Monsters – C/D
Cactuar (Aloe Spinophytus)
Deceptively-small-in-size, Cactuars (also called Sabotendars) are plant-based monsters that roam the deserts of the Outer Continent and also the Forgotten Continent. They are slow-moving carrion-eaters, that secrete digestive fluids from their many spines. They also have the ability to fire the aforementioned spines at their victims/attackers.
Usually, they travel just under the surface of the sand, with only the top of their heads portuding out of the ground. Their spines, much like the hairs on an Antlion's exoskeleton, can move in a wave-like motion to help propel them through the sand. The late renowned biologist Dr. Buter appropriately named this method of locomotion, as 'Sand Swimming'.
When submerged under the sand, Cactuars will counter any attacks directed towards them with the impressive 1000 Needles attack. The aggravated Cactuar, will literally fire a thousand of its head spines at the thing which disturbed it. The attack normally proves to be quite deadly, since out of a thousand jabs, more than two pressure points on a target's body are liable to be hit by a spine or two.
The deadliness of this attack is compounded by the spines secreting corrosive digestive juices into the wounds they have inflicted. Studies conducted regarding the nature of this juice have determined that the juice is in fact, a concentrated derivative of vitriol. Hence, Cactuar digestive fluids are often collected by unscrupulous people, to be used for all sorts of immoral deeds.
The mechanism by which a Cactuar fires its spines is also another fascinating aspect of its physiology. Cactuars, much like their plant-relatives (cacti) have a body that is mostly water. When it is confronted, it will send excessive amounts of water to its head, which, thanks to its plant-like nature, lacks a solid framework such as a skull. The accumulated water will then cause intense pressure to be applied upon the roots of the spines, which will then fly outwards from the head with extreme acceleration.
This action will dehydrate the Cactuar, and it is generally-safe to handle a dehydrated Cactuar (think of it as being similar to handling a limp cucumber, but with spines all over it). A sign of Cactuar dehydration is the yellowing of any exposed skin on the creature.
If it is forced out of the ground, a Cactuar will ram its opponent with its rather hard head. It also has the power to cast basic spells, such as Haste and Confuse.
Cactuars only use their magical abilities defensively, that is, Haste boosts their speed to enable fleet-footed escape from confronation (plants can't run that fast, you know). Confuse serves the same purpose, by confunding a threatening being, and allowing the Cactuar to flee with Haste.
Cactuars are edible to Qus, who often prepare Spiced Cactuar Stew for birthday celebrations. Cactuars are creatures known for their longevity, and the previously-mentioned dish is meant to symbolize long life to the birthday Qu.
Despite their seeming frailness, Cactuars, like Basilisks, should treated with caution. Only to be challenged by experienced fighters.
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Carrion Worm (Oligochaeta Necrophilius)
These slow-moving annelids are harmless carrion-eaters native to Cleyra's Trunk. They have been domesticated for the last three hundred years or so, and their silk is highly-valued for its quality and versatility. It can be spun into threads for sewing, or even be made into ropes that are nearly as good as hemp ropes. To date, the Cleyrans are the only ones who have managed to rear Carrion Worms successfully, and the arts of spinning and weaving the silk are jealously-guarded secrets that they wont divulge. The habits of Cleyrans are usually Carrion Silk products.
These worms have the ability to cast Fira spells, though their spells tend to cover large areas and remain unfocused, rather than focused and over a specific area. The large amounts of sand in Cleyra's Trunk prevent their spells from setting fire to the tree, but be wary – underestimating them could be dangerous.
When up close, Carrion Worms will discharge streams of irritant juices at their attackers. This juice causes the Trouble effect, and is caustic to all substances save for Carrion Silk. They can also latch on with their weak mandibles to use Drain magic. This action can be easily-countered by squeezing the Worm's head, which will cause it to release its grip.
Unusually-enough, their bodies are practically-devoid of water. Despite their desert home, Carrion Worms loathe water, and hence Water or Blizzard spells can be used to repel them. If you're looking for water in Cleyra's Trunk, don't follow the Carrion Worms – you'll end up being furthest from any water sources.
Qu's often travel to Cleyra to hunt for Carrion Worms, which are prized for their tastiness when roasted. Ordinary humans can also eat Carrion Worm meat, but be warned that humans often find that it has a pungent, rotten odor (Probably caused by the carcasses that the Worms eat).
Can be safely-challenged by rookie fighters.
