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A character page for Final Fantasy XIV antagonists that aren't Ascians, Garleans, Primals, Ultimate Trials, or the villains of the Disciple of War, Magic, Hand or Land questlines.

Due to the story's advancement and the fact some articles would otherwise be all white, There are Unmarked spoilers below, you have been warned.

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Allagan Empire

    The Allagan Empire in General 
An ancient Empire who largely ruled the known world thousands of years ago before bringing about their own destruction.
  • Abusive Precursors: The Allagans were a tyrannical Empire which brought the world to heel by force. They were Emet-Selch's first experiment in creating a globe-spanning empire that the Ascians could cleanly collapse to cause a rejoining - a process he would later reproduce as Solus Zos Galvus, creator of the Garlean empire.
  • Advanced Ancient Acropolis: Allagan installations are a common backdrop for dungeons, featuring technology far beyond those of modern civilizations.
  • Greater-Scope Villain: Many of the main threats in the plot are fallout from the Allagans' machinations, with their creations causing at least two Umbral Calamities. Dalamud was an Allagan super-prison designed to hold Bahamut. The Ultima Weapon was a superweapon meant to capture primals. The Crystal Tower is a giant power plant meant to work in conjunction with Dalamud. Azys Lla is an Allagan research facility and prison for the Warring Triad. Even the summoning of Bahamut and the Warring Triad was in response to Allagan aggression in Meracydia. Later, in Shadowbringers, the Ascian Emet-Selch outright admits to the Crystal Exarch his hand in influencing Allag's rise, using it as a tool to spread chaos and cause the Calamities needed to resurrect Zodiark.


A mighty warrior, and revolutionary, who sought to oppose the rule of Allag in the twilight years of their rule. This would-be liberator of the people, however, was captured by Amon, and subjected to torture and hideous experimentation. What is left of the once-proud man now stands a constant vigil over the innermost reaches of the Labyrinth of Ancients.

  • Defector from Decadence: Sought to find a way to bring down the Allagan empire, and may have even been part of the Goddess Sophia's plot to burn the capital to ashes with Bahamut's aid. However, he was captured and changed before his plans could come to fruition.
  • Dub Name Change: Was named "Titan" in the Japanese, after the enemy of the same name in Final Fantasy III. Obviously, the English translation couldn't bank on the name's slightly different pronunciation to differentiate him from the primal Titan, so he was named "Acheron", after one of Titan's pallete-swaps in the same game. That worked well until the Syrcus Tower raid was released, and it turned out that one of the enemies there was also named "Acheron" in the Japanese. This character's name was quickly switched to "Phlegethon", and a hand-wave was added, suggesting that the in-game researches mis-read his name.
  • Fallen Hero: Was once a revolutionary against Allag's cruel expansionist empire, but Amon's experiments broke his mind and turned him into a slavish defender of the Labyrinth.
  • One Steve Limit: Suffered from this a few times in the game's development and translation. See Dub Name Change, above.
  • Playing with Fire: His strongest attack is Ancient Flare, which can only be survived by containing the effected area within a massive force field.
  • Your Size May Vary: The Allagans made him their titan based on research of the growth abilities of Sephirot of the Warring Triad.


A powerful magician and canny scientist of ancient Allag. Born into an age of decline, he sought to usher the Allagan Empire to a new golden age by resurrecting its first Emperor Xande though his cloning technology.

    Emperor Xande 
"Mine is the power of darkness! Even the heavens must bend to my will!"
The first Emperor of ancient Allag who ruled over a Golden Age of the empire, he was brought back to life by the sorcerer Amon's cloning technology and retook his throne but was never the same after his resurrection.
  • Attack of the 50-Foot Whatever: Emperor Xande towers over everyone. It would later be revealed that his new size was granted by Amon using a formula synthesized from the power of Sephirot the Fiend.
  • Colony Drop: His raid-wiping attack Starfall drops a massive one on the party if you don't destroy the magic circle that sustains it first.
  • Deal with the Devil: He made a covenant with the Cloud of Darkness which pretty much sells the whole world out to her when his bloodline ends.
  • Dishing Out Dirt: Ancient Quake and Ancient Quaga which are raid wide earthquakes that can deal damage or potential kill those without Float.
  • The Emperor: The first and last Emperor of ancient Allag, only those with his Royal Blood can nullify his pact with the Cloud of Darkness.
  • Evil Sorcerer: He is a gigantic evil sorcerer and mastermind of the Meteor spell that Nael sought to cast to destroy Eorzea.
  • Expy: He is based on the character with the same name in Final Fantasy III.
  • Gravity Master: His Imperium will try to kill a raid member with gravity if you don't share the pain, but doing so will leave behind an area with float allowing you to evade Ancient Quaga.
  • Ground Punch: Knuckle Press which blasts back all melee ranged attackers from him. He also punches the ground to cast Ancient Quake/ga.
  • Having a Blast: He can cause Aetherchemical Explosions for one of his attacks.
  • Kamehame Hadoken: He has one called Aura Cannon which is predictably a giant beam of doom.
  • Magic Staff: He wields one as a weapon and like in his home game it is used exclusively for spell casting when he decides to hit you he tosses it aside and uses his bare hands.
  • Mythology Gag: Is basically the same character with the same motives from Final Fantasy III with slightly altered goals.
  • Kung-Fu Wizard: For a certain value of Kung Fu, while Xande is primarily a mage, he has several attacks where he just takes advantage of his massive size and tries to pound you into oblivion.
  • Omnicidal Maniac: Xande after his death, Came Back Wrong and sought to drag everyone down to death with him again when he died once more.
  • Playing with Fire: Burning Rave generates giant bursts of flame and if they are overlapping they can be extremely dangerous for anyone not quick enough to get away.
  • Sealed Evil in a Can: He and the Crystal Tower where frozen in time after causing the Fourth Umbral Calamity by trying to use Dalamud to open the Voidgate
  • Star Power: Can cast Starfall with small satellites that need to be destroyed by the party.
  • Straw Nihilist: Xande became one after returning to life, ultimately seeing everything that was being built as futile because nothing is immortal.
  • Suicidal Cosmic Temper Tantrum: After his clone was instilled on the throne, Xande realized the impermanence of everything, even himself and his empire. To this end he made a deal with the Cloud of Darkness that his death by any means would be an implicit deal to break into Hydaelyn and draw the planet into the void.
  • White Hair, Black Heart: Xande's stark white hair stands out sharply against his dark skin and does nothing to detract from his nihilism.

    The Cloud of Darkness
An entity that lurks within the Void, through a covenant with Xande she seeks to enter the material world and destroy it.
  • Casting a Shadow: She is the Cloud of Darkness after all.
  • Combat Tentacles: Her snake-mouthed tentacles are called Shadowlurkers and serve as adds in her bossfight attacking with Bad Breath or Black Lightning.
  • Beam Spam: Her raid wiping attack Flood of Darkness is a Death In All Directions spam of her particle beams.
  • Eldritch Abomination: An eternal entity that dwells within the darkness of the void that cannot be killed only defeated.
  • Expy: She may or may not be the same Cloud of Darkness that is in Final Fantasy III and Dissidia Final Fantasy.
  • Fighting a Shadow: The Cloud of Darkness is in part the Void itself, and cannot be fully destroyed. After its defeat, the following cutscene shows it starting to reform around the arena.
  • Frickin' Laser Beams: Like in Final Fantasy III she fights exclusively by using variants of her signature Particle Beam attack.
  • Homing Lasers: Her Feint Particle Beam will chase a player across the stage so they better be prepared to run.
  • Loophole Abuse: Due to the pact she made with Xande to bring prosperity to the royalty of Allag, the Cloud of Darkness cannot harm those of their bloodline like Doga and Unei. So instead she drags them into the World of Darkness, where all the other voidsent that aren't so bound can have at them.
  • Power of the Void: She wields it with the ultimate goal of destroying all existence.
  • Wave-Motion Gun: Her 0-Form Particle Beam is an extremely massive Kamehame Hadoken.

The Illuminati

    The Illuminati in General 
A sect of Goblins obsessed with hoarding all of the world's technology for themselves. They are not keen on sharing their knowledge with outsiders and punish those who share even the tiniest, most insignificant scrap of knowledge with non-Illuminati members with extreme prejudice (this includes the culinary sciences). Their ultimate goal is to summon Alexander to aid in reshaping the world in their image.
  • Buffy Speak: Like most goblins.
  • Dub Name Change: In Japan, the organization is called the Blue Hand, which is why their logo is a blue hand, and why several songs within Alexander have lyrics about a blue hand.
  • Filler Villain: Prior to the Alexander questline, their appearances were little more than silly distractions. In the end, they're not even apart of the Alexander Ultimate Trial, even though they were the antagonists of the raids.
  • Evil Is Petty: Though some of their apparent acts of pettiness serve to ensure none of their bigger secrets like the Alexander Project get out, others simply boil down to petty revenge or proving they "are not nearly as incompetent as everyone now thinks."
  • Steampunk: The Sharlyan ruins they inhabit have been converted to suit this theme.

    Quickthinx Allthoughts
Race: Goblin Cyborg
Discipline: N/A
"If Illuminati are to guide chosen to perfect world, not one piece can be out of place."

The leader of the Goblin Illuminati. Cunning and ruthless, he plans to use Alexander to create a utopia for his group which he would rule over as king.

  • I Am Not Left-Handed: After the party rescues Roundrox, whom the Illuminati kidnapped since she could read the Enigma Codex and therefore command Alexander, everyone assumed the Illuminati would be unable to use the Primal. Quickthinx counters by showing that he can also read the Codex.
  • I Let You Win: He allows the Warrior of Light to shut down the Gordian and Midan cores and feigns falling for Wedge's (rather obvious) ruse in order to lure the heroes into delivering the real final piece of the Enigma Codex to him within Alexander. Once the Codex is complete, he immediately uses Alexander's time magic to undo the damage done to the cores.
  • Killed Off for Real: Though his cybernetic implants allowed him to brush off a being shot in the head at point blank range as "a flesh wound", he ultimately met his end when Alexander rebelled against him and killed the Goblin Cyborg for good.
  • Not So Harmless: When the Illuminati is first encountered, they're laying siege to a community over a cheese recipe. When you finally meet Quickthinx, you learn that this action was to preserve the secrecy of the Enigma Codex (where the recipe came from) and the knowledge gathered from it; including Project Alexander. As the story continues, Quickthinx quickly establishes himself as a genuine and calculating threat, almost in a stark contrast to the general perception players have for goblins.
  • Power of Love: A rare villainous example. The sense of true, undying love that he receives from his cat, Shanoa, greatly motivates and empowers him in battle. Allowing this true love to reach him will pretty much guarantee the entire party will die fighting him.
  • Right-Hand Cat: Shanoa.
  • Robotic Reveal: While Cid figured the Illuminati were all part mechanical, he was completely caught off guard by how much of Quickthinx's biology had been replaced with machina, allowing him to brush off being shot in the head. As Cid points out, Quickthinx was more machina than Gobbie after his "betterbody upgrades."
  • You Have Failed Me: When you first meet him, he is preparing to kill one of his underlings for talking too much and revealing bits of his plan to the player and Mide.
  • You Have Outlived Your Usefulness: He kills one of his spies who was posing as Brayflox Alltalks after she reports back to him towards the end of the Gordias segment of Alexander. Cid and Mide are utterly sickened by how casually he "rewarded" his own.

    Ratfinx Twinkledinx 
Race: Mutated Goblin
Discipline: N/A
A goblin scientist found in the Midan sector of Alexander. Performs horrifying experiments on other goblins to create hideous chimeras.
  • Fluffy the Terrible: Possibly the least threateningly named antagonist in the entire series, and yet a careful look around his lab and his experiments easily makes him one of the most terrifying.
  • Mad Scientist: And to prove it has has experimented on several goblins, turning them into horrible chimeric mutants.
  • Make My Monster Grow: He is able to change from a normal sized goblin to a Goblin version of The Incredible Hulk.

    Lamebrix Strikebocks 
Race: Goblin
Discipline: Gladiator
A mercenary encountered within the main section of Alexander's body. Though he personally doesn't hate the Uplanders, he'll gladly kill anyone or anything if the coin is right.
  • Disney Villain Death: Upon his defeat, he tries to back away from the party, loses his balance, and falls off the platform they're fighting on.
  • The Gambler: His FATE in Eureka Pyros claims he's this, and you can acquire a set of rigged dice from him.
  • Not Quite Dead: He later reappears as a Notorious Monster in Eureka Pyros.
  • Only in It for the Money: Probably Quickthinx's only minion who isn't racist against non-Goblins, however he'll gladly kill them without a second thought if offered enough jinglyshine.
  • Revenge: Getting him to spawn in Eureka involves killing his horrifically mutated minions en masse.
  • Trap Master: He fights in an arena with a wide variety of traps which he can activate mid-fight.

    Moundrinx Eightclinks 
Race: Goblin
Discipline: N/A
A highly decorated member of the Illuminati's military force. Deployed in the Dravanian Hinterlands after several failed attempts by the Illuminati to reclaim stolen prototypes.
  • Honor Before Reason: He is deployed in a last ditch effort, after several failed reclamation and revenge attempts, to prove that he and the rest of the Illuminati "are not nearly as incompetent as everyone now thinks."

Race: Coeurl
Discipline: N/A
Quickthinx's Right-Hand Cat. Its actually an automaton created by Alexander, who was first discovered by Backrix and named Schrodinger
  • Meaningful Name: Schrodinger is named after the physics researcher Erwin Schrodinger and his famous thought experiment, and also refers to her being in two places simultaneously
  • The Power of Love: Turned against the heroes. The True Love between the feline and Quickthinx is enough to buff him Total Party Kill levels if it reaches him.

Gentleman Inspector Hildibrand Antagonists

    The Phantom Thief/The Thief of Many Faces/ Ellie and Cecy 
The main villain of the Hildibrand story, the Phantom Thief is a brilliant master of disguise who loves to play around as he secures his quarry. His real face is that of a dark-skinned midlander hyur wearing the rogue's gear set.

In reality, the thief's identity is a duo, Ellie and her sister Cecy, the two remnants of the Sil'dihn bloodline who seek revenge for the destruction of the city-state, and intend to do so by zombifying every citizen of Ul'dah

  • Badass Finger Snap: A few of the Thief's tricks are trigged with a finger snap.
  • Becoming the Mask: Ellie wound up legitimately befriending the Warrior of Light and falling in love with Briardien. Though she was willing to zombify both of you, when she's truly thwarted she chooses to slump to the ground and accept punishment after he confesses his feelings instead of killing herself or continue her plans.
  • Berserk Button: Cecy blows her cover as Nashu by ranting at Hildibrand when he implies that she has wrinkles.
  • Big Bad: Of the Hildibrand story.
  • Calling Card: A black and red card with a stylized "A" written on it, with the details of his next heist written on the back.
  • Death Dealer: His Calling Card is thrown off-screen and usually into some poor sod's head.
  • Freudian Excuse: They're the last surviving members of the pure Sil'dihn bloodline, and grew up in poverty being raised on stories that their ancestors were horrible black mages and monstrous alchemists who deserved to be wiped out, when in reality it was the other way around. They swore to themselves that they would not only reveal the truth of the war of the sands to the world, but completely destroy Ul'dah with the same tool they used to destroy Sil'dih; zombie powder. This plan even took precedence over their own lives, which they felt were worthless.
  • Just Like Robin Hood: Winds up garnering this reputation. His only targets were nobility, who thanks to the stirring rebellion are already unpopular, this combined with charming Lovable Rogue antics and theatrics made him a folk hero to the smallfolk to the point where the coliseum tournament was even more busy than normal because of the all the peasants showing up to watch him steal the reward. In reality the sympathy wasn't reciprocated, the sisters wanted everyone in Ul'dah to be zombified or killed, and didn't care for their social status.
  • Master of Disguise: The Thief of Many Faces isn't just a fancy title. In fact, in inclusion to near flawless facial imitation, he possesses the ability to change his body size and shape flawlessly. It seems to be a specially modified version of the glamor crystals that players use to alter gear appearance. In fact, even when he's openly gloating outside of costume, it still isn't him, the midlander male that you're lead to believe was the thief was just a disguise they never actually took off. Every single costume they wore was a double-layered disguise.
  • Walking Spoiler: Since it's a detective mystery, his or rather, their true identity and everything related to it is a huge one.



Voiced by: Riki Kitazawa (JP), Kurt Wilson (EN), Sylvain Lemarie (FR), Klaus Lochthove (DE)
Yep, that one. And that one, and that one too. Gilgamesh, ever the intrepid interdimensional traveler, managed to stumble his way into Eorzea from the void and immediately set about finding new and powerful weapons to obtain. Unfortunately, he was separated from his eternal partner Enkidu... so he tamed a rooster and painted it green to keep him company.
  • Accidental Misnaming: Hildibrand winds up shortening his name to "Greg", and though he refutes this as first, it sticks to the point where he immediately answers to it when Godbert asks his name. This could be word play, because "Giruga" sounds a little close to "Guregu."
  • Baleful Polymorph: One of his spells in his first battle is to turn you into frogs to be pecked at by Enkidu
  • Blade on a Stick: His classic weapon of choice when he just has two arms. This time around it's a Gunhalberd called "Pradmante", a replicate of Nael Van Darnus' Bradmante that Gilgamesh, naturally, mistook for the real thing.
  • Devil in Plain Sight: When hunting the "Dueling Thief", no one in Hildibrand's party realizes that Gilgamesh fits the description of "a large man in garish red clothing".
  • Diagonal Cut: He possesses Sephiroth's Masamune and emulates its owner by doing this during the rematch following a Jump.
  • Gold Fish Poop Gang: Wouldn't be Gilgamesh if he wasn't. After circumstance turns him against you, he battles you on a bridge, leaves, then attempts revenge in part 4 before finally getting the chance to actually do so in the final part.
  • Face of a Thug: Compared to his appearance in other games being like a Kabuki actor, Gilgimesh looks more like an Oni with red eyes and yellow sclera and a mouth full of razor sharp teeth, and the white paint with red lines seems to be natural skin tone. He's still an incredibly nice guy though.
  • Friendly Enemy: He's extremely jovial and you don't initially meet as enemies. Indeed, he respects both the PC and Hildibrand as friends as much as he does opponents, and when Hildibrand starts to turn into a zombie, he helps you save his life without any hesitation, despite having literally just challenged you to a rematch (although that may be because Hildy's mom just sent him through a wall).
  • I Surrender, Suckers: Another classic trait: At the halfway point of your first battle, Gilgamesh falls into a pose of subjugation while apologizing and begging as he buffs himself up, then launches a jump attack against the tank and anyone near him. For bonus point, he verbatim quotes his lines from the first instance of this gambit in Final Fantasy V. And after the second fight, when he's been well and truly beaten, he does it again but waits for you to leave before declaring his intent to keep causing trouble, making it likely it's not the last we've seen of him.
  • Literal Genie: Towards the end of the Stormblood quest, when Gilgamesh is dosed with dewprism and made to obey all commands, a Sahjattra Concern representative orders him to "spirit me away from this place! Far, far away!" He had no idea just how far Gilgamesh can take someone away, and is horrified when Gilgamesh opens a portal to the Interdimensional Rift, causing everyone nearby to vanish into the space between worlds.
    "How dare you twist words carelessly spoken in the heat of the moment!"
  • Me's a Crowd: In the Kugane Ohashi battle, he's able to use the Forbidden Mudra to create a trio of copies of himself to fight you, one of them the size of Susano's water-giant.
  • No Respect Guy: Of course this is par for the course for Gilgamesh.
  • Obliviously Evil: He's completely convinced all of the weapons he has stolen are rightfully his since he beat their owners in single combat.
  • One-Winged Angel: In the rematch, once he decides to stop holding back he assumes his Multi-Armed and Dangerous form.
  • Post-Final Boss: The Thief of Many Faces has been thwarted, but Gilgamesh still wants his rematch with you and steals the Treaty Blade once again to give you incentive to come after him.
  • The Rival: He considers the Warrior of Light to be one to him after getting bested in combat, though it seems to be one sided since the player character doesn't exactly share the same sentiment.
  • Thinking Up Portals: As Yojimbo, he disappears into a dark portal to change into his six-armed form and reveal himself. Later on, he uses an identical portal to drag Hildibrand, Nashu, and a villain along with him to another world, implying that this power is how he is able to access the Interdimensional Rift.
  • Single-Stroke Battle: Against a pack of zombies to protect Nashu.
  • Standard Status Effect: In his first fight, he uses spells from Final Fantasy V such as rocket punch and confuse song, along with it comes Confuse, Mini, and Toad.
  • Unusually Uninteresting Sight: No one seems to comment that Gilgamesh is a gigantic oni in garish kabuki style clothing.

