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1[[foldercontrol]]
2
3!Slayers
4The first, and last, line of defense against the Behemoths that roam the Shattered Isles.
5
6[[folder:Katerin Sorrel]]
7-->''"If I had a half-Note for every Slayer who thinks they're gonna be the next Kat Sorrel... I'd have a lot of Notes."''
8
9Mentor and guide, Katerin "Kat" Sorrel is a retired Slayer who now helps train the next generation.
10----
11* RetiredBadass: Naturally. Katerin helps train new Slayers now.
12* SternTeacher / SergeantRock: Towards new recruits. She can be a little bit of a CynicalMentor at times though.
13[[/folder]]
14
15[[folder:Xelya the Farslayer]]
16-->''"I'm not weird, '''you're''' weird."''
17
18A self-taught 'Farslayer' and wilderness survivor. Xelya is a little... ''eccentric'', but her knowledge of the more exotic behemoths will be invaluable to you as you roam further and further from Ramsgate.
19----
20* TheQuietOne: Compared to everyone else, Xelya speaks very quietly most of the time. The only time she really speaks up is if she's trying to get your attention for quests.
21[[/folder]]
22
23!Survivors
24Not everyone can be a Slayer; some folk are just Survivors. But that doesn't mean they aren't willing to help the cause if they can.
25
26[[folder:Markus Boehr, Bosun]]
27-->''"What's the word, Cap'?"''
28
29Bosun and Helmsman of an airship, Markus Boehr is also responsible for helping you craft the potions and pylons you'll need to survive.
30----
31* AcePilot: Isn't afraid to sail into regular storms. Doesn't want to mess with aether storms, though.
32* BadassLongcoat: Shin-length, brown, rolled up sleeves. It's pretty badass.
33* CoolAirship: He flies one.
34* ItemCrafting: Markus assists you in crafting consumable potions and pylons, which offer various benefits to Slayers.
35* MySignificanceSenseIsTingling: Apparently has a bad knee. He can tell that a storm's coming because it starts acting up.
36* NoodleIncident: Seems to attract a couple. The rams of Ramsgate seem to cause him no small amount of trouble.
37* ScarfOfAsskicking: Wears a long grey scarf.
38[[/folder]]
39
40[[folder:Gregario Flynt, Stylist]]
41-->''[chuckles] "I've definitely seen better... and I've definitely seen worse."''
42
43Gregario helps you customize your appearance, in case you're not satisfied with your initial design.
44----
45* EyeGlasses: Wears a pair of thick-rimmed glasses.
46* ImpracticallyFancyOutfit: The first thing you're likely to notice about Gregario is his sparkly purple suit.
47[[/folder]]
48
49[[folder:Wils Bormen, Weaponsmith]]
50-->''"Behemoths Beware Bormen Blades!"''
51
52What good is a Slayer without a weapon? Wils Bormen (and his assistant, Zebko) is an Ostian who is all too happy to provide you with the weapons you'll need to take down the Behemoths that prowl the Shattered Isles... though you will have to provide him with materials, of course.
53----
54* AddedAlliterativeAppeal: One of his catchphrases:
55--> Behemoths Beware Bormen Blades!
56* TheBlacksmith: [[SarcasmMode No, really.]]
57* ForgingScene: His smithy provides a permanent ShirtlessScene mixed with one, thanks to his apprentice/assistance Zebko hammering away in the background.
58* ItemCrafting: Wils is who you talk to in order to craft and upgrade Weapons.
59[[/folder]]
60
61[[folder:Moyra Heigsketter, Armoursmith]]
62-->''"Don't let the Behemoths getcha down!"''
63
64Wils' DistaffCounterpart, forging the ''armour'' you'll need to survive on your hunts.
65----
66* TheBlacksmith: Compared to Wils, Moyra gives more of a WrenchWench vibe. Probably thanks to the goggles she wears.
67* ItemCrafting: Moyra is responsible for helping you craft and upgrade the armour you'll need to survive.
68[[/folder]]
69
70[[folder:Arkan Drew, Aethersmith]]
71-->''"The storms are not what they may seem."''
72
73Rounding out the crafters, Arkan Drew is responsible for finding ways to harness aether that it might aid Slayers on their hunts. As a result, he's the man to talk to when you're looking for a different Aether Lantern.
