Category:Biological Enemies

Number Name Description Weaknesses Drops
015 Guard Dog
Biological - Grounded
Military canines employed by Shinra Public Security. Under the control of expert trainers, these dogs can sniff out intruders and launch ferocious attacks.
Use magic attacks to rapidly fill their stagger gauge.
Ice

Drops: Potion
Rare Drops: Potion
Stolen: Potion

016 Wrath Hound
Biological - Grounded
The result of administering ability-enhancing drugs to guard dogs. As a side effect, these dogs often went into a bloodthirsty frenzy, so most of them were put down... but some survived.
Normally their attacks cannot be interrupted, regardless of what capital ATB commands are used. Using certain attacks on them, however, sends them into a rampage, also making them susceptible to interruption.
Ice



045 Wererat
Biological - Grounded
Large rats that appeared in the slums in search of food. Weary and alert, they always move in packs.
Tactical data not available.
Ice

Drops: Potion
Rare Drops: Ether
Stolen: Antidote

046 Doomrat
Biological - Grounded
A variant of the wererat, larger and more intelligent then it's genetic relative. These creatures do not fear humans, and will seek revenge on those who harm they're Vermin brethren.
Inflicting a certain amount of damage makes them susceptible to staggering.
Ice



047 Gorger
Biological - Grounded
Large insects found throughout the slums. They always move in swarms, scavenging for food scraps and praying on whatever crosses their path, whether it be a small animal or a human.
Tactical data not available.
Ice Magic

Drops: Potion
Rare Drops: Antidote
Stolen: Antidote

048 Ringmaw
Biological - Grounded
A gorger subspecies. Larger than their close relatives and armed with bladelike front legs. Drawn by the taste of human flesh, they often venture into residential areas.
They become stronger some time after battle starts, but they will return to normal after taking a certain amount of damage.
Ice

Drops: Antidote
Rare Drops: Hi-Potion
Stolen: Antidote

049 Lesser Drake
Biological - Flying
Spell-weaving airborne lizards that live in the slums. They are usually seen flying closer to the ground than their larger brethren.
Hitting them with wind attacks makes them susceptible to staggering, while Landing magic attacks on them will bring them to the ground for a short time.
Wind

Drops: Potion
Rare Drops: Orb of Gravity
Stolen: Phoenix Down

050 Cerulean Drake
Biological - Flying
Spell-weaving lizards with wings that are usually found floating about the train graveyard.
Hitting them with wind spells and inflicting a certain amount of damage makes them susceptible to staggering. The icy winds that surround them are harmful, but can be temporarily stilled with spells of an element other than ice.
Wind

Drops: Orb of Gravity
Rare Drops: Phoenix Down
Stolen: Ether

051 Rust Drake
Biological - Flying
Spell-weaving airborne lizards found in the Sector 5 slums. Inquisitive by nature, they cannot resist collecting shiny objects such as jewelry.
While enveloped in darkness, they absorb all spells. However, inflicting a certain amount of damage while they cast Gravity will dispel the darkness and make them susceptible to staggering for a short while.
Ice Wind



052 Grashtrike
Biological - Grounded
Large insects that like dark, confined spaces. Usually encountered in tunnels and the plate interior. They ensnare their prey with sticky threads discharged from their mouth.
Ice attacks rapidly fill their stagger gauge. They protect themselves with a barrier when low on health or isolated.
Ice

Drops: Spiderweb
Rare Drops: Hi-Potion
Stolen: Spiderweb

053 Queen Grashtrike
Biological - Grounded
The queen of a grashtrike colony. As such, her duties include laying eggs and commanding her offspring in battle. Her main defense mechanism is the ability to spit sticky thread, with which she can trap her foes.
Inflicting a certain amount of damage makes her susceptible to staggering.
Wind

Drops: Spiderweb
Rare Drops: Hi-Potion
Stolen: Spiderweb

054 Venomantis
Biological - Grounded
A subspecies of the grashstrike that is marked with yellow and black patterning on its carapace. It is also armed with a highly potent poison.
Tactical data not available.
Ice



055 Blugu
Biological - Flying
Azure-pigmented creatures that like dark, moist environments. Though fish-like in appearance, they also live on land. Despite being extremely timid, when their fight-or-flight response is triggered they often fight rather than flee.
Tactical data not available.
Lightning Wind

Drops: Smelling Salts


Stolen: Smelling Salts

056 Terpsicolt
Biological - Flying
Aquatic monsters that prefer dark, moist places and feed on the blood of living creatures. They detect their prey through vibrations and temperature changes.
These creatures start spinning when interrupted. While in this state, they can shrug off melee attacks, so use long-range attacks instead. Stop them from spinning and they become susceptible to staggering.
Ice

