Supernaturals in Creation | World Anvil

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Supernaturals

Supernaturals
Creatures of the Night
More Than Mortal

   

Aberrations

Aberrations are utterly alien beings. Many of them have innate magical abilities drawn from the creature's alien mind rather than the mystical forces of the world. The quintessential aberrations are aboleths, beholders, mind fiayers, and slaadi.  
  • Horrors (see Horrors)
  • Night Horrors
   

Beasts, Animals & Vermin

An animal is a living, nonhuman creature, usually a vertebrate with no magical abilities and no innate capacity for language or culture. Animals usually have additional information on how they can serve as companions. Types includes insects, arachnids, other arthropods, worms, and similar invertebrates.    

Celestials

Celestials are creatures native to the Upper Planes. Many of them are the servants of deities, employed as messengers or agents in the mortal realm and throughout the planes. Celestials are good by nature, so the exceptional celestial who strays from a good alignment is a horrifying rarity. Celestials include angels, couatls, and pegasi.  
  • Angels
 

Exalted

The Exalted are chosen by a deity and imbued with their powers (thus, "exalted", or "raised high"). There are numerous varieties of Exalted, each chosen by a different deity or group of deities  

Solar Exalted, Lawgivers

Known also as the Lawgivers, the Solar Exalted are the champions of the Unconquered Sun and the most powerful of all the Exalted.
 

Abyssal Exalted

Abyssal Exalted, also called deathknights, are the champions of the Deathlords and their Neverborn masters.
 

Dragon-Blooded

For a thousand years, the Dragon-Blooded have ruled Creation from thrones of jade, secure in their power and authority as Princes of the Earth. Through command of the elements and mastery of every martial discipline, their ruling bloodlines exercise dominion over the wealth and armies of the world.  
 

Liminal Exalted

The Liminal Exalted, also called Children of the Soil, or Chernozem. They are noted as being associated with reanimation and corpses, and said to be ghost hunters and sorcerer-exorcists, who were caught between the realms of death and life.
 

Lunar Exalted, Chosen of Luna

The Lunar Exalted are Creation’s divine apex predators, monster-heroes chosen by Luna to hunt and prey upon the enemies of the gods in the Divine Revolution. Like their divine patron, the Lunars are puissant shapeshifters, devouring the forms of their human and animal prey and making these a part of their own nature.
 

Sidereal Exalted

The Sidereal Exalted, or Sidereals, are the champions of the Five Maidens. The Chosen of the Maidens are the savants and astrologers of the Exalted, as well as matchless martial artists.
 
   

Constructs

Constructs are made, not born. Some are programmed by their creators to follow a simple set of instructions, while others are imbued with sentience and capable of independent thought. Golems are the iconic constructs. Many creatures native to the outer plane of Mechanus, such as modrons, are constructs shaped from the raw material of the plane by the will of more powerful creatures.  

PROMETHEAN: THE CREATED

Promethean: The Created is a game about stolen lives. Prometheans are soulless corpses animated by a mysterious, alchemical force — the Divine Fire — stolen from the gods. They wander the dark places of the world, seeking what their creators denied them: humanity. They are pilgrims. The Created. They wander the world, sometimes alone, sometimes in the blessed company of their own kind, driven by memories of events and facts they never knew, all in the service of one Great Work… to be human.
 
  • Animated Object
  • Golem
  • Horrors (see Horrors)
  • Night Horror
   

Dragons

Dragons are large reptilian creatures of ancient origin and tremendous power. True dragons, including the good metallic dragons and the evil chromatic dragons, are highly intelligent and have innate magic. Also in this category are creatures distantly related to true dragons, but less powerful, less intelligent, and less magical, such as wyverns and pseudodragons.  
  • True Dragons
  • Wyvern
 

Elementals

Elementals are creatures native to the elementalplanes. Some creatures of this type are little more than animate masses of their respective elements, including the creatures simply called elementals. Others have biological forms infused with elemental energy. The races of genies, including djinn and efreet, form the most important civilizations on the elemental planes. Other elemental creatures include azers, invisible stalkers, and water weirds.  

Elemental

A spirit arising from the five elements of the natural world. Elementals labor to cycle Essence through Creation. They are physical beings that live in the same world as men and beasts.
 
