Mobspawned: DCMM Monster Manual

Or they just like to talk, period.
stalker59991
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Mobspawned: DCMM Monster Manual

Postby stalker59991 » Fri Jul 21, 2017 12:59 am

Greetings friends, given my new roleplay setting, DungeonCon: Minion Manacles, it seemed fitting to have a bestiary of the monsters and things that appear, a bit of lore goes a long way hehe. Obviously the pages will be filled as they appear within the role play, so for the moment we shall only have two to start with as the other mobs while hinted have yet to be seen or interacted with. Of course for this sort of bestiary there will be points to explain.

Also to note, I would not object to suggestions for the Dungeons or the world if anyone has a fun idea, feel free to chip in. I will not promise it will show up though in the roleplay i will make obvious note of it at one point or another.

'Class' determines what sort of creature it is, you have
"WIld", which are in the story of the world natural born monstrosities or creatures out in nature unaffected by an outside source of magic. Creatures to fall to this would be the likes of wolves, bears or others.
"Brewed" means a creature created by means of magic or science over period of time. But it must be a creature of organic and growth nature, so things like living armor or golems would not count as such.
"Forded" is the same as Brewed, except the creature is 'built' using inorganic components such as the mentioned golem or armor.
'Mystic" means creatures born naturally but with supernatural elements. A feline that can talk, a bird that can lul you to sleep or the likes.
'Feyborne" are creatures that come from another realm of magic, their normally mischievous but lovely as well.
'Emperor/Empress", this is a rarer class for those created by great magical resources, they are 'abstract' and are neither organic, magic or inorganic, furthermore they have the ability of enslavement or control over both matter and the living in some form


Race: Dungeon Core
Class: Emperor/Empress
Gender Differences: Dungeon cores do not have 'genders' but they do mimic them, as a matter of preference.
Features: Dungeon cores have the ability ot create matter as long as they know how to make it and to take matter they have as 'resources' into other objects. They can also create creatures as long as they have one 'tamed' as a seed base or blueprint, or from creating it using its resources.
Loot: Dungeon cores are large sized gems of great magical power and function, to kill one for its loot is simple enough, break the gem or separate it from its dungeon walls floors and ceiling and its as effective as ripping a heart out.
Appearance: All cores differ depending on the gemstone that they are made from. Virtually all Cores can be any type of gem, though the rarer crystals will naturally higher output of power and magical abilities. Over time they can materialize a 'body' to interact with their physical dungeon or with those inside it. Once again the materialized body depends on what they use to form it, being as simple as a few moving bits of metal or complex as a full organic body of some creature. Again though it depends their preferences and resources.
Likes: Raw materials, creatures that are submissive to them and Heroes/Dungeon Crawlers.
Dislikes: Heroes/Dungeon Crawlers. Their dungeons being damaged greatly or creatures trying to go for their core gems.
Social Natures: Once more like many things about Dungeon cores this depends on teh Dungeon in question. Once they have matured enough, Dungeons personalities can vary as much as any person. For the most part their 'social nature' is more like master and pet to the mobs within its dungeon, and a creature of challenges inviting people to give their tasks a try. Its been said the best way to befriend a dungeon is to offer it material its never seen before in great amounts, to tame creatures of rare natures and offer them or agree to become a minion or mob oneself.
History: Dungeon Cores are products by powerful wizards and witches. While not considered an overly advanced spell and project, many of the magic community consider crafting a high level core a point of bragging rights. They are made from a gemstone infused with soul and magic power under careful ritual and conditions. At one point they said there were hundred of thousands of Dungeons made by Cores, but they in a way became an endangered species from greedy adventures, so now the race has a slight 'protection' upon them, namely a royal family of the land the dungeon core is centered must give permission to the cores death. In the world for the most part Cores come in for categories, a "Beginner" Core is teh lowest ranked, growing strength and resource management the slowest, but as a quick learning curb. "Smooth" is the term for the second ranked cores, created by rather skilled magic user, they have higher output of magical energy at the cost of slower growth in maturity of their intelligence. 'Polished" is the term for Cores made by higher class wizards and witches and are the slightly rarer kind. They have a varying degree of balance in magic, material and maturity development. The last category is the 'original' Dungeon Cores, 'Primordial" these four were the first cores ever made, by a vastly powerful wizard who was said to be on par with great Deity forces of nature. As the first and most powerful Cores they seem to be able to handle themselves at a level past the other lower ranks, creating and gathering resources and items and mobs as much as a person breaths in their lives. Each of the four Primordial's like all other cores Vary, but they seem to share an unspoken rule to enslave over killing, though its noted two of them follow this rule a bit more rarely.


Race: Galleta Dwarf
Class: Mystic
Gender Differences: They have humanoid appearances, so the obvious gender differences are apprent, however Males have hair threads in shades of crimson metal, where females have platinum
Features: Decedent from Dwarf's, Galleta Dwarfs have great physical strength, even the frailest Galleta can easily bend tick bands of steal with their hands. Their skin and hare have become metal as well, the common color for their flesh being shades of metal grey or silver and gemstone colored eyes. They have innate sense with metals and can forge or alter them with any tool they wield.
Loot: While grim to think about, Galleta's skin can be forged into armor of great value. But given the rarity of the race this is an outlawed pratice in most kingdoms
Appearance: Galleta Dwars are short and stout humanoids, at average they stand at four and a quorter feet tall, with thick powerful limbs. Their skin and hairs are in fact livign metal of some kind, it still acts as skin, if a little harder to cut into but they are not invulnerable to piercing and cutting wounds it just takes more effort then normal to cleave into it. Each stand of their hairs are at least a few inches wide and grow, when cut, once more with a bit more then average effort their hair becomes normal metal of their color type. The purity of this is related to how clean the Galleta is before their hair is cut.
Likes: Metals, forging, building, well designed and built tools and raw ore
Dislikes: Shoddy built tools and armor, leather, Galleta hunters and the cold (it causes them to feel stiff and makes their joints sore)
Social Natures: Galleta's are not unsocial by normal standards, but they are rowdy and with a short temper. If one can prove trustworthy and honorable here is nothing to fear and you can expect a great friend and aid in a Galleta. On the flip side if you continue to anger them ti is not unheard of for their homes to be decorated with statues in the persons image...which is actually the person sealed under heavy magical shell for who knows how long, if ever to be freed. They enjoy drinking warm beverages, strangely of dairy products as opposed to their Dwarf kin who enjoy their alcohol, but they don't mind mixing the two either.
History: Galleta Dwarfs are one of the first rare species born within the Primordial Dungeons, its not known how or why, but when Dwarfs began to make these dungeons their homes and become their Mobs they became this variant becoming one with their favorite resources. Their aggressive nature has been turned towards creating tools of great value and function, as well as the punishment of those who just outright enrage them by sealing them in seamless statues skin tight and immobile. Many Galleta Hunters out for their magical hair and flesh who failed to kill a Galleta have found themselves in turn sold on the naughtier slave market as punishment decorations for their new owners, or test subjects for the less lethal, but still intimidating weapons and toys.


