Bestiary: Monsters Tier 5 & over

The Monsters below are suited for very high level characters, with Level 37 equipment, and higher.

HUMANOID

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.

Goldarian Rifle Soldier

Author:Warpfire
36th level Humanoid Minion, 2 initiative dice
Earth 80 Air 80 Fire 120 Water 80
HP 250 MP 140 ARM 70 MARM 50
!Attack: Quick Ranged Physical Attack, Fire vs Air, dif 40. Attack+80 vs Air 144 damage (Puncture).
!Vitals Aim: Slow (3) Ranged Physical Attack dif 40 Attack+80 vs Air 144 damage (Puncture) ignore ARM.
!Flash Grenade: Reaction Fire vs Water dif 70. Attack+50 vs Water Inflict Blind and Curse until end of next turn Reacting Attack has an additional -20 accuracy. Immunity Blind Negates all
!Grenade: Slow(2) Blue Spell 30 mp Fire vs Water diff 0 9xFire. Attack+120 vs Water 104 damage (Fire) vs group
!Medical Kit: Slow(3) Draw and use a Hyper Potion (Heal 250 HP) 1 use/fight
Status: Immunity: Blind, Auto: Premonition, Weakness: Bio.
Equipment: Assault Rifle (Gun 12x), Goldarian Medium Armor (Grants Immunity:Blind, Auto Premonition), 1 Hyper Potion
Suggested Loot: Common Hyper Potion
The common rifleman of the Goldarian Empire, mostly used as suppression troops in occupied areas.
Visual Reference: Endless Space Vaulters

Goldarian Sniper Soldier

Author:Warpfire
37th level Humanoid Minion, 2 initiative dice
Earth 80 Air 70 Fire 140 Water 80
HP 300 MP 140 ARM 55 MARM 55
!Attack: Quick Ranged Physical Attack, Fire vs Air, dif 40. Attack+100 vs Air 154 damage (Puncture).
!Ungarmax: Slow (7) Ranged Physical Attack diff 40 250% Weapon Damage, Attack+100 vs Air 385 damage (Puncture).
!Arm Aim: Slow(2) Ranged Physical Attack Fire vs Air Diff 40 50% Weapon Damage. Attack+100 vs Air 77 damage (Puncture) and Disable End of next Round.
!Medical Kit: Slow(3) Draw and use a Hyper Potion (Heal 250 HP) 1 use/fight
Status: Immunity: Blind, Auto: Premonition, Auto: Blink, Weakness: Bio, Weakness: Lightning.
Equipment: Sniper Rifle (Gun 11x Triple Critical, Sensor), Goldarian Light Armor (Grants Immunity:Blind, Auto Premonition), Holo Field(Grants Auto Blink, Weakness Lightning), 1 Hyper Potion
Suggested Loot: Common Hyper Potion Rare Holo Field
Accurate and deadly snipers do their best work from afar but thanks to their holo fields are also valuable support troops and scouts.
Visual Reference: Endless Space Vaulters

Goldarian Jet Trooper

Author:Warpfire
38th level Humanoid Minion, 2 initiative dice
Earth 90 Air 130 Fire 80 Water 80
HP 330 MP 140 ARM 80 MARM 40
!Attack: Quick Melee Physical Attack , Air vs Earth, dif 40. Attack+90 vs Earth 156 damage (Light, Arcane Damage (+50% damage also dealt to mp)).
!Death From Above: Slow(2) Melee Physical Attack Air vs Earth, diff 40 200% Weapon Damage Attack+90 vs Earth 312 damage (Light, Arcane Damage (+50% damage also dealt to mp)) and lose Flight until the start of next turn
!Guardbreak: Quick Melee Physical Attack Air vs Earth, dif 40 75% Weapon Damage. Attack+90 vs Earth 78 damage (Light, Arcane Damage (+50% damage also dealt to mp)) and lose delayed initiative dice. May be used as an interrupt
Unstable Flight: This minion must be affected by Flight to be able to use !death from above and unable to do other attack actions against targets not affected by Flight or cast spells when affected by Flight.
!Medical Kit: Slow(3) Draw and use a Hyper Potion (Heal 250 HP) 1 use/fight
Status: Immunity: Blind, Auto: Premonition, Auto: Flight, Weakness: Bio, Weakness: Fire.
Equipment: Beam Katana (Katana 12x Elemental Damage: Light, Arcane Damage), Goldarian Heavy Armor (Grants Immunity:Blind, Auto Premonition), Jet Pack(Grants Auto Flight, Death from Above, Unstable Flight, Weakness Fire), 1 Hyper Potion
Suggested Loot: Common Hyper Potion Rare Jet Pack
Part of the anti-magic corps of Goldaria, Jet Troopers perform daring charges against magic users break their concentration before ascending to once again perform a dive.
Visual Reference: Endless Space Vaulters

UNDEAD

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.

AQUAN

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.

DRAGON

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.

DEMON

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.

ABERRATION

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.

