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Monsters are creatures of immense power and magic. They were originally found around the Old World, until they were relocated by the Monster Keepers to protect them from conflict. Since then, they have thrived in the Sanctuary. Some of them have existed since prehistoric times, while others have only existed since the creation of the Sanctuary.

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    1. Spectral Wolf 

1. Spectral Wolf

Type: Spirit Beast | Weakness: Earth | Resistance: Wind | Explore Ability: Claws

https://static.tvtropes.org/pmwiki/pub/images/spectral_wolf_journal.png

One of the four Spectral Familiars, who played a role in the creation of the Monster Sanctuary. He is a cunning and aloof creature who is both feared and revered. The Wolf seems to be the player's canonical Spectral Familiar; if you choose another one, the Wolf will go to the character that Familiar would've gone to.


  • Blow You Away: His secondary element is Wind, which is also his resistance. He can cast Air Sickle and Gale as his standard skills while one of his ultimate skills is Typhoon Cut.
  • Critical Hit Class: The Spectral Wolf relies on critical hits for some of his abilities. For example, Claws deals additional critical damage, while Ice Spears inflicts Bleed to targets when dealing critical hits. In addition, he can grant Glory to himself and his allies to improve their critical chance while his Hunt ability creates an aura that boosts the party's critical chance.
  • Gravity Master: One of his ultimate skills is Gravity, a multi-targeting Neutral spell that deals additional damage based on the target's health and defense rating.
  • An Ice Person:
    • While it is classified as Water, his abilities are ice-based, like Ice Hail and Ice Spears. One of his ultimate skills is Blizzard, a multi-targeting water spell that can inflict Chill.
    • Spectral Wolf can amass additional chills through Multi Chill. Shatter grants increased critical chance against chilled opponents. Flash Freeze can trigger an additional hit upon successfully applying a chill. When combined with Critical Freeze, a passive ability that applies a guaranteed chill effect on the initial critical hit, and Cooling, another skill that has a 10% chance of applying chill on any attack, along with skills like Ice Storm and Blizzard that can also apply chill, the wolf can generate a substantial combo count through Flash Freeze.
  • Life Drain: Lifesteal allows the Spectral Wolf to heal himself by dealing damage to his target.
  • Noble Wolf: While he is an aloof animal that prefers being with other beasts than people, he is a respected contributor of the Sanctuary and a reliable ally.
  • Olympus Mons: Like the other Spectral Familiars, he is an immortal deity who created the Monster Sanctuary. Gameplay-wise he's not notably better than other monsters, however.
  • Starter Mon: He is one of four choices as your first Monster.
  • Status Buff: His Blessing skill bestows Glory and Sidekick buffs, enhancing critical chance and damage, and adding an additional hit respectively. Moreover, his unique auras, Improved Glory and Improved Sidekick, increase the effectiveness of these buffs, and the exclusive aura of Multi Offense allows for an additional stack of these buffs.

    2. Spectral Toad 

2. Spectral Toad

Type: Aquatic Spirit | Weakness: Fire | Resistance: Water | Explore Ability: Tackle

https://static.tvtropes.org/pmwiki/pub/images/spectral_toad_journal.png

One of the four Spectral Familiars, who played a role in the creation of the Monster Sanctuary. He is a wise creature who can guide others, even outside his Keeper bloodline. By default, he belongs to Will.


  • Armor-Piercing Attack: Tackle ignores 25% of the enemy’s damage reduction.
  • Bewitched Amphibians: He references frog’s connection to witches and the occult. According to his bio, he was worshipped by witches, his known habitats are dark swamps and forgotten frontiers, and he’s known as “the Warlock’s Frog.” One of his skills is Warlock Healing, which may inflict Poison, Weaken, or Armor Break to a random enemy when he heals an ally.
  • Dishing Out Dirt: His primary element is Earth. His main Earth-type attack is Mud Cannon.
  • Injured Vulnerability: Poison Eater deals additional hits based on the number of Poison debuffs.
  • Life Drain:
    • Poison Eater restores his health based on the damage inflicted.
    • In addition, Toxic Feedback restores 5% of his health for each Poisoned enemy.
  • Making a Splash: His secondary element is Water, which is also his resistance. He can learn Bubble Burst and Tidal Wave.
  • Olympus Mons: Like the other Spectral Familiars, he is an immortal deity who created the Monster Sanctuary. Gameplay-wise he's not notably better than other monsters, however.
  • Poisonous Person: Toxin allows his attacks to inflict Poison on his enemies.
  • Starter Mon: He is one of four potential choices as your first Monster. If he is not chosen, he will be Will’s default Familiar.
  • Taking the Bullet: Taunt allows it a chance to take a single-target attack for an ally. This synergizes with Poison Glands, which may inflict Poison on the attacker.

    3. Spectral Eagle 

3. Spectral Eagle

Type: Aerial Spirit Bird | Weakness: Water | Resistance: Fire | Explore Ability: Flying

https://static.tvtropes.org/pmwiki/pub/images/spectral_eagle_journal.png

One of the four Spectral Familiars, who played a role in the creation of the Monster Sanctuary. He is associated with the sun due to his ability to manipulate the weather. By default, he belongs to Julia.


  • Aggressive Play Incentive: Out of all the 4 familiars, Spectral Eagle's kit is most geared for an offense role, while other familiars can play a role as offensive support or full support as some of their options. The eagle benefits greatly from going last, as the combo can yield better results for his hard hitting attacks.
  • Always Accurate Attack: Sure Strike allows his first hit to never be dodged.
  • Auto-Revive: Phoenix Affinity can resurrect the eagle after he is knocked out for the first time in battle. If Reborn From Ashes is present, he will revive with 30% more health and is compensated with 7 charge stacks.
  • Born Under the Sail: The Spectral Eagle is associated with seafaring, as the Thiazi family were known for their mercantile lifestyle. Sailors and pirates respect and honor him as well.
  • Choice of Two Weapons: His dark-shifted ability Dual Wield allows him to equip two different weapons at once.
  • Feather Flechettes: He can cast Feather Storm to rain sharp feathers at a single target.
  • Having a Blast: Explosion and Explosive Blast both make up his physical fire moveset.
  • Injured Vulnerability: Thunder Strike deals additional hits if the target is afflicted with Shock.
  • Noble Bird of Prey: He is the Spectral Familiar of the Thiazi family. It is also popular amongst sailors, with pirates owning colorful birds to honor the Eagle.
  • Olympus Mons: Like the other Spectral Familiars, he is an immortal deity who created the Monster Sanctuary. Gameplay-wise he's not notably better than other monsters, however.
  • The Phoenix: According to his history, the Eagle and his keeper sacrificed themselves to end a conflict between the Monster Keepers and the kings of the Old World. While the Eagle revived himself by rising from his ashes, his Keeper didn’t survive the battle, which the Eagle mourned for. The Spectral Eagle can revive an ally monster with Revive and he has the ability Reborn from Ashes, which heals an additional amount of HP and grant Chargesnote  to the revived monster (including himself).
  • Power of the Sun: It is believed that the Eagle is an embodiment of the sun as he has the power to control the weather and created a miniature sun within the Sun Palace. One of his skills is Solar Burst, a multi-targeting Fire spell.
  • Shock and Awe:
    • He can cast lightning spells, like Lightning Bolt and Lightning Strike.
    • Spectral Eagle possesses numerous passives related to shock, including the standard Multi Shock aura for stacking multiple shock effects. He can also inflict shock at the start of battle and excels at using Shocking Hit, which triggers shock when his attacks deal damage above a certain percentage of the opponent's max health. Moreover, Energize empowers the party to self-heal upon triggering shock, and Forceful Shock amplifies damage and critical chance for triggered shock hits.
  • Starter Mon: He is one of four potential choices as your first Monster. If he is not chosen, he will be Julia’s default Familiar.
  • Status Buff: His Power skill grants Might and Sorcery buffs, both of which increase both attack and magic damage by 20% respectively. Furthermore, his Multi Hybrid aura allows for an additional stack of these buffs.

    4. Spectral Lion 

4. Spectral Lion

Type: Spirit Beast | Weakness: Wind | Resistance: Earth | Explore Ability: Claws

https://static.tvtropes.org/pmwiki/pub/images/spectral_lion_journal.png

One of the four Spectral Familiars, who played a role in the creation of the Monster Sanctuary. A noble creature known to fight against demons, the Spectral Lion is associated with prairies, jungles, and deserts. By default, he belongs to Leonard.


  • Critical Hit Class: His skills, like Claws and Jewel Blast, deal additional critical damage, which incentivizes building his critical chance. He has several critical hit-based abilities like Critical Heat, Critical Mass, and Critical Boon.
  • Dishing Out Dirt: His secondary element is Earth, which is also his resistance. He can cast Stone Rain and Jewel Blast.
  • Fiery Lion: He's bright red and learns Fire attacks.
  • King of Beasts: He is described as “the noblest and most heroic of the Familiars.” He protects those that earned his trust by having a pure heart.
  • Natural Weapon: Since he is a lion, he can attack with his claws. Claws, Fireclaws, and Shred can deal additional damage when he inflicts a critical hit.
  • Olympus Mons: Like the other Spectral Familiars, he is an immortal deity who created the Monster Sanctuary. Gameplay-wise he's not notably better than other monsters, however.
  • Playing with Fire: His primary element is Fire as he learns Ignite, Fireclaws, and Firestorm. He is also red.
  • Regenerating Mana: Despite the name, Mana Burn increases his mana when Burn inflicts damage on the foe.
  • Starter Mon: He is one of four potential choices as your first Monster. If he is not chosen, he will be Leonard’s default Familiar.

    5. Blob 

5. Blob

Type: Slime | Weakness: Wind | Resistance: Water | Explore Ability: Bubble Burst

https://static.tvtropes.org/pmwiki/pub/images/blob_journal.png

A slime creature that existed since the founding of the Monster Sanctuary.


  • Anti-Armor: Blobs possess the Multi Armor Break aura, enabling their party to stack two additional Armor Break debuffs on opponents, resulting in reduced defense and damage reduction.
  • Blob Monster: The most common type of slimes that existed in the Monster Sanctuary.
  • Charged Attack: Its light-shift ability, Heal Charging, can grant charge stacks to anyone it heals.
  • Com Mons: It is the first monster you encounter in your journey, as well as the first monster you acquire, as its egg is dropped immediately after your first battle.
  • Cute Slime Mook: It is the first type of Slime you encounter, with stronger variants appearing in later areas.
  • Dishing Out Dirt: Learns the Earth attack Slime Shot, and the ultimate skill Slime-aggedon.
  • Damage-Increasing Debuff: Under the Corrosion aura, Armor Break boosts the damage enemies take from Poison, Burn, Shock, and Congeal. Moreover, when paired with Multi Armor Break, the effectiveness of damaging debuffs can be further enhanced through additional stacks of Armor Break.
  • Making a Splash: Learns the Water attacks Acid Rain, Bubble Burst, and the ultimate skill Acid Hurricane.
  • Secret Art: It is the only monster to learn Slime Infestation, a unique aura that allows blob teammates to inflict Armor Break after finishing their turn.
  • Series Mascot: The Blob is prominent in the game's branding; it appears on both the desktop icon and the title screen, is the icon for the wiki, and was one of the first monsters to get a plush.

    6. Magmapillar 

6. Magmapillar

Type: Insect | Weakness: Water | Resistance: Fire | Explore Ability: Ignite

https://static.tvtropes.org/pmwiki/pub/images/magmapillar_journal.png

A caterpillar that is capable of generating its own heat.


  • Big Creepy-Crawlies: It is a large caterpillar that can spit fire and burn anything that touches it.
  • Damage-Increasing Debuff: The ability Burn Down increases the damage dealt to a burned target.
  • Playing with Fire: Its primary element and resistance is Fire. It can cast Ignite and Fireball Storm as its standard skills, while its ultimate skill is Inferno.
  • Support Party Member: Magmapillar's main strategy involves applying shields and buffs to its allies, while inflicting Burn to its enemies.
  • Sticky Situation: Through its Sticky Impact passive, Magmapillar has a 15% chance to apply a stack of Tether, which diminishes the enemy's dodge chance by 10% and damage dealt by 5%. Removal of one stack of Tether occurs with each action taken by the enemy.

    7. Rocky 

7. Rocky

Type: Ancient Nature Spirit | Weakness: Fire | Resistance: Earth | Explore Ability: Summon Rock

https://static.tvtropes.org/pmwiki/pub/images/rocky_journal.png

A shy rock spirit that lives in the forests and mountains.


  • Always Accurate Attack: The skill Leaf Slash can never be dodged.
  • Anti-Debuff: Its healing moves, such as Restore, Mass Restore, and the powerful Ultimate skill Full Restore, have the capability to remove debuffs. Moreover, if it learns Purify, it can also eliminate negative stack effects through its healing skills.
  • Armless Biped: Rockies have no arms, which makes it odd that it can learn Punch Combo.
  • Dishing Out Dirt: Its primary element and resistance is Earth. It can learn Leaf Slash and Earthquake as its standard skills, while its ultimate skills are 1000 Leaves and Spore Nebula.
  • Gathering Steam: It has the Aging ability, which grants it the Age buff, which improves its attack, defense, and mana regeneration, at the end of its turn and can stack so long as it is active. With Primal Rage (which multiplies its attack with each Age stack) and Aeon (which restores HP equal to its Age stack) combined, Rockies grow strong as the battle is prolonged.
  • Invisible to Adults: It is seldom-seen by adults or travelers, but it is commonly seen by children. According to its history, a young boy once got lost in the woods and a group of Rockies helped him return home.
  • Orbiting Particle Shield: Shielding Leaves generates a protective shield for Rocky by summoning a group of leaves that orbit around them briefly before flying off to strike the designated target.
  • Secret Art: As the sole monster capable of learning Tranquility, Rocky allows allied Spirit and Nature monsters to inflict a Weakness debuff on opponents at the end of their turns.

    8. Vaero 

8. Vaero

Type: Aerial Bird | Weakness: Earth | Resistance: Wind | Explore Ability: Flying

https://static.tvtropes.org/pmwiki/pub/images/vaero_journal.png

A large, fierce bird that resembles a blue jay.


  • Armor-Piercing Attack: It can learn Armor Bypass twice, allowing it to ignore 40% of the enemy's damage reduction.
  • Blow You Away: Its primary element and resistance is Wind.
  • Critical Hit Class:
    • It has some critical chance and critical damage boosting skills, the Hunt skill that boosts the party's critical chance, and the Evasion skill that increases its dodge based on its critical chance.
    • As a dark-shifted Vaero, it gains the shift passive Critical Apex, which increases the critical chance of every consecutive hit of an attack.
  • Feather Flechettes: It can cast Feather Storm to rain sharp feathers at a single target.
  • Fragile Speedster: While it has a Health rating of 4, it has the Defense rating of 1 and can only avoid attacks by dodging.
  • Giant Flyer: It is a giant bird that resembles a harmless blue jay. Several hunters made that mistake and were hurt in retaliation.
  • Magically Inept Fighter: Vaero has a Magic rating of 1, the lowest rating in the game, compared to its Attack rating of 5. With that said, all of its skills involve dealing physical damage and granting buffs.

    9. Catzerker 

9. Catzerker

Type: Beast Warrior | Weakness: Earth | Resistance: Wind | Explore Ability: Slash

https://static.tvtropes.org/pmwiki/pub/images/catzerker_journal.png

A cat that picked up a sword to fight, and slay, tough monsters.


  • Always Accurate Attack: Sure Strike allows its first hit to never be dodged.
  • Blow You Away: Its primary element and resistance is Wind. Its single standard skill is Air Sickle, while its ultimate skill is Typhoon Cut.
  • Combat Medic:
    • While it has no healing skills, its Auto Heal skill allows it to heal a lower-health ally.
    • Its light shift, Lifelink, allows it to heal allies through critical hits.
  • Critical Hit Class: Its skills rely on critical hits to deal their effects, like Slash and Claws. Fortunately, Catzerkers have several critical chance and damage boosting skills, Precision, and Sure Strike. In addition, it has several critical hit-based skills like Recuperate (regenerates mana), Bleed (inflicts bleeding), and Critical Mass (grants a buff).
  • Heroes Prefer Swords: It's a feline swordsman, like its ancestor. It utilizes its sword for attacks like Slash and Long Slash, and for the ultimate skills, Fatal Cut and Typhoon Cut.
  • Life Drain: Lifesteal allows the Catzerker to restore health based on the damage it inflict.
  • Magically Inept Fighter: Catzerker lacks any magical skills despite its Magic rating of 4.
  • Playing with Fire: Its only fire skill is Fireclaws.
  • Uplifted Animal: The Catzerkers are descended from the pet cat of the hero Siegfried. According to its history, when the cat fruitlessly searched for its missing master, the cat dragged the sword with its paws for so long that its body transformed to suitably carry the sword.
  • Tragic Keepsake: The first Catzerker's sword belonged to Siegfried, which was the only thing left behind by the hero. While it tried to search for his missing master, it never found him during all of its nine lives.

    10. Yowie 

10. Yowie

Type: Beast | Weakness: Fire | Resistance: Wind | Explore Ability: Tackle

https://static.tvtropes.org/pmwiki/pub/images/yowie_journal.png

A hairy humanoid that lives in mountain.


  • Armor-Piercing Attack: Its standard skill Tackle and ultimate skill Ram Charge ignores 25% of the enemy's damage reduction.
  • Bigfoot, Sasquatch, and Yeti: It is a yeti-like monster who is named after the yowies from Aboriginal Australian folklore.
  • Healing Factor: Yowies can restore their own HP with Recover and restore other allies based on its HP with Supply at the start of every turn.
  • An Ice Person: It can cast Ice Hail, Ice Storm, and Icicle Spears as its standard attacks. In addition, one of its ultimate skills is Blizzard.
  • Support Party Member: Yowie's strategy involves keeping its allies alive through regeneration, while inflicting Chill to its enemies.
  • Taking the Bullet: Taunt allows it a chance to take a single-target attack for an ally. This synergizes with Icy Skin, which may inflict Chill on the attacker.
  • Secret Art: Yowies possess an exclusive skill called Icy Fists, which grants them a 25% chance to apply Chill on enemies with each critical hit. Notably, this Monster has the unique ability to apply an additional stack of Chill, setting it apart from other monsters.

