The Monster Encyclopedia
The "Adventurer's Encyclopædia of Predatory Fauna and Flora" (often referred to as the "Monster Encyclopedia," or even just "the Encyclopedia") was essential kit for any adventurer. Painstakingly compiled by the Guild Research Corps after decades of field work and revised annually, the Encyclopedia was considered the authoritiative source on anything an adventurer was likely to fall prey to.
A master copy stayed at Guild Headquarters. However, this was less a book than an unwieldy mass of manuscripts, changing near-daily as Guild zoologists prepared for the next revision. Obviously this was of little help to adventurers, so the Guild issued smaller, abridged copies of the Encyclopedia for field use. Few survive today: most followed their owners into the bellies it catalogued.
Though its practical utility waned in the twilight of the Age of Adventure and many of the monsters chronicled within its pages have ceased to be, the Encyclopedia remains one of the Archives' most important historical documents.
You can browse select pages from one of the few surviving pocket versions below.
Slime
Danger: |
Low |
Rarity: |
Common |
An extremely common monster with countless variants, slimes are easy to kill but should not be underestimated.
Composed entirely of digestive ooze, slimes can adjust their form and viscosity at will. However, as they can only imitate something after absorbing numerous examples, most are limited to simple blob "tentacles."
Escape is easy until one is engulfed, so slimes often try to sexually "distract" prey while feeding. Young girls thus sometimes seek out small, "safe" slimes...which always ends badly.
Slime Girl
Danger: |
Moderate |
Rarity: |
Rare |
Slimes only perfect the female form after digesting 15-20 girls. Fluent speech only appears between 40-50. Quality of imitation is therefore a helpful metric for estimating danger.
Depending on past prey, Slime Girls may imitate various personalities. They remain deadly. Do NOT be fooled!
Though Slime Boys do exist, they are extremely rare: females fall prey to slimes far more often due to disproportionate Guild representation and their ill-advised habit (in some locales) of seeking slimes for pleasure.
Giant Frog
Danger: |
Low |
Rarity: |
Common |
Differing from normal frogs only in their enormous size, giant frogs are annoying nuisances that nevertheless can be an embarassing end for anyone. As dumb animals, they will try to eat any thing that moves - including you.
Scale varies, from barely large enough to handle a human to building-size. Their primary "weapon" is their long, powerful tongue, which can stretch ten feet or more (dependent on size).
Once snagged, even skilled adventurers struggle to keep from being gulped down and ending their life as frogfat.
Gryphon
Danger: |
High |
Rarity: |
Uncommon |
Gryphons developed a proud, haughty attitude due to millenia of worship. In ancient times, they were revered as holy messengers, lavished in luxury, and even given sacrifices; the Guild quickly stamped out such savagery, which incensed the entitled gryphons.
Gryphons are aggressively territorial, and will attack any human they feel has not paid them sufficient respect.
Some gryphons will spare those who act sufficiently servile. That said, many new "servants" find their first trial of devotion is to be a good meal.
Gryphon Girl
Danger: |
Moderate |
Rarity: |
Rare |
Descended from the female sacrifices that feral gryphons most "enjoyed", in ancient times, gryphon girls were often crowned as local village chiefs and led with the mandate of heaven. Like their feral brethren, they are upset by their recent fall from grace.
However, their human heritage has made them unwilling to strike back. Instead they lead small communities of monsters, trying to protect them.
They are proud but respectful, and if you can secure an audience with one, a non-violent solution is oft possible.
Dragon
Danger: |
Extreme |
Rarity: |
Very Rare |
The girl-gobbling villain of fairy tales, dragons need no introduction. Real-world dragons are no less dangerous, and should only be tackled by a Scout.
Dragons range from ~10ft tall (illustrated) to mountain-size, with the smaller type being most common. Regardless of size, all can create fire. Despite their feral nature, dragons are extremely intelligent and many can speak, though they do only rarely.
Any adventurer with a confirmed dragon kill is awarded the Guild's highly - coveted "Dragon Slayer Badge".
Wurm
Danger: |
Moderate |
Rarity: |
Common |
Brainless and brutal, the wurm is a burrowing predator whose tactic of bursting suddenly from beneath prey can kill even experienced adventurers.
Solo adventurers must be constantly on the lookout for signs of wurm activity, esp. holes and (rarely) bones. Prey can rarely survive on their own.
If in a party, communication is key. Parties have only an instant to act before a victim is pulled underground. If not saved in this moment, prey will die a horrid claustrophobic death: there is no escaping deep underground.
Barnacle
Danger: |
Low |
Rarity: |
Common |
A carnivirous fungal ambush monster, barnacle spores grow everywhere and must be regularly cleaned off ceilings.
