monstertruckers: (MysterySkulls)
monstertruckers ([personal profile] monstertruckers) wrote2024-01-28 06:06 pm

BESTIARY












ROUTE 666


BESTIARY

























TYPE 0: HUSK
Less a monster and more a thing that spawns monsters. Husks are the remains of people and animals. They have since turned metallic, and glow with an eerie light before bursting open.

The spawned monsters carry unique sigil effects and have three categories:
Minor Threats can be defeated by a single Drifter and are only deadly in packs. Moderate Threats requires two Drifters to combat. Major Threats are large monsters that require a group of Drifters to defeat, or specialized strategy.
FOREST BIOME:
ALLIGATOR
Threat: Moderate
Sigil: Strength
Info: Commonly found in marshy areas and near bodies of water. These creatures resemble mutant alligators, but can be up to thrice the size of a normal alligator. Their massive jaws can snap through bone and even steel, and it can shoot lightning from its frontmost fangs. Its massive tail also allows it to generate shockwaves and slam attacks, and its bipedal stance allows it to slash with claws.
Weakness: Fire
BOMBADGY
Threat: Minor
Sigil: Fire Boost
Summary: A small, dog-sized or cat-sized monster with a chunky build. They only attack when provoked, but will stand their ground with barks and growls. When threatened, expels a flammable and explosive gas that is stored in the body. Because of this trait, this monster is essentially a living bomb.
Weakness: Fire, Lightning, Ice, Water
CAPPARWIRE

Threat: Minor
Sigil: Speed
Creatures that spawn in heavily wooded areas. Capparwires wield their thorn like appendages as either snares or scourges. The thorns coating their bodies often carry a faint electric charge. Some nasty varieties can also inflict poison! Fortunately, they are quite vulnerable to ice, and slow whenever the cold touches them.
Weakness: Ice
MIRRORMIC
Threat: Moderate
Sigil: Acuity
Info: A monster that hides in reflections and mirrors the appearance of its target. It reads the thoughts of prey, then repeats secrets back as a taunt. When damaged the Mirrormic reveals its trick; it reflects damage back on the attacker, either in the form of wounds or forcing a monster transformation. The surest way to banish this monster is shining strong light on it, and killing it while vulnerable.
Weakness: Holy/Light magic.
PISACA

Threat: Minor
Sigil: Recovery
Summary: Spawned anywhere there is discontent, Pisaca are violent creatures that possess a venomous bite and debilitating howl. Their howl can result in confusion or fear in those who hear it.
Weakness: Fire
BEAR
Threat: Moderate
Sigil: Strength
Summary: Large mutated bears, extremely tough and aggressive. Their senses have been bizarrely enhanced through thermal imaging to make them better trackers. They favor attacks with their claws or slamming their paws into the ground to generate twin electric shocks. Fire threatens to overload their senses and drives them back.
Weakness: Fire
CHROMEHOUND
Threat: Moderate
Sigil: N/A
Summary: Robot dogs designed to hunt down monsters. They cannot be reasoned with, and each one packs an assortment of tricks to hunt and kill its quarry. Razor teeth and claws, special heat seeking optics in eyes, the ability to shock and stun, all are present in chromehounds. Such beasts are weak to electric attacks, but their metal armor can easily withstand physical strikes.
Weakness: Lightning
GREAT JAGRAS
Threat: Minor
Sigil: Healing
Summary: Large iguanadon monsters that show up wherever there is food or prey. Easily as large as a car, and swallows prey whole; its distended belly can then be used as a rolling attack. No, he will never leave you alone, even if you kill him with fire. He’s always there to pester you and steal your food/try to eat you.
Weakness: Fire
NARGACUGA
Threat: Moderate
Sigil: Strength
Summary: A savage gryphon monster, that attacks swiftly with bladed wings and tail spikes. It favors stalking through forests, and flinches easily from loud noises. Though after being shocked by sound, the beast becomes furious and redoubles attacks. Bladed wings, tail spikes, and sharp jaws are all used to savage prey.
Weakness: Lightning and Fire
NOXICAP
Threat: Minor
Sigil: Recovery
Summary: Fungal monster that spews poisonous spores, but is susceptible to fire. It tracks enemies through their heat signatures. Some varieties also consume plants and later shoot the seeds at threats. A rare few can even generate lasers from absorbed energy.