    11. Steam Golem 

11. Steam Golem

Type: Construct | Weakness: Wind | Resistance: Fire | Explore Ability: Tackle

https://static.tvtropes.org/pmwiki/pub/images/steam_golem_journal.png

A mechanical worker created by alchemy.


  • Armor-Piercing Attack: Its standard skill Tackle ignores 25% of the enemy's damage reduction.
  • Degraded Boss: It is your first introduction to champion Monsters, used by Old Man Buran as a training test. However, you later encounter them in the Mystical Workshop as a common enemy.
  • Magically Inept Fighter: It has a Magic rating of 1 and a Mana rating of 2, which makes sustaining mana and casting high-cost skills difficult. Its low mana can be compensated by its skills, like Improved Mana Regen and Mana Burn, and its dark-shift passive Relentless, which reduces mana cost of skills.
  • Mana Drain: Despite its name, Mana Burn regenerates mana whenever Burn damages the enemy.
  • Mechanical Lifeforms: Despite being manmade, it is considered a monster suitable to live in the Sanctuary.
  • Playing with Fire: Its primary element and resistance is Fire. Its only fire skill is Fiery Punches.
  • Turned Against Their Masters: In the past, the Steam Golems rebelled against their creator and destroyed their mean of production. The Monster Keepers relocated them to the Sanctuary and built the Mystical Workshop to help maintain the Golems, until they replicated and took over the Workshop. Since then, the Keepers have cut off their supplies to halt their replication.
  • Wake-Up Call Boss: It is your first introduction to Champion monsters. As a Champion, it has a lot more health and can act twice.

    12. Monk 

12. Monk

Type: Spirit Warrior | Weakness: Earth | Resistance: Wind | Explore Ability: Heavy Punch

https://static.tvtropes.org/pmwiki/pub/images/monk_journal.png

A mysterious warrior who lives atop the mountains.


  • Bare-Fisted Monk: Since it is based on Buddhist monks, it is the master of unarmed combat. Its standard skills are the three Elemental Punches (Fiery Punches, Lightning Punches, and Freezing Punches), Flurry of Blows, and Blessed Strikes, while its ultimate skills are Elemental Strikes and Godly Strikes.
  • Combat Medic: While it can punch its foes, it can also heal allies with the Heal skill. Its healing effectiveness is improved with Power Healing (which heals the most-wounded ally equal to its attack) and Critical Healing. Its healing power is referenced in its bio, which states that they help injured mountain hikers and guide them through the mountain.
  • Critical Hit Class: Monks can specialize in dealing critical hits, because it has Blessed Strikes to deal damage and apply Glory onto itself, Multi Glory to grants two more stack of Glory, Combat Guard to reduce damage for possessing Glory and Sidekick, and Critical Mass to grant a random buff for dealing a critical hit.
  • Degraded Boss: A Monk is a Champion Monster in the Mountain Path but is an encounterable monster in the Blue Cave.
  • Hu Mons: Though its features appear Super-Deformed, it's hard not to see it as simply a little man in a cloak.
  • Playing with Fire: Aside from the Fiery Punches, its only Fire skill is Fireball Storm.
  • Status Buff:
    • It can cast Agility and its upgraded form, Quicken, to apply both Agility (a buff that grants evasion) and Sidekick (a buff that grants an additional attack) to its party.
    • Blessed Strikes grant it Glory, which improves its critical hit chance and critical damage.

    13. Grummy 

13. Grummy

Type: Aquatic Occult | Weakness: Fire | Resistance: Water | Explore Ability: Bubble Burst

https://static.tvtropes.org/pmwiki/pub/images/grummy_journal.png

A seemingly eternal creature that lives in the abyss.


  • Eldritch Abomination: Much of this creature's origin is detailed in the Ahrimaaya, written by the Blind Starseer. According to the text, it is a follower of the great Graamu, an undying dreamer who is eternally resting until he awakens and takes over the dimension where the Sanctuary resides.
  • Poisonous Person: Its skin is so toxic that it is impossible to remove the impurities when cooking it. In gameplay, it can use standard skills, like Slime Shot and Poison Bomb, and the ultimate skill Slime-aggeddon to inflict Poison.
  • Status-Buff Dispel: Cleanse gives attacks a chance to remove a buff.
  • Time Abyss: Contemporary scholars have yet to estimate its lifespan.

    14. Tengu 

14. Tengu

Type: Nature Spirit Mage | Weakness: Water | Resistance: Fire | Explore Ability: Ignite

https://static.tvtropes.org/pmwiki/pub/images/tengu_journal.png

A spirit known for its mischief and arrogance.


  • Playing with Fire: Save for Poison Bomb and Poison Cloud, all of its skills involve dealing fire damage. It can also cast Fire Shield to both shield allies and inflict Burn.
  • Squishy Wizard: While Tengus have both physical and magical powers, more proficient on the latter, their poor Defense rating makes it vulnerable to focus fire.
  • Tengu: An arrogant trickster spirit that can cast fire and poison. It also possesses a Gag Nose, like its inspiration.
  • The Trickster: They loves playing pranks and performing magic tricks for humans. The Tengus were beaten at their own game, though, when Monster Keeper Gakuto tricked the Tengus into moving to the Monster Sanctuary for their protection.
  • Waddling Head: It has a mask-like face and no arms.

    15. Fungi 

15. Fungi

Type: Nature | Weakness: Fire | Resistance: Earth | Explore Ability: Summon Mushroom

https://static.tvtropes.org/pmwiki/pub/images/fungi_journal.png

A sentient fungus that produces mushrooms and defends itself with its spores.


  • Exotic Entree: Nobles developed a craving for the Fungi themselves, instead of the mushrooms they plant. While the Fungi are far from becoming endangered, the Monster Keepers were disgusted by the way they were hunted and took them to the Monster Sanctuary.
  • Fungi Are Plants: A Mushroom Man that's able to use the skills Leaf Slash and 1000 Leaves.
  • Healing Factor: Recover restores 10% of its own HP.
  • Mushroom Man: A mushroom that grew arms and muscles. The bio describes it as a "biological miracle."
  • Poisonous Person: Its main strategy involves poisoning enemies with Poison Bomb and Poison Cloud. In addition, it has several debilitating abilities relating to poison, including Multi Poison, Poisoned Nerve, and Initial Poison.

    16. Frosty 

16. Frosty

Type: Ancient Nature Spirit | Weakness: Wind | Resistance: Fire | Explore Ability: Flying

https://static.tvtropes.org/pmwiki/pub/images/frosty_journal.png

Frosties are spirits that look like flames, but they chill the air around themselves instead of heating it up. They're believed to be the grandchildren of Grandfather Frost, the Slavic version of Santa Claus.


  • Armored But Frail: Its initial HP rating of 1 is downright pitiful. However, it has a Defense rating of 4 and many Shield-based abilities to protect it.
  • Armor-Piercing Attack: It can learn Armor Bypass, which ignores a portion of the enemy's damage reduction.
  • An Ice Person: It can cast many ice-based skills, like Chilling Wind and Ice Storm, and the ultimate skill Polar Winds.
  • Injured Vulnerability: It learns Deep Freeze, which deals additional hits for each stack of chill on the target.
  • Mana Drain: Two of its attacks — Ice Storm and Chilling Wind — inflict the chill status, its Cooling passive gives all of its attacks a 10% chance to inflict it as well, and Multi Chill allows it to apply chill three times to each enemy.
  • Oxymoronic Being: Their bio says that they "burn with a freezing cold", a feat that humans haven't been able to replicate even with magic.
  • Secret Art: It is the only monster to learn Spirit Strength, which improves the effectiveness of buffs to allied Spirit monsters.
  • Support Party Member: Its skillset revolves around shielding and buffing its allies, while inflicting chill on opponents.

    17. Minitaur 

17. Minitaur

Type: Beast Warrior | Weakness: Fire | Resistance: Earth | Explore Ability: Slash

https://static.tvtropes.org/pmwiki/pub/images/minitaur_journal.png

A mighty warrior with the strength to wield a heavy axe.


  • Armor-Piercing Attack: His ultimate skill Boulder Toss ignores half of the enemy’s damage reduction. It is also undodgeable.
  • Bare-Fisted Monk: Two of his standard skills are fist-based attacks, which are Heavy Punch and Freezing Punch.
  • Counter-Attack: It can learn Counter Attack, which causes it to automatically deal an undodgeable attack with an increased critical chance when it's attacked.
  • Dishing Out Dirt: His primary element and resistance is Earth. He can use the standard skill Stone Rain and the ultimate skill Boulder Toss.
  • Our Minotaurs Are Different: The Minitaur is a bovine warrior that wields an axe too heavy for human hands. According to his history, a minitaur came into existence when five adventurers entered his labyrinth for the treasure hidden in his lair. He split himself into five smaller individuals to deal with the adventurers.

    18. Specter 

18. Specter

Type: Spirit Occult Mage | Weakness: Magical | Resistance: Physical, Debuff | Explore Ability: Ignite

https://static.tvtropes.org/pmwiki/pub/images/specter_journal.png

A burning spirit in the form of a skeleton.


  • Back from the Dead: It has the Revive skill, which allows it to revive a fallen monster.
  • Dem Bones: A spirit that takes the form of a skeleton.
  • Gravity Master: One of its ultimate skills is Gravity, a multi-targeting Neutral spell that deals additional damage based on the target's health and defense rating.
  • Playing with Fire: It is capable of dealing fire damage through standard skills, like Ignite and Flamestrike, and its ultimate skill Fire Pillar. Although its standard skill Spectral Flame and ultimate skill Hades resembles fire, they are classified as Neutral and Earth element, respectively.
  • Weak to Magic: It is weak to magical damage, to balance out its resistance to physical damage and damage received from debuffs.

    19. Crackle Knight 

19. Crackle Knight

Type: Spirit Construct Warrior | Weakness: Water | Resistance: Wind | Explore Ability: Lightning Bolt

https://static.tvtropes.org/pmwiki/pub/images/crackle_knight_journal.png

An animated suit of armor that possesses the power of lightning.


  • Animated Armor: It is unknown how Crackle Knights came into existence, but there are legends of great warriors returning to the land of the living.
  • Critical Status Buff: Revenge grants Charges each time the Crackle Knight receives hits. This allows Crackle Knight to deal damage back to its abuser.
  • Draw Aggro: Magnetize gives shocked enemies a chance to target an allied monster with the highest defense, which is usually the Crackle Knight itself. This synergizes with Electric Field, Mana Generator, and Revenge to help retaliate against its enemies.
  • The Eeyore: According to the Sizzle Knight's bio, they are stated to be gloomy. Those of the Crackle Knights that sees the light of the Sun Palace are transformed into Sizzle Knights, who are much more energetic and joyful.
  • Heroes Prefer Swords: It wields a lightning sword, with its bio emphasizing its chivalry and honor. It has several standard skills, like Slash, Lightning Slash, Shocking Slash, and Severe Cuts.
  • Knight in Shining Armor: There was a legend of the Knight Gawain, who made a vow to protect his land, even after death. This vow came true when bandits pillaged a village in the land he swore to protect, where he revived and struck down the rogues.
  • Shock and Awe: While its primary element and resistance is Wind, its attacks are lightning-based.
  • Status-Buff Dispel: Cleanse gives attacks a chance to remove a buff.

    20. G'rulu 

20. G'rulu

Type: Aquatic Occult | Weakness: Wind | Resistance: Water | Explore Ability: Bubble Burst

https://static.tvtropes.org/pmwiki/pub/images/g27rulu_journal.png

An altered but powerful Grummy that possesses dark powers. It evolves from a Grummy using the Stardust catalyst.


  • Discard and Draw: Upon evolving from a Grummy, G'rulu exchanges its poison-based skill tree for a fire-based skill tree.
  • Eldritch Abomination: It even looks like Cthulhu himself. According to the Ahrimaaya, it is the Great Grammu's servant who performs dark rituals to awaken its master. Between 113 AC and 136 AC, two expeditions attempted to explore its hidden lair discovered in the Old World. The only survivor was a Keeper Novice from the second expedition, who was dumbstruck by the massacre.
  • Playing with Fire: Unlike the Grummy, the G'rulu specializes in fire attacks, like Solar Rays and Solar Burst.

    21. Mad Eye 

21. Mad Eye

Type: Aerial Occult | Weakness: Magical | Resistance: Physical, Debuffs | Explore Ability: Flying

https://static.tvtropes.org/pmwiki/pub/images/mad_eye_journal.png

A creature composed of a single eye and wings. It's known for its keen observation.


  • Damage Over Time: It specializes in inflicting status effects that wear down enemies over time. It can afflict Burn and Shock through its abilities, while Toxic Reaction allows damage received from Shock damage to inflict Poison. In addition, Fatal Upkeep increases the damage received from Burn, Poison, and Congeal (an ability that deals damage to enemies afflicted with Chill).
  • Jack of All Trades: The Mad Eye can deal magical damage based on the four elements with each element having certain status effects. It can deal Fire damage to inflict Burn, Water damage to inflict Armor Break, Earth damage to inflict Weaken, and Wind damage to inflict Shock.
  • Oculothorax: The Mad Eye is an eye with wings and a tail, which contains a second brain.
  • Regenerating Mana: Despite the name, Mana Burn increases its mana when Burn inflicts damage on the foe.
  • Status-Buff Dispel: Cleanse gives attacks a chance to remove a buff.
  • Weak to Magic: It is weak to magical damage, to balance out its resistance to physical damage and damage received from debuffs.

    22. Nightwing 

22. Nightwing

Type: Aerial Beast | Weakness: Fire | Resistance: Wind | Explore Ability: Sonar

https://static.tvtropes.org/pmwiki/pub/images/nightwing_journal.png

A stealthy bat known for drinking bloods of its prey.


  • Bat Out of Hell: It's a monstrous bat known for flying through the night stealthily and drinking blood from its prey. They were primal monsters during the early days of humanity until their homes were pushed out by progress. They were more than eager to move into the Monster Sanctuary.
  • Blow You Away: Their primary element and resistance is Wind. Its standard skills, Air Sickle and Cyclone, and the ultimate skill Typhoon Cut deal physical wind damage.
  • Life Drain:
    • Bite restores their health upon dealing damage to the target.
    • Its passive skill Feast heals allies based on 15% of the bleed damage inflicted on enemies.

    23. Toxiquus 

23. Toxiquus

Type: Aquatic Nature | Weakness: Wind | Resistance: Earth | Explore Ability: Slime Shot

https://static.tvtropes.org/pmwiki/pub/images/toxiquus_journal.png

A seahorse-like monster that lives in polluted parts of the ocean.


  • Blow You Away: Toxiquus can learn the standard skills Whirlwind and Gale and the ultimate skill Tornado to deal magical wind damage. Ironically, its weakness is Wind.
  • Healing Factor: Toxiquus can restore allies' health through Supply, while healing itself depending on the number of poisoned enemies through Toxic Feedback.
  • Mr. Seahorse: A male Toxiquus carries the eggs inside a pouch under his belly, like real-life seahorses.
  • Poisonous Person: It adapted to the polluted ocean by gathering the wastes and storing them in the toxic sac inside its belly. Gameplay-wise, Toxiquus is resistance to Earth element and is capable of inflicting and spreading poison through Slime Shot and Slime Volley.
  • Secret Art: The Polluted Water aura, which causes the team to deal 10% more damage against opponents for each Aquatic monster in the party.

    24. Beetloid 

24. Beetloid

Type: Construct Insect | Weakness: Earth | Resistance: Wind | Explore Ability: Lightning Bolt

https://static.tvtropes.org/pmwiki/pub/images/beetloid_journal.png

A robotic beetle that can generate electrical energy.


  • Combat Medic: Its Energize passive ability restores an ally’s health when the enemy receives Shock damage. With the Buffing Heal ability, it can heal an ally by applying a buff to a target.
  • Critical Status Buff:
    • Revenge grants Charges each time Beetloid receives hits.
    • Glare allows Beetloid to inflict Blind on the attacker.
  • Mechanical Insects: It is a robot that resembles a beetle. It is believed to have been constructed during an industrial era, perhaps even nature’s response to humanity’s hubris.
  • Money Multiplier: Gold Sense increases the amount of gold earned from winning a battle.
  • Shock and Awe: While its element and resistance is Wind, it mainly focuses on lightning attacks. Its standard attacks are Lightning Bolt, Voltage, Charge Beam, and Thunderstorm, while one of its ultimate skills is Electrocute.
  • Unobtainium: Its horn and lower abdomen are made of a unique metal called beetlium.

    25. Druid Oak 

25. Druid Oak

Type: Nature Spirit Mage | Weakness: Fire | Resistance: Earth | Explore Ability: Ignite

https://static.tvtropes.org/pmwiki/pub/images/druid_oak_journal.png

A living wooden creature known for its resilience and longevity.


  • Acid Attack: It can cast Acid Rain and Acid Tempest to deal magical Water damage and inflict Armor Break.
  • Always Accurate Attack: The skill Leaf Slash can never be dodged.
  • Anti-Debuff: Restoration gives allies with Regeneration a 50% chance to remove a debuff at the start of their turn.
  • Anti-Regeneration: Demotivate grants an aura that reduces the effectiveness of the enemy’s healing and shielding abilities when afflicted with Weakness.
  • Gathering Steam: It has the Aging ability, which grants it the Age buff, which improves its attack, defense, and mana regeneration, at the end of its turn and can stack so long as it is active.
  • Gradual Regeneration:
    • Druid Oak can cast Life Channel, which grants Regeneration and Channel to allies. It also has Multi Regeneration, which stacks the effect up to three times, with each additional stack having half of the last stack's effectiveness.
    • Shared Regeneration allows Druid Oak to grant its allies Regeneration when granting itself the buff, and Remunerate grants it Regeneration when applying a debuff.
  • Scissors Cuts Rock: Elemental Break allows Armor Break to reduce the enemy’s resistance while increasing the enemy’s weakness.
  • Soul Jar: It is said that a Druid Oak was made of dead wood and a druid’s soul that was transferred into the wood.
  • Stone Wall: Druid Oak may have a low Attack, Magic, and even Defense rating, but its Health and Mana rating is high. However, its Light-shifted form drastically raises its Attack and Magic up to 8, making it a Glass Cannon in spite of its high Health.
  • Treants: It is a living tree with a druid's soul.

