Bestiary

Sep 18, 2009 02:59

Hellhound: These creatures most closely resemble rotting wild dogs or wolves; they are about as large as a grown man, or an exceptionally large dog. They have wide, long, powerful jaws with too many teeth, that open far too wide, and extremely long legs with far too many joints, and wicked claws. They generally work in groups of two to five. While each pack appears to have its own alpha, all hellhounds are in one large pack--the alpha has yet to appear in the house.

They sense and are drawn to injuries, no matter what size, from broken bones and burns to bruises and paper cuts, and can weaken the powers of their prey to half their usual strength. They are incredibly strong and fast, very intelligent, and are exceedingly good at cooperating with each other, as well as aiding other ghosts and monsters in a coordinated assault--whether or not the other monster is intelligent enough to understand their part in the plan.

Hellhounds, like so many undead creatures, are fearless and unfazed by pain, and will attack as long as they are physically capable of moving their bodies to do so; the only way to kill them is to destroy their heads. They will ignore anyone who is uninjured and perfectly healthy unless those people attack them, but they will attempt to kill those who are injured and drag their corpses down to an elevator in the basement tunnels.
DANGER: 9/10

Shadow: These shadows given substance seem to lurk in places where shadows are extra dark; often, they are the reason these patches are so dark. Small, amorphous creatures that nevertheless can produce fangs and claws, they reach out and attempt to grab and drag anyone who draws near to try and tear them apart. Light hurts them, and if they cannot escape quickly it will kill them. One alone is not much trouble, but their strength is in numbers, often ranging from dozens to hundreds, where they will crawl over and attempt to overwhelm anyone who draws near.
DANGER: 6/10

Mother's Ghost (Lilia): This young woman's ghost generally spends her time in the Mother's Study, often working at the desk there, although she is not necessarily confined to these quarters. She cannot be struck by conventional weapons, although if they are enchanted or otherwise able to affect ghosts, she can be attacked. She is a strong ghost, but not invincible, and can be defeated. She attempts to mother anyone who draws too close--essentially hugging and cradling them until they die or get away, the death typically being a combination of her brutally icy touch, and being suffocated against her breast.

To those who are attacked by her initially, she will shriek and swoop at them, attempting to grab them; her touch is extremely painful, like cold fire, and inflicts a fair amount of damage and weakness. Those who are grabbed solidly and don't quickly escape, however, find that the experience changes; the mother's ghost is no longer screaming, but singing a tender, loving, beautiful lullaby. Said lullaby supernaturally influences the character's mind, soothing them and encouraging them to relax and fall into a calm slumber in her--their mother's--arms. Any shrieks from being her attacked would be heard in this state as screaming and sobbing, and potentially begging the attacker to leave her and her child alone. Being defeated, one would hear her scream for her baby before she disappears.

Once defeated, she does not stay gone for good; stay in the room she was defeated in for too long, and this ghost will respawn. There is a picture in the Study showing this ghost as the woman she was when alive, holding a baby and standing with a man who seems to be her husband.
DANGER: 7/10

Faceless Mirror Man: This man appears in mirrors, looking exactly like is implied. He approaches with a knife if watched too long, and will fatally stab anyone who continues watching. Looking away from the mirror prevents any harm from coming to those outside of the mirror, and sends him back to his original location; he cannot be seen in the actual room itself, and simply covering the mirror with something opaque, like a sheet, will render him externally harmless. He cannot be defeated in or out of the mirror.
DANGER: 7/10 (9/10 inside the mirror)

Chestmouth Monsters: Large, slow monsters with huge torsos and no heads--though they make up for this with large, vertical mouths on their chests, long arms, and incredible strength. They can easily snap bones with one good punch. Fortunately, however, they are slow and clumsy, and too stupid to coordinate their assaults or even execute basic strategies. They can be outrun and outmaneuvered, and though they have no eyes or ears, they seem still to have some basic awareness of people's presences and locations.
DANGER: 6/10

Closet Corpses: Half-formed, nigh-mindless corpses bound to walls in closets. They are mostly harmless, but if you draw too close they will bite and tear flesh.
DANGER: 3/10

Burning Man (March): A man who is always burning. He is drawn to, and appears near, heat and fire. He will attempt to grab and burn anyone who draws near, and is known to give chase while shouting about how this is all for the best. He cannot be defeated or injured, though he can be attacked as a normal monster could be. He will not chase someone relentlessly, so he can be escaped from. He is, however, quite intelligent, and superhumanly strong and fast.
DANGER: 9/10

Art Enthusiast: A ghost who can be found in the galleries of the house, he watches the paintings, even though his neck is clearly broken. For the most part he will leave those around him alone, but if anyone comes too close to him, he will turn and attack, attempting to break necks. He will not leave the gallery, usually. Occasionally he is seen elsewhere in a passive state, often appearing to those with artistic sensibilities. In this state, he is harmless, following characters around and pointing out things of interest, including incoming dangers, escape routes, hiding places, or important objects. He is so far entirely mute, and cannot be hurt or defeated, though he can be affected by things specifically meant to harm ghosts.
DANGER: 5/10

