Vilhelis

Vilhelis are mysterious Bypaldians with little truly known about them by Guild Researchers. Believed to be a relative kind evolved heavily from the dreaded Fatalis species, Vilhelis have many devastating powers that can destroy all that attempt to fight it. They are a nomadic species, able to travel across the entire world, their only limit being the ocean.

Appearance
Vilhelis have an upright stance, which isn't as slouched like several other Bypaldians when not in combat. They are covered with shiny jagged black scales, with near equally dark grey flesh for parts not covered by them. The body is muscular in build, with long arms and a high height. The hands of Vilhelis have five fingers with a claw-nail on each. The arms also contain a extremely effective heat organ which is noticed by the lighter shade of colour in the hands and the lower arms. Vilhelis have a notably big tail, with two blades at the end with two much smaller ones at the middle. The two blades have tiny spikes on the edges, and can split into six when needed. The two wings are remarkably big, sporting several spikes down the side and three claw like ones at the top that assist in flying and digging. The membrane of them are a mixture of dull purple and grey. Down the back are dark brownish grey spines that run from the tail to its head, where they end in four horns, two large and two smaller ones behind them, and two pairs of them on the head beyond that. The eyes of Vilhelis are red, with a dark shade in the pupils. The mouth has a purple tongue, with many teeth lining the gums.

The colour scheme of Vilhelis changes in rage, becoming more drastic the worse it gets.

Abilities
Vilhelis are capable of many different ailments. From their mouths, they breathe Dragon element with great range of use, and sometimes they may breathe fire from it as well. Their arms contain an effective heat organ around the hands, which builds when it attacks and when it becomes angry. When angry enough, the heat organ will produce flames around it, giving attacks from the arms a fiery power, which increases the worse the anger of Vilhelis becomes. The wings of Vilhelis are both capable of flying and digging, and are capable of releasing toxic substances that can poison or render ones elemental resistances weakened. Its fangs can also produce the Resistance Down ailment. Their tails, similar to that of an Astalos but with more developed extensions are well suited to ground digging, and can emerge from it to grab prey and other things below while underground. The tail can also make extensive use of using rocks torn from the earth and tearing it up to attack, and sometimes being able to grasp objects while on the surface. It is also able to produce a potent sleep inducing gas, which often comes from the scales.

Their muscular build allows them to preform truly savage attacks, which can end even monsters in the top of food chains in one hit. And despite their size and bulkiness, they are agile fighters able to perform complex attacks with relative ease. When the going becomes serious, it begins using ailments on different parts of the body, such as mixing the resistance down gas with fire breath, flinging lava-like earth from the ground that it burned, using multiple part abilities at once, and when fully enraged can merge Fire and Dragon elements into the Blaze element.

One puzzling and shocking scribe claims that the Vilhelis is capable of using its ailments in such a way, it can take control over a far weaker monsters mind temporarily and give it power to fight by the Vilhelis's side for a short time. Sometimes this process is so overwhelming the brain-control can be permanent, or leave the affected monsters mind broken afterwards, becoming deranged with a burn mark to show for it. This technique has led the guild to give Vilhelis the title of Domination Demon.

Behaviour
Vilhelis's behaviour isn't known by The Guild besides the old scribes that were uncovered to learn about them, which previously went unresearched due to Guild translators believing a monster like that couldn't exist and regarded them as imaginations. The scribes tell that the Vilhelis are Bypaldians of an Elder Dragon nature, with pride only in themselves and believe that anything else is below them. In a behaviour similar in Fatalis, they are naturally hostile to everything that it doesn't like, and won't hesitate in destroying them. Anything that challenges them sees no mercy should Vilhelis be attacked first, their rage is told to increase their powers greatly. It is also mentioned that if by any chance something defeats a Vilhelis in combat, they are capable of forming a vengeance towards them, going as far as to track them down across regions to slay them.

Vilhelis's hunting habits even have been described briefly once, telling how it can bury itself beneath a desert and use its tail to drag prey under the sand to be devoured.

The hunter is able to see more of its behaviours in person. It is able to kill prey by simply diving onto them and breaking their body from impact power. Marking territory it currently owns, it uses its tail and claws to carve large patterns of carvings and rocks as a sign to stay away. Sometimes, the Vilhelis will roar at a group of monsters to scare them away. Any aggressive monsters that go to attack the Vilhelis aren't even any risk to it, it always will kill them effortlessly in one hit that leaves them in an uncarvable state. When enraged, the Vilhelis may search out a monster and kill it in a terrible way to relieve its anger. It also displays normal monster behaviours like drinking water, looking around and on occasion, even sleeping.

Introduction
Nightmare Hidden: Twistspire Desert: Area 6

In the sands of the Twistspire Desert a lone Bulgatulga, having been lost by a caravan carrying them walks weakly across the heat. Un-adapted to such harsh conditions the padded foot Brute Wyvern comes to a stop long before it reaches the pathway up to the grand spires. All seems quiet.

Then out of the sand and without any sort of warning the Bulgatulga is launched up into the air screaming and grasped by a long black tail. The two curved blades on them split into six and pierce though the bodies flesh like air, bringing the Bulgatulga to a quick end. The tail goes back underground with the Bulgatulga going down with it. Shredding sounds are heard in the sandy pit as the hunter arrives into the area and witnesses the strange but horrifying. Right as the shredding stops, the torn apart Bulgatulga is shot from the filling-in pit and swells into a balloon, expanding with flame. The remains then explode violently, leaving nothing but a plume of smoke behind. Then, the hunter walks towards the now filled in hole, and sees a rumble. Just as suddenly as before, a large black winged beast bursts from the sand and slides to a halt right next to the hunter. The hunter sees the horned black monsters red eyes look upon him/her and walks backwards. With a flap of it's dull grey/purple membrane wings it discards the sand on it to reveal its full intimidating appearance. Then, it rears back its head and roars at the hunter, ending the cutscene as the camera returns to focus on the hunter.

It is then revealed that the monster is a Vilhelis, and that the hunter must take the greatest caution possible.

Mount
Vilhelis can be mounted on the head, back and tail. It can also be mounted while flying. As it gets more enraged, it becomes more difficult to mount and to successfully topple it.

Rage And Tired States

 * 1st Rage: Lower arms begin to glow on their own, eyes glow slightly brighter, steam comes from mouth.
 * 2nd Rage: Lower arms emit flames, fire or dragon element smokes from mouth, scale cracks emit a light glow, the two tail blades split into six.
 * 3rd Rage: Lower arms blaze with fire, scales now have an orange glow in patterns, red/black patterns form on wings, eyes glow bright, aura of fire and dragon forms around body and tail blades vibrate slightly.
 * 4th Rage: Lower arms appear to be made of solid fire, aura of flames around arms, red, black and orange aura around body, scale glow is now orange and red, wing membrane tints red with more devilish patterns, eye gaze casts a red shine on surfaces, blaze element emits from mouth, tail blades shake violently.
 * Tired: Tail and wings appear to droop, will pause to recover after complex attacks. No longer occurs from 3rd rage mode and onward.

Unique Mechanics
Vilhelis that appear as an UNKNOWN event or most commonly as Danger events have a unique mechanic of the grudge system. If the hunter manages to wound or damage the Vilhelis enough, it will flee like the Unknown Black Wyvern. However, unlike the UFW, the next time a Vilhelis is encountered by random event, it will be the same one from before. It will be easier to enraged and will be more aggressive in fighting the hunter. If this continues, a chance begins that the Vilhelis will suddenly without any warning signs, barge into a quest and immediately either pin down the hunter and roar at them, fly in and knock away the target monster, or flat out (if the target monster is near death), kill the monster in the quest. If the last one occurs, the hunter cannot escape the quest like in the Danger event scenario and must either leave by a Subquest or repel or slay the Vilhelis. In the maximum tier grudge, the Vilhelis will commonly interrupt quests, and in "Battlequarters defence" style quests it is guaranteed to become the intruding monster next. Even Expeditions (3 Ultimate, 4 Ultimate and World style) won't be safe from it anymore, hunters will have the chance though to fight it without a cart limit, but the time to fight it however is of course shorter than in a normal appearance. It will last until the hunter finally kills the Vilhelis, and the system resets for the next one.

Vilhelis in the Grudge System also have the ability to restore damaged parts to further boost the nature of the mechanic. For example if the hunter severs its tail, in the future the tail may have grown back, shorter, harder to damage and can't be severed again. Horns may grow back in a similar fashion, but often times deformed like with Bloodbath Diablos depending on the damage type that did the break. It will always carry large scar wounds, showing that it is truly taking revenge for the wounds the hunter did to it.

