recursal/Fanatic-Fandom huggingface dataset:
Maginus

**Maginus** is a unique elemental monster and an embodiment of magic. "Maginus" is derived from "magus", an ancient Persian hereditary priestly class and a popular term in role-playing video games used to refer to magical beings. It can also be derived from "magic", describing the nature of its powers.

## Biology

Maginus' entire being is composed of magic. Its head is a wispy blue flame with a single, unblinking eye, while its body is essentially an amalgamation of electical energies. Electricity can occassionaly be seen arcing from its arms. Whenever the Maginus moves, it vanishes and remains invisible until it stops moving, only leaving behind wisps of flame and electric discharge as it hovers around.

Maginus is one of the most dangerous and malevolent monsters in the ways of magic, thanks to its near absolute mastery over all things magic. Its transcendent state make it incredibly volatile, disintegrating nearly anything that dare opposes it. It does not eat or sleep.

## Behavior and abilities

Maginus wanders lands and crosses oceans, with its sole purpose being to find a being that is able to withstand its power. Maginus' near unmatchable magical prowess makes it an extremely dangerous opponent. Maginus, however, rarely deems it worth it to use its abilities.

The Maginus' most commonly used magical spells include the following.

**Blue flame**. Maginus extends its arms, than summons blue flames to either fire from its arms, or to suddenly appear around the enemy. The flame gets its blue color from its temperature, which is higher than ordinary flame. The flames on Maginus' head grow when using this spell.

**Lighning bolt**. Maginus blasts forth a powerful bolt of electricity from its arms. Maginus has an extremely good aim, able to hit a one inch large target without hitting its surroundings.

**Seekers**. Maginus summmons a number of magical, sentient spheres that follow the enemy at an unimaginable speed. Upon collision, the sphere explodes in a blast of blue smoke and flame.

**Magic font**. Maginus' experience in the ways of magic allows it to seamlessly combine and switch spells without chanelling or pause. This gives Maginus an edge over other mages.

**Chaos ruin**. A currently unfinished spell developed by Maginus. On paper, it involves firing a bolt of pure energy that completely deletes the elemental makeup of the area where it hits, effectively removing the area from existence. The spell, as stated before, is unfinished. However, it is still a dangerous ability, able to pierce through even the toughest materials.

## Gallery

Original sketch.Second design.Second design original sketch.First design.First design original sketch.
The Good Life: Pichilemu

País
 Idioma/s
 N° episodios

**The Good Life: Pichilemu** es la sexta temporada del programa de telerealidad creada por Charlote McDuland y Augusto Fuenzalida, The Good Life. El programa consiste en que un grupo de jóvenes vivirán en una casa, en esta edición ubicada en Pichilemu, la cual estará totalmente equipada para grabar en todo momento, las veinticuatro horas del día, la vida de los chicos.

Los chicos ingresaron a la casa el 1 de diciembre del 2010 y las grabaciones de la temporada finalizaron el 2 de marzo del año siguiente. El programa fue estrenado el 16 de marzo del 2011 y finalizo el 15 de junio del mismo año.

## **Producción**

Charlotte aún se encuentra con su reposo por el embarazo, por segunda ocasión Augusto tuvo que elegir a todos los integrantes de la temporada, para esta ocasión recibió ayuda del hermano de Charlotte, Gary McDiland, dueño de la productora Real Life.

Aurora abandona en el programa en el octavo episodio de la temporada, en su reemplazo ingresa la peruana Betsy Benavides.

Tras esta temporada los hemranos McDiland crearon el programa de concursos The Game en donde ex integrantes del programa regresaban para competir por un premio final.

## **Duración del elenco**

 Claudia

**Colores**

 Ingresa  = Miembro del elenco ingresa a la casa.
 Aparece  = Miembro del elenco participa en el episodio.
 Abandona  = Miembro del elenco abandona la casa por motivos personales.
 Regresa  = Miembro del elenco regresa a la casa tras abandonar la casa por motivos personales.
 Expulsado  = Miembro del elenco es expulsado de la casa por sus compañeros.
Snort

The Snort is a monster based on wild boars. "Snort" is derived from the wild boar's behavior of sniffing or "snorting" for nearby food or threats.

## Biology

Snorts are short, stout and are almost spherical in shape. Mushrooms often grow on Snort skin, buried by messy purple fur. These mushrooms actually grow with the Snort, and would multiply as the Snort ages. Snorts have large orange noses and have tuffs of dark purple fur underneath, appearing like a mustache. Male Snorts have two sharp, long, peach-colored tusks beneath their "mustache".

Snorts need to consume large amounts of food daily. Though they can often be seen waddling in swamps, some Snorts wander to open fields when their supply of food is running short. They reproduce fairly quickly and can have communities consisting of dozens of Snorts, which works to their advantage because they are prey to many monsters.

## Behavior and abilities

Snorts are docile creatures. They spend most of their waking days either sleeping or eating. They enjoy cold and damp places, especially spots where their mushrooms can freely grow. When in trouble, Snorts would choose to flee rather than fight.

Snorts are capable of performing the following abilities.

**Spore**. The mushrooms on the Snort contain toxic spores that are released whenever the Snorts feel that it is in danger. The spores will cause intense itching in contact with skin, instant blinding in contact with eyes and nausea and paralysis when consumed or inhaled.

**Swine slam**. The Snort rolls up into a ball and flees. In a pinch, the Snort may choose to ram an enemy, releasing its spores.
Adagolem

The **Adagolem** is a monster based on the golem. "Adagolem" is derived from a mix of "adamant", a type of stone, relating to its appearance, and "golem", the fictional being it is based on.

