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 | The Webmaster makes a basic strike. |
| Magic Spear | Ranged | 1 AP, 3 MP | The Webmaster uses a spell that inflicts colorless magical damage on a hit. |
| Bind | Ranged | 1 AP, 7 MP | The Webmaster uses a sleight that inflicts Petrified on a hit. |
| Dissolve Organs | Melee | 1 AP, 5 MP | If a warrior 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 cast the hit die. |
| 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 warrior with the same properties as the Spider Drone that joins the Initative order during the next combat round. |
| Spun Web | Passive | N/A | The Webmaster’s opponents 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 | The Tarantula makes a basic strike. |
| Pounce | Ranged | 2 AP, 5 MP | The Tarantula makes a strike that deals colorless physical damage on a hit. |
| Poison Bite | Melee | 1 AP, 5 MP | The Tarantula makes a strike that deals colorless physical damage and applies the Poisoned status on a hit. |
| Harden | Self | 1 AP, 5 MP | The Tarantula charms its Physical Defense by 1 step on the Bonus Tracker. |
| Frenzy | Self | 1 AP | The Tarantula gains the Focused status. |
| Hunter’s Frenzy | Passive | N/A | The Tarantula can still use any abilities that count as strikes when it is Focused. |
| Spines | Passive | N/A | When the Tarantula is hit by a strike, the Tarantula will counterattack them with a free sleight 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 (Earth).
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 | The War Leader makes a basic strike. |
| Cleave | Multi | 1 AP, 7 MP | The War Leader makes a strike against all of their opponents in the front row that does colorless physical damage on a hit. |
| Challenge | Ranged | 1 AP | Uses a sleight that confers the Taunted status on one of the War Leader’s opponents on a hit. |
| Battle Prayer | Ally | 1 AP, 9 MP | Bestows the Protected (Colorless) status on the War Leader or one of their allies. |
| Inspire | Multi | 2 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 charms and hexes on the Bonus Tracker. |
| Dragonslayer | Paradigm Action | 1 🜉 | The War Leader makes a strike that deals 4x physical colorless damage on a hit against targets with full HP. If the target 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 strike. |
| Growth Surge | Multi | 2 AP, 12 MP | The Leshen makes a strike against all of their opponents in the front row that does physical wood damage on a hit. |
| Shrug Off Fatigue | Self | 1 AP, 8 MP | The Leshen removes all hexes from itself. |
| Mend the Flesh | Self | 1 AP, 11 MP | The Leshen restores 20 HP to itself. |
| 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 sleights. |
| Comeback | Paradigm Action | 1 🜉 | Raises the Leshen’s Physical Attack to +7 on the Bonus Tracker 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 | The Revenant makes a basic strike. |
| Icy Lance | Ranged | 2 AP, 8 MP | The Revenant makes a strike against a single warrior that deals physical Ice damage on a hit. |
| Frost Blast | Ranged | 1 AP, 7 MP | The Revenant uses a spell 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 | The Revenant uses a sleight against a single target that inflicts the Frostbitten status on a hit. |
| Cold Snap | Ranged | 2 AP, 14 MP | The Revenant uses a sleight that inflicts the Slowed status on the target on a hit in the same way as the Saboteur’s Slow ability. |
| Exposure | Ranged | 1 AP, 8 MP | The Revenant inflicts the Vulnerable (Ice) status on a single target. |
| 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 🜉 | The Revenant uses a spell against all of its opponents that deals magical ice damage on a hit 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 🜉 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 | The Doctor makes a basic strike. |
| Soulrend | Special | 1 AP, 10 MP | The Doctor uses a spell against a single warrior 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 warrior without needing to spend additional AP and MP. |
| Treatment | Multi | 2 AP, 18 MP | The Doctor removes all statuses and hexes from themselves 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 | 3 AP, 25 MP | The Doctor uses Haste on itself and all of its allies. |
| Sadist | Passive | N/A | Whenever the Doctor inflicts damage on a warrior, 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 element of Standard Charge battle item in its inventory. |
| Target Acquired | Paradigm Action | 1 🜉 | All of the Doctor’s opponents 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 🜉 | The Doctor heals and revives all of their allies to full HP and removes all of their current statuses and hexes. |
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 | The Torture Rack makes a basic strike. |
| Electroshock | Melee | 1 AP, 3 MP | The Torture Rack makes a strike against a single warrior that deals physical thunder damage on a hit. |
| EM Field | Multi | 2 AP, 10 MP | The Torture Rack makes a strike against every warrior in the front row that deals physical thunder damage on a hit. |
| Death Laser | Ranged | 2 AP, 8 MP | The Torture Rack makes a strike against a single warrior that deals physical thunder damage on a hit. |
