COMET Enemy Bestiary

by TheNewAdventuresOfCOMETDM

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Overview:

Welcome to some several months' worth of time, effort, and agony, in the form of the CRPSB – The COMET Role-Playing System Bestiary, if you want to hate your mouth and want to spill out overly-long names. You can also call it the "Naturalists' Codex" if you want. Makes it easier.

Joy Note:

While the Bestiary in its original form is (mostly) in alphabetical order, future iterations will see new additions placed at the end of their respective sections. This is largely to preserve the accessibility of the Bestiary...and my sanity at reformatting every time Square Enix drops a revamped model that they INSIST is a new species.
I'm also painfully aware I almost definitely missed some things while categorizing and building working, viable stat blocks for almost every existing enemy in the game that's been out for ten years at the time this is being written. Just let us know if something if off in the Public System Discord, and we'll try and get it fixed up, or discuss/explain things.

Credits:

ME, JOYFUL SONG:

Everything. I did absolutely everything. Pictures. Walkthroughs. Stat balancing. Organizing everything. Coding. Also, the formatting, which some people may claim I am terrible at. Haters'll say I only do less than 50% of the work on any given project. To them I say....
Where's your bestiary at?

"Uh Joy, you're missing a few enemies here..."

We're well aware. Some enemies are one-time encounters (like Nidhogg) and others are impossible to encounter again without some manner of world-ending scenario coming to pass (The Endsinger). That being said, we are ONLY including enemies in the Bestiary with the possibility of cropping up multiple times for the sake of our hands and our sanity.


Keep in mind, additionally, that with each new patch and each expansion (especially with the Lorebooks being delivered SO late into the expansion cycles,) that updates to the Bestiary are very slow and very time-consuming. Like, it will eat away at you like doing Eureka Pagos in slow-motion.

PLEASE NOTE:

After torturing myself dividing these by official bestiary categorizations, I am saving my own sanity from this point on (Dawntrail) and putting in new entries via their appearance in the expansion rather than having to reformat everything like some kind of maniac. I don't have the mental capacity for that much work lol.
New entries will have their categorized sections in their entry listing, however, so you don't have to guess!

System Terminology: Action Types

CD: Cooldown / LAP: Legendary Action Points





A period of time in which an action cannot be used. Cooldowns tick down by 1 at the start of your turn.
Certain abilities may cost Legendary Action Points which will be covered in their specific section

Phy: Physical Attack





An attack that does Physical Damage on the target, typically using STRENGTH or DEXTERITY

MG: Magical Attack





An attack that deals Magical damage on the target, typically using MAGICAL POWER or DEXTERITY

Melee or Ranged?

Abilities will show whether they are melee (happening near/around the boss) or ranged (from a distance). This will be denoted alongside whether the ability is Physical or Magical. EXAMPLE: A PHYSICAL MELEE attack would be noted as [[PHY-M]]

CST: Casted Attack





This ability will take place at the END of the next turn in the turn order, giving you a slight window to react. CASTED abilities can be INTERRUPTED if it is possible to interrupt the entity casting it.

INST: Instant Attack





This ability will go off immediately on the turn it was activated, with no warning, signs, or initial signals.

CHG: Charged Attack





This ability will go off at the beginning of the next round of combat. During a charged attack, this enemy cannot make other moves or attacks. These abilities CANNOT be interrupted.

EFF: Effect





This ability will typically deal damage while inflicting a status effect of some kind, or simply inflict an effect unique to this enemy on its own.

DPL: Displacement





This ability will displace targets struck by it from the location they originally were. Knockbacks are the most common type of this ability.

SMN: Summon





This ability will call additional creatures, mechanics, or structures to the field.

OPC: Once Per Combat





These abilities can be used once per combat encounter.

OPL: Once Per Leve





These abilities can only be used once per Leve. Very rare. Typically an enrage mechanic that ends the fight...or the player's lives.

BLU: Blue Mage Learnable





This ability can be learned and stored by players with the Blue Mage Job. For more information on Blue Mage, see its entry in the COMET Job book.

Additional Damage:

This ability will deal damage that you have rolled, on top of damage described in the attack. This can be denoted with "+X". [[Example: +5 means 5 additional damage on top of damage already rolled by the attack.]]
NOTE: This STACKS with natural damage additions from boss stats.

For more information on terminology, see the Main COMET System Book.

How To Use This Book:


The COMET RP system has a similar build to traditional tabletop enemies, with each enemy type having different abilities, typing, classification, strengths, and weaknesses. Let's start from the top, point by point.

Let me show you an example of how to read the enemy stat boxes, with an example here on the right-hand side of the page. We'll start with a normal enemy--the kind of cannon fodder you'll cut through easily enough as a player in a campaign:

Endurance (END)

How much HP an enemy has.

Strength (STR)

The physical capabilities of an enemy. This can include melee and physical attacks, as well as their raw lifting power, ect.

Dexterity (DEX)

How well this creature can aim their attacks from a distance, finesse at close range, and their capability for reflex.

Magical Power (MP)

The magical abilities of a living thing, with higher levels allowing for higher casting of greater and more powerful attacks.

Hit Class (HC)

How easy this target is to hit. They may be incredibly well-armored, or just very quick...or the opposite!

Investigation (INV)

A creature's street smarts and intuition, as well as their ability to be aware of their surroundings.

Reason (RSN)

How well can this enemy solve their problems using their skills and knowledge, as well as how intelligent that enemy is.

Charisma (RSN)

Is this foe capable of charming or tricking their opponents somehow? Are they able to rouse a crowd, or easily slip into conversation? (Very few non-boss enemies will have RSN included in their stats)


Normal Enemy Name -- Amber Lemonade Hamster

Some enemies might have variants to them. A Jellyfish might have a slightly different appearance to a Sea Stinger, but they are both of the Aurellia type.

  • A good rule of thumb is if they share the same model, they're probably a variant.

  • Enemy Tier: How strong are they? This can vary from type to type, so don't be afraid to guess.
  • Base HP: How many Hit Points the monster has without taking into account their END rating. Different types of monsters and enemies will have different base HP ratings due to a number of factors, like their race or background--especially if they're special kinds of foes.
  • Element: Their elements. Take into consideration that ASTRAL Aether is more ACTIVE whereas UMBRAL is more PASSIVE.
  • Weakness: If an enemy has a weakness, put it here.

END STR DEX MP Hit Class INV RSN RSN
A B C D E F G H

  • Immunities: Is this monster immune to anything?
  • Passive: Any special effects, such as an aura or special trigger?
  • Status: (Can it inflict other status effects?)
  • Any other additional information, like language comprehension, or other stuff, can get added down here.

Abilities:

Attack Name: -- Type of Ability: (Physical, Magical, Ranged, Melee, ect.) Describe it! What does it do?

Dual Cobra Wristlock: Magical Melee Casting Effect: Summons two (2) medium-sized snakes to grab onto people's hands, inflicting Poison and Bind.


Don't forget to be as descriptive on attacks as possible. (Within reason.) Players need as much information as they can to understand the whole situation!

Enemy Health Chart:

Enemy END to HP conversion chart
END Rating Additional HP Added
0 0 HP
1 10 HP
2 20 HP
3 30 HP
4 40 HP
5 55 HP

Note: I recommend normal enemies (things you'd ususally encounter out walking around) not exceed +30 HP from their END bonuses. But it's your encounter, I'm just a booklet.

Hit classes:

A creature's "Hit Class" tells you how much you need to roll to hit an enemy. More agile creatures, beings with thick armor, or just very tanky foes who can take a lot of hits, will have higher Hit Classes than enemies who are larger, or enemies who are slow, or weak.



A good comparison is to look at a Rodent enemy, who is very small and agile but very fragile, to a Megalocrab who is very tanky due to its natural shell, but is also slow and large.

So let's see an example here using the good old Aldgoat.


Aldgoat

Elder Longhorn, Loaghthan, Billygoat, Billy, Nanny, Nannygoat


  • Enemy Tier: T0-T4
  • Hit Points 15-45 + END
  • Element: Umbral Earth / Umbral Ice (Loagthan)
  • Weakness: N/A

END STR MP Hit Class INT RSN
T0-T4 T0-T4 T0 +200 T1 T1

  • Condition Immunities: N/A
  • Status Effects: Daze, Paralyze



As you can see, an Aldgoat has a base HP of 15 HP. If an Aldgoat enemy had an END rating of 0, it would have only 15HP.


However, an Aldgoat with T4 END would have 15HP + the 40HP from its END which would equal a total of 55HP.

!! These bonuses DO NOT stack. !!


Bosses and how they work:

A Boss enemy should have the following ...

  • A different set of HP than normal enemies (these might include "parts", "adds", or "armor" that might first need to be destroyed. If this doesn't apply, that's okay!)

  • Is at LEAST T5 or higher.

  • At LEAST 150 HP base.

  • No penalty to their AoEs or Status Effects

  • T6 or above in at least TWO stats.

  • Access to LEGENDARY ACTIONS and LEGENDARY ACTION POINTS

  • Attacks at LEAST twice in a single turn.

LEGENDARY ACTIONS and LEGENDARY ACTION POINTS will be further elaborated upon in an upcoming section.

A Quick Note:

Because bosses typically face larger parties of players, they have been given several immunities and status resistances by default, to make running them easier. While you can edit these at your own will please keep in mind that this is risking your encounter being subjected to constant status effect lockdown (depending on the jobs of the players you're facing) which may make running it less fun for you as a DM.

Tier 6, 7, 8 & 9 Enemies are granted the following RESISTANCES:

Silence, Paralyze, Addle, Confusion, Bind, Blind last ONE ROUND instead of THREE. You may only be effected by Daze ONCE per combat.
These bosses are IMMUNE to: Fear, Sleep, Break, Frenzy

ADDITIONALLY, if an entity is aligned with a specific element, attacks dealing said element will convert directly into HP. (IE: hitting Ifrit with fire ain't gonna do shit but make him healthy and also mad. I'm aware that's not how that works in-game.)


"What if my boss has mechanics that give out Vulnerability, Physical/Magical Vulnerabilities, or Damage Down?"

Personally, for tankbuster-type moves, I'll place the status effect Lethal on them, which will make the next attack do double the damage it would have done. For Vulnerability, I usually use Disable, which will cut a target's Hit Class in half, making them far more easy to be damaged. When it comes to Damage Down, I'll stick Winded on an enemy's abilities, which will make players roll at -100 per stack.

Boss Power Tiers:

Tier 6:

Not quite on a godlike scale, but definitely nothing to scoff at.
Stats and foes of this tier gain +300 to their rolls and +3 to damage.

Tier 7:

Fighting these will definitely take a team of 8 players.
Stats and foes of this tier gain +450 to their rolls and +4 to damage.

Tier 8:

A Campaign Master would have to be pretty secure in their party (or just want to mess with them) to even consider unleashing something like this on their party.
Stats and foes of this tier gain +600 to all their rolls and +4 to damage.

Tier 9:

Pretty impossible to kill with the standard 8 man party. You're incredibly unlikely to run into any of these enemies willy-nilly.
Stats and foes of this tier gain +700 to all their rolls and +5 to damage.

Tier 10:

The absolute height of power. If you're encountering a Tier 10, you may want to just back away. There are higher tiers than 10, but it is next to impossible to run into these types of beings (or stronger) without drawing the attention of a certain...light-based Warrior and his meddlesome friends.
Stats and foes of this tier gain +800 to all their rolls and +5 to damage. They are also IMMUNE to all status effects, EXCEPT the following -- Bleed, Poison, & Elemental Debuffs.

Calculating Boss HP:

Calculating the HP of Boss enemies is a little different than normal monsters, because usually, you have far more people fighting them than you do a cluster of normal enemies. While all enemies have a base HP of at LEAST 20, sometimes this will need to be adjusted to however many players are fighting against the enemy.

RECOMMENDATION: For every player against the boss ADD +30 HP to the Boss' HP pool.

If a player must leave in the middle of a session, allow them to attack (regardless of whether or not its their turn.) This attack will deal +30 damage, and hits automatically. The player is immediately ejected from the battle.

Legendary Actions & Legendary Action Points:


Every Boss in this bestiary has abilities that are different than the normal enemies encountered. Where standard foes can only attack during their own turn, Bosses can use Legendary Actions to do things DIRECTLY after a player's turn.


Legendary Actions take Legendary Action Points in order to perform--each boss has a set number of total Legendary Action Points they can use, and each Legendary Action costs a certain amount of Legendary Action Points.

After the end of each turn order (when the first person who attacked can attack again,) a Boss will gain +1 Legendary Action Point if they have used one. Bosses cannot exceed their total Legendary Action Point pool unless otherwise specified.

For example:

Cloud, Bartz, and Leon are fighting a King Slime.

Turn Order: Cloud, Bartz, Leon, King Slime.


King Slime has 4 Legendary Action Points.

Cloud attacks.

Bartz attacks.

It is now Leon's turn.


King Slime uses "Mega Slime" -- A Legendary Action that costs it 2 Legendary Action Points. (4-2=2)

Cloud, Bartz, and Leon take damage.

Leon attacks.


King Slime attacks.
The turn order has returned to Cloud. King Slime gains back +1 Legendary Action Points. (2+1=3)

The Purpose of Legendary Actions:

Legendary Actions provide Bosses with the ability to better manage what is called "Action Economy"--essentially, whoever has the most turns is most likely to prevail. By allowing Bosses to have more actions at random times, players don't know what to expect out of enemies with Boss status, therefore making the encounters more exciting and dangerous.

Bestiary Categorization:

This bestiary has been updated to the standards set in Lore Book #3 -- wherein Square Enix recategorized the enemies within the game into the following:

The Bloodborn:

Creatures born naturally through gestation, either through an egg or through their parent's physical body. These include:

  • Beastkin
  • Scalekin
  • Wavekin
  • Vilekin
  • Cloudkin
  • Chimera
  • Spoken

The Bloodless:

Beings that have been made, either through creation magicks, summoning, or by physical manifestations such as forging. These include:

  • Forgekin
  • Ashkin
  • Soulkin
  • Eikons (Primals)

The Transcendents:

Entities that have no direct classification...either due to a lack of research, or simply an absence of understanding. These include:

  • Dragons
  • Voidsent
  • Sin Eaters
  • Blasphemies
  • Transfigured (Lucavi)
  • Alien Lifeforms (that do not fall into other categories)
  • Creations of the Ancients (that do not fall into other categories)
  • Unclassified (Entities that, honestly, we have no idea where they fall into.)

Chapter 1: Ashkin - Bloodless

Ashkin represent beings which, at one time, were full to bursting with vigor, but, for some reason (most commonly being death), have that energy drained of them leaving naught but an empty shell -- a shell that is then reanimated by some outside means, denying the creatures thoroughgoing return, physically or spiritually, to the Lifestream. -- Encyclopedia Eorzea, 2016


These creatures are confused with Voidsent to an astonishing degree, for the reason that many encounters with Voidsent often involve Ashkin to some degree. There is an undeniable link between the two, and in fact the correlation seems to be that Ashkin are often formed when some hapless soul crosses paths with a Voidsent -- the victim is drained of their life essences, but not always released from this mortal realm. There is, however, a key difference in telling the difference between Ashkin and Voidsent walking in mortal flesh, that being Voidsent seem to emanate some manner of magicks preventing the body from stench and rot...whereas Ashkin are devoid of any sort of enchantments save the cruel one which still binds them to the living world.

Joy, wtf is "death damage?"

Those familiar with the COMET RP system are aware that "Death" does not show up as an actual element in any shape or form. In previous games within the Final Fantasy series, undead entities could be killed much quicker with Holy magic -- (such as the spell, Holy) or by simply throwing a heal on them (like Cure). In the spirit of that mechanic, Ashkin-type enemies have the same weakness -- being healed by dark-aspected attacks and being incredibly weak to healing-type magic.

Thus, if your Ashkin enemy has an AoE that you would consider darkness or death type damage, this AoE would heal any other Ashkin in the radius of said attack -- giving the undead enemy schtick a little more of an interesting kick. It's not quite a Reverse status effect -- Bleed and Poison will simply not take effect, and other damage can chip away at an Ashkin's HP -- but it does give your players a way to better deal with waves of the Undead.

13th Child

No Variants [Hunt]

  • Enemy Tier: T2-T5
  • Base HP: 20-50 + END
  • Element: Dark/Death (Absorbs as HP)
  • Weakness: Holy/Cure (+1 to rolled damage)
END STR MP DEX Hit Class INV RSN
T2-T5 T0 T3-T5 T3-T5 +500 T1 T0
  • Condition Immunities: Doom, Bleed, Poison, Fear
  • Passives: N/A

Actions

3 CD
MG - M
CST
att

Dark: Inflicts Dark Damage in an AoE around the caster.

Banshee

Antibody, Heavenly Onryo, Hooked Shianui, Hydrozoan, Shiranui, Sinking Dissension

  • Enemy Tier: T2-T3
  • Base HP: 20-30 + END
  • Element: Dark/Death (Absorbs as HP)
  • Weakness: Holy/Cure (+1 to rolled damage)
END STR MP DEX Hit Class INV RSN
T2-T3 T0 T3-T4 T3-T4 +400 T1 T0
  • Condition Immunities: Doom, Bleed, Poison, Fear
  • Passives: N/A

Actions

5 CD
MG - M
CST
EFF
Horrible Shriek:

Inflicts Confuse on the party.

Bhoot

[Hunt] Dalvag's Final Flame, Phantom Soldier, Sandman, Shishu Yamawaro

  • Enemy Tier: T2-T3
  • Base HP: 20-30 + END
  • Element: Dark/Death (Absorbs as HP)
  • Weakness: Holy/Cure (+1 to rolled damage)
END STR MP DEX Hit Class INV RSN
T2-T3 T0 T3-T4 T3-T4 +200 T1 T0
  • Condition Immunities Doom, Bleed, Poison, Fear

Thought to be the souls of Lalafell shorn from their mortal coils, Bhoot possess eerie hands thought to be used to choke their victims to death...


Chochin

No Variants

  • Enemy Tier: T5
  • Base HP: 50 + END
  • Element: Dark/Death (Absorbs as HP)
  • Weakness: Holy/Cure (+1 to rolled damage)
END STR MP DEX Hit Class INV RSN
T5 T5 T5 T5 +400 T3 T3
  • Condition Immunities Doom, Bleed, Poison, Fear

This enemy is found as a Boss on Mount Rokkon. No lore is available at this time.


Corse

No Variants

  • Enemy Tier: T1-T3
  • Hit Points 10-30 + END
  • Element: Dark/Death (Absorbs as HP)
  • Weakness: Holy/Cure (+1 to rolled damage)
END STR MP DEX Hit Class INV RSN
T1-T3 T4 T1 T1 +300 T0 T0
  • Condition Immunities: Doom, Bleed, Poison, Fear
  • Status Effects: N/A

Giants have never been known for their in-telligence, and an untimely death will do little to improve the situation. To circumvent this, certain ambitious dabblers in the necromantic arts have taken to fastening a second head to their undead creations with hopes that the combined intellect is enough to bring, some semblance of order over the body’s functions. More often than not, it simply results in foul disposition.

Dreamer

[Hunt] Ixtab

  • Enemy Tier: T4-T5
  • Hit Points 40-50 + END
  • Element: Dark/Death (Absorbs as HP)
  • Weakness: Holy/Cure (+1 to rolled damage)
END STR MP DEX Hit Class INV RSN
T4-T5 T4 T5 T3 +400 T3 T3
  • Condition Immunities: Doom, Bleed, Poison, Fear
  • Status Effects: N/A

These creatures haunt the ruins of ancient Ronkan civilization. According to legend, a dreamer is not the natural manifestation of a spirit of the departed, but rather the final result of an attempt to achieve immortality. Ronkan priests were said to sublimate their souls through meditation, then willingly immolate their corporeal bodies at the culmination of the ritual.

Fell Knight

Armor of Baron, Belah'dian Knight, Bozjan Wight, Duskfall Skeleton, [Boss] Ser Yuhelmeric

  • Enemy Tier: T4-T5
  • Hit Points 40-50 + END
  • Element: Dark/Death (Absorbs as HP) / Varied
  • Weakness: Holy/Cure (+1 to rolled damage) / Varied
END STR MP DEX Hit Class INV RSN
T4-T5 T4 T5 T3 +400 T3 T3
  • Condition Immunities: Doom, Bleed, Poison, Fear
  • Status Effects: Varied

Actions:

Varied

Joyful Song Note:

These are pretty flexible, given they're dead adventurers and heroes more oftentimes than not. They share a considerable amount with the Zombie subcategory, but are notedly stronger. If you're looking for a more powerful undead creature for better-than-cannonfodder quality, this is a good route to go.

Geshunpest

No Variants

  • Enemy Tier: T5
  • Hit Points 20 + END
  • Element: Dark/Death, Water (Absorbs as HP)
  • Weakness: Holy/Cure, Thunder (+1 to rolled damage)
END STR MP DEX Hit Class INV RSN
T5 T4 T2 T3 +400 T0 T0
  • Condition Immunities: Doom, Bleed, Poison, Fear
  • Status Effects: N/A

It is said this powerful evil rides the evening brume, seeking to take its victims unawares. Those rare few who have laid eyes on a geshunpest and survived to tell of a towering horror that gazes down with not one, but two pairs of eyes - one atop its head, and one upon its belly, the latter thought to be a reflection of one's deepest fears.

Gourmand

No Variants

  • Enemy Tier: T2-T4
  • Hit Points 10 + END
  • Element: Dark/Death, Earth (Absorbs as HP)
  • Weakness: Holy/Cure, Blizzard (+1 to rolled damage)
END STR MP DEX Hit Class INV RSN
T5 T5 T0 T0 +400 T0 T0
  • Condition Immunities: Doom, Bleed, Poison, Fear
  • Status Effects: Disease, Poison

Actions

5 CD
MG - M
CST
EFF
Sickly Death Sneeze: -- Inflicts Disease and Poison on all enemies in front of it.

The remains of a dead Gobbue, somehow brought to life through foul magicks, Gourmands are as ravenous as their original lives had been before...though this time, a second mouth where their stomachs once were whole, with a new row of sharp teeth, make for a second place where cattle, small beasts, and unfortunate Lalafell end up...

Ghost

Chrisom, Condemed, Corrupted, Drifting Soul, Revenant, Spare Will, Void Echo

  • Enemy Tier: T1-T3
  • Hit Points 15-30 + END
  • Element: Dark/Death (Absorbs as HP)
  • Weakness: Holy/Cure (+1 to rolled damage)
END STR MP DEX Hit Class INV RSN
T1-T3 T1-T3 T3 T3 +200 T0 T0
  • Condition Immunities: Doom, Bleed, Poison, Fear
  • Status Effects: Winded, Silence

Actions

N/A

Often mistaken for spirits of kind intent with their cute appearance...Bogy quickly make short work of enemies and overwhelm them quickly, disabling them as other creatures they pair up with slowly rip them apart...


Gravekeeper

Altar Keeper, Undead Warrior

  • Enemy Tier: T2-T4
  • Hit Points 10 + END
  • Element: Dark/Death (Absorbs as HP)
  • Weakness: Holy/Cure (+1 to rolled damage)
END STR MP DEX Hit Class INV RSN
T5 T5 T0 T1 +400 T0 T0
  • Condition Immunities: Doom, Bleed, Poison, Fear
  • Status Effects: N/A

Actions

5 CD
MG - M
CST
EFF
Murderous Cleave -- Deals damage & inflicts Sap to all enemies in front of it.

"Powerful necromancy is required to animate dead flesh. Even more powerful spells are required to give that flesh any form of strength. It goes without saying then that whatever magicks drive the gravekeeper are quite possibly some of the most powerful known to man. The key to solving the mystery of who may be behind this forbidden summoning of the deceased may be found in the countless layers of runed muslin which give the undead creature shape." -- Encyclopædia Eorzea vol 1 pg. 292


Hatamoto

Heavenly Hatamoto, Samurai Corpse

  • Enemy Tier: T3-T4
  • Hit Points 30-40 + END
  • Element: Dark/Death (Absorbs as HP)
  • Weakness: Holy/Cure (+1 to rolled damage)
END STR MP DEX Hit Class INV RSN
T3-T4 T5 T01 T3 +400 T2 T2
  • Condition Immunities: Doom, Bleed, Poison, Fear
  • Status Effects: N/A

Actions:

3 CD
phy - M
inst
displ
Tenka Goken: Untelegraphed frontal conal AoE that deals physical damage and knocks back anyone hit.
3 CD
phy - M
inst
att
Yukikaze: Instant physical damage to target.
3 CD
phy - M
inst
att
Gekko: Instant physical damage to target.
3 CD
phy - M
inst
att
Kasha: Instant physical damage to target.
3 CD
phy - M
cst
att
Midare Setsugekka: Massive physical damage to target, dealing +1 for every turn this entity has been active on the field. Only available when at 10HP or fewer. (This is considered an enrage for this enemy.)

The spirit of an armored warrior who died in battle. The hatamoto are a class of soldier in Hingashi who often fought as personal guards for the nobility during the Age of Blood. Great numbers of these loyal vassals perished on the battlefield, and their battered, armor-clad forms are sometimes still spotted wandering the land in search of elusive victory. -- Hatamoto Triple Triad Card

Haunt

Lugat [BOSS], Mojabune

  • Enemy Tier: T5
  • Hit Points 20 + END
  • Element: Dark/Death, Water (Absorbs as HP)
  • Weakness: Holy/Cure, Thunder (+1 to rolled damage)
END STR MP DEX Hit Class INV RSN
T5 T4 T2 T3 +400 T0 T0
  • Condition Immunities: Doom, Bleed, Poison, Fear
  • Status Effects: N/A

Actions

2 CD
mg - r
cst
displ
Tide Ebb: Pulls enemies close.
2 CD
mg - r
cst
displ
Tide Flow: Pushes enemies away.
4 CD
mg - r
cst
eff
Sinister Swipe: Deals damage & inflicts a bleed on all enemies, either in front or behind of the caster.

A funa yurei is, loosely translated, a “ship ghost.” Pray do not misunderstand this to mean the ghost of a ship. Said to be the lost souls of those who perished at sea, these vengeful spirits seek to sink other vessels by filling them with water. Using a ladle. One could conceive of more effective methods, but who can know the mind of a ghost? Whatever its purpose, a funa yurei has been seen haunting the area. Folklore has it that a bottomless ladle acts as a ward against such apparitions.

Lorelei

Leucosia

  • Enemy Tier: T5
  • Hit Points 20 + END
  • Element: Dark/Death, Water (Absorbs as HP)
  • Weakness: Holy/Cure, Thunder (+1 to rolled damage)
END STR MP DEX Hit Class INV RSN
T5 T4 T2 T3 +400 T0 T0



Mifune

Bozjan Rider, Shishu Mifune

  • Enemy Tier: T5
  • Hit Points 20 + END
  • Element: Dark/Death, Water (Absorbs as HP)
  • Weakness: Holy/Cure, Thunder (+1 to rolled damage)
END STR MP DEX Hit Class INV RSN
T5 T4 T2 T3 +400 T0 T0

Far Eastern literature is rife with stories of un-dead heroes and villains who refuse to abandon their adventures, even after all life has seeped from their cold bodies. The Song of Mifune is one such tale — the harrowing lay of a horseback warrior damned to wander the halls of an endless labyrinth in search of an exit and with it his salvation. As such, ghostly riders sighted under the shroud of night are oft hastily dubbed mifune for lack of a moniker more suited. — Encyclopædia Eorzea vol 2

Mummy

Flyblown Failure, no other variants

  • Enemy Tier: T1-T3
  • Hit Points 15-30 + END
  • Element: Dark/Death (Absorbs as HP)
  • Weakness: Holy/Cure (+1 to rolled damage)
END STR MP DEX Hit Class INV RSN
T1-T3 T1-T3 T0 T0 +200 T0 T0
  • Condition Immunities: Doom, Bleed, Poison, Fear
  • Status Effects: Bind, Disease

Actions

5 CD
mg - m
cst
eff
Death's Kiss: Inflicts Charm on a party member, temporarily turning them into a mummy.

Ancient civilizations once wrapped their dead to preserve them, thinking that they might be welcomed in the afterlife, and damned to roam if they were not. Unfortunately it seems the reverse is actually true...

Phantom

Nybeth Obdilord [BOSS], Sinking Regret

  • Enemy Tier: T5
  • Hit Points 50 + END
  • Element: Dark/Death (Absorbs as HP)
  • Weakness: Holy/Cure (+1 to rolled damage)
END STR MP DEX Hit Class INV RSN
T5 T2 T5 T5 +400 T3 T3
  • Condition Immunities: Doom, Bleed, Poison, Fear
  • Status Effects: Bind, Disease



Slime

Syrups, Corrupted Gel, Byproduct, Biomass, Slipsand, Rhuem, Truffle, Larver

  • Enemy Tier: T1-T3
  • Hit Points 10-30 + END
  • Element: Dark/Death (Absorbs as HP)
  • Weakness: Holy/Cure (+1 to rolled damage)
END STR MP DEX Hit Class INV RSN
T1-T3 T1-T3 T1-T3 T1-T3 +200 T1 T0
  • Condition Immunities: Doom, Bleed, Poison, Fear
  • Status Effects: Poison, Elemental Curse: Variant, Sap, Disease

Actions

5 CD
mg - r
cst
eff
Slough: Inflicts one applicable status effect on all enemies.
2 CD
mg - r
inst
att
Absorb: Deal damage to 1 target, absorb damage dealt as HP.

Spartoi

No Variants

  • Enemy Tier: T3-T5
  • Hit Points 30-50 + END
  • Element: Dark/Death (Absorbs as HP)
  • Weakness: Holy/Cure (+1 to rolled damage)
END STR MP DEX Hit Class INT RSN
T3-T5 T3-T5 T3-T5 T3-T5 +400 T3 T3
  • Condition Immunities: Doom, Bleed, Poison, Fear
  • Status Effects: Bleed, Bind

Spartoi was first witnessed on the Bozjan southern front, and some have suggested that this walking terror manifests when a vast number of lives are lost in a short period of time, as in periods of war or calamity. Pieces of innumerable broken souls are thought to merge together, giving rise to Spartoi's abhorrent and deadly form, but the exact process of its genesis is yet ill understood. — Encyclopaedia Eorzea Volume III, p. 268

Specter

Heavenly Yuki, Manes, Necroserf, Rotting Royal, Shishu Yuki, The Governor [BOSS]

  • Enemy Tier: T1-T5
  • Hit Points 10-50 + END
  • Element: Dark/Death (Absorbs as HP)
  • Weakness: Holy/Cure (+1 to rolled damage)
END STR MP DEX Hit Class INT RSN
T1-T5 T1-T5 T1-T5 T1-T5 +200 T3 T3
  • Condition Immunities: Doom, Bleed, Poison, Fear
  • Status Effects: Fear

Abilities:

2 CD
mg - m
cst
att
Dark: Deals Dark damage to all enemies in radius.
Note that entity: The Governor has several attack variations. See the fight in Sirensong Sea if you wanted to build it yourself.

Some cultures believe that when the dead are not provided proper burials, their souls remain trapped in the corporeal realm. attuned to the scent of mortality, these tormented spirits seek out their neglected remains and "possess" them in much the same manner voidsent inhabit vessels to facilitate their entry into our plane, leading some scholars to draw the conclusion there may be some connection between the void and the afterlife. — Encyclopædia Eorzea vol 2

Wight

Hellsbound Warrior, Magicked Bones, Skeleton Soldier, Skinless, Souless Warrior, The Accused, Void Warrior, Wight Wailer

  • Enemy Tier: T1-T3
  • Hit Points 10-30 + END
  • Element: Dark/Death (Absorbs as HP)
  • Weakness: Holy/Cure (+1 to rolled damage)
END STR MP DEX Hit Class INT RSN
T1-T3 T1-T3 T1-T3 T1-T3 +300 T3 T0
  • Condition Immunities: Doom, Bleed, Poison, Fear
  • Status Effects: Paralyze

Harboring a mindless hatred for the living, wights are the animated skeletons of deceased Hyurs. Tavern chatterers paint these undead creatures as the unholy instruments of dark sorceries, while more excitable souls declare them to be the advance army of the king of the seven hells. Regardless of the truth behind the wights' creation, the Holy See of Ishgard has declared all such abominations be subjected to purification. — Encyclopædia Eorzea vol 1 pg. 292

Will-O-The-Wisp

Brightwisp, Damantus, Fading Soul, Heavenly Onbi, Ignis Fatuus, Noxius, Onibi, Shade Seeker, Void Lantern, Votive Candle

  • Enemy Tier: T1-T3
  • Hit Points 15-30 + END
  • Element: Dark/Death (Absorbs as HP)
  • Weakness: Holy/Cure (+1 to rolled damage)
END STR MP DEX Hit Class INT RSN
T1-T3 T1-T3 T1-T3 T1-T3 +300 T3 T0
  • Condition Immunities: Doom, Bleed, Poison, Fear
  • Status Effects: Paralyze, Elemental Curse: Fire/Lightning

Will-o'-the-wisps have been spotted by both travelers on land and sailors at sea. Thinking the drifting sphere of flame to be a guiding light, the lost blindly follow those corpselights into the realm of the dead... or so the fearful tales claim. Theories concerning the origins of the wisps around: are they the burning souls of soldiers slain in battle? Or clouds of foul gas that ignited upon escaping from a bloated corpse? None can say for sure. — Encyclopædia Eorzea vol 1 pg. 292

Wraith

Au Puch [BOSS], Fear Gorta, Heavenly Ichijama, Ixtab [BOSS]

  • Enemy Tier: T1-T5
  • Hit Points 15-60 + END
  • Element: Dark/Death (Absorbs as HP)
  • Weakness: Holy/Cure (+1 to rolled damage)
END STR MP DEX Hit Class INT RSN
T1-T5 T1-T5 T1-T5 T1-T5 +300 T3 T0
  • Condition Immunities: Doom, Bleed, Poison, Fear
  • Status Effects: Fear, Confuse

Actions

5 CD
mg - r
inst
eff
Shriek: -- Deals damage, inflicts Fear.
6 CD
mg - m
inst
eff
Charm: -- Forces target to fight for caster if spell lands for the next 3 turns.

Ker [Wraith]

SS+ Tier HUNT BOSS

  • Enemy Tier: T7
  • Hit Points 70 + END
  • Element: Dark/Death (Absorbs as HP)
  • Weakness: Holy/Cure (+1 to rolled damage)
END STR MP DEX Hit Class INT RSN
T7 T7 T7 T7 +600 T7 T0
  • Condition Immunities: Doom, Bleed, Poison, Fear
  • Status Effects: Fear, Charm, Ignite, Doom, Forced March
  • Passive: Whispered Incantation --


Allows Ker to store spells and abilities for later. Stacks up to four (4) times.

  • Passive: Mirrored Incantation --


Allows Ker to invert spells and abilities. Stacks up to eight (8) times.

Actions

2 CD
mg - m
inst
att
Heliovoid: [Magical Melee Instant Attack] Untelegraphed circle AoE in melee range
2 CD
mg - r
inst
att
Ancient Blizzard III: [Magical Ranged Instant Attack] Untelegraphed donut AoE
2 CD
mg - r
inst
eff
Minax Glare: Inflicts Misdirection on enemies for 1 round
2 CD
mg - r
cst
eff
Eternal Damnation: Look-away mechanic
3 CD
phy - r
cst
att
Wicked Swipe: leaps to a target and casts a small, telegraphed conal AoE.
4 CD
mg - m
cst
att
Ancient Holy: Melee proximity AoE, dealing Light-Aspected damage
4 CD
mg - r
cst
eff
Ancient Flare: applies Pain to all active enemies.
2 CD
mg - r
inst
eff
Fore/Rear Interment: large conal AoE in front or behind, applying Doom to hit targets.
2 CD
mg - r
inst
eff
Left/Right Interment: large conal AoE to the left or right, applying Doom to those hit.

Legendary Actions: [20 points]

Whispers Manifest: [5 points]

Casts a remembered spell.

One of the more prominent sorts of myth is the cautionary tale, meant to terrify the listener into prudence. For instance, it is said that Ker appears on the battlefield to feast upon the souls of the dead, hunting down the living she lays eyes upon the ends of the earth—that naught but a swift demise awaits those who dream of glory. Basildere postulates, however, that this warning is not merely mythological: Ker may instead be an ashkin that could re-emerge at any moment, heedless of the intervening millennia. Those who wish to err on the side of caution in the face of this disturbing possibility are advised to keep one eye open for spirits in reddened rags appearing at battle's end, for these are Ker's shrouds, in search of new prey for their mistress. — Encyclopædia Eorzea Volume III, p. 302

Ying-Yang

No Variants

  • Enemy Tier: T4-T5
  • Hit Points 40-50 + END
  • Element: Dark/Death (Absorbs as HP)
  • Weakness: Holy/Cure (+1 to rolled damage)
END STR MP DEX Hit Class INT RSN
T4-T5 T4-T5 T4-T5 T4-T5 +400 T4 T2
  • Condition Immunities: Doom, Bleed, Poison, Fear
  • Status Effects: Fear, Confuse, Elemental Curse:Fire, Doom, Misdirection

Zangbeto

Heavenly Keukegen

  • Enemy Tier: T4-T5
  • Hit Points 40-50 + END
  • Element: Dark/Death (Absorbs as HP)
  • Weakness: Holy/Cure (+1 to rolled damage)
END STR MP DEX Hit Class INT RSN
T4-T5 T4-T5 T4-T5 T4-T5 +400 T4 T2
  • Condition Immunities: Doom, Bleed, Poison, Fear
  • Status Effects: Elemental Curse: Darkness

Zombie

Ak-Inik Varlet, Albin the Ashen [Hunt], Bloodmoon Martyr, Deepvoid Wizard, Corpses, Deepvoid Mage, [Frostbitten Variants], Fallen, Frostbitten Corpse, Rotting Corpse, Soulless

  • Enemy Tier: T1-T5
  • Hit Points 15-50 + END
  • Element: Dark/Death (Absorbs as HP) / Varies
  • Weakness: Holy/Cure (+1 to rolled damage) / Varies
END STR MP DEX Hit Class INT RSN
T1-T5 T1-T5 T1-T5 T1-T5 +300 T1-T5 T1-T5
  • Condition Immunities: Doom, Bleed, Poison, Fear
  • Status Effects: Disease, Paralyze, Bind

Actions

5 CD
mg - m
inst
att
Dead Breath: Deals damage, inflicts Disease.
4 CD
phy - m
inst
att
Hunger: Gnaws at grappled target, absorbing -2HP from target every one of the target and the caster's turn.
Joyful Note:

Again, these are pretty damn flexible in terms of customization. You can really get creative with these enemies.

Zombie Dragon

Bone Dragon, Dark Dragon, Nightmare Dragon

  • Enemy Tier: T1-T5
  • Hit Points 15-50 + END
  • Element: Dark/Death (Absorbs as HP) / Varies
  • Weakness: Holy/Cure (+1 to rolled damage) / Varies
END STR MP DEX Hit Class INT RSN
T1-T5 T1-T5 T1-T5 T1-T5 +400 T1-T5 T1-T5
  • Condition Immunities: Doom, Bleed, Poison, Fear
  • Status Effects: Disease, Sap, Oil, Ignite, Freeze, Bolt

Actions

5 CD
mg - m
inst
att
Dead Dragon's Breath: Deals damage, inflicts a status effect.

Little can be claimed to be more powerful in a necromancer's arsenal quite like reanimating the remains of a dragon...powerful enough in life to contend with the strongest of beasts, a zombified dragon in the wrong hands could spell turmoil beyond comprehension of the creature was of ample strength when it still breathed...



Zombie Hound

Corrupted Wolf, Crystal Wolf, Frostbitten Hound, Rotten Hound, Warden's Hound

  • Enemy Tier: T1-T5
  • Hit Points 15-50 + END
  • Element: Dark/Death (Absorbs as HP) / Varies
  • Weakness: Holy/Cure (+1 to rolled damage) / Varies
END STR MP DEX Hit Class INT RSN
T1-T5 T1-T5 T1-T5 T1-T5 +300 T1-T5 T1-T5
  • Condition Immunities: Doom, Bleed, Poison, Fear
  • Status Effects: Disease, Paralyze, Bind

Chapter 2: Beastkin - Bloodborn

One of the largest and most diverse classes, Beastkin are most commonly characterized by their warm bodies and blood, their thick hair-covered hides, and the unique method in which they give birth. Unlike fauna from other classes, which are laid as eggs and then gestate outside the mother's body, beastkin grow within the mother's womb, and emerge fully functional. Some of the more docile Beastkin take well to domestication and can be raised for labor or food.

Aldgoat

Elder Longhorn, Loaghthan, Billygoat, Billy, Nanny, Nannygoat

  • Enemy Tier: T0-T4
  • Hit Points 10-40 + END
  • Element: Umbral Earth / Umbral Ice (Loagthan)
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T0-T4 T0-T4 T0-T4 T0-T4 +300 T1 T0
  • Condition Immunities: N/A
  • Status Effects: Daze, Paralyze

Actions

5 CD
phy - r
inst
att
Headbutt: Deals damage, inflicts Daze
3 CD
phy - r
chrgd
att
Stampede: Takes two (2) turns to charge and requires a group of beastkin enemies (more than 5). Inflicts paralyzes to party for three (3) turns.

Aldgoats are denizens of rocky, mountainous regions, indiscriminately eating any vegetation they happen across. They have thick, woolly coats and sharp horns, though the horns of the males are markedly larger than those of the females. These horns are highly sought after for their potency in various magical endeavors. The aldgoat also has a protective ring of tough flesh around its necks, which serves to defend against the bites of predators. Aldgoat can be successfully domesticated and raised as livestock provided they are broken before their second year.

Alpaca

Absconding, Ambling, Fortune, Fugitive, Territorial, Wild-Eyed

  • Enemy Tier: T0-T4
  • Hit Points 15-40 + END
  • Element: Umbral Earth
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T0-T4 T0-T4 T0-T4 T0-T4 +300 T1 T0

Actions:

5 CD
phy - r
inst
eff
Stampede: Using a DEX attack, strike an opponent with foul-smelling spit, causing them to lose their next turn.

Antelope

Bezoar, Caribou, Gymnasiou Elaphos, Heavenly Noyagi, Heidrun, Ibex, Saiga, Sirocco, Steinbock

  • Enemy Tier: T0-T4
  • Hit Points 15-40 + END
  • Element: Umbral Earth / Umbral Ice (Steinbock)
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T0-T4 T0-T4 T0-T4 T0-T4 +300 T1 T0
  • Condition Immunities: N/A
  • Status Effects: Daze, Paralyze

Actions

5 CD
phy - m
inst
att
Big Horn: Deals damage, inflicts Daze.
3 CD
phy - r
chrgd
att
Stampede: Takes two (2) turns to charge and requires a group of beastkin enemies (more than 5). Inflicts paralyzes to party for three (3) turns.

These herbivorous creatures mainly inhabit grassy plains and savannahs, and are extremely fleet of foot. The male antelope sports distinctive stripes across his rump and a pair of prominent horns, while the female exhibits a demure, bluish coat. According to the writings of the "Raimdelle Codex", antelopes communicate via the swaying of their tails. Sadly, however, the precise meaning of their various caudal gyrations remain a mystery.

Armadillo

Desert, Glyptodon, Long-Tailed, Pack, Raging, Slippery, Vajralangula, Vajrakumara, Well

  • Enemy Tier: T0-T4
  • Hit Points 15-40 + END
  • Element: Umbral Earth
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T0-T4 T0-T4 T0-T4 T0-T4 +400 T1 T0
  • Condition Immunities: N/A
  • Status Effects: Daze, Paralyze

Though the armadillo's protective shell at times causes it to be mistaken for a scalekin, the hard protrusions are in fact formed of bone matter. When cornered, the creature can toss massive boulders with its three-pronged tail as deftly and accurately as an expert marksman wielding a sling. — Encyclopædia Eorzea Vol 3, p. 258

Bandersnatch

Bandercoeurl, Glawackus, Lailaps, Marchosias, Pantera, Thextera - Hunt Mark

  • Enemy Tier: T2-T4
  • Hit Points 20-40 + END
  • Element: Umbral Earth
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T2-T4 T2-T4 T1-T3 T1 +300 T1 T0
  • Condition Immunities: N/A
  • Status Effects: Bleed

The bandersnatch is a deadly hunter that, unlike other preadators, relies on strength and speed, rather than stealth, to stalk its prey. Trappers of the Dravanian Forelands have, multiple times, witnessed tense, bloody battles between these creatures and wyverns for territorial disputes--the victors often being the latter. Attempts to tame the bandersnatch have resulted in maiming at best, and at worst decapitation.


Barbmole

No Variants

  • Enemy Tier: T1-T4
  • Hit Points 15-40 + END
  • Element: Umbral Earth
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T2-T4 T2-T4 T1-T3 T1 +300 T1 T0
  • Condition Immunities: N/A
  • Status Effects: Bleed

Bear

Brown, Grizzly, Gold, Polar, Sun, White, Dubhe, Phecda, Grizzly Host > (subgenis, Seedkin), Everwinter

  • Enemy Tier: T3-T4
  • Hit Points 30-40 + END
  • Element: Umbral Earth / Umbral Ice (Polar) / Umbral Fire (Sun)
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T3-T4 T3-T4 T1-T3 T1 +400 T1 T0
  • Condition Immunities: N/A
  • Status Effects: Bleed, Paralyze [If "Grizzly Host"]

For the most part, these giant predators keep to themselves, oft fleeing at the sounds of intruders into their forest dens. When provoked or hungry, however, they become one of Eorzea's deadliest creatures. There are ample legends of knights venturing into the cavern homes of bears with naught but their pride and a spear, typically ending with a satisfied bear and a weeping widow...

Behemoth -- BOSS

Armored Beast, Elsamoth, Chelvnik, Dendainsonne, Gudanna, Hadhayosh, Kronpinz, Kaiser Behemoth, King Behemoth

  • Enemy Tier: T6
  • Hit Points 100 + END
  • Element: Astral Ice / Astral Fire
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T5 T5 T5 T5 +600 T5 T5
  • Condition Immunities: Silence, Paralyze, Sleep, Fear, Mini
  • Status Effects: Elemental Curse: Fire/Ice/Lightning, Elemental Weakness: Fire/Ice/Lightning

Passives:

  • Behemoth Stamina: -- If the Behemoth fails on any roll, it may instead choose to succeed. [3 times per Combat]
  • Behemoth Fury -- Gains Haste, Bravery, and Faith if reduced to 1/2 HP. At 1/4 HP, Legendary Actions no longer have cooldown or point cost.

Possible Loot: [Monster Hunter Events Only]

Behemoth Quill, Behemoth Mane, Behemoth Hide, Behemoth Horn, Behemoth Fang, Behemoth Claw, Behemoth Gem

Legendary Actions: [60 points]

3 CD// 20 points
phy - r
inst
eff
Terrifying Roar: The Behemoth rears up, and unleashes a bone-rattling roar. All living creatures must roll above 500+ RSN in order to resist becoming inflicted with Fear.
No CD//30 points
mg - r
chrgd
att
Flare: The Behemoth triggers an explosion of crackling lightning and scorching fire. Roomwide AoE, with no penalty to its roll.
3 CD//10 points
phy - m
inst
att
Rending Blow: The Behemoth makes a normal physical attack on the closest target, ignoring Hit Class.
5 CD // 20 points
mg - r
chrgd
att
Call Meteor: The Behemoth gathers energy in the form of a flaming boulder, seething with magical energy, that detonates upon making impact with the ground below. When Behemoth uses this action, it must make no other actions for one full round. If the Behemoth is still alive and conscious by the end of this round, all players take 9 damage, regardless of defense rolls.

The first sightings of these heavily-muscled beasts in the moutains of Coerthas coincided with the advent of the Seventh Umbral Era. Scholars believe them to be the spawn of Bahamut, and have dubbed the creatures "Behemoths". Aside from their own physical traits, much about Behemoth behavior remains shrouded in mystery...


Boar

Beigad, Caphunter, Celphie, Hog/Hoglet, Ibruq, Kafre, Kamapuaa, Phaia, Swine, Sow, Tusked Hog, Warthog

  • Enemy Tier: T1-T3
  • Hit Points 15-30 + END
  • Element: Umbral Earth
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T1-T3 T1-T3 T1-T3 T1 +400 T2 T1
  • Condition Immunities: N/A
  • Status Effects: Poison (Bleed), Paralyze, Daze

Actions:

3 CD
phy - r
chrgd
att
Wild Charge: Picks a single target, rampaging over all enemies within a straight line until it reaches said target.
5 CD
phy - r
inst
eff
Bellowing Squeal: Squeals loudly, inflicting damage and Dazening all enemies.

Inhabiting both mountainous and forested regions, boars are creatures of indiscriminate apprtite that feed on anything from tubers and mushrooms to crabs and carrion. As they mature, the skin on their heads takes on a horn-like hardness which serves to protect them during their bone-shattering charges. Few are the predators willing to risk such injury for a meal of boar meat.

Buffalo

Aurochs, Bonnacon, Bison, Kujata, Menuis, Thunderhooves, Wisent, Waurochs, Zebu

  • Enemy Tier: T1-T3
  • Hit Points 20-30 + END
  • Element: Umbral Earth
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T1-T3 T1-T3 T1-T3 T1 +400 T2 T1
  • Condition Immunities: N/A
  • Status Effects: Daze

Actions:

No CD
phy - r
inst
att
Stomp: An AoE attack with no penalty.
5 CD
phy - r
cst
eff
Rampage: Grants Bravery to caster and all allies in its party.

The buffalo is a hulking beast with four sturdy legs, broad, muscular shoulders, and a stout pair of horns curving widely from its shaggy head. Formidable though they may seem, the specimens found in Eorzea are all domesticated breeds, reared in the frontier settlements of La Noscea and the Black Shroud as beasts of burden and a source of food. Since the recent influx of leatherworkers to the realm, however, buffalo are valued as highly for their skins as for their meat and labor.



Canis Pugnax

Bullpup, Dingo, Telocanis

  • Enemy Tier: T1-T3
  • Hit Points 15-30 + END
  • Element: Umbral Earth
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T1-T3 T1-T3 T1-T3 T1 +400 T2 T1
  • Condition Immunities: N/A
  • Status Effects: Daze

Actions

5 CD
phy - r
cst
eff
Bark: Grants the caster an additional turn and grants Bravery to itself and its allies.
4 CD
phy - m
inst
att
Bite: Rolls twice, dealing damage.

Bred for Imperial training to track scents and act as guards as young pups, these hounds can grow incredibly large in size, and have the bulk of the kindness beaten from them in their strict regimen. Weak or otherwise uncooperative canis find themselves killed, or abandoned in the wilderness. Ferociously loyal to whoeverso should they find themselves with, there are few companions more suited for a life of protection than a canis pugnax.


Catoblepas

Celphie, Epaphus, Katobleps, Nandi, Wildebeest

  • Enemy Tier: T1-T3
  • Hit Points 15 + END
  • Element: Umbral Earth
  • Weakness: N/A
END STR MP Hit Class INT RSN
T1-T3 T1-T3 T3 +400 T2 T1
  • Condition Immunities: N/A
  • Status Effects: Daze, Fear, Break

Actions:

4 CD
mg - r
inst
eff
Evil Gaze: Inflicts an available status effect in an AoE without penalty.

For centuries, the catoblepas was believed to be a legend, the thought of a creature with the head of a boat, the body of a buffalo, and the scales of a peiste, and the eye of an arhiman too preposterous for even the most open-minded naturalists to entertain. Until, that is, herds of the beasts began appearing in Eorzea after the Calamity. It is believed that the catoblepas's single eye has the ability to store aether, which, when in danger, the creature will direct towards a predator in order to Daze it.

Cliffmole

T'ohts'on, Desman

  • Enemy Tier: T1-T3
  • Hit Points 15-30 + END
  • Element: Umbral Earth
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T1-T3 T1-T3 T1-T3 T1 +400 T2 T1
  • Condition Immunities: N/A
  • Status Effects: Bleed

Coeurl

Smirti, Torama, Maahes, Ose, Ocelot, Panther, Torama, Lynx, Schrödinger, Bastet, Sehkmet, Chopper, Shanoa, Slasher (many of these are BOSS/HUNT/FATE variants.)

  • Enemy Tier: T1-T3
  • Hit Points 20-30 + END
  • Element: Umbral Lightning
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T1-T3 T1-T3 T1-T3 T1 +400 T2 T1
  • Condition Immunities: N/A
  • Status Effects: Daze, Fear, Bleed, Paralyze

Actions:

4 CD
mg - r
inst
eff
blu
Whiskered Wiles: Inflicts an available status effect in an AoE without penalty.
3 CD
phy - r
cst
att
Vicious Leap: Leaps from one target to the next, inflicting damage on both enemies.

Native to the Near East, these predatory quadrapeds are unrivaled in their savagery. A coeurl subdues its prey by unleashing electrical attacks from the two whip-like appendages that frame its fang-lined jaws. The feral specimens encountered in Eorzea descend from escaped war beasts once trained on a remote island at the mouth of the Rothlyt Sound known as the Pearl.

Coeurlregina - BOSS

No Variants

  • Enemy Tier: T6
  • Hit Points 60 + END
  • Element: Astral Lightning
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T5-T6 T5 T6 T4 +400 T2 T1
  • Condition Immunities: N/A
  • Status Effects: Daze, Paralyze, Fear, Doom, Misdirection

Legendary Passives:

Royal Levin: All attacks deal lightning-aspected damage, and all lightning based attacks cast on this boss will regenerate its HP.
Royal Whisker: All attacks, unless otherwise specified, can apply the Paralysis debuff.
Wide Range: Basic attacks from this enemy are an AoE cleave in front of it. You may determine the range.

Legendary Actions: 30 points

10 P
mg - r
inst
att
Deathly Whisk: A damaging frontal cleave that inflicts a 3 round Doom. [Cannot Paralyze]
5 P
mg - r
cst
att
High Caterwaul: A damaging ability which will target a player with a small circle AoE that will cause Paralysis on hit.
10 P
mg - r
cst
eff
Low Caterwaul: A proximity circle AoE that inflicts Fear & Misdirection. [Cannot Paralyze]

Abilities:

2 CD
mg - r
cst
att
Electromagnetic Coil: A large unmarked donut AoE, that will affect any outside of melee range.
2 CD
phy - r
cst
att
Forward Fulguration: A massive unmarked semi-circle cleave covering the front half of Coeurlregina. Telegraphed by her aiming her whiskers forward.
10 cd
phy - r
cst
att
Rear Fulguration: The inverse of Forward Fulguration. A massive unmarked semi-circle cleave covering the back half of Coeurlregina. Telegraphed by her aiming her whiskers backward.

Placeholder

Coyote / Gedan / Hound / Jackal / Wolf

There's over 200 variants on this enemy. Is it weird-skinny-dog-shaped? It's probably this enemy.

  • Enemy Tier: T1-T3
  • Hit Points 15-30 + END
  • Element: Varies
  • Weakness: Varies
END STR MP DEX Hit Class INT RSN
T1-T3 T1-T3 T1 T1 +400 T2 T1
  • Condition Immunities: N/A
  • Status Effects: Bleed / Elemental Weakness/Curse: Variant

Abilitites:

2 cd
phy - r
cst
att
Sanguine Bite: Pick one target and strike all enemies in a line to said target. Caster gains +1HP for every target struck.

These canine scavengers and hunters are endemic all across Etheryis. Their sense of smell is such that a pack of wolves can detect a fresh animal carcass from several malms away and locate it with unwavering accuracy.

Dhalmel

Jhalmel

  • Enemy Tier: T1-T3
  • Hit Points 18-30 + END
  • Element: Umbral Earth
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T1-T3 T1-T3 T1 T1 +400 T2 T1
  • Condition Immunities: N/A
  • Status Effects: Daze

Abilities:

4 cd
mg - r
cst
eff
blu
Whistle: Grants Bravery to itself and all allies.
3 cd
phy - m
inst
att
Stomp: An AoE attack that does not take a penalty to rolls.

Scholars believe that after several ages of seclusion in the Sea of Clouds, the necks and legs of the antelope-like dhalmel grew so that the creatures might better reach the foliage growing on neighboring islets, or roots jutting from those which passed overhead. Dhalmel femurs and ribs grow so large, in fact, that many Vanu Vanu tribes have taken to using them in the construction of their great halls.

Dzo

Haam Yakow, Holy Cow, Tsaagan Mangas, Yakow, Gaur, Ü-u-ü-u

  • Enemy Tier: T1-T3
  • Hit Points 18-30 + END
  • Element: Umbral Earth
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T1-T3 T1-T3 T1 T1 +400 T2 T1
  • Condition Immunities: N/A
  • Status Effects: N/A

Abilities:

3 cd
phy - m
inst
att
Stomp: An AoE attack that does not take a penalty to rolls.
3 cd
phy - r
cst
displ
Headbutt: Charges forward in a line towards one target, hitting it and everybody else along the way, knocking all targets backwards.

Stocky, four-legged beasts native to the Azim Steppe, the long-haired dzos are a source of warm pelts, rich milk, and large quantities of meat. Dzos are also known for their lumbering strength, and are often employed to pull carts and wagons. Generally passive in temperament, they respond poorly to the switch or called commands, but the nomadic Xaela have nevertheless grown to rely upon these animals to haul around their tents and other bulky camp utensils..

Echevore

Agavoides

  • Enemy Tier: T1-T3
  • Hit Points 18-30 + END
  • Element: Umbral Earth
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T1-T3 T1-T3 T3 T1 +200 T2 T1
  • Condition Immunities: N/A
  • Status Effects: Sleep, Daze, Poison

Abilities:

3 cd
mg - r
cst
eff
Launch Pod: Deals damage to a single target using DEX attack, inflicts one(1) available status effect.

Eldthurs

Gargantua, Manzasiri, Secret Keeper [Boss], Keeper of the Keys [Boss], Yeti

  • Enemy Tier: T1-T3
  • Hit Points 18-30 + END
  • Element: Variant / Umbral Earth
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T1-T3 T1-T3 T1 T1 +200 T2 T1
  • Condition Immunities: N/A
  • Status Effects: N/A

Abilities:

No cd
phy - r
inst
displ
Inhale:Sucks opponents into melee range
3 cd
mg - m
inst
att
Exhale:Performs a circle AoE around self in melee range, inflicting damage and Elemental Waxing: Fire.
2 cd
mg - m
inst
eff
Deep Breath: {Available to elemental variants only} In a cone in front of this entity, inflict Elemental Waxing upon all targets in range. {This elemental DoT will vary on which element your creature is associated with.}

Scholars point to similarities in build and behavior between this rare bipedal beastkin native to the Azim Steppe and the yeti of Abalathia's Spine as proof of a common ancestor. The manzasiri have long been prevalent in Yanxian legend, where they are called by their traditional name "mada" and are portrayed as ravenous demons who steal and hoard the eyes of children who misbehave. — Encyclopædia Eorzea vol 2

Fenrir -- BOSS

No Variants

  • Enemy Tier: T6
  • Hit Points 60-100 + END
  • Element: Umbral Ice
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T6 T6 T6 T3 +400 T5 T3
  • Condition Immunities: Silence, Paralyze, Sleep, Fear, Mini, Slow, Elemental Waxing: Ice, Elemental Waning: Ice
  • Status Effects: Elemental Waxing: Ice, Poison (Bleed), Elemental Waning: Ice

Passives:

Unending Blizzard: All damage dealt will inflict a stack of "Frostbite" onto a target. At 3 or more stacks of Frostbite, a target will be inflicted with Bind and Stop, freezing them in place. Being frozen in this manner will inflict a permanent Elemental Waning: Ice for the duration of the battle which cannot be dispelled, and can stack .

Legendary Actions: [60 total points]

3 cd // 10 P
mg - r
inst
eff
Thousand-Year Storm: Inflicts Elemental Waxing: Ice onto all enemies. Ignores Hit Class.
2 cd // 20 P
mg - r
inst
att
Lunar Howl: Deals Ice damage to all foes. Cannot be reflected. Enemies who are inflicted with the Freeze status effect take double damage from this ability.

Actions

No cd
mg - r
inst
att
Heavensward Howl: Deals Ice damage to all enemies, ignoring Hit Class.
2 cd
mg - r
inst
smn
Icicle Call: Summons four (4) Icicles to deal damage to enemies in a straight line. These icicles vanish after the attack.
4 cd
phy - r
cst
att
Epileptic Bite: Pounces and bites on two targets, dealing damage and inflicting Bleed on them.

A powerful Hoarhound who existed only in tales of Ishgardian Knights and legends of Heretics. It was thought this mighty beast came down from the heavens (or from the Hells below, depending on which version you look at,) to bring forth winter to Coerthas. The Calamity, however, has since put this beast from a status of wonder and awe, to something entirely less likable.

Fox

Faux Commander, Gold, Silver, Tamamo Gozen [BOSS FATE]

  • Enemy Tier: T0-T6
  • Hit Points 10-60 + END
  • Element: Astral Earth
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T0-T6 T0-T6 T0-T6 T0-T6 +300 T5 T3

  • Condition Immunities: N/A
  • Status Effects: Bleed, Charm

Garula -- BOSS

No Variants

  • Enemy Tier: T6
  • Hit Points 100 + END
  • Element: Astral Ice / Astral Fire
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T5 T6 T5 T1 +600 T5 T5
  • Condition Immunities: Silence, Paralyze, Sleep, Fear, Mini, Slow
  • Status Effects: Daze, Sleep

Passives:

5 Per Combat
phy - r
inst
smn
Call Herd: The Garula can summon up to three (3) sheep-type enemies to the field.
5 Per Combat
phy - r
inst
smn
Attract Predators: When at 30 HP and below, the Garula can summon up to three (3) Coeurl-type enemies to the field. These coeurl are neutal, and will attack both party members and any sheep-type enemies on the field. If struck by players, they will become fully aggressive towards them instead.

Legendary Actions [20 points]

4 cd // 5 p
phy - r
inst
att
Stomp: Stomps the ground three times, dealing damage for each stomp.
3 CD // 5 p
phy - r
cst
displ
Headbutt: Charges forward in a line towards one target, hitting it and everybody else along the way.
3 cd // 5 p
mg - r
inst
eff
Sleeping Song: All sheep-type enemies cast Sleep on players if they are positioned nearby.
2 cd // 5
phy - r
inst
eff
Startle Predator: Garula bellows loudly, startling all coeurl-type enemies, and forcing them to cast "Whiskered Wiles" on all living creatures nearby.

A massive beast found along the Azim Steppe, the Garula is several times larger than an average Dzo, and seems to have gained an enormous amount of power in the many summers it has lived. Though docile in most records it appears in, it seems that once it is provoked, either through its territory being encroached upon or upon seeing strangers, it will go on a rampage.

Goobbue

Croque-Mitaine, Frostbitten, Heavenly Araragi, Highland, Jolly Green, Longarm, Maultasche, Shezmu

  • Enemy Tier: T2-T5
  • Hit Points 20-50 + END
  • Element: Umbral Earth
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T4-T5 T4-T5 T1-T3 T1 +500 T1 T1
  • Condition Immunities: N/A
  • Status Effects: Poison, Slow

Abilities:

3 cd
mg - r
cst
att
blu
Sickly Sneeze: Deals damage and inflicts both Poison and Slow on enemies.

A Goobbue is a lumbering beast that has a symbiotic relationship with the moss and lichen growing atop its head. This growth provides the creature with a measure of camouflage and, in return, the goobbue keeps the vegitation moist during the drier seasons with water scooped up in its hands. Though seemingly placid, the goobbue is a relentless predator, snatching up anything that skitters or crawls and shoveling into its cavernous mouth.

Hippogryph

No Variants

  • Enemy Tier: T2-T3
  • Hit Points 20-30 + END
  • Element: Astral Earth
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T2-T3 T2-T3 T2-T3 T1 +500 T2 T1
  • Condition Immunities: N/A
  • Status Effects: Daze, Slow

Abilities:

3 cd
phy - r
cst
att
Screech: Deals 2HP damage + additional damage from roll, inflicting an available status effect to all creatures in melee radius.

These sleek, wiry creatures are most often found prowling the slopes of hills and mountaints. Though their wings are unable to carry them in flight, they nevertheless serve to aid in propelling them across the ground with a swiftness astonishing to their prey. Hippogryph sinew sport incredible toughness and flexibility, qualities that make them prized among leatherworkers across the realm.

Io

Euphrosynos Ktenos, Forest Woolback, Io Ousia

  • Enemy Tier: T2-T5
  • Hit Points 20-40 + END
  • Element: Umbral Earth
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T4-T5 T4-T5 T1-T3 T1 +500 T1 T1
  • Condition Immunities: N/A
  • Status Effects: Daze

Lobo

No Variants

  • Enemy Tier: T2-T5
  • Hit Points 20-50 + END
  • Element: Astral Earth
  • Weakness:
END STR MP DEX Hit Class INT RSN
T4-T5 T4-T5 T4-T5 T1 +500 T4 T4
  • Condition Immunities:
  • Status Effects: Bleed

Abilities:

3 cd
phy - m
inst
att
Claws of the Beast: Swipes in front of the caster, inflicting damage and Bleed.

Information likely to come from LB4

Lion

Barong, Shiro-Jishi, Shishi

  • Enemy Tier: T4-T5
  • Hit Points 20 + END
  • Element: Astral Fire
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T4-T5 T4-T5 T4-T5 T1 +500 T4 T2
  • Condition Immunities: N/A
  • Status Effects: Daze
3 cd
phy - r
cst
att
Great Roar: Deals 2HP damage + additional damage from roll.

The lion’s golden coat and regal stature have earned this apex predator the title "king of the jungle", despite its hailing from the markedly jungle-free pampa of southern Ilsabard. Subject of countless legends, its likeness can be found on the coats of arms of houses in lands as far away as Ishgard and Garlemald. -- Encyclopedia Eorzea v2

Mammoth

Oliphant, Girimekhala [BOSS], Lyuba [A RANK HUNT], Mahishasura [BOSS]

  • Enemy Tier: T4-T5
  • Hit Points 40-50 + END
  • Element: Umbral Earth
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T4-T5 T4-T5 T4-T5 T2 +500 T2 T2
  • Condition Immunities: N/A
  • Status Effects: Daze

Abilitites:

3 cd
phy - r
cst
eff
Trumpet: Deals damage & Dazes all enemies in range.
3 cd
phy - r
cst
att
Wild Charge: Picks a single target, rampaging over all enemies within a straight line until it reaches said target.

Most commonly choosing to make their habitat at the most severe of climes, mammoths are the means by which many tribes resiting in the extreme northern reaches of Othard and Ilsabard survive. A single specimen can provide enough meat, hide, bone, and tusk to feed, clothe, and arm and entire village for multiple moons. There are no records of mammoths in Eorzea until after the Fifth Umbral Era, leading to the assumption that large herds of the beasts migrated down after the Age of Endless Ice.

Manticore

Frostmane [BOSS], Rakshasa, Narasimha [BOSS], The Garlok [S RANK HUNT], Vapula

  • Enemy Tier: T2-T4
  • Hit Points 22 + END
  • Element: Umbral Fire
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T4-T5 T5 T2 T2 +300 T1 T2
  • Condition Immunities: N/A
  • Status Effects: N/A

Abilitites:

3 cd
phy - r
cst
att
Great Roar: Deals 2HP damage + additional damage from roll.

A mountain-dwelling beast of enormous size and unmatchable strength, Manticores are, by nature, violent creatures who will resort to killing their own kind of it means securing a meal. The rare occasion that one descends from its highland domain and into regions inhabited by man is met with much chaos and bloodshed.

Marid

Gaja, Ryukotsu, Iravati [B RANK HUNT], Elephant

  • Enemy Tier: T2-T4
  • Hit Points 25-40 + END
  • Element: Umbral Earth
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T2-T5 T2 T1 T1 +300 T4 T2
  • Condition Immunities: N/A
  • Status Effects: Daze

Abilities:

3 cd
phy - r
cst
eff
Trumpet: Deals damage & Dazes all enemies in range.
3 cd
phy - r
cst
att
Wild Charge: Picks a single target, rampaging over all enemies within a straight line until it reaches said target.

Since ancient times have these tusked quadrupeds native to the arid Near East been utilized in both war and trade—endeavors that saw many of the creatures introduced to the mountains of Gyr Abania, where they thrived under the care of skilled Ananata battlemaids. — Encyclopædia Eorzea vol 2

Megalotragus

Gazelle, Hartebeest, Siehnam

  • Enemy Tier: T2-T4
  • Hit Points 24-40 + END
  • Element: Umbral Earth / Astral Ice [Hartebeest]
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T3-T5 T4-T5 T0 T0 +300 T4 T2
  • Condition Immunities: N/A
  • Status Effects: N/A

Abilities:

3 cd
phy - r
cst
displ
Headbutt: Charges forward in a line towards one target, hitting it and everybody else along the way, knocking all targets backwards.

When Raimdelle originally classified this beastkin as a cousin to the antelope, renowned naturalist (assisstant) Atelloune has refuted this claim, instead presenting the hypothesis that the megalotragus is actually an ancient relative to the Aldgoat, pointing not to its horns, but also its highly violent nature--as well as poining out that "megalotragus" means "giant goat" in Garlean tongue.

Miascid

Dobharch, Fuchikari, Gulo Gulo, La Velue [B RANK HUNT], Shishu Kuzuri, Ratel, Weasel, Wolverine

  • Enemy Tier: T2-T4
  • Hit Points 20-40 + END
  • Element: Umbral Earth
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T2-T5 T3 T1 T1 +300 T4 T2
  • Condition Immunities: N/A
  • Status Effects: Bleed, Paralyze, Fear, Poison

Abilitites:

3 cd
mg - m
cst
att
Evil Eye: Deals damage & Fears all enemies in range.
3 cd
phy - m
cst
att
Wild Swipe: Deals damage, inflicting Bleed on all enemies in range.
No cd
phy - m
inst
eff
Dirty Claw: Deals damage & inflicts EITHER Paralyze OR Poison
3 cd
phy - m
cst
att
The Killing Paw: [Physical Melee Instant Attack] Deals damage, ignoring Hit Class.

Best (or perhaps worst) described as a giant, carnivorous weasel, the miacis will walk on all fours except when attacking its prey, choosing to stand on its hind legs so that it might add more force behind its deadly strikes. The Sharlayans were so frightened of these creatures that they would conduct periodic miacis cullings in an attempt to keep their numbers down. These efforts would not often outpace the beastkin's remarkable reproductive capabilities--a female miacis is capable of giving birth to litters of ten kits every sixmoon. — Encyclopædia Eorzea vol 1

Mole

Hedgemole, Gatling [B RANK HUNT], Tuco-Tuco, Shrew

  • Enemy Tier: T1-T3
  • Hit Points 10-30 + END
  • Element: Umbral Earth
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T1-T3 T2 T0 T3 +200 T0 T0
  • Condition Immunities: N/A
  • Status Effects: N/A

Moles tunnel beneath the earth, forming nests out of the passages they excavate. Questing for earthworms using their acute sense of smell, these creatures indescriminately damage the roots of cops, thus incurring the ire of fishermen and farmers alike. Some species of mole are covered in sharp quills, which can be launched at would-be assailants. — Encyclopædia Eorzea vol 1

Mosshorn

Loahhtan, Yamaa

  • Enemy Tier: T0-T4
  • Hit Points 10-40 + END
  • Element: Umbral Earth / Umbral Ice (Loagthan)
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T0-T4 T0-T4 T0-T4 T0-T4 +300 T1 T0
  • Condition Immunities: N/A
  • Status Effects: Daze, Paralyze

Actions

3 cd
phy - r
cst
displ
Headbutt: Charges forward in a line towards one target, hitting it and everybody else along the way, knocking all targets backwards.
3 CD
phy - r
chrgd
att
Stampede: Takes two (2) turns to charge and requires a group of beastkin enemies (more than 5). Inflicts paralyzes to party for three (3) turns.

For reasons unknown to naturalists, there are certain aldgoats which do not display the short, two-decade lifespans that are most commonly exhibited in their cousins. For this they are given the name mosshorn aldgoat, and can be easily recognized not only by their enormous size, but also their beautifully curved horns, which are said to collect colonies of moss over the many years of their growth. What is even more intriguing, is that these aldgoats will often become "aware" that they are different early in their lives, and leave their respective packs in search of other mosshorns. — 1.0 Lodestone

Mylodon

Alteci [B RANK HUNT], Bigfoot, Ophiotauros, Gigantopithecus, Zaghnal

  • Enemy Tier: T2-T4
  • Hit Points 22-42 + END
  • Element: Umbral Ice / Umbral Earth (Varies)
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T2-T4 T3 T3 T1 +200 T0 T0
  • Condition Immunities: Freeze
  • Status Effects: Bind, Slow, Daze

Abilitites:

4 CD
mg - r
inst
att
Snowball: Deals Ice damage to all enemies in range, inflicts slow.
3 CD
mg - r
inst
att
Frostbreath: Deals Ice damage to all enemies in range, inflicts Freeze.

Once only found on the coldest peaks of the northern Abalathia's Spine, the sudden drop in temperature experienced by Coerthas following the Calamity has seen an influx of the Behemoth-like creatures in the region. Mating rituals appear to involve the gathering of several males in front of a single female, followed by the "presenting of horns" in which the female proceeds to choose the male with the longest, thickest, and shiniest of projections. — Encyclopædia Eorzea vol 1

Opo-Opo

Lemur, Galago,, Jackanapes, Mandril, Gibbon, Ringtail, Simian, Sifaka

  • Enemy Tier: T1-T3
  • Hit Points 18-38 + END
  • Element: Umbral Earth
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T1-T3 T2 T0 T2-T4 +200 T0 T0
  • Condition Immunities: N/A
  • Status Effects: N/A

Opo-Opos are forest-dwelling creatures that form colonies of several dozen animals, headed by a single dominant leader. With their long, prehensile tails and opposable thumbs, they are equally at home in the treetops as they are on the forest floor. In recent years, these quick and cunning creatures have acquired a taste for beans and other crops, during which time many a farmer has awoken to find his field plucked bare by a troop of these beasts.

Paissa

Apotamkin [BOSS], Brownie, Phooka, Notos 666, Squonk [B RANK HUNT]

  • Enemy Tier: T1-T3
  • Hit Points 18-38 + END
  • Element: Umbral Earth
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T1-T3 T2 T2 T0 +200 T0 T0
  • Condition Immunities: N/A
  • Status Effects: Slow

Abilitites

2 CD
mg - r
inst
att
Chirp: Slows & inflicts damage to all enemies in range.

Very little is known about these odd creatures that make their homes in the floating isles of the Sea of Clouds. Their wide-eyed stares and erratic motions give the impression that they are in a constant state of agitation. The Vanu Vanu, however, have devised a way of taming the feathered simians, and often fight the paissa for amusement, betting on the results. — Encyclopædia Eorzea vol 1

Rodent

Chinchilla, Rat, Mouse, Marmot, Squirrel

  • Enemy Tier: T1-T2
  • Hit Points 18-28 + END
  • Element: Umbral Earth
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T1-T2 T1-T2 T0 T3 +100 T0 T0
  • Condition Immunities: N/A
  • Status Effects: Bleed, Poison, Disease

Instantly recognized for their over-developed incisors, members of the rodent family--ranging from the brush tailed squirrel to the skulking rat--can be found scrambling about in every corner of the world. While cursed by farmers as despoilers of crops and grain stores, these prolific pests are believed to be the fur-bound servants of the Matron, Nophica, and are thus afforded a begrudging measure of tolerance to those of the agricultural persuasion. — Encyclopædia Eorzea vol 1

Sasquatch

Grassman [B RANK HUNT], Gigantopithecus, Heavenly Rowan, Ufiti, Valin

  • Enemy Tier: T2-T3
  • Hit Points 28-33 + END
  • Element: Umbral Earth
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T1-T3 T2 T0 T3 +400 T2 T1
  • Condition Immunities: N/A
  • Status Effects: Bleed, Poison, Disease

Abilities:

4 CD
mg - r
inst
eff
Chest Beat: Grants Bravery to all allies.
3 CD
phy - r
cst
eff
Stool Pelt: Inflicts Poison, Disease, Paralyze, and Daze on a single target, and all entities around it.

This muscular monstrosity is one of Eorzeas few bipedal simians, though it can only be found in the jungles that cover the countless tiny isles that dot the realms southern seas. While the sasquatch is known for its remarkable strength--an adult is thought to possess the might of seven full-grown Roegadyn--they are also believed to have highly developed minds, with some even displaying the ability to use simple tools to crack open crabs or coconut shells. — Encyclopædia Eorzea vol 1

Sheep

Black Merino, Downy Dustan, Ewe, Ram, Karakul, Lamb

  • Enemy Tier: T1
  • Hit Points 8 + END
  • Element: Umbral Earth
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T1 T1 T0 T0 +200 T0 T0
  • Condition Immunities: N/A
  • Status Effects: N/A

Sheep were domesticated by the Highlanders during the Age of Endless Frost. (5th Umbral Era) They spent countless years breeding the beastkin in an effort to produce animals that yeilded a greater quantity of wool. The result is a species which now seems more fleece than flesh. Wild sheep can be seen grazing the grassy regions of La Noscea and Coerthas. — Encyclopædia Eorzea vol 1

Sloth

Haam Frostbeast, Worqor Sloth

  • Enemy Tier: T2-T3
  • Hit Points 24-34 + END
  • Element: Umbral Ice / Umbral Levin
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T2-T3 T3 T0 T2 +300 T0 T0
  • Condition Immunities: N/A
  • Status Effects: N/A



Tiger

Aeturna [BOSS], Baras, Guhasaya, Machairodus, Legatus, Sabertooth (Subspecies), Vawtsaral Br'aax

  • Enemy Tier: T2-T3
  • Hit Points 24-34 + END
  • Element: Umbral Earth
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T2-T3 T3 T0 T2 +300 T0 T0
  • Condition Immunities: N/A
  • Status Effects: N/A

Native to southern Ilsabard and inner Othard, there was a time where, for the people of Eorzea, tigers were little more than the stuff of legends--fantastical creatures to grace a sotted sailor's tale of high adventure in lands unexplored. Recently however, organizations such as the Coliseum in Ul'Dah and Limsa Lominsa's Malestrom have paid trappers exorbant amounts of gil to have the exotic beasts ferried to Eorzea that they might be called upon to test the mettle of men. — Encyclopædia Eorzea vol 1

Ty'aitya

Rrax Yity'a [A RANK HUNT]

  • Enemy Tier: T3-T5
  • Hit Points 36-56 + END
  • Element: Umbral Wind / Umbral Earth
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T3-T5 T3 T3-T5 T3 +400 T3 T3
  • Condition Immunities: N/A
  • Status Effects: Bleed

Abilities:

2 CD
phy - r
cst
att
Right/Left Wingblade: Half-circle AoE around the caster, inflicting Bleed on struck targets.
3 CD
phy - r
inst
att
Laughing Leap: Dashes to a select target, dealing damage in a straight line to all enemies between it and the chosen target.
2 CD
phy - r
inst
eff
Triplicate Reflex: Repeats the last pattern of left/right Wingblade previously performed.

Unicorn

Monoceros

  • Enemy Tier: T3
  • Hit Points 36 + END
  • Element: Umbral Earth
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T3-T5 T3 T3-T5 T3 +400 T3 T3
  • Condition Immunities: N/A
  • Status Effects: N/A

These single-horned beasts are extremely guarded creatures who will rarely, if ever, reveal themselves to man. Atypical cases of unicorns being tamed always involves years of gaining the creatures' trust before even first contact is made. House Fortemps--one of the High Houses of Ishgard--claims the unicorn on its sigil, believing the creature to represent the majesty and mystery of their ancestry. — Encyclopædia Eorzea vol 1

Uolon

Drowsie [BOSS], Burfurlur the Uncanny [S RANK HUNT], Troll

  • Enemy Tier: T3-T5
  • Hit Points 30-50 + END
  • Element: Umbral Earth
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T3-T5 T3 T3-T5 T3 +400 T3 T3
  • Condition Immunities: N/A
  • Status Effects: N/A

Vanara

Susena, Angada [A RANK HUNT], Boltstorm Nue, Dux [BOSS], Pithekos Mikros, Gigantopithecus, Thunderbeast, Patty (yes...really), Pescatarian, Fuko, Raiko, Sugriva [A RANK HUNT]

  • Enemy Tier: T3-T6
  • Hit Points 32-62 + END
  • Element: Umbral Earth / Umbral Lightning (Varies)
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T3-T6 T3-T6 T3-T6 T4 +500 T3 T1
  • Condition Immunities: N/A
  • Status Effects: Bleed, Daze, Paralysis

Abilities:

2 CD
phy - m
cst
att
Scythe Tail: AoE that hits all players in melee. All players hit are damaged, knocked back, and Dazened. This move has no cast and is only indicated by enemy shaking its tail.
4 CD
phy - r
cst
att
Rock Throw: This is a telegraphed circular AoE that targets a random player. This ability telegraphs the first strike, but not the ones that follow, so move away from where this enemy faces. Generate as many of these attacks as you'd like.
2 CD
phy - m
cst
att
Butcher: 2 hit conal AoE tankbuster. It is indicated only by it raising its paw.
3 CD
phy - m
inst
att
Rip: Ignores the Hit Class of the currently targeted enemy.
3 CD
mg - r
cst
att
Spark: A large donut AoE.
4 CD
mg - r
cst
att
Twister: A stack marker on a random player which knocks back everyone around them.
3 CD
mg - r
inst
att
Crosswind: Untelegraphed large AoE made of wind. Enemy stands on its tip-toes while casting.

"In the society of the vanara, the scrabble to win the throne of alpha male is an exceptionally violent one. So ferocious are these battles for supremacy that the death of one or both combatants is not an uncommon outcome. As such, young vanara will often leave the group for a time, and seek a solitary existence to improve their instincts for survival." -- Encyclopædia Eorzea vol 2

Widowmaker

No Variants

  • Enemy Tier: T3-T4
  • Hit Points 30-40 + END
  • Element: Umbral Earth
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T3-T4 T3-T4 T3-T4 T4 +300 T2 T1
  • Condition Immunities: N/A
  • Status Effects: Bleed, Daze

Yak

No Variants

  • Enemy Tier: T1-T3
  • Hit Points 16-36 + END
  • Element: Astral Ice
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T1-T3 T2 T0 T0 +200 T0 T0
  • Condition Immunities: N/A
  • Status Effects: N/A

Abilitites:

3 cd
phy - r
cst
displ
Headbutt: Charges forward in a line towards one target, hitting it and everybody else along the way, knocking all targets backwards.

Yaks have long been domesticated by Elezen tribes for their hides, their mlk, and their meat. Much like sheep, yak hair grows very quickly and must be sheared regularly to prevent the beasts from collapsing due to the heat exhaustion during the summer moons. Rarely seen in the wild before the Seventh Astral Era, the Calamity saw great herds of yaks freed from their pens, and now the feral descendants of these fugitives roam parts of Eorzea as they did thousands of years past.

