Karadian Bestiary - Beasts
Beasts
Reptillians
Wyverns
A family of winged and flight-capable reptiles, most of them from the size of the horse up. Carnivorous and territorial, living everywhere where it is warm enough. Divided into many very varied subspecies, most of them even more problematic that the baseline ones. On the other hand, they aren't that powerful. Making their leather into something processed in Imperium on almost industrial scale.
Wyvern - A baseline variant of wyverns. It is, nevertheless, internally divided into many less important subspecies divided only by small details like coloration, shape of the mouth and so on, more important for biologists than adventurers and thus collectively known simply as wyverns.
Dwarf Wyvern - A very widespread variant of wyverns that only rarely reaches one meter in length, making it practically harmless to mortals. They serve as a rival of aerial predatory birds, often tamed and used to carry letters due to their quite potent intelligence. Also sometimes used as pets and to protect fields from vermin.
Thorvern - Rarer and more aggresive subspecie of wyverns, recognizable by sharp bone protrusions. That can grow back, making them a decent weapon and defence in combat, often used by thorverns alongside talons, fangs and its bodymass. On the other hand, it is heavier and thus worse in flight.
Corpsern - Extremely poisonous (but much smaller) subspecie. A scavenger, that prefers devouring already dead prey. Its ability to dig it from beneath the ground makes it a possible very dangerous vermin that sometimes causes epidemics by digging out corpses (for example from mass graves on battlefields and so on).
Dragvern - Surprisingly intelligent wyvern that can also breath fire, quite similar to dragons in that regard. Prefers its meat cooked, and tends to be a rather relentless and dangerous hunter.
Montvern - A slightly weird subspecie of wyverns that lives in mountain, is slightly more resistant to low temperatures and has a particularly dangerous hunting habit, often pushing its prey from the edges of the chasms or throwing rocks at them from high attitude.
Vavern - Rare and elusive subspecie of wyvern. Also heavily magical. A soundless predator, capable of merging and becoming partially invisible in the darkness, intelligent enough to sometimes break in barns and drinking blood of entire herds of animals within a single night. Sometimes targets mortals as well.
Royal Wyvern - Bigger and even more territorial subspecie of wyverns. Big, has deadly venom, and considers mortals their rivals, thus in most cases attempting to push them out of its hunting lands right after settling. A deadly threat, that often draws attention of adventurers.
Imperial Wyvern - An apex of wyverns. Big, poisonous, can breath fire, is very intelligent and territorial. Encountered extremely rarely, and often in areas at least slightly irradiated with magic. Even more territorial than Royal Wyvern, agressively hunting all mortals, sometimes capable of destroying entire villages.
Dragons
Great winged reptiles, carnivorous and extremely dangerous. They are believed to be a descendants of Ancient Dragons via High Dragons, with dragons being almost identical on genetic level with the last ones, however also almost completely degenerated into animals in terms of their minds. With drakes being the last step of this ladder.
Drake - A degenerated variant of dragon. Forming overwhelming majority of their progeny (with only one egg per circa ten years containing a real dragon). Up to 2-3 meters, incapable of flight. Carnivorous, very territorial, often birthed en masse and soon pushing out other large predators from the area. Tend to defend lairs of their dragon parents with almost zealous determination.
Dragon - A degenerated variant of high dragons. Four to five females per one male, lying lots of eggs (overwhelming majority of them contains drakes though), likes shining things and tend to attack human settlements to steal them. Or just eat. Extremely territorial and dangerous, although some of them seem to live in some sort of agreement with certain tribes of Mountain Elves. A prime subjugation target when they settle too close to civilization.
Dragonlings
A relatively new addition to the family of beasts, frozen in a magical way in the so called Northern Land north from Dragarian Isles. When the area was unearthed through the climate shift around the time of Great Karadian War they were somehow unfrozen and started spreading. They are believed to be a kin of dragons, probably created by some sort of magical geneengineering of some succesion state of First Empire or by accelerated evolution in mana-enhanced environment.
