Description: Very similar to the Kraawa, but has been stripped of its ability to grow from kinetic energy, and has been made more suitable for use as a mount. It has greater metabolism and is more domesticated, able to take orders and not run from combat.
Appearance: A bipedal race, the Celahven are a stop gap between the Toa and Makuta in appearance. Tall, typically around ten feet, with medium armored builds, a large pair of wings, and wear masks. Their armor colors tend to be silver and gold, with white highlights and trails. Though the gold coloring can vary, being the gold variant of any number of other colors (e.g. rose gold). Often very bright and shine like the stars.
Physiology: Celahven are a biomechanical race made from a mix of Protodermis and Antidermis. Though unlike Makuta who’s Antidermis was made solid and into parts, Celahven’s Antidermis was raw and unrefined in comparison and never evolved as a result. Instead, the substance serves almost as an energized liquid skeleton, contained and absorbed into the muscles and outer Protodermic armor.
While their primary consciousness does not resides in the substance, much of their energies and powers do. As with Makuta, it is dangerous if their bodies are punctured and for the Antidermis to leak out. Without it, they lose most of their abilities and energy, the only parts left being that which was absorbed in the rest of their body. This little bit of energy can be used so they can move, despite losing what is effectively their internal skeleton, but unable to obtain new energy to recharge. Eventually, the remaining Antidermis will burn out of their system and die as a result. Unlike Makuta, who could potentially collect themselves and find a container to survive, Celahven are unable to be saved if all their Antidermis leaks out. If the leak is stopped in time, it will regenerate on its own, but putting new Antidermis into their bodies will be rejected. So if completely drained, their time is up.
Their frames are pretty light and their massive wings allow them to fly. Otherwise, their bodies are a lot like Toa and other biomechanics. They can be rebuilt into other forms, their muscles and organic tissue can repair itself, have grafted Protodermic armor, etc. Considered more intelligent than Turaga and Toa, but not on par with Makuta, nor as aware of the universe as Makuta.
Powers: Celahven have the elemental power of Light and it is very similar to that of Toa. They are able to create, control, and absorb the power on a basic level. However, this power of Light is tied to the Toa they represent. If the Toa is less than heroic, falls from the code, or goes evil in any way their power of Light goes with it. Not instantly, at least not always, but slowly, turning more and more into Shadow. It is possible for them to return to Light, if the Toa returns from the darkness as well.
On a similar note, Celahven possess the inaccessible elemental traits of the Toa they’re representing. They do not actually have this element, only borrowing those passive benefits from the Toa. As such, it can easily be changed or lost entirely if their spirit is no longer connected to that Toa. This is also what affects the color of gold their armor (rose gold for Toa of Fire, etc.).
When linked with a Toa’s spirit, they are able to know the Toa’s location at all times and follow them. They have a general power to sense active heartlights in a Koro sized radius. Though they lack Toa Power themselves, they can activate objects containing Toa Power as well as sense those who could become Toa.
Like many beings, Celahven are able to use both Noble and Great Kanohi. Similar to Makuta, they are powerful telepaths, but outside of the elemental powers of Light/Shadow, they share none of the Makuta’s other abilities. Celahven are able to become spirits, similar to the Iden’s power, however their entire body becomes a spirit with them. While in this state, they are invisible and unable to perform any elemental powers or physical harm of any kind. They can still use telepathy to communicate with other beings while in this state.
Weapons: Celahven weapons tend to be fairly simple, mostly just swords. Though they are often found to use replicas of the tools used by their favorite Toa.
Other: While not intentionally made flawed like the Makuta, their alignment of moral light and darkness heavily depends on the Toa. They are generally good and heroic as much as the Toa, since that mindset comes from the Toa. If their Toa dies or becomes a Turaga, they can find another Toa to link their spirit to continue being heroic or forgo and be alone. Should they not forge a new link, not only will their element of Light not return, but the true nature of Antidermis will creep into their being and corrupt them into creatures of Shadow. It is possible for one to resist turning into such a purging the shadow from them, but it is very difficult. While tied to a Toa, they cannot purge their moral shadow, but can still be conquered it through other means (Shadow Leech).
History: It is not entirely sure who created the Celahven, but Tren Krom is traditionally credited. The reason as to why varies on the teller. In one version of the story, Tren Krom was having difficulty keeping track of the Toa, so he made the Celahven to follow them. In another, the Matoran complained about how difficult it was to find Toa to help them and so then Tren Krom created the winged beings. Regardless of origin, the ultimate purpose was always the same. The Celahven were to follow the Toa and shine as bright stars, representing their heroics and location.
After Tren Krom was removed and the universe was mostly complete, the Celahven were abandoned. Mata Nui made his own, better, more reliable stars and left the Celahven without purpose. As their original Toa died, they started to get more involved in the universe and making their existence more known. Unfortunately for them, this only resulted in various beings hunting them down due to the threat their Light powers posed. And already few in number, the remaining ones who did not turn to darkness were taken in by the Order of Mata Nui.
Appearance: Skidawkie are incredibly similar to Toa in appearance, being a bipedal humanoid. The only noticeable physical differences are that the Skidawkie have fewer gaps and holes in their grafted armor; most of their pistons, other mechanical parts, and organic pieces are hidden by the armor; longer, more skeletal fingers; generally six feet tall; and their faces look a lot like the masks of their power.
Physiology: Like most Matoran Universe Beings, Skidawkie are biomechanical beings, mostly machine with various organic parts that help maintain the mechanical parts. Despite their similarities to Toa, they're slower, weaker, and less durable than the Toa, but they are physically more powerful and faster than Matoran and Turaga. Blows that would otherwise just knock down a Toa could easily severely injure or kill a Skidawkie, only able to survive due to their incredible healing abilities. Their bodies can heal incredibly quick, repairing damage as it's being taking and pushing out physical items hitting/in their bodies and even repair their armor. Though to help them even further, they have greater senses than Toa possess: better sight (can see farther and night vision on par with Toa of Earth), hearing (close, but not quite on Toa of Sonics level), smell, balance, flexibility and reflexes, acrobatics (better than Toa of Air), response times, accuracy, and sense of danger. They have great kinetic senses, able to feel and sense the changes of energy (I.E. able to feel a pillar of earth/stone about to rise underneath them or a blast of energy coming towards their back). While having about the same intelligence level as Toa, their minds can process information faster and break out of illusions or tricks quicker as a result.
