User blog:K'eth, Undercover Agent/Testing Ground 7: The Wilds

Document 7: General beasts and monsters wander the grounds of the Wilds and comparetively are a quite more numerious then the other denziens of other Testing Grounds. The Wilds are usually found in tundras, snowy mountains, and large prospering cities.

Appaerance: The Wilds is that of a combined dryland and massive jungle, giant vines connect many parts of the landscape and large rivers stream throughout the entierity of each of these Testing Grounds. Shipwrecks and ruins of civilizations can also be found here, K'eth's attempt a perhaps placing a story in these places, doesn't really work out in the end, though.

Enemies: As described above, most of the creatures found within the Wilds are untrained beasts with plenty of skill and power, hostile all to its master and allies. They prowl in search of prey, including one another. However, some are more supernatural then others and all are dangerous.

Skales: Amphibious creatures, Skales are mostly seen in the rivers or around it, stalking prey that get within their sightlines, in most conflict with the plant creatures that sometimes go to the rivers for more pure nourishment.

Swampwater Skale: Water elementalists of the Skale beasts, uses plenty of debuffs to support other Skales in the fight.

Blurried Vision (Hex Spell): For 12 seconds, target foe and adjacent foes are hexed with Blurred Vision. While hexed, those foes have a 50% chance to miss with attacks.

Freezing Gust (Hex Spell): If target foe is under the effect of a Water Magic hex, that foe is struck for 104 cold damage. Otherwise, that foe moves 66% slower for 7 seconds.

Rust (Hex Spell): Deals 94 cold damage to target and adjacent foes. For 26 seconds, target foe and all adjacent foes take twice as long to activate signets. If the Swampwater Skale is Overcast, foes struck with Rust have their signets interrupted and disabled for 14 seconds.

Vorpal Blade (Spell):  Target foe is struck for 183 cold damage. Vapor Blade deals half damage if that foe has any enchantments on them.

Water Trident (Elite Spell): The Swampwater Skale sends out a fast-moving Water Trident, striking target foe and up to 2 adjacent foes for 122 cold damage if it hits. If it hits a moving foe, that foe is knocked down.

Deadly Skale: Assassin type Skales that while quick and agile are also quite hearty and can take a bit of a beating before finally going down.

Desperate Strike (Lead Attack): If the Deadly Skale has less than 92% Health, the Deadly Skale's attack deals a extra 78 damage.

Disrupting Stab (Lead Attack): If this attack hits, it interrupts target foe's action. If that action was a spell, it is disabled for 13 seconds.

Entangling Asp (Spell): Entangling Asp must follow a lead attack. Target foe is knocked down and becomes Poisoned for 25 seconds.

Iron Palm (Skill): Target touched foe suffers 65 damage, and if that foe is suffering from a hex or condition that foe is knocked down. Iron Palm counts as a lead attack.

Shroud of Silence (Elite Hex Spells): All of the Deadly Skale's spells are disabled for 15 seconds. For 4 seconds, target touched foe cannot cast spells.

Ridgeback Skale: Looking more or less the same as the Deadly Skale, the Ridgeback Skale is more front-line fighter then the others, along with the Deadly Skale they soak up damage and deal a little of it back... well, alot of it sometimes.

Agonizing Chop (Axe Attack): When this attack hits, the Ridgeback Skale deals a extra 26 damage. If target foe is suffering from a Deep Wound, the Ridgeback Skale interrupts that foe's action.

Decapitate (Elite Axe Attack): The Ridgeback Skale loses all adrenaline and all Energy. If this attack hits, the Ridgeback Skale deals a extra 68 damage and causes a Deep Wound for 26 seconds. This attack always results in a critical hit.

Dismember (Axe Attack): If it hits, this axe blow will inflict a Deep Wound on the target foe, lowering that foe's maximum Health by 20% for 26 seconds.

