Toggle Background Color

BESTIARY

BONUS BOSSES


68: Mother Chomper
HP 58, Defence 1
Resistances: Poison 50%, Freeze 110%, Numb 65%, Sleep 110%
Weak: Ice

Attacks: Bite (7, heals equal to damage dealt), Pollen Spores (3, hits 2-3x, 2 turns sleep), Hard Seeds (4, hits 2-3x), Summon Chomper

Notes: Summon Chomper can happen before it attacks normally, and does not cost an action. When below 50% HP, Mother Chomper starts taking two actions per turn.
Small Chompers can spend their turn to grant Mother Chomper either Attack Up or Defence Up for 2 turns.








069: Broodmother
HP 70, Defence 0
Resistances: Poison 30%, Freeze 40%, Numb 110%, Sleep 40%

Attacks: Ram (5), Electric Projectiles (3, hits 2-3x, 2 turns numb), Delayed Electric Shot (3, 2 turns numb), Summon Midge

Notes: Delayed Shot and Summon Midge can happen before it attacks normally, and don't cost actions. When below 50% HP, Broodmother starts taking two actions per turn.
Midges summoned will counterattack when Broodmother is hit, in addition to other Midges.









070: Zommoth
HP 110, Defence 1
Resistances: Poison 40%, Freeze 75%, Numb 50%, Sleep 50%
Weak: Ice

Attacks: Strike (4), Tail Whip (5), Blight Spheres (4, hits twice, 2 turns poison, 2 turns Attack Down), Screech (4, 2 turns Defence Down, hits entire party), Charge (Defence Up for 1 turn, +1 charge-up), Blight Beam (4, then 3, hits entire party, 2 turns poison, 2 turns Attack Down), Summon (Jellyshroom, Bloatshroom, Zombiant, Zombee, or Zombeetle)

Notes: Leif starts out the battle stunned, until he automatically blocks the scripted Blight Beam attack on turn three (turn 1 can be any attack, turn 2 is always Charge and turn 3 is Blight Beam).
When Charge is used, the next attack is always Blight Beam.








071: Seedling King
HP 90, Defence 0
Resistances: Poison 55%, Freeze 40%, Numb 55%, Sleep 55%
Weak: Ice

Attacks: Hard Seeds (4, hits 2-3x, inflicts 1 turn Attack Down), Dash (6), Roll (5, hits entire party), Summon Seedlings (Seedling, Acornling, Underling, or Cactiling)

Notes: Seedlings summoned have permanent Attack Up and Defence Up, but reduced maximum HP (Seedling 2 HP, Acornling 3 HP, Underling 6 HP, Cactiling 4 HP).
At the beginning of the fight, it's carried by several Seedlings. In this form, it will only use the Hard Seed attack and summon Seedlings.
Once below half HP, it squashes the Seedlings holding it up and changes form. In the second form, it takes two actions per turn, gains 1 defence, and starts using the Dash and Roll attacks.









072: Tidal Wyrm
HP 103, Defence 1
Resistances: Poison 35%, Freeze 110%, Numb 55%, Sleep 50%

Attacks: Bite (5), Water Breath (5, hits entire party, mash action command), Call Allies (summons Water Strider or Diving Spider), Tail Water Droplet (4, hits 2 turns later)

Notes: Head and Tail each take one action per turn, Tail only ever launches water droplets.
Tail has 10 HP and 1 defence; when tail is reduced to 0 HP, Tidal Wyrm collapses. While collapsed, its defence is reduced to 0, and it will skip its next turn before getting back up.









073: Peacock Spider
HP 95, Defence 1
Resistances: Poison 30%, Freeze 75%, Numb 115%, Sleep 65%

Attacks: Combo Attack (3, hits 3x, all hits target the same bug), Attack Up Dance (grants ally Attack Up permanently), Defence Up Dance (grants ally Defence Up permanently), Extra Turn Dance (grants ally 1 extra action per turn permanently), Charge-Up Dance (grants ally +2 charge-up), Healing Dance (heals ally 2), Wake-Up Slap (hits its ally for 1 damage, cures Sleep/Freeze/Numb; this attack cannot kill and will leave the ally on 1 HP instead), Summon Ally (always a Diving Spider on Hard Mode, on Normal it can also be a Jumping Spider)

Notes: Summon Ally does not cost Peacock Spider any actions, and will always be used at the start of its turn if it is alone. If its ally is suffering a disabling status effect, it will always use Wake-Up Slap (which also does not cost it any actions), finish its turn, then the ally will get its turn immediately after.









