The Veritas; The Crystal Dimension
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The Veritas; The Crystal Dimension
"The Veritas Is Under Attack. Again... By Bill Gates, The Government, And Kenzie Reeves, Who Works For Them. I'll Let You Know If Anyone Else Ever Does Get 'System Passwords' From Me." - Founder/Owner (Tymon Nikia Bolton II)
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 Aquatic Beast and Beastkin Storehouse

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Beastkin

Beastkin


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PostSubject: Aquatic Beast and Beastkin Storehouse   Aquatic Beast and Beastkin Storehouse EmptyMon Feb 29, 2016 7:37 pm

All Beast and Beastkin that live only in the Sea.

Beast
Tigershark
Razor Shark
Death Shark
Hammerhead
Flying Shark
Megalodon
Plesiosaurus

Beastkin
Sea Serpent
Shark
Manta Ray
Jellyfish
Whale
Narwhal
Fish
Octopus
Gel
Crab
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Beastkin

Beastkin


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PostSubject: Re: Aquatic Beast and Beastkin Storehouse   Aquatic Beast and Beastkin Storehouse EmptyWed Mar 02, 2016 1:31 pm

Naiad (Mer)


Naiads are also known as 'Mer' such as 'Mermaids.' They are known to be the 'children of the sea' itself, and are typically the creatures that represent the large bodies of water. Normally having exceptional magical power and control over the water they reside in, they are a mystical bunch that live away from hostility deep in the ocean. They are friendly, caring and peaceful, however this is what tends to get them taken advantage of. Some strains of Naiads are warriors, and they live their lives protecting the sea and their homes from intruders. They are able to communicate with all aquatic life and are associated with all things watery, and many have exceptional healing magic and longevity. Many Naiads are known to have fish-like tails or appendages, and can be consideres 'Aquatic Beastkin.'

Nereids, which are a strain of Naiad, are more powerful than the typical Naiad, both in magic and in strength. They are able to live as peaceful healers like most Naiads or as powerful warriors that protect the seas, and typically have a hand at both. They also are able to walk and live on land, as instead of having fins and lower torsos of aquatic animals, they have legs and webbed feet or flippers. Still, Nereids are a race of all female, unlike the rest of the Naiads, which are predominantly female, but still have male species within.

Naiads are known for making magical jewelry from rare artifacts and things found within the deep, blessing them with their magic. Though they have no need for money, they may let these enchanted items drift off in the water for some lucky sailer to find, or for it to wash up on shore. Being so nice and peaceful, they consider this 'giving back' to the world, and also as giving gifts to those on the land. They are also said to be able to sense hostility.

Name: Mermaid/Merman
Species: Naiad (Mer)
Type: Aquatic (Fish), Elemental, Beastkin (Fish)
Elemental Affinity: Water
Combat Specialty: Magical
Sociability: Calm, Gentle, Serene, Peaceful, Cheerful, Shy
Threat Level: Medium-High
Habitats: Ocean of Purity (Uncommon), Oasis of Serenity (Rare), En Gulf (Rare), Al Aquia (Uncommon)
Weakness: Electric Element
Immunities: Magic, Fire Element
Item Dropped: Mystic Shell, Mer Scale, Mer Blood (WIP)
Additional Info: Absorbs Water element.

Weapons

Voice
Tail
Water

Natural/Signature Abilities

(WIP)


Mermaid/Merman Info
Believed to be closely related to the Sirens, the Mermaids and Mermen are in no way as malicious. They are children of the water itself and one of the most commonly known Naiads in the sea; the race of Mers. The difference between them and most Mers is that they are the most shy and seclusive, despite their wishes to interact with the species on land. They are also akin to the Nereids, to whom they frequently interact with and are extremely potent with Water magic.

They are a fish type Beastkin that live only in the purest of waters, and tend to bear gifts and treasures to those that encounter them. They have one of the most gentle dispositions of all creatures, wishing only for the soothing happiness of all who pass them by. They never aggressively attack any being and are a very friendly and romantic race.

Some appear on the shores of beaches or in reefs and secretly watch others interact on land. Sometimes, they also wish to partake in activities of the land, since most cannot or have not ever been anywhere past a shoreline. They harbor powerful magic, which is also noticed in their beautiful voices. They are alluring and captivating, hypnotic, even, which is why Mermaids are often confused with the Sirens, who sing for malevolent purposes rather than for the beauty of singing. Their voices are said to be able to match any wavelength. Also, Mermaids drift above the sea much more than Mermen, for whatever reason.

