Dwarf Fortress

Dwarf Fortress

Bravely Default Bestiary
mcnuggy  [developer] 1 Jan, 2024 @ 9:05am
Creature Descriptions
CHOMPER FAMILY:

A small frog-like creature with a venomous bite. Is a [PET] but not [COMMON_DOMESTIC], can be somewhat frequently domesticated in world gen. They are aquatic and come in 5 different caste of both genders. 'Base' chompers come in green if male, pink if female, they run at the first sign of danger. Guzzlers are a toxic form of chomper that secrete a relatively harmless poison from their skin. Gobblers are the largest form of chomp, and rather bold, attacking enemies with a powerful hind leg kick. They can be trained for war. Silver chompers are a rare form of chomp with skin as dense as silver, they possess extremely high endurance. Gold chompers are the rarest form of chomp, and possess skin as thick as gold, being even tougher than silver chomps.

Notes: 'chompette' in BS was it's own type of chomper with a bow-like organ on it's head, but I thought it'd be cute to make all female chomper variants have the same bow and be called 'chompette X'. The crest is an actual organ uses for hearing/smell. They have children/child graphics. Trained gobblers have a unique graphic with a spiked collar.


RATBITT FAMILY:

Small, rabbit-like rodents who can fly with their ears. Come in three different caste, the base ratbitt, which isn't very noteworthy. The badbitt, which possesses a venomous bite causing nausea, fever, and dizziness. And the unibitt, which possesses a single horn on it's head it can use to gore enemies.

Notes: They all have a bite skill of 4. As far as im aware, they couldn't actually fly in BD2, but their wings resemble wings and it seemed a good way to make them interesting. Unibitt was renamed from 'Uniconey' to make it fit in with it's family more. Can have children/have full child graphics.


STALLION FAMILY:

Brimstone stallions are not outright hostile, only attacking when provoked. They are composed of bones somewhat as strong as stone, and a warm gas mane. Spawn in all grasslands and savannas. Can pull wagons/be trade animals.

Sagari are undead stallions with flames as hot as hell making up it's mane. Despite being very hot, they don't light their surroundings on fire. Their bones are stronger than brimstone stallions. Spawn in evil grasslands and savannas. Can pull wagons/be trade animals.

Night mares are undead unicorns who bear a hatred for life, and attack without warning with their horn, or a flurry of dark magic. They spawn in evil deserts and tropical savannas.

Notes: Functionally undead, cannot breed. They all have decent stance strike (kick) skill. 'Nightmare' was renamed to 'Night Mare' to differentiate it from vanilla nightmares. All 3 have saddlebag graphics set up, though night mares lack the tokens to pull wagons. There is no evil civs that trade in vanilla, but in theory mod-added ones would try to use sagari (elves use them as well)


D'GON FAMILY:

Small dragons that are unable to fly. They are war beast bred by humans, and will show up with them in sieges. All d'gons can be very rarely encountered in all forms of temperate forest.

Green d'gons are the most common, and can attack with a small fire ball attack.

Ice d'gons are less common, and can attack with an ice breath.

Fire d'gons are the rarest breed, and can attack with a jet of fire breath.

Notes: In BD/BS bestiary they're specifically war beast bred by eternia, and some escaped and turned feral. So they have been given to humans as a pet. There is a 2% frequency to encounter 'feral' ones in temperate forest though.



GOLEM FAMILY:

Inorganic humanoids who were built to protect the people who created them.

Rock golems are composed of sandstone and are used by humans for protection.

Ice golems are composed of toughened ice that doesn't melt and are used mainly by dwarves for protection. Though humans have been known to use them as well.

Inferno golems are composed of slade, and hot to the touch. They are used by goblins in their sieges on other races.

Wood golems are dead trees reanimated by elves to ruthlessly protect the forest.


