Name: Milqueghost
Word of the Day: milquetoast
Environment: Any area creeping with undeath, especially graveyards, abandoned buildings, or anyplace else haunted.
Organization: Ranges from solitary to large groups
Attacks: Performs handy tasks for the greater monster
is a ghost
is a milqueghost…

Background: When enemies die on the battlefield, often their souls stay bound to their corpses, slowly wasting away.  Certain powerful ghosts and demons sever these abandoned souls from their cadaverous shackles, turning lost souls into obedient milqueghost.  Out of a bit of respect and mostly fear, milqueghost will do whatever they are commanded to do out of weakness and literal spinelessness, shaking nervously the whole time.

Tactics: Milquetoast will run in a horrified panic if they are approached by most living things, whereas their fear of the living dead is paralyzing.  While milqueghost never get near an enemy, especially not near enough to attack, they do carry out whatever orders they’re given by the stronger demon or ghost.  Milqueghost are often seen carrying small chalices of blood from bodies, performing mundane tasks such as flipping switches or closing curtains, or sacrificing themselves to their greater for the purpose of some powerful ability or spell.

You don’t really fight a milqueghost so much as they are around while you’re fighting an enemy.  If you attack one directly, it will attempt to run away, but if you manage to hit it you can expect anything that can hit a ghost to instantly vaporize it.  They literally always die in a single hit, making their crippling fear somewhat justified.  While you can choose to take them out during a fight with a stronger monster so that they stop providing the monster with blood, power, or other such handiwork, sometimes you can simply kill the greater monster and cause the milqueghost to become paralyzed with fear.  Though you can easily pick them off then, if you offer a milqueghost a very bland, simple piece of food, such as a piece of bread, and then walk a healthy ways away, it’ll graciously accept your offering and often point you in the right direction, or try and find something of value to give you in return.


Hobson Goblin

Name: Hobson Goblin
Word of the Day: hobson gobson
Environment: Roaming everywhere
Organization: Ranges from solitary to small groups
Attacks: Tourism-fu
Defenses: General defenses and resistances
Weaknesses: Because of their varying fighting style and general defenses and resistances, hobson goblin don’t have much of a glaring weakness.  Adaptability lets you handle it’s off-kilter arsenal, and in many cases the hobson goblin pick up moves that don’t necessarily work together.

Background: Goblin are known for their savage culture and long-standing traditions.  While most live their entire lives never knowing much of the outside world, hobson goblin are overwhelmed with wanderlust.  Traveling far from their tribes, hobson goblin consider the open road their home, absorbing the local culture and enjoying every minute of life.  Whether or not they encounter the fabled adventuring party they hear so much about, you can be sure that they’re enjoying every minute of it.

Tactics: If you’re fighting another monster and there is a hobson goblin around, you can bet they’re going to join the fight – hobson goblin are always looking for the authentic
native experience, especially battle with an adventuring party!  A hobson goblin will always attempt to blend in, using a fighting style called tourism-fu that draws from various elements of other local monsters.  This means that for any given hobson goblin, you can expect their moveset to range from incredibly powerful to poorly mismatched.  Hobson goblin accommodate for this by having a general defense and resistance to everything, giving them a bit of defensive versatility in their travels.

Hobson goblin are interesting to fight because they combine random abilities from various native monsters into a single encounter.  Sometimes hobson goblin manage to pick up pretty deadly combos, but a lot of the time they provide a little extra damage or crowd control without much of a synergistic moveset.  The best way to deal with a hobson goblin is to pack a bit of versatility in your group, preventing any one strong random set of moves from catching you too off-guard, and preventing its ability to double some moves of the other monsters you’re fighting from getting too out of hand.


Name: Ribbane
Word of the Day: rapine
Environment: Anywhere there is treasure
Organization: Solitary
Attacks: Summoning flute
Defenses: High mobility, turning to stone
Weaknesses: When fighting a ribbane, you’re mostly dealing with the ribbane’s summons, as the monster itself doesn’t attack.  While there is no assured strategy that works against the ribbane’s summons, having a highly versatile team significantly increases your chances for success.

Background: Ribbane are annoying frogs that hobble around leglessly and steal people’s valuables.  Ribbane have an eye for quality, and though they’re known to constantly pilfer valuables, they only hang on to and protect the most valuable of their many treasures.  While ribbane themselves are annoying, with their summoning flute they’re known to rob throw entire cities into chaos just to obtain a particular rare item.