Enraging Charge (Stance): For 19 seconds, the Ridgeback Skale moves 25% faster. Enraging Charge ends when the Ridgeback Skale successfully strikes a target, at which point the Ridgeback Skale gains 4 strikes of adrenaline if you hit with a melee attack.

Skale Lasher: Large salamander-like creatures, their attacks are infused with a constant chill, which in turn helps fuel their abilities when in the thick of fights, they deal the most melee damage out of all of the Skales, but they can't take as much as the Deadly or Ridgeback.

Grenth's Grasp (Elite Flash Enchantment Spells): For 20 seconds, if the Skale Lasher is using a cold weapon, the Skale Lasher's attacks also Cripple that foe for 14 seconds and the Skale Lasher transfers 1 condition from itself to that foe.

Guiding Hands (Enchantment Spell):  For 20 seconds, the Skale Lasher's next 4 attacks cannot be blocked. When activated, this skill removes the Blindness condition.

Mystic Sweep (Melee Attack):  If this attack hits, the Skale Lasher deal a extra 15 damage. If the Skale Lasher is enchanted, this attack deals an additional 15 damage.

Mystic Twister (Spell): Deals 77 cold damage to all nearby foes. If the Skale Lasher is enchanted, this spell deals an additional 77 cold damage.

Rending Aura (Flash Enchantment Spell): When the Skale Lasher casts this enchantment, all nearby foes take 50 cold damage. For 30 seconds, the Skale Lasher's attacks remove enchantments from knocked-down foes. When this enchantment ends, nearby foes are affected by Cracked Armor for 13 seconds.

Rending Sweep (Scythe Attack): The Skale Lasher deals a extra 26 and loses 1 Dervish enchantment. If an enchantment was lost, the Skale Lasher removes an enchantment from each foe the Skale Lasher hits.

Jungle Skale: Unlike other Skales, the Jungle ones perfer to remain with only others of their specfic breed and are rarely seen working together with the others, however they are not aggressive to one another. Their magic is necromatic in nature.

Deathly Swarm (Spell): Deathly Swarm flies out slowly and strikes for 114 cold damage on up to three targets in the area.

Defile Flesh (Hex Spell):  For 47 seconds, target foe gains only two-thirds Health from healing.

Rotting Flesh (Spell): Target fleshy foe becomes Diseased for 31 seconds, slowly losing Health.  

Strip Enchantment (Spell): Remove 3 enchantments from target foe. If an enchantment is removed, the Jungle Skale steals 89 Health.

Ancient Skale: A exceedingly rare and powerful varient of the Skale, these beasts are only ever seen in the deepest parts of the Wilds and almost always with others of the same type, though may use other Skale types as pawns.

Blood Ritual (Enchantment Spell): For 16 seconds, target touched ally gains +3 Energy regeneration. Blood Ritual cannot be used on the caster.

Grenth's Balance (Elite Spell): If target foe has more Health than the Ancient Skale, it gains half the difference (up to it's maximum Health), and that foe loses an equal amount. If this foe has less Health than the Ancient Skale, it loses half the difference, and that foe gains an equal amount.

Life Siphon (Hex Spell): For 29 seconds, target foe suffers -4 Health degeneration, and the Ancient Skale gains +4 Health regeneration.

Life Transfer (Elite Hex Spell): For 14 seconds, target foe and adjacent foes suffer -10 Health degeneration, which the Ancient Skale gains as Health regeneration.

Rend Enchantments (Spell):  Remove 11 enchantments from target foe. For each Monk enchantment removed, the Ancient Skale loses 13 Health.

Plants: One of the more harder types of monsters to spot for obvious reasons, the plant creatures are also the least aggressive out of all of the potential foes to face due to being mainly self-sufficent. In conflict with the Skales most of the time over control over the rivers.

Snarling Driftwood: Pieces of ships are sometimes found in the rivers, they become animated by magic and are ever vengeful to any who calls the sea their home... Good thing seas are infact not here in the Wilds.