They are, as elementals of the Water, the watery equivalent to the Harpies and Tengu, which are of the Wind. Thus, they have a close relationship with those that fly over their waters.

The blood of a Mer can dramatically increase the lifespan of any creature, and they are hunted vigorously because of that. This in turn makes them very wary of people and a secretive and shy race, not wanting to be slain for being confused with a Siren or because of their blood, but also wishing to interact with those up above. This conflict often leads them to not interact at all.

Mers are one of the only aquatic beings believed to have a direct connection with the Lifestream, which is why their blood has such powerful healing properties and can increase the lifespan of living beings. They are able to breathe both above and below water, and have such a connection to all the marine life (through the wavelength of their voices), that they can communicate anything to them and also ask them to do things of their will. This makes the Mers and marine animals work together and live in harmonic peace. Mers are said to have a voice that can bring harmony and peace to all conflicts.


Name: Merrow
Species: Naiad (Mer)
Type: Aquatic, Elemental, Beastkin (Fish)
Elemental Affinity: Water
Combat Specialty: Magical
Sociability: Gentle, Ambitious, Energetic
Threat Level: Medium-High
Habitats: Ocean of Purity
Habitats: Ocean of Purity (Uncommon), Oasis of Serenity (Rare), En Gulf (Rare), Al Aquia (Uncommon)
Weakness: Electric Element
Immunities: Magic, Fire Element
Item Dropped: Mystic Shell, Mer Scale, Mer Blood (WIP)
Additional Info: Absorbs Water element.

Weapons

Voice
Tail
Water

Natural/Signature Abilities

(WIP)


Merrow Info

A species of Mer in very close relation to the Mermaids, seeming to be the closest there is. There are very few differences save for personality and attire, and the fact that the Merrow are a female-only strain of the Mers that are able to freely move about on land. This is due to magic within the hats that they wear, which the Mermaids do not have. The must reproduce with males of other races, though typically do so with Mermen to create more Mermen or Merrow. As there are many types of female Mers, there seems to be only one type of male Mer, which is the Mermen.

Merrow's special trait that differentiates them from other Mermaids is that they wear a red cap on their heads. This red cap not only allows them to take on a human form naturally, which Mermaids cannot do, but it also harbors the 'protection of the Water Goddess,' which will change those who wear it into a seafaring 'Mer.' This is how they take men underwater with them and change them into Mermen, for once the two are wed, their bond is shared through the red hat.

If a Merrow takes off the hat without giving it to a male suitor, she will lose her ability to swim and will not be able to turn into her 'mermaid' form again, though she still retains her other abilities. This is good for those who wish to live on land, and give the hat to their male companions to keep safe forever instead of wearing to become a Merman. If the hat is to be destroyed, they will lose all of their power completely.

Unlike the Mermaids, they are go-getters and will ambitiously seek what they want, including interaction with those above the water. Because they are capable of assuming a human form, they tend to go unnoticed and are able to live among human settlements for years without being found out. They are required to tell their lovers, and if they reject them, then they will be forced back into the sea. However, this never discourages them and they are normally back to their old ambitious ways in no time.

When a 'merrow' child is born, the Water Goddess sends Undines to bring her a hate imbued with the same protection, specific to that specific Merrow. However, if the parents choose for the child to not become a Merrow or Merman, then the red hat will be taken away and that child will remain a human until the Water Goddess is called upon again.

When a Merrow takes off her hat, she may become a 'female' of whatever species she wishes, in order to lure a male of said species, but returns to being a Merrow when the hat his donned again.


Name: Selkie
Species: Naiad
Type: Beastkin (Seal), Aquatic
Elemental Affinity: Ice, Water
Combat Specialty: Physical (Weapon)
Sociability: Strong, Stern, Distant
Threat Level: Medium-High
Habitats: Hail Valley (Uncommon), Crystal Ridge (Uncommon)
Weakness: Electrical Element
Immunities: Water Element, Ice Element, Fire Element
Item Dropped: Harpoon (WIP)
Additional Info: Resistant to Non-physical attacks and the elements.