Tactics: A ribbane will only approach you and possibly attack you if it senses an incredibly valuable treasure in your possession, and if it steals something of yours it’ll immediate toss out its previous treasure.  Younger ribbane are more likely to attack, as their treasure is much less likely to hold any real value.  At the start of the fight, ribbane will blow their summoning flute, calling forth a multitude of various monsters.  The strength of the monsters corresponds directly to the ribbane’s age, meaning that ribbane hold a relatively stable strength-to-valuable-treasure ratio. Once the monsters are summoned, the ribbane mostly avoids enemies with its high mobility, turning to stone when enemies get too close, making it nearly impossible to damage.

Younger ribbane are annoying, but older ribbane make excellent opponents because of their valuable treasure.  It is hard to prepare to fight a ribbane, as their primary form of offense is summoning various monsters that would not normally exist within the same encounter, making versatility key.  A veteran adventurer might be strong enough to break through a weaker ribbane’s stony form, but otherwise it’s best to ignore the ribbane entirely and focus on beating the summons.  Once you have defeated the ribbane’s summons, the spell of the ribbane will shatter, turning it into a regular frog atop a treasure chest.  While collecting the treasure is obvious, the cracked flute is valued by adventurers for its ability to play a single note before crumbling, summoning a monster at random.


Name: Ae
Word of the Day: fey
Environment: While ae have no specific locale, they are incredibly dangerous and are therefore sealed in places that are incredibly hard to get to.  This ranges from places you might expect such as dungeons, caves, or ruins to places that might seem more unlikely such as deep in the wilderness, atop isolated mountains, etc.
Organization: Solitary
Attacks: Shredding your soul
Defenses: Nullifying spheres, phasing gaze
Weaknesses: Fast attacks or abilities that hit multiple times

Background: Ae are ancient beings that are chained to the ground for the safety of others.  Though their levitating eye orbs look to be separate from their body, they are in fact part of the same monster and as such the restraining chain is almost always pierced into one or more of its eyes.  In ancient times ae were spirits of judgment, gauging the worth of one’s soul, but as people began to fear the judgment of their own corrupted soul, the monsters were bound to ground, feared, avoided, and eventually forgotten.  Bitter from their imprisonment, with judgment decayed with time, most living things are considered guilty in an ae’s eyes.

Tactics: When an enemy is spotted by an ae from an incredibly long distance away, the monster focuses all of its six eyes on them, gazing through their mortal form and pulling their soul out in a stream of sand which it promptly devours.  With the soul severed from the body, its target is significantly weakened while the sand slowly spills from the ae onto the ground, counting down towards the victim’s death.  Once all of the sand has spilled, the victim’s life ends, and the ae prepares to pick a second target.

Ae are difficult to fight because they start the fight by creating a frustratingly short time frame, and then proceed to exclusively stall until their opponent’s soul has passed the test of time.  Each of its unchained eyes nullify all incoming damage in a small area around them, and the ae can focus two of its unchained eyes on a single enemy to phase them out of existence, turning them into a blurry projection that can’t physically interact with its surroundings.  This makes an entirely unchained ae incredibly difficult to fight, as it can entirely nullify three opponent while effectively nullifying a fourth.

As instruments of death, ae are not ideal to fight, but if you find yourself struggling for your soul, there are a couple of strategies that’ll keep your soul from being torn to shreds.  Before you fight an ae, it is incredibly important that you figure out how strong of an ae it is by how many of its eyes are chained and whether or not you can win the fight.  For example, if an ae has four unchained eyes, you will never be able to defeat it with two people, since it can use two eyes per person to phase you out of existence entirely.  Also keep in mind that the party member whose soul is being judged will be incredibly sluggish and weak, making them difficult to rely on.  Once you’ve sized up the ae, your best bet is to attack it fast and often or using a spell or ability that hits multiple times, as each of its eyes nullifies an entire attack, no matter how strong, before getting knocked back a ways away from the eye.  If you try and use slow, powerful attacks, the eyes knocked back will return before you have any time to harm the exposed body.  Thankfully, knocking back eyes breaks their phasing gaze, making pummeling the ae constantly your best option to staying in the fight.  As an act of desperation, you can manually scoop the sand back into the ae’s mouth to give you more time.


