Tumgik
#when i typed tiddalik
thecreaturecodex · 1 year
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Tiddalik
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Image © Paizo Publishing, accessed at Archives of Nethys here
[The three themes I'm working with in April are PF2e conversions, wrapping up the World Tour of Oceania, and starting on commissions. This is all three! Commissioned by @vonbaghager. Tiddalik the Greedy Frog is one of the Australian Aboriginal monsters with the highest profile among Westerners, being the subject of children's books, children's plays and an episode of the PBS show Super Why! (sort of a superhero-themed Reading Rainbow analogue). Notably, this behavior is at least thematically consistent with real frogs. The water-storing frog estivates underground during the dry season in a mucus cocoon filled with water, sort of like a lungfish. ]
Tiddalik CR 7 NE Magical Beast This creature is a frog the size of a wagon, its body grossly swollen. You can hear the faint sloshing of water inside it as it moves and speaks.
Tiddaliks are monstrous frogs native to desert climes that survive the long period between rains by absorbing water like a living sponge. Unfortunately, they are peevish and cruel, and move from place to place absorbing as much water as they can, even if they don’t need it, simply for the joy of depriving others. In the desert, tiddaliks are seen as physical embodiments of selfishness and greed, and many tales and legends have sprung up around them. Some of them are even true—the idea that a tiddalik can be tricked into expelling its water with a hearty belly laugh is one of them. Unfortunately, tiddaliks are most easily amused by suffering.
A tiddalik rarely starts fights on their own—although they are carnivorous, they prefer to eat things that can’t fight back, sniping small game with blasts of pressurized water. These jets are also used as a defensive weapon until enemies get close enough that the tiddalik can grab them in its jaws and crush them. Few tiddaliks will bother to chase down fleeing enemies, but likewise they are often too stubborn to flee or surrender themselves.
A tiddalik is about ten feet in diameter. They weigh over twenty tons when waterlogged, and about one ton when empty.
Tiddalik  CR 7 XP 3,200 NE Huge magical beast (amphibious) Init +2; Senses low-light vision, Perception +13 Defense AC 19, touch 10, flat-footed 17 (-2 size, +2 Dex, +9 natural) hp 92 (8d10+54) Fort +12, Ref +8, Will +6 Weakness mirthful Offense Speed 10 ft., swim 10 ft. Melee bite +12 (1d10+9 plus grab) Ranged spit +8 (2d6+6 bludgeoning) Space 15 ft.; Reach 10 ft. Special Attacks disgorge, expel wave Statistics Str 23, Dex 15, Con 23, Int 6, Wis18, Cha 10 Base Atk +8; CMB +16 (+20 grapple); CMD 28 (32 vs. trip) Feats Nimble Moves, Power Attack, Skill Focus (Survival), Vital Strike Skills Acrobatics +7 (-1 when jumping), Climb +10,Perception +13, Survival +9, Swim +18; Racial Modifiers +4 Acrobatics when jumping, +4 Perception Languages Common SQ amphibious, drink abundance Ecology Environment warm deserts Organization solitary or pair Treasure incidental Special Abilities Disgorge (Ex) A tiddalik can release the water in its body willingly as a full round action, and the water is released automatically when the creature is slain. When the tiddalik releases water, it bursts in a 10 foot radius, dealing 8d6 points of bludgeoning damage to all creatures in the area (Ref DC 20 half). This water makes that 10 foot radius difficult terrain. The save DC is Constitution based. Drink Abundance (Ex) By spending 8 hours, a tiddalik can drink 5000 gallons of water. When it does so, it is considered to be waterlogged, which reduces its speed by 20 feet, but it can use its spit attack and disgorge and expel wave abilities. The statistics above assume that the tiddalik is waterlogged. Expel Wave (Ex) As a standard action, a tiddalik can shoot high pressure water in a 60 foot cone. All creatures in the area take 4d6 points of damage and are pushed back 10 feet. A successful DC 20 Reflex save halves the damage and negates the push effect. The save DC is Constitution based. A tiddalik can use this ability once every 1d4 rounds, but only when it is waterlogged. Mirthful (Ex) A tiddalik can be forced to use its disgorge ability with a Perform (comedy) check against a DC of 20 + the tiddalik’s Will save modifier. Spit (Ex) As a standard action, a tiddalik can spit out a jet of water. Treat this as a thrown weapon with a range increment of 30 feet. A creature struck takes 2d6 bludgeoning damage plus the tiddalik’s Strength bonus.