Normal State

 * Beginning By Challenge: If hunters enter combat with it by walking towards it closely, or draw their weapon, the Vilhelis will not perceive the hunters as real threats yet. It will stand in place and crack the joints in its neck, knuckles and tail to ready them for usage. Then, it will engage in battle.
 * Warning Roar: Hunters and monsters that go towards the Vilhelis can have them receive a short roar from it to back away. Small monsters and most large monsters that cannot engage it in fighting interactions will flee the area immediately. The roar itself is only required by standard Earplugs to negate. If hunters continue to go further, the Vilhelis begins combat via the "challenge" scenario.
 * Beginning By Attack: If hunters enter combat with it by attacking it, the Vilhelis will almost instantly jump backwards from the strike to a distance, or if not enough space is available will jump behind the hunters. The tail is slammed onto the ground, the wings are extended and Vilhelis makes an intimidating stance, emitting a HG Earplugs needed roar before entering combat.
 * Backhop: Very commonly used to move, can do moderate damage if it lands on a hunter.
 * Basic Swipe: With either arm, Vilhelis violently swipes across the area at its front, moving forward two steps during it.
 * Double Swipe: Vilhelis takes a step backwards and swipes with both arms, one after the other.
 * Spinning Swipe: Vilhelis brings around a selected arm and does a swipe in an arc that spins it around once.
 * Stomp: With a quick flap of its wings it jumps upwards, and stomps back down on the spot, similarly to 5th Gen Rathalos.
 * Leaping Stomp: Vilhelis drops its body down low and fully extends its wings upward. It then lifts up high in a single flap and moves towards its target, then lands down hard in a fast stomp.
 * Punch: The most basic form of punch, Vilhelis moves two steps at the target and does a single punch directly forward at them.
 * Punch To Side Punch: Making a lunge, Vilhelis does the standard punch attack and instantly follows up with the other arm in a side punch.
 * Side Punch: Vilhelis makes a slight turn and swings around, delivering a punch around its side.
 * Cover Both Sides: Vilhelis moves back and does a Side Punch, then does it again with the other arm.
 * Advancement Punch: A kind of variant of the standard punch where Vilhelis runs at a hunter and uses its arm momentum to move far more extra space and delivers an almost arched forward punch.
 * Ground Punch: Vilhelis lifts up its fist and pushes down to the ground, often moving at a hunter during its wind up to hit them.
 * Fist Of Down: Vilhelis will leap into the air with a fist raised and dives down onto a hunter with a forceful punch. It is able to turn around and move at a distance towards the target before the punch begins.
 * Unnerving Bite: Making a movement that appears like the start of a headbutt the Vilhelis shifts back its upper body and turns at a hunter. The monster then rushes forward arched at hunter body level and bites forward. If hit, there is a high chance of getting Resistance Down.
 * Two Unnerving Bites: The shift back will be greater and it will do two consecutive bites at a hunter, with Vilhelis taking a step forward to bite again.
 * Tail Slam: Vilhelises tail is lifted up and slammed down in a basic attack against hunters behind it.
 * Tail Swing: Looking behind itself, it swings its tail around to behind where its head faces.
 * Double Tail Swing: Shaking its tail for a moment it swings its tail in both directions.
 * Tail Snap: Its tail blades are opened like pincers and raised up. With a step backwards Vilhelis violently brings its tail back straight snaps them at a hunter.
 * Earth Tear: Twisting its body it pushes its tail through the ground in a fast turning arc, tearing it apart as it moves. The earth is then sent at hunters, which in this form will cause Earthblight. In every attack that causes Earthblight, when it is in Icy areas they instead cause Iceblight.
 * Blind-spot Rock Fling: Without looking behind itself Vilhelis rips up a rock and throws it behind at hunters in a random place.
 * Sleep Gas: A white mist begins emitting from its scales as Vilhelis walks towards hunters, which gradually builds up as its walk gains speed. Then the mist covers the body as the Vilhelis makes a small jump and bends downwards, then stretches outwards and releases what is revealed to be potent sleep gas in a large cloud around itself, and uses a single wing flap during the preparation to send an additional section of it forward towards hunters. Upon touch, hunters are instantly in the advanced form of Sleep, Sound Asleep that will leave them completely helpless to Vilhelis.
 * Noxious Wing Flap: The dull purple in its wing membranes saturates more and its spikes extend. A bright purple poison swarms the wings, and Vilhelis expands them and will then once the poisonous mist surrounds them completely, jump backwards and flap hard the mist towards hunters. The poison travels quite a distance and is enough to damage hunters and knock them off balance. Hunters who are hit by the advancing poison mist are inflicted with Noxious Poison.
 * Into The Earth: How Vilhelis digs is by shrinking its wing membranes and extending the spikes and claws on the wings, and spinning around its tail. Mostly done as a combo from a backhop, the Vilhelis will make the changes to its wings and tail, then lift itself upwards pointed to the ground and make a heavy slam with its arms and tail, smashing apart a hole. The Vilhelis then tunnels into the ground with its wing claws being used to enlarge the space and the tail as the main dill. The head and arms are used to break out the rubble and the legs push it downwards. When it gets going, it spins around like Massacre Demon Diablos until it is fully buried. Now, it is able to launch out one of several attacks exclusive to this.
 * Tail Upstrike: A puff of earth emits from below a spot, usually a hunter. A second afterwards the Vilhelises tail bursts upwards at almost full length, upswing any directly in its path.
 * Circular Tail Sweep: The tail emerges at half length with the ground being pried open quickly. Without much time to react, the tail is swept around in a full circle which bears wide range and has a possibility of upswinging hunters directly in the tail blades path.
 * Chasing Tail: Emerging out slowly, the tail opens its blades and begins homing in on the nearest hunter. The tail will rush towards them for a few seconds or if it reaches them, then it'll snap the blades like a pincer at hunters in a fast attack and then fling upwards and go back down.
 * Shark Wannabe: Vilhelises head emerges from the ground creepily and its mouth opens up as it moves for a hunter. It then rushes at the chosen and makes a lunging bite for him/her before sinking back in. This attack can cause Resistance Down.
 * False Emergence: Vilhelises horns will appear for a second, then it will burst from the ground at arm point. It throws its arms forward into the air to upswing any hunters in front of it, then sweeps them backwards to hit everyone else, then almost instantly brings itself back underground.
 * Out Of The Ground: Like Diablos, Vilhelises emergence is considered an attack. Where Vilhelis moves the ground sinks by a a small amount. The ground sinking will go towards the most inactive hunter, and four puffs of smoke around a slightly sunken pit indicate that Vilhelis will emerge from that spot. From that place Vilhelis jumps out from the ground straight upwards with a long spin and a dramatic landing.
 * Dragon Ball: Vilhelis generates red and black smoke in its mouth and suddenly turns towards a hunter. With only a split second to react the Vilhelis shoots the Draconic Ball directly forward at hunters like the Fatalis does.
 * Dragon Breath: The Vilhelis emits a growl as dragon element storms its mouth with red sparks. Like the Dragon Ball, it turns to hunters and this time breathes a steam of draconic smoke at hunters that travels right forwards.
 * Upper-wards Dragon Breath: Beginning the Dragon Breath animation the Vilhelis turns while preparing the breath, this time spreading itself outwards and looking downwards. There it will begin breathing dragon breath from near underneath it and continue moving it upwards until its head is skyward. Usually done to hit hunters in the air or on a place above it.
 * Aerial Dragon Ball: Moving backwards, it shoots a dragon ball at a targeted hunter. The aerial version is done much faster than the ground one.
 * Swoop: Done in the air, Vilhelis will make a fast dive to ground level and fly back upwards and turn.
 * Airborne Tail Snap: When hunters are right below it, it will bend its tail backwards and rush it at them and snap its tail blades at them to knock them away. It isn't easily blocked.
 * Airborne Tail Sweep: With a wide turn it makes a clockwise sweep with its long tail and travels with its force.
 * Aerial Swipe: Twisting down, the Vilhelis does a wide swipe with an arm.
 * Fast Bite: When in flight at ground level hunters have to be aware about where they stand, as if they stand at tails distance from Vilhelis it will most often do a low glide and bite the hunters in a very fast attack that will leave them with Resistance Down before they can even see what happened.
 * Heated Sparks: The beginning of Vilhelises fire attacks. When attacks have been done by its hands, the heat organs inside will glow. Once they do, the Vilhelis is able to do this attack. It flicks its hands to discharge the heat inside and quickly rubs the hands together with a swish. With that swish it pushes out fiery sparks from the heat organs that spread out onto the ground.
 * Counter Attack: Occasionally if flinched, Vilhelis shall respond by walking backwards fast and charges into the hunter with its right wing folded. It'll use that wing and the side of its body to tackle the hunter and knock them far away. If that counter is countered, then Vilhelis will be staggered, with it being knocked backwards and bending itself and dropping all its body parts down low for 5 seconds and leaves it vulnerable.

1st Rage

 * Beginning Of Anger: When the Vilhelis goes into further rage, it will have a unique animation for all of them. In the first state of rage Vilhelis will close up and then roar towards hunters in a leaning position, now displaying the aesthetic differences of that rage mode. Vilhelis cannot be flinched or affected with status elements during these transitions.
 * Angry Counter Attack: Like 5th Gen Deviljho, the Vilhelis has different counter attacks depending on its rage. This time, Vilhelis rushes back more and coming flying in with a spinning punch.
 * Sweeping Punches: The Vilhelis swings itself at hunters with two wide reaching punches across in front, one for each arm.
 * Fierce Uppercut: In a violent movement, Vilhelis takes a step backwards and forms one of its hands into a claw shape. In almost no time at all it brings the foot back forward and swiftly and hardly swings the claw hand directly upwards into the air. Any hunters hit by this are upswung high.
 * Backhand: If a hunter is by its leg, it can now attack them directly by swiping its arm into the hunter and turning around while doing so.
 * Turn-around Down Punch: Turning its head to look behind its shoulder at hunters the Vilhelis clenches the fist on the opposite side where it is looking at. The Vilhelis then spins itself around and with a lightning fast jump it slams the fist right down where it was looking at.
 * Roundhouse Kick: The Vilhelis brings its tail up high and rushes at a hunter in half a second. As it reaches the hunter, it swings its leg around in a vicious semicircular motion that spins it completely in an advancing circle. This attack becomes one of Vilhelises most commonly used once enraged.
 * Divebomb: Vilhelis will fly straight up without warning and do a divebomb attack which is very similar to this: https://youtu.be/zYkQx4EASNQ?t=76
 * Wall Punch: If a hunter climbs while Vilhelis is near, it will now fly up to them and punch them while they are still on the wall.
 * Snapping Tail Slam: Vilhelis will slam its tail and then snap the pincers on it towards hunters.
 * Sweeping Dragon Breath: Using its wings to move a bit, Vilhelis takes in a large breath as it creates dragon energy in its mouth. Then in a style somewhat alike to Fatalis, it fires a short blast forward, then throws its head backwards and begins breathing a stream of dragon breath across the front in an arc while simultaneously walking forward or backwards.
 * Fire Embers: Since heat has started to rise in the mouth of Vilhelis the monster can now start using some fire attacks from it. A small flare emits around its maw as Vilhelis swings it back to get the correct range for the usage of said flare. It will then fire upwards a burst of flames that break apart into many embers that scatter all over the place in a wide zone. The embers burn on the ground for four seconds afterwards, doing gradual damage. The fire burst does much more damage than the embers if Vilhelis so happens to hit hunters with it.
 * Fire Flare: From the mouth, it breathes out a flare of flames slightly bigger than bite range at close distance.
 * Biting Tail Sweep: Vilhelis will make a low ranged wide bite around to its side while turning, and once it is almost finished it will swing around its tail to cover its other side.
 * Wing Strike: One of its wings appear to move to cover the Vilhelises side, but is then suddenly flung outwards quickly to knock away a hunter.
 * Weakening Wing Strike: The Vilhelis breathes a puff of smoke containing the acids that inflict Resistance Down onto a wing as it folds. It then does the Wing Strike attack, this time a gust of grey-purple smoke emits as strikes, extending the range and causing Resistance Down.
 * Domination Of The Weak: The signature technique of Vilhelis. It dashes or walks to a small monster nearby, and as it does so its eyes suddenly glow from dark red to crimson and an aura created from several of its ailments forms on its body and travels to its arms. When right next to the monster, Vilhelis slams one of its hands onto it and immobilises it in place as the aura's energy swells to it. Once the hand is laid, the Vilhelis makes a special roar at the monster that isn't used any other time. The roar and the grab flush the energy that has the appearance like a dark spirit through all the senses of the monster, overwhelming its mind. Vilhelis then lets go of the monster as its eyes glow the same demented shade as its own, with its skin turning darker as a side effect. Vilhelis then points at the hunters, turning that monster hostile towards them. This is Vilhelises possession ability, which it will make use of whenever it can. The monster's mind is dominated by Vilhelis, meaning it will follow its command as long as the energies remain active inside it. All the monsters stats are buffed greatly from this, meaning they can become dangerous fast. Up to four small monsters can be possessed at any given time, and the possession usually lasts from 5 to 15 minutes, but rarely if the energies are exceptional, it lasts until the Vilhelis leaves the locale, or dies. The first possession takes Vilhelis 6 seconds to do, but afterwards it gets reduced to three, and in maximum states of rage, it gets replaced by an almost instant variation.

