Chapter Text
Beast of malice
Bokoblins: A humanoid creature that has a large stumpy head, two arms with strong lean muscle that ends in a three fingered hand. It's face resembles that of a flattened pig's. With two beady eyes on either side of it's pig like nose. A horn rest atop its head that varies in size. A larger horn is a sign of strength as most Bokoblins file it down on trees and with stones so as to prevent it from being used against it. Bokoblins also lack any form of hair although their leathery skin makes up for that in terms of defence.
Variants: There also are a number of variations in the Bokoblin population that has not yet been found to have any cause.
All recorded Bokoblins are borne with a pink-red hue that darkens into adulthood, becoming a dark red-brown. However, there are Bokoblins that come in the shade of blue, black, silver and gold, although each get rarer in the same order. It is not yet understood if they are born that colour or it develops with age. What is understood is the difference between them.
Blue Bokoblins, which vary from sky blue to a deep sea blue, are smarter and sturdier then their red counterparts. Blue Bokoblins are often to a ratio of 1 in every 4.
Black Bokoblins come in a more grey pallor to a pitch black and show a growth in size, from an average of 5'10 for blue and red to 6'1 feet, presenting a greater threat then both blue and red Bokoblins. However they are at a ratio of 1 in 50 and often compete for positions of power amongst their tribes resulting in a large amount of infighting against it's red and blue brethren.
Silver Bokoblins are exceedingly rare with 1 in every 200. However, their rarity is a prelude to their combat prowess. Standing at 6'4 on average with a greater cunning then it's lesser brethren. When a silver has taken charge of a camp it turns from a small threat off in the woods, to a group of fierce highway raiders. Often a group of knights will be dispatched to eliminate the threat with extreme prejudice lest it becomes a greater threat.
There has only ever been two recorded sightings of gold Bokoblins and both times had left a number of towns in ruins under the stampede of infantry and the citizens pierced by arrow fire in their escape, their home surrounded on all sides by archers.
The true threat of a gold Bokoblin is not its average size at 6 foot but it ability to command troops and execute planned battle strategies.
Combat: Although they are fierce natural fighters they do not practice any form of martial combat. Often relying on brutal continuous blows to vital areas such as the throat, head and groin. This form of combat is learnt from bouts against its own kind who rarely think to wear Armor.
Their weaponry is also just as brutally simple, clubs spiked with animal bones, bows made of thick branches strung with treated dear tendons and unwieldy spears tipped with boar or dear skulls for bashing and stabbing. These crude armaments are easily broken or deflected allowing more skilled opponents an advantage in infantry engagements.
Moblins: Moblins are the larger cousins to the Bokoblins. With a long snout and large eyes on either side of its head, it has an excellent field of view and powerful sense of smell. More muscle bound then the smaller Bokoblins and standing at an average height of 9'7 these towering beings live a much more solitary life style. Often living alone or as a pair they congregate every few months with others of their kind to socialise, preform worship and engage in contest of strength.
Red Moblins are also more intelligent then red Bokoblins, on par with blue ones. Thankfully there is no increase in size between the Moblin variations. Their increase in intelligence is more gradual then with Bokoblins and due to their fewer numbers the chance of encountering a silver one is rare with only 300 confirmed to have existed to date. A gold Moblin has only been encountered once and surprisingly was not openly hostile. However, a certain captain of the royal guard had order it executed before any studies could be conducted.
Combat: Their size and weight make them vulnerable to range combat as dogging or taking cover is difficult with their bulk. However, if close engagement is required then efforts should be focused on immobilising the legs before retreating out of its reach and tiring it before a killing blow. Luckily most Moblins shy away from confrontation and attempt to dissuade most attackers with intimidation displays utilising their size.
Lizalfos: These lizard like foes are exceedingly quick on their feet. Covered in rough scales along their body they prove rather resilient. They have a heavily hunched profile despite being bipedal. This allows for a smooth transition into water where they are able to display their true prowess. Agile and fast swimmers they tend to camouflage on riverbanks and strike their foe with a quick savage strike of their favoured weapon.
Unlike most monsters the Lizalfos are capable of rudimentary metal work, although its little more then metal scraps shaped into jagged blades and hooks. Another unique feature of theirs is the use of boomerangs made from the same scrap metal. Being struck with them can be deadly even after combat has ended as infection is a serious concern.
Lizalfos also come in a few unique variants and differ from Bokoblins and Moblins.
