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Post by PyrasTerran on Dec 11, 2006 21:02:11 GMT -5
Monster that are also sentient beings, usually of a barbaric tribe or of a simply callous and antisocial behavior. They are more dangerous than wild monsters because they are far more intelligent.
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Post by PyrasTerran on Dec 13, 2006 3:08:14 GMT -5
Stalfos
Description: Stalfos is a general name, for Stalfos' appearances vary from region to region. What is always the same is that they are large skeletons, usually wielding bladed weapons and shields. They are usually human, but can also be of other races, as depicted by their skulls.
History: The Stalfos seem to vary in their origins as do their appearances. For instance, if one were to become eternally lost in the Lost Woods, they turn into a Stalfos, forgetting who they were and attacking anyone who comes near. Stalfos can also be rampant in graveyards and catacombs, as well as many temples. In these cases, they can be the result of restless spirits or dark magic.
Behavior: While some Stalfos are mindless killers, some are capable of speech and human thought processes. Many Stalfos may even remember who they once were, if they are the result of undead or dark designs. Staflos hate light and won't appear in the daylight unless there is alot of shade, such as a temple or forest canopy
Attack patterns: Stalfos are very forward combatants, using whatever weapons they have at their disposal, be it swords, axes, or even their own skeletal claws, to kill anyone in their path. They can only be reasoned with on the rare occasion that the Stalfos happens to remember who he once was and still has a sense of remorse. Stalfos, because of their skeleton bodies, are extremely difficult to kill; they will usually pull themselves back together. One must usually destroy the skull head or use explosive means to obliterate the whole skeleton.
Regions: All, usually in temples, dungeons and catacombs. They can also be seen in graveyards and dangerous wooded areas, like the Lost Woods.
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Post by PyrasTerran on Dec 14, 2006 2:06:53 GMT -5
Stalchild
Description: Stalchild is a general name, for Stalchildren's appearances vary from region to region. What is always the same is that they are small skeletons, usually wielding equally small weapons and shields. They are usually human, but can also be of other races, as depicted by their skulls.
History: The Stalchildren seem to vary in their origins as do their appearances. Stalchildren can also be rampant in graveyards and catacombs, as well as many temples. In these cases, they can be the result of restless spirits or dark magic. They are the smaller versions of Stalfos.
Behavior: While some Stalchildren are mindless killers, some are capable of speech and human thought processes. Many Stalchildren may even remember who they once were, if they are the result of undead or dark designs. If a Stalfos is around, Stalchildren usually follow their every command. Like the Stalfos they also avoid daylight
Attack patterns: Stalchildren are extremely forward combatants, using their skeletal claws to kill anyone in their path. They can only be reasoned with on the rare occasion that a commanding Stalfos can calm them down. Unlike Stalfos, Stalchildren can be defeated once they have been broken apart.
Regions: All, usually in temples, dungeons and catacombs. They can also be seen in graveyards and are known to appear at night in the fields randomly.
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Post by PyrasTerran on Dec 14, 2006 2:55:13 GMT -5
Darknut
Description: Darknuts are tall, usually ranging in 7-8 feet, and covered from head to toe in armor. They wield massive Greatswords, and most of them are similar, suggesting they all hail from the same place. If the helmet is removed, it is revealed that they have 'Anubis'-style jackal heads.
History: Next to nothing is known about Darknuts. Their language, society and purpose of being are a mystery and their sole purpose in life seems to revolve around finding strong opponents to battle.
Behavior: A Darknut won't necessarily attack someone who is completely defenseless unless they are protecting some treasure or room. However if they see the adventurer has a means of defending themselves, they will make their intentions clear and attack.
Attack patterns: Darknuts are among the toughest opponents to fight one-on-one. They have long reach with their Greatsword and are amazing fighters, able to use any weapon they come across effectively, even their own fists. They can only be truly wounded after their armor has been stripped from consecutive hits.
Regions: Usually found in temples and dungeons, guarding valuable treasure. One may be unlucky to bump into one while on the road in the fields.