Race: Honeybae Drone
Class: Brewed
Gender Differences: Honeybae Drones are all female
Features: Honeymancy, cotton and aphrodisiac production and hive functionality
Loot: Honeybae Robe, Baeball and rarely a Honeybae charm. The Robe is not an acual part of a honeybaes body, and in fact can be removed safely without terminating a honeybae's life, but this does leave them vulnerable and weak till they can create a replacement or a suitable temporarily cloak can be acquired. Baeballs are their projectiles, its easy to get a large amount of them if one lures their shots to hit a handful of flower petals as the baeballs become safe in this scenario to hold and touch. The rare honeybae charm is a small 'bracket' that seems to be made of honey that never drips or sticks. Though this loot can be easily turned to a cursed armor if one remains within range of other Honeybaes power
Appearance: Honeybae drones are humanoid insect mobs. They stand just a bit shorter than an average human, around four feet and three quarters, have smooth black exoskeleton like skin with noticeable joints like average insect parts. They have four arms, each with four thin clawed hands, digidegraded legs with three large claw toes, smooth oval faces with mandible 'covers' that fold back revealing thin ruby red humanoid lips. A single Green 'gem' for an eye upon their face, two long antenna that seem to fold back from the back of their heads as a ponytail. They wear a black and yellow stripped robe that has several slits overlapping each other to allow freedom of movement with their feet and arms without moving the fabric much, coming just to their knees. The collar of the robe is heavy fluff with their bee wings poking out like tiny buzzing bow ties. Without their robe, its shown that Honeybae's actually do not have a connecting abdomen between their hips and upper torso, only their joining hip and pelvis joints and rather small female chest with no visible genitalia or nipples. What connects the body together is their Baeballs, that is magically produced by the robe, if the robe is removed their unable to create more baeballs, so should they use the last 'shot' before they retrieve a new robe their upper and lower bodies will be seperated temporarily. Though this is not life threatening it is highly disorienting and weakens them greatly
Likes: Honey, other Honeybae drones, captured targets, flowers, snuggling, feeding, ____ and _____
Dislikes: Insect poisons, snakes, pain, salt, soap, fire and _____
Social Natures: Honeybae Drones are exceptionally sociable, at the very elast with one another. Their hive like nature means near instant perfect teamwork and companionship, they are never seen 'fighting' oen another, though there are times playful 'wrastling' has been spotted. If one can manage it, Honeybaes can be befriended, but its at the least a time consuming task. Once befriended to at least one, all Local Honebae Drones treat the person almost identically to their original Honeybae friend own antics.
History: Honeybae's are the creation by the Primordial Dungeon Core, Amberlust, made as the 'hunters' for her upper floors they tended to her honey room which was one of the main rooms for air ventilation, as the flower sand honeystone walls drew in impure air and created sweet and clean breathable air. Amberlust discovered many natural wild type creatures were attracted to the honey's scent, and turned the room into a lure and trap, with the Drones her solders. They are fast, agile and their ability to work as one in any number of groups make them frighteningly efficient hunters. Despite being counted as a predator class race, Honeybaes are not carnivorous and have not been shown doing any lasting type of harm to creatures they catch that Amberlust left to them. In fact, many cases the victim when they do find their freedom..if ever, have made habit of falling victim again or at least approaching the rather gentle hunters. Though after a time they were being hunted by Heroes and Dungeon Crawlers for their rare fabrics and treasures, the brutality to these soft huntress's lead the Dungeon Core to create a more powerful and rare subspecies to protect and further improve their hunting prowess, the _____ race.

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polyedit2000
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Re: Mobspawned: DCMM Monster Manual

Postby polyedit2000 » Fri Jul 21, 2017 3:57 pm

Race: Brewpot Golem
Class: Forded
Gender Differences: Most Brewpot Golems use male knight armor, though they don't make a difference in behavior.
Features: Brewpot Golems are designed to carry and maintain the potions, though they are usually not designed to tap into a potion's magic. They also carry a weapon based on their appearance.
Loot: A Brewpot Golem is guaranteed to have one potion or related ingredients, depending on its appearance. If their magic doesn't dissolve, armored gloves and boots can also be looted.
Appearance: Most golems look like lidded cauldrons, walking on metal knight boots with metal arms reaching down to the ground. As a quick guide, they are three groups and their associated loot:
Black - Basic iron mainly used to hold restorative potions, usually defend themselves with a sword or mallet.
Silver - Used for better quality potions, though because of this, they also use shields or spears. A few might even use their potion's magic.
Other colors - They tend to be personal cauldrons, thus they hold very good potions. They also can access their potion's unique magic in addition to pretty good weapons.
Likes: Master, Fire, Stirring, good potions
Dislikes: Slimes, potion thieves, bad potions
Social Natures: Empty Brewpot golems tend to not do anything. Filled golems tend to "deliver" the potion, though will be on guard if they sense anyone other than their masters nearby. However, their priority is to defend their potion, so if they are disarmed or low on health, they will try to run away.
History: Brewpot Golems were first created to carry a lot of potions. It is supposed to be rare to see them in dungeons, but their presence suggests that they had been carriers until their masters perished. It seems that they have been re-tasked with delivering healing to the occupants of the dungeon.