Lizalfos come in four distinct types:
The common Lizalfos are green instead of red and they change their colour depending on mood, so the colour classification can be unreliable. However, Lizalfos have base colouration that reveals itself when they are relaxed or not consciously changing their colouration. Their colouration doesn't indicate a change physical but mentally.
The blue Lizalfos sees very little difference to it's green counterpart. Supposedly they are more resilient and smarter. we have yet to properly test this assumption.
Black Lizalfos are known to be much more agile and cunning. Using a variety of tactics such as: ambush, faints, and clever use of the terrain.
Silver Lizalfos tend to be far more aggressive than the other varieties. They attack relentlessly and try to overwhelm their opponent with rapid strikes and misdirection.
Gold Lizalfos have yet to be observed. It is assumed that the possibility of their being Golden Lizalfos is higher than not.
Ice Lizalfos are capable of channelling their natural magic to fire ice spikes formed from their saliva at great speed and are highly resistant to the cold, both natural and magical. They are however highly susceptible to fire magic and enchantments. They often make home in the icy tundra's of Hebra.
Fire Lizalfos are the direct opposite of ice Lizalfos and are primarily found in the lava flows of Death mountain. They Chanel their magic to breathe a stream of flame for a short time. Unlike other Lizalfos they are much more aggressive.
Lighting Lizalfos are found throughout the gerudo desert lounging in the sun and creating underground burrows. They release lighting magic in a dome surrounding themselves emitted from their crooked horn and are not directly weak to any elements and the most dangerous kind of Lizalfos.
Combat: Fast and agile, Lizalfos are one of the trickier kind of monsters to face. Despite standing at anywhere between 4-6 feet they are incredibly cautious fighters. Staying at a distance before suddenly advancing with a quick strike followed by a hasty retreat. Most think that their caution stems from weakness or frailty, this assumption is incorrect as its large teeth and claws prove very effective in close quarters.
They also use a combination of lashing out with their tongue, usually targeting the eyes or face, which can reach up to 2 meters, before striking with either weapon, claw or their strong tail.
And while the large horn on its head is more for mating displays and intimidation they wouldn't hesitate to attempt to gore their opponent in desperation.
When faced with elemental Lizalfos one needs to prepare accordingly. Fire arrows to weaken ice Lizalfos and ice arrows to weaken fire Lizalfos followed by a killing blow while their defenceless. Lighting Lizalfos are much trickier, their lighting field combined with their unconventional fighting style makes for a stout offence that's difficult to break. It's recommended to attack from range as a strike to the horn can cause the electrical field to activate and disorient the foe leaving them vulnerable for a few moments.
Keese: Little more than a flying eyeball with a mouth. These small creatures are little threat by themselves. When swarming however there can be upwards of 50 attacking at once, making the roads dangerous in the late afternoon or night.
They are attracted to lights such as camp fires and lanterns, this is mostly learned behaviour. There are elemental variations such as fire, ice, and lighting keese all of which emit their respective element.
The number one cause of forest fire in northern Hyrule are fire keese, luckily they don't venture to far from death mountain and so the more heavily wooded areas of central hyrule are safe.
Ice keese cannot live in any environment other then the cold of Hebra and while the freezing temperature that they produce can be annoying they do not pose a great threat.
Lighting keese can be found in the gerudo desert, the Faron region and parts of southern hyrule. Their electric shock is strong enough to monetarily paralyse a grown Hylian.
Combat: A single strike can cause death outright so in small numbers their little threat. The swarm itself will retreat if a significant amount of its number are killed.
Chuchu: The chuchu is a creature made mostly of a membrane filled with a liquid substance similar to water, they pose little threat and can be killed with little more than a single strike, even the larger ones are of small concern.
However, when a chuchu is charged with elemental magics is when their threat becomes greater. They are still largely fragile but now are capable of releasing burst of magic capable of freezing, burning, or shocking those unprepared, it is best to take care of them from a distance to avoid this.
Wizzrobes: These cruel humanoids are deeply in tune with natural magic, capable of sustained levitation, invisibility, and summoning magic.
Commonly wizzrobes will unleash raw elemental magic at foes with varying degrees of control, often a longer lived wizzrobe will be capable of greater destruction. There are three types of Wizzrobes.
Fire wizzrobes: These wizzrobes are heavily connected to fire and its properties, they are capable of launching fire balls and increasing the ambient temperature around them. A long lived Fire wizzrobe will develop into what is known as a Meteor Wizzrobe, capable of firing multiple fireballs at once or calling down a rain of fire in their vicinity. They are extremely weak to the ice element.
