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Example Antagonists

Entire adventures or even campaigns in Last Odyssey will often revolve around a handful of Antagonists. Here are a few examples that are ready-made for the GM to use in their game.

The Spider Queen

Domain: Ancient Ruin.

Description: An underground ruin once home to a lost civilization is now the Domain of the Spider Queen, a Monster whose spawn are the apex predators of its tiny but complex ecosystem. The Queen herself spins her web throughout the ruin, capturing larger animals and the occasional traveler unwise or unlucky enough to stumble into her Domain.

Form 1: Webmaster (Monster 1, Animal, Shadow)

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
12 18 8 30 2 4 4 2 2
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
4 2 4 8 8

Abilities

Name Type Cost Description
Leg Stab Melee 1 AP Makes a basic physical attack.
Magic Spear Ranged 1 AP, 3 MP Makes a magical attack that inflicts colorless magical damage on a hit.
Bind Ranged 1 AP, 7 MP Uses a status-inflicting ability that inflicts Petrify on a hit.
Dissolve Organs Melee 1 AP, 5 MP If an enemy has the Petrified status, the Webmaster deals magical earth damage that is multiplied by 2 in addition to other modifiers against them without needing to make an attack roll.
Antimagic Field Special Variable The Webmaster can use the Sage’s Counterspell ability.
Eggs Passive N/A The Webmaster begins the battle with 3 Eggs that can be used to create Spiderlings.
Lay Egg Special 1 AP, 1 Egg The Webmaster lays an egg that has 20 HP and no defenses. If the Egg is still present during the next effect phase, it hatches into a Spiderling enemy that joins the Initative order during the next combat round.
Spun Web Passive N/A The Webmaster’s enemies must spend 2 AP to Move instead of 1. The Ranger’s Forest Walk counteracts this effect.

Form 2: Tarantula (Monster 2, Animal, Earth)

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
39 21 11 55 2 10 6 4 3
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
2 4 10 4 4

Abilities

Name Type Cost Description
Dry Bite Melee 1 AP Makes a basic physical attack.
Pounce Ranged 1 AP, 5 MP The Tarantula makes a physical attack that deals colorless physical damage on a hit.
Poison Bite Melee 1 AP, 5 MP The Tarantula makes a physical attack that deals colorless physical damage on a hit and applies the Toxin status.
Harden Self 1 AP, 5 MP The Tarantula buffs its Physical Defense by 1 step on the Bonus Tracker.
Frenzy Self 1 AP Applies the Focused status to the Tarantula.
Hunter’s Frenzy Passive N/A The Tarantula can still use any abilities that count as physical attacks when it is Focused.
Spines Passive N/A When the Tarantula is hit by a physical attack, the Tarantula will counterattack them with a free status-inflicting ability that deals Poisoned on a hit.

Ser Tarbh of Greenhill

Ambition: To Kill Every Last Stellish Person Still Breathing.

Description: Ser Tarbh is a charismatic and boisterous man whose troops are doggedly loyal to him. Behind the veneer of joy, however, is a deeply traumatized war veteran who has decided to burn his humanity in exchange for revenge against his former enemies, the kingdom of the Stells.

Eidolon: Hill Giant (Striker, Earth, Tier 3, Body 7, Mind 1, Spirit 1).

Form 1: War Leader (Villain 3, Human, Colorless)

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
55 35 16 70 2 10 4 6 2
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
5 6 10 10 10

Abilities

Name Type Cost Description
Greatsword Melee 1 AP Makes a basic physical attack.
Cleave Multi 1 AP, 7 MP Makes a physical attack against all of the War Leader’s enemies in the front row that does colorless physical damage on a hit.
Challenge Ranged 1 AP Confers the Taunted status on one of the War Leader’s enemies.
Battle Prayer Ally 1 AP, 9 MP Bestows the Protected (Colorless) status on the War Leader or one of their allies.
Inspire Multi 1 AP, 10 MP Increases the Physical Attack of the War Leader and all of their allies by one step on the Bonus Tracker.
Command Ally 1 AP This ability works the same as the Commander’s Orders ability. The War Leader can use it once per battle.
Lead By Example Passive N/A While the War Leader is on the battlefield, any allies will share all of its buffs and debuffs on the Bonus Tracker.
Dragonslayer Paradigm Action 1 Anima The War Leader makes a physical attack that deals 4x physical colorless damage on a hit against enemies with full HP. If an enemy is not at full HP, the attack deals 2x damage instead.

