Monsterology 101: Raiko's Monster Ideas

Time for something altogether friendlier and nicer. Meet the Yggdrals, friendly, shy tree ladies who give teamwide bonuses when they get buffs!

Essentially, Yggdrals are kind of the halfway point between Ents and Dryads, closer to, say, Final Fantasy Tactics-style Dryads. Equal parts tree and flesh.

Monster Class: Yggdral
Element: Nature
Role: Tank Caster(good HP and Mana, okay INT, decent everything else)

Base Monster: Sprout Yggdral
Trait: Life Force(Fresh Root)
Effect: Every time this creature gains a buff, your entire party is healed by 10% of their current HP and gains 5 Mana.

Added Monster: Cotton Yggdral
Trait: The Speed of Fluff(Fuzzy Root)
Effect: Every time this creature gains a buff, your entire party gains 10% SPD.

Added Monster: Sunflower Yggdral
Trait: Facing The Sun(Warm Root)
Effect: Every time this monster gains a buff, your entire party gains Mend for 3 turns. If the buff this monster got was Mend, the party’s gained Mend buff heals 100% more HP.

Added Monster: Orchard Yggdral
Trait: Snacktime(Juicy Root)
Effect: Every time this monster gains a buff, your entire party gains 10% DEF.

Added Monster: Pine Yggdral
Trait: Winder Wonderland(Cold Root)
Effect: When this monster gains a buff, your entire party loses one of its debuffs, with priority given to debuffs shared by more then one monster.

Added Monster: Hagwood Yggdral
Trait: The Witching Hour(Inscribed Root)
Effect: When this monster gains a buff, your entire party gains 10% INT.

Added Monster: Gallows Yggdral
Trait: Hang 'Em High(Tough Root)
Effect: Your party deals 5% more damage for every buff this creature has.

Added Monster: Willow Yggdral
Trait: Sheltering Boughs(Thick Root)
Effect: Your party takes 5% less damage for every buff this creature has.

Added Monster: Palm Yggdral
Trait: Fun At The Beach(Exotic Root)
Effect: When this monster gains a buff, your entire party gains 10% ATK.

Itherian Monster: Eucalyptus Yggdral
Trait: When Trees Attack(Itherian Root)
Effect: This monster gains a copy of every buff the other members of your party has. When this monster dies, it deals damage equal to 10% of enemies’ maximum HP for every buff it had before it died.

Special Monster: Hourai Yggdral
Trait: To Truly Last Forever(Jewelled Root)
Effect: This monster gains a copy of every buff the other members of your party has. When this monster dies, it has a 10% chance to revive at full HP and Mana for every buff it 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: 598)

No time to stop, onto the next! On a big roll. Meet the Jewelavises, sparkly, shiny birbs who gain benefits when enemies cast things at them!

Kind of like Phoenixes, but more like birds with crystalline influences. Made up all the names of the jewels involved myself(minus Orichalcum), named after crystalline earthly elements in my own works.

Monster Class: Jewelavis
Element: Life
Role: Jack-of-all-trades(good DEF and Mana, okay SPD and ATK, decent everything else)

Base Monster: Glastia Avis
Trait: Refraction(White Tailfeather)
Effect: When an enemy casts a spell at your party, this monster cancels it and gains a random buff. If that spell targeted multiple allies, this monster gains multiple buffs.

Added Monster: Rozenium Avis
Trait: Blood Diamond(Red Tailfeather)
Effect: When an enemy casts a spell at your party, this monster cancels it and gains 10% ATK. If that spell targeted multiple allies, this monster gains that boost an equal number of times.

Added Monster: Zaurnite Avis
Trait: Skies With Diamonds(Blue Tailfeather)
Effect: When an enemy casts a spell at your party, this monster cancels it and gains Mana equal to what the spell in question cost.

Added Monster: Obolberith Avis
Trait: Gem Polish(Green Tailfeather)
Effect: When an enemy casts a spell at your party, this monster cancels it and loses one of its debuff. If that spell targeted multiple allies, this monster loses multiple debuffs.

Added Monster: Torronium Avis
Trait: It’s Electrifying!(Yellow Tailfeather)
Effect: When an enemy casts a spell at your party, this monster cancels it and gains 10% SPD. If that spell targeted multiple allies, this monster gains that boost an equal number of times.

Added Monster: Laomite Avis
Trait: Purple Is Powerful(Purple Tailfeather)
Effect: When an enemy casts a spell at your party, this monster cancels it and gains a 10% damage boost to its next attack or spell. If that spell targeted multiple allies, the boost is increased by an equivalent number of times.

Itherian Monster: Orichalcum Avis
Trait: Incomprehensible(Itherian Tailfeather)
Effect: When an enemy casts a spell at its own party, this monster cancels it and casts that spell, using the original caster’s Mana to pay the cost.

Special Monster: Flumion Avis
Trait: Energy Drill(Teal Tailfeather)
Effect: When an enemy casts a spell at your party, this creature cancels it and gains 5% defense penetration for its next attack or spell. If that spell targeted multiple allies, the percentage of defense penetrated is increased an equivalent number of times.

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: 606)

And time for another imported monster…Introducing the Strikers, based on scorpions and lobsters in a similar way as Monster Rancher’s Arrowheads, but with longer, more imposing tails, who especially punish buffs!

Yeah, bet you guys weren’t expecting a Monster Rancher shout-out, of all things! That series had some…interresting monster ideas, to say the least.

Monster Class: Striker
Element: Chaos
Role: Durable DPS(good DEF and ATK, okay SPD, decent everything else)

Base Monster: River Striker
Trait: Running Water(Red Carapace)
Effect: This monsters deals 50% more damage to, and takes 50% less damage from, creatures with Splash, no matter if it’s the initial target or a side target.

Added Monster: Desert Striker
Trait: Sand Stinger(Sandy Carapace)
Effect: This monsters deals 50% more damage to, and takes 50% less damage from, creatures with Protect.

Added Monster: Forest Striker
Trait: Buzzing Saw(Wooden Carapace)
Effect: This monsters deals 50% more damage to, and takes 50% less damage from, creatures with Mend.

Added Monster: Softshell Striker
Trait: Gentle Tears(Skinlike Carapace)
Effect: This monsters deals 50% more damage to, and takes 50% less damage from, creatures with Berserk.