Ice Wizzrobes: A direct inverse of Fire Wizzrobes they are able to freeze opponents solid in a moment and the older Blizzard Wizzrobe can unleash a torrent of ice magic. They are heavily susceptible to fire.
Electric Wizzrobes: These are the most dangerous form of wizzrobe, capable of unleashing devastating electrical attacks and the older Thunder Wizzrobe can call down Lightning strikes.
Hinox: The Hinox is the incredibly large relative to Moblins and Bokoblins, standing close to three stories high and display the strength to match. Capable of uprooting trees with ease and tearing homes from their foundation, these terrible beasts have been know to devour whole families to sate their ravenous hunger. The only saving grace with these creatures is their profound laziness. Once a Hinox has found a suitable food source they will gorge themselves before spending a great deal of time sleeping. This is the optimal time to strike. These creatures are highly solitary and rarely get along with anything, even other monsters, mostly due to their propensity to eat anything that fits in their hands.
Hinoxs are often treated with extreme and brutal elimination, however, complete termination has never been achieved despite no evidence of any form of mating. As of yet no signs of reproduction have been observed and all captured specimens have been male.
Combat: Sneaking up on a Hinox can give a troop of Knights a great advantage, raining arrows down upon them before charging their legs with specially designed polearms to sever tendons and cripple the beast.
In open combat is when a Hinox is the most dangerous as they can use their size to great effect. In such cases aiming for their singular eye can be enough to stun them for a short moment, leaving their legs or lower spine open for assault.
The stal: The stal are undead who have risen under the light of the moon. Often with a skeletal appearance stal can range from monsters to men. Often it is those who have died in brutal ways or are filled with great hate before death. The only way to kill a stal is to destroy the skull, or in the case of Stalnox the eye, and due to their frail nature can be knocked into a pile of bones in one or two strikes. Stals lack the intelligence or personality of their life and simply attack anything living in hopes of finding the one who killed them.
Lynel: Standing at nearly 9 feet tall, the Lynel is the most physically and mentally impressive monster ever encountered. This oversized muscular centaur-like creature has four stout hooves and long clawed arms that almost reach to the ground. It has the mane and snout of a lion, and curving goat's horns grow from the sides of its head.
Lynels are dangerous at any range and their crushing hooves and goring horns have ended the careers of many foolish adventurers. Lynels have clawed hands but favour the use of weapons, such as halberds, longsword and shield, or massive two-handed clubs made of stone.
They are typically solitary, maintaining large territories as their own and patrolling them regularly. Those that intrude are usually given a stern glare and ferocious growls as a warning, and any foolish enough to persist are then charged or pelted with magic-enhanced arrows.
Lynels rarely share territory, but occasionally come together to mate, visit family members, or share news of great events. They view combat as a sacred act, and may ritually consume parts of difficult opponents in order to assume their best qualities. Lynels are not inherently evil unlike other monsters, but they do respect shows of force, and can be persuaded to follow evil masters that are sufficiently domineering.
Lynels are one of the easiest and simultaneously hardest monster to study. Due to their higher intelligence and the fair warning they give before entering combat most encounters with Lynels end with the encroaching person(s) escaping with their lives intact. As such Lynels are often left to their own devices unless their territory begins to encroach civilized land. In such cases The Extermination Heavy Knight Squadron is dispatched to the area.
Combat: When engaged with a Lynel the U formation is used to attack at multiple angles and coral the Lynel. A Lynel's greatest weapon is their mobility and size, however The use of cavalry by The Extermination Heavy Knight Squadron evens the playing field enough to aggressively attack the beast with modified polearms based on boarspears designed to pierce deeply and rend flesh on removal.
Molduga: Also know as sand whales or great sand serpents, Molduga are gigantic reptiles that inhabit the Gerudo deserts and tunnel through the sand devouring anything it can detect. Reaching 15 meters(49 feat) in length these beast use their great bulk to crush their prey in the off chance that their main hunting method fails, which consist of breaching from below and swallowing it's prey whole.
One can detect if they are within a Molduga's territory by the very fine sand that comes from the Molduga's rough hide and scales crushing the surrounding area into a fine powder that hinders movement.
Combat: a common trick used by Gerudo warriors is to load a barrel full of blasting powder and iron scrap, and have it strapped to a sand seal before lighting the fuse and release it into the Molduga's territory. The movement of the seal would draw it attention before being swallowed, the resulting explosion would be enough to severely wound the beast before being finished off by spear.