## Biology

The Adagolem is a massive monster of stone. It vaguely resembles a human, with 2 arms and 2 feet. It has a long, rounded chin and thick, robust shoulder. It has no toes, rather having two large, flat "feet". Adagolems can reach up to 15 meters tall and a 10 tons heavy.

The Adagolem is an incredibly rare creature, due to its sheer size. They are usually find at mountains are large caves. The Adagolem consumes soil and rocks as an energy source. Though they obviously do not have any predators, many do despise the creature, because every step it takes sends earthquakes to those nearby.

## Behavior and abilities

Adagolem are rather peaceful creatures, thanks to its unbelievable size and literally rocky complexion, they are able to shrug most attacks. They are not very active, either, spending most of their day sleeping.

When they do decide to attack, they do the following.

**Tremors**. The Adagolem lifts one of its feet, than slams it back into the ground, sending a powerful earthquake and stunning terrified enemies.

**Rock toss**. The Adagolem grabs a large rock or boulder, and hurls it at the enemy. The Adagolem's power makes this attack particularly dangerous, as it can easily pick up boulders a few tons heavy.

**Crush**. The Adagolem slowly winds its arm back, than throws a a punch at enemy. Because of the weight of the Adagolem's hand, the punch is known to dig deep into the ground.
M-013

The **M-013** is an artificially created monster based on the mole. "M-013" is derived from "MOLE" in tech-speak.

## Biology

The M-013 is an artificially created monster. It's almost completely made out of steel parts, including a steel body, an extendable steel arm, steel claws on their hands and feet, as well as a steel drill as a tail. It's goggles/eyes has a steel rim and a glass screen, with a red display light serving as its "eyes".

The M-013 is specifically made for the sole purpose of scouting for rare minerals and gemstone deep down into the earth. The M-013 has two behavioral codes programmed into it, the first being a "recon mode" wherein it analyzes its surroundings for rare minerals or gemstones; if it finds some, it sends an alert to the user. If it cannot find any, it digs in a certain direction, and analyzes again. The second mode is the "attack mode" wherein if the M-013 is attacked, the M-013 would strike back until the attacker either flees or is injured enough to stop attacking. The M-013 is programmed to not go for the kill unless necessary. The M-013 runs on a long-lasting battery, and does not need food or sleep. The M-013 is available to anyone who can purchase them and is able to admit a permit for use.

## Behavior and abilities

M-013 is a machine monster, unable to make its own decisions. It instead relies on previously programmed scripts to act. An M-013 during "recon mode" can do the following.

**Seismic detection**. The M-013 has an advanced seismic detection system, sensing ground vibrations such as approaching footsteps.

**Scan**. The M-013 emits a wave of red light to scan its surrounding from top to bottom, than from left to right. The M-013 will than process the information. If it finds rare minerals or gemstones, it estimates the total location, size and value of the mineral vein. If it finds a living being, it determines its species and size.

An M-013 during "attack mode" can do the following.

**Metal claw**. The M-013 swipes at any enemy with both of its claws in an attempt to injure it or make it flee.

**Drill**. The M-013 only uses this ability when the enemy attacks from behind. The M-013's drill tail revs violently, puncturing even the toughest or well-protected enemies.
Boor

**Boors** are bipedal monsters based on pigs. The name "Boor" is derived from "boar", an animal that is of the same family as pigs.

## Biology

Due to their naturally gluttonious nature, Boors are typically in a heavy set. They have chubby faces, thick arms and legs, and a large gut. Their arms and legs are also hooved. They have a pair of droopy ears and a dark red snout. Adult male Boors are naturally hairy around their chest and armpit area. They have soft, red skin from top to bottom. Typical Boor battle regalia consists of a rounded wooden helmet enforced with steel, a single wooden shoulder pad (also enforced with steel), and a pair of rounded steel fists. Boors can be seen equipped with a variety of weapons such as maces, longswords, axes and, most commonly, hammers.

Boors are notoriously omnivorous, consuming nearly anything they can get their hands on. Boors, although recognized as barbaric monsters, are actually fairly intelligient, able to create communities and war camps. Due to the nature of how these two monster species evolved, Boors are in an eternal rivalry with Longhorns.

## Behavior and abilities

Boor war camps can be set up at wide, open plains. Boors are territorial creatues, aggresively driving off any non-Boors when they get too close to their camps. Boors are warcentric monsters. Both male and female Boors are thrown into training camps as soon as they are ready to swing a weapon. Boors incapable of fighting are relegated to either farming and fishing jobs or smithing and sharpening jobs.

Boors are usually proficient in using weapons. Their abilities consist of the following.

**Heightened smelling.** Boor noses evolved to be able to scout out Longhorns from miles away. Their noses are also able to easily detect poison in food, in case any Longhorns attempt to poison their rations.

**Hornbreaker.** The Boor grips its weapon firmly before swinging it full-forces at a target's horn, attempting to crush them. (when the target doesn't have horns, the Boor aims at its skull)

**Hoof sweep.** The Boor swings its weapon at a target's feet, attempting to knock it down. The Boor then proceeds to perform Hornbreaker on it when it is on the ground.
Overgrowth

The **Overgrowth** is a monster based on the golem. Its name, "Overgrowth" refers to the fact that its body is overrun and covered in flora.

