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
Killer Bee 20 12 gil 20 10 3×21% - - 1 0×10% 1 0×10% - - -
Revenant 70 34 gil 52 10 3×21% Holy Undead 1 0×20% 1 0×10% Fire, Holy Recovery Toad, Conf
Helldiver 85 38 gil 52 10 3×21% Air - 1 0×20% 1 0×10% Air - -
Petit 45 54 gil 80 16 3×32% - - 1 0×30% 1 0×15% - - -
Poison Bat 60 56 gil 88 16 3×32% - - 1 0×30% 1 0×15% - - -
Hermit 105 66 gil 96 21 4×32% - - 2 1×10% 1 0×20% Lightning - -
Parademon 145 72 gil 108 21 4×32% Lightning - 1 1×15% 1 0×20% - Lightning -
Hornet 160 78 gil 120 21 4×32% - - 1 1×15% 1 0×20% - - -
Cerberus 23,000 6,400 gil 5,800 40 1×32% - - 11 5×40% 96 5×56% - All except Recovery All status ailments
Barometz 220 88 gil 132 26 4×36% - - 2 1×25% 1 0×25% - - -
Stalagmite 130 115 gil 160 26 4×36% Earth - 3 1×35% 1 0×30% - Earth -
Ruinous Wave 140 120 gil 180 32 4×36% - - 3 1×40% 1 0×30% Lightning - -
Myrmecoleon 147 130 gil 200 32 4×36% - - 3 1×40% 2 1×10% Ice - -
Pharaoh 160 145 gil 240 32 4×36% Holy Undead 3 1×45% 2 1×10% Fire, Holy Recovery Toad, Conf
Cockatrice 195 185 gil 320 37 5×36% - - 3 1×60% 2 1×15% - - -
Poison Toad 200 190 gil 360 37 5×36% - - 3 1×60% 2 1×15% Fire - -
Roper 210 200 gil 360 37 5×36% - - 3 1×60% 2 1×15% Lightning - -
Stroper 400 250 gil 440 64 8×36% Lightning - 3 2×10% 2 1×20% Lightning - -
Dracrocotta 255 290 gil 500 36 6×36% - - 3 2×15% 2 1×20% - - -
Nightmare 290 360 gil 700 36 6×36% - - 4 2×20% 2 1×25% - - -
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