Bestiary

ABERRATION

Harried Tentacle Mass

Author:Box_of_Hats
10th level Aberration Elite, 4 initiative dice
E 10 A 30 F 40 W 10
HP 160 MP 50 ARM 10 MARM 10
Slap: Quick physical attack, Air vs. Air, dif 40, 9 damage (Crush)
Tremor: Spell, 20 MP, Fire vs. Water, dif 0, targets a Group, 21 damage (Earth). If this attack beats dif 70, targets gain Weaken (Speed) during the next round. Has no effect on targets with Float or Flight
Deflect: Reaction, Air vs Air, dif 40, to negate a physical attack.
Strange Build: After receiving Light or Shadow - element damage, reduce the ARM and MARM of this creature to 0 for the remainder of the combat.
Fire Vulnerable, Lightning Resist
An aberration coming from a portal from another dimension. It seems that whatever was trying to be summoned here could not make the full trip and only the tentacles made it. If it receives lethal damage, it is banished to wherever it came.

Mortblossom

Author:Bruno Carvalho
23th level Aberration Minion, 2 initiative dice
Earth 59 Air 36 Fire 88 Water 75
HP 139 MP 108 ARM 16 MARM 30
Bite: Quick physical action, Earth vs Earth, dif 50, 30 damage (Cut).
Poison Gas: Blue Spell, 16MP, Fire vs Water, dif 80. Targets a Group. Inflicts Poison until the end of the next turn.
Seed Cannon: Blue Spell, 22MP, Fire vs Water, dif 0. Inflicts 88 magical damage to a target or 56 magical damage to a Group (Puncture). Ignores Reflect.
Ice Vulnerable, Poison Immune, Transform Vulnerable, Mental Resist
Deep in Earth forests and jungles, this carnivore flower lurks, attracting its prey with its vibrant colors and great smell. Its extract is used to create one of Earth’s most expensive and unique perfume.

Magna Roader

Author:Bruno Carvalho
24th level Aberration Minion, 2 initiative dice
Earth 55 Air 77 Fire 66 Water 66
HP 150 MP 100 ARM 22 MARM 35
Trample: Quick physical action, Air vs Air, dif 40, 30 damage (Crush)
Fire: Black Spell, 8 MP, Fire vs Water, dif 0, 30 damage (Fire)
Flamethrower: Blue Spell, 24 MP, Fire vs Water, dif 0, 72 damage (Fire)
Vulnerable (Ice), Fire Immune, Transform Immune
These creatures were created as part of the Magitek program in Vector's labs. After the Day of Kefka, they now roam free. Some versions substitute the fire alignment for ice, using spells like Blizzard.

Cave Naga

Author:Bruno Carvalho
25th level Aberration Beast Common, 3 initiative dice
Earth 64 Air 52 Fire 69 Water 81
HP 280 MP 95 ARM 24 MARM 32
Tail Sweep: Quick physical action, Earth vs Air, dif 50, 36 damage (Crush)
Wrap: Quick physical action, Earth vs Earth, dif 50, 48 damage (Crush). Inflicts Immobilize until the end of the next turn. This attack may not be used if a character is Immobilized by it
Constrict: Quick physical Action, Earth vs Earth, dif 0, 30 damage (Crush). Ignore the target’s armor. This attack may only be used against a target Immobilized by Wrap.
Light Vulnerable, Shadow Resist, Sleep Immune
Usually this cave-dwelling creature feeds on the flesh of the dead, but it may resort to killing the living if there aren’t enough dead bodies. As result of this, its lair usually have lots of human bones, giving it a sinister appearance.

Cactuar

Author: Fitzy
25th level Common Aberration, 3 initiative dice
Earth 30 Air 100 Fire 80 Water 60
HP 250 MP 140 ARM 40 MARM 20
Front Flip: Quick Melee Action, Air v Earth, dif 40, 40 damage (Puncture)
1000 Needles: Quick Magical Action (35mp), Fire v Water, dif 0, 100 damage, ignores MARM Shell and Reflect
Run Away!: Quick Action, Fire v Air, dif 0, flees combat, SOS status only
A sentient humanoid cactus. Don't ask me how it came to be.

APS

Author:Powerful Black Gangs
36th level Aberration Boss, 4 initiative dice
Earth 89 Air 106 Fire 94 Water 71
HP 2200 MP 300 ARM 71 MARM 45
Tail Attack: Quick physical action, Air vs Earth, dif 40. 100 Puncture damage to a target.
Lick: Quick magical action, Fire vs Water, dif 50. 80 non-elemental damage. If >70 dif, inflict Slow on target.
Toxic Tsunami: Quick magical action, Fire vs Water, dif 0. 101 Water damage to all targets. If >70 dif, inflict Poison. 40 damage to self.
Toss: Slow (2) physical action, Air vs Air, dif 40. 110 Crush damage to 2 targets.
Fire Weakness, Fatal, Mental and Sleep Immune
APS is a monstruous abomination created by a insane mind. Its vaguely humanoid, with oversized arms that force it to walk on all fours, a snout-like nose, lots of sharp teeth with oversized canines, a tongue too big to fit inside its mouth, giant horns growing on its hunchback, and a long tail that ends on a huge claw. Once freed from its chains, it'll attack everything in sight in a mad dash for freedom.

Venobennu

Author:Poweful Black Gangs
40th level Aberration Beast Common, 3 initiative dice
Earth 99 Air 67 Fire 136 Water 107
HP 647 MP 99 ARM 60 MARM 70
Featherdust: Quick magical action, Fire v Water, dif 0. 170 damage (Bio). If >70 dif, inflict the Poison status until the end of the next round.
Scratch: Quick physical action, Air v Earth, dif 40. 69 damage (Cut)
Transform and Seal Immune
Strange humanoid birds, with a giant head protuding from its belly instead of being atop the shoulders, and long, ostrich-like legs. Venobennu are intelligent enough to use clothes and make plans, but lack any capability to talk or understand human language.

Ochu

Author:Bruno Carvalho
47th level Beast Common, 3 initiative dice
Earth 141 Air 107 Fire 129 Water 115
HP 900 MP 550 ARM 120 MARM 70
Tentacle: Quick physical action, Earth vs Air, dif 40, 221 damage (Crush)
Earth Shake: Blue Spell, 67 MP, Group, Fire vs Water, dif 0, 156 damage (Earth), ignores Reflect, auto-misses against Float and Flight
Acid: Blue Spell, 63 MP, Fire vs Water, dif 0, 216 damage (Bio), if over dif 70, inflict Weaken (Armor) and Weaken (Mental) until end of next turn
Sleep Pollen: Slow (2) Ranged magical action, Group, Earth vs Fire, dif 70, Inflict the Sleep and Poison status effects until end of turn.
Pollen Burst: Ochu will use Sleep Pollen as a quick free action every time it is hit by Air-elemental damage.
Deep Roots: Enemy !Flee actions are always sucessful.
Resist (Water, Air), Vulnerable (Fire, Earth), Bio Absorb, Lightning Immune, Condemn Immune, Mental Immune, Toxic Immune, Seal Immune, Auto-Immobilize
Its appearance is of a large plant with four thorny arms and a ring of flower petals that somewhat resemble a skirt. Ochus have no eyes and a huge mouth filled with barbed teeth. Usually immobile, it will spring to action when it senses prey and will attack passing characters with its vicious vines.

AQUAN

Adamantoise

Author: Bruno Carvalho
14th level Aquan Beast Common, 3 initiative dice
Earth 50 Air 29 Fire 35 Water 42
HP 100 MP 44 ARM 15 MARM 05
Bite: Quick physical action, Earth vs Earth, dif 50, 20 damage (Crush)
Crush: Slow (1) physical Action, Earth vs Air, dif 50, 15 damage (Crush). This attack ignores the target’s armor.
Shell Defense: Reaction, Earth vs Earth, dif 50. Blocks one physical attack.
Lightning Resist, Ice Vulnerable, Auto-Weaken (Speed)
Despite its name, these giant turtles are not made of Adamantium. They prey on coastal waters and humid caves, and are slow but strong predators.

Sahuagin Captain

Author: Bruno Carvalho
15th level Humanoid Aquan Elite, 4 initiative dice
Earth 42 Air 45 Fire 41 Water 31
HP 270 MP 54 ARM 05 MARM 15
Trident: Quick physical action, Air vs Air, dif 40, 12 damage (Puncture)
Aqua Rage: Quick Ranged magical action, Fire vs Water, dif 40, 24 damage (Water)
Shell: White Spell, 14 MP, Grants Shell until the end of next round.
Cure: White Spell, 9 MP, Fire vs Water, dif 0, Heals 20 HP.
Water Resist, Lightning Weakness, Weaken (Speed), Fatal Immune
Hybrids of men and fish, Sahuagins are led into battle by dangerous captains. They are slow on land, but powerful enemies.

Anemone

Author:Powerful Black Gangs
22th level Aquan Minion, 2 initiative dice
Earth 68 Air 21 Fire 76 Water 72
HP 107 MP 64 ARM 16 MARM 18
Prod: Quick physical action, Earth vs Earth, dif 40. 28 damage (Puncture).
Mega Volt: Quick magical spell, Fire vs Water, dif 0. 58 damage (Lightning). 24 MP.
Giga Volt: Quick magical spell, Fire vs Water, dif 0. 34 damage to all targets (Lightning). 24 MP.
Fire Vulnerable, Lightning and Water Absorb
A typical sea anemone is a single polyp attached to a hard surface by its base, but some species live in soft sediment and a few float near the surface of the water. The polyp has a columnar trunk topped by an oral disc with a ring of tentacles and a central mouth. Its tentacles are able to discharge eletrical currents, which it can use to regenerate itself.

Caladrius

Author:Powerful Black Gangs
23th level Aquan Minion, 2 initiative dice
Earth 70 Air 53 Fire 50 Water 61
HP 112 MP 52 ARM 20 MARM 15
Jab: Quick physical action, Air vs Air, dif 40, 36 damage (Puncture).
Scissors: Quick physical action, Air vs Earth, dif 40, 48 damage (Slash).
Ice and Lightning Vulnerable, Puncture Resist
This scorpion-like aquatic animal hunts in warm coastal sea waters. Its rigid carapace is hard to puncture, but also reduce its agility.

Anguiform

Author:Powerful Black Gangs
23th level Aquan Common, 3 initiative dice
Earth 74 Air 34 Fire 83 Water 53
HP 223 MP 104 ARM 19 MARM 20
Bite: Quick physical action, Earth vs Air, dif 40. 38 damage (Puncture).
Acid: Blue spell, Fire vs Water, dif 0. 140 damage (Bio). If >70 difference, inflict Weaken (Mental) and Weaken (Armor) until the end of the next round. 63 MP.
Lightning Vulnerable, Water Absorb
A long, sinuous fish which ambush its prey with its quick movements and powerful bite. It is prized amongst alchemists, especially if captured alive, for its powerful stomach acid can be used as a strong corrosive.

Kraken

Author:Bruno Carvalho
38th level Aquan Beast Elite, 4 initiative dice
Earth 99 Air 84 Fire 91 Water 123
HP 1500 MP 555 ARM 43 MARM 95
Tentacle: Quick physical action, Earth vs Air, dif 40, 90 damage (Crush)
Aqua Rake: Blue Magic, 85 MP, Group, Fire vs Water,dif 0, 117 damage (Water)
Ink: Quick magical action, Group, Fire vs Water, dif 70, inflicts the Blind status on this and the next two rounds
Devour: Slow (2) physical action, Earth vs Earth, dif 80, Inflicts the Condemn status until the end of next round
Water Immune, Lightning Vulnerable, Imune (Fatal and Blind), Mental Vulnerable
A octopus and squid hybrid, the Kraken is a colossal beast that terrorizes the oceans, destroying ships with its powerful tentacles.

BEAST

Vector Hound

Author: Bruno Carvalho
5th level Beast Minion, 2 initiative dice
Earth 12 Air 24 Fire 11 Water 16
HP 19 MP 11 ARM 03 MARM 05
Bite: Quick physical action, Air vs Earth, dif 40, 6 damage (Puncture)
Hamedo: Reaction, Air vs Earth, dif 40, 6 damage (Puncture). Uses when targeted by a physical attack.
These hounds are common in Aeolus, with the first breeds at first raised in Vector. They've been used as hunting dogs for centuries.

Yellow Chocobo

Author: Bruno Carvalho
6th level Beast Common, 3 initiative dice
Earth 14 Air 29 Fire 20 Water 18
HP 45 MP 21 ARM 06 MARM 04
Beak: Quick physical action, Air vs Air, dif 40, 6 damage (Puncture)
Dodge: Reaction, Air vs Air, dif 70, avoids a physical attack
Choco Ball: Blue Spell, 7 MP, Fire vs Water, dif 0, 10 damage (Crush)
Bipedal ostrich-like birds, poney-sized, widely used as mounts. They are kind and friendly, but fierce when provoked.

Mistscale Lizard

Author: Powerful Black Gangs
8th level Beast Common, 3 init dice
E 28 A 33 F 11 W 26
HP 43 MP 22 ARM 8 MARM 4
Slash: Quick physical action, Earth vs Earth, dif 40. 9 damage (Cut).
Bide: Slow (1) physical action, Earth vs Earth, dif 40. 14 damage (Cut).
Blind Vulnerable
Warped, twisted giant greenish-blue lizards. They used to be tame, but some evil force is making them more feral every passing day.

