How to access a list from a scriptable object?

I am in the process of making a game and currently trying to have a message appear that will state which enemy has appeared and where the battle is taking place.
The various areas of the game are saved as scriptable objects. In each area I have saved a list of enemies and a list of allies.

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

[CreateAssetMenu(fileName = "NewArea", menuName = "Area")]
public class Areas : ScriptableObject
{
    public List<ScriptableObject> enemy;
    public List<ScriptableObject> allies;
}

When the battle starts, the battle creation script goes through a list of areas and finds the one you are currently in. The script then will display the message “A wild ----- appeared in the -----”. I can get the area name to appear easily enough, but I am lost when it comes to finding the enemy name from the scriptable object.

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;

public class BattleCreation : MonoBehaviour
{
    public Text discriptionText;
    public List<ScriptableObject> areas;
    public ScriptableObject CurrentArea;

    void Start()
    {
        //Find Current Area
        Scene scene = SceneManager.GetActiveScene();
        for (int i = 0; i < areas.Count; i++)
        {
            if (scene.name == areas*.name)*

{
CurrentArea = areas*;*
}
}
//Display text (current issue)
discriptionText.text = "A wild " + CurrentArea.enemy[0] + " appeared in the " + CurrentArea.name;
}
}

You can not change or look up any value in a scriptableObject unless you instantiate or in this case create a new instance of it first. The instance of the scriptableObject will have all the values for that instance that you set as a scriptable object and can then manipulate it. I personally dont use scriptable objects unless i am creating like items for the game. For enemies i dont do that but it is possible. Look at scriptableObjects as prefabs. instantiate them first and then you can manipulate any value you set access for.

If you need more let me know.