Sept 16, 2017 20:48:02 GMT -6
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HELL SPECIES
WE REIGN DOWN UNDER AND SOON ABOVE...
HELL SPECIES
WE REIGN DOWN UNDER AND SOON ABOVE...
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Creatures that are believed to have originated from the gates of Hell. They are often viewed as traitors and generally just terrible people due to their involvement in the War of Traitors. This is despite the fact that species has no effect on a creature's personality. For the most part, creatures from Hell are treated more poorly than the other species solely because people only see the bad alongside their betrayal of Heaven. Hell is noted as a cavernous realm with flames that reach the ceiling and long flowing rivers of lava. It's said the Hell is one of the hottest realms, reaching high temperatures said to only be survivable to its species.
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[attr="class","adspec"]bakenekos
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In Hell culture, bakenekos are considered close friends to those who are close to passing, often lying beside them to provide comfort to the fallen, their fur ablaze to provide a final warmth before the colds hands of Thanatos claim them. Alas, their companionship has been taken negatively by other species, a majority believing that a bakenekos’ intentions are to destroy the body or take it away so a funeral cannot be accomplished. These creatures can manipulate fire to cover their entire body or pelt depending on form. A bakenekos’ abilities consist of: fire manipulation, cat shifting, enhanced speed, death sensory (natural), enhanced dexterity (natural), enhanced senses (natural) and fire immunity (natural).
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Similar to many hell species, bakenekos struggle when exposed to holy water. It burns their skin and prolonged exposure can result in the death of the poor creature. Blessings and water can result in bakenekos feeling sick. With blessings, this occurs until the holy magic leaves their system. Meanwhile, sickness from water makes a bakeneko feel weak until dried. Oftentimes, these creatures will avoid rain and hate swimming.
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These creatures have a few small traits which people can notice. Firstly, when transformed, a bakenakos’ tail is different from a regular cat, instead having a forked end. Sometimes, these creatures have small horns on their head. In human form, bakenekos can be more difficult to detect unless they have evident features. Some can be mistaken as shifters if they merely have cat ears, however, the display of horns in tandem with these ears and the forked tail tends to make their species clear. Bakenekos are capable of ceasing the ageing process. Special thanks to Sche for suggesting these species and providing ideas! The species was typed up by staff.
In Hell culture, bakenekos are considered close friends to those who are close to passing, often lying beside them to provide comfort to the fallen, their fur ablaze to provide a final warmth before the colds hands of Thanatos claim them. Alas, their companionship has been taken negatively by other species, a majority believing that a bakenekos’ intentions are to destroy the body or take it away so a funeral cannot be accomplished. These creatures can manipulate fire to cover their entire body or pelt depending on form. A bakenekos’ abilities consist of: fire manipulation, cat shifting, enhanced speed, death sensory (natural), enhanced dexterity (natural), enhanced senses (natural) and fire immunity (natural).
[break][break]
Similar to many hell species, bakenekos struggle when exposed to holy water. It burns their skin and prolonged exposure can result in the death of the poor creature. Blessings and water can result in bakenekos feeling sick. With blessings, this occurs until the holy magic leaves their system. Meanwhile, sickness from water makes a bakeneko feel weak until dried. Oftentimes, these creatures will avoid rain and hate swimming.
[break][break]
These creatures have a few small traits which people can notice. Firstly, when transformed, a bakenakos’ tail is different from a regular cat, instead having a forked end. Sometimes, these creatures have small horns on their head. In human form, bakenekos can be more difficult to detect unless they have evident features. Some can be mistaken as shifters if they merely have cat ears, however, the display of horns in tandem with these ears and the forked tail tends to make their species clear. Bakenekos are capable of ceasing the ageing process. Special thanks to Sche for suggesting these species and providing ideas! The species was typed up by staff.
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[attr="class","adspec"]boogeymen
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These creatures are frequently known for giving people nightmares, making them disliked by the populace. Old rumours state that boogeymen hide beneath the beds of sleeping children, waiting to strike in their dreams. Whether or not this is a true statement is unknown. During night hours, boogeymen are powerful creatures that are capable of: dream manipulation, illusion manipulation, curses, night vision, self-sustenance and fear inducement. These creatures are known to be rather fearsome because of their abilities.
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Daylight is the natural enemy of boogeymen, the light blinding them and oftentimes driving them mad. While in light, the abilities of a boogeyman are cut in half because of the effects of it. Similar to vampires, these creatures burn easily in sunlight and are susceptible to fire. Burns takes an extreme amount of time for boogeymen to heal. These creatures require immense sunscreen and sunglasses to leave their home during daylight, but even they can only remain outside a few hours and are still weak. These creatures also feed solely off of fear, thus without fear they can go hungry and die.
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Boogeymen are renown for occasionally having peculiar appearances. Some do occasionally do not look human, although, usually have vaguely human traits. There are boogeymen who possess human appearances, a majority having a human look to them. While not specifically born in Hell, boogeymen aligned with Hell during the War of Traitors, which resulted in them being labelled under the group. These creatures are capable of ceasing the ageing process. More information about curses can be found here.
These creatures are frequently known for giving people nightmares, making them disliked by the populace. Old rumours state that boogeymen hide beneath the beds of sleeping children, waiting to strike in their dreams. Whether or not this is a true statement is unknown. During night hours, boogeymen are powerful creatures that are capable of: dream manipulation, illusion manipulation, curses, night vision, self-sustenance and fear inducement. These creatures are known to be rather fearsome because of their abilities.
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Daylight is the natural enemy of boogeymen, the light blinding them and oftentimes driving them mad. While in light, the abilities of a boogeyman are cut in half because of the effects of it. Similar to vampires, these creatures burn easily in sunlight and are susceptible to fire. Burns takes an extreme amount of time for boogeymen to heal. These creatures require immense sunscreen and sunglasses to leave their home during daylight, but even they can only remain outside a few hours and are still weak. These creatures also feed solely off of fear, thus without fear they can go hungry and die.
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Boogeymen are renown for occasionally having peculiar appearances. Some do occasionally do not look human, although, usually have vaguely human traits. There are boogeymen who possess human appearances, a majority having a human look to them. While not specifically born in Hell, boogeymen aligned with Hell during the War of Traitors, which resulted in them being labelled under the group. These creatures are capable of ceasing the ageing process. More information about curses can be found here.
