Monsters - G/H

G

Gargoyle (Petrificus Agares)

Winged beasts of Stone, Gargoyles are formed from the souls of the victims of an Agares. When an Agares feeds on its victim's pain, it also drains a slight amount of the victim's life force. The drained life force is of course, negligible and can be regenerated over time, given proper rest and nutrition. However, if said victim is actually drained of its life force to the point of death, it shall be morphed into a still creature, and grow the wings and fangs of demons. Then, it shall remain dormant until an Agares - not necessarily the one that killed it - comes and claims it as its own. Agares always travel with a petrified Gargoyle, miniaturized and wrapped up in its cursed robes, ready to Rise at its master's command, to serve the foul creature's whims. Should an Agares set its Gargoyle upon you, never look into its eyes, for they have within them the spells of Break and Gradual Petrify, which will turn you into stone.

Gargoyles are fiercely loyal to the Agares that claims them, for reasons unknown to man. In fact, a scholar once commented that they are rather like, 'Pets that love their abusive masters, regardless of whether or not their love is reciprocated by the wretched being that claims mastery over them'. Hence, it is a common battle tactic to stage feints against an Agares, to deceive the Gargoyle into jumping in front of its master, for you to kill it. You see, Gargoyles often take flight during a battle, and crawl on the high-vaulted ceilings of the abandoned castle which they inhabit. They will proceed to descend upon their master's enemies in a flurry of claws and razor-wings, often with deadly effects. They are protective of their Agares masters to the point that they will cast Stona upon a Petrified Agares, to free it from its Petrification.

Gargoyles, despite their impressive abilities, are rather weak if they are fighting against people with anti-Petrification abilities, often provided by special combat apparel. Hence, it will be easier to defeat an Agares and its Gargoyle if you are immune to Petrification, since then, you could focus your efforts on finishing-off the Agares before it makes your life more complicated. Gargoyle Charge and Aerial Slash attacks are rather weak, and can be ignored while you beat-down their master.

Being creatures of Stone, they are proof to Earth-based magic. Their weakness, however, lies in Wind spells of sufficient strength. Never forget this, that even the mightiest of mountains will be eroded and weakened by the strongest of gales, for this logic applies to the world of monsters also.

To be challenged by experienced fighters only. Since they appear alongside an Agares, experience is a prerequisite to battling them.

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Garuda (Condor Ensnareus)

Garudas are beautiful Aerial creatues native to the plateaus surrounding Lindblum, and also the icy civilisation named Esto Gaza. Stone Garudas can be found in Oeilvert, but it is noteworthy that they aren't of Stone, but merely resemble Stone creatures. These avians are highly gregarious by nature, and never fly alone. In fact, the rule of thumb with Garudas is to expect three of them to be nearby, for every one that attacks you. You see, they are dedicated carnivores, and will even attack an Epitaph if it threatens their flock. Qus regard them (Garudas) highly for their crisp flavor, and often serve them up in soups, savory stews, and casseroles. Just imagining a steaming bowl, filled to the brim with Garuda and potato stew, makes my mouth water... The gingery aroma, blending with the tender flesh and thick, peppery gravy... The morsels of potato and onion mixing together, melting on my tongue...

Back onto the topic, they are formidable fighters, and are proficient in magic. Their Aerial Slash spells have been the death of many Garuda hunters, and their Maelstrom magic is deadly enough to weaken its target almost to death. I've seen and felt the Maelstrom spell being performed, and it isn't a pretty sight - imagine a person literally becoming a cadaverous mass of skin-and-bones, all in a matter of seconds. Large amounts of Elixirs can be used to cure victims of this spell, fortunately. Their Firaga spells are also deadly, since they will aim to enclose their attackers in a ring of flames. They will then cause the ring to rapidly-shrink in diameter, until it eventually consumes the unfortunate attacker(s). They will even cast Stop spells onto a target, to ensure that said target stays still while their Firaga spell(s) close in...

As with all other avians, Garudas are immune to Earth-based magic, and are only partially-affected by Holy spells. They are, however, significantly more vulnerable to Shadow and Wind spells. Their hollow bones will snap in a vicious gale, so do not use such spells to kill them if preservation is your aim. For preservation purposes, just cast a Stop spell to immobilize them.

They can be safely challenged by experienced fighters, but only those with fast reflexes at that.

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Ghost (Ectoplasma Sentius)

Ghosts are Undead, Aerial monsters that steal children from their beds at night. Native to Dali and Bentini Heights, they are actually former inhabitants of underground caverns, where they fed upon insects and other subterranean animals. A mining tunnel intruded into their home, however, and caused the first human-Ghost contact in known history. These encounters had deadly results, often with either the humans or Ghosts involved, to be killed-off.