    26. Magmamoth 

26. Magmamoth

Type: Aerial Insect | Weakness: Water | Resistance: Fire | Explore Ability: Ignite

https://static.tvtropes.org/pmwiki/pub/images/magmamoth_journal.png

A mature form of a Magmapillar. It evolves from a Magmapillar using the Cocoon catalyst.


  • Armor-Piercing Attack: Lava Rush ignores half of the enemy’s damage reduction if they are afflicted with Burn.
  • Always Accurate Attack: Two of its ultimate skills, Lava Stream and Tornado, cannot be dodged.
  • Discard and Draw: Upon evolving from a Magmapillar, Magmamoth exchanges the Barrier and Shield-based skill tree for an Agility and Wind-based skill tree.
  • Blow You Away: It can learn Air Sickle and Gale as its standard skills and Tornado as one of its ultimate skills .
  • Fragile Speedster: Magmamoth is more fragile than its original form due to the lack of its Barrier skill and downplaying its shield-based skills (its only form of shielding is Fire Shield, Mana Shielding, and Copy Shield, which is small compared to the Magmapillar's shielding potential). Its form of defense is dodging through Quicken, which grants both Agility and Sidekick, and Evasion.
  • Injured Vulnerability: Death Blow increases damage dealt for each debuff on the target.
  • Magic Knight: Magmamoth has 7 in both Attack and Magic rating, allowing it to be efficient in dealing both physical and magical damage.
  • Moth Menace: It is a giant moth that can blow hot air onto its enemies.
  • Not Quite Flight: According to its bio, it rarely flaps its wings, preferring to glide on hot air.
  • Playing with Fire: Its primary element and resistance is Fire. It can use Ignite, Firestorm, and Lava Rush as its standard skills, and Inferno and Lava Stream as its ultimate skills.
  • Small Role, Big Impact: It played a big role in the game’s backstory. When humans began pushing into its territory, the dying Magmamoth burned the forest, which led to the first war between the Monster Keepers and the kings of the Old World. The Monster Keepers were able to hatch the Magmamoth’s eggs with the Spectral Familiars’ help, allowing them to tame monsters.
  • Status-Buff Dispel: Tornado removes a single buff on enemies.

    27. Molebear 

27. Molebear

Type: Beast | Weakness: Water | Resistance: Earth | Explore Ability: Claws

https://static.tvtropes.org/pmwiki/pub/images/molebear_journal.png

A fearsome beast that can dig tunnels underground.


  • Critical Hit Class: Its claw attacks deal additional damage when dealing a critical hit, and it learns several critical hit-based skills, including Critical Ground and Rampage, which boosts allied Beasts’ critical rate. Bleed and Recuperate relies on critical hits to inflict bleeding and restore mana, respectively.
  • Critical Status Buff: Revenge grants Charges each time the Crackle Knight receives hits. Molebear can learn Taunt to ensure that he takes those hits.
  • Dishing Out Dirt: Its primary element and resistance is Earth. It learns Burrow, Stone Rain, and Earthquake as its standard skills, and Tectonic Spikes as one of its ultimate skills.
  • Healing Factor: Recover restores 10% of its health at the start of its turn.
  • Life Drain: Its ultimate skill Carnage heals it and its allies after dealing damage to enemies.
  • Mix-and-Match Critters: It is a combination of a mole and a bear.
  • Natural Weapon: With its powerful claw, it has Claws, Fireclaws, and Shred as its standard skills, and Carnage as one of its ultimate skills.
  • This Is a Drill: Due to its connection to moles, one of its ultimate skills is Gigadrill, a physical Neutral skill that inflicts Armor Break to the target while granting Might and Barrier to itself.
  • Tunnel King: Molebears’ claws make them sufficient diggers, allowing them to burrow through the earth and create a vast network of tunnels, including a tunnel that connects the Ancient Woods to the Stronghold Dungeon. Gameplay-wise, Molebears learn Burrow, a physical Earth skill that grants them Barrier.

    28. Glowfly 

28. Glowfly

Type: Aerial Insect | Weakness: Earth | Resistance: Wind | Explore Ability: Light

https://static.tvtropes.org/pmwiki/pub/images/glowfly_journal.png

A tiny firefly-like monster that shines in the darkness.


  • Androcles' Lion: Horrigan, the first monster keeper to discover the species found a wounded glowfly and nursed it back to health on their initial contact. Later on, as he got injured from falling down a steep valley, a swarm of glowflies protected him by torching any predator that came too close.
  • Armor-Piercing Attack: Forceful Sorcery grants an aura that allows monster’s attacks to ignore a portion of the enemy’s damage reduction when under the effect of Sorcery.
  • Blinded by the Light: Blinding Sunlight allows Fire and Wind skills a chance to inflict Blind.
  • Cute Monster: They're so cute that they weren’t labelled as “monsters” until 187 AC.
  • Injured Vulnerability: Thunder Strike deals additional hits if the target is afflicted with Shock.
  • Lighting Bug: It is a firefly-like monster that can glow in the dark. Its explore ability is utilized as a torch to dark rooms.
  • Power of the Sun: Its standard skills are Solar Rays and Solar Burst, and one of its ultimate skills is Solar Blaze. They are all classified as Fire element.
  • Shock and Awe: While it is classified as Wind, its primary attack is lightning-based. Its standard skills are Voltage and Thunder Strike.
  • Support Party Member:
    • While it has several offensive skills, it has two support skills, Enlighten and Rejuvenate, to boost its allies. Enlighten grants Sorcery and Barrier, while Rejuvenate grants Agility and Regeneration. One of its ultimate skills, Full Potential, grants a shield and many buffs, including Might, Sorcery, Regeneration, Sidekick, Agility, and Spellshield, to a single ally.
    • Insect Charge grants Charge to allied Insect monsters, allowing them to deal more damage.
    • Both of its shift passives benefit the party. Its Light-shift grants Buff Mastery, which allows an additional stack on any buff to the party, while its Dark-shift grants Mana Conflux, which grants a Charge to any allied monster that consumed 75 mana.

    29. Goblin Brute 

29. Goblin Brute

Type: Goblin Warrior | Weakness: Physical | Resistance: Magical | Explore Ability: Toxic Slam

https://static.tvtropes.org/pmwiki/pub/images/goblin_brute_journal.png

A goblin warrior wielding branches gathered from the Ancient Woods that possesses martial skills.


  • Attack Reflector: Reflect returns 40% (20% in Keeper battles) of the damage it received back to the attacker.
  • Fighter, Mage, Thief: Forms the Fighter part of this trio, especially when fighting alongside a Goblin Hood and a Goblin Warlock.
  • Our Goblins Are Different: The bruiser of the goblin tribe, they excel in defending their goblin brethren. Its Goblin-related ability is Goblin Defense, which raises allied Goblin’s defense.
  • Poisonous Person: It learns Toxic Slam, an Earth attack that poisons the target.
  • Stone Wall: It learns very few attacks; its skillset revolves around buffing and shielding instead, and it has a high defense rating to match.
  • Taking the Bullet: Protect allows the Goblin Brute to take an attack meant for another ally, while granting themselves a shield.

    30. Goblin Hood 

30. Goblin Hood

Type: Goblin Warrior | Weakness: Physical | Resistance: Magical | Explore Ability: Fiery Shots

https://static.tvtropes.org/pmwiki/pub/images/goblin_hood_journal.png

A goblin archer that relies on its cunning and survival instinct.


  • Critical Hit Class: It has many instances of critical chance/damage plus in its skill trees, most of its attacks deal increased critical damage, and it can cast Glory to boost its critcal chance even furhter.
  • Fighter, Mage, Thief: Forms the thief part of this trio, especially when fighting alongside a Goblin Brute and a Goblin Warlock.
  • An Ice Person: Learns the ice-themed Water attacks Icy Shots and Ice Spear Volley, as well as the ultimate skills Frost Pierce and Ice Spear Barrage.
  • Our Goblins Are Different: The ranger of the goblin tribe, they excel in attacking their foes. Its Goblin-related ability is Goblin Offense, which raises allied Goblin’s attack.
  • Playing with Fire: Learns the Fire attacks Fiery Shots, Pyro Cracker, and Explosive Blast, as well as the ultimate skill .
  • Magic Knight: Though it has a Magic rating of 1, it is capable of wielding fire and ice. In the past, the ‘’second’’ Goblin Hood spied on its warlock master to learn their magic.
  • Money Multiplier: Since it is named after Robin Hood (who stole from the rich to give to the poor), it has Gold Sense, an ability that increases the amount of gold earned after battle.

    31. Goblin Warlock 

31. Goblin Warlock

Type: Goblin Mage | Weakness: Physical | Resistance: Magical | Explore Ability: Lightning Bolt

https://static.tvtropes.org/pmwiki/pub/images/goblin_warlock_journal.png

A Goblin shaman that possesses magical power.


  • Armor-Piercing Attack: Magic Penetration allows it and allied Mage monsters to ignore a portion of the enemy’s damage reduction.
  • Fighter, Mage, Thief: Forms the Mage part of this trio, especially when fighting alongside a Goblin Brute and a Goblin Hood.
  • Gathering Steam: It can learn the Aging passive, which gives it a stack of Age at the end of every turn, progressively increasing its damage output, damage reduction, and mana regeneration.
  • Our Goblins Are Different: The spellcaster of the goblin tribe, they deal magical damage to their foes. Its Goblin-related ability is Goblin Recovery, which raises allied Goblin’s mana regeneration.
  • Last Chance Hit Point: It has Phoenix Affinity, which allows it to revive at 10% HP upon receiving damage that would have killed them.
  • Poisonous Person: It learns the Earth attacks Poison Bomb, Poison Cloud, and Hades, which all inflict poison on the targets. It also learns the Multi Poison passive.
  • Squishy Wizard: It has a Defense rating of 2 and is weak to any physical attacks, a weakness shared with other Goblins.
  • Shock and Awe: It learns several standard lightning-based skills, like Lightning Bolt, Thunderstorm, and Thunder Strike.
  • Support Party Member: It learns several buffing and healing skills.

    32. Goblin King 

32. Goblin King

Type: Goblin Warrior | Weakness: Physical | Resistance: Magical | Explore Ability: Jewel Blast

https://static.tvtropes.org/pmwiki/pub/images/goblin_king_journal.png

The king of the Goblins that unites all the tribes.


  • Dishing Out Dirt: With the exception of Slash and Severe Cut, many of its standard skills deal Earth damage, like Stone Rain and Jewel Blast. Two of its ultimate skills that deal Earth damage are Boulder Toss and Gemstone Barrage.
  • Dual Wielding: It is depicted holding two knives in each hand. Its Dark-shifted passive ability, Dual Wield, allows it to wield another weapon with halved stat bonuses.
  • Our Goblins Are Different: The ruler of the Goblins, it is capable of fighting and supporting its allies. Its Goblin-related ability is Goblin Provision, which heals allied Goblins at the start of each turn.
  • King Mook: It is the strongest and most cunning of the Goblins, allowing it to unite the warring tribes under a single banner.
  • Magic Knight: Its Attack and Magic rating is both 4, and it has a plethora of physical and magical skills.
  • Turned Against Their Masters: When the Goblin reunited under a single but powerful Goblin, they defeated their warlock master.

    33. Raduga 

33. Raduga

Type: Aerial Nature Bird | Weakness/Resistance: Elemental Shift | Explore Ability: Flying

https://static.tvtropes.org/pmwiki/pub/images/raduga_journal.png

A beautiful avian monster, second to the Spectral Eagle, that only appears in times of peace.


  • Always Accurate Attack: Two of its standard skills, Whirlwind and Spark Shower, cannot be dodged.
  • Barrier Change Boss: It changes its Weakness and Resistance depending on which attack it used most recently, and it is first fought as a Champion before you can obtain its egg.
  • Blow You Away: It can cast Whirlwind and Charge Beam to deal Wind damage and then shift to its element.
  • Dishing Out Dirt: It can cast Gemstone Rain and Soul Beam to deal Earth damage and then shift to its element. In addition, one of its ultimate skills, Gemstone Barrage, deals Earth damage.
  • Gathering Steam: It has the Aging ability, which grants it the Age buff, which improves its attack, defense, and mana regeneration, at the end of its turn and can stack so long as it is active.
  • Jack of All Trades: It can cast magical skills of all four elements, in which the Raduga changes its resistance and weakness based on the element the skill was used.
  • Last Chance Hit Point: It has Phoenix Affinity, which allows it to revive at 10% HP upon receiving damage that would have killed them.
  • Making a Splash: It can cast Freeze and Snow Veil to deal Water damage and then adapt to its element. In addition, one of its ultimate skills, Ice Breath, deals Water damage.
  • Meaningful Name: "Raduga" is Russian for rainbow, referencing its colourful feathers that represent the four classical elements.
  • Noble Bird of Prey: A magnificent and powerful avian monster, like the Spectral Eagle.
  • Playing with Fire: It can cast Spark Shower and Heat Shimmer to deal Fire damage and then adapt to its element. In addition, one of its ultimate skills, Fire Pillar, deals Fire damage.

    34. Ice Blob 

34. Ice Blob

Type: Slime | Weakness: Fire | Resistance: Water | Explore Ability: Freeze

https://static.tvtropes.org/pmwiki/pub/images/ice_blob_journal.png

A Blob that adapted to the cold weather of Snowy Peaks.


  • Blob Monster: A Blob that developed freezing powers as a result of adapting to the wintry Snowy Peaks.
  • An Ice Person: Due to adapting to the snow, it is capable of freezing its enemies. Its ice-related standard skills are Freeze, Deep Freeze, Ice Storm, and Chilling Wind, and one of its ultimate skills is Blizzard.
  • Injured Vulnerability:
    • Deep Freeze deals additional hits for every stack of Chill on the target.
    • Ice Blob’s Sub Zero ability grants an aura that causes Chilled enemies to receive more damage.
  • Making a Splash: While it is themed around ice, its primary element and resistance is Water.
  • Underground Monkey: It is an icy version of Blob.

    35. Caraglow 

35. Caraglow

Type: Beast Mage | Weakness: Water | Resistance: Earth | Explore Ability: Light

https://static.tvtropes.org/pmwiki/pub/images/caraglow_journal.png

A friendly feline monster that carries a glowing orb.


  • Anti-Debuff: Restore heals an ally and removes a number of debuffs on them, depending on its level.
  • Back from the Dead: It has the Revive skill, which allows it to revive a fallen monster.
  • Cats Hate Water: It is a feline monster that has a weakness to Water skills.
  • Natural Weapon: Based on a feline, it has claw-based attacks, such as Claws, Shred, and Carnage.
  • Life Drain: Lifesteal allows the Caraglow to heal itself by dealing damage to its target. In addition, its ultimate skill Carnage heals it and its allies after dealing damage to enemies
  • Support Party Member: It lacks offensive skills, but compensates with healing, reviving, and buffing its allies.

    36. Aurumtail 

36. Aurumtail

Type: Ancient Reptile Beast | Weakness: Physical | Resistance: Magical | Explore Ability: Mount

https://static.tvtropes.org/pmwiki/pub/images/aurumtail_journal.png

A reptilian-canine hybrid monster that subsists on mana and can be ridden by keepers.


  • Blow You Away: It has two standard skills, Whirlwind and Gale, and an ultimate skill, Ion Beam, that deal Wind damage.
  • Dishing Out Dirt: It has two standard skills, Gemstone Rain and Soul Beam, and an ultimate skill, Gemstone Barrage, that deal Earth damage.
  • Eat Dirt, Cheap: Its primary diet is Mana, which is contained in gems found underground. As a result of this diet, it developed its physiology, which makes it resistant to magical attacks at a cost of frailty to physical attacks, and combative capabilities.
  • Gemstone Assault: Learns Gemstone Rain and Gemstone Barrage.
  • Money Multiplier: Aurumtail has the skill Gold Sense, which raises the amount of gold earned after battle.
  • Power Up Mount: Aurumtail can be ridden by the Player. Compared to other mounts, it hops and skips along the path.
  • Secret Art: It is the only monster to learn the ability Glitter, which raises damage dealt and lower damage received to the party based on the number of allied monsters with Gold Sense.
  • Undying Loyalty: They are loyal to a fault. Treasure seekers often take Aurumtail from their natural environment for their ability to find gems, which is detrimental to the species. As a result, raising an Aurumtail is a big responsibility for any would-be Keepers.

    37. Megataur 

37. Megataur

Type: Beast Warrior | Weakness: Fire | Resistance: Earth | Explore Ability: Freeze

https://static.tvtropes.org/pmwiki/pub/images/megataur_journal.png

A giant beast-warrior that lives in the Snowy Peaks, known for their unparalleled strength and resilience. It evolves from a Minitaur using the Shard of Winter catalyst.


  • Discard and Draw: When the Keepers relocated a tribe of Minitaurs to the Monster Sanctuary, they settled in the Snowy Peaks where they returned to their ancient roots. They discarded their axe and trained themselves to become muscular forces of nature. Gameplay-wise, it replaces a physical-based skill tree with a magic-based skill tree when it evolved from a Minitaur. In addition, it replaces the ultimate skills, Fatal Cut and Boulder Toss, with Polar Winds and Mega Restore.
  • An Ice Person: Due to its association with the Snowy Peaks, the Megataur harnesses ice magic in battle. It can use Freeze, Snow Veil, and Freezing Punches as standard skills, and Polar Winds as one of its ultimate skills.
  • Magic Knight: In contrast to the Minotaur, the Megataur is proficient in dealing both physical and magical damage.
  • Our Minotaurs Are Different: A giant beast-warrior that matches the strength of the original Minotaur.

    38. Mogwai 

38. Mogwai

Type: Nature Beast Mage | Weakness: Fire | Resistance: Wind | Explore Ability: Snowball Toss

https://static.tvtropes.org/pmwiki/pub/images/mogwai_journal.png

A small, furry monster known for its impish personality.