Powers: For their powers, it is separated into three categories: Mask/Disk powers (Primary), Metru Kanoka powers (Secondary), and Elemental (Tertiary).
Primary: Their primary power is that of Kanohi, Kanoka, or Krana. Originally they were only able to do the same as these masks, but have since evolved and become more powerful, something more akin to Toa Elemental Powers. At base levels, they can create, alter, and even absorb whatever power they possess, but it is not always guaranteed that they will be able to do all three. For example, a Skidawkie whose primary power is that of the Great Hau can create force fields that can protect against all physical attacks, even against unknown or unseen attacks. He can form the energy into weapons or whatever construct he can imagine and deactivate the Hau shield and other similar force field energies. Or as another example, a Skidawkie could have the Kanoka power of Weakening and thus able to greatly weaken structures, but unable to remove/absorb weakness.
Though there are some minor limitations to their primary power, or at least what a Skidawkie might get as their primary power. Legendary mask powers are impossible for them to have and the rarer the mask, the rarer it is for a Skidawkie to have that power. So Skidawkie with the power of an Olmak are near to nonexistent. Skidawkie could have the power of Nuva masks if they are Destined to become Nuva and changed by Energized Protodermis, but do not exist naturally. Ones that receive a Noble version of the power instead of a Great can result in having different abilities given that some Noble masks work differently than their Great counterparts instead of just being weaker versions.
Skidawkie are able to use Kanohi, but not all of them can use Great and Noble masks. Some can only use Noble while others can use both, depending on what power they received. While Skidawkie do not grow physically weaker when they lose their Kanohi, they do lose access to their primary power. If they wear a mask that does not have the same power as their own, they can still use their main power, but it will be halved. Hence why most Skidawkie wear the mask that is the same as their own power (i.e. have the power of a Great Hau, going to wear the Great Hau).
Secondary: The secondary power Skidawkie possess is based upon the Metru exclusive traits of Kanoka disks and can affect their personality, powers, and physical traits. For example, one that has the power of Ta-Metru will be physically stronger and have an easier time moving things out of the way. Or the Ga-Metru power, able to do physics defying stunts by being able to suddenly course correct jumps, spins, etc.
Though unlike the primary power, this one isn't nearly as random. It is usually determined by what element the Skidawkie has, so a Skidawkie of Fire is more likely to have the Ta-Metru trait. However, if they are a secondary element (like Plasma), then what Metru trait they receive is whatever is closest in similarity to the main six elements or their personality. If their personality is strong or different enough from the personalities Toa of that element would have, it's entirely possible then that the Skidawkie will receive a Metru trait unrelated to their element (such as a Skidawkie of Fire having the Onu-Metru power instead).
Tertiary: The final power of the Skidawkie is that of their elemental powers. Though like the Matoran, this elemental power is inaccessible to them and only benefits them as physical traits. However, it is far greater than the Matoran's level or even the Turaga, almost to a Toa's base level of inactive power. So a Skidawkie of Fire can withstand great heat and work in environments that would otherwise be too hot even for Ta-Matoran.
How Skidawkie get their element is not by a random process. Instead, their element is chosen by either a Matoran or Makuta. Prior to their element being chosen, their armor is a dull, lifeless silver and have only their primary power. Whatever element they are given is what their armor colors will become. The only Skidawkie who don't have their element chosen for them are the ones whose primary power was that of an elemental Kanohi or Kanoka. While it is possible for there to be Skidawkie of Light or Shadow, none exist naturally and those elements can't be chosen for them. Skidawkie would have to purge their moral shadow to become Light or have a Shadow Leech to make them Shadow.
Weapons: Skidawkie tend to use unusual weapons in comparison to other species. Due to their better center of gravity and balance, their weapons are designed to be purposefully unbalanced and disproportionate. And with their long, thin fingers, the handles on most of their weapons are both too wide and short for others to hold. Should anyone other than a Skidawkie try to use their weapons, it will be incredibly unwieldy and so off kilter to the point of being useless or breaking in various places. Leading most to believe that Skidawkie can actually manipulate the strength and balance of weapons, but how they use them as properly made weapons is unknown. Not all Skidawkie weapons are this way, as their thin fingers allow them to do delicate mechanical work and can create complex machinery weapons.
Other: Skidawkie's faces resemble what mask power they have as to make it easy for Matoran to identify what mask the Skidawkie needs. The Infection power of Kraata and Makuta are especially devastating to Skidawkie. If not cured in time, they mutate into Rahkshi-Toa esc monsters, growing spines and their faces able to split open and screech like the Rahkshi in Mask of Light. Their element becomes Shadow and the Metru trait is replaced by the level one Kraata power of whatever power the Makuta prefers/represents them the most. Most of their organics rot away, with the interior become just a husk of armor holding a larger Kraata. The Kraata is more intelligent than the Shadow Kraata, can wear and use Kanohi, and can enter empty robotic shells to use as bodies (Exo-Toa, Bohrok, etc.).
History: The exact origin of the Skidawkie has been of some debate by various researchers and scientists, due to a number of different tales. Even the Skidawkie themselves do not know their origin, so discovering it has been difficult. However, those within the Order of Mata Nui believe they have pieced together the puzzle of their creation.
Whereas most beings in the universe are either created by the Great Beings or Mata Nui, Skidawkie hold none of the trademark designs of either. Rather, two other races entirely are responsible for these beings; Makuta and Matoran. Makuta made their being, Matoran made their body, and together they formed their spirit. This is how it was believed to have gone about.
In times past, before the Makuta's jealousy grew so large as to rebel against the Great Spirit, the praise given to Toa and Mata Nui gnawed at their hearts. In attempts to prove that they could give the Matoran better heroes than Mata Nui, one of their brothers was tasked with creating their replacement. For those who know this Makuta, they simply refer to him as Equinox, for he appears just as often and in such great showing. And so Makuta Equinox got to work, quickly creating the race as he did not want to spend much time on that project. Though even in his haste, he created what he thought Matoran would greatly enjoy, focusing on Kanohi due to Matoran's own reliance on the masks. And when he had finished, he placed them on an island called Miyrt, down in the south away from others. Leaving them there under observation to prove if they were ready.