CONSTRUCT

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

Goldarian Magitech Armor: Steamer

Author:Warpfire
40th level Construct Common, 3 initiative dice
Earth 120 Air 80 Fire 120 Water 80
HP 700 MP 300 ARM 90 MARM 70
!Attack: Quick Melee Physical Attack, Earth vs Earth, diff 40. Attack+80 vs Earth 156 damage (Crush).
!All Ahead Full: Slow(4) Melee Physical Attack Earth vs (highest of Earth and Air), diff 40. Attack+80 vs Earth 156 damage (crush) vs group if Attack+50 hits then inflict Vulnerable:Crush until the end of turn.
Sonic Cannon: Has the Air Spell Group but with an additional 40 difficulty.
!Aeraga: 58mp Attack+80 vs Water 204 damage(Air) single target 120 damage(Air Group)
Status: Immunity: Mental, Immunity Toxic, Immune: Transform, Weakness: Lightning, Immune: Bio
Suggested Loot: Rare Windmill
The workhorse and bulk of Goldaria’s Armies, the magitech armor. This particular example is armed with a dozer blade and a sonic cannon.
Visual Reference: FF7 Remake Cutter/Sweeper Mech. The arms are equipped with a single large articulated dozer blade. The center body contains the Sonic Cannon.

Goldarian Magitech Armor: Gunner

Author:Warpfire
40th level Construct Common, 3 initiative dice
Earth 120 Air 80 Fire 120 Water 80
HP 700 MP 300 ARM 70 MARM 70
!Attack: Quick Ranged physical Attack, Fire vs Air, diff 40. Attack+80 vs Air 156 damage (Puncture), Piercing.
!Initiate Overwatch: Slow(2) Action: Once finished discard 2 additional initiative dice. Until the end of next round Gunner is able to perform the Overwatch Pattern Reaction.
!Overwatch Pattern: Free Reaction after an enemy performs an attack action or other action targeting the group Gunner is part of perform a Ranged Physical Attack Fire vs Air, diff 40 Attack+80 vs Air 117 damage (Puncture) Piercing.
Status: Immunity: Mental, Immunity Toxic, Immune: Transform, Weakness: Lightning, Immune: Bio
The workhorse and bulk of Goldaria’s Armies, the magitech armor. This particular example is armed with a dual gattling cannons.
Visual Reference: FF7 Remake Cutter/Sweeper Mech. The arms are equipped large gattling cannons.

Goldarian Magitech Armor: Zeus

Author:Warpfire
40th level Construct Common, 3 initiative dice
Earth 100 Air 120 Fire 90 Water 90
HP 650 MP 300 ARM 70 MARM 90
!Attack: Quick Melee Physical Attack, Air vs Air, diff 40. Attack+80 vs Air 156 damage (Cutting),.
Electrocute: Blue Spell costs 85 MP. Roll Fire vs Water, difficulty 0. If successful, deal 13 x Fire level Lighting Damage. Attack+120 vs Water 117 Lightning-elemental magical damage level to a group. This Spell ignores the Reflect status
Lightning Capacitor: When targeted by Lightning Damage. It gains one charge. After performing the !Attack action Zeus can spend one charge to deal an additional hit of 168 Magical Lightning Damage.
Status: Immunity: Mental, Immunity Toxic, Immune: Transform, Weakness: Earth, Immune: Bio, Immune: Lightning
The workhorse and bulk of Goldaria’s Armies, the magitech armor. This particular example is armed with a blade.
Visual Reference: A more classical mech wielding a sword.

Goldarian Magitech Armor: Defensor

Author:Warpfire
40th level Construct Common, 3 initiative dice
Earth 100 Air 90 Fire 90 Water 120
HP 750MP 300 ARM 70 MARM 70
!Attack: Quick Melee Physical Attack, Air vs Air, diff 40. Attack+50 vs Air 117 damage (Cutting),
Wall Change: Blue Spell costs 72 MP. Roll Fire vs Water, difficulty 70. If successful, grant the target the (Element) Resist to all elements, except one random element. To find the random element, roll 1d10: 1: Fire; 2: Ice; 3: Lightning; 4: Earth; 5: Air; 6: Water; 7: Bio; 8: Light; 9: Shadow; 0: Cut, Crush and Puncture. It also receives the (Element) Vulnerable to all elements it does not have resistance, immunity or absorption. The element to which the target is vulnerable randomly changes every five phases. This effect lasts this and the next two rounds
!Defence Field: Reaction, interrupt when an ally is hit by an attack or spell Roll Water vs highest stat diff 20 Attack+100 vs Highest to negate the attack attack.
Status: Immunity: Mental, Immunity Toxic, Immune: Transform, Weakness: Earth, Immune: Bio.
The workhorse and bulk of Goldaria’s Armies, the magitech armor. This particular example is equipped with a large number of dish shaped objects.
Visual Reference: FF7 Remake Cutter/Sweeper Mech. The dishes across its body and arms are able to generate hexagonal energy shields of prismatic colors.

BEAST

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.

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