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BESTIARY

CHAPTER 3


004: Cactiling
HP 8, Defence 2
Attacks: Spine Shot (3), Spine Spin (2, hits 2x)
Resistances: Poison 40%, Freeze 0%, Numb 40%, Sleep 40%
Weak: Ice
Flippable









014: Denmuki
Based on the caterpillar of Monema flavescens, aka "Denkimushi" or "Japanese electric bug".
HP 10, Defence 0
Attacks: Zap (3, 2 turns numb)
Resistances: Poison 35%, Freeze 60%, Numb 110%, Sleep 40%

Notes: Sometimes curls up after attacking or being attacked. It has 2 defence in this form, and can be knocked out of it by a flipping attack (though it also uncurls after attacking).









023: Psicorp
HP 7, Defence 1
Attacks: Poison Stab (3, 2 turns poison), Sleep Stab (3, 2 turns sleep), Burrow
Resistances: Poison 60%, Freeze 30%, Numb 40%, Sleep 60%








024: Arrow Worm
HP 10, Defence 0
Attacks: Lunge (4)
Resistances: Poison 30%, Freeze 30%, Numb 30%, Sleep 30%

Notes: Always burrows at the start of its turn.








025: Thief
HP 11, Defence 0
Attacks: Mug Tackle (3, steals item), Gust (2, hits all, mash action command)
Resistances: Poison 50%, Freeze 40%, Numb 50%, Sleep 50%

Notes: If holding a stolen item, they will flee at the first opportunity. A flipping attack (or killing blow) will cause them to drop the item.








026: Bandit
HP 11, Defence 1
Attacks: Tackle (3, steals item), Shuriken (3)
Resistances: Poison 50%, Freeze 50%, Numb 55%, Sleep 50%

Notes: If holding a stolen item, they will flee at the first opportunity. A flipping attack (or killing blow) will cause them to drop the item.








027: Burglar
HP 14, Defence 1
Attacks: Tackle (3, steals item), Rock Throw (4), Charge (3, hits all), Whistle* (summons Thief or Bandit)
Resistances: Poison 35%, Freeze 50%, Numb 40%, Sleep 40%

Notes (miniboss): The miniboss version fought during the play in Bugaria Theatre has 28 HP, and can whistle to summon allies.
Notes (other): If holding a stolen item, they will flee at the first opportunity. A flipping attack (or killing blow) will cause them to drop the item.








029: Bee-Boop
HP 7, Defence 1
Attacks: Tackle (4), Honey Shot (2, hits 2x, 2 turns numb)
Resistances: Poison 110%, Freeze 50%, Numb 110%, Sleep 110%

Notes: When attacked, counters by switching modes. In gun mode it will always use Honey Shot, and in visor mode it will always use Tackle.








030: Security Turret
HP 8, Defence 2
Attacks: Missiles (4, hits 2x), Honey Shot (3, hits 2x, 2 turns numb), Delayed Missile (3)
Resistances: Poison 110%, Freeze 50%, Numb 110%, Sleep 110%








032: Abomihoney
HP 10, Defence 0
Attacks: Bite (4), Under Bite (4), Prepare (Defence Up, will explode next turn), Detonation (10 to all)
Resistances: Poison 45%, Freeze 50%, Numb 110%, Sleep 30%

Notes: When attacked while aboveground, counters by going into puddle form (which is treated as underground).








033: Ahoneynation
HP 40, Defence 0
Attacks: Smash (6), Abomihoney Spit (4, hits 1-2x, 2 turns Numb, creates baby Abomihoneys), Charge (gets 2x charge-up, will use Charged Slam next turn), Charged Slam (5, hits entire party)
Resistances: Poison 20%, Freeze 50%, Numb 110%, Sleep 45%

Notes: Baby Abomihoneys have 3 HP and -1 defence, attack by biting (3), and don't go underground. The negative defence applies when using any attack which does not ignore or partially ignore defence; Defence Down status will not have any effect. If not killed, they can merge with Ahoneynation to heal it 3 HP.








048: Wasp Scout
HP 15, Defence 0
Attacks: Dive Kick (4), Needle Toss (3, hits 2-3x, 2 turns poison), Summon Ally (Wasp Scout or Wasp Trooper)
Resistances: Poison 50%, Freeze 40%, Numb 30%, Sleep 30%








078: Monsieur Scarlet
HP 45, Defence 0
Attacks: Umbrella Strike (4, heals based on damage dealt), Heavy Strike (5, Attack Down (1 turn), heals based on damage dealt), Blow Kiss (4, Defence Down (1 turn), heals based on damage dealt), Umbrella Boomerang (4, then 3, heals based on damage dealt), Blast (4, hits entire party, heals based on damage dealt), Crescent Beam (4), Attack Up (2 turns)
Resistances: Poison 75%, Freeze 45%, Numb 70%, Sleep 70%

Notes: Gets permanent Attack Up at the start of his first turn below 65% HP, and permanent Defence Up at the start of his first turn below 40% HP. Both will trigger the same turn if necessary. Attacks which heal him initially recover 50% of the damage dealt, increasing to 75% once he drops below half HP.








063: Heavy Drone B-33
HP 65, Defence 1
Attacks: Missiles (3, hits 2-3x), Delayed Missile (4), Beam (4, hits entire party), Charge (gets 1x charge-up, will use Ram next turn), Ram (5, hits entire party), Summon Bee-Boop
Resistances: Poison 110%, Freeze 70%, Numb 70%, Sleep 115%

Notes: Delayed Missiles hit after 3 turns. It launches them as a follow-up after another attack (except Charge or Ram), with a 3-turn cooldown.
At the start of its first turn below 65% HP, has a "breakdown" animation and gets permanent Attack Up and Defence Down. It won't use the Charge/Ram combo until after this has happened.