Bestiary: Monsters Tier 1

The Monsters below are suited for starting level characters, ranging from levels 4-14, with only Level 1 equipment. They present only a modest challenge for characters above level 10 if they already have Level 10 equipment. Against characters of level 19 and above, equipped with level 19 equipment or better, they are nothing more than a minor nuisance.

BEASTS

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,

HUMANOIDS

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.

CONSTRUCTS

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.

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.

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