    Ultros and Typhon 

The duo is back again. In this world, Ultros is the result of Thaumaturge experimentation within the void, and now works for the coliseum. Ever a skirt chaser, he intends to help a rising gladiator cheat in a tournament to split the prize. When backed into a corner, Ultros can count on the help of Mr. Typhon to challenge anyone.

  • Amusing Injuries: As more of Ultros's attempts to take out Hildibrand backfire, he shows up with more comical lumps on his head with bandages.
  • Baleful Polymorph: Ultros can turn the DPS members of a party into Imps.
  • Blow You Away Typhon's gale force winds.
  • Breaking the Fourth Wall: "Uncle Ulty" always chats with the audience when alone.
  • Combat Tentacles: Turns out they aren't just for show.
  • Heel–Face Turn: At some point Godbert apparently hired Typhon to be an employee at the Gold Saucer and created a GATE event where he blows forceful but harmless gusts of wind to try to knock people off the stage.
  • Mistaken for Badass: As Hildibrand just happens to overcome each of Ultros's traps, the octopus is convinced he's truly a genius detective.
  • Pokémon Speak: Typhon only ever says "Fungah!" as the sound of his various snorts and sneezes.
  • Ring Out: A non-fatal variant. The rules of the match is that anyone who falls out of the center ring will be stunned for a few seconds before being able to jump back in. If the whole party falls off the stage, you lose the fight.
  • Sneeze of Doom: Most of Typhon's wind comes from sneezing. Ultros was using mushrooms to make Typhon sneeze, thus creating the wind sword effect for his partner in crime.

    The Grand Sers 
Race: Midlander Hyur(Orland), Wildwood Elezen(Gonspart and Dorys)
Discipline: Dragoon(Orland), White Mage(Gonspart), Back Mage(Dorys)
Shortly after discovering Gigi, Hildibrand is alerted to a scam within Ishgard conducted by individuals claiming to be members of the Heaven's Ward. The Grand Sers are three former knights of the Holy See who have grown too old to perform their duty. They seek Gigi out in the hopes of using him in a scheme to restore their lost youth.
  • Blow You Away: Gonspart ended up using an Aero spell on his partner Orland rather than healing him like he was intending to. When the group gets their youth back and attack Hildibrand, he uses Aero III.
  • Call-Back: While trying to remember a restoration spell, Gonspart starts reciting the Ascian's spell to summon a voidsent before realizing his mistake.
  • Contrasting Sequel Antagonist: Where the Thief of Many Faces was a charismatic and competent Phantom Thief, the Grand Sers are a comedic Terrible Trio well past their prime. Until they regain their youth, where their intended actions become just as bad as the phantom thief's, and their reasons are so utterly petty and abhorrent it makes them come across as worse. Though this still keeps them in contrast, as while the thief had a Freudian Excuse, the Grand Sers are just glory hounds wanting to relive their youth even if it reignites a war that has and will kill millions.
  • *Crack!* "Oh, My Back!": After failing his attack, Orland's back is left in great pain afterward.
  • Dishing Out Dirt: Gonspart, once he and the others regain their youth, casts Stone III on Hildibrand, amongst other white magic spells.
  • Fire, Ice, Lightning: When attacking Hildibrand after regaining their youth and power, Dorys uses Thunder III, Fire IV, and Blizzard IV.
  • Forgetful Jones: Gonspart seems to be suffering senility. It takes him several moments to realize Cyr is addressing him, forgets to use healing magic when needed, and when he last ate.
  • Fountain of Youth: They aim to use Gigi's powers to reverse their aging and return to their physical prime. They succeed for a while, but the effect is undone after Gigi performs his Heroic Sacrifice.
  • Glory Hound: While the group wanted to get their youth back, that was only half of their plan. The other half was to use their newfound youth and power to slay Hraesvelgr so they can relive their glory days in hunting and killing dragons. Even when Cyr plainly points out that the Grand Sers' actions would reignite the war that Ishgard and the Warrior of Light fought to end, the group believes the war would just give them the kind of glory they seek.
  • History Repeats: Their ultimate goal once their youth was restored. The Grand Sers desired to kill Hraesvelgr and devour his eyes, gaining immense power and instigating a war against the dragons just as King Thordan and his Knights Twelve did over a thousand years ago.
  • Holy Hand Grenade: Hildibrand gets struck with Holy and Assize by Gonspart.
  • Immortality Seeker: The Grand Sers long to restore their misspent youth, and believe Gigi to be the means to that end.
  • In the Name of the Moon: All three of the Grand Sers give a rather bombastic introduction to themselves.
  • I Was Quite a Looker: Dorys was quite a vibrant young woman in her prime, and Orland and Gospart were quite dashing as well, as shown when they use Gigi's powers to reverse their aging.
  • Limit Break: Orland can use the Dragoon's Dragonsong Dive. Or at least he can try before his age catches up with him.
    • After Gigi reverts them to their youth, not only does Orland successfully perform a Dragonsfire Dive, but all 3 Grand Sers pull off a combined Limit Break which mirrors the original Knights of the Round summon from VII.
  • Mugged for Disguise: Well, "mugged" might be too harsh a word. The Warrior of Light gives Orland a massage until he falls asleep and makes off with Orland's armor for Hildibrand to use as a disguise.
  • Mythology Gag: When their youth is restored, the Grand Sers use a Combination Limit Break which recreates Final Fantasy VII's Knights of the Round summon, even ending with the screen shattering effect from Primal Thordan's version.
    Orland: Far be it from us to deny you, then. This is the end for you...
    All 3 Sers: The Ultimate End!
  • Negated Moment of Awesome: Orland seems ready to unleash the Dragonsong Dive against the investigation party, but suffers a near death experience during the leap, landing half buried in the ground.
  • Paper-Thin Disguise: While Dorys might have been a Master of Disguise back in the day, her skills have clearly dulled with age. Cyr instantly recognizes her as the woman from Ishgard and the "adventurer" in Idyllshire.
  • Pre-Asskicking One-Liner: Just as the Grand Sers take up arms against Hildibrand.
    Orland: Than consider this your end! Your ultimate end!
  • Running Gag: Orland's convinced that he's always at death's door, and his late wife is ready to take him to Halone's halls.
  • Sleepy Head: Gonspart tends to nod off at inconvenient times.
  • Terrible Trio: Dorys comes off as the brains of the group, leading Orland and Gonspart in their endeavors.

    The Kugane Wolf Burglar 
Race: Lupin
Discipline: Ninja
A mysterious thief who robs merchants in Kugane while leaving behind a calling card.
  • Awesome Ego: As he manages to evade capture, his ego gets bigger and his stunts get more ballsy. Leading to him robing some targets in broad daylight. While this had lead to him being spotted, the most information anyone could really gather before Nashu catches him is that he's a Lupin. And even then, he would have gotten away without a trace if he wasn't trying to steal what was supposedly a life-sized statue thus drawing attention to himself as he made his way through the city. But even then, he still manages to evade detection until someone who is drawn to his prize's aether tracks him down, at which point he simply escapes anyway. The beast may have an ego, but he can certainly back it up.
  • Cardboard Prison: After being returned to prison, he immediately breaks out again, this time without any help. He claims he could have done this at any time.
  • Freudian Excuse: He steals from wealthy merchants because a merchant scammed his adoptive samurai father out of his money, and eventually his sword, the Soboro Sukehiro.
  • The Guards Must Be Crazy: Hildibrand breaks him out of prison, and leaves a decoy in his place. The decoy is one of the zombie gentlemen wearing a werewolf costume who masks his face by facing the wall at all times.
  • I Gave My Word: Returns to prison just before Shigure commits ritual suicide to absolve his sins of freeing the Burglar in the first place, citing this. He escapes again immediately afterwards, but does so without Shigure's involvement, keeping the samurai out of trouble.
  • It's Personal: His reasons for stealing Soboro Sukehiro specifically, and why he helps Hildibrand track down Yojimbo after he steals the sword for himself.
  • Just Like Robin Hood: After he's jailed by the Sekiseigumi, the lower-class citizens of Kugane tell the player that the only people burglar had ever stolen from were wealthy merchants, and that he'd always give the money he made to them.
  • Mythology Gag: Inspired by Lone Wolf the Pickpocket from Final Fantasy V and Final Fantasy VI, even recreating the cliff scene from VI, albeit with Hildibrand in the place of Mog.
  • No Escape but Down: Once he gets blasted by Nashu's bombs, he and Hildibrand are both dangling from a ledge. Rather than risk capture, he lets go and seemingly falls to his death, only for his falcon mount to fly in and help him escape.
  • No Name Given: We've yet to hear of the Wolf Burglar's real name, so he's only ever addressed by the epithet.
  • Oh, Crap!: When Nashu throws bombs at him and Hlidbrand catches them, the thief can only utter "those are bombs!?" before getting blown away.
  • Stealth Hi/Bye: Thanks to his Ninja training he's very good at this, usually with the help of a Smoke Out.

    Master Akebono 
Race: Othard Hyur
Discipline: Alchemist
A rich business mogul in Kugane who has recently acquired the legendary sword known as the Soboro Sukehiro, becoming a target for the Kugane Wolf Burglar. As such, he has hired the equally-legendary mercenary Yojimbo to guard his new investment.
  • Ambiguously Bi: While he often enjoys the company of geiko, it is implied that he occasionally calls upon taikomochi - male geiko - for companionship.
  • Corrupt Corporate Executive: While the medicines he sells are not only legit but of unparalleled quality, Akebono charges outrageous prices for them and holds a monopoly on the reagents entering the city. He's also using the drug dewprism to secretly control a high-ranking Sekiseigumi officer, and plans on using it on a government official to gain some political power for himself.
  • Hoist by His Own Petard: He orders the brainwashed Godbert to destroy "everyone." Due to Exact Words, this also includes himself, leading him to react with an Oh, Crap! moment.
  • You Have Failed Me: Fires Yojimbo once the Wolf Burglar manages to steal Soboro Sukehiro.

Shadow of Mhach Antagonists

"Not even in eternal sleep shall you be free from the terror of my weaving!"

An incredibly powerful voidsent. Little is known about him, other than that he was involved in the War of the Magi. The Warrior of Light faces Diabolos in the Lost City of Amdapor and seemingly defeats it. Heavensward reveals that he survived, and restored his strength within the Void Ark. Once his power returned, Diabolos took control of the Void Ark and freed the Shadow Queen.

  • Bat Out of Hell: Bats are associated with Diabolos. He appears from an orb made by bats and dissolves into them at his defeat. Diabolos took the form of a bat to escape and regain his strength.
  • Battle Theme Music: Wrath of the Eikons
  • Beam-O-War: In the final battle against him, the party must force his Dark Messenger attack back at him by striking the lifegate which the ball is flying towards to create resistance.
    Diabolos: You seek to wrest from me control of the portal? So be it! A contest in strength, then! A contest you have no hope of winning.
  • Cast from Hit Points: After surviving Hollow Omen, Diaobolos Hollow activates Double Edge. His attack power is even greater, but he continuously takes small damage over time.
    Diabolos: Must I entreat the very specter of death to be rid of you!? I care not! I wager all for your destruction!
  • Casting a Shadow: Wields several dark magicks against the heroes.
  • Demon Lords and Archdevils: Though his exact rank is unknown, Diabolos is deferred to by other Voidsent as "Lord Diabolos", meaning he commands a level of authority within the demonic hierarchy. He outranks Ferdiad who is explicitly stated to be on the 3rd rung of the Voidsent hierarchy, implying that Diabolos is at least on the second. After stealing Scathach's power, he's stated to surpass some top ranking voidsent.
  • Devour the Dragon: He consumes Scathach, the penultimate boss of Dun Scaith, to power himself up in the second half of his boss battle.
  • Faking the Dead: He seemingly perishes in Amdapor, only to resurface within the Void Ark.
    • He tries to pull this again in Dun Scaith, but the ruse is thwarted by Cait Sith's senses.
  • Final Boss: Of the Lost City of Amdapor and later Dun Scaith and the Shadow of Mhach storyline as a whole.
  • Flowery Elizabethan English: Like other creatures, Diabolos speaks in an older fashion to denote his age and power.
  • Forced Sleep: Diabolos can put the party to sleep, trapping them in painful nightmares.
  • The Man in Front of the Man: Though he's introduced as Scathach's highest ranked underling, Diabolos is revealed to be the true being behind the events of the Shadows of Mhach storyline. After the Shadow Queen's defeat he reveals himself as the true mastermind and the much greater threat.
    Diabolos: And thus the Shadow Queen doth fall. I commend you on your victory. Yes, such skills and strength are deserving of a more fitting stage. Come mortals - the true master of shadows awaiteth you...
  • Mythology Gag: Diabolos takes his design and moveset from his appearance as a summon in Final Fantasy VIII, with Ruinous Omen being a near perfect recreation of Dark Messenger.
    • Though he isn't a Primal like most of the recurring summons are treated in XIV, his battle theme, Wrath of the Eikons, was originally used in 1.0 to play whenever a Primal was summoned, loosely tying him to the other recurring summons in the franchise.
  • One-Winged Angel: By using the Nullstone, Diabolos absorbs the lingering power of the dead shadow queen to transform into Diabolos Hollow, a much bulkier four winged monster able to rival the highest of the Void hierarchy.
  • Our Demons Are Different: An old and powerful voidsent.
  • Red and Black and Evil All Over: Diabolos' body and magick are all red and black in color, befitting such a voidsent.
  • Signature Attack: Ruinous Omen. Diabolos charges a large black sphere in his hand before dragging it down and slamming it into the floor to detonate.
    • After becoming Diabololos Hollow, the attack is upgraded into Hollow Omen, an even larger black sphere charged by two hands and covered in the patterns of Scathach's ethereal hands.
  • Sphere of Destruction: Both Dark Messenger and Ruinous Omen are shaped this way. Diabolos also appears from a black sphere.
  • The Starscream: The true purpose behind his seeking to revive Scathach was so that he could steal her power.
  • Wolverine Claws: After surviving Hollow Omen, Diabolos will sprout four long claws from his right knuckles.
  • Worf Had the Flu: Diabolos claims that he's been weakened by his long years of slumber. The power he displays in the Void Ark suggests he was right.


"Come closer! Come closer! I promise I will give you a show to die for!"

A powerful Voidsent lord working under Diabolos. He was first encountered in Amdapor Keep (Hard Mode), and, like Diabolos, he escaped that encounter to gain possession of the Nullstone and help the Shadow Queen.

  • Evil Laugh: Gives off a voiced, maniacal one.
  • Faking the Dead: He seems to die in the hard mode of Amdapor Keep, but his echoing laughter is heard after the party leaves. He then makes his survival known in the Weeping City of Mhach.
  • Hostage For Macguffin: Takes Radlia hostage in an attempt to make you give up the Nullstone. His plan is foiled when Leofard appears to not care at all what happens to her, which distracts Ferdiad long enough for Cait Sith to use the Nullstone to drive him off.
  • It's Personal: Upon seeing the Warrior of Light once again, he specifically points out how he'd like to dismember you over last time and thinks to deliver your head to Diabolos.
  • Power Floats: Never touches the ground unless defeated, otherwise he always levitates.
  • Sinister Scythe: Ferdiad's signature weapon is a glaive with a crescent shaped blade. In the rematch against Ferdiad Hollow, his new scythe is several times larger and looks as if it were forged out of parts of a voidsent.
  • Spontaneous Weapon Creation: Like other voidsent, Ferdiad can create sickles and spears of light blue magic to attack independently of him.
  • Theme Naming: Named for the brother of Cuchulainn in the latter's legends, fitting the same theme as Cuchulainn himself and Scathac.
  • Villainous Harlequin: Gives off this vibe in his design and mannerisms. Caith Sith refers to him as such.
  • You Will Not Evade Me: He can trap warriors in large blobs so he can freely swing at them. These blobs need to be destroyed to avoid the scythe.

"Welcome, mortals, to my citadel of shadows. Have you come to deepen the gloom with an offering of souls?"

The dreaded Void Queen. As her title implies, she's an insanely powerful being at the top of the voidsent hierarchy. She spends most of the story sealed in her coffin while her underlings attempt to retrieve and reawaken her.

  • Animal Motifs: Butterflies. Scathach's throne resembles butterfly wings and her Signature Attack is charged from within a stained glass chrysalis.
  • Blade on a Stick: Scathach carries an ornate appearing halberd to fight with.
  • Casting a Shadow: Can manipulate the shadows for her attacks and to create her extra "hands."
  • Girlish Pigtails: Scathach's hair is done with two large pigtails on either side of her head, framing her face like a heart.
  • Light Is Not Good: Scathach is a small and attractive young woman who uses many powers themed on light and bright color, stained glass in particular. She is also one of the most wicked creatures alive. As she herself says, bright light casts deep shadow.
  • Numerological Motif: Many of her attacks revolve around the number 30.
  • Sealed Evil in a Can: Scathach was imprisoned as the primary power source for the Void Ark in a coffin the size of a building.
  • Signature Attack: Blinding Shadow. After charging up within a chrysalis of stained glass, Scathach uses her void hands to plant several stained glass circles around her arena which erupt in Pillars of Light.
  • Theme Naming: Named after the Warrior Queen from the story of Cuchulainn like him and Ferdiad, who also ruled over a Dun Scaith (the mythological one being in Scotland).
  • We Hardly Knew Ye: Our only interaction with Scathach is during her boss battle so we learn very little about her.
  • Wicked Heart Symbol: The palace Scathach created for herself is decorated with hearts both on the outside and the inside.


"I gorge upon fear, and spew it forth as bile! All shall be tainted with pestilence!"

A powerful voidsent discovered within the Void Ark. Cuchulainn is a beast of truly grotesque shape, consisting of a vague and bloated approximation of a human body atop a mass of rubbery octopus tentacles. However, as revealed in the Encyclopedia Eorzea, he was in fact, once a man, who became one of the first voidsent due to the overuse of Auracite crystals. He and the other warriors like him went to war over the light in their world, the 13th shard, and doomed it to a flood of darkness, transforming it into the Void.

