Post by The Rising Dragon on Sept 30, 2009 18:26:20 GMT -5
This thread is for an alphabetical listing of any Undead beings you can possibly encounter in Ymaggion. If you wish for this list to be expanded, go suggest a creature in the Creature Suggestion thread.
Undead are creatures that are no longer alive, but aren't dead either. Through one way or another they have come back from the dead because of a curse or something tying them still to the mortal realm (i.e. mummies and ghosts), the corpses have been animated by a necromantic force (i.e. zombies or skeletons), or they were a living being that was infected by some kind of supernatural disease (i.e. a vampire or Infected) or willingly undertook a ritual that turned them into an undead creature (i.e. a lich or a death knight). Undead are often looked upon as abominations or unnatural beings by many religions and non-religious folk as well, although some cults revere or even worship the undead in general or a certain powerful undead being.
Post by The Rising Dragon on Sept 30, 2009 18:27:19 GMT -5
Angel of Decay
An Angel of Decay is an incredibly tough undead creature to kill and amongst the more powerful undead creatures one can find in Ymaggion. An angel of decay looks like a large humanoid creature with wings that are rotting and with flesh that peels away. It continually sheds bits of filth and decay from its body, leaving behind a trail of rot. An angel of decay only appears much like the celestial kind of creature that bears the similar name by happenstance rather than them being actual undead angels. Angels of decay feed off the liquids that are produced within corpses to sustain themselves. An angel of decay can fly, but is slow and clumsy at it, which causes it to stay earthbound nearly all the time. It is surrounded by an aura of decay that touches upon all living things near it, causing them to slowly wither and living creatures become fatigued as they stay near it. An angel of decay's touch is particularly dangerous, as it will inflict a supernatural rot on the being it is bestowed upon, making its body start to decay in that spot if its curse is not lifted and then healed. If someone tries to apply healing to such a wound before the spell is cast upon it that removes curses or supernatural diseases, the healing will not help very much, only serving to slow the rotting down by a small amount. Even without this rot, an angel of decay is dangerous to encounter in melee, as it is as strong as a giant and can easily lift several tons above its head and crush the bones of its opponents with but a snap.
Blood Skeleton These red-colored skeletons are generally just a nuisance. They are not very strong, and will crumble to the ground with just a couple hits, but after a while they pull themselves back together and are on the attack again! Some Blood Skeletons are stronger and sturdier than others, but the only difference is that they are slightly harder to destroy and can pull themselves together faster. Because they cannot truly be defeated, encounters with them often force those fighting them to leave the vicinity as quick as possible.
Post by The Rising Dragon on Sept 30, 2009 18:28:38 GMT -5
Corpse Rat Swarm
This swarm is made up of undead rats that were animated by necromantic energies in the same manner as zombies are. Their meat hangs in chunks attached to their bones and their flesh is pale with patches of fur having fallen out. They are even more ridden with disease then their living counterparts. They swarm around and over those they come across, biting at them and infecting them with diseases such as filth fever. Some even already start to eat away at those they swarm before the target is dead. Often slain targets rise as zombies or skeletons afterward.
Desiccators are creatures that are the dried-out remnants of creatures with a strong connection to elemental water that long to quench their great thirst with the liquids of living beings. A desiccator looks like a small and pale humanoid with withered limbs and salt-encrusted skin. They have broad mouths with many small, sharp teeth and no eyes within their bald skulls. Cursed as they are to remain forever parted with the watery forms they had in life, desiccators hate life forms with a passion, especially those with lots of fluids in them. Desiccators possess the ability to breathe a cone of tiny salt particles that drains those it hits of their bodily fluids, leaving them physically weakened.
Post by The Rising Dragon on Sept 30, 2009 18:29:26 GMT -5
A Forsaken Shell are long slender creatures, roiling and coiling, appearing like empty sacks of skin. In fact, they are what they appear to be: the empty skins of past victims of other forsaken shells' predations, purged of their contents. They possess amazing strength and elasticity, being driven by necromantic energies and a powerful predatory nature. They constrict themselves around their victims with great strength, and are capable of folding their bodies to fit and hide in small spaces. If a forsaken shell slays a creature, the creatures skin starts to slough off their bodies and become new forsaken shells. This ability of a forsaken shell is terrible enough, but worse even is the discovery of the bodies it has left behind, as forsaken shells typically hide their victims under a pile of trash or supplies or within closets, and a finger or toe sticking out somewhere may lead a friend or family member to make a gruesome discovery. Because they are basically sacks of skin, the size of a forsaken shell depends a little on the creature it used to be a part of, but they almost never weigh more than 30 pounds. They do not speak, but are capable of understanding the basics of human language.
