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Fandom Help!! I've lost my Mind!! (Creatures, Locations and Points of Interest)

Introduction

billthesomething

Four Thousand Club
GOOD DAY!! Roleplayers, in this little section you will find info about locations and creatures you might encounter in your travels

Creatures are Ranked from 1 to 6 in terms of threat and their frequency of encounters in certain Biome is indicated by color (Green = Common, Grey = Uncommon and finally, Red = Rare. and if the biome isn't listed it means these creatures simply doesn't appear in the Biome/Location

The Mountain Range (Starting Location)
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Ruined City (Starting Location) CLOSED
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This World's only sign of human habitation, It still stands tall to this day, while overtaken by nature. you're unlikely to encounter humans here (None psychotic ones anyway)

The Beach (Starting Location)
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A beauty that sits on the edge of the world, But be warned don't let its beauty fool you, for silk hides steel​

The Plains (Starting Location) CLOSED
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A long beautiful stretch of flat land, what dangers could potentially reside here​
 
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Creature: Imp
Name: Imp

Universe of Origin: DOOM (2016)

Attitude: Aggressive

Threat Level: 2 (you don’t have to be a marine to kill these)

Diet: Carnivore

Biome: Ruined City, Underground, Xen Cavern, Mountain Range, Library

Appearance:



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Abilities: Imps have a rather varied method of hunting with some Imps preferring to hunt from an elevated position, while others will rush their target and swipe at them with razor sharp claws. Walls and obstacles offer no defense against Imps as they will leap great heights and easily hand from surfaces. The Imp is capable of channeling some sort of energy through its hands and shaping it into a projectile. As the Imp channels the energy, airborne particles, and debris are sucked into the maelstrom to create a condensed, superheated fireball.

As mentioned before Imps are capable of leaping in nearly any direction, hang on pillars and walls, and run fast, all the while still attacking their prey without any pause. There is a brief wind-up to their fireball attack, giving one time to dodge if his attention is focused. A "harasser" by design, Imps will often retreat from those stronger and try to find purchase on a higher, more distant surface from which to attack.

It will occasionally leap toward its prey to strike if it is at medium range, however.
 
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Creature: Gary
Name: Gary


Universe Of Origin: Fallout 3


Attitude: Aggressive


Threat Level: 1 (Solitaire) 2 (Small/Medium sized Group) 3 (Large Group)


Biome/Locations: Beach, Oasis, Jungle Forest, Ruined City, Vault 108


Diet: Omnivore


Edible: Yes
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Behavior/Abilities: Gary are a series of clones who despite their human appearance, lack most brain functions of a normal human, this leaves them to heavily rely on their instincts, and their instincts tell them that anyone who isn't Gary, should die.


Another feature (or perhaps lack of feature) of these maniac clones is their inability to say much aside from Gary, and several common terms of greeting.


Gary is nothing more that a regular human when it comes to being SPECIAL, They lack any sort of ability that would help in differentiating them from a plain old human, Their true danger comes from the sheer number of Garys. It's excitingly rare to encounter a Gary that's on his own.


Gary often fights using whatever they can get their hands on
 
Creature: Headcrab
Name: Headcrabs


Universe of Origin: Half-Life


Attitude: Aggressive


Threat Level(s): B=0 S=1 F=2 P=2 Gonome: 3 Gonarch: 5


(SZ=2 PZ=2 FZ=3)


Diet: Tiny insects, large humanoids


Edible: Yes (though the poison and baby should be avoided)

Biome/Locations: Vault 108, Indigo Quarry, Xen Caverns, Ruined City, Beach, Mountain Range


Appearance:
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Variation(s): Baby, Standard, Fast, Poison, Gonarch, Gonome.


Notable Weaknesses: Fire (Thanks to an oily secretion from their skin, their very flammable. taking very little to light'em a flame) No self-preservation (Except for the poison variety)


Headcrabs are small creatures, roughly the size of a pumpkin. They are covered in smooth oily skin, which varies in color between subspecies and crawls on four short legs. These legs provide enough jumping power to leap up to 3 meters (10 feet) in any direction.


Their underbelly is almost completely covered by a large, jawless mouth, with a hidden "beak" used for feeding and for latching onto the skulls of victims. Headcrabs are parasitic ambush predators; they hide in dark areas or bury themselves into the earth and wait for someone to walk past or over them. When you're unfortunate enough to do either of these, then they will unbury themselves or run out of hiding then lunge themselves towards that you’re head.


