The Monsters below are suited for mid level characters, ranging from levels 19-35, with Level 19 equipment. They present only a modest challenge for characters above level 28 if they already have Level 28 equipment. Against characters of level 36 and above, equipped with level 28 equipment or better, they are nothing more than a minor nuisance.
HUMANOID
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.
UNDEAD
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.
BEAST
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.
ELEMENTAL
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 (Shadow), Gravity Resist, Mute 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.
ABERRATION
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.
AQUAN
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.
DEMON
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.
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.





