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* Enemies with PowerfulButInaccurate attacks should never be underestimated. They will often have a way to reduce or disable your evasion so that those attacks will hit and likely get multiple party members killed.

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* Enemies with PowerfulButInaccurate attacks should never be underestimated. They will often have a way to reduce or disable your evasion so that those attacks will hit and likely get multiple or [[TotalPartyKill all]] party members killed.
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* Big Snakeheads, found all throughout the Abyssal Shrine. Huge fish with a devastatingly strong volt attack that hits the entire front row. They don't have any real weaknesses, and they're tanky enough to soak a few turns of attacks.
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** Venomflies deserve special mention here. In the first game, they showed up in the first stratum, with an attack that poisons one member of your party. Annoying, but manageable. In the second game, they showed up, still in the first stratum, with at attack that poisons your ''entire party''. Then, in the third game, they showed up in a locked area of the first stratum, with an attack that poisons one member of your party - at a rate of ''350 HP'' per turn of poison damage.
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* Forest Shrimp, found in the Waterfall Woods behind the Star and Moon Doors. They have a special attack that hits the entire party and has a high chance of causing paralysis. They're also tough as nails, being highly resistant to both physical damage and Ice damage (which is a problem, since the Golden Idols that infest this area are ''only'' weak to Ice damage). Even more irritatingly, they tend to show up with Demon Octopodes, which have an attack that binds your entire party's legs, making it that much harder to escape them.

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* Forest Shrimp, found in the Waterfall Woods behind the Star and Moon Doors. They have a special attack that hits the entire party and has a high chance of causing paralysis. They're also tough as nails, being highly resistant to both physical damage and Ice damage (which is a problem, since the problem if you're hunting Golden Idols that infest this area are ''only'' weak to Ice damage).Idols). Even more irritatingly, they tend to show up with Demon Octopodes, which have an attack that binds your entire party's legs, making it that much harder to escape them.
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* Forest Shrimp, found in the Waterfall Woods behind the Star and Moon Doors. They have a special attack that hits the entire party and has a high chance of causing paralysis. They're also tough as nails, being highly resistant to both physical damage and Ice damage (which is a problem, since the Golden Idols that infest this area are ''only'' weak to Ice damage). Even more irritatingly, they tend to show up with Demon Octopodes, which have an attack that binds your entire party's legs, making it that much harder to escape them.
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* The Ananas series of enemies, which are found in Shrines starting in the second one. They are vulnerable to all physical attack types...which is classic SchmuckBait, because [[LastDitchMove upon dying, they release a final attack that inflicts disabling status ailments or binds]], most certainly a death sentence if you make the mistake of not saving those enemies for last. While you can simply avoid targeting them or using skills that target random or all enemies, they become problematic once again if you have a character with a CounterAttack passive.
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* Enemies with PowerfulButInaccurate attacks should never be underestimated. They will often have a way to reduce or disable your evasion so that those attacks will hit and likely get multiple party members killed.
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* If an enemy is weak to all elements, all physical attack types, or both, ''[[SchmuckBait watch out]]''. They will often have a skill that is designed to punish those who try to capitalize on those weaknesses, such as a way to inflict the Curse element or a LastDitchMove that inflicts debilitating debuffs.

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* If an enemy is weak to all elements, all physical attack types, or both, ''[[SchmuckBait watch out]]''. They will often have a skill that is designed to punish those who try to capitalize on those weaknesses, such as a way to inflict the Curse element ailment or a LastDitchMove that inflicts debilitating debuffs.
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* If an enemy is weak to all elements, all physical attack types, or both, ''[[SchmuckBait watch out]]''. They will often have a skill that is designed to punish those who try to capitalize on those weaknesses, such as a way to inflict the Curse element or a LastDitchMove that inflicts debilitating debuffs.
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* The Muckdile (Dinogator in ''The Fafnir Knight'') exchanges its unremarkable FOE status in the previous game for infamy as an ''incredibly'' deadly random encounter in the final floor. Its Bite attack hits the whole party incredibly hard, and it's explicitly designed to counter some of the strongest Force skills in the game. It's immune to Stun, invalidating Riot Gun's utility, and attempting to fully bind it with Dominate causes it to Frolic and fully bind the entire party. Your only out is to bind its head and ''only'' its head.
** In the remake, the Dinogator becomes a lot more dangerous. Although not explicitly designed to counter some of the player's most powerful tools, it's a lot more difficult to shut down. A head bind still stops its deadliest attacks, but this just causes it to Frolic nonstop, forcing you to devote a party member to keeping a Barrier up all the time. When it TurnsRed, its Pout attack pretty much devastates the whole party.