''"Victory Is Mine!" (Elite Shout): The Snarling Driftwood ''gains 91 Health and 9 Energy for each condition suffered by target foe.

Flourish (Elite Skill): All of the Snarling Driftwood's attack skills become recharged. the Snarling Driftwood gains 9 Energy for each skill recharged by Flourish.

Hamstring (Sword Attack):  If this attack hits, the Snarling Driftwood's target is Crippled for 20 seconds, slowing their movement.

Protector's Strike (Melee Attack): If this attack strikes a moving foe, the Snarling Driftwood strikes for 52 more damage.

Warrior's Cunning (Skill): For 13 seconds, the Snarling Driftwood's melee attacks cannot be blocked.

Stormforce Jacaranda: Strange floating animated seeds, these plants focus on lightning based attacks and therefore are considered air elementalists in their right.

Conjure Lightning (Enchantment Spell): For 60 seconds, if the Stormforce Jacaranda is using a lightning weapon, its attacks strike for an additional 26 lightning damage.

Lightning Bolt (Spell): The Stormforce Jacaranda sends out a Lightning Bolt that strikes for 69 lightning damage if it hits. If Lightning Bolt strikes a moving foe, that foe is struck for 68 additional lightning damage. This spell has 25% armor penetration.

Lightning Strike (Hex Spell): Strike target foe for 68 lightning damage. This spell has 25% armor penetration. If the Stormforce Jacaranda is Overcast, that foe is hexed with Lightning Strike for 3 seconds. When this hex ends, that foe is struck again for 68 lightning damage.

Lightning Surge (Elite Hex Spell): After 3 seconds, target foe is knocked down and struck for 134 lightning damage, and has Cracked Armor for 26 seconds. This spell has 25% armor penetration.

Mirage Iboga: These plant snake-like creatures attempt to use both their physical appereance and magic to mimic themselves as a rather large flower, before leaning in with a massive bite.

Conjure Phantasm (Hex Spell): For 22 seconds, target foe experiences -5 Health degeneration.

Crippling Angiush (Elite Hex Spell): For 26 seconds, target moves and attacks 50% slower and suffers -11 Health degeneration.

Ether Feast (Spell):  Target foe loses 3 Energy. The Mirage Iboga is healed 83 for each point of Energy lost.

Mantra of Persistence (Stance): For 33 seconds, any Illusion Magic hex the Mirage Iboga casts lasts 52% longer.

Soothing Images (Hex Spell): For 25 seconds, target foe and all adjacent foes cannot gain adrenaline.

Dragon Moss: These plants appear to have the shape and general look of drakes... but are well... covered in green moss, they appear to focus  on water magic with a splash of air elementism as well.

Arc Lightning (Spell): Target foe is struck for 54 lightning damage. If the Dragon Moss is Overcast, two foes near its target are struck for 113 lightning damage. Damage from Arc Lightning has 25% armor penetration.

Aura of Restoration (Enchantment Spell):  For 60 seconds, the Dragon Moss gains 1 Energy and are healed for 620% of the Energy cost each time it casts a spell.

Blurried Vision (Hex Spell): For 12 seconds, target foe and adjacent foes are hexed with Blurred Vision. While hexed, those foes have a 50% chance to miss with attacks.

Shatterstone (Elite Hex Spell):  Target foe is struck for 130 cold damage and is hexed with Shatterstone for 3 seconds. When Shatterstone ends, that foe and all nearby foes are struck for 130 cold damage.

Water Attunement (Enchantment Spell): For 70 seconds, the Dragon Moss is attuned to Water. The Dragon Moss gains 1 Energy plus 30% of the base Energy cost of the skill each time it uses Water Magic.

Life Pod: A insect-like plant, it is a healer of sorts and pops up from underground at just the most inoppurtuine moments, it also appears to hold no allegience as it heals just about anything, excluding newcomers.