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[attr="class","adspec"]demons
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For the most part, demons are seen as despicable creatures who only want to witness the world's demise. Although this may not be true for the entire race, it is what the general populace tends to believe when it comes to them. Demons are strong creatures and have a variety of abilities at their disposal including: hexes, fire manipulation, darkness manipulation, possession and enhanced endurance (natural). These creatures are also unable to be burned even by the hottest fire. Some even cease the ageing process if they are powerful enough.
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However, these creatures get burned due to any contact with holy water and these burns cannot be healed with hexes. Holy water burns can take up to 2-3 months to completely heal. Secondly, certain wards and totems made by humans can make them unable to touch people or enter certain areas. Churches devoted to Akari are impossible for even the most powerful demons to enter. Lastly, with so much power can come severe energy drains on their bodies and even an immortal demon's body can wither due to not caring for oneself properly. Being blessed by an angel or fallen angel can cause massive power drains due to the disagreement between the demonic and holy magic.
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Demons can hold some physical traits, such as horns, claws and wings, yet, not all demons hold these traits and some are able to hide them with the use of disguise hexes. More information about hexes can be found here.
For the most part, demons are seen as despicable creatures who only want to witness the world's demise. Although this may not be true for the entire race, it is what the general populace tends to believe when it comes to them. Demons are strong creatures and have a variety of abilities at their disposal including: hexes, fire manipulation, darkness manipulation, possession and enhanced endurance (natural). These creatures are also unable to be burned even by the hottest fire. Some even cease the ageing process if they are powerful enough.
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However, these creatures get burned due to any contact with holy water and these burns cannot be healed with hexes. Holy water burns can take up to 2-3 months to completely heal. Secondly, certain wards and totems made by humans can make them unable to touch people or enter certain areas. Churches devoted to Akari are impossible for even the most powerful demons to enter. Lastly, with so much power can come severe energy drains on their bodies and even an immortal demon's body can wither due to not caring for oneself properly. Being blessed by an angel or fallen angel can cause massive power drains due to the disagreement between the demonic and holy magic.
[break][break]
Demons can hold some physical traits, such as horns, claws and wings, yet, not all demons hold these traits and some are able to hide them with the use of disguise hexes. More information about hexes can be found here.
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[attr="class","adspec"]devils
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A variation of demons, devils are a breed similarly known as mischievous, but furthermore as assassins. Many believe their smoke manipulation is used for purposes of hiding and ambushing their enemies. This was believed to be one of their purposes through the War of Traitors. While many may think of these possibilities, there are plenty of devils who use their abilities for spectacles, such as magicians. These creatures are capable of: fire manipulation or water manipulation enhanced speed, hexes, possession and smoke manipulation. Fire manipulating devils are immune to fire meanwhile water manipulation devils can breathe underwater.
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Similar to many demonic entities of hell, devils are weak to holy water. The substance burns their skin severely, making it an enemy to them. In addition, devils can get sick from being blessed by another individual. The most primary weakness of devils is water. While unlike most, they can keep their strength under its exposure, a devil’s smoke and fire manipulation suffer under exposure to water. These elements dilute it down and cause it to diminish to nearly nothing when under prolonged exposure.
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Much like their demonic brother and sisters, devils can display features like horns. Although, most devils’ who display these features are known for their thin horns and spade-shaped tail tips. While not all devils will have these traits to represent their species, they have been known to exhibit them. You can find more information about hexes here. Devils are capable of ceasing the ageing process.
A variation of demons, devils are a breed similarly known as mischievous, but furthermore as assassins. Many believe their smoke manipulation is used for purposes of hiding and ambushing their enemies. This was believed to be one of their purposes through the War of Traitors. While many may think of these possibilities, there are plenty of devils who use their abilities for spectacles, such as magicians. These creatures are capable of: fire manipulation or water manipulation enhanced speed, hexes, possession and smoke manipulation. Fire manipulating devils are immune to fire meanwhile water manipulation devils can breathe underwater.
[break][break]
Similar to many demonic entities of hell, devils are weak to holy water. The substance burns their skin severely, making it an enemy to them. In addition, devils can get sick from being blessed by another individual. The most primary weakness of devils is water. While unlike most, they can keep their strength under its exposure, a devil’s smoke and fire manipulation suffer under exposure to water. These elements dilute it down and cause it to diminish to nearly nothing when under prolonged exposure.
[break][break]
Much like their demonic brother and sisters, devils can display features like horns. Although, most devils’ who display these features are known for their thin horns and spade-shaped tail tips. While not all devils will have these traits to represent their species, they have been known to exhibit them. You can find more information about hexes here. Devils are capable of ceasing the ageing process.
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[attr="class","adspec"]dhampirs
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Rarely when humans and vampires decide to have children do they birth a mixture of both species. Yet, through the breeding of those two species, dhampirs managed to enter existence. These species are oftentimes forged through the father being a vampire and the mother a human, often of magic roots, however, this can be the opposite. Dhampirs are commonly male, however, they can be other genders. They are known for being a rare race with most children created by vampires and humans being human or vampire. From their species, dhampirs receive a mixture of abilities from their vampire and human culture which includes: peak human strength, peak human speed, blood manipulation, voodoo, telekinesis and night vision (natural).
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From their vampire heritage, dhampirs receive weaknesses because of that blood roaming their veins. Holy water still burns a dhampir, however, because of their mixed blood the burns take longer to accomplish serious damage or result in death. Similarly, they are more susceptible to sunburns, but not to the degree of pure vampires. They can potentially risk dying from prolonged exposure to the sun. Due to their vampire blood being diluted, dhampirs can only achieve peak human strength and speed, making them weaker than those with enhanced strength and speed. Due to their mixed species, they do not require blood to survive, however, dhampirs can still consume blood without any negative ramifications.
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A dhampir still has similar traits to a vampire, most specifically the fangs they have which are retractable and their skin tends to be paler. Dhampirs are capable of ceasing the ageing process. The original idea was provided by Sche along with some ideas for the lore around dhampirs, but the information was typed by staff.