2nd Rage

 * Rage Increasing: In its entrance to second state of rage Vilhelis will take a step back and shake, wobbling and throwing its head downwards. Then it flings its wings outwards that emits wind pressure and roars upwards, with its new appearance changes becoming visible.
 * Infuriated Counter Attack: Now its counter attack will have it spin towards a hunter and uppercut with its right arm and tail.
 * Rocky Cluster: Using both its wings and hands, it rips up three misshaped rocks from the ground to face height and then fires them by a powerful gust from the wings and arms. The rocks will shatter upon impact, creating a cluster of smaller rocks that can repeatedly hit a single hunter.
 * Earth From Above: Vilhelis while airborne will descend and tear a large cluster of stony earth from the ground into the air with a carve of its tail. The rocks will then fall in random places in front of Vilhelis and inflict Earthblight.
 * Scraping Snap: If a hunter tries to evade a Tail Snap, the Vilhelis can now scrape the pincers across the ground and snap them in a forceful flick at where the hunter is moving.
 * Snapping Tail Chase: While underground. The tail emerges after it pries apart the ground above it. With a snip it turns at the closest hunter and begins chasing them while the pincers snap repeatedly. This continues until the tail rushes forward with one final big snap, before turning upwards and going back down.
 * Six Point Tail Trash: The six pincers on Vilhelises tail emerge from the underground one by one in half a second, with the tail rising up. Before it reaches full length up, the tail shakes and it begins violently trashing in six places. When done for three seconds, the tail quickly sweeps all the way in a circle and droops back in.
 * Diveplow: An advanced version of the divebomb. Mainly done while in flight, the Vilhelis bends downwards to face hunters and emit a drawn out snarl as it draws itself backwards from them. The wings flap like normally as it aims, but once it reaches maximum height and posture, them shape into what they are when digging, with the tail twisting towards them. With little time to react the Vilhelis dives at hunters, upon reaching them will spin diagonally positioned, smashing the earth with its arms and wings, creating an Earthblight inflicting burst of debris. It will then turn onto its side and utilise its strength and speed to grind its resistant tail and shaped wings through the earth, plowing it in a straight line of destruction, not unlike the Nergigante. Afterwards it gets back onto its feet and emits another snarl. The diveplow action upswings hunters and causes huge damage.
 * Fire Throw: With the fire on its arms, it will back off and "push" embers from the opposite arm across the arm it will use. It then swishes the increased fire at the hunters as five fireballs that spread out over a wide area.
 * Sonic Punch: Vilhelis suddenly dives backwards and just as quickly rushes back with a spin and punches forward. A large swirl of wind is created, empowering the punch and creates a sonic effect in its path. Hunters hit are sent flying away and are Stunned due to the added presence of the sonic wind.
 * Sonic Kick: Vilhelis goes in flight and quickly spins around the hunter very fast, then as a wind gust forms it delivers a forward kick that is empowered by the wind to have a sonic effect to it. Hunters are sent flying away if hit and are Stunned afterwards.
 * Fire Ball: From this rage mode forward it now can use fire attacks from its mouth. This attack uses the exact same animation as the Dragon Ball attack, but now the element is fire.
 * Fire Breath: Exact same animation as the Dragon Breath, but now as fire.
 * Sweeping Fire Breath: Exact same animation as the Sweeping Dragon Breath, but now as fire.
 * Punching Flurry: Emitting a yell, the Vilhelis turns at hunters and advancing while punching similarly to Rajang, only in Vilhelises case it punches with both fists to end the attack.
 * Zigzag Swipe: If hunters move awkwardly, Vilhelis does a swiping move that has it swipe with a frontal facing claw swipe first while moving at one direction, then it swipes again with the claw facing backwards it the other direction and reaches further.
 * Small Monster Throw: Occasionally instead of Possessing them, the Vilhelis will violently grab them with one hand on a certain part of the body, and violently throw them at hunters, instantly killing the monster and doing various damage to the hunter. If at a longer range, the Vilhelis will fly up with the monster and throw it from the air to hit the hunters.
 * Underground Small Monster Throw: If underground the small monster is instead snapped and trapped by the tail and flung from that like the hand.
 * Embering Backhand: Flames, now emitting from its arm, are utilised as Vilhelis builds up one strike longer to gather the embers. Looking behind at hunters as it hovers, it rotates around and swipes the embers in a large arc enough to be counted as an actual threat while they travel, that will burn on the ground for a few seconds and do continuous minor damage.
 * Dual Wing's Spin: Resistance Down containing gas is sprayed onto its wings as they fold over to the side. The Vilhelis then spins around three times with each turn releasing a wave of grey and purple smoke containing the Resistance Down ailment while the impact itself will upswing.
 * Mega Ground Punch: Vilhelis will make a hard positioned posture and clench one of its fists. Elemental energies will flow into Vilhelises fist as it begins to fly into the air. With a flash the fist turns red and Vilhelis dives down and punches the ground. The much increased force and combined energies multiplies the punches strike to the point that it shatters the ground around it like a crater and cracks it, causing huge damage to any hunters directly hit and moderate to high damage to those in the AOE, and being either sent flying or upswung through the air.

3rd Rage

 * Switch To Furiously Serious: From this rage mode forward the Vilhelises attack patterns will change into far greater deadly ones. It will also now regard the battle as truly serious, now not holding anything back in defeating the hunters.


 * Burning Arms: Vilhelises now blazing arms will now always do fire damage in whatever they are involved in.
 * Raging Counter Attack: Vilhelises third state of rage will have it do a divebomb at the attacking hunter, swing its tail around and slam its fists to the ground, creating a small explosion. The entire duration of the attack can upswing.
 * Knuckle Smash: Gliding or walking quickly to a hunter it puts together both of its hands in a knuckle and rises it up high. As its movement stops the knuckle dives down and smashes the ground below with great force. The earth breaks with a large tremor, and fire bursts from the cracks after it has already withdrawn its hands. The physical smash itself does massive damage and sends hunters flying while the fire bursts do moderate damage and Fireblight.
 * Pinning Slam: The Vilhelis shakes itself and goes up airborne and slams a hand palm down at hunters. If they are hit, they are put into the pinned knockdown. Vilhelis will then usually use a powerful attack on them, mainly the Mega Ground Punch.
 * Burned Off: If hunters take too long to topple the Vilhelis in time during mounting, it will now do this. The Vilhelis will quickly curl itself up and envelop flames around itself and in two seconds, the flames combust in a burst that will knock the hunter mounting it off into an upswing. Other hunters next to it can be also damaged by the attack.
 * Swiping Rampage: Vilhelis growls are it swings out both arms and begins to swipe its claws in a wild manner around hunters, sometimes jumping around and doing sweeping variations of it. To end the assault off, it swipes both claws at once down upon a hunter. The final swipe does the most damage and will send hunters flying.
 * Mindless Punches: The Vilhelis will swing around its fists and then proceed to repeatedly attack hunters with many punching attacks, mixing it up with sweeping variations and attacks not aimed to make it more dangerous. It ends then attack off by dashing at one hunter and firing both fists forward at them, which does the most damage and sends them flying. It may also combo its Knuckle Smash attack into the combo as its final attack instead.
 * Blinding Rush Flail: The Vilhelis emits a short yell and rush hunters with its wings flapping. As it nears them, it does a large flap and goes flailing at hunters using its arms, legs and tail, turning it into a sideways spinning top of pain. It will come to a sudden stop at the end and face them from behind. The attack can cause hunters to be upswung and be inflicted with Fireblight.
 * Dual Fire Bursts: Vilhelis flies up out of hunters reach and brushes its hands to share fire energy between them. Using this, it creates two large fire balls in its hands which it quickly throws in a zig zag swish. When these fireballs hit the ground, they instantly explode into miniature eruptions of flames that reach up high and will upswing anyone that so happens to be above the bursts.
 * Wild Uppercut: Vilhelis will clench a fist and then spin around violent once and greatly advance on hunters. Once it comes to a stop it uppercuts up from the side, through the ground and straight up into the air. Several rocks are also ripped up and sent flying forward from the upswing going through the ground. Hunters hit are upswung up high by the upswing with high damage with a chance of Fireblight, and receive moderate damage and Earthblight if hit by the rocks.
 * Just Punch To Dig: A second way to enter digging. Vilhelis will turn its parts to digging form, then raise up high and with a massive punch with one fist, breaks apart a huge fissure in the ground, which it then breaks apart and tunnels into with great speed.
 * Explosive Fire Smash: Vilhelis will snarl and look up into the air before violently jumping up into the air, with its burning hand in grasp position. When it jumps, it will throw its fist through the ground and make large amounts of fire burst up around it after smashing the ground, sending hunters into the air.
 * Domination Of Real Monsters: Beyond the control of the small, is control over the main monsters, the large. Instead of fighting or killing large monsters, the Domination Demon decides to make a weakened one be under its control. The targets of this are monsters that are tired, with several broken parts, low on health, or just knocked down. With its heightened energy, the Vilhelis knocks a monster down to its knees and grabs it by its torso with one hand and the head with the other, the way it does it depending on monster class. A red, black and orange energy envelops over the monsters body, and its eyes start glowing. Like with the small monsters, the Vilhelis then emits a unique roar at the held monster that makes the energy intensify while a piercing noise grows. Vilhelis unhands the monster as the possessive energies fade into the monster. As the monster rises up, its shows a darkened and tinted appearance, with colouration like the energies possessing it. The eyes open, showing them completing changed to orange and red with black veins surrounding them. It is possessed. Vilhelis points at the hunters with an arm still glowing with energy, ordering it into attack. The possessed large monster stays possessed the remainder of the hunt or until Vilhelis leaves the locale.
 * Dragon Ball Bombardment: Done either on the ground or flying above in the air, the Vilhelis gathers Dragon element around in its mouth and begins rapidly firing dragon balls around the area, mostly aiming at hunters. The dragon balls have slight tracking to them, but still fall at random around the place and burst with a small AOE upon impact.
 * Fire Ball Bombardment: Done either on the ground or flying above in the air. Vilhelis gathers gathers Fire element around its mouth and begins rapidly firing fire balls around the area, which are at complete random. The fire balls are not aimed directly at hunters, but more are created than with the bombardment of dragon balls and they create lingering flames where they impact.
 * Draconic Seeking Arrows: A surge of dragon element forms around Vilhelis, who spins into the air and begins hovering above hunters. The element goes around to its wings and arms, being channelled into more solid form by the Vilhelis. When the energy is fully circulated, the Vilhelis spreads out its wings and thrusts its hands forward, sending the element at hunters in the form of draconic arrows. They will seek onto hunters with great accuracy and strike them. The most dangerous part of this attack is that the arrows will only stagger hunters, even if they are directly hit by one, only causing heavy knockdown if three of them hit. This means hunters can potentially by hit-locked to a faint if they are unlucky. Blocking is also very unrecommended if in solo play, as all the arrows will come at them at once, certainly breaking guard and overwhelming the hunter attempting to hold their ground. In all, around ten arrows are created in an attack. After this is done, Vilhelis either lands or does an in-air divebomb, the latter typically done if only two or no arrows hit.