Notes: Functionally undead similar to bronze colossi. Ice golems are only available to dwarves, rock to humans, inferno to goblins, and wood to elves. 'Golem' renamed to 'rock golem' both to keep naming scheme consistent and because that was it's name in 4HoL. all golems drop quality statues of their material on death, Ice golems have a unique 'ice rock' inorganic they're made of for this purpose. Wood golems are composed of a few layers of custom wood-like materials to make them rather strong.



SAVAGE OGRE:

A giant green humanoid that is a semi-megabeast. Savage ogres are the descendants of now extinct giants, and are significant larger than standard ogres. They possess high physical skills (9) for all weapon/melee skills. Aside from their size, they are the easiest of the semi-megabeast.

Notes: Renamed from just 'ogre' to 'savage ogre' to differentiate from vanilla.


SAVAGE MINOTAUR FAMILY:

Mindless beast that resemble minotaurs. Much larger, hairier, and animalistic than standard minotaurs. Savage minotaur are semi-megabeast who can cast berserk on themselves, giving them a extreme increase to their physical attack and endurance for a short time.

Amber horn, another semi-megabeast, can cast berserk on themselves too—in addition to their devastating massacre attack, which slams around 4 targets at once.

Notes: Functionally pretty similar to normal minotaur, but these ones are just mindless beast instead of intelligent. Can be tamed and trained if caught...and milked, if you're feeling bold. Renamed 'minotaur' to 'savage minotaur' to differentiate from vanilla. Can have children, but has no child graphics.



LAND TURTLE:

A large reptile with a sturdy shell. Can spawn in any river or mountain. It can cloak itself in a reflecting magic that makes it much sturdier, in addition to it's dangerous tail spin attack that can slam 4 targets away from it at once.

Notes: Can breed but they're born adults.



SLIME FAMILY:

Inorganic oozes that have a mildly poisonous, gelatinous body. Slimes are blue piles of goop who live in plains, and can shoot an acid attack that lowers it's enemy's defense (toughness).

Red flan are slimes who live in the magma sea, and can cast some fire magic, and poison to protect themselves. Despite their name, they are extremely poisonous, causing brain damage and extreme vomiting if eaten, and rarely if touched.

Black pudding are piles of corrupted goop capable of casting dark magic and blind. They can spawn underground at levels 2-3.


Notes: Functionally undead, cannot breed. Red flan live in the magma sea as it's the closest you can get to a proper 'volcano' biome. But aren't actually very hot themselves, according to the BS bestiary Edea ate one and didn't melt, so they seemingly aren't actually very hot.


DRAKE:

A small, timid dragon that lives in forest. Despite having wings, they cannot fly. They hunt in strict packs of 4 to take down prey with their large head and horns. They can be trained if captured.

Notes: Have a skill of 4 in melee combat, can have children, have child graphics. Their horn attack makes a lot of contact for damage.


RATATOSKR FAMILY:

Larger fae creatures who live in forest and love to heal others. Ratatoskr are more common, though they can only cast a basic heal and wind spell.

Frosti, on the other hand, can cast a more powerful cura spell, in addition to reflect-giving allies a protective berrier. Frosti can also cast holy to defend themselves—an extremely powerful light magic spell.

Notes: Only classified as 'beast' originally, they've also been given the 'SPIRIT' creature class, so they're weak to silver as well. Healing spells in current DF are extremely finnicky so they may or may not heal other friendly creatures. They also have a 'heal undead' spell that can only target undead creatures and removes their NO_PAIN tag and causes paralysis and pain to them. Cannot breed.


SIZZLEMOTH:

A large moth composed of flame that lives in the magma sea. Considered the queen of all bugs, it can cast 'hail to the queen' to daze and charm enemies. It's wings are made of flame and it can also release a paralyzing powder.

Notes: There's not a real great way to 'charm' targets in DF, so it causes pleasure/arousal, rerolls skills, changes their strength, focus, willpower, and spatial sense to very low values, and causes erratic behavior for 500 ticks. Despite it's description and interaction name, it can also be male. Can have children but they're born adults.


