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REGULAR The following is a list of different animals and monsters constantly featured within Kannagara. Real world animals that exist in Kannagara are not included in this list. Amanojaku present themselves as small oni that are typically little more than one to three feet tall, if even that. They are often pudgy and squat in appearance with dark, bruise-colored skin that seems to be a sickening hue of red-brown or bruise-blue. Traditionally, they are fond of performing all manner of wicked deeds and have been known to kidnap, devour, and-or flay a human and wear his or her skin in a bid to impersonate them; however, within Kannagara, they serve a more sinister purpose. As Amanojaku are capable of seeing into a person's heart, they are also capable of provoking a person's darkest desires, thereby instigating their victims into perpetuating wicked deeds and birthing the conflict the Oni so love. Because of this and despite their short stature and distinct pudginess, they are the most basic foot-soldiers employed by the malevolent forces of this world. They are exceptionally skilled at concealing their presence, which also makes them ideal for this purpose. For some reason or another, though, they have not been able to utilize the latter ability as readily as they are accustomed and have thus become more visible and readily detectable by their favorite prey: those brought by the Gods to Kannagara. Wherever there is a heart, so, too, is there an Amanojaku. There is but one place an Amanojaku cannot tread within Kannagara and that is upon shrine and temple grounds, for they, being the lowest and most vile creatures, are not permitted to walk upon any sacred ground. Difficulty Level: 1/10-4.5/10 Basan are literal, giant devil-chickens. They may or may not be unusually colored (think peacock, when they are) and possesses a distinct, unnatural beauty such that the sheen of their feathers makes them appear to glow softly even in the darkest of places. As a combatant, Basan are nothing to be laughed at. Their primary method of attack involves the breathing of ghost-fire from their beaks. This they may do in concentrated blasts or in waves. To do the latter, they unhinge their beaks and release equally intense ghost-fire in waves. This ghost-fire, which may be any color save that of regular fire, is damaging to other supernatural beings and those to those brought into Kannagara by the Gods, but has no effect upon nature or even the seemingly man-made structures that exist within this realm they calm home. Second to this, Basan attacks using its sharp beak, which is far from delicate in that it is more solid than rock. Being fowl of a sort despite their clearly supernatural origins, Basan respond to human disruption of their routines and habitat using the fight-or-flight equation commonly utilized by creatures found in the wild; however, as they are supernatural beings and devils at that, they are more dangerous than your standard chickens. They are also known to be more than capable of flight, but are less likely to flee than other fowl as they are territorial. This especially applies should their nest be nearby or the target of the disruption. Basan make their home in a variety of different climates and terrains. At this time, they may be found semi-commonly in all countries except Wind Country. Difficulty Level: 3/10, but if you can't take a chicken seriously, 6/10 hands-down! Chocobos are an avian race anything but native to Kannagara. Like most avian races, they lay and hatch from eggs, sport feathers that cover the majority of their fit bodies, molt, and possess both beaks and wings. Those unfamiliar with these birds may find their appearance most unusual, for the common chocobo is yellow in color and possesses large, blue eyes. The standard adult chocobo's size makes it a capable, comfortable mount for, at the very least, a single adult male whilst some are capable of carrying two or more passengers. Their wings are small and weak and render them flightless; however, as individuals who are familiar with these majestic birds may well know, they are far from useless should they be domesticated. In their native worlds, they are the "birds of burden" who replace the horse, which is arguably the most versatile, traditional "beast of burden". They make up for their inability to fly with their their long legs, the muscles of which are powerful and enable them to cross great distances in short periods of time; they are capable, too, of transporting cargo and pulling things like wagons. They also possess a distinct odor by which one will know a chocobo has been in a place, is present, or is nearby. When not seen, but heard, they may be identified by their common cries of "Wark!" and "Kweh!". The chocobo is not the most impressive combatant. Its standard and most common attack is pecking. That's right. Pecking. Although a pecking or nipping chocobo beak is nothing to joke about if you've ever been victim to one, it does not make the most effective weapon against most monsters or prominent, humanoid races and, while not necessarily the most intelligent animals, chocobos seem to know it as they are bigger on flight than they are on fight, which is probably a good thing given they are birds and do not possess as much health as other creatures. Due to their powerful legs, well... if you aren't mounted, good luck catching a fleeing chocobo! Additionally, chocobos appearing in Kannagara will be able to cast a version of what those familiar with magic would call "Cure" upon itself that will extend to anyone riding it and standing immediately north, south, east, and west of it, be they friend or foe. Chocobos are, by and large, birds with attitude. They are not purely instinctual and do have personalities that affect their interactions; however, as the chocobos appearing in Kannagara are undomesticated, common adults, they are distrusting of humans and most any humanoid races and given to flight over curiosity about their humanoid neighbors more than ninety percent of the time. They may only be tamed through the use of Greens, which are not present in Kannagara at this time, and only when they are the last member of an enemy party standing; they may also be temporarily tamed through the use of illusory abilities, but only temporarily. At this time, Kannagara's chocobo population is moderate and the majority of chocobos present favor forests and plains. As such, they are more likely to be encountered, and with greater frequency, within Himorogi, Grass Country, Rain Country, and Fire Country. Although they are less likely to be encountered and with much less frequency save in Water Country, chocobos may be found