The Ultimate Showdown

Warriors, beasts, Kaiju, machines.....from every time period. From every civilization come together. Make aliances. Make rivals, as you fight for survival.
 
HomeFAQSearchRegisterMemberlistUsergroupsLog in

Share | 
 

 Creature Legend

Go down 
Go to page : 1, 2  Next
AuthorMessage
Godzillalien
Admin
avatar

Posts : 598
Join date : 2007-11-03
Location : Atlanta

PostSubject: Creature Legend   Sun Nov 04, 2007 9:57 am

These are all of the creatures found on Darwin IV:

Amoebic Sea



The Amoebic Sea is the remnant of an ocean that used to cover much of the planet. As Darwin IV's climate dried, single celled organisms that inhabited the sea adapted to the drastic change in oceanic volume by developing translucent membranes that trap the seawater. Its surface is similar to gelatin and cannot easily be penetrated. Despite its tranquil appearance, the Sea can exhibit predatory behaviors. The Amoebic Sea can not be tamed, for it is too vast. However, if you capture some of the micro organisms, and give them a home, they can be great food for a SeaStrider.


ArrowTounge



The Arrowtongue uses a sonar system to terrify prey. It has bioluminescent patches on its back it uses to scare off intruders. It has tentacle-like arms and a pair of large, two-toed, muscular legs. The Arrowtongue is called this due to a retractable appendage on its mouth that can attack prey, piercing the victim and injecting digestive juices into it. The insides of the prey is then turned to liquid; which it uses it's 8-meter (26 feet) long appendage to suck out it's food. People that tame the ArrowTounge have a creature that is a great guard, and, with enough trust, a possible riding animal. They also make ok solders.


Beach Quill



Beach Quills are small, spike-like predators that are filled with neurotoxins. Beach Quills live in huge groups, up to a million strong, and lie in wait for a creature to step by. When one does, the Beach Quills launch themselves into the hide of the prey in their hundreds. They then begin injecting the poison, which stuns the creature so the Quills can burrow into it's flesh, where it later emerges and reburies itslf. The only way to tame a Beach Quill coloney is to tame the queen. If you by any miracle do, the Beach Quills make great booby traps to guard an area that you control.


BladderHorn



Bladderhorns are aggressive creatures which live a solitary life in the mountain regions of Darwin IV. If a male Bladderhorn encounters another, they will duel with each other by ramming heads and showing off their bioluminescent patches. They create a loud sound by using inflatable bladders on their flanks. BladderHorns make great riding animals, and can guard as well. However, fighting is their top game.


DaggerWrist



Daggerwrists are aggressive, gliding aliens which live in the pocket forests of Darwin IV. It is built in a manner that is similar to a leopard, but is faster and can glide. It has a black, grim reaper type head and spikes on its back that can be raised and lowered. It preys on Trunk Suckers, mainly to consume the sap they have digested first. This qualifies it as somewhat of an omnivore (tree sap counting as plants and the Trunk Suckers as animals). It has a retractable feeding tube that can suck out its prey's body fluids. The Daggerwrist has two scythe-like claws, which are used as weapons and for climbing. They sink so deep into trees that the sap bleeds to the surface, which in turn attract the trunk suckers. DaggerWrists seem too small for anything, but they can make great spys against the enemy, and can deactivate machinery.


Emperor SeaStrider



Sea Striders are the largest creatures ever, both on Darwin IV and Earth. They walk over the Amoebic Sea on which they feed by taking parts of it with them on their sucker-like feet. The Striders have tentacles hanging from their face and large glowing holes in their head. Emperor SeaStriders need a fod source to walk on if you take them off of Darwin IV. However, their sheer size makes them great in physical battles, so they may as well be worth it.


Nymph SeaStrider



The young of the Emperor SeaStriders, they are attracted to the yellow spots on the adults, so they will go wherever the adults go. That makes them very hard to tame, but if you do, they can be good spys.


EoSapien



Eosapiens are the most advanced life form on Darwin IV with the intelligence of early humans such as Homo erectus. They float in mid-air by using two bags filled with methane gas. Eosapiens have long fingers that they use them to manipulate objects such as spears and create formations on the ground. They live in small tribes and hunt the other creatures on the planet. If they are taught, they can be just as smart as man, and can operate machinery.


GroveBack



Grovebacks are gigantic aliens five stories high. They are two-legged but have a rudder-like leg they use for balance that is dragged along behind them. They have a semi-circle shaped head and two enormous nostrils. The Grovebacks bury themselves for long periods of time to feed on the nutrients in the soil. They have saplings growing on their back, which inject sugars into the creature. The Groveback gives the trees water in return. If a GroveBack is tamed, they can provide portable garden areas for food, however, they aren't great fighters, and can be beaten by a Beach Quill coloney.


GyroSprinter



The Gyropsrinter is a two-legged herbivore with extremely flexible maneuverability. It has a skull-like head and bioluminescent patches on its back. Like the Arrowtongue, it has a tongue-like appendage used for eating. GyroSprinters make great riding animals, and are fairly easy to tame.

JetDarter



JetDarters are small green flying creatures. They feed on the dead remains of any creatures killed by another predator, such as a skewer, that has not been finished. They only mainly make good pets, though.

Littoralope



Littoralopes are small, numerous aliens that live throughout Darwin IV. They are armored animals which use a 'two-headed' profile to confuse potential predators. They make great ridinag animals and guards, but don't fight too well.

ProngHead



Prongheads are pack hunters with a similar lifestyle to that of a Velociraptor or pack hunting dinosaur. It stalks its prey from all directions and tries to surround it, working as a team. They kill their prey using prongs on their faces, which let out a feeding tube that inject digestive juices. They are too small to ride, but are strong and fast for their size. They make great solders and guards.

Skewer



Skewers are huge jet-like predators that hunt using sonar. They hunt in small packs, using a lance protruding from its head. It uses this to disembowel prey and suck out its juices. Skewers maneuver by changing the shape of its wingspan. It propels itself by internally creating methane gas and then igniting it inside four pods, similar to those on modern-day jet-propelled aircraft. They are preyed on by Eosapiens, and vice versa. They are great solders, because of their element in the air, and the fact that they are more manuverable then some fighter planes.

TrunkSucker



Trunk Suckers are relatively small, delicate creatures that are capable of gliding long distances. They feed on the tree sap from the Plaque-bark Tree, which is brought to the surface of the tree by Daggerwrists. Trunk Suckers use sharp claws to attach themselves to trees while feeding. They fly in small groups, rather like birds on Earth. They are also prey for the Daggerwrist. They make ok spys, but great pets.

Unth



Unths are buffalo-like aliens with two large tusks facing forward on their faces. They are heavy yet lightly built, able to run long distances but still be a formidable herbivore. They are bipedal, and rather than create sound through lungs they have secondary air sacks on their flanks, which create a recognizable 'unth' sound. They make ok solders, but great riding animals.
Back to top Go down
View user profile http://ultimateshowdown.forumotion.com
Godzillalien
Admin
avatar

Posts : 598
Join date : 2007-11-03
Location : Atlanta

PostSubject: Re: Creature Legend   Sat Dec 22, 2007 3:11 pm

Varactyls:



Varactyls are creatures of speed and strength. Found mostly native to the planets of Utupau and Kashyyyk, they make exellent riding animals, both in and out of war, on any planet. They can run extremely fast, able to keep up with the fastest vehicles and can jump great distances. They have sharp claws capable of digging through rock and metal, so they can easily scale walls and sinkholes. Their long, flexible tails are powerful enough to floor most enemies. They are very intelegent, and while not capable of speech, can remember their riders for years and will react accordingly when meeting an old one. It's reaction will be welcoming to a good rider and friend, but abusive ones beware. Females are colored blueish green with green feathers along the neck, while males are redish-brown with brown feathers along their necks.

