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Tier 6 Enemies

Chaos Elementals

The Elemental Boundary of the cosmos will sometimes leak into the Material Plane. When it does, aspects of the elements will be “embodied” in elementals. Elementals are hostile, and quite insane.

There is nothing discernible elementals usually “want.” They simply act on instinct, using powers associated with their given element almost at random. They won’t use any actions in battle other than their abilities, and won’t use these abilities in a tactical manner, instead just lashing out at the nearest target.

Wisp (Normal 6, Elemental, Variable)

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
7 28 11 80 3 4 20 1 10
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
3 1 4 6 6

Abilities

Name Type Cost Description
Faerie Fire Ranged 1 AP, 5 MP Makes a magical attack that does magical damage of the Wisp’s elemental type on a hit.
Curse Multi 1 AP, 18 MP Attempts to inflict the status associated with the Wisp’s element on all enemies on the battlefield.
Magic Ward Ally 1 AP, 7 MP Applies 16 points of Shell to a single ally of the Wisp’s current elemental type.

Item Table

Result Item
1 Rare Colorless Shell
2 Rare Colorless Magical Damage
3 100 cr

Homid (Normal 6, Elemental, Variable)

Stastistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
25 25 14 50 3 8 8 4 4
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
8 4 8 8 8

Abilities

Name Type Cost Description
Strike Melee 1 AP, 3 MP The Homid makes an attack that deals damage of its elemental type.
Physical Form Self 1 AP The Homid becomes immune to magical damage, and all of their attacks deal physical damage.
Magical Form Self 1 AP The Homid becomes immune to physical damage, and all of their attacks deal magical damage.
Vacillation Passive N/A The Homid begins battle with either Physical or Magical Form active, whichever the GM chooses. If Physical Form is active during the Effect Phase, the Homid will use Magical Form. If Magical Form is active during the Effect Phase, the Homid will use Physical Form.

Item Table

Result Item
1 Rare Shield
2 Rare Protect (Homid’s element)
3 100 cr

Salamander (Normal 6, Elemental, Variable)

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
22 23 14 55 3 10 10 3 5
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
3 3 10 6 6

Abilities

Name Type Cost Description
Bite Melee 1 AP Makes a basic physical attack.
Slime Ranged 1 AP, 12 MP Inflicts the Slow status on a single enemy. Works the same as the Saboteur’s Slow ability.
Absorb Element Passive N/A If the Salamander would take damage of its elemental type, it instead gains an amount of HP equal to the damage it would have taken.

Item Table

Result Item
1 Rare Inflict Slow
2 Rare Restore MP
3 100 cr

Golem (Elite 6, Elemental, Variable)

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
50 45 21 95 3 10 14 7 7
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
4 7 10 8 8

Abilities

Name Type Cost Description
Punch Melee 1 AP Makes a basic physical attack.
Bash Melee 1 AP, 5 MP Makes a physical attack against a single target that deals physical damage on a hit of the golem’s elemental type that is multiplied by 2 in addition to other modifiers.
Rock Toss Ranged 1 AP, 8 MP Makes a physical attack against a single target that deals magical damage of the Golem’s elemental type on a hit.
Screen Ally 1 AP, 9 MP Confers the Protected status on the Golem or one of its allies. The next attack of the Golem’s elemental type that hits a character that is Protected will have its damage negated.
Conduit Passive N/A If the Golem is hit by a magical attack of its elemental type, the user of the attack will take the same amount of damage the Golem takes.

Item Table

Result Item
1 Protect (Earth)
2 Reflect
3 500 cr

Conflagration (Elite 6, Elemental, Variable)

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
30 55 21 105 3 6 18 5 9
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
6 5 6 12 12

Abilities

Name Type Cost Description
Zap Melee 1 AP Makes a colorless magical attack against a single target.
Orb Ranged 1 AP, 7 MP Makes a magical attack against a single target that deals magical damage of the Conflagration’s elemental type that is multiplied by 2 in addition to other modifiers.
Storm Multi 1 AP, 13 MP Makes a magical attack against every enemy of the Conflagration’s that deals magical damage of the Conflagration’s elemental type on a hit.
Chain Spell Ranged 1 AP, 8 MP Makes a magical attack against a single target that deals magical damage of the Conflagration’s elemental type. On a hit, the Conflagration makes another attack against another character for free. Each subsequent attack lets the Conflagration attack another character for free.
Pure Elemental Passive N/A When the Conflagration is reduced to 0 MP, it is automatically downed and cannot be revived.