## Biology

Overgrowths are massive creatures, towering over the forest trees. They stand on two powerful legs that send out tremors whenever these colossi decide to take a step. Large, sprawling trees stand behind the Overgrowth, with their roots visibly wrapping around the Overgrowth's arms and the root tips forming the being's fingers. The leaves on these trees change with the seasons - a lush green for spring, a vibrant orange for summer, a striking red for autumn and a somber blue for winter. A thicket of strong grass grows on the monster's shoulders, with the occasional wild flower. The beast's body is protected by an almost metal-strong bark that resists fire. An even stronger bark forms the monster's face, which is connected to the roots behind it. This face is dotted with seven bright, white eyes. Overgrowth who have hibernated for longer periods of time have more nature growing around them.

Overgrowths are ancient beings, long revered as gods of the forests. They spend many millenia in rest underground, hidden away from the denizens above. Quelly are the only creatures known to be able to awaken them from their slumber.

## Behavior and abilities

The Overgrowth's best asset is its sheer size, towering over nearly everthing in the forest it resides at. They move sluggishly, but the size of their footsteps make up for it.

Overgrowths have the following abilities.

**Forestal safeguard.** The Overgrowth's eyes flash a lustrous gold. It then casts a protective barrier over the forest it is at, coating both beasts and plant life in a golden sheen. This barrier resists both physical blows and fires. The Overgrowth typically uses this ability when either protecting the forest from potential danger or when the Overgrowth is walking around to prevent trampling of forest life.

**Swamping nature.** The Overgrowth's eyes flash a bright green. It then commands vines, grasses and roots to rapidly grow around the target, attempting to cage or immobilize the target. The flora the Overgrowth grows with this ability is of a distinctive red color.

The Overgrowth can perform the following ability only with the plants it spawns with Swamping nature.

**Reckless nature.** The Overgrowth's eyes flash a bloody red before it commands the plants around the target to explode violently.

**Colossal smash.** The Overgrowth tramples a target with either its fist, foot or body, attempting to flatten the target. Multiple shockwaves are sent out upon collision.
Rotwurm

The **Rotwurm** is a monster based on a dragon. Its name, "Rotwurm", is a combination "rot", referring to its zombified being, and "wurm" from "lindworm", a serpent-like dragon of British heraldry.

## Biology

The Rotwurm's entire serpentine body is in a loop of constant decay and regeneration, which is brought about by the serpent' genetic makeup. As a result, large bodily tears and openings can be seen appearing all over, exposing the Rotwurm's cold flesh. Its wings appear like curtains due to the holes that appear on them, limiting its ability to fly. On worst scenarios, entire limbs may fall off. The Rotwurm's mouth is lined with brittle but sharp teeth that regenerate much faster than the rest of its body.

Rotwurms wander dragon graveyards, mindlessly attacking any being that comes close to them. They do not eat or rest, and their bodies would soon collapse when too many of their cells deteriorate, joining the bones of the dragons before them. New Rotwurms are reanimated by Mausol.

## Behavior and abilities

The Rotwurm's cells that give it its unstable body also grant it its abilities to decompose those around it with a variety of powers. Despite their highly aggresive nature, any form of movement they engage in puts a massive strain on their body and speeds up their decay.

Rotwurms have the following abilities.

**Decay.** The Rotwurm winds back its head before blasting a target with a wretched breathe. This breathe accelerates the aging process of organic beings to the point of death.

**Glasstooth.** The Rotwurm lunges forward and bites a target with its teeth. Pieces of broken, rotting teeth may sometimes be left behind buried in the target's flesh.

**Cadaver's body.** The Rotwurm can freely detach any part of its body. This ability is rarely used, and is mostly done to abandon any malfunctioning cells.
Carrut

C4RROT Automaton Mk. 23 (often referred to as **Carrut**) is a mechanical monster built by Tinkhare. Its name is derived from both "carrot", a vegetable that rabbits (the animal Tinkhares are based on) are known to eat, and "turret", a defensive structure.

## Biology

When a Tinkhare builds a Carrut, he/she would use whatever metal is available. As a result, each Carrut would typically be made with different material. In addition, Tinkhares can attach or upgrade their Carruts, adding tech such as missile pods, laser beams or healing waves. The most basic Carrut blueprint is a simple cannon model composed of a a mounted cannon nozzle attached to a rounded metal base on four legs. Every Carrut has a light source on it somewhere, typically on its left side. The Carrut is steam-powered. The base cannon model is usually 2 feet tall.

Carruts are granted sentience through Tinkhare enchantment, and are made to be loyal to the city they were built at. They are created for the purpose of providing 24/7 defense to the Tinkhare city.

## Behavior and abilities

Carruts are very friendly to Tinkhares. Tinkhare children often ride the Carruts for fun, which the Carrut enjoys. Carruts would open fire on any monster that isn't a Tinkhare, unless specific exception is programmed by the Tinkhare.

The base cannon model has the following defense protocol.

**Auto-fire.** The Carrut fires a large magical cannonball at an enemy. The impact is strong, able to push back or knock out even larger enemies. The Carrut reloads itself automatically, and can fire another around after half a second.

Certain models can have the following upgrade.

**Missile pod.** The Carrut fires a dozen missiles at a quarter second interval which explode on impact. Unlike Auto-fire, a Tinkhare would need to reload the Carrut manually. Tinkhares upgrade their Carruts with this tech when there city is under attack by aerial monsters.

**Laser beam.** The Carrut triangulates a beam of concentrated energy at a target, attempting to burn them. Tinkhares upgrade their Carruts with this tech when their city is under attack by heavy monsters that resist Auto-fire.

