Bestiary

 

            The general creatures that inhabit Gaia come in different levels of ability.  Each level has all the powers of the levels before it, and generally increases stats.  For each monster the following format will be used:

 

Name                           LP                    Element                        Location(s)

Description

Level 1             Fire:     Earth:   Water:  Air:

                        Powers

Level 2             Fire:     Earth:   Water:  Air:

                        Powers

Level 3             Fire:     Earth:   Water:  Air:

                        Powers

 

Ignore LPís if you are not playing with the optional rules.

  

Adamantoise                15                    Water                           Bikanel, Kilika

These turtles are twice as large as any man, and far more armoured.  Far less docile than their smaller cousins they hunt for meat, their thick metal shells protecting them from harm, both physical and magical.

Level 1             Fire: 3              Earth: 5            Water: 5           Air: 2

Defend:  By retreating into itís shell the Turtle can become raise itís Earth and Water scores by 2 points, but can take no actions.

Level 2             Fire: 4              Earth: 6            Water: 5           Air: 2

Water:  Can cast the spell Water as if it had an Air score of 5.

Level 3             Fire: 4              Earth: 6            Water: 6           Air: 3

Shell Drop:  The Adamantoise retreats into its shell then launches itself at itís target.  For this attack use the Adamantoiseís Earth score instead of its Fire.

                                

 

Ahriman                       7                      No Element                              Tulíka

These flying eyes are far more dangerous than they look, and more cunning.  Quite why they hunt is unknown, as they don't seem to eat.

Level 1             Fire: 3              Earth: 2            Water: 3           Air: 5

Stone Gaze:  The Ahriman uses a magical attack that casts Stone on the target if successful.

Level 2             Fire: 3              Earth: 2            Water: 4           Air: 6

Drain:  The Ahriman uses a non-elemental magical attack that deals a small amount of damage to its foe, and heals the same amount of its wounds.

Level 3             Fire: 4              Earth: 3            Water: 4           Air: 6

Death Gaze:  The Ahriman uses a magical attack that casts Death on the target if successful.

                                                                                

 

Aquaflan                       12                    Water                           Kilika

These liquid creatures are resistant to magical attacks, but vulnerable to physical ones.  Blue in hue, they can hide effectively in water, waiting to attack their unwary foe, but luckily they arenít particularly fast.

Level 1             Fire: 2              Earth: 2            Water: 5           Air: 5

Water:  This level of Aquaflan can cast the magical attack Water.

Water-Eater.  Water attacks heal Aquaflan.

Level 2             Fire: 2              Earth: 3            Water: 6           Air: 5

Watera:  This level of Aquaflan can cast the magical attack Watera.

Level 3             Fire: 3              Earth: 3            Water: 6           Air: 6

Waterga:  This level of Aquaflan can cast the magical attack Waterga.

                                                                                 

 

Behemoth                     17                    Fire                              Grasslands, Kilika

These gigantic beasts stand twice as tall as a man, four times if they raise up onto their hind legs.  Physically destructive, they love nothing more than to rend flesh between their jaws.

Level 1             Fire: 5              Earth: 6            Water: 3           Air: 2

Level 2             Fire: 6              Earth: 6            Water: 4           Air: 2

Level 3             Fire: 6              Earth: 7            Water: 4           Air: 3

Charge:  Lowering itís horns the Behemoth charges into itís foe.  When charging add 1 point to the Behemoths Fire score, and subtract 2 from itís Earth score.

                                

 

Bomb                           6                      Fire                              Bikanel, Tulíka

Bombs are the living embodiment of fire magic, and are not to be underestimated.  Even their physical attacks are of the Fire element.  Grenades are high level Bombs wearing armour.  Some Bombs have been known to blow themselves up, spreading magical fire all around.  This is particularly damaging if a Grenade blows up, where flame and shards of the Grenadeís armour fly around.

Level 1             Fire: 5              Earth: 3            Water: 2           Air: 5

                        Firaga:  The Bomb can cast the magical attack Firaga.

                        Fire-Eater.  Fire attacks heal Bomb

Level 2             Fire: 6              Earth: 3            Water: 2           Air: 6

Self-Destruct:  The Bomb can blow itself up, attacking anyone within 10m with a fire magic of Air 7.  The Bomb is destroyed in the blast.

Level 3             Fire: 6              Earth: 4            Water: 3           Air: 6

Grenade:  As Self-Destruct, but with an added physical attack of Fire 7 to anything within 10m.

                                

 

Cactuar                        8                      Fire                              Bikanel

These cacti are dangerous opponents.  Despite their small stature and apparent immobility they are very fast, and capable of launching needles at their opponents.