Wolf

Author: Box_of_Hats
8th level Beast Minion, 2 initiative dice
E 30 A 20 F 10 W 20
HP 25 MP 0 ARM 06 MARM 03
Bite: Quick physical action, Earth vs. Earth, dif 40, 9 damage (Puncture)
Pack Defense: Reaction, Earth vs. Earth, negates a physical attack targeting an ally. Cannot be used to defend itself.
Ice Vulnerable
Common wolf, usually hunts in packs. Very dangerous when in large numbers.

Floating Eye

Author: Bruno Carvalho
10th level Beast Aberration Minion, 2 initiative dice
Earth 12 Air 41 Fire 38 Water 24
HP 40 MP 20 ARM 02 MARM 10
Wing Buffet: Quick physical action, Air vs Earth, dif 40, 24 damage (Crush)
Dread Gaze: Ranged Slow (2) magical Action, Fire vs Fire, dif 40, inflicts Weaken (Physical) until end of next turn,
Vulnerable (Ice), Resist (Air), Vulnerable (Blind), Auto-Flight
Huge eyeballs with wings, these aberrations travel in flocks and uses a baleful stare to attack its enemies. The strongest forms of these
enemies can even petrify their foes with just a glare.

Nautiloid

Author: Bruno Carvalho
11th level Beast Common, 3 initiative dice
Earth 35 Air 10 Fire 48 Water 32
HP 60 MP 30 ARM 10 MARM 02
Tentacle: Quick physical action, Earth vs Earth, dif 40, 9 damage (Crush)
Ink: Slow (1) Ranged magical action, Fire vs Air, dif 40, 12 damage (Shadow), if greater than dif 70, inflicts the Blind status on the target until the end of next round
Withdraw: Reaction, Earth vs Air, dif 30, blocks a Ranged attack.
Vulnerable (Fire), Transform Resist, Weaken Immune
These giant mollusks used to prey on the shores of the Lethe River. They were thought to be extinct after the day of Kefka, but some are
appearing around all Aeolus' coasts,

Saber Tooth Alley Cat

Author:Box_of_Hats
11th level Beast Common, 3 initiative dice
E 20 A 50 F 30 W 10
HP 85 MP 40 ARM 4 MARM 10
Pounce: Quick physical action, Air vs Air, dif 40, 20 damage (Cut)
Stalk: Slow (3) physical action, Air vs Air, dif 40, 20 damage (Cut). If it beats dif 70, target gains Immobilize until end of next round.
Roar: Spell, 40 MP, Fire vs. Water, dif 70, targets Group, inflicts Weaken (Armour) until end of next round.
Fire Vulnerable, Ice Vulnerable, Blind Resist, Berserk Resist
A bigger and more dangerous version of the regular Alley Cat, these night hunters stalk their prey for hours before pouncing with unsuspect ferocity. They'll beat prey much larger than themselves to feed their mates and offspring.

Wild Wasp

Author:Happy Heart
12th level Beast Minion, 2 initiative dice
E 29 A 57 F 36 W 23
HP 88 MP 40 ARM 9 MARM 4
Poison Sting: Quick physical action, Air vs Air, dif 40, 10 damage (Bio), inflicts Poison until the end of next round.
Sleep Barb: Quick physical action, Air vs Air, dif 0, inflict Sleep until the end of round.
Auto-Float
A large, flying insect capable of neutralizing its prey with its venom. The Wild Wasp flies at a blink of an eye, so keep on your toes!

Massive Serpent

Author:Box_of_Hats

Head

14th level Beast Common, 3 initiative dice
E 20 A 60 F 50 W 10
HP 110 MP 50 ARM 6 MARM 15
Bite: Quick physical action, Air vs. Earth, dif 40, 25 damage (Puncture)
Spit Venom: Ranged Quick magical action, Fire vs. Water, dif 40, inflicts Poison until end of next round.
Debilitate: Ranged Quick magical action, 12 MP, Fire vs. Water, dif 40, targets Group, if the target is Poisoned, it gains Venom and Slow until the Poison ends.
Frenzy: If Massive Serpent Body is dead, it gains Haste and Blink.
Ice Vulnerable, Bio Immune

Body

14th level Beast Common, 3 initiative dice
E 60 A 20 F 20 W 40
HP 130 MP 30 ARM 15 MARM 6
Crush: Quick physical action, Earth vs. Air, dif 40, 25 damage (Crush)
Squeeze: Slow (2) physical action, Earth vs. Earth, dif 40, 18 damage (Crush). If this attack beats dif 70, target gains Weaken (Physical) until end of next round.
Cover: As Defender
Block: Reaction, Earth vs. Earth, dif 40, to negate physical attack
Thrash: If Massive Serpent Head is dead, it gains Haste and reduce the dif for all its actions by 20.
Ice Vulnerable, Bio Immune
This massive serpent is a formidable foe, with both the head and the body able to act independently. It can easily regenerate a new head or body after a few days, if left unchecked. It is advisable to either avoid it entirely or to burn its remains to make sure it won't regenerate.

Megalodoth

Author: Bruno Carvalho
16th level Beast Common, 3 initiative dice
Earth 78 Air 45 Fire 24 Water 31
HP 130 MP 10 ARM 02 MARM 10
Tusk: Quick physical action, Earth vs Earth, dif 40, 35 damage (Crush).
Impervious Fur: Reaction, Earth vs Fire, dif 40, blocks Water and Ice-elemental attacks.
Charge: Slow (3) physical action, dif 40, 52 damage (Crush).
Fire and Ice Resist, Bio Weakness
These huge mammals are common in the colder places of the world. Docile until provoked, few men can survive their furious charges, and at least one village was leveled by a rampage of these beasts.

Gatlinghog

Author: Bruno Carvalho
16th level Beast Minion, 2 initiative dice
Earth 30 Air 52 Fire 43 Water 41
HP 58 MP 32 ARM 06 MARM 12
Claw: Quick physical action, Air vs Air, dif 40, 15 damage (Puncture)
Needles: Physical Ranged reaction, Air vs Air, dif 30, 30 damage (Puncture). May only be used when targeted by an Melee attack.
Blind Immune
These ferocious hedgehog-like creatures can shoot its spikes as far as twenty meters, making them fearsome enemies. However, they tend to only shoot then when attacked, and usually fight only to protect themselves and their homes.

Scale Eater

Author: Powerful Black Gangs
16th level Beast Elite, 4 init dice
E 51 A 26 F 54 W 43
HP 480 MP 100 ARM 15 MARM 9
Bite: Quick physical action, Earth vs Earth, dif 40. 25 damage (Cut).
Blinding Flash: Quick magical action, Fire vs Water, dif 0. 25 damage to group. If >70 difference, target is blind. 20 MP.
Hide: Caster is granted the Vanish status until end of round. If any action is taken, lose Vanish status.
Lightning Vulnerable, Blind Resist
Easily the size of a longhouse, this feathered lizard lets out a buzzing hiss before swinging its hooded head. He's big enough to devour a imp in a single crushing bite.

Vulture

Author: Powerful Black Gangs
17th level Beast Common, 3 init dice
E 50 A 53 F 40 W 34
HP 89 MP 63 ARM 08 MARM 10
Talon: Quick physical action, Air vs Earth, dif 40. 20 damage (Cut)
Eye Gouge: Quick physical action, Air vs Earth, dif 50. 25 damage (Puncture). If >70 difference, target is blind for the rest of the turn.
Wind Vulnerable, Auto-Float
These carrion eaters usually do not attack unless provoked. Once they do attack, however, they are vicious and cruel.

Rock Wasp

Author: Powerful Black Gangs
17th level Beast Minion, 2 init dice
E 33 A 61 F 41 W 40
HP 51 MP 30 ARM 07 MARM 05
Jab: Quick physical action, Air vs Air, dif 40. 18 damage (Cut)
Sleep Sting: Quick physical action, Air vs Earth, dif 70. 15 damage (Puncture). Target is asleep for the rest of the turn.
Fire and Wind Vulnerable, Auto-Float
A giant yellow wasp carrying a potent sleep poison in its sting. There ate tales of ravenous swams of these critters devastating entire villages.

Zuu

Author: Bruno Carvalho
18th level Beast Elite, 3 initiative dice
Earth 58 Air 52 Fire 43 Water 41
HP 255 MP 80 ARM 10 MARM 10
Talon: Quick physical action, Air vs Air, dif 40, 20 damage (Puncture).
Sweep: Quick physical action, Earth vs Air, dif 40, 25 damage (Puncture). Targets a Group. Until the end of the round, the Zuu loses the Flight status and gain the Float status. May only be used while flying.
Darkness Gale: Quick Ranged physical action, Air vs Water, dif 50. Inflicts the Blind status on the target until the end of next round.
Auto- Flight, Resist (Fire and Ice), Vulnerable (Lightning and Air), Fatal Immune, Transform Resist
Giant birds native to the Mysidia region, the Zuu hunts his prey descending from the sky and attacking them on the ground. The recent creation of the Red Wings led to an increase in Zuu attacks against the airship crew.

Giant Bat

Author:Bruno Carvalho
21st level Beast Minion, 2 initiative dice
Earth 60 Air 69 Fire 60 Water 30
HP 116 MP 112 ARM 32 MARM 21
Bite: Quick physical action, Earth vs Air, dif 40, 36 damage (Cut)
Arrow Guard: Reaçtion, Air vs Air, dif 30, avoids a Ranged physical attack
Red Feast: Blue Spell, 10 MP, Earth vs Air, dif 40, 30 damage (Puncture). The Giant Bat heals itself half of the damage dealt.
Flight, Air Vulnerable, Blind Immune, Improved Critical
Huge blood-sucker bats who live in caverns. They hate sunlight. Usually they don't attack adventurers unless they're provoked or someone trespasses their lair.

Crawler

Author: Powerful Black Gangs
24th level Beast Minion, 2 init dice
E 80 A 76 F 55 W 43
HP 126 MP 35 ARM 18 MARM 26
Strike: Quick physical action, Earth vs Air, dif 40. 38 damage (Crush).
Leech: Quick magical action, Fire vs Water, dif 30. 26 damage (Bio). Heals caster for half damage done.
Demi: Quick magical spell, Fire vs Water, dif 50. Target loses 50% of its current HP. This is a Gravity status effect.
Ice Weakness
Best described as a cat-sized leech with two huge teeth, these critters hunt for blood in marshes and wetlands. Once one of them starts sucking a victim's blood, more will be drawn by the scent of blood to swarm the prey.

Mugbear

Author: Powerful Black Gangs
25th level Beast Common, 3 init dice
E 77 A 71 F 63 W 58
HP 242 MP 40 ARM 24 MARM 20
Maul: Slow (1) physical action, Earth vs Earth, dif 40. 49 damage (Cut).
Slow: Quick magical spell, Fire vs Water, dif 70. Inflict the Slow status on the target over the next two rounds. 22 MP.
Scratch: Quick physical action, Earth vs Earth, dif 40. 34 damage (Cut).
Fire Weakness
Albeit small, weighting only around 150 kg (330 lb), Mugbears are amonsgt the fiercest bears, mauling at their targets with fearsome ferocity. Their brown fur help hiding their presence amongst the autumn colors, as they are the most active before their winter hibernation.

Briareus

Author: Powerful Black Gangs
25th level Aberration Beast Common, 3 init dice
E 67 A 79 F 74 W 51
HP 263 MP 130 ARM 21 MARM 27
Claw: Quick physical action, Air vs Air, dif 40. 42 damage (Cut).
Aera: Quick magical spell, Fire vs Water, dif 0. 77 damage to target or 49 damage to all targets (Air). 24 MP.
Blizarra: Quick magical spell, Fire vs Water, dif 0. 77 damage to target or 49 damage to all targets (Ice). 24 MP.
Horse-sized quadrupeds with fierce claws and strong plated armor fused to their backs, Briareus are an unnatural consequence of magical experimentation. After the original Briareus fled and started to breed in the wild, they become terror predators of the steppes. Only their small numbers and slow breeding rates prevents them to become a serious menace.

Swamp Hydra

Author:Bruno Carvalho

Head

27th level Beast Minion, 2 initiative dice
Earth 82 Air 75 Fire 86 Water 48
HP 95 MP 60 ARM 30 MARM 35
Bite: Quick physical action, Earth vs Air, dif 40, 32 damage (Bio)
Poisonous Blood: Reaction, Fire vs Earth, dif 30, inflicts the Poison and Virus status effects until the end of turn. Usable only after being hit by a Cut or Puncture-elemental attack (but before receiving damage)
Regen: White Spell, 30 MP, Fire vs Water, dif 0, inflicts the Regen status to the target on this and the next two rounds.
Elemental Vulnerable (Fire and Cut), Bio Immune, Toxic Immune, Gravity Resist

Body

27th level Beast Boss, 0 initiative dice
Earth 82 Air 85 Fire 76 Water 41
HP 1100 MP 0 ARM 60 MARM 65
Multi-Headed Monster: Starts the battle with 2 Heads.
Regeneration: When the round ends, if a Head died this round, the Body permanently loses 10 ARM e 10 MARM and spawn 2 heads for each Head that died this round.
Flame Weakness: Whenever the Body receives Fire-elemental damage, it also gains the Virus status effect until the end of round.
Fire Vunerable, Bio Absorb, Status Immune (Fatal, Poison, Weaken)

A huge lizard-like monstrocity, with several heads, capable of regenerating its severed heads with ease. To defeat such a dangerous monster surely requires fire and a herculean strenght.

Grasswyrm

Author:Poweful Black Gangs
39th level Beast Minion, 2 initiative dice
Earth 49 Air 133 Fire 100 Water 125
HP 400 MP 150 ARM 59 MARM 61
Slash: Quick physical action, Air v Air, dif 40. 137 damage (Cut).
Wing Snap: Quick magical action, Fire v Water, dif 0. Inflicts the Berserk status until the end of the next round.
Aeraga: Quick magical spell, Fire v Water, dif 0. 100 damage (Air) to group. 58 MP
Crush Weakness, Wind Resist, Seal, Transform and Confuse Immune, Auto-Flight
Giant dragonflies which used to prosper in the entire world, the habitat of Grasswyrm have been reduced to only secluded rainforests.