They will bite down (Its bite is comparable to that of a Rottweiler) then bury their beaks into your skull where it will kill you instantly. But that’s not the end of it, for you see inside their beaks is a long receptor that will search for the Cerebrum or Your brain’s muscle coordinator, when they find it, the receptor will send some form of energy through it which will give the Headcrab full control of your muscles.


When they do this they have transformed into the Headcrab zombie. And if that isn’t horrific enough the energy they send down to control the body also revives you, making you conscious of all that is happening to your body.


As you can see from the list, there are six different varieties of these little fuckers, though only three of these variants are capable of “zombification” The standard, Fast and poison.


Fast Headcrabs: The Fast Headcrab looks much slimmer and agiler than a normal Headcrab, having thinner, spindly legs, smoother, lighter bodies and no visible mouth-parts. Fast Headcrabs share many of the vocalizations of the standard Headcrab. Examined up close, Fast Headcrabs have wart-like bumps on their skin. The legs of a Fast Headcrab also have elongated claws, which serve as weapons as well as a means to latch on to surfaces, where they will wait to attack unsuspecting prey.


Much like the standard Headcrab, a fast Headcrabs will latch onto your head then zombify you, though the method is different due to the fact that the fast variety lacks a beak. Meaning when it zombifies you won’t be resurrected instead you will remain dead while it takes control over your muscles through your spine rather than your brain.


Fast Zombies have been stripped completely of their skin and most of their internal organs; bones and muscle tissue are clearly visible throughout the host's body. Excess tissues are most likely dissolved via digestive enzymes by the headcrab and absorbed as nutrients, granting the host greater agility due to reduced weight. Their claws are also much longer than Standard Zombies.


The factors distinguishing the Fast Zombie from other zombies is its ability to climb, jump, and move quickly, thus being able to confuse and surprise its prey. Fast Zombies also make loud wails while attacking and can be heard babbling and squawking while idle. Fast Zombies stand on two legs while slashing with its claws or standing up, but move on all fours while running or climbing, much like a chimpanzee. Fast Zombie torsos can survive when separated from the legs, the main difference is that Fast Zombie torsos crawl and attack faster.


Poison Headcrab: The Poison Headcrab can be identified by its dark green-black skin, bristly hair and red-and-white patterned legs. The creature's dorsal markings are similar to those of a species of orb-weaving spider. At a walking pace, the Poison Headcrab is the slowest of Headcrabs, but panics and runs away if attacked.


Poison Headcrabs move slowly and cautiously when maneuvering, but leap with incredible speed while releasing an angry squeal when a suitable host is in a clear line of sight. As an ambush tactic, it leaps at and poisons a viable host in an attempt to create a Poison Zombie. Poison Headcrabs make a sound similar to a rattlesnake before launching an attack


The Poison Headcrab delivers its extremely powerful neurotoxin via the four fangs on its chelicerae. The poison headcrab is capable of zombification and does it through a similar process as the normal variety, so you are going to be aware of what is happening to you. Though the major difference is that when zombified you end up becoming a breeding ground for the poison variety, how it is done is up for debate.


Gonome: is what happens when a normal variety has completely merged itself with its host the Zombie will develop into a Gonome. The host experiences a growth in overall body mass, and the gash in the chest cavity develops into a functional, vertical maw. The Gonome also obtains the ability to spew organic projectiles from this maw.


While the host body appears to grow dramatically, the Headcrab controlling the host appears to wither or deflate; the outlines of the host skull's eye sockets and nose are visible through the Headcrab's skin. Gonomes generally stay with groups of lesser Zombies and Headcrabs. If they observe any threat, they will first use their ranged attack. Should the enemy get closer, they will resort to manually attacking with their claws. They can sprint if they spot a distant target.


Gonarchs: Little is known about how and when the metamorphosis from Headcrab to Gonarch takes place, as few Headcrabs ever reach that stage. The Gonarchs boast thick exoskeletons, powerful legs and a large sack dangling from their underbelly Their exoskeleton is hard enough to easily withstand massive amounts of projectile and explosive damage,


The large bag of flesh which hangs from the creature, commonly referred to as its "sack", is a reproductive housing. During battle, it releases undeveloped baby Headcrabs at a rapid rate with no apparent limit to the quantity of these as long as there is an enemy to keep breeding them on


Just as its previous form, Gonarchs lack sensory organs, and their movement are based on touch and sensing vibrations.(Much like a scorpion)


The Gonarch does not appear to have a mouth of any sort because as a Headcrab it will store nutrients during their life until their metamorphosis and use them to reproduce and feed their offspring until it eventually dies of starvation.


