Monsterology 101: Raiko's Monster Ideas

But we’re not done with the ‘wicked’ monsters yet. Next up are the Redeemed, who not only look like they were assembled from Carnages, but have traits that do the opposite.

Basically, these tie into the latest dungeon I put up, and are a product of spite on behalf of the person responsible for Oblivion, given that Erebyss is both responsible for his current state AND made the Carnages. Trait names are in Google Translated Latin, meaning if any actual Latin speakers want to correct me, they’re free to.

Monster Class:Redeemed
Element: Life
Role: DPS(same stats as Carnages, but with HP and DEF swapped)

Base Monster: Twitching Redeemed
Trait: Horribilis Vitae(Stitched Organ)
Effect: After this creature kills an enemy, it recovers 100% health and causes a random enemy to lose its turn.

Added Monster: Moldering Redeemed
Trait: Immunda Facies(Rotting Organ)
Effect: After this creature kills an enemy, enemies adjacent to that enemy lose 20% of the target’s ATK, INT, SPD and DEF.

Added Monster: Vacuous Redeemed
Trait: Coram Obstare(Lifeless Organ)
Effect: After this creature kills an enemy, for its next turn, it will intercept all attacks aimed at monsters adjacent to it. It also takes 50% less damage from these attacks.

Added Monster: Flayed Redeemed
Trait: Pellis Furem(Dripping Organ)
Effect: After this creature kills an enemy, it and a random creature in your party gain 50% of that creature’s DEF.

Added Monster: Raging Redeemed
Trait: Imber Sanguinis(Dried Organ)
Effect: After this creature kills an enemy, every other creature in your party is healed for 30% of the target’s Max HP.

Added Monster: Bolted Redeemed
Trait: Arma Bellica(Implanted Organ)
Effect: After this creature kills an enemy, your creatures lose a random debuff for every buff the enemy had before it died.

Itherian Monster: Suffering Redeemed
Trait: Verum Morsus(Itherian Organ)
Effect: After this creature kills an enemy, all other enemies gain two random debuffs.

Disclaimer: Values shown may change at the devs’ discretion. Also, I’d love to be involved in the design if this goes through.

(Total Monster Count: 1048)

And right onto the next, from the same source. Meet the Atrocities, misshapen, artificial creatures of flesh who do dual-debuff things involving Stun and Terror!

Another import from my own works, and they tie into the same cause that makes Forgiven and Martyrs and such. In a sense, they’re what happens when one tosses formerly-living things into a meat grinder, and assembles new monsters out of what remains. They’re gruesome, they’re horrid and it factors into how they play.

Monster Class: Atrocity
Element: Death
Role: Tank(Excellent HP, good DEF and ATK, meh everything else)

Base Monster: Fleshy Atrocity
Trait: Undulating Strikes(Pulsing Meat)
Effect: This monster’s attacks deal 40% more damage and inflict Terror, Stun or both.

Added Monster: Skinless Atrocity
Trait: Full Frontal Assault(Bare Meat)
Effect: When this monster attacks a monster with Terror or Stun, it deals 30% more damage. If it has both, this monster deals 60% more damage.

Added Monster: Bony Atrocity
Trait: Meat On The Bones(Lean Meat)
Effect: When this monster attacks an enemy with Terror or Stun, it steals 10% of that monster’s current HP. If it has both, the amount of current HP stolen is 20%.

Added Monster: Greasy Atrocity
Trait: Grisly Coating(Rotten Meat)
Effect: When this monster attacks an enemy with Stun or Terror, it also inflicts whichever of these two debuffs it does not currently have.

Added Monster: Dried Atrocity
Trait: Disgusting!(Discolored Meat)
Effect: When this monster attacks an enemy with Stun or Terror, all enemies of the same element gain a random debuff.

Added Monster: Dripping Atrocity
Trait: Leaving A Mark(Very Fresh Meat)
Effect: When this monster attacks an enemy with Stun or Terror, that monster takes 5% more damage from the next attack it takes. If it has both, it takes 10% more damage from the next attack.

Itherian Monster: Shackled Atrocity
Trait: Mindless Fury(Itherian Meat)
Effect: When this monster attacks an enemy with Stun or Terror, they have a 5% chance to immediately die. The chance is boosted to 10% if that enemy has both Stun and Terror.

Disclaimer: Values shown may change at the devs’ discretion. Also, I’d love to be involved in the design if this goes through.

(Total Monster Count: 1055)

But the ‘fun’ doesn’t end there. There’s one more monster-type associated with this faction, and that’s the Szlaryni. They’re crawly things whose gimmick involves gaining strange powers when they have Bleed(as the power is tied to their blood, see).

These guys are based, visually, on the Gremins! and Hodremlins! found in Ragnarok Online. Always did like their look.

Monster Class: Szlaryn
Element: Chaos
Role: Tank(good HP and DEF, okay SPD, decent everything else)

Base Monster: Illusive Szlaryn
Trait: Your Lying Eyes(Runny Clear Blood)
Effect: At the start of this monster’s turn, if it does not have Bleed, it gives itself Bleed, but ignores the effect. So long as it has Bleed, it dodges and crits as if it had 200% more SPD.

Added Monster: Displaced Szlaryn
Trait: Here, But Not Here(Shiny Clear Blood)
Effect: At the start of this monster’s turn, if it does not have Bleed, it gives itself Bleed, but ignores the effect. So long as it has Bleed, it has a 40% independant chance to dodge attacks. When it does so, it counterattacks the offending enemy for 80% damage.

Added Monster: Reflective Szlaryn
Trait: Optical Camouflage(Sticky Clear Blood)
Effect: At the start of this monster’s turn, if it does not have Bleed, it gives itself Bleed, but ignores the effect. So long as it has Bleed, it also gains Invisible and Shell.

Added Monster: Imposing Szlaryn
Trait: Intimidation Factor(Bubbling Clear Blood)
Effect: At the start of this monster’s turn, if it does not have Bleed, it gives itself Bleed, but ignores the effect. So long as it has Bleed, it attacks as if it had 200% more ATK.

Added Monster: Warped Szlaryn
Trait: Mitigation(Strange Clear Blood)
Effect: At the start of this monster’s turn, if it does not have Bleed, it gives itself Bleed, but ignores the effect. So long as it has Bleed, it takes 60% less damage from all sources.

Added Monster: Spectral Szlaryn
Trait: Phantasmal(Staining Clear Blood)
Effect: At the start of this monster’s turn, if it does not have Bleed, it gives itself Bleed, but ignores the effect. So long as it has Bleed, it has a 30% chance to get another turn after another monster in your party finishes its turn.