  • Always Accurate Attack: Sure Strike allows its first hit to never be dodged.
  • Armor-Piercing Attack:
    • Spectral Cannon deals a heavy amount of Neutral magical damage and ignores half of the enemy’s damage reduction.
    • Magic Penetration allows it and allied Mage monsters to ignore a portion of the enemy’s damage reduction.
  • Gravity Master: One of its ultimate skills is Gravity, a multi-targeting Neutral spell that deals additional damage based on the target's health and defense rating.
  • Healing Factor: Recover restores 10% of its own HP.
  • Injured Vulnerability: Shatter grants an aura that causes Chilled enemies to more likely receive a critical hit.
  • Secret Art: It is the only monster that can learn the standard skill Snowball Toss.
  • Shout-Out: While mogwais originate from Chinese mythology, its cute, mammalian appearance hiding a mischievous personality may be a reference to the mogwais in Gremlins. Its description mentions that ancient rulers had rules for keeping Mogwais, but there are no surviving records of what they were, similar to the three rules for keeping a mogwai safely in the movie.
  • A Wolf in Sheep's Clothing: Mogwai might look cute and docile, but it has been known to throw snowballs at a person's back and steal their belongings if one places too much trust on it.

    39. Crystal Snail 

39. Crystal Snail

Type: Ancient Aquatic Nature | Weaknesses: Water, Wind | Resistance: Physical | Explore Ability: Jewel Blast

https://static.tvtropes.org/pmwiki/pub/images/crystal_snail_journal.png

Crystal Snails are responsible for all the gemstones found throughout Snowy Peaks. It is one of the oldest species of monsters, having existed since prehistoric times.


  • Anti-Debuff: Its light-shift passive, Curse Breaker, removes one debuff from each allied monsters at the start of their turn.
  • Armor-Piercing Attack: Its standard skill Tackle and ultimate skill Ram Charge ignores 25% of the enemy's damage reduction.
  • Gemstone Assault: It learns Gemstone Rain and Jewel Blast, the latter of which doubles as its explore ability, which activates earth orbs. One of its ultimate attacks is Gemstone Barrage.
  • An Ice Person: It learns Snow Veil and the passive ability Icy Skin, the latter of which can inflict chill on any monster that attacks it.
  • Poisonous Person: Learns Toxic Slam, and its passive skill Poisoning Soil gives all Earth attacks a chance of inflincting poison.
  • Stone Wall: Its highest stat is defence, and its moveset revolves around applying shields and the Barrier status to its team.

    40. Akhlut 

40. Akhlut

Type: Aquatic Beast | Weakness: Wind | Resistance: Water | Explore Ability: Sonar Mount

https://static.tvtropes.org/pmwiki/pub/images/akhlut_journal.png
Akhlut were once the apex predators of the ocean, but when humans overhunted their prey, they walked onto land and started eating humans until shamans learned to control them. The Frozen Oracle summons a champion Akhlut to test the player.
  • Always Accurate Attack: It learns Aqua Blast, which cannot be dodged.
  • Critical Hit Class: It learns Claws and Ice Spear Volley, both of which have bonus effects activated by critical hits, and it learns several passive abilities that increase the frequency and damage of them.
  • An Ice Person: It's fought in the Snowy Peaks, and most of its Water attacks are ice-themed.
  • Secret Art: The Akhlut is the only monster to learn the passive skill Aquatic Predator, which raises allied Aquatic monsters’ critical chance and critical damage.
  • Terrestrial Sea Life: It's an orca that grew legs so it could hunt on land.
  • To Serve Man: According to legends, when humans overhunted the Akhlut’s natural prey, it hunted humans when it evolved to survive on land. The Akhlut stopped hunting humans due to the shamans' powers.

    41. Blade Widow 

41. Blade Widow

Type: Insect Warrior | Weakness: Earth | Resistance: Wind | Explore Ability: Slash

https://static.tvtropes.org/pmwiki/pub/images/blade_widow_journal.png
Blade Widows are ruthless, mantis-like monsters that prey on anything in their territory.
  • Always Accurate Attack: It learns Leaf Slash, which cannot be dodged.
  • Blow You Away: Learns the Wind attacks Air Sickle and Cyclone.
  • Critical Hit Class: It has a few instances of critical chance plus and critical damage plus in its skill trees. It learns Slash, Long Slash, Fatal Cut, and Tectonic Spikes, which all apply a stack of bleed when they land critical hits, and its Bleed passive applies this effect to all attacks.
  • Gender Rarity Value: According to the Monster Journal, most Blade Widows encountered in the wild are female because the males are much smaller and don't live as long.
  • Green Thumb: The Earth attack Leaf Slash, as its name suggests, attacks opponents with a flurry of leaves.
  • Magically Inept Fighter: Its skillset is based around physical attacks. It has a magic rating of 1 and doesn't learn any magical attacks.
  • Slaying Mantis: It's a giant mantis that learns a lot of attacks that involve slashing.

    42. Ninki 

42. Ninki

Type: Reptile Dragon | Weakness: Fire, Wind | Resistance: Magic | Explore Ability: Slime Shot

https://static.tvtropes.org/pmwiki/pub/images/ninki_journal.png

The juvenile stage of the river dragon Ninki Nanka. It is covered with mud, which grants it its longevity and healing powers.


  • Combat Medic: In addition to its offensive Earth and Water skills, the Ninki is capable of healing its allies and granting buffs.
  • Dishing Out Dirt: It learns two Earth-element attacks, Mud Cannon and Slime Shot, both as part of the same skill tree.
  • Making a Splash: Its only Water skill is Aqua Blast, which cannot be dodged.
  • Our Dragons Are Different: Classified as dragons, the Ninka has a top half of a stag and a bottom half of a crocodile. It is also the juvenile stage of the Ninki Nanka.

    43. Ninki Nanka 

43. Ninki Nanka

Type: Reptile Dragon | Weakness: Fire, Wind | Resistance: Magic | Explore Ability: Slime Shot

https://static.tvtropes.org/pmwiki/pub/images/ninki_nanka_journal.png

A mighty river dragon that coated its scales and fur with volcanic mud, granting it increased strength. It evolves from Ninki using the Magical Clay catalyst.


  • Discard and Draw: The Ninki Nanka exchanges its healing skills for a Fire-based skill tree when it evolved from a Ninki.
  • Dishing Out Dirt: Like its pre-evolution, it learns Mud Cannon and Slime Shot.
  • Our Dragons Are Different: The adult stage of the Ninki, it is a river dragon that coats itself with volcanic mud to grow into adulthood.
  • Healing Factor: Ninki Nanka can restore their own HP with Recover and restore other allies based on its HP with Supply.
  • Making a Splash: It can use Aqua Blast and Tidal Wave as standard skills, and Tsunami as one of its ultimate skills.
  • Mama Bear: Ninki Nankas are known to be fiercely protective of their young. The Monster Keepers weren’t able to relocate the Ninkis into the Sanctuary until 331 AC, when they nurtured Ninki orphans and earned the respect of the Ninki Nankas.
  • Playing with Fire: The Ninki Nanka gains a skill tree that specializes in Fire skills, such as Fiery Shots and Firestorm. One of its ultimate skills is Fire Breath.

    44. Vasuki 

44. Vasuki

Type: Reptile | Weakness: Water | Resistance: Fire | Explore Ability: Tackle

https://static.tvtropes.org/pmwiki/pub/images/vasuki_journal.png

A snake with two heads sharing the same body.


  • Anti-Debuff: Its passive ability Antitoxin removes a debuff at the start of its turn.
  • Anti-Regeneration: The passive ability, Severe Upkeep, allows Burn or Poison to have a 50% chance to inflict Wound, a debuff that reduces healing effects.
  • Damage Over Time: Vasuki relies on Burn and Poison to deal damage on their foes.
  • "Just So" Story: According to its history, there were two brothers who were given half the kingdom by their father, but the two kings selfishly wanted the whole kingdom for themselves and declared war on each other. When they were the only two left to fight, the gods punished them by reincarnating them into the first Vasuki. They have since been humbled and ruled the animal kingdom together.
  • Life Drain:
    • Poison Eater restores its health based on the damage inflicted.
    • In addition, Toxic Feedback restores 5% of its health for each Poisoned enemy.
  • Multiple Head Case: Each head acts independent of each other. It is used as an example to teach cooperation, as Vasuki’s venom is even deadlier when the heads strike at the same time.

    45. Kame 

45. Kame

Type: Aquatic Reptile Warrior | Weakness: Magical | Resistance: Physical | Explore Ability: Summon Rock

https://static.tvtropes.org/pmwiki/pub/images/kame_journal.png

A giant turtle monster who mastered martial arts and chi manipulation.


  • Ki Manipulation: The Kame can utilize chi to improve its strikes and manifest them in a form of heat blasts.
  • Making a Splash: Learns the Water attacks Aqua Blast, Water Surge, and the ultimate skill Tsunami.
  • Old Master: In the past, Kame taught young fighters in the way of martial arts. As a result of the Kame's training, these fighters became legendary heroes.
  • Playing with Fire: It learns Fiery Punches and Explosive Blast as standard skills, and Meteorite Shower as one of its ultimate skills.
  • Sturdy and Steady Turtles: Kame is a Mighty Glacier that relies on its strong attack and sturdy defense to win battles. It also has a Secret Art, Carapace, which raises the effect of healing and shielding skills to allied Reptile monsters.

    46. Sycophantom 

46. Sycophantom

Type: Spirit Beast | Weakness: Fire | Resistance: Wind | Explore Ability: Ghost Form

https://static.tvtropes.org/pmwiki/pub/images/sycophantom_journal.png

A ghost with a head of an elephant calf, due to being hunted by poachers at a young age.


  • Blow You Away: Its primary element and resistance is Wind. It can learn Chilling Wind and Gale as standard skills, and Polar Wind as one of its ultimate skills.
  • Casting a Shadow: It can learn Shadow Grasp, a neutral magical skill that targets multiple foes and inflicts Blind.
  • Encounter Repellant: Sycophantom’s Ghost Form explore ability turns the Hero invisible and makes them intangible to monsters, which allows them to avoid battle.
  • From Nobody to Nightmare: They were originally lesser demons until more Sycophantoms are born from unregulated poaching. They finally ended the poaching by uniting together and haunting them until they are too scared to hunt the elephants.
  • An Ice Person: It can learn Snow Veil as a standard skill, and Ice Breath as one of its ultimate skills.
  • Injured Vulnerability: Its passive ability, Exposed, increases damage dealt to blinded enemies.
  • Vengeful Ghost: In a form of elephants, they tried to cause suffering to the world that was unkind to them. However, because they are ghost of calves, they are often outsmarted and help them instead.

    47. Imori 

47. Imori

Type: Reptile Warrior | Weakness: Earth | Resistance: Fire | Explore Ability: Ignite

https://static.tvtropes.org/pmwiki/pub/images/imori_journal.png

Imoris are believed to be the reincarnations of fallen warriors. In ancient times, they lived in their own villages in tropical forests and mountain ranges, and many lords and kings used them as bodyguards in the Old World.


  • Anti-Debuff: Its passive ability Antitoxin removes a debuff at the start of its turn.
  • Critical Hit Class: Its skillset revolves around using critical hits to inflict the Bleed status.
  • Damage Over Time: It is capable of reducing enemy’s HP through debuffs, like Poison, Bleeding, Burn, and Chill with the ability Congeal.
  • An Ice Person: Learns the attacks Ice Spears, Ice Spear Volley, Ice Spear Barrage, and Frost Pierce. It can also learn the passive skills Cooling, which gives all of its attacks a 10% chance to inflict Chill, and Congeal, which damages chilled opponents.
  • Life Drain: Its passive skill Feast heals allies based on 15% of the bleed damage inflicted on enemies.
  • Lizard Folk: It's an anthropomorphic lizard that wears armour and wields a spear.
  • Playing with Fire: Learns the attacks Fiery Stabs and Lava Stream. It can also learn the passives Kindle, which gives every attack a 10% chance to inflict Burn, and Burning Heat, which gives every Fire attack a 15% chance to inflict Burn.
  • Poisonous Person: Learns Toxic Slash and Toxic Slam.

    48. Qilin 

48. Qilin

Type: Spirit Beast | Weakness: Debuff | Resistance: Water, Wind | Explore Ability: Mount

https://static.tvtropes.org/pmwiki/pub/images/qilin_journal.png

A magical equine creature who is said to be a symbol of good luck.


  • Blow You Away: One of its specialized elements and resistances is Wind. With the exception of the ultimate skill Polar Winds, its Wind skills are based around lightning.
  • Degraded Boss: It is first encountered in the Sun Palace as a Champion monster, but is an encounterable monster in the Abandoned Tower.
  • Hellish Horse: Its dark-shifted form looks the part, having a black hide and a red mane that looks like it's on fire, although Dark Is Not Evil is also in effect.
  • An Ice Person: One of its specialized elements and resistances is Water. It can cast Ice Storm and Deep Freeze as standard skills, and Blizzard as one of its ultimate skills.
  • Injured Vulnerability: Deep Freeze deals additional hits for every stack of Chill on the target.
  • Kirin: Although its appearance is similar to that of its Western counterpart, the Qilin resembles the kirin with its scaled body, cloven hooves, and association with purity.
  • Power Up Mount: The Hero can ride on a Qilin, increasing their movement in the field.
  • Rainbows and Unicorns: Its light-shifted form has a rainbow-coloured mane.
  • Shock and Awe: It can cast lighting attacks, like Lightning Bolt and Thunderstorm as standard skills and Ball Lightning as an ultimate skill.
  • Status-Buff Dispel: Cleanse gives attacks a chance to remove the opponents' buffs.

    49. Sizzle Knight 

49. Sizzle Knight

Type: Spirit Construct Warrior | Weakness: Water | Resistance: Wind | Explore Ability: Lightning Bolt

https://static.tvtropes.org/pmwiki/pub/images/sizzle_knight_journal_7.png

A Crackle Knight who is blessed by the miniature sun of the Sun Palace. It evolves from a Crackle Knight using the Sun Stone catalyst.


  • Blinded by the Light: Blinding Sunlight allows Fire and Wind skills a chance to inflict Blind.
  • Injured Vulnerability:
    • Thunder Strike deals additional hits if the target is afflicted with Shock.
    • Its passive ability, Exposed, increases damage dealt to blinded enemies.
  • Knight in Shining Armor: Upon becoming Sizzle Knights, they leave the Sun Palace to help those in need and hide Sun Stones throughout the Sanctuary, so that other Crackle Knights could rise as Sizzle Knights.
  • Playing with Fire: It can learn Fiery Stab and Solar Rays as standard skills, and Solar Blaze as one of its ultimate skills.
  • Shock and Awe: It can learn Lightning Bolt, Lightning Slash, and Thunder Strike as standard skills, and Electrocute as one of its ultimate skills.
  • Status-Buff Dispel: Cleanse gives attacks a chance to remove the opponents' buffs.
  • Taking the Bullet: Protect allows Sizzle Knights to take an attack for an ally. It synergizes with Electric Field and Glare, which inflicts Shock and Blind, respectively, to the enemy that attacks the Sizzle Knight.
  • Took a Level in Cheerfulness: Crackle Knights, who are usually gloomy, that embrace the sun become energetic and cheerful Sizzle Knights.

    50. Koi 

50. Koi

Type: Aquatic Aerial | Weakness: Wind | Resistance: Water | Explore Ability: Swimming

https://static.tvtropes.org/pmwiki/pub/images/koi_journal.png

A fish that can swim in both water and air and guides ordinary koi to safer waters.


  • Call a Smeerp a "Rabbit": Its journal entry notes that it shouldn't be confused with ordinary koi, which can only swim in water.
  • Flying Seafood Special: According to the monster journal, it can swim in any direction, including through air.
  • Heroic Sacrifice: When Zosimos returns the Dark-shifted Koi to the Hero and the Caretaker, it regains its senses and ascends into the corrupted Sun to neutralize it and save the Sanctuary.
  • Last Chance Hit Point: It has Phoenix Affinity, which allows it to revive at 10% HP upon receiving damage that would have killed them.
  • Making a Splash: Most of its attacks use the element of water.
  • Replacement Goldfish: Literally. After the Sun Palace Caretaker's Koi sacrifices its life to restore balance to the dark-shifted sun, two more Koi eggs emerge from the newly restored sun, and the Caretaker calls it a miracle that his beloved companion has come back to him. The game isn't quite clear on whether it really is, or if it's just a new monster of the same type, though.

    51. Tanuki 

51. Tanuki

Type: Nature Beast Mage | Weakness/Resistance: Elemental Shift | Explore Ability: Summon Mushroom

https://static.tvtropes.org/pmwiki/pub/images/tanuki_journal.png

A raccoon dog spirit that has the ability to shapeshift into any monster encountered through the Monster Sanctuary.


  • Always Accurate Attack: Its standard skills, Leaf Slash and Whirlwind, and ultimate skills, 1000 Leaves and Tornado, cannot be dodged.
  • Bad Luck Mitigation Mechanic: The player is guaranteed to encounter a Tanuki if they haven't found one within 50 battles.
  • Blow You Away: It can learn Whirlwind, as a standard skill, and Tornado, as one of its ultimate skills.
  • Cultural Cross-Reference: Tanuki are ubiquitous in Japanese works, but almost unheard of elsewhere. (Moi Rai Games is based in Germany.)
  • Dishing Out Dirt: It can learn Leaf Slash, Shielding Leaves, and Soul Beam, as standard skills, and 1000 Leaves, as one of its ultimate skills.
  • Piñata Enemy: Defeating a Tanuki increases the gold earned by 300%.
  • Power Copying: Imitate allows the Tanuki to use the last ability that an ally monster used.
  • Secret Art: It is the only monster that can learn Sheltered Nature, a passive skill that grants shield and damage reduction based on their Health to Nature monsters.
  • Shapeshifting: Tanukis can shapeshift into any monsters that is seen throughout the Sanctuary. At the start of a wild encounter, there is a chance that a monster will remove its disguise to reveal a Tanuki.
  • Tanuki: Obviously. It's a shapeshifter that can appear disguised as any monster commonly found in the area, and it wears a leaf on its head, which tanukis use to transform in the original myths.

