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The Mods of LifeAftr ([personal profile] lifeaftr_mods) wrote2017-06-28 05:49 am
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Bestiary

Bestiary

LifeAftr is full of all manner of notable flora and fauna, creatures capable of both helping and hindering characters as they progress. Aside from your standard fare of nondescript birds, insects, and vegetation, there are plenty of creatures of note that are worth documenting. New species are always being discovered and catalogued as their presence is gradually made known. Creatures are sorted by location.

Want to submit a creature from your character's canon, or from another canon that feels perfect for the setting? See our submissions form at the bottom of the page!
MU
Obstruction: Clockroach
MONSUN
Predator: NihilegoWalking CactiSand HydraWell MimicPlant BeastMantiskShrumal OgreNova Scorpion

Obstructions: FrungalFoolsbloomSleepspoor

Catastrophes: TornadoElectrical StormEarth Golem
NUIDAN
Prey: PopoKulu-Ya-KuAntekaMosswineAptonothMoofahNoios
MAATI
CAHYPDO
Prey: Lorby

Predator: HydracWabbit
NASTRANDIR
Prey: Veep

Predator: RocobraCaralissMecoroOramogWyvingNoino

Obstruction: PyjakWoodwitch

LOGSOOCSTORIESMAIN NAVIGATION

Prey
Snaplings

Ever seen a turtle combined with a crab? No? Well, now you have. Aside from their skill at burying themselves in the sand to hide from potential predators, these animals may just be numerous and prolific enough to serve as an adequate food source, though they're really no bigger than your average turtle. Provided you can find a way to pry open their shells, that is. Encased in a thick carapace of keratin and possessed of sharp claws and beady little crab's eyes, they certainly strike an odd picture.

Type: Prey
Habitat: Found on Ensō's beaches
Dangers: None, aside from snapping pincers
Resources: Edible flesh and eggs
Grasstails

Snakes might not have hair, but some have a grasslike mat on their back that allows them to blend into the surrounding vegetation quite well. Up until someone steps on them, that is. While this animal may not have a poisonous bite, it can have a very painful one and can make the act of covering ground quite tedious unless you don't mind getting a foot full of pointy holes. The nice thing about these creatures is that they largely prefer to be left alone, and will not attack unless provoked.

Type: Prey
Habitat: Ensō, jungle areas
Dangers: A nasty but non-poisonous bite
Resources: Edible flesh and eggs
Pterax

Four-winged, scaly, and possessed of a long, lizardlike tail with a feathered rudder, pterax appear to be LifeAftr's answer to acheopteryxes. They're generally more of scavengers than they are out and out predators, able to subsist off of anything from berries to fruit to carrion. While they won't attack on sight, these creatures are crafty, to say in the least. Unprotected or unguarded supplies may be stolen unless it is too heavy for the thing to lift. They may be roughly the size of crows, but they're possessed of just as much resourceful cleverness as any corvid.

Type: Prey
Habitat: All over Ensō, though they largely roost in trees
Dangers: Theft of supplies
Resources: Edible flesh and eggs
Bludroc

Despite their vicious name, Bludroc are all in all far from temperamental. One would be forgiven for assuming them to be chickens at first, though their plumage is rather more brilliantly colored to suit their tropical habitat. Largely groundbound birds, Bludroc are not incapable of flight so much as they simply do not prefer it; they are social creatures that travel in flocks and require vast, open spaces to succeed at a takeoff, to which woodland does not easily lend itself.

As long as one keeps them together and fed, they're composed enough creatures - though if one of their number is threatened, they will all start to fluff up like an array of feathery pufferfish and set upon the intruder with a vengeance.

Type: Prey
Habitat: Virtually anywhere
Dangers: None unless threatened; they attack by pecking and clawing and generally making a nuisance of themselves
Resources:Easily domesticated, edible flesh and eggs
F'rshayme

It's got the basic shape of a pig. Well, sort of. It rather appears to be predominantly made of clumps of dirt that have randomly decided to stick together. What lies beneath is far more like the common beetle...just much, much larger. And unfortunately for everyone involved, they have a very specific appetite: your poop.

F'rshaymes aren't only useful for disposing of all that nasty waste; doing so comes with significant benefits, as the combined process of mud and excrement as it goes through a Shaymer's digestive system leaves behind pure clay for the...brave.

Often found in small herds of six to eight individuals, f'rshaymes are extremely docile and would be very easy to turn into a herd of your very own.

Type: Prey
Habitat: Virtually anywhere.
Dangers: None whatsoever
Resources:Eats...waste; provides renewable source of clay
Cariborn

Mostly to be found in grasslands, these creatures may seem familiar to some. Their heavy antlers make their silhouettes unmistakable, even from a distance, though upon drawing closer, one will find that they're assuredly more bovine in appearance...with a heavy coat of dark turquoise fur to boot.

Cariborn are quite placid creatures - ones that may have once been domesticated, given how little they react to those who might draw close to them. They require little more than food, water, and space to graze, much in the same vein as cows. Just like cows, they can be milked... though take care not to spook them, or they might very well stampede.

Type: Prey
Habitat: Generally found in Ensō's wooded areas
Dangers: Will stampede if spooked
Resources: Food, milk (normal, aside from the light blue color), hide for tanning
Kaleidoshell

Sea turtles that can get as large as six feet across with distinctive rainbow-colored shells and scales, kaleidoshells are so named for their distinctive radiance. The shifting colors on their backs are both bright and reflective; large bales of kaleidoshells often allow for the illusion of an underwater aurora borealis.

Kaleidoshells are placid and peaceable creatures by nature in addition to being unfailingly pretty to look at. As they are largely sea-dwelling, their presence in the archipelago is seasonal. In the summer, they make land on the beaches and sandy regions of whatever land they can find in order to lay their eggs. They are particularly slow and unwieldy on land, and thus not much of a threat, but you're probably better off not trying to poach their eggs.

Type: Prey
Habitat: Ocean waters and beaches
Dangers: N/A
Resources: Potentially edible eggs
Cabbage Batch Squid

Unless prodded, these cabbages are content to remain in whatever patch of sunlight they find. However, if disturbed or cast into shade, they'll quickly uproot themselves in search of more sun. They lack proper eyes, instead relying on photosensitive cells in their leaves, and are therefore prone to crashing into things willy-nilly. As their name indicates, they are usually found in groups, and can be herded with some effort.

The underside of the outer batch of leaves is covered in suckers in two rows - one on either side of the primary vein of the leaf. These suckers, along with the ball of roots at the base of the plant, enable the cabbages to climb surprisingly well. Seeking sunlight, they can often be found on top of anything that will support their weight, but are otherwise quite harmless.

Type: Prey
Habitat: Sunny areas free of salt water
Dangers: N/A
Resources: Edible cabbage; red variants can be boiled into dyes
Mossling

What may initially appear to be a tuft of particularly springy moss will, on closer inspection, prove to be something a little bit more. Mosslings are practically indistinguishable from the surrounding landscape unless one is keen-eyed enough to pick out the twin yellow points of glowing eyes nestled among the leafy orbs of their bodies - or unless one happens to spook one by accident, prompting it to scurry hastily away. They are extremely peaceable, extremely docile creatures, though they can make traversing the landscape startling on occasion, for the faint of heart.

Type: Prey
Habitat: Ensō, wooded areas
Dangers: N/A
Resources: Leafy but edible flesh
Tigerlily

With their striped fur of black and green and the leafy growths sprouting from the base of their neck and threaded down their paws and tail, you would be forgiven for assuming this particular animal was simply part of the landscape. But the lovely pink hue of the massive, fern-like flower petals should not distract you from the fact that, beneath the vegetation, this creature very much resembles a tiger. Peaceable unless provoked, tigerlilies are independent, solitary animals. But should you worry them, be wary - the spores they secrete from their pollen has been known to contain soporific properties and leave their victims quite defenseless.