Entering a Gonarch's lair results in an immediate attack for they are extremely protective of their territory and offspring. They attack by charging at their victim, then attempting to puncture them with their massive legs. They also have somewhat of a ranged attack, by forcing yellowish balls of acidic material from the top of their shells, which they hurl through the air like mortars, raining down upon the victim. With all their traits combined, Gonarchs prove to be skilled at defending themselves and their young. Upon death, a Gonarch explodes violently.


Baby: It’s tiny, white and adorable, stay as far away from them as possible.
 
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Creature: Kobold
Creature: Kobold


Universe: Dwarf Fortress


Attitude: Passive


Biome: Jungle Forest, Mountain Range, Oasis, Plains Beach Front. Ruined City.


Diet: Herbivore


Edible: no


Variation(s): none


Notable Weaknesses: Shiny objects, their low intelligence


Ranking: 0 They're only a danger to themselves


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The Kobold are barely sentient, stone age intelligent creatures with a penchant for theft and trouble making, matched only for their propensity for short and brutal lives. Kobolds, as a race, are distinct in many ways. Most noticeably they are between three and four foot tall at their absolute tallest. They are pitiful and childish in everything they do and are innocent enough to not know how to procreate. It's an honest to god miracle that these little guys aren't extinct, All they know is that rubbing their noses gives them a guilty pleasure. they behave much like dogs with an obsession for anything shiny and they will steal anything shiny in the most adorably stupid fashion possible.


Kobolds are known to speak in a childish manner, they're also noted to attach themselves to anyone who's willing to show them the tiniest bit of kindness


Example: "Hi dere. I is Sniffit an I am der sneekiest bold dat effer wus. Yu wunt an eggy? Not a bold eggy wur leetle bolds sleepsie, a chickum eggy for yums!"
 
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Creature: Deepstalkers
Name: Deepstalkers


Universe of Origin: Dragon Age


Attitude: Aggressive


Threat Level: 2 (Standard) 3 (Group) 3 (Leader) 4 (When group is accompanied by the Leader Variant) 5 (Matriarch Variant)


Diet: Carnivore


Biome/Locations: Crystal Caverns, Xen Caverns, Indigo Quarry, Vault 108, Oasis, Ruined City


Appearance:


Standard


350



Leader


350



Matriarch

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Behavior/Abilities: Deepstalkers hunt in packs, generally by burrowing underground and then striking when their prey is in their midst. Another common way is to camouflage them and when the bait is close to launch a surprise attack. They run and jump at their victims, attacking with razor claws and lamprey-like mouths full of serrated teeth. If they encounter a group, deepstalkers do not attack unless they have a major numerical advantage, but instead, they wait until someone from the group is separated. Some deepstalkers are capable of spitting either acid or paralytic poison from venom glands. Although a single deepstalker poses little threat to any experienced explorer, packs can be quite lethal.


The Leader is a larger variant of the deepstalker. You can distinguish it from the normal deepstalkers as it is slightly bigger, has a darker color and a striped pattern across his back. The leaders often are accompanied by the smaller deepstalkers, and will freely use all the deepstalker abilities.


The Matriarch is the largest form of deepstalker, that one can encounter, they're ranked as level 5 threats in-spite of her incapability to use any form of spit, She makes up for it by having significantly greater endurance than any other deepstalkers. The matriarch is always found near her eggs at a deepstalker nest, underground and is always accompanied by a large number of deepstalkers for protection which can overwhelm those who are not cautious.
 
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Creature: Libarians
Name: Librarians


Universe of Origin: Metro 2033


Attitude: Defensive


Threat Level: 5


Diet: Omnivore


Biome: Ruined City, Underground Areas


Appearance:


Standard
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Black

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Behavior/Abilities/Description:


librarians are large humanoid bipeds that bare a great resembles Gorillas in both posture and overall physical appearance, though they are much larger and have longer and thinner arms. Another feature they have to differ them from ordinary gorillas are their fearsome visage, as their faces, somewhat humanoid, have one lip that covers their shark-like teeth and snout. This is caused by the nose and upper lip of their human progenitors fusing over successive generations. They are very territorial and will confront anything that appears to be a threat. They show signs of aggression by roaring and raising their upper lip, showing their teeth as a deterrent like most modern primates does. They are so powerful and territorial that they will even fight anything if it enters the Library.


Notorious for being some of the most dangerous monsters that inhabit The Ruined City, librarians are very difficult enemies, resilient enough to withstand many point-blank shots even from powerful firearms such as double-barrel shotguns, and whose attacks can kill most humans with a few vicious sweeps. They are quite agile and capable of high jumps despite their size, and most importantly they have an enormous physical strength and are more than capable enough to tear apart a human being with their elongated fingers. They are one of the most intelligent monsters found in the area.