Facehuggers:



Facehuggers are the first stage in a deadly kind of alien. They serve only one purpose: to create a host out of anything larger than a cat. They are laid in strange eggs, ready to hatch, but will only do so when it sences motion from a large creature. They eggs then opens at the top, spreading out it's four flaps, and the facehugger leaps out, wrapping it's tail around the victims neck, causing him to gasp, leaving his throat wide open. It then wraps it's appendages around the face of the victim and shoves a long tube of some kind down the victim's throat, through which it pumps out DNA to form an embryo and putting the host into a coma. From it's leap from the egg to this last step, it acts in one fluid motion. It will not come free of the victim's face until it finishes injecting the embryo, and will kill the victim if someone tries to remove it. It contains acid blood as a defence, making it virtually impossible to remove by severing it's legs. When it finishes the process, it will crawl off and die on it's own, but the victim is now a host for a deadly new creature. The host will never remember becoming the victim of the facehugger, and thus will never know that he is carrying this creature inside him.

ALIEN Soldiers:



These nameless species are the most dangerous creatures in the Universe. The way they are "born" is extremly violent, which occurs just a few hours after a facehugger grabs a victim. The face hugger injects this creatures DNA into the host's chest through the throat, and a few hours later it bursts from the chest of the host in a violent and painful way as a mature embryo, which will consume the body if it gets the chance and within a few hours grows into a full grown alien warrior to a nest. Their hunting prowess, claws, spiked tail, and amazing stealth are only part of what makes these creatures so deadly. They have inner jaws, and acid for blood. The environments they are born in effect their appearance. It everything is mostly smooth where they are "born," they will have six fingers and smooth, shiny heads. In rough environments with a variety of surfaces, they will have three fingers with ribbed cranium designs like the one shown above, which makes it so hard to see them that their pray often is never aware of them, until it's too late. Their behavior and appearence are influenced by the host that carried it. Out of a human, it will normaly crouch low or even go on all fours. If it came from a dog, it will walk on all fours more often and be extremly tempramental. Another example is the Predator, in which case it will take on a few of it's characteristics. This allows for a variety of different breeds of this alien, for while they all share the same basic appearance, they can have different attributes and behaviors.
Back to top Go down
View user profile http://ultimateshowdown.forumotion.com
Goji3754

avatar

Posts : 671
Join date : 2007-11-10
Location : Eating other micro-organisms in the ocean

PostSubject: Re: Creature Legend   Sat Dec 22, 2007 4:05 pm

ALIEN Queen:



The controller of the nest and it's soldiers, the queen lays the unlimited eggs that contain facehuggers. Queens are very large and powerful. In it's embryotic stage, the queen takes days, weeks, if not months to mature enough to burst from it's host's chest, allowing the host to travel and starting a new nest in an entirely different location. Queens can start and stop laying their eggs at will, and will often grow angry enough at intruders to fight them herself. All these factors would allow this race of Alien to take over the univers in little over a year, if not contained via massacre from other species. She is exteremly though, vicious, and protective. Queens have an extra pair of smaller arms for close range. Let the challanger beware: If you survive an encounter with her soldiers, never enter the queen's layer alone.

Predalien:



Predaliens are extremly rare. They are created when a facehugger's victim is the Predator. Predaliens later burst from the chest of their victims, taking on the qualities of the predator, such as the dredlocks, mandibles, color, and muscularity. Predaliens are stronger, faster, and more durable than their human/animal-born bretheren, and are even a match for the queen of the nest, if they were ever interested in challanging them. Few who see this creature will survive to tell it.

Predator:



Predators are trophy hunters. Out of an ancient race based on hunting rituals and morals, the Predator will kill anything htat is armed or can defend itself. They see the ALIEN warriors and queens as the ultimate pray, along with humans and a variety of other species of alien, often hunting them for sport or for wright of passage into adulthood. They collect the skulls of their kill, and will use every weapon available to them. Thier most notorious weapons include their plasma-casters (shouldercannons that fire lazers), wicked wristblades and shruiken, a collapsable double-spear, and many others. They use helmets with several different vision modes, and their gear has camoflouge functions in it that make the predators almost perfectly invisible. Sometimes, if they are assigned as "cleaners" to wipeout signs of their existence from unwary planets, they will carry an additional plasma-caster as well as a hand-held one, along with a whip made from several thinned-ALIEN tails which are ultra-sharpened along the edges, so they can rip enemies apart. If they lose, any predator will activate a bomb that will destroy everything within half a mile of their body, taking their own life to leave no eveidence behind. Predators are the number one enemies of the ALIENs, and are the biggest hope for keeping their populations in check.


Barabels:



Barabels are an extremley competitive race. They are very violent, quick to anger, but at the same time, very wise and knowlegdable. They eat almost anything, and have a since of humor only they can understand. They love things that are wierd or rare, so finding something of the kind would be the best way to get on their good side. If you touch a barabel, it will take it as a challenge and attack you, so be careful. Few barabels become Jedi, but some of the famouse ones, like Saba Sebatyne and her son, Tesar, are very well-known for their actions as Jedi.
Back to top Go down
View user profile
Goji3754

avatar

Posts : 671
Join date : 2007-11-10
Location : Eating other micro-organisms in the ocean

PostSubject: Re: Creature Legend   Tue Dec 25, 2007 8:21 am

Ithorians:



Ithorians are strange creatures indeed. They have four throats that when opened, unleash a powerful voice capable of shattering glass and ripping iron. They are quite peaceful. Some of them become Jedi, the most famouse among whom was Roron Corobb, who died in the Battle of Corusaunt as one of the three Jedi defending Chancellor Palpatine from General Grevious and his Magna Guards. He might have survived had he been up against any other opponent in that lightsaber duel, but Grevious revieled his second pair of arms for the first time and struck too fast for the Jedi to defend.


Talz:



Talz are bulky creatures covered in snow-white fur and four eyes. Thier large eyes remain shut during the day, a result of adaptation to the sunlight reflecting off of snow in their native planet. They are intellegent. They take offense when mistaken for the animalistic Wampas of Hoth. They've also left their mark among the Jedi, with a Talz named Foul Moudama, who was one of the three Jedi defending the Chancellor on Corusaunt. Like Roron Corobb, he fell when Grevious revealed his extra arms.

Togrutas:



Togrutas are pack hunters and defenders. They work well in groups, able to formulate plans and tricks to avoid destruction. Their lekku (head tails) are hollow and use echolocation, mainly to fimd empty space in seemingly solid objects. They make impressive Jedi, most notably Shaak Ti (seen above), who failed defending the Chancellor against Grevious but survived. She had already stayed behind Roran and Talz to fend off the Magna Guards, and Grievous killed her companions. Just before their deaths, the Magana Guards backed off and Shaak Ti ran to aid her companions, going faster as she felt the death of Roron. She was weary when she arrived to find her companions dead and Palpatine in the Genral's grip, so Grevious spared her life and placed her in electrochains, leaving her to hang in missery. She survived Order 66, but whether she survived the Great Jedi Purge and her duel with Vader's secret apprentice remains a mystery.