Itherian Monster: Deceiving Szlaryn
Trait: Mess With Your Head(Itherian Clear Blood)
Effect: At the start of this monster’s turn, if it does not have Bleed, it gives itself Bleed, but ignores the effect. So long as it has Bleed, enemies that attack it have a 50% chance to instead attack one of their allies.

Special Monster: The High Bishop
Trait: Mundane Or Miraculous?(Blessed Clear Blood)
Effect: At the start of this monster’s turn, if it does not have Bleed, it gives itself Bleed, but ignores the effect. So long as it has Bleed, it will always survive the first attack aimed at it that’d kill it, leaving it at 1 HP. It also gains Mend.

Disclaimer: Values shown may change at the devs’ discretion. Also, I’d love to be involved in the design if this goes through.

(Total Monster Count: 1063)

Well, it increasingly seems like I’ve exhausted my creativity here. Odds are good this is my last gasp(lol, no it wasn’t~!), but for now, introducing the Bukoroshido, evil samurai guys(the name drives from the terms ‘Bushido’(the samurai code) and 'Bukorosu(‘killing’)) whose traits make them better when they equip a Sword.

Corrupted warriors who used to be human, who ended up punished for their corruption and turned into what they always were on the inside: despicable monsters. The exception to this being the Special Monster, who clawed his way back from it.

Monster Class: Bukoroshido
Element: Chaos
Role: DPS(good ATK and SPD, okay HP, decent-ish everything else)

Base Monster: Burai Bukoroshido
Trait: Blades Of Evil(Corroded Tsuba)
Effect: When this monster has a Sword equipped, it gains 50% more ATK and SPD.

Added Monster: Kyoufu Bukoroshido
Trait: Instill Fear(Warped Tsuba)
Effect: When this monster has a Sword equipped, its attacks inflict Terror, and it gains 10% more ATK for every enemy with Terror it faces.

Added Monster: Neikan Bukoroshido
Trait: Gravest Treason(Stained Tsuba)
Effect: When this monster has a Sword equipped, when an enemy gains a stat-bonus, this monster gets it instead. If it was to a stat that wasn’t ATK, it also gets an equal amount of ATK.

Added Monster: Bouryoku Bukoroshido
Trait: Violence Without Cause(Cracked Tsuba)
Effect: When this monster has a Sword equipped, it always has Critical and Berserk.

Added Monster: Zenmetsu Bukoroshido
Trait: Intent Of Extinction(Withered Tsuba)
Effect: When this user has a Sword, it gains another action if it kills an enemy. If it kills another enemy with this action, it does not get yet another action.

Added Monster: Satsugai Bukoroshido
Trait: Cold-Blooded Killing(Dull Tsuba)
Effect: When this monster has a Sword equipped, it gains 50% more ATK when it has Frozen and ignores its effect. Its attacks also inflict Frozen.

Itherian Monster: Shura Bukoroshido
Trait: The Path Of Carnage(Itherian Tsuba)
Effect: When this monster has a Sword equipped, it has a chance to instantly kill an enemy per every 10% health the enemy is missing. The more health is missing, the higher the chance.

Special Monster: Saidai Kensei
Trait: The Highest Pinnacle(Pristine Tsuba)
Effect: When this monster has a Sword equipped, it always has Grace, Protect, Ward and 20% ATK, SPD, DEF and INT.

Disclaimer: Values shown may change at the devs’ discretion. Also, I’d love to be involved in the design if this goes through.

(Total Monster Count: 1071)

Seems I have one more in me, courtesy of…a person I am no longer friends with. He came up with an idea, but looking a bit didn’t pan out…but further research did, and it let me introduce another amphibious monster: the Roges, vicious, armed, amphibious semi-dragons who do dual-debuff things involving Berserk and Critical.

Visually, I figured they could be based off of Lufia 2’s Brinz Lizards!, polearms and all. Names come from the various strange names some Lufia 2 monsters had…including the species name.

Monster Class: Roge
Element: Nature
Role: Speedy DPS(good HP and SPD, okay ATK, decent-ish everything else)

Base Monster: Bruse Roge
Trait: Bruise Control(Tough Shimmerscale)
Effect: When this monster gains either Berserk or Critical, from any source, it also gains 10% ATK, 10% SPD and the other buff.

Added Monster: Brokion Roge
Trait: Smash And Break(Sharp Shimmerscale)
Effect: When this monster attacks, it deals 35% of the damage it deals to its target to the monsters adjacent to it if it has Berserk or Critical. If it has both, it deals 70% of that damage to the monsters adjacent to its target.

Added Monster: Aqualoi Roge
Trait: Aquatic Enchantment(Camouflaged Shimmerscale)
Effect: This monster gains a 20% chance to ignore damage taken when attacked when it has Berserk or Critical, and a 40% chance when it has both at once.

Added Monster: Grianos Roge
Trait: Grinding It Down(Metallic Shimmerscale)
Effect: This monster gains 20% more ATK when it has Critical or Grace, and 40% when it has both.

Added Monster: Coridras Roge
Trait: Sudden Corrosion(Pock-marked Shimmerscale)
Effect: This monster’s attacks, as long as it has Berserk or Critical, strip away one of the target enemy’s buffs. If it has both, it strips away TWO buffs when attacking.

Added Monster: Brinz Roge
Trait: The Briny Abyss(Dark Shimmerscale)
Effect: This creature inflicts Drowned with its attacks. This creature also deals 20% more damage if it has Berserk or Critical, and 40% if it has both.

Added Monster: Serfaco Roge
Trait: Scuttle The Servant(Sleek Shimmerscale)
Effect: When this monster attacks, it deals 35% of the damage it deals to its target to the monster behind it if it has Berserk or Critical. If it has both, it deals 70% of that damage to the monster behind its target.

Added Monster: Orperch Roge
Trait: No Safe Perches(Pale Shimmerscale)
Effect: This monster gains 20% defense penetration when it has Berserk or Critical, and 40% when it has both.

Itherian Monster: Garbost Roge
Trait: Garbled Intent(Itherian Shimmerscale)
Effect: This monster has a 50% chance to ignore effects that would cause it to lose its turn if it has Berserk or Critical, and if it has both, it will get turns no matter what.

Special Monster: Cap’n Marblefist
Trait: Raiding The High Seas(Marbled Shimmerscale)
Effect: This monster deals 50% more damage to targets that have Snare or Stun. This monster deals a further 25% more damage to targets with Snare or Stun if it has Berserk or Critical, and 50% more damage it it has both.

Disclaimer: Values shown may change at the devs’ discretion. Also, I’d love to be involved in the design if this goes through.

(Total Monster Count: 1081)

And one more…kind of figured this one out after seeing the visual inspiration. Introducing the Calamitii, two-mouthed earth dragons who gain power depending on how many creatures, yours included, have the Mud debuff!