  • True Elemental
  • Jin
  • Spirit/Exalted
  • Spirit/COD
  • Horrors (see Horrors)
  • Night Horrors
   

Fey

Fey are magical creatures closely tied to the forces of nature. They dwell in twilight groves and misty forests. In some worlds, they are closely tied to the Feywild, also called the Plane of Faerie. Some are also found in the Outer Planes, particularly the planes of Arborea and the Beastlands. Fey include dryads, pixies, and satyrs.   Changeling: The Lost- Primer: Changelings

Fair Folk (EX3) / TRUE FAE (CTL)

The Fair Folk are born of the chaos beyond the world — ravenous, beautiful, and immortal. They stride boldly into Creation, taking whatever they please by force or seduction. Also known as the raksha, they seem similar to men and women, but aren’t human and could never be mistaken as such. Mortals don’t wrap themselves in proud robes of woven poetry, nor move with the grace of a waking dream, nor wear all the blowing colors of autumn and fire in their hair and eyes.
   

Fiends

Fiends are creatures of wickedness that are native to the Lower Planes. A few are the servants of deities, but many more labor under the leadership of archdevils and demon princes. Evil priests and mages sometimes summon fiends to tne' material world to do their bidding. If an evil celestial is a rarity, a good fiend is almost inconceivable. Fiends include demons, devils, hell hounds, rakshasas, and yugoloths.  

DEMON: THE DESCENT

The Machine is everywhere. It is under the everyday world, behind it, beyond it. Its mechanisms stretch through time and space, and alter events in ways that humanity cannot imagine. The God-Machine sends forth its angels to enact its will, delivering messages, building Infrastructure, protecting some people, killing others. And you were one of those angels. But not anymore. Now you are one of the Unchained, a fallen angel who defected to the human race. Yours is a world of false identities and clockwork conspiracies, stolen faces and hidden works of the Machine. You cannot — will not — return to the sterile embrace of Heaven. All you can do is reign in Hell.
 
  • Demons
  • Devils
  • Fiends
  • Yogoths
   

Giants

Giants tower over humans and their kind. They are humanlike in shape, though some have multiple heads (ettins) or deformities (fomorians). The six varieties of true giant are hill giants, stone giants, frost giants, fire giants, cloud giants, and storm giants. Besides these, creatures such as ogres and trolls are giants.  
  • Horrors (see Horrors)
  • Night Horrors
  • Exalted
   

Horrors

They’re out there. Skulking just beyond the flickering light of the street lanterns, glimpsed for a second in the alley, felt in that tension between your shoulderblades. The freaks. The monsters. The horrors. Some of them want to kill you, crack your bones and suck them dry. Some of them want to ride you around like a puppet made of meat, or lay their young to incubate in your cavities. Some of them want stranger things: to build towers of bone and bile, or to open a door between here and the howling silence Outside. Still others don’t want anything from you at all. Nevertheless, they’re out there, strange and wondrous and terrifying, waiting to be discovered.    

Humanoids

Humanoids are the main peoples of the D&D world, both civilized and savage, including humans and a tremendous variety of other species. They have language and culture, few if any innate magical abilities (though most humanoids can learn spellcasting), and a bipedal form. The most common humanoid races are the ones most suitable as player characters: humans, dwarves, elves, and halflings.  

Monstrous & Dark Humanoids

Almost as numerous but far more savage and brutal, and almost uniformly evil, are the races of goblinoids (goblins, hobgoblins, and bugbears), orcs, gnolls, lizardfolk, and kobolds.  

Elves

 

Drow

The cruelest of elves, drow are seldom seen by the surface world. In the lightless caverns and endless warrens of twisting passages of the Underdark, the dark elves—the drow—find refuge.
 

Gith

The warlike githyanki and the contemplative githzerai are a sundered people – two cultures that utterly despise one another. The brutal githyanki are trained from birth as warriors, while the githzerai hone their minds to a razor’s edge in their fortresses within Limbo. But before there were githyanki or githzerai, these creatures were a single race enslaved by the illithids.  

