No file loaded. Provide a .bin Mode2/2352 image (or a raw PROT.DAT).

How to read the table

Click a column header to sort (on a phone, use the Sort control), type in the filter box to narrow by name, id, drop / steal item or spell, and narrow further by how the enemy is met or by element. Each row keeps to the numbers you compare; click it to open its battle model and the long-tail facts - magic attacks with their MP cost, the Seru side-effects that can land, and what the victory banner actually pays. The stat columns show what you actually fight - see the note on the international release below.

ATK
Physical offense.
UDF / LDF
Upper and lower defense - a high attack meets UDF, a low attack meets LDF.
INT
Magical damage and magic defense; also seeds the hit / evade roll.
SPD
Battle turn order.
AGL
The action gauge the enemy spends to act each round (the in-game "Power Up" buff raises it).
Elem
The monster's element. Its effect on damage is small: same element 96%, opposed element 104%, anything else 100% - and an Art applies it twice.
Boss / story / both tag
The game keeps one switch per fight, read off the formation row on the disc (or set outright when the story starts the fight from its own script). When it is on, three things follow: you cannot run away, the enemies get the stronger stat boost, and the side-effect checks below apply. Every boss and story fight captured so far has it on (Gaza, Cort), every random encounter has it off - so the quick test in play is whether the game lets you escape. This page calls fights with the switch on boss fights. boss: met only in rows with the switch on, or started from script. random: in rows a region can roll. story: started by the story, but on a row whose switch is off - a handful of fights sit there and run under the random-encounter rules (not yet confirmed in play). both: appearances of each kind. A random-only enemy is the common case and carries no tag; the Met filter in the toolbar picks out any one kind. There is no per-monster boss byte; the switch belongs to the fight.
Seru side-effects (row panel)
Which of the six stat debuffs your Seru magic can put on this enemy, in the fight it is met in. Every random-encounter enemy shows the same set (all stack, AGL lands once), so the chips live in the row panel rather than on every row. A solid chip: every cast lands and the drops stack. A dashed chip: the first cast lands, and every later cast of that element prints "No effect." for the rest of the battle. A struck-through chip never lands. Hover a chip for the reason; the panel also sets both fight classes side by side. The rules are in the section below.
EXP / Gold
Base rewards as stored on the disc record - the same bytes on the USA and PAL discs. What the victory banner pays is smaller, and by how much depends on the executable, not the disc data. NTSC-U: EXP is summed over the dead enemies, cut to 3/4, then split evenly among the living party (rounded up); gold is summed as half of each record value, +25% if a living member carries the Golden Book, then halved again - so a lone enemy pays a quarter of its record gold (5/16 with the book). JP and PAL (the Japanese original and the FR/DE/IT executables): the EXP cut and the second gold halving are absent - the party splits the whole EXP and receives half the record gold (5/8 with the book). Zeto (8000 G, 9000 EXP): NTSC-U banner 2000 G and 2250 EXP each for three, JP and PAL 4000 G and 3000 EXP each. Open a row for its paid numbers; formulas in battle formulas.
Drop
The item the enemy can leave behind, and the chance.
Steal
What the Evil God Icon takes (item + chance). Steals come from a separate table in the game executable, not from the monster's record - which is why a monster's steal and drop usually differ.
Magic
The enemy's named spells; their MP costs are in the row panel. On narrower screens the column gives way and the spells are listed in the panel only.

Names for spells, drops and steals resolve from a full disc image; a raw PROT.DAT shows raw ids instead, and no steal column - that table lives in the executable, not in PROT.DAT.

