SirBlazeALot
Seven Thousand Club
✶ Monster Branch ✶
Members
Beasts
Bael⟶Elder Bael, Centaur ⟶ Maelduin, Cyclops, Orc ⟶ Orc Chieftan, Menehune ⟶ Menehune Chieftan, Girtab ⟶ Elder Girtab, Siren
Demons
Bonewalker⟶Wight, Zombie ⟶ Entombed, Gargoyle ⟶ Deathgoyle, Mogall ⟶ Arch Mogall, Mauthe Dog ⟶ Gwyllgi, Gorgon, Banshee ⟶ Wispmother, Black Jelly ⟶ Devil Jelly, Blood Dragon
Members
Beasts
Bael⟶Elder Bael, Centaur ⟶ Maelduin, Cyclops, Orc ⟶ Orc Chieftan, Menehune ⟶ Menehune Chieftan, Girtab ⟶ Elder Girtab, Siren
Demons
Bonewalker⟶Wight, Zombie ⟶ Entombed, Gargoyle ⟶ Deathgoyle, Mogall ⟶ Arch Mogall, Mauthe Dog ⟶ Gwyllgi, Gorgon, Banshee ⟶ Wispmother, Black Jelly ⟶ Devil Jelly, Blood Dragon
- Overview
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So monsters aren’t like, classes that you can make characters for, but if you guys have any monster ideas hit me up. Anyway, this is a real irregular branch (hence why it has its own thread) because some monsters promote, others don’t, none of them have branching promotions or anything like that. Also, a lot of them don’t use weapons they just use like… their body parts and shit (Stone type weapon in the Number Cruncher). Monsters that don’t use weapons will automatically use the global maximum weapon rank, which is currently D. And finally, if it says a particular monster uses a Magical Weapon discipline, that means that the tomes in their inventories are just there to show you what spells they know. The actual tome isn’t there, they don’t need it cause they’re monsters. Let me know if that shit don’t make sense.
- Beasts
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✶ Beasts ✶
- Bael ⟶ Elder Bael
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✶ Bael ⟶ Elder Bael ✶Everybody’s favorite, big giant fucking spiders. They stay out in Ifrin for the most part. Ifrinic tribes have even been known to tame them and release them into villages in times of war to wreak havoc. Aside from being absolutely terrifying, their bites are known to contain a deadly toxin… and they boast high health and movement. Their defense and resistance are pretty shit though, thank fuck. Baels attack with their fangs.
- Health: 80/80
- Attack: 3 ⟶ 4
- Defense: 2 ⟶ 3
- Magic: 1
- Resistance: 2 ⟶ 3
- Movement: 7 cells ⟶ 8 cells
- +15% EVA ⟶ 20%
- +15% ACC ⟶ +15%
- +10% ASS
- Venomous: Passive skill. Baels inflict the Poison status effect whenever they land an attack.
- Webbing: Active skill. Bael shoots webbing out of its butt and prevents the target from doing shit on their next turn.
- Girtab ⟶ Elder Girtab
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✶ Girtab ⟶ Elder Girtab ✶If giant fucking spiders weren't terrifying enough for you, then how about giant fucking scorpions? The biggest danger of a Girtab is their ability to burrow underground. You won't see a Girtab coming so keep characters like Hounds around that can spot this kind of shit. Though their defense is pretty pathetic, their Resistance isn't completely laughable. When these guys reveal themselves, have someone squash 'em with a physical attack.
- Health: 60/60
- Attack: 4 ⟶ 5
- Defense: 1 ⟶ 2
- Magic: 1
- Resistance: 3 ⟶ 4
- Movement: 7 cells ⟶ 8 cells
- +20% EVA ⟶ 25%
- +20% ACC ⟶ +25%
- Stinger: Passive skill. Girtabs inflict the Paralysis status effect whenever they land an attack.
- Burrow: Active skill. Equivalent to the Invisibility skill. Girtab's burrow underground and become invisible. Girtabs can make a single attack in this state that is guaranteed to hit for double damage but no chance of critical. If an enemy unit steps on a cell inhabited by a burrowed Girtab they will be attacked automatically. After attacking a Girtab becomes visible immediately.
- Centaur ⟶ Maelduin
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✶ Centaur ⟶ Maelduin ✶Centaurs are known to reside in Taros. They can use all manner of physical weapon. These days they tend to be a little less aggressive, but they've been known to raid villages and capture humans to use as slaves and livestock to use as food. They're intelligent, and are capable of crafting their own weapons. They can talk and are even capable of learning human language. However, they're so connected to their instinct that they never express opinions and their creativity extends only to crafting weapons and other tools for survival. They also seem to have a unanimous hatred of humanity (i.e. human-like creatures, including Laguz). On occasion, they will team up with Orcs, and there are some integrated tribes where the two races work together.
