Your flesh breaks out in goose bumps as a horrifying apparition slowly materializes before you. Its' ghostly body, a stereotypical white sheet, is perforated with huge, vacant eye holes set above a wide slit filled with bloody teeth. A striped red and black cane floats at the specter's side, and perched on top of the wraith's head is a bleached skull sporting a matching conical hat. Certain that these are your last moments of life, you cower in terror. But, to your surprise, the shade does you no harm, instead, in a scratchy voice, it prophecies that an earthquake will strike your village and the surrounding countryside at dawn. The spirit goes on to advise that everyone must get out of their homes and seek open ground, prior to said calamity, if they hope to survive it. With that grave message delivered, the spook disappears again, leaving you shaking in both fear and gratitude.
Phantoms are spectral demons that can be found in Atlus' 2002/2003 Gameboy Advance DemiKids: Light Version/Dark Version roleplaying video games (original Japanese titles: Shin Megami Tensei: Devil Children Book of Light/Book of Dark). The Light and Dark cartridge variations, while similar in the larger sense, feature different main protagonists and storylines, as well as some unique monsters and items--the idea, like in Nintendo's Pokemon, is that players with different versions will connect their Gameboy Advances to battle each other and trade/fuse monsters.
Phantoms can be encountered in random battles where they can either be slain for experience points and money or recruited to join your ever-growing Demonary (a demonic bestiary). Once a Phantom, or any other demon for that matter, has been enlisted, in addition to using it in combat, the specimen can be further augmented by fusing it with other fiends or items, thereby increasing its' powers or potentially transforming it into another creature altogether.
Contrary to their macabre appearance, Phantoms are actually friendly spirits. They often appear before the living, just before natural disasters strike, to warn them of the impending danger. If forced into battle, a Phantom can physically attack or cast freezing, healing, wind, and silencing spells.
Newsprint, tissue paper, white glue, acrylic paint, plastic (transparent base only), and super glue.
2.9 cm/1.1 in. x 5.6 cm/2.2 in. (widest point x highest point)
Two days: March 4 and 5, 2011.Spike Blop
Several blobs of green slime, each wearing a red, spiked turtle shell on top of its' head, ooze across the floor in your general direction. Before you can do anything about them, something suddenly slams into the ground beside your feet, narrowly missing you--it's another one of the creatures! Upside-down, its' sharp spines impaled in the earth, the gel wriggles madly as it attempts to right itself. Glancing upwards, you're dismayed to find several more of the gooey monsters slithering across the ceiling directly above you. As if on cue, they release their sticky grip on the stone surface and plummet downwards . . .
Spike Blops are armored slime monsters that can be encountered in 2009's Nintendo Dual Screen (DS) Mario & Luigi: Bowser's Inside Story roleplaying video game (RPG).
Spike Blops have two methods of attack that they can employ: First, they simply charge into their opponents, skewering them on their helmets, and, second, when located on a ceiling (which they can reach by leaping), they drop downwards when someone foolishly passes by underneath, impaling the target on impact. Naturally, due to their prickly head gear, Spike Blops cannot be stomped on without incurring injury--have Mario or Luigi give them a good smack with the hammer instead.
Newsprint, tissue paper, white glue, acrylic paint, and gloss nail polish.
3.0 cm/1.2 in. x 2.7 cm/1.1 in. (widest point x highest point)
(The Blop is 2.5 cm/1.0 in. wide and 1.8 cm/0.7 in. tall sans Spike helmet.)
Several hours on February 23, 2011.Bloodman
A large puddle of crimson liquid pours silently down the staircase and proceeds to slide across the floor towards you with alarming speed. As it draws near, ghastly humanoid forms begin to coagulate and rise out of the ichor. Their dripping fingers reach out towards you as frothy red bubbles burst forth from the gaping mouths in their crudely-formed faces. Somehow, you instinctively know that it's your own life's blood that these terrors are after.
Bloodmen are aberrations that can potentially be encountered in the Sword & Sorcery tabletop roleplaying game (which is Dungeons & Dragons 3rd Edition compatible, under the Open Gaming License for Wizards of The Coast's d20 System). These creatures are described in detail in Sword & Sorcery Studios' 2001 Creature Collection II: Dark Menagerie book.
Bloodmen feed by simply touching their intended prey. As soon as a physical connection is made, the target begins to bleed profusely from the contact spot, which the Bloodman immediately absorbs into its' own body. This liquid nourishment first goes towards restoring missing hit points (if any have been lost), and any excess gets stored as temporary extra hit points (which can potentially be used for reproduction, see below). Armor, shields, and natural protection (scales, thick fur, etc.) provide no defense whatsoever against the leeching caress of one of these crimson fiends. While Bloodmen can survive on the bodily fluids of smaller organisms during lean times, their never-ending hunger, and the compulsion to propagate more of their kind, drives them to seek larger prey. If a Bloodman can manage to drain enough blood from its victim(s)--in game terms, 22 extra temporary hit points--the creature can spawn a new, independent Bloodman that fully forms in 1-4 combat rounds.
Bloodmen frequently travel and hunt together in a large communal pool of 4-8 members. Although they cannot attack while in a completely liquid state, they may move at twice their normal speed (20 feet per turn instead of 10 feet) in this form. The greatest tactical concern posed by a pool of Bloodmen is that they can redistribute damage sustained by one of their number equally amongst the entire group (i.e., a blow that would deal 16 points of damage directed at an individual in an eight-member Bloodman pool would instead be divided up into 2 points of damage to each of them, dangerously prolonging the longevity of the brood in combat).
Due to their mostly liquid composition and lack of vital organs, Bloodmen are immune to slashing and piercing attacks (save those delivered by magical weapons, and, even then, only the bonus applies--for example, a successful hit with a scimitar +2 would only deal two points of damage total, not the usual base damage value for a scimitar plus the bonus modifier). Bludgeoning weapons, on the other hand, affect Bloodmen normally. While these natural defenses make them difficult to slay, Bloodmen suffer from a vulnerability to any weapon with the 'wounding' property (said implements inflict dire injuries that bleed continuously)--as a Bloodman is, naturally, almost entirely blood, it can ill afford to lose said precious fluid, and thus takes double damage from wounding strikes.
Newsprint, tissue paper, white glue, wire twist ties, super glue, acrylic paint, and gloss nail polish.
3.1 cm/1.2 in. x 3.3 cm/1.3 in. (widest point x highest point)
Two days; February 14 and 16, 2011.
The Spike Blop & Bloodman figures were also entries for an ooze-themed "You've Been Slimed!" custom figure contest. Participants had the option of making a slimed character, a character made out of slime (which is the route I took for both of my submissions), or a device/trap/creature used to slime other characters. If you're interested, you can view all of said contest entries here: http://www.figurerealm.com/ViewCustoms.php?CID=50