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Bestiary: Andromeda Lessers
bestiary — andromeda lessers
Andromeda
The lessers of Andromeda are strange, ethereal, and unique to this mystical cave, often glowing with the strange pervasive glow of the many crystalline structures throughout the room. While most are not incredibly dangerous, there are many that prey on sources of magic and should be approached with caution. The final images are still a WIP and will be coming soon!

Mirrorbeast
Danger Level: Harmless until provoked
Diet: Omnivorous
Height: 5 feet
Quirk(s): Refuses to interact with Gembound-made tools, objects, or technology
The Mirrorbeast is a creature of the approximate size and shape of a gorilla. From a distance it appears to be almost a flat surface; up close, it looks like a cut gemstone, with many angled crystalline planes that provide a smooth, black and reflective mirror which absorbs rather than reflects most ambient light. Its outlines and edges give off faint blue or violet glimmers. While it has no visible facial features (or even face), it does appear to deliver its food to its head with its 'hands'--food that appears to fall right through the dark surfaces and vanish into its body. This food is generally plant material, though the Mirrorbeast will occasionally consume very small creatures which it can swallow whole, such as insects, lizards and mice. Though it has no voice, the Mirrorbeast gives off a constant and indirect whispering from its planes; when truly angered, a it emanates a roar reminiscent of a waterfall and a thousand voices speaking jumbled words.

The Mirrorbeast is solitary, and ignores approaches and even touch, but it is sensitive to strong emotions (ex. intense anger or fear) or strong, disruptive magic (like high-intensity or Corrupt spells) and will react violently to either until they are eliminated. It avoids loud noise and bright lights, but never runs; at most, it appears to walk, shifting away at a speedy but dignified pace. If truly attempting to flee, it will appear to simply phase from existence, vanishing entirely from this plane. After some time (seconds to minutes) it will appear elsewhere. This is not true teleportation, and tracking magic (such as Spore or Familiar Forge) can still pursue the creature, vaguely sensing its location though it cannot be otherwise interacted with until it reappears.

Created by Cicada!
Nebula Newt
Danger Level: Harmless
Diet: Mostly Herbivorous; prefers sweet food
Length: 1-1.5 Feet
Quirk(s): Preference for colorful foods, even whole flowers; will eat pastries and candy etc. if fed
A large, newt-like creature with clouds of swirling colors on a pale pink, purple, or (rarely) blue skin. The patterns vary in size and color based on what the Newt has recently eaten, and how much; a runty, hungry newt unable to compete for colorful foods might have only a few specks of color, whereas a well-fed newt may have a swirling galaxy of beautiful hues patterning its skin. Very well-fed newts use excess dietary energy to grow extra folds of tissue on fat tails, allowing them to spread the tail out like a fan while resting. The most colorful newts with the biggest fans tend to be the most successful in finding mates. As such, Nebula Newts tend to seek out the most colorful foods and eat them. Anything from entire flowers to mosses, fruits and insects, leaves and stems, and even processed foods if available, will be eaten.

Nebula Newts tend to congregate in groups up to twenty, but there may be fierce competition over the prettiest foods. Weaker groups may form loose alliances to acquire and defend pretty foods, then share them; these alliances are sometimes honored, sometimes betrayed. Newts are extremely skittish when active and feeding, but when resting, can be found clustered on cave walls, rock outcroppings or in patches of plants and flowers, where they will not flee unless directly threatened. One can observe them at leisure in this state. They are generally not aggressive, except to defend food against very small Gembounds, and even then only to acquire the food. Their only defense, other than flight, is to intensify the faint whispering that can often be heard around them--a louder (yet still faint) jumbled chorus among groups of Newts. If threatened, this intensifies into a sort of psychic shriek that fills the mind of their attacker with brief, paralytic, nightmarish terror, while the Newt attempts to flee to safety. Multiple screams from a group of newts can be incapacitating for several minutes as the Gembound recovers.