Luridan

Author:Poweful Black Gangs
39th level Beast Minion, 2 initiative dice
Earth 126 Air 59 Fire 141 Water 88
HP 350 MP 300 ARM 110 MARM 12
Blizzara: Quick magical action, Fire v Water, dif 0. 120 damage (Ice). 24 MP.
Forest Healing: Quick magical spell, Fire v Water, dif 0. Removes Blind, Mute, Disable, and Immobilize statuses. 20 MP.
Earth Shake: Quick magical spell, Fire v Water, dif 0. 130 damage (Earth) to a group. Automatically fails against targets with the Float or Flight statuses. Ignores Reflect status. 67 MP.
Wind Weakness, Blind, Transform and Psychic Immune
Strange giant bugs with pyramid-shaped carapaces, these bugs from ancient forests roam in small groups, and the earth trembles as they pass by.

Grand Mantis

Author:Poweful Black Gangs
40th level Beast Minion, 2 initiative dice
Earth 81 Air 126 Fire 93 Water 114
HP 371 MP 202 ARM 42 MARM 68
Slash: Quick physical action, Air v Air, dif 40. 121 damage (Cut).
Mind Reaper: Quick magical action, Fire v Water, dif 0. 90 damage (Non-elemental) to MP.
Fire Weakness, Transform and Fatal Immune
This giant beast, more than 4 feet high, prey on small mammals, other giant insects, and unsuspecting travellers. They can only thrive on some of the most secluded rainforests nowadays, fortunately.

Illuyankas

Author:Poweful Black Gangs
40th level Aquan Beast Minion, 2 initiative dice
Earth 128 Air 81 Fire 99 Water 118
HP 520 MP 300 ARM 43 MARM 77
Bite: Quick physical action, Earth vs Air, dif 40, 90 damage (Puncture)
Aqua Rake: Blue Magic, 85 MP, Group, Fire vs Water,dif 0, 117 damage (Water)
Ink: Quick magical action, Group, Fire vs Water, dif 70, inflicts the Blind status on this and the next two rounds
Devour: Slow (2) physical action, Earth vs Earth, dif 80, Inflicts the Condemn status until the end of next round
Fire Weakness, Blind and Toxic Immune, Lightning Absorb
This amphibious giant frog has a huge horn protuding from its nose and sharp teeth. It can enlarge its mouth enough to eat human adults whole, and trap them inside their bellies until they suffocate.

Behemoth

Author:Bruno Carvalho
60th level Beast Elite, 4 initiative dice
Earth 165 Air 178 Fire 121 Water 159
HP 3100 MP 1500 ARM 100 MARM 255
Bite: Quick physical action, Earth vs Earth, dif 50, 256 damage (Cut)
Spellfury: Free physical reaction, Air vs Air, dif 50, 238 damage (Puncture). Reacts once after being hit by an Spell. Multi-hit spells trigger this only once.
Trample: Quick physical action, Earth vs Air, dif 50, 224 group damage (Crush)
Meteo: Time Spell, 79MP, Fire vs Water, difficulty 0. Attack five times against random enemies, each hit inflicting 48 damage (Crush). This Spell ignores Reflect and the targets’ magical armor.
Resist (Fire, Water, Lightning, Shadow, Light, Water, Air), Death Immune, Condemn Immune, Seal Immune
It have been centuries since any human on Earth encountered these legendary creatures. However, its terrible tales of destruction ensure the name Behemoth strikes fear into human and dwarven hearts alike. The legends even speak of a King of the Behemoths, a beast so powerful that could rival the gods themselves.

CONSTRUCT

Guard Bot

Author: Bruno Carvalho
5th level Construct Common, 3 initiative dice
Earth 30 Air 0 Fire 15 Water 15
HP 55 MP 10 ARM 08 MARM 00
Ram: Quick physical action, Earth vs Air, dif 40, 12 damage (Crush)
Block: Reaction, Earth vs Earth, dif 40, avoids a physical attack
Vulnerable (Lightning)
These small robots serve as sentries for various laboratories and industrial facilities. Their reinforced plates make them very strong against physical blows.

Animated Kegs

Author: Box_of_Hats
7th level Construct Minion, 2 init dice
E 40 A 10 F 20 W 0
HP 25 MP 1 ARM 10 MARM 2
Bash: Quick physical action, Earth vs. Earth, dif 40, 12 damage (Crush)
Transfusion: Blue Spell 1 MP, Restore HP to target equal to it's current HP, then die
Self Destruct: Blue Spell 1 MP, Fire vs. Water, dif 0, deal damage equal to its's current HP, then die
Fire Vulnerable, Toxic Immune
Brought to life by the mischievous spells of the Keg Pixies, these kegs full of beverages will likely explode after receiving damage.

Guard Ray

Author: Powerful Black Gangs
8th level Construct Common, 3 init dice
E 22 A 10 F 35 W 25
HP 42 MP 11 ARM 4 MARM 8
Pellet Shot: Quick physical action, Fire vs Air, dif 40. 9 damage (Puncture).
Ice: Quick magical spell, Fire vs Water, dif 0. 15 damage (Ice). 8 MP.
Lightning Vulnerable, Toxic and Mental Immune
Ancient guard machines. They are usually hidden inside special contraptions and spring into action once a intruder is detected.

Rocknado

Author: Box_of_Hats
8th level Construct Elite, 4 initiative dice
E 30 A 30 F 10 W 10
HP 95 MP 30 ARM 8 MARM 4
Rock Shards: Quick physical action, Earth vs. Air, dif 40, 9 damage (Cut)
Tenacious Wounds: Quick magical action, 10 MP, Earth vs. Air, dif 0, 6 damage (Cut). If this attack beats dif 70, target gains Virus until end of next turn.
Third Eye: Reaction, Earth vs. Air, dif 40, negates a melee attack.
Lightning Vulnerable, Toxic Immune
An animated tornado of rocks, born spontaneously from areas with high magical energy. It is short-lived, but will attack on sight the unfortunate travellers it encounters.

Copper Golem

Author: Box_of_Hats
10th level Construct Common, 3 initiative dice
E 70 A 10 F 10 W 10
HP 100 MP 0 ARM 10 MARM 4
Slam: Quick physical action, Earth vs. Earth, dif 40, 21 damage.
Overdrive: Copper Golem always uses this attack on its lowest initiative die each round. Roll 1d10. Until the end of the next round, Copper Golem gains the following status. If that status is already active, Copper Golem uses Vent instead. 1-2: Strengthen (Speed); 3-4: Strengthen (Physical); 5-6: Strengthen (Armour); 7-8: Strengthen (Mental); 9-10: Regen
Vent: Only usuable through Overdrive trigger. Ranged physical action, Earth vs. higher of Air or Water, dif 40, targets a Group, 14 damage (Fire)
Lightning Vulnerable, Fire Resist, Ice Resist, Mental Immune, Toxic Immune, Transform Immune
One of the earlier tries at making a magitek automaton, these golems are powered by steam technology and magic. Their copper tubes and mechanical parts are vey prone to overheating, and the golem keeps venting its excess heat.

M-tek Armor

Author: Bruno Carvalho
14th level Humanoid Construct Elite, 5 initiative dice
Earth 55 Air 46 Fire 50 Water 13
HP 255 MP 68 ARM 08 MARM 08
Initiative – 5 die
Metal Claw: Quick physical action, Air vs Earth, dif 40, 20 damage (Crush), push the target one Row backwards.
Magitek Cannon: Quick Ranged magical action, Fire vs Water, dif 40, 25 damage, Line-target, choose either Fire, Ice or Lightning-elemental damage.
M-tek Missile: Quick Ranged physical action, Fire vs Air, dif 40, 30 damage (Puncture)
Bio Cannon: Slow (2) Ranged magical action, Fire vs Earth, dif 40, 20 damage (Bio), Conetarget, inflicts Poison status until the end of the next round.
Vulnerable (Lightning and Water)
Regular magitek armors from the Imperial Wars era, designed to augment the Imperial Army. Its weakness is the exposed pilot.

Invasion Drone

Author: Powerful Black Gangs
16th level Construct Minion, 2 init dice
E 40 A 44 F 61 W 23
HP 54 MP 50 ARM 7 MARM 17
Ram: Quick physical action, Earth vs Air, dif 40, 14 damage (Crush)
Fire: Black Spell, 8 MP, Fire vs Water, dif 0, 30 damage (Fire)
Block: Reaction, Earth vs Earth, dif 40, avoids a physical attack
Lightning Vulnerable, Poison Immune
This small drone was repurposed as a war machine by adding a flamethrower. It may not be the most efficient or reliable, but it gets the job done.

Iron Golem

Author:Bruno Carvalho
30th level Construct Common, 3 initiative dice
Earth 112 Air 34 Fire 82 Water 96
HP 400 MP 255 ARM 70 MARM 30
Axe : Slow (1) physical action, Earth vs Air, dif 40, 110 damage (Cut)
Block: Reaction, Earth vs Earth, dif 40, avoid a physical attack.
Matra Magic: Blue Spell, 55 MP, Group, Fire vs Water, dif 0, 80 damage (Fire)
Rust Spray: Quick Ranged magical action, Group, Fire vs Water, dif 70, inflicts the Weaken (Armor) status until the end of next round.
Auto-Virus, Lightning Vulnerability, Cut Immunity, Immune (Mental, Toxic, Transform and Death)
A huge construct animated by magic, wielding a rusty axe. They have no free will, limited to comply with its creator’s orders.

Dragon Tank

Author:Powerful Black Gangs

Body

31st level Construct Elite, 4 initiative dice
Earth 104 Air 44 Fire 100 Water 72
HP 1240 MP 206 ARM 29 MARM 40
Dragon Force: Blue Spell. Grant the Resist (Fire), Resist (Ice), and Resist (Lightning) status to a group until the end of the next round. 45 MP.
Flame Thrower: Blue Spell, Fire vs Water, dif 0. 120 Fire-elemental damage to a target. 24 MP.
Roll Out: Quick physical action, Earth vs Air, dif 40. 80 Crush damage to a target.
Send Probe: Creates a Probe. Can't use while there is 2 Probes in the battle.
Turret Equipment: Starts the battle with 1 Autogun Turret.
Elemental Vulnerable (Lightning), Bio Immune, Poison Immune, Fatal Immune, Blind Immune

Probe

30th level Construct Minion, 2 initiative dice
Earth 80 Air 80 Fire 60 Water 80
HP 220 MP 300 ARM 25 MARM 25
Magical Cover: Reaction. When an ally is hit by a magical attack, the Probe suffers the effects of the attack rather than the ally.
Autogun: Quick physical action. Fire vs Air, dif 40. 6 * Fire Level Puncture damage to a target.
Detonate: Free action. Will use immediately after the Dragon Tank Body HP is reduced to 0. Instantly cast the Blue Magic Self Destruct.
Bio Immune, Status Immune (Blind, Poison)

Autogun Turret

32nd level Construct Minion, 2 initiative dice
Earth 51 Air 99 Fire 108 Water 80
HP 210 MP 40 ARM 66 MARM 11
Autogun: Quick physical action. Fire vs Air, dif 40. 90 Puncture damage to a target.
Sweep: Slow (3) physical action. Fire vs Air, dif 40. 75 Puncture damage to all targets.
Quick Repairs: After being reduced to 0 HP, begin a 3-round countdown. At the end of the 3rd round, heals itself to half max HP.
Power Source: Instantly destroyed after the Dragon Tank Body HP is reduced to 0. Disables Quick Repairs.
Lightning Weakness, Bio Immune, Status Immune (Blind, Poison)

A heavy tank model, used by top ranking Filgaian officials. It replicates a dragon body on wheels, and is almost impervious to physical attacks. This heavy armored vehicle is the weapon on which Filgaia rests its world domination hopes.

Sky Armor

Author:Bruno Carvalho
35th level Construct Minion, 2 initiative dice
Earth 102 Air 108 Fire 95 Water 67
HP 167 MP 212 ARM 70 MARM 75
Claw: Quick physical action, Earth vs Air, dif 40, 90 damage (Cut)
Electrocute: Blue Spell, 85 MP, Fire vs Water, dif 0, 117 damage (Lightning).
M-tek Missile: Quick Ranged physical action, Fire vs Air, dif 40, 99 damage (Puncture)
Auto-Flight, Earth Vulnerable, Lightning Resist, Blind Immune, Improved Critical
These airbone magitek armors were developed in the Second Imperial War. Along with newer versions of the magitek weaponry, these vessels gave the Empire the edge it needed to almost dominate Aeolus.

Brass Golem

Author:Powerful Black Gangs
35th level Construct Common, 3 initiative dice
Earth 112 Air 64 Fire 102 Water 89
HP 470 MP 300 ARM 70 MARM 50
Sonic Suggestion: Quick magic action. Fire vs Water, dif 70. Inflict Berserk on the target until the end of the next round. 45 MP.
Aera: Quick magic spell. Fire vs Water, dif 0. Deal 110 Air damage to a target, or 70 to all enemies. 24 MP.
Brass Hammers: Quick physical action. Earth vs Earth, dif 40. Deal 105 Crush damage to a target.
Earth Vulnerable, Lightning and Fire Absorb, Blind, Poison and Bio Immune
Developed to withstand high temperatures and eletrical forces, these golems are made for heavy labor in hostile environments. When in an emergency, they can be also used as a defense tool, even if that is not their main specialty.