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Carve Spider (Arachnida Sectum)
These man-sized arachnids are sneaky predators that inhabit caves within mountainous regions. They are blind, and use their extremely-sensitive antennae to detect prey. They often travel in small groups, or in the company of Axe Beaks or Pythons. Their webs are sometimes harvested to be used as silk, but few dare to do this. The reason for the harvesters' fear, is because Carve Spiders are harmless in small groups, but can easily overwhelm even the most seasoned of fighters if said person is cornered within the dark caves where they spin their webs.
They will only leave their nests at night, but sometimes the odd Carve Spider or three will wander out in the daytime. These Spiders will often be panicked and dissoriented, and can be easily captured or killed. A Spider looking for its cave often lets out screeching sounds, that help it to 'see' its way back to its cave, much like the way bats do.
Their chitin is prized for its fire-proof properties, and can be used as a material for shield-making. The silk, mentioned above, isn't as good as Carrion Silk, but is still impressively-durable.
Carve Spiders can cast Fire spells, though their spells are grossly-inaccurate, and also severely-underpowered. Their Web and Antennae attacks are deadlier, since the Web can Slow down those who get caught in it, and their Antennae are whip-like in their offensive potential. Desperate Spiders will also ram their attackers, before attempting to flee.
These arachnids can be defeated easily by rookie fighters, but large swarms of them are never to be agitated.
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Catoblepas (Sonorus Petrificus)
Also born from the demented experiments of Dr. Taxo, the Catoblepas is a formidable cyclopean beast that can quickly dispatch any incompetent fighters. The first Catoblepas was created by the mad doctor, by subjecting an unhatched crocodile's egg to the constant ringing of one of Gizamaluke's Bells. The unearthly sound waves somehow mutated the crocodilian foetus within the egg, which then hatched as a Catoblepas. This method of creation has left Catoblepases with the deadly ability Devil's Bell, which inflicts Petrify upon unwary victims.
A Catoblepas is a rather contradictory creature, in the sense that it can cast both Thundara and Earthquake spells. Earth and Thunder are two opposing elements, but yet, it has a limited mastery of both. Most curious indeed…
Its significant mass also allows a Catoblepas to use Heave attacks, by dashing forward and slamming the entirety of their bulk head-on onto a victim. Such attacks are dangerous, since most living things can be crushed by the weight of a Catoblepas.
When desperate, a Catoblepas might cast the 'Deathstrike' spell, Limit Glove. Be wary of wounded Catoblepases, be sure to finish them off promptly. They will never back down from a fight, and will mindlessly fight to the death.
Only to be challenged by fighters of moderate skill, and never to be confronted if you're alone.
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Cave Imp (Homo Pseudosapiens)
Rather harmless spirits that inhabit icy caves, Cave Imps are reclusive creatures that hide deep within the freezing bowels of glaciers and mountaintops. I should clarify that their name is deceptive in the sense that they also live outside caves, provided the area is close to freezing temperatures. They often live in groups, and usually keep Flans as pets. Their supposed savagery and bloodlust are exagerrated lies, and most of them will attack briefly in self-defense before fleeing while their attacker is immobilized. They have been known to help lost explorers, and also have helped to rescue people from avalanche-struck areas.
Cave Imps traverse the icy wastelands with their fiercely-loyal pet Flans by their side. They also carry with them several flasks of Sleeping Juice, a potent potion extracted from the pollen of the rare Ice Lilies. These lilies only bloom within frozen caverns, and reproduce once in twenty-five years (The esteemed biologist Dr. Buter discovered evidence of this, shortly after his work with Cactuars). The pollen extract is then heated with a rare spell, known only to the Imps. The extract will then liquify into a viscous substance that can pass through the skin of most creatures, and send the target into a deep sleep.
Oddly enough, the Imps are unaffected by the Sleeping Juice that they carry around. As a matter of fact, they drink it frequently, and to them it is a fine liquor-like drink. I once sampled some of it, by slaying an Imp and grabbing a flask of the Juice. I pitched my tent, and sipped some while safely inside. The taste was exquisite, and hard to describe. The most accurate description of its flavor, I believe, would be to say that it tasted like sweet, liquid coldness.
Being creatures of ice, Cave Imps also possess the ability to cast Blizzard spells. They are only partially-affected by Blizzard spells, due to their affinity for freezing conditions. By truth and logic, they are hence very vulnerable to Fire spells, which will literally melt them down into soon-to-be-frozen puddles of reeking fluid.