* Hexgourds, the FOE of the Illusory Woods, are not just aggressive [=FOEs=], but are also capable of ''following you through walls''. The moment you've earned its attention, there is no escape except by returning to town. If you do try to engage in battle, you quickly realize that ''all'' your attacks do ScratchDamage to it, making battle a rather futile endeavor. There's a reason the game warns you to keep an Ariadne Thread on hand.

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* Hexgourds, the FOE of the Illusory Woods, are not just aggressive [=FOEs=], but are also capable of ''following you through walls''. The moment you've earned its attention, there is no escape except by returning to town. If you do try to engage in battle, you quickly realize that ''all'' your attacks do ScratchDamage to it, making battle a rather futile endeavor. There's a reason the game warns you to keep an Ariadne Thread on hand.hand.
* The Dinogator makes its return as the strongest FOE in the game, and this time it holds nothing back -- the Pout skill normally reserved for when it TurnsRed is now used ''on the very first turn'', hitting for [[ThereIsNoKillLikeOverkill over 2000 damage per hit]]. There are two ways to go about this fight: either force it to sleep to avoid the turn 1 Pout, or capitalize on Pout to kill it with Curse backlash damage. The Dinogator here is practically a BonusBoss, and it's very difficult to encounter it by accident.
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* Iron Crabs are found on the final floor of the bonus stratum in ''The Millennium Girl''. They are docile, resistant to most forms of attack, but if you kill any of its allies it will [[BerserkButton turn aggressive]] and spam Scissor Wrath which can destroy even the strongest of parties. The game loves to pair them up with other deadly encounters like Red Corpuscles that with an [[OneHitKill instant death attack]], but worst of all is when it gets paired with Evilroots which take the time to charge a [[TotalPartyKill very accurate party-wide instant death attack]]. [[MortonsFork You either kill the Evilroots and die to Scissor Wrath, or you kill the Iron Crabs (or fail to run away) and die to Last Cry...]] [[note]]Or die to the Depth Dancers that are swooping in on your position.[[/note]]

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* Evilroots of ''The Millennium Girl'' commonly take a turn to charge up, which telegraphs their Last Cry skill. This is a very powerful party-wide instakill, which makes them priority targets or at least a reminder to carry Sonic Grenades around.
* Iron Crabs are found on the final floor of the bonus stratum in ''The Millennium Girl''. They are docile, resistant to most forms of attack, but if you kill any of its allies it will [[BerserkButton turn aggressive]] and spam Scissor Wrath which can destroy even the strongest of parties. The game loves to pair them up with other deadly encounters like Red Corpuscles that with an [[OneHitKill instant death attack]], but worst of all is when it gets paired with Evilroots which take the time to charge a [[TotalPartyKill very accurate party-wide instant death attack]].Evilroots, detailed above. [[MortonsFork You either kill the Evilroots and die to Scissor Wrath, or you kill the Iron Crabs (or fail to run away) and die to Last Cry...]] [[note]]Or die to the Depth Dancers that are swooping in on your position.[[/note]]



* Anomalocaris in the DLC 31st floor of ''The Fafnir Knight''. The floor consists of large rooms devoid of random encounters... because of these guys. Not only do these [=FOEs=] have an astounding sight range of '''5''', they also move randomly, making it nigh-impossible to traverse the floor without engaging one in combat. It only has two attacks: one that drains TP and can completely bind its target, and another that does splash damage with a chance of instantly killing anyone hit. Between these attacks and a high HP count, it's difficult to defeat a single one of them without experiencing significant loss of TP. On top of that, if you leave the floor, '''all of them respawn''' -- you have to beat most of the floor in one sitting since you cannot kill the Anomalocaris to grant safe passage on return trips. Mercifully, a shortcut exists connecting the entrance to the boss so that you can challenge it with a fresh party, but it's a long trip through the floor to reach it, and the last room with these critters contains '''five of them'''.