Io

Author:Bruno Carvalho
42th level Construct Common, 3 initiative dice
Earth 91 Air 113 Fire 96 Water 139
HP 622 MP 355 ARM 117 MARM 40
Machine Gun: Ranged Quick physical action, Air vs Air, dif 40, 110 damage (Puncture).
Magitek Cannon: Quick Ranged magical action, Fire vs Water, dif 40, 99 damage, Line-target, choose either Fire, Ice or Lightning-elemental damage.
Runic: Reaction, Water vs Water, dif 30, negate the effects of a Spell or magical attack.
Overload: Ranged Slow (10) physical action, Air vs Water, dif 0, Group-target, 132 damage (Bio), Inflicts the Meltdown, Virus and Slow status until the end of next round.
Bio Immune, Lightning Absorb, Imune (Fatal, Transform, Toxic, and Mental), Time Vulnerable
One of the most advanced magitek constructs, very few of this fearsome war machine were actually built and even fewer were deployed. Built-in with a strong antimagic force-field, it could win battles by itself.

Armor Construct

Author:Bruno Carvalho
50th level Construct Common, 3 initiative dice
Earth 152 Air 142 Fire 112 Water 102
HP 1000 MP 650 ARM 145 MARM 80
Claw: Quick physical action, Earth vs Air, dif 50, 225 damage (Cut)
Plasma Shot: Quick Ranged physical action, Air vs Earth, dif 50, 196 damage (Puncture)
Offensive Runic: Reaction, Fire vs Fire, dif 50. May be used when Armor Construct or one of its enemies are targeted by a Spell or magical attack. Negate its effects.
Eletrocute: Blue Spell, 85 MP, Group, Fire vs Water, dif 0, 143 damage (Lightning). This Spell ignores Reflect status.
Resist (Fire, Earth, Air and Water), Lightning Vulnerable, Transform Immune, Mute Immune, Immobilize Immune
A marvel of Lunarian engineering, these constructs of war are huge, over 5 meters tall. Along with fearsome weapons, these giants are equipped with a Spell-absorbing shield. Almost all known Armor Construct lie dormant inside Lunar Moon. The feared Giant of Babil was designed as an bigger and more modern version of these armored monstruosities

DEMON

Moogikyu

Author: jackrosetree
5th level Demon Minion, 2 initiative dice
Earth 10 Air 20 Fire 10 Water 25
HP 10 MP 20 ARM 03 MARM 05
Third Eye: Reaction, Earth vs Air, dif 40, blocks a melee attack
Dodge: Reaction, Air vs Earth, dif 40, avoids a physical attack
Cover: As Defender
Fire and Light Vulnerable, Shadow Immune, Fatal & Transform Immune
// A lonely amorphous demon that pretends to be a moogle to attract people and make friends. Once invited into a house, it will never leave and brings extreme misfortune. Gives Moogles a bad name.//
Image: https://jackrosetree.files.wordpress.com/2019/11/66689000_324222521790810_8037190090167120647_n.jpg

Venzuubius, Poison Demon

Author: Bruno Carvalho
9th level Demon Boss, 5 initiative dice
Earth 30 Air 12 Fire 40 Water 19
HP 200 MP 150 ARM 2 MARM 2
Mind Blast: Quick magical action, Fire vs Water, dif 40, 12 damage (Crush)
Third Eye: Reaction, Earth vs Earth, dif 40, blocks a melee attack
Flash: Blue Spell, 14 MP, Fire vs Water, dif 0, 15 damage (Light), if greater than dif 70, inflicts the Blind status on the target until the end the round.
Poison Gas: Blue Spell, 16 MP, Group, Fire vs Water, dif 70, inflicts the Poison status on target until the end of next round.
Vulnerable (Light), All Status Resist
One of the lesser Demon Lords, Venzuubius is arrogant and proud of himself. He is very overconfident, treating his lesser bethren with disdain and his superiors with distrust. In battle, he tends to boast about his own abilities instead of quickly finishing his foes.

Lesser Demon

Author: Woomod
19th level Demon Minion, 2 initiative dice
Earth 30 Air 60 Fire 60 Water 40
Hp- 115 Mp- 12 Arm- 19 M.Arm- 19
Preemptive: At the start of each round change one initiative die to a 1.
Plink Claws: Quick physical action, Air vs. Air, difficulty, 40, 19 damage (Cut) ignoring Armor
Venomous Words: Quick ranged magical action, Fire vs. Earth, difficulty 40, inflicts Poison until end of next round
Blinding Taunt: Quick ranged magical action, Fire vs. Air, difficulty 40, inflicts Blind until end of next round
Auto-Float ; Resist: Fire, Shadow ; Vulnerable: Light.
Those little red winged creatures are little more than messengers and provide small tasks for greater demon lords. However, when needed, their claws and ferocious attitude can create a huge challenge for any enemy. They are rarely found alone and will prefer to attack when they have the number's advantage.

PsyDemon

Author: Bruno Carvalho
28th level Demon Boss, 5 initiative dice
Earth 77 Air 77 Fire 77 Water 77
HP 800 MP 800 ARM 28 MARM 28
Double Claws: Whenever PsyDemon uses !Attack, it uses both its Left Claw and Right Claw attacks.
Left Claw: Quick physical action, Air vs. Earth, difficulty, 40, 49 damage (Air)
Right Claw: Quick magical action, Water vs. Fire, difficulty, 40, 49 damage (Earth)
Blind: Black Spell, 6 MP, Fire vs. Water, difficulty 70, inflicts Blind until end of next round
Immobilize: Time Spell, 33 MP, Fire vs. Water, difficulty 70, inflicts Immobilize until end of next round
Silence: White Spell, 30 MP, Fire vs. Water, difficulty 70, inflicts Mute until end of next round
Virus: Black Spell, 66 MP, Fire vs. Water, difficulty 70, inflicts Poison and Virus
Disable: Time Spell, 76 MP, Fire vs. Water, difficulty 70, inflicts Disable until end of next round
Condemn: Black Spell, 60 MP, Fire vs. Water, difficulty 70, inflicts Condemn until end of next round
Mind Blast: Spell, Group, 100 MP, Fire vs. Water, difficulty 0, deals 70 damage (Shadow). The targets hit lose MP equal to the HP lost.
Auto-Float ; Resist: Fire; Vulnerable: Ice, Earth.
This insidious demon has two huge arms and the ability to enter the minds of its target, to slowly consume its will until it is nothing more than a thrall. It will prefer to cause status effects and disable its foes, but will resort to damage when it feels threatened.

Ithiliel, Mother of the Moon

Author:SuckMyGiantDogDick
55th level Demon Boss, 5 initiative dice
Earth 48 Air 94 Fire 152 Water 206
HP 6040 MP 4500 ARM 60 MARM 250
Bite: Quick physical action, Earth vs Air, difficulty 40, 90 damage (Cut)
Claw: Quick physical action, Earth vs Air, difficulty 30, 75 damage (cut)
Blizzaga: Costs 58 MP: Roll Fire vs Water, difficulty 0. If successful, deal 255 magical damage to a target, or 150 magical damage to a group. This damage is Ice-elemental.
Accursed Lullaby: Costs 20 MP: Roll Fire vs Water, Diff 70 against one target, or Diff 80 against multiple targets. If successful, inflict the Sleep status on the target(s) until the end of the next round.
Seeping Darkness:Cost 15 MP:Roll Fire vs Water, difficulty 70 against a single target, difficulty 80 against multiple targets. If successful, inflict the Blind status on the target(s) during this and the next round.
Dark:costs 15 MP: Roll Fire vs Water, difficulty 0. If successful, deal 120 Shadow-elemental magical damage to a target.
Scathe: costs 85 MP: Roll Fire vs Water, difficulty 0. If successful, deal 300 magical damage to a target, or 180 magical damage to a group. This damage is Shadow-elemental Also, if your roll overcomes difficulty 70, inflict the Blind status on the targets during this and the next two rounds.
Flowing Corruption: Costs 50 MP:Roll Fire vs Water, difficulty 70. If successful, inflict the Blind status, If difficulty 80 is overcome inflict Poison status, and if difficulty 90 is overcome inflict Sleep status on the target until the end of next round.
Absorb: Ice
Immune: Shadow, Sleep, Blind
Resist: Bio
Vulnerable: Fire, Light, Weaken, Berserk

Ithiliel worships a deep darkness that causes all creatures to fall into a deep slumber. She believes this sleep is the true ending and purpose of all life and wishes to see it sweep over the entire nation. Although Ithiliel believes in this destiny she has no desire to conquer or destroy so she is content to simply travel the lands, the dark purple mist that seeps from her body spreading her corruption everywhere she goes. Do not mistake this lack of ambition as kindness or mercy, she will never return or surrender what her corruption has taken as she believes they have been blessed.

Ithiliel appears as nothing more then a wispy shadow unless viewed underneath the moonlight when her true form is reveled. She has the same shape and size of an adult women but her skin is a pale lavender that seems to appear pale and ghostly. Her hair is silver and shines in the moonlight. Her face is calm and at rest as if always asleep.

Colette Isabella Yggnacia Anne Uvenwald, Beautiful Sorrow

Author: Woomod
Level 61 Demon Elite, 4 initiative dice
Earth 120 Air 120 Fire 180 Water 190
Hp: 4,004 Mp: 3,000 Arm: 245 M.Arm: 195
Talk them Down: At the end of a round, if Colette has taken no damage choose one enemy and Eject it from the battle.
Twisting Shadows: When targeted by a single target action Colette can as a Reaction roll Water vs. Fire diff 40, If succesful she gains Vanish for the next 3 phases.
Instant Wards: When targeted by a spell as a Reaction Colette can roll Water vs. Water diff 70, if successful Colette gains Reflect until the end of the round.
Flowing Hands: When targeted by a physical action as a Reaction Colette can roll Water vs. Air diff 40, if successful Colette steals one of the target's remaining initiative dice and takes no damage.
Hex Twist: When targeted by an action that causes a negative Status Effect as a Reaction Colette can roll Water vs. Water diff 0, if successful she inflicts the conditions on any enemy besides the user and loses mp instead of taking damage from the attack.
Ten Thousand Stories: Colette is able to cast the following blue magic spells: Rippler, Big Guard, Frog Song, Magic Hammer, Dragon Force.
Bewitch: Ancient Blue Magic Spell, costs 200mp roll Fire vs. Water diff 70 against each enemy, for each successful one inflict Weaken (Magic), Weaken (Physical), Slow and Blind until the end of the next round.
Chains of Moonlight: Master Blue Magic Spell, Costs 95mp roll Fire vs. Water diff 70 three times against one enemy, if successful on the first roll inflict Disable, on the second inflict Mute, on the third inflict Immobilize until the end of the next round.
Status Immunity: Fatal, Transform, Mental - Elemental Immunity: Shadow, Light - Elemental Resistance: Crush, Pierce, Slash
True Form: When Colette's first phase drops to 0 her facade cracks and she assumes her true form, being refilled to full hp, gaining one extra initiative die changing her max HP, MARM and MARM values.

Hp: 10,010 Mp: 3,000(her mp is unchanged) Arm: 75 M.Arm: 245

Storm of Sorrows: Upon entering phase 2 and at the start of each round roll a die for each enemy and inflict the following status until the end of round.
1-2) Blind
3-4) Curse
5-6) Poison
7-8) Slow
9-10) Weaken (Physical) & (Magical)
Vainglorious Majesty: Increase the difficulty of reactions against Colette by 40.
Dark Holy: 155mp, Fire vs. Water + 0, Inflicts 15 * Fire(270) Shadow, and 15 * Fire(270) Light damage, ignores m.arm, reflect, and shell.
Scathe: 85mp, Fire vs. Water + 0, Inflicts 18 * Fire(324) Shadow damage, if it exceeds difficulty 70 inflict Blind for the next two rounds.
Whirlwind: 120mp, Fire vs. Water +0 against all enemies, 20 * Fire(360) air damage.
Fade: 110mp, Fire vs. Water +0, 23 * Fire(414) light damage, if it exceeds difficulty 70 inflict Mute until the end of the next round.
Welcoming Sorrow: A ranged magical action which requires a Water vs. Fire + 40 roll attack, and inflicts 18 * Water(324) damage to hp & mp then if the target has 0 mp roll Water vs. Fire + 70 and if successful inflict death.
Anguished Cries: A ranged magical action against all enemies and requires a Water vs. Air + 40 attack, inflicts 12 * Water(228) magical wind damage to all enemies, if the attack hits 70 or higher then that enemy loses their lowest initiative die.
Auto Status: Flight, Premonition, Zombie - Status Immunity: Fatal, Transform, Mental - Elemental Absorb: Shadow, Light

Colette is a demon born of the suffering and sorrow of a death of an entire nation. She consumes the souls of those who die with sorrow so great that they would rather lose themselves in her solipsistic vainity than go on with their sorrows. Though she seems personable, and kind, knowing well suffering as she was born from it even being a pacifist, she is a demon with inhuman desires and motivations that override any notions of free will she MUST be Colette it is her overriding need. She is terrified by the idea that the souls that she has consumed will cease to be part of her and that there will be nothing left of herself, which as she sees herself as the best thing to be would be utterly unacceptable, To this end she seeks a way to become divine and eternal transcending the world.
Colette normally takes the form of a middle aged woman with olive skin and an elaborate outfit that still seems fit for a traveler, But her true form is a giant moth with wings made from the bodies of the souls she has consumed whose shadow is a beautiful butterfly made of pure moonlight.