As a result of this, they started migrating to the surface of Gaia, and biologists of that era were known to camp in the (now abandoned) miniing tunnels where the Ghosts moved through during their migratory travels. A lesser-known biologist named Dr. Frederick Griffith, who specialized in the study of Ghosts, once described a Ghost migration as follows,

It was minutes past midnight, when the dark tunnel suddenly lit up with a soft, acid-green glow.

I looked down from my hidden perch on a stone ledge, and saw the most glorious sight.

An entire stream of Ghosts were moving - no, swimming would be more appropriate a verb - through the tunnel in a luminiscent river of supernatural beauty. The blood rushed from my head, at this exciting spectacle, and if not for the timely assistance of my friend Buter, I most-likely would have fallen headfirst into the 'stream' of Ghosts. What better way is there to die, I wonder?

As you could probably guess, the man was as nutty as an acorn, and probably needed some intensive mental re-alignment. Just for your information, he killed himself seventeen years later by running into a flock of Ghosts unarmed, and even stranger, naked as a penny-whistle.

His research and field observations, however, have given us much knowledge into the behavior of Ghosts. For instance, no one knew that they could cast Osmose spells, besides Fire and Thunder, if not for Griffith's fourth experiment, whereby he sent a vicious Fang charging into the midst of a flock of Ghosts. The Ghosts tried using Osmose to tire the canine, but struck it dead with Thunder spells the instant they realized that the Fang wasn't bothered by their energy-draining efforts.

Don't believe any of that nonsense about vanquishing Ghosts with Holy spells. Not these Ghosts, no sir! Holy spells are only half-strength against them, but Shadow spells will kill them very effectively, as will Wind spells. Wind spells will cause them to blow apart like the wispy beings that they are, and as a matter of fact, 'Will-O-The-Wisps' are actually Ghosts.

Ghosts can be defeated by the most amateur of fighters, with ease.

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Gigan Octopus (Kraken Gigantus)

These creatures, native to the Salvage Archipelago, are not aquatic as most perceive them to be. They differ greatly from the aquatic octopi in the sense that they are Aerial, but share a liking for water. Today, evidence has been discovered that they can also be found in the Lost and Outer Continents, where they lay their eggs.

They grow to titanic dimensions, the largest specimen on record being 69 feet in length, and with a tentacle-span exceeding 40 feet. It claimed the lives of at least thirty seven people before it was caught and killed, and even then it took the concentrated efforts of three mages working synchronously. Gigan Octopi are sanguivorous - that is, they feed of the blood of lesser creatures - and often prey upon people living close to the coast. They have been known to grab people with their tentacles, and then stuff said victim into their beak-like, fang-filled maw.

Examinations of preserved specimens have led to the discovery that their tongues are actually covered in multitudes of hard, miniscule spines. This allows their tongue to work like a file, and in fact, Gigan Octopi tongues are the best sharpening tools that can be used to hone the blades of any weapons.

Qus dislike the meat of the Gigan Octopus, as it is tough and rubbery. However, eating it will enhance the consumer's strength, and also boost their magical abilities for some time. Hence, essence of Gigan Octopus is often prescribed by Qu doctors for maladies involving weakness, muscular distrophy, and even erectile dysfunction ('The inability to strike midnight', as some conservative people call it) in human men.

From their appearance, Gigan Octopi have only six long tentacles. However, they actually have a pair of vestigial legs, that are filled with buoyant gases. These gas cocktails allow them to float somewhat, and this is why their tentacles always drag along the ground as they move. It was theorized (and later proven) by Dr. Buter that their domed heads are actually cumbersome and heavy, thus necessating them to utilize floating abilities for locomotion. Otherwise, all Gigan Octopi will just sit motionless for their entire lives, due to the sheer weight of their head.

Due to their Aerial nature, Earth-based magic is wholly-ineffective against them. An argument was raised several decades ago by a prominent mage, regarding their Aerial nature - and hence their immunity to Earth-based spells - due to the fact that they actually walk, with their heads being the only floating part of their anatomy. The argument was won by a mathematician named Blaise Pascal, who proved that a Gigan Octopus could splay out its boneless legs widely, and hence nullify the effects of Earth magic. Water spells are only half-strength against them, since they can swim to a certain degree.

Wind and Thunder spells will cripple them severely, and also kill them immediately if done right.

They are decent fighters, with both physical and magical prowess at combat. Their Ink is a Darkness-inducing chemical that blinds, and their '6 Legs' attack could shatter bones and smash through rocks with ease. They also possess the ability to cast Mighty guard on themselves, usually to cover their back. Also, they are known to use Blizzaga spells, to freeze enemies before they flee.