Form 2: Leshen (Villain 4, Demon, Wood)

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
68 47 16 115 2 12 14 7 7
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
2 7 12 4 4

Abilities

Name Type Cost Description
Gore Melee 1 AP Makes a basic physical attack.
Growth Surge Multi 1 AP, 12 MP Makes a physical attack against all of the Leshen’s enemies that does physical wood damage on a hit.
Shrug Off Fatigue Self 1 AP, 8 MP Removes all debuffs from the Leshen.
Mend the Flesh Self 1 AP, 11 MP Restores 20 HP to the Leshen.
Easily Provoked Passive N/A When the Leshen is Taunted, it also becomes Focused.
Unnatural Resilience Passive N/A The Leshen counts as having 2x resistance to all status-inflicting abilities.
Comeback Paradigm Action 1 Anima Raises the Leshen’s Physical Attack buff to +7 regardless of its current value.

Form 3: Revenant (Villain 5, Undead, Ice)

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
81 59 20 140 2 14 16 8 8
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
3 8 14 6 6

Abilities

Name Type Cost Description
Sword Arm Melee 1 AP Makes a basic physical attack.
Icy Lance Ranged 1 AP, 8 MP Makes a physical attack against a single enemy that deals physical Ice damage on a hit.
Frost Blast Ranged 1 AP, 7 MP Makes a magical attack against a single target that deals magical ice damage that is multiplied by 2 in addition to other modifiers.
Chill Ranged 1 AP, 7 MP. Uses a status-inflicting ability against a single target that inflicts the Frostbitten status on a hit.  
Cold Snap Multi 1 AP, 28 MP Inflicts the Slow status on all of the Revenant’s enemies.
Exposure Ranged 1 AP, 8 MP Inflicts the Vulnerable (Ice) status on a single one of the Revenant’s enemies.
Back From the Dead Passive N/A The Revenant is immune to Ice damage and the Frostbitten status.
Empty Husk Passive N/A The Revenant cannot have its MP drained from any source.
Single-Minded Passive N/A The Revenant is immune to being Taunted.
Apocalypse Paradigm Action 1 Anima Makes a magical attack against all of the Leshen’s enemies that deals magical ice damage that is multiplied by 3 in addition to other modifiers.

Doctor Strazio

Domain: Forbidden Laboratory.

Description: A renowned but eccentric scientist, Doctor Strazio discovered the power of Anima by accident while attempting to create a new form of reactor. Now, he stalks his laboratory, conducting strange and nonsensical experiments that often amount to nothing more than elaborate forms of torture for their subjects.

Form 1: Doctor (Monster 6, Human, Wind)

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
53 92 27 170 3 12 20 5 10
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
9 5 12 18 18

Abilities

Name Type Cost Description
Scalpel Melee 1 AP Makes a basic physical attack.
Soulrend Special 1 AP, 10 MP Makes a magical attack against a single enemy that does magical wind damage on a hit. If this attack breaks the target’s Shell, the Doctor can use this ability again immediately on another enemy without needing to spend additional AP and MP.
Treatment Multi 1 AP, 18 MP Removes all statuses and debuffs from the Doctor and all of their allies.
Recharge Ally 1 AP, 5 MP Restores 30 MP to a single one of the Doctor’s allies. The Doctor cannot use this ability on themselves.
Time Dilation Multi 1 AP, 25 MP Hastes the Doctor and all of its allies.
Sadist Passive N/A Whenever the Doctor inflicts damage on an enemy, they also regain an amount of MP equal to the amount of damage they dealt.
Prepared Passive N/A The Doctor has one of each elemental type of Rare Elemental Damage item in its inventory.
Target Acquired Paradigm Action 1 Anima All of the Doctor’s enemies on the battlefield have the Scan effect added to them, revealing all possible information to the Doctor and allowing them to keep track of it afterwards.
Second Chance Paradigm Action 1 Anima. Heals and revives all of the Doctor’s Allies to full HP and removes all of their current statuses and debuffs.  