Winged Dragonling - A subspecie of dragonlings that is, actually, not the best in terms of flying. However as the only subspecie of dragonlings it actually uses its flight capability as its main hunting tactic. It uses its powerful legs to jump up, then hovers until it detects the prey... and then it dives, surprising the target by either practically landing on it (with extensive use of talons and fangs) or by landing beside it and fighting standard ground battle. It considers mortals its prey, but it is wise enough to never attack groups bigger than 3-4 people, making it extremely hard to target (especially since it hops out of battle when it decides its losing).
Sea Dragonling - A rather weird subspecie of dragonlings (most of them is weird already though). It is an aquatic creatue, with typical dragonling dragon-like mouth but with fins and no rear limbs. It also has some sort of part-magic part-biology tank in its chest, allowing it to store and compress water to then fire it from its mouth with deadly power and precision. It tends to eat either fishes (when in sea) or land creatures (when it hunts on coasts, its favourite hunting grounds). It is known for using its water jet to sunk small ships and boats, making it a rather dangerous beast.
Stone Dragonling - A 100% ground type of dragonling, incapable of flight (that nevertheless managed to spread to several isles and even to Scavia, a mystery to researchers). It is known for using its stone-like skin to pretend to be a boulder in a rocky areas, waiting to surprise its prey. It is also a deadly, well armoured foe, with very sharp fangs and talons.
Fire Dragonling - A subspecie of dragonlings that likes making its lairs in the hot places (volcanoes and so on). It can fly (though it isn't terrible good at that), and can breath fire. It is very similar to dragverns in the fact that they like their meat cooked. Many of them were, surprisingly, domesticated by barbarian Rawrs that settled Northern Land after it resurfaced.
Ice Dragonling - A subspecie of dragonlings that originates from northernmost (and still mostly snow covered) parts of Northern Land. Can fly (not terrible well though), can breath extremely cold (circa -100C) air, and is surprisingly good in masquerading as snow or ice. Very susceptible to high temperatures.
Hydras
A partially aquatic partially ground predator. Several heads (from five to eleven, depending on subspecies). Extremely resilient due to their intense regenerative capabilities and the fact that their brain is actually located in their chest, making losing even 4 out of 5 heads only a temporary setback. On the other hand, while it can use all heads to attack simultaneously, the distance from the brain to them and the cognitive power required to coordinate all of them at the same time means, that they have a notoriously bad reflex. Killing them requires either drawing them out of water to try to hit their chest, or cutting off all their heads and hoping that it will die of hunger before growing at least a single one of them back.
Hydra - A baseline hydra subspecie. Five heads, like to live in a lakes, swamps and rivers deep enough to safely cover their vulnerable corpus while letting them use their heads to hunt. Eat both fishes and things that it manages to surprise with sudden emergence from the water (for example deers and so on drinking water). Often targets mortals on boats, forcing adventurers to subjugate them.
Royal Hydra - Subspecie of hydras with 6-8 heads. Bigger, meaner and much more hungry. They tend to inhabit areas irradiated with mana, since the meat they can hunt there contains more calories, making eating enough to sustain themselves easier. Venomous, and can also spit their venom (which is particularly nasty and fast working).
Imperial Hydra - A very rare subspecie of hydra with 10-13 heads. Much bigger, much meanier and almost perpetually hungry. They are encountered almost exclusively in magical anomalies, where everything is heavily irradiated with mana. The fact that they almost always live lonely lead to suggestion that they are in fact a mutation of Royal Hydras that occurs where they have enough things to eat. Of course, even more venomous than Royal Hydras (venom is the same but it is much more concentrated).
Serpentines
Carnivorous reptiles that look like big snakes. Aquatic in nature. Most of their subspecies do not differ that much, with exception of details of their habitat, colouration and size. Actually prefer hunting fishes and animals, rarely attacking humans unless wounded or corrupted by the nature of magical anomaly.