Weapons

Harpoon
(WIP)


Natural/Signature Abilities

(WIP)



Selkie Info

Aquatic Beast and Beastkin Storehouse Selkie_zpscc414875

Dressed as if they are cartoon mascots, these special Seal type Mermaids wrap themselves in magical fur immune to the elements of their habitats. Living off of fish and wild animals, this species of Mer is as active on land as they are undersea, actively enjoying the art of hunting. The magical energy that they produce internally soaks into their seal-like furs that allow them to live in the most frigid of waters and lands with a gentle heat flowing constantly within. To keep temperate, it is insulated with magic, making it hot when it needs to be hot and cold when it needs to be cold, nullifying the effects of both Ice and Fire. They are able to freely remove this fur and take on the shape of beautiful human women, much like the Merrow, and become virtually indistinguishable from one when they shed.

Despite having a strong, no-nonsense, obstinate attitude, they are not the aggressive type at all, and are in fact quite warm and friendly to newcomers. In the arctic waters, they are known to save people from drowning or freezing and take them all the way back to the shores of their homelands. Though their fur seems to be nothing but a costume, it is actually part of their bodies and is able to be moved to their will when they wear it. This is because it is able to be shed and reattached with ease, especially through connections with magic. Thus, it is not a costume at all, but their actual bodies.


Name: Mermatron (Sea Bishop)
Species: Naiad
Type: Aquatic, Beastkin, Elemental
Elemental Affinity: Water, Light/Holy
Combat Specialty: Magic
Sociability: Holy, Devoted, Gentle, Peaceful, Loving, Motherly
Threat Level: High
Habitats: Ocean of Purity (Uncommon), Al Aquia (Uncommon)
Weakness: None
Immunities: (WIP)
Item Dropped: (WIP)

Weapons

Holy text
voice

Natural/Signature Abilities

Holy magic
Water magic
(WIP)


Mermatron Info

Commonly referred to as 'Sea Bishops,' the Mermatrons are a special strain of Mermaids that are gifted with incredibly high heavenly power. They are called advocates of the sea, granted great powers from the divine as well as from the Water Goddess herself to do her bidding within the waters. Unlike the Mermaids, they are far more motherly and tend to teach the wisdom of the Water Goddess and other divines to others, providing them with knowledge of how to act in a manner more 'light.' They are never pushy, but always wise and motherly, hence why they are the Mer'matrons.' They will take in any creature in their homes and under their wings, typically to help them strive down a path of grace.

Having such power from the Water Goddess, they are able to remake the forms of other creatures to have them live in the sea, if they so choose. A typical example of this is their creation of the Merrow's hats, which are able to change other creatures that wear them into an aquatic creature. As they are able to change a creature into a seafaring one, they are also able to change them back to their original forms. They cannot, however, change one that was originally a sea creature into one of land.

These transformations can only be done through a ritual that resembles marriage, which is the sharing of the energies of each one and binding them together. Thus, a ritual that resembles "divorce" would undo this link and cause the other party to return to their normal form. Being the most benign of all Mer (and quite possible, all sea creatures), they will always save a person from drowning if they see it. If they cannot, then they will perform the 'ritual' to share their own power with them and change them into a sea creature at the last second. But at that time, the person is bound to them and typically must stay that way until they get to shore. On occasions, a male will be moved by their selflessness and willfully stay underwater with them, helping them with their work. They may also bear them children.


Last edited by Beastkin on Mon Mar 07, 2016 8:42 am; edited 3 times in total
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PostSubject: Re: Aquatic Beast and Beastkin Storehouse   Aquatic Beast and Beastkin Storehouse EmptyWed Mar 02, 2016 1:43 pm

Mollusk


Large invertebrate creatures and are generally marine animals. Many are rather intelligent, and having no bones in their bodies, they are capable of contorting their shapes to fit through even the smallest of cracks and are generally extremely elastic, however this also makes their bodies relatively fragile. Some are known to have extremely hard exoskeleton shells to protect their soft and malleable bodies. They are also known to excrete numerous liquids from their bodies, be it for protection, movement or as a natural defense. Their bodies are generally quite porous as well, and they draw energy from moisture and the like. Many of these species are able to create minerals or rare jewels, or have bodies composed of such material, and they are sometimes hunted. Some of the Mullusks that live further in the deep are known to protect treasures that are lost at sea. Some keep them in storage within their bodies.