Form 2: Torture Rack (Monster 7, Construct, Thunder)

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
65 105 31 195 3 14 22 6 11
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
10 6 14 20 20

Abilities

Name Type Cost Description
Buzzsaw Melee 1 AP Makes a basic physical attack.
Electroshock Melee 1 AP, 3 MP Makes a physical attack against a single enemy that deals physical thunder damage on a hit.
EM Field Multi 1 AP, 10 MP Makes a physical attack against every enemy in the front row that deals physical thunder damage on a hit.
Death Laser Ranged 1 AP, 8 MP Makes a physical attack against a single enemy that deals physical thunder damage on a hit.
Soulkill Ranged 1 AP, 5 MP The Torture Rack makes a physical attack that, on a hit, deals colorless physical damage to the target’s MP instead of its HP or Shell.
Administer Sedative Ranged 1 AP, 7 MP The Torture Rack uses a status-inflicting ability that inflicts Paralyzed on a hit.
Experiment Ranged 1 AP, 7 MP The Torture Rack uses a status-inflicting ability that inflicts a random status on a hit.
Deep Cuts Passive N/A If the Torture Rack rolls a 1 when making a physical attack against one of its enemies, it will also inflict 1 random injury.
Pain Suppressors Passive N/A The Torture Rack is immune to all debuffs.
Torture Paradigm Action 1 Anima The Torture Rack inflicts 2d8 random debuffs on a single target.
Assassinate Paradigm Action 1 Anima The Torture rack designates an enemy, and the GM rolls a 1d10. The target then loses a percentage of their total Health from their combined HP and Shell equal to the result of the roll multiplied by 10.

Form 3 (Growable): Infernal Engine. (Monster 8, Dragon, Fire)

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
65 105 31 195 3 14 22 6 11
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
10 6 14 20 20

Abilities

Name Type Cost Description
Cannon Melee 1 AP Makes a basic physical attack.
Crush Melee 1 AP, 5 MP Makes a physical attack against a single target that deals physical colorless damage on a hit that is multiplied by 2 in addition to other modifiers.
Bake Multi 1 AP, 15 MP. Makes a physical attack against all of the Infernal Engine’s enemies that deals physical fire damage on a hit.  
Shield Self 1 AP, 7 MP. Inflicts the Shielded status on the Infernal Engine. The next time a physical attack hits it, the damage is negated.  
Enrage Ranged 1 AP, 10 MP Uses a status-inflicting ability that inflicts the Focused status on a single enemy on a hit. This ability counts as colorless.
Reflect Self 1 AP, 12 MP Inflicts the Reflected status on the Infernal Engine. The next time it is hit with a magical attack, the attack is bounced back at the user instead.
Ingenius Design Passive N/A The Infernal Engine has no elemental weaknesses, only resistances.
Soul-Powered Construct Passive N/A If the Infernal Engine runs out of MP, it instantly dies.
Apocalypse Paradigm Action 1 Anima The Infernal Engine makes a magical attack against all of its enemies that deals magical fire damage multiplied by 3 in addition to other modifiers.
Ascension Paradigm Action 1 Anima The Infernal Engine’s MP refills to maximum, and all of its abilities only cost 5 MP for the rest of the battle.

The Overmind

Ambition: To Dominate All Sentient Life.

Description: The Overmind is a millennia-old psychic whose original body has been replaced over time with writhing fleshgrafts and horrifying cybernetics that allow it to project its will into the minds of even its most distant subjects. The weight of so much psychic influence has rendered it quite mad, making it a threat that must be stopped before it destroys the known universe.

Eidolon: Mindeater (Saboteur, Light, Body 5, Mind 15, Spirit 7, Debuffs Magical Attack).