in all of the remaining countries except for Wind Country. Characters may begin to notice the presence of fairly large tri-digit bird tracks left in areas frequented by their new neighbors. Difficulty Level: 2/10 - 4/10 DRAGON These reptilian creatures all have two things in common: they can breathe fire and they can fly. They all have personalities that differ in species, and are as intelligent as dolphins and have a dry sense of humor. While wild, they can be tamed and be used to your character’s company if he or she takes the time to gain its trust. To befriend one, one must start by offering it fish, poultry, and/or livestock while not looking at it in the eye at first, as it makes the tamer look predatory. Then, by constant and daily interaction, you can introduce them to head scratches, reflected light (similar to having a cat chasing a laser beam) and garlic grass, which is the dragon-equivalent to catnip. By constant positive reinforcement, any dragon can be your most loyal companion, and then eventually a mount. A tamed dragon is not a domesticated dragon, however, and they have fierce personalities and do not take abuse well. If it believes it is being mistreated, the dragon will eventually leave, and the trust is lost forever. But treated well, and a dragon will fight to the death for the protection of its rider. The rarest of all dragons, the Night Fury is intelligent and analytical and the hardest to tame. With its two pairs of wings, the Night Fury can stay in the air the longest than any other dragon, as well as it is the fastest and the most difficult to see at night due to its pitch-dark coloring. It’s body is long and stocky, and very cat-like in its movements. This dragon is the only one capable of a complete vertical liftoff. An incoming Night Fury from above gives a ballistic sound before it release its fire attack: an indigo-colored ball of extreme heat that explodes on impact, giving devastating damage. The Night Fury is a picky eater and if it eats something it doesn’t like, it can regurgitate its meal, and sometimes it comes out completely cooked thanks for its fire breath. If it feels like you are being left out on its feast, a Night Fury will be perfectly regurgitate its own meal just for you. Night Furies are the most intelligent of the dragons, as they can mimic its riders’ behaviors such as shrugging its shoulders, rolling its eyes, can learn artistry (albeit in a very crude, primitive way) and mimic smiles by flexing its own lips. They also have the unique trait of “hiding” their teeth within recesses of their mouth, giving them a toothless appearance until they shove the gums back, showing their sharp teeth. The most aggressive and powerful of the dragons, the Monstrous Nightmare is a bat-like dragon that can “walk” on the tips of its wings. Their massive wings is used for intimidation while on the ground, but it slows the dragon down in terms of speed - but beware, they are still quick, as they are quicker in the air. The tips of their wings are very tactile, and can have the dragon walk on any surface to make up the lack of speed. It has a snake-like body with red, purple, or bright green scales, and its mouth is similar to a crocodile’s and can swallow full grown men whole. Its fire has a sticky substance, clinging to walls and dripping, like lava. Fast, foul-tempered and strong, the Nightmare is the first to enter a fight and the last to leave it. The Nightmares also have the nasty habit of setting themselves on fire without damaging themselves, so they are one nasty dragon to fight against . . . or one nasty dragon to have by your side. The smallest of the dragons and the most common, the Terrors are about the size of an house cat with various skin colors such as green, yellow, red, and blue-green and is the most lizard-like of all dragons, with the gecko-like tendency to lick its overlarge, yellow eyes and being toothless as well. Terrible Terrors usually sneak into houses and storehouses to steal food, though sometimes they hunt prey as large as a goat in packs. While pack-hunters, they spend most of its energy to territorial in-fighting. However, their strength in numbers is nothing to laugh at: at a rare two hundred strong, Terrors can carry away a full grown sheep. Extremely curious, Terrors can be anywhere at the least appropriate moment. The Terrible Terrors have small fire blasts that are so pin-point accurate that it is easy to compare them to the snipers of the dragons. The only way you can know they are about to breathe fire is when they start to make a hissing noise, in addition of their preferred method of attacking by jumping at the face. When tamed, these little dragons are like terriers, but far more destructive, so one must be ready to do some extensive housebreaking. They are also the easiest to tame: just by offering them a fish, they will become comfortable enough to take a nap by your character’s side. They are the only dragon that can be found in villages as wild. The toughest of all dragons as well as the second most common, the Gronkle is grumpy, lazy, and slow, and is more than likely to fall asleep to mid-flight than to bother listening to you. Brown in color and very round, heavy, short and with its tiny wings it looks like a flightless dragon. However its wings beats in a similar matter of a hummingbird, so while sacrificing speed it makes up for the kind of maneuverability no other dragon is capable of, such as flying backwards or hovering. Gronkles have a heavily armored tail that they can use as a kind of battering ram, as well as tough skin that has pebble-like scales. Their jaws is like a bulldogs’s and is suited for holding on to its prey and not letting go. For their fire, Gronkles first gobble up rocks and melting them inside their bellies, and then spits them out like fiery meteoroids covered in lava. However they have a limit of six shots, so they do take care of aiming carefully. Once befriended, however, they are stubbornly loyal to their riders. A bird-like dragon that is more vain than the average peacock, the Deadly Nadder is noted by the variety of colors from being usually to blue and yellow to green and yellow, blue and purple, and many others. It also has a big horn on its nose, giving it a blind spot, so sometimes the Nadder relies on its sense of smell than its binocular vision. Nadders are seen constantly preening themselves to a constant sheen. Nadders also have the upper hand from other dragons by having two weapons: one is their magnesium-fueled fire breath, which is the hottest out of all of the dragons and can melt metal and reduce a man to ashes and have several hundred yards’ worth of range; in addition there is their tail spikes, which are usually