Only moderately-experienced fighters should challenge these cephalopods.

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Gigan Toad (Bufo Gigantus)

The result of one of Dr. Taxo's earlier experiments, Gigan Toads are relatively-harmless amphibians that are often kept as pets by Qus. In fact, several enterprising Qus have set up farms in their native Marshes, where they breed Gigan Toads for their meat and skin. Most Qu clothes are made of Gigan Toad skin, which is a soft, cloth-like material. These cute things were born when the good doctor tried to cast a sleep spell on a normal toad. The spell worked, but nothing happened, apparently. The madman then flew into a rage and cast a Blizzara spell into the slumbering toad's mouth. Instead of freezing, it mutated into a Gigan Toad, which he later duplicated and booted out (much like he did with his Flans), due to its timid nature.

As with most other aquatic creatures, Gigan Toads can absorb any Water spells that are thrown at them. Also, they harbor a weakness against Thunder spells, much like their relatives, the frogs. Have you ever wondered what happens when a frog is struck by lightning? It dies, and a Gigan Toad is little different.

As fighters, Gigan Toads are barely decent. They can cast Blizzara spells, though their casting speed and accuracy is utterly atrocious. Imagine, that a study actually proved that Gigan Toads have difficulty hitting a Hedgehog Pie, fully restrained and bound, that was only five feet away from them! Even if their spells do hit, most of the time, their targets are relatively unharmed. However, the Glowing Eyes spell, another of the Gigan Toad's natural defenses, is more accurate, and considerably more troublesome. This spell sends its targets to Sleep, which isn't a wise thing to do if you're in the middle of a swamp. They also can cast Water spells, and they actually have to inhale large quantities of Water before using magic to blast it at their adversaries.

Besides using them as a source of clothes, Qus also eat the Gigan Toads either roasted or uncooked. Their flavour is described as being 'Nutty and yet piquant', by the famous Qu chef Quarto.

They can be easily defeated by amateur fighters.

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Gimme Cat (Felis Catus Gimmickus)

Disclaimer: No Gimme Cats were harmed or threatened during the writing of this manuscript. All Gimme Cats that were killed by the author were killed before the passing of Environmental Law 13190, Section 17/50, by the Regency of Lindblum.

These bizzare feline creatures inhabit the Salvage Archipelago, and are only found there, despite every effort to locate them elsewhere. They are rare even on the Archipelago, andwere hunted for their meat by Qus. Due to this, they have been granted the Endangered Species status on all continents, and are currently illegal to kill or capture. The Gimme Cat is a vicious predator, that preys upon lower animals wihthin the vicinity of the riversides which it inhabits. Poachers who set their sights upon Gimme Cats usually stalk a group of them for hours, only to find themselves beneath the claws of a Gimme Cat minutes after the group settles down to rest. Whenever you see a group of them (Group meaning three or more Gimme Cats), always prepare to face one or two that are hiding nearby. Gimme Cats are highly clannish, and will protect their clan members with utter loyalty and devotion. Do not mess even with an injured Gimme Cat, as its cries will attract a group of them, whereby they will carry it away, to be hidden, while a few remain behind to deal with the person who was messing around with their injured kin.

They are highly-proficient in magic, to the point that they absorb all forms of elemental magic. However, non-elemental spells such as Demi, Flare, Comet and Meteor will penetrate their absorption abilities, and deal some decent damage to them (I'm assuming that if you can cast any of the aforementioned spells, your magical abilities should be above-average at the very least). They do not cast spells, save for the Aera spells which they sue to try and blow their quarry of its feet. Their magical nature shows, though, in the form of their Screech, which inflicts Silence upon those who hear it. Their Scratch and other attacks are physical, so Mighty Guard would be an appropriate spell to use when faced with a Gimme Cat.

I know that you might want to kill that annoying Gimme Cat that wants to eat you, but remember that it's an endangered species. Humans however, are not.

Don't bother challenging or killing Gimme Cats. You could be subject to a fine of 5000 Gil and 5 years imprisonment by the Regency of Lindblum, 3000 Gil and 8 years of prison under Alexandrian Law, 1000 Gil and 20 years imprisonment by Burmecian Law, or 10000 Gil and at least 25 years imprisonment if you're caught killing or capturing them outside of known kingdoms.

I will, however, note that they are to be challenged by experienced fighters only. If you read this and go out and get caught, you never owned this book, understand?