Cave Imps sometimes carry a Rusty Knife for self-protection, and I will take some time to elaborate on the symbolism surrounding these Rusty Knives.
Imps believe in rites of passage, and juvenile Imps about fifteen years old are usually thrown out alone into the icy wastelands to survive for two full moons. They are only given a newly-forged knife, which will be their only ally for the duration of their rites. An Imp is only considered to be an adult, if it manages to rust the knife by slaying a wild Flan, whose blood is a rust-causing chemical substance.
Cave Imps can be easily challenged by rookie fighters.
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Cerberus (Caninus Trimandible)
One of Dr. Taxo's last creations, the Cerberus was created by crossing a Worm Hydra and an ordinary dog. The result was a ferocious, fire-breathing three-headed beast that was proof to the effects of most spells. Cerberus have been domesticated before, though many have died while trying to tame one. They are confined to the abandoned castle on the Forgotten Continent, where they serve as watchdogs for the numerous, loathesome Agares that lord over the wretched ruins. To those who are reading this, be warned that a Cerberus' bite is much worse than its bark.
A Cerberus has three-times the normal dog's capability to snap, so be wary when they use their Strike attacks. Once they have knocked down their quarry, they will viciously bite down with all three heads, and needless to say, this is fatal. Their spittle is a fiery substance, that will scald and blister the skin of anyone or anything, that is unfortunate enough to find itself beneath their three sets of teeth.
The reason for a Cerberus' high body temperature is the metabolic reactions that take place within its furnace-like innards. Their three stomachs all produce copious amounts of magma-like digestive fluids that combust upon exposure to air, and their livers are nearly red-hot to the touch. They have the ability to spew out streams of their combustible gastric juices, and thir three heads allow them to cover a rather large area when doing so.
Naturally, as most beasts do, they have the ability to cast a Fire spell. However, Cerberus are proficient in casting Firaga spells, the deadliest of the Fire elemental spells.
Cerberus meat is edible by Humans and Qus, though Humans might suffer from some severe heatiness after consuming even the tiniest portion of the meat. Qus recommend that Cerberus meat be smoked, to remove the excess oil in it.
Cerberus are deadly beasts, only to be challenged by experienced fighters.
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Chimera (Chimera Wilmutus)
These bizarre demons are native to Memoria, and they certainly are the materials of nightmares. The first Chimera was identified by Gilgamesh, and his subsequent studies into the nature of Chimeras reveal that they were once humans, but possessed multiple personalities. As a result of their many personalities in their former lives, they possess three heads, and a prehensile tail which has a semi-sentient head at its tip. They are large creatures, and a fully-grown man will only reach up to a Chimera's knees when he stands up straight. Chimeras lurk within the shadows, awaiting for any prey that come their way. Even the Ashes and some of Memoria's other demonic denizens fear the sudden attack of a Chimera, which is nearly always fatal.
They can cast Firaga spells, and also a crude Lightning spell that is a slightly-intensified variant of Thundaga. These spells are fatally accurate, and are of sufficient magnitude to kill any weak targets where they stand. Chimeras often cast either or both of these spells before rushing in to literally, use their head and end the fighting.
The Chimera's largest, or primary head possesses a mouthful of putrid fangs. These fangs are so filthy, several species of germs and viruses thrive on them. In fact, one look at those terrible teeth could easily make a faint-hearted person faint. I still remember, rows of those ghastly incisors in front of me, maggots crawling on them. Patches of unidentifiable growths… Needless to say, anyone bitten by a Chimera's primary head should be immediately treated with some Vaccine, before any Viruses infect them. Chimera-borne Viruses usually carry sufficient potency to drive a victim into delirium, hence the urgency for Vaccine Treatment.
Its second, or inferior head, possesses several hundred venom glands. These glands discharge large amounts of a volatile toxin into the mouth, and this foul liquid will then evaporate within the warm confines of the inferior head's mouth. A swift exhalation usually follows, during which the Chimera projects an entire mouthful of the noxious gas towards its victim(s). This venom is potent enough to kill fifty men within a minute or so, and quick steps should be taken to protect oneself from the effects of the Venom Breath. A simple Blizzard spell will solidify the gas, which will then be rendered harmless, whereas affected victims should promptly be given Antidotes. It is notable that Chimeras are immune to their own venom.
The third, or vestigial head possessed by a Chimera is used for feeding, since the other two lead to stomachs that are only partially-functional. It is of no danger, since it does not even contain a single tooth. Instead, it works like a sucking tube, and sucks up any food.