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myth-lord · 5 years
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Variants Descriptions
Some descriptions of the variants I have in Mythika, creatures that have more than one variant in the game, some are just male/female changes, but others even resemble a very different creature, though still related in blood, curse or by family-bond. 
Adaro: Adaro come in two variants in My-thika-Project, a female and a male variant. Both genders look very different from each other and behave differently. The males have a marlin-like spike on their head and the female look more feral like shark-mermaids. The males use nets made from seaweed, throw poisonous flying fish and starfish while the females fight with their bare claws and their sharp fangs. The males are colored like Marlin, the females are more of a grey-coloration, dullish blue.
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Aerico + Pesta: Both are undead corpses reanimated by the plagues, pests and other diseases they now spread. Aerico are the weaker male variants, their skin is riddled in cysts and bulbs that pop and re-grow all around their bodies, other than that they just look and behave like common zombies. The female variant look like old hags covered by a cloak, their skin is also riddled with diseases but they can also cast spells and seem to command their male counterparts, Pesta can also summon more Aerico in battle, as well as other creatures with strong ties to diseases.
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@rt found here: https://jpolitzer.artstation.com/projects/eZ1rY
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Agrippa: There is a Demonomicon and a Necronomicon variant of these animated hateful and evil Grimoire Tsukumogami. The Demonomicon is bigger than a human and can summon demons and have demonic spells to its disposal, it can also pull creatures into its pages so it can summon them later in hordes. The Necronomicon is much smaller and less dangerous, it summons undead minions and has vile undead curses and spells at its disposal. Both are vile and dangerous enemies.
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Ahl At-Trab: These evil Sand Elementals come in two varieties. The first is a small early-game enemy that is large as a human, they take humanoid or animalistic shapes from sand and attack from ambush. The second variant is much larger, taking the shape of a giant living sandstorm, or a wall of sand with reaching arms and screaming sand-faces in it, these horrors can bury-alive an entire caravan. If you defeat a Greater Ahl At-Trab they will fall apart into several smaller Ahl At-Trab.
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First, @rt found here: https://www.artstation.com/artwork/QW8Lr
The second @rt is taken from a dead card game which doesn’t exist anymore. 
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Aije + Tiddalik: The tadpole and the grown-up frog. Aije are the tadpoles that live inside the backs of their Tiddalik parents, they look like ravenous tadpoles the size of large dogs. The Tiddalik are giant (the size of elephants) frogs which house their offspring inside their backs, summoning them in battle so they can feed. While the Aije feeds by tearing their prey apart, the Tiddalik love swallowing their prey whole. They can suck in water to grow in size, and water heals their wounds.
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Akaname + Gaki: Both disgusting crawling humanoids that feed on filth and flesh alike with their almost endless tongues. Gaki are undead variants of the Akaname, though they were actually cursed for their greed and gluttony, and were once humans instead of Akaname, their form resembles an Akaname because that’s a fate most humans can’t stomach. Gaki are more aggressive and less whimsy than the Akaname as their cursed hunger and greed burns them to act bolder.
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Amarok + Akhlut: Amarok are giant black (or white) wolves which hunt other hunters in the arctic forests. The Akhlut are related magical breeds of Amarok, they combine the white and black fur into a killer whale-like pattern but otherwise look like bigger Amarok wolves. Akhlut are the perfect hunters and can follow their prey into the water by morphing into a different form there, one that merges a killer whale with a wolf.
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Amphisbaena + Ouroboros: Both of these snake-like monsters have a head on each side of their long bodies. Amphisbaena are very small and weak compared to the much bigger dragons called Ouroboros, still, the Ouroboros ancient roots date back to the Amphisbaena and so they are related. Both heads of the Amphisbaena both have different poison, one of which will weaken their prey and the other slowly kills it, the heads are mostly at peace, but sometimes fight over their kills or prey. Ouroboros are intelligent creatures and while one of their heads is white and very calm and virtuous, the other is black and very aggressive and evil. The two heads can’t stand or kill each other and always plotting against the other head, the black head loves to kill for sport and loves to see the white head being disgusted as it devours beautiful fae creatures or humanoids, while the white head loves to kill undead and evil creatures and loves to heal natures, gentle creatures. The black head’s poison will spread negative energy and even raises killed creatures as undead, it also heals undead and demons, while the white heads poison is positive energy and it slays demons and undead while it heals most other creatures.