Visually basing these guys on Dahak, a boss from Final Fantasy Legend 3, as seen Here!. Names are various misspellings of mythological monsters.

Monster Class: Calamitas
Element: Chaos
Role: Tank(good DEF and HP, okay SPD, decent everything else)

Base Monster: Balegor Calamitas
Trait: Pulse Of The Land(Thick Tailbone)
Effect: This monster gains 20% more ATK for every creature with Mud on the battlefield. This creature starts with Mud, but ignores its effect.

Added Monster: Jorgandr Calamitas
Trait: Stick In The Mud(Rounded Tailbone)
Effect: This creature gains 5% defense penetration for every creature with Mud on the battlefield. This creature starts with Mud, but ignores its effect.

Added Monster: Reviase Calamitas
Trait: Mud Swamp(Scuted Tailbone)
Effect: This creature gains 5% more crit-chance for every creature with Mud on the battlefield. This creature starts with Mud, but ignores its effect.

Added Monster: Juraquille Calamitas
Trait: Mud Spa(Smooth Tailbone)
Effect: At the start of your creatures’ turns, they gain 5 Mana for every creature with Mud on the battlefield. This creature starts with Mud, but ignores its effect.

Added Monster: Slivyr Calamitas
Trait: Mudcrawler(Spiky Tailbone)
Effect: This creature gains 20% more SPD for every creature with Mud on the battlefield. This creature starts with Mud, but ignores its effect.

Added Monster: Orokio Calamitas
Trait: Hardened Mud(Serpentine Tailbone)
Effect: This creature gains 5% more damage resistance for every creature with Mud on the battlefield. This creature starts with Mud, but ignores its effect.

Itherian Monster: Rukifelth Calamitas
Trait: Styx And Stones(Itherian Tailbone)
Effect: Your Calamitii share their innate traits and 10% of their HP with eachother. This creature starts with Mud, but ignores its effect.

Special Monster: The Archaeo-Dynast
Trait: Clay Caskets(Ancient Tailbone)
Effect: This creature has a 5% chance to, when it attacks, instantly kill its target for every creature with Mud on the battlefield. This creature starts with Mud, but ignores its effect.

Disclaimer: Values shown may change at the devs’ discretion. Also, I’d love to be involved in the design if this goes through.

(Total Monster Count: 1089)

And here’s another one. Just as draconic, but not as based on other stuff: Meet the Dracorpses, undead dragons who do dual-debuff things involving Mud and Fright!

No real reason for these…I just kind of noticed we didn’t have undead dragons yet, so I opted to fix it. :stuck_out_tongue: Might have been inspired by the Dragon Zombie boss from the first Suikoden game, too.

Monster Class: Dracorpse
Element: Death
Role: DPS (Excellent HP, good INT and ATK, meh everything else)

Base Monster: Rotting Dracorpse
Trait: Ravenous Undead(Clay Canoptic Jar)
Effect: This monster’s attacks deal 40% more damage and inflict Terror, Mud or both.

Added Monster: Shambling Dracorpse
Trait: Devour The Weak(Stone Canoptic Jar)
Effect: When this monster attacks a monster with Terror or Mud, it deals 30% more damage. If it has both, this monster deals 60% more damage.

Added Monster: Infested Dracorpse
Trait: Parasite Infestation(Wooden Canoptic Jar)
Effect: When this monster attacks an enemy with Terror or Mud, it steals 10% of that monster’s current HP. If it has both, the amount of current HP stolen is 20%.

Added Monster: Moldering Dracorpse
Trait: Drakerot Spores(Cracked Canoptic Jar)
Effect: When this monster attacks an enemy with Mud or Terror, it also inflicts whichever of these two debuffs it does not currently have.

Added Monster: Cremated Dracorpse
Trait: Infernal Ashes(Porcelain Canoptic Jar)
Effect: When this monster attacks an enemy with Mud or Terror, all enemies of the same element gain Burn and another random debuff.

Added Monster: Mummified Dracorpse
Trait: Atrophic Saliva(Cursed Canoptic Jar)
Effect: When this monster attacks an enemy with Mud or Terror, that monster takes 5% more damage from the next attack it takes. If it has both, it takes 10% more damage from the next attack.

Itherian Monster: Ghoulish Dracorpse
Trait: Hunger And Rage(Itherian Canoptic Jar)
Effect: When this monster attacks an enemy with Mud or Terror, they have a 5% chance to immediately die. The chance is boosted to 10% if that enemy has both Mud and Terror.

Disclaimer: Values shown may change at the devs’ discretion. Also, I’d love to be involved in the design if this goes through.

(Total Monster Count: 1096)

There used to be Demagogues here, but I went on a huge editing spree, so they’re where they should be. Instead, I’m using this space for a new monster type: the Battleships, nearly-literal ghost ships armed with big guns who do dual-debuff things involving Splash and Terror!

Props to Discord user [L] for inspiring this entry. This one goes out to you, buddy!

Monster Class: Battleship
Element: Death
Role: Durable DPS (good DEF and ATK, okay Mana, decent everything else)

Base Monster: Ghostly Battleship
Trait: Spectral Fire(Haunted Gunpowder)
Effect: If this monster has Splash, or attacks an enemy with Terror, it ignores 35% of the main target’s DEF and 10% of the side-targets’ DEF. If both factors are in play, it’s attacks ignore 70% of the main target’s DEF and 20% of the side-targets’ DEF.

Added Monster: Derelict Battleship
Trait: Multi-Barrel Barrage(Dusty Gunpowder)
Effect: When this monster has Splash, or attacks a monster with Terror, it deals 30% more damage to the main target, and 15% more to the side targets. If both factors apply, this monster deals 60% more damage to the main target and 30% more to the side targets.

Added Monster: Piratical Battleship
Trait: Rotating Cannon(Shoddy Gunpowder)
Effect: When this monster has Splash and kills an enemy, or kills an enemy with Terror, it attacks another enemy at random. If both factors are in play, it attacks TWO other enemies at random. If either of these attacks also kill an enemy, this trait does not kick in again.

Added Monster: Maverick Battleship
Trait: Panic On Deck(Dry Gunpowder)
Effect: When this monster has Splash, or attacks an enemy with Terror, it also inflicts whichever of these two debuffs it does not currently have.

Added Monster: Waterlogged Battleship
Trait: Staying Afloat(Soaked Gunpowder)
Effect: If this monster has Splash, or attacks an enemy with Terror, it steals 10% of that monster’s current HP, and 5% HP from the side-targets. If it has both, the amount of current HP stolen is 20% and 10%, respectively.