Rarely when humans and vampires decide to have children do they birth a mixture of both species. Yet, through the breeding of those two species, dhampirs managed to enter existence. These species are oftentimes forged through the father being a vampire and the mother a human, often of magic roots, however, this can be the opposite. Dhampirs are commonly male, however, they can be other genders. They are known for being a rare race with most children created by vampires and humans being human or vampire. From their species, dhampirs receive a mixture of abilities from their vampire and human culture which includes: peak human strength, peak human speed, blood manipulation, voodoo, telekinesis and night vision (natural).
[break][break]
From their vampire heritage, dhampirs receive weaknesses because of that blood roaming their veins. Holy water still burns a dhampir, however, because of their mixed blood the burns take longer to accomplish serious damage or result in death. Similarly, they are more susceptible to sunburns, but not to the degree of pure vampires. They can potentially risk dying from prolonged exposure to the sun. Due to their vampire blood being diluted, dhampirs can only achieve peak human strength and speed, making them weaker than those with enhanced strength and speed. Due to their mixed species, they do not require blood to survive, however, dhampirs can still consume blood without any negative ramifications.
[break][break]
A dhampir still has similar traits to a vampire, most specifically the fangs they have which are retractable and their skin tends to be paler. Dhampirs are capable of ceasing the ageing process. The original idea was provided by Sche along with some ideas for the lore around dhampirs, but the information was typed by staff.
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[attr="class","adspec"]djinni
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Frequently, these creatures are referred to as thieves because of how their “wish-granting” functions. Oftentimes, djinnis are believed to be materialistic and greedy creatures. Greed grants them power, these creatures being able to read the desires of others. It is believed they try to entice others by manipulating them with their desires, making them known as a deceitful and untrustworthy species. Despite this belief, there are some pleasant djinnis who are forced into thievery to sate the individual who rubbed their lamp. These creature’s abilities consist of: teleportation, flight, desire reading, sand manipulation and greed inducement.
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Unlike in fairy tales, djinni cannot grant any wish. These creatures grant wishes by teleporting the correct item or person to fit the individual’s desires. This teleportation is limited to the dimension they are on and they can only teleport existing items. Djinnis are bound to lamps, their lamps being greatly important to them. Should somebody rub their lamp, the djinni must grant them three “wishes”. To escape this binding, the djinni must steal the lamp back or somebody else who has not made three wishes already must rub it. The lamp cannot be teleported unless the djinni is holding it.
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People can only rub a djinni’s lamp once a year for three “wishes”. Should the lamp break, the djinni will die after a few days unless the lamp is fixed or replaced. In this timeframe, they are unable to use their abilities. Furthermore, being around too much generosity can have mild effects on a djinni’s power, making them weaker. When a djinni’s lamp is rubbed, they get teleported to it automatically. It is very rare for a djinni to resist being teleported at the rubbing of their lamp.
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Djinnis are nearly impossible to spot among a crowd since they appear human. Most people notice them since their lamp emits a faint glow in their presence. Humans can be transformed into djinni if they have immense greed and are cursed. If the curse is not broken by five days, the human turns into a djinni. Djinnis are capable of ceasing the ageing process.
Frequently, these creatures are referred to as thieves because of how their “wish-granting” functions. Oftentimes, djinnis are believed to be materialistic and greedy creatures. Greed grants them power, these creatures being able to read the desires of others. It is believed they try to entice others by manipulating them with their desires, making them known as a deceitful and untrustworthy species. Despite this belief, there are some pleasant djinnis who are forced into thievery to sate the individual who rubbed their lamp. These creature’s abilities consist of: teleportation, flight, desire reading, sand manipulation and greed inducement.
[break][break]
Unlike in fairy tales, djinni cannot grant any wish. These creatures grant wishes by teleporting the correct item or person to fit the individual’s desires. This teleportation is limited to the dimension they are on and they can only teleport existing items. Djinnis are bound to lamps, their lamps being greatly important to them. Should somebody rub their lamp, the djinni must grant them three “wishes”. To escape this binding, the djinni must steal the lamp back or somebody else who has not made three wishes already must rub it. The lamp cannot be teleported unless the djinni is holding it.
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People can only rub a djinni’s lamp once a year for three “wishes”. Should the lamp break, the djinni will die after a few days unless the lamp is fixed or replaced. In this timeframe, they are unable to use their abilities. Furthermore, being around too much generosity can have mild effects on a djinni’s power, making them weaker. When a djinni’s lamp is rubbed, they get teleported to it automatically. It is very rare for a djinni to resist being teleported at the rubbing of their lamp.
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Djinnis are nearly impossible to spot among a crowd since they appear human. Most people notice them since their lamp emits a faint glow in their presence. Humans can be transformed into djinni if they have immense greed and are cursed. If the curse is not broken by five days, the human turns into a djinni. Djinnis are capable of ceasing the ageing process.
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[attr="class","adspec"]fallen angels
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These creatures traded their place in Heaven in order to gain a portion of demonic powers. There are several ways for a fallen angel to be created and these consist of: a demon and angel having a child, two fallen angels having a child or an angel sinning (only works if the angel believes they have committed a sin). Naturally, there are also other breeding chains that can produce a fallen angel by chance. Fallen angels are received terribly by most people, especially among other angels. Akin to both angels and demons, fallen angels are capable of ceasing the ageing process.
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When it comes to fallen angels their abilities consist of: minor darkness & light manipulation (striker attacks and small shields), the ability to use hexes & blessing, wing manifestation and lastly they cannot be burnt or electrocuted. They can not be burned by holy water. These creatures are able to bypass wards, totems and even enter churches, but fallen angels tend to get a severe headache attempting such things. Similarly to angels, fallen angels are not capable of taking that many hits, making it easy to take them down with a few hits.
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Physical fallen angels often have one common trait which is their angel wings that have been turned black, navy or dark grey. This is the main trait that people who hunt them tend to look for. More information about hexes/blessings can be found here.
These creatures traded their place in Heaven in order to gain a portion of demonic powers. There are several ways for a fallen angel to be created and these consist of: a demon and angel having a child, two fallen angels having a child or an angel sinning (only works if the angel believes they have committed a sin). Naturally, there are also other breeding chains that can produce a fallen angel by chance. Fallen angels are received terribly by most people, especially among other angels. Akin to both angels and demons, fallen angels are capable of ceasing the ageing process.