Added Monster: Assault Striker
Trait: Riot Shield(Synthetic Carapace)
Effect: This monsters deals 50% more damage to, and takes 50% less damage from, creatures with Multistrike.

Added Monster: Rockfall Striker
Trait: Avalanche(Stone Carapace)
Effect: This monsters deals 50% more damage to, and takes 50% less damage from, creatures with Grace, and negates the dodge bonus Grace gives.

Added Monster: Veteran Striker
Trait: Invitation(Scarred Carapace)
Effect: This monsters deals 50% more damage to, and takes 50% less damage from, creatures with Taunt, and deals 50% more damage on top of that when they Provoke.

Itherian Monster: Shadow Striker
Trait: From The Darkness(Itherian Stinger)
Effect: This monsters deals 50% more damage to, and takes 50% less damage from, creatures with Invisible, and can attack them freely.

Special Monster: Rhinestone Striker
Trait: Shield Breaker(Gleaming Carapace)
Effect: This monsters deals 50% more damage to, and takes 50% less damage from, creatures with barriers, and its attacks ignore said barriers.

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: 615)

Third to last for now. Introducing the Batlords, lady vampires who make Bats(and themselves) better, making them excellent leaders of Bat teams!

One’d expect this to be a Castlevania shout-out, right? Well, they ARE partly based on those games’ various ladybats! But the MAIN influence is a Suikoden 2 monster, the Neclordia, as seen HERE.

Monster Class: Batlord
Element: Chaos
Role: Durable Caster(good DEF and Mana, okay INT, decent everything else)

Base Monster: Vampiric Batlord
Trait: Blood Donation(Deep Red Lipstick)
Effect: Your Bats, and this monster, always have Leech, and gain 10% more HP for every Bat in the party when they are healed by it. This monster counts as a Bat for purposes of trait calculation.

Added Monster: Cute Batlord
Trait: Coordination(Pastel Pink Lipstick)
Effect: Your Batlord traits act as if there are three more Bats in the party.

Added Monster: Alluring Batlord
Trait: Captivation(Bright Red Lipstick)
Effect: Your Bats, and this monster, take 5% less damage for every Bat in the party. This monster counts as a Bat for purposes of trait calculation.

Added Monster: Unholy Batlord
Trait: Blasphemous Ferocity(Black Lipstick)
Effect: Your Bats, and this monster, have 10% more ATK for every Bat in the party. This monster counts as a Bat for purposes of trait calculation.

Added Monster: Darkling Batlord
Trait: Denounce The Light(Indigo Lipstick)
Effect: Your Bats, and this monster, have 10% more SPD for every Bat in the party. This monster counts as a Bat for purposes of trait calculation.

Added Monster: Beautiful Batlord
Trait: The Gift Of Closeness(Hot Pink Lipstick)
Effect: Your Bats, and this monster, have 50% more Max Mana for every Bat in the party. This monster counts as a Bat for purposes of trait calculation.

Added Monster: Haunting Batlord
Trait: Grisly Distraction(Lavender Lipstick)
Effect: Your Bats, and this monster, have 5% defense penetration for every Bat in the party. This monster counts as a Bat for purposes of trait calculation.

Added Monster: Nurturing Batlord
Trait: Gentle Loving Care(Cherry Red Lipstick)
Effect: Your Bats, and this monster, have 10% more Max HP for every Bat in the party. This monster counts as a Bat for purposes of trait calculation.

Itherian Monster: Ambitious Batlord
Trait: What Is A Man?(Itherian Lipstick)
Effect: Your Bats, and this monster, deal 5% more damage for every Bat in the party. This monster counts as a Bat for purposes of trait calculation.

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: 624)

And some bugs. Introducing the Direspiders, Regalis’ entry into the ‘Biggest Monster’ contest, and unnervingly-large arachnids who do dual-debuff things involving Poison and Snare!

I based the Direspiders on the monsters of the same name from White Knight Chronicles…this was the best image I could find that shows how big the originals are. They’re massive buggos with ill intent, and they’re just as big here!

Monster Class: Direspider
Element: Nature
Role: DPS(good ATK and SPD, okay HP, decent everything else)

Base Monster: Direspider Tarantula
Trait: Terrible Aggression(Dark Spider Eyes)
Effect: This monster’s attacks deal 40% more damage and inflict Poison, Snare or both.

Added Monster: Direspider Orbweaver
Trait: Poison Net(Glassy Spider Eyes)
Effect: So long as this monster is alive, if an enemy gains either Poison or Snare, they’ll also gain the other debuff.

Added Monster: Direspider Widow
Trait: Deadly Venom(Clouded Spider Eyes)
Effect: So long as this monster is alive, enemies with Snare take 200% more damage from Poison.

Added Monster: Direspider Recluse
Trait: Crippling Toxin(Clear Spider Eyes)
Effect: So long as this monster is alive, enemies with Snare and Poison below 50% HP have a 10% chance to instantly die instead of taking Poison damage.

Added Monster: Jumping Direspider
Trait: Leaps And Bounds(Developed Spider Eyes)
Effect: At the start of this monster’s turn, it attacks enemies with Poison for 100% normal damage, and inflicts enemies with Snare with Poison. It may then perform an action as normal.

Added Monster: Direspider Diver
Trait: Danger In The Depths(Thick-lensed Spider Eyes)
Effect: So long as this monster is alive, enemies with Poison and Snare lose 10 Mana per turn.

Added Monster: Crabby Direspider
Trait: Counter Kiss(Extending Spider Eyes)
Effect: When an enemy with Poison atatcks, this monster counterattacks it for 100% normal damage and inflicts Snare.

Added Monster: Direspider Goliath
Trait: Arachnophobia(Enormous Spider Eyes)
Effect: This monster deals 200% more damage to enemies with Poison or Snare, and 400% more if both conditions are met.

Itherian Monster: Direspider Tsuchigumo
Trait: Consume The Prey(Itherian Spider Eyes)
Effect: This monster has 10% more SPD for every enemy with Poison and Snare, and 20% more SPD for every enemy with both.

Special Monster: Mommy Longlegs
Trait: Silken Finery(Loving Spider Eyes)
Effect: Your Direspiders, Mites and Arachnalisks have 10% more DEF for every monster of the same type in the party, counting this monster as being of the same type.