Name: Scylla
Species: Naiad, Undine
Type: Aquatic (Mollusk), Beastkin (Mollusk), Elemental, Sprite/Fairy
Elemental Affinity: Water, Electric
Combat Specialty: Magical
Sociability: Strong-Willed, Distant, Assertive, Solitary
Threat Level: High
Habitats: En Gulf (Common), Ocean of Purity (Common), Al Aquia (Uncommon)
Weakness: None
Immunities: Electrical Element, Water Element, Petrification, Sleep, Blind, Curse, Poison, Death, Stop (WIP)
Item Dropped: (WIP)
Additional Info: Resistant to non-physical attacks and all elements.


Weapons

Tentacles: Whips, constricts or punches with powerful tentacles.


Natural/Signature Abilities

(WIP)

Nautilus Charge: When hiding, it charges this powerful and large scale beam up that it will fire without warning when it is sure that it can catch the opponent off guard. It is very large and powerful and is usually used as a sneak attack, so be wary.


Scylla Info

An aquatic octopus Beastkin able to traverse both land and sea with ease, rumored to be the mother of Krakens. The Scylla race are sisters to the Charybdis race as daughters of the sea, however the Scylla were not cursed to immobilization as Charybdis were. An equally powerful adversary, a saying that goes 'between Scylla and Charybdis' was made due to their power, since it is very difficult to kill a Scylla.

Being a female only race, they need men to reproduce, and since they are so few in numbers, they are known to kidnap men at sea. They work with the Sirens, typically making them go lure sailors toward their dens and then pulling them under with their tentacles. They make their homes under rocks that Sirens lay upon in the day.

The bones in their body are able to liquefy, allowing them to slip into cracks and crevices that no other creature can, no matter how small or how narrow. This helps them to escape, along with ink jets to mask such an escape. While they have a strong side, they have a cowardly nature at times, too, and tend to fear for their lives due to their dwindling race. They are known to use these crevices to launch surprise attacks, as well, so when at sea or underwater, it is best to be wary.

Their tentacles and the suction cups on them are extremely powerful, enabling them to stick to and climb up any surface as well as to lift things several times the size of their bodies simply from this type of suction. THey can crush rocks with their powerful grip.

They tend to share the same deep with also Charybdis, which stops ships with their tides whilst the Scylla take them under. Many of the Scylla's children, the Krakens, emerge from the whirlpools and bring down ships the same way. Thus, entering a certain part of the sea tends to spell doom for many unwary travelers.

Name: Kraken
Species: Mollusk, Gigas
Type: Hybrid, Beastkin (Squid)
Elemental Affinity: Water
Combat Specialty: Physical
Sociability: Laid-Back, Vicious, Ravenous, Calm
Threat Level: High
Habitats: Ocean of Purity (Rare)
Weakness: Electrical Element
Immunities: (WIP)
Item Dropped: (WIP)
Additional Info: Absorbs Water Element.

Weapons

(WIP)


Natural/Signature Abilities

6 Leg: Attacks with all 6 legs at once.

Pitch Black Ink: Spews out a great deal of Ink that will damage the foe as well as Blind them. This Ink is described below.

Blizzaga: A level 3 spell. A huge glacier of ice forms from giant ice shards stabbing at the foe and then ultimately shatters.

Mighty Guard: A powerful white magic that will use Protect and Shell on the user simultaneously, thus severely weakening both Physical and Non-Physical attacks on the Gigan Octopus.


Kraken Info

Known to be the children of the Scylla, one being renowned for becoming a Water Guardian of Chaos. They are also known as 'Gigas Octopus' or 'Gigas Squid.' They normally live at the bottom of the ocean and rarely reveal themselves to others. Boasting enormous size and tremendous strength, they are viewed as the gigases of the sea that drag anything down to the depths with their ten tentacles and countless suction cups.

Their disposition seems to be calm and laid-back, but to those above the waters, they are ferocious and violent creatures, especially when angered. They listen to the Scylla, as they are their mothers, and will do as they wish as long as they do not oppose. With the black colored energy they spit out of their mouths similar to ink, they can create a darkness in the sea large enough to cover even their massive bodies, and thick enough for one to be unable to see anything. This black energy also seems to be able to become storm clouds. This darkness lets in absolutely no light and is darker than the night itself. With this, the Kraken can create a 'private space' independent from all others where only it and its prey may reside.

The black energy disperses only at the will of the Kraken and is known to be widely impenetrable, which is also how it hides in the deep. The byproduct of this energy is something known as 'Kraken's Ink,' which is an extremely rare and fine viscous liquid that is a potent magical ingredient for any magical item. 'Black Lamps' which produce a black colored flame use this ink as fuel. These lamps do the opposite of normal lamps and produce darkness where there is illumination, creating a 'pseudo-night.'