    52. Kanko 

51. Kanko

Type: Aerial Spirit Beast | Weakness: Earth | Resistance: Fire | Explore Ability: Ghost Form

https://static.tvtropes.org/pmwiki/pub/images/kanko_journal.png

A protective fox spirit that can only be summoned through smoke.


  • Anti-Debuff: It can learn the passive skill Buffing Restore, which has a 50% chance of removing a debuff from the target when it applies a buff.
  • Asian Fox Spirit: A fox spirit who protects their summoner from evil spirits.
  • Critical Hit Class: Several of its skills revolve around critical hits. It has Crit Damage Plus in its skill tree twice, Precision gives the first hit of its attacks an added 20% critical chance, Critical Consistency boosts Critical Damage by 10%, and its dark form has the aura Heroic Assault, which adds an extra percent to their critical chance for each buff they have.
  • Encounter Repellant: Kanko’s Ghost Form explore ability turns the Hero invisible and makes them intangible to monsters, which allows them to avoid battle.
  • Familiar: Kankos are summoned by shamans to protect them and ward away evil spirits.
  • Magically Inept Fighter: It learns no magic attacks and has a minimal magic stat.
  • Optional Boss: Champion Kanko can be found in an optional room in the Sun Palace.
  • Razor Wind: Learns the Wind attacks Air Sickle and Cyclone.
  • Stuff Blowing Up: Learns the Fire attacks Explosion and Explosive Blast.

    53. Dodo 

53. Dodo

Type: Beast Bird | Weakness: Water | Resistance: Wind | Explore Ability: Mount

https://static.tvtropes.org/pmwiki/pub/images/dodo_journal.png

These terrestrial birds had to learn to defend themselves when they faced extinction, but fortunately they were aided by the first Keepers.


  • Anti-Debuff: Its light-shifted form has the Curse Breaker aura, which removes one debuff from each party member at the start of each turn.
  • Dishing Out Dirt: Learns Earthquake.
  • Doofy Dodo: Zig-zagged. At first, the Dodos’ naivety ended up endangering them when humans found their tropical island. However, unlike our real-world counterparts, they soon quickly learned how to fight back. Through the help of the first Keepers from the recently built Monster Sanctuary, they successfully warded off their invaders. To repay their benefactors, the Dodos became faithful mounts for the keepers ever since.
  • Feather Flechettes: Learns Feather Storm.
  • Not So Extinct: Unlike the Koi, it's implied that these are the same species as the dodos that went extinct in real life, but they survived by becoming faithful mounts for the first Keepers.
  • Secret Art: It is the only monster that can learn Wildlife Conservation, a passive skill that reduces damage dealt to Bird and Beast monsters.
  • Support Party Member: It learns many healing-based skills, both passive and active, as well as passives that reduce the damage party members take under certain conditions.

    54. Kongamato 

54. Kongamato

Type: Ancient Aerial Reptile | Weakness: Earth | Resistance: Fire | Explore Ability: Improved Flying

https://static.tvtropes.org/pmwiki/pub/images/kongamato_journal.png

A solitary and individualistic pterosaur-like monster that has been around for millions of years. Its name means "breaker of boats".


  • Blow You Away: It learns the Wind-element attacks Air Sickle and Cyclone, and the ultimate skill Tornado.
  • Dinosaurs Are Dragons: Its history section in the Monster Journal describes it as the ancestor of dragon monsters, as well as birds.
  • Playing with Fire: It learns the Fire-element attacks Fiery Shots, Flamestrike, and the ultimate skill Lava Stream.
  • Razor Wind: Learns Air Sickle.
  • Secret Art: It's the only monster with the Prehistoric Screech aura, which causes Aerial and Reptile monsters in the party to deal 7.5% extra damage against enemies, plus 15% for shielded ones.
  • Terror-dactyl: It's a pterosaur with bat-like wings that's described as incredibly strong and aggressive.

    55. Ucan 

55. Ucan

Type: Aquatic Beast | Weakness: Fire | Resistance: Water | Explore Ability: Slash

https://static.tvtropes.org/pmwiki/pub/images/ucan_journal.png

Crab-like monsters that are believed to have been bio-engineered by the Elderjels millions of years ago.


  • Anti-Debuff: It can learn Restore to remove up to 4 debuffs on a single target.
  • Armored But Frail: While it possesses a high Defense rating, it has a low Health rating.
  • Giant Enemy Crab: It's a giant crab that mainly attacks by cutting and was created by alien invaders.
  • Magically Inept Fighter: It has a sizeable magic stat, but doesn't learn any attacks to use it with, just the healing skill Restore. While it can't make use of Sorcery, its passive ability Brawn over Brain turns it into a Might buff instead.
  • Making a Splash: It has an entire tree of Water-element skills, including the Water Affinity passive that powers such attacks up; it can also have the Water Allegiance passive, which turns its Neutral attacks into Water ones and bypasses other monsters' resistance to it.
  • Power Pincers: Ucans possess a single, large pincer to fight. This is represented with its standard skills: Slash, Long Slash, and Pincer.
  • Red Live Lobster: Ucans are primarily colored red, while its light and dark-shifted form are yellow and brown, respectively.
  • Secret Art:
    • It is the only monster that can learn Pincer, which deals physical Neutral damage and inflicts Armor Break to the target.
    • It is also the only monster that can learn Water Allegiance.
  • This Is a Drill: One of its ultimate skill is Gigadrill.
  • Turned Against Their Masters: According to their history, the Ucans used to serve the Elderjels by building their empire. However, the Ucans refused to attack their fellow aquatic monsters when the Elderjels ordered them to, so they rebelled and now only swear loyalty to the ocean.

    56. Brawlish 

56. Brawlish

Type: Aquatic | Weakness: Wind | Resistance: Water | Explore Ability: Heavy Punch

https://static.tvtropes.org/pmwiki/pub/images/brawlish_journal.png

These amphibious fish are incredibly muscular and athletic.


  • Anti-Debuff: Its Buffing Restore passive causes it to have a 50% chance to remove a debuff from a monster in the party after applying a buff to it.
  • Dishing Out Dirt: It learns the Earth attacks Burrow, Earthquake, and the ultimate Tectonic Spikes.
  • Fiendish Fish: According to the journal, there's a popular folktale about a man who caught a Brawlish that beat and bruised him, then destroyed his house when he tried to fry it.
  • Making a Splash: It learns the Water attacks Freezing Punches, Tidal Wave, and the ultimate Tsunami.

    57. Thornish 

57. Thornish

Type: Aquatic | Weakness: Wind | Resistance: Earth | Explore Ability: Improved Swimming

https://static.tvtropes.org/pmwiki/pub/images/thornish_journal.png

These ruthless pufferfish are believed to be an offshoot of Brawlish who adapted to life in the ocean depths.


  • Making a Splash: Learns the Water attacks Tidal Wave, Water Surge, and the ultimate Tsunami.
  • Painful Pointy Pufferfish: It's covered in spikes, has a vengeful and ruthless disposition, and almost all of its body contains the most poisonous substance in the world.
  • Poisonous Person: It learns many Earth skills that can inflict poisoning, as well as the Poison Glands passive, which gives it a 50% chance to poison any monster that attacks it.
  • Secret Art: It's the only monster that can learn the Fish Scales aura, which has a 35% chance to give a stack of bleed to an opponent who attacks any Aquatic monsters in the party.

    58. Nautilid 

58. Nautilid

Type: Aquatic Occult | Weaknesses: Wind, Debuffs | Resistance: Physical | Explore Ability: Improved Swimming

https://static.tvtropes.org/pmwiki/pub/images/nautilid_journal.png

Nautilids look like nautiluses, but they're more closely related to squids. Like the Ucans, they were created by the Elderjels.


  • Anti-Debuff: Whirlpool removes two debuffs from the user.
  • Making a Splash: It learns the Water attacks Acid Rain and Whirlpool.
  • Poisonous Person: Slime Shot always poisons the target, while the Toxin passive gives every hit of an attack a 10% chance to inflict poison on the target.
  • Shock and Awe: It learns the Wind skills Voltage and Charge Beam.
  • Squishy Wizard: It has an attack rating of one and doesn't learn any physical skills. It can learn the Brains over Brawn passive, which causes it to gain the sorcery buff if it would've gained might.

    59. Silvaero 

59. Silvaero

Type: Aerial Bird | Weakness: Earth | Resistance: Wind | Explore Ability: Improved Flying

https://static.tvtropes.org/pmwiki/pub/images/silvaero_journal.png

Silvaero's large size is believed to be a case of island gigantism, having adapted to live in the Horizon Beach. It evolves from Vaero using the Silver Feather catalyst.


  • Blow You Away: Most of its attacks use the Wind element.
  • Discard and Draw: When it evolves from a Vaero, it replaces its physical-oriented skill tree for a Chill-based skill tree. In addition, it exchanges the ultimate skills, Full Aerial Assault and Ultra Speed, for Typhoon Cut and Blizzard.
  • Feather Flechettes: It learns Feather Storm.
  • An Ice Person: It learns Ice Storm and the ultimate skill Blizzard, as well as Sub Zero, a unique aura which causes chilled opponents to take 10% more damage, and Initial Chill, which applies chill to a random opponent at the start of battle.
  • Last Chance Hit Point: It has Phoenix Affinity, which allows it to revive at 10% HP upon receiving damage that would have killed them.
  • Secret Art: It is the only monster that can learn the passive ability Pecking Order, which allows Bird monsters to deal an additional hit.

    60. Elderjel 

60. Elderjel

Type: Aquatic Occult | Weakness: Neutral | Resistances: Water, debuffs | Explore Ability: Improved Swimming

https://static.tvtropes.org/pmwiki/pub/images/elderjel_journal.png

Long ago, the Elderjels arrived on Earth from another planet and ruled an underwater kingdom. They created several monster species to do their bidding, such as the Ucans and the Nautilids.


  • Playing with Fire: It learns the Fire attacks Fireball, Heat Shimmer, and the ultimate skill Fire Pillar.
  • Making a Splash: It learns the Water attacks Bubble Burst, Whirlpool, and the ultimate skill Bubble Deluge.
  • My Brain Is Big: Most of its body consists of its brain, and it's certainly intelligent enough to create life.
  • Shock and Awe: It learns the Wind attacks Voltage, Thunderstorm, and the ultimate skill Electrocute. Also, its Electric Field and Electrify passives both inflict shock on opponents.
  • Squishy Wizard: Elderjel has an impressive magic stat, but its attack and defense ratings are both one.

    61. Manticorb 

61. Manticorb

Type: Beast Mage | Weakness: Physical | Resistance: Magic | Explore Ability: Light

https://static.tvtropes.org/pmwiki/pub/images/manticorb_journal.png

Manticorbs lack physical prowess, but they make up for it with their aptitude for magic. It was designed by Kickstarter backer RacieB.


  • Critical Hit Class: Its dark-shifted form has the passive Critical Apex, which increases the critical chance of its attacks by 3% with each consecutive hit, and it has a few critical-related passives in its skill tree.
  • Fire, Ice, Lightning: It has access to the single-target spells Ignite, Freeze and Voltage, and the multi-target spells Solar Burst, Ice Storm and Thunderstorm.
  • Killer Rabbit: They may look like cute pets with their soft fur and curious demeanour, but they're expert magic users and can become aggressive if they absorb too much mana.
  • No Mouth: Since Manticorbs have no mouths, they absorb mana to sustain themselves.
  • Our Manticores Are Spinier: It barely resembles a manticore at all besides its sharp-tipped tail and tiger-striped fur.
  • Squishy Wizard: It has a high magic rating, but learns no physical attacks and is weak to them.
  • Waddling Head: Its body mainly consists of a single eye, with stubby legs and a tail.

    62. Goblin Miner 

62. Goblin Miner

Type: Goblin | Weakness: Water | Resistance: Fire | Explore Ability: Crush

https://static.tvtropes.org/pmwiki/pub/images/goblin_miner_journal.png

These goblins work in the mines of the Magma Chamber. They're so organised that they even have a union that supplies most of the sanctuary's coal and minerals... but they have a complete disregard for work ethics.


  • Dishing Out Dirt: Most of its attacks use the Earth element.
  • Our Goblins Are Different: These goblins are miners, and fitting with the modern interpretation of goblins as a Proud Merchant Race, one of them runs a shop. Its goblin-related aura is Goblin Smith, which increases the non-attacking stats from equipment by 15% for all goblins on its team.
  • Magically Inept Fighter: It has a magic rating of one and learns no magical attacks.
  • Playing with Fire: It learns the Fire attacks Lava Wave and Lava Rush.
  • Poisonous Person: It learns the Poison Glands passive, which has a 50% chance of poisoning monsters that attack it.

    63. Salahammer 

63. Salahammer

Type: Reptile Warrior | Weakness: Water | Resistance: Fire | Explore Ability: Crush

https://static.tvtropes.org/pmwiki/pub/images/salahammer_journal.png

These reptiles live in hot places and are master blacksmiths, seeking to create hammers that can cut through diamonds or indestructible suits of armour. Before the sanctuary was created, lords enticed them to create weapons for their armies or even join them.

It was designed by Kickstarter backer Taggerung559.


  • Dishing Out Dirt: It learns the Earth attacks Coal Toss and Earthquake.
  • Fiery Salamander: A reptilian monster with a name that's a pun on salamander, lives in the volcanic region of the sanctuary and fire is one of the 2 elements it attacks with.
  • Playing with Fire: It learns the Fire attacks Spark Shower, Firestorm, and the ultimate skill Meteorite Shower.
  • True Craftsman: All Salahammers have an obsession with forging a perfect piece of equipment - some are obsessed with the idea of forging a weapon that can break diamond with its strikes, others with forging a suit of armor that makes the wearer immune to any attack.

    64. Lava Blob 

64. Lava Blob

Type: Slime | Weakness: Water | Resistance: Fire | Explore Ability: Ignite

https://static.tvtropes.org/pmwiki/pub/images/lava_blob_journal.png

These blobs lived in the Magma Chamber for so long that their bodies took on the properties of magma.


  • Armor-Piercing Attack: It learns Spectral Cannon, which ignores 50% of the target's damage reduction stat.
  • Blob Monster: A Blob that adapted to the heat of the Magma Chamber.
  • Living Lava: Their bodies are made of a magma-like substance that is in a constant state of fluidity, so it requires effort to hold themselves together.
  • Magic Knight: Its attack and magic ratings are equal in all of its forms, and it learns plenty of physical and magical attacks.
  • Playing with Fire: Most of its attacks use the element of Fire, including all three of its ultimate skills.
  • Underground Monkey: It is a lava version of Blob.

    65. Glowdra 

65. Glowdra

Type: Ancient Dragon Insect | Weakness: Earth | Resistance: Wind | Explore Ability: Light

https://static.tvtropes.org/pmwiki/pub/images/glowdra_journal.png

Glowdras live for a century and migrate all over the world. It is believed that they evolved from mundane insects during the Jurassic. It evolves from Glowfly using the Volcanic Ash catalyst.


  • Blinded by the Light: Blinding Sunlight gives its Fire and Wind attacks a chance to inflict Blind.
  • Discard and Draw: It exchanges Glowfly's buff-based skill tree for Charge Beam, which applies the sorcery buff to itself. It also loses some mana points, but gains higher magic in return.
  • Gameplay and Story Integration: Glowdra evolves from Glowfly using a catalyst called Volcanic Ash. Wild Glowdra can only be found in Magma Chamber, the sanctuary's closest thing to a volcano, which is directly beneath Glowfly's forest habitat.
  • Mix-and-Match Critters: It's a dragon crossed with a firefly.
  • The Power of the Sun: It keeps Glowfly's sun-themed Fire attacks.
  • Shock and Awe: All of its Wind attacks are themed around electricity.
  • Squishy Wizard: It learns no physical attacks and has a low HP rating.

    66. Draconov 

66. Draconov

Type: Aerial Reptile Dragon | Weakness: Physical | Resistances: Debuffs, Neutral | Explore Ability: Flying

https://static.tvtropes.org/pmwiki/pub/images/draconov_journal.png

Draconovs may be small, but they can be as ferocious as their evolutions if a Keeper unlocks their full potential.


  • Non-Elemental: All of its attacks are Neutral.
  • Our Wyverns Are Different: It's a dragon-type monster with two legs and two wings.
  • Secret Art: It's the only monster to learn Dragon Blood, an aura that causes dragon monsters in the party to regain 9% of their health at the start of each turn, and increases their mana regeneration by 9%.
  • Support Party Member: It learns two skill trees' worth of skills that apply buffs to the whole party, as well as Helping Hand (which heals the target and applies the sidekick buff) and several healing passives.

    67. Dracogran 

67. Dragogran

Type: Aerial Reptile Dragon | Weakness: Physical | Resistances: Fire, Wind | Explore Ability: Improved Flying

https://static.tvtropes.org/pmwiki/pub/images/dracogran_journal.png

A Dracogran's blood is so hot that it can burn through most materials known to man, and they're so prideful that they only allow Keepers who have proven themselves to take charge of them. It evolves from Draconov using the Fire Stone catalyst.


  • Blow You Away: It learns several Wind attacks, including the ultimate skill Full Aerial Assault.
  • Discard and Draw: It exchanges Draconov's Neutral attacks for Fire and Wind ones, and has higher defence but lower mana.
  • Our Dragons Are Different: It's the closest monster in the game to a modern European dragon, with two legs, two arms, two wings, and fire powers.
  • Playing with Fire: It learns many Fire attacks, including two of its ultimate skills, as well as the Fire Affinity passive to power them up.
  • Status Buff: Learns Regeneration and Lifechannel, which apply buffs to its whole team, and Aerial Strike, which applies sidekick and (at level 2) might to itself.

    68. Asura 

68. Asura

Type: Occult Warrior | Weakness: Water | Resistance: Fire | Explore Ability: Crush

https://static.tvtropes.org/pmwiki/pub/images/asura_journal.png

A fierce demon known for its passion. Asuras desire to ascend to godhood, but doing so requires letting go of their many earthly desires.