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Gnoll (Homo Irritabilis)

Highly-strung humanoid giants, Gnolls can be found on the Mountain Path heading to the Dwarvian Province of Conde Petie. They live an clans, and can often be seen at night in several valleys, huddling around a large campfire. They have, numerous times in the past, tried to harass the dwarves in Conde Petie, but were beaten back by the dwarves each and every time they tried their nonsense. They hate the words, 'Rally Ho!', and this is how the dwarves came to use them so often. Apparently, that particular phrase works like a Gnoll-repelling spell, and causes them to experience great headaches and muscular pain. No scientific reason for this unusual events were discovered, mainly due to the fact that Gnolls have extremely tough skin that makes it near-impossible to dissect them.

Qus, however, enjoy eating Gnoll meat. They claim that the meat of a Gnoll is tender and filling, and that the taste and texture is comparable to a human dish called haggis. Whoever is reading this might be wondering, 'How do Qus slaughter the Gnolls if their hide is so thick?'. Well, their abnormally-large forks, which they also use as weapons, are near-indestructible, and can cut through Gnoll meat with ease. Unfortunately for the scientific community, leaving a Qu to dissect a Gnoll always ends with the Qu eating the Gnoll up, and leaving nothing for the beleaguered scientist(s) to examine.

Their thick skin prevents magical attacks from affecting them much, and hence they have no weaknesses to any particular type of magic. If you want to test out and measure the quality or your spells, try them out on a Gnoll or two. Since they aren't weak against any particular elements, the effects your magic has on them will be just what you can do normally, and nothing more.

They will use their famous Gnoll Attack to rush at and ram any challengers, and they often do this after casting Might on themselves, to increase their strength, the better to hit you with. It is easy to sidestep a charging Gnoll, but the job becomes much harder if it casts Vanish on itself before starting its assault. One way to keep the Vanished Gnolls visible, is to use a Poison or Bio spell against them before they Vanish themselves. This is because the toxic spores that are used for Bio and Poison spells cannot be Vanished, and will stick onto the Gnoll's skin, hence making it visible even if it Vanishes itself, besides Poisoning it to make your slaying job easier. They might then become enraged and start casting Blizzara spells at you. Be careful, since their spells are decent in accuracy and power.

Gnolls can be challenged by moderately-experienced fighters, with relative ease.

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Goblin (Magus Deprivus)

Goblins are annoying, snot-nosed pipsqueaks that are indigenous to the Evil Forest and the nearby Gunita's Basin. They belong to the Mage family, and the genus Magus, since they do share many physiological similarities with Goblin Mages and several other Mage creatures. However, they lack the ability to use magic efefctively, and instead use crudely-fashioned Knives to defend themselves (Self-defence is usually necessitated by them angering other creatures that could normally kill them). They move in groups, and will often swarm anything that they think is within their capacity to defeat. They do use magic sometimes, namely, the ability Goblin Punch, which produces a shower of sparks even when they strike the softest of targets.

Bloody useless spell if you ask me, unless you're in dire need of special effects at a show or something.

These poor bastards are weak towards, and terribly afraid of, fire. So if a group of them is advancing towards you with naughty intentions, wait till they come close, and roast the whole damn swarm with a well-aimed Fire spell. Don't feel guilty about it - they reproduce like germs, and there are too many idiots in the world, anyway. Here, I feel compelled to quote a famous sideshow owner:

A sucker is born every minute - Phineas T. Barnum

Idiots and Fire spells aside, Qus dislike eating Goblins. They claim that the flesh of Goblins is stringy and tasteless, as well as grossly inadequate for sustenance since they are skinny little sticks. I've tried it once, and I can assure you, eating Goblins will literally leave a foul aftertaste in your mouth.

If you defeat a Goblin, go and hang yourself. They're the weakest creatures on Gaia, I swear.

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Goblin Mage (Magus Infantus)

The more evolved form of Goblins, Goblin Mages are significantly more formidable than their useless relatives. They are physically the same, but have a good command of magic, which they use to their advantage. You can find these Black Mage wannabes crawling around at the Donna, Pualei, and Lucid Plains in the Outer Continent, where they often move around in threes. They carry enchanted axes with them, and these axes are unusual in the sense that the Goblin Mage who wields it, doesn't even hold it. The axe floats next to them, and is subject to their will. Collectors of their axes find that upon their death, the axes lose all semblances of enchantment. Most curious indeed.

Unlike their lesser cousins, Goblin Mages have no weaknesses against any element(s) in particular. Some amateur scientists have theorized that this shows a relation to Gnolls, though I personally believe this is utter hogwash, worthy only of the highest degree of stupidity.

However, they share a similarity with their idiotic siblings, and that is the Goblin Punch spell. From this shared characteristic, I have theorized that the spell's spark display is meant to intimidate, rather than damage. After all, why would two separate species share it? I'll spare my readers the taxonomy-related rant, and move on now. Goblin Mages have the species name Infantus, and this is because their magical abilities are just about what you could expect from a newbie mage. Their spells, however, are used in creative ways, to make you feel the pain if you underestimate them too much. They will often cast Vanish on themselves and their axes, so that the axes will use their Axe moves on you, while their invisible master strikes you with a Thundara spell or three.

