Related
HP
300
Gil
800 gil
Experience
1,962
Size
Small
Damage
69
Hit Rate
1×117%
Critical Hit Chance
1%
Absorb
20
Evade
36%
Magic Defense
65%
Morale
200
Monster Family
Magic Beast
They may be smaller than their Gnoma and Pyros cousins, but Aquoses are not to be trifled with. They resist magic but, as the only enemies in the Sunken Shrine vulnerable to Ice magic, it may be worth blasting them with Ice2 or (if you have it) Ice3. You'll be dealing the majority of your damage with physical attacks, however. The Ice Brand works particularly well against them. Like the other elementals you've encountered, you cannot run from them.
HP
288
Gil
768 gil
Experience
1,536
Size
Large
Damage
66
Hit Rate
1×119%
Critical Hit Chance
1%
Absorb
20
Evade
9%
Magic Defense
65%
Morale
200
Monster Family
Magic Beast
These earth elementals are incredibly dangerous when you meet them in the Terra Cavern, but fortunately most of them are avoidable Treasure guardians. They have more Attack and HP than anything you've seen yet, along with a high Defense and a very high Magic Defense score. Don't waste offensive Spells on them, despite their weakness to Fire. Spells like Steel and Haste will help a lot, but defensive Spells like Shld1 and Invis1 are not as useful as you might hope. Even your Warrior will take huge damage from a Gnoma's attack, so keep everyone healed and take them out as quickly as you can. Fortunately they will only appear alone until you reach the Temple of Chaos Past's earth floor. Even then they can be dangerous foes, but you should be more than capable of taking them out quickly at that point.
Pyroses are your basic Fire elemental type enemy, similar statistically to Gnomas, but with slightly higher evasion. They don't deal as much damage, but they can appear in pairs in Mt. Gulg. As with Gnomas, they have an elemental weakness, but one that is hard to exploit due to their Magic Defense. Pound them with physical attacks to take them out.
Sprite
HP
358
Gold
807 G
Experience
1,614
Absorb
4
Evade
72%
Magic Def.
65%
Damage
53–106
Hit
114%
Critical Hit Chance
1%
Family
Magic Beast
Morale
200
AIRS are unique among the elementals, in that they lack Absorb in favor of very high Evade. You can use magic against them, but they have no elemental weakness and their HP total is too high for this to be very effective. They don't hit too hard individually, but groups can wear down a party. Inexplicably, they are the only elemental you can run from. (How do you run from air?)