If allowed to grow to full size, barnacles extend their long tongue and wait for foolishly unaware prey. If something touches their tongue, they immediately wrap tightly around their hapless victim and pull them up.
Lucky prey die of asphyxiation, or die instantly when their neck is snapped. Dead or alive, victims will be pulled up into the barnacle's digestive system. Eventually, bones/clothes are expelled.
Pitcher
Danger: |
Low |
Rarity: |
Common |
The catchall term for any pitfall-type carnivorous plant, pitchers can be deadly for unaware adventurers.
Trap-type pitchers grow under the ground or hang beneath bridges, etc. relying on careless prey to fall inside. Pheremonal pitchers emit a powerful, hypnotic fragrance to attract prey. Hypnotized victims not eaten by the plant often end up feeding themselves to whatever lucky monster appears!
Once inside either kind of pitcher, slick walls and/or concentrated pheromones make escape impossible.
Flytrap
Danger: |
Moderate |
Rarity: |
Common |
The catchall term for any jawed carnivorous plant, "flytraps" range from large, traditional Venus flytraps (generally harmless, except to those foolish enough to be trapped in one) to highly evolved, intelligent hunters.
Evolved flytraps can be distinguished by their enormous "mouths" and thick, tentacle-like vines, which they employ to quickly grab their victims. Eyestems may or may not be present.
Unlike pitcher plants, which feed on unwary or hypnotized adventurers, evolved flytraps are capable fighters.
Alraune
Danger: |
High |
Rarity: |
Uncommon |
Some carnivorous plants evolved nectar bribes or attractive foliage to lure insects into their clutches. Alraune pistils evolved specifically to bait humans...and they are good at it.
They can fight as fiercely as a flytrap AND use pitcher pheromones, but most attract prey with words. Some will spend days or even weeks convincing their meal they mean well.
The trusting are invariably caught, ingested by her "human" pistil, broken down, and excreted into her flower as nutritious soup to be slowly absorbed.
Liliraune
Danger: |
High |
Rarity: |
Rare |
An especially dangerous mutation of the Alraune, Liliraune are easily distinguished by their double pistils. These dual sex organs render the plant perpetually "aroused," an energy the pistils direct towards each other.
Though no more physically powerful than standard Alraune, Liliraune are far crueler than their single-organed counterparts. They rarely "seduce"; instead, they will immediately attack.
Torturing prey is a major "turn-on" for Liliraune, who are always sexually active while digesting their live food.
Mermaid
Danger: |
Low |
Rarity: |
Common |
An unusually sweet and friendly monster species, mermaids almost always interact nicely with humans. Cohabitation and interbreeding is common in many rural fishing villages (although it is officially discouraged).
Despite their lovely personalities, men must be cautious with them: once they become attached to a male, they will not accept no as an answer.
Mermaids often become violent if rejected, and may devour percieved competitors (family, lovers, etc.) or even the objects of their affection.
Mershark
Danger: |
High |
Rarity: |
Uncommon |
Though they appear very similar to mermaids, mersharks are born killers. You must learn to tell the difference.
Mersharks are cannibalistic and will regularly feed on their own kind. One mershark will clear out an entire cove of mermaids in less than a week.
Though mersharks adore the hunt, they are also devious ambush preds. Knowing most humans confuse them for regular mermaids, mersharks will often stay in a digested mermaid's cove to trick unsuspecting visitors. Fortunately, they aren't good actors.
Kelpie
Danger: |
Moderate |
Rarity: |
Rare |
Silent, sullen, and invariably deadly, kelpie rarely threaten adventurers but pose a danger to riverside villages.
By taking the form of a young girl, kelpie lure uneducated kids to "play"; lost children may mean kelpie nearby.
Despite their child-like appearance, kelpie are actually quite intelligent. It is theoretically possible (but rare) to convince one to leave with words. Beware, for they are strong fighters, especially in fresh water. Do not ever enter their river. No adventurer has ever beat a kelpie in their home river.
Alligator Girl
Danger: |
Low |
Rarity: |
Uncommon |
While physiologically similar to lamia, the alligator girl (or "alligirl") is much less dangerous and can usually be easily killed if using basic precautions.
They are often seen in/around water. When not hungry, they take on a lazy, relaxed, even child-like attitude. This lifts somewhat while hunting, but they still prefer to ambush prey; they can swim quickly and waddle-run fast on land but only in brief sprints.
An alligirl's greatest strength is her mouth, which can even crush armor. Grabbed game get gulped - guaranteed.