Lonely Ghost: A boy who looks harmless--and he's not always harmful. Sometimes he will warn those of certain things appearing in the house. At other times, however, he will draw people to him with his air of intense loneliness and sadness, and make them want to stay near him at all times. He will then lead that person into danger, whether from a room, or another, more directly vicious monster. It takes a second person to snap the first out of it. He is never directly aggressive, merely influences the mind, and so cannot be hurt or defeated, though ghost-affecting abilities can affect him.
DANGER: 6/10

The Skinless: Skinless humans who tend to spend time in bathrooms and showers. When they are passive, they simply stand and stare at people in mournful misery, and make no move to become aggressive. When they are hostile, however, they drown or strangle their victims, and will then rip off their skin and wear it to make up for that which they lost. A Skinless with stolen skin is harmless, albeit creepy.
DANGER: 7/10

Orbs: Multicolored, floating orbs of light that cannot be touched. On their own they are harmless--however, the spiritual energy of the orbs attracts monsters and ghosts which may be far more dangerous.
DANGER: 0/10 (5/10 for their ability)

Wallcrawling Monsters: Quick, small, undead monsters that can crawl on the walls and ceilings like lizards thanks to the stickiness of their limbs. They vaguely resemble twisted, rotting, naked humans, although their joints have more bend and give to them, to allow quick movement at various angles. They are swift and vicious, and while they are smarter than their chestmouth monster cousins, they are not expecially intelligent or extremely strong, and they don't coordinate their attacks.
DANGER: 6/10

Allison: A young girl in a white dress, with dark hair and eyes, usually trembling and frightened-looking, shy and easily spooked; darkness scares her especially. Usually she does not speak, although she will warn characters and lead those away from harm and other ghosts, attempting to protect them. When her dress is bloody, however, she becomes hostile, chasing down and attempting to grab anyone near her. Her touch will melt through anything, including flesh and bone, much like acid. She cannot be harmed or defeated. When hostile, she will giggle, cry, and shriek, and often asks characters to play with her while she chases them.

When passive, however, Allison is intelligent, though skittish, and does whatever she can to help characters. She can even communicate somewhat freely, though her apparent muteness makes this a difficult proposition, as does her extremely young age and lack of a corporeal body. Partially compensating for the latter, however, is her ability to animate stuffed animals.
DANGER: 9/10

"Winny" (Named by Alphonse Elric): A small ghost cat--a fluffy grey tabby kitten, to be precise. She is harmless, sweet, and playful and will warn those nearby when harmful monsters approach with hissing and bristling, or loud meowing. She also doesn't like dogs, and will disappear when any are nearby.
DANGER: 0/10

Mirror Woman: A woman whose face appears, screaming, in mirrors. She is harmless unless you travel inside, when she will chase and attempt to kill those who approach.
DANGER: 0/10 (9/10 in mirrors)

Surgery Zombies: Victims of horrifying surgical procedures, they are often terribly mutilated and badly stitched together, if they're stitched up at all. Often they look unnatural, with things like extra limbs or eyes, or gruesome wounds, or parts that don't look human at all. They attack in hordes of tens to hundreds, and while alone they are not particularly clever or powerful, in their large groups, they are extremely dangerous.
DANGER: 9/10

Ghostly Hands: Found in various places at night, these reach out from walls, ceilings, and the ground and attempt to grab those nearby. They will drag anyone they catch into whatever they're coming out of, attempting to crush them. They aren't particularly powerful unless they grab you firmly, but they can't be killed or broken.
DANGER: 4/10

Nurses: Well-endowed nurses with no facial features who often carry blunt weapons, they only react to noise--they are totally blind, so light doesn't matter to them. They often appear in numbers, but they are dangerous regardless of how many there are.
DANGER: 7/10

Crawling Boy: A boy with broken legs and a face on upside-down, he crawls on the ground at a remarkably fast pace, attempting to grab and bite anyone nearby. He is quite dangerous, as if he knocks you over, he will go for the throat. This boy's legs are clearly broken, but this doesn't stop him from moving around at an astounding speed across the floor, dragging himself from under beds, furniture, and other dark, small spaces to grab at legs. He will eat those he pulls to the ground. He won't chase a character farther than one room; he does not like being out in the open for long. He can be heard whispering "I'm hungry", "It doesn't taste that bad", and will occasionally cough up blood. He is a ghost, and so cannot be defeated by conventional weapons, but can be knocked away by supernatural ones, although not defeated.
DANGER: 8/10

