COMMON TRAITS (A DRAKE will not have all of these traits, but may express any combination or traits not mentioned that still fit the monster type. Customize as desired.)
β’ Wings: grand and leathery, torn, or vestigial— can be replaced by fins, frills or elongated membranes.
β’ Scales and other reptilian features (forked tongue, coldblooded, etc).
β’ Slitted eyes that may glow faintly in darkness.
β’ A tail; can be barbed, furred, pointed, spiked, etc.
β’ Horns, claws, talons and sharpened teeth.
β’ Excellent. sharp vision.
β’ Strong prey drive.
β’ Ability to shift from hybrid to full drake form.
β’ Breath weapon tied to their chosen element (fire, frost, acid, venom, etc)
β’ Primal instincts; protectiveness, territoriality, hoarding of a particular type of object or person, vengeance
β’ Can influence other's through maintained eye contact.
WEAKNESSES
β’ Incredibly proud creatures that may be easily flattered or insulted.
β’ Can enter stone-sleep: a hibernative state where they become indistinguishable from rock.
β’ All are vulnerable to their opposing elements (fire drake are weak to water, ice drake are weak to fire, venomous drake are weak to cleansing forces)
INSPIRATIONS: Dragons, wyverns, basilisks, cockatrices, naga, serpents, gargoyles, lizards, etc
COMMON TRAITS
(A MERROW will not have all of these, but may express any combination or traits not mentioned that still fit the monster type. Customize as desired.)
β’ Skin ranging from smooth and seal-like to barnacled, scaled, or gelatinous.
β’ Hair of kelp, jellyfish tendrils, or fluid bioluminescent strands.
β’ Black, lidless, or many-layered eyes; may shimmer like oil or deepwater pearls.
β’ Limbs elongated, finned, or replaced by tentacles or suckered appendages.
β’ Gills at neck, torso, or hidden beneath flaps of skin.
β’ A second mouth, luring tongue, or ink used to blind or distract.
β’ Bioluminescent glow along bones, spines, or veins.
β’ Siren Song; can sing in frequencies that cause hallucination, memory loss, or overwhelming emotion.
β’ Leaves behind trails of salt, slime, or barnacles.
β’ Can become water itself.
β’ Prolonged dryness or exposure to land may cause physical distress or partial desiccation.
WEAKNESSES
β’ Vulnerable to prolonged dehydration or isolation from moisture.
β’ May be drawn to large bodies of water compulsively.
β’ Psychic influences tied to their voice may falter in silence or voids.
β’ Prone to emotional overload or obsession due to strong empathic feedback loops.
INSPIRATIONS: Mermaids, sirens, kelpies, merrow, nΓΈkken, krakens, octopi, aquatic mammals, jellyfish, deep sea fish, leviathans, selkies, sea serpents, drowned ghosts, anglerfish
COMMON TRAITS
(A DAEMOM will not have all of these, but may express any combination or traits not mentioned that still fit the monster type. Customize as desired.)
β’ Horns; may be naturally broken, spiraled, ram-like, golden, etc.
β’ Sulfurous or smoky scent that clings to their presence.
β’ Clawed hands, split hooves, or taloned feet, often leave scorched or corrupted ground in their wake.
β’ Eyes like burning coal, molten gold, or voids.
β’ Skin marked with sigils, runes, or cracks that glow with internal fire.
β’ Long, prehensile tails or wings; leathery, skeletal, or ash-feathered.
β’ Voice that inspires dread, desire, or sin— may echo as whispers or sound like many voices at once.
β’ Can sear with touch or unleash hellfire bursts in moments of extreme emotion.
β’ Shadow stretches unnaturally or acts independently.
β’ May make pacts or draw power from binding or possessing others, willingly or not.
β’ Can "flicker" between corporeal and shadow-states, especially in low light or heat.
WEAKNESSES
β’ Vulnerable to sacred spaces, symbols of faith, or purification rituals.
β’ Strong emotional influence may backfire or overwhelm.
β’ Prone to outbursts of wrath or pride.
INSPIRATIONS: Demons, fallen angels, hellhounds, tieflings, incubi/succubi, cambions, devils, fire elementals, imps
COMMON TRAITS (A VALKERIE will not have all of these, but may express any combination or traits not mentioned that still fit the monster type. Customize as desired.)
