Entry one: The Bokoblin
The Bokoblins are a race of humanoid creatures with heads similar to a mutated pig or boar. Clothed in Tribal armor and capable of wielding weapons, these [Malice] blooded creatures will chase and attack lone travelers in packs, dragging them back to their underground bases as livestock—the vast majority attack in groups of 3 to 4.
Bokoblin ranks: Red Unique mutations:
Bulblins: Unusually civil bokoblins that align themselves with those they perceive to be strong. They live similarly to tribes.
The Grimkoblin: Due to the massive amounts of negative emotions [Malice] gives off, parasitic grim have found their way onto the bodies of all creatures born of it. A Bokoblin that adapted to the grim may form a symbiotic relationship with their new housemate over time, exchanging the [Malice] in their blood for speed and strength two levels above their ranking. The result is a stronger bokoblin, Not overcome with rage via [Malice], capable of intelligent conversations with others of its kind. They are sadistic hunters who seek to disable their prey slowly; use this to your advantage. Do not engage in combat alone, even if they seem to be red-ranked. If you see one, assume a dozen or more are nearby or hiding. Be as unpredictable or overwhelming as possible, they learn from each battle, have been proven capable of mimicking blade arts, and grow stronger the more negative energy is in the air.
Cursed Bokoblin: Bokoblins that have died in intense pain, regret, and rage may rise again at night. A potent unknown force fuels this undead threat and allows them to survive nearly any attack that doesn't sever the nape, damage the brain, or disintegrate them. They may be slower than the average bokoblin but do not engage in melee combat unless necessary since they attack in large numbers and do not tire. Their rotting bodies and purple skin make them easy to identify. Their blood has been replaced with a stick and erosive cursed [mud]. Prolonged exposure to this fluid has proven to cause temporary or permanent memory loss, erosion of motor skills, drowsiness, dehydration, and temporary degrading of Intelligence. Some have heard them fire voice-activated curses at animals, mistaking them for enemies. This is how we know most of them are blind and react to heat and sounds. It is possible to avoid detection nearly every time by using ice and nature artifacts or magics to blend in with your surroundings. Use this to your advantage.
Stalkoblin: Sometimes, bokoblins are overwhelmed with rage. This further fuels their [Malice] until it burns away at their flesh if a parasitic grim beast doesn't find them. They'll burn away until they're simply bones. stalkoblins are the bones of bokolins that have 1. died of [Malice] overload and 2. been raised by a full red moon. They fall apart at nearly any attack and will not die until their skull has been shattered. If their body is destroyed and their head remains, they'll levitate and fireballs of Malice at their targets.
Technoblin: Bokoblins that learned how to use stolen ancient tech or have exchanged limbs for tentacle-like robotic enhancements based on guardian limbs. Try not to attack or grab the robotic limbs because they're electrified. Aim for their joints and blindspots.
Entry two: The Goblins
Goblins are small, cunning, and hateful creatures with no goal other than to cause as much destruction as possible and reproduce by any means possible. They live in villages and have amassed so much hatred that the title of goblin slayer was created. They were brought to life by the unfortunate fact that bokoblins can mate with any race living or undead. Because of their origins, they come in several different shapes and sizes. The most common appearance is 3 feet tall and Gerudo-like snouts. They do not appear to benefit from race passives but still pick certain weapons depending on their bodies' most dominant non-goblin genetics.
Ranks: Green < Blue Hobgoblin: The equivalent of a battle maniac. The Hobgoblin is usually a vicious martial artist or a brutal blade master. Taking full advantage of their brains and physical prowess, they disregard those titles' usual honor or prestige and go for what the typical martial artist would consider cowardly or too brutal. These sadistic creatures will slowly dismember, shred, or crush their victims. They take much pleasure in ruining their victims and may leave themselves open to counterattacks if their target appears weaker. Use this to your advantage.