Yeti

Almasty, Dzu-Teh, Mirka

  • Enemy Tier: T2-T3
  • Hit Points 20-30 + END
  • Element: Umbral Ice
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T2-T3 T2-T5 T2-T5 T2 +300 T1 T0
  • Condition Immunities: N/A
  • Status Effects: Poison, Blind, Paralyze, Silence, Disable

Abilities:

2 cd
mg - m
cst
att
Buffet: A telegraphed 120° cone AoE in front of the caster.
2 cd
mg - m
cst
eff
blu
Northerlies: A telegraphed small cone AoE in front of the caster. Inflicts those hit by it with a removable Slow debuff.

For thousands of years, these giant carnivorous beasts dwelled in card caves high in the peaks of northern Abalathia's Spine, far removed from the tribes of men located in the warmer southern climes. When the Calaity, however, sent temperatures in the Coerthas western highlands plummeting, scores of the frost-breathing yeti migrated down to the region in search of a new home...and new prey. Though hunters' tales refer to these massive creatures as "snowmen" yeti lack most of the faculties one might associate with man, such as language, cognitive reasoning, and the ability to construct and wield tools.

Chapter 3: Chimera - Bloodborn

Simply stated, chimeras are creatures created by conjoining the flesh from two or more different beings. The process is highly complex, and was only perfected in the waning years of the Allagan Empire—the culmination of nearly an entire era’s biological research. Despite recent findings which have shed more light on the process, replication of chimera-manufacturing techniques remains impossibility within the scope of modern science.

The Sin of the Allagans

The Wonder of aetherochemistry allowed the Allagan civilization to reach theretofore unmatched heights, granting them a nearly limitless power with which they could manipulate the very building blocks of Hydaelyn’s myriad creation. They could forge life anew, and by doing so take the final forbidden step toward godhood.


Yet the gods would not allow their halls to be corrupted by the taint of man, and so they cast the Allagans down from their pedestal in a great calamity of earth. Their creations, however, survived long after the fall of the empire, the truth behind their origins lost to time. The scholars of following eras assumed the beings to be natural, albeit twisted, and categorized them as they saw fit using distinct characteristics as guides. Naga were reptilian, so they must be scalekin. Chimeras bore the head of a lion and a ram, so they must be beastkin. It was not until the discovery of information locked inside receptacles of knowledge known as tomestones that the true nature of the blasphemous creatures and their wicked evolution was brought to light. -- Encyclopedia Eorzea volume I

The First Generation

The first chimeras were crude creations—forbidden marriages of two seemingly dissimilar creatures, one serving as a “medium” to serve as host, the other as a “catalyst” to incite a transference of characteristics. What traits from the catalyst would manifest in the host could not be predicted with any accuracy, leaving much of the process to chance. The result was countless expensive “failures” that required suffering while awaiting the emergence of an acceptable subject. What is worse, the resulting chimeras were all infertile, meaning that the only means for mass production of the creatures was via cloning techniques that, at this time, had yet to be perfected. As a result, very few of these first-generations chimeras still exist today.

The Second Generation

As aetherchemists continued their first-generation trials, the process of splicing biological information from one creature into another grew more refined. Scientists could now isolate certain traits from the catalysts and transfer those to the medium with a high rate of success. This breakthrough succeeded in both significantly reducing the probability for test failure while also solving the problem of infertility. Second-generation chimeras could reproduce on their own, removing the need for costly and time-consuming cloning and opening the door for military mass production.

The Third Generation

Chimera development took its next step forward following the discovery of methods allowing traits of multiple catalysts to be spliced into a single medium. Yet, while the incorporation of additional characteristics led to more complex and diverse creatures, maximizing strength, agility, and intelligence, the resulting abominations proved unsound of mind. Many and more would simply refuse to take orders, attacking their siblings, or even their creators. The scientists were forced to watch as the sanity of their creations collapsed in on itself, rendering the beasts useless mass of quivering flesh.

The Fourth Generation

As the Third Astral Era neared its end, Allagan aetherochemists finally succeeded in stabilizing the psychological deficiencies present in many of the third-generation chimeras, the result being what was ultimately hailed the perfect construct. Not only did the fourth-generation creations exhibit strength and intelligence rivaling that of eve a spoken, but they were no longer prone to the erratic behavior that plagues the past generations. To achieve this, however, the Allagans would test their very moral limits, electing to perform their research on beastmen and even members of the five races. As a result, near-flawless creations such as the shabti and ikasalion were achieved…but at what price?

Chimera [BOSS]

There are about 139 entries for the Chimera section and about 1/4th of them are this model...If Chimera-shaped, probably a Chimera.

  • Enemy Tier: T5-T8
  • Hit Points: 50-80 + END
  • Element: Fire, Lightning, Ice
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T5-T8 T5-T8 T5-T8 T4 +500 T5 T5
  • Conditon Immunities: Elemental Curse/Weakness: fire/Lightning/ice, Silence, Paralyze, Bind
  • Status Effects: Elemental Curse/Weakness: fire/Lightning/ice, Silence, Paralyze

Abilitites:

3 cd
mg - r
cst
att
blu
The Ram's Voice: Deals +5 Lightning damage to all enemies in range, & inflicts Paralyze.
3 cd
mg - m
cst
att
blu
The Lion's Voice: Deals +5 Fire damage to all enemies in range, & inflicts Elemental Waxing: Fire. [3 turn CD]
3 cd
mg - m
cst
att
blu
The Dragon's Voice: Sets a puddle of ice, dealing 5 damage on impact with the ground, and inflicting Elemental Waxing: Ice.
5 cd
mg - r
cst
smn
Creeping Nightmare: Targets one enemy, sending an orb of dark magicks to follow it indefinitely. Inflcts Silence on contact. This orb can be intercepted by other players.

A nightmarish combination of lion, goat, and dragon, the fell chimera has three heads, a pair of mighty wings, and a cruelly barbed tail. Its origins have been furiously debated, with some insisting the creature as cruel jest of the gods, while others believe it the twisted creation of forbidden sorcery. Recent deciphering’s of Third Astral Era texts have given increased weight to the latter.

Empuse

Heavenly Kamakiri, Orthoempuse

  • Enemy Tier: T3
  • Hit Points: 30 + END
  • Element: N/A
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T1-T3 T1-T3 T2 T3 +300 T1 T1
  • Conditon Immunities: Paralyze, Bind
  • Status Effects: Paralyze, Bind

Abilities:

2 cd
phy - m
inst
att
Kneeling Scathe: Deals damage. Inflicts Paralyze and Bind on a single target.

Using knowledge gained in the creation of the Naga, Allagan aetherochemists ultimately succeeded in cloning flesh that, for all intents and purposes, was identical to that from creatures of the void despite being grown entirely on this plane. This flesh was subsequently provided to the imperial army whose weapons division scientists fused it with antling tissue, creating what they believed to be the perfect infantry soldier. -- Encyclopedia Eozea v.1

Gobbledygroper

Illuminati Escapee

  • Enemy Tier: T3
  • Hit Points: 30 + END
  • Element: Umbral Earth / Astral Lightning
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T1-T3 T1-T3 T2 T3 +300 T2 T2
  • Conditon Immunities: Paralyze
  • Status Effects: Paralyze, Slow

Another mad creation of Illuminati prodigy Ratfinx Twinkledinks, the Gobbledygroper was conceived in an attempt to improve upon standard Allagan chimerogenesis by granting the creatures modicum of intelligence. The results, however, proved far from within the range of what might be considered success, even by the standards of a certifiably deranged scientist. -- in-game description



Haokah

Thor

  • Enemy Tier: T3
  • Hit Points: 30 + END
  • Element: Varied
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T1-T3 T1-T3 T2 T3 +300 T1 T1
  • Conditon Immunities: Paralyze
  • Status Effects: Paralyze, Daze

Abilities:

3 cd
mg - r
inst
eff
Barbaric Surge: Casts Frenzy on all allies.
2 cd
mg - r
cst
att
Groundburst: Spit forth a ball of elemental energy, dealing corresponding damage to targets within area of effect.
no cd
phy - m
inst
att
Spinning Kick: Deliver a sweeping kick to foes within range. AoE, no penalty.

This model shares the same one as the Mamool-Ja which makes me...squint.

Hydra -- BOSS

Alfard [BOSS], Five-Headed Dragon [BOSS], Goryshche, Lampalagua [S RANK HUNT], Ningishzida [BOSS], Two-Headed Dragon {Basically, if Hydra-shaped...very likely a Hydra.}

  • Enemy Tier: T7
  • Hit Points: 80 + END
  • Element: All
  • Weakness: None
END STR MP DEX Hit Class INT RSN
T5 T5 T5 T3 +600 T5 T5
  • Conditon Immunities: None
  • Status Effects: Elemental Weakness/Curse: Variant, Paralyze, Silence, Knockdown, Fear, Slow

Legendary Passives:

Unabashed Hunger: With every player that drops to 0 HP, this entity gains an additional point of damage to its attack. {1 = +1 to damage}
Call For Help: Can summon up to three (3) Scalekin/Chimera type enemies when falling to 3/4 HP. This can be done up to three (3) times in an instance of combat.

Legendary Abilities: [60 points]

4 cd // 10 p
mg - r
cst
att
White Breath: Frontal AoE breath attack that deals large amount of damage and and inflicts Sap & Disease.
3 cd // 5 p
mg - r
cst
att
Radiant Breath: frontal AoE breath attack that deals a large amount of damage and inflicts Knockdown to all targets.
3 cd // 5 p
mg - r
cst
att
Ball of Ice: an ice attack that targets a random player. It deals a medium amount of damage, inflicts the debuff Slow to all targets hit. Leaves a circular patch of ice on the ground.
3 cd // 5 p
mg - r
inst
att
Ball of Fire: is a fireball that targets a random player. It deals a large amount of damage and inflicting Elemental Waxing: Fire. Additionally, it leaves a circular patch of fire on the ground.
5 cd // 10 p
mg - r
cst
att
Fear Itself: is an AoE attack that deals a large amount of damage and inflicts the debuff Fear to all players outside of the melee range.

Abilities

3 cd
phy - m
inst
att
Dissever: Ignores Hit Class of a single target.
3 cd
phy - m
inst
att
Triumvirate: A frontal attack that deals a massive amount of damage. Damage is reduced based on the number of players hit.
3 cd
phy - m
inst
att
Mean Thrash: A rear AoE cone attack that deals a large amount of damage to all players hit. It is triggered by being behind Hydra.

Developed by the Imperial Allagan Army for deployment in the Meracydian campaign, the hydra is very much draconian in appearance. This appears to be design, the blood of dragons not only providing the chimera with a nigh-impenetrable hide and a wide array of breath-based weaponry, but serving to mock their enemies while flaunting the god-like abilities of the hydra’s creators.

Hypertuned

Barnabas [BOSS], Inferno [BOSS], Lugae [BOSS], Subject Number XXVIV [BOSS]

  • Enemy Tier: T4-T7
  • Hit Points: 50-80 + END
  • Element: All
  • Weakness: None
END STR MP DEX Hit Class INT RSN
T1-T7 T4-T7 T4-T7 T4-T7 +500 T5 T0
  • Conditon Immunities: None
  • Status Effects: Elemental Curse/Weakness: Fire/Lightning/Ice, Silence, Knockdown, Fear, Slow

An unexpected byproduct of the Garlean Empire’s research into the divine phenomenon most commonly known as the “Echo,” these laboratory-born creatures serve but a single purpose—to act as intermediaries, drawing aetherial energy from one medium and transferring it to another. — Encyclopædia Eorzea v. 2

Joyful Note:

This entity can get pretty varied and customizable. I suggest looking up the actual boss fights for inspiration on abilities for this specific entry, since writing out every possibility on every boss would take...several pages. ...and I don't wanna.

Iksalion

No Variants

  • Enemy Tier: T1-T5
  • Hit Points: 20-50 + END
  • Element: Umbral Wind
  • Weakness: Earth
END STR MP DEX Hit Class INT RSN
T1-T5 T1-T5 T2 T5 +500 T5 T2
  • Conditon Immunities: Upheaval
  • Status Effects: Upheaval, Bleed

The birdlike iksalions proved remarkably intelligent constructs and were thus employed by Allagan engineers to perform maintenance tasks requiring a capacity for advanced problem solving, though notable flaws included a weakness against the elements and certain genetic instabilities. The offspring of these creatures would eventually evolve over the next four millennia to become the Ixal—a fact of which few of their tribe remain aware. — Encyclopædia Eorzea v. 1

Lamia

Faithless Guard, Delphyne, Lifeless Slave

  • Enemy Tier: T1-T4
  • Hit Points: 15-40 + END
  • Element: N/A
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T1-T4 T1-T6 T1-T6 T1-T6 +500 T3 T3
  • Conditon Immunities:
  • Status Effects:

The people of this serpentine race appear as Hyur women from the waist up, and sinuous snakes form the waist down. It is now known that these creatures were born not of the gods, but of an unholy union between witches and beasts in ages past—an unholy union guided by the hands of mad Allagan scientists. Lamia are capable of harboring massive quantities of aether within their bodies allowing for accelerated healing and potent spellweaving. — Encyclopædia Eorzea v. 1

Minotaur

Adulator, Heavenly Gozu, Huallepen, Mahisha [A RANK HUNT], Molech [BOSS], Orthotaur, Tikbalang [BOSS]

  • Enemy Tier: T5-T7
  • Hit Points: 50-70 + END
  • Element: Umbral Earth (Can Vary)
  • Weakness: Varies
END STR MP DEX Hit Class INT RSN
T1-T7 T1-T7 T1-T7 T1 +500 T1-T3 T1-T2
  • Conditon Immunities:
  • Status Effects:

Abilities:

3 cd
phy - r
cst
att
11-Tonze Swipe: A conal aoe damage in the direction caster is facing.
3 cd
phy - m
cst
att
111-Tonze Swing: A circular aoe around the caster. It knocks back everyone hit.
3 cd
phy - r
cst
att
1111-Tonze Swing: An even larger circular aoe around the caster. Ignores Hit Class.
5 cd
mg - r
cst
eff
Hex: An aoe that randomly turns players into any T0 entity based on proximity. *(Treat all stats as if T0, you can basically turn them into anything.)* The further away, the less likely you are to get hexed. During this debuff, players cannot use abilities.
2 cd
phy - r
cst
att
Hunger: puts a Prey marker on a randomly transformed player. Upon the next turn, the caster will then Devour this player, dealing damage equal to their max hp. Any shield above their max hp will guarantee this player survives.
4 cd
mg - r
cst
att
Cry of Rage: A look-away mechanic. Failure to turn away in time will cast an debuff of your choice onto players caught in its range.

Minotaurs were third-generation chimeras assigned specifically to security detail for the Allagan Empire’s complex and sprawling governmental and military research facilities. Tales of the terrible beasts roaming the labyrinthine halls of these forbidden superstructures remained long after the fall of Allag, slowly transforming into the legend of the bull-like warden of the maze that lives on to this day. — Encyclopædia Eorzea v. 1

Joyful Note:

This enemy is surprisingly customizable. Most of the enemies in the chimera class are, actually. You can pretty much handwave any adjustments or changes as "Lol Allagans" and it's kind of hard to argue otherwise. If Square Enix can use it as an excuse, so can you!

Mirror Knight

Bagoly [BOSS], Dreadguard, Dreadknight, Heavenly Kyozo, Owlbear

  • Enemy Tier: T1-T6
  • Hit Points: 15-60 + END
  • Element: Varies
  • Weakness: Varies
END STR MP DEX Hit Class INT RSN
T1-T6 T1-T6 T3 +400 T0 T0
  • Conditon Immunities: N/A
  • Status Effects: N/A

A second-generation construct boasting the strength of a bear and the acute vision of an owl. As with many early efforts at biological synthesis, lack of intelligence and a proclivity for violence limited its practical use. — Encyclopædia Eorzea v. 1

Mithridates - BOSS

No Variants

  • Enemy Tier: T6
  • Hit Points: 60 + END
  • Element: Umbral Lightning
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T5-T7 T6 T6 T6 +500 T3 T0
  • Conditon Immunities:
  • Status Effects: Slow, Elemental Waxing: Lightning, Elemental Waning: Lightning, Daze

Legendary Passives:

Artificial Battery: Lightning-aspected attacks made on this entity will grant stacks of Bravery, Haste or Libra.
Overclocked: When reaching half HP or lower, this entity gains an extra attack.

Abilities:

4 cd
mg - m
cst
att
Laserblade: 270 degree frontal cleave which puts targets in range at 1HP regardless of Hit Class or current HP.
2 cd
mg - r
inst
att
Thunderbeam: A cross-beam attack which puts Elemental Waxing: Lightning and Elemental Waning: Lightning on targets struck.

An aerial weapon presumably developed by the Allagans. The creature's main body is organic in appearance, possibly created using chimeric technology or a summoned voidsent. Its mechanically augmented wings, meanwhile, are capable of emitting devastating jolts of lightning-aspected energy. — Encyclopaedia Eorzea V3, p.214

Naga

Gomory, Orthonaga

  • Enemy Tier: T1-T5
  • Hit Points: 15-55 + END
  • Element: Astral Wind
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T1-T5 T1-T5 T1-T5 T4 +300 T0 T0
  • Conditon Immunities: N/A
  • Status Effects: Daze, Paralyze, Poison

The naga is a sizable scalekin-like creature, large enough to swallow whole an entire phurble. Originally thought to be native to the eastern continent of Othard, naturalists now know that the aberrations are actually chimeras pieced together in a Third Astral Era laboratorium from the limbs of voidsent summoned to this realm by godless Allagan aetherochemists. Records claim that they created the naga for no other reason than to discern whether such grafting and splicing of voidal flesh was, in fact, possible. — Encyclopædia Eorzea v. 1

Joyful Note:

You could really slap any creature with any Voidsent and pop out a Naga, so the build-a-boss possibilities on this one are pretty adjustable.

Pegasus

Pegasos, Poqhiraj [BOSS], The Winged Steed

  • Enemy Tier: T3-T5
  • Hit Points: 30-50 + END
  • Element: Astral Wind (Varies)
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T1-T5 T3-T5 T3-T5 T3-T5 +300 T2-T5 T2-T5
  • Conditon Immunities:
  • Status Effects:

The second-generation chimeras were developed out of pure hubris in an attempt to recreate beings which, until that time, had existed merely in folklore—the mythical constructs of the divine. Much to the chagrin of their creators, several of the pegasi escaped their pens soon after their unholy breeding, and took to the skies of the Sea of Clouds to once again become the stuff of legend. — Encyclopædia Eorzea v. 1

Reptoid

Lycidas [B RANK HUNT], Heavenly Tokagekiba

  • Enemy Tier: T3-T5
  • Hit Points: 30-50 + END
  • Element: Varies
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T1-T5 T3-T5 T3-T5 T3-T5 +300 T2-T5 T2-T5
  • Conditon Immunities: N/A
  • Status Effects: Bleed, Daze, Paralyze

The reptoid is a gruesome assemblage of flesh and blood taken from multiple scalekin specimens and spliced together to form an all but invincible killing machine. A tiny metal box capable of emitting lightning-aspected shocks is inserted into the braincase of each and every reptoid so to deliver commands to the creature that they may be controlled from afar—a feature implemented specifically for the Allagan Empire’s Meracydian campaign. — Encyclopædia Eorzea v. 1

Shabti

Anubys

  • Enemy Tier: T3-T5
  • Hit Points: 30-50 + END
  • Element: Varies
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T1-T5 T1-T5 T1-T5 T2 +300 T3 T3
  • Conditon Immunities: Charm
  • Status Effects: Daze, Poison, Bleed, Silence, Paralyze, Addle

A fourth-generation constructs, and one of the first to effectively employ sustainable cloning technology, the highly intelligent shabti was hailed as a major breakthrough in chimera creation. To serve as a deterrent for tempering by Meracydia’s primals, each shabti had within their bodies implanted a powerful explosive device which would trigger when bombarded with high concentrations of manipulative aethers, effectively destroying the subject while delivering extreme damage to any enemy targets in its vicinity.


Zaghnal

Alpha/Beta variants

  • Enemy Tier: T3-T5
  • Hit Points: 30-50 + END
  • Element: Astral Lightning
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T1-T5 T1-T5 T1-T5 T2 +300 T3 T3
  • Conditon Immunities: Charm
  • Status Effects: Daze, Poison, Bleed, Silence, Paralyze, Addle

Unknown Information, likely getting some in Lore Book 4?

Chapter 4: Cloudkin - Bloodborn

The one feature shared by all Cloudkin is their capacity for flight, be it wings, aether, or gas-assisted. There do exist some rare species that, in their long line of evolution, have forsaken the skies for the land or even the seas--the Apkallu being one such creature.

Alte Roite - BOSS

Ayida [BOSS], Hurrican [A RANK HUNT]

  • Enemy Tier: T5-T7
  • Hit Points: 35-70 + END
  • Element: Umbral Wind, Umbral Fire, Umbral Ice, Astral Earth
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T5-T7 T5-T7 T5-T7 T5-T7 +400 T3 T3
  • Conditon Immunities: None
  • Status Effects: Elemental Curse: Fire/Ice/Wind, Elemental Weakness: Fire/Ice/Wind, Paralyze, Daze, Bleed

Legendary Passives:

Classical Elements: A ring of flames surrounds the area, dealing a whopping 5 HP per round in Fire damage for 5 rounds. This cannot be removed, changed, or dispelled in any way.

Legendary Actions: [60 points]

3 cd // 10 p
mg - r
cst
att
Allure of Flame: Summons a pattern of flaming orbs -- either inside in a circle, or outside in a donut. Upon the next use of this ability, the orbs explode for 2 additional damage on top of damage rolled.
3 cd // 10 p
mg - r
inst
att
Twin Bolt: Strike the two closest targets with Lightning-aspected damage, dealing 3 additional damage on top of damage rolled, ignoring Hit Class.
2 cd // 10 p
phy - r
cst
att
Clamp: Highly telegraphed, *massive* line AoE that will knock any player off into the Classical Elements ring (possibly off the platform entirely if you're a mean Dungeon Master like me.) This is basically a "dodge or die (DoD" attack.
4 cd // 10 p
mg - r
cst
eff
Charybdis: Drops all enemies to 0 HP.

Actions:

0 cd
phy - r
inst
att
Roar: Penalty-Free AoE
3 cd
mg - r
chrgd
att
Levinbolt: Places a circle on all enemies, dealing lightning damage on next cast. These markers cannot be stacked -- if they are stacked, players who overlapped will take double damage.
5 cd
phy - r
chrgd
displ
Downburst: Knocks enemies backwards from the center of the arena. (distance is about 1/2 the arena size.)

Alkonost

Satryos, Okyupete

  • Enemy Tier: T3-T5
  • Hit Points: 30-50 + END
  • Element: Umbral Wind, Umbral Earth
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T1-T5 T1-T5 T1-T5 T2 +300 T3 T3
  • Conditon Immunities: None
  • Status Effects: N/A

Apkallu

Auk, Bloody Mary [B RANK HUNT]

  • Enemy Tier: T1-T3
  • Hit Points 15-30 + END
  • Element: Umbral Wind, Umbral Water
  • Weakness: Lightning
END STR MP DEX Hit Class INT RSN
T1-T3 T1-T3 T1-T3 T1-T3 +200 T1 T1
  • Condition Immunities: N/A
  • Status Effects: Poison, Silence

Abilities:

3 cd
phy - m
chrgd
att
Wretch and Vomit: Deals damage & inflicts Poison to all enemies in front of it.
3 cd
phy - r
cst
eff
blu
Flying Sardine: Takes an action to charnge, before spitting up a sardine, silencing a single target.

"An apkallu is an aquatic bird that inhabits the coastline of the island of Vylbrand. While unable to affect flight, the apkallu's wings serve as powerful flippers that propel it through the water with amazing speed and grace. In order to bring the fish it swallows back to its hungry chicks, an apkallu is capable of supressing its own digestive acids. When threatened, however, the normally placid creature can reverse this effect, allowing it to vomit forth its belly's caustic contents at a moment's notice."

Bat

Barbastelle [B RANK HUNT], Canyon Bat, Cave Bat, Forest Bat (SUBSPECIES), Giant Bat (SUBSPECIES), Lesser Kalong, Megalobat, Vampire Bat, Void Herald, Wingrat, Yyenisheyni Bat (SUBSPECIES)

  • Enemy Tier: T1
  • Hit Points 15 + END
  • Element: Astral Wind
  • Weakness: Lightning, Earth, Light
END STR MP DEX Hit Class INT RSN
T1 T1 T1 T4 +300 T1 T1
  • Condition Immunities: N/A
  • Status Effects: Poison, Confuse

Abilities:

3 cd
phy - r
inst
eff
Screech: Inflicts Confuse on all enemies.

"These leathery-winged cloudkin make their homes in the shadowy recesses of caves and tree hollows. Hanging dormant within their lair during the day, bats mainly venture forth in the hours of twilight. Bats posses incredibly acute hearing, and require nothing more than the echo of their own high-pitched cries to locate and catch insects in flight. Some specimens eat almost entirely fruit, while others feast on blood to survive."

Batsquatch - BOSS

Ahool

  • Enemy Tier: T5
  • Hit Points: 50 + END
  • Element: Umbral Wind, Umbral Earth
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T5 T5 T3 T5 +400 T3 T3
  • Conditon Immunities: Blind
  • Status Effects: Bleed, Confuse

Passives:

Pillars If there are any pillars on the field when Batsquatch casts Soundwave, they will topple over, dealing damage and inflicting Winded/Disable in a narrow cone in the direction they fell.

Actions

5 cd
phy - m
cst
att
Ripper Fang: +5 damage, ignores Hit Class.
3 cd
phy - r
inst
eff
Soundwave: Roomwide AoE w/no penalty.
3 cd
phy - r
inst
eff
Subsonics: Batsquatch stomps the ground several times in quick succession, dealing low damage (though this quickly stacks up) while also causing rocks to fall into the arena as circle AoEs of various sizes. The largest AoEs leave behind pillars.

Bird of Paradise

Bi Fang, Fledgling of Ligaka, Nunynunc [BOSS], Piasa (NOT to be confused with PIASSA, OBVIOUSLY), Xenofauna

  • Enemy Tier: T3
  • Hit Points 30 + END
  • Element: Umbral Wind, Umbral Water
  • Weakness: Lightning
END STR MP DEX Hit Class INT RSN
T1 T1 T1 +300 T1 T1
  • Condition Immunities: N/A
  • Status Effects: N/A

The Enchiridion states that the brilliantly colored cloudkin known as the Bird of Paradise is the gatekeeper to Halone’s heavenly realm. In actuality, it is a ruthless killer with an insatiate appetite for flesh of any kind, from paisa to man. To make matters worse, the Bird of Paradise also possess the uncanny ability to generate impenetrable mists using ambient water-aspected aether – and ability it utilizes to take its victims unawares.

Cetus -- BOSS

Gymnasiou Meganereis

  • Enemy Tier: T6
  • Hit Points 80
  • Element: Astral Wind, Umbral Water, Umbral Lightning
  • Weakness:
END STR MP DEX Hit Class INT RSN
T6 T5 T6 T4 +500 T2 T1
  • Condition Immunities: Daze
  • Status Effects: Paralyze

Legendary Passives

Electrical Pulse: Every 5 turns sends out a pulse of electricity Dazening anyone close by.
Symbiosis: At 25% HP, four (4) T5 Hybodus join the fray and fight by Cetus side.

Legendary Actions: [50 Legendary Action Points]

3 cd // 10 p
mg - r
cst
att
Electric Swipe: Deals area of effect lightning damage and paralysis, ignoring Hit Class.
3 cd // 10 p
mg - r
cst
att
Electric Whorl: Casts an AoE of a tornado with lightning causing double damage and Daze.
3 cd // 10p
mg - r
cst
att
Jet Blast:Sends out a jetof water towards target and deals 8 damage regardless of Hit Class. [3 CD, 10 points]

Near the top of the sea of Clouds’ unique food chain sits the Cetus -- another serpent-like carnivore which more than likely evolved aeons ago from similar creatures which swim the fathomless depths of the five seas. The Cetus’s billowing fins are comparable to an airship’s aether-charged wings, capable of manipulating ambient wind aether and transforming its energies into assisted flight. While a deadly predator in its own right, the cloudkin prefers to instead follow in the wake of hybodus schools, feeding off the fallen scraps of freshly slaughtered prey.

Chicken

Enkidu, Hen, Rooster

  • Enemy Tier: T0-T1
  • Hit Points 10
  • Element: Astral Wind
  • Weakness: ...it's a chicken.
END STR MP DEX Hit Class INT RSN
T0-T1 T0-T1 T0-T1 T0-T1 +100-+400 T1 T1
  • Condition Immunities: None
  • Status Effects: None

Chocobo

Alpha, Amber Draught, Black Chocobo, Bull, Carriage, Hatchling, Courser, Draught, Fat, Little Leia, Red Chocobo, Red Comet [FATE BOSS], Wild

NOTE: If wild, add 1 Tier to each category. When encountering enemy: Red Comet, move up to T7 in END, STR, DEX, and MP.

  • Enemy Tier: T3-T6
  • Hit Points: 30-60 + END
  • Element: Astral Wind, Astral Fire (Red)
  • Weakness: N//A
END STR MP DEX Hit Class INT RSN
T1-T4 T3 T2 T3 +300 T4 T1
  • Conditional Immunities: Silence
  • Status Effects: Daze

Abilities:

3 cd
phy - r
cst
att
Dash: Chocobo makes a mad dash towards target dealing 4 damage and inflicting Knockdown.
1 cd
mg - r
chrgd
att
blu
Choco Meteor: Takes two turns to cast AoE meteor on group causing 6 damage regardless of hit class & inflicts Daze.

The domestication of chocobos in Eorzea appears to date back to prehistory, with ancient paintings recently discovered near Ishgard showing tribesfolk using the flightless yellow cloudkin to till the earth, transport grain, and carry warriors into battle. While the overwhelming majority of chocobos seen in Eorzea today are of Coerthan stock, it is rumored that wild breeds of the species-including those which have retained the capacity for flight- still thrive throughout forests nestled in the vastly unexplored valleys of Abalathi’s Spine.

Colibri

Chamrosh, Myradosh [B RANK HUNT], Lorikeet, Kite, Pkuucha [A RANK HUNT], Toco Toco, Toucalibri

  • Enemy Tier: T1-T5
  • Hit Points: 10-50 + END
  • Element: Astral Wind
  • Weakness: N//A
END STR MP DEX Hit Class INT RSN
T1-T4 T2 T2 T3 +300 T1 T1
  • Conditional Immunities: None
  • Status Effects: None

Abilities:

2 cd
mg - r
cst
eff
Sing: Puts targets in melee range to Sleep.

Dawon -- BOSS

Gymnasiou Sphinx [BOSS], Iq Soq Xmajun [BOSS]

  • Enemy Tier: T6
  • Hit Points 80
  • Element: Astral Wind, Umbral Water, Umbral Lightning
  • Weakness:
END STR MP DEX Hit Class INT RSN
T6 T5 T6 T4 +500 T2 T1
  • Condition Immunities: Daze
  • Status Effects: Bleed, Knockdown, Upheaval, Elemental Curse: Fire/Ice/Wind, Elemental Weakness: Fire/Ice/Wind, Winded, Disable

Legendary Passives

Molting Season: Drops 2 kinds of feathers in the arena -- silver & gold. SILVER feathers will create a donut AoE, and GOLD feathers will create a circular AoE.
Naughts & Crosses: Dawon-type enemies can designate markers in their respective arenas three times with either an "X" or an "O", placed in specific intervals (usually, a triangle.) These markers will be the starting point for a + shaped line AoE for "X" and a donut AoE for "O".
These markers will be designated as 1, 2, and 3, respectively, which shows the order in which these AoEs will go off. This mechanic is often paired up with "Molting Season", "Fervid Pulse" and "Frigid Pulse" (see below).

Legendary Actions: [50 Legendary Action Points]

2 cd // 10p
mg - r
cst
att
Fervid Pulse: Cardinal AoE centered on caster. Note that this makes a large + shaped AoE pointed in the direction it is facing.
2 cd // 10p
mg - m
cst
att
Frigid Pulse: Donut AoE centered on caster.
2 cd
mg - r
cst
att
Pentagust: Select 5 players at random. These players will be targeted with room-long cone AoEs. Overlap of these cones will inflict Winded & Disable.

Abilities:

3 cd
mg - r
chrgd
att
Swooping Frenzy: Caster marks a spot and jumps to it, dealing damage to the point of impact and anyone in the way.
3 cd
phy - m
inst
att
Scratch: Attack at +5 damage, ignoring Hit Class.

Deathgaze

Asipatra, Gizamaluk, Ktiseos Erinys, Sampati, Simurgh, Tyrant [BOSS], Vyraal, Zona Seeker [S RANK HUNT]

  • Enemy Tier: T3-T6
  • Hit Points: 30-60 + END
  • Element: Astral Wind
  • Weakness: N//A
END STR MP DEX Hit Class INT RSN
T1-T4 T3 T2 +300 T4 T1
  • Conditional Immunities: Upheaval
  • Status Effects: Slow, Poison, Elemental Curse: Wind, Sap, Disease

Abilities:

3 cd
mg - m
cst
att
blu
Bombination: Circular aoe that inflicts all hit with Slow.
3 cd
phy - m
inst
att
Plague Swipe: Conal aoe behind caster, inflicts all hit with Poison.
2 cd
mg - m
cst
att
Stormwind: Conal aoe aimed at the main target.
3 cd
mg - r
inst
eff
Aero Blast: Inflicts all players in range with Elemental Curse: Wind
3 cd
phy - m
inst
eff
Eerie Soundwave: aoe that inflicts all players in range with Sap.
2 cd
phy - m
inst
att
Whipcrack: Strikes a target, ignoring Hit Class.
3 cd
mg - r
cst
att
Corrosive Gale: A line aoe aimed at a random player. It inflicts all hit with Disease.

Dodo

Cockatrice, Diatryma, Game Fowl, Gastornis, Hamsa, Rail (SUBSPECIES) {Coquecigrue, B RANK HUNT}

  • Enemy Tier: T1-T4
  • Hit Points: 10-40 + END
  • Element: Astral Wind
  • Weakness: N//A
END STR MP DEX Hit Class INT RSN
T1-T4 T1-T4 T1-T4 T2 +200 T1-T4 T1
  • Conditional Immunities: None
  • Status Effects: Slow, Poison, Disease, Sleep

Abilities:

3 cd
phy - m
inst
att
Rancid Belch: [Physical Melee Instant Attack] Frontal cone that deals damage and inflicts 1 available status effect.

These large, flightless cloudkin originated from the island of Mazlaya, and were brought to the mainland by Qigim who bred them for their eggs. The free races of Eorzea have reared the rotund creatures ever since, though they are now valued primarily for their meat. Would-be poultry farmers be warned: when seeking to defend itself, a dodo will spit forth a sleep-inducing secretion. — Encyclopædia Eorzea vol 1

Endymion

Aetolus [BOSS], Asterodia, Astraea, Einhander [BOSS], Islandhander, Kiseos Alkyone

  • Enemy Tier: T2-T4
  • Hit Points: 20-40 + END
  • Element: Astral Wind
  • Weakness: N//A
END STR MP DEX Hit Class INT RSN
T2-T4 T2-T4 T2-T4 T3 +300 T1-T4 T1
  • Conditional Immunities: None
  • Status Effects: None

This highly agressive horned cloudkin possesses a pair of conjoined legs which is utilizes as a third arm to latch onto and rend its victims asunder. The crew of an Ishgardian airship has even claimed that one of their vessel's masts was torn from the deck by an einhander and used by the unholy creature to open several holes in her hull. — Encyclopædia Eorzea vol 1

Gagana

Iron Beak, Ouzelum [B RANK HUNT], Phorusrhacos, Sotormurg

  • Enemy Tier: T2-T4
  • Hit Points: 20-40 + END
  • Element: Astral Wind, Astral Earth
  • Weakness: N//A
END STR MP DEX Hit Class INT RSN
T2-T4 T2-T4 T2-T4 T3 +300 T1-T4 T1
  • Conditional Immunities: None
  • Status Effects: None

Lore book

Griffon

Akhekhu, Cloudlarker, Gryps, Heavenly Jujishi, Kargas [BOSS], Opinicus [BOSS], Senmurv [S RANK HUNT], Vochstein [A RANK HUNT]

  • Enemy Tier: T2-T6
  • Hit Points: 20-60 + END
  • Element: Astral Wind, Astral Earth
  • Weakness: N//A
END STR MP DEX Hit Class INT RSN
T2-T6 T2-T6 T2-T6 T3 +400 T1-T4 T1
  • Conditional Immunities: None
  • Status Effects: None

Abilities:

2 cd
phy - r
cst
att
Free Fall: targets a random player with a circular aoe, which will deal damage if not moved out of on the Grffon's next available action.
3 cd
phy - m
inst
att
Golden Talons: Strikes a single target, ignoring Hit Class.
2 cd
mg - r
inst
eff
Winds of Winter: Inflicts Elemental Weakness: Wind, on all enemies
3 cd
mg - r
inst
att
blu
Alpine Draft: A line AoE towards a random player. Can use DEX or MP.

These majestic winged creatures inhabit the untamed wilds of Abalathia's Spine. Possessed of unmatched sharpness of vision, a griffin swooping down from the heights to seize its prey it its mighty talons is truly a sight to behold. A symbol of courage and ferocity, the griffin adorns the crest of the fallen nation of Ala Mhigo. — Encyclopædia Eorzea vol 1

Harpeia

Harpuia, Harpla, Tsanahale

  • Enemy Tier: T2-T4
  • Hit Points: 20-40 + END
  • Element: Astral Wind
  • Weakness: N//A
END STR MP DEX Hit Class INT RSN
T2-T4 T2-T4 T2-T4 T3 +300 T1-T4 T3
  • Conditional Immunities: None
  • Status Effects: None

This eerily man-like cloudkin not only has the appearance of a spoken, but also displays the intelligence of some of nature's more clever creatures, such as the opo-opo. Harpeia roam the Sea of Clouds in large flocks, feeding on thermal-riding auraliae by surronding the creatures then herding them to nearby islets where they can tear them apart without fear of their injured prey falling back to Etheryis. — Encyclopædia Eorzea vol 1, pg 284

Harpy

No Variants

  • Enemy Tier: T2-T4
  • Hit Points: 20-40 + END
  • Element: Astral Wind
  • Weakness: N//A
END STR MP DEX Hit Class INT RSN
T2-T4 T2-T4 T2-T4 T3 +300 T1 T1
  • Conditional Immunities: None
  • Status Effects: None

While this cloudkin could easily be mistaken for the wood rail of the First, naturalists have determined that—in the Source, at least—it comes from a separate lineage to the dodo or hamsa. The facial pattern is thought to serve a similar function to the eye spots which can be observed in other species, making the bearer appear to be a larger and more fearsome creature. — Encyclopædia Eorzea Volume III, p. 262

Hornbill

Guhuo Niao [B RANK HUNT], Ktiseos Stymphalide, Srngapaksi

  • Enemy Tier: T2-T4
  • Hit Points: 20-40 + END
  • Element: Astral Wind
  • Weakness: N//A
END STR MP DEX Hit Class INT RSN
T2-T4 T2-T4 T2-T4 T3 +300 T1 T1
  • Conditional Immunities: None
  • Status Effects: None

Named after the horn-like combs found on the heads of both males and females, the hornbill are extremely protective of their young and will use their similarly hard beaks to pummel any predator that might seek to raid their nests, such as Ixali falconers who steal fledgling hornbills and train them to hunt. — Encyclopædia Eorzea vol 2

Hybodus

No Variants

  • Enemy Tier: T2-T4
  • Hit Points: 20-40 + END
  • Element: Astral Water, Astral Wind
  • Weakness: N//A
END STR MP DEX Hit Class INT RSN
T2-T4 T2-T4 T2-T4 T3 +300 T1 T1
  • Conditional Immunities: None
  • Status Effects: None

Though it is surmised that both the hybodus and the tornado shark emerged from the same wavekin species, the former achieves flight via an aether-manipulating organ tucked away beneath the creature's liver, whereas the latter utilizes strong thermals common in the Sea of Clouds. The hynodus's myriad fins - far more numerous than an ocean-bound shark's - appear to serve as wings. They are not, however, used for lift, but rather minute directional changes. — Encyclopædia Eorzea vol 1, page 285

Lanner

No Variants

  • Enemy Tier: T2-T4
  • Hit Points: 20-40 + END
  • Element: Astral Wind (Varies)
  • Weakness: N//A
END STR MP DEX Hit Class INT RSN
T2-T4 T2-T4 T2-T4 T3 +300 T1 T1
  • Conditional Immunities: None
  • Status Effects: None

Discontent with the chains that bind him to the ground, man has ever longed to conquer the skies. It is this obsession that spurred ancient civilizations to selectively breed only the largest of falcons over spans of several hundred years until the birds were large enough to bear even the stoutest of Roegadyns. In addition to transport, some beast tribes choose to use these noble cloudkin as offerings to their primals in their summoning ceremonies, believing them to be symbols of strength and freedom. — Encyclopædia Eorzea vol 1, page 284

Skatene

Glaukopis [BOSS], Otsohhihwete, Stolas [A RANK HUNT] Strix [BOSS] (SUBSPECIES) {Askalaphos [BOSS], Yxtlilton
NOTE: Strix Subspecies will have T5 in MP, INT & RSN

  • Enemy Tier: T2-T4
  • Hit Points: 20-40 + END
  • Element: Astral Wind
  • Weakness: N//A
END STR MP DEX Hit Class INT RSN
T2-T4 T2-T4 T2-T4 T3 +300 T4 T3
  • Conditional Immunities: None
  • Status Effects: Sleep

Skatene are mind-quickened owls, granted sentience via powerful magicks much in the same way toads are transformed into poroggos. Sharlayan bibliophiles used these cloudkin to mind their tomes until the great exodus back to their motherland, in their haste leaving the skatenes to fend for themselves in the abandoned Dravanian hinterlands. — Encyclopædia Eorzea vol 1, page 285

Vulture

Albatros, Buzzard, Condor, Bateleur, Screamer, Flamingo, Falcon, Mokin, Lammergeyer, Roc [BOSS], Tragopan, Vuokho [B RANK HUNT
Is it "skinny" bird" shaped? It's probably this. There's 59 variants of this enemy.

  • Enemy Tier: T2-T4
  • Hit Points: 20-40 + END
  • Element: Astral Wind
  • Weakness: N//A
END STR MP DEX Hit Class INT RSN
T2-T4 T2-T4 T2-T4 T3 +300 T1 T1
  • Conditional Immunities: None
  • Status Effects: None

Yol

...there are definitely variants of this.

  • Enemy Tier: T2-T4
  • Hit Points: 20-40 + END
  • Element: Astral Wind
  • Weakness: N//A
END STR MP DEX Hit Class INT RSN
T2-T4 T2-T4 T2-T4 T3 +300 T3 T1
  • Conditional Immunities: None
  • Status Effects: None

Yeheheceyaa

No Variants

  • Enemy Tier: T2-T4
  • Hit Points: 20-40 + END
  • Element: Astral Wind
  • Weakness: N//A
END STR MP DEX Hit Class INT RSN
T2-T4 T2-T4 T2-T4 T3 +300 T1 T1
  • Conditional Immunities: None
  • Status Effects: None

Abilities:

None

Waiting for Lore Book

Zu

Anzu, Bennu, Caladrius, Cornu [A RANK HUNT], Eagle, Horus [BOSS], Ktiseos Daidalion, Ktiseos Okyupete, Steppe Eagle

  • Enemy Tier: T2-T4
  • Hit Points: 20-40 + END
  • Element: Astral Wind / Varies
  • Weakness: N//A
END STR MP DEX Hit Class INT RSN
T2-T4 T2-T4 T2-T4 T3 +300 T1 T1
  • Conditional Immunities: None
  • Status Effects: None

While native to the scorching deserts of the Near East, the zu will migrate to a cooler Eorzea after hatching its fledglings in the spring. Since the Calamity, however, there have been an increasing number of cases where the giant cloudkin remain in Eorzea year-round, and are most commonly sighted in northern Vylbrand and the Sea of Clouds. — Encyclopædia Eorzea vol 1, page 285

Chapter 5: Dragons - Bloodborn

The race of dragonkind is nigh immortal, with some creatures enduring through millenia of existence. These long-lived beings are often the majestic subjects of romanticized myth and legend, but for the peoples of Ishgard, dragons are historically seen as maruading beasts that serve only to perpetuate the horror of the Dragonsong War.

"But JOY you say later that Dragons are SPOKEN, why is this a chapter all on its own?!"

Because dragons are EXTREMELY diverse in the way they evolve, and their stats should reflect that. The same could be said about most of the spoken, having various people with differing abilities--but when someone choses to be a Black Mage instead of a White Mage, they don't SPROUT WINGS.


So that's why these are on a chapter all their own. There are at LEAST TWELVE different evolutionary paths a Dragon can take--and that's just the ones the Heavensward Lorebook was nice enough to let us know about. Unlike the Voidsent chapter later on however, we won't be digging TOO deeply into the "how" and "why" of Dragons--that's something for the lorebook to tell you about if you're interested.


"Wait, Dragons EVOLVE?!"

Yes. Yes they do. They eat, they learn, they go into hibernation for a while, and when they wake up, they're something else. Fairly certain there's a limitation on a Dragon's evolution, and the lorebook is not specific on whether or not a Dragon can go back on the chain--however it is widely thought they cannot. For now, once a Dragon has elected to evolve...it stays in its advanced state permanently.

"You know this chapter isn't in alphabetical order like all the others."

We're aware. I wanted to structure this chapter to better imply the levels of power with dragon types and evolutions. If you want a less confusing method, I recommend looking for the PDF of the lorebook.

Standard Dragon Development:

Dragonet

If Dragonet-shaped, it is Dragonet.

  • Enemy Tier: T3
  • Hit Points 30 + END
  • Element: Varies. Typically Astral Fire/Astral Lightning/Umbral Earth/Umbral Wind
  • Weakness: Corresponds with their Element.
END STR MP DEX Hit Class INT RSN
T3 T3 T3 T3 +300 T3 T3
  • Condition Immunities: N/A
  • Status Effects: Varies

"When born, all dragons take on the shape of a Dragonet. It is not until later, when they have taken in enough nutrients and feel they have evolved mentally, that a Dragonet will take to its first hibernation. This, however, may take a Dragonet some several hundred of years--the hibernation itself taking even longer, depending on the evolution the Dragon wishes."

Dragon

Moss Dragon, Blizzard Dragon, Blood Dragon, Flame Dragon, Great Dragon, Ice Dragon, Pyrodragon, Thunder Dragon, Yellow Dragon, Red Dragon, Blue Dragon, Green Dragon, ect.
Is it Dragon-shaped? It's probably a dragon.

  • Enemy Tier: T5
  • Hit Points 50 + END
  • Element: Varies on the Dragon Type.
  • Weakness: Corresponds with their Element.
END STR MP DEX Hit Class INT RSN
T5 T5 T5 T5 +500 T5 T5
  • Condition Immunities: Varies on type.
  • Status Effects: Varies on type.

"The standard development of a Dragonet allows it to become larger in size--the form of a normal Dragon."

Elder Dragon -- BOSS

Tiamat, Faunehm, Vishap

  • Enemy Tier: T7
  • Hit Points 70 + END
  • Element: Varies
  • Weakness: Corresponds with Element.
END STR MP DEX Hit Class INT RSN
T7 T7 T7 T7 +600 T7 T7
  • Condition Immunities: Varies
  • Status Effects: Varies

Joyful Note: I will be perfectly honest that there are so many ways you could customize this particular boss that listing every single one of the possibilities would take at least another twenty pages. I am saving myself the agony of specifics and leaving it entirely up to the DMs. You could come up with a myriad of possible abilities for Elder Dragons and not technically be wrong. This is literally the ultimate customizable boss--the Holy Grail of blank slate bosses.


Like, I'm not exaggerating when I tell you I could design at least six to eight variants on this boss alone. There's few wrong answers for this one. Use your imagination. Go wild with this thing's abilities. The original versions of these bosses could SUMMON METEORS--a trait usually only associated with Bahamut and Behemoth.


Additionally, this is not to be confused with the Monster Hunter version of Elder Dragons, which vary so wildly that they would easily be their own section. There are some enemies from Monster Hunter that are classified as elder dragons that would make little to no sense on this evolutionary line (yeah I'm talking about YOU, KIRIN--) that could easily be placed into other segments on this listing. I would take the Monster Hunter elder dragons on a case-by-case basis for where they are classified. They vary so wildly in shape, size, ability, and extra goodies that it's pretty much impossible to build a singular kit for them.

"The final stages of a Dragonet's standard development. It is presently unknown how long it takes for an Elder Dragon to spawn...It is thought that this form is capable only by the most powerful of Dragonkind--a level of strength to rival that of the First Brood themselves. Few but the eldest and strongest of Dragons ever find the means to achieve this manner of transformation."

Dragons of the Skies:

Wyvern

Fan Ail [A RANK HUNT], Koshchei [BOSS], Liegedrake, Nauk [B RANK HUNT], Rathalos, Savrog [BOSS]

  • Enemy Tier: T4
  • Hit Points 40 + END
  • Element: Varies.
  • Weakness: Corresponds with type.
END STR MP DEX Hit Class INT RSN
T4 T4 T4 T4 +400 T4 T4
  • Condition Immunities: N/A
  • Status Effects: Varies on Type.

"Dragonets that wish to adapt themselves more towards flight, rather than staying on the ground, will evolve their bodies with an emphasis on wingspan and aerodynamics."

Elder Wyvern

Ginryu, Hakkinryu, Boss - Twintania, Vedrfolnir

  • Enemy Tier: T5
  • Hit Points 50 + END
  • Element: Varies.
  • Weakness: Corresponds with type.
END STR MP DEX Hit Class INT RSN
T5 T5 T5 T5 T5 +500 T5
  • Condition Immunities: N/A
  • Status Effects: Varies on Type.

"If a Dragon elects not to further their flight capabilities, and instead develops in a standard manner after first altering themselves into Wyverns, the end result is that of an Elder Wyvern. One might notice that, similarly to an Elder Dragon, the Elder Wyvern has developed spikes, but differs in its more flight-capable features, such as a lack of pronounced forearms."

Vouivre

Merdragon, Minaruja, Scitalis [B RANK HUNT], Veri Selen

  • Enemy Tier: T6
  • Hit Points 60 + END
  • Element: Varies
  • Weakness: Corresponds with type.
END STR MP DEX Hit Class INT RSN
T6 T6 T6 T6 +400 T4 T4
  • Condition Immunities: N/A
  • Status Effects: Varies

"Furthering their evolutions into flight adaptation, the Wivre's wingspan is nearly double that of a Wyvern, and tends to have fewer spikes and spines. These creatures are smoother, in a sense, than their less-evolved counterparts."

Falak

Raganda, Rastaban

  • Enemy Tier: T7
  • Hit Points 70 + END
  • Element: Varies.
  • Weakness: Corresponds with type.
END STR MP DEX Hit Class INT RSN
T7 T7 T7 T7 +600 T7 T7
  • Condition Immunities: N/A
  • Status Effects: Varies on Type.

"Dragons who have fully reinforced the traits required for flight even further than that of a Wivre will find themselves in the shape of a Falak--a serpent-like Dragon capable of sustaining flight indefinitely with the help of its immensely masterful command of wind-aspected aether. Commonly Falaks will oft wield devastatingly powerful lightning aether as a weapon in-tandem with this ability. Rarely, a Falak can be found in trace amounts in Far Eastern lore, under the guise of 'symbols of the Kami'. Doma especially is fond of using Falak in various pieces of art and imagery...much to the disdain of Ishgardian trademen not too long ago."

Dragons of the Land:

Lesser Dragon

Chudo-Yudo [BOSS], Cuelebre, Gorynich [BOSS], Marraco [B RANK HUNT], Shield Dragon

  • Enemy Tier: T4
  • Hit Points 40 + END
  • Element: Varies.
  • Weakness: Corresponds with type.
END STR MP DEX Hit Class INT RSN
T4 T4 T4 T3 +400 T4 T4
  • Condition Immunities: N/A
  • Status Effects: Varies on Type.

"Another one of the three possibilities when a Dragonet undergoes its first transformitive hibernation--the Lesser Dragon has reinforced its traits to allow it better ground-based movement, rather than keeping to the air. While still capable of flight in this stage, one need only look at a Lesser Dragon to see its hide has become far more potent in terms of deflecting damage than its counterparts."

Brobinyak

Campacti [A RANK HUNT], Thuban

  • Enemy Tier: T5
  • Hit Points ? + END
  • Element: Varies.
  • Weakness: Corresponds with type.
END STR MP DEX Hit Class INT RSN
T5 T5 T5 T6 +500 T5 T5
  • Condition Immunities: N/A
  • Status Effects: Varies on Type.

"Evolving from Lesser Dragons, these creatures have reinforced the speed-granting traits of their bodies, transforming them from their bulkier state into an elongated, almost Basilisk-like form. These Dragons are quick to move across even the most hardy of terrain, and can easily navigate through warzones to the heart of the enemy...as many Dragoons could testify."

Verge Dragon

Amhuluk [BOSS], Flauros [BOSS], Imdugud [BOSS], Leucrotta [A RANK HUNT]

  • Enemy Tier: T6
  • Hit Points 60 + END
  • Element: Varies
  • Weakness: Corresponds with type.
END STR MP DEX Hit Class INT RSN
T6 T6 T6 T7 +400 T4 T4
  • Condition Immunities: N/A
  • Status Effects: Varies

"The final phase of evolution, where a dragon maximizes its capabilities for speed. Remarkably, Verge Dragons can not only outpace even the most fleet-footed of chocobo, but can swim circles around most wavekin, even in harsh conditions. Its arrow-shaped head is thought to pierce through the air, allowing it to move at incredible speeds."

Armored Dragon

Cuca Fera [BOSS], Tarasque [BOSS]

  • Enemy Tier: T7
  • Hit Points 60 + END
  • Element: Varies.
  • Weakness: Corresponds with type.
END STR MP DEX Hit Class INT RSN
T8 T7 T7 +600 T7 T7
  • Condition Immunities: N/A
  • Status Effects: Varies on Type.

"A Lesser Dragon, who has placed trait emphasis on a hardened carapiece, and has nigh-impregnable skin as a result. Thought at first to be a cousin to the Adamantoise...until they started to speak in the tongue of dragons. Cannonfire is the ONLY course of action to take in order to bring down such a sturdy creature."

Wyrms of the First Brood:

Once, there were a total of seven Wyrms of the First Brood--Hraesvalgr, Virta, Ratatoskr, Azdaja, Tiamat, Bahamut, and Nidhogg...however, time has not been kind to these magnificently and amazingly powerful Spoken. Now there are but four remaining Wyrms of the First Brood still living--Hraesvalgr, Tiamat, Virta, and Azdaja. These powerhouses of aetherial might and nigh-immortal wisdom should ne'er be crossed by mere man...unless, of course, they're wearing plot armor like our good friend Estinien...and even then you might get some eyes fused to your body for your trouble.

Traits of the Wyrm:

  • Just...massive, man. You think regular dragons are big, but Wyrms of the First Brood are at LEAST two or three times larger than the average dragon.
  • Tier 8. Every single one of them.
  • 80 Legendary Action Points to dip into--the most of any boss in this listing. They're THAT powerful, and with good reason.

Joyful Note:

This enemy type is regulated specifically to special encounters. You'd have had to have messed up HELLA bad to get tangled in a fight with one of these enemies, and their movesets are so widely varied that we'd need another several few pages to properly build them all.

Chapter 6: Elementals - Transcendent

Elementals are naturally occuring beings almost solely comprised of pure aether. Though not present in all creatures belonging to this class, many elementals possess the means for intelligent communication--a trait only exhibited in spoken and select voidsent. For the sake of clarity, in spite of there being no stats for some of these entities, all known creatures that fall into this category have been classified in this section.

Abyss

Aetheric Shadow, Engendered Soma, Hesuala [A RANK HUNT], Orthos Abyss, Troian Scavenger

  • Enemy Tier: T1-T6
  • Hit Points 10-60 + END
  • Element: Varies.
  • Weakness: Corresponds with type.
END STR MP DEX Hit Class INT RSN
T1-T6 T1-T6 T1-T6 +300 T1 T1
  • Condition Immunities: N/A
  • Status Effects: Varies on Type.

Anala

Flamedrinker [BOSS], Molamander

  • Enemy Tier: T1-T6
  • Hit Points 10-60 + END
  • Element: Varies. (Largely Umbral Fire)
  • Weakness: Corresponds with type.
END STR MP DEX Hit Class INT RSN
T1-T6 T1-T6 T1-T6 +300 T1 T1
  • Condition Immunities: N/A
  • Status Effects: Varies on Type.

Mankind can consider itself fortunate that the climes preferred by these deadly sprites are much too harsh for man to frequent, let alone reside within. Yet those foolish enough to brave the heart of an angry volcano may find themselves face-to-face with the very embodiment of flame, a sword of dancing fire licking at their throats. — Encyclopædia Eorzea vol 2

Anila

Bhima [BOSS], Dungeon Djinn, Jahannam [BOSS], Ventus

  • Enemy Tier: T1-T6
  • Hit Points 10-60 + END
  • Element: Varies. (Largely Astral Wind)
  • Weakness: Corresponds with type.
END STR MP DEX Hit Class INT RSN
T1-T6 T1-T6 T1-T6 +300 T1 T1
  • Condition Immunities: N/A
  • Status Effects: Varies on Type.

Anila are dreadful creatures whose incessant gyrations birth hot, sand-filled storms that ruin crops and send caravans rumbling from canyon-tops. Most are solitary creatures, but when two or more gather, they join together as one, combining their strength to form a nigh-unstoppable dervish of death and destruction. — Encyclopædia Eorzea vol 2


Apa

Anapos [BOSS], Asparas, Byrgen, Rusalka [A RANK HUNT], Undine, Water Spirit / Familiar

  • Enemy Tier: T1-T6
  • Hit Points 10-60 + END
  • Element: Astral Water
  • Weakness: Corresponds with type.
END STR MP DEX Hit Class INT RSN
T1-T6 T1-T6 T1-T6 +300 T1 T1
  • Condition Immunities: N/A
  • Status Effects: Elemental Curse: Water, Elemental Weakness: Water

These potent spirits can oft be found prowling the shallows of Yanxia's One River, manipulating the waters around them to take on the form of bathing maidens. Drawn to their beauty, men will approach the elementals, only to be drawn beneath the waves, never to rise again. Why the apas have no desire for the souls of women, however, remains an enigma. — Encyclopædia Eorzea vol 2

Binah

Cochma

  • Enemy Tier: T4
  • Hit Points 40
  • Element: Astral Earth
  • Weakness: Ice
END STR MP DEX Hit Class INT RSN
T4 T4 T4 T4 +300 T1 T1
  • Condition Immunities: N/A
  • Status Effects: Elemental Curse: Earth, Elemental Weakness: Earth
    [This entity is spawned by Boss: Sephirot, the Fiend, and does not appear in any other instance.]

Carbuncle

If there's a mineral or gem, you can bet there's a Carbuncle associated with it

[See the section in the Job Book for stats on this entity]

"Using geometric symbols to lend shape to living aether, certain mages can unlock the latent power within certain gemstones--a power which can be directed into the "summoning" of aetherial beings known as Carbuncles. The inherent traits displayed by these familiars differ depending on the stone used in their creation--emerald and topaz being the most common, with ruby and diamond proving to be popular."

Dhara

Gnome, Tellus

  • Enemy Tier: T4
  • Hit Points 40
  • Element: Astral Earth
  • Weakness: Ice
END STR MP DEX Hit Class INT RSN
T4 T4 T4 T4 +300 T1 T1
  • Condition Immunities: N/A
  • Status Effects: Elemental Curse: Earth, Elemental Weakness: Earth

Not commonly is it known that the study of these powerful earth elementals ultimately gave rise to the forbidden art of golem creation—hence the uncanny resemblance of the dhara to many of the iconic soulkin who appear throughout history and legend. — Encyclopædia Eorzea vol 2

Dhruva

Forlorn Maiden, Luminare [A RANK HUNT], Sprightly Loamkeep, Sulphur Byrgen, The Forlorn

  • Enemy Tier: T4
  • Hit Points 40
  • Element: Astral Earth / Unaspected
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T4 T4 T4 T4 +300 T1 T1
  • Condition Immunities: N/A
  • Status Effects: Elemental Curse: Earth, Elemental Weakness: Earth

Pure aether cloaked in crystal is how one might describe these Dazening creatures commonly found wandering the blood-soaked sands of war. Yet, their beauty belies a deadly secret: the elementals are, in fact, harbingers of impending misfortune. — Encyclopædia Eorzea vol 2


Egi

You can concievably make an egi from any Primal...and since anything can technically become a Primal...you can see why we don't elaborate...

[See the section in the Job Book for stats on this entity]


"Egis are, for all practical purposes, aetherial beings created by harnessing the energy of a primal at the moment of its defeat and reshaping it into a biddable avatar--a process perfected in the Third Astral Era by Allagan mages known as "Summoners". The word "egi" is thought to represent the concepts of "purity" and "essence" in the Allagan tongue."

Elemental

Fire, Earth, Wind, Water, Lightning, Ice

Enemy Tier: Undetermined (Possibly T9?)

Hit Points ?

Element: ? ? ?

Weakness: ? ? ?

END STR MP DEX Hit Class INT RSN
? ? ? ? ? ? ?
  • Condition Immunities: ?
  • Status Effects: ?

"Guardians of the Twelveswood and creatures of the Hedge--a protective barrier which wards the forest from evil--the people of Gridania see these beings of pure aether as spiritual fragments of Nophica, the Matron Herself. It is said that the elementals can communicate with man, but have chosen to only do so through the Padjal--intermediaries chosen by the wood to serve as its voice. The elementals will suffer man's presence in the Twelveswood unless they are angered, at which time they will resort to violence to see the perpetrator cast out."

Quick Joy Note:

This is not to be confused with THE Elementals prevailent in Gridanian lore, of which we've never seen. The only instances of Elementals appearing to a point where they can be seen or interacted with in any way have been in Eureka. ALLEGEDLY the Elementals caused the 6th Calamity, and so their stats are as of yet undetermined.

Ghrah

Corruption (Bird/Spider Variants), Eo'gharah, Luminion

  • Enemy Tier: T1-T3
  • Hit Points 10-30 + END
  • Element: Unaspected
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T1-T3 T1-T3 T1-T3 T1-T3 +300 T0 T0
  • Condition Immunities: Break
  • Status Effects: Break

Abilities:

6 cd
mg - m
chrgd
att
Drain: Ghrah picks a single target, binding itself to them. During this time, they cannot attack. After a timer of four (4) turns, if the Ghrah has not been defeated, it drains the target of its HP, and heals itself for the amount drained.
3 cd
mg - r
inst
eff
Infection: Ghrah may elect to expend its entire HP pool in order to inflict Break on a single target. If this effect is not expelled in three (3) turns, the target will crystalize, becoming Charmed on the Grah's behalf, and taking a similar appearance.

"Though similar to sprites, Ghrah are much greedier creatures, hoarding pools of aether, then using those elemental energies to split and reproduce, creating endless identical copies of themselves. Ghrarh have also been observed taking on the approximate shapes of flora and fauna they have drained. Those who hap upon one of these queer elementals be forewarned, for the Ghrah are highly aggressive and will attack foes seemingly much more powerful than themselves without regard for their own safety."

Gelatin

No Variants

  • Enemy Tier: T1-T3
  • Hit Points 10-30 + END
  • Element: Varied
  • Weakness: Variant Dependant
END STR MP DEX Hit Class INT RSN
T1-T3 T1-T3 T1-T3 T1-T3 +300 T0 T0
  • Condition Immunities: Varied
  • Status Effects: Varied

Happy Bunny

Shishu Dorotabo

  • Enemy Tier: T1-T3
  • Hit Points 10-30 + END
  • Element: Varied
  • Weakness: Variant Dependant
END STR MP DEX Hit Class INT RSN
T1-T3 T1-T3 T1-T3 T1-T3 +300 T0 T0
  • Condition Immunities: Varied
  • Status Effects: Varied

Countless sightings of the tritely named “happy bunny” suggest that this bringer of good fortune is more than just the figment of an overtaxed adventurer’s addled mind. Yet how a creature so seemingly small and insignificant could survive on an island that has sent more seasoned warriors to the Lifestream than any recent war is beyond the ken of both Eurekan naturalist and expeditionary alike. — Encyclopædia Eorzea vol 2

Faerie

Eos, Selene, Seraph

[These entities have no stats. For more information, see the COMET Job Book.]

"The Scholars of Nym created the first faeries to serve as heralds, delivering messages to ships far out to sea. It was not long, however, before the Nymians arrived at the conclusion that the aetherial beings were capable of much, much more, and took them on as familiars to assist in the realization of their stratagems. To this date, two distinct varities of faeries have been identified--Eos, friend to the sun and healer of hurts, and Selene, friend to the moon and lifter of spirits."


AND THIS IS WHERE I WOULD PUT MY EXTRA SUMMONS, IF I HAD ANY, SQUARE ENIX!

Lugus [BOSS]

Sansheya [S RANK HUNT]

  • Enemy Tier: T5
  • Hit Points 100
  • Element: Fire
  • Weakness: Water
END STR MP DEX Hit Class INT RSN
T5 T5 T5 T5 +500 T3 T3
  • Condition Immunities: Elemental Weakness: Fire, Elemental Curse: Fire
  • Status Effects: Elemental Weakness: Fire, Elemental Curse: Fire, Pyretic

Legendary Passives:

Soul of Fire: Converts all damage from fire-aspected attack directly into HP.
Twinscorched: Can store Abilities "Halo of Heat" and "Veil of Heat" for later use. Can be stored up to four (4) times. Additionally, when "Halo of Heat" or "Veil of Heat" are cast, you have the option available to immediately cast the unused attack.

Legendary Actions: [40 points]

3 cd -- 10 p
mg - m
chrgd
att
Fire's Domain: a telegraphed column AoE leap to a random target. The target has an AoE marker on them and they can stretch this AoE. Standing in this line will reduce the total damage by -1 damage per person between the Boss and its target, to a maximum of 10.
4 cd -- 10p
mg - r
inst
eff
Pyre of Rebirth: Aplies Pain to all enemies.
2 cd -- 10p
mg - r
cst
att
Captive Bolt: [Magical Ranged Cast Attack] a telegraphed stack marker on a random target, deals -1 damage per person in the stack group.

Abilities

3 cd
mg - m
cst
att
Halo of Heat: a telegraphed donut AoE
3 cd
mg - r
cst
att
Veil of Heat: a telegraphed circle AoE
3 cd
mg - r
cst
att
Twinscorch: a half-circle AoE telegraphed by a sign (a fireball, ect.) on one side of the caster. Follows up with another on the opposite side.
4 cd
phy - m
inst
att
Culling Blade: Roomwide, ignores Hit Class.

Phurble

Aeetes [BOSS], Golden Fleece, Gossamer [BOSS], Halgai, Phurble, Rabbit's Tail, Sunbeard, Xurble

  • Enemy Tier: T1-T2
  • Hit Points 10-20 + END
  • Element: Astral Wind
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T1-T2 T1-T2 T1-T2 T1-T2 +400 T1 T1
  • Condition Immunities: N/A
  • Status Effects: N/A

"The body mass of these relatively harmless creatures consists mainly of fluffy fur--as those who have observed a sodden specimen will readily stress. Phurbles were once hunted nigh to extinction due to a groundless rumor which claimed that massaging their blood on one's scalp promoted hair growth. Sadly, their numbers have yet to recover."

Plasmoid

Brounger, Luminesence, Hound Light,Irrlicht, Ectoplasm, Nburu [BOSS], Pure Energy, The Dragon's Eye, Croftlight

  • Enemy Tier: T1
  • Hit Points 20 + END
  • Element: Umbral Lightning
  • Weakness: Earth
END STR MP DEX Hit Class INT RSN
T1 T1 T5 T2 +400 T1 T1
  • Condition Immunities: Elemental Weakness: Lightning, Elemental Curse: Lightning
  • Status Effects:

"These mysterious spheres of light have been encountered in both the Black Shroud and the foothills of Coerthas mountains. As sightings were only recorded following the Garlean Empire's invasion of Eorzea, it has been suggested that the plasmoids may actually be waste energy released by machina. Traveler beware those who carelessly come into contact with plasmoids--you may be rewarded with a rumbling jolt of electricity."

Prabhasa

Thunder Spirit

  • Enemy Tier: T2
  • Hit Points 30 + END
  • Element: Umbral Lightning
  • Weakness: Earth
END STR MP DEX Hit Class INT RSN
T2 T1 T5 T2 +400 T1 T1
  • Condition Immunities: Elemental Weakness: Lightning, Elemental Curse: Lightning
  • Status Effects:

No information, waiting on Lore Book 4

Sprite

Fire, Earth, Wind, Water, Lightning, Ice, Dark, Light

  • Enemy Tier: T1-T3
  • Hit Points 20 + END
  • Element: Fire, Earth, Wind, Water, Lightning, Ice (all Astrally-Aspected)
  • Weakness: Corresponds to their elemental aspect. (Water beats fire, ect.)
END STR MP DEX Hit Class INT RSN
T1-T3 T1-T3 T1-T3 T1-T3 +400 T3 T3
  • Condition Immunities: N/A
  • Status Effects:

"These unearthly creatures known as sprites come into being given sprcific aetheric conditions. Whether or not they constitute a true form of life is a subject of much debate among scholars. Sprites were once thought to be kin to the elementals worshipped in the Black Shroud, but it has since been proove that they are, in fact, unrelated and wholly devoid of sentience.

Torbalan

No Variants

  • Enemy Tier: T3
  • Hit Points 30 + END
  • Element: Umbral Water
  • Weakness: Lightning
END STR MP DEX Hit Class INT RSN
T2 T3 T5 T2 +400 T3 T1
  • Condition Immunities: Elemental Weakness: Water, Elemental Curse: Water
  • Status Effects:

No information, waiting on Lore Book 4

Chapter 7: Forgekin - Bloodless

When the field of modern archaeology was still in its youth, many of the self-propelled mechanical creations of the ancients were thought to be animated using powerful magicks similar to those which breathe life into stone golems. It is not until recently with advancements in automaton construction that scholars’ have come to realize that the life-force within man-made (or beast-made) forgekin is born of a complex array of smoke-belching engines and metallic gears.

Actuator

Mark CXLIV Thermocoil Boilbuster

  • Enemy Tier: T3
  • Hit Points: 30 + END
  • Element: Astral Fire
  • Weakness:
END STR MP DEX Hit Class INT RSN
T0-T3 T0-T3 T0-T3 T3 +300 T1 T1
  • Conditon Immunities: Daze, Confusion, Sleep
  • Status Effects:

The flight-ready actuator works in tandem with the Manipulator, serving as a means for information collected in battle to be quickly analyzed and relayed to all proper defense systems. The actuator is also a highly efficient assault weapon, capable of incapacitating a target almost immediately upon its’ discovery.

Administrator - BOSS

No Variants

  • Enemy Tier: T6
  • Hit Points: 50 + END
  • Element: Astral Lightning
  • Weakness:
END STR MP DEX Hit Class INT RSN
T6 T6 T6 T6 +500 T3 T3
  • Conditon Immunities: Daze, Confusion, Sleep
  • Status Effects:

Passives:

Node Collector: Spawns sphere, cube, and egg-shaped Nodes. SPHERE nodes will launch donut AoEs. EGG nodes will fire off near room-wide cones (the safe zones are basically on its sides within its hit boxes, these cones are HUGE). CUBE nodes will fire straight line AoEs.

Countdown: Nodes will be labeled with 1, 2, and 3 dots at the DM's discretion. This will determine the order in which the Nodes perform their AoEs.

Actions:

3 cd
mg - r
chrgd
att
Heretics Fork: Four line AoEs in the cardinal directions centered on the caster.
3 cd
mg - r
chrgd
att
Breaking Wheel: Room-wide AoE with the only safe spot being inside the caster's hitbox.
1 cd
mg - r
inst
att
Laser Storm: Roomwide AoE, ignores Hit Class
3 cd
mg - r
inst
att
Support System: 8 circle AoEs dropping on players, one after the other. Will inflict damage, Winded & Disabled.

Allagan Node

Is it shaped like a ball? Does it look like what happens when a cyberpunk rave throws up all over a disco ball? It's probably this. Seriously there's an ABSURD amount of variation on this enemy.

  • Enemy Tier: T0-T6
  • Hit Points: 30 + END
  • Element: Astral Lightning
  • Weakness:
END STR MP DEX Hit Class INT RSN
T0-T6 T0-T6 T0-T6 T3 +300 T1-T5 T1-T5
  • Conditon Immunities: Daze, Confusion, Sleep
  • Status Effects:

Developed in the waning years of the Allagan civilization when the empire’s leaders and technologists had become abnormally paranoid of enemies stealing their knowledge, defense nodes were mass-produced and deployed in ridiculous numbers in Azys Lla, Syrcus Tower, and other important centers of rule. It is thought that due to the similarities in design, that the nacelle used to contain Bahamut is a large-scale rendition of a defense node.

Armored Fiend

Armstrong [A RANK HUNT]

  • Enemy Tier: T0-T6
  • Hit Points: 30 + END
  • Element: Astral Lightning, Astral Fire, Astral Wind
  • Weakness:
END STR MP DEX Hit Class INT RSN
T0-T6 T0-T6 T0-T6 T3 +300 T1-T5 T1-T5
  • Conditon Immunities: Daze, Confusion, Sleep
  • Status Effects:

Abilities:

3 cd
mg - r
cst
att
Magitek Compressor: A rotating cross AoE. After five strikes, it'll immediately use the ability again in the opposite direction. Deals high damage and inflicts Minimize.
2 cd
phy - r
cst
att
Accelerated Landing: Faces a random direction and jumps a short distance, dealing high damage inside its hitbox. Used twice in a row.
1 cd
phy - r
inst
att
Calculated Combustion: Unavoidable large AoE on all nearby targets
3 cd
phy - m
chrgd
att
Pummel:Ignores the Hit Class of a single target when making this attack.
3 cd
phy - m
inst
displ
Soporific Gas: Untelegraphed circle AoE around caster, which knocks back those hit and inflicts Slow.

The armored fiend is a product of the colossus line of unmanned magitek armor. Initial models were touted for their five-fingered manipulators, enabling weaponry to be swapped out at will, but frequent breakdowns resulted in astronomical maintenance costs and the eventual incorporation of a fixed armament design. — Encyclopaedia Eorzea Volume III, p. 265


Android [Special Mention]

2B, 2P, and 9S are all categorized under this genus, though there is a MADDENINGLY SMALL amount of information about where they came from and why they exist in the lore of this game. They have no stats, but are mentioned as for completeness of this document.

Armored Weapon

12th Legion Armored Weapon, Doman Armored Weapon, Gamma [S RANK HUNT]

  • Enemy Tier: T4-T6
  • Hit Points: 40-60 + END
  • Element: Variance Optional
  • Weakness:
END STR MP DEX Hit Class INT RSN
T4-T6 T4-T6 T4-T6 T4-T6 +400 T1 T1
  • Conditon Immunities: Daze, Confusion, Sleep
  • Status Effects: Pain

Abilities:

1 cd
phy - m
inst
att
Diffractive Laser: A circle AoE with no penalty.
3 cd
phy - r
inst
eff
Magitek Flamehook: Inflicts Pain on all opponents.
3 cd
phy - r
cst
displ
Magitek Cannon: Strikes a singular target with high damage, ignoring Hit Class.
3 cd
phy - r
cst
att
Launcher: An attack on random players with damage ranging from 10-50% of their health. (DM discretion)

Heavily armored and heavily armed, this magitek weapon maintains stability by shifting weight over its multiple mechanical legs. The pilot sits ensconced within a sealed cockpit, protected from the weapon's explosive firepower—a notable improvement over previous designs — Encyclopædia Eorzea vol 2

Arrhidaeus

Arrhidaeus's Lanner, The General's Might, The General's Time, The General's Wing

  • Enemy Tier: T4-T6
  • Hit Points: 40-60 + END
  • Element: Time
  • Weakness:
END STR MP DEX Hit Class INT RSN
T0-T3 T4-T6 T4-T6 T4-T6 +400 T3 T3
  • Conditon Immunities: Daze, Confusion, Sleep, Charm
  • Status Effects:

Passives:

Out of Time: This entity and all of its variants have cleaving attacks, which ignore Hit Class and have no AoE penalty.
Gear Cycle: If this entity is nearby other entities of the same type, its Hit Class is raised by +200 until there is significant space between them. (DM discretion)

[Unique Enemy. Spawns in the Soul of the Creator. Exclusive to Alexander.]


Avatar

Orthos Durga, Patriot [BOSS]

  • Enemy Tier: T5-T6
  • Hit Points: 40-60 + END
  • Element: Astral Earth
  • Weakness:
END STR MP DEX Hit Class INT RSN
T0-T6 T0-T6 T0-T6 T0-T6 +400 T3 T3
  • Conditon Immunities: Charm, Daze, Paralyze, Poison, Bleed
  • Status Effects: Bleed, Poison, Bind

Passives:

Allagan Field: Every two (2) turns, a player is randomly selected with "Allagan Field". When placed on a player, damage taken on the round of combat is reflected to their party members. This effect cannot be dispelled, and is placed on a new player until the conclusion of combat.

Legendary Actions: [40 points]

1 cd -- 20p
phy - r
inst
smn
Bio Towers: Up to 3 towers can be placed North, South, East, & West on the arena. These towers must be absorbed, or the party will take 5 damage automatically. Soaked towers deal 1 damage, ignoring Hit Class.
Additionally, these towers will perform the following effects upon being soaked:
* North Tower: Spawns 1 Clockwork Dreadnaught at T5.
* East Tower: Spawns 3 landmines in random areas, with exception of the towers themselves & the Avatar. Mines will inflict 3 damage & knockdown.
* South & West: 5 Raidwide AoE damage w/o penalty
3 cd -- 10p
phy - r
inst
att
Ballistic Missile: Binds two (2) players together in place. After 1 round of combat has concluded, a number between 1 & 4 is selected, determining the amount of players which must stack for this mechanic to conclude. If there are not sufficient party members in the stack, the party is inflicted with Winded & Disable.

Abilities:

5 cd
phy - r
chrgd
eff
Diffusion Ray: Cone AoE, applies 6 stacks of Bleed if players are struck.
2 cd
phy - r
cst
att
Gaseous Bomb: Stack mechanic, doing 40 damage spread across the amount of players in the stack.
1 cd
mg - r
inst
eff
Brain Jack: Inflicts up to 4 players with Confuse.

After losing one too many talented aetherochemists to the maws of night-untamable chimeras, technologists were called upon to develop an automaton that could soothe the savage beasts without further loss of precious imperial life. The Avatar came fully equipped with retractable tentacles, a grappling hook, and other tortuous devices designed to encourage submission through varying levels of organically induced pain.

Avenger

12th/4th Legion, Automated, Minerva [A RANK HUNT]

  • Enemy Tier: T3-T5
  • Hit Points: 40-60 + END
  • Element: Astral Earth
  • Weakness:
END STR MP DEX Hit Class INT RSN
T3-T5 T3-T5 T3-T5 T2-T5 +300 T3 T0
  • Conditon Immunities:
  • Status Effects:

Passives:

Ring Build: causes Hyper Missile to strike the target with a donut AoE. Must be cast & telegraphed prior to attack.
Anti-personnel Build: causes Hyper Missile to strike the target with a small circle AoE. Must be cast & telegraphed prior to attack.

Abilities:

2 cd
phy - r
cst
att
Hyper Missile: Targets a random player with a lightning prey marker, which strikes the target with the previous build casts.
3 cd
phy - r
cst
att
Hyperflame: A telegraphed conal AoE targeted at a random player.
3 cd
phy - m
cst
att
Hammer Knuckles: Strikes the target, ignoring Hit Class at +5.
3 cd
phy - m
inst
att
Sonic Amplifier: A raid-wide large AoE with no penalty.

Brute Justice - BOSS

  • Enemy Tier: T7
  • Hit Points: 80-90 + END
  • Element: Astral Earth
  • Weakness:
END STR MP DEX Hit Class INT RSN
T0-T7 T7 T7 T7 +600 T5 T1
  • Conditon Immunities: Daze, Confusion, Sleep, Charm
  • Status Effects:

Passives:

Illegal Operations: If any of the following requirements are met, the party is inflicted with Winded & Disable:

  • Falling to 0 HP while under "Final Punishment"
  • The timer of "Final Punishment" concluding

Final Punishment can be removed by taking damage from any source.



To Pieces: The segments of Brute Justice (Brawler, Blaster, Swindler, Vortexer) can be called for additional effects. Each summon costs 10 Legendary Action Points.

  • Blaster: Casts Mindblast -- dealing damage & inflicting Winded & Confusion on its target.
  • Brawler: Ignores Hit Class on its basic attacks. Has Haste.
  • Swindler: Casts "Eneumeration", requiring a certain # of players in a stack on a player.
  • Vortexer: Deals AoE damage which inflicts a knockback & 1 player with Elemental Weakness: Lightning
  • Onslaughter: Summons RED and BLUE mines on the field. Blue mines will eventually become invisible after 1 round.

Legendary Actions: [100 points]

3 cd -- 10p
phy - r
inst
smn
Legislation: 5 players are tethered to an orb. These orbs will move slowly towards players (approx. 1s/r) Touching these orbs will bring the player to 0 HP. Orbs disappear after 3 rounds of combat.
3 cd --10p
phy - r
chrgd
att
Megabeam: This entity turns to a random player, firing off a massive beam at their location. This attack will immediately bring players struck to -3 HP.
3 cd--5p
phy - r
cst
att
Hydrothermal Missle: Cleaving AoE that ignores Hit Class, dealing +5.
3 cd--10p
phy - r
chrgd
att
Perpetual Ray: A line AoE. Inflicts Winded & Disable on a single target. Fires twice.
3 cd--10p
mg - r
inst
att
Flamethrower: VERY hard-hitting cone AoE that inflicts Elemental Curse: Fire, Elemental Weakness: Fire & Winded.
3 cd--10p
phy - m
inst
att
Apocolypse: Deals massive damage in front of the entity. Inflicts Winded & Disable.