Last edited by Beastkin on Mon Mar 07, 2016 8:48 am; edited 2 times in total
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Beastkin

Beastkin


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PostSubject: Re: Aquatic Beast and Beastkin Storehouse   Aquatic Beast and Beastkin Storehouse EmptyMon Mar 07, 2016 8:39 am

Name: Sahagin
Species: Sahuagin
Type: Aquatic, Beastkin
Elemental Affinity: Water
Combat Specialty: Physical (Weapon)
Sociability: Stern, Stubborn, Cautious, Aggressive
Threat Level: Low-Moderately High
Habitats: Land of Eternal Rain (Common), En Gulf (Common), Omen Marsh (Uncommon), Sage's Paradise (Uncommon), Al Aquia (Uncommon), Great Falls (Uncommon), Eternal Desert (Uncommon, Desert Sahagin Only), Dusk Sewery (Uncommon, Savage Sahagin Only)
Weakness: Electric Element
Immunities: Berserk, Confusion, Invisibility/Intangibility, Gravity Element, Paralysis, Sleep, Mini, Petrify, Silence, Curse, Slow, Stop, Poison, Drain/Absorption, Blind, Toad, Death, Ice element
Item Dropped: Hi-Potion, Ether, Cerulean Ring, Antidote, Echo Herbs
Additional Info: Absorbs Water Element. Half damage from Fire element. Sahagin Prince and King recieve half damage from physical attacks. Sahagin King Reflects all elements except Electric.

Weapons

Harpoon/Spear: Stringed Harpoons or Spears used for fishing and as a main form of defense. More powerful harpoons are spring-loaded and are able to be retracted. With the string ready to reel them in, the Spears and Harpoons can be used for both close and long-range combat.

Fin/Claw: Strong hydrodynamic and aerodynamic claws or fins. Where the claws are more well developed and powerful, the fins are sharp and swifter. Fins are used more like blades, whilst Claws are used more like a normal hand for punching, scratching and grabbing. Fins are normally equipped on the arms (or as hands), the head and/or down the spine and on the tail.

Head: Very thick-skulled heads capable of dealing substantial damage with headbutts. They are strong enough to sustain damage from large rocks and come out fine, to protect their heads when swimming swiftly underwater, just in case they make collisions.

Shell (Only for Shelled Sahagin): A nearly impenetrable hard shell accustomed to dealing with both physical and non-physical attacks. Non-physical attacks will instantly Reflect off of its magical coating, whilst its natural durability shields it from physical attacks. Sahagin are capable of retreating within this shell like turtles. Water pressure shot from the shell can make it used for jet propulsion, allowing for high speed movement.


Natural/Signature Abilities

Water Manipulation: Basic level Water element manipulation, which allows the Sahagin the power to manipulate present water at will, or even generate moderately large amounts of water when none is present.

Squirt Gun: Spews out high pressured, concentrated stream of water at the speed of a gun from the mouth. It is mixed with a highly viscous film, which is very slimy and sticky. (Slow)

Rush: Surrounds the body in powerful high pressure water, using the force to jet toward the foe at a high speed, plowing through obstacles with its tough, water encased body. The Shelled Sahagin can also propel water straight from its shell when retracted, allowing it to slam into the target with much more power.

Healing Water: Sahagin creates a pure, healing water which will gradually restore a small amount of wounds to those it touches.

Bubble Armor: Releases a large amount of foam around its own body until it is completely covered. This foam is frothy and imbued with power that increases resistance to attacks. It wears off after a while, however.

Aqua Breath: From its mouth, the Sahagin will release a powerful torrent of water to drown everyone in front of it.


Sahagin Info
Aquatic Beast and Beastkin Storehouse Away_from_the_Light_by_Waterbear

Denoted as a 'fishman' (and sometimes called 'hangyojin') extremely closely related to the Kappa, the Sahagin are a race of aquatic fish-like amphibian creatures who have the potential to walk, breathe and function on land just as easily as in the water. Being an ancient species of aquatic species, Sahagin spend much of their time practicing primitive fishing techniques. Because of their eating habits, they tend to live near shores or in reefs underwater, or in bodies of fresh water or marshes. Other than to protect their territory, Sahagin rarely interact with other races. Apart from limited trading with intelligent aquatic races (they often trade shellfish for metal trinkets salvaged by the pirates), the Sahagin have little contact with the outside world, for they are a mostly silent type, like fish. Many Sahagin worship the elements, as they are more intelligent than they lead on, and have made deities out of sea serpents and oddly shaped stones within their grotto. They are said to worship Leviathan.

