Aldoria Creatures & Enemies (Archive)

This article is an archive of the old version of this book. Information within may no longer be canon to the Ascension Academy Roleplay. Please refer to the Ascension Academy Classes page for an updated catalog of books.
Many of these creatures were encountered during the Aldoria Mission in Aldoria during Year 2.
= Imps =
Imps are vicious, manipulative fiends that are among the weakest beings in the infernal hierarchy. Their job is to assist and corrupt mortals whom their masters wanted groomed to the side of evil. An Imp's natural form is approximately 2 ft tall. A large variety of colorations exist for imps, but the most common one is dark red. They have leathery, bat-like wings and prehensile tails ended with fearsome stingers. Their horns are small, sharp, and twisting, gleaming white along with their fangs.
The mind of an imp is both insidious and duplicitous, delighting in the corruption of mortals through trickery and temptation. Imps are masters of flattery, coercing others into acts of lawful evil through wheedling service due to lacking lack intimidating presence held by other devils. When not outright trying to corrupt, they engage in unscrupulous mischief, such as swiping valuables. Regardless of the fawning facade they uphold, imps are ultimately at the service of their infernal lords and view their mortal masters as tools.
However, their obedience to their leaders in Hell is rooted in craven pragmatism rather than genuine loyalty. Even though they are always at the service of another, whether a devil or mortal, imps were still independent creatures with ambition. Their true desire is, like that of most devils, to advance beyond their current station and obtain a position of power, and offering them a chance to do so is the only way to obtain their true loyalty, if only temporarily. When provided with positions of power, their helpful personas fade away to reveal the authority abusing tyrants they kept hidden.
==Abilities==
Though a naturally cowardly creature, Imps are opportunistic and have a variety of abilities that can vary based on the age, experience and the master of the imp.
Venomous tail: An imp's tail has a stinger that injects a potentially fatal toxin into their victims.
Shapeshifting: Imps have the ability to shapeshift into small beast forms, such as ravens, rats, goats, or spiders.
Invisibility: Imps can become invisible at will but become visible if they attempt to interact with or attack someone. 
Casting Ability: Some more experienced Imps or ones that form a familiar contract with a mortal master have the ability to cast magics. These tend to be fire based spells due to their fiendish nature.
Magic Resistance: Imps are naturally resistant to magic.
Familiar's Bond: An imp can make a pact to become a familiar to a master and that can grant them special abilities, such as a telepathic link with their master. The exact abilities can vary but can make both master and familiar extremely powerful when working together. This comes with a cost, as a bound familiar is significantly weaker without their master than an unbound imp.
= Owlbears =
An Owlbear is a large magical beast that looks like a cross between an owl and a bear. They are monstrous beasts with the bodies of bears covered in thick fur and feathers and the heads of owls, but with serrated beaks. They hunt from around sunset to sunrise. They hoot or screech to declare their territory and to flush prey into their hunting grounds. Owlbears also screech as a way to attract a mate. When an Owlbear has successfully caught its prey, it tends to partially consume part of it on the spot, before dragging the rest back to its lair to be stored. The scent of flesh than emanates from an Owlbear's lair often attracts creatures and therefore, more prey. They are incredibly aggressive and slay nearly any living creature they see. This territorial attitude has caused many folks who live with nature to purposefully hunt Owlbears before they have a chance to destroy the local wildlife.
= Unicorn =
A unicorn is a mysterious and magical beast resembling a horse with a horn protruding from it's forehead. A unicorn's coat, mane, and tail are white. Unlike natural horses, it also has cloven hooves and a long ivory-colored horn that protrudes from it's forehead. Unicorns dwell deep within their forests and shun most creatures, only conferring with fet such as pixies, dryads, and sprites. They usually show themselves only in defense of their forests. They scratch glyphs into the bark of trees in the areas under their protection. Unicorns mate for life.
==Abilities==
Unicorns are able to sense evil nearby and radiate an aura which protects them from most evil spells. Unicorns can fey step (teleport) to a nearby location. Unicorns attack primarily by impaling their foes on their horns, although they can also use their hooves as weapons. Unicorns are not subject to poison, death magic, or charm spells, which is one of the many reasons that lead to rumors of their horns.
Unicorn horns are reputed to have magical healing properties. It is said that the touch of the unicorn's horn can both heal any wound and cure any poison. They could be used in the production of antidotes and healing potions. Thus Unicorns are often hunted down and butchered for their horns despite punishments against it.
= Wicker Beast =
Wicker Beasts are constructs created from dead objects such as wood, flesh, fur and bones using necromancy. They come in a variety of forms but are powered by the souls of mortal victims. Those that create these constructs control the beasts by placing charms on them, the most powerful charms being placed upon the center or heart of the creature. It is said that some of the souls trapped within the Wicker Beasts are still aware as they are being controlled.
= Will-O-Wisps =
Will-O-Wisps are malicious creatures that can appear as torches or lanterns seen floating through swamps. They appear to be nothing more than a hazy ball of light, colored white, blue, violet, green, or yellow, glowing as brightly as a flaming torch. As such, it is easy to mistake one for a lantern or torch. Especially within the foggy marches they tended to inhabit. They tended to take on a blue, violet, or pale green hue whenever they were engaged in combat. Their faintly glowing bodies are just transparent balls of spongy matter, measuring 1 foot wide and weighing around 3 pounds. Although they have no vocal organs, will-o'-wisps could vibrate to emit a ghostly sound, with which they could speak.
These creatures can alter the brightness or dimness of their body's glow. This ability is used to confuse and enchant their prey. A will-o'-wisp could even extinguish its glow, becoming for all intents and purposes invisible to all except creatures who see invisible objects. They typically do the latter whenever they are surprised or frightened. Wisps have total spell resistance, making them immune to most spells. These creatures display exceptional levels of intelligence. They revel in luring travelers away from safe paths, bewildering them. A will-o'-wisp would avoid combat if at all possible, but would attack with electric shocks if pressed.
= Water Enemies =
* Nagga
* Drowner
* Slaughter Fish
= Forest Creatures =
* Minotaurs
* Elk
* Ettercap (Located near entrances to Underdark)
= Gallery =
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Category:Ascension Lore