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BESTIARY

CHAPTER 4


020: Chomper Brute
HP 28, Defence 1
Resistances: Poison 30%, Freeze 10%, Numb 40%, Sleep 110%
Weak: Ice

Attacks: Seed Spit (3, hits 2-3x), Head Slam (4), Summon Chomper

Notes: Summon Chomper can happen at the beginning of its turn, and does not cost it an action.
Frequently drops items, including various cooked items.








034: Krawler
HP 10, Defence 1

Sand Form
Resistances: Poison 110%, Freeze 50%, Sleep 110%, Numb 50%
Weak: Ice
Attacks: Tackle (4), Electric Beam (3, inflicts Numb)

Ice Form
Resistances: Poison 110%, Freeze 120%, Sleep 110%, Numb 30%
Weak: Horn
Attacks: Tackle (4), Ice Beam (3, inflicts Freeze)

Notes: Form at start of battle depends on the environment where it's encountered (e.g. ice form in cold areas, such as the aura from ice magic crystals; sand form otherwise). In battle, inflicting Freeze on sand form will change it to ice form.








035: Warden
HP 14, Defence 0

Sand Form
Resistances: Poison 110%, Freeze 45%, Sleep 45%, Numb 30%
Weak: Ice
Attacks: Ram (3), Electric Beam (3, inflicts Numb), Charge (+2 charge-up, Defence Up), Self-Destruct (2, hits entire party)

Ice Form
Resistances: Poison 110%, Freeze 115%, Sleep 45%, Numb 30%
Weak: Horn
Attacks: Ram (3), Ice Beam (3, inflicts Freeze), Charge (+2 charge-up, Defence Up), Self-Destruct (2, hits entire party, inflicts Freeze)

Notes: Inflicting Freeze on sand form will change it to ice form. The charge-up is always followed by self-destruct the following turn. Ice form's explosion inflicts freeze, while sand form's does not inflict any status.








036: Haunted Cloth
HP 17, Defence 0
Resistances: Poison 110%, Freeze 110%, Sleep 110%, Numb 30%
Weak: Horn

Attacks: Spin (3, hits entire party), Icy Wind (3, inflicts Freeze), Energy Drain (1, heals equal to damage dealt, mash action command)

Notes: The Energy Drain attack will continue until either the action command is successfully completed or the bug is KO'd.








056: Astotheles
HP 50, Defence 0
Resistances: Poison 40%, Freeze 70%, Numb 80%, Sleep 60%

Attacks: Strike (4), Multi-Stab (2, hits 2-3x), Combo (Strike into Multi-Stab), Guard Stance

Notes: When below 50% HP, he gains 2 actions per round.
Can go into Guard Stance at the beginning of his turn, or after being attacked; Guard Stance increases defence by 2, and can be ended with a flipping attack.
If an item is used while fighting him, he will interrupt the action and destroy the item. If affected by a disabling status, he will cure himself before doing so.









057: Dune Scorpion
HP 44, Defence 1
Resistances: Poison 115%, Freeze 60%, Sleep 50%, Numb 115%

Attacks: Pincer Strike (4, hits 1-2x), Sting (4, inflicts Poison or Sleep), Boulder Toss (5, hits entire party)








064: The Watcher
HP 69, Defence 0

Sand Form
Resistances: Poison 40%, Freeze 75%, Sleep 115%, Numb 70%
Attacks (major): Spark (3, hits 2-3x), Drain Life (1, heals equal to damage dealt, mash action command)
Attacks (minor): Attack Up, Defence Up, Heal Self (6), Summon Sand Wall (5 HP, weak to Ice)

Ice Form
Resistances: Poison 40%, Freeze 75%, Sleep 115%, Numb 70%
Attacks (major): Frigid Coffin (4, inflicts Freeze), Icefall (5, inflicts Freeze, hits entire party)
Attacks (minor): Attack Up, Defence Up, Heal Self (6), Summon Ice Wall (5 HP, weak to Horn)

Notes: Can switch between stances at the end of its turn. Both forms have the same resistances and lack weaknesses, but use different attacks.
"Minor" attacks can be taken before each "major" attack, and do not cost its turn (it can potentially summon a wall, use another status move, and attack in a single action).
At the start of its first turn below 50% HP, gains an extra action for the rest of the fight.
Unlike other similar attacks, The Watcher's electric sparks cannot inflict Numb.








076: Cenn
HP 35, Defence 0
Resistances: Poison 20%, Freeze 65%, Numb 50%, Sleep 50%

Attacks: Boomerang Throw (4, then 3), Strike (4), Crunchy Leaf (Heal 4, targets Pisci only)

Notes: If alone at the start of the turn, will gain permanent Attack Up.









077: Pisci
HP 28, Defence 2
Resistances: Poison 20%, Freeze 65%, Numb 50%, Sleep 45%

Attacks: Rock Throw (2, hits 2-3x), Build Rock Wall, Crunchy Leaf (Heal 4, targets Cenn only)

Notes: Sometimes takes two actions in a turn. If alone at the start of the turn, will gain permanent Attack Up. Rock Walls she builds have 4 HP.








079: Kabbu
HP 25, Defence 1
Resistances: Poison 0%, Freeze 80%, Numb 115%, Sleep 0%

Attacks: Heavy Strike (4), Pebble Toss (3), Under Strike (5), Dash Through (4, hits all), Taunt

Notes: Using Taunt does not cost him a turn and will be followed up with one of his other moves.








080: Kali
HP 41, Defence 0
Resistances: Poison 0%, Freeze 70%, Numb 60%, Sleep 60%

Attacks: Empower Dance (gives Kabbu Attack Up, 1 turn), Fortify Dance (gives Kabbu Defence Up, 1 turn), Charge Dance (gives Kabbu +2 Charge-Up), Healing Dance (heals Kabbu 5 HP), Healing Dust (Revives Kabbu with 9 HP)

Notes: Kali never attacks on her own, only boosts mind-controlled Kabbu. If Kabbu is KO'd, she will always revive him with Healing Dust at the first opportunity. If she is defeated, the fight ends immediately regardless of Kabbu's state.