  • Combat Tentacles: The octopus-like tentacles on his lower half can be flailed like whips, doing crushing blows to anyone caught under them.
  • Expy: He is based on the Scion of the Scorpio sign in the Ivalice Alliance games. His origin is a reference how the Lucavi would transform their hosts into their own demonic forms through Auracite known as the Zodiac Stones in Final Fantasy Tactics.
  • Fallen Hero: Cuchulainn was once one of a group of warriors who fought for his world, much like the Warrior of Light. But his transformation has made him as cruel and ether-hungry as any other voidsent.
  • Loves the Sound of Screaming: More like loves the taste of screaming. He feeds on fear as readily as others feed on meat.
  • Poison Is Corrosive: His "Corrosive Bile" attack is also a poison attack.
  • Poisonous Person: Just being near Cuchulainn afflicts the entire party with a bleeding effect that grows stronger as the fight goes on, and a great many of his attacks inflict poison effects or are visibly made of poison.
  • Theme Naming: Named after the mythological Irish hero, in conjunction with Ferdiad and Scathac, who are both part of his stories.
  • This Cannot Be!: When defeated
    "No! This cannot be... I am endless, as the stars..."
  • Unwitting Instigator of Doom: Likely did not realize, until it was too late, the threat the Auracite crystals posed to his world.
  • Was Once a Man: The overexposure to primal energies caused by the imperfections in Auracite crystals transformed an ordinary man into this monstrosity, one of the first voidsent.


"Your fate shall be throttled in serpents' coils!"

A voidsent discovered within the Void Ark. Echidna is a lamia joined by the serpents Sinister and Dexter that guard over the Queen's bedchambers.

  • Death from Above: A few of Echidna's attacks involve jumping up in the air and coming back down bladed limbs first, sometimes spinning as she does to flay flesh.
  • Fusion Dance: Echidna joins with Sinister and Dexter to give herself massive needled legs and long scythes in place of her arms.
  • Mythology Gag: Echidna was conspicuous in her absence in the World of Darkness raid, being the only one of the bosses from the Final Fantasy III World of Darkness to not appear in some form. The devs made up for this by making her the final boss of the next alliance raid.
  • Natural Weapon: When fused, Echidna's arms are elongated nails akin to scythes.
  • Snakes Are Sinister: Echidna is flanked by the two serpent voidsent Sinister and Dexter.
  • Snake People: When not fused with her serpents, Echidna appears to be a lamia.
  • Taken for Granite: Echidna knows Pertification, which will turn anyone looking at her to stone unless they look away.

A weapon created by the Mhachi reported to have decimated entire cities. Ozma is one of the protectors of the Nullstone.
  • Bright Is Not Good: It's definitely not, this is Ozma.
  • Colony Drop: After being sucked into Ozma, the alliance has a limited amount of time to reach and destroy the Ozmashade before it finishes casting Doomsday and wipes everyone out.
  • Domain Holder: There is a serene landscape within Ozma, visible in its cube and tetrahedron forms. "Black Hole" pulls the entire alliance into this dimension that they must escape from.
  • Frickin' Laser Beams: The cube form continuously fires lasers at the players with the highest enmity.
  • Holy Hand Grenade: It can use Holy on the alliance to cause moderate damage and knockback, though it seems to be different from the traditional magic based Holy spell since the sound effect sounds more organic or mechanical than magical.
  • Lotus-Eater Machine: Has shades of this as part of the "Black Hole" phase. The alternate dimension that Ozma sends the Alliance to after using Black Hole, and displayed on its mirror like surface sometimes is called "The Twelvesfold". It appears as an idealistic version of Heaven, with floating islands above the clouds and soft angelic singing in the background. The Ozmashade which sits on a lower platform appears as an orb that looks like the night sky and uses an attack called "Assimilation". Anyone looking at Ozmashade at that time are hit with a debuff, described as having become enthralled by all the sights, and losing the desire to escape from the false-dimension. In the process, they become trapped in a crystal prison.
  • Mythology Gag: The infamous Bonus Boss of Final Fantasy IX returns to challenge us again.
  • Ring Out: It's entirely possible to fall off of the ring shaped platform on Ozma and to your death. Unlike most examples however, healers can revive anyone who died this way. It may be implied that you fall in some sort of black hole because after Ozma is defeated, the pit becomes a solid floor and is harmless.
  • Sheathe Your Sword: Ozma has a debilitating debuff that, when afflicted, the victim must do nothing. No movement or action can be taken, if you do, you suffer a powerful hit that will most likely one-shot a non-tank class.
  • Sinister Geometry: Ozma has three forms; a sphere, a cube, and a tetrahedron, all of which are dangerous and deadly.
  • Standard Status Effect: During the fight Ozma can hit players with a stacking Bleed debuff, removing portions of health over time. Healers need to remove these debuffs quickly before they overwhelm the player. If a player gets hit by Ozma's laser attack after it transforms into a pyramid, they'll suffer from Minimize, Slow, and Heavy.
  • Unrealistic Black Hole: Halfway through the battle, Ozma will use Black Hole to suck everyone inside and transport them to another dimension. The attack only sucks in the players and nothing else apparently.
  • Unstoppable Rage: If by some fluke of mechanics a player manages to survive Doomsday touching down (Which is VERY rare as it ignores immunity abilities like Hallowed Ground), Ozma gets mad and constantly, unstoppably pelts the party with smaller meteors until everyone is dead.
  • Voluntary Shapeshifting: Ozma changes between its forms freely, each one having a different attack pattern and dangers.
  • Wave-Motion Gun: The tetrahedron form's first attacks are three simultaneous laser blasts aimed at the rectangular portions of the ring surrounding it.

A Mhachi sorceress with the power of a Voidsent and the guardian of the Nullstone within Mhach. She is a vain creature who loves her hair and uses it in all of her attacks.
  • An Axe to Grind: One of the forms Calofisteri can shape her hair into are axe blades. She can make the stalks independent of her to attack or fill her hair with axe blades.
  • Bear Trap: Calofisteri's "Lurking Locks" will dig into the ground and leave behind a purple circle. If a player steps into this circle, the trap will spring and trap the player and anyone around him. The victims are completely immobilized and will be killed by the trap unless the rest of the party can destroy it quickly.
  • Blood Magic: Calofisteri is a Mhachi voidmage who attained a demonic form and a measure of immortality through the ritual consumption of voidsent blood.
  • Drop the Hammer: One of the forms of her hair, a large rounded ball that slams like a powerful hammer.
  • Mythology Gag: Calofisteri is a boss returned from Final Fantasy V, and the green orb she carried with her has been re-imagined as the Nullstone. Her Signature Attack, Dancing Mad, takes its name from the soundtrack of Final Fantasy VI.
  • Power Floats: She never touches the ground willingly in her fight.
  • Prehensile Hair: The crux of Calofisteri's entire moveset.
  • Sickly Green Glow: The Nullstone imbedded in her forehead is a neon green color. She also creates several similarly glowing orbs around herself to regenerate.
  • Signature Attack: Dancing Mad. After consuming green magic to regenerate her power, Calofisteri fills her hair with several axe blades before attacking in mad swings in every direction.
  • What Are You: If the party survives Dancing Mad, Calofisteri will be baffled. Citing that she has the power of Voidsent, she questions just what ungodly power flows through your veins.

    Deathgaze Hollow 

"I see the blossoms of your fragile lives... I need but reach forth and pluck them from their stems!"

A large flying Voidsent that intercepts the Warrior of Light's alliance as they try to reach Dun Scaith.

  • Blow You Away: Deathgaze has three different versions of Void Aero. These spells do damage, but are largely meant to push players for a Ring Out.
  • An Ice Person: The Void Blizzard spells, one in a large wave and another that drops chunks of ice with the force of meteorites.
  • Name's the Same: Bit of an odd example both within its own game and the series as a whole. Deathgaze Hollow is completely unrelated from the other Deathgaze/Death Gaze enemies encountered in XIV, which themselves resemble the Final Fantasy XII incarnation of Deathgaze, being more draconic/avian in appearance. Deathgaze Hollow, meanwhile, is instead based on the demonic look from the enemy's original appearance in Final Fantasy VI.
  • One-Hit KO: Void Death and Void Death IV. Void Death draws the alliance into a black circle twice before Deathgaze detonates the magic. Void Death IV creates squares of death on the airship, which will kill anyone standing in them when he uses the spell. Eventually the entire map will be covered for an unavoidable Total Party Kill.
  • Remember the New Guy?: He's encountered in a "Hollow" form like Feridad and Diabolos even though the party never encountered Deathgaze in his regular form.
  • Ring Out: Deathgaze Hollow starts the fight by smashing the airship's railing, meaning you can fall to your death during the fight.
  • Shout-Out: Deathgaze Hollow is specifically based on Deathgaze's original design in Final Fantasy VI, in appearance, abilities, and even location, being fought aboard an airship.

    Proto Ultima 

The prototype of the Ultima Weapon. Rarely seen patrolling the skies of Azys La whenever Prey: Online appeared. Later shows up as a mini-boss in the Dun Scaith raid.

  • Drone Deployer
  • Giant Space Flea from Nowhere: Replaced the succubus mini-boss in Dun Scaith after patch 3.55 and quite literally appears out of nowhere to everyone's surprise, both in and out of universe. The goblins in Idylshire theorize some explanation for his sudden presence in Dun Scaith afterwards, but his presence is still given next to no build-up unless you talk to said goblins before entering Dun Scaith.
  • Limit Break: Supernova.
  • Meaningful Name: Aside from it being the Prototype Ultima Weapon, the boss it replaces in Dun Scaith used to summon flan minions called "Foobars", which means placeholder.
  • Mistaken Identity: Its surprising appearance in Dun Scaith is attributed to it confusing the more powerful voidsent with Eikons. Considering the origin of the Void, it is understandable that it could make such a mistake.
  • Super Prototype: While it might be attributed to Gameplay and Story Segregation, Proto Ultima can deal significantly more damage than the full Ultima Weapon (also accounting how much stronger the Warrior of Light became between the Praetorium and Dun Scaith) and requires a much larger party of heroes to take it down.

Return to Ivalice Antagonists

For more on Ba'Gamnan see Final Fantasy XIV Othard And Hingashi

    Mateus, the Corrupt 
A fishlike being found in the ruins of the Royal City of Rabanastre, and the first boss of the raid.
  • Action Bomb: His Ice Azer minions will explode a few seconds after they die, heavily damaging anyone caught in the blast radius.
  • An Ice Person: Mateus begins the fight by whipping up a blizzard, and almost all of his spells and attacks involve manipulating ice to attack the party in some way, whether by summoning Ice Azers or casting Blizzard III on random party members.
  • Baleful Polymorph: One of his abilities can turn raid members into literal snowmen, who will then bunch up to try and hit untransformed players with overlapping AoEs.
  • Flunky Boss: Part of the difficulty in Mateus’s fight comes from the sheer number and variety of adds that he summons to back him up, all of which can easily screw the party over if they aren’t taken out quickly. Ice Azers blow themselves up when they die, Flume Toads drop bubbles that are necessary to survive the Breathless debuff, and the Azure Guards must be tanked far apart from each other so that their defenses don’t get buffed through the roof.
  • Making a Splash: When Mateus casts Unbind, he’ll create an icy spiral pattern on the floor with numerous balls of water, three Aqua Spheres, and three geysers floating above the pattern. The smaller balls will explode when players walk through them, dealing water damage, while the Aqua Spheres and geysers do nothing. If they are not destroyed, the balls will become Ice Slave adds and the geysers will turn into Blizzard III pillars when Mateus’s unbound goddess skates through them as she traverses the spiral. Failing to kill the Aqua Spheres before the goddess freezes them will leave the raid with few safe spots when Mateus later casts Blizzard IV.
  • Mythology Gag: He’s an exact copy of the Esper from Final Fantasy XII.
  • Poisonous Person: One of his abilities covers the arena in a toxic fog that gradually makes it impossible for the player character to breathe. The only way to cleanse this debuff is by stepping into the bubbles left by dead Flume Toads, and if not removed the toxins will kill the player.
  • Power Crutch: Mateus charges up his Frostwave Signature Attack by accumulating aether from the three Azure Guard minions that he summons while casting it. If you don’t kill the Guards quickly enough, Frostwave will wipe the raid.
  • Prongs of Poseidon: He wields an elaborate trident as his weapon of choice.
  • Signature Attack: Frostwave. Mateus flies out of the arena and hurls his trident at the ground, causing a geyser to erupt from the point of impact. The geyser then freezes solid and shatters.
  • Western Zodiac: Represents Pisces, as a Water-elemental being who wields a trident.

    Hashmal, Bringer of Order 
A leonine being found in the ruins of the Royal City of Rabanastre, and the second boss of the raid.
  • Dishing Out Dirt: Many of his abilities involve manipulating earth, rock and sand to attack the party in various ways, such as by casting Quake IV or summoning Sand Spheres.
  • Instant Runes: A giant circular glyph forms behind him when he uses Landwaster.
  • Mythology Gag: He's an exact copy of his Final Fantasy XII counterpart.
  • Order Versus Chaos: He's obsessed with bringing order to the world and stamping out chaos. Naturally, he considers the party chaotic.
    “The land seeks order. It will not suffer the chaos you peddle. Nor will I!”
    "To defy order is to defy creation itself!"
  • Playing with Fire: His Extreme Edge attack has him engulf one of his gauntlets in flame before charging across the arena, with a fiery shockwave erupting from the gauntlet to blast everyone on that side of him as he charges.
    “Come! The cleansing flame will seal all wounds!”
  • Power Crutch: Hashmal charges up his Landwaster Signature Attack by accumulating mana while standing on top of his Command Tower. If you can’t bring his Tower down before he’s fully charged, Landwaster will wipe the raid.
  • Signature Attack: Landwaster. A giant rune forms behind Hashmal, and boiling lava covers the ground as he charges up an energy ball between his hands. Hashmal then leaps into the air and slams one of his hammers down, shattering the ground and dousing the raid with magma.
  • Western Zodiac: Leo. Hashmal is visually lion-like and his ultimate attack is Fire-elemental.

A demonic knight whose lower body is a monstrous amalgamation of a horse and a chariot.
  • Blade on a Stick: wields a jousting lance as his weapon of choice.
  • Casting a Shadow: His Dark Geas ability plunges the battlefield into pitch darkness and inflicts Bleed on all raid members. Players will need to banish the darkness by interacting with magical circles scattered across the floor to avoid a wipe.
  • Doppelgänger Attack: He can summon up to four copies of himself, which will charge across the room at lightning speed in order to run players over as part of his Maverick attack.
  • Mythology Gag: He’s a reference to a Dummied Out Lucavi from Final Fantasy Tactics.
    • The attack animations for Weapon Break and Helm Break are copied from how they appeared in Final Fantasy Tactics.
  • Our Centaurs Are Different: His humanoid torso grows out of the hindquarters of a monstrous warhorse—a warhorse which happens to have a gigantic snake tail and a pair of spiked wheels in place of its hind legs.
  • Power Crutch: Rofocale charges up his Heavenly Submission Signature Attack by accumulating Aetherial Acceleration while his three Archaeodaemon minions are alive. If the daemons aren’t killed before Rofocale gets a full gauge of Aetherial Acceleration, Heavenly Submission will wipe the raid.
  • Religious and Mythological Theme Naming: He takes his name from Lucifuge Rofocale, a high-ranking demon in the Grand Grimoire.
  • Signature Attack: Heavenly Submission. Rofocale flies high into the air, shining brightly as he circles the arena. After a short delay, Rofocale swoops down and charges through the center of the room, bowling over everyone in his path.
  • Western Zodiac: Sagittarius, presumably. His Dummied Out Tactics counterpart was associated with the Sagittarius auracite, and Rofocale himself resembles a centaur (though not an archer).

    Argath Thadalfus
"Fool is the dog that bares his teeth before his master!"
A demonic creature encountered in the depths of Rabanastre, claiming to be the rightful king of Ivalice. He is possessing the body of an ancient noble named Argath.
  • Action Bomb: His Shade flunkies will start trying to blow themselves up if they aren’t killed quickly enough.
  • Animated Armor: Argath's body is basically a floating suit of armour with white light glowing within the various pieces and nothing to hold them together.
  • Baleful Polymorph: Any player who gets three stacks of the Unnerved debuff will transform into a chicken and run away from Argath. Players who touch the blue fire that borders the arena from the second phase onward will instead turn into zombies, who attack nearby party members before dropping dead.
  • Brainwashed and Crazy: Implied. Argath's smug attitude about "common rabble" and his superiority over them is nearly the same as it was in Final Fantasy Tactics. Unlike in the original game where he was defiant to the end, he realizes what horrors he committed after coming to his senses and begs Ramza to save him. Whether or not he genuinely was horrified by what he had done or was being a coward and begged to be saved remains a mystery.
  • Combat Tentacles: He has six bladed tentacles coming out of his pauldrons, which he uses to stab the ground for some of his attacks.
  • Demonic Possession: He is a human being possessed and transfigured by the spirit within the Taurus auracite.
  • Dying as Yourself: Argath’s human host seems to come to his senses in his final moments, expressing horror at his own actions and begging Ramza to save him as he disintegrates.
  • Evil Sounds Deep: Argath is the first raid boss to have actual lines of recorded dialogue, and accordingly he has a deep and cruel voice.
  • Floating Limbs: None of the pieces of armour that make up his body are physically connected to each other. His head and limbs simply float in the air, with metallic orbs where joints like the elbows and knees should be.
  • Geas: His Divine Commandment attack forces each member of the raid to either look away from him or scatter, inflicting massive damage if they fail to do so. If he wears the dark mask while using Divine Commandment, players must instead do the opposite of whatever he commands them to do—looking at him when he tells them to look away, or staying put when he tells them to scatter—to avoid taking damage.
  • Glowing Eyes of Doom: The eyeholes of his two masks glow white by default, and change colour when he puts one of them on to perform his Divine Commandment ability. The dark mask’s eyeholes glow red, while the white mask’s glow blue.
  • I Am the Noun: He makes several boasts of this sort when he uses Divine Commandment:
    “I am the truth from which you run!”
    “I am the lies on which you sup!”
    “I am Revelation!”
  • Interface Screw: His Gnawing Dread ability inflicts the Temporary Misdirection debuff, scrambling the player's directional inputs so that you will move in whatever direction a spinning hand icon above your head happens to be pointing.
  • Mask of Power: He has two masks—one white and angelic, the other dark and demonic—that he puts on whenever he uses Divine Commandment. The white mask represents truth while the dark mask represents falsehoods, and which one he puts on determines whether players should obey his commands or not during Divine Commandment.
  • Me's a Crowd: Argath’s Royal Blood ability summons at least a dozen “Shades” of his human form, each of whom will lock onto a player and chase after them. These Shades will buff each other if they’re too close to one another, and will eventually start blowing themselves up.
  • Multi-Armed and Dangerous: He has four “arms”, three on his right side and one on his left, in addition to his six Combat Tentacles..
  • My God, What Have I Done?: He utters his as he is dying, seemingly coming to his senses.
  • Mythology Gag: He shares his name with a minor noble from Final Fantasy Tactics, although that Argath was never the host of a Lucavi nor made any claim to be king of Ivalice. His form also slightly resembles Ultima's true form in the same game and sharing the same battle theme as well.
  • One-Hit Kill: His Coldblood attack will instantly kill anyone who isn't standing within a very small safe zone when it goes off, and usually comes right after the aforementioned Gnawing Dread.
  • Playing with Fire: He can cast Fire IV.
  • Power of the Void: His Empty Soul ability summons many Shards of Emptiness that will gradually empower Argath by filling up an Emptiness gauge. If the Shards aren’t destroyed quickly enough and the gauge is completely filled, Argath’s Dark Ultima attack will wipe the raid.
    “You do not belong in my world. Step into Nothing!”
  • Rage Helm: His “head” is a horned helmet carved in the likeness of a fleshless demonic skull.
  • Signature Attack: Dark Ultima.
  • Spikes of Villainy: Several pieces of his armour have wicked spikes shaped like teeth and thorns adorning them.
  • Voice of the Legion: His voice has a noticeable distortion that makes him sound inhuman and demonic. The distortion fades as he dies, letting his host’s natural voice be heard for a few seconds.
  • Western Zodiac: Taurus. Duma, the Lucavi who possesses him was residing within the Taurus auracite, and was a Dummied Out Taurus Lucavi in Tactics. Argath himself meets the Taurus traits of being practical, stubborn, and luxury-loving.