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When it comes to fallen angels their abilities consist of: minor darkness & light manipulation (striker attacks and small shields), the ability to use hexes & blessing, wing manifestation and lastly they cannot be burnt or electrocuted. They can not be burned by holy water. These creatures are able to bypass wards, totems and even enter churches, but fallen angels tend to get a severe headache attempting such things. Similarly to angels, fallen angels are not capable of taking that many hits, making it easy to take them down with a few hits.
[break][break]
Physical fallen angels often have one common trait which is their angel wings that have been turned black, navy or dark grey. This is the main trait that people who hunt them tend to look for. More information about hexes/blessings can be found here.
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[attr="class","adspec"]hellhounds
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The feared canine creatures that spawned from the depths hell and are believed to be creatures vent on causing damage to those around them. Hellhounds are seen as fearsome and sadistic, although, this is naturally not the case for all these creatures. These creatures can be birthed when a demon and werewolf or canine shifter have a child or two hellhounds. Hellhounds have two forms, a human form and the actual hound form. In human form, they have full access to use hexes. When they shift into hellhound form, they have enhanced strength and enhanced speed. In both forms, they have high endurance (natural), fire immunity (natural), heightened senses (natural) and fire manipulation.
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Similar to their demon counterparts, hellhounds can be burned by holy water which can kill them when exposed to the liquid for longs periods of time and can also become sick from being blessed. They can be kept out of locations by wards. At times, these creatures can act more like a canine than a human being, making them prone to have instincts similar to an animal. When extremely injured, hellhounds will automatically shift back to their human form and may be unable to shift for days due to obtaining massive damage. Furthermore, shifting between forms takes on average 30 seconds and during that time the hellhound is vulnerable to attack. These creatures can also be sensitive to cold weather conditions, making them susceptible to illness if exposed to cold weather or rain. On extremely hot days, hellhounds can often thrive and often find their abilities at their peak.
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Similar to lycanthropes and shifters, hellhounds can have animals traits displayed in their human form; like ears, tails, etc. If they do not have an animal trait, it can be difficult to figure out a hellhound from other creatures. Their animal forms often have darker colours and rarely will get beige, white and various other lighter colours. It is recorded that a hellhound's fur is often very warm even after the creature has died. More information about hexes can be found here.
The feared canine creatures that spawned from the depths hell and are believed to be creatures vent on causing damage to those around them. Hellhounds are seen as fearsome and sadistic, although, this is naturally not the case for all these creatures. These creatures can be birthed when a demon and werewolf or canine shifter have a child or two hellhounds. Hellhounds have two forms, a human form and the actual hound form. In human form, they have full access to use hexes. When they shift into hellhound form, they have enhanced strength and enhanced speed. In both forms, they have high endurance (natural), fire immunity (natural), heightened senses (natural) and fire manipulation.
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Similar to their demon counterparts, hellhounds can be burned by holy water which can kill them when exposed to the liquid for longs periods of time and can also become sick from being blessed. They can be kept out of locations by wards. At times, these creatures can act more like a canine than a human being, making them prone to have instincts similar to an animal. When extremely injured, hellhounds will automatically shift back to their human form and may be unable to shift for days due to obtaining massive damage. Furthermore, shifting between forms takes on average 30 seconds and during that time the hellhound is vulnerable to attack. These creatures can also be sensitive to cold weather conditions, making them susceptible to illness if exposed to cold weather or rain. On extremely hot days, hellhounds can often thrive and often find their abilities at their peak.
[break][break]
Similar to lycanthropes and shifters, hellhounds can have animals traits displayed in their human form; like ears, tails, etc. If they do not have an animal trait, it can be difficult to figure out a hellhound from other creatures. Their animal forms often have darker colours and rarely will get beige, white and various other lighter colours. It is recorded that a hellhound's fur is often very warm even after the creature has died. More information about hexes can be found here.
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[attr="class","adspec"]imps
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Known for being close to the demon species, imps have similar powers and weaknesses to their larger counterparts. They are believed to be a subclass of demons, however, due to population, they received their own name for their species. Imps are renown for being shorter than other Hell species and for being more magically inclined. By the general populace, imps are viewed as mischievous tricksters or con artists, although, not all imps follow those traits. The abilities of imps consist of: fire manipulation, hexes, curses, wall-crawling, claw retraction and fire immunity (natural).
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Due to their small physiques, imps are physically weaker than a majority of species. At peak strength, they can hardly compare to a human athlete in fit condition. Thus, they are better off depending on their abilities. Similar to their demonic cousins, imps can be burned by holy water which can leave horrific burns should they not be careful. Long term exposure can result in death. Blessings can also make imps sick, usually faster than other species because of their smaller bodies. When the holy magic is used on them, they get sick and their abilities cease working until the magic is out of their system.
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Appearance-wise, imps are known for being shorter than most species, often reaching a maximum height of approximately 5’5”. Nonetheless, their species is difficult to detect unless they have demonic traits like horns. These creatures are capable of ceasing the ageing process. More information about hexes and curses can be found here.
Known for being close to the demon species, imps have similar powers and weaknesses to their larger counterparts. They are believed to be a subclass of demons, however, due to population, they received their own name for their species. Imps are renown for being shorter than other Hell species and for being more magically inclined. By the general populace, imps are viewed as mischievous tricksters or con artists, although, not all imps follow those traits. The abilities of imps consist of: fire manipulation, hexes, curses, wall-crawling, claw retraction and fire immunity (natural).
[break][break]
Due to their small physiques, imps are physically weaker than a majority of species. At peak strength, they can hardly compare to a human athlete in fit condition. Thus, they are better off depending on their abilities. Similar to their demonic cousins, imps can be burned by holy water which can leave horrific burns should they not be careful. Long term exposure can result in death. Blessings can also make imps sick, usually faster than other species because of their smaller bodies. When the holy magic is used on them, they get sick and their abilities cease working until the magic is out of their system.
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Appearance-wise, imps are known for being shorter than most species, often reaching a maximum height of approximately 5’5”. Nonetheless, their species is difficult to detect unless they have demonic traits like horns. These creatures are capable of ceasing the ageing process. More information about hexes and curses can be found here.