**Healing wave.** The Carrut releases a wave of healing energies, dramatically improving wound regeneration of living creatures within a 2 meters radius. Tinkhares upgrade their Carruts with this tech after tragedy when numerous Tinkhare require medical attention.
Emperosh

The **Emperosh** is a legendary monster based on the similarly legendary sea serpent. "Emperosh" is derived from "emperor", referring to its imposing and regal appearance.

## Biology

The Emperosh is a massive marine serpent. It has smooth, soft, red scales all throughout its long body. It has a short snouted mouth that holds rows upon rows of sharp teeth. The back of its head has two fins jutting out, while the back of its upper body has only one row of fins, with the fins at the latter significantly bigger than those at the former. Its front and belly is covered in thick, yellow plates and it has a large fan tail. The Emperosh is roughly 30 meters long. The Emperosh is roughly 2000 years old.

There is only one Emperosh in existence. The Emperosh can travel hundred of miles in a few hours, making it hard to track its location. The Emperosh is an extremely powerful predator - one of the most dangerous - thanks to its massive size and sheer power. It has been been known to consume any creature smaller than itself.

## Behavior and abilities

The Emperosh is a famously terrifying creature. Oftentimes, its appearance results in catastrophe, as powerful waves follow it wherever it goes.

It can use the following abilities in attacking.

**Dive**. The monster’s most common attack, the Emperosh dives into the waters, disappearing into the depths, travelling at a massively increased speed. The Emperosh than resurfaces straight up, jaws first, ravaging everything it crashes through. The Emperosh than dives again and repeats the process.

**Aqueous blast**. The Emperosh opens its jaws and generates a sphere of water within. The Emperosh then releases it, exploding at collision, knocking back and drowning enemies in a mass of water.

**Ravenous jaws**. The Emperosh unhinges its lower jaw, exposing its rows of sharp teeth. The Emperosh than strikes swiftly, tearing apart even steel ship hulls.

**Tidal wave**. The Emperosh raises its massive tail, then slams it at the sea surface in front of itself, sending forth a massive wave of water to engulf even the biggest ships.

**Freezing beam**. The Emperosh saps all heat around its mouth, than fires a pressurized blast of absolute zero. Though not instantly, the beam can definitely freeze targets who stay in the beam’s trajectory for an extended period of time.

## Gallery

Alternate artOriginal sketch.Old original art.Old original sketch.
Jsuko

The **Jsuko** is a monster based on the Teru teru bōzu, a handmade doll originating from Japan. "Jsuko" is derived from the Tsukuyomi, the moon god in Japanese mythology.

## Biology

Jsukos appear as small, living, levitating pieces of white cloth, with two arms extending from it. Around their head is a set of 8 black rosary beads. Removing the rosary beads will "de-possess" the cloth, leaving behind an ordinary piece of cloth and effectively slaying the Jsuko. Their sizes range from an inch to a foot. When viewed from underneath, they are are hollow.

Jsukos are mysterious creatures whose origins are unknown. One theory states that Jsukos are lost spirits of deceased children who innocently and harmlessly still roam the planet.

## Behavior and abilities

Jsukos are curious and harmless creatures, behaving very similarly to children. They do not roam the day, disappearing completely when the sun rises and re-appearing at sunset.

Jsukos have the following abilities.

**Formless**. The Jsuko's formless physique gives it immunity to almost all physical contact. It can reshape anytime it pleases, and can phase through the thickest walls.

**Spirit tag**. The Jsuko marks a target's soul. Upon that target's death, the Jsuko absorbs it, rejecting the previous occupant's soul and essentially becoming the marked target's medium. Jsukos rarely perform this ability.
Your Love

2010.06.01発売

作曲：Onika Maraj, David Freeman, Joseph Hughes, Andrew Wansel

プロデュース：Oak, Pop Wansel

アメリカ合衆国の女性ラッパーNicki Minaj（ニッキー・ミナージュ）のデビュー・アルバム『Pink Friday』からのリードシングル曲。元々はリリース済みだった"Massive Attack"をリードシングルにする予定だったがチャートアクションが悪かったため、この曲にリードシングルが変更された。元々この曲はネット上にリークされた非公式ミックステープに収録された曲で、このバージョンがラジオでもすでにエアプレイされていたが、後に正式に公式版がリリースされた。「ラップ・バラード」と称されるこの曲は、これまでの彼女の楽曲に比べテンポ・ダウンしている。Annie Lennoxの"No More I Love You's"のバックボーカルがサンプリングされている。

この曲は、音楽批評家から主に肯定的な評価を受けた。特に彼女の歌唱とラップを行き来する柔軟性が称賛されている他、サンプルの手法が絶賛された。

ミュージックビデオはLil Xによって監督された。ピンクや紫の着物を着た芸者スタイルのニッキーが披露されており、「芸者や侍をテーマにしたラブストーリーのビデオが作りたかった」と自身が発言している。

この曲は初めて彼女がメインアーティストとして商業的成功を収めた楽曲で、全米チャートで最高位14位、R&B/HIP-HOP Songsチャートで４位を獲得した。全英チャートの最高位は71位を記録した。また2010年の年間ランキングでは、全米チャートで66位を記録した。
Longhorn

The **Longhorn** is a bipedal monster based on cows. Their name "Longhorn" refers to the long, powerful horns that define the creatures.