Last edited by on Thu Dec 27, 2007 8:48 pm; edited 1 time in total
Back to top Go down
View user profile
Goji3754

avatar

Posts : 671
Join date : 2007-11-10
Location : Eating other micro-organisms in the ocean

PostSubject: Re: Creature Legend   Thu Dec 27, 2007 8:20 pm

Kaleesh:



Kaleesh warriors are reptilian humanoids with two opposable thumbs and tusks on their upper jaw. They have reddish brown skin and tusks protruding from their upper jaw, chin, and mandible, and pointed ears and their noses are strecthed up towards the eyes. They view war as an essential practice and have a large emphasis on honor. They often carry lazer rifles, Lig swords, and spears. A notable Kaleesh was General Grevious. The General was involved in a crash during the Clone Wars that mortally wounded him, and the seperatists found and gave him a new mechanical body, and he was instructed in Lightsaber combat by Count Dooku. He progressed to a profound level in his training, and held his own against seven Jedi in the Battle of Hypori. He killed three and mortally wounded four, and would have finished the job had a heavily armed rescue team not arrived just in time. He was severley damaged by Mace Windu, who crippled his chest with the force, and thus was unable to fight as well in the Battle of Utupau, where he was killed by Obi-Wan Kenobi.

Killiks:



Killiks range from a variety of sizes and colors, the latter of which depends on the nest of the Killik in question. There are hundreds of different nests, spanning across worlds beyond the Outer Rim of the galaxy, called the Unknown Regions. They are concentrated in the Utugetu Nebula, which consists of a large planet of the name Woteba, surrounded by several smaller planets of different names, which are named after the nests that reside their, such as Unu, Wuluw, Saras, and many others. The most dangerous of these nests is the Gorog, or Dark Nest. Every nest has it's own collective mind, so what one Killik knows, all members of the nest know. This makes spying very easy for them. All collective minds are driven by a single "will." The Gorog is a very secretive nest, hidden even from the other nests. They act as the unconcious part of the minds of the other nests, very subtley altering their judgment and actions. Whenever they are discovered by another nest, they erase the memory of it so that they remain undiscovered. The Killiks vision of the truth is extremley fluid, often accepting whatever excuse is most desirable. Even in times of war, they do not carry personal grugdes, even against the enemy. They even heal the wounded enemy soldiers. They release a pheramone that absorbs visiters of a nest into it's collective mind, so any organism that spends too much time around the them become, in a mental sense, a Killik, though not physicaly. This still makes them dangerous friends to have, for if a being of special powers were to be absorbed into the collective mind of the Killiks, they would have the entire colony to draw their strength from, whether it be for spells, the Force, etc. They cannot, however, control the Killiks, they can only follow the single "will" that drives all nests, whatever it be at the time, and are suseptable to influence by the Gorog.
Back to top Go down
View user profile
Godzillalien
Admin
avatar

Posts : 598
Join date : 2007-11-03
Location : Atlanta

PostSubject: List of Heartless   Fri Dec 28, 2007 9:27 am

Heartless are hearts corrupted by darkness, and have no body nor soul. They come in a large variety of types, categorized by being Pureblood or Emblem, both reproducing by taking more hearts and transforming them into other Heartless. Emblem Heartless were artificially created and are labeled with a heart symbol. Pureblood Heartless are black shadow creatures with bright yellow eyes. The Heartless obey those with the will to control them. However, in worlds too close to darkness, the Heartless get stronger and become uncontrollable. The Heartless' method of entering worlds is to use the corridors of darkness, an unpredictable pathway that interlinks many worlds


Air Pirate



Air Pirates are winged Heartless that attack with Martial Art like techniques. Even though they can fly, their skills are only really good for gliding.

Air Solder



Winged Heartless. They fly over their enemies and dive to strike them. Their high endurance and quickness make them tough to beat.

Angel Star



Flying Heartless that cast potent spells. They are born of holy spells. They attack from long range with magic. They block physical attacks with their wings, making them difficult to defeat.

Aquatank



Heartless resembling a fish that calmly swim the seas. They are often carry Screwdivers. Leisurely large creatures that do not attack unless provoked.

Bandit



Heartless that can travel through ground, and swiftly attack with their long swords. Attack with caution.

Barrel Spider



Gunpowder barrel turned Heartless. They charge into their enemies and explode. And physical impact or fire will set them off.

Battleship



Heartless that fused together with a pirate ship. They attack with homing and magic projectiles. Attack them at a close range.

Behemoth



Immensely powerful Heartless. With their large frame, they trample enemies, and repel most attacks. Damaging their weak point, the horn, make them lose consciousness. Strike them with potent attacks while they are down

Black Fungus



Hostile Heartless, unlike White Mushrooms. They attack with poison. Defeating them may bring good things, but it is not easy.

Blue Rhapsody




Spellcasting Heartless. They approach their enemies by bouncing about
and attack with Blizzard and absorb blizzard attacks.



(More to come later....)
Back to top Go down
View user profile http://ultimateshowdown.forumotion.com
Goji3754

avatar

Posts : 671
Join date : 2007-11-10
Location : Eating other micro-organisms in the ocean

PostSubject: Re: Creature Legend   Fri Dec 28, 2007 12:58 pm

(You can just edit your post and add in all the stuff)

Tauntauns:



Tauntauns are adapted to cold temperatures, but can easily survive in most other climates. They live mostly on Hoth, a frozen planet so cold that their isn't much life there at all. Though they can get by during the day time fairly well, they often seek shelter such as caves and huddle together during the night. These ceatures are omnivores, eating fungus that grows beneath a layer of frost, or feasting on small animals when no fungus is available. They are mainly prey to Wampas. They are very stubborn and hostile, but can be domesticated it the leader of their herds is trained. They make excellent riding animals and can move quickly through the open, frozen wastelands of Hoth, although closed and narrow areas like buildings or tunnels are harderfor them to traverse, as well as forests. They also have a releativley slow turn rate.

Wampas:



Wampas are deadly, hostile predators that will kill and devour any living thing they can find. They are well adapt to the frozen planet of Hoth. They have white fur that matches snow, and can blend in easily with their surroundings. Some tend to live and hunt alone, but most hunt in packs, staying distant from each other to make it seem like they are alone until the right moment. They are very strong and cunning, often finding ways into the various bases on the Hoth system that noone ever thought about. Consequently, raids occur at irregular intervals, and no matter how high security is stepped up, or how many entrances are blocked, they can always find a way into a base, or a tauntaun cave. They mostly eat Tauntauns, but whenever a potential new food source enters the environment, it is immediatly registered on the tounges of Wampas for "taste testing," as their intellegent prey refers to it, and often passed into their normal diet. Their hunting prowess is matched only by the ALIENs, whom they will fight as soon as they meet, and any prey caught between the two packs will often have to try and wait it out. Their hunting patterns towards humaniod creatures can also be compared to the ALIENs, due to the fact that both creatures severely wound their enemies and carry them off, leaving them stuck/frozen to a wall or ceiling in their nests/caves. The only real difference is what happens to the victim in the time between it's capture and consumption. With the ALIENs, they are turned into hosts for a new ALIEN, then the body is eaten when the chestburster is free of the body. With the Wampas, it is merely hung for later consumption.

Bothans:



Aside from the more canine-like appearance in their heads and the addition of fur, Bothans are quite the same as humans, with the other exeption that they are far more interested in diplomacy and, in times of war, battle tactics. If not for the fur and shape of the head, you could easily mistaken a bothan for a human. They are the highest experts at psychological, emotional, and many other behaviors in any species, and consequently often make perfect or near-perfect predictions in the fields of diplomacy and war. Always be sure to have a Bothan at your side during both such times, for then you can hardly ever go wrong.