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@rt found here: https://vsbattles.fandom.com/wiki/Amphisbaena_(Myth)
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Askafroa + Batibat: The horrid fates a poor Dryad can go through… Askafroa look like gothic and sinister variants of the dryad, they have the same size but are much darker, these corrupted Dryads are born when a Dryad loses her tree to violence. The result is a vengeful creature that thirsts for other creatures blood and revenge, while once the creature would nourish her tree and plants with love and happiness, the corruption changed this with a sick twist so the Askafroa is now feeding her plants the blood of her victims, eventually the plants grow ugly and corrupted from the blood they are fed. A forest with Askafroa in it will slowly turn darker and more hostile. Batibat are an even worse fate the Dryad can suffer. When a Dryad loses her favorite tree they also temporarily lose their will to live, leaving them very fragile and open to the attacks of other creatures, some demons make use of this and bind with the Dryads soul so a new creature is born, the Batibat. The Batibat grows extremely bloated, ugly and reaches the size of an ogre within a day, with an attitude that matches or even surpasses that of hags and trolls.
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Astromyxin: These are your typical blob/ooze type monster, in Mythika they come in all colors of the rainbow, while the color doesn’t change anything about their attack methods it's just a little fun thing. Early in the game, the Astromyxin are very small oozes, feeding on rats in the cellars or birds in the forests, they attack your party as well but are easily XP gain by then. Much later in the game, you also encounter these blob monsters, but then they are larger than a building, the more an Astromyxin absorbs/eats the bigger it becomes, if not stopped they reach absolutely horrid proportions.
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@rt found on Pinterest
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Aswang + Manananggal: In my project/game-world the Aswang are much like the monsters from the Evil Dead movies, they were once humans but are possessed by demonic spirits, and they love to deform their own bodies in horrid ways to sicken their victims before they kill them or enlist them to their side by giving them the same fate. The normal Aswang can remove their own hands and heads and throw them at their enemies, but they are fairly easy disposed of. Their game sprite is male. The Manananggal is a very different story, they are always female and they have bat-like wings growing from their backs. You actually have to defeat each Manananggal you encounter three times in the game, first as a complete creature, then after removing some HP from them their lower bodies will fall off and the upper-torso will continue fighting, adding some dangerous tentacle attacks to its move-list, after another couple of hits the creature will shed its torso and continues to attack the party (your playable team) while being nothing more than a head with tentacles sprouting from her neck, this final stage of the Manananggal is very dangerous, two of the tentacles end in dangerous blades which will cut off the heads of other creatures so the tentacles can enter the neck and animate the victim as a new Manananggal or Aswang.
To be Continued. 
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rychillacases · 7 years
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Humans are Strange - Fantasy Take
I've been reading a few 'Humans are the Strange Ones'/'Earth is Space-Australia' posts over the last couple of days, and that got me thinking.  Although my stories are fantasty and set in a completely different world, one of the main species involved in them is humans.  As such, I wanted to see if some of the ideas in them could be applied to my stories.
Before I begin, I'll just give a little background on the world I'm writing in.  There are three main species, human, fairy and Breal.  The latter are a race of avian humanoids.  Within each species are different races.  For humans, there are the Rychillans (who come from the Kingdom of Rychilla), the Druhlac (who live in the Druhlesh Mountains) and the Raroners (from the Raron Desert).  Most of the stories take place amongst the Rychillans.
Fairies are more or less the one race, but there are some who live in the forest and some who live in the towns, amongst the humans.  Their society is generally organised around villages and for the forest fairies, the section of the forest they look after.  My main character is a forest fairy, and the first book is narrated from his perspective.  As such, I need to differentiate his perspective from that of humans, which has brought me to this exercise.
Before reading the 'Space-Australians' posts on Tumblr, I'd already come up with a few human traits that are baffling to fairies:
Affectionate teasing - fairies don't get this.  Although some of them do tend towards the 'trickster' type of fairy, they don't understand taking the mickey out of someone as a sign of affection.
The Rychillan social class system is based on trust.  The highest class are those whose words can be taken as spoken truth, and those of the lowest class are considered completely untrustworthy.  Fairies can't see the reason for this, as it's expected that you'd be able to trust those who live in your own village.