The fight: The goal of the fight is to give a gimmick fight that forces parties used to hunkering down and reactioning bosses to go into fight mode by doing that and inflicting eject if they keep hunkering down, once that's down colette transitions into a more traditional boss focusing on damage rather than lock down and countering your players so your player's can immediately beat the snot out of her in a satisfying matter.

DRAGON

Wyvern

27th level Dragon Common, 3 initiative dice
Earth 69 Air 100 Fire 47 Water 72
HP 270 MP 80 ARM 32 MARM 15
Sweep: Quick physical action, Air vs Air, dif 40, 60 damage (Cut)
Demi: Time Spell, 27 MP, Fire vs Water, dif 50, reduce target's HP by 50% of its current value
Arrow Guard: Reaction, Air vs Air, dif 30, blocks a Ranged attack.
Flight, Air Vulnerable, Light Resist, Fatal Immune, Poison Resist
Lesser dragons, not more intelligent than your average beast, these creatures hunts the plains, woken by the destruction of Aeolus at the Day of Kefka.

Fossil Dragon

Author:Bruno Carvalho
40th level Undead Dragon Elite, 4 initiative dice
Earth 98 Air 86 Fire 132 Water 104
HP 2000 MP 300 ARM 55 MARM 66
Bite: Quick physical action, Earth vs Earth, dif 40, 90 damage (Crush).
Zombie: Black Spell, 20 MP, Fire vs Water, dif 70, inflicts Zombie status until the end of next turn.
Level 5 Death: Blue Spell, 130 MP, Fire vs Water, dif 30. All enemies hit whose level is a multiple of five are reduced to 0 HP. Treat this as a Fatal type status. This Spell ignores the Reflect status.
Sand Breath: Slow (2) Ranged magical attack, Fire vs Earth, dif 40 Cone-target, 130 damage (Earth). If rolls over dif 70, also inflicts Blind until the end of the round.
Resist (Ice and Puncture), Absorb (Shadow and Earth), Vulnerable (Air and Light), All Status Resist
This dragon once was one of the rulers of the desert, but was killed at the First War of the Magi. Now it has resurfaced, and its thirst for blood is greater than ever.

Skyllea

Author: Bonkey_Kong87
48th Level Dragon Boss, 5 initiative dice,
Earth 150, Air 120, Fire 120, Water 90
4600 HP, 590 MP, 130 ARM, 80 MARM
Storm: Black Magic, 80MP, Fire vs Water, difficulty 0. If successful, deal 240 magical damage to a target, or 144 magical damage to a group. This damage is Water-elemental. Also, if your roll overcomes difficulty 70, inflict the Curse status on the targets during this and the next two rounds.
Tentacle Hit: Quick physical action, Earth vs Earth, dif 40. 270 Puncture damage to a single target
Tentacle Rain: Quick physical action, Earth vs Earth, dif 70, 210 puncture dmg to all enemies
Nosedive: Quick physical action. The creature spends an action diving into the water, becoming untargetable while diving. In its next action, it will resurface and perform a Earth vs Air attack, diff 30 that deals 195 crush-elemental damage to all enemies. Characters that suffer damage are pushed into the water and have to spend an action to swim back to safety.
Maelstrom: Spell, 80MP, Fire vs Earth, diff 70. Target all enemies inside water. Creates a maelstrom that inflict the confuse status until the end of the next round. At the end of the next round, the maelstrom ends and the creature makes a free action to roll Fire vs Earth, diff 30, to deal 238 water-elemental magical damage to enemies still inside the water. Treat this free action as a Spell.
Absorbs Water, Resistent against Ice, vulnerable against lightning, Immune against Immobilize, Fatal and Mute
Skylea was the lover of a rich nobleman. When she wrote him of her pregnancy after a visit from him, he was overjoyed and sent her money for the sea voyage to his country, along with the request to marry him. She said she was overjoyed and set off on her arduous journey. On the high seas, however, the ship encountered increasing problems. Storms, raids with subsequent food shortages and diseases. All this led the sailors to believe more and more that they were cursed. Little by little, the belief that the presence of a woman was responsible for this increased, as this would mean misfortune. The now visibly pregnant woman could not appease the increasingly angry and desperate sailors, and they finally threw Skylea off board, where she had to face her death. But her desperate cries for help did not go unheard when a mighty sea dragon became aware of them. He promised to save her life if she stayed by his side forever.

Skylea said yes with tears, and the dragon started a ritual at the end of which the two merged. Skylea is condemned from this day on to be bound to the sea forever, and over the years her anger increased more and more, so that she wanted to take revenge on humans for their stupidity. And so she started attacking people's ships wherever she found them. She sank her in the hope that at some point the ship would be there, to which she owed her sad fate. Always with the slight hope of one day being reunited with her lover in death.

Kilgharrah

Author:Vadenveil
lv 74 Dragon Boss, 4 initiative dice
Earth:184 Air:168 Fire:255 Water:152
HP:6000 MP:3520 ARM:200 MARM:46
ArchMagus's master: At the start of each round, Kilgharrah gains the reflect status until after he has been targeted by a spell. Kilgharrah can then cast that spell as an archmagus spell with the damage modifier increased by 5 and mp cost x1.5
Scales of Crystal Illusion: Reaction, Water vs Earth diff 70, avoid effects of physical attack
Knights call: Quick magical action, Kilgharrah summons an ethereal knight, each knight shares his stats but only has 500 HP, 62 ARM, 62 MARM and 1 initiative die but has a different weapon. when a knight falls, he can summon a new one progressing down the list.

1st knight - !attack, quick physical action, Earth vs Earth, difficulty 40, deal 288 Crush damage
2nd knight - !attack, quick physical action, Air vs Earth, difficulty 40, deal 288 Pincture damage
3rd knight - !attack, quick physical action, Earth vs Earth, difficulty 40, deal 288 Cut damage
4th knight - !attack, quick magical action, Fire vs Water, difficulty 40, deal 288 Fire damage
5th knight - !attack, quick physical action, Earth vs Air, difficulty 40, deal 288 Ice damage
6th knight - !attack, quick Ranged magical action, Fire vs Air, difficulty 40, deal 288 Lightning damage
7th knight - !attack, quick Ranged physical action, Air vs Air, difficulty 40, deal 288 Air damage
8th knight - !attack, quick physical action, Earth vs Air, difficulty 40, deal 288 Earth damage
9th knight - !attack, quick magical action, Fire vs Water, difficulty 40, deal 288 Water damage
10th knight - !attack, quick Ranged physical action, Air vs Air, difficulty 40, deal 288 Bio damage
11th knight - !attack, quick Ranged magical action, Fire vs Air, difficulty 40, deal 288 Light damage
12th knight - !attack, quick physical action, Air vs Earth, difficulty 40, deal 288 Shadow damage

Pendragon Firage: black spell, 87 mp, Fire vs Water, difficulty 0. If successful, deal 525 magical damage level to a target, or 400 magical damage level to a group. This damage is Fire-elemental.

Prophecy of the King: slow (3) magical action, 1000 mp, Kilgharrah summons all 12 ethereal knights who each individually cleave the party Making Fire vs Earth, difficulty 40 attack actions, each dealing 50 non-elemental magical damage. if all 12 Hit, the ethereal figure of king pendragon appears and deals 50 light- elemental magical damage. Add all damage done by this attack before accounting for MARM, Shell, and any other status effects.

ELEMENTAL

Blue Bomb

Author: Seymoth
11th level Elemental Common, 3 initiative dice
E 28 A 35 F 40 W 25
HP 120 MP 40 ARM 5 MARM 5
Slam: Quick Physical Action, Earth vs Earth, dif 40, 6 damage (Crush)
Ice: Black Spell, 8 MP, Fire vs Water, dif 0, 12 damage (Ice)
Gel: Spell, 15 MP, Group, Fire vs Water, dif 0, 16 damage (Ice)
Self Destruct: Blue Spell, 1 MP, kills itself to deal damage equal to current HP
Ice Absorb, Vulnerable (Fire), Auto-Float
A frostball with sharp teeth. Will explode after receiving 3 attacks.

Bomb

Author: Happy Heart
12th level Elemental Common, 3 initiative dice
E 32 A 39 F 44 W 29
HP 150 MP 50 ARM 5 MARM 5
!Slam: Quick Physical action, EvE, dif 40, 8 damage (Crush)
!Fire: Black Spell, 8 MP, Fire vs Water, dif 0, 20 damage (Fire)
!Flame: Spell, 15 MP, Group, Fire vs Water, dif 0, 16 damage (Fire)
!Self Destruct: Blue Spell, 1 MP, kills itself to deal damage equal to current HP
Fire Absorb, Vulnerable (Ice/Water), Auto-Float
A fireball with sharp teeth. Will explode after receiving 3 attacks.

Self Destroyer (Type Void)

Author: Novacat
13th Level Elemental Minion, 2 initiative dice
E30 A40 F40 W25
HP 63 MP 28 ARM 11 MARM 8
Slam: Quick Physical, Single Earth vs Earth dif 40, 9 damage (Crush)
Lesser Dark: Black Spell, 10 MP, Single Fire vs Water dif 0, 12 damage (Shadow)
Bomb Charge: Quick Physical or Free Reaction if damaged: +1 Counter
Diffusion-Wave: Time Spell(Burn Ray), 15MP, Group Fire vs Water, dif 0, 16 damage (Cut). Special: Counts as Burn-Ray. Retains Group variation (4x F MARM) vs Mimic/Tame/Etc.
Void implosion: Blue Magic, REQUIRES 3 COUNTERS. 1MP, Party. Automatic Free Reaction at 3 counters. Inflicts Remaining HP as Shadow, MARM damage to party and destroys self. Learning: Self Destruct if Damage observed. Transfusion if healing observed. Roll separately for each if both in a single explosion.
All Status Vulnerable, Absorbs Shadow
These critters are usual Bombs twisted and warped by the powers of the Endless Void. They act erratically and unpredictably.

Magma Beast

Author: Box_of_Hats
13th level Elemental Minion, 2 initiative dice
E 50 A 40 F 10 W 30
HP 60 MP 30 ARM 15 MARM 6
Slam: Quick physical action, Earth vs. Air, dif 40, 20 damage (Fire)
Harden Shell: As Third Eye
Fire Immune, Ice Vulnerable, Water Vulnerable
Usually found near active volcanoes and in the aftermatch of lava eruptions, these beasts hunt to keep their inner flame alive. When they die of starvation, they solidify into rock statues. It is said that a strong enough fire magic can rekindle their life back from this statue form.

Lesser Phoenix

Author: Box_of_Hats
14th level Elemental Common, 3 initiative dice
E 20 A 30 F 40 W 50
HP 130 MP 60 ARM 7 MARM 16
Fireball: Ranged Quick magical action, Fire vs Air, dif 40, 20 damage (Fire)
Compel: As Artist !Flirt
Fire Immune, Air Vulnerable, Ice Vulnerable, Water Vulnerable, All Status Resist, Auto-Flight
This fire bird is reminiscent of the Phoenix of legend. Albeit its feathers can't ressurect anyone, they still are hunted over all the world by poachers and treasure hunters alike.

Red Flan

Author:Bruno Carvalho
22th level Elemental Aberration Common, 3 initiative dice
Earth 51 Air 48 Fire 75 Water 65
HP 255 MP 148 ARM 20 MARM 26
Slam: Quick physical action, Earth vs Earth, dif 40, 25 damage (Crush)
Fire: Black Spell, 8 MP, Fire vs Water, dif 0, 35 damage (Fire)
Flame: Spell, 15 MP, Group, Fire vs Water, dif 0, 25 damage (Fire)
Resist (Cut, Crush and Puncture), Fire Absorb, Vulnerable (Ice and Water) , Weaken Immune
Amorphous elemental that looks like goo and have dominion over fire. Common in volcanic areas. They are hot to the touch and very aggressive.

Void Elemental

Author:Bruno Carvalho
27th level Elemental Common, 3 initiative dice
Earth 88 Air 67 Fire 90 Water 49
HP 269 MP 123 ARM 35 MARM 12
Null Strike: Quick Ranged magical action, Fire vs Fire, diff 40, 47 damage (Crush). If this crits or overcomes diff 70, inflict Slow until the end of next round.
Power Down: Time Spell, 27 MP, Fire vs Water, dif 70, inflicts Weaken (Magic) until the end of next round.
Magic Down: Time Spell, 27 MP, Fire vs Water, dif 70, inflicts Weaken (Magic) until the end of next round.
Hush: Spell, 35 MP, Group, Fire vs Water, dif 70, inflicts Mute until the end of next round.
Resist (Cut, Crush and Puncture), Fire Absorb, Vulnerable (Ice and Water) , Weaken Immune
This amorphous monster draws its life-force from the emptyness of the void. Once it manifests on the physical world, it will go on a frenzied rampage until it destroys everthing or is destroyed.

Blue Flan

Author:Powerful Black Gangs
33rd level Elemental Aberration Common, 3 initiative dice
Earth 71 Air 58 Fire 115 Water 105
HP 355 MP 148 ARM 60 MARM 36
Slam: Quick physical action, Earth vs Earth, dif 40, 65 damage (Crush)
Blizzara: Black Spell, 24 MP, Fire vs Water, dif 0, 121 to a target or 77 damage to all targets (Ice)
Water: Spell, 15 MP, Group, Fire vs Water, dif 0, 88 damage (Water)
Lightning Weakness, Crush, Cut and Puncture Resist, Weaken Immune, Water and Ice Absorb
Usually found around lakes and other fresh water bodies, those amorphous aberrations are spontaneously born from magical energy overflows. They are very agressive and territorial.

