Monsters

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Monsters come in a variety of basic types and categories, of which essentially divide them from each other. Each category of monsters generally share some specific traits and or qualities which either sets them apart or distinguishes them from other types.

When creating monsters for use in Philsys RPs, feel free to use these archetypes to aid your creation. If you think there is anything that should be added to or changed on this list, please let someone know. This is open to change and suggestions.

Mortals

Humans, orcs, elves, goblins, dragonhalves, and various other sentient humanoids fall into this category. Mortals have limited lifespans and are residents of the material plane. Any mortal creature projects some sort of aura onto the astral plane, of which is unique to the creature and cannot be duplicated, even by magical means. Some mortals have innate magical resistences or immunities.

Beasts

Beasts qualify as any non-humanoid living creature, such as horses, bears, giant frogs, giant insects, etc. Beasts typically display only basic levels of intelligence, and primarily act on instinct as opposed to displaying higher cognitive ability. However, they share the same general physical and astral characteristics as mortals.

Magical Creatures

Magical creatures are basically beasts which are more...magical. Examples include dragons, chimeras, beholders, etc. Magical creatures have no specific qualities, except that they radiate stronger auras than mortals or beasts and almost always have some sort of supernatural or magical abilities. Individual spelllike abilities are limited to the creature itself.

Ethereals

Ethereals are creatures which exist SOLELY on the astral plane, or one of any other number of planes other than the material one. Some ethereal creatures cross boundaries into the other crature types--ethereal creatures from the death planes are usually referred to as "intangible undead." Ethereals cannot be harmed by normal, nonmagic weapons and typically cannot manipulate things on the material plane physically, but may do so through magic. Ethereals can pass freely through solid material barriers. Ethereals CAN be harmed by magical spells, unless the magical spells are physical in nature (such as conjuring arrows or similar effects). Ethereals are usually immune to sleep, poison, paralysis, blinding, and muting effects. Astral drain has TWICE the effect on creatures native to the astral plane.

Elementals

Elementals are creatures which embody the essence of a single element, be it death, life, fire, water, earth, air, lightning, whatever. Elementals are sometimes ethereal and sometimes physical, but always project an aura onto at LEAST the plane of their origin (i.e., fire plane for fire elementals, etc). Elementals NEVER project an aura onto their plane of opposition. Elementals absorb and gain hit points from attacks based on their native element, but recieve twice as much damage from attacks of the opposing element. The following basic elements exist. Opposing elements are indicated by a < > symbol.

Fire < > Water, Ice Lightning, Air < > Earth Life, Holy < > Death, Shadow

Other elements may EXIST, but are more complex than the basic elemental forces. Elementals are immune to things such as sleep, poison, astral drain, berserk effects, paralysis, and the like. They are immune to blindness, as they do not need eyes to see, and have perfect "eyesight" in dark or low light conditions, so they suffer no penalty from such.

Undead

Undead are creatures that were ONCE alive, but are no longer so. They are instead the remains of mortals or beasts, animated by death magic. Undead creatures include zombies, skeletons, and the like. They also include animated creatures such as undead chimera or undead beholders. Undead are immune to sleep, paralysis, and poisoning. Holy or life based offensive spells will deal twice as much damage to undead, and some holy/life based healing spells will harm undead instead of healing them. Non-holy/life based healing spells will heal undead normally. Shadow or death based magic will not harm undead whatsoever unless it has a physical element to it.

Intangible Undead

See Ethereals. The only difference is that these ethereals are death based, and thusly have the properties of undead.

See Ghosts.

Constructs

Golems, animated statues or other artifacts, and other such creatures are considered constructs. Constructs are animated and powered by magical spells of a variety of natures. Constructs may have elemental resistences/immunities and may resist normal weaponry.

Celestials

Celestials are creatures such as cherubim, seraphim, and other types of angels. These creatures are holy based and project strong auras onto the holy plane. They may take material forms if they so desire, but do not need to do so. Celestials are generally highly intelligent, and are totally immune to holy based spells. Conversely, they are particularly vulnerable to the opposite wavelength of this energy type, commonly known as negative energy, often manipulated through shadow magic. Celestials do not need to sleep or consume food or water, and most can assume at least one physical form, which is most often humanoid in nature.

Demons

Demons are the opposite of celestials, and exist in a variety of forms. Demons which interact with humans often have more human forms, whereas lesser classes of demons take more bestial forms. Demons are totally immune to shadow based spells and may absorb them entirely, but usually take twice as much damage from holy spells. Demons are like celestials in that many of them do not need to sleep, consume food or water, etc., and are totally immune to negative status effects unless they accept them willingly.

Oozes

Oozes are slimelike creatures which live only for the purpose of eating, and hunt anything within their area, attacking aggressively in hopes of securing their next meal. Most oozes have no real physical shape or form, and are thusly immune to paralysis. Oozes are unintelligent creatures, and are immune to mental or charm effects, and their body shape makes them immune to sleep, poisons, and disease as well. Since oozes have no eyes, they are capable of seeing and sensing without them, and they are capable of detecting prey within 20 yards solely by scent and vibration.