HYBRID:

A large monster in the shape of a bear. A bipedal chimera that greatly resembles a bear. It's long claws are capable of shredding through armor.

Notes: Can breed, have child graphics.


ALARAUNE ECT FAMILY:

Small humanoid looking plant creatures. Alraune spawn in tropical forest, and cheerfully attack travelers with their paralyzing pollen. If defeated however, their petals can be made into an extremely potent ether that rejuvenates.

Mandragora live in temperate forest and taigas, and are a famous ingredient in stews. Their flesh is delicious, and their roots make a revitalizing ether. They can however, release a poison pollen to deter predators.

Rafflesia live underground in moist environments, in cavern levels 1-3, and hunt living beings to suck the vitality out of. First paralyzing their prey with pollen, and drinking their blood, they are rather dangerous for their size. Unlike similar creatures, rafflesia are poisonous when eaten raw, but when boiled, they are somewhat tasty.

Notes: Functionally undead, cannot breed. Rafflesia's punch and kick attacks have SUCK_BLOOD special attack on them, to kinda represent their parasitism ability. All 3 plants can be eaten raw (their corpses/tissue are also edible) and can be butchered for more plants. When brewed they provide healing effects and a mood boost (except the rafflesia). Note that they're very small, so if wild ones are killed, it's very possible (and likely) that the body will become mangled and be unable to be butchered.


WIKI-WIKI FAMILY:

Small bird-like creatures that are extremely nimble. They have a habit of eating precious gemstones and shiny objects, in addition to sticking them into their plumage. They come in 4 different caste of both genders.

Base wiki-wiki are nimble and flee from combat. When butchered, they drop a blue jade for their gizzard stone. They are capable of casting wind magic to defend themselves.

Big wiki-wiki are the largest of the family, and secrete venom from their skin. They drop red zircon for their gizzard stone.

Metal wiki-wiki have extremely tough skin with a metal like consistency. They drop 2 sapphire for their gizzard stone.

Royal wiki-wiki are the absolute rarest of the family. Their plumage shimmers like gold, and they decorate themselves with any brightly colored objects they stumble across. They drop 3 blue diamonds for their gizzard stones. They can defend themselves with an extremely dangerous apocalypse spell—which slams targets with both earth and dark magic.


Notes: They all drop precious gems when butchered to kinda represent them giving large amounts of exp. All members of the family are legendary dodgers, and they flee immediately from combat. Can have children/have child graphics.


MAILED DRAGON:

A large armored dragon that is extremely dangerous to encounter. If captured and trained, makes a war beast like no other. It's body is not only covered in thick scales, but also a layer of copper armor, making attacks against most of it's body ineffective. Some lower parts, like it's throat, are unprotected, though. It can also breath a small fireball to attack, and slash with both of it's clawed hands at once.

Notes: Can have children/have child graphics. Has custom layer of armor over it's normal skin/fat/bone ect, giving it very good defense against most attacks. Has two separate clawing attacks, a normal one, and a [ATTACK_FLAG_INDEPENDENT_MULTIATTACK] one, so it can slash with both it's front paws at once. To sorta kinda represent double rush, an attack from 'knight dragon' in BD.
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mcnuggy  [developer] 1 Jan, 2024 @ 9:06am 
ANZU FAMILY:

Winged beast with the body of birds and the head of a lion. Anzu are violent beast that ambush travelers in mountains with their sonic boom attack, before trying to devour them.

Regulus are extremely rare creatures living in mountains, who possess a strong talon attack.

Note: Only male, cannot breed. Can be trained.



MAGICIAN FAMILY:

Intelligent demons who resemble humanoid owls. Masters of all forms of magic, they make terrifying opponents. Magicians specialize in debilitating magic, casting blind and curse on their targets, weakening them. Can spawn rarely in all biomes.