HUMANOID

Imp

Author: Bruno Carvalho
7th level Humanoid Minion, 2 initiative dice
Earth 18 Air 32 Fire 12 Water 22
HP 20 MP 15 ARM 02 MARM 05
Short Sword: Quick physical action, Air vs Earth, dif 40, 6 damage (Cut)
Goblin Punch: Blue Spell, 1 MP, Air vs Earth, dif 40, 6 damage (Cut) or instead deals 24 damage (Cut) against 7th level targets.
Little green humanoids, usually malignant and territorial, who form tribes. They use improvised weapons and armor. They don't have
great intelligence or physical strength but are very cunning.

Samurai

Author: Bruno Carvalho
8th level Humanoid Common, 3 initiative dice
Earth 36 Air 22 Fire 17 Water 20
HP 46 MP 05 ARM 04 MARM 01
Katana: Quick physical action, Earth vs Earth, dif 40, 9 damage (Cut)
Lunge: Quick physical action, Earth vs Earth, dif 40, 18 damage (Cut). May only be used once per round. Until the end of the round, enemy attacks get -30 dif.
Shadow Vulnerable
Traditional warriors from Doma, these Samurai are the commander of their armies. This is a lowlevel samurai, who usually commands a small squad of peasant footmen.

Desert Sahuagin

Author: Bruno Carvalho
8th level Humanoid Minion, 2 initiative dice
Earth 31 Air 20 Fire 26 Water 15
HP 26 MP 10 ARM 03 MARM 03
Claw: Quick physical action, Earth vs Air, dif 40, 6 damage (Cut)
Sand Burrow: Slow (2) magical action, autosuccess, gain Blink until the end of the next round
Sand Ambush: Quick physical action, user loses Blink status, Earth vs Air dif 50, 12 damage (Cut). May only be used with Blink status active.
Unlike their marine counterparts, Desert Sahuagin live far from salt water, relying on the desert oasis and underground waters. They hunt in groups, trying to bring victims to their underground lairs.

Keg Pixie

Author: Box_of_Hats
8th level Humanoid Common, 3 initiative dice
E 10 A 10 F 20 W 40
HP 40 MP 20 ARM 4 MARM 10
Staff: Quick magical action, Fire vs. Water, dif 40 6 damage (Crush)
Mambo: Strengthen (Speed) on target over next two rounds. May decrease duration by 1 to reduce current dice by 1 each.
Mirror Mimic: As Mime
Bio Vulnerable
These tiny faeries are drawn to kegs, bottles, and other places where beverages are stored. They are mischievous tricksters, but not evil.

Hired Goon

Author: Box_of_Hats
8th level Humanoid Minion, 2 initiative dice
E 40 A 20 F 10 W 10
HP 25 MP 0 ARM 6 MARM 2
Hammer: Quick physical action, Earth vs. Earth, 8 damage (Crush)
Armour Crush: Slow (3) physical action, Earth vs. Earth, 8 damage (Crush). Do not add the singles digit to damage. If this attack beats dif 70, inflicts Weaken (Armour) until end of next round.
Bio Vulnerable
These mercenaries are hammerin' their foes for a sack of gold. Most will not fight to death, fleeing if they believe the battle is lost.

Hired Gunner

Author: Box_of_Hats
8th level Humanoid Minion, 2 initiative dice
E 10 A 30 F 30 W 10
HP 25 MP 0 ARM 2 MARM 6
Rifle: Ranged Quick physical action, Fire vs. Air, dif 40, 6 damage (Puncture)
Charge: Ranged Slow (3) physical action, Fire vs. Air, dif 40, 9 damage (Puncture)
Deflect Arrows: Reaction, Air vs. Air, dif 30, to negate a ranged attack.
Lightning Vulnerable
Very valued for the fire support they provide, these gunners prefer to fight from the safety of the backline, while their melee partners take the heat.

Odessa Third Class

Author: Powerful Black Gangs
8th level Humanoid Common, 3 init dice
E 36 A 22 F 17 W 20
HP 46 MP 5 ARM 4 MARM 1
Long Sword: Quick physical action, Earth vs Earth, dif 40, 9 damage (Cut)
Lunge: Quick physical action, Earth vs Earth, dif 40, 18 damage (Cut). May only be used once per round. Until the end of the round, enemy attacks get -30 dif.
Shadow Vulnerable
These are the weakest troops of Odessa infantry. Fresh from their training, they still have a rudimentary grasp on combat and swordsmanship.

Hired Battlemage

Author: Box_of_Hats
9th level Humanoid Minion, 2 initiative dice
E 30 A 10 F 30 W 20
HP 30 MP 60 ARM 6 MARM 2
Staff: Quick magical action, Fire vs. Water, dif 40, 6 damage (Crush)
Mental Down: 20 MP, Time Spell, Fire vs. Water, dif 70, inflicts Weaken (Mental) until end of next round.
Armour Down: 20 MP, Time Spell, Fire vs. Water, dif 70, inflicts Weaken (Armour) until end of next round.
Fire Resist, Lightning Vulnerable
A rare sight in mercenary squads, these Battlemages take a supporting role and resort only to using their staves as the last option

Imp Captain

Author: Bruno Carvalho
9th level Humanoid Common, 3 initiative dice
Earth 16 Air 42 Fire 13 Water 25
HP 45 MP 20 ARM 04 MARM 06
Short Sword: Quick physical action, Air vs Earth, dif 40, 8 damage (Cut)
Goblin Punch: Blue Spell, Air vs Earth, dif 40, 8 damage (Cut). Deals 32 damage against 9th level targets.
Parry: Reaction, Air vs Air, dif 40. Blocks one physical attack.
Albeit stronger than Imps, these creatures are still weak monsters. They usually command large groups of Imps, but most Captains are cowardly enough to flee as soon as the number of imps starts to dwindle.

Taskmaster

Author:Box_of_Hats
10th level Humanoid Common, 3 initiative dice
E 30 A 40 F 10 W 20
HP 85 MP 30 ARM 10 MARM 5
Whip: Quick physical action, Air vs Air, dif 40, damage 16 (Cut)
Motivate: Spell, 10 MP, Ally gains Strengthen (Physical) until end of next round.
Bio Vulnerable
A taskmaster working on the slave mines. His barbed whip strikes fear and obedience on his subjects.

Rooftop Goblin

Author:Box_of_Hats
10th level Humanoid Minion, 2 initiative dice
E 10 A 40 F 30 W 10
HP 40 MP 40 ARM 4 MARM 10
Shortbow: Ranged Quick physical action, Air vs Air, dif 40, damage 16 (Puncture)
Poison: Black Spell, 10 MP, Fire vs Water, dif 40, damage 15 (Bio) plus Poison until end of next round.
Deflect Arrows: Reaction, Air vs. Air, dif 30, to negate ranged attack
Status Vulnerable, except Toxic Immune
Archer goblinoids, proficient with poisoned arrows, who try to use hit-and-run tactics to weaken or kill their foes from a distance. Will prefer running over get into melee combat.

Alte Roite

Author: Seymoth
10th level Humanoid Elite, 3 initiative dice
E 12 A 24 F 40 W 32
HP 140 MP 80 ARM 2 MARM 10
Fire/Thunder/Blizzard: As the Black Magic Spells, 8 MP, Fire vs Water, dif 0, damage 20 (Fire, Lightning or Ice)
Metamorphose: Slow(3) Action, change Alte Roite to another antagonist with the same level, or back to Alte Roite's intial form. Abilities and stats swap for the new form, and may use Metamorphose regardless of the new form. Hp and Mp stay the same. While transformed, it has no elemental strengths or weaknesses, regardless of the monster it transforms into, but it also has no status immunities.
Death Immune, Petrify Immune, Toad Immune, Mute Immune
A being from another world similar to an old hunchbacked wise man, who can pretend to be another monster, or even a Summoned Monster.

Imp Bandit

Author: Powerful Black Gangs
11th level Humanoid Common, 3 init dice
E 28 A 53 F 16 W 32
HP 90 MP 30 ARM 14 MARM 6
Short Sword: Quick physical action, Air vs Earth, dif 40, 20 damage (Cut)
Goblin Punch: Blue Spell, Air vs Earth, dif 40, 20 damage (Cut).
These imps follow their leader with blind obedience. If they only knew that they could easily remove him from power if they rebelled…

Imp Bandit Leader

Author: Powerful Black Gangs
14th level Humanoid Common, 3 init dice
E 31 A 66 F 23 W 34
HP 100 MP 22 ARM 8 MARM 10
Short Sword: Quick physical action, Air vs Earth, dif 40, 13 damage (Cut)
Goblin Punch: Blue Spell, Air vs Earth, dif 40, 18 damage (Cut).
Parry: Reaction, Air vs Air, dif 40. Blocks one physical attack.
Blind Vulnerable
This Imp made himself infamous by leading several raids and ambushes at merchants. One may say that his pride has grown bigger than Imp cowardice. Maybe.

Piscodemon

Author: King Aetolus
15th level Humanoid Aberration Elite, 3 init dice
E 90 A 33 F 18 W 21
HP 150 MP 100 ARM 4 MARM 24
Staff: Quick physical action, Earth vs. Water, dif 40, 28 damage (Crush)
Tentacles: Quick physical action, Earth vs. Air, dif 70, 45 damage (Cut). The target also suffers Immobilize until the end of round. At the start of next round, the target rolls Earth vs. Earth, dif 70, to remove the tentacles or else it'll suffer 20 damage (Crush) and be immobilized again until the end of round. This effect only ends either when the character breaks free, the Piscodemon uses Tentacles in another character, or the Piscodemon is killed.
Stare: Blue Spell, 60 MP, Fire vs. Water, dif 70, to inflict Confuse to a group until the end of next round.
Psychic Lock: All !Flee actions have their difficulty increased by 50 in the presence of a Piscodemon
Mental, Transform, Fatal and Seal Resist
The lowest class of Mind Flayers, Piscodemons are humanoid, with white skin and a squid-like head, with tentacles where its mouth should be. They feed on their unsuspecting victims by making them faint then sucking their brains.

Invasion Medic

Author: Powerful Black Gangs
16th level Humanoid Common, 3 init dice
E 33 A 21 F 69 W 50
HP 121 MP 52 ARM 14 MARM 07
Rifle: Ranged Quick physical action, Fire vs. Air, dif 40, 29 damage (Puncture)
Cure: White Spell, 8 MP, 30 HP healed
A few have underestimated his combat capabilities. Nothing changes heads better than a good-placed bullet.

Invasion Troop

Author: Powerful Black Gangs
16th level Humanoid Common, 3 init dice
E 55 A 36 F 51 W 34
HP 118 MP 23 ARM 09 MARM 15
Broad Sword: Quick physical action, Earth vs Earth, dif 40, 30 damage (Cut)
Ice: Black Spell, 8 MP, Fire vs Water, dif 0, 25 damage (Ice)
Pommel Strike: Quick physical action, Earth vs Earth, dif 40, 15 damage (Cut) and interrupts target Slow action.
Better armed and better trained, these invasion troops from the Filgaian empire form the bulk of their armies.

Iron Bandit

Author: Powerful Black Gangs
18th level Humanoid Common, 3 init dice
E 64 A 48 F 61 W 20
HP 120 MP 47 ARM 11 MARM 06
Punch: Quick physical action, Earth vs Earth, dif 40. 15 damage (Crush)
Stone: Quick physical action, Fire vs Air, dif 70. 5 damage (Puncture). Target is confused for the rest of the turn.
Knee Kick: Slow (1) physical action, Earth vs Earth, dif 40. 30 damage (Crush)
Poison Absorb
Once a ascetic monk order, tragedy befell upon them. Crazed and corrupted, they resorted to banditry in the countryside. What kind of tragedy befell them, no one knows.

False Priest

Author:Box_of_Hats
20th level Humanoid Elite, 4 initiative dice
Earth 30 Air 43 Fire 75 Water 72
HP 500 MP 200 ARM 8 MARM 20
Wand: Ranged Quick magical action, Fire vs Fire,dif 40, 42 damage (Crush)
Blind: Black Spell, Fire vs Water, dif 70, inflicts the Blind status until the end of next round
Fire Wave: Spell, 16 MP, Fire vs Water, dif 0, 49 single damage (Fire) or 35 group damage (fire)
Summon Risen: Spell, 20 MP, Summon two random Risen Minions. This may be used only if the False Priest have no allies.
Status Immune (Death, Stone and Gravity) Shadow Immune, Vulnerable (Ice and Lightning)
This evil priest command Risen skeletons. He may summon them do do his biddings, using nearby corpses. However, his powers can't raise undead armies… yet.

Rabble

Author:Powerful Black Gangs
23th level Humanoid Common, 3 initiative dice
Earth 88 Air 61 Fire 39 Water 66
HP 206 MP 60 ARM 20 MARM 17
Brawl: Quick physical action, Earth vs Earth, dif 40. 34 damage (Crush).
Hip Toss: Reaction physical action, Air vs Air, dif 50. 41 damage (Crush). Counters physical attacks.
Half martial artists, half beggars, those wandering disciples follow a strict vow of poverty. They usually do not like to fight, but will throw powerful moves once they decide to do so.

Gordon Thief-Taker

Author: Powerful Black Gangs
26th level Humanoid Minion, 2 init dice
E 73 A 81 F 66 W 58
HP 239 MP 133 ARM 27 MARM 30
Slash: Quick physical action, Air vs Earth, dif 40. 60 damage (Cut).
Flame Strike: Slow (1) magical action, Air vs Earth, dif 40. 63 damage (Fire).
Psychic Scream: Quick magical action, Fire vs Water, dif 0. 49 damage to all targets (Shadow). 24 MP
Mental Resist
Retainers to the Gordon house, these well-trained guards have recently been bestowed dark psychic powers as the Gordon patriarch descend into its madness.