Type: Prey
Habitat: Ensō, wooded areas
Dangers: May issue soporific pollen spores if provoked
Resources: Placid enough to possibly be tamed; wilts in death and therefore cannot serve as a food source, unless you happen to eat compost
Arboreali

Those familiar with owls may recognize the general sound and shape of these creatures; for all intents and purposes, they certainly seem to resemble your standard boreal owl, save for the fact that they seem to be comprised entirely of leaves and colorful blooms. While they tend to gravitate toward woodland, arboreali can generally make their homes anywhere they like - particularly as they don't seem to need to eat meat like their feathery cousins. Arboreali can sustain themselves off of water and sunlight, much in the same way a flower photosynthesizes.

Type: Prey
Habitat: Ensō, wooded areas
Dangers: N/A
Resources: Edible flesh, "feathers" comprised of potentially useful flowers
Flowccus

While sheeplike in appearance, those fluffy coats are a bit too colorful to be considered wool, and on closer inspection, they aren't: flowccus coats are comprised of tufts of yellow dandelions, purple asters, pink coneflowers, and so on. These creatures are content to amble about, subsisting off of sunlight, water, and the occasional tuft of grass.

Type: Prey
Habitat: Ensō, wooded areas
Dangers: N/A
Resources: Coats can be shorn, can produce sweet milk akin to nectar
Treeclop

Despite the rather stiff look to these beasts, treeclops bear more than a passing resemblance to your average herd of deer, save for the furlessness and the fact that they seem to be made entirely of vine-draped wood. They travel primarily in groups, but are generally quite placid. If the presence of other living creatures offends or frightens them, it doesn't much show. Still, be careful not to startle them, as they are known to stampede when spooked - and those hooves are hardened wood aren't any fun to be hit with.

Type: Prey
Habitat: Ensō, wooded areas
Dangers: None, unless provoked into stampeding
Resources: Potential source of lumber
Popo

Popo are shaggy and mammoth-like in appearance, and have adapted well to the cold environments in which they thrive. Their fur is thick and incredibly warm, making them an invaluable resource in lower-temperature climates. While they are naturally quite gentle and docile creatures, they are not above using their massive tusks to defend their young if they perceive a threat. When faced with danger, however, they are far more likely to run rather than stand their ground and fight. In addition to their dense coats, popo meat is highly nutritious, and their bones can be used to fashion a variety of tools.

Type: Prey
Habitat: Nuidan's low-temperature areas such as snowy mountains and tundras
Dangers: May use the large horns on their faces to attack enemies to protect their young
Resources: Mildly tameable; nutritious meat; versatile bones; thick-furred hides
Kulu-Ya-Ku

Wyvern-like scavengers who look more than a little like dinosaurs, kulu-ya-ku are covered in both feathers and scales, complete with a face akin to a dodo with its large beak. They are largely thieves and foragers, subsisting by stealing the eggs of other beasts. While they're skittish by default, they will not hesitate to fight back should they feel threatened, and often do so with more cunning than your average beast: they're wily enough creatures to take advantage of the environment and hurl boulders or use them as shields.

Type: Prey
Habitat: Nuidan's sandy western region
Dangers: May pick up rocks to throw or use as shields when threatened, but prefer to flee from threats
Resources: Presumably edible, but more useful for their scaly hide and brightly-colored feathers
Anteka

Despite their capacity as herbivores, anteka are rather like moose in that their sheer volume and capacity to wreak havoc greatly outweighs their status as a creature of prey. Aloof and solitary creatures by nature, anteka are also highly territorial, though they trend toward docile unless provoked. Their hooves and heavy horns can make them a surprisingly imposing foe if they perceive you to be a threat. Anteka favor icy, rocky regions, as their cloven feet and thick, shaggy coats are ideal for traversing what would be an ordinarily unfriendly environment. Their pelts are considered to be of extremely high quality, and their horns, as their most distinctive feature, are very useful for crafting tools.

Type: Prey
Habitat: Nuidan's low-temperature areas such as snowy mountains and tundras
Dangers: Territorial if provoked, with a tendency to charge attackers with large horns
Resources: Edible meat; thick-furred pelt; antlers useful for fashioning tools
Mosswine

What may appear to be a mossy boulder is actually a highly useful creature of prey. The mosswine bears an obvious resemblance to your common pig or boar, save for the helmet-like, spiky plate on top of its head and the appropriately mossy-textured pelt on its back. Mosswine possess an unusually discerning palette; on top of being useful sources for basic resources such as meat and fungus, mosswine are also good at sniffing out special sorts of mushrooms and, in fact, have a very singular taste for them. The mosswine's sole means of self-defense is the bony growth at the top of its head, and it is not above charging perceived threats in attempts to bowl them over and trample them.

Type: Prey
Habitat: Nuidan's eastern forest region
Dangers: May headbutt or charge if threatened
Resources: Useful for discovering fungi; edible meat; mossy hide
Aptonoth

Quadrupedal, herbivorous, and scaly, aptonoths resemble dinosaurs in appearance more than they do so in their generally placid nature. They are far more akin to cows in temperament, even if their skin is a good deal more leathery. Even the broad spikes at the ends of their tail or the heavy horns atop their heads aren't terribly dangerous unless the entire herd feels threatened. In general, aptonoths are easily tamed. As pack animals, they prefer to stick together in herds.

Type: Prey
Habitat: Nuidan's northern grassland region
Dangers: Will occasionally fight back to protect other herd members, but are usually prone to running away
Resources: Docile and easily tamed as pack animals; edible meat; bones capable of being fashioned into tools and weapons
Moofah

With their shaggy coats and cloven feet, one might be mistaken for assuming these creatures are simple alpacas. Moofah are about as docile, and just as useful when it comes to being repurposed as mounts or pack animals. They can be, on occasion, temperamental and prone to headbutting those they perceive as a threat, but on the whole, moofah are easily domesticated in addition to having edible meat. By far the most useful and prized resource is the moofah's thick, soft coat, which can be trimmed without damaging the beast.

Type: Prey
Habitat: Nuidan's eastern forest region
Dangers: May headbutt if threatened
Resources: Can produce a steady supply of wool in addition to edible meat; functional as pack animals or mounts
Noios

If someone decided to turn turkeys into reptiles, this might be the end result. While they vaguely resemble pterosaurs, their general shape and look is also reminiscent of a vulture. These creatures are largely airborne, using large, leathery wings and a long tail to carry themselves to high perches. Most distinctive, however, is the waddle that hangs from their neck, which also happens to be the source of their equally singular screech. While noios are generally scavengers and thus non-hostile, they can draw fatal attention to those that disturb them by uttering a harsh ululation when spooked. The sound carries, and is certain to ruin any attempts at stealth.

Type: Prey
Habitat: Nuidan's sandy western region
Dangers: Non-hostile scavengers, but will make an incredibly loud echoing screech if attacked
Resources: Presumably edible, but the organ on their head can also be salvaged and used to make single-use "screamer pods" that emit their characteristic screech
Spanish Plated Goats

The Spanish Plated Goat is a type of chimera originating in Eastern Spain, and their name is highly indicative as to their physical appearance. With three-toed, cloven feet, these creatures are both furred and plated. Scales often run down the lengths of their backs and down their chest. Due to their shaggy coats and hooves, Spanish Plated Goats can last in colder temperatures and high altitudes, just like their less scaly counterparts. In addition, they are also graced with a magnificent lung capacity - which is to say, they breathe fire, both when elated and when feeling aggressed. One of their favorite pastimes, in fact, is to char the ground and darken their coats in the ashes and snowmelt. As they grow, they tend to develop thick manes reminiscent of those of lions, befitting their "chimera" species.