- Health: 70/70 ⟶ 80/80
- Attack: 4 ⟶ 5
- Defense: 3
- Magic: 1
- Resistance: 2
- Movement: 7 cells ⟶ 8 cells
- BEAST Attribute
- +15% ACC
- +10% CRIT ⟶ +15%
- +15% ASS ⟶ +20%
- Weapons Master: A passive skill that allows Centaurs to wield any physical weapon.
- Head Hunter: An active skill. Centaur marks a specific target for death and receives +15% ACC when facing them. Head Hunter wears off only when the unit has been defeated.
- Cyclops
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✶ Cyclops ✶Huge one-eyed dudes who tend to live near coastlines on both continents. They can wield impossibly huge axes and are remotely intelligent. They're known to catch fish and make cheese. They are surprisingly gentle unless provoked, but as of late, it's been way easier to get them riled up. The mere sight of a humanoid creature will have one coming after you, but luckily they're miraculously slow and have some pathetic ass accuracy. In Aquano, they seem to like hanging out with the Menehune and Sirens.
- Health: 80/80
- Attack: 4
- Defense: 3
- Magic: 1
- Resistance: 3
- Movement: 4 cells
- +10% CRIT
- +30% BLOK
- Weapons Master: A passive skill that allows Cyclopes to wield any physical weapon.
- Titan’s Strength: Passive skill that gives the Cyclops -35% ACC in favor of doing +20 nonlethal damage when they attack.
- Orc ⟶ Orc Chief
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✶ Orc ⟶ Orc Chief ✶Orcs are pretty much like Wynda's Centaurs, though they reside in other nations of Satrella as well, just in smaller numbers. They operate on their most primal instincts. They come in a variety of colors, typically green, sometimes brown, and very rarely they're blue. A tribe of Red Orcs has been spotted in Aquano. They're known to raid villages and eat their prisoners and victims. They're sort of intelligent as well, they’re known to craft all types of physical weapons, swords, axes, hidden weapons, you name it. They can’t use magic however, they’re too dumb and don’t have enough of a connection with it to do it magically like Mogalls. They’re well balanced guys so be careful when you’re coming at them, they can tolerate both might and magic.
- Health: 60/60 ⟶ 80/80
- Attack: 3 ⟶ 4
- Defense: 3 ⟶ 4
- Magic: 1
- Resistance: 3
- Movement: 5 cells ⟶ 6 cells
- +10% ACC
- +10% EVA
- +10% ASS
- +10% BLOK
- Weapons Master: A passive skill that allows Orcs to wield any physical weapon.
- Ravager: A passive skill. When an Orc defeats an opponent, their Attack will go up by one for the remainder of the battle. Does not stack.
- Menehune ⟶ Menehune Chieftain
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✶ Menehune ⟶ Menehune Chieftain ✶Strange, humanoid, little tricksters that live in the jungles of Aquano. They don't attack villages, rather, they simply sneak into them during the night to steal food and small trinkets and weapons. They're known to defend the jungles. Legend has it, a Menehune will always see you before you see the Menehune. They're known to carry small, crude daggers and staves but only their Chieftains are allowed to use magic. One Menehune is cake, but they tend to swarm when fighting, which can be fairly terrifying. They like Cyclopes and have been known to share food with them and kick it near them for protection and share food with them.
- Health: 30/30 ⟶ 40/40
- Attack: 2 ⟶ 3
- Defense: 2
- Magic: 3 ⟶ 4
- Resistance: 3
- Movement: 5 cells ⟶ 6 cells
- +30% LUCK
- +10% ASS ⟶ +20% ASS
- Weapons Master: A passive skill that allows Menehune to wield any physical weapon.
- Arcane Master: A passive skill for Menehune that allows them to use any magical weapon.
- Siren
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✶ Siren ✶
ANIMASirens are known to wield Anima magic and inhabit the coastline and the ocean. Though incapable of putting together a sentence, they have beautiful singing voices which can make a person fall in Love if they're within earshot. They're known to sink ships and drag their "lovers" down to the depths of the ocean with them. Should probably invest in some ear plugs. Or chop their heads off. That always helps. They tend to hang around Cyclopes a lot.
- Health: 60/60
- Attack: 1
- Defense: 2
- Magic: 3
- Resistance: 4
- Movement: 4 cells
- +20% LUCK
- +20% ASS
- Love Song: An active skill. Causes the Love status effect when directly in front of the target without fail.
- Distress Call: An active skill that grants allies within a 3 cell range receive a boost in Attack and Magic for the remainder of the battle. Does not stack.