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: 634)

And now something more humanoid…a monster-type I cannot believe I haven’t written up or figured out before. Meet the Demagogues, super-loyal followers of the Gods who become super-powerful when in their patron’s realm! This includes Demagogues for all five of the Unaligned Gods.

If the Unaligned Realms(and thus the Unaligned Gods) don’t get in, the Itherian’ll have to be rewritten a bit, and the total monster count is reduced by 1. But I hope the Unaligned Realms DO meet Zack’s approval!

Monster Class: Demagogue
Element: Life
Role: Jack-of-all-traits(Okay everything)

Base Monster: Surathline Demagogue
Trait: Surathli’s Radiance(Surathli Holy Icon)
Effect: This monster’s stats are increased by 400% when in the Azure Dream.

Added Monster: Torunite Demagogue
Trait: Torun’s Tolerance(Torun Holy Icon)
Effect: This monster’s stats are increased by 400% when in the Cutthroat Jungle.

Added Monster: Zontenian Demagogue
Trait: Zonte’s Lessons(Zonte Holy Icon)
Effect: This monster’s stats are increased by 400% when in the Refuge of the Magi.

Added Monster: Erebyssal Demagogue
Trait: Erebyss’ Tragedy(Erebys Holy Icon)
Effect: This monster’s stats are increased by 400% when in the Path of the Damned.

Added Monster: Vulcanarite Demagogue
Trait: Vulcanar’s Joy(Vulcanar Holy Icon)
Effect: This monster’s stats are increased by 400% when in the Great Pandemonium.

Added Monster: Listerese Demagogue
Trait: Lister’s Dreams(Lister Holy Icon)
Effect: This monster’s stats are increased by 400% when in the Faraway Enclave.

Added Monster: Regalian Demagogue
Trait: Regalis’ Fondness(Regalis Holy Icon)
Effect: This monster’s stats are increased by 400% when in the Arachnid Nest.

Base Monster: Azuraline Demagogue
Trait: Azural’s Valor(Azural Holy Icon)
Effect: This monster’s stats are increased by 400% when in the Frostbite Caverns.

Added Monster: Fridenite Demagogue
Trait: Friden’s Favor(Friden Holy Icon)
Effect: This monster’s stats are increased by 400% when in Where the Dead Ships Dwell.

Added Monster: Gonfurion Demagogue
Trait: Gonfurian’s Tactics(Gonfurian Holy Icon)
Effect: This monster’s stats are increased by 400% when in the Kingdom of Heretics.

Added Monster: Yserosan Demagogue
Trait: Yseros’ Direction(Yseros Holy Icon)
Effect: This monster’s stats are increased by 400% when in The Barrens.

Added Monster: Meraxese Demagogue
Trait: Meraxis’ Resplendance(Meraxis Holy Icon)
Effect: This monster’s stats are increased by 400% when in The Swamplands.

Added Monster: Vertraagde Demagogue
Trait: Vertraag’s Vision(Vertraag Holy Icon)
Effect: This monster’s stats are increased by 400% when in Eternity’s End.

Added Monster: Aeolion Demagogue
Trait: Aeolian’s Blessing(Aeolian Holy Icon)
Effect: This monster’s stats are increased by 400% when in the Unsullied Meadows.

Added Monster: Tartarithite Demagogue
Trait: Tartarith’s Reign(Tartarith Holy Icon)
Effect: This monster’s stats are increased by 400% when in the Torture Chamber.

Added Monster: Cordemine Demagogue
Trait: Cordemis’ Smile(Cordemis Holy Icon)
Effect: This monster’s stats are increased by 400% when in the Docks of Farewell.

Added Monster: Fulthrotlian Demagogue
Trait: Fulthrotl’s Passion(Fulthrotl Holy Icon)
Effect: This monster’s stats are increased by 400% when in the Dais of Invention.

Added Monster: Winstratian Demagogue
Trait: Winstrate’s Whimsy(Winstrate Holy Icon)
Effect: This monster’s stats are increased by 400% when in the Hall of Opportunity.

Added Monster: Bounteaful Demagogue
Trait: Bountea’s Generosity(Bountea Holy Icon)
Effect: This monster’s stats are increased by 400% when in the Fields of Plenty.

Added Monster: Rhajtarese Demagogue
Trait: Rhajtar’s Insight(Rhajtar Holy Icon)
Effect: This monster’s stats are increased by 400% when in the Cruel Wilderness.

Itherian Monster: Godless Demagogue
Trait: Apostasy(Itherian Holy Icon)
Effect: This monster’s stats are increased by 400% when in an Unaligned Realm.

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: 655)

Time for another imports for now…meet the Sentinels, based on a boss-type monster from an obscure SNES game called Arcana, who give the whole party Barriers when things happen to them!

I say this, and said boss looks like THIS, but admittedly, I also slipped in some ideas from Castlevania’s various Golems.

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

Base Monster: Tin Sentinel
Trait: Tower Shield(Tin Armor Panel)
Effect: When this monster Defends, your party gains a Barrier equal to 50% of its Max HP.

Added Monster: Copper Sentinel
Trait: Conductivity(Copper Armor Panel)
Effect: When this monster casts a spell, your party gains a Barrier equal to 50% of its Max HP.

Added Monster: Bronze Sentinel
Trait: Slow But Steady(Bronze Armor Panel)
Effect: At the end of this monster’s turn, your party gains a Barrier equal to 50% of this monster’s Max HP.

Added Monster: Iron Sentinel
Trait: Wrecking Ball(Iron Armor Panel)
Effect: When this monster attacks, your party gains a Barrier equal to 50% of this monster’s Max HP.

Added Monster: Silver Sentinel
Trait: Polished To Perfection(Silver Armor Panel)
Effect: When this creature has a spell cast at it by any side, your party gains a Barrier equal to 50% of this monster’s Max HP.

Added Monster: Brass Sentinel
Trait: Working Mechanism(Brass Armor Panel)
Effect: When this monster takes damage, your party gains a Barrier equal to 50% of this monster’s Max HP.

Added Monster: Aluminium Sentinel
Trait: Super Lightweight(Aluminium Armor Panel)
Effect: At the start of this creature’s turn, your party gains a Barrier equal to 50% of its Max HP.

Itherian Monster: Itherium Sentinel
Trait: Highly Unusual(Itherian Armor Panel)
Effect: Your creatures do extra damage equal to their Barrier strength. The more barrier they have, the more damage they do, up to 100%. This trait does not stack.