Created by Cicada!
Souls-in-a-Jar
Danger Level: Dangerous to anything smaller than them
Diet: Omnivorous, Magically Vampiric
Length: Three inches to six feet, very long growth time (several years)
Quirk(s): Teleports when threatened
A Soul-in-a-Jar most resembles a magic hermit crab in the eerie shape of a humanoid limb. Their nucleus (including a small brain and any gemstone) is a biological, gel-like material of dark violet or blue; this is surrounded by a larger, gaseous body which glows a soft pink, violet or blue and can be made gel-like as needed, with some energy expenditure. Named for its love of hiding in enclosed spaces, the Soul-in-a-Jar can be found in rock crevices, abandoned belongings, half-open geodes, old buildings, ribcages and skulls--pretty much anything vaguely resembling a "container" can house a Soul. Sticky little tendrils from the nucleus keep it adhered to its chosen "jar;" as the Soul grows, some will tend to wander and find ever-larger containers to inhabit, abandoning the old (often in strange places). Alternatively, and especially if one finds a container it really likes, the Soul's nucleus can instead split over time, allowing a new Soul to crawl away and find a container of its own. They can, however, occasionally contain a gemstone piece; these Souls can also reproduce through granting life to stone.

The Soul-in-a-Jar senses food through vibrations, heat, moving shadows, or by reaching out and feeling blindly for something to consume. When it finds food, it manifests slender, often humanoid-like arms and hands; these limbs are larger and more numerous the larger the nucleus the Soul has to work with. Larger, more mature Souls can manifest multiple, larger limbs. These reach out, pull food inside its container, and envelop it, first sapping magical energy and then digesting physical matter. Any indigestible matter is thrown from the container by a limb as far as it can, to avoid leaving suspicious piles around... though the success of this strategy depends on the strength of the Soul-in-a-Jar. They do not appear to socialize or communicate, instead simply existing to acquire more food and grow. As such, they can be dangerous to Gembounds that are small enough to grab and consume. When threatened, a Soul-in-a-Jar will withdraw, pulling limbs back into its container. In truly desperate times, it can simply teleport away, reappearing elsewhere; if the container is moveable (ex. a shell or a skull) and the Soul strong enough, the container will go with it. If the container is stationary (ex. a small room or crack in the stone) or the Soul is weakened or injured, it will need to find itself a new container--or return to its old after danger has passed.

Created by Cicada!
Scryer
Danger Level: Harmless
Diet: Omnivorous
Length: 1-2 Feet
Quirk(s): Passively Arcane; can sense nearby minds


These harmless, koi-like fish with long fins appear to have once been introduced as beautiful decoration. Their pearlescent scales shimmer in any light, splashed with hues of alabaster white, dark slate gray, black, and rich purples. Long whiskers and six (usually purple, sometimes blue, teal or pink) eyes help them to navigate the waters of Andromeda. A strange adaptation has taken form as a defense: if the school senses danger, for example a predator above, they turn to flash their flanks toward the threat, and illuminate a bioluminescent marking that looks like a purple eye to stare toward the potential danger. This tends to ward off predatory Lesser Gembound (and the occasional naive Greater). It can be eerie to see a cascade of glowing eyes abruptly illuminate darker waters. Aside from that, the Scryers' flesh is nutritious and tasty, and their diet--surface-going insects, tiny aquatic life and even plants--leaves them easy prey to any who can 'see' past their staring defenses.

Another strange facet of the Scryer is their innate Arcane magic. While very minor, it does allow them to passively sense nearby minds, so it is difficult to hide when hunting them. The feedback from this power produces two effects: first, nearby sounds can echo strangely in the presence of a Scryer or, more likely, a whole school. Second, a Gembound's very thoughts may also be echoed, so that they hear their own mind very quietly reflected back in distorted whispers across (or beneath) the water.