Level 1             Fire: 5              Earth: 5            Water: 2           Air: 3

1000 Needles:  The Cactuar fires a thousand of itís spines at itís foe. A character with a higher Fire score than the Cactuar may dodge the attack, otherwise the target will be heavily affected, as though having combat with a Fire 7 foe.  Can only be used once.

Level 2             Fire: 6              Earth: 5            Water: 3           Air: 3

Level 3             Fire: 6              Earth: 6            Water: 3           Air: 4

10, 000 Needles:  As 1000 Needles, but more powerful.  Consider the strength to be that of a Fire 8 foe.  A Cactuar can use either 10,000 Needles once or 1000 Needles twice in a single battle.

                             

 

Chimera                       10                    Fire                              All Regions

These mysterious creatures have 4 heads, a bull, an eagle and a puma on itís shoulders, and a cobra for itís tail.  They appear to have been constructed, but by who and why is unknown.  All that is known is that they seem to be getting stronger, at a startling rate.

Level 1             Fire: 3              Earth: 3            Water: 3           Air: 4

Level 2             Fire: 4              Earth: 4            Water: 3           Air: 5

                        Fire: Can cast the magic attack Fire.

Level 3             Fire: 6              Earth: 5            Water: 4           Air: 5

                        Firaga: Can cast the magic attack Firaga.

                                                    

 

Chocobo                      7                      No Element                  Grasslands

These loveable creatures donít seem to belong in the wild.  Looking like giant chickens they are intelligent, and make good mounts and pack animals, as long as you have enough Gyshal Greens!  They cannot fly, but can hover over the ground for a few seconds.

Level 1             Fire: 4              Earth: 3            Water: 3           Air: 4

Choco-kick:  The Chocobo can kick itís opponent, itís sharp claws reducing itís victims Earth score by 1 as well as dealing damage.

Level 2             Fire: 5              Earth: 4            Water: 3           Air: 4

Choco-cure:  The Chocobo flaps itís wings and can cure a friend or itself of minor injuries.

Level 3             Fire: 5              Earth: 4            Water: 4           Air: 5

Choco-Meteor:  This Chocobo calls down a small meteor onto itís foe as the magic spell Meteor.

                            

 

Coerl                            9                      Thunder                        Grasslands, Kilika

These majestic cats are deadly hunters.  Fast and agile, their Queens (Level 3) are particularly deadly, harnessing the power of Death.

Level 1             Fire: 4              Earth: 3            Water: 4           Air: 4

Level 2             Fire: 4              Earth: 3            Water: 5           Air: 5

Thundaga:  The Coerl can cast the magic attack Thundaga.

Level 3             Fire: 5              Earth: 4            Water: 5           Air: 5

Death Blast:  The Coerl looses a magical attack.  If successful the victim is afflicted with Death.

                               

Dark Flan                     8                      No Element                  Everywhere

These large sacks of water are quite the opposite of their siblings.  Instead of being vulnerable to physical attacks they are instead vulnerable to magic.

Level 1             Fire: 3              Earth: 4            Water: 3           Air: 2

Protect: This Flan has a Protect effect cast on it.  It can be Dispelled, but is otherwise constant.

Level 2             Fire: 3              Earth: 4            Water: 3           Air: 4

Tetra Eater:  If attacked with an element this Flan will regain health instead of losing it.

Level 3             Fire: 3              Earth: 5            Water: 3           Air: 5

                        Death:  This Flan can use the magic attack Death.        

 

 

Deathclaw                    13                    Ice                               Realm of Ice

These strange looking creatures are something akin to bears but with four hugged spiked arms they use to pierce and hold their prey whilst they feast.  Their colouring also affords them some camouflage.

Level 1             Fire: 4              Earth: 4            Water: 4           Air: 2

                        Ice-Guard:  Ice attacks have no effect on Deathclaw.

Level 2             Fire: 5              Earth: 5            Water: 4           Air: 2

Hold-Fast:  Instead of dealing damage the Deathclaw can try and capture itís victim in itís embrace.  Compare Fire scores, if the Deathclawís is greater it can capture itís target.

Level 3             Fire: 6              Earth: 6            Water: 4           Air: 2

                                                                                

 

Drake                           20                    Thunder            Grasslands, Bikanel, Tulíka

These land dragons are fierce, and range in size from the meter high Drake Hatchling (Level 1), to the tall as a person Bolt Drake (Level 2) and the giant Elder Drake (Level 3).  Luckily there are few Elder Drake around.

Level 1             Fire: 3              Earth: 3            Water: 3           Air: 3

Thunder:  The Drake can cast the magic attack Thunder as though Air 5.

Thunder-Guard.  Thunder attacks have no effect on Drakes.

Level 2             Fire: 4              Earth: 4            Water: 4           Air: 4

Thundera:  The Drake can cast the magic attack Thundera as though Air 6.