Post by The Rising Dragon on Sept 30, 2009 18:31:32 GMT -5
Infected are--or used to be--sapient living beings like humans, elves, or orcs that have contracted a supernatural disease that partly turns them into undead beings and bestows upon them a great rage and craving for flesh and violence. However, they do not assault any of their own kind, and some animals can also become infected with this supernatural disease, dogs and rats being common. Typical signs of someone being Infected are widened pupils, heightened pulse and rate of breath, greatly increased aggression and decreased intelligence (but not decreased ability to feel emotions). Over time, the skin will become more sensitive to light and hair will start to fall out. Sometimes, if one has been an Infected for a long time or if one has contracted a mutated version of the disease, they transform into a different kind of Infected (Boomer, Charger, Hunter, Jockey, Smoker, Spitter, Tank, or Witch).
A Boomer is a kind of mutated Infected that is larger and with a bloated and bald body. Within its humongous gut it produces bile filled with toxins and pheromones. The Boomer can spit this bile from its mouth at a high rate of speed, like if it came out of a fire hose. The bile attracts other Infected, which storm at a target covered with the Boomer's bile like a great horde. When killed, a Boomer explodes in a cloud of methane, damaging anyone near. As the infection progresses, the sores that grow on the Boomer's belly expand and worsen.
A Charger is a kind of mutated Infected that has a massive, muscular arm on the side of its body. Chargers can run at high speeds in a straight line, using the gigantic arm as a battering ram. After they've slammed a target into a wall or object, they pick them up with their arm and repeatedly smash it into the ground. The charge of one of these Infected are dangerous for people in groups, as others can get bowled over or knocked away in the charge.
A Hunter is a kind of mutated Infected that is more feral and walks around hunched over, its clawed hands hanging just above the ground. Hunters are tremendously capable leapers, and often pounce their victims from a distance away as far as 50 feet, after which they start strangling them or pounding them with their clawed fists whilst their pinned opponent is totally helpless. They are incredible climbers and can easily climb up vertical surfaces fast.
A Jockey is a kind of mutated Infected leaps onto the backs of sentients while giggling madly. They twitch incessantly as they move around, hunched over like Hunters, and upon spotting a living being, chases after it while hopping up and down repeatedly. Jockeys leap onto the backs of others, and in the panic of the victim's flailing, they use their weight to guide them towards other dangers, like cliffs, Boomers, or Spitters, all while scratching at them with clawed hands.
A Smoker is a kind of mutated Infected that possesses a long, prehensile tongue that they can use to attack their victims from up to as far as 50 feet away, strangling them or dragging them closer to them. Just like Hunters, Smokers are incredible climbers and can easily climb up vertical surfaces fast. They often climb to a higher place to stay away from attackers and then use their tongue to hang someone by their necks. Their name stems from the fact that they constantly cough up puffs of gray-green smoke, and when killed they release a gout of this smoke, creating a smokescreen. As the infection progresses, cancerous tumors grow from the Smoker's throat until it covers a good portion of its shoulder and chest, and began sprouting numerous tongues as its regeneration spirals out of control.
A Spitter is a kind of mutated Infected that is pot-bellied and possesses an elongated neck and a gaping mouth. The Spitter's expanded gut produces, instead of pheromone-filled bile, a potent and lethal toxin. Also like the Boomer, the Spitter can hock up this acid like regular people can saliva, and spit it out as a projectile across long distances. The acid is corrosive to the touch, and splashes about everywhere upon hitting the ground. Unlike the Boomer, killed Spitters will not explode violently. However, they will still vent their produced acid from the wounds in their bodies, making approaching their corpses dangerous.
A Tank is a kind of mutated Infected that is very large and incredibly tough and strong, capable of tearing through a group of sentient opponents with ease, mangling and laying waste to those around him. It is hard to take a Tank down, and they are very aggressive and continually raging around when the littlest sign of life is spotted. The strength of a Tank allows it to tear chunks of concrete or buried boulders from the ground, or knock around parked cars with ease.