Heal Other (Spell):  Heal target other ally for 238 Health.

Holy Wrath (Enchantment Spell): For 38 seconds, the next 14 times target other ally takes attack damage, this spell deals 66% of the damage back to the source (maximum of 68 damage).

Mend Condition (Spell): Remove one condition (Poison, Disease, Blindness, Dazed, Bleeding, Crippled, Burning, Weakness, Cracked Armor, Deep Wound, etc) from target other ally. If a condition is removed, that ally is healed for 96 Health.

Orison of Healing (Spell):  Heal target ally for 90 Health.

Signet of Judgement (Elite Signet):  Target foe is knocked down. That foe and all adjacent foes take 99 holy damage.

Jungle Guardian: Massive tree-like creatures with multiple limbs, what they have less in as overall abilities, they make up for in brute strength, that and 6 limbs really does help.

Barbed Trap (Trap): When Barbed Trap is triggered, all nearby foes are struck for 28 piercing damage, become Crippled, and begin Bleeding for 32 seconds. Barbed Trap ends after 90 seconds. While activating this skill, the Jungle Guardian is easily interrupted.

Debilitating Shot (Bow Attack): If Debilitating Shot hits, the Jungle Guardian's target loses 14 Energy.

Primal Echoes (Nature Ritual): Create a level 13 Spirit. For non-Spirit creatures within its range, Signets cost 10 Energy to use. This Spirit dies after 190 seconds.

Insects: In the middle between the two are the insects, are in equal conflict between the two, but like to steady themselves against any newcomers that may make their way into the Wilds.

Mantis Dreamweaver: A ancestor to the one simply known as Dreamweaver, they have appeared yet again... Be wary, if one of these things exhabits a more... curious nature.

Accumulated Pain (Spell): Target foe takes 99 damage. If target foe is suffering from 2 or more hexes, that foe suffers a Deep Wound for 26 seconds.

Conjure Nightmare (Hex Spell): For 22 seconds, target foe suffers -8 Health degeneration.

Crippling Angiush (Elite Hex Spell): For 26 seconds, target moves and attacks 50% slower and suffers -11 Health degeneration.

Ether Feast (Spell):  Target foe loses 3 Energy. The Mantis Dreamweaver is healed 83 for each point of Energy lost.

Fragility (Hex Spell): For 25 seconds, target and adjacent foes take 26 damage each time they suffer or recover from a new condition.

Mantid Nymph: Despite what these monster's names suggest, they are in fact not nymphs, just simply another form of insect that are seen alplenty with other 'mantids.' They are made quite annoying that they can randomly self-resurrect themselves.

Auspicious Incantation (Enchantment Spell): For 20 seconds, the next spell the Mantid Nymph casts is disabled for an additional 3 seconds, and it gains 236% of that spell's Energy cost.

Conjure Nightmare (Hex Spell): For 22 seconds, target foe suffers -8 Health degeneration.

Crippling Angiush (Elite Hex Spell): For 26 seconds, target moves and attacks 50% slower and suffers -11 Health degeneration.

Ether Feast (Spell):  Target foe loses 3 Energy. The Mantis Nymph is healed 83 for each point of Energy lost.

Images of Remorse (Hex Spell): For 12 seconds, target foe suffers -4 Health degeneration. If that foe was attacking, that foe takes 69 damage.

Play Dead (Monster Skill): Mantid Nymphs have a 25% chance of resurrecting when killed. Mantid Nymphs are resurrected with 25% Health and Energy.

Mantis Hunter: These weird centaur-like creatures are actually insects, and have sharp spikes that emerge from the plams of their hands to strike at enemies with speed.

Jungle Strike (Off-hand Attack): Must follow a lead attack. If it hits, this attack strikes for a extra 31 damage. If it hits a foe that was Crippled, that foe and all adjacent foes take 43 damage.