74----
75* CoolOldGuy: Arkan Drew is one of the older residents of Ramsgate judging by his hair colour. Doesn't stop him from being a skilled Aethersmith who can create all kinds of handy Aether Lanterns to help you in your hunts.
76* CrazyEnoughToWork: His research of umbrael aether in the "Void Runners" Hunt Pass indicates that he plans to use umbral portals to get the population of Ramsgate out of the city and somewhere more habitable before [[DoomedHometown the Umbral Deeps smashes into it]].
77* EyeGlasses: Wears a pair of simple oval glasses.
78* ItemCrafting: He's the one to talk to when it comes to Lanterns.
79[[/folder]]
80
81[[folder:Dr. Priyani, Behemoth Expert]]
82A scholar with an interest the lifecycles and behaviours of Behemoths.
83----
84* EverythingFades: Lampshades and laments the fact that Behemoth corpses disintegrate into Aether upon death, complaining it means she doesn't get many opportunities to study them properly.
85[[/folder]]
86
87[[folder:Metin Lessandria]]
88-->''"The Orrery watches over us all."''
89
90A representative of a faction known as The Orrery. Not much is known about them at this time, though they seem to have an interest in learning more about Behemoths.
91----
92* BadassLongcoat: Oddly, in blue-violet, trimmed with ''pink''.
93[[/folder]]
94
95!Behemoths
96Aether-devouring titans, Behemoths are a danger to humanity, as their mere presence can send the floating islands off-course and drastically alter the landscape of the Isles.
97
98!!General Behemoth Tropes
99* CognizantLimbs: Typically in the form of head, tail, forelegs (or arms), rear/main legs, and maybe other extra parts depending on the Behemoth. 'Breaking' limbs is an essential part of the ItemCrafting system, and often completely disables or reduces the effectiveness of certain attacks.
100* MixAndMatchCritter: Pretty much all of them can be summed up as a mashup of two different 'normal' creatures, with one or two exceptions.
101* MusicalSpoiler: One way to easily figure out if a Behemoth is nearby is if its signature music starts playing.
102* TailSlap: Pretty much every Behemoth has a tail, and thus has some form of tail slap and/or slam attack they'll use against anyone that gets too close.
103* TurnsRed: All non-Rogue Behemoths can Enrage after a certain amount of time or taking a certain amount of damage, changing up their attack patterns. Elementally-attuned Behemoths can also become Aether-charged, which can grant them new attacks or enhance existing ones. Both states can stack, and often have their own interactions (e.g. an Enraged, Aether-charged Embermane will spit fire ''everywhere'').
104* UndergroundMonkey: In all Escalations but Shock, there exists variants of certain behemoths that change their element to match the escalation, such as a Blaze Rezakiri (they're normally Radiant) or Umbral Koshai. These range from just adding on a elemental effect to their attacks to completely changing the Behemoth's attacks and behaviour. Their drops however remain the same as the equivalent leveled normal version.
105* WarmupBoss: The first three Behemoths you face are de-powered 'Rogue' variants. They lack some of the attacks of their standard kin (e.g. the Rogue Shrike only makes two melee swings in its combo, rather than four) and aren't quite as powerful. The Embermane in particular serves as an EarlyBirdCameo, as you won't see one again until you reach The Yonder Keys.
106
107!!Behemoths of The Monstrous Verge and Beyond
108[[folder:Gnasher]]
109The first Behemoth you'll face, the Beaver/Pangolin-like Gnasher is an uncomplicated beast that mostly just tries to flatten Slayers by smashing them with its tail, or rolling over them.
110[[NonElemental Neutral]] by default, but Blaze Escalations are known to have [[PlayingWithFire Flameborn]] versions.
111----
112* MixAndMatchCritter: Beaver + Pangolin.
113* ShockwaveStomp: Ragetail Gnashers can do this with its feet or its tail.
114* TailSlap: Its most potent weapon is its tail, whether swung vertically or horizontally.
115* UnstoppableRage: The creature is known to become especially dangerous when it is angry. Gnasher weapons have a unique effect that extends this property to Slayers using them.
116[[/folder]]
117
118[[folder:Shrike]]
119A hulking hybrid of owl and bear, Shrikes swoop and dive at Slayers whilst harassing them from a distance. Surprisingly considered a 'neutral' type, rather than there being an air/wind element.
120----
121* GroundPunch: Shrikes like to leap into the air, then slam down with a strike from above.
122* MixAndMatchCritter: Owl + Bear.
123* RazorWind: The Shrike can throw out SwordBeam style "blades" of wind that can deal some serious hurt. When Enraged, it throws two at once; one vertical, then one horizontal.
124* TornadoMove: Unsurprisingly, Shrike can create mini-tornadoes.
125[[/folder]]
126
127[[folder:Quillshot]]
128A big lizard-porcupine type critter, Quillshots are a little more of a ranged combatant than other Behemoths, though they're still quite deadly up close. Comes in [[NonElemental Neutral]] and [[PlayingWithFire Flameborn]] varieties.
129----
130* CognizantLimbs: Quillshot's quills can be broken off, reducing the effectiveness of its ranged attacks quite significantly. The spines regenerate whenever a Quillshot enrages, though.
131* MixAndMatchCritter: Pig + Porcupine? It's a little vague.
132* MoreDakka: In porcupine form. Quillshots are covered in spines they can launch a pretty good distance, to rain down upon Slayers from above.
133[[/folder]]
134
135[[folder:Skarn]]
136The hulking Skarn might look intimidating at first, as it uses aether to manipulate rock plating. Underneath all that, it's a fairly regular - albeit quite large - lizard.
137----
138* DamageReduction: Skarn's rock plating is ''extremely'' resilient to damage from piercing and slashing weapons. Only hammers can break it with any kind of speed or efficiency.
139* DishingOutDirt: Skarn's abilities are pretty simple and mostly revolve around trying to bludgeon Slayers with its rock plating. Sometimes it summons rocky spikes from underground though.
140* MixAndMatchCritter: One of the few that seems to largely avoid this trope. Skarn are really just a big lizardy things with rocks on, and that's about it.
141* MobileShrubbery: Skarn have a penchant for ambushing Slayers; their preferred tactic is to burrow into the ground, using their rocky plating and aether-emitting spinal 'vent' to disguise themselves as a normal aether vent. Keen-eyed slayers can easily tell which one is the fake, though.
142* SpinAttack: Can turn into a spinning maelstrom of rock and wind that drags Slayers in close and bludgeons them repeatedly. This does render them vulnerable to being struck and staggered, though.
143[[/folder]]
144
145!!Behemoths of The Yonder Keys and Beyond
146[[folder:Charrogg]]
147The first elementally-attuned Behemoth you'll encounter, the blazing Charrogg is quite the nuisance between its flame jets and homing fire-blobs. The ones near Agarus are [[GreenThumb Sporestruck]] instead.
148----
149* FierySalamander: Oh yes. With the outer appearance of a [[https://gizmodo.com/200-year-old-giant-salamander-discovered-outside-a-cave-1748140804 Chinese Giant Salamander]], the size of a dinosaur, and a heart of molten lava, the Charrogg (and its even larger cousin, the Firebrand Charrogg) is essentially a personified volcano.
150* HomingBoulders: One of its basic attacks is to sic a swarm of flaming, homing blobs on the Slayer team; one blob per Slayer. Whilst the blobs are slow-moving, this means they're a SuperPersistentMissile as they can track you through most evasive maneuvers; your best bet is to try to outrun them (which requires sprinting).
151* SpinAttack: Once they're pissed off enough, Charrogg will light up a flamethrower jet on each corner of its body and begin to spin in place. The jets are positioned such that they make it a lot harder to attack the Behemoth's limbs without getting set on fire. The flames can be temporarily stopped by puncturing the creature’s flame sacs, which are a set of modified gills that appear similar to a frog’s vocal sac.
152[[/folder]]
153
154[[folder:Embermane]]
155-->''The following report was collected by Ramsgate Harbourmaster Tressa Froller as part of her biographical studies of Captain Katerin Sorrel.''
156
157-->''The scouts had assured us the island was ripe for settlement. Fertile soil, ample lumber and ore, aether vents of rare purity, and no large predators. That last should have been our first clue.''
158--->--'''Fire And Fury''' Lore Entry
159
160First encountered in rogue form early on, then conspicuously absent, the canine/lizard-esque Embermane is the first Behemoth you'll encounter that can become Aether-Charged. Those that drift too close to Agarus are swiftly [[GreenThumb Sporestruck]].
161----
162* BulletHell: Aether-charged Embermanes like to spit out a stream of fairly fast-moving fireballs across a wide arc in front of them. Normally they'll only do one sweep, but if they're Enraged, they'll often double back for a second sweep; from above, the battlefield will briefly resemble a low-intensity BulletHell bossfight.
163* BullfightBoss: Embermanes love to charge and swipe at Slayers before bouncing away again. This renders them vulnerable to Interrupts though, especially during their longer charges.
164* EarlyBirdCameo: The third Behemoth you'll fight as part of the initial story quests is a weak and depowered 'Rogue' Embermane, which lacks the fire-based attacks and will have to stop to catch its breath every so often. You won't see Embermanes again until you make it to The Yonder Keys.
165* HornAttack: One of its primary weapons is a prominent horn that can be aether-charged with fire.
166* MixAndMatchCritter: could be described as a combination of Canine + Lizard, with a touch of lion, as, true to its name, it sprouts a mane of flames once aethercharged and enraged.
167* PlayingWithFire: ''Lots'' of fire, once they're aether-charged. At range, Embermanes will launch arcing fireballs at Slayers to create burning hazards, or spit a stream of fireballs out horizontally to sweep a cone in front of them. When they're Enraged, expect to see at ''least'' twice as much fire.
168* TookALevelInBadass: Full-grown Embermanes can seem like this compared to the Rogue Embermane you face early on; unlike the Rogue, they have their full suite of fire-based abilities, and they don't tire out anywhere near as easily.
169[[/folder]]
170
171[[folder:Skraev]]
172It's just an ice-themed Shrike, right..? Well, technically, yes. But don't underestimate them because of that; when you're up against a Skraev, you know you're in for an ice time.
173----
174* GroundPunch: Skraev take the Shrike's ground punch attack and add an extra icy shockwave that can freese Slayers solid.
175* HarmlessFreezing: Skraev will do this to Slayers ''a lot'' if they're no good at avoiding attacks.
176* MixAndMatchCritter: Owl + Bear... + [[AnIcePerson Ice]].
177* PaletteSwap: Don't mistake Skraevs for a simple one of these. All of their attacks are changed up, and they have a couple of new ones to boot.
178[[/folder]]
179
180[[folder:Drask]]
181-->''We arrived at the island in the dead of night. Their leader, Willa Garvenne, warned me to keep my distance from their quarry. “Keep your eyes open too and be ready to move, watcher,” she said. “Just because a Drask is far away doesn’t mean it can’t melt your bones while you’re standing around watching.”''
182
183-->''“Drasks can melt bones?” I asked in mild horror. “The Orrery has no such reports.”''
184
185-->''“Maybe, maybe not,” she replied with a sardonic grin, “but I wouldn’t want to be the one to find out.”''
186--->--'''Thunderstruck''' Lore Entry
187
188A serious wake-up call for overconfident Slayers, the Drask is a lightning-powered lizard that will quite happily open every engagement with its signature lightning bolt attack. Slayers would be wise to stay on the flanks of any Drask they encounter, and never approach from the front if possible. [[CastingAShadow Shadowtouched Drask]] forsake electrical beams for bolts and discharges of umbral aether.
189----
190* BreathWeapon: Drask's signature lightning blast takes the form of a breath weapon. Without lightning-resistant armour, it can punch clean through the DeflectorShields utility function of the Skarn-derived Lantern.
191* LightningBruiser: Most of Drask's lethality comes from the fact it's basically just a really tough and strong lizard with some rude lightning-based powers. It doesn't have much in the way of special mechanics.
192* ShockAndAwe: Being electrically-powered and all. Drasks like to open combat by zapping the first Slayer they see with a powerful bolt of electricity. When they're Enraged, Drasks will fire three bolts in rapid succession, with devastating accuracy to boot. They'll quite happily blast you out of the air if you're not careful.
193[[/folder]]
194
195[[folder:Koshai]]
196Known as the Sovereign of Thorns, the Koshai uses its mastery over vines and the like to root Slayers so it can devastate them with little effort. [[CastingAShadow Shadowtouched Koshai]] harness umbral aether instead, but are no less dangerous.
197----
198* GreenThumb: The Koshai can control vines and thorns, and stepping into the latter means slowed movement, damage over time, and an inability to dodge, making you a sitting duck for any attacks it has up its sleeve. To make matters worse, it tends to spawn thorns over aether vents, preventing healing if you've run out of health potions. The vines can be attacked, though.
199* HPToOne: Shadowtouched Koshai can launch up to five charges similar to Shrowd's Sphere of Doom; they lack the durability, but are no less potent.
200* MixAndMatchCritters: Not only does the Koshai appear similar in build to a hybrid of a lion and a deer, but it also has the ability to sprout an impressive set of bramble-formed antlers from the brow of its hawklike head. This isn’t even getting into the fact that the Koshai itself is [[GreenThumb linked to its forest domain]] on a [[{{Planimal}} physical level]].
201* NatureSpirit: Could be seen as one, but, with its habit of [[GardenOfEvil spreading its own collection of hostile plantlife throughout the island it calls home]], it’s [[GaiasVengeance certainly not a friendly one.]]
202* ThinkingUpPortals: Shadowtouched Koshai can dive into umbral portals to attack Slayers from unexpected directions.
203[[/folder]]
204
205!!Behemoths of The Uncharted Reaches and Beyond
206[[folder:Nayzaga]]
207A variant of the Quillshot. Smaller and faster than Drask yet no less dangerous, Nayzaga isn't quite as directly powerful; it instead launches its electrically-charged quills out to act like turrets that harass Slayers with shock blasts. [[CastingAShadow Shadowtouched Nayzaga]] lose the electrical quills, but can evoke shadow clones and slide through portals.
208----
209* HoistByTheirOwnPetard: Sometimes launches a pentagram-like pattern of five quills; shattering this will stun/stagger the Nayzaga, leaving it open to attacks.
210* MixAndMatchCritter: Has the porcupine-type spines, but is a bit more like a crocodile or alligator. A common drop from its legs, though, is ''chitin''; something you'd only really expect to find on insects.
211* TennisBoss: The Nayzaga's electrically charged quill 'turrets' launch lightning orbs that can be launched back with well-timed strikes. This can make it much easier to destroy the quills. In its empowered Maelstrom variant, this is the only way to break the lightning 'shields' on the quills, which are otherwise protected against Slayer attacks.
212* ThinkingUpPortals: Shadowtouched Nayzaga can slide on its belly into umbral portals to attack Slayers from unexpected directions. It can still be interrupted during this attack, however.
213[[/folder]]
214
215[[folder:Pangar]]
216-->''The campsite was utterly wrecked by the time Kat arrived. The Ramsgate scouting party was lucky they weren't in the same condition. One survivor, a long-retired slayer who hailed from the northern reaches, called it the mysterious behemoth a Pangar. She swore it shouldn’t be this far south. Kat had to agree.''
217
218-->''A green apprentice could have followed the trail. A wide, deep trench sliced through forest island leading into the woods beyond, ending in an open field. Then she saw it, shining like a jewel in the cold midday sun.''
219--->--'''It Came From The North''' Lore Entry
220
221An icy variant of the Gnasher, Pangar is huge - and ''fast''. It adds ice/frost aether-charging to its ability pool, along with the ability to launch volleys of ice shards at Slayers with a spinning tailwhip attack.
222----
223* HarmlessFreezing: Pangar doesn't do this to Slayers quite as much as Skraev, but it can still pull it off now and then.
224* LightningBruiser: Pangar are ''surprisingly'' fast and agile for being one of the biggest Behemoths around.
225* LongRangeFighter: One of the largest behemoths around, with ''the'' biggest tail that it loves to swing in huge arcs, plus some fairly quick dashes and rolls. But its methods for dealing with slayers right next to its feet -- a weak "foot shuffle" and a heavily telegraphed stomp -- are some of the least effective attacks you'll see in the Uncharted Reaches.
226* RollingAttack: One of Pangar's main attacks is to roll up into a giant ball and attempt to squish any Slayers in its way. This can be Interrupted.
227[[/folder]]
228
229[[folder:Hellion]]
230As if Pangar wasn't bad enough, the Hellion is its Fire-themed counterpart. This hulking beast can be a serious challenge for those unprepared to deal with its incendiary attacks.
231----
232* DigAttack: One of the new attacks encountered on Hellions is the ability to briefly burrow underground, then launch themselves skyward to slam down on their foes.
233* HoistByTheirOwnPetard: Breaking the aether off an aether-charged Hellion's plates creates glowing orange orbs; if a Slayer then picks up one of said orbs, they're granted complete and total immunity to Fire damage for a short period.
234* LightningBruiser: You thought Pangar was fast? Hellion's just as fast too. Maybe even faster.
235* PlayingWithFire: Hellions will set everything on fire, as often as they can.
236[[/folder]]
237
238[[folder:Stormclaw]]
239Take an Embermane, scale it up, and give it lightning powers. Now you have Stormclaw. Oh, and they can deploy electrical spikes that link up to create a field that'll trap you and reduce your mobility without impeding the Stormclaw.
240----
241* CognizantLimbs: Severing the Stormclaw's tail renders it unable to create its lighting field traps.
242* FlashStep: Stormclaws can
243* RideTheLightning: Like the other lightning-themed Behemoths, Stormclaw disappears in a flash of electrical energy upon fleeing. Difference is you can easily track the path it takes and quickly follow it to its destination.
244* TennisBoss: Stormclaws will occasionally launch lightning orbs at Slayers. Swatting the orbs back with certain weapon attacks can make the Stormclaw flinch or even stagger them completely.
245[[/folder]]
246
247[[folder:Kharabak]]
248A giant insectoid, and the final Behemoth Slayers will have to face before being able to enter the Maelstrom, Kharabak is a fast and deadly wasp-like creature that can carve unprepared Slayers into ribbons.
249----
250* BigCreepyCrawlies: Real big. Real, ''real'' big.
251* BreatherBoss: Compared to the other Behemoths of the Uncharted Reaches (looking at you, Hellion), the Kharabak can seem much easier.
252* DamageIncreasingDebuff: Some of Kharabak's attacks can inflict the ''Wounded'' status on Slayers, which causes its victims to take more damage. It can be cleared by any kind of healing or by standing still and not taking damage for several seconds. If your Stamina hits 0, you'll take an extra hit of damage too.
253* InvisibilityCloak: Kharabak turns invisible when they're enraged. They're not impossible to see, and will decloak if they're stunned or staggered (e.g. by part breaks), but they're much harder to see.
254* TheSwarm: Kharabak summons a swarm of smaller insects around its body. Slayers coming into contact with the swarm will take a small amount of damage over time, and have their actions interrupted.
255* SwordBeam: Kharabak can sling out deadly cutting 'blades' with some of its attacks.
256[[/folder]]
257
258!!Behemoths of The Maelstrom
259[[folder:Rezakiri]]
260Imagine a threatening Behemoth with mastery over Radiant aether, the abilities to fire beams and orbs of light at you and trap you in cages of hard light, and more than a passing resemblance to the Kharabak. That's the Rezakiri in a nutshell. [[PlayingWithFire Flameborn Rezakiri]] lose the light beams and prismatic prisons, but gain explosive fireballs in their place, so be careful as you near Torgadoro.
261----
262* BigCreepyCrawlies: An insectoid behemoth, similar to the Kharabak.
263* BulletHell: The Rezakiri loves to fly up high and then blast you with dozens of light orbs or rays. The only way to get close enough to the Rezakiri during its brief moments of vulnerability is to run toward it and dodge through the attacks, which is far easier said than done.
264* LightEmUp: Uses light-based attacks such as illuminated orbs and beams.
265* LightIsNotGood: It is a behemoth just like all the others and a threat to humanity. And it certainly doesn't show any restraint when you arrive to battle it.
266[[/folder]]
267
268[[folder:Shrowd]]
269This avian Behemoth is loaded with Umbral aether, using it to surround you in darkness and prevent you from seeing it, firing dark blobs at you, and even creating a miniature version of itself to double the pain.
270----
271* CastingAShadow: The Shrowd is an avian behemoth with a full suite of shadow powers, including chucking shadowy blobs of goo at you, a DoppelgangerAttack made of shadow, and trapping you inside a bubble of darkness for an audiovisual InterfaceScrew.
272* DoppelgangerAttack: The Shrowd might spawn a mini-Shrowd made of shadow to independently attack the slayers. The doppelganger's attacks are somewhat less dangerous than those of the real thing, but it's still a significant threat and best focused down.
273* HPToOne: The Shrowd will occasionally set a shadowy time bomb onto the field. Fail to destroy it in time, and its explosion will set every slayer's health to 1 point. This may be the inspiration for the unique "when under 20% health, deal 150% damage" effect of Shrowd weapons.
274* InterfaceScrew: The Shrowd will occasionally trap you in a bubble of darkness, resulting in a severely restricted view range (though you can still see the Shrowd's glowing eyes as it charges attacks), and your sound turning garbled and echoed.
275[[/folder]]
276
277[[folder:Riftstalker]]
278This Umbral beast has the ability to open and travel through umbral rifts (i.e. shadowy portals), allowing it to attack from angles an unprepared Slayer wouldn't expect. It can even transport an unwilling party into its own shadowy dimension, nicknamed the , where it has home-field advantage.
279----
280* MixAndMatchCritters: Like a giant, hairless panther or somewhat reptilian sphynx cat, with the head of a bat, and possessing [[CastingAShadow control over Umbral Aether]].
281* TeleportSpam: It uses umbral rifts to exit into its dark dimension, attacking Slayers from any direction once it emerges. When Enraged, it even goes so far as to create a pair of portals that cause it to fall infinitely, then fling itself out of more portals while traveling at terminal velocity for maximum hurt. Daring Slayers can interrupt it during this time to end the Enraged state, however.
282[[/folder]]
283
284[[folder:Valomyr]]
285This horned Radiant Behemoth doesn't have much in the way of physical attacks, instead preferring to attack you with light spheres, bursts of Radiant aether from its limbs, and drones that fire beams of light.
286----
287* BeehiveBarrier: Can channel its Aether into a Radiant Shield, leaving most Slayers having to chip their way inside, except for the poor saps in melee range, who, unless they want to contend with a ''very'' angry Valomyr, have to chip their way ''out''...
288* EnergyWeapon: Its primary source of attack besides [[TrampledUnderfoot attempting to stomp you flat]] with an Aether-powered [[ShockwaveStomp Radiant Blast]].
289* DroneDeployer: Can animate some of its own cast-off carapace into deadly [[AttackDrone Radiant Drones]] which fire [[EnergyWeapon Frickin' Laser Beams]] made of {{Hard Light}}, while also [[SummonMagic summoning]] swarms of small, bullet-like Radiant Aether Elementals called Starflies, which act as a dangerous aura that damages you.
290* FlashStep: The Valomyr can use an ability called the "flash jump", in which it briefly becomes pure Radiant energy and leaps a small distance away from any Slayers attacking it in a pillar of light. Even worse, it damages any unlucky Slayer close enough when it jumps.
291* MightyGlacier: Doesn't like to move much at all, instead preferring to stomp on you or use its beams. Unfortunately for those Slayers who would wish to sneak up on it, not only can it smash them from behind, it can also [[FlashStep teleport]] in the aforementioned Flash Jump.
292* MixAndMatchCritters: The Valomyr appears to be a [[AttackOfTheFiftyFootWhatever massive]] hybrid of a rhinoceros beetle and a Styracosaurus.
293[[/folder]]
294
295[[folder:Boreus]]
296This hulking icy Behemoth is unique in that it doesn't fight alone. It psionically summons flying minions to back it up while surrounding its body with an ice shield that protects against Slayers' attacks; fortunately, those minions are the key to taking down the shield, as taking them out charges the Slayers' weapons with energy powerful enough to smash through it.
297----
298* FlunkyBoss: When damaged enough, it'll call in its minions, and you'll have to deal with them ''and'' the Boreus' continued attacks.
299* HoistByHisOwnPetard: The very minions it summons are key to taking down the ice shield it surrounds itself in simultaneously because of the energy that resides within them. Whoops.
300* MixAndMatchCritters: A massive, ill-tempered flightless [[OurDragonsAreDifferent draconic]] Beast with traits of a yak and a moose, and harnessing powerful [[PsychicPowers Psionic powers]],mainly exercising those to [[MindControl compel]] a swarm of specialized [[BatOutOfHell batlike lesser behemoths]] into attacking Slayers that are annoying it.
301* StoneWall: While aether-charged, Boreus form a shell of ice around themselves to protect from harm; it significantly reduces damage from all sources except the charges gained from striking down its minions.
302[[/folder]]
303
304!!Escalation Behemoths
305[[folder:Malkarion]]
306A particularly dangerous Shock-element Behemoth, this draconic foe lashes out at any Slayers lucky enough to find it with electric tail whips and attempts to catch them in its mouth. It uses its aerial mastery to its advantage, skirting out of reach of most Slayer weaponry; as such, they must take the fight directly to it by mounting it, a first for Behemoths.
307----
308* OneHitKill: Malkarion will occasionally charge a Slayer with its mouth wide open. Should that Slayer be caught, Malkarion will gnaw on them for a moment before tossing them into the air and using its tail to spike them into the ground. This will instantly down any Slayer, regardless of Resistance or elemental affinity, unless the victim blinks with Koshai's Bloom, someone else boops it, or that slayer is heavily shielded.
309* OurDragonsAreDifferent: The first actual dragon Behemoth in the series, and one with enough shock aether power to remain airborne indefinitely; unless it is staggered or flinching from broken parts, it will never land.
310[[/folder]]
311
312[[folder:Torgadoro]]
313A gigantic gorilla-like behemoth that can jump and smash with blistering speed and power, fueled by immense sums of blaze aether.
314----
315* KingKongCopy: It looks a bit like [[Franchise/DonkeyKong Donkey Kong]] -- if he were twenty times larger, viciously feral, and made entirely of lava.
316* LightningBruiser: Both fast and extremely damaging. Like most behemoths, its attacks are telegraphed, but they are quick on the execution and some of them are a OneHitKO against even well-armored slayers.
317* MagmaMan: Like the Hellion, many of its attacks involve lava. It can also coat its arms with rocky armor (cooled magma), much like the Skarn's armor.
318* OneHitKill: Torgadoro will open his hand as a tell it's about to grab a Slayer; if it succeeds, it will eye the victim for a moment, then slam them into the ground repeatedly, rub them in, slam some more and toss them away. If you can't blink with Koshai's Bloom or someone else doesn't interrupt it, you're as dead as disco.
319* PowerFist: It can encase its hands in molten rock and use the resulting power to discharge explosive claps much like the Strikers' Titan's Clash. Break the 'gauntlets' to disable this attack.
320[[/folder]]
321
322[[folder:Thrax]]
323A serpentine behemoth with umbral powers, encountered at the end of an Umbral Escalation run.
324----
325* GigglingVillain: The Thrax looses a deep and beastly chuckle after many of its attacks, especially ones involving its tricky umbral powers.
326* HordeOfAlienLocusts: Was said in the lore to be the cause of the [[ApocalypseHow total collapse of the centuries-old Voidrunner Civilization, in only a single rampage.]] When one Thrax finds an entrance to new hunting grounds, the others follow.
327* ItCanThink: Implied by its flighty tactics and the fact that it [[EvilLaugh actually]] [[IShallTauntYou mocks]] Slayers between its vicious attacks.
328* MixAndMatchCritters: Seems to be a combination of snake, worm, eel, and centipede. The official lore refers to it a "slithering insectoid worm-thing".
329* SwallowedWhole: One of its attacks will completely swallow a slayer and cough them up for quite a bit of damage. It's similar to the Malkarion's and Torgadoro's pinning attacks in that teammates can interrupt it. The unfortunate Slayer-turned Behemoth Chow can also [[KillItThroughItsStomach contribute to a bad stomachache]] through {{Smashing Survival}}, causing the beast to throw them up sooner. If desperate for health, Koshai's Bloom serves as a quick escape.
330* TeleportSpam: Likes to teleport and utilize umbral portals almost as much as the Riftstalker does. It has also become a defining trait for the other umbral-enhanced behemoths encountered during Umbral Escalation runs.
331[[/folder]]
332
333[[folder:Agarus]]
334An arboreal behemoth with terra powers that has taken root in Arbourhome, chasing out the native Farslayers in the process.
335----
336* BarrierMaiden: While aether-charged, Agarus will erect a shield around itself that repels Slayers, from within which it will constantly bombard them with spore pods. Severing the roots will destroy the shield and expose it to damage again.
337* BotanicalAbomination: A treeborn and mushroom-infused Behemoth hopped up on enough terra aether to pose a threat to the Farslayers of Arbourhome. It's the reason they fled to Ramsgate in the first place.
338* GreenThumb: This aberration harnesses terra aether to discharge spore pods and trigger seismic upheavals in the ground of its arena.
339* PoisonousPerson: Some of its attacks leave poison pools around it, and the Slayers had best stay clear of them.
340[[/folder]]

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