Monsters
27 monsters across 8 families. Combat stats aren't available yet — this catalogues every creature's name, family and lore.
Bears2
Grizzlies cannot see, searching for prey using only their sense of smell. That is why they often take lurching, wide swings with their arms when hunting; however, the Glenspore Grizzly is slightly different. Parasitized by a fungus called the Glen Mushroom, which contains the spiritual power of fire, it will scatter explosive spores into the air if it detects even the faintest whiff of potential prey. That's all there is to hunting for this relatively passive beast, and unless severely angered, they won't bother lashing out aggressively. Once its spores have been scattered, all it needs to do is wait for the fragrance of burning meat.
A dangerous monster nicknamed the Gourmand. A parasitic fungus possessing spiritual power lives in its brain and uses it to hunt—in exchange for life. This has created a defect in the monster's brain, driving it to eat everything in sight to fill an insatiable hunger. Its jaws are extremely strong, and in times of extreme starvation, it will even gnaw through large trees and huge rocks.
Bees3
A subspecies of Wind Wasp. Though larger than the common variety, its smaller wings render it nearly flightless. Widely known as the "Filthy Wasp," this insect's venom glands have developed to an alarming degree. It loses control of its venom production once agitated, causing poison to overflow from its body. To make matters worse, it has a penchant for consuming filth and excrement, causing it to emit an overwhelming stench of decay. Win or lose against this wasp, the surrounding area becomes so inundated with poison and putridity that it's earned another namesake: the "Forest Pariah."
Gigi soars high on the wind, zipping through the air When the forest's stirred awake, when flowers scatter there Gigi takes flight once again, wingbeats echo everywhere Gigi is our forest's guard, moving faster than the eye Gigi is our forest's guard, whom none have ever spied —From a lullaby passed down in an elven village
A giant wasp characterized by the green stripes against its pitch-black body. While its murderous mandibles and venomous stinger may be formidable, its deadliest asset is its high-speed charge—its wings beat furiously, sending its body barreling toward its foe to deliver a devastating body slam. This is why it is known as the Wind Wasp. Yet it rarely uses these impressive wings for flight, spending most of its time crawling around on the ground. Why, you ask? The answer is simple: why fly above when one's prey is down below?
Boars7
A juvenile boar—one of five or six born from a single female. Despite their cute appearance, they are extremely aggressive and should not be approached. The young drink only milk, and grow to full maturity in roughly two months. Living almost exclusively on fluids makes them constantly hungry, and so they will instantly respond to a call for aid from their own kind, no matter the distance or source, in the hopes of receiving boar milk. It is actually possible to tame one if it is separated from its parents within the first week of birth. However, due to their meat being something of a delicacy and their aggressiveness returning once they've matured, domestication remains impossible.
Even within the same species, there are those who have a disproportionate capacity for destruction. This being had such an abundance of power that it tormented them, fearing their own unmatched capacity for wanton destruction. So they prayed, and in answer the Goddess bestowed upon them the name Beryl, and sealed them away as a Guardian—no longer a tool of destruction, but protection.
Large, blue-haired boars that mainly inhabit grassland areas. Despite being herbivorous, they will devour humans if starving, earning them the title of "Maddened Beasts." In a fight, they will refuse to run away, even if their opponent is more than twice their size. These beasts reproduce at an alarming rate, thwarting any attempts to cull the herd. During mating season, the males inflate the three "pouches" attached to their tails to attract females. The larger and redder the pouches, the greater the chance they have of finding a mate.
Female boars distinguishable by their large, mountainous bodies and enormous teats. The particularly strong among them often become leaders of their respective herd. While their fangs are not as large as their male counterparts, their scalps are hard as steel and are often used to headbutt enemies. Their front legs are also incredibly strong, which is necessary for holding down aggressive Baby Boars while they feed. Mama Boars are often the first obstacle faced by new adventurers, but it is said they are easy to defeat once one learns to anticipate their predictable movements. As winter passes, a surge of these guileless warriors sweep over the land, many unprepared for the challenge these creatures pose. It is no surprise, then, that the sight of people being flung into the air by their powerful headbutts has become something of a spring tradition in the Town of Beginnings.
An aggressive subspecies of the Frenzy Boar. They are slightly larger than others of their kind, adopting the role of soldier within the herd. Constant combat has caused them to develop a great many scars, and their blue hair has become thin and mottled around the scalp. They make up roughly 30% of the herd, and are thus not particularly numerous. Researchers believe the number of scars may determine their standing in the social hierarchy—their rank within the group seemingly affecting the distribution of food, with the higher-ranking among them having their meals in the feeding area first. Scarred Boars are born fighters, but their bodies cease growing at a certain point. While they have priority in their herd when it comes to food, they are not allowed to reproduce, and their line ends with every generation. As a result, reproduction is the responsibility of the Frenzy Boars.
In the midst of an ancient war, this Scarred Boar resisted an army that was scorching the plains. As the greatest soldier in his herd, he unflinchingly protected the group's offspring, even when he was the last one standing and his energy was spent. Alas, his bravery was in vain, and the plains were reduced to ash. However, the merciful elven priestesses took pity on him. They gave the brave boar's soul the name Dagun, and granted him the power of flame; he was then sealed away as a Guardian, along with the children he had so fiercely protected.
Male boars who owe their prodigious size to a long lifespan. They are known as Snowcaps due to the large graying humps on their backs, which bring to mind snowy mountain peaks. Separated from the herd, they live in solitude and form their own territories. Yet isolation breeds cunning, making them difficult prey. It is said that, the flame of youth extinguished, these beasts' hearts are now frozen solid, explaining their ice-coated attacks. However, such phenomena are rare among Aincrad's natural fauna. Some researchers speculate that this species was actually created with magic in ancient times, making their ancestry as wreathed in magic as each frigid attack.