And in the time he was gone, two significant events happened to the Skidawkie. The first was being discovered by Matoran. A large group of Matoran had unfortunately been lost at sea, tossed about in the Southern Islands when they finally were able to stop on one within eyesight of Miyrt. Without Toa of their own or any other protectors, they were quickly attracted to the Skidawkie for their resemblance to their heroes. Though it was not long for them to realize that they were not Toa, not in power nor in skill. And being naive beings at this time, who were also taught that Matoran should be trusted, the Skidawkie did not put up a fight against the Matoran altering them. In the end however, the Matoran considered their efforts a failure and were ashamed of what they done. They left the Skidawkie, having used them to get a means for a rescue, never mentioning these events to anyone. The only record of this account is from some of the older Skidawkie.
The second event however is one all Skidawkie remember well. Sometime shortly after the Matoran had gone, a fiendish Makuta known for tampering with other races stopped by. Despite his own great failure, he had learned of his brother's pet project and decided to see for himself. In which he was so disappointed in what he considered to be crude Matoran craftsmanship, decided to make his own alterations. After his tampering, he had Visorak unleashed on the island, killing or mutating much of the species, leaving the survivors scattered to the universe. And for this, the next time Equinox would rise, it was to punish his brother.
Since then Skidawkie have evolved into the powers they are known for today. Some have become local heroes, others mercenaries, some inventors, and others into various jobs. Though where ever they go, their move into the north has caused quite a disruption. Accusations of being false Toa or assassinated by Dark Hunters mistaking them as such, others trying to mutate them into Rahkshi nightmares, and so on. It has been a great strain on the Order to try and relocate, kill, or recruit such potentially useful beings.
Appearance: The Irnseptoad are a race of biomechanical, reptilian-esc insectoids (or insect-like reptilianoids, still debated which), created by Mata Nui some time ago and placed on one of the Southern Islands. So described as their bodies have more reptilian elements, such as claws, webbed toes, scale-like skin under in exposed areas, etc., but their heads are much more insect-like. Some compare it to the Metru Mantis, a long angular look and strange oblong eyes coming out the sides. Though unlike that mantis Rahi, most also possess a pair of horns.
Physiology: Common to all Irnseptaods is that they're usually about the same height as Toa and possess similar levels of physical strength. None are able to wear or use Kanohi and they are strangely immune to the effects of Energized Protodermis, for it can neither change nor destroy them. Perhaps for similar reasons, other substances, like mutagen, and physically alternating powers do not work on them. Their eyes are able to see in all directions at once and have a film coating to protect them from dust and debris. Although capable of speaking Matoran, they rarely do. Instead, they speak Irnseptaodese, which sounds like a series of hisses and insect clicks.
Though that is where commonalities end as they are actually two races, but due to their similarities, they are placed together as one. It has yet to be determine if they were created separately this like, or if a change in environment lead to one group differing from the other. Regardless, the Irnseptaod split into two groups, Mountain and Rain Forest.
Mountain: The Mountain variant, per their namesake, live in the peaks of their island's mountains. Their lungs are very strong, able to withstand great pressure and resistant to filling up with liquids. They are very poor swimmers and will sink quickly, but due to their powerful lungs are able to walk across ocean floor beds for hours before needing to resurface. Of the two, they are the physically stronger ones, having great durability and steadfastness. Their horns are also much larger, wilder, which can gather light into a ball between the horns and launch it as an intense beam of elemental Light.
Rain Forest: The Rain Forest brethren live, as you guessed, in a more rain forest environment. Though it is filled with a network of deep pools and underwater caverns. Leaving these ones incredibly acrobatic and excellent swimmers. Unlike their Mountain brothers, they have gills and lungs, able to be in water or on land indefinitely. Their horns are much smaller and cannot magnify light naturally as with the Mountaineers, but their horns can move back to make for smoother dives and swims.
Regardless of their differences, the two get along very well and lived in peace. For the most part, neither race particularly liked violence, but always prepared for such a day when they would need to fight.
Powers: Unlike other races, the Irnseptaod don’t have powers per say. As previously mentioned, the closest would be their immunity to mutation, even by Energized Protodermis, and the Mountain variant’s ability to gather and unleash beams of elemental Light.
Weapons: Both have a fear and hatred for darkness, creating weapons to magnify and intensify the light around them. It appears to function similarly to that of the Midak Skyblasters, but unlike those blasters, their staff weaponry doesn't absorb light, just empowers and redirects it. Outside of this achievement however, their technology was severely lacking in comparison to other races. All their weapons and equipment are made of Protosteel.
History: The Irnseptaod were created by Mata Nui at an unknown point in time and placed on one of the Southern Islands. They lived in relative peace and left mostly undisturbed, but one day their unique qualities attracted the attention of the Order of Mata Nui. Seeing potential, they attempted to turn the Irnseptaod into a race of Makuta-killers, arming them with Protosteel weapons and armor. It is unknown why, but eventually the Order abandoned this effort and moved onto trying their hand with other races to do the same. The Irnseptaod however were left changed, not physically, but technologically. Their island was unusually rich in Energized Protodermis and having learned their new gifts were created from the substance, eventually found a way to manufacture Protosteel themselves.
Sometime much later, a group of Dark Hunters traveling through the Southern Islands happened upon the Irnseptaod's island home. They did not explore the island much when it, and they in turn, were attacked by a small navy of pirates. The Dark Hunters fended them off, making it seem like they save their island out of the goodness of their hearts. When the Irnseptaod came and gifted them with Protosteel gear as thanks, it did not take long until this was reported back to their Dark Hunter leader. And with such a potential resource to be gain, how could one resist?
A deal was struck between the leaders of the Irnseptaod and the Dark Hunters. In return for protection, they would make whatever Protosteel equipment the Dark Hunters requested. And to ensure the Dark Hunters kept their bargain, they sent two of their greatest fighters with them. Of course, the deal was never kept as intended. Eventually the Dark Hunters enslaved the entire island and kept his two new hunters constantly busy, making it seem as though everything was fine.
Appearance: Bizarre little creatures, these things look like fuzzy white cubes. Typically get no bigger than the size of a Matoran’s arm.
Biology: The Angelic Cubes strange animals that are more akin to living music boxes than anything else. They sing in melodic harmonies, though the sound they make does not contain any words. The closest is similar to acapella in that sense that sometimes part of it might come off as, “Ah,” “Oh,” “Nah,” etc. This singing wards off potential predators and attracts Matoran and other beings to come find and protect them. However, their songs are more than to just ward off predators as they are completely blind, relying on hearing and echolocation as their guides. They also are capable of sensing heat sources and will head for them. Should anything attack them however, their “fur” is actually bladed quills and stand them up to stab attackers.