Created by Dark!
Witness
Danger Level: Harmless
Diet: Scavengers
Height: ~1.5 feet, 4 foot wingspan
Quirk(s): Magical echoes of itself periodically appear around it, distorting a flock's true numbers


Social, shy owl-like Lessers, the Witnesses are reclusive and hard to find. They avoid any conflict, and do not usually prey on anything larger than a mouse--and even then, only when very hungry. The preferred food of the Witness is carrion: they seem to be industrious cleaners, of a sort, their small and mostly silent flocks moving between the higher points of Andromeda in search of food. Physically, their soft and slightly iridescent feathers provide soundless flight and tend toward dark gray-purple and -blue, while glowing, toxic blood comes in hues of phosphorescent blue-green through various violets, indigo and pink. That blood informs the color of both their eyes and the tips of their quills: pointed and sharp as a defense mechanism, strewn throughout the feathers of their chests, neck and back. These quills light up when the Witness feels threatened, infusing with the toxic blood in case of attack. Four long-taloned claws on two legs grip the branches or rocks upon which they roost (two forward, two backward). Two stiff, cartilaginous ridges draw up and back in a hammerhead shape above the eyes; between them is a feathery crest that raises in times of stress or lowers when relaxed.

The Witness has two strange quirks that make it notable. First, their flocks--upon locating a creature that seems to be sick or dying--will cluster overhead, following and watching with glowing eyes against the shadows, waiting for it to die. They never attack still-living prey, but they are skilled at arriving at the precise moment of chrysalization or death to pluck a visible gemstone away, ensuring that they have a meal and not an inedible rock. Any resistance, however, sends them flying off in a glowing panic. Second, they are mimics, with soft-spoken voices. While generally quiet, they call to one another with random words and phrases they have heard, although they're not intelligent enough to attach the correct tone to their calls. Given their prediliction for being present at the point of death, the Witness's calls are often soft mimicries of the last words of Greater Gembounds. It isn't uncommon to hear a gentle, toneless "help" or "please" drifting through the shadowed corners of Andromeda.

Created by Dark!
Crystalback Rats
Danger Level: Mostly Harmless
Diet: Omnivorous
Length: 1 foot
Quirk(s): Psychic Communication
Among the rats of Origin Cave, Crystalbacks are the odd ones out. Though omnivorous scavengers, they are smaller and can be fairly docile. Perhaps they did not have to evolve to be as dangerous as others, because of their elusive appearance that blends in among their preferred habitat in Andromeda. They tend to have colonies near gemstone deposits, and blend in quite well when lounging lazily about due to the symbiotic crystal formations that grow along their backs which give them their name. Appearance-wise, they can be very diverse, but the most common coloration is dim mauve with pink tips and crystals. However, they come in all colors of the rainbow for their crystal symbiotes and their fur tends towards more subdued colorations with a variety of markings.

While they seem to open their mouth to make noises, their squeaks and chitters are only broadcast via arcane magic to other Crystalback Rats of their own colony or--with work--to stranger rats. With patience and a careful search to find them in the first place, it is possible these rats could even be tamed and trained. Perhaps one could collect the shed of their crystal symbiotes for material, or simply keep them as entertaining companions; a mental link such as Familiar Forge or Mind Reader may even allow listening in to their admittedly meaningless chittering. When threatened, Crystalback Rats do not tend to fight back: instead, they shimmer into near-invisibility, attempting to flee from danger. A keen eye or senses can still pick out the shimmer of the invisibility's magic, or their odor or the scratching of their claws, as they flee.

Created by JayTheBird!
Storm Whisperer
Danger Level: Harmless
Diet: Scavenger
Height: ~1 foot from head to tail
Quirk(s): Can sense incoming storms
Storm Whisperers are very quiet birds. They rarely make any noise at all, with the one of two exceptions being when a storm is forming in Andromeda; they seem to be able to sense these storms well before they break. Old superstition sometimes claims they summoned the storm themselves. When the Whisperers do make noise, it is a hissed whisper that grows louder and louder as more of the flock takes on their call. Storm Whisperers also make noise to 'help' more dangerous beings hunt by alerting them to prey with their whispers and then scavenging off the body alongside the predator in a symbiotic relationship. In either case, the lessers of Andromeda know that to hear a Storm Whisperer is to hear danger.