Special Monster: Gold Sentinel
Trait: The Safest Bet(Gold Armor Panel)
Effect: When this monster Provokes, your party gains a Barrier equal to 50% of its Max HP. In addition, this monster grants a 5% increase in post-battle resource gain for every turn it survives.

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: 664)

And here’s yet another import. Introducing the Entombed, animated coffins whose traits do the opposite of what Phase Warrior traits do!

The Entombed are an experiment with a diffrent type of undead creature, incorporating the coffins they were sealed in in a more visceral manner. Makes for a more interresting kind of undead, as coffins filled with stuff can be cool.

Monster Class: Entombed
Element: Death
Role: Durable Caster(good DEF and Mana, okay INT, decent everything else)

Base Monster: Impure Entombed
Trait: Salted Earth(Hard Interred Flesh)
Effect: Enemy creatures take 80% more damage from all sources other than attacks and spells. This trait does not stack.

Added Monster: Accursed Entombed
Trait: Unseemly Weakness(Goopy Interred Flesh)
Effect: Enemy creatures deal 25% less damage. This trait does not stack.

Added Monster: Bloody Entombed
Trait: Sanguine Aegis(Dripping Interred Flesh)
Effect: After your creatures attack, they have a 50% chance to gain Shell. This trait does not stack.

Added Monster: Menacing Entombed
Trait: Palpable Menace(Fatty Interred Flesh)
Effect: Enemy creatures have an independent 20% reduction to their crit-rate and dodge-rate. This trait does not stack.

Added Monster: Ominous Entombed
Trait: Succumb To Stress(Spasming Interred Flesh)
Effect: After one of your creatures dies, a random enemy is reduced to 20% Health.

Added Monster: Resentful Entombed
Trait: Bitter Spite(Screaming Interred Flesh)
Effect: After your creatures attack, the monster they attack, if it survived, takes damage equal to 15% of the attacker’s Speed. This trait does not stack.

Itherian Monster: Glistening Entombed
Trait: Enticing Gloss(Itherian Intered Flesh)
Effect: Enemy creatures have a 40% reduced chance to dodge attacks. This trait does not stack.

Special Monster: The Lady In Red
Trait: The Lady’s Contempt(Living Interred Flesh)
Effect: Enemy creatures take 40% more damage from Critical attacks. This trait does not stack.

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: 672)

Moar cats, and another import. Introducing the Star Lions, blazing, proud felines who, when certain conditions are met, can revive themselves!

Pretty blatantly based on Kirby’s Fire Lions, and probably some others too without knowing. I do like that look, and it’s a fancy way of doing Phoenix-like things without birbing it up.

Monster Class: Star Lion
Element: Life
Role: Fast DPS(good ATK and SPD, okay HP, decent everything else)

Base Monster: Victory Star
Trait: Heroic Willpower(Valiant Starfire)
Effect: When this creature is dead, if an ally kills an enemy, this creature has a 30% chance to revive with full HP.

Added Monster: Fiery Star
Trait: Flare Up(Eager Starfire)
Effect: When this creature is dead, if an ally scores a critical hit, this creature has a 30% chance to revive with full HP.

Added Monster: Desert Star
Trait: Guidance(Bright Starfire)
Effect: When this creature is dead, if an ally dodges an attack, this creature has a 30% chance to revive with full HP.

Added Monster: Ancient Star
Trait: Enduring Light(Faded Starfire)
Effect: When this creature is dead, if an ally gains a buff, this creature has a 30% chance to revive with full HP.

Added Monster: Twinkling Star
Trait: Nursery Rhyme(Fresh Starfire)
Effect: When this creature is dead, if an ally gets healed, this creature has a 30% chance to revive with full HP.

Added Monster: Plasma Star
Trait: Solar Reactor(Roiling Starfire)
Effect: When this creature is dead, if an ally casts a spell, this creature has a 30% chance to revive with full HP.

Added Monster: Flaring Star
Trait: Super-Hot(Blazing Starfire)
Effect: When this creature is dead, if an ally inflicts a debuff, this creature has a 30% chance to revive with full HP.

Itherian Monster: Nova Star
Trait: Unstable Power(Itherian Starfire)
Effect: Once per battle, when this creature dies, it attacks every enemy for 100% normal damage. If it kills an enemy while doing this, it stays alive with 30% HP.

Special Monster: Candelight Star
Trait: Vigil(Gentle Starfire)
Effect: Your Star Lions have a 20% increased chance to revive themselves when the conditions 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: 681)

Rockin’ another import. Introducing the Hellwalls, deceiving pieces of rock and mortar based on the recurring Demon Walls Square liked putting in their games way back when, like this one and this one and even this one! Their stats lean them more to being pure tanks, but their traits make them faster, stronger and altogether WAY more dangerous!

…don’t think I have to go into much detail here. Just had those monsters on the brain one day, so I went for it.

Monster Class: Hellwall
Element: Death
Role: Tank(great DEF nand HP, decent everything else)

Base Monster: Unholy Hellwall
Trait: Grim Advance(Grey Mortar)
Effect: Your Hellwalls have a 5% chance to, when they receive a debuff, ignore said debuff’s effect for every Hellwall in the party.

Added Monster: Shadowed Hellwall
Trait: Silhouette Play(White Mortar)
Effect: Your Hellwalls have 8% damage penetration for every Hellwall in the party.

Added Monster: Decorated Hellwall
Trait: Display of Ferocity(Painted-over Mortar)
Effect: Your Hellwall traits act as if there are three more Hellwalls in the party.

Added Monster: Totemic Hellwall
Trait: Tribal Runes(Inscribed Mortar)
Effect: Your Hellwalls gain 30% more INT for every Hellwall in the party.

Added Monster: Unknowable Hellwall
Trait: Unexplainable(Mysterious Mortar)
Effect: Your Hellwalls gain 30% more SPD for every Hellwall in the party.

Added Monster: Mirrored Hellwall
Trait: Reflective Surface(Polished Mortar)
Effect: Your Hellwalls have an 8% chance to reflect enemy magic back at the monster that cast it for every Hellwall in the party.

Added Monster: Corrupted Hellwall
Trait: Infused Hatred(Throbbing Mortar)
Effect: Your Hellwalls’ attacks do 20% more damage for every Hellwall in the party.