## Biology

Longhorns are typically fat, bipedal creatures. They have blue skin, chubby faces, thick hooved arms and legs and a large, exposed gut. Strands of hair can be seen growing from their heads. Longhorn body hair, on the other hand, typically grows on their chest, appearing like clothing on adult Longhorns. When readying for battle, they don a wooden helmet on their head. For their main equipment of choice, they carry a large slab of stone with a carved handle at the back. Every Longhorn helmet and shield is marked with the Longhorn's symbol with the use of blue dye harvested from special forest leaves. For offense, they wear a large, wooden cestus on their right arm.

Longhorns are omnivorous creatures. They are notoriously gluttonious, with Longhorns tribes being very destructive to a forest area's ecology. To make sure they have enough food for the tribe, Longhorns typically raid Boor camps and communities.

## Behavior and abilities

Longhorn tribes can be seen deep inside forests. Longhorns are nomadic creatures, leaving their old location when food is running ow. Longhorns are territorial and would drive out any non-Longhorn that enters their tribe area, outright attacking when the invader is a Boor.

Longhorns are trained to be proficient in using both their massive shield and their wooden cestus.

**Charging phalanx.** The Longhorns raises its shield forward before charging forward, attempting to knock back all enemies it collides with. Longhorns would typically stand side-by-side with other Longhorns for a devastating attack.

**Wood hammer.** The Longhorn reels back before clobbering a target with their wooden cestus.
Padamasa

The **Padamasa** is a unique amphibious monster. Its name, "Padamasa", is a portmanteau of "pad" (referring to its basis, the lily pad) and "Muramasa", an Japanese swordsman.

## Biology

The Padamasa is a humanoid monster. A lily pad grows on its head in a cone, shrouding its bright, red eye. A sharp leaf blade grows from its left arm, its stem wrapping around the Padamasa's wrist. This leaf blade never gets dull, never grows, and cannot be detached from the Padamasa. The Padamasa's body is completely white. The Padamasa is a short monster, only being a feet tall.

The Padamasa is an extremely elusive creature. Ballads have been written and sung of this monster, whose presence is said to bring either an early harvest or calamity. In reality, the Padamasa thrives at a sacred lake, honing its skill with the blade. The Padamasa is able to do photosynthesis to sustain itself. There is only one Padamasa in existence.

## Behavior and abilities

The Padamasa is a usually peaceful creature, only getting aggresive when its lake home is in danger, in which case it defends it with its wide array of self-crafted fighting techniques.

The Padamasa has its own fighting style that involves combining its outstanding athleticism with its skill over its leaf blade.

**Quick slash.** The Padamasa leaps forward, slashing an area in front of it in an arc before disappearing and reappearing at its original location. The arc is surprisingly large, despite the Padamasa's small stature.

**Lily flurry.** The Padamasa slashes forward repeatedly, attempting to cut up a target before releasing a more powerful finishing slash.

**Backflip.** The Padamasa performs a jumping backwards tumble to either avoid attacks or reposition. This ability is usually performed in conjunction with Quick slash.

**Submarine.** The Padamasa dives head-first into a nearby body of water. The Padamasa can then channel the water beneath it to push itself back up, surfacing the water like a bullet at a target.

**Water knives.** The Padamasa extends its arms opposite of each other, channeling its magical abilities to conjure nearby water, creating sharp water knives that levitate and spin around it. The Padamasa can choose to fire these knives at a target. The Padamasa cannot hold the knives up indefinitely, and would grow tired.

**River shield.** The Padamasa quickly builds a strong but flimsy shield of water that blocks most magical attacks. The shield can not hold for long (usually only a second), and needs to be timed well.

**Aqueous detection.** When in water, the Padamasa can detect any vibration caused by movement. The Padamasa can even detect vibrations from monsters that are miles away.

## Gallery

Original sketch.Alternate art by bluebeary.fudge.
Neep

**Neep** is a plant monster based on the turnip. Its name, "Neep", comes from "turnip", a root vegetable.

## Biology

Neeps are bipedal plant creatures. They have heads that resemble typical turnips, with white flesh and three to four leaves growing on top. They have rougher and longer leaves growing around their necks, and have tough, fleshy brown skin covering their bodies. They have two legs that are actually their roots. Despite their humanoid appearance, they require all the essentials of a plant to metabolize - sunshine, water, and nutrients from the soil. Their feet quickly absorb nutrients from the soil as they walk on it. As a result, they tend to avoid traversing rocky paths or swimming, as these terrain lack the nutrients they need constantly. When they fail to get sunshine, water, and/or nutrients, they pass out and eventually die when they aren't moved to a more substantial location. Neeps are fairly short creatures, with adults reaching roughly 3 feet in height.

Neeps thrive in deep forest areas with loose, loamy soil. They are known to taste like turnips when eaten, which deters carnivorous predators from eating them. Herbivores, on the other hand, would rather consume other things as it is too much trouble to chase down Neeps, especially with their defensive powers.

## Behavior and abilities

Neeps are extremely docile creatures, and are near incapable of fighting aggressively. Child Neeps are very curious, and enjoy the presence of butterflies. They are easily threatened and would often choose to run for as long as there is loamy soil below their feet. When necessary, they can invoke mythical forest magic to defense against attackers.

Neeps are known to be able to perform the following abilities.

**Burstseed**. The Neep extends both its hands forward. After a brief channel, a hole opens at the center of the Neep's arms before the Neep fires a pair of green, glowing seed-like projectiles that explode upon collision with an enemy or terrain, knocking back small objects and creatures caught in the blast. The explosion is seldom fatal on its own, but the knock back might cause harm to those thrown.