Level 3             Fire: 5              Earth: 5            Water: 5           Air: 5

Thundaga: The Drake can cast the magic attack Thundaga as though Air 7.

                                                            

   

Goblin                          5                      Fire                              Tulíka

These small, almost dog like humanoids like nothing more than to steal from the unsuspecting.

Level 1             Fire: 3              Earth: 3            Water: 3           Air: 2

Steal:  This creature can Steal.  See the Thief job for details.

Level 2             Fire: 4              Earth: 3            Water: 3           Air: 2

Level 3             Fire: 4              Earth: 3            Water: 3           Air: 3

Mug:  This creature can Mug.  See the Thief job for details.

                                

 

Golem                          12                    No Element                  Bikanel

These large creatures are often confused for rock heaps, until itís too late.  They are hard to injure physically, but are slow and susceptible to magic attacks.

Level 1             Fire: 2              Earth: 4            Water: 2           Air: 2

Level 2             Fire: 3              Earth: 5            Water: 2           Air: 2

Level 3             Fire: 3              Earth: 5            Water: 3           Air: 3

                                                         

       

Hiryuu                          20                    Fire                              Grasslands

The winged dragons are the rulers of the sky.  Intelligent and majestic, they are also vain.

Level 1             Fire: 4              Earth: 3            Water: 4           Air: 5

                        Fire:  The Hiryuu can use the magic Fire.

                        Fire-Guard: Fire attacks have no effect on Hiryuu.

Level 2             Fire: 5              Earth: 4            Water: 5           Air: 6

                        Fira:  The Hiryuu can use the magic Fira.

Level 3             Fire: 6              Earth: 5            Water: 6           Air: 7

                        Firaga:  The Hiryuu can use the magic Firaga.

                                                           

 

Iceflan                          12                    Ice                               The Ice Realm

These liquid creatures are resistant to magical attacks, but vulnerable to physical ones.  White in hue they can hide effectively in water, waiting to attack their unwary foe, but luckily they arenít particularly fast.

Level 1             Fire: 2              Earth: 2            Water: 5           Air: 5

Blizzard: This level of Iceflan can cast the magical attack Blizzard.

Ice-Eater:  Ice attacks heal Iceflan.

Level 2             Fire: 2              Earth: 3            Water: 6           Air: 5

Blizzara:  This level of Iceflan can cast the magical attack Blizzara.

Level 3             Fire: 3              Earth: 3            Water: 6           Air: 6

Blizzaga:  This level of Iceflan can cast the magical attack Blizzaga.

 

 

Iron Giant                     15                    Water                           Grasslands

These animated suits of armour are many times the size of a man.  It is believed they were created by Sorcerers eons ago to protect something, but what that is none now know.  However they do share some similarities of appearance with Alexander.

Level 1             Fire: 4              Earth: 5            Water: 2           Air: 3

Level 2             Fire: 5              Earth: 6            Water: 3           Air: 3

Level 3             Fire: 6              Earth: 7            Water: 3           Air: 3

                                               

 

Landworm                    12                    Fire                              Bikanel

Gigantic worms that live in the sand in Bikanel, they canít wait to burst from the sand and grab their lunch. They seem to particularly like Shoopuf meat.  They will frequently Poison their target and catch it later.

Level 1             Fire: 3              Earth: 5            Water: 3           Air: 2

Poison:  Their jaws secrete a Poison, which infect its victim on a successful Physical attack.

                        Level 2             Fire: 3              Earth: 6            Water: 4           Air: 2

                        Level 3             Fire: 4              Earth: 7            Water: 4           Air: 2

                                                                        

 

Marlboro                      16                    Ice                               Grasslands, Tulíka

Few creatures inspire the fear that these living plants do.  There bloated bodies almost leak toxins, and their breath can bring the most powerful creature to itís knees.  In Tulíka it is left to the Dark Knights to bring these creatures down, as they are trained to resist its effects.

Level 1             Fire: 3              Earth: 4            Water: 4           Air: 4

Poison:  The Marlboroís attack inflicts Poison on its target.

Level 2             Fire: 3              Earth: 5            Water: 4           Air: 5

Level 3             Fire: 3              Earth: 5            Water: 5           Air: 6

Bad Breath:  This magic attack inflicts Confuse, Poison, Slow, Blind, Sleep and Silence on its target.

                                

 

Moogle                        6                      No Element                  Tulíka

The Moogle is a cute albino bear, with a strange bobble on itís head and bat wings.  They are very intelligent, can speak, and have a natural affinity for magic.  Their favourite food and word is ĎKupoí as in Kupo nuts.  Some of them have been known to befriend Chocobos.

Level 1             Fire: 2              Earth: 2            Water: 4           Air: 4

Sense Magic:  The Moogle can sense magic taking place within a mile of its location.

