Monsters – 219 shown
Treasure guardians are only encountered when opening treasure chests; bosses are unique monsters encountered during the plot; the final boss must be defeated to complete the game; rare monsters are hard to find and very powerful, but drop powerful rewards; invincible monsters are not meant to be defeated
Name
The monster's starting and maximum hit point total
HP
The amount of gil earned for defeating this monster
Gil
The total amount of experience earned for defeating this monster (this is split evenly among surviving party members)
Exp
Attack determines the base per-hit damage of the monster's physical attack
Att
The number of hits a monster attempts and the accuracy of each of those hits
Acc
Some monsters' attacks are elemental in nature, and the damage may be adjusted by any weaknesses or resistances the target has
Att. Element
A monster's attack may have a chance to inflict a status ailment when it connects
Status Att.
Undead creatures are damaged by healing spells; dividing creatures split after taking physical damage provided there is room on the battlefield; spells or attacks with dark-elemental weapons do not cause these creatures to split
Type
Defense reduces the amount of damage taken per physical hit
Def
The number of evasion attempts a monster gets when physically attacked, and the success rate of each attempt
Eva
Magic defense reduces the amount of damage taken by spells and special attacks
Mag. Def.
The number of spell resistance attempts a monster gets when targeted with a spell or special attack, and the success rate of each attempt
Mag. Res.
The monster takes double damage from spells or attacks of any of the listed elements
Weakness
Monsters that resist an element take half damage from spells or attacks of that element, while monsters that absorb an element are healed instead of taking damage; individual monster pages indicate which elements are resisted and which are absorbed
Resists/Absorbs
Monsters are immune to the listed status ailments; not that, although no immunities are listed, all bosses are immune to all status ailments
Status Immunities
Abaia 990 3,000 gil 4,000 130 8×70% - - 7 3×25% 3 2×10% - - -
Abtu 385 550 gil 1,440 62 5×90% - - 4 2×40% 3 1×35% - - -
Acheron 1,020 3,300 gil 4,000 135 9×90% - - 7 3×25% 3 2×10% - - -
Adamantoise 153 135 gil 200 31 4×90% - - 4 2×50% 2 1×20% Ice - -
Aegir 590 860 gil 2,800 85 6×90% - - 5 2×15% 3 1×45% - - -
Aeon 1,200 1,600 gil 3,400 110 8×80% - - 5 2×40% 3 1×50% - - -
Agaliarept 215 210 gil 400 37 4×70% - - 3 1×60% 2 1×15% Lightning - -
Ahriman 35,000 7,200 gil 8,000 185 11×70% - - 11 5×50% 80 3×48% - All except Recovery All status ailments
Amon 7,040 3,450 gil 4,200 137 9×70% - - 11 5×40% 7 2×60% - All elements Conf, Slp, Prlz, PPtr
Anet 179 165 gil 288 34 4×80% - - 3 1×50% 2 1×15% Lightning - -
Aughisky 122 105 gil 160 27 4×90% - - 2 1×30% 1 0×30% - - -
Azer 1,570 3,700 gil 4,400 140 9×80% Fire - 9 3×50% 3 2×15% Ice Fire Toad, Conf, Slp, Prlz, PPtr
Azrael 1,100 940 gil 320 90 6×80% - - 5 2×15% 3 1×45% Dark All except Dark -
Bahamut 60,000 5,500 gil 5,000 7 3×65% - - 8 3×50% 7 3×20% - - All status ailments
Bahamut 7,500 3,500 gil 2,800 143 9×90% - - 10 4×35% 48 2×40% - All except Recovery All status ailments
Balloon 143 125 gil 180 30 4×80% Fire - 3 1×40% 2 1×10% Fire - -
Balor 530 760 gil 2,200 78 6×90% - - 4 2×60% 3 1×40% - - -
Barometz 220 88 gil 132 26 4×36% - - 2 1×25% 1 0×25% - - -
Behemoth 1,550 660 gil 1,800 70 5×90% - - 4 2×50% 3 1×40% - - -
Berserker 30 16 gil 32 10 3×75% - - 1 0×10% 1 0×10% - - -
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