074: Devourer
(Based on the purple pitcher plant, Sarracenia purpurea)
HP 58, Defence 1
Resistances: Poison 50%, Freeze 110%, Numb 50%, Sleep 110%
Weak: Ice

Attacks: Acid Shot (4, 2-3x, 2 turns poison, each hit targets randomly), Delayed Shot (4, 2 turns poison, hits 2 turns later), Poison Breath (3, hits entire party, 2 turns poison, mash action command), Summon Flytrap, Head Slam (5, hits entire party, can eat one ally; eaten ally takes 20% max HP? damage at end of turn, Devourer heals equal to damage dealt)

Notes: Devourer gets 2 actions per turn, one "direct attack" and one "follow-up". Direct attacks are Acid Shot, Poison Breath, Head Slam (Head Slam becomes more likely once it's under 50% HP). Follow-ups are either Summon Flytrap (which has a 1-turn cooldown) or Delayed Shot (2-4 turn cooldown, randomly determined), it prioritises flytraps if possible and will take no follow-up action if both are unavailable.
Devourer will eat a party member after Head Slam if it's at 70% HP or less. Eaten party members will be spit out after 3 turns or if they run out of HP. Successfully blocking or Super Blocking the Head Slam has no effect on whether a character will be eaten.









075: False Monarch
HP 111, Defence 0
Resistances: Poison 115%, Freeze 70%, Numb 65%, Sleep 45%

Attacks: Mothfly Barrage (5, hits 3-5x, can inflict 2 turns poison), Mothfly Swarm (7, inflicts 2 turns Attack Down), Crown Toss (7, inflicts 2 turns Attack Down if not blocked), Charge (charge-up x2, Defence Up for 1 turn), Charged Mothfly Swarm (7, hits entire party, mash action command), Summon (2 Mothflies)

Notes: Summoned Mothflies have permanent Attack Up and Defence Up. Otherwise, they are identical to the small Mothflies summoned by Mothfly Clusters, with 5 maximum HP. They can merge with False Monarch to heal it by their current HP.









081: Carmina
HP 85, Defence 1
Resistances: Poison 70%, Freeze 50%, Numb 65%, Sleep 65%

Attacks: Roulette Spin, Card Throw (4, 2-3 hits, can inflict Poison/Numb/Sleep if not blocked), Blow Kiss (4, always inflicts Defence Down, inflicts Numb if not blocked), Dice Bomb (1-6 damage, cannot be blocked, ignores defence)

Notes: Carmina's turn consists of one roulette spin followed by one of her other attacks. If she spins x2 on the roulette, after attacking she will immediately get another full turn (spin and attack).

Roulette outcomes: Heal Team Snakemouth (3 each), Heal Carmina (5), Damage (Carmina), Damage (Team Snakemouth front member), Attack Up (Carmina), Defence Up (Carmina), Attack Down (Team Snakemouth), Defence Down (Team Snakemouth), Sleep (Carmina), Sleep (Team Snakemouth), Poison (Carmina), Poison (Team Snakemouth), Ink (Team Snakemouth), x2 (Carmina)








082: Riz
HP 85, Defence 1
Resistances: Poison 40%, Freeze 60%, Numb 50%, Sleep 65%

Attacks: Pen Spear (5, inflicts 2 turns Inked if not blocked), Set Mine (delayed attack that hits 2 turns later, chooses from Spicy Bomb, Poison Bomb, Numb Bomb, Sleep Bomb, Frost Bomb, Ink Bomb; deals 2 damage and inflicts 2 turns status, or 3 damage if Spicy Bomb)

Notes: Riz takes 2 actions per turn. Each of these actions will always be spear attacks (they all do the same damage, but there are 3 variations with different block timing), but he will sometimes bury a mine before attacking.
The mines seem to never target the back position of Team Snakemouth's formation.
You can tell what status each mine will inflict by the bomb sprite it has inside when he buries it. The "Ink Bomb" is not an item we have access to, but looks like a purple Clear Bomb and inflicts the Inked status.








---POSTGAME-ONLY SUPERBOSSES---


083: Maki
HP 85, Defence 3
Resistances: Poison 45%, Freeze 75%, Numb 50%, Sleep 85%

Attacks: Slash (8), Slash Combo (5, then 5), Jump Slam (6, hits entire party), Charge (gain +1 charge-up, use Sibling Combo next turn if possible), Sibling Combo (Maki hits for 7, then Kina for 6, then the falling bug deals 3 to another bug; only used after Charge and if Kina has an available action)

Notes: If Kina cannot participate in the team attack after he charges, he will use one of his other moves.
Gains permanent Attack Up the turn after Yin is defeated. If Kina is unconscious when this happens, Kina will revive herself on 10 HP.
As a superboss, Maki does not have "normal mode" stats and does not change if Hard Mode medal is removed.