Race: Brewpot Monstrosity
Class: Forded/Brewed
Gender Differences: Gander does not play a role, though most use male armor parts.
Features: With their "body" mostly a potion, contact could get you affected by the potion's magic. It goes without saying that they like to use their potion's magic.
Loot: A number of potions and/or ingredients that once made the monstrosity. At least one of these potions tend to be very good.
Appearance: Their original body is a cauldron and metal knight arms. However, the potion has run amuck, so not is the potion alive in the cauldron, but more of it has become a pseudopod underneath it so that it can crawl around (Like WoW's elementals).
Likes: Master
Dislikes: Not Master
Social Natures: Driven mad by magic, these golems make no distinction from friend or foe.
History: Some people began to worry about letting magical golems carry around magical potions. On one hand, overexposure to magic by using a wrong cauldron or a long period of time might warp the magic on the golems. On the other hand, a wrong ingredient might create an reaction that would spiral out of control. No one knows how these monstrosities actually can to existence, but that might explain why there aren't many Brewpot Golems nowadays.

stalker59991
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Re: Mobspawned: DCMM Monster Manual

Postby stalker59991 » Sat Jul 22, 2017 2:16 pm

Ooh, I rather like that thought. An ingenious way to have a means for potion sharing for dungeons and wizards alike. Nicely thought Poly ^>^

Race: Borachnid
Class: Brewed
Gender Differences: Female Boarachnids are larger and have dark black markings on their bodies, male Boarachnids are smaller and are venomous
Features: Mud control, mudwebbing, high endurance and motion over muddy terrain and prehensile tusks
Loot: Boarachnid Tusks, Boarachnid mudwebbing, Boarachnid Venom and Boarachnid Meat
Appearance: Boarachnids are mammal/insect hybrids of a wild boar and spider, they are at average two and a quarter feet tall, three and half feet for females. They have most of the physical appearance of a boars body, head, ears and tail, but also sporting eight flexible cloven legs. Closer inspection to their tusks show that they can move, allowing them to act as a set of external 'fangs'. The center of the tusks are hollow and they inject their venom into their prey with them. The venom of the Boarachnid is not deadly by itself, it numbs the senses and acts as a muscle relaxant, decreasing a persons physical movement to more then half their full capability. Female Boarachnids are larger and more powerful than a male and are the only one of the race to suport venom sacks meaning only they are poisonous. Atop of their larger size they have noticeable markings on their body that mimic patterns of some species of spiders such as widows, tarantula's and zebra spiders popularly.
Likes: Muddy landscapes, abundance of food and sunless heat.
Dislikes: Heavy rain/water, cold, intense sunlight.
Social Natures: Boarachnids are not too social creatures by nature, perhaps from their arachnid instincts. They do stay close to their immediate family (siblings and parents for a time) but keep to themselves under most conditions. Its not to say they do not draw closer to other species, it is just they are a wild nature to others for possible threats and for the fact they can be disected for most of their looting goods.
History: Boarachnids are the creation of a now dead Smooth classed Dungeon Core. It was creating the species as a means to deal with the fact it lived within a vast marshland that left not much space for arachnids even in its rooms to deal with the vast large insect population. Sadly it did not do well with its attempts to mix a durable race of pigs with the spiders, but it found use for the species none the less. After its death many Boarachnids migrated out to other dungeons becoming a common shared species with variants to each dungeons style. Boarachnids are strong, fast, and with the advantage of tossing off the mud off their hide and turn it to a earth web of muck makes them a fairly difficult species to handle. Furthermore being omnivorous they can survive any landscape with enough of either sport or plant life to sustain themselves. Do to the value of the females venom, their produced mudwebs and even the tasty meat they can produce they've become growing violent in the wild without a dungeon to keep them empowered and safer, so much of the race has grown more hostile than before. In a rare case outside a dungeon a Boarachnid has transformed into a more powerful race called __________.

stalker59991
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Re: Mobspawned: DCMM Monster Manual

Postby stalker59991 » Sun Jul 23, 2017 2:26 pm

Image

1) Maile's Workshop:
Mob: Maile the Galleta Dwarf.
Use: forge armor and weapons.
2) Honeybae Honeyroom:
Mob: Honeybae, Honeybae Larva, ____
Resources: Honeybae Honey, Baeballs, Wax.
3) Secret Forest:
Mob: Boarachnids, ____
Resources: Mud, plants, herbs, wild meats.
4) Frost Chamber:
Mob: _____(?)
Resources: Ice, Icewater, snowdust.



Race: Honeybae Larva
Class: Brewed
Gender Differences: Honeybae Larva are nul gendered but appear feminine
Features: Chemical absorption (skin and mouth contact), wax production.
Loot: Honeybae Wax, Larva Husk
Appearance: Honeybae larva are small creatures rarely larger than two feet at most. They have a humanoid torso and head with smooth creamy colored features and a small nubly tail taking up most of their body size and mass. Their arms have hands but only with thumbs and mitten like appendages, they lack eyes but have varying colored lips and nubs upon their heads. Normally only one upon the back of the head but in rare cases two upon the forehead as well.
Likes: Warm things, honey, jelly, kissing, licking, nuzzling, soft things to snuggle, Honeybae Drones, ______
Dislikes: Pain, bad smells, loud noises.
Social Natures: Honeybae's are extremely sociable, being infant in nature, they do not fear things at first unless they are harmed or threatened and thus will approach any warm body or scent they can detect when not attend to by a Honeybae Drone.
History: Honeybae's are able to reproduce within their groups or with another sapient race though actual intercourse is not needed. Thus the birth of the Honeybae Larva, the infant state of the Honeybae race. Being the infant state of the honeybae's, Larva do not have a means to protect themselves save a feature lost as they mature to their adult forms, wax production. A Honeybae Larva can produce wax through its lips and tail, which cure and thicken rapidly in the air. Unfortunately it is not very strong on its own and can be broken with a simple amount of force. So unless one is already helpless or weakened and surrounded by at least five or more Larva this feature is not really a means for them to defend themselves. They slowly mature by absorbing Honeybae Jelly digested by other creatures, with their special skin and glands able to leach the chemicals produced after the creature eats the substance a Larva can easily feed from simply 'suckling it' out from a beings pores with no obvious harm to the host. Also do to the slow digestive rate a single glass worth of Jelly can make a person a suitable source of its meal for a good few days after digesting. Do to their special skin and glands that absorb matter and are tempered against chemicals that cure and harden with time, the Larva were another ttarget for hunters wanting their flesh by adventurers, which further fueled Amberlust to create the more powerful breed of Honeybae the ___. A larva can noticed to become this breed if they have three antenna nubs on their head instead of one.