Weakness: Fire
SCAVENGER
Threat: Minor
Sigil: Speed
Summary: Eyeless nocturnal monsters that only attack at night. They track by sound and deliver bounding kicks or clamping bites. Damaged normally by all attacks and magic, with no notable resistances.
Weakness: Any Element
SLICEMARGL
Threat: Minor
Sigil: Stamina
Summary: Canine monsters with an ape like build, and bladed bones growing from their arms and back. Uses these blades to attack in swipes, or shooting the spines from their back. These blades slowly regenerate over time, meaning the monster always has access to a weapon.
Weakness: Lightning and Fire
GRASSLANDS BIOME:
APYPOS
Threat: Minor
Sigil: Healing
Summary: Reptilian creatures with jackal like ears. The sacks on their throats can store mud, which can be shot at any prey or threat. Their water affinity is double edged, as they are easily slowed and weakened by cold.
Weakness: Ice
BULL GORGON
Threat: Moderate
Sigil: Recovery
Summary: Armored bull monsters who exhale a petrifying mist. They attack with goring horns and a trampling charge, and have evil tempers; they will attack until dead. Their armored hide is resistant against physical damage, and strikes must be precise to penetrate the plates.
Weakness: N/A
GURULU
Threat: Minor
Sigil: Acuity
Summary: Skeletal birds who use their bone armor to slice and attack as they dive out of the sky. They favor talon strikes and wing strikes, but occasionally generate razor wind. Resistant to both wind and shadow magic, and their bone armor is tough against physical attacks.
Weakness: Holy and Lightning
LEVIKRON
Threat: Minor
Sigil: Speed
Summary: An ostritch monster that favors powerful kicks, and a swift stride to run down prey. The claws at the ends of it wings are well suited for gouging, and even picking up and hurling rocks.
Weakness: Fire
ZOLOM
Threat: Major
Sigil: Fire Boost
Summary: A 30 foot snake monster. Favors marshy ground it can burrow through, to better ambush prey. Possesses a strong venom in both fangs and blood. This venom can be spat out and ignited into a napalm and fire breath, while the coils can constrict any prey.
Weakness: Ice
ZU
Threat: Moderate
Sigil: Speed
Summary: An avian monster with a massive wingspan. Favors wind attacks to disable prey or yank them aloft, before closing with razor talons and beak and striking with a long serpentine neck. Completely immune to earth, but susceptible to the same wind element it uses to attack.
Weakness: Wind
THORNLANDS BIOME:
ANZU
Threat: Minor
Sigil: Speed
Summary: An eagle with a lion’s head. It attacks with wind, talon, and fang, and favors swift attacks to take it in and out of combat. Wind is either shrugged off or absorbed by this monster, and it sometimes wraps itself in wind to enhance attacks or send out whirlwinds to attack.
Weakness: Lightning
BLOODHOUND
Threat: Minor
Sigil: Healing
Summary: Canine monsters that drain life force through their tentacle and fangs. They prefer to run circles around prey, harrying them with bites and whips, absorbing energy from them, and then rushing in to clamp teeth around throats. While obnoxiously agile, they are vulnerable to ice.
Weakness: Ice
CHROME SOLDIER
Threat: Moderate
Sigil: N/A
Summary: Cyborg soldiers who may have once been human, but are now machines. They are equipped with all manner of weapons, from swords to guns. Their machine parts protect them from Moon Warps, and give them increased strength and toughness. Lightning magic can short them out or stun them.
Weakness: Lightning
CATOBLEPAS
Threat: Moderate
Sigil: Stamina
Summary: A bulky and malformed monster that still delivers powerful attacks; sometimes from swinging its head about and trying to catch Drifters with its petrifying gaze, other times slamming itself to the earth and causing localized quakes and earth magic. Electricity bounces off their hides, but they are weak against fire.
Weakness: Fire
PANTHERA PROTECTOR
Threat: Moderate
Sigil: Fire Boost
Summary: Agile monsters that blend man and big cat together. They favor trapping their prey in a ring of conjured fire, and then leaping forward with rending teeth and claws. The only thing that can extinguish the fire ring is ice magic, or knocking them off balance.
