The Monsters


Beware of these deadly opponents whenever you meet them!


Reliable sources have confirmed that M & M 7 has some 250+ monsters - an unprecedented amount! They will be similar to those in M&M 6 in that they will come in 3 different levels represented by different colors. But the new version will include specific strengths and weakness for each monster class that can be identified with a new skill called "identify monster". This way, the player can find out what weapons/spells will work on a specific monster and to which ones it is immune.

You will find your known adversaries listed in alphabetical order. A small picture and description of each is given (as the information is available).

Monsters A - K Monsters L - Z

Air Elemental

These flying menaces are summoned by wizards to protect their domains and can attack with the physical power of air. Greater Air Elementals are proficient at air magic, doing serious damage to those who would oppose them with sparks, lightning bolts, and implosion.

Archangel

Patroling the lofty streets of Celeste are the mighty angels, lord angels, and archangels. If you are on the path of light then you need not fear these mighty guardians. But if you follow the ways of darkness, beware! They are skilled in the use of light magic and hit hard with their superior swords - plus they can fly (unlike your party which can easily fall from the holes in the cloud to your deaths with a wrong step!)

Archer

Archers of varying skills may oppose you in your quests. Some can do extra damage, such as poison, with their arrows. A team of adventurers who have met them and lived advised me to get as close to one as possible and beat on them, for their bows give them excellent hits from a distance but their close contact skills are much weaker.

Bandit

Bandits, rogues, and ruffians may oppose you or may simply ignore you on your journeys through Erathia. I would not anger them unnecessarily; I would also keep a tight hold on my purse around them!

Bat

Flapping their mighty wings and screeching a warning cry, giant bats inhabit dark, out of the way tunnels and abandoned building of Erathia. Besides their teeth and claws, some bats can give your adventurers diseases, so watch out for them; better to kill them before they can get too close!

Behemoth

Ancient writings have told of the power and fury of these mighty beasts. Agents of the underworld, the giant behemoths violently attack anyone in their path, ripping through armor and tearing their victims limb from limb. The valiant Norman warrior Richard Guiscard of earth's middle ages named his Crusader son "Beohemoth" after this legendary creature. Here on Enroth, they are anything but chivalrous!

Beholders (evil eyes)

The dastardly result of a warlock spell gone wrong, these eyes can have special effects on your party members. Maddening eyes (so called I think because they make you mad), can cause your adventurer to go insane. Other varieties of the eyes can cancel your magic . . . i.e. your torch light, wizard eye, and any active spell! In M & M 6, I found these to be the most annoying of all of the monsters in the game - avoid them if you can!

Cleric of the Moon

Moon Clerics worship the dark powers and night. While generally not out seeking a fight, they can prove to be quite an advisary to those who do not adhear to their beliefs. They are learned in dark magic, creating toxic clouds and firing shrapmetal to stop intruders. Naturally, they are completely immune to dark magic.

Cleric of the Sun

Sun Clerics worship the powers of Nature and Light. They are very helpful to those who share their beliefs. While generally peacable, they can be quite powerful should their wrath turn against you. They are well versed in light magic, sending light bolts at their foes or paralyzing them. They are also immune to all light magic spells.

Dragon

Dragons are reclusive and prefer to spend time amongst their own kind rather than to interfere in the lives of humans, elves, or other creatures. Beware those who come across these magnificent creatures, as there is little that may harm them, and when disturbed they can be considerably ferocious! They are not thought to be the supreme beast for nothing! With their powerful wings they may travel vast distances at an incredible rate attacking with tooth and claw. Dragons also have specified powers, some use fire, some electricity, and others extreme cold, but for the advanced warrior or magician it is not impossible to defeat them.

Drake

Drakes are lesser dragons, but don't let that fool you - they are still very deadly! Drakes can often use an elemental magic in their attack as well as their sharp claws and fangs.

