Post by Hipster on Oct 22, 2015 2:24:52 GMT -8
A bestiary of all living hazards in Mystern Forest. Not yet complete, more enemies will be added as discovered.
Thief: 15 HP
Damage: 5
Humans, Elves, and Grimm who have nothing better to do than steal.
Weakness: N/A
Rogue: 20 HP
Damage: 5
Slightly more proficient thieves. Tend to come in groups of 2-3.
Weakness: N/A
Brute: 40 HP
Damage: 15
The heavy hitters in a group of bandits, usually a bit slow.
Weakness: N/A
Leader: 60 HP
Damage: 20
The leader of any bandit group. The toughest opponent to face. At low levels is a boss enemy.
Weakness: N/A
Not monsters but just as dangerous
Dire Rat: 10 HP
Damage: 5
Weakest of all combat enemies. Dire Rats tend to attack in packs of 7-8 and are easily dealt with by a small party.
Weakness: Fire
Wolf: 15 HP
Damage: 5
Canines that hunt in packs of 5-6. Relatively harmless when encountered on it's own.
Weakness: Fire
Dire Bat: 15 HP
Damage: 5
Nocturnal animals that are actually quite peaceful, unless disturbed.
Weakness: Earth
Bear: 40 HP
Damage: 15
Large animals that protect their young. Dangerous if provoked, usually boss for low levels.
Weakness: Fire
Lion: 60 HP
Damage: 20
Dangerous wild cats, not to be approached by small parties. Usually boss at low levels.
Weakness: Fire
All monsters on this list could potentially be Grimm
Goblin: 15 HP
Damage: 5
Weak monsters. Smart enough to band together, dumb enough to attack any and all that intrude on their camps.
Weakness: Water
Flesh Eating Vine: 15
Damage: 5 + 30% Chance to Poison
Plants that seem to have a mind of their own. Easy to dispatch, watch out for poison.
Weakness: Fire
Feral Werewolf: 50 HP
Damage: 20
Werewolves who have gone insane do to their bloodlust.
Weakness: Light
Vampire Bat: 20 HP
Damage: 10
Feral Vampires in Bat form. Not Deadly but can transform back into a Feral Vampire. SPECIAL: Can shift into Feral Vampire after 3 turns. Costs a turn.
Weakness: Light
Feral Vampire: 60 HP
Damage: 20
Vampires who have gone insane from bloodlust. Dangerous and can transform into a Vampire Bat. SPECIAL: Can shift into Feral Vampire after 3 turns. Costs a turn. SPECIAL: Can regain health at a per turn if they attack.
Weakness: Light
Medusa: 60 HP
Damage: 20 + 30% chance to Petrify
A reptilian woman with hair seemingly made entirely of snakes. To gaze into her eyes is said to turn one into stone.
Weakness: Wind, Light
Skeleton: 30 HP
Damage: 10
The bones of the fallen brought back as a monster of darkness. If the bones are destroyed they cannot come back.
Weakness: Explosions, Light
Wight: 40 HP
Damage: 15
Spirits of the dead unable to cross over. They are in constant agony and will try and kill more so they do not suffer alone.
Weakness: Light
The most powerful animals and monsters are Bosses. They live at the end of dungeons.
Currently none are known.
Bandits
Thief: 15 HP
Damage: 5
Humans, Elves, and Grimm who have nothing better to do than steal.
Weakness: N/A
Rogue: 20 HP
Damage: 5
Slightly more proficient thieves. Tend to come in groups of 2-3.
Weakness: N/A
Brute: 40 HP
Damage: 15
The heavy hitters in a group of bandits, usually a bit slow.
Weakness: N/A
Leader: 60 HP
Damage: 20
The leader of any bandit group. The toughest opponent to face. At low levels is a boss enemy.
Weakness: N/A
Wild Animals
Not monsters but just as dangerous
Dire Rat: 10 HP
Damage: 5
Weakest of all combat enemies. Dire Rats tend to attack in packs of 7-8 and are easily dealt with by a small party.
Weakness: Fire
Wolf: 15 HP
Damage: 5
Canines that hunt in packs of 5-6. Relatively harmless when encountered on it's own.
Weakness: Fire
Dire Bat: 15 HP
Damage: 5
Nocturnal animals that are actually quite peaceful, unless disturbed.
Weakness: Earth
Bear: 40 HP
Damage: 15
Large animals that protect their young. Dangerous if provoked, usually boss for low levels.
Weakness: Fire
Lion: 60 HP
Damage: 20
Dangerous wild cats, not to be approached by small parties. Usually boss at low levels.
Weakness: Fire
Monsters
All monsters on this list could potentially be Grimm
Goblin: 15 HP
Damage: 5
Weak monsters. Smart enough to band together, dumb enough to attack any and all that intrude on their camps.
Weakness: Water
Flesh Eating Vine: 15
Damage: 5 + 30% Chance to Poison
Plants that seem to have a mind of their own. Easy to dispatch, watch out for poison.
Weakness: Fire
Feral Werewolf: 50 HP
Damage: 20
Werewolves who have gone insane do to their bloodlust.
Weakness: Light
Vampire Bat: 20 HP
Damage: 10
Feral Vampires in Bat form. Not Deadly but can transform back into a Feral Vampire. SPECIAL: Can shift into Feral Vampire after 3 turns. Costs a turn.
Weakness: Light
Feral Vampire: 60 HP
Damage: 20
Vampires who have gone insane from bloodlust. Dangerous and can transform into a Vampire Bat. SPECIAL: Can shift into Feral Vampire after 3 turns. Costs a turn. SPECIAL: Can regain health at a per turn if they attack.
Weakness: Light
Medusa: 60 HP
Damage: 20 + 30% chance to Petrify
A reptilian woman with hair seemingly made entirely of snakes. To gaze into her eyes is said to turn one into stone.
Weakness: Wind, Light
Skeleton: 30 HP
Damage: 10
The bones of the fallen brought back as a monster of darkness. If the bones are destroyed they cannot come back.
Weakness: Explosions, Light
Wight: 40 HP
Damage: 15
Spirits of the dead unable to cross over. They are in constant agony and will try and kill more so they do not suffer alone.
Weakness: Light
Bosses
The most powerful animals and monsters are Bosses. They live at the end of dungeons.
Currently none are known.