Githyanki

The githyanki plunder countless worlds from the decks of their astral vessels and the backs of red dragons. Feathers, beads, gems, and precious metals decorate their armor and weapons – the legendary silver swords with which they cut through their foes. Since winning their freedom from the illithids, the githyanki have become ruthless conquerors under the rulership of their dread lich-queen, Vlaakith.
 

Githzerai

Focused philosophers and austere ascetics, the githzerai pursue lives of rigid order. Lean and muscular, they wear unadorned clothing free of ornamentation, keeping their own counsel and trusting few creatures outside of their own kind. Having turned their backs on their warlike githyanki kin, the githzerai maintain a strict monastic lifestyle, dwelling on islands of order in the vast sea of chaos that is the plane of Limbo.
 

Kobolds

The kalashtar are a compound race created from the union of humanity and renegade spirits from the plane of dreams – spirits called quori. Kalashtar are often seen as wise, spiritual people with great compassion for others. But there is an unmistakable alien quality to the kalashtar, as they are haunted by the conflicts of their otherworldly spirits.
 

Kobolds

Kobolds are craven reptilian humanoids that worship evil dragons as demigods and serve them as minions and toadies. Kobolds are craven reptilian humanoids that commonly infest dungeons. They make up for their physical ineptitude with a cleverness for trap making.
 

Orcs

Orcs are savage raiders and pillagers with stooped postures, low foreheads, and pig-like faces with prominent lower canines that resemble a boar’s tusks.
 

Yuan-Ti

Devious serpent folk devoid of compassion, yuan-ti manipulate other creatures by arousing their doubts, evoking their fears, and elevating and crushing their hopes. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves gods.
   

More Than Mortal

 

Changeling: the Lost (CTL)

Changeling: The Lost is a game about those people in awful situations, who have mustered the strength to move on. It’s about learning to survive in a new world, one that looks like the one you grew up in, but one you’ll never see the same way because of what you’ve been through. It’s about struggling to find a balance between facing the world, and looking back and healing. It’s about knowing that you could become a victim at any time, and trying to walk the line between security and paranoia. It’s about staying safe while not consuming your life by dwelling on the past. It’s about dealing. It’s about growing. It’s about healing.
 
  • Elf/Eladrin
 

Hunter: the Vigil (HTV)

The scales have fallen from your eyes. A fire is lit: is it a lamp perched over the inscription upon an ancient blade? Or a roaring conflagration consuming the house in which the howling fiends wait? Things will never be the same after this. You’ve set forth on a damning path. Carry the Vigil. Fight back the shadows.
 

MAGE: THE AWAKENING (MTA)

Spellcasters like Clerics, Druids, Sorcerers, Warlocks and Wizards.   The Supernal Realm is the truth of reality and the origin of magic. Be it the arcane energies of the planes, the divine grant of celestials, the life essence of nature or the ley lines of the city at the center of all. Mages ‘awaken’ to the ways of magic. Each "mage" visits a Watchtower during their Awakening, and their magical abilities are forever affected by that journey. Mages impose their personal will directly on reality, shaped and channelled by ritual and the personal belief system, or paradigm, of the mage.   Driven by a need to understand the Fallen World’s secrets, empowered with magic by their insight, they face many dangers in their addiction to mystery, but none more than their own human pride.
   

Monstrosity / Magic Beast

Monstrosities are monsters in the strictest sensefrightening creatures that are not ordinary, not truly natural, and almost never benign. Some are the results of magical experimentation gone awry (such as owl bears), and others ,are the product-of terrible curses (including minotaurs and yuan-ti). They defy categorization, and in some sense serve as a catch-all category for creatures that don't fit into any other type.  
  • Horrors (see Horrors)
  • Night Horrors
   

Oozes

Oozes are gelatinous creatures that rarely have a fixed shape. They are mostly subterranean, dwelling in caves and dungeons and feeding on refuse, carrion, or creatures unlucky enough to get in their way. Black puddings and gelatinous cubes are among the most recognizable oozes.    

Plants

Plants in this context are vegetable creatures, not ordinary flora. Most of them are ambulatory, and some are carnivorous. The quintessential plants are the shambling mound and the treant. Fungal creatures such as the gas spore and the myconid also fall into this category.    