Name: Billow
Word of the Day: billow
Environment: Coastlines or other areas affected by tides
Organization: Ranges from solitary to large groups
Attacks: Spews balls of sand
Defenses: Either a stream or gush of water
Weaknesses: Having a longer range or being difficult to push with mid-ranged weapons will ensure an easy victory, but even the unprepared don’t have much to worry about.

Background: Billow are tube-like creatures with two identical sides that live on coastlines or other ares affected by tides.  The bottom half of a billow anchors it into the ground while the top half keeps predators away, allowing it to safely soak in sea water and other nutrients from the ground.  When billow want to move to a new spot, they pump the sea water from their lower sponges into their upper sponges, causing them to become top heavy and fall face first into the ground, vaulting the other face above ground.

Tactics: Since moving is such a difficult task for the billow, a billow’s primary defense is ranged artillery.  At long distances, billow spit up chunks of muddy sand or dirt, causing little harm but causing their enemies to flinch, slowing their advance.  In mid-ranged proximity, billow will spew a strong stream of water at anything that approaches it – strong enough that it pushes enemies away! Though billow never let enemies get near if at all possible, if an enemy does get near, the billow will put the enemy half-way into its mouth, swelling up with water until it can spew the enemy great distances.

Billow are fairly easy to deal with.  For starters, they don’t have a whole lot of damaging moves, and while getting pushed around isn’t fun, you’re not going to be much worse off for it.  If you can match the billow’s incredible range, you’re certain to win a ranged fight.  If you’re weighted down or are otherwise resistant to being pushed, you can easily win a mid-ranged fight as the billow try to push you away.  Even engaging billow at melee isn’t terrible, and though you won’t really be able to kill one once you get close and it swallows you up, you can use its gush of water’s push to get thrown to areas that otherwise might be difficult to get to!


Name: Belther
Word of the Day: bellwether
Environment: Roaming the open skies
Organization: Solitary
Attacks: The belther engages opposing forces with a combination of its size, powerful weather controlling bells, small atmospheric chimes and its mastery of the air.
Defenses: The belther’s main defense couples the advantage it has for keeping to the sky with the fact that as an automaton, the only real way to shut it down is to attack its key inner functional components.
Weaknesses: Key inner functional components

Background: Belther are enormous ancient brass guardians built to guide the weather and regulate the atmosphere.  Sailing atop the clouds, belther are rarely seen, but their presence is so renowned that the phrase ‘belther’s luck’ is often used to refer to a sudden change of weather, good or bad.  Over great stretches of time, belther can begin to malfunction, and without their creators to repair them, they spread adverse weather patterns all across the world until they are taken down or until they break completely, crashing into the ground beneath them.

Tactics: Since belther keep to the sky, it’s very unlikely they are engaging in a fight, as they act primary as peaceful automatons of the sky.  Any enemy fighting a belther does so from either atop the belther’s cloud or in the air themselves, either of which put them at a severe disadvantage.  Additionally, a decent part of the belther’s arsenal is its ability to simply swat away enemies with its massive size, as knocking them out of the air ensures its victory.

A belther’s cloud is built with a couple of gadgets that while not particularly designed for combat, comprise it’s makeshift arsenal.  The belther’s primary function is to ring the giant bells that are perfectly tuned to the creation of weather, causing the associated weather pattern to dominate the area for several days, weeks, or even months.  Used against enemies, the bell of bright sunlight is incredibly bright, blinding those who look at it while creating a field of heat that causes general exhaustion while evaporating water.  The bell of great storms creates a field of rain that is quite strong at such close proximity to it, pushing enemies away, making flight or traverse of its cloudy base incredibly difficult.  The rain also leaves behind a stormy field that slows down movement and strikes random occupants with lightning.  The bell of roaring gales emits a powerful burst of violent wind, cutting at foes while leaving a field that violently pushes and pulls foes caught within.  The belther’s small bell chimes regulate the pressure in the atmosphere while pushing or pulling enemies that get close to them.  Finally, a belther will steer its cloud post violently in combat, either shaking off enemies onboard or ramming into enemies that are airborne.