β’ Feathered limbs or wings— may be functional, vestigial, or entirely oversized.
β’ Beaked faces or partially avian skull structures.
β’ Legs that end in talons, clawed feet, or grasping hook-like toes.
β’ Hair replaced by feathers, pinions, or quills. May molt under stress.
β’ Eyes adapted for long-distance sight, often unblinking or too numerous.
β’ Piercing Cry: shrieks with sonic or psychic force. Can be used defensively or to disorient.
β’ Flight or gliding, sometimes powered by slight wind manipulation.
β’ Can hover or perch in impossible spaces— rooftops, powerlines, ruins, shoulders
β’ Tendency to gather shiny objects.
β’ Bodies often thin, hunched, or angled sharply.
β’ May speak in echoing mimicry.
WEAKNESSES
β’ Fragile bones or aversion to confined spaces; may suffer in underground or submerged environments.
β’ Vulnerable to silencing, clipping, or sensory disruption.
β’ Highly social or flock-minded; may become erratic in isolation.
β’ Prone to compulsive behaviors: collecting, echoing, following patterns
INSPIRATIONS: Harpies, sirens (avian-type), corvids, vultures, thunderbirds, owls, valkyries, phoenixes, birds in general
COMMON TRAITS (A SATYR will not have all of these, but may express any combination or traits not mentioned that still fit the monster type. Customize as desired.)
β’ Horns or antlers; may be gnarled, branching, sleek, or asymmetrical.
β’ Hooved legs, digitigrade or full taur lower bodies.
β’ Long manes, tails, or furred spines that shed with the seasons.
β’ Faces ranging from fully animal to serenely humanoid.
β’ Eyes that reflect like prey animals.
β’ Movements that switch between graceful stillness and explosive speed.
β’ A connection to natural rhythmsβ moon cycles, plant growth, migration, music, etc.
β’ May release pheromones that may calm, disorient or seduce.
β’ Echoes of ritualistic behavior such as: circling, stamping, sudden stillness.
β’ Can vanish into foliage or move without sound through overgrowth
WEAKNESSES
β’ Easily startled or driven to panic in loud settings.
β’ Overly attuned to instinct. May become aggressive or distant when provoked.
β’ Some struggle to speak. Voice instead emerges as growls, snorts, or song.
β’ May enter rut or seasonal phases that intensify primal drives.
INSPIRATIONS
Fauns, satyrs, centaurs, minotaurs, unicorns, kirin
COMMON TRAITS (A WRAITH will not have all of these, but may express any combination or traits not mentioned that still fit the monster type. Customize as desired.)
β’ Exposed bones, organs, mummified skin, or corpse-pale flesh.
β’ Hollow or glowing eye sockets, or no eyes at all.
β’ Could be greedy, obsessive or even protective of its possessions.
β’ Movement that jerks like a puppet, or flows almost too swiftly, like a predator.
β’ Unnatural resilience. Limbs may break, body may crack open and yet they continue moving.
β’ Cold that kills flora, silences sound, or chills the air around them.
β’ Consumes blood, flesh OR energy; dreams, memories, or emotion instead of flesh.
β’ May be followed by scavenger animals because of their stench (crows, rats, flies)
β’ Sometimes exude grave soil, ash, or smoke.
WEAKNESSES
β’ Easily bound by ritual magic, salt, or wards.
β’ Some require consumption (of flesh, blood, aura, energy) to remain coherent
β’ Prone to forgetting themselves.
β’ Holy, cleansing, or life-giving forces may weaken or unravel them
INSPIRATIONS
Zombies, revenants, ghouls, vampires, liches, mummies, wendigos, draugr, jiangshi, corpsewalkers
COMMON TRAITS (A SERAPH will not have all of these, but may express any combination or traits not mentioned that still fit the monster type. Customize as desired.)
β’ Wings; feathered, flaming, or formed from light.
β’ Extra eyes on hands, backs, wings, or veiled entirely.
β’ Halos; broken, rusted, burning, or hovering unnaturally.
β’ Pale or luminous skin, or a body wrapped in feathers.
β’ Voice that echoes in chords or carries divine resonance.
