Creatures
Mongal
Plural Name: Mongar
Length:3-5m long and 70 inches tall
Texture: scaly with hair growing in between the scales cracks
Description: the Mongar is a 4 legged creature with scaley skin and little fur in between, its limbs are strong with muscles allowing them to be ridden when tamed. as a natural defense, the Mongar has 2 tails, at the end of each tail is found a 3.5-inch spike that is shot out and regrown every 1-2 minutes but due to the tails natural design it only has fur and no scales around said tail, the Mongar can run as fast as a horse but the Mongar isn't very smart.
Talfir
Plural Name: Talfirs
Length: 2m long and 60cm tall
Texture: Grey or brownish scales
Environment: Mountainous, such as the Great rift
Description: The Talfir is a vicious creature that hides in cracks and crevices in mountains and jumps down onto its prey hoping the impact will kill the prey, however if that doesn't work they are exceptionally strong so it can hold its own in a fight, but it is slow so it doesn't like to attempt running, but will climb away if threatened sufficiently
Ninki
Plural Name: Ninki
Length: Invalid
Texture: semi-thick fluid substance with the consistency of blood with a pitch-black color along with a glossy shine
Environment: Caves, dark places, underwater wells
Description: The Ninki is a parasitical hivemind, once entering the body through the means of infested water, an open wound, or consumed it'll slowly shut down the body's nervous system, and from there it'll corrupt the mind to have the infected see illusions, then the infected will begin to hear things and finally they'll lose full control of the body and regain awareness but are unable to resound or use their body, the parasitical hivemind now in full control of the body can access the victim's memories and become aware of new potential bodies to inhabit. it lures its prey in by using the voice of the infected victim, crying for help.
when fully inhabiting a body it'll sustain itself but only 10 years from its initial completed infection, it can be affected by sunlight due to its lack of an evolved resistance to sunlight and by that logic victims can be cured of the infection using light Avonite treatments. when seeing the parasitical substance in its natural form you cannot see through it, the colour is black like a void, with a consistency of blood but gives off a glossy shine, found on the walls/floors and underground waterwells within caves or dark places, it can scale up walls by means of moisture covered walls/ceilings.
the hivemind has a form of intelligence, they can talk and communicate. when in their natural state they can make echos of words that can bounce through the walls of caves, they enjoy tricks and games, they understand what does and doesn't hurt them. The Ninki is not to be toyed with or looked down apown, when given the opportunity it will not hesitate any chance on taking you.
Avon Husk
Plural Name: Avon Husks/Lurkers
Additional Names: Avon Shadow, Soul Husk, Chaos Walker
Size: Varies (Avonite-sized)
Texture: None (Appear as shadowy figures or a black mist)
Environment: Areas of mass death, ruined cities, battlefields, old structures where large groups of Avonites perished suddenly. Typically appear at night or in low-light conditions
Description:Avon Husks, also known as Lurkers, are the soulless remnants of Avonites who died abruptly, their souls left uncollected due to Torbo's failure to claim them. These entities are the result of large-scale death, where the Avonites' souls remain uncollected and their bodies reanimate as shadowy forms.These husks appear as faint, shadow-like figures or a dense, black mist. They move unnaturally, shuffling through their environment in a slow and jerky manner. While their true form is intangible and formless, they often retain a faint silhouette of their previous Avonite shape.Avon Husks are not naturally violent but will react aggressively toward symbols of Chaos Avonites or Chaos Avonite presence, as they instinctively recognize this energy as a threat. They only appear at night in places of mass death.The husks do not communicate and do not exhibit higher cognitive functions. Instead, they are driven by base instincts, lingering in areas where great death or turmoil has occurred.Though they do not attack on sight, their eerie presence is unsettling. Their aimless wandering and inability to interact with their surroundings make them little more than haunting reminders of lost souls. They are not outright violent unless provoked by Chaos symbols, in which case they will attack without hesitation.