Drops: Potion
Rare Drops: Hi-Potion
Stolen: Potion

057 Hedgehog Pie
Biological - Grounded
Mischievous creatures found throughout the slums. They first came to Midgar in search of food, and have proliferated since. They attack by charging into foes with the spines on their back, and by casting spells.
Ice attacks rapidly fill their stagger gauge. Knocking them off-balance causes them to rampage, making them harder to stagger.
Ice

Drops: Hi-Potion
Rare Drops: Ether
Stolen: Ether

058 Hedgehog Pie King
Biological - Grounded
The leader of the hedgehog pie pack. This self-styled king wears a toy crown it picked up in the slums. It attacks by charging into foes with the spins on its back, and by casting spells.
Inflicting a certain amount of damage makes it susceptible to staggering. It enhances either itself or its comrades during battle, so target whoever is not currently affected by its powers.
Ice

Drops: Hi-Potion
Rare Drops: Ether
Stolen: Ether

061 Scissorclaw
Biological - Grounded
Large crustaceans that dwell in the sewers. They feed on dead bodies that are washed down into the sewers. They are rather territorial, attacking any and all intruders they see with their giant claws.
Ice attacks rapidly fill their stagger gauge.
Ice

Drops: Poison
Rare Drops: Sedative
Stolen: Sedative

062 Sahagin
Biological - Grounded
Aquatic creatures that have taken up residence in the sewers. They are intelligent enough to have created their own language, and they defend their territory with harpoons of their own fashioning.
Fire or ice spells rapidly fill their stagger gauge, while physical attacks have little effect on them.
Fire

Drops: Potion
Rare Drops: Adrenaline
Stolen: Adrenaline

063 Sahagin Prince
Biological - Grounded
A prince of the sewer dwelling sahagin. He wields a special lance that symbolizes his royal status and is more powerful than that of a typical sahagin. He believes his species must take control of the surface world if they are to thrive.
His stagger gauge cannot normally be affected, but he becomes susceptible to staggering when in counterattack mode.
Fire



064 Cripshay
Biological - Grounded
Nocturnal carnivores found in the train graveyard. These violent, aggressive creatures hunt for prey in packs, and will not hesitate to set upon humans.
Tactical data not available.
Ice

Drops: Potion
Rare Drops: Hi-Potion
Stolen: Hi-Potion

067 Tonberry
Biological - Grounded
Enigmatic creatures purchased on the black market by Don Corneo. These green, robed fiends will slowly approach with no expression on their faces, but a lantern and a chef's knife in hand.
If they fail at performing an action, they are briefly susceptible to being staggered.

Drops: Elixir


Stolen: Elixir

068 Bugaboo
Biological - Flying
Large insects that live in the ground beneath Midgar. The collapse of the plate has made these creatures more active, and they will attack in swarms when intruders wander into their territory.
Tactical data not available.



073 Bomb
Biological - Grounded
Large, floating balls of flame. The bigger they grow, the more dangerous they become.
Inflicting a certain amount of damage while they're using fire-based attacks makes them more susceptible to staggering, but striking them while they are under the effects of Inflame will causes them to swell up more quickly. Knock them down or stagger them to reduce the swelling by one.

Drops: Molotov Cocktail


Stolen: Molotov Cocktail

074 Malboro
Biological - Grounded
These grotesque monsters have countless tentacles springing from their head, along with a giant maw that spits a corrosive liquid and emits the most accurate of breath.
Aim for their mouth when they use bad breath or chow down, as hitting them there will make them susceptible to staggering.



080 Darkstar
Biological - Grounded
A military canine serving as Rufus's is personal guard dog. A one-off breed specially enhanced by Shinra's R&D Division, it follows its master's orders without hesitation, and will die to protect him.
All attacks have only a slight effect on its stagger gauge until its link with Rufus is broken.



091 Abzu
Biological - Grounded
A giant beast the Don Corneo keeps in the sewers. Much more intelligent than it appears, it uses the surrounding environment to its advantage and attacks with sewer water.
Magic attacks have only a slight effect on its stagger gauge, and ice attacks have no effect on the gauge at all.
Fire

Drops: Phoenix Down


Stolen: Turbo Ether

092 Abzu Shoat
Biological - Grounded
Offspring of Don Corneo's pet, Abzu. These ferocious creatures live in herds down in the sewers. They immediately attack anything that moves.
All attacks have only a slight effect on its staggered gauge.
Fire

Drops: Hazardous Material
Rare Drops: Antidote
Stolen: Antidote

093 Mischievous Shoat
Biological - Grounded
Offspring of Don Corneo's pet, Abzu. This creature lives in a herd down in the sewers. It is more intelligent and cunning than others of its ilk.
Tactical data not available.
Fire

Drops: Hazardous Material
Rare Drops: Antidote
Stolen: Antidote