The semi-sentient head on the tail, however, is a whole new box of pickles. It does not feel any external stimuli, nor is it connected to any innards. It is merely an extension of the Chimera's muscular gas bladders, that expel air from the creature's body, to maintain a high body temperature. This expelled air can be deadly, because it is cold enough, courtesy of a bizarre metabolic process, to Freeze anything it hits. Go for the tail to kill a Chimera, since once its tail is severed, its gas bladders will Freeze, and kill it within seconds.
As discovered by Dr. Buter, this unusual method of thermoregulation is proof of a Chimera's vulnerability to Blizzard spells. A Blizzaga or six should be sufficient to incapacitate one, and render it dead or scare it into retreat.
Only challenge a Chimera if you are a very experienced fighter. Otherwise, death shall be the next person you meet.
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Crawler (Terowong Ponderous)
Subterranean worm-like arthropods that are mildly annoying at the very worst. They look like disembodied, spiny intestines, with a tooth-filled maw at one end, and two claw-like 'arms' flanking their mouth. They move underground by moving their bodily spines in a wave-like motion, and can attain rather high speeds by doing so. Their putrid-smelling skin is hard to tear, even harder to burn, but easily cut. Crawlers have canniballistic tendencies, and will turn on an injured Crawler if they smell blood. This is a useful method of dealing with them, since merely wounding both enough to draw blood, will set them upon each other in a ravenous frenzy.
Crawlers are usually bred and released for construction purposes, whereby one of them will be allowed to tunnel into the ground, and create a beautifully-crafted tunnel. Their 'arms' are excellent appendages for tamping down earth, and as they ingest large amounts of soil, they will push aside and pat down any soil around them. Crawlers will eat until they literally drop dead, and so it is wise to have a strong towing-rope ready to remove the dead Crawler from the tunnel once it completes its task.
A Crawler will often swipe (Rather futilely, from my experience) at an attacker with its claws. These claws are liquid-filled, boneless appendages that are merely modified tentacles at best. If you can't sidestep a Crawler's Claws, go and kiss a Marlboro. Older Crawlers, however, pack a little more punch within their swiping atatcks. They have the ability to channel Drain spells out of their claws, and this could be detrimental to their attacker(s).
Their most disgusting, not to mention disturbing, attack is their ability to hurl out their stomach at a victim. Their innards are extremely elastic, and hence they can throw out their stomachs with an extra-hard exhalation. The inside-out stomach will ooze gastric juices, and can be rather irritating to the skin. If they manage to ensnare a target with their extended stomach, they will rapidly reel the stretched organ back into their body, and quick action should be taken to avoid being digested or suffocated (Know this from experience, I do).
Normally, a simple Blizzard spell will paralyse the Crawler, which harbors a weakness to Blizzard spells. Then, one could just crawl out of the arthropod's mouth.
Crawlers can be challenged by rookie fighters with some experience.
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Dendrobium (Belladona Aerus)
Large carnivorous flowers that are actually plant-like animals, these Aerial creatures are indigenous to Evil Forest. They are bright pink in colour, and have two dangling filaments with dark green, bulbous anthers. Dendrobiums often roost silently on tree branches that stretch over any rivers or streams. There, they will wait, motionless, until some potential prey come their way. They will then drop down on the prey, and strike quickly with Wind spells, generated by rapidly-spinning their petal-like wings.
Fortunately, Dendrobiums are rather scatter-brained, and will often cast their Wind spells before dropping down onto their victims. The resulting wind currents will blow them around randomly, since they are extremely light. As a matter of fact, a human child could easily lift a Dendrobium with one hand, using minimal effort. This puny weight is what allows them to hover, with some help from their Wind spells. A blown-about Dendrobium can control its movement to some extent, however, by manouvering its mostly-ineffective wings.
Be wary of their pollen, I must add. It causes Sleep, Confusion, and even Death in some victims. A sign of them preparing to discharge clouds of the noxious stuff is the rhythmic pulsing of the two bulbous anthers dangling from their main body, and a tuned-down Fire spell directed at the anthers is entirely effective in stopping them from using their pollen.
Lacking nervous systems or brains, Dendrobiums are proof to Confuse and Berserk spells. Being Aerial, they are also immune to any Earth-based magic. Their lightweight nature and fragility, however, make them easily wounded by Wind spells of higher magnitude, such as Twister. As expected of plant-based monsters, they are also extremely weak against Fire spells. A Dendrobium will spontaneously-combust when a normal Fire spell is cast on it, due to the high concentrations of flammable gases within its body.