  • Hu Mons: It's one of the most human-like monsters, distinguished by its six arms and bright red skin.
  • Multi-Armed and Dangerous: It has six arms, which according to the Monster Journal represent their ability to master many different skills and desire to grasp things they don't have. It also learns a lot of punching attacks.
  • Playing with Fire: It learns the Fire attacks Fiery Punches, Lava Rush, and the ultimate skill Meteorite Shower. It also learns the Kindle passive, which gives all of its attacks a 10% chance to inflict burn.
  • Secret Art: It's the only monster to learn the Demonic Theft aura, which allows occult monsters on its team to steal buffs from their opponents.

    69. Skorch 

69. Skorch

Type: Nature Dragon | Weakness: Fire | Resistance: Earth | Explore Ability: Ignite

https://static.tvtropes.org/pmwiki/pub/images/skorch_journal.png

With their cheerful and friendly personalities, Skorches make great pets, but they can become powerful fighters if a human loves and respects them. It's the Signature Mon of a wandering Keeper named Bex.


  • Catlike Dragons: It's classified as a dragon, but looks like a cat made of melting wax.
  • Dishing Out Dirt: It learns the Earth attacks Mud Cannon and Soul Beam.
  • Playing with Fire: It learns the Fire attacks Ignite, Firestorm, and the ultimate skill Inferno. It also learns the Multi Burn aura, which allows it to apply extra burn stacks to its opponents.
  • Squishy Wizard: It learns no physical attacks and has poor defense.
  • Support Party Member: It learns many skills that can heal and apply buffs to its teammates.

    70. Stolby 

70. Stolby

Type: Occult Bird Mage | Weakness: Physical | Resistances: Earth, debuffs | Explore Ability: Ghost Form

https://static.tvtropes.org/pmwiki/pub/images/stolby_journal.png

Stolbies are masters of herbs and gemstones, and are eager to share their knowledge with others.


  • Anti-Debuff: Learns Restore and Mass Restore, which heal the targets and remove debuffs from them.
  • Dishing Out Dirt: Most of its attacks are Earth-type.
  • Gemstone Assault: Learns Gemstone Rain.
  • Ominous Owl: Being occult-type monsters, they were believed to be descendants of a demon prince in the Old World. In the present, some people fear that they're plotting something.
  • The Owl-Knowing One: They resemble flightless owls, and they're described as being experts at making medicines and poisons.
  • Poisonous Person: It learns Poison Bomb and Poison Cloud, as well as several passives related to the poison debuff.
  • Squishy Wizard: It learns no physical attacks and is weak to them.

    71. Ornithopter 

71. Ornithopter

Type: Aerial Construct | Weakness: Earth | Resistance: Water | Explore Ability: Improved Flying

https://static.tvtropes.org/pmwiki/pub/images/ornithopter_journal.png

Ornithopters were the first mechanical monsters to be created, and their creator made them nearly impossible to replicate.


  • Blow You Away: Most of its attacks use the Wind element, and it also learns the Wind Allegiance passive, which changes its Neutral attacks to Wind.
  • Scissors Cuts Rock: Wind Allegiance also allows its Wind attacks to ignore the target's Wind resistance.
  • Secret Art: It's the only monster to learn Tailwind, an aura that increase the critical chance of Aerial monsters in the party by 7%.
  • Status-Buff Dispel: It learns Arcane Diffusion and the ultimate skill Arcane Obliteration, which remove multiple buffs from the targets.

    72. Polterofen 

72. Polterofen

Type: Spirit Construct | Weakness: Water | Resistance: Fire | Explore Ability: Fiery Shots

https://static.tvtropes.org/pmwiki/pub/images/polterofen_journal.png

Old-fashioned ovens that come to life after a hundred years... or after their owners abandon them.


  • Animate Inanimate Object: Similar to the Japanese concept of tsukumogami, their bio mentions that some household objects are rewarded with a soul if they serve for a hundred years, but Polterofens come to life early if they're abandoned.
  • Armor-Piercing Attack: Tackle ignores 25% of the enemy’s damage reduction.
  • Dishing Out Dirt: Learns the Earth attack Coal Toss.
  • Playing with Fire: Most of its attacks use the Fire element, and it has many skills related to the burn status.

    73. Oculus 

73. Oculus

Type: Insect Construct | Weakness: Wind | Resistance: Fire | Explore Ability: Grapple

https://static.tvtropes.org/pmwiki/pub/images/oculus_journal.png

Created by Steam Golems, Oculi have eyes far more advanced than anything in nature. Several colonies of them live in tunnels in the Mystical Workshop.


  • Dishing Out Dirt: Learns the Earth attacks Slime Shot and Hades.
  • Playing with Fire: It learns the Fire attacks Spark Shower and Solar Burst; Kindle, which gives its attacks a 10% chance to burn the target; and Hades can burn the target.
  • Secret Art: It's the only monster to learn Intelligent Swarm, an aura that gives Insect and Construct monsters in the party a charge stack when they apply buffs or debuffs.
  • Shock and Awe: Its Electrify passive gives its attacks a 10% chance to apply shock to the target, and one of its ultimate skills is the Wind attack Ion Beam.
  • Support Party Member: It learns several skills which can heal its teammates, shield them, or both.

    74. Mimic 

74. Mimic

Type: Occult Spirit Construct | Weakness: Magic | Resistances: Earth, Neutral | Explore Ability: Fiery Shots

https://static.tvtropes.org/pmwiki/pub/images/mimic_journal.png

Spirits that were bound to chests as a punishment for devouring a kingdom's wealth.


  • Chest Monster: Mimics are completely motionless in the overworld, looking exactly like the actual treasure chests. However, they always conspicuously come in groups of three.
  • Confusion Fu: It's one of two monsters that learns attacks from every element, including Neutral, so it can exploit almost everything's weaknesses.
  • Critical Hit Class: It learns Fiery Shots and Icy Shots, which both have increased critical damage, and has Critical Damage Plus and Crit Chance Plus three times each in its skill trees.
  • Magically Inept Fighter: It learns no magic attacks, is weak to them, and has a magic rating of one.

    75. Goblin Pilot 

75. Goblin Pilot

Type: Goblin Construct | Weaknesses: Wind, Water | Resistances: Fire, Earth | Explore Ability: Crush

https://static.tvtropes.org/pmwiki/pub/images/goblin_pilot_journal.png

These ill-tempered goblins wandered into the Mystical Workshop to create mechanical walkers for themselves. There are no records of Keepers ever taming one.


  • Magically Inept Fighter: Sort of. While it has a magic rating of one, it learns a couple of magical attacks and the Supercharged passive, which makes its magic stat equal its attack stat as long as it has at least 15 charge stacks.
  • Our Goblins Are Different: These goblins are mechanical geniuses, but no-one knows if they can use their knowledge for the Sanctuary's benefit. Its goblin-affecting aura is Goblin Science, which gives them charge stacks at the end of each turn.
  • Playing with Fire: It learns the Fire attacks Explosive Blast, Fiery Shots, and Fireball Storm, and its Initial Burn passive burns a random opponent at the start of battle.
  • Schizo Tech: Most of the Monster Sanctuary is in Medieval Stasis, but Goblin Pilots ride in Mini Mechas with chainsaws and flamethrowers.
  • Shock and Awe: It learns several electricity-themed Wind attacks: Lightning Slash, Thunderstorm, and the ultimate skill Electric Surge.
  • This Is a Drill: One of its ultimate skills is Gigadrill.

    76. Shockhopper 

76. Shockhopper

Type: Bird Mage | Weaknesses: Fire, Earth | Resistances: Water, Wind | Explore Ability: Shock Freeze

https://static.tvtropes.org/pmwiki/pub/images/shockhopper_journal.png

Shockhoppers are penguin monsters that can generate their own electricity that used to live on isolated, icy islands. Unfortunately, they were driven to extinction by Old World explorers who used them as a source of electricity.


  • Fossil Revival: The only way to obtain a Shockhopper is to bring a Dodo egg to Lady Stasis, who will then convert it into a Shockhopper egg.
  • Hydro-Electro Combo: It almost exclusively learns icy and electrical attacks.
  • An Ice Person: All of its Water attacks (Freeze, Deep Freeze, and the ultimate skill Blizzard) are ice-themed.
  • Injured Vulnerability: Deep Freeze deals additional hits for every stack of Chill on the target.
  • Irony: Rockhopper penguins are still alive, but the only way to get a Shockhopper is from a Dodo egg, a bird that's extinct in real life.
  • Living Battery: As the Old World started to understand the possibilities of electricity as an energy source, Shockhoppers were used in various experiments that resulted in their conversion into electricity, making them a fleeting source of power. Despite the eventual ban on these experiments, illegal poaching of Shockhopper eggs persisted to cater to illicit laboratories, leading to severe damage to the Shockhopper population and their eventual extinction from the world. It was only through Lady Stasis' efforts, who was able to revive the entire species by converting Dodo eggs into Shockhopper eggs.
  • Mana Burn: All of its Water attacks apply the Chill status, which reduces a monster's mana regeneration, and it learns several passives related to it as well; Chilling Cold gives every Water attack a 15% to apply chill, Initial Chill applies it to a random opponent at the start of battle, Frostbite gives its team a 40% to apply armor break after applying chill, Sub Zero causes chilled enemies to take more damage, and Multi Chill allows it to be stacked three times.
  • Poisonous Person: Its Toxic Reaction passive gives its team a 40% chance to poison an enemy after triggering shock damage on it.
  • Polar Penguins: As its name suggests, it's based on the rockhopper penguin, and it learns many ice-based attacks and can inflict the chill status on opponents.
  • Shock and Awe: All of its Wind attacks (Voltage, Thunder Strike, and the ultimate skill Ball Lightning) are electricity-themed. All of these have effects related to the shock status, and it has several shock-related passives as well; Shocking Current gives every Wind attack a 15% chance to apply it, Initial Shock applies it to a random opponent at the start of battle, Energize recovers an ally's health when they trigger shock damage, Toxic Reaction has a chance to poison an enemy after it receives shock damage, and Multi Shock allows it to be stacked three times.

    77. Targoat 

77. Targoat

Type: Beast Warrior | Weakness: Magic | Resistances: Fire, Water | Explore Ability: Tackle

https://static.tvtropes.org/pmwiki/pub/images/targoat_journal.png

These goats have thick fur, thick skin, and abnormally hard bones, allowing them to survive attacks with little injury.


  • Chronic Hero Syndrome: Although they are recorded to live up to 105 years old, most Targoat die putting the lives of other monsters over their own.
  • Extreme Omni-Goat: The Monster Journal speculates that they're descended from ordinary goats who ate nothing but metal.
  • Magically Inept Fighter: It learns no magic attacks and is weak to them.
  • Non-Elemental: Its only attacks are both neutral: Tackle, and the ultimate skill Ram Charge.
  • Secret Character: It's only found in an optional area of Snowy Peaks that can only be accessed with Crush.
  • Stone Wall: Its skillset revolves around applying shields to the team and taking hits for its allies.

    78. Dracozul 

78. Dracozul

Type: Aerial Reptile Dragon | Weakness: Physical | Resistances: Water, Wind | Explore Ability: Improved Flying

https://static.tvtropes.org/pmwiki/pub/images/dracozul_journal.png

These ferocious, cold-blooded dragons were ridden by Keepers during the wars in the Old World. It evolves from Draconov using the Ice Stone catalyst.


  • Blow You Away: Learns the Wind attacks Chilling Wind, Aerial Strike, Gale, and the ultimate skills Full Aerial Assault and Typhoon Cut.
  • Discard and Draw: It exchanges Draconov's Neutral attacks for Water and Wind ones, and its offense-boosting buff skills for evasion-boosting ones.
  • Flunky Boss: Champion Dracozul is accompanied by two Draconovs.
  • An Ice Person: All of its Water attacks (Ice Claws, Snow Veil, Avalanche, and the ultimate skill Ice Breath) are ice-themed.
  • Mana Burn: Chilling Wind inflicts the chill status, and it also learns the Multi Chill passive, which allows its opponents to receive up to three stacks of it.
  • Optional Boss: It's found in the same hidden area as Targoat.
  • Secret Art: It's the only monster to learn the Dragon Mastery aura. Whenever a dragon in the party performs an action, all opponents gain a debuff depending on its element.note 
  • Status Buff: It has two skills that apply two buffs to the whole party; Dragonskin applies Spellshield and Barrier, while Quicken applies Agility and Sidekick.

    79. Troll 

79. Troll

Type: Occult Beast | Weakness: Fire | Resistance: Earth | Explore Ability: Corrosive Jabs

https://static.tvtropes.org/pmwiki/pub/images/troll_journal.png

Trolls have a reputation as gluttonous scavengers, but they're a vital part of the Ancient Woods' ecosystem.


  • All Trolls Are Different: These trolls are greyish-green humanoids with fur on their backs that live underground.
  • Dishing Out Dirt: Most of its attacks are Earth-type.
  • Eat Dirt, Cheap: According to the journal, their favourite foods are mineral-rich rocks.
  • Making a Splash: Learns the Water attack Corrosive Jabs. Starting with the Forgotten World update, this doubles as its explore ability, which pushes heavy blocks and activates water orbs.
  • Poisonous Person: It learns Toxic Slam and the Poison Glands passive, which both inflict poison, and its Multi Poison aura allows it to be stacked up to three times. It also learns Poison Eater, which deals additional hits for each stack of poison on the target.
  • Secret Character: It's found in a hidden part of the Ancient Woods only accessible with Improved Flying.
  • Weak to Fire: Fire is its main elemental weakness, and it can take it further by taking the Thick Skin skill, making it resistant to most attacks but even weaker to fire.

    80. Brutus 

80. Brutus

Type: Beast Warrior | Weakness: None | Resistance: None | Explore Ability: Summon Big Rock

https://static.tvtropes.org/pmwiki/pub/images/brutus_journal.png

Bruti are incredibly strong, and so territorial that Keepers could only convince them to join the sanctuary with the promise that there'd be plenty of new territories to conquer.


  • Dumb Muscle: Defied. Their bio says that they can use tools and learn sign language, but choose not to because they prefer to use their brawn to accomplish tasks.
  • Mix-and-Match Critters: It's a gorilla with ram horns.
  • Non-Elemental: It has no weaknesses or resistances, and only learns Neutral attacks.
  • Optional Boss: Champion Brutus is found in the same hidden area as the Troll.

    81. Mega Rock 

81. Mega Rock

Type: Ancient Nature Spirit | Weakness: Fire | Resistance: Earth | Explore Ability: Summon Big Rock

https://static.tvtropes.org/pmwiki/pub/images/mega_rock_journal.png

When a Rocky has no choice but to defend its habitat, a Mega Rock is born. It evolves using the Giant Seed catalyst.


  • Dishing Out Dirt: Most of its attacks use the Earth element.
  • Playing with Fire: It learns the Fire attack Fiery Punches as well as the Kindle passive, which gives its attacks a 10% chance to inflict burn.
  • Rock Monster: It resembles a muscular humanoid made of boulders, and is entwined with vines.
  • Shock and Awe: It learns the Wind attack Lightning Punches as well as the Electrify passive, which gives its attacks a 10% chance to inflict shock.

    82. Argiope 

82. Argiope

Type: Nature Insect | Weakness: Fire | Resistance: Wind | Explore Ability: Grapple

https://static.tvtropes.org/pmwiki/pub/images/argiope_journal.png

Giant spiders made of silver that live far away from human civilisation.


  • Armor-Piercing Attack: Learns Tackle, which ignores 25% of the target's damage reduction.
  • Life Drain: Bite and Poison Eater restore its health upon dealing damage to the target. In addition, Lifesteal allows the Agriope to heal itself by dealing damage to its target.
  • Poisonous Person: Learns the poison-related Earth attacks Slime Shot, Slime Volley, Poison Eater, and Hades. It also learns the passive skill Initial Poison, which poisons a random opponent at the start of battle.
  • Super-Persistent Predator: According to their bio, Argiopes will stalk their prey until they find just the right moment to ambush them.

    83. Arachlich 

83. Arachlich

Type: Occult Mage | Weakness: Magic | Resistances: Neutral, Water | Explore Ability: Grapple

https://static.tvtropes.org/pmwiki/pub/images/arachlich_journal.png

These undead monsters have achieved immortality using powerful sorcery.


  • Casting a Shadow: Learns the Neutral attacks Shadow Storm, Shadow Grasp, and Dark Shroud, which inflict blind on the targets.
  • An Ice Person: Learns the ice-themed Water attacks Ice Bolt, Ice Storm, and Blizzard, all of which can inflict chill. It also learns the passive aura Congeal, which causes chilled enemies to take damage at the start of their turn.
  • Gameplay and Story Segregation: Its Monster Compendium entry states that they use Mind Control to force their Keepers to participate in nefarious plots, but the ones you raise will always be perfectly obedient. Unless that's what they want you to think...
  • Life Drain: Its passive skill Feast heals allies based on 15% of the bleed damage inflicted on enemies.
  • Mana Burn: It can inflict up to three stacks of chill on its opponents with the Multi Chill passive.
  • Poisonous Person: Learns the poison-themed Earth attacks Poison Bomb and Poison Cloud.
  • Spider People: A humanoid torso atop four arachnid legs.

    84. Moccus 

84. Moccus

Type: Occult Beast | Weakness: Neutral | Resistance: Earth | Explore Ability: Mount

https://static.tvtropes.org/pmwiki/pub/images/moccus_journal.png

Undead boars brought back from the dead and carries a plethora of disease and rot wherever it goes.


  • Armor-Piercing Attack: It learns Tackle, which ignores 25% of the enemy’s damage reduction.
  • Casting a Shadow: It learns the Neutral attack Shadow Storm, which inflicts blind on its opponents.
  • Gone Horribly Wrong: Originally sacrificial lambs (or swines), they became the harbingers of pestilence out of outrage by the deity that the boars were sacrificed to.
  • Poisonous Person: Learns the poison-inflicting Earth attack Toxic Slam.
  • Raising the Steaks: They're mummified boars who were sacrificed by people to appease their deity during a famine, but he was so angered by this that he brought them back to life.

