Dan already had a spider boss, but Itsy was more of the assassin type, and she was rather tiny and not very imposing at all. To remedy this, Dan was going to make another spider boss, but one that would be the complete opposite of Itsy. This new spider boss would have a nest that would include a portion of the forest in the Beast Lands, which would be covered in webs, making a rather creepy environment.
Naturally, this webbed forest area would also be home to the boss’s minions, which would be smaller than the boss. Granted, when Dan said smaller, he still meant the size of dogs or larger.
As for the power scaling, the minions would obviously have less mana and be missing a few of their boss’s abilities. Otherwise, things might get scary for adventurers. Not that Dan was worried since there would be less of them in exchange for their size and vitality.
Back to the actual boss herself. She had been relatively expensive to make, primarily due to the increase in size. Honestly, Dan found it crazy how much it cost to increase the size of a monster. However, he also understood why, since with mass usually came vitality or strength, and depending on the creature, that could be a massive boost in power. One such example being the new spider boss, which was effectively a tank.
?? Crystal Notice ??
?? Monster Statblock ??
Rank: Mid D Rank.
Name: Tortilla la Tarantula.
Type: Beast.
Size: Huge.
Hierarchy: Boss.
Mind: Intelligent, Sapient.
Arcane Mana: 2000/2000.
Arcane Mana Regen: +8 Per Minute.
Pure Arcane Mana: 1000/1000.
Pure Arcane Mana Conversion: +4 Per Minute.
Abilities: 12.
Metal Affinity. Poison Affinity. Telekinesis Affinity. Metal Enhancement. Body Enhancement - Resilience and Strength. Rain of a Thousand Needles. Needle Storm. Metal Net. Pummeling Blow. Poison Mist. Mana Storage.
Innate Abilities: 9.
Spider Climb. Web Sense. Web Walker. Keen Vision. Night Vision. Venomous. Barbed Hairs. Regeneration. Mental Resistance.
Respawn Timer: 6 Hours.
Respawn Cost: 154 Mana.
Creation Cost: 309 Mana.
??
The first thing to address was the name. Yes, it was stupid, but Dan felt it was the right name for the tarantula. He didn’t know why he felt that way, but he did, so Tortilla la Tarantula was not going anywhere.
Anyways, next up was her size, which made her as large as Ingot, except for the fact that the spider covered a wider area because of how her legs extended outward. Not that-that feature detracted from her power, but instead, it empowered the spider further by giving her more reach.
Dan had been looking to make the spider an imposing figure capable of leading the vanguard. And standing nearly 20 feet tall with greyish metal eyes that matched the streaks of metal hairs on her bulky body, Tortilla had come out just right. Dan did not doubt that anyone looking at his new boss would not think twice before engaging.
And if her physical prowess and appearance weren’t enough, Dan had really gone above and beyond with the rest of her abilities. In his mind, Tortilla was meant to head straight for enemy lines and unleash hell on them. To accomplish that, Dan had made her range attacks based on a tarantula's ability to release damaging hairs. Except, with the boss, he had taken it a step further. That was why her minions, which were smaller copies of her, wouldn’t have the Rain of a Thousand Needles skill or the Telekinesis Affinity to empower things like Needle Storm and Pummeling Blow.
To that end, most of the boss's abilities were self-explanatory and revolved around aoe. Especially the Poison Mist one which was something the spider would use constantly while in her nest to give her entire area of the forest an odd greenish mist. This mist also had the additional purpose of damaging adventurers, though it was mostly used for the first thing. Dan had made that ability specifically to use as much mana as the boss regenerated per minute so he could avoid making an actual mist enchantment, which was why it was rather weak and would only mildly annoy adventurers.
On the other hand, Tortilla’s minion's Poison Mist would be much more debilitating, meaning their mana expenditure would increase.
Feeling like he had spent way too much time on his new spider boss, Dan moved on to the next Beast Lord.
The plan for this new Beast Lord was to make another flying boss, and this one, in particular, would be able to roam around the entire dungeon map.
?? Crystal Notice ??
?? Monster Statblock ??
Rank: Mid D Rank.
Name: Hoot Darkwind.
Type: Beast.
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Size: Large.
Hierarchy: Boss.
Mind: Intelligent, Sapient.
Arcane Mana: 2000/2000.
Arcane Mana Regen: +8 Per Minute.
Pure Arcane Mana: 1000/1000.
Pure Arcane Mana Conversion: +4 Per Minute.
Abilities: 13.
Quad Affinity - Domination, Dark, Cold, and Wind. Body Enhancement - Speed and Agility. Chilling Winds of the Dark Night. Dark Wind Dash. Feather Shot. Piercing Talons. Cold Slash. Sleeping Winds. Mana Storage.
Innate Abilities: 7.
Night Vision. Keen Sight. Head Swivel. Stealth. Silent Flight. Regeneration. Mental Resistance.
Respawn Timer: 6 Hours.
Respawn Cost: 127 Mana.
Creation Cost: 255 Mana.
??
Hoot Darkwind was a name that gave away the identity of his new boss quite well, and Dan felt bad for anyone who didn’t get it right away. Because obviously, his new boss was an owl. A large owl with a twenty-foot wingspan, but an owl nonetheless.
It went without saying that it also wasn’t just a large owl but a cool-looking owl with pink piercing eyes and black feathers that had minute white speckles throughout, giving the bird the appearance of the night sky.
Dan intended for Hoot to be a wandering boss, at least for the most part. The owl would have a large nest somewhere in the dungeon, and he would sleep there during the day and then proceed to roam at night. As a result of this, Dan wanted to make the owl more of a menace than most bosses would usually be. What Dan meant by this was that Hoot would be one of the bosses that would actually engage in combat first. Though, calling it combat was a bit much.