β’ Markings or glyphs that appear across their skin when speaking with power.
β’ Floating instead of walking, or leave no trace upon the ground.
β’ Can cause emotional states, such as awe, guilt, peace, dread, with their presence.
β’ Tears that burn, blood that heals, hands that mark or bless.
β’ A heightened sense of justice, some say it's divine.
WEAKNESSES
β’ Disoriented by chaos, lies, or corrupted environments.
β’ Some are bound to "missions" they no longer understand.
β’ May lose cohesion if worshipped, obeyed, or revered.
β’ Cannot lie, or suffer when forced to act against sacred instincts.
INSPIRATIONS
Angels, nephilim, seraphim, ophanim, biblical celestial beings, divine messengers, watchers
COMMON TRAITS (A LYCAN will not have all of these, but may express any combination or traits not mentioned that still fit the monster type. Customize as desired.)
β’ Can shift between humanoid, hybrid, and beast forms.
β’ Fangs or claws that remain even in human shape.
β’ Golden, silver, or reflective eyes that glow in the dark.
β’ Unnatural regeneration, especially under moonlight.
β’ Heightened senses: smell, hearing, tracking, intuition.
β’ Animalistic behavior patterns: pacing, snarling, scent-marking.
β’ Changes triggered or influenced by lunar phases.
β’ May lose time, memory, or speech during full lunar transformations.
β’ Fur or their animal's features when in hybrid state.
WEAKNESSES
β’ More vulnerable during the new moon— weakened senses or control.
β’ May struggle with restraint; have violent or predatory impulses.
β’ Sensitive to silver, wolfsbane, or certain toxins.
β’ Deep bonds and pack instinct may trigger protective outbursts or possessiveness.
β’ Prone to identity erosion— forgetting where the human ends and the beast begins
INSPIRATIONS
Werewolves, lycanthropes, skinwalkers, berserkers, werecats, werebears, lunar-shifters, any carnivorous mammal predator
COMMON TRAITS (A KIMERA will not have all of these, but may express any combination or traits not mentioned that still fit the monster type. Customize as desired.)
β’ Amalgamated body parts, such as mismatched limbs, wings, tails, or heads from up to three different species of animal.
β’ Extra organs or features (multiple eyes, mouths, spines, etc).
β’ Emits sounds in chords; overlapping growls, screams, or songs
β’ Can channel abilities from more than one base creature (e.g., venom from snake, flight from bird)
β’ Regenerative properties or unstable bodies that reshape under stress.
β’ Thick hides, spiny protrusions, or scaled segments.
β’ May exude a sense of wrongness or cause intimidationβ they are a defiance of natural anatomy.
β’ Can shift dominance of one "aspect" over another depending on mood or injury (ex: In a kimera that is half bird, half lion, they could more birdlike when happy, more lionlike when angered, and so on).
WEAKNESSES
β’ Inconstant form— may break down or reject its own body.
β’ Vulnerable to attacks that force internal dissonance (psychic, sound-based, or identity-affecting)
β’ Often suffers from sensory overload or spatial disorientation.
β’ Prone to confusion if two instincts conflict.
β’ May be more targeted by Sleep's influence as an unstable vessel or perceived abomination.
INSPIRATIONS
Chimeras, manticore, griffins, hippogriffs, sphinxes, hydras, mutated cryptids, slimes, fused beasts, mythic hybrids, composite monsters, experimental creatures
COMMON TRAITS(A GOLEM will not have all of these, but may express any combination or traits not mentioned that still fit the monster type. Customize as desired.)
β’ Bodies composed of stone, crystal, metal, or mineral composites.
β’ Skin textures that resemble marble, obsidian, granite, raw ore, etc.
β’ Cracks that glow faintly with inner heat, light, or stored energy.
β’ Movements that are slow, deliberate.
β’ May absorb elements from surrounding geology to alter or heal form
β’ Limbs may shift shape— forming blades, hammers, spires, etc.
β’ Can root themselves into terrain, becoming immovable.
β’ Emits particulate dust or mineral flakes when injured or agitated.
β’ Capable of vast strength or defensive shielding, but often lacks subtlety.
WEAKNESSES
β’ Highly conductive; vulnerable to lightning or energy-based attacks.