flattened. When threatened, the Nadder may use its tail to make a rattling noise before releasing the spikes as projectiles to injure or stun its opponents. Quick and agile in the air, they can fly over very long distances, but they always land when attacking. Deadly Nadders requires constant attention and praise as a pet and their diet consist of poultry as livestock meat makes it ill. Nadders have a bird-like personality, but they are very curious and have an explosive temper. Like the Terrible Terrors, Deadly Nadders hunt in packs, making them to be deadly opponents to fight against. A green, snakelike, two-headed dragon that doesn’t always follow the old adage “two heads are better than one.” With two heads, the Zippleback is prone to argue with itself, and resembles bickering siblings. However the Zippleback, when working in tandem, is a sly and devious creature, capable of out thinking its opponents. Unlike other dragons, the Zippleback is solitary. Due to their two heads, they have a unique breathe weapon: one head breathes out flammable green gas while the other emits a spark to set fire, making this dragon the only one other than the Night Fury that prefers to fight long distance. It has the shortest wingspan and the stubbiest legs out of all of the dragon species. When tamed, it prefers to have two riders so it can work in tandem with its own two heads. In general, Zipplebacks have a feline-like personality, with the mixture of both affection and aloofness in each head. Animals roughly the size of a squirrel or pre-adolescent fox, they have large, slender fox-like ears and tails at least half the length of their bodies. They fur is typically tannish in color with distinct, black, stripe-like, tuft markings that rise slightly above their tan fur when they are anything but calm. These stripe-like markings appear wholly symmetrically in twos upon each limb. The tops of their ears and their tail features them as well with the sole exception to this symmetry being the strip that extends from their nose up the head. Their eyes are typically a gem-like aqua-green color, if not forest green. Fox-Squirrels do not pose much of a challenge in so far as combat goes. They are quick, but their fangs are small and their claws scarcely effective against anything besides rodents. These creatures are feral and unlikely to attack unless provoked; however, they are territorial; they are also untameable. It is impossible to domesticate a fox-squirrel at this time. Fox-Squirrels may be found in larger numbers within forested areas in mild to moderate climates. As such, they are a common sighting in Fire Country and Grass Country. A smaller number may also be found with less frequency in Wind Country's desert region and in Earth Country. Difficulty Level: 1/10 Literally “one-eyed boys”, Hitotsume-kozō are a type of monster with which Japanese characters may be familiar. They appear as bald Buddhist priests roughly the size of ten-year old children with a single, giant eye located at the center of their face. They also possess an abnormally long tongue. As Hitotsume-kozō's appearance suggests, they are relatively harmless creatures. They are more than content to run about surprising and frightening human beings and are given to telling loud people to be quiet as they enjoy silence. By and large, they behave much like ill-mannered children; they enjoy chiding, mocking, and sassing others. Their combat abilities appear to be that of a plain child their size; however, according to Japanese lore, an encounter with a one-eyed goblin is a bad omen and in Kannagara, the superstitious would do well to heed such tthoughts. Fortunately for the Hitotsume-kozō's potential victims, they are easy enough to frighten away. Merely leave a basket out or remind him that he lacks two eyes and he shall flee in shame. Hitotsume-kozō are most commonly found in Earth Country, Grass Country, Lightning Country, Rain Country, and Water Country, and move freely about and around villages that possess small populations. They are not permitted to enter Himorogi and are known to avoid Wind Country due to its hot climate and undesirable terrain. It is also extremely rare to sight a Hitotsume-kozō in Fire Country as most of them seem to balk or cower at the mention of that country and its village's name. Difficulty Level: 1/10 Seven feet tall with green and leathery skin, Hork-Bajir have feet similar to a bird of prey’s, long legs that bend backwards, a long and muscular body with strong arms and a long, snake-like neck with a falcon-like head on top. Hork-Bajir are also heavily armored, with three blades on each elbow, knee, wrist, and head, along with claws in their four finger and a spiked tail. In all, Hork-Bajir have an alarming appearance that makes them look like they came straight out of Yomi. A perversion of the Shinto kami of the seashore and so-named to insult him for that matter, Isora is a demonic manta ray of sorts with glowing red eyes, a mouth full of sharp, formidable fangs, and a stinger-tail which it utilizes as a weapon in addition to serving as an assistant in propelling it forward through the water and air. Unlike normal manta rays, it may venture outside its watery domain; however, it never strays far from the water, for water is its element and is a necessity for it to survive. While Isora are moderate, close-range physical combatants, they excel in their manipulation of water, making them reasonable, reasonably ranged opponents as well. They are understandably weak against lightning-based attacks and inherently strong against and resistant to the element of fire whilst simultaneously being only just so against earth-based techniques. Although their movements are as slow and graceful as water itself, drawing within striking range of Isora is ill-advised, for they are highly agile and dexterous when an opponent takes the liberty of coming within range. Being carnivorous and also highly territorial, they are swift to utilize their rock-solid stingers to impale would-be opponents and prey and greedy devourers. Isora are found in greatest number in Water Country and Rain Country and appear in swarms around the Gate of Yomi. They may also be found along rivers and in any body of water that is connected to the sea; likewise, they are less commonly found in bodies of water that do not connect to the sea. Additionally, spotting an Isora upon any shoreline is a less than frequent, but more than rare occurrence. They may be found in all countries except Wind Country and along all shorelines. Difficulty Level: 5/10 A hostile, ghostly phenomenon possessed of a disturbing sense of humor, Ittan-momen flies through the air at night in search of prey and attacks by wrapping itself