Lover of all things Dorian and Bull, writer of fanfics, and sometimes I try to art My AO3A dash of Overwatch might happen now, too.Dee, 29, she/her. Trying to write more.Need a beta? HIT ME UP
The howling grew closer and quieter, as if the proximity of their prey caused the beasts to quiet down, and where Ruddin had expected to find wolves, hell hounds, or other known wolf-like beings, instead they were swarmed by graceful, poised hounds made from air. Their legs and ears were covered in dried blood, but their furs were wispy in the evening air and stark white. Their eyes glimmered intelligently, and he thought they were friendly, until one of them sent a bone-chilling howl down his spine and Thuras choked on his own blood.
Fey hounds. A ci annwn (plural: cŵn annwn, lit. "hounds of annwn") is a ghostly, spectral doglike creature that is devoted to the hunt. Despite their ghostlike appearance, cŵn annwn are fey, and are bonded eternally to their master, the lord of the hunt. Their most distinguishing feature are their red ears, stained with blood much like their paws, contrasting starkly against the white of their fur. These creatures were created and bred for the hunt, and their abilities reflect it - a pack could wipe out a city with no problem.
Howl of death. Cŵn annwn prefer to hunt demonic or devilish prey, ever combating the march of abyssal or hellish influences. Their howl is said to portent death, which is reflected in the destruction that it leaves behind when it sounds its battlecry. Those standing too close may find those around them dropping like flies, bodies wracked with the soul-freezing pain of the ci annwn's cry.
Friends and companions. Cŵn annwn can most often be found in the presence of fey lords, archfeys and other powerful creatures that live in the Feywild or originate from it. Those eladrin devoted to the hunt may also command a pack of cŵn annwn. Cŵn annwn despite demons, devils, and displacer beasts, and will do anything in their power to remove those forces from their sight.
"It had eight clawed hands, reaching around from its back, and four insect-like legs. It hovered, though it had feet, and its tail was long and spiked. The claws, they looked like wings, and its eyes contained all the evil of its cursed homeland. I felt as if it would simply undo me by the force of its presence. I will never forget its wicked, bone-chilling call." - Account of the presence of a mehnaris in a Silverymoon cellar.
Ruthless destroyers. Mehnaris are Abyssal creatures and widely considered the most chilling by appearance. They are shaped like women, and a perpetual myth that women who die by the hands of their husband in violence, who have sworn revenge, will become such a creature still echoes through this day. In all, it does fit the purpose of a mehnaris, and that is to instill fear and to destroy. They are particularly strong against defenders who dare come too close. Their many clawed hands restrain, constrict and kill.
Mythical beings. Another tale about the presence of mehnaris is that they are angels fallen from the grace of the gods. Whereas most fallen angels become devils (such as Zariel and Asmodeus), those who fall to a nature of destruction and fear may become mehnaris: beastly warriors that reflect the beauty of the angels, but the devastation of Abyssal fiends.
Friends and companions. Mehnaris are rarely found with other demons at their sides. Those cults that worship Abyssal deities such as Graz'zt or Demogorgon may also worship a mehnaris as if it were their deity, or it may be called upon by those practicing demon conjuration or necromancy. Mehnaris are therefor usually found among cultists, dark conjurers and other humanoid enemies.
"According to the legends of old, these mares were so bloodthirsty and frenzied that their masters would feed them bodies of those they had killed, and the mares would rip the flesh straight from the bone. Feeding on such meat would invigorate them even more, completing a cycle and continuing the downward spiral of meat consumption."
Inflicted madness. Story goes that the Mares of Diomedes were once normal horses, who were afflicted with great madness by something that they saw or something that was thrust upon them. Some say that the mares always had evil in their hearts, and the punishment came from the gods, who decided to take matters into their own hands. Rather than kill the mares, they instead irrevocably turned them into monstrous horses that can spread their own insanity among mortals.