Orc: Standing approximately 6'3 to 7 feet tall, the orc is a barbaric creature that overprioritizes strength. Wielding Oversized greatswords and war hammers, these creatures are highly durable and robust yet extraordinarily slow. Their appearance is similar to that of cursed gorgons and Gerudo but is set apart by their low intelligence, ape-like mutations, and [malice] blood.
Kobold: Using the stolen genetics of draconic faunus, and the zora, these creatures can take to the skies or dive into the seas below. Thanks to their genes, each Kobald can innately use some magicrafts related to fire, wind, and water. Every Kobald wields a spear and attacks with bastardized versions of zora spear techniques. They share the weakness of reverse scales with dragons.
Goblin Shaman: Formed after a group of goblins imitated tribal humans praying and worshiping their deities and mutated by curses, goblin shamans are goblins with the ability to fire elemental spells with variants of curses like [Gandr]. Naturally, they are physically weak and horrible at close combat. Get close and finish them off. Be careful while engaging shamans. Their ice slows you down physically and mentally while freezing you, fire lowers your physical strength and natural defense while burning you, and Lightning shocks restrain your movements while slowly slowing down all cognitive functions.
Goblin Chief: A goblin with human blood takes a liking to leadership and planning. They are physically weaker than shamen but are much more capable mentally. Embodying the worst parts of human nature, these goblins are extremely intelligent and love to plan large-scale raids in small villages and cities. They make full use of their psychic capabilities by overlooking battles from afar and warning their soldiers of incoming attacks covering their blindspots. In the rare instance you find yourself in a raid, aim for the chief and avoid their guards.
venoblins: A Goblin that carries the blood of snakes and harpies. In terms of appearance, they're similar to the Aeralfos except for the fact that their wings are feathered and grow over their arms instead of their back. These half-feathered fiends attack others with their poisoned-tipped talons and/or launch any of the razer sharp feathers that might be loose at opponents through wind magic.
A lesser-known fact about Venoblins: They are born with scales with none of the scutes that Aeralfos are usually seen with.
Entry Three: Type -lfos.
Aeralfos: A unique version of Lizalfos with the capability of flight.
These reptile-like monsters swoop down from above wielding shields and swords to defend against and attack their opponents.
Fiery/Electric/Frosted Aeralfos: Stronger Aeralfos variant with the capabilities to use magic. These faux reptiles can be found swooping down and snatching their opponents up with an electrifying grip of death, raining icy blasts, or fiery hell from above. They are usually seen with either an electrifying yellow horn or Neon Red/Blue eyes replacing the usual yellow eyes.
Dark Aeralfos: An undead Aeralfos. Flying despite their battered and broken wings these creatures rain hell upon their opponents and allies alike firing off repulsing balls of acidic goo and mud from above while cackling in their madness.
Ranking: Green < Orange < Blue < Purple < Black
Types: Cursed, Electric/Yellow Horned, Ice Breath/Blue Eyed, Flame Breath/Red Eyed.
Lizalfos- These reptile-like monsters are the ground version of Aeralfos. With dangerous abilities ranging from bioelectricity to frosted breaths, these usually waterborne creatures spit the liquids they swim in at their targets at high velocity and acidity. When overflowing with Malice, they take the appearance of silver and sometimes transforming from silver to gold when struck with sufficient amounts of lightning.
Cursed Lizalfos- unconsciously groaning in agony and rage these are undead creatures that can never find peace. These creatures are the remains of the Lizalfos, powered by mud. Despite the lack of living tissue, their speed increases even as rotting corpses. Thankfully, their usual slyness vanished alongside their life as they mindlessly attacked any living thing approaching them or moving in their vicinity.
Stalizalfos- The remains of Lizalfos reanimated through Malice. These cursed creatures are as sly and sadistic as ever, some would say even more so as the forces of evil empower them through acts of cruelty. These creatures are much more fragile than their fleshy counterparts yet are more tenacious as undeads, thankfully, A single heavy strike can knock any of them to pieces. However, as long as their skulls stay intact they will not stay down for long. Smash it to pieces to finish them off.
----------------------------------------------------------------------------------------------------------------------------------------
{The more creatures the player hears about, the more information is compiled}