There were quite a few ideas on the other tumblr posts as to ways humans would seem strange to non-humans.  Most of the ones relating to body language couldn't be used, as the fairies are essentially miniature humans (1/6th the size) with wings.  Below are the ones that I could adapt, and how they fit into the fairy/Rychillan dynamic.  The names in brackets are the tumblr users whose posts inspired that point:
Spicy food (@mikhailvladimirovich) - Spicy plants such as chili originally evolved it as a defense mechanism.  Hence, it does work on fairies - spicy food, depending on the intensity, can be fatal to them.  Rychillans use spicy plants to season their food.
Intoxication/Alcohol ( @moniquill, @beka-tiddalik ) - While not unknown to fairies, it is uncommon amongst them.  This is partly due to the lower alcohol tolerance of fairies.  As they've got smaller bodies, alcohol takes effect quicker.  Forest fairies are of the opinion that being in a state of intoxication could interfere with their sacred duty to tend to the forest.  Town fairies do partake a lot more often, but only when they know they'll have time to recover.  However, there's one fairy character who has a drinking problem.  As such, they've developed an alcohol tolerance that rivals that of a human.  As a result of this, they're considered strange and a bit of an outcast by the other fairies.
No Biological/Fixed Caste/Role ( @therobotmonster ) - Fairies train for one job/role in life from early on, and that's their job for life.  It's only under exceptional circumstances that they'd change role, as there's a bit of divine influence in the taking of the role in the first place.  It does happen, it's just quite rare.  Humans, on the other hand, can change role at the drop of a hat.  Farmers can take up arms to defend themselves, soldiers can harvest and farm food if needed (e.g. if stranded), etc.
Variety in Aliens ( @galaxa-13 ) - As well as the town fairies/forest fairies thing, there's also different dialects of the Fairy language, in the way that UK English, US English and Australian English differs.  There's also different human languages, for instance Rychillan and Druhleshi.
Birthday Celebrations ( @frowningfoxbones ) - Humans celebrate their birthdays, fairies don't.  They record them, so they know how old they are, but they don't see the need to celebrate them.
Crazy Experiments & Trying Stuff 'for Science' ( @racke7, @fir-trees-unite ) - This was how Rychillan technology advanced.  While the magic in the world (elemental - fire, water, etc.) is useful, humans started experimenting with it.  From this they discovered runes, which allow spells to be 'programmed'.  This in turn led to the development of the steam engine, with water magic and fire magic combining to generate the steam for the pistons.
Jury-Rigging ( @thegrimlich ) - Given that Rychillan technology runs on steampunk magitek, there's scope for technology such as steam cars, airships, etc. to go wrong and need to be fixed.  This is mostly a necessity thing.  Given that the fairies don't use the steampunk technology themselves, they've never needed to jury-rig it.  They get the why, just not the how.
Pampering ( @the-smartass-under-the-mountain ) - Fairies only trim their hair when it's long enough to get inconvenient.  They don't get the concept of 'hairstyles' or using that to alter one's appearance.
Phobias ( @space-australians, @human-aliens-collection) - Fairies have fears, but they're rational - fear of bats at night, for instance.  Some humans do have phobias, and fairies can't really understand the
Natural Competitiveness ( @syorein, @what-are-even-humans ) - The need to outdo each other is present in fairies, but is seen as wasteful.  They do what's needed without expending the limited resources they have.  But they can see how it's driven human technological advancement.  There's also the 'he said you couldn't do it' reverse-psychology trick - again, alien to fairies.
Domesticated animals ( @siderealsandman ) - Given that Rychilla is mostly agricultural, farmers have domesticated wolves and foxes to help defend their farms from pests and so on.
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myth-lord · 7 years
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MYTHIKA’S ENVIRONMENTS
Where do all the creatures in Mythika live? In what kind of environment are they encountered most? Of course some of these monsters appear on multiple environments (like Bakunawa can be found both in Oceans and in Deep Oceans) but I put every monster with their most common and logical environment.
This list can be handy if you making your own game/world and you need mythological/cryptid/fantasy monsters for your environments!
Sorry for not putting the monsters in alphabetical order, but they are in species-order from:
Ooze -> Dragon -> Humanoid -> Beast -> Chimerae -> Aberration -> Fae -> Construct -> Undead -> Demon -> Plant -> Giant -> Vermin -> Titan -> Elemental -> Angel
Not every environment has its own species though, so it may appear a bit messy.
