Dwarf Fortress

Dwarf Fortress

Mcnuggy's Mythical Beasts
 This topic has been pinned, so it's probably important
mcnuggy  [developer] Jul 27, 2023 @ 5:06pm
Creature Descriptions
Neutral Biome Specific Creatures:

Griffon. A proud beast that resembles a hybrid of a lion and eagle. They live on the peaks of mountains and frigid taigas. They are bold, challenging anything that threatens them, and never running from a battle. Due to their habitat, dwarves often encounter these creatures, and even tame them for use as war beasts. Griffon have the [PET] tag, but not the [COMMON_DOMESTIC] tag, meaning they have a good chance of being domesticated during world gen, but it is not guaranteed. They are trainable if tamed. This cuts and replaces the vanilla [DOES_NOT_EXIST] creature.

Hippogriff. The more docile relatives of the griffon, resembling instead a hybrid of a horse and an eagle. Extremely hardy and stubborn, they were domesticated to be pack animals. While unable to carry as much as a standard horse or mule—their ability to fly grants them a unique ability as a pack animal. Perfect for delivering much needed goods to far off forts. They are grazers, and can be trained. They have saddlebag graphics if used as caravan animals.

Peryton. Skittish grazers that resemble a hybrid of a deer and pheasant. Living only in tropical jungles, they are rarely seen. Unlike deer, both males and females possess antlers.

Wyvern. Small, flying relatives of the dragon. Unlike their bigger cousins, wyverns are rather unintelligent and docile, only attacking when their young are threatened. Like their relatives, they are capable of breathing a—albeit much weaker—fire breath in the form of a small fire ball. Due to their relatively docile nature, they are easy to train. Their use as war beasts is contested, however. While their fire breath is devastating on foes, it can be equally devastating on your own crops and soldiers... They come in six different colors, green, red, blue, black, yellow, and white, with white being the rarest color.

Undine. Water elementals who float around underground lakes. Being composed of water, they are extremely weak and easy to kill. They do possess the ability to freeze parts of themselves and shoot them at attackers, however. So one can never completely ignore them. Still, even a single somewhat armed soldier should be able to fend their small numbers off. Their design is based on the undine from the manga Dungeon Meshi.

Quetzalcoatl. Giant feathered serpents who live in tropical jungles and wetlands. They are rare, vicious creatures who will not think twice about devouring anyone who disturbs or threatens their homes. If captured, however, they can be trained. Their design is partially based on the Mbói Tu'ĩ.

Warg. Large, ferocious canines who live in underground caverns hunting in packs. While more wild than their domesticated relatives, they are just as intelligent, and if trained, just as loyal. Due to their numbers, as well as close proximity to most dwarves, it is common for them to be domesticated in world gen, though not guaranteed. Their design is somewhat based on the bear-like warg design from the manga Dungeon Meshi.

Centaur. Large, intelligent creatures who bare the top half of a human, and the lower half of a horse. They roam grasslands and shrublands in nomadic herds. They have been known to visit and even join local dwarven civilizations, should the mood strike them. They are functionally similar to animal people, and possess different male and female graphics. This cuts and replaces the vanilla [DOES_NOT_EXIST] creature.

Sphinx. Large, intelligent creatures who live in forests and harsh deserts. They are feared both for their great size, and their tendency to play tricks on other races. They live for chaos, and only appear in savage biomes. They are almost functionally the same as other intelligent races—though they lack hands for equipping items, and they have no interest in joining any civilizations. They possess different male and female graphics.

Behemoth. Gargantuan beasts composed of rock who live on the harshest mountains. Domesticated by dwarves. Despite their appearance, they are actually rather docile herbivores. Usually using their near unpierceable shell as defense from all threats. Their shells can be shorn for shells.

(As far as I can tell, you can't actually shear other items off a creature's shell even if said shell is made of the item. So you can't shear rock off of it. Though a renewable source of shell is still nice.)