Twisted Girl: A girl whose limbs and torso are twisted and warped, she crawls out of windows and into walls as if they were nothing more than water. She attempts to drag others in with her, but they will find the walls are still solid, and they are being crushed against it. She can be defeated, and is not as strong as many of the ghosts.
DANGER: 5/10

Merpeople: Two merpeople, one man and one woman, bound together in the pool room: one is passive, the other aggressive, and this changes based on the direction each is swimming in. The one swimming down is the aggressive one, and the one swimming up is the passive one. However, if anyone is to grab the pearls in the bottom of the pool, both will swim down, and thus both will be aggressive. These merpeople will attempt to drown any who they find within their waters, though if a character stays on dry land, they are basically harmless.
DANGER: 5/10

Frozen Woman: A ghost locked in a freezer, she cries and shivers, always attempting to try to get warm. She will grasp and cling to anyone in the freezer with her, sucking away body heat until they freeze to death. It's possible to escape her grasp, but she often locks the freezer. She can be defeated, though she will respawn fairly quickly afterwards, and there is often still the matter of unlocking the freezer. A second character opening the door will allow escape, but characters will find the frozen corpse of this ghost in he freezer with them, with instructions in frost on it telling them to cut it open. An ice pick lies near to accomplish the deed--if a character cuts the corpse open and digs through its entrails, the freezer's key can be found, and they can let themselves out.
DANGER: 8/10

Hospital Room Boy: A boy who hides under hospital beds. He will grab at any dangling limbs, and his touch is so cold that it rips off skin. He will also chase anyone he attempts to grab should they run, but will not leave the hospital room. He can be beaten back with supernatural skills, but not defeated.
DANGER: 7/10

Couples' Ghosts: Two ghosts in the pool: the woman is alive and sobbing, and the man is dead or unconscious, and is being dragged along with her. They tend to obscure the merpeople within the pool, but are themselves harmless.
DANGER: 0/10

Cupboard Thing: A creature which, sounding like a very large rat, crawls around and generally makes a mess of the cupboards in the kitchen. It doesn't come out, but if you reach a hand into the cupboard while it's moving about, it will drag you in, and you will not come out.
DANGER: 8/10

Not-Dolls: Some of the dolls in the Doll Bathroom are decidedly off. It's as if something has peeled off the doll's skin--as if that were even possible, as if it even had skin--and were wearing it like a Halloween costume that was just one or two sizes two small. These strange creatures will skitter after anyone who enters, chasing them relentlessly and tearing at the legs and ankles of the unfortunate victim. They are easily enough dispatched, however.
DANGER: 4/10

The Bandaged: Entirely featureless, malnourished-looking pale humanoid creatures, wrapped in bandages and looking as if they were dipped in some sort of white powder, lurk here. They are not terribly dangerous if one is quiet and keeps out of their way, but they are sensitive to noise and will home in on the source of anything that makes a suitably attention-grabbing sound, attempting to tear it apart.
8/10

Surgery Shadow: A man made entirely of shadows waits in the surgery room. He does not move unless you enter the room, but if you do, you will find yourself strapped to the table and the man cutting into you. It is impossible for less than two people to combat him.
DANGER: 10/10

Broken Neck Ghost: This ghost, as the name implies, has a neck snapped and lolling at a painful-looking angle, and so she often has to turn to one side or the other to properly see. She is a hostile ghost, and will chase after those who approach too closely, particularly if they are young women or girls. She spends her time near places with long drops, such as staircases. Often she screams before she appears, as if she'd jumped off of something, and often is heard whispering "this is enough".
DANGER: 8/10

Hanging Ghost: This ghost is often found hanging from anything that a person can be hung from; he does not move until one approaches, when his rope will snap, he will fall to the ground, and attack. He does not leave the room he is hanging in, although he can disappear and reappear elsewhere. He can kill someone in two solid grabs, provided the person is not healed in between. He does not move particularly fast. He often says "I'll do this myself", "It's time to escape", and, when he's defeated, "Goodbye".
DANGER: 8/10

Screaming Woman: This woman, as her name implies, is always screaming. She has thousands of cuts all over her body, which means--well, she's probably in pain. It's a good thing she's loud, as well; there is no way to defeat her, and one must run to escape her. She will chase a character through four rooms. If she gets hold of you, there's no escape.
DANGER: 10/10

Drowned Woman: This woman is found exclusively in the pool room, floating facedown. If she drifts near and raises up, she will drag you under and attempt to drown you. She cannot be defeated, but as long as the pool room is avoided, she will not harm you.
DANGER: 8/10

The Doctor: A man in a white outfit who lurks in the catacombs. He will chase anyone who is down there relentlessly until they leave or are killed, and he will run up the steps. It is only once you clear the doorway you are safe. He will, if he captures you, drag you back to the surgery room to kill you. He cannot be killed but it is possible to rescue someone from him provided they are not in the surgery room already.
DANGER: 9/10

