Monsters: Found in Crystal Tower – 15 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
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
Bluck 1,760 3,600 gil 4,200 140 9×80% - - 9 3×50% 3 2×15% - - -
Dark General 1,130 4,300 gil 4,600 147 9×80% - - 7 3×35% 4 2×20% - - -
Doga's Clone 1,500 2,800 gil 4,000 110 8×80% - - 9 3×45% 48 2×40% - All except Recovery Toad, Conf
Glasya Labolas 2,160 4,600 gil 4,600 153 10×70% - - 9 3×50% 4 2×20% - - -
Gomory 4,050 181 gil 4,200 137 9×70% - - 9 3×45% 3 2×15% - - -
Green Dragon 10,000 2,900 gil 4,000 170 10×80% - - 10 4×30% 4 2×40% - - Toad, Conf
Kum Kum 2,090 3,900 gil 4,400 64 8×36% - - 9 3×60% 7 2×60% - - -
Platinal 4,580 3,800 gil 4,400 143 9×90% - - 10 4×40% 3 2×15% - - -
Red Dragon 15,000 5,800 gil 5,600 170 10×80% - - 11 5×30% 48 2×40% - All except Recovery All status ailments
Shinobi 1,100 4,200 gil 4,600 147 9×80% - - 10 4×30% 9 3×60% - - -
Thor 2,180 4,800 gil 4,800 155 10×80% Lightning - 9 3×60% 4 2×20% - Lightning Toad, Conf
Yellow Dragon 10,000 5,400 gil 5,000 170 10×80% - - 10 4×30% 4 2×40% - - -
Cloud of Darkness 65,000 - - 240 11×83% - - 255 32×99% 255 32×99% - All except Recovery All status ailments
Xande 21,000 - - 175 11×90% - - 11 5×30% 48 2×40% - All except Recovery All status ailments