Krimits (Crim-its)

Krimits are a crude breed from the dense marshes of Mot D'nir. They tend towards tree-heavy regions and are most active at night. They range between 3-4 feet tall and travel in packs whenever they leave their dens. Like much of the fauna in Mot D'nir, they tend to be hostile where most animals would be curious. The various dens around the continent are designated territories that the native people will avoid at all costs, as krimits become erratic and violent when foreign creatures approach their dens.   While they often attack and carry prey back to their dens, their dietary habits are largely unknown. While biomatter is used in constructing a viscous film that houses their eggs, it is unknown if they eat any of their prey. How they would manage to eat is also a mystery, as they do not appear to have mouths.    Krimits hunt in a strange fashion. They seem to designate one of their pack as a "distraction" while the others surround the target. When a traveler stops to look at he distraction that puts on a rouse of being curious, the others descend slowly from the trees to grapple their prey all at once.    A large mistake that travelers make when encountering krimits is staying still. They cannot see and have little way of telling if their prey is asleep or awake, so when they attack at night, they presume their prey to be sleeping. If you remain still, they simply think you are an easier target. The best method of escaping krimits is to simply run and hope that you manage to escape their territory before they descend on you. While their mantis-like movements are rather slow, they can run as fast as 3mph. While this sounds slow initially, it is quite a speed for marsh traversal.

Basic Information

Anatomy

The creatures have 4 arms and two legs, standing upright. When moving quickly, they may bear on their knuckles. They appear as small humanoids with pink, fleshy skin. They lack any recognizable head and breath through holes between their ribs.

Genetics and Reproduction

Their methods of reproduction are unknown

Growth Rate & Stages

Their stages of development are unknown

Ecology and Habitats

They live in established territories in Mot D'nir, typically in dry areas or those with shallow water. Large groups of 30+ live in overgrown caves, but extend during the night to the trees.

Dietary Needs and Habits

Presumably carnivorous, though they have no clearly visible mouth.

Behaviour

Krimits travel in large groups, are aggressive, and very territorial. They do not toy with prey, typically killing them quickly and focusing on the vitals of their prey, even when it is a creature they have not encountered before (as seen in Abbot II's journal).

Additional Information

Perception and Sensory Capabilities

Extrasensory capabilities are unknown, but they are highly sensitive to sound and light.

Subjects of Myth and Paranoia

Due to their intelligence and humanoid design, krimits are the focus of many legends. Some believe them to carry the souls of lost children while others think they serve the demonic Ithitar. The Tara-Jhen believe that krimits are sapient species that were cursed by the divine Quai at the beginning of creation.   The only creatures that see the krimits in a grounded light are the snakefolk known as the Naga-Tel. The old village of Ravahinas was built in a krimit den after a Naga-Tel broodmother fought and slew every krimit in the territory, marking her as a legend throughout Mot D'nir. This lowered the veil of fear that the krimits carried but did not translate to their other inhabitants of the coninent.

Comments

Please Login in order to comment!