Leaping Mantis Sting (Lead Attack): If Mantis Sting hits, target foe takes a extra 19 damage. If this attack strikes a moving foe, that foe is Crippled for 20 seconds.

Locust's Fury (Elite Enchantment Spell): For 43 seconds, the Mantis Hunter have an additional 50% chance to double strike (hit twice while hitting once) while using daggers (Spikes count as its daggers).

Shadow Refuge (Enchantment Spell):  For 6 seconds, the Mantis Hunter gains 12 Health regeneration. When Shadow Refuge ends, the Mantis Hunter gains 120 Health if it is attacking.

Twisting Fangs (Dual Attack):  Must follow an off-hand attack. If it hits, Twisting Fangs strikes for a extra 23 damage and struck foe suffers from Bleeding and Deep Wound for 25 seconds.

Thorn Beetle Queen: Not exactly beetle like, these protection healers appear to be the ones that birth the Thorn Beetles, despite looking nothing alike. Found mostly in caves along with its brood and Ghosteater Beetles.

Dismiss Condition (Spell): Remove one condition from target ally. If that ally is under the effects of an enchantment, that ally is healed for 99 Health.

Guardian (Enchantment Spell): For 9 seconds, target ally has a 50% chance to block attacks.

Reversal of Fortune (Enchantment Spell): For 8 seconds, the next time target ally would take damage or life steal, that ally gains that amount of Health instead, maximum 106.

Shield of Absorption (Enchantment Spell): For 9 seconds, damage received by target ally is reduced by 5 each time that ally is hit while under the effects of this enchantment (That 5 damage reduction increases with each hit).

Shield of Regeneration (Elite Enchantment Spell): For 16 seconds, target ally gains +13 Health regeneration and 40 armor.

Vengenace (Enchantment Spell): Bring target ally back to life at full Health and full Energy. For 30 seconds, that ally deals 25% more damage. When this enchantment ends, target ally dies. Deaths while under the effects of this enchantment do not incur a death penalty.

Ghosteater Beetle: White-carapaced beetles that aid its allies with the use of summoning spirits, who it proceeds to eat them when a encounter is done.

Bloodsong (Binding Ritual): Create a level 16 spirit who dies after 198 seconds. Attacks by that spirit steal up to 33 Health.

Consume Soul (Elite Spell): The Ghosteater Beetle steals 82 Health from target foe. All hostile summoned creatures in the area of that foe take 165 damage.

Disenchantment (Binding Ritual): Create a level 16 spirit. This spirit deals 26 damage and anyone struck by its attack loses one enchantment. This spirit dies after 45 seconds.

Doom (Spell): Strike target foe for 52 lightning (maximum 135) damage for every recharging binding ritual the Ghosteater Beetle has.

Pain (Binding Ritual): Create a level 16 spirit. This spirit's attacks deal 40 damage. This spirit dies after 198 seconds.

Painful Bond (Hex Spell): For 24 seconds, target foe and all nearby foes are hexed with Painful Bond and take 25 damage whenever hit by a spirit's attack.

Shadowsong (Binding Ritual): Create a level 14 spirit. The spirit's attacks deal 26 damage and cause Blindness for 8 seconds. This spirit dies after 30 seconds.

Spirit's Gift (Enchantment Spell): For 60 seconds, whenever the Ghosteater Beetle creates a creature, all allies near that creature gain 68 Health and lose 1 condition.

Thorn Beetle: Rounded beetles, these creatures most useful form of transportation is by tucking their limbs under and rolling at high speeds, can cause them to lose control sometimes.

Aura of Thorns (Flash Enchantment Spell): All nearby foes begin Bleeding for 18 seconds. For 30 seconds, this enchantment does nothing. When this enchantment ends, all nearby foes are Crippled for 10 seconds.

Dust Cloak (Flash Enchantment Spell):  All adjacent foes are struck for 50 earth damage. For 30 seconds, the Thorn Beetle's attacks deal earth damage. When this enchantment ends, all adjacent foes are Blinded for 5 seconds.