Cave Serpent - Subspecie of serpentines that inhabits big underground bodies of water, mostly undeground lakes and rivers that can be somehow found in outer Labirynth and large cave systems. Especially in the areas with their geology shaped by magic. Blind, uses other senses. Smallest - up to two meters. Not poisonous, but can use electric discharges to knock out their prey.
River Serpent - Subspecie of serpentines that inhabits rivers, especially big ones. Decent sight, good hearing, weak paralytic poison. Targets fishes and small animals. Its average size depends heavily on the size of the rivers they live in, up to two and a half meters normally, but in major rivers can grow even up to eight meters.
Lake Serpent - Subspecie of serpentines that inhabits lakes. Especially bigger ones. Decent sight, good hearing, weak paralytic poison. Targets fishes and small animals. Six to seven meters. As other serpentines, not exactly dangerous unless provoked or corrupted by magic.
Sea Serpent - Subspecie of serpentines that inhabits seas and oceans. Sight beneath average, hearing very bad, but can smell blood in the water and use echolocation. Doesn't use poison, instead it can grow even up to twenty meters, making it capable of devouring even bigger sharks. Hunted for its meat and oil, on the other hand it can go terribly wrong since it can retaliate when provoked.
Chelonidae
In other words, a beasts that are considered a part of turtle family. Not too widespread and in most cases not carnivorous. Tends to be herbivore (or small carnivore) meaning that they are often prey of bigger beasts.
Great Northern Turtle - A turtle that originates from Northern Land. Eats fishes and other small sea animals, but - curiously - it also often departs on the land, devouring all matter of plants. With its surprisingly sharp and strong teeth it can even chop small trees and then devour everything beside wood itself. Uses its size (around the size of a horse) and very hard shell as its main defense. Hunted for example by Sea Dragonlings. An interesting fact is that it feels okay in cold waters, probably using ambient mana to generate heat inside.
Others
Wyrm - A land scavenger/carnivore reptile. From two to five meters long, mouth similar to dragons (probably another weird descendant of theirs). Blind, but possess very detailed echolocation and extremely good smell. Armed with extremely dangerous neurotoxin that it can also spit at his enemies - it tends to solidify almost immediately, and is extremely sticky, making it decent at paralyzing enemies it fails to kill (though the poison can still be absorbed through skin). Prefers already dead prey, but can also hunt if really hungry. Quite rare.
Bloodrinker - Extremely elusive beast, sometimes considered to be a land version of Vavern. Small quadruped, reptile but with its mouth surprisingly similar in shape to dogs. Can walk upright for a short distance, has a very potent venom. Drinks blood.
Is believed to be extremely intelligent for a beast. Evades attention almost perfectly, with overwhelming majority of them found when already dead and mostly rotted. Prefers to avoid mortals, though they sometimes hunt or just stalk lone travellers at night. Seems to possess a rudimentary skill in sound magic, enough to hide its echolocation sound and other sounds its make, making it almost soundless predator.
Birds
Griffins
A big, predatory 'bird' with body of a lion, and head & wings of an eagle. Can be considered a northern counterpart of a wyvern, that prefers to live where winters are long and cold and the coldblooded wyverns doesn't really thrive there. Carnivorous, hunting pretty much everything that is smaller than them. Tends to ignore mortals unless provoked, but that isn't a rule.
Griffin - Baseline subspecie. Has several internal subspecies, that are however of bigger interest to ornitologists that to adventurers or common people. You need to have a professional knowledge to differentiate them, so for overwhelming majority of civilization they are just griffins.
Visenian Griffin - Pretty much one of internal griffin subspecies mentioned above, only slightly more recognizable. Rather than steel gray its feathers suggest being heavily 'influenced' by a White-tailed Eagle. Encountered especially in the lands of Kingdom of Visenia. Curiously it is considered one of the least agressive subspecie, preferring to hunt archaurochs than men. Which goes so far that some villages actually consider them something similar to protective spirits, since they tend to fight other big predators that dare to tread on their hunting grounds.