4th Rage

 * Outrage Outburst: Whenever Vilhelis enters its final state of rage this scene occurs. Dust blows away from the Vilhelis as it stumbles around like it is doing the usual Bypaldian death animation. However, instead of collapsing down to the floor it leans downwards. The Fire and Dragon element suddenly surge and merge together as the ground burns and cracks with emerging power. The Vilhelis lifts itself up and uncoils itself, unleashing a large explosion of Blaze element along with a Zenith Level Roar and Zenith Wind Pressure. This outburst will send hunters flying away in its range and will inflict Blazeblight on those in the flames path. Hunters must be at the top of their game to survive now.
 * Arms Heat Aura: Vilhelises arms now blaze with so much fire that being close to them will drain away health like Teostra's fire aura.
 * True Counter Attack: In its fourth rage state Vilhelis now counter attacks by performing an actual attack, usually in the midpoint of its standard wind up. When close to death it can use its most powerful attacks as counters excluding its ultimate.
 * Possession Yell: Vilhelis is too furious to carry out its possession of small monsters the normal way. Instead it will summon up the possessing energies to its head and simply emit a deep yell. A dark wave is sent from this that instantly possesses any small monster in its range.
 * Knuckle Explosion: Vilhelis will out-swing its arms and flap its wings once, clashing its knuckles together upon doing so. Blaze element will take hold of its arms and the Vilhelis flaps away, this time to get at the nearest hunter. It slams down, creating a large Blaze explosion wave from the impact of the knuckles, upswinging any hunters in the path and inflicting Blazeblight.
 * Drilling Tail Chase: The tail will pierce through the ground three times extremely quickly then turn towards a hunters and begin chasing them as it drills through the ground. If the hunter tries turning out of its path the Vilhelis swings the tail around, dragging it through the ground and creating Earthblight inflicting rocks. This continues on for around 8 seconds before it stops and draws its tail back in.
 * Whirl-tearing Savage Lash: Vilhelis makes a step backwards slowly with a stance that has it stand ready for a charge with its tail behind almost about to go crazy from vibration. And, it appears it does, as the tail looks to throw the Vilhelis off balance and begin tearing through the ground in fast and savage circles. But just a second later the Vilhelis is in control and begins steering the spins towards the hunters, adding its wings into the mix to start whipping up a formless whirlwind of Earthblight inflicting pebbles which will barrage hunters with damage in its reach. When at maximum speed, the Vilhelis will skid violently and near uncontrollably as the tail is still unearthing rocks. Before it ends up injuring itself, Vilhelis uses its strength to whomp the ground and then lifts itself upwards as it throws its tail in the arc it is moving it. The force it is moving in bursts the ground and sends a large amount of Earthblight inflicting earth in a forward direction that spreads with distance along with a huge chunk of rock with smaller rocks around it. The big rock hits with enough force to cause a standard tremor. The attack in its entirety, excluding the Earthblight additions are capable of doing massive damage and can upswing with the tails spinning and send hunters flying with the big rock.
 * The Seismic Tail: The Vilhelises most dangerous technique using the tail. It will first slam its tail down in a line-straight fashion, the blades opened up. Strangely they have become immobile. It flies up and the tail points down equally as straight. Vilhelis emits a short snarl and energies rush to the tail. Right as they do the Vilhelis smashes down to the ground and impales the tail through it. Zenith Tremors start pulsing from the Vilhelis and soon afterwards it hovers very close to ground-level and the tails shaking becomes extreme. A huge radius of Zenith Tremors radiates from the tail below, and eventually geysers of Blaze and Magma element erupt from particularly intense quakes that upswing hunters and cause them to land back into the tremors with either Blazeblight or Magmablight. After some time of shaking the Vilhelis shoots up and thrusts the tail at the broken ground one last time to create an explosion of earth and rocks, battering hunters in its range with Earthblight. If not careful, this attack can combo hunters to the cart easily.
 * Broken-minded Monster: To large monsters that are weakened with at least half health, they are at risk of the Vilhelises ultimate mind control cruelty. The monster is knocked down by Vilhelis like with the standard domination, but this time the monster is resistant towards getting restrained. In response to this, the Vilhelis restricts movement using its wings and then does its move. Using both hands Vilhelis grasps the head of the monster and roars at the held monster. The roar is unique again, and is different from the one used in domination. This time the energy is chaotic in appearance and mostly relegated to the monsters head. In addition to that the noise it makes sounds identical to the domination one at first, but quickly drops in pitch and becomes unnerving. It is so violent the head is wounded if it can be on the monster and it emits its roar, unable to break free of the hold. The Vilhelis will then push the monster away forward, knocking it to the floor as the energy makes a sound like ethereal shattering glass. As steam rises from the monsters head, it will attempt to rise again, but it shakes around before getting up in an unstable fashion and running away. The Vilhelis leaves the monster, broken-minded from the dominating energies having been weaponised to damage the brain. The monster will display very unusual behaviour from there on, like doing animations from other monsters, like a Diablos doing Yian Kut-Ku's run or a Brachydios doing Barroth's mud shake to zero effect. Additionally all its resistances, health and defence are lowered, and it will not be able to enter rage mode unless it has a certain trigger to cause it. Rarely, this can be the opposite, with the monster going maniacal, still having a broken-mind but instead going into constant rage and gaining speed boosts.
 * You Serve The Domination Demon!: Having targeted small monsters and large monsters, the Vilhelis now moves on to the final step, dominating hunters. It will select a hunter, usually with low health and has Blazeblight recovering from a heavy attack and glide towards them with its blazing arms replaced with a hellish red energy. It will make a single attempt to grab the hunter on landing. If it fails, the energy fades and Vilhelis is left open for attack for a few seconds as it returns its arms to fire. If the hands do connect the Vilhelis brings the hunter to their knees and possesses them with the energies influenced by a unique roar, also different from the monster ones. Possessed hunters will have their control lost from the player and they will attack other hunters, cured normally if attacked to 1HP by them. If no other hunters are around the Vilhelis will see no use for the possessed hunter anymore, picking them up with one hand, carting them immediately with a energy infused crush and then casually dropping them to the floor and walking off.
 * Blasting Ground Punch: The variant the Mega Ground Punch turns into when in this state of rage. Vilhelis will do the usual Mega Ground Punch animation charge up until its energies begin charging to the fist. Due to the full powers within it having been unlocked through its full rage, the element that is produced fully engulfs the fist. Vilhelis is slower with the punch, as it is making sure it does not miss. The punch bursts through into the ground and creates a large explosion of Blaze element fires, and unlike the weaker version many more smaller explosions randomly occur around the main one, lasting even after the fist is withdrawn from the earth.
 * Blaze Geysers: Vilhelis will both-hand punch into the ground with a dark pulse of blaze and multiple blaze geysers will form around the area while also being summoned directly under the feet of hunters. These geysers will send hunters flying into the air, and occasionally Vilhelis will perform its Divebomb attack while hunters are still midair to finish them off.
 * Brutality For All!: The Vilhelises instinct of rage peaks in this ruthless combo attack. After some time and damage is being dealt between enemy and Vilhelis the monster's lust for violence is released out of rage. First, it lets out a roar and slams the ground, creating a small burst of Magmablight inflicting rubble. It then targets the closest living thing near it, be it hunter or monster alike it doesn't care and punches them to the ground. Before they can recover it picks them back up and launches them at the next target to damage them. It then shoots a wave of fire at them to try and finish them off. It then goes to an unaffected target and does several ground pounds, each creating a geyser that upswings them higher and higher, eventually leading to Vilhelis shooting them across the area with a Knuckle Explosion alike slam. It then goes to another target and strikes with its fist, its wing and then a stomp, leaving them in the dirt. For its last target it flings many fireballs from its arms at them before building a Super Blaze Ball in its hands and throwing it at them. Vilhelis then emits a prolonged roar in battle-fury, but not one that needs Earplugs. This attack can potentially bring a hunt to an end if hunters are not careful.
 * Sleep? No, Fire!: Vilhelis will appear to try and do its Sleep gas, but the monster is so angry that it stops it and lets out a non earplugs roar as it spreads out its limbs and wings, emitting a powerful continuous fiery gas in its place.
 * Draconic Arrow Bombardment: Vilhelises body will surge with Dragon element violently as it spins up for its draconic arrow attack. It will channel the energy like before, but this time it is prepared much faster. It will fire a round of ten draconic arrows, and then channel the energy again and fire another round. After four rounds are shot, it will charge up the energy for longer and fire a single large bolt of draconic energy that will upswing a hunter that is hit and do high damage. If not careful, the bombardment can very easily add up carts in quick succession.
 * Magmatic Diveplow: Vilhelis will rise up for its Diveplow, and this time it will surround itself with flames. Right before its dive, it releases fiery gas to fully engulf it in flame like its arms usually are in this state. It then dives to the ground, the intense heat of the Vilhelises body actually causes the ground to instead melt into a lava substance and spread globs of it around the torn line in the ground. This attack will inflict Magmablight and does even more damage than the usual Diveplow.
 * Blaze Ball: Vilhelis brushes its arms past its head and a ball of Blaze is formed, and is then fired at hunters like a usual ball of Fire/Dragon abet with slightly bigger effect.
 * Super Blaze Ball: Vilhelis coils its wings around its head along with its arms as a large ball of Blaze is created. This one explodes in an AOE and leaves a short lived burn effect on the ground.
 * Extreme Blaze Ball: Vilhelis emits a short snarl as it takes airborne and begins charging a huge ball of Blaze element for around 6 seconds. After it is as big as it can get the Vilhelis throws the ball at hunters. Unlike the other balls this ball explodes with a massive AOE and scorches the ground in Blaze element for several seconds afterwards. This one will cause huge damage and upswing hunters.
 * Forward Blaze Stream: Like the Fire/Dragon stream Vilhelis breathes a stream of Blaze element in a straight line. This has longer range than both of the base elemental forms.
 * Sweeping Blaze Stream: Like the Fire/Dragon sweeps this is a stream of Blaze element breathed in a sweeping fashion. Unlike both of the base elemental forms the arc is more wide reaching.
 * Circular Blaze Stream: Like the Fire/Dragon circular sweeps with is a stream of Blaze element breathed in a circular fashion. This one is done in a much wider range than both of the base elemental forms.
 * Blaze Eruption: Vilhelis emits a loud growl, the Blaze element begins to move towards its mouth as it jumps upwards. In no time at all it breaks the ground beneath it with a downtrust of its tail as it takes flight, making a vessel for its attack. It appears to cover itself as the blaze fire surges from all parts of its body to fuel the blaze inside its mouth, enough to make its eyes shine like bright lights. The Vilhelis then takes two big flaps upwards in short distances, and appears to be about to slam-dunk the broken ground. But then Vilhelis pushes its arms and legs at full length around the head and its tail backwards away, and lets loose an intense blaze of fire directly into the hole. At first the fires appear only to spread from it in a widening AOE burn, which extends to a maximum range that poses a huge danger in small spaces and the initial blast does heavy damage and flings hunters across the ground where they can end up in the flames that rapidly drain health away. The Vilhelis then suddenly sours up spinning with a bright flare in its hands and mouth and fires them all into one with a roar. The ball of bright flares reveals to be intense energy compacted into a small form, as the instant it explodes onto the fire, it erupts the whole area in the flames into an inferno that sends hunters flying away far with massive damage. Blaze balls rain down from above around the now erupting fire that hunters should escape from pronto if they wish to keep their cart count from dropping to no continues in a matter of moments. When no more fire is left the Vilhelis does a Stomp to the ground. Despite its power, the main duration of the attack minus the Stomp is done in ten seconds. This attack can possibly wipe out a hunting party if hunters are badly positioned.
 * Blazing Devil Rift: The Vilhelises ultimate attack. After some time has passed in its max state of rage and hunters have done significant damage to it the Vilhelis will preform this move. The Vilhelises energies suddenly arise from its body and the Domination Demon emits a hellish roar. It jumps backwards into the air and thrusts its arms and wings forward and a wave of wind is released. Near instantly a giant crack is torn in the earth, which the Vilhelis fills with Blaze flames that expand its width. Strangely, the flames continue to grow and create a Magma outer-rim around the tear even through Vilhelis is hovering above not empowering it. That soon changes as Vilhelis generates energy, the same energy used in dominating beings around itself along with its Blaze elemental powers. They join together in a terrifying looking shroud of flame and light, and it is released into the tear. A piercing sound is heard as the area turns red, black and slight orange as the tear is transformed into an other-realm appearing rift. Instantly the rift begins to pull all small monsters and hunters nearby into it. Depending on how close they are, hunters have varying difficulty getting away from it. Small monsters who are sucked into the rift are disintegrated instantly with no exceptions. Hunters who are sucked into the center of the rift very rapidly lose health and are inflicted with Blazeblight and may have Magmablight from being in the ridge. Hunters must crawl out of the rift to escape as fast as possible, as not only do they have to avoid losing all their health, but they must get out before its too late. Once enough time has passed this Vilhelis will close the rift like a portal, causing unavoidable faints to all hunters within it and will land down for a few seconds to rest. There is a great advantage to this lethal attack however, as if Vilhelis is damaged enough while it has the rift open, it loses focus enough for the energies to backfire on it and knock it down to its knees for several seconds and leave its entire body vulnerable to damage until it restores it powers back. This attack can end a hunt in a few seconds or cause a full-team KO if hunters fail to escape the rift in time.