stalker59991
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Re: Mobspawned: DCMM Monster Manual

Postby stalker59991 » Sun Jul 30, 2017 5:55 pm

Room Update!
3) Secret Forest
Mob: Boarachnids, Zaber Jager
4) Frost Chamber
Mob: Kringle Imps

-=-=-=-=-=-


Race: Kringle Imp
Class: Brewed
Gender Differences: Male imps have rounded bellies and thick arms and legs. Females have a peach and bell body type.
Features: Shadow Merging and manipulation, low temperature immunity, Frost Powder forging and 'Kringle Infection'
Loot: Premium Frost Powder, Kringle venom, Yule Fabric and Bismal Coal rarely.
Appearance:
Likes: Cold/winter weather, frost powder/snow, holiday mischief, encasement, traps, tricks, easy targets, humanoids, 'Good Listies', playing with 'snowbunbuns' and 'Snowy Angelies' and ________
Dislikes: Summer heat, melted ice/frost powder/snow, naughty listers, people/monsters that break their traps and tricks, ________ and ________
Fetishes: Encasing adventurers and Dungeon Divers in Frost Powder and using them as the center for a 'frost powder man/woman'. If they particularly like a person they will lock them into a Snowbunbun or Snowy Angelies. Dominating, humiliating and romping with the helpless person till they grow tired of them.
Social Natures: Kringle Imps are sociable with one another but rarely other races. They are noticed to be more approachable near the end of the winter season, and are even known to be rather generous or hospitable, if still 'raunchy'. Normally they stay within groups of no less then five or six, to even larger numbers in the double digits depending the targets they are pranking. When not near the seasonal time of the year, any person caught by their antics are likely to suffer great tease and harassment whilst being used as a plaything trapped in thick layers of frost powder. Even outside of their naughty antics they are playful and trickers by nature, so long as a person remains on their toes and its near the seasonal time they are likely to be even safely approached for conversation or trade sometimes, maybe.
History: Kringle Imp's are not native to the Amberlust Dungeon but they are greatly tied to it for the Frost Powder resource within it that it became a center point to their abilities somehow. No one knows where they originate from exactly but there are theories the Primordial Dungoens maker made a set of secret dungeons in the world where some of these 'special event' mobs are drawn from. Regardless over time this race has roamed to the colder climates or areas of lower temperatures and longer winters do to their bodies disliking to great heat. They are known to be more sighted to the end of winter during the holiday of given, even rarely doing kind acts or giving gifts to those on 'good lists'. They are seen even searching for a rarely seen figure, the 'Event Mob' _________ whom they greatly respect and respond to like loyal servants and perhaps more. In the presence of this higher level being seems to invigorate them and drive their nature to new antics. However, as they seem to worship _______, they despise ________ and ________, the antithesis of their preferred Mob Master, calling them the 'top of the naughty listers'. But, more so the fact these two dark holiday Mobs are able to capture and enslave the Kringle Imps, putting them through perhaps worse humiliation and slavery than those the Imps caught in their own personal mischief.


Race: Zaber Jager
Class: Brewed
Gender Differences: Male's have their Jager band around their neck as a collar, females around their torso as a harness
Features: High agility, durable body, high metabolism, sharp claws, thick horns, sharp senses and a prehensile tail
Loot: Jager Band, Jager fur, Jager Crown and Jager claws
Appearance: Zaber Jagers are large quadruped creatures able to stand and move on their hind legs for a limited time, easily matching the height of an average human with a slim feline like humanoid frame. They have large four clawed paws, long coiled tails which are highly prehensile and can constrict with great force, a set of bone like horns protruding from their snout like a x or v shaped mask over their forehead, long thick manes with varying colors of fur with stripes to best camouflage through their living areas.
Likes: Large prey, wounded prey, blood and moonlight
Dislikes: Armored prey, escaped prey, extreme light and sounds
Social Natures: Zaber Jagers are not social by normal means, even among mates Jagers quickly separate, in some cases it looks even forced between the pair from one or another. After the litter is born the mother will nurse them for a week or two, before leaving to let them fend for themselves. In many cases they even eat the kits or allow the kits to eat one another. All Jagers seem to respond to one of two ways, hunt, fight and eat.
History: Zaber Jagers are the making of one of the younger Primordial Dungeon Siblings, as the story travels, a young sickly wildcat made its way into the dungeon in a deathlike state to perhaps try and heal or at least find a peaceful space to pass on. Regardless its reasoning, the Dungeon is thought to have taken pity or see use in its frame, taking it as a mob it was infused with the Dungeons magic and manipulated back to health. As it was remade the wildcat became stronger, faster and more vicious till it became a berserker beast monster that is the first of the Zaber Jagers. In time a mate was reproduced, though eventually their savage nature caused them to separate from the dungeon to roam the lands and find way to other dungeons. Do to their skill in hunting, their fiercely strong resilience and unyielding fighting instincts they became a noticeable danger. Many Adventurers and Dungeon Crawlers are paid handsomely to deal with the wild beasts, rarely is it ever asked for a target be requested to be captured alive, as Zabers will fight till death. From its story, it is the kingdom scholars thesis that the will to constantly survive and hunt is passed upon from the original wildcat do to the Dungeons design, to ensure they do not ever easily 'fall over and perish' like the first one nearly had done.