Abilities:

3 cd
phy - m
inst
att
blu
J Kick: Deals +4 damage, ignoring Hit Class.
1 cd
phy - m
inst
displ
Super Jump: Targets furthest player, leaping to them.
5 cd
phy - r
cst
att
Long Needle: Deals 40 damage, spread across the # of players in the stack at the conclusion of the cast.
3 cd
phy - r
chrgd
att
Seed of the Sky: Places circular AoEs underneath select players, which explode after 1 round.
5 cd
phy - r
chrgd
att
Steam Chakrams: + shaped line AoEs from the sides of the arena. Ignores Hit Class.
2 cd
phy - r
cst
att
Elemental Missle: Circular AoEs underneath select players, which leave puddles underneath after 1 round. These puddles will inflict Elemental Curse: Earth if touched.

Charged with the protection of Alexander, Brute Justice is a remarkable amalgamation of five separate guardians. With Onslaughter as its core, Vortexer, Swindler, Blaster and Brawler complete the union. Brute Justice’s lack of autonomy is balanced by its incorruptible loyalty to Quickthinx All-thoughts.

Beast Tribe Machine

Banestool, Bomb Incubator, Flaming Beacon, Fresh Whelk Ballista

  • Enemy Tier: T1-T4
  • Hit Points: 10-40 + END
  • Element: Variant
  • Weakness: Variant
END STR MP DEX Hit Class INT RSN
T1-T4 T1-T4 T1-T4 T1-T4 +300 T0 T0
  • Conditon Immunities: Daze, Confusion, Sleep, Charm
  • Status Effects:

Caretaker

No Variants

  • Enemy Tier: T1-T4
  • Hit Points: 10-40 + END
  • Element: Variant
  • Weakness: Variant
END STR MP DEX Hit Class INT RSN
T1-T4 T1-T4 T1-T4 T1-T4 +300 T0 T0
  • Conditon Immunities: Daze, Confusion, Sleep, Charm
  • Status Effects:

The Loporrits' design for this mechanical servant was based on the ceramic golem blueprints they received through their interactions with Sharlayan. Ensuring the smooth operation of the Carrotorium is a caretaker's main role, and so absolute is its devotion to the safekeeping of carrots that it will tear limb from limb anyone it perceives as a threat—which unfortunately includes just about everyone. — Encyclopaedia Eorzea Volume III, p. 267

Cavalry

Clibanarius [BOSS]

  • Enemy Tier: T1-T6
  • Hit Points: 10-60 + END
  • Element: Variant
  • Weakness: Variant
END STR MP DEX Hit Class INT RSN
T1-T6 T1-T6 T1-T6 T1-T4 +300 T0 T0
  • Conditon Immunities: Daze, Confusion, Sleep, Charm
  • Status Effects:

Cleaner

No Variants

  • Enemy Tier: T1-T4
  • Hit Points: 10-40 + END
  • Element: Variant
  • Weakness: Variant
END STR MP DEX Hit Class INT RSN
T1-T4 T1-T4 T1-T4 T1-T4 +300 T0 T0
  • Conditon Immunities: Daze, Confusion, Sleep, Charm
  • Status Effects:

Though perhaps not obvious at a glance, the design of this automaton was inspired by ceramic golems. Repurposing the original machine's magical turret for sanitation duties, the Loporrits tasked this unit with incinerating foreign objects. When visitors arrived on the moon, however, the cleaner miscategorized them as detritus to be removed—a chore it undertakes with inexhaustible determination. — Encyclopaedia Eorzea Volume III, p. 267

Clockwork Bug

Bug, Critical Bug, Regression

  • Enemy Tier: T1-T4
  • Hit Points: 10-40 + END
  • Element: Variant
  • Weakness: Variant
END STR MP DEX Hit Class INT RSN
T1-T4 T1-T4 T1-T4 T1-T4 +300 T0 T0
  • Conditon Immunities: Daze, Confusion, Sleep, Charm
  • Status Effects:

Yarzon-like clockwork bugs were most often assigned the duty of patrolling the Allagans Ragnarok-class interstellar transport vessels, tending to minor repairs as well as eradicating any nuisances such as the occasional escaped chimera. While individually lacking in strength, when a threat is detected, the bugs will emit a communications pulse which will summon all nearby machine to its aid.

Clockwork Dreadnaught

Allagan Dreadnaught, Facility Dreadnaught, Valiant, Warspite

  • Enemy Tier: T1-T4
  • Hit Points: 10-40 + END
  • Element: Variant
  • Weakness: Variant
END STR MP DEX Hit Class INT RSN
T1-T4 T1-T4 T1-T4 T1-T4 +300 T0 T0
  • Conditon Immunities: Daze, Confusion, Sleep, Charm
  • Status Effects:

Once originally deployed to the frontlines of battle, the clockwork dreadnaughts fell into disuse with the rapid development of more agile soldiery. That does not mean, however, that they were all decommissioned, and records remain of the machine being employed by battlefield engineers in the construction of bastions and siege machines, as well as the transport of heavy cargo.

Clockwork Hunter

Clockwork Avenger, Omni [B RANK HUNT]

  • Enemy Tier: T1-T4
  • Hit Points: 10-40 + END
  • Element: Variant
  • Weakness: Variant
END STR MP DEX Hit Class INT RSN
T1-T4 T1-T4 T1-T4 T1-T4 +300 T0 T0
  • Conditon Immunities: Daze, Confusion, Sleep, Charm
  • Status Effects:

Despite the improvements made to the predator-class soldiers, enemies of the Allagan Empire eventually devised a means of overriding their controls. Imperial technologists, however, had the resources of three entire continents at their disposal, and it was but a matter of moons before the next evolution in clockwork soldiery was conceived and ready for mass-production. The clockwork hunter was faster, stronger, and more secure than any automaton to ever fight in the imperial army, and was not only deployed to silence the resistance, but also stationed to guard the research facilities on Azys Lla to prevent further breaches of imperial security.

Clockwork Knight

Charred Paladin, Clockwork Warrior, Heavenly Gowan, Orthoknight

  • Enemy Tier: T1-T4
  • Hit Points: 10-40 + END
  • Element: Variant
  • Weakness: Variant
END STR MP DEX Hit Class INT RSN
T1-T4 T1-T4 T1-T4 T1-T4 +300 T0 T0
  • Conditon Immunities: Daze, Confusion, Sleep, Charm
  • Status Effects:

Unlike clockwork soldiers, many of which were little more than manservants reprogrammed to wield weapons, clockwork knights were initially designed with warfare in mind—evident from their refined weaponry, improved armor plating, and aether-neutralizing jamming devices.

Clockwork Predator

No Variants

  • Enemy Tier: T1-T4
  • Hit Points: 10-40 + END
  • Element: Variant
  • Weakness: Variant
END STR MP DEX Hit Class INT RSN
T1-T4 T1-T4 T1-T4 T1-T4 +300 T0 T0
  • Conditon Immunities: Daze, Confusion, Sleep, Charm
  • Status Effects:

It was not long before the enemies of the Allagan Empire—most often resistance cells from within—learned ways of tampering clockwork soldiers’ original programming, effectively turning the machine on their masters. To prevent this imperial technologists worked with aetherochemists to create a more manlike soldier which would prove nigh impossible to corrupt. The result was the clockwork predator which, in addition to having an impenetrable security protocol, was also a faster, more efficient killer.

Clockwork Soldier

Clockwork Engineer, Clockwork Footman, Clockwork Squire

  • Enemy Tier: T1-T4
  • Hit Points: 10-40 + END
  • Element: Variant
  • Weakness: Variant
END STR MP DEX Hit Class INT RSN
T1-T4 T1-T4 T1-T4 T1-T4 +300 T0 T0
  • Conditon Immunities: Daze, Confusion, Sleep, Charm
  • Status Effects:

As Allagan civilization grew more advanced, their technologists developed sturdy machines which could handle the mundane tasks of everyday life, allowing the people time to indulge in more leisurely pursuits. Incapable of doing anything beyond what they were programmed for, these metallic automatons proved safe, loyal allies in battle…even far after the demise of their masters.

Clockwork Spider

Alarum, Clockwork Repurposer

  • Enemy Tier: T1-T4
  • Hit Points: 10-40 + END
  • Element: Variant
  • Weakness: Variant
END STR MP DEX Hit Class INT RSN
T1-T4 T1-T4 T1-T4 T1-T4 +300 T0 T0
  • Conditon Immunities: Daze, Confusion, Sleep, Charm
  • Status Effects:

A later variation of the clockwork bug, the clockwork spider is more aptly equipped to deal with intruders thank to upgraded weapons arrays and defense protocols. The spiders also appear to possess a more advanced form of artificial intelligence, making them quicker to adapt to various situations in battle.

Cruise Chaser - Boss

No Variants


  • Enemy Tier: T6
  • Hit Points: 60 + END
  • Element: Astral Earth
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T0-T7 T7 T7 T7 +600 T5 T1
  • Conditon Immunities: Daze, Paralyze, Silence, Bleed, Poison
  • Status Effects: Pain

Passives:

Call Reinforcements: Summons 1 E.D.D (Clockwork Predator, T4). This E.D.D will grant Cruise Chaser Bravery, Haste, Faith, & Libra if not interrupted & destroyed after 2 rounds.
Precarious Flatforming: Regardless of where this entity exists, it will always be in an arena with no safety rails. Your players can (and if you're particularly mean, will) walk off the edges to their demise.
Deadly Exterior: The edge of whatever platform this entity exists will immediately drop players to -3 HP if contact is made.
Dimensional Shift: This entity has 2 arena types: one with rails (see above) and one without.

Legendary Actions: [60 points]

4 cd--5p
phy - r
cst
smn
Optical Sight: Drops orbs in three distinct patterns:
2 Large Orbs: AoE focused in the center of the arena.
Small Orbs, evenly spaced: Small circular AoEs will be placed on players. (Bait mechanic)
Small orbs, clustered: 2 AoEs on the edge of the arena will drop on opposite sides of the arena, roating clockwise before dropping in the center.
4 cd--5p
phy - r
cst
att
Limit Cut: Players will be marked with RED (even) numbers or ODD (blue) from 1-8. Odd numbered players will be struck with a frontal cone attack. Even players will be struck with a line charge from Cruise Chaser, knocking back players who are not facing the attack.
4 cd--5p
mg - r
cst
smn
Aetheroplasm: Spawns orbs tethered to each player which deal 8 damage, dealing -2 for every round a player has not made contact with the orbs. (Players do not need to pop their own orbs.)
4 cd--5p
phy - r
inst
smn
Lapis Lazuli: Spawns 5 Lapis Lazuli orbs (20HP, 0HC) on the field. A countdown (DM's discretion) will begin as Cruise Chaser readies "Eternal Darkness". Destroying these orbs will prevent "Eternal Darkness" from KO'ing the party.

Abilities:

2 cd
phy - r
inst
att
Photon: Reduces all players to -2 HP.
4 cd
phy - m
inst
att
Assault Cannons: Line AoEs on 2 random players.
4 cd
phy - r
chrgd
att
GA 100: A proximity attack placed on a single target. On the next round of combat, this attack will deal damage to players based on their location to where the target was standing. (DM's discretion on how much damage)
4 cd
phy - r
inst
eff
Pryetic: Inflicts Pain on the party. This cannot be dispelled.

This expertly crafted forgekin can transform at will into one of two forms a winged vessel capable of short and long-range flight, and a bipedal “gunner” better suited for close-quarters combat. Though its primary function appears to be the defense of the primal Alexander, tis flight capabilities present the Illuminati with the option to conduct preemptive strikes on distant targets.

The Curator (FX1975) - BOSS

No Variants

  • Enemy Tier: T6
  • Hit Points: 60 + END
  • Element: Astral Earth / Astral Lightning
  • Weakness: N/A
END STR MP Hit Class INT RSN
T0-T T0-T T0-T ? T T

  • Conditon Immunities:
  • Status Effects:

Passives:

A Square Deal: This entity's arena is broken up into squares. (The rows/columns are up to you.)
Minesweeper: This entity will spawn mines randomly within squares of its arena. These mines will detonate after 1 round of combat.

Abilities:

4 cd
mg - r
chrgd
eff
Board Set: Lights up floor tiles of the arena on the initial turn of activation, dealing damage & inflicting Winded on struck players on the next round of combat.
2 cd
mg - r
inst
eff
Aetherochemical Explosion: Inflicts Doom on 2 players.

For years, Allagan aetherochemists and technologists worked tirelessly to overcome a problem faced in the construction of any automaton—the machines’ inefficiency with manipulating aether at a level that would equal that of the empire’s cabal of mages. The FX1975 was the closest that they ever came, yet the cost of the forgekin’s construction and upkeep was so high that plans to mass-produce the machina were canceled by the emperor himself. The Curator was relegated to a position guarding the archives stored in the Fractal Continuum in Azys Lla—the position from where he earned his current name.

Death Machine

Warmonger [B RANK HUNT]

  • Enemy Tier: T1-T4
  • Hit Points: 10-40 + END
  • Element: Variant
  • Weakness: Variant
END STR MP DEX Hit Class INT RSN
T1-T4 T1-T4 T1-T4 T1-T4 +300 T0 T0
  • Conditon Immunities: Daze, Confusion, Sleep, Charm
  • Status Effects:

A cruel machine of pitiless metal which was created in an attempt to make the magitek reaper autonomous. With no crew needed to man it, excess armor was shed, trading durability for mobility. This enabled swift hit-and-run tactics, giving this forgekin a deadliness which befits its name. — Encyclopædia Eorzea Volume III, p. 266

Drone

Heavenly Maruishi

  • Enemy Tier: T1-T4
  • Hit Points: 10-40 + END
  • Element: Astral Lightnina
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T1-T4 T1-T4 T1-T4 T1-T4 +300 T0 T0
  • Conditon Immunities: Daze, Confusion, Sleep, Charm
  • Status Effects:

Enforcement Droid

Enforcement Droid 208, Enforcement Droid 210

  • Enemy Tier: T1-T4
  • Hit Points: 10-40 + END
  • Element: Astral Lightning
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T1-T4 T1-T4 T1-T4 T1-T4 +300 T0 T0
  • Conditon Immunities: Daze, Confusion, Sleep, Charm
  • Status Effects:

Whereas nearly the entirety of Allagan-developed machina was designed to, in one form or another, serve the imperial army, enforcement droids were one of only a few models that were created with civil services in mind. However, records have been uncovered revealing that, on the day of the droid’s unveiling to the populace, its builders lost control of the machina, resulting in a tragedy that claimed the life of two-hundred and nine civilians.

Face

No Variants

  • Enemy Tier: T1-T4
  • Hit Points: 10-40 + END
  • Element: Astral Lightning
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T1-T4 T1-T4 T1-T4 T1-T4 +300 T0 T0
  • Conditon Immunities: Daze, Confusion, Sleep, Charm
  • Status Effects:

This aptly named defense mechanism was designed to greet residents of Smileton with a grin and intruders with a scowl. In the confusion of the residential area's modification, however, it began attacking anyone who approached regardless of the expression it wore. — Encyclopaedia Eorzea Volume III, p. 228

Gobmachine G-VI - BOSS

Magiteck Gobwidow G-IX, Magitek Gobwalker G-VII, Magiteck Vangob G-II

While these are technically different bosses with variations of model type and different attack styles, they are, in essence, the same enemy type. The Goblins basically just slapped legs and wings on wherever it suited them lol.


  • Enemy Tier: T6
  • Hit Points: 60 + END
  • Element: N/A
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T1-T6 T1-T6 T1-T6 T1-T6 +400 T0 T0
  • Conditon Immunities: Daze, Confusion, Sleep, Charm
  • Status Effects: Knockdown, Upheaval

Passives:

Heavy Hitter: All attacks (unless otherwise designated) deal Knockdown or Upheaval. (DM's discretion)
Bombs Away: This entity spawns additional enemies (Gobbie Bombs -- 5-15HP, 0HC).

Abilities:

No cd
phy - r
inst
att
blu
Flamethrower: AoE that ignores penalty.
No cd
phy - r
inst
att
Zippy Zoppy: Line Dash in crossing patterns, striking all players at least once.

The design of the gobmachine replaces legs with sets of continuous tracks which serve to better distribute the vehicle’s weight evenly. This, in turn, allows for increased mobility in even the worst conditions, be them wet, muddy, rocky, or otherwise. The gobmachines forward cannons are highly adaptable, and are capable of firing bombs and shells of almost any weight or diameter without having to replace them with ones of different caliber. The Illuminati have also created a slightly modified version of the selfsame forgekin known as the king gobtank. — Encyclopædia Eorzea vol 1, page 289

Helldiver

No Variants

  • Enemy Tier: T1-T4
  • Hit Points: 10-40 + END
  • Element: Astral Fire
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T1-T4 T1-T4 T1-T4 T1-T4 +300 T0 T0
  • Conditon Immunities: Daze, Confusion, Sleep, Charm
  • Status Effects:

The helldiver was developed as a successor to sky armor during the second phase of new research intended to improve upon existing airborne magitek. Numerous compromises were made in its design due to the deteriorating situation at the warfront and immediate demand for combat-ready machinery. Initial plans to implement transformation capabilities were scrapped, although engineers did succeed in enhancing its firepower and hardiness compared to the previous model. — Encyclopædia Eorzea Volume III, p. 264

Hexadrone

No Variants

  • Enemy Tier: T1-T4
  • Hit Points: 10-40 + END
  • Element: Astral Fire
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T1-T4 T1-T4 T1-T4 T1-T4 +300 T0 T0
  • Conditon Immunities: Daze, Confusion, Sleep, Charm
  • Status Effects:

This new model of warmachina was delivered to Doma Castle on the occasion of the inspection visit by Zenos yae Galvus, Legatus of the XIIth Imperial Legion. Though intended for open-field warfare, it saw emergency deployment when the castle came under siege and was destroyed by a band of adventurers. — Encyclopaedia Eorzea Volume II, p. 170

Iron Claws

Is it shaped like a spooky hand? It's almost definitely this enemy type

  • Enemy Tier: T1-T4
  • Hit Points: 10-40 + END
  • Element: N/A
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T1-T4 T1-T4 T1-T4 T1-T4 +300 T0 T0
  • Conditon Immunities: Daze, Confusion, Sleep, Charm
  • Status Effects:

All-purpose iron claws were put to use in many aspects of Allagan society, from logistics to construction to military detail. The imperial army would deploy the unmanned vehicles into the lands of hostile tribes known to have summoned eikons. There, the claws would capture tempered tribe members and bring them back to Azys Lla where the captives would be goaded into summoning their gods so that the Allagans might capture them. — Encyclopædia Eorzea, p. 291

Gunship

6th Legion Gunship, Doman Gunship, Magitek Gunship

  • Enemy Tier: T1-T4
  • Hit Points: 10-40 + END
  • Element: N/A
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T1-T4 T1-T4 T1-T4 T1-T4 +300 T0 T0
  • Conditon Immunities: Daze, Confusion, Sleep, Charm
  • Status Effects:

Stormblood

Iron Giant

Agrippa the Mighty [S RANK HUNT], Magitech Colossus


  • Enemy Tier: T2-T6
  • Hit Points: 20-60 + END
  • Element: N/A
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T2-T6 T2-T6 T2-T6 T1 +400 T0 T0
  • Conditon Immunities: Daze, Confusion, Sleep, Charm
  • Status Effects:

Abilities:

4 cd
phy - r
inst
eff
Overheat: grants Bravery, Faith, Libra & Haste
2 cd
phy - r
inst
att
Grand Strike:A line aoe that inflicts those hit with a stacking Disable debuff.
3 cd
phy - m
cst
displ
Exhaust: An attack on a random player that knocks them and all players near them back.
4 cd
mg - r
cst
att
Magitek Ray:An aoe on a random player than inflicts all hit with a Elemental Curse: Fire.
1 cd
phy - m
cst
att
Grand Sword: A conal aoe on a random player.
4 cd
phy - r
inst
eff
System Evaluation An aoe attack on all players that grants Regen buff to the caster.
4 cd
phy - r
inst
eff
Plasma Field: Grants EITHER NulPhysical or NulMagical.

The next step of evolution for the Allagan Empire’s clockwork army went beyond merely creating machine that took on the appearance of chimeras (such as the hydrae), but actually incorporated living tissue into the automatons, granting them enhanced dexterity and fluidity of movement. However the overall difficulty faced in performing such grafting procedures, combined with the inability of aetherochemists to devise a means to prevent the incorporated flesh’s desiccation would result in the abandoning of any further study in this field.

Kaliya [BOSS]

No Variants


  • Enemy Tier: T6
  • Hit Points: 60 + END
  • Element:
  • Weakness:
END STR MP DEX Hit Class INT RSN
T2-T6 T2-T6 T2-T6 T1 +400 T0 T0

  • Conditon Immunities:
  • Status Effects:

Passives:

Barofield: This entity generates a kill zone within its hit box, rendering it impossible to move "through" it. (Or underneath, ect.)
Call Reinforcements: Upon casting Secondary Head, this entity will spawn two (2) T4 Allagan Nodes and become immune to damage until their defeat.

Abilities:

4 cd
phy - m
inst
att
Resonate: Strikes the main target +5, ignoring Hit Class.
no cd
phy - r
cst
att
Nerve Gas: An AoE in either a semi-circlular pattern or a cone directed at the main target.
2 cd
phy - r
chrgd
att
Seed of the Sea: A stack mechanic that spreads 40 damage across players within range.
2 cd
phy - r
chrgd
att
Seed of the River: AoE markers on players. Overlapping inflicts players struck with Disabled & Winded.
4 cd
phy - r
inst
eff
Secondary Head: Strikes 2 players with +4, ignoring Hit Class and AoE penalty.
4 cd
phy - r
inst
eff
Nanospore Jet: Tethers 2 players together. If players step away from one another too far (your discretion) they will automatically take +5 damage. Survivors of this damage will be inflicted with Winded.

The Kaliya is an early attempt to combine the strength and ferocity of a chimera with the durability and ease of control offered by a fully-automated machine. The creatures were first used in the Meracydian campaign, and then deployed into Dalamud. The hydra-like design was most likely chosen so as to provoke their dragon enemies, one of many such tactics used in Allag’s war against the wyrms.

Laborer

Construct 7 [BOSS], Mark XIII-X Magitek Laborer [BOSS]


  • Enemy Tier: T2-T6
  • Hit Points: 20-60 + END
  • Element: N/A
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T2-T6 T2-T6 T2-T6 T1 +400 T0 T0
  • Conditon Immunities: Daze, Confusion, Sleep, Charm
  • Status Effects:
Joyful Note:

Boss variants of this entity have a Math Mechanic that I, personally, am too lazy to try and translate into the system. (Note that I wrote this book starting from the top down, looped around to redo all the boss mechanics, and am now here revising my work to make sure I didn't miss anything, I am so, so tired lol.)

Living Liquid - BOSS

No Variants


  • Enemy Tier: T6
  • Hit Points: 120 + END
  • Element: Astral Water
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T2-T6 T2-T6 T2-T6 T1 +400 T3 T0

  • Conditon Immunities: Water, Bleed, Poison, Daze, Silence, Paralyze, Addle
  • Status Effects: Elemental Curse/Weakness: Water, Doom

Passives:

Call Reinforcements: After "Protean Wave" is first cast, this entity summons four (4) Jagd Dolls (T1, 20HP, 0HC). These Dolls will tether to the first person who damages them, pulsing a circular AoE and debuffing with a unique status effect: Luminous Aetheroplasm. Acquiring 2 or more stacks of this status will bring players to 0HP. [[THESE ENTITIES CAN BE DESTROYED BY MELEE ATTACKS FROM LIVING LIQUID OR LIQUID HAND]]
Call Reinforcements II: After "Cascade" three (3) Liquid Rages (0HP/0HC) will be summoned, two on cardinals, and one on an intercardinal. These Liquid Rages may copy some of Living Liquid's abilities. Stepping in radius of these puddles will inflict Elemental Curse: Water. This effect is removed upon leaving the radius of the Liquid Rage.
Call Reinforcements III: Cut the Living Liquid's HP in half, generating one (1) Liquid Hand (0HP/0HC). Upon Living Liquid reaching 30 points of damage from the time of Liquid Hand being spawned, or after the casting of "Protean Wave", Liquid Hand can be dismissed.
Hand of Prayer/Hand of Parting: If entity -- Liquid Hand -- is in an OPEN PALM (Hand of Prayer), it needs to be brought towards Living Liquid. If entity Liquid Hand is in a CLOSED FIST (Hand of Parting)
Deadly Exterior: The edge of whatever platform this entity exists on will immediately drop players to -3 HP if contact is made.

Legendary Actions: [60 points]

10 p
mg - r
cst
att
Cascade: Roomwide AoE, ignores Hit Class
10 p
mg - r
cst
att
Splash: Strikes with a roomwide AoE 6 times in a row.
10 p
mg - r
cst
eff
Throttle: 6 players will be inflicted with Doom.
10 p
mg - m
cst
displ
Protean Wave: Long cone AoEs that generate from Living Liquid and Liquid Rage. Liquid Rage cones will aim at players closest to them, knocking them backwards.
OPC
mg - m
cst
att
Pressurize: Spawns two (2) orbs on different Liquid Rages. These orbs move very slowly, & cannot touch the boss OR players. Touching the orbs will deal a roomwide AoE at +8.

Abilities:

3 CD
mg - m
chrgd
att
Drainage: Tethers 2 random players to Liquid Rages. Deals an attack that ignores HC on the next round of combat.
3 CD
mg - m
cst
att
Fluid Swing: A +5 cleave to the current target, inflicting Elemental Curse: Water to enemies struck.

One of several inorganic beings seemingly to have been created within the body of Alexander not at the hands of the Illuminati, but by the primal itself. Its body is composed entirely of a metallic liquid similar to quicksilver, but capable of maintaining complex forms—forms it can change at will to adapt to the ebb and flow of battle. Deep within the amorphic admixture is contained servomechanism—the hydrate core—which is thought to connect the forgekin with its host, allowing Alexander to relay it direct orders.

Magitek Predator

No Variants

  • Enemy Tier: T1-T4
  • Hit Points: 10-40 + END
  • Element: N/A
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T1-T4 T1-T4 T1-T4 T1-T4 +300 T0 T0
  • Conditon Immunities: Daze, Confusion, Sleep, Charm
  • Status Effects:

The most recent model in the Empire's line of piloted magitek armor. Though based on the reaper design, the predator has been outfitted with bladed arms to improve its close-quarter combat capabilities and also features simplified armor plating for enhanced mobility. — Magitek Predator Card

Magitek Reaper

7th Cohort Centurion, The Black Eft [BOSS], Doman Reaper


  • Enemy Tier: T3-T6
  • Hit Points: 30-60 + END
  • Element: N/A
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T3-T6 T1 T3-T6 T3-T6 +300 T0 T0
  • Conditon Immunities: Daze, Confusion, Sleep, Charm
  • Status Effects:

Abilities:

3 CD
phy - r
inst
att
Incendiary Support: Deals 3 hits of moderate raidwide damage with no penalty.
4 CD
phy - r
cst
smn
Request Assistance: Summons additional imperial soldiers to the battle. {DM's Choice}
3 CD
mg - r
cst
att
Magitek Cannon: A large circular AoE attack that targets a random player, dealing heavy damage to all players hit.
3 CD
mg - r
cst
att
High-powered Magitek Ray: An untelegraphed line attack that deals heavy damage to all players directly in front of the boss.

Magitek Scorpion

Kampe [BOSS], Vigilia [BOSS]


  • Enemy Tier: T3-T6
  • Hit Points: 30-60 + END
  • Element: N/A
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T3-T6 T1 T3-T6 T3-T6 +300 T0 T0
  • Conditon Immunities: Daze, Confusion, Sleep, Charm
  • Status Effects:

Magitek Slasher

No Variants


  • Enemy Tier: T1-T4
  • Hit Points: 10-40 + END
  • Element: N/A
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T1-T4 T1-T4 T1-T4 T1-T4 +300 T0 T0
  • Conditon Immunities: Daze, Confusion, Sleep, Charm
  • Status Effects:

What the magitek slasher lacks in autonomous decision-making capabilities is offset by its compact design, which allows it far more maneuverability than the larger warmachina more prevalent in the Empire’s ranks. As such, the scythe-limbed slashers are oft used in tight quarters such as fortresses or alleyways where melee combat is the preferred method of assault. — In-game description

Manipulator - BOSS

No Variants


  • Enemy Tier: T6
  • Hit Points: 120 + END
  • Element: Astral Earth
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T0-T6 T0-T6 T0-T6 T0-T6 +500 T0 T0

  • Conditon Immunities: Daze, Confusion, Sleep, Charm
  • Status Effects:

Passives:

Multiple Parts: This entity has four (4) leg sections: Upper Right/Left and Lower Right/Left. Each of these pieces has 50HP and must be destroyed before damage can be inflicted on this entity.
Call Reinforcements: This entity summons one (1) Jagd Doll (T4, 50HP) to the field after activating "Quarantine." This Jagd Doll inflicts -100 to Hit Class on basic attacks. (Stacking)
Call Reinforcements II: This entity summons four (4) Straf Dolls (T1, 10HP) to the field after activating "Red Alert"
Dimensional Shift: This entity has a secondary arena, which it banishes

Constructed deep within Alexander’s assembly plants, the Manipulator’s main purpose is to relay orders of operation to the legions of panzer dolls which patrol the primal’s halls. The successful destruction of one of these control units by the Warrior of Light is believed to have led to the Illuminati’s work on the five-headed metal monstrosity known as “Bruce Justice”

Nimrod

4th Cohort Vanguard, 7th Cohor Vanguard, 12th Legion Vanguard, Doman Vanguard


  • Enemy Tier: T1-T4
  • Hit Points: 10-40 + END
  • Element: N/A
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T1-T4 T1-T4 T1-T4 T1-T4 +300 T0 T0
  • Conditon Immunities: Daze, Confusion, Sleep, Charm
  • Status Effects:

Unlike magitek armor, which was developed as an alternative to mounted cavalry, the nimrod was created by the Garlean Empire to serve as an unmanned mobile cannon. Its agility and firepower are inferior to those of the various magitek armor models, but it can still present a significant threat when deployed in large numbers. — Encyclopaedia Eorzea Volume III, p. 264

Outrunner

The Forecaster [S RANK HUNT]


  • Enemy Tier: T1-T6
  • Hit Points: 10-60 + END
  • Element: N/A
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T1-T6 T1-T6 T1-T4 T1-T6 +300 T0 T0
  • Conditon Immunities: Daze, Confusion, Sleep, Charm
  • Status Effects:

Abilities: [Boss Variant Only]

Wildfire Conditions is a telegraphed donut AoE
Hyperelectricity is a telegraphed circle AoE
Gale-force Winds is a telegraphed column AoE covering the entirety of the front of The Forecaster
Blizzard Conditions is a telegraphed + shaped AoE
Forecast: Applies 3 random buffs to itself and announces the order they will be executed:

  • Chance of Blizzards uses Blizzard Conditions without a telegraph.
  • Chance of Hyperelectricity uses Hyperelectricity without a telegraph.
  • Chance of Gale-force Winds uses Gale-force Winds without a telegraph.
  • Chance of Wildfires uses Wildfire Conditions without a telegraph.

Weather Channel releases these buffs' effects in the order shown on the text bubble while it was casting Forecast.
Climate Change applies a buff indicating which weather effect is replacing one of the other weather effects. It announces which one will be replaced before the cast.
Flood Conditions is a telegraphed circle AoE at a random target.

A general-purpose machine, the outrunner can perform a wide variety of tasks, from the maintenance of facilities and devices to the elimination of dangerous creatures. Its design incorporates a monitor which displays comical expressions in lieu of a face, that it might be more approachable to the public. — In-game description

Oppressor - BOSS

Oppressor 0.5


  • Enemy Tier: T
  • Hit Points: ? + END
  • Element:
  • Weakness:
END STR MP Hit Class INT RSN
T0-T T0-T T0-T ? T T

  • Conditon Immunities:
  • Status Effects:

A scaled version of Alexander, the primal-forged oppressor is tasked with defense of the walking fortress’s most sensitive areas, and equipped with a bevy of advance weaponry with which to do so—from repulsive cannons, to lasers, to automated trebuchets heavy with target-stalking projectiles.

Panzer Doll

Faust - BOSS, Hummelfaust - BOSS, Jagd Doll, Straf Doll, Sturm Doll


When Enemy Type: Faust, Hummelfaust -- Set END, STR, DEX, DEF/EVA and MP to T6. See Boss Mechanics below for Abilities.


  • Enemy Tier: T
  • Hit Points: ? + END
  • Element:
  • Weakness:
END STR MP Hit Class INT RSN
T0-T T0-T T0-T ? T T

  • Conditon Immunities:
  • Status Effects:

Another mechanical creation forged deep within Alexander’s interior assembly plants, panzer dolls are neurally linked to a “Manipulator,” receiving orders while constantly sending information on performance and possible weaknesses back to the walking fortress’s main core for Analysis. Gathered information is then used to improve future versions of the forgekin—such as what has been seen with the recent appearance of the “Neo Faust” but mere moons after a party of adventures reported striking down an older, less sophisticated Faust model.

Phantom Ray

Phantom Orthoray


  • Enemy Tier: T1-T6
  • Hit Points: 10-60 + END
  • Element: N/A
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T1-T6 T1-T6 T1-T4 T1-T6 +300 T0 T0
  • Conditon Immunities: Daze, Confusion, Sleep, Charm
  • Status Effects:

Abilities:

3 CD
phy - m
cst
att
Forearming: Late telegraph massive frontal AoE dealing lethal magical damage.
3 CD
phy - m
cst
att
Atmospheric Displacement: Late telegraph point-blank AoE dealing massive damage.
3 CD
phy - m
inst
att
Rapid Sever: Instant physical damage on target, ignoring Hit Class

Developed by the same technologist who oversaw the construction of the Allagan army’s clockwork predators and hunters, phantom rays were programmed with a separate set of protocols that saw them take control of the highly dangerous and unpredictable chimera regiments.

Queen's Guard

Bygone Terror Knight, Queen's Gunner / Knight / Soldier /Warrior, Soldier Avatar


  • Enemy Tier: T1-T6
  • Hit Points: 10-60 + END
  • Element: N/A
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T1-T6 T1-T6 T1-T4 T1-T6 +300 T0 T0
  • Conditon Immunities: Daze, Confusion, Sleep, Charm
  • Status Effects:

Refurbisher - BOSS

No Variants


  • Enemy Tier: T
  • Hit Points: ? + END
  • Element:
  • Weakness:
END STR MP Hit Class INT RSN
T0-T T0-T T0-T ? T T

  • Conditon Immunities:
  • Status Effects:

The refurbisher did what its name suggests—collected the remnants of damaged or offline machine and repaired or repurposed the constructs. It tirelessly toiled until, sensing its own decommission in the immediate future, began gathering materials it would use to refurbish itself—materials which were in abundant supply due to recent forays into Alexander’s inner workings by the Warrior of Light and his destructive companions.

Rearguard

No Variants


  • Enemy Tier: T1-T4
  • Hit Points: 10-40 + END
  • Element: N/A
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T1-T4 T1-T4 T1-T4 T1-T4 +300 T0 T0
  • Conditon Immunities: Daze, Confusion, Sleep, Charm
  • Status Effects:

A variation on the magitek vanguard, the rearguard has been customized for duty behind a legion's main lines of attack. These customizations include increased heavy plating and long-range weaponry—luxuries that can be afforded since mobility is often not an issue where these machina are stationed. — Encyclopaedia Eorzea Volume II, p. 261

Roader

No Variants


  • Enemy Tier: T1-T4
  • Hit Points: 10-40 + END
  • Element: N/A
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T1-T4 T1-T4 T1-T4 T1-T4 +300 T0 T0
  • Conditon Immunities: Daze, Confusion, Sleep, Charm
  • Status Effects:

Brainchild of the mad magitek bioengineer Aulus mal Asina, the magna roader employs a network of synthetic fibers in place of metal framework to form a body unlike any other seen on a warmachina. These “muscles” allow for increased maneuverability and strength, while creating an outward appearance that is eerily lifelike. — In-game description

Satellite

Gargant [B RANK HUNT], Origenics Aerostat


  • Enemy Tier: T1-T4
  • Hit Points: 10-40 + END
  • Element: N/A
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T1-T4 T1-T4 T1-T4 T1-T4 +300 T0 T0
  • Conditon Immunities: Daze, Confusion, Sleep, Charm
  • Status Effects:

Yet another unmanned weapon, this machina is used primarily for aerial surveillance and reconnaissance. When it detects a presence, it will check it against a database of known friendly entities, and, if no match is found, rain Garlean Fire upon the earth. Unfortunately, it is not uncommon to hear of accidental casualties caused by outdated databases. — Encyclopaedia Eorzea Volume III, p. 265

Scraper

No Variants


  • Enemy Tier: T1-T4
  • Hit Points: 10-40 + END
  • Element: N/A
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T1-T4 T1-T4 T1-T4 T1-T4 +300 T0 T0
  • Conditon Immunities: Daze, Confusion, Sleep, Charm
  • Status Effects:

Sentry

Clerk Variants, Defective Variants, Sentry Variants, Vanguard Variants


  • Enemy Tier: T1-T4
  • Hit Points: 10-40 + END
  • Element: N/A
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T1-T4 T1-T4 T1-T4 T1-T4 +300 T0 T0
  • Conditon Immunities: Daze, Confusion, Sleep, Charm
  • Status Effects:

Sky Armor

Doman Sky Armor, Magitek Sky Armor


  • Enemy Tier: T1-T4
  • Hit Points: 10-40 + END
  • Element: N/A
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T1-T4 T1-T4 T1-T4 T1-T4 +300 T0 T0
  • Conditon Immunities: Daze, Confusion, Sleep, Charm
  • Status Effects:

An airborne unit constructed to accommodate a single pilot, sky armor is designed for maximum maneuverability. Previous flying models such as the juggernaut had, by necessity, been built on an enormous scale, but by implementing the advances made in the invention of the reaper, imperial engineers have succeeded in creating significantly smaller vessels. — Encyclopaedia Eorzea Volume II, p. 261

Sphinx

Harmachis [BOSS]


  • Enemy Tier: T1-T6
  • Hit Points: 10-60 + END
  • Element: N/A
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T1-T6 T1-T6 T1-T4 T1-T6 +300 T0 T0
  • Conditon Immunities: Daze, Confusion, Sleep, Charm
  • Status Effects:

Employing a design based on ancient Meracydian myth for the purpose of instilling fear in the hearts of the superstitious tribes of the southern continent, the sphinx is another of the Allagan Empire’s countless self-automated weapons developed by technologists for the efficient subjugation of the enemy nation. — Encyclopaedia Eorzea Volume I, p. 291

Spinner-rook

Shaper-rrok, Snapper-rook, Spanner Rook


  • Enemy Tier: T1-T4
  • Hit Points: 10-40 + END
  • Element: N/A
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T1-T4 T1-T4 T1-T4 T1-T4 +300 T0 T0
  • Conditon Immunities: Daze, Confusion, Sleep, Charm
  • Status Effects:

Another of Allagan Empire’s fully automated clockwork defense mechanisms, the spinner-rook is believed to be a predecessor to the more heavily armored globular nodes which lined imperial halls in the final years of the Third Astral Era. Until the invention of the rook, there is no evidence that the empire had solved the mystery of aetherchemical-assisted levitation, making the rook a sign of scientific breakthrough.

Supporter

No Variants


  • Enemy Tier: T1-T4
  • Hit Points: 10-40 + END
  • Element: N/A
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T1-T4 T1-T4 T1-T4 T1-T4 +300 T0 T0
  • Conditon Immunities: Daze, Confusion, Sleep, Charm
  • Status Effects:

It does not take a starship engineer to predict that transforming the moon into a suitable vessel for the great exodus would be an endeavor requiring an unprecedented amount of labor. Thus did the Loporrits create these automata to continue work day and night, even while they themselves were at rest. — Encyclopaedia Eorzea Volume III, p. 267

Turret

No Variants


  • Enemy Tier: T1-T4
  • Hit Points: 10-40 + END
  • Element: N/A
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T1-T4 T1-T4 T1-T4 T1-T4 +300 T0 T0
  • Conditon Immunities: Daze, Confusion, Sleep, Charm
  • Status Effects:

Vangob

No Variants


  • Enemy Tier: T1-T4
  • Hit Points: 10-40 + END
  • Element: N/A
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T1-T4 T1-T4 T1-T4 T1-T4 +300 T0 T0
  • Conditon Immunities: Daze, Confusion, Sleep, Charm
  • Status Effects:

A creation of the infamous Illuminati, the magitek vangob’s design is a blatant bastardization of that used by the Garlean Imperial Army in crafting vanguard-class warmachina, repurposed to meet the—albeit questionable—aesthetic standards of the mad goblin engineers. The two-legged vangob can either be ridden like a mount, or controlled from afar using a remote aetherial manipulation device. — Encyclopaedia Eorzea p. 289



Vanguard

No Variants


  • Enemy Tier: T1-T4
  • Hit Points: 10-40 + END
  • Element: N/A
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T1-T4 T1-T4 T1-T4 T1-T4 +300 T0 T0
  • Conditon Immunities: Daze, Confusion, Sleep, Charm
  • Status Effects:

Chapter 8: Primals, Auspice, & Eikons

On Primals:

Arcanists have devised methods of tapping into their own aetherial energy to create semi-sentient, yet fully loyal familiars. This, however, is not the sole method available for drawing forth an animate being from the aether. A second method involving the combining of corporeal aetherial energy (usually amassed in crystalized form) with spiritual aetherial energy (usually represented in the form of faith, prayer, or willpower) in an elaborate summoning ceremony has, in recent years, grown increasingly common amongst the beast tribes of Eorzea. Using this method, powerful god-like beings known as primals can be brought to manifest, allowing them the opportunity to enforce their will on the land. The name primal is derived from the beast tribes' belief that these creatures are deities from which their peoples originate. In addition to primal, the beings have historically also been known as "eikons," by both the Allagan and Garlean Empires who were adamant in their dismissal of the creatures' deific status.

Once a primal has gained a corporeal form, the creature will oft, as a boon, offer protection to, or empower those who summoned it. With corporeal manifestation complete, a primal can also project its own internal aether upon other weak-minded beings, corrupting their hearts and minds and effectively creating obedient followers. This "tempering" can prove a primal's greatest weapon, meaning even a victory against one of the creatures will not be had without great sacrifice. And even these victories are short-lived, as once enough crystals are gathered and another ceremony performed, the demigod can be resummoned as if it never were defeated.
Finally, in addition to the chaos wrought by the beings themselves, the very act of summoning can have adverse effects on the land. The aether required in the summoning and maintaining of the creature's corporeal form will, without fail, draw overmuch from the surrounding environment's life energy, turning once-lush areas into wastelands and disrupting the very balance of the world itself.

Tempering:

Those tempered by a primal eventually lose nearly the entirety of their wills, leaving only shells that bend to the whims of the beast who hollowed them. Men in this state will give their own lives as easily as they would their names if it is but the wish of their new master. Not only do these mindless followers provide a formidable army, but also provide the faith needed to resummon the primal, should the being ever lose its corporeal form. Countless attempts, both magical and scientific, have been made to restore a tempered mind to its original state; however, all have ended in failure—the only known cure for this manner of aetherial brainwashing being death.
While even a single exposure to a primal's aether can tear apart a victim's mind, multiple exposures can lead to an eventual degradation and transformation of his body. Leviathan's "drowned" followers have been reported to exhibit physical features more commonly associated with wavekin, while Ramuh's "touched" sylphs will grow extended beards

PLEASE NOTE:

Every single one of these listed entities are BOSSES, and should be adjusted for the size & experience of your party. Throw these at your players at your own risk!

On Auspice:

According to Far Eastern superstition, a beast who lives for decades exceeding its natural lifespan will obtain a whisper of spiritual power and a flicker of self-awareness. Those who live for one thousand years, however, gain a measure of divinity and power beyond man's understanding. Such beasts, having undergone a transformation legend calls "the change", are generally referred to as "auspices".

Over the course of a thousand years, such creatures gradually amass a mystical strength, until one day they awaken to powers of divine magnitude. Auspices are considered deities in their own right, as awe-inspiring and respected as any kami. These ascended animals are, however, plagued by a dual nature. When the boundless calm, the nigimitama, comes to the fore, an auspice often serves as a benevolent guardian, protecting the people from malicious entities. But when the primal rage, the aramitama, takes over, the auspice runs wild, wreaking disasters of divine proportions. Many a folktale and minstrel’s verse is the recounting of a heroic effort made to contain these rampaging beings.
Amongst the auspices’ number, the most commonly witnessed, and thus most frequently recorded in legend, are those of the fox family. It is common for foxes that have endured for a century or more to gain the ability to shapeshift, and they often take the form of a person when wandering in populated lands.

Similar entities exist in Tural, known as tural vidraal. They are powerful beings whose origins also lie in beasts who have far outlived their natural lifespans and gain great power as a result. The most infamous tural vidraal is the winged serpent, Valigarmanda, known as the Skyruin.

Auspices do not share similar physiology to one another, rather resembling their original pre-auspice physiology, often being able to be confused for a regular animal. Strong auspices can take additional larger, more monstrous, or humanoid forms. An auspice's nigmitama and aramitama have to actively be kept in balance or the auspice might turn into a rampaging beast. Tural vidraal on the other hand seemingly cannot, or will not, return to their more natural forms, staying in more monstrous forms, and have incredible aetherial capacity.

Auspices in the Far East are often revered as gods or spirits, similar to the kami. They have been cases where auspices become enamoured or enter relationships with regular spoken, which, due to their long lives compared to most spoken races, often result in heartbreak. However, it is also common for them to be seen as destructive beings, with many tales of heroes stopping rampaging auspices.

Similarly, Tural Vidraal, meanwhile, often feared in Tural as creatures of incredibly destructive potential. The Vipers are often tasked with hunting and culling the creatures. Certain villages across Tural, meanwhile, manage to defeat and seal the essence of the creatures within totems that can use the Vidraal's abilities.

Alexander Prime [BOSS]

Inheritor of Time (Eikon?)

  • Enemy Tier: T6-T8
  • Hit Points 60-80 + END
  • Element: Time
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T6-T8 T6-T8 T3 T3 +500 T6 T6
  • Condition Immunities: Standard
  • Status Effects: Stop, Bind, Winded, Disable

Legendary Passives:

Time Warp: Saves "ticks" during combat. Alexander may only save one "tick" at a time. (Important Note: This saves HP, Cooldowns, Status Effects & positions of players. Use WISELY and SPARINGLY.)
Wide Range: Basic attacks from Alexander CLEAVE automatically.
Auto-Blink: Alexander may freely teleport to any space, regardless of whether or not it is occupied.
Beacon of Light/Darkness -- Place a Beacon of Light or Darkness on players randomly. (Have players roll even = L odd = D)

Legendary Actions: [60 points]

3 CD -- 10p
mg - r
chrgd
att
Divine Judgement: Deals 9 damage to all enemies. Is reduced to 1 damage if LIMIT BREAK is used
3 CD -- 10p
mg - r
chrgd
att
Gravitational Anomaly: Drops three (3) meteors onto the ground. After two (2) turns, if not destroyed, these meteors deal 7 damage each. [[These meteors have 10 HP each ]]
OPL
mg - r
cst
att
Temporal Prison: As the bosses HP drops below 100, it begins imprisoning players with STOP XIV, freezing them indefinitely. (This is an enrage)

Actions:

3 CD
mg - r
inst
att
Mega Holy: Deals 5 damage to all enemies, ignoring Hit Class
5 CD
mg - r
inst
att
Punishing Heat: Deals 5 damage to focused target. This attack CLEAVES.
4 CD
mg - r
inst
att
Sacrament: Pick EVEN or ODD. Players who roll the opposite choice take 4 damage.
5 CD
mg - r
cst
att
Temporal Stasis: Deals 40 damage to a single target. This ability can be shared with allies, dealing -2 damage for every ally near the target, stopping at +2 damage.
3 CD
mg - r
cst
att
Blazing Scourge: Deals 5 damage to two (2) targets.
6 CD
mg - r
inst
eff
Timegate: Alexander may use his "Time Warp" passive to "load" a Timestock "save"--returning players to the HP, Status effects, and positions they were in when it performed Timestock.
3 CD
mg - r
cst
att
The Final Word: If Players have EVEN HP, move to a player with a light beacon or take 4 damage. If players have ODD HP, move to Dark beacon or take 4 damage.
3 CD
mg - r
cst
att
Ordained Motion/Stillness: Players who have taken damage, must move or take 4 damage. If players have not taken damage, must stay still or take 4 damage.
3 CD
mg - r
cst
att
Optical Sight: If you’re standing in front or behind of the caster, take 3 damage.
6 CD
mg - r
inst
eff
Fate Calibration Alpha: Puts blue & red/green tethers on players. Blue = get close or take 3 damage. Red = get away or take 3 damage
3 CD
mg - r
cst
att
Fate Calibration Beta: 4 clones that do damage in a T shape. These clones disappear after this ability ends.
6 CD
mg - r
cst
att
Ordained Capital Punishment: A 3 hit TB that MUST be soaked with at least 3 DEFENDER archetypes to not KO someone. If taken alone, player reduced to -6.
3 CD
mg - r
inst
att
Almighty Judgement: Deals 4 damage to players with either even or odd HP. {DM's choice}

Anima [BOSS]

Echo of Glory (Eikon)

  • Enemy Tier: T6-T8
  • Hit Points 60-80 + END
  • Element: Death
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T6-T8 T6-T8 T3 T3 +500 T0 T0
  • Condition Immunities: Standard
  • Status Effects: Doom, Pain, Bleed, Winded, Disable

Passives:

Aura of Damnation: Attacks rolled by this entity that are higher than 950 automatically reduce its target to 0HP.
A Parent's Love: By toggling this passive, Magical attacks deal -3 damage. Automatically untoggles after 3 rounds.
A Parent's Scorn: By toggling this passive, Physical attacks deal -3 damage. Automatically untoggles after 3 rounds.
Unbound: At 25% of this entity's HP, they gain an additional +4 to attacks until defeated.
Anima's Wisdom: Anima can absorb Magical attacks as HP up to five (5) times per instance of combat.
Square Deal: This entity's arena will always be in the shape of a square.
Dimensional Shift: This entity has a secondary arena, which will activate after the casting of Imperatum.

Legendary Actions: [100 points]

10p
mg - r
inst
eff
Casting Shadow: Removes positive status effects from the party.
10p
phy - r
inst
eff
A Parent's Sacrifice: If this entity has allies, it can move in front of them, taking damage in their stead.
5 CD -- 20p
mg - r
chrgd
att
Boundless Pain: After cast, this action pulls all enemy entities into the center of the arena, bombarding them with a high damage attack at +3. (Think Akh Morn) After taking 2 or more blasts from this ability, players will be inflicted with Winded & Disable. This attack ignores Hit Class.
5 CD -- 10p
mg - r
chrgd
eff
Jagged Nails: Nails will drop onto the edge of the arena and the center. The nails will tether to one another, and any of the quadrants of the arena that have tethers on all four sides will be filled by an AoE. Players must move to the safe quadrants of the arena to avoid dropping to -3HP instantly.
3 CD -- 10p
mg - r
chrgd
att
Mega Graviton Unavoidable room-wide AOE. This will summon a Mega-Graviton in each corner of the room. On the next round, Mega-Gravitons will tether to players, pulling them towards them at the end of the round. If players are too close, they will immediately fall to 0HP.

Abilities:

OPC
mg - r
chrgd
att
Imperitum: Roomwide AoE, ignores Hit Class. Players are pulled into the floor to face the lower half of Anima, and a Chaos gauge slowly begins to fill. If players fail to defeat the lower half before the gauge fills, Oblivion will deal 20 damage, ending the fight. {Guage fills at the DM's discretion}
3 CD
mg - r
cst
att
Obliviating Claw: Two sets of claws will spawn on the east and west edges of the arena, one side before the other.
3 CD
mg - r
cst
att
Erupting Pain: Two random players are marked with following circular AoEs, which strike 6 times.

Asura [BOSS]

False Mansuya (Eikon)

  • Enemy Tier: T6-T8
  • Hit Points 60-80 + END
  • Element: Astral Fire, Astral Earth
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T6-T8 T6-T8 T3 T3 +500 T5 T5
  • Condition Immunities: Standard
  • Status Effects: Bleed, Winded, Disable

Passives:

Doppleganger: This entity summons a clone of itself. [Outside of the arena on the northern side] This clone will mimic "Iconography" type abilities, centered on itself. This clone cannot be damaged.
Iconic Transcendence: Teleports the clone to a random location. This can only be done once in an instant of combat.

Legendary Actions: [40 points]

0 CD--5p
phy - r
cst
att
Iconography: Asura casts an ability, with her doppleganger mirroring the following:

Iconography: Pedestal Purge: Telegraphed point-blank AoE from the boss.
Iconic Execution: A briefly telegraphed, massive point-blank AoE from the clone.

Iconography: Wheel of Deincarnation: Telegraphed donut AoE from the boss.
Iconic Execution: A briefly telegraphed, donut AoE from the clone.

Iconography: Bladewise: Telegraphed line AoE from the boss.
Iconic Execution: A briefly telegraphed, wide line AoE from the clone.

OPC--10p
mg - r
cst
att
Lower Realm: Raidwide damage and spawns a lethal AoE at the edge of the arena.
5 CD--5p
mg - r
cst
att
The Face of Wrath / The Face of Delight: Divides the arena into a red half and blue half while summoning either a red or blue mask. Players should go to the opposite floor color as the mask, because the same color floor will blow up.

Abilities:

4 CD
phys - r
cst
att
Asuri Chakra: Spawns a point-blank AoE and multiple concentric ring AoE telegraphs, leaving narrow safe spots in between them.
5 CD
phys - r
inst
att
Cutting Jewel: A +4 Telegraphed AoE tankbuster, ignores Hit Class.
5 CD
phy - r
cst
att
Ephemerality: Physical raidwide damage and spawns several phantom clones of the boss. These will each do a point-blank AoE with a very brief telegraph.
5 CD
phys - r
chrgd
att
Lower Six-bladed Khadga: Asura telegraphs six sequential half-room cleaves, cleaving either her north, west, or east, and traveling in a clockwise or counterclockwise pattern on her next turn. The last three cleaves are a repeat of the first three.
2 CD
mg - r
cst
att
Myriad Aspects: Two sets of telegraphed conal AoEs.
3 CD
phy - r
cst
att
Bladescatter: Multiple sequential telegraphed line AoEs that will spawn clockwise or counterclockwise.

Bahamut [BOSS]

The 7th Calamity (Eikon)

  • Enemy Tier: T9
  • Hit Points 60-80 + END
  • Element: Astral Fire, Astral Earth
  • Weakness: Water
END STR MP DEX Hit Class INT RSN
T6-T9 T6-T9 T9 T9 +500 T9 T9
  • Condition Immunities: Standard
  • Status Effects: Doom, Bleed, Elemental Curse/Weakness: All, Winded, Disable

Passives:

Lohs Daih: This boss ignores Hit Class automatically for all attacks.
Eikon of the First Brood: When Bahamut uses any Legendary Action, the next use of that action gains +1 damage.
Call Reinforcements: This entity can summon forth any Dragon-type entity. Costs 10 legendary action points per summon. [30 if you summon Twintania, you maniac.]
Lethal Weaknesses: All DoTs deal +3 instead of +1

Legendary Actions: [200 points]

3 CD--10p
mg - r
chrgd
att
Akh Morn: A highly telegraphed, massive attack at 40 damage that must be shared, dealing -5 less damage for every player in the stack.
3 CD--10p
mg - r
cst
att
Morn Afah:: A random player will be hit with an untelegraphed stack AoE marker that deals 20 damage that must be shared, dealing -4 less damage for every player in the stack.
0 CD--10p
mg - r
cst
att
Flare Breath: Hard-hitting conal cleave dealing magic damage.
3 CD--5p
phy - r
cst
att
Tempest Wing: Bahamut will tether to a random target, then hits the player with an attack that deals splash damage. Anyone hit by the splash damage is also knocked back and afflicted with Dazed. The tether can be picked up by other players.

Actions:

3 CD
phy - m
inst
att
Flatten: A heavily attack at +3
5 CD
mg - r
cst
att
Earthshaker: A random player will get a marker over their head, and the boss will fire a massive conal AoE at the target, inflicting damage and Elemental Weakness: Earth. This AoE will also drop a puddle, which inflicts Elemental Curse: Earth if players stand in it.
5 CD
mg - r
chrgd
att
Megaflare:Megaflare: Random players are marked with a circle AoE. These players need to stack, while everyone else needs to spread out, as the attack randomly hits players with splash damage. If an unintended player is hit by this splash damage, they will immediately drop to -3HP. Players will also have to dodge circular AoEs that appear on the ground underneath them.
OPC
mg - r
chrgd
att
Gigaflare: Must be negated with a Limit Break, or the party will be reduced to -2 HP.
3CD
mg - r
chrgd
att
Exoflare: Three pairs of two medium-sized circle AoEs will sequentially (1 group per round of combat will move in a line across the map) spawn on a random cardinal or intercardinal of the map. These AoEs will travel across the arena and reduce anyone hit to -3HP.

Bismark [BOSS]

Lord of the Mists (Eikon)

  • Enemy Tier: T6-T8
  • Hit Points 60-80 + END
  • Element: Astral Water, Astral Wind, Astral Lightning
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T6-T8 T6-T8 T6 T3 +500 T0 T0
  • Condition Immunities: Elemental Curse: Lightning/Water/Wind, Elemental Weakness: Lightning/Water/Wind, Standard
  • Status Effects: Elemental Curse: Lightning/Water/Wind, Elemental Weakness: Lightning/Water/Wind, Upheval, Knockdown

Passives:

Head in the Clouds: This entity spawns in a unique arena, where players are positioned in a lethal spot in the middle of the air. Falling off this platform is almost assuredly going to be the end of a character.
Call Reinforcements: Summons two (2) Sanuwa-type enemies (T4, 30HP, 400HC) to the field. If these enemies get too close together, they will gain an additional +200 to their HC.
Call Reinforcements II: Summons two (2) Vanu-Vanu-type enemies (T3, 20HP, 300HC) to the field. This can be done twice in an instance of combat.
Extra Pieces: This entity has 1 additional piece: Carapace (50HP/0HC) which must be destroyed to deal damage.
Veil of the Mists: This entity cannot be damaged in any way unless it is the only creature on the field.

Legendary Actions: [60 points]

0 CD--10p
mg - r
cst
att
Weather the Storm: This ability transforms the weather and brings the following effects, depending on the weather chosen:
Wind: Clouds will be a dark yellow and it will be raining. There will be an AoE knockback from the center of the island. All players should run to the center or they will be knocked off, then run back to the center for an AoE covering the island except the center.
Water: Clouds almost clear. Stay away from the center as there will be splash damage that causes Disable. Failure to destroy Vapor Bubbles will result in a column of water that knocks all players off the platform.
Thunder: Clouds will be purple. 3 random players will receive 2 thunder AoE attacks, the first deals average damage and inflicts Elemental Weakness: Lightning, the second attack will deal massive damage. Do NOT kill the Vapor Bubbles during this time, as they can be used to absorb the second attack.

Abilities:

0 CD
phy - r
inst
att
Bellow: AoE damage, ignores Hit Class.
5 CD
phy - m
inst
att
Slam: Slams into the platform, causing all players Knockdown.

(I honestly recommend adding additional mechanics to this fight, it is a little bare bones on paper.) -- Joy

Byakko [BOSS]

Auspice of the West (Auspice)

  • Enemy Tier: T6-T8
  • Hit Points 60-80 + END
  • Element: Astral Fire, Astral Lightning, Astral Wind
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T6-T8 T6-T8 T5 T3 +500 T5 T5
  • Condition Immunities: Elemental Curse: Fire/Lightning/Wind, Elemental Weakness: Fire/Lightning/Wind, Standard
  • Status Effects: Bleed, Upheaval, Daze, Paralyze, Winded, Disable

Passives:

Call Reinforcements: This entity may summon one Tiger-type enemy "White Tiger" (T5, 40HP, 200HC) to the field, becoming temporarily untargetable.
Bloodthirsty: Byakko's Bleed effects deal +3 damage instead of +1.
(Feel free to run the bullet hell falling section if you want, that's entirely a you choice on how you want to run that. There's a bunch of possible methods, I'm just a PDF.)

Legendary Actions: 80 points

5 CD--10p
phy - m
inst
displ
State of Shock: Hoists the main target into the air, rendering them unable to act. Simultaneously, a stack-marker will form on the opposite side of the arena - the location where Byakko will slam the grabbed target at 40 damage. Players can stack together to distribute the damage equally.
5 CD--10p
mg - r
inst
att
Unrelenting Anguish: After moving to the centre of the arena, Byakko will begin firing a spiral of large red orbs from himself that will travel to the arena edges. Being struck with an orb will inflict Winded & Disable.
5 CD--5p
mg - r
inst
eff
Ominous Wind: a debuff that will explode if two (or more) players with the debuff move close to each other for +4 damage. Lasts 3 rounds.

Abilities:

3 CD
phy - r
inst
att
Storm Pulse: Roomwide AoE
5 CD
phy - m
cst
att
Heavenly Strike: An attack at +5 on Byakko's main target
3 CD
phy - m
inst
att
Fire & Lightning: After targeting a random player, this massive column AoE will be charged up and fired from Byakko during the above Unrelenting Anguish mechanic
5 CD
mg - r
chrgd
eff
Aramata: mark two random players for an AoE puddle on the ground at their location on the next round(three times in a row). Puddles will inflict Bleed & last for 2 rounds.
2 CD
phy - m
inst
att
Distant Clap: a doughnut AoE cast at Byakko's hitbox. Simultaneously, White Tiger will leap into the air and mark its main target with a proximity attack, forcing them to move away from the group to avoid damaging them.
5 CD
mg - r
cst
eff
Aramata Orbs: Forms large orbs at the outer edges of the arena that will slowly move towards the centre. If they collide with the White Tiger, it heals 5HP. Players can absorb these for a temporary buff of their choice.
5 CD
mg - m
chrgd
att
Hundredfold Havoc: a set of outward-firing AoE lightning patterns that are telegraphed by an arrow icon, displaying the direction they will travel from Byakko (arena centre). Two patterns will be fired simultaneously (the second being slightly delayed), giving players enough time for the first pattern to fire outward so that they can move into the now safe area to avoid the delayed pattern.
2 CD
phy - m
inst
att
Sweep the Leg: A massive frontal-cone AoE that ignores Hit Class
5 CD
mg - r
chrgd
eff
Gale Force: 3 players will be marked with Gale Force, a large AoE marker that will drop a slowly expanding puddle at their location after a brief delay. Should any of these puddles collide with another puddle, the raid will drop to -2HP.

Cinduruva [BOSS]

Mansuya Sister of Good Health (Eikon)

  • Enemy Tier: T6
  • Hit Points 60 + END
  • Element: N/A
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T6-T8 T3 T6 T3 +400 T3 T3
  • Condition Immunities: Standard
  • Status Effects: Regen, Knockdown, Disable, Winded

Passives:

Sister of Good Health: When entities Sanduruva & Minduruva are present, this entity can revive them from 0Hp to full. This can be done only once per instance of combat.
Magus Sister: This entity is present as a trio with Boss: Sanuruva & Minduruva. When together, attacks from these entities ignore Hit Class.

Legendary Actions:

None :C
(I personally would add more onto this, likely stealing some of the mechanics from Kuribu or something along those lines. A Healer-based boss might be an interesting challenge, but as far as in-game mechanics are concerned, this is literally all poor Cindy got from the FFXIV dev team.) - Joy

Abilities:

2 CD
mg - r
inst
att
Samsara: Roomwide AoE

Daivadipa [BOSS]

The Heavenly Eye of Light (Eikon)

  • Enemy Tier: T6-T8
  • Hit Points 60-80 + END
  • Element: Astral Fire, Astral Earth
  • Weakness: Water
END STR MP DEX Hit Class INT RSN
T6-T8 T6-T8 T3 T3 +500 T2 T2
  • Condition Immunities: Elemental Curse: Fire, Elemental Weakness: Fire
  • Status Effects:

Passives:

Loyal Flame activates either colour of all flames on the battlefield. If Daivadipa glows blue while channeling this spell, the blue flames will trigger first, followed immediately by the red flames. If Daivadipa glows red while channeling it, the red flames will activate first, followed immediately by the blue flames.

Legendary Actions:

2 CD
mg - r
crhgd
att
Lamplight: spawns both blue and red flames on the southern edge of the island. When activated, the flames will shoot northward in a linear AoE.
2 CD
mg - r
chrgd
att
Igniting Lights: spawns both blue and red flames in a checkered pattern across the whole island. When activated, the flames will explode in a circle AoE.

Abilities:

2 CD
mg - r
chrgd
att
Cosmic Weave: circular AoE with indicator.
5 CD
mg - r
chrgd
eff
Divine Call: applies a delayed Misdirection status effect to the nearest (X) players. [DM's discretion]
2 CD
mg - r
inst
att
Drumbeat: Attacks main target at +5 damage.
3 CD
mg - r
inst
att
Infernal Redemption: raid-wide damage ability that damages everybody for around 40-50% of their HP.
2 CD
phy - r
cst
att
Lefward Trisula: brings all players standing to the left of Daivadipa to -2HP
2 CD
phy - r
cst
att
Rightward Parasu:brings all players standing to the right of Daivadipa to -2HP.
2 CD
mg - r
cst
att
Karmic Flames: proximity AoE that originates at the center of the island.
3 CD
phy - m
inst
att
Errant Akasa: frontal conal AoE.
2 CD
mg - r
chrgd
att
Yawning Hells: marks a series of clustered circle AoEs that go off next round

Enkidu [BOSS]

Loyal Friend (Eikon)

  • Enemy Tier: T6-T8
  • Hit Points 60-80 + END
  • Element: Astral Wind, Astral Earth
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T6-T8 T6-T8 T3 T3 +500 T2 T2
  • Condition Immunities: Standard
  • Status Effects:

Passives:

Unstoppable Hope: Healing taken in by Enkidu is also reflected back to Gilgamesh.

Abilities:

2 CD
mg - r
chrgd
att
Aero II: Targets random players and does an AoE around them for moderate damage.
2 CD
mg - r
inst
eff
blu
Web: Targets random players and applies Slow, Bind, Paralyze, Addle, & Silence.
2 CD
mg - r
cst
eff
blu
Eerie Soundwave: Conal AoE that targets a random player, inflicting Confuse on hit.
2 CD
mg - r
inst
eff
blu
White Wind:
Heals self & party members by +5.

Garuda [BOSS]

Lady of the Vortex (Eikon)

  • Enemy Tier: T6-T8
  • Hit Points 60-80 + END
  • Element: Wind
  • Weakness: Earth
END STR MP DEX Hit Class INT RSN
T6-T8 T6-T8 T3 T3 +500 T4 T2
  • Condition Immunities: Elemental Curse: Wind, Elemental Weakness: Wind, Standard
  • Status Effects: Elemental Curse: Wind, Elemental Weakness: Wind, Bleed, Upheaval

Passives:

Chirada & Suprarna: This entity summons two clones of itself (T4, 40HP, 200HC) to the field at 50% of its HP. If these clones are too close together, their HC is increased by +600. During these clones' existence on the field, Garuda cannot take damage.
Dancing Feathers: This entity summons three feather types -- four (4) Satin Plumes, one (1) Spiny Plume, and one (1) Razor Plume. (10HP, 0HC, T4 Magic Power). Satin Plumes will attach to players randomly, casting sleep in an AoE beneath themselves. Razor Plumes will attach to whatever hits them first, inflicting Elemental Weakness: Wind and "Thermal Low".
Storm Warning: This entity's Elemental Curse: Wind deals +3 damage instead of +1.
Wind Force Gales: This entity inflicts unique status effects: Thermal Low, which deals raid-wide damage, ignoring Hit Class, when removed. This debuff persists through death and can only be removed once entity -- Spiny Plume has been defeated.
Awakened: This entity's damage increases by 1 tier when this effect is triggered. (DM's choice.) It cannot be untoggled when activated, so use wisely.
Soul of Wind: This entity converts Wind damage directly into HP.

Legendary Actions: 100 points

4 CD--10p
mg - r
inst
att
Down Burst: frontal cleave, ignoring Hit Class. If the boss is buffed with Awakened, the attack becomes a stack at 40 damage that is spread evenly in the party.
3 CD--5p
mg - r
inst
att
Aerial Blast: Roomwide that ignores Hit Class.
2 CD--10p
mg - r
inst
eff
Mistral Song: A player receives a green marker over their head. The boss will turn towards the marked player and fire a line AoE in their direction, dealing heavy damage. Another player can mitigate by breaking the Line of Sight of the attack. The player hit by this attack will have a large wind AoE spawn underneath them.
OPC
mg - r
inst
eff
Eye of the Storm: The edge of the arena will be marked by a purple AoE and be covered by a cyclone. Contact will put the player at -2HP.
4 CD--10p
mg - r
chrgd
eff
Friction: marks a player with an AoE that deals splash damage. Any player hit by this attack receives a stack of the debuff Thermal Low.
4 CD--10p
mg - r
inst
eff
Mesohigh: Deals damage and dispels any stacks of Thermal Low they may have, damaging the party. If a player has no stacks of Thermal Low, the party drops to -2HP. (This cannot be cast before Friction.)
2 CD--10p
mg - r
inst
eff
Wicked Tornado: When the boss becomes Awakened, the party is hit by a raid-wide AoE that can only be avoided directly in the boss's hitbox or far opposite of it. Targets hit fall to -2HP.
OPC--10p
mg - r
inst
att
Superstorm: Roomwide at +3, ignores Hit Class.
4 CD--10p
mg - r
chrgd
eff
Aerial Stack - 4 players are marked with white circles & must share damage with 1 other unmarked player. Marked players at the end of the turn will be afflicted with Upheaval. Failure to get a partner at the end of the round will inflict a near-leathal amount of fall damage.
OPC
mg - r
inst
eff
Vacuum Slice: cuts arena in half via straight-line AoE, creating another death wall.

Garuda (Continued)

Abilities:

2 CD
mg - r
inst
att
Mistral Shriek: Raid-wide damage.
4 CD
mg - m
inst
att
Slipstream: Large frontal cleave that deals damage & inflicts Dazed.
2 CD
mg - r
inst
eff
blu
Feather Rain: The boss will disappear and spawn several small AoEs under players. Struck players are inflicted with Elemental Curse: Wind
2 CD
mg - m
cst
att
Wicked Wheel: Point-blank AoE
5 CD
mg - r
chrgd
att
Occluded Front spawns multiple wind-orbs around the edge of the arena that fire straight-line AoE's across the battlefield on the next round. At the same time, Garuda will tether herself to four players and prepare to blast massive cone-AoE's in their direction. This is immediately followed by Storm of Fury.
2 CD
mg - m
inst
eff
Storm of Fury: creates a large point-blank AoE underneath Garuda
4 CD
mg - r
chrgd
att
Ferostorm: spawns two blades of wind on either cardinals or intercardinals, centered on Garuda. On the next round, conal-AoE's of massive size will be fired in the direction of the blades.
2 CD
mg - r
cst
displ
Central Knockback: Knocks players backwards from the center of the arena.

Genbu [BOSS]

Lord of the North (Auspice)

  • Enemy Tier: T6-T8
  • Hit Points 60-80 + END
  • Element: Astral Water, Astral Wind
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T6-T8 T6-T8 T3 T3 +500 T5 T5
  • Condition Immunities: Elemental Curse: Water, Elemental Weakness: Water
  • Status Effects:

Passives:

Call Reinforcements: This entity can summon one (1) Cheloian Gate to the field. (50HP, 0HC) for four (4) rounds of combat. Damage dealt to this Gate will determine the resulting damage on "Divine Cataract" (+1 damage for every 10HP remaining, dealing at least 1 damage.)

Legendary Actions: [No Point Requirement]

3 CD
mg - r
inst
att
Sinister Tide: Arrows appear on the hexagonal platforms, along with a blue orb. The orb will explode and send water following the arrows. Getting hit will result in damage & Disabled.
OPC
mg - r
inst
att
Hell of Waves: Genbu becomes invincible and begins charging his Genbu's Focus meter. Destroy Chelonian Gate around him before the meter fills completely. During this time platforms will start to glow and damage anyone standing on them, so move off of them quickly.
OPC
mg - r
inst
att
Divine Cataract: After Genbus' meter fills or Chelonian Gate is destroyed. The amount of damage done depends on how full the meter was.

Abilities:

4 CD
phy - m
inst
att
Caduceus: No castbar. Attack at +5, Ignoring Hit Class. Telegraphed by Genbu saying "Water to rend flesh from bone!".
2 CD
mg - r
chrgd
att
Hell of Water: Cross-like AoE, centered on Genbu.
2 CD
mg - r
inst
att
Hell of Waste: Marker on a single target that generates an AoE around player, drops water bomb on player on the next round.

Good King Moggle Mog XII [BOSS]

His Royal Highness, Blessed Be His Pom (Eikon)

  • Enemy Tier: T6-T8
  • Hit Points 60-80 + END
  • Element: N/A
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T6-T8 T6-T8 T3 T3 +600 T5 T5
  • Condition Immunities: Standard
  • Status Effects: Confuse, Bleed, Poison, Frenzy, Elemental Curse: All

Passives:

Royal Court: This entity spawns a whopping 7 additional allies, which persist through the encounter. These allies SHARE THE SAME JOB TABLES & ABILITIES AS PLAYER ENTITIES. When one of these allies drops to 0HP or below, this entity will sacrifice its own HP in order to restore them to full health.
Summoned Court Members:
Whiskerwall Kupdi Koop (Paladin): (T4, 70HP, 300HC) Has 3 different basic single target attacks, one of the attacks will steal a small amount of HP.
Woolywart Kupqu Kogi (Marksman): (T4, 40HP, 200HC) Immune to Provoke, and will not move unless he is starting a combo attack. He uses a basic attack, "Moogle Eye Shot" which will fire 3, 4, or 5 attacks at a target, that ignores Hit Class, marked with a multi-colored reticle.
Pukla Puki the Pomburner (Black Mage): (T4, 40HP, 200HC) Immune to Provoke. She only uses 1 ability “Pom Flare” which is interrupted by attacking her 5 times. Failure to interrupt this means you will drop to -3HP.
Furryfoot Kupli Kipp (White Mage): (T4, 40HP, 200HC) Heals the other moogles. Blue Mages can learn "Pom Cure" from this entity.
Pukna Pako the Tailturner (Thief): (T4, 40HP, 200HC) Immune to Provoke. All attacks from this entity ignore Hit Class, and deal +3 damage if struck from behind. Will randomly jolt around the map stabbing people.
Ruffletuft Kupta Kapa (Warrior):(T4, 70HP, 300HC) Has 2 basic single target attacks, which will heal himself if they land.
Puksi Piko the Shaggysong (Bard): (T4, 40HP, 200HC) Has a damage song that does an AoE around her.

Legendary Actions: [40 points]

2 CD--5p
mg - r
chrgd
att
Pom Flare: A straight line AoE that inflicts Confuse on hit.
2 CD--5p
mg - m
cst
att
Pom-el Strike: A cone AoE that steals your SwA if it connects.
2 CD--5p
mg - m
inst
att
Pom-nade: Single-target attack that ignores Hit Class.
2 CD--10p
mg - r
inst
att
Hail to the Kupo: Roomwide AoE that ignores Hit Class.

Abilities:

N/A

Hydaelyn [BOSS]

The Mothercrystal, Lady of Light (Eikon)

  • Enemy Tier: T10
  • Hit Points 60-150 + END
  • Element: Umbral
  • Weakness: Astral
END STR MP DEX Hit Class INT RSN
T6-T10 T6-T10 T10 T10 +500 T10 T10
  • Condition Immunities: Elemental Curse: Water/Earth/Ice/Light, Elemental Weakness: Water/Earth/Ice/Light, Standard
  • Status Effects: All (minus Elemental Curse/Weakness: Fire/Lightning/Water/Darkness)

Passives:

Lady of Light: Umbral damage converts directly to HP.
Dawn of Light: At 50% HP, this entity triggers an add phase and cannot be damaged during this time.
Doppleganger: This entity can summon two (2) clones of itself during "Dawn of Light". These clones will tether to nearby Crystals of Light, charging the "Dawn of Light" meter at a much quicker pace. These entities will dissapear upon the conclusion of "Dawn of Light".
Crystals of Light: This entity summons six (6) crystals during "Dawn of Light" (T0, 40HP, 0HC) which will charge up the guage for "Dawn of Light". All six crystals must be destroyed before the meter is fully charged.

Legendary Actions: [200 points]

2 CD--20p
mg - r
chrgd
att
Crystallize: The boss will display an element, followed by a weapon - the weapon attack will always be before the element attack.

Water - small AOE on two players, deals 10 damage spread across all players in the stack.
Rock - small AOE on a random player; deals 20 damage spread across all players in the stack
Ice - small AOE on all players, overlap inflicts Elemental Curse: Ice & Winded

Dancer Chakrams (Red icon): A large donut AoE
White Mage Staff (Green icon): A large circle AoE
Paladin Sword & Shield (Blue icon): A plus (+) shaped AoE that always goes in directions of cardinals

5 CD--20p
mg - r
cst
att
Lightwave: Spawns four crystals - three on either the north or south side of the arena, one on the opposite side. Two light waves will spawn on the side with three crystals - one in the center, and one on either the west or east side. The light waves will move across the arena, dealing damage to anyone who stands in them, and whenever they collide with a crystal, that crystal deals damage to anything within line of sight; this damage should be blocked by hiding behind another crystal.
5 CD--5p
mg - r
inst
att
Infralateral Arc: The boss casts this after two crystals have been hit by light waves; cleaving in a cone targeting 4 players at random.
2 CD--10p
mg - r
inst
att
Heros's Sundering: Ignores Hit Class, cleaving the target & all players around it.
2 CD--5p
mg - r
chrgd
att
Parhelion/Subparhelion: Parhelion shoots out three sets of dancer chakrams in three directions that drop line AoEs from Hydaelyn, these will explode in the order they spawn. After this, Hydaelyn will cast a Water Crystallize, followed by Subparhelion, which causes those chakrams to shoot line AOEs that cover the entire arena.
2 CD--5p
mg - r
chrgd
att
Parhelic Circle: Spawns a green snowflake-shaped symbol on the ground which will in turn spawn AoEs in the middle and at the tip of the lines.

Abilities:

2 CD
mg - r
inst
att
Heroes's Radiance: Raid-wide AoE.
2 CD
phy - m
chrgd
att
Shining Saber: Stack up to spread damage.
4 CD
mg - r
cst
att
Aureole: Wide AOE attack where you're only safe on the boss' sides.
4 CD
mg - r
cst
att
Aureole: Wide AOE attack where you're only safe in-front and behind the boss.

Ifrit [BOSS]

Lord of the Inferno (Eikon)

  • Enemy Tier: T6-T8
  • Hit Points 60-150 + END
  • Element: Fire
  • Weakness: Water
END STR MP DEX Hit Class INT RSN
T6-T8 T6-T8 T3 T3 +500 T4 T4
  • Condition Immunities: Elemental Curse: Fire, Elemental Weakness: Fire
  • Status Effects: Elemental Curse: Fire, Elemental Weakness: Fire, Daze, Winded, Bleed, Disable, Oil, Upheaval

Passives

Aura of Fire: An aura of pure fire aether from a primal of flames. Casts Elmental Curse: Fire on all enemies that cannot be dispelled.
Soul of Fire: Fire-type spells or abilities will heal Ifrit for the amount of damage dealt.
Call Reinforcements: Ifrit can summon up to thirteen (13) Nail entities (T0, 15HP, 0HC) on the field at one time. The longer these Nails are on the field, the quicker "Hellfire's" guage charges, with the resulting damage increasing for every Nail remaining upon the cast.
Upward Draft: This entity can elect to add Upheaval to the following abilities: Hands of Flame, Instant Inceneration, Eruption. Crimson Cyclone, Vulcan Buster

Legendary Actions: [100 points]

OPC--30p
mg - r
cst
att
Hellfire: Ifrit deals a massive 10 damage to all players. This can be nullified to 5 if there are no nails on the field when this ability goes off. This ability can be used only after summoning nails to the field.
0 CD
mg - r
cst
att
LIMIT BREAK: Eternal Inferno: Ifrit summons forth a churning hellfire, which engulfs the players, dealing half of the players' current HP in damage. This ability can be used only if a LIMIT BREAK has been earned by the caster.
4 CD--10p
mg - r
cst
att
Incinerate: Ifrit deals damage to all players, and inflicts Oil, regardless of whether or not the attack hit.
4 CD--10p
mg - r
chrgd
att
Hands of Hell: places a bundle of four shareable tethers onto a random player. Players must make an effort to collect (or pass on) tethers so that the original target only has one left. Upon this action activating, Ifrit will uppercut tethered players, applying Elemental Weakness: Fire, & drop an Eruption beneath their current location.
4 CD--10p
mg - r
chrgd
att
Strike Spark: creates multiple orbs of flame throughout the arena that will eventually unleash a broad AoE explosion at their location. Due to the placement of the orbs, there will currently be no safe-spot within the arena. However, after a brief delay, four clones of Ifrit will appear, each one standing behind a random orb. Eventually, all clones will simultaneously kick their chosen orb in the direction they are facing via Hot Foot, leaving one possible safe-spot.

Actions

3 CD
mg - r
cst
att
blu
Eruption: A crack appears beneath three players. These cracks explode, ignoring Hit Class. The caster may trigger this attack again to blow the ability early, but adding another turn to its cooldown.
5 CD
mg - r
chrgd
att
Crimson Cyclone: Ifrit vanishes, appearing with two more clones of itself, positioned around the arena. Ifrit and its clones will move forward in a straight line, dealing 5 damage to enemies struck. These clones vanish upon the conclusion of this attack.
4 CD
mg - m
inst
att
Vulcan Buster:Ifrit deals 7 damage directly to its current target.
3 CD
mg - r
inst
att
Inferno Howl: Roomwide AoE that ignores Hit Class
4 CD
mg - m
cst
att
Hands of Flame: inflicts Disable & drop an Eruption beneath the target.
4 CD
mg - m
cst
att
Instant Incernation: Attacks at +5, ignoring Hit Class & Inflicting Oil.
3 CD
mg - r
chrgd
att
Meteor Strike: targets the location of its primary target and blast it with an attack at +3 damage, ignoring Hit Class. All participants must ensure they move far enough away from the targets previous location (while Meteor Strike is being cast) to avoid taking damage.

