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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
NAVIGATION

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