Northern Griffin - Another very typical subspecie of griffins, this time one living on the farthest north. Encountered on Diretian Plains and Scavian Peninsula. Almost completely white. Requires environment enhanced by magic to be able to sustain itself for long. Extremely agressive due to extreme climate it is forced to live in.
Ducal Griffin - A much rarer subspecie of griffins. Slightly bigger, with slightly darker feather... and very venomous spit. That it can spit on their prey. It contains a deadly paralytic poison that either paralyzes the target making the griffin devour it alive or paralyzes them slightly more and makes their heart stop beating. Territorial and dangerous.
Royal Griffin - A much rarer subspecie of griffins. Slightly bigger and with slightly lighter feather... that has no venom but it is surprisingly tough, strong and resilient. Much more than Ducal Griffin. In other words, rather than being poisoned and slowly devoured alive, their prey is ripped to pieces and then devoured. Not much of a difference to be honest.
Imperial Griffin - Extremely rare subspecie of griffins that is mostly encountered in areas tainted with magic. Very big, with feather in dark purple and dark gold colours, both very strong and with deadly venom. Also it is extremely territorial, to the point of not having any offsprings due to devouring or pushing away their potential mates. Considered a rare mutation of Royal/Ducal Griffins in magical tainted environment.
Rocs
Rocs are a curious family of a birds that are great in size. Like, really, really great. With the smallest of them equalling Imperial Griffins. This family originates from Kasytian Empire and is rare on imperial soil, considered a family protected by law due to them not really being agressive to mortals and, instead, often targeting other great predators.
Roc) - Baseline type of Rocs. Looks like massive eagle (but with straight beak), that can have up to ten meters. Makes its nests in the mountains, especially above the level of trees. Territorial, but has problem only with other big predators on his hunting grounds. Hunts by straight attacking with his beak... or by dropping massive stones with surprising precision from high attitude (or acting as a living dive bomber). Very rare on imperial soil.
Thunderbird - An extremely rare subspecies of rocs that actually seems to originate from Imperium of Karadia. Bright yellow feathers, sometimes even greater in size than normal Roc, seems to have a great attunement to Thunder Magic. Which it can use in a pretty deadly way.
Curiously, thunderbirds seem to have no nests. Instead they live among the storms, literally moving from one thunderstorm to another, fleeing inside the turbulent winds and thunders. They they hunt, using their physical might and thunder magic, with each thunder they attract to themselves seemingly empowering their magic and themselves.
Mammals
Bigfoots
A curious family of big, humanoid apes. The sole idea of them existing seems to have originated in Menorian Empire, brought to Imperium of Karadia by its inhabitants settling there after the Imperium was created. It is actually a slight irregularity, considering the fact that rather than becoming daemons they become beasts. It is believed that Beast simply used the idea that was already there to create beasts, their daemonic counterpart quickly expunged by expanding knowledge that Bigfoots are actually beasts.
Most of them lives in a symbiotic relationship with local ondines. They are normally a peaceful herbivores that sometimes use crude traps to capture small animals. With intellect showing signs of sapience, despite its primitiveness. They seem to worship dryads and other ondines at least in a way, happily serving as their strongarms when they are somehow endangered, becoming deadly threat especially when they manage to whip themselves into frenzy.
Bigfoot - Baseline specie of bigfoots. Up to 2.20 meters high, walking upright, extremely strong physique. They often primitive arms - for example small trees - with deadly efficiency. Normally they are herbivores, eating leaves, berries and so on, but are quite cunning when it comes to making traps to capture and eat small animals.
When their dryad 'goddess' calls, they can create bigger traps (enough to kill humans) or fight with terrible efficiency, especially within the woods (where soldiers can't make proper formations). Normally they live in small herds, preferring to avoid trouble.
