Monsters – A/B

A

Abadon (Abadon Terraformes)

These flying insects have a crustacean appearance, and are native to Pandemonium. Their armored carapaces repel all Earth-based magic, and can only be penetrated by powerful Wind spells. Blind from birth, these creatures are naturally-immune to the non-elemental effects of spells.

I haven't examined one up close, for they are too dangerous to approach while alive, and their carcasses release toxic fumes soon after their death.

They attack with their claws, or with gusts of wind. They can also generate Thudaga spells from their antennae. Never underestimate an Abadon, for it holds enough power within its claws to cut through the hardest steel.

Upon defeating an enemy, an Abadon will drool onto the corpse. Its drool is caustic, and can dissolve even diamonds. Though rarely-done, Abadons will spit during battle. Be wary.

They are nocturnal, and harbor a phobia of water. Only to be challenged by very-experienced fighters.

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Abomination (Abominus Slumberous)

This monster's ancestor is said to have been born from the vengeful soul of a demented mother. She supposedly put her children to sleep with Sleeping Weed, and then ate them as they slumbered. Hence their classified name, Abominus Slumberous.

Looking like an octopus with a mop of stringy 'hair' and a single, bloodshot eye, these effeminate monsters are relatively weak. Abundant in the excavation tunnels of Fossil Roo, they are also indigenous to Gaia's various subterranean cave systems.

Their cyclopean eye is luminous, and shines with a sickly-yellow glow when surrounded by total darkness. It is a poor eye, and barely allows them to see even in the brightest sunlight. These monsters rely more on their sense of smell and hearing to strike, traits which might have roots in their subterranean nature, living in perpetual darkness. They fear light, and often strike quickly before fleeing.

Their numerous tentacles serve as a means of locomotion, and also for attacking. The stringy 'hair' upon their heads are actually a forest of stingers, which are used alongside the tentacles when attacking.

At a range, Abominations are capable of casting Fira spells, though their aim is horrible. Up close, they are significantly more troublesome, using their tentacles and tentacles to inflict Silence and Sleep upon unwary targets. These attacks are particularly deadly if a person is attacked from behind by one of these beasts.

Can be safely challenged by rookie fighters, but swarms of Abominations are only to be approached by experienced fighters.

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Adamantoise (Chelonia Adamantus)

The first Adamantoise was born from the twisted experiments of the demented naturalist Dr. Taxo. He hatched a chicken's egg beneath a tortoise, and produced this formidable beast.

Gargantuan reptilian monsters that roam the plains of the Forgotten Continent, these beasts lay waste to everything in their path. They are omnivorous, but are primarily meat-eaters. Their red eyes see beyond ordinary light, and can 'see' the heat that radiates from a living being. Hence, Adamantoises are di-urnal, and pose a danger regardless of the time of day.

They aren't true tortoises in several aspects. Firstly, they lack the ability to withdraw into their shell, due to their oversized jaws. Also, their shell is actually a layer of extremely thick hide, and the spikes potruding out of the hide are actually external parasites, much like limpets. These parasites secrete a viscous fluid that renders their host partially-immune to Water spells, and in return feed of the beast's blood.

Adamantoises are relatively rare, due to their cumbersome nature. Their spirits are identical to their incarnated selves, and move at a snail's pace. Therefore, they often miss out on corrupting fresh souls in their own image. Their slow crawling also allows their quarry plenty of time to escape upon noticing their approach.

Their trembendous bulk allows them to use the Earth Shake attack. A warning sign of this move is when the Adamantoise rears up on its hind legs. If you see it doing this, avoid being under any overhanging rocks or ledges. These cold-blooded reptiles have a rudimentary intelligence that allows them to pull-off such trapping strategies as outlined previously.

They have also developed a limited capacity to cast Thundara spells. These spells will be used at range, to immobilize targets. Their Thundara spells are unique in the sense that they don't damage their target much – they just paralyse the target until the Adamantoise can walk up for its meal.

Always kill an Adamantoise quickly. All Adamantoises naturally possess Limit Glove magic, which could fire a 'deathstrike' at their attacker if they are half-dead. This spell has killed many an Adamantoise hunter, and is to be treated with utmost caution.

The water-proof slime on their hide is conductive to electricity, so Thunder spells will work well against Adamantoises. Only to be challenged by fighters of moderate skill.

