one of their own. - The poison in their stingers will affect the muscles of their victims, paralyzing them with agonizing pain.
Goblin (M-European) – Humanoid - Small green and yellow-skinned humanoids that are mostly ignored by other races, until their numbers become too big of a problem. - Goblin Sneaks are the most common Goblins in Mythika, they use small knives to backstab their victims. - Goblin Trappers use all types of traps to take their opponents down, they wear a bear-trap around their neck as decoration. - Goblin Warlords often cause Goblin communities to become more daring and brutal, they ride Grey Wolves into battle.   - Goblins are the first enemies you encounter in the game.
Gorgon (Greek) – Humanoid / Beastman / Reptilian - Vain women who got cursed to become unable to look at anyone, not even at themselves in the mirror. - Everything alive that meets their gaze instantly turns into a fossilized statue, undead, titans and constructs are immune to this effect. - While their gaze is their most powerful weapon, it is also their greatest weakness. - Instead of hair the gorgons have poisonous snakes, being bitten by these snakes is difficult as most creatures don’t make it that far. - Lesser Gorgons, sometimes known as Medusea, named after the first mortal Gorgon have humanoid legs.. - Greater Gorgons, sometimes known as Stheno’s, named after the first immortal Gorgon have the lower body of a serpent and they are immortal. - All types of Gorgons are aggressive and nasty creatures as their vanity can’t be satisfied.   - Both species of Gorgons collect the statues of their victims to decorate their underground or above-ground gardens. - The longer a Gorgon looks into the victims eyes, the older and crumblier the statue becomes, eventually they turn to dust. - Statues can be returned to life, but the only way to do this is by killing the Gorgon responsible and using her blood.
Harpy (Greek) – Humanoid / Beastman / Avian - Half bird and half woman, Harpies come in many varieties, but all are hateful creatures. - Any combination of female humanoid and every bird species are possible, like owls, eagles, vultures and even songbirds. - Most Harpies have the faces of old crones, but some have the faces of beautiful women. - Harpy are very nasty eaters, watching a Harpy devouring a victim will give watchers endless nightmares. - The voice of a Harpy is magical, it hurts and annoys the ears and even the soul of anybody who hears it, their screech can be lethal to the ears. - Harpies can live in any type of environment, their bird-like bodies will adapt to this environment, desert harpies often have the lower bodies of vultures for example. - Blue Harpies, often called Aello are known to possess the ability to summon gusts of winds and their talons deal lightning damage.
Intulo (African) – Humanoid / Beastman / Reptilian - These humanoid reptilians combine the features of a human and a gecko lizard. - While not very evil, Intulo are very xenophobic and they are always stressed and nervous, they can never stand still for long. - Intulo can stick to any surface, climbing vertical walls with ease. - They often tame larger Reptilians, they use these as pets, beasts of burden or guardians. - Their long and sticky tongues are used as whips in battle, they also use them to catch their favorite food, insects and small mammals. - Because they can climb walls so easily, most Intulo end up as assassins, spies or rogues for hire.
Minotaur (Greek) – Humanoid / Beastman - These feral and aggressive Beastman combine the features of large humanoids with those of foul bulls. - Lesser Minotaurs are stupid creatures that can’t handle weapons in combat, they fight with their hooves, fists and huge horns. - Elder Minotaurs are brilliant masterminds in battle, they use two large axes in battle and they decorate their horns with trophies of eaten victims. - The cunning and ability to remember everything they have seen helps Minotaurs to never become lost in even the longest labyrinths. - Minotaurs are often found as gladiators in coliseum battles, they flourish in the slaughter and feed on the corpses after the battle. - Minotaurs only respect strength, and will never give their services to weaker creatures. - Most Minotaurs serve the Sinlords, Horsemen of Apocalypse or Arzshenk, the Minotaur Demon Lord.