They taste just as bad as Goblins, according to Qus.

I have nothing more to say about Goblin Mages, save for the fact that they can be safely-challenged by moderately-experienced fighters.

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Grand Dragon (Naga Magnificent)

These colossal reptiles are truly the result of natural selection and are perfect examples of what they are - the apex of Gaian evolution. First encountered five hundred and fourty five years ago, Grand Dragons have ever since remained as mysterious creatures of lore and nightmares. Their size is impressive, as are their skills in combat. To date, they have spread their populations to the Salvage Archipelago and Popo Heights, from their original location of discovery in the Plains of Cazedil. In fact, it is a rite of passage, for all Burmecian Dragon Knights, to slay a Grand Dragon at the end of their training. Only by providing proof of the slaying (Usually the head of a Grand Dragon) will a knight in training be granted the title of His Majesty's Dragon Knight, usually by the King of Burmecia himself.

Grand Dragon scales and hide are often used to make armor or shields, since it is durable and Thunder-proof. Very useful, Grand Dragon hide-armor is. I own a set, myself. It has saved my life several times, but bears no damage nor markings from those incidents. Tough stuff.

I once witnessed a Grand Dragon migration, and it was truly a breathtaking sight. Their iridiscent wings spread out wide as they rode on air currents, flying towards a new home which we knew not by location. Sunlight filtered through the thin, membranous wings, and cast beautiful rainbows on the ground over which they passed.

The downside was the huge piles of droppings which they expelled during their flight. The memory of the cleaning-up we had to do later can still make me shudder...

Like most reptiles, Grand Dragons are weak against Ice-based magic. However, due to their thick and scaly hide, nothing short of a Blizzaga spell will actually hurt them significantly. They are only partially-affected by Thunder-based spells, due to their own ability to cast powerful Thundaga spells. It is indeed a magnificently fearsome sight, to see a Grand Dragon charging towards you, shaking the very ground with its gargantuan footsteps, and raining down lightning from the sky all around it.

Bear in mind that Grand Dragons only use their magical attacks while at range, and will resort to utilizing their Venom Breath and Poison Claws once their quarry is within range for their striking/exhalation attacks. The venom in Grand Dragons is a highly-potent neurotoxin, that cripples the respiratory system of its victims. As time progresses, the venom's effect will be magnified, and it will eventually lead to a painful death, with the victim gasping desperately for air, air which they cannot inhale due to their paralysed respiratory organs.

Regarding defeating Grand Dragons, it has been observed that the modified Death spell cast by Dracozombies has an instantaneous effect towards them. The late biologists Marchulis and Schwartz proved in 1791 that there was an unusual magical relationship between Dracozombies and their former selves, the Grand Dragons. Apparently, this is what made Grand Dragons so susceptible to the Dracozombie Death spell, since after all, Dracozombies were once Grand Dragons, whose carcasses were re-animated by the Soulcage.

Just to follow-up regarding Dracozombies; their existence indicates a probably population of Grand Dragons within relatively-close proximity of the Iifa tree, since the Soulcage's magical influence only extends as far as fifty fathoms in all directions, from the edge of the land covered by its convoluted roots. Hence, any Grand Dragons that wander within this area are probably killed by Dracozombies, to continue the cycle of Death.

During mating season, male Grand Dragons will grow temporary 'crowns' of colorful feathers on the top of their heads. Unfortunately, this makes them easier for poachers to spot. You see, some superstitious men believe that consuming parts of a Grand Dragon's penis would make them more virile and manly, or some nonsense like that. It is pure superstition, caused by nothing more than the fact that Grand Dragons have penises exceeding ten feet in length.

Honestly, can't these superstitious fools find something else to eat? Even Qus wont touch Grand Dragon penises, for God's sake!

Only highly-experienced fighters can challenge these beasts and hope to walk away alive, since they are almost on par with the beasts of Memoria, in terms of sheer deadliness.

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Grenade (Exploda Metallica)

Evolved Bombs, Grenades aren't explosive, but are much deadlier than, their flaming counterparts. Being Aerial due to the volatile gas mixtures within them, Grenades often hide between high-up stalactites, deep within the tunnels dug by mining moles, inside the bowels of the dormant volcano, Mount Gulug. They can hide rather well in the shadows, and the only sign of their presence is often the faint, reddish glow of their slitted eyes. Their metallic skin is proof to harpoons and arrows, but at the same time, is highly flexible and can tear easily. The single antenna on their head is used for inter-Grenade communication, and it was proven during Beadle and Tatum's experiment that Grenades who had their antennae severed were less efficient attackers, due to the lack in communication between themselves.