Form 1: Savior (Villain 9, Angel, Light)

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
49 156 39 260 3 10 32 5 16
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
16 5 10 32 32

Abilities

Name Type Cost Description
Caress Melee 1 AP Makes a basic physical attack.
Spotlight Ranged 1 AP, 9 MP Makes a magical attack against a single enemy that deals magical light damage on a hit that is multiplied by 2 in addition to other modifiers.
Searing Ray Multi 1 AP, 15 MP. Makes a magical attack against every enemy on the battlefield that deals magical light damage on a hit.  
Knowledge is Power Self 1 AP, 16 MP The Savior buffs its Magical Defense by three steps on the Bonus Tracker.
Power is Everything Self 1 AP, 7 MP The Savior restores 26 points of its Shell.
Cure Ally 1 AP, 12 MP The Savior removes all statuses from a single target. If it is advantageous, the Savior will also cast this on its enemies.
Resurrection Ally 1 AP, 15 MP The Savior immediately restores a downed character to half its maximum HP, rounded down. This enemy will then gain the Puppet status, and will fight on the Savior’s side until the status is removed.
Alien Biology Passive N/A The Savior will take damage from abilities and items that heal HP and MP, but will heal due to items that deal damage of any kind. Damage from all other sources is taken as normal.
They Walk Silently Among Us Passive N/A The Savior is immune to the Scan ability as well as any equivalent abilities or items.
Romance Paradigm Action 1 Anima The Savior designates a single one of its enemies as its Lover. For the rest of the battle, the Lover will receive all damage, statuses, buffs, and debuffs that the Savior does, including Haste and Slow. This effect cannot be removed by the effects of abilities or items, but the Savior can only have one Lover at a time, meaning that if it designates another Lover the first creature stops being one.
Spin the Bottle Paradigm Action 1 Anima The GM rolls a 1d6 and designates a single target. If the number is a 6, the target of this ability takes a base amount of magical damage equal to 104. Otherwise, roll again. If the number is a 6 this time, the Savior takes damage instead of their target. Go back and forth until either the Savior or their target take damage.
Reveal the Light Paradigm Action 1 Anima The Savior inflicts Blinded, Slowed, and one level of debuff of Magical Defense on the Bonus Tracker on all of its enemies. This ability cannot be resisted.

Form 2: Unveiled (Villain 10, Horror, Water)

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
60 170 43 285 3 12 34 6 17
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
17 6 12 34 34

Abilities

Name Type Cost Description
Tentacle Ranged 1 AP Makes a basic physical attack against a single target that can force it to Move on a hit for free.
Assault Multi 1 AP, 15 MP Makes a physical attack against all of the Unveiled’s enemies that deals physical damage of its current elemental type on a hit.
Degrade Multi 1 AP, 19 MP. Inflicts the Vulnerable status on all of the Unveiled’s enemies that corresponds to its current elemental type.  
Humiliate Multi 1 AP, 18 MP Uses a status-inflicting ability against all of the Unveiled’s enemies that inflicts the status associated with its current elemental type on a hit.
Temporal Distortion Multi 1 AP, 28 MP Slows all of the Unveiled’s enemies.
The Void Stares Back Special 1 AP, 20 MP. Uses any of the abilities that the Unveiled’s enemies used between the end of its last turn and the beginning of its current turn.  
Push Through the Cracks Ranged 1 AP, 30 MP The Unveiled targets a single one of its enemies. Said enemy cannot act and cannot be acted upon until the beginning of the Unveiled’s next turn.
Prism Passive N/A When the Unveiled is hit by a form of elemental damage it is weak to, it changes its elemental type to a random new one.
Incomprehensible Horror Passive N/A The Unveiled is immune to the Scan ability as well as any equivalent abilities or items.
Devourer of Souls Passive N/A Whenever the Unveiled downs an enemy, it also drains that enemy of all of its MP and restores the same amount of MP to itself.
Devourer of Worlds Passive N/A The Unveiled cannot be downed by damage from sources other than damage that it has an elemental weakness to.
Mirror Shield Paradigm Action 1 Anima Until the beginning of the Unveiled’s next turn, all attacks and status-inflicting abilities used against it are negated and reflected back onto the user.
Tango Paradigm Action 1 Anima The Unveiled uses every ability that its enemies have used since the end of its last turn.
Doom Paradigm Action 1 Anima The Unveiled selects a single target. After 1d4 rounds, the target will be downed. There is no way to prevent this apart from ending the battle.