Gordon Zealot

Author: Powerful Black Gangs
26th level Humanoid Minion, 2 init dice
E 61 A 55 F 94 W 68
HP 241 MP 160 ARM 25 MARM 28
Ray Bomb: Quick magical spell, Fire vs Water, dif 0. 63 damage to all targets (Cut). 24 MP.
Mental Down: Quick magical spell, Fire vs Water, dif 70. Inflict the Weaken (Mental) status until the end of next round. 20 MP.
Comet: Quick magical spell, Fire vs Water, dif 0. Roll 3 times. Deal 36 damage (Crush) to a random enemy per success. Ignores MARM and Reflect. 41 MP.
Mental Immune
Those zealots are a sight to behold, their mental and magical training far surpassing common spellcasters. Some say the recent magical prowess achieved by the Gordon house is, indeed, fueled by a dark pact.

Hachimon Kuudan

Author: Powerful Black Gangs
27th level Humanoid Elite, 4 init dice
E 96 A 77 F 59 W 68
HP 837 MP 256 ARM 31 MARM 44
Meteorite: Free action spell, Fire vs Water, dif 0. Roll 2 times. Deals 20 damage (Crush) to a random enemy per success. Ignores MARM and Reflect. 32 MP. Uses once per round.
Meteo Knuckle: Quick physical action, Earth vs Earth, dif 40. Deals 68 damage (Crush).
Doton: Slow (3) magical action, Fire vs Earth, dif 40. Deals 40 damage (Earth). Inflicts Poison and Virus until the end of the next round.
Dozen Crack Fist: Quick physical action, Earth vs Earth, dif 40. Deals 141 damage (Crush). Costs 2 initiative dice.
Fire, Lightning and Ice Resist. Mental Immune
The heir to house Gordon, Hachimon is hellbent on protecting its house and its family. Not only he knows the dark secret in his family, but he also embraces it heartfully and happily.

Goblin

Author:Bruno Carvalho
27th level Humanoid Common, 3 initiative dice
Earth 91 Air 87 Fire 46 Water 60
HP 250 MP 40 ARM 22 MARM 18
Tackle: Quick physical action, Earth vs Air, dif 40, 45 damage (Cut)
Spin Punch: Quick physical action, Air vs Air, dif 40, 40 damage (Crush), attacks all enemies
Eye Gouge: Quick physical action, Air vs Earth, dif 70, 40 damage (Puncture), inflicts Blind until the end of next turn
Vulnerable (Ice and Shadow)
Diminute humanoids with limited speech, these tribal foes have large ears and an upturned nose. Surprisingly strong for its small size.

Gordon Nobushi

Author:Powerful Black Gangs
29th level Humanoid Common, 3 initiative dice
Earth 73 Air 81 Fire 86 Water 68
HP 414 MP 179 ARM 55 MARM 16
Strike: Quick physical action, Air vs Earth, dif 40. 63 damage (Puncture).
Drowning Strike: Slow (1) magical action, Air vs Earth, dif 40. 63 damage (Water).
Eldritch Howl: Quick magical action, Fire vs Water, dif 0. 69 damage to all targets (Shadow). 24 MP
Holy Weakness, Mental Immune, Shadow Absorb
Once mighty samurai, now souless husks, these bushi were torn apart by the Gordon dark rituals, and mindlessly serve their lord, feeling no pain, fear or desire.

Lamia

Author:Bruno Carvalho
29th level Aberration Humanoid Common, 3 initiative dice
Earth 61 Air 69 Fire 92 Water 87
HP 390 MP 250 ARM 41 MARM 49
Tail Sweep: Quick physical action, Earth vs Air, dif 50, 60 damage (Crush)
Confuse: White Spell, 38 MP, Fire vs Water, dif 80. Inflicts Confuse until the end of the next turn.
Flirt: Reaction, Water vs Fire, dif 0. Use when targeted by an attack. Designate a new valid target for the attack, chosen among allies. In case of a critical hit, the new target may be an enemy. If there is no other valid target, this reaction automatically fails.
Sleep Immune, Zombie Immune, Blind Immune, Time Vulnerable
Born from eggs, this snakewoman creature is very intelligent and uses her charm and magical prowess to confuse her victims. It feeds on blood, and its favorite food is blood from a child.

Hoss, Odessa Magician

Author:Powerful Black Gangs
29th level Humanoid Elite, 3 initiative dice
Earth 63 Air 57 Fire 99 Water 91
HP 600 MP 408 ARM 44 MARM 44
Magitek Wand: Ranged Quick magical action. Fire vs Fire, dif 40. 72 damage (Ice) to target.
Magitek Infusion: Slow (2) magical action. Target gains the Strengthen (Physical) status until the end of the next round. Cannot be used on self.
Waterga: Quick magical spell, Fire vs Water, dif 0. 72 damage (Water) to all targets. 40 MP.
Rasp: Quick magical spell, Fire vs Water, dif 0. 120 damage to target. Damages MP instead of HP. 42 MP.
Cura: Quick magical spell. Resores 63 HP to all targets. 28 MP.
Seal Weakness, Toxic and Fatal Immune
Hoss works as one of the Odessa Elite Trio. His stance on his job, however, is of mostly stoicism, as he dutifully complete one mission after another, kiling and healing with equal aptitude. He carries a experimental magitek wand capable of both dealing damage and infusing its targets with the strength of giants.

Gilgamesh (1st encounter)

Author: Seymoth
30th level Humanoid Boss, 4 initiative dice
E 104 A 84 F 64 W 64
HP 2000 MP 400 ARM 44 MARM 18
Naginata Slash:Quick physical action, Earth vs Earth, dif 40, 90 damage (Cut)
Battle on the Big Bridge: Song performance, grant Strenghten (Speed) status until end of combat.
Toad: Black Spell, 54 MP, Fire vs Water, dif 70, inflict the Toad status on one target until the end of next round.
Chicken Attack: Quick magical action, Fire vs Air, dif 30, summons 1d100 chickens who deals each 1 damage at a target with the Toad status. Ignores MARM.
Sword Story: Quick physical action, Earth vs Earth (the greater between enemies), dif 50. If succesful, roll 1d10:
1-2: Excalipoor: inflicts 1 damage on a target (non-elemental)
3-5: Masamune: inflicts 44 damage on all enemies (Cut)
6-8: Tournesol: A target loses 25% of its current HP. This is a Gravity type status effect.
9-0: Brotherhood: Inflicts 108 magical damage on a target (Water)
Zantetsuken:** Slow(10) action, will use it after perfoming 4 (shi in japan is four and death) Sword Story attacks. Air vs Earth, dif 70, against all enemies. Instantly reduce to 0 HP all affected opponents. This effect counts as a Fatal type status. If Zantestuken miss or is cancelled, consider that the sword is fake and breaks.
Plunge off the Bridge: Auto-suceeds at running away from combat. Gilagamesh will use this after Zantetsuken misses or if his HP is 500 or less.
Death Immune, Condemn Immune
Gilgamesh is a warrior who serves as Exdeath's most trusted lieutenant. He uses a variety of weapons and tactics in battle. He has a gray complexion, red/orange suit of armor, and as many as eight arms in which he holds an arsenal of different weapons. Gilgamesh's trademark weapon is a type of polearm known as a naginata, but he also uses rare and powerful swords collected from around the world. He considers himself a master swordsman (and typically is powerful enough to warrant such a lofty opinion), but usually ends up running away after being defeated.

Luke, Chieftain

Author:Powerful Black Gangs
30th level Humanoid Elite, 3 initiative dice
Earth 91 Air 73 Fire 68 Water 88
HP 680 MP 270 ARM 46 MARM 38
Rock It! Launcher: Quick physical action, Fire vs Water, dif 40. Roll twice. Deals 68 damage (Fire) to a random enemy per success. Ranged.
Hater: Quick magical action, Water vs Fire, dif 40. Inflicts the Berserk status until the end of the next round.
Might Gloves: Quick physical action, Earth vs Earth, dif 40. 71 damage (Crush).
Toxic Dance: Quick physical action, Water vs Earth, dif 70. Inflicts Poison status during current and the next three rounds.
Mental Resist, Toxic and Fatal Immune
The leader of the Odessa Elite Trio, Luke is a flamboyant man, both charming and ruthless. He dresses with the latest fashion and tends to have a friendly and diplomatic posture, but hides several tricks under his sleeves, including a fully operational prototype rocket launcher.

Cyrus, Engineer

Author:Powerful Black Gangs
31st level Humanoid Elite, 3 initiative dice
Earth 61 Air 82 Fire 93 Water 85
HP 654 MP 203 ARM 38 MARM 48
Wheelguns: Quick physical action, Fire vs Air, dif 40. 81 damage (Puncture) to target. Ranged or Point Blank.
Karma: Quick magical reaction. When hit by a critical hit, choose an element. Attacker is now vulnerable to that element for three rounds.
Reel Guns: Quick magical action, Water vs Fire, dif 40. Pick the greatest Fire stat among your opponents. Roll 3 times. If all fail, inflicts the Confuse status on the caster. If 1 succeed, use Wheelguns against a random opponent. If 2 succeed, inflicts 80 damage of a random element to all opponents. If 3 succeed, inflicts the Confuse, Slow, and Poison statuses on all opponents until the end of the next round.
Arm Aim: Slow (2) physical action, Fire vs Air, dif 70. Inflicts the Disable status until the end of the next round.
Mental Weakness, Toxic and Fatal Immune
The last of the Odessa Elite Trio, Cyrus is equal parts genius and madman. His technical knowledge is rivaled only by his lust of blood, and while this nets him a lot of conflict with his partners, they also know that he's too valuable an asset to simply throw away. After all,they reason, its much better to have Cyrus as an ally than as a foe.

Kojiro Gordon

Author:Powerful Black Gangs
31st level Humanoid Aberration Boss, 5 initiative dice
Earth 87 Air 99 Fire 71 Water 77
HP 1307 MP 201 ARM 48 MARM 40
Kogarasumaru & Onimaru: Quick physical action, Air vs Air, dif 40. 100 damage (Cut) to target. Once per round, you may reroll this attack.
Spinning Eagle: Reaction, dif 40. When hit by a melee physical attack, roll the greater of the caster's Air or Earth values. If successful, the caster ignores the attack's effects.
Pidgeon Sonic: Quick magical action, Fire vs Air, dif 0. Roll twice. 76 damage (Shadow) to a random target per success.
Hawk Dance: Slow (3) physical action, Air vs Air, dif 60. Roll twice. First attack deals 99 damage (Lightning). Second attack deals 66 damage (Air).
Toxic Resist, Fatal and Mental Immune, Shadow Absorb
Even after the dark pact was severed, the Gordon patriarch is still a fearful swordsman. He'll fight to death to recover his lost power, and attacking him while he's weakened may be the only chance to win.

Centaur Knight

Author:Bruno Carvalho
32th level Humanoid Beast Minion, 2 initiative dice
Earth 107 Air 92 Fire 58 Water 81 HP 240 MP 220 ARM 62 MARM 40
Lance: Quick physical action, Earth vs Air, dif 50, 90 damage (Puncture)
Throw: Slow (2) Ranged physical Action, Earth vs Air, dif 50, 135 damage (Puncture)
Regen: Time Spell, Fire vs Water, dif 0. Grant the target the Regen status for this and the next two turns.
These knights are feared through the plains for their devastating attacks. An army of these knights would be a terrible

Filgaian Mechanic

Author:Powerful Black Gangs
33rd level Humanoid Common, 3 initiative dice
Earth 68 Air 41 Fire 141 Water 97
HP 390 MP 200 ARM 51 MARM 41
Poison Gas: Quick magic spell. Fire vs Water, dif 70. Inflict the Poison status on the group until the end of the next round. 16 MP.
Overtime: Quick physical action. 100 HP healed to all construct allies. 18 MP.
Wrench Toss: Quick physical action. Fire vs Air, dif 40. 88 Crush damage to a target. If dif > 70, target is confused until the end of the round.
Shadow Weakness, Bio and Fire Resist
An army marches on its stomach, and the Filgaian mechanized corps marches on its engineers. These men and women are a fundamental force in the Filgaian war effort, as they keep their construct weapons maintained and ready for battle.

Devil Bandit

Author:Poweful Black Gangs
40th level Humanoid Demon Common, 3 initiative dice
Earth 136 Air 123 Fire 97 Water 60
HP 620 MP 107 ARM 62 MARM 40
Flurry: Quick physical action, Air vs Earth, dif 40. 111 damage (Crush)
Bad Stone: Quick physical action, Fire vs Air, dif 70. 40 damage (Puncture). Target is confused for the rest of the turn.
Force Field: Quick magical spell. Fire vs Water, dif 0. Target a group and roll 1d10. 1: Fire, 2: Ice, 3: Lightning, 4: Earth, 5: Air, 6: Water, 7: Bio, 8: Light, 9: Shadow, 10: None. Grant the Immune (Element) status to the group until the end of the next round.
Bio Absorb
These bandits were possessed by the forces of the underworld, and now serve as agents of a greater evil.

Devil Dancer

Author:Poweful Black Gangs
41st level Humanoid Demon Common, 3 initiative dice
Earth 78 Air 99 Fire 131 Water 126
HP 611 MP 450 ARM 67 MARM 80
Mage's Tambor: Quick magical action, Water v Water, dif 40. 120 damage (Cut). Ranged.
Sword Dance: Quick magical action, Water v Fire, dif 70. 240 damage (Cut).
Wicked Waltz: Quick magical action, Water v Water, dif 70. Target loses a third of its current HP. Gravity effect.
Bio Weak
These dancers were possessed by the forces of the underworld, and now serve as agents of a greater evil.

