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
Two-Headed Dragon 29,000 6,800 gil 6,000 255 32×99% - - 11 5×50% 80 3×48% - All except Recovery All status ailments
Sea Elemental 123 67 gil 100 19 3×90% - - 2 1×10% 1 0×20% Lightning - -
Gorgon 200 86 gil 128 23 3×90% - - 2 1×20% 1 0×25% - - -
Red Cap 210 87 gil 128 23 3×90% - - 2 1×20% 1 0×25% - - -
Slime 200 90 gil 132 23 3×90% - - 4 2×30% 4 2×30% - - -
Aughisky 122 105 gil 160 27 4×90% - - 2 1×30% 1 0×30% - - -
Crocotta 150 135 gil 200 31 4×90% - - 3 1×40% 2 1×10% Ice - -
Adamantoise 153 135 gil 200 31 4×90% - - 4 2×50% 2 1×20% Ice - -
Mermaid 182 170 gil 288 35 4×90% - - 3 1×50% 2 1×15% Lightning - -
Seahorse 185 175 gil 320 35 4×90% - - 3 1×50% 2 1×15% Lightning - -
Black Flan 240 260 gil 440 39 4×90% - - 5 2×50% 8 3×50% Air - -
Hellgaroo 245 270 gil 500 39 4×90% - - 3 2×15% 2 1×20% - - -
Gold Knight 285 350 gil 600 46 5×90% - - 4 2×20% 2 1×25% - Lightning -
Hellgaroo Mage 295 370 gil 700 46 5×90% - - 13 2×25% 2 1×25% - - -
Simurgh 335 450 gil 1,040 54 5×90% Air - 4 2×30% 2 1×30% Air - -
Abtu 385 550 gil 1,440 62 5×90% - - 4 2×40% 3 1×35% - - -
Nepto Dragon 60,000 560 gil 1,560 62 5×90% - - 4 2×40% 3 1×35% - - -
Behemoth 1,550 660 gil 1,800 70 5×90% - - 4 2×50% 3 1×40% - - -
Balor 530 760 gil 2,200 78 6×90% - - 4 2×60% 3 1×40% - - -
Dozmare 540 780 gil 2,200 78 6×90% - - 4 2×10% 3 1×40% - - -
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