Item Table

Result Item
1 Use Elemental Chain
2 Rare Restore Mana
3 500 cr

Sahuagin

Tidewater regions that are not populated by humans or other sentients are usually inhabited by sahuagin, which are half-fish people that have their own strange customs.

Sahuagin are somewhat physically weak, and as a result will focus on wearing their enemies down and frustrating them in the hopes that they will make stupid mistakes.

Fisher (Normal 6, Dragon, Water)

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
18 22 17 45 3 10 6 2 3
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
6 2 10 12 12

Abilities

Name Type Cost Description
Claw Melee 1 AP Makes a basic physical attack.
Net Ranged 1 AP, 8 MP Works the same as the Saboteur’s Slow.
Spear Ranged 1 AP, 5 MP Makes a physical attack against a single target that does colorless physical damage on a hit.

Item Table

Result Item
1 Rare Buff Evasion
2 Inflict Frostbitten
3 100 cr

Raider (Normal 6, Dragon, Water)

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
25 20 16 45 3 12 6 3 3
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
4 3 12 8 8

Abilities

Name Type Cost Description
Spear Melee 1 AP Makes a basic physical attack.
Waterstrike Melee 1 AP, 3 MP Makes a physical attack against a single target that deals physical water damage on a hit.
Expose Weakness Ranged 1 AP, 8 MP Makes a status-inflicting ability roll that, on a hit, inflicts the Vulnerable (Water) status. This works the same as the Saboteur’s Vulnerability power.

Item Table

Result Item
1 Inflict Vulnerable (Water)
2 Rare Debuff Resistance
3 100 cr

Hunter (Normal 6, Dragon, Water)

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
17 28 15 50 3 6 8 3 4
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
6 3 6 12 12

Abilities

Name Type Cost Description
Spear Melee 1 AP Makes a basic physical attack.
Submerge Self 1 AP Works the same as the Thief’s Hide ability.
Ambush Passive N/A Works the same as the Thief’s Sneak Attack ability.

Item Table

Result Item
1 Rare Inflict Poisoned
2 Rare Inflict Paralyzed
3 100 cr

Chieftain (Elite 6, Dragon, Water)

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
51 39 25 80 3 14 8 6 4
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
6 6 14 12 12

Abilities

Name Type Cost Description
Knife Melee 1 AP Makes a basic physical attack.
Double Time Multi 1 AP, 25 MP Hastes the Chieftain and all of their allies. Works the same as the Support job’s Multihaste ability.
Ready Arms Multi 1 AP, 10 MP Buffs the Chieftain and all of their allies’ Status Accuracy by one step on the Bonus Tracker.
Strategy Ally 1 AP Twice per round, the Chieftain can donate an AP to another ally to allow them to act immediately on the Chieftain’s turn.
War Leader Passive N/A Any allies of the Chieftain’s that act after them in the Initiative Order gain a +1 bonus to all three of their Accuracies. This does not count as a buff on the Bonus Tracker.

Item Table

Result Item
1 Multihaste
2 Rare Buff Status Accuracy (Multi)
3 500 cr

Prophet (Elite 6, Dragon, Water)

Statistics

HP Shell Initiative Mana Action Points Physical Attack Magical Attack Physical Defense Magical Defense
28 52 23 100 3 8 16 4 8
Evasion Resistance Physical Accuracy Magical Accuracy Status Accuracy
7 4 8 14 14

Abilities

Name Type Cost Description
Drown Ranged 9 MP Makes a magical attack against a single target that, on a hit, deals magical water damage that is multiplied by 2 in addition to other modifiers.
Sleet Multi 1 AP, 18 MP Uses a status-inflicting ability on every enemy on the battlefield that inflicts Frostbitten on a hit.
Resurrection Ally 1 AP, 15 MP Raises a single downed ally of the Prophet’s back to half its maximum HP.
Karma Multi 1 AP, 40 MP Inflicts the Reflecting status on the Prophet and all of their allies. The next time they are hit by a magical attack, the damage they take is also automatically dealt to the attacker and the status is removed.
Foretell Doom Passive N/A After the Effect Phase in battle passes three times, the Prophet makes a magical attack against all of its enemies that does not cost any MP. Every hit enemy takes magical water damage that is multiplied by 3 in addition to other modifiers.

Item Table

Result Item
1 Rare Inflict Frostbitten (Multi)
2 Revive
3 500 cr