What Dan truly had planned was to let the owl be an annoyance. See, Dan completely expected adventurers to camp out during the night. And he would expect them to put up some sort of watch because his monsters would harass them, at least a little, even more so the ones who didn’t set up a watch schedule. As a rule, Dan didn’t plan to fatigue the adventurers; after all, if they rested, they could fight the next day and spend even more mana. Even so, he still wanted to make sure they learned some lessons and were, at the very least, on guard.
Now, if adventurers were looking for a fight at night, standard rules would apply, like not having them get ganged upon. That was a particular rule Dan had to make sure his monster knew of, and that was why Dan had made the whole pathways and split groups system. After all, the last thing Dan wanted was his monster to completely overwhelm adventurers, so they knew that if adventurers were already fighting in an “encounter,” they should leave them alone.
Anyways, back to Hoot Darkwind. The owl was one of the monsters that were allowed to engage with camping adventurers at night. This was mainly to give the adventurers a scare by having the giant owl give them a quick what for. He would primarily use his Sleeping Winds to put weak adventurers to sleep or his Chilling Winds of the Dark Night to cause them some discomfort. Of course, if the bird found a group of adventurers fighting at night instead of camping, it was allowed to engage them in combat first, but not for a real fight. The boss was allowed to fight to the death but only against those with the quests that had them finding the Beast Lords.
Admittedly, Dan knew that was a bit much of a stretch and wouldn’t always go as he wanted with Hoot or any of his other Beast Lords since he knew some adventurers just wanted to fight regardless. With that being said, if a boss was engaged upon by adventurers without the quest, then it couldn’t be helped, and they would respawn. The only time they wouldn’t respawn was when they were killed by adventurers with said quests, a perk that was only possible thanks to the system tracking which adventures had what quest. Thus, updating the respawn rules of these Beast Lords upon being killed. Additionally, once the quest for the Beast Lands was done and the final event triggered, the Beast Lords would be allowed to do as they wished.
The last thing Dan had to work on for Hoot was his minions, who, much like Tortillas, would be smaller and weaker. For the owl minions, Dan planned to remove the Chilling Winds of the Dark Night since that skill required too much mana for a minion to use effectively. Same thing for Sleeping Winds. Other than those two abilities, Dan would let the minions keep everything else, including Hoot's looks.
Moving on to the next boss, who was a fox and, more importantly, one of the first Beast Lords with an additional phase.
?? Crystal Notice ??
?? Monster Statblock ??
Rank: Mid D Rank.
Name: Foxy Nine Lives.
Type: Beast.
Size: Tiny.
Hierarchy: Boss.
Mind: Intelligent, Sapient.
Arcane Mana: 1000/1000.
Arcane Mana Regen: +8 Per Minute.
Pure Arcane Mana: 500/500.
Pure Arcane Mana Conversion: +4 Per Minute.
Abilities: 13.
Fire Affinity. Life Affinity. Space Affinity. Body Enhancement - Speed and Agility. Flame Dash. Flame Slash. Fireball. Flame Vortex. Fire Bolt. Flame Thrower. Nine Lives Rebirth. Rebirth Relocation.
Innate Abilities: 5.
Keen Senses. Night Vision. Agile. Regeneration. Mental Resistance.
Boss Phase 1: Illusion Affinity. Flame Clone. Illusory Flames.
Respawn Timer: 6 Hours.
Respawn Cost: 115 Mana.
Creation Cost: 231 Mana.
??
What did the fox say? Fireball. Okay, not really.
Lame jokes aside, Foxy Nine Lives was yet another wandering boss, but with a nice twist, or maybe not, it would really depend on whether people took the name seriously. Because yes, the fox with fiery fur and nine tails would, in fact, have nine lives. And upon being killed, not only would she revive thanks to Nine Lives Rebirth but she would revive in a different location within about 500 feet of where she died. The reason behind this specific skill Dan had given her was to make sure she couldn’t be spawn camped if she revived in the same spot.
Beyond her two rebirth-related skills, everything else about Foxy was simple. She was a fire fox that was good at using flames, hence all the fire abilities. Alright, there was the whole Boss Phase thing as well. That particular ability would only trigger when Foxy was on her third life, and as clearly stated, her new phase would give her three additional abilities to help her survive as long as possible with her remaining lives.
On that note, it was important to point out that, though Foxy seemed weak at first glance, especially compared to someone like Hoot or Tortilla. The fox was just as strong, if not stronger, at least depending on the fight. See, Foxy’s Nine Lives Rebirth skill not only revived her but it revived her with full vitality and mana. Meaning someone had to literally fight her nine times in order to kill her.
Naturally, Dan knew that was busted, which was why the boss’s size was so small, and as an extension, her vitality was extremely low. In practice, any decently powerful attacks from other D rankers would be able to kill her, which was why Dan had given her the rebirth skill. Adding to that, her minions had the same skill set as Foxy, except for the Boss Phase. Obviously, that was powerful as well, but just like their boss, the minions were easy to kill, much easier, in fact, since they were just minions.
With Foxy done, Dan continued making other bosses that would certainly surprise adventurers. As he had done so far, the bosses and minions often looked the same, with the minions being weaker.
It would take a while for Dan to properly fill up the beast roster and spawn said beasts in, but he would get it done, and once that was done, he would still need to create and spawn more monstrosities. After all, he only had like a handful of them currently, and that certainly wasn’t enough variety.
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