Bump in the Night
Chapter 12: BONUS: The BitN Beastiary: Part 1
Previous ChapterAuthor's Notes:
Hello, everyone, and welcome to the Bump in the Night Beastiary! This is a generously created little piece of work written by Ice Justice, and frankly I was stunned. He (or she, just in case) has such a way with describing freakish abominations. I like!
This is a bit of in-progress bonus content that Ice Justice is working on that will occasionally be submitted while there is a long wait between chapters (CURSE YOU, COLLEGE! AND YOU TOO, JOB! AND DON'T THINK YOU'RE FREE FROM BLAME EITHER, FAMILY VISITS!). Big thanks, Icey!
Enjoy!
The Tar-Ponies
The tar-ponies are creatures straight from the depths of Tartarus. They are reanimated by scraps of souls from errant spirits, compounded by pure hate. Their bodies are created from the remains of multiple corpses intertwined to form a patchy main body, which is covered in a black tar that oozes from every pore. They have blazing blood red eyes that practically emit hate. The tar-ponies have the ability to smell fear emanating from any creature present and can use this to track you, so beware. Their only real weakness is fire. The flammable tar surrounding them allows a single match to light one up in flames in a matter of seconds, sending it into a screeching panic that sometimes proves dangerous to its fellow beasts. Tar ponies can still be defeated through standard means, but this is very risky, allowing the tar-ponies an opportunity to grab and attack you. They are immensely strong, to the point where striking them is akin to striking a brick wall. They can use this raw power to climb up or break through walls among many other things such as lifting heavy objects and crushing sturdy structures. Their main form of offense is to either bite or pummel whatever they are attacking, but on occasion certain tar-ponies are just cerebral enough to use weapons. They speak in a strange backwards tongue, strikingly like Equestrian, that they use to communicate and scream death threats, but mainly the latter. In the likely situation where you meet one, try to light it on fire. If that is impossible, either run or face it head on. Though we recommend running.
The Banshees
The banshees are harbingers of death and despair. They are fragile demonic crones that seek only misery and hatred. These ancient spirits take the forms of old weathered hags. They have a starved appearance with their pale, sickly skin stretched tight over twisted bones. Their empty eye sockets drip blood in a small steady trickle, as the surrounding mane and tail thrash in an unseen maelstrom. But most important of all is their mouths. The mouths of banshees are capable of stretching wide, with the inside of their maw opening to the abyss. From the darkness the banshee emits an unholy wail matched in pitch and volume by nothing. NOTHING. That horrifying shriek of theirs is capable of inducing immense amounts of pain to the point of becoming paralyzing. The cry is powerful enough to shatter glass, break machinery, and worst of all, let every other creature for miles know where you are. The best way to deal with them, first and foremost, is to have ear protection of some kind. If you see them, it is best to avoid them, but when you can't, you will need to take it out quickly before it can summon help. The best method of dealing with them is to sneak up on it and cut its head off, or some other means to render it incapable of vocalizing, before it can release its agonizing cry. If that isn't possible, hide and pray to whatever god you hold dear that it goes away.
The Posers
The posers are faceless creatures of anonymity. They are relatively uncommon, and take the form of identical mannequins which are punctured in every conceivable location by some form of sharp implement. Blood oozes around these puncture wounds and drips down the sides of the mannequin. If any of these objects are removed by an outside force, the poser will emit a spurt of blood from the wound, and all the posers present will be granted enough willpower to move, regardless of other nuances in their environment. Posers are typically rendered incapable of movement while being being observed, but make up for this by their considerable speed while unobserved. Posers can pull out the various trinkets stuck into them and use them as effective stabbing weapons, sharpened to a pointed deadly edge. If you are in the area be careful to watch them at all times. Whatever you do, DON'T BLINK. DON'T EVEN BLINK. BLINK AND YOU'RE DEAD. Their hardened bodies make it difficult to do any damage to them through any means, short of dropping a piano on them. They have one weakness, but it is incredibly impractical, if you are somehow able to remove all of the objects stuck into them, they will simply fall apart. Every object removed makes them slightly weaker but a bit faster. The best thing to do would be to back away slowly and go in a different direction in the case that you spot one.
The Scarecrow
The Scarecrow is a demon of infestation and hunger. It looks like a crude figure of burlap pieces sewn together, wearing an old shirt, overalls, and a tattered Stetson. A mixture of tar and blood leak through the seams in the burlap, some of it flowing into the stuffing of worms and maggots which allow it to move as a solid mass. It has eyes filled with darkness, shadows that are only pierced by blood red pupils. The scarecrow is the epicenter of a hive mind controlling both itself and a murder of crows. It uses these crows to both swarm and observe its target. The Scarecrow mainly uses a large scythe as a weapon to cut up its victims. If you cut off a limb or even chop it to pieces, it can still operate its limbs with enough dexterity to wriggle towards you. The Scarecrow's main weakness is similar to the tar ponies in that it is extremely flammable. If you whittle down at the Scarecrow's body enough, the crows will eventually rebel against the hive mind and, given the opportunity, will feast upon the worms of their former master's body. In the case that you relieve the Scarecrow of its head then be sure that the head is not facing you, so that the body would be walking blind. If you have the misfortune of meeting this ghoul then ask yourself these questions:
1: Do you have something capable of starting a fire?
2: Do you have a can of insecticide?
3: Do you have a large flock of trained birds? If the answer to all three is no then run for the hills.