Chiss:



For all but their blue skin and red eyes, chiss are incredibly similar in appearance to humans. They have their own government seperate which is in alliegance to the New Republic. Instead of a fair goviernment where all the people can vote and make decisions, they have an Ascendancy, where only the wealthy and high-standing people have the power to influence the government and it's decision. As individuals, Chiss tend to be very resolute and determined, always getting the job done no matter what it takes. Nothing can break their determination. They are very uncomfortable around many other species, especially if the species in question happens to entering their territory, but they have laws against being to first to strike or starting wars.

SYMBIOTE



The term "symbiotes" can refer to any two creatures that can mutually benefit without hurting each other. Here, however, it is refered to in all caps to show this specific kind of symbiote, because it lacks a specific name. This SYMBIOTE is an alien species that must find a host to survive, and incases them in it's black, tar-like form. It provides them with strenght and power, but also feeds off of them, very, very subtley. It also amplifies characteristics such as aggression, anger, and hostility, and often turns it's hosts into the cocky, jazzy, to-cool-for-others kind of guy. It'll seem like fun, until you hurt someone you care about, and them it's a long struggle to remove the symbiote, and if you fail, you are trapped forever in guilt, and in that growing state of aggression. A notable symbiote is the one that attacked to Spiderman, to who it did exactly what has been described. He couldn't stop himself, and hurt someone he cared about, then tryed to remove it at a nearby church. He made the bells ring, which aggitated and harmed the symbiote, causing it to fall off and land on Eddie Brock. The symbiote remembered who Spiderman was, and felt hostility towards him. Eddie gave himself fully to the thing, and armed with rage and Spiderman's secret identity, set out to kill him. It was then that he became known as Venom.
Back to top Go down
View user profile
Goji3754

avatar

Posts : 671
Join date : 2007-11-10
Location : Eating other micro-organisms in the ocean

PostSubject: Re: Creature Legend   Mon Dec 31, 2007 9:26 pm

Their are two kinds of Kraken, and only one of each. They are beyond all mind control, and only obey their original and only masters. One is controled by Davy Jones. The other, by the Atlanteans.

Kraken (1):



The original Kraken, this one's origins remain a mystery. It is an octipus-like monster, large and terrible. This one is controled by Davy Jones. He often sends it out to sink ships when he is interested in recruiting sailors into his twisted crew of men who are turned half sea-creatures. Or, he will summon it when a debt goes unpaid, to kill the man or men who must pay their side of the bargain and send them to Davy Jones's Locker. The Kraken cannot be killed easily, for it must be fired upon by it's own master's command. Nor can it be controled by anyone other than Davy Jones. A devestating monster of the seas that can be summoned to any large-body-of-water location, even on other planets, it can tear ships apart and devour the entire crew. It can be injured, but never will it die, or give up it's task. Avoid this creature at all costs, as well as dealings with Jones, for if this monster is summoned to attack your ship, there is only a fool's hope.

Kraken (2):



This Kraken is also of unknown origin. It is a serpent-like monster with four arms. It can also fire "torpedoes" of ink which blur vision and puncture the skin. It is extremley powerful in strength. The Atlanteans found and captured it, although with a very high death-toll. Due to the Atlantean distaste for surface-dwellers, it was kept alive and placed in a special arena for prisoners native to the surface-world. To the Atlanteans, it is an entertaining method of execution and exellent weapon of war, for nothing can peirce the tough scales on this Kraken, and no weapon is strong enough to deal any blunt damage, nor is any weapon of the surface world able to kill it, even nucleur bombs. However, it is allergic to a certain kind of coral, which the Atlanteans mix with stone to build their structures, keeping it contained. It won't kill the creature, but his weakness to it will tire him out enough to knock him out with prolonged touch. Because of this, the Atlanteans made sure to keep the arena free of growing coral. Like the Kraken controlled by Davy Jones, it also is one of a kind, and can not be controled by anyone other than a member of the Atlantean royal family.
Back to top Go down
View user profile
Godzillalien
Admin
avatar

Posts : 598
Join date : 2007-11-03
Location : Atlanta

PostSubject: Re: Creature Legend   Wed Jan 02, 2008 1:17 pm

Bouncywild



Heartless resembling a monkey. Unlike Powerwilds, they attack from long range with a sling shot They scamper about during battle, making them difficult to hit.


Darkball



Heartless born purely out of darkness. Their movements are unpredictable, as they often make sudden moves and attacks.


Darkside



A giant Heartless that first appeared in the Destiny Islands before it plunged into darkness. They are able to summon Shadows, and rain darkness from the sky.

Defender



Heartless that are heavily armored. They carry an eerie shield with a face that casts Fire and Blizzard attacks, and bites nearby enemies.

Fat Bandit



They are well-balanced offensively and defensively. Besides strong physical attack, they use fire and they block attacks against them. Their slow movement is their weakness

Gargoyle



They can move from one place to another almost without notice. Since they are prone to sneak attack, they often get caught off guard by counter attacks.

Green Requiem



Spellcasting Heartless. They heal themselves and other Heartless with Cure. They are slow-moving, but hover high in the air and absorb most magic attacks.

Guard Armor



It falls apart when it receives damage, but each part attacks individually. When it does fall apart, however, ech pair of limbs acts on it's own.

Invisible



Heartless wielding a large sword. Their winged Heartless can move freely through the air. Besides their sword, they attack with their tail and wings. With their high attack power, they often defeat their foes quickly.

Large Body



Big round Heartless. They seem tame and laid-back, but go berserk when they are angered. With their brute strength, they can inflict great damage, so be on your guard.

Parasite Cage



Not only can these parasitic Heartless emurce themselves in large creatures, they can trap human sized ones as well.
Back to top Go down
View user profile http://ultimateshowdown.forumotion.com
Godzillalien
Admin
avatar

Posts : 598
Join date : 2007-11-03
Location : Atlanta

PostSubject: Re: Creature Legend   Wed Jan 02, 2008 4:00 pm

Pirate



They are quite combative with their swords. They often just focus on the enemies in front, making them vulnerable to attacks from behind

Pot Centipede



Its long body composed of a number of Pot Spiders linked together. Even if its body comes apart, it can regenerate itself by gathering other pots.

Pot Spider



Ordinary pots turned Heartless. They lie in wait as ordinary pots, then reveal themselves and attack when their enemies draw near.

Powerwild



Heartless resembling a monkey. With great physical strength and agility, they often strike with combination attacks. Avoid close-range battles with them if possible

Rare Truffle



Nonattacking heartless that are rarely found. They like to jump, so helping them stay in the air may bring good things.

Red Nocturne



Spellcasting Heartless. While hovering about, they attack by casting Fire. Having low HP, they keep their distance from their opponents, making them difficult to attack. They absorb fire attacks.

Screwdriver



Heartless that acts with Aquatank. Unpredictable creatures, dashing forward one minute, cowardly retreating the next. They are invigorated by the sparks from Aquatank

Shadow



Small Heartless with fast, yet weak attacks. What they lack in size, they make up for in numbers.

Soldier



Heartless that emerge from various places. They are brisk in their movements, and rush into their opponents. However, they are not that tenacious. They often appear in numbers, though they lack teamwork.

Stealth Sneak



A lizard-like Heartless that is able to bend the light around itself to look invisible.

White Night



Their jerky, dancelike attack moves are fairly easy to dodge, but cause large damage.