Added Monster: Ironclad Battleship
Trait: Fullmetal Cuirass(Fresh Gunpowder)
Effect: If this monster has Splash, or is attacked by an enemy with Terror, that monster takes 10% less damage from attacks. If both factors apply, it takes 20% less damage from that enemy’s attack.

Itherian Monster: Eternal Battleship
Trait: The Journey Never Ends(Itherian Gunpowder)
Effect: If this monster has Splash, or attacks an enemy with Terror, that monster has a 7% chance of having their next action fizzle out. If both factors apply, that chance is 14%.

Disclaimer: Values shown may change at the devs’ discretion. Also, I’d love to be involved in the design if this goes through.

(Total Monster Count: 1103)

And back at it with two more things. First up: the last thing from my old notes, the Remorae, who do things with both Splash and Drowned!

The very last thing from my old notes that works for a quick transfer. More aquatic monsters…basic-ass fish this time. Nothing terribly special, but if it works, it works. :3

Monster Class: Remora
Element: Death
Role: Glass Cannon DPS(good SPD, okay ATK, decent-ish everything else)

Base Monster: Lutefisk Remora
Trait: Skål!(Jellied Fishbone)
Effect: When this monster has Splash and/or attacks an enemy with Drowned, it’s healed for 50% of the damage it did, up to 100% more HP if both criteria are met.

Added Monster: Flounder Remora
Trait: Superflat Body(Flat Fishbone)
Effect: When this monster has Splash and/or is attacked by an enemy with Drowned, this monster takes 35% less damage, up to 70% if both criteria are met.

Added Monster: Piranha Remora
Trait: Gnashing Bites(Sharp Fishbone)
Effect: When this monster attacks an enemy while having Splash, or if the attacked enemy has Drowned, that enemy cannot dodge the attack, no matter what. When both criteria are met, the attack will also be Critical.

Added Monster: Barracuda Remora
Trait: Stab And Bite(Stocky Fishbone)
Effect: When this monster has Splash and/or attacks an enemy with Drowned, it also steals 5% of their stats, going up to 10% if both criteria are met.

Added Monster: Fugu Remora
Trait: Balloonesque(Sturdy Fishbone)
Effect: When this monster has Splash and/or attacks an enemy with Drowned, this monster will steal one or two buffs from the attacked enemy, depending on which criteria are met.

Added Monster: Angler Remora
Trait: Don’t Follow The Light(Hard Fishbone)
Effect: When this monster has Splash and/or attacks an enemy with Drowned, the enemy’s ATK and DEF are reduced by 10%, up to 20% if both criteria are met.

Itherian Monster: Carp Remora
Trait: Potential For Infinity(Itherian Fishbone)
Effect: When this monster has Splash and/or kills an enemy with Drowned, this monster gains 50% of the stats of the slain enemy, and the monsters adjacent to this one gain 25% of those stats, up to 100% and 50% if both criteria are met .

Disclaimer: Values shown may change at the devs’ discretion. Also, I’d love to be involved in the design if this goes through.

(Total Monster Count: 1110)

And the second…what increasingly feels like my last gasp here: the Bristlehogs, hedgehog-like spiky monsters whose traits involve defense piercing enemies with certain Debuffs on them.

We didn’t have any hedgehog-based monsters either, and they’re actually sort of cool if done right. Basing them on another Final Fantasy: Mystic Quest monster visually:

Monster Class: Bristlehog
Element: Nature
Role: Durable DPS(good ATK, okay HP and DEF, decent-ish everything else)

Base Monster: Razorback Bristlehog
Trait: Straight To The Point(Razor Quill)
Effect: When this monster attacks an enemy with Bleed, it ignores 75% of that enemy’s DEF.

Added Monster: Swordkeeper Bristlehog
Trait: Slash And Pierce(Blade Quill)
Effect: When this monster attacks an enemy with Grim, it ignores 75% of that enemy’s DEF.

Added Monster: Wintry Bristlehog
Trait: Crushing Chill(Icicle Quill)
Effect: When this monster attacks an enemy with Frozen, it ignores 75% of that enemy’s DEF.

Added Monster: Rock Bristlehog
Trait: Stalag-Might(Stone Quill)
Effect: When this monster attacks an enemy with Mud, it ignores 75% of that enemy’s DEF.

Added Monster: Rosen Bristlehog
Trait: Labyrinth Of Thorns(Bramble Quill)
Effect: When this monster attacks an enemy with Vulnerable, it ignores 75% of that enemy’s DEF.

Added Monster: Bony Bristlehog
Trait: Bone-Crushing(Calcium Quill)
Effect: When this monster attacks an enemy with Terror, it ignores 75% of that enemy’s DEF…

Added Monster: Charged Bristlehog
Trait: Lightning Rods(Iron Quill)
Effect: When this monster attacks an enemy with Shock, it ignores 75% of that enemy’s DEF.

Itherian Monster: Hoarding Bristlehog
Trait: A Grand Collection(Itherian Quill)
Effect: When this monster attacks an enemy with Charmed, it ignores 75% of that enemy’s DEF.

Special: Porcu-Spine
Trait: Lingering Pain(Extra-Sharp Quill)
Effect: When this monster attacks an enemy, it ignores 75% of that enemy’s DEF, and that enemy will take 50% more damage from the next attack it takes.

Disclaimer: Values shown may change at the devs’ discretion. Also, I’d love to be involved in the design if this goes through.

(Total Monster Count: 1119)

…and back at it. Got three more things to share. The first being Honey Dragons…bee-like dragons, or even dragons with a lot of bee traits, whose gimmick involves dual-debuff things involving Mud and Stun!

With the Dracorpses, it’s struck me that Nature and Life are the only two species that don’t have some type of dragon to their name yet. So, for Nature, there’s the Honey Dragons, courtesy of Rhajtar.

Monster Class: Honey Dragon
Element: Nature
Role: Glass Cannon DPS(great ATK and SPD, decent-ish everything else)

Base Monster: Bumbling Honey Dragon
Trait: Honey Hauler(Slightly Sweet Nectar)
Effect: When this monster attacks a monster with Mud or Stun, it loses one of its buffs. If the attacked monster has both, it loses TWO buffs…

Added Monster: Fleetwing Honey Dragon
Trait: Fliers Far(Tingly Sweet Nectar)
Effect: When this monster attacks an enemy with Mud or Stun, that monster 's SPD is reduced by 20%, or by 40% if it has both.

Added Monster: Yellowjacket Honey Dragon
Trait: Professional Standards(Mildly Sour Nectar)
Effect: When this monster attacks a monster with Mud or Stun, said monster gains a random debuff. If it has Mud or Stun, but not the other, it gains the other debuff. If it has both debuffs, it gains TWO debuffs instead.