Though no Matoran has ever seen an Angelic Cube move before, they are able to do so. Based on their tracks, it appears that they hop everywhere, as their tracks are just one square imprint after the other. So far in the wild, Angelic Cubes only live in frozen wastelands where their songs can be carried far on the frozen winds. They tend to eat a type of energized icicles, but other substitutions have been found for pet owners.
Powers: The songs of these cubes carry more than just sound, but suggestive power. They are able to manipulate the emotional and mental state of beings and creatures that hear it. Only with mental shielding or having developed to ignore their melodic suggestions, like their predators, can one guarantee to never fall for their wishes.
History: Angelic Cubes were created long ago by Makuta Inkhur. The cubes have learned how to alter their voices to affect the minds of others, somewhat bending them to their will. They cannot take over beings or creatures, but can give strong suggestions or put ideas in their heads. As such, Matoran have specially fawned over these Rahi, taking them home as “pets” for their wonderful singing. Many Matoran have died chasing after these creatures, falling off cliffs when following their voice in snowstorms.
Appearance: Armored Moths are small creatures, no bigger than a Matoran’s hand. They tend to have dark green and black bodies, with four small legs, two black fuzzy antenna, and a single green eye. The moths also have four silver wings, which are quite wide and heavy, being made of metal.
Biology: Armored Moths are small pests that tend consume various plants and nibble holes in masks and equipment. So named for their metal wings, which look like small shields and provide protection from small predators. The metal composed of these wings is surprisingly light weight for how durable they are, but still heavy. It is assumed the moths are very physically strong for their size in order to obtain their flight, as their wings would be too heavy to use otherwise.
Powers: None.
History: Armored Moths were created by a mix of Protodermis and viruses by the Makuta. Though generally considered a pest by the Matoran, it has since been discovered at their wings provide a good source of raw metal material. It has since started a profession of Matoran bug catchers, who will capture as many of the moths as they can to bring them back and melt them down. How many moths one needs depends on what one wants to make, but about a hundred moths, or four hundred wings, is enough to make a full suite of armor for a Matoran. In areas were Protodermis ore is hard to come by, sometimes hunting these pests is a good alternative.
Appearance: Similar to a horseshoe crab, a large and flat circular shell/body in the front that gets thin and trails off into an increasingly shrinking tail. However, trailing along with the tail are two extra appendages with spear-like claws. It has six small legs, two orange glowing eyes underneath its sand-yellow shell, and a cactus that rests on its back just past the main shell and onto the tail.
Biology: The Fallacious Crabs tend to live in desert and sandy regions, burying themselves in the sand to hide from the heat of the sun. They don’t have lungs, only gills, using moisture found deep underground in the sand or from their prey in order to survive. Luckily for them, they require little moisture and can survive for days with only a morning’s dew worth of water on their gills.
Their shells are durable as Protosteel and blend in with the sand, hiding them very well. The only weak points on the surface of the shell are two small slits that allow the crab to see above itself. While not easy per say, small blades or energy blasts could get through these slits and blind the poor crab. When not buried in sand, its small legs cannot carry it very fast and thus relies and trickery and traps for survival.
To this end, these crabs fuse desert plants to their backs. Typically this is a cactus, but it can be any plant that would attract other creatures/prey and beings. Once they have their plant of choice, they bury themselves and wait for some prey to come eat the plant, their tail stingers ready to strike. Either by seeing the prey approach from the slits in its shell, or by feeling the vibrations in the ground with its tail, once the prey comes to the plant the stinger spear impale the target from two sides. Should it fail to impale, as long as the stingers are able to strike, the venom contained within is enough to paralyze even Toa in a few seconds. Though it only lasts for a few minutes, it is more than enough time for the crab to kill and then eat their prey.
Unfortunately for the crabs, the plants they carry is both their greatest ally and weakness. If the plant is torn off, it exposes their soft innards and allows predators to kill them easily. Despite this, the crabs are known to take good care of their plants, keeping them in optimal condition so that they are as attractive as they can be.
Powers: None.
History: Created long ago by Makuta Mixion, these crabs are no uncommon in places like Po-Metru. Despite their cleverness, stronger and more dangerous Rahi in the area have kept their numbers significantly down.
Appearance: A large green frog-esc Rahi with crown thorn on its head and purple eyes. It is large enough that it could swallow diminished Matoran whole.
Biology: Friendly, docile creatures, these frogs are known for playing with Matoran and just having fun. They tend to live in swamps and areas with fresh water or giant lily pads. Their long and sticky elastic tongues allow them to quickly snatch up prey, such as mosquitos and other small insects. If ever threatened or angered, they will use their horns for lethal combat. As this is a rarity, they are typically seen using their horns to dig up new dens or honorary duels between each other.
Powers: None.
History: Created at some point in time by an unidentified Makuta using viruses and Protodermis. Due to their playful nature, some Turaga have barred the Rahi from entering their villages and cities as they would distract the Matoran from their work. This is especially true of the Le-Matoran, who tend to be the frogs’ favorite playmates.
Appearance: Despite deer being in the name, this creature (especially the head) is closer to that of a moose in design. Its armor colorings are red and black, with a series of branching red antlers coming out of its black head. The sides and belly are primarily red, with the back and small tail being black, its legs being a mix of black and red, and ends in small black hooves. Though the unique thing about this creature is that coming out of its back are dual rotary blades.
Biology: Helli-Deer are adapted to the extreme heat of volcanic areas, their tough hides repel light splashes of lava that land on them. Generally friendly and docile, they just wander about looking for food, eating burnt plants and occasionally rocks. With their duel rotors, they are able to hover and fly for short distances. More often than not, the Helli-Deer are prey for various other species.
Powers: None
History: None are too sure why the goofy Helli-Deer was made. The Brotherhood has records of it being created, but not the Makuta who did so. Perhaps it was a joke or the Makuta was too embarrassed to assiate his name with it, but it’s a thing that exists. Despite a ban put on further creating such useless Rahi, somehow more keep getting made. And the Brotherhood is getting quite tired of this joke.
Appearance: An odd spider Rahi, Iron Thieves tend to be primarily black with four legs, a pair of orange eyes, a pair of shredder mandibles, and a horn on its head. The mandibles and horn are silver and at the end of each leg are three silver blades. Colony leaders tend to look a bit different, having thicker armor and builds, smaller blades in dark gunmetal, and a rotary cannon tail.