Added Monster: Heinous Hellwall
Trait: Death Spikes(Metallic Mortar)
Effect: Your Hellwalls gain 30% more ATK for every Hellwall in the party.

Itherian Monster: Rusted Hellwall
Trait: The Inevitable(Itherian Mortar)
Effect: Your Hellwalls have a 5% chance to, when they attack a target that’s at 50% HP or lower, instantly kill that enemy for every Hellwall in the party.

Special Monster: Amalgamated Hellwall
Trait: By Your Corpses Combined(Fleshy Mortar)
Effect: When one of your party’s Hellwalls kills an enemy, all of your party’s Hellwalls gain 50% of said enemy’s stats.

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: 691)

It’s time for another import, though I’m also borrowing cues from another game. First, an accompanying status effect:

DROWNED: Creatures with Drowned dodge and get turns as if they have halved SPD, and pay 1.75 times the Mana cost for their spells.

Then, the monster. Introducing the Oannii, creepy-yet-pretty mermaids, akin to Ragnarok Online’s Obeaunes(like THIS!), and deriving a bit from the Clione(those sea-angel things the Japanese just can’t get enough of), who are themed around this effect!

Monster Class: Oannes
Element: Nature
Role: Balanced DPS(Okay ATK, DEF, SPD and INT, decent HP and Mana)

Base Monster: Oannes Wench
Trait: Seaside Daze(Pink Tentacle Hair)
Effect: This monster’s attacks deal 75% more damage and inflict Drowned.

Added Monster: Oannes Scavenger
Trait: Making The Most(Brown Tentacle Hair)
Effect: When this monster damages an enemy that has Drowned, it also steals one of their buffs at random.

Added Monster: Oannes Lyrist
Trait: Strings of the Heart(Blue Tentacle Hair)
Effect: When this monster gains or has a buff, all enemies with the same buff gain Drowned.

Added Monster: Oannes Illuminator
Trait: Baleful Beacon(Clear Tentacle Hair)
Effect: So long as this monster lives, enemies with Drowned must target it above everything else, and deal 50% reduced damage to it.

Added Monster: Oannes Shelterer
Trait: Slapshell(Red Tentacle Hair)
Effect: Enemies afflicted with Drowned also do 50% less damage.

Added Monster: Oannes Operetta
Trait: Elegy of the Waves(Blonde Tentacle Hair)
Effect: Your monsters do 10% more damage for every monster with Drowned on the enemy team.

Added Monster: Oannes Mystic
Trait: Turbid Currents(Black Tentacle Hair)
Effect: Enemies afflicted with Drowned also take 50% more damage.

Itherian Monster: Oannes Silencer
Trait: Pulled Under(Itherian Tentacle Hair)
Effect: So long as this monster is alive, if an enemy at 60% HP or below with Drowned tries to cast a spell, it has a 15% chance to immediately die.

Special Monster: Oannes Seafairy
Trait: Absinthe-minded(Green Tentacle Hair)
Effect: Enemies with Drunk stacks gain Drowned, and enemies with Drowned slowly build up Drunk stacks so long as Drowned persists.

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: 700)

Nearing the end of all the copy-pasta. Meet the Olympians, super-buff, quadrupedal offensive tanks whose attacks have beneficial effects for your party.

Kind of a variant on adonic, hulkingly-buff statues and such: Olympians are so buff and hulking, they support themselves with FOUR legs.

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

Base Monster: Beefy Olympian
Trait: Muscle Control(Ripped Muscle)
Effect: This monster deals 40% more damage with its attacks, and when it does, it takes one of the target’s buffs at random and gives it to the party.

Added Monster: Adonic Olympian
Trait: Power And Agility(Glorious Muscle)
Effect: This monster deals 40% more damage with its attacks, and when it does, it takes 10% of the target’s SPD and gives it to the party.

Added Monster: Radiant Olympian
Trait: Legendary Physique(Resplendant Muscle)
Effect: This monster deals 40% more damage with its attacks, and when it does, it takes 10% of the target’s ATK and gives it to the party.

Added Monster: Sculpted Olympian
Trait: Classical Artistry(Rock-hard Muscle)
Effect: This monster deals 40% more damage with its attacks, and when it does, it takes 10% of the target’s DEF and gives it to the party.

Added Monster: Polished Olympian
Trait: A Study Of Power(Waxed Muscle)
Effect: This monster deals 40% more damage with its attacks, and when it does, it takes 10% of the target’s INT and gives it to the party.

Added Monster: Gentle Olympian
Trait: Tender-Hearted(Refined Muscle)
Effect: This monster deals 40% more damage with its attacks, and when it does, it takes 10% of the target’s mana, calculated by their maximum mana, and gives it to the party.

Itherian Monster: Monumental Olympian
Trait: A World Of Buffness(Itherian Muscle)
Effect: This monster deals 40% more damage with its attacks, and when it does, it takes one of its own debuffs at random and gives it to the enemy 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: 707)

Almost there. First, a debuff:

GRIM: Creatures with Grim take 25% more damage, and any heals used on them have their potency halved.

And then the accompanying monster-type: the Trenchers, based on the soldiers who fought in IRL wars past, who best emphasize this effect, having it themselves, but gaining benefits from it.

Monster Class: Trencher
Element: Death
Role: DPS(good ATK and SPD, okay DEF, decent everything else)

Base Monster: Trencher Private
Trait: We Have Reserves(Bloody Picture)
Effect: This monster always has Grim, but will, once per battle, revive itself at 50% HP.

Added Monster: Trencher Heavy
Trait: A Song Of Lead(Crumpled Picture)
Effect: This monster always has Grim, but deals 100% more damage.

Added Monster: Trencher Sniper
Trait: Hold Onto Your Head(Marked Picture)
Effect: This monster always has Grim, but its attacks ignore barriers, and can freely target Invisible enemies.

Added Monster: Trencher Pyro
Trait: The Smell of Napalm(Singed Picture)
Effect: This monster always has Grim, but its attacks are 25% more powerful and inflict Burn. In addition, as long as this monster is alive, all Burn effects applied to the enemy team do twice as much damage.

Added Monster: Trencher Engineer
Trait: Movin’ That Gear Up(Stained Picture)
Effect: This monster always has Grim, but at the end of its turns, it gives itself a random buff. If the buff it would’ve given itself is a buff it already has, it gives that buff to the party instead.