King Thordan [BOSS]

The Living Legend (Eikon)

  • Enemy Tier: T6-T8
  • Hit Points 60-150 + END
  • Element: N/A
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T6-T8 T6-T8 T6-T8 T3 +500 T5 T5
  • Condition Immunities: Standard
  • Status Effects: Winded, Dazed, Disable, Elemental Weakness: All, Elemental Curse: All, Bleed, Paralyze, Addle, Silence

Passives:

Lohs Daih: This boss (and summoned entities) ignores Hit Class automatically for all attacks.
Elemental Surge: Elemental Curse & Elemental Weakness applied during this fight is increased by x4, & lasts twice as long.
Knights of the Round: This entity summons forth twelve (12) different supporting enemies. During this time, this entity cannot be targeted or damaged. These enemies cannot be targeted or damaged -- this is a "dodge and survive" phase. The presence of particular enemies will denote the following mechanics:
(For the sake of ease, and to make sure this isn't four pages long, consider all of these charged attacks. The complications of this passive in combat come from combining these mechanics, not so much the mechanics themselves.)

phy - m
Spiral Thrust: Sers Ignasse, Vellguine, Paulecrain appear at the edge of the arena at random cardinals or intercardinals and charge across the arena, knocking back and damaging anyone hit.
phy - r
Heavy Impact: Ser Guerrique casts a point-blank AoE that slowly pulses outwards in donuts that get larger with each pulse. Being hit will inflict damage, Dazed & Winded
mg - r
Conviction: Cast by Ser Hermenost, spawns several towers around the arena in various patterns that must be soaked by one player each when the cast bar fills, or will explode & deal +7 damage.
phy - r
Skyward Leap: The Ward's Dragoons leap into the air, targeting three players with a blue marker and dropping shortly after, dealing massive damage in a large circular AoE, inflicting Disable.
mg - r
Dimensional Slash: Ser Grinnaux appears and spawns several black AoEs on the floor that slowly expand and eventually resolve. Being hit will inflict damage & Winded.
phy - m
Holy Shield Bash/Holy Bladedance: Sers Adelphel & Janlenoux will each tether a random player without a blue marker, and once the cast finishes, dash to the currently tethered players and use Holy Shield Bash, inflicting Knockdown to them and anyone too close to them, then follow up with Holy Bladedance, a three (3) hit strike. The tethers can be exchanged with other players by contacting the tether. Damage is lessened by -1 with distance from the knights.
phy - m
Sacred Sever: Ser Zephirin targets two random players with either one or two sword markers, indicating who will be attacked first and second. These two attacks deal 20 damage total.
mg - r
Shining Blade / Bright Flare: Sers Adelphel and Janlenoux appear in the center of the arena, and dash to opposite sides, dropping five (5) large orbs that explode in large AoEs. Both entitites then dash to opposite ends of the arena, dropping orbs once again.
mg - r
Holy Comet: Ser Noudenet will mark two random players with a red overhead marker, and sequentially drop seven meteors on each player shortly afterward. Each meteor drop will deal light raidwide damage. If the meteors land too close to one another, they will explode (Holy Impact) and wipe the party.
mg - r
Hiemal Storm: Ser Haumeric will target four players with an untelegraphed, large circular AoE that leaves behind a large persistent ice puddle. The damage from the initial attack must be split with two players each and will inflict Elemental Weakness: Ice, making overlap lethal. The ice puddles will inflict Elemental Curse: Ice to anyone who steps or lingers in them around a second after they appear.
mg - r
The Heaven's Stake: Ser Charibert telegraphs four large fire AoEs around the intercardinals of arena, and a massive fire donut that covers the edge of the arena. The four circle AoEs will leave behind fire puddles that will inflict Elemental Curse: Fire to anyone who steps or lingers in them around a second after they appear.
phy - r
Faith Unmoving: Ser Grinnaux appears and performs a knockback from the center of the arena, dealing light damage.

King Thordan (continued)

Legendary Actions: [100 points]

5 CD--10p
phy - r
chrgd
att
Ascalon's Mercy Concealed: Thordan targets all players with a narrow conal AoE that snapshots players' positions when the cast bar finishes and resolves shortly after.
2 CD--10p
phy - m
cst
att
Ascalon's Might: Tankbuster. Three cleaves that deal heavy damage and require mitigation or an invulnerability skill.
5 CD--5p
mg - r
cst
att
Lightning Storm: Thordan targets every player with a medium-sized circle AoE, dealing moderate damage and debuffing with Elemental Weakness: Lightning, making overlap dangerous.
5 CD--10p
mg - r
cst
att
The Dragon's Rage: Thordan targets a random player with an untelegraphed split damage AoE. (Denoted as "You feel a surge of energy on ___")
3 CD--20p
mg - r
inst
att
Ancient Quaga: Roomwide AoE at +3
3 CD--10p
phy - m
cst
att
Heavenly Heel: single target attack that debuffs with Disable. This is followed up by Ascalon's Might.
5 CD--10p
mg - r
chrgd
att
The Dragon's Gaze: Thordan moves to the edge of the arena and begins casting a gaze attack that deals heavy damage and inflicts Fear.
5 CD
mg - r
chrgd
att
The Dragon's Glory: An Eye spawns at the edge of the arena and uses an untelegraphed gaze attack at the same time as The Dragon's Gaze that deals heavy damage and inflicts Fear & Misdirection.
0 CD--20p
mg - r
inst
att
LIMIT BREAK - Ultimate End: An attack that deals half the party's HP in damage. Can only be executed if this entity has generated a Limit Break Coin.
2 CD--5p
phy - m
chrgd
att
Broad Swing: Thordan faces a random player then does three sequential cleaves, each hitting a third of the arena. Will always cleave either his top right or top left first. Will inflict massive damage, Winded, and knock back any players hit.

Lakshmi [BOSS]

Lady of Dreams (Eikon)

  • Enemy Tier: T6-T8
  • Hit Points 60-150 + END
  • Element: Umbral Water
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T6-T8 T6 T8 T3 +500 T4 T4
  • Condition Immunities: Standard
  • Status Effects: Charm, Confuse, Knockdown, Daze, Bleed

Passives:

Chanchala: This entity can buff its own damage by +3 by casting this ability. Players can negate this additional damage with Item: Vril.
Vrilic Aura: Every three (3) rounds of combat, this entity will drop up to ten (10) "Vril Orbs". These orbs can be touched by players to absorb its effect. These orbs cancel out the passive: Chanchala.
Call Reinforcements: This entity summons four (4) Ananta-type enemies (T4, 20HP, 300HC). When these enemies are on the field, this entity becomes untargetable, & cannot be damaged.
Divine Protection: This entity grants a single summon one (1) Orb of Dreaming. This orb will transfer from enemy to enemy after each turn in the round, significantly increasing their damage. Defeating an enemy with this orb will grant the party 1 "Vril Orb."
Sharpness: This entity's Bleed stacks deal +2 instead of +1.
Precarious Platforming: This entity creates an area where players can fall off the sides.

Legendary Actions: [70 points]

2 CD--5p
mg - r
inst
att
Hand of Grace: Roomwide AoE, ignores Hit Class.
3 CD--5p
phy - m
cst
att
The Pull of Light Single target strike, ignores Hit Class.
2 CD--5p
mg - r
chrgd
att
Alluring Arm: This ability creates three (3) AoEs -- One plus-shaped AoE, & two circular AoEs -- on three targets.
4 CD--10p
mg - r
cst
displ
Divine Denial: - Raid-wide knockback. Players with no Vril Orbs will be immediately thrown off the edge, likely to their demise.
2 CD--5p
mg - r
chrgd
att
Hand of Beauty: Places two (2) AoEs on random players, which drop puddles after the damage has been given. These puddles will place Bleed on targets that step in their radius. (Puddles can persist at the DM's discretion.)
4 CD--10p
mg - r
inst
eff
Awakened Alluring: Casts Charm on up to four (4) players.
4 CD--10p
mg - r
inst
eff
Sleepwalking: Casts Sleep & Misdirection on up to four (4) players. Afflicted players may walk off the edge if not stopped.
4 CD--10p
mg - r
inst
eff
Sleeptalking: Deals Roomwide damage on all targets not afflicted with Sleep.

Leviathan [BOSS]

Lord of the Whorl (Eikon)

  • Enemy Tier: T6-T8
  • Hit Points 60-150 + END
  • Element: Astral Water
  • Weakness: Lightning
END STR MP DEX Hit Class INT RSN
T6-T8 T6-T8 T7 T5 +500 T4 T4
  • Condition Immunities: Elemental Curse: Water, Elemental Weakness: Water, Upheaval
  • Status Effects: Elemental Curse: Water, Elemental Weakness: Water, Doom

Passives:

Soul of Water: This entity converts Water damage directly into HP.
King of the Seas: This entity can only be encountered in large bodies of water.
Call Reinforcements: This entity can call forth up to six (6) Sahagin-type enemies to the field every three (3) rounds. (T4, 30HP, 300 HC)
Dual Aspects: This entity has two (2) points of attack -- its head, and its tail. Both share the same stats & HP pool.
Precarious Platforming: This entity has its arena encounter on a platform with no protections. Players who fall off this platform may have a bad time.
OSHA Violation: Parts of this platform can be destroyed during combat by this entity. (How many parts this has is up to you.)
(The difficulty with Leviathan is not the fight itself, but the positions of mechanics. Because Leviathan can cast abilities from either its head or its tail, it becomes much more difficult to predict abilities before they happen, as they can potentially come from either direction.)

Legendary Actions: [100 points]

2 CD--5p
mg - r
chrgd
att
Rip Current: selects Leviathan's main target and prepares to shoot them with two consecutive line AoEs that each deal +3 damage, ignoring Hit Class, and inflict Elemental Weakness: Water on anyone caught in their wake.
5 CD--5p
mg - r
chrgd
displ
Tidal Wave: places a torrent of water at the side of the arena that will inflict a knockback. Tidal Wave can overlap with Undersea Quake.
5 CD--10p
mg - r
cst
eff
Undersea Quake: charges up a platform-smashing attack. After a delay, Leviathan destroys the platform aligned with its head & tail, instantly KO'ing caught in the attack or whom fall over the edge as a result.
5 CD--10p
mg - r
inst
att
Tsunami: AoE Roomwide that inflicts each surviving player with one of two debuffs:
Splashing Waters: marks all players unaffected by Sundering Tsunami with an uncleansable Doom. Cleansed by Sundering Tsunami.
Sundering Tsunami: will target one random player. Once the debuff expires in 3 rounds, anyone in front of the marked player will be knocked back.

Abilities:

2 CD
mg - r
inst
att
Tidal Roar: Roomwide AoE.
4 CD
mg - r
cst
att
Temporary Current: Caster moves to a diagonal angle & prepares a massive AoE blast across the platform. (This can only be case by EITHER the head OR the tail, but not BOTH AT ONCE.)
2 CD
mg - r
cst
att
Drenching Pulse: spawns AoE circles under each player.
2 CD
mg - r
inst
att
Freak Wave: places AoE markers on each player. Overlap inflicts Elemental Weakness: Water that cannot be cleansed.
5 CD
mg - r
chrgd
att
Fathoms Below: Leviathan will dive under the platform and disappear while small puddles of water form on the platform. After a brief delay, the puddles will grow much larger and inflict damage and heavy on anyone attempting to walk through them. Simultaneously, two watery portals will form at the sides of the arena, indicating where (and in what order) Leviathan will dash across the platform. This pattern repeats twice before this ability is concluded.
3 CD
mg - r
chrgd
att
Smothering Tsunami: deals 30 damage, spread between party members stacked by one another.
3 CD
mg - r
chrgd
att
Swirling Waters: Marks 4 players for a donut AoE.
5 CD
mg - r
chrgd
att
Black Smokers: targets both tanks and bombards them with repeated conal attacks after a brief delay. Black Smokers accompanies Hydrothermal Vents.
5 CD
mg - r
chrgd
att
Hydrothermal Vents: will tether a player on each side of the divided platform spawning a puddle of water at them which will persist on the platform (repeating four times). These must be soaked by another player (causing them to disappear) before they explode for 7 damage, ignoring Hit Class.

Minduruva [BOSS]

Mansuya Sister of Protection (Eikon)

  • Enemy Tier: T6-T8
  • Hit Points 60-80 + END
  • Element: Unaspected
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T6-T8 T6-T8 T6 T5 +500 T0 T0
  • Condition Immunities: Standard
  • Status Effects: Elemental Curse: All, Elemental Weakness: All

Passives:

Transmute: This entity can summon AoEs around itself, and also at specific points in its arena -- denoted by its daggers being thrown into the ground.
Sister of Protection: When entities Sanduruva and Cinduruva are present with this entity, all three gain +3 to damage. (This stacks on top of standard modifiers.)

Legendary Actions: [40 points]

3 CD--10p
mg - r
chrgd
att
Manusya Blizzard III: The boss will fire twelve narrow cones from the center of the boss's hitbox across the arena.
2 CD--10p
mg - r
inst
att
Manusya Bio III: The boss will fire an AoE covering the entire room except the area between the boss and the nearest wall.
0 CD--5p
mg - r
inst
eff
Dhrupad: Targets all players and inflicts them with two (2) Elemental Curses. This will be used after every Transmute spell cast.

Abilities:

2 CD
mg - r
inst
att
Manusya Bio: Deals damage at +3 & inflicts Poison

3 CD
mg - r
cst
att
Manuysa Fire III: A large donut AoE.
2 CD
mg - r
inst
att
Manusya Thunder III: The boss will fire several AoEs in a plus (+) shape from its hitbox that move across the room to the edge of the arena.

Odin [BOSS]

The Black Knight (Eikon)

  • Enemy Tier: T6-T8
  • Hit Points 60-150 + END
  • Element: Unaspected
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T6-T8 T6-T8 T6 T4 +500 T4 T4
  • Condition Immunities: Standard
  • Status Effects: Bleed, Break, Stop, Sap

Passives:

Living Weapon: This entity can pick a member of the party to overtake, chosing them as the Avatar of the Black Knight. During this time, the player chosen as this avatar may play Odin for a few rounds themselves, making a Reason check at the end of each turn Odin takes in order to break free of the weapon's influence. This can only be done three (3) times in an instance of combat.
Stone Bastion: Each time "Hall of Stone" is cast, it targets one (1) additional person in the party.

Legendary Actions: [50 points]

3 CD--5p
mg - r
cst
eff
Hall of Lead: Targets 3 random party members with a medium circle AoE, dealing damage and inflicting Stop.
3 CD--5p
mg - r
cst
eff
Hall of Stone: Targets random party members with a circle AoE. Deals damage and inflicts Break.
0 CD--5p
phy - r
chrgd
smn
Gungir: Three random party members are targeted with a large circle AoE. On the next round, Gungnirs drop down on the targets for damage. (30HP, 0HC) Note that Hall of Sorrow goes off at the same time as the Gungnirs go off. Gungnir also inflicts a raid-wide Bleed for as long as the three spears remain alive.
OPL--10p
mg - r
inst
eff
Shin-Zantetsuken: Can only be cast when this entity holds a Limit Break coin. Immediately drops the entire party to 0HP & inflicts Sap.

Abilities:

2 CD
phy - r
inst
att
Hall of Sorrow: Roomwide AoE. Used as a follow-up on other mechanics.
3 CD
phy - r
inst
att
Einherjar: Roomwide AoE. Inflicts Bleed on the party.
2 CD
phy - m
chrgd
att
Valknut: medium-sized circle AoE around Odin. Used periodically, but guaranteed after each Gungnir.
1 CD
phy - m
cst
att
Snnfetall: An attack on a single target. Ignores Hit Class. Inflicts Disable.
2 CD
phy - r
chrgd
att
Gagnrath: Red spears appear on the outside of the arena and dash across in a straight line. Anyone struck will be damaged and knocked back roughly 1/3rd of the arena. There are two patterns: three lines from one direction, or one line from two perpendicular directions forming a cross pattern.

Phoenix [BOSS]

Miracle of Carteneau (Eikon)

  • Enemy Tier: T6-T8
  • Hit Points 60-180 + END
  • Element: Astral Fire, Umbral Fire
  • Weakness: Water
END STR MP DEX Hit Class INT RSN
T6-T8 T6-T8 T8 T5 +500 T5 T5
  • Condition Immunities: Elemental Curse: Fire, Elemental Weakness: Fire, Doom
  • Status Effects: Lethal, Regen, Sap, Disable, Winded, Elemental Curse: Fire, Elemental Weakness: Fire

Passives:

Call Reinforcements: This entity can call four (4) Bennu-Type enemies to the field. This can happen only three (3) times in an instance of combat. During the time in which these allies are on the field, Phoenix gains +200 to its Hit Class.
Re:Birth: This entity can revive both itself and allied creatures from the brink of death. This ability can only be used three (3) times per instance of combat, and will only revive creatures to about 20% of their total HP.
Color of Flame: This entity generates several instaces of flame-based attacks, each with different effects (use sparingly):
Black Fire: Drops flames that act as mines, which can tether together & explode, dealing damage & inflicting Winded in a roomwide AoE. These flames explode automatically two (2) rounds after they were created. [10HP, 0 HC]
White Fire: Drops circle AoEs on marked players.
Blue Fire: A single player is marked to drop a blue fire puddle which inflicts Elemental Curse: Fire on contact. Phoenix can absorb this puddle by touching it to increase its damage by +3 for the next three (3) turns.
Red Fire: Spawns an orb which tethers to a single target. If Phoenix touches it, it will be absorbed, increasing its damage by +3 for the next three (3) turns. If it hits a player, it will inflict Winded, Sap, & Disable. Can be disabled with the Blue Fire puddle.

Legendary Actions: [150 points]

0 CD--5p
phy - r
inst
eff
Bennu Enkindle: Grants Bravery, Haste, Libra & Faith to all Bennu-Type ads on the field. If they are left alive too long, they will begin to buff Phoenix with the same buffs, one at a time, after three (3) rounds of being on the field. After the third time they are revived, they will cast the same buffs on any ally near them in a small AoE.
0 CD--20p
mg - r
chrgd
eff
Brand of Purgatory: Links two players together with a tether, which must be broken by distance. The position of where the chain is intended to break is snapshot at the location of the two players at the time this ability triggers. Denoted in combat with "The chains of fate weigh heavy on ___ and ___ . . . " Failure to break these chains results in taking 3 damage over 3 rounds of combat.
0 CD--20p
phy - r
chrgd
smn
Phoenix Feather: the boss will summon Phoenix Egis that will either drop an easily avoidable AoE or will tether to a random player and charge them shortly after, damaging every player it hits.
4 CD--20p
phy - r
chrgd
smn
Fountain of Fire: A wide AoE will spawn on a random player and drop a large puddle. The puddle will then buff the boss with Bravery, Faith, & Libra up to 8 times before disappearing. Players need to take turns standing in this puddle, which will debuff with Elemental Weakness: Fire, and damage them instead of buffing the boss. The more stacks of the debuff a player receives, the more damage each attack deals.

Abilities:

2 CD
phy - r
chrgd
att
Revelation: A single target attack that ignores Hit Class & debuffs with Lethal.
2 CD
mg - r
inst
att
Flames of Forgiveness: Roomwide AoE. Ignores Hit Class.

Ramuh [BOSS]

Lord of Levin (Eikon)

  • Enemy Tier: T6-T8
  • Hit Points 60-80 + END
  • Element: Lightning
  • Weakness: Earth
END STR MP DEX Hit Class INT RSN
T6-T8 T6-T8 T9 T5 +500 T8 T8
  • Condition Immunities: Elemental Curse: Lightning, Elemental Weakness: Lightning
  • Status Effects: Elemental Curse: Lightning, Elemental Weakness: Lightning, Doom, Charm, Knockdown

Passives:

Soul of Lightning: This entity absorbs all lightning-based damage as HP.
Call Reinforcements: This entity summons up to four (4) Divine Arbiters (15HP, 300 HC, T5MP) to the field. The number of Divine Arbiters on the field at the duration of specific actions (Thunderspark, Judgement Bolt, Crippling Blow). Additionally, these Arbiters can cast Haste on Ramuh.
Fury of the Learned: This entity can significantly buff specific abilities, increasing the damage output by a random number. (1-4.) These attacks are marked with "Furious" at the beginning of their cast. Furious attack damage can be negated with lightning orb stacks.
Electric Boogaloo: This entity's attacks become significantly stronger when lightning orbs are on the field (+1 damage for every orb in play). These orbs can be touched & absorbed by players -- granting -1 damage from lightning up to three (3) times, but inflict Winded upon reaching four (4) or more stacks.
Call Reinforcements II: This entity summons one (1) Executor entity, which tethers onto a single player, inflicting them with Sap, Elemental Curse: Lightning, & Elemental Weakness: Lightning. If this entity reaches the tethered player, they immediately fall to -2HP. After three (3) turns, this entity disappears & cannot be resummoned.

Legendary Actions: [150 points]

3 CD--20p
mg - r
chrgd
eff
Chaotic Strike: Target two players with an orange crosshair and then inflict a unique debuff "Chaos". When the debuff expires after 1 round, it will turn into the Misdirection effect. This can be broken by an overlapping Thunderstorm placement.
4 CD--10p
mg - r
chrgd
smn
Stormcloud Summons: Marks four far players with stormcloud markers (purple) & four near players with Doom (orange). On the next round, all players marked with purple stormcloud markers will drop a cloud at their location which will zap the area beneath it for an unavoidable 4 damage each round. If any stormclouds are dropped too close to each other, they will merge, dropping players to -2HP. Orange marked players will need to stand under these clouds to remove their Doom timers.
2 CD--20p
mg - r
chrgd
displ
Tribunal Summons: creates the Will of Ramuh at the northern edge of the arena centre. On the next round, the Will of Ramuh will charge through the arena centre, inflicting damage & knockback. If Ramuh is buffed, the knockback will be severe. If Ramuh is unbuffed, the knockback will be slightly shorter.
2 CD--20p
mg - r
chrgd
smn
Stratospear Summons: calls down four AoE circles - one in each corner of the arena. After 1 round, lightning rods (stratospears) will fall at the location of the AoE circles, with one being noticeably smaller than the rest. Smaller rods will perform a donut AoE, & larger ones a massive circle AoE.
2 CD--10p
mg - r
chrgd
att
Stepped Leader: creates dark AoE circles (non-telegraphed) under every player as soon as it is cast. This is a snapshot ability & will place the AoEs in the position the player was on the turn this ability was cast.
5 CD--30p
mg - r
chrgd
att
Fury's Fourteen: creates fourteen lightning rods on the platform - seven to the east and seven to the west - all in a straight line from north-to-south. Simultaneously, Ramuh will summon multiple Will of Ixion on either the east or west side of the arena, making that side totally unsafe. On the next round, Ramuh will knock all players sideways from the centre.
3 CD--20p
phy - r
inst
eff
Chain Lightning: Inflicts 2 players with an 8-stack debuff that will be passed on to the closest player after a short duration. With each jump to a new target, a stack is removed.
3 CD--20p
mg - r
inst
att
Judgment Bolt: Puts the party at -2HP if any arbiters are alive. Otherwise, deals roomwide damage at +4.

Abilities:

2 CD
phy - m
cst
att
Thunderspark: Circle AoE centered on Ramuh.
2 CD
mg - r
cst
att
Thunderstorm: Random players and patches of ground will be marked with an AoE. Deals moderate damage and breaks Chaotic Strike. The water on the arena will also electrify and deal Elemental Curse: Lightning if stood on.
2 CD
mg - r
inst
att
blu
Shock Strike: Deals damage on a target, ignoring Hit Class & inflicting Elemental Weakness: Lightning.
2 CD
mg - r
inst
eff
Rolling Thunder: Tethers 2 players together, inflicting Elemental Curse: Lightning & Pain. Canceled with 3 lightning orbs.
2 CD
mg - r
inst
att
Judgement Volts - raid-wide damage & spawns numerous Lightning Orbs around the arena.

Sanduruva [BOSS]

Mansuya Sister of Plenty (Eikon)

  • Enemy Tier: T6-T8
  • Hit Points 60-80 + END
  • Element: N/A
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T6-T8 T6-T8 T6 T4 +500 T4 T4
  • Condition Immunities: Standard
  • Status Effects: Stop, Frenzy

Passives:

Sister of Plenty: When entitis Minduruva & Cinduruva are present with this entity, all three gain +100 to attacks.

Legendary Actions: [80 points]

3 CD--20p
mg - r
chrgd
eff
Manusya Berserk: Five orbs will appear around the room, and once the boss finishes casting, they will explode in very large AoE circles. If a player is hit, they are inflicted with Frenzy.
2 CD--20p
mg - r
chrgd
eff
Manusya Stop: The boss will teleport to the center of the arena and cast this spell. Players will be afflicted by a debuff that freezing them in place upon expiration. Players will be frozen one at a time, in succession. Once a player is stopped, the boss will cast a an unavoidable Prapti Siddhi line attack on that player, after which the player is unfrozen.
3 CD--20p
mg - r
chrgd
eff
Manusya Confuse: The boss will leap from the arena, then drop down with five orbs disguised as the boss. After a set amount of time, the orbs drop their disguise and explode very quickly thereafter, inflicting Berserk. Only one of the bosses is the real boss, and marks the safe zone in the room. Players can determine the real boss by looking to see which one is not performing an emote (DoTs and debuffs also persist on the real boss, but not the clones). Once the true boss has been determined, run to the wall behind it until after the explosion, exactly like with Manusya Berserk.

Abilities:

3 CD
phy - m
inst
att
Isitva Siddhi: Single target, ignores Hit Class.
3 CD
mg - r
inst
att
Prapti Siddhi: fires a large line AoE.
3 CD
phy - m
inst
att
Prakamya Siddhi: point-blank AoE

Seiryu [BOSS]

Lord of the East (Auspice)

  • Enemy Tier: T6-T8
  • Hit Points 60-150 + END
  • Element: Astral Water, Astral Lightning
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T6-T8 T6-T8 T6 T5 +500 T5 T5
  • Condition Immunities: Elemental Curse: Water/Lightning, Elemental Weakness: Water/Lightning
  • Status Effects:

Passives:

Aspects of the Storm: This entity absorbs Water & Lightning damage as HP.
Call Reinforcements: This entity summons two (2) Shiki-type enemies to the field. (5 HP, 0 HC) As these enemies are slain, they will explode in a room-wide AoE, dealing damage equal to their HP.
Red Shiki - tethers to a player before charging them next round, dealing +5 and ignoring Hit Class.
Blue Shiki - tethers to a player before charging up a massive attack at 30 damage that is evenly split between those nearby the tethered player.
Call Reinforcements II: This entity summons one (1) GIANT Shiki-Type enemy to the field. This creature is untargetable and will alternate slamming the north/south half of the arena with giant palm strikes, ignoring Hit Class.
OSHA Violation: This entity's arena is typically surrounded by churning waters, inflicting Elemental Weakness: Water & Elemental Curse: Water on targets that fall in. If a creature is in this water for more than two (2) rounds, they will be considered "drowning", dropping to -3HP.
Blazing Spirit: Once this entity is at 75% HP or less, it gains Haste, and can cast Legendary Actions without cooldown.

Legendary Actions: [80 points]

3 CD--20p
mg - r
chrgd
att
Onmyo Circle (Yin & Yang): Seiryu will teleport to a random player and charge an AoE attack at his current location, indicated by a Yin & Yang symbol. When under "Blazing Spirit", this ability is cast twice, back to back, alternating its pattern. Yin & Yang version is a circle AoE and the Dragon version is a Donut AoE.
3 CD--20p
mg - r
chrgd
att
Kuji-Kiri: - marks the entire arena with a criss-cross AoE pattern, blasting the telegraphed areas after a short delay.
3 CD--20p
mg - r
cst
displ
Orochi: a wall of snakes will form at one end of the arena. On the boss' next turn, the snakes will charge across the battlefield and inflict a damaging knockback. Players who aren't close enough to the snakes' at this time risk being punted into the outer waters of the arena.

Abilitites:

2 CD
mg - r
inst
att
Fifth Element: Roomwide AoE
2 CD
mg - r
cst
att
Serpent Descending: marks four players with AoE markers, forcing them to avoid fellow team-members. This mechanic will overlap with Kuji-Kiri.
4 CD
mg - r
inst
eff
Cursekeeper: a debuff that will be applied to Seiryu's main target. Once applied, the debuff will begin to absorb all damage taken by that target and store it up. Once it fades, all damage received will be amplified into an AoE explosion around that target. This will be overlapped by Infirm Soul.
2 CD
mg - r
inst
att
Infirm Soul: single target attack that ignores Hit Class
5 CD
mg - r
inst
smn
White Water: These tornados of water will persist throughout the battle and periodically alternate positions. If a player collides with White Water for any reason, they will be inflicted with Upheaval & Winded.
4 CD
mg - r
chrgd
att
Forbidden Arts: Deals massive attack at 30 damage that is evenly split between those nearby the targeted player.
4 CD
mg - r
chrgd
att
Serpent Ascending: starts with all players spawning AoE circles under their feet. On the next round, four dark circles will spawn at the intercardinal points of the arena. If no player is standing within the dark circles at the end of the second round, the circle will explode, dealing unavoidable raid-wide damage that applies Winded.

Sephirot [BOSS]

The Fiend (Eikon)

  • Enemy Tier: T6-T8
  • Hit Points 60-80 + END
  • Element: Astral Earth
  • Weakness: Ice
END STR MP DEX Hit Class INT RSN
T6-T8 T6-T8 T4 T3 +500 T4 T4
  • Condition Immunities: Elemental Curse: Earth, Elemental Weakness: Earth
  • Status Effects: Force Against Magic (Unique), Force Against Might (Unique), Upheaval, Knockdown, Disable, Lethal, Elemental Weakness: Earth, Elemental Curse: Earth

Passives:

Percarious Platforming: This entity has its arena encounter on a platform with no protections. Players who fall off this platform may have a bad time.
Call Reinforcements: Cochma - (30HP, T5, 200HC) Large add that deals strong physical damage and applies a Magical Weakness on the party (+3 damage from magic). Upon death, it explodes, dealing physical damage.
Call Reinforcements II: Binah - (10HP, T3, 100HC) Smaller adds which deal magical damage. Upon dying, they each deal magical damage to the party.

Legendary Actions: [90 points]

3 CD--20p
mg - r
inst
eff
Force Field - Four party members receive a green Force Against Magic debuff, which provides a severe physical weakness (+3 damage from physical attacks) and a strong magical resistance (-3 damage taken from magical attacks). The other four receive an orange Force Against Might debuff, which does the inverse (+3 damage from magical attacks, -3 damage from physical). These are used to resolve the following three attacks:

4 CD--20p
mg - r
cst
att
Spirit/Life Force: - Sephirot will damage half the arena with a green sphere and half with an orange sphere. You will need to MATCH your colors.
3 CD--20p
mg - r
chrgd
att
Fiendish Wail: Two towers will appear, one on each side of the arena. At least one party member with an orange debuff must stand in each tower to prevent lethal damage & Winded on the party. Four sets of towers will appear throughout the fight.
3 CD--20p
mg - r
chrgd
att
Da'at: summons expanding circles & tethers the orange-debuffed party members. These tethers deal MAGICAL damage & will be lethal unless picked up by green-debuffed players.

Abilitites:

0 CD
mg - r
inst
att
Tifferet: Roomwide AoE
2 CD
mg - r
cst
smn
Ein Sof: Four green circles will pop up, growing in size over time. Standing in these circles will gradually deal damage and inflict Disable. These puddles disappear at the top of the next round of combat.
4 CD
phy - r
chrgd
att
Fiendish Rage: Two players are marked with stack markers. Sephirot will leap to them one at a time, dealing 30 damage split evenly through however many players are in the stack and inflicting a Physical Vulnerability Up debuff.
2 CD
phy - m
cst
att
Chesed: Single target attack, ignoring Hit Class, with no cast bar, only indicated by Sephirot slowly raising his arm. This attack will CLEAVE.
2 CD
phy - r
cst
att
Ain: Faces a random party member & cleaving the arena on the boss's next turn
4 CD
mg - r
cst
att
Ratzon: - One party member is targeted with a large purple circle AoE while six are targeted with smaller green circles. Overlap is fatal.
2 CD
mg - r
inst
att
Yesod: - The ground will flash yellow, and a small circle AoE will be placed under each party member after a small delay, dealing damage and inflicting Winded.
5 CD
mg - r
cst
att
Earthshaker: A random player will get a marker over their head, and the boss will fire a massive conal AoE at the target, inflicting damage and Elemental Weakness: Earth. This AoE will also drop a puddle, which inflicts Elemental Curse: Earth if players stand in it.
2 CD
phy - m
inst
att
Pillar of Mercy: A knockback from the center of the arena.

Shinryu [BOSS]

Inheritor of Destruction (Eikon)

  • Enemy Tier: T6-T8
  • Hit Points 60-200 + END
  • Element: All
  • Weakness: None
END STR MP DEX Hit Class INT RSN
T8 T8 T8 T8 +500 T6 T6
  • Condition Immunities: Elemental Curse, Elemental Weakness, Standard
  • Status Effects: Elemental Curse: All, Elemental Weakness: All, Doom, Lethal, Upheval, Knockdown, Sap

Passives:

Wyrm's Heart: This entity has an additional Health Pool in the form of the "Wyrm's Heart". (50HP, 0HC) This "Wyrm's Heart" casts Regen on Shinryu & heals it for 5 HP with every action Shinryu takes.
OSHA Violation: This platform has sections that can be destroyed by specific mechanics (Earthern Fury, Tail Slam). These platforms can only be struck twice before disappearing completely.
Call Reinforcements: Reiryu (4x Adds, 30HP, 0HC) Each add must be healed to full in order to defeat them.
Dual Aspects: This entity has three (3) points of attack - the Left & Right wings, & the Wyrm's Tail
Precarious Platforming: This entity has its arena encounter on a platform with no protections. Players who fall off this platform may have a bad time.
Ticking Clock: This entity has a gauge that slowly fills with each attack it performs. (Total: 100, +5 per attack, +10 each round). When this gauge fills completely, an Ultimate ability is triggered.

mg
inst
att
Earthen Fury (Ultimate): unavoidable damage to the entire raid and outright destroying the eastern and western tiles, as well as dealing one hit to various other platforms (leaving noticeable cracks).
mg - r
inst
att
Tidal Wave (Ultimate): creates a whirlpool at either the west, east or southern side of the platform that inflicts a major knockback along with damage.
mg - r
inst
att
Judgement Bolt (Ultimate): Raid-wide damage, inflicts Paralyze. Becomes LETHAL if players are in a water puddle.
mg - r
inst
eff
Diamond Dust (Ultimate): will blanket all remaining tiles in ice, causing anyone who moves to slide a sizeable distance in the direction they moved in.
mg - r
inst
displ
Aerial Blast (Ultimate): will conjure a whirling tornado on the central tile that will regularly knock players away from the centre. After a few minor pushbacks, players will be hit by a final blast which will knock players away by a greater distance.
Deadly Dance: At 50% or fewer HP, this entity's melee hit box becomes a kill zone, instantly bringing any player who touches it to -2HP.

Slippery When Wet: Water Puddles will form at various locations whenever Shinryu executes a water or ice based ultimate. By standing in a puddle, players will gain a major Fire Resistance buff but also a massive Lightning Vulnerability debuff. Bear in mind that these puddles will be destroyed via Fire or Lightning mechanics.

Legendary Actions: [200 points]

3 CD--10p
mg - r
chrgd
att
Akh Morn: A highly telegraphed, massive attack at 40 damage that must be shared, dealing -5 less damage for every player in the stack.

Abilities:

3 CD--10p
mg - r
inst
eff
Burning Chains: tethers individual players to another. These chains can be broken by distance. If they are not broken in time, tethered players will be afflicted with Elemental Weakness: Fire & Elemental Curse: Fire.
4 CD--10p
mg - r
cst
att
Summon Icicle: a special attack by Shinryu's Left Wing, will summon 3 icicles at the edge of the platform (opposite Shinryu's current location) which will dash across the entire platform in a straight line, inflicting damage, knockback & Disabled to anyone caught in their path.
2 CD--10p
phy - r
chrgd
att
Tail Slam: Marks a player with a Tail Marker. Shinryu will slam down its tail and deal damage to two tiles, as well as anyone caught in its path. If the marker is dropped on two damaged tiles, both tiles will immediately be destroyed.
0 CD--10p
mg - r
inst
att
Ice Storm: raid-wide damage ability from Shinryu's Left Wing.
3 CD--20p
mg - r
inst
att
Akh Rhai: targets the ground beneath a random damage player and blasts that location with 8 AoE attacks, ignoring Hit Class.
3 CD--20p
phy - r
cst
att
Divebomb: Shinryu flies to a corner of the arena and prepares to swoop across it in a diagonal line.
OPL--30p
mg - r
inst
att
Protostar: will inflict raid-wide damage, ignoring hit class, if the group successfully defeated all adds before the aether gauge was filled. Failure will put the party at -2HP. Can only be used when Call Reinforcements is triggered.
5 CD--30p
mg - r
inst
att
Benightning Breath: a large frontal AoE with a bright purple telegraph that can cover a sizeable portion of the arena. Anyone unlucky enough to be caught in it will be put at -2HP & inflicted with Sap.

Shiva [BOSS]

Lady of Frost (Eikon)

  • Enemy Tier: T6-T8
  • Hit Points 60-150 + END
  • Element: Umbral Ice / (Pure Ice if standard)
  • Weakness: Astral Fire
END STR MP DEX Hit Class INT RSN
T6-T8 T6 T8 T4 +500 T3 T3
  • Condition Immunities: Elemental Curse: Ice, Elemental Weakness: Ice, Elemental Curse: Light, Elemental Weakness: Light
  • Status Effects: Elemental Curse: Ice, Elemental Weakness: Ice, Elemental Curse: Light, Elemental Weakness: Light, Misdirection, Lethal, Bind, Blind,

Passives:

Multi-Facet: This entity has various forms it will switch to: Sword, Staff, Bow, Enlightened, & Heavensward. These forms beget new mechanics associated only with this form.
Sword Form: Shiva can inflict Lethal on physical attacks.
Staff Form: Shiva can inflict Elemental Weakness: Ice or Elemental Weakness: Light on magical attacks.
Bow Form: Shiva can follow up any physical attack with an additional basic attack.
Enlightened Form: Shiva can ignore the Hit Class of light-based attacks on a single target.
Heavensward Form: Shiva gains the abilities "Akh Rhai" & "Akh Morn".
Soul of Ice: This entity absorbs Ice-based damage directly into HP.
Soul of Light: This entity absorbs Umbral (light)-based damage directly into HP.
Dreams of Ice: This entity's Elemental Curses deal +3 instead of +1 damage.
Precarious Platforming: This entity creates an arena where players can fall off the sides.
Doppleganger: This entity summons two clones of itself, which can perform the following Physical Melee Attacks:
Axe Kick: is a large point-blank AoE that will leave the outside of the arena safe. The add will say "Cleave!".
Scythe Kick: is a large donut AoE that will leave the middle of the arena safe. The add will say "Reap!".
Twin Silence: a 90 degree cleave to the rear of the add, then a 270 degree cleave to its front, making the front then rear safe. The add will say "Sink into silence!".
Twin Stillness: is a 270 degree cleave in front of the add, then a 90 degree cleave to its rear, making the rear then front safe. The add will say "In stillness freeze!".
Please note that Shiva herself can ALSO perform the above attacks at a 3 turn cooldown, as a CAST attack.
Lightsteeped: [During LIGHT RAMPANT ONLY] Players can accumulate up to five (5) stacks of this debuff. Acquiring a 6th stack will instantly put the player and the party to -2HP.

Legendary Actions: [200 points]

5 CD--10p
mg - r
inst
att
Diamond Dust: Heavy raid-wide magical damage, inflicting Bind & Elemental Weakness: Ice. If a player is already afflicted with Elemental Weakness: Ice, they drop to 0HP.
5 CD--10p
mg - r
chrgd
att
Sinbound Holy: targets 2 players for stack AoEs that leave behind a light puddle which inflict Bleed.
5 CD--10p
mg - r
chrgd
att
Redress: a 360 degree gaze attack that inflicts Daze. Note: This will shift Shiva's Form.
2 CD--20p
mg - r
chrgd
att
Icicle Impact: Circles appear on the ground in a circular pattern before finishing in the center. On the next round, the circles disappear and icicles drop down, inflicting Elemental Curse: Ice.
5 CD--20p
mg - r
cst
smn
Mirror, Mirror: The boss will summon three Frozen Mirrors at the edges of the arena. When these mirrors have been struck by an attack, they immediately dissipate.
One blue mirror will be on a random cardinal or intercardinal. This mirror will instantly reflect whatever attack it was struck with on the turn it was attacked.
Two red mirrors: will be on random cardinals/intercardinals but will always be 90 degrees away from each other. These mirrors will have a delayed effect when struck by an attack, mirroring the attack they were hit with on the next round of combat.
2 CD--10p
mg - r
chrgd
att
Banish III: An attack that depends on the number of orbs floating above the boss's head:
One orb: 30 damage split between party members
Four orbs: individual small AoEs centered on players
2 CD--10p
mg - r
cst
att
Left Wing / Right Wing: A massive 270 cone attack that will be cast either from Shiva's left or right. This may strike Mirrors, resulting in them casting half-room AoEs on their left or right sides.

Shiva (continued)

Legendary Actions (continued): [200 points]

OPL--50p
mg - r
cst
att
Light Rampant: raid-wide damage, ignoring Hit Class. The boss will become untargetable and begin a series of mechanics, along with assigning debuffs to each player:
OPL--5p
mg - r
cst
eff
Luminous Hammer: At least two random players will receive a pink spread AoE marker, indicating they will be targeted with an AoE dropping a light puddle that will inflict Elemental Curse: Light to anyone who lingers in it.
The remaining players will be tethered together and be given a Chains of Everlasting Light debuff. (If there is an odd number of players for tethers, give them the AoE marker). When this debuff expires, it will activate the tethers and turn into a 3 round Curse of Everlasting Light debuff. When active, tethers that become too short or too long will explode & instantly put the party at -2HP. (I'm going to let you as a DM determine what "too short" or "too long" is because god knows Square Enix didn't tell us.)
OPL--5p
mg - r
cst
smn
Bright Hunter: Six towers will spawn at the walls. Each one must be taken by one player, which will cause damage & increase Lightsteeped stacks by 1. Towers that are not taken will explode for damage, inflict Winded, and increase everyone's Lightsteeped stacks by 1. Disspiates after conclusion.
OPL--5p
mg - r
cst
smn
Inescapable Illumination: Six Holy Light orbs will spawn in two sets of three where the towers previously were. These will use Burst, a large telegraphed point-blank AoE that will deal damage, Winded, and increase Lightsteeped Lightsteeped stacks by 1 to anyone hit. Dissipates after conclusion.
OPL--5p
mg - r
cst
att
The House of Light: hits all players with a conal AoE centered on the boss that deals damage & increases Lightsteeped by 1.

Don't ask me what could have possibly posessed me to put one of the most complicated mechanics in the entire game on a ROLEPLAYING SYSTEM BOSS. I don't have an answer for you. I had to break down this one mechanic (Light Rampant) into several parts just to make sure it worked properly in-system. - Joy

Abilities:

5 CD
mg - r
chrgd
att
Icebrand: Conal attack that deals a total of 20 damage shared across the players that are hit.
3 CD
mg - m
chrgd
att
Glacier Bash: Conal attack that deals damage & Daze.
2 CD
phy - r
inst
displ
Heavenly Strike: Knockback from Shiva.
3 CD
mg - r
cst
att
Whiteout: Donut AoE.
5 CD
mg - r
chrgd
att
Hail Storm: Ice AoEs will spawn on players' heads.
2 CD
mg - r
inst
att
Absolute Zero: Raid-wide.
5 CD
mg - m
cst
att
blu
Glass Dance:
Fires icicles in a 270 degree cone
5 CD
mg - r
cst
displ
Avalanche: Places a mark above a random player. On her next turn, Shiva will fire a line AoE at the target, knocking back the marked player and anyone nearby.
3 CD
mg - m
inst
att
Quadruple Slap: A single-target attack that ignores Hit Class & inflicts Elemental Weakness: Ice
5 CD
mg - r
inst
eff
Thin Ice: coats the arena with ice causing players to slide nearly the entire diameter of the arena if they move.
5 CD
mg - r
chrgd
att
Hallowed Ray: A telegraphed line stack marker on a random player dealing 30 damage split evenly.



Sophia [BOSS]

The Goddess (Eikon)

  • Enemy Tier: T6-T8
  • Hit Points 60-150 + END
  • Element: Unaspected
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T6-T8 T6 T8 T5 +500 T6 T6
  • Condition Immunities: Bleed, Standard
  • Status Effects: Bleed, Lethal, Daze, Doom, Sap

Passives:

Doppleganger: This entity summons copies of itself throughout the encounter. Copies of this entity will tether to the main boss, copying attacks made when the tethers were created.
Call Reinforcements: This entity summons the following adds to the field, as noted in the ability Cloudy Heavens, making herself invulnerable and marking all players with Eternal Doom. This debuff can only be cleared by defeating three adds. If these adds are not destroyed within five (5) turns, the party will be put to -2HP.
The First Demiurge: (T4, 30HP, 300HC)

a Paladin-based add that utilizes AoE attacks and a Directional parry, indicated by shield effects either in front and behind it or to both of its sides. Players who attack the incorrect side during the parry-mechanic will be knocked back and debuffed. This add will also cast Infusion - a fatal 30 damage blow aimed at a random player that must be split by the group.
The Second Demiurge: (T4, 20HP, 200HC)

a Healer-based add which will heal the other adds and also uses a gaze mechanic Divine Spark to Confuse any players looking directly at it when it reaches 50% health. Ideally, this add should be slain first.
The Third Demiurge: (T4, 25HP, 250HC)

a Lancer-based add that will use Ring of Pain, a small point-blank AoE that drops a persistent ice puddle on the ground. It also casts Gnostic Rant, a 270 degree knockback in front that can be avoided by standing behind it.
Call Reinforcements II: This entity spawns a non-targetable add "Daughter" to the field. This add will detatch itself from Sophia periodically, either dashing in a line across the arena, dealing magical damage & ignoring Hit Class OR positioning itself in a corner to cast a harsh knockback.
Precarious Platforming: This entity creates an arena where players can fall off the sides.

Legendary Actions: [60 points]

0CD--0p
mg - r
inst
att
Scales of Revelation: Used ONLY once this entity has acquired a Limit Break token. Deals 8 direct damage to each player on the field.
0CD--10p
mg - r
chrgd
att
BLU
Quasar: creates tethers to the scales on the east and west of the platform, causing meteors to fall towards them and tip the platform at the top of the next round of combat.

ORANGE meteors will count as 1 weight. BLUE meteors will count as 3 weight. The heavier side will always be the direction which the platform tips.

3CD--20p
mg - r
chrgd
att
Sin & Punishment: causes each player to acquire a black or white marker which will explode, dealing damage & inflicting Sap on anyone who does not stand on another player with the opposite colour.
0CD--5p
mg - r
inst
att
Cintamani: is an unavoidable raid-wide AoE attack with no telegraph other than the noticeable yellow animation Sophia uses.

Abilities:

2CD
mg - m
cst
att
Thunder II:, a large conal cleave aimed in the direction that Sophia is facing.
2CD
mg - m
cst
att
Thunder III: a giant donut AoE emitted from Sophia with a safe spot just inside her hitbox.
2CD
mg - m
cst
att
Aero III: a large AoE centered on Sophia that deals moderate damage and inflicts a knockback

Susano [BOSS]

Lord of Revel (Eikon)

  • Enemy Tier: T6-T8
  • Hit Points 60-150 + END
  • Element: Astral Water, Astral Lightning, Umbral Earth
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T6-T8 T6-T8 T5 T5 +500 T5 T5
  • Condition Immunities: Elemental Curse: Water/Lightning, Elemental Weakness: Water/Lightning, Standard
  • Status Effects: Upheaval, Paralyze, Bleed, Doom, Stop

Passives:

Super Sized: This entity will become gigantified at 75% HP, shifting into a different phase. Susano will bring their sword crashing down onto the platform, which must be countered by players for three (3) rounds of combat. Failure to counter the blade will result in the party immediately hitting -2HP.
Incoming Hazzard: During "Super Sized", several orbs will spawn around the arena. If they reach Susano, they will increase his strength, making it more difficult to counter the blade. When these orbs come into contact with a player, they will dissipate, but inflict a stack of Bleed.
Ama-no-iwato: - "Earth and stone at our beck and call!" - Susano will trap a player in a chained stone. Three "dummy stones" will also spawn, & the stones will be shuffled. Only the stone containing the player needs to be destroyed (30HP, 0HC). If the stone finishes casting 'The Sealed Gate' (this will take 2 rounds), the player is dropped to -3HP instantly.
Spirit of the Storm: Water, Lightning, and Earth damage only deal 1 damage.

Legendary Actions: [80 points]

2CD--20p
phy - m
inst
att
Stormsplitter: Single Target double-attack, ignoring Hit Class. The first strike of this attack inflicts Lethal.
3CD--20p
mg - r
chrgd
att
Levinbolt: A random player will be marked with a purple marker above their head. On the next round of combat, the marked player will be hit by Levinbolt, which deals significant damage to the person and everyone on the same side of the arena. This move comes in two varieties. If Susano says "Hark you to the tumultuous heavens!", the marked player has to drop Levinbolt on the other side of the arena. If Susano says "Now cometh our part! Make way!", the marked player will be afflicted with Stop, so everyone else has to move to the other side of the arena instead.
0CD--20p
mg - r
inst
att
Ukehi: party-wide damage that can hit 2 or 3 times.

Abilities:

3CD
mg - r
chrgd
att
Rasen Kaikyo: - Places a circular AoE under four random party members.
3CD
mg - r
chrgd
att
Churning: "Rise, rise to the occasion!" This move is indicated by water bubbles floating around the arena. Susano will place a debuff called Churning on four random party members that lasts 2 rounds. At the end of these 2 rounds, damage inflicted by players is immediately reflected back to them.
3CD
phy - r
cst
att
Yata No Kagami: "The seas part for we alone!" A player will be marked with a red marker. After a short time, they will be damaged & inflicted with Upheaval. Susano will hit the entire arena except a very narrow safe line from himself to where the player was at the time they were knocked up.
1CD
mg - r
cst
att
Brightstorm: Follows Yata No Kagami. A stack marker will appear on the previously marked party member. Stack to split 30 damage evenly across the members of the stack.
3CD
mg - r
cst
smn
Dark Cloud: Susano will periodically spawn 2-3 Dark Clouds. These clouds will cast a wide line Lightning-AoE that inflicts damage & Paralysis.

Suzaku [BOSS]

Lady of the South (Auspice)

  • Enemy Tier: T6-T8
  • Hit Points 60-150 + END
  • Element: Umbral Fire
  • Weakness: Water
END STR MP DEX Hit Class INT RSN
T6-T8 T6 T8 T6 +500 T5 T5
  • Condition Immunities: Elemental Curse: Fire, Elemental Weakness: Fire, Standard
  • Status Effects: Elemental Curse: Fire, Elemental Weakness: Fire, Upheaval

Passives:

Spirit of Fire: Fire-based attacks only deal 1 damage to this entity.
Call Reinforcements: This entity calls forth four (4) Scarlet Ladies to the field. (T4, 30HP, 200HC). These entities are healed and buffed (gaining +1 damage permanently) when struck by fire-based attacks.
Simon Says: This entity creates a unique platform after ability "Eternal Flame", split up into four (4) sections -- RED, BLUE,WHITE, and BLACK.
Dance Dance Revolution: A pattern will begin to form in the arena centre that contains circles around its edges - one for each member of the raid to stand in. After a brief delay, Suzaku will summon orbs that will travel from the sides of the arena towards the centre that should be absorbed by players. To do so, players need to face in the same direction as the arrow displayed on their respective circle. Successfully doing so will allow the player to absorb the incoming orb, gaining Faith, Bravery, or Libra.
Ashes to Ashes: should any of the Scarlet Ladies remain alive after five (5) rounds, they will blast the raid with excruciating AoE damage and inflict 3 stacks of Winded.
OSHA Violation: This entity's arenas can be fallen off of via knockback, Misdirection, or just plain carelessness.

Legendary Actions: [70 points]

5CD--20p
mg - m
cst
att
Phoenix Down a set of overlapping mechanics that begin with small plumes being dropped around the arena in a set pattern, along with a much larger plume in the very centre with far superior health. After being summoned, all plumes will begin to long-cast a deadly AoE attack (indicated by AoE circles emanating from each plume). These plumes can be destroyed with physical attacks, but are immune to magical damage. If left unattended, the central plume will resurrect all four Scarlet Ladies with a drastic HP buff (+50HP) that makes them borderline impossible to kill.
2CD--5p
mg - m
inst
att
Mesmerizing Melody: Suzaku will pull all participants towards her by a set distance, putting everyone at risk of falling through the hole in the centre of the arena.
2CD--5p
mag - m
inst
att
Ruthless Refrain: Knockback from the center of the arena.
4CD--20p
phy - m
chrd
att
blu
Phantom Flurry: a vicious attack that will brand the target with Disable before unleashing a barrage of physical attacks. Afterwards, Suzaku will blast the area in front of her with a un-telegraphed conal AoE knockback.
4CD--10p
mg - r
chrgd
att
Phoenix Pattern: As Suzaku triggers the outer runes, the quadrant containing that rune/colour will explode, forcing the group to pay attention to the upcoming sequences and move so that they do not stand within an exploding quadrant.

Abilities:

3CD
mg - r
inst
att
Screams of the Damned: raid-wide blast that will inflict 6 damage all participants.
3CD
mg - r
cst
att
Fleeting Summer: Suzaku will turn towards a random member of the party and aim a frontal AoE cone in their direction that should be avoided.
3CD
mg - r
inst
att
Cremate: an attack that ignores Hit Class.
3CD
mg - r
chrgd
att
Rekindle: tags players with an AoE marker that will inflict fire damage. Due to being fire-based, these can also resurrect the Scarlet Ladies.
3CD
mg - r
inst
att
Southron Star: - raid-wide AoE
3CD
mg - r
chrgd
att
Scathing Net: tags a random player with a stack-mark AoE, forcing the party to regroup and stack to help split the incoming 20 damage.
3CD
mg - r
chrgd
eff
Close-Quarter Crescendo: - tethers all players to a fiery orb. After being fully cast, players will be inflicted with Misdirection in the direction of the arrow the orb displays by a large distance. Upon the Misdirection finishing, the orbs will vanish.
3CD
mg - r
chrgd
att
Incandescent Interlude: spawns four meteor circles at cardinal points around the arena, stand within each one to avoid dropping to -2HP. This mechanic overlaps with Ruthless Refrain.

The Queen [BOSS]

Her Royal Eminence, Queen Gunhildr (Eikon)

  • Enemy Tier: T6-T8
  • Hit Points 60-150 + END
  • Element: Unaspected
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T6-T8 T6-T8 T6 T5 +500 T5 T5
  • Condition Immunities: Standard
  • Status Effects: Doom, Bleed, Lethal

Passives:

OSHA Violation: This entity's arena spawns a wall that will instantly drop players to -2HP if physical contact is made.
Call Reinforcements: This entity spawns five (5) Queen's Guard adds to the field.
Fatally Sharp: This entity's Doom timer lasts only 1 round.

Legendary Actions: [70 points]

3CD--10p
mg - m
cst
att
Queen's Will: converts the arena into a literal chessboard that will soon be populated by two Queen's Guard adds, serving as pawns. Once the two pawns in this game of chess have been dropped onto squares, The Queen will order them to travel in the direction they are facing by a certain number of squares (indicated by markers on the pawn). For example, if one pawn is facing north and had a marker showing two dots, it will travel two squares north. Once the pawns have stopped moving, they will drop a cross-shaped AoE from their location, rendering all squares to their north, south, east and west (including their own square) unsafe.
2CD--5p
mg - m
cst
att
Queen's Edict: creates a numbered marker above a player's head, indicating they have been chosen as a pawn. After the original bright marker fades into numerous red dots, the player will be forced to manually move that specific number of squares away from the square they were originally standing on. After a delay, The Queen will freeze all players and check if they moved a sufficient amount of squares from their starting point. If any player moved too few squares, too many squares, or didn't move a sufficient amount of squares away from their starting point, they'll be put at -2HP.
1CD--10p
phy - m
chrgd
att
Judgement Blade: teleports to one side of the arena and eventually charge through the centre in a straight line, maiming anyone caught in her direct path. Furthermore, the Queen will display glowing blades on one of her sides before charging, indicating that a particular side of the arena will also be slashed.
OPL
mg - m
inst
att
Gods Save The Queen: a very vicious raid-wide AoE, ignoring Hit Class at +4, that signifies the arrival of additional mechanics and combos, such as double chessboard mechanics and the eventual arrival of The Queen's Guard.

Abilities:

3CD
mg - r
inst
att
Empyrean Iniquity: Roomwide AoE, ignores Hit Class.
3CD
mg - r
inst
att
Cleansing Slash: a vicious attack, ignoring Hit Class. Also applies Bleed & Doom.
3CD
mg - r
chrgd
att
Northswain's Glow: causes numerous glowing lava-like lines to slowly carve their way across the arena from random locations. If any of the lines collide with each other, a point-blank AoE will be dropped at the collision point.
3CD
mg - r
cst
att
Heaven's Wrath: causes a glowing blue line to slice across the arena. After a brief delay, the line will explode, pushing all players away from it.

Titan [BOSS]

The Lord of Craigs (Eikon)

  • Enemy Tier: T6-T8
  • Hit Points 60-150 + END
  • Element: Astral Earth
  • Weakness: Water
END STR MP DEX Hit Class INT RSN
T6-T8 T6-T8 T5 T3 +500 T5 T5
  • Condition Immunities: Elemental Curse: Earth, Elemental Weakness: Earth, Upheaval
  • Status Effects: Elemental Curse: Earth, Elemental Weakness: Earth, Upheaval, Lethal, Break

Passives:

Soul of Earth: This entity absorbs Earth-based attacks directly into HP.
Tectonic Uplift: marks two diagonal quadrants of the arena (4 tiles each) and eventually elevates them (along with any players standing on the quadrant at the time). Those who find themselves on elevated platforms can jump down to a lower platform if required, though it is impossible to traverse from one raised platform to the other, or from one lowered platform to another.
OSHA Violation: This entity FAMOUSLY does not have any safety rails in ANY iteration of its existence. Falling will be a problem.
Multi-Facet: This entity has various forms it will switch to: Standard, Movement, Dual Fist, & Maximum. These forms beget new mechanics associated only with this form.
Standard: This entity can summon Earthen Bombs, which detonate after 4 turns have passed in a round.
Movement: This entity has Haste during the duration of this form.
Dual Fist: This entity's Magical Power is reduced to T1, in exchange for T9 Strength.
Maximum: This entity's Physical Damage ignores Hit Class.
Unmovable Mountain: This entity is immune to all displacement effects. Aetherial Manipulators, despair.
Flexible Location: This entity has several arena variations, though we personally recommend the checkerboard setup, where the arena is split into tiles.
Doppleganger: This entity can create an additional version of itself, sharing 50 of its HP & half of its stats. This copy has all the same abilities, but shares cooldowns with its original. [Maximum Form Only]

Legendary Actions: [150 points]

1CD--20p
phy - m
inst
att
Stonecrusher: stomps on the primary target three times in a row, inflicting tremendous damage and a stackable Disable and Lethal with each hit. It also inflicts damage in a non-telegraphed AoE radius, meaning it will shred any unprepared players that are too close to the point of impact.
3CD--10p
mg - r
cst
eff
Earthen Gaols: Marks a single target for Gaols, inflicting Stop, Break, & Elemental Curse: Earth, trapping them inside a rocky prison. (30HP, 0HC). If this Gaol is not destroyed by the beginning of Titan's next natural turn (uneffected by Haste or Legendary Actions, ect.) The player's Break status will trigger completely, turning them to stone.
4CD--10p
mg - m
cst
att
Evil Earth: will mark two tiles in the arena that will eventually explode, then cause all adjacent tiles to explode shortly afterward, repeatedly chaining in an outward wave of explosions.
3CD--10p
mg - m
cst
att
Pulse of the Land: marks each individual player with a △triangle-shaped icon△. Once the mark expires, the tile that a marked player is standing on will explode for damage & inflict a stackable Disable.
3CD--10p
mg - m
cst
att
Force of the Land: marks all players with a □square-shaped (orange) icon□. Players marked by Force of the Land must ensure that they are standing on the same tile with other players who have the same mark so that they can share the upcoming damage.
5CD--20p
phy - m
chrgd
att
Crumbling Down: marks two players with a proximity marker. After a brief delay, these players will drop proximity markers at their current location. After the proximity markers have been dropped, two more players will also be marked for another two proximity drops. All proximity markers leads to giant boulders falling down into the arena at the marked locations that will be used to line-of-sight Titan during Seismic Wave.
5CD--20p
phy - r
chrgd
att
Seismic Wave: Deals 30 damage to each player, but can be heavily mitigated (by 25) if behind a boulder.
2CD--10p
phy - m
cst
att
Earthen Fists: causes Titan to slam his fists together and begin charging them up twice in succession. If you notice an arm lighting up and becoming shrouded with a charge-up animation, then that fist is being charged. After two charges, Titan will unleash devastating punches towards the arena - the sides being determined by the order they were charged. [Maximum Form Only]

Abilities:

2CD
phy - r
cst
displ
Landslide: Line AoEs that inflict damage & a severe knockback
3CD
phy - r
cst
displ
Titan Wheels: Titan will launch himself forward, crushing anyone directly in front of him with a +6 attack & knocking back everyone else. [Movement Form Only]
3CD
phy - r
cst
displ
Fault Line: will be executed some time after the knockback, causing Titan to drive towards his main target & inflict large AoE impact damage. [Movement Form Only]
3CD
phy - r
inst
att
Magnitude: an arena-wide donut AoE from Titan's current position, will always follow Fault Line. [Movement Form Only]
3CD
phy - r
inst
att
blu
Mountainbuster: cleaving single-target attack, ignoring Hit Class.
5CD
phy - r
cst
att
Rock Throw: Rocks drop from above, if they hit a player, they are afflicted with Break.
0CD
phy - r
inst
att
Stomp: Deals roomwide damage, can be performed several times in a row.
3CD
phy - r
cst
att
Weight of the Land: marks random tiles throughout the arena and detonates them for massive AoE damage after a brief delay.
5CD
phy - r
inst
att
Voice of the Land: Roomwide AoE, ignores Hit Class.
3CD
phy - r
inst
displ
Geocrush: causes Titan to leap towards a random segment of the arena and blast the raid with massive knockback.
4CD
phy - r
chrgd
att
Megalith: marks one of the two players with a stack marker that will eventually result in 30 damage, split evenly across the stack.
4CD
phy - r
cst
att
Weight of the World: Marks 2 players with a △triangle-shaped (blue) marker△. Marked players will eventually detonate the tile they are standing on along with the first set of tiles adjacent to them..
5CD
phy - r
chrgd
att
Plate Fracture: Titan winds himself backward and punches one of the four arena quadrants. Players will need to determine which quadrant is being destroyed by paying attention to Titan's wind-up animation as there will be no other telegraph. Just like Earthen Fists - you'll be able to see which side Titan is focusing on (left or right) depending on which side he is winding up, as well as the distance (to determine if he will smash the southern or northern tile on that side). After destroying the arena into an "L" shape with the initial punch, Titan will wind up once again for two more consecutive Plate Fractures. [Maximum Form Only]
4CD
phy - r
inst
att
Tumult: causes Titan to repeatedly smash the platform with his fist multiple times in a row, inflicting raid damage with each slam (five punches in a row). [Maximum Form Only]

Tsukuyomi [BOSS]

Tragedy of the Moon (Eikon)

  • Enemy Tier: T6-T8
  • Hit Points 60-150 + END
  • Element: Unaspected
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T6-T8 T6-T8 T6 T6 +500 T5 T5
  • Condition Immunities: Bleed, Poison, Standard
  • Status Effects: Bleed, Doom, Lethal

Passives:

Warmonger: This entity will gain a stacking Regen for any Bleed or Poison stacks placed upon it, gaining +1 HP for every stack per round.
Waxing & Waning: This entity's arena will shift between FULL MOON (where the arena is completely bright) & NEW MOON (where the arena is completely dark). This shift occurs every round of combat.
Multi-Faceted: This entity has two forms: Full Moon & New Moon. These come with new abilities -- all of which are Cast attacks with no cooldown.

Full Moon: Tsukuyomi becomes white and gains the buff Full Moon, which causes her to use Waxing Grudge -- a melee-ranged circular AoE that inflicts a stack of Winded -- with all Bright Blades and Dark Blades.
New Moon: Tsukuyomi becomes black and gains the buff New Moon, which causes her to use Waning Grudge -- a donut AoE around the boss that inflicts a stack of Winded -- with all Bright Blades and Dark Blades.
Antitwilight: Used exclusively when Tsukuyomi is under the effect of Full Moon. Deals light raid-wide damage to all players with the "Veil of Shadow", but immediately KO's anyone without.
Perilune: Used exclusively when Tsukuyomi is under the effect of New Moon. Deals light raid-wide damage to all players with the "Veil of Light", but immediately KO's anyone without.

Legendary Actions: [80 points]

2 CD--10p
mg - r
cst
eff
Supreme Selenomancy: Each party member will be randomly assigned a debuff -- either Moonlit or Moonshadowed. Standing on the white side of the floor's moon will inflict a stack of Moonlit every round of combat, while standing on black side will inflict a stack of Moonshadowed every round of combat. Reaching 5 stacks of either buff will inflict the player with Doom, and kill them near-instantly. The cast of this ability will grant each player 4 stacks of their respective debuffs.
5 CD--30p
mg - r
chrgd
att
Meteor: targets three players a large red/purple marker over their heads. After a short amount of time, meteors (black or white, based on which part of the floor they land on) will fall where each player was standing and start casting a very large circle AoE. Meteors will explode and deal significant damage if placed too close together. The meteors will go off a second time before leaving behind puddles matching the color of the meteor. Stand in the appropriately-colored puddle to survive Antitwilight/Perilune.
2 CD--20p
mg - r
chrgd
att
Lunacy: A stack marker is placed on one player, and soon after hits that player four times with 40 damage that is split evenly by the party.

Abilities:

2 CD
mg - r
cst
att
Nightfall:After the cast goes off, Tsukuyomi will pull out either her gun or her spear. If the weapon is a gun, she will say "Beg for mercy!" and use Lead of the Underworld. The party must stack together to split 30 damage. If the weapon is a spear, she will say "Your end is near..." and use Steel of the Underworld three times in succession on three players randomly, inflicting Bleed.
2 CD
mg - r
inst
att
blu
Nightbloom: Roomwide AoE. Ignores Hit Class & inflicts Bleed.
1 CD
mg - r
cst
smn
Lunar Halo: Moonlights will appear on one side of the arena and begin to cast a donut AoE called Lunar Halo.
2 CD
mg - r
cst
att
Zashiki-asobi: Spawns two sets of Dancing Fans that explode with circular AoEs.
3 CD
phy - m
inst
att
Torment Unto Death: This attack will cleave on the boss' main target & inflict Lethal
2 CD
mg - r
cst
att
Dance of the Dead: Roomwide AoE
2 CD
phy - m
cst
att
Bright Blade: A large AoE that covers Tsukuyomi's left side and rear. Also inflicts Disable & Winded. Must be dodged at the same time as Full Moon or New Moon.
2 CD
phy - m
cst
att
Dark Blade: A large AoE that covers Tsukuyomi's right side and rear. Also inflicts Disable & Winded. Must be dodged at the same time as Full Moon or New Moon.
4 CD
mg - r
cst
att
Hagetsu: AoE spread on a random number of players. Overlap will inflict Disable.
4 CD
mg - r
chrgd
att
Tsuki-no-Kakera: This is basically Shiva's Icicle Impact, but with fans.

Valigarmanda [BOSS]

The Skyruin (Auspice)

  • Enemy Tier: T8
  • Hit Points 60-150 + END
  • Element: Astral Fire, Astral Ice, Astral Lightning
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T6-T8 T6-T8 T6-T8 T6-T8 +500 T5 T1
  • Condition Immunities: Standard
  • Status Effects: Elemental Curse: Fire/Lightning/Ice, Elemental Weakness: Fire/Lightning/Ice, Stop, Bind, Pain, Lethal

Passives:

Weather Forecast: This entity shifts the arena several times, gaining various attack patterns during these phases. These will be denoted as Normal Phase, Fire Phase, Ice Phase & Lightning Phase.
The ability name for the phase shift is "Triscourge", a Magical Ranged Instant Attack which deals slight damage.

OSHA Violation: This entity's arena has no safety rails. You can fall off.
Call Reinforcements: This entity summons three (3) beacons (20HP, 0HC), which slowly charge up its "Ruinous Power" bar. (+30/Round). When this bar reaches 100/100, it will immediately end the combat encounter, or drop players instantly to -2HP.
Perpetual Conflagration: This entity, at the conclusion of "Tulidisaster" will inflict a permanent, non-cleansable Bleed that will persist until the conclusion of combat.
Chilly Gaol: If players are struck by Ice abilities that are otherwise avoidable, they are immediately inflicted with Stop.
Painful Flames: If players are struck by Fire abilities that are otherwise avoidable, they are immediately inflicted with Pain.
Fulgor's Fire: If players are struck by Lightning abilities that are otherwise avoidable, they are immediately inflicted with Bind.
Static Charge: During this phase, players can be given "Levitate", which allows them to avoid ground-based attacks, by standing on higher platforms. Some abilities will immediately KO players if they are levitating, which will be denoted in the description. (I recommend giving your players some kind of way to tell whether or not they should be levitating, I used their hair standing on end from the electricity.) -- Joy

Legendary Actions: [80 points]

5 CD--30p
mg - r
chrgd
att
Mountain Fire: Summons a Mountain Fire tower at the front of the arena. This deals massive magical damage, inflicts Elemental Weakness: Fire & Elemental Curse: Fire. Six towers will spawn in succession and when soaked, Valigarmanda bathes the arena with fire except for a small cone behind the tower relative to where Valigarmanda currently is. Valigarmanda will SWAP SIDES. This is a LINE OF SIGHT attack.
2 CD--10p
mg - r
cst
att
Volcanic Drop: "A volcanic eruption is immiment..." One of the volcanoes east or west of the arena will start to bubble and will do a large AoE on that side. Accompanied by small ground AoEs on random players.
2 CD--10p
mg - r
cst
att
Northern Cross: "A rumbling avalanche approaches from the southeast..." There will be a large line AoE coming in the direction of the arrows indicated at the back of the arena.
2 CD--10p
mg - r
inst
att
Disaster Zone: AoE, returns the arena back to normal.
OPL
mg - r
inst
att
Tulidisaster [ULTIMATE]: Deals three instances of damage, with each hit stronger than the previous one.

Abilities:

2 CD
phy - m
cst
att
Strangling Coil: donut AoE.
2 CD
phy - m
cst
att
Slithering Strike: point-blank AoE.
2 CD
mg - r
chrgd
att
Susurrant Breath: wide conal AoE with the safe spots in the top corners.
2 CD
mg - r
chrgd
att
Spikesicle: Shoots icicles onto the arena in a curved line AoE from the boss. These create ice blocks which explode in circle AoEs in succession.
2 CD
mg - r
chrgd
att
Calamity's Bolt: all players receive an unmarked AoE.
4 CD
mg - r
chrgd
att
Calamity's Chill: all players are required to move from their starting position by the end of the round or be inflicted with Stop.
4 CD
mg - r
chrgd
att
Calamity's Inferno: 2 players are marked for a stack that happens three times in succession. This also leaves behind a puddle of fire on the ground.
3 CD
mg - r
chrgd
att
Charring Cataclysm: An unmarked two-player stack on players that inflicts Elemental Weakness: Fire. Stack with your partner to mitigate damage.
OPL
phy - r
inst
att
Ruin Foretold: Heavy raid-wide amage which transitions into the adds phase.
4 CD
mg - r
chrgd
att
Calamity's Bolt:, all players get an unmarked AoE that inflicts Elemental Curse: Ice
2CD
phy - r
inst
att
Calamity's Bite: Ignores Hit Class on a single target.
3 CD
mg - r
cst
smn
Chilling Cataclysm: Arcane Spheres are spawned that do a line AoE

Valigarmanda (continued)

Abilities: (continued)

5CD
mg - r
chrgd
eff
Freezing Dust: Requires all players to move from their original position by the end of the round, or be inflicted with Stop.
2 CD
mg - m
inst
att
Ice Talon: Direct AoE attack on the main target that inflicts Lethal & Elemental Curse: Ice.
2CD
mg - r
inst
att
Calamity's Fulgur: AoE on all players. Players must NOT be levitated.
4CD
mg - r
inst
eff
Calamity's Frost: immediately inflicts players with Stop, Elemental Weakness: Ice, & Elemental Curse: Ice. Players must be levitated in order to dodge the ice boulder.
4CD
mg - r
chrgd
att
Calamity's Embers: which is an unmarked stack on 2 players. Players shout NOT be levitating during this.
6CD
mg - r
chrgd
att
Hail of Feathers: Summons six feathers that do a proximity AoE around the arena. These will eventually explode and at least one must be destroyed.
4CD
mg - r
cst
att
Blighted Bolt: Destroys all feathers in an AoE.
2CD
mg - r
chrgd
att
Crackling Cataclysm: Snapshot AoE that will appear where players were standing at the beginning of the round.
2CD
mg - r
inst
att
Thunderous Breath: A map-wide conal AoE that requires players to be levitating to dodge. Arcane Spheres spawn that do a line AoE across the arena.
4CD
mg - m
cst
att
Ruinfall: A tower in the middle of the arena that must be soaked and mitigated by 2 players. A knockback from the front of the arena also happens after the tower, with line AoEs at the back of the arena aimed towards the front.

The Warrior of Light [BOSS]

Living Hope (Eikon)

  • Enemy Tier: T9
  • Hit Points 60-150 + END
  • Element: Unaspected
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T8 T6-T8 T6-T8 T6-T8 +500 T9 T9
  • Condition Immunities: Standard
  • Status Effects: All of them. Yes. All of them.

Passives:

Quintuplecast: This entity can perform up to four (4) attacks in one turn. He is not messing around.
OSHA Violation: This entity's arena has a wall which will instantly drop players to -2HP if contact is made.
Limit Shatter: This entity generates Limit Break coins from rolls that are naturally over 700, instead of the traditional 950. Additionally, this entity gains a Limit Break coin at the start of every round of combat.
Broken Limits: This entity can steal Limit Break coins from players. (This EXCLUDES Limit Breaks earned from killing the adds during "Specter of Light.")
Wide Range: Basic attacks from this entity cleave automatically.
Unlimited: This entity can copy limit breaks of players. (Except Healers)
Ticking Clock: This entity has a gauge which fills (+30 per round of combat). Once it reaches 100/100 or more, this entity will inflict 100 damage to all players, ending the fight immediately.
Collected Coruscance: This entity can "store" different attack patterns to be used later. Only one (1) pattern can be stored at a time, and can be used with 'Imbued Coruscance':
RED: Inflicts Pain on the party.
CYAN: Inflicts Stop on the party if you haven't moved since the beginning of the round this ability was cast.
ORANGE: AoE on the party that must be spread out. Overlap will inflict Lethal.
WHITE: Split 40 damage between the party members equally.

Legendary Actions: [150 points]

5 CD--10p
mg - r
inst
eff
Terror Unleashed: Drops all players' HP to -2 with a "Bleeding Out" debuff, must be healed to full or they will die.
0 CD--10p
mg - r
inst
att
Imbued Coruscance: - Unleashes the stored pattern on the party. Can be cast back to back.
2 CD--10p
phy - m
inst
eff
The Bitter End: Single target attack at +3 that inflicts Lethal & Disable.
2 CD--50p
mg - r
inst
eff
Specter of Light: Boss moves to the north, becoming untargetable, triggering "Ticking Clock", & add phase begins - each specter add has specific abilities.
Spectral DRK + WAR: (T5, 30HP, 0HC) keep them apart as they will tether and buff each other with Haste, Faith, & Bravery. The adds will periodically do a hard-hitting attack that inflicts Lethal & Disable. They will also cast Berserk (WAR)/Deep Darkside (DRK) which should be interrupted and not be allowed to go off, as it will inflict three (3) stacks of Bleed on the entire party.
Spectral BRD: (T5, 10HP, 0HC) Targets all damage dealers with flare markers that will deal damage based on proximity on the next round.
Spectral WHM/BLM: (T5, 10HP, 0HC) Will spawn two meteor towers in the east and west which must be soaked by two players each.
Spectral NIN: (T5, 15HP, 0HC) Targets each 2 players with a stack-up marker. Must be shared with 1 other player to survive.
Spectral SMN: (T5, 10HP, 0HC) Summons 4 Bahamut-egi in each of the corners that tether to 4 random players. They will eventually throw out massive breath attacks in the direction of the tethered player.
OPL--50p
mg - r
inst
eff
Ultimate Crossover: - Boss will cast LB4 - must use tank LB3, shields and heals to mitigate the damage.

Abilities:

2 CD
mg - r
cst
att
Solemn Confiteor: AoE circles will appear underneath all players, goes off at the end of the round.
2 CD
mg - r
cst
att
Absolute Stone III: Cone AoE towards all players. Overlap will immediately inflict a 2 round Break timer.
2 CD
mg - r
cst
att
Sword of Light: - Will spawn three swords around edge of the platform. These will draw three triangles over the platforms and players will need to find the safe spot which will always be on one edge of the platform. Getting caught in this attack will immediately drop a player to -2HP & inflict Winded.
2 CD
mg - r
cst
att
Absolute Holy: (happens simultaneously with Sword of Light) Stack-up marker on a player that you will need to share the damage with in the safe spot above.
2 CD
mg - r
chrgd
att
Summon Wyrm: Bahamut appears in the north for a massive half-room attack.
2 CD
phy- r
cst
att
Elddragon Dive: Direct +5 damage to all players, ignoring Hit Class.

Zodiark [BOSS]

The First Primal, Lord of Darkness

  • Enemy Tier: T10
  • Hit Points 60-200 + END
  • Element: Astral
  • Weakness: Umbral
END STR MP DEX Hit Class INT RSN
T10 T10 T10 T10 +600 T10 T10
  • Condition Immunities: Elemental Curse: Fire/Lightning/Water/Darkness, Elemental Weakness: Fire/Lightning/Water/Darkness, Standard
  • Status Effects: All (minus Elemental Curse/Weakness: Water/Earth/Ice/Light)

Passives:

Lord of Darkness: Astral damage converts directly to HP.
Dawn of Darkness: At 50% HP, this entity triggers and cannot be damaged during this time.
Unstoppable Aether: This entity has a permanent Haste effect, witn no Cooldowns on its abilities.

Legendary Actions: [200 points]

20p
mg - r
inst
eff
Astral Flow: Rotates the stage 90 degrees in the direction indicated by the floating arrows around the arena. This will also rotate any adds that are up from Paradeigma, but will not rotate the floating runes from Exoterikos.
10p
phy - m
inst
att
Adikia: The boss strikes the center of the east and west sides of the stage with massive untelegraphed circular AoEs that slightly overlap in the very center of the arena. There is a small curved-triangle safe zone at the center of the north and south edges of the arena.
10p
mg - r
chrgd
eff
Paradeigma: This attack will spawn various stationary adds that have specific patterns that require players to move to avoid. Can summon one or two of the following:
Behemoths: Spawn in pairs, creating an AoE that covers a quadrant of the arena.
Snakes: Spawn at the edge of the arena and fire line AoEs that cover one quarter of the arena.
Quetzalcoatl: Bird-like adds in the corners of the arena that cast a donut AoE, with the only safe zones being on the small purple rune under each bird. Spawns in either all 4 corners, or 2 corners with the other 2 being Behemoths.
50p
mg - r
chrgd
ttaeff
Astral Eclipse: Zodiark leaves the stage and flies around the arena. As it passes each of the other 3 sides of the arena, a line will appear from the center of the arena leading to the sky off that side of the arena, where players will see several stars in a pattern in the sky. This pattern of stars indicates where the AoE circles will occur on the arena. These AoEs strike 3 times.
50p
mg - r
inst
eff
Apomnemoneumata: [ULTIMATE] Ignores Hit Class, dealing +4 damage & inflicting Winded, Disabled, & Bleed.

Abilities:

phy- r
inst
att
Kokytos: all players' HP drop to -2HP
mag- r
chrgd
att
Styx: Requires players to all stack up and take multiple hits of an attack. Players need to stay stacked for all six hits, as each player mitigates the damage.
mag- r
inst
att
Ania: A small AoE attack that inflicts Lethal, requiring a swap.
mag- r
chrgd
att
Exoterikos: The boss will fire a colored beam at one, two, or three sides of the edges of the arena, spawning a large rune with a colored shape within. The shape of the rune, as well as the color of the rune and tether, indicates what AoE shape is coming:
Purple Triangle: This fires a cone AoE.
Green Rectangle:: This fires a column AoE.
Pink Square:: This fires a half-room AoE.
phy- r
cst
att
Algedon: The boss moves to a random corner of the arena and charges across to the opposite corner in a wide AoE. This can knock players off the arena if they are hit by this.
mag- r
cst
att
Phobos: An unavoidable raidwide AoE that inflicts a heavy Bleed on all players.

Zurvan [BOSS]

The Demon (Eikon)

  • Enemy Tier: T6-T8
  • Hit Points 60-120 + END
  • Element: Astral Fire, Astral Ice
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T6-T8 T6-T8 T6 T6 +500 T6 T6
  • Condition Immunities: Elemental Curse: Fire/Ice, Elemental Weakness: Fire/Ice
  • Status Effects: Elemental Curse: Fire/Ice, Elemental Weakness: Fire/Ice, Lethal, Bleed, Stop, Pain

Passives:

Legendary Actions:

Abilities:

When Boss casts Soar, he shows 3 rectangle AoE's toward the edge of the arena. After Rectangle AoE, the boss disappears and spawn 3 mirages at the edge where the three rectangle AoE were targeting at. Then, 6 red unavoidable circle AoE(size of shadowflare or a little bit bigger) spawn on 6 randomly selected players. When 6 AoE's explode, three Divebombs of mirages happen at the same time, so should be away from mirage's divebomb range AND avoid clipping each other with red AoE circle. After the damage, one random player is targeted with a Stacking AoE marker(Thordan's Dragon's Rage AoE with 4 arrows indicating inside) while a random healer is targeted with a small red marker. Most of players should get into the Stacking AoE to soak the damage together, and the healer with a small red marker should be away from anyone around to avoid additional damage.

Biting Halberd: 270 degree cone Southern Cross: Stack at the butt to bait and then move out. Wave Cannon: Randomly selects a non-MT player & inflicts Bleed. Tyrfing: Attacks Main Tank 5 times with spear and does fire damage at the end. High damage and cooldowns are needed as necessary. Broken Seal: Spawns 4 fire meteors and 4 ice meteors. 4 players with Infinite Ice go into 4 Ice meteor circles while 4 Infinite Fire goes into 4 Fire meteor circles. (Match your color)

ADDS: Execrated Will = Should be tanked by a tank. Does high damage, which will always crit, on its target and gain Damage up icon1.png Damage Up buff every 10 sec.