Ent. A lumbering race of tree-like folk who come in various different sizes. Most stick to the groves where they were born—though young adult ents may venture from their homes to see the world. They come in 4 different caste, seedling, ent, groveguard, and mossbeard. Regular ents are the most commonly seen—though you may spot other forms of ent in any forest you embark in. Be careful not to threaten their home, though. As they will relentlessly attack any dangers to their groves.

(You can't actually have one caste age into another, unfortunately. So while the different caste are intended to be the same creature at various stages of it's life, they're more like 4 different creatures all categorized as ents with different max ages.)

Fenrir. Large canines composed almost entirely of ice. They stalk the coldest reaches of the earth in search of prey. Their bites are as cold as the grave, inflicting severe frostbite on their victims. Much like other canines though, they can be trained.

Living Armor. Animated sets of armor haunted by the unfortunate souls who wore them in life. Found in caverns where reckless monster slayers and adventurers ventured before you. They attack any living being they spot in an attempt to curse them to the same fate. Should you defeat them however, their beat up armor breastplate is yours for the taking. They come in 4 different forms: Iron, Steel, Bronze, and Adamantine. The Iron form is by far the most common, Bronze is 2nd most common, Steel is 3rd, slightly less common than bronze. Adamantine is by far the rarest, and most dangerous.

Iron now spawns in layers 1-2 with a frequency of 5, bronze spawns layers 1-3 with a freqeuncy of 4, steel spawns layers 2-3 with a frequency of 3, and adamatine only spawns in the magma sea and HFS with a frqeuncy of 2.



Evil Biome Specific Creatures:

Chimera. Monsters made from the various disembodied parts of animals by necromancers for protection. Chimera are violent, bitter, foul beasts who despise all living beings. They will attack anything in their sight—unleashing a flurry of bites and attacks with their horns and claws. Do not be fooled into thinking you can sneak up behind them—their two heads grant them complete 360 degree sight. As well as their serpent head possessing an extremely painful venom, which causes severe pain, nausea, and even rotting in the afflicted area. This cuts and replaces the vanilla [DOES_NOT_EXIST] creature.

Gargoyle. Animated statues who scout over evil biomes, attacking any unfortunate creatures in their path. While small, their skin is completely made of stone, and they lack organs or bones to damage in battle. They are rather weak to being smashed by blunt objects, however. On death, the magic that animated their statue body leaves them—awarding their slayer with a rather nice trophy.

Kelpie. Aquatic equines who stalk the murky waters of evil biomes and underground lakes. They sit patiently in the depths, waiting for any unfortunate creature to walk past. Once it spots a victim, it lunges out of the water in an attempt to drown it's prey. Do not be mistaken thinking kelpie are only able to hunt in water—while slow, they are capable of dragging their bodies on land to persue prey.

Mogalls. A horrid creature composed of a mass of eyes and tentacles. They come in two forms: Large, Arch mogalls who possess wings—and smaller, less intelligent mogalls who protect the arch mogalls. Arch mogalls possess the ability to split some of their eyes off to create two small mogalls to terrorize any creatures who approach them. While weak, small mogalls can overwhelm prey in large groups. All mogalls are capable of shooting globs of their blood at their victims, which causes minor blistering of the skin and nausea. They are based on the creature of the same name from the Fire Emblem series (specifically their design from Shadows of Valentia.)

Bicorns. Similar to the unicorns of good biomes, these equine creatures live in forests and plains. Unlike almost everything they share a living space with, bicorns are rather docile. Possessing an almost complete apathetic outlook on everything in life, they will ignore anything and everything until it personally effects them. The only creature in evil biomes that is actually tameable.

Gorgon. An intelligent race of serpent women. Feared and hated by most races for their abilities, they live in evil biomes away from those who would harm them. Gorgon are rare creatures who live in wetlands and underground lakes. If spotted, they will usually leave on their own, not wanting trouble from a group of rowdy dwarves. If provoked however, you will learn why they are feared—they will unleash a piercing gaze which renders it's victim a stone statue.