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Re: Mobspawned: DCMM Monster Manual

Postby Flashlight237 » Mon Jul 31, 2017 10:49 pm

Since Poly did it, here are my two cents..

I ordered rarity like this: Common (unlisted), Uncommon, Rare, Semi-Divine, Divine

Race: Living Sarcophagus
Class: Forded/Mystic
Gender Differences: Asexual
Features: Empty: Stealth, Strong linen bandages. Can change its size to fit its target (humans vary in size; Total Drama's Dawn is just 1/4 inch under five feet tall while Rosalina from Super Mario Bros is about 6'9" tall, so yeah) Full: Crowbar-proof defenses
Loot: Linen bandages, golden death mask, Queen Sapphire latex (rare), Defense Potion (rare), Book of Kinky Mummification (semi-divine), Elixir (divine)
Appearance: Empty: Golden, featureless Egyptian-styled coffin; Full: Golden Egyptian-styled coffin with decorations and colors based on the mummy it contains; bears the facial features of its mummy.
Likes: Peace and quiet, nature, gold nuggets
Dislikes: Intruders, creatures that try to eat its mummy, Ugly people
Social Natures: Debatable
History: In Ancient Egypt, priests performed a ritual on a mummy's coffin in order to open the way to the Afterlife for his or her soul. These living sarcophagi are, however, unrelated to the dead themselves, but they do serve as protectors of ancient tombs. The oldest of these creatures are over 4,600 years old; however, they show no sign of aging. They are one of the most formidable creatures in the dungeon; just one sarcophagus can wipe out an entire clowder of Zaber Jagers in order to protect its tomb or the mummy it contains. When a sarcophagus traps a victim, it puts the victim under a trance, keeping the victim alive while he or she is trapped. Victims are mummified in a fashion similar to those in Yashasun's gallery. It is one of few monsters who don't understand why Amberlust kept rambling about death in a fetish-based environment.

Race: Anubis Dog
Class: Mystic
Gender Differences: Same as a normal dog, though these things are predominantly male.
Features: Super scent of smell; hypnotic glare
Loot: Linen bandages, Papyrus scroll, Book of Kinky Mummification (semi-divine)
Appearance: They got their name from their black fur and their Anubis-shaped heads.
Likes: Friendly humans, sacred rituals
Dislikes: Criminals (they can smell a predator a mile away), Predatory beasts.
Social Natures: Anubis Dogs get along pretty well with humans unless it senses ill will.
History: Bred by Anubis himself to ward off grave robbers, Anubis Dogs are much better at detecting criminals than even the finest K-9 Unit dogs. Immune to even gunfire, these dogs don't bite criminals; instead, they rush at criminals with blinding speed, pin them down, and put them under a hypnotic trance. They'll lead even the most notorious criminals to punishments that Anubis himself deemed necessary (as Anubis served as a judge of the dead). A suspicious Anubis Dog will take its time to weigh a person's lock of hair against a Feather of Maat; it weighs not mass, but honesty, with the scale it conjures. The Anubis Dog's criminal-finding prowess was one reason why it was taken into the dungeon.

Race: Night Gown (From this: http://bastianfanworks.dreamchaos.net/forums/viewtopic.php?f=16&t=380)
Class: Feyborne
Gender Differences: Nightgowns are all female.
Features: Partial intangibility (they can only be hit where their gown is), can phase through anything but lead, seductive glance, tight body restriction (attempts to escape its nightgown will make it tighter), flight
Loot: Canvas robe (equippable), Ectoplasm, Sleep Mask, Dakimakura (uncommon), Ball Gag (rare), Redglare-brand leather strap (a strap strong enough to pull a Boeing 747 crafted by Redglare Restraints Inc (Redglare Merchants Guild prior to 1840)) (divine), Cell Phone (divine)
Appearance: A lovely ghost girl inside a nightgown. The gown itself has long sleeves and a skirt that would normally reach the ground if the girl wasn't floating.
Likes: Girls, fun, bondage
Dislikes: Spiders (got that from Poly's statement about them being based on monstrous spiders), Harsh sunlight
Social Natures: Playful around girls. Their relationship with other Night Gowns is unknown, but predicted to be fun and games. If you intentionally hurt them, they will lose their sense of playfulness and put up a fight.
History: Night Gowns were ghosts who lived in a haunted fetish hotel/funhouse with oddly-excellent phone reception. Though Night Gowns are relatively weak compared to the haunted furniture of the hotel, a Night Gown's gown is stronger than the finest canvas straitjackets. Those bound in it would make cute pictures for printing on dakimakuras. Their gowns come in many different colors. If a Night Gown masters the art of bondage, it can evolve into a Sleeping Bag.

Race: Sleeping Bag
Class: Feyborne
Gender Differences: Sleeping bags are the evolved form of Night Gowns and are thus are all female
Features: Partial intangibility (they can only be hit in the chest), can phase through anything but lead, hypnotic stare, tight body restriction (attempts to escape its bag will make it tighter), flight
Loot: Ectoplasm, Sleep Mask, Bondage Hood, Dakimakura, Ball Gag, Redglare-brand leather strap (rare), Invisibility Potion (rare), Intangibility Potion (rare), Book of Kinky Asylums (semi-divine)
Appearance: A lovely ghost girl inside a sleeping bag. The bag seemed to wrap around everything from the neck down.
Likes: Girls, fun, bondage
Dislikes: Spiders, Harsh sunlight, Vanilla Sessions
Social Natures: Playful around girls. Their relationship with Night Gowns is unknown, but predicted to be fun and games. If you intentionally hurt them, they will lose their sense of playfulness and put up a fight.
History: Undocumented by ghost hunters, Night Gowns take on this form when they become stronger. Not only do these things tighten the sleeping bag around its victim, but it also reinforces the tightness with straps and, thanks to the stretchy nature of the sack's canvas, magically inflates the sleepsack, rendering its victim trapped in an inflated canvas cocoon. These creatures can be found in the Maximum Security wings of asylums.