Added Monster: Trencher Commsman
Trait: Ground Control To…(Pristine Picture)
Effect: This monster always has Grim, but so long as this monster is alive, your entire team has Grace and Critical.

Added Monster: Trencher Medic
Trait: Doctor-assisted Homicide(Faded Picture)
Effect: This monster always has Grim, but any heals dished out by this monster heal for 50% more then they normally would.

Itherian Monster: Trencher Sergeant
Trait: First Rank, Fire!(Itherian Picture)
Effect: This monster always has Grim, but so long as it lives, your party deals 35% more damage.

Special Monster: The Unknown Hero
Trait: Fight Another Day(Sepia-toned Picture)
Effect: This monster always has Grim, but so long as this monster is alive, your party takes 25% less 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: 716)

Second-to-last, and another recycled thing I thought unusable at first: meet the Skelliquids, slime creatures who enjoy taking skletal shapes, who do things that INFLICT Grim, but mainly capitalize on it.

Skelliquids are just a passing idea: what if one were to combine the gruesomeness of skeletons with the gruesomeness of semi-liquid monsters? A bit of nice variety, I’d say!

Monster Class: Skelliquid
Element: Sorcery
Role: Durable DPS(great HP, okay ATK and DEF, decent everything else)

Base Monster: Watery Skelliquid
Trait: A Raging Sea(Wet Jewel)
Effect: This monster’s attacks do 75% more damage and inflict Grim.

Added Monster: Gelatin Skelliquid
Trait: A Bad Thing Gone Worse(Lubricated Jewel)
Effect: When this monster inflicts a debuff that isn’t Grim, it also inflicts Grim.

Added Monster: Inky Skelliquid
Trait: A Grimm Bloody Fable(Deep, Dark Jewel)
Effect: When this monster attacks an enemy with Grim, they also gain another debuff.

Added Monster: Blood Skelliquid
Trait: A Hell Of A Mess(Sticky Jewel)
Effect: When this monster kills an enemy with Grim for more damage then it had HP to cover, excess damage is transferred onto adjacent enemies.

Added Monster: Concrete Skelliquid
Trait: A Pair Of Cement Shoes(Stone-colored Jewel)
Effect: When this monster attacks an enemy that has either Grim or Snare, it also gains the other debuff.

Added Monster: Reviver Skelliquid
Trait: A Crazy Diamond(Regenerating Jewel)
Effect: When this monster attacks an enemy that has Grim, it heals itself for the amount of damage it did to the enemy.

Itherian Monster: Skulliquid
Trait: A Frightening Visage(Itherian Jewel)
Effect: When this monster attacks an enemy with Grim, the enemy has a 10% chance to immediately die.

Special Monster: Moonshine Skelliquid
Trait: A Toast To One’s Health(Beer-colored Jewel)
Effect: When this monster deals damage to an enemy that has Drunk stacks, they also gain Grim. When this monster attacks an enemy that has Grim, they gain a Drunk stack.

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: 724)

And here it is. The last monster concept from the old thread. Introducing a…bit of vanity: the Dreadknights, deriving from a few of Castlevania’s big armored soldiers(the Great Armor line and the ‘Brothers of Knighthood’, but there’s cues from others). Despite their size, these are pack monsters, Diabolic Horde-style, which boost their effectiveness when there’s a bunch of 'em together.

You may notice I haven’t added any links to this one yet…that’s because there’s a lot to sift through. I will someday, though, so watch this space!

Monster Class: Dreadknight
Element: Chaos
Role: Durable DPS(good DEF and ATK, okay HP, decent everything else)

Base Monster: Dreadknight Soldier
Trait: Strength In Numbers(Black Cuirass)
Effect: Your creatures’ Dreadknight traits act as if the party contains three more Dreadknights.

Added Monster: Dreadknight Bladesman
Trait: Dance Of Steel(Red Cuirass)
Effect: Your Dreadknights have 10% more SPD for each Dreadknight fighting on your side.

Added Monster: Dreadknight Slayer
Trait: Gurkha’s Caress(Green Cuirass)
Effect: Your Dreadknights have 10% more ATK for each Dreadknight fighting on your side.

Added Monster: Dreadknight Arbiter
Trait: Law And Order(Blue Cuirass)
Effect: Enemies deal 5% less damage for each Dreadknight fighting on your side.

Added Monster: Dreadknight Pikeman
Trait: Shield And Spear(Purple Cuirass)
Effect: Your Dreadknights have 10% more DEF for each Dreadknight fighting on your side.

Added Monster: Dreadknight Surveyor
Trait: Prime Ambush(Brown Cuirass)
Effect: Enemies have 5% less ATK, DEF, SPD and INT for each Dreadknight fighting on your side.

Added Monster: Dreadknight Ripper
Trait: Trajectories(Silver Cuirass)
Effect: Your Dreadknights have 10% more INT for each Dreadknight fighting on your side.

Added Monster: Dreadknight Breacher
Trait: Gunpowder Surprise(Orange Cuirass)
Effect: Your Dreadknights deal 10% more damage for each Dreadknight fighting on your side.

Added Monster: Dreadknight Guardian
Trait: Great Bulwark(Steel Cuirass)
Effect: After your Dreadknights die, they have a 5% chance to be resurrected with 50% HP for each Dreadknight fighting on your side.

Itherian Monster: Dreadknight Marshall
Trait: Lord Custodian(Itherian Cuirass)
Effect: Your Dreadknights no longer have a class weakness, and always deal increased damage as if the enemy’s class is weak to theirs.

Special Monster: Dreadknight Forgemaster
Trait: Field Repairs(White Cuirass)
Effect: At the start of your Dreadknights’ turns, they recover 10% HP for each Dreadknight fighting on your side.

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: 735)

Right. Got three more things to share…prolly my last gasp to add to the monster-count, basically(lol, no it wasn’t~!). The first being this lot here, the Porcs, the name deriving from ‘Orc’ and ‘Pork’, who get extra attacks under certain conditions.

You can thank the Trollboar for this, as well as Castlevania: Dawn of Sorrow’s pigman enemies, the Slaughterer and the Hell Boar. Siralim doesn’t seem to have either orcs or boar people, so I figured I’d solve those in one fell swoop: Trollboar descendants who ended up more ‘boar’ and less ‘troll’.