Eerie lights, like ignis fatuus or ball lightning, tend to rarely flash and drift around a Whisperer--more often when they are gathered in a flock. When they are calling their storm warnings, these lights can become a frequent, eerie blinking, like distant lightning. From a distance, the brief light of a single bird--especially in flight--can look like a wisp in the darkness, and have been known to lead travelling Gembound astray.

Created by JayTheBird!
Chandledeer
Danger Level: Extremely Low
Diet: Herbivorous
Height: 3-4 feet (shoulder)
Quirk(s): Perodically followed by drifting shadows
Chandledeer are a enigmatic deer species. They are silent, usually roaming in small groups of three to four, seeming to appear and disappear when one looks away; shadows (either nebulous or with vague shape) appear to follow them, and hide them now and then. These deer are most notable for their massive antler racks, in the vague shape of a Chandelier made of deer antlers. On their necks as well they have three sets of short, tubular antlers. All of the Chandledeer's antlers are hollow and end in holes. Their bodies have long, silky straight hair that covers their legs and bodies, partially concealing them and making the chandledeer difficult to grab. The tail of Chandledeer are long as well, ending in a donkey-like tail with the same flowing hair. Chandledeer are unusually passive, even for cave deer. They dont seem to run away from most creatures. They remain aware of them, watching silently, but do not bolt. That is, until a creature comes within seven or so feet of them. Once that line has been crossed, their defense mechanism comes into play. The Chandledeer's hollow antlers exude a deluge of pale, opaque smoke and the Chandledeer bolt away with stunning speed, a shroud of unnatural shadow cloaking their bodies in retreat. The Chandledeer also use their smoke for communication between individuals, letting out small puffs from their nose or neck antlers. They can control the color of the smoke, and have different colors and puff frequencies for different things. Male Chandledeer rarely fight between each other, but those that do become an easy snack for predators as their antlers readily entangle.

Chandledeer antlers shed and regrow larger every twelve to thirteen cycles; while the antlers are regrowing, their ability to produce smoke to defend themselves is limited. Shed antlers are often carved and adapted to be makeshift musical instruments or other tools.

Created by Gortys!
Duplicator
Danger Level: High
Diet: Carnivore
Length: 6-8 feet
Quirk(s): Powerful jaws, shifting colors
The Duplicator is a bizarre newt-like amphibian covered in soft spines, with the ability to change colors. It has a spade-shaped face with seven eyes, and its tail is very similar in shape to this head, with markings resembling its eyes. The Duplicator's real eyes are small and beady, a pearly opalescent, save for the large eye in the center of its head. It is normally grey, but when spotting prey or something interesting it will swirl with changing colors. Its tail eye, predictably, matches these color changes.

Duplicator bodies are chunky, flat, soft, and slimy, potentially leading one to believe they are harmless. However, the jaws of the duplicator are strong enough to punch through most hides. The Duplicators most often lie in areas of low foilage, slowly raising their tail when they spot prey. Once their tail is raised enough to be used it splits down the middle, revealing a pearlescent orb in the center. The orb projects a harmless but lifelike mirage of the duplicator. The duplicated duplicator stalks towards their prey, rapidly flashing colors and patterns and baring silent jaws in an attempt to terrify their prey into walking straight into the real Duplicator.