Race: Snuggie Slime
Class: Brewed
Gender Differences: Asexual
Features: Absorption, Cuteness
Loot: Slimeball, Lycra Fabric, Baby Slime (tamer exclusive; rare)
Appearance: Magenta lycra plush slime filled with tiny foam beads; subspecies may be based on other materials like leather.
Likes: Love, hugs, fun
Dislikes: Fighting
Social Natures: Very curious; will approach anything it sees.
History: Native to a fabric-filled world called "Waze" and introduced to many other worlds, Snuggie Slimes are common slimes. Some people even kept these guys as pets. Like other slimes, the Snuggie Slime is weak as balls; however, its cuteness allows the Snuggie Slime to absorb those who fall for its cuteness and hug it too much. Newborn Snuggie Slimes have the same lycra appearance as adult slimes and can fit in the palm of the hand. Depending on what fabric they spend most of their time in, a newborn snuggie slime can change into a different, permanent material (ex. leather, canvas, etc) as it grows. Only normal (lycra) Snuggie Slimes can be found in the dungeon.

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polyedit2000
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Re: Mobspawned: DCMM Monster Manual

Postby polyedit2000 » Wed Aug 02, 2017 3:43 pm

((Sorry I couldn't go small))

Race: Hydrpillar
Class: Mystic
Gender Differences: Hard to tell.
Features: Body Regeneration/Duplication, Evolution into Chryholder (requires a number of heads)
Loot: Silk, Worm Meat, Hydrpillar Head
Appearance: A large white caterpillar. Some of these worms may have more than one lengthy head growing from one (or both) sides. There might also be some Hydrapillars that look different due to mutations, with abilities like hardened or poisoned skin.
Likes: Eating
Dislikes: Being sliced
History: Documents suggest that a wizard cast a series of spell on a silk worm to create more silk for his robe collection. Too bad the magic also made it bigger...

---

Race: Chryholder
Class: Mystic
Gender Differences: In their "eye", a feminine torso shape is definitely female. If it doesn't look like that, it's most likely male.
Features: Levitation, Body Regeneration, Loss of Body Duplication and Regeneration, Evolution into Silkylla/Tiamoth (based on gender)
Loot: Silk, Worm Meat, Hydrpillar Head, Chryholder Eye
Appearance:A lot of giant white caterpillars attached to an "eyeball"
Likes: -
Dislikes: Attackers, bad environment
History: When it came time for the first Hydrapillar to retire, the excess magic carried it off into the sky. The first Chryholder was also the only one to hold both male and female in its eye, and it was cut in half...

---

Race: Silkylla
Class: Mystic
Gender Differences: Female only. Not only can they make Hydrapillar eggs, but they can also induce mutations into their Hydrapillers (like poisonous skin) though that might ruin their evolution chain.
Features: Human Intelligence, Egg Creation, Loss of Flight
Loot: Silkylla Staff, Silk, Hydrpillar Head, Giant Moth Wing, Worm Meat
Appearance: Somehow, it has a female body from the waist-up, though with some moth-like features like feathery antennas, wrist fluff and wings. Below that is a mass of giant white caterpillars.
Likes: Babies, Food, Tiamoths, Tasty Tiamoths
Dislikes: Giving birth
History: The first Silkylla hatched many eggs, though she gave gives to her spawn to fend against the attackers. Thankfully, handful that hadn't been altered were the only ones that survived to mate again.

---

Race: Tiamoth
Class: Mystic
Gender Differences: Male only. They are considered the defenders of Silkyllas and tender to be more stronger and aggressive.
Features: Flight, Armored hide
Loot: Tiamoth Bladefang, Silk, Hydrpillar Head, Giant Moth Wing, Worm Meat, Insect Carapace
Appearance: It is close to a dragon, but made of giant white caterpillars. Usually, five heads are strengthened and serve as its main means of attacking. The rest of the heads are repurposed as limbs and tails. It also has giant moth wings on its back.
Likes: Food, Mating
Dislikes: Mate-stealing Tiamoths
History: The first Tiamoth served its mistress well, kidnapping villagers to feed them both. Perhaps its numerous cocooning of food is the reason why it would attempt to tie up the Silkylla before it mates with her.

---

To reiterate, a Hydrpillar lives long because if one "head" dies, the one that sprouts is young. As a general rule of thumb, Hydrapillar heads that get cut off have two heads to replace it, so killing it requires that all heads die at the same time or its "body" is killed.

Perhaps the number of heads also force the body to undergo a metamorphosis into the Chryholder. Unlike a Hydrapillar, it transforms into a Tiamoth or Silkylla given enough time, but thankfully the required time is very long. Attacking the "eye" is ideal, though attacking the other heads can debilitate their next evolution.

Thankfully, it seems that Tiamoths and Silkyllas are opposites when it comes to mating. A Tiamoth usually tries to keep a Silkylla tied up to mate with it multiple times, while a Silkylla tries to eat a Tiamoth to gain a massive boost in nutrients. If you were to head into a nest, it's less likely that you would have to fight both at the same time.

In addition, Silkylla have a natural curiosity to alter their eggs to created Mutated Hydrpillars. They have an extra trait that comes with different skin colorations. However, those mutations seem to mess up either their regeneration or duplication factor, and thus they can't trigger the change to become a Chryholder.

stalker59991
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Joined: Wed Jul 19, 2017 12:03 am

Re: Mobspawned: DCMM Monster Manual

Postby stalker59991 » Sat Aug 05, 2017 10:50 am

Image

MAP UPDATE
1) Maile's Workshop: Untamed
Mob: Maile the Galleta Dwarf
Use: Forge Armor and Weapons.
2) Honeybae Honeyroom Untamed
Mob: Honeybae, Honeybae Larva, _____
Resources: honeybae Honey (T), Baeballs, Wax.
3)Secret Forest: Half Tamed
Mobs: Boarachnids, Zaber Baserker(T)
Resources: Mud, plants, herbs, wildmeats (T)
4) Frost Chamber: Untamed
Mob: Kringle Imps, _____
Resources: Ice, Icewater, Frostpowder (T)
5) Bakers Sweet Kitchen Untamed
Mobs: Fruitloonies, Fruitdrakes, ______
Resources: Strawberrie Tarts Jam (T), ________, ________
6) Magic Recycling Floor 2 Untamed
Mobs: Scraplies
Resources: 'junk' tools, Scraplie gears, metals and glass
7) Gear Geist Pleasure Hutch Untamed
Mob: Gear Geists
Resources: Gear Geist Drops, Gear Geists