Librarians have a somewhat low level of intelligence that can be compared to a Gorilla. Librarians have unique abilities that come from the fact that they are mutated primates. They can memorize small pieces of literature, place traps, and even semi-communicate in the form of creating a temporary neutrality by staring a human in the eye.

Some have been known to mutter short phrases, without any understanding of those words

They seem to hold some form of respect for the Kecha Wacha and have been known to let the apes travel through their territory without trouble
 
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Creature: Kecha Wacha
Names: Kecha Wacha

Universe Of Origins: Monster Hunter 4

Attitude: Defensive

Threat Level: 2

Diet: Mainly Herbivore

Biome: Ruined City, Jungle Forest, Mountain Range, Beach,

Appearance:
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Behavior/Abilities/Description: Kecha Wacha is a lemur-like monster with long arms and hook-like fingers and claws. It has bright yellow fur and blue skin. It can fold its spiked ears over its face, forming a "mask" that is likely used to intimidate would-be attackers. It also sports a tube-like trunk and large, forward-facing eyes.

It is capable of attacking from a distance by shooting globs of mucus from its trunk-like nose which cause Waterblight. Kecha Wacha is able to glide using a membrane between its arms, legs, and tail, in a manner similar to a flying squirrel. This makes the Kecha Wacha the only Fanged Beast able to "fly".

Curious in nature Kecha Wacha will investigate anything in their environment that is new to them. As relatively peaceful monsters these creatures would rather flee than fight, yet if fleeing is not an option they can be surprisingly aggressive and will readily use their long, sharp, and hooked claws, trunk-like nose, and mask-like ears to defend themselves.

Their known to adopt Kobolds, so be cautious about attacking those little guys

Due to encounters with Gary, Kecha Wacha are wary of humans
 
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Creatures: Lights
Name: The Lights


Universe of Origin: Unknown


Attitude: Passive


Threat Level: 0 (They seem to do nothing but float in the sky)


Diet: Unknown


Biome/Locations: They seem to appear everywhere even in indoor areas

Appearance:
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Behavior/Abilities:
They appear to simply lazily float through the air for an unknown reason, no one is sure what these things truly are.
 
Creature: Uxibeast
Name: Uxibeast

Universe of Origins: Star wars

Attitude: Defensive

Threat Level: 3 (Singular) 5 (Herd)

Biome/Locations: Plains, Mountain Range, The Screaming Mountains, Indigo Quarry

Diet: Herbivore

Edible: Yes

Variation(s): None

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Uxibeasts are hair-covered mammalian herbivores who make their homes in this world. Roaming the many open pastures of this world, the uxibeast's horned body posed a danger to anything caught in its path when agitated.

Large, shaggy herbivores, the uxibeast is a large beast easily agitated and very aggressive. Pack animals most comfortable in large herds, the horned animal is no easy prey, as the spines along its back could easily puncture the skin of any predators. Domesticating uxibeasts is no easy challenge; the animal might imprint on a single being, forming a strong bond and loyalty with that individual.
 
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Creature: Slimes
Name: Slimes


Universe of Origin: Slime Rancher


Attitude: Aggressive (Those Awful Ravenous Rainbows) Passive (Pink)


Threat Level: 1 (Pink) 5 (Tarr)


Diet: Omnivores


Biome
Tarr: Oasis, Jungle Forest, Ruined City, Beach,
Pink: Beach, Oasis, Jungle Forest, Indigo Quarry

Appearance:
Pink
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Tarr
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Behavior/Abilities/Description:
Pink
They're cheerful, docile. A pink slime will eat anything you put in front of it, though they have no favorite food,

Tarr
The Tarr are formed when a largo eats Imp Flesh. A terrible transformation occurs that turns the slime into a sludge filled with a swirling, prismatic array of colors and a relentless appetite. The Tarr seek only to consume and replicate. Because of, this it can spread rapidly throughout the world

The only way to stop a Tarr (outside of incinerating it or throwing it into the sea) is with fresh water. One splash will stop a Tarr from spawning new Tarr, and repeated splashes will destroy it entirely, However, one splash of fresh water does not kill the Tarr and it will continue to expand. Tarrs do go away naturally after a while of being inactive (in a place with nothing to destroy).

Alternatively, many recommend running away with their arms waving, screaming.
 