Yeti - A subspecies of bigfoots that prefers to live in mountains, especially tall ones. In Karadia they can be encountered in White Mountains, on Scavian Peninsula, and also sometimes in Dragonbone Mountains, Black Mountains and Iron Mountains.
They have white fur and are much more carnivorous that average for bigfoots. Also tend to be much more agressive than average. And much easier to go into frenzy. They serve oreads of their mountains with the same zealotry that bigfoots serve dryads.
Stench Ape - A subspecies of bigfoots that inhabits swamps, serving their eleionomes as strong arms and defenders. While they are also herbivores to a point, they also fish and catch small animals with traps. They are also adept swimmers, even though most of their 'swimming' is done in a water not much unlike mud and sludge. They are often smelled before being seen, due to their supposedly extremely abhorrent smell. From which their name cames.
Behemoth - A type of a big hominid monkey whose origin is actually completely different than other bigfoots, though they are often considered a part of their family simply due to being very similar. They originate from Northern Land and spread from there to, for example, part of Dragaran Islands and Scavian Peninsula. During particularly cold winters they even attempt to pass through Amber Sea into Visenia. They are an upright walking monkeys... with long claws and mouth that many compare to ones of the crocodiles.
Felinids
Meaning beasts that are far cousins of cats. Agile, with claws and fangs. Potentially deadly predators, with agility instead of simple strenght. Most of them actually comes from a completely different origins, with their connection to cats being the only common point of them all.
Needlecat - A type of big cat (somewhere between lynx and tigers) that can sometimes be encountered in small groups (up to 5-6 of them) pretty much in entire Karadia north of Native Sea. Rather than being covered in fur they 'wear' a natural armour of chitin-like needles, with thin and very sharp ends. Which makes them both much more resistant and more dangerous. They prefer to deers and similar animals, however during long and cold winters they sometimes raid human farms, shredding cows into small pieces before devouring them and dissapearing. For a while.
Blackteeth - Believed to be a cousins of lynxes corrupted by some long forgotten magical anomaly into... something else. Now they can be considered a karadian equivalent of panthers. Black fur, notable size, extremely dangerous set of teeth and relentless ferocity. What's more, it always hunts in small packs. Thankfully they are rather rare.
Canines
Meaning - in overwhelming majority of cases - wolves. Only much more relentless, and in most cases capable of preying not only on herds of animals but also on sapient species. Dangerous pack predators, all of them.
Dire Wolf - A notably larger cousins of simple wolves. Not only bigger, but also meaner, intelligent, more agressive and with a tendency to actually target sapient species. They are also not afraid of fire and can sometimes - under especially powerful alphas - amass into hordes big enough to actually threaten even smaller towns. They are considered by many to be Beast most terrifying creation... which says a lot considering their rivals on that field.
Bonegnasher - A truly terrifying beast created when madness of Valley of Ashes touches and warps wolf fetuses, even before its birth. Most of their mothers die during their births, with ensuing spawn soon devouring or scattering their entire pack. Their fur is black with some some crimson details. They are bigger, much more dangerous (with their name coming from the fact that their jaw can easily break bones or even bend swords) and can procreate, creating small packs. That are somehow encountered on the Markarian Peninsula. What's more, they actually consider sapient species one of their preferred meals...
Northern Wolf - A weird subspecie of wolves that originates from Northern Land and soon spread over most of Northern Karathia (and big parts of Western Karathia). Gray fur, but only barely bigger than normal wolfs. They seem to be much, much faster in almost unnatural way. Their biggest difference is their intellect. Northern wolfs can cooperate in an almost shocking way. Setting net of sentinels around the place they rest in night, caring for the wound members of the pack (to the point of eating plants with required alchemical effects), even using leftover fire in hastily abandoned camps to cook meat before eating...