Weakness: Lightning
CORRUPT GRAVITY BIOME:
AHRIMAN
Threat: Moderate
Sigil: Acuity
Summary: A flying eyeball monster with a mouthful of razor teeth, and claw tipped talons. It can exhale an energy attack from its mouth like a dragon, and is immune to earth magic. It favors flying above prey and weakening them with claw strikes and magic attacks.
Weakness: Holy
INTELLECT DEVOURER
Threat: Minor
Sigil: Recovery
Summary: Brain monsters held up on four clawed limbs. They try to disorient their prey with psionic confusion before attacking in a swarm, bombarding prey with psychic attacks. This said, they are not well equipped for if prey breaks out of the confusion and fights back.
Weakness: Physical Attacks
MIXED MAN
Threat: Moderate
Sigil: Healing
Summary: An unnerving fusion of human limbs and faces that form a monster. The extra mouths allow the monster to give a disorienting and damaging roar, and even fling off parts of itself to ricochet off floors and walls. The monster is susceptible to cold, perhaps due to its flayed appearance.
Weakness: Ice
MOTHMAN
Threat: Minor
Sigil: Lightning Boost
Summary: Just a funky little guy. Who can also shoot electricity and rain down a powerful non-elemental spell called Megido. Adept at both flight and just scampering around on two feet. What a weird little dude.
Weakness: Earth
NIDHOGGR
Threat: Moderate
Sigil: Strength
Summary: A giant multi-legged wyrm. The blunt teeth are still adept at crushing bone and rending flesh, and the myriad legs give this creature surprising agility despite its bulk. Calls on ice magic to augment physical abilities, but is weak to multiple types of magic.
Weakness: Fire, Holy, and Earth magic.
STINGER
Threat: Major
Sigil: Acuity
Summary: Elongated monsters that generate psionic bolts, which it then flings in a long tracing line. These bolts debilitate targets with poison, paralysis, blindness, silence, or paralysis. It also favors ensnaring prey with its long reach.
Weakness: Lightning
RIVER BIOME:
BLUGU
Threat: Minor
Sigil: Recovery
Summary: Floating puffer fish monsters, they exhale bubbles that can inflict sleep on a target. These monsters prefer to float along the coastline, not attacking until a creature intrudes on their territory. They will freely divebomb targets and shoot their quills at threats.
Weakness: Lightning and Wind
DIVER
Threat: Minor
Sigil: Water Boost
Summary: Aquatic humanoids bound to the water. They can emit bioluminescence to lure prey, and even pulse in hypnotic and paralyzing patterns. They have an affinity for electric attacks, both ranged and close contact.
Weakness: Fire
ELPHADUNK
Threat: Minor
Sigil: Stamina
Summary: Bulky elephant monsters that roam through grassy and marshy areas. They tend to mind their own business, but will fly into a rage if their territory is invaded or they are attacked. These brutes are like tanks with their tusks and thick hides, but are weak to fire and ice magic.
Weakness: Fire, Ice
Forneus
Threat: Mnior
Sigil: Ice Boost
Summary: A stingray and human melded together. And they can fly, meaning the monster isn’t bound to water and can pursue prey across the riverlands. Forneus can reflect ice and fire, but are weak to lightning.
Weakness: Lightning
Mizutsune
Threat: Moderate
Sigil: Water Boost
Summary: A large wingless dragon. While Mizutsune cannot fly, they can secrete a strange, bubble-like fluid to help them slide about, and make things slippery for their prey. The monster is lithe and almost dance-like with how it attacks. Perhaps unsurprisingly, the dragon is also weak to the lightning.
Weakness: Lightning
UNKNOWN
Threat: Moderate
Sigil: Healing
Summary: Deformed monsters that stick to dark, ruined areas. They are incredibly hostile and territorial, and have viciously strong fangs and claws. Red Unknowns absorb fire and breathe out blasts of energy, Green Unknown absorb poison and deal poison attacks, and Purple Unknowns absorb lightning and deliver shocking electric attacks.
Weakness: N/A
CITY BIOME:
BEHIR
Threat: Moderate
Sigil: Lightning Boost
Summary: Massive elongated draconic creatures with twelve limbs and capable of exhaling electric breath. They are swift monsters and capable of climbing even sheer building surfaces. Unsurprisingly they are resistant against electric magic.