Yellow Opera



Spellcasting Heartless. Besides attacking with Thunder, they hurl themselves against their enemies. They absorb thunder attacks.
Back to top Go down
View user profile http://ultimateshowdown.forumotion.com
Goji3754

avatar

Posts : 671
Join date : 2007-11-10
Location : Eating other micro-organisms in the ocean

PostSubject: Re: Creature Legend   Thu Jan 03, 2008 1:52 pm

Twi'leks



Twileks are incredibly vain creatures that have a high potential to anger. Their common careers include dancing of various kinds. If you scar or amputate the limb of a Twi'lek, he/she will hold it against you with deepest loathing. Normally, they are very loyal to friends and family. Alema Rar, seen above, was once a Jedi, but since the death of her sister, she grew increasingly angry in her subconcious and soon became a Dark Jedi. She was a Gorog Joiner, until she was seperated from the Nest when a strange animal attacked her. She is currently hunting down members of the Skywalker and Solo family, and anyone who has had good relations with them. The reason is because Leia cut off half her foot, and part of one of her lekku (head tails), and Luke cut a V into her right shoulder, making the arm limp and useless, as you can see from the picture above.

(More coming)


Last edited by Goji3754 on Sun Mar 23, 2008 8:50 pm; edited 1 time in total
Back to top Go down
View user profile
biolante clone

avatar

Posts : 297
Join date : 2007-11-04

PostSubject: Re: Creature Legend   Thu Jan 03, 2008 2:15 pm

b-3 super battle droid



The B3 ultra battle droid was based on the B2 super battle droid model, though it was far larger and bulkier than the B2. The B3 had two large arms fitted with a flamethrower and a wide-spray plasma cannon. Two smaller arms, located underneath the primary limbs, featured deadly rapid-fire blasters, similar to the B2 battle droid. In addition, the ultra droid had a magazine of brilliant missiles located to the left of its large, neckless head. The B3 also had a density projector to increase its weight, keeping it from falling over in combat. It was powerful enough to take on Jedi.

grapple droid



Bigger and profoundly more vicious than its predecessors, the grapple droid was equipped with electrically charged industrial pincers, which it used to crush the life from its enemies. The grapple droid excelled at close-quarters combat and its embrace was quite deadly. They proved dangerously efficient against Jedi, who, if grappled, were unable to use a lightsaber.

Grapple droids were used aboard Invisible Hand where they attempted to stop Anakin Skywalker's and Obi-Wan Kenobi's rescue of Palpatine and in addition to being used during the attack on Coruscant, took part in the Battle of Utapau.

Following the deaths of the members of the Separatist Council by Darth Sidious's new apprentice, Darth Vader, these units were de-activated.
Back to top Go down
View user profile
Goji3754

avatar

Posts : 671
Join date : 2007-11-10
Location : Eating other micro-organisms in the ocean

PostSubject: Re: Creature Legend   Thu Jan 03, 2008 3:25 pm

Fosh:



A sentient avian species, Fosh are mysterious creatures. Their planet of origin is unknown, forgotten by even their own race. Their bodies are very frail and they tend to shy away from combat, but will fight if nessecary. The chemicals in their tears release pheramones that attract any species of the opposite gender, and are quite useful in making enemies reluctant to fight, so a female Fosh, for example, would have the advantage over a male enemy if she was willing to fight, for Fosh can release tears at will without truly crying. The same would go for a male Fosh if he fought a female enemy. They are very agile, and have feathers protruding from the skull that can change color to reflect thier moods. Green, for example, is inquisitveness, thoughtfulness or amusement, orange was happiness, and gray was anger, disgust, irritation or seriousness. Vergere was a powerful Fosh Jedi during the Clone Wars, but sometime between then and the Yuuzahn Vong War (New Republic era), she became a Sith. Noone knows when, even Jacen Solo, the son of Han and Leia, detected no hint of the Sith within her, even as he became her apprentice, but it was then that she started showig the most subtle signs of being one. But she was soon revealed to be one, nevertheless. Her favorite method of teaching was to talk in cricles and launch a string of debates about whether or not teh Dark Side actually existed, or what the Jedi feared was simply the true nature of the Force. It was a common method of a Sith teacher when corrupting a young Jedi, causing him or her to doubt the Jedi belief in the Dark Side. This string of debates proved a much more effective and quicker way to lure Jedi into the Dark Side than simply telling them what to believe. Famouse things that Vergere said were things like: "Is that what the teacher teaches or what the student learns?" or "Everything I tell you is a lie. Every question a trick. You will find no truth in me." A common Sith tactic to confuse Jedi and make them more suseptable to the Dark Side.
Back to top Go down
View user profile
Goji3754

avatar

Posts : 671
Join date : 2007-11-10
Location : Eating other micro-organisms in the ocean

PostSubject: Re: Creature Legend   Wed Jan 09, 2008 5:49 pm

Dragons:

Dragons vary greatly in size and shape, and a few have unique abilities. Some are quite sentient and wise, but others are animalistic and sometimes even monstorous.


Dragons of the Auld Code:



This breed, known as Auld Code Dragons, are known for their involvments and alligances, even freindships, with knights of the Auld Code, from which they get their name. They are sentient creatures able to speak in human tounges, and are bound to watch over humans and see that they never fell into chaos or tyranny. These dragons breathe fire out of their nostrils and can split their heart to give to a dieing human to save him. These humans must have pure hearts, however, for if their hearts are filled with corruption, the dragon's soul will disapear when it dies, as athough it never existed. If the human's heart is pure, then the dragon will move onto the afterlife. Through sharing a heart, the dragon and human share their pain and strength, but to kill the human, you must kill the dragon. All dragons have the ability to breath ice, but only a few can tap into the appropriate lung for doing so. As a consequence, very few are able to use this power because it is difficult to locate the ice lung.

Alagesiea Dragons:



Alagesiea Dragons are capable of magically bonding with humans when certain spells are cast over their eggs. They only hatch when they feel the presence of the person they are then destined to bond with, and when they touch that person, the person becomes a Dragon Rider. Dragon Riders can communicate with their dragons telepathically, as well as with other people and animals, and the same goes for their Dragon. Also, magic comes from these dragons. The rider is provided with this magic and can use it for spells, which drain his phisical strenght like it would if done without magic, but the rider can rely on it's dragon to support him with it's own strength. Also, the dragon has powers of it's own, for by touching anything with it's nose, it will effect the object/organism in question in ways the dragon cannot predict, if anything happens at all.* If either the Dragon or Rider dies, the other will usually die with it or go insane, unless the bond is severed by the human or the dragon when one or the other expects to die.* The emotions of both rider and dragon regarding any person are influenced by their bond as well, so both must be careful about chosing friend or foe. Alagesia Dragons come in many colors and the color of the rider's blade is traditionally the exact color of the dragon the rider is bonded to.

*1. This is according to the book Trilogy called Inheritance. Book one is Eragon, two is Eldest, and the third had yet to be released. But the movie to Eragon changes this detail to the magic powers of the dragons being in a special breath of the Dragon.
*2. This is also according to the books. The Eragon movie was changed to say that the only joint death is if the rider dies: The rider will live on if his/her dragon is killed, but when the rider dies, so does his/her dragon.

Serpentile Dragons:



Serpentile dragons range in abilities and detail, but all share the same basic appearance: Long, slender body with no legs, usually no wings, often green, sometimes different colors. Very few of these dragons have wings, and even fewer have two mouths. Some of them are sentient, others are not. These are easily some of the most dangerous dragons to fight, so stay clear if you can.

Non-sentients:



Non-sentient dragons are savage and animalistic, prone to fury and will eat just about anything, be it cattle, humans, or ashes. They appear in many forms, sometimes sepentile, sometimes with four legs, other times with two and taloned wings. Beware them above all other dragons, for they are quick to lash out with flame and claw.