around its prey's face and smothering him or her with its bizarrely shaped, rubbery body. This is their primary method of attack; though, they are not above acting like some crazed apparition and seizing the winds to throw objects and break valuable items. They are known to absorb wind and lightning-based attacks and increase in size and formidability upon absorbing the former. They flee most swiftly in the presence of fire and are most dangerous in groups of two or more. Ittan-momen may be encountered in all countries, but only at night, and like the Amanojaku, are barred from intruding upon the grounds of the various shrines and temples scattered throughout Kannagara. Difficulty Level: 1.5/10 A type of youkai, Jorougumo are female spiders that have achieved their four hundredth birthday and acquired magical powers. More often than not, a Jorougumo assumes the appearance of a beautiful young woman and may ask a handsome man of some status to marry her or carry her baby. In the case of the latter, her baby may, in actuality, be an egg-sack full of her unborn spider children; however, Jorougumo are not limited to such seemingly harmless activities. The more malevolent of these youkai are known to employ silken spider threads to capture their prey, which they then devour at their leisure. The Jorougumo's power lay in her threads and her illusions. One way to dispel her illusions is by reversing one's chakra flow, thereby allowing oneself to observe the true form of the Jorougumo, which does vary. Some appear as a spider the size of an noodle stand whilst still others may appear as human-spider hybrids. Regardless of the Jorougumo's true form, she command her spider sisters and brothers and her threads, which are an extremely potent tool she utilizes for a variety of purposes. All Jorougumo's threads are incredibly sticky and nigh unbreakable save by holy-imbued elements and, for those fortunate enough to figure it out, fire—the hotter, the better. Not only are the threads of a Jorougumo infinitely stronger than any rope, they possess illusory abilities regardless of who is utilizing them and are capable of absorbing the life energy of any living being they ensnare whilst simultaneously 'addicting' the victim to the Jorougumo to whom the thread belongs. When not utilized by a Jorougumo, the strength and malignancy of the resulting illusions depends upon the Jorougumo who wove it, if she is alive. If she is not alive, it is dependent upon her will and intent at the time of its weaving. Furthermore, the silken spider threads of a Jorougumo differ from that of a regular spider in that they are capable of absorbing the life energy of any living being they ensnare whilst simultaneously 'addicting' the victim to the Jorougumo to whom the thread belongs. These youkai are extremely sensitive to fire, which they fear. Fire is both the quickest way to get a Jorougumo to reveal herself and to escape her threads, but it's also the quickest way to piss her off. They can be killed most surely through decapitation and immolation. Jorougumo may be found anywhere within Kannagara save within Wind Country and upon the sacred grounds of shrines and temples. From moderate forests and plains to cool mountains and rainy wetlands to tropical islands rife with the clean water they so enjoy, the Jorougumo are a versatile bunch and favor a variety of different climates and geographical terrain. Though few of these lady youkai would seem to reside within Kannagara at this time, they are indeed present. Unlike other less than wholesomely aligned beings, they usually prefer to be discreet about their presence and activities and, as they are considerably territorial, largely prefer to leave each another to their own devices. Difficulty Level: 5/10-8/10 NEKOMATA (Megaten) The Megaten nekomata, Nekomata, manifests as an attractive, curvaceous, and very much naked woman covered in hair with two tails to the credit of her name. It is not difficult to see how it is that she operates on a succubi level despite being thoroughly based in fire. She is known for being flirty, loud, and a liar and is also known to for being manipulative and often inconsiderate of other demons; her fondness for attractive men is legendary fact among these circles. She is also known to thrive on money and rumors, using both to great effect to create for herself an imaginary universe and, as could easily be guessed, she is anything but shy, be it of humans or other demons. Nekomata is a capable combatant. Besides being prettier, more desirable, stronger, faster, and considerably more durable than humans, she is very much skilled in her use of inherent element and is not restricted to assaulting a single target when she utilizes it. Her charm also functions as a means of attack and is deadly, similar to a siren's song. It is these things that make up for her most definitely not being the smartest crayon in the box, not to mention her classic weakness against the element of water. The Nekomata present within Kannagara are given to wandering. They may be found at any location across the Gods' realm, the sole exception being Himorogi and the sacred grounds of shrines and temples. They cannot tread upon the latter, nor do they possess any desire to do so. They tend to favor areas in which attractive men reside and will visit their unwilling beaus often, much to the latter's likely chagrin. Difficulty Level: 6/10 TAXXON Tsuchinoko, also known as “bachi-hebi”, are typically between thirty and eighty centimeters in length and similar in appearance to a snake, but with a central girth that is much wider than its head or tail; they are also possessed of fangs and venom similar to that of a viper. Despite their small size, it is generally considered best not to anger a tsuchinoko and to keep one's word to him as the older the tsuchinoko, the more deadly his venom and the greater the likelihood that he is, in fact, a highly intelligent and potentially wise creature. Such tsuchinoko, namely the older, more mature ones, possess the ability to speak, a propensity for lying, and a strong taste for alcohol. Young tsuchinoko are not generally equated with unintelligent creatures, per se, but their feral behavior may lead observers to think as much. The younger the tsuchinoko, the more feral, and the more likely he is to to act like a creature of the wild and hide in the presence of humans and powerful youkai. All tsuchinoko seem to have little to no tolerance for spiders of any kind. A large number of tsuchinoko exist within Kannagara. Where there is alcohol, there is more often than not older, more mature tsuchinoko, too! They may be found in every location except Himorogi and seem to have developed a clear attraction to the uninhabited villages... or maybe it's the free alcohol and the lack of humanoids with which to compete against for the village sake stores. Regardless, the tsuchinoko drink and go about their daily routines. What those routines consist of, who knows? Save for the tsuchinoko themselves, of course! Difficulty Level: 1/10