| Soulkill | Ranged | 2 AP, 5 MP | The Torture Rack makes a strike 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 sleight that inflicts Paralyzed on a hit. |
| Experiment | Ranged | 1 AP, 7 MP | The Torture Rack uses a sleight that inflicts a random status on a hit determined by the Random Element Table. |
| Unlicensed Surgery | Passive | N/A | If the result on the hit die is a 1 when the Torture Rack makes a strike against one of its opponents, the target will also receive 1 random injury. |
| Pain Suppressors | Passive | N/A | The Torture Rack is immune to all hexes. |
| Torture | Paradigm Action | 1 🜉 | The Torture Rack inflicts 1d10 random hexes on a single target that are determined by the Random Statistic Table. |
| Assassinate | Paradigm Action | 1 🜉 | The Torture Rack designates a warrior, and the GM casts the outcome die. The target then loses a percentage of their total Health from their combined HP and Shell equal to the result 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 | The Infernal Engine makes a basic strike. |
| Crush | Melee | 1 AP, 5 MP | The Infernal Engine makes a strike against a single target that deals physical colorless damage on a hit that is multiplied by 2 in addition to other modifiers. |
| Bake | Multi | 3 AP, 15 MP | The Infernal Engine makes a strike against all of its opponents that deals fire damage on a hit. |
| Shield | Self | 1 AP, 7 MP | The Infernal Engine inflicts the Shielded status on itself. The next time a strike hits it, the damage is negated. |
| Enrage | Ranged | 1 AP, 10 MP | The Infernal Engine uses a sleight that inflicts the Focused status on a single warrior on a hit. |
| Reflect | Self | 1 AP, 12 MP | Inflicts the Reflecting status on the Infernal Engine. The next time a Reflecting character it is hit with a spell, the attack is bounced back at the user instead and the Reflecting status is removed. |
| Ingenious 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 🜉 | The Infernal Engine uses a spell against all of its opponents that deals magical fire damage multiplied by 3 in addition to other modifiers. |
| Ascension | Paradigm Action | 1 🜉 | 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 (Light).
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 | The Savior makes a basic strike. |
| Spotlight | Ranged | 1 AP, 9 MP | The Savior uses a spell against a single warrior that deals magical light damage on a hit that is multiplied by 2 in addition to other modifiers. |
| Searing Ray | Multi | 2 AP, 15 MP | The Savior uses a spell against every warrior on the battlefield that deals magical light damage on a hit. |
| Knowledge is Power | Self | 1 AP, 16 MP | The Savior charms 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 opponents. |
| Resurrection | Ally | 1 AP, 15 MP | The Savior immediately restores a downed character to half its maximum HP, rounded down. This warrior will then gain the Puppeted 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 🜉 | The Savior designates a single one of its opponents as its Lover. For the rest of the battle, the Lover will receive all damage, statuses, charms, and hexes that the Savior does, including Hasted and Slowed. 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 🜉 | The GM casts 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, cast 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 🜉 | The Savior inflicts Blinded, Slowed, and one level of hex of Magical Defense on the Bonus Tracker on all of its opponents. 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 | The Unveiled makes a basic strike against a single target that can force it to Move on a hit for free. |
| Assault | Multi | 3 AP, 15 MP | The Unveiled makes a strike against all of the Unveiled’s opponents that deals physical damage of its current element on a hit. |
| Degrade | Multi | 2 AP, 19 MP | The Unveiled uses a sleight that inflicts a form of the Vulnerable status on all of its opponents warriors that corresponds to its current element. |
| Humiliate | Multi | 2 AP, 18 MP | The Unveiled uses a sleight against all of its opponents that inflicts the status associated with its current element on a hit. |
| Temporal Distortion | Multi | 3 AP, 28 MP | Uses Slow on all of the Unveiled’s opponents. |
| The Void Stares Back | Special | 1 AP, 20 MP | Uses any of the abilities that the Unveiled’s opponents 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 opponents. Said warrior 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 element to a random new one as determined by the Random Element Table. |
| 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 a warrior, it also drains that warrior 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 🜉 | Until the beginning of the Unveiled’s next turn, all strikes, spells, and sleights used against it are negated and reflected back onto the user. |
| Tango | Paradigm Action | 1 🜉 | The Unveiled uses every ability that one of its opponents has used since the end of its last turn. |
| Doom | Paradigm Action | 1 🜉 | 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. |