(You can't really have an interaction 'turn' a person's skin to stone, unfortunately. So instead a gorgon's stare transforms it's victim into a 'stone statue' creature which has lungs but can't actually breath, causing it to die basically instantly, and dropping a masterful marble statue on death. It uses a line of sight interaction to turn it's victim to stone. To prevent you being able to grind free masterwork statues from them, their state only affects creatures with [CAN_SPEAK] and [CAN_LEARN]. Their stare has a chance to 'miss' 20% of the time.)



Good Biome Specific Creatures:

Pegasus. Timid grazers who soar around good biomes. Unlike the unicorns they share territory with, these equines lack horns to defend themselves. Instead they use their swift speed, smaller size, and wings to flee from any and all danger. They are all legendary dodgers, though if you manage to kill one, their fur can be crafted into luxurious yarn.

Wolpertinger. They are chimeric creatures created by necromancers wishing to show off their skills. Usually using a rabbit as their base, necromancers compete to see how many animal parts can be grafted onto the creature. Unlike it's bigger, more feral cousin, the wolpertinger is rather good-spirited. It will not go out of it's way to attack, though it will try and steal any alcohol it finds. Don't let it's small appearance fool you though, they are equally as vicious as their evil relatives when enraged. They can be trained if captured.

Pixie. Small, intelligent humanoids with colorful wings. Since vanilla fairies and pixies were virtually the same, the vanilla pixie has been cut for this version, which is bigger and no longer classified as vermin. It's population and frequency has been adjusted for this change. They possess different graphics for each gender.

Fae Dragon. Tiny, adaptable dragons who live anywhere warm enough to house them. While they are related to the terrible dragon, they are rather docile. If threatened however, they will attempt to defend themselves. Being draconic, they possess a breath attack. Though, it is almost completely harmless. Instead rendering it's victim in an almost drunken like stupor. If domesticated they feed on vermin, similar to cats.

Fae dragons have different graphics per gender, and they are born pure green. As they age, they change color into a shade of purple if male, and a shade of blue if female. Their manes also grow as they age.

Qilin. An extremely rare, large reptilian creature who prances about good forests and swamps. Due to their rarity, seeing one is said to grant good luck. Qilin have a 5% frequency, though if spotted (it flees combat) it will use a syndrome causing interaction which grants an extreme mood boost for half a day to all in it's line of sight. If tamed, it will use this same interaction once a day on all friendly creatures in it's range—it may be worth befriending the elves in hopes of trading for one!
Last edited by mcnuggy; Dec 10, 2023 @ 4:45pm
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mcnuggy  [developer] Jul 27, 2023 @ 5:06pm 
Megabeast:

Cockatrice. A large reptilian bird capable of sprinting at extreme speeds toward their prey. Nimble and quick-footed, they unleash a flurry of attacks with claw and beak on their prey, overwhelming them. While it's prey is defending from the cockatrices frontal assult, it snakes it's serpentine tail around and bites—injecting a paralyzing venom into it's victim—rendering it completely helpless as it is devoured. Cockatrice are the easiest megabeast by far added. They are relatively small for megabeasts (slightly larger than an elephant.) While their venom is a death sentence for anyone afflicted, an even somewhat trained soldier in decent armor should deflect all it's bites. It's biggest boon is being a legendary dodger. It has different graphics for male and female.

It is classified as difficulty 10, can spawn at 2/2/2 difficulty settings, and can spawn in all land biomes.

Earth Wurm. A large draconic beast with menacing mandibles and rows of teeth. It digs through deserts and mountains, devouring all in it's wake, shredding anything unfortunate enough to be caught in it's jaws with it's thousands of teeth. It is capable of spitting out chunks of the soil and rock it has eaten at prey. It is the 2nd easiest megabeast. It possesses an extremely high bite skill, in addition to it's great size—so it's bites and tail lashes can easily decapitate a dwarf should they connect. Though it lacks most other skills, so it should die rather easily.

It is classified as difficulty 10, can spawn at 2/2/2 difficulty settings, and can spawn in all deserts and mountains.