EVENT The following is a list of different monsters which might appear from time to time in Kannagara. This list is constantly evolving, and incorporates mythological demons and monsters, as well as monsters that appear in various canons, and is comprised of the forces of the Oni and Yomi. Unless an entry from the Event Bestiary is explicitly stated as being present within Kannagara, it may not be NPCed by any player at this time. A bakeneko is a type of obakemono, or transforming monster. They are depicted as anywhere from household cats to beautiful maidens, but it must be noted that they always have two-tails, a cat-like appearance, and are always bipedal. A bakeneko is a particularly vicious and temperamental beast, who values human possessions and also holds the ability to summon souls back from the dead of the freshly departed. Bakeneko are often depicted as ambitious, and quite regularly gaining power so as to murder and take over the lives of their mistress. It is important to note that bakeneko are depicted largely in the feminine and their targets are also women; their derivative, much more benign cousin, the nekomata, is often depicted as a "boy-crazy" female. Difficulty: 2/10-4/10, depending on the cat you find. Groaner and Wormhead - These are dog-like monsters that are hairless, demonic dogs with rotten brown skin and a very large set of jaws. They are also morbidly thin, making them appear starving or even dead as a result. A common sight in outdoor areas, they are sensitive to sound and will react to a gunshot or the sound of someone running nearby. They are easily avoided if precautions are taken. Doublehead - The Double Head is a canine monster that usually appears in groups of two or four and attack upon sight. Their namesake feature refers to the fact that in order to the normal jawline, their heads split vertically down the middle, with their tongue often hanging lazily between the split halves. They are "bandaged" in bloody strips of flesh and appear to be horribly burned. They parallel the Groaners from the original Silent Hill and act like them as well; however, they can be distracted by meat products like beef jerky. Sniffer Dog - the Sniffer Dogs are dog-type creatures that have long, prehensile tongues that they use to drain the blood of their prey. They have dirty, leathery skin which appears to be decaying and, strangely, make snarling sounds which resemble that of a large feline rather than a canine. Their gums are prominent and hold large, dagger-like canines. The male variety has visible eyes, ears and green tinted fur and flesh. Females are missing eyes and ears and are purple tinted, with longer, sharper claws. The gender and rank of the Sniffer Dog is betrayed by their coloration. Green-tinged Sniffer Dogs, thought of as males, are weaker and less threatening than the purple-tinged, thought of as female, variety. They only tend to attack if someone comes to close, though the female variety is more aggressive and attacks on sight. The males can be distracted by carcasses and also tend to lay down, making them easier to hit. Feral - Ferals are skinless, heavily muscled canines with fresh blood dripping from their bodies, giving them a freshly skinned look. A strange feature of their heads is the fact that they have no ears or eyes. They are very fast and very difficult to run away from. Unhappy, often times malevolent spirits normally invisible to the human eye. Although they appear humanoid, they possess sunken, mummified skin, narrow limbs, enormously distended bellies, and long, thin necks. They possess enormous appetites and very limited ability to satisfy them. They may attempt to prevent others from satisfying their own desires through the use of magic, illusions, or disguises. Gaki, also known as Preta, possess the ability to become invisible and also to change their faces to frighten mortals. Beware those who hunger for flesh and blood, for they and their ilk are persistent and may be found to be more than simple nuisances. These creatures cannot be killed easily. Normal powers will not work against them. Difficulty Level: 4/10 A frightening female ghoul, the Harionago is said to be a beautiful woman with extremely long hair tipped with thorn-like barbs. Her hair is under her direct control, and she uses it to ensnare men. She is a wanderer, never staying in one place for very long, but especially if said place lacks men. When she finds a young man, she will laugh at him, and if the young man dares to laugh back, Harionago will drop her terrible, barbed hair and attack. She might attack anyway for the hell of it. Difficulty Level: 2.5/10 Hollows are corrupt spirits with supernatural powers that devour the souls of both living and deceased Humans. Proceed with caution, especially if you are not from the Bleach canon. Difficulty Level: Varies from 2/10 to 8/10, depending on your character's power levels. (Speak to a moderator if you have questions) Howlers are little different from the monsters from Yomi. They don’t have the constant hunger for human flesh, the desire to cause chaos, or even relish torturing others. Compared to a dog enjoying a game of fetch, Howlers are joyful, innocent creatures, blissfully unaware that the games they play are actually taking away lives. The concept of killing evades them because it is too abstract for them to comprehend in their childlike minds. Youkai whose true form is that of a skeletal woman. They assume the guise of beautiful women to lure unwitting men to them. They then proceed to suck the life force of their unwitting victims dry. Difficulty Level: 3/10 A strange tree the fruit of which is human heads. The heads are always smiling or laughing, even as they fall from the branch. The tree itself is typically harmless, but the creatures that are drawn to it are another story entirely. Difficulty Level: 1/10 Traditionally, these are spirits kept from a peaceful afterlife. Why? Because they lost their heads, of course! Kubikajiri linger in search of their missing heads. They are literal head hunters and expert at finding the things; though, their own head typically eludes them. They eat the heads of any they find which are not their own, be their owner dead or alive. The only way to kill a Kubikajiri is to cut out its heart. Difficulty Level: 3/10 Mara is a massive, towering phallic creature with gigantic tentacles that rides around on a huge