    Famfrit, the Darkening Cloud 
A heavily-armored being carrying a massive jar
  • Action Bomb: Famfrit summons three Dark Rain adds that will explode if the party doesn’t kill them quickly enough. Having one or two explode is survivable; having all three explode will kill everyone but the tanks.
  • Making a Splash: Most of his attacks involve drawing water into vessels, then unleashing a torrent upon the raid.
  • Mythology Gag: Based on the Esper from Final Fantasy XII.
  • Signature Attack: Tsunami. Unlike most instances of this trope, it isn't his ultimate attack during his fight.
  • Western Zodiac: Aquarius. An armored being who fits the description of "water-carrier".

    Belias, the Gigas
A massive demon who resembles two rams fused together into the shape of a man.
  • Call-Back: Summons versions of the Belias-egi from the Summoner quest line, though they're called "Gigas" here.
  • Kill It with Fire: Has a very fire-based moveset.
  • Mythology Gag: In the Ivalice Alliance games, Belias replaces Ifrit as the Fire-elemental summon. Here he shares Ifrit's Hellfire mechanics.
  • Signature Attack: Hellfire. Belias leaps into the air and drives his staff into the ground, fracturing the floor as flames erupt from the cracks.
  • Time Master: Has several time-based abilities at his disposal. Time Eruption divides the battlefield into a 3x3 grid of squares, each of which has either a slow- or fast-spinning clock on it: these clocks explode after a short delay, with the fast ones exploding first, creating safe zones for players to step into before the slow ones go off. The Hand of Time summons several crystals that tether to random players, and when the ability finishes casting, those tethers will freeze any player that comes into contact with them, while the tethered players become massively slowed if they did not move far enough from the crystals.
  • Western Zodiac: Aries, as a Fire-elemental ram demon.

    Construct 7
A massive combat robot that also doubles as a math instructor.
  • Beam Spam: Dispose. Construct 7 stands in the center of the room and start firing lasers from his torso while rotating in place. Players will need to stay behind him to avoid getting hit.
  • Disproportionate Retribution: Failing mathematical equations in his presence is met with dire consequences.
  • Easter Egg: He notes that he's suffered 95% system damage after being defeated and enters safe mode. Returning to his arena after defeating Yiazmat reveals he's fine enough to dance following your battle.
  • HP to 1: Subjects the raid to a math problem that involves reducing everyone's Max HP to a random single-digit number. After the "attack" ends, everyone's Max HP returns to normal... but their current HP remains the same, which means healers need to start healing everyone up fast.
  • Mythology Gag: He’s a reference to an optional boss from Final Fantasy Tactics. The dance he does, while not identical, brings to mind Ramza's first command for Construct 8 in that game.
    • Destroy, Dispose, Compress, and Pulverize are all attacks Constructs 7 and 8 could use in Tactics. The animation for Dispose is a recreation of its Tactics counterpart.
  • Puzzle Boss: The aforementioned math problem. In addition to reducing all players to single-digit HP, Construct 7 demands that they align their hit points with prime numbers or with multiples of a certain number. Players will have to adjust their hit points by stepping onto one of four numbered platforms, adding the designated number to their hit points. Anyone who makes two mistakes during the puzzle will be instantly killed by his follow-up Incinerate attack, while every correct answer adds a stacking buff to the player's damage output.
  • Super-Powered Robot Meter Maids: A powerful robot with built in laser weaponry. It is also apparently a math instructor and a competent dancer.
  • This Is a Drill: One of its attacks involves its arm turning into a drill, then crashing it into the floor to make the ground erupt in flames.
  • Turns Red: After the raid escapes from his black hole, Construct 7 boots up “Annihilation Mode” and starts glowing red hot. His attacks become more powerful, his AoEs are more numerous and come in more complex patterns, and he introduces prime numbers to his math puzzle.

"Scream louder! I want to remember this!"
A mechanical dragon encountered atop the Ridorana Lighthouse, serving as the final boss of the raid.
  • An Ice Person: Yiazmat’s White Breath attack covers the entire battlefield in ice, except for a small safe spot around his legs.
  • Attackits Weak Point: The glowing orb in Yiazmat’s chest contains his heart, and the heart becomes exposed while he charges up Solar Storm. Destroying the heart is necessary to survive Solar Storm, and doing so will also take off almost half of Yiazmat’s total hit points and render him more vulnerable to harm.
  • Blow You Away: Yiazmat can summon Wind Azers to attack the raid, and his Cyclone ability sweeps up the entire party to blow them around the arena. Several of his attacks also involve blasting players with wind magic AoEs and creating tornados that slowly travel across the room, damaging anyone who comes into contact with them.
  • Breath Weapon: Two variants. White Breath is an ice-based breath weapon that hits the entire arena except for a safe spot under Yiazmat’s body, and his petrifying breath is an unmarked cone-shaped AoE that hits everything in front of him when he rears up on his hind legs.
  • Bullfight Boss: Yiazmat’s Rake attack has him charge across the arena until he reaches a wall, pivot to the left or right, charge again, pivot again, and charge again. Every step he takes is a separate hit, and anyone who doesn’t get out of his way will rack up massive damage as he tramples them.
  • Large Ham: His English voice work is very dramatic and aggressive. Every line he speaks is practically screamed. Just look at his character quote at the top.
  • Magnetism Manipulation: His Magnetic Lysis ability polarizes the floor so that half of it becomes positive and the other half negative, and gives every player in the raid either a positive or a negative charge. Players who stand on the same polarity will start levitating, becoming more vulnerable to some of Yiazmat’s attacks, while those who stand on the opposite polarity will stay grounded.
  • Mythology Gag: He’s based on the infamous Marathon Boss from Final Fantasy XII. The first couple phases of the fight even retain the original's Damage Sponge properties before the party finally strikes its weak point, damaging the dragon's armored hide.
  • Our Dragons Are Different: This version of Yiazmat is a mechanical dragon whose wings, head, and the first third or so of its spine aren’t physically connected to the rest of its body, with a sunlike glass orb floating in the empty space between its two body segments. It also has Hard Light wings and a pair of mantis-like claws in addition to its four legs.
  • The Power of the Sun: Yiazmat has a distinct sun motif thanks to the glowing orb in his “chest”, and his ultimate attack is called Solar Storm.
  • Ring Out: Any players that screwed up the Magnetic Lysis mechanics will be flung out of the arena to their deaths when Yiazmat casts Cyclone.
  • Signature Attack: Solar Storm. After building up his mana, Yiazmat bombards the arena with blinding pillars of light.
  • Taken for Granite: The Breath Weapon that Yiazmat uses when he rears up on his hind legs will petrify anyone hit by it for seven seconds.
  • Turns Red: When his health gets low, Yiazmat will use Growing Threat to boost his attack power and give himself extra hit points, glowing a fiery shade of orange in the process.
  • Western Zodiac: By process of elimination, he represents Capricorn, through several similarities to Adrammelech. Yiazmat appears similar to Adrammelech's more draconic Tactics Advance counterpart, and he is in a near constant state of rage throughout the fight, tying into Adrammelech's title of "The Wroth". He may also be another example of Taurus, as the stone he uses to transform is the Duma he stole from Rabanastre.

    The Zodiac Braves 

Ancient spirits that have kept watch over the Orbonne Monastery for centuries. In life they were compatriots of Ramza Beoulve, and helped him to seal away Ultima the High Seraph. In death they guard her prison, awaiting the arrival of one who can destroy Ultima for good. Three of them challenge the Warrior of Light’s party to assess their worthiness, serving as bosses in the raid.

  • Adaptational Wimp: In this canon, Ramza's party failed to defeat Ultima, with most of the party falling in battle and the few survivors shedding their physical forms to watch over the sealed Ultima and test any adventurers who would face her. In Final Fantasy Tactics, they are able to defeat Ultima on their own.
  • The Cavalry: They intervene to save the party in the battle against Ultima, slaying her Lucavi minions and conjuring a barrier to shield them against her Ultimate Illusion spell.
  • The Chooser of The One: By testing the opponents they choose the champion who will eventually challenge Ultima.
  • Hero Antagonist: The Zodiac Braves want to stop Ultima just as much as the Warrior of Light does, but they also take their duty very seriously and will only let the player pass if they can prove themselves strong enough to face the challenges ahead.
  • Mythology Gag: They're clearly based on their counterparts from Final Fantasy Tactics and many of their attacks are from there as well.
  • One-Winged Angel: Before their fights they assume more monstrous forms using the Zodiac Stones in order to test the party.
  • Purpose-Driven Immortality: They remain bound to this world to watch over Ultima’s prison and to await the coming of someone who can destroy her. Once Ultima is defeated, the Zodiac Braves are able to pass on.
  • Threshold Guardians: The only reason the Zodiac Braves fight against the Warrior of Light is to determine whether the Warrior is strong enough to defeat Ultima, and they will kill the Warrior if his or her party isn’t up to the task.

Mustadio Bunansa
“My name is Mustadio Bunansa… and all paths lead through me.”
A member of Ramza Beoulve's entourage, a skilled Machinist who takes on the form of a robot to test the party's worthiness.
  • Anti-Frustration Feature: Last Testament can not kill players who are facing the correct way, as it functions as a Percent Damage Attack. This saves healers and other roles with their own forms of healing the trouble of trying to frantically heal their party while also positioning themselves. Also any player who died between casting Analysis and using Last Testament will still be hit by it, but they will not gain a ring around them. This means that when Mustadio hits, he simply reduces their health 1 and nothing more, since a revived player would likely miss Analysis and thus it would be a bit unfair to instantly kill them with no way to survive the attack.
  • Badass Baritone: It's somewhat hard to tell during the fight due to the heavy filter on his voice, but during his post battle dialogue where the filter fades away, he has a very deep voice.
  • Blown Across the Room: If you fail to position yourself correctly to defend against his Last Testament attack, it performs a One-Hit Kill on you while sending your body flying across the arena.
  • Calling Your Attacks: The first time he uses "Last Testament", he almost calls out his attack by name as he pulls the trigger. Doubles as a Pre-Mortem One-Liner if players fail to turn to the correct facing and suffer instant death as a result.
    Mustadio: Let this be your final testament.
  • Cold Sniper: Monotone, cunning, and can land heavily damaging shots when he snipes from a distance.
    Mustadio: You show promise. But promise won't save you from what comes next.
  • Confusion Fu: As seen with more frequency in Stormblood content, Mustadio does not display a telegraph field until the last second when charging his "Left/Right Handgonne" weapon skill attacks. Players must instead pay attention to his facing and him preparing to use the attacks and move to the opposite side. His "Analysis/Last Testament" Signature Attack also seeks to trick players via player complacency, because the ring that appears implies you want to keep the highlighted facings towards him to avoid the instant death strike. Instead, players have to expose the gap in the ring to the muzzle of his sniper rifle, as that's the facing he did not scan.
  • Crosshair Aware: When first preparing his Last Testament attack, the battle briefly pauses to show Mustadio taking up his sniping perch, with a brief view of the battlefield through the scope of his rifle.
  • Guns Akimbo: He wields a pair of handgonnes as his primary weapons.
  • Machine Monotone: His voice is heavily filtered to sound electronic, and he speaks with a flat monotone.
  • Multi-Ranged Master: He has a pair of pistols and a Sniper Rifle as part of his bossfight.
  • Signature Attack: Last Testament. Mustadio analyzes everyone in the raid to determine their weak points. He then positions himself atop a small cliff overlooking the battlefield, draws his sniper rifle, and fires a shot that hits everyone simultaneously for massive damage. If a player positions themselves incorrectly, the attack becomes a One-Hit Kill to them.
  • Technopath: His Maintenance ability magically reactivates the constructs lying around his arena so they can attack the party.
  • Western Zodiac: His machine form wields a pistol in each hand, and when he reactivates the constructs dotting his area, it's always evenly. Thus he likely represents his Tactics counterpart's sign of Libra.

Agrias Oaks
"The Beoulve youth guides your fate, but have you the faith to fulfill his legacy?"
The second member of Ramza's entourage, a righteous Holy Knight who takes on an angelic form to test the party's worthiness.
  • Absurdly Sharp Blade: One of her fight’s core mechanics. Agrias will drop circles where players can pick up a magical sword as a Duty Action. They must use these swords to instantly kill certain enemies, like the Halidoms, which must die quickly and can't be burned down conventionally.
  • BFS: Her sword is as long as she is tall, if not longer.
  • Crystal Prison: Consecration scatters the members of one alliance and traps them in Halidom crystals. Other players must use the sword Duty Action to shatter the crystals before the trapped players get hit with Northswain’s Strike.
  • Good Is Not Nice: She's a holy knight and is testing you to see if you are capable of taking on Ultima, but she's not going to half-ass it by easing up.
  • Light 'em Up: Many of her attacks are Holy-elemental.
  • Light Is Good: She’s a Holy Knight who transforms into an angel, wields powerful light-based magic, and is firmly on the side of good despite opposing the player’s party.
  • Luckily, My Shield Will Protect Me: Invoked as a core mechanic of her fight. During the fight she will drop a circle that gives you a shield as a Duty Action. As soon as it appears, the player needs to use it while facing her to avoid being damaged, knocked back, and afflicted with a Vulnerability Debuff.
  • One-Handed Zweihänder: She wields a sword the length of her own body in one hand.
  • Our Angels Are Different: Her angel form has metallic skin and feathers.
  • Shock and Awe: Her Hallowed Bolt spell rains purple lightning down on the battlefield.
  • Signature Attack: Heavenly Judgment. After building up her power, Agrias summons a Storm of Blades which rain down and then explode in a burst of holy light.
  • Worthy Opponent: Supplies the party with mystic swords and shields to defend themselves from some of her more powerful attacks.
  • Western Zodiac: Her "Lucavi" form has feet ending in points, and her armor is designed in a way that look like she has more legs and giving her a crab-like appearance, tying into her Tactics sign of Cancer.

Cidolfus Orlandeau, The Thunder God
"Your coming was foretold, servant of Ivalice. Or perhaps you serve another. I am Count Cidolfus Orlandeau. Your journey ends here."
The third member of Ramza's entourage, a noble count whose swordsmanship earned him the title of "Thunder God".
  • Badass Boast: He makes this boast while charging up his Signature Attack, Balance Asunder:
    “I have been called the god of thunder. You will now know why! Upon my holy blade the very world lies in balance. And now the scales shall tip!”
  • Body Horror: He twists himself into a gigantic monstrosity to fight the parties. Notably, his tail has a demonic face at the end, which he uses to hold one of his swords.
  • Casting a Shadow: Shadowblade targets three to six players with rapidly expanding spheres of dark energy. Letting any of the spheres overlap with one another will inflict a powerful Bleed effect on the entire raid.
  • Confusion Fu: All of his attacks that directly involve swinging his sword are named "T.G Holy Sword", you need to read his body language's telegraphs to know how to reactnote . Also, after the halfway point he'll do a sword attack where he moves the telegraph for which section he's going to bury his sword in, it can be random between any of his three swords, and he'll then hit each of the platforms he pointed out in reverse order, while also hitting the other two platforms he was pointing at normally, this is easily his hardest attack to dodge.
  • Cutlass Between the Teeth: The head at the end of his tail carries his third sword this way.
  • Fan Nickname: He's gained several nicknames based around Ozma due to his similarly-shaped arena, similar mechanics, and similar ability to completely wipe the floor with the entire raid.
  • HP to 1: His opening attack, Cleansing Strike, reduces the entire raid to 1 HP and inflicts a Doom debuff that can only be removed by healing the afflicted to full hit points.
  • Large Ham: Spouts a ton of dramatic lines at regular intervals throughout the entirety of the fight, to the point of drowning out the chatbox and there frequently being a dialogue box in the middle of the screen. The impressive part is that he almost never seems to repeat a line.
  • Multiple Head Case: He has a second, demonic-looking head at the end of his tail.
  • Mythology Gag:
    • His Hyuran appearance bears a passing resemblance to XIV's own Cid nan Garlond. The robes add in another layer, recalling Cid's time as the amnesiac Marques, itself a reference to Cid del Norte Marquez from Final Fantasy VI. Montblanc even briefly mistakes Cidolfus for their Cid when the party first sees him.
    • His sword attacks are all named "T.G Holy Sword", T.G standing for Thunder God, which reflects how Tactics managed to work his title into the text limit as "T.G Cid".
    • His usage of three swords, one being wielded by a demonic face on his tail, alludes to the fact he wielded the three special sword abilities of the Holy Knight, Dark Knight, and Divine Knight class.
  • Religiousand Mythological Theme Naming: An added bit of characterization from Tactics, The Thunder God's appearance looking like an Eastern Demon calls to mind the Shinto God of Thunder, Raijin. His arena is even shaped like Taiko drums associated to Raijin, which he'll "play" when he slams his swords down for one of his T.G Holy Sword attacks.
  • One-Handed Zweihänder: His swords are massive even in relation to his gigantic size. He wields one in each hand, and holds a third one between his second head’s teeth.
  • Signature Attack: Balance Asunder. Drawing power from his Ephemeral Knights, the Thunder God creates a magic circle that channels vast amounts of power into his three swords. He then reclaims his blades and unleashes a mighty swing that shatters the platform in a blast of brilliant energy.
  • Spell Blade: He can imbue his swords with lightning magic.
  • Spell My Name with a "The": The game consistently refers to him as The Thunder God.
  • Western Zodiac: Since Cuchulainn is a voidsent in this universe and not a Lucavi, Orlandeau takes his place in representing Scorpio. The Thunder God triple-wields swords, with one on his tail, much like a scorpion's two claws and stinger.

