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Malboro: The Great Plague of the Empire of the Fang. A plant monster larger than an ochu, this monster is covered with mobility and manipulative vines, has a huge central flower surrounded by eyes with a central fanged maw, and is capable of a cursed cloud of gas on a routine basis that can inflict every negative status known to the gods, at random, three or four at a time. The empire does not advise engagement except as a last resort, and prefers to use artillery drakes from a safe distance… like adjacent valleys.

Mammoth, Blink: A wooly mammoth with strong Thunder affiliation. They are capable of teleporting several body lengths, and generate a stunning thunderclap upon arrival.

Mammoth, Displacer: A two-trunked wooly mammoth whose perceived presence is two to three body lengths away from its actual body. The mammoth appears to have some control over the exact positioning of the doppenganger: if you see one walking in place, RUN! It is sneaking up on you.

Mammoth, Wooly: Cold weather adapted relatives of the elephant, primarily found in northern Lallybroch and the upper Tikume plains. Clan Kerr raises them for their fur, meat, ivory, and as weapons of war.

Man-O-War, Mountain: native to mountain ranges in warmer regions. A Portuguese Man-O-War whose flotation sac is filled with some mysterious substance that allows it to float in the air. Uses it's stinging tentacles to feed on curious birds, or small animals that pass beneath it. That latter category starts with rabbits and includes house pets and toddlers.

Mantis, Crystal: A horse-sized insect native to the Great EastFyre Desert. Durable, lethal, and observant, these are not a recommended opponent for novice adventurers. Fortunately, their stone composition limits their vertical mobility.

Masric: Not all nightmare beasts are born of the dark arts. A masric is the result of a catastrophic failure in researching new curative magics or alchemies, giving birth to a nigh unkillable mass of haphazard body parts, many of which can be recognized as the researcher, his assistants, the test subjects, any nearby household pets, and all too frequently, the populace of the nearest town. Masrics grow by grappling any animal that comes close, and absorbing it into its mass. Thankfully, they lack the coordination to go anywhere. A masric can regenerate damage at the cubic meter per phase rate.

Mimic: The general class of monsters that hunt as ambush predators by transforming themselves into innocuous objects. Generally non-sentient, though the odds improve with age.

  • Armchair: Ranges in size and development from footstools to couches. Think carnivorous Muppet furniture. Quite comfortable.
  • Armor: All the fun of a statue mimic, but you voluntarily put them on first! Not as compatible with familiar binding as the weapons sub-type.
  • Bed: Probably very large chest mimics, extremely comfy. Settle down, snuggle in, and roll for initiative at penalties based on your level of relaxation.
  • Book: Probably a variant of Chest Mimics. Most man-portable Book Mimics are not sentient, but are pretty easy to domesticate and leave napping in your library.
  • Chest: The most common variety, and unlike in Heroes Homecoming, not crustaceans. It generally takes a century for a Chest Mimic to grow to the size seen in D&D media; young ones generally disguise themselves as jewelry boxes or bird’s nests. Some can manage to be bigger on the inside somehow.
  • House: Frequently sentient. In-game examples include the Bed-and-Breakfast and the Princess Tower varieties.
  • Statue: Weeping Angels, but without the weird temporal effects or paralysis. Usually sentient by the time they reach the size of an adult human. The Great Colossus of Ukko-Ambar in the Elven Principalities is the oldest on record. Every few months he'll wade out to sea to hunt whales and giant squid.
  • Surface: A type of mimic that only does flat things. Doors, windows, carpets, ceiling murals…
  • Weapon: Rarely sentient, opportunistic, and amenable to familiar binding magics.

Mole-Rat, Six-Eyed: A rodent-like creature found in the wilds that spends most of its time eating roots, berries, and nuts. When threatened, it swells to the size of a TROLL, inhales one opponent with a combination of sheer lung-power and vacuum magic, chews them for extreme damage, and spits them out. They are also very sturdy in their expanded form. Inexplicably, most female beast-masters find them “adorable”.

Monkey, Makaran Poodle-: A domestic breed about the size of a cat, with woolly, non-allergenic, water-resistant fur. Originating from the Caliphate, they frequently sport the kinds of styling seen on Earth poodles.

Monoclod: Either Chaos or Madness came up with this monster: Generally around twenty feet tall, with a cyclopedian head, and a single leg with a symmetrical human foot. The gaze of a Monoclod can induce a variety of negative psychological efects at medium ranges, and at close range, they become more powerful. This is considered a Curse, not a Mind effect. Their hide is ludicrously durable, and they hop for tremendous distances, up to several furlongs. Monoclods appear insane themselves, and to date, never articulate.

Monoculous: Another member of the “lethal ball-shaped monsters” class. A black sphere the size of a head with four legs, a red iris, and black pupil. Moving about like a daddy long legs, a monoculous can partially petrify an opponent, coating them in a thin layer of stone, and, upon blinking, swap out it's pupil for a mouth full of shark teeth. Hunts singly and in groups.

Monoculous Queen: A monculous five to six feet across. A queen functions much like her children writ large, except that she can spit out a normal monoculous every phase of combat, as needed. Her children will also feed themselves to their mother to heal damage. Queens prefer coal over flesh as a food source, making them mortal enemies of smiths and dwarves alike.

Mora: A nightmare beast, vaguely resembling am elk, with a crocodilian skull for a head, and an arbitrary number of human arms extending from it's head and neck. Mora themselves cannot enter “civilized” lands, but can call, mind to mind, with the voice of someone dearly missed by the target. And once the victim enters a more wild environment, they see the Mora as the one they seek. Mora are quite carnivorous, and are neither undead or demonic: they are servants of Perfidy.

Morgul: A wild form of undead native to the Elven Principalities. A wraith-like entity in dark hooded robes, they are cunning, persistent, and wield cursed blades whose wounds will cause the victims to waste away over time and eventually rise as a Morgul. Morguls are sentient, and have a collective agenda that appears to involve the downfall of the Elven High King, regardless of who it is at the moment.

Mure Itachi: Also known as the Flame Ermine outside of Yamato. Elemental spirit creatures drawn to the scenes of tragic fires, where they spread the flames and the misery. Yamato legend says they gain strength from the deaths of those caught in the inferno.

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