Herd of destruction. The Mares of Diomedes are almost always seen together. There are four mares, and together, they are a force to be reckoned with: Podargos the Swift, Lampon the Shining, Xanthos the Yellow and Deinos the Terrible. If encountered as a herd and a fight breaks out, the mares are very precisely attuned to one another to wreak havoc as a group, and work together very well to destroy their enemies and feast on them. Because of their insane nature, they do not quite employ tactics, aside from ganging up on the weakest link and using their abilities to spread their madness to everyone who is unfortunate enough to be nearby.
Friends and companions. The Mares of Diomedes do not work together with any creature other than their own, and only a select few humanoids have been able to tame them in history. The process of domesticating the mares enough for them to tolerate one's presence is long and arduous, and usually results in the mares killing their new master.
Herd mechanics. The mares have an 80% chance to be together as a group (of four mares), a 15% chance to be in a pair (of two mares) and a 5% chance to be a solitary enemy. If you are unsure, roll a d20. On a 1-16, there are four mares, on a 17-19, there are two mares, and on a 20 there is only one mare.
"According to the legends of old, these mares were so bloodthirsty and frenzied that their masters would feed them bodies of those they had killed, and the mares would rip the flesh straight from the bone. Feeding on such meat would invigorate them even more, completing a cycle and continuing the downward spiral of meat consumption."
Inflicted madness. Story goes that the Mares of Diomedes were once normal horses, who were afflicted with great madness by something that they saw or something that was thrust upon them. Some say that the mares always had evil in their hearts, and the punishment came from the gods, who decided to take matters into their own hands. Rather than kill the mares, they instead irrevocably turned them into monstrous horses that can spread their own insanity among mortals.
Herd of destruction. The Mares of Diomedes are almost always seen together. There are four mares, and together, they are a force to be reckoned with: Podargos the Swift, Lampon the Shining, Xanthos the Yellow and Deinos the Terrible. If encountered as a herd and a fight breaks out, the mares are very precisely attuned to one another to wreak havoc as a group, and work together very well to destroy their enemies and feast on them. Because of their insane nature, they do not quite employ tactics, aside from ganging up on the weakest link and using their abilities to spread their madness to everyone who is unfortunate enough to be nearby.
Friends and companions. The Mares of Diomedes do not work together with any creature other than their own, and only a select few humanoids have been able to tame them in history. The process of domesticating the mares enough for them to tolerate one's presence is long and arduous, and usually results in the mares killing their new master.
Herd mechanics. The mares have an 80% chance to be together as a group (of four mares), a 15% chance to be in a pair (of two mares) and a 5% chance to be a solitary enemy. If you are unsure, roll a d20. On a 1-16, there are four mares, on a 17-19, there are two mares, and on a 20 there is only one mare.
It walked among the dead strewn across the floor, blood soaking into the fabrics of its clothes. Despite its humanoid form, it was something else altogether - its grin betraying its destructive nature, wriggling larvae bulging between the muscles in its arms as its swung its broad scythe and tore flesh straight from the bone. It reaped, as Death would, but it reaped no souls, nor anything from this world.
Trigger warning: death.
Battlefield crow. The origins and creation of carrion reapers is heavily discussed and theorized, but none can be certain how these warmongering creatures come to be. What is clear about them is that they are heavily attracted to battlefields after great conflicts, roaming among the dead with murders of crows following. Reapers value the possession of carrion, whether it be humanoid or beast, but they are only found in places where many lives are lost and the energies of death still linger.
Magical destruction. Carrion reapers are not aggressive by nature, but rather are found graverobbing or stealing bodies from such battlefields, which poises them against the population. When attacked, a reaper is fast, deadly, and knows no mercy - and when the fight is over and the reaper still stands, it adds the fresh corpses to its pile and takes them wherever it goes.
Friends and companions. Carrion reapers are most often found at battlefields, and may command small groups of undead. They can also be found in the presence of cadaver collectors, either pitted against the construct or working alongside it.