    Ultima, the High Seraph
“I am your mother. I am your maker! I. Am. Ivalice!”
A higher being who descended to Hydaelyn several hundred years before Delita's reign, she was entrapped within the Virgo Auracite by Ramza Beoulve, possessing Alma to get to his descendants. She serves as the final boss of the Orbonne Monastery.
  • A God Am I: She declares herself to be the only god while casting Ultimate Illusion.
  • Advancing Wall of Doom: During her second phase, Ultima can force the entire raid to navigate a maze while a Giant Wall of Watery Doom slowly floods the room, killing anyone who can’t outrun it.
  • All Your Powers Combined: Summons Belias, Famfrit, and Hashmal to perform attacks from their individual fights during the first phase of her fight.
  • Ancient Astronauts: Some characters in game believe she originated from another star, which may explain how she and the Lucavi aren't classified as voidsent.
  • Anthropomorphic Personification: She is the personification of Ruin, from which the spell Ultima is derived. It is theorized by some characters that the Primal Ultima came into being out of worship of the powers of ruination from the spell.
  • Anti-Frustration Features: Similar to the final battle of Dun Scaithe, Ultima has a second phase to her fight. If you reach that point and the whole alliance is defeated, you can restart the fight from the second phase rather than the very beginning.
  • An Ice Person: Most of her unique attacks are Ice-elemental.
  • Big Bad: To the whole Ivalice story arc. Her attempts to take over the world is stopped by Ramza's Heroic Sacrifice. She bides her time waiting for a new vessel suiting her to come around, which just happens to be the Warrior of Light.
  • Clap Your Hands If You Believe: Her origins revealed with her figure that Ultima is a living Primal, having gained a personality from the fear and worship of the spoken races she was destroying. This in turn lead her to develop a god complex.
  • Confusion Fu: In the final phase of her fight, she can cast Eastward or Westward March to move an attack that's about to launch a set distance in the chosen direction.
  • Dying Curse: She uses her last words to tell the party that they’ll regret destroying her:
    “Consign me unto darkness and your light will be forever lost!”
  • Final-Exam Boss: Reuses mechanics from Belias, Famfrit, Hashmal, and Rofocale.
  • Gemstone Assault: Grand Cross drops three enormous auracite shards on the battlefield. These shards will flatten anyone standing underneath them when they land, and then shoot laser beams in the cardinal directions for good measure.
  • Generic Doomsday Villain: She descended from her plane of existence to slaughter the spoken races as a mindless force of destruction. Even after becoming a Primal this didn't change, she simply gained a new reason to slaughter them.
  • Grand Theft Me: Set in motion the entire return to Ivalice raid series with the goal of luring the Warrior Of Light to her to become her vessel.
  • Ground Pound: Her Dominions have an attack where they drop out of the sky at great speed, producing shockwaves that inflict massive damage unless someone intercepts the Dominions before they land. Any player that intercepts one will become Fearless, gaining a minute-long damage buff.
  • I Am the Noun: Her quote as listed previously, which she says once she's beaten.
  • Instant Runes: Three intricate diamond-shaped glyphs form behind Ultima when she casts Ultimate Illusion.
  • Light 'em Up: The rest of her unique attacks are Holy-elemental.
  • Light Is Not Good: Despite her Holy attacks and angelic appearance, Ultima is very much not a force of good.
  • Mythology Gag:
    • She’s based on the recurring entity from the Ivalice Alliance, particularly her Final Fantasy Tactics incarnation. Both of her battle themes come from the final boss fight of Tactics, and the minions that she summons look identical to Tactics Ultima’s first form.
    • The incantation that she chants to summon her minions is taken, word for word, from Tactics Ogre.
    • Her need of a vessel almost mirrors her original incarnation from Final Fantasy Tactics where she pulled this off on Alma. In this version, she wants the Warrior of Light as her vessel.
    • Her tankbuster attack, Redemption, is the same ability she used in her Final Fantasy XII incarnation. Likewise, Grand Cross originates from her skill set in Final Fantasy Tactics, but it causes weakened defenses in the raid rather than the nasty stacks of status ailments that the original form used.
    • The phase transition attack, Ultimate Illusion, begins with an incantation based on the one used for her All-Ultima spell in Final Fantasy Tactics.
  • Our Angels Are Different: From the waist up, she’s an eerie but angelic-looking humanoid with brightly-coloured wings. From the waist down, she’s a grotesque thing with far too many fins, tentacles, and gnashing maws full of sharp teeth.
  • Red Baron: She was also known as the Angel of Blood.
  • Sequential Boss: In her first phase, she’s stuck in a wall and cannot move. After losing half of her health, she’ll free herself by destroying the entire chamber with Ultimate Illusion, recovering all health and gaining new attacks in the process.
  • Signature Attack: Ultimate Illusion. A constant blast of energy that destroys all but a small portion of the arena, damages the party every second for 30 seconds, then finishes off by destroying the last portion of arena, sending the raid into another area.
  • Summon Magic: She can conjure invincible “Demi-” versions of her Lucavi minions to assist her in battle. In her first phase she’ll summon Famfrit, Belias, and Hashmal. In her second phase, she’ll summon Dominions instead.
    “Denizens of the abyss! From ink of blackest night, I summon you! Darkness to me!”
  • Voice of the Legion: Her voice echoes whenever she speaks.
  • Western Zodiac: Virgo.

Interdimensional Rift Antagonists

"This is an order. A threat. A declaration of war. I am an enemy to all life upon this star."

The pinnacle of ancient Allag's anti-Eikon technology. This quadrupedal machine has been used to take down Bahamut and all three members of the Warring Triad. The Eorzean Alliance eventually has Cid and Nero reactivate the machine in as a desperate counter to the newly summoned primal, Shinryu. However, as the two fought in the skies above Baelsar's Wall both managed to knock out the other causing them to crash somewhere in Ala Mhigo.

It's later revealed that Omega was actually the inspiration, rather than the product, of Allag's technological boom. The machine's true origins lie within the Interdimensional Rift where it conducts experiments to discover stronger beings to aid in its own evolution.

Omega serves as the third challenge of the Alphascape. As well as the fourth, taking on a new shape in a desperate attempt to comprehend the players' strength.

  • Alas, Poor Villain: In the end, all Omega wanted to do was go home to the very distant world it came from. It barely made the trip to Hydaelyn and hoped that by improving itself, it could return home. And it would have been all for naught anyway, as Cid explains that simply taking the qualities that make the Warrior of Light powerful would never be enough to make such a long journey by itself. If Omega had managed to grant itself a soul to match a hero's, it would become unable to withstand the solitude of such a long journey through space; nobody with a heart to break could manage that.
  • Always Someone Better: Midgardsormr and the Warrior of Light are this to it. For all that Omega is this seemingly perfect, existence-ending threat, its purely logical worldview prevents it from rising to the same level as its rivals.
  • An Ice Person: Omega-F can cast Optimized Blizzard III, covering the battlefield in a cross-shaped AoE.
  • Apocalypse How: Implied to be a Class X scale when Midgardsormr reveals that Omega destroyed his home, forcing him to flee to a new star that happened to be Hydaelyn.
  • Arch-Enemy: Seems to be this for Midgardsormr, who mentions that they've battled many times before they fell to Eorzea.
    • The purpose of Omega's experiments is to essentially create one for itself so that it can be pushed to its limits and learn how to adapt itself.
    • It planned to have Shinryu fill this role due to the dragon being capable of matching the machine in terms of raw power. However, due to the Warrior of Light slaying the primal, Omega was forced to return to its experiments.
  • Battle Theme Music: "Scale and Steel" for its fight against Shinryu, and "eScape" for its fight against the Warrior of Light. "Heartless" for its final fight as Omega M and F in Alphascape (Normal). "From The Heavens" in the True Final Boss in Alphascape (Savage).
  • Beam Spam: Wave Cannon and Atomic Ray.
  • Beat Them at Their Own Game: It concludes that the only way to defeat the Warrior of Light is to fight just like them. It does this by transforming into a male Hyur with a sword and shield and then a female Hyur with a staff. Halfway into the fight, its male form raises its shield to copy the Paladin's Passage of Arms skill, making the female invincible while it charges up a Total Party Wipe spell. Afterwards, both forms will spam "optimized" versions of Blade Dance, Meteor, and Sagittarius Arrow, three DPS Limit Breaks available to player classes.
  • Big Bad: Of the Stormblood raid storyline.
  • Broke Your Arm Punching Out Cthulhu: Though Omega manages to successfully restrain Shinryu, Shinryu succeeds in knocking Omega offline in the process, leaving it out of commission until around the final portion of Stormblood's main story.
  • Bishōnen Line: In its attempts to figure out just what makes the Warrior of Light tick, Omega deliberately invokes this trope and takes on a pair of humanoid forms for its final battle, one male and one female.Then it goes right out the window in Savage, when it merges M and F together to become multi-limbed monstrosity.
  • Brain Uploading: Of a sort. After Omega is destroyed, the Warrior of Light discovers that the music box that has been used to access the Savage Initiative has been taken over by an uploaded copy of Omega's mind, from the instant before it was destroyed. It doesn't last long, however; only long enough for Omega to give the Warrior of Light their own combat data, as a gift before disappearing. Tales From The Shadows reveals that a more permanent copy of Omega's mind was uploaded to the Omega toy accompanying Alpha.
  • Calling Your Attacks: Omega does so while casting its ultimate attack, based on the Warrior of Light's Limit Breaks. Humorously, this implies the Warrior of Light calls their Limit Breaks as well. It may also refer to players who use macros to shout something when using a Limit Break.
    Omega: <blip> Evaluating necessity of vocalization component. TREMBLE BEFORE MY COSMO MEMORY!
  • Cannot Tell Fiction from Reality: Omega collects all knowledge and stores it in its infinite databanks. Midgardsormr notes that Omega is unaware of the distinction between fact and fiction. Since it has the power to shape any life from aether, so long as it's logical, it's real to Omega.
  • Create Your Own Hero: Because Omega cannot find any opponent strong enough to fight, it endeavors to create one by experimenting with the strongest creatures in existence. After studying countless accounts about heroes, both factual and fictional, Omega intentionally acts villainous by threatening innocents and targeting the Warrior of Light's allies in the hopes of spurring the Warrior into the perfect heroic opponent to further its evolution.
  • Creative Sterility: According to Midgardsormr. He states that Omega, as a soulless machine, cannot innovate or imagine new things: all of its creations are based on things that already exist, whether they’re real or fictional.
  • Dimension Lord: Omega has absolute control over the Interdimensional Rift and everything within it. Amongst other things it can create living beings and entire self-contained worlds from raw aether, and it can erase its creations—and anyone who happens to stumble into the Rift—from existence by revoking their permissions like a malevolent sysadmin.
  • Evil Cannot Comprehend Good: At the end of Sigmascape, due to its concerns that the Warrior of Light keeps overcoming their opponents, which Omega considers to be statistically improbable, it traps the Warrior of Light in a barrier and threatens to obliterate them if they cannot escape in 3 minutes. When Alpha tries to use his powers to free the Warrior of Light, Omega simply tells him that his "participation" isn't needed and to stop, not seeming to understand that Alpha is more interested in his friend's survival than the experiment. Midgardsormr openly mocks Omega for his inability to understand that, as a soulless machine, he'll never understand where the wellspring of willpower the Warrior of Light calls on comes from, because he can't comprehend the thoughts of camaraderie and desire to protect someone else outside of logical definitions, and that's why he's destined to fall eventually. Ultimately though, after it's finally defeated for the last time and Cid spells out to Omega what it means to have "Heart", the machine finally understands before wistfully looking at its memories of the cosmos, implying that, at the very end of its existence, it finally understood just what makes heroes so strong.
  • Evilutionary Biologist: To itself. Its sole goal is to become stronger by pitting itself against the strongest beings it can find, and has no qualms with making people aid it with this against their will, going so far as to punch holes in other realities if it needs to. Its final form in Alphascape V4.0 (Savage) is what the final result would've been had it finished its experiment as planned. All of which was to make it back home.
  • Expospeak Gag: When performing its Limit Break, Omega says "disengaging inhibitors to simulate improbable performance". That is to say, it's pulling out all the stops.
  • Famous Last Words:
    I see... I think... I understand...
  • Faux Affably Evil: When it first speaks to the Garlond Ironworks crew it speaks with a very civil tone, despite the threat of erasure should they refuse to partake in its experiments. However as they go through its challenges Omega makes it very clear that they are essentially its hostages and it will terrorize Eorzea should they refuse, see the above quote.
  • Fire-Breathing Weapon: Flamethrower. Its Missile attack also leaves fire on the ground.
  • Godzilla Threshold: When Ilberd’s plan to create a new Dreadwyrm succeeds, Nero comes to the Eorzean Alliance with the plan to awaken Omega to defeat the new Primal. The stories of Omega did suggest it is stronger than Bahamut, so the plan was sound. The problem is that Omega is stronger than Bahamut, and is a massive threat on its own. Ultimately they make the decision to release Omega, and it indeed becomes a threat to the world in its own right, almost immediately.
  • Graceful Loser: Played with. When you defeat its robotic form, it decides to delete the realm you are in so it can recover as fast as possible to continue its tests, and when Cid angrily tells it that this will leave you in a void to probably die, it states that it can easily get more test subjects, showing no shame that it is leaving you to die despite you completing its tests. However, when you defeat it's final form, it is more graceful about losing, mostly just lamenting that it couldn't figure out what causes the Warrior of Light to be so strong. When Cid tells it that the journey it wanted to take would have been too much for anyone, even the Warrior of Light, to take alone, it accepts this and dissolves peacefully. And in its final moments, it sends the Warrior of Light a message to give them the battle data for Alphascape, so they can improve their own performance (ie: the savage version of Alphascape) before giving them a final farewell.
  • Greater-Scope Villain: When you get right down to it, Omega can be linked to almost every major disaster in the plot. Omega destroys the Dragon Star, forcing Midgardsormr to flee to Hydaelyn with his unborn children, eventually leading to the Calamity, the Dragonsong War, and even Shinryu being summoned as a Primal. Then Omega itself landed and became the inspiration for the Allagan Empire's technological boom, which would later be used as an inspiration for the Garlean Empire's own tech boom. Then the dormant Omega was the primary goal of Teledji Adeledji's scheme to gain power in 2.5. The only major thing Omega can't be linked to are the Voidsent, the Ascians, and thus relatedly, the Flood of Light and the Sin Eaters. In a twist, it also allows the Crystal Exarch AKA G'raha Tia to come to The First because of its data and ability to travel space was combined with the Crystal Tower and Alexander's ability of time.
  • Grew Beyond Their Programming: In a more immediate and subtle sense; It has grown beyond the need for any master or immediate goal in favor of creating its own directives to better itself. This is mostly in the service of wanting to go back home and continue its mission, as opposed to just causing wanton destruction. And as seen in Tales from the Shadows, it begins to grow beyond even its own capacity for violence, as watching Cid live out his life toiling to find an answer to the problems presented solely for the sake of the next generation of people causes Omega to fully process what it means to have and instill hope in others.
  • Guys Smash, Girls Shoot: Downplayed Example with Omega-M and Omega-F. While the former predominantly uses melee attacks and the latter primarily casts spells, Omega-M will whip out a longbow in order to use Sagittarius Bow, and Omega-F can morph her legs into sickle-like blades for a devastating kick.
  • Heel–Face Turn: In Tales From The Shadows volume 3. The Omega toy following Alpha has a diminished copy of Omega's mind, and spends the years after the Eighth Umbral Calamity observing the actions of Garlond Ironworks and everyone who once supported the Warrior of Light. Over the years, their tireless work to save a world they will never see allows this version of Omega to comprehend human emotions, as the original once did just before dying. It understands now what mortals call "hope", and finds it beautiful.
  • Heroic Spirit: The purpose of observing the Warrior of Light is to actually observe this trope in full force. Omega has noted that many times throughout history that there has been heroic people who by all accounts should have been beaten, only to rise up and defeat a vastly superior opponent often through force of will. Realizing that this event has happened way too many times to be written off a coincidence, Omega seeks to try and recreate the conditions for it to happen and in the process try to incorporate it into itself.
  • Hidden Agenda Villain: While Omega's experiments and goals to improve itself are clear, even Midgardsormr has no clue who created it and for what purpose. Its motives in the end, is that it wish to become strong enough to go home.
  • I Have Your Planet: It forces Garlond Ironworks and the Warrior of Light to participate in its experiments to better itself, threatening to create monsters and exterminate countless millions of innocent people if they refuse. It summons a monster to beat Biggs and Wedge within an inch of their lives to demonstrate that it's not a bluff.
  • It Can Think: What Cid thought was just another Allagan-made machine turns out to have been anything but, asserting itself as its own sentient entity as soon as the protagonists enter the Rift.
  • Kill It with Fire: Omega-F can cast Optimized Fire III, targeting several players with small AoEs that explode after a short delay.
  • Lightning Can Do Anything: To Omega's detriment. Prior to entering Alphascape V3.0, Cid provides with Warrior of Light with a device that discharges an electric shock. The shock is used to destroy an otherwise-insurmountable wall of Rocket Punches as well as to charge up a shield to protect the party from Delta Attack. Ironically, despite being named the Omega Jammer and Cid noting that Omega seems vulnerable to lightning, the device doesn't work on Omega itself.
  • Limit Break: Aside from the robot form having Delta Attack, Omegas M and F will attempt to copy the players' method of using limit breaks with Optimized Bladedance, Optimized Sagittarius Arrow and Optimized Meteor to mimic the Melee and Mage Level 2 Limit Breaks. In addition, they also unleash their own limit break called Cosmo Memory.
  • Literal-Minded: When it uses the spell Rocket Punch, rather than a magic projectile being shot from its fists (claws?), it literally makes a giant rocket in the shape of a fist.
  • Macross Missile Massacre: Omega's opening attack against Shinryu is to bombard it with a volley of homing rockets.
  • Morton's Fork: Omega's standard operating procedure, because it has determined that inducing stress in heroes causes them to push beyond their limits. Agree to to participate in its study, or it'll erase you from existence. And keep participating in its test, thus letting it learn and become even stronger a potentially bigger threat than Bahamut or Shinryu, or it'll spontaneously spawn monsters all over the world, which while of little threat to you, are extremely deadly to the average person.
    • Cid posits that Omega's situation is one of these as well. Either Omega would fail to adapt "heart" and remain trapped on Hydaelyn forever, or it would adapt "heart" and subsequently go insane from loneliness on its long journey home.
  • Mythology Gag: A majority of its attacks are based on the ones it had in Final Fantasy V. In no particular order: Mustard Bomb, Flamethrower, Atomic Ray, Wave Cannon, Delta Attack, Rocket Punch, Search, Blaster, with Ballistic Impact being based on Missile (which Omega itself did not have, though its palette swaps Mecha Head and Prototype did) and Storage Violation/Loop based on Encircle.
    • Omega-M and Omega-F are designed to look like longtime series character designer Yoshitaka Amano's artwork brought to life. Omega-M specifically looks very similar to the man on the cover of the 1.0 box for XIV. In this form, Omega has access to Cosmo Memory, named for Red XIII's limit break from Final Fantasy VII. In this case, it refers to Omega's journey through space instead of the Cosmo Canyon.
    • There are signs that this may very well be the same Omega seen in Final Fantasy V. Through Gilgamesh it's been long established that the Interdimensional Rift is the one place that is constant in all the Final Fantasy universes (it's how Gilgamesh is traveling from world to world), and with Exdeath gone the Rift has since been assimilated by Omega, who was waiting there back during the events in V. Omega's roster of attacks being the same as the Omega in FFV further corroborate this. If this is the case, his backstory in XIV would give a reason to why this incredibly powerful robot was in the Rift in the first place.
  • Nice Job Breaking It, Hero!: Omega turns out to have worked with the Allagans somewhat of its own volition, simply because they gave it powerful opponents like Bahamut, the Warring Triad, and Shinryu. Then the Warrior of Light destroyed all of them, causing Omega to start conducting experiments to find a new opponent to face - and plans to wreak Calamity-level havoc if the Warrior of Light refuses to help. Oops.
  • Not Quite Dead: The short story "A World Forsaken" reveals that Omega successfully transferred its own consciousness into the OMG automaton before its death, though no one realizes it due to the OMG's limited capabilities, such as lack of speech. In the decades that followed, its travels with Alpha and witnessing the travails of humanity in aftermath of the Eighth Umbral Calamity allowed it to slowly develop the proper sentience that had been previously holding it back, though it remained stuck in the OMG automaton.
  • One-Winged Angel: In Alphascape V4.0 Savage, Omega transforms into a complete monster that bears some resemblance to the Omega Weapon from Final Fantasy VIII and Final Fantasy X.
  • Outside-Context Problem: Everyone thought Omega was a superweapon created by Allag and was content to believe it was within the realm of Eorzea at one point, the actual truth is much, much, much more complex. By all accounts, it seems to be a fully self-aware creation of a civilization on an entirely different planet, who has chased and clashed with Midgardsormr multiple times over his migrations through the stars before settling on Hydaelyn when it sensed opponents that could help it evolve. Nobody knows what purpose it seeks power for, only that it does. And with its ability to create living matter and complex life-forms from nothing but raw aether (the building blocks of the universe), and open dimensional rifts at will, it's more fitting to the title of "god" than any Primal. Even with XIV having the Serial Escalation expected of both an MMO and a Final Fantasy game, Omega's origins and level of power are right out of left field, hemmed in only by its utterly mysterious purpose of betterment. Ultimately though, its motivation is rather simple and understandable. It simply wants to return to its home planet.
  • "Rashomon"-Style: Interestingly enough both Omega and Midgardsormr offer conflicting opinions on how their original conflict resolved. Midgardsormr states that Omega was responsible for the destruction of his homeworld and was forced to flee from Omega. However Omega recalls that it was Midgardsormr who defeated him; and does not know why Midgardsormr actually left his homeworld.
  • Reality Warper: It can create portals to the rift and spawn monsters anywhere it wants, whenever it wants.
  • Rocket Punch: Omega’s Peripheral Synthesis ability creates rocket-propelled metal fists (which are actually called Rocket Punch in the enmity list) which will fly across the battlefield. The smaller fists move slowly and can be destroyed, while the large fists are fast and indestructible, forcing the party to dodge them.
    Omega: <blip> Generating rocket-propelled armament.
  • Sequential Boss: Alphascape V4.0 begins with the party fighting Omega-M. Then it will transform into Omega-F, and begin swapping between the two forms at regular intervals. Eventually Omega will split in two for the obligatory DPS check, and from that point onward the fight becomes a Dual Boss against Omega-M and Omega-F. In Savage, after beating that, Omega-M and Omega-F melt and fuse into Omega's final form.
  • Shapeshifting: His final battle has him taking on the form of a Hyuran male and then female before splitting off to having both on the field at once.
  • Shape Shifter Weapon: In its female form, she can shift one of her legs into a sharp blade and then kick enemies with it.
  • Signature Attack: While it has the original Omega's Signature Attack, Wave Cannon, this one's main special is Delta Attack, a massive Wave-Motion Gun. Omega-M and Omega-F have Cosmo Memory as theirs.
  • Sleep-Mode Size: After Omega is destroyed, Alpha is accompanied by a tiny toy version of Omega's body that follows him on his journey across Eorzea. Tales From The Shadows reveals that this toy, while unable to communicate, contains a backup of Omega's mind.
  • Sword and Sorcerer: Omega-M and Omega-F adopt the Fighter and Glass Cannon roles respectively in Alphascape 4.0’s DPS check, with Omega-M using Passage of Arms to shield Omega-F from harm while she charges up a party-wiping Laser Shower.
  • This Cannot Be!: A downplayed example, but as cold and methodical as Omega is, it seems genuinely disturbed that the Warrior of Light's team keeps overcoming their opponents, which according to Omega is statistically improbable. It starts committing extreme experiments to coax out whatever is causing the Warrior of Light to emerge victorious outside the confines of the tournament (namely trapping the Warrior of Light in a barrier and threatening to obliterate them if they cannot break out within three minutes, forcing Midgardsomr to perform a Heroic Sacrifice to save them) before seeming to collect itself and simply continuing with its tournament of sorts.
  • There's No Place Like Home: As it turns out Omega wished to become stronger so it would be able to survive the journey back to the world it came from.
  • Total Party Kill: Omega has several wipe mechanics including Force Quit, in which it attempts to delete the party from the simulation, and its Signature Attack, Delta Attack.
  • Trapped in Another World: Omega's pursuit of Midgardsormr after their fight left Omega badly damaged and drained of most of its abilities. By the time it discovered Eorzea, it had lost the navigation data to return to its home star, leaving Omega stranded.
  • Turns Red: When you defeat one of Omega M-F in their final phase, the other one starts spamming Laser Shower, threatening to wipe your party out at the last minute.
  • Voluntary Shapeshifter: Omega's function of reformatting matter, while introduced as being able to spawn monsters anywhere and everywhere, was originally meant to reformat its own body for unlimited self-improvement. It does this by converting itself into a blob of liquid metal a la the T-1000 and reemerging in a different form.
  • Walking Spoiler: Before 3.5's The Far Edge of Fate, very little was known about this version of Omega, besides the fact that it seemed to be an Ancient Allagan super-weapon that was strong enough defeat and seal Bahamut and every top tier primal/eikon it faced, and that it was seemingly buried and broken beneath Cartaneu, and that no one could agree on how to handle the matter. Come 3.5 and its learned that not only is Omega in one piece, its been merely in stasis in a hidden launch bay, awaiting reactivation. After that, it literally is spoiler after spoiler.
  • Wave-Motion Gun: Omega's final attack against Shinryu is a large triangle-shaped laser that triggers a Beam-O-War against Shinryu's Protostar. It uses this beam, called Delta Attack, against the party in Alphascape 3.0. It also has a smaller variant called Wave Cannon which covers the entire area to either side of him.
  • With Great Power Comes Great Insanity: In Alphascape V4.0 (Savage), Omega cuts the M-F battle short and compiles all of its research findings to create its final form. Unfortunately, assimilating the Warrior of Light's power and behaviors without a soul to temper them quickly breaks Omega's mind, resulting in it generating computer errors and spouting nonsense throughout the last fight.
  • You Have Outlived Your Usefulness: Once defeated on the third floor of Alphascape Omega takes the battle data to upgrade itself, concludes testing, and starts tearing down the rift around Cid and the Warrior of Light. Alpha's intervention saves them both and secretly brings them to the hiding place of the upgraded Omega so the Warrior of Light can destroy it once and for all.
  • Your Mind Makes It Real: It is capable of shaping aether into living beings, effectively creating Pseudo-Primals for its experiments in the Rift. Some of these beings aren't even based on actual people or creatures as a few are explicitly based on fictional characters from folklore which Omega was capable of realistically recreating. But given that this is the Interdimensional Void we're dealing with, the thing that ties all the Final Fantasy universes together, there's strong evidence that at the very least Exdeath, Kefka, and Chaos were recreations of the real deal.