Breaks

 * Horns Slightly Damaged
 * Horns Wounded Significantly
 * Horns Almost Completely Gone And Head Scarred
 * Left Arm Scarred
 * Right Arm Scarred
 * Left Wing Wounded
 * Right Wing Wounded
 * Chest Slightly Wounded
 * Chest Wounded
 * Back Wounded
 * Left Leg Scarred
 * Right Leg Scarred
 * Tail Wounded (Blades Cracked And Main Base Scarred)
 * Tail Severed By Either Left Or Right Half

Physical Damage Effectiveness

 * Bold parts are weak points.


 * ✖ = Zero effect or damage.
 * ★ = 1-30% effective damage
 * ★★ = 30%-70% effective damage
 * ★★★ = 70%-100% effective damage

Elements

 * The hybrid elements Black Flame and Heavenly Thunder are ★★★ effective.

Items

 * Flash Bombs/Pods can be used up to three times on Vilhelis, after which it gains complete immunity to them.
 * Sonic Bombs/Screamer Pods can be used to make Vilhelis emerge from the ground at the spot where it was triggered at.
 * Meat only works if Vilhelis hasn't noticed the hunter and isn't enraged.

Material Items
Vilhelis will drop shinies when they are heavily flinched or knocked down. They usually drop a Vilhelis Blazeshard, but they also can drop Vilhelis Blackblood, an item only given typically in rewards.

Slinger Ammo
Vilhelis will drop Dragon Pods, Bomb Pods and Thorn Pods for the Slinger.

Placement In Food Chain
Vilhelis hold total dominance over the food-chain wherever they may be in. In most locales, the local apex predators are nowhere close to being on the same level of power as they are. It doesn't take very much for a Vilhelis to dispose of would-be rivals and assert itself as the new apex. Not only can the Vilhelises kill and eat like a normal apex predator, they have the strange ability to take over monsters minds and place them directly under their control.

Behaviour Towards Other Monsters
Any that come towards the Vilhelis in aggression, those that are causing problems or even simply that Vilhelis don't like the look of, will invoke Vilhelises wrath upon them. Apex predators are the biggest issue to the Vilhelis, which are attacked if seen. Not even peaceful Herbivores are safe from their brutality, as not only are they preyed upon by Vilhelis, they have been seen to be used by Vilhelis as living projectiles with an always fatal result.

Tracks

 * Common: Vilhelis Footprints, Broken Earth/Sand/Ice,etc., Hole Eaten Carcass
 * Unique: Energy Busted Rubble

Vilhelis creates footprints wherever it walks and carcasses from prey it kills and eats. It can also create Broken Holes should it emerge from the ground for any reason.

Vilhelis can sometimes release a wave of its energies around itself if it feels like it, creating the energy busted rubble.

Specific Locale Interactions
In sandy areas when not engaged in battle it can burrow and lie in wait for prey, grabbing them with its tail and dragging them to their doom once they come near.

Special Behaviours
The Vilhelis has a mechanic known as the grudge system around them that allows an individual one that appears in an UNKNOWN or Danger event to remember the hunter in the quest should it be repelled. That individual Vilhelis will always be the one to appear in any future Danger or UNKNOWN events that spawns in a Vilhelis. The grudge system worsens overtime with each encounter, eventually allowing it to invade quests, Battlequarters style defence quests and even casual expeditions without warning. In addition the Vilhelis involved will become increasingly aggressive towards the hunter that caused it problems, easily entering into later stages of rage faster. This will end only with the grudge-filled Vilhelis being killed.

Vilhelis have the ability to pick up and throw smaller monsters, and later on, large monsters at the hunter. Small monsters are killed instantly by this on impact, while large monsters take heavy damage and often have a part broken.

Interactions with The Frenzy/Hyper State/Apex/Tempered
Vilhelis cannot be in any abnormal status.

Killing Blow(F)
This Killing Blow can be done even when Blobdrome is at full health. And there is two versions of this.

The first version is when Vilhelis is not into its 3rd rage mode yet. The Blobdrome will make a dramatic leap at the Vilhelis and make a direct hit. But absolutely no effect is caused of this attack, and Vilhelis casually brushes the Blobdrome off onto the floor. The Blobdrome can then only make a short squeal as Vilhelis does its Stomp attack right onto it, splattering the poor Celloid's cytoplasm and body all around the Vilhelis. The globs quickly disappear and Vilhelis immediately continues on with what it was doing as this encounter was nothing to it. No carves can be obtained from Blobdrome as it was completely destroyed.

The second version instead had Vilhelis glide at the Blobdrome, grab it, spin around, and then fly upwards while spinning some more and finally hurling it with so much power the Blobdrome is sent rocketing into the distance as a small flare. It will eventually either go out of sight, vaporising to nothingness if more than ten seconds occur, or if there is a wall or it hits land, it explodes with a large sized bang. Like the first version, no carves are possible as the Blobdrome is reduced to nothing.

Turf War
Vilhelis backhops away from the fire spit (Basarios) or fire beam (Gravios) and attempts to get in with a punch to the belly, but it is tail whipped away with no damage. The ios jumps at the Vilhelis to try and stamp on it, but Vilhelis drills into the ground before it can do so. The Ios is knocked backwards from the debris and stammers as the ground beneath it shakes. Vilhelis suddenly emerges and tackles the Ios into the air, flipping it. Vilhelis then spreads its wings and hits the Ios's back with a violent strike of its knees and tail, doing very high damage to Gravioses or huge damage to Basarioses and wounding the back if it hasn't been done yet, if the back is already wounded the damage is very high. The Ios emits a scream and tumbles down onto its back for an extended time.

Turf War
The Garuga will taunt the Vilhelis who stands upright on the sight. Garuga then hops up into the air emitting a roar and does a backflip. The backflip is not an attack but as a way gain enough speed to send itself speeding like a dart towards Vilhelis. The Garuga appears that it will pierce the chest of Vilhelis with no reaction from it whatsoever, but right before it impacts, Vilhelis suddenly swats Garuga away with a backhand, doing huge damage to it and sending it flailing across the area until it collides the ground or a wall, the latter of which will do moderate damage.

Deadeye Yian Garuga false charges at Vilhelis after the taunt, but will then transition into the regular events after.