Let us start
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OCEANS
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Cirein Croin / Dragon Turtle / Haietlik / Jormungandr / Adaro / Zitiron / Telchine / Akheilos / Caspilly / Echeneis / Gambo / Hippocampus / Ketos / Ziphius / Kun Peng / Charybdis / Lusca / Punga / Scylla / Each Uisge / Caleuche / Bakekujira / Draugr / Isonade / Ghawwas / Umibozu
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Each Uisge are the Kelpies of the oceans, they are far more vile though and often hide themselves among the sea-weed forests to stalk prey, they control sea plants and use them to pull sailors from ships.
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DEEP OCEAN
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Bakunawa / Siyokoy / Leviathan / Marool / Iku-Turso / Kraken / Sazae-Oni / Con Rit / Shen / Muldjewangk
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Looking like enormous clam shells, the Shen are powerful casters of realistic illusions, they use these illusions to lure prey into their gaping maws or to scare bigger predators away, often weaving the illusions of powerful dragons to help them with it.
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COASTAL and BEACH
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Harpy / Taniwha / Lorelei / Shellycoat / Pua Tu Tahi / Ahkiyyini / Cyclops / Heikegani / Karkinos / Stella / Planctae / Symplegades
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Planctae are bizarre Rock Elementals that hide themselves among normal rocks to stalk prey, the related, much more powerful Symplegades are always encountered in pairs, they crush other creatures between the two of them and then feast on the bloody remains.
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LAKES, RIVERS and FRESH WATER
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Butatsch-Cun-Ilgs / Swamfisk / Knucker / Muirdris / Boobrie / Lukwata / Morgawr / Namazu / Zaratan / Afanc / Bunyip / Ahuizotl / Kappa / Suiko / Mishibizhiw / Nguruvilu / Water Leaper / Cuero / Grindylow / Migas / Abaia / Amhuluk / Encantado / Kelpie / Hrokkall / Traicousse / Tlanusi / Nargun / Rusalka / Undine
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Tlanusi are magical leech monsters the size of a horse. They can boil water and create powerful geysers which blow their prey high up into the air so they fall to their deaths. Expect some burns when you fight these terrors.
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SWAMPS and BOGS
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Codrille / Hydra / Orochi / Wyvern / Vouivre / Vodyanoi / Bolotnik / Catoblepas / Lavellan / Seps / Tiddalik / Alp-Luachra / Bagiennik / Bukavac / Cipactli / Wizard’s Shackle / Druj Nasu / Abere / Mambabarang / Nuckelavee / Alraune / Mbielu Mbielu / Troll / Ettin / Kurage-No-Hinotama / Lou Carcolh / Moskitto / Brollachan / Dorotabo / Will o Wisp
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Vouivre are female Wyverns, they are more powerful than the males and have a venomous stinger with potent venom. They use the beautiful gemstone embedded in their foreheads to lure prey close and then pierce it with their stinger. They only feed on male flesh, like the Wyvern only feeds on women flesh.
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JUNGLE
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Orang Minyak / Basilisk / Pyrausta / Scitalis / Eloko / Nagual / Vish Kanya / Bonguru / Burrunjor / Kongamato / Ropen / Mapinguari / Ngoubou / Camazotz / Succarath / Zhenniao / Dingonek / Grootslang / Manticore / Xiao / Ahool / Abuhuku / Nandi Bear / Carbuncle / Anggitay / Mngwa / Peuchen / Shadhavar / Anhanga / Tikbalang / Parandrus / Jenglot / Wulgaru / Mokoi / Sigbin / Popobawa / El Tunche / Kayeri / Umdhlebi / Ya-Te-Veo / Asanbosam / Kapre / Cagn / Jba Fofi / Minhocao / Curupira / Adze
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Not all monsters are man-eating horrors, some are just grumpy herbivores that don’t tolerate other big things in their environment. Ngoubou look like big horned dinosaurs, some look more like Styracosaurus and others more like Triceratops.