chariot. It becomes excited in the presence of -- well, just about anything really and has an affinity for the old adage, "Sharing is caring." Mara can be found just about anywhere. Its main form of attack is through ejaculation or by stabbing, exploring, and violating its victims with its tentacles; the fluids of the ejaculation are extremely viscous and thick, should your character be unfortunate enough to find him/herself covered in it, s/he will experience ravenous, insatiable desire that will force your character to try and seek immediate release, regardless of where they are or what is happening. Even if a group of monsters is bearing down upon him/her, s/he will still try desperately be relieved of desire, either alone or by seeking a sexual partner out or even by engaging in tentacle sex with Mara! Usually, the urge to seek out a sexual partner will override the compulsion for self-release. The more fluids end up on your character, the stronger the need for release will become. Depending on the level of saturation, your character might not feel satiated even after release. Speak to a moderator about how desperate your character might become! Mara is completely invincible. No attacks will work against it. Hitting or attacking Mara will only serve to arouse it even more than it usually is. Beware: where Mara is, hordes of Yoma follow. Difficulty Level: RUN LIKE HELL! MENOS Menos are conglomerations of hundreds of normal Hollows, resulting in a single composite entity of far greater strength than any normal Hollow. They are created when the void within an ordinary Hollow's heart becomes so substantial that Human souls are incapable of sustaining it, at which point it begins devouring fellow Hollows. These cannibal Hollows are attracted to one another, and a mass inter-devouring follows, resulting in a Gillian. Following this transformation, the Gillian can evolve twice more, first into an Adjuchas and finally into a Vasto Lorde, provided certain conditions are met. Menos evolution is not only contingent upon the Menos eating other Hollows, but also upon the Menos' ability to avoid being eaten. If another Hollow succeeds in devouring even a part of their body, evolution becomes impossible for the one which was wounded this way. Menos-class Hollows are considered so dangerous that usually, only highly trained Shinigami teams can handle them. In Kannagara, as long as the characters possess the ability to fight them, they will be able to go up against Menos. Gillian - Gillian are the weakest class of Menos and the first stage of Menos evolution. They are giant in comparison to other Hollows, dwarfing even the largest standard Hollows by at least the size of a two-story building, but lack agility and intelligence. Though Gillians usually have no personality to speak of, which makes them dangerous since they have no mind of their own, one of the many Hollows that comprise it might gain control over the new entity, reflected in the unique mask it wears in comparison to a normal Gillian. Only these Gillian variants have the potential to evolve into Adjuchas-class Menos. The evolution is facilitated by the continued cannibalization of fellow Hollows, even other Gillians. Difficulty Level: Varies from 6/10 to 9/10, depending on your character's power levels. (Speak to a moderator if you have questions) Adjuchas - Adjuchas are the middle class of Menos in terms of power, and the second stage of Menos evolution. Adjuchas can vary radically in appearance. They are typically much smaller than Gillians, but significantly-larger than a Human. They are also-much smarter tha n the Gillian-class, and have the power to challenge a captain. It is also likely they could fight evenly with at least a Shinigami lieutenant. They watch over the many Gillian-class Menos and are also capable of controlling them. The Adjuchas must continue to devour Hollows, or its mind will be absorbed by the other Hollows comprising its form and it will revert back into a Gillian. The subsequent lack of an individual will also preclude the reverted Gillian from becoming an Adjuchas again. Difficulty Level: Varies from 8/10 to 10/10, depending on your character's power levels. (Speak to a moderator if you have questions) Nekomata, also known as Bakeneko, are bipedal ghost cats with dual tails. A nekomata can summon fireballs, manifest monsters and even devour their own mistress to take their place. Bakeneko and Nekomata are believed to be able to reanimate corpses if allowed in a room with the fresh dead. Not to be confused with the Megaten Nekomata, a much prettier, friendlier nekomata. Most nekomata are in fact bakeneko, and thus, please see bakeneko for further details. Difficulty: Depending on manifestation, 3/10-7/10 By day, nukekubi appear to be normal human beings. By night, however, their heads and necks detach smoothly from their bodies and fly about independently in search of human prey. These heads attack by screaming (to increase their victims' fright), then closing in and biting. Nukekubi often try to blend into human society during the day. They sometimes live in groups, impersonating normal human families. The only way to tell a nukekubi from a normal human being is a line of red symbols around the base of the neck where the head detaches. Even this small detail is easily concealed beneath clothing or jewelry. While the head and neck of a nukekubi are detached, its body becomes inanimate. This serves as one of the creature's few weaknesses. If a nukekubi's head cannot locate and reattach to its body by sunrise, the creature dies. Nukekubi possess accelerated healing and regenerative powers. The only sure way to kill them is to ensure that its head cannot locate and reattach to its body by sunrise. Difficulty Level: 5.5/10 A nure-onna is an amphibious creature with the head of a woman and the body of a snake. She has been described as being 300 m in length and has snake-like eyes, long claws, fangs, and long, beautiful hair. She is typically spotted on a shore, washing her hair. More often than not, she is a monstrous being who is powerful enough to crush trees with her tail and feeds on humans. She carries with her a small, child-like bundle, which she uses to attract potential victims. If a well-intentioned person offers to hold the baby for her, the nure-onna will let them. If they attempt to discard the bundle, however, it is revealed that it is not a child at all. Instead, the bundle becomes incredibly heavy and prevents the victim from fleeing. She then uses her long, snake-like tongue to suck all the blood from her victim’s body. In some cases, nure-onna is simply seeking solitude and reacts violently when bothered. Difficulty Level: 4/10 The Crawling darkness. Nyarlathotep