White Dragon. A large feathered dragon with breath colder than the grave. Unlike it's fiery relative, it possesses a pair of wings it can use to fly. It is a master of ranged combat, being able to shoot chunks of ice from a long range at it's prey. If closed in on, it can unleash deathly cold gas that freezes all it touches, in addition to lashing out with it's horns and claws. The White dragon's breath is by far it's deadliest feature, due to it's extremely low temperature, it will cause severe damage to any items it touches, even destroying buildings and barrels it hits. It's body is relatively frail, however. So a well equipped army should be able to defeat it by sheer numbers.

It is classified as difficulty 10, can spawn at 3/3/3 difficulty settings, and can spawn in all tundras, glaciers, and temperate conifer forests. It's design is based on the creature of the same name from the manga Dungeon Meshi.

Leviathan. A large sea serpent that is said to control lightning. It mercilessly rains death upon all who sail into it's waters, and devours the bodies that are flung into the ocean. It can unleash volleys of lightning at 3 targets at once, causing severe pain, paralysis, and burning to it's victims. It is classified as difficulty 10, can spawn at 3/3/3 difficulty settings, and can spawn in all oceans, and tropical lakes.

(The leviathan is an aquatic creature, but since aquatic only creatures, and especially megabeasts can't really interact with forts due to being unable to get out of the water, the leviathan has the [NOBREATHE] tag, so it can crawl out of the water if it needs to path.)

Phoenix. A large bird composed of molten rock and flames. It is said to feast on volcanic rock to get to it's main source of food—gemstones. The gems in it's diet change the colors of it's tail flames. The rock it eats has the added benefit of hardening it's skin to an almost stone-like consistency, as well as heating it's insides to extreme temperatures. It has been known to invade rich civilizations in search of more precious gems to feast on.

The phoenix can be a very easy megabeast or an extremely difficult one, going completely on how your soldiers kill it. It's beak is extraordinarily sharp, easily severing body parts even through armor. Though it is also extremely frail, having an almost glass-like strength. It's skin is extremely resistant to piercing and cutting, but extremely weak to being crushed. If the phoenix's skin is broken, it will spew it's molten hot magma blood onto the ground, if it is in an area that's flammable, it will cause severe damage (and fps death...) but if in a floored area will cause very little damage. It is classified as difficulty 12, can spawn at 3/3/3 difficulty settings, and can spawn in all land biomes.

Wurm. A giant, fat dragon that drags itself around on it's two small legs. It is slow, mostly blind, and lazy. It is, however, one of the most dangerous living creatures one could ever come across. It's breath reeks of death, and bestows it upon any unfortunate enough to ever come into contact with it. Rotting it's victims lungs from their body, followed shortly by their flesh, as they succumb to pain and sheer nausea. There is no more certain a death than facing a Wurm in head-on combat.

The wurm does mostly one thing, but it does it very well. It spews a syndrome laced breath at it's victims, causing severe necrosis of the lungs and skin, as well as extreme nausea and pain. It actually has two breath attacks, a normal undirected vapor flow done by line of sight, then a 2nd exact undirected gas flow done when in touchable range. It has relatively low awareness and dodging skills, so it would very easily be ganged up on and interrupted from it's breath attacks. The touchable attack however, doesn't seem to be able to be interrupted, so it is there to ensure it's able to attack from close range. It also is extremely large, it's only melee attack is lashing with it's tail, if it connects, it will almost certainly kill whatever it strikes. Though it is very easy to interrupt. Because of this, it can very easily wipe out entire squads of well equipped dwarves, even with legendary skills. It is, however, almost completely defenseless from long range, so an even somewhat well-equipped squad of marks dwarves should be able to handle it. Even a squad of 20 well armed dwarves with melee weapons could kill it in testing, however. But the losses were extreme (17 dwarves) so it's not recommended. It is classified as difficulty 12, can spawn at 3/3/3 difficulty settings, and can spawn in all land and river biomes. It's design is based on the creature of the same name from the manga Dungeon Meshi.
mcnuggy  [developer] Dec 10, 2023 @ 4:40pm 
UPDATE 2 CREATURES:

Stymphalian Bird. A medium sized bird covered in bronze feathers. While relatively docile, they can pelt attackers with their sharp feathers when threatened. They spawn rarely in any biome and can be trained.