Weakness: Fire
CY-CERBERUS
Threat: Major
Sigil: N/A
Summary: A massive chromehound formed from robot dogs fused together. Its three heads are loaded with sensors dedicated to hunting down monsters, and it is large and strong enough to crunch through cars and Drifters alike. The Cy-Cerberus can even spit out napalm, but it is weak to electricity.
Weakness: Lightning
GAGIGHANDI
Threat: Minor
Sigil: Recovery
Summary: A giant lizard that resembles a basilisk. Their gaze is petrifying, and they are patient ambush hunters. They charge, pounce, and do everything to lock gazes with prey; each bit of eye contract slows their target a little more, and makes them a little more encased with snow. In turn, these monsters can be easily frozen and weakened with ice magic.
Weakness: Ice
IGUION
Threat: Moderate
Sigil: Recovery
Summary: Statues of almost gargoyles come to life, resembling reptiles and lions mixed together. They have a magic reflecting barrier that must be dispelled or overloaded, and are immune to fire. But they are weak to earth. Have an ability called magma breath that can petrify targets. Also have a magic attack called Resonance, a sonic energy attack, if there are two or more Iguion present.
Weakness: Earth
NEFASTURRIS
Threat: Major
Sigil: Healing
Summary: A combination of demon fused with ruined buildings. This monster goes through three phases, alternating between fire, ice, and lightning as more and more of it is broken down. This monster has no known weakness beyond pummeling it as much as possible.
Weakness: N/A
RAT
Threat: Minor
Sigil: Fire Boost
Summary: A dog sized rat that can fling fire from its tail, and has cruel needle sharp teeth. It often travels in groups of at least two, if not a full on swarm. Despite its pyrokinesis affinity, the rat itself is susceptible to fire.
Weakness: Fire
RATMAN
Threat: Moderate
Sigil: Healing
Summary: Humans and rat monsters fused together. They charge energy attacks in their arms, and throw them out as exploding projectiles; if anyone gets close, the monsters opt for using their jaws to bite. Much like their rat cousins, these monsters are also weak to fire.
Weakness: Fire
VARGHIDPOLIS
Threat: Minor
Sigil: Acuity
Summary: Unnerving multiarmed, multi-eyed and wormlike monsters. They can emit a paralyzing scream, along with a spinning attack and electric abilities. The creatures are slippery and agile, but physical attacks are highly damaging and they are weak to ice magic.
Weakness: Ice
TEMPERATE MOUNTAIN BIOME:
VELCHER
Threat: Minor
Sigil: Stamina
Summary: A large, lumbering dragon who specializes in poison. Their wings can no longer support them in flight, but allows them to bound and lunge. They carry tough scales and are resistant to fire, though the venom sacks on their jaws are susceptible to ice magic.
Weakness: Ice
ARCH DRAGON
Threat: Minor
Sigil: Speed
Summary: Human-sized dragons. They favor staying in the air as often as possible, even capable of hovering in place. Ark Dragons attack with fire breath that is almost like a flamethrower, but are weak against wind magic.
Weakness: Wind
BAGNADRANA
Threat: Moderate
Sigil: Stamina
Summary: Six-legged carnivores that attack prey with all their limbs, to pin targets and use their teeth to rend flesh. They are clad in tough armor on their backs, sides, and limbs, with only ice capable of piercing that armor. Attacking them from the front is the surest way to strike their unarmored throats, but brings their six taloned limbs into effect.
Weakness: Ice
DRAGONNE
Threat: Minor
Sigil: Strength
Summary: A lion and dragon fused together, capable of flight, a devastating roar. This roar can disorient and even weaken prey, leaving them vulnerable to the Dragonne’s strikes. This monster lacks a breath weapon, as well as any distinct weaknesses.
Weakness: N/A
GRENDEL
Threat: Minor
Sigil: Lightning Boost
Summary: Four limbed dragons with bladed tails and claws in the place of wings. They exhale lightning breath or attack with their claws and tails in sharp strikes. They are weak to light and wind magic.
Weakness: Holy and Wind
STALKER
Threat: Minor
Sigil: Acuity
Summary: Tree dwelling monsters who stalk through forests and can scale any surface thanks to their clawed and flexible hands and feet. They also can completely camouflage themselves to match their environments, making them well suited for ambushes. Still, any sort of damage can disrupt this camouflage and leave them vulnerable.