Black Wolf - Another subspecie of wolves that originates from Northern Land... and that spread over Dragarian Isles and northern Karathia. Black Wolves are bigger than standard wolfs and stronger... but also have pitchblack fur and some sort of passive magical abilities similar to one vaverns have, that makes able to muffle sounds they make and camouflage in darkness. They seem to excel in ambushes.
Royal Wolf - An apex of beast subspecies of wolves. Royal Wolves originate from Northern Land, and from there spread over big part of Karadia. They never stop growing. What's more, overtime they also become stronger, their fangs soon becoming much stornger than steel. If that wasn't enough, they become natural alphas over all wolfs. Possesing almost supernatural power over them and amassing great hordes of wolf driven into a frenzy. Thankfully they are extremely rare outside of Northern Land. There they are actually much less deadly, because already extremely deadly environment makes most of them die early.
Ursidae
Meaning bears. Even normal bears can be a danger to person unfortunate enough to encounter them and trigger their anger. Those that are changed somehow into beasts are even worse. Dangerous and powerful, almost an apex of ground predators. They are not in any way connected to each other, they are simply parts of bear family.
Sabrebear - Bears twisted by malevolent magic of Valley of Ashes into truly terrifying beings. Not only they are actually actively searching for meat of mortal species. They are also slightly bigger and have bone protrusion they can use to ram prey with deadly efficiency. This bones also serve as an armor, making them a truly terrifying threat.
Murinae
Rats. Small, mostly scavengers. But can be surprisingly terrifying in numbers. Thankfully rather rare aside from those corrupted in magical anomalies, that however tend to stick to magically corrupted areas.
Hiverat - A great example of how even the most insignificant beings can become a deadly threat when magic comes to play. Hiverats are a great number of rats (from 20... to even SEVERAL HUNDREDS) that through living in a deadly magical environment had their minds merged into one. Doesn't sound that scary... until you imagine a small group of adventurers (or unfortunate civilians) swallowed by a neverending tide of rats with no fear of death, ready to have most of them dead to gain food.
Needle Rat - A small and surprisingly tenacious scavenger/predator. It originates from Valley of Ashes anomaly. Is notably bigger than average rat and with a lots of bone protrusion that curiously doesn't limit its mobility but still increase its resilience and damage it can cause. It is still a danger only in big number, though it tends to attack sapient species only when driven halfmad by living inside an evil magical anomaly.
Leporidae
Meaning - hares. Or, to be exact, their cousins with their biology influenced by magic. To be honest quite rare if one excludes several completely non-combatant herbivores that are magically enhanced in a way to simply breed much faster. Not to mention that they are faster to increase survivability. There are however exceptions.
Teether - Probably weirdest of all beasts originating from Northern Land. Noone really knows how they managed to spread to the continent, but they are a rare sight there. Mostly because dryads ruling over forest there, consider them a dangerous vermin and try to purge them. They can be described as a surprisingly (almost supernaturally) mobile pack predator, small but armed with large and sharp teeth. Actually it is mostly made up of teeth if one were to be precise. They stalk their prey by hiding in high grass and launching hit & run tactics dedicated to bleeding the victim.
Megafauna
In short - big and mostly herbivorous beast that serve as a prey for big predators and a foundation of their particular foodchain. After all all this griffins, wyverns and dragons also have to eat something and mass killing smaller animals is a pain.
Archauroch - Aurochs are big and tough herbivores. Archaurochs take both traits up to eleven. They are even bigger (though not THAT much) and tougher herbivores. That also have an expansive set of horns that they sometimes use to ram things they disagree with. They are generally peacefull though, eating leaves and minding their own business. They serve as a prey for bigger beast predators.
Karkadann - Beast that originates from Kasytia but overtime managed to spread and can be now encountered pretty much everywhere south and east from Native Sea. Looks pretty much like a rhino, only covered in bone-like armor. Curiously, it is much tamer than their cousins rhinoes, to the point of actually being domesticated as heavy draft animal.