Added Monster: Industrious Honey Dragon
Trait: Employee Of The Month(Hearty Nectar)
Effect: When this monster attacks a monster with Mud or Stun, the most recent stat-increase they received is turned into a decrease. If it has both, this decrease is doubled.

Added Monster: Combative Honey Dragon
Trait: Gods Save The Queen!(Intoxicating Nectar)
Effect: When this monster attacks an enemy with Mud or Stun, it will never miss, and if it has both, said attacks will always be Critical.

Added Monster: Ironhide Honey Dragon
Trait: Steely Carapace(Very Sweet Nectar)
Effect: When this monster attacks an enemy with Mud or Stun, it gains a DEF boost equal to 20% of that monster’s total DEF. If it has both, that boost is increased to 40%.

Itherian Monster: Imposter Honey Dragon
Trait: Fly Honey(Itherian Nectar)
Effect: When this monster attacks an enemy with Mud or Stun, that monster’s Mud and/or Stun debuffs are extended by one turn, and if it has both, said debuffs are extended by two turns. This only works on this monster’s first attack that turn.

Special Monster: Imperious Honey Dragon
Trait: Atop The Hive(Heavenly Nectar)
Effect: When an allied Honey Dragon’s trait activates, all Honey Dragons in the party gain a benefit that stands opposite to the trait effect dished out.

Disclaimer: Values shown may change at the devs’ discretion. Also, I’d love to be involved in the design if this goes through.

(Total Monster Count: 1127)

Then there’s the associated Life-element dragon…the Bookwyrms, whose traits are buff-and-debuff style: their traits work if they have Arcane, or their enemy has Silence.

Basically just a species of dragon who, after migrating to the Azure Dream, solidified their fondness for writing, and adopted a more fitting look for their interrests. Trait names are Google Translated Latin again, so any actual Latin speaker can correct me if they choose.

Monster Class: Bookwyrm
Element: Life
Role: Caster(great Mana, good INT and SPD, meh everything else)

Base Monster: Bookwyrm Scribe
Trait: In Verbo Scriptum(New Quill Pen)
Effect: When this monster casts a spell at an enemy while having Arcane, or if the attacked enemy has Silence, that enemy takes 20% more damage from the next spell cast at it until its turn comes around. When both criteria are met, it takes 40% more damage this way.

Added Monster: Bookwyrm Notary
Trait: Postea Per Receptionem(Ruffled Quill Pen)
Effect: When this monster has Arcane and/or casts a spell at an enemy with Silence, it regains 25% of its Mana, up to 50% if both criteria are met.

Added Monster: Bookwyrm Author
Trait: Fabulas Excitando(Well-used Quill Pen)
Effect: When this monster has Arcane and/or casts a spell at an enemy with Silence, the monster being cast at pays for half of the Mana cost of the spell cast at it. If both criteria are met, it pays the whole cost.

Added Monster: Bookwyrm Chronicler
Trait: Memoria Historiae(Refurbished Quill Pen)
Effect: When this monster has Arcane and/or casts a spell at an enemy with Silence, this monster gives one of its debuffs to the enemy, up to two debuffs if both criteria are met.

Added Monster: Bookwyrm Researcher
Trait: Veritate Invenienda(Stained Quill Pen)
Effect: When this monster has Arcane and/or casts a spell at an enemy with Silence, this monster will steal one or two buffs from the attacked enemy, depending on which criteria are met…

Added Monster: Bookwyrm Mathematician
Trait: Non Adde Sursum(Frayed Quill Pen)
Effect: When this monster has Arcane and/or casts a spell at an enemy with Silence, that enemy will always take increased damage as if they had a type weakness to that spell. If both criteria are met, the enemy monster also gets 30% of their DEF ignored for that cast.

Added Monster: Bookwyrm Forger
Trait: Fraus Dolusque(Makeshift Quill Pen)
Effect: When this monster has Arcane and/or casts a spell at an enemy with Silence, the enemy’s INT and DEF are reduced by 10%, up to 20% if both criteria are met.

Itherian Monster: Bookwyrm Censor
Trait: Ideam Interfectis(Itherian Quill Pen)
Effect: When this monster has Arcane and/or attacks an enemy with Silence, that monster has a 5% chance per spell it’s cast to immediately die. If both factors apply, that chance is bumped up to 10% per spell.

Special Monster: Bookwyrm Emeritus
Trait: Summa Cum Laude(Master’s Quill Pen)
Effect: When this monster has Arcane and/or casts a spell at an enemy with Bleed, it pays 45% less Mana for that spell. If both criteria are met, it pays 90% less Mana.

Disclaimer: Values shown may change at the devs’ discretion. Also, I’d love to be involved in the design if this goes through.

(Total Monster Count: 1136)

And the last one…possibly forever(turns out I had one more monster-type in the works that I forgot about). The Saurians. Big lizard-taur brawlers native to the Barrens who do dual-debuff things involving Grim and Bleed!

Because I personally think lizardmen are really cool, and need more representation that’s cool. Visually, I’m basing them on the coolest take on the subject I’ve seen thus far: Breath of Fire 3’s Draks, as well as their two palette swaps.

Monster Class: Saurian
Element: Chaos
Role: Fast DPS (Good SPD, okay ATK and DEF, decent everything else)

Base Monster: Saurian Enforcer
Trait: Breaking Some Heads(Broken Scimitar)
Effect: This monster’s attacks deal 40% more damage and inflict Grim, Bleed or both.

Added Monster: Saurian Guard
Trait: The Local Rules(Smashed Scimitar)
Effect: When this monster is attacked by a monster with Grim or Bleed, it takes 30% less damage. If it has both, this monster takes 60% less damage.

Added Monster: Saurian Soldier
Trait: Swords of Loyalty(Chipped Scimitar)
Effect: When this monster attacks an enemy with Grim or Bleed, it deals 30% more damage. If it has both, this monster deals 60% more damage.

Added Monster: Saurian Hunter
Trait: Debilitating The Prey(Cracked Scimitar)
Effect: When this monster attacks an enemy with Grim or Bleed, it also inflicts whichever of these two debuffs it does not currently have.

Added Monster: Saurian Dancer
Trait: Flowing Cloth Blades(Wrapped Scimitar)
Effect: When this monster attacks an enemy with Grim or Bleed, that monster gets 30% of its DEF ignored, or 60% if both criteria are met.

Added Monster: Saurian Bandit
Trait: Ganging Up(Rusted Scimitar)
Effect: When this monster attacks an enemy with Grim or Bleed, that monster takes 5% more damage from the next attack it takes, or 10% if the next attack is made by another Saurian. If it has both, it takes 10% more damage from the next attack, or 20% if that attack comes from another Saurian.