Lamia
Danger: |
High |
Rarity: |
Common |
An adventurer's most common killer, lamia pose a deadly combination of strength, beauty, and intelligence in a body optimized to catch, swallow, and digest nearly any living creature.
When not hunting (i.e., still digesting their last prey), lamia generally have a polite, if aloof, attitude with us, treating humans as talking livestock. So, lamia are safe ~1 mo after eating.
But when hungry, lamia reveal themselves to be vicious and cruel: they enjoy crushing their victims before swallowing their broken bodies.
Shirohebi
Danger: |
Unfathomable |
Rarity: |
Unheard Of |
Once revered as forest spirits, shirohebi have since turned against humanity and now act as local leaders of monsters, directing their attacks. Lamia are their most fervent troops, but all beasts obey their godlike aura.
Though their numbers are believed to be small, none know how many exist. Each "sister" leads a separate region; wars between them sometimes occur.
Shirohebi have only twice spoken to a human as an equal. You are not one. If brought before a shirohebi, all you can do is pray your death satisfies it.
Nekomata
Danger: |
Low |
Rarity: |
Common |
Despite their humanoid appearance, nekomata are barely more civilized than their feral counterparts and should not be confused with catgirls. They are distinguished by their paws, split tail, and mostly-furry bodies. Nekomata are rarely able to speak using more than short, simple words.
Nekomata are not always predatory, and often seek sex instead of food. (Please do not mate with nekomata.)
Still, despite their friendly attitude, they have no understanding of mercy and will turn on you just for a snack.
Inugami
Danger: |
Low |
Rarity: |
Common |
The canine equivalent of nekomata, inugami are just as animal-like and also struggle with true human speech.
However, inugami are exceptionally easy to domesticate, so much so they are increasingly rare to see unleashed.
While they can eat/digest humans, wild inugami will almost never do so. However, their simple, slavish minds can lead to tragic misunderstandings. It is not unheard of for "guard dogs" to kill off a master's guests in an effort to please, or to swallow more than one should while giving blowjobs.
Hellhound
Danger: |
Extreme |
Rarity: |
Very Rare |
Spawned from very corrupt inugami, hellhounds are so rare little else is known about their terrible origins. Some hypothesize that repressed or badly abused inugami transform when overpowered by their built-up mana.
Unwitting owners surprised to find their pet has become a hellhound are invariably eaten. Fiercely dangerous, they are nearly impossible to defeat without a well-prepared expert party.
A hellhound will rape and devour an entire village if not stopped quickly. Call for help. Do not fight them alone.
Harpy
Danger: |
Low |
Rarity: |
Common |
Once relegated solely to mountains, harpies have spread across the land and now appear in most every region as a widely diverse family of preds. 82% similar to humans and fluent, some have begun to join our society, but the Guild discourages this trend.
Wild harpies are ambush predators: the best defense is remaining alert. On land, harpies will flee if challenged.
Caught prey are flown to altitude, released, and swallowed in midair. Remains are usually expelled in flight; personal effects are rarely recovered.
Werebat
Danger: |
Low |
Rarity: |
Common |
Of the dark, like the feral version, werebats are essentially bat-harpies. Unlike harpies, however, werebats are fiercely antisocial and territorial; they are far less capable of speech and will rarely get along with humans.
Though unable to properly echolocate, most will still squeak while hunting. They do have a keen sense of hearing. While not blind, seeing stresses them.
Their habitat renders the usual harpy "throw-and-catch" tactic impossible, so werebats have claws to grab prey. However, the arms are thin and weak.
Sphinx
Danger: |
High |
Rarity: |
Rare |
With wings of a bird, lion haunches, and the body of a woman, the sphinx is a storied predator of many legends. Though strong enough to kill anyone, sphinx continue to respect tradition, eating only those who fail their test.
"Their test" is invariably a riddle (though contrary to popular belief, the answer is not always "man"). The riddle is the prey's alone to answer: no asking for help or trying to cheat!
Once their test has been passed, sphinx can actually be quite friendly. Those who fail however get no mercy.
Centaur
Danger: |
Moderate |
Rarity: |
Common |
Though monsters by blood, centaur allegiances are far from clear-cut. Many fight bravely with the Guild. Others succumbed to baser instincts.
Though loyal, centaurs are prideful. They will violently defend their honor if they feel you insulted them.
Those who fall afoul of a centaur will quickly learn their monster heritage affects more than just their bottom. Males are especially cruel to females, but both men and women digest. Watch your tongue, lest you end up as a pile of bone-full horse droppings.
Arachne
Danger: |
High |
Rarity: |
Rare |
The subject of countless nightmares, arachne terrify most adventurers. They even frighten other monsters, for monsters can stumble into webs...