    85. Promethean 

85. Promethean

Type: Occult Construct | Weakness: Wind | Resistance: Earth | Explore Ability: Summon Big Rock

https://static.tvtropes.org/pmwiki/pub/images/promethean_journal.png

Augmented, undead humans who need electricity to function.


  • Frankenstein's Monster: According to the Monster Journal, they're reanimated corpses created by a scientist named Victor. Their name is a reference to the alternate title of Frankenstein, The Modern Prometheus.
  • Hu Mons: It's a cyborg zombie.
  • A Kind of One: In-universe, the species is named after Prometheus, who was the first corpse Victor reanimated and the first to gain free will.
  • Scissors Cuts Rock: Learns Wind Allegiance, which changes its Neutral attacks to Wind ones and ignores the opponent's Wind resistance.
  • Secret Art: Charged Rebirth, which revives it with 1% of its health per charge stack after it's knocked out for the first time.
  • Shock and Awe: Most of its attacks are electricity-themed Wind ones, and it learns several passives related to the shock status.
  • Turned Against Their Masters: According to the monster journal, the first of them lacked free will and were in the thrall of the necromancer that created them. However, the cybernetic enhancements they were given gradually made them immune to his attempts to control them.

    86. Draconoir 

86. Draconoir

Type: Aerial Reptile Dragon | Weakness: Physical | Resistances: Earth, Neutral | Explore Ability: Improved Flying

https://static.tvtropes.org/pmwiki/pub/images/draconoir_journal.png

These dragons are blessed with wisdom and longevity, but rarely share it with humans. It evolves from Draconov using the Dark Stone catalyst.


  • Casting a Shadow: Learns Shadow Storm, Shadow Grasp, and Dark Shroud, all of which inflict stacks of blind on the targets.
  • Discard and Draw: While it keeps Claws from Draconov, its learnset changes to one centred around Earth attacks and Blind stacks.
  • Dishing Out Dirt: It learns plenty of Earth attacks, including two of its ultimate skills.
  • Non-Elemental: Most of its attacks are Neutral.
  • Our Dragons Are Different: It's the only Chinese-style dragon in the game.

    87. Spinner 

87. Spinner

Type: Occult Insect | Weakness: Magic | Resistances: Earth, Water | Explore Ability: Toxic Freeze

https://static.tvtropes.org/pmwiki/pub/images/spinner_journal_8.png

A mysterious, shadowy spider that occasionally mimics the appearances of keepers.


  • Casting a Shadow: One of its ultimate skills is Dark Shroud, which inflicts the blind status on the target.
  • An Ice Person: Learns the ice-themed Water attacks Freeze, Ice Spears, and the ultimate skill Frost Pierce.
  • Optional Boss: It's a champion found in an optional area of the Underworld.
  • Playing with Fire: Learns the Fire attacks Fiery Stabs and Cleansing Flame.
  • Poisonous Person: Learns the Earth attacks Poison Bomb and Poison Eater, as well as the Toxin passive, which gives all of its attacks a 10% chance to inflict poison on the targets.

    88. Plague Egg 

88. Plague Egg

Type: Bird Mage | Weakness: Water | Resistance: Earth | Explore Ability: Ignite

https://static.tvtropes.org/pmwiki/pub/images/plague_egg_journal.png

A monster that practices strange medicine, believed to have been created through experiments on eggs.


  • Blow You Away: Learns the Wind attacks Whirlwind, Gale, and the ultimate skill Hurricane.
  • Green Thumb: Learns the Earth attacks Spore, Spore Cloud, and the ultimate skill Spore Nebula.
  • Playing with Fire: Learns the Fire attack Cleansing Flame.
  • Secret Character: It doesn't appear in the wild, and can only be obtained by going out of your way to buy its egg from Rhazes.
  • Support Party Member: It learns several healing and shielding skills, including the Purify passive, which removes harmful stacks from its targets when it heals them.

    89. Sutsune 

89. Sutsune

Type: Occult Beast Mage | Weakness: Earth | Resistance: Fire | Explore Ability: Secret Vision

https://static.tvtropes.org/pmwiki/pub/images/sutsune_journal.png

A shape-shifting fox-demon that kills or seduces men.


  • Asian Fox Spirit: While its name refers to the kitsune, its behaviours are more similar to the Korean variant, gumiho; it can take the form of a non-anthro fox or a beautiful woman, and mainly targets men.
  • Critical Hit Class: Most of its physical attacks apply bleed stacks when they land critical hits.
  • Damage Over Time: Sutsune is specialized in stacking bleeding, with Fiery Stab, Lightning Assault, Slash, and Lightning Slash being capable of inflicting bleeding upon dealing a critical hit. In addition, its Dark shift ability is Bleed Out, which cause Bleeding stacks to not be consumed when they receive bleed damage.
  • Hoist by Their Own Petard: Their fighting style is based around doing this to their opponents, as their special ability allows them to steal any buffs removed from the enemy. Opponents' attempts to buff themselves will only make you stronger!
  • Life Drain: Its passive skill Feast heals allies based on 15% of the bleed damage inflicted on enemies.
  • Mix-and-Match Critter: Sutsune is a combination of a succubus and a kitsune.
  • Mordor: According to their history, they live in underground habitats covered in soot.
  • Playing with Fire: Learns the Fire attacks Fiery Stabs, Flamestrike, Cleansing Flame, and the ultimate skills Fire Breath and Lava Stream.
  • Secret Art: Its unique abilities is Blood Magic, which allows Occult and Mage monsters to inflict Bleed.
  • Shock and Awe: Learns the electricity-themed Wind attacks Lightning Slash and Lightning Assault.
  • Status Buff: It can cast Agility and its upgraded form, Quicken, to apply both Agility (a buff that grants evasion) and Sidekick (a buff that grants an additional attack) to its party.
  • Status-Buff Dispel: The undisputed champion of this. They possess Cleansing Flame, which is guaranteed to remove up to 4 buffs at once; Cleansing Sidekick, which makes Sidekick hits dispel buffs as well; and Buff Steal, which lets your team steal any dispelled buffs for themselves. Its ultimate skill, Fire Breath, can also remove a buff on enemies.
  • Was Once a Man: Legends say that some of the Sutsunes were once human girls who were abducted by them in the Old World.

    90. Darnation 

90. Darnation

Type: Insect Warrior | Weaknesses: Fire, Wind | Resistance: Physical | Explore Ability: Crush

https://static.tvtropes.org/pmwiki/pub/images/darnation_journal.png

A vicious apex predator that can create strange chemical compounds, such as corrosive acid to coat its claws with and explosives.


  • Acid Attack: Learns the acid-themed Water attacks Corrosive Jabs, Corrosive Blast, and the ultimate skill Corrosive Assault.
  • Dishing Out Dirt: Learns the Earth attacks Burrow and Earthquake.
  • Having a Blast: All of its Fire attacks involve explosions: Explosion, Explosive Blast, and the ultimate skill Napalm.
  • Scissors Cuts Rock: Darnation is unmatched when it comes to combatting enemies resistant to its attacks, even when compared to other Affinity users. Affinity users may find themselves at a disadvantage against magical or physical resistances if they do not possess suitable moves, despite being able to bypass resistance to their main element. Darnation's possession of Multi Armor Break, makes it the ultimate user of Elemental Break, an aura that mitigates the effects of elemental resistances. With Adaptive Evolution, Darnation can then inflict guaranteed armor breaks on enemies resistant to its attacks, potentially transforming these resistances into exploitable weaknesses, particularly when paired with other Multi Armor Break monsters.
  • Secret Art: Hard Shell, an aura that reduces the damage taken by Insects and Warriors in the party.

    91. Thanatos 

91. Thanatos

Type: Spirit Occult Mage | Weakness: Magic | Resistance: Physical | Explore Ability: Secret Vision

https://static.tvtropes.org/pmwiki/pub/images/thanatos_journal.png

Believed to be the source of the Grim Reaper myth, Thanatoi come to Earth to steal humans' souls.


  • Armored But Frail: Inverted. It has a sizeable health rating of seven (which increases to nine in its dark form) and learns several healing skills, but its defense rating is a measly one, which only increases to two in its light form.
  • Casting a Shadow: Learns Shadow Grasp, which inflicts stacks of blind on the target.
  • The Grim Reaper: They carry a scythe and are named after the Greek personification of death, but according to their bio, they steal souls rather than taking them to the afterlife.
  • Monster Clown: It has a bright red nose in its journal artwork, and its bio compares its face to an eerie, smiling clown.
  • Non-Elemental: It only learns Neutral attacks.
  • Status Buff: It has an entire skill tree's worth of buff-applying skills — Glory, Riot, and Full Offense — as well as the ultimate skill Legion, which is essentially the Power skill with an additional barrier buff applied to the whole team.

    92. Rainbow Blob 

92. Rainbow Blob

Type: Slime | Weakness: Magic | Resistances: Earth, Water | Explore Ability: Blob Form

https://static.tvtropes.org/pmwiki/pub/images/rainbow_blob_journal.png

The Rainbow Blob is the rarest of all blobs, and has an incredible amount of electricity surging through its body.


  • An Ice Person: Learns the ice-themed Water attacks Freeze and Deep Freeze.
  • Playing with Fire: Learns the Fire attacks Ignite and Lava Rush.
  • Poisonous Person: Learns the poison-themed Earth attacks Slime Shot, Poison Eater, and the ultimate skill Slime-aggedon. Its Toxic Feedback passive heals it by 5% of its health for each instance of poison on the opponents.
  • Secret Character: It's only found in the Bonus Level, Blob Burg.
  • Shock and Awe: Learns the electric-themed Wind attacks Voltage and Thunder Strike, and its Electric Field passive has a 50% chance to inflict shock on monsters that attack it. Lore-wise, they're believed to have come into being when regular Blobs were struck by lightning.

    93. Changeling 

93. Changeling

Type: All Types | Weakness: Neutral | Resistance: Debuffs | Explore Ability: Morph Ball

https://static.tvtropes.org/pmwiki/pub/images/changeling_journal_2.png

An alien made of a silvery fluid that can take on the shapes of all monsters.


  • Critical Hit Class: It has an entire skill tree dedicated to critical hits, which includes Slash and Long Slash (whose critical hits apply bleed to the targets) and the Critical Base passive (increases critical chance by 15% when it has no equipment that boosts critical chance).
  • Non-Elemental: It only learns Neutral attacks.
  • Power Copying: Learns Counterfeit (which copies the targeted enemy's last action) and Imitate (which copies the targeted ally's last action).
  • Secret Character: Like the Rainbow Blob, it's only found in Blob Burg.
  • Shapeshifter Default Form: Averted. Their sprite shows them shifting constantly between the forms of other monsters, never settling on a unique appearance. Even their journal illustration only shows them in the form of another monster.

    94. King Blob 

94. King Blob

Type: Slime | Weakness: Debuffs | Resistance: Water | Explore Ability: Blob Form

https://static.tvtropes.org/pmwiki/pub/images/king_blob_journal.png

King Blobs command other Blobs to do their bidding, and can become quite dangerous if they amass a large army. It evolves from the other Blobs using the Majestic Crown catalyst.


  • King Mook: Obviously. It's unique among monsters for being able to evolve from multiple species, and the item you need to evolve it is a crown. Lore-wise, they can easily rally up an army of Blobs, who are often angry that others don't take the mseriously.
  • Making a Splash: Learns the Water attack Bubble Burst.
  • Optional Boss: Its champion battle is found at the end of Blob Burg.
  • Poisonous Person: Learns the poison-inflicting Earth attack Slime Volley.
  • Secret Art: Slimy Support, an aura that increases the potency of healing and shielding skills of slimes in the party by 20%.
  • Support Party Member: Most of its skills involve healing or buffing, including all of its ultimates.

    95. Worm 

95. Worm

Type: Worm Warrior | Weaknesses: Fire, Water | Resistances: Earth, Wind | Explore Ability: Grapple

https://static.tvtropes.org/pmwiki/pub/images/worm_journal.png

Tiny earthworms armed to the teeth with explosives.


  • Critical Hit Class: It has many instances of Crit Damage Plus in its skill trees, it can apply Glory to its party using Forge, and its Lucky Hit passive has a 17% chance to make critical hits deal 77% more damage.
  • Guest Fighter: They're based on the titular Worms from Team17's most famous series.
  • Playing with Fire: They mostly learn Fire attacks, including Fiery Punches and a variety of explosions.
  • Pint-Sized Powerhouse: They're only three inches long, but they constantly wage war with each other using powerful artillery weapons.
  • Powerful, but Inaccurate: It's the only monster to learn Ballistics, a passive skill that causes all of its attacks to deal 25% more damage but have a 10% chance to miss.
  • Secret Art: As well as the aforementioned Lucky Hit and Ballistics, it also learns the Worm Troop aura, which causes worm-type monsters on its side to regenerate 10% of their health and 10% more mana at the start of each turn.
  • Secret Character: They're only found in one room in Blob Burg that opens up after defeating the Blob King.
  • Stuff Blowing Up: Most of their Fire attacks involve explosions; these are Explosion, Explosive Blast, Pyro Cracker, and Napalm.

    96. Vodinoy 

96. Vodinoy

Type: Aquatic Warrior | Weakness: Wind | Resistance: Water | Explore Ability: Levitate

https://static.tvtropes.org/pmwiki/pub/images/vodinoy_journal.png

An enigmatic and ferocious fish creature rumored to live in the depth of the ocean.


  • Counter-Attack: It can learn Counter Attack, which causes it to automatically deal an undodgeable attack with an increased critical chance when it's attacked.
  • Expy: Its backstory is inspired by Lovecraft's Deep Ones.
  • Fire, Ice, Lightning: It has three main branches in its skill tree: one contains the moves Fiery Stabs and Explosive Blast, one contains Aqua Blast and Ice Spear Volley, and one contains Lightning Slash and Lightning Assault.
  • Fish People: It is a fish creature who is rumored to have a horrifying origin.
  • Optional Boss: A Champion Vodinoy is found in an optional room in the Horizon Beach.
  • Prongs of Poseidon: It fights with a trident, which is represented through its standard skills, Fiery Stab, Ice Spear Volley, and Lightning Assault, and the ultimate skills, Frost Pierce and Ice Spear Barrage.
  • Secret Art: Its unique skill is Lord of the Deep, which allows Aquatic monster's critical hits to apply Bleed.

    97. Aazerach 

97. Aazerach

Type: Spirit Occult Reptile | Weakness: Earth | Resistance: Fire | Explore Ability: Secret Vision

https://static.tvtropes.org/pmwiki/pub/images/aazerach_journal.png

An extradimensional demon made of magic.


  • Anti-Debuff: It can learn Mass Restore to heal allies and remove their debuffs.
  • Blow You Away: Its standard skills, like Whirlwind, Chilling Wind, and Gale, and one of its ultimate skill, Polar Winds, deal Wind damage.
  • Casting a Shadow: Its standard skills, Shadow Storm and Shadow Grasp, is a Neutral magical skill that inflicts Blind to targets. One of its ultimate skill, Dark Shroud, also inflicts Tether to the target.
  • Optional Boss: A Champion Aazerach is found in an optional room in the Stronghold Dungeon. However, since Trevisan will only hand you the Ahrimaaya after the Mad Lord is defeated, it counts as a Super Boss.
  • Status-Buff Dispel:
    • It can learn Arcane Diffusion to deal Neutral magical damage and remove a number of buffs on a single target. One of its ultimate skill, Arcane Obliteration, affects all enemies.
    • It can learn Cleanse, which gives attacks a chance to remove a buff, and Buff Steal, which allows it to claim any buffs that were dispelled from an enemy.
  • These Are Things Man Was Not Meant to Know: In a form of another Aazerach hunting anyone that seek the truth of the world, like the Blind Starseer, the writer of the Ahrimaaya.

    98. Diavola 

98. Diavola

Type: Nature Occult | Weakness: Fire | Resistance: Water | Explore Ability: Levitate

https://static.tvtropes.org/pmwiki/pub/images/diavola_journal.png

A demonic plant from another world that evolved in the world of Monster Sanctuary.


  • Dishing Out Dirt: Its primary element is Earth, as its standard skills, Leaf Slash, Shielding Leaves, and Spore Cloud, and ultimate abilities, 1000 Leaves and Tectonic Spikes, deal Earth damage.
  • Expy: Of Audrey II, a man-eating plant from another world.
  • Man-Eating Plant: Arriving to the planet by an unknown Occult monster, it preys upon any living beings under a guise of a plant.
  • Optional Boss: A Champion Diavola is found in an optional room in the Sun Palace, requiring a monster with the Secret Vision ability to reach it.
  • Secret Art:
    • Sprawl grants an aura that allow Nature monsters to gain a buff after performing an action, while also inflicting debuffs to an enemy when performing a non-damaging action.
    • Thorns has a chance to inflict Bleeding to the attacker equal to the damage received.

    99. Gryphonix 

99. Gryphonix

Type: Aerial Beast Bird | Weakness: Earth | Resistance: Fire | Explore Ability: Lofty Mount

https://static.tvtropes.org/pmwiki/pub/images/gryphonix_journal.png

Possibly created by the Spectral Eagle himself, humans have revered the Gryphonix as a guardian for millennia.


  • Blow You Away: Learns the Wind attacks Feather Storm, Cyclone, Aerial Strike, and the ultimate skill Full Aerial Assault.
  • Feather Flechettes: Learns the Wind attack Feather Storm.
  • Infinity +1 Sword: Its Lofty Mount ability is required to reach certain treasure chests and it's faster than regular mounts, but it's an Optional Boss you can only get using an explore ability from other champions.
  • Magic Knight: Its attack and magic ratings are equal in all of its forms, and it learns plenty of both physical and magical attacks.
  • Mana Drain: Learns the Mana Burn passive, which restores some of its mana whenever an enemy takes burn damage.
  • Mix-and-Match Critters: As its name suggests, it's a gryphon combined with a phoenix.
  • Optional Boss: A champion Gryphonix is found deep in Magma Cavern, in a room that requires Levitation to enter.
  • Our Griffons Are Different: Like the traditional European griffon, it's half-eagle, half-lion, and is said to guard gold, rulers, and tombs, but it's ON FIRE!
  • Playing with Fire: Learns the Fire attacks Igniting Stings, Firestorm, Spark Shower, and the ultimate skill Fire Pillar, as well as several passives related to the burn status; Kindle gives all Fire attacks a 10% chance to inflict it, Multi Burn allows each opponent to receive three stacks of it, the aforementioned Mana Burn is activated by burn damage, and Phoenix Heritage burns a random opponent after each Aerial or Bird ally performs an action.
  • The Phoenix: Befitting the latter half of its name, it learns the Phoenix Affinity passive (which restores itself with 10% health the first time it's knocked out), Revive (which can heal allies and restore knocked-out ones), and Gift of Life (which restores and heals all three active monsters). The Reborn From Ashes passive makes these heal 30% more health and gives the target 7 charge stacks.