Turf War
The Tigrex pounces upon Vilhelis, and they exchange fist to claw blows for a few seconds. Vilhelis does a spinning punch that forces Tigrex out of the close combat and into another pounce, this time involving its fangs. Vilhelis reacts by doing a backing up uppercut, which connects with the side of Tigrexes face, wounding the head and doing high damage. Tigrex is thrown backwards and when it recovers from a roll, it holds its face from pain and leaves the area.

Turf War
The Dragonvoice is smarter than the common Tigrex, choosing not to directly attack Vilhelis immediately and dashes around it in attempt to confuse it. When Vilhelis is not looking at it, the Dragonvoice attempts biting at the Vilhelises arm, drawing back immediately when it fails and avoids a downwards punch to the face. The Dragonvoice notices the Vilhelises head is lowered and it spins its tail at it, doing moderate damage to the Vilhelis and stammering it. It also enrages Vilhelis, who charges at Dragonvoice, who does its Sound Fury Infusion roar. The Vilhelis furiously punches at Dragonvoice, but due to the enhancements to its claw power and speed from the Sound Fury Infusion, all of them and countered off from the Dragonvoices own strikes. Vilhelis readies up a massive blow with both hands connected together to smash the skull of Dragonvoice, but the Deviant has been charging up its breath during the combat and blasts the Vilhelis pointblank with an Unrelenting Roar that sending it flying backwards with high damage. As Vilhelis draws to a stop it emits a roar of fury and slams the ground. Dragonvoice goes in for another attack, believing it to be weakened. As it pounces up, the ground beneath it shoots blazing fire at it, flinching it and making it lose flight control. Vilhelis then jumps up and delivers a wind scattering blow that wounds the Dragonvoices chest and doing very high damage. Time appears to slow down as the Dragonvoice emits a pained howl and goes flying backwards and crashes through the ground. It remains motionless for ten seconds and is left in a tired state after it manages to recover.

Turf War
The two mighty monsters square off, each emitting their roars. The Zinogre makes the first move by turning itself into its charged state and firing bugs spheres at Vilhelis, which it blocks with its wings. Vilhelis makes the next move by punching and shooting a fireball, which the Zinogre avoids and goes into to melee attack the Vilhelis. Mere pounds don't work so the Zinogre grapples the Vilhelis before it can do any attack of its own. Zinogre then rains down five bolts down on Vilhelis, which damages the monster but only a small amount, with Stygian's Dragon element doing slightly more damage than the normal Zinogre's Thunder. Although it does hurt the Vilhelis, it is nowhere close to actually injuring it. The Zinogre is headbutted by the Vilhelis, the large head compared to its own leads it to take high damage and can easily wound its head. The Zinogre falls down, and is immediately picked up by Vilhelis and thrown away, doing further, moderate damage to the Zinogre when it lands.

Turf War
The Behemoth Apex of the Twistspire Desert rushes into the Vilhelis, ramming it multiple times with its horns and finishing with a burrowing strike from below to the chest. Despite its best efforts, the Vilhelis is completely unfazed by the assault and the final blow has it grabbed by the Vilhelis by the throat and viciously slammed to the ground several times before being cartwheeled away by a sweeping toss. The Tyronus takes very high damage and very likely a wounded back from the Turf War.

Killing Blow
For this to occur the Tyronus must be at least 30% health.

The Tyronus does its ultimate attack on the Vilhelis, and it is countered with a slap and a strike from the tail. Floored, the Tyronus cannot defend itself from being grabbed by the Vilhelises tail blades, which threatens to break even this armoured monster in half. It makes a cry of pain as it is brought in front of the Vilhelis. Surprisingly, it is dropped. Unsurprisingly, the Vilhelis uses the advantage of the Tyronus being in midair to strike it in the back with a knee and in its underside with an arm. The force completely breaks the spine and the back of the Tyronus, who falls to the floor in a broken, dead, heap. Vilhelis then walks away from the monster like it was nothing.

Turf War
The Blos makes a sweep with its horns and barely misses the Vilhelis, then does it a second time. Having left itself open the Vilhelis strikes the Blos in its vulnerable chest with an uppercut. The force is so high the strength of the horned wyvern is depleted in an instant. As the Blos falls towards it, the Vilhelises uses its strength alone to pick the Blos up and smash it to the floor, doing very high damage to it.

Killing Blow
For this to occur the Blos must be at least 30% health.

The Vilhelis punches the Blos in the face, making it cry out in pain and dig underground. As Blos attempts to gore Vilhelis from below it too digs below and clashes with the Blos in very close combat. Blos is half way through the earth when the Vilhelis thrusts its tail right through the chest of the Blos. It flails in desperation to free itself, but the Vilhelis goes for full brutality and opens up the blades while they are still impaled in the Blos and flicks upwards through the insides. This kills the Blos almost instantly, which falls in deadly agony to the floor still buried halfway up in it. Vilhelis then unburies itself and takes a last look at the Blos before leaving.

Turf War
The Rathalos will at first attempt to talon dive Vilhelis, which fails as it counters with its wings and a Roundhouse Kick, which the Los evades. The Rathalos then shoots rapid fireballs at the Vilhelis who isn't at all affected by the flames. As Rathalos comes in for another attack, the Vilhelis sprays Dragon element smoke in the Los'es face, blinding it and weakening the Fire Wyvern. Now clear, the Vilhelis viciously glides into the Rathalos, tackling it far into the air and back down in an arc where its back and wings are painfully crushed by the brutal impact of the Vilhelis. The Rathalos takes very high damage and its back is wounded, with its wings also having a chance of being wounded too.

Turf War
The Vilhelis dashes forward and attempts to pound the Brachydios, who moves backwards out of the way and does the same attack, but also misses. After a failed upswing the Brachydios moves to the side and tries punching Vilhelis from the side. Vilhelis easily counters with a tail swing that nearly knocks the Brachydios off its footing. The Brachydios goes for the classic method of repeatedly punching its opponent head on. Unfortunately for it, even if enraged the Vilhelis blocks them all and sweeps away the slime. If not already, the Brachydios enrages and goes for a horn attack, completely forgetting it has left its underbelly undefended as it rears up. The Vilhelis immediately takes advantage of this and rapidly punches the Brachydios in the chest, doing high total damage and forces the Brachydios to cancel the attack from pain. A second mistake is made as it drops down its head, a mistake taken advantage of again as the Vilhelis uppercuts the Brachydios with a blazing fist, doing very high damage, breaking its horn, and sending it backflipping far away. Brachydios is knocked out of rage mode and will be vulnerable on the floor for twelve seconds.

Turf War
The Turf War is almost the same as the Brachydios, except in this case when the Vilhelis attempts to get in its punches, slime will splash onto Vilhelis and explode in several places, doing moderate damage to its four times. From the knockback the Raging Brachydios misses with its horn explosion. Vilhelis will be enraged by the explosions and fly headlong into Raging Brachydios, crashing into it and sending it flying backwards for a fair distance, doing heavy damage to Raging Brachydios.

Turf War
The Rajang immediately goes into rage mode and armours its fists and begins having a standard fist battle with the Vilhelis. Both appear evenly matched, with Rajang getting in a blow with a lower side punch and a short beam, doing moderate damage to Vilhelis. But this enrages the Vilhelis, and its superior body frame allows it to do much more destructive attacks than the Jang. Eventually the Rajang has to resort to evading the Vilhelises punches and kicks. It all ends when the Rajang is knocked off balance by a sweeping tail and a explosive punch, and the Vilhelis does a violent uppercut to send the Rajang through the air and onto its back, doing high damage to it and making it lose its rage.

Turf War
The Deviljho bites unto the Vilhelises arm and is beaten away. A stream of Dragon(Normal Jho) or Fire(Obsidian Jho) is released, briefly preventing sight from the Vilhelis. The Jho uses the opportunity to do a Mega Chomp onto the Vilhelises neck, doing moderate damage to it and knocking it to the floor. But this is not anywhere near enough to do it in, and the Deviljho is grabbed by the head and neck by the Vilhelis and suplexed to the ground for high damage in a style not unlike the Turf War between Deviljho and Diablos. The Deviljho's head may be wounded by this.

Turf War
The Bazelgeuse flies around the Vilhelis to avoid its melee strikes and rains exploding scales down on it, doing moderate damage to the Vilhelis. However, the Vilhelis can also fly and its wings unfold and it jumps up to the Bazel. It attempts to fly out of its range but it is hit, with Vilhelis destroying the remaining scales on its neck with a swipe of its arm. It then decides to grab hold of the Bazel, folding its arms around the Flying Wyvern Bomber with too much force for it to move. The Vilhelis then dives to the ground with Bazelgeuse howling in its grasp. With a might crash the both of them hit the ground; Vilhelis being left unscathed and on its feet while Bazel takes high damage and motionless on the floor and will usually have its head and/or back wounded.

Turf War
Vilhelis and the Cantios quickly circle each other and go in to a head on clash. The Cantios first takes a land based stance and claws and bites at the various parts of Vilhelis while it tries to pound the Cantios. After Cantios hits Vilhelises foot with a tail smash it is knocked away by a tail sweep. The Cantios takes a blow to the chest for high damage after getting back up for an upper bite, with a chance to wound the chest. No sooner than it falling down, the Cantios is grabbed by the ankles by the Vilhelis while it charges up a powerful Blaze ball in its mouth. Before it can, the Cantios changes into its air stance and flies up sharply with Vilhelis still holding on having been taken by surprise. The Cantios slams into the upper chest of the Vilhelis and faces down the Vilhelis charging its ball, and shoots a fiery or poisonous burst of Undrea right into its face. The Vilhelises ball explodes in its mouth from the attack and it takes moderate damage and releases the Cantios in recoil.

Turf War
The icy Neopteron knows its armour cannot hope to survive a direct blow from a monster of such power, so it flies around the Vilhelis so its punches and other hits all miss. It tries using its stinger, and also it hits it has to draw out almost immediately as Vilhelis swipes at it in reaction. The Xeantial decides to just let the Vilhelis have it with the Cyromister, and sprays the freezing liquids onto it, causing it considerable pain from the sudden cold. It then goes it with its blades, slashing at the frozen parts repeatedly, adding up to moderate damage. However it cannot do any true damage as it neither has sharp enough blades or is as relentless as a Spargaron. This achievement is then blotted out by a single punch from the Vilhelis sending the Xeantial flying backwards for high damage.

Killing Blow
For this to occur the Xeantial must be at least 35% health.