Undead Dragon:

(No Image Available.)

Few tails survive an encounter with a non-sentient dragon. This paritcular dragon roams Middle-Earth's darkest realms and is hard to find. There are very few sightings, and those who survive to tell it caim that it is undead; a prowling corps with exposed bone along the tail and spine, black scales, and several large holes in it's wings. Whether this dragon is truly undead or just appears that way is a mystery even the best dragonslayers are content to leave a mystery.


Last edited by on Sat Jan 12, 2008 9:31 am; edited 2 times in total
Back to top Go down
View user profile
Goji3754

avatar

Posts : 671
Join date : 2007-11-10
Location : Eating other micro-organisms in the ocean

PostSubject: Re: Creature Legend   Sat Jan 12, 2008 9:17 am

Forces of Mordor-

The barren wastelands of Mordor are home to an evil entity known as Sauron, and his many servants and armies. The country itself is a dark and vile place, incapable of sustaining the pure. Only the darkest creatures survive their: orcs, goblins, wargs, the Nazgul and their Fell Beasts, as well as oliphants.

Nazgul:



Nazgul are servants of darkness. They were once men, great kings of men, but were blinded by their greed and lust for power when a dark entity, Sauron, gave to them each a ring of power. One by one the nine kings fell into the darkness and were corrupted. They cannot be killed, and will never stop hunting those they are sent after. Their very presence drains all hope and light from those near, and while they cnnot see very well, their sence of smell is all the stronger for it, and can see very clearly those who wear one of the rings of power. Each of them carries a fate worse than death: special blades known as the Morgul Swords. Their victims are poisoned and corrupted by them, transforming them within mere days into more Nazgul, albiet less powerful. Beware the Nazgul screach, for it peirces the mind and drives fear into the hearts of those who hear it, and as the darkness grows, so does their screach become more powerful, more filled with malice, stronger in the powers of fear.

Fell Beasts:



Fell Beasts, in spite of their appearances, are not dragons. They are really a type of bird, corrupted by darkness and torture many centuries ago. They are the winged steeds of the Nazgul. They can be killed, but it is never easy. They are very destructive and their stench paralyses all who are near, making the Nazgul and they themselves all the more dangerous. They obey only the Nazgul and cannot be subjected to any other's control, though there may be a few outside the control of Sauron and the Nazgul...

Orcs and Uruk-hai:



Orcs are a foul species, senitient but savgage, twisted, and cruel. They all share the same basic shape, but all have different deformations in the face, and are normally very hidious. Their stronger, bolder, and fouler companions are Uruk-hai. Both creatures are wicked, torturing prisoners in cruelest manners or taking no prisoners at all and killing all they can. These creatures were once elves, many centuries ago, but they were tortured and mutilated to the point of no return, and now even their descendents are orcs. Orcs and Uruk-hai often clash with each other, so a good way to espace captivity is to get the two races angry at eachother and start a battle between them, and while the one holdingthe keys to your prison is killed, try and get his keys, then cut your bonds on his blade. They have significant animosity towards humans and will either kill or torture them on sight.

Cave Trolls:



Their was a time when Trolls were free-roaming, stupid, and turned to stone when caught in the sun and could never return to normal state. That race of troll is gone now. Now they are stronger, smarter, and able to walk in the daylight due to Sauron's foul work. Cave Trolls are destructive, angry creatures that range in size, but never as short as a man. They work as soldiers of Sauron, and are very powerful in regards to demolition and massacre, though they often end up killing a few of their own army in their mad fury.

Wargs:



Wargs are foul wolves in the service of orcs. They are riding animals that can be tamed, but are highly intellegent. Very seldom are they seen on the side of any other race besides the Orcs or Uruk-hai. Their ravanous appetite for flesh, blood, muscle, and bones. They often fight amongst each other, but will always cooperate in battle. When an orc is killed, the Wargs will do it the honor of eating it's corpse, a satisfactory and desired disposal for both races.

Oliphants:



Oliphants, otherwise called Mumukil, are extremley large versions of elephants. They each have six tusks and are very powerful. Mounted on their backs are the Haradrim, a race of humans who've plegded alligance to Sauron out of their hatred of enemy countries and hope for being spared his wrath. Oliphants are often tortured by the Haradrim and Orcs, and are trained to turn their anger on the enemy of the Haradrim, showing no mercy.

Balrogs:



Balrogs are perhaps the most terrifying creatures of the deep worlds. Creatures of shadow and flame, they are extremely rare creatures who will serve noone but themselves, or the darkest evils like Sauron. These large creatures can create any weapon out of fire, whether it be sword or whip, or more modern technology. Only one person has been known to slay a Balrog, and he was a powerful wizard known as Gandalf the Grey. For everyone else, to witness a Balrog is to flee or die.


Last edited by Goji3754 on Wed Mar 12, 2008 4:53 pm; edited 2 times in total
Back to top Go down
View user profile
Goji3754

avatar

Posts : 671
Join date : 2007-11-10
Location : Eating other micro-organisms in the ocean

PostSubject: Re: Creature Legend   Tue Jan 22, 2008 5:55 pm

Zabrak:



Zabrak are creatures of fierce determination and strong wills for independence. They have vistigial horns that crown their heads and eye colors thatn humans don't have. They have two hearts, but the destruction of even one of them would cause a slow death, because they must be synchronise in their operation for the Zabrak to survive. They often have facial tattoos or war paint. Two well known Zabrak are Darth Maul, the Sith apprentice that killed Qui-Gon Jinn, and Marris Brood, one of the first Jedi to recover from the dark side and a surviver of the Great Jedi Purge. Marris Brood may have fought Darth Vader's Secret Apprentice.
Back to top Go down
View user profile
Godzillalien
Admin
avatar

Posts : 598
Join date : 2007-11-03
Location : Atlanta

PostSubject: Re: Creature Legend   Wed Jan 23, 2008 6:00 pm

Mothra Larva



When Mothra 1st hatches from an egg, this is how it looks. Big, and slow. But is that bad? No. Mothra Larva are normally more durable then their adult counterparts, and can spit silk out of their mouths. Some are also known to burrow, and they come in many sizes are shapes. And they an turn into many kinds of Mothras.

Mothra Nymph



This Mothra lacks many qualities of the others, but in defence, are able to fire stingers out of their abdomens to defend themselves, an ability absent in other Mothras. They are also faster and more agile then others, and can land on treetops and boulders without disturbing them to hide from foes.

Mothra Imago



This is the most common Mothra. It can generate Hurricane Winds by flapping their large wings at high speeds, and can even throw their scales as a defence. Their long legs are good for grasping things, as well.

Aqua Mothra



Sometimes, Mothra Larva make their coccons in a lake, or a river, or even on the indigo waves. If water is found by a developing Mothra, this is the result. They cannot fly, but can swim at very high speeds. They can also use water to generate Pressure Fields around themselves for shielding.

Light Speed Mothra



This Mothra has no projectiles. No shielding. They don't even have proper legs. But, they fly so fast, they don't need them. Their top speed is 186,282.397 Miles Per Second, and there is legend that one flew fast enough to time travel.

Armor Mothra



This Mothra is one of the most powerful. Their hard exterior is resistant to most offences, and they can manipulate light with special cells on their metalic skin. This results in the power to fire concentrated light from their forehead.