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Race: Gear Geists
Class: Feyborne
Gender Differences: Gear Geist's come in variety of shapes and styles, but generally male and females manifest with humanoid features to the designed gender.
Features: Possession, enhancement, empowerment, weapon class, spirit contracts, telekinetic and item knowledge
Loot: Politem Drops (rare), Geist Contracts (rare) and Exo-plasm
Appearance: Geists have a wispy appearance, which alternate depending on wither they wish to be viewed or not. When they do not wish to be seen at best one can see flame wisps of pale colors fluttering about, when they do manifest they form semi humanoid like forms. Generally they all retain some limbs, arms legs, though it can vary depending the type. Also they have a number of visages for their heads and faces, from simple oval shaped with some details such as glowing clear eyes or forms based upon their item. Weapon type Geists have something featured from their weapon form, such as perhaps edged or elongated limbs to match blades, wide or girthy limbs for maces and clubs or so on. Wearable types tend to heavily focus on the object, such as lacking most of a torso to show they are just the 'shirt', or their legs for leggings. If they are a smaller item such as perhaps a bottle or scroll they may have headgear matching it, thick 'goggles' to match the shape of the bottle or a scarf for perhaps a scroll
Likes: Old and well cared for tools/weapons/armor/gear, kind/sentimental owners, kind masters/mistress's, processed metals and fabrics.
Dislikes: Rusted/un-cared for items, bad/unkind owners, unprocessed materials
Social Natures: Gear Geists, being spiritual beings are all ways about, but they can be reclusive and rare to encounter if the atmosphere or person is not suited for viewing between the gaps of physical life and spiritual life. Regardless as they are always around in some form or way their social nature can vary as much as any person. They can be easily approached if the person/persons are kind and tend to their wares and supplies or skittish or cold to those who are not. The reason being they can sense and hear the faint echoes of the spirits on the items the people carry. If one shows loyalty to a tool or item they own, tending to it and think fondly of it and its use, they are more likely to be drawn to the person while the opposite is equally true. With other Geists they enjoy one anthers company, even if their 'elements' do not match as they are a very communal race.
History: Gear Geists are 'item spirits', strange fey like entities or souls that embody items. They say that their original ancestors were items tended to with such care and love the emotion and positive energy from their owners gave the items life and over time these spirits went on to pass on life to new spirits, the Gear Geists. Once they passed the various veils of reality they soon found to liking the worlds of adventurers and dungeon divers, as many seek out treasure of power and a fair lot tend to the item in question. Gear Geists take on aspects of things they see and relate to their 'birth item', the type of tool or supplies they connect with best though they are known to have rare 'masters' of their race who can become one with various items at once. When the first lot found their way to the dungeons and were accepted by them, they found both a home for safety as well as the possibility of an 'orphanage' to await a master or mistress to treat them and their birth item well. Only rarely is it known for Geist's to become hostile mobs within the dungeons, only one of the four Primordial's has ever been seen with rooms of death and pain centered on them. However these cases are 'altered' as other Geist's swear this is not their true nature and it was perhaps the dungeons influence morphing these spirits. Among the Dungeons and Gear Geist's, the most renown collection of these item spirits come from the youngest 'female' Primordial ______ who is known to accept and care for many creatures and races in her depths, at some price...



Race: Scraplies
Class: Forged
Gender Differences: Scraplies are a gender-less race
Features: Item Appraisal, enchantment appraisal, enhanced strength, durability, cooperative insight and recyagical charges
Loot: Scraplies Glass, Scraplies Scrap, Scraplie Gauntlets and Goggles, rarely. Magi Battery, rarely
Appearance: Scraplies come in two variants, the 'Big League' and the 'Little Helpers'. Little helpers are the more various type, they have an insect taur shape, generally with thick abdomins, thin spindly legs, humanoid torso with natural armor encased arms and angler heads like an arrowhead barely half the size of an average human. Big's are bipedal massive ape like with similar insect features, but in much more massive sizes nearly twice to three times the size of an average human. Their bodies are made of a mesh of metals as if simply 'patched together' but their durable than most heavy alloy and nimble regardless. They also wear a variety of items such as belts, tools, goggles and the likes that they scavenge or patch together themselves.
Likes: Metal, glass, plastic, enchanted items, magic charges, working together, a good days work and all of the above cleaned
Dislikes: Rusty/crusted metals, broken glass, dangerous enchanted items, de-charged items and tons of filth
Social Natures: Scraplies tend to keep to themselves, they can be approached as long as its in a peaceful manor for perhaps trade or offering of work or help, but otherwise they keep to their own kind as they have a highly focused 'workaholic' like mindset. When going to one for the price of a service or help, its ideal to have some item of fairly decent ware and care as a 'down payment' to show good faith. Also it is unwise to try and scam them in this case as well, given their abilities to read magic and enchantments by sight alone, and given their home feild advantage and strengths it can easily turn bad for the one trying to pull the fast one upon them
History: Scraplies are the creation of the Amberlust Dungeon, crated with the intent to help her with the concept of 'Recycling' extra metals and magical resources. When the Dungeon discovered that while reabsorbing items and materials it made did give back resources, it wasn't absorbing the full amount used. So, after trial and error Amberlust discovered a more functional process with magical recycling, but needed workers to put their full attention to the process, and thus gave life to the Scraplies. Scraplies are good at their task, even finding ways to improve the magical recycling to new levels, even making 'batteries' for magical tools.