**Vegetation**. The Neep extends its hands upward. Large, thick turnips and leaves then grows around the user, encasing it in a thick barrier of vegetation. This ability is used mostly for camouflage.

**Cultivate**. The Neep plants its feet firmly into the ground. Roots would then appear suddenly and grow downwards deep into the soil, temporarily immobilizing the Neep but rapidly healing any wounds.
Jumper

The **Jumper** is a monster based on a kangaroo. "Jumper" can refer to both its ability to jump tall heights like a kangaroo and jumper cables, a type of electric cable, referring to its affinity with electricity.

## Biology

Jumpers are typically somewhat tall, skinny creatures with brilliant multicolored fur. They have cyan fur as their head hair, pink fur on their snouts, yellow fur on their abdomen and waist areas, and red fur on their tail. Their colored fur are decorated with zigzag-striped black fur, which makes up their entire upper body and partially their lower body. They have scarred blue eyes that flash a strong blue light when they use their electric abilities. They have polygonal ears that can both either significantly suppress or magnify sound. Jumpers usually reach average heights of 5 feet and weigh 50 kilograms.

Jumpers can be seen thriving in outback areas. They are typically passive creatures that spend most of their waking days caring for their young or gathering edible plants to eat. Evening Jumper fights are quite the spectacle to watch with all of the brilliant streaks of light and electricity crackles.

## Behavior and abilities

Jumpers are notoriously dangerous creatures to fight one-on-one, thanks to their great physical brawling abilities and their electric affinity. They are ruthless and would often chase down fleeing foes.

Jumper abilities commonly combine both their physical and elemental abilities for powerful results. At any time, the Jumper can charge its fist and feet fur with electricity to empower its attacks.

**Rising lightning.** The Jumper crouches down before delivering a quick and powerful, electrically-charged uppercut to a target, knocking up and stunning vulnerable foes. The Jumper leaps as it rises to maximize potential damage.

**Discharge.** The Jumper winds its arm back before releasing it forward to deliver an electrically charged punch. Upon collision, a large cone of electricity is released outwards from the fist, shocking and possibly stunning the target as well as enemies behind it.

**Static strafe.** The Jumper strafes in a direction to avoid incoming attacks. Electric discharge is visibly released as the Jumper move about, delivering a painful shock to beings that touch it.

**Groundhouse.** The Jumper winds its leg back before spinning to deliver a powerful kick, generating arcing electricity around the leg as it spins.

## Gallery

Original sketch.Old original art.Old original sketch.
Tyrannosnow

The **Tyrannosnow** is a monster based on a dinosaur. "Tyrannosnow" is a portmanteau of "tyranosaurus rex", a savage prehistoric dinosaur, and "snow", referring to its snow motiff.

## Biology

The white snow that constitutes 100% of the Tyrannosnow's being is magical. It is resistant to direct heat during winter times, though the Tyrannosnow is still reduced to a puddle when spring rolls around. It is also much tougher then normal snow. A Tyranno's head is composed of a large mouth with snow "teeth". It has a spherical body of snow that wowuld resemble a large snowball. It has powerful legs and a long tail. The Tyrannosnow has no actual hands. Instead, the snow at the end of the Tyrannosnow's arms are special in that the Tyrannosnow can morph them into whatever form he would desire of them.

Tyrannosnows are ethereal beings, appearing after blizzards during the winter time, materializing from the snow. They are nearly immortal during the winter, reforming whenever they are defeated. They do not need to feed or sleep, and typically spend their days walking the tundra.

## Behavior and abilities

In contrast with their appearance, Tyrannosnows are very peaceful creatures. They only really strike back when attacked, in which case they are relentless and would bombard their aggresors with powerful attacks.

Tyrannosnows are capable of using the following abilities.

**Frigid winds.** The Tyrannosnow opens its mouth before blasting an area with a frosty breath, attempting to freeze or incapacitate targets to shatter them with the Tyrannosnow's more physical attacks.

**Tail smash.** The Tyrannosnow strikes a target (ideally a frozen one) with its powerful tail. The Tyrannosnow's sheer strength is usually enough to shatter frozen targets.

**Avalanche.** The Tyrannosnow morphs its snow hands into hammers before striking the earth with them simultaneously, setting off an avalanche when there is a nearby snowy mountain. Nearby enemies are also stunned by the tremors sent out by the attack.
Foulmouth

The **Foulmouth** is a plant-based monster. "Foulmouth" is derived from "foul", referring to the monster's disgusting characteristics, and "mouth", the body part in which most of its abilities revolve around.

## Biology

Foulmouths are short, stout, immobile plant monsters. They are rooted in place, which prevents movement. They have smooth skin with a bunch of bright spots. They have a clove of leaves on top of their head. They have a large, gaping mouth with rows of dirty, yellow teeth and a long tongue. Interestingly enough, they have a pleasant smell, which it uses to lure prey.

Foulmouths are carnivorous plant monsters that can usually be seen in swamps in large groups. They are often seen as revolting creatures, brought about by their disgusting appearance.

## Behavior and abilities

Foulmouths tend to spend most of their day either just sitting idly or preying on unsuspecting critters. They do not need to sleep, though they enter a low metabolism state during the night.

Foulmouths are able to perform the following ability, and would usually do all 3 in order.

**Aromatic scent**. The Foulmouth exudes an incredibly pleasant scent, which can be described as a mix of lavender and coconut extract. Unsuspecting creatures who find the scent pleasing would draw them towards the Foulmouth.