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Agares (Magus Agares)

Originally formed from the soul of a fanatical castle librarian, this demon is rather Mage-like, and is highly-proficient in magic. It carries a Grimoire book in its left palm, and this book is invaluable. It is also nearly impossible to retrieve, because a living Agares never surrenders its Grimoire, and a dead Agares turns to dust together with its Grimoire.

An Agares' Grimoire contains spells of destruction but also of healing. As of today, seven hundred years since the Agares were first encountered, only three Agares Grimoires have been successfully retrieved from their holders, and these books are all within the collosal libraries of Lidblum and Alexandria. Only scholars, or those who have defeated an Agares, have the ability to read the Grimoires – they appear blank to anyone else who peruses their pages.

Agares are sadistic monsters. They always appear alongside a dormant Gargoyle, which they will awaken using the Rise incantation. The savage Gargoyle will then maul the Agares' victims, while the Agares itself sits back and casts deadly spells from behind. Gargoyles are monsters without souls, that can only feel anger and pain. Agares, however, are perceptive to any emotions around them, and feed off pain.

An Agares' magical attacks are all spells that Gargoyles are rather unaffected by. They often cast Fira, Thundara, and Blizzara spells to stun a target for their pet Gargoyle to finish-off. They can also cast Bio and Paper Storm, the latter of which is more of an immediate danger, whereas Bio is a subtler method of killing, by Poisoning its target.

An Agares that is exhausted will use Osmose to drain energy from its victims or even its Gargoyle, so sadistic is it. Physical attacks are also mostly-ineffective against an Agares, whose robes are woven with several Dark spells that protect its black soul. It even has the ability Freeze, to incapacitate victims. Agares frequently freeze a victim limb-by-limb, to draw-out the victim(s) pain, all the better to satisfy their sadistic lust.

They are only found in the Forgotten Continent, in an abandoned castle which I discovered with Colin. Thank God they are confined to the castle…

Agares are only to be challenged by expert Mages.

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Anemone (Tentacalus Anemone)

Reltively harmless plant-based monsters, Anemones are found in marshy areas such as the various Qu Marshes. They are immobile, and grow in large clusters at the bottom of flooded plains. If the waters which they inhabit are dried-up by drought, they will wither and enter into a state of hibernation. Just a single drop of water, however filthy, will revive a hibernating Anemone.

Qus regard Anemones as a tasty vegetable, and often serve up dishes of Stir-Fried Anemones at important dinners. Humans shouldn't eat Anemones, though, due to the venom that courses through their entire body. Qus are with more robust stomachs, and may eat even uncooked Anemones without fear.

They carry a venomous stinger, and can also spit Mucus at their prey. This Mucus addles the mind and causes Berserk behavior, which often causes victims to have a fit, and possibly fall or run straight into a patch of Anemones. They can project Mucus and Water as far as twenty feet, and can also cast a mild form of the Blizzara spell.

Thunder spells can wipe-out hundreds of Anemones in one shot, but Water spells are only half-strength against them. Lacking a brain or nervous system, Anemones are proof to the effects of Confusion and Berserk spells.

These carnivorous plant-monsters can be easily defeated by rookie fighters.

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Antlion (Siafu Leo)

A powerful insectoid beast that inhabits sand dunes, they are extremely rare to find. They have the ability to tunnel under sand, and can move rather fast by that method of locomotion. Their exoskeleton is covered in bristly spines which move in a wave-like movement, helping to accelerate its passage through the sands.

Antlions often expose their antennae to scout for food, and will thrust their entire thorax out of the sand to intimidate as well as battle any living prey. Their rear legs are presumably splayed-out wide apart to prevent them from sinking down into the sands where they hide.

Antlions often inhabit dunes within close proximity of an oasis or coastal areas, since they harbor a great thirst for water and can even absorb any damage done by Water spells. They sweat profusely and continuously, and it isn't uncommon for an Antlion to scrape-off some of its viscous sweat onto an attacker while defending itself. This slimy substance causes the Trouble effect, and is caustic towards silk.