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* The Anomalocaris in the DLC 31st floor of ''The Fafnir Knight''. The floor consists of large rooms devoid of random encounters... because of these guys. Not only do these [=FOEs=] have Knight'' has an astounding sight range of '''5''', they also move but more infuriatingly, it moves randomly, making it nigh-impossible to traverse the floor without engaging one in combat. It only has two attacks: one that drains TP and can completely bind its target, and another that does splash damage with a chance of instantly killing anyone hit. Between these attacks and a high HP count, it's difficult to defeat a single one of them without experiencing significant loss of TP. On top of that, if you leave the floor, '''all of them respawn''' -- you have to beat most of the floor in one sitting since you cannot kill the Anomalocaris to grant safe passage on return trips. Mercifully, a shortcut exists connecting the entrance to the boss so that you can challenge it with a fresh party, but it's a long trip through the floor to reach it, and the last room with these critters contains '''five of them'''.
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* Several monsters can perform {{Combination Attack}}s, with one or more monsters "standing ready" and another monster performing the attack itself with the aid of its partners. If at least one of the participiant monsters isn't killed before the attack takes place, or if you at least don't render the main user unable to use the skill (binds, Panic, etc.), expect to see at least two or three dead bodies in your party, or even a GameOver.

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* Several monsters can perform {{Combination Attack}}s, with one or more monsters "standing ready" and another monster performing the attack itself with the aid of its partners. If at least one of the participiant monsters isn't killed before the attack takes place, or if you at least don't render the main user unable to use the skill (binds, Panic, etc.), expect to see at least two or three dead bodies in your party, party at the end of the turn or even a GameOver.
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* Several monsters can perform {{Combination Attack}}s, with one or more monsters "standing ready" and another monster performing the attack itself with the aid of its partners. If at least one of the participiant monsters isn't killed before the attack takes place, or if you at least don't render the main user unable to use the skill (binds, Panic, etc.), expect to see at least two or three dead bodies in your party, or even a GameOver.
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* Archpixies in the Illusory Woods have two skills: One instantly kills a party member, the other can cause triple-bind on a row. They're also immune to all ailments barring instant death, and take only ScratchDamage from pure elemental attacks. If a group of ''four'' show up, it's best you run immediately. Your one hope is a head bind, but good luck if your binder gets killed or bound.

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* Archpixies in the Illusory Woods have two skills: One instantly kills a party member, the other can cause triple-bind on a row. They're also immune to all ailments barring instant death, and take only ScratchDamage from pure elemental attacks. If a group of ''four'' show up, it's best you run immediately. Your one hope is a head bind, but good luck if your binder gets killed or bound.bound.
* Hexgourds, the FOE of the Illusory Woods, are not just aggressive [=FOEs=], but are also capable of ''following you through walls''. The moment you've earned its attention, there is no escape except by returning to town. If you do try to engage in battle, you quickly realize that ''all'' your attacks do ScratchDamage to it, making battle a rather futile endeavor. There's a reason the game warns you to keep an Ariadne Thread on hand.
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* Across various games, there are also monsters that are weak on their own, but if you don't kill them fast enough, they will summon or transform to F.O.E.-type monsters. A really nasty surprise if you don't expect it.

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* Across various games, there are also monsters that are weak on their own, but if you don't kill them fast enough, they will summon or transform to F.O.E.-type monsters. A really nasty surprise if you don't expect it.



* Moth-type enemies have a nasty habit of spreading ''confusion'' to your party, rendering them uncontrollable and unable to dodge the Moth's other attacks. God help you if your healer's hit.

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* Moth-type enemies have a nasty habit of spreading ''confusion'' to your party, rendering them uncontrollable and unable to dodge the Moth's other attacks. God help you if your healer's hit. Sometimes their non-ailment-inducing attacks hit hard and frequently enough that despite their low accuracy they ''will'' roll some good hits and take out a party member or two.



* Cocky Capacitors are found in the Buried Castle. On their own, they're pathetic, incapable of any form of offense and actually opting to run away from the party. When two meet, though, they fuse and become a lot more powerful and aggressive, moving fast enough to chase down the party. Not helping matters is the cramped environment making escape difficult. Defeating it is not easy either -- when it falls to low health, it [[AsteroidsMonster splits into four small Capacitors]], and if they are not killed quickly they fuse into a large Capacitor at full health, starting the fight over with your resources depleted.