Biology: The Iron Thieves are a strange creature, whose diet almost entirely consists of Protodermic metals. However, as far as been observed, these metals are not where it regains energy and it is unknown what it uses for such. Their powerful jaws/mandibles is able to tear the metal apart and break it down into small enough pieces to swallow, which then enters their furnace of a stomach. From there it is melted down and mixed with internal chemicals that alter the substance to more molten Protosteel. Wasted material from the process becomes their venom and gets moved into their claws/blades while the molten Protosteel moves to another area for storage or forging. It will then use this Protosteel to create webs from its mouth or launch primitive weapons against threats.
Rarely do Iron Thieves prey against other Rahi and biomechanical beings. Most often their targets are robots, tools, gates, suits, even Makuta if they so happen to be around. Of all the metals, Protosteel is their favorite to consume, and their jaws are capable of doing so, making Makuta almost a favorite of theirs to hunt. They’re known to steal Kanohi right off Matoran’s faces as well if they’re pretty hungry. If they are starving, they will be desperate enough to attack other Rahi.
These spiders are typically pack animals, traveling in groups of five to six at minimum, usually in larger swarms. Though it is not uncommon to find an Iron Thief by itself, likely a scout for the rest or left behind for reasons unknown. They are, however, surprisingly intelligent. Herding prey into elaborate traps and installing new weapons or technology they find to be useful. Not very common, but running into an Iron Thief with a tail and some cannon attached to the end of it isn’t an unusual sight.
Shadow Iron Thieves: However, a large group of Iron Thieves, being at least two packs, typically more, are led by a colony leader. Typically referred to a Shadow Iron Thief they are more vicious and sinister than their regular counterparts.
Powers: As previously mentioned, Iron Thieves and very powerful and capable of destroying Protosteel, as well as forging it. From their mouths, they can spit sticky nets of Protosteel or spears. Their claws can rapidly swing in a scissor-esc motion, swiftly slashing targets to pieces or burrowing deep underground. The tips of their claws contains a venom that will transmutate the afflicted into a Protosteel statue, for which they’ll proceed to eat. Aside from this, their horn can fire an energy beam similar to the Herding Blade and serves a similar function. To help guide and lead the pack, as well as direct prey into their traps.
Shadow Iron Thieves: The colony leaders have the elemental powers of Shadow, able to launch shadow bolts from their horns or make shadow webs. They always have a rotary cannon tail, which tends to fire Protosteel bullets, but can be stone or shadow bolts if out of the metal.
History: To this day, none are sure where the Iron Thieves originate. The Brotherhood has no records of ever creating such a Rahi and they have been largely absent from the universe. However, the Order of Mata Nui has been able to pin down a potential origin. They seem to have first appeared on the Irnseptaod’s island, shortly after they began their Protosteel manufacturing. Either an existing spider Rahi adapted to survive on the sudden abundance of Protosteel as its natural habit was destroyed or something fell into Energized Protodermis during the forging process. Whichever is the case, they seem became a plague for the Irnseptaod, who tried to wipe them out. This has only ended up sending them across the universe, going from island to island and becoming a problem for everyone.
Appearance: A big black and gold bear Rahi with large bat wings.
Biology: A fierce creature with mighty strength and endurance, Mausoleum Bears are difficult to defeat in melee combat. Territorial, they tend to live deep in caves, ruins, or areas that were once a large battleground. They are the nighttime rivals of the Ash Bears, but tends to be docile when their territory isn’t threaten. They possess night vision, echolocation, and their large wings allow them to fly.
Powers: None.
History: One of many Rahi created out of viruses and Protodermis to fill the universe with life. It is unknown which Makuta created this creature.
Appearance: A small ape-like Rahi, Johaples are no bigger than Matoran and are usually blue and green in color. The creature also appears to have some mushroom qualities in its textures and appearance, having a very odd cap on its head.
Biology: Despite its fungus appearance, Johaple are Rahi and not plants. It would seem that is appearance is to blend in with the forests easier and to be mistaken for a plant. These creatures are tenders of forests, maintaining and grooming plants to ensure a healthy ecosystem. They tend to collect and keep a number of different seeds in their caps for planting. And while friendly, if attacked they will take off their metal caps and use them as makeshift weapons. To a Johaple, destroying or harming the forest is an attack on them and will provoke them to war. What constitutes as harming the forest has yet to be determined by Matoran. Johaples rarely stay in the forests in large numbers however. Most tend to travel around the universe to restore former forests or areas now devoid of life.
Powers: These Rahi have the elemental powers of Plantlife, allowing them to control and grow plants. However, the most powerful Johaple have been seen are around Turaga level. They also have the ability to commune with plants and act as messengers and communication centers, warning plants and other Johaples of dangers.
History: The Johaples were created by Makuta Equinox at some unknown point in time. It is not entirely sure why he made these creatures. It could have been to fulfill their mandate to maintain the universe or his way of penance for all the islands Venivvy ruined. Whatever is the case, they have around for many years trying to make the universe a better place.
Appearance: A brown squirrel-like Rahi that has black ears, a chimney-esc nose, a silver belly and sharp claws on all four of its paws. As per its namesake, it has the squirrel has a tail with a kite attached to the end of it. The kites are usually black and done in the classic diamond shape design, but some variations have been overserved. The kites also tend to have a hang glider bar for the squirrel to grab onto. The tail that the kite is attached to is Protodermis metal string and pretty durable. Depending on what area the squirrel lives in, the stringy tail may be wrapped up in a winch. Grasslands and dessert ones tend to have the winch with large kites while woodland ones tend to have small kites and no winch. In-between variants have been observed with fairly large kites, but missing the winch as well.
Biology: The Kited-Tail Squirrel is a curious Rahi that tends to live in clear and windy areas. Grassy plains and stormy deserts tend to be the most common locations, but some variations with smaller kites have been found in more wooded areas. As is quite obvious from its name, this rodent has a kite-like tail. It will often be found running around, trying to get the kite started in flight, letting lose more and more of the tail kept wound up in its winch. When the kite is finally flying stably, the squirrel will jump (aided by Levitation powers) and grab onto the kite, using it to hang-glide around to a new area or to catch prey.
Aside from travel and flight, the kite is used to scare off other flying Rahi, due its size, for encroaching on its territory. Sometimes the squirrel will let the kite fly around freely until some poor small bird flies underneath it, in which it then swiftly reels in its tail, smashing the prey into the ground or previously made trap. Other times it is use for camouflage from larger predators or as makeshift shelter from bad weather.