Antlions are respectable combatants, which have sufficiently-fast reflexes to parry and counter physical blows using the move I have named Counter Horn. They can also use their rear legs to kick copious amounts of sand in their opponent(s) faces, in a decent imitation of the Sandstorm spell. This move will inflict Darkness if it hits, mostly due to the many sharp stones buried under the desert sadns that the Antlion kicks up.

Despite this physical action, no one, myself included, has ever seen what an Antlion's rear body looks like. Upon its death, an Antlion will immediately sink beneath the sands where it lived, and they are too heavy to be pulled back up.

When desperate, an Antlion will use Fira spells to try and create a diversion so that it may escape. Antlion Fira spells are usually powerful enough to bake sand into glass, and they often turn the sands around their attacker(s) feet into glass with a single, firy exhalation.

Antlions were first discovered in the deserts of the Outer Continent, and have never been found elsewhere to date. Only one Antlion exists on the Mist Continent, within Cleyra's tree trunk. This Antlion was said to have crossed the Mist Ocean by swimming across the ocean, for reasons unknown.

Antlions are aggressive, and should only be challenged by experienced fighters.

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Armstrong (Domicilia Conundrumus)

The first Armstrong was formed from the 'spirit' of an old market that were burnt down. During the fire, several tramps and animals living there died, their numerous essences somehow joining to form this puzzling cross of monster-and-house. Hence, an Armstrong is immune to most forms of magic, since it is after all, a composite of several souls.

Armstrongs are hardy beasts, that possess the ability to fire cannon-shot at victims from a large cannon mounted as their 'nose'. These cannon shots can break bones and also smash through most barriers, so be careful when confronting an Armstrong head-on.

Armstrongs are also adept at magic, and usually cast Thundara and Berserk spells to incapacitate victims. They will then consume the victim, using their many needle-like legs to absorb all fluid from the victim's body.

They, despite having a multitude of legs, walk rather unsteadily. If an Armstrong needs to be crippled, go for the legs. Cutting Wind spells can sever most of an Armstrong's legs, and leave it sitting immobile. When desperate, an Armstrong will cast Matra Magic, in an attempt to weaken an enemy long enough for it to flee or deal the killing blow(s).

Armstrongs are native to the Forgotten Continent, and roam the vast wastelands there. They often linger close to swampy areas, and can be consistently found near watering holes.

These bizzare beasts should be challenged by experienced fighters at the very least.

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Ash (Capra Horribilis)

Vicious demons that lurk within the shadows of Memoria, the Well of Memories. The first Ash was born out of the hateful spirit of a mad shepherd. Ashes are winged goat-like spirits that swoop down and strike quickly from behind a victim, and often slit the victim's throat using their sharp claws to drink the person's blood.

Ashes are red-eyed Demi demons, possessing the torso of a man, and the hindquarters and head of a ram. Their wings are black, nearly-shapeless potrusions, which can whisk them airborne within a second. Their red eyes can see past skin, and in fact have the ability to 'see' the bones and pressure points of a victim.

Being aerial demons, they are immune to Earth-based magic, but can be severely wounded by Wind spells of sufficient strength, such as Twister. They possess the ability to cast Doom, Death and Stop, if they so choose to. When facing several potential victims, an Ash will use Snowstorm spells to try and cripple all of them with a single blow.

Ashes also have a naturally-tough skin. Their seemingly-naked skin is resistant to most low-level spells, and they have the ability to cast Reflect, to further defend themselves against magic.

Ashes will disintegrate after they are defeated, but will reincarnate within several hours. If an Ash has been defeated, immediately put at least two miles between the spot where it died, and youself. They are known to make a second attempt at a victim's life, if they can still catch said victim's scent.

An Ash should only be confronted by very experienced fighters, unless of course suicide is your intention.

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Axe Beak (Paruh Berkapak)

These blind beasts (they do have eyes, though) are weak monsters that show both avian and reptillian traits. They often travel in groups of three, or travel together with Pythons or Carve Spiders. They are native to the plateaus surrounding Lindblum and Pinnacle rocks, and often harass the farmers that ply their trades there.

Their sightless eyes possess the ability to cast Sleep (The eyes glow before casting this spell), and also Thundara. These beasts are dreadfully inaccurate when casting spells, and their target(s) are more likely to be grazed rather than be hit by any spells.

