Ch.5252. Subjugation Force
by fnovelpia
To face the orcs of the plains, I created new monsters based on the Lizardman genes I recently acquired.
Though they have scales and reptilian features due to the Lizardman genes, these monsters were also created by applying dragon lineage genes.
The next-generation Ein-type monsters that Lizardmen will eventually evolve into—these prototypes of the so-called Dragonians are named Drakemen.
Drakeman
Rank :: 6
Level :: 93
Stats
Strength :: 155
Agility :: 85
Vitality :: 130
Intelligence :: 25
Resistance :: 95
Energy :: 65
Leadership :: 20
Traits
Monster Gene(E), Predator(C), Hive Mind(C), Subjugation(EX), Bio Core(C), Hardened Scales(C), Close Combat Expert(C), Tireless Stamina(D), Super Regeneration(D), Superhuman Strength(D), Heat-Resistant Body(D)
Skills
Weapon Mastery(C), Martial Arts(D)
Bio-weapons
Energy Claw(C), Flame Blaster(C)
Created using Earth Dragon Drake genes, these monsters stand around 3 meters tall, far exceeding the 2-meter height of common low-rank orcs.
They possess defensive capabilities that vastly surpass mediocre Lizardmen, and incredible strength that seems impossible for bipedal creatures. Add to that troll-level regeneration and inexhaustible stamina.
These dragon-like creatures are equipped with Energy Claws(C) on their limbs and Flame Blasters(C)—organic flamethrowers—installed in their throats. A total of 2,000 of them were created.
Of course, one might wonder if just 2,000 can handle over 500,000 orcs, but knowing this limitation, I’ve prepared many other things as well.
First, to create a more wild Ein-like atmosphere, I created 2,000 animal mounts—or more precisely, dinosaur-type monsters—for these Drakemen to ride.
The Drakemen in the rear ride small theropods or Gallimimus-like monsters for mobility, while those in the front line ride sturdy, bulky monsters resembling Triceratops or Ankylosaurus for breakthrough power.
Additionally, my personal guard, who have Drakeman bodies but are mixed among the regular Drakemen for combat experience, ride specially created monsters shaped like large theropods such as Tyrannosaurus.
Thanks to this, they all function essentially as cavalry with tremendous mobility. On top of this, I’ve mobilized 1,000 reconstructed Lizardmen as a kind of auxiliary force.
Of course, they’re absolutely not meant for direct combat.
Their role is to ride flying monsters resembling pteranodons, patrolling the skies and hunting down fleeing orcs.
Even though they’re dealing with stragglers who are likely low-rank, these auxiliary Lizardmen include mid-rank individuals, and the rest, though low-rank, are all veterans who survived as hunters in the dangerous jungle.
Moreover, the pteranodon-like mounts they ride are all Rank 6 monsters, and even if they die, their consciousness (souls) can be recovered and resurrected, so there’s no real problem.
Thus, the main force consisting of 2,000 Drakeman cavalry and 1,000 auxiliary aerial cavalry was completed, but even including their mounts, this force of just 6,000 is physically insufficient to face an orc army exceeding 500,000, excluding their livestock.
Of course, since the orc army is a loose coalition of tribes of a few hundred each, we would eventually win in a fight, but the important thing is that my goal is the extinction of orcs.
Since orcs also ride tamed monsters, there’s a high chance they could escape if my forces are too few, so I have several measures to supplement my limited numbers.
First, there are the slave soldiers—Eins captured during the process of driving orcs out of the jungle and stabilizing security.
Of these approximately 7,000 slave soldiers, most—about 5,000—are goblin-type monsters.
Goblins. Monsters with green skin and long ears that look like distorted fairies, simply put, they’re representative small Ein species with heights between 1 and 1.6 meters.
They have high agility and intelligence, making them dexterous and specialized in stealth and ambush, but… honestly, they have few other advantages.
Pure goblins are limited to Rank 7, and only extremely rare subspecies (Hob Goblins/Giant Goblins) that appear through mutation rather than inheritance can evolve to mid-rank.
Of course, these mid-rank evolved goblin subspecies aren’t very strong and are overwhelmingly outmatched by other mid-rank monsters, so goblins ultimately exist at the bottom of the jungle ecosystem, living in scattered groups of dozens.