Dwarf

Dwarves can be allies or enemies. They are stocky, strong, and have great endurance. Dwarves are especially valuable inhabitants of Erathia because of their mining and craftmanship. Though weak in the use of magic, they are often resistant to earth fire magic.

Elf

Since the first Timber War, the elves of Avlee have lived in a Spartan-like society. Most males are active in the military while females handle domestic matters and run the shops. Because of their life-long military training, elven warriors have the superior fighting skills needed to offset the fewer numbers they hold. They may not harm you if you don't bother them, but be careful of them should war ever break out.

Genie

Genies make a great ally but a fearsome opponent. There are genies scattered throughout the land that have escaped their lamps (which can also be found scattered throughout the land) or who have been summoned by dark forces. They are magic users who specialize in either air, water, or fire and though strong they have no resistance to spirit magic. The best thing to do is to steer clear of them whenever possible!

Ghast

As the name may suggest, these undead creatures are simply ghastly! They may be found in haunted houses, graveyards, or in places where the necromancers play. The only problem with them is their numbers - alone, you could easily end its haunting days.

Ghost

Ghosts haunt the Barrow Downs of Erathia, unable to find rest in the after life. They float, they fly, they move through bridges. Shades and spectres move in and out of the shadows with them, but beware the ghosts in dark gray rags - they are the strongest.

Giant Rat

Like it’s smaller cousin, the giant rat is not normally aggressive. However, it will certainly attack if provoked or if its territory is threatened. Giant rats are about as dangerous as a medium sized dog, but beware of their razor sharp teeth - they can pierce soft clothing and leather easily, and will do serious damage to flesh. Some giant rats also carry diseases and it is important that one carry an antidote on their person when traveling through dark caves and tunnels.

Giant Spider

As you dare to enter the caves and dungeons of Erathia, you may frequently happen upon these eight legged menaces. The giant spiders are not nearly as strong as many of the other monsters, however venomous ones can poison you!
Goblin

Goblins would plot to deprive you of your rightful position as Lords of Harmondale. They can be found through out Erathia, but especially near your castle. Although some goblins are friendly toward humans and elves, if you see a goblin warrior such as this beware - he is not there for a social visit! Although goblins are fierce warriors, with a little training and some good weaponry and armor, you should be able to send them fleeing.

Gog

Gogs are subhuman creatures that roam the hills are valleys of Erathia, particularly near Stone City. Alone one is not very strong, so they attack and defend in large numbers. Be careful when in combat with these Gogs and Magogs that you keep your distance - you would get a real "bang" out of it were you to hit one up close!

Golem

Golems are a creation of the wizards. They serve their masters well and will only attack if you oppose them - or their masters. The golems are not actual flesh and blood creatures, but rather a type of "tin man" - only these are made of bronze, brass, and gold. Be careful if you ever come up against these guards; the wizards booby-trapped them just in case an enemy should try to destroy them!
Griffin

Griffins can fly and therefore move quite quickly. They are strong enough to carry a rider, but usually do not care for humans (except for as an occasional main course!) Griffins can be found in both Erathia and Bracada and if you ever do gain one's trust, you have an ally for life.

Harpy

These flying hags once tormented mortals who had displeased the gods in some way. Now they would like to stop you from completing your goal.

Hydra

The hydra is a formidable foe, striking with multiple heads. Your steel will be virtually useless against its plated skin and its bite can be poisonous. Hydras are thought to be a warlock creation, such as the minotaurs, manticores, and beholders. Also watch out for its breath attack; though not as strong as a dragon’s, it can still do added damage!

Knight

Knights are human warriors in plate armor which represent the elite of their fighting forces. Their armor and swords are made of the hightest quality steel and they know how to use both well. An angry knight is more than a match for any single fighter as he wields his weapons with great precision delivering devastating blows. They have some resistance to all magic, but are more vulnerable to air and fire magic attacks.

More monsters can be found on PAGE 2

All monster images are the product of M&M VII, 3DO

Back to Xcellent's Might & Magic VII Page


This page hosted by GeoCities Get your own Free Home Page