Despite their blindness, Axe Beaks have a remarkable sense of smell, and will try to pinpoint victims with their olfactory prowess. Once a victim is deduced to be within range, they often charge forward and use their Beak to peck at it. Their beaks are rigid cones of metal-like material, so evading it is advisable.

Axe Beaks can be easily defeated by rookie fighters, despite their impressive all-round defense against spells.

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Axolotl (Ambystoma Mexicanum)

Weak aquatic monsters that display amphibious traits, they are aggressive, and will attack anything that they think they can defeat. Despite this, they are generally-poor fighters, and are often eaten by Qus, who view Roasted Axototls as a delicacy from their native marshes. They are not to be eaten by humans, due to their poisonous skin. However, Qus have more robust stomachs, and may consume even uncooked Axototls with ease.

Axototls bond with each other commonly, and often ambush potential prey in groups of three.

Being aquatic, they are proof to Water-based magic, and weakest when faced with Thunder-based spells. Their Water and Aqua Breath spells are more annoyances rather than deadly attacks, but can knock a fully-grown man off his feet.

If cornered alone, or if its allies have been defeated, Axototls will strike out with their Tails. Their boneless tails are rather dangerous if striking at a target within close range, and the slight fin along the dorsal side of the tail can slice open skin if the tail impacts at a sufficient velocity.

They can be easily defeated by rookie fighters.


B

Bandersnatch (Caninus Bandersnatch)

These rather docile canine beasts were once said to snatch sleeping infants from their cradles at night, and hence are named Bandersnatches. They can be domesticated like dogs, and can be loyal pets that will jealously guard their master(s).

Bandersnatches have a coat of fur that insulates them from the coldest winds, so Blizzard spells will be ideal to capture them, since they will not be harmed by frostbite. They are indigenous to Alexandria Plateau, and have been reared in Alexandria Castle as guardians for the last three centuries or so.

They are primarily herbivorous, but will not turn down meat that is made available to them. Their tongue secretes a viscous saliva-like fluid that induces Sleep, and they often lick victims into sleepiness before consuming them.

They are also hot-tempered, and will use Rush attacks to charge and ram a target. Their considerable bulk, a mass of fur-covered muscle, is capable of knocking-down most of its natural predators. Aside from physical atatcks, Bandersnatches can also cast Thundara spells, as is common among monsters who prefer to stun their victims before eating them.

They are rather weak monsters, and can be tamed as well as defeated by moderately-experienced fighters.

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Basilisk (Basiliskus Petrificus)

Basilisks are much like the legendary King of Snakes that they are named after. First born from yet another of the demented Dr. Taxo's experiments, Basilisks can be hatched from a chicken's egg that is hatched beneath a petrified toad. This is why they are among the most abundant of monsters, since the hatched Basilisks can actually breed, instead of having to corrupt a soul.

Native to Burmecia and its surrounding areas, Basilisks are partial to a wet environment. They dehydrate easily, and hence will shy away from heat. Blizzard spells can be deadly against them, because the large amounts of water in their bodies will freeze, and rupture them from the inside as the ice crystallizes.

These reptilian beasts have the power to Petrify victims with their stare, though this happens as a Gradual process rather than immediately like the Break spell. Hence, their petrification abilities have been named as Gradual Petrify.

They also possess the ability to Slow down targets, by spitting out large amounts of sticky slime at the target(s) feet. Their elongated Tongues are also a hazard, since Basilisks are rather good at swinging their heavy tongues around like whips. A high-force impact from a Basilisk's Tongue can break bones, and some Basilisks can even wrap a victim with their tongues, and swallow the victim much like a frog swallows an insect.

Basilisks should only be fought by moderately-experienced fighters, because despite their physical frailness, they are competent fighters due to their arsenal of non-physical attacks.

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Behemoth (Behemoth Gigantus)

These beasts are also the handiwork of Dr. Taxo. The madman managed to charge a lizard with the energy from a Meteor spell, which mutated the lizard into the first Behemoth. The ordinary lizard shot up in size within minutes, destroying most of the laboratory around it.

The newly-born beast proceeded to try and savage its creator, but he escaped in the nick of time out of a window. The runaway beast later slew an entire village in a fit of rage before disappearing, and was later discovered to be living in Memoria.

Although Dr. Taxo survived and went on to create more unique and deadly monsters, Behemoths are considered to be his greatest work by some of the current scientific community.