Owlbear. A large, aggressive beast resembling a hybrid of an owl and a bear. Possessing giant claws that are capable of slashing through even mental. While territorial and aggressive, they can be trained if one is skilled enough to tame them. Spawn rarely in any forest or shrublands.

Basilisk. A small, serpentine creature with a crest resembling a rooster. Known for their menacing glare, they are capable of turning creatures to stone. Due to their small size, however, their magic wears off after about 3 days. Supposing their victims survive that long, recovery is possible. Spawn very rarely in any biome.

(It has an interaction similar to the Gorgon, but is capable of targeting any creature. the creature will however, turn back after ~3 days supposing they haven't died. Unlike the gorgon, it's syndrome adds [NOBREATH], [NO_PAIN], [NO_DRINK], ect ect so they wont die of natural causes.)


Tressym. Small, magical felines that can fly. They live in temperate forest and wetlands. They possess extremely keen eyes capable of seeing even the stealthiest threats. They also bare an immunity to poisons. They can be rarely domesticated in worldgen.

(Tressym have [PET] but not [COMMON_DOMESTIC], so per usual they have a decent chance of being domesticated, but not 100%. They have [EXTRAVISION] to allow them to see sneaking targets, and lack the [CREATURE_CLASS:GENERAL_POISON] to make them immune to most syndromes. They come in 4 different color graphics, based on tortoiseshell, tabby, black shorthair, and siamese cat breeds.)

Mandrake. Small, plant-like creatures who live next to underground lakes to reproduce. Small, weak, and relatively harmless, they've developed poison to discourage predetors from eating them. Unfortunately for the mandrake, this poison is absolutely delicious. While toxic, the poison in mandrakes also possesses potent healing abilities, and excellent taste. Dwarves are more than willing to drink it for the excellent high it gives them, despite the possible side effects.

(Mandrake are rare cavern spawns in layers 1-3, upon death they drop one of their seeds, this seed is for a new plant, called the mandrake root. This plant is intended to be the 'juvenile' form of a mandrake, as they cannot breed normally. It is also possible to find wild growing mandrake in the same biomes, though they're rarer than the creature itself. Mandrake root can be eaten or brewed into alcohol which provides an absurd mood boost (+18) 100% of the time, as well as a decent chance of providing healing effect (cure infection, reduce fever, reduce nausea) ~50% of the time. However, it also has the possibility of providing a long list of negative effects. Such as extreme nausea, extreme dizziness, losing consciousness for an entire day, and going into a violent fit of rage. It is intended to be a high risk-high reward drink, mostly just for people looking to spice up their forts. When brewed into alcohol, all possible effects are lowered slightly for dwarves, due to their natural alcohol resistance. Though other races like human and elves will feel the full impact of any symptoms.)

Undead Dragon. An undead creature that resembles a giant, rotting corpse of a dragon with wings. It is believed to be an ancient, long-dead dragon that has been resurrected by primordial magic, though no one is certain what could accomplish such a feat. What is certain however, is that this rotting monster is dedicated to only one thing: snuffing out the life of everything in it's path. Breathing rotting breath and slashing with horn and claw, this monster effortless rips apart it's victims, then resurrects them to join in it's path of destruction. Great caution should be taken with it, it cares not how broken and tattered it's body is, it will fight until it's body is completely destroyed.

The Undead dragon is intended to be the hardest megabeast added, being a giant undead monstrosity, it cannot die of bloodloss, suffocate, or be killed via organ damage. It can only really be killed by having each body part destroyed, being crushed, or having it's head completely destroyed. It's breath causes extreme disorientation in it's victims, with dizziness, nausea, and drowsiness. It is also cold enough to cause frost damage with enough exposure (though no where near as cold as the white dragon's breath). It can also resurrect 3 corpses around it twice a day, being opposed to life, they are friendly towards the dragon.

It is classified as difficulty 14, and can spawn at 3/3/3 difficulty settings, and can spawn in all land biomes.
Last edited by mcnuggy; Dec 10, 2023 @ 4:41pm
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