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[attr="class","adspec"]kitsunes
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Oftentimes referred to as creatures of mischief, a majority of people believing kitsunes to be extremely deceptive. These are frequently the thoughts about kitsunes, when really the species is very at one with the fox inside. Each kitsune has two forms, a human and fox form that they can shift into. Their fox forms are known for having unique colour patterns and multiple tails going up to 9 tails. There are four types of kitsunes, fire, water, light and darkness which have some unique abilities pertaining to the element. Fire kitsunes are immune to being burned and can manipulate fire, water kitsunes can breathe underwater and can manipulate water, light kitsunes can project holograms and manipulate light and darkness kitsunes have night vision and can manipulate darkness. Both elements of kitsunes share the following abilities: illusion manipulation, curses (only in human form), hexes (only in human form), enhanced senses and enhanced speed (only in animal form).
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While kitsunes are powerful creatures, they do have low endurance and stamina, making it difficult for them to take many hits and use their abilities for extended periods of time. Similar to other hell species, kitsunes are vulnerable to both holy water and blessings. Holy water can burn their skin, making it difficult to use other abilities while blessing can make them sick. It takes roughly 30 seconds for a kitsune to shift forms and in that time they are vulnerable to attack. These creatures also have luxurious pelts, oftentimes making them the target of crime since people desire their warm an unique pelts.
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These creatures are capable of displaying their animal traits, such as their tails and ears in human form. Otherwise, kitsunes can be difficult to spot in a crowd since they would appear human. These creatures are capable of ceasing the ageing process. More information about curses can be found here.
Oftentimes referred to as creatures of mischief, a majority of people believing kitsunes to be extremely deceptive. These are frequently the thoughts about kitsunes, when really the species is very at one with the fox inside. Each kitsune has two forms, a human and fox form that they can shift into. Their fox forms are known for having unique colour patterns and multiple tails going up to 9 tails. There are four types of kitsunes, fire, water, light and darkness which have some unique abilities pertaining to the element. Fire kitsunes are immune to being burned and can manipulate fire, water kitsunes can breathe underwater and can manipulate water, light kitsunes can project holograms and manipulate light and darkness kitsunes have night vision and can manipulate darkness. Both elements of kitsunes share the following abilities: illusion manipulation, curses (only in human form), hexes (only in human form), enhanced senses and enhanced speed (only in animal form).
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While kitsunes are powerful creatures, they do have low endurance and stamina, making it difficult for them to take many hits and use their abilities for extended periods of time. Similar to other hell species, kitsunes are vulnerable to both holy water and blessings. Holy water can burn their skin, making it difficult to use other abilities while blessing can make them sick. It takes roughly 30 seconds for a kitsune to shift forms and in that time they are vulnerable to attack. These creatures also have luxurious pelts, oftentimes making them the target of crime since people desire their warm an unique pelts.
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These creatures are capable of displaying their animal traits, such as their tails and ears in human form. Otherwise, kitsunes can be difficult to spot in a crowd since they would appear human. These creatures are capable of ceasing the ageing process. More information about curses can be found here.
[attr="class","adspecies"]
[attr="class","adspecie"]
[attr="class","adspeci"]
[attr="class","adspec"]oni
[attr="class","adspe"]
[attr="class","adsp"]
Frequently, oni are a feared species from hell because of their incredible strength and capabilities. They oftentimes frighten others, thus making most people dislike oni. These creatures are believed to be in close relation to demons since many of their weaknesses, however, there is some difference in their abilities. In Hell species culture, oni are often known for being powerful warriors. As they grow, an ogre-like mask with horns is bestowed upon them at the age of 12 as an ancient tradition. Their abilities consist of: fire manipulation, enhanced strength, fear inducement, hexes, enhanced durability (natural) and fire immunity (natural).
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Much like their demon brethren, oni can be burned by holy water and potentially die should they be exposed to it for extensive periods of time. Water in itself meddles with oni, making it difficult for them to manipulate fire should they get thoroughly soaked; some people use this as a method to forcefully pacify their fire manipulation. Furthermore, being bless makes an oni sick, rendering a majority of their powers null with the exception of naturally occurring abilities.
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Spotting an oni amidst a crowd can be difficult unless they are carrying their mask. While they tend to be muscular beings, they frequently appear similar to normal people. Sometimes, oni may possess horns, however, this is only reflected on a portion of the species. Oni are capable of ceasing the ageing process. You can find more information about hexes here.
Frequently, oni are a feared species from hell because of their incredible strength and capabilities. They oftentimes frighten others, thus making most people dislike oni. These creatures are believed to be in close relation to demons since many of their weaknesses, however, there is some difference in their abilities. In Hell species culture, oni are often known for being powerful warriors. As they grow, an ogre-like mask with horns is bestowed upon them at the age of 12 as an ancient tradition. Their abilities consist of: fire manipulation, enhanced strength, fear inducement, hexes, enhanced durability (natural) and fire immunity (natural).
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Much like their demon brethren, oni can be burned by holy water and potentially die should they be exposed to it for extensive periods of time. Water in itself meddles with oni, making it difficult for them to manipulate fire should they get thoroughly soaked; some people use this as a method to forcefully pacify their fire manipulation. Furthermore, being bless makes an oni sick, rendering a majority of their powers null with the exception of naturally occurring abilities.
[break][break]
Spotting an oni amidst a crowd can be difficult unless they are carrying their mask. While they tend to be muscular beings, they frequently appear similar to normal people. Sometimes, oni may possess horns, however, this is only reflected on a portion of the species. Oni are capable of ceasing the ageing process. You can find more information about hexes here.
[attr="class","adspecies"]
[attr="class","adspecie"]
[attr="class","adspeci"]
[attr="class","adspec"]procubi
[attr="class","adspe"]
[attr="class","adsp"]
There are several names for procubi based on gender, however, the most common are incubus and succubus. These creatures are the result of sirens and demons having children, making them a mixture of the two races. Similar to sirens, they require closeness to gain energy and survive, allowing them to go a few extra days without food. During their youth, procubi feed solely off the energy they receive from closeness and love. When puberty hits, the ability to absorb this caliber of closeness energy becomes lesser in favour of sexual-based ones which are oftentimes stronger, but not necessary for survival. Around soulmates, procubi would feel supercharged, making their energy seemingly boundless. Alas, they cannot gain energy from other procubi unless the procubi is their soulmate. Their abilities reflect their half breed nature heavily. Procubi are capable of: fire manipulation, hexes, siren song, enhanced beauty (natural) and fire immunity (natural).