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* Cocky Capacitors are found in the Buried Castle. On their own, they're pathetic, incapable of any form of offense and actually opting to run away from the party.party on the field. When two meet, though, they fuse and become a lot more powerful and aggressive, moving fast enough to chase down the party. Not helping matters is the cramped environment making escape difficult. Defeating it is not easy either -- when it falls to low health, it [[AsteroidsMonster splits into four small Capacitors]], and if they are not killed quickly they fuse into a large Capacitor at full health, starting the fight over with your resources depleted.
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* Archpixies in the Illusory Woods have two skills: One instantly kills a party member, the other can cause triple-bind on a row. They're also immune to all ailments barring instant death, and if a group of ''four'' show up, it's best you run immediately. Your one hope is a head bind, but good luck if your binder gets killed or bound.

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* Archpixies in the Illusory Woods have two skills: One instantly kills a party member, the other can cause triple-bind on a row. They're also immune to all ailments barring instant death, and if take only ScratchDamage from pure elemental attacks. If a group of ''four'' show up, it's best you run immediately. Your one hope is a head bind, but good luck if your binder gets killed or bound.
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* Muskoids return in the final dungeon, and this time they can petrify the entire party without having taken any damage! Although the game no longer gives you an instant game-over if the whole party is petrified, on top of the ailment wearing off mid-battle, a petrified party is still ripe pickings for the Muskoids' companions which shower you in elemental attacks.

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* Muskoids return in the final dungeon, and this time they can petrify the entire party without having taken any damage! Although the game no longer gives you an instant game-over if the whole party is petrified, on top of the ailment wearing off mid-battle, a petrified party is still ripe pickings for the Muskoids' companions which shower you in elemental attacks.attacks.
* Archpixies in the Illusory Woods have two skills: One instantly kills a party member, the other can cause triple-bind on a row. They're also immune to all ailments barring instant death, and if a group of ''four'' show up, it's best you run immediately. Your one hope is a head bind, but good luck if your binder gets killed or bound.
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* Cocky Capacitors are found in the Buried Castle. On their own, they're pathetic, incapable of any form of offense and actually opting to run away from the party. When two meet, though, they fuse and become a lot more powerful and aggressive, moving fast enough to chase down the party. Not helping matters is the cramped environment making escape difficult. Defeating it is not easy either -- when it falls to low health, it [[AsteroidsMonster splits into four small Capacitors]], and if they are not killed quickly they fuse into a large Capacitor at full health, starting the fight over with your resources depleted.
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* Asura Cicadas spread a severe defense debuff on your party, leaving them more vulnerable to other more deadly enemies. When they die, however, they unleash a party-wide ice attack which is likely to cause a TotalPartyKill if the defense debuff is active.

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* Asura Cicadas spread a severe defense debuff on your party, leaving them more vulnerable to other more deadly enemies. When they die, however, they unleash a party-wide ice attack which is likely to cause a TotalPartyKill if the defense debuff is active.active.

!''Etrian Odyssey Nexus''
* Muskoids return in the final dungeon, and this time they can petrify the entire party without having taken any damage! Although the game no longer gives you an instant game-over if the whole party is petrified, on top of the ailment wearing off mid-battle, a petrified party is still ripe pickings for the Muskoids' companions which shower you in elemental attacks.
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* Any enemy who has Instant Death abilities, especially ones that hit multiple characters, *especially the ones who come in packs*. While some are balanced out by requiring a turn to use to give time to bind or use a sonic bomb to stop it, it's still easy to ether mess up or have them paired with disabling enemies and quickly end a game.

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* Any enemy who has Instant Death abilities, especially ones that hit multiple characters, *especially the ones who characters ''and come in packs*.packs''. While some are balanced out by requiring a turn to use to give time to bind or use a sonic bomb to stop it, it's still easy to ether mess up or have them paired with disabling enemies and quickly end a game.
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* Any enemy who has Instant Death abilities, especially ones that hit multiple characters, *especially the ones who come in packs*. While some are balanced out by requiring a turn to use to give time to bind or use a sonic bomb to stop it, it's still easy to ether mess up or have them paired with disabling enemies and quickly end a game.
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* Moth-type enemies have a nasty habit of spreading ''confusion'' to your party, rendering them uncontrollable and unable to dodge the Moth's other attacks. God help you if your healer's hit.
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* The third floor of Ginnungagap in ''The Fafnir Knight'', also ThatOneLevel, is crawling with Death Walls. These disguise themselves almost perfectly as walls, and don't react until the player stops facing the party directly at them. They also don't show up on the map until they start moving, and they can quickly close the gap between them and the party. Get caught in a battle with one, and the Death Wall also prevents you from fleeing the battle (except on certain turns), forcing you to expend a Return Flute. The later rooms of the floor also involve you navigating around 2 to 3 of them at the same time.
* Anomalocaris in the DLC 31st floor of ''The Fafnir Knight''. The floor consists of large rooms devoid of random encounters... because of these guys. Not only do these [=FOEs=] have an astounding sight range of '''5''', they also move randomly, making it nigh-impossible to traverse the floor without engaging one in combat. It only has two attacks: one that drains TP and can completely bind its target, and another that does splash damage with a chance of instantly killing anyone hit. On top of that, if you leave the floor, '''all of them respawn''' -- you have to beat most of the floor in one sitting. Mercifully, a shortcut exists connecting the entrance to the boss so that you don't need to fight through them again after unlocking it, but it's a long trip through the floor to reach it, and the last room with these critters contains '''five of them'''.