UNDEAD

Phantom

Author: Box_of_Hats
11th level Undead Minion, 2 initiative dice
E 20 A 20 F 40 W 30
HP 45 MP 32 ARM 15 MARM 5
Wand: Ranged Quick magical action, Fire vs. Fire, dif 40, 12 damage (Crush)
Haunt: Ranged Quick magical action, Fire vs. Water, dif 0, decreases the difficulty of the next status attack to target by 30.
Blind: Black Spell, 6 MP, Fire vs. Water, dif 70, inflicts Blind until end of next round
Zombie, Light Vulnerable
A mere shadow of what it was, these phantom are the short-lived manifestation of tormented souls breaching from the afterlife. Destroying the shadow will not harm the tormented soul creating it, however.

Big Daddy Ghost

Author: Box_of_Hats
11th level Undead Elite, 3 initiative dice
E 40 A 20 F 20 W 30
HP 150 MP 50 ARM 15 MARM 5
Slam: Quick Magical action, Earth vs. Earth, dif 40, 16 damage (Crush)
Evil Grin: Spell, 10 MP, Water vs. Water, dif 70, inflicts Berserk until end of next round
Poltergeists: Passive, at the end of each round, if there are no Phantoms in the battle, Big Daddy Ghost creates two Phantom. Otherwise, it destroys a Phantom to gain Premonition and Blink until the end of next round.
Zombie, Light Vulnerable
This ghost is able to weaken the boundary between this world and the afterlife. In his wake, several tormented souls roam, trying to find a way to leave their haunted existence and enter the realms of the living once more.

Lesser Zombie

Author: Bruno Carvalho
12th level Undead Minion, 2 initiative dice
Earth 50 Air 12 Fire 35 Water 31
HP 64 MP 40 ARM 13 MARM 11
Slam: Quick physical action, Earth vs Earth, dif 40, 20 damage (Crush)
Poison: Black Spell, 10 MP, Fire vs Water, dif 40, 15 damage (Bio), inflicts the Poison status on target until the end of next round.
Zombie, Vulnerable (Fire and Light), Ice Immune, Fatal Immune
Reanimated carcasses of dead humanoids who blindly follow their dark masters. They are slow and devoid of free will.

Starving Ghoul

Author: Box_of_Hats
13th level Undead Minion, 2 initiative dice
E 50 A 20 F 40 W 20
HP 65 MP 30 ARM 17 MARM 6
Bite: Quick physical action, Earth vs. Earth, dif 40, 25 damage (Cut)
Desperation: Passive, at the end of each round, Starving Ghoul gains a stacking instance of Strengthen (Speed). Thus, after the second round, they reduce their initiative dice by 2 each, increasing each additional round.
Zombie, Fire Vulnerable, Light Vulnerable, Dark Immune, Toxic Immune
Desperation fuels this ghoul, as it might starve soon. It needs to consume the brain of living animals to keep itself from turning into a regular corpse, and it needs brains now.

Skeletal Shaman

Author: Box_of_Hats
14th level Undead Common, 3 initiative dice
E 30 A 30 F 50 W 30
HP 120 MP 50 ARM 7 MARM 15
Staff: Quick magical action, Fire vs. Water, dif 40, 20 damage (Crush)
Poison: Black Spell, 10 MP, Fire vs. Water, dif 40, 25 damage (Bio) and Poison until end of next round.
Hex: Spell, 10 MP, Fire 50 Water, dif 40, 20 damage (Shadow) and increase all of the target's initiative dice by 1 each.
Sometimes powerful necromantic magic can reanimate the corpses of fallen mages, resulting into a skeletal servant able to use magic. Those are amonsgt the most prized skeletal servants, but some manage to retain part of their free will and free themselves from the shackles of their vile masters.

Altern Necrobotic Chocobo

Author; Novacat
15th level Undead Construct Elite, 4 initiative dice
Earth 44 Air 48 Fire 35 Water 44
HP 212 MP 88 ARM 13 MARM 14
Impaler Horn: Quick physical Attack, Air vs Aair dif 30: 16 Puncture MARM
Dodge: Reaction, Air vs Air dif 70: avoids a physical attack. May use Glint Strike as an interrupt on sucessful Dodge.
Glint Strike: Physical, 12 MP, Water vs Water: 12 Lightining vs ARM
Call Reinforcements: Call 2 Bomb-type minions if no minions on own side. Reinforcements appear at beginning of next round before initiative.
Holy Raging Laser Missile Eyes: Physical Action: Group Air vs Earth dif 20: 34 Light MARM Damage. May use only one time at 106 HP or less. After using, permanently Blinds self and disables Glint Strike
Lightning and Water Vulnerable, Shadow Immune, Resist Puncture, Reverses Healing spells as if had the Zombie status
No longer the horned Chocobo of its distant memories, the jury-rigged and corrupt monstrosity is but a shadow of its former self. Mechanized sections of the Altern distort and burst as flesh destructively repairs itself where it was cut.

Risen

Author:Box_of_Hats

Sorcerer

19th level Undead Minion, 2 initiative dice
Earth 32 Air 31 Fire 86 Water 55
HP 110 MP 100 ARM 8 MARM 15
Staff: Quick magical action, Fire vs Water, dif 40, 48 damage (Crush)
Gravity: Time Spell, 9 MP, Fire vs Water, dif 25, reduce target's HP by 25% of its current value
Armor Up: Time Spell, 20 MP, grants Strenghten (Armor) to an ally until end of next round
Mental Up: Time Spell, 20 MP, grants Strenghten (Mental) to an ally until end of next round
Zombie, Vulnerable (Ice and Light), Fire Immune, Fatal Immune

Risen Lancer

19th level Undead Minion, 2 initiative dice
Earth 65 Air 60 Fire 39 Water 43
HP 110 MP 80 ARM 15 MARM 8
Lance: Quick physical action, Earth vs Earth, dif 40, 36 damage (Puncture)
Wide Arc: Slow (4) physical action, Earth vs Earth, dif 40, 36 damage. Another random enemy suffers 25% of the damage dealt, ignoring ARM
Zombie, Vulnerable (Ice and Light), Fire Immune, Fatal Immune
These animated skeletons are a mockery of living beings. Some are fighters, and some command magical powers. They are devoid of free will, and will return to dust if its dark master dies.

Whisper

Author: Powerful Black Gangs
19th level Undead Common, 3 init dice
E 41 A 44 F 65 W 53
HP 161 MP 90 ARM 10 MARM 14
Punch: Quick physical action, Earth vs Earth, dif 40. 26 damage (Crush)
Demi: Quick magical spell, Fire vs Water, dif 50. Target loses 50% current HP. 27 MP
Nothing more than a lurking shadow, these incorporeal undead haunt old battlegrounds, waiting for prey, with a insatiable hunger.

Living Dead

Author: Powerful Black Gangs
19th level Undead Humanoid Minion, 2 init dice
E 89 A 44 F 31 W 40
HP 140 MP 22 ARM 14 MARM 10
Strike: Quick physical action, Earth vs Earth, dif 40. 22 damage (Crush)
Slip Touch: Quick magical action, Earth vs Water, dif 40. 25 damage (Bio). If >70 difference, target is poisoned for the rest of the turn.
Fatal Immune, Poison Absorb, Auto-Zombie
Unlike their mindless cousins, these zombies carry a semblance of reasoning. Their warped minds, however, refuse to engage in any meaningful conversation other than maniac madness.

Ghost

Author: Powerful Black Gangs
19th level Undead Minion, 2 init dice
E 45 A 33 F 74 W 58
HP 121 MP 140 ARM 10 MARM 12
Blizzard: Quick magical spell, Fire vs Water, dif 0. 35 damage (Fire). 8 MP.
Thundara: Quick magical spell, Fire vs Water, dif 0. 49 damage to all targets (Fire). 24 MP.
Thunder: Quick magical spell, Fire vs Water, dif 0. 35 damage (Lightning). 8 MP.
Fire and Light Vulnerable, Fatal Immune, Poison Absorb, Auto-Zombie
These cold ghosts of dead spellcasters are drawn to magical ability like moths to a lamp.

Oversoul

Author: Powerful Black Gangs
20th level Undead Common, 3 init dice
E 38 A 36 F 82 W 60
HP 188 MP 200 ARM 10 MARM 18
Ice Rod: Quick magical action, Fire v Fire, dif 40. 21 damage (Ice)
Wild Touch: Quick magical action, Fire v Water, dif 70. Inflict Confuse until the end of the next round.
Dread Gaze: Quick magical spell, Fire v Water, dif 70. Inflict Stone until the end of the next round. 20 MP.
Fire Vulnerable, Poison Absorb, Auto-Zombie
A scholar once said that this wight is the proof that Hell can freeze over. Its icy powers and fearful gaze are feared for a good reason.

Undead Abomination

Author: Powerful Black Gangs
20th level Undead Aberration Elite, 4 init dice
E 74 A 51 F 46 W 48
HP 950 MP 122 ARM 22 MARM 16
Slash: Quick physical action, Earth vs Earth, dif 40. 38 damage (Cut).
Cleave: Slow (2) physical action, Earth vs Air, dif 40. 30 damage to all targets (Cut).
Miasma: Quick magical action, Fire vs Water, dif 0. 28 damage to all targets (Bio). If >70 difference, target is poisoned until the end of the next round.
Red Feast: Slow (3) magical action, Fire vs Water, dif 0. 60 damage (Puncture). 50% of damage dealt heals the caster.
Light Vulnerable, Puncture Resist, Fatal Immune, Poison Absorb, Auto-Zombie
A giant formed from the bones of man, brandishing a sword of sharpened bone. A mound of skulls sits upon its broad shoulders. A deep purple cloud stirs around it.

Skeletal Horror

Author:Bruno Carvalho
33rd level Undead Common, 3 initiative dice
Earth 78 Air 70 Fire 114 Water 86
HP 400 MP 200 ARM 65 MARM 40
Curse: Ranged quick magical action, Fire vs Fire, dif 40, 88 damage (Shadow)
Death Claw: Blue Spell, 110 MP, Fire vs Water, dif 70, reduce the target's HP to the d100’s unit digit, considering 0 as 10. Treat this as a Gravity status effect.
Shadow Wave: Spell, 45 MP, Fire vs Water, dif 20, 110 Group-target damage (Shadow)
Status Immune (Death, Stone and Gravity) Shadow Absorb, Light Vulnerable
This undead abomination rises from ancient battlegrounds, as the hungry ghosts of the defeated seek vengeance.

Revenant

Author:Bruno Carvalho
39th level Humanoid Undead Common, 3 initiative dice
Earth 92 Air 94 Fire 128 Water 94
HP 608 MP 502 ARM 46 MARM 69
Ectoplasm: Ranged Quick magical action, Fire vs Earth, dif 40, 120 damage (Shadow)
Sleep Touch: Slow (2) magical action, Fire vs Water, dif 60, inflicts Sleep until end of next turn
Weaken: White Spell, 82 MP, Fire vs Water, dif 70, inflicts Vulnerability(chosen element) until end of next turn
Roulette: Blue Spell, 80 MP, Fire vs Water, dif 40, reduce a random combatant to 0 HP
Vulnerable (Light and Fire), Resist (Ice), Absorb (Shadow), Immune (Transform, Toxic, Mental), Auto-Float, Auto-Zombie
A restless incorporeal spirit. A mere touch may suck the life from its target, causing debilitating status effects. These are amongst the strongest of the ghosts found in the old ruins and wastelands of Ivalice.

Bone Dragon

Author:Bruno Carvalho
40th level Undead Dragon Elite, 4 initiative dice
Earth 124 Air 99 Fire 118 Water 81
HP 1306 MP 330 ARM 65 MARM 68
Bite: Quick physical action, Earth vs Earth, dif 50, 144 damage (Crush)
Tail Sweep: Quick physical action, Earth vs Air, dif 50, 120 group damage (Crush)
Zombie Breath: Quick Ranged magical action, Group, Fire vs Water, dif 80. Inflicts Zombie until the end of next turn.
Death Claw: Blue Spell, 110 MP, Fire vs Water, dif 80. If successful, the target's HP is reduced to the d100’s unit digit, considering 0 as 10. Treat this as a Gravity status effect.
Auto-Flight, Zombie, Vulnerable (Light and Fire), Immune (Shadow and Poison), Fatal Immune, All Statuses Resist
It takes a very powerful mage to be able to reanimate a dead Dragon. However, the results are impressive, as this fearsome monster’s prowess is second only to its devotion to its master. Unlike normal undead, once its master dies, Bone Dragon regains their free will and may continue terrorizing entire nations, maybe even becoming lord of other undead.

Demon Sorcerer

Author: Happy Heart
41th level Undead Common, 3 initiative dice
Earth 97 Air 92 Fire 125 Water 113
HP 582 MP 339 ARM 49 MARM 75
Bony Fingers Melee Quick Magical action, Fire vs Water, Dif 40, 76 damage (Shadow)
Scourge Black Spell, 39MP, Fire vs Water, Dif 0, 168 single target Shadow Magical damage or 96 Shadow Magical damage to all
Condemn Black Spell, 60MP, Fire vs Water, Dif 70, Inflict Condemn status until next round
Pain Black Spell, 40MP, Fire vs Water, Dif 70, Inflict Blind, Poison and Slow
Auto-Float Auto-Zombie, Vulnerable Light, Resist Ice, Absorb Shadow, Immune: Fire, Transform, Toxic, Mental
Once this ancient mage had a sense of purpose and mission. Over the course of the countless eons since its rebirth as a undead, he lost all of it, corrupted by the evilness of the ritual.

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