Heart of Fury (Stance):  For 13 seconds, the Thorn Beetle attacks 25% faster.

Mirage Cloak (Flash Enchantment Spell): For 9 seconds, the Thorn Beetle has a 93% chance to block incoming attacks. When the Thorn Beetle casts this enchantment, all nearby foes are struck for 50 earth damage.

Mystic Regeneration (Enchantment Spell):  For 25 seconds, the Thorn Beetle has +5 Health regeneration for each enchantment (maximum of 8) on it.

Wounding Strike (Elite Scythe Attack): If this attack hits, the Thorn Beetle does a extra 26 damage, target foe suffers from Bleeding for 26 seconds, and the Thorn Beetle loses 1 Dervish enchantment. If an enchantment is removed, target foe also suffers from a Deep Wound for 26 seconds.

Other: Unaffiliated with any other group, they fight for survival, with varying levels of success.

Fog Nightmare: Of shadows they lurk, appear seemingly from thin air they attack all that isn't their own... Not a very good survival instinct, but they are evil spirits and seemingly infinite.

Dark Aura (Enchantment Spell): For 30 seconds, whenever target ally sacrifices Health, Dark Aura deals 68 shadow damage to adjacent foes, and the Fog Nightmare loses 26 Health.

Grenth's Balance (Elite Spell): If target foe has more Health than the Fog Nightmare, it gains half the difference (up to it's maximum Health), and that foe loses an equal amount. If this foe has less Health than the Fog Nightmare, it loses half the difference, and that foe gains an equal amount. 

Mark of Subversion (Hex Spell): For 6 seconds, the next time target foe casts a spell that targets an ally of that foe, the spell fails and the Fog Nightmare steals up to 125 Health from that foe.

Touch of Agony (Skill): Target touched foe takes 73 shadow damage.

Rock Borer Worm: Frequenting the caves and drylands of the Wilds, these worms are usually lonesome or sparced out in their forms of 'packs.'

Choking Gas (Preparation): For 16 seconds, the Rock Borer Worm's spikes deal 10 more damage and spread Choking Gas to all adjacent foes on impact. Choking Gas interrupts foes attempting to cast spells.

Concussion Shot (Bow Attack): If Concussion Shot hits while target foe is casting a spell, the spell is interrupted and the Rock Borer Worm's target is Dazed for 26 seconds. This attack deals only 22 damage.

Lightning Reflexes (Stance): For 13 seconds, the Rock Borer Worm has a 75% chance to block melee and projectile attacks, and it attacks 33% faster.

Pin Down (Bow Attack): If Pin Down hits, the Rock Borer Worm's target is Crippled for 20 seconds.

Throw Dirt (Skill): Target touched foe and foes adjacent to the Rock Borer Worm's target become Blinded for 19 seconds.

Wind Rider: These creatures float above the ground a couple inches and are seen frequently in the jungle part of the Wilds, resting themselves on the massive vines that commonly connect areas of this place, or the rivers and lakes. Which in turn causes them conflict with the Skales.

Arcane Conundrum (Hex Spell): For 19 seconds, spells cast by target foe and all adjacent foes take twice as long to cast. When this hex ends, the Wind Rider gains 9 energy.

Shatter Enchantment (Spell): Remove an enchantment from target foe. If an enchantment is removed, that foe takes 134 damage.

Conjure Phantasm (Hex Spell): For 22 seconds, target foe experiences -5 Health degeneration.

Crippling Angiush (Elite Hex Spell): For 26 seconds, target moves and attacks 50% slower and suffers -11 Health degeneration.

Cry of Frustration (Spell): If target foe is using a skill, that foe and all foes in the area are interrupted and suffer 99 damage.

Power Spike (Spell):  If target foe is casting a spell or a chant, that skill is interrupted and target foe takes 156 damage.