**Root**. A long, thick root extends from the ground near the Foulmouth, grabbing the target, pulling them through the underground and near the Foulmouth.

**Consume**. The Foulmouth opens its jaws and eats the target. Obviously, the target must fit the Foulmouth's mouth to be eaten. The target is then digested in highly abrasive stomach fluids.
Breathe

**"Breathe"**is a song by American country music artist Faith Hill, written by Stephanie Bentley and Holly Lamar and released October 4, 1999. See Also: "Breathe" - Faith Hill.

This song was performed by Tarralyn Ramsey on Season 1 of The Voice.

## Lyrics

<poem>
*I can feel the magic floating in the air*
*Being with you gets me that way*
*I watch the sunlight dance across your face and I've*
*Never been this swept away*

*All my thoughts just seem to settle on the breeze*
*When I'm lying wrapped up in your arms*
*The whole world just fades away*
*The only thing I hear*
*Is the beating of your heart*

'*Cause I can feel you breathe*
*It's washing over me*
*Suddenly I'm melting into you*
*There's nothing left to prove*
*Baby all we need is just to be*
*Caught up in the touch*
*The slow and steady rush*
*Baby, isn't that the way that love's supposed to be*
*I can feel you breathe*
*Just breathe*

*In a way I know my heart is waking up*
*As all the walls come tumbling down*
*I'm closer than I've ever felt before*
*And I know*
*And you know*
*There's no need for words right now*

'*Cause I can feel you breathe*
*It's washing over me*
*Suddenly I'm melting into you*
*There's nothing left to prove*
*Baby all we need is just to be*
*Caught up in the touch*
*The slow and steady rush*
*Baby, isn't that the way that love's supposed to be*
*I can feel you breathe*
*Just breathe*

*Caught up in the touch*
*The slow and steady rush*
*Baby, isn't that the way that love's supposed to be*
*I can feel you breathe*
*Just breathe*

*I can feel the magic floating in the air*
*Being with you gets me that way*
Gemnist

The **Gemnist** is a monster based on a mix of gemstones and a mage. "Gemnist" is derived from gem, the object it is based on.

## Biology

The Gemnist is made entirely of a specific kind of gemstone. There are different variations of the Gemnist; there are emerald Gemnists, sapphire Gemnists, ruby Gemnists and so on. All Gemnists have a smooth, shiny head, and have numerous spikes on their shoulders. Gemnists have two claws on their hands.

Gemnists do not need to eat nor drink, and have no heart nor brain, making them rather immortal. This is offset by how extremely rare they are, only appearing at extremely deep cave passages.

## Behavior and abilities

Gemnists are intelligient creatures, possible even smarter than humans. They are capable of speaking, and usually spend their days experimenting with all sorts of magical gemstones to obtain and use their magical properties. They do not fight unless they feel that they are truly in danger.

The Gemnist's magical powers are able to heal wounds.

**Brilliance**. The Gemnist draws energy from itself, radiating a bright aura from its hands. The Gemnist than transfers this energy to the recipient, accelerating the wounds' recovery rate tenfold.

In battle, the Gemnist has two primary options: to either attack and or defend.

**Enchanted gem**. The Gemnist uses psychic powers to fire a magical gem from the Gemnist's body. The gem, though sharp, does not puncture or pierce, and does not hurt those hit, rather a spectral gem can be visually seen sticking out of the enemy hit. The gem has a magical property, though, in that, if another gem is thrown and it strikes the previously hit target, the previous gem detonates, exploding and blasting the enemy with a magical power.

**Prism shield**. The Gemnist erects a magical prism shield from the ground, blocking nearly all attacks. The shield is nearly indestructible as long as the Gemnist is actively keeping it standing.
Taktak

The **Taktak** is a monster based on the crab. "Taktak" is an onomatopoeia of the sound it makes with its pincers.

## Biology

Taktaks have two pairs of pincers for hands, and, for male Taktaks, one of which is significantly larger than the other. The Taktak is protected in a thick yellow exoskeleton which protects its softer parts, including its eyes and mouth, and has 6 jointed legs to move. Taktaks can usually grow as tall as 0.6 meters.

Thriving on shores, the Taktak feeds on sea creatures smaller than itself such as fish and clams, the latter of which it can easily break open thanks to its powerful pincers. Male Taktaks fight with their massive claw over a potential mate to show their dominance.

## Behavior and abilities

The Taktak, for the most part, is a rather passive creature, skitterring along beach sands looking for food to eat. The Taktak usually looks for food near the shore (next to the sea), burying its claw in the sand to serve as an anchor, as the Taktak can not swim. One has to exert a lot of effort to provoke the Taktak. When it does become hostile, it will perform the following.

**Pincer**. The Taktak unhinges its claw, than pincers an enemy in an attempt to cut it in two. Male Taktaks uses its large pincer, which is slower but more powerful.

For defensive situations, it does the following.

**Crab shield**. The Taktak strengthens its exoskeleton through sheer force of will, gaining up to twice its original durability and also repairing any damage. This ability requires that Taktak to remain motionless for a few hours, however, depending on the damage sustained.

**Sand scatter**. The Taktak scoops a claw-full of sand, then throws it a foe's eyes in an attempt to blind it and make at an escape.
Darkling

The **Darkling** is a monster based on a cultist. "Darkling" is derived from "dark", the monster's element.

## Biology

The Darkling is a furry gray creature, donning a black hooded robe that covers its wrists and legs. It has naturally spiky hair and a pair of fluffy ears.