Type: Prey
Habitat: Maati's cliffs and rocky areas
Dangers: They do, in fact, breathe fire
Resources: Edible if gamey meat; hides can be tanned into robust leather, if one doesn't mind fur and scales
Lorby

A strange mix between owl and serpent, the lorby is a rather skittish animal, prone to hiding from most perceived threats. Useless for food due to the toxicity of their flesh, lorbies do have the potential to be tamed...but this comes with its own risks.

A lorby may be prone to flight rather than fight when encountered solo, but in groups, these feathery critters are far more hostile. A defensive lorby emits a piercing cry alone, but a group is an almost ear-piercing experience, capable of rendering the unfortunate unstable on their feet at best, and unconscious at worst. While the lorby is omnivorous, it does not think to take a bite at anything so much larger than them. That doesn't mean that conflict with these fluffy creatures won't attract something much more willing to take advantage of the fact that you may or may not have been reduced to a prone sack of meat in their wake.

Type: Prey
Habitat: They prefer forests; some have been found in Cahypdo's jungles
Dangers: Gentle unless provoked or in a group; their cries, at loud enough volumes, have the potential to knock one unconscious
Resources: Soft and warm fur; inedible and poisonous flesh; tameable, but with difficulty
Veep

What's that just up ahead? It looks like a fluffy cloud with legs...or, more accurately, a sheep. Just a regular sheep. That's great, right? Sheep are an excellent source of wool, meat, and plenty of renewable resources besides. What a fortunate find.

It's only once you get close enough to see this sheep's face that you'll notice something, uh, odd about it. Namely, the fact that it doesn't have one. This particular animal, known as a Veep, is horrifyingly omnivorous, and will eat anything that fits into its face. You might be relieved to know that the Veep mostly seek out plants, and can sustain themselves just fine on the standard fare you'd expect from regular sheep.

Just, uh, don't stick your hand in there, okay?

Type: Prey
Habitat: Grasslands, forest, mountains, anywhere with enough greenery to sustain them
Dangers: Can potentially vacuum away resources, supplies, body parts, or anything that gets too close to their faces
Resources: Wool, edible meat

Predators
Leechlorn

Think leeches. Now think leeches the size of your fist, prone to hiding under rocks and clinging to the keels of boats. Almost barnacle like in design, they crave one thing, and that thing is blood. Preferably of the human variety, but they're not picky - any creature's blood will do. Upon latching onto a target, the leechlorn will dispense a numbing toxin that makes detecting them by touch almost an impossibility. Luckily, they're rather hard to miss in the visual sense, unless you're simply accustomed to seeing large, mottled gray flesh lumps stuck to your ankles and calves. It's not recommended you pull them out by the roots - it's far less painful to spear them or burn them and let them drop off on their own - but you would be forgiven for wanting them off of you as quickly as possible. Luckily, they're unlikely to soak up a fatal amount of blood, and they can serve medicinal purposes in draining away excess fluids.

Type: Predator
Habitat: Shallow waters on Ensō
Dangers: Passive, but capable of draining the average human adult of up to 500 mL of their blood
Resources: Potentially edible...if you don't mind the risk of ingesting your own blood
Tigersharks

Hold up, is that a shark in the water? Wait, no. It's not a shark. It's a...tiger?

It's both. Those acquainted with the myth of the chimera may find this creature familiar, though its anatomy is certainly unique. One half shark and one half undeniably feline and possessing heads of both, this creature has sharklike fins along its spine and sides and gray, be-gilled skin that gradually melds into orange and black striped fur. Lethal on land and on sea, the tigershark is not hostile unless provoked. Bear in mind, however, that it will perceive any invasions into its territory as adequate provocation.

Type: Predator
Habitat: Beaches, deep water; any square containing ocean around Ensō
Dangers: If provoked, capable of inflicting grievous injury or death
Resources: Edible flesh
Centipuppy

When surveyed from the front, this animal resembles a hyena. Upon further examination, it rapidly becomes clear that such is not the case - unless hyenas, where you come from, are several feet long and have the general build of a very furry centipede.

Befitting their canine-eqsue appearance, these creatures flourish in pack-like groups. Solitary, they're nothing more than a very perplexing sight. In groups, however, they're very efficient at surrounding their prey with their long, sinuous bodies and tearing into them with sharp canines.

Type: Predator
Habitat: Ensō's jungle, woodlands, and grasslands
Dangers: Will attack in groups
Resources: The centipuppy's flesh is edible, but an acquired taste
Mimicry

Most traditional mimics take the form of wooden chests to befuddle and then snack upon any intrepid explorers foolish enough to open a container without checking for teeth first. These mimics take a rather...different approach. Notably, they instead take the form of bushes, waiting for an unsuspecting traveler to tread upon the roots that will then snap around their ankles and reel them in, leaves parting to reveal a row of very nasty, very pointed jaws. In general, they're very good at impersonating their surroundings - but if you are generally alert and aware of your surroundings, you may glimpse a pair of yellow, reptilian eyes blinking out from the vegetation before they disappear as quickly as they first showed. They are highly hostile, and will attack on sight, but are highly vulnerable to fire.

Type: Predator
Habitat: Virtually anywhere on Ensō
Dangers: Will attack on sight
Resources: N/A
Lungblossoms

A type of flora not native to this region, lungblossoms are massive, colorful plants that are usually rooted to the spot, though this iteration of them is capable of slow if ponderous movement.

The lungblossom isn't dangerous from a distance, but is deadly up close. When under threat, it releases a swarm of short-range, fist-sized, spiked spore clusters that can damage on impact. Over a longer distance, it releases clouds of extremely hallucinogenic gas. While the gas is not fatal, inhaling even a little can cause visual and auditory hallucinations. Inhaling larger quantities will cause the victim to pass out and enter a dreamlike state where they will be assailed by twisted nightmares. Lungblossoms are also, unfortunately, highly indiscriminate about whom they choose to attack

Type: Predator
Habitat: Ensō's deep forests, jungles, swamps and bogs
Dangers: Spiked spores, hallucinogenic gas
Resources: Inedible; spore clusters can be used as projectiles and leaves are large enough to potentially provide basic roofing material, or rain-proofing material; gas sacs could theoretically be used to create antivenom
Ovosoid

Due to the nature of these creatures, we recommend consulting with other players before including Ovosoids in prompts or threads.

Ew, a bug! Too bad this one is a bit too, er, large to be squashed or stepped on. Roughly the size of a small child, a mass of segmented limbs, compound eyes, dragonfly wings, and a shiny copper carapace, it's probably for the best that these things don't come in swarms. Instead, they prefer to quietly lay their eggs in living flesh without being noticed, so that when their young hatch, they have an abundance of warm blood upon which they may feast.

Procreation appears to be the only biological directive it pursues, as its life span is rather short - but should you feel a sting or note the presence of a round, red sore anywhere on your body, it's probably best that you find someone with a hot knife to cut it out, pronto. The eggs hatch within the hour, making this attention an immediate concern.

Type: Predator
Habitat: Virtually anywhere on Ensō
Dangers: Will inject eggs into the flesh, which will hatch and feed on adventurer’s blood
Resources: N/A
Quartzalcoatl


Due to the nature of these creatures, we recommend consulting with other players before including Quartzalcoatl in prompts or threads.

The lumbering, person-shaped, eight foot tall mass of crystal approaching you isn't what you should be scared of, no. It's just the product of something that ravaged the body of what was once a living thing, converting flesh into a greenish, crystalline growth. The person it once was is...well, they're probably not aware of what it is that's happened to them. Probably, right? I mean, if they were, they wouldn't be unconsciously spreading the virus that turned them into this thing by reaching out for you, leaving behind shards of glasslike crystal beading on your flesh. It only takes one touch, and the infection spreads so quickly. It would probably be the most humane to simply put them out of their misery.