Execrated Thew = Small add. Should also be tanked by a tank. Nothing special.

Execrated Wile = doesn't need to be tanked. Should face away from it when Meracydian Fear is cast.

Chapter 8: Scalekin - Bloodborn

All members of this class bear rough, scaly hides that serve as armor to protect against claws and jaws of hungry predators. That said, most all scalekin are, in act, better defined by their subclasses, the most popular being cloudkin and wavekin. Scalekin are also speculated to have distant relations with dragons, as can be attested by the ease at which the spoken can manipulate their cousins' minds, driving them to servitude.

Adamantoise

Aspidochelone, Chelone, Chukwa, Kacchapa, Shroud Tortise, Lacovie, Thanalan Turtle, Tusali Hawksbill, Gil Turtle, Gil Snapper, Shredder, Tolba, Turali Hawksbill


  • Enemy Tier: T1-T4
  • Hit Points: 10-40 + END
  • Element: Astral Earth
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T1-T4 T1-T4 T1-T4 T1-T4 +600 T2 T0
  • Conditon Immunities:
  • Status Effects: Knockback

Abilitites

3 CD
phy - r
cst
att
Stomp: Deals 4 damage, regardless of Hit Class, to all enemies.

"Native to the Isle of Thavnair, these immense tortises were mistakenly brought to Eorzea amidst a shipment of dodo eggs. The scalekin hatched shortly after arriving in Gridania, and found their way into the Twelveswood, where they have lived ever since. Naturalists argue endlessly on whether or not the creature should be considered part of the forest." — Encyclopaedia Eorzea

Alexandrian Axe Beak

Forest Axe Beak, Gallowsbeak [B RANK HUNT]


  • Enemy Tier: T1-T4
  • Hit Points: 10-40 + END
  • Element: Astral Earth, Astral Fire
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T1-T4 T1-T4 T1-T4 T1-T4 +300 T1 T0
  • Conditon Immunities: N/A
  • Status Effects: N/A

If you should come across an axe beak feeding its nestlings, you might think them kind and doting parents, sharing the day's spoils with their young just like any of us might. But take a closer look at what's dangling from their jaws, and it paints a very different picture. They take their prey by the head, you see, and swing them by the neck till the last breath leaves them. The biggest ones with the hungriest chicks aren't satisfied with a single victim, oh no. They'll take half a dozen or more, all by the heads, and race back to their nests looking to all the world like a portable gallows after a roundup. Hence the name─and hence why we want these things dead. — Loanyine, The Outskirts, Heritage Found

Archaeornis

Abraxas, Hulk Dweller, Kreutzet [B RANK HUNT]


  • Enemy Tier: T1-T4
  • Hit Points: 10-40 + END
  • Element: Astral Wind
  • Weakness: Fire
END STR MP DEX Hit Class INT RSN
T1-T4 T1-T4 T1-T4 T1-T4 +300 T1 T0
  • Conditon Immunities: N/A
  • Status Effects: Poison, Blind, Paralyze, Silence, Disable

Abilities

4 CD
mg - r
inst
eff
Nasty Curse: Inflicts Paralyze and Silence on enemies nearby.

"Commonly mistaken for a cloudkin, due to the colorful feathers which cover its wings and body, the Archaeornis actually is a scalekin thought to be distantly related to Ziz. In fact, some naturalists have even been so bold as to suggest that all scalekin once had feathers--their scales the vestiges of those plummages. Their low intelligence makes them easily manipulated by dragons and they are oft sent before the Dravanian Horde as outflyers."— Encyclopaedia Eorzea



Alligator

Bozjan Photosuchus, Crocoroid [BOSS], Khumbhira, Sarcosuchus, Photosuchus, Razana


  • Enemy Tier: T1-T4
  • Hit Points: 10-40 + END
  • Element: Astral Earth, Astral Water
  • Weakness: Lightning
END STR MP DEX Hit Class INT RSN
T1-T4 T1-T4 T1-T4 T1-T4 +300 T1 T0
  • Conditon Immunities: N/A
  • Status Effects: Bleed

Able to adapt to the brackish waters swiftly, the sarcosuchus is believed to have been one of the first creatures to return to Yafaem following the vicious floods that swallowed the region at the end of the Fifth Astral Era. Similar to the crocodile, this scalekin is also characterized by its large tapering maw which, when fully gaping, can easily fit around a grown Lalafell. — Encyclopædia Eorzea vol 1, page 286

Basilisk

Horned Lizard, Peiste, Wadjet, Scale Eater


  • Enemy Tier: T1-T3
  • Hit Points 10-30 + END
  • Element: Astral Earth
  • Weakness: Fire
END STR MP DEX Hit Class INT RSN
T1-T3 T1-T3 T1-T3 T1 +300 T1 T0
  • Condition Immunities: N/A
  • Status Effects: Poison, Blind, Paralyze, Break

Abilities:

3 CD
mg - r
cst
eff
Evil Eye: Inflicts Paralyze and Break onto all enemies facing the Basilisk.

"The Basilisk is a long scalekin common in most regions of Aldenard. As is the case with many others in the scalekin family, basilisks are swift to respond to intrusions upon their percieved territory with unrestrained ferocity. Doubtless owing to their size and savagery, these creatures are oft depicted in religious allegory as the incarnation of evil, most commonly in "Saint Daniffen and the Basilisk."— Encyclopaedia Eorzea

Credit: Kyounghwan Kim

Bhujamga

Anaconda, Aspis, Bozjan Tapian, Uktena [B RANK HUNT]


  • Enemy Tier: T1-T5
  • Hit Points 15-50 + END
  • Element: Astral Earth
  • Weakness: Fire
END STR MP DEX Hit Class INT RSN
T1-T5 T1-T5 T1-T5 T1 +400 T1 T0
  • Condition Immunities: N/A
  • Status Effects: Poison, Bleed, Paralyze, Bind

Although bearing two different names, the attributes of this ferocious predator are almost identical between the First and the Source. In the former, it stalks the Rak'tika Greatwood and is called an "anaconda," while in the latter it haunts the island of Thavnair and is known as a "bhujamga." That these species inhabit similarly humid and heavily canopied locales can be no coincidence. — Encyclopædia Eorzea Volume III, p. 263

Bloodsucker

Chupacabra [B RANK HUNT]


  • Enemy Tier: T1-T5
  • Hit Points 15-50 + END
  • Element: Astral Earth
  • Weakness: Fire
END STR MP DEX Hit Class INT RSN
T1-T5 T1-T5 T1-T5 T1 +400 T1 T0
  • Condition Immunities: N/A
  • Status Effects: Bleed, Knockdown, Frenzy

Brachiosaur

No Variants


  • Enemy Tier: T1-T5
  • Hit Points 15-50 + END
  • Element: Astral Earth
  • Weakness:
END STR MP DEX Hit Class INT RSN
T1-T5 T1-T5 T1-T5 T1 +400 T1 T0
  • Condition Immunities: N/A
  • Status Effects: Bleed

The discovery of this colossal creature on the isolated isles of the Diadem has perplexed naturalists, who had thought the ancient species long extinct. Possessed of an innate arcane might proportionate to its size, the brachiosaur defends itself with a meteoric rain of conjured boulders. — Encyclopædia Eorzea vol 1,

Cobra

Asclepius, Caduceus, Heavenly Uwabami, Hygieia, Kichiknebik, Laideronnette [S RANK HUNT], Nure-Onna, Python, Serpent, Rinkhals, Sea Serpent, Zuzeca


  • Enemy Tier: T3-T4
  • Hit Points 30-40 + END
  • Element: Astral Earth, Astral Water
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T3-T4 T3-T5 T2 T0 T1 +400 T1

  • Condition Immunities: N/A
  • Status Effects: Knockdown, Bleed, Poison, Bind

The cobra is a gigantic scalekin, large enough to swallow a man whole. Once believed native to the eastern continent of Orhard, as a number of specimens were brought to Eorzea during a boom in trade relations, their abundance near recently uncovered Allagan ruins suggests a tie with the lost empire. Rare and deadly, serpents are prized participants in Coliseum matches that pit man against beast. — Encyclopædia Eorzea vol 1, page 287

Croccodile

Gator, Snapjaw, Gavial [BOSS], Proterosuchus, Sebek [BOSS], Tuildile


  • Enemy Tier: T3-T4
  • Hit Points 30-40 + END
  • Element: Astral Earth, Astral Water
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T3-T4 T3-T5 T2 T0 T1 +400 T1

  • Condition Immunities: N/A
  • Status Effects: Knockdown, Bleed

Abilities:

3 CD
phy - r
cst
att
Tail Swipe: Deals 4 damage to all enemies, regardless of Hit Class.

"Despite being covered in long, thick hair that works to insulate the creature from the harsh climes common in Abalathia's Spine, the croc, or crocodile, is most often categorized as a scalekin, due to the numerous similarities in physiology and behavior it shares with the decidedly scalekin sarcousuchus. Crocodiles hunt by submerging themselves in lakes and rivers, waiting for creatures to approach the water to drink. The prey is then clamped down upon by the powerful jaws, thought to be stronger than an ironsmith's vice." — Encyclopædia Eorzea

Ceratoraptor

No Variants


  • Enemy Tier: T3-T4
  • Hit Points 30-40 + END
  • Element: Umbral Earth
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T3-T4 T3-T5 T2 T1 +400 T0 T0

  • Condition Immunities: N/A
  • Status Effects: N/A

Decotitus

No Variants


  • Enemy Tier: T4
  • Hit Points 40 + END
  • Element: Umbral Earth
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T3-T4 T3-T5 T2 T1 +400 T0 T0

  • Condition Immunities: N/A
  • Status Effects: N/A

Until recently, the decotitus was classified as a soulkin, naturalists believing the crystalline formations about its body to be the source of its animation. This hypothesis has since been abandoned, scholars now understanding that the formations are a naturally occurring phenomenon, resulting from the creature’s ingestion of massive quantities of soil and minerals affixed to the roots of the plants that make up its diet. — Encyclopædia Eorzea vol 2

Dragonfly

Cloud Chaser, Comet Chaser, Dragonfire Fly, Horde Runner, Tulihand


  • Enemy Tier: T1-T3
  • Hit Points 15-30 + END
  • Element: Umbral Wind
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T1-T3 T1-T3 T1-T3 T5 +300 T0 T0
  • Condition Immunities: N/A
  • Status Effects: Air Toss

Abilities:

Passive: Swarm of the Horde - If present with other Dragonfly or Dragon-type allies, each Dragonfly on the field gains +100 to their rolls. This ability does not stack with other Dragonfly allies.

"While neither dragons nor flies, dragonflies nonetheless have close ties with both--blindly serving the former as scouts, outfliers, and forward troops in the Dravanian Horde, while consuming large quantities of the latter, vilekin being a staple in the dragonfly diet."

Draco

Bozjan Monitor, Dungeon Glider, Green Glider, Ophion [BOSS], Vulpangue [B RANK HUNT]


  • Enemy Tier: T2-T3
  • Hit Points 20-30 + END
  • Element: Umbral Wind
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T1-T3 T1-T3 T1-T3 T1-T3 +300 T0 T0
  • Condition Immunities: N/A
  • Status Effects: Air Toss

Abilities:

Passive: Swarm of the Horde - If present with other Dragonfly or Dragon-type allies, each Dragonfly on the field gains +100 to their STR rolls. This ability does not stack with other Dragonfly allies.

"While neither dragons nor flies, dragonflies nonetheless have close ties with both--blindly serving the former as scouts, outfliers, and forward troops in the Dravanian Horde, while consuming large quantities of the latter, vilekin being a staple in the dragonfly diet."

Drake

Ashdrake, Biast, Battle Drake, Firedrake, Flamedrake, Greywine, Inferno Drake, Lava Drake, Liegedrake, Mists Drake, Sundrake, Rongeur [BOSS], Zonure

  • Enemy Tier: T2-T3
  • Hit Points 20-30 + END
  • Element: Astral Fire / Astral Lighting (Biast)
  • Weakness: Water / N/A (Biast)
END STR MP DEX Hit Class INT RSN
T2-T3 T2-T3 T2-T3 T2-T3 +400 T1 T1
  • Condition Immunities: Elemental Curse: Fire, Elemental Curse: Lightning (Biast)
  • Status Effects: Elemental Curse: Fire, Elemental Curse: Lightning (Biast)

Passive: Ifrit Inferno - If present with Amal'ja-type allies, Drake gains +100 to STR and MP rolls. This does not stack with other Drake passives.

"Drakes are vicious and unrelenting hunters, overtaking their pray and tracking them before routing them with a torrid breath. The Amal'ja are known to domesticate drakes to use as mounts and hunting companions. Unlike most drake species, the biast is notable for spitting lightning instead of Flame."

Gowrow [BOSS]

Bone Crawler, Dahu, Ihuykatumu Maip, Smok, Tojil, Troodon

  • Enemy Tier: T6-T8
  • Hit Points 60-80 + END
  • Element: Astral Fire, Astral Earth
  • Weakness: Water
END STR MP DEX Hit Class INT RSN
T6-T8 T6-T8 T3 T3 +500 T0 T0
  • Condition Immunities: Elemental Curse: Fire, Elemental Weakness: Fire
  • Status Effects: Elemental Curse: Fire, Elemental Weakness: Fire

It is a rare breed of scalekin that can hunt on two legs, but the Gowrow does it with ease, using its highly developed forelimbs to rend open even the thickest of plate armor like it was parchment. If that was not enough, a special gland filled with flammable bile rests in the back of the cold-blooded terror's throat, ready to douse a victim in liquid flame. — Encyclopædia Eorzea vol 2

Hammerhead

Cenote Slammer, Hammerhead Crocodile, The Slammer [B RANK HUNT]

  • Enemy Tier: T2-T6
  • Hit Points 20-60 + END
  • Element: Umbral Water / Umbral Earth
  • Weakness: Lightning / Ice
END STR MP DEX Hit Class INT RSN
T2-T6 T2-T6 T2 T2 +400 T1 T0
  • Condition Immunities: Elemental Curse: Water, Elemental Weakness: Water
  • Status Effects: Elemental Curse: Water, Elemental Weakness: Water

Iguana

Golden Molter, Keheniheyamewi [A RANK HUNT], Nussknacker

  • Enemy Tier: T2-T6
  • Hit Points 20-60 + END
  • Element: Umbral Water / Umbral Earth
  • Weakness: Lightning / Ice
END STR MP DEX Hit Class INT RSN
T2-T6 T2-T6 T2 T2 +400 T1 T0
  • Condition Immunities: Elemental Curse: Water, Elemental Weakness: Water
  • Status Effects: Elemental Curse: Water, Elemental Weakness: Water

Lava Crab

Gasame

  • Enemy Tier: T2-T3
  • Hit Points 20-30 + END
  • Element: Umbral Fire / Umbral Earth
  • Weakness: Water
END STR MP DEX Hit Class INT RSN
T2-T3 T2-T3 T2-T3 T2-T3 +400 T1 T1
  • Condition Immunities: Elemental Curse: Fire, Elemental Weakness: Fire
  • Status Effects: Elemental Curse: Fire, Elemental Weakness: Fire

The lava crab is not born with a heat-resistant shell. After they hatch, a mother will take her spawn to the inner chambers of Hells' Lid, where bubbles bursting on pools of magma will send drops of molten rock through the air and onto the fledgling crabs' backs. Over time, this rock slowly builds up, creating a shield not only to the heat, but to the swords and clubs of overeager adventurers. — Encyclopædia Eorzea vol 2

LavaShell

Alexandrian Clipper, Clipper

  • Enemy Tier: T2-T3
  • Hit Points 20-30 + END
  • Element: Umbral Fire / Astral Earth
  • Weakness: Water
END STR MP DEX Hit Class INT RSN
T2-T3 T2-T3 T2-T3 T2-T3 +400 T1 T1
  • Condition Immunities: Elemental Curse: Fire, Elemental Weakness: Fire
  • Status Effects: Elemental Curse: Fire, Elemental Weakness: Fire

Though generally smaller than a lava crab, the lavashell carries protection against the extreme environment of Hells' Lid similar to that of its cousin. Yet, the biological differences between the two species ultimately proving like night and day. Most Hingans, however, do not distinguish between the two scalekin—a classification begrudgingly assigned because of their habitat rather than physiology—electing to call both simply “gasame." — Encyclopædia Eorzea vol 2

Lizard

Ancient Lizard, Angry Longjaw, Bozjan Tormentor

  • Enemy Tier: T2-T3
  • Hit Points 20-30 + END
  • Element: Umbral Fire / Astral Earth
  • Weakness: Water
END STR MP DEX Hit Class INT RSN
T2-T3 T2-T3 T2-T3 T2-T3 +400 T1 T1
  • Condition Immunities: Elemental Curse: Fire, Elemental Weakness: Fire
  • Status Effects: Elemental Curse: Fire, Elemental Weakness: Fire

Pisaca

Sphatika [A RANK HUNT]
(NOT to be confused with the Piassa, OBVIOUSLY.)

  • Enemy Tier: T2-T5
  • Hit Points 20-50 + END
  • Element: Umbral Earth
  • Weakness:
END STR MP DEX Hit Class INT RSN
T2-T5 T2-T5 T2 T2 +400 T1 T1
  • Condition Immunities: Daze
  • Status Effects: Daze, Paralyze, Bleed

A vicious Thavnairian scalekin with plating as strong as steel, claws as sharp as swords, and a tongue as long and lacerating as a whip. Its savagery is such that it rarely hesitates to attack even armed travelers. Little wonder, then, that local legends cast it as a fierce demon. — Pisaca Card

Primelephas

Anancus, Gomphotherium, Stegodon [BOSS]

  • Enemy Tier: T2-T5
  • Hit Points 20-50 + END
  • Element: Umbral Earth
  • Weakness:
END STR MP DEX Hit Class INT RSN
T2-T5 T2-T5 T2 T2 +400 T1 T1
  • Condition Immunities: Daze
  • Status Effects: Daze, Paralyze, Bleed

Due to its physical resemblance to an oliphant or a marid, one might think this scalekin somehow related to the pair; however this could not be further from the truth. Scholars believe the similarities can be attributed to naught more than a rare case of convergent evolution, and instead claim the creature consanguineous with an adamantoise—its long nose, actually a hyperextended mouth. — Encyclopædia Eorzea vol 2

Puk

Jaculus, Pteroc, Peakpuk, Peryton, Sordes, Tegu, Whiptail


  • Enemy Tier: T1-T3
  • Hit Points 15-30 + END
  • Element: Umbra Wind, Umbral Fire, Umbral Earth
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T1-T3 T1-T3 T1-T3 T1-T3 +300 T0 T0
  • Condition Immunities: N/A
  • Status Effects:

Abilities:

2 CD
mg - r
cst
att
Fireball: Launches a fireball. Inflicts an Elemental Curse.

This small, stout member of the scalekin family can oft be seen flitting between trees on the hunt for its insect prey. The puk is highly territorial and more than a little temperamental, and will launch itself at intruders many times its own size without hesitation. Though also known as “wind dragons,” these fierce little creatures have no proven connection to any true dragon species. — Encyclopædia Eorzea vol 1, page 287

Raptor

Atrociraptor, Anole, Coelurosaur, Eoraptor, Gallimimus, Lindwurm, Plainstrider, Velociraptor


  • Enemy Tier: T1-T3
  • Hit Points 15-30 + END
  • Element: Umbral Fire, Umbral Earth
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T1-T3 T1-T3 T1-T3 T1-T3 +300 T0 T0
  • Condition Immunities: N/A
  • Status Effects:

Abilities:

Though not related to birds, raptors are so named for the speed with which they fall upon their prey. These forest-dwelling scalekin hunt in tandem, with one raptor waiting in patient ambush as the other herds their hapless victim into the trap. Once a rare occurrence, raptor attacks on man are on the rise. -- Encyclopædia Eorzea vol 1

Sanuwa

Charybdis, Zirnitra, Pu'Sanuwa Gundu, Sistuli, So'Sanuwa, Ul'Sanuwa, Waukkeon [BOSS]


  • Enemy Tier: T3-T6
  • Hit Points 30-60 + END
  • Element: Umbral Wind, Astral Water, Astral Lightning
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T3-T6 T3-T6 T3-T6 T3-T6 +400 T2 T1
  • Condition Immunities: N/A
  • Status Effects:

Abilities:

A noble serpent-like scalekin native to the Sea of Clouds, sanuwas have long been used by Vanu Vanu as battle mounts. As the sanuwas age, they become more adept at manipulating ambient wind aether, some even capable of calling tornados from otherwise calm skies—a skill most useful when hunting food. — Encyclopædia Eorzea vol 1, page 286

Triceratops

Lunyuhiyshahe, Pachamama [B RANK HUNT], Polis Wivre, Zuniceratops


  • Enemy Tier: T3-T5
  • Hit Points 30-50 + END
  • Element: Umbral Earth
  • Weakness: Fire
END STR MP DEX Hit Class INT RSN
T1-T5 T1-T5 T1-T5 T1 +400 T1 T0
  • Condition Immunities: N/A
  • Status Effects: Bleed, Knockdown, Frenzy

Abilitites:

3 CD
phy - r
inst
att
Massive Stomp: Deals 6 damage to all enemies, ignoring Hit Class.

Its name meaning “three-horned face,” the triceratops uses its head’s horns and bony frill to protect its soft neck from the sharp fangs of hungry predators. A tendency often displayed in similarly horned creatures, the triceratops will charge anyone or anything it perceives as a threat (especially to its brood), not stopping until it has gored the target, or sprinted beyond it.— Encyclopædia Eorzea vol 1, page 286

Tyrannosaur

Abelisk, Archaeosaur, Lunyucaua'pya, Pylraster [A RANK HUNT], Unwinged Demolisher


  • Enemy Tier: T3-T5
  • Hit Points 30-50 + END
  • Element: Umbral Earth
  • Weakness: Fire
END STR MP DEX Hit Class INT RSN
T1-T5 T1-T5 T1-T5 T1 +400 T1 T0
  • Condition Immunities: N/A
  • Status Effects: Bleed, Knockdown, Frenzy

Abilitites:

3 CD
phy - r
inst
att
Massive Stomp: Deals 6 damage to all enemies, ignoring Hit Class.

Known by many as “king of the carnivores,” the tyrannosaur is feared by man and beast alike, its violent nature and insatiable appetite making it one of the deadliest predators in the realm. Its tiny, almost comical arms are all but ignored by the tyrannosaur while hunting, opting instead to employ the sheer speed granted it by its muscular rear legs, and the rows of knife-like teeth that line its massive maw to subdue and slaughter its prey. — Encyclopædia Eorzea vol 1, page 286

Vinegaroon

Amemet [BOSS], Myath [BOSS], The Scarecrow [B RANK HUNT], Tturuhhetso


  • Enemy Tier: T3-T5
  • Hit Points 30-50 + END
  • Element: Umbral Earth, Umbral Fire, Umbral Wind, Umbral Lightning
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T1-T5 T1-T5 T1-T5 T1 +400 T1 T0
  • Condition Immunities: N/A
  • Status Effects: Bleed, Knockdown, Frenzy, Daze

The vinegaroon has many different weapons at its disposal while on the hunt—from a hook-like chin that allows the scalekin to latch onto its prey, to a long powerful tail that can be wielded in all manner of unique ways. The razor-sharp scissors at the tail’s tip are sometimes used to lift rocks which can then be thrown with exact precision. Those selfsame scissors can also be used to grab a creature and then thrash it about until it loses consciousness, making it easier to consume. — Encyclopædia Eorzea vol 1, page 287

Wivre

Teleoceras


  • Enemy Tier: T3-T5
  • Hit Points 30-50 + END
  • Element: Umbral Earth, Umbral Fire
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T1-T5 T1-T5 T1-T5 T1 +400 T1 T0
  • Condition Immunities: N/A
  • Status Effects: Bleed, Knockdown, Frenzy, Daze

Whereas most attempts by Eorzean beast-tamers to domesticate these ill-mannered scalekin from the western continent have ended in failure, the Mamool Ja have long kept these creatures as companions, training them as both beasts of burden and weapons of war. The single-horned wivre’s natural tendency to wantonly charge when provoked has proven a most effective trait when attempting to break sieges. — Encyclopædia Eorzea vol 1, page 287

Ziz

Alectryon [A RANK HUNT], Axe Beak﹡, Blue Back, Clutch Pelican, Gaunt Beak, Giant Oxpecker, Gobbie Beak, Gold Back, Great Yellow Pelican, Guillotine Beak﹡, Hammer Beak, Huik'ku'uxo [BOSS], Rudis Beak, Sable Back, Sledgehammer Beak, Tarichuk [BOSS], Violet Back, Wind Back, Wine Back, Woad Back


Yes, I'm aware this has the EXACT same name as the Alexandrian Axe Beak, this is not a typo. I think Square Enix just legitimately forgot they'd already named an enemy in ARR.

  • Enemy Tier: T3-T5
  • Hit Points 30-50 + END
  • Element: Umbral Earth, Umbral Fire
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T1-T5 T1-T5 T1-T5 T1 +200 T1 T0
  • Condition Immunities: N/A
  • Status Effects: Bleed, Poison, Daze, Paralyze, Addle, Silence, Knockdown

Abilities:

2 CD
mg - m
cst
att
Breath Attack: In a cone in front of this entity, deal damage & inflict 1 sttus effect of your choice.

With its muscular legs, and the purchase afforded by its sharp talons, the ziz is capable of impressive bursts of speed. Although feathers sprout from various parts of its body, this carnivorous creature is thought to be closely related to the raptor, and is classified as scalekin. The ziz is infamous for supplementing its physical attacks with a deadly array of poisonous breaths. — Encyclopædia Eorzea, p. 287

Chapter 9: Seedkin - Bloodborn

To be classified as seedkin, flora must exhibit the capacity for controlled mobility with the purpose of hunting, defense, or reproduction. Said reproduction is most commonly carried out with seeds or spores, those seeds requiring a medium or host within which to grow until mobility (most commonly seen in a seedkin’s developed root systems) is achieved.


Barreltender [BOSS]

Mycotender


  • Enemy Tier: T6
  • Hit Points 60 + END
  • Element: Umbral Earth
  • Weakness: Fire
END STR MP DEX Hit Class INT RSN
T1-T6 T1-T6 T1-T4 T1 +400 T1 T0
  • Condition Immunities: N/A
  • Status Effects: Bleed, Knockdown, Daze

Passives:

Abilities:

2 CD
phy - r
inst
att
Barbed Bellow: AoE
4 CD
phy - m
cst
att
Heavyweight Needles: Spawns multiple telegraphed conal AoEs, leaving gaps in between. This attack also spawns spines at the edges of the arena that will inflict Bleed to anyone who steps in them.
2 CD
phy - m
chrgd
att
Tender Drop: Drops multiple cacti on the arena. Most will have spines and a flower on top, while two will be naked. Spined/Flowered cacti will do an AoE after 1 round & naked cacti will do nothing.
4 CD
phy - m
cst
att
Barrel Breaker: Telegraphed radial knockback from the middle.
4 CD
phy - m
chrgd
att
Succulent Stomp: Gives a random player a stack marker and jumps on them, dealing split 20 physical damage.
3 CD
phy - m
cst
att
Prickly Left / Prickly Right: An initial half-room cleave telegraph in the direction of the cast
2 CD
phy - m
inst
att
Tender Fury: Ignores Hit Class, inflicts Lethal.

Belladona

Cosmos Witchweed. Creeping Edila, Fern Flower, Hashiri-Dokoro, Henbane, Witchweed


  • Enemy Tier: T3-T6
  • Hit Points 30-60 + END
  • Element: Umbral Earth, Astral Wind
  • Weakness: Fire
END STR MP DEX Hit Class INT RSN
T1-T6 T3-T6 T3-T4 T1-T4 +400 T2 T1
  • Condition Immunities: N/A
  • Status Effects: Bleed, Silence, Knockdown, Daze

A carnivorous plant native to the Orn Wild, this voracious specimen of flora lures in potential victims by contorting its petals into the form of various beasts. Research conducted at Saint Mocianne’s Arboretum concluded that the murderous Belladonna is a likely to prey upon two-legged victims as four. — Encyclopædia Eorzea vol 1

Biloko

Billowing Biloko, Daikka, Jubokko, Kirnis, Nechuciho

  • Enemy Tier: T3-T4
  • Hit Points: 30-40 +END
  • Element: Umbral Earth
  • Weakness: Fire
END STR MP DEX Hit Class INT RSN
T1-T4 T3-T4 T3-T4 T1-T4 +300 T2 T1

  • Condition Immunities: N/A
  • Status Effects: N/A

Though manlike in appearance, these enigmatic seedkin are comprised solely of vines and roots, and appear to lack intelligence beyond the capacity of killing. Some scholars especially those who concentrate their studies on the Allagan Empire and its campaign into Meracydia, have attempted, unsuccessfully, to draw similarities between the biloko and the southern continent’s indigenous arboreal being most famously known for their worship of Sephirot, the Fiend. — Encyclopædia Eorzea vol 1

Branchbearer

Starcrier [A RANK HUNT]

  • Enemy Tier: T3-T6
  • Hit Points: 30-60 +END
  • Element: Umbral Earth, Astral Wind
  • Weakness: Fire
END STR MP DEX Hit Class INT RSN
T1-T6 T3-T6 T3-T6 T1-T4 +400 T1 T0
  • Condition Immunities: N/A
  • Status Effects: Confuse, Frenzy, Misdirection, Daze, Elemental Weakness: Wind

Abilities:

3 CD
mg - m
cst
att
Wingsbreadth Winds: is a small, untelegraphed circle AoE around the caster.
3 CD
mg - m
cst
att
Stormwall Winds: is an untelegraphed donut AoE around the caster.
2 CD
mg - r
inst
eff
Dirge of the Lost: afflicts targets with Misdirection, making it challenging to run in the correct direction for the above mechanics.
4 CD
mg - r
inst
att
Aero IV: is an unavoidable large AoE.
3 CD
mg - r
cst
att
Swiftwind Serenade: is an untelegraphed frontal line AoE aimed at a random target which inflicts Elemental Weakness: Wind

Dawntrail Addition

Bulb

Cork Bulb, Fenzied Bulb, Metshaldjas [BOSS], Walking Sapling


  • Enemy Tier: T0-T3
  • Hit Points: 10-30 + END
  • Element: Umbral Earth
  • Weakness: Fire
END STR MP DEX Hit Class INT RSN
T1-T3 T1-T3 T1-T3 T1 +100 T0 T0
  • Condition Immunities: N/A
  • Status Effects: Sleep

Due to their capacity for ambulation, bulbs have long been believed to be the un-matured forms of treants. This hypothesis, however, has recently been disproven by a team of dedicated naturalists who, after capturing several of the seedkin and observing them for two score years in a controlled environment, documented no further growth from their original state. The bulb’s ability to walk appears simply to be a trait developed to allow the seedkin access to richer soils. — Encyclopædia Eorzea vol 1

Cactuar

Sabotender (Baliaor, Baliarina, Campeador, Corrido, Del Sol, Desertor, Emperatriz, Guardia, Mariachi, Solado), Cactuar Jack [BOSS], Euros 310, Notocactuar, Sabotendale, Sabotendred, Sabotendrick

  • Enemy Tier: T0-T4
  • Hit Points: 10-40 + END
  • Element: Umbral Earth
  • Weakness: Fire
END STR MP DEX Hit Class INT RSN
T1-T4 T1-T4 T1-T4 T1 +100 T0 T0
  • Condition Immunities: N/A
  • Status Effects: Daze, Bleed, Poison

Abilities:

3 CD
phy - m
cst
att
1000 Needles: is a small telegraphed circle AoE around the caster, which ignores Hit Class.

Found exclusively in arid regions, cactuars are known for their ability to survive extended periods under the scorching sun on naught but the moisture stored within their bodies. Conditioned by the brutal nature of their surroundings, cactuars are quick to defend themselves, launching a barrage of needles at potential predators – and the occasional unwary traveler. — Encyclopædia Eorzea vol 1

Chichu

Akantha, Blooming Chichu, Chaochu, Germinant, Michu, Nariphon [A RANK HUNT], Nulchu, Tulichu, Volchu, U'out

  • Enemy Tier: T0-T4
  • Hit Points: 10-40 + END
  • Element: Umbral Earth
  • Weakness: Fire
END STR MP DEX Hit Class INT RSN
T1-T4 T1-T4 T1-T4 T1 +100 T0 T0
  • Condition Immunities: N/A
  • Status Effects: Bleed, Poison

Early observations of how the chichu deftly used its vines to guide prey into its maw-like digestive cavity led scholars to believe that the flora was a distant relative to Eorzea's ochu. More recent studies have shown this hypothesis to hold little merit, yet the species's name remains unchanged. — Encyclopædia Eorzea vol 2

Cordyceps

Callisto [BOSS], Grizzly Host, Honey Hunter, Rosebear


  • Enemy Tier: T1-T4
  • Hit Points: 15-40 +END
  • Element: Umbral Earth
  • Weakness: Fire
END STR MP DEX Hit Class INT RSN
T0-T4 T0-T4 T1 T0-T4 Varies T0 T0

  • Condition Immunities:
  • Status Effects: Daze, Poison

Ability:

5 CD
phy - r
cst
eff
Bonding: Strike a target, inflicting them with the unique status "Infected." This status functions the same as Doom -- though when the timer reaches zero, instead of falling to 0 HP, they are forced to fight alongside enemy units until cured of the affliction.

Cordyceps is a rare type of funguar which will infect a beastkin host, such as a bear, taking control of its body and min in the process. AS long as the host is alive, the funguar can drain the creature’s essence indefinitely, therefore giving the seedkin incentive to see that the host continues to feed. In the event that the host’s life is terminated, cordyceps will produce fruiting bodies that emerge from the host’s head, releasing countless spores into the air upon rupture. — Encyclopaedia Eorzea: Volume I, page 279

Deadly Coconut

Neyoozoteel [S RANK HUNT]
No, I did not name this entity. Someone at Square is having a laugh, and I would put money on it being Michael Koji-Fox.


  • Enemy Tier: T4-T6
  • Hit Points: 40-60 +END
  • Element: Umbral Earth
  • Weakness: Fire
END STR MP DEX Hit Class INT RSN
T0-T6 T4-T6 T5 T0-T4 +500 T2 T1

  • Condition Immunities:
  • Status Effects: Daze, Poison
Passives:

Whirling Omen -- applies directional Omen buffs to caster. These directions will determine where Sap Spiller will be placed upon casting. Left, Right, Forward, Back, and Inter-Cardinals are your available options. You may chose up to 8 if you want to be really mean.
Delayed Neurotoxicity -- Dazes after 2 rounds have passed. You must have worked out the safe spot for Whirling Omen in advance or you will be unable to avoid it.

Abilities:

2 CD
mg - r
cst
att
Noxious Sap: telegraphed conal AoE at a random target.
3 CD
mg - r
cst
att
Sap Spiller: uses Noxious Sap in the direction of the Omen buffs relative to its position after the last attack. Consumes Omen buffs from first to last. (If you want to be mean, you can reverse the order.)
4 CD
phy - r
cst
eff
Neurotoxify: unavoidable large AoE that applies Delayed Neurotoxicity.
3 CD
phy - r
cst
att
Cocopult: is a telegraphed stack marker on a random target applying Bind to those hit. Follows up with Noxious Sap.
3 CD
phy - r
cst
eff
Ravaging Roots: is an initially telegraphed + AoE that rotates in the indicated direction.

Flytrap

Bariaua, Barometz, Chocobo Legtrap, Cloudtrap, Deep Palace Trap, Elban Ice Trap, Foxglove, Hoptrap, Kedtrap, Roseling, Manjusaka, Milkroot Trapling, Pitcher Weed, Poisonous Flytrap, Sweet Trap, Wolfsbane, Yetitrap
Is it vaguely flytrap shaped? It's probably a flytrap.


  • Enemy Tier: T0-T3
  • Hit Points: 10-30 + END
  • Element: Varies / Umbral Earth
  • Weakness: Varies
END STR MP DEX Hit Class INT RSN
T0-T3 T1 T2 T0-T3 +100 T1 T0

  • Condition Immunities: Elemental Curse/Weakness: Variant
  • Status Effects: Elemental Curse/Weakness: Variant

These insectivorous plants are found in forests and grassland areas. As they mature, their leaves—coated in a layer of sticky mucus—assume vivid hues which serve to attract prey. Any insect that comes into contact with the adhesive substance becomes hopelessly trapped, and is subsequently impaled and drained by the seedkin’s thirsty roots. Despite their mucus coating, the leaves of a flying trap are surprisingly palatable and nutritious. Thorough washing is, however, advised. — Encyclopædia Eorzea vol 1

Funguar

Demonstool, Eftstool, Faerie Funguar, Forest Gunguar, Fruiting Fungus, Lordstool, Parasite Funguar,Toadstool

  • Enemy Tier: T0-T3
  • Hit Points: 10-30 + END
  • Element: Umbral Earth
  • Weakness: Fire
END STR MP DEX Hit Class INT RSN
T0-T3 T1 T2 T0-T3 +100 T1 T0
  • Condition Immunities:
  • Status Effects:

These ambulatory fungi are most commonly encountered in the damp environs of dense forests and limestone cavers. Possessed of a unique texture and taste, funguar caps are considered a delicacy among Eorzean gourmands. Despite their extreme sensitivity to arid conditions, offshoots of the funguar family have been found in regions across the world, prompting much scholarly debate over their method of diffusion. — Encyclopædia Eorzea vol 1



Genomos

Green Archon [B RANK HUNT], Sinapi, Red Shishu Penghou, Shishu Hoko [SUBSPECIES: Leafmen, Anden]

  • Enemy Tier: T0-T3
  • Hit Points: 10-30 + END
  • Element: Umbral Earth
  • Weakness: Fire
END STR MP DEX Hit Class INT RSN
T0-T3 T1 T2 T0-T3 +100 T1 T0
  • Condition Immunities:
  • Status Effects:

Found throughout the realm, but most notably upon the northern isles, the carnivorous genomos lies in wait for prey which seeks shelter in the brush. Due to their predilection for small insects, tender genomoi have long been raised in captivity for the purposes of pest control. — Encyclopædia Eorzea Volume III, p. 260

Gigatender

Maliktender, Cactuar Giant

  • Enemy Tier: T2-T4
  • Hit Points: 20-40 +END
  • Element: Umbral Earth, Umbral Fire
  • Weakness: Fire
END STR MP DEX Hit Class INT RSN
T2-T4 T2-T5 T1-T2 T2-T5 +300 T1 T1
  • Condition Immunities:
  • Status Effects: Bleed, Upheval, Knockdown

Primarily found in Amh Araeng and other arid desert regions, the gigantender is distinguished form the common sabotender by its unusual size and crown of multiple branches. Their fruit is said to be deliciously sweet but difficult to consume due to the large number of seeds within. — Encyclopædia Eorzea Volume III, p. 260

Griaule

Netzach, Xenoflora

  • Enemy Tier: T3-T5
  • Hit Points: 30-50 + END
  • Element: Umbral Earth
  • Weakness: Fire
END STR MP DEX Hit Class INT RSN
T3-T5 T3-T5 T3-T5 T3-T5 +300 T1 T0
  • Condition Immunities:
  • Status Effects:

Kaluk

No Variants

  • Enemy Tier: T1-T3
  • Hit Points: 30-50 + END
  • Element: Umbral Earth
  • Weakness: Fire
END STR MP DEX Hit Class INT RSN
T1-T3 T1 T3 T1-T3 +200 T1 T1
  • Condition Immunities:
  • Status Effects:

A chance encounter with an invasive funguar some countless centuries ago granted one leshy the opportunity to abandon its reliance on the sun's blessing for nourishment, and instead replenish its vigor through means of rot and decay, Since then, the offspring of the kaluk have thrived where death has its strongest hold. — Encyclopædia Eorzea vol 2

Korpokkur

Cryoconite, Dorpokkur, Gorpokkur, Overgrown Bryon


  • Enemy Tier: T1-T3
  • Hit Points: 10-30 + END
  • Element: Umbral Earth
  • Weakness: Fire
END STR MP DEX Hit Class INT RSN
T1-T3 T1 T1-T3 T1-T3 +200 T1 T1

  • Condition Immunities:
  • Status Effects:

This small, single-leafed plant native to the Far Eastern island of Hingashi is believed to have developed the faculty for ambulation for much the same reason as bulbs—to move the richer soils after draining a location’s nutrients. The korpokkur requires copious amounts of water to thrive, and it is believed that its leaf not only serves to funnel rainwater down to its mouth and roots, but also prevents its body from drying out in the sun.

Landtrap

Barometz, Cloudtrap, Flying Trap, Foxglove, Icetrap, Kedtrap, Matagaigai, Mitetrap, Roselet, Roseling, Wolfsbane


  • Enemy Tier: T1-T3
  • Hit Points: 10-30 + END
  • Element: Umbral Earth
  • Weakness: Fire
END STR MP DEX Hit Class INT RSN
T1-T3 T1 T1-T3 T1-T3 +200 T1 T1

  • Condition Immunities:
  • Status Effects:

These insectivorous plants are found in forests and grassland areas. As they mature, their leaves—coated in a layer of sticky mucus—assume vivid hues which serve to attract prey. Any insect that comes into contact with the adhesive substance becomes hopelessly trapped, and is subsequently impaled and drained by the seedkin’s thirsty roots. Despite their mucus coating, the leaves of a flying trap are surprisingly palatable and nutritious. Thorough washing is, however, advised.

Leafkin

Leafscourge Hadoll Ja [B RANK HUNT]


  • Enemy Tier: T1-T3
  • Hit Points: 10-30 + END
  • Element: Umbral Earth
  • Weakness: Fire
END STR MP DEX Hit Class INT RSN
T1-T3 T1 T1-T3 T1-T3 +200 T1 T1

  • Condition Immunities:
  • Status Effects:

Leannan Sith - BOSS

Hulder [A RANK HUNT]


  • Enemy Tier: T6
  • Hit Points: 120 + END
  • Element: Umbral Earth, Astral Wind
  • Weakness: Fire
END STR MP DEX Hit Class INT RSN
T5 T3 T6 T6 +400 T5 T5

  • Condition Immunities: Daze, Sleep, Silence
  • Status Effects: Upheaval, Poison

Abilities:

3 CD
mg - r
cst
displ
Call Reinforcements: Calls forth three (3) Air Sprites to knock back opponents.
3 CD
mg - r
cst
eff
Singing Sigh Deals damage to party. If party member falls below half HP, or is in melee range at the time this ability is cast, they are inflicted with Confusion.

Leshy

Berkanan, Elder Triffid, Kaluk, Walking Tree, Wood Eyes


  • Enemy Tier: T2-T4
  • Hit Points: 30
  • Element: Umbral Earth
  • Weakness: Fire
END STR MP DEX Hit Class INT RSN
T2-T4 T2-T4 T2-T3 T2-T4 +300 T2 T2

  • Condition Immunities:
  • Status Effects:

The body of this ambulatory seedkin is highly resistant to both heat and cold, allowing it to choose its environment based on the abundance of fodder. Its so-called legs and arms are actually highly developed root systems which, upon locating the rich loam its kind craves, can be thrust into the ground. While most leshies will feed of the life energy that flows through the land, in areas of extreme desolation, the creatures have been observed to drain the withered carcass of a beast...or even man. — Encyclopædia Eorzea vol 2

Mandragora

Eggplant Knight, Gancanagh [BOSS], Garlic Jester, Korrigan, Mandragora Prince, Mandragora Queen, Peerifol [BOSS], Tomato King


  • Enemy Tier: T3-T5
  • Hit Points: 30-50 + END
  • Element: Umbral Earth, Varies
  • Weakness: Fire
END STR MP DEX Hit Class INT RSN
T3-T5 T3-T5 T3-T5 T3-T5 +200-400 T3-T5 T3-T5

  • Condition Immunities:
  • Status Effects: All. Yes, all of them.

The enigmatic mandrogora were first observed in the aftermath of the Seventh Umbral Era. It is not known whence they came, or if they even existed prior to the Calamity. Preliminary studies appear to suggest that the diminutive seedkin are sentient and capable of advanced form of non-verbal communications, but further research is required to conform these findings. The rest is mere speculation. — In-game description

Megamaguey

No Variants


  • Enemy Tier: T3
  • Hit Points: 30
  • Element: Umbral Earth
  • Weakness: Fire
END STR MP DEX Hit Class INT RSN
T3-T5 T3-T5 T3-T5 T3-T5 +200-400 T3-T5 T3-T5

  • Condition Immunities:
  • Status Effects:

Dawntrail addition

Morbol

Capricious Cassie [BOSS], Eccentric Eve, Goldvine [BOSS], Greater Morbol, Leafbleed Morbol, Malboro Terra, Milkroot Morbol, Melancholic Moira, Morbolger, Purbol, Rose Garden, Stroper
Is it Morbol-shaped? It's probably a Morbol. Don't think too hard about it.


  • Enemy Tier: T3-T6
  • Hit Points: 50-70 + END
  • Element: Umbral Earth
  • Weakness: Fire
END STR MP DEX Hit Class INT RSN
T3-T5 T3-T5 T3-T5 T3-T5 +200-400 T3-T5 T3-T5

  • Condition Immunities: All (excluding Doom, Reverse, Elemental Curse/Weakness, Misdirection, Pain & Bleed)
  • Status Effects: All (excluding Doom, Reverse, Elemental Curse/Weakness, Misdirection, Pain & Bleed)

Abilities:

2 CD
mg - r
cst
att
Bad Breath: Deals damage in a cone to all enemies, inflicting the available status effects onto any targets struck.

The morbol is a terrible beast that moves upon its slime-covered vines and roots. Highly aggressive, it kills both animals and plants with a combination of its noxious breath and ceaselessly flailing tendrils. Upon occasions, the beast will also emit a sweet-smelling gas which induces a deep sleep. Rather than rending or chewing, the fang-shaped thorns which line the morbol’s maw serve to hold prey immobile during digestion.

Morbol Seedling

No Variants


  • Enemy Tier: T0-T2
  • Hit Points: 20-30
  • Element: Umbral Earth
  • Weakness: Fire
END STR MP DEX Hit Class INT RSN
T0-T2 T0-T2 T0-T2 T0-T2 +100 T0 T0

  • Condition Immunities: All (excluding Doom, Reverse, Elemental Curse/Weakness, Misdirection, Pain & Bleed)
  • Status Effects: All (excluding Doom, Reverse, Elemental Curse/Weakness, Misdirection, Pain & Bleed)

Seedling of a Morbol and not as strong as it's parent.

Mossling

Anemossling


  • Enemy Tier: T0-T3
  • Hit Points: 10-30 + END
  • Element: Umbral Earth, Umbral Water
  • Weakness: Fire
END STR MP DEX Hit Class INT RSN
T0-T3 T0-T3 T0-T3 T0-T3 +200 T0-T3 T0

  • Condition Immunities:
  • Status Effects:

SQUARE PLS

The Mudman [A RANK HUNT]

Tokkapchi [BOSS]
This is not to be confused with the SOULKIN Mudman. Additionally (and technically) the Mudman hunt is a Transfigured...but they share the exact same model and mechanics.

  • Enemy Tier: T6-T7
  • Hit Points: 60-70 + END
  • Element: Umbral Earth
  • Weakness: Fire
END STR MP DEX Hit Class INT RSN
T6-T7 T6-T7 T6-T7 T6-T7 +400 T3 T1

  • Condition Immunities:
  • Status Effects: Slow, Elemental Weakness: Earth, Elemental Curse: Earth

Abilities:

2 CD
phy - r
cst
att
Feculent Flood: telegraphed conal AoE.
2 CD
phy - r
inst
att
Royal Flush: small untelegraphed circle AoE
2 CD
phy - r
cst
att
Bog Bequest: donut AoE
2 CD
mg - r
inst
eff
Gravity Force: is an AoE marker targeted at a random player that applies Slow.

Mythrilcap

Death Cap, Exoray, Fly Agaric, Moss Fungus


  • Enemy Tier: T0-T3
  • Hit Points: 10-30 + END
  • Element: Umbral Earth, Umbral Water
  • Weakness: Fire
END STR MP DEX Hit Class INT RSN
T0-T3 T0-T3 T0-T3 T0-T3 +200 T0-T3 T0

  • Condition Immunities:
  • Status Effects: Poison, Slow

Nabrooi

Flying Popoto, Garden Sankchinni, Hyssop, Mannenso, Sankchinni, Ruginis


  • Enemy Tier: T0-T3
  • Hit Points: 10-30
  • Element: Umbral Earth
  • Weakness: Fire
END STR MP DEX Hit Class INT RSN
T0-T3 T0-T3 T0-T3 T0-T3 +200 T1 T0

  • Condition Immunities:
  • Status Effects: Poison, Winded, Bleed, Slow

Particularly numerous in areas featuring high concentrations of wind aether, these floating seedkin have adapted their roots to trap small animals and insects which they strangle then drain of blood. The corpses of their prey are then allowed to rot, the lighter-than-air gases produced in the process granting the narbrooi levitation. — Encyclopædia Eorzea vol 1

Necrosis

Xty'iinbek [B RANK HUNT]


  • Enemy Tier: T3-T4
  • Hit Points: 30-40 +END
  • Element: Umbral Earth
  • Weakness: Fire
END STR MP DEX Hit Class INT RSN
T3-T4 T3-T4 T3-T4 T3-T4 +300 T1 T0

  • Condition Immunities:
  • Status Effects: Poison, Winded, Bleed, Slow

It's a name from my culture. It means “beast from the underworld,” after the number of good Xbr'aal it has dragged to their deaths. It uses its roots like grapnels, stabbing razor-sharp hooks into its quarry's flesh before reeling them in. After planting its seeds in their still-quivering corpses, it'll lay them out in the sun till the next generation sprouts. It's one of the main reasons why Xbr'aal parents always warn their children never go into the forest alone, lest they end up as a Xty'iinbek's brood-bed. — Ty'at Qat, Iq Br'aax, Yak T'el

Nopalitender

Nopalitender Fabuloso [B RANK HUNT]


  • Enemy Tier: T3-T4
  • Hit Points: 30-40 +END
  • Element: Umbral Earth
  • Weakness: Fire
END STR MP DEX Hit Class INT RSN
T3-T4 T3-T4 T3-T4 T3-T4 +300 T1 T0

  • Condition Immunities:
  • Status Effects: Bleed, Upheaval

As you journey across Shaaloani, you may be approached by those who'd have you slay wild nopalitenders and claim the prickly pears that grow upon them. It's a common source of coin for many a viper. If so, you'd do well to focus your attention on the single-headed kind. Their fruit's far more fragrant than that of their triple-crowned cousins and fetches a much higher price. Sure, the Fabuloso variety has a price on each of their three heads, too, but that's because they're a gardener's worst nightmare: aggressive, destructive, and invasive little weeds. I'd stick to the fruit-picking if I were you. — Elenyate, Hhusatahwi, Shaaloani

Ochu

Coerul O'Nine Tales, Curupira [BOSS], Jidra, Lazy Lawrence [BOSS], Locksmith [BOSS], Microchu, Milkroot Cluster, Overgrown Ivy, Raincatcher, Vampire Cup, U'out


  • Enemy Tier: T0-T5
  • Hit Points: 10-50
  • Element: Umbral Earth
  • Weakness: Fire
END STR MP DEX Hit Class INT RSN
T0-T5 T0-T5 T0-T5 T0-T5 +200 T0 T0

  • Condition Immunities:
  • Status Effects: Poison, Bleed, Slow

Abilities:

2 CD
phy - m
inst
eff
Acid Rain: Casts Poison and Slow on targets within melee range.
3 CD
phy - m
inst
att
1000 Lashes: Strikes all targets in melee range, ignoring Hit Class.

The ochu is a variety of carnivorous seedkin that inhabits the forested regions of Aldenard. It lures insects and small animals within range of its powerful vines by emitting a sickly-sweet or rotten odor from its scarlet petals, then bludgeons them into a stupor. Thus subdued, preys are typically ingested over a period of several bells. Though too bitter to eat raw, when dried, ochu leaves can provide a flavorful accent to fish and meat dishes. — Encyclopædia Eorzea vol 1

Panopt

Yok Huy Orb


  • Enemy Tier: T1-T3
  • Hit Points: 10-30
  • Element: Umbral Earth
  • Weakness: Fire
END STR MP DEX Hit Class INT RSN
T1-T3 T1-T3 T1-T3 T1-T3 +300 T0 T0

  • Condition Immunities:
  • Status Effects: Slow

The panopt arose when an eccentric creator stationed at the Cthonic Horns attempted to crossbread yggdreants with other plant species. This particular result of said experimentation initially lacked a purpose to justify its existence, but the Bureau of the Architect accepted the concept's registration once its utility as a tool for surveillance was recognized. The Watcher would later introduce panopts to the moon to take advantage of this very function. — Encyclopædia Eorzea Volume 3, p. 275

Rafflesia -- BOSS

Aglaophotis, Aloalo Vemosia, Aqueduct Sapria, Arch-noctilucale, Corpse Flower, Kirtimukha [BOSS], Noctilucale, Rashkovnik [BOSS], Sarracenia, Shishu Furutsubaki, Spurge [BOSS], Stench Blossom, Ya-te-veo


  • Enemy Tier: T7
  • Hit Points: 70+ END
  • Element: Umbral Earth
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T5-T7 T7 T7 T7 +500 T3 T1

  • Condition Immunities: All (excluding Doom, Reverse, Misdirection, & Pain)
  • Status Effects: All (excluding Doom, Reverse, Misdirection, & Pain)

Passives (Boss Exclusive):

Sickly Sweet Scent: Can summon four (4) vilekin (or slug) type enemies to the field. (Traditionally, hornets.) These entities are under the control of this enemy until they are defeated. [3 CD]
Bloody Thorns: Basic attack from this enemy will inflict Bleed on players.
Acidic Honey: Players hit with this target will become the primary focus of any vilekin-type enemies on the field, ignoring all other entities.

Legendary Abilities (Boss Exclusive): [60 points]

3 CD--5p
phy - r
inst
att
Bloody Caress: Single-target attack with no penalty. Ignores Hit Class.
5 CD--10p
phy - r
cst
att
Rotten Stench: Line AoE that strikes players in range after its cast. On specific enemy types (Rafflesia, Kirtimukha, Rashkovnik) this attack will instantly put players struck at -3 HP.
2 CD--5p
phy - r
cst
eff
Bloody Stream: Attach a vine between 2 players. Players will need to get away from one another to break these vines, or else suffer a 3 stack of Bleed until it is removed.
5 CD--10p
phy - r
cst
att
Blighted Bouquet: This attack can only be used when a boss-type Raffelsia is at 75% HP or lower. Upon the finishing of this cast (which cannot be interrupted once made,) any players who are still taking action by its countdown (DM's choice) will be immediately put at -5HP.
3 CD--10p
phy - r
cst
att
Leaf Storm: AoE multi-target attack with no penalty. Ignores Hit Class.

Abilities:

4 CD
phy - m
cst
att
Devour: Targets nearby this entity will be swallowed, unable to make StA or MA for 1 turn. Additionally, for every vilekin-type creature this entity has swallowed, it will be destroyed and this entity will gain +1 additional damage. This additional damage cannot be removed.
2 CD
phy - r
inst
att
Spit: Can only be cast once Devour has been completed. Releases players captured by this entity, dealing 5+additional damage.

Thought to be long extinct, the deadly carnivorous plant began reappearing in Eorzea after dormant seeds buried beneath yalms of soil and rock were unearthed during the Calamity. The sickly sweet aroma emitted by the rafflesia’s flowers not only serves to lure bees and flies to the flora, but is also believed to contain hypnotic properties which place the vilekin under its control. The rafflesia then uses the vilekin to subdue larger prey such as small animals or even man. — Encyclopædia Eorzea vol 1

Rose

Aolaol Morbol, Copycat Cassie [BOSS], Emperor's Rose [B RANK HUNT], Heliogabalus, Marquis Morbol, Narkissos, Overgrown Rose


  • Enemy Tier: T5-T7
  • Hit Points: 50-70+ END
  • Element: Umbral Earth / Astral Ice (Emperor's Rose / Copycat Cassie / Heliogabalus) / Astral Lightning (Narkissos)
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T5-T7 T5-T7 T5-T7 T5-T7 +500 T1 T0
  • Condition Immunities: All (excluding Doom, Reverse, Misdirection, Pain & Bleed)
  • Status Effects: All (excluding Doom, Reverse, Misdirection, Pain & Bleed)

Abilities:

2 CD
mg - r
cst
att
Worse Breath: Deals damage in a cone to all enemies, inflicting the available status effects onto any targets struck.

A massive morbol from Dalmasca, the Emperor's Rose came to Garlemald as an offering to Solus zos Galvus. The creature escaped its greenhouse in the imperial botanical gardens some few years ago and made its way to the frigid Eblan Rime, where the Garleans believed it had perished. It was with great surprise, then, that they discovered the creature had not only adapted to the extreme cold but begun to propagate. Much to the dismay of those charged with sample collection, there is only one means by which to find out how the jungle-born seedkin managed such a feat. — Encyclopædia Eorzea Volume III, p. 300

Rose Hip

No Variants


  • Enemy Tier: T0
  • Hit Points: 10 + END
  • Element: Umbral Earth / Astral Wind
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T0 T0 T0 T0 +100 T0 T0
  • Condition Immunities: None
  • Status Effects: None

Sawtooth

Aloaol Monstera, Eurdike [BOSS], Leuke [BOSS], Lotis, Udumbara [S RANK HUNT]
NOT to be confused with Sawtooth [BOSS] from the VOIDSENT category in spite of the fact they use the same model. This entity is considered Seedkin, whereas Sawtooth [BOSS] is confirmed as a Voidsent.


  • Enemy Tier: T5-T7
  • Hit Points: 50-70+ END
  • Element: Umbral Earth / Astral Ice (Emperor's Rose / Copycat Cassie / Heliogabalus) / Astral Lightning (Narkissos)
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T5-T7 T5-T7 T5-T7 T5-T7 +500 T1 T0
  • Condition Immunities: All (excluding Doom, Reverse, Misdirection, Pain & Bleed)
  • Status Effects: All (excluding Doom, Reverse, Misdirection, Pain & Bleed)

Abilities:

3 CD
phy - r
cst
att
Mean Thrash: A conal aoe behind the caster that inflicts Daze on everyone hit.
4 CD
mg - r
cst
att
White Breath: A conal aoe in front of the caster that brings all players hit to -3HP.
3 CD
phy - r
cst
att
Mucus Spray: An aoe around the caster, except for inside its hitbox. It inflicts everyone hit with an uncleansable Slow.
2 CD
phy - r
inst
att
Shockwave Stomp: A proximity damage aoe with no penalty

The elusive Udumbara. Patient. Silent. Deadly. This massive man-eating plant is rarely seen until it bursts forth from the ground to feed. So difficult is this mark to find, it takes its name from a tree of legend whose flowers are said to bloom only once every three thousand years. One theory has it that Udumbara senses the silent screams of nearby vegetation, their unheard cacophony bringing word of approaching prey. Mayhap there is a way to use this knowledge to coax the monster from its earthen nest... — Encyclopædia Eorzea vol 2

Snapweed

Nepenthes, Pitcher Weed, Snapmint, Udumbara


  • Enemy Tier: T0-T5
  • Hit Points: 10-50 + END
  • Element: Umbral Earth
  • Weakness: Fire
END STR MP DEX Hit Class INT RSN
T0-T5 T0-T5 T0-T5 T0-T5 +200 T0 T0

  • Condition Immunities:
  • Status Effects:

The jar-shaped organ which makes up the bulk of this ambulatory seedkin evolved from a mere leaf into a sophisticated snare. Any insects which fly into its maw are dissolved into sluedge by the digestive fluds contained within, and although swift extension of its tendril-like legs propels the snapweed to considerable heights, its fine sense of balance keeps it from spilling even a single drop of these essential fluids. — Encyclopædia Eorzea Volume III, p. 260


Tomatl

Lycopersicum, Lykopersikon, Mindmaker [B RANK HUNT], Tomatuxmool, Tomaton


  • Enemy Tier: T0-T3
  • Hit Points: 10-30
  • Element: Umbral Earth / Umbral Water
  • Weakness: Fire
END STR MP DEX Hit Class INT RSN
T0-T3 T0-T3 T0-T3 T0-T3 +300 T0 T0

  • Condition Immunities:
  • Status Effects:

Abilities:

2 CD
phy - m
cst
att
Syrup Spout A conal AoE in front of the caster that inflicts Elemental Curse: Water.
2 CD
phy - m
inst
att
Gourd Splitter: A direct assault that ignores a target's Hit Class.

This carnivorous seedkin inhabits heavily wooded areas such as the Rak'tika Greatwood, propelling itself through the verdure by rolling about in its vaselike carapace. The tomatl can sense the smallest vibrations in it surrounding area, and when prey is detected, it emerges from its shell with such speed and fury that pottery becomes a source of nightmares for any fortunate enough to survive the encounter. — Encyclopædia Eorzea Volume III, p. 260

Treant

Aegeiros [A RANK HUNT], Ancient Oak, Balanos, Decaying Treant, Dryad, Great Oak, Melia, Naryordor, Royal Oak, Treant Sapling, Timberman, Woodsman, Wulgaru


  • Enemy Tier: T2-T5
  • Hit Points: 20-50
  • Element: Umbral Earth
  • Weakness: Fire
END STR MP DEX Hit Class INT RSN
T2-T5 T2-T5 T2 T2-T5 +400 T1 T0

  • Condition Immunities:
  • Status Effects:
Passives: (Boss / Hunt Exclusive)

Frozen Touch: Attacks apply Elemental Weakness: Ice (Note: This can be adjusted for variations if desired)

Abilities:

3 CD
phy - m
inst
att
Canopy: Single target attack, ignores Hit Class & inflicts Lethal.
2 CD
phy - r
cst
att
Leafstorm: circle AoE around the caster
2 CD
mg - r
inst
att
Rimestorm: AoE in front of the caster that inflicts Elemental Weakness: Ice & Lethal if you're not behind them [Boss/Hunt Exclusive]
2 CD
phy - r
cst
att
Snowball: A telegraphed circle AoE targeted at a random player. [Boss/Hunt Exclusive]
2 CD
phy - r
inst
att
Backhand Blow: An untelegraphed conal AoE behind the caster.
2 CD
mg - r
cst
eff
Acorn Bomb: Pelt foes with seeds, dealing damage and releasing a cloud that puts them to sleep.
4 CD
phy - r
cst
att
Arboreal Storm: Create a storm of leaves that deal Wind damage to foes in an area of effect.

Treants are towering, ambulatory seedkin that are native to the Black Shroud. These treelike creatures aggressively confront any whom they deem a threat to their home, and have thus earned a reputation as stalwart guardians of the forest, Treants are, however, possessed of less than towering intellect, and once they begin to flail their massive limbs, they often wreak more havoc then they originally sought to prevent.


Yggdreant

Alseis [BOSS], Everlasting Yew, Yumcax [B RANK HUNT]


  • Enemy Tier: T3
  • Hit Points: 30 + END
  • Element: Umberal Earth
  • Weakness: Fire
END STR MP DEX Hit Class INT RSN
T3 T3 T3 T3 +300 T2 T1

  • Condition Immunities:
  • Status Effects: Slow, Poison

This rather mobile plant drifts through the air by spreading its branches like an umbrella and accumulating buoyant gas under the canopy. It can change altitude by altering the distance between branches, creating gaps through which the gas can escape. While this alone is enough to make this creation notable, it also bears a single eye on its trunk, which allows it to pinpoint prey before piercing it with sharpened roots and draining its blood. — Encyclopædia Eorzea Volume 3, p. 275


Yukinko

Snegovik, The Snow Queen [BOSS]


  • Enemy Tier: T0-T6
  • Hit Points: 10-60 + END
  • Element: Varies
  • Weakness: Varies
END STR MP DEX Hit Class INT RSN
T0-T6 T0-T6 T0-T6 T0-T6 +200-400 T0-T6 T2

  • Condition Immunities: Elemental Curse/Weakness: Ice
  • Status Effects: Slow, Elemental Curse/Weakness: Ice

A close relative of the korpokkur, the yukinko cover themselves with a pointed hat of grass stalks to protect themselves from the cold and the falling snow. Known as “wintering,” this behavior has been mimicked by Far Eastern gardeners as a means of sheltering their own vulnerable trees and shrubs from the elements. — Yukinko Card

Chapter 10: Soulkin - Bloodless

Soulkin are inorganic beings that have been granted temporary life via outside magicks or a magicked medium. These ensorcellment allows for the pooling of aether within the creature---aether which enables ambulation, simple cognitive reasoning, and in extreme cases, limited languistic capacity. Modern naturalists argue that many of the creatures historically classified as Soulkin only earned that classification as a result of outdated folklore and long-stanting superstition.

Armored Automatron

Agilulfo, Bockman, Crom Dubh [BOSS], Daedalus, Dark General, Doctore, Dullahan, Face of the Hero, Kreios [BOSS], Thanatos [BOSS], The Mailed Man, Unspeaking Swordsman


  • Enemy Tier: T2-T3
  • Hit Points 20-30 + END
  • Element: N/A
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T2-T3 T2-T3 T2 T1 +400 T0 T0

  • Condition Immunities: N/A
  • Status Effects: Knockdown

3 CD
mg - r
inst
att
Black Nebula: Deals 4 damage upon successful hit, ignoring Hit Class.
6 CD
mg - r
inst
eff
King's Will: Grants Bravery to self and all allied members.

"Having witnessed the might of ancient dullahans in battle, the Holy See commanded the creation of similar suits of armor that could be animated with the magics of talented themancers. Many of the resulting creations are stationed within the Vault, ready to come to life should the palace be breached.


Automated Knight

Black Knight, Dawn Knight, Diurnal Knight, Dusk Knight, Nocturnal Knight, White Knight


  • Enemy Tier: T0-T5
  • Hit Points: 10-50 + END
  • Element: N/A
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T0-T6 T0-T6 T0-T6 T0-T6 +200-400 T0-T6 T2

  • Condition Immunities: Dazed
  • Status Effects: Slow, Bleed

Soon after learning of the Goldsmiths' Guild's advancements in automaton creation, the Holy See discreetly obtained several of the machina and bid the city-state's finest minds unlock the secrets of the metal men. While engineers employed by Skysteel Manufacturers had limited success in replicating the automaton's frame and inner workings, they were unable to power the creations, at which point church theomancers were called upon to apply the magicks of vivification. — Encyclopædia Eorzea vol 1, page 295


Automaton

Viking Automaton, Black Mage Automaton, Clockwork Automaton


  • Enemy Tier: T1-T3
  • Hit Points 15-30 + END
  • Element: Umbral Earth, Astral Fire / Astral Ice (Black Mage Automaton)
  • Weakness: N/A
END STR MP Hit Class INT RSN
T1-T3 T1-T3 T1-T3 +400 T0 T0

  • Condition Immunities: N/A
  • Status Effects: Bleed, Elemental Curse: Fire/Ice/Lightning (Black Mage Automaton), Addle/Paralyze/Silence (Clockwork Automaton)

Outspoken purveyors of harmony, the Sharlayans shunned nearly all endevours and advancements concerning the propagation of war. The city-state did, however, recognize the need for protection from those who did not share their love of peace, and thus begrudgingly allowed for the development of magicked automatrons which would serve as ersatz soldiers designed to fight in the Sharlayans' stead.


Barmuu

Sil'Dihn Visage


  • Enemy Tier: T0-T5
  • Hit Points: 10-50 + END
  • Element: N/A
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T0-T6 T0-T6 T0-T6 T0-T6 +200-400 T0-T6 T2

  • Condition Immunities: Dazed
  • Status Effects: N/A

Discovered deep within the ruins of a city buried for centuries beneath the kingdom of Dalmasca, this unique golem is believed to have once served as a guardian. Corruption caused by energies emitted from auracite, however, has seen the barmun forget their original purpose, rendering them mindless vessels who now know only indiscriminate slaughter. — Encyclopædia Eorzea vol 2

Bibliotaph -- BOSS

The Everliving Bibliotaph [BOSS]


  • Enemy Tier: T6
  • Hit Points 100 + END
  • Element: Astral Fire, Astral Lightning
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T3 T2 T6 T1 +600 T6 T1

  • Condition Immunities: Silence, Disable
  • Status Effects: Elemental Curse: Lightning / Fire

Legendary Actions [30 points]

3 CD--10p
mg - r
chrgd
att
Metronome: A number between 1 and 3 is chosen. Players must group together in clusters of the chosen number, or be inflicted with 5 damage, ignoring Hit Class. If there are not sufficient players, you may elect to pick a number more suitable to the situation at hand.
2 CD--10p
mg - r/m
cst
att
Power Ring, Power Circle: The Bibliotaph deals 4 damage ignoring Hit Class, first in a Ring, hitting players far away from it, and then in a circle, hitting players close by. These two abilities cannot be cast on different turns, but can be alternated as you'd like.

"Following the disappearance of several forbidden tomes on the subject of Voidsent summonings--as well as the disappearance of those curators who were tasked with the books' preservation, the Great Gubal Library's mages concluded that the safest, most efficient method to safeguard works bound to the void was to employ energies of the void itself. Bibliotaphs were created to serve as vessels for voidsent of midding rank who, in return for being allowed ingress into the realm of man, would serve the library as guardians of their most dangerous collections."

Calcabrina -- BOSS

No Variants


  • Enemy Tier: T6
  • Hit Points 100 + END
  • Element: Umbral Fire, Umbral Lightning, Umbral Ice
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T4 T3 T6 T3 +600 T6 T6

  • Condition Immunities: Silence, Disable, Paralyze
  • Status Effects: Bolt, Ignite, Fear, Charm, Knockdown

Legendary Passives:

Splitting Hairs: Calcabrina can split itself into two (2) Calca and two Brina minions. These enemies share 1/4th of Caclcabrina's stats, excluding HP. Each minion has 4 HP, and must be destroyed before damage can be dealt again to Calcabrina. [4 turn CD]


Legendary Actions [60 points]

2 CD--20p
mg - r
inst
eff
Welcome to the Dollhouse: Pick two to four members of the party at random, transforming them into Calca and Brina minions. These minions attack the closest player to them for 2 rounds.
0 CD--10p
mg - r
cst
eff
Glance:** Calcabrina marks a single player, having to wait another turn before executing the second part of this ability. After one (1) turn (either hers or another player's) Calcabrina can inflict Fear to all enemies still facing either her, or the direction of the marked player.
2 CD--5p
phy - m
inst
att
Hammerfist: Calcabrina slams her fist into a player at random, inflicting Dazed and Knockdown.
2 CD--10p
phy - r
inst
att
Tantrum: [Physical Ranged Instant Attack] Roll a dice of your choice two (2) times. The first roll will determine the damage dealt. The second roll will determine how many stomps in one turn Calcabrina performs.

"This doll-like construct was created by the Sharlayans to protect the sancity of the Antitower. Steeped in the energies of genertaitons of mages, the powerful magicks instilled in this guardian have worked eerie transmutations on its form..."

Calx

Smiley Metalloid


  • Enemy Tier: T1-T3
  • Hit Points 15-30 + END
  • Element: Umbral Earth, Astral Fire
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T1-T3 T1-T3 T1-T3 T2 +400 T0 T0

  • Condition Immunities: N/A
  • Status Effects: Bleed, Elemental Curse: Variant

This golem arises naturally from metallic crystals. Its initial form is oft no larger than a fingertip, but it grows progressively by absorbing its crystalline neighbors in a steady cannibalistic process. When metallurgy was yet in its nascent stages, it is said that these soulkin were hunted as a reliable—if perilous—source of metals. — Encyclopædia Eorzea Volume III, p. 270

Centaur

Heavenly Jinba


  • Enemy Tier: T3-T4
  • Hit Points 30-40 + END
  • Element: N/A
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T3-T4 T3-T4 T3-T4 T1 +400 T0 T0

  • Condition Immunities: N/A
  • Status Effects: Frenzy, Confusion

Abilities:

5 CD
mg - r
inst
eff
Battle Cry: Casts Bravery on all Soulkin-type allies in battle.

"These suits of hollow armor designed after the mythical half-man, half-horse warriors of legend most often served in Sharlayan as sentries and guards in places of government. The enchanted creatures would oft sit motionless, appearing naught else other than lavish decoration, until an intruder was detected in their presence, at which time the centaurs would come to life and impale their quarry behind impressive halberds." — In-game description

Coblyn

Doblyn, Knocker, Lublyn, Zoblyn
If Coblyn-shaped, then is Coblyn. There's 48 variants of this thing and I'm not writing them all down.


  • Enemy Tier: T1-T3
  • Hit Points 15-30 + END
  • Element: Umbral Earth
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T1-T3 T1-T3 T1-T3 T1 +400 T0 T0

  • Condition Immunities: N/A
  • Status Effects: N/A

Abilities:

4 CD
mg - r
cst
att
Shatter: Deals 4 damage to all enemies nearby the Coblyn, regardless of Hit Class.

"The coblyn is a creature of startling appearance that skitters around on its tentacle-like appendages in search of ore. Gridanian scholars claim that a coblyn is an animal that fuses minerals to its body to create a defensive shell. Ul'Dah'n scholars dispute this theory, stating that these soulkin are, in fact, sentient clumps of geological matter that have adopted biological organs in order to facilitate propagation."



Demon Wall -- BOSS

Nurikabe


  • Enemy Tier: T6
  • Hit Points 60 + END
  • Element: Umbral Earth
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T6 T4 T6 T1 +600 T2 T1

  • Condition Immunities: Disable, Silence, Paralyze, Bind, Blind, Knockdown
  • Status Effects: Doom, Knockdown, Disable

Legendary Passives:

Countdown: A timer begins as soon as Initiative is called. If Demon Wall is not defeated by the time this timer has reached 0, all party members will automatically fail whatever encounter they are trying to accomplish. (IE: eject them out of a dungeon)
The exact number of the countdown is up to the DM's discretion.


Abilities:

1 CD
phy - r
inst
displ
Push Away: Knocks all players nearby away from the Demon Wall.

"These frightful guardians are the creations of ancient spellcraft, given life when a chosen wall was inscribed with an arcane pattern of blood. Though their masters have long since perished, these sentinels of demonic visage continue to protect the crumbling ruins to which they are bound to--to the surprise and horror of many an aspecting adventurer." — Encyclopaedia Eorzea Volume I, p. 293

Dogu

Acursed Idol, Heavenly Dogu, Subservient, The Old One [BOSS]


  • Enemy Tier: T6
  • Hit Points 60 + END
  • Element: Umbral Earth
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T6 T4 T6 T1 +500 T2 T1

  • Condition Immunities: Disable, Silence, Paralyze, Bind, Blind, Knockdown
  • Status Effects: Doom, Knockdown, Disable

Encountered within the halls of Skalla, this animated guardian’s clay body is somehow evocative of the Far East. While its actual origin is unclear, it was likely borne to Ala Mhigo during the city-state’s days as a waypoint for trade. — Encyclopaedia Eorzea Volume II

Dynamite

Elder Flint, Flint, Huldu


  • Enemy Tier: T1-T4
  • Hit Points 10-40 + END
  • Element: Astral Fire
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T1-T4 T1-T4 T1-T4 T1 T1 +200 T1

Although similar in appearance and temperament to voidsent bombs, this entity is a naturally occurring phenomenon in which ambient aether coalesces in stone deposits. It is believed that the mages of ancient civilizations studied such phenomena in order to develop their own methods of creating soulkin, leading to the eventual advent of golems and the Talos. — Encyclopaedia Eorzea Volume III, p. 269

Echo

Elder Flint, Flint, Huldu


  • Enemy Tier: T1-T4
  • Hit Points 10-40 + END
  • Element: Umbral Earth, Astral Fire
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T1-T4 T1-T4 T1-T4 T1 T1 +200 T1

Covered in foliage, this creature was long thought to be a seedkin, but naturalists have concluded that it is born of the aether which slumbers in the trunks of decaying trees. With the turning of the seasons, seeds become lodged in the knots and cracks of the echo's surface and sprout, leading to an overgrown appearance and the gradual wasting of the host as its vitality is consumed by new lives. — Encyclopædia Eorzea Volume III, p. 270

Enchanted Fan

Angelos, Magia Fan


  • Enemy Tier: T2-T3
  • Hit Points 20-30 + END
  • Element: Astral Wind
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T2-T3 T2-T3 T2-T3 T2-T3 +400 T0 T0

  • Condition Immunities: N/A
  • Status Effects: Upheaval, Knockdown

"Evidence suggests that long before the Amdapori of the Fifrht Astral Era had begun experimenting with magicks to vivify matter, other civilizations also made their attempts to breathe life into the inanimate. While history has shown that most of these attempts ended in failure, there are scattered records of strange creatures that demonstrate how close some of these civilizations were to achieving the feat--the enchanted fans being one such example. Modern scholars surmise that the propeller-like blades adorning the statue's back were added for the purpose of enabling the object to fly."

Evil Armor

Alzadall's Guardian, Aqueduct Armor, Dark Crusader, Nightstalker, Sil'dihn Hollow


  • Enemy Tier: T2-T4
  • Hit Points 20-40 + END
  • Element: N/A
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T2-T4 T2-T4 T2-T4 T2-T4 +400 T0 T0

  • Condition Immunities: N/A
  • Status Effects: N/A

Evil Weapon

Cursed Weapon, Juggler Hecatomb, Over Weapon, Royal Bladebearer, Valley Digger, Wandering Weapon


  • Enemy Tier: T2-T4
  • Hit Points 20-40 + END
  • Element: N/A
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T2-T4 T2-T4 T2-T4 T2-T4 +400 T3 T2

  • Condition Immunities: N/A
  • Status Effects: N/A

This soulkin is a curious form of arcane entity, easily recognized by the dancing sword which floats above its squat, monstrous body. Contrary to appearances, however, the enchanted sword itself holds the mind, whilst the body acts as a puppet. Such beings were once prized as servants in the nation of Nabaath Areng, and thus it is not uncommon to encounter them roaming the badlands, bereft of master and purpose. Examples of these enchanted weapons also exist in the Source, having been created through an almost identical process. — Encyclopædia Eorzea Volume III, p. 270

Facer

Avoirdupois, Stone Juror, Sun Juror


  • Enemy Tier: T1-T5
  • Hit Points 15-50 + END
  • Element: Umbral Earth
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T2-T5 T2-T5 T2-T4 T2-T4 T1-T3 +400 T1

  • Condition Immunities: N/A
  • Status Effects: N/A

"Fearing that their mummified corpses would be exhumed by lovers and ground into powder for sale on the black market as potent cure-alls, the none-too-rare occurence in the Sixth Astral Era--Belah'dian royalty would lay their tombs thick with traps, one popular variety being "facers". These massive stone masks were animated with latent magicks that would temporarily bring the creations to life on whatever intruders might come within. Each facer supposedly as a word that, when uttered, will silence it. Unfortunately, those who knew those words have all but left this world."

Flower Basket

Bitsy Basket, Cenote Mourner, Dohnfast Basket, Domovoi [B RANK HUNT], Dungeon Basket, Mourner, Territorial Mourner


  • Enemy Tier: T2-T4
  • Hit Points 20-40 + END
  • Element: Astral Earth
  • Weakness: Fire
END STR MP DEX Hit Class INT RSN
T2-T4 T1-T5 T2-T4 T1-T4 T1-T3 +200 T1

  • Condition Immunities: N/A
  • Status Effects: N/A

It is said these botanical beasts were originally golems created long ago in the kingdom of Voeburt, conceived by mages to tend the royal gardens. Their present, floral appearance is the work of fae folk who settled there after the kingdom's fall, and indiscriminately bathed the land in pixie magicks. The result: beautiful flowerbeds as far as the eye can see, as well as a new breed of gardening guardians. — Flower Basket Card

Galateae

Magna [BOSS], Parava, Sally the Sweeper [A RANK HUNT]


  • Enemy Tier: T4-T6
  • Hit Points 40-60 + END
  • Element: Astral Earth
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T4-T6 T4-T6 T4-T6 T4-T6 +200 T3 T1

  • Condition Immunities: N/A
  • Status Effects: N/A

Passives:

Execution Model telegraphs foreshadowing the order it will do a circle AoE, a donut AoE and a + AoE. These attacks ignore Hit Class and can be stored up to two (2) times.
Reverse Code executes the attacks in reverse of the order previously shown.

Abilities:

2 CD
phy - m
inst
eff
Code Execution: executes previously stored attacks in the order previously shown.
3 CD
phy - m
cst
att
Targeted Advance: is a large, telegraphed circle AoE leap at a target applying Winded to players struck.

Golem

Earth Familiar, Ice Golem [SUBSPECIES] {Ice Commander, Center Soma, Glacier Golem, Hyozan, Ice Soldier, Ice Warrior, Wandil [BOSS]} Lesser Coblyn, Lesser Rodent, Number 128/132, Nunyunuwi [S RANK HUNT], Stone Puppet, Stone Marionette, Temple Guardian, Warrior of Bardham
If it has the word "golem", assume it's this. There's 56 variants of this thing. Also no, I have no idea why two of them are named Coblyn and Rodent.


  • Enemy Tier: T4
  • Hit Points 40-50 + END
  • Element: Umbral Earth
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T4 T4 T4 T1 +500 T0 T0

  • Condition Immunities: N/A
  • Status Effects: N/A

Abilities:

3 CD
mg - r
cst
att
Plaincracker: is a dodgable circle AoE around the caster.
2 CD
phy - r
inst
displ
Magnetism: draws players in. This is followed by Boulder Clap.
0 CD
mg - r
inst
att
Boulder Clap: A conal AoE towards a random player. Inflicts Daze if it lands.
3 CD
phy - m
cst
att
Stone Skull: is an attack on the entity's main target, ignoring Hit Class & dealing +5 additional damage.
3 CD
phy - m
cst
tt
True Grit: conal AoE towards the current target. It inflicts anyone hit with Bind.
2 CD
phy - m
cst
att
Rockslide: a column AoE with no penalty.
2 CD
mg - r
cst
att
Earthen Heat: donut AoE around the caster
3 CD
phy - r
cst
att
Obliterate:** [Physical Ranged Cast Attack] is a large AoE centered on a single target that inflicts Winded. Deals 5 damage *minimum*.

"Golems are magical constructs of clay or stone that have been imbued with temporary life. Ancient tomes claim that the creation of these beings is only possible when the laws of nature are weakened by the chaotic influence of an umbral calamity. Legend also states that the twelve Archons commanded such "warriors of stone" during the Sixth Umbral Era."