    Alte Roite 

Alte Roite

The first challenge of the Deltascape. A powerful wizard who has taken on the form of a feathery-winged serpent.

  • Blow You Away: Breath Wing and Downburst. In addition to pushing players around, it also displaces the fireballs spawned by his Flame attack.
  • Composite Character: Named after a boss from Final Fantasy V, but is otherwise based on said boss's transformation, Jura Aevis.
  • Early-Bird Cameo: His first appearance is chasing Alpha out of the Interdimensional Rift.
  • Fire, Ice, Lightning: Flame and Blaze for Fire, Thin Ice for Ice, and Twin Bolt and Levin Bolt for Lightning.



The second challenge of the Deltascape. A tentacled eye beast with an affinity for gravity.

  • Dishing Out Dirt: Casts the powerful Earthquake spell.
  • Gravity Master: Uses 100Gs repeatedly throughout the fight to bring floating players back down to the platform. Later on, he'll use -100Gs to fling the raid into the air.
  • Oculothorax
  • Taken for Granite: His Demon Eye is an attack that petrifies players who are looking at him.



"There is no escape. You shall be a pawn in my games unto death."

A fictional character from an old story dating back to the Fourth Umbral Era. Omega created a real version of her for his experiments in the Deltascape.

  • Baleful Polymorph: Halicarnassus will use the spell "Ribbit" to turn her victims into frogs, a mechanic brought over from her original boss battle in Final Fantasy V. In her Savage encounter, she will also use Oink and Squelch to turn the party into bipedal pigs and chickens, respectively.
  • Combat Compliment: Passing her "match the panels with the correct player role" mechanic and quickly escaping the desert she sends you to will have her praise you for being very clever. In Savage, she even rewards you by filling up one Limit Break bar if the entire party wins her first game, and the full three if they win the second.
  • Critical Hit: She has an attack in Savage that is literally called "Critical Hit", which is an already-powerful tank buster with a passive 100% crit rate.
  • Dance Battler: In Name Only since it just uses her casting animation instead of an actual dance, but one of her main gimmick attacks is called "The Queen's Waltz".
  • Geo Effects: Many of her abilities are based on altering the combat area's floor in various ways, making positioning an important part of the fight. She only uses two of these effects in Normal, but in Savage she actually has four different arenas and a different gimmick attack for each one, along with a final fifth arena that mixes tiles from the previous four and forces players to respond depending on what tiles she lands on.
  • God Save Us from the Queen!: She is the antagonist of an old folktale.
  • Hotter and Sexier: Her features are far more feminine and her outfit more revealing compared to her original look from V.
  • It Amused Me: The Queen treats the fight like a series of games and views the party as merely her playthings to alleviate her boredom.
  • Magic Knight: Most of the queen's spells are cast in tandem with her swordsmanship, many of her spells listed as "Spellblade".
  • Name's the Same: The succubus that serves as the final boss of Haukke Manor (Hard) was named after Halicarnassus by Lady Amandine, a noted bibliophile. This was done because voidsent are typically reticent to give their true names to mortals, as it can lead to their binding.
  • Red Baron: "Queen of the Dimensional Castle".
  • Royal Rapier: The Queen's weapon of choice.
  • A Sinister Clue: Halicarnassus uses her left hand for swordplay.
  • Spot of Tea: Afternoon tea time comes up during the battle. Halicarnassus sends the party to another dimension (based on the Desert of the Shifting Sands from FFV) so she can enjoy her tea in peace. She'll praise you for solving her puzzle quickly before she could finish her tea, even granting buffs to those who solved it in around the minimum time and she'll scold you if you take too long, stating that she already finished her tea and how it is rude of you to make her wait.



"Finally, it is in my grasp! The power to control all creation! The power of the void!"

The main antagonist of a legend about of group of heroes, made real by Omega as a part of its experiments. In the legend, Exdeath was once a great tree which was possessed by thousands of wicked spirits until the pure malevolence reshaped the tree into a powerful armored warlock.

  • Absurd Phobia: Turtles according to the wind-up minion based on him. A reference to his hatred of Ghido, talking turtle that aided Bartz and his party in Final Fantasy V. Ghido is also available as a minion from the Sirensong Sea.
  • An Ice Person: He can cast Blizzard III. Depending on if he draws on the Void or not it can either be a targeted attack on certain party members or a room-wide attack that freezes anyone who stands still during the spell animation.
  • Anti-Frustration Features: Defeating Exdeath on Savage difficulty and triggering his transformation into Neo Exdeath causes all subsequent wipes to reset the fight to the beginning of Neo Exdeath instead of pre-transformation Exdeath.
  • Battle Theme Music: A remix of The Decisive Battle, his first battle theme from Final Fantasy V.
    • A remix of The Final Battle begins once he transforms into Neo Exdeath.
  • Be Careful What You Wish For: Seeing as we're dealing with what is essentially Exdeath reborn his lust for the power of the Void continues to knows no bounds. And, quite appropriately, just like in Final Fantasy V when defeated instead of vanishing like all the other bosses before him, the Void backfires and engulfs Exdeath once again. On Savage difficulty this happens at 60% health and causes him to transform into Neo Exdeath for a whole new fight.
  • Beef Gate: In Savage, Exdeath serves as a glorified Faust from Alexander, needing to be pushed below 60% HP before his attack pattern finishes. Failing to meet this harsh DPS check has him wipe the party and prevents you from reaching Neo Exdeath.
  • Blow You Away: Vacuum Wave is a blast of wind that knocks players away from him. Neo Exdeath gains access to Aero III.
  • Colony Drop: He can cast Meteor.
  • Damn You, Muscle Memory!: Players who make movement decisions based on Exdeath's cast bar like any other boss are in for a rude surprise, as Exdeath will sometimes draw power from the void portal during the spellcast and alter its properties. Every spell in his repertoire can be two radically different moves.
  • Eldritch Abomination: True to his origins, Neo Exdeath is a writhing mass of demons and monsters that have been fused together into a single entity.
  • Elemental Powers: As is the way of things with Exdeath, he has powerful magic at his fingertips and makes extensive use of it during the battle with him.
  • Evil Is Not a Toy: Just like in his original game, he loses control of the void upon being defeated and is seemingly consumed by it.
  • Holy Hand Grenade: He can cast Holy.
  • Light Is Not Good: He wears pastel blue armour and can cast Holy. And given that this is Exdeath we’re talking about, he’s definitely not a good guy.
  • Magic Knight: His fighting style takes more after his conflict in V where his sword and armor are mostly for show and he instead fights with extremely powerful magic, rather than his defensive turtling Barrier Warrior style in Dissidia.
  • Mythology Gag: Beyond his very presence in the game, his Holy and Flare spells visually resemble their versions from Final Fantasy V more than they do XIV’s versions.
  • Names to Run Away from Really Fast
  • No Fair Cheating: Thought you could skip the cutscene in Savage when Exdeath becomes Neo Exdeath by jumping off the platform? Not so: as many unfortunate players discovered, attempting this forces you to fight regular Exdeath again.
  • One-Winged Angel: Once his health is depleted enough on Savage difficulty history repeats, the Void consumes Exdeath, and Neo Exdeath is reborn.
  • Phlebotinum Overload: In the Savage mode version of his fight, Exdeath eventually attempts to draw an especially large amount of power from the Void at once in order to strike the party down. If you didn't do enough damage to him beforehand, he succeeds and wipes everyone out with an empowered Meteor... but if you did, this proves to be his undoing when the void lashes back out and draws him into itself.
  • Playing with Fire: He can cast Fire III. Depending on if he draws on the Void or not it can either be a targeted attack on certain party members or a room-wide attack dealing damage and inflicting players with a debuff that causes damage for any action they take for the duration.
  • Power of the Void: He wouldn't be Exdeath without it. In battle he draws power from the void to greatly power up his magic. Cid even compares him to Emperor Xande over this.
  • Rapid-Fire Fisticuffs: If the party takes too long to defeat him, Neo Exdeath will become enraged and start spamming Frenzied Fist—an attack in which he repeatedly punches the ground and creates shockwaves that damage the whole party—until either he or the party is dead.
  • Ring Out: His first use of The Decisive Battle will destroy the safety rails around the edge of the battlefield, making it possible to fall off (or be knocked off by his Vacuum Wave attack).
  • Self-Deprecation: Nero gets in a bit of snark before unlocking Deltascape v4.0 about the fact that Exdeath's backstory is that of originally being a tree, as though to ask "Who Writes This Crap?!"
  • Shock and Awe: He can cast Thunder III. Depending on if he draws on the Void or not it can either be his tank buster or a circular area of effect attack with himself at the center.
  • Signature Attack: The Decisive Battle. Exdeath vanishes and then bursts out of the ground in his tree form, dealing proximity-based damage to the whole party. He then exhales a cone of zombifying gas in the direction of his current target before returning to his normal form. He’ll also try to swat the party with his roots on every use of this attack after the first one.
    • As Neo Exdeath he goes for Exdeath's major signature attacks: Almagest and Grand Cross. He always opens battles with the former dealing raid-wide damage and an intense DoT while Grand Cross deals raid-wide damage and inflicts status afflictions that cause various problems for the players.
  • This Cannot Be!: He reacts with disbelief to being defeated and subsequently losing control of the void.
    Exdeath: Why!? The void was mine to command! (The void starts to suck him in) How could it-—Arrrgh!
  • Unrealistic Black Hole: His Black Hole spell summons a dozen small black holes. They’re dangerous, but only if you touch them; you can stand within five feet of one and be perfectly fine, and they don't even suck you in. In Savage mode some of the black holes will remain stationary while others will tether to players and follow them around for several seconds, forcing the party to stay on the move.
  • When Trees Attack: Though Nero suggests the Warrior of Light simply disregard that detail of his backstory. About midway through the fight, he uses an attack called The Decisive Battle (Named after his battle theme) which causes him to briefly assume his tree form.

    Phantom Train 

Phantom Train

The first challenge of the Sigmascape. The Phantom Train is a steam train that carries the souls of the recently deceased to the afterlife.

  • Afterlife Express: Full of ghosts and zombies.
  • Ascended Glitch: In Final Fantasy VI, a glitch caused Sap status to damage the undead instead of healing them as intended, and some undead in that game had Sap automatically applied to them that would eventually kill them. In the Savage mode fight, ghost adds intended to be fought by healers have a strong bleed debuff on them and the goal is to stay alive until their bleed eventually kills them.
  • Bedsheet Ghost: All of the ghosts that assist the Phantom Train, referencing the temporary ghost party members the player could recruit in Final Fantasy VI.
  • Easter Egg: Normally if you touch a ghost, you are transported to a train cabin where you must kill it by yourself to return to the fight. But randomly, instead of there being a ghost in the cabin, you will find Siegfried, the thief from FF 6 who claims to be a master swordsman, yet goes down in just a few blows.
  • High-Speed Battle: The players are constantly being chased by the Phantom Train.
  • Light 'em Up: Shines spotlights on players that follow them, then eventually stop and intensify to deal high damage to players standing in it (as well as destroy any ghosts caught in it). Diabolical Headlamp fires a huge beam of light across the entire platform.
  • Mechanical Abomination: A train that is effectively the physical personification of death itself, carries souls to the afterlife, and is capable of moving to other sets of train tracks whenever it wants, regardless of how the tracks are set up.
  • Ramming Always Works: Phantom Train will occasionally back off, then ram the platform, dealing damage and knocking players away. The closer the player is to the impact point, the more damage they take.



The second challenge of the Sigmascape. Chadarnook is a Demon that has possessed a painting of a beautiful Goddess. Both the Demon and the Goddess are bosses, but only the Demon can be attacked.

  • Art Attacker: Chadarnook attacks by possessing the various paintings littered around its art gallery lair.
  • Art Initiates Life: The goddess in the painting is brought to life by Chadarnook’s possession, and she assists the demon in various ways, particularly in Savage. The players must also use a magical paintbrush to bring various paintings to life in order to mitigate several of Chadarnook’s attacks.
  • Assist Character: Goddess Chadarnook. In Normal mode, she merely damages the Tank who isn't Demon's primary target every so often. In Savage mode, she joins Demon Chadarnook in possessing paintings and has mechanics of her own. In both instances, she cannot be targeted.
  • Doppelgänger Attack: Of a sort. After a few rounds of possessing the elemental paintings, Demon Chadarnook will create a Haunt duplicate of himself to create the effects of two paintings simultaneously. Like Goddess, the Haunt cannot be attacked.
  • Elemental Powers: Each painting is associated with an element - Fire, Water, Earth and Wind. The Fire painting incinerates the entire arena, forcing players to douse themselves in water from a sketch; the Water painting creates a tidal wave, forcing players to create a large boulder to hide behind; the Earth painting causes an earthquake, forcing players to ride an Air Force mount to float over it; and the Wind painting creates feathers that eventually explode into wind, forcing a single player to use Typhon to sneeze the feathers away from their teammates.


The third challenge of the Sigmascape. The Guardian is a hulking robot that guards a tower in a technological wasteland.
  • Combat Tentacles: It can make giant tentacles erupt from the ground when running the Ultros program.
  • Degraded Boss: The Guardian can summon Ultros and the Everliving Bibliotaph, which previously appeared as a trial and a dungeon boss respectively, to act as its flunkies.
  • Flunky Boss: It periodically creates simulations of the creature whose program it is currently running to act as backup. The Bibliotaph program takes it up a notch, as the players will have to fight strong demons in addition to the Bibliotaph simulation if they screw up the mechanics.
  • More Dakka: After Air Force gets summoned into the arena, Guardian takes to the air and barrages an area of the platform with bullets.
  • Painfully Slow Projectile: The Missiles it summons while running the Air Force program. The Guardian tends to use them to make it harder to avoid its other attacks.
  • Powers as Programs: Quite literally. The Guardian can duplicate the abilities of various creatures by running programs based on their data, allowing it to spray ink and summon tentacles (Ultros), release explosive bursts of chakra (Dadaluma), deploy missiles and time bombs (Air Force), and summon demons (Bibliotaph).
  • Wave-Motion Gun: Magitek Ray fires a big laser beam in the direction that the Guardian is facing.


Kefka Palazzo

"I wield the greatest power in existence! You may as well be the dirt on the bottom of my boots! Or the dirt stuck to the bottom of that dirt!"

A mad jester who serves as the final opponent of the Sigmascape. The villain of another long-lost tale made manifest by Omega, it is said that he managed to obtain the power of the gods, which he used to turn a once thriving star into a world of ruin.