Type: Predator
Habitat: Network of caves beneath Ensō
Dangers: Capable of spreading crystalline virus by touch, which slowly converts living tissue to sentient crystal and has no known cure
Resources: N/A
Nihilego

Poisonous and dangerous, Nihilego track prey by heat signals and latch onto the heads of enemies to immediately inject them with a neurotoxin that heightens their sense of excitement and lowers their inhibitions. Victims go from completely fine to violent, instantaneously. Being possessed by this creature for longer than a few minutes wears away at the mind with amazing speed- it can become hard to differentiate between what is the host's decision, and what the poison is forcing them to do. Being jellyfish-like in nature, attacks will do it harm, but it can regrow limbs. In a pinch, Nihilego will simply teleport away from danger, but cannot process the level of danger it heads into until confrontations have been made.

Type: Predator
Habitat: Monsun's western region
Dangers: Deploys a neurotoxin capable of essentially possessing someone
Resources: N/A
Walking Cacti

Those who squint may find themselves thinking of another, cuter version of sentient cacti found on other worlds - but the mutual relation to a certain desert plant is where the similarities come to an end. Walking cacti are silent predators who prefer to slowly approach their prey, avoiding being noticed by their targets until it is too late.

Luckily, these creatures do not rely on projectiles to attack- rather, their needle thin spikes can extend up to one foot out of their bodies in a fast, powerful motion- more than enough to puncture flesh and muscle. If you've ever wanted to try death by acupuncture, these are your kind of monster... but if not, a sharp weapon or fire will certainly help whittle down their numbers.

Type: Predator
Habitat: Monsun's western region
Dangers: Impalement via spear-like needles
Resources: N/A
Sand Hydra

Perhaps if you've seen the movie Tremors, you'll know what to expect.

If you haven't however, the manner in which the ground suddenly erupts beneath your feet may come as a slight surprise. Akin to a snake in appearance, sand hydras can span anywhere between eight to 12 feet in length at full maturity, living most of their lives underground- until given proper indication of prey up above. Vibrations.

Whilst not poisonous, sand hydras track even the slightest motions that occur up above- treading lightly will only help so much. They opt for two approaches in their hunts- suddenly and abruptly attempting to pull down anything smaller than they into a dusty grave, or by taking as many chunks out of them as necessary, until the former can be achieved. With a rather thick hide, these creatures can be difficult to get rid of- luckily, they have a significant aversion to water.

Type: Predator
Habitat: Monsun's western region
Dangers: Damage from teeth and claws; suffocation via dragging underground
Resources: Hide can be fashioned into a tough leather; edible meat
Well Mimic

Cousins of their Ensō-based counterparts, the mimicries, well mimics are...exactly what they sound like. They favor dry, desert-like environments, and hunt by luring travelers and animals alike to the temptingly fresh waters they hold.

Well mimics are largely tube-shaped animals, buried deep in the sandy earth. They suction fresh water from deep within the earth and hold it in the lowermost parts of themselves. The simple construct that travelers see - the circular, stone shape with the rope and bucket for hauling water - is, in fact, their mouth, carefully adapted to camouflage itself into something that seems perfectly serviceable. Once travelers attempt to grab hold of the rope or bucket, or even the rim of the well itself, they'll discover that the surfaces have all been slicked with a sticky substance that may very well take off a layer of your skin if you attempt to tear away without taking great care.

Once the well mimic has entrapped its prey, the "well" sprouts teeth around its stone rim, lining its rocky gullet all the way to the bottom, as well as a fat red tongue. Rope-like tentacles whip out to seize whatever poor soul has found themselves ensnared. If you don't manage to get free in time, you'll learn just how it feels to be digested over a period of twenty-four hours while your body is broken down into a squishy, delicious mulch for the mimic's consumption. Yummy!

The best way to kill these creatures is by tricking it into swallowing something lethal - fire, poison, sharp weapons, whatever you have on hand. Well mimics are quite blind and hunt purely by touch, and will seize whatever touches them without any knowledge of what it is. And once it has one victim in hand, it's quite incapable of grabbing hold of another.

Type: Predator
Habitat: Monsun's western region
Dangers: Prone to luring travelers in with the promise of fresh water; digests travelers slowly over a period of twenty-four hours
Resources: Can be a source of fresh water if killed; the sac it uses to hold water can be converted into a highly durable water canteen
Lightning Eel

Considerably territorial, lightning eels range between four to eight feet in length. Sleek grey, their pointed, though rather small teeth may convey a sense of little threat- until they begin to spark, that is. Lightning eels are highly conductive to electricity and store up to a lightning bolt's worth of electricity in their small frames; whilst they won't release it all in one go, those close by them will certainly find these slithering creatures to be quite... shocking.

Type: Predator
Habitat: Ensō, ocean waters
Dangers: Incapable of deep bites, can electrocute to stun or kill prey
Resources: N/A
Spindlank

What might initially appear to be a leafy hillock will very quickly prove to be something far more...mobile, if you get close enough. That clump of grass and red ferns will abruptly hoist itself up on six vine-like tendrils, crawling for its prey like a very large, mossy spider. While it's fully capable of swiping at its foes with its massive, leafy arms, the spindlank's favored method of dispatching its prey is simply to scuttle forth until it's positioned directly above you and drop down. If its weight does not crush you and choking on the clods of earth doesn't smother you, don't worry; the spindlank intends to eat you alive with a set of fleshy jaws set deep in its center.

For despite their appearance, spindlanks are very much carnivorous. Their size can vary from anywhere between six and ten feet tall when their appendages unfurl entirely.

Type: Predator
Habitat: Ensō's grasslands and forests
Dangers: Large, hostile, and carnivorous
Resources: N/A
Octonettle

These octopi are often found in the shallows scrounging for bits of food. Their eight legs are webbed with suckers on each appendage, somewhat like a spider's web. Cunning and well-camouflaged hunters, octonettles are certain to never go hungry. They can grow up to six feet in diameter, with very strong cartilage, though they can be easily snared with a long hook or stick.

The real danger is their method of defense: octonettles spit a vaguely corrosive ink when they feel threatened, which is very nearly any time they think they have been seen. If it gets in your eyes, it can burn enough to leave you half-blind for near the rest of the day.

The ink itself, at least, is a very nutrient-rich add-on to any meal, though the octonettle's true resource is in removing the head and stretching it out in the sun for a day to form a net that might be useful for fishing, or for a makeshift hammock. Maybe even worth the pain and discomfort!

Type: Predator
Habitat: Beaches and shallows of Ensō
Dangers: Spits ink that can burn and blind
Resources: Nutrient-rich ink; body can be used to make nets
Rootwyrm

While undeniably draconian in appearance, the effect is offset by the fact that the rootwyrm's skin is more akin to the texture of bark than it is scales. One can generally discern the age of these creatures by counting the number of rather stubby legs that support its ample middle - the youngest will only have two, while the oldest will have as many as twelve.

Rootwyrms move slowly, thanks to the turtle-like shell that sits astride their back in lieu of wings, but they make up for this by hitting quite hard in a fight. Instead of breathing fire, rootwyrms spit a caustic, stinging acid if they can't get close enough to their prey, though they'll be more than happy to try and dispatch you the old-fashioned way: with an extremely large set of reptilian jaws.

Type: Predator
Habitat: Thick woodland on Ensō
Dangers: Large, hostile, and carnviorous
Resources: Potentially edible flesh; leaves behind a large shell on death that might be used for shelter or building materials
Plant Beast

A type of flora not native to this region, Plant Beasts are large green masses of plant matter that propel themselves forward with vine-like appendages over the ground. They are innately hostile. While their attacks can be both disorienting and deal large amounts of damage - often knocking lighter weight opponents to the ground - Plant Beasts telegraph their motions by "charging" their attacks before dashing forward with their large, toothy maws parted wide.

By far the most bothersome thing about them is their means of concealing themselves before attack; when dormant, Plant Beasts sleep under the earth. A small, yellow-green flower with reddish highlights is the sole indication of their subterranean slumber. When someone draws near enough, the Plant Beast will haul itself out from the earth and charge.

