FFXI: New Monsters "640","88","-640", &pre=1;&style=gyb16;The Moblins of Movalpolos&style; &style=spacer01; &style; &style=jwb15_2;[Bugbear]&style; &style=spacer01; &style; Bugbears are Moblin slaves that have been bred specifically for guard duty and manual labor. Their arms, legs, and hearts have been physically enhanced, granting them prodigious strength. Enlarge ^03View a larger version of this image. &pre=1;&style=jwb15_2;[Moblin Roadman]&style; &style=spacer01; &style; Moblin Roadmen are responsible for the maintenance and upkeep of the ever-changing city of Movalpolos. Because their duties often take them on lengthy trips around the vast caverns, they are never without a good stock of tools and provisions. Moblin Roadmen will immediately take up the role of city guards if they discover hostile intruders. Enlarge ^03View a larger version of this image. &pre=1;&style=jwb15_2;[Moblin Groundman]&style; &style=spacer01; &style; Moblin Groundmen are the frontline workers in the expansion of Movalpolos. They carry canisters containing a three-day supply of oxygen to protect themselves from the eruption of poisonous gases and the accidental excavation of bombs at the construction site. The special goggles integrated into their helms improve their already impressive night vision. Enlarge ^03View a larger version of this image. &pre=1;&style=jwb15_2;[Moblin Chapman]&style; &style=spacer01; &style; Moblin Chapmen are traveling merchants who rove about Movalpolos in small groups and sell everything from provisions to luxury goods to information. The laborers working around the city commonly spend several years at one site, so they eagerly anticipate these visits. However, there are many who cry themselves to sleep after gambling away everything they own at the Chapmen's makeshift betting houses, which are set up when the day's trading is done. &pre=1;&style=jwb15_2;[Goblin Freelance]&style; &style=spacer01; &style; In order to combat an increasing number of intruders from above, Movalpolos has begun employing Goblin mercenaries known as Goblin Freelances. They have been given the special rank of platoon commanders due to their expertise in surface weapons and warfare. The Goblin Freelances are mainly occupied with inciting enthusiam for battle in the relatively placid Moblins. &pre=1;&style=gyb16;New Monster Families&style; &style=spacer01; &style; &style=jwb15_2;[Corse]&style; &style=spacer01; &style; Corses are the animated remains of an ancient royal line that was interred in the graveyards of Parradamo. Unlike the typical mindless undead, corses have risen after thousands of years of torpor with a clear intellect and purpose. They command other undead with lost magic of old and scheme to build up a nation of the dead. Enlarge ^03View a larger version of this image. &pre=1;&style=jwb15_2;[Buffalo]&style; &style=spacer01; &style; Buffalo are large mammals that inhabit the Uleguerand Range. It is said the Orcs brought them in several hundred years ago as livestock, but they have since lost all traces of domestication. Buffalo are well suited to the frigid climate, possessing a thick layer of subdermal fat and massive horns for breaking up the frozen ground. Enlarge ^03View a larger version of this image. &pre=1;&style=jwb15_2;[Hunter Antlion / Pit Antlion]&style; &style=spacer01; &style; Even the supposedly fearless Antica take care to avoid these gigantic desert insects. Once an antlion locks onto a victim with its powerful jaws, it sucks out all bodily fluids until nothing but a dried husk remains. Enlarge ^03View a larger version of this image. &pre=1;Thanks to a thorough extermination campaign by the Antica, antlions are no longer seen in Kuzotz. However, they still thrive in great numbers in the secluded Attohwa Chasm. Two kinds of antlions are known to exist: the relentless hunter antlion, which chases down its prey over any distance, and the patient pit antlion, which conceals itself beneath the ground to ambush unwary creatures passing above. &pre=1;&style=jwb15_2;[Diremite]&style; &style=spacer01; &style; The diremite is a huge, eight-legged tick with a taste for two-legged prey. It closes in without a sound, pinning creatures with its long legs or trussing them up in sticky threads before settling down to feast upon their blood. Even escaping a diremite's clutches does not guarantee safety from harm. Enlarge ^03View a larger version of this image. &pre=1;&style=gyb16;The Creatures of the Emptiness&style; &style=spacer01; &style; &style=jwb15_2;[Wanderer]&style; &style=spacer01; &style; Drifting aimlessly through the void of Promyvion, wanderers are a species of the Empty that resemble large, floating brains. Contrary to their appearance, however, their behavior shows no hint of intelligence. Other species of the Empty often prey upon the relatively small but abundant wanderers. Enlarge ^03View a larger version of this image. &pre=1;&style=jwb15_2;[Weeper]&style; &style=spacer01; &style; Weepers are a species of the Empty that are hunched over in apparent misery. They have no evident facial features, possessing no ears, eyes, mouth, or nose. Regardless, weepers do retain some ability to sense their surroundings. They are drawn to the presence of living creatures and use their scythe-like claws to inflict grievous wounds upon all they come across. Enlarge ^03View a larger version of this image. New Monsters Back ^03Return to previous page. Next ^03Go to the next page. "", "null:$loc=0,sound:3,null:$shBtLgEnb=0,eval:$arShBtLg[$pgNum], eval:'sd:setx='+$arShPgX[0]+'@shPg'+$pgNum,eval:'sd:alphacolor=0@shPg'+$pgNum,eval:'sd:move=20@shPg'+$pgNum,eval:'sd:enable=0@shPg'+$pgNum, null:$pgNum--,null:$shBtLgEnb=1,eval:$arShBtLg[$pgNum], eval:'sd:setx='+$arShPgX[1]+'@shPg'+$pgNum,eval:'sd:alphacolor=255@shPg'+$pgNum,eval:'sd:move=20@shPg'+$pgNum,eval:'sd:enable=1@shPg'+$pgNum, eval:$arPgNpCmd[3]", "null:$loc=0,sound:3,null:$shBtLgEnb=0,eval:$arShBtLg[$pgNum], eval:'sd:setx='+$arShPgX[2]+'@shPg'+$pgNum,eval:'sd:alphacolor=0@shPg'+$pgNum,eval:'sd:move=20@shPg'+$pgNum,eval:'sd:enable=0@shPg'+$pgNum, null:$pgNum++,null:$shBtLgEnb=1,eval:$arShBtLg[$pgNum], eval:'sd:setx='+$arShPgX[1]+'@shPg'+$pgNum,eval:'sd:alphacolor=255@shPg'+$pgNum,eval:'sd:move=20@shPg'+$pgNum,eval:'sd:enable=1@shPg'+$pgNum, eval:$arPgNpCmd[3]", "null:$btPreEnb=($pgNum!=0), null:$btNxtEnb=($pgNum!=$pgMax), eval:$arPgNpCmd[4*($btPreEnb==0)+5*($btNxtEnb==0)], sd:enable=$btPreEnb@shPre, sd:enable=$btNxtEnb@shNxt, sd:reload@txPgNum,sd:reset=1@tmPgNpCmd", "sd:focus@btNxt", "sd:focus@btPre", "sd:enable=$shBtLgEnb@shBtLg0", "sd:enable=$shBtLgEnb@shBtLg1", "sd:enable=$shBtLgEnb@shBtLg2", "", "", "sd:enable=$shBtLgEnb@shBtLg3", "sd:enable=$shBtLgEnb@shBtLg4", "sd:enable=$shBtLgEnb@shBtLg5", "", "sd:enable=$shBtLgEnb@shBtLg6", "sd:enable=$shBtLgEnb@shBtLg7", "sd:enable=$shBtLgEnb@shBtLg8" &var=$pgNum+1;/&var=$pgMax+1; Back ^03Return to Chains of Promathia top page.