Gilgamesh was the warrior which slew the first Behemoth, and as a result, Behemoths now exist in Memoria, though in small numbers. They are solitary creatures, and will kill nearly anything living that they encounter. They only corrupt souls which drop to the bottom depths of the Dark Abyss where it resides.

Savage beyond measure, they are fully carnivorous, and will even resort to cannibalism if they meet another of their own kind. Their large, single, horn provides them with a natural spell-deflector, somehow being robust enough to deflect all spells that are cast at it.

Due to their birth from the energy of a Meteor spell, they have the ability to perform Meteor Counter spells. Their physical Strike and Heave moves are also very powerful, capable of tearing through almost anything. Behemoths have near-perfect vision, and superb hearing as well as smell. Hence, their attacks are accurately deadly.

Behemoths however, have a weakness. They have reptillian traits, and hence harbor a weakness towards Blizzard spells. Their scales are mostly-impervious to spells, unfortunately, and will repel almost anything save for a Blizzaga spell.

Behemoths are NEVER to be challenged. Only the most experienced of fighters can escape alive from a confrontation with a Behemoth, and even the, most of those that have met a Behemoth have never lived to tell their tales.

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Blazer Beetle (Coleoptera Combusto)

Man-sized horned beetles that can be found all over the Outer Continent, Blazer Beetles are carrion-eating monsters that move in twos. Their shiny carapaces are highly resistant to physical blows, and their lace-like wings can carry them for short distances.

Blazer Beetles possess a hive mind, which allows all of them to think as one individual. If one Blazer Beetle is harmed, all other Blazer Beetles will feel the pain of its injury. Since they are rather hard to harm, focus all your efforts on killing just one of them. Its hive mind connection will distract the other beetle, and sometimes the other beetle might drop dead from the shock that it feels through the hive mind connection.

They live up to their name, by casting Fira spells when threatened. Their spells are generated from their large horns, so a properly-aimed Blizzara spell could freeze the horn and stop them from casting any more spells. When low on magical energy or if their horn is disabled, Blazer Beetles will Charge and Hit their attackers.

Qus regard Blazer Beetles as delicacies, and humans can also safely eat the meat of a Blazer Beetle. The meat has an acidic flavor when cooked, and will remain hot even if placed under water for several hours.

Due to their resilience, only experienced fighters should challenge them.

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Bomb (Exploda Expanda)

Nasty, foul-tempered, flaming gas bags, Bombs will literally blow-up in your face if you're not careful. Though they are rather weak, their self-destructing explosions can be deadly, especially in confined areas. Captured Bombs have been used for centuries as an explosive type of cannon shot, and have never failed to deliver a satisfying explosion.

Bombs can be found at Lindblum Plateau, and are often used by the palace guards for archery practice. Truly, they are amusing when they explode in mid-air after being punctured by an arrow. They will jet around a bit as their internal gases escape, then BOOM! they explode. In fact, there used to be an annual Bomb-shooting day that was celebrated in Lindblum, but that festival was stopped due to some fatalities.

Their perpetually-burning bodies are capable of flight (Making them immune to Earth-based spells) due to a mixture of light, volatile gases within them. These gases are in a delicate balance with each other, and will explode if too much regular air is inhaled by the Bomb.

Bombs are vulnerable to Wind-based spells, since their bodies can be blown away by a mere breeze, what more a Twister spell that can tear its skin. They are also very weak against Blizzard and Water spells, which will freeze and drown them respectively. Fire spells they will absorb, and use to regenerate any damage done to them.

Depite their light mass, Bombs can deliver a nasty Charge attack, because of their flaming skin. They can also shoot Fire spells at their attackers, and will Grow when they suck in air through their mouth. Once a Growing Bomb senses that it has approached critical mass, it will trigger a Blow-Up attack by inhaling one last breath of air. The resulting explosion is sufficient to turn a two-foot thick brick wall into dust, never mind what it can do to wood, metal, and glass.

To capture a Bomb, Blizzard spells can be used to freeze it. The frozen Bomb can then be sealed into a metal capsule, in which it will remain in a state of stasis. It will be awakened by the heat of being fired from a cannon, and will then proceed to go amok.

Bombs can be tackled by rookie fighters, but should be quickly dealt with before they can self-destruct.