Creature: Lazer Panther
Name: Lazer Panthers

Universe Of Origin: Brutal Legend

Attitude: Aggressive

Threat Level: 3

Biomes/Location: The Plains, Mountain Range, The Jungle Forest

Diet: Carnivore

Edible: Yes

Variation(s): None


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They look like a normal panther, except it has glowing red eyes, purple fur and is about the size of a small horse.

This beast is capable of attacking by clawing at its prey or shooting lasers from its eyes to attack prey over a long distance. they are a Chase/Ambush predator. they only ever use their lazars in emergency situations.
 
Creature: Boneclangs
Name: Boneclangs

Universe Of Origin: Shovel Knight

Attitude: Aggressive

Threat Level: 2

Biomes/Location: The Plains, Ruined City, Forest Graveyard Jungle Forest, Xen Caverns, Crystal Caverns

Diet: Doesn't Eat

Edible: No

Variation(s): Common, Brittle, Honcho, Loose

Appearance:
Common
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Honcho
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Loose
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Brittle
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Behavior/Abilities/Description:
Common
The common Boneclang has a slight pink tint to its bones as well as a gold breastplate. Their pretty weak and tend to attack with a simple swipe and slash. On death, Their bones will crumble and leave only their skull.
Honcho
Boneclang Honchos are identical to the common Boneclangs except for the giant crown they wear. On death, their skull retains the crown and cannot be destroyed. Their smarter than the common Boneclang and will fight more strategically
Loose
The Loose Boneclang is solid white with red armor. When first struck their skull detaches rendering the skeleton blind. In this state, the skeleton will simply head forward in whatever direction it was facing until it collides with something solid and then turns around and repeat.
Brittle
Brittle Boneclangs have a notable green tinge as well as gray armor. What sets them apart from the other boneclang is that they will crumble to dust in a single hit
 
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Creature: Trolls
Name: Trolls

Universe of Origin: Elder Scrolls

Attitude: Aggressive

Threat Level: 3

Diet: Carnivore

Biome: Plains, Screaming Mountain, Mountain Range Forest Graveyard, Ruined City, Xen Caverns,

Appearance:
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Frost Troll
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Abilities/Description/Behavior: Trolls are large, hairy, ape-like creatures with sharp fangs, claws, and long, powerful arms. These creatures have three beady black eyes, their skulls being easily recognized by their three eye sockets. Commonly found in forests, such as those found in the plains, trolls also inhabit caves, ruins, and mountains.

While they are not very intelligent, Trolls compensate with tough physical prowess and the ability to regenerate health, which makes them very hard to kill. Many trolls will display a weakness to fire, which will slow down their regen

Frost Trolls while with many similarities with their lowlands counterparts, are stronger and far more resilient.

Frost trolls are typically hostile to most creatures and rarely back down or flee when faced with a more powerful opponent.

Though very strong, they are not very fast. A troll prefers to pummel its prey into submission with powerful arm strikes and claw attacks. Occasionally, they will roar mid-battle or beat their fists on the ground, making it easy to get a few free hits on them.
 
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Creature/Item: Joy Mutants & Joy Pills
Name: Joy Mutants

Universe Of Origin: LISA

Attitude: Most are Defensive, though some will attack without reason

Threat Level: Varies (Though it's never below 3)

Biome/Locations: Ruined City, Screaming Mountains, Mountain Range Joy Mutants don't really have a set location outside from maybe being near settlements

Diet: Omnivore

Edible: No
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Description/Behavior/Abilities:
Joy Mutants are strange, deranged beings who were once normal humans, but mutated into body horror abominations due to their overdose of the drug known as Joy. Mutant transformations happen quickly enough that they have been known to surprise a group of people and massacre the rest.

Be careful of these enemies.

Item Description:
It's described as a drug (In spite of its name) that makes you feel nothing.
However, the drug is able to bring one back to a peak of health

But It also causes human beings to suffer a series of mutations eventually. Initially, the person loses awareness of their surroundings and begins to suffer morbid transformations on their bodies. These mutations usually cause the user's various body parts to enlarge, mainly the arms, legs, and neck. Abdomen sections tend to excessively swell and fall around the body, similar to a large tumor. Each transformation is unique and it fully depends on the subject. Some mutations can also distort the human body in ways it could not undergo without bone breaking or organ constriction, such as a notable case of a mutant that had its neck stretch for miles. These mutants also take decisions and actions fully depending on their most inner desires and selves, making most of them violent, murderous and even cannibalistic beings. They represent a serious threat to anyone around them.

The beginning of the mutation process is foreshadowed by psychological alteration, most commonly a decrease in inhibitions and an increase in violent tendencies. It takes only a few doses of Joy to cause an addict to begin to mutate
 

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