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Language:
English
Series:
Part 2 of Lego Nightmare Monstroso
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Published:
2026-02-16
Completed:
2026-02-16
Words:
4,335
Chapters:
7/7
Comments:
1
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Lego Nightmare Monstroso Monster Manual

Summary:

A book for all Monster Hunter needs, including Houses, creature data, and what to do. No not own Lego.

Chapter 1: Primal House

Chapter Text

Primal:


One of the original monsters to date that plagues the land of Grimmpumpkin, the flora aspect of monsters.

These creatures are from the very force of nature twisted with malevolence and rage. In vengeance for the settlers who tilled their land to have homes for themselves, they ravage the land. Though Dangerous, they can be reasonable; you just have to find a way to reason with them. King Swamptaur Stumpwood is the leader of this faction and resides in the Sacred Hollow.

Changelings: Highest Rank, shapeshifters with a green thumb. Believed to have started the Magical House. Most notorious tricksters love to have a laugh every now and again, but even they follow the rules. Changelings have a distaste for cold iron and silver, and electricity is deadly; they often avoids advance cities. Luckily, most can be reasonable if you know what to trade.

Elementals: Born from the very building blocks of the world and given life. Depending on where you are, they can take many forms based on their surroundings, often guarding or protecting something, sand ometimes become unstable and dangerous. To beat them, you need to know your element.

Nymphs: Pretty poisons they are, known for tricking humans to do what they want. But that is not the only thing they can manipulate, for nature itself can bend to their will, but only in their own element. They dare not try to take over another Nymph’s playground unless they truly know they are powerful enough to do so. They fear fire like any other plant, and are quite the cowards.

Green Men: The ants and bees of the plant world, hiveminds one and all with their Original controlling them. Green Men can be dangerous due to their regenerative powers and ability to brainwash people with their vines. You need magic fire, but not on the platoons, for they will only replicate themselves, go for the Hivemind, and you’re golden.

Treeants: Most pacified and wise, unless they begin to rot. They would only attack if they are rotting, sick, controlled, or if you are seen as a threat. The best way is to chop and burn. However, if you earn their respect, then they can prove a useful ally, though very chatty in the old days and such.

Plant Monsters: When your veggies eat you, some have intelligence while others don’t. Slice and dice, and if that fails, try a true fire will smoke them out.

Pumpkin Heads: No better way to describe them, they are creatures with pumpkins for heads. Very traditional lots, and most don’t usually fight. Best to leave them be, but if you are backed into a corner, go for the vines, and if, as a last resort, drown their flame. Do not smash the head, or they will regenerate and replicate. As an ally, they are gifted farmers and can heal wounds.

Mushroom Monsters: Nightly Stalkers that want to infect, don’t want them on your pizza. Like any fungus, they grow in numbers with their spores and are almost impossible to get rid of. Sunlight and Fungus removal spray will put an end to it, but do it quickly before they spread.

Eye plants: Worst type of spies, completely harmless, but will rat you out. Stay out of their line of sight and don’t try to harm them, as it will send out an alarm and give away your location.