Types of Monsters

The following types of Monsters are available for characters who choose to be a Monster. Due to the rarity in the game’s world, **Dragons** and **Fae** require some justification on the application for why the character is suited for that Monster type, as well as a secondary option in case the first preference is denied.

This page is only a brief overview on each Monster type.

* For more information about what it means to be a Monster in general in the game, see Monsters (Character Role) or see Witches (Character Role) if you’re more interested in being a Witch instead.
* For full details on the mandatory/optional changes, traits, and strengths/weaknesses of each Monster type, select the Monster of your choice for more information.

**ARACHNE** ✱ Half-human, half-spider. Can be any spider, regardless of its habitat or habits. Can include non-spider arachnids such as scorpions, ticks, mites, harvestmen, and solifugae. All Arachnes will grow an additional 8 limbs out of their torso at some stage of their transformation and develop an exoskeleton. While impervious to traps, they have weak vision in full light.

**CHIMERA** ✱ A monstrous mix of creatures. Can be a combination of any 2-3 extant animals. This can be any pre-existing "chimera" as well -- sphinx, griffin, nue, manticore, wolpertinger, etc. Chimera grow “parts” like ears and claws related to all of their animals and have fur on the arms, back, and legs. They’re fairly sturdy and strong, but share the weakness of their animal properties (i.e. a Chimera with bird properties will be weak to electricity or lightning).

**DRAGON** ✱ A creature that is rare to see even in this setting. Can be any eastern or western type, so long as it has four limbs (besides tail). As such, they can't be of the wyrm variety, but can be of wyvern variety or qualify as a sea serpent so long as it has the four limbs. Dragons will grow scales and fangs, as well as wings where applicable. Dragons are the strongest of all Monsters and have a breath ability related to their chosen element (fire, ice, acid, etc.) but they can be weak to their corresponding element’s opposite. They’re also more susceptible to the Cwyld than other Monsters.

**FAE** ✱ The fairfolk, now far more uncommon than they once were. Can be based on any extant, winged insect. (This will primarily be from the Pterygota subclass, but so long as it has wings, a Fae's appearance can resemble it.) The Fae have insect-like wings and larger eyes, and will “shrink” to their more average size of about 5 feet. Capable of illusion magic and small “blessings” (i.e. creating a good luck charm), iron can burn and restrain them and they are also more susceptible to the Cwyld.

**FAUN** ✱ Typically half-human, half-goat, they can be any one (1) animal from the following: cows, sheep, goats, deer, elk (moose included). All Fauns, male or female, have antlers or horns and cloven-hoofed feet and possess minor prey-driven instincts. They have an excellent sense of direction and are literally very hard-headed (they can sustain almost any blow to their head) but their hooves are sensitive and lack of care can cause lameness.

**HARPY** ✱ Half-human, half bird. Can be any extant bird, and can be any gender. Keep in mind that, by nature, a Harpy is a creature of flight - a flightless bird will be considered an oddity in Geardagas and players may need to consult the mods to make sure their changes are appropriate. Harpies all possess bird-like wings, feathers, and a nesting instinct. They are capable of flight and have sharp eyesight, but their hollow bones are easy to break and they’re weak to electricity.

**MERROW** ✱ The world's variety of merfolk. Can be any extant fish (including sharks), cephalopod, or porpoise (dolphins, whales, etc), as well as any extant seal (walrus, seals, etc). Merrows have scales and markings, and while they can keep their legs on land, entering the water will cause them to immediately form a tail or tentacles. Merrow have increased speed and stamina in water, as well as minor water magic, but are prone to “drying out” and can easily get heat stroke on land.

**NAGA** ✱ Half-human, half-snake. Capable of being any kind of snake, they may also be any legless lizards, even those that have "legs" -- so long as the legs are non-functioning for movement. Naga transform to have a reptilian tail that replaces their legs altogether, as well as fangs and a forked tongue. Can spit or inject toxin/venom, but due to their cold-blooded nature do poorly in low temperatures -- becoming too cold can cause their bodies to enter a state of hibernation.

**PUCA** ✱ A shapeshifter typically considered a trickster spirit. Can be any extant rabbit, hare, or pika. Less commonly, may also be any extant mouse, rat, hamster, or other small rodent. Puca develop fur growth along the arms and legs as well as animal ears. Fleet-footed, they have an especially heightened sense of danger as well as natural “finding” magic (i.e. usually find lost items quickly). In return, they are honor-bound by magic to keep their word if it’s made, even to their detriment or harm, and are weak to iron similar to the Fae.

**TURNSKIN** ✱ The world's variety of shapeshifters. Can be any mammalian carnivore, excluding seals. ie; this can range from household cats and dogs to wild animals like bears, lions, wolves, weasels, and hyenas. Turnskin develop fur growth on the arms and legs, sharpened teeth, and a pack instinct. They’re one of the strongest Monsters in Geardagas, with enhanced senses and reflexes, but are weak to silver and plants like nightshade or hemlock. They also feel the lunar influences more strongly than other Monsters.

**VAMPIRE** ✱ An undead being that feeds on the lifeforce of others -- specifically, blood. They can take the form of any extant bat. Vampires pass as human easier than other Monsters, though they still contain visible signs such as pale skin and sharper teeth. Though weaker than some of the stronger Monsters, they’re faster and stronger than humans/Witches and possess a hypnotic ability. Sunlight can burn or even kill a Vampire and invitation is required to enter establishments (though a “Vampires welcome” sign often does the trick when it comes to shops and businesses).