084: Kina
HP 65, Defence 2
Resistances: Poison 45%, Freeze 60%, Numb 45%, Sleep 75%

Attacks: Needles (2, hits 2-4x, can change targets), Sleepy Needles (2, hits 2-4x, inflicts 2 turns Sleep), Poison Needles (2, hits 2-4x, inflicts 2 turns Poison), Numbing Needles (2, hits 2-4x, inflicts 1 turn Numb), Flying Kick (4), Mite Burger (heals Maki 6 HP and gives him HP regeneration for 3 turns), Sibling Combo (Maki hits for 7, then Kina for 6, then the falling bug deals 3 to another bug; only used after Maki Charges and if Kina has an available action)

Notes: Whenever Maki takes damage, Kina reacts and gains +1 charge-up.
If Kina participates in the combo attack with Maki, she will not take another action that turn.
Kina's status needles appear to be distinct attacks, and will not mix types of status in a given salvo.
If Yin is defeated while Kina is unconscious, Kina will revive herself on 10 HP after Maki powers up.
As a superboss, Kina does not have "normal mode" stats and does not change if Hard Mode medal is removed.









085: Yin
HP 50, Defence 1
Resistances: Poison 110%, Freeze 75%, Numb 45%, Sleep 40%

Attacks: Empower (grants ally Attack Up, 2 turns), Fortify (grants ally Defence Up, 2 turns), Heal (one ally recovers 5 HP), Cleanse (cures one ally of Poison/Freeze/Sleep/Numb)

Notes: Sometimes skips her turn. Will never target herself with any abilities. Will only use Cleanse if Maki or Kina is suffering from a curable status.
If Maki and Kina are both unconscious, she will flee at the start of her turn, ending the fight.
As a superboss, Yin does not have "normal mode" stats and does not change if Hard Mode medal is removed.









086: Stratos
HP 100, Defence 3
Resistances: Poison 20%, Freeze 75%, Numb 75%, Sleep 40%

Attacks: Horizontal Slash (7, inflicts Attack Down for 2 turns), Overhead Bash (7, inflicts Defence Down for 2 turns), Sword Combo (3, hits 3x), Shockwave (6), Charge (charge-up x2, next move is Jump Strike), Jump Strike (6, hits entire party, inflicts Defence Down for 3 turns), Magic Seed (Revive Delilah with 7 HP), Queen's Dinner (heal self and Delilah 15 HP each)

Notes: When below 50% HP, gains an extra action per turn
Will take one action immediately after being revived








087: Delilah
HP 70, Defence 2
Resistances: Poison 50%, Freeze 60%, Numb 65%, Sleep 30%

Attacks: Bazooka (launches 3-12 random projectiles across the party, see below), Lunge/Drain (4, then 3, second hit heals equal to damage dealt), Darts (3, inflicts 2 turns Poison or Sleep, hits 2x or 4x), Longleg Summoner (6), Clear Water (removes negative status effects from Stratos), Clear Bomb (remove all status effects from everyone), Berry Jam (grants Stratos Attack Up and Defence Up for 2 turns), Mite Burger (heals Stratos 6 HP and grants him 3 turns HP regeneration), Hustle Berry (grants Stratos an extra action), Magic Seed (Revive Stratos on 7 HP), Queen's Dinner (heal self and Stratos 15 HP each)

Bazooka projectiles consist of the following: Hard Seed (5), Danger Spud (4, inflicts 2 turns poison), Magic Ice (4, inflicts 2 turns Freeze), Flame Rock (5, inflicts 2 turns Burning), Sticky Bubble (3, inflicts 2 turns Sticky), Ink Blob (3, inflicts 2 turns Inked)

Notes: When below 50% HP, gains an extra action per turn
Will take one action immediately after being revived
When below 50 HP, her dart attack always throws 4 projectiles instead of 2








TANGYBUG
HP 99, Defence 4
Resistances: Poison 10%, Freeze 65%, Numb 75%, Sleep 20%
Weak: Ice

Attacks: Heavy Strike (5), Under Strike (6), Dash Through (5, hits entire party), Pebble Toss (3), Pebble Barrage (4, hits 1-4x, inflicts poison if not blocked), Vines (5, then 3; may not hit twice), Poison Blob (4, inflicts poison if not blocked), Flying Spin (4, hits entire party), Ice Breath (4, hits entire party, mash action command, inflicts freeze if not blocked, costs 2 actions?), Life Drain(1 damage?, pierces defence?, heals equal to damage dealt, attack continues until mash action command succeeds or character runs out of HP), Taunt

Notes: This enemy cannot be spied and has no bestiary entry.
Takes two actions per turn. Can use Taunt before other actions (does not cost an action), and/or rise into the air if grounded after acting (does not cost an action).
When grounded, flipping attacks will return it to the air.
As a superboss, this enemy does not have "normal mode" stats and does not change if Hard Mode medal is removed.

TANGYBUG is a secret boss hidden in the Cave of Trials (in v1.1 and later). The encounter is triggered if you finish battle 50 while having either (1) a Tangy Berry in the 4th slot from the top of the inventory or (2) at least 3 Tangy Berries in inventory, anywhere.