Hallowed Statue

Cathedral Gargyole, High Putto, Low Putto, Wasserpeier


  • Enemy Tier: T3
  • Hit Points 30 + END
  • Element: Umbral Earth, Astral Fire / Astral Lightning
  • Weakness: Varies (You could honestly aspect this entity to anything and it will still function. Just replace the elemental fire curse with its variant and you're pretty much golden.)
END STR MP DEX Hit Class INT RSN
T3 T3 T3 T3 +500 T0 T0

  • Condition Immunities: N/A
  • Status Effects: Elemental Curse: Fire, Oil

Abilities:

2 CD
mg - r
inst
att
Dark Fire IV: Deals damage, inflicting all players who fail their save with Elemental Curse: Fire & Oil.

"One of the Holy See of Ishgard's first forays into vivimancy, church theomancers imbued grotesque stone statues with simple magicks that animated the gargoyle-like creatures so that they might be used as guardians for important religious sites and constructs. It is believed the theomancers based the statues' design off the harrowing voidsent to instill fear into all who would lay eyes upon them." — Encyclopædia Eorzea vol 1, page 295



Headstone -- BOSS

Sekiban


  • Enemy Tier: T6
  • Hit Points 60 + END
  • Element: Umbral Earth
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T6 T2 T6 T1 +600 T2 T1

  • Condition Immunities: Disable, Silence, Paralyze, Bind, Blind, Knockdown
  • Status Effects: Doom, Knockdown, Disable, Elemental Curse: Fire/Ice/Lightning

Legendary Passives:

Immovable: This enemy cannot be moved by any means, physical or otherwise. If it blocks a path of entry, it must be destroyed to pass forward.

Legendary Actions [50 points]

2 CD--10p
phy - r
inst
displ
Push Away: Knocks all players nearby away.
5 CD--40p
mg - r
chrgd
smn
Ticking Clock::The Headstone summons three (3) Voidsent-type enemies to the field. Using this ability immediately triggers *"Epitaph"* on the next turn, whether it is the Headstone's turn or not.
0 CD--0p
mg - r
cst
eff
Epitaph:: The Headstone triggers a countdown for a set number of turns, determined by the DM. Once this timer is down to 0, and if all Blackguard-type enemies have not been defeated, all living creatures are immediately and instantly reduced to -3 HP. {Shares a cooldown with "Ticking Clock.}

"Headstones were an attempt by the black mages of Mhach to create their own form of soulkin--an attempt made possible when the Mhachi forces successfully seized one of Amdapor's prized guardians, allowing them to study the magicks that had been wrought upon it. While the resulting creations were never deployed in the War of the Magi, several of these animated tablets were placed within the Mhachi captial's great pyramid to guard the Nulstone--a last resort against Voidsent betrayal."

Huwasi

King Igloo [BOSS], Monoiwa


  • Enemy Tier: T3
  • Hit Points 30 + END
  • Element: Umbral Earth
  • Weakness: Ice
END STR MP DEX Hit Class INT RSN
T3 T3 T3 T3 +500 T0 T0

  • Condition Immunities: N/A
  • Status Effects: N/A

The huwasi share much in common with their close cousins, the phoebads—including the location of their controlling cores behind their eyes. What sets the huwasi apart, however, is their prodigious strength, afforded the golems by an anatomy of solid stone. — In-game description

Inkhorn

No Variants


  • Enemy Tier: T1
  • Hit Points 15 + END
  • Element: N/A
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T1 T1 T1 T1 +200 T0 T0

  • Condition Immunities: N/A
  • Status Effects: Blind

Abilities:

5 CD
mg - r
inst
eff
Spill: Blinds all enemies.

"Sharlayan scriptomancers were the first to discover that the very wells and horns they used to store enchanted ink were being slowly altered by their contents. The ink, applied to items to increased their aetherial conductivity, was increasing the items' receptivity to magicks, and when one was accidentally bombarded with the same magicks used to create Skatene, the first inkhorn was created.

Karakuri Hanya

Kosho, Hanya, Harakiri


  • Enemy Tier: T1-T3
  • Hit Points 15-35 + END
  • Element: N/A
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T1-T3 T1-T3 T1-T3 T1 +300 T0 T0

  • Condition Immunities: N/A
  • Status Effects: Bleed, Daze, Addle, Paralyze, Silence

Fitted with a mask of the hanya—a symbol of extreme envy and malice—this automaton is a marriage of Doman ingenuity and Hingan design. Its creators, somehow uncertain that a high-powered crossbow welded to one arm and a ludicrously large mace to the other would provide the golem with sufficient means of punishing its victims, also installed variations with a self-destruct mechanism capable of laying waste to nearby attackers. — Encyclopædia Eorzea vol 2

Karakuri Onmitsu

No Variants


  • Enemy Tier: T1-T3
  • Hit Points 15-35 + END
  • Element: N/A
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T1-T3 T1-T3 T1-T3 T1 +300 T0 T0

  • Condition Immunities: N/A
  • Status Effects: Bleed, Daze, Addle, Paralyze, Silence

Fearing that the short life expectancy of their foot soldiers would prove their order’s ultimate demise, a nameless Hingan ninja sect petitioned Doma’s puppetmasters to create a clockwork shinobi to supplement its ranks. Through magicks similar to those employed in the automation of kiyofusa, the puppetmasters were not only able to see to the automata’s creation, but also ensure that they possessed the capacity to wield simple ninjutsu. — Encyclopædia Eorzea vol 2

Katasharin

Aka-No-Shiki, Sharin


  • Enemy Tier: T1-T3
  • Hit Points 15-35 + END
  • Element: N/A
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T1-T3 T1-T3 T1-T3 T1 +300 T0 T0

  • Condition Immunities: N/A
  • Status Effects: N/A

A mammet-type construction prevalent in the Far East. The cartwheels, adorned with the unsettling faces of a man and woman, are said to resemble mythical apparitions known for stealing the souls of any who look upon them—a design deliberately intended to frighten away cowardly interlopers. — Encyclopædia Eorzea vol 2

Khun Chuluu

Orghana [S RANK HUNT], Wall of Bardam


  • Enemy Tier: T1-T6
  • Hit Points 15-60 + END
  • Element: Umbral Earth
  • Weakness: Ice
END STR MP DEX Hit Class INT RSN
T1-T6 T1-T6 T1-T6 T1 +300 T0 T0

  • Condition Immunities: N/A
  • Status Effects: Elemental Curse: Fire/Ice/Lightning, Elemental Weakness: Fire/Ice/Lightning

Abilities:

3 CD
phy - r
inst
att
Epigraph: An untelegraphed column AoE targeted at a random player. The caster turns towards this player, so get behind or to the sides.
2 CD
mg - r
cst
att
Flaming Epigraph: is a circle AoE on a random player.
0 CD
mg - r
inst
att
Flaring Epigraph: is a roomwide AoE with no penalty towards rolls. The caster often does this many times in a row. [No CD]
2 CD
phy - r
cst
att
Trembling Epigraph: is a heavy-hitting circle AoE around the caster, inflicting Dazed if it connects.

Their name meaning "man of stone" in several ancient Xaela dialects, these earthen guardians of the Azim Steppe are animated using magicks known only to a handful of tribal shamans. The incantations, however, are so potent that they grant the khun chuluu with ability to cast spells normally reserved for the most skilled mages. — Encyclopædia Eorzea vol 2

Khun Shavar

Cadrian, Heavenly Ashigaru


  • Enemy Tier: T1-T3
  • Hit Points 15-35 + END
  • Element: Astral Earth
  • Weakness: Ice, Fire
END STR MP DEX Hit Class INT RSN
T1-T3 T1-T3 T1-T3 T4 +200 T0 T0
  • Condition Immunities: N/A
  • Status Effects: Elemental Curse: Fire/Ice/Lightning, Elemental Weakness: Fire/Ice/Lightning

By empowering vessels of wood and leather instead of those carved from raw stone, steppe shamans have created subjects that are more vulnerable to the sword. Yet what is lost in protection is gained twofold through increased agility and dexterity, making these loyal automata as deadly, if not more so, than the khun chuluu. — In-game description

Kiyofusa

Mechanoguardian, Shishu Izumo, Zuiko-maru [BOSS]


  • Enemy Tier: T1-T6
  • Hit Points 15-65 + END
  • Element: Umbral Earth
  • Weakness: Ice, Fire
END STR MP DEX Hit Class INT RSN
T1-T6 T1-T6 T1-T4 T1 +400 T0 T0

  • Condition Immunities: N/A
  • Status Effects: N/A

The origins of Far Eastern puppet-making can bee seen in the kiyofusa, its designs—while on a somewhat larger scale—similar to those used to create marionettes for traditional plays. Their deployment into battle did not occur until the master goldsmith Kiyofusa Twinheart discovered the magicks with which he might enchant a crystal catalyst, and breathe life into his metal creations. — Encyclopædia Eorzea vol 2

Koja

Deidar [B RANK HUNT], Doro-no-shiki, Numa-no-shiki


  • Enemy Tier: T1-T3
  • Hit Points 15-35 + END
  • Element: Umbral Earth
  • Weakness: Ice
END STR MP DEX Hit Class INT RSN
T1-T3 T1-T3 T1-T3 T4 +200 T0 T0
  • Condition Immunities: N/A
  • Status Effects: Elemental Curse: Earth

A golem mainly constructed for the purpose of serving onmyoji and geomancers, the bulbous form of a koja is fashioned from sticky mud and imbued with the spirit of a shikigami. The features common to all koja are believed to be modeled after the original creator—a eunuch from ancient times—but no portrait has ever been found to substantiate this claim. — Encyclopædia Eorzea vol 2

Kukulkan

Cenote Qeziigural, Cenote T'ohsoq, Cliffkite


  • Enemy Tier: T1-T3
  • Hit Points 15-35 + END
  • Element: Umbral Earth, Astral Wind / Astral Lightning
  • Weakness: Ice
END STR MP DEX Hit Class INT RSN
T1-T3 T1-T3 T1-T3 T4 +200 T0 T0
  • Condition Immunities: N/A
  • Status Effects: Elemental Curse: Earth

Crystalline wings bear this soulkin through the air, its hulking frame appearing as if hewn from stone by centuries of stormy winds. Naturalists long classified it a a cloudkin due to its capacity for flight, but following the publication of a paper demonstrating its composition more closely resembles that of a golem, it was reclassified as a soulkin and re-registered to the Bibliotheca Historica. — Encyclopaedia Eorzea Volume III, p. 270

Kuribu -- BOSS

No Variants


  • Enemy Tier: T6
  • Hit Points 60 + END
  • Element: Umbral Earth, Astral Wind
  • Weakness: Ice
END STR MP DEX Hit Class INT RSN
T4 T6 T6 T2 +600 T2 T2

  • Condition Immunities: Blind, Bind, Break, Disable, Elemental Curse: Fire / Lightning
  • Status Effects: Reverse, Regen, Poison

Legendary Passives:

Reverse Magicks: Kuribu may cast the Reverse status effect on itself or enemies at any given time, with no cooldown.
Stone Body: Immune to Elemental Curse: Fire until Oil is cast upon it.
Life Spell x2: When brought to 0 HP the first time, Kuribu is brought back to 50% of its total HP. When brought to 0 the second time, Kuribu is brought back to 25% of its total HP.


Legendary Actions: [60 total points]

2 CD--10p
mg - r
inst
heal
Cure IV: Grants +6 HP to multiple targets.
1 CD--5p
mg - r
inst
eff
Cure III: Grants +3 HP to multiple targets.
1 CD--10p
mg - r
inst
eff
Certain Spread: Spreads status effects on self to enemies.

"Created by the magi of Amdapor using an advanced form of golem construction, this status is animated by the gems embedded in its chest and hands. As a result, Kuribu commands powerful white magicks in its battle against invading Voidsent." -- Encyclopaedia Eorzea, vol 1

Living Rock

Clay Effigy, Clay Golem, Firestone/Gemstone Golem, Haam Crystal, Khun Gurvel, Psoglav, Saichania, Sisyphus, Tarchia [S RANK HUNT]


  • Enemy Tier: T2-T4
  • Hit Points 20-40 + END
  • Element: Umbral Earth / Variant Common variants are Fire/Lightning
  • Weakness: Ice / Variant
END STR MP DEX Hit Class INT RSN
T1-T4 T1-T4 T1-T4 T1 +400 T0 T0
  • Condition Immunities: N/A
  • Status Effects: Elemental Curse (Variant), Elemental Weakness (Variant), Daze, Paralyze, Knockdown, Misdirection

Abilities:

2 CD
phy - m
inst
att
Wild Horn: untelegraphed conal AoE targeted at the main target.
3 CD
phy - m
inst
att
Metamorphic Blast: roomwide AoE that inflicts Knockdown
3 CD
phy - r
inst
att
Trounce: untelegraphed short conal AoE in front of the caster, influcting Daze or Paralyze if it hits.
4 CD
phy - m
cst
att
Mighty Spin: telegraphed circle AoE that inflicts Elemental Curse on hit targets.
3 CD
mg - r
inst
displ
Bafflement Bulb: pulls nearby players to the caster and applies Misdirection, making it hard to avoid the next mechanics.
3 CD
mg - m
cst
att
Forest Fire: is proximity AoE that ignores Hit Class.
4 CD
mg - r
cst
att
Groundstorm: donut AoE. Followed up by an untelegraphed and uncasted Mighty Spin.

"An extra pair of legs renders living rocks much more stable than typical golems, ultimately making them easier to control. As such, many fledgling mages learning the intricies of livithiomancy begin their studies animating these lion-like creatures before moving onto more difficult vessels. That said, the relative strength of living rocks should not be underestimated, and any attempts to engage them in battle should be made with the utmost caution."

Mammet

Arena Magus/Scribe/Viking, Creature Comforter, Courier, Exporter, Hoarder, Index Page, K-A Model, K-R Model, 001/003G, 003L, 003U, 003BL, 022A, Mechanomagus, Mechanoscribe, Mechanoservitor, Ovjang [B RANK HUNT], Pathfinder, Thorne Knight, Valking
If mammet-shaped, VERY likely a mammet. Not a lot of guesswork involved in this one.


  • Enemy Tier: T1-T5
  • Hit Points 15-50 + END
  • Element: N/A
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T1-T5 T1-T5 T1-T5 T1-T5 +400 T0-T5 T0-T5
  • Condition Immunities: Variant
  • Status Effects: Variant

This is another one of those "build-a-bear" style enemies where you could get away with just about anything on it. Seriously, go nuts. -- Joyful Song

"Claims from Raimdelle suggest the first goldsmiths created the first mammets from metal and wood. Claims that a "hommunculus" was used to generate the false life within the first of these mammets allude to the ability to create artificial souls. It is noted that, while Mammets are capable of conjuring magicks, they themselves lack any aether of their own. — Encyclopedia Eorzea, page 295"

Mana Idol

Despot


  • Enemy Tier: T1-T5
  • Hit Points 15-50 + END
  • Element: N/A
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T1-T5 T1-T5 T1-T5 T1-T5 +400 T0-T5 T0-T5
  • Condition Immunities: N/A
  • Status Effects: Daze, Knockdown

Another variety of clay guardians crafted by Amdapori potters and given life by the city's white mages, mana idols do not exhibit the same intricate design found in stone guardians. However, by the time mana idols were conceived, the people of Amdapor put little weight on outward appearance, thinking only to mass-produce as many of the vessels as possible to offset the seemingly endless army of Mhach's voidsent thralls. — Encyclopædia Eorzea vol 1, page 294

Mana Pot

Deep Palace Pot, Polis Pot, Sprinkler, Urna Variabilis [A RANK HUNT]


  • Enemy Tier: T1-T6
  • Hit Points 15-50 + END
  • Element: N/A / Umbral Lightning [Ura Variabilis only]
  • Weakness: N/A / Earth [Ura Variabilis only]
END STR MP DEX Hit Class INT RSN
T1-T6 T1-T4 T1-T6 T1-T3 +500 T0 T0
  • Condition Immunities: N/A
  • Status Effects: Blind

Abilities: [A Rank Hunt]

3 CD
mg - r
cst
att
Proximity Plasma: circle AoE
3 CD
mg - r
cst
att
Ring Lightning: donut AoE
4 CD
mg - r
inst
att
Magnetron: roomwide AoE applying Positive Charge or Negative Charge.
3 CD
mg - r
cst
att
Magnetoring: telegraphs a Positive Charge or a Negative Charge. If your charge is different, it will pull you in. If it's the same, it will knockback. Follows up with Ring Lightning.
3 CD
mg - r
cst
att
Magnetoplasma: telegraphs a Positive Charge or a Negative Charge. If your charge is different, it will pull you in. If it's the same, it will knockback. Follows up with Proximity Plasma.
5 CD
mg - r
cst
att
Thunderous Shower: is a telegraphed stack marker, dealing 40 damage total. This damage is spread the more people are in this marker. (So divide 40 by the # of people stacked.
3 CD
mg - m
cst
att
Electrowave: large AoE, inflicing Elemental Curse: Lightning

Even with thousands of skilled masons carving stone day and night, Amdapor was unable to create guardians enough to protect their city from the relentless onslaught of Mhachi voidsent. As a supplement to the stone creatures, the Amdapori called upon their nation's potters to create cannon-like vessels of fired clay, which were then animated using the selfsame enchantments cast upon the guardians. — Encyclopædia Eorzea vol 1, page 294

Manikin

Conjurer, Marader, Pugilist


  • Enemy Tier: T1-T5
  • Hit Points 15-50 + END
  • Element: N/A
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T1-T5 T1-T5 T1-T5 T1-T5 +400 T0-T5 T0-T5
  • Condition Immunities: N/A
  • Status Effects: Variant

Yet another build-a-bear style enemy that could literally be constructed in any way you wanted to. Get creative. Or don't. I'm a bestiary entry, not a cop.

Marolith

No Variants

  • Enemy Tier: T2-T4
  • Hit Points 20-40 + END
  • Element: Umbral Earth / Variant Common variants are Fire/Lightning
  • Weakness: Ice / Variant
END STR MP DEX Hit Class INT RSN
T1-T4 T1-T4 T1-T4 T1 +400 T0 T0
  • Condition Immunities: Daze, Bleed, Poison
  • Status Effects: Knockdown, Daze

"Some naturalists believe that these golem-like creatures are merely the result of a cave-in or landslide's extended exposure to concentrated earth aether--the energies granting the rubble a temporary form of primal sentience. Others argue that the creatures were imbued with life-giving energies thousands of years ago to aid in the tilling of fields, and point to recently discovered cave drawings dated back to the Second Astral Era as proof." — In-game description

Mother Porxie -- BOSS

No Variants


  • Enemy Tier: T6
  • Hit Points 60 + END
  • Element: Umbral Earth, Astral Wind, Astral Fire, Astral Lightning
  • Weakness: Ice
END STR MP DEX Hit Class INT RSN
T4 T6 T6 T2 +600 T2 T2

  • Condition Immunities: Bind, Break, Disable, Elemental Curse: Fire
  • Status Effects: Bleed, Elemental Curse: Fire/Lightning/Wind, Elemental Weakness: Fire/Lightning/Wind, Lethal

Legendary Actions: [60 total points]

4 CD--10p
mg - r
cst
att
Hidden Huff and Puff: A wind sprite will be summoned (10HP, 0HC) - when killed, it will explode and launch the party over the haze in the room, revealing Mother Porxie's position and the direction of the wind. Mother Porxie will reappear just a moment or so before the attack finally finishes charging.
4 CD--10p
mg - r
cst
att
Barbecue: The boss places a death zone in front of her, and starts pulling players towards her with wind, while various AoEs spawn. Keep running away from the boss while avoiding AoEs, as the wind will gradually increase in strength.

Abilities:

3 CD
mg - r
cst
displ
Huff and Puff: A room-wide gust combined with a room-wide donut AOE. Stand close to Mother Porxie (not in the safe zone circle), as she'll blow you into the safe zone, before immediately denotating the room-wide AOE.
2 CD
mg - r
inst
att
Tender Loin: room-wide AOE spell that does moderate damage.
2 CD
mg - r
cst
att
Meat Mallet: proximity AoE
3 CD
mg - r
cst
att
Open Flame: basic targeted AOE ability, overlap will inflict Lethal.
3 CD
mg - r
cst
att
Minced Meat: single target spell, deals 5 damage and ignores Hit Class

Baked in the heart of Matoya's Relict, this entity is able to produce entire litters of porxie offspring─a “mother” familiar mass-producing familiars for the purpose of treating the tempered. Matoya herself sculpted the mold out of clay, adding regal garments and a crown in a moment of unapologetic whimsy. — Mother Porxie Card description

Magicked Broom

No Variants


  • Enemy Tier: T1
  • Hit Points 15 + END
  • Element: Astral Earth
  • Weakness: Fire
END STR MP DEX Hit Class INT RSN
T1 T1 T1 T1 +100 T0-T4 T0-T3

  • Condition Immunities: N/A
  • Status Effects: N/A

Nixie

Unfinished Nixie


  • Enemy Tier: T4
  • Hit Points 40 + END
  • Element: Astral Water
  • Weakness: Lightning
END STR MP DEX Hit Class INT RSN
T4 T4 T6 T2 +400 T3 T3

  • Condition Immunities: Elemental Weakness / Curse: Water
  • Status Effects: Elemental Weakness / Curse: Water

In pursuit of a playmate, a young Y'shtola created this water-based familiar by applying lessons learned from her mentor. Perhaps due to inexperience, however, her first attempt at a nixie is prone to trickery and mischief. — Encyclopaedia Eorzea Volume III, p. 219

Ozma -- BOSS

No Variants


  • Enemy Tier: T8
  • Hit Points 80 + END
  • Element: N/A
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T1-T8 T4 T8 T4 +600 T2 T2

  • Condition Immunities: Standard
  • Status Effects: Poison, Winded, Addle, Paralyze, Silence

Legendary Passives:

Form Change: Swaps between Sphere, Pyramid, and Cube form freely. Each form has its own mechanics, much to the dismay Joy, who has to balance them all.
Precarious Platforming: Regardless of where this entity exists, it will always be in an arena with no safety rails. Your players can (and if you're particularly mean, will) walk off the edges to their demise.
Summon Singularity: Summons six (6) Urolith Type entities to the field. These enemies will be spawned on top of players, and if dropped too closely will explode, inflicting Winded across the entire party. This can be done twice per combat.
Weakness Policy: Designated attacks that strike enemy entities inflict Winded.
Dimensional Shift: This entity has a secondary arena.


Legendary Actions: [60 total points]

4 CD--5p
mg - r
inst
eff
Acceleration Bomb: Picks 6 players at random, inflicting them with Doom & Pain.
OPL
mg - r
inst
eff
Black Hole: Deals 6 points of damage, ignoring Hit Class, before transporting the party into another area. This ability summons entity: Ozmashade (40HP) which must be defeated. If this entity is not defeated in 4 turns or fewer, it casts "Doomsday", immediately putting the party at -3 HP. Ozma is untargetable during this time.

Abilities:

5 CD
mg - r
cst
att
Misery: Picks 6 players at random, striking them with a line AoE that attacks all players in range. Struck players take damage and are inflicted with Poison, Doom, Pain & Mini.
2 CD
mg - r
cst
att
Round the Rosie: Creates a donut AoE around the caster, inflicting Winded on struck players.
2 CD
mg - r
cst
displ
Black Wind: Pushes all players directly away from Ozma. Be on the edge of the platform at your own peril.

Originally created by the mages of Mhach as means of protecting their home from what they believed was an unavoidable uprising of voidsent, the magicked spheroid was eventually employed during the War of the Magi to devour the cities of their enemies and send them into a state of dimensional compression. — In-game description

Phoebad

Armalcolite, Chione, Debitage, Genesis Rock, Ngozi, Shiname, Tall Mountain [BOSS]


  • Enemy Tier: T4-T6
  • Hit Points 40-60 + END
  • Element: Astral Earth
  • Weakness: Ice
END STR MP DEX Hit Class INT RSN
T4-T6 T4-T6 T1 T1 +400 T0 T0

  • Condition Immunities: N/A
  • Status Effects: Knockdown

Phoebads are a type of golem that occur naturally in areas rich in salt crystals such as Loch Seld and other similar bodies of water. In folklore, phoebads are said to have once been people who defied the revelations of Rhalgr, and were transformed as punishment for their disobedience. — Encyclopædia Eorzea vol 2

Porxie

Belleporxie, Paraporxie


  • Enemy Tier: T1-T4
  • Hit Points 15-40 + END
  • Element: Astral Earth, Umbral Wind
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T1-T4 T2 T1-T4 T1-T4 +300 T1-T4 T1-T4

  • Condition Immunities: N/A
  • Status Effects: N/A

Regolith

Haam Myrrlith


  • Enemy Tier: T4
  • Hit Points 40 + END
  • Element: Astral Earth
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T1-T4 T1-T4 T1-T4 T1-T4 +400 T1 T1
  • Condition Immunities: N/A
  • Status Effects: Knockdown

The vessel of this arcane entity is composed of the particles of fallen meteorites and shattered rock which dot the surface of the moon. Being rendered of such pre-pulverized matter, they are more fragile than their appearance would suggest. The moon, however, has no shortage of stones both large and small, so any mass lost to non-fatal injuries can easily be replenished. — Encyclopædia Eorzea Volume 3, p. 274

Ronkan Doll

Ronkan Idol, Skydeep Packer, Yok Huy Altar


  • Enemy Tier: T4
  • Hit Points 40 + END
  • Element: Astral Earth
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T1-T4 T1-T4 T1-T4 T1-T4 +400 T1 T1
  • Condition Immunities: N/A
  • Status Effects: Knockdown

In the bygone Ronkan Empire, stone familiars such as these were used primarily to guard holy temples and other locations of import. As the empire expanded, the secrets of their construction spread across Norvrandt, and it was gradual improvements to these techniques that eventually resulted in the creation of the Talos. — Encyclopædia Eorzea Volume III, p. 269

Ronkan Thorn

No Variants


  • Enemy Tier: T4
  • Hit Points 40 + END
  • Element: Astral Earth
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T1-T4 T1-T4 T1-T4 T1-T4 +400 T1 T1
  • Condition Immunities: N/A
  • Status Effects: Bleed

Though arguably less elaborate in design than the Ronkan vessel, the Ronkan thorn was in fact developed during the twilight of the empire, after the Ronkan doll. As the supremacy of the Ronkans waned and neighbors chipped away at the empire's borders, it seems that they could no longer spare the resources to create elaborate familiars. — Encyclopædia Eorzea Volume III, p. 269

Sai Taisui

No Variants


  • Enemy Tier: T4
  • Hit Points 40 + END
  • Element: Astral Earth, Umbral Wind/Water/Lightning/Fire
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T1-T4 T1 T4 T1-T4 +400 T3 T2
  • Condition Immunities: Elemental Curse: Fire/ Wind /Water /Earth /Lightning, Elemental Weakness: Fire/ Wind /Water /Earth /Lightning

  • Status Effects: Elemental Curse: Fire/ Wind /Water /Earth /Lightning, Elemental Weakness: Fire/ Wind /Water /Earth /Lightning

This mighty, yet obedient slave is believed to have been created in much the same manner as a koja: by animating mud with ancient geomantic magicks. A sai taisui’s singularity lies in the type of mud used in its creation—soil taken from those rare locations where currents of earth, wind, and water interconnect, providing a focus for a potency often unobtainable. — In-game description

Singha

Strange Statue


  • Enemy Tier: T4
  • Hit Points 40 + END
  • Element: Astral Earth
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T1-T4 T4 T1 T1-T4 +400 T0 T0
  • Condition Immunities: Bleed
  • Status Effects: Daze

These golems inhabit the Temple of the Fist, serving as training companions to the myriad monks who toil within the sacred halls. Ancient tomes dating to the era of the holy stronghold’s construction imply that the singha were not carved by conventional means, but rather pummeled into shape using naught but the fists of a score artisan acolytes. — In-game description

Credit: Kyounghwan Kim

Spriggan

Biggy [BOSS], Crystal Bearer, Gemkeeper, Jewel Bearer, Spiteful [BOSS], Spitefire [BOSS], Oreias, Ziggy [BOSS]
There are 43 variants of this. If spriggan-shaped...you know the drill.


  • Enemy Tier: T1-T6
  • Hit Points 15-60 + END
  • Element: Astral Earth
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T1-T6 T1-T6 T1-T6 +100-300 T1-T6 T1-T6

  • Condition Immunities: N/A
  • Status Effects: N/A

"Spriggans are neither sprites nor faeries, but share similiarities with both. They are known to inhabit rocky areas and deep depths of mines. These black-furred soulkin are famous for carrying around a gem, or chunk of ore with them at all times--a custom that may explain why miner believe them to be bringers of good fortune. Their classification as Soulkin is based on a theory that asserts that Spriggan are merely vessels for the will of the earth, though scholars have long bickered on the merits."

Statue

Adjucator [BOSS], Foreboding Statue, Graven Image, White Magestone


  • Enemy Tier: T1-T6
  • Hit Points 15-60 + END
  • Element: Astral Earth, Variant
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T1-T6 T1-T6 T1-T6 +100-500 T1-T6 T1-T6

  • Condition Immunities: Bleed
  • Status Effects: N/A

Yet another build-a-boss enemy that could take any shape, size, and basically have whatever mechanics fill your pretty little head. A good chunk of soulkin fall into this category.

Talos

Goliath, Royal Cupbearer


  • Enemy Tier: T4
  • Hit Points 40 + END
  • Element: Astral Earth
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T1-T4 T4 T1 T1-T4 +400 T0 T0
  • Condition Immunities: Bleed
  • Status Effects: Daze

Functionally similar to the golem, this soulkin was manufactured in great numbers by Daedalus Stoneworks and many other workshops. While the techniques used in their creation were fundamentally the same, Talos appearances vary slightly depending on the type of stone that was readily available in each region. — Encyclopædia Eorzea vol 3 pg. 269

Tenaga

Aloalo Wood Golem, Bozjan Doll, Electrogolem, Puck, Steppe Dhole, Werewood, Woodsman


  • Enemy Tier: T1-T4
  • Hit Points 15-40 + END
  • Element: Astral Earth
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T1-T4 T1-T4 T1-T4 T1-T4 +400 T0 T0
  • Condition Immunities: Bleed
  • Status Effects: Daze

An uncanny resemblance to the leshy had, for many generations, fooled scholars into believing this massive-limbed creature was a seedkin. The donation of a slain tenaga by a knowledge-seeking adventurer has since proven the scholars wrong, showing instead that the creature’s will is, in fact, contained within the crystal at its center. — Encyclopaedia Eorzea Volume II, p. 163

Tome

No Variants


  • Enemy Tier: T4
  • Hit Points 4- + END
  • Element: Umbral Earth
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T3 T1 T4 T2 +200 T2 T1

  • Condition Immunities: N/A
  • Status Effects: All

Abilities:

Page Flip: [Magical Ranged Instant Effect] Casts a status effect at random on one player. Can be made multi-target. [4 turn CD]

"Records from the early Sixth Astral Era reveal that these books were magicked by Sharlayan Bibliomancers. Charged with the upkeep of the Great Gubal Library, several of the low-ranking bibliomancers devised a ludicrous plan to animate the establishment's tomes that they might fly back onto the shelves when finished with, saving the young men and women from doing the task themselves. The result was slightly different as planned, the animated tomes instead choosing to wander the library's halls, causing all sorts of mayhem and mischief." — Encyclopædia Eorzea vol 1, page 295

Totem

Vanu Totem, Gyr Abanian Totem, Xaela Totem, Vuk'poii Totem


  • Enemy Tier: T1-T4
  • Hit Points 15-40 + END
  • Element: Umbral Earth, Astral Variant
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T1-T4 T1-T4 T1-T4 T1-T4 +200-400 T0 T0
  • Condition Immunities: Bleed
  • Status Effects: Elemental Curse: Variant, Elemental Weakness: Variant

"The Vanu Vanu tribes of the Sea of Clouds have long used totems as sacred symbols of worship to their ancestors. Attempts by the Vundu tribe mesmerizers to turn the totems into weapons to fight has drawn the ire of other tribes, claiming it to be blasphemy." — Encyclopædia Eorzea vol 1, page 294

Urolith

Cloud Gardener, Cracked Ronkan Vessel, Saikoro, Urolith Sentinel


  • Enemy Tier: T2-T4
  • Hit Points 20-40 + END
  • Element: Umbral Earth / Variant Common variants are Fire/Lightning
  • Weakness: Ice / Variant
END STR MP DEX Hit Class INT RSN
T1-T4 T1-T4 T1-T4 T1 +400 T0 T0
  • Condition Immunities: Daze, Bleed, Poison
  • Status Effects: Knockdown, Daze

"The perfect angles and complex carvings found on the bodies of uroliths suggest they were carved by man specifically for the purpose of animation. Evidence supporting the opposite, however, has been brought to light as of late, and naturalists how lean towards a theory that the stone creatures are naturally occurring, being not unlike sprites." — Encyclopædia Eorzea vol 1, page 293



Vicegerent to the Warden-- BOSS

No Variants


  • Enemy Tier: T6
  • Hit Points 60 + END
  • Element: Umbral Earth, Umbral Fire
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T4 T6 T6 T3 +600 T2 T2

  • Condition Immunities: Blind, Bind, Break, Disable, Elemental Weakness/Curse: Fire/Lightning
  • Status Effects: Mummy's Curse {Unique}, Disease, Sap

Legendary Passives:

Call of the Dead: The Vicegerent may summon any Mummy-type enemy to the field. These Mummy enemies can inflict the "Mummification" status effect on enemies they hit directly.
When a player is struck with three (3) stacks of Mummification, they themselves become a mindless enemy. There can be no more than six (6) Mummy-type enemies on the field at once.
Mummy's Curse: This unique status effect causes healing to instead become damage for the next three (3) turns. This curse cannot be removed with Stoneskin.
Shield of the Vicegerent: Every four (4) turns, this enemy may chose to become immune to either physical or magical damage for the next two (2) turns. This ability can be used only three (3) times in an episode.


Legendary Actions: [6 total points]

2 CD--1p
phy - r
inst
att
Strike of Evil: Slashes all enemies for 4 damage.
3 CD--1p
mg - r
inst
eff
Mummification: Puts a single stack of Mummifcation on all enemies.
2 CD--1p
mg - r
inst
ff
One-Thousand Curses: Grants Disease and Sap to all enemies.

"Roused by careless excavations in the Sunken Temple of Qarn. Wielding an executioner's blade in each hand, this servant of Azeyma sentences to death all looters who would profane Her sacred halls." — Encyclopædia Eorzea vol 1

Winged Lion-- BOSS

No Variants


  • Enemy Tier: T6
  • Hit Points 60 + END
  • Element: Astral Earth, Astral Wind
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T6 T6 T6 T2 +600 T4 T4

  • Condition Immunities: Blind, Bind, Break, Disable, Elemental Weakness/Curse: Fire/Lightning
  • Status Effects: Break, Air Toss, Knockdown

Legendary Passives:

Nul-Wind: This enemy is immune to Wind Damage.
Nul-Earth: This enemy is immune to Earth Damage.
Reinforcements: Every four (4) turns, the Winged Lion may choose to become immune to damage and summon a Hallowed Statue as an ally. As long as this Hallowed Statue-type ally is on the field, the Winged Lion will remain damage immune. However, he cannot make attacks during this time, including Legendary Actions.


Legendary Actions: [6 total points]

3 CD--p
mg - r
cst
displ
Blight of Wind: Enemies are sucked into a whirlwind, keeping them from breathing, and are inflicted with Winded.
2 CD--3p
mg - r
inst
eff
Blight of Earth: Casts Break on all enemies.
3 CD--3p
phy - r
inst
att
Roar:** [Physcial Ranged Instant Attack] The Winged Lion roars loudly, inflicting Daze

Abilities:

2 CD
phy - m
inst
att
Rake: Ignores Hit Class & Inflicts Bleed.

One of many Fifth Astral Era Amdapori "guardians," these soulkin were carved from solid stone and animated using powerful white magicks for the purpose of defending the ancient city from would-be attackers-namely the Mhachi. A winged lion was chosen for the design so as to engender confusion amongst their enemies. — In-game description

Chapter 11: Spoken - Bloodborn

The sole requirements for being classified as Spoken are that the intelligent creature not only possesses an independent language, but that the language be capable of interpetation by another spoken of a differing genus.



Spoken Listing: (As of Dawntrail)
  • Aevis
  • Amal'ja
  • Ananta
  • Au Ra *
  • Ancients
  • Baanga
  • Cyclops
  • Drowned
  • Ea
  • Elezen *
  • Giants
  • Gigas
  • Gnath
  • Garleans *
  • Goblins
  • Hanu Hanu
  • Hecatoncheires
  • Hobgoblins
  • Hyur *
  • Ixal
  • Kobold
  • Lalafell
  • Mamool Ja
  • Matanga
  • Miqo'te *
  • Moogle
  • Namazu
  • Omnicron
  • Opken
  • Pelupelu
  • Roegadyn *
  • Sahagin
  • Seeq
  • Siren
  • Sylph
  • Tengu
  • Tonberry
  • Viera *
  • Vanu Vanu
  • Warg

These listed beings all share a root interpetation as being capable of having varied stats, much like players. Therefore, we will not go into their individual stats, and instead elaborate on more obscure members of the list.

Aevis, Diresaur, and Syricta:

These three entries in particular are classified as Spoken thanks to the fact that, once, they were actually men and women at some point in their lives. By injesting Dragon's Blood, however, their bodies and minds were warped into scale-clad creatures, many of whom had pledged their loyalties to Nidhogg in the Dragonsong War. With no known way to transform these people back -- or what would happen if one were transformed back into the form of man after thousands of years -- a surprising amount of these three offshoot Spoken retain some form of memory, and are able to communicate.

Cyclops

The Cyclops dwell in the westernmost parts of Abalathia's Spine, and are immediately recognizable by the single eye that dominates their broad faces. Though thickly muscled and possessed of prodigious strength, these dim-witted creatures are often enslaved and used as shock troops by more cunning beast tribes.


Drowned

A queer byproduct of Leviathan's tempering, the drowned are not only tempered of mind, but of body as well--their limbs taking on properties more associated with Wavekin and nother denizens of the seas. While the drowned are believed to retain a portion of their former knowledge immediately after recieving the Lord of the Whorl's "blessing", the advancement of the transformation appears to result in an accelerated loss of "self", culminating in the complete devolution into a mindless thrall.

Opken

Believed to be even more lacking in cognitive capacity than the Gigas, opken earn their place on the Spoken genus thanks to their ability to craft complex tools, as well as the ability to communicate with a series of grunts, groans, and gurgles. Records of early missionaries attempting to teach opken common tongue resulted in failure, namely due to the creatures' lack of vocal organs developed enough to produced the correct sounds.

Tonberry

Tonberries are the descendants of the citizens of Nym, an ill-fated people who fell victim to a horrid disease given to them by a nearby warring nation--Mhach--through the Fifth Astral Era. As each new generation was born, the characteristics of modern-day Tonberry--lack of a prominent nose or ears, and short, stubby limbs--became increasingly dominant, until the entire population eventually shared the same disturbing appearance...

In spite of this, many Tonberry still retain memories of their former lives--lives that are astonishingly long--many of them living for upwards of thousands of summers. Many, however, have gone mad due to a residual effect of the illness, a frenzy of feral fury known simply as "The Rancor". It is possible to clear Tonberry of this ailment, however, though the Nymian art of Faerie summoning. This would be music to the ears of any would-be lover of histories or magicks...which, possibly, is why Joyful Song so vehemently insists that those who know of it guard the Spokens' secrets from Sharlayan ears.

Chapter 12: Vilekin - Bloodborn

As it is suggested by the name, vilekin consist of all manner of worms and pests, be they terrestrial or winged. One unique characteristic of creatures falling into this class is a multistage lifespan that sees them develop from a grub-like larvae into beings that belie their original state--a process known as metamorphasis.

Antlion

Antling, Killer Ant, Velveteen Ant, Orcus


  • Enemy Tier: T1-T5
  • Hit Points 15-50 + END
  • Element: Umbral Earth
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T1-T5 T1-T5 T1-T5 T1-T5 +200 T0 T0

  • Condition Immunities: N/A
  • Status Effects: N/A

"Antlings are gigantic vilekin, ubiquitous in Eorzea's desert regions. Despite their lack of higher order intelligence, Antling society is rigidly structures, with the queen ensconced at its heart. The population can be broadly divided into two categories: the worker caste, responsible for expanding the nest, caring for eggs, and gathering sustenance; and the soldier caste, responsible for defending the colony and capturing slaves. The most dangerous sort of Antlion is a lone Antlion--a stray from a colony often means the beginning of a new one. Too often do people go missing in the night, dragged screaming from caravans and small villages, never to be seen again. There are many theories as to the fates of those taken to begin a new colony...none of them pleasant."

Apollyon

Ihnuxokiy [S RANK HUNT]


  • Enemy Tier: T1-T5
  • Hit Points 15-50 + END
  • Element: Umbral Earth, Astral Wind, Astral Lightning
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T1-T5 T1-T5 T1-T5 T1-T5 +200 T0 T0

  • Condition Immunities: N/A
  • Status Effects: N/A

Passives: [Ihnuxokiy Only]

Aetherstock stores elemental aether and releases it following Abyssal Smog: (See Abilities) Can stack a maximum of 4 purple lightning / green wind.

Abilities: [Ihnuxokiy Only]

3 CD
phy - r
inst
att
Abyssal Smog: is a cleave of the entire area in front of Ihnuxokiy applying Winded.
3 CD
mg - r
inst
att
Thunderspark: is an untelegraphed circle AoE around Ihnuxokiy applying Elemental Weakness: Lightning & Elemental Curse: Lightning. This is used if Aetherstock collected purple lightning.
3 CD
mg - r
inst
att
Cyclonic Ring: is an untelegraphed donut AoE around Ihnuxokiy applying Elemental Weakness: Wind & Elemental Curse: Wind. This is used if Aetherstock collected green wind.
3 CD
mg - r
inst
eff
Chaotic Storm: applies Misdirection to all enemies
3 CD
phy - r
cst
att
Razor Zephyr: is a telegraphed column AoE applying Winded.
2 CD
phy - m
cst
att
Blade:is a telegraphed attack, ignoring Hit Class on the main target.

Banemite

Comesmite, Diremite, Hoarmite, Madmite,Webmaiden
Is it mite-shaped? Probably this unless a Void/Sin Eater/Soulkin. There's 33 variants of this and I'm not listing them all, I need to touch grass.


  • Enemy Tier: T1-T3
  • Hit Points 15-30 + END
  • Element: Umbral Earth
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T1-T3 T2 T2 T1 +200 T0 T0

  • Condition Immunities: Poison
  • Status Effects: Poison, Bleed, Bind, Blind

Beetle

Little Ladybug, Bark Weevil, Scarab Beetle, Skogs Fru [B RANK HUNT]


  • Enemy Tier: T1-T3
  • Hit Points 15-30 + END
  • Element: Umbral Earth
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T1-T3 T2 T2 T1 +200 T0 T0

  • Condition Immunities: N/A
  • Status Effects: Poison, Bleed

"The carapiece-covered insects collectively known as 'beetles' were found through Etherys. One such species, the Weevil, is despised as a pest due to its swift breeding that decimates crops. In an attempt to prevent such incidents, the ladybug was introduced in many regions to prey on the weevil's larvae. Sadly--if somewhat predictably--they too subsequentially bred uncontrollably and are now considered pests in their own right."
"While harrowing tales of vilekin consuming the flesh of recently dead corpses are not uncommon, most scarab beetles prefer the sweet, sticky sap of trees to the cold flesh of a dead man. As is the case with many of the beetles in Eorzea's vilekin, Scarabs are highly territorial, charging and ramming intruders while using their shells as both defense and offense."
It is often thought if one drinks three vials of beetle juice, a demon of chaos is summoned forth that will bring ruin to your foes. Many an attempt at high-born parties has left the legend largely in the thoughts that perhaps it was some trick in order to get rich folks to eat vilekin...

Bloodglider

Ignamoth [BOSS]


  • Enemy Tier: T1-T3
  • Hit Points 15-30 + END
  • Element: Umbral Earth, Umbral Wind, Umbral Fire
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T1-T3 T2 T2 T1 +200 T0 T0

  • Condition Immunities: N/A
  • Status Effects: Poison, Bleed

Many species in the wild use bright colors such as red to frighten or warn predators. The bloodglider is no exception, its body covered in sanguine hues that forewarn a tragic end for any that might dare a nip. To maintain this coloration, however, the vilekin must drain the lifeblood of as many as a score of beast each turn of the sun, suggesting that it may not be the bloodglider's color alone that keeps other creatures at a distance. — Encyclopædia Eorzea vol 2

Butterfly

Fluturini, Etain [BOSS], Chokeshin, Holly Blue, Magicked Wamoura, Moon Gana, Morpho


  • Enemy Tier: T1-T3
  • Hit Points 10-30 + END
  • Element: Umbral Earth, Umbral Wind
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T1-T3 T2 T2 T3 +200 T0 T0

  • Condition Immunities: N/A
  • Status Effects: Sleep, Poison, Bleed

"While normal butterflies of an average size are delicate, delightful creatures who do not cause bodily harm upon others, the same can definitely not be said for their larger counterparts. The curled, tube-like tool used to drink nectar from flowers in their regular sized cousins is now used to probe corpses and drain them of their blood and bile in perhaps what could be considered the most beautifully horrid way to die." — Encyclopædia Eorzea Volume II, p. 255


Chigoe

Djigga, Orn Fly, Tainted Louse


  • Enemy Tier: T0-T3
  • Hit Points 5-30 + END
  • Element: Umbral Earth
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T0-T3 T2 T2 T2 +200 T0 T0

  • Condition Immunities: N/A
  • Status Effects: Poison, Bleed

Abilities:

3 CD
phy - m
cst
att
Drain: Attaches the Chigoe to a target, inflicting Paralyze and Silence onto it. If the target's STR is lower than the Chigoe's, it must roll every turn to attempt and pry the creature off of itself. Failing to do so will see the Chigoe deal damage, healing itself for the damage dealt every turn.

"The chigoe is a hematophagous vilekin, and documented carrier of the disease known as the Creeping Death. After mating, the female flies close to the ground, in search of a large creature to which she might attach herself. Having done so, she uses her probocis to dispense an acid which softens the victim's skin to sufficiently permit the creation of a cavity in which she may deposit her eggs. Chigoes occasionally feed on rare and powerful hosts and thus their engorged remains are highly prized by alchemists." — Encyclopædia Eorzea Volume I

Chapuli

No Variants


  • Enemy Tier: T0-T3
  • Hit Points ? + END
  • Element: Umbral Earth, Umbral Wind
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T0-T3 T2 T T3 +200 T0 T0

  • Condition Immunities: N/A
  • Status Effects: Poison, Slow

A common sight in the wilds of Gyr Abania, chapulis use the blade-like horn on their heads to strip plants bare before settling down to feast on the fallen foliage. Though primarily herbivores, they display surprising savagery when agitated, and have been known to attack both men and beasts. Powerful hind legs enable the chapuli to leap impressive distances, much to the dismay of their fleeing victims. — Encyclopædia Eorzea volume 2, p. 255

Crystal Claw

Hedetet [BOSS]


  • Enemy Tier: T0-T6
  • Hit Points 5-60 + END
  • Element: Astral Earth, Umbral Lightning / Variant
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T0-T6 T0-T6 T0-T6 T3 +200-500 T0 T0

  • Condition Immunities: N/A
  • Status Effects: Bleed, Elemental Curse: Variant

You can basically replace the elements for the Umbral section and nobody would bat an eye. -Joy

Hedetet: This enormous scorpion hordes aether as crystals in the body, allowing it to survive in the harsh environs of the Burn. The IVth Imperial Legion once captured and trained creatures of this species as war beasts. — Encyclopaedia Eorzea Volume III, p. 206

Damselfly

Buzzfly, Dragonfly, Gladfly, Hawker, Meganeura, Ogrefly, Skimmer [BOSS], Sanctuary Skipper, The Emperor of Anemos [BOSS]


  • Enemy Tier: T0-T6
  • Hit Points 5-60 + END
  • Element: Astral Earth, Umbral Lightning / Variant
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T0-T6 T0-T6 T0-T6 T3 +200-500 T0 T0

  • Condition Immunities: N/A
  • Status Effects: Poison, Slow, Sleep

"Unlike most Eorzean vilekin which feature only one or two pairs of wings, damselflies possess six, though only the uppermost pair is thought to be used by the insect in flight. Some naturalists have theorized that the remaining five leaf-like pairs serve to lure smaller vilekin in search of a meal--vilekin which the fly then consumes itself. Damselflies are also known to be extremely territorial, and will move about the same path for almost their entire life, attacking any so foolish as to cross into their domain." — Encyclopædia Eorzea, p. 280

Eruca

Crawler, Eruca, Hungry Caterpillar, Squib [SUBSPECIES]


  • Enemy Tier: T0-T6
  • Hit Points 5-60 + END
  • Element: Astral Earth, Umbral Lightning / Variant
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T0-T6 T0-T6 T0-T6 T3 +200-500 T0 T0

  • Condition Immunities: N/A
  • Status Effects: Poison, Slow, Sleep

Whereas many vilekin undergo a metamorphosis as they step into adulthood—sprouting wings like the wamouracampa or forming a carapace like the ladybug—some retain their grotesque wormlike forms until death. The eruca is one such creature, the earthen hues of its thick, leathery skin providing sufficient camouflage from hungry predators. — Encyclopædia Eorzea vol 2

Glowfly

Thunderbug, Lightningbug, Firefly, Minobi


  • Enemy Tier: T1
  • Hit Points 10 + END
  • Element: Umbral Fire
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T1 T1 T1 T3 +100 T0 T0

  • Condition Immunities: N/A
  • Status Effects: Blind

"Looking upon these creatures in the night recalls a childlike innocence from long ago, when you used to go out and capture these vilekin in a jar, watching them light up the dark space and the midsummer skies with the alchemic reactions of their bodies. For some reason, various parts of the realm seem to have varying names for these insects."

Kongomato

Gwas-y-neidr [B RANK HUNT]


  • Enemy Tier: T0-T4
  • Hit Points 10-40 + END
  • Element: Umbral Wind
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T0-T4 T0-T4 T0-T4 T3 +400 T2 T0

  • Condition Immunities: N/A
  • Status Effects: Sleep, Poison

Abilities:

6 CD
mg - r
cst
eff
Duster: Puts all enemies to Sleep. When they wake, they become Poisoned.

"This vilekin most commonly found in the Abalathian foothills actually spends the first half of its life completely underwater feeding on small fish and frogs, until growing to a length of almost a dozen hands. After a short pupal state, the Kongamato leaves its pupal exoskeleton to emerge as a fully winged creature which is often trapped and trained by Gnath to be used as flying mounts." — Encyclopædia Eorzea, p. 280


Mantis

Death Claw, Death Sickle, Exciting Trimmer, Red Claw


  • Enemy Tier: T0-T4
  • Hit Points 5-40 + END
  • Element: Umbral Earth
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T0-T4 T0-T4 T0-T4 T3 +400 T0 T0

  • Condition Immunities: N/A
  • Status Effects: Poison, Paralyze, Silence

"As mantis sightings in Eorzea coincide with the time period in which Lalafellin settlers from the south arrived in Vylbrand, is has been concluded that the giant insectivorous vilekin (also found in abundance in the Lalafell's homelands,) were unintentionally brought over by the Plainsfolk--eggsacs most likely attached to the reeds from which the clan wove its sea ships." — Encyclopædia Eorzea, p. 281


Miteling

Diremite


  • Enemy Tier: T0-T4
  • Hit Points 5-40 + END
  • Element: Umbral Earth
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T0-T4 T0-T4 T0-T4 T3 +400 T0 T0

  • Condition Immunities: N/A
  • Status Effects: Poison, Paralyze, Silence, Slow, Disable

"Diremites are a family of vilekin with a distinct social hiearchy. Their colonies are led by the females--the egg-laying "banemites"--of which there are rarely more than three or four. A small group of adult males or "diremites" serve as soldiers, while innumerable larval mites, or "mitelings" attend to the tasks of simple labor. Diremite colonies are nomadic, and will strip an area bare of prey before moving on to a new location." Strangely enough, similar to Antlions, a single Miteling on its own spells the beginning of a new colony...and, like Antlions, the victims of a Miteling Broodfather's nightly kidnappings are never found again...nor does any scholar dare inquire into what becomes of them. — Encyclopædia Eorzea

Scorpion

Aqrabuamelu [A RANK HUNT], Lava Scorpion, Lesath [BOSS]


  • Enemy Tier: T0-T6
  • Hit Points 10-60 + END
  • Element: Umbral Earth / Astral Fire (Variant)
  • Weakness: Water, Wind / Variant
END STR MP DEX Hit Class INT RSN
T0-T6 T0-T6 T0-T6 T3 +400 T2 T0
  • Condition Immunities: N/A
  • Status Effects: Poison, Elemental Curse: Variant

Abilities:

5 CD
phy - r
cst
att
String Attack: Webbing shoots around the target's feet, dealing damage & inflicting Bind. To break this webbing, the target must roll higher than the roll that bound it.
4 CD
phy - r
inst
eff
Tail Swipe: Inflicts Disable on a single target.

"Powerful vilekin who have adapted to the harshest of heat...so much so, that standing and interacting with molten rock does not so much as phase them, with their young raised in the bellies of active volcanic sites. Their cooled corpses make for excellent armor, and the unique organ that allows for magma to flow through their bodies is prized amongst armors and blacksmiths for the ability to store immense amounts of heat. Their regular, non-lava-dwelling cousins on the other hand, are largely considered pests, and are typically eaten with a good amount of reluctance." — Encyclopædia Eorzea vol 2

Scarab

Helm Beetle, Lumber Jack, Rhino Bettle, Starmite


  • Enemy Tier: T0-T4
  • Hit Points 5-40 + END
  • Element: Umbral Earth
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T0-T4 T0-T4 T0-T4 T3 +400 T0 T0

  • Condition Immunities: Poison
  • Status Effects: Poison, Paralyze, Silence, Slow, Bind, Blind, Confuse, Daze

Abilities:

2 CD
phy - r
cst
att
Horn Charge: Line AoE that deals damage to all enemies in range, ignoring Hit Class, inflicting an available status effect.

While harrowing tales of the vilekin feeding on the flesh of recently interred corpses are not uncommon, most varieties of scarab beetles actually prefer the sweet, sticky sap of hardwood trees to the cold rotting flesh of a dead man. As is the case with many of Eorzea's vilekin, beetles of the scarab variety are also highly territorial creatures, charging and ramming intruders with reckless abandonment, using their hard chitinous shells as both a means for offense and defense. — Encyclopædia Eorzea, p. 281


Spider

No Variant


  • Enemy Tier: T0-T4
  • Hit Points 5-40 + END
  • Element: Umbral Earth
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T0-T4 T0-T4 T0-T4 T3 +400 T0 T0

  • Condition Immunities: Poison
  • Status Effects: Poison, Paralyze, Silence, Slow, Bind, Blind, Confuse

Abilities:

5 CD
phy - r
cst
att
String Attack: Webbing shoots around the target's feet, dealing damage & inflicting Bind. To break this webbing, the target must roll higher than the roll that bound it.
4 CD
mg - m
inst
att
Sinister Bite: Inflicts any status effect on a single target.

"Spiders are some of the most common vilekin in Hydaelyn, with thousands of different species documented living in all climes, from the equator to the arctic. While most species seek their prey in the form of smaller vilekin or cloudkin, so strong are the silks of some larger spiders that even the occasional Lalafell has been known to find himself trapped in a web with no means of escape. Naturalists have frequently discovered families of spiders which appear to fill their abdomens with lighter-than-air gasses which allow the vilekin a crude form of flight."


Swarm

Insect Cloud


  • Enemy Tier: T0-T2
  • Hit Points 5-20 + END
  • Element: Umbral Wind
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T0-T2 T0-T2 T0-T2 T1 +200 T0 T0

  • Condition Immunities: N/A
  • Status Effects: N/A

"A 'swarm' can refer to any thick cloud of small, winged insects. Some examples include the stinging midges, the carrion-seeking syrphids, and the common honeybee. While these vilekin are not strictly members of the same family, they share the tendency to display aggressive behavior when gathered in large numbers. Even goblin bugkeepers are known to give angry swarms a wide berth."


Tarantula Hawk

Ant Hawk, Scorpion Hawk, Erle [A RANK HUNT], Queen Hawk


  • Enemy Tier: T0-T5
  • Hit Points 5-50 + END
  • Element: Umbral Earth, Umbral Wind
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T0-T5 T0-T5 T0-T5 T3-T5 +400 T0 T0

  • Condition Immunities: N/A
  • Status Effects: Poison, Slow, Bleed, Paralyze

Abilities

5 CD
phy - r
chrgd
att
Final Sting: the Hawk relinquishes all of its remaining HP, dealing the amount sacrificed, +5 additional damage. This kills this entity.
5 CD
phy - r
inst
eff
Buzz: Grants Bravery to self, and all Vilekin-type allies.

"Along with the wespe, the tarantula hawk is another oversized species of aggressive bee introduced from the New World. Sharlayans are documented as having employed the vilekin at Saint Mocianne's Arbetorium to pollenate the thousands of rare and exotic species once grown in the facility. Several tarantula hawks, however, are believed to have escaped during the chaos of the Sharlayan exodus back to the Old World, and have since formed several independent wild colonies in the Dravanian Hinterlands."

Tumbleclaw

No Variants


  • Enemy Tier: T0-T4
  • Hit Points 5-40 + END
  • Element: Umbral Earth
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T0-T4 T0-T4 T0-T4 T3 +400 T0 T0

  • Condition Immunities: Poison
  • Status Effects: Knockdown

Wamoura

Achamoth [BOSS], Beccho [BOSS], Etainmoth, Itzpapalotl, Phanopsyche, Silkmoth, Teredo Moth, The Defoliator


  • Enemy Tier: T1-T3
  • Hit Points 10-30 + END
  • Element: Umbral Wind
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T1-T3 T1-T3 T1-T3 T1-T3 +300 T1 T0

  • Condition Immunities: N/A
  • Status Effects: Poison, Elemental Curse: Variant, Oil, Paralyze, Silence, Addle

Abilities:

5 CD
mg - r
inst
effatt
Magicked Scales: Inflicts one (1) status effect on the party, ignoring Hit Class.
5 CD
mg - r
inst
smn
Doppleganger [Achamoth Only] Creates an identical copy of all players in the party. These copies have 20HP, and share the Achamoth's stats. These summons attack on the same turn as their summoner.

"The wamoura's distinct proboscis ends in a ring of hook-like teeth which are used to latch onto and bore into the bloated bodies of recently slain creatures, so that the vilekin might drain the corpses of foul liquids festering and fermenting within. Long have the people of Gridania and Ala Mhigo despised the wamourae, viewing the giant creatures as portents of blight and disaster. In its wingless larval state, the wamoura is known as the wamouracampa. — Encyclopædia Eorzea, p. 280


Wamouracampa

Teredo Worm


  • Enemy Tier: T1
  • Hit Points 10 + END
  • Element: Umbral Wind
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T1 T1 T1 T1 +100 T0 T0

  • Condition Immunities: N/A
  • Status Effects: Poison, Elemental Curse: Variant, Oil, Paralyze, Silence, Addle

Wespe

Death Jacket, Divine Vespa, Dung Wespe, Giant Bee, Huge Hornet, Killer Wespe, Man-Eating Hornet, Paper Wasp, Stinging Sophie [A RANK HUNT], Temple Bee


  • Enemy Tier: T1-T3
  • Hit Points 10-30 + END
  • Element: Umbral Wind
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T1-T3 T1-T3 T1-T3 T1-T3 +300 T1 T0

  • Condition Immunities: N/A
  • Status Effects: Poison, Paralyze, Silence, Addle, Daze

Abilities:

5 CD
phy - r
chrgd
att
Final Sting: relinquishes all of its remaining HP, dealing the amount sacrificed, +5 additional damage. This kills this entity.

Native to the New World, it is believed that wespes were introduced to Eorzea via trade ships whose dark hulls served as perfect locations for colonies of the vilekin to weather the long voyage across the Indigo Deep. Once released into the realm, it was not long before the large, swift-breeding species soon began attacking indigenous bees, wiping out entire populations of the docile creatures while ruining the livelihood of countless hivekeeps. — Encyclopædia Eorzea, p. 280


Worm

Abyss Worm, Cloudworm, Gigaworm, Glavoid [BOSS], Heavenly Mizumimizu, Minhocao [S RANK HUNT], Sandworm, Netherworm, Sjoorm [BOSS], Ulhuadshi, Wellwick Worm


  • Enemy Tier: T1-T6
  • Hit Points 10-60 + END
  • Element: Umbral Earth
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T1-T6 T1-T6 T1-T6 T1-T6 +300 T1 T0

  • Condition Immunities: N/A
  • Status Effects: Blind, Break, Elemental Curse: Variant, Oil

Abilities:

5 CD
phy - r
cst
att
Breath Attack: Selects a status effect (depending on the type of worm) and places it on all targets in front of the caster, dealing damage.
6 CD
phy - m
cst
att
blu
Dig: Buries the caster into the ground. It can wait underground for up to three (3) turns before it must turn to the surface, dealing +1HP for every turn it is underground.

"Worms are massive, segmented creatures of voracious appetite. By rhythmically vibrating their long bodies hundreds of times in the space of an instant, they are able to produce waves in the sand beneath them, and thereby propel themselves at speeds which belie their ungainly appearance. Upon encountering prey, a worm leaves naught to chance, engulfing both its victim and a sizable amount of the surrounding area in its great maw." — Encyclopædia Eorzea, p. 281


Yarzon

Daddy Longlegs, Bog Snipper, Waterskipper, River Yarzon


  • Enemy Tier: T1-T3
  • Hit Points 10-30 + END
  • Element: Umbral Water
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T1-T3 T1-T3 T1-T3 T1-T3 +300 T1 T0

"These carnivorous insects are easily recognized by their long, spindly legs and compact bodies. When hunting, a yarzon first seeks to immobilize its pray by spraying its joints with a stream of corrosive bile. Having done so, the vilekin then penetrates the victim's cranial cavity with its dagger-sharp feeding tube and sucks out the brain. Species of yazron can be found thriving in both humid marshes and arid badlands around Eorzea--a testament to the creature's adaptability." — Encyclopædia Eorzea, p. 281

Chapter 13 : Voidsent, Sin Eaters & Blasphemies -- Transcendent

Prior to its disovery as an actual existing realm parallel to ours, the Void was simply an imagined place that ignorant peoples tended to use as a convenient answer to questions they were unable to answer. Wither comes the unknown beast? The Void. What causes the moon to wane? The Void. However, it has been since proven to be a realm not dissimilar to ours, albeit one devoid of light, a trait that has given rise to terrible creatures--creatures who will stop at nothing to invade our realm and sup on our life-giving aether.
Conversely, the Sin Eaters of the First were proven rather quickly to be the result of a being's over-aspecting to light, transformed into servants bent on bringing all life into the blissful and unending silence of permanent stagnation.

Properties of the Transcendent:

If recent treatsies penned by the Scions of the Seventh Dawn are to believed, Hydaelyn may be more than a realm created and ruled by a pantheon of the Twelve, but also the embodiment of two sentient beings--the eponymous "Mother" of our world and her antithesis, Zodiark, and that it is a conflict between these two that resulted in the Void's creation. Hydaelyn--will of Light--sensing trechary at the hands of Zodiark--will of Darkness--banished Her twin, sealing Him deep within the moon. This excision of Light from Darkness however, left a wound in the aether, splitting the coporeal plane from the "Source" into ten and three mirrored "reflections" which, while identical upon their formation, saw seperate and unique evolutions.

Summoning Transcendents:

Though one could walk a thousand malms and never reach the other, the void and the Source lie but a hair's breadth apart, separated by an unseen veil serving to prevent travel between the two worlds. This veil, however, is not absolute, and with the right amount of aetherial force can be torn to create temporary gateways--gateways to which aether-starved voidsent are drawn, sensing the life energies of our realm. Naturally occuring rents are typically minor, allowing only the smallest and weakest of Voidsent through before the wound heals. However, in the years leading up to and following the Calamity, the barrier between the two planes has grown weak, resulting in larger and more frequent tears and thusly stronger intruders.


Recognizing the power that lies within this dark realm, mankind as developed methods of creating artificial rents and therefrom summoning Voidsent, binding the beings into service with precarious bloodpacts. In the Third Astral Era, the Emperor Xande sought to enter a covenant with the Cloud of Darkness that he might utilize her power in conquering the world. Taking cue from the Allagans, the Mhachi mages of the Fifth Astral Era summoned voidsent into Eorzea not only to fight their wars, but to power their creations...an endeavor that ultimately met with disastrous results. Since then, void summoning has fallen out of fashion, being deemed both dangerous and harmful to the world's aetherial balance. Nonetheless, this has not prevented cultists from dabbling in the deadly art--their achievements finding immortality in forbidden tomes such as the Necrologos.


Voidsent summoning is most oft conducted in one of two methods. The first entails the opening of a Voidgate--a rent in the veil large enough for most of the realms denizens to pass through. However, casting a spell capable not only of opening a hole of sufficient size, but sustaining it for any duration, is costly, requiring massive amounts of aether. The second is far more aether-efficient, requiring but a small hole through which the soul or essence of a Voidsent passes. The soul will then possess a "vessel" provided by the summoner--the drawback of this method being that, the stronger the Voidsent summoned, the more powerful the vessel required to contain the soul.


Thus far, there have been no recorded incidents of anybody summoning a Sin Eater from the First, though given the plausibility of bringing Voidsent from the Thirteenth, it isn't entirely ruled out that their ilk couldn't be brought forth if one were so inclined...

Hierarchy:

Using knowledge gathered from folklore, encounters, and actual summonings, scholars of the void have taken to categorizing the creatures into one of twelve rungs representing relative strength and intelligence--the lower the number, the more formidable the Voidsent in relation to others. These ranks by no means have bearing on a creature's actual standing within the void, and merly serve to help Eorzeans better understand these mysterious and violent visitors.


It does appear that both Voidsent and Sin Eaters alike subject themselves to a manner of "survival of the strongest", where more powerful of their kind tend to garner loyalty and respect from their peers. While for Voidsent this is typically a means of surviving their realm -- the creatures will happily plot and scheme against one another to better their own situations if they're so inclined -- Sin Eaters appear to have an almost hive-minded state of loyalty to the Lightwardens who dominate their regions, effectively eliminating any internal conflicts.
Make note that a subspecies of Sin Eaters -- The Cardinal Virtues -- do NOT appear in this book, though they do exist. Given that they and the Lightwardens share a number of similarities however in how they're built, you can essentially use a similar stat block.


Arhiman - Voidsent

Akoman, All-Seeing Eye, Angra Mainyu [BOSS], Arimaspi, Balor, Bloody Eye, Dirty Eye, Dusty Eye, Fachan, Fernehalwes, Floating Eye, Gawper, Gelid Eye, Milky Eye, Red Eye, Shadow Eye, Smolenkos, Speadreader, Spotter, Unblinking Eye, Voidmoon Plague, Wandering Eye


  • Enemy Tier: T2-T6
  • Hit Points 20-60 + END
  • Element: Pure Astral + Astral Variant
  • Weakness: Light/Umbral
END STR MP DEX Hit Class INT RSN
T2-T6 T2-T6 T2-T6 T5 +400 T1 T2

  • Condition Immunities: N/A
  • Status Effects: Paralyze, Addle, Silence, Disable, Break

Abilities:

5 CD
mg - r
cst
att
Wicked Gaze: Renders any enemy who looks at the caster unable to take any action for their turn
2 CD
mg - r
cst
att
Level 5 Doom: Deals damage & inflicts Doom on players.

"Ahriman are a family of voidsent that manifest in the physical plane by investing their essences in the eyes of animals. They are possessed of great arcane ability, and fly by clawing their way along airborne currents or aether. According to studies of the voidsent hierarchy, the ahriman family is of the high to middling class as various forms occupy the fourth and fifth rungs." — Encyclopædia Eorzea, p. 299

Anchang - Voidsent

Dark Rider, The Black Rider [BOSS], The Pale Rider [S RANK HUNT], The White Rider [BOSS], Trodesritter, Troian Knight, Troian Rider


  • Enemy Tier: T2-T6
  • Hit Points 20-60 + END
  • Element: Pure Astral + Astral Variant
  • Weakness: Light/Umbral
END STR MP DEX Hit Class INT RSN
T2-T6 T2-T6 T2-T6 T5 +400 T1 T2

  • Condition Immunities: N/A
  • Status Effects: Bleed, Lethal, Slow, Knockdown

Abilities:

5 CD
mg - r
cst
eff
Counter Stance: grants NulPhysical
2 CD
phy - r
cst
att
Valfodr: targets a random player with a line aoe that follows them.
2 CD
phy - r
cst
att
Hall of Sorrow:** is a circular aoe on a random player.
5 CD
phy - r
cst
att
Geirrothr: an attack on the main target, inflicts Lethal.

Forbidden tomes on voidsent summoning claim that a sure way of luring this headless knight of the fifth rung into a bloodpact is to promise the sacrifice of a warhorse to serve as the vessel for Anchag's nightmare steed. — Encyclopaedia Eorzea Volume I


Apanda: [BOSS] {Voidsent}

Audience [BOSS], Byblos, Epilogi [BOSS], The Sophist [BOSS]


  • Enemy Tier: T6
  • Hit Points 60 + END
  • Element: Astral, Astral Fire, Astral Wind
  • Weakness: Light/Umbral
END STR MP DEX Hit Class INT RSN
T6 T6 T6 T4 +600 T4 T2

  • Condition Immunities: Standard
  • Status Effects: Paralyze Silence Disable Break

Legendary Passives:

  • Well Read: The Byblos can summon up to three (3) Page 64-type enemies to the field. [3 times]
  • Hard Cover: As long as there is one Page 64-type enemy on the field, Byblos cannot take damage.

Legendary Actions [5 points]

2 CD--1p
mg - r
inst
smn
Gales: Byblos summons five (5) Gale Winds onto the field. These Gale Winds act as a magical trap--they are stationary. Coming into contact with these Gale Winds will deal +5 damage.
1 CD--2p
phy - r
cst
att
Mow Down: Charges forward in a line towards one target, hitting it and everybody else along the way. Any Gale Winds in the path of this ability will detonate.

"A foreboding presence that watchers over as the door to the forbidden halls of the Great Gubal Library, Byblos stands some four yalms high, ranking it as one of the largest voidsent to walk the lands of Dravania proper. Presumed to be a voidsent summoned from the dark realms by Sharlayan magi, he dutifully guards his post as if bound there by some dark covenant. One of the few Voidsent which seems not to particularly unnerve most rare visitors to Sharlayan territories...if not because Byblos is as cute and cuddly in appearance when he is docile as he is terrifying and vicious when he is not..."



Arachne: [BOSS] {Voidsent}

Forlorn Voidsent, Psammead, Troian Trapper


  • Enemy Tier: T6
  • Hit Points 100 + END
  • Element: Astral
  • Weakness: Light/Umbral
END STR MP DEX Hit Class INT RSN
T4 T6 T6 T3 +400 T5 T5

  • Condition Immunities: Fear, Poison, Standad
  • Status Effects: Fear, Poison

Legendary Passives:

Weaving Web: Arachne can change the field from normal to "Tangled Web" allowing for additional abilities. The "Tangled Web" field can be changed by destroying the "Heart of Threads" that is summoned onto the field as "Tangled Web" is active.
"Tangled Web" has two sections--the Top section, and the Bottom section. Players on the Top section must face Arachne alone, while ensuring that none of her "Spider Court" minions reach her (or she will gain a permanent Bravery/Faith/Libra/Haste.) Players on the Bottom section must contend with "Spider Court" minions and destroy the "Heart of Threads" in order to return the field to normal.
Heart of Threads Stats: 15HP || Cannot Attack
Spider Court Minion Stats: 4HP || T3 STR
Weaving Web has a cooldown of 5 turns, starting from when the "Heart of Threads" was destroyed.


Legendary Actions [10 Total Points]

1 CD--1p
mag - r
cst
eff
Eight Eyed Gaze: Deals damage and inflicts Fear onto all opponents.
5 CD--2p
mag - r
cst
displ
Vortex: Creates a sandy vortex on a single point, gradually sucking in victims to its center. This vortex is held for two (2) turns. At the end of the second turn, players not afflicted with "Sticky Web" are automatically dealt 5 damage on top of damage rolled on the attack.
3 CD--1p
mag - r
cst
att
Rise and Fall: Arachne leaps up into the air, rendering her untargetable and immune to damage. Upon using this ability again, she will crash down, dealing 3 damage + additionally rolled damage to all targets nearby her point of landing, and normally rolled damage to other targets.

Actions:

4 CD
phy - r
cst
att
Sticky Web: Arachne marks two (2) players, launching a series of sticky webs at them. Standing on these webs will deal damage at the end of every round of combat, and prevent movement until they have dispersed. These webs remain until Vortex has been cast.
3 CD
mag - r
chrgd
eff
Fear Affrond: Arachne marks a single player, cursing them. Players who are facing this marked target at the end of the turn order are inflicted with Fear.
4 CD
mag - r
inst
eff
Kiss of Death: Arachne inflicts damage and Poison to opponents who fail their saves.

"There are tales across generations of Aldenard of a haughty weaver who claimed to be capable of outspinning Nymeia herself. When the Goddess came down to make the woman answer for her boasts, she challenged this weaver to a contest of skill--losing would cost her mortal soul, and winning would grant her one wish. Miraculously, the mortal weaver won the bet, her tapestries too marvelous to behold--but her wish to usurp the godly throne from Nymeia so gravely insulted the Goddess of the Twelve in tandem with her boasts of superiority, that Nymeia did indeed grant her a throne...as Queen of the Spiders. The weaver's body twisted and turned, transforming from that of a lovely maiden, into that of an eight-legged monster, a beast with the spirit of a man, but the appearance of a creature none could ever possibly love.


Arch Demon - Voidsent

Bilblioklept, Ash


  • Enemy Tier: T3
  • Hit Points 30 + END
  • Element: Void
  • Weakness: Holy (Light) +1 Damage
END STR MP Hit Class INT RSN
T3 T3 T3 +400 T1 T2

  • Condition Immunities: N/A
  • Status Effects: N/A

Abilities:

5 CD
mag - r
inst
smn
Summon Scythes: Summons four (4) blades that follow targets around, rolling to deal damage at the end of the turn order. (5HP, T4 STR)

"Most often taking as vessels the flyblown remains of overworked beasts of burden, arch demons of the fourth rung are skilled in the arts of weaponry, capable of generating multiple blades from aether they have claimed from the world around them. Their guttural grunts and heaves are, in truth, attempts at communication in the tongues of man, made difficult by the voidsent's rotting throat."

Archaeodemon - Voidsent

Plundered Steward, Troian Steward, Voidmoon Archaeodemon


  • Enemy Tier: T2-T6
  • Hit Points 20-60 + END
  • Element: Pure Astral + Astral Variant
  • Weakness: Light/Umbral
END STR MP DEX Hit Class INT RSN
T2-T6 T2-T6 T2-T6 T5 +400 T1 T2

  • Condition Immunities: N/A
  • Status Effects: Paralyze, Addle, Silence, Disable, Break

There is no one proper way to summon a voidsent, but depending, on the method employed, the point of contact within the dark realm will vary. Some rites of summoning once popular in eras past have since fallen out of fashion due to lack of efficiency or severity of price exacted. As such, the beings that answered these particular calls are now rarely seen on this plane—the archaeodemons a victim of this trend. — Encyclopædia Eorzea vol 2, p. 266

Archaeotania [BOSS] {Blasphemy}

Unique Blasphemy


  • Enemy Tier: T8
  • Hit Points 180
  • Element: Dynamis
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T8 T8 T8 T5 +600 T2 T0

  • Condition Immunities: Standard
  • Status Effects: Paralyze, Elemental Curse/Weakness: Fire, Wind, Ice, Bind

Legendary Passives:

Gigaflare: [Enrage] When Archaeotania drops below 15% HP it spawns 3 Elemental-Type adds and tethers itself to them, making itself invulnerable until all 3 Aether adds are killed. Players have 120 seconds to kill these adds and Archaeotania.
Call of the Final Days: [Summon] When Archaeotania drops below 60% HP, it will teleport away and summon 3 Aevis-Type adds. Keep an eye out for Civilization Busters while killing them.
Perilous Footing: This entity is always within an area that has no protective walls.
Aloft: This entity can disappear from the field of battle, becoming invulnerable, while attacking. (Please don't abuse.)

Legendary Actions [50 points]

3 CD, 10p
mag - r
chrgd
displ
Tidal Wave: Summons a geyser on one side of the stage that inflicts long knockback and deals 6 damage (ignoring Hit Class).
3 CD, 10p
mag - r
inst
smn
Twister 3 small, slow-moving tornadoes spawn in random spots on the stage. Getting hit by one knocks you back a short distance and applies Elemental Curse: Wind.
3 CD, 10p
mag - r
chrgd
att
Megaflare: Stack AoE Marker on a single player. This stack deals 60 damage. This damage is spread out equally at the end of this cast across the total number of players in the stack.
2 CD, 5p
mag - r
chrgd
att
Ice Boulder: 3 icicles drop down in random spots on the stage. Later they dash at 3 random players, dealing damage and inflicting Elemental Weakness: Ice.

Abilities:

2 CD
mag - r
cst
att
Wind Slash: 5-6 subsequent circle AoEs on 5-6 random players.
2 CD
mag - r
cst
att
Blizzard Breath: Long, cone AoE pointed at a random player. Targets hit will be inflicted with Elemental Curse: Ice, Elemental Weakness: Ice & Bind.
2 CD
mag - r
cst
att
Flames of the Apocalypse: Donut AoE. Targets hit will be inflicted with Elemental Curse: Fire, Elemental Weakness: Fire & Pain
2 CD
mag - r
cst
att
Mind Blast: Melee AoE. Targets hit will be inflicted with Paralyze.
3 CD
mag - r
cst
att
Civilization Buster: Line AoE from Archaeotania's position, ignoring Hit Class.
2 CD
phy - m
inst
att
Touchdown: Proximity AoE, dealing +2 additional damage the closer you are. Must be Aloft. Follows with Blizzard Breath.

Amaurotine researchers captured this powerful beast in ancient times, hoping to discover a means to thwart the spreading aberrations. It has since been sighted in the First, in the depths of the Tempest. Has Archaeotania persisted all this time, sealed within ruins which survived the sundering? Or was it merely another prop conjured by Emet-Selch to help convey the horror of the Final Days? — Encyclopaedia Eorzea Volume III, p. 282


Arioch [BOSS] {Voidsent}

Alicanto [BOSS], Troian Equerry


  • Enemy Tier: T4-T6
  • Hit Points 40-60 + END
  • Element: Astral (Darkness)
  • Weakness: Umbral (Light)
END STR MP DEX Hit Class INT RSN
T4-T6 T4-T6 T4-T6 T5-T6 +500 T3 T3

  • Condition Immunities: N/A
  • Status Effects: Confuse

Abilities:

6 CD
mag - r
inst
smn
Deployment: Summons four (4) Arch Demon-type Enemies that follow targets around, rolling to deal damage at the end of the turn order.

"An occupant of the fifth rung of the Voidsent's hierarchy of twelve, Arioch was summoned to serve in the War of the Magi as a transport which would fly high over Amdapor's outer defenses to carry and drop lesser voidsent soliders behind enemy lines. While not possessing the vocal utterances of man, Arioch appears to be capable of communication with other voidsent via a combination of indiscernible sub and supersonic tones not unlike those emitted by bats."

Atomos {Voidsent}

Singularity Echo


  • Enemy Tier: T1
  • Hit Points 10 + END
  • Element: Astral (Darkness)
  • Weakness: Umbral (Light)
END STR MP DEX Hit Class INT RSN
T1 T1 T1 T1 +500 T0 T0

  • Condition Immunities: N/A
  • Status Effects: Doom

Abilities:

0 CD
mag - r
inst
eff
Devour: Atomos sucks in a player at random, removing them from the turn order until the Atomos is destroyed. Atomos can only hold one player at a time.

"Summoning a host of voidsent wherever it materialized, this monstrous, floating maw was first sighted around the advent of the Seventh Umbral Era. At that time, a theory was set forth which presented Atomos as a link between the Void and the physical realm, citing as evidence the fact that it would manifest in areas where the boundary between planes had been compromised. Despite generating significant interest withing scholarly circles, all but the most elementary questions concerning the enigmatic creatures remain unanswered." — In-game description

Baboulas: [BOSS] {Voidsent}

Boogeyman


  • Enemy Tier: T4-T6
  • Hit Points 60-100 + END
  • Element: Astral (Darkness)
  • Weakness: Umbral (Light)
END STR MP DEX Hit Class INT RSN
T4-T6 T4-T6 T4-T6 T5-T6 +500 T3 T3
  • Condition Immunities: Sleep, Fear
  • Status Effects: Sleep, Fear

Legendary Passives:

Ghostly Trail: Every time the Baboulas is struck for equal to or greater than 3 damage, it creates a Mirror Image of itself. These Mirror Images cannot deal damage, though they can pretend to strike at players.
Consume Images: Baboulas can devour one of its Mirror Images to restore its HP. However, it can only do this twice per instace of combat.
Feats of Combat: This entity has access to the FULL Mimic Job table.


Legendary Actions [5 Total Points]

2 CD--1p
mag - r
cst
att
Nightmare: Deals damage and inflicts Fear onto all opponents.
1 CD--2p
mag - r
inst
eff
Copycat: Baboulas picks two of its Mirror Images to copy its next move. This cannot be another Legendary Action.

"The Boogyman--named after (or perhaps the inspiration for) a popular bedtime feartale--is another sixth-rung voidsent capable of manipulating the aether around it as to create a veil, effectively rendering it invisible. Seeking to ultilize this trait, Mhachi often sent these creatures with kidnapping, assassinations, and other manners of subterfuge. It is believed to counter this threat, Ampdapori White Mages developed the first cants of dispelling." — In-game description


Blackguard {Voidsent}

Bloodguard, Deep Palace Guard, Fearful Voidsent, Kuro-Kishi, Troian Doorkeeper/Guard


  • Enemy Tier: T4
  • Hit Points 40 + END
  • Element: Astral (Darkness)
  • Weakness: Umbral (Light)
END STR MP DEX Hit Class INT RSN
T4 T4 T4 T3 +500 T4 T10

  • Condition Immunities: N/A
  • Status Effects: Bleed

Passive:

Blood Pact: Immune to Charm or controlling effects.