Itherian Monster: Saurian Caliph
Trait: Kneel Before Your Betters(Itherian Scimitar)
Effect: When this monster attacks an enemy with Grim or Bleed, they have a 5% chance to immediately die. The chance is boosted to 10% if that enemy has both Grim and Bleed.

Special Monster: Saurian Mercenary
Trait: Fighters For Hire(Worn Scimitar)
Effect: When this monster attacks an enemy with Grim or Bleed, that monster loses one of its buffs and this monster gains that buff. If it has both, this monster shares the gained buff with the party.

Disclaimer: Values shown may change at the devs’ discretion. Also, I’d love to be involved in the design if this goes through.

(Total Monster Count: 1144)

Hey, turns out I still had one more thing to do…something I’d discussed in private, but forgot about until recently. Introducing the Mimic-derived Foolsbane, whose gimmick revolves around Grim and Mystical!

Foolsbane are derived from the Mimics from some of my own projects. Creatures and people sealed away in various objects long ago, having become so hateful over time that their bodies and mind dissolved into a black, liquid mass that sprouts all sorts of things to help them vent their hatred onto everything that moves. Now slowly melding with their prisons, they’ve become mobile on a seek-and-destroy mission.

Monster Class: Foolsbane
Element: Death
Role: Durable DPS (Good ATK and DEF, okay HP, decent everything else)

Base Monster: Grinding Foolsbane
Trait: The Bold And The Hateful(Broken Scimitar)
Effect: This monster’s attacks deal 40% more damage and inflict Grim, give it Mystical or both.

Added Monster: Sizzling Foolsbane
Trait: White-Hot Loathing(Steamy Liquid Hate)
Effect: When this monster has Mysrical and/or attacks an enemy with Grim, that enemy cannot dodge the attack, no matter what. When both criteria are met, the attack will also be Critical.

Added Monster: Dribbling Foolsbane
Trait: Smothering Hatred(Thick Liquid Hate)
Effect: When this monster has Mystical and/or is attacked by an enemy with Grim, it takes 30% less damage. If both factors apply, this monster takes 60% less damage.

Added Monster: Snarling Foolsbane
Trait: Brutal Robbery(Rumbling Liquid Hate)
Effect: When this monster has Mystical and/or attacks an enemy with Grim, this monster will steal one or two buffs from the attacked enemy, depending on which criteria are met.

Added Monster: Gnashing Foolsbane
Trait: Eat Thy Foe(Gritty Liquid Hate)
Effect: When this monster has Mystical and/or attacks an enemy with Grim, it also steals 5% of their stats, going up to 10% if both criteria are met.

Added Monster: Roaring Foolsbane
Trait: Bitter Battlecry(Rippling Liquid Hate)
Effect: When this monster has Mystical and/or attacks an enemy with Grim, the enemy’s ATK and DEF are reduced by 10%, up to 20% if both criteria are met.

Itherian Monster: Silent Foolsbane
Trait: Murderous Enlightenment(Itherian Liquid Hate)
Effect: When this monster has Mystical and/or attacks an enemy with Grim, that enemy has a 5% chance to immediately die, up to 10% if both criteria are met.

Disclaimer: Values shown may change at the devs’ discretion. Also, I’d love to be involved in the design if this goes through.

(Total Monster Count: 1151)

Well, outside of the Crabsters, it seems Zack has his own plans for SU, and no real time to consider the stuff I do YET. That may change sometime(only he knows), but that just means I’m going to keep right on going, still using the S3 rules, when inspiration strikes me…and it has! Starting off with yet another mechanical monster type made by our friend Fulthrotl, the Whirlybirds, helicopter bugs who who gain benefits when creatures, on either side, have Grace! Aspect teams love 'em!

Honestly sort of surprised I didn’t think of these guys before, since helicopters are cool, but there you have it. Simple helibugs who, while formidable themselves, tend to be prey for the more birdlike Harriers.

Monster Class: Whirlybird
Element: Sorcery
Role: Fast DPS (Good SPD and ATK, okay DEF, decent everything else)

Base Monster: Alouette Whirlybird
Trait: VTOL(Blue Rotor Wing)
Effect: This monster has a 5% chance to act first for every creature with Grace on the battlefield. This creature starts with Grace.

Added Monster: Iroquois Whirlybird
Trait: Jungle Flier(Clear Rotor Wing)
Effect: This monster gains 20% more SPD for every creature with Grace on the battlefield. This creature starts with Grace.

Added Monster: Cobra Whirlybird
Trait: Attack Chopper(Iridescent Rotor Wing)
Effect: This monster gains 20% more ATK for every creature with Grace on the battlefield. This creature starts with Grace.

Added Monster: Chinook Whirlybird
Trait: Flying Hauler(Solid Rotor Wing)
Effect: This creature gains 5% more damage resistance for every creature with Grace on the battlefield.This creature starts with Grace.

Added Monster: Lakota Whirlybird
Trait: Multipurpose(Green Rotor Wing)
Effect: This monster gains 20% more INT for every creature with Grace on the battlefield. This creature starts with Grace.

Added Monster: Blackhawk Whirlybird
Trait: Troop Transport(Smoky Rotor Wing)
Effect: At the start of your creatures’ turns, they gain 5 Mana and 10% HP for every creature with Grace on the battlefield. This creature starts with Grace.

Added Monster: Apache Whirlybird
Trait: Birdwatching(Yellow Rotor Wing)
Effect: This creature gains 5% defense penetration for every creature with Grace on the battlefield. This creature starts with Grace.

Itherian Monster: Gyroscrew Whirlybird
Trait: Ahead Of Its Time(Itherian Rotor Wing)
Effect: Your Whirlybirds share their innate traits and 10% of their HP with eachother. This creature starts with Grace.

Disclaimer: Values shown may change at the devs’ discretion. Also, I’d love to be involved in the design if this goes through.

(Total Monster Count: 1159)

No time to stop, gotta keep going! Next on the list are the Spin Drivers, a mechanical creature NOT made by Fulthrotl for a change, who gain benefits when creatures, on either side, have Bleed!

Tartarith made these after observing Fulthrotl’s work and becoming inspired. Three-legged insect things whose main body, roughly ‘peace sign’-shaped has an eye in the center, and whose legs terminate in special drills used for digging into flesh and letting blood flow without coagulating…truly, only something the God of Punishment could devise!

Monster Class: Spin Driver
Element: Chaos
Role: Glass Cannon DPS(great ATK and SPD, decent-ish everything else)

Base Monster: Piercing Spin Driver
Trait: Pierce The Shell(Pointy Drill Bit)
Effect: This creature gains 5% defense penetration for every creature with Frozen on the battlefield. This creature starts with Bleed, but ignores its effect.