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* The third floor of Ginnungagap in ''The Fafnir Knight'', also ThatOneLevel, is crawling with Death Walls. These disguise themselves almost perfectly as walls, and don't react until the player stops facing the party directly at them. They also don't show up on the map until while they start moving, are stationary, and they can quickly close the gap between them and the party. Get caught in a battle with one, and the Death Wall also prevents you from fleeing the battle (except on certain turns), forcing you to expend a Return Flute. The later rooms of the floor also involve you navigating around 2 to 3 of them at the same time.
* Anomalocaris in the DLC 31st floor of ''The Fafnir Knight''. The floor consists of large rooms devoid of random encounters... because of these guys. Not only do these [=FOEs=] have an astounding sight range of '''5''', they also move randomly, making it nigh-impossible to traverse the floor without engaging one in combat. It only has two attacks: one that drains TP and can completely bind its target, and another that does splash damage with a chance of instantly killing anyone hit. Between these attacks and a high HP count, it's difficult to defeat a single one of them without experiencing significant loss of TP. On top of that, if you leave the floor, '''all of them respawn''' -- you have to beat most of the floor in one sitting. sitting since you cannot kill the Anomalocaris to grant safe passage on return trips. Mercifully, a shortcut exists connecting the entrance to the boss so that you don't need to fight through them again after unlocking it, can challenge it with a fresh party, but it's a long trip through the floor to reach it, and the last room with these critters contains '''five of them'''.



* Dreamrays in the BonusDungeon love to spam a party-wide ice attack that has a good chance of putting them to sleep. They are also immune to the bind which would otherwise shut down this attack, and are resilient to most ailments, making them difficult to shut down before they act.

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* Dreamrays in the BonusDungeon love to spam a party-wide ice attack that has a good chance of putting them any hit targets to sleep. They are also immune to the bind which would otherwise shut down this attack, and are resilient resistant to most ailments, making them difficult to shut down before they act.
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Misuse of Oh Crap


* Petaloids their variants in ''Etrian Odyssey'' loved nothing more than to chain-sleep your entire party, thus allowing the other enemies to unleash a world of hurt on you. They appear in ''Legends of the Titan'' as well, although thankfully they'll only target one party member... [[OhCrap unless you damage them]].

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* Petaloids their variants in ''Etrian Odyssey'' loved nothing more than to chain-sleep your entire party, thus allowing the other enemies to unleash a world of hurt on you. They appear in ''Legends of the Titan'' as well, although thankfully they'll only target one party member... [[OhCrap unless you damage them]].them.
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* Fire Squirrels, found in secret areas of the Jagged Reach, serve as a very nasty CallBack to a series of SchmuckBait events in ''Heroes of Lagaard'' and its remake. Not only does it hit fairly hard, if it's the last one standing (and it almost always will be, since it's grouped with much weaker enemies) it uses Burning Thread, which '''destroys an Ariadne Thread'''. Floor Jump does not exist in this game, so they can easily strand you if you don't kill them first.

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* Fire Squirrels, found in secret areas of the Jagged Reach, serve as a very nasty CallBack to a series of SchmuckBait events in ''Heroes of Lagaard'' and its remake. Not only does it hit fairly hard, if it's the last one standing (and it almost always will be, since it's grouped with much weaker enemies) it uses Burning Thread, which '''destroys an Ariadne Thread'''. Floor Jump does not exist in this game, so they can easily strand you if you don't kill them first.first.
* Dreamrays in the BonusDungeon love to spam a party-wide ice attack that has a good chance of putting them to sleep. They are also immune to the bind which would otherwise shut down this attack, and are resilient to most ailments, making them difficult to shut down before they act.
* Asura Cicadas spread a severe defense debuff on your party, leaving them more vulnerable to other more deadly enemies. When they die, however, they unleash a party-wide ice attack which is likely to cause a TotalPartyKill if the defense debuff is active.