Powers: Minor levitation powers to increase its jump and so that its weight won’t immediately bring its kite back down.
History: This Rahi was created from viruses and Protodermis at some point in history. The Makuta responsible for its creation is currently unknown. It used to be a fairly common Rahi and especially popular with Matoran. Unfortunately for these squirrel, their own hang-glider kites are large enough that Matoran, and even some Toa, can use them effectively. This has resulted in most of them having been hunted down and their kite-tails removed. Without their kites, they are purely at the mercy of their predators. Turaga have since declared them to be an endangered species, deeming it illegal to remove their tails.
Appearance: A large wasp-like Rahi with six legs, two wings, and a large stinger, and are primarily white and silver with yellow bands. It is comparable in size to the Nui-Rama.
Biology: Power Wasps are electricity generators, their bodies produce so much of it that they tend to constantly be sending sparks and zapping anything nearby. Perhaps to do this static nature or some other power of theirs, thunder and lightning storms always seem to follow them. Their stingers act as lightning rods and attract the bolts send by the storm, for which they absorb and contain even more electric energy. This electric power tends to be used in their hunting, sending lightning bolts or Chain Lightning at prey from their mouths. It is rare for Power Wasps to use their stingers in combat, using their powerful taser jaws and claws for close range fighting instead. In the instances it ever uses its stinger, it will be to discharge all its stored electric energy at once. It can do this at a distance, which results in a long and powerful stream of lightning or close by jabbing the stringer into the target, vaporizing them.
The wasps tend to travel in swarms, though the typical swarm size for them numbers only in the twenties. They prefer areas of power, such as power plants or places of naturally occurring lightning storms. Though they do not damage any power plants, or at least not intentionally, they merely like the feeling of power and will not attempt to chew through cabling. Unlike other wasp Rahi, they built no nests and rest out in the open for optimal chances of being struck by lightning. They foolish tend not to worry about predators, believing any that come nearby would be zapped first. Their prey tends to be other wasp and insect Rahi, such as the Nui-Kopen, and large birds. They have a fun habit of attacking sea Rahi, Tarakava in particular, to see how many lightning strikes it takes to kill them.
Powers: Having a strong affinity to the element of Lightning, these wasps are able to create and send blasts of electricity. Their presence tends to create lightning storms and if used as a generator, as long as the electricity loops back to them, could potentially power something indefinitely.
History: The Power Wasps were created by Makuta Equinox some time ago for an unknown project. This project required a lot of power, for which the wasps were made to provide, but the project was rejected before they could be used. Having no use for them, Equinox released them out into the universe to observe what would happen. Some clever Turaga and Matoran realized the potential in these insects and have made efforts to capture them to use as power generators. With only a few of these creatures, they could power an entire Metru for years to come. Already considered rare before that, these Rahi are near extinct in the wild due to constant captures.
Appearance: Similar to Makuta Teridax in the first battle against the Toa Mata, a mass of black slime, tendrils, and assortment of parts. The only consistent part of their look, aside from their base black slime, is that they are composed of random pieces of junk.
Biology: Recyclers are oddly intelligent, in a Hordika sense. There is clearly a mind on par with Matoran and Toa, but often their base, bestial nature wins out on their thought processes. Before they collect any parts, Recyclers tend to take the form of a black serpent or tentacle, moving about to find pieces to form a body. As per their nickname, they seek out any and all discarded materials to use and build up their bodies. This often includes corpses, in which they are able to revive its previous functions, gaining access to the previous owner’s powers. Once they have a body that can hold a high enough intelligence, they tend to go around raiding nearby areas for any loose or interesting items.
Powers: Mild shapeshifting as they can rearrange their sludge body into any form, but the parts they collect have limited combinations. Able to somewhat revive they dead, they can have and use whatever powers is found on the corpse or item.
History: Though their true name has been lost, Recyclers were a failed experiment of Makuta Negulax. They managed to escape their containment unit on Destral and have seen been spreading throughout the universe. Most prevalent along travel ways and in the south, raiding pirate ships and Dark Hunters alike to add to their collection.
Appearance: A black armored creature, it is sort of similar to a starfish in that it has a central base and several arms stretching out from it. Unlike a starfish, it tends to have six arms and are longer and almost creeping weed-esc. These arms tend to end in spikes or some sort of shovel.
Biology: Rives are blind creatures, tending to live underground and in large caverns, wrapping themselves around the bases of stalactites. They will grow as large as the base of the stalactite they have chosen to make their home. The feed off of particles and tiny organisms floating in the air of these places, filtering and cleaning the area as a result. These are especially useful in mineshafts as they’ll consume and remove all the dust and harmful gases in the area.
Unfortunately, they are also pretty defenseless from predators. Being blind, they have to solely rely on their senses of hearing and smell to detect oncoming threats. Should they detect anything threatening, or get startled, they crush the stalactite and drop it on whatever is below. After that, however, if the attack failed and their dark camouflage does not save them, they must flee. Flying Rahi, such as bats, tend to be impossible for Rives to defend against and are often eaten by such creatures.
Powers: None.
History: The Rives were created by Makuta Equinox a long time ago. Though fairly helpless, they have managed to thrive in underground areas, purifying the air. It used to be very rare to ever see one above ground, but in the past couple hundred years this has not been the case. An overabundance of Rives have since made their home in Xia, consuming the heavily polluted air and toxins. Instead of appreciating the creatures’ cleanup of their home, the Vortixx consider them to be a massive nuisance and obstruction. A Dark Hunter or mercenary strapped for cash can make some easy widgets by bring in a couple hundred of these things dead to the Vortixx.
Appearance: Small winged insects, similar to Protodites, but a bit larger and with a single head.
Biology: There is little different in their build and makeup than that of the Protodites. This appears to be done on purpose to have them blend in more. Thought Tweeters tend to travel in small swarms and are often preyed upon by many other Rahi.
Powers: Thought Tweeters create what Equinox refers as “thought echoes.” These thought echoes are like broadcasters, stretching and sending out the thoughts of creatures and beings on a unique psionic frequency. Effectively, they create a mental recording of other peoples’ thoughts and then sends them to whoever is capable of interpreting the signal (typically Wisnowlo). While their mind reading abilities are light enough that a majority of beings don’t even notice it, the psionic signals they send are somewhat detectable, as it makes an annoying buzzing sound to beings with telepathy. Like their Protodite cousins, Thought Tweeters can split in half to clone themselves.