Level 2             Fire: 3              Earth: 2            Water: 5           Air: 5

Lend Strength:  The Moogle can lend itís strength to a friend, raising their Air score by 2 when they cast magic.

Level 3             Fire: 4              Earth: 3            Water: 5           Air: 5

Choco-Mog:  This Moogle rides around on a Level 3 Chocobo, though for what purpose is unknown.

                                                        

 

Ochu                            12                    Ice                               Grasslands, Tulíka, Kilika

Not as vicious as their Marlboro cousins, the Ochu are more mobile and physical.  One should still beware their Poisonous touch however.

Level 1             Fire: 4              Earth: 3            Water: 4           Air: 3

Level 2             Fire: 5              Earth: 3            Water: 4           Air: 4

Poison.  The Ochu inflicts Poison with a successful physical attack.

Level 3             Fire: 5              Earth: 4            Water: 4           Air: 4

Sleep.  The Ochu inflicts Sleep with a successful physical attack.

                                                                                       

  

Pyroflan                        12                    Fire                              Bikanel

These liquid creatures are resistant to magical attacks, but vulnerable to physical ones.  Red in hue, they can hide effectively in fire, waiting to attack their unwary foe, but luckily they arenít particularly fast.

Level 1             Fire: 2              Earth: 2            Water: 5           Air: 5

Fire:     This level of Pyroflan can cast the magical attack Fire.

Fire-Eater:  Fire attacks heal Pyroflan

Level 2             Fire: 2              Earth: 3            Water: 6           Air: 5

Fira:  This level of Pyroflan can cast the magical attack Fira.

Level 3             Fire: 3              Earth: 3            Water: 6           Air: 6

Firaga:  This level of Pyroflan can cast the magical attack Firaga.

 

 

Sahagin                        7                      Water                           Kilika

These sleek fish-men are the scourge of fishermen.  Exhibiting more than just animal cunning they are led by Sahagin Princes (Level 3) to attack the land dwellers.  Luckily individually they are little threat.

Level 1             Fire: 4              Earth: 2            Water: 3           Air: 2

                        Water-Guard.  Water attacks have no effect on Sahagin.

Level 2             Fire: 4              Earth: 3            Water: 3           Air: 3

Sirenís Call.  With a successful attack the Sahagin can Confuse the enemy.

Level 3             Fire: 5              Earth: 3            Water: 4           Air: 5

                        Water:  The Sahagin Prince can cast the magic Water.

                                                        

 

Shoopuf                       25                    Water                           Kilika

Large and docile, the Shoopuf is a most interesting amphibian.  They will never attack, only ever running away when attacked despite the fact their large bulk makes them formidable.  The people of Kilika often use them as pack beasts and mounts.

                        Fire: 4              Earth: 6            Water: 6           Air: 2

                                                                            

   

Tonberry                      20                    Thunder                        Tulíka

These green skinned master chef spend the nights looking for meat for their cooking pots.  Their lanterns often lead the lost to them, and their knives.

Level 1             Fire: 3              Earth: 5            Water: 5           Air: 3

                        Poison Knife.  Inflict Poison with a successful attack.

Level 2             Fire: 4              Earth: 5            Water: 5           Air: 4

                        Sleep Knife.  Inflict Sleep with a successful attack.

Level 3             Fire: 5              Earth: 5            Water: 5           Air: 4

                        Chefís Knife.  Inflict Death with a successful attack.

                                                                            

  

Yellowflan                    12                    Thunder                        Grasslands, Tulíka

These liquid creatures are resistant to magical attacks, but vulnerable to physical ones.  Yellow in hue, they often wait to attack an unwary victim, but luckily they arenít particularly fast.

Level 1             Fire: 2              Earth: 2            Water: 5           Air: 5

Thunder:  This level of Yellowflan can cast the magical attack Water.

Thunder-Eater.  Thunder attacks heal Yellowflan.

Level 2             Fire: 2              Earth: 3            Water: 6           Air: 5

Thundera:  This level of Yellowflan can cast the magical attack Thundera.

Level 3             Fire: 3              Earth: 3            Water: 6           Air: 6

Thundaga:  This level of Yellowflan can cast the magical attack Thundaga.

 

 

Zu                                14                    Ice                               Grasslands, Bikanel

If any creature can vie with the Hiryuu for dominance of the skies itís the Zu.  Huge, prehistoric birds that sweep away foes before them with a flap of their wings.  Luckily for the Hiryuu the Zu only possess a bestial intelligence.

Level 1             Fire: 4              Earth: 3            Water: 3           Air: 2

Wind Blast:  A successful attack knocks the Zuís target to the ground.

Level 2             Fire: 5              Earth: 4            Water: 3           Air: 2

Level 3             Fire: 6              Earth: 5            Water: 4           Air: 2

                                                   

 

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