Race: Fruity Loonies
Class: Brewed
Gender Differences: Loonies are a hermaphroditic race, though they can alternate at will they prefer a feminine appearance but can 'equip' if they need or want arises
Features: fruit and seed production, regeneration, skin/seal production, fruit scent lure.
Loot: Loonie Skin, Loonie seeds, Loonie Mash, loonie seal skin rarely
Appearance: Looonie's appear as large human shaped fruits, mostly with female traits. Some explorers have said they look as if someone was sealed within a man sized skintight fruit skin. They are able to open their skin 'seams' to create fingers, toes, openings and other aspects as they seem to like. In one extreme a dungeon crawler said to have seen one sprout its skin into 'tentacles' and 'wings'.
Likes: Victims/mates
Dislikes: extreme heat/cold
Social Natures: Loonie's ability to be 'sociable' is questionable, they have a rather sensual nature and are known to be ravenous and sometimes vicious with desire. In one case an entire town had gone missing and a few survivors were found and rescued after several weeks trapped by Loonies. If Loonie's are able to keep at a, decent, state they are not harmful and generally take care of their mates/victims, though getting away from their 'hospitality' is an issue.
History: Fruity Loonies were the creation of a lesser now deceased Dungeon, its sorcerer was known to be rather perverse and attempted to create a harem dungeon for some means or another and the Loonies were one of his creations for such features. The exact details were lost as the magic users journals were damaged beyond repair for sensible reading, but the maker of the dungeon intended for the Loonies to be the hunters, trappers and trainers of future 'wives'. Though it seems he neglected the fact plantlife items tend to be dual gender, and giving he gave them a ravenous sexual appetite became his undoing. Its unknown if he was killed by either his creations, adventurers, dungeon crawlers or even if he is alive somewhere but since his dungeons destruction he has vanished from the earth. His creations however became a high risk matter as they roamed the lands and became quickly top 25 of the hazardous to be exterminated races from Dungeon rankings. Regardless for attempts to destroy them they made their way to other dungeons. Noticeably however, the four Primordial dungeons are the only known dungeons to both control and contain the loonie's safely as many dungeons soon expire when the ravenous fruit monsters make their dens within them.

Race: Drakefruit
Class: "Brewed" but considered unclassified by some
Gender Differences: Drakefruits are genderless
Features: thick hide, gliding, powerful maws, 'fruitbreath', treasure hunting.
Loot: Drakefruit pearl, drakefruit skin, drakefruit seed rarely, random items.
Appearance: Drakefruit appear as massive quadruped creatures, their hind legs are tucked in wings with clawed limbs and long pointed 'beak' faces with glowing eyes.
Likes: Their Masters
Dislikes: Whoever their told to eat
Social Natures: Drakefruit are duty bound hound of sorts to those with nature elements or powers. When grown, Drakefruit will obey the one who tended to them like a loyal hound and will attack anything they feel threatens their master. But they will not kill or harm unless ordered but they will incapacitate until further told otherwise. If one shows respect to their master, a Drakefruit will either extend its protection to those close to the master or at least ignore them for some time until a visible threat is shown from the person.
History: Drakefruit are unknown in history, spawning just after the destruction of the harem dungeon of the mad sorcerer who gave life to Fruity Loonies. Some scholars suggest Drakes are his last creation mid creation, others think perhaps the Loonies made it after draining the life and magic from their creator. Regardless Drakefruits are easily found anyplace a Loonie can be found. In the rare cases a seed can be gathered, its found that the Drakes can be easily tamed by anyone who brings the seed to bloom. If their prior masters are destroyed they migrate to those with the highest aptitude to eco elemental nature.

Race: Kringle Imp
Class: Brewed
Gender Differences: Male imps have rounded bellies and thick arms and legs. Females have a peach and bell body type.
Features: Shadow Merging and manipulation, low temperature immunity, Frost Powder forging and 'Kringle Infection'
Loot: Premium Frost Powder, Kringle venom, Yule Fabric and Bismal Coal rarely.
Appearance:
Likes: Cold/winter weather, frost powder/snow, holiday mischief, encasement, traps, tricks, easy targets, humanoids, 'Good Listies', playing with 'snowbunbuns' and 'Snowy Angelies' and ______
Dislikes: Summer heat, melted ice/frost powder/snow, naughty listers, people/monsters that break their traps and tricks, _____ and ______
Fetishes: Encasing adventurers and Dungeon Divers in Frost Powder and using them as the center for a 'frost powder man/woman'. If they particularly like a person they will lock them into a Snowbunbun or Snowy Angelies. Dominating, humiliating and romping with the helpless person till they grow tired of them.
Social Natures: Kringle Imps are sociable with one another but rarely other races. They are noticed to be more approachable near the end of the winter season, and are even known to be rather generous or hospitable, if still 'raunchy'. Normally they stay within groups of no less then five or six, to even larger numbers in the double digits depending the targets they are pranking. When not near the seasonal time of the year, any person caught by their antics are likely to suffer great tease and harassment whilst being used as a plaything trapped in thick layers of frost powder. Even outside of their naughty antics they are playful and trickers by nature, so long as a person remains on their toes and its near the seasonal time they are likely to be even safely approached for conversation or trade sometimes, maybe.
History: Kringle Imp's are not native to the Amberlust Dungeon but they are greatly tied to it for the Frost Powder resource within it that it became a center point to their abilities somehow. No one knows where they originate from exactly but there are theories the Primordial Dungeons maker made a set of secret dungeons in the world where some of these 'special event' mobs are drawn from. Regardless over time this race has roamed to the colder climates or areas of lower temperatures and longer winters do to their bodies disliking to great heat. They are known to be more sighted to the end of winter during the holiday of given, even rarely doing kind acts or giving gifts to those on 'good lists'. They are seen even searching for a rarely seen figure, the 'Event Mob' _________ whom they greatly respect and respond to like loyal servants and perhaps more. In the presence of this higher level being seems to invigorate them and drive their nature to new antics. However, as they seem to worship _______, they despise ________ and ________, the antithesis of their preferred Mob Master, calling them the 'top of the naughty listers'. But, more so the fact these two dark holiday Mobs are able to capture and enslave the Kringle Imps, putting them through perhaps worse humiliation and slavery than those the Imps caught in their own personal mischief.


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