is a creature of many arms, pure shadow and destruction. Nyarlathotep thrives on the identities of those he meets. Nyarlathotep often walks the earth in a guise of a slim, tall, and joyous male. He is most often mistaken for human out of all the Great Old Ones, but also possesses a thousand other forms. This makes Nyarlathotep the ultimate master of disguise. He enacts the will of other Gods and is a manifestation of their will, often that of destruction. Nyarlathotep can use the highest forms of elemental magic and rips one's soul straight from their heart, along with mirror their darkness within, creating an "interior mirror." Difficulty Level: 10/10 Living things or supernatural beings who have taken on a temporary transformation, they are distinct from the spirits of the dead. They usually either disguises themselves as humans or appear in a strange or terrifying form. Obakemono generally have their root forms in foxes, racoons, bakaneko or badgers. There are a different classification for malicious spirits that come from household objects, known as tsukumogami. Obakemono generally are simply spirits that, maliciously, and more often coming from mischievous roots, taken hold of a particular creature to mutate said creature. Obakemono often appear through transformation -- in fact, loosely, obakemono can refer to something that transforms. Thus, run into the wrong cute bunny, and you could have a pair of super choppers in your jugular. Difficulty Level: 1/10-10/10 Oni appear humanoid, but occasionally, they are shown with unnatural features such as odd numbers of eyes or extra fingers and toes. Their skin may be any number of colors, but red and blue are particularly common. A lot of what an oni is can be compared to the western idea of an ogre. A creature that is not quite human, slightly stronger than a human, and also imbued with maybe a few extra skills. Therefore, an oni can be benevolent and violent, or violent and malicious, or pacifist and malicious. The combinations go on. Therefore, an oni is particularly camouflaged when put into day-to-day communication. A very traditional oni has large fangs, horns, and wild hair, and also carries an iron-club. In fact, the concept of an oni is often directly agreed with strength - and as such, an oni will always be able to pummel someone it meets into the ground. And also might enjoy it. Difficulty Level: 4/10-10/10, depending on your oni. A grotesque figure, the Pale Man is a ghoulish humanoid figure that wears no clothes and has extremely loose skin. He has no expression on his face and has two holes for a nose, no frontal eyes, and a square jaw covered by flaps of skin as well as black tipped claws. The Pale Man has a lair that is lavishly decorated with frescoes and a lit fireplace, and sits in the chair in front of a table that is completely covered with fresh, delicious food, but only having a pair of eyes on his plate. But beware: if somebody eats this food, this will cause the Pale Man to awaken and pluck the eyes from his plate and insert them into the palm of his hands. He will then raise his hands to his face and “see” his victims. He will slowly get up and start walking after the person who has eaten his food, preparing to devour him or her. The Pale Man prefers to eat children, but he’s not above eating adults as well. He has the ability to close and lock any doors at a distance. He can only be killed by taking out the heart. The Pale Man can only be found in underground lairs and the slums of Yomisato, where there are more opportunities of luring hungry and unsuspecting prey. Philemon is the manifestation of Carl Jung's spirit guide, a creature of great creativity and wisdom. However, he is also duplicitous, and as a beautiful man hidden behind a butterfly mask deeply wishes only to help those of the greatest spiritual caliber. Unfortunately, this manifests itself in strange partnerships with Nyarlathotep. As an actual fighter, Philemon is piddly. He possesses little skill. However, he is capable of entering the subconscious and withdrawing the persona, or the inner self, and further manipulating the subconscious that he finds as well as the collective subconscious, thus organizing the way of the world. Therefore, Philemon is dangerous because if he wishes to create a show, he simply turns humanity into his puppets. Difficulty Level: 2/10, if you can find him. Rakshasa were particularly wicked humans in previous incarnations. Rakshasa are notorious for disturbing sacrifices, desecrating graves, harassing priests, possessing human beings, and so on. Their fingernails are venomous, and they feed on human flesh and spoiled food. They are shapechangers, illusionists, and magicians. Powerful warriors, they resort to the use of magic and illusion when unsuccessful with conventional weapons. As shape-changers, they can assume various physical forms, and it is not always clear whether they have a true or natural form. As illusionists, they are capable of creating appearances which are real to those who believe in them or who fail to dispel them. Rakshasas are cannibals, and make their gleeful appearance when the slaughter on the battlefield is at its worst. Difficulty Level: 5/10 to 6/10 RED DEATH Hags sent personally by Izanami! While in a good mood, a Shikome takes the shape of a young woman with pallid skin, onyx eyes, and crimson lips. They have very long, straight black hair that gives off a whitish glow. However, if they are angered enough, they will reveal their true form: that of a demonic old woman with sharp claws that are created for mangling. These are dangerous creatures and it would be advised to keep your caution intact. Shikome are blindly loyal to their masters, existing only to serve. They are instinctively evil and cannot be tamed as they thrive on the energy in Yomi. A Shikome will not kill without orders, but when it does, it fully enjoys the act. They do not communicate. They're highly analytical and adapt well in battle, making for efficient assassins. Their battle style is merciless.Shikome can disappear at will, manipulate spirit energy, and disrupt the flow of energy flow by channeling their own energy. This may make it difficult for their opponents to use magic or control themselves. They are incredibly agile and can walk across any surface, including water and even perhaps on air. Difficulty Level: 4/10 - 6/10 VELEEK Yoma are beings that require the flesh and blood of human beings to survive. They strength, speed, healing, and regenerative capabilities are superior to that of humans. Although non-human transformed Yoma differ in appearance, they share a few common characteristics which include cat-like golden eyes, veins coming out of their arms and