Many think that the Kappa are a more evolved, intelligent strain of Sahagin that have become Water Spirits, and are sometimes considered Sahagin themselves. These Kappa are capable of human speech and actions, and have formed functioning civilizations below and above the water. Where the Sahagin hunt using their mastered control over the element of water and with a weapon, typically a Harpoon or a Spear, the Kappa typically use water magic.

Believed to have evolved from normal fish, they have become so intelligent that they even have their own military hierarchy, starting with the normal ranks, the Sahagin Chiefs, the Sahagin Prince, and finally, the Sahagin King, who is the most powerful. As they progress upward in ranks they become stronger, as shown by the hardness of their bodies, the quality of their equipment and the color of their scales. The weakest are green or bluish green, the middle ranks are blue and the strongest scales are black. These Sahagin use their potent hunting abilities to chase and trap prey through the land and the sea, as they are expert hunters. Having webbed claw-like hands, they are able to cut through the waters with ease, and some with their hard shells upon their backs, are able to withdraw into them and become protected from attacks. The newer Sahagin are known to wear rings to help control their watery spells, and until they master them, they keep this ring equipped.

Gillman
Aquatic Beast and Beastkin Storehouse Sahagin_by_tideger-d4n43yj

Aquatic Beast and Beastkin Storehouse Sahuagin_by_titanslicer-d67xkub


Savage Sahagin

Aquatic Beast and Beastkin Storehouse Fishman_statuette_by_neurowing-d39tgz7
A more primitive and instinctive strain of Sahagin resemble fish more than man, using their natural animal instincts and power to hunt their prey. They are much more aggressive than the other strains, for they are more primal and will defend their lands viciously in the waters, all reasons why they are referred to as 'Savage.' Though they can indeed come to the surface and walk upon it at any given time, most of their time is preferred in the water, as that is what they are better at dealing with. Unlike their less primitive cousins, they have more difficulty walking on land and are much more expert swimmers. Though they are more lacking in the physical combat aspect, they are still vicious fighters and usually hunt in large numbers to overwhelm their foes. Their teeth are razor sharp, like that of piranhas and they have claws on their blade-like fins that partially function as hands. Their feet bend behind them like rudders when they swim, and their tail is also webbed for increased acceleration in the water, making them look no different from a giant fish. Some of the more powerful Sahagin of this strain have more well developed claws on their fins, and will use them to rip their prey to shreds. Those with lesser developed claws are better swimmers, able to propel themselves at extreme speeds underwater. They are notorious for spewing out dirty, icky water at their foes which is actually extremely harmful to the body so that they may catch them off guard and Blind them. These Sahagin sometimes end up in sewers, somehow.

Signature/Natural Abilities

(Note; Savage Sahagin cannot use Normal Sahagin abilities)

Water Stream: Spews out a powerful, concentrated stream of water from its mouth that can burst through steel.

Sludge Spray: Spews out sludgy water contaminated with a special toxin that allows for its effects to seep into the bodies of those it touches, infecting them with a deadly Poison which will also induce Blindness.

Scum Spray: Spews out scummy water contaminated with a disgusting sticky gunk that will cause the foe's body to become heavier, Slowing them whilst also Blinding them with its toxic properties.


Desert Sahagin
Aquatic Beast and Beastkin Storehouse Quick_fishman_doodle_by_mightymoose-d3db3rr

A rare species of Sahagin that only appear in hot, arid, sandy areas. They swim through the sand as if it were water, and are extremely well adjusted on the land and walking on it. They are unique wherein they are immune to the Electric element and are weak to the Water, being unable to swim at all. Other than the environmental difference, there is no real difference between the Desert and the normal Sahagin. Instead of shooting water at the foe, they shoot out burning hot sand and are much better at physical combat than their aquatic brothers. They are also very stealthful, able to hide in the quiet sands for hours without moving, simply to hunt its prey in secret. They are said to only emerge from the sand when hungry, and make their homes under the dunes.

Natural/Signature Abilities
(Note: Desert Sahagin cannot use any normal Sahagin abilities)

Sand Stream: From its mouth, the Sahagin will spew a powerful stream of pure, burning hot sand with great force. It can also spew out sandstorms with this technique to cover its tracks and escape predators. (Heat)

Sand Manipulation: Just as the Sahagin of the water are able to control the waters, the Desert Sahagin are able to control the sand to a degree.