When something sees through the Duplicator's ambush, though, they immediately give up. The disgruntled duplicator lugs its body away, searching for another ambush spot. Young duplicators may throw a tantrum when spotted, rolling around, growling in frustration, and biting at random things around them. Like Scryers, the Duplicator is passively touched by Arcane magic, and can sense approaching minds (Lesser or Greater). A Gembound may become aware of the presence of a Duplicator when echoes of their own memories seem to flash or fade around them; when threatened, the Duplicator will flee, attempting to lock their attacker in place momentarily with a flood of the attacker's own memories.

Created by Gortys!
Maresnake
Danger Level: Harmless
Diet: Hematophage (blood)
Length: 1-4 feet
Quirk(s): A rare variety grants nightmares
The Maresnake is a winged, hooded snake. Its head is long and thin, and not as flexible as most snakes, though they can open them horizontally to near 180 degrees. Inside the mouth of the Maresnake are strangely small and numerous fangs, all of which are hollow, and a tongue with many flanges. Its eyes are large with wide horizontal pupils. The Maresnake's hood is strangely shaped and droopy, with long specialized scales with star shaped projections at the end. Most Maresnakes lack any display inside the hood. Its wings have four padded fingers, as well as gripping spikes. The Maresnake is mostly nocturnal, coming out when the cave lights dim, as most of its prey is sleeping then. Its heatpits, belly scales, and ears are highly sensitive, which it uses to locate the sounds of snoring or sleeping creatures.

When it finds one, the Maresnake finds a soft spot to bite, uses its hood and wings to clamp itself to the area, and digs in its tiny, straight fangs. The maresnake's tiny fangs make the incision mostly painless, which it uses to inject its potent venom. Maresnake venom numbs the area and sends their victims into an even deeper slumber. Despite their names, the dreams given by most maresnakes are good albeit strange dreams, as they leave victims less likely to wake up. However a small percentage of Maresnakes, notable by the eyespots on their hoods, give nightmares rather than good dreams. Their venom is no less potent than normal Maresnakes, though their victims tend to wake up quicker due to the unpleasant dreams. Regardless of type, all Maresnakes will ignore any creatures smaller than them, not even seeing them as potential prey. The only sideffect most feel once waking from a mare dream is slight fatigue.

A disembodied, eerie singing can sometimes be heard near a Maresnake, particularly one that is resting. When threatened, this singing becomes a mind-gripping siren song which attempts to lure predators away from the fleeing serpent.

Created by Gortys!
Mystfox
Danger Level: Annoying, Low
Diet: Omnivorous, Magically Vampiric
Height: 1.5-2 feet (shoulder)
Quirk(s): Playful, mischievous, magical
The Mystfox is a slender, usually blue and pink or rarely other colors or even white, fox-like creature with long legs. Topside it is covered in soft, floppy, cerata that extend from its neck to its tail. At the center of its tail is a pale blue orb. Mystfoxes have tall ears and a pair of floppy antennae. The Mystfox's face is shaped in such a way that it seems to always be smiling, and its calls are echoing giggles. They are curious and playful creatures, and may trail an interesting Gembound or Lesser from afar in slowly amassing groups that end up as a gaggle of ten to fifteen Mystfoxes. Though normally shy, as more gather they begin to grow more confident, and may dart at the target to engage in bouts of play, occasionally trying to take bits of their fur, feathers, or their items, playing games of keepaway and chicken with themselves and their unfortunate target. Mystfoxes, as magic-attuned creatures, often cause vague (not necessarily unpleasant) visions in non-Mystfox creatures around them. These hallucinations persist even if a Mystfox is gained as a familiar, and superstitious sorts may find try to interpret them as visions.

Mystfoxes are opportunistic omnivores, and most often go for whatever is easier to eat, be it fruit, carrion, or insects. While they may eat very small Gembounds, they are more inclined to use them as unwilling play things and toss them between each other. Mystfoxes can sustain themselves on magicka, and a hungry Mystfox may stalk an unwitting gembound to slap with their tail orbs. They then turn near-invisible and dart off to snack on bits of the unfortunate Gembound's magic. When the magic orb on a of a mystfox is at capacity, the mystfox will sprout another orb next to its original tail, then from that a full tail begins to grow, fuelled by the filled magicka orb. The age and health of a Mystfox can usually be determined by how many tails it has. When sufficiently spooked all of them go silent and the cerata on their back shiver, turning them nearly invisible in a flash; the hallucinations briefly intensify to cover their retreat. The Mystfoxes then scatter and flee, usually dropping whatever it was they stole.