Arachne usually nest in dark forests and caves, but can be found anywhere. Beware tripwires! Brushing even a single strand is enough to alert them.
Some are sexy, sultry, and seductive; others may be cold, cruel, and aloof. All are merciless. Prey never escape: they are invariably bound and eaten, either swallowed whole or sucked dry. Sometimes, they also mate with men.
Kitsune
Danger: |
Moderate |
Rarity: |
Common |
The wildcard of the monster race, kitsune are as diverse in personality as humans. Some become loving wives; others live lives as sadistic predators.
Regardless of their individual traits, kitsune appear as beautiful fox-women, usually with several tails. The number of tails directly correlates to their magical power: singles can do little more than produce foxfire, while elusive nine-tailed foxes bend reality to their will.
Predatory kitsune are said to also consume the souls of their victims.
Lizardgirl
Danger: |
Low |
Rarity: |
Uncommon |
Lizardgirls (and rarely, lizardmen) are fascinating creatures which adopt cultures like a salamander does colors. In the wild, this lets them live among other monsters without being eaten.
Adventurers have entered their lands so often they now imitate humans. Lizardgirl encounters can be bizarre: the monster may insist they are the real adventurer and try to "slay" you! Of course, there is much they do not know so they often get things wrong.
Make no mistake: they are monsters. Lose to lizardgirls and you'll be eaten.
Lesser Succubus
Danger: |
Low |
Rarity: |
Uncommon |
In the earliest stages of conversion, a woman becoming a lesser succubus is blissfully unaware and acts normally (albeit with much higher libido).
Lesser succubi cannot yet use their attraction magic...or control a drain. Resistance is merely a matter of will. If, somehow, a lesser succubus can convince (or force) a man into her, he is doomed to be sucked totally dry.
This "first drain" is essential, for the dead man's mana triggers instant maturation into full-fledged succubi. Lesser succubi must be killed A.S.A.P.!
Succubus
Danger: |
High |
Rarity: |
Rare |
Distinguishable from the lesser form by their fully-formed wings and attitude shift, succubi pose a threat to both male and female adventurers. Men risk becoming a food source, drained until only their husk remains; women are converted into their kind.
Succubi can use powerful attraction magic, which makes them irresistable to any man. Women are also affected.
When angry, succubi are known to use their tail to ingest prey rather than give the pleasure of death by draining. They apparently enjoy it. Prey don't.
It's me, Lizzie the Lizardgirl! Let's learn together!
Did you know every copy of the Monster Encyclopedia was hand-made by Guild Researchers?
That's why you see drawings in different colors and styles. Of course, I think my picture is prettiest...
People Often Ask...
The entries are so short! Was the pocket Encyclopedia really useful?
Most adventurers had no experience with monsters before joining the Guild. For them, just the basic stats and information contained in a pocket Encyclopedia could mean the difference between life and gruesome death. Even experienced adventurers would have been hard-pressed to remember the full Encyclopedia.
That said, the pocket Encyclopedias were never intended to be exhaustive, and novices who thought a quick skim was sufficient for survival often ended up padding out one of the monsters they'd read about. Most adventurers eventually visited Guild Headquarters to examine the much more detailed master copy.
Does the pocket Enclopedia include every monster?
The pocket Encyclopedia was carefully curated to balance breadth and portability. Many monster variants were bundled together into one generic entry, especially when those variants were broadly similar (e.g., "Slime," a single page devoted to a monster with hundreds if not thousands of known sub-species). Other species were omitted after going unseen for several editions and subsequently being declared extinct (though many were later found very much alive).
Likewise, many traditional feral predators (e.g., snakes) were excluded on the grounds that information could be easily found in any bestiary or hunter's guide. Defeating these rarely required specialized knowledge (though plenty of adventurers still ended up as food for one, some before even meeting a real monster).
If there is a specific monster missing from the pocket Encyclopedia that you were hoping to read about, talk to an Archivist about viewing our master copy!
Why are so many citizen species included?
Today, generations of interbreeding have rendered formerly "monstrous" features commonplace. But though they may look similar to those we know today, the "monstergirls" of the Age of Adventure may well have been a different species: far more feral, and almost invariably eager to indulge in their predatory instincts. Their inclusion in the Encyclopedia reflects the major threat they posed to adventurers who might otherwise have been taken in by their humanoid appearance.
For Researchers
The master copy of the Monster Encyclopedia is available to view by appointment only.
Researchers wishing to reference our original documents should submit a request in writing to:
Marunomia Historical Commission
Conservation and Digitization Department, c/o Adventurer Archives
24 Government Center
Marunomia, Nexus 01234