A Witch is a kind of mutated Infected that is different from the rest. Whilst the Hunter, Smoker, Boomer, Jockey, and Spitter employ a certain degree of stealth to get close before using their special abilities and Tanks and Chargers just tear through an opponent's ranks, Witches instead do nothing much but wail and cry as they lie on the ground in the fetal position during the night, luring people to them because their crying sounds like that of a child. Witches are mutated forms of children or female adult Infected; male adult Witches have never been seen. Because Witches nearly always catch someone by surprise when encountered and can jump from a distance and tear through opponents easily, the best advice when encountering a Witch that one can give is to stay away from them and sneak past. Some Witches have been spotted wandering about during the day, still sobbing as they maneuver about aimlessly.
Post by The Rising Dragon on Sept 30, 2009 18:32:43 GMT -5
A Lich is a mage who has used profane and dark rituals to bind his or soul to their animated corpse after it has been stripped of its flesh, blood, and organs, thereby achieving a form of immortality. Liches wield immense power over negative energies and dark magicks. Often, they can be seen commanding hordes of other creatures, most often lesser undead such as zombies, skeletons, and wraiths. They are only capable of communication through magical means, as without lungs or vocal cords, they cannot speak otherwise. Similarly, spells designed to assault the mental processes of the brain are rendered useless against Liches, as their intelligence is also magically contained. Liches cannot be destroyed by regular means. While their bodies can be damaged and dismantled, Liches possess a vessel for their soul to return to, called a phylactery. Phylacteries anchor Liches to the world and regenerate them should the be destroyed, and are often hidden away inside the inner sanctums of a Lich's lair, or kept by a trusted minion. Should the phylactery be destroyed, a Lich would be incapable of regenerating, and when slain, their death would become final.
Post by The Rising Dragon on Sept 30, 2009 18:34:11 GMT -5
A Necromental is an elemental that was created with the use of necromantic power to hold its energies and materials together. Mostly appearing as a walking pile of crumbling earth and stone, necromentals exude a palpable aura of death. It often seeks out elementals and destroys them, only to bring them back as necromentals. It can drain energy from living foes and as long as it remains near some form of its base element it heals rapidly (e.g. standing on earth for an earth-based necromental).
Necropolitans are the prime example of people willing to embrace undeath as an alternative to live and eventually die. Necropolitans are humanoids that have gone through a ritual that turned them into undead beings, though they still exhibit some qualities of the living; they heal wounds naturally, even though curing spells don't work on them (though spells meant to drain life do the opposite to them), and they can still experience just about all the feelings, smells and tastes they could experience in life. Necropolitans appear much like they did in life, except with dryer, somewhat wrinklier and paler skin. They are typically about half an inch shorter than during life and weigh about 20% less. Necropolitans live mostly in the city of Thebas, and many people who are afraid of death or who possess a wish to live longer sometimes travel to this city and seek out those necropolitans willing and able to perform the ritual. However, this ritual is often painful during the stages in which the petitioner is still alive, as nails are driven into their hands and feet as those around them shout ritual chants before a specially prepared dagger filled with magical and necromantic power is thrust into the petitioner's chest.
Post by The Rising Dragon on Sept 30, 2009 18:35:10 GMT -5
When powerful magic is used to animate the corpse of someone who died because of the plague or other ravenous diseases, it rises to become a Plague Blight. Plague blights appear as bloated, rotting corpses that exude the stench of disease. In undeath, they seek to putrefy all that is pure. They are wily beings, and may trick others to allow them to get nearer to them before touching them and inflicting their supernatural necromantic diseases upon them that rapidly eat away at their victims and turns their skin swollen, rotten and green. Unlike with many undead creatures, a plague blight's victims do not rise to become plague blights themselves upon death automatically, though a necromancer may use a powerful spell to make them into a plague blight anyway. Plague blights are highly resistant to damage, and physical attacks are only half as effective against them as they would be against others. Piercing and blunt weapons do even less damage to a plague blight, resistant as its skin is to such types of attack.
Post by The Rising Dragon on Sept 30, 2009 18:37:07 GMT -5
The Sandwraith is a being that can change between corporeal and incorporeal states, looking like a half-rotten demihuman wearing a skull mask and surrounded by puffs of darkness and sand. A sandwraith is usually not all that powerful and not very aggressive either, but they are extremely hard to destroy. Sandwraiths are never encountered outside deserts, unless an outside force has brought them someplace else.
Usually animated through magic, skeletons are generally unintelligent and dependent on their animator for motivation. They look exactly like what their name implies: the skeletons of humanoid beings, though there are also monster and animal versions. They are one of the most common types of undead along with zombies. They are fairly agile and are resistant to attacks with weapons that are not of the bludgeoning type. Their body parts will have a life of their own if chopped or smashed off, but they will lie still once the skull is crushed and the animative magic has dispersed from their bodies.
