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| Snood |
Posted: Oct 16 2009, 12:33 PM
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Too bad ![]() Group: Veteran Posts: 4,286 Member No.: 151 Joined: 18-March 05 |
Submit your monsters here, i will be compiling them for references/bestiary purposes
~Monster Name: Class: Appearance: Habitat: Combat instincts: Skills: Strength/Weakness: One-liner: ^template If anything deviates from the template i won't add it. -------------------- ಠ_ಠ
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| cielo |
Posted: Oct 16 2009, 02:37 PM
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![]() Village Idiot for Life ![]() Group: Moderators Posts: 3,565 Member No.: 236 Joined: 13-May 05 |
Jawohl mein Fuhrer.
Name: Djinn Class: Magical Being Appearance: Depends per type of djinn. Habitat: The Soup, Primordial Territories. Can survive nearly anywhere. Combat instincts: Deduction and reason Skills: Most Djinn are powerful casters, and some are experienced with physical combat as well. They can cast a variety of spells within their elemental restrictions. Strength/Weakness: Djinn absorb their native element but are damaged by the element oppositely aligned to their own (i.e. an Earth Djinn would take more damage from Air magic) One-liner: Prismatic magic entities, mysterious and ancient like their homeland. -------------------- |
| memory |
Posted: Oct 16 2009, 06:36 PM
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![]() Tactical Engineer ![]() Group: Moderators Posts: 5,909 Member No.: 132 Joined: 14-February 05 |
Elemental
Class: Primordial Being Appearance: Weaker, less intelligent specimens appear as an amorphous mass of their innate element. Stronger and smarter elementals can take on lifelike shapes, although they still maintain a similar composition as the weaker ones. Habitat: Elementals wander into our world through areas in which the boundary between the elemental planes and our own is blurred. Combat instincts: Despite extensive research, it is still unclear whether elementals are actually sentient, or if they are guided by some external force. In combat, they show no survival instinct and relentlessly attack until destroyed; more powerful elementals are capable of executing more complex strategies, but retain the instincts of their weaker counterparts. Skills: Elementals are capable only of manipulating their innate element. While they are very skilled at this manipulation, they are unable to create or conjure it, meaning they rely only on what is naturally present in their environment. This is the key to destroying them. Strength/Weakness: Elementals are strengthened immensely by the presence of their innate element. Likewise, even drawing near an element they are opposed to is harmful. One-liner: Beings tied to primordial creation and the elemental realms. -------------------- ![]() My mod color is #00B7EB. |
| Eddy |
Posted: Oct 21 2009, 07:19 PM
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![]() I have a tale to be told, won't you listen tonight? ![]() Group: Veteran Posts: 4,317 Member No.: 316 Joined: 23-July 05 |
Name:Doppelgänger
Class: Magical Beign Appearance: The doppelgänger really doesn't have an appearance, some say he's just a black whiff of smoke, other say they're small and feeble. They tendt to take after the appearance of either Viera, Gira, or Humes. Due to their appearance complex (it is believed that they are horribly ugly, because of how they show a despise for their natural form), that they tend to shapeshift into whatever species they are's version of what they would call beautiful Habitat: Surprisingly, they tend to live in cities, but they're most abundant in Caves in Vana'Diel. Combat instincts: Doppelgängers are passifists, mostly due to their natural physical delicateness. They tend to flee, or use low level spells to fight back, usually futilely, and left as a desperation move. Though their is a number, special those raised in Baron, that have learned to exploit their shapeshifting ability, and modify their muscle structure to reach infinite levels of strength. There is also the small number that lives in Spira, these tend to take advantage of their ability and become assassins, usually the best in the business. Skills: Basically, the doppelgänger can be classified by their skills: 1) The weaker kind tend to use low and mid level spells (-ara), but for some reason, they can innately cast spells such as Flare, and Hastega. They can also cast conceal. 