You see, Grenades are rather militaristic in their attacking patterns. They always atatck in groups, often from above their quarry. Once the group's members are int he right positions, they will rain Firaga and Flame spells down onto the heads of the poor souls that they have surrounded. Hence, Beadle and Tatum's experiment proved that the attack and flight patterns of Grenades with removed antennae, were less efficient then those of Grenades which retained their antennae. If you encounter Grenades, you will hear a piercing whistle being emittes now-and-then as steam is vented from within their meallic bodies, through a long, pipe-like projection that dangles beneath them. This is actually their means of communication, and this was also discovered during Beadle and Tatum's experiment.

If their Fire-elemental spells are ineffective, attacking Grenades will use their communication assemblies as a Cannon, which they will use to bombard their targets with debris. The debris is fired by using compressed steam from within their bodies, which will fire the debris as it moves along the Cannon's 'barrel'. In fact, their usage of steam pressure to fire their Cannons has inspired several inventors to try and design airship engines that run on steam instead of Mist. To date, no successful designs have been created for the steam engine.

Being Aerial, they are proof to all forms of Earth-based magic. They also harbor a partial immunity to Fire-elemental spells, due to their high-temperature metabolism. That being said, they are greatly-weakened by Ice-elemental and Wind spells of sufficient strength. Be careful of using Blizzard spells against them, since cooling spells of insufficient strength will result in their metallic skin cracking, and this will cause a release of their volatile internal gases into the surrounding air. Unless you want a rain of exploding Grenades falling down over you, use a Blizzaga spell. This is because even though they have the same internal gas composition that bombs have, they cannot detonate instantly, due to their metallic skin. So, they'll be more likely to go BOOM! at ground level rather than in mid-air.

Qus have, on the rare occasion, caught and eaten Grenade skin. They froze the Grenades first, and then they cut the frozen explosives open and removed the entire contents of the thing. The flavor of the skin was described as being spicy, with a hint of alcohol in it.

Grenades should only be challenged by experienced fighters, due to their speedy movements and fatally-efficient attacks.

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Griffin (Aves Quadrupedus)

Well-known Aerial creatures native to the Donna Plains, and even the nearby Fossil Roo, these creatures are rather docile. They prefer to flee rather than to stay and fight, though they aren't absolute slouches at fighting. They can be domesticated, and are excellent pets as well as guard animals. They are just as good for travelling when compared to chobobos, though they move much slower due to their greater mass and tendency to run after smaller animals that catch their eye. This is why, if you're planning on riding a Griffin, you should carry adequate food supplies for yourself and the bird. It'll be a rather time-consuming journey, and also a tiresome one if your Griffin keeps flying off-course. Hedgehog Pie meat is readily accepted by most Griffins, though this is a matter of preference. Try out different meats with you Griffin, and if it nuzzles you like a dog would, you'd know what it loves to eat.

Heck, my pet Griffin had a liking for Gysahl Pickles!

In terms of fighting ability, Griffins are more than competent. Despite being hollow-boned and timid, they can deal a painful Tail strike onto whoever raises their temper. Their whip-like tail can even break through skin and bones, if sufficient momentum and velocity is attained prior to the strike! Their magical abilities are of the Wind, just as they are creatures of the air. Griffins are known to cast Aero and Aera spells, which can blow a target away if they muster enough energy into casting the spell in question. They can even heal themselves and their allies, using a spell which I have named, White Wind.

As with all other avians, they are immune to Earth-based magic, and at the same time, weaker against Wind spells. Strong-blowing gales have been proven to be capable of snapping their hollow bones, and it is not uncommon to find dead Griffins lying around with numerous broken bones, after a devastating storm, such as the one that resulted in the destruction of Madain Sari.

Other than all that, Griffins are affectionate creatures that enjoy being in the company of others. Play with your Griffin daily, and it will be the friendliest animal on Gaia, to you. Some Griffins have been known to enjoy playing with balls, so try playing fetch one day with your pet Griffin.

Griffins can be challenged by moderately-experienced fighters.

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Grimlock (Numero Tripitakka Kepala)

These are yet another of Dr. Taxo's creations, and arguably the most bizzare of the lot. Grimlocks are found in the old Desert Palace which he inhabited in his later years, after his illicit experiments were discovered (see the entry for Drakans). They have three heads, one blue, one pink, and one yellow, stacked on top of each other. Apparently, the good doctor was practicing his magic by casting some strange spells at his coat, which was, at that point of time, hanging on a coat-hanger which had been made out of three human heads being stacked on top of each other at the base, with a spear holding them together, the coat resting upon the spear's handle.