- Demons
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✶ Demons ✶- Bonewalker ⟶ Wight
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✶ Bonewalker ⟶ Wight ✶Goofy looking skeleton guys that are known to carry around any variety of physical weapons they can’t use magic cause they’re too goofy and shit. Contrary to popular belief, Bonewalkers were never alive, they've always been Bonewalkers. Wights are simply stronger and unfortunately smarter. Wights are ironically purple instead of white, fuck if I know why. Bonewalkers are a Necromancer’s go to drone right along with zambies.
- Health: 50/50 ⟶ 70/70
- Attack: 3 ⟶ 4
- Defense: 2 ⟶ 3
- Magic: 1
- Resistance: 2 ⟶ 3
- Movement: 5 cells ⟶ 6 cells
- UNDEAD Attribute
- +10% ACC ⟶ +15%
- +10% CRIT
- +10% EVA ⟶ +15%
- +10% LUCK
- Weapons Master: A passive skill that allows Bonewalkers to wield any physical weapon.
- Guess Who’s Back?: A passive skill. Bonewalkers do +10 damage on their first attack.
- Zombie ⟶ Entombed
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✶ Zombie ⟶ Entombed ✶A corpse brought back to life by Necromancers via foul energies. They’re slow, not very powerful, and can’t move very far, but damn man these guys can take a lickin’ and keep right on tickin’. They’re big fat idiots so they’re immune to status effects that affect the mind. And if they’re Entombed their bodies are extra strong and they become immune to the physical ones too. And since they’re Undead they’re naturally immune to poison! Break out the holy water man. Zombies attack with their hands.
- Health: 60/60 ⟶ 80/80
- Attack: 2 ⟶ 3
- Defense: 4 ⟶ 5
- Magic: 1
- Resistance: 2
- Movement: 4 cells
- UNDEAD Attribute
- +20% BLOK ⟶ +25%
- +20% LUCK ⟶ +25%
- Braindead: A passive skill. Zombies are immune to Sleep, Silence, Berserk, Love, Blind, Fear, and Fool.
- Unstoppable: A passive skill. Zombies are immune to Frostbite, Stripped, Crippled, and Petrify/Paralysis
- Gargoyle ⟶ Deathgoyle
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✶ Gargoyle ⟶ Deathgoyle ✶Terrors of the sky summoned by Necromancers. These demons wield all manners of physical weapons. They’re pesky fliers who can travel long distances quite rapidly. Luckily, they aren’t all that tough aside from that. They’re a lot more resistant than they are defensive, and they’re fliers so just sick an archer on these assholes and they’ll drop dead. And if you don't have an archer dickin' around nearby then hit 'em with that light magic. And if you don't have a Light magic user hanging around, then I guess you're just fucked bro.
- Health: 60/60 ⟶ 70/70
- Attack: 3 ⟶ 4
- Defense: 2 ⟶ 3
- Magic: 1
- Resistance: 3
- Movement: 8 cells ⟶ 9 cells
- UNDEAD Attribute
- AIR Attribute
- +20% EVA
- +10% CRIT
- +10% ACC
- Weapons Master: A passive skill that allows Gargoyles to wield any physical weapon.
- Stone Skin: An active skill. The Gargoyle lands and becomes a stone statue for one turn and cannot be attacked.
- Mogall ⟶ Arch Mogall
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✶ Mogall ⟶ Arch Mogall ✶
ANIMA, DARKGiant weird floating eyeballs capable of casting magic and shit without tomes. They can fly, but they don't have wings so they're not weak to arrows, however, they're pretty vulnerable. I mean if you think about it, they're giant eyeballs, their entire body is pretty much one of the most vulnerable parts of the human anatomy. They're messy to kill, as they literally do pop and explode in a gooey, ungodly mess. They change colors depending on what element mogall they are (Fire= Red, Ice = Blue, Wind = Green, Thunder = Gold, or Dark=Purple) and when they become Arch Mogalls the whites of their eyes become yellow.
- Health: 40/40 ⟶ 50/50
- Attack: 1
- Defense: 1 ⟶ 2
- Magic: 4 ⟶ 5
- Resistance: 4
- Movement: 8 cells ⟶ 9 cells
- UNDEAD Attribute
- +15% ACC
- +15% EVA
- +10% LUCK ⟶ +20%
- True Sight: An active skill that allows the Mogall to see all nearby invisible enemies and traps within a 5 cell radius.
- Flare: An offensive Die skill that has a 20% chance of ignoring the enemy's Resistance. Set unit's Resistance = 1 if this skill is triggered and repost the new damage result after rolling.
- Mauthe Dog ⟶ Gwyllgi
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✶ Mauthe Dog ⟶ Gwyllgi ✶These are vicious hell-hound like creatures summoned to this realm by Necromancers. Many people have taken to calling Wolf or Hound Laguz "Mauthe Dogs" as a racial slur. These fuckers are fast, they're hard to hit, and they'll be likely to bite you before you can say “How the fuck do you pronounce Gwyllgi?” Best to take them out from a distance. Gwyllgi are even worse. They're basically faster Mauthe Dogs with three heads. If you get pinned by one of those three-headed beasts, you're pretty much on your way to the afterlife. The good news is that their attack is low as fuck.