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These creature’s demon genes display themselves in their weaknesses. Similar to the demonic portion of their heritage, procubi are weak against holy water. It burns them and long-term exposure could potentially kill a procubus if they are not careful. Blessings also make procubi feel sick, this existing until the holy magic leaves their system. Furthermore, if procubi are isolated, they risk death from being alone. The longer they spend isolated, the more energy they will lose and grow weaker.
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Similar to their demonic heritage, procubi will display traits such as horns, tails and wings at times. On rare occasions, their body will display small patches of scales when exposed to water, however, they do not receive the same extent sirens receive. This species was a frequently requested one, thus we decided to deliver on those wishes. Procubi can cease the ageing process. More information about hexes can be found here.
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DISCLAIMER* Despite these species existing, all threads are still expected to be PG-13.
There are several names for procubi based on gender, however, the most common are incubus and succubus. These creatures are the result of sirens and demons having children, making them a mixture of the two races. Similar to sirens, they require closeness to gain energy and survive, allowing them to go a few extra days without food. During their youth, procubi feed solely off the energy they receive from closeness and love. When puberty hits, the ability to absorb this caliber of closeness energy becomes lesser in favour of sexual-based ones which are oftentimes stronger, but not necessary for survival. Around soulmates, procubi would feel supercharged, making their energy seemingly boundless. Alas, they cannot gain energy from other procubi unless the procubi is their soulmate. Their abilities reflect their half breed nature heavily. Procubi are capable of: fire manipulation, hexes, siren song, enhanced beauty (natural) and fire immunity (natural).
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These creature’s demon genes display themselves in their weaknesses. Similar to the demonic portion of their heritage, procubi are weak against holy water. It burns them and long-term exposure could potentially kill a procubus if they are not careful. Blessings also make procubi feel sick, this existing until the holy magic leaves their system. Furthermore, if procubi are isolated, they risk death from being alone. The longer they spend isolated, the more energy they will lose and grow weaker.
[break][break]
Similar to their demonic heritage, procubi will display traits such as horns, tails and wings at times. On rare occasions, their body will display small patches of scales when exposed to water, however, they do not receive the same extent sirens receive. This species was a frequently requested one, thus we decided to deliver on those wishes. Procubi can cease the ageing process. More information about hexes can be found here.
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DISCLAIMER* Despite these species existing, all threads are still expected to be PG-13.
[attr="class","adspecies"]
[attr="class","adspecie"]
[attr="class","adspeci"]
[attr="class","adspec"]sirens
[attr="class","adspe"]
[attr="class","adsp"]
Oftentimes referred to as creatures of deception, sirens are renowned for deceiving people to lure them into becoming closer. Being creatures of hell, they have adapted to be capable of swimming in both lava and water. A siren gains energy to power their abilities through closeness. Being able to touch a person gives them balanced energy that will last for many hours and remain adequately strong. Sexual energies, although powerful, are also low in the stamina department and ultimately makes the siren exhausted after a mere hour of ability usage. Romantic energies are the strongest for a siren and will result in the creature feeling more power when around their lover. Child sirens tend to feed off of familial love, friendship and closeness better than that of adult sirens, but this progressively fades as they enter puberty (they can still feed, but gain less energy). Due to feeding off the energy of others, they oftentimes make those who are victims to it feel tired since they steal the other's energy. The energy they gain from closeness can allow them to go without food for weeks depending on how big a quantity of energy they receive. A siren's abilities consist of: thermal resistance, siren song, sound manipulation, illusion manipulation and enhanced lung capacity. When exposed to water or lava, these creatures automatically transform into a form better suited for swimming.
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Sirens are creatures of closeness and should they be incapable to feed off of being close to others, they can easily die from the isolation. Being isolated for a siren tends to wreak havoc on their systems, even going lengths or make organs fail should they suddenly find themselves alone for too many days. Energy maintenance is key for sirens since building up too much energy from being close to others can result in the magical energy harming their bodies. This can make them incredibly sick or result in their attacks randomly activating without reason. Thankfully, witches/warlocks do make medications that assist with energy regulation but can result in getting less of a charge from closeness. Sirens are also incapable of feeding off other sirens, which oftentimes results in them avoiding the same species, especially for mating purposes so the child can feed off the closeness of one of the parents.
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The best way to notice a siren is when they are exposed to water or lava. Naturally, merely drinking a glass of a beverage does not spark this transformation. When their skin makes contact with water or lava, their body will grow fins and their feet alongside their fingers will get webbed. They may also start gaining scales in immense volumes of water or lava. Sirens can live for centuries if they feed off enough closeness. Special thanks to Azzy for assisting me with creating the various points for this species, specifically the closeness energy system.
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DISCLAIMER* Despite these species existing, all threads are still expected to be PG-13.
Oftentimes referred to as creatures of deception, sirens are renowned for deceiving people to lure them into becoming closer. Being creatures of hell, they have adapted to be capable of swimming in both lava and water. A siren gains energy to power their abilities through closeness. Being able to touch a person gives them balanced energy that will last for many hours and remain adequately strong. Sexual energies, although powerful, are also low in the stamina department and ultimately makes the siren exhausted after a mere hour of ability usage. Romantic energies are the strongest for a siren and will result in the creature feeling more power when around their lover. Child sirens tend to feed off of familial love, friendship and closeness better than that of adult sirens, but this progressively fades as they enter puberty (they can still feed, but gain less energy). Due to feeding off the energy of others, they oftentimes make those who are victims to it feel tired since they steal the other's energy. The energy they gain from closeness can allow them to go without food for weeks depending on how big a quantity of energy they receive. A siren's abilities consist of: thermal resistance, siren song, sound manipulation, illusion manipulation and enhanced lung capacity. When exposed to water or lava, these creatures automatically transform into a form better suited for swimming.
[break][break]
Sirens are creatures of closeness and should they be incapable to feed off of being close to others, they can easily die from the isolation. Being isolated for a siren tends to wreak havoc on their systems, even going lengths or make organs fail should they suddenly find themselves alone for too many days. Energy maintenance is key for sirens since building up too much energy from being close to others can result in the magical energy harming their bodies. This can make them incredibly sick or result in their attacks randomly activating without reason. Thankfully, witches/warlocks do make medications that assist with energy regulation but can result in getting less of a charge from closeness. Sirens are also incapable of feeding off other sirens, which oftentimes results in them avoiding the same species, especially for mating purposes so the child can feed off the closeness of one of the parents.