Shame (Hex Spell): For 6 seconds, the next time target foe casts a spell that targets an ally, the spell fails and the Wind Rider steals up to 18 Energy from that foe.

Tumbled Elemental: Physically imposing brutes, these elementals live to smash anything that comes near, more or less seen only in the drylands and rarely in caves.

Crude Swing (Hammer Attack):  Attack all adjacent foes. Each foe the Tumbled Elemental his is struck for a extra 28 damage.

Earth Shaker (Elite Hammer Attack):  Target foe and all adjacent foes are knocked down.

Healing Signet (Signet): The Tumbled Elemental gains 208 Health. The Tumbled Elemental has -40 armor while using this skill.

Irresistable Blow (Hammer Attack):  If this attack hits, the Tumbled Elemental strikes for a extra 26 damage. If Irresistible Blow is blocked, the Tumbled Elemental's target is knocked down and takes 26 damage.

Rinkhal Monitor: Found near either the rivers or the ruins that sometimes might popup in the Wilds, these lizards are one of the only creatures that aren't a Skale that ally with them. Though rarely, and mostly for their ability to heal conditions.

Mending Touch (Spell): Touched ally loses two conditions and is healed for 78 Health for each condition removed in this way.

Reversal of Damage (Enchantment Spell): For 8 seconds, the next time target ally would take damage, the foe dealing the damage takes that damage instead (maximum 103).

Signet of Mystic Wrath (Signet): Target foe takes 47 holy damage for each enchantment on the Rinkhal Monitor (maximum 100 holy damage).

Signet of Removal (Elite Signet): If target ally is under the effects of an enchantment, that ally loses one hex and one condition.

Zealot's Fire (Enchantment Spell): For 60 seconds, whenever the Rinkhal Monitor uses a skill that targets an ally, all foes adjacent to that target are struck for 47 fire damage and it loses 1 Energy.

Hydra: Fearsome fire elementalists, the Hydra makes quick work of anyone who is unprepared with their Meteor spell and multiple attacks at once. Found mainly in the drylands.

Meteor (Spell): Target foe and all adjacent foes are struck for 154 fire damage and knocked down.

Fireball (Spell): The Hydra sends out a ball of fire that strikes target foe and all adjacent foes for 154 fire damage.

Inferno (Spell):  All adjacent foes are struck for 177 fire damage.

Phoenix (Spell):  A fiery Phoenix rises at the Hydra's location and flies out to its target, exploding on impact. This explosion strikes the Hydra's target and nearby foes for 80 fire damage. If the Hydra is Overcast, allies in the blast radius are healed for 104 Health.

Stun Immunity (Monster Skill): The Hydra cannot be knocked down.

Root Behemoth: Looking like a pile of bluish-grey rocks from a distance, the Root Behemoth waits for unsuspecting prey before rising out of it's little home, looking like a serpentine monstrosity, these things will throw rocks from its pile if a victim is too far away.

''"I Will Survive!" (Shout): ''The Root Behemoth gains +3 Health regeneration for each condition it is suffering. This regeneration expires after 13 seconds.

Deflect Arrows (Stance):  For 8 seconds, the Root Behemoth has a 75% chance to block attacks. If the Root Behemoth blocks a projectile attack, adjacent foes suffer from Bleeding for 19 seconds.

Earth Shaker (Elite Hammer Attack):  Target foe and all adjacent foes are knocked down.

Wild Blow (Melee Attack):  Lose all adrenaline. If it hits, this attack will result in a critical hit and any stance being used by the Root Behemoth's target ends. This attack cannot be blocked.

Misc: As with all other Testing Grounds, the monsters of the Wilds are immune to the effects of DE, unless of course, K'eth wishes otherwise. It is also to be noted that yes, if commanded, the creatures of the Wilds will stop fighting each other and focus on whatever task is at hand, unless K'eth wishes otherwise.