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* The final floor of each stratum typically introduces one last enemy that's a fair bit more powerful and deadly than the rest as a random encounter.



* Another star in the ending of the second Stratum of ''Heroes of Lagaard'' is the Poseidon. A huge grass brachiosaur with about double the HP of almost everything else in the floor, which doesn't hit for all that much less than the areas F.O.E.s, and which has a move named Scurry that hits your whole party - yes, including the SquishyWizards in your back row - for huge damage. Additionally, it seems fond of blindsiding you (which poses the question of how in blazes you get blindsided by a goddamned Brachiosaurus), which means he gets a free turn to maul you into paste. And he almost never appears alone, to add insult to injury. Good luck avoiding them, since all resource-gathering points have a random chance of giving you a battle instead of an item, and Poseidons are a common opponent in these events.

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* Another star in the ending of the second Stratum of ''Heroes of Lagaard'' is the Poseidon. A huge grass brachiosaur with about double the HP of almost everything else in the floor, which doesn't hit for all that much less than the areas F.O.E.s, and which has a move named Scurry that hits your whole party - yes, including the SquishyWizards {{Squishy Wizard}}s in your back row - for huge damage. Additionally, it seems fond of blindsiding you (which poses the question of how in blazes you get blindsided by a goddamned Brachiosaurus), which means he gets a free turn to maul you into paste. And he almost never appears alone, to add insult to injury. Good luck avoiding them, since all resource-gathering points have a random chance of giving you a battle instead of an item, and Poseidons are a common opponent in these events.


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* Coffin Demons in the third stratum and Hex Steeds in the fifth behave similarly: they have a multi-hitting attack that can leave behind a mixture of ailments. Coffin Demons inflict poison, curse, or blind; Hex Steeds inflict paralysis, curse, and petrification. They also are tankier than every other random encounter in the stratum. Disable them quickly or your party will meet an untimely end.

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Now that I think about it, exceptionally strong but rare encounters like the Muckdile would fall under Boss in Mook Clothing instead of Demonic Spiders



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* Anything brandishing the poison ailment can make short work of parties in the early game as the ability to purge ailments ''and'' heal is not easily available, and the poison damage ticks for much faster than your healing methods can sustainably handle.
* [=FOEs=] themselves would easily qualify if not for the fact that the player can easily plan their movements around them to avoid getting caught in battle. However, faster and more aggressive [=FOEs=] are harder to flee from, and would be listed accordingly.



* A clear example from the second game are Gigaboars, since it's the stopping point for many in the second stratum, forcing a serious training and reequipping stop. Gigaboars don't have much HP, all in all -— 180 is a pretty manageable amount for a party in that level. But they hit like mack trucks. As in, if you're using a Ronin or Dark Hunter in the front lines? Oneshotted. And they have pretty decent speed too, so you can't use the most damaging attacks, since they're slow and you'll give them the first action that way.
* Another star in the ending of the second Stratum of ''Heroes of Lagaard'' is the Poseidon. A huge grass brachiosaur with about double the HP of almost everything else in the floor, which doesn't hit for all that much less than the areas F.O.E.s, and which has a move named Scurry that hits your whole party - yes, including the SquishyWizards in your back row - for huge damage. Additionally, it seems fond of blindsiding you (which poses the question of how in blazes you get blindsided by a goddamned Brachiosaurus), which means he gets a free turn to maul you into paste. And he almost never appears alone, to add insult to injury. Good luck avoiding them, since all resource-gathering points have a random chance of giving you a battle instead of an item, and Poseidons are a common opponent in these events.



* The Muckdile or Dinogator in both ''Heroes of Lagaard'' and ''The Fafnir Knight'' return on the 30th floor as one of the toughest random encounters in the game, with [[BossInMookClothing 5-digit HP and devastating attacks]]. And you need to hunt one for one of the lategame quests.
** The Muckdile is one of the only enemies immune to Stun, where anything else in ''Heroes of Lagaard'' had some vulnerability. Its Bite attack does quite a number to the party, but if it were fully bound, it instead starts using Frolic which fully binds the party. Clearly it was meant to be a counter to Force skills...
** The Dinogator in ''The Fafnir Knight'' trades Stun immunity for an even deadlier attack - Pout hits the party randomly 10 times, and is used at low HP, which can spell an untimely end to a long and grueling battle. Frolic also no longer triggers on it being fully bound -- and it's now used in response to the Dinogator being affected by any one bind!