Added Monster: Shredding Spin Driver
Trait: Break The Bonds(Fullered Drill Bit)
Effect: This monster gains 20% more INT for every creature with Bleed on the battlefield. This creature starts with Bleed, but ignores its effect.

Added Monster: Ripping Spin Driver
Trait: Rip The Meat(Serrated Drill Bit)
Effect: This creature gains 5% more crit-chance for every creature with Bleed on the battlefield. This creature starts with Bleed, but ignores its effect,

Added Monster: Flaying Spin Driver
Trait: Flay The Hide(Flanged Drill Bit)
Effect: This monster gains 20% more ATK for every creature with Bleed on the battlefield. This creature starts with Bleed, but ignores its effect.

Added Monster: Slashing Spin Driver
Trait: Cut The Tendons(Bladed Drill Bit)
Effect: This creature gains 5% more damage resistance for every creature with Bleed on the battlefield.This creature starts with Bleed, but ignores its effect.

Added Monster: Tearing Spin Driver
Trait: Tear The Veins(Thick Drill Bit)
Effect: When this creature attacks, its target loses 5 Mana for every creature with Bleed on the battlefield.This creature starts with Bleed, but ignores its effect.

Added Monster: Rending Spin Driver
Trait: Rend The Bones(Cruel Drill Bit)
Effect: When this creature attacks, its target has a 5% chance to gain a random debuff that isn’t Bleed for every creature with Bleed on the battlefield. This creature starts with Bleed, but ignores its effect.

Itherian Monster: Prototype Spin Driver
Trait: Crush The Soul(Itherian Drill Bit)
Effect: Your Spin Drivers share their innate traits and 10% of their ATK with eachother. This creature starts with Bleed, but ignores its effect.

Disclaimer: Values shown may change at the devs’ discretion. Also, I’d love to be involved in the design if this goes through.

(Total Monster Count: 1167)

And moving on right away. Introducing the Deleters, big boys from Winstrate’s realm, and possibly of his invention, who punish enemies that have Grace on by gaining effects when attacking monsters who have it!

Visually, I figure they could be based on the Magnum Loaders! found in the second Kingdom Hearts game, but a bit more arcane-looking.

Monster Class: Deleter
Element: Sorcery
Role: Fast DPS (Good ATK and SPD, okay DEF, decent everything else)

Base Monster: Rapid Deleter
Trait: Delete And Away(Well-profiled Wheel)
Effect: When this monster’s attacks an enemy with Grace, it ignores Grace’s dodge boost and attacks a second time after the first, with the second hit dealing 50% damage. If the initial target dies, the second attack hits another enemy.

Added Monster: Imposing Deleter
Trait: Two-Shot Deletion(Tough Wheel)
Effect: When this monster’s attacks an enemy with Grace, it ignores Grace’s dodge boost and gains Critical.

Added Monster: Efficient Deleter
Trait: Deletion Rounds(Well-worn Wheel)
Effect: When this monster’s attacks an enemy with Grace, it ignores Grace’s dodge boost and ignores 20% of said monster’s DEF.

Added Monster: Destructive Deleter
Trait: Delete At Any Cost(Worn-down Wheel)
Effect: When this monster’s attacks an enemy with Grace, it ignores Grace’s dodge boost and deals 40% more damage.

Added Monster: Impervious Deleter
Trait: Deletron Armor(Armored Wheel)
Effect: When this monster’s attacks an enemy with Grace, it ignores Grace’s dodge boost. In addition, it takes 30% less damage from enemies with Grace.

Added Monster: Tactical Deleter
Trait: Search And Delete(Brand-new Wheel)
Effect: When this monster’s attacks an enemy with Grace, it ignores Grace’s dodge boost and the enemy’s ATK and DEF are reduced by 10%.

Itherian Monster: Merciless Deleter
Trait: Deleting Morale(Itherian Wheel)
Effect: When this monster’s attacks an enemy with Grace, it ignores Grace’s dodge boost. If it KILLS an enemy with Grace, all other monsters with Grace take damage equal to how much HP the killed monster had before it died.

Disclaimer: Values shown may change at the devs’ discretion. Also, I’d love to be involved in the design if this goes through.

(Total Monster Count: 1174)

Don’t stop me now! I’m having such a good time, I’m having a ball~! Here’s the next entry: the Crystarii, gaseous monsters that ignore Frost’s effect, and actually gain benefits when they have it!(they channel their abilioties through the ice’s crystalline structure, see).

These guys are based, visually, on Kholdstare!, a boss from A Link to the Past, much in the way that the Vitreons were too. Hell, I might use more of that game’s monsters as visual aids, ALttP had some pretty good bosses.

Fun fact: as I was doing trait stuff for this monster, I realized I’d added a monster I didn’t need to. Just ended up giving it a diffrent trait, because I don’t throw potential monsters away, resulting in the Dhark Crystarium. :slight_smile:

Monster Class: Crystarium
Element: Nature
Role: Tank(good HP and DEF, okay ATK, decent everything else)

Base Monster: Khold Crystarium
Trait: Crystal Ice Mirrors(Chilly Crystal Mass)
Effect: At the start of this monster’s turn, if it does not have Frozen, it gives itself Frozen, but ignores the effect. So long as it has Frozen, enemies that attack it have a 50% chance to instead attack one of their allies.

Added Monster: Fhlame Crystarium
Trait: Motivation(Warm Crystal Mass)
Effect: At the start of this monster’s turn, if it does not have Frozen, it gives itself Frozen, but ignores the effect. So long as it has Frozen, it has a 30% chance to get another turn after another monster in your party finishes its turn.

Added Monster: Whind Crystarium
Trait: Breezes And Gales(Cool Crystal Mass)
Effect: At the start of this monster’s turn, if it does not have Frozen, it gives itself Frozen, but ignores the effect. So long as it has Frozen, it dodges and crits as if it had 200% more SPD.

Added Monster: Ghround Crystarium
Trait: The Gaea Connection(Hard Crystal Mass)
Effect: At the start of this monster’s turn, if it does not have Frozen, it gives itself Frozen, but ignores the effect. So long as it has Frozen, it will always survive the first attack aimed at it that’d kill it, leaving it at 1 HP. It also gains Mend.

Added Monster: Lhightning Crystarium
Trait: Lightning Conductor(Tingly Crystal Mass)
Effect: At the start of this monster’s turn, if it does not have Frozen, it gives itself Frozen, but ignores the effect. So long as it has Frozen, it attacks as if it had 200% more ATK.

Added Monster: Whater Crystarium
Trait: Solidly Frozen(Wet Crystal Mass)
Effect: At the start of this monster’s turn, if it does not have Frozen, it gives itself Frozen, but ignores the effect. So long as it has Frozen, it takes 60% less damage from all sources.

