Loading...
Monsters
August 27, 2026 at 09:53 AM
Bound the unrevealed-roster statement to a date
The Kingdom of Eldoras is home to around 50 giant monsters, and they are the heart of the action side of Monster Fantasy. Each monster has its own unique behavior, so no two encounters feel exactly alike. Some prowl, some ambush, and some guard a territory. The fun comes from reading those patterns and turning them to your advantage.
The studio has shown a handful of these creatures as examples of the variety on offer. They range from an intimidating nine-tailed fox and a ferocious fire dragon to a swift griffin, an adorable Squirrel-Bear, and a plant-eating Beetle Turtle, and each one has its own habits and traits to learn.
Monsters do not exist in isolation. Ecological factors shape how a creature acts at any given moment, and the two confirmed factors are the day and night cycle and the weather. The same monster can behave very differently depending on the time of day or the conditions of the sky, which means the world feels alive rather than scripted. Studying a monster and learning its traits is the path to victory, because once you understand how a creature moves and reacts, it becomes far easier to defeat.
Hunting a monster is not just about the fight. Bringing one down yields materials and rewards, and those resources feed into the rest of the game. You can use what you gather to craft and to grow your character and your hunts. A monster you have defeated is not necessarily an enemy forever either: defeated monsters can be tamed and kept as pets, which ties the hunting loop directly into Monster Taming and Pets.

Only a few of the roughly 50 monsters had been named as of August 2026. The examples below come from official material; the rest of the roster is still unannounced.
Example Monster | Official Description |
|---|---|
Nine-Tailed Fox | An intimidating creature shown as one of the kingdom’s giant monsters. |
Fire Dragon | A ferocious dragon among the largest threats you can hunt. |
Griffin | Combines the body of a lion with the traits of an eagle. It is built for aerial attacks and pairs agility with real strength, so it should not be taken lightly. |
Squirrel-Bear | A large creature that turns up in rainforest regions. Its endearing look hides considerable destructive power, and it attacks by spitting fruit. |
Beetle Turtle | A cave dweller that feeds mainly on plants. It rarely attacks other creatures on its own, but once enraged it turns highly aggressive. |
The studio has been publishing these creature profiles one at a time as an ongoing encyclopedia series, so the named roster grows gradually rather than arriving all at once. Each profile carries the same caveat: the game is still in development, and final designs, names, and details may still be adjusted before release.
Some creatures come in more than one form. In the June 2026 preview build the griffin appeared both as the ordinary version and as a fire-attuned variant that showed up in its place a fraction of the time and fought with a swirling fire attack. Jotoyo has described these variants as differing by element, so the same creature on the same ground can call for a different approach depending on which one the field produces.
The clock these creatures follow is the real one. Jotoyo has confirmed that in-game time runs in sync with real-world time, which has a consequence worth planning around: a monster that only comes out in daylight is genuinely out of reach for someone who only plays after dark. The studio has said it is answering that in two ways. Villagers can be sent to hunt in a window the player cannot reach and bring the materials back, and a feature letting players move in-game time themselves is planned, so a night player will eventually be able to reach daytime content and the reverse.
Three of them were playable when Jotoyo put a build in front of media in June 2026: the griffin, the Beetle Turtle, and a large squirrel-like monster. Bringing one down was not the end of the encounter, because players then carved the body for materials, which is how hunting feeds the crafting described under Life Sim Activities.
None of them has been chosen as the game's mascot. The studio has said it is trying to give every boss its own appeal rather than elevate one, and that it intends to pick a signature monster together with players after further rounds of testing.

Factor | What It Means |
|---|---|
Unique behavior | Every monster has its own distinct patterns of movement and reaction |
Ecology | The day and night cycle and the weather change how a monster behaves |
Learning traits | Studying a monster's habits and traits makes it easier to defeat |
Habitat | Monsters live across the kingdom's biomes, from valleys and volcanoes to underground caves |
Rewards | Defeating a monster yields materials and rewards used for crafting and progress |
Because each fight depends on the creature in front of you and the conditions around it, preparation matters. Learn the monster, watch the sky, pick your moment, and you can take down even the largest beasts of the kingdom.