History: Created by Makuta Equinox a long time ago as part of a Rahi spy network. These creatures, in tandem with a few others, would allow the Brotherhood to effortlessly collect intel from across the universe. Unfortunately, he designed them to fit in too well and many are eaten before they can catch any important information. And with how most beings don’t like Protodites to begin with, they are actively killed, even if their killers don’t realize it.
Appearance: Tiny insects, these Rahi look a lot like the black American carpenter ants; being about an inch long, having completely black bodies, bulging eyes, two antenna, mandibles, etc. Where they differ is that their six legs end in red spiked wheels and have to tentacle arms coming out of their back.
Biology: Turnpike Ants tend to live in large colonies, preferably in large dying trees, but will make a home just about anywhere. Their spiked wheels allow them to drive up surfaces as well as quickly traverse the ground. When on the uneven and rough terrain, they can move up to twenty-five miles per hour. On terrains with better conditions, such as the roads they build, they are but a blur to any Matoran observer.
That is the most unique trait of this Rahi, road construction. The wood and materials they don’t eat are used in the construction of mineshafts and roads. Though typically the roads are made from gravel, the ants collect and carry materials in their tentacles and then place it in their cement like saliva to hold it in place. It has been noted that the roads are durable enough that even heavy machinery, such as Exo-Toa, do not break them was stepped on.
Outside of their road construction, these insects are typically seen as pests. They constantly steal food and materials, sometimes even entire homes, for whatever purpose they see fit. Though they do often consume and take materials that other Rahi and insects would otherwise not eat. Generally, they do not attack, but if somehow provoked, a swarm of them can eat Matoran down to just armor and bones within minutes. They can carry up to a thousand times their own size and weight and have a telepathic hive mind.
Chute Ants: A Metru Nui relative, these versions of the ants have forgone their wheel feet. Instead, they have little magnetic repulsors that they use to travel around inside the chutes. A constant annoyance, containers often have to be screened to ensure no ants got inside or still on it for a joyride.
Powers: None.
History: Created by an unidentified Makuta at some point in time. Since a colony has moved into Metru Nui, they have been quite the nuisance for the Matoran.
Appearance: A small Rahi about the size of the rebuilt Mata Nui Matoran, it is primarily gunmetal with some dark green on its sides. It is an odd turtle creature with three spike legs, a spikey spinney shell, a short bladed tail, and a pair of short tusks.
Biology: The Turtle Spider is a friendly creature that tends to live deep in caves, feeding on the native plants that grow there. Despite its shell and turtle like design, it gained its spider title for its ability to climb and stick to walls and ceilings. It tends to traverse ceilings and lives in peaceful coexistence with the Rives. Due to its poor eyesight, the turtle rely on their supersonic cries and echolocation for guidance. Their cries can be quite frightening sounding, but startling one, much like the Rives, is a bad idea. They’re curl up into their shell and drop on the creature or person below, impaling them with their spike ridden shell. If they are ever attacked, they can attempt to use their tusks or unleash a sonic scream.
Powers: Their sonic screams is similar to that of the Kraata Power Scream. Most often it will deafen and disorient those affected, but if close enough the blast of sound can render one unconscious.
History: Born from viruses and Protodermis, the Turtle Spider was created by an unidentified Makuta. Though not a guarantee, if you can find a Rives, you’re bound to find some Turtle Spiders nearby. Due to their potential hazardous nature, all the Turtle Spiders in Metru Nui have been captured and put in stasis in the Archives.
Appearance: About the size of a Matoran, this owl-esc Rahi are primarily purple with a secondary color depending on what Wahi/elemental association of their home.
Biology: Capable of flight with its wings, has a sharp beak and talons to attack prey, and tends to make homes is high up places such as trees. Very intelligent, Wisnowlo take the scrambled signals from Thought Tweeters and use them to construct summarized reports of what’s going on in the area. Combined with its own mind reading, it is constantly analyzing and watching, using the information to avoid predators and catch prey. Though to Matoran and other beings, these owl often just stand in one place, not moving for long periods of time. Trying to capture or attack one is never a good idea, as they are often two steps ahead of their attacker. Tends to prey on small insect Rahi.
Powers: Wisnowlo have Psionic powers, both Telepathy and Telekinesis, though it is primarily used to receive messages from Thought Tweeters. They are capable of telepathically projecting imagines, even temporarily record what they see and hear, able to send the recording via telepathy. Their telekinesis is powerful enough to lift and toss Matoran around.
History: The Wisnowlo were created by Makuta Equinox as part of his Rahi spy network. They were to collect the data from the Thought Tweeters, summarize it into useful reports, and transmit any important or concerning information to the Brotherhood. Anything considered very important was to be sent to Equinox directly. And when not sorting thought echoes, they were to fly around and capture images or recordings of anything found worthy of note. However, given the general failure of the Thought Tweeters, the Wisnowlo’s effectiveness was also low. Though far more capable and useful, they continued to be made for use by the Brotherhood.
Class: Sentient Flora (some), Intelligent Flora (some) Species
Appearance: The Sainka’s appearance depends on which class/sub-species is being dealt with, but all share some commonalities. The bush/plant-class is most similar to that of Morbuzakh and Karzahni, typically being this spherical base with a bundle of vines and roots spreading out from it. The plant-class is primarily black in color, though can have some lime green vines, various types of silver metallic pieces jutting out of it, as well as translucent blue crystals.
The seed, spore, and sapling classes, while differing in many ways, are far more similar. Starting with the spore-class, these look like a spherical triangle standing up, with an extra cylinder protrusion coming out the back. They have a singular blue eye in the front, their outer shell is made of the translucent blue crystals, protecting the loose green seed and mechanics inside. Three lime green roots/vines sprout out from each corner, with an additional three coming out the back. On the front are three little blasters devices fused in the crystal shell.
The seed-class is much like the spore-class, though does not have the cylinder protrusion in the back and is instead composed of two the spherical triangles, the corners of one triangle rest in the opposite of the other. Its shell is black, with additional blue crystal coverings, and have four black roots/vines, two coming out of each side. It also has three blasters fused into the front of its shell, but has additional ones in its roots/vines.
The sapling-class is closer to the spore-class, but differs in many ways. While its shell is translucent blue crystal, its shaping is more of a spherical plus sign laying down, with cylinder protrusion in the middle, both top and bottom. Harder, blackened roots forming a base on the bottom cylinder stretch out from it, with either lime green or orange roots/vines attached to the ends. Unlike the other two, it has no visible eyes and no blasters in its casing.