So even the madman himself has no idea what exactly caused these weirdos to come into existence...

Moving on with the story here, he decided to create more of them, and let them run loose in his Desert Palace. According to his journal, they made good guards and servants, since of all his creations, they were the only ones which had hands (actually two empty sleeves that responded to their commands, and hence could be used to carry things). They were competent fighters, and were trained in some basic magic by him.

From a Grimlock's three differently-coloured heads, it should be obvious that they are weak towards Fire, Ice, and Thunder elemental spells. Yes, it is that easily-determined.

Grimlocks attack based on which head is on top of the stack. If it is yellow, then it will use a mixture of physical and magical attacks. Blue indicates a switch to magical attacks only, and red means that it shall only attack physically. Be wary, for they often switch head in the middle of battle, to suit their opponent's fighting style and skills. In fact, two Grimlocks may sometimes switch heads, which doesn't do much for them, unless you've somehow destroyed a head or two from the both of them.

Try casting a Float spell on the heads if you have the chance. The heads will Float in the air, while the empty coats try to grab back their heads. Due to the separation of the heads and their coat(s), they will have some difficulty controlling the coat's arms, which often results in an entertaining head-juggling act by the Grimlock's coat. It could then be a wonderful opportunity to test out your targetting skills by shooting down the heads one-by-one using a Thundara spell.

As I mentioned earlier, Dr. Taxo trained his Grimlock servants in the magical arts. They can cast Silence, Slow, Stop, and Sleep, and they were trained to cast these spells so that they could apprehend intruders and incapacitate victims with ease. Of all these status problems that Grimlocks can inflict, two are deadly (Stop and Sleep), while two could crippled a target's fighting abilities significantly (Silence and Slow). Don't forget, the good doctor was a Red Mage at one point of his blood-splattered career, and he passed on some of his magical knowledge to his Grimlocks.

If a Grimlock tries to attack physically, it will use several obvious moves. Mainly, it will use Counter if it is hit physically, and follow-up that Counter with a Stretch attack, which is basically the three heads moving as far apart from each other as possible, and swinging their entire mass forward while bundled in the coat. Grimlock heads are considerably heavy, and this is what makes Stretch a painful move, as with The Drop, anothe rof their physical attacks whereby they jump up high into the air, and crash all three heads into their target. The good news is that this attack isn't that accurate, unless you have been Slowed earlier by them.

I always wondered to myself; How do they avoid getting headaches, with all that bouncing around and head-banging? No one has answered that question to date, despite several Grimlocks having been dissected.

Grimlocks can only be challenged by moderately-experienced fighters due to their magical ability. If you kill one, be sure to step back quickly.

After all, wouldn't it be embarassing if you got killed by a dead Grimlock falling onto you and crushing you beneath its weight?

H

Hecteyes (Opthalmus Hecto)

Looking like nothing more than a pile of eye-studded red droppings, Hecteyes are an unusual type of monster that are native to Terra. They are Undead Demons, which were first created from the soul of a lady who loved to spy on other people. Her obsession became murderous eventually, and one night, when she was found out, her neighbors set fire to her house, burning her to death in the process. She morphed into a monster that night, one that saw the world through its multitude of eyes, and who brought death to those who stared too deeply into its glassy-eyed stare.

Hecteyes contain powerful magic in their eyes, and preserved Hecteyes eyes are often used during magical rituals of great power. The eyes are even powdered, and used in some ancient, forgotten potions which have been unknown for centuries, and are only known to us due to the diaries of several great potioneers. A Hecteyes relies entirely upon its eyes to cast spells, and blinding all its eyes could theoretically stop it from casting any spells at all. But it is just too difficult to blind over a hundred eyes at once, and I'm sure you'll agree with me on this.

A common joke is that you could defeat a Hecteyes by putting a mirror in front of it, and make it kill itself. This DOES NOT WORK, as a Hecteyes is a powerful Undead Demon, and such nonsense is more likely to kill YOU rather than the Hecteyes.

A Hecteyes only knows three spells, but it has undisputed mastery over those three spells. Mainly, it uses Hypnotize and Absorb, which send cause their targets to Sleep and weaken, respectively. It always casts Hypnotize first, so that it can proceed to drain the slumbering victim's life out of it with Absorb. If a Hecteyes is desperate or close to death, it will use Roulette, which summons Death. Death strikes randomly, as most of you should know, and of course, this includes the Hecteyes which summoned him.