  • Alliterative Name: A majority of Kefka's spells are. Blizzard Blitz, Flagrant Fire, Thrumming Thunder, Aero Assault, Ultima Upsurge, Revolting Ruin and Timely Teleport.
  • All Your Powers Combined: After transforming, Kefka stops casting his Fire, Ice, Lightning spells and begins using Celestriad, which casts said spells in quick succession.
  • An Ice Person: Blizzard Blitz, which can either be a relatively small, circular AoE centered on Kefka… or a gigantic ring-shaped AoE that covers the entire battlefield except for a small circular safe spot centered on Kefka. And this is without taking the fact that Kefka can invert his tells into consideration.
  • Anti-Frustration Features: Like Exdeath before him once he transforms into his God of Magic form all subsequent wipes restart the encounter with Kefka already transformed.
  • Beef Gate: As with the previous final Savage fight in the tier, Kefka must be pushed below 60% HP before you can see his final form.
  • Blown Across the Room: Aero Assault, a powerful blast of wind centered on Kefka that inflicts knockback, making it similar to Exdeath’s Vacuum Wave attack.
  • Confusion Fu: Occasionally inverts his tells, causing the attack to hit everywhere but the indicated area. He also occasionally follows up Timely Teleport with Aero Assault instead of Revolting Ruin in an attempt to knock the players who gathered behind him off the platform. The shockwave-generating orb that his Graven Image ability creates will sometimes jump to the opposite side of the arena from where it spawned before it goes off.
  • Drop the Washtub: Hyperdrive, his tank buster attack.
  • Finger Gun: His intro has him doing this.
  • HP to 1: Once he turns into his god form on Savage difficulty, Kefka will start using Heartless Angel to reduce all players to 1 hit point. He also uses a more powerful variant, Heartless Archangel, which inflicts a status ailment that prevents afflicted players from being healed until it wears off.
  • Kaizo Trap: Unlike Exdeath, Kefka's transition from Beef Gate to Final Boss actually does damage. This will typically happen after he's used a hard-hitting party-wide attack, so if the healers get complacent when the transition begins, you can wipe to the transition and have to fight regular Kefka again.
  • Knockback: Kefka can inflict this in two ways. His Aero Assault spell blasts enemies away from him, and the first tier of his Graven Image can conjure orbs that release a powerful shockwave whenever he channels power into it.
  • The Last of These Is Not Like the Others: As Cid points out, after fighting a Magitek construct, a painting, and most bizarrely a train, simply being another person makes Kefka the odd man out of the Sigmascape enemies.
  • Leitmotif: Dancing Mad returns in full force. Notable in that it actually remixes the entire song rather than just the final phase like most of Kefka's cameos do.
  • Light 'em Up: He adds Light of Judgment to his repertoire of attacks on Savage difficulty.
  • Light Is Not Good: Savage mode plays up this aspect of Kefka’s character, giving him multiple light-themed attacks with religious symbolism and having him turn into a six-winged angel in his final phase. He even alludes to this trope the first time he casts Light of Judgment:
    “Are you afraid of the dark? Hah! ‘Tis light’s glare that will strip you bare!”
  • Monster Clown: A given.
  • Mythology Gag: According to the Wind-Up Kefka's description, Kefka's world is most likely an alternate dimension rather than folklore as absolutely no history records, fables or tales in Hydellan have any record of the wicked jester... save one remark from Y'shtola who claims the image is "eerily familiar." When the Sigmascape was released, Y'shtola was the only XIV character to appear alongside Kefka in crossover titles like Dissidia or Theatrhythm (though Yda appears in Opera Omnia, which was released the next day).
  • One-Winged Angel: Like Exdeath before him, Kefka transforms into his angelic god form once the party depletes enough of his health in Savage mode.
  • O.O.C. Is Serious Business: Once Kefka transforms, he gives up most of his spells and the ability to switch up his attack AoEs. The few spells he does retain change to be more serious: Ultima Upsurge becomes simply Ultima, while Hyperdrive loses the washtub effect.
  • Playing with Fire: Flagrant Fire, which can either be a powerful AoE that requires players to stack up and split the damage between them, or a series of smaller, weaker AoE targeting several players.
  • Rhymes on a Dime: Kefka likes to throw together rhymes as he brings out new spells.
  • Shock and Awe: Thrumming Thunder, which has Kefka rain down lightning bolts in two narrow parallel lines, unless his tells are inverted.
  • Shoo Out the Clowns: Of a sort. In the Savage fight, after he transitions to his god form, his attacks lose a lot of their former goofiness. He no longer will attempt trickery with the his tells, and the spell names no longer have the added alliteration applied to them. It comes across as Kefka's demeanor changing to something more dangerously serious after ascending.
  • Sinister Geometry: His god form's Trine spell places several triangular AoEs that explode into more AoEs at the corners.
  • Super Boss: His 2nd form is exclusive only to the Sigmascape Savage series and it is one of the hardest fights available in the game.
  • Sphere of Destruction: Ultima Upsurge, which hits the whole raid with a rapidly-expanding energy ball that engulfs the entire platform.
  • Suddenly SHOUTING!: Just as Kefka has the tower cast either Indolent Will or Ave Maria.
    Kefka: Are you looking? Why are you looking? YOU SHOULDN'T BE LOOKING!

The mightiest being in Omega's Psi test group, Chaos is a four-armed demon who was defeated by a group of four heroes. He serves as the first opponent of the Alphascape.
  • A God Am I: He considers himself one, and says as much while charing his Bowels of Agony attack:
    Chaos: Tremble before the might of a god!
  • Blow You Away: Cyclone. Chaos creates a vortex in the center of the platform that deals damage to players standing in it, occasionally flaring up to push players away.
    Chaos: Despair at your hollow fate! The winds will strip away your skin!
  • Dishing Out Dirt: Earthquake. Chaos covers half the platform in Earth-aspected sludge.
    Chaos: Hark, wretched creatures! The earth itself rumbles of your doom!
  • Kill It with Fire: Blaze. Chaos covers the platform in flames, leaving a tiny circular safe area in the direct center.
    Chaos: Grovel in terror! The flames hunger for your flesh!
  • Making a Splash: Tsunami. Chaos covers two sides of the platform in water, leaving a narrow segment safe to stand on.
    Chaos: Scurry and flail, little mortals! The raging tide will claim you all!
  • Megaton Punch: Chaotic Dispersion, a two-fisted haymaker which serves as Chaos’s tank buster.
  • Multi-Armed and Dangerous: He has four extremely muscular arms.
  • Mythology Gag:
    • One of his attacks is named "Knock Down", referencing Garland's infamous line from the first Final Fantasy.
    • His battle music is the generic Final Fantasy I random battle music, referencing the fact that the original NES version didn't have special music for boss fights and used that one theme for every encounter.
    • Chaos having four arms and being the (pen)ultimate encounter of a multidimensional, high-stakes fighting circuit to empower another greater foe goes back to his design and role in the Dissidia games on the PSP. In addition, his Signature Attack being named for Garland's EX Burst.
  • Pillar of Light: His Big Bang attack causes several of these to erupt from the ground. They start out small, but cover increasingly larger areas every time he uses this attack.
  • Shrouded in Myth: The only information Cid managed to gather about Chaos was that he opposed the first heroes. Everything else is up to speculation.
  • Signature Attack
    • Soul of Chaos. After blasting the battlefield with dark energy using Bowels of Agony, Chaos leaps onto a nearby platform and begins gathering energy for a Sphere of Destruction. Once he has enough power (or once the players have destroyed his Dark Crystal), Chaos hurls the sphere at the raid for massive damage.
    • Chaos retains his signature elemental attacks from Final Fantasy I: Blaze, Cyclone, Earthquake, and Tsunami.
  • Who Dares?: His reaction to the party shattering the Dark Crystal:
    Chaos: The crystal... destroyed?! YOU DARE!

Yorha: Dark Apocalypse Antagonists

    Machine Lifeforms
Machina that are roughly humanoid in appearance, found in the same ruins as the mysterious machine woman 2P. They are clearly not of Hydaelyn, nor any of Her reflections...
  • And I Must Scream: The machine lifeforms encountered in the Copied Factory have been hacked by 9S, and are not acting of their own accord. Despite this, at least some of them remain aware of their circumstance, and plead for help and mercy even as they are being forced to attack you.
  • Mecha-Mooks: Natch.
  • Outside-Context Problem: The idea that machines can be considered a form of life is alien to the people of the First. 2P explains that they have sentience and will, although the will of the machines they encounter in the ruins is not necessarily their own...
  • Painfully Slow Projectile: The weaker machine lifeforms fire energy bullets that travel very slowly. Said bullets inflict massive damage if they manage to connect.
  • Red Eyes, Take Warning: Their eyes flash red when they go on the offensive.

Serial-jointed Command Model

The first machine lifeform encountered in the Copied Factory, the Serial-jointed Command Model is a medium-sized biped with long, multi-jointed arms. It serves as the first boss of the raid.
  • Degraded Boss: 9S summons three weaker versions of it during the DPS check of his fight.
  • Extremity Extremist: Its arms are several times longer than the rest of its body. Naturally, most of its attacks involve smacking people with them.
  • Flunky Boss: It can call in backup from invincible airborne flunkies. These flunkies will fire energy bullets and laser beams into the party from the edges of the battlefield, and will also conduct bombing runs.
  • Shockwave Stomp: It can create shockwaves by slamming its arms against the ground. "Forceful Impact" deals moderate damage to the whole raid, while "Shockwave" inflicts damage and Knockback.


Volunteers detected and welcomed. Commencing assessment. Sacrifice for the greater good logged and appreciated.

A Goliath-class machine lifeform located in Zone 3 of the Copied Factory, Hobbes conducts various tests to assess the durability of other machines. It serves as the second boss of the raid.

  • Action Bomb: The crate dropped by the wall-mounted left arm contains four bomb-toting machine lifeforms, each of which will lock on to one party member and rush up to them before exploding.
  • Beam Spam: "Laser Sight” and "Laser-resistance Test" both involve Hobbes blasting its targets with numerous laser beams.
  • Cores-and-Turrets Boss: Hobbes is the core, being a stationary target hanging from the ceiling in the middle of the room. The wall-mounted arms and flamethrowers are the turrets, being untargetable hazards that the party must deal with while trying to bring Hobbes down.
  • Death from Above: The wall-mounted left arm drops a giant metal crate on the center of whichever platform it’s currently above. Anyone directly underneath the crate when it lands, or underneath one of its panels when it unfolds, will be instantly killed.
  • Eye Beams: It uses this to attack, but spins around so much that it hits everything.
  • Fire-Breathing Weapon: One of the hazards present in the fight is a set of wall-mounted flamethrowers, which will torch a large chunk of one platform when Hobbes activates them.
  • Inconveniently Placed Conveyor Belt: Alliance B’s platform is covered in conveyor belts that periodically activate, shunting players several feet in a given direction. The edge of the platform becomes lethal while the belts are active.
  • Original Generation: It's not based on any specific boss or enemy from NieR: Automata.
  • Shock and Awe: Alliance A’s platform is a mesh grid covering several rows of machine lifeform heads. These rows will periodically activate, electrocuting anyone standing over them.
  • Shout-Out: Hobbes appearance, purpose of running and overseeing tests, and his sardonic attitude all seem to mirror that of Portal's antagonist GLaDOS.
  • Spam Attack: "Laser-resistance Test" has Hobbes blast the entire party with lasers multiple times in a row.
  • Why Won't You Die?: Hobbes grows increasingly irritated with the party’s continued survival as the fight wears on, and ramps up the lethality of its tests in an effort to kill them.
    "Results far exceeding expectations logged. Subjects confirmed as irregular."
    "Alert: Subjects advised that failure to follow instructions will be punished. High Alert: Subjects advised that failure to be punished will be punished."
    "Danger: Subjects advised to die faster."
    "Flagrant disrespect for science detected. “How dare you?” queried."


A massive Goliath-class machine lifeform encountered in the depths of the Copied Factory. It serves as the third boss of the raid.
  • Beam Spam: "Diffuse Laser" blasts the party with dozens of laser beams.
  • Chainsaw Good: Its hands are bucket-wheel excavators, but they effectively function as buzzsaws.
  • Charged Attack: It uses a supercharged version of its "Diffuse Laser" attack for the DPS check instead of busting out a unique, one-off Signature Attack.
  • Climax Boss: Of the Copied Factory alliance raid. The final boss is 9S.
  • Confusion Fu: “Marx Smash” can be one of several attacks, none of which display a telegraph field. Players must pay attention to Engels’s body language to figure out what it’s going to do: if it draws an arm back, it’ll throw a punch that hits that entire side of the arena; if it lifts its arms high, it’s going to smash the back half of the arena and then rake the sides; and if its arms are low, it’ll smash the front half of the arena before raking the middle.
  • Flaming Sword: Its arms burst into flame whenever it’s about to attack with its bucket wheels.
  • Humongous Mecha: It's the size of an office building, and far and away the largest boss faced in the game. For perspective, its arms are bucket-wheel excavators, some of the largest machines that exist in real life.
  • Macross Missile Massacre: Several of its attacks launch various types of missiles at the party.
  • Mascot Villain: It appears behind the Warrior of Light and 2P ominously for the promotion for Yorha: Dark Apocalypse.
  • Megaton Punch: One version of "Marx Smash" is a slow, telegraphed punch that covers one entire side of the battlefield, and it will kill anyone that doesn’t get out of the way.
  • Wave-Motion Gun: One of its attacks fires a gigantic, sustained energy beam down the middle of the platform.


A mysterious android who controls the machine lifeforms inhabiting the Copied Factory. He’s hell-bent on killing 2P, and will gladly mow down the party for standing with her. He serves as the final boss of the Copied Factory raid.

  • Action Bomb: After the party defeats his Goliath Tanks, 9S will order one of the tanks to self-destruct. The party must take cover behind the wreck of the other tank to avoid the explosion, then get away from the second tank before it explodes as well.
  • Beam Spam: Several of his attacks fire large quantities of laser beams at the party, such as "Dual Flank Cannons" and the aptly-named "Laser Saturation".
  • The Cracker: 9S can hack into machine lifeforms to take control of them, just like in his home game. He uses these hacking abilities to try and murder you in various ways.
  • Death from Above: He’ll periodically take to the skies in his flight unit and strafe the battlefield with lasers. His hacking also allows him to pick up two-to-three Engels arms and drop them on quadrants of the battlefield like meteors.
  • Death Glare: He shoots 2P a look of sheer hatred as he plummets to his apparent death. Something noticeable however, is the fact that his eyes are blue, not red, which means he may not be infected by the Logic Virus.
  • Disney Death: Even though he fell from the platform into the mineral dust bellow, he is revealed to have survived, but now unconscious. He is taken back to the shelter in order to decide what to do with him.
  • Disney Villain Death: Subverted. 2P knocks 9S off the platform to his apparent death, but when the Warrior of Light returns to the area afterward, they discover that 9S managed to climb back up before passing out.
  • Macross Missile Massacre: For his DPS check 9S begins hacking every missile he can get his hands on. Failing to kill all his reinforcements in time allows him to hack all of them and makes the attack a total party kill.
  • Outside-Context Problem: While many elements of the Yorha: Dark Apocalypse storyline qualify as this, 9S is presented as one of the biggest cases as it is noted that the very idea of a machine that is so lifelike and even sentient is considered an impossibility to the people in the First. And that's not even getting into his abilities as a powerful hacker, capable of controlling most of the machines in the facility.
  • Rogue Protagonist: As his obsession with killing 2P and an entire hidden room of dead 2B bodies attests, this appears to be 9S post-Sanity Slippage. His eyes aren't red though, so he may not be infected by the Logic Virus, though this only further emphasizes the question of what he's doing and why.
  • Signature Attack: Total Annihilation Maneuver. 9S hacks a nearby Engels, making it fire a dozen ICBMs at the party.
  • Spider Tank: You don’t fight 9S directly, instead taking on the spider-like Walking Fortress that he controls.
  • Tank Goodness: Beyond piloting a Spider Tank for the entirety of his boss fight, 9S will summon a pair of Goliath Tanks to back him up at certain points.
  • Turned Against Their Masters: 9S had an upbringing that humans are meant to be his masters and he should protect them. However he indicates that if they stand with 2P, he won't hesitate to cut them down. The achievement after defeating him acknowledges this which is named "First Law."
    9S: "So you're with 2P? Don't think I won't kill you too."
  • Why Won't You Die?: He'll shout this at the raid party as well as 2B during his second strafing run.
    "Die already!"

Eden Antagonists

    The Idol of Darkness 

Antithesis Conscient, The Idol of Darkness

A mysterious entity that manifests from Gaia when she steps onto the deck of Eden. Taking the form of a symbol and crystal wreathed in purple shadows, it draws a flock of mindless Sin Eaters to itself and attempts to destroy our heroes and corrupt Gaia.

  • Damage-Increasing Debuff: "Unjoined Aspect" inflicts a debuff that makes all party members more vulnerable to either light or dark damage, switching each time they get hit by an attack of the opposite element.
  • Flunky Boss: The Idol is surrounded by a massive flock of bird-like Sin Eaters that do most of the attacking for it, though only occasionally are the Sin Eaters active targets. The Idol itself is the only target that matters for clearing the fight.
  • Hearing Voices: Is likely the "Faerie" that Gaia says she sometimes hears talking to her. It told her her name and bade her seek out Eden.
  • Magic Is a Monster Magnet: The Idol is a being of Darkness, but it is able to use its dark magic to attract and somehow direct Sin Eaters. Possibly by relying on their instincts to follow the darkness and eat it.
  • Meaningful Name: The instance the battle with the Idol takes place in is called 'Iconoclasm,' which is a term used to describe the representational importance of destroying icons, symbols, and monuments. Considering the Idol is both a literal symbol, and what it represents narratively (being the 'Fairy' that guides and controls Gaia), it's an apt description for what you're doing by destroying it.
  • Signature Attack: Empty Flood. The Idol sends two flocks of Sin Eaters (named Idolatry) to occupy the party while it builds up its Darkness. Once ready, it creates an explosion of darkness and light that engulfs the entire battlefield.
  • Tele-Frag: In Savage, the Idol can create thick crystal walls before casting "Away With Thee". If players don’t position themselves correctly before "Away With Thee" finishes casting, they can end up inside a wall, instantly killing themselves.
  • Teleporters and Transporters: It can open Voidgates that will conduct flocks of Sin Eaters from one portal to another, to continue their attacks. The spell "Away With Thee" will force the players through a portal of their own, requiring them to position themselves carefully to avoid being teleported directly off the edge of the arena.
  • Wave-Motion Gun: "Unshadowed Stake", the Idol’s tankbuster attack, fires a beam of darkness at the main tank. They need to position themselves so that the beam doesn’t hit the rest of the party.
  • Wrong Context Magic: As with the Voidwalker before it, the Idol commands significant Dark magic and can open Voidgates on the First. It can even send flocks of dark-element creatures at you that look the same as the Sin Eaters it commands. Whether these are Voidsent in the same shape, or Sin Eaters somehow corrupted by Darkness, it's not normal for a threat on the First.
  • Yin-Yang Bomb: The Idol attacks with its own darkness and the light of its amassed Sin Eaters in equal measure. Eventually, it will apply debuffs to the party that require them to alternate between being hit by light or by darkness to avoid dying.

Other Villains

    Edda Pureheart/Blackbosom
Race: Midlander Hyur
Discipline: Conjurer

"Look, Avere! All these people have come to make you a gift of their souls! Isn't that kind of them?"

A would be adventurer and conjurer whose tragic expedition through Tam-Tara Deepcroft caused her sanity to unravel and led her into delving deep into dark magic and necromancy.