Physiology: Sainka is a biomechanical plant, meaning that like other Matoran Universe beings, it is a mix between organic and mechanical nature. The exterior of Sainka is covered in Protodermic armor, with gaps and breaks in this armor revealing the cellulose underneath. It possesses all the typical plant makeup and structure internally, though made of Protodermis like all MU plants, but also has an additional internal mechanic skeleton and parts for structural support and functions. Design to obtain nutrients from any environment, Sainka can live anywhere from inside volcanoes to frozen wastes, but tends to prefer places with lots of existing plant life. To best explain the Sainka plant, it must be further split into several sub-classes.
Plant-Class: The Sainka plant-class, sometimes also known as the bush-class, is the primary species. It is a large factory plant that places itself in an area and begins to swiftly take over, draining away all nutrients and materials to itself. Materials gathered are refined and either used to help expand and grow the Sainka or to manufacture war machines. The primary purpose of the Sainka is the creation of these war machines and soldiers, continue to spread, gain resources, increase military size and strength, and expand conquest.
Members of this class are all sentient and highly intelligent, more so than that of Toa. Their bodies produce a chemical that allows them to feel vibrations in the air to sense movement. Similar vibration senses in the ground as well to detect objects and creatures. If need be, crystalline eyes can be grown anywhere on its body to further check the area. If needed for self-defense, the eyes can grow into heads with sharp teeth and spew out poison or acid. Often at least one head can be found rising out of the primary base of the plant, but the consciousness does not reside there. It is merely a distraction to have attackers focus on the wrong area. Consciousness primarily resides in the main base and master root. For some reason, Sainka are weak to the Element of Air and a blast of that elemental power to the master root will kill the entire creature.
Size of the Sainka varies, depending on how long it has been growing, but the main base is typically no smaller than a city block and several stories tall. As the main base is also primary manufacturing area, it is commonly defended by blades and crystalline structures in addition to vines and heads. The roots and vines it grows can borough quite deep in the ground and easily through buildings and Protodermic defenses. Thorns can also be grown on the roots and vines, provided simply crushing or tearing apart the attacker doesn’t solve the issue. If the area has run out of nutrients and materials, the primary base can consolidate and recycle the extend parts of itself to convert into a large airship of sorts. It can then rocket up into the air and fly to a new location to replant itself.
The plant-class is the only class able to propagate, however, it can only do so once. It must choose the correctly when to do so, for its offspring will have all the knowledge and abilities gained. It can gain abilities from other plant life in the existing area, taking any desirable traits they may possess. However, these traits can only then be passed onto their offspring and are unable to add it to themselves. The only known member of this class is Venivvy.
Seed-Class: The seed-class are the singular offspring of the plant-class, design as such to keep the creature’s population under control. The internal means of growth into the plant-class are protected by a durable outer shell, which has additional physical defenses by ways of crystal armors. They tend to be larger than Toa and their beginning sprouting roots are strong enough to pulverize boulders. Highly intelligent, they can choose when where they want to plant themselves and when they should be planted. After which they can access to all the traits of the base plant-class and the addition acquired traits. Only known member of this class is Khronstor.
Spore-Class: The spore-class, often referred to as the Sparnturtors by the Sainka, are similar to the offspring seed-class in design. They tend to be the first war machines built by the plant-class, based upon the blueprints for the seed-class, and are small, easily manufactured drones. Though they are easily larger than Matoran, they are not quite Toa sized. Their outer shells is fairly thin and weaker, being made of the crystal material, which is filled with fluids and attempts to protect the little seeds inside. Unfortunately, the gaps in their design make it easy to destroy them. A simple blast of Fire or poison in the gaps will instantly kill them. Their vines/roots can crush Matoran, but they don’t have much in the way of intelligence and can be easily outmaneuvered. Their functions are simple, scout, occasionally gather materials, and attack in swarms. Though mentally connected to their plant-class creator, they act as a hive mind, knowing the plant-class’s will and needing little direct orders. They are not considered sentient like the plant and seed-classes and if the plant-class is killed, all Sparnturtors will deactivate. However, like the seed-class, they can plant themselves and become the sapling-class.
Sapling-Class: The sapling-class are the planted versions of the spore-class. They tend to be bigger, more intelligent, and more powerful. Like the plant-class, they can grow more vines/roots and their vines are now strong enough to pulverize boulders. However, unlike the spore-class, they lose all ranged weaponry. Instead, their primary focus is to act as wireless transmitters, sending nutrients and more detailed data back to the plant-class. They can also be the growth quick starter for the plant-class, allowing the roots to instantly connect and grow out to all areas the sapling knows. Though it has lost its ability to fly, the sapling-class can uproot themselves and walk to other areas. They also gain minor manufacturing capabilities, able to repair any damaged Sparnturtors. Ones that plant themselves in the water tend to have the orange vines/roots and looks more like sea kelp.
Powers: Both the plant and seed-classes have Telepathy, able to read minds of beings and creatures, as well as speak to them. Seed and spore-classes have the ability to levitate and fly, though the Sparnturtors are much faster than seed-class, they can’t go as high up. Unique to the base plant-class, it can alter parts of itself to spew out acid or poison.
Weapons: The plant-class can use thorns and vines as weapons or manufacture defensive blades to sprout from its base. The seed and spore-class are the only ones with real weapons, having small elemental blasters built into their protective shells. Spore-class only has three of these and they fire a powerful acid, similar in potency to that of the Bohrok’s Acid Shields. The seed-class has more blasters coming from its vines, but the power depends on the traits it inherits. The only seed-class known so far is able to fire an acid-lava mix.
History: When the League of Six Kingdoms demanded Rahi for their armies from the Brotherhood, the Makuta complied. Though none of them intended to give the League any real forces, Makuta Equinox went a step further. He created the Sainak, a monstrous plant that would drain all of the League’s resources and then crush them. This first one was dubbed Venivvy and gifted to the League, though soon after the League was defeated and Venivvy no longer needed. Thinking the species would just die off, Equinox left it alone. Unfortunately, and perhaps later fortunately, the Sainak survived and thrived. At some point, when Venivvy thought she was going to die, she created the seed-class Khronstor. Both she and Khronstor has since been recovered and placed back into the Brotherhood as servants. So far, only the spore and sapling-classes have been observed as war machines created by Sainak. Other machines and creatures may be possible.