- Health: 40/40 ⟶ 50/50
- Attack: 2 ⟶ 3
- Defense: 3
- Magic: 1
- Resistance: 2 ⟶ 3
- Movement: 7 Cells ⟶ 8 cells
- UNDEAD Attribute
- BEAST Attribute
- +30% EVA ⟶ 35%
- +10% CRIT ⟶ 15%
- Canine Perception: Passive skill. All traps and invisible opponents will become visible when they’re within three cells of the Mauthe Dog.
- Speed Demon: Mauthe Dogs get +10% EVA when at 50% of their HP or lower.
- Triple Threat: An offensive die skill for Gwyllgi only. 20% chance a Gwyllgi will do +20 nonlethal damage when attacking.
- Gorgon
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✶ Gorgon ✶
DARKGorgons are summoned by talented Necromancers. They have many special abilities, aside from using dark magic. Their signature skill is to Petrify motherfuckers when they're close enough. Never look one in the eye. They’ve got low defense but be careful. Their snake hands can get awful bitey.
- Health: 40/40
- Attack: 1
- Defense: 2
- Magic: 4
- Resistance: 4
- Movement: 7 cells
- UNDEAD Attribute.
- +30% LUCK
- +10% CRIT
- Stone Eyes: An active skill that allows the Gorgon to Petrify adjacent opponents so long as they don’t have the Blind status effect.
- Snake Hands: A passive skill. Adjacent attacks against Gorgons will inflict the Poison status effect on the attacker.
- Black Jelly ⟶ Devil Jelly
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✶ Black Jelly ⟶ Devil Jelly ✶Don't be fooled by their super cute looks. Black Jellies are extremely dangerous and formidable foes. After being killed, they will split into two. Once they latch onto you, they corrode you with acidic saliva. To make matters worse, they're completely immune to magic. In fact, using it on them will only make them more powerful. Whenever you see a Black Jelly on the field, send three physical attackers if you want to kill it off completely.
- Health: 40/40 ⟶ 60/60
- Attack: 4 ⟶ 5
- Defense: 4 ⟶ 5
- Magic: 1
- Resistance: 1
- Movement: 5 cells ⟶ 7 cells
- UNDEAD Attribute
- +20% ASS ⟶ +25%
- +20% LUCK ⟶ +25%
- Magic Eater: Passive Skill. Jellies are completely immune to magic. Using magic on them will only raise their Attack by 1 level. This does stack throughout the battle.
- Split: A passive skill. Jellies will multiply by 2 after being defeated once.
- Banshee ⟶ Wispmother
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✶ Banshee ⟶ Wispmother ✶
DARKBansees are absolutely terrifying. Literally, their screams can inflict the Fear status effect on their enemies without fail. They can pass through any solid barrier and go basically wherever they please, and they are immune to physical attacks. No one is safe from Banshees. You're gonna wanna sick your toughest mages on these guys and kill them immediately.
- Health: 50/50 ⟶ 70/70
- Attack: 1
- Defense: 1
- Magic: 4 ⟶ 5
- Resistance: 4 ⟶ 5
- Movement: 7 cells
- UNDEAD Attribute
- +20% ASS ⟶ +25%
- +20% LUCK ⟶ +25%
- Non Corporeal: Passive Skill. Banshees are completely immune to physical attacks. They are also capable of passing through enemy lines and walls without fear.
- Scream: An active skill. Banshees scream and inflict the Fear status effect on opponents and lowers attack and magic by one level to all opponents within 2 cells. This effect does not stack.
- Blood Dragon
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✶ Blood Dragon ✶A fierce order of Manaketes that have used ancient secrets to abandon their human form forever to exist in their Primal Form for eternity, so long as they feed on the flesh and souls of other Manaketes. They are larger than Manaketes when they're in dragon form, and they’re formidable opponents all around. They can be nearly impossible to kill with regular weapons. Keep your Manaketes the fuck away from these guys and bring only your toughest guys to engage them. Just like Manaketes, Blood Dragons attack physically up close and with their breath from a distance. (Roll as Dark Magic)
- Health: 80/80
- Attack: 4
- Defense: 4
- Magic: 4
- Resistance: 4
- Movement: 7 cells
- DRAGON Attribute
- UNDEAD Attribute
- +20% CRIT
- +20% EVA
- Blood Rush: A passive skill. At under 50% Health, the Blood Dragon gets +10% EVA and +10% CRIT.
- Feral Soul: A passive skill. Blood Dragons do +20 nonlethal damage to Manaketes.
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