Shape Shifters

 

Changing Breeds (Ferals)

The Changing Breeds, also known as ferals, are shapechangers who possess in them both Animal and Man, united into a single creature.  

WEREWOLF: THE FORSAKEN

The Forsaken are consummate hunters, shapeshifters who wear the forms of man and wolf while stalking their prey, before taking nightmarish forms to move in for the kill. Creatures of duality, packs of werewolves hunt their chosen prey to maintain the boundary between Flesh and Spirit. Shunned by spirits and other werewolves, they try to live up to the legend of the god of the hunt, the original Wolf. It is not an easy life. Pitted against humans and spirits, monstrous hybrids and other werewolves, they must also face the threat of the idigam — terrifying spirits of change locked away by Wolf and Moon but now loosed upon the world once more.
  [Werewolf: The Forsaken 2nd Ed] The Wolf Must Hunt  

Saharusum - Werecrocodiles

The children of crocodile god Sobek. The saharusum are shapeshifters, also known as the Sobeki or were-crocodile. Known for eating the flesh of living human beings and crocodile. They conduct ceremonial rite of profanity, blood, and dirt.
   
  • Lunar Exalted (see Celestial Exalted)
 
  • Horrors (see Horrors)
 
  • Night Horrors
   

Undead

Undead are once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse. Undead include walking corpses, such as vampires and zombies, as well as bodiless spirits, such as ghosts and specters.  

GEIST: THE SIN-EATERS

Your story begins with the moment of your death, and with the Bargain that reversed it. With the cold hand that brought you back to the living world, with the dry whispers that still haunt you, with the presence that has nestled in your very soul. Every night is the carnivale, because every night you walk with ghosts. Death is a door. You are the one with the key.
 
  • Ghosts
 
  • Horrors (see Horrors)
 

Mummy: the Curse

Imagine being both dead and deathless at the same time. Imagine being cradled in the arms of death for years, sometimes decades on end, but all the while knowing that you will eventually not only arise again, but possibly awaken to an unfamiliar world. Now imagine that your purpose, your entire existence, is bound within this cycle — that you are chained to it for eternity. You sleep, you wake, your serve your Judge’s will in the lands of the living, and you return to the death-sleep once more. The ancient culture that empowered you is gone, lost to the sands of time… yet you endure. In Mummy: The Curse, you play one of these beings. Those who know they exist, from the cultists who serve them to the dark forces arrayed against them, call them the Deathless. We call them mummies.   The Arisen don’t always experience time in a linear fashion. A mummy awakens in 1950s America, but recalls parts of her prior Descent occurring in 2012. She remembers history out of order, both the world’s and her own. How can she bring about the things she knows are coming? What pieces can she change, and who will she become if she changes them?
 

VAMPIRE: THE REQUIEM

What would you do if today was the last day of your life? It’s the kind of question you never answer honestly until it’s too late. Until the last day of your life was yesterday, until you wake up in a stranger’s bedroom with a hunger like fire. One of the graced, the cursed, the beautiful, the damned. One of us. You belong to the night, now, to the lantern lights and the concrete and the howl of darkness. To the glitter and the gore. To a world of want and need and kill. Welcome to the first night of your life. What are you going to do?
   
 

Pending

  Spirits
  • Mage
  • Exalted
  • Night Horrors
 

BEAST: THE PRIMORDIAL

You are a Beast, and you must feed. Your Hunger drives you, and your Hunger might damn you. Indulge too lightly and your Horror will take matters into its own hands, roaming the Primordial Dream for sustenance and awakening murderous hatred in spiritually weak individuals. Feed too deeply and too often, and you become sluggish, sacrificing the raw edge of Hunger for the languor of Satiety. You must decide how to grow your Legend — will you be the monster incarnate, the thing that all other monsters fear? Or are you doomed to die under a Hero’s sword?  

DEVIANT: THE RENEGADES

You woke up… different. Someone changed you; on a slab, an operating table, an altar. By luck or by fate, you escaped. Hunted by your creators, they hold all the cards, and it seems they might recapture you. Except, what they don’t understand is they’ve stoked the fires of vengeance; what they did wasn’t right. What they don’t know is that now — you’re hunting them.

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