Battra



The Battle King of the Insects, they are able to take Armor Mothra to the extreme. Even without the special armor, this mutated Mothra, AKA the Black Mothra, is able to bend light at will. This results in powerful blasts of purple light from his eyes, and red bolts of energy from his horns.
Back to top Go down
View user profile http://ultimateshowdown.forumotion.com
Goji3754

avatar

Posts : 671
Join date : 2007-11-10
Location : Eating other micro-organisms in the ocean

PostSubject: Re: Creature Legend   Wed Jan 23, 2008 8:02 pm

Rancor:



Rancors a large creatures of carnivorous diets. They are actually quite docile when not hungry, but some people who have managed to train rancors, such as Jabba the Hutt, go to extreme measures to provoke vicious behavior from them as an entertaining method of disposing of their enemies.

Bull Rancor:



Bull Rancors are larger versions of the ordinary Rancor. Bull Rancors are adapt to the strange world of Felucia, using thier tusks to dig out and eat the roots of plants when live prey was scarce, as well as to kill enemies and food. Their greenish skin color comes from eating the fungi-plants.
Back to top Go down
View user profile
Goji3754

avatar

Posts : 671
Join date : 2007-11-10
Location : Eating other micro-organisms in the ocean

PostSubject: Re: Creature Legend   Mon Jan 28, 2008 7:02 pm

Terminator:



Terminators are assassin andorids. They are nearly impossible to kill, but can be crushed by extremely heavy or powerful machines, destroyed by extremely powerful explosions, killed by special lazer guns, or melted in extreme heat. They are the ultimate weapons for killing any species, but they can be captured and reprogramed as defender droids or soldiers for whatever side. They were organic skins and muscles to disguise themselves as humans, but dogs can tell Terminators apart from humans and will bark if one is near. Always be sure to have a dog with you when you know you will be up against one of these.

T1000s


Terminator 1000s are masters of disguise and death. They are able to take the form of anyone they come into physical contact with, and usually kill and hide such people to stop any confusion. They are composed of liquid metal which can re-meld into the android when seperated or bent out of proportion. The T1000 can change the shape of it's limbs into simple weapons such as swords, spikes, knives, any kind of blade or club, but cannot form explosives or guns; those are too complex. They can be destroyed by being melted in lava or even hotter liquid metals, or taken down on molecular levels.

T.Xs



T.Xs are the best models of the Terminator droids. They can form complex weapons like lazer guns and flamethrowers. Like the Terminator 1000, they are composed of liquid metal and can shape-shift into different people, which is also how they can form their weapons. They can also transform their right hands into needle-like appendages that take control of other machines by injecting remote-nanites into them. The T.Xs are also part solid metal, so they can be destroyed by sufficiently powerful explosions.
Back to top Go down
View user profile
Goji3754

avatar

Posts : 671
Join date : 2007-11-10
Location : Eating other micro-organisms in the ocean

PostSubject: Re: Creature Legend   Fri Feb 01, 2008 8:44 pm

Execution Beasts:
More than just Rancors are commonly used in execution for entertainment. Many docile or herbivorous creatures are tortured into aggression. This cruelty is visibly reflected both by their "trainers" and the animals themselves in the arena.

Reeks:



Reeks are docile, herbivorous creatures from a planet called Ylesia. Naturally, their skin is all brown. But they can not only be tortured into aggression, but also starved into carnivorous diets. This unusual diet will soon turn their backs red.

Acklay:



Acklay are big time predators and are also naturally very aggressive and territorial. They have very long, sharp claws for legs that can easily puncture stone and metal. Found on the aquatic world of Vendaxa, they can also survive suprisingly well on worlds such as the desert planet of Geonosis and the strange, fungal world of Felucia. They are easily provoked into attacking and those who are caught in a fight with even one have very small chances of surviving, especailly against one who was tortured into arena combat.

Nexu:



Nexu are feline creatures native to Cholganna. While aggressive and normally eating smaller prey, they can be tortured into gladiator-style executions, or gently and gradually trained as security beats and patrol. Their claws can cut a human in half easily, depending on how close the victim is, and the spikes on thier backs discourage attack from overhead. Be careful with these.

Sarlaccs:



Sarlaccs are immobile creautres in their adulthood, reproducing by launching spores into space, which spread through the galaxy, find planets, gorw, and consume a single meal before they dig themselves into the ground and feed on whatever is in the range of it's tentacles or is unlucky enough to fall in. What appeares to be a mouth in it's center is actually a tounge (with another tounge inside it) that consumes it's prey. It has a primary stomach and secondary stomachs, and can mash prey into the walls, literally infusing them with the stomach, to make room for more food. Any victim of the sarlacc is tortured from the inside and out, being dissolved over the course of a thousand years by the acid in the stomach, and also injected with acid blood by small vessels. These vessels also inject nutrients that can keep the victims alive until the victim is fully digested. In order to ensure the victim cannot fight against the pain and break his way out, the sarlaccs can generate telepathic torture. It gains knowlegde from it's victims and can use their memories to telepathically imprison the minds of their victims, inducing them with the wrost nightmares they can find and causing them to see things that aren't their. The sarlacc also has roots which can suck nutrients and fungi out of the ground when food is unstable. These factors make sarlaccs a favorable method of entertainment. Sarlaccs prefer moist or aquatic planets, so it is uncommon for one to grow in dry places like Tattooiene. The only known surviver of a Sarlacc would be Boba Fett, who used his gear and weapons, as well as his superior trainnig in both mental and physical training to escape the sarlacc's belly, years after he fell into it.
Back to top Go down
View user profile
Goji3754

avatar

Posts : 671
Join date : 2007-11-10
Location : Eating other micro-organisms in the ocean

PostSubject: Re: Creature Legend   Fri Mar 07, 2008 9:38 pm

Dementors:



One of the most foul creatures of the galaxy, Dementors are cloaked, terrifying creatures that feed on every happy memory, every cheerful emotion in there presence. They drain positive emotions from their victims until they are left with only their deepest and darkest memories and emotions, their angers, their fears, their hatreds. They have an especially powerful effect on those who've lived tragic lives or experienced horrors that most others cannot imagine. Their very presence freezes water and frosts windows, their boney, scarred hands are a horrid sight to behold. Fear is the dominant emotion wherever they go. But the worst thing about them is the Dementor's Kiss. After an extended period of draining all positive emotion from their victims, they are able to suck out it's soul and feast on it. Beware: dementors will not distinguish between the one they hunt, and those who get in their way. They do not forgive. They can be repelled, however, by the Patronus Charm, or a spell that requires the user to channel it's happiest memory through him, let it fill him up, and cast it out as a sheild that the dementors feed upon rather than the victim itself. The memory will still be in the mind of the user, as well as the emotions attached to it, so it can be used repeatedly.