"The equivalent to a veteran knight, blackguards of the fourth rung of the voidsent hierarchy are not only highly intelligent, but are strictly honor-bound to any and all blood contracts. For this reason, they were oft chosen by the Mhachi to be commanders in voidsent legions." — In-game description

Barbariccia: [BOSS]

Voidsent - Archfiend of Wind


  • Enemy Tier: T4-T6
  • Hit Points 60-100 + END
  • Element: Astral (Darkness)
  • Weakness: Umbral (Light)
END STR MP DEX Hit Class INT RSN
T4-T6 T4-T6 T4-T6 T5-T6 +500 T3 T3
  • Condition Immunities: Standard
  • Status Effects: Lethal, Elemental Curse/Weakness: Wind/Darkness, Upheaval, Slow

Legendary Passives:

Spirit of the Dark Storm: This entity absorbs all Astral & Wind-based damage directly into HP.
Fearsome Folicles: DoTs inflicted by this entity deal x2 their normal damage, & last x2 as long.
Double Up: This entity can focus AoEs on her sword, but only when it is THROWN first.
OSHA Violation: This entity's arena has an edge that can be deadly if made contact with.

Legendary Actions [70 Total Points]

3 CD--10p
mag - r
chrgd
att
Teasing Tangles: The boss moves to the center, and telegraphed large AOEs go off at the cardinal points, leaving hair cones behind. Two players are each randomly pulled into the boundary around these cones, debuffed with Slow. If they attempt to move out of the boundary, they will be pulled back to the center and debuffed with Elemental Curse: Wind & Elemental Curse: Darkness. This tether lasts 2 rounds.
3 CD--10p
phy - r
cst
att
Savage Barbery: The boss faces a random direction, preparing to throw her sword. There are two variants of this mechanic:
Sword held aloft: Casts a line AOE through the boss and an AOE where the sword lands.
Sword held to the side: Casts a donut AOE around the boss and an AOE where the sword lands.
She additionally casts one of two mechanics:
if she squats: she will cast a conal AoE
if she floats: she will cast a donut AoE
3 CD--20p
phy - r
cst
att
Hair Raid: Faces towards the thrown sword, the boss performs a mechanic with four variations. She will either:
Squat down: She will dash towards the sword and cleave the arena with a huge conal AOE.
Float in the air: She will recall the sword and cast a donut AOE around her.
She additionally casts one of two mechanics:
Sword aloft: She places a line AoE through the center of the arena
Sword to the side: She places a circle AoE on herself and her blade at melee range
5 CD--20p
mag - r
inst
smn
Hell of Wind: Calls forth a series of tornadoes that will follow players while tethered by Teasing Tangles, inflicting Upheaval & Elemental Weakness: Wind if contact is made.

Abilities:

3CD
mag - r
inst
att
Void Aero IV: Raid-wide damage. Ignores Hit Class.
3CD
mag - r
inst
att
Void Aero III: Single target attack, ignoring Hit Class. Inflicts Lethal.
3CD
mag - r
inst
att
Secret Breeze: the boss casts telegraphed conal AOEs in the cardinal directions.
3CD
mag - r
inst
displ
Curling Iron: The boss inflicts raidwide damage with a knockback
3CD
mag - r
cst
att
Brutal Gust: A Line AoE in the center of the arena that inflicts Elemental Weakness: Wind & Lethal.
3CD
mag - r
chrgd
att
Enumeration: A shared AoE that requires at least 2 players to survive. (If there is an odd number of players, just change one of the markers to 3 people, or don't target them.)
5CD
phy - r
inst
att
Knuckle Drums: The boss pounds the floor several times, inflicting repeated damage & ignoring Hit Class.

Blasphemies

Long ago, during the time of the Ancients, the people of Etheirys were able to form the aether around them into anything they wished through their Creation magicks. Being made of incredibly dense aether, they were unable to interact with the mysterious force known as dynamis, however their creations were not as dense. When Hermes created Meteion in order to more closely study dynamis, he also created replicas of her to send to the various planets beyond their star to learn the meaning of life. However, upon discovering nothing but death and dying planets and people, Meteion became overwhelmed by the despair her sisters felt, and determined that the meaning of life is suffering and pain. She determined that Etheirys must die as well, in order to avoid such suffering and pain. Due to being a creation, Meteion's aether was thin enough for her to gain control over the 'dynamis, and she declared that she would bring about the Final Days.

Following the events at the Ktisis Hyperboreia, Meteion fled to the edge of the cosmos and began to "sing her song of oblivion", channeling dynamis into the planet. The sound of her song rang out to the planet, a strange sound that began affecting the creation magicks of the Ancients, twisting them into fierce, unthinking monsters. As panic spread through the star, the creation magicks began to run amok, birthing more and more of these monsters that slowly began to consume the world. This was only stopped by the Convocation of Fourteen by calling upon Zodiark and shrouding the world with aether. When Zodiark was sealed away by Hydaelyn and the world was sundered, the aether remained around The Source, protecting it and the much more fragile inhabitants who called it home.

In the modern era, the people of Etheirys are made of much thinner aether, and are therefore far more susceptible to the effects of dynamis. When the barrier tied to Zodiark was destroyed, dynamis is able to manifest and feed on the aether and negative emotions of the people, destroying the aether that they are made up of if they succumb to their despair. Due to being affected by emotions, the Blasphemies can be driven by a single-minded goal or wish the person once held. However, in most cases, the Blasphemies become violent beings devoid of reason. In the extremely rare occasion, a Blasphemy can become intelligent, capable of strategizing and commanding the other Blasphemies.



It's presently unknown whether or not Blasphemies can simply reappear with the channeling of Dynamis again from a hostile entity. This book assumes such a possibility could potentially take place.
Given, however, how varied Blasphemies can be based on power, appearance, and mechanics, it is impossible to build specific stat blocks for these entities. The EXCEPTION is Archaeotania, who is the only entity with a model unique to it in-game. (Though it would be reused later on.) As such, much like the Spoken chapter, these entities will be listed and tiers given, but no specific stats will be addressed.


All Blasphemies are associated with the Element: Dynamis, and have no inherent weaknesses to speak of. I recommend looking at the models that these enemies are based on and constructing any Blasphemies from those existing blocks. - Joy

List of Known Blasphemies

  • The First Beast [T9]
  • Archaeotania [T9]
  • Therion [T9]
  • Terminus Snatcher [T9]
  • Terminus Wrecker [T9]
  • Svarbhanu [T8]
  • Gleipnir [T8]
  • The Indigo Beast [T8]
  • Izanami [T8]
  • Profane Fafnir [T8]
  • Charlet [T6]
  • Nerva yae Galvus [T8]
  • Terminus Pursuer [T5] {Hound Model}
  • Terminus Stalker [T5] {Boogeyman Model}
  • Terminus Crier [T5] {Gremlin Model}
  • Terminus Sprinter [T5] {FFXII Horse Model}
  • Terminus Detonator [T5] {FFXII Bomb Model}
  • Terminus Roiler [T5] {Sprite Model}
  • Terminus Shadower [T5] {Zangbeto Model}
  • Terminus Howler [T5] {Vanara Model}
  • Terminus Flesher [T5] {Ogre Model}
  • Terminus Shriver [T5] {Persona Model}
  • Terminus Beholder [T5] {Hecteyes Model}
  • Terminus Twitcher [T5] {Mirrorknight Model}
  • Terminus Reaper [T5] {Parthenope Model}
  • Terminus Lacerator [T5] {Zombie Dragon Model}
  • Terminus Drainer [T5] {Geshunpest Model}
  • Terminus Vanquisher [T5] {Catastrophe Model}
  • Terminus Slitherer [T5] {Parthenope Model}
  • Terminus Idolizer [T5] {Eden Model}
  • Terminus Trampler [T5] {FFXII Horse Model}
  • Terminus Horror [T5] {Unknown Model}
  • Terminus Weeper [T5] {Unknown Model}
  • Terminus Robber [T5] {Unknown Model}
  • Terminus Bellwether [T5] {FFXII Coctrice Model}

Bomb - Voidsent

There are 71 different variations of this enemy and I am WAY too lazy to list them all here. [SUBSPECIES: Ice Bomb]


  • Enemy Tier: T0-T4
  • Hit Points 5-40 + END
  • Element: Astral (Darkness)
  • Weakness: Umbral (Light)
END STR MP DEX Hit Class INT RSN
T0-T4 T0-T4 T0-T4 T0-T4 T0-T4 +200 T0

  • Condition Immunities: N/A
  • Status Effects: Elemental Curse: Variant

Abilities:

0CD
mag - r
cst
att
Detonate: Reduces own HP to 0, dealing damage to all enemies for the amount of HP reduced when this ability was cast.

"This barely contained sphere of volatile gas and flame occupies the eleventh rung of the voidsent hierarchy of twelve. Bombs must replenish their internal reserves of fuel in order to survive, and are drawn to consume any source of oil or fat that they encounter, be it plant, animal, or man. Grenades, an even more explosive variant of the Bomb, are a place higher in the hierarchy, standing upon the seventh rung."

Cagnazzo: [BOSS]

Voidsent- Archfiend of Water


  • Enemy Tier: T8
  • Hit Points 200 + END
  • Element: Astral (Darkness) / Water
  • Weakness: Umbral (Light)
END STR MP DEX Hit Class INT RSN
T8 T6 T6 T6 +500 T5 T1

  • Condition Immunities: Standard
  • Status Effects: Elemental Curse/Weakness: Water/Darkness, Upheaval, Lethal

Passives:

Spirit of Dark Water: This entity absorbs Dark & Water damage directly into HP
OSHA Violation: This entity's chosen arena has an edge which inflicts Elemental Curse: Water
Call Reinforcements: This entity spawns four (4) Fearsome Flotsam nails to the field. (20HP, 0HC) that will slowly charge its Ultimate meter. (20 charge per round of combat.)

Legendary Actions: [50 points]

3CD--10p
mag - r
chrgd
att
Antediluvian: Spawns three sets of two bubbles across the arena, which will grow in size. When a bubble reaches maximum size, it will drop down as a large circular AoE with a brief indicator. The boss will also spawn a purple knockback AoE in the middle which will KO anyone inside the AoE telegraph.
3CD--10p
mag - r
cst
att
Cursed Tide: The boss assigns various debuffs to players and becomes untargetable.
Neap Tide: A point-blank AoE on the afflicted player when the debuff expires.
Spring Tide: A stack AoE on the afflicted player when the debuff expires.
3CD--10p
mag - r
cst
att
Hydraulic Ram: The boss will sequentially telegraph several line charge and circle AoEs which will disappear after a short time. It will then use AoE attacks in the order of the telegraphs.

Actions:

2CD
mag - r
cst
att
Stygian Deluge: Unavoidable party-wide damage.
4CD
mag - r
chrgd
att
Hydrofall: stack AoE, deals 30 damage spread evenly across players at the end of the cast.
1CD
mag - r
inst
smn
Voidcleaver: Dark portals will spawn, each tethering to one player. These will periodically spawn telegraphed conal AoEs in the direction of the tethered player.
2CD
phy - r
cst
att
Lifescleaver: Multiple telegraphed conal AoEs originating from the boss.

Cerberus: [BOSS] {Voidsent}

Amarok [BOSS], Canus Dirus [BOSS], Kenko [BOSS], Sarameya [BOSS]


  • Enemy Tier: T8
  • Hit Points 200 + END
  • Element: Astral (Darkness)
  • Weakness: Umbral (Light)
END STR MP DEX Hit Class INT RSN
T8 T6 T6 T6 +500 T5 T1

  • Condition Immunities: Standard
  • Status Effects: Bleed, Daze, Bind, Mini, Fear

Passives:

Hellish Howl: Summons 3 flytrap-type enemies to the field. Upon their death, a puddle "Gastric Juice" will be placed on the ground which, when stood upon, inflicts Mini.
Chained: This entity spawns in, afflicted by Bind. This entity will become afflicted by Bind via chains periodically during the battle at the discretion of the DM. Chains are an add with approximately 15HP and 0 Hit Class.
Empowered: This entity will gain stacks of Haste, Faith, and Bravery upon given abilities. These abilities will be noted in their description.
Dimensional Shift: This entity has a secondary arena -- Stomach -- with five (5) additional flytrap-type enemies.
Sharpness: This entity inflicts Bleed with basic attacks.

Legendary Actions: [50 points]

3CD--10p
phy - r
inst
eff
Ululation: A damaging roar that causes players who are not around other players to become afflicted with Fear. Stay near your party members to avoid the fear effect.
0CD--10p
phy - r
inst
displ
Devour: Swallows players afflicted by Mini in a circular AoE, dealing 4 damage & transporting them into Cerberus' stomach. Players not afflicted by Mini within this AoE will be instantly put to -5 HP.

Abilities:

3CD
phy - r
cst
att
Tail Swipe: Swipes in a cone behind Cerberus, inflicting damage & Bleed to targets struck.
2CD
phy - r
inst
att
Lunge: Leaps to a random player, dealing damage.
2CD
mag - r
cst
att
Breath Attack: A cone from in front of the caster, inflicting +5 additional damage to targets struck.

Cerberus is most commonly depicted in myth as the three-headed hound who guards the entrance to the seven hells ensuring the living cannot enter before their time... and the dead cannot leave. It has since been suggested that, due to sightings of the beast in locations far from what might be considered the underworld, Cerberus is, in fact, a voidsent, and furthermore, one of middling rank. Fetters of Allagan design wrapped about the hound have scholars believing that it was originally summoned by the fallen empire. — Encyclopædia Eorzea, p.299

Chimera Poppet - Voidsent

Number [BOSS]


  • Enemy Tier: T3-T5
  • Hit Points 30-50 + END
  • Element: Astral (Darkness)
  • Weakness: Umbral (Light)
END STR MP DEX Hit Class INT RSN
T3-T5 T3-T5 T3-T5 T4 +500 T1 T0

  • Condition Immunities: N/A
  • Status Effects: Paralyze, Silence, Poison, Bleed

Joyful Note:

This enemy shares a model with the Mantis enemy, and likely has the same abilities.


One of Scathach’s many pets, this miserable abomination stitched together from discarded dolls is not a “chimera” in the scientific sense, but one that hearkens back to the true meaning of the word—a twisted fusing of far and flesh, conceived in the dark recesses of a mind wholly lost to madness. — Encyclopædia Eorzea vol 2


Dhaka - Voidsent

Anantaboga [BOSS], Ash Dragon, Bibliotaer [BOSS], Dread Dragon, Valefor

  • Enemy Tier: T3-T5
  • Hit Points 30-50 + END
  • Element: Astral (Darkness)
  • Weakness: Umbral (Light)
END STR MP DEX Hit Class INT RSN
T3-T5 T3-T5 T3-T5 T4 +500 T2 T0

  • Condition Immunities: N/A
  • Status Effects: Poison, Bleed

Abilities:

3CD
mag - r
cst
att
Wicked Wound: Deals damage to enemies and inflicts Poison & Bleed

"The dahaka crosses into the mortal realm by possessing the remains of a fallen drake. While seemingly berift of powers of speech, this terrifying creature has nonetheless shown itself to harbor an evil intelligence coupled with the near limitless reserves of stamina and magical might. Deemed powerful even among the Voidsent, dahaka are assigned to the fourth rung--a relatively high position, in the thirteen rung hierarchy put forth by scholars to the field." — Encyclopædia Eorzea vol 1, page 299


Deepeyes - Voidsent

The Beholder [BOSS], Foper


  • Enemy Tier: T2
  • Hit Points 20 + END
  • Element: Astral (Darkness)
  • Weakness: Umbral (Light)
END STR MP DEX Hit Class INT RSN
T2 T2 T2 T4 T3 +200 T2

  • Condition Immunities: N/A
  • Status Effects: Paralyze, Sleep, Silence, Disable

Abilities:

2CD
mg - m
inst
eff
Witness Me: Forces players to look at the Deepeye.

"Though these queer creatures fall into the lowest rung of the voidsent's hierarchy of twelve, their strength is varied--so much so as to put fear into even the most seasoned of fighters. Scholars believe that these discrepancies in strength can be attributed to the eye that serves as the voidsent's vessel. It has been found that the more powerful the original owner of the eye was, the strong the deepeye will become after its initial stages of development."


Demon - Voidsent

Amanuensis, Bibliovore, Buso, Demon Pawn, Heavenly Jaki, Iseultalon, Planebreaker, Void Trumpeter, Void Soulcounter


  • Enemy Tier: T2-T4
  • Hit Points 20-40 + END
  • Element: Astral (Darkness)
  • Weakness: Umbral (Light)
END STR MP DEX Hit Class INT RSN
T2-T4 T2-T4 T2-T4 T2-T4 +500 T2 T2

  • Condition Immunities: N/A
  • Status Effects: Bleed, Paralyze, Daze

"From the great scythes these blackened creatures carry have demons become known as "reapers of souls" and have been depicted as such in countless myths and folktales throughout history. Scholars claim demons have once been normal denizens of the Void who were corrupted by the taint of darkness and transformed into mindless soldiers to serve the realm's cruel leaders."


Demon of the Tome - Voidsent

Ruins Dweller


  • Enemy Tier: T2-T4
  • Hit Points 20-40 + END
  • Element: Astral (Darkness)
  • Weakness: Umbral (Light)
END STR MP DEX Hit Class INT RSN
T2-T4 T2-T4 T2-T4 T2-T4 +500 T2 T2

  • Condition Immunities: N/A
  • Status Effects: Bleed, Paralyze, Daze

On the sixth rung of the voidsent hierarchy will one find this highly intelligent demon that oddly prefers the possession of books and tomes over that of a more common vessel. Its realm of influence, however, is by no means limited to the confines of its parchment prison, as it possesses the uncanny ability to project accumulated aether into a wholly corporeal, albeit temporary, form. — In-game description

Diabolos: [BOSS] - Voidsent

No Variants. Thank the Twelve.


  • Enemy Tier: T8
  • Hit Points 200 + END
  • Element: Astral (Darkness)
  • Weakness: Umbral (Light)
END STR MP DEX Hit Class INT RSN
T8 T8 T8 T8 +600 T8 T8

  • Condition Immunities: Sleep, Fear, Standard
  • Status Effects: Sleep, Bravery, Fear, Bind, Lethal, Bleed, Elemental Curse/Weakness: Dark

Legendary Passives:

Hollow Veil: When Diabolos loses 50HP, he becomes Hollowed. This condition allows Diabolos to deal an extra +5 to every other attack. Hollow Veil also allows for additional Legendary Actions to be used.
Unshakable: Immune to all INT and RSN abilities.


Legendary Actions [20 Total Points]

4CD--2p
mag - r
cst
att
Darkening Doorway: Summons three (3) doors to the field. Two (2) of these doors have 4HP, and are smaller in size than the third, which has 6HP. These doors count down a timer for five of their (5) turns. Once this timer ends, if all doors have not been properly reduced to 0HP, all party members immediately fall asleep with no defense roll. This sleep spell IGNORES Stoneskin.
2CD
mag - r
inst
eff
Distant Nightmare: Places two markers on one target--one marker puts all players who look at the target to sleep. The second marker marks this player for an attack that deals +2 damage for every player in the party, and -2HP for every player who shares the attack. Only available under Hollow Veil.
3CD--0p
mag - r
inst
smn
Dark Messenger: Diabolos summons a single, massive door to the void with a whopping 50HP. Players must destroy this door before a six (6) turn timer runs down, or the entire party will immediately drop to -3HP. Once per Combat. Only Available under Hollow Veil.

Abilities:

5CD
mag - r
cst
att
Shattering Moon: Marks two (2) players. At the end of each turn order, a sphere of black energy will strike where the marked players have previously stood when Shattering Moon was cast. These markers can be removed with Stoneskin, or will last until the end of combat. This ability cannot be used at the same time as any Legendary Actions.

"High Voidmage Cessair conducted the summoning of this powerful voidsent believing that merely the threat of having such a weapon would frighten the Amdapori into submission, effectively rendering the War of the Magi without further bloodshed. The Coven -- Mhach's ruling body of the magi -- disagreed, and commanded that Diabolos be sent to destroy the ancient city-- a feat the creature would have accomplished were it not for the collective efforts of Amdapor's white mages."

Dvergr - Voidsent

Andromalius, Dvalinn, Forgall [BOSS], King Goldemar


  • Enemy Tier: T2-T4 (T6 BOSS)
  • Hit Points 25-45 + END
  • Element: Astral (Darkness)
  • Weakness: Umbral (Light)
END STR MP DEX Hit Class INT RSN
T2-T4 T2-T4 T2-T4 T2-T4 +500 T4 T2

  • Condition Immunities: Poison, Bleed
  • Status Effects: Undead {Doom}, Bleed, Poison

Legendary Actions: (Boss exclusive) [20 points]

5CD--5p
mag - r
cst
att
Necropurge: Drops green puddles which inflicts Undead on players struck. If not cleansed by Megadeath, this status effect will drop players to -3 upon its timer concluding.
3CD--OPC
mag - r
inst
smn
Void Call: Summons 1 Succubus, 1 Dahak, & 1 Blackguard type enemy to the field.
4CD--10p
mag - r
chrgd
att
Mega Death: Immediately KO's all targets not inflicted with Undead. Cleanses status effect: Undead.

Abilities:

4CD
mag - r
inst
att
Megiddo Flame: Drops a pillar of flame upon select targets. Treat similar to Akh Morn.
2CD
mag - r
cst
att
Punishing Ray: Summons pillars to be soaked by players. Failure will place Winded on all active player combatants.
5CD
mag - r
cst
att
Brand of the Fallen: Deals 60 damage, spread equally across each player that is stacked on the projected target.
4CD
mag - r
inst
att
Hell Wind: Roomwide AoE, ignores Hit Class.
4CD
mag - r
cst
att
Dark Eruption:] AoE markers which deal fire damage - overlapping will inflict Elemental Curse: Fire

Forgall was valued by the voidmages of Mhach for his proficiency in the arts of necromancy. Once in our realm, this highborn voidsent of the third rung could open new gates into the void from which to pluck lesser souls—placing those souls in the hollowed vessels of enemies fallen in battle. — In-game description

Eden [BOSS] {Sin Eater}

The First Sin Eater


  • Enemy Tier: T9
  • Hit Points 200 + END
  • Element: Umbral (Light)
  • Weakness: Astral (Darkness)
END STR MP DEX Hit Class INT RSN
T9 T9 T9 T9 +600 T9 T0
  • Condition Immunities: Standard
  • Status Effects: Winded, Disable, Sap, Poison

Passives:

Eternally Bright: This entity absorbs all Umbral (Light) aspected attacks directly as HP.
High Focus: This entity will make basic attacks as additional StAs on its current target.
Dimensional Shift: This entity has a secondary arena.
Altered Form: This entity has new mechanics once specific criteria has been met (The casting of "Eternal Breath".) which adjusts abilities & mechainics.
Deadly Engagement: This entity's first arena has a designated zone of instant KO on its edges.
Off the Rails: This entity's second arena has no walls -- players CAN fall off.
Call Reinforcements: This entity summons duplicates of itself during phase: Dimensional Shift.

Legendary Actions: [100 points]

3CD--10p
mag - r
cst
att
Vice and Virtue: will place circular markers on four random DPS. After a brief delay, the targeted players will suffer AoE damage and place a persistent puddle at their current location for 2 turns. Overlapping these will inflict Winded on afflicted players.
The altered version no longer drops persistent puddles & requires the marked player to soak the upcoming damage alongside one additional player (ie. pair up).
4CD--20p
mag - r
chrgd
att
Spear of Paradise: will mark tanks with a marker. After 1 turn, Eden will unleash a vicious line-AoE from itself in the direction of both tanks, blasting them (and anyone else caught in the blast) ignoring Hit Class & dealing half the target's total HP in damage.
The altered version of this ability deals 80 damage to a random target, spreading said damage equally to every player that is standing together when the cast goes off.
5CD--10p
mag - r
chrgd
eff
Fragor Maximus: will mark healers with a prey marker. After 1 turn, marked targets will be blasted with very high damage and a vicious damage-over-time effect (2 Bleed stacks). These markers can be passed on to a different player.
The altered version of this ability has players affected by the resulting blast given Poison, Disable & Sap.

Abilities:

3CD
mag - r
cst
att
Eden's Gravity: is a raidwide AoE attack which ignores Hit Class, dealing +5 damage.
5CD
mag - r
cst
att
Pure Light: causes Eden to dash to a corner of the arena and long-cast a fatal attack against anyone not standing directly behind it, bringing any entity struck by it to -3HP instantly.
OPC
mag - r
inst
att
Dimensional Shift:inflicts roomwide AoE damage and morphs the arena.
OPC
mag - r
cst
att
Pure Beam: will cause each individual orb spawned (there is 1 for each active player) to target its nearest player and blast them with a vicious line-attack, dealing damage. Beams will inflict Winded; stacking multiple beams is ill advised.
5CD
mag - r
inst
smn
Guardians of Paradise: Calls 2 copies of this entity, sharing a HP of 50 and a Hit Class of 200. By default, these copies will use basic attacks, which cleave in front of it. As a last resort (enrage), adds will eventually begin to cast *Unto Dust*, forcing a DPS check which will put all players at -3HP if unsuccessful.
OPL
mag - r
inst
att
Eternal Breath: Deals half the player's HP in damage, ignoring Hit Class. [Resets Arena to Stage 1]

Echindna [BOSS] {Voidsent}

Ceto (Boss)


  • Enemy Tier: T6
  • Hit Points 100 + END
  • Element: Astral (Darkness)
  • Weakness: Umbral (Light)
END STR MP DEX Hit Class INT RSN
T6 T6 T6 T6 +600 T6 T6

Passives:

Aloft: This entity can disappear from the field of battle, becoming invulnerable, while attacking. (Please don't abuse.)
Split Persona: Echidna can split into 3 targets: Echidna, Sinister, and Dexter. Keep them apart from each other, as they otherwise will tether together and gain stacks of Hit Class (+100) based on their proximity to the other adds. These adds have +300 HC and have their HP total split equally between the 3 of them. If there is no equal split, give the remaining HP to Echidna. [[NOTE: defeating these entities will not kill the boss. Echidna will return to the amount of HP she had before the split.]] [OPC]
Bloodguards: This entity can summon three (3) Blackguard-type enemies to the field.

Legendary Actions: [40 points]

3CD--10p
phy - r
inst
att
Demonic Descent: This attack comes in two parts: A stack marker on a random player, & several large circle AoEs randomly placed around the arena. The stack marker will deal 80 damage, spread across each player equally when the first part of the cast goes off.

The AoEs will give Winded to targets hit and ignore Hit Class.

2CD--5p
phy - r
inst
displ
Abyssal Reaper: Circular cleave with knockback. Inflicts Winded.
3CD--5p
mag - r
cst
att
Petrifaction: Gaze attack that inflicts Break & Winded.
0
mag - r
inst
att
Gehenna After all of the adds are defeated, Echidna will reform and deal moderate damage to the entire alliance.
0CD--5p
phy - m
cst
att
Sickle Strike: An attack on a singular target, dealing 5+ damage & ignoring Hit Class.

Abilities:

3CD
phy - r
cst
att
Sickle Slash: Two rectangular AoEs to Echidna's left and right, leaving a safe area directly down the center. Inflicts Winded if it connects.
**Nemesis Burst**: Instant circular cleave with knockback, inflicts Winded if it connects. [3 CD]

Echidna is the name of an alluring voidsent bound within the enigmatic Void Ark. The voidmages of Mhach, a city that thrived during the Fifth Astral Era, were said to have employed the fiendish entity as a strategic weapon in their endless conflicts. Scholars conjecture that as a member of voidsent nobility, Echidna should likely occupy one of the higher rungs of the hierarchy. — Echidna Card description

Eros: [BOSS] - Sin Eater

Lightwarden


  • Enemy Tier: T6
  • Hit Points 100 + END
  • Element: Astral (Darkness)
  • Weakness: Umbral (Light)
END STR MP DEX Hit Class INT RSN
T6 T6 T6 T6 +600 T6 T6

Legendary Passives:

Eternally Bright: Converts Astral-based attacks directly into HP.

Legendary Actions [30 Total Points]

0CD--10p
phy - r
cst
att
Hound out of Heaven: Proximity tether on a random non-Tank player. Eros charges at the targeted player for high damage. If the player was not far away enough to turn the tether purple, the attack also inflicts a stack of Winded.
3CD--5p
mg - r
inst
att
Glossolalia: Roomwide AoE that ignores Hit Class
3CD--5p
phy - r
inst
displ
Inhale: Cast immediately after Viper Poison. Eros will jump to the back of room and drag all players into the center of its hitbox.
3CD--10p
phy - m
inst
att
Heaving Breath: Cast immediately after Inhale. Knocks all players to the other side of the arena.

Actions:

4CD
phy - m
cst
att
Rend: Single target attack, deals 5+ damage, ignoring Hit Class.
3CD
mg - r
cst
att
Viper Poison: Several circle AoEs will appear on the platform, dealing damage and leaving behind a poison puddle that inflicts Poison. Occasionally, one of the puddles will be targeted on a player instead.
3CD
mg - r
cst
att
Confession of Faith: Eros moves to an edge of the arena and performs either Lightning Breath or Fire Breath.
Lightning Breath: If Eros's two side heads gain electrical orbs near their mouths, the attack resolves as a stack marker (dealing 20 damage spread evenly across players in the stay) on a random player along with each of the side heads firing off a large cone attack to the sides, leaving the area directly in front of Eros safe.
Fire Breath: If Eros's center head gains a fiery orb in its mouth, the attack resolves as player-targeted circle AoEs on two random players along with a large cone attack from the center head. Stand directly next to Eros's sides to avoid the attack.

The Lightwarden of the Rak'tika Greatwood. A chimeric monstrosity, Eros was thought to be the amalgamation of several unfortunate creatures that were caught up and fused together by the Flood of Light. The meaning of its name─“romantic love”─is a mocking play upon the intimate and uncontrolled embrace which resulted in its present appearance. — Eros Card description

Sin Eaters

The first Sin Eaters to appear on The First was Eden, the corrupted form of Mitron. He was an Ascian whose being was aspected towards Light when Ardbert used a blade of pure Light to kill him. Ardbert's sincere wish for the light to prevail against darkness acted akin to the tempering of a primal. Mitron, now mutated into the gargantuan and mindless Eden, used its power to stifle all Darkness, causing the Flood of Light. Minfilia Warde sacrificed herself to cease it from consuming Norvrandt by placing Eden in a deep sleep within a region of the global wasteland known as The Empty.


The Sin Eaters created from those consumed in The Flood invaded Norvrandt while the stronger ones sired new Sin Eaters from their victims by planting seeds of Light and corrupting the aether of their bodies. This is a gruesome process, for the victim's very being melts away from the light within them before they are enveloped by a feathery cocoon. A new Sin Eater then emerges, with some victims bearing only a few moments of self-awareness before succumbing to their new nature.

The most powerful Sin Eaters—dubbed Lightwardens by the locals—are few in number and radiate aether to saturate every corner of their territory with Light. Lesser Sin Eaters are drawn to serve them and dissipate once the Lightwarden is killed. However, the Lightwarden's essence merely transfers to the nearest living creature. Thus, the Lightwardens always return from temporary death by making their host the next Lightwarden.


The Sin Eaters took hold in Norvrandt's regions as the Lightwardens placed the land in perpetual light, preventing night from appearing for over a century. They engaged in combat with the locals for years, slowly assimilating the populace and purging continents of sentient life.
Ever since the Warrior of Darkness' interventions however, the Sin Eaters have been in decline in Norvrandt, but stragglers remain that local forces continue to combat.

Sin Eaters within the Bestiary:

Due to a number Sin Eaters sharing models with existing entities within this document (for the sake of Joyful Song's sanity alone and the fact this is already several hundred pages as it stands,) known existing Sin Eaters will be documented in a list similarly to Blasphemies above.

It is strongly recommended you look at the stat blocks for the existing enemies and tweak their stats accordingly. Note that all Sin Eaters will convert Umbral (Light) energy directly into HP in the same way that all Voidsent will convert Astral (Dark). Additionally, I would personally put an extra Tier on top of existing stats just to give it a little bit more oomph especially for the weaker mirrors on this list, if the entity isn't already some kind of boss-type monster. -- Joy

  • Forgiven Ambition {Manticore}
  • Forgiven Apathy {Demon Wall}
  • Forgiven Bribery {Dhruva}
  • Forgiven Clamor {Hound}
  • Forgiven Conceit {Bear}
  • Forgiven Conformity {Hound}
  • Forgiven Cowardice {Vodoriga}
  • Forgiven Cruelty {Winged Lion Statue}
  • Forgiven Deceit {Harpeia}
  • Forgiven Disobedience {Io}
  • Forgiven Dissonance {Kuribu}
  • Forgiven Enmity {Manticore}
  • Forgiven Extortion {Hellhound}
  • Forgiven Folly {Diremite}
  • Forgiven Gossip {Imp}
  • Forgiven Grudge {Scorpion}
  • Forgiven Hypocrisy {Kuribu}
  • Forgiven Ignorance {Diremite}
  • Forgiven Indecency {Golem}
  • Forgiven Jealousy {Vodoriga}
  • Forgiven Prejudice {Dawon}
  • Forgiven Thievery {Endymion}
  • Forgiven Vainglory {Sprite}
  • Forgiven Venery {Succubus}
  • Forgiven Violence {Sasquatch}

Forgiven Obscenity:

[BOSS] Sin Eater


  • Enemy Tier: T6
  • Hit Points 60 + END
  • Element: Light (Umbral)
  • Weakness: Darkness (Astral)
END STR MP DEX Hit Class INT RSN
T2-T6 T6 T6 T6 +500 T4 T0

  • Condition Immunities: N/A
  • Status Effects: N/A

Passives:

Eternally Bright: This entity absorbs all Umbral (Light) based damage directly as HP.
Altered Form: This entity changes its Legencary Actions when specific conditions (Feather Marionette).
Call Reinforcements: This entity can summon duplicates of itself during the phase: Dimensional Shift
Dimensional Shift - Penance Pianissimo: Tightens the arena into a circle. Removed with the conclusion of "Feather Marionette."

Legendary Actions: [30 points]

3CD--5p
mg - r
cst
att
Divine Diminuendo: Circle AoE around the boss. Glowing variation: Two more Ring AOEs spawn. To dodge, stay close to the edge of the initial circle AoE.
3CD--5p
mg - r
cst
att
Conviction Marcato: Line AoE from the front of the boss. Glowing variation: The boss casts additional line AoEs from the discs surrounding it, forming an X-shaped AoE. To dodge, be on any cardinal except in front of the boss, outside of the boss hitbox. Note: The glowing disc directly behind the boss does not fire a line AOE.

Abilities:

2CD
mg - r
inst
att
Orison Fortissimo: Raidwide AoE, ignores Hit Class.
3CD
phy - m
cst
att
Sacrament Sforzando: Single Target Attack, ignores Hit Class, inflicts Lethal.
3CD
mg - r
inst
smn
Feather Marionette: Summons 4 untargetable copies of itself around the arena. All 4 clones and the boss will cast Divine Diminuendo - one of the clones will have glowing rings. The position of the clones and boss will then change, and they will cast another Conviction Marcato. Again, one of the clones will have glowing rings and discs.
3CD
mg - r
chrgd
att
Solitaire Ring: A ring will spawn on each of the six columns in the arena, marked by lines on the floor.

Of the myriad sin eaters Lord Vauthry kept at his beck and call, this was said to be among his favorites. In another life, she was rumored to be a songstress of the Beehive who would ultimately find a higher calling at his side. One can but imagine how it came to be known by such a sinful moniker. — Forgiven Obscenity Card description

Forgiven Pedantry

Sin Eater [S RANK HUNT]


  • Enemy Tier: T6
  • Hit Points 60 + END
  • Element: Light (Umbral)
  • Weakness: Darkness (Astral)
END STR MP DEX Hit Class INT RSN
T2-T6 T6 T6 T6 +500 T4 T0

  • Condition Immunities: N/A
  • Status Effects: N/A

Passives:

Eternally Bright: This entity absorbs all Umbral (Light) based damage directly as HP.

Abilities:

2 CD
PHY - M
CST
ATT
Right Cheek is an untelegraphed half-circle AoE on Forgiven Pedantry's right side. Dualcasts Left Cheek immediately after.
2 CD
PHY - M
CST
ATT
Left Cheek is an untelegraphed half-circle AoE on Forgiven Pedantry's left side. Dualcasts Right Cheek immediately after.
3 CD
MG - R
CST
EFF
Witch Hunt targets a random player with a lightning orb, inflicting Dazed, which is immediately followed by a telegraphed column AoE dash toward the Dazened player, damaging all players between it and its target. After dashing at the Dazened player, Forgiven Pedantry makes an untelegraphed dash back toward its primary target, dealing damage again.
3 CD
MG - R
CST
ATT
Second Circle is a wind blast column AoE in front of Forgiven Pedantry. Applies Elemental Curse: Wind.
5 CD
MG - R
CST
EFF
Terrifying Glance: is a gaze attack that inflicts Fear.
2 CD
MG - R
CST
ATT
Cleansing Fire: is a large AoE.
3 CD
PHY - M
CST
ATT
The Stake: is a telegraphed circle AoE around Forgiven Pedantry.
3 CD
PHY - M
CST
ATT
Fevered Flagellation: a high damage tankbuster that ignores Hit Class.

Forgiven Rebellion

Sin Eater [SS RANK HUNT]


  • Enemy Tier: T6
  • Hit Points 60 + END
  • Element: Light (Umbral)
  • Weakness: Darkness (Astral)
END STR MP DEX Hit Class INT RSN
T2-T6 T6 T6 T6 +500 T4 T0

  • Condition Immunities: N/A
  • Status Effects: N/A

Passives:

Eternally Bright: This entity absorbs all Umbral (Light) based damage directly as HP.

Abilities:

3 CD
PHY - R
CST
ATT
Transference is a 100-yalm gap closer that jumps to a random target. Ranged players should be careful that they are not goading it far enough to reset it.
5 CD
MG - R
CST
ATT
Royal Decree is a large AoE that hits up to 32 targets based on proximity.
3 CD
MG - R
CST
ATT
Raging Fire is a donut AoE that applies Winded.
5 CD
MG - R
CST
EFF
Mindjack is a large AoE that hits up to 32 players based on proximity and forces them to run in the direction of their buff icon when it expires (potentially into an AoE).
3 CD
MG - R
CST
ATT
Sanctified Blizzard is telegraphed conal AoE. Sanctified Blizzard Chain is a chain of Sanctified Blizzards that rotates in a random direction. Keep behind and rotate with it. (Think Shiva)
3 CD
PHY - M
CST
ATT
Interference: is a telegraphed semi-circle AoE.
4 CD
PHY - R
CHRG
ATT
Heavenly Cyclone: is a chain of Interferences that rotates in the indicated direction.
4 CD
PHY - R
CHRG
ATT
Heavenly Scythe: is a telegraphed circle AoE around Forgiven Rebellion.

This wandering eater, fearsome even amongst its own kind, roams all the lands of Norvrandt. Some say that it was once an elven soldier who, at the behest of the mysterious Shadowkeeper, joined the revolt against the rulers of Lakeland. Its unusual hunting habits are also said to be rooted in its past life, as the fiend is known to stalk and kill warriors of proven renown—a predilection that has spelled doom for more than few veteran Nutters. — Encyclopaedia Eorzea Volume III, p. 297

Forgiven Whimsy

[BOSS] Sin Eater


  • Enemy Tier: T6
  • Hit Points 60 + END
  • Element: Light (Umbral)
  • Weakness: Darkness (Astral)
END STR MP DEX Hit Class INT RSN
T2-T6 T6 T6 T6 +500 T4 T0

  • Condition Immunities: N/A
  • Status Effects: N/A

Passives:

Eternally Bright: This entity absorbs all Umbral (Light) based damage directly as HP.
Home Field Advantage: This entity has a stage uniquely designed for it -- a 3x3 grid that mirrors its own body.
Call Reinforcements: This entity summons aetherical orbs, which appear at the same time as Attack: Exegesis. These orbs spawn large donut AOEs on the ground. These entities are untargetable, and disappear upon the conclusion of this ability.
Altered Form: This entity can change its shape (shifting its faces into different patterns for attacks.)

Abilities:

3 CD
MG - R
INST
ATT
Sacrament of Penance: Room-wide AOE with no penalty.
2 CD
PHY - R
INST
ATT
Catechism: A high damage attack on a single target that ignores Hit Class. Tankbuster.
4 CD
MG - R
CST
ATT
Judgement Day: A "meteor puddle" - 1 person will be enough to soak damage
4 CD
PHY - R
CHRG
ATT
Exegesis: The boss rearranges the pattern of faces on itself, and the faces will begin glowing. The boss's 3x3 arrangement maps onto the arena floor. Stand on a square without a face, as the face-containing squares will be hit with an AoE. Note that the pattern of faces is always symmetrical.

Gaelicat - Voidsent

Acrocat, Flying Killer, Gaelikitten, Polis Cat, Weatherproof Gaelicat


  • Enemy Tier: T2
  • Hit Points 20 + END
  • Element: Astral (Darkness)
  • Weakness: Umbral (Light)
END STR MP DEX Hit Class INT RSN
T2 T2 T2 T2 +200 T2 T0

  • Condition Immunities: N/A
  • Status Effects: Winded, Bleed

A curious, charming creature with a feline body and the wings of a bat. Some scholars posit that it is a type of beastkin, while others insist that it is a lesser voidsent belonging to the eleventh rung of the hierarchy of twelve. One thing that cannot be denied is that it clearly possesses a keen, mischievous intelligence. — Encyclopædia Eorzea vol 1, page 297

I am aware there are classifications of this entity that, logically speaking, couldn't possibly be Voidsent. Even the FFXIV wiki classifies this as Beastkin, but I am standing by the lore-book's description of them, which does place them here in the Voidsent category. Idk, bother one of the lore writers on the dev team about it, I am personally at a loss. - Joy

Gargoyle - Voidsent

Alpha Gargoyle, Balidet, Barbatos, Batraal [BOSS], Bibliophagist, Hallow Gargoyle, Shadow Wing, Troian Footman, Vassago


  • Enemy Tier: T3-T4
  • Hit Points 30-40 + END
  • Element: Astral (Darkness)
  • Weakness: Umbral (Light)
END STR MP DEX Hit Class INT RSN
T3-T4 T3-T4 T3-T4 T3-T4 +300 T2 T1

  • Condition Immunities: N/A
  • Status Effects: Poison, Bleed, Elemental Weakness: Dark, Elemental Curse: Dark

Abilities:

3 CD
MG - M
INST
EFF
Corrupted Tail - Slash a target with a vile tail, dealing damage and inflicting poison.
2 CD
MG - R
INST
ATT
Desolation - Fire a beam of dark energy at a target, hitting all enemies in range.
3 CD
PHY - R
INST
ATT
Grim Cleaver - Unleash a gale at a random target.
2 CD
PHY - M
CST
ATT
Grim Fate - Slash foes in a frontal cone.
4 CD
PHY - R
INST
ATT
Grim Halo - Whirl with blades, slashing nearby foes.
4 CD
MG - R
INST
EFF
Sea of Pitch - Create a pool of damaging shadows upon the ground for several turns. (DM's choice)

"A middling rank of voidsent, gargoyles pass into the mortal realm by merging their essence with a suitable rock or stone. In terms of the hierarchy, the various species of gargoyles occupy the sixth and seventh rungs. Sometimes when a gargoyle's soul elects to return to the void, the rock it inhabited retains the creature's shape, thus giving rise to the mistaken theory that gargoyles are man-made statues given life."

Gnat - Voidsent

Bloodlapper, Demonswake, Fetid Faerie, Ked, Mouche Volante, Prince of Pestilence [BOSS], Void Jumper, Voidskipper


  • Enemy Tier: T2-T4
  • Hit Points 20-40 + END
  • Element: Astral (Darkness) / Astral Lightning
  • Weakness: Umbral (Light)
END STR MP DEX Hit Class INT RSN
T2-T4 T2-T4 T2-T4 T2-T4 +200 T1 T0

  • Condition Immunities: N/A
  • Status Effects: Poison, Bleed, Sap, Disease, Elemental Curse/Weakness: Lightning

Though it may easily be mistaken for a species of vilekin, the gnat is actually a creature of the void, as evidenced by its use of magic. Aside from this one distinction, however, there is little to separate it from the chigoes and beetles of this world. Upon the hierarchical ladder of the voidsent, scholars place the gnat twelfth—the lowest rung. — Encyclopædia Eorzea vol 1, page 297

Golbez [BOSS]

Voidsent - Archfiend


  • Enemy Tier: T8
  • Hit Points 80 + END
  • Element: Light (Umbral)
  • Weakness: Darkness (Astral)
END STR MP DEX Hit Class INT RSN
T2-T8 T8 T8 T8 +500 T8 T8

  • Condition Immunities: Yes
  • Status Effects: Yes

Passives:

Soul of the Blackest Night: This entity absorbs elemental & dark damage directly as HP.
Magic Knight: This entity's elemental attacks inflict Elemental Weakness & Elemental Curse.
Dragon of the Darkness Flame: This entity's Phases of the Blade are changed when Azdaja's Shadow is cast.
If the dragon swirling around him is creates a wide circle: all players receive a marked AoE and he will do a donut AoE before these resolve.
If the dragon swirling around him creates a small circle: one player receives a stack marker and he will do a point-blank AoE before these resolve.
OSHA Violation: This entity's chosen arena has no safety rails. Hijinks likely to ensue.

Legendary Actions: [130 points]

3 CD--20p
MG - r
chrgd
displ
Gale Sphere: Golbez summons phantoms at the cardinal edges of the arena in sequence. These will summon gale orbs, which do a line AoE across the arena. Dodge the spheres in the sequence that the phantoms appeared. Contact will inflict a knockback that will almost certainly mean you fall off.
5 CD--10p
MG - r
cst
att
Azdaja's Shadow: - He will do three cleaves towards three players. Each cleave deals heavy damage and inflicts the player with Lethal
7 CD--30p
MG - r
chrgd
att
Double Meteor: Golbez jumps North and spawns two towers on opposite intercardinals. Two players are marked with a proximity marker, & one is marked with a knockback. Unsoaked towers will inflict permanent stacks of Winded that cannot be removed until the conclusion of the fight.
OPL--40p
MG - r
chrgd
att
Black Fang: ultimate AoE, ignores Hit Class & cannot miss
3 CD--20p
MG - r
chrgd
att
Eventide Fall: Line AoEs towards 1 player, dealing 40 damage spread through the stack
3 CD--20p
MG - M
chrgd
att
Void Meteor: Ignores Hit Class on 2 players, hits 5 times & inflicts Lethal.

Abilities:

3 CD
MG - r
chrgd
att
Terrastorm: Slow falling Meteors on 2 diagonals with an AOE that touches in the middle.
2 CD
MG - M
chrgd
att
Lingering Spark: - Drops a puddle on every player. This is a snapshot ability that goes off on the next round.
1 CD
phy - r
cst
att
Phases of the Blade: - Golbez cleaves the room in halves. First front, then behind.
4 CD
MG - r
cst
att
Binding Cold: Raidwide. Inflicts Elemental Weakness/Curse: Ice.
3 CD
MG - r
inst
smn
Arctic Assault: Golbez will summon icicle walls that point towards a direction, doing a line AoE towards it. This covers two quadrants of the arena.
3 CD
MG - r
cst
att
Abyssal Quasar: All players are marked with a two-player stack marker. Failure to find a partner results in Upheaval that will reduce players to -3HP. Odd numbers of players will have the remaining player safe from this mechanic.
5 CD
MG - r
chrgd
att
Void Stardust: Exoflares. Drops 2 AoEs North & South which move across (East to West) the platform. These will inflict damage & Winded.
3 CD
phy - M
chrgd
att
Eventide Triad: Golbez will cleave 3 players.
3 CD
MG - M
chrgd
att
Void Tornado: Two players are marked with a stack marker that deals 20 damage spread through the stack.
3 CD
MG - M
chrgd
att
Void Aero III: All players are marked with a two-player stack marker. If an odd number of players exist, the remaining player will be targeted with a 4 damage AoE.

In a world bereft of Light and death's release, where to live is to devour or be devoured, Golbez had concocted his crusade. Though he had minions to carry out his will, he ultimately trusted none but himself and abided in solitude for thousands of years. What was it that sustained him through such a purgatory as he sought to enact his dark designs?


Gremlin - Voidsent

Ghede Ti Malice [A RANK HUNT], Spandule


  • Enemy Tier: T2-T4
  • Hit Points 20-40 + END
  • Element: Astral (Darkness) / Astral Lightning
  • Weakness: Umbral (Light)
END STR MP DEX Hit Class INT RSN
T2-T4 T2-T4 T2-T4 T2-T4 +200 T3 T1

  • Condition Immunities: N/A
  • Status Effects: Disable, Winded

Similar to puddings, gremlins also possess the innate ability to mimic speech and use this to lull its victims into a false state of security. These low-ranking voidsent seem to be drawn to machina—most like to the aether traces left by ceruleum engines—and will proceed to ravish anyone they might lay their tiny clawed hands upon. — Encyclopædia Eorzea, p. 298

Haagenti - Voidsent

Bitoso [BOSS]


  • Enemy Tier: T2-T6
  • Hit Points 20-60 + END
  • Element: Astral (Darkness)
  • Weakness: Umbral (Light)
END STR MP DEX Hit Class INT RSN
T2-T6 T2-T6 T2-T6 T2-T6 +400 T3 T1

  • Condition Immunities: N/A
  • Status Effects: Poison, Disable, Winded, Elemental Curse/Weakness: Variant, Bleed, Paralyze, Silence, Daze, Addle, Stop, Hidden, Vanish

Only a single instance of Bitoso's summoning has ever been recorded, and that was during the Fifth Astral Era's War of the Magi. The voidmages of Mhach, weary of their protracted campaign to overthrow the Vylbrand city-state of Nym, called forth a powerful voidsent (now classified as sixth-rung) that would introduce a deadly plague into the population. Hidden by a cloak of invisibility, Bitoso weaved its way through Nym, inflicting her people with an incurable sickness; however, more than the disease itself, the panic that ensued sealed the city-state's fate. — In-game description


Hecteyes - Voidsent

Biohazard, Blubber Eyes, Discarded Eyes, Hakutaku [BOSS], Melt [A RANK HUNT], Overtuned Specimen, Plague Pus


  • Enemy Tier: T2-T6
  • Hit Points 20-60 + END
  • Element: Astral (Darkness)
  • Weakness: Umbral (Light)
END STR MP DEX Hit Class INT RSN
T2-T6 T2-T6 T2-T6 T2-T6 +300 T1 T0

  • Condition Immunities: N/A
  • Status Effects: Disable, Paralyze, Silence, Poison, Confusion, Sap, Curse, Oil, Blind

Abilities:

3 CD
MG - M
INST
EFF
Don't Blink:Causes two of the DM's chosen status effects on the party without status effect penalty rolls.
3 CD
MG - R
CST
ATT
Void Fire A dodgable circular aoe on a random player.
3 CD
MG - M
INST
EFF
Hex Eye A dodgable aoe around the caster that inflicts an uncleansable Paralysis to everyone hit.
3 CD
MG - M
INST
EFF
Blizzard III a dodgable aoe on a random player that inflicts everyone hit with Bind.
3 CD
MG - M
INST
ATT
Death Ray A line aoe tankbuster aimed at the main target that ingnores Hit Class.
5 CD
MG - M
CHRG
EFF
Catharsis is a large aoe that inflicts all hit with an uncleansable Paralysis. This can be interrupted.

"Hecteyes have much in common with voidal puddings and flan, and also occupy the tenth ring of the voidsent hierarchy of twelve. Eyes on the creatures body are oft wandering or awash with rheum, and individually are not believed to provide much in the way of sight. This, however, is made up for by the sheer number of eyes the voidsent possesses. Hecteyes appear to be one of the few voidsent capable of reproduction on this plane, as new formations have been documented growing from discarded eyes."


Hellhound - Voidsent

Blood Hound, Troian Guard Dog, Troian Hound


  • Enemy Tier: T3-T5
  • Hit Points 30-50 + END
  • Element: Astral (Darkness)
  • Weakness: Umbral (Light)
END STR MP DEX Hit Class INT RSN
T3-T5 T3-T5 T2-T3 T2 +400 T2 T1

  • Condition Immunities: N/A
  • Status Effects: Bleed

"Scholars of the void have elected to rank the Hellhound low on the voidsent hierarchy--placing the beast in the ninth rung out of the twelve. This is mainly due to a supposed lack of intelligence evidenced by the Hellhound's willingness to unquestionably serve a higher-ranked voidsent. The strength of the wolflike creature, however, is not to be taken lightning, as many a would-be voidmage have lost their lives due to an ill-advised summoning."


Imp - Voidsent

Alux [BOSS], Bibliophile, Devilet, Faultfinder, Gravedigger, Grotty Imp, Heckler Imp, Igniter Imp, Lockbreaker Imp, Mormo's Missionary, Rabisu, Shadowcourt Jester, Tomeshifter Imp, Valar, Visitant Satana,
If Imp-shaped, probably imp.


  • Enemy Tier: T1-T2
  • Hit Points 10-20 + END
  • Element: Astral (Darkness)
  • Weakness: Umbral (Light)
END STR MP DEX Hit Class INT RSN
T1-T2 T1-T2 T3-T4 T3 +400 T2 T1

  • Condition Immunities: N/A
  • Status Effects: Poison, Confusion, Frenzy, Fear, Silence, Paralyze, Disable, Addle, Elemental Curse: Variant

Abilities:

5 CD
MG - M
INST
EFF
Nasty Trick: Roll a /random number. For the next five (5) turns, the Imp will dodge all attacks equal to or lower than this number.
6 CD
MG - M
INST
EFF
Magical Spikes: Pick Even or Odd. If this entity is struck by an attack for the next five (5) turns, players who rolled your chosen number will be afflicted with one of the available status effects.

"These voidsent beings, slender and small, flit through the air on their bat-like wings. Imps, the most common species, occupy the twelfth ring of the voidsent hierarchy, while the magically adept devilet has clinched one step higher to the eleventh. Despite being fiendishly clever and cunning, imps appear to delight in childlike malevolence." — Encyclopædia Eorzea vol 1, page 297

Jester - Voidsent

Baron Jester, Feridad [BOSS], Furcas, Stray Rascal, Troian Bishop


  • Enemy Tier: T3-T6
  • Hit Points 30-60 + END
  • Element: Astral (Darkness)
  • Weakness: Umbral (Light)
END STR MP DEX Hit Class INT RSN
T3-T6 T3-T4 T3-T6 T2 +400 T2 T1

  • Condition Immunities: N/A
  • Status Effects:

Abilities:

6 CD
MG - R
CST
ATT
Sinister Sphere: Spawns meteor circles that must been stood in until they explode to limit the damage taken. Failure to absorb meteors will deal +5 damage for each meteor unaccounted for.
2 CD
PHYS - M
CST
ATT
Hellish Scythe: A circle AoE centered around the caster.
6 CD
MG - R
CHRG
ATT
Jester's Reward: A large AoE that will cover approximately half of the arena.
3 CD
MG - R
INST
ATT
Blackout: A high-damage, unavoidable attack that ignores Hit Class & AoE penalty.

Mimic - Voidsent

Sharlayan Mimic, Treasure Coffer


  • Enemy Tier: T3
  • Hit Points 30 + END
  • Element: Astral (Darkness)
  • Weakness: Umbral (Light)
END STR MP DEX Hit Class INT RSN
T3 T3 T4 T2 +400 T1 T0

  • Condition Immunities: N/A
  • Status Effects: Poison, Confusion, Frenzy, Fear, Silence, Paralyze, Disable, Addle, Mini, Sleep, Sap, Curse, Bleed

Abilities:

3 CD
MG - R
INST
EFF
Slinging Curses: Pick two random status effects to inflict on your target.
5 CD
PHYS - M
INST
DSPL
Devourer: Pick one target, and trap them inside the Mimic. A roll higher than the Mimic's Hit Class will release them.

"Unlike those voidsent which require a vessel that was once living tissue, mimics are able to possess inanimate treasure coffers. While this allows for increased opportunities for the creatures to enter the realm, it limits their ability to hunt, forcing the voidsent to wait for their prey to come to them. Fortunately, mortals of the corporeal realm are full to bursting with greed, and are drawn to locked boxes like moths to the flame."


Mindflayer - Voidsent

[Mindflayer: S RANK HUNT], Bibliomancer, Galvanth the Dominator [BOSS], Soulflayer, Piscodemon, Psycheflayer


  • Enemy Tier: T3-T5
  • Hit Points 35-55 + END
  • Element: Astral (Darkness)
  • Weakness: Umbral (Light)
END STR MP DEX Hit Class INT RSN
T3-T5 T3-T5 T6 T2 +400 T3 T3

  • Condition Immunities: N/A
  • Status Effects: Poison, Frenzy Fear Bind Blind Slow Curse Paralyze Silence Addle Sleep Confusion Disable

Abilities

5 CD
MG - R
CST
EFF
Mindbreak: Inflicts damage and applies Fear to all party members who fail their save. After the Fear effect has worn off, either through time or by some manner of status effect removal, enemies are inflicted with Frenzy.
5 CD
MG - M
INST
SMN
Terrible Ritual: Summons a Golem to fight alongside the Mindflayer. This Golem shares all stats with the Mindflayer, save its Hit Class, which is only +200.

"Mindflayers occupy the sixth rung of the voidsent hierarchy. While physically unimpressive, they are highly intelligent and possessed of formidable magic power. Their humanoid form is attributed to a need to manifest on the physical plane through the bodies of the deceased. While females occupied by Voidsent become Succubi, it is widely thought that males become the far more impressive Mindflayer. It is unknown why its face is so squid-like, however."

Muud Suud - Voidsent

Asag [BOSS], Buccaboo [B RANK HUNT], Humbaba, Ruud Suud


  • Enemy Tier: T3-T5
  • Hit Points 35-55 + END
  • Element: Astral (Darkness)
  • Weakness: Umbral (Light)
END STR MP DEX Hit Class INT RSN
T3-T5 T3-T5 T5 T2 +400 T1 T1

  • Condition Immunities: N/A
  • Status Effects:

The final days of the Garlean invasion found the few remaining Ala Mhigan soldiers holed up in their crumbling castle. Knowing they had little choice left for survival, court mages rent open the barrier between this realm and the void, summoning beings to inhabit the bodies of their fallen Highlander and Hellsguard comrades in hopes that the demons would honor the hastily sealed covenant. The voidsent did not, and the muud suud still roam free. — Encyclopædia Eorzea vol 2


Ogre - Voidsent

Bergthur, Bibliocaust, Vindthur, Hapalit, Hrimthur, Porus, Vindthurs, Gargamelle
If Ogre-shaped, probably one of these. There's 42 variants.


  • Enemy Tier: T3-T5
  • Hit Points 35-55 + END
  • Element: Astral (Darkness)
  • Weakness: Umbral (Light)
END STR MP DEX Hit Class INT RSN
T3-T5 T3-T5 T5 T2 +400 T1 T1

  • Condition Immunities: N/A
  • Status Effects: Oil, Elemental Curse: Variant, Bind, Blind

"Ogres might upon first glance pass for a type of beastman, but they are in fact creatures of the void. Though phenomenally strong, their dull wits relegate the species to the lower end of the voidsent hierarchy; the ninth rung of twelve. It is this lack of intellect that often sees the creatures working as slaves for higher-ranked Voidsent, and occasionally even bound to service by practitioners of forbidden rites."


Parthenope - Voidsent

No Variants


  • Enemy Tier: T2-T3
  • Hit Points 25-35 + END
  • Element: Astral (Darkness)
  • Weakness: Umbral (Light)
END STR MP DEX Hit Class INT RSN
T2-T3 T2-T3 T2-T3 T2 +300 T0 T0

  • Condition Immunities: N/A
  • Status Effects: Doom

Abilities:

3 CD
PHYS - M
CHRG
ATT
Reap: Instantly strikes a single target's HP to 0.

"Similar to demons of the ninth rung, these occupants of the eighth ring of the voidsents' hierarchy of twelve are also believed by scholars to be twisted remains of once-normal residents of the void corrupted beyond repair. Many of the voidsent thralls summoned by the Fifth Astral Era Mhach were of this type, and were fitted with magicked chains of binding to prevent disobedience." — In-game description

Pazuzu - Voidsent

Hanbi [BOSS]

  • Enemy Tier: T6
  • Hit Points 60 + END
  • Element: Darkness (Astral) / Astral Wind
  • Weakness: Light (Umbral)
END STR MP DEX Hit Class INT RSN
T2-T6 T6 T6 T6 +500 T4 T0

  • Condition Immunities: N/A
  • Status Effects: N/A

Passives:

Call Reinforcements: Summons 1 Fire Sprite & 1 Earth Sprite to the field. While these enemies are alive, this entity takes no damage.
Call Reinforcements II: Summons Southwestern Winds that fire line AoEs & inflict knockback. Cannot be destroyed.
Call Reinforcements III: Summons tornadoes that inflict Upheaval & Elemental Weakness: Wind

Legendary Actions: [40 points]

3 CD--10p
PHYS - M
inst
ATT
Camisado: single-target attack that inflicts Lethal & ignores Hit Class
2 CD--10p
mg - r
inst
ATT
Dread Wind: Three-part AoE.

Abilities:

2 CD
PHYS - r
cst
ATT
Boon Void: Randomly targets a player and delivers a dodgeable mini-AoE
2 CD
mg - r
cst
ATT
Gale Canon: Long-distance rectangle attack extending from the front of the boss.
2 CD
mg - r
cst
ATT
Cloud of Locusts: AoE centered around the boss
2 CD
mg - r
cst
ATT
Plague of Locusts: Donut AoE centered around the boss.

The wind howls with voices of those long dead, heralding the advent of the high voidsent, Pazuzu. Weather the winds he wields, lest your own screaming soul be added to the chorus. — In-game description

Persona - Voidsent

Baalzephon, Ciriatto, Dantalion, Death Mask, Flame Sergeant Dalvag [B RANK HUNT], Menreiki, Phantom Knight, Skydeep Ghost


  • Enemy Tier: T2-T3
  • Hit Points 25-35 + END
  • Element: Astral (Darkness)
  • Weakness: Umbral (Light)
END STR MP DEX Hit Class INT RSN
T2-T3 T2-T3 T2-T3 T2 +300 T0 T0

  • Condition Immunities: N/A
  • Status Effects:

Abilities:

2 CD
MG - R
CST
ATT
Darkness - Unleash waves of darkness in a frontal cone.
2 CD
MG - R
CST
ATT
Gravity Force - AoE that ignores Hit Class
4 CD
MG - R
INST
EFF
Inner Demons - Afflicts all nearby targets with Fear.
2 CD
MG - R
INST
ATT
Loom (BLU Action) - Teleport instantly across a short distance.
4 CD
MG - R
INST
EFF
Paralyze III - Afflicts target and all nearby enemies with Paralysis.

These occupants of the eighth rung of twelve will use masks as vessels for transfer into this realm, giving them a hauntingly man-like appearance. Personae are believed to have appeared long throughout history, as is evidenced by their appearance in the traditional Gridanian play The Man Without a Face-a tragedy that tells of a lonely creature which consumes but half a man's soul so that it might use that life energy to change the static expression of its mask. — Encyclopædia Eorzea vol 1, page 297

Philia: [BOSS] - Sin Eater

No Variants.


  • Enemy Tier: T6
  • Hit Points 60 + END
  • Element: Light (Umbral)
  • Weakness: Darkness (Astral)
END STR MP DEX Hit Class INT RSN
T2-T6 T6 T6 T6 +500 T4 T0

  • Condition Immunities: N/A
  • Status Effects: N/A

Legendary Passives:

Eternally Bright: This entity converts all Light (Umbral) damage directly into HP.

Legendary Actions [40 Total Points]

10 P
PHYS - R
CST
ATT
Fierce Beating: Philia moves to the center of the arena with a rotating marker around it and a damaging puddle will appear inside Philia's hitbox. Philia will slam the ground in front of it with its arms, creating two moving circle AoEs travelling outward. Then Philia will swing its tail as a cone attack behind itself, rotating slightly as it does so. The attack will repeat until Philia has made a full 360 degree rotation.
10 P
MG - R
CST
EFF
Chain Down: Targets a player with a crosshair. Shortly after, that player will become Fettered, unable to act. Destroy the Iron Chain to free them. [Iron Chain: 30 HP, 0HC]

Actions:

2 CD
MG - R
CST
EFF
Scavenger's Daughter: Moderate damage to the entire party.
3 CD
PHYS - M
CST
ATT
Headcrusher: Tankbuster; ignores Hit Class
3 CD
PHYS - R
CST
ATT
Pendulum: Targeted proximity marker on the main target followed immediately by a proximity marker in the center of the arena.
5 CD
MG - R
CHRG
ATT
Aethersup: Large cone attack directed at the Fettered player. Extremely high damage that lingers for a bit and inflicts stacks Winded.
3 CD
PHYS - M
CST
ATT
Left/Right Knout: >180 degree arc to the respective side of Philia. Philia telegraphs this attack by raising the arm it's about to attack with. Deals moderate damage while also inflicting Daze and Air-Tossed.
3 CD
MG - R
CST
ATT
Taphephobia: Player targeted circle AoE, overlapping will cause targets to take both instances of damage.
5 CD
MG - R
CHRG
ATT
Into the Light: Line stack marker on a random player. Inflicts 3 instances of damage at +3.

Pudding - Voidsent

Flan, Foobar, Gelato, Sorbet, Sludge, Baravois
If pudding-shaped...you know the drill. There's 58 variants on this enemy and I am not listing all of them for the sake of my sanity. - Joy


  • Enemy Tier: T0-T3
  • Hit Points 25-35 + END
  • Element: Astral (Darkness) / Variant
  • Weakness: Umbral (Light)
END STR MP DEX Hit Class INT RSN
T0-T3 T0-T3 T0-T3 T1 +200 T0 T0

  • Condition Immunities: N/A
  • Status Effects: All

"These gelatinous creatures spawn in the agglomerations of residual matter that sometimes form in the void. Though able to mimic rudimentary sounds of speech in order to draw forth their prey, they are not thought to be especially intelligent beings. As a relatively low-ranked voidsent, Puddings occupy the tenth rung of the hierarchy."

Rubicante: [BOSS]

Voidsent - Archfiend of Fire


  • Enemy Tier: T4-T6
  • Hit Points 60-100 + END
  • Element: Astral (Darkness)
  • Weakness: Umbral (Light)
END STR MP DEX Hit Class INT RSN
T4-T6 T4-T6 T4-T6 T5-T6 +500 T3 T3

Legendary Passives:

Ordeals of Purgation: This mechanic spawns three (3) colored segments in the circle-shaped arena -- Red, Yellow, and Purple. Each section will contain segments of blue fuses. The boss will aim one or two fireballs from the center that will travel along the blue fuses until they reach the outside, containing blue triangle or orange rectangle panels on each cardinal and intercardinal. A blue panel that is hit with a fireball will use a large conal AoE through the middle of the arena. The orange panels will use a half-room AoE that hits the side closest to them if they are hit with a fireball. The fuse segments on the red sections (inner and outermost) of the arena will always be straight. The fuse segments in the purple middle section can either be straight or be oriented towards an adjacent slice of the arena. Any of the three circles may rotate clockwise or counterclockwise if indicated by the arrows, changing the positions of the fuses. They will rotate 1/8th (one slice) of the arena. If the outermost circle rotates, it will also rotate the location of the outside panels.
(This boss is...tricky to run, to say the least, mostly due to this mechanic. I strongly recommend only running this if you're incredibly confident, as it can get difficult to explain in the middle of combat. BLESSEDLY there are ONLY six variations on this attack.) -- Joy

Ordeal of Purgation (1): The boss aims a single fireball, while both the innermost and outermost (red) circles will rotate. The fireball will hit either an orange or blue panel.
Ordeal of Purgation (2): The boss aims two fireballs starting 90 degrees form each other, while the outermost circle rotates. Each fireball will hit an orange panel, making the quadrant of the room opposite from the "V"-shaped center fuse segments safe.
Ordeal of Purgation (3): The boss aims two fireballs starting 90 degrees form each other, while the middle circle rotates. Each fireball will hit a blue panel.
Ordeal of Purgation (4): The boss aims two fireballs starting 180 degrees form each other, while the middle circle rotates. Each fireball will hit an orange panel, making an eighth (slice) of the room safe.
Ordeal of Purgation (5): The boss aims a single fireball, while both the middle (purple) and innermost (red) circles will rotate. The fireball will hit either an orange or blue panel.
Ordeal of Purgation (6): The boss aims two fireballs starting 90 degrees form each other, while the middle circle rotates. One fireball will hit an orange panel while the other will hit a blue panel.
OSHA Violation: This arena has no safety rails. Falling off is on the table.
Call Reinforcements: 5 flamesent 1 greater flamesent
The Greater Flamesent will continuously use Ghastly Torch, dealing raidwide damage and inflict Elemental Weakness: Fire
The north Flamesent will use Ghastly Flame, spawning several AoE telegraphs that should be avoided.
The northwest and northeast Flamesent will tether two random players, striking them with fire attacks that ignore Hit Class.
The southwest and southeast Flamesent will tether two other players, indicating they will use a conal AoE.
Spirit of Dark Fire: This entity absorbs Fire & Darkness damage directly as HP.

Rubicante (continued)

Legendary Actions [70 Total Points]

2 CD--20p
MG - R
chrgd
EFF
Flamespire Brand: Assigns various debuffs to players. Four players will receive Blooming Welt (flare icon). When the debuff expires, they will emit a roomwide AoE that deals proximity damage.
One player will receive Furious Welt (stack icon). When the debuff expires, they will be targeted with a split damage AoE that should be shared with the other three players in their role group.
All players will receive Stinging Welt (red circle). When the debuff expires, they will be targeted with a medium-sized AoE that inflicts Elemental Weakness: Fire & Winded, requiring the party to be spread.
The flare/stack debuffs will always resolve first, followed by the spreads.
5 CD--10p
MG - R
CST
att
Flamerake: Four spinning arrows will appear around the boss. When they stop spinning, it will indicate the location of a cross AoE through the boss's hitbox, hitting either the cardinals or intercardinals. This AoE will cascade outwards two times. For example, if the AoE hits the cardinals, the first follow-up AoE will hit the intercardinals, leaving the middle and the cardinals safe. The second AoE will then hit the edge of the arena containing the cardinals, leaving a large square in the middle safe. The Flamespire Brand debuffs will also resolve in conjunction.
2 CD--10p
MG - R
chrgd
att
Sweeping Immolation: The boss will face a random cardinal/intercardinal and use an untelegraphed half-room cleave in front. Meanwhile, he will telegraph either a full spread or stack based on the "flowers" on his wing.
Multiple smaller flowers: spread
One large flower: stack, divides 30 damage across all players equally
4 CD--20p
MG - R
CST
att
Flamespire Claw: The boss will mark each player from 1-8, indicating the order he will cleave them with a large (~100 degree) cleave that inflicts damage and Lethal. The boss will tether the players marked 7 and 8, which will quickly inflict stacks of Flamespire. Players who are tethered and are hit by a cleave will fall to -3HP, and if they reach 5 stacks of the debuff, they will explode, inflicting 5 damage across the party. To prevent reaching 5 stacks, players who just took their cleave should move to pick up a tether.

Actions:

4 CD
MG - R
CST
att
Arch Inferno: Spawns a small persistent AoE in the middle of the arena and two sets of rotating AoEs on the outsides
2 CD
MG - R
CST
att
Radial Flagration: a conal AoE on each player
2 CD
MG - R
CST
att
Scalding Signal / Scalding Ring: A point-blank AoE (Scalding Signal) or donut AoE (Scalding Ring) that requires players to dodge by moving either out or in the boss's hitbox.
4 CD
MG - R
inst
att
Dualfire: cleaves aimed at two players, ignoring Hit Class & inflicting Lethal
4 CD
MG - R
inst
att
Inferno: Untelegraphed AoEs on each player that also inflict Elemental Curse: Fire & Elemental Weakness: Fire

Sawtooth - Voidsent

Aloalo Monstera, Eurydike, Leuke [BOSS], Lotis, Udumbara [BOSS]


  • Enemy Tier: T2-T3
  • Hit Points 25-35 + END
  • Element: Astral (Darkness)
  • Weakness: Umbral (Light)
END STR MP DEX Hit Class INT RSN
T2-T3 T2-T3 T2-T3 T2 +300 T0 T0

  • Condition Immunities: N/A
  • Status Effects: Poison, Bleed, Sap, Curse, Disable

Succubus - Voidsent

Carmilla [BOSS], Dira, Halicarnassus [BOSS - NOT to be confused with Creation: Halicarnassus], Milburh the Malicious, Nemesis, Sayona [BOSS], Skainsmate, Tisiphone [BOSS], Vampiress


  • Enemy Tier: T2-T3
  • Hit Points 25-35 + END
  • Element: Astral (Darkness) / Astral Fire / Astral Lightning
  • Weakness: Umbral (Light)
END STR MP DEX Hit Class INT RSN
T2-T3 T2-T3 T2-T3 T2 +300 T0 T0

  • Condition Immunities: N/A
  • Status Effects: Frenzy, Confusion, Elemental Curse: Fire, Sap

Abilities:

6 CD
MG - R
INST
EFF
Charm: Targets a single foe, forcing them to fight for the Succubus if they fail their save for the next five (5) turns. During this time, the Charmed target is utterly convinced that they are fighting to save a loved one.

"Succubi manifest on the physical plane by forcing their souls into the bodies of deceased women. Once the transition is complete, the resultant creature is said to be both fair and fey to look upon. Still more disconcerting, researchers claim that these voidsent occasionally exhibit personality traits of their deceased hosts. Succubi occupy the rungs of the third and fourth Voidsent hierarchy." — Encyclopaedia Eorzea Volume II, p. 138

Scarmiglione: [BOSS]

Voidsent - Archfiend of Earth


  • Enemy Tier: T4-T6
  • Hit Points 60-100 + END
  • Element: Astral (Darkness)
  • Weakness: Umbral (Light)
END STR MP DEX Hit Class INT RSN
T4-T6 T4-T6 T4-T6 T5-T6 +500 T3 T3

Legendary Passives:

Spirit of the Darkest Earth: This entity absorbs all Dark & Earth based damage directly into HP

Legendary Actions [70 Total Points]

2 CD--10p
MG - R
INST
EFF
Rotten Rampage: Four sets of AoEs are staggered out: two sets of ground-targeted circles, followed by player-targeted circles on all party members, and then a third set of ground-targeted circles. The AoEs deal moderate damage, destroy the walls on the edge of the arena, and inflict a stack of Brain Rot for 1 roundD. Getting 3 stacks of Brain Rot inflicts Doom.
3 CD--10p
MG - R
chrgd
EFF
Blighted Bedevilment: A knockback from the center of the arena. Place yourself between Scarmiglione and a solid object to avoid being knocked into the puddle on the outside of the arena, which inflicts Poison. Standing too close to the center results in instant -3HP.
6 CD--10p
MG - R
INST
smn
Creeping Decay: Scarmiglione becomes untargetable and begins charging a Scarmiglione's Power meter (30/r). He will also summon eight Reaper adds. If this meter reaches 100/100, the encounter will immediately end.
3 CD--30p
MG - R
INST
att
Coward's Cast: Several circle AoEs appear in one of two formations: A ring along the outer edge of the arena, or a cluster in the center of the arena. If the formation is a ring, it will be followed up with Void Gravity. If the formation is a cluster, it will be followed up with Void Vortex.

Actions:

3 CD
MG - R
INST
att
Cursed Echo: Moderate damage to the entire party and inflicts Bleed.
3 CD
phy - R
cst
att
Blighted Bladework: Scarmiglione draws his sword, leaps into the air and tethers to a point on the ground. After a short delay, Scarmiglione drives his sword into the ground, causing a very large circle AoE.
2 CD
MG - R
cst
att
Blighted Sweep: Cast immediately after Blighted Bladework. Scarmiglione turns to the center of the arena and fires out a wide line that leaves only the area behind him safe.
3 CD
MG - R
INST
att
Firedamp: Single target attack that inflicts Lethal & ignores Hit Class.
2 CD
MG - R
cst
att
Void Gravity: Targeted circle AoEs on each player.
4 CD
MG - R
chrgd
att
Void Vortex: A stack marker on a random player. Splits 40 damage evenly.
OPL
MG - R
INST
att
Corruptor's Pitch: Once all of the Necroserfs are defeated, or Scarmiglione's Power reaches 100, he will cast this ability. The attack deals seven weak hits in a row, followed by a much stronger eighth hit. If Scarmiglione was allowed to fully charge, this final attack instantly kills the party.

Storge: [BOSS] - Sin Eater

No Variants.


  • Enemy Tier: T6
  • Hit Points 100 + END
  • Element: Umbral (Light)
  • Weakness: Astral (Darkness)
END STR MP Hit Class INT RSN
T6 T6 T6 +600 T6 T6

  • Condition Immunities: Standard
  • Status Effects: None

Passives:

Eternally Bright: This entity converts all Umbral (Light) damage directly into HP.
Call Reinforcements: 4 Rhapsodic Nails can be called periodically. These nails will mimic abilities cast by this entity.

Legendary Actions [20 Total Points]

2 CD--5p
MG - R
cst
att
Heretics Fork: Four line AoEs in the cardinal directions centered on Storge.
2 CD--5p
MG - R
cst
att
Breaking Wheel: Room-wide AoE with the only safe spot being inside Storge's hitbox.

Actions:

2 CD
MG - R
cst
att
Intestinal Crank: Moderate damage on all players.
2 CD
MG - R
cst
att
Crystal Nail: Four circle AoEs in the cardinal directions from the boss that leave behind untargetable Rhapsodic Nail adds.
1 CD
MG - R
cst
att
Censure: The Rhapsodic Nails and Storge will cast the attack last used by Storge in sequence, moving clockwise and finishing with Storge.

Taurus - Voidsent

Allotaur, Brontotaur, Caldebog, Campotaur, Chernobog [S RANK HUNT], Gorgotaur, Stegotaur, Tarbotaur, Teratotaur


  • Enemy Tier: T3-T5
  • Hit Points 35-55 + END
  • Element: Astral (Darkness) / Astral Fire / Astral Ice
  • Weakness: Umbral (Light)
END STR MP DEX Hit Class INT RSN
T3-T5 T3-T5 T5 T2 +400 T1 T1

  • Condition Immunities: N/A
  • Status Effects: Elemental Weakness: Fire/Ice, Elemental Curse: Fire/Ice, Poison, Bleed, Doom, Winded

Abilities:

3 CD
MG - R
CHRG
EFF
Mortal Ray: a conal AoE gaze attack that is easily dodged by looking away from the caster. Inflicts Doom on those hit.
3 CD
MG - R
CST
ATT
Triclip: a conal AoE tankbuster that ignores Hit Class
2 CD
MG - R
cst
att
Voidfire II: a circle AoE on a random player.
3 CD
MG - R
cst
att
Void Blizzard III a circle AoE on a random player that inflicts those hit with Bind.
6 CD
MG - R
cst
EFF
Frightful Roar: a large AoE that inflicts all hit with Winded.
2 CD
MG - R
INST
EFF
Mow: a conal AoE that inflicts those hit with Poison

"Their occupancy of a relatively high rung--seventh of the twelve--notwithstanding, tauri have long been the subject of voidal summonings, even before people knew that they were calling a creature from the void. Due to the creatures' preference of the slaughtered livestock as vessels for entry into this realm, ritual sacrifices would often result in the appearance of this voidsent, whether that was the original intention of the rite or not." — In-game description

Titania: [BOSS] - Sin Eater

No Variants.


  • Enemy Tier: T6
  • Hit Points 100 + END
  • Element: Light (Umbral)
  • Weakness: Darkness (Astral)
END STR MP Hit Class INT RSN
T6 T6 T6 +600 T6 T6

  • Condition Immunities: Standard
  • Status Effects: Lethal, Elemental Weakness/Curse: Fire, Water, Lightning, Wind, Ice

Passives:

Eternally Bright: This entity absorbs Light(Umbral) damage directly into HP.
Call Reinforcements: This entity summons 1 Treant (Peaseflower), 1 Leshy (Mustardseed) and 1 Bulb (Puk) type enemy to the field. Each add must be kept away from each other, or they will gain +200 HC. During this time, Titania cannot be targeted.
Love-In-Idleness – Titania will cast this once all 3 adds are dead, reviving them into larger versions that remain around the arena, raising their stats by 1 Tier & increasing HC by +100. Additionally, these adds recieve more attack patterns. (See next page.)

Legendary Actions [60 Total Points]

3 CD--20p
MG - R
CHRG
att
BLU
Being Mortal: Used once all three adds are dead or Titania’s Power reaches 100. If it reaches 100, it will wipe the party. Ignores Hit Class & deals +4 damage.
3 CD--10p
MG - R
CHRG
EFF
Chain of Brambles: – Tethers each DPS to a tank or healer. They must break it by moving away from each other, and the closer they are at the start the easier it is to break.
1 CD--5p
MG - R
cst
att
Phantom Rune: This attack has two variation patterns-- Point blank circular AoE. This variant has her spreading her wings out. -- Donut AoE with a safe spot around her. This variant has her spinning her cane around herself.

Actions:

3 CD
MG - R
inst
att
Bright Sabbath: Roomwide, ignores Hit Class
3 CD
MG - R
cst
att
Mist Rune: This will create 8 puddles around the room (4 at cardinals around the center, and one in each corner) that need a player each. Failure to stand in a puddle will create a Spirit of Dew add that must be dealt with, and means one less puddle for dealing with the upcoming Flame Rune.
3 CD
MG - R
cst
smn
Flame Rune: Immediately after Mist Rune resolves, she will cast this to summon a Spirit of Flame that targets two players with Flame Hammer, a stack mechanic that spreads 30 damage equally across stack players.
3 CD
MG - R
cst
att
Divination Rune: Conal single-target attack that inflicts damage & Lethal.
3 CD
MG - R
CHRG
EFF
Thunder Rune: This will tether a random player. This attack does an AoE around the targeted player that also inflicts Lethal.
3 CD
MG - R
inst
EFF
Growth Rune: – Two corners will be marked for brambles, spreading in both cardinals and diagonals to create two triangular safe zones. Standing in the brambles will inflict Bind and a potent Bleed, so it’s not recommended.
3 CD
MG - R
cst
att
Frost Run: This functions a lot like similar mechanics against Shiva or Tsukuyomi: One circle will appear in the middle, then 8 more will appear around the edge of the arena: Both the starting outside circle and the direction are random.
3 CD
MG - R
cst
att
Uplift: Small circular AoEs centered on each player.