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FORESTS & GARDENS
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Hodag / Zburator / Likho / Alkonost / Maenad / Nuno / Rougarou / Skinwalker / Aniwye / Argopelter / Drop Bear / Gulon / Nependis / Questing Beast / Wolpertinger / Sagari / Yara-Ma-Yha-Who / Cu Sith / Cwn Annwn / Erlking / Faun / Gancanagh / Hidebehind / Kumiho / Nogitsune / Lechuza / Strix / Narcissus / Katsura-Otoko / Phooka / Ratatoskr / Sianach / Spriggan / Yale / Banshee / Baykok / Dullahan / Valravn / Raven Mocker / Vrykolakas / Ajatar / Binaye-Ahani / Nalusa Falaya / Batibat / Ladon / Leshy / Mandragora / Otso / Awahondo / Awd Goggie / Eintykara / Scarab / Humbaba
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Being both the terror and the greatest protectors of the forests, the bear-like Otso loves to toy with its victims before absorbing them into its plant-like mass. They are plants with the forms of feral bears, very much wanted by most Druids.
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DESERT and SAVANNAH
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Vritra / Bouda / Girtablilu / Intulo / Lunwaba / Urmahlullu / Alicanto / Ichneumon / Karkadann / Leontophone / Nemean Lion / Roc / Ziz / Salawa / Tuyango / Xhumpedzkin / Ammit / Leucrotta / Sak / Sphinx / Palis / Miraj / Pard / Pukwudgie / Djieien / Petsuchos / Aghash / Tsenahale / Cactus Cat / Splinter Cat / Devalpa / Aigamuxa / Death Worm / Khepri / Myrmecoleon / Scorpios / Sandwalker / Ghul
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Karkadann are aggressive desert unicorns, they attack anything bigger than themselves and scare away the smaller creatures. They love small birds though and would never attack such fragile creatures, many hunters use small birds now to hunt for Karkadann as their horns hold magical healing powers.
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MOUNTAIN
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Asdeev / Gbahali / Impundulu / Kamaitachi / Indrik / Musimon / Zlatorog / Chimera / Peryton / Piasa / Fachen / Satyr / Zheng / Utlunta / Asag / Omukade / Pazuzu / Tsuchigumo / Yeitso / Jinmenju / Wak Wak / Cacus / Fear Liath / Hraesvelgr / Inulpamahuida / Cherufe / Hala / Ebajalg / Nida
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Pazuzu are powerful wind demons from the mountains, they can bend and command the wind and most creatures that use it to fly. Fighting a Pazuzu is like fighting a winged army. Their four beautiful wings allow them to fly in the strongest of hurricanes.
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TUNDRA & COLD
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Adlet / Fenrir / Tizheruk / Kokogiak / Akhlut / Amikuk / Colorobetch / Qalupalik / Ishigaq / Jack Frost / Yuki-Onna / Snow Queen / Mahaha / Wendigo / Jotunn / Ice Worm / Barbegazi / Psonen
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Jack Frost are the winter version of the Erlking, they appear near winter times and in cold area’s they are as cruel as the burning cold and they have all ice based abilities and spells at their disposal. Whenever a Jack Frost appears the environment automatically turns into a frozen wasteland over time.
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URBAN & SEWERS
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Dheeyabery / Tengu / Tesso / Rat King / Akaname / Doppelganger / Ewah / Horerczy / Kaw Kaw / Keukegen / Marabbecca / Rokurokubi / Bauk / Kikimora / Mad Gasser / Rawhead / Springheel / Gargoyle / Ittan-Momen / Osschaart / Harionago / Oniate / Poltergeist / Dybbuk / Gremlin / Imp / Rakshasa / Flaga / Anteros  
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Oniate are created from the hands and claws of criminals. These perfect assassins are often controlled by evil and powerful Liches and Necromancers, they do their job well, mostly strangling their victims while they are sleeping. There are also giant Oniate, which are created from the hands of Giants or even Titans.
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HILLS, GRASSLANDS and FARMLANDS
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Aitvaras / Peluda / Buckrider / Goblin / Amphisbaena / Chichevache / Colo Colo / Chupacabra / Centaur / Ly Erg / Pesta / Tatty Bogle / Barghest / Gwyllgi / Gloson / Cagrino / Stray Sod / Fear Gorta / Antaeus / Blemmyes / Brucha / Gaueko / Land Wight / Nuberu / Planetnik / Poludnica
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Gaueko are the protectors of the night, the protectors of fear, they are the night, they are living shadows. And all whom don’t fear the night and darkness will become its prey.
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DREAM WORLD
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Hypnalis / Baku / Nightmare / Cauchemar / Nocnitsa / Incubus / Succubus / Phobetor / Shtriga
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One little bite of these beautiful white cobra’s and you’re in a coma until the pretty snake thinks it’s time for you to die, then they slip into your endless nightmare and kill you from within.  They are called Hypnalis.