Monster Class: Porc
Element: Death
Role: Mainline DPS(good HP and ATK, okay DEF and SPD, decent-ish everything else)

Base Monster: Porcish Thug
Trait: Thuggery(Fresh Bacon)
Effect: When this monster attacks an enemy with lower ATK then it, it attacks again for every other Porc fighting on your side.

Added Monster: Porcish Trapper
Trait: Stake Trap(Fragrant Bacon)
Effect: When this monster attacks an enemy with lower SPD then it, it attacks again for every other Porc fighting on your side.

Added Monster: Porcish Shaman
Trait: Superstition(Aged Bacon)
Effect: When this monster attacks an enemy who has a type disadvantage against it, it attacks again for every other Porc fighting on your side.

Added Monster: Porcish Bandit
Trait: Roadside Scuffle(Dried Bacon)
Effect: When this monster attacks an enemy with lower DEF then it, it attacks again for every Porc fighting on your side.

Added Monster: Porcish Raider
Trait: Loot And Pillage(Looted Bacon)
Effect: When this monster attacks an enemy with more spell gems then it, it attacks again for every Porc fighting on your side. If it KILLS said enemy, it gains a temporary copy of its first spell gem.

Added Monster: Porcish Cannibal
Trait: Devour The Flesh(Spiced Bacon)
Effect: When this monster attacks a monster with more current HP then it, it attacks again for every Porc fighting on your side.

Itherian Monster: Porcish Warchief
Trait: Bigger And Badder(Itherian Bacon)
Effect: Your Porcs’ repeated attacks now hit at 150% normal damage. Your Porcs also have Critical.

Special Monster: Porcish Outrider
Trait: Road Hogs(Fried Bacon)
Effect: When this monster attacks an enemy with higher SPD then it, it attacks again for every other Porc fighting on your side.

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: 743)

Here’s a second new monster, but first, a new status effect…a BUFF, this time, and the literal opposite of Grim:

MYSTICAL: Monsters with Mystical take 25% less damage, and heals used on them have 1.5 times the potency.

Then the associated monster: the Satdeer, who are heavily associated with this buff and gain benefits when they have it.

They take a few cues from Satyr, from deer…and from traditional elves, albeit friendlier. But above that, they derive Fae inspiration, as they change from friendly, agreeable forest-folk to vicious fighters when the hunt is called, becoming a danger to all they don’t know.

Monster Class: Satdeer
Element: Nature
Role: Support DPS(good ATK and SPD, okay DEF, decent-ish everything else)

Base Monster: Satdeer Maiden
Trait: Forest’s Welcome(White Dyegrass)
Effect: When this monster gains Mystical, the monsters adjacent to it also gain Mystical.

Added Monster: Satdeer Druid
Trait: Deepwood Rituals(Magenta Dyegrass)
Effect: This monster always has Mystical.

Added Monster: Satdeer Botanist
Trait: Flower Power!(Pink Dyegrass)
Effect: When this monster is healed, it also gains Mystical.

Added Monster: Satdeer Hunter
Trait: The Most Dangerous Game(Red Dyegrass)
Effect: If this monster kills an enemy, it gains Mystical and one of the killed enemy’s other buffs.

Added Monster: Satdeer Minstrel
Trait: Panpipes(Lavender Dyegrass)
Effect: When this monster has Mystical, it and the monsters adjacent to it take 25% reduced damage. This stacks with Mystical.

Added Monster: Satdeer Protector
Trait: Grove Guardian(Orange Dyegrass)
Effect: When this monster has Mystical, its attacks also deal 25% more damage.

Itherian Monster: Satdeer Whitehart
Trait: Calling The Hunt(Itherian Dyegrass)
Effect: When this monster defends, every monster with Mystical also gains Berserk. When this monster attacks, every monster with Mystical attacks the same target.

Special Monster: Satdeer Brewster
Trait: Luxurious Brew(Yellow Dyegrass)
Effect: This monster starts with Mystical, and builds up Drunk stacks every turn. As long as this monster has Mystical, instead of the usual effects Drunk stacks confer, each stack raises your monsters’ stats by 10%.

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: 751)

And the last one for now. Meet the Inexorables. Big, powerful space monsters based loosely on THIS fine fella, who have powerful traits that weaken when there’s other Inexorables in the party.

It’s no secret that I like space monsters, and it’s no secret that I like strong, dependable monsters that can work as point-men. Thus, the Inexorables spawn from that, designed to satisfy my itch for powerful space monsters…not quite gods, but regal and powerful enough to make people THINK they are…AND to give Life Magi something really nice to fight with.

Monster Class: Inexorable
Element: Life
Role: Mainline DPS(good ATK and DEF, okay HP and SPD, decent-ish everything else)

Base Monster: Meteoric Inexorable
Trait: Nigh Invulnerable(Lifeless Star Essence)
Effect: This monster has a 40% chance to, when defeated, revive itself with full HP and an ATK boost. The amount of HP it revives with is reduced by 15% for very other Inexorable fighting on your side.

Added Monster: Prodigial Inexorable
Trait: Unyielding Flame(Fiery Star Essence)
Effect: So long as this monster is alive, all enemies operate as if their stats were reduced by 20%. The weakning is reduced by 3% for every other Inexorable fighting on your side.

Added Monster: Celestial Inexorable
Trait: Blinding Starlight(Radiant Star Essence)
Effect: This monster’s attacks inflict Blind and ignore 50% of its targets’ DEF. The amount of DEF it ignores is reduced by 8% for every other Inexorable fighting on your side.

Added Monster: Polygonal Inexorable
Trait: 3D Movement(Angular Star Essence)
Effect: This monster has an independant 50% chance to dodge enemy attacks. This dodge-rate weakens by 8% for every other Inexorable fighting on your side.

Added Monster: Auroran Inexorable
Trait: Corona Borealis(Sub-Zero Star Essence)
Effect: This monster takes 50% less damage from enemy attacks, and inflicts Frozen on attackers. The amount of damage reduction is weakened by 8% for every other Inexorable fighting on your side.

Added Monster: Sublime Inexorable
Trait: Purity Of Form(Impeccable Star Essence)
Effect: This monster has a 50% chance to reflect damaging and debuffing spells cast at it back at the caster. This does not affect other monsters on your side. The odds of this monster reflecting said spells are reduced by 8% for every other Inexorable fighting on your side.