Anyway, of the remaining 2,000 slave soldiers besides the 5,000 forcibly recruited goblins, many are mid-rank Ein-type monsters strong enough to survive alone in the harsh jungle.
While there are low-rank Ein-type monsters like jungle kobolds and Sugargliders, most of these 2,000 actually belong to just three species.
First, there are Ogres.
Born as Rank 8-9 monsters that become Rank 6 upon reaching adulthood, Ogres are large Ein-type monsters standing about 3.5-4 meters tall with rugged builds.
Surprisingly, their inconspicuous yellowish-brown skin is tough enough to deflect infantry laser rifles without a barrier field, and beneath this skin lies a thick layer of fat that absorbs even powerful impacts.
Additionally, Ogres’ trademark is their tremendous strength. In games, despite being Rank 6 monsters, they passively possess the B-rank Superhuman Strength trait, and in reality, they can crush alloy chunks with casually swung wooden clubs.
While their intelligence isn’t particularly high, these monsters survived precisely because of their robust physiques.
Then there’s a monster similar yet different from Ogres—the Troll, specifically the Jungle Troll.
This monster, an adaptation of the highly adaptable Troll species to jungle environments, isn’t actually much different from its forest-dwelling original form.
Adults grow to Rank 5 monsters with excellent regenerative abilities, easily regenerating severed body parts, and possessing terrifying strength from their long arms.
However, there are three main differences between Jungle Trolls and their original species.
One is their high resistance to poisons and contamination, developed for survival in the extreme jungle environment; another is their distinctive skin for jungle camouflage; and the last is their venomous claws.
Their mottled green/black/brown skin grows hair resembling leaves or weeds, allowing them to completely blend into their surroundings like a ghillie suit if they hide well.
As for the venomous claws, these hook-shaped claws on their long arms are connected to venom glands inside their wrists, where ingested toxic substances are stored and flow through ducts in their palms.
Various poisons are cocktailed together, making the composition different for each individual and difficult to antidote. Combined with the fast and overwhelming reach of their long arms, this gives them combat capabilities distinct from Ogres.
And the last of these monsters shows more intelligence than the other two.
They’re called Crockmen. Resembling crocodilians, they’re somewhat related to Lizardmen but unlike them, live solitary lives along riverbanks.
Capable of underwater breathing, they typically hide underwater and attack creatures approaching to drink, with Lizardmen being their primary targets, making them practically the natural enemies of Lizardmen.
Consequently, many Crockmen are hunted by Lizardmen, yet they persistently survive and grow stronger.
This is because they use weapons looted from Lizardmen, and their bodies are structured to become stronger during the recovery process when injured…
Well, now they’ve all been either killed or captured.
Anyway, these prepared slave soldiers are currently stored in temporary holding facilities, preserved with drugs.
To control these slave soldiers, a monster specially created for me to directly control will be used in this battle.
Living Brain
Rank :: 5
Level :: 93
Stats
Strength :: 5
Agility :: 85
Vitality :: 80
Intelligence :: 145
Resistance :: 95
Energy :: 165
Leadership :: 125
Traits
Monster Gene(E), Predator(C), Hive Mind(C), Subjugation(EX), Bio Core(C), Mental Psychic User(C), Psychic Relay(C), Permanent Levitation(D), Domination Enhancement(D), Wide-Area Psychic Transmission(D), Regeneration(E)
Skills
Psychic Barrier(C), Mental Domination(C), Brainwashing(C), Perception Distortion(C), Berserk Inducement(C), Telekinesis(D), Command(D)
Bio-weapons
Neurotoxin Sting(C)
Created solely for me to control and lead the slaves through psychic power, this monster consists of only a brain and spinal cord floating in the air.
Despite being specialized in controlling other monsters and being directly controlled by me, as a Rank 5 monster, it would self-destruct after moving for a certain period… but that doesn’t really matter.
This is merely a suicide squad meant to charge at the enemy and wear them down, and there’s a separate allied commander to face the Orc Lord.
‘Seri. Prepare to advance.’
[Yes.]
0 Comments