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ABYSS, BATTLEFIELDS and WASTELAND
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Gaasyendietha / Berserker / Arzshenk / Stymphalides / Emela Ntouka / Behemoth / Taotie / Muscaliet / Kurita / Tooth Fairy / Fulad-Zereh / Invunche / Juggernaut / Muramasa Blade / Wanyudo / Aatxe / Chon Chon / Leyak / Fext / Gaki / Gashadokuro / Polong / Sluagh / Bushyasta / Cerberus / Delgeth / Empusa / Erchitu / Makhai / Geryon / Kasha / Odontotyrannos / Jidra / Jubokko / Xing Tian / Tartalo / Apocalypse Locust / Hekantoncheires / Enenra / Ifrit / Grim Reaper / Erinyes / Valkyrie
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Taotie are even more voracious and gluttonous than their smaller cousins the Gulon. The Taotie doesn’t have a stomach so all the food they eat is wasted into oblivion keeping the creature forever hungry and never sated.
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RUINS, TEMPLES and TOMBS
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A Bao A Qu / Nurikabe / Fafnir / Kampe / Sybaris / Zirnitra / Zmey / Balaur / Chrysaor / Gorgon / Lamia / Echidna / Minotaur / Tera-Tsutsuki / Gray / Mothman / Otoroshi / Tenome / Jorogumo / Arachne / Leanan Sidhe / Redcap / Thriae / Agrippa / Grotesque / Golem / Pixiu / Haetae / Terra-Cotta Warrior / Acheri / Berbalang / Lich / Mormo / Moroi / Mummy / Nosoi / Pandora Box / Tiyanak / Toyol / Raktavija / Argus / Jack-in-Irons / Ouktazaun / Ankou
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The Pandora Box has some vile aura around it, it makes victims more curious and almost forces them to take a peek. Once they are open these chests release the most vile of spirits and evils upon the victims, eventually turning the victim into one of their mass before closing again to lay a trap for the next victim that wanders by.
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UNDERGROUND and CAVES
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Nidhogg / Dactyl / Mimi / Olitiau / Whowie / Dalaketnon / Svartalfar / Trenti / Charon / Gold-Digging Ant / Eurynomos / Buggane / Fomorian / Karzelek / Lampad
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Trenti love to collect mushrooms and toadstools of all types, they keep entire gardens of the fungus underground and use their spores and poisons in battle, making their enemies sleep, paralyzed or worse.
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ANYWHERE (these monsters can appear in any setting on any environment, spare maybe for the Ocean.)
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It / Cuelebre / Tiamat / Ashinaga-Jin / Tenaga-Jin / Tarasque / Dijiang / Automaton / Talos / Candileja / Zombie / Hellequin / Nekomata / Brobinyak / Papinijuwari / Virabhadra / Gegenees / Salamander / Veela / Sylph
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Gegenees are the male species of a multi-armed race of giants, the female variant is known as Virabhadra and it has even more arms than the male, females have eight arms and males have six arms. While the males are much stronger the females are faster and they use eight weapons in battle.
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myth-lord · 7 years
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I always loved the Berberoka (philippines) and I really wanted it in mythika, BUT.
1) The Tiddalik (Australian Frog Monster) already has the water spouting ability.
2) Abere already was a female Swamp Nymph.
Now I have learned that in some versions of the myth the creature is actually a Swamp Ogre and not a Nymph at all!
So ENTER Berberoka as the new Swamp/Water based Troll (Fae sub-species of Ogre in Mythika, so don’t worry they are still connected to Ogres)
Instead of sucking in water to spray it at its enemies, the creature in Mythika absorbs water into its body and uses the water to grow in size, of course it has a limit of how big it can grow.  
It mostly absorbs the water through its mouth, but it can also touch water and absorb it through its skin. Berberoka really become more powerful in water. They can also spray the water at their enemies, but not as powerful as the Tiddalik frog and while spraying the water they shrink in size. 
Also, like the trolls, the Berberoka has regeneration abilities, but they need to be inside water to regenerate, water regenerates any wound on a Berberoka. 
For some strange reason the Berberoka fears crabs of all types, so be sure to have a Karkinos, Heikegani, Kamikiri or Traicousse with you when you battle these monsters lol! ;-)
Source: http://mythmuseum.weebly.com/berberoka.html
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