Added Monster: Apostatic Inexorable
Trait: Inspiring False Gods(Godly Star Essence)
Effect: This monster’s damaging spells do 50% more damage, and cost 50% less Mana. Both of these effects are weakened by 8% for every other Inexorable fighting on your side.

Itherian Monster: Deific Inexorable
Trait: Dark Star of Morning(Itherian Star Essence)
Effect: At the start of battle, this monster’s stats are boosted equal to 10% of what the other monsters on your side have. This increase is weakened by 2% for every other Inexorable fighting on your side.

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: 759)

Turns out I jinxed myself when I said the Inexorables were the last one. Well, I somehow figured out a way to make another import from my database work: meet the Wretchblades, whose traits screw with enemy artifacts: five of them turn positive effects into negative ones, five of them steal positive effects for your party’s use.

Floating swords with a sentience…they’re destructive, but far from malicious. A nice change of pace from the usual lot, I’d say.

Monster Class: Wretchblade
Element: Sorcery
Role: Supporting DPS(good ATK and SPD, decent everything else)

Base Monster: Azhagal
Trait: Terrible Force(Shuddering Sword Scrap)
Effect: So long as this monster is alive, all the stat bonuses on enemies’ Artifacts become stat reductions.

Added Monster: Mormegil
Trait: Crippling Ailment(Fuming Sword Scrap)
Effect: So long as this monster is alive, enemies are afflicted with every debuff their Artifacts can inflict.

Added Monster: Muramasa
Trait: Gushing Red Rivers(Malevolent Sword Scrap)
Effect: So long as this monster is alive, any class-based incoming damage reduction on enemies’ artifacts becomes a class-based incoming damage increase.

Added Monster: Curtana
Trait: Blades of Mercy(Blunt Sword Scrap)
Effect: So long as this monster is alive, any class-based outgoing damage increase on enemies’ artifacts becomes a class-based outgoing damage reduction.

Added Monster: Durandal
Trait: Perish Bravely(Gleaming Sword Scrap)
Effect: So long as this monster is alive, at the end of each enemy’s turn, all their artifact-granted buffs become debuffs.

Added Monster: Mystltain
Trait: Sacred Swordplay(Wooden Sword Scrap)
Effect: So long as this monster is alive, all the stat bonuses on enemies’ Artifacts apply instead to your party.

Added Monster: Alondite
Trait: Pierce The Heart(Rattling Sword Scrap)
Effect: So long as this monster is alive, your monsters gain the ability to inflict every debuff enemies’ artifacts can inflict.

Added Monster: Hauteclere
Trait: Beautiful Toughness(Pristine Sword Scrap)
Effect: So long as this monster is alive, any class-based incoming damage reduction on enemies’ artifacts instead applies to your party.

Added Monster: Claimh Solais
Trait: Shining Turnabout(Radiant Sword Scrap)
Effect: So long as this monster is alive, any class-based outgoing damage increase on enemies’ artifacts instead applies to your party.

Added Monster: Joyeuse
Trait: Ceremoniously(Gilded Sword Scrap)
Effect: So long as this monster is alive, at the end of each enemy’s turn, all their artifact-granted buffs instead apply to your party.

Itherian Monster: Bloodbane
Trait: Tyrant Blade(Itherian Sword Scrap)
Effect: So long as this monster is alive, enemies’ Artifact Traits instead apply to your party.

Itherian Monster: Collbrande
Trait: The Sword of Supremacy(Itherian Sheath)
Effect: So long as this monster is alive, all ally Wretchblades take 50% less damage and gain 20% defense penetration.

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: 771)

Man, I just keep figuring out ways to import things from my database…at this rate, I wouldn’t be surprised if, should Zack find my efforts worthy, Siralim 4 has literally twice the monsters Siralim 3 does! Makes for more content, anyway! So, without further ado, introducing the Materiagars: herbivorous, armored dragons that do the opposite of what Elementals do, in that they take vastly reduced damage from two types.

Basically, the Materiagars are like the Direspiders: I based them, visually, off of White Knight Chronicles’ Wyverns…they’re these big, reallly low-to-the-ground, almost FLAT dragons…and then adding some material-based mimicry on top of it.

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

Base Monster: Lavgar
Trait: Boiling Fury(Lava Mimicry)
Effect: This monster takes 80% less damage from Death-element and Chaos-element monsters. This trait does not stack with other Materiagar traits.

Added Monster: Quartgar
Trait: Gleam Armor(Quartz Mimicry)
Effect: This monster takes 80% less damage from Chaos-element and Sorcery-element monsters. This trait does not stack with other Materiagar traits.

Added Monster: Stongar
Trait: I Am A Rock(Stone Mimicry)
Effect: This monster takes 80% less damage from Sorcery-element and Nature-element monsters. This trait does not stack with other Materiagar traits.

Added Monster: Woogar
Trait: Knock On Wood(Wood Mimicry)
Effect: This monster takes 80% less damage from Nature-element and Life-element monsters. This trait does not stack with other Materiagar traits.

Added Monster: Coragar
Trait: Living Sea Bone(Coral Mimicry)
Effect: This monster takes 80% less damage from Life-element and Death-element monsters. This trait does not stack with other Materiagar traits.

Added Monster: Irogar
Trait: Tempered Maille(Iron Mimicry)
Effect: This monster takes 80% less damage from Chaos-element and Nature-element monsters. This trait does not stack with other Materiagar traits.

Added Monster: Sangar
Trait: Flowing Hills(Sand Mimicry)
Effect: This monster takes 80% less damage from Nature-element and Death-element monsters. This trait does not stack with other Materiagar traits.

Added Monster: Bongar
Trait: Bonecarver(Bone Mimicry)
Effect: This monster takes 80% less damage from Death-element and Sorcery-element monsters. This trait does not stack with other Materiagar traits.

Added Monster: Glasgar
Trait: Stained Windows(Glass Mimicry)
Effect: This monster takes 80% less damage from Sorcery-element and Life-element monsters. This trait does not stack with other Materiagar traits.

Added Monster: Flesgar
Trait: Stripped Bare(Flesh Mimicry)
Effect: This monster takes 80% less damage from Life-element and Chaos-element monsters. This trait does not stack with other Materiagar traits.

Itherian Monster: Diamongar
Trait: A Lady’s Best Friend(Itherian Mimicry)
Effect: Ally Materiagars gain 100% more ATK, and their attacks deal 50% more damage to the relevant enemy types.

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: 782)