The Xeantial tries for the Cyromister, but the Vilhelis is on it for real and it cannot get a good chance to use it. And with cruelty on its mind the Vilhelis sets embers upon the wings of the Xeantial, disintegrating the membranes like paper. Locked to the ground the Xeantial sees the Vilhelis stomp towards it ready to crush it. In desperation it shoots all the fluids it can muster up at it, which sadly has no effect as it is all nullified by a blazing arm guarding against it. The Vilhelis notices there is a shell protecting the organ from harm that closes when not in use, and jams the blades on its tail into the edges right before it close, and rips it apart as them open up. The Xeantial screeches in agony and slashes as fast as it can at the Vilhelis, but victory is pretty much certified now. The Vilhelis slams the Xeantial down as to wound its legs and then in savage fashion breaks and rips off the blades of the Xeantial and delivers a brutal backhand to the head and kicks it in the Cyromister. With a large mixture of fluids pouring from the severely wounded Xeantial the Vilhelis does a stomp to the upper region of the body and yanks the head back up again, its body now completely broken and its head near crushed to a pulp. After all the torturous methods it has used, the Vilhelis ends it all off by thrusting a hand right into the punctured Cyromister and igniting the blaze within the arms own organ. The Xeantial is set alight from the inside out and finally dies in a burning mess. The remains are ruined enough that only one basic carve can be obtained from it and it leaves a special track for the hunter to follow Vilhelis with.

Turf War
The Tautogoth bellows at the Vilhelis and goes in to throw a rock that hits Vilhelis. It is of no effect to it, hardly even reacting to it breaking on its body. So the Bypaldian rushes in to fight hand to hand, the Vilhelis not utilising its wings as it thinks not much of the Tautogoth. The two Bypaldian monsters both deal a variety of attacks, with punches and other hits galore. Orange dust starts to cover the Vilhelis, released by the Tautogoth. Noticing the Vilhelis has no mind to it, the Tautogoth gives Vilhelis a punch to the face, exploding the blast dust all at once in that area. Moderate damage is done to Vilhelis, who walks backwards from the hit. The Tautogoth goes in to try and take it down when without warning Vilhelises wings are unfolded and blow the Tautogoth off balance and an elbow is thrown into the chest of the Tautogoth. Tautogoth flinches in pain, and Vilhelis proceeds to beat it down with a punch, kick it as its down and then send it rolling away with a tail swing, doing very high damage to the Tautogoth from the three hits.

Killing Blow
For this to occur the Tautogoth must be at least 25% health.

The Tautogoth is struck with a exceptionally powerful punch, one that causes massive dizziness. With its defences completely down, the Vilhelis kicks the Tautogoth in the stomach and backhands it down onto its back. Energies begin flowing to the arms as Vilhelis punches Tautogoth in the face once, then twice, then thrice, and with a surge in power in slams its fists down into the Tautogoth's head in a final attack that creates a big blast of Blaze energy that brings the Tautogoth's fighting days to an end. The Tautogoth's head is burned to a burning skull as the Vilhelis stands over the defeated enemy and walks away.

Turf War
The Kirin immediately summons lightning down on the approaching Vilhelis, doing multiple hits that add up to moderate damage. The Vilhelis smashes through the ground and it digs into it. Now underground the Kirin is unable to do anything against it. The Kirin is launched into the air by the tail of the Vilhelis, which doesn't grab it but instead the Vilhelis digs up through the ground and smashes the Kirin flying behind it with its two burning fists. The Kirin crashes to the ground with very high damage.

Turf War
The Oroshi Kirin sees the Vilhelis go for it and summons a cluster of ice spikes beneath where it runs, causing Vilhelis moderate damage and forcing it into the air. The Oroshi creates icy winds above it and creates more ice spikes around the place, which Vilhelis avoids. Hunters can be damaged by the attacks of the Oroshi during this part of the Turf War. Landing right next to it the Vilhelis instantly backhands the Oroshi Kirin away with a fast and violent burning sweep. The Oroshi is sent flying backwards with very high damage.

Turf War
The Magala attempts using its Frenzy Virus to infect the Vilhelis, but it is of to absolutely no effect and all it does is annoy it. The Vilhelis grabs the Magala and readies a fireball to the face, which the Magala prevents by using the spread virus to enter its Frenzied mode and make a slash to the Vilhelises face with a wingclaw, forcing Vilhelis to let it go. The pain further enrages the Vilhelis, who gets into a wrestle with the Magala. This is planned, as the Vilhelis releases fire around itself and burns the Magala until it is forced to roll away, doing very high damage to it and knocking it out of Frenzied mode.

Turf War
The Teostra is knocked away from the Vilhelis before it even gets the chance of getting started, preventing a Nergigante like wrestle battle. Instead the two resort to use their elements to fight. While Vilhelis shoots a barrage of dragon shots at the Teostra, the Fire Dragon uses its flamethrower to keep the Vilhelis at long range. Although it proves successful in stopping it coming closer, the Vilhelises scales protect it from being harmed by the fire. The two ready up powerful ailments, the Vilhelis readies its draconic arrow shots and Teostra gathers Blast dust. Firing at the same time, both are struck by their opponents attacks. Vilhelis receives moderate damage from the explosion of a dust wave and Teostra takes high damage from a multi-shot of draconic arrows.

Turf War
Lunastra spreads its blue fire across the surroundings in an attempt to make visibility harder for the Vilhelis and to try and cut off its paths. This appears to work for a second, but the Vilhelis cannot be harmed by simple fires and glides in for a mighty blow. The Lunastra proves faster and avoids Vilhelises explosive punch by swirling upwards into the air. The Vilhelis spins around in an attempt to knock the Lunastra out of the sky, but it misses and Lunastra fires a powerful blast of blue fire right into the Vilhelises face, doing moderate damage to it and making it rage. The Lunastra spins around the Vilhelis breathing fire on it, only aggravating it further. Vilhelis slams the earth around it and blasts apart rocks towards the Lunastra with Dragon element around it. The Dragon element nulls out the blue fire around the Lunastra and weakens the Female Fire Dragon enough for Vilhelis to land a heavy punch to the head for high damage that sends Lunastra crashing to the floor.

Bonded Turf War(F)
The Bonded Turf War is against Vilhelis with Teostra and Lunastra bonding against it.

The two Fire Dragons go airborne and breath their special flames around the Vilhelis, the Teostra spreading blasting flares around the ground, while Lunastra unleashes blue flares that rain down on the Vilhelis. Both together prevent Vilhelis from moving and allow them to go in and preform dual explosions of blast dust and blue fire, doing high damage to Vilhelis. However, the Vilhelis does high damage to them both to from a burst of Blaze energies from an outraged outburst and sends them both away.

Turf War
The Kushala Daora fires wind blasts at Vilhelis, which doesn't seem to do much until the Vilhelis feels them and digs underground to avoid them. Vilhelis emerges for a surprise attack, but fails as the Daora is already flying high. It takes chase and after a failed punch and fireball it attempts the tactic used on Bazelgeuse by grabbing it and trying to dive it to the ground. But the Kushala Daora is in its environment in the air, and spins rapidly. The momentum creates a tornado that throws Vilhelis off it, whose arms and tail snag on the wings of the wind dragon as it is launched backwards. With the twisting of its wings the Daora is also brought falling down but heavier due to its steel scales. The both of them hit the ground, with Vilhelis taking moderate damage and Kushala Daora taking high damage.

Turf War
The Chameleos goes invisible as it charges towards the Vilhelis. Confused as to where its enemy has gone the Chameleos attacks from behind, with its tongue and latches onto the Vilhelis. But simple grappling methods aren't effective on a Bypaldian like this, and the Chameleos is slammed hard to the ground by a fiery fist with high damage. But the Chameleos is the one who gets the last laugh here, as when Vilhelis attempts to crack the neck of the Elder, it unleashes a large powerful burst of poisonous mist that does moderate damage to the Vilhelis and makes it back away and let it escape from the stinging in its eyes.

Turf War
Vilhelis does a kick to prevent the initial bite from the Vaal Hazak, and blocks a follow-up with a wing. Vaal Hazak gets into a scuffle with the Vilhelis while it draws in Effluvium from the surrounding area. Right as it aura is at is max, the Vilhelis delivers a heavy punch to Vaal Hazak, which also unleashes the Effluvium at the it all at once. Vaal Hazak is knocked down with high damage while Vilhelis takes moderate damage and stumbles backwards from the gas.

Turf War
Aqura Jure has the advantage in the start for the fact it controls Water element, a Vilhelises environmental weakness. As the Vilhelis tries to grab Aqura, the Water Dragon rises a torrent of water around the Vilhelis. This quickly prevents it from moving anywhere as it is not adapted at all to travel through water. The torrent is then spun around the Vilhelis like a watery grinder, doing moderate damage to the Vilhelis in the process. Unbeknown to the Aqura the torrent loses a large amount of water during this action, and allows Vilhelis to rebuild its blaze in its arms and create boiling wave of steam and flames to the Aqura, doing high damage to it and ending the torrent.

Turf War
Nergigante and Vilhelis both strike each other several times. None appear to come out on top, until its shown the impacts have caused Nergigante to start growing spikes on its arms and wings. Vilhelis continues to attack and narrowly avoids a volley of spikes launched by the Nergigante's wings. The two collide, and at that moment the arm spikes turn black. With a single hit the Nergigante shoots the spikes at point blank range at Vilhelis and does moderate damage to it. After recovering it counterattacks with a a up-swing of its fist, breaking the spikes on Nergigante's head and sending it backwards for high damage.

Turf War
The two lock eyes with each other and see the danger they both pose to each other. With both entering into max states of rage, they both clash into an almost unseeable flurry of attacks that breaks the ground and blasts it with multicoloured flames. Hunters are at huge risk here, as the clash is chaotic enough to combo them to an easy cart and the area of the Turf War is huge. After some seconds the two smash into each other with a large explosion for equal high damage. Both are knocked backwards, roar, and leave the area. If they were in a lower rage mode before this Turf War, they will revert to that stage.

Turf War
Playing very similarly to the Unknown (Flying Wyvern) Turf War, the two enter their most powerful states and battle in a chaotic show of fire and earth that can send hunters caught in the crossfire back to camp in a heartbeat. With Vilhelis enveloped in orange and red fire and Mi Ru in red and blue, the two strike each other in a technicolour eruption of flame and both do high damage to each other. If either of them were an invader, that one leaves the locale after the Turf War is done. If not, they both roar at each other and leave the area. If they were in a lower rage mode before this Turf War, they will revert to that stage.

Habitat Range
Vilhelis are fully nomadic monsters that can travel to any place at any time. No environment conditions have been noted to affect them, allowing the species to live everywhere except in fully underwater locales.