Type: Predator
Habitat: Monsun's eastern region
Dangers: Can deal pretty moderate damage by rushing an enemy with enough force to knock them over, but it telegraphs its motions
Resources: Inedible; teeth might be usable for weapons or darts
Mantisk

Praying mantises are easily some of the most intimidating creatures found in their class of the animal kingdom. They're known for ambushing their prey, can be almost unstoppable in pursuing a target if they so choose, are known to hatch in a state of infantile cosmic fury, and the females also tend to devour their mates after copulation.

It's fair to say that the seven foot tall, green-shelled creature staring you down with its compound eyes bears more than a few resemblances to its smaller cousins. Unfortunately, the most prominent difference, aside from the size, is the fact that mantisks find bipedal beings such as yourselves to be extremely and temptingly edible.

Those forearms are mighty sharp, and their carapaces are exceptionally sturdy. Better hope they aren't hungry.

Type: Predator
Habitat: Monsun's eastern region
Dangers: Large, hostile, and carnivorous
Resources: Potentially edible flesh, if you don't mind insect meat; sturdy carapaces
Shrumal Ogre

A large fungal creature that essentially resembles a massive mushroom. With their thick gray skin, dark green cap, and lumbering tread, shrumal ogres tend to conceal themselves among the landscape until someone draws near enough for them to strike. Those who get too close will have to contend with the shrumal ogre's tendency to thrash wildly, battering at their target with their heavy head. Those who try to flee won't find the task necessarily easy: the shrumal ogre spits corrosive orange liquid in large arcs to those not in its immediate range of attack.

Type: Predator
Habitat: Monsun's eastern region
Dangers: Large, aggressive, hostile, and sometimes come in pairs
Resources: Potentially edible for mushroom fans
Crystal Spider

Often found half-buried in the ground, these particular beasts will initially resemble clusters of greenish crystal. They tend to travel in packs, swarming their victims. While they deal very little damage, Crystal Spiders have the annoying habit of entrapping their victims in a layer of crystal once said victim is bitten. That particular attack ultimately kills the spider, but allows its fellows to hound the immobilized traveler while they're vulnerable. The sheath of crystal is easily broken through with enough swift action, but it can hamper progress.

Small, fast, and difficult to hit, Crystal Spiders are more irritants than they are genuine dangers, but in large groups, they can be deadly. Unfortunately, they have no resources of note to offer - they shatter when killed.

Type: Predator
Habitat: Rocky areas on Maati
Dangers: Hostile; capable of entrapping travelers briefly in crystal
Resources: N/A
Beowolf

Large, dark, and shadowy, Beowolves are more than a little reminiscent of a werewolf in size and stature. They are vicious beasts, stout and muscular, and often stand on their hind legs. Individuals will vary, resembling anything from simple, canine silhouettes with red eyes and jaws, to vaguely armored creatures, with bone-like protrusions jutting out like armor from their limbs and faces made up of elongated skulls. The smallest are roughly the size of a fully grown human, while the largest recorded are almost twice as much. Almost all bear vicious claws, tipped in white. Despite their mass and solidity, Beowolves emanate a ghostly, shadowy afterimage, like smoke. Once killed, they disintegrate into black smoke, with nothing left behind.

Younger Beowolves will often attack on their own, with little thought towards strategy or survival. Older ones, however, have ample intelligence and experience from battles with humans. They will strategize and even hesitate before striking, to make sure it's possible. All Beowolves are naturally strong close-quarters fighters, with their claws and teeth. But being at long range puts them at a severe disadvantage, as there's nothing they can do besides close the gap.

Type: Predator
Habitat: Maati's rocky terrain, as well as deep forests
Dangers: Incredibly hostile, capable of strategizing
Resources: N/A
Nova Scorpion

Nova Scorpions are about one meter in length and have a large stinger to match, with a golden carapace that makes them near-chameleonic when it comes to blending in with the sands they so favor. They are nocturnal by nature and tend to burrow into the sand and form lairs with others of their kind. Occasionally, one might encounter a scorpion carrying its young on its back.

By far the most dangerous thing about them is their venom, potent enough to floor even the most powerful and even those of the nonhuman persuasion.

Type: Predator
Habitat: Desert
Dangers: Hostile; extremely poisonous
Resources: Can theoretically be milked for its venom if captured
Hydrac

Mythology has many names for reptiles that frequent the waters, preying on unwary sailors: leviathan, hydra, sea serpent, and others. Nature has even more options, in case you weren't terrified of the sea enough - though the most famous and conventionally frightening would be the shark.

The hydrac is a combination of both. Different subspecies and variations are common, to the point where no two hydrac will look exactly alike. They come in all colors, sizes, and shapes, though they tend to get no larger than seven feet in length, and half as much in height. With skin that varies between blubber-smooth or tough and scaly, and virtually any number of teeth, tails, and extraneous limbs, hydrac are primarily land-dwelling creatures that prefer to stick to coastal regions. They move quickly on both land and water, and can apparently breathe on both as well. They prefer to settle down in caves set into seaside cliffs in particular, as they prefer to have a place to keep their troves of scavenged and stolen possessions, for hydrac also retain the characteristic hoarding tendencies of the traditional dragon.

Hydrac are fortunately not flight-capable, nor can they breathe fire. They make up for it with a reptilian speed and agility in a fight, as well as exceptionally sharp teeth and claws. But most concerning is their capacity to spit water of virtually any temperature, ranging from sharp with ice to boiling hot - if they don't freeze or burn you to death, they'll try to drown you on the spot. It doesn't help that hydrac are extremely territorial. Most are relatively solitary creatures, but by nature set up their troves close to those of others, as petty thefts, land grabs, and turf wars are common. Unfortunately, this means that they tend to regard any living creature that crosses into their territory as fair game.

Type: Predator
Habitat: Beaches and coastal caves
Dangers: Highly territorial; sharp teeth and claws; dangerous "water" breath
Resources: Potentially edible meat; hydrac hoards can contain all manner of potentially useful odd and ends if one can successfully slay the beast guarding them and then locate their abode for plundering
Wabbit

A creature resembling an extremely fluffy dome of fur the size of a terrier, with two fuzzy appendages that vaguely resemble rabbit ears and a black dot for a nose, and a glorious coat often comes in shades of brown, black, and golden-yellow. They initially appear to be extremely cute and innately endearing, until you get close enough to see that furred exterior split open to reveal several wide lines of incredibly sharp teeth.

The wabbit is an extreme omnivore, and will eat anything that moves. Sensing prey by motion, the wabbit has perfected the art of remaining absolutely still until some potential snack comes in range for them to leap at it. While they're easily outrun, the wabbit only lets go of its prey in death, sinking fangs into a target with a razored-trap ferocity.

Wabbits are generally solitary creatures, or found in groups of two or three. In semi-rare cases, they have been known to form packs of up to a dozen.

Type: Predator
Habitat: Generally prefers woodland; some have been found in Cahypdo's jungles
Dangers: Hostile; can deal a nasty bite
Resources: Fur, flesh of minimal nutritional value, teeth to be used as tools, and ground-up remnants of waste from the Wabbit's previous victims that can be used for dyes
Rocobra

The spiny protrusions on this creature's long, sinuous body will make it quite difficult to distinguish from its surroundings; these beasts tend to disguise themselves as the surrounding mountain rock where they live. Mild chameleonic properties allow this predator to blend almost seamlessly in with a rocky environment of almost any texture and color. And, given the size of them, it's very possible you won't realize that you're stuck in one's coils until it's too late.

With thick, scaly hides, large jaws, and venomous teeth, the rocobra is deadly fast despite its significant bulk. Even at their smallest, the rocobra is often as thick as a tree trunk in girth, and can range from thirty to sixty feet in length. Rocobra specialize in draping themselves in a circle, concealing themselves among their surroundings, and waiting for unsuspecting prey to wander somewhere in their coils before drawing tight around them to constrict them into a slow and painful death, so they might be devoured.