Titania (adds)

Leafstorm, Gentle Breeze, & Peasebomb – Leafstorm is a series of conal AoEs from Mustardseed, Gentle Breeze is a line AoE with knockback from Puck, and Peasebomb is a series of circular AoEs that target four players.
Leafstorm – Mustardseed will follow up with a second set of conal AoEs immediately after.
Pummel – Tankbuster and Blunt Resistance Down from Puck. This is why it needs to die second, as too many stacks will be unsurvivable by the tank.
Leafstorm & Peasebomb – These function much the same as their smaller versions, except much, much bigger. Try to spread out as best you can to avoid hitting someone twice with Peasebomb.
Puck’s Breath – A standard stack mechanic, spreads 20 damage equally.
Puck’s Rebuke – Several vines will appear and begin targeting a corner of the room, leaving two opposing safe corners. At the same time, a blue circle will appear in the middle of the room, killing anyone inside the AoE circle and knocking back everyone else. At the same time, the thorny vine tethers from Chain of Brambles will return.
Puck’s Breath & Peasebomb – Four players will be targeted for Peasebomb, while one will be targeted for Puck’s Breath. The remaining untargeted members should stack for Puck’s Breath, while the players targeted for Peasebomb need to avoid hitting the stacked players at all.
Puck’s Caprice – Unavoidable party-wide damage.


Vodoriga - Voidsent

Abaia, Allotaur, Blandga, Blanga, Brontotaur, Camio, Cladebog, Dark Helot, Deepvoid Planebreaker, Spine Breaker, Shadowclaw, Writhing Statue


  • Enemy Tier: T3-T5
  • Hit Points 35-55 + END
  • Element: Astral (Darkness) / Astral Fire / Variant
  • Weakness: Umbral (Light)
END STR MP DEX Hit Class INT RSN
T3-T5 T3-T5 T5 T2 +400 T1 T1

  • Condition Immunities: N/A
  • Status Effects: Paralyze, Silence, Addle, Disable, Poison

Abilities:

5 CD
MG - R
cst
EFF
Horrible Gaze: Inflicts Fear on all opponents.
3 CD
MG - R
cst
att
Void Fire II: Casts a Fire spell which inflicts damage and Elemental Curse: Fire on enemies.

"Another example of voidsent which exhibits the ability to possess and manipulate an inorganic vessel, these members of the ninth rung make up for what they lack in wit with nigh-unmatched agility. Their natural tendency to travel and hunt in bevies also helps to effect their individual weaknesses." — Encyclopædia Eorzea vol 1, page 298


Void Monk - Voidsent

No Variants


  • Enemy Tier: T3-T5
  • Hit Points 35-55 + END
  • Element: Astral (Darkness) / Astral Water
  • Weakness: Umbral (Light)
END STR MP DEX Hit Class INT RSN
T3-T5 T3-T5 T5 T2 +400 T1 T1

  • Condition Immunities: N/A
  • Status Effects:

Abilities:

3 CD
MG - R
inst
dspl
Inhale: Sucks all enemies to melee range.

"There are rumors that this voidsent earned its name when a disciple of the Fist of Rhalgr, training to open a particularly vexing chakra, threw a punch with such devastating power that no only did it open her mind, but it opened a rift between this realm and the Void, allowing for the admittance of this terrifying octopus-like creature. Others claim that it is simply because of the void monk's resemblance to the sea monk--a common cephalopod found in the Indigo Deep." — Encyclopædia Eorzea vol 1, page 298

Chapter 14: Wavekin - Bloodborn

The defining characteristic of a member of the wavekin is its uncanny ability to breathe while under water without the use of magicks, be it for limited duration, such as is the case with the amphibious efts and toads, or for the entirety of their lifespan, such as the case with most fish and cephalopods. While most wavekin are extremely timid creatures, the following is a selection of those which exhibit little fear towards man and will oft turn the aggressor should they feel threatened.


Anemone

Jellyfish, Sea Wasp, Bloodshore Bell


  • Enemy Tier: T1-T3
  • Hit Points 15-35 + END
  • Element: Astral Water
  • Weakness: Lightning
END STR MP DEX Hit Class INT RSN
T1-T3 T1-T3 T1-T3 T1-T3 +200 T1 T1

  • Condition Immunities: N/A
  • Status Effects: Daze, Paralyze

Aurelia

Bozjan Ranunculus


  • Enemy Tier: T1-T3
  • Hit Points 15-35 + END
  • Element: Astral Water
  • Weakness: Lightning
END STR MP DEX Hit Class INT RSN
T1-T3 T1-T3 T1-T3 T1-T3 +200 T1 T1

  • Condition Immunities: N/A
  • Status Effects: Daze, Paralyze

Abilities:

4 CD
phy - M
chrg
att
Sting: Deals damage in a line in front of it, inflicts Daze upon hit.

"A jellyfish's ability to float can be attributed to the gas it holds within its dome-like body. By expelling gas in controlled bursts, the creature achieves a limited form of flight. The trailing tendrils of this creature conceal stinging cells that are used to paralyze prey. The anemone, another member of the jellyfish family, has developed an organ that delivers a powerful electric shock in place of a paralytic poison."


Bombfish

Quillfish


  • Enemy Tier: T1-T2
  • Hit Points 15-25 + END
  • Element: Astral Water
  • Weakness: Lightning (+1 Damage)
END STR MP DEX Hit Class INT RSN
T1-T2 T2 T2 T2 +200 T0 T0

  • Condition Immunities: N/A
  • Status Effects: Daze

Abilities:

4 CD
phy - M
chrg
att
10,000 Needles: Always deals 5HP to anything near it, even allies, ignoring Hit Class & AoE penalties.

"Typically found in regions along the Far East, the bombfish is infamous for its ability to shoot its bony spines an astonishing distance. Each tip is coated with a potent poison that assassins have been using for centuries."

Clam

No Variants


  • Enemy Tier: T0-T3
  • Hit Points 10-30 + END
  • Element: Astral Water
  • Weakness: Lightning
END STR MP DEX Hit Class INT RSN
T0-T3 T0-T3 T0-T3 T1-T3 +300 T0 T0

  • Condition Immunities: N/A
  • Status Effects: N/A

Passives:

Call Reinforcements: This entity can summon vilekin-type enemies (Fireflies) or wavekin-type enemies while using ability: Harden.

Abilities:

4 CD
phy - M
chrg
eff
Harden: Becomes immune to any & all damage...but cannot act.

Clionid

Halimede [FATE], Xenoprotist


  • Enemy Tier: T1-T2
  • Hit Points 15-25 + END
  • Element: Astral Water
  • Weakness: Lightning (+1 Damage)
END STR MP DEX Hit Class INT RSN
T1-T2 T2 T2 T2 +200 T0 T0

  • Condition Immunities: N/A
  • Status Effects:

The clionid feeds on plankton early in life. As it matures, however, it begins consuming flesh in order to satisfy its voracious appetite, using the tentacles extending from its head to latch onto prey. A winsome appearance that belies a vicious nature gives the colloquial appellation of "sea faerie" a chilling accuracy. — Encyclopædia Eorzea Volume III, p. 261


Crab

Aquarius, Blue Swimmer, Bubbly Bernie [FATE], Clawtrap, Coralshell, Flintshell, Fossilshell, Karkinos, Karlabos, King Artho [FATE], Loamshell, Sallet Crab


  • Enemy Tier: T0-T3
  • Hit Points 10-30 + END
  • Element: Astral Water
  • Weakness: Lightning
END STR MP DEX Hit Class INT RSN
T0-T3 T0-T3 T0-T3 T1-T3 +400 T0 T0

  • Condition Immunities: N/A
  • Status Effects: N/A

Abilities:

4 CD
phy - M
chrg
eff
Harden: Becomes immune to any & all damage for 3 turns.

A distant relative of the hermit crab, the Sallet Crab also is cursed with a soft shell that renders it vulnerable to many of the sea's predators. To defend itself against the hungry legions, the crustacean has taken to the "borrowing" of helms that litter the sea bed -- reminders of the thousands of years of war waged on the seas above."

Craklaw

Blue Unkiu, Deacon [B RANK HUNT], Trilobite


  • Enemy Tier: T1-T3
  • Hit Points 10-30 + END
  • Element: Astral Water
  • Weakness: Lightning
END STR MP DEX Hit Class INT RSN
T1-T3 T1-T3 T1-T3 T1-T3 +400 T0 T0

  • Condition Immunities: N/A
  • Status Effects: N/A

Dagon

Sweeper, Trench Dagonite


  • Enemy Tier: T2-T3
  • Hit Points 20-30 + END
  • Element: Astral Water
  • Weakness: Lightning
END STR MP DEX Hit Class INT RSN
T0-T3 T0-T3 T0-T3 T1-T3 +300 T0 T0

  • Condition Immunities: N/A
  • Status Effects: N/A

Though the tradition was lost with the coming of the Flood, the Ondo once worshipped a great crab, Deacon. It was a venerated being that was meant to guide the faithful unto glory everlasting, supposedly through preparation for the advent of an even more venerated being. The nature of said god remains unclear, as it appears that what Deacon mostly did was stumble about like a drunken sailor and lure would-be predators close enough to crush them in its mighty claws. — Encyclopaedia Eorzea Volume III, p. 297

Danbania

Aloalo Paddle Biter, Aqueduct Focalor, Gymnasiou Echeceis, Remora


  • Enemy Tier: T1-T3
  • Hit Points 10-30 + END
  • Element: Astral Water
  • Weakness: Lightning (+1 Damage)
END STR MP DEX Hit Class INT RSN
T1-T3 T3 T1 T1-T3 +200 T0 T0

  • Condition Immunities: N/A
  • Status Effects: N/A

Of all the wavekin that make the Tempest their home, the danbania is perhaps the most aggressive. With hardened fins that resemble blades, the mere whisper of its name causes local Ondo to cling to their fishing nets protectively. As a final taunt to any tenacious enough to catch and cook the creature, its bony body assures that one is more likely to choke on the meal than gain substantial sustenance from it. — Encyclopædia Eorzea Volume III, p. 261


Diplocaulus

Otokage, Skydeep Arrowhead, Sum [A RANK HUNT], Val Nanka


  • Enemy Tier: T3-T4
  • Hit Points 30-40 + END
  • Element: Astral Water
  • Weakness: Lightning (+1 Damage)
END STR MP DEX Hit Class INT RSN
T3-T4 T3 T3 T3 +400 T1 T0

  • Condition Immunities: N/A
  • Status Effects: Blind, Paralyze, Silence

Abilities:

4 CD
phy - M
inst
eff
Flashy Display: Caster flashes its fins in an alluring manner, momentarily allowing it to take a second turn.

"Naturalists are divided on what they believe to be the true function of the Diplocaulus's pair of signature arrow-like protrusions on its head. While some claim they serve as quasi-fins allowing the creature to make swift directional adjustments while swimming, others still claim they are used in mating, similar to a peacocks' plumage."


Eft

Axolotl, Salamander, Snowpuppy, Mudpuppy, Kurrea [A RANK HUNT], Yilan [A RANK HUNT]


  • Enemy Tier: T2-T4
  • Hit Points 20-40 + END
  • Element: Astral Water
  • Weakness: Lightning (+1 Damage)
END STR MP DEX Hit Class INT RSN
T2-T4 T3 T3 T4 +400 T1 T0

  • Condition Immunities: N/A
  • Status Effects: Poison, Slow, Paralyze, Silence, Disable

Abilities:

4 CD
MG - R
inst
eff
Bog Bomb: Caster inflicts all available status effects on all enemies.
2 CD
MG - R
inst
eff
Soundstorm applies a Misdirection status effect to everyone in range, forcing them to move in the direction shown after 1 round.
4 CD
MG - M
inst
eff
Mini Light is a large circle AoE that applies Bind, Daze, Mini debuffs.
4 CD
phy - M
inst
att
Devour: is followed by Mini Light and kills anyone that is Minimized in range.

"Riverbeds are the natural habitat for the family of large wavekin known as salamanders. Waiting motionless atop the silt and stones for the perfect moment to strike, these patient hunters Daze their prey with a jolt of electricity from a specialized organ located within the mouth, before proceeding to swallow their victims whole. Salamanders mainly feed underwater on fish and frogs, but will also on rare occasions strike out on creatures that wander too close to the riverbank."


Elbst

Big Flipper, Hakulaq, Tursus, Yuki-tokage


  • Enemy Tier: T2-T4
  • Hit Points 20-40 + END
  • Element: Astral Water / Varies
  • Weakness: Lightning (+1 Damage) / Varies
END STR MP DEX Hit Class INT RSN
T2-T4 T3 T3 T4 +400 T0 T0

  • Condition Immunities: N/A
  • Status Effects: N/A

4 CD
MG - M
inst
att
Breath Attack: Deals AoE damage & an Elemental Curse / Weakness of your choice associated with this entity to all struck targets.

"Featuring a razor-toothed maw capable of engulfing a grown Lalafell whole, the elbst is a formidable sea creature that is believed in some scholarly circles to have evolved from the peiste. The Sahagin have recently taken to breeding and training the wavekin for use in their skirmishes with Limsa Lominsa, and will cut the elbst's webbing to improve their speed on land."

Frog

Poison Frog
For the familiar version of this entity, please see its section under "Poroggo".


  • Enemy Tier: T1-T3
  • Hit Points 10-30 + END
  • Element: Astral Water
  • Weakness: Lightning (+1 Damage)
END STR MP DEX Hit Class INT RSN
T1-T3 T3 T1 T1-T3 +200 T0 T0

  • Condition Immunities: N/A
  • Status Effects: Poison, Paralyze, Silence, Addle, Knockdown
3 CD
phy - M
inst
eff
Slippery Slime: Secretes a slime from the caster's body that inflicts Knockdown & Poison when touched. This puddle can remain for as long as you'd like.

Gigantoad

Abaddon, Nix, Dreamtoad, Ogama, Heket, Cane Toad, Croakadile, The Rain Triller [A RANK HUNT], Wivre Fodder, Vodyanoi, Trance Toad
There's 48 variations like this, say it with me folks... "If Toad-Shaped, probably this."


  • Enemy Tier: T2-T4
  • Hit Points 20-40 + END
  • Element: Astral Water
  • Weakness: Lightning (+1 Damage)
END STR MP DEX Hit Class INT RSN
T2-T4 T3 T3 T2 +400 T1 T0

  • Condition Immunities: N/A
  • Status Effects: Poison, Knockdown, Winded

Passives:

Do-re-misery calls out the order it will perform Chirp!, Ribbit! and Croak! while casting, then performs them in sequence.

Abilities:

3 CD
phy - M
inst
dspl
blu
Sticky Tongue: Pulls a single target towards the caster. Ignores Hit Class.
3 CD
phy - M
inst
eff
Slippery Slime: Secretes a slime from the caster's body that inflicts Knockdown & Poison when touched. This puddle can remain for as long as you'd like.
3 CD
phy - M
cst
att
Labored Leap: Circular AoE around the caster. Knocks targets in radius backwards & inflicts Knockdown.
1 CD
phy - M
inst
att
Chirp! is a circle AoE applying a Winded stack.
1 CD
phy - M
inst
att
Ribbit! is a donut AoE allowing a bit of space around the hunt applying a Winded stack.
1 CD
phy - M
cst
att
Croak! is a circle AoE covering the front and sides but leaving a safe cone behind it applying a stack of Winded.
3 CD
phy - M
cst
att
Drop of Venom: is a telegraphed stack marker on a random target. This stack marker deals 30 damage & spreads this damage equally across all players within the radius of the target at the end of the cast.

"Gigantoads are possessed of great, bloated bodies supported by four stumpy limbs. They prey upon beetles and other large vilekin. These wavekin are irksome opponents-- slippery secretions from their parotid glands can make it difficult for adversaries to land solid blows, and their malicious glares have been known to unnerve even the most steadfast of warriors."

Gyuki

Jinrinki [FATE], Ruszor, Valras


  • Enemy Tier: T2-T4
  • Hit Points 20-40 + END
  • Element: Astral Water
  • Weakness: Lightning (+1 Damage)
END STR MP DEX Hit Class INT RSN
T2-T4 T3 T3 T2 +400 T0 T0

  • Condition Immunities: N/A
  • Status Effects: N/A

These barrel-like pinnipeds (called ruszors in the West) spend much of their lives gorging themselves on fish and other marine life. As such, some males can grow as heavy as two and a half tonzes. Most of this weight is attributed to fat which helps insulate the wavekin from the freezing winds of the northern seas—their preferred habitat. However, lack of prey will sometimes see huddles of the gyuki make the long journey south to the abundant waters of the Ruby Tide. — Encyclopædia Eorzea vol 2

Karlabos

Brutal Barber, Clay/Craig Claw, Gritclaw, Kamikiri, Makara, Pterygotus [B RANK HUNT], River Scorpion, Serket [FATE]


  • Enemy Tier: T2-T4
  • Hit Points 20-40 + END
  • Element: Astral Water / Variant
  • Weakness: Lightning (+1 Damage)
END STR MP DEX Hit Class INT RSN
T2-T4 T3 T3 T2 +400 T0 T0

  • Condition Immunities: N/A
  • Status Effects: Poison, Paralyze, Daze, Silence, Addle

Abilities:

No CD
phy - R
cst
att
blu
Tail Screw: Make an AoE attack at +2, ignoring Hit Class.

Though similar in shape to a scorpion's tail, Karlabos uses its rear appendage not to inject its victims with poison, but to dismember them, effectively rendering the prey unable to fice or fight back. Sailors will spin tales of Karlabos tearing open the hulls of ships passing through shallow waters...but then again, sailors will spin tales of anything. — In-game description


Kracken -- BOSS

No Variants


  • Enemy Tier: T6
  • Hit Points 130 + END
  • Element: Astral Water
  • Weakness: Lightning (+1 Damage)
END STR MP DEX Hit Class INT RSN
T6 T6 T6 T4 +600 T6 T6

  • Condition Immunities: Paralyze, Disable, Bind, Slow
  • Status Effects: Paralyze, Disable, Bind, Slow
  • Possible Loot: Mysterious Ink (C) - Mysterious Blood (C) - Kracken Tentacle (U) - Kracken's Eye (R)

Legendary Actions: [6 total]

1 CD // 2 points
phy - R
cst
att
Grasp: Grabs a target, temporarily removing them and one Kracken's Tentacle summon from the fight. Kracken cannot remove more than three (3) Kracken's Tentacle at one time.
No CD
phy - R
inst
smn
Tentacle Raise: Summons two (2) tentacles onto the field. Kracken cannot summon more than five (5) tentacles at one time. Tentacles whose HP has reached 0 are removed from play & cannot be resummoned for 2 turns. Tentacles have 20 HP, 0 Hit Class, & T4 STR/DEX

Actions

3 CD
MG - R
inst
smn
Typhoon: Summons a Typhoon, dealing damage and inflicting Disable & Knockdown. This typhoon can despawn as you wish.
5 CD
phy - R
chrgd
att
Come on and Slam:All Kracken's Tentacle on the field slam into the ground, dealing damage to players in the area. Damage increases by +1 with each Kracken's Tentacle on the field.

"Feared by sailors across Hydaelyn, dark tales of these cyclopean cephalopods ripping apart twin-hulled galleys with their powerful tentacles have been told since man first took to the seas. Contrary to what any sailor in his cups might have you believe, actual sightings are quite rare, though rumors that the legendary pirate Mistbeard kept a Kracken as a pet have mysteriously become more commonplace of late."

Kelpie

Hippe, Nuckelavee [A RANK HUNT]


  • Enemy Tier: T2-T4
  • Hit Points 20-40 + END
  • Element: Astral Water
  • Weakness: Lightning (+1 Damage)
END STR MP DEX Hit Class INT RSN
T2-T4 T3 T3 +400 T0 T0

  • Condition Immunities: N/A
  • Status Effects: N/A

Abilities:

2 CD
phy - R
cst
att
Torpedo a single-target attack that deals +3 damage, ignoring Hit Class.
3 CD
phy - R
chrgd
att
Bog Body an AoE marker targeted at a random player that applies Bleed.
2 CD
phy - R
inst
att
Gallop a dash at a random player, followed immediately by Spite.
5 CD
phy - R
cst
att
Spite a circle AoE centered on the caster that applies Winded.

Leech

Living Whelk, Obdella [FATE], Smiley Kisser, Sun Leech


  • Enemy Tier: T1-T3
  • Hit Points 10-30 + END
  • Element: Umbral Water
  • Weakness: Lightning (+1 Damage)
END STR MP DEX Hit Class INT RSN
T1-T3 T2 T1 T1 +200 T0 T0

  • Condition Immunities: N/A
  • Status Effects: Poison, Disease

Abilities:

3 CD
phy - m
cst
att
Latch Latches the leech onto an opponent, draining -2HP for every turn it is not pried off. Must roll higher than the Leech's STR roll to remove it from another player.

"While leeches primarily live in water, they will oft to to dry land to hunt, using their leaf-like appendages to lure herbivores which they will then latch onto with their suction-like mouths and drain of blood until they are full to bursting -- a process which, depending on the size of the animal, can result in death. While it has long been believed that leeches are blind, dye to a distinct lack of eyes, closer inspection will reveal that the amphibious wavekin are equipped with countless tiny eyespots which, while not allowing for sight in the normal sense, grant the creatures the ability to detect light."

Megalocrab

Big Claw, Coralshell, Cancer [FATE], Gripper, Shearing Sheridan [FATE], Snipper, Nahn [A RANK HUNT]
If MEGALOCRAB-SHAPED...yadda yadda yadda. 33 variants of this and most of them share one of the above naming conventions.


  • Enemy Tier: T2-T4
  • Hit Points 20-40 + END
  • Element: Umbral Water
  • Weakness: Lightning (+1 Damage)
END STR MP DEX Hit Class INT RSN
T2-T4 T3 T3 T2 +400 T0 T0

  • Condition Immunities: N/A
  • Status Effects: N/A
3 CD
phy - m
inst
att
Big Scissor: A single target attack which ignores Hit Class.
5 CD
mg - R
cst
att
Bubble Shower: is an easily dodgable conal aoe with no penalty, inflicting Bind.
5 CD
mg - R
cst
att
Bubble Bath: is an easily dodgable conal aoe that, if hit, inflicts Sleep.

Ninki Naka

Nanka, Migas [FATE]


  • Enemy Tier: T0-T4
  • Hit Points 5-40 + END
  • Element: Umbral Water
  • Weakness: Lightning (+1 Damage)
END STR MP DEX Hit Class INT RSN
T0-T4 T2 T1 T1 +100 T0 T0

  • Condition Immunities: N/A
  • Status Effects: Slow

Abilities:

4 CD
phy - m
inst
smn
Spawn:Spawns four (4) Nanka. These Nanka have 3HP & no additional stats, taking their turn on the Ninki Naka's.

Instead of laying their eggs in a pond or river where they might be devoured by predators, female nanka deposit their offspring spawn on the back of the fathers, who then carry and protect the brood until the young nanka are ready to face the world on their own. While not poisonous, nanka flesh is tough and exhibits a strong ammoniacal flavor, rendering it unsuitable for consumption in all but the most dire of cases. The Gnath, however, do not seem to mind the unique tang, and have made the wavekin a staple in their diet."


Orobon

Angler, Ogrebon, Ango, Mutsu
I write this fully aware that TECHNICALLY, Ogrebon are a different species. However, they are literally just GIANT VERSIONS OF THIS with no extra mechanics, making it very silly to put in two entries for what is essentially the same enemy.


  • Enemy Tier: T1-T4
  • Hit Points 15-45 + END
  • Element: Umbral Water
  • Weakness: Lightning (+1 Damage)
END STR MP DEX Hit Class INT RSN
T1-T2 T2 T2 T3 +400 T0 T0

  • Condition Immunities: N/A
  • Status Effects: Blind

Abilities:

3 CD
phy - m
inst
att
Sand Spit: Deals damage, inflicts Blind and Disable.
3 CD
phy - m
inst
att
Bog Bomb: Slimes all enemies around it, dealing damage and inflicting Slow.

"Oboron were once the stuff of fishermen's takes, having only ever been spied on those rare occasions when one became entangles in a deepwater net. In recent years, however, these deep-water creatures have been seen in the shallows of freshwater lakes and underground pools. Due to the scarcity of pray in their native environment, orobon have evolved disproprotionately large, scooping mouths.
Ogrebons spend the majority of their lives buried beneath the sediment gathered on the beds of rivers and lakes, leaving only their illicia -- a pair of flesh, antenna-like organs -- unhidden. The illicia end in luminecent sacs which are commonly mistaken for its eyes, but in fact serve as their bait to lure smaller wavekin to the ogrebon who, only then, will emerge from reclusion to swallow their prey whole."

Otodus

Petalodus [A RANK HUNT]


  • Enemy Tier: T3-T4
  • Hit Points 30-40 + END
  • Element: Umbral Water
  • Weakness: Lightning (+1 Damage)
END STR MP DEX Hit Class INT RSN
T2-T4 T3 T3 T2 +400 T0 T0

  • Condition Immunities: N/A
  • Status Effects: Elemental Curse: Water, Elemental Weakness: Water

Abilities:

3 CD
mg - r
cst
att
Marine Mayhem: an interruptable and otherwise unavoidable large AoE that hits three times in a row.
3 CD
phy - m
inst
att
Tidal Guillotine: an untelegraphed circle AoE around the caster applying knockdown and Winded.

Phuabo

Tristitia [FATE]


  • Enemy Tier: T1-T5
  • Hit Points 15-55 + END
  • Element: Umbral Water / Umbral Wind
  • Weakness: Lightning (+1 Damage)
END STR MP DEX Hit Class INT RSN
T1-T5 T2-T3 T2-T5 T3 +400 T0 T0

  • Condition Immunities: N/A
  • Status Effects: Bind, Winded, Bleed

Abilities:

This entity just has the standard donut/donut hole AoE mechanics you know and love. Tack what you want onto it really. You can also just go absolutely nuts & use the mechanics from the Eureka Hydatos fate (at your own risk.)

The broad head of this wavekin resembles that of a ray, yet its body is unmistakably sharklike. As such, naturalists have long debated over the minutiae of the phuabo's classification. For a short while, the creature was called a "shark-ray" to mollify both sides of the argument, but the current prevailing theory seats the phuabo firmly amongst the rays. — Encyclopædia Eorzea Volume III, p. 261

Poroggo

Roggo, Spine Duster


  • Enemy Tier: T1-T2
  • Hit Points 10-20 + END
  • Element: Umbral Water
  • Weakness: Lightning (+1 Damage)
END STR MP DEX Hit Class INT RSN
T1-T2 T2 T2 T3 +300 T0 T0

  • Condition Immunities: N/A
  • Status Effects: Blind

Abilities:

3 CD
mg - r
cst
eff
Sing: Puts all enemies in melee radius to Sleep.

Pteraketos

Shockmaw [B RANK HUNT]


  • Enemy Tier: T1-T5
  • Hit Points 15-55 + END
  • Element: Umbral Water / Umbral Wind
  • Weakness: Lightning (+1 Damage)
END STR MP DEX Hit Class INT RSN
T1-T5 T2-T3 T2-T5 T3 +400 T0 T0

  • Condition Immunities: N/A
  • Status Effects: N/A

This large whale spends its life wandering ocean waters. Though it oft travels via leisurely swimming, the pteraketos can also use its fins as aether-borne wings to propel its massive bulk through the air. On its head is a large organ within which it stores ambient aether, enabling the usually docile wavekin to defend itself with powerful bursts of magical energy. — Encyclopædia Eorzea Volume III, p. 261

Pugil

Jagil, Vepar, Hatsugyo, Isonade, Lepidotes, Oannes [FATE], Rockfin


  • Enemy Tier: T1-T2
  • Hit Points 15-25 + END
  • Element: Umbral Water
  • Weakness: Lightning (+1 Damage)
END STR MP DEX Hit Class INT RSN
T1-T2 T2 T2 T3 +200 T0 T0

  • Condition Immunities: N/A
  • Status Effects: N/A

Abilities:

3 CD
phy - r
cst
att
Screwdriver: Dives a single target in a straight line, dealing damage to all enemies in range.

"All varieties of Pugil posses an ancillary bladder which stores wind-aspected gas believed to be generated by the wavekin itself. As such, this organ grants the pugil limited "flight" capabilities, though several ilms appears to be the maximum altitude attainable. Pugils have voracious appetites and will devour almost anything that moves, making them well-despised amongst fishes who oft find themselves competing with the wavekin for the best fishing grounds. Pugils themselves are worthless on the market, their flavor and texture both comparable to something between a sweaty mocasin and a sun-dried clutch of salamander eggs."

Punutiy

No Variants


  • Enemy Tier: T1-T3
  • Hit Points 15-35 + END
  • Element: Umbral Water
  • Weakness: Lightning (+1 Damage)
END STR MP DEX Hit Class INT RSN
T1-T2 T2 T2 T3 +400 T0 T0

  • Condition Immunities: N/A
  • Status Effects: N/A


Ray

Cetus [BOSS], Gymnasiou Nereis, Okina [S RANK HUNT], Manta Ray


  • Enemy Tier: T1-T3
  • Hit Points 15-35 + END
  • Element: Umbral Water
  • Weakness: Lightning (+1 Damage)
END STR MP DEX Hit Class INT RSN
T1-T3 T2 T2 T3 +400 T0 T0

  • Condition Immunities: N/A
  • Status Effects: N/A

Abilities:

1 CD
phy - r
cst
displ
Inhale/Exhale: Pushes the players away from the caster, or pulls them towards them.
2 CD
mg - r
cst
att
Electric Swipe: - Conal AOE behind the caster that hits anyone in its path.
2 CD
phy - r
cst
att
Body Slam - Large circular aoe that targets a random player. The entity then jumps to this area, damaging all enemies in radius.

Oddly enough, these once seabound wavekin have been seen flying in years since the Calamity's end in Aldenard. The Kojin of the Ruby Sea, however, argue that the creatures could always fly...but simply decided not to. Whatever the case may be, ray can be domesticated for various purposes and are quite gentle when the time is put into them. The same cannot be said of their wild counterparts, of the infamous Cetus, whose sheer size envied Imperial airships.


Sea Swallow

Aomino, Iris [FATE]


  • Enemy Tier: T1-T5
  • Hit Points 10-50 + END
  • Element: Umbral Water
  • Weakness: Lightning (+1 Damage)
END STR MP DEX Hit Class INT RSN
T1-T5 T1-T5 T1-T5 T4 +300 T0 T0

  • Condition Immunities: N/A
  • Status Effects: N/A

Sea Serpent

Bozjan Snake, Basilosaurus, Conodont, Hikagiri, Jormungand, Kaja, Morgawr, Oceanus, Okeanis, Son of the Keeper, Tcaridyi, Uncegila, Unktehi, Yaquaru, Yulunggu, Zeuglodon


  • Enemy Tier: T1-T5
  • Hit Points 10-50 + END
  • Element: Umbral Water, Umbral Lightning/Umbral Fire
  • Weakness: Lightning (+1 Damage)
END STR MP DEX Hit Class INT RSN
T1-T5 T1-T5 T1-T5 T3 +300 T0 T0

  • Condition Immunities: N/A
  • Status Effects: Poison, Elemental Curse: Lightning

Once only spotted in the Indigo Deep and Straits of Merlthor, now Sea Serpents have made their way as far inland as Mor Dhona. These snake-like beings have managed to find a way to adjust themselves to both land and sea life...a feature which puzzles and terrifies scholars -- for if these beasts can evolve to such lengths, what others might follow in their wake? It is known, however, that any one of the many types of Sea Serpent can manipulate water with surprising ease, blasting anything around it with powerful torrents.


Sea Horse

Amphisbaena, Hippomaritimus, Tatsunoko


  • Enemy Tier: T3-T5
  • Hit Points 30-50 + END
  • Element: Umbral Water
  • Weakness: Lightning (+1 Damage)
END STR MP DEX Hit Class INT RSN
T3-T5 T3-T5 T3-T5 T3 +300 T0 T0

  • Condition Immunities: N/A
  • Status Effects: N/A

A creature that often was mistaken for Sea Serpents by ancient explorers. It moves through the ocean majestically, like a steed of the Azim Steppes-- a comparison that was lost in translation and brought the term "Sea Horse" to the West. These beasts can easily move from sea to land, and have powerful organs that store water to spray would-be enemies with incredibly potent blasts.

Credit: Kyounghwan Kim


Slug

Carpet Stain, Cog Oil, Dravanian Slug, Gear Grease, Leafbleed Slug, Lou Carcoth, Ruins Dross, Shroud Hare
If slug-shaped...you get it.


  • Enemy Tier: T1-T3
  • Hit Points 10-30 + END
  • Element: Umbral Water
  • Weakness: Lightning (+1 Damage)
END STR MP DEX Hit Class INT RSN
T1-T3 T1-T3 T1-T3 T2 +200 T0 T0

  • Condition Immunities: N/A
  • Status Effects: Poison, Oil, Bind, Blind

Abilities:

1 CD
phy - r
inst
eff
Oily Coat: Inflicts Oil onto any opponents that attack the caster in the next three (3) turns.

Wavekin born without bones, beings of pure muscle. Many of their species lay their eggs inside warm, wet environments, including the still-living bodies of their own prey or larger predators. They have no eyes, and rely on a keen sense of smell. It is thought that licking a slug causes severe hallucinations, however, many stomach-ill patients to infirmaries around the globe have proven otherwise.

Swampmonk

Go'ozoabek'be [B RANK HUNT]


  • Enemy Tier: T1-T3
  • Hit Points 15-35 + END
  • Element: Umbral Water
  • Weakness: Lightning (+1 Damage)
END STR MP DEX Hit Class INT RSN
T1-T3 T1-T3 T1-T3 T2 +200 T0 T0

  • Condition Immunities: N/A
  • Status Effects: Elemental Curse: Water


Urganite

Ancient Urganite, Alturia, Bifericeras, Echioceras, Limascabra, Living Fossil, Overgrown Difflugia, Scaphite, Zoredonite


  • Enemy Tier: T1-T3
  • Hit Points 15-35 + END
  • Element: Umbral Water
  • Weakness: Lightning (+1 Damage)
END STR MP DEX Hit Class INT RSN
T1-T3 T1-T3 T1-T3 T2 +200 T0 T0

  • Condition Immunities: N/A
  • Status Effects: Slow, Poison, Paralyze

For centuries, the discrepancy in site between the largest (up to ten hands in length) and smallest (less than half an ilm) uragnites perplexed Lominsan naturalists, for there was no evidence of two different species. That all changed, however, with the discovery of records from the Fifth Astral Era showing that Nymian scholars discovered a way to magically manipulate the size of the wavekin, which were farmed for their flesh and dried for long-term preservation. — Encyclopædia Eorzea, p. 282

Xzomit

Aloalo Khalamari, Khalamari [FATE], Paralarva


  • Enemy Tier: T3
  • Hit Points 30 + END
  • Element: Umbral Water
  • Weakness: Lightning (+1 Damage)
END STR MP DEX Hit Class INT RSN
T1-T3 T1-T3 T1-T3 T2 +300 T0 T0

  • Condition Immunities: N/A
  • Status Effects: Slow, Poison, Paralyze

The body of this enormous squid emits a mysterious glow, thought to be a reaction to the ambient aether in the surrounding waters. One theory posits that the luminescence facilitates communication between xzomit, although this had proven difficult to observe in the wild. The wavekin can fend off predators by hardening its fins and charging forward, using its own body as a sort of organic projectile. — Encyclopædia Eorzea Volume III, p. 261


Yabby

Kiwakin, Amikiri [BOSS], Mantis Shrimp, Kiwa, Lochs Yabby


  • Enemy Tier: T2-T4
  • Hit Points 20-40 + END
  • Element: Umbral Water
  • Weakness: Lightning (+1 Damage)
END STR MP DEX Hit Class INT RSN
T2-T4 T2-T4 T2-T4 T2 +500 T0 T0

  • Condition Immunities: N/A
  • Status Effects: Slow

Abilities:

5 CD
phy - m
inst
att
Tail Thrust: Deals damage and inflicts Slow onto one opponent.

Like many of the wavekin living in Loch Seld, the yabby is also believed to be the descendant of a sea-dwelling creature that migrated to the mountains during the great flood that ended the Fifth Astral Era, and then was trapped when the waters receded. A diamond-like shell protects the yabby, but only if it remains upright,. Flip the creature over, and its butter-soft belly will be exposed, selling almost certain doom. — Encyclopædia Eorzea vol 2


Ymir

Mega-Gris, Sea Gelatin, Yumemi, Ymir Unshelled


  • Enemy Tier: T3-T4
  • Hit Points 30-40 + END
  • Element: Umbral Water
  • Weakness: Lightning (+1 Damage)
END STR MP DEX Hit Class INT RSN
T3-T4 T3-T4 T3-T4 +500 T0 T0

  • Condition Immunities: N/A
  • Status Effects: Paralyze, Elemental Curse/Weakness: Lightning, Slow, Knockdown

5 CD
phy - m
inst
att
Head Snatch: Deals damage and inflicts Slow onto one opponent.
4 CD
mg - r
inst
displ
Water Wave: Deals damage, pushes enemies backwards, inflicts Air Toss.
4 CD
mg - r
inst
att
Blanket Thunder: Deals damage, inflicts Elemental Curse: Lightning to all opponents.
5 CD
phy - r
inst
eff
Mucus: Covers itself in thick mucus. Inflicts Slow to all enemies who strike the caster for the next three (3) turns.

Ymir are believed to draw ambient ice- and lightning-aspected aether into their aetheroconductive shells where the energies are stored until required to fend off predators. The highly territorial sea snails have also been documented collecting and burying the empty shells of their dead so that they might draw upon the remaining energies to defend their homes. — Encyclopædia Eorzea, p. 282

Yovra

Omni [SPECIAL FATE BOSS]


  • Enemy Tier: T3-T6
  • Hit Points 30-60 + END
  • Element: Umbral Water
  • Weakness: Lightning (+1 Damage)
END STR MP DEX Hit Class INT RSN
T3-T6 T3-T6 T3-T6 T4 +500 T0 T0

  • Condition Immunities: N/A
  • Status Effects:

Abilities:

2 CD
phy - m
inst
displ
Pull of the Void: Drags nearby players into melee range, and is followed up by either a circle or donut AoE.
5 CD
phy - r
inst
att
Vitriolic Barrage: an unavoidable attack that deals moderate damage to all nearby players.
2 CD
phy - m
inst
att
Rock Hard a circle AoE targeted below a random player that deals high damage.
5 CD
mg - r
inst
att
Torrential Torment: a long cone attack directed toward a random player that deals high damage and inflicts Slow.
OPC
phy - m
inst
eff
Fluorescence: grants a stacking, drastic Damage Up buff, resulting in all of its attacks dealing enough damage to KO most players in a single hit. It is highly recommended that the buff be removed.
5 CD
mg - r
inst
att
Ion Shower: targets a random player with a purple indicator over them. After a short delay, the targeted player will take a moderate amount of damage and be given Daze. This entity will launch three extremely large, untelegraphed circle AoEs in a row that deal lethal damage to all players near the Dazened player. The Dazened player is immune to these AoEs. Move far away from the marked player to avoid.

Among the largest of the known jellyfish, this gargantuan wavekin keeps itself afloat outside of water with gas stored within its body, using its finlike tentacles to maintain balance. By the time potential prey recognizes the shadow of this drifting terror, it is too late to avoid being engulfed in the yovra's hungry embrace. — Encyclopædia Eorzea Volume III, p. 261

Chapter 15: Creations

The beings within this category were allegedly born not from the crucible of evolution, but from the careful manipulation of creation magicks by the ancients. Most of these creatures have existed, in some form or another, after the sundering of the star.

Given the recent addition of this category, descriptions and information is scant at best. Additional lore on these entities will be added as it is gathered.

Square Enix insists these entities are different than their current counterparts. It could be reasonably argued that these creatures are stronger than their currently existing counterparts -- to account for that, I personally recommend upping stats by a tier or two if you somehow find yourselves facing such creatures.
For the sake of my own sanity and the fact that this document is getting to be over THREE HUNDRED PAGES LONG however, this segment will only be listing creatures that do NOT have a currently existing counterpart.
(As a general rule of thumb, you can assume all creatures that appear in Elpis, The Shifting Gymnasion, Kistis Hyperboreia, and Akadaemia Anyder are all Creations. It is a very safe bet.)

Keraunos

Ixion [SPECIAL FATE BOSS], Phaethon


  • Enemy Tier: T3-T6
  • Hit Points 30-60 + END
  • Element: Umbral Lightning / Umbral Fire
  • Weakness:
END STR MP DEX Hit Class INT RSN
T3-T6 T3-T6 T3-T6 T4 +500 T0 T0

  • Condition Immunities: N/A
  • Status Effects:

Abilities:

I'll be honest, it's been so long since I've done this fight and there are no written guides that I can find. - Joy

This creation was encountered while under observation in Elpis. Its main function was to promote rainfall in arid regions, which was achieved by enabling it to generate storm clouds by accumulating aether in its horns. Reportedly, the creature required many iterations in the name of making this thunderous ability safer both for its bearer and the people around it. — Encyclopaedia Eorzea Volume III, p. 276

Kokytos {Boss}

No Variants


  • Enemy Tier: T3-T6
  • Hit Points 30-60 + END
  • Element: Lighting, Fire, Ice
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T3-T6 T3-T6 T3-T6 T4 +500 T0 T0

  • Condition Immunities: N/A
  • Status Effects:

Passives:

Dualspell: This entity will use two elemental spells in sequence on the same turn.
High Cast: This entity's elemental abilties can be amplified, changing their effects.
Ice: A donut AoE that leaves the inner two rings of the arena safe. If ice is amplified, only the innermost circle is safe.
Fire: Large circular AoEs (Pile Pyre) that target either all DPS or all supports, require two players to split damage, and inflict Lethal. If fire is amplified, the AoEs will become even larger.
Lightning: Line AoEs (Thunder III) that target all players and inflict Lethal. If lightning is amplified, the AoEs will become wider.
Multi-Form: This entity has five forms -- Standard, Mage, Martialist, Behemoth, & Chimera. These forms have varied attack patterns.
OSHA Violation: This entity's arena has a ring around it that will drop players to -3HP if contact is made.
Stone Salvation: Prior to knockback mechanics, this entity will always spawn four (4) solid rock walls prior to its cast.

Legendary Actions: [70 points]

5 CD--20p
mg - r
cst
eff
Levinstrike Summoning: The boss will summon four lightning orbs in front of the Stone Salvation barriers that spawned. Each orb will be numbered 1, 3, 5, and 7, going either clockwise or counterclockwise. In addition, four random players will be numbered 2, 4, 6, and 8.
5 CD--20p
mg - r
chrgd
att
Scrambled Succession: The four players without a number will be sequentially marked with a blue overhead marker. When the cast finishes, the boss will become untargetable and begin a series of mechanics.
The boss will teleport to the 1 marked lightning orb and kick it across the arena until it strikes the barrier, which will cause it to explode in a small AoE (Shock) that should be avoided. Afterwards, a tower will spawn that must be soaked by a player, which will inflict Disable, or it will explode and deal massive raidwide damage & Winded on everyone.
The boss will strike the 2 marked player with a medium circular AoE (Firemeld) that inflicts Disable.
At the same time, the first player with a blue overhead marker will be hit with a massive circular AoE (Icemeld) that inflicts Disable. The boss will repeat this sequence of mechanics for the remaining numbers.
5 CD--20p
mg - r
cst
att
Comet: Four proximity AoEs appear at the cardinals/intercardinals not occupied by a Charybdis AoE, requiring the party to be in the middle of the arena to mitigate the damage. When the AoEs resolve, four rocks will spawn at the AoE locations: two random rocks will be cracked, while the other two will be undamaged.
5 CD--20p
mg - r
chrgd
att
Ecliptic Meteor: A random surviving rock will receive a red marker, indicating where a raidwide meteor AoE will drop on the next round that will kill anyone not hiding behind an undamaged rock, specifically blocking line-of-sight with the targeted rock.

Abilities:

2 CD
mg - r
inst
att
Gluttony's Augur: raidwide damage, ignores Hit Class
3 CD
mg - r
inst
eff
Duality of Death: Inflicts Elemental Weakness: Fire & Wind
2 CD
phy - m
inst
att
Ascendant Fist: Single target attack, inflicts Lethal & Bleed
5 CD
mg - r
inst
att
Shockwave: Knockback from the center
5 CD
mg - r
cst
att
Front Combination or Rear Combination: either a point-blank or donut AoE
5 CD
phy - r
cst
att
Outside / Inside Roundhouse:, an untelegraphed 180 degree cleave to either its front or rear based on the name of the cast. Will do the opposite on the caster's next turn.
3 CD
mg - r
chrgd
att
Groundbuster: AoEs. Cracks appear on the ground & explode the next round. Very similar to Ruby Weapon's mechanic. (It's the same mechanic.)
3 CD
mg - r
chrgd
att
Archaic Demolish: 30 damage split across all party members in the stack.
5 CD
mg - r
inst
att
Charybdis: The boss will summon four large persistent AoEs at all cardinals or all intercardinals.
5 CD
mg - r
chrgd
att
Beastly Bile: Split 20 damage AoE targeted at the furthest players. Note that the AoE will resolve at the same time as Thunderbolt.
3 CD
mg - r
inst
att
Thunderbolt: Four large conal AoEs targeted at the four closest players.
2 CD
mg - r
inst
att
Beastly Fury: Raidwide AoE

Ladon / Ophion

Atticus the Primogenitor [S RANK HUNT], Ladon Lord, Ophioenus
Square Enix INSISTS these two creatures are a completely different species. But I am not writing two identical stat blocks for two creatures that are functionally the EXACT SAME for the sake of my own sanity. Could I have simply copy/pasted the stat blocks? Yes. But to save precious room on this massive file, I'm not. Ophion only have ONE head, and Ladon have three. Easy peasy.


  • Enemy Tier: T3-T6
  • Hit Points 30-60 + END
  • Element: Umbral Lightning / Umbral Fire
  • Weakness:
END STR MP DEX Hit Class INT RSN
T3-T6 T3-T6 T3-T6 T4 +500 T0 T0

  • Condition Immunities: N/A
  • Status Effects: Winded, Elemental Curse: Fire

Abilities:

3 CD
mg - r
cst
att
Breath Sequence: attacks with a flaming cone in the sequence the heads talked, which can be either 3 or 6 times. Applies Winded.
3 CD
phy - r
cst
att
Right Head: cleaves the back-right section.
3 CD
phy - r
cst
att
Middle Head: cleaves the front.
3 CD
phy - r
cst
att
Left Head: cleaves the back-left section.
3 CD
phy - r
inst
eff
Brutality: applies Haste to Atticus the Primogenitor.
2 CD
phy - r
inst
att
Intimidation: Roomwide AoE.
3 CD
mg - r
cst
att
Pyric Blast: is a telegraphed stack marker on a target spreading 10 damage across players in the stack.

By combining a snake and a lizard, the researcher behind this creation hoped to make a creature which possessed the flexibility of the former and the ambulatory movement of the latter. This concept proved to be replete with predatory potential, but there was some concern that is fecundity would lead to a depopulation of the herbivorous life of any region into which it was introduced. — Encyclopaedia Eorzea Volume III, p. 276

Lyssa

No Variants


  • Enemy Tier: T3-T6
  • Hit Points 30-60 + END
  • Element: Umbral Ice
  • Weakness:
END STR MP DEX Hit Class INT RSN
T3-T6 T3-T6 T3-T6 T4 +500 T4 T3

  • Condition Immunities: Standard
  • Status Effects: Elemental Weakness/Curse: Ice, Lethal, Bleed

Abilities:

3 CD
phy - r
inst
att
Skull Dasher: Single target attack that ignores Hit Class & inflicts Lethal
3 CD
phy - r
inst
att
Frigid Stomp: Room-wide AOE
3 CD
phy - r
chrgd
att
Frostbite and Seek: The boss returns to the center of the arena and shrouds it in a snowstorm, then disappears. Shortly after, the boss will emerge from one of the six craters around the arena and cover it in a massive AoE that can only be avoided by standing behind the boss. Players can determine which crater the boss will emerge from by looking for the crater with no tracks leading away from it. (Or use Investigation/Reason)
3 CD
mg - r
cst
att
Icicall: Three icicles spawn around the arena and fire point-blank AoEs. Following this they will either fire a straight line AoE across the edges of the arena or directly through the center.
3 CD
phy - r
chrgd
att
Heavy Smash: is a telegraphed stack marker on a target spreading 10 damage across players in the stack.

It seems the main objective of this concept, created by an eponymous researcher, was to produce a bipedal wolf. The resulting creature is known for it surpassing cunning, though mysteries surround how exactly this feat was accomplished, as its creator disappeared shortly before her concept was submitted to Ktisis Hyperboreia. — Encyclopaedia Eorzea Volume III, p. 276

Panopt

No Variants


  • Enemy Tier: T1-T3
  • Hit Points 10-30 + END
  • Element: Umbral Earth / Umbral Air
  • Weakness:
END STR MP DEX Hit Class INT RSN
T1-T3 T1-T3 T1-T3 T4 +100 T0 T0

  • Condition Immunities: N/A
  • Status Effects:

The panopt arose when an eccentric creator stationed at the Cthonic Horns attempted to crossbread yggdreants with other plant species. This particular result of said experimentation initially lacked a purpose to justify its existence, but the Bureau of the Architect accepted the concept's registration once its utility as a tool for surveillance was recognized. The Watcher would later introduce panopts to the moon to take advantage of this very function. — Encyclopædia Eorzea Volume 3, p. 275

Petalodus

Cladoselache [BOSS], Doliodus [BOSS], Haam Otodus


  • Enemy Tier: T3-T6
  • Hit Points 30-60 + END
  • Element: Umbral Water / Umbral Lightning
  • Weakness:
END STR MP DEX Hit Class INT RSN
T3-T6 T3-T6 T3-T6 T4 +300 T0 T0

  • Condition Immunities: N/A
  • Status Effects:

Pandæmonium

Not to be confused with the PLACE...which it also is, somehow.


  • Enemy Tier: T7
  • Hit Points 150 + END
  • Element: N/A
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T3-T7 T3-T7 T3-T7 T0 +500 T6 T6

  • Condition Immunities: Standard
  • Status Effects: Lethal, Poison, Bleed,

Passives:

OSHA Violation: No safety rails, only safety fails
Concentrated Poison: Poison debuffs also give Sap & Winded
Multi-Platform: This entity has several platforms, which can be traversed via "Entangling Web".
Shattering: This entity spawns several untargetable metal posts throughout the encounter which can be used as Line of Sight blockers or as platform generators for "Entangling Web"

Legendary Actions: [120 points]

5 CD--20p
phy - r
chrgd
eff
Steel Web: 2 players are marked for stack markers, which much be shared with at least 2 other players. All players in each stack will be webbed together, inflicted with Bind & Stop, requiring a player to break each web by running through the web tether, which will free the trapped players.
3 CD--10p
mg - r
cst
att
Wicked Step: Two towers will spawn to the left and right, requiring one player to take them. These do high damage and inflict 3 stacks of Bleed. The players will also be sent flying from the center of the tower and will need to position themselves to be knocked to the side platform further from the tower they take. Note that it is possible to be knocked off the arena boundaries to their death. Failing to soak a tower will cause it to explode & deal roomwide damage.
5 CD--20p
phy - r
chrgd
eff
Entangling Web: 4 players will receive a telegraphed circular AoE. On the next round, the AoEs will lock in and should be avoided. The targeted players will need to drop the AoEs at the posts to the left/right of the arena (one pair left and one pair right), while ensuring that the AoEs overlap. If they do, the posts will be webbed and create a web bridge that allows players to cross between the center and side platform safely.
6 CD--20p
mg - r
cst
att
Pandæmoniac Bonds: Assigns various debuffs to players, which will resolve when the debuff timers expire:
Dæmoniac Bonds: The player will be hit with a medium sized AoE that requires them to be spread. Will be assigned to the entire party with the same timer.
Duodæmoniac Bonds: The player will be hit with a medium sized AoE that requires them to share with exactly one other player, or all players in the AoE will take lethal damage.
Tetradæmoniac Bonds: The player will be hit with a medium sized AoE that requires them to share with exactly three other players, or all players in the AoE will take lethal damage.
5 CD--20p
mg - r
cst
att
Pandæmoniac Turrets: Eight towers will spawn in the center platform: four at the north and four at the south. These must be soaked by one player each. Each tower will spawn an untargetable Pandæmoniac Pillar add, which will be numbered 1-4 (i.e., each number is assigned to two adds). Numbers 1 and 3 will always be assigned to the top row, while 2 and 4 will be assigned to the bottom row. The numbers indicate the order each add will use a split damage line AoE (Peal of Condemnation) at the player it locks on to. A few seconds before the line AoE fires, the add will lock onto the closest player to it and will rotate based on the player's location. Each add has an orange circle that indicates the direction it is facing.
The line AoE will knock back and inflict Disable to all players hit. In addition, the player at the front of the stack (not necessarily the player the add targets) will be inflicted with Elemental Weakness: Dark, preventing them from being in the front of subsequent stacks for the rest of the mechanic.
5 CD--30p
mg - r
cst
att
Harrowing Hell: The frequency of AoEs will increase over time, and conclude with a knockback. If the web barrier at the south was successfully reinforced, it will prevent the party from being knocked off the platform. Otherwise, the barrier will break (or be absent) and the party will wipe. The knockback cannot be prevented with knockback immune actions.

Pandæmonium (continued)

Abilities:

3 CD
mg - r
inst
att
Ultima: High raidwide damage that inflicts Bleed.
4 CD
mg - r
cst
att
Soul Grasp: Single-target attack that ignores Hit Class, striking several times. The last hit inflicts Lethal.
5 CD
mg - r
cst
att
Dividing Wings: Spawns two winged rods in the middle of the center platform that tether to 2 players, indicating they will target them with wide conal AoEs (Dividing Wings) that deal damage, inflicting Bleed & Disable
2 CD
mg - r
cst
att
Circles of Pandæmonium: A donut AoE with the safe region inside part of the boss's hitbox.
2 CD
mg - r
cst
att
Pandæmon's Holy: A point-blank AoE with the safe region slightly outside the boss's hitbox.
5 CD
mg - r
cst
att
Pandæmoniac Pillars: Eight towers will spawn in the center platform: three to the left, two in the middle, and three to the right. These must be soaked by one player each, which will inflict minor damage (Bury). Failing to do so will inflict high raidwide damage, Disable & Bleed.
The southeast/southwest towers will then always spawn skull adds that will do a line AoE through the bottom of the arena (Peal of Damnation), always making that region unsafe.
The other towers will spawn one of two hovering adds:
If the add has a spiked crown and begins forming a cage, it will do a small point-blank AoE (Imprisonment).
If the add has a halo and begins forming purple lasers, it will do a donut AoE (Cannonspawn).
Anyone hit by these attacks will be inflicted with a removeable Doom Doom in addition to the Damage Down.
5 CD
phy - r
cst
att
Silkspit: Each player will be a large telegraphed web AoE that deals damage & inflicts Winded. Similar to Steel Web, if players are too close to each other, they will be webbed together. However, if players are too close to the posts, they will also be webbed.
3 CD
mg - r
cst
att
Pandæmoniac Meltdown: A random player will receive a line stack marker, while two other random players will each receive an orange overhead marker. Players without the orange markers should stack, while the orange marked players should stay out, as they will be targeted with line AoEs that inflict Disable.
5 CD
phy - r
cst
att
Touchdown: A telegraphed, expanding AoE that will hit the middle platform and kill anyone hit, requiring the party to dodge to the side platforms.
5 CD
mg - r
cst
att
Pandæmonic Ray: The boss will look to one side of arena, cleaving half the room based on direction it faces. Anyone hit will be inflicted with Fear & Misdirection.
3 CD
mg - r
cst
att
Parted Plumes: Telegraphed conal aoes will move around a persistent AoE circle around the center, which will inflict a short Bleed & Paralysis if hit.

Phoinix

[Joy's literal least favorite boss]


  • Enemy Tier: T7
  • Hit Points 150 + END
  • Element: Astral Fire / Umbral Fire
  • Weakness:
END STR MP DEX Hit Class INT RSN
T3-T7 T3-T7 T3-T7 T6 +400 T4 T4

  • Condition Immunities: Elemental Weakness/Curse: Fire
  • Status Effects: Lethal, Elemental Weakness/Curse: Fire

Passives:

Arbiter of the Life Flame: Fire damage heals this entity for x2 the damage it would have taken
Call Reinforcements: the boss will spawn four Sunbird ads on the arena. (T5, 30HP, 0 HC) These ads must be spread out as when they revive they deal an AoE attack that will buff any Sunbird hit with Inspired, most likely resulting in a wipe later on.

Legendary Actions: [120 points]

3 CD--10p
mg - r
cst
att
Death's Toll: The boss will debuff every player with either one, two or four stacks of Death's Toll. The number of stacks a player has indicates how many times they need to get hit by an attack before the debuff resolves.
5 CD--20p
mg - r
chrgd
att
Life's Agonies: when this attack finishes casting, if any player is not full HP, they will be set to -2HP.
3 CD--20p
mg - r
cst
att
Darkened Fire: Four players will have a Darkened Fire dropped on their location. These ads are invincible when they spawn, and will begin casting Darkened Blaze, which deals massive damage to the party and will most likely cause a wipe. At the same time, the boss will begin casting Brightened Fire, marking players 1-8 with point-blank AoEs. Players must position themselves in order next to the ads in order to debuff the ads and make them vulnerable to attack. Once all the AoEs have gone off, quickly defeat the Darkened Fires before their cast of "Hell of Fire" finishes, or the party will be dropped to -2HP.
3 CD--20p
mg - r
chrgd
att
Fountain of Fire: Eight puddles will spawn 2 at a time in a clockwise order starting on the North & South or West & East edges of the arena and tether to the boss. If a player stands within the puddle, the tether will instead connect to them. Eventually, the puddle will explode, dealing high % damage to whoever is inside it, and buffing the tethered player with Trickle of Fire granting Healing Potency Up increasing healing by 400%. If a puddle is not soaked the boss instead receives Haste, Bravery, Faith & Addle. In the meantime, the boss will also cast Sun's Pinion, dropping two AoE markers on the two closest players to the boss. These will eventually deal damage in a point blank AoE around the player then summon an ad that will tether to the player who had the markers and dash to them requiring the player to stretch the tether until it turns purple. The player who is tethered to the firebird will be hit and take high damage and receive a Elemental Weakness: Fire, additionally any other player hit by the dash (line aoe) will also receive the Elemental Weakness: Fire; any player with Elemental Weakness: Fire cannot soak any of the Fountains, as the damage taken will likely KO them.
3 CD--20p
mg - r
chrgd
att
Experimental Gloryplume: This attack starts similarly to Experimental Fireplume with either several fire orbs or one large one, but then also shows either several dark orbs or one large one.
For the large dark orb, players should split into stacks and move to the opposite edge of the arena, as two random players will be targeted.
For small dark orbs, players need to spread out to avoid overlapping point blank AoEs.
3 CD--10p
mg - r
cst
att
Storms of Asphodelos: The three tornadoes will fire a conal AoE in the direction of the closest player, the boss will tether to two players and deal massive damage, while also firing cleaves at the last three players.

Abilities:

3 CD
mg - r
cst
att
Scorched Exaltation: Unavoidable roomwide AoE.
3 CD
mg - r
chrgd
att
Heat of Condemnation: Two random players will be tethered to the boss & be struck by an attack that ignores Hit Class & inflicts Lethal. These tethers can be passed to other players.
5 CD
mg - r
cst
att
Experimental Fireplume: This attack has two variations: Small Orbs: Several explosions will move clockwise around the arena with a large explosion in the center of the arena. (Think Shiva.) Move to the outer ring of the arena after the first explosion to avoid.
Large Orb: Players need to bait this massive AoE in the center of the arena, then move out to the edges to avoid.
3 CD
mg - r
cst
att
Left/Right Cinderwing: Cleaves the entire arena to the left or right of the boss from the center of its hitbox out.
5 CD
mg - r
cst
att
Devouring Brand: Drops line AoEs at the four cardinal points of the edge of the arena. These will slowly burn across the arena to converge in the middle. Touching these will inflict Elemental Curse: Fire debuff. Once the AoEs meet in the center, they will expand, so players need to stand away from them.
3 CD
mg - r
cst
att
Searing Breeze: All players have a point blank AoE dropped underneath them. Players should stack up to bait these, then move out to avoid.
4 CD
mg - r
cst
att
Consuming Flames: THIS HAS TWO VARIATIONS -- The boss will spew fire from its center beak: The boss breathes fire through the center of the arena and each player is marked with a point blank AoE.
The boss will spew fire from the left and right beaks: The boss will drop a large fire line AoE on the outer two thirds of the arena, leaving only the center safe. Four players will also be marked for AoE's.
2PC
mg - r
cst
att
Flames of Undeath: Roomwide AoE that hits all players and the defeated ads, reviving them.
5 CD
mg - r
cst
att
Fireglide Sweep: The ads will each tether to a player, and the player will in turn tether to a player who is not tethered to an ad. Once the cast finishes, the ads will leap to the player they are tethered to, then to the player tethered to them.
1PC
mg - r
cst
att
Dead Rebirth: Roomwide AoE. Ignores Hit Class & inflicts Elemental Weakness: Fire
5 CD
mg - r
chrgd
att
Fledgling Flight: Four players will be targeted by the ads, and must turn the ads to face the outside of the arena. Be sure not to have the ads too close together, as they will tether and explode, wiping the raid.
3 CD
mg - r
cst
att
Ashen Eye: Each ad fires a conal AoE in the direction they are facing.
5 CD
mg - r
chrgd
att
Firestorms of Asphodelos: Heavy hitting roomwide AoE. This also summons three Darkblaze Twister ads around the arena.
2 CD
mg - r
cst
att
Flames of Asphodelos: The boss drops multiple conal AoEs from its hitbox in sequence. (Simply stand in the second set of AoEs, then move to the safe space created when the first set goes off.)
3 CD
mg - r
cst
att
Darkblaze Twister: The boss will tether to each of the ads, with one of the tethers being black. The ad with the black tether will knock players away, and the other ads will cast a large donut AoE, with the safe zone in their hitboxes.

Giving life to the phoenix, a bird wreathed in brilliant flames and which can defy death itself, was long the aspiration of those who excelled at phantom creation. Many flawed iterations were produced in the pursuit of perfecting the concept, and the phoinix is but one such failure, bereft of the successor's benevolent temperament and inclined perpetually toward fiery fury. — Encyclopaedia Eorzea Volume III, p. 277

Proto-Carbuncle

WHY SQUARE ENIX, WHY?!


  • Enemy Tier: T7
  • Hit Points 150 + END
  • Element: N/A
  • Weakness: N/A
END STR MP DEX Hit Class INT RSN
T3-T7 T3-T7 T3-T7 T6 +400 T2 T2

  • Condition Immunities: Standard
  • Status Effects: Bleed, Lethal, Upheaval, Knockdown, Daze

Passives:

Osha Violation: This entity spawns in a ring around its arena which inflicts a whopping 7 stacks of Poison, making contact with it almost certainly fatal.
Hunger Unending: A duty gauge called "Satiety" will appear at the start of the battle. While initially full, it will begin gradually decreasing. Upon reaching 0 for the first time, the boss will use Starving Stampede. The bar can be refilled to 100 if the boss is fed a Lively Bait, or will wipe the party otherwise. Upon reaching 0 for the second time, the boss will enrage and wipe the party.

Legendary Actions: [110 points]

7 CD--20p
phy - r
chrgd
att
Starving Stampede: Eight blue markers will spawn around the arena, as well as a red fangs marker that will sequentially move to each blue marker, indicating where the boss will jump to. Each point explodes in a large circular AoE, and getting hit by this will deal high damage and immobilize the player for the remainder of the mechanic, eventually resulting in their death.
1 CD--40p
phy - r
inst
att
Devour: The boss will consume all stunned players and spit them out, instantly kdropping them to -3HP. This cannot be mitigated with invulnerabilities.
3 CD--20p
mg - r
cst
smn
Caustic Pools: Four puddles will spawn around the room with two gas clouds in them and a countdown timer, indicating how many people need to be in the puddle when the timer finishes. Standing in the puddle inflicts a triple stack of Poison. If there is only one player in the puddle, it will drop a magical split damage AoE, likely KOing whoever is inside as well as summoning a Lively Bait add that will begin slowly casting Scatterbait. The add can be killed or eaten by the boss to stop its use of "Temper Tantrum"--an instant-wipe ability when its Saitety meter reaches 0. If this cast finishes, it will explode, dealing high raid damage and debuffing the raid with Winded. If no players are in the puddle, it will use Venom on the closest player, and spawn an add as well.
3 CD--20p
phy - r
cst
att
Double Rush: The boss will turn and charge to one corner of the room, which is coupled with a 180 degree cleave in front, and then charge to the opposite corner, dealing high unavoidable raid damage and knocking back players from the diagonal the boss charges. The knockback can be prevented with knockback immune.
3 CD--10p
mg - r
cst
att
Topaz Clusters: The boss will drop four sets of yellow crystals in each zone that will detonate in the order they were dropped. Players will need to remember the order the crystals fell in and move to the appropriate safe zones in order.

Abilities:

3 CD
mg - r
cst
att
Sonic Howl: Raidwide attack that deals medium damage.
3 CD
mg - r
inst
smn
Ruby Glow: Raidwide attack that deals high damage and summons walls onto the arena that reflect the boss' attacks.
3 CD
mg - r
cst
att
Topaz Stones: The boss will drop either yellow stones that explode in an AoE (or fill an area if Ruby Glow was used), or poisoned stones that slowly expand out in large puddles that deal four stacks of Poison to anyone who steps in it.
2 CD
mg - r
cst
att
Venomous Mass: An AoE attack focused on a single target that applies a stack of Poison, as well as Lethal. This is always followed up by Toxic Crunch.
3 CD
mg - r
inst
att
Toxic Crunch: A follow up tankbuster that deals high damage, inflicts Lethal, and a stack of Poison.
5 CD
mg - r
chrgd
att
Venom Squall: The boss will drop an AoE on all players requiring them to spread out, a large AoE (Venom Drops) under all players that needs to be baited, and then another attack requiring them to stack to spread out 20 damage across players inside.
5 CD
mg - r
cst
att
Venom Rain: All players are hit by an AoE where they are standing that deals medium damage. Debuffs with Disable.
5 CD
mg - r
cst
att
Venom Pool: Players must stack to mitigate this attack, which targets both healers. Debuffs with Disable. Later this attack can be dropped on yellow crystals to convert them into poisoned crystals.
3 CD
phy - r
cst
att
Claw to Tail/Tail to Claw: The boss will perform attacks in front of and behind its hitbox, depending on the order of the attack.
3 CD
phy - r
cst
att
Raging Claw: The boss will successively use seven 180 degree cleaves in front.
3 CD
phy - r
inst
att
Raging Tail: The boss will use one 180 degree cleave behind.
5 CD
mg - r
chrgd
att
Searing Ray: The boss fires a beam forwards, hitting the entire arena in front of it. This attack will bounce off reflective walls spawned in by Ruby Glow.

Quetzalcoatl [BOSS]

Guardian Force


  • Enemy Tier: T6
  • Hit Points 60 + END
  • Element: Astral Water / Astral Air / Astral Lightning
  • Weakness:
END STR MP DEX Hit Class INT RSN
T3-T6 T3-T6 T3-T6 T4 +300 T0 T0

  • Condition Immunities: Standard
  • Status Effects: Lethal, Elemental Curse/Weakness: Water/Air/Lightning, Upheaval

Abilities:

5 CD
mg - r
cst
att
Shockbolt: Single target attack, inflicts Lethal.
3 CD
mg - r
cst
att
Thunderbolt: Moderate damage to the entire party.
5 CD
mg - r
chrgd
att
Thunderstorm: Circle AoEs targeting each player, plus several other ground-targeted AoEs randomly dispersed around the arena. After the attack finishes, an electrical orb will spawn wherever a ground-targeted attack hit. These orbs will grant a stack of Bravery, Faith, or Libra when touched. Orbs not picked up will eventually tether to the boss, giving Lethal to it.
2 CD
mg - r
cst
att
Shocking Plumage: Four cones AoEs, centered on the boss, pointing outwards.
5 CD
mg - r
chrgd
displ
Winding Current: Quetzalcoatl flies to one edge of the arena and knocks the party to the opposite edge. Followed immediately with four gradually-expanding circle AoEs and a Ring AoE that takes up the entire arena save for inside the boss's hitbox.

Unknown [BOSS]

Thankfully, No Variants


  • Enemy Tier: T6
  • Hit Points 60 + END
  • Element: Astral Fire / Astral Lightning
  • Weakness:
END STR MP DEX Hit Class INT RSN
T3-T6 T3-T6 T3-T6 T4 +300 T0 T0

  • Condition Immunities: Standard
  • Status Effects: Bleed, Lethal, Elemental Curse/Weakness: Fire/Dark

Passives:

Call Reinforcements: The second cast of Scrutiny will also summon a second Unknown boss that will use Ectoplasmic Ray at the same time as the first Unknown's Scrutiny attack. This second Unknown is identical to the first, sharing the exact HP and stats upon the time of its summoning and must be killed as well.

Abilities:

2 CD
mg - r
chrgd
att
Fetid Fang: Single target attack, inflicts Lethal.
5 CD
mg - r
chrgd
att
Scrutiny: Several orbs will appear around the arena with a circle AoE below each of them that leaves only three safe places to stand. At the same time, the Unknown will move to the center of the room and a roulette arrow indicator will spin around it. Nearing the end of the cast, the arrow will stop, but "slip" four more times until it stops on the next safe area, at which point the Unknown will blast that area with a narrow cone while the orbs explode.
3 CD
mg - r
cst
att
Luminous Ray: Line attack directed at a random player, telegraphed by the Unknown turning to face them and charging a fiery orb in its mouth.
3 CD
mg - r
inst
att
Inscrutability: Party-wide damage that also inflicts an incurable Bleed.
3 CD
mg - r
cst
att
Ectoplasmic Ray: Line-up stack marker on a random player that resolves halfway through the Scrutiny cast.
3 CD
mg - r
cst
att
Clearout: Short cone attack from Unknown's front directed at the last player it struck.
3 CD
mg - r
cst
att
Setback: Short cone attack from Unknown's rear. Only used if a player is behind the Unknown and in melee range.
3 CD
mg - r
cst
eff
Plain Weirdness: After one of the Unknowns is destroyed, the other will cast this ability to give itself a permanent +3 on its attacks.

Chapter XI: Extrastellar Life - Unclassified

These creatures live beyond our star. Some were discovered on the moon's surface, while others hail from even more distant corners of the great expanse. One characteristic they all share, however, is their relatively recent entry into the annals of naturalistic classification. Little is known about their ecology, but as research progresses, many of them may be placed among pre-existing kinships.

Everything and anything that does not exist specifically on the planet of Etheryis (regardless of its nature as being on the Source or not--) is being categorized here. TECHNICALLY by all accounts, Dragons SHOULD be on here, but I'm not here to split hairs, apparently I'm here to slowly lose all pieces of my sanity. This includes the Moon, anything in space, any additional planets, Ultima Thule, you name it.

Daphnia

No Variants


  • Enemy Tier: T6
  • Hit Points 60 + END
  • Element: Astral Wind
  • Weakness:
END STR MP DEX Hit Class INT RSN
T3-T6 T3-T6 T3-T6 T4 +300 T0 T0

  • Condition Immunities: N/A
  • Status Effects: Bleed

Of all the known creatures, the daphnia perhaps best evokes a type of fae. They drift through Mare Lamentorum, preying on the osculators that prey on the Loporrits in turn. This natural order has caused the Loporrits to look upon the creatures favorably, unware that many of their own missing have contributed to the daphnia's proliferation. — Encyclopædia Eorzea Volume 3, p. 273

Lunatender

Lunatender Queen [A RANK HUNT]

  • Enemy Tier: T2-T4
  • Hit Points: 20-40 +END
  • Element: Astral Earth, Astral Fire
  • Weakness: Fire
END STR MP DEX Hit Class INT RSN
T2-T4 T2-T5 T1-T2 T2-T5 +300 T1 T1
  • Condition Immunities: N/A
  • Status Effects: Bleed

An ambulatory being which lives on the moon's surface, commonly in Mare Lamentorum. Its appearance resembles a sabotender that has been stretched to the limits of what nature will allow. Naturalists specializing in sabotender physiology are currently debating how this variation may have arisen, if indeed the two creatures are related at all. — Encyclopædia Eorzea Volume 3, p. 273

Osculator

No Variants

  • Enemy Tier: T2-T4
  • Hit Points: 20-40 +END
  • Element: Astral Earth, Astral Fire
  • Weakness: Fire
END STR MP DEX Hit Class INT RSN
T2-T4 T2-T5 T1-T2 T2-T5 +300 T1 T1
  • Condition Immunities: N/A
  • Status Effects: Poison

Although a creature named "one who kisses" may seem innocuous to the uninitiated, this leechlike invertebrate is much feared by the Loporrits of Mare Lamentorum. Without a sound, it latches upon hapless laborers, draining their lifeblood dry with terrifying rapidity. — Encyclopædia Eorzea Volume 3, p. 273

Other One

Cat's Eye [A RANK HUNT]

  • Enemy Tier: T2-T4
  • Hit Points: 20-40 +END
  • Element: Astral Earth, Astral Fire
  • Weakness:
END STR MP DEX Hit Class INT RSN
T2-T4 T2-T5 T1-T2 T2-T5 +300 T1 T1
  • Condition Immunities: N/A
  • Status Effects: Bind

This ghastly floating mass is thought to be a recreation of a being that Meteion encountered upon her journey across the firmament, but its precise origin is unclear. Gazing into its singular eye, one cannot deny the glimmer of intelligence. Per an unlucky Ea's testimony, when meeting its gaze from a certain angle, they say (scribble marks) — Encyclopædia Eorzea Volume 3, p. 274 Puzzlingly, Cat's Eye is listed as a Voiddsent...and also Extrastellar Life. Don't ask me how this works, I just write the stats, I have long given up on how the Lore Team classifies anything anymore.


Regolith

Myrrlith

  • Enemy Tier: T2-T4
  • Hit Points: 20-40 +END
  • Element: Astral Earth
  • Weakness:
END STR MP DEX Hit Class INT RSN
T2-T4 T2-T5 T1-T2 T2-T5 +300 T1 T1
  • Condition Immunities: N/A
  • Status Effects: Knockdown, Upheaval

The vessel of this arcane entity is composed of the particles of fallen meteorites and shattered rock which dot the surface of the moon. Being rendered of such pre-pulverized matter, they are more fragile than their appearance would suggest. The moon, however, has no shortage of stones both large and small, so any mass lost to non-fatal injuries can easily be replenished. — Encyclopaedia Eorzea Volume III, p. 274

Sweeper

No Variants

  • Enemy Tier: T2-T4
  • Hit Points: 20-40 +END
  • Element: Astral Earth
  • Weakness:
END STR MP DEX Hit Class INT RSN
T2-T4 T2-T5 T1-T2 T2-T5 +300 T1 T1
  • Condition Immunities: N/A
  • Status Effects: Poison

Found gliding across the moon's surface, this invertebrate swallows any dead creatures in its path, leaving behind no trace after its hunger is sated. The Loporrits appreciate that this leaves less work for them and so have taken to affectionately calling the creatures "sweepers." — Encyclopædia Eorzea Volume 3, p. 273

Thinker

Ruminator [S RANK HUNT]

  • Enemy Tier: T2-T4
  • Hit Points: 20-40 +END
  • Element: Astral Earth
  • Weakness:
END STR MP DEX Hit Class INT RSN
T2-T4 T2-T5 T1-T2 T2-T5 +300 T1 T1
  • Condition Immunities: N/A
  • Status Effects: Poison

This fungus has evolved rather differently than those of Etheirys. Its progenitors are believed to have escaped to the moon's exterior when an Allagan vessel plunged into an underground bioplant built by the Loporrits, and evolved with the aid of leaked chimera incubation fluid—something the vessel carried in great quantities. — Encyclopædia Eorzea Volume 3, p. 274

Trimmer

No Variants

  • Enemy Tier: T2-T4
  • Hit Points: 20-40 +END
  • Element: Astral Earth
  • Weakness:
END STR MP DEX Hit Class INT RSN
T2-T4 T2-T5 T1-T2 T2-T5 +300 T1 T1

  • Condition Immunities: N/A
  • Status Effects: Poison

Yet another denizen of Mare Lamentorum, this creature bears a resemblance to the common mantis. Using its sickle-shaped forelimbs to break apart rocks, the trimmer survives by feasting on the insects hidden within. Lunar inhabitants are careful to give them a wide berth, as those same forelimbs are easily capable of snipping a Loporrit-sized morsel in twain. — Encyclopædia Eorzea Volume 3, p. 273

Wanderer

No Variants

  • Enemy Tier: T2-T4
  • Hit Points: 20-40 +END
  • Element: Astral Earth
  • Weakness:
END STR MP DEX Hit Class INT RSN
T2-T4 T2-T5 T1-T2 T2-T5 +300 T1 T1

  • Condition Immunities: N/A
  • Status Effects: Poison

Having evolved in a similar way to the thinker, the wanderer begins its life as fine mycelium gathering beneath the ground, eventually emerging as a full-grown fungus which then drifts away in search of more fertile ground. In this respect, they are similar to ambulatory mushrooms such as funguars. — Encyclopædia Eorzea Volume 3, p. 274

Weeper

No Variants

  • Enemy Tier: T2-T4
  • Hit Points: 20-40 +END
  • Element: Astral Earth
  • Weakness:
END STR MP DEX Hit Class INT RSN
T2-T4 T2-T5 T1-T2 T2-T5 +300 T1 T1

  • Condition Immunities: N/A
  • Status Effects: Poion

From a similar evolutionary lineage as the thinker, the weeper is oft heralded by a strange scraping sound as it digs through the ground, searching for fungus to add to its own mass. Many have confused the sound for that of a weeping person, and thus did it earn its unnerving appellation.— Encyclopædia Eorzea Volume 3, p. 274

Chapter XII: Transfigured - Unclassified

This chilling category includes those who have undergone transfiguration by magical, alchemical, or other means, shedding their physical form but maintaining their intelligence, although to what degree varies among individuals.

I pause to note that Sin Eaters, Voidsent, and the like do not count as Transfigured. Don't yell at me, I'm not the one who classified all these, I just write the mechanics and stat blocks. A good chunk of these are 24 man boss entities, so brace yourself.

Beast

Gozu, Hrodric Poisontongue

  • Enemy Tier: T4
  • Hit Points: 40 +END
  • Element: Varies
  • Weakness:
END STR MP DEX Hit Class INT RSN
TT4 T5 T3 T4 +300 T1-T4 T1-T4

  • Condition Immunities: N/A
  • Status Effects: Bleed, Poison

Beaver

No Variants

  • Enemy Tier: T2-T4
  • Hit Points: 20-40 +END
  • Element: Astral Earth
  • Weakness:
END STR MP DEX Hit Class INT RSN
T2-T4 T2-T5 T1-T2 T2-T5 +300 T1 T1

  • Condition Immunities: N/A
  • Status Effects: Bleed, Confuse

A mysterious being that appeared at Phisor Lran. Whatever may be the truth of its identity, some mysteries in the world are better left unresolved... Or so the faint of heart might say. Others, however, would risk life, limb, and more in pursuit of beaver-related revelations, and one such intrepid naturalist has lived to tell the terrifying tale in his memoirs, revealing that the creature------- — Encyclopaedia Eorzea Volume III, p. 272

Gnoll

Cauahepya, Lugarhoo, Lycanthrope

  • Enemy Tier: T2-T4
  • Hit Points: 20-40 +END
  • Element: Astral Earth
  • Weakness:
END STR MP DEX Hit Class INT RSN
T2-T4 T2-T5 T1-T2 T2-T5 +300 T1 T1

  • Condition Immunities: N/A
  • Status Effects: Bleed

I'd like to note that the overworld entity in Dawntrail -- the Cauahepya -- is classified as a Gnoll and therefore, also a transfigured...which begs the question TRANSFIGURED FROM WHAT AND WHOM AND WHY AND ALSO HOW?

Before the world was awash in primordial Light, the nation of Lakeland was governed by the elves. Their lands were peaceful and prosperous, but dissidents who remembered the days of eld—when elves ruled the whole of Norvrandt—grew hungry for more wealth, more power. In the end, they would serve the Shadowkeeper, who transformed them into twisted, hellish beats we now know as the gnoll — Encyclopædia Eorzea Volume 3, p. 272

Warg

Cuahealoa

  • Enemy Tier: T2-T4
  • Hit Points: 20-40 +END
  • Element: Umbral Earth
  • Weakness:
END STR MP DEX Hit Class INT RSN
T2-T4 T2-T5 T1-T2 T2-T5 +300 T3 T2

  • Condition Immunities: N/A
  • Status Effects: Bleed

SAME QUESTIONS AS ABOVE, the implications are PUZZLING.

Like the gnoll, wargs were born from elves who served the Shadowkeeper. They differ from their more bestial cousins, however, in their ability to stand on two legs and wield weaponry. As they have retained a fair degree of their former intelligence, these fearsome creatures can employ swordplay and tactical thinking—skills that are made all the more dangerous by their surpassing vitality and physical strength. — Encyclopædia Eorzea Volume 3, p. 272

The Luvaci:

The Zodiac Stones, made of a substance called auracite, had the power to make manifest one's deepest desires -- be they fair or foul. When an auracite is used with malign intent, it warps both body and mind, transforming the wielder at last into monstrosities that would come to be known as Lucavi. Defeating the Lucavi served to restore the auracite to its original crystalline state. One Sharlayan student of aetherial phenomenon, however, has pointed to similarities betwixt primal summoning and Lucavi transformation as reason to suggest that such unholy manifestations may, in fact, be possible; though she does not go as far as to comment on their plausibility.
(*Scribe’s note: some iterations of the legend have the number of auracite stones at as few as six, while others claim it to be upwards of a thousand.)

Recent unauthorized expeditions into the ruins of Rabanastre and the Ridorana Lighthouse by the aforementioned Lexentale family have confirmed the existence of countless abominations warped and twisted in a manner that suggests they might be Lucavi themselves. However, a more rational conclusion might be that the creatures were merely innocent bystanders drawn by the inexorable call of the auracite.

Known Lucavi:

  • Adrammelech, the Wroth
  • Belias, the Gigas
  • Cuchulainn, the Impure
  • Famfrit, the Darkening Cloud
  • Hashmal, Bringer of Order
  • Mateus, the Corrupt
  • Shemhazai, the Whisperer

Missing Numbers...

It should be said that these Lucavi are mysteriously missing...and some also share names with existing entities. Ultima is considered less a Transfigured and more an Extrastellar entity, or possibly a Primal. The lore is...frustratingly unclear about that.

  • Zalera, the Death Seraph
  • Zeromus, the Condemner
  • Zodiark, Keeper of Precepts
  • Ultima, the High Seraph
  • Exodus, the Judge-Sal
  • Chaos, Walker of the Wheel

Don't ask me how Zeromus and Zodiark are supposed to fit into here, its almost as if they completely forgot about the lore from XII when they wrote some of this shit. I have absolutely no idea if the Dalmascans have other names for the Condemner or Keeper of Precepts, but we do not get the slightest bit of information in or out of game about it, much to my ETERNAL FRUSTRATION.

 

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