Weakness: Holy
BADLANDS BIOME:
ARMADODO
Threat: Minor
Sigil: Stamina
Summary: Top heavy armored creatures. They resist all types of damage when using their plates, but toppling them over exposes a much weaker underbelly. They attack by rolling into a ball, or even summoning earthquakes through their magic.
Weakness: N/A
CACTAUR
Threat: Moderate
Sigil: Speed
Summary: Small cactus shaped monsters that are almost impossible to hit. Ridiculously agile, and possessing razor thorns that they can shoot out in swarms of needles. Absolute bastards who are not weak to anything.
Weakness: N/A
CHASER
Threat: Minor
Sigil: Speed
Summary: Human and horse monstrosities melded together. They try to run down their prey, trampling them underfoot. Some anomalies can even generate razor wind as they charge. But their charges can still be interrupted and leave them knocked to the ground, especially by fire magic.
Weakness: Fire
GDON
Threat: Moderate
Sigil: Fire Boost
Summary: A tiger wreathed in flames, Dawon also uses the fire to incinerate prey before feasting on the ashes. Beyond that, Dawon also boasts sharp fangs, claws, and ferocious strength. Ice can extinguish the flames, and is the monster’s major bane.
Weakness: Ice
GNOLL
Threat: Moderate
Sigil: Stamina
Summary: Hyena monsters that travel in packs. They retain enough intelligence to use weapons like axes and spears, and tools like nets and snares. They are clever hunters, with only their cackles that increase as they prepare to strike. They are driven away by fire.
Weakness: Fire
GORGER
Threat: Minor
Sigil: Healing
Summary: A worm-like monster that crawls on clawed legs. It can scale vertical surfaces with ease, to better stalk and attack prey. They favor expunging toxic sludge to poison their target, and then pounce to entangle them in the Gorger’s limbs and toothy maw.
Weakness: Ice
MOLE
Threat: Minor
Sigil: Earth Boost
Summary: Subterranean monsters who can dig across a room in the blink of an eye. They pop out from the ground and swipe with long, razor sharp claws. Some can even generate shockwaves from their swipes, or by slamming their paws into the ground. They are sensitive to tremors and can blindly track prey through the earth.
Weakness: Ice and Fire
SUCKLER
Threat: Minor
Sigil: Healing
Summary: Ambush predators that always attack in swarms. They drain blood and bone marrow alike, similar to leeches. Some of the swarm can sacrifice themselves via cranial explosion, pulverizing their prey with bone shards to weaken them for the rest of the group. They are sensitive to bright light and sunlight, and as such are either nocturnal or stick to shadowy areas.
Weakness: Holy
TIGREX
Threat: Moderate
Sigil: Strength
Summary: A large wyvern that looks like it has been crossed with an allosaurus and a tiger. It favors climbing and gliding over direct flight, thus favoring canyon passages and the like. It forgoes a breath weapon in favor of an ultra-loud roar that can inflict damage.
Weakness: Lightning
ZENENE
Threat: Minor
Sigil: Recovery
Summary: Hulking, spiny, chimera-like brutes whose size is deceptive; they are very nimble, capable of rolling into spiny balls or pouncing on prey to pin them. Their breath and bite is both laced with poison, which they enjoy using to weaken their targets. This poison only grows more potent as they take on damage, and can be seen in a green glow along their bodies.
Weakness: Holy
CARNIVAL BIOME:
KHEZU
Threat: Moderate
Sigil: Lightning Boost
Summary: Moderate Threat. Sigil: Lightning Boost. Worm-esque wyverns that commonly dwell in caves and near water, but they are easily capable of hunting and fighting out in the open. Their vision has deteriorated, and they instead hunt by scent. They prefer to paralyze prey before attacking extending their necks and savaging prey with their fangs. Strong against thunder and even capable of emitting it.
Weakness: Fire
SEA WOLF
Threat: Minor
Sigil: Water Boost
Summary: Hybrid between a seal and a wolf, boasting a lupine head and an aquatic body. These monsters can hold their breath for up to 24 minutes, and can shift their form to a werewolf-esque shape. They are vulnerable to silver weapons.
Weakness: Silver
STRANGER
Threat: Minor
Sigil: Healing
Summary: Mutated human beings with elongated necks and legs, almost resembling an ostrich. They attack with powerful kicks and bite; their split, almost skull like faces possess a number of razor teeth. No noticeable weaknesses, but also no major strengths.