2)The kind in Baron lean towards physical skills, and they've been known to wield weapons big in size (great axes, zanghetsu, buster blades, etc.). They also have a prefference to rend their opponents off their equipment (Armor Break, Weapon Break). Their magic Arsenal includes SOS Berserk (Witch they use when their HP is low), and SOS Haste (the same as SOS Berserk) with it. 3) The kind in Spira heavily rely on conceal, and their shape shifting skills tend to be more honed than the other two kinds. They are masters of Time Magic, and prefer concealable weapons, like daggers, small guns, and throwing items. But those who carry katanas and short swords are not unherd of. Strength/Weakness: Though they're expert magic users, it is also their second biggest weakness, As they can be easily be heavily damaged by mid-level -ara spells. Their biggest weakness is also their greatest strength, they may be experts of shape shifting, but these tend to be overly sensitive about their true appearance, and teasing them about it can actually cost them a battle, and even a good part of the next couple of months. One-liner: The doppelgänger, masters of deception. Wow, this could be a race by itself! XD -------------------- "Which way I fly is Hell; myself am Hell;
And in the lowest deep a lower deep Still threat'ning to devour me opens wide, To which the Hell I suffer seems a Heav'n" — John Milton (Paradise Lost) |
| Zvane the XIII |
Posted: Oct 22 2009, 04:05 AM
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![]() Revolutionaire ![]() Group: S-Legend Posts: 3,543 Member No.: 136 Joined: 27-February 05 |
Just so you know, the version to be put in the Bestiary will be "slightly revised" so first, I'll post the revised entry for the monster and keep editing until I meet your approval. Okiedoke?
-------------------- Number of times Zvane wished a day would have 100 hours: infinity.
Zvane's cast - 5/8/08 update Zvane's Creations Zvane's saga ended. 31 May, 2008 "Saga reboot imminent" |
| Eddy |
Posted: May 12 2011, 12:01 PM
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![]() I have a tale to be told, won't you listen tonight? ![]() Group: Veteran Posts: 4,317 Member No.: 316 Joined: 23-July 05 |
Name: Werewolf
Class: Canine Appearance:They appear as large wolves with pawlike hands for front legs. They can stand up to nine feet, and have a humanoid appearance. Thier fur is a bit shorter than your standar wolf, making it look almost naked except for the large oatches in its fore arms, hind legs, lower torso, back, and face. Their color varies from black, to gray, to sandy blond Habitat: Most of Jagdreisia Combat instincts: They hunt in packs, and then in turn, always trying to flank their prey before attacking. Skills: Being predatorial, one would expect a high dexterity and speed with their claws, and like any good predator they combine this with their superb subterfuge abilities. They also happen to have a scense of scent and hearing even more developed than dogs, being able to hear sounds from 10hz to 70,000hz Strength/Weakness: Werewolves are strengthened by the power of the moon, and cain gain double their strength when in direct contact with a full moon. They are weakened by silver, being poisonous and deadly once it touches their bloodstream One-Liner: The lower pawns of the pack Name:Bandersnatch Class: Canine Appearance: These variation of the werewolf follow the exact same physical appearance, only they they stand ten feet on their hind legs and their fur tends to be white or silver. Habitat: Most of Jadgdreisia Combat instincts: Command the lesser wolves, you are the Alpha male after all Skills:Being predatorial, one would expect a high dexterity and speed with their claws, and like any good predator they combine this with their superb subterfuge abilities. They also happen to have a scense of scent and hearing even more developed than dogs, being able to hear sounds from 5hz to 80,000hz. They boast a more human intelect than their conterparts, which allow them to make better tactical decitions. Strength/Weakness:Werewolves are strengthened by the power of the moon, and cain gain double their strength when in direct contact with a full moon. They are just mildly alergic to silver, unlike their werewolf counterparts. One-liner: The dominant Alpha-Male -------------------- "Which way I fly is Hell; myself am Hell;
And in the lowest deep a lower deep Still threat'ning to devour me opens wide, To which the Hell I suffer seems a Heav'n" — John Milton (Paradise Lost) |

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