Belther are generally helpful beings, but often a party of adventurers seeks out a malfunctioning belther when weather patterns become screwy.  When gearing up to fight with a belther, anything that’ll keep you mobile and light on your feet is advised, especially equipment that makes falling less painful or that allows temporary or permanent flight, since getting knocked out of the air pretty much ensures your death.  There are many different tactics available when fighting a belther.  If you treat the belther as a nuisance and focus on destroying its sturdy bells and dinky chimes, you’ve effectively won, since it won’t have much to fight back with, plus you disarm its ability to control the weather, which is probably why you’re fighting it.  You can also focus on destroying the gears in the joints of a belther’s arm, which also disables it.  If your objective is to completely destroy the belther, you have to destroy the clockwork pieces inside of its head, usually by focusing on the crack formed during the malfunction.  The key to beating a belther is to keep on your feet while making sure your whole group focuses one of its several sturdy component based weaknesses.


Name: Inculcid
Word of the Day: inculcate
Environment: Any inhabited enclosed environment, especially caves or dungeons
Organization: Solitary, then in groups
Attacks: Inculcid tend to pick on a single target, weakening them before slowly dominating them with an infectious acid.  Inculcid often use abilities they were particularly fond of in their previous form.
Defenses: Viral multiplication
Weaknesses: Inculcid fare poorly against large groups composed of primarily defensive combatants with the determination to banish them from the area.  Specialization in heat and acidic resistances help as well.

Background: Scholars agree that if the inculcid could work together, they could’ve easily banded together and dominated the world by now.  Thankfully, inculcid are self-important controllers that isolate themselves from other inculcid in hopes of spreading their own likeness through viral multiplication, unable to understand why other living beings wouldn’t want to feel the way they do. They typically try to invade areas with an easily contained population, such as caves or dungeons, and convert the natives in order to gain control of the area for themselves.

Tactics: Inculcid aren’t clever so much as they are brutal.  An inculcid will immediately attack anything it sees, attempting to dominate it through a painful one-two tactic.  Every so often, an inculcid produces what looks like a chain link made of a slimy rod of cartilage.  The link is spewed at an incredible temperature, searing through armor, skin, and bone before binding to its target, crippling them significantly and lowering both their defenses and their resistances to debilitating effects.  With great effort, the link can be removed, but it is painful and leaves a horrible wound that burns while bleeding out. Once a target is crippled by a link, the inculcid lashes them with its weapon-like tendrils that degrade armor while infecting them with a nasty acid.  The acid eats through the skin and seeps into any open wounds, and once it infiltrates the enemies immune system it begins a fairly rapid takeover that turns the victim into an inculcid, sprouting several links that burst from various parts of the body.  For this reason, inculcid appear in many different shapes and forms, often retaining an ability or two from their previous life, and inculcid rarely work together as the acid pulsing through the veins feels so invigorating that they can’t imagine why anyone wouldn’t want to join in the exact feeling.

While actively seeking inculcid is ill advised, large groups of adventurers may seek out areas inculcid have invaded in hopes of restoring the area to its natural state, as inculcid can be horribly problematic.  The most important thing to remember when fighting inculcid is that they are viral – if one of your party members gets overwhelmed by inculcid acid, you have not only one less ally, but one more enemy!  Thankfully, inculcid transformation isn’t permanent, and forcefully removing the links will allow the acid to drain from its host, though often leaving them in a terrible state or potentially killing them entirely.

The goal to fighting inculcid is to always have the upper hand.  Their cartilage links are debilitating and painful, and the wound they leave are nasty and make infection incredibly likely, so your best bet is to pack extra layers of defense such as powerful heat and acid resistant armor, extra layers of armor, and defensive spells or abilities.  If the acid can’t get to your flesh, it can’t eat through it, and if the link doesn’t take hold it binds to your armor instead, causing you no direct harm.  Since inculcid won’t focus a single target, it’s important that you keep most of your party heavily defended and the rest of your party at a safe distance.  You can expect a tough time purging a location of inculcid, and your armor will definitely suffer from the experience, but it is often necessary to protect the natural environment, plus the heart of the true inculcid – the one that infiltrated the area initially and propagated its image – is valued incredibly highly by alchemists and wizards.  Though dangerous, others dilute the blood of an inculcid and use it recreationally for the empowering high it gives them as it burns through their system.