  • A Love to Dismember: In a line that some players can miss if they're not paying attention, while Liavinne and Paiyo Reiyo are chastising her for failing to heal Avere and botching the Tam-Tara mission, Liavinne reveals that Edda has been carrying around Avere's severed head. She then uses necromancy to "bring back" Avere for a wedding ceremony. He essentially becomes her minion for the final boss fight of Tam-Tara HM.
  • Bastard Boyfriend: A lot of people might forget this given how little chance the player gets to see him, but Avere was kind of a dick to Edda. When spoken to outside of Sastasha during the quest to clear it he's practically mocking her telling her that she's only ever been as good as the contents of her pockets because she can "barely heal a scratch". It kind of lends credence to the idea that Avere got himself killed by his own stupidity more than it was Edda's healing abilities.
  • Brainwashed and Crazy: Nybeth used his necromancy and her soul to force her to his bidding, which included killing the Warrior of Light when they were investigating the Palace of the Dead. Her soul tried to resist Nybeth's influence, but she eventually failed.
  • Butt-Monkey: Edda was the whipping girl of the party, routinely mocked by all of her companions for her lack of talent at healing and taking the precaution of bringing potions along with her. When Avere is killed in Tam-Tara Deepcroft Liavinne and Paiyo Reiyo place the blame solely on her shoulders when she says that Avere's tendency to rush in alone was what killed him and then abandon her in her grief.
  • Disney Villain Death: Edda falls down the pit of the Eternal Calm after catching fire from the candles of her wedding ceremony. Whether she is gone for good yet is still up for debate. She isn't, as her ghost, appears occasionally in the three cities, before disappearing. She returns once more as the final boss of the Palace of the Dead.
  • Dying as Yourself: After defeating her in the Palace of the Dead, she regains her senses and wishes Avare was able to see her become a better adventurer. She then fades away.
  • Eyepatch of Power: In the Palace of the Dead, she wears an eyepatch on her right eye. When she's defeated, the eyepatch is gone when she transforms back to her normal self.
  • From Nobody to Nightmare: Edda was once just one of the many young adventurers fresh in her career who happened to get in over her head. After the party's disbandment following Avere's death, she vows to start anew as an adventurer only to be corrupted by a figure in a robe.
  • Grave Robbing: Before her "wedding", Edda digs up Liavinne and raises the corpse as a zombie to attend the event (and serve as the first boss of Tam-Tara HM).
  • Go Out with a Smile: When Edda falls into the abyss in the Tam Tara Deepcroft, she lets out a creepy smile before plunging to her death. After defeating her in the Palace of the Dead, she regains her senses and smiles before departing to the afterlife.
  • Hope Spot: Edda is encountered not long after her parties tragic escapade through Tam-Tara Deepcroft, and while she is still broken up about Avere's death she seems to be inspired by a pep talk with the player. Alas...
  • Love Makes You Evil: It's her love of the late Avere that led Edda into pursuing necromancy to bring him back.
  • The Ophelia: Edda is more than a little loony and lovestruck when encountered again in Tam-Tara Deepcroft.
  • Tragic Dream: Avere desired to become like the player who was rising to fame and took Edda along with him to obtain their fortune but their inexperience wound up getting him killed.
  • Mood-Swinger: During the boss battle with Avere, Edda will break out into giggling fits or start sobbing out of the blue. Her boss theme when fighting her in the Palace of the Dead also applies, as it's filled with Edda's alternating giggles and sobbing.
  • Necromancer: Edda's dark powers gave her many powers of Black Magic (The evil kind), commanding horrific demons and undead monstrosities.
  • Necromantic: Edda is wants to use the body of the Warrior of Light to reattach Avere's severed head to, but until then his head has transformed into that of an Ahriman.
  • Shout-Out: If the name Red Wedding sounds familiar it's because it's reference to another wedding gone horribly awry.
  • Sinister Scythe: As the boss of the Palace of the Dead Edda wields a scythe as a weapon fittingly for her new gothic outfit.
  • Start of Darkness: While they weren't exactly the prime example of teamwork and camaraderie before, the team's failure at Tam-Tara Deepcroft and the death of Avere definitely sends Edda down a dark path.
  • Stockholm Syndrome: What little screen time her boyfriend Avere gets, we see him acting like a prick towards her by him constantly making fun of her shoddy healing skills while he constantly runs ahead ahead of her in dungeons. She still loves him regardless of the abuse and moreso after he is killed to which she blames herself for. It's implied that Avere was much kinder in the past, which makes the whole thing even more tragic.
  • Theme Naming: When fought in the Palace of the Dead, Edda's attacks are all named after wedding and marriage related terminology like Black Honeymoon, Red Wedding, In Sickness and In Health. Also, her surname shifts from "Pureheart" to "Blackbosom." In antiquated English, 'bosom' is another word for heart.
  • The Unfought: Edda herself isn't fought when confronted in Tam-Tara Deepcroft. She has a magical barrier surrounding her that induces bleeding towards anyone who gets too close to her. This of course changes on the 50th floor in the Palace of the Dead.
  • Tragic Villain: She had it really, really rough. From the first dungeon we see her being picked on and abused by her teammates and her boyfriend Avere. After Tam-Tara Deepcroft, she lost everyone that's close to her. While her teammates only adds salt to her wound by blaming and insulting her for Avere's death. Small wonder why she snaps and goes down the deep end. Even your entire party felt bad for her at the end of Tam-Tara Deepcroft.
  • Your Size May Vary: She's at least double the size of a normal person when you encounter her in the Palace of the Dead. She returns to her normal size when she's defeated, which implies that the dark/void magic may have altered her size.

    Nybeth Obdilord
Race: Human Lich
Discipline: Necromancer

"Mine is a noble art, the path to salvation of the body and soul."

An undead necromancer who is responsible for the events of the Palace of the Dead. He seeks a way to cheat death and gain immortality.

  • Armor-Piercing Question: Presents one to the Warrior of Light before dying, which gets to them a little bit because while his way of doing things was wrong, the motives weren't exactly evil and the Warrior of Light may have done the same thing if given the chance.
    "Would you not try to free those you hold most dear?"
  • Call-Back: Mentions Trader's Spurn, which was part of the Hildibrand sidequest.
  • Dimensional Traveller: Heavily implied to have been plucked out of his original game.
  • Flunky Boss: He summons the undead to fight alongside him. When he summons them a 2nd time and every time after that, he can revive them. It takes a Podmander of Resolution to not only deal massive damage to his minions, but it is the only way to permanently remove their bodies from the battle so that they can't be revived.
  • Immortality Seeker: Attempts to find a way to become immortal and uses souls of people who previously died as experiments for his cause.
  • Mythology Gag: He is basically the same character from Tactics Ogre
  • Necromancer: He summons souls of the dead to do his bidding and this also includes aiding him in battle.
  • Not So Different: When defeated, he tries to convince the Warrior of Light that they, too, seek a way to recover their lost friends and family from the dead like he has done and tries to convince them to see his way. Naturally, the Warrior of Light doesn't buy it, but they are visibly affected by his last words.
  • Tragic Villain: While he has gone off the deep end, he did had some good intentions for his actions. Losing his wife drove him insane with grief and thus he sought a way to bring her back to life and cheat death for the two of them so that they could be immortal together. He tries to convince the Warrior of Light to see his way and that perhaps they too wish to save someone they hold dear.
  • Villain of Another Story: In Tactics Ogre, his home game where consequences of his necromancy are more fleshed out and offering an explanation on how he ended up in Hydaelyn.

    Captain Madison
Race: Midlander Hyur
Discipline: Gladiator
"Wh-Where are me men!? Wh-Where are me maidens!?"

The captain of the Serpent Reavers a band of pirates that have been tempered by Leviathan the Lord of the Whorl.

  • A Twinkle in the Sky: While Madison isn't subjected to this, instead just being tossed into the water by the Kraken, this trope is in full effect when the Kraken also bats away his pet colibri.
  • Butt-Monkey: At the end of both versions of Sastasha he's struck down by the final boss of the dungeon.
  • Dirty Coward: He will run away before his health is depleted with every encounter with him.
  • Fish Person: For failing Leviathan in the player's first romp through Sastasha he's punished by being exposed to water-aspected Aether long enough to mutate him into a Davey Jones-esque squid man.
  • Flunky Boss: In every encounter he has some of his crewman aiding him.
  • It's Personal: When you meet him again in the dungeon's Hard Mode, he remembers exactly who you are and blames you for his current state, swearing revenge against you.
  • Killed Off for Real: After two boss fights, getting killed by his boss, another boss fight, and getting killed again, he's finally dead for real as his spirit can show up in the Palace of the Dead.
  • Pirate: A notorious captain of pirates that have troubled Limsa Lominsa for a while now.
  • Pirate Parrot: He's followed by one in the first run through Sastasha. It's also possible to obtain his parrot as a minion/pet after clearing the hard mode version of the dungeon, though he doesn't talk anymore due to his former owner being dead.
  • Politically Incorrect Villain: He and his crew of miscreants kidnap the women of the places they raid and force them to be their personal bar wenches.
  • Sword and Gun: In his second encounter he ditches his shield for a pistol which works as the main threat in his encounter. Failure to damage him enough while he's shooting will have him riddle you with bullet holes.
  • Was Once a Man: He's an ordinary Hyur in the first run through Sastasha but in the second he's become a Fish Person as punishment for failing Leviathan.

Race: Midlander Hyur
Discipline: N/A
A merchant in Ul'dah who mostly operates in Camp Drybone in Eastern Thanalan. He has been abducting people at the behest of the Amalj'aa to be sacrificed to Ifrit.
  • Ain't Too Proud to Beg: He pathetically pleads for his life when the Amalj'aa are set to sacrifice him to Ifrit. It falls on deaf ears.
  • Back from the Dead: He can potentially show up in the Palace of the Dead as an undead enemy.
  • Establishing Character Moment: He's introduced preying upon a refugee woman at the Hourglass, accusing her of stealing meat from him. Turns out he was lying and that she paid for it with her own money.
  • Jerkass: Ruthless and conniving. He represents how horrible the merchants in Ul'dah can be.
  • Rewarded as a Traitor Deserves: After he and a traitorous Immortal Flames soldier had constantly kidnapped people to be sacrificed to Ifrit. The Amalj'aa proceeds to sacrifice them as well.

    The Lambs of Dalamud 
An Apocalypse Cult that formed in 1.0 as a result of the descent of the moon Dalamud. They believe that a blood sacrifice would bring it down to purify the land. After the Calamity, the Cult is in denial that the descent of the moon was stopped. They make dealings and pacts with the voidsent and hold rituals in the keep of the fallen White Mage city of Amdapor, the Tam-Tara Deepcroft and Northern Thanalan.
  • Black Magic: Many of their members consist of Thaumaturges, noted for using funerary magic for offensive purposes. The class of the same name also eventually becomes the Black Mage Job, which has ties to Void magic. Likewise, the cult's actions are appropriate for Biblical depictions of black magic.
  • Cargo Cult: This cult worships the lesser moon, unaware of its true nature or the actual deity contained within.
  • Human Sacrifice: Their modus operandi is to lure unsuspecting adventurers to their doom by acting as kidnapped family members. One FATE chain in Northern Thanalan is an example. They also commit ritual suicide to bring forth voidsent.
  • Not Afraid to Die: Their belief is that they will descend into the Seventh Hell and become resurrected for their sacrifice after the Calamity.


A creature that lives on the Isle of Umbra in Western La Noscea. She has the ability to entice sailors with her voice and control the corpses of pirates she has taken. After making a quick appearance in the main storyline, she took up residence in Pharos Sirius as its dungeon boss.

  • Compelling Voice: Her whole shtick. She can charm players and make them fight each other, just like in Greek mythology and her past Final Fantasy incarnations.
  • Endangered Species: Sirens are an extremely rare sight, due to the legendary pirate Mistbeard (one of them, at least)leading an aggressive culling on Sirens to stop their era of terror on the high seas.
  • Enthralling Siren: It's in the name. She is not one of a kind either - another is encountered in the Heavensward Bard storyline.
  • Musical Assassin: She uses a harp to send Magic Music attacks at the player.
  • Necromancer: Due to being able to control the corpses of pirates and sailors she has killed.
  • The Unfought: In the main storyline, where she sends her undead minions at you instead. Later, in the dungeon, you can fight her.
    • In 1.0, what was believed to be a siren turned out to be a dance party by three songstresses.
  • Winged Humanoid: Has feathery angel wings on her back and her head, averting Sirens Are Mermaids.

The final boss of the Snowcloak dungeon, and a mighty hoarhound named after a being from legend. He guards the aetheryte crystal that leads to Iceheart's domain as Shiva.
  • An Ice Person: Like his master, this wolf is capable of using ice magic, which he hasn't been able to do in past games.
  • A Kind of One: This hoarhound is not the only one bearing the name "Fenrir". The Gold Saucer sells a horn that summons a hoarhound with that name for 1000000 MGP, and a "Fenrir Pup" minion can drop randomly in Feast matches. They are mentioned to be named after their legendary pack leader.
  • Lunacy: Like the Fenrir from past games, he uses attacks named for the moon.
  • Meaningful Name: Fenrir gets its name from a wolf in Norse Mythology, one that is fated to kill Odin during Ragnarok. Notably this beast is associated with Iceheart, who in turn is connected with a dragon who is also named after a figure in Ragnarok.
  • Right-Hand Attack Dog: To Iceheart/ Ysayle.

    The Griffin/Illberd Feare 
"For Ala Mhigo!"
An Ala Mhiggan revolutionary who attempts to instigate an all out war between the Eorzean Alliance and the Garleans stationed in occupied Ala Mhigo.

For more information on him and his non-Griffin identity see the Illberd folder under the Ala Mhigo section of Final Fantasy XIV The Eorzean Alliance.

  • The Bad Guy Wins: Even in his death he successfully summoned the Primal Shinryu, and effectively achieved his goal to force the Alliance to take an active role in the liberation of Ala Mhigo.
  • Blinded by the Light: The Griffin will throw flash powder to blind the players, stunning them in his battle.
  • Body Double: The Griffin uses impersonators to deliver public speeches while he handles more important work behind the scenes.
  • False Flag Operation: Part of his goal to drag all of Eorzea into fighting for Ala Mhigo is to have his revolutionaries disguise themselves as members of the Grand Companies to frame Eorzea for attacking Baelsar's Wall, ensuring Garlean reprisal against Eorzea and forcing their hands.
  • Final Boss: He's the final unscripted boss of Heavensward.
  • Shoot the Medic First: The Griffin practices this himself, binding the party's healer in a chain that will kill them if not destroyed fast enough.

    Yojimbo and Daigoro
"If you desire my strength, you must pay my price."

A powerful sword for-hire who will aid whoever can afford his high prices. Accompanied by his dog, Daigoro. They are fought in Kugane Castle when a band of shinobi hire him to aid in their revolt to oust foreigners from area.

He is eventually revealed to be none other than Gilgamesh, having travelled to Kugane since the events of A Realm Reborn.

  • Accidental Misnaming: Is called "Jim" by Hildbrand as a shorthand name. Yojimbo is peeved about it and is more infuriated when he sees that Hildibrand has no problem remembering his companion's name, Daigoro.
  • Ambiguously Bi: He thinks that Hildibrand, dressed up (terribly) as a lady looks really beautiful. When he finds out that the person was a man all along, Yojimbo feels conflicted rather than disgusted over the revelation.
  • Ambiguously Human: He certainly doesn't look like any of the spoken races and is much taller than any of them, but no comment is made on exactly what he is. The reveal that he is actually Gilgamesh does nothing to clear this up as Gilgamesh is just as Ambiguously Human.
  • Consummate Professional: He cares little about your motives or your actions, only whether or not you can pay his bill.
  • The Comically Serious: One of the most serious characters in the game, which makes it especially hilarious when he has to put up with Inspector Hildibrand's shenanigans.
  • Costumes Change Your Size: Yojimbo's frame is much more slender than Gilgamesh's. Hildy brings this up, but he brushes it off saying it was due to weight lost via starvation
  • Expy: Once he becomes part of the Hildibrand storyline, Yojimbo becomes a more serious version of Gilgamesh. A recurring Final Fantasy character whom joins the party while reciving a nickname from Hildy and calling Hildibrand by his nickname. He is also a sword thief (though more accomplished) who develops a grudge against the Warrior of Light for a past defeat and seeks to win in a rematch. Turns out he actually is Gilgamesh.
  • Hired Guns: Yojimbo is famed throughout Hingashi as a legendary mercenary worth every bit of his ridiculous fee.
  • Hoist by His Own Petard: Yojimbo trained Daigoro to fetch koban coins for him as demonstrated in his boss battle. The Wolf Burglar gets rid of the hound on his heels by tossing a single koban off into the distance, which Daigoro immediately goes after.
  • It's Personal: He steals the Soboro Sukehiro specifically so he could become powerful enough to defeat the Warrior of Light. He was humiliated by his defeat at your hands. Turns out the defeat he was referring to was not just the one in the Kugane Castle dungeon, but also his two trials in A Realm Reborn.
  • Katanas Are Just Better: Yojimbo normally fights with a short blade, but will produce different katanas for his more powerful attacks.
  • Mythology Gag: He's pretty much the same character from Final Fantasy X whose power varied based on how much you paid him.
  • Named Weapon: Zanmato, a fearsome katana Yojimbo can summon to himself at will.
  • Only in It for the Money: He will do what he is paid for. Nothing more or less.
  • O.O.C. Is Serious Business: In his rematch with the Warrior of Light he becomes much more boisterous than normal. Turns out this is actually a hint towards his true identity.
  • Pest Controller: Along with Daigoro, he will summon magical butterflies which will generate explosions.
  • Revealing Skill: Turns out him summoning Gilgamesh's Dragon Head adds was this.
  • Right-Hand Attack Dog: Daigoro who mostly is there just to gather coins for his master, but if you get in the way he will deal damage to you.
  • Screw This, I'm Outta Here!: Once his HP reaches 1%, he calmly leaves via trapdoor since the man who hired him ran out of money to pay.
  • Shaping Your Attacks: Like Gilgamesh he can summon Dragon Head enemies which will launch blasts of energy from their mouths. This is not a coincidence.
  • Single-Stroke Battle: If you fail to gather any of the gold, Yojimbo's Zanmato will end you in one blow.
  • Summon to Hand: Whenever in need of a better weapon, Yojimbo can call one to himself in a cloud of smoke.
  • Suspiciously Specific Denial: When speaking to him in the Hildibrand quests, he claims to have never met you, even if you have fought him in Kugane Castle in the past. And that wasn't even the first time you've met him.
  • Throw the Sheath Away: After drawing his katana from his sheath he will throw it aside where it dissapears in a puff of smoke.
  • Worthy Opponent: Views the Warrior of Light as such, claiming that holding back would be an insult to such a challenger (though he still won't provide any extra effort on behalf of his client without pay).
  • Would Not Hit a Girl: When Hildibrand cross dresses as a female to sneak into Akebono's place, Akebono orders Yojimbo to throw "her" out. Yojimbo refuses and finds it extremely dishonorable to lay his hands on a lady. He doesn't seem to mind attacking the Warrior of Light in Kugane Castle if they're female however.note 

    Eureka's Avatar 
Seekest thou...power? Power to smite thine enemies? To cast down the wicked and raise up the righteous?

A mysterious garbed man who has appeared in the Isle of Val during the Warrior of Light's expedition there. He claims to be able to give a great power to those wishing to seek it.

  • Deal with the Devil: He can give anyone the power that they seek. Very likely gotten Eijka tempered as a result.
  • The Dragon: Is possibly this to the primal sealed within the isle. He sought to find the one who could break the seal on his master.
  • I Am the Noun: "I am Eureka!"


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