Skinwalker (Native American) – Humanoid / Human / Shifter - Human tribes who found a deep spiritual connection with wild, feral animals, their connection got so deep that they can wear their pelts and change into them. - Skinwalkers can transform into a full animal or into a hybrid of beast and man. - Some Skinwalkers become stuck in their hybrid or beast form, they become beasts all together. - Skinwalkers who become stuck in their hybrid wolf forms are known as Rougarou, they are half wolf and half man, this only happens when a ritual is done during a full moon. - Skinwalkers who focus on big cats are known as Nagual, they are a nasty lot and mostly hang out in their jungle cities, they ignore other Skinwalkers, they are extremely xenophobic. - Though extremely rare, aquatic Skinwalkers are known to exist, they wear the skins of seals or leopard seals, they are known as Selkie. - While they can become any beast, they mostly choose the skins of Bears, Wolves, Owls, Eagles, Big Cats and Boars. - The most evil Skinwalkers are known as Raven Mockers, they wear the skins of ravens and they feed on the souls of dying humans. - Every Skinwalker focuses only on one beast, they can command and speak to the animal they choose to become and they have lots of pets. - Many other humanoids hate Skinwalkers because they practice cannibalism.
Tesso (Japanese) – Humanoid / Beastman - Humanoids with the features of rats and the ability to talk to rodents. - Their teeth and claws are made from iron, they often put iron weapons around their whip-like tails. - Everything they eat they memorize, so eating a book full of rare knowledge makes them more dangerous. - Rat Caller Tesso can summon swarms of lesser rats, they function much like the Pied Piper in Mythika. - Iron Mages use iron staffs and weak magnetic powers to bring their prey down, showering them in metal shards or turning their own weapons against them. - Vorpal Lords are bigger and meaner than normal Tesso, they have larger iron claws and teeth. They are a one man’s army, shredding all in their path.
Vish Kanya (Hindu) – Humanoid / Human - Once normal Amazones, these warrior women got poisoned by hatred, now they use poison and venom of all types to bring their enemies down. - From young age Vish Kanya’s expose their children to all types of venoms and poisons, so they eventually grow immune to them. - While Vish Kanya are immune to most poisons, some poisons still effect them, namely that of Seps snakes. - Vish Kanya use many other poisonous creatures in their camps, they harvest the poisonous milk of the female Catoblepas and grow Umdhlebi around their camps. - They hate males of all species, and only use them to reproduce, baby boys are sacrificed to their poisonous Matriarch. - Assassins are most common in their camps, they use knives and bows dripping in all types of nasty poisons. - Priestesses are less common, they have all type of poisonous spells at their disposal, and can mind-control poisoned creatures. - Each camp has only one Matriarch, these are often seen riding on rare Basilisk lizards and they use powerful Chakram weapons, enchanted with poisonous buffs. - A fierce many-headed Hydra often guards the entrance to the camp, Hydra’s and Vish Kanya go well together. - Some Vish Kanya gangs follow the Horseman of Pestilence, as they admire his use of poisons and diseases.
Vodyanoi (Slavic) – Humanoid / Beastman / Amphibian - These grumpy, xenophobic and mostly cruel humanoids combine the features of amphibians with those of humans. - The most common Vodyanoi are warriors, they use sharp reeds as weapons, they are half common frog and half humans. - Much rarer are the Assassins, which combine the features of Poison Arrow Frogs with those of gnomes, their bodies and arrows are covered in dangerous poisons. - Vodyanoi Lords are extremely rare and they combine fat toads with ogres, they are carried around on a mobile throne-seat by lesser Vodyanoi Warriors. - Lords are very gluttonous and often serve the Sinlord of Gluttony, also known as Cipactli. - Vodyanoi have little control over water and mud and can form it into different forms, often throwing mud-balls at their enemies to blind them, or create traps from quicksand. - They also have the magical ability to turn water into a more oozy form, which can trap fish and other water creatures into a cage of slime. - They feed mostly on giant vermin and fish, but they sometimes also eat their captured human prisoners, if they not sacrifice them to Cipactli that is.
Xing Tian (Chinese) – Humanoid / Giant - Also known as Blemmyes or Acephali, Xing Tian are headless ogres or giants with their faces located in their torso’s. - Very cannibalistic Xing Tian will devour their own slain before they continue the battle. - While most Blemmyes don’t wear armor, some of them are entirely hidden behind a wall of armor. - They must wear special armor though, as their bodies are very different from most other humanoids. - Xing Tian take about ten minutes to entirely devour a horse carcass, they are very fast eaters and swallowers. - Some of these cannibals serve the Sinlord of Gluttony, while others just eat what they can capture. - Xing Tian rarely use weapon, instead having their armors made cruelly covered in large spikes or sharp features. - If they use weapons it will always be primal clubs or the bones of their victims.
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