Mephisto can summon Ziusudra's Sin, a powerful water elemental summon. In addition to casting meteor on targets. Spawn rarely in any evil biome, and can be the leaders of goblin civs.

Zauberer are masters of magic, being able to summon Deus Ex, as well as Promeathan Fire. In addition to blinding their foes. Spawn in the underworld, and can be the leaders of goblin civs.

Notes: Genderless and cannot breed. Initially considered making them actually summon big monsters but that seemed a bit too OP. So they have material emissions to attack with elements instead. Ziusudra's Sin is just very cold, magic water, Deus Ex is very hot liquid/gas, and Promeathan Fire is just dragonfire. Meteor is just slade rocks. They all have high reading/writing/conversation/teaching skills, and can join forts. Mephisto and Zauberer can lead goblin/any civ centered around demons.


CU SITH:

A medium sized canine that can fly. Ruthlessly protects and marks it's territory. If you aren't careful, it'll mark you as well.

Notes: Can have children, has child graphics. One of the 2 and a half enemies from 4HoL, initially I was going to do cait sith as well and wanted them to be a pair, but ended up only doing Cu Sith. It's one and only attack from 4HoL is pissing on a party member, so it has a liquid material emission that lowers toughness and makes the target very embarrassed if hit. The liquid is named 'excrement' to be at least somewhat tactful.



CATAMOUNT FAMILY:

Large predatory cats with razor sharp teeth. Catamount live in grasslands and forest, and can use their dual attack to slash with both paws at once.

Valtora live in tropical forest and deserts, and have teeth capable of chewing through steel.

Notes: Can breed/has child graphics. They cannot breed with each other. Valtora's standard bite has a penetration stat of 900 to try and represent it's chomp attack, which was instant death.


IMP FAMILY:

Small, mischievous demons who love to sow chaos. Imps live in evil forest, and cast numerous annoying spells on their victims, including silence, fear, and drain. They will also attempt to drink any alcohol they find, and pull levers.
Teufel are even vicious, living in frozen wastelands, they both drain their victims and strike them with powerful thunder spells.

Notes: Male only, cannot breed. Drain spell sets target recuperation to 1 and makes them dizzy, not any 100% way to also buff the imp at the same time, so I didn't bother. Fear rolls a bunch of different CE_CHANGE_PERSONALITY to affect confidence, bravery, vengeful, ect ect facets to make someone more of a coward for 680 ticks. Each has a 80 probability.

SOIL EATER:

A large worm that devours rock and soil. Lives in all deserts. Can cause earthquakes around it and blind foes.

Notes: Cannot breed. Has funny trailing dust flow material emission for earthquake.


KILLER ANT FAMILY:

Giant ants that are extremely violent and live underground. Come in 4 different caste. Killer ants are the most common form of ant, possessing sharp pincers they use to bite with a silencing venom. When endangered they can release a strong pheromone that summons more killer ants to their aid. Can use blood leech to drink the blood of their victims.

Peraponera are the strongest members of the family, possessing an excruciating bite that deals lasting pain for weeks. They can also summon killer ants to assist them in battle.

Magic ants are less common members of the family, not possessing venom, but capable of casting wind magic to defend themselves. They are also capable of flight.

Shooter bugs are the least common member of the family. Instead of possessing pincers, they have a long proboscis they use to drink blood, before hardening it and shooting it back out as a projectile. They are incapable of using their claws to attack, unlike other members.


Notes: 3 caste of the 'killer ant' exist, two for each gender for breeding purposes, and a 3rd identical male version that cannot use pheromone to summon more ants. The pheromone interaction normal killer ants and peraponera use summon this version, so you dont end up with a million ants to deal with. Killer ants and magic ants have two different bite attacks, one of which can leech blood. Peraponera are male, shooterbug are female, and magic ants are genderless. There's no real reason for this other than I wanted them to breed somewhat consistently. They do not possess child graphics.


FUNGOO:

A humanoid mushroom creature that can drain foes. Lives in all forms of forest, it can be eaten.