Baby: It's somewhat like a baby if you weren't to really look, but its head is far too large, its eyes are just sockets, and its mouth is a vertical slit from forehead to chin. It doesn't leave the crib, but it won't hesitate to bite off fingers of those who get too close. It makes choked, gurgling noises that are more like a dying animal than a child.
DANGER: 6/10

Twisted Monsters: These monsters have joints and muscles contorted to the point it's a wonder they can even move. They're slow, but are difficult to escape from if they grab you. They do not attack in groups, making escape and combat somewhat easier, although if more than one happens to be nearby, more than one may attack at once. They just have no sense of cooperation.
DANGER: 7/10

Faceless Woman: A faceless lady crawls around the outside of the house, occasionally peering in the windows. The windows can't be opened, and she cannot crawl inside, but she still watches, even with nothing to watch with. She is harmless.
DANGER: 0/10

Unpeople: People who simply aren't. They look, at first glance, human, but closer inspection reveals their faces are rearranged grotesquely, with extra parts, missing parts, or no parts at all. They may stand still or mill around, or even follow characters for a little while, but they aren't hostile or dangerous at all, and won't hurt anyone.
DANGER: 0/10

Wasps: There are giant wasps, as big as a grown man's chest, in the greenhouse, and they don't like being disturbed. It's possible to run through the greenhouse, but lingering leads to dangerous stings, and the venom is dangerous in such high doses.
DANGER: 6/10

Needle Woman: A woman lurks in the greenhouse's well, occasionally crawling up out of it. Her eyes are gouged out, and she will attempt to do the same to you, with needles in place of fingernails. She cannot be defeated, but she can be distracted and temporarily stunned. She can be attacked through mundane means, as a monster could.
DANGER: 9/10

Eyes: Eyeballs that tend to appear on walls, watching anyone who enters. They are harmless.
DANGER: 0/10

Fae: The fairies are real here, but they are the dangerous kind of fae, who cast glamour spells on those who enter and make them do their bidding, or cause them to dance to death by enticing them with beautiful dancing and music. Only someone with skills in dealing with the fae, or those who are resistant to such things (those who don't believe) can resist.
DANGER: 9/10

Mannequins: Variously posed and dressed mannequins in the Sewing Room. They will come to life and attack, attempting to rip limbs out of their sockets, but will not harm those they like--and they like those who spend time with them, especially if they sew--,even going as far as to attack other monsters to protect them.
DANGER: 8/10

Man-Eating Plants: Plants in the greenhouse of monstrous proportions, such as venus flytraps and sundew. They will actively attempt to attack characters, but are rooted to the ground.
DANGER: 5/10

Hulking Man: There is a huge, hulking beast that seems almost like a human with cancer of the everything--it is slow and it is clumsy, but it is obscenely powerful and hard to take down. Its loud cries and heavy footsteps warn of its arrival, and on those nights it is present, it will attack those who linger in one place for too long--generally two hours is the longest one can go without incurring its wrath.
DANGER: 10/10

The Shadow Man: A shadowy, human-shaped creature stalks the house, looking as if he might just be a trick of the light until you see he moving--toward you. There is only one, but he moves quickly, starting in the attic and moving through every room in the house. He is generally walking, but if his path draws near those trapped in the house, he speeds up considerably, reaching for the unfortunate character to tear them to pieces. By dawn he will end his journey in the graveyard, slip into the mausoleum, and disappear--at least until the next night. He cannot be defeated, harmed, stunned, or stopped--but he can be hidden from, if you are out of sight, silent, and very still.

He does not always appear, but he is very dangerous.
DANGER: 10/10

Lanternkeeper: She controls day and night in the house by means of a searingly hot and blindingly bright lantern, and is under control of the phantasms. She is intelligent, can speak if she is physically capable of doing so, cannot be touched, harmed, or defeated, and is generally a benign and helpful presence. She will not harm the characters.
DANGER: 0/10

Phantasms: Towering ghosts(?) in long white robes and dark gas masks. They are able to be incorporeal or corporeal at will, and are unable to be defeated, hurt, stunned, or knocked back by any sort of attacks, mundane or spiritual. They are absolutely silent unless they choose to speak, insanely strong and fast, extremely intelligent and cooperative, and can phase through solid objects. They appear to be the masterminds of this whole affair, if all is really as it seems. They are capable of manipulating the house as though it were an actual, normal house, and sometimes kidnap characters and drag them down into the basements to perform horrible experiments on them.

Please seat yourself at our table,
A fine meal we will prepare.
Eat quickly while you are able,
For the house is saying "Beware."
DANGER: 10/10

Navigation
rulessettingfaqgameplaybestiarytimelinetakenreservewantedapplycontact infohiatusdropadvertisesquick

*admin, *bestiary

Previous post Next post
Up