The good news is that rocobra only ever hunt and live in solitude; it is highly unlikely you'll find more than one in any one area. Most cannot spit venom, but can deal a paralyzing strike with massive fangs that are just as likely to impale you as they are to poison you. The good news is that they do have a weakness, and that weakness is numbers - when there is more than one target for the rocobra to focus on, it can get hopelessly confused over who it should be striking first, and can be easily distracted and led along by a well-coordinated team or pair. It's advised that you strike it at the mouth, if possible, as those scales can be awfully hard to penetrate.

Type: Predator
Habitat: Mountains, canyons, and rocky areas of Nastrandir
Dangers: Mildly chameleonic and can hide among their surroundings; can constrict, bite, or poison unsuspecting travelers
Resources: Can potentially be harvested for venom, meat, or tough scales
Caraliss

When passing through humid, marshy areas, you'll probably notice glittering strands of what appears to be spiderweb, caught between tree branches. You'd be forgiven for assuming those to be spiderweb, and nothing more.

It isn't.

The caraliss isn't a spider, because it's too large and not insectoid enough...but it almost has enough limbs to compensate. It tends to stay high up in canopies, or hidden in the forks of trees. With its brownish skin crusted with fungi and leaves, webbed feet, and flexible limbs, it is a creature highly adept at sequestering itself away where it might not be easily spotted. The dead giveaway is the eyes, which will glisten eerily in the webbed mass of lichen-like growths that swathe most of its other facial features.

The caraliss seldom confronts its prospective prey directly. Instead, it prefers to attempt to snare them much in the same way a spider would: by setting up a sticky trap to walk into. The caraliss secretes a thick, gooey substance from its mouth, which it then shapes into a multitude of threads arrayed in just the right strategic fashion - hidden around a dark corner, for example, or set up in a hole in the ground where animals and travelers are known to stumble and fall into. Once one so much as touches the sticky substance, it will fuse stubbornly to whatever cloth, skin, or material that has brushed it. The material is incredibly strong, though it can be burned through.

The caraliss moves quickly once it thinks its prey is caught, and will descend in a whirlwind of limbs to try and more or less cocoon you in its trap, much like your common arachnid, so that it might feed upon you later. The good news is that, aside from its cunning, the caraliss has very little in the way of self-defense, and can be killed quite easily. Any old weapon will do. Just be sure that you're not already caught in its web - at that point, your only choice is to wait for help or to wait for the adhesive properties of the web to wear off, which can take a good ten to twelve hours. Caraliss like to return to their prey long before then.

Type: Predator
Habitat: Marshes and bogs of Nastrandir
Dangers: Omnivorous; capable of trapping and snaring travelers to cocoon and devour them
Resources: Webbing sac can be harvested from corpse upon death, and used to produce nigh-limitless supplies of a very strong adhesive
Mecoro

The most terrifying thing about these foes is the fact that, until they're right on top of you, they've the tendency to be completely silent. They hunt in dark places, most commonly at night, which is why you might not even notice when their shadow falls on top of you unless you're out in the open. Often, the only audible sound is the cold flap of leathery wings mere feet above your head as sharp, bony claws descend upon you to try and pluck you from the ground.

Mecoro tend to live in caves in mountainous regions, and are largely nocturnal - bright light can severely stun and disorient them, which is a convenient weakness to exploit in a scuffle. They are, on the other hand, quite large, with wingspans ranging from ten to twelve feet. Their favored tactic involves forcefully grabbing someone off the ground and carrying them high enough to drop them...or just hauling them back to their colony of fellow mecoros, who will happily set upon dining on their flesh if they haven't struggled free by then.

Mecoros are communal beasts, though they tend to hunt in solitary expeditions. Where one can be spotted, you can rest assured that there are more where it came from. Or perhaps rest...unassured. Either way, once they have your scent, they're relentless. They can stalk a chosen target for nights on end, if they like. So best keep your eyes to the sky, just to be safe.

Type: Predator
Habitat: Anywhere, though they roost in dark caves
Dangers: Near silent, prone to abducting and murdering travelers, or feeding them to their kin
Resources: If one can locate their nest, they lay edible eggs
Oramog

There's nothing out of place about a thick, mossy boulder sitting in the swampy water, right? It looks like a perfectly natural part of the landscape...right up until the point where it starts moving.

Oramogs are massive, cranky creatures that are difficult to distinguish from the surrounding landscape, in part due to their tendency to half-bury themselves in the surrounding murk. What might initial appear to be a haze of marsh mist steaming over the mud is actually the oramog's foul breath spurting out from the blowholes peppered along its broad, grassy back. For the most part, oramogs are content to simply sit in the bog and not bother anyone. The problem really arises when someone crosses into their territory - and they are viciously territorial.

An oramog is quite massive, simply put, and when it hauls itself on top of its segmented legs, it can reach almost ten feet in width and height. With multitudes of spider-like eyes of sickly yellow-green, a mouth that resembles a ropy root system, and a vicious temperament, the oramog can make for a highly dangerous opponent. While it is slow-moving due to its bulk, it makes up for this by issuing puffs of toxic gas from the sacs on its underbelly. Breathing this gas in won't be fatal, but it will cause a severe reaction, with symptoms including itching boils, dry mouth, and stiffening joints. After too much exposure, the victim goes stiff, paralyzed, and won't be able to move for several hours. The oramog won't want anything to do with you, once you're not moving anymore...but there's a high chance that you'll fall into the muck and drown anyway. Even machines and inorganic creatures aren't immune to this creature's ill effects. Its gaseous secretion is known to rust and stiffen metallic materials, particularly in the joints, and render such a construct immobile. Which, in an area fraught with hazards and predators, can be a fatal thing indeed.

An oramog can be driven off quite easily, fortunately. One can steer clear, once they know what to look for, or they can heat the water around it so that it decides to relocate, as it prefers cooler temperatures. Or one can simply set it on fire, if they're feeling vindictive. Either one.

Type: Predator
Habitat: Swamps and marshlands
Dangers: Will issue poisonous gas if threatened; can agitate and paralyze travelers, and potentially drown or trample them
Resources: Reliable source of cool water; foster thriving marsh ecosystems around them, and host dozens of useful fish, fungi, plants, and animals
Wyving

One would be forgiven for thinking these creatures descendents or cousins of the ancient archeopteryx. But wyvings are far closer in relation to wyverns, if that wasn't obvious from their name. Scaly wings tipped with feathers, birdlike claws, a draconic barb-tipped tail, and the head of a cockatrice might not make for a very intimidating foe at first...but try dealing with being mobbed by a dozen of them at a time.

The wyving is only slightly larger than your average bird of prey, about two to three feet in height. Their wingspans can get close to seven feet, however, and they emit a ghastly cry when they sight something that looks like a fresh quarry. Wyvings are voracious meat eaters and scavengers. While they're not very strong or sturdy, they make up for it with speed and agility. They're adept at, in a group, dive-bombing and agitating their prey until they can chase them off a cliff or near some other hazard which they can exploit. Their beaks and claws and very sharp, and wyvings are relentless. One good blow can very easily take them down, however, as long as you don't mind risking the ire of their friends. They're cunning creatures, however; if they can tell they're losing the fight, they might just try and make off with your supplies instead.

Wyvings can essentially strike from anywhere, as long as they have an unobstructed view of their prey. They do, however, tend to roost in high-altitude, hard-to-reach areas, in communal nesting areas on the top of cliffs and mountains.

Type: Predator
Habitat: Anywhere, though they roost in mountains and rocky areas
Dangers: Very fast, sharp beak and claws, prone to attacking and harassing explorers
Resources: Edible meat; if one can locate their nest, they lay edible eggs
Noino

In all likelihood, you'll be hearing this wandering foe approaching before you see it. The noino is a loud, lawless creature that wanders swamps and marshy areas in a vaguely nomadic fashion, hunting prey and searching for something that might satiate its irrepressible bloodlust. Noinos aren't so much territorial as they are outright aggressive - if they sight something that looks like it might be edible or capable of putting up a fight or both, they will rush it indiscriminately with a guttural, wordless roar.