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Post by PyrasTerran on Dec 14, 2006 3:23:07 GMT -5
Lizalfos
Description: Large lizardmen, they are often seen in tribal wear, sometimes adorning feathers in headdresses, and on rare occasions full metal armor. There is a small group of Lizalfos born with wings, and capable of flight.
History: The Lizalfos are a barbaric tribe similar to the Moblins in reputation. In some ways they are the foils, as Moblins usually exhibit brute strength and numbers, Lizalfos are known for their speed and cunning. They have been known to join dark forces to attack Hylia on multiple occasions, just like Moblins.
Behavior: Lizalfos act like you would expect a barbaric lizardman to act. They are reminiscent of velociraptors in humanoid bodies and human capabilities.
Attack patterns: The Lizalfos rely on a blend of strength from their large bodies and speed from their nimble agility to overcome their foe, often attacking in groups of two or more with wolf-pack mentality strategies. They often carry swords, axes and shields, even attaching blades to their tales to be twice as deadly.
Regions: Their main settlement is in the Ordon Plains, though they can be found almost anywhere that has a warm climate. They would not be caught dead near cooler atmospheres.
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Post by PyrasTerran on Dec 14, 2006 4:09:43 GMT -5
Moblin
Description: Tall monstrous orcs. They usually have pig or bulldog faces. Their colors also differ between red and blue hues.
History: Moblins are a barbaric race of monstrous people, that is pretty much the only thing anyone can tell you. Whenever a dark force threatens the land, these are usually the front-line infantry said evil relies on, the masses of his/her armies.
Behavior: Moblins are usually pretty docile when not in attack mode. Even though they are considered a barbaric race, they have a calm side about them. However, when attacking, they are quite savage.
Attack patterns: Moblins use a variety of weapons like any infantry unit, from swords to spears, they are multi-functional minions of darkness.
Regions: Moblins can be found most anywhere, in forests, in the fields.. they are most likely found away from large civilizations where their relatively smaller numbers cannot match against.
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Post by PyrasTerran on Dec 15, 2006 3:35:04 GMT -5
Bokoblin
Description: Semi-small goblin-like beings. They have white hair and stubby but lanky bodies with blue skin. They're often found in forest wear consisting of cloth and leather bests and loincloths.
History: Bokoblins are the smaller relatives to Moblins, and less organized as well. A Bokoblin is likely one of the weakest sentient monsters you can face, as their own true merit would be their numbers. They have often been seen as assistants for their larger cousins.
Behavior: Bokoblins are cowardly, but aggressive. Make no mistake there isn't an ounce of good in any Bokoblin's body.
Attack patterns: Bokoblins rely on projectile weapons as well as wood and stone swords, spears and clubs, and attack in flimsy and primitive manners.
Regions: Usually wooded areas, and sometimes in the fields.
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Post by PyrasTerran on Dec 15, 2006 3:43:52 GMT -5
Miniblin
Description: Tiny, psychotic-looking, these creatures almost look like mini devils complete with horns and a tail, with large yellow glowing eyes and an ugly but large set of grinning teeth. They come in colors of blue, red and green hues.
History: The even tinier relatives to the Moblins, these imps have been known to kill out of plain fear of their odd ways and haunting laughs which could cause a grown man to shiver. Luckily they are rare in anywhere but congested, man-made settings, and as such do not have the tinge of common air that some other sentient beings have. It is believed their small stature is the result of their island habitat.
Behavior: Erratic and unpredictable, they hop around simply looking for someone to kill or something to break, laughing insanely when they find a new victim.
Attack patterns: Miniblins rely on their strange, beeping/honking-like laughs to unnerve their opponents, and before they realize it, they are surrounded by over a dozen Miniblins. Once they have found someone in their territory, they will not stop popping out of the woodwork, and if an adventurer is not careful they may end up fighting a sea of cackling Miniblins.
Regions: Tetra Isles in secluded, stony areas.
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Post by PyrasTerran on Dec 15, 2006 4:00:34 GMT -5
Bulblin
Description: Green-hued with long pairs of horns, Bulblins have glowing yellow eyes and human bodies. They are seen often in leather clothes, sometimes using bony armor. They often wear hoods that shield their mouths as well. Their sizes vary from medium to very large.