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** The BonusDungeon takes this to the next level with the Hollow Magus, which has a skill that grants a significant power boost to another enemy in exchange for doing single digits' worth of damage to them. This becomes problematic when combined with Muskoids (see below), or when it awakens a sleeping Red Lion which will do massive damage to the party. Naturally, the instinctive response is to kill the Hollow Magus quickly, but like its predecessors it has incredible evasion unless its legs are bound...
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* The Muckdile or Dinogator in both ''Heroes of Lagaard'' and ''The Fafnir Knight'' return on the 30th floor as one of the toughest random encounters in the game, with [[BossInMookClothing 5-digit HP and devastating attacks]]. And you need to hunt one for one of the lategame quests.
** The Muckdile is one of the only enemies immune to Stun, where anything else in ''Heroes of Lagaard'' had some vulnerability. Its Bite attack does quite a number to the party, but if it were fully bound, it instead starts using Frolic which fully binds the party. Clearly it was meant to be a counter to Force skills...
** The Dinogator in ''The Fafnir Knight'' trades Stun immunity for an even deadlier attack - Pout hits the party randomly 10 times, and is used at low HP, which can spell an untimely end to a long and grueling battle. Frolic also no longer triggers on it being fully bound -- and it's now used in response to the Dinogator being affected by any one bind!

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* The third floor of Ginnungagap in ''The Fafnir Knight'', also ThatOneLevel, is crawling with Death Walls. These disguise themselves almost perfectly as walls, and don't react until the player stops facing the party directly at them. They also don't show up on the map until they start moving, and they can quickly close the gap between them and the party. Get caught in a battle with one, and the Death Wall also prevents you from fleeing the battle (except on certain turns), forcing you to expend a Return Flute. The later rooms of the floor also involve you navigating around 2 to 3 of them at the same time.



* Colossal Ropers in ''Beyond the Myth'' don't seem all that bad when they're first encountered on 3F, but come 5F and they often come into battle with Rabid Acorns as reinforcements. It will then throw those Acorns at you for massive damage to the whole party, quite possibly a TotalPartyKill, if you don't either bind the Roper's arms or kill at least one Acorn first.

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* Colossal Ropers in ''Beyond the Myth'' don't seem all that bad when they're first encountered on 3F, barring their leg bind and multi-hitting attack, but come 5F and they often come into battle with Rabid Acorns as reinforcements. It will then throw those Acorns at you for massive damage to the whole party, quite possibly a TotalPartyKill, if you don't either bind the Roper's arms or kill at least one Acorn first.



* Fire Squirrels, found in secret areas of the Jagged Reach, serve as a very nasty CallBack to a series of SchmuckBait events in ''Heroes of Lagaard'' and its remake. Not only does it hit fairly hard, if it's the last one standing (and it almost always will be, since it's grouped with much weaker enemies) it has an attack that '''destroys an Ariadne Thread'''. Floor Jump does not exist in this game, so they can easily strand you if you don't kill them first.

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* Fire Squirrels, found in secret areas of the Jagged Reach, serve as a very nasty CallBack to a series of SchmuckBait events in ''Heroes of Lagaard'' and its remake. Not only does it hit fairly hard, if it's the last one standing (and it almost always will be, since it's grouped with much weaker enemies) it has an attack that uses Burning Thread, which '''destroys an Ariadne Thread'''. Floor Jump does not exist in this game, so they can easily strand you if you don't kill them first.
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As expected of a NintendoHard game series, there is bound to be at least one enemy per stratum that easily qualifies for any party traveling through for the first time, almost mandating the player to use a specific strategy to at least incapacitate them.

! Multiple Games
* Across various games, there are also monsters that are weak on their own, but if you don't kill them fast enough, they will summon or transform to F.O.E.-type monsters. A really nasty surprise if you don't expect it.