While inarticulate, the noino isn't stupid: it has the know-how to formulate tools and can craft rough armor from sturdy bits of tree and the hides and bones of its slain enemies. Most noinos carry weapons, though seldom anything more sophisticated than a heavy club or bludgeon.

A noino's impressive stature can reach up to nine feet in height, rivaled only by its breadth and girth. The good news is that its hide, though thick and tough, is more akin to leather than it is armor, and can be easily pierced and damaged through conventional means with enough force. Still, the sight of something large, greenish, and armed coming barreling at you, hooting excitedly and eager for a fight, might not be the scariest thing you've ever seen - but it might come close.

Type: Predator
Habitat: Swamps and marshlands
Dangers: Aggressive and prone to hunting travelers for sport; intelligent enough to craft simple weaponry and have a basic grasp of strategy
Resources: Often carries supplies on its person, including large weapons, animal hides, and food such as raw meat or dried mushrooms

Obstructions
Clockroach

Exclusive to the in-between island of Mu, clockroaches are as ethereal and vaguely defined as the land in which they dwell. Their appearance tends to vary, from insectoid to feathered to furred to fish-scaled. They're oftentimes comprised of silvery mist. It's not clear what it is they always want, but one thing becomes darkly apparent upon reflection: those that attract vast numbers of the things in Mu, following them like metaphysical ducklings, are oftentimes on the verge of some sort of unpleasant catastrophe.

Type: Obstruction
Habitat: Mu
Dangers: Fickle, difficult to pin down, and often lending themselves to misfortune
Resources: None
Chir Batti

Stories about the will-o-the-wisp tend to share a common thread, which is why chir batti are definitely not will-o-the-wisps. Nor are they really elementals, per se. Small, passive balls of hot air, fire, or even water may occasionally be glimpsed hovering a few feet off the ground. As long as they remain undisturbed and unbothered, they shouldn't pose a problem. When provoked, however, they've been known to affect their surroundings in a very localized fashion: a burst of fire will scorch the surroundings, a small, personalized thunderstorm will erupt in the tiny slice of ground you occupy, and so on.

Type: Obstruction
Habitat: Virtually anywhere on Ensō
Dangers: If provoked, are incapable of inflicting short-term discomfort in the form of personalized rainstorms, fire-bursts, and so on
Resources: N/A
Bob

Bobs are large, rocky creatures similar to golems- just a lot older, and far less inclined to do anything. Settling down in the most inconvenient of places, Bobs just want to rest and complain about the youth of today. So what, you're stranded in another world and exploring an island full of potential dangers for a god who may or may not actually wish to help you? Bob did that too. Through six feet of snow. Uphill.

Blindfolded.

Bobs are entirely uninterested in a fight and would prove extremely difficult to damage or move without very potent explosives. Either convince them to move, or find another way around.

Type: Obstruction
Habitat: Virtually anywhere on Ensō
Dangers: None, aside from the potential to give bothersome characters a nasty swipe
Resources: N/A
Slyper

The island doesn't appear to have an abundance of foxes, which is why it might seem odd when the odd bright orange-red, decidedly doglike creature might be glimpsed here and again. Slypers are flighty and generally quite harmless, with one notable exception: every one of them is a thieving brat.

If anything is set down, even for a moment, a slyper will find a means and a reason to filch anything from weapons to supplies to personal effects. If the hair on your scalp weren't firmly attached to your skull, doubtless they would steal that too.

Type: Obstruction
Habitat: Virtually anywhere on Ensō
Dangers: None, though they are very annoying
Resources: None, unless you count any resources you might reclaim from their efforts at thievery
Datpoi

Most poisonous creatures at least have the courtesy to be brightly colored to ward people away. Datpoi, on the other hand, resemble nothing more or less than your average tree frog - bright green, no bigger than a child's fist, and all in all quite placid. The only indication of their venomous nature is the bright red spot on the back of their head. We swear it's visible if you squint.

Upon contact with these creatures, you'll end up losing half the day, or more, or startlingly realistic and profoundly debilitating audiovisual hallucinations. They won't kill you, but they sure know how to ruin your day.

Type: Obstruction
Habitat: Wooded and jungle areas on Ensō
Dangers: Toxins cause audiovisual hallucinations for eight hours or more
Resources: N/A
Cicadin

If you've ever had to endure the high-pitched whine of a vast number of cicadas, you might want to consider avoiding these creatures entirely, because they're like your run of the mill cicadas, for the most part - only about a hundred times worse. Not only are they bigger, but their scratchy, raspy singing is liable to cause headaches and severe discomfort. Unless you brought earplugs or a hefty can of insecticide, it'd be safer to steer clear of them entirely.

Type: Obstruction
Habitat: Wooded and jungle areas on Ensō
Dangers: None, aside from audible irritation
Resources: Edible, if you have no standards
Frungal

If a toad decided to spontaneously sprout mushrooms across its back, then the end result you may get would probably be a frungal. While they are considerably larger - the biggest of their species can get to be up to sixteen inches in length - frungal are generally nothing to be worried about, unless they happen to feel threatened. Those colorful toadstools on their back will promptly release a large cloud of orange-yellow spores that can generate a very painful rash on the skin, and can elicit an even more agonizing internal reaction if inhaled. The effects will typically fade over a period of six to eight hours, so at least it isn't permanent...and it might teach you to tread a little more carefully in the future.

Type: Obstruction
Habitat: Monsun's eastern region
Dangers: Generates a puff of toxic, painful spores when spooked
Resources: Edible flesh
Foolsbloom

Given their penchant for concealing themselves beneath carpets of moss and leaf mulch, it's only really possible to pick out the presence of foolsbloom by noting the sharp, leafy edges that poke out from around the dirt of their hiding place. Wander too close, and a pair of great, fernlike jaws will snap tight around you, like those of a giant venus fly trap.

Don't worry; foolsbloom doesn't tend to devour you whole. Assuming no one is kind enough to cut you out of that bulbous trap, it will let you go after about eight hours, or once it's slurped up about ten to fifteen percent of your blood, assuming you have any. If you don't, you probably won't need to worry; it will let you go immediately, and with great disgust.

Type: Obstruction
Habitat: Monsun's eastern region
Dangers: Can entrap and drain the body of up to fifteen percent of its blood volume over a period of eight hours
Resources: N/A
Weavil

If a spider had eggs with a centipede, this might be the end result. Weavils are so named for their habits of weaving delicate, nearly invisible threads of web so as to best survey any potential threats in their territory. When those threads are stepped on or broken, any arachnophobes among your number will probably experience a short spurt of utter terror before the weavil tries to go for whatever bare skin it might see. While they might not be much bigger than your average centipede, weavils can deliver a nasty nip that can make you incredibly ill for hours.

Type: Obstruction
Habitat: Wooded areas on Ensō or Monsun
Dangers: Bite is poisonous; nonfatal, but will make you sick
Resources: N/A
Sleepspoor

True to their name, sleepspoors are the bane of every traveler's existence. While not inherently threatening, they have the rather irritating habit of releasing a cloud of pollen that, when breathed in, will promptly knock someone out for anywhere between twelve to eighteen hours. Really, the most threatening thing about them is the fact that they leave you utterly defenseless should something larger and hungrier happen along in the meantime. At least they're distinctive: sleepspoors grow in dense groves, and are easily recognizable from their vivid, orange-spotted petals.

Type: Obstruction
Habitat: Monsun's eastern region
Dangers: Releases a cloud of pollen that can put you to sleep for twelve to eighteen hours
Resources: N/A
Pyjak

These ape-like creatures don't blend in very well with their surroundings unless it happens to be dark out, with their black-and-violet patterning and large, pale hands. Though they can be a bit of an odd discovery, pyjaks are not innately hostile, or even very dangerous. There's just an absolute pain.