Post by The Rising Dragon on Sept 30, 2009 18:38:33 GMT -5
Vampirism is caused by a disease that seems to most akin to a heightened and necrotic version of rabies. Vampires possess a lust for blood that gives them sustenance, and when a vampire bites another person -- usually in the neck area -- they transfer the virus onto their victims whilst they feed on their blood. If the victim does not die from the inflicted wound and blood loss or infection caused by bacteria, they will come to exhibit some vampiric traits (blood lust and more animalistic behavior in particular) and become rabid. If they do die, they rise again as vampires with 48 hours of their death. Creatures immune to diseases (including supernatural diseases, that is) are also immune to the vampire virus. Vampires appear as gaunt and pale versions of what they looked like in life, and are always humanoids. They often have an aristocratic air about them and appear to enjoy to dress and act like nobility, reinforcing their superiority over the still-living and the lesser undead. In fact, vampires tend to view few as equals and even fewer as being superior to them, but liches and some mummies or death knights (especially mummy lords and death kings) they regard as equals, and old dragons and higher-ranking fiends they regard as beings worthy of power as well. Vampires possess an increased amount of strength and agility, capable of dodging blows with more ease than a human and dealing back blows much harder. It can be said that the average vampire has twice the strength they had in life, if they did not already possess superior amounts of strength. Furthermore, their senses are heightened to a near-superhuman level, which is rumored to also be the source of their weaknesses: the smell of garlic and the light of the sun. Furthermore, due to the unholiness of the vampire virus, vampires cannot stand to touch or come near holy symbols and their skin burns and blisters when they touch one. Because the disease makes them effectively immortal due to removing the liability of aging through granting the power of regeneration and the heart is somehow central to this, one of the few manners to truly kill a vampire is to stake it trough the heart, therefore killing them and removing the possibility of regeneration. Vampires are also rather resistant to damage, but it has been discovered that silvered weapons or weapons with a high level of magic involved in their creation manage to bypass this resistance. Vampires have strong wills and personalities, often appearing charming, but this is half-and-half just a mask they put up to go along with their guise of nobility. The other half that makes up the reason for them to do this is that they are seductive by nature and drawn to pleasure and despite loving to cause pain they are loathe to have it. Vampires will easily admit that they are drawn to worldly pleasures, including fine food and drink, comfy seats and beds (and coffins), works of art around them and finding themselves in the company of members of the other gender, often keeping them as personal servants if they are still alive. Vampires also have command over those vampires they have created, and can take control over the minds of normal bats, rats or wolves and shapeshift into such creatures. Vampires also can channel negative energy and use it to drain others of their life, strengthening themselves temporarily. Furthermore they can scale any surface, climbing or running up vertical surfaces or even standing upside-down.
Post by The Rising Dragon on Sept 30, 2009 18:39:39 GMT -5
The monster bearing the name of Wight is an undead creature that looks much the same as it did in life, but its flesh is pulled tight over its bones, its skin is deathly pale and its eyes are bloodshot. All those slain by a wight become wights a few days after their death and fall under the command of the wight that created them. Wights possess an energy draining touch that further aids them in the creation of spawn, though they are still not very strong opponents.
The Wraith is an incorporeal type of undead creature that appears as a grim figure in black ethereal rags moved by nonexistent breezes. Some appear to be wearing armor or bearing weapons, but armor does not enhance them in any way, as they cannot be damaged by non-magical corporeal sources and they take only half damage from magical corporeal sources, unless they are specifically created to harm incorporeal creatures. Wraiths possess a vitality-draining touch that can severely weaken their opponents, and anyone slain by a wraith has their soul torn from their bodies and turned into a wraith under the command of the wraith that created it. Despite their abilities, however, wraiths are powerless in sunlight and have a natural fear of sunlight, fleeing from it to their best ability.
Post by The Rising Dragon on Sept 30, 2009 18:40:22 GMT -5
The Zombie, aside from being the dumbest, weakest and most well-known of all undead beings, is also the most common. When a normal human corpse is animated or one is revived from the grave, a zombie is created. This is why zombies are mostly found near graveyards. They are sometimes used in armies for an evil purpose, but since they are so weak and dumb, that is usually not the case. They love the taste of human flesh and when living humanoids are near, zombies often come at them in slow-moving mobs. Piercing and bludgeoning weapons aren't as effective against them as one would like, but slashing weapons all the more. Zombies are also known to back away from fire, as if they were afraid of it. Generally slow-moving, zombies are more terrifying by appearance rather than by their actions.