Notes: Genderless, cannot breed. Rather similar to plump helmet men, but can actually be eaten.


COBRA FAMILY:

Large serpentine creatures that are venomous. Kaiser Kobra live in deserts and can lash out with their toxic whirl attack, poisoning their prey.

Sea Cobra are fish that resemble snakes, they live in oceans and lash out with their tails—injecting a paralyzing venom into their prey.

Note: Can breed/have child graphics. 'Sea Serpent' renamed both to better fit the family and to differentiate from vanilla's sea serpent.


MEGALODON:

A large, prehistoric shark with layers of massive, plate-like teeth. It's body is covered in rock hard scales. Their bite injects a venom that lowers a target's defense, as well as causing severe pain and bleeding.

Notes: Can breed, born adults.


HELLHOUND:

A large canine that lives in evil biomes. Injects a burning hot venom that paralyzes it's prey. It can boost it's own attack with Red Mist. While violent, it can be trained like all canines.

Notes: Can breed/have child graphics, Based on the 4HoL hellhound since all forms of the bravely hellhound are just wolves but recolored. Has it's paralyzing bite and red mist from BD2 tho.


ORC FAMILY:

Large humanoid creatures that resemble pigs. Come in 5 different caste of both genders. Standard Pig Orcs are the most common to encounter, and the smallest of the army. They are the front men of the army, and ruthlessly charge into battle to prove themselves.

Pig Orc Leaders are standard orcs who have proven themselves to some degree, being promoted to command some lower level pig orcs. They have painted themselves to stand out. They can use encourage to boost their troops' morale.

Pig Orc Chieftains are large pig orcs who earned their place over other pig orcs based on their size, and little merit. Painting themselves blue to stand out, they can use encourage to boost their troops' morale.

Pig Orc Lords are large pig orcs that distinguish themselves via their ability to use some magic. The second in command of all pig orcs Capable of both raining lightning down on their foes, as well as sending them flying with their mass attack ability.

Royal Pig Orcs are the absolute largest and most aggressive pig orcs, and are said to be dyed red with the blood of their prey. Capable of using both mass attack and encourage, as well as lashing out with a mace laced in poison.

Notes: Can breed, no child graphics. Renamed from 'orc' to 'pig orc' to differentiate from the other orc races on the workshop. Based on the BD2 design while using their abilities from BD/BS. Given "CAN_SPEAK" since BD2 shows they can learn to talk.


GREAPS:

A giant bird-like beast with a mastery of magic. She can lash out with a combination of air, lightning, and dark magic. Wearing a thick steel helmet, she proves difficult to take down in one blow. She is associated with darkness, the sky, revenge, and oaths.

Notes: Female only, cannot breed. Can be trained if captured, difficulty 10, spawn at 3/3/3 settings. The second creature from 4HoL, because she looks cool. Has a multitude of material emissions with multiple projectiles. Has a custom body part 'helmet', which is made of steel and surrounds the head, meaning blows to the head are significantly less likely to be lethal. Classified as aerial. Note the weakness multiplier vs megabeast is only x2 damage instead of x3.

(Because DF body part relations are...weird it's possible to swing and hit the head/skull and completely ignore the helmet entirely, the same way it's possible to swing past the head and hit the skull directly in vanilla)


BEHEMOUTH:

A gigantic aquatic monster with rows of massive teeth and a large, golden horn. Capable of unleashing a deafening roar that both deafens and silences it's prey. In addition, it's teeth drip a lethal poison that causes extreme bleeding, pain, and bruising.

Notes: Can breed, no child graphics. Renamed from 'behemoth' to 'behemouth' to differentiate it from my other mod's behemoth, and because it do have a big mouth. It's amphibious, and it's main bite attack has a penetration perc of 720. Classified as both aquatic and draconic. Note the weakness multiplier vs megabeast is only x2 damage instead of x3.
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