Added Monster: Lhight Crystarium
Trait: Reflective Plating(Reflective Crystal Mass)
Effect: At the start of this monster’s turn, if it does not have Frozen, it gives itself Frozen, but ignores the effect. So long as it has Frozen, it also gains Invisible and Shell.

Added Monster: Dhark Crystarium
Trait: A Mirror Darkly(Smoky Crystal Mass)
Effect: At the start of this monster’s turn, if it does not have Frozen, it gives itself Frozen, but ignores the effect. So long as it has Frozen, it has a 50% chance to cast any spell an enemy casts at it, and use that enemy’s Mana to pay the cost.

Itherian Monster: Vhoid Crystarium
Trait: A Warped Reflection(Itherian Crystal Mass)
Effect: At the start of this monster’s turn, if it does not have Frozen, it gives itself Frozen, but ignores the effect. So long as it has Frozen, it has a 40% independant chance to dodge attacks. When it does so, it counterattacks the offending enemy for 80% damage.

Disclaimer: Values shown may change at the devs’ discretion. Also, I’d love to be involved in the design if this goes through.

(Total Monster Count: 1183)

Onward, ever onward! Remember the Charmed debuff up there with the Cupids, and how I never ended up doing more with it? Well, that changes now, with the Vainglories, who gain bonuses when attacking enemies with Charmed!

Essentially, Vainglories are creatures that appear charming on the surface, but, deep down, are bitter, rotten and selfish. Hence the name VAINglory.

Monster Class: Vainglory
Element: Death
Role: Supporting DPS(good ATK and INT, okay Mana, decent everything else)

Base Monster: Dismissive Vainglory
Trait: Uncaring Coldness(Fragile Gilded Mask)
Effect: This monster takes 75% less damage from enemies with Charmed.

Added Monster: Arrogant Vainglory
Trait: Hands Off!(Chipped Gilded Mask)
Effect: When an ally monster is damaged by an enemy with Charmed, this monster counterattacks it for 300% damage.

Added Monster: Selfish Vainglory
Trait: Fighting Narcissism(Polished Gilded Mask)
Effect: When this monster kills an enemy with Charmed, it takes their first two debuffs and gains 10 Mana.

Added Monster: Cruel Vainglory
Trait: Bow Before Your Betters(Stained Gilded Mask)
Effect: When this monster attacks an enemy with Charmed, it deals 50% more damage. In addition, if that enemy is below 50% HP, the attack will be Critical.

Added Monster: Cowardly Vainglory
Trait: Live To Fight Again(Thick Gilded Mask)
Effect: When this monster is attacked by an enemy with Charmed, this monsters has a 50% chance to dodge that attack.

Added Monster: Treasonous Vainglory
Trait: Backstabber(Cracked Gilded Mask)
Effect: When an enemy with Charmed ends their turn, this monster has a 50% chance to attack them for 150% damage.

Added Monster: Braggadocious Vainglory
Trait: Talking Trash(Acoustic Gilded Mask)
Effect: When a monster with Charmed casts a spell and this monster is alive, that spell has a 40% chance to fizzle out.

Itherian Monster: Corrupt Vainglory
Trait: Beneath My Heel(Itherian Gilded Mask)
Effect: So long as this monster lives, enemies with Charmed have a 5% chance to immediately die when they take damage from an attack, even if that attack is from their own side or from themselves!.

Disclaimer: Values shown may change at the devs’ discretion. Also, I’d love to be involved in the design if this goes through.

(Total Monster Count: 1191)

It’s that time of day again…time for another monster! This time around, it’s the Distilleroids, industrial booze-generating devices who gain benefits when creatures, on either side, have Drunk stacks!

These things spawned from, of all things, discussions on Futurama memes…the things prople draw inspiration from, right? Credits to Discord poster Empty Azure for bringing up the idea of Futurama-themed monsters, and to Discord poster Desophos for bringing a certain other drunk machine up I couldn’t have done this without you guys! All monster names are synonyms for ‘drunk’, and most trait names invoke sayings about drunkenness.

Monster Class: Distilleroid
Element: Chaos
Role: Tank(good DEF and HP, okay SPD, decent-ish everything else)

Base Monster: Sloshed Distilleroid
Trait: Love Not The Sober(Dark Scrumpy)
Effect: This monster gains 2% more ATK for every creature with Drunk stacks on the battlefield. The greater the stacks, the greater the bonus. This creature starts with maxed Drunk stacks, but ignores its effect.

Added Monster: Tanked Distilleroid
Trait: The Sober Man’s Sorrow(Honey-colored Scrumpy)
Effect: This creature gains 1% defense penetration for every creature with Drunk stacks on the battlefield. The greater the stacks, the greater the bonus. This creature starts with maxed Drunk stacks, but ignores its effect.

Added Monster: Buzzed Distilleroid
Trait: Joys Of The Drinker(Clear Scrumpy)
Effect: This creature gains 2% more crit-chance for every creature with Drunk stacks on the battlefield. The greater the stacks, the greater the bonus. This creature starts with maxed Drunk stacks, but ignores its effect,

Added Monster: Glazed Distilleroid
Trait: What Sobriety Conceals(Amber Scrumpy)
Effect: This monster gains 2% more INT for every creature with Drunk stacks on the battlefield. The greater the stacks, the greater the bonus. This creature starts with maxed Drunk stacks, but ignores its effect.

Added Monster: Plastered Distilleroid
Trait: Know No Danger(Reddish Scrumpy)
Effect: This creature gains 1% more damage resistance for every creature with Drunk stacks on the battlefield.The greater the stacks, the greater the bonus. This creature starts with maxed Drunk stacks, but ignores its effect.

Added Monster: Flushed Distilleroid
Trait: Totally Mana-Blasted(Bluish Scrumpy)
Effect: At the start of your creatures’ turns, they gain 5 Mana for every creature with Frozen on the battlefield. The greater the stacks, the greater the bonus. This creature starts with maxed Drunk stacks, but ignores its effect.

Itherian Monster: Wasted Distilleroid
Trait: Ever Drunk, Ever Dry(Itherian Scrumpy)
Effect: Your Distilleroids share their innate traits and 10% of their DEF with eachother. This creature starts with maxed Drunk stacks, but ignores its effect.

Special Monster: Enlightened Distilleroid
Trait: The Ballmer Peak(Perfect Scrumpy)
Effect: When this creature attacks a monster below 50% HP, it has a 0.5% chance to immediately die for every creature with Drunk stacks on the battlefield. The greater the stacks, the greater the bonus. This creature starts with maxed Drunk stacks, but ignores its effect.

Disclaimer: Values shown may change at the devs’ discretion. Also, I’d love to be involved in the design if this goes through.

(Total Monster Count: 1199)