[break][break]
The best way to notice a siren is when they are exposed to water or lava. Naturally, merely drinking a glass of a beverage does not spark this transformation. When their skin makes contact with water or lava, their body will grow fins and their feet alongside their fingers will get webbed. They may also start gaining scales in immense volumes of water or lava. Sirens can live for centuries if they feed off enough closeness. Special thanks to Azzy for assisting me with creating the various points for this species, specifically the closeness energy system.
[break][break]
DISCLAIMER* Despite these species existing, all threads are still expected to be PG-13.
[attr="class","adspecies"]
[attr="class","adspecie"]
[attr="class","adspeci"]
[attr="class","adspec"]tieflings
[attr="class","adspe"]
[attr="class","adsp"]
Being another close cousin of demons, tieflings hold similar traits to demons. In hell culture, tieflings are considered helpful servants to a majority of people and formidable fighters. Meanwhile, many outside of Hell species find tieflings to be mischievous tricksters fixated more on causing trouble as opposed to helping others. Tieflings are renown for being unique among hell species, specifically because of their abilities which consist of: water, electricity, fire, darkness or air manipulation (only one manipulation), hexes, enhanced speed, enhanced endurance and curses. Each element has their own special passive ability, water tieflings can breathe underwater, electric tieflings are immune to being electrocuted, fire tieflings are immune to being burned, darkness tieflings can use night vision and air tieflings are capable of levitation.
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Similar to their demon cousins, tieflings can be burned by holy water and possibly die should they be under long-term exposure. Similarly, blessings can make tieflings extremely sick, making it difficult for them to use their abilities until the holy magic leaves their system. Unlike most species, the healing process of tieflings is slower than most species. A lot of their injuries almost take double the time to heal when natural and even take longer to heal with exposure to magic. Thus while healing these creatures, people are forced to stick by their side longer or tieflings are forced to remain in their healing hex longer.
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The most defining trait of tieflings are their unique skin pigments they sometimes obtain. Some have shades of red, purple, green, blue and grey, however, this has been known to vary from case to case. Other tieflings look more human, allowing them to blend into a crowd with ease. Sometimes, tieflings are known for having horns, tails, pointed ears and unique eyes where the sclera, pupils and iris a single colour which makes them have a more demonic appearance at times. Tieflings are capable of ceasing the ageing process. More information about hexes and curses can be found here.
Being another close cousin of demons, tieflings hold similar traits to demons. In hell culture, tieflings are considered helpful servants to a majority of people and formidable fighters. Meanwhile, many outside of Hell species find tieflings to be mischievous tricksters fixated more on causing trouble as opposed to helping others. Tieflings are renown for being unique among hell species, specifically because of their abilities which consist of: water, electricity, fire, darkness or air manipulation (only one manipulation), hexes, enhanced speed, enhanced endurance and curses. Each element has their own special passive ability, water tieflings can breathe underwater, electric tieflings are immune to being electrocuted, fire tieflings are immune to being burned, darkness tieflings can use night vision and air tieflings are capable of levitation.
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Similar to their demon cousins, tieflings can be burned by holy water and possibly die should they be under long-term exposure. Similarly, blessings can make tieflings extremely sick, making it difficult for them to use their abilities until the holy magic leaves their system. Unlike most species, the healing process of tieflings is slower than most species. A lot of their injuries almost take double the time to heal when natural and even take longer to heal with exposure to magic. Thus while healing these creatures, people are forced to stick by their side longer or tieflings are forced to remain in their healing hex longer.
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The most defining trait of tieflings are their unique skin pigments they sometimes obtain. Some have shades of red, purple, green, blue and grey, however, this has been known to vary from case to case. Other tieflings look more human, allowing them to blend into a crowd with ease. Sometimes, tieflings are known for having horns, tails, pointed ears and unique eyes where the sclera, pupils and iris a single colour which makes them have a more demonic appearance at times. Tieflings are capable of ceasing the ageing process. More information about hexes and curses can be found here.
[attr="class","adspecies"]
[attr="class","adspecie"]
[attr="class","adspeci"]
[attr="class","adspec"]vampires
[attr="class","adspe"]
[attr="class","adsp"]
Although vampires do not directly originate from Hell, they are considered a Hell species due to their alignment in the War of Traitors. Vampires have been around for millions of years on Earth and are regarded as a very powerful species. Their abilities consist of; blood manipulation (can use own blood or blood outside another creature's body), regenerative healing factor (natural), enhanced speed, enhanced strength, night vision (natural) and wall-crawling (natural). These creatures have a strong enough healing factor to regenerate their limbs, which is an impressive feature; however, fatal/severe attacks can still kill them. They also have more hearty livers and digestive systems in order to consume blood and even any poisons that may be within the blood itself. A vampire can add two different chemicals to their saliva, one meant for temporarily paralyzing their prey and one that can turn humans (with magic or without) and gifted into vampires. These creatures always cease the ageing process at any time and remain at that age.
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Naturally, like most creatures, vampires do have their own set of weaknesses. First off, their powerful healing factor has a weaker effect on burns and can take 10-15 days for regular burns. Holy water burns only have a slight acceleration and often take a little less than 2 months to heal fully. Similar to in the movies, vampires do have problems with sunlight and tend to burn easily unless they wear a lot of sunscreen. Being out too long in the sun (about 4-5 hours) without sunscreen can cause them to collapse or even die. They also tend to have allergic reactions to garlic; it makes them sick and too much consumption can lead to death or hospitalization. Touching garlic is fine, but eating it is what makes a vampire sick. Vampires are surprisingly capable of bleeding out, since the blood in their body is rich and meant to help clot their wounds at a faster rate. Lastly, to do all their incredible abilities vampires are required to consume blood, whether it is animal or human does not matter, it just cannot be their own.
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The common physical trait in vampires are their fangs that can lengthen when the creature requires to consume blood. It has been a long known fact that vampire fangs are retractable.