Weakness: N/A
T-REXAUR
Threat: Moderate
Sigil: Strength
Summary: An ancient creature that attacks with powerful jaws and tail sweeps. The dinosaur relies on brute force and power to overwhelm prey. While boasting a tough hide and strong defense, T-rexaur is vulnerable to ice magic. Magic that induces sleep and blindness is also effective against this monster.
Weakness: Ice
ZEMZELETT
Threat: Minor
Sigil: Wind Boost
Summary: Avian monsters equally at home on the ground and the air. They favor wind and lightning magic, and use their wing beats to summon windstorms to send their prey soaring. They can also create a healing magic in the form of a soothing, white breeze, but are vulnerable to attack while doing so.
Weakness: Ice
FALL LANDS BIOME:
BICORN
Threat: Minor
Sigil: Acuity
Summary: Belligerent horse-like beasts with two curving horns. They rely on trampling charges when taking down prey, and are in fact carnivorous. They sport a strange property regarding their horns: if both horns are intact, they are resistant to electricity and deal out lightning spells. But if one or both horns break, they turn vulnerable to lightning.
Weakness: Lightning
COCKATRICE
Threat: Minor
Sigil: Recovery
Summary: A large monster resembling a rooster with extra elaborate tailfeathers. Their gaze is petrifying, and they can also exhale a petrifying mist; targets become slower and more encased in stone the longer they are exposed to either. The cockatrice prefers to weaken targets with the stone effect before leaping in with deadly, shattering kicks. An anti-petrifying remedy can be harvested from their remains.
Weakness: Fire
CROW
Threat: Minor
Sigil: Speed
Summary: Mutated crows with large, sickle-esque claws in place of feet. They swoop and dive, preferring to attack from the air. They have no noticeable weaknesses, but also no major strengths.
Weakness: N/A
DOGMAN
Threat: Moderate
Sigil: Strength
Summary: Werewolf-esque creatures where a human and canine have been shoddily grafted together. Despite their nauseating appearance they are formidable enemies, capable of bounding into the fray with claws attacks and even emitting a strange roar that sharply drops the reflexes and defenses of those who hear it. They have no elemental weaknesses but are vulnerable to silver.
Weakness: Silver
ORTHUS
Threat: Minor
Sigil: Fire Boost
Summary: A two headed demon dog that harries prey with fire breath and brute strength. They can also light their own fangs on fire, and outright absorb any foreign flames. But on the flipside, they are very weak against ice.
Weakness: Ice
BULLFANGO
Threat: Minor
Sigil: Stamina
Summary: Boar like monsters who are surprisingly fast, and thus rely on ramming their target at high speed. They have bony protrusions along their head and backs to give them extra armoring.
Weakness: Fire and Lightning
TRI-FACE
Threat: Minor
Sigil: Recovery
Summary: A creature with two distended mouths framing its head; these mouths can freely bite and spit out poison. Being exposed to their venom can result in damage, confusion, or both.
Weakness: Fire and Holy
CUCCO

Threat: Minor/EXTREMELY MAJOR
Sigil: None, only yields chicken
Summary: A completely ordinary chicken. Right up until it is attacked, when it becomes a force destruction and summons hordes of other cuccos seemingly out of nowhere, devastating everything in their path. Also can fly, because you picked the wrong chicken to pick on.
Weakness: N/A
SNOWY PEAKS BIOME:
BANBARO
Threat: Moderate
Sigil: Strength
Summary: A moose and a dragon blended together. The males tend to barely tolerate each other, trying to consolidate large herds of females and young. Banbaro use their massive horns to charge and gore. Those same horns can dig up trees and boulders, and then fling them at prey.
Weakness: Fire
BLIZZARD CHASER
Threat: Minor
Sigil: Speed
Summary: A version of the Chaser adapted to cold environments. Noticeably larger than the common Chasers and favoring pounce attacks. When near death their flesh begins to rot in a strange form of desperation, giving them added strength and toughness. No major weaknesses.
Weakness: N/A
GLAVENUS
Threat: Moderate
Sigil: Fire Boost
Summary: A dinosaur monster with a bladed tail. It can use jaws and plating to sharpen the blade and ignite sparks, and attacks with blazing tail swipes. Each sharpening of the blade increases the intensity of the fire, and Glavenus can also spit flames.