Double Fin: Slaps head with both fins extremely quickly to catch the foe off guard, throwing off their equilibrium and jarring their heads so that they cannot think, as to Stun them so they may have an opening for attack. (Stun)

Gillman Lord
Aquatic Beast and Beastkin Storehouse Fishman_by_alatriste


Sahagin Chief
Aquatic Beast and Beastkin Storehouse Fishman_by_ahmetceran-d2yp4ke


Gillman Chief
Aquatic Beast and Beastkin Storehouse Fishman_by_paulizei78

An elite Sahagin that has been trained thoroughly in the art of combat, these creatures are powerful adversaries. They are much stronger than normal Sahagin and use their power to guide the weaker ones to victory in battle. They are thoroughly skilled in their Water Manipulation, having learned more Advanced control, and thus use more of it in effective ways to defeat unprepared enemies from afar. Typically, a Sahagin Chief must have Blue Scales, however there are some Blue Scaled Sahagin that do not become Sahagin Chiefs.

The Savage strain is simply much larger and more adept in every way than the normal ones, and tend to lead the schools underwater.


Natural/Signature Abilities
Jump Dive: With spear surging with energy, the Sahagin leaps high into the air and pinpoints its target from above, plummeting back down to the ground with weapon ready to impale them. When they make impact, a large explosion of force and energy ruptures the surrounding area.

Hydro Ball: Generates a large sphere of highly condensed swirling pressurized water. When the sphere makes contact with solid objects, it weakens them due to its extreme pressure, thus lowering physical strength upon every hit.

Water Control: More powerful, advanced control over larger volumes of water at once, now with the power to steadily alter its pressure, condensation and shape or form with ease.

Aquatic Faith: By believing deeply in the water spirits and clearing their minds, the Sahagin are able to increase the potency of their non-physical attacks; chiefly, magic. They can also pass this belief to their friends.

Shell Barrier: Generates a literal shell-shaped barrier of magical energy around itself or others to protect against non-physical attacks.

Aqua Veil: Cloaks self in a magical cleansing veil of mystic waters, which protects it from the harmful effects of status ailments. After nullifying one, the Veil will disperse, however.

Scourge: Embeds the power of magical toxin into its weapon, which when the Sahagin's weapon touches the target, will drain their vitality from themselves into the Sahagin and leave in its place the magical toxin to poison the adversary.

Area Sweep: With a powerful sweep of its spear, the Sahagin swipes in a large arc in front of it, not only knocking away anything it hits, but the sheer force of the sweep blows away what is before it, as well.

Humble Vigilance: Focusing its natural senses, the Sahagin is able to focus on the enemies and their attacks, negating sneak attacks from working on the Sahagin.

Drowning Choke: Using external or internal water around the foe's body, the Sahagin takes expert control over it and constricts it around the foe's neck, choking them from a distance and keeping them in place.



Sahagin Prince
Aquatic Beast and Beastkin Storehouse Sahuagin_by_blade_fury-d5dqv8i

The Prince of the Sahagins, harboring the powerful scales that symbolize his rank. He is far more powerful than the normal Sahagin Chief and is able to overrule their command at any time. He harnesses the legendary trident, the Blue Fang and is equipped with frosty armlets that allow him to manipulate the element of ice. With strength unsurpassed by all except his King, he is a formidable foe and controls great waters with a swing of his great trident. He is known also to have a sword equipped that puts those who are in contact with it to sleep. His powerful shimmering scales weaken the power of physical attacks done to him.

The Savage version of the Sahagin Prince is simply a Sahagin which resembles an ancient aquatic creature with blade-like fin-arms. It speeds through the water like a jet, cutting through with no resistance at all. It is much more durable and powerful than the others.


Extra Items Dropped: X-Potion, Frost Armlet, Sleep Sword, Blue Fang (Trident)

Natural/Signature Abilities
High Dive: With weapon in hand, the Sahagin Prince surrounds itself with a massive and intense amount of highly condensed and pressurized torrent of water, and will burst off into the air. Whilst in the air, it will pinpoint its target and plummet to the ground at high speed. Upon impact, it releases the stored up waters around it as a large and powerful wave of water and forceful energy which will deluge everything. It is a more powerful technique than the Jump Dive.

