Last Odyssey

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.