    100. Vertraag 

100. Vertraag

Type: Ancient Spirit Mage | Weakness: Neutral | Resistances: Debuffs, Fire | Explore Ability: Levitate

https://static.tvtropes.org/pmwiki/pub/images/vertraag_journal.png

Vertraag is a powerful god of time that occasionally appears to mortals. It helped the first four Spectral Keepers found the Monster Sanctuary, and watches over Eternity's End.


  • The Chessmaster: According to its bio, it's always working to fulfil a millennia-long plan that's beyond the comprehension of mortals.
  • Guest Fighter: It originates from another Retraux Mon game, Siralim.
  • An Ice Person: It learns the ice-themed Water attacks Snow Veil and Ice Hail.
  • Olympus Mons: It's a god of time that occasionally manifests avatars into the mortal world; the Vertraag you can hatch is implied to be one of them.
  • Mysterious Purple: He's a powerful deity whose true motives are a mystery, and he's almost entirely dark purple.
  • Playing with Fire: Learns the Fire attacks Solar Rays, Heat Simmer, and the Ultimate skill Solar Blaze.
  • Secret Art: It's the only monster to learn the Master of Time passive, which gives all allied Ancients and/or monsters with the Aging passive a stack of Age at the start of combat.

    101. Mad Lord 

101. Mad Lord

Type: Occult | Weaknesses: Physical, Magic | Resistance: Debuffs | Explore Ability: Secret Vision

https://static.tvtropes.org/pmwiki/pub/images/mad_lord_journal.png

The ruler of all Mad Eyes, and a demon of terrifying power. In the past, it caused the Keeper Master Azhar to go mad through Demonic Possession. It has since jumped hosts to Marduk, the leader of the Alchemists, and is the real mastermind behind all of the Alchemists' schemes.


  • BFS: Its sword is wider than its thigh, and features a cool Magical Eye to boot, meaning it's part of the Mad Lord's body.
  • Deal with the Devil: Offers these to those it possesses. It seemingly tempted Azhar with knowledge of the Mad Eyes, and tempted Marduk with the power to control the Sanctuary.
  • Demonic Possession: It infiltrated the Monster Sanctuary by hiding in Azhar's body, which also drove Azhar insane. In the present, it has done this to Marduk, granting him immortality through their link.
  • Extra Eyes: Though it has an Eyeless Face, it in fact has a total of four eyes, spread over its whole body.
  • Eyeless Face: Its face is completely smooth except for its gaping maw. Don't worry, though, it just moved its eyes elsewhere.
  • Eyes Do Not Belong There: Has eyes on its abdomen, biceps, and BFS. Each of them has a special power, according to Azhar.
  • Gameplay and Story Segregation: It makes absolutely no in-universe sense that you can just slot the Big Bad into your monster team with no consequences, but you can.
  • Magical Eye: According to Azhar's writings, its middle eye sees all that transpires in our world, the left eye peers into the past, the right eye watches over the stars, and the sword eye gazes into the minds of all mortals. It's unclear how much of this is true, however.
  • The Man Behind the Man: It was only using Marduk as its vessel; after defeating him, the Mad Lord reveals itself and you must defeat it to end everything once and for all.
  • Marathon Boss: Has a high Health score by default, which is pushed to an absolutely massive health pool when fought as a champion boss. Even though it's weak to everything, you can expect to be chipping away at it for quite a while — and since it resists debuffs, you can't even cheese it with Damage Over Time like you can for other champion monsters.
  • Olympus Mons: Even moreso than the others, as it appears to be an actual god.
  • Our Demons Are Different: One of the most explicitly demonic monsters, though it looks completely different compared to other Occult monsters, so the question of what demons are and how they're distinguished from ordinary monsters remains uncertain.
  • Redemption Demotion: As with all champion monsters, it's much weaker on your own team than it is when you fight it as a boss.
  • Ridiculously Small Wings: It has a pair of wings sprouting from its shoulders that look pretty feeble in comparison to its muscular body.
  • Weaksauce Weakness: It is weak to literally everything except debuffs. It makes up for this with massive health, but it's still pretty nasty when it's on your own team and no longer has its champion-level HP.

    102. Ascendant 

102. Ascendant

Type: Spirit Warrior Mage | Weakness: Earth | Resistance: Wind | Explore Ability: Secret Vision

https://static.tvtropes.org/pmwiki/pub/images/ascendant_journal.png

When a Monk reaches a state of enlightenment through meditation (or is exposed to a Primordial Branch), it becomes an Ascendant. They can see the underlying truths of the world.


  • Always Accurate Attack: Learns Whirlwind, which can't be dodged.
  • Ascend to a Higher Plane of Existence: According to the Monster Journal, most Monks who become Ascendants immediately leave the world behind, having no further concern for material matters. Only a small number stay, in order to assist humans and other Monks in reaching enlightenment.
  • Blow You Away: Learns the Wind attack Whirlwind.
  • Discard and Draw: While Monk focuses on physical attacks, Ascendant exchanges these for magical attacks of the same elements.
  • Hu Mons: It resembles a stereotypical bald monk.
  • Making a Splash: Learns the Water attack Whirlpool.
  • Meditating Under a Waterfall: Implied - the room in which the Champion Ascendant is fought consists of a stone platform with an enormous waterfall flowing onto one end of it.
  • Playing with Fire: Learns the Fire attacks Cleansing Flame and Heat Shimmer.

    103. Fumagus 

103. Fumagus

Type: Nature Mage | Weakness: Fire | Resistance: Earth | Explore Ability: Spore Shroud

https://static.tvtropes.org/pmwiki/pub/images/fumagus_journal.png

Mushroom mages which reportedly have the power to cause vivid visions, and are telepathically connected to a vast underground network called Myceli. It evolves from Fungi using the Druid Soul catalyst.


  • Discard and Draw: It exchanges Fungi's poison-oriented skillset for one that revolves around healing, shielding, and applying Weakness.
  • Green Thumb: Learns the Earth attacks Spore, Spore Shroud, and the ultimate skill Spore Nebula.
  • Mushroom Man: It's grown legs and has more human-like proptions. According to its journal entry's history section, the first Fumagi came to be when druids transferred their souls into Fungis.
  • Scissors Cuts Rock: Learns Earth Allegiance, which changes all of its Neutral attacks to Earth ones and bypasses enemies' Earth resistance.
  • Support Party Member: It learns several shielding skills, as well as Mass Restore, which heals the whole active team and removes debuffs from them.

    104. Rampede 

104. Rampede

Type: Ancient Reptile Beast | Weakness: Magic | Resistance: Physical | Explore Ability: Charging Mount

https://static.tvtropes.org/pmwiki/pub/images/rampede_journal.png

A ferocious omnivore from prehistoric times that's faster than it looks. Early humans made weapons from their bones.


  • Dishing Out Dirt: Learns Earthquake, an Earth attack. Its Neutral attacks turn into Earth ones if it has Earth Allegiance.
  • Headbutting Pachy: It's a bipedal dinosaur who can break crystal blocks and hidden walls in the overworld by charging into them.
  • Magically Inept Fighter: Its learnset revolves around its physical prowess, but it learns no magic attacks and is weak to them.
  • Mix-and-Match Critters: It looks like a mish-mash of several dinosaurs, with the head-frill and spikes of a ceratopsian, the tail-club of an anklyosaur, and the bipedal, hunched-over stance of a theropod or pachycephalosaur.
  • Playing with Fire: Learns the Fire attacks Igniting Stings, Burning Charge, Fireclaws, and the ultimate skill Lava Stream. It also learns the Multi Burn passive, which allows it to apply up to three stacks of burn on enemies.
  • Scissors Cuts Rock: Learns Earth Allegiance, which changes all of its Neutral attacks to Earth ones and bypasses enemies' Earth resistance.
  • Secret Art: It's the only monster to learn the Infernal Roar aura, which gives the active team's critical hits a 7.5% chance to burn or shock the targets; and Ancient Predation, which gives all active Ancient monsters on its team a stack of age and predation at the start of battle.
  • T. Rexpy: A terrible and fearsome dinosaur monster that strongly resembles a T. rex.

    105. Rathops 

105. Rathops

Type: Ancient Reptile Beast | Weakness: Wind | Resistance: Water | Explore Ability: Charging Mount

https://static.tvtropes.org/pmwiki/pub/images/rathops_journal.png

A huge, herbivorous dinosaur that could easily fend of predators with its horns.


  • Confusion Fu: It's one of the few monsters that learns attacks from every element.
  • Dishing Out Dirt: Learns the Earth attack Impale, and the ultimate skill Tectonic Spikes.
  • Eat Dirt, Cheap: While it's mostly a herbivore, it sometimes ate Crystal Snails according to its bio.
  • Fossil Revival: According to the Monster Journal, a warlock once tried to resurrect Rathops using their bones. It didn't work.
  • An Ice Person: Learns the Water attacks Icy Shots and Ice Spear Volley.
  • Mix-and-Match Critters: It mostly looks like a ceratopsian, but it has feathers.
  • Playing with Fire: Learns the Fire attacks Fiery Stabs, Burning Charge, and the ultimate skill Meteorite Shower.
  • Shock and Awe: Learns the Wind attacks Lightning Slash and Lightning Assault.
  • Temper-Ceratops: According to its bio, even a single Rathops could fight the largest predators of its time with its horns.

    106. Krakaturtle 

106. Krakaturtle

Type: Ancient Nature Reptile | Weakness: Debuffs | Resistance: Fire | Explore Ability: Dual Mobility

https://static.tvtropes.org/pmwiki/pub/images/krakaturtle_journal.png

A sea turtle that carries a volcano on its back. This species is so old that some believe it's existed since the beginning of the world.


  • Dishing Out Dirt: Learns the Earth attacks Soul Beam, and the ultimate skill Force of Nature.
  • Making a Splash: Learns the Water attacks Scald, Acid Tempest, and the ultimate skill Boiling Tide.
  • Playing with Fire: Learns the Fire attacks Spark Shower and Firestorm, as well as several passives related to burns; burning desire shields the party whenever an opponent takes burn damage, Wildfire can cause the status to spread, Incinerate has a chance to give an opponent armor break when it takes burn damage, Kindle gives all of Krakaturtle's attacks a chance to inflict burns, and Hot to the Touch has a chance to burn opponents that attack it.
  • Secret Art: It's the only monster to learn the Ancient Nurture aura, which gives a 15% boost to allied Ancient monsters' healing and shielding skills, and gives them a stack of age at the start of battle; Scald, a Water attack that has a chance to burn the target; and Boiling Tide, which is a Herd-Hitting Attack version of Scald.
  • Stone Wall: It has a high defense rating and learns several shielding skills.
  • Turtle Island: According to its bio, some Krakaturtles grow so big that they become islands. The ones you can encounter are much smaller, but they still have a volcano and foliage on their backs.

    107. Tar Blob 

107. Tar Blob

Type: Ancient Slime | Weakness: Water | Resistance: Earth | Explore Ability: Tar Mount

https://static.tvtropes.org/pmwiki/pub/images/tar_blob_journal.png

Blobs that live in pits of molten tar; their unique explore ability, Tar Mount, allows the player to traverse it without being slowed down. They were unknown to humanity until the Forgotten World was uncovered.


  • Critical Hit Class: It learns Claws and Shred, which have increased critical damage; Critical Heal, which causes healing skills to be affected by critical hit mechanics; and Critical Heat, which applies burn to opponents when it lands a critical hit on them.
  • Dishing Out Dirt: It mainly learns Earth attacks, such as Mud Cannon, Bitumen Surge, Coal Toss, and the ultimate skills Bitumen Deluge and Slime-aggedon.
  • Mana Drain: Its Mana Syphon passive restores 5 mana points for its whole team whenever an opponent takes poison damage.
  • Skeletons in the Coat Closet: It's covered in dinosaur-like bones.

    108. Amberlgna 

108. Amberlgna

Type: Ancient Aerial Insect | Weakness: Fire | Resistance: Earth | Explore Ability: Spore Shroud

https://static.tvtropes.org/pmwiki/pub/images/amberlgna_journal.png

A species of prehistoric mosquitoes that drank tree sap, which they digested into a nectar with powerful healing properties.


  • Dishing Out Dirt: Learns the Earth attacks Mud Cannon, Sap Splatter, and the ultimate skill Slime-aggedon.
  • Healing Shiv: Sap Splatter is an Earth attack that damages an opponent and heals Amberlgna's team.
  • Secret Art: As well as the aforementioned Sap Splatter, it's also the only monster to learn Ancient Nectar, an aura that heals all ancient and insect monsters in the party by 7% of their health at the start of every turn.

    109. Dracomer 

109. Dracomer

Type: Ancient Aquatic Dragon | Weakness: Physical | Resistances: Water, Fire | Explore Ability: Improved Swimming

https://static.tvtropes.org/pmwiki/pub/images/dracomer_journal.png

The largest members of the Draco family, Dracomers lived in the ocean's depths before the Elderjel's war with the Graamu. Now, only one can be found in the wild, in an underwater cave beneath the World Tree. It evolves from Draconov using the Deep Stone catalyst.


  • Discard and Draw: It exchanges Draconov's buffing skills for Water and Fire attacks. In-universe, they lost their ability to fly in exchange for flourishing in the oceans.
  • An Ice Person: One of its ultimate skills is Ice Breath.
  • Making a Splash: Learns the Water attacks Sea Rage and Water Surge.
  • Playing with Fire: Learns the Fire attacks Lava Wave, Heat Simmer, and the ultimate skills Fire Breath and Lava Stream.
  • Secret Art: It's the only monster to learn Draconic Lineage, an aura that allows every dragon in the party to receive an additional stack of each buff.

    110. Terradrile 

110. Terradrile

Type: Ancient Worm | Weakness: Water | Resistance: Wind | Explore Ability: Levitate

https://static.tvtropes.org/pmwiki/pub/images/terradrile_journal.png

The Terradrile is one of the oldest monster species in the world. It wears armour made of rocks, and some specimens can learn to levitate them using electromagnetism.


  • Armor-Piercing Attack: Its Secret Art Piercing Lightning is a magical Wind skill that ignores a portion of the enemy's damage reduction.
  • Dishing Out Dirt: Learns the Earth attacks Burrow, Earthquake, and Bitumen Surge.
  • Optional Boss: It's found in the lowest point of the Sanctuary, and several late-game explore abilities are required in order to get there.
  • Shock and Awe: Learns the Wind attacks Piercing Lightning, Thunderstorm, and the ultimate skill Electric Surge.
  • Secret Art: It's the only monster to learn the ultimate skill Ancient Conjunction, which shields and applies barrier to the whole team, and also applies an Age stack to ancients.
  • Shout-Out: The history section of its Journal description mentions a legendary giant earthworm named J'iim, a clear reference to Earthworm Jim.
  • This Is a Drill: One of its ultimate skills is Gigadrill.

    111. Bard 

111. Bard

Type: Bird Warrior | Weakness: Earth | Resistance: Wind | Explore Ability: Minnesang

https://static.tvtropes.org/pmwiki/pub/images/bard_journal.png

Intelligent monsters with a love of music. According to legend, Bards taught humans the art of music in ancient times, but they withdrew from the world when kings attempted to enslave them. The player is granted entry to the Forgotten World by a Bard, where it beseeches them to help it free the Wanderer from a curse.


  • Anti-Debuff: Its Light form has the Curse Breaker aura, which removes one debuff from each active party member at the beginning of its turn. Minnesang heals the target and removes harmful stacks as well.
  • The Bard: Apparently the origin of the archetype, if the Monster Compendium is to be believed. Their music is so beautiful that not even the best human minstrels can compare.
  • Blow You Away: Like most bird monsters, it seems attuned to this element. In addition to resisting Wind, it's capable of using Feather Storm, the standard physical Wind attack.
  • Combat Medic: Its signature ability is a healing skill that scales off of Attack, rather than Magic. This allows it to be an effective fighter and healer at the same time.
  • The Dog Bites Back: The cruel kings who attempted to enslave them quickly learned that "a Bard's voice is a fearsome instrument when enraged," according to the Monster Compendium.
  • Glass Cannon: An odd example, given it's also a Support Party Member. Though it has extremely useful abilities and a high Attack stat, its Defense and Health are poor, requiring some care if you hope to keep it alive.
  • Good Old Fisticuffs: Can learn the Beating skill, at odds with its otherwise refined aesthetic.
  • Magically Inept Fighter: Despite using Magic Music, its actual Magic stat is at rock bottom with a measly score of one. All its attacks are physical, and its Magic Music scales with its Attack stat instead.
  • Magic Music: Its music is the only way to open the gates to the Forgotten World. In battle, its music can also heal wounds.
  • Making a Splash: Learns the Water attack Water Surge.
  • Support Party Member: Its moveset is centered around buffs and healing, and it has several passives that make buffs even better; though it also has the interesting quirk of its healing skills scaling with its Attack stat, allowing it to be an effective Combat Medic as well.
  • Wandering Minstrel: Bards never stay in one place for long. The greedy kings of the Old World attempted to imprison and enslave them, but the Bards always retaliated violently to this offense.
  • Weapons-Grade Vocabulary: The Monster Compendium entry states that their songs can inflict physical harm, though their only Magic Music ability in gameplay is a healing spell. It's possible their physical attacks are also powered through their music, as their attacking animation features them playing their lute.

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