Hippogriffs:



Hippogriffs are very proud creatures. Graceful, easy to get along with, but proud. Never insult one, or it might rip you to shreads. These bird-like beasts require a being to bow to it before coming closer. If the hippogriff bows back, it signifies that it trusts the approacher enough to let it come closer, even pet and ride him. Riding a hippogriff is very unsteady at first, but can be gotten used to. Just don't pluck it's feathers or insult it, and you'll be able to get along with one just fine.
Back to top Go down
View user profile
Goji3754

avatar

Posts : 671
Join date : 2007-11-10
Location : Eating other micro-organisms in the ocean

PostSubject: Re: Creature Legend   Sat Mar 08, 2008 1:49 pm

Benders:



Benders are humans gifted with the ability to influence the four elememts: Air, Water, Earth, and Fire. They are mostly content to live on Elemis, their home planet, and do not bother with many technological advancements. They prefer to use their powers and live close to nature. Airbenders and Earthbenders can influence everything their name implies, wind, or earth. Waterbenders can also control ice and steam and freeze water. Firebenders, the more skilled ones, can create and control lightning.
Back to top Go down
View user profile
Goji3754

avatar

Posts : 671
Join date : 2007-11-10
Location : Eating other micro-organisms in the ocean

PostSubject: Re: Creature Legend   Mon Mar 17, 2008 9:10 pm

Shades:



Shades are literally magicians or sorcerrors of any species. Magicians, wizards, and sorcerrors rely on the energy of spirits to cast their spells. When one delves too deeply into dark magic, and summons an evil spirit too powerful for it to control, the spirit summoned will take over and completley fuse with the person that summoned it, turning him into a Shade. Shades have blood red hair and are never trustworthy. They can only be killed when stabbed or shot in the heart. If they are mortally wounded, such as by a shot to the head or chest, the simply evaporate and rematerialize later, becoming more powerful.

Urgals:



Urgals are a violent race of near-humans. Most of the year, they have large horns on their heads, like those of goats or rams, only bigger, but do shed them during the fall. They are brutal, violent, and angry. But most of all, they are fearful of the human race. Their war-like culture makes peaceful co-existance with humans nearly impossible. They are very loyal to those who have killed many, or those who have become legendary war heroes, even if they are outside their species. Their larger, more violent, stronger subspecies is the Kull. Urgals will not fight with any technology above the simple swords, bows and arrows, catapults, or anything of that simple nature. Don't try to push new technology on them. They won't know how to use it, and will probably just rip it apart.

Raz'ac:



A confusing mix of foul birds, humans, and locusts, Raz'ac are vicious creatures that hunt humans for food and for sport. They are human in shape, but in shape only. They often were some kind of mask to hide their faces. Their foul odor paralyses those of weak minds and wills, driving fear into those they hunt. Raz'ac are the infant forms of the Lethrblaka, which is ancient language for bat, or leather-flapper. More information on the lethrblaka shall be released later.

(Check back to this post when/if Eldest, book 2 of the Inheritance trilogy, is released as a movie and pictures of the Lethrblaka are released.)


Last edited by Goji3754 on Tue Mar 18, 2008 11:14 am; edited 3 times in total
Back to top Go down
View user profile
Goji3754

avatar

Posts : 671
Join date : 2007-11-10
Location : Eating other micro-organisms in the ocean

PostSubject: Re: Creature Legend   Tue Mar 18, 2008 8:07 am

Skeksis:



Among the foulest creatures known in the galaxy are the violent skeksis, bird/lizard like creatures who cheat death and have disgusting diets, no table manners, and who contest or fight each other to determine their next emporer. They have multiple ways of cheating death, the two most notable have been seen by the human eye and lived to tell about. Other, smaller ways have been described in the diaries of those who either never returned or died shortly after reaching home. One way is to drain the essence of a certain few creatures, ad that essence is drunken by the emporer to test on to make sure it can make him young again. Another is by The Ritual of the Sun. The skeksis gather around a strange, dark-purple crystal that hangs above a shaft of air and fire. Above this crystal is a window. Every day, at noon, the greatest of the three suns climbs just above that window, and shines it's light down through the crystal, which in turn redirects the light into the eyes of the skeksis, preserving them in their age and holding death back. When a skeksi dies, it crumbles into a powder and clods of it's former self, and the remains are thrown in little pits of fire and acid.

Mystics:



Far away from the castle which is home to the fould skeksis, in a place of wonder, a place of mountains, deserts, plateus, swamps, and forests, live the wise and powerful mystics. They are a gentle, passive race of lizards, old and with four arms and two legs. Their population count is always an exact match to the skeksis', for they were once one creature, an entirely different species from both of them, before, in their arrogance, they cracked the Crystal of Truth, and a single shard was lost. Then, each member of that species was split in two, becoming the skeksis, and mystics. The mystics were banished from the kingdom, but whenever one of either creature dies or is injured, so is one of the other. The mystics have long awaited the fullfilment of a prophecy that would rebind both creatures. Their voice alone, in singing, holds magical powers.

Gelflings:



Gelflings are nearly extinct from the galaxy, and very little is known about them. It is known, however, that only the girls have wings and can fly.

Fizzgigs:



Appropriatley named Fizzgigs, these creatures are little dog-like hairballs with huge mouths for their small bodies. They can be a little on the tempramental side, quick to anger at times. They have a small tail and only two little stubby feet, so they get around mostly by leaping and rolling. They make great pets, in spite of their sometimes-short-tempered-nature.

Landstriders:



Landstriders are great riding animals that move very quickly. Even wild landstriders can be called upon and ridden, if you know how to summon them. However, they are not very good in a fight.

Garthim:



Garthim are mindless, savage warriors that serve the skeksis. They are incredibly tough and their shells are virtually impossible to penetrate, as are the rest of their bodies. They are very formidable opponents and their numbers range in the hundreds, a small number for an army, but even then they are very effective against even the biggest military with the most advanced weaponry.

urSkeks:



urSkeks were the noble creatures that existed before the Crystal of Truth lost it's shard and became the Dark Crystal. In an attempt to perfect themsleves, the urSkeks broke the crystal, perhaps looking for the source of it's power so they could use it. However, this did not have the intended effect. Each member of the urSkek species was divided into two very different races: the violent Skeksis, and the wise Mystics. There is a prophecy that a Gelfling will reunite the Dark Crystal with it's lost shard and by so doing fusing the skeksis and mystics back together and once more allowing the urSkeks to come into being.

When single shines the triple sun,
What was sundered and undone,
shall be healed, the two made one,
by Gelfling hand or else by none.
Back to top Go down
View user profile
Goji3754

avatar

Posts : 671
Join date : 2007-11-10
Location : Eating other micro-organisms in the ocean

PostSubject: Re: Creature Legend   Tue Mar 18, 2008 12:13 pm

???



Dubbed "LGM" or "Little Green Men" by many, their nickname is a horribly inaccurate jest. These mysterious beings have only been seen a few times in the known history of the galaxy. Not at all little as their nickname implies, these tall, skeletal beings are hostile to all species of the galaxy. When they invaded Earth, it was observed that they used scare tactics, including crop circles used for landing zones (landing usually in 1 mile radius of any circle), and could camoflouge themselves at will. They do not ordinarily let themsleves be seen, and there very presence strikes fear into anyone, everyone, and every species of the galaxy. They use hand-to-hand tactics, and cannot be harmed by many objects. They are problem solvers, whenever something stops their advance, they find a way around it. They only let themselves be known through sounds. On a radio, they can be heard talking in their eerie, cryptic language, and when prowling around, the terror they create is unimaginable. Even animals become more aggressive, sensing their danger, lashing out at everyone, even their masters. No weakness as of yet has been found. Oh, and they have little spikes on the underside of their forearms that emit poison gas, and they mostly come out at night to harvest other life forms. Sleep tight, if you can....
Back to top Go down
View user profile
Sponsored content




PostSubject: Re: Creature Legend   

Back to top Go down
 
Creature Legend
Back to top 
Page 1 of 2Go to page : 1, 2  Next
 Similar topics
-
» The Legend Of Zelda: Lua's Curse
» Impa (The Legend of Zelda: Ocarina of Time)
» Legend of Korra RP
» Legend of the Pieman
» The Legend of the Djinn

Permissions in this forum:You cannot reply to topics in this forum
The Ultimate Showdown :: Profiles :: Profiles-
Jump to: