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Monsters that premiered in the fifth generation of games (Monster Hunter: World, Monster Hunter World: Iceborne). Japanese names are noted in italics; if the English name is identical to the Japanese or is an accurate translation, the Japanese will not be listed.

Main Index | Civilization | Main Series Monsters | First Generation Monsters | Second Generation Monsters | Third Generation Monsters | Fourth Generation Monsters | Fifth Generation Monsters | Frontier Monsters
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    Herbivores 

Kestodon

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

Appearances:
Monster Hunter: World

Pachycephalosaurus-like monsters that thrive in jungles and deserts. Males of the species are bright orange and have large head crests used for head-butting rivals, and females are bronze and lack these head crests.


  • Blade Below the Shoulder: Not themselves, but the gauntlets you make from their parts includes what looks like a punch dagger over your hand.
  • Herbivores Are Friendly: Zig-zagged. Females won't directly attack, but they do alert the Males of would-be intruders and staying to close to them will make them turn hostile. That being said, they'll generally leave you alone if you walk past them, and they won't attack you if you're fighting a large monster.
  • Use Your Head: Their main method of attack is head-butting foes.

Gastodon

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

Appearances:
Monster Hunter: World

These monsters are very similar to Kestodon above, but they prefer volcanic environments and have large, round manes growing from their heads.


    Fish 

Gajau (Garaiba)

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

Appearances:
Monster Hunter: World

Small, catfish-like monsters who dwell in the mud. They are aggressive and will bite unaware hunters who get too close.


  • Graceful in Their Element: Powerful swimmers, but clumsy on land.
  • Retcon: Were classified as Fish when they went by the label of Catfish in the Third Generation, before being accidentally labelled Piscine Wyverns in World. As of the version 3 update, it would be reclassified as Fish once again.

    Lynians 

Grimalkyne (Tetoru)

https://static.tvtropes.org/pmwiki/pub/images/mhw_grimalkyne_render_001.png

Appearances:
Monster Hunter: World

Caracal-like Lynians with a body structure and society similar to Felynes and Melynxes.


  • Cats Are Mean: Normally averted, as they'd rather flee than cause trouble when approached outside their camp, but a group of Grimalkynes attack you unprovoked in the Coral Highlands. Even that turns out to be a misunderstanding since they'll help you once you help them hunt a pair of Tzitzi-Ya-Ku.
  • Cute Kitten: A little more feral, but still adorable.
  • Guest-Star Party Member: When playing offline, you can recruit a friendly Grimalkyne with your Palico for an extra hand. They will only stay around for one Quest though and you can't customise their look or equipment. Their main ability is randomly selected from the clans unlocked up to this point.
  • Meaningful Name: Grimalkin is an archaic term for a cat.
  • Sidequest: Each Grimalkyne Clans have a sidquest that if completed, will grant a Palico Gadget specific to that Clan that your Palico can use, as well as teaching your Palico monster language, allowing your Palico to befriend Jagras, Kestodon, Shamos, Girros and Gastodon.
  • Trap Master: They often set net traps to catch monsters. Hunters can take advantage of this, though Elder Dragons are of course immune. One of the potential followers you can recruit is the Trapper, who can place Shock Traps free of charge.

Gajalaka

https://static.tvtropes.org/pmwiki/pub/images/mhw_gajalaka_render_001.png

Appearances:
Monster Hunter: World

Mask-wearing Lynians highly reminiscent of the Old World Shakalakas. They reside in the Elder Recess and only appear in other zones in High Rank quests and expeditions.


  • Background Music Override: Actually inverted; their theme gets overriden if a larger monster is around.
  • Bling of War: Gold Tribe Gajalaka wear gold-colored variants of the standard outfit. Those who steal loot from Kulve Taroth become increasingly blinged out in solid-gold armor.
  • By the Lights of Their Eyes: Their glowing golden eyes, and nothing else, are visible through the large mouths of their masks.
  • Color-Coded for Your Convenience: The color of their masks' markings determine what status effects they'll inflict: those with purple markings will inflict Poison, those with yellow markings will inflict Paralysis, and those with blue markings will inflict Sleep.
  • Combat Pragmatist: Will gladly lay siege on any large monsters that get downed, flinging knives and bombs at them.
  • Cycle of Hurting: Can inflict numerous status ailments on their target with their weapons and unwary Hunters can easily find themselves getting paralysed, poisoned, put to sleep, or blown up before they have a chance to recover.
  • Enemy Mine: If a large monster is in front of them, they'll attack the monster before the hunter. All bets are off if the monster leaves, however.
  • Glass Cannon: Don't have much health compared to other monsters of High Rank, but have the damage output that can easily take out an overconfident Hunter.
  • Griping About Gremlins: Gajalakas have gremlin-like heads underneath their masks, and unlike the other clans, they will attack any Hunter that gets too close. Even after befriending one of their senior members, any encountered outside their camp will remain hostile.
  • Guest-Star Party Member: After befriending them, a Gajalaka can be recruited much like the Grimalkyne. However this can only be done from their camp or randomly spawned parties in the various maps; the static spawn groups remain hostile.
  • Helpful Mook:
    • If a Hunter downs a monster near a group of Gajalakas they'll take the opportunity to unload their throwing knives and bombs on the monster. They also sometimes set traps for monsters and will unleash a storm of tiny rockets on any they capture.
    • When driven off, either by monsters or Hunter, Gajalakas leave behind supply drops. This includes first aid kits, rations, and the various status effect throwing knives.
  • Killer Rabbit: Don't underestimate them due to their small size and cuteness; they can down new High Rank Hunters in two or three hits and even well-geared players run the risk of being stuck in a downed state due to their many debuff abilities.
  • Leitmotif: The Savaga Gajalaka, a fast-paced song consisting of a dueling string instrument and woodwind to the backdrop of drums.
  • Pintsized Powerhouse: Who knew such small little creatures could do some serious damage!?
  • Rage Helm: Their masks are clearly designed to intimidate.
  • Screaming Warrior: Once they turn hostile, they will shout quite loudly in their native tongue before attacking.
  • Screw This, I'm Outta Here!:
    • Gajalaka are never actually killed. After taking enough damage from a Hunter or monster, it will run away by burrowing into the ground.
    • Gajalaka will burrow temporarily if a Hunter is fighting a monster nearby. They will only emerge once the monster has move away or if it's downed.
    • Even in large numbers, they know better than to try to fight a Nergigante, as a cutscene involves them running away from the Elder Dragon.
  • Sticky Fingers: The Golden Tribe in the Caverns of El Dorado will steal drops from the boss and use it to buff themselves.
  • Stuff Blowing Up:
    • They can throw explosive cocktails that are quite slow, but pack a powerful punch.
    • After ranking up their relationship, the Gajalaka will rarely set a trap for monsters. If triggered the trapper will hurl a bomb that knocks the monster prone and a horde of Gajalaka will erupt from the ground to unleash a hail of bottle rockets on it.
  • Trap Master: Unlike the Grimalkyne who used nets and require a Hunter to mount the monster near their traps, Gajalaka use explosives on any hostile monster that moves close to their trapper. Because their trap actually knocks a monster prone rather than snaring it, these traps work on Elder Dragons.
  • Tunnel King: They have a series of tunnels in the lower parts of the Elder Recess, allowing quick travel between the various regions and their camp. Once befriended, Hunters can use the tunnels as well.

Boaboa

https://static.tvtropes.org/pmwiki/pub/images/mhwi_boaboa_render_001.png

Appearances:
Monster Hunter World: Iceborne

Mask-wearing Lynians that reside in Hoarfrost Reach.


  • Foil: To Gajalaka. Like them, they are a unique Lynian clan and can inflict ailments upon hunters and large monsters.
  • Javelin Thrower: Their weapon of choice is massive harpoons.
  • Trap Master: Their trap involves them jumping from the ground and tossing spears at the monster.

    Wingdrakes 

Barnos

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

Appearances:
Monster Hunter: World

Small wingdrakes that inhabit the Great Ravine and Elder's Recess. Unlike the others, they are actually fairly aggressive and will attack hunters that linger near them for too long.


  • Damage-Increasing Debuff: They can spit out acid that inflicts the Defense Down ailment.
  • Dinosaurs Are Dragons: Well, not EXACTLY dinosaurs, but they are the only wingdrakes with two crests, giving the traditional appearance of a dragon's head.
  • Helpful Mook: Useful for getting on the back of Zorah Magdaros, but the ones in Elder's Recess will only carry you a short distance around the area they're in before dropping you.
  • Ptero Soarer: Like all wingdrakes, they resemble pterosaurs.

Mernos

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

Appearances:
Monster Hunter: World

Small, pterosaur-like wyverns that thrive in forests. Hunters can use them as a means of transportation by using their grappling hooks on their foot. The Research Commission have domesticated several of these wingdrakes and they function as the primary means of transport and travel for Hunters in the New World.


  • Helpful Mook: Hunters can use them to traverse areas by grabbing their foot with their grappling hooks. Domesticated ones serve as the means of fast travel in the game for Hunters and with the use of Farcaster, can even be a Big Damn Heroes, bailing Hunters out of a potentially sticky situation.
  • Ptero Soarer: It greatly resembles pterosaurs.
  • Screw This, I'm Outta Here!: When starting a High Rank Quest, the Mernos that is transporting you may sometimes be spooked by a large monster on the map and drop you in panic in another random area of the map instead of a campsite or even in front of said monster.

Noios

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

Appearances:
Monster Hunter: World

Small wyverns that inhabit the Wildspire Waste. They can mimic a Diablos's cry, and will do so to attract one to its area if it feels threatened.


  • Ptero Soarer: Like the Mernos, it also greatly resembles pterosaurs.
  • Summon Bigger Fish: When threatened, it can attract a Diablos to its area by mimicking its cry, getting the monster to fight its aggressor for it.

Raphinos

https://static.tvtropes.org/pmwiki/pub/images/raphinos.png
Click here to see Raphinos in the Rotten Vale 

Appearances:
Monster Hunter: World

Small wyverns that inhabit the Coral Highlands and the Rotten Vale. While normally timid and preyed upon by larger monsters, they become aggressive when exposed to the toxic gases in the Rotten Vale.


  • The Corruption: Raphinos are docile and often hunted by other monsters as a food source in Coral Highland, but the ones exposed to the effluvium of the Rotten Vale becomes extremely hostile, attacking Hunters on sight and looking possessed.
  • Helpful Mook: Hunters can use them to traverse areas by grabbing their foot with their grappling hooks.

Cortos

https://static.tvtropes.org/pmwiki/pub/images/mhwi_cortos_render_001.png

Appearances:
Monster Hunter World: Iceborne

Small wyverns that inhabit the Hoarfrost Reach.


  • Helpful Mook: As with the other wingdrakes, Hunters can grapple on to them to traverse areas.
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    Bird Wyverns 

Kulu-Ya-Ku

Scratching Bird

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

Appearances:
Monster Hunter: World

An Oviraptor-like Bird Wyvern with a scaly hide, feathered limbs, and a dodo-like beak. It can pick up and use large rocks to defend itself or attack, and has been known to raid monster nests so it can eat the eggs found within them.


  • Achilles' Heel: The Slinger can knock rocks out of its hands, leaving it vulnerable. The Kulu-Ya-Ku fought in the Special Assignment in the Behemoth update that stole the Aetheryte Crystal is immune to this tactic and will keep holding on to the Crystal until it is slain.
  • Attack of the 50-Foot Whatever: The special crystal thief Kulu-Ya-Ku will continuously grow in size throughout the Behemoth Special Assignment, eventually dwarfing the Anjanath that's on the map with it.
  • Bedlah Babe: The female armor made from this monsters parts. Even the male armor has a notable Arabic flavor while Palico armor makes it look like a comical depiction of a sultan.
  • Contractual Boss Immunity: The special crystal thief Kulu-Ya-Ku found in the Final Fantasy XIV Crossover Update is completely immune to all status effects except Blast and can't be mounted. It will also destroy any traps set like other Elder Dragons.
  • Dishing Out Dirt: It uses rocks to dish out damage and block attacks.
  • Feathered Dragons: A flightless, birdlike wyvern with tufts of feathers on its arms and head.
  • Feathered Fiend: Its head and part of its arms are covered in feathers.
  • Fragile Speedster: It's fast and agile, but not very sturdy.
  • It Can Think: Intelligence is probably not its strongest attribute, but the ecological researcher points out that using tools is a rare thing in nature, so Kulu-Ya-Ku's use of rocks as shields or bludgeons is academically significant.
  • Killer Rabbit: They're not the most physically imposing monsters, and are kind of adorable, but they will brain you with a rock if you mess with them. This is especially the case of the crystal thief Kulu-Ya-Ku who can potentially one shot endgame players.
  • Kill It with Water: Its main weakness is Water.
  • Leeroy Jenkins: Normally pretty docile unless bothered, it will throw caution to the wind upon picking up a rock and will attack the nearest bigger monsters, like Barroth, Jyuratodus, and even Diablos!
  • Luckily, My Shield Will Protect Me: The rocks it carries act as shields, deflecting attacks that hit them.
  • Mix-and-Match Critters: Has the body of an Oviraptor, the head of a dodo bird, and the coloration and head crest of a cockatoo.
  • Non-Malicious Monster: Kulu-Ya-Ku would rather go on with its business than attack a hunter.
  • Raptor Attack: A raptor with a dodo-esque head, but a raptor nonetheless.
  • Stuff Blowing Up: In Iceborne, the Master Rank version will occasionally dig up an explosive rock (similar to the one Bomb Beetles roll up) and throw it.
  • Suicidal Overconfidence: Suffers this when holding a rock, attacking other far bigger and stronger monsters without thought to its own safety.
  • Trademark Favorite Food: Eggs of other monsters.
  • Wake-Up Call Boss: Normally averted, but the Special Assignment one in the Behemoth update plays it straight, hitting a lot harder and is a great deal more durable than the usual Kulu-Ya-Ku.
  • The Worf Effect: Deviljho can easily grab it and use it as a bludgeon, or just hurl the poor thing away like a ragdoll.

Tzitzi-Ya-Ku

Dizzy Bird

https://static.tvtropes.org/pmwiki/pub/images/mhw_tzitzi_ya_ku_render_001.png

Appearances:
Monster Hunter: World

A Dilophosaurus-like Bird Wyvern with giant, fan-like frills on its head, which can apparently flash and stun opponents somehow.


  • The Computer Is a Cheating Bastard: Like with other flash users, looking away from its blinding lights won't stop them from stunning you. Slightly downplayed that the flash attack is really telegraphed and you can also see the range of the flash before it is performed, so you can run out of the flash's range, prepare to block it, or get within range to get some free hits (if you're immune to stun and/or close enough). Iceborne makes the latter slightly more difficult in Master Rank, as Tzitzi-Ya-Ku can now hop in place while preparing the flash animation, allowing it to turn toward anyone trying to sidestep it.
  • Crippling Overspecialization: It's not exactly a hard creature to fight against to begin with, but should you negate its' stunning capability, then taking it down will become a near-trivial matter.
  • Enemy Mine: It can occasionally show up when you are fighting another large monster and use its flash attack to blind it before running away, allowing you to get free hits on the stunned large monster. Since Tzitzi-Ya-Ku is the weakest predator monster in the food chain of the Coral Highlands, this behaviour could be it attempting to get rid of the competition by helping you take out its bigger and stronger rivals.
  • Fragile Speedster: It's quick to move, but isn't particularly durable.
  • Helpful Mook: Tzitzi-Ya-Kus are more a threat to other monsters than they are the hunters; they're entirely docile toward the player unless provoked, and they're able to use their flashbang to stun larger monsters, often bringing flying ones right out of the sky.
  • Light 'em Up: Its frills emit bright flashes. Breaking its frills will quickly disable Tzitzi's ability to perform its flash attack.
  • Ninja: Though not to the same extent as the female Odogaron armor, male Tzitzi armor has a notable assassin-like look with a mask and a Badass Longcoat. The dual blade showcase even features the armor.
  • Non-Malicious Monster: They're actually more likely to flash the monster you're fighting than you unless provoked.
  • Raptor Attack: It is a raptor with large fins that release blinding lights.
  • Rule of Three: Whenever Tzitzi uses his flash attack, he performs two "warm-up" flashes before the third one that actually blinds.
  • Skippable Boss: You're required to find a Tzitzi-Ya-Ku during an expedition to make story progress in Low Rank, but fighting one is optional. However, you need to fight two in a special sidequest to unlock the Grimalkynes of the region.
  • Suspiciously Similar Substitute: To Gypceros, the Bird Wyvern that can produces a bright flash to stun its enemies via an organ on its head that can be broken to prevent it from performing its flash again.
  • The Worf Effect: Is defeated in Turf Wars against Odogaron; it manages to flashes Odogaron who simply then No-Sell the flash and counter attack with a claw swipe, knocking it down. Its also one of the many monsters Deviljho uses as a bludgeon.
  • You Will Not Evade Me: If you try to escape it by hitching a hide on a Raphinos, it will repeatedly flash your ride out of the sky.

Pukei-Pukei (variant: Coral Pukei-Pukei)

Poison Bewitching Bird

https://static.tvtropes.org/pmwiki/pub/images/mhw_pukei_pukei_render_001.png
Coral Pukei-Pukei 

Appearances:
Nominate subspecies:
Monster Hunter: World, Monster Hunter World: Iceborne
Coral subspecies:
Monster Hunter World: Iceborne

A strange Bird Wyvern with frog-like features. It spews poisonous gas which gains additional effects depending on what food it has eaten. An even more brightly-colored subspecies — with water attacks instead of poison — lives in the Coral Highlands.


  • Achilles' Heel:
    • Dropping a Scatternut on it will prevent it from eating nuts, which keeps its poison attacks from gaining additional effects.
    • The Coral Pukei Pukei loses a good half of its moveset if its tail is severed. This includes most of its more powerful and annoying attacks.
  • Androcles' Lion: In the Witcher 3 collaboration, if you free one from the Leshen's roots, it will appear in the final location to assist Geralt in the fight.
  • Dirty Coward: Not around a hunter, but one around other monsters. It picks fights with smaller ones that can't fight back, but flees around bigger ones that would easily trounce it. However, this is not the case with the one who helps Geralt in the collaboration.
  • Feathered Fiend: Its body is covered in vibrant feathers. Temperament-wise, they are known to bully smaller monsters despite not competing with them for food or territory.
  • Forest Ranger: The armor sets crafted from their parts for both male and female, as well as for Palicos, have this as their primary aesthetic.
  • Gasshole: Has a large pucker on the end of its fat tail that spews poisonous gas.
  • Glass Cannon: Coral Pukei is much more aggressive than the standard species and has noticeably more powerful attacks, but it isn't very durable.
  • Gold-Colored Superiority: Coral Pukei-Pukei is much stronger than the nominate species, and, prior to the introduction of Yian Garuga, is the strongest Bird Wyvern in Iceborne.
  • Kaizo Trap: The Coral subspecies has a water cannon attack that it splits into two separate streams, catching hunters who carelessly dodge to one side unawares.
  • Making a Splash: The Coral Pukei-Pukei trades its poison for water attacks, even being able to use its tail like a high pressure water cannon.
  • Mix-and-Match Critters: A reptilian wyvern with a chameleon-like head and a body covered in feathers, with a long frog-like tongue.
  • Multipurpose Tongue: Its tongue is used for both feeding and attacking.
  • O.O.C. Is Serious Business: In spite of being a cowardly bully that runs away from bigger monsters, it goes back to help Geralt fight the Leshen despite nearly being killed by it if saved.
  • Poisonous Person: Spits globs of clearly venomous purple saliva and releases poisonous gas from its tail.
  • Power-Up Food: Its poison attacks gain additional properties depending on what it has eaten. If it eats a Scatternut, its spit is more likely to stun, if it eats a Sporepuff, its spit becomes giant clouds, and if it eats from a Poisoncup, its poison spit leaves giant pools.
  • Screw This, I'm Outta Here!: It will flee if a larger monster is in the same area as it.
  • Suspiciously Similar Substitute: Its gimmick of gaining new attacks based on what it eats is essentially lifted from Congalala, albeit with nuts instead of mushrooms.
  • Took a Level in Badass: The Pukei-Pukei is one of the earliest monsters to be fought in the game and is not that threatening compared to other large monsters like Anjanath and Rathalos. Once you repel Zorah Magdaros for good, a Pukei-Pukei is spotted in the Wildspire Waste, not the usual habitat for one. Unwary Hunters who dismiss this Pukei-Pukei are in for a shock, since this individual is a High Rank version, meaning it has more health and hits harder. Defeating it will allow Hunters to reach High Rank and begin hunting stronger versions of existing monsters.
  • Video Game Caring Potential: As part of a side quest in the Witcher 3 collaboration, Geralt can save a Pukei-Pukei from some roots controlled by the Ancient Leshen. If you do this, it will reappear in the final phase of the battle to help you out of gratitude. If you keep it alive during the fight, you get an Attack boosting decoration.
  • Wake-Up Call Boss: Downplayed example: the one encountered in High-Rank; while it's still the same Pukei-Pukei, unsuspecting hunters will be in for a rude, if small, awakening.
  • The Worf Effect:
    • All but one that are in the map are killed by the Leshen in The Witcher crossover.
    • Also, its defeated easily by Rajang

    Flying Wyverns 

Paolumu (variant: Nightshade Paolumu)

Floating Sky Wyvern

https://static.tvtropes.org/pmwiki/pub/images/mhw_paolumu_render_001.png
Nightshade Paolumu 

Appearances:
Nominate subspecies:
Monster Hunter: World, Monster Hunter World: Iceborne
Nightshade subspecies:
Monster Hunter World: Iceborne

This white-furred Flying Wyvern inflates its neck to float around the Coral Highlands and dine on coral eggs. When threatened, it attacks foes with its hard-scaled tail. The black-furred Nightshade subspecies is known to inhabit the Wildspire Waste, and is far more aggressive and has sleep-inducing attacks.


  • Achilles' Heel: While not strictly unique to this Flying Wyvern, a Flash Pod will bring it down while puffed. Attacking its inflated neck enough times when it is puffed will knock out its air supply and send it crashing back to the ground.
  • Bat Out of Hell: Heavily resembles a giant bat, despite being a Wyvern. Not a particularly pleasant one either once angered.
  • Blow You Away: Will periodically suck in air into its neck ruff when fighting and once enough air is collected, its neck will swell up in size and Paolumu can perform aerial attacks. It can also shoot mini-tornadoes that do no damage, but stagger Hunters and leave them wide open for followup attacks.
    • The Nightshade Subspecies combines this with Forced Sleep gas, which by usuing its movements in flight to spread it around the battlefield.
  • Butt-Monkey: Paolumu gets little to no respect from the NPCs due to its odd appearance, and it gets thrashed around easily by the larger monsters found within the Coral Highlands.
    Third Fleet Master: ...I'm sorry, I just retched thinking about that monster's face. Seriously, you'll be doing it a favor...
    Chief Ecologist: This is sort of an odd request, but there is a birthday party coming up this weekend, and we're in desperate need of balloons.
  • Foil: To Khezu and Gigginox from previous generations. Like with those monsters, they have a item drop necessary for upgrading certain drink items, but while the former two are grotesque, worm-like creatures, Paolumu is rather adorable for a monster.
  • Graceful in Their Element: The Paolumu is not suited at fighting on land, tripping at the end of a charge and having a limited movesets. However, once it sucks in enough air to inflate its neck ruff and float, it becomes much more mobile, can attack much more frequently, and uses more powerful attacks.
  • Killer Rabbit: Visually cute, at least compared to the other monsters, but still a large monster that puts up a decent fight once provoked.
  • Moveset Clone: Shares a skeleton and animations with Pukei-Pukei.
  • Non-Malicious Monster: It's incredibly docile and just likely to simply leave hunters alone even if they're within poking distance- moreso than most of the other monsters that occasionally display the same behavior. Even the much scarier looking subspecies will just mind its business provided it isn't provoked.
  • Ridiculously Cute Critter: Compared to the other monsters introduced in this generation, this one is downright adorable! Until a hunter chooses to attack it that is...
  • Seldom-Seen Species: Primarily based on Honduran white bats in terms of design.
  • Suspiciously Similar Substitute: Contrasting their status as foil, Paolumu armor is aesthetically similar to the Lagombi armor, both resembling thick, white winter coats.
  • Tail Slap: Its tail is surprisingly hard compared to the rest of its body and is Paolumu's main form of offence once it is floating, slapping Hunters and slamming right onto them with its hard tail.
  • The Worf Effect:
    • Is easily defeated in Turf Wars against Legiana and Odogaron.
    • The subspecies gets wreck by Rajang in turf wars.

Legiana (variant: Shrieking Legiana)

Wind Drifting Wyvern

https://static.tvtropes.org/pmwiki/pub/images/mhw_legiana_render_001.png
Shrieking Legiana 

Appearances:
Nominate subspecies:
Monster Hunter: World, Monster Hunter World: Iceborne
Shrieking variant:
Monster Hunter World: Iceborne

A monster with enormous wings and large fins on its tail. It continually prowls its territory in the upper strata of the Coral Highlands. Iceborne introduces the Shrieking Legiana variant, which has more powerful control over ice.


  • Badass Cape: The Alpha form armors crafted from the Legiana for both genders feature a slick cape bearing the Legiana's district cross-like marking.
  • Catch-22 Dilemma: The only monster that currently deals Ice damage note  , so its armor's ice resistance is unfortunately underused as a result. This was finally averted with Iceborne which features a number of ice elemental monster, not the least of which is the flagship Elder Dragon, Velkhana.
  • Everything Is Better With Spinning: As noted below under Spin Attack, most of Legiana's arsenal include spinning: an ice-imbued charging aileron roll (NOT a barrel roll), a wide arcing ice wave executed from a full body spin, etc.
  • Foil: Invoked by the Smart Biologist when commenting on a captured Legiana, comparing it to Rathalos, although he never goes into detail. Something they do have in common are that both are airborne Flying Wyverns that are the apex predators of their region, albeit with opposite elements (Fire in Rathalos' case, Ice in Legiana's) and colors (Red and Blue).
  • Force and Finesse: Legiana's graceful aerial combat contrasts Rathalos' straightforward charges.
  • Graceful in Their Element: In a different way from Paolumu where on land it fights more or less like the majority of Flying Wyverns across the series (Rathalos, Rathian, etc.), however while airborne it gracefully dances around the air delivering its attacks with a certain refinement instead of outright force. One of the missions set against it even references this in its title.
  • Hair-Trigger Temper: An extremely territorial monster, standing near one for around 10 seconds is enough to make it hostile and attack you. Upon first entering Coral Highlands, the player Hunter and the Handler are immediately attacked by a Legiana for just stepping into its territory and it is also the monster responsible for stranding the Third Fleet in Coral Highlands, attacking their airship and sending them crashing down and stranded for years.
  • An Ice Person: Is capable of generating ice clouds when fighting enemies and is the only monster in the base game that uses the Ice element. Shrieking Legiana has even more powerful ice attacks, such as the ability to generate bursts of icy spikes on the ground.
  • Irony: Although Legiana beats Paolumu in turf wars, the Iceproof mantle, which can be used to make hunting Legiana easier, is made from Paolumu parts. Paolumu armor also helps when hunting it.
  • Limited Sound Effects: Its roar is the same as the third generation's Amatsu, but with different pitch and speed.
  • Mix-and-Match Critters: It's your usual draconic Monster Hunter wyvern with characteristics of a bird and the motifs of a Sea Slug.
  • Moveset Clone: Downplayed; it has the same skeleton as Rathalos as well most of the same moves while grounded, it gets an almost wholly unique moveset once airborne however.
  • Noble Bird of Prey: It's a Flying Wyvern that somewhat resembles a bird of prey. While just as aggressive as other monsters of its type, it's notably more graceful and beautiful while retaining the majesty of monsters such as Rathalos.
  • Our Dragons Are Different: Legiana's appearance and form recall birds and aquatic creatures moreso than draconic ones. Its armor even carries elements more often seen on the series' water based monsters. Considering its habitat being a terrestrial coral reef, this is likely intentional.
  • Peek-a-Boo Corpse: Dead Legianas occasionally fall into the Rotten Vale (which happens to be located beneath the Coral Highlands). These can be carved for materials or taken away by monsters such as Odogaron.
  • Seldom-Seen Species: Its shape and colors are evocative of the Blue Dragon sea slug, fitting, considering it's found in the sea-floor like region of the Coral Highlands.
  • Spin Attack: Its aerial attacks involve a lot of front-flips.
  • Trademark Favourite Food: Recovers stamina by hunting and eating the local Raphinos.
  • The Worf Effect: Is easily defeated in Turf Wars against Deviljho and Rajang.

Bazelgeuse (variant: Seething Bazelgeuse)

Explosive Scale Wyvern

https://static.tvtropes.org/pmwiki/pub/images/bazelgeuse.png
Seething Bazelgeuse 

Appearances:
Monster Hunter: World, Monster Hunter World: Iceborne
Seething variant:
World: Iceborne

An invasive Flying Wyvern. An opportunistic predator, it drops specialized scales located on its ventral side like firebombs so it can eat whatever is caught in the blast. It gains a variant known as the Seething Bazelgeuse, that appears to be an older, more easily enraged Bazelgeuse whose scales seem to be unstable have a much higher volatility and wider blast radius.


  • Animal Motifs: Its armor set has a distinctive lion motif, alluding to the large number of scales on its bloated neck. This is more pronounced and easily noticed in the male versions of the set as well as the palico armor. Notably, the Seething Bazelgeuse's armor and a number of the species' final weapon forms also feature the word "pride" a word often associated with the lion.
  • Background Music Override: Just like Deviljho, Bazelgeuse's theme will override any and all other songs playing in the background, telling you that it has sighted you and is probably on its way to ruin your day.
  • Black Knight: The Seething Bazelgeuse armor set exudes this motif for its aesthetic, though it doesn't completely drop the lion motif of its original version either thanks to an increased use of fur trim.
  • Composite Character: Has Deviljho's durability and damage while being as methodical as Seregios in combat. Fittingly, even though it has the body frame of the latter, it's big and bulky like the former.
  • Combat Pragmatist: They prefer to hunt while their prey are unsuspecting or distracted.
  • Cool Plane: It's a draconic B-52 bomber, and its attacks involve carpet bombing you.
  • Cowardly Lion:
    • Depends on how angry it is. When calm, its preferred hunting strategy is to launch a surprise attack against prospective prey that's already engaged in combat. When encountered on its own, Bazelgeuse is likely to flee immediately if it's not aggravated quickly enough. That being said, once it's been riled up, which is surprisingly easy to do, Bazelgeuse will stay and fight it out with some particularly nasty monsters, even once it's lost the element of surprise. These include Diablos, Rathalos, Legiana, and Odogaron, all of which are generally the most powerful monsters of their respective habitats. The trope altogether is averted if Deviljho is also around.
    • The Seething variant on the other hand is consistently aggressive and incredibly easy to get into rage, the key difference between it and its rival the Savage Deviljho being that Seething Bazelgeuse isn't locked into rage once started.
  • Curb Stomp Cushion: Unlike other large monsters who get swiftly owned to hell and back by Deviljho, the Bazelgeuse is able to deal some considerable damage to the Brute Wyvern despite being clearly physically outmatched.
  • Death from Above: One of its attacks involves it flying around the area and dropping explosive scales onto the ground, similar to a bomber aircraft before dive bombing toward its target and exploding all the scales in range. Becomes even more impressive when it is enraged, since the scales will explode instantly upon hitting the ground.
  • The Dreaded: Word of God confirmed that Bazelgeuse is an Elder Dragon-level threat. Also, the Handler's first reaction is to tell you to run once you first encounter this monster, or at least be prepared to take some serious damage. The Seething variant is attack by Ruiner Nergigante, but puts up quite the fight itself to show that this wasn't an Informed Attribute.
  • Drop-In Nemesis: When Bazelgeuse hears another monster roar, it will fly in and attack whoever it finds.
  • Dynamic Entry: Loves to make its appearance by making a crash landing right on top of you and whatever you're hunting. The introduction to Seething Bazelgeuse finally gives the species an intro cinematic... in which this is precisely how it starts the fight.
  • Early-Bird Boss: It shows up in High Rank, where players are still using Low Rank weapons and armors and taking it on at this point is unreasonably difficult, with players dealing low damage to it and getting oneshotted by its attacks. Spend some time farming High Rank equipments and the fight is much more manageable.
    • Seething Bazelgeuse assumes a similar position in Master Rank, where it's the first monster after Velkhana to be fought; officially bringing hunters into Master Rank Elder Dragon territory.
  • Easy Level Trick: In the quest where you have to fight two tempered Bazelgeuse, it's best to draw the other one out when you located the first one, then hide and let the two kill each other.
  • Foil: To Seregios. Both are Invasive Flying Wyverns, but Bazelgeuse is large, stocky, and relies on its upper-body's bulk while Seregios was average-sized, slender, and uses its claws much more.
  • Giant Flyer: One of the largest monsters capable of actual flight, even though its size would normally violate Square-Cube Law.
  • Giant Space Flea from Nowhere: It can (and will) randomly show up during unstable High Rank hunts in World to give you a hard time. If it's already in the map, it will make a beeline for hunters when they start fighting large monsters, no matter its respective distance to the hunters in question.
  • Hair-Trigger Temper: Essentially the reason why they mostly avert Dirty Coward; they might prefer hunting down its prey when its distracted, but they will gladly fight even with the lack of element of surprise once angered, which is easy to do. Seething Bazelgeuse takes it a step further by actively engaging its prey as opposed to bombing it, being much more aggressive, and having the regular Bazelgeuse's enraged state as its default state.
  • Leitmotif: The Invading Tyrant / Bazelgeuse, a bombastic orchestral piece that really feels like a World War II propaganda theme; fitting, considering the thing is often compared to a bomber plane.
  • Meaningful Name: Although amusing, it's not a coincidence that its name sounds like Betelgeuse, a massive star, for not only is it rather huge, it's very explosive, both in temperament and in combat. The name takes even greater meaning when you consider the Arabic roots of "Betelgeuse". The word comes from Ibt al-Jauza or Yad al-Jauza, meaning underarm or hand of al-Jauza, the Arabic name of the constellation Orion (which Betelgeuse is part of). Baz on the other hand is a word for falcon in Arabic. This means that Bazelgeuse can be read as Falcon of Orion (Baz al-Jauza). Fitting considering that Orion is hunter in greek mythology.
  • Mighty Glacier: Bazelgeuse isn't particularly fast, but it's highly resilient, and its attacks pack a punch, with its explosive scales capable of oneshotting a Hunter at the beginning of High Rank hunts where it shows up. And since it can launch its scales on the ground which explode later, it doesn't even need to be close to a careless Hunter to take them out ...
  • Mighty Roar: It has a very distinctive roar that sounds very similar to the T. rex from Jurassic Park, and hearing it will leave you stunned for a very long time if you don't have a sufficient Earplugs skill. Fittingly, one of the skills of its Alpha Armor Set is Earplugs 5 that render the Hunter immune to all roars. Hilariously enough, this also is its weakness during a quest where you have to hunt two of them. The trigger for Bazelgeuse going on the warpath is another monster's roar, so a good tactic is to just get one of them to roar and then take cover and watch as the two continue to fight until one of them is dead and the other one is severely weakened.
  • No Pronunciation Guide: Bah-zel? Bay-zel? Gey-use? Goose? It seems like everyone has a different pronunciation of Bazelgeuse's name, and unlike other examples in World, there's no official voice-over confirming which is right. The Arabic roots of its name don't help. Amusingly, the Admiral calls the first Seething Bazelgeuse you and he come across, "Egghead". Its name is written in Japanese as バゼルギウス, pronounced "Bazerugiusu", so "Bah-zel-gee-us" is probably the intended English pronunciation.
  • No-Sell: While Deviljho can try to toss it around if they get into a turf war, Bazelgeuse can easily just shrug it off, and even give Deviljho a face full of explosive scales for its effort. It's actually the only monster (so far) that can force a draw in a turf war with Deviljho.
    • In Iceborne the results between it and Savage Deviljho remain the same, with a rough draw in overall damage; however as a testament to Seething Bazelgeuse's strength - the fact that Savage Deviljho can now force several Elder Dragons also to a draw, means that Bazel being called an "Elder Dragon level threat" is not just hyperbole.
  • Not So Different: Both Bazelgeuse and Deviljho are Elder Dragon-level monsters known for invading maps in search for prey, in addition to not being very graceful, but make up for it with sheer physical strength. They're also both willing to fight and kill any creature that they encounter.
  • Orchestral Bombing: Its theme is a bombastic piece evocative of old warplane and bombing propaganda videos. Considering its main method of attack, this fits all too well.
  • Playing with Fire: Its explosive scales deal Fire damage. It can also breath fire, though it has a very short range better suited to igniting old scales than being an attack on its own.
  • Purple Is Powerful: Seething Bazelgeuse's scales glow a bright purple when it's enraged and they're definitely a lot stronger than before. When they're scattered all around the area, then steer clear of them unless you want to wake up on a cart.
  • Recurring Element: It's the Fifth Generation's equivalent of the Deviljho and Seregios, as the monster who randomly shows up during High Rank to mess up your hunt. Downplayed with the former due to its eventual introduction to World.
  • The Rival: After numerous entries where its presence has gone uncontested, the Bazelgeuse proves capable of facing the infamous Deviljho and surviving; their Turf War even ends with them dealing roughly the same amount of damage to each other.
  • Schmuck Bait: Seething Bazelgeuse can scatter a large ring of explosive scales as it takes to the air. While it would seem logical to just stand in the center to avoid them, this is just what the monster is counting on, crashing down a second later and detonating all of its scales like a draconic warhead.
  • Signature Move: Bazelgeuse's bombing runs are a distinct tactic. He lifts into the air and does two to three passes over his target, raining down scales as he goes. He then divebombs his target, with the scales detonating when he lands or immediately if enraged.
    • Seething Bazelgeuse gets a new special maneuver that's more akin to Teostra's iconic supernova: where it launches into the sky while spinning resulting in it launching explosive scales everywhere in a huge radius - letting them all explode, then it dives back down on its original launch point and denotes every scale on its body all at once generating a massive explosion.
  • Sticky Bomb: Seething Bazelgeuse's scales will stick to whatever surface they're flung onto when it's enraged, making keeping track of all of them and Bazelgeuse itself even more challenging.
  • Strong and Skilled: Though it mainly leans towards Unskilled, but Strong. While it gets trounced by Deviljho in raw might, Bazelgeuse is no slouch in the physical department either, having a lot of tackles and charging, with an occasional short burst of flame. Only in comparison to the latter does it lean towards Weak, but Skilled, as it makes up for it by being more clever; it plants bombs in Deviljho's mouth while the former is beating the shit out of him.
  • Stuff Blowing Up: The scales under its neck and tail explode into flames when launched into the ground.
  • Turns Red: Once it is enraged, Bazelgeuse's scales will turn red hot and its scales will explode instantly upon touching the ground, meaning even less time for Hunters to get out of the range of the exploding scales.
    • The Seething Bazelgeuse is constantly at red... instead it goes to white hot and the scales are now unstable resulting a much wider blast radius.
  • The Worf Effect: Downplayed; it is overpowered physically and pinned to the ground by Deviljho in their Turf War and takes considerable damage, but manages to deal some considerable damage back by igniting its exploding scales right in Deviljho's face, and can go airborne again while Deviljho is recovering from the explosion. Compare this to the other monsters that Deviljho engages in Turf War, with all of them lying on the ground and writhing in pain at the end of the fight.

    Piscine Wyverns 

Jyuratodus

Mud Fish Wyvern

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

Appearances:
Monster Hunter: World, Monster Hunter World: Iceborne

A coelacanth-like monster related to the Lavasioth, who uses mud instead of lava.


  • Barrier Change Boss: Normally immune to water, but becomes weak to it once covered in mud. In return, its normal weakness to thunder is nullified and is now just resistant to fire rather than being immune.
  • Dishing Out Dirt: It uses mud to attack hunters.
  • Fire/Water Juxtaposition: The water to Lavasioth's fire. More specifically, they use mud while the latter uses magma.
  • Making a Splash: Its mud attacks inflict Water damage.
  • Mighty Glacier: Isn't particularly fast, but has good power and defenses for its rank.
  • Moveset Clone: Jyuratodus uses the same skeleton (and thus many of the same animations) as Lavasioth.
  • Not So Different: Much like Barroth, they swim in mud as a defensive mechanic.
  • Red Oni, Blue Oni: The blue to Lavasioth's red. Fire/Water Juxtaposition aside, Jyuratodus don't immediately attack unless provoked while Lavasioth are aggressive and hostile on sight.
  • The Rival: They fight Barroth over mud territory.
  • The Worf Effect: Is defeated by Barroth during Turf Wars, though it delivers some damage to it in the process as well.

Beotodus

https://static.tvtropes.org/pmwiki/pub/images/mhwi_beotodus_render_001.png

Appearances:
Monster Hunter World: Iceborne

A Piscine Wyvern resembling a shark that swims through deep snow to catch its prey.


  • Crutch Character: Beotodus armor doesn't hold up in the long term due to its low defense value, but it comes with skills that improve survivability like Health Boost, Aquatic/Snow Mobility, and Earplugs, making it very useful during the early portions of Iceborne.
  • An Ice Person: It can spit ice and hurl snow at the player during combat.
  • Land Shark: Snow shark, rather, but the properties have the same effect.
  • Suspiciously Similar Substitute:
    • To Zamtrios, as an amphibious shark-like monster that swims through snow and ice.
    • Unsurprisingly, it also shares a number of similarities with Jyuratodus and Lavasioth, including a few moves.
  • Warm-Up Boss: It's your first Master Rank hunt, and while it can take a beating it has fairly simple attack patterns.
  • The Worf Effect: Is defeated by Banbaro during Turf Wars, using the same animation as the Barroth-Jyuratodus war, though it does deal some damage back.

    Brute Wyverns 

Anjanath (variant: Fulgur Anjanath)

Fierce Jaw Wyvern

https://static.tvtropes.org/pmwiki/pub/images/mhw_anjanath_render_001.png
Fulgur Anjanath 

Appearances:
Nominate subspecies:
Monster Hunter: World, Monster Hunter World: Iceborne
Fulgur subspecies:
World: Iceborne

One of the first monsters introduced in the game. Anjanath is a Tyrannosaurus rex-like creature with a feathered body, movable wing-like fins near its posterior, an inflatable proboscis that provides it with a strong sense of smell, and the ability to breathe fire. When enraged, it will relentlessly follow hunters into different areas in order to reduce their chances of escaping. Iceborne introduces the Fulgur Anjanath, a subspecies found in the Hoarfrost Reach that uses electric attacks instead of fire.


  • Achilles' Heel: Similar to Glavenus, attacking its throat sac while it's glowing will make it fall over, leaving it vulnerable to attack until it recovers.
  • Breath Weapon: A continuous stream of fire, as opposed to most other monsters who breathe out fireballs. It only uses this attack when in rage mode.
  • Chainmail Bikini: Female Anjanath armor looks like the blacksmith did the helmet and limbs first, then ran out of material when the time came for the torso piece.
  • Dinosaurs Are Dragons: It's modeled after an Earth T. rex, and is a fire-breathing Brute Wyvern. When it unfurls its nose horn and "wings", it looks even more draconic.
  • '80s Hair: Not the monster itself, but its upgraded Master Rank helmet in Iceborne is essentially a big bouffant wig, particularly for female Hunters.
  • Expy:
    • It's very similar to Glavenus in many areas, being a fire-breathing, jungle-and-desert-dwelling Brute Wyvern whose throat sac acts as an Achilles' Heel. Eventually downplayed as the latter would return in Iceborne.
    • His aggression, posture, the way he absolutely manhandles smaller monsters, and in particular his leaping attack all bring to mind the Sharptooth from the original The Land Before Time film.
  • Fake Ultimate Mook: Downplayed. Anjanath is presented as a huge threat early in the game, and can be very difficult for beginner or unprepared hunters to take down, which is reinforced by its massive size and resemblance to the King of Dinosaurs. However, while by no means weak, it later turns out to be a mid-tier monster within its food chain (similar to Barroth and Rathian) and consistently loses turf wars to the actual apex monster of its biome, Rathalos. Averted for Fulgur Anjanath, which is an apex-level monster in its own right.
  • Having a Blast: One of the Anjanath armor parts gives the Artillery skill and one weapons made from its parts is the Gunlance.
  • Hitbox Dissonance: Many of its attacks have deceptively large hitboxes. The forward charge is a big offender, as even the Insect Glaive user who has vaulted well above it will still get hit. And that's not counting many of the fire attacks that go straight through the terrain.
  • In a Single Bound: Don't think for a second that distance will save you. Even if it won't try to roast you alive, it can still leap an impressive distance in an attempt to Goomba Stomp you.
  • Kill It with Water: Its primary weakness is Water.
  • Lightning Bruiser: Very fast and resilient despite its size.
  • Lightning/Fire Juxtaposition: The Fulgur Subspecies uses lighting rather than the fire from its nominate variant.
  • Mascot: It's essentially the tertiary mascot of World, for reasons opposite to Nergigante: Anjanath is the first giant large monster that most players face, making its role akin to a Starter Villain, and is also Rathalos' designated rival. For a monster encountered this early on, being a badass T. rex only makes it more encouraging for newcomers to face and conquer.
  • Mix-and-Match Critters: Its main model is Tyrannosaurus rex, but elements were drawn from the vulture as well: note the bald, pink head and the black fur lining its body from the shoulders down, which is also likely based on the modern understanding of feathered dinosaurs. The appearance and function of its nostril sac are pretty unique, but it has similarities to that of the hooded seal.
  • Playing with Fire: It can breathe fire from its mouth when enraged.
  • Purple Is Powerful: The Fulgur subspecies has more of a purple coloration than the main species, and it's a more powerful monster. Likewise, the armor you craft from it is also purple.
  • Real Men Wear Pink: Both armor sets are pink, regardless of gender. Likewise, the monster itself is pink, but is considered a nasty wall for newcomers.
  • Recurring Element: Anjanath is the designated rival for Rathalos. Unlike say, the Astalos from the previous generation, however, Anjanath is at a disadvantage and gets duly wrecked.
  • The Rival: A one-sided one against Rathalos in the latter's favor.
  • Signature Move: The Fulgur subspecies has a rushing move while enveloping itself in lighting.
  • Shock and Awe: The Fulgur Subspecies favors lightning damage.
  • Super-Persistent Predator: When enraged, it will relentlessly chase down hunters, even following them into other areas.
  • Token Motivational Nemesis: About as close as a monster in the series can be. The first mission is capstoned with its first appearance, and you will spend a good number of quests doing your best to avoid drawing its attention since you lack weapons or armor strong enough for you to be a serious threat to it, all while it trounces pretty much everything that tries to fight it in a turf war. The earlygame wraps up with you finally slaying it though, only to immediately afterwards encounter monsters that trounce ''it'' in turf wars, or are so far beyond it that there's no point in comparison.
  • Took a Level in Badass: Vanilla Anjanath, while by no means a weakling, gets completely trounced in a fight with Rathalos. By contrast, Fulgur Anjanath can fight Barioth, Tigrex, and Diablos to a draw. This might have something to do with the fact that Fulgur Anjanath uses an element that Tigrex has a pronounced weakness to, but it's also much stronger than its nominate species physically.
  • Turns Red: When enraged, it will flash its nostrils and back fins. It can enrages even further by setting its mouth on fire and being apply to inflict Fireblight with its bite attacks. It will return to its normal state by unleashing a powerful flamethrower attack.
  • Tyrannosaurus rex: It heavily resembles one, moreso than even most other Brute Wyverns.
  • Unskilled, but Strong:
    • Anjanath weapons tend to have high raw damage, with a respectable fire elemental damage, and are easier to access early on compared to Rathalos and Lavasioth weapons; the downside is that it comes at the expense of Affinity (it gets a -20% to -30% hit).
    • The Fulgur weapons avert this, being Strong and Skilled instead, as they have good raw damage AND positive affinity, though it does have lower elemental damage, and a slightly lower raw to balance things out.
  • Wake-Up Call Boss:
    • Anjanath is the first major monster that utilizes both massive physical damage and elemental damage, as well as potentially the first one to have a particularly nasty enraged mode in World. Made worse by the fact that considering the point in the game it almost always has something that can one shot you. Low armor? Good luck surviving its bigger attacks when it's enraged. Packing heavier armor from Barroth or Jyuratodus? Guess what has a vulnerability to fire? Well now you're good against the physical attacks, but that fire is gonna take its place.
    • Its Fulgur subspecies is built to throw off overconfident players who would scoff at a monster they are now accustomed to, as while its moveset isn't too different, it hits much harder and is far more durable.
  • The Worf Effect:
    • While it beats both Great Jagras and Tobi-Kadachi, it's easily trounced by Rathalos in a Turf War.
    • Downplayed with the Fulgur subspecies, which manages to tie against three notoriously savage Flying Wyverns.

Radobaan (Radobarukin)

Bone Hammer Wyvern

https://static.tvtropes.org/pmwiki/pub/images/mhw_radobaan_render_001.png

Appearances:
Monster Hunter: World

A Brute Wyvern closely related to the Uragaan, but is covered in bones as opposed to rocks. While downed, its back can be mined for bones.


  • Acrofatic: It runs surprisingly fast for a creature its size.
  • Attack Its Weak Point: An interesting variation as most of its body is fairly soft. You just have to break through the much tougher bones on it first.
  • Fake Ultimate Mook: Despite being bigger, it loses badly to the smaller Odogaron.
  • Force and Finesse: The Finesse to the Uragaan's Force; while Uragaan is heavily reliant on brute force, utilizing multiple chin slams, body checks, and straightforward rolls, Radobaan is much more acrobatic in comparison, utilizing chin swipes, chin drags followed up with quick rolls, and spinning around like a top.
  • Fragile Speedster: It's pretty fast for a creature its size, but its body is soft when unarmoured, its bony armour is fairly easy to knock off, and breaking its parts will reduce its offensive capabilities (for example, breaking the hips may cause it to lose momentum when rolling, and breaking the back will prevent it from flinging bones when it rolls).
  • Kill It with Ice: It's vulnerable to the Ice element.
  • Lantern Jaw of Justice: Like its close relative Uragaan, it has a massive chin. Unlike Uragaan, it won't deflect attacks.
  • Moveset Clone: Of Uragaan, fitting as the two species are likely cousins.
  • Rolling Attack: Uses them frequently, both to attack and to move around.
  • Skeletons in the Coat Closet: It wears bones for protection. It can even refresh them during the fight if allowed to roll around in its nest.
  • Spin Attack: One of its attacks involves it laying on its side and spinning in circles.
  • Standard Status Effects: It can release a bluish-white gas though its pores that inflicts Sleep.
  • Warmup Boss: Serves as one to get the player used to fighting in the Rotten Vale. Radobaan prefers to stay in the effluvium-free upper areas and has to be hunted once before the more dangerous lower areas open up.
  • The Worf Effect:
    • It's easily defeated by Odogaron in Turf Wars, resulting in much of its bone armor on its head being instantly broken.
    • It rolls at full speed into Tigrex in the latter's introduction cutscene, only for Tigrex to catch Radobaan, stop it, wrestle it to ground and kill the Brute Wyvern with one, well-placed bite.

Banbaro

https://static.tvtropes.org/pmwiki/pub/images/mhw_banbaro.png
Appearances:
Monster Hunter World: Iceborne

A hulking, herbivorous Brute Wyvern that inhabits the Hoarfrost Reach. Its massive antlers are perfect for scooping up snow or fallen trees during charge attacks.


  • Bullfight Boss: It uses powerful charging moves, like Barroth.
  • Drop-In Nemesis: It’s a roaming invader for... some reason, even though it’s hilariously ill-suited to the Wildspire Waste, Elder’s Recess or Rotten Vale.
  • Geo Effects: The location of the fight can alter Banbaro's charge attacks. It may pick up fallen trees for a wider hitbox in the Hoarfrost Reach and Ancient Forest, or chunks of heated rock that cause fire damage in the Elder's Recess.
  • Herbivores Are Friendly: Zigzagged. By itself, it's placid until attacked. Once it runs into another monster, it becomes ill-tempered.
  • Hime Cut: Not Banbaro itself, but the female version of its helm resembles a wig of this type.
  • Horny Vikings: The Male armour invokes this aesthetic very much so. And on top of that, it has the Mushroomancer skill, in reference their use of mushrooms to induce the Berserkrgang; though in this case, it allows you to get more potions from mushrooms depending on the level.
  • Suspiciously Similar Substitute: In two ways: mechanically to the Jade Barroth, as an arctic Brute Wyvern that uses charging attacks. Visually, it is one to the Duramboros with its similar facial features, unique horns, and general body shape (sans the Duramboros’ hump).
  • The Worf Effect: It's easily beaten by Barioth during Turf Wars, with Barioth sinking its fangs into Banbaro's neck before tossing it aside.

    Fanged Wyverns 

Jagras / Great Jagras (Dosujagurasu)

Thief Wyvern

https://static.tvtropes.org/pmwiki/pub/images/mhw_great_jagras_render_001.png

Appearances:
Monster Hunter: World

Iguana-like monsters led by a larger alpha male with a ravenous appetite. The Great Jagras is notable for being hungry enough to swallow an Aptonoth whole, and it can use this to its advantage, using the immense weight it gains to crush attackers.


  • Attention Deficit... Ooh, Shiny!: Jagras can be distracted with Raw Meat.
  • Balloon Belly: Their stomachs can elastically stretch to accommodate it's prey.
  • Big Eater: Great Jagras has a huge appetite, and can swallow whole Aptonoth.
  • Boring, but Practical: Its weapons' base stats are unimpressive, but they possess multiple level 2 or 3 gem slots, hidden elements (this allows the weapon to benefit from non-elemental boost), and a low rarity (which allows for the most augments possible). As a result, they deal some of the most raw damage in the game if set up properly.
  • Butt-Monkey: They're prone to getting mauled by larger monsters, such as Anjanath, Rathalos, and Deviljho. Even Capcom got in on this with the weapon showcases with the Great Jagras being the punching bag.
  • Disc-One Nuke: Great Jagras weapons are much easier to complete than other weapons in Master Rank, and can carry the player up till they begin to fight Elder Dragons. Its Master Rank armor also gives Attack Boost and Speed Eating.
  • From Nobody to Nightmare: Goes from being a poor schmuck of a monster to a powerful Elder Dragon threat as the Greatest Jagras. Even the Deviljho that spawns in that quest usually comes out worse for wear when they clash.
  • Giant Mook: A giant version appears in an event quest, along with a Fun Size variant and a third, normal-sized Great Jagras. The tiny one is the size of a Kelbi, while the big one's around the same size as Anjanath. The latter is played much straighter with the Greatest Jagras, which is comparable in size to the Deviljho roaming the map in the same quest.
  • Glass Cannon: When Great Jagras's stomach is full, its attacks deal more damage, but it also gains a massive weak point in the form of said stomach, making it easier to take out.
  • Jack-of-All-Stats: For an early-game monster, its stats are roughly even, having mediocre speed, power, health, and defenses overall.
  • Kill It with Fire: They're weak to the Fire element.
  • King Mook: The Great Jagras rules over the small monster Jagras.
  • Kryptonite Is Everywhere: It's not a particularly hard boss to begin with, but it's vulnerable to every ailment.
  • Lethal Joke Character: Basically the whole point of the Greatest Jagras, which, physically speaking, is no different from the normal Great Jagras aside from it being much bigger, but is a far stronger monster.
  • Piñata Enemy: The anniversary event Greatest Jagras leaves behind a bunch of feystones (even warped feystones if you're lucky) whenever it uses its spit attack or you force it to regurgitate its meal. It's not uncommon to finish a hunt with 20 or more decorations, making even a failed quest potentially profitable.
  • Recurring Element: They're the Fifth Generation's equivalent of the Velociprey/Jaggi/Maccao lines, being weak, common enemies without any special abilities, with the alpha male being a King Mook. though the Great Jagras does possess a non-elemental spit attack, as well as its Stance System.
  • Reptiles Are Abhorrent: Averted with Great Jagras, who will only attack you if you attack it first. Played straight with the regular Jagras, which are aggressive and will also swarm a monster you've incapacitated.
  • The Rival: Great Jagras competes with Anjanath for food, and will attack it on sight.
  • Stance System: Great Jagras has two different phases: one where it's hungry, and one where it's full. When it's hungry, its stat spread is roughly balanced, and when it's full, its attacks become stronger and have greater range, but its speed and durability decrease. It starts out in its hungry phase, but will go into its full phase after eating a smaller monster, and hunters can revert it back into its hungry phase by attacking its inflated stomach, which forces it to regurgitate its meal.
  • Swallowed Whole: Great Jagras does this to smaller monsters such as Aptonoth when it's hungry.
  • Took a Level in Badass: The normal Great Jagras is considered a Warm-Up Boss. Then there's the Greatest Jagras which was added for the Appreciation Fest. This Jagras has health comparable to a tempered Elder Dragon and deals damage that makes Nergigante look tame by comparison. It's even capable of manhandling Deviljho.
  • Warm-Up Boss: Great Jagras isn't much of a threat to even the most inexperienced hunters.
  • Who's Laughing Now?: The idea behind The Greatest Jagras quest, which is described as Great Jagras buffing up and taking revenge for all the abuse it's taken from both hunters and Deviljho.
  • The Worf Effect: Great Jagras is beaten by Anjanath in Turf Wars, while Deviljho can pick up the poor schmuck and use it as a bludgeon against you. This gets inverted with the Greatest Jagras however, where Deviljho actively flees from it.
  • Zombie Puke Attack: When he's full, he can literally projectile vomit his dinner at hunters. Naturally Greatest Jagras' version is not only incredibly powerful, but he chain-vomits a spread of 7 or 8 chunks, each of which leaves behind a decoration gem.

Girros / Great Girros (Dosugiruosu)

Paralyzing Thief Wyvern

https://static.tvtropes.org/pmwiki/pub/images/mhw_great_girros_render_001.png

Appearances:
Monster Hunter: World

Snake-headed Fanged Wyverns making their home at the Rotten Vale who sport paralyzing bites. They are led by a large alpha monster called the Great Girros, who has a much more pronounced cobra hood.


  • Fangs Are Evil: They have large fangs that can inflict paralysis. Subverted in that they're not evil (they're animals, after all), just aggressive.
  • Fragile Speedster: They move quickly, but can't take much punishment.
  • Helpful Mook: You really want to run into Great Girros while fighting the other monsters in the Rotten Vale, as they will attack them on sight and potentially paralyze them, making fights much easier.
  • Kill It with Water: Great Girros is weak to the Water element. Interestingly, its subordinates are immune to it.
  • King Mook: The Great Girros is the alpha male.
  • The Paralyzer: Can inflict paralysis through their bites or the leader's spit.
  • Plague Doctor: Not the monster itself, but the armor set made from it resembles the standard attire and look of one. Fittingly, one of the skills of the armor set is immunity to the health-reducing effluvium of the Rotten Vale.
  • Skippable Boss: Like the Tzitzi-Ya-Ku, Great Girros only needs to be spotted during an investigation to make story progress in Low Rank, and can otherwise be ignored.
  • Suspiciously Similar Substitute: To the Genprey line, as the lesser carnivores who paralyze with their bites.
  • Wrestler in All of Us: One of its moves is a running cannonball senton.
  • The Worf Effect:
    • Great Girros is one of the many monsters Deviljho can use as a bludgeon.
    • The Acidic Glavenus is introduced by swiftly curb-stomping a Great Girros and its pack of smaller Girros.

Shamos

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

Appearances:
Monster Hunter: World

Lizard-like monsters with a red hide and wide yellow eyes. Unlike the other lesser Fanged Wyverns, they have no alpha leader.


  • Blinded by the Light: They hate light and will scatter if fire is thrown at them. Due to this, they have a strong dislike for the Tzitzi-Ya-Ku.
  • Uniformity Exception: Despite being a gameplay clone (and likely biological, Coral Highlands relative) of the Jagras and Girros, there is no Great Shamos to be seen.

Tobi-Kadachi (Tobikagachi) (variant: Viper Tobi-Kadachi)

Flying Thunder Wyvern

https://static.tvtropes.org/pmwiki/pub/images/mhw_tobi_kadachi_render_001.png
Viper Tobi-Kadachi 

Appearances:
Nominate subspecies:
Monster Hunter: World, Monster Hunter World: Iceborne
Viper subspecies:
Monster Hunter World: Iceborne

A snake-headed monster that glides on membranes stretching between its limbs, and can build up a powerful electric charge in its fur. Iceborne introduces the Viper subspecies, which combines a paralyzing bite with venomous spines.


  • Cycle of Hurting: A solid hit will knock it off a tree and leave it prone on the ground, and there's a good chance its first action once it gets up will be to get onto the same tree, while the hunter is still standing right under it. This can happen three of four times before Tobi-Kadachi will thing to try something else, if it doesn't die from the repeated mauling in the meantime.
  • Decomposite Character: Inherits Zinogre's lightning element and being a fictional animal with reptilian and mammalian traits, while the canine parts are transferred to Odogaron.
  • Fragile Speedster: It doesn't have as much health or hit nearly as hard as the Anjanath or Rathalos it shares a habitat with. It makes up for this by jumping around on the trees and using quick hit-and-run attacks, making actually hitting it more challenging and gradually buffing itself up with static electricity to increases its attack power.
  • Gold-Colored Superiority: The viper subspecies is a stronger monster, and has an orangish-gold tint.
  • Kill It with Water: It's vulnerable to the Water element.
  • Logical Weakness: Its stronger attacks depend on built up static electricity; if you hit it with Watermoss, its electrical aura will dissipate and it'll go back to simple melee attacks.
  • Meaningful Name: Its name is derived from tobu, meaning "to fly," and kagachi, an old-fashioned name for a snake.
  • Mix-and-Match Critters: Has the head of a snake, the body of a ferret, and the webbing of a flying squirrel.
  • Not Quite Flight: The webbing stretching between its limbs grants it the ability to glide. Viper Tobi-Kadachi takes it a step further, using its gliding to flank and reposition mid-combat.
  • Poisonous Person: Viper Tobi-Kadachi's tail is covered in venomous barbs, letting it inflict deadly poison with tail attacks or by flinging the barbs as a projectile.
  • Shock and Awe: Its fur courses with static electricity that it can use as a weapon when fully charged.
  • Shout-Out: Its Armor set looks a lot like a light blue version of the Hunters armor from Bloodborne. The helmet on the male version even resembles Retired Hunter Djura's cap.
  • Snakes Are Sinister: Averted; it doesn't attack a hunter unless provoked.
  • Suspiciously Similar Substitute:
    • Tobi-Kadachi was a minor one to Zinogre, being a reptilian lightning monster: it even shares Zinogre's Fanged Wyvern typing. It's not as strong as Zinogre, however, said strength traits being transferred to Odogaron. Downplayed as the former would return in Iceborne.
    • The Viper subspecies is to Gigginox, being a poisonous cave-climber in a frozen area. A hint of its existence in a magazine article was even mistaken for the latter.
  • Tail Slap: Uses its large tail for offense, swiping and slamming down on Hunters like Nargacuga.
  • The Worf Effect: Is defeated by Anjanath during Turf Wars. It tries to fight back, but it's just not strong enough. Its also one of the many monsters Deviljho can use as a bludgeon.

Odogaron (variant: Ebony Odogaron)

Cruel Claw Wyvern

https://static.tvtropes.org/pmwiki/pub/images/mh_odo.png
Ebony Odogaron 

Appearances:
Nominate subspecies:
Monster Hunter: World
Ebony subspecies
World: Iceborne

A fierce Fanged Wyvern distinguished by its blood-red coloration, protruding fangs, and a second set of claws that protrude from under its feet. It is commonly seen dragging corpses back to its lair. Iceborne introduces the Ebony Odogaron subspecies, which is even more aggressive and has powerful Dragon-element attacks.


  • Achilles' Heel: Like Tigrex and Deviljho before it, Odogaron will eat any meats placed on the ground due to tiring easily.
  • Burning with Anger: When it goes into berserk mode, it'll start glowing red with rage, and it is naturally strong against the Fire element. Its weapons even has a hidden fire element!
  • The Berserker: Absolutely relentless in its attacks, often stringing at least two together. When enraged it will string up to four attacks giving you very little room to breathe. Even when flinched it falls down only to recover and strike back at you.
  • Blood Knight: It is incredibly hostile, attacking any monsters in sight, even Vaal Hazak, an Elder Dragon. When it spots a Hunter, it will give a warning roar, and will quickly turn hostile if the Hunter get any closer. This thing will win almost every turf war it's involved in, and is by far the most dangerous non-elder-dragon (or Bazelgeuse) threat in the Rotten Vale due to its sheer brutality in combat.
    • As a matter of fact, the only turf war it loses for sure is the one against the Vaal Hazak, and that's less due to skill in combat, and more because the Odogaron will jump on the Hazak's back, thereby getting a faceful of highly toxic poison.
    • And like every other Fanged Wyvern, it tends to be at a disadvantage whenever it's in a turf war with Deviljho.
  • Bloody Horror: It looks like a skinned wolf, with glistening red skin like muscle tissue, and, appropriately enough, it's the one monster in the game that inflicts Bleed status.
  • Body Horror: It has a second set of claws that protrude on top of its primary set. Its hide also gives the impression of being skinless.
  • Boring, but Practical: Weapons made from Odogaron parts are a lot easier to build around due to a maxed sharpness meter in a game where the normally mandatory handicraft usually fills up said meter for other weapons. This is also before considering the positive affinity that they have. The only downside is their lower than usual raw power.
  • Breath Weapon: Ebony Odogaron can fire blasts of Dragon element at the player as it jumps around. This gives it a way to counteract its rather significant elemental weaknesses.
  • Critical Hit Class: Not only does much of the armor made from an Odogaron provide the "Critical Eye" skill, but many of the weapons made from Orogaron parts have high affinity percentages as well, making its equipment this.
  • Death Glare: Has a constant one. Other monsters when not agitated can look docile, even if with a fierce expression. Odogaron's default expression is "DO NOT FUCK WITH ME."
  • Decomposite Character: Inherits Zinogre's canine-reptile hybrid structure with a savage fighting style while Tobi-Kadachi takes the elemental aspects in vanilla World.
  • Dogs Are Dumb: Odogaron is a canine monster, and, as shown by its rather cavalier attitude toward safety, dumb as a whole forest of posts.
  • Dragons Are Demonic: Like the Stygian Zinogre before it, The Ebony Odogaron is black, has a reddish lightning aura around it thanks to its dragon element, and in general is shown as far more aggressive than its nominate species.
  • Dumb Muscle: Yeah, yeah, it looks like a muscle and it’s an idiot. The point stands; Odogaron is utterly stupid, but it lives in an environment where it doesn’t HAVE to be smart: just savage, violent and relentless.
  • Early-Bird Boss: Unlike every other monster in low rank, Odogaron can show up outside its normal territory. It will occasionally wander up into the Coral Highlands, quite possibly before the player even knows the Rotten Vale exists...at which point they'll be much too weak to stand a chance.
  • Evil Is Visceral: As mentioned before, it looks like an animal with its skin ripped off. Its lair in turn has walls of putrid flesh and tendons that it can tear through. The Master Rank version of its armor even goes for this aesthetic, making the hunter look like a flayed demon.
  • Fangs Are Evil: Has a pair of protruding canines on its lower and upper jaw. While not actually evil, it is highly aggressive and will readily attack monsters larger than itself. In fact, if it turf wars with Radobaan, it'll jump on Radobaan and start tearing chunks of it off with its teeth.
  • Fearless Fool: Vicious, but has no grasp of when it's out of its league, attacking the Vale's resident Elder Dragon Vaal Hazak and even Deviljho on sight.
  • Fragile Speedster: Odogaron moves quickly to compensate for its lack of defense.
  • Fun Size: The “Rush of Blood” event quest featured two Odogaron. One was normal size, but the other was only the size of Jagras. That is a very, VERY tiny muscle puppy.
  • Giant Space Flea from Nowhere: Ebony Odogaron are actually an invasive species in the same vein as Deviljho, showing up in locations outside of the normal Odogaron's hunting grounds.
  • Glass Cannon: It hits hard, but its hide isn't particularly tough, and it has a fairly small health pool.
  • Hellhound: It has the look, being a huge, vicious, vaguely-reptilian dog-like creature.
    • Ebony Odogaron takes this up another level.
  • Laser-Guided Karma: Deviljho swings Odogaron like a chew toy — the same way the latter does to a good chunk of his own prey. Doubly so since Deviljho is also a mean-tempered carnivore that'll eat anything.
  • Logical Weakness: It attacks relentlessly, but it also tires itself out faster compared to other monsters. And given how filthy the Rotten Vale is, Odogaron will gladly feed on any fresh meat it spots when it's hungry, even drugged meats.
  • Kill It with Ice: It's vulnerable to the Ice element.
  • Moveset Clone: Uses the same skeleton and animations as Tobi-Kadachi.
  • Ms. Fanservice:
  • Ninja: Female armor resembles one with a much slimmer and skin-tight outfit than its male counterpart, which resembles a Samurai instead, and a mask that either covers the mouth and nose or one that's hanging over the face as well as a silver Tomboyish Ponytail wig for all its variants.
  • No-Sell: Tzitzi-Ya-Ku, Paolumu, and Radobaan's gimmicks are completely ignored by it while the latter three try to defend themselves. Odogaron is also immune to the Dragon element. Inverted against Vaal Hazak, however, who no-sells Odogaron's assault instead; it doesn't even have a chance against Deviljho.
    • In its introductory cutscene in Iceborne, the Ebony subspecies no-sells a slash to the face from a normal Odogaron, complete with a look afterwards that says "really?"
  • O.O.C. Is Serious Business: Note how Odogaron doesn't immediately attack a Deviljho, and instead is stuck there, trying to scare it off, but has a much higher-than-usual pitched roar. This is the same monster who will willingly mount an Elder Dragon without hesitation.
  • Pintsized Powerhouse: Far from small, but it can tear apart the much bigger Radobaan with ease. In addition, one event quest features a Fun Size Odogaron who hits just as hard as the full-sized specimen. This trope, however, is deconstructed since not only does its smaller size mean it goes down quicker than the other apex monsters, the much bigger Deviljho can just manhandle it with ease.
  • Power-Up Food: Odogaron can occasionally be seen carrying a lump of meat in its mouth. If the meat is eaten, it will gain a second form of rage mode, where it literally Turn Red with red markings appearing on it body and steam rising from its mouth as well.
  • Red and Black and Evil All Over: The Ebony version has black skin, blood-red eyes, a crimson aura, and is even more vicious than the regular species.
  • Red Eyes, Take Warning: The Ebony subspecies has these, and when you see it coming, you should take warning.
  • Red Is Violent: Color: red. Attitude: bad.
  • Samurai: Not the monster itself, but the male armor set clearly evokes Samurai-esque armor in design, complete with hakama style pants and menpo masks designed after Oni. Its set bonus even gives the Punishing Draw skill which enourages Iaijutsu-like attacks.
  • Savage Wolves: The most vicious non-Deviljho monster in the New World is an angry red lizard-wolf.
  • Serrated Blade of Pain: A closer look, and its concept art reveals that its larger claws are ribbed and have two rows of serrated teeth on the bottom going nearly to the tip.
  • Sinister Scythe: The completed dual blades are a pair of attached kama with chains.
  • Standard Status Effects: Its claws inflict Bleeding.
  • Super Speed: Odogaron is scary fast, able to cross the entire Vale in moments.
  • Suppressed Rage: When it has food in its mouth, it won't attack immediately, but it won't hesitate in showing its displeasure at you if you get close.
  • Suspiciously Similar Substitute: This trope was played straight in the vanilla version, but is now downplayed as all three monster mentioned below would return in Iceborne:
    • Much like Tigrex, it's highly aggressive and will attack anything in sight to sate its hunger, going as far as to each drugged meat.
    • The armor set is a Stripperiffic ninja-like set that provides similar critical damage bonuses, similar to the Nargacuga.
    • While Tobi-Kadachi has the elemental aspect, Odogaron is very much closer to Zinogre in terms of threat level, and is also a nasty canine monster.
  • Tail Slap: Its tail is a mass of scales and bone ridges forming a mace it will gladly bludgeon you with.
  • Theme Naming: Four out of five weapons that have Odogaron upgrade trees culminate in rare level 8 weapons with one word titles that represent immorality or the consequences thereof: Sin, Vice, Odium and Karma.
  • Throw the Dog a Bone: Despite losing its turf war against Vaal Hazak, it has a chance of fighting back and putting the latter in a cycle of stun-locking if it doesn't flee. The same cannot be said if it runs into Deviljho more than once, however.
  • Too Dumb to Live: The only monster that may not leave when an Elder Dragon is present. It's also the only one to be foolish enough to challenge it. Sometimes even twice!
  • Wolverine Claws: It has ten on each foot.
  • The Worf Effect:
    • Despite being an aggressive predator that curb-stomps many other monsters in its environment, it does not stand a chance in a Turf War against Vaal Hazak, an Elder Dragon that easily retaliates with its effluvium.
    • It has even less of a chance against Deviljho; whereas other apex monsters at least try to fight back, Odogaron just gets manhandled and thrown around as if it was Great Jagras. Even the stronger Ebony subspecies can't put up a fight.
    • Downplayed in Iceborne with Tigrex - while Tigrex is able to manhandle Odogaron just like Deviljho, the Fanged Wyvern puts up quite a fight, and even manages to break free from a pin to try and tear out Tigrex's throat.
    • The Ebony Odogaron is introduced by slamming a regular Odogaron down into the earth with a bite to the throat.
  • You Wouldn't Like Me When I'm Angry: It is the most aggressive monster in the entire game, and if ticked off, it'll hound you until either you or it is dead. The only moment in which it's "docile" is if it has a meal in its mouth, and even then, it'll growl at you menacingly to make you keep your distance if you're too close.

Dodogama (Dodogamaru)

Rock Thief Wyvern

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

Appearances:
Monster Hunter: World

A salamander-like Fanged Wyvern that uses its massive lower jaw to pull rocks out of the ground, which it uses as a food source and a method of fighting off predators. Its saliva is volatile, and when it mixes rocks with it, they will become explosive projectiles.


  • Acrofatic: Despite its portly appearance, Dodogama is surprisingly capable of quickly charging at hunters.
  • Beware the Silly Ones: It looks positively goofy and isn't very much of a threat compared to the other monsters in its habitat, but getting hit by its explosive spit hurts.
  • Dishing Out Dirt: It mainly attacks by spitting explosive molten rocks at enemies.
  • Eat Dirt, Cheap: It eats rocks, and can coat them in volatile saliva to make them explosive.
  • Fangs Are Evil: Has a pair of protruding fangs on its bottom jaw. Subverted in that it's not evil, just aggressive once provoked.
  • Fat Bastard: It's both portly and ill-tempered, at least once attacked either by a hunter or an Uragaan.
  • Glass Cannon: When Dodogama's mouth is full of rocks, its attacks will deal more damage, but its head and neck become considerably more vulnerable to damage, making it easier to take out. This is taken further when the rocks have completely dissolved, as the damage it gives and takes are considerably increased during this time.
  • Having a Blast: The saliva-coated rocks it spits inflict Blastblight.
  • Hoist by His Own Petard: If you attack Dodogama at the right time when it's got a mouthful of rocks, you can detonate the rocks, doing serious damage and briefly stunning the monster. It works with melee attacks, ranged attacks, or even a well-timed shot with a Bomb Pod, Torch Pod, or Crystalburst from your slinger.
  • Lantern Jaw of Justice: It has a massive chin. Subverted in that it's not particularly just (it's an animal, after all).
  • Magma Man: Will spit molten rock at hunters once the rocks in its mouth completely dissolve. It doesn't deal Fire damage, however. Nope, it's Blast.
  • Non-Malicious Monster: It would rather sleep and eat rocks all day than fight, but it will defend itself when approached by a hunter, an Uragaan, or Rathalos.
  • Suspiciously Similar Substitute: To the Berserk Tetsucabra, being a monster with a large bottom jaw that uses explosive rocks as weapons.
  • Warmup Boss: The easiest boss in the Elder's Recesss.
  • The Worf Effect: One of the many monsters Deviljho can use as a bludgeon. Also, Behemoth's intro shows it getting killed before tossed away like a ragdoll.

Wulg

Appearances:
Monster Hunter World: Iceborne

Small, furry Fanged Wyverns who inhabit the Hoarfrost Reach. They are opportunistic predators and attack both hunters and large monsters alike when they get the chance.


  • Helpful Mook: Should a large monster be immobilized with a trap close to a Wulg pack, they'll start attacking it while it's disabled for some small damage. Notably, one of the Wulgs will jump on the monster's back and ride it as it does so.
  • Mix-and-Match Critters: They look like a cross between a wolf and a badger.
  • Personal Space Invader: Very fond of leaping on Hunters and coiling around them while they’re distracted.

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    Relicts 

Leshen

https://static.tvtropes.org/pmwiki/pub/images/mhw_leshen_2.jpg

Appearances:
Monster Hunter: World ver. 6

A powerful and ancient forest spirit from a different universe. It is the source of the strange disturbances in the Ancient Forest.


  • Attack Its Weak Point: Breaking its body parts will temporarily depower the Leshen and desummon its flock of Revoltures and pack of Jagras, providing a window of opportunity to attack.
  • Battle Aura: The Revoltures flocking about the Leshen's body functions akin to Teostra/Lunastra's flame aura or Val Hazaak's effluvia, doing constant tick damage that can really chip away at a Hunter's health if they're not careful. When enough Revoltures accumulate, the Leshen begins to pull out some really dangerous attacks. Breaking a body part or setting it alight will temporarily scatter the birds and render the Leshen helpless for the most part.
  • Barrier Change Boss: Will occasionally create cover using walls of roots that are immune to physical attacks, then snipe at Geralt from long range. Geralt must either wait for the walls to collapse on their own, get around them, or use Igni to burn them down.
  • Berserk Button: Destroying its totem will anger it enough to drive it out of hiding to deal with the culprit personally.
  • Blinded by the Light: Flash Pods are guaranteed to stop an Ancient Leshen and its Jagras flunkies in their tracks. The wood spirit recovers very quickly, but this tactic is always effective against it.
  • Boss Arena Idiocy: The Ancient Leshen and its pack of Jagras will always be standing beneath some hanging boulders in the beginning of the hunt. It is considered imperative to drop these rocks on the Leshen before it teleports away to significantly expedite the first stage.
  • Contractual Boss Immunity: Immune to Traps, Water element and Sleep Status Ailment.
  • Damage-Sponge Boss: Ancient Leshen sports an absolutely titanic 67,500HP, eclipsing even Extreme Behemoth. Even with four endgame Hunters, expect this fight to take a while.
  • Death by a Thousand Cuts: None of its attacks hit particularly hard, but between its flock of Revoltures, its bleeding-inducing claws, the pack of Jagras hounding you, and its root attacks, your health will almost constantly be draining with little room to heal. Luckily for Geralt, witchers have incredible recovery. Averted with Ancient Leshen, which hits like a ton of bricks & has several move that can even oneshot unwary Hunters on top of the constant damage ticks.
  • Field Power Effect: The Leshen is actually even more dangerous in the Monster Hunter universe than it is in its homeworld, thanks to the Ancient Forest being such a vast wealth of energy and foliage.
  • Flunky Boss:
    • The Leshen is protected by a flock of Revoltures that will attack Geralt at close range. It will also summon a pack of Jagras for assistance in later phases of the fight.
    • Ancient Leshen spawns with a pack of Jagras, and when it summons more later on, it can point at a random hunter to 'mark' them and make all the Jagras target that hunter.
  • Foil:
    • To Behemoth, the other Guest Monster. The Behemoth is close enough to the Commission's usual fare that they feel comfortable shoehorning into the "Elder Dragon" classification, while the Leshen has a unique classification. Also, while Behemoth isn't considered an abomination back in Final Fantasy XIV just so much as it is The Dreaded, the Leshen is very much one back in The Witcher.
    • To virtually every other monster in the entire series. The beasts of Monster Hunter, even the enigmatic Elder Dragons, can at least be expected to make full use of their intelligence and physiology, whether that means flexing their powerful muscles, swinging their tails, belching fire and thunder, calling its pack for backup, navigating the environment, and etc. In other words, the monsters are effective combatants thanks to a combination of tactics and individual prowess. Even the series' Flunky Bosses can be reasonably dangerous by themselves. Meanwhile, the Leshen is an otherwise slow and mediocre fighter, so it prefers to enthrall the flora and fauna to do most of the work while it teleports around.
  • Four Is Death: Just like Behemoth and Kulve Taroth, its fight is divided into four stages. The final stage is noted by many players to be the most dangerous because that's when the Leshen decides to jack the difficulty up to near-unreasonable levels.
  • "Get Back Here!" Boss: The Leshen's slow movement speed at both attacking and moving means it doesn't present a great threat at close range, but it can cover this weakness by rapidly teleporting around the arena and using long-range attacks.
  • Green Thumb: It's main form of offense, Leshen can summon giant roots to attack or to act as barriers. They're strong enough to restrain and strangle a Pukei-Pukei to death or simply launch Geralt into the air.
  • Guest Fighter: The second monster that hails from a different series, after Behemoth.
  • Hair-Trigger Temper: Highly territorial, it will deal with any intruders in its territory violently, as several Pukei-Pukei and the Chief Botanist find out the hard way.
  • Humanoid Abomination: Already one of these in its home series, it's even moreso here—it's the first humanoid large monster since King Shakalaka, and its powers, behavior, and appearance are out-of-place in the Monster Hunter universe.
  • It Can Think: It is smart enough to cover for its slow movement speed by teleporting around, denying Geralt opportunities to attack and sniping at him from a distance away. As the fight progresses, it will summon a pack of Jagras to both attack and distract Geralt as it uses its slower, but more powerful attacks. The Ancient Leshen, being an older and stronger specimen, is even smarter to the point of marking a specific Hunter, unleashing the pack of Jagras it summoned to hound the Hunter down while it also aim for that particular Hunter with several powerful attacks, including its root pin attack. Without the support of other Hunters, that Hunter is as good as dead and one step closer to the Quest falling.
  • Knockback: The key to winning a fight against both variants of Leshen is taking advantage of a hunter's standard-issue slinger; the Leshen is incredibly susceptible to flinching from virtually all types of slinger ammo, though the best results come from lobbing Dragon Pods, Flash Pods, and Bomb Pods at it. A well-timed shot can stagger the Leshen out of whatever it's doing and provide an opening for attack.
  • Leitmotif:
  • Limit Break: In the latter half of the fight, the Ancient Leshen begins to accumulate Revoltures before releasing them into a massive swarm, similar to Teostra's supernova. The birds do enough damage to drop the health of a Vitality 3 hunter down to nil, scatter towards every hunter in the vicinity, and have homing capabilities on top of that. Either superman dive or fire a Flash Pod at it if you don't want a Total Party Kill.
  • Long-Range Fighter: The Leshen prefers to fight at a distance, summoning a flock of Revoltures or giant roots to attack. Should Geralt get close enough for melee attacks, it can swipe at him with its claws but it prefers to just teleport away to attack again from a distance.
  • Marathon Boss: At the final stage, the battle becomes less of a hunt and more of a grueling endurance test where you have to deal with the Ancient Leshen's now-perpetual Teleport Spam and hyper-aggressive attacks. Players risk depleting their supplies and making small mistakes that snowball into whole cock-up cascades as the clock keeps ticking.
  • Mechanically Unusual Fighter: Rather than quickly kill Geralt, it opts to slowly whittle down his health with the revoltures as a means to goad him to charging, then coutering by throwing out a powerful hit with roots.
  • Mighty Glacier: The Leshen moves and attacks very slowly, but it is durable and its attacks will hurt if they connect.
  • Normal Fish in a Tiny Pond: Not that the Leshen is considered weak back in its homeworld, but it was enough of a threat that it escalated to being an upper Elder Dragon hunt.
    • Geralt notes that the massive amounts of life and nutrients in the ancient forest have made it much stronger than normal.
  • No-Sell: It's immune to the Water element and to Sleep. And while it's not an Elder Dragon, it's completely immune to traps, meaning it can't be captured.
  • One-Hit Kill: The Ancient Leshen have two of these attacks. First is the root pin atttack, where it attempt to ensnare a careless hunter within a tangle of roots. The victim is completely helpless and unable to free themselves if caught, which means they must rely on their partners to either stun the monster or burn the roots to free them. If they don't, then the Leshen is free to sic a flock of Revoltures on the hunter, rapidly chipping their health down before creating a vine explosion to finish them off. Second is the bird explosion that it only uses in the last two phases. The Leshen takes a moment to gather a massive flock of Revoltures to its body before unleashing them in a massive explosion that scatters them away toward the Hunters. It can easily one shot a Hunter with Vitality 3 on and it cannot be guarded, even with the Guard Up skill, and can easily result in a Total Party Kill, falling the Quest instantly.
  • Outside-Context Problem: It's a supernatural entity that hails from a different franchise. This is why the Research Commission decides to let Geralt handle the task on his lonesome while they make sure to provide all the support he needs.
  • Pintsized Powerhouse: Far smaller than most monsters its threat level, but dangerous enough that the Commission hires Geralt to deal with it.
  • Sadist: It is very defensive of its territory—not too out-of-place in a series about fantasy animal ecology—but instead of simply chasing off intruders, it subjects them to rather cruel deaths. It causes Revoltures to chase the local Aptonoth until they collapse from exhaustion and blood loss, and it uses roots to strangle several Pukei-Pukei to death.
  • Stronger with Age: The Ancient Leshen, as its name implies, is an older and more powerful variant of the creature. It hits harder than an ordinary Leshen and has more attacks at its disposal while being much more resistant to Igni.
  • Teleport Spam: Leshen is fond of warping all over the place.
  • Turn Red: Once it reaches the final phase, the Leshen will power up with a distinct roar animation and is surrounded by a massive flock of Revoltures around its body, with Geralt even noting that it's angry now. The Leshen now attack much faster and more aggressively while teleporting constantly, chaining right into an attack as soon as it teleport in and instead of teleporting away to attack, it will sometimes teleport right in front or back of Geralt to hit him with a double claw attack that is guaranteed to inflict Bleeding. The Ancient Leshen will also power up for its final phase, which is considered by many to be the hardest phase since it will now teleport almost constantly, attacking with attacks that have massive range as soon as it reappears, all while the Hunters is hounded by massive numbers of Jagras that do considerable damage while also staggering Hunters. To top it off, it will unleash its powerful bird explosion attack much more often which can easily lead to the Quest falling if the Hunters are distracted and unable to stop or dodge the attack.
  • Weak to Fire: The Igni sign will remove the roots Leshen creates and set it on fire for a short while which staggers it for a moment. Repeated casting of Igni will eventually weaken the Leshen enough for it to lose its balance and dispel its flock of Revoltures. In the case of the Ancient Leshen however, staggering and weakening it with Igni will require multiple castings.
  • When Trees Attack: It's a wood spirit that summons vines to ensnare and choke out hapless victims.
  • Wrong Context Magic: Just like its fellow invader Behemoth, one of the Leshen's distinguishing qualities is its downright supernatural nature. It bewitches the local wildlife into serving as its attack dogs, and its ability to invoke tree roots with explosive force has the Chief Botanist calling foul.

    Elder Dragons 

Nergigante (variant: Ruiner Nergigante)

Extinction Dragon / King of the Monsters/World Destroying Extinction Dragon

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

Appearances:
Nominate subspecies:
Monster Hunter: World
Ruiner Variant:
World: Iceborne

An Elder Dragon and the flagship monster of World. It is notable for its massive horns and the many spikes that line its body, which will multiply with its injuries and give it a power boost if they are allowed to harden. The player first encounters this monster during a mission to capture Zorah Magdaros, and more senior members of the expedition reveal that Nergigante has been sighted before, but only during the Elder Crossing.


  • Achilles' Heel: If Nergigante's white spikes are allowed to harden, it will gain a boost in attack power and hits much harder. However, this strength is also a weakness. Attacking and breaking the white spikes before they harden has a chance to stagger and knock down Nergigante and leave it exposed for Hunters to deal considerable damage to it or to break its other white spikes before they harden. Not the case with Ruiner Nergigante, though, as its spikes cannot be broken like base Nergigante's and can only be destroyed via parts break.
  • Always a Bigger Fish: Shows up when you're trying to capture Zorah Magdaros, and is considered a more active threat. Hilarious in that Zorah is actually a great deal larger.
  • Animal Motifs: Porcupines. Much like the real life animal with its quills, Nergigante thorns grow back, and its the main part of it physically.
  • Anti-Magic: Weapons made from Nergigante parts have very high Elderseal values, allowing them to seal off an Elder Dragon's more dangerous abilities for a time. A very useful power to have when your diet primarily consists of Elder Dragons.
  • Attack! Attack! Attack!: Because Nergigante's wounds heal over time in a way that makes it more dangerous, Hunters are encouraged to be aggressive in attacking to break its white spikes before they harden to create an opening and to continue hammering at it in a DPS race to take it out before it take out the Hunters.
  • Background Music Override: If Nergigante invades a hunt, expect its theme to override whichever other Elder Dragon you were fighting.
  • Bad Guys Do the Dirty Work: When Shara Ishvalda gets up after seemingly being slain, Ruiner Nergigante flies in to finish the job, finally allowing the "Eater of Elders" to live up to its title and kill another Elder Dragon.
    • It's also discussed in the ending cutscene Nergigantes as a whole are a way of the ecosystem defending itself, killing Elder Dragons that cause abnormalities that can destroy nature around it like the Shara Ishvalda.
    • As the Hunter and Handler travel to Guiding Lands for the first time, it comes in to save them from Bazelgeuse.
  • The Berserker: Is so ferocious in attacking that it can actually break its own body parts when attacking. This is not a good thing, though, since its Healing Factor means it has the potential to become stronger. The Ruiner variant is strong enough to force good ol' Savage Jho to lift it up with is jaw just to put up a fight.
  • Barbarian Hero: Female Nergigante armor is quite revealing, but the hunter herself would look more at home in a Conan-inspired story rather than at a club.
  • Black Knight: Male Nergigante armor covers a male hunter completely in black armor.
  • Chainmail Bikini: Female Nergigante armor instead does this, giving female Kirin armor a run for its money in this department.
  • Chekhov's Gunman: In both the base game and Iceborne, Nergigante spines are discovered and speculated on early in the story. There are a few other signs throughout, and a few proper appearances in the base game. Eventually their nature is finally revealed in High Rank (base game) or at the end of the story (Iceborne).
  • Curb-Stomp Cushion: Bests Teostra, Lunastra, and Kushala Daora in turf wars, but receives some damage itself in the process. Its Ruiner variant ties with Savage Deviljho. Both slamming each other to the ground and dealing roughly the same damage.
  • Dark Is Evil: Has a shade of black, and is very aggressive. In gameplay, if the thorns are black and massive, time to run.
  • Dark Is Not Evil: The gamma armor is visually the alpha variant with the horns and spikes in full black, similar to the Elder Dragon when it reaches its limit. Iceborne reveals that despite its penchant for destruction, Nergigante isn't really evil and more about maintaining balance in the ecosystem seeing as Ruiner Nergigante hunted down Shara-Ishvalda due to the threat the latter poses to everything in general.
  • Death from Above: Its most powerful attack: when Nergigante is sufficiently covered in black spikes, it will take to the air and recklessly smash its body into the ground hard enough to break off all those spikes except for the Ruiner variant's spikes. Needless to say, being hit by such large, heavy, sharp objects moving at speed is an instant kill to most Hunters.
  • Decomposite Character: Nergigante is the invasive mascot, while Bazelgeuse is given the honor of actually doing so in High Rank.
  • Desperation Attack: When low on health, Nergigante will start using its airborne divebombs as part of its regular attacks (which turns its headbutt into a One-Hit Kill if it has black spikes), spray spikes much more often, and intentionally plow through the walls of its nest to wound its entire body and start growing spikes everywhere at once.
  • Dragons Are Demonic: It has a dark hide, an aggressive disposition, and looks literally like a demon.
  • The Dreaded: Everyone's immediate reaction is an "Oh Shit!" look once it invades the first Zorah Magdaros mission. In the assigned quest to slay him, there is a scene where Gajalakas are swarming out of a cave in the opposite direction to escape his ire. After it is slain for the first time, three more Elder Dragons can be unlocked specifically because his presence forced them into hiding.
  • Early-Bird Boss: Nergigante's quest becomes available after a brief expedition following the Pink Rathian special investigation, but taking it on at that point is unreasonably difficult. Fortunately, the newly-opened Elder's Recess contains many of the checkpoint materials needed to make better weapons and armor to level the field.
  • Evil Sounds Deep: Has a very low and throaty roar.
  • Expy: Bears certain resemblance to Nosferatu Zodd from Berserk and Daimon from Dragon's Dogma.
  • Fights Like a Normal: Is capable of fighting other Elder Dragons like Teostra, Lunastra, and Kushala Daora and winning through brute strength despite not having any obvious elemental abilities. Nergigante’s fighting style against other monsters is reminiscent of real-world predators; it grapples its prey, bullies it to the ground with superior strength, and immediately goes for the killing blow.
  • Final Boss Preview: It’s not the final boss, but he does show up during both of Zorah Magdaros' missions, much earlier than when you meet it in a straight fight.
  • Foil: To fellow invader Deviljho; Deviljho is a Brute Wyvern with Elder Dragon traits, such as Dragon Damage, while Nergigante is an Elder Dragon that fights more like an non-elemental Brute Wyvern/Flying Wyvern. Coincidentally, they share the same elemental weakness to Dragon and Thunder.
  • Force and Finesse: The force to Velkhana's finesse when it comes to their weapon lines. Velkhana weapons look elegant and sleek, even normally crude weapons like the Great Sword and Hammer. While their base damage is lower than Nergigante's, all of its weapons have access to purple sharpness, even in their penultimate R11 forms. Nergigante weapons on the other hand look as unsubtle and brutal as the elder dragon itself, with high base damage but limited to blue sharpness for its R8 weapons and white for its R12 weapons.
  • Gameplay and Story Segregation: Although considered an invader monster in the same vein as Seregios, Nergigante does not invade maps in gameplay, only doing so in certain event quests.
  • Glass Cannon: Nergigante can be slain faster than most other Elder Dragons, but it can triple cart you just as easily. For reference, Nergigante's got the second lowest health pool of all the Elder Dragons and is only beat by Kirin.
  • Harder Than Hard: Arch-Tempered Nergigante is this. Take the fact that the normal and tempered versions are already fast and hits hard. Arch-Tempered Nergigante takes it to new extremes by having almost four times the health of the normal version and does eight times the damage.
  • Healing Factor: Is able to grow soft, white spikes on fresh wounds, and if given enough time to heal, the spikes will harden to black and Nergigante will gain a boost in attack power. It however, can't regenerate its horns and tail if they are broken and chopped off respectively.
  • Hitbox Dissonance: Some of its attacks, such as its spike-breaking dive, have deceptively large hitboxes because they include any shrapnel created by the attack.
  • Hoist by His Own Petard: When it retreats to his nest, it can make the stalactites on the ceiling fall on you. However, these can damage and possibly kill it as well.
  • Hunter of His Own Kind: Its favorite prey is other Elder Dragons. Finally seen in Iceborne where Ruiner Nergigante kills Shara-Ishvalda by ripping its throat out then slamming its head on the ground.
  • Implacable Man: Ruiner Nergigante. After being beaten to the point it was presumed dead, dragged off a cliff by Shara Ishvalda and buried under solid rock, it bursts out with still enough stamina to kill Ishvalda, which had similarly just recovered from seeming death. However, it opts to leave after landing the killing strike, rather than try to get in a rematch with the hunters.
  • In a Single Bound: Don't think Nergigante lacking a ranged attack means you are safe at a distance. It can close the distance surprisingly quick with its jumping claw smash attack.
  • Increasingly Lethal Enemy: As Nergigante's spikes harden, its attack power increases, and so do the chances of it taking out a Hunter with a single powerful attack.
  • Jack-of-All-Trades: Nergigante itself is a Lightning Bruiser, but its weapons, besides a high raw value and high Elderseal, don't particularly stand out. While they don't have the highest rank sharpness and cannot obtain it due to the sharpness meter being full, it instead has a very healthy amount of blue sharpness (or white in Master Rank), so-so elemental damage, and no negative affinity penalties.
  • Kaizo Trap: When most monsters retreat to their nest, finishing the hunt is mostly a formality. Nergigante gains several new tricks that put its potential damage through to roof.
  • Kill Steal: Ruiner Nergigante kills Shara Ishvalda just as the player prepares to fight it after it gets back up from its initial defeat.
  • King Koopa Copy: It's huge, ferocious, has two large horns and is lined with Spikes of Doom, has a Mighty Roar, and has a similar facial structure to Trope Codifier Bowser.
  • Know When to Fold 'Em: In one of the Lunastra special assignments, a Nergigante trails Teostra to the arena and attempts to eat him. However, Lunastra swoops in to save her mate. Even Nergigante can’t face two Elder Dragons simultaneously, and it flees rather than fight a one-sided battle.
  • Leitmotif: Even Elder Dragons Tremble. The Arch-Tempered version has the theme remixed, giving you a sense that you are in for a long hard final battle against it.
  • Lightning Bruiser: For a creature its size, it's deceptively fast, and it hits like a freight train. It gets much worse with Arch-Tempered Nergigante who has the highest health pool out of all the Arch-Tempered Elder Dragons outside of Zorah Magdaros on top of being exceptionally powerful.
  • Limit Break: Its divebomb attack functions as one. It's powerful enough to potentially cart a hunter with a direct hit, but can only be used when most of its body has hardened spikes, and shatters all those spikes on use.
  • Linear Warriors, Quadratic Wizards: Compared to the other Elder Dragons, Nergigante is a lot more straight-forward. That being said, its brute force it all it needs
  • Mascot: Of World. Appropriately enough, it's the last Elder Dragon to receive its Arch-Tempered quest which comes with numerous changes compared to the previous AT quests. both on the Elder Dragon and the quest itself.
  • Meaningful Name: Its name appears to be a combination of "Nergal", a Mesopotamian god of war and death better known today as a demon, and "gigante", "giant" in Latin and some Romance languages.
    • Its name, when rearranged, spells out regen giant. Given its Healing Factor and size when compared to the playable hunters this name works incredibly well.
    • In Italian and other Latin languages, his name could also be read as a portmanteau of Nero, meaning black, and Gigante, meaning giant. Thus: Black Giant. Makes sense, considering its main color scheme is purple and black.
  • Ms. Fanservice: Not the monster itself, but the female armor set leaves very little to the imagination.
  • No-Nonsense Nemesis: Like real-world predators, Nergigante isn’t flashy when it hunts. It gets its prey into a killing blow position as quickly as it possibly can, and immediately goes for the throat when it’s vulnerable. It becomes a literal example of "going for the throat" in Iceborne due to how its Ruiner variant ends up killing Shara-Ishvalda.
  • No-Sell: Once its spikes are hardened, melee attacks against them are deflected and only Mind's Eye skill and similar attacks can hit them without deflecting.
  • Our Dragons Are Different: A bog-standard European dragon, with its main divergent characteristics being its sprawling posture and its lack of a Breath Weapon.
  • Punched Across the Room: Ruiner Nergigante inflicts this against Rajang of all monsters.
  • Purple Is Powerful: Most of Nergigante's body is of a dark purple hue, and it is as powerful as you could expect an Elder Dragon to be.
  • Recurring Element:
    • Much like Lagiacrus in Tri, it was misblamed for a much bigger event caused by a stronger being.
    • And much like Seregios in 4U, its first scene is invading a map and causing you to fail to capture another monster. Fittingly, its also an invader type monster, though Nergigante does not actually invade a map.
  • Red Baron: It's called "The Eater of Elders" by some of the Research Commission members as well as certain quests. The Ruiner Variant from Iceborne has another two more titles: King of the Monsters and World Destroying Extinction Dragon.
  • Roar Before Beating: Nergigante will stand on its hind legs and let off a powerful roar before taking to the sky to perform its spikes breaking dive bomb attack. This is also the reason why its dive bomb is That One Attack, most Hunters that didn't invest in Earplugs skill or is guarding against the roar is stuck in place and unable to dodge the incoming dive bomb.
  • Signature Attack: The Divebomb, which has became so much of a That One Attack among players that it's almost became its main aspect.
  • Spikes of Villainy: Absolutely covered in bristling spikes, most prominently on its wings, and it's defined by its ridiculously gigantic devil-horns. Becomes even more impressive as its spikes harden, as they increase in size and make Nergigante considerably deadlier to fight. Make armor out of it, and you and your palico will get this look too.
  • Spike Shooter: Once it begins to grows white spikes on its body parts, most of its attacks gains the ability to launch spikes at a distance. Once the spikes hardens, they becomes much stronger and hits much harder.
  • Status Buff: Nergigante gets a temporary buff to its speed whenever it roars, and the boosts are potentially capable of stacking.
  • Takes One to Kill One: It's a natural predator of other Elder Dragons. On the other hand, its Achilles' Heel is Dragon element weapons just like them, and it's even affected by Elderseal (which delays its spikes from hardening), meaning weapons made from Nergigante parts are ideal for hunting it.
  • Took a Level in Badass: Very much so considering how easy it can be taken down despite its mascot status. Arch-Tempered Nergigante has 3.7 times the health of the normal variant, its spikes are now harder to break, it can perform a short-ranged dive bomb in one second and it can even spam it, and another Arch-Tempered Elder Dragon comes in only to job to it and leave. Even its battle theme gets a dose of this trope, to compliment all of the changes.
  • True Final Boss: Arch-Tempered Nergigante is the final challenge before the massive expansion Iceborne. The Commander even asks you for "one more quest" as you start. Defeating it will have him call you a "true monster hunter" and will trigger a unique victory theme. Similarly, Ruiner Nergi is this in the base version of Iceborne, as it’s the final monster you can unlock and battle before any updates.
  • Turns Red: Once it gets near death, Nergigante will enter a unique rage mode which is signified by the camera panning out, Nergigante spreading its wings, and unleashing a mighty roar. Nergigante now attack much more recklessly, breaking its own body parts with every attacks to grow spikes of its own volition and use its dive-bomb much more consistently, with the spikes growing back much faster if they are broken.

Zorah Magdaros

Scorching Mountain Dragon

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

Appearances:
Monster Hunter: World

A massive Elder Dragon with a rocky hide and an active volcano on its back. Zorah Magdaros is migrating to the New World in a mysterious phenomenon that occurs every ten years known as the Elder Crossing. This is the first monster the player encounters in the New World when its advance accidentally capsizes part of the Fifth Fleet, and studying the Elder Crossing and Zorah in particular remain key driving forces of World's Low Rank storyline.


  • Advancing Boss of Doom: Like Lao-Shan Lung before it, Zorah does little except slowly walk toward the barrier, and it’s going to keep walking there until either you repel it or (if it’s Arch Zorah) it walks through the barrier.
  • Animal Motifs: A turtle. Moves very slowly, but very few things can actually hurt it. Its mouth and front legs resemble an alligator snapping turtle's, and the mountain-like shell on its back covers its head when it goes down to walk on all four legs.
  • Attack Its Weak Point: Its "shell" has magma cores which are weak spots that can be attacked to damage it.
  • Charged Attack: During the barrier defense phase, Zorah can charge a breath attack which can take off half of the barrier's health in one hit. The ballista binder shot or Dragonator can interrupt the charge while destroying all of Zorah's magma cores prevents the ability being used at all.
  • Colossus Climb: The Player Hunter and the Handler are seen running on and climbing on its body during the opening tutorial of the game. In the quest to capture it, the Player Hunter and other Hunters are sent to climb on its body to damage and weaken it further for capture.
  • Crutch Character: One of the armor sets you can start off with in High Rank can be farmed off this monster. It's actually quite good and can carry you to the Elder's Recess in the story with a high Fire resistance.
  • Disc-One Final Boss: The second battle against him is treated with an enormous sense of finality. The stakes are high, all life in the New World is held in the balance, the hunters throw everything they have at the beast, and when it's all done, everyone thinks it's only a matter of time before they get recalled back to the Old World. Then new problems arise and the game keeps going.
  • Expy: Very similar to Lao-Shan Lung from the original game; an absolutely colossal, quadrupedal dragon that slowly advances toward a stronghold and has to be stopped, occasionally rearing up onto its hind legs to show off its immense size.
  • Gameplay and Story Segregation: Had World used the old threat rating from Generations, Zorah would likely have been an 8-star monster, but it's the first Elder Dragon you face. note  Ultimately justified in that you actually don't really fight it but rather on it, and that you're not so much as to kill but to capture/redirect it.
  • Godzilla Threshold: Once Zorah Magdaros true purpose is known, the Research Commission is forced to throw everything at it in the second battle to repel it for good; cannons, ballistae, stalactites and the powerful Dragonator.
  • Having a Blast: Weapons made from Zorah Magdaros parts deal Blast damage.
  • Hold the Line: 2 barriers are built to slow Zorah Magdaros down while Hunters are damaging it to weaken it enough for capture, with the first barrier using cannons and ballistae and then restraining it with binders, and Hunters climbing on its back for the second barrier and another try with the binders. It works, but the sudden appearance of Nergigante ruined the capture attempt. The second battle with Zorah Magdaros is reversed, with the player Hunters going on Zorah's back first to weaken it and repel Nergigante, before flying back to the only wall to both defend the barrier and repel Zorah Magdaros.
  • Leitmotif: Beast with Fire Upon Its Back
  • Kill It with Water: Its main weakness is Water.
  • Level in Boss Clothing: Justified due to its massive size, but you're mostly on the monster rather than in front of it during the "destroy the magma core" process.
  • Magma Man: It's essentially a walking volcano.
  • Mighty Glacier: Befitting its gigantic size, Zorah Magdaros move at a snail's pace, but can smash through obstacles with ease, and has massive amounts of health.
  • Monster Clown: The Palico armor made from Zorah resembles a jester.
  • Nothing Is Scarier: Its Info in the ingame handbook is just "RESEARCHING" during the first half.
  • Non-Malicious Monster: It doesn't intentionally harm anyone over the course of the game, and it isn't interested in destroying anything at all. It just wants to find a place to die peacefully.
  • Non-Standard Game Over: Just like with Jhen Moran and The Lao-Shan-Lung, Zorah’s attack’s damage the wall you fight it from, and if the wall is destroyed, the quest is failed. This time, though, you can actually see the wall’s health.
  • Not Zilla: It has the size and stance of the classic Kaiju.
  • Person of Mass Destruction: Zorah Magdaros came to the New World to die, like the other Elder Dragons. But because it is so massive, the sheer amount of bioenergy it'll release upon death would have cataclysmic consequences if it dies in the wrong place. The final confrontation during the story involves forcing Zorah to divert from its path towards the Everstream, since Zorah dying within it would cause the whole continent to basically explode, with the end goal being to make it return to the ocean where the aforementioned bioenergy can kickstart a new ecosystem in a few centuries.
  • Piñata Enemy: Zorah is an easy fight which can reward a lot of resources if you're willing to put in a little extra effort. His shell is studded with ore deposits which contain High Rank ore and will refresh after a while; the first three magma cores can each drop one or more shiny; and cannon attacks can cause him to shed shinies during the final stage.
  • Posthumous Character: Implied; the Guiding Lands is theorized to be a dead Zorah Magadros, yet farming parts, such as the bone piles and mines, from there can net you armor pieces for Master Rank Zorah Magdaros gear, and the Rotten Vale area has a Zorah head.
  • Purple Is Powerful:
    • Subverted with its armor set due to it eventually falling off, but its one of the best armor sets once you start High Rank.
    • The gamma armor set plays this straight, while the Helm and Chest pieces aren’t considered top tier they do have utility with windproof and tremor resistance respectively. The Arms, Waist and Legs have useful skills like earplugs, bombardiernote , blast attacknote , and critical eyenote . The latter two work great in conjunction with the armors Set Bonus.
    • Also played straight with its Master Rank set for Gunlances and Charge Blades due to the set giving a massive boost in the artillery skill, which is considered the main damage skill for said weapons.
  • Stealthy Colossus: You wouldn't think so, being a massive volcano on legs, but much of the game is spent tracking it down and trying to predict where it's going.
  • Stone Wall: Zorah Magdaros has come to the New World to die of old age, and reaching this age is understandable. Zorah is not really a killable creature in any sense, simply due to its sheer size and the fact that its body is like 50% cooled magma. The old man’s offensive options, however, are rather limited; basically, it’s just movement and the occasional blast of fire from its mouth.
  • Timed Mission: All the missions are timed in Monster Hunter, but in this case the trope is in effect because after repelling it for good, Zorah Magdaros cannot simply be accessed through the quest log under most circumstances. It appears randomly and only stays available for the duration of any two quests before it vanishes giving hunters a very limited window in which you can battle it.
  • Took a Level in Badass: Arch-Tempered Zorah Magdaros is a much more intense experience than normal Zorah. The time limit is much tighter, it has greatly increased health, it can destroy the barrier with three solid hits (necessitating the use of One-Shot Binders and the Dragonator to cancel its attacks), and Nergigante actually does need to be actively repelled, rather than being on a timer. While normal Zorah is a definite Breather Boss, Arch Zorah is a tense and desperate race against the clock.
  • Turtle Power: It resembles a huge, volcanic version of Gamera.
  • Unskilled, but Strong:
    • While not as bad as Anjanath in this regard, Zorah Magdaros weapons still have a -10% to -20% penalty to Affinity, so you won't be doing as much critical damage with them; that said, they're still pretty powerful with a higher Blast damage.
    • Zorah Magdaros, itself, also counts, since it's a walking volcano that just walks forward.
  • Villain: Exit, Stage Left: Although a considerable amount of damage is done to it, the New World hunters only prove capable of annoying it enough to drive it off. Granted this is by design as attempting to kill it where it was would've been disastrous for everyone, if that was even possible (an idea that isn't discussed in game).
  • Volcanic Veins: Seems to have lava flowing within its body. Its magma cores will spill out lava from time to time as they are attacked.
  • Walking Spoiler: The purpose of this Elder Dragon remains unknown until it's revealed that it came to the new world to die, which would be catastrophic.

Vaal Hazak (variant: Blackveil Vaal Hazak)

Corpse Coat Dragon

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

Appearances:
Nominate subspecies:
Monster Hunter: World
Blackveil Variant:
World: Iceborne

An Elder Dragon who has the ability to suck the life force out of other creatures. It wears a layer of rotten flesh over its body and breathes out a blast of gray miasma which eats away at its enemies' health; in a hunter's case, temporarily taking out part of their health bar.


  • Always a Bigger Fish: To show just how much stronger an Elder Dragon is compared to a normal monster, the normally fearsome Odogaron gets absolutely trounced by it when it tries to leap on it and bite it, much like it does on Radobaan.
  • Anti-Magic: Not to the level of Deviljho and Nergigante, weapons made from Vaal Hazak's parts are the only ones to naturally sport an Average Elderseal rating.
  • Atop a Mountain of Corpses: It starts out resting under a mountain of skeletons. Then it wakes up and comes out standing on top of them.
  • Battle Ballgown: A darker variant on female A and Y armor sets; the "flesh" is used to look like a skirt over a metal armor. The Master Rank Beta armor looks like a wedding dress.
  • Body Horror: Blackveil Vaal Hazak looks like it's not well at all with all the sores covering its body and spewing effluvium everywhere. And even when said sores are destroyed, they just keep coming back at an alarmingly fast rate.
  • Brainwashed and Crazy: Not Vaal Hazak itself, but rather it has the ability to inflict this on smaller monsters infected with the effluvium. Its symbiosis with the effluvium is such that it has the power to take control over creatures afflicted by it, putting them under its control in this manner (and siccing them at you during the fight).
  • Bright Is Not Good: The Black Veil variant is whitish-grey, and is far stronger than the nominant version back in High Rank.
  • Cherry Tapping: Due to the presence of its miasma cloud and the area's hazards, there is a solid possibility to cart because you survived being hit only to get finished off by the tick damage.
  • The Computer Is a Lying Bastard: A half-truth variant. The Hunter's notes will state Vaal Hazak has a three star weakness to Dragon element. While this is true, it does not clarify that the weakness only applies to parts of the body that are broken.
  • Dark Is Not Evil: Despite its horrific appearance and abilities, it acts more like an animal than an evil necromancer. The Blackveil variant is no different in this regard, even though it's an invasive species that's wrecking havoc on the environment.
  • Deadly Gas: Its breath takes the form of a huge blast of effluvium.
  • Dracolich: Not actually undead, but certainly invokes the impression of one.
  • Draconic Abomination: While not as out-worldly as Xeno'jiiva or Behemoth, it still gives the impression of being something that doesn't belong in a semi-realistic game about hunting dangerous animals, such as (apparent) necromancy and being able to weaponize some very horrifying and deadly gases.
  • Establishing Character Moment: Its first action in the game is to kill all the Girros that were about to mob your hapless Hunter.
  • Flunky Boss: In later stages of the fight, it may summon effluvium-infected Girros and Rahpinos and set them against you.
  • The Grim Reaper: Thematically. It's a dragon with a heavy death motif, who wears a cloak which hides most of its body, and is covered in spikes in the shape of scythes. The male armor set you can craft from the Blackveil variant even comes with a skull-like helmet.
  • Hate Plague: The Effluvium drives small monsters mad, making them much more aggressive.
  • Irony:
    • Despite curbstomping Odogaron effortlessly, Odogaron weapons have a hidden fire element, which Vaal Hazak is weak to.
    • Further even though it wins the turf war against Odogaron without suffering damage, Odo's sheer speed and utterly relentless nature means it completely dominates the fight afterwards if it doeesn't flee. Poor Vaal's just too slow to get any hits in most of the time which results it in suffering Stun Lock via flinch animations.
  • It Can Think: It has a weakness to Dragon, but it seemingly accounted for it as it wears a skin that protects it from Dragon damage until broken. Its Arch-Tempered version is also savvy enough to nest in acid to prevent trespassers from safely attacking it.
  • Kill It with Fire: It's vulnerable to the Fire element.
  • Leitmotif: Keeper of Hades
  • Lightning Bruiser: While its breath attacks take some time to come out, it is deceptively agile, being able to cover up ground very quickly in its charges.
  • Maximum HP Reduction: Can inflict this with its effluvium attacks, causing the player to have their max HP reduced for a temporary amount of time.
  • Meaningful Name: Its name may refer to Valhalla, Norse Mythology's afterlife for warriors, and Baal, a Semitic god better known as the demon Beelzebub.
  • Necromancer: Subverted. It looks like it has the ability resurrect small monsters from the dead, but rather it has the ability to take control of the effluvium infecting them, putting them under its control.
  • Nemean Skinning: It wears a coat of rotten flesh over its body, hiding most of its silvery scales and protecting it from the Dragon element until it's broken.
  • Nested Mouths: In keeping with the Rotten Vale's deep sea theme, it takes influence from the stoplight loosejaw: it has a second lower jaw nested within the larger one serving as the "floor" of its mouth.
  • Non-Indicative Name: Blackveil Vaal Hazak is mostly white/grey.
  • Non-Malicious Monster: Apart from the story quest, it won't immediately attack a hunter unless provoked.
  • No-Sell: Thanks to evolving a symbiotic relationship with the effluvium, Vaal Hazak is immune to its harmful properties. While the Girros and Raphinos become violently aggressive, the Elder Dragon is unaffected. Additionally, parts of its body that aren't broken are immune to the Dragon element and is capable of stepping into the acid pools of the Vale without risk.
  • Poisonous Person: Its main form of attack comes from the effluvial miasma that it emits, which causes slight damage over time in the short term, and halve your health in the long term. In-universe, it's speculated it may even be responsible for the effluvial miasma found throughout the Rotten Vale.
  • Recurring Element: Replaces Chameleos as the designated "Poison Dragon", but also an Elder Dragon with a unique status ailment, similar to the Gore/Shagaru Magala.
  • Signature Move:
    • Well, Signature Status, rather. The effluvium effect will cut your maximum life down to at most half depending on your resistance to the ailment.
    • That being said, it does have a pair of signature attacks: its breath beam where it draws in a deep breath, absorbing effluvium, then spews out a concentrated beam (which is often, though not always, lethal on contact); as well as an effluvium release where it draws in breath and then unleashes a heavily concentrated cloud around it that rapidly spreads out from around it (which if not avoided does much more chip damage than the normal effluvium it surrounds itself in and is highly likely to cut health down within seconds of contact).
  • Squishy Wizard: Zigzagged; Vaal's weak spots are easy to hit, and Vaal itself isn't too durable, but its effluvium will damage you in the process, making safe approaching harder.
  • Suspiciously Similar Substitute: One to Chameleos, introduced at the same point as Kushala Daora and Teostra (Chameleos's counterparts in the 2nd and 4th gen games), which relies not on a conventional element but a debilitating mist, be it poison or effluvium, to do its dirty work.
  • Took a Level in Badass:
    • While Vaal Hazak is considered the easiest Elder to hunt in World (even in its Tempered form), its Arch-Tempered form is one of the most challenging AT fights. Not only does it hit harder, but it now tends to stay in areas with heavy effluvium forcing hunters to have to deal with that as well.
    • Blackveil Vaal isn't just more aggressive, it has a lot more miasma at higher volumes and knows better how to utilize it.
  • Walking Wasteland: The Blackveil Vaal Hazak is covered in spores that constantly spew effluvial miasma, making its mere existence a major threat to the ecosystem. The Blackveil wandering in the Ancient Forest is even introduced as simply wandering around while the effluvial fumes from its spores drive every nearby monster crazy until they die.
  • Wave Motion Gun: Has a charged breath attack that shoots a potent stream of effluvium capable of reaching the other half of the room.
  • Wings Do Nothing: Unlike its fellow winged Elder Dragons, Vaal always fights on the ground. The only time it flies is when it gets mounted by a hunter. The Blackveil variant does fly for a bit for a supernova-style attack.

Xeno'jiiva

Dark Light Dragon ; Keeper of The Otherworld

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

Appearances:
Monster Hunter: World

A species of Elder Dragon previously unknown to the Guild. The mysterious force luring Elder Dragons away from the Rotten Vale to the Elderstream was actually this creature, feeding on the bioenergy of those dying elders as it secretly incubated inside an enormous crystal.


  • Attack Its Weak Point: Attacking its glowing chest enough times when it is fully powered will stagger it and knock it down the ground for a good 10 seconds.
  • Background Music Override: When Xeno'jiiva appears in the post game and its quest becomes available as a result the normal town theme is overridden by more dark and sinister piece giving an in-story sense of urgency that it needs to be taken out as soon as possible.
  • Big Bad: It's the very reason the Elder Dragons are migrating to the New World, attracting them so they may die and allow it to absorb the released bioenergy.
  • Body to Jewel: It was born from a crystal, and its very body appears to be made of some kind of translucent, crystal-like material.
  • Boss Arena Urgency: Downplayed. At the start of phase two there are multiple rocks that can be used to shelter from more dangerous attacks, such as the sweeping beam, but Xeno'jiiva will gradually destroy these as the fight progresses. It will also rarely use its beam attack while airborne and carve off an edge of the platform.
  • Breath Weapon: It can shoots blue fireballs from its mouth but as the battle progress and it begins to build up power, the fireballs turns to laser shots before turning into a continuous laser beam.
  • Bright Is Not Good: Xeno'jiiva is very bright and glows, but is clearly a dangerous and outworldly threat.
  • Combat Stilettos: The female Xeno'jiiva armors have this.
  • Contractual Boss Immunity: It can't be mounted and is immune to Flash Pods and Sleep ailment.
  • Damage-Sponge Boss: It's as durable as it is large.
  • Death from Above: Xeno'jiiva can use both its fireball and beam attacks while airborne and will also divebomb, which triggers a Dragon element explosion in its wake.
  • Draconic Abomination: While it’s still dragon-shaped, the Eldritch Abomination trope is invoked by its alien appearance, such as its three pairs of false eyes, glowing body parts, and blue flames. Even by this generation's nightmare-inducing standards, this beast is UNHOLY.
  • Dragons Are Demonic and Divine: Xeno falls into both categories. Its demonic traits are its incredible power, implied alien origins, and its otherworldly appearance. At the same time, though, said otherworldly appearance is ethereal and graceful, and a gentle blue radiance emanates from its entire body.
  • Extra Eyes: Subverted. It has two eyes, and has three pairs of red-orange gems or markings above them that make it look like an eight-eyed alien, although they don't glow or blink like its actual eyes. When you break its head, some of them become cracked.
  • Final Boss: Of World. As with most examples, it is the Big Bad of the story, and must be stopped before it becomes a more significant threat.
  • Foil: To Gogmazios from 4U. Both are massive Elder Dragons closer to being terrifying abominations from hell than normal dragons, on top of being previously unheard of from both of their respective guilds in their games. However, there are key contrasts between the two of them.
  • Frickin' Laser Beams: Its Breath Weapon takes the form of massive searing lasers, hot enough that they cause the ground under them to turn molten, inflicting Fireblight if the player steps on it. The airborne version can actually carve off the edges of the platform.
  • Giant Flyer: Don't let its size fool you; it can fly, and it'll use it against you, diving down to strike you with its claws or bombarding you with fireballs and lasers from the air.
  • Interface Spoiler: You can accidentally learn of its existence and name long before meeting it if any of its event quests happen to be in rotation when checking the quest board.
  • Jack-of-All-Trades: Like Nergigante, it's a monster that had every weapon class based on it prior to major updates. Whereas Nergigante weapons focus on raw damage, the Xeno'jiiva weapons excel in customization. They have considerably weak base damage, little Dragon element, and low Elderseal but they compensate them by having two Level 3 decoration slots, white sharpness, and a positive affinity. The monster's LBG and HBG are also the only bowguns to have all five elemental ammo. Furthermore, its armors had the highest defense stat and most decoration slots before major updates came in.
  • Leitmotif: Guiding Lamp to the Otherworld and How Life Springs Anew
  • Lightning Bruiser: Partially due to its large size, it can cover a significant area very quickly, even though some of its attacks have long windups.
  • Limit Break: Can unleash a powerful attack once it is fully charged where it rears up and proceed to sweep the entire area with its laser beam but the sheer force of this attack will break the ground it is standing on and make it stumbles into the ground and leaving it vulnerable. Once it climbs back out, it will have reverted back to its normal state. The Arch-Tempered version only does this once its massive health is low.
  • Meaningful Name: "Xenos" is Greek for "stranger" or "foreigner" and appears in words like "xenophobia" and "Xenomorph". "Jīva" is a living being filled with life force in Hinduism and Jainism. Quite fitting for an otherworldly dragon filled with the bioenergy of Elder Dragons.
  • My Name Is ???: When first encountered, the HUD names it "???". Carved parts are described as coming from an "unknown monster".
  • Mysterious Veil: The female armor gives off this impression with the bridal veil that hides the hunter's eyes.
  • No-Sell: Immune To flash bombs. Not to slinger ammo, however.
  • Nothing Is Scarier: Even after you defeat it, ingame information is left blank during the duration of the game, although unlike older monster that were on similar rank from previous games, it has an icon this time.
  • Our Dragons Are Different: It's an alien with an otherworldly appearance, but otherwise fits the Western mold very well, to the point that it's one of the few monsters that deals both Fire and Dragon elemental damage.
  • Playing with Fire: Its abilities deal a lot of Fire damage, and it can cover the ground with Fireblight.
  • Power Glows: Most of its body glows blue, with a red glow from some kind of core also spreading from within its torso. Its light becomes more radiant as the fight goes on.
  • Riddle for the Ages: The more you look at this monster, the more you realize how little we know about it. Although many theories are erroneously presented as canonical fact, the simple truth is that, beyond what we see in the battle itself, we have no information on Xeno’jiiva. Is it an alien? Is it the Sapphire Star? Is it a baby? With its death at the hands of the Hunters, these questions will probably never be answered.
  • Skeletons in the Coat Closet: The Palico armor crafted from its parts features skull-shaped cutouts in the fabric.
  • The Spook: Xeno'jiiva has never been seen, or even heard from before, to the point it doesn't even have a name in-universe until after the player slays it. This, along with a few item descriptions, is basically all we ever learn about the beast—even the field guide remains blank (outside of gameplay information, of course).
  • Timed Mission: Just like Zorah Magadaros, after Xeno'jiiva is defeated, you cannot fight it through the quest log under most circumstances. It appears randomly and only stays available for the duration of any two quests before it vanishes, giving hunters a very limited window in which they can battle it.
  • Technicolor Fire: Its fire attacks are blue.
  • Took a Level in Badass: Much like Zorah, Arch-Tempered Xeno is a force to be reckoned with. It’s apparently learned from its previous battle with you, and is a much more competent adversary this time around. The battle starts in the last phase, and Xeno immediately destroys the crystal spires, preventing mount attempts. It doesn’t make the same clumsy mistakes it did in its first fight, slinger ammo doesn't make it flinch, and actually gains several new moves and variations on existing ones.
  • Turns Red: It gathers energy during the fight, and upon accumulating enough, it adds molten ground and additional explosions to many of its attacks, putting several moves into one-hit-cart territory. Staggering it during one of its longest moves removes it from this state.
  • Unskilled, but Strong: It's implied that Xeno'jiiva is a newborn when you encounter it; it makes mistakes during the fight that other Elder Dragons wouldn't, such as pounding the ground and causing it to collapse, giving the player a huge opening. However, the bioenergy of deceased elder dragons allowed it to be born in the first place, so Xeno'jiiva's mere existence is a possible extinction-level threat. This is subverted in its Arch-Tempered incarnation; it’s learned from its first battle with you and is a much more competent and dangerous adversary.
  • Walking Spoiler: There are implications something is going on throughout the story, but you only actually meet this monster (or learn a monster is even behind everything) right before you have to kill it.

Kulve Taroth (Mamu Taroto)

Mother Goddess of Gold

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

Appearances:
Monster Hunter: World ver. 3

An Elder Dragon added in the April 2018 title update. She is the target of World's first Siege Quest, where 16 Hunters can join the fray. First discovered when the Research Commission landed in the New World, she escaped due to a lack of resources to properly study her. With her recent return, the Commission makes plans to do what it was unable to decades ago and launch an exhaustive investigation into the creature. She inhabits the Caverns of El Dorado, a volcanic cave system full of precious ores, where she has grown a thick coat of gold and relic weapons to protect herself.


  • And Your Reward Is Clothes: The completion reward can randomly generate Bushi Tickets were are used to buy two sets of armor skins. These are applied over the actual armor rather than having any stats.
  • Animal Motif: Resembles a nanny, a female goat, with its horns. She also likes to thrash about by ramming a lot.
  • Attack Its Weak Point: Completely encouraged to successfully repel her and increase the final rewards.
  • Bling-Bling-BANG!: Natrually, all the gear you can craft/loot from this fight is covered in gold.
  • Bling of War: The armor crafted from Kulve Taroth's parts is some of the most ostentatious in the entire series, and also comes packed with several highly sought-after skills.
  • Breath Weapon: A unique take in that, rather than launching torrents of fire, her attacks seem to be pure heat, burning the air and turning the ore in her lair into a storm of molten metal.
  • Burning with Anger: Once she is sufficiently riled up, her body temperature increases to the point that she begin to melt her own gold mantle, making her take more damage and is the key to breaking and releasing her from her protective mantle.
  • Combat Hand Fan: Her parts can be crafted into a bladed fan for the Palico.
  • Dragon Hoard: An Elder Dragon who lives in, and is covered in gold. Ironically, this sets her apart from the other elder dragons, who are mostly valuable for the materials their bodies possess.
  • Dragons Are Divine: Kulve Taroth is downright beautiful, and everything she does is a visual spectacle that leaves you awestruck.
  • Extra-ore-dinary: Downplayed; she can melt gold into a suit of armour for herself, but otherwise uses heat as her main weapon.
  • Foil: Much like Xeno'jiiva, it is very poorly understood by the Research Commission and has evaded their notice for most of the expedition's life. Both monsters are also associated with heat and precious materials.
  • Four Is Death: Four phases, the last of which is most likely to get players carted due to shedding her mantle and going full ham.
  • The Ghost: Was one to the Research Commission. Originally documented by the First Fleet forty years ago, they lacked the resources and manpower to properly study Kulve Taroth, allowing her to escape and largely fade into obscurity. The massive amounts of bioenergy released by Zorah Magdaros and Xeno'jiiva finally drew her back out into the open.
  • Gold-Colored Superiority: This Elder Dragon is golden and is a unique threat, considering how many Hunters are needed to effectively fight her. The gold-filigreed relic weapons she drops are also better versions of whatever they were based on.
  • Hold the Line: In her map, she must be repelled in the same vein as other larger-than-life Elder Dragons such as Zorah Magdaros.
  • Infinity +1 Sword: The Kjarr weapons dropped by Arch-Tempered Kulve feature massively increased stats over their base weapon counterparts, often for very little to no trade-off. In addition, they all come with either the Critical Element or Critical Status skill built in, granting endgame builds access to two powerful skills that were previously locked away as set bonuses on two mediocre armor sets (Rathalos and Zorah Magdaros, respectively).
  • Instant-Win Condition: Breaking her horns in the final phase instantly ends the siege. It takes effort to get to that point, but in the end, the horns are the only thing that matters.
  • It Can Think: Smart enough to create and wear a protective mantle of gold that is immune to Ice element to cover for her natural weakness to Ice. Although the gold mantle is weak to Thunder element, she got it covered since she herself is naturally immune to Thunder. In the final phase of the fight when she is enraged, she will deliberately uses her Breath Weapon to melt the ores above her in order to melt them down and create environmental hazards of falling molten lava for the Hunters fighting her.
  • Kill It with Fire: Kulve Taroth's thick gold mantle has to be heated up before before it can be broken apart. Fire elemental weapons, lava eruptions and her own body heat when she is enraged can do the trick. However, her mantle is primarily weak to Thunder element instead of Fire.
  • Kill It with Ice: Once her protective mantle is shattered, Kulve Taroth becomes weak to Ice element weapons.
  • Leitmotif: "The Brilliance that Rules the Everstream: Confrontation" for her first phase, "The Brilliance that Rules the Everstream: Transformation" for her second phase, "The Brilliance that Rules the Everstream: Tremor"'' for her final phase.
  • Lightning Bruiser: After her mantle has been shattered, she becomes way faster while keeping all of her power.
  • Marathon Boss: Hunting Kulve Taroth requires several teams of Hunters working together over multiple quests, whittling her down until she's finally weak enough to break her horns. It is possible to solo her, but it will take several hours and at least a dozen attempts.
  • Mighty Glacier: Before she sheds her golden armor, Kulve Taroth is fairly slow, and the fight's main threat is her massive size and reach.
  • Moveset Clone: Shares many animations and attacks with Great Jagras, Great Girros, and Dodogama.
  • Mythical Motifs: Between the goat horns and the fur-like gold armour, it's a clear reference to the Golden Fleece. Of course, even Jason would have trouble taking this fleece.
  • Non-Malicious Monster: Kulve Taroth will almost entirely ignore Hunters in the first phase of the fight, attacking extremely rarely and only when provoked. Only after she has been sufficiently damaged to reach the second phase will she begin actually fighting back.
  • Pimped-Out Dress: Not on her, but the female versions of her armor set give of this feeling. Complete with the following:
  • Piñata Enemy: Compared to normal monsters, Kulve Taroth drops an enormous amount of loot. Attacks are far more likely to spawn shiny drops than normal monsters, with an average player likely to loot more than thirty in a good run. Breaking her horn armor spawns a carve worth three pieces of loot and each of her two horns are worth two carves. And all of that's before the completion awards which can reward up to eighteen items.
  • Pretty in Mink: Both male and female versions of her armor give of this vibe, except that they're somehow using gold covered fur.
  • Randomly Generated Loot: Downplayed. The gimmick behind Kulve Taroth's drops is that she has the potential to drop reskinned versions of the weapons of other monsters with unique stat distributions. Each weapon she drops can drop as one of three tiers, and same weapons of the same tier have fixed stats.
  • Rolling Attack: Her most frequently used attack is to simply roll over any Hunters in her path, be it straight forward or sideways. Given her sheer size and weight, it cover a wide range and can outright One-Hit Kill a Hunter with low physical defense.
  • Sequential Boss: The fight has four distinct phases, each taking place in a different area and with different mechanics.
  • Shed Armor, Gain Speed: The first few phases of her encounter involve melting and chipping away at her heavy, golden mantle. Once it's finally broken off for the final phase, Kulve Taroth goes from awkwardly rolling around to flatten you to sprinting around, violently swiping, tail-whipping, and ramming nearby Hunters.
  • Subsystem Damage: Kulve Taroth's armor has eight parts that can broken, plus the gold plating on her horns. It's possible to break her armor just with general damage and each part of the armor that breaks increases the end rewards.
  • Suspiciously Similar Substitute:
    • Her weapons feature gold filigree reminiscent of the weapons made from the Ahtal-Ka of Generations Ultimate.
    • The mechanic of getting the weapons from random drops (instead of crafting them) on the other hand make them reminiscent of the Relic Weapons from 4U.
    • The volcanic region and her golden, heat-vulnerable armor also make her an Elder Dragon-level equivalent of Agnaktor.
    • Once her mantle is broken, she resembles Akantor, being a massive quadrupedal volcano monster.
  • Temporary Online Content: Kulve Taroth only appears during certain times, a first for the franchise. Her regular version was retired once her Arch-Tempered version was released.
  • Timed Mission: The available time for the siege depends on the Pursuit level — the higher the Pursuit level, the more time is available to fight her. Breaking Kulve Taroth's armor and reaching the fourth phase of the fight extends the time limit.
  • Unstoppable Rage: Once her gold mantle is broken, Kulve Taroth will fight back much more aggressively against the Hunters in the final phase of the fight by ramming, charging, thrashing and attempting to burn them alive with her Breath Weapon. Each piece of her armor set is also named after an expression of anger, being Fury, Ire, Rage, Malice and Wrath.
  • Variable Mix: Has a currently unnamed theme which starts light in Area 1, becomes more intense in Area 2 and 3, and climaxes in Area 4. Her Arch-Tempered version adds a fourth variant, complete with Ominous Latin Chanting that plays once hunters earn her ire in stage 4.
  • Villain: Exit, Stage Left: Is neither killed nor captured; she just rushes away after her horns are broken off. She also does this at the end of each area, melting through the wall to do so. If a siege mission fails due to the time limit, a cinematic of her leaving the area plays.

Behemoth

Magic Beast

https://static.tvtropes.org/pmwiki/pub/images/mhw_behemoth_0.png

Appearances:
Monster Hunter: World ver. 5

A monster from a different universe, drawn to the New World by the mysterious appearance of aetheryte.


  • And Your Reward Is Clothes: Beating the Extreme Behemoth will allow you to get the Drachen layered armor.
  • Animalistic Abomination: By Monster Hunter standards at least; Being a monster from another universe, Behemoth is completely unlike anything else in Monster Hunter. It’s an incredibly magical creature from a High Fantasy setting, invading a nonmagical Low Fantasy setting, and this makes it stick out.
  • Bare Your Midriff: For fanservice play, the female Drachen armor has a hole that shows the hunter's belly, right down to the navel. It also shows her collarbones.
  • Bragging Rights Reward: Defeating Extreme Behemoth is this. It has no new weapon or armor, and all the materials to craft it drop from normal Behemoth. All that beating Extreme Behemoth nets you is a Layered Armor, a title, and a background for your Guild Card.
  • Classic Video Game "Screw You"s: Failing the DPS check for Extreme Behemoth will cause him to cast Ecliptic Meteor...when there isn't any comets to hide behind.
  • Contractual Boss Immunity: Is immune to traps and certain status conditions in the same vein as other Elder Dragons.
  • Crossover: With Final Fantasy XIV, with Rathalos also being a boss in that game.
  • Damage-Sponge Boss: Behemoth boasts a health pool surpassing even Xeno'jiiva on top of his aggression. Extreme Behemoth takes it Up to Eleven with over 50,000HP. note 
  • Death from Above: It's introduced crashing down on a meteor and killing Dodogama, and several attacks involve blasting Hunters with lightning or meteors.
  • Do Well, but Not Perfect: The final stage of Extreme Behemoth has three castings of Ecliptic Meteor to contend with, with only one comet for each one. However, the comets are triggered by health percentages, so if too much damage is dealt all at once (such as with a mount or sleep bombing) he will cast Comet twice before using Ecliptic Meteor, leaving your party with no cover for the next one.
  • Draw Aggro: Dealing enough damage to its head causes its attacker to gain its enmity, marked by a red line connected to them, and it will target them exclusively for a short time while changing its attack patterns.
  • The Dreaded: There's a reason the Moogle tells you not to fight it solo on your repel quest; the Serious Handler and the Excitable A-Lister heed that warning REAL quick when you go hunt it for real.
  • Elemental Powers: Has a few.
    • Blow You Away: It frequently casts Charybdis, which creates damaging tornadoes that will stick around for a while, reducing the area you have to fight in. It can be interrupted by flinching it or with a Flash Pod.
    • Playing with Fire: Meteor, and an unnamed attack that causes volcanic explosions in front of it.
    • Shock and Awe: It can cast Thunderbolt.
  • Establishing Character Moment: Drops in from a meteor and kills a Dodogama.
  • Fake Difficulty: Extreme Behemoth takes the already ludicrous difficulty level of the normal version and ratchets it up even higher. Faster casting times, Defense Down on its Meteors, Arch-Tempered Flash Pod immunity, multiple Ecliptic Meteor castings (the final phase alone has three to deal with) that only give a single Comet for cover, and the second-largest health pool in the base game, all wrapped up in an insanely tight 25 minute fight. There is also a DPS check! Fail to do enough damage in five minutes, and Behemoth will cast Ecliptic Meteor without any Comets. And if your team somehow manages to survive being carted? It'll keep doing this until its health for the phase has been depleted. Many solo players and Time Attack groups wrote Extreme Behemoth off as impossible, and even those who succeeded often did so with only seconds to spare.
  • Four Is Death: Four phases, just like Kulve Taroth. Unlike Kulve, however, it's an immediate threat even in phase one.
  • Guest Fighter: This is the first time in the main series that a crossover features an actual monster from another franchise as opposed to approximating one with an existing Monster Hunter monster.
  • Healing Factor: If all hunters leave the area it is in after the battle begins, it will begin regenerating health (with a game message informing you of this), a mechanic taken from its native franchise.
  • Kaizo Trap: Behemoth will always cast Ecliptic Meteor as it dies, as per Final Fantasy tradition.
  • Leitmotif: Two tracks from XIV play during the Behemoth boss. The first half of the fight is "Thunderer" and the second half is "Torn from the Heavens".
  • Limit Break: In true Final Fantasy fashion, Behemoth has one in its 'Ecliptic Meteor' attack, a zone-wide, unblockable, unavoidable One-Hit Kill meteor strike.
  • Mighty Glacier: Hits like a ton of bricks and its attacks can cover a large area, but it's not particularly agile.
  • Mechanically Unusual Fighter: Behemoth functions less like a creature and more like a raid boss, and it's this that its difficulty draws from. Several examples:
    • Behemoth will focus its attacks on a Hunter if they quickly deal sufficient damage to its head, encouraging a "Tank, DPS, Healer" composition akin to traditional RPGs.
    • Its Ecliptic Meteor is a One-Hit Kill. Period. note  The only way to avoid the move is to hide behind the smaller meteors on the ground or flee the area.
      • As a Shout-Out to the Final Fantasy series, the new 'Jump' emote can also be used to avoid the attack if timed correctly.
      • Another trick players have figured out, is that sitting at the canteen in camp makes you immune to it.
    • Extreme Behemoth carries the dubious honor of being the first monster in the series to have DPS checks: If a party cannot do enough damage past a certain threshold by the end of Phase 3, it will cast Ecliptic Meteor without dropping a Comet first. Hilariously (frustratingly), it works the concept in reverse during the final phase; see Do Well, but Not Perfect above.
  • Moveset Clone: Downplayed; its shares some of its physical moves with Nergigante.
  • Non-Indicative Name: If it wasn't obvious enough that the "Elder Dragon" tag is meant to represent unusually powerful monsters rather than just dragons, the Behemoth is not a winged reptile, but an unusual canine/bovine hybrid.
  • Normal Fish in a Tiny Pond: Behemoths are considered middle/upper-middle tier in terms of strength back in Final Fantasy. They're considered to be closer towards the likes of Fatalis and Alatreon here.
  • Outside-Context Problem: It's from an entirely different franchise.
  • Purple Is Powerful: Much like in its home series, the Behemoth is purple and a serious threat.
  • Schmuck Bait: The game advises you to not fight it solo. They're not joking.
  • Taking You with Me: Behemoth will try to cast Ecliptic Meteor one last time just before it dies in an attempt to wipe your team out.
  • Temporary Online Content: Averted with normal Behemoth. Played straight with the extreme variant, which is an equivalent of an Arch-Tempered Monster.
  • Turns Red: Behemoth's entire body glows burning red once someone gains its enmity.
  • Video Game Tutorial: The first time players fight it is an Antepiece that tasks them only to repel the Behemoth. Allowing them to familiarize themselves with the fight's unique mechanics. The players are even allowed 9 faints so as to keep them from failing, even if the entire party wipes from the eventual Ecliptic Meteor it casts to end the encounter.
  • Wake-Up Call Boss: Behemoth is outright designed to punish players who think they can just brute-force their way to victory without a strategy, on top of forcing solo players to look for coordinated help.
  • We Need a Distraction: Encouraged by one player taking the tank role to gain its enmity so as to prevent the Behemoth from casting Charybdis all over the place.

Velkhana (Ivelkhana)

Ice Dragon, The Iceborne Wyvern

https://static.tvtropes.org/pmwiki/pub/images/mhwi_velkhana_render_001.jpg
Appearances:
Monster Hunter World: Iceborne

An elegant Elder Dragon with power over ice. Largely unknown to the Guild, its sudden appearance following the Elder Crossing project leads the Research Commission to discover a second island, the Hinterlands, kickstarting the events of Iceborne.


  • Beware My Stinger Tail: Velkhana will use the tip of its tail as a lance to jab at hunters from various angles.
  • Bling of War: In contrast to the gold-plated glory of Kulve Taroth, Velkhana's armor layers a lot of silver & white over deep blue robes, blending both elegant curves and dangerous spikes into the design. It give the sense of an elegant warrior king/queen with regalia either fused with or outright made from ice, topped with an icy, crown-shaped helmet.
  • Breath Weapon: In a similar manner to Kulve Taroth, Velkhana doesn't breathe ice per se, but rather a super-chilled air that causes stalagmites of ice to erupt from the ground or icicles to crash down in mid-air.
  • Contrasting Sequel Main Character: At least physically, Velkhana is the first flagship elder dragon to use the slimmer elder dragon skeleton in awhile. Previous flagship elder dragons such as Nergigante, Valstrax, and Gore Magala all used the bigger, more buff skeleton from the latter.
  • Critical Hit Class: Its armor specializes in critical hits—draw attacks are guaranteed crits, crits are more likely when hitting weak or damaged areas on the monster, and elemental damage is buffed on crits.
  • Disc-One Final Boss: For much of the Iceborne campaign, Velkhana is treated as though it's the Big Bad. It's regarded as an extremely dangerous creature that could end all life in the New World, its very presence puts the whole Research Commission on edge to the point where the Commander even considers evacuation, you clash with the beast multiple times, it grows tougher with every encounter, and the penultimate battle is even a siege mission where you have to keep the dragon from destroying Seliana. It's only after you slay Velkhana when it becomes clear there's something more sinister at work.
  • Dragons Are Divine: Velkhana just exudes an air of regality that few other Elder Dragons can match. It uses the slimmer, more elegant Elder Dragon frame, fights you in locales covered in in glistening ice crystals, and the ice armor it forms on its head has spires reminiscent of a crown.
  • Expy: Its grayish coloration, ice armor and legendary status are all highly reminiscent of Kyurem.
  • Force and Finesse: The finesse to Nergigante's force when it comes to their weapon lines. Nergigante weapons look as unsubtle and brutal as the elder dragon itself, with high base damage but limited to blue sharpness for its R8 weapons and white for its R12 weapons. Velkhana weapons on the other hand look elegant and sleek, even normally crude weapons like the Great Sword and Hammer. While their base damage is lower than Nergigante's, all of its weapons have access to purple sharpness even in their penultimate R11 forms.
  • Geo Effects: Velkhana will create pockets of chilled air as it moves and fights which, when struck with its Breath Weapon, will erupt into walls or blocks of ice. The blcoks of ice behave like ledges which savvy hunters can make use of.
  • The Ghost: Even moreso than Kulve Taroth. No offical records exist for it in either the Old Wolrd or the New, and what little information does exist is from unverified civilian testimonies. The only real evidence of it comes from journal scraps found on a pre-Research Commission shipwreck linking it to the Legiana and their 'song'.
  • Iaijutsu Practitioner: Likely in reference to the actual monster's quick scorpion stabs, Velkhana armor comes with skills that encourage iaijutsu combat. Quick Sheath allows you to put away your weapon faster, Critical Draw guarantees a critical hit on draw attacks, and its unique set bonus Frostcraft gives you a buff to attack which degrades with each hit and regenerates while sheathed.
  • An Ice Person: Velkhana controls ice in various ways via supercooling the air around itself:
    • Its ice armor is made by condensing and cooling water vapor, as opposed to Zamtrios secreting a fluid that freezes on contact with the air.
    • It creates pockets of chilled air that can be triggered by its breath attack. On the ground they erupt into walls of ice, dealing damage and inflicting Iceblight when they do, and in the airthey'll cause icicles to form and crash down.
    • While wearing its ice armor, several of its breath attacks are powerful enough to cause stalagmites of ice to grow wherever it hits
    • By freezing patches of the ground it can create traps that slow Hunters walking on it, eventually freezing them in place if they can't escape in time.
  • Instant Armor: It can condense the water vapor in the air into a layer of armor that would make Zamtrios jealous.
  • Leitmotif: "Behold, the Ruler of the Frost" for its first encounter, "The Defense of Seliana" for when it attacks Seliana, "Splendiferous Silver Sovereign" for its proper fight.
  • Lightning Bruiser: It's very durable, has powerful attacks, and is considerably fast.
  • Mascot: It is the flagship monster of Iceborne.
  • Our Dragons Are Different: It's a highly stereotypical Western dragon with powers over ice. Ice-based powers are very common for Western dragons in fiction, perhaps second only to Playing with Fire.
  • Turns Red: Or blue, in this case. When Velkhana enrages it immediately reapplies its ice armor if it wasn't already wearing it, creates a large number of cold patches in its area, and the lighting shifts towards more blue tones.

Namielle (Neromielle)

Abyssal Dragon

https://static.tvtropes.org/pmwiki/pub/images/mhwi_namielle_render_001.png
Appearances:
Monster Hunter World: Iceborne

An Elder Dragon that coats its skin in a layer of low-viscosity mucus, which it can drop onto the ground to create localized riptides to stagger opponents or wash them away with waves. It is only known through vague reports by First Wyverians, which mention exploding water and bright lights.


  • Bioluminescence Is Cool: Namielle has rows of red lights across various parts of its body akin to real-life deep sea fish.
  • Elemental Rock–Paper–Scissors: An interesting subversion. Standard Monster Hunter logic is that you fight a Water-based monster with Thunder damage weapons. But apparently, one of the sea creatures Namielle shares traits with is electric eels: it can electrify itself and use the pools of mucus it leaves on the battlefield to conduct its Thunder-based attacks, so Thunder-based weapons are not recommended. It's highest actual elemental weakness is Fire.
  • Geo Effects: Namielle leaves pools of watery mucus on the ground as it fights, which can be used to create waves to moves hunters, cause geysers when struck by a water attack, or to conduct electricity and explode into steam when struck by a thunder attack.
  • Leitmotif: "Morning Star of the Dark Tide"
  • Making a Splash: It is a water-themed Elder Dragon, and can create floods and tidal waves only using the water it leaves behind.
  • Meaningful Name: Nami is Japanese for "wave", and it's a deep-sea themed Elder Dragon. It also has a few moves that involve using waves of water to push players around.
  • Mix-and-Match Critter: It has stocky, webbed forelimbs like a salamander, catfish-like whiskers, and a head like a hammerhead shark. Its wings form one large membrane resembling a vampire squid's webbed arms, with the inner surface featuring bright rainbow-colored strips similar to a comb jelly's cilia. Areas of its skin also feature a recessed grid pattern resembling a seahorse's bony armor.
  • Non-Malicious Monster: Outside of its introductory cutscene, it's not aggressive at all, and won't attack the hunter unless they strike first. Even in the introductory cutscene, all Namielle does is use its water to drive the hunter away.
  • Shock and Awe: Is able to charge its melee attacks with thunder.
  • Shout-Out: The headgear and hair styles of the female armors are this to Splatoon.

Shara Ishvalda (An Ishvalda)

Earth Singing Dragon, Old Everwyrm

Appearances:
Monster Hunter World: Iceborne

The mysterious "Old Everwyrm" mentioned in the old writings discovered by the Handler and the Tracker. This ancient Elder Dragon can manipulate the earth itself, and is the cause of the seismic activity, strange song-like calls, and ecological changes that the Research Commission investigates throughout Iceborne.


  • Dishing Out Dirt: Those veiny wingtips aren't just for squick. They can cause vibrations that can manipulate rock and soil, from creating a suit of armor for itself to changing solid ground into exploding quicksand.
  • Final-Exam Boss: While the player is not required to use it, the Iceborne-exclusive Clutch Claw is essential to beating it quicker by throwing it into nearby boulders for massive damage. Additionally, if they have not mastered diving by the time they fight it, they are likely to get one-hit killed by its gigantic sphere. Fortunately, they can use Farcaster to escape from this attack.
  • The Fourth Wall Will Not Protect You: If Ishvalda is brought to its final phase, it opens its eyes up, and stares directly at you. As in, the eyes will always track to your camera, not the hunter.
  • Frickin' Laser Beams: Can fire multiple "beams" from its wingtips. These are actually the visible manifestations of the vibrations it uses to control rocks. It can also do one massive beam by putting all its wingtips together.
  • Geo Effects: Can turn parts of the stage into soft quicksand that slows the player down. These patches will also explode when struck by its sonic attacks, dealing significant damage and launching hunters.
  • The Ghost: Even more so than Kulve Taroth and Velkhana—only one person, the Tracker's master (who came to the New World before the Research Commission), had any inkling of its existence.
  • Giant Hands of Doom: Its membrane-less wings move like a pair of hands that shoot sonic lasers at the hunters.
  • Leitmotif: "From the Rumblings Come a Song" and "A Single Bloom in an Eternity"
  • Light Is Not Good: It draws on Hindu and Buddhist imagery. Its strange wings call to mind multi-armed deities. The bony structures on its head resemble a mukuta crown, and in combination with the pale pink coloration and other ridges along its back resemble a lotus. At the same time, it's one of the series' more unsettling monsters and like other elder dragons is capable of destroying entire ecosystems.
  • Meaningful Name: "Shara" comes from the name of a Sumerian god of war of the same name, who is the son of Innana. The Japanese name instead uses "An," the Sumerian supereme god, and father of Innana. "Ishvalda" on the other hand derives from "Ishvara" which is a Hindu concept of a higher power and itself holds various meanings, particularly "Supreme Being" or "God".
    • The Japanese name for its armor is "Angaruda" which draws from "Angalta Kigalshe," or "the Great Above, and the Great Below." This is the story of Innana's descent into the underworld where she's stripped of her lavish garments until she's naked and vulnerable wherein she's killed by her sister. This mirrors the lavish designs of the actual armors, and the fact that Shara Ishvalda's own rock armor must be stripped from it before it can be slayed.
  • Mighty Roar: Its roar is powerful enough to deal damage and send hunters flying.
  • Mythical Motifs: Of Hindu Mythology. From its name, appearance, battle theme, and the gears that come from it, the thing has a chock full of references to Hinduism.
  • Nightmare Face: Its almost human-like face in its second form is unholy.
  • Not Quite Dead: After being beaten, it gets back up, only to get killed by Ruiner Nergigante.
  • Person of Mass Destruction: This thing is basically a living earthquake, demolishing entire ecosystems by triggering tremors along the Everstream and creating vibrations strong enough to shatter mountains.
  • Red Baron: "The Old Everwyrm"
  • Sphere of Destruction: Shara Ishvalda's ultimate attack creates a massive sphere of sonic energy that it then throws at the player, causing an enormous explosion and detonating the sand traps over a wide area.
  • Stone Wall: The first phase starts off with it being covered in rocks which hunters have to get rid of. The armors made from it offer defensive skills such as Health Boost and Defense Boost.
  • Super Armor: The armors set bonus gives any mantle you put on Tremor Resistance, Windproof, Flinch Free, and Earplugs skills, effectively turning it into a near replication of Rocksteady Mantle. The caveat is that you need to have at least four pieces of the armor to activate it.
  • Wave Motion Gun: By bringing its wingtips together, Shara Ishvalda can fire a massive sonic blast in a manner similar to Akantor that is strong enough to pulverize the mountains around its arena.
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