β’ Can be shattered or cracked by sustained pressure or sonic vibrations.
β’ Often slow to react or adapt in unfamiliar environments.
β’ Susceptible to erosion, corrosion, or intense cold disrupting form cohesion.
β’ Emotional resonance may be dulled.
INSPIRATIONS
Golems, goblins, elementals, stone giants
COMMON TRAITS (A LESHY will not have all of these, but may express any combination or traits not mentioned that still fit the monster type. Customize as desired.)
β’ Bodies made of bark, vine, moss, petals, fungal tissue, etc.
β’ Skin may bloom, wilt or shift with seasons or emotion.
β’ Hair of leaves, roots, spores, flowering tendrils.
β’ Eyes like knots, seedpods, and blood like sap.
β’ Able to entangle or ensnare with vines or roots that are part of their body or not.
β’ Emits natural fragrances that may be soothing, toxic, or overwhelming.
β’ Can commune naturally with plantlife or sense changes in soil, water, or light.
β’ May photosynthesize or draw energy from earth matter.
β’ Healing properties via herbal secretion or regenerative regrowth.
β’ Can become dormant by rooting into the ground for rest or camouflage.
WEAKNESSES
β’ Vulnerable to fire, extreme heat, or certain chemicals.
β’ May desiccate or weaken in dry or sterile environments.
β’ Slow to move or react when rooted or overwintering.
β’ Emotional states may shift rapidly with seasonal cues.
INSPIRATIONS
Dryads, leshy, spriggans, mandrakes, kodama, mossfolk, myconids, floral spirits
COMMON TRAITS (A SWARMLING will not have all of these, but may express any combination or traits not mentioned that still fit the monster type. Customize as desired.)
β’ Chitinous plating, segmented limbs, or iridescent carapace.
β’ Wings; may be delicate, buzzing, veined, or scaled; may hum or shimmer.
β’ Multiple limbs & eyes or compound vision.
β’ Antennae, feelers, or fine hairs that detect emotion or vibration.
β’ Graceful, alien movement.
β’ Venomous or paralytic bite, sting, or touch.
β’ Can weave silk, spin resin, or generate traps.
β’ May release pheromones that soothe or confuse.
β’ Has a hive-mind echo or connection to their Tethers.
β’ Body may shimmer, vanish, or change hues like camouflage.
WEAKNESSES
β’ Fragile limbs or wings easily damaged by blunt force.
β’ Sensitive to sound, light, or chemical pollutants.
β’ Instinctual swarming or nesting behaviors may override logic.
β’ May become confused or disoriented in artificial environments.
β’ Highly attuned to emotional states— despair or rage may destabilize form.
INSPIRATIONS
Fae, changelings, mothfolk, mantids, spiders, scorpions, butterflies, beetles, cicadas, centipedes
COMMON TRAITS(A TRICKSTER will not have all of these, but may express any combination or traits not mentioned that still fit the monster type. Customize as desired.)
β’ Shapeshifting or unstable form— fur, skin, or size may change at will or without warning.
β’ Eyes that gleam with mischief, glow in darkness, or change color when lying.
β’ Prehensile tails, whiskers, or ears that twitch in response to truths.
β’ Can mimic voices, faces, or even other monsters briefly.
β’ Feet leave no tracks or leave deceptive ones entirely.
β’ Speech may come in riddles, laughter, or layered voices.
β’ Innate ability to vanish, phase, or appear where least expected.
β’ Scentless or marked by a strange, dreamy perfume.
β’ Movements may be jerky, too-smooth, or at times puppetlike.
β’ Often collects masks, charms, shiny objects, or stolen trinkets.
WEAKNESSES
β’ May lose grip on identity when overusing mimicry or disguise.
β’ Vulnerable to truth-speaking magic, oaths, or mirrored surfaces.
β’ Strong emotions can short-circuit their glamours.
β’ Struggles with directness or sincerity— deception is an instinct for them.
β’ Some may be bound by ancient rules or trickster taboos (cannot lie thrice, cannot cross running water, etc.)
INSPIRATIONS
Kitsune, tanuki, pΓΊca (rabbits and other rodents), mujina, shapeshifters, boggarts, trickster spirits, taninim, fox spirits