! ''Etrian Odyssey'' and ''The Millennium Girl''
* Petaloids their variants in ''Etrian Odyssey'' loved nothing more than to chain-sleep your entire party, thus allowing the other enemies to unleash a world of hurt on you. They appear in ''Legends of the Titan'' as well, although thankfully they'll only target one party member... [[OhCrap unless you damage them]].
* The Bloodant [=FOEs=] in ''Etrian Odyssey''. The first time you encounter them on [=B12F=], they don't hit very hard, but have a lot of HP. Plus, they have infinite regeneration and the ability to summon both Bloodants and Deathants. To top it off, with the battle against the Royalant, they'll continually spawn in a corner of the room and rush towards the battle. Enjoy a main dish of Royalant, a side order of Bloodants with a generous helping of Deathants with your-ass-getting-kicked sauce. Thankfully, they are much easier in the remake.
* Depth Dancers are one of the most irritating [=FOEs=] in ''The Millennium Girl''. They move a whopping '''three''' squares per player step, and spawn randomly out of the walls, two at a time, intending to divebomb the party. The area where they are first encountered has a lot of open space for maneuvering around them... and plenty of damage tiles.
* Iron Crabs are found on the final floor of the bonus stratum in ''The Millennium Girl''. They are docile, resistant to most forms of attack, but if you kill any of its allies it will [[BerserkButton turn aggressive]] and spam Scissor Wrath which can destroy even the strongest of parties. The game loves to pair them up with other deadly encounters like Red Corpuscles that with an [[OneHitKill instant death attack]], but worst of all is when it gets paired with Evilroots which take the time to charge a [[TotalPartyKill very accurate party-wide instant death attack]]. [[MortonsFork You either kill the Evilroots and die to Scissor Wrath, or you kill the Iron Crabs (or fail to run away) and die to Last Cry...]] [[note]]Or die to the Depth Dancers that are swooping in on your position.[[/note]]

! ''Heroes of Lagaard'' and ''The Fafnir Knight''
* Anomalocaris in the DLC 31st floor of ''The Fafnir Knight''. The floor consists of large rooms devoid of random encounters... because of these guys. Not only do these [=FOEs=] have an astounding sight range of '''5''', they also move randomly, making it nigh-impossible to traverse the floor without engaging one in combat. It only has two attacks: one that drains TP and can completely bind its target, and another that does splash damage with a chance of instantly killing anyone hit. On top of that, if you leave the floor, '''all of them respawn''' -- you have to beat most of the floor in one sitting. Mercifully, a shortcut exists connecting the entrance to the boss so that you don't need to fight through them again after unlocking it, but it's a long trip through the floor to reach it, and the last room with these critters contains '''five of them'''.

! ''The Drowned City''
* ''The Drowned City'' has the Longicorn Beta on the final floor that can summon multiple enemies at any time, and then throws them for high damage to the entire party. It's also highly durable, which makes it difficult to shut it down with [[StandardStatusEffects statuses]] long enough or kill fast enough to stop it from throwing enemies.

! ''Legends of the Titan''
* The Hollows are meant to be a crash course in utilizing Bindings, and it shows. Even the weakest Hollow type has evasion that's through the roof, so unless you have a Sniper or Arcanist in your party, just hitting one can be a LuckBasedMission!
* Muskoids in the BonusDungeon can [[TakenForGranite petrify your entire party with one move]]. While they only target one member of your party until they take damage, they're occasionally paired with an enemy (a Hollow, no less) that can deal that one point of damage to get a power boost.

! ''Beyond the Myth''
* Colossal Ropers in ''Beyond the Myth'' don't seem all that bad when they're first encountered on 3F, but come 5F and they often come into battle with Rabid Acorns as reinforcements. It will then throw those Acorns at you for massive damage to the whole party, quite possibly a TotalPartyKill, if you don't either bind the Roper's arms or kill at least one Acorn first.
* Shielded Phasmids in the secret areas of the Tutelary Forest have two types of {{Counter Attack}}s. The first causes it to retaliate for every of its allies that have been felled this battle, which can be easily accomplished if you're not careful with area-of-effect skills. The second causes it to counter physical damage. Only three classes out of ten can inflict pure elemental damage without any physical component. Both attacks hurt really hard and can cause unsuspecting parties to wipe out.
* Fire Squirrels, found in secret areas of the Jagged Reach, serve as a very nasty CallBack to a series of SchmuckBait events in ''Heroes of Lagaard'' and its remake. Not only does it hit fairly hard, if it's the last one standing (and it almost always will be, since it's grouped with much weaker enemies) it has an attack that '''destroys an Ariadne Thread'''. Floor Jump does not exist in this game, so they can easily strand you if you don't kill them first.

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