Avoid being hit by the flames of a burning Dendrobium, since the unusual gas cocktail that fuels the flames can cause strange, festering skin diseases to any skin exposed directly to the fire.
Dendrobiums can be easily challenged by rookie fighters, provided that the above safety measures are followed.
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Dracozombie (Draco Necronus)
These Undead Dragons wander about the tangled roots of the Iifa Tree, where they prey on anything moving that crosses their path. They are little more than re-animated bodies of rotting flesh, disintegrating skin, and cracked bones, that remain functional due to some forbidden necromancy spells that hold the various parts together. It is said that the Soulcage, Mist-Maker and Keeper of Souls, is the wretched being responsible for the creation of these Undead monstrosities and the other zombie monsters that wander the roots of the 'Tree of Life', which even the insane Dr. Taxo didn't dare to create. In fact, several Dracozombies have been identified as Undead Grand Dragons, that have been denied a complete death.
Naturally, for a dead creature, Dracozombies possess the ability to cast a modified Death spell. This spell is unusual in the sense that there seems to be no set pattern of who it strikes down, unlike a regular Death spell. Extensive research has been conducted into how this spell works, but no concrete evidence has been found yet. Also, these monsters can spread their Undead viruses by exhaling a gout of fetid air at their victims.
They can also cast Thundara spells, which are deadlier than normal. This is because their spells can be cast at maximum power, without affecting them with the physical damage spellcasters usually suffer when casting an overpowered spell. Their decaying bodies will merely be singed by the lightning, and remain nearly fully functional.
Dracozombies have been known to charge at, and Strike their victims physically. They rarely do this, however, since their decaying bodies will be eventually damaged by too many hard collisions. If you see a Dracozombie charging, you know its desperate. They do retain some measure of intelligence, and they do know better than to damage themselves too badly. A charging Dracozombie is a desperate Dracozombie, so you'd better complete its death quickly by casting Fira, Blizzara, or Holy spells at it. Don't bother with Shadow spells such as Doomsday – you can't cast Shadows where there is no light.
Dracozombies should only be challenged by moderately-experienced fighters.
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Dragonfly (Anisoptera Facetus)
These Aerial Insects are rather rare animals native to subterranean tunnels, caves, and Cleyra's Trunk. Their species' name, facetus, is derived from the fact that their exoskeletons are actually made of an unusual, faceted crystalline material, rather than the chitin that forms the exoskeletons of normal insects. Hence, they are harder to injure or kill in comparison to your friendly, everyday cockroaches. Their wings, too, aren't made of gossamer, but are fine slips of crystal. A strong gust could snap a Dragonfly's wings, and if they accidentally fly straight into a solid wall, their head might literally explode into smithereens. Amzing, really – that an insect this delicate can evolve to be the top predator of its natural environment.
References from the late Dr. Taxo's notes regarding these insects has made it known that he managed to create an insectile creature similar to a Dragonfly. The creature he created supposedly possessed a crystalline body, and also the faceted compound eyes of a Dragonfly. However, the story is doubtable, since never before has an organism been born from a Thundara spell. Crystals can form through Thunder-based spells, but a living creature? Most likely a load of lies, if you ask me.
A sign that Dragonflys are approaching is the a faint, rhythmic buzzing sound. This sound is generated by their wings flapping faster than the naked eye can see, at more than a hundred beats per minute! Experiments conducted by Dr. Buter on intact Dragonfly wings have all resulted in the wings snapping before they hit sixty beats a minute, and this is a most puzzling turn of events. Perhaps when the wings are removed from their owner, they lose some of their durability? Answers are being sought, right now as I write this manuscript, by some of Lindblum's brightest minds.
Anyways, Dragonfly's often fly right by an intended victim before doubling back for some intense assaulting. They can actually slice through skin and flesh (but not bone), by Charging a target with a rigid wing extended when zooming past it. The edges of their wings are sharper than daggers, and almost hard enough to cut glass. This has led several renowned men of science to propose that their crystalline exoskeletons are actually composed of a diamond-based material, and this is a theory which has been widely-accepted for the last few centuries.