History: The most recent incarnations of the Moblin family, Bulblins make their home out in the desert or other barren places. Because they tend to avoid the roads and plains they are not seen often compared Moblins or Bokoblins, and thus do not have a very infamous reputation.
Behavior: The most 'civilized' of the Moblin family, these orcish beings are known for being slightly more docile than other kinds of sentients, oftentimes not even bothering to attack passersby unless attacked first, more interested in their own designs, be it hunting for food or something concerning their tribe. They have even been known to ally themselves with an adventurer that they deem mighty.
Attack patterns: Bulblins take their time, preferring to rely on bow and arrow from afar rather than come in close quarters. However, even then they have been known to be competent melee fighters.
Regions: Hyrule, mostly the Gerudo Desert
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Post by PyrasTerran on Dec 15, 2006 4:30:13 GMT -5
Garo
Description: Garo have no true form. They are completely wrapped from top to bottom in cloth, and wear large robe-like hooded wear, their glowing eyes the only thing one can see within the hoods. Garo Masters wear more elaborate robes than regular Garo. Both use bladed, small-katana-style weapons that swing out from under their robes.
History: The Garo were a race long at war with the now-extinct Ikana. Their origins are as unknown as their forms, and their motives and intentions seem to be beyond us all. They have been known to duel lone adventurers in the dead of night with no given reason, and sometimes rewarding them should they win.
Behavior: Garo are one of the deadliest of sentient monsters. Their blade attacks come quick and fearless, and their agility and prowess know no limits. Garo Masters are also capable of lighting their blades aflame, as well as teleporting. When a Garo is going to die, it lights itself up in green flames, part of their ninja code to never leave a corpse behind. However, they have also been known to destroy themselves with a bomb, additionally damaging anyone else near them.
Regions: Termina, mostly in Ikana Valley
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Post by PyrasTerran on Dec 17, 2006 4:04:56 GMT -5
Poe
Description: Covered in rags with malevolent eyes hidden by cloth, they have no real bottom half and their black clawed arms carry lanterns which house their souls, and sometimes scythes good for attacking.
History: Ghosts comprised of concentrated hatred, Poes know only malice and suffering to give to those around them. They have haunted Hylia for years, and will continue to do such as long as there is hatred in the world. They are responsible for some infamous curses. However, Poes are nonetheless extremely valuable. Upon destroying a Poe's body, you can collect its soul, which can run at a high price and can even help with removing a curse.
Behavior: Poes will never reveal their true forms, often their lamp being the only thing a person can see. As such, a man will never see the scythe coming for their head. However, a Poe can be revealed and damaged using bright light. And if you are able to see the Poe using some magic or item you can also damage it. Their soul is housed in their lamp, which cannot be broken until the 'physical' body is destroyed.
Regions: Graveyards and haunted places throughout Hylia
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Post by PyrasTerran on Dec 17, 2006 4:11:41 GMT -5
Iron Knuckle
Description: An Iron Knuckle is the largest regular sentient villain one can find. They wear enormous pieces of metal armor, their faces are covered by a 3-hole helmet, and they wield enormous axes/hammers. Their iron boots curve upwards.
History: Though not exactly an actual type of monster, Iron Knuckles are still deserving of mention, as they are the single most toughest opponents to defeat. In truth, an Iron Knuckle is actually the name of the armor itself, for whoever is inside said armor piloting it could be anyone from a sentient monster to even a human being. Iron Knuckles are extremely difficult to make and use, and thus, are scarce. However, very few have ever lived from facing one.
Behavior: Iron Knuckles are so tough simply because they are practically impenetrable, and their strength knows no equal. A single swipe of their weapon could kill you. However, what they have in power they lack in speed and mobility. An Iron Knuckle must literally march at a slow pace from spot to spot, which is why they are usually assigned as guards of something where they do not need to move about as much. Nonetheless, their reach is great and some are known to even launch their weapons in boomerang fashions. The only chance of defeating one is to stop it from attacking somehow, and hacking away as hard as you can against the armor's bindings until you can get to the true enemy within.
Regions: Unknown
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