Weakness: Ice and Water
LUNAGARON
Threat: Moderate
Sigil: Ice Boost
Summary: A werewolf and dragon with a coating of ice armor. This ice extends to razor claws and fangs, and spine like plating on the back. Lunagron favors slicing attacks with its claws, as well as tail sweeps. The monster can quickly switch between a quad and bipedal stance, and is agile in any stance.
Weakness: Fire and Lightning
MOUNTAIN PEAK BIOME:
BARIOTH
Threat: Moderate
Sigil: Speed
Summary: A dragon and saber tooth tiger blended together, who favors icy terrain; their fangs and claws help them slide and pivot about on the ice. Barioth opts for a mix of sweeping ground attacks, and flying dive bombs. They also can breathe out blasts of wind, and even ice breath and icy spheres that turn into tornadoes.
Weakness: Fire and Lightning
BRACHYDIOS
Threat: Moderate
Sigil: Stamina
Summary: A large blue scaled dragon coated with strange green… And very explosive slime. The largest amount of slime is concentrated on the fists and head, as this dragon opts for a bipedal stance; they are well suited with leaping from place to place. Brachydios favors punches to help spread this slime around the battle field, and then causes it to explode.
Weakness: Ice and Water
BURNER
Threat: Moderate
Sigil: Fire Boost
Summary: A massive monster that appears as a bloated human with a flamethrower mounted inside its head. Burners have hands the size of most Drifters, and use them to slam and grapple prey. Alternately they spew flames from their mouths.
Weakness: Dark/Shadow
GYUKI
Threat: Moderate
Sigil: Strength
Summary: A cow spider demon. Their multiple legs move wickedly fast, enabling snappy counter attacks and mad charges. To make things worse they can also reflect physical attacks with a spell. This reflection doesn’t apply to earth magic, which is their major weakness.
Weakness: Earth
MALZENO
Threat: Major
Sigil: Healing
Summary: A graceful dragon with a prehensile bladed tail used for stinging attacks. The wings are also sharp, and can be used to make strikes… But the most dangerous thing is the crimson parasitic butterflies fluttering about. These creatures can drain life force from prey, and Malzeno can convert that energy into beam attacks and explosive shockwaves.
Weakness: N/A
TANKCERATOPS
Threat: Moderate
Sigil: Strength
Summary: A tank and a triceratops combined into one large monster, occasionally referred to as the Heavy Tank. Tankceratops attacks by using horns or rolling over prey with its tank treads. This monster is also built like a tank, possessing no noticeable weaknesses and a thick, tough hide.
Weakness: N/A
YINYANG
Threat: Minor
Sigil: Acuity
Summary: A monster made up of two fused bodies. Damage resistances change depending on whether physical attacks or magic are used, with the monster gaining a resistance the more a particular type is used. This said, the first fire attack on this monster will always be powerful.
Weakness: Fire
ZINOGRE
Threat: Moderate
Sigil: Lightning Boost
Summary: dragon and wolf mix that crackles with electricity. The monster is agile, aggressive, and favors lighting-saturated sweeps and charges. Anything that enters a Zinogre's territory is seen as prey, a rival, or both. The monster favors leaping and bounding, disorienting targets until they can be flanked, and then laying in with electric charged claws, fangs, and tail swipes.
Weakness: Ice and Earth
CRYSTAL BIOME:
CRIPSHAY
Threat: Minor
Sigil: Healing
Summary: Small pack hunters that attack with large pincers in leaping bounds and charges. They try to move in a swarm as much as possible. If they close with prey, they try to leech life off of them to heal themselves through their large pincers.
Weakness: Ice.
CU SITH
Threat: Minor
Sigil: Speed
Summary: A strange flying dog creature with massive ears that double as wings. Cu Sith can fling out wind spells and swoop in on their prey. When not using magic, they favor bites and jaw locks.
Weakness: Fire
EMPUSA
Threat: Minor
Sigil: Ice Boost
Summary: A chimeric woman with blue scales and horse hooves. They summon ice with an ear piercing scream, before slashing with claws or stamping with their feet.
Weakness: Fire
MATERIA GUARDIAN
Threat: Major
Sigil: Acuity
Summary: Massive bug dragon monster that dashes about on six multiclawed insect legs and can climb any surface. This monster is skilled at absorbing ambient magics from crystals, and casting lightning magic.