The Buzzing noise created by their unnaturally-fast wings beating can cause certain beings to go Berserk, by apparently stimulating the hypothalamus of a victim's brain. The victim's hypothalamus supposedly releases excessiv amounts of adrenaline when the Buzz frequency is applied, and this results in a state of overexcitement and nervousness. If you hear even the faintest Buzzing, cast a Slow spell at the Dragonflys that are causing the sound.
This is because Slowing them down also impediments their wing-flapping, and hence prevents the disturbing sound from being produced.
Why the 'Dragon' in Dragonfly, you might ask? It's very simple: they can breate fire. Not through their mouths, or nostrils, since they do not possess a pair of nostrils. Rather, Dragonflys cast Fira spells that seemingly radiate from their entire body. The insectile fireball will then fly close to its target, and scorch it. This fire-radiating effect is caused by the creature discharging volatile gases (rather similar to those found in a Bomb) out of its respiratory spiracles. For the science-illiterate, spiracles are multitudes of fine pores in an insect's exoskeleton through which it respires. This is the reason why an insect with its head submerged under water can still live, but one that is fully-submerged will drown. In short, they breather through perforations in their body rather than two holes on their head.
Rookie fighters proficient in Wind-based and Blizzard spells whould have no problem defeating these creatures.
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Drakan
These Demons are the descendants of the vengeful spirit of a psychotic Red Mage. He was a trained healer by profession, but was noted by his teachers to be in possession of, 'An disturbing obsession into the workings of suffering and death'. He conducted numerous experiments regarding mutation and pain, firstly on harmless animals in the village where he lived. When the village people started to ask questions about the startling number of missing animals, he moved-up to the next stage of his twisted work – human experimentation. Fortunately for the village people, he found working with humans to be too troublesome, and he resumed his experiments on animals.
But his dark deeds weren't entirely-unnoticed. Villagers that went to him to seek cures for their ailments and maladies found that a peculiar odor lingered about his house cum workplace, and that his laboratory, once open to the public, was now behind a locked door. One day, while he was out on a journey, the villagers banded together and broke into his locked laboratory. The door was sealed with a Death spell, but they managed to cast a Life spell on the door, and open it.
What they found within the vast room shocked them into horror and sorrow.
The laboratory reeked of embalming alcohol, and was filled with dozens of jars, all filled with the dismembered parts of animals. Some animal parts had been sewn together and had scorch marks, as though he had tried to re-make an animal out of parts from several others. Other jars contained animal foetuses and, the most disturbing of all, entirely new animals, which had never walked the earth before.
They only really became horrified, when they found the pile of shoes and clothes in a dusty corner of the laboratory. It was then that the villagers realized the identity of the thing that had been snatching sleeping children from their beds at night. Tears flowed freely as parents found a sock, shoe or tunic that they recognized as their child's.
Further searching of the laboratory located a thick, leather bound journal. The reading of the entries within, proved without a doubt that the missing children had been killed as the subjects of sick experiments of necromancy and hybrid cross-breeding.
When the mage returned, he managed to grab his journal and escape from his burning laboratory and the enraged villagers. He settled down eventually in the Outer Continent, where he resumed his experiments in a palace beneath several sinkholes, one of which was guarded by an Antlion.
Anyway, back on point, Drakans are Aerial Demons that are highly-proficient in magic. They hold a strange crooked wand, that can channel spells with deadly power and accuracy. They can also Strike at you pretty hard with those same crooked wands. Being Aerial, they are immune to all forms of Earth-based magic and vulnerable to Wind-based spells. It has also been observed that they are subjectable to the unusual Death spell cast by Dracozombies.
Their spell arsenal is impressively deadly. Mainly, they cast a spell known as Mind Blast, which causes mass Confusion among all its targets. Next, they also like to cast Bio, to Poison a target. Much like an Agares, a Drakan feeds off pain, and will Vanish itself to make its Confused, Poisoned victim to try and fight, literally, nothing. To make things worse, they usually cast Reflect on themselves to bounce-back those few spells from their addle-minded attackers that actually hit them. It seems that Drakans have retained the twisted mind that their ancestor had…
Drakans also can cast two of the best incapacitating spells – Mustard Bomb and Freeze. Their target(s) will either be Frozen into a block of ice, or be Heated into unconsciousness. A sign that a Drakan is about to cast one of the two spells is the manner by which it grips its crooked wand two-handedly, and waves it around in circles.
Hence, Drakans should only be challenged by experienced fighters.
The reason for the whole song-and-dance about the Red Mage that eventually became the first Drakan?
That Red Mage was none other than the twisted monster-creating genius, Doctor Taxo.