Bloodhorn - An abomination that originates from Northern Land. Like most of them. It can be described as a far cousin of buffalos. Only slightly bigger, with massive horn and the tendency to charge things that anger it too much. The number of blood often seen on their horns is the reason for their name. It is also 'generally' a herbivore, but one that can digest meat and sometimes enhances its diet when something dies after attacking them.
Mammoth - Great northern herbivores, covered in thick fur and with impressive horns. They roam northern lands in herds, devouring everything green they can found. They are sometimes considered a northern equivalent of elephants. Can be VERY mean if angered, and thus generally left alone unless a specialized and well trained group of hunters want to take one or two for meat and fur.
Royal Mammoth - A rare type of northern megafauna. It can be described as a slightly bigger mammoth with bone-like armour instead of fur and much meanier behaviour. It is really better left undisturbed, for it takes everything very personally and can charge at offenders. Despite this almost hunted to extinction. Rarely encountered in various places and thus considered a rare mutation of mammoths.
Insects
Arachnadae
Practically all spider beasts (that are considered a part of arachnadae family) hail from the same origin. Namely - spider daemons of Locust. They are descendants of her servile daemons that started breeding after coming to Light, after two to three generations ceasing to be daemons and becoming beasts.
Runner Spider - A type of arachnadae that hails from Northern Land. That is actually a curio that is believed to not come from Locust daemons. He has the size of wolf and a curious hunting tactics which includes paralytic poison and ambushes. After the victim is incapacitated, they restrain it properly with their nets, then dragging it back to their lair to consume properly. Not very nice, that's for sure.
Scorpiodae
Practically all scorpion beasts (that are considered a part of scorpiodae family) hail from the same origin. Namely - scorpion daemons of Locust. They are descendants of her servile daemons that started breeding after coming to Light, after two to three generations ceasing to be daemons and becoming beasts.
Lepidae
Practically all butterfly beasts (that are considered a part of lepidae family) hail from the same origin. Namely - butterfly daemons of Locust. They are descendants of her servile daemons that started breeding after coming to Light, after two to three generations ceasing to be daemons and becoming beasts.
Vespadae
Practically all hornet beasts (that are considered a part of vespadae family) hail from the same origin. Namely - hornet daemons of Locust. They are descendants of her servile daemons that started breeding after coming to Light, after two to three generations ceasing to be daemons and becoming beasts.
Mantadae
Practically all mantis beasts (that are considered a part of mantadae family) hail from the same origin. Namely - mantis daemons of Locust. They are descendants of her servile daemons that started breeding after coming to Light, after two to three generations ceasing to be daemons and becoming beasts.
Mollusks
Meaning snail-beasts. Quite rare and not overly dangerous. Not to mention not being that fast (though tend to be much faster than their purely biological cousins.
Sludge Snail - A large snail (to one meter, more or less) that is actually considered a rather beneficial creature. They consume organic matter of pretty much every type, but especially love one polluted with magic. Making them quite useful to dispose of waste, especially one remaining after magical catastrophes. Considered a delicacy in some parts of Imperium.
Amphibian
Frogs, toads and so on. Living mostly in water. Not overly dangerous, unless encountered deep in magical anomalies. Some can be poisonous. Generally better left alone.
Dire Toad - Toad. Only one meter long, with surprisingly dangerous tongue and poison. Prefers swamplands and shallow lakes (especially it at least partially turned into swamp). Hunts small animals that come to close to water and fishes. Can attack sapient species if really hungry or corrupted by magic.
Unspecified
Wasteeater- An evershifting mass of slightly luminous green mass. Slightly similar to menorian slimes (mostly extinct after the catastrophe killed everything in the Menorian continent). According to some studies this is a concentrated organic mass animated by certain protozoans. It devours all organic matter, but can be easily scared away by fire. Used in sewers and, curiously, in water philters, to cleanse water by devouring all living matter in it.
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