Weakness: Fire
TAOWN
Threat: Moderate
Sigil: Wind Boost
Summary: A cyan tiger demon with a human face and insect wings. It scales rocks with sharp claws, and swoops in with buzzing and wind generating wing beats.
Weakness: Earth
TWISTED LAND BIOME:
BAPHOMET
Threat: Minor
Sigil: Acuity
Summary: Black goat demons who wield fire, ice, and lightning magic with devastating effect. Their black wings also allow them to fly and swoop, though they seldom rely on physical attacks compared to their spellcasting. They resist fire but are weak to holy magic.
Weakness: Holy
DEATH CLAW
Threat: Moderate
Sigil: Strength
Summary: A grotesque monster with a strong exoskeleton framed by multiple claws. The sound of these claws being sharpened is unmistakable, and usually heard right before death. These monsters forgo magic to focus on physical attacks with swift and brutal efficiency. No notable weaknesses.
Weakness: N/A
GRIRIMEKHALA
Threat: Moderate
Sigil: Stamina
Summary: A giant elephant monster resembling a cyclops. Carries a large sword that can deal devastating, sweeping attacks, and can also call up fire and dark magics. Their hide is so tough that it can also reflect physical damage. Strong against fire, weak against holy magic.
Weakness: Holy
HECTEYES
Threat: Minor
Sigil: Acuity
Summary: A blob monster composed of dozens of eyes. They have 180 vision and are impossible to surprise, and favor elemental magic attacks through their gaze. Poisons or venoms instantly overload their systems and result in a sudden and messy death. Fire also causes them to swell and eventually explode.
Weakness: Poison and Fire
HELL HOUSE
Threat: Moderate
Sigil: Random Element Boost
Summary: It’s a house. That can also walk and body slam people, and sprout sudden bladed limbs. Occasionally lobs burning chairs at people, or tries to imprison them inside the house to drain their life. Tougher variants that can absorb different elements and (somehow) fly also exist.
Weakness: Ice
RAKSHASA
Threat: Minor
Sigil: Speed
Summary: Armored human figures with twin blades. Favors slices with the blades that can target multiple prey, and their blades can also repel and counter physical attacks.
Weakness: Earth and Holy
MECHA REX
Threat: Major
Sigil: N/A
Summary: A gigantic robot dinosaur that favors eating other machines rather than monsters or Drifters. This creature is close to Kaiju sized, crushes machines in its massive jaws, and has speakers mounted on it. Can breathe fire and cause a combusting roar. No major weaknesses.
Weakness: N/A
VALRON
Threat: Minor
Sigil: Speed
Summary: Demons who rely on gravity attacks to weaken their prey, before sweeping in with rending claws strikes. Frequently the patterns on their bodies and wings glow brightly before they unleash their gravity magic. They are both physical and magical powerhouses.
Weakness: Ice
WARPLANDS BIOME:
BEHEMOTH
Threat: Moderate
Sigil: Healing
Summary: A big purple people-eater brute of a monster. Can either run on all fours, or lurch onto its back legs in a bear-like stance. Beyond claws, horns, fangs, and brute strength, these creatures can also summon spectral meteors to decimate threats.
Weakness: Water and Ice
DRAGON ZOMBIE
Threat: Moderate
Sigil: Stamina
Summary: Large undead dragons; their rotted wings are incapable of flight, but they make up for it poison tipped fangs, acid breath, and even their bone claws can paralyze prey.
Weakness: Holy
GORE MAGALA
Threat: Major
Sigil: Strength
Summary: A large violet tinged dragon that violently switches between different phases; stalking and frenzy. They shed scales and miasma, and tracks prey through that covering in place of sight. They can generate blasts of purple, phantasmal fire, along with claws and fangs.
Weakness: Fire, Ice, Lightning
SAMAEL
Threat: Moderate
Sigil: Acuity
Summary: A serpentine dragon that deals both poisonous bites, shadowy death magic, and even rains down almighty Medigo damage. This monster also uses sharp tipped wings to slash prey to ribbons.
Weakness: Holy
TONBERRY
Threat: NO NO NO NO
Sigil: AAAAAAAAA
Summary: OH GOD OH NO OH SHIT RUN.
JUST RUN.
Maybe you can kill one if you drop a car on it, OTHERWISE RUN.
Weakness: NOPE
NAVIGATION