Created by Gortys!
Glow Wisps
Danger Level: Harmless
Diet: Carnivore/Insectivore
Height: 2 inches - 1 foot
Quirk(s): Multiple defensive abilities, bioluminescent
Glow Wisps look very much like glowing jellyfish floating through the air, or rarely dipping underwater for a time. The umbrella of the creature can in the shape of domes, pyramids, diamonds, spheres, spirals, or spheroids, and the tentacles look like wisps, so that when these lessers float about or "swim" in the air they seem to leave a trail of light behind them. Though translucent, the Glow Wisps's light pulse with color, which is individual to each Wisp. The most common come in shades of pink, purple, blue, grey, and yellow, though it has not been unheard of to see them in red, green, or white as well. The light is the most intense in the center of their bodies. Glow Wisps may float in groups, though they can also be seen drifting off by themselves. They feed as they drift, usually consuming very small insects or other quite tiny creatures by snagging them in their trailing tentacles. Glow Wisps can enter a magically camouflaged state at will; this can result in them seeming to blink in and out of glowing existence, like orbs of light appearing and reappearing apparently at random.

Glow Wisps are passive creatures, always choosing to flee a threat. When they are being chased by a predator, they propel themselves in similar fashion to jellyfish and employ one of a number of defensive abilities. They may choose to increase their glow in an attempt to blind the predator or make it hard to see them; they may also camouflage themselves magically, seeming to shimmer into near-invisibility. They can also release glitter behind them which may induce drowsiness or cause sneezing to deter predators. The tentacles can sting, but it is harmless to anything that's not insects. It may be fun to touch them for a strange tingling feeling.

Created by Comet!
Weeping Cloak
Danger Level: Dangerous to smaller Gembounds
Diet: Omnivore, Magical Vampire
Height: 4-6 feet tall
Quirk(s): Adult size varies widely
The Weeping Cloak is named for its loud, haunting cries; these vocalizations can sound like weeping, sobbing, and wailing. Physically, Cloaks are bipedal creatures with winged arms and long legs tipped with three taloned toes, standing upright and hunched. Its body is covered in scaled plates and smooth skin, usually colored grey to black. The wings are smooth, and the 'hands' have only one 'finger' separate from the membranes. The wings' upper surface shares the body color, but typically the undersides are a bright and vibrant hue, often red, pink, purple, or blue. A third membrane hngs down the back from the base of the neck, giving the illusion that their wings are a long cape held around them. A smoothly scaled head holds a jaw that splits into two mandibles connected by skin, featuring needle-like teeth for gripping. Glowing eyes match the undersides of their wings, and when well-fed, excrete excess magical energy in the form of trailing wisps, flames, or lightning; these fade when the eyes are closed.

The Cloak is generally an ambush hunter--tucking its head down and wrapping its wings around it to appear as a large, dull-colored rock, then springing to wrap wings and jaws around suitable prey items that wander too close. The innate magic is used to pummel this prey with shocks or burns. However, the Cloak is not a picky eater, and will also consume fruits, honey and other calorie-dense foods. To power their attacks, they will also consume sources of magic as they find them--often in the form of draining the gemstones of dead prey.

A Weeping Cloak in motion is generally not hunting, but instead haunting Andromeda in search of a resting place, mate, or something else entirely. When threatened, the Cloak's typical wailing cries become a mentally piercing, terrifying psychic shriek, deafening and capable of temporarily stunning all thought and action from its target as it flees.

Created by ShadowLugia71!