Although vampires do not directly originate from Hell, they are considered a Hell species due to their alignment in the War of Traitors. Vampires have been around for millions of years on Earth and are regarded as a very powerful species. Their abilities consist of; blood manipulation (can use own blood or blood outside another creature's body), regenerative healing factor (natural), enhanced speed, enhanced strength, night vision (natural) and wall-crawling (natural). These creatures have a strong enough healing factor to regenerate their limbs, which is an impressive feature; however, fatal/severe attacks can still kill them. They also have more hearty livers and digestive systems in order to consume blood and even any poisons that may be within the blood itself. A vampire can add two different chemicals to their saliva, one meant for temporarily paralyzing their prey and one that can turn humans (with magic or without) and gifted into vampires. These creatures always cease the ageing process at any time and remain at that age.
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Naturally, like most creatures, vampires do have their own set of weaknesses. First off, their powerful healing factor has a weaker effect on burns and can take 10-15 days for regular burns. Holy water burns only have a slight acceleration and often take a little less than 2 months to heal fully. Similar to in the movies, vampires do have problems with sunlight and tend to burn easily unless they wear a lot of sunscreen. Being out too long in the sun (about 4-5 hours) without sunscreen can cause them to collapse or even die. They also tend to have allergic reactions to garlic; it makes them sick and too much consumption can lead to death or hospitalization. Touching garlic is fine, but eating it is what makes a vampire sick. Vampires are surprisingly capable of bleeding out, since the blood in their body is rich and meant to help clot their wounds at a faster rate. Lastly, to do all their incredible abilities vampires are required to consume blood, whether it is animal or human does not matter, it just cannot be their own.
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The common physical trait in vampires are their fangs that can lengthen when the creature requires to consume blood. It has been a long known fact that vampire fangs are retractable.
[attr="class","adspecies"]
[attr="class","adspecie"]
[attr="class","adspeci"]
[attr="class","adspec"]xigxags
[attr="class","adspe"]
[attr="class","adsp"]
Illusions have been something xigxags have been long known for, thus, these species have been long associated with deceit. Alleged to be a mischievous creature of hell’s realm, few lay their trust in a xigxag, despite some being credible. These creatures are known for assisting through the War of Traitors with their illusions, using it to create smokes to hide their comrades from the enemy. These creatures' abilities consist of: illusion manipulation, cat shifting, enhanced speed, decoy creation, illusion awareness (natural), enhanced senses (natural) and enhanced dexterity (natural).
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While these creatures are magnificent illusionists, they are unable to take many hits. An abundance of hits will weaken xigxags significantly and cause them to tire. These creatures are more geared to trickery over fighting as a result. However, their methods of illusion can be thwarted through the power of mental shields or those with higher senses than others, if they pay attention to their surroundings.
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The biggest call of these creatures is their unique pelts. The pelt of every xigxag when in cat form will have rings of purple stripes. While other unique pelt colours exist, purple is a defining trait. Similarly, these cats have horns spawning from their head, lending them another unique aspect. In human form, if their ears and tails are not showing, they are nearly impossible to detect. These creatures can cease the ageing process.
Illusions have been something xigxags have been long known for, thus, these species have been long associated with deceit. Alleged to be a mischievous creature of hell’s realm, few lay their trust in a xigxag, despite some being credible. These creatures are known for assisting through the War of Traitors with their illusions, using it to create smokes to hide their comrades from the enemy. These creatures' abilities consist of: illusion manipulation, cat shifting, enhanced speed, decoy creation, illusion awareness (natural), enhanced senses (natural) and enhanced dexterity (natural).
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While these creatures are magnificent illusionists, they are unable to take many hits. An abundance of hits will weaken xigxags significantly and cause them to tire. These creatures are more geared to trickery over fighting as a result. However, their methods of illusion can be thwarted through the power of mental shields or those with higher senses than others, if they pay attention to their surroundings.
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The biggest call of these creatures is their unique pelts. The pelt of every xigxag when in cat form will have rings of purple stripes. While other unique pelt colours exist, purple is a defining trait. Similarly, these cats have horns spawning from their head, lending them another unique aspect. In human form, if their ears and tails are not showing, they are nearly impossible to detect. These creatures can cease the ageing process.
[attr="class","adspecies"]
[attr="class","adspecie"]
[attr="class","adspeci"]
[attr="class","adspec"]zhar-ptitsus
[attr="class","adspe"]
[attr="class","adsp"]
A type of bird shifter originating from the realm of Hell, it is believed zhar-ptitsus are mischievous winged creatures attempting to pose as angels and zizes, however, this fails to be proven. These creatures are known for being larger than average birds and grow centimetres longer than peregrine falcons. This allows them to reach approximately 80 centimetres in shifted form. These creatures are capable of: bird shifting, light manipulation, fire immunity (natural), enhanced eyesight (natural), night vision (natural), enhanced lung capacity (natural), wing manifestation and enhanced speed.
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Similar to many hell species, zhar-ptitsus tend to get burned by holy water. While blessings have no negative effects, holy water burns their skin and can harm their feathers to catastrophic degrees. Resulting in crash landings or failed risings. Additionally, zhar-ptitsus are not prepared to take damage, their abilities gearing them to be better at dodging and avoiding harm over anything else.
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Without their wings or when not in their bird form, zhar-ptitsus appear similar to regular humans. However, when shifted they are known for their white feathers or at times fiery ones. In light, their wings will often sparkle similar to tiny crystals caught in the light. These creatures can cease the ageing process.
A type of bird shifter originating from the realm of Hell, it is believed zhar-ptitsus are mischievous winged creatures attempting to pose as angels and zizes, however, this fails to be proven. These creatures are known for being larger than average birds and grow centimetres longer than peregrine falcons. This allows them to reach approximately 80 centimetres in shifted form. These creatures are capable of: bird shifting, light manipulation, fire immunity (natural), enhanced eyesight (natural), night vision (natural), enhanced lung capacity (natural), wing manifestation and enhanced speed.
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Similar to many hell species, zhar-ptitsus tend to get burned by holy water. While blessings have no negative effects, holy water burns their skin and can harm their feathers to catastrophic degrees. Resulting in crash landings or failed risings. Additionally, zhar-ptitsus are not prepared to take damage, their abilities gearing them to be better at dodging and avoiding harm over anything else.
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Without their wings or when not in their bird form, zhar-ptitsus appear similar to regular humans. However, when shifted they are known for their white feathers or at times fiery ones. In light, their wings will often sparkle similar to tiny crystals caught in the light. These creatures can cease the ageing process.