They are weak against Fire and Holy spells, due to their Undead, Demonic nature. They will only be partially-affected by Shadow spells such as Doomsday, because they themselves use Shadow spells, for their own sinister reasons. Physical attacks work fine against them, but be wary of a Hecteyes' massive weight, as it will occasionally body-slam anything that wanders too close, and its putrid, heavy mass will often suffocate the trapped victim, not to mention the numerous eyes that would be casting Absorb simultaneously.

Only challenge a Hecteyes if you're an experienced fighter.

xxx

Hedgehog Pie (Quillianita Asper)

Stinking beasts native to the Eunoras plains, Hedgehog Pies are plump little monsters that often harass travelers. They often attack in groups of two, and this could be a minor annoyance at worst. Since these creatures are such weaklings, they can be easily dealt with, and the only thing I'd have to warn you about when it comes to them, it the foul smell that they release when they are killed. It smells like a mixture of cat shit, stale urine, and sweaty armpits, and I'm sure any sane person would want to put several dozen feet between said odor and themselves as soon as possible.

Biologists theorize that Hedgehog Pies evolved this odor as a method to deter predators, such as the Serpions which also inhabit the Eunoras Plains where they live. After all, no one would like to taste that shitty smell, would they?

Hedgehog Pies are ferocious when it comes to attacking, and they have only three known attacks. Mainly, they will Ram you, and use every ounce of their fat little bodies in a Fat Press attack to try and incapacitate or stun you. I can assure you, the experience of being smothered by one of these putrid... things... is highly disgusting at the very least. It will take several days for the smell to wash off, too!

Their third attack is Pumpkin Head, whereby a cursed pumpkin is conjured and used to hit an enemy for the same amount of damage that the casting Hedgheog Pie has taken. In fact, the tradition of carving Halloween pumpkins was derived from this spell, for reasons that have been forgotten with time. So, kill the bloody Pie fast before it tries to give you a taste of your own medicine, pumpkin-flavored, of course.

Rookie fighters should be able to dispatch these stinkers to the underworld with utter ease.

xxx

Hornet (Vespa Tenoritis)

Hornets are Aerial Bugs native to the cave now known as Gizamaluke's Grotto. They are venomous, and will attack with their mandibles and posterior stingers, in an attempt to poison their victims. Fortunately, Hornet venom is rather dilute, and will not adversely affect human-sized beings, except of course in the event of allergies and illnesses being present in the victim, prior to the invenomation. Hornets produce sweet and nutritious honey, and Master Gizamaluke has always been gracious enough to allow honey-collectors to harvest the honey from high up between the Grotto's stalactites (His permission is on the condition that no Hornets are to be harmed). To harvest the honey, long poles with nets at the end are often utilized, to scoop up and bring down entire honeycombs. To scare the Hornets away before any harvesting, leaves are often burnt under the honeycombs, and their abhorrance to smoke will cause them to move away.

Qus find Hornets to be tasty food, and their honey to be a medicinal substance. Qu doctors often prescribe Hornet honey for poisoning cases, or sore throats. In fact, some types of antidotes include the honey as a crucial ingredient, to catalyse the antidote's detoxifying properties. Hornets fried with garlic, ginger, and dead peppers are commonly found on the dinner tables at the Qu's Marsh close to the Grotto, where it is a traditional dish of great importance.

Due to their flight, Hornets are immune to Earth-based magic, and weak against Wind spells of sufficient magnitude. Thunder spells will also injure them seriously, and the biochemist James Franklin proved in 1758, that their weakness to Thunder spells was caused by the metalloid nature of their exoskeletons. This has led to theories regarding the nature of electricity, and much research is being conducted regarding that very topic, as I write this manuscript.

To attack or defend themselves, Hornets will use their Stingers to try and poison their opponents. If that fails, they will use the Buzz attack, which is the same thing that Dragonflies use. It over-stimulates the brain's hypothalamus, and this causes an excessive amount of adrenaline to be discharged into bodily circulation. This causes the Berserk effect, and is useful for the Hornet(s) to make a quick escape. To prevent them from using Buzz, cast Slow on them, or Silence. Slow prevents them from beating their wings fast enough to generate the disruptive sound waves, and Silence... Well, it does what its name suggests; It shuts them up.

Trained Hornets, however, have been used to create beautiful music over the centuries. Their Buzz attack could be altered through training, such that they will produce a variety of musical tones, instead of the usual brain-addling sound. The most famous Hornet orchestra to date is the Cleyran Hornet Harmony Choir, which has produced some of the greatest music known to Gaians. If my memory serves me correct, their Magnum Opus was a Hornet-buzz score for Lord Avon's play, 'I Want To Be Your Canary'.

Hornets can be challenged by rookie fighters with some experience, due to their tendency to swarm.