Pyjaks live in small colonies and can almost always be found in groups. Though they tend to wander, they are also intelligent enough to construct small structures, and have been known to scavenge anything from food to supplies to pieces of technology. They are an inherently very curious species, which is why they're known for their sticky fingers. They're also highly adaptable creatures who can live in virtually any environment they choose, though they mostly subsist off of eating small insects and grubs.

Some have called them the most annoying creatures to ever exist, as they combine the worst traits of both monkeys and rats. While they're not very aggressive, they are incredibly irritating. Pyjaks are known to steal, raid food stores, defecate everywhere, and occasionally hurl feces.

Type: Obstruction
Habitat: Anywhere
Dangers: Scavengers prone to stealing anything they can get their hands on; leave droppings everywhere, and will hurl said droppings if sufficiently antagonized
Resources: Potentially edible meat
Woodwitch

If you stumble upon a strange hut on stilts, built above the wet of the marsh, you're probably better off passing by without bothering it. It looks undoubtedly as though it is very much occupied; its make is sturdy, despite the simple wood materials, and a chimney-like protrusion from the roof issues a lazy curl of pale smoke. There's no ladder or stairs, but there is a door in. And you could try to enter, if you like - but it's not advisable.

Woodwitches live in swamps and wetlands, and tend to build their abodes in places where they can have ready access to all sorts of materials they can use to perform their spellcraft. They do not mind the company of others, but the one thing they cannot abide is intruders. Pass by their home, wander through their stretch of swamp if you wish, but do not try and enter a house that is not yours. The moment you do, a loud shriek will echo all around you, and the woodwitch will appear in a cloud of sharp-smelling smoke.

In terms of appearance, woodwitches will honestly vary quite a bit. One of the few consistencies is that their faces are always covered, often by a mask of wood or animal bone, and their heads are always crowned with horns of some kind - usually antlers. They tend to wear long, layered garments that look as though they might be crafted from woven plant matter, or animal hides, and their cloaks are always heavy with pouches of herbs, powders, and other materials they use to work their craft. No part of their skin, if they possess it, or any body underneath is ever visible.

The woodwitch will only attack if they sense that you are seeking to trespass upon their home, or otherwise damage it. At that point, they will set upon you with a bloodcurdling shriek and begin hurling all manner of magicks at you, from potions to cantrips to outright spells. Most of these are temporary hurts: glass vials that will petrify you for a few hours if shattered on your bare skin, charms that heat your weapons and make them impossible to hold, spells that cause you to sink waist-deep into the muck until someone else happens along to pull you out, and so on. Once they've dealt with you, both they and their house will promptly vanish in another burst of incense-scented smoke. It will reappear once they suspect the danger has passed, usually in the same general region - though not in the exact same place.

Woodwitches can be killed, though they can be hard to pin down for long enough to land a decent hit on. While agile, they are physically weak. They crumble into nothingness upon death, leaving only their garments and mask. Once dead, their home can be plundered at will.

Type: Obstruction
Habitat: Marshes and bogs
Dangers: Will attack those who try to enter their homes with short-term, nonlethal status effects such as petrification, freezing, etc.
Resources: Homes can be plundered for herbs, edible fungi, animal furs, and rudimentary tools such as glass vials and cauldrons; woodwitches are also known to leave small gifts to those who leave them be, such as glowing flowers and waterskins that never leak

Catastrophes
Center of Gravity

The phenomenon known as a Center of Gravity resembles what can only be described as a miniature black hole, suspended a few feet off the ground. If there were cats in the vicinity, they certainly didn't last long - the Center of Gravity has a hunger for organic beings with more than a few brain cells to rub together, which is to say, only sentient creatures; the vegetation and landscape itself remains bizarrely untouched. Its reach is long and powerful, and the closer one gets to the disturbance, the harder it becomes to resist its pull.

And its hunger is insatiable.

An explosion at the base of the spatiotemporal rupture might destabilize it...but that's really only a theory, and a shaky one at best. Anyone who gets too close might be learning very quickly and in great detail what it means to be demolecularized.

Type: Catastrophe
Habitat: Virtually anywhere; one is present on Ensō at D6
Dangers: High possibility of painful death by demolecularization
Resources: None, except maybe waste disposal
Fustercluck

My, that's quite a large hillock in front of you. Quite a large...moving hillock. With talons and wings and fins and claws and teeth protruding out of it? Actually, come to think of it, it's not a hillock at all. It instead appears to be a vaguely gelatinous mass of appropriated limbs and body parts, tangled and gelled together.

Thick with moss, grass, and accumulated body parts, this creature functions more or less like a katamari: propelling itself along, devouring and appropriating any living thing unfortunate enough to cross its path. Once ensnared by its many clawing, grabbing appendages, it will reel you into itself until you're thoroughly embedded in the mass, organs dissolved and digested, leaving nothing more than a collection of limbs that it will then use to carry itself across the island.

Type: Catastrophe
Habitat: Virtually anywhere on Ensō; there are two known on H7 and G7
Dangers: High possibility of painful death by absorption and addition to the seething mass
Resources: Run. Just run. Do you want to eat that? Why would you want to eat that. Holy shit just run.
Tornado

The nice things about tornadoes is that they're almost universally recognizable. There's nothing particularly extraordinary about the cone of cyclical wind as it tears across the landscape, except for the fact that it's adept at drawing especially close at a very rapid pace. Indeed, if adventurers are not quick and careful to get out of its path, they may very well end up getting sucked in and tossed about like a toyboat in a storm.

Sometimes a tornado is just a tornado. Unfortunately, it's not liable to be a tornadon't anytime soon.

Type: Catastrophe
Habitat: Anywhere, but generally more often in flat, plain-like areas; one has been located at square B2 on Monsun
Dangers: It's a freaking tornado
Resources: Unless you need the blowdry of a century, literally none
Electrical Storm

The electrical storm that tears through this region will leave the adventurers drenched, battered, windswept, and at incredibly high risk for injury or death by lightning strike. We sincerely hope you didn't bring anything metal with you! Intrepid explorers should especially beware should the electrical storm border the ocean, as this dramatically increases the chances of flash flooding. Better make way inland or find some other way to wait the storm out, lest you perish.

Type: Catastrophe
Habitat: Areas with especially vicious weather; one has been located at square B1 on Monsun.
Dangers: Battering via wind and debris, electrocution, drowning
Resources: N/A
Earth Golem

My, what an eccentric rock formation that is! By "eccentric", of course, we mean "moving". And by "moving" we mean "it is extricating itself from the ground like some unholy tectonic zombie and it's coming right at you RUN".

Formed entirely from an amalgamation of earth, rocks, ore, and valuable gems, the Earth Golem is surprisingly territorial for a glorified lump of mud. Approximately fifteen feet tall and half as wide, this lumbering creature has only one concern: the eradication of anything that steps into its square. It is sensitive to vibrations in the ground, and is thus very difficult to hide from for those moving on foot; however, it is nearly blind and very stupid, preferring to wallop anything within reach using its massive, boulder-sized fists rather than employ any sort of strategy.

Still, unless you're looking to travel to the other side of the island via the Golem Express, avoiding this creature's warpath may be a wise choice. Especially given its talent at re-assembling itself upon destruction.

Type: Catastrophe
Habitat: Mountainous, cliffside, or otherwise rocky areas on Monsun or Maati
Dangers: The Earth Golem is a simple catastrophe. It sees islander, it smash.
Resources: Ores and gems can be mined from the creature, but at great risk
SUBMISSIONS
Care to submit your own creature for our perusal? Whether it's an original creation or a monster from your character's own world, or even some animal from a completely unrelated canon entirely, please feel free to do so! Simply fill out the form below, and we'll take it under consideration:

( CODED BY BOOTYCALL )

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