heads, and their skin turning brown. Difficulty Level: 6.5/10 ZOMBIE The living undead. Once alive, they still move, but no of their heart beats and no brain of theirs’ thinks. Looking like any other human being, they shuffle around aimlessly, walking in a stiff walk. They occasionally moan, but they lack any ability to speak. It is useless to try to talk to them, for all they want - if they are even sentient enough to want anyway - is to eat their victims’ brains. They move either alone or in hordes, and merely seeing one human is enough to attach their attention and have them head toward that potential victim’s direction. Loud noises also grabs their attention. If someone is bitten or wounded in any way by a zombie, then they too will die and eventually become a zombie. SPECIALIZED INFECTED (Left 4 Dead) Not true zombies, these poor souls have been infected by a similar plague that creates zombies, but with a twist: they are alive, but they have extremely raised aggression and have lost speaking ability and self-preservation, making them about as sentient as a zombie (which is absolutely none). Their true purpose is to attack many and infect as many innocents as possible so they can mutate into one of them. However, whenever any one of these creatures are around, hordes of zombies are sure to follow. Unlike their zombie brethren, specialized infected are not easily distracted by loud noises, and most of them are incredibly fast. As these are infected humans and not zombies, any normal fatal attack can work on them. These are extremely bloated, large humans, with humongous boils growing on their arms, bellies, and heads. They have developed large qualities of bile, which is used as a projectile attack to its victims by vomiting. Once hit, the bile can cause them to be temporarily blind and vulnerable, as well as attracting other zombies and specialized infected. Boomers are large but fragile and one heavy blow can cause them to explode, gushing bile everywhere, so watch out. They resemble a normal human but beware: they’re extremely athletic and agile, they can jump from tree to tree, rooftop to rooftop to find any stragglers or isolated individuals. They stalk their prey and at the right moment and pounce on them at long distances thanks to their lower body strength. They also lack eyes, but for some reason they can “see” their victims well enough anyway, as well have enhanced hearing. Once they landed on their prey, they will use their sharp claws to tear away at his or her flesh. They are identifiable by their insistent growling before they attack. Any melee attack or long range attack can throw them off. This infected individual is halfway covered in growths - mostly in the head and shoulders, while having some on arms and legs - and has an elongated tongue hanging out. These growths will occasionally spurt out blood and a green, putrid-smelling smoke. Unlike its brethren, Smokers prefer to keep a distance away from their victims, as they wait for the opportune moment to strike out from a distance and grab whoever comes into their line of sight. Like hunters, they prefer going to tree tops and rooftops to when they capture their victim. Once their prey is close enough, they immediately start to claw him or her to death. Smokers give away their presence by constant coughing. Hacking the tongue away or killing the Smoker itself can release the victim safely. If killed, the Smoker lets out a large cloud of harmless, bad-smelling green smoke. The strongest and the largest, this infected is one of the more difficult infected to kill. It can take in a great deal of damage, and with one blow it can knock out or even kill its target. They are extremely aggressive even to other Infected and will do anything to attack any victims it sees. As such, it can throw boulders, small trees, other infected or other zombies . . . just about anything to get at its victims. Due to their massive muscle growth on their arms and upper torso, they knuckle-walk more like gorillas. Tanks give out various roars and bellows. Tanks are extremely dangerous as they can take in a whole lot of damage, and take out equal amount of damage as well, even though any fatal blow to the head can do the job. About as tall as The Tank, but only as half as wide, the Charger is similar in both temperament and attack styles as the Tank. However, it has its left arm overgrown and overlarge as a Tank’s while its right arm is in normal size and flaps around uselessly. It is slightly faster than a Tank, but slow to turn. It also doesn’t throw objects around like the Tank does, but instead the Charger grabs its victims and slams them down in an attempt to crush the victim to death. It also gives out deadly punches and can just charges at a group, trying to separate them all. Not as tough as the Tank, it is still a difficult kill. They are known to bellow and snort. A hunchback with elongated arms, legs, and toes and fingers, the Jockey doesn’t walk or even run - instead the Jockey rather hops in a monkey-like way. Similar to the Hunter, the Jockey leaps at its target, but this time at his or her back. While holding on to its prey, it “steers” him or her to other infected, zombies, or even other dangerous areas such as cliffs and fire. They are noted by their maniacal laughter. An grossly distorted individual with its lower portion of its face eroded, the neck grossly elongated, a bloated stomach and baggy skin, the Spitter hacks up mutated stomach acid as an attack in a mortar fashion. Once the acid hits the Spitter’s victims, it gives severe burns. In fact, Jockeys are known to steer its victims to the Spitter’s range of fire. Despite the severity of its attack the Spitter is very weak to attacks, probably due to be constantly weakened by its own corrosive acid. They can be barely heard by faint coughing. Witches are infected women that grow sharp claws and have glowing eyes. Out of all of the infected, Witches are the most passive: they don’t go actively hunt for victims. Instead, during nighttime they sit in one spot, weeping; at daytime, they wander, covering their eyes as they continue cry. As a result, they are easy to avoid. However, at nighttime sudden light will provoke them, and they will attack the person who was foolish enough to aim such painful light in their eyes. They will also attack anyone who attacks them as well, while screaming and drawing the attention of more infected and zombies. The claws are deadly and if you are not careful enough, can kill in one swipe. When one does kill your character, she runs off, sobbing. For some reason they are drawn to sugar. *Note: The Bestiary is still under development. Please keep an eye on the OOC Community for updates. |
Bestiary