The Darkling can be seen anywhere, thanks to their teleporting powers, generally viewed as somewhat of a bad omen, especially since almost all Darklings are members of the Black Havoc cult. Darklings are omnivorous, though they prefer meats over fruits and vegetables. Though they have the power to reproduce, however, those who have dedicated themselves to the Black Havoc cult are forbidden from doing so. Instead, they have to rely on a sacred ritual to multiply.

## Behavior and abilities

A member of the Black Havoc cult, the Darklings are one of the lowest ranking in the hierarchy. Their contribution is still rather large, though. Being the jack-of-all trades member, their powerful dark magic and their sheer numbers are extremely potent in helping with the cult's main goal: to end the world and start anew.

Their magical powers include the following.

**Shadow ball**. The Darkling forms a spectral ball of darkness with its hands. It than lobs it at an enemy, attempting to mess up mental functions and make the enemy lose focus.

**Nosferatu***.* The Darkling summons pure darkness in an attempt to disable all enemies' optical signals, temporarily blinding them.

**Dark rip**. The Darkling tears a rip through light itself, attempting to cut an enemy with dark magic.
Cheloknight

The **Cheloknight** is a monster based on the sea turtle. Its name, Cheloknight, is a combination of "chelo" from the Greek word Chelonii meaning turtle, and "knight", a medieval warrior.

## Biology

Cheloknights are bipedal amphibious creatures. Unlike most other shielded creatures, the Cheloknight evolved to use its shell offensively, with its arm shells forming powerful cestus-like fists and gauntlets for one-on-one fighting, while its head shell becoming fit for stronger headbutts. As a result, the blue-colored shell on its arms and backs also evolved to be flimsier and more fit for movement than protection, appearing more like a suit then a shell. Cheloknights are surprisingly fast, able to dodge attacks skillfully, especially underwater. The shell on its arms and face can be temporarily withdrawn to improve aquatic movement. Its belly is its greatest weak spot, and Cheloknights take extra effort to protect it from enemies. An easy way to tell a Cheloknight's age is to check the white spots on their arm shells - the more spots, the more worn-out the Cheloknight's shells has become.

Cheloknights are herbivorous creatures that typically feed on seaweed and algae that grow under shallow sea waters. Occassionally, they go to the surface to gather coconuts to eat. Gatherer Cheloknights often headbutt coconut trees for their fruit to fall before cracking them open with their fists. They also go to the surface to lay eggs by digging up a hole and burying them in sand for incubation. When the eggs hatch, the offspring Cheloknights would head back underwater to fend for themselves. Cheloknights live comparatively shorter lives to their non-fictional basis, living only an average of 30 years.

## Behavior and abilities

Cheloknights are intelligient creatures, able to non-verbally communicate with other monster species. Cheloknight communities typically have a king (the oldest male) and queen (the oldest female). The rest of the Cheloknights serve the king and queen, protecting them from danger. Upon a monarch's passing, the next oldest male or female would replace the deceased king or queen, respectively.

Cheloknights are trained in combat from birth, and are known to be able to perform the following fighting moves.

**Clobbering whirlpool.** The Cheloknight spins in place, striking nearby enemies with its arm shells. The Cheloknight spins faster while underwater.

**Chelo combo.** The Cheloknight enters a defensive stance with one arm raised to its eye level and the other arm at stomach level. While in this stance, the Cheloknight patiently waits for the enemy to make a move strike it. When the enemy does attack, the Cheloknight quickly dodges or parries the attack before delivering a headbutt to stun the foe. The Cheloknight then delivers a flurry of jabs before knocking the enemy back with a palm strike. The Cheloknight then re-enters its defensive stance.

**Withdraw.** The Cheloknight strikes forward swiftly before knocking itself back to a safe position.
Inca

The **Inca** is a monster based on the coprinus comatus species of mushroom. Their name, "Inca" is derived from "ink", referring to how they appear to be dripping ink from their caps.

## Biology

Incas are small, soft bipedal creatures. Incas notoriously drip a poisonous, viscous liquid from the bottom of their heads and from their feet. The colors of their skin and poison are varied depending on the region and are usually strong, bright colors that make them stand out and deter hungry herbivores from consuming them even further. They have a single tiny eye on the middle of their faces. They have a silly way of walking wherein they tip their large heads towards the direction they wish to walk towards while their small feet desperately try to follow. An Inca falling over is a common occurrence around groups of them.

Incas enjoy thriving in damp, muddy jungle areas. As they are not plant-based monsters, they can often be seen hugging tree trunks to absorb nutrients from within the tree itself. In exchange, the tree benefits from the Inca's poison which the bark is slathered by when the Inca hugs it. This poison has a strong chemical smell which repels most monsters. When the smell fails to keep intruders away, the poison's strong acidic properties will.

## Behavior and abilities

Incas are docile creatures, and are not very intelligent. Child Incas and adult Incas are very similar intelligent-wise. They are not known to run away or attack unless assaulted physically or loud noises. They spend most of their time wandering the jungle, playing with other Inca and other docile jungle creatures.

Incas are known to be capable of the following activities.
**Corrosive blob**. The Inca rolls up a dollop of poisonous paste from their caps before lobbing the mass at an enemy. The poison is a strong acid, and would chew through flesh and steel with relative ease. The used poison takes a while to regenerate and Incas sometimes run out during heated defenses.

**Inca missile**. The Inca rushes at an enemy or terrain head-first, bashing the target with its togh cap, potentially stunning enemies and outright destroying weak terrain.