The Roaches
The roaches are twisted, malformed creatures formed from the tragic remains of failed foalhoods. They possess the bodies of stillborn foals, though the term is used loosely as these bodies have gone through a sickening metamorphosis that was never meant to be. Their heads are twisted completely around, switching the front and the back ends of the creature. It's legs and hooves are cruel imitations of normal ones, resembling the legs of a spider more than anything else. Protruding from where there once was a tongue is a slim tendril tipped with bone that it can use to strike and possibly even impale its foes. The roaches exhibit swarm behavior, akin to a group of predatory cockroaches. Giant, bloody cockroaches. They will throw themselves at any visible target in the attempt to slaughter them, going as far as to break their own body parts in their struggle to reach it. They will cluster and skitter around the walls and ceiling of a room when left to their own devices, generally sticking to the main group if they have one, occasionally darting off to explore some nook or cranny. The most important thing to consider if you encounter one is: there are more. In any situation that you see one, there are bound to be at least three others near by, so watch out. The biggest strength of the roaches, aside from their practically indomitable numbers and ability to walk up walls, is their size. They can sneak into almost anywhere with an opening larger than hoof, making them a persistent threat. Are you SURE there are no holes in that room you're in? Are you SURE you checked all of the crannies? If you encounter these try to take them out one by one so as to not summon the attention of the full swarm. When this is not possible, a weapon that can take out a large number of enemies at once is almost essential. If you do somehow get the entire swarm racing after you without having a plan to dispose of them, then the best thing to do is get out of direct line of sight and enter an enclosed chamber of some sort. Thankfully extremely large colonies are relatively rare, which is fortunate. After all, a small group of a hundred is bad enough.
The Stitchers
The stitchers are the insane spirits of surgeons and doctors who have failed to save a life, their souls having been eaten away by the grief and sorrow that surrounded them until they snapped. They have retained their bodies, but tend to make.... alterations. They appear to be quite fond of stealing body parts and have the ability to graft any parts they find on to their own bodies, being capable of operating any limbs surgically attached to them. Whatever they do this to will function as if it was alive, being animated by the stitcher's willpower. Considering they are not quite living they tend to rot, and will usually endeavor to haphazardly stitch themselves back together as they fall apart using anything readily available, such as you. The stitcher's warped minds fill them with the urge to exterminate every trace of that most foul of diseases, LIFE. They try to the best of their ability to "cure" you of life and take all of those nasty chemicals, like hemoglobin and dopamine, out of you until they are sure there is no chance the “infection” will spread. When left alone they will typically ramble to themselves while searching for new odds and ends to steal and subjects to “cure." Unlike many other creatures, they only use their current body as a vessel, ensuring they can and will survive many acts that would safely dispatch any other creature. Injuries that would kill anything else would only put stitchers in the bothersome position of finding a replacement for whatever was injured. If you encounter them then keep in mind they cannot be killed in anyway other than COMPLETELY destroying them, utilizing something like an incinerator or wood-chipper. Assuming that for some reason you don’t have one of these giant machines lying about, then your best bet is to contain them. Approximately three rolls of duct tape and a standard issue trashcan should be a suitable substitute for other forms of annihilation.
The Scrawlers
The scrawlers are fairly different when compared to most of the other beings of darkness. They see things. They gaze upon visions of places between others and times that haven’t been. They know things. They see the things that no one else can see in the in-between. They posses weathered pale bodies that are covered in scrapes and gashes. They have bloodshot eyes that stare into oblivion, and scraggly, patchy coats that barely cover them. Their bodies have been depleted of any mane, instead displaying a bald crest. Their hooves lack even the semblance of flesh, instead ending in bloodied stumps of bone. They use the remains of their hooves to scratch out messages from what they see onto whatever surface is convenient, for what else are they to do? They transcribe the visions they are attuned to, or at least a message of what it is, how it could be, and what cosmic power allowed it to exist. Their seemingly inane behaviors make them a relatively docile being, and they pose little to no threat and should not cause you too much stress. But if they are to lash out at you, they possess dangerous strength. Since they are unlikely to attack, the only thing to keep in mind is that they are prone to wail and scream, even thrash about with enough force to shatter bone, while they are lost alone in the throes of a desperate nightmare that is their only reality.
The Patchworks
The patchworks are large creatures that have been ravaged by horrific surgeries and tortures, likened to the worst brutalities from the very pits of Tartarus. Many of their tendons have been ripped out and replaced with painful metal wire, while their skeletons have been intertwined with metal and completely hacked out and replaced in some parts. Their sense of smell has increased to the point that it is their primary sense, almost completely relying on it alongside their slightly impaired sense of hearing. They are capable of speech, but their injuries usually make it quite challenging. They are extremely dangerous, possessing surprising speed and dexterity. Despite their grisly and haphazard appearance, they are swift enough to chase you down easily. The best way to escape from them is to mask your scent and hide as well as you can. They are very strong, but bulky, so they aren’t able to fit and maneuver in small areas very well. If you can’t mask your scent or hide, entering a small area is a sound way to slow them down. They are not the most dangerous in terms of intellect, but if one gets on your tale then a quick escape is necessary to avoid various symptoms, such as mutilation, unfathomable pain, and gruesome death. Attacks are largely ineffective against them, although a cannon may or may not have at least some effect on their body. It is recommended to avoid them if at all possible. If a substance that can mask your scent is available then it is absolutely imperative for you to douse yourself in it. In the case your chances of being cornered by one of these creatures is deemed high, we recommend blasting a way out or forwarding your will to the appropriate authorities.