Ice Magic: Basic level Ice magic, where the Sahagin harnesses the power of ice within its hands and flings a sphere of magical icy essence. When it makes contact with a foe, it creates a small explosion of frosty wind, trying to freeze them.

Advanced Ice Magic: More powerful Ice magic, allowing the Sahagin to freeze the water and actually shape the icy magical essence it creates.

Hydro Shot: A powered up version of the Hydro Ball, which concentrates the sphere of condensed water even further into the form of a swirling, piercing lance. The Sahagin throws this lance, which pierces the air and through any defensive measure that the foe may put up to fight it. (Pierce)

Jumping Thrust: With all of its strength, the Sahagin jumps at the foe with spear outstretched, shooting at them like a bullet with the intent to tear straight through them in a flash. Surrounding self in water makes this technique a more powerful and swifter 'Rush' attack.

Enfrost: Harnessing the pure power of icy essence, the Sahagin ensorcels its own trident and the weapons of its other companions with this power and allows their non-elemental attacks and physical attacks to become powered with the Ice element.

Shell Wall: A more powerful version of the Shell Barrier, which creates a giant shell-shaped wall of magical energy to protect all who are within the wall from non-physical attacks.

Frost Strike: Embedding the power of ice within its trident, the Sahagin attacks the foe with the power of the Tundra itself, chilling those that are touched until they cannot move. (Slow, Freeze)

Courage of the Deep: An aquatic war cry that resonates with all Sahagin and aquatic allies, invigorating them with the power to fight and boosting their physical powers greatly.

Undersea Faith: Spreading the belief in the water gods' power within itself to all of its comrades, they are blessed by the tides, which increases their non-physical power increase greatly.

Advanced Water Control: Highly advanced control of the waters to the point where even large bodies move to its command, as well as even the tiniest molecules, such as the mist.


Sahagin King

Aquatic Beast and Beastkin Storehouse Rise_of_the_Sahagin_King_by_jeremyjosh

King of all Sahagins, his shell upon his back has merged with his scales and allowed them to become black. Elemental attacks bounce off of his form and physical attacks are limited against his tough body. He controls the waters effortlessly and has given up his trident because of this. He excels in everything far greater than the normal Sahagins do, and thus he is the strongest Sahagin adversary one could ever face. He has equipped on him a ring that allows him masterful control over Ice as well, and equips a sword that absorbs and harnesses the power of electricity to cover up his elemental weakness. He governs even the Sahagin Prince with his absolute word.

On the flipside, the Savage version resembles the Sahagin Prince, however his scales are black, as well. Able to move through the waters so fast and so silently that his prey cannot even fathom his movements, he is the greatest Sahagin hunter there is. The elements, save for his weakness, do not affect him, either.

Extra Items Dropped: Ice Ring, Megalixir, Coral Sword

Natural/Signature Abilities

Advanced Ice Magic: Highly advanced control of the Ice element through magic, allowing for more powerful and more precise control over this element, from icicle to glacier.

Mastered Ice Magic: Mastery of the Ice element through magic, which grants the power to even flash freeze entire areas at will, or create frozen tundras from nothing.

Enthunder: Harnessing the pure power of lightning itself, the Sahagin will ensorcel its own weapon and the weapons of its comrades with the power of electricity.

Power Fountain: Releasing a great spray of divine waters from the water gods above itself and onto its body, the Sahagin will be gifted with every status enhancement there is on itself. Only works on the King, however.

Ice Blitz: A powered up version of the Frost Strike, where the Sahagin will shoot at the foe at a high speed, it and its weapon surrounded in nothing but icy energy, and it will strike them repeatedly, freezing and shattering them as it does so.

Abyssal Breath: The Sahagin releases a powerful maelstrom from its mouth, which will destroy and bring in all things around it with the great raging, swirling waters about it. It is a powered up version of the 'Aqua Breath.'

Destructive Force: Harnesses the power of pure force in its hand and flings it at a high speed, causing a small, but powerful burst of destructive force.

Ruinous Blast: Harnesses and concentrates an even greater Destructive Force in its hand and flings it at a high speed, causing a massive, consumptive explosion of sheer force to destroy what is in its way.

Whirlwater: A swirling tornado of water is created instantly around the foe, swirling and ripping them to shreds for a while before it subsides, leaving nothing remaining where it was conjured.

Water Mastery: The mastered control of all waters, great and small, to the utmost will of the Sahagin King.
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