They have some preferences in locales, liking desert areas the most from their sands being extremely easy to dig through and prey is the easiest to catch. They've also been known to like ice areas for equally soft ground and the locales have plentiful amounts of prey and potential rival monsters that are easily downed by their fire. Volcanic areas are rough and are always competitive, but they give Vilhelis many monsters to test their power. Dense forests grant Vilhelis more hidden areas in which to rest and in the case of life living at different layers of height; a clear knowledge on which prey are where. Mountainous and plateau areas require more flying for the Vilhelis than any other from their solid grounds and high, unstable terrian. The positive; it gives the monsters many opportunities to use their destructive strength on the environment to create devastating rockfalls or traps to deal with durable pests.

The Vilhelis however hate being in areas surrounded by water, and stay away from them as much as possible. This behaviour is adapted from the Vilhelises body having complete incompatibility for swimming.

Ecological Niche
The Vilhelis are classified as Bypaldians, but their powers are mostly comparable to, and in some cases beyond most Elder Dragons. Unquestionably a top predator in any normal environment, the Vilhelis can casually defeat any normal opponent without having to exert any major effort. Commonly, a Vilhelis is capable of killing a monster that's power are not on par with an Elder Dragon in a single attack. Apex predators roaming in most locales, having little knowledge of the species due to their Unknown Species elusiveness are the monsters killed mainly by the Vilhelis. Most standard and common monsters will flee from the proximity of a Vilhelis, as they instantly see them as a far greater danger than them.

The other nomadic monsters, including Deviljho, Rajang, Bazelgeuse, Cantios, Xeantial and Solmaron are capable of putting up a fight against the Vilhelis, but even they are not able to kill one. They can inflict injuries upon a Vilhelis should odds fall in their favour in a fight, however consequently many that do are killed by the Vilhelis either then or after being tracked down and found.

Shocking to most, Vilhelis have been confirmed to be able to defeat Elder Dragons. Elite hunters recorded eye witness accounts of them battling the likes of Kirin, Kushala Daora, Teostra, Lunastra, Vaal Hazak and Aqura Jure, defeating the Elder's with only moderate harm to it in the process. The Vilhelis's main rivals and their only true threats are that of Major Threat Elder Dragons and those ranked on their level, high tier Deviants and Zeniths, and other UNKNOWN classified monsters.

Biological Adaptations
Vilhelis are highly adapted to take on whatever may pose a hazard to them. Not only do they have incredible physical strength like many Bypaldians, they have wings powerful enough to allow it to fly across long distances. Much of its body is defended by scales stronger than industrial steel, having been compared to that of Elder Dragons by several who have obtained and researched them. Like countless others that have scales, Vilhelis have cortexes made of groupings of shards merged together from growth and other factors; protecting what would otherwise by vulnerable spots on the body. This is made more effective in that the cortex is near indistinguishable from the normal scales so would be attackers have much difficulty in finding a softer spot to attack. In addition to these scales, their backs are further defended by spines that are positioned and shaped in a way that even blind-spot strikes have severe difficulty getting through.

Surpassing the great defences in every way are their offensive adaptions; the parts that give Vilhelis the dreaded powers and attributes they possess. Noticeable instantly is their large muscle-mass that is present around the entire body. Believed to have evolved from both never-ending need for vicious fighting and enhancing elements, they give the Vilhelis extreme strength. The muscle tissue itself is also incredibly thick, adding yet another layer of defence to the Vilhelis. Their hands have five digits much alike a humans, and have claws in place of nails that serve as a quick way to shred up tough skin and to help maintain an already agonising grip. Their wings, thick and large in size, possess a layer of spikes used to defend a usually vulnerable part. A row of these acts like a secondary set of claws. The wing-claws have a special use in that they allow the Vilhelis to dig through rock and go underground. Why the Vilhelis does this is to gain a surprise advantage on evasive prey or when an enemy makes it difficult to be tall-standing or in the open. Vilhelis have a draconic head, featuring two horns, several spikes lining the top, red eyes and sharp teeth. The eyes have a lens on them that help a Vilhelis focus on a specific target, perfect for singling out particularly hated enemies or the weakest prey in a group. The fangs are not used much, but they have been known to contain a toxin gland that decreases the elemental resistances of those affected by it. This toxin has also been found in its wings. In addition to all this, the Vilhelis has a long tail that ends in two large pincer-like blades. It is mainly utilised when underground to ensnare unaware prey and drag them down below to their doom. The blades are also able to bend into a straight shape, meaning it can snap together as one with force enough to break an Uragaan in two. When above the ground, the Vilhelis primarily uses the tail for attacking enemies behind it, usually by swinging, slamming and snapping at them. When it becomes enraged the blades split into six. Despite looking thinner and thus weaker, they are just as strong as they are as two. Further rage channels energy into them, making them vibrate violently enough that if planted through the ground tremors start to occur.

The Vilhelis also contains intense elemental energies within them. The elements of Fire and Dragon are prominent within them, travelling through special nerves protected by muscle mass. Around the hands of Vilhelis are heat organs that generate heat up to an extreme when angered enough. Like Elder Dragons and Wyverns, the Vilhelis shoots elemental projectiles from its mouth that vary in type. The Vilhelises most deadly elemental properties awaken once it encounters a truly dangerous enemy, at which stage the Fire and Dragon elements fuse together to become Blaze. A fully enraged Vilhelis can obliterate vast areas of life in the span of an hour using the destructive capabilities of the Blaze element and the other tools to tear apart and even melt the earth.

Vilhelises title name is given from their terrifying ability to use their Dragon elemental powers to possess the minds of nearby monsters, sometimes even hunters, and make them fight for it. Depending on how much energy it uses, this domination can last from a few minutes to months. If enough is used, the mind can be altered permanently, leaving the victim under the Vilhelises control until they die. And some brains are simply unable to handle it. Those too weak to take the process are left deranged and insane, leaving them unable to properly do even simple tasks and often leeds to them dying or getting killed shortly after.

Ecological Behaviour
The Vilhelis are violent monsters with a tendency to have control over the lands in which they live. They see no reason to respect the natural laws of nature, instead choosing to kill all who challenge their position for apex predator status. Once in total dominance over the ecosystem, the Vilhelis will ensure that none try to attempt to take it out of that place. They are purely predators, choosing whatever there is to eat what's available in the wilds. Their range of prey is limitless, going from small Herbivores to large monsters that the Vilhelis had personally killed in a battle.

Although they are by no means a social species or breed like common monsters, Vilhelis will typically create a nesting place for themselves. They are created in places where the Vilhelis believe other monsters will have problems easily getting into. Anything that already lived in the desired spot are thrown out forcibly or killed. If a particularly hated monster of a Vilhelis has a suitable nest for it, the Vilhelis will take over their nest after killing them.

The nest of a Vilhelis has been observed to reflect heavily of the monster itself. Decorated outside and inside are remains of beings that have caused that Vilhelis annoyance and harm. The head and/or other parts of their worst nemesis are impaled on structures right outside the entrance to the nest to serve as a powerful warning of what will happen if the hatred of the Vilhelises is invoked. The area inside the nest is cleared of clutter from any previous inhabitants and any hard or sharp materials are placed around any possible small entry points into the nest. There is a narrow hole always present to allow Vilhelis to dig in and out of the nest as an alternative to having to have one above or in the side to fly or walk outside. Some Vilhelises practice new abilities inside the nest, but this is mostly limited to ones of large scale in concern that they can damage or destroy it completely with a single mistake. Hollowed out in the ground are places where carcasses are kept and a spot for sleeping and resting in. As with its title of Domination Demon, the nest occasionally houses long-term possessed monsters that protect the place from any who try to enter it while the Vilhelis is gone. The brain-washed monsters are most often of the small kind, but on rare occasions it can be a possessed large monster guarding the nest.

An instantly recognisable characteristic of any Vilhelis is their invoke-able hatred towards any that cause it problems. An individual becomes more of an enemy to the Vilhelis the more harm it causes to it. Should they persist in their annoyance, the individual will become so hated by the Vilhelis that they will become a nemesis to it that must be destroyed. Vilhelises will put current matters aside to track down and put a permanent end to their despised nemesis. They are so concentrated in doing this that they are ready at a moments notice to stalk them, going even so far as to go across entire regions to kill a single being. Once one becomes hated by the Vilhelis, there is no escaping it, and there will be no mercy nor forgiveness. The only way to end it is the death of either the nemesis, or the Vilhelis itself.

A fully enraged Vilhelis is a truly terrifying force to be reckoned with. They gain an extreme destructive personality, willing to destroy anything and anyone in their path with total disregard of forethought. Typically, this is caused by an action by their arch-nemesis or even being in the presence of them. In this stage of rage, the Vilhelises full elemental and physical powers are unleashed. The shear amount of destruction capable from ones rampage is easily comparable to that of an Elder Dragon and matches that of other Unknown Species monsters.

Evolution Background
What researchers have only speculated as the truth yet is that the Vilhelis are a branching evolution from the Fatalis species. Instead of maintaining the thin serpentine and basic looking appearance of the monsters and their traits, the Vilhelis became focused on physical power. Although maintaining several familiar aspects of the Fatalis, the majority of their appearance changed greatly from the original form, the body gaining much muscle and additional spikes grew on parts of its body to give it more melee attack potential and for additional defence. The greatest difference between Vilhelis and Fatalis is that Vilhelis do not stay in one place for ages, much preferring to move through locales to find the best prey.

Trivia

 * Vilhelis was created due to a dream Chaoarren had, and since he liked it so much he wanted to make the monster he saw into a creation with all the things he could remember from it.
 * When in snowy areas, its Earth based attacks become Ice, and it can also inflict the Snowman status with certain attacks.
 * Although the ecology section of Vilhelis is highly detailed, very little of it is has been discovered and confirmed by the Guild's researchers.
 * Part of Vilhelises concept was to make a monster that resembled Fatalis in abilities and appearance, but remade into a Bypaldian that appears in standard areas at random.
 * Like Elder Dragons they are completely immune to Shock Traps and Pitfall Traps.
 * Vilhelis is both feared and hated by hunter for being able to invade quests, and potentially costing them a clear on a difficult quest they were originally doing.
 * Vilhelises full armour set gives the special skill, Grudge. This ability increases a hunters attack and defence effectiveness towards any large monster that caused them to faint. Any quest that a hunter has failed will also give them a stat increase. The increase can go up to 2.00x the usual and fades after the grudge monster is defeated or the quest that was failed is completed.
 * A special Vilhelis appears alongside a special Warlaros in the battle against the Vindictive Cwealis. The both of them are possessed by the recreated Cwealis to fight against the hunter in a pair, which is special in the fact that the both of them would be completely hostile to each other normally.