Bosses1
Golems1
Kobolds6
Might makes right in kobold society. The strong take what they desire. So it is that only the largest and strongest among their kind earn the right to wear equipment plundered from adventurers. Unfortunately, these armor sets pale in comparison to those donned by other races, and are patchwork facsimiles that offer little in the way of actual protection.
One of the demi-human races. They emerged relatively recently (roughly 1,400 years ago) and are said to be either the offspring of humans and spirits, or the fusion of beasts and lizardmen via magic experimentation. A living mosaic of disparate animal life, they are characterized by their beast-like faces, dog-like fangs, long rabbit-like ears, and bodies covered in fine red scales. Known for their aggressive yet timid nature, they possess lower intelligence than other races, and their language and culture remain relatively underdeveloped.
He was a young warrior, strong and wise, whose unbroken string of victories convinced all that he would be the next king. It was through this wisdom that he became convinced of the tenets governing a warrior's true virtue. He taught these tenets to the children: do not steal without reason, do not fight without reason, do not kill without reason. The children's eyes sparkled with admiration and they excitedly spread his teachings to their friends. Yet hunger cannot be sated by virtue, and so the warrior withered away—dying a hungry, but virtuous, man. For his uprightness, the Goddess named him Kagu and sealed him away as a Guardian.
Ruin Kobolds are those who call the ancient ruins home. They arm themselves with weapons stolen from adventurers who come seeking artifacts and riches. The variation of plundered weapons means these kobolds can often be found wielding swords, shields, and polearms. Unlike common kobolds, Ruin Kobold warbands are surprisingly organized, with each kobold maintaining a distinct role within their group. Troopers serve as the vanguards of the pack. Each unit applies mud to their bodies as a form of war paint to denote their respective role.
Members of an ancient demi-human race. Their bluish skin, protruding front teeth, and bulging eyes are distinctly rat-like. While some theorize that they are the ancestors of all demi-humans, the physiological and even cultural evolution of this species has long since stagnated. They do not wear clothing, and their obsession with shiny items (such as gems) leads them to often lurk in the shadows in hopes of swiping valuables from passersby; it should come as no surprise that adventurers call them "Rat Thieves."
The warrior class of the shrewman species, distinguished by their larger frames. Unlike their smaller thieving kinfolk, these brutes serve as shrewman predators. Their remarkable agility and flexibility, paired with the sharp claws at the end of each limb, make them quite formidable. Quick to anger and uncontrollable when enraged, the true danger lies in their intelligent creation and use of combat tools—such as smoke bombs made from mushrooms, and wildflowers used to disorient their foes.
Spiders2
A mutated species of spider whose spinnerets are vastly larger than those of Thicket or Woodland Spiders. It is able to produce a seemingly endless stream of highly-sticky silk, and when hunting, it summons its numerous offspring to swarm and overwhelm prey. The true horror of this creature lies in how it treats its young. When the Coiling Threadmaker isn't using its children as weapons, it is devouring them to heal its wounds. A truly grotesque creature that breeds offspring simply to sustain itself.
A monstrous spider-like creature with massive fangs, compound eyes, and a bulbous abdomen. Though not technically an arachnid, as it only has four legs, the Thicket Spider traps its prey alive by shooting sticky threads from its mouth. To add further confusion, their name does not stem from their habitat, but serves as a warning amongst hunters; when motionless, these creatures resemble heavy thickets of vegetation, waiting patiently in the forest gloom for their next meal.
Wolves5
Hunter Wolves never become pack leaders, but their outstanding physical prowess can sometimes make them stronger than their Roaring Wolf counterparts. Hunter Wolves tend to work alone, and can be possessed by spirits drawn to their outstanding magical power. Most notably, if they are possessed by a Lightning Spirit, their body will swell, their fur will develop stripes, and small lightning bolts will envelop them. This possessed Hunter Wolf revels in its newfound power as it hunts—for a time. In fact, it will gradually lose its sense of self, devolving over time into nothing more than an empty vessel for the spirit to use as it pleases.
Dire Wolves may live in packs, but every world has its outcasts. This one lived in solitude, trusting and relying on no one; however, harsh and short is a life spent alone. She collapsed, perhaps from hunger or fatigue—only to be saved by an elven sage. Naturally distrustful, she left the sage as soon as she recovered. Even so, the sage would thereafter find prey placed before the entrance of their hermitage. The sage gave her the name Ulga after she passed on, and sealed her away as a Guardian.
Dire Wolves are regarded as ancient creatures—not merely within the history of Aincrad, but from an era far older, when the land still rested upon the curved surface of the world below. They are considered the ancestors of typical wolves, but are larger in stature, with superior musculature. There were several species of wolf in Aincrad until some 700 years ago, when the Dire Wolves drove them to extinction. Their natural competitive edge is likely the secret to their survival over these thousands of years.
A rare mutation among the countless Dire Wolf variants, with black fur and a larger body. While Dire Wolves are known to hunt in packs, these predators hunt alone, and are named for the way they will confidently stalk and take down prey much larger than themselves.
A higher species of Dire Wolf which acts as a pack leader. A Dire Wolf may look like an average wolf, but they are genuine monsters with magical power flowing through their bodies. When one becomes the leader of a pack, its magical powers activate, turning its fur white and enlarging its body. A natural leader, the Roaring Wolf can instantly call upon its pack with a single howl, but will revert to its original form if successfully challenged by another for supremacy.