The stats you fight depend on the kind of fight

The ATK / UDF / LDF / INT columns default to in-battle values, because the raw record on the disc is not what you fight: the battle loader boosts those four stats as it installs each enemy, and it has two profiles. A boss fight (the no-escape switch on, see the boss / story / both tag above) installs ATK ×5/4, UDF ×2, LDF ×2, INT ×9/8; a random encounter installs ATK ×1, UDF ×7/4, LDF ×7/4, INT ×5/4 (HP, MP, AGL and SPD are never changed). Both are pinned from save states - Gaza and Cort carry the switch and the first profile, every random-encounter capture the second. The table shows each enemy the way it is met (its tag beside the name, or none for a random encounter); the Stats selector switches to the raw record. Only one enemy on the disc is met both ways (Kemaro, in four boss rows and eight random rows): its row shows the random-encounter values, and its expanded panel shows both. Walkthrough bestiaries list the boss-fight numbers for every enemy, which overstates a random native's defence by 8/7. The boost is an NTSC-U addition: the Japanese original and the three PAL executables (FR/DE/IT) copy the record into the fight untouched - no boss switch, no profile - so a JP or PAL Zeto fights at the raw 108 / 95 / 76 / 117 while the USA disc's Zeto fights at 135 / 190 / 152 / 131. The cross-region difficulty difference itself (NTSC-U retail hitting harder than the raw record) was first surfaced by Zetopheonix.

Seru-magic side-effects: what a boss is really "immune" to

Every Seru spell at magic level 3 or more does something besides damage: it shaves a percentage off one of the target's stats, chosen by the summoned creature's element. The size is the same for every element and depends only on the spell's magic level: 5% at level 3-4, 10% at 5-6, 15% at 7-8, 20% at 9. The light spells cure the party instead, on the same ladder (cure class 1 to 4).

ElementSpellsEffect on the target
earthMushura, Kemaro, IotaDEF down (UDF and LDF)
waterGizam, Freed, SlipperyAGL down (the action gauge)
fireGimard, Zenoir, Gola GolaATK down
windSwordie, Nova, BarraSPD down
thunderTheeder, Viguro, GiliumINT down
lightVera, Orb, Spoona cure on the party, not a debuff
darkPueraMP down (current MP)

Nighto, Aluru and the Ra-Seru spells have no side-effect at all. A level-1 or level-2 spell has none either, and shows no banner.

There is no per-enemy immunity table for these stat debuffs: the monster record has no such field, and no battle code reads one. What plays as immunity comes from one check the game makes before applying the effect, and from the kind of fight you are in. (One byte in the record is read as a resist gate, but by three summons rather than by the debuff path — Nighto and Aluru abandon their instant-death / status outcome against any enemy whose model uses a double-width texture page, and Zenoir uses the same test for an effect on enemies that are already down. That covers most large boss models and a few ordinary families, but not the three Berserkers, which can be killed outright. That byte records the texture width, not an immunity.)

The check
Before applying a debuff, the game compares the target's current base stat with the value on its disc record. Equal: the effect goes through. Different: it prints "No effect." A debuff that lands changes that base stat, so the same debuff cannot pass the check a second time. That is what once means in the table: the first cast works, and every later cast of that element says "No effect." for the rest of the battle.
Random encounters
The check is skipped for everything except AGL, so every cast lands and the drops stack: two level-5 Gimard casts leave ATK at 81% of where it started, a third at 73%. AGL-down is checked in every kind of fight and so lands once.
Boss fights (the no-escape switch on)
Two things change. First a roll: four casts in five are thrown away before the check, unless the spell is light or the enemy is weak to it (thunder against earth / water / fire / wind enemies, or the opposite element: earth↔wind, water↔fire, light↔dark). Then the check runs for every element - and the battle loader already raised a boss's ATK, DEF and INT when it set the fight up (the boost profile in the notice above), so for those three stats the base and the record differ before you cast anything. ATK-down, DEF-down and INT-down never land on a boss. SPD and AGL are not boosted, so they land once. MP-down is checked against a value the effect never changes, so it lands on every cast that survives the roll. That is the pattern players notice as "SPD-down works but ATK-down never does".
Worked example
Against Gaza with Swordie at magic level 5: the first cast that gets past the roll lowers SPD by 10%. Cast Swordie again and the game says "No effect.", because SPD no longer matches the record. Gimard at any level says "No effect." from the first cast, because Gaza's ATK was boosted ×5/4 at load. Puera keeps taking 10% of Gaza's current MP on every cast that survives the roll. Against a random Gobu Gobu, every Swordie and every Gimard cast lands, and each one lowers the stat again.
About this data — the monster archive, the 3D models, animations, downloads

Where it comes from

The whole roster lives in one LZS-compressed archive on the disc - the game's monster_data file. Each enemy id maps to a fixed slot holding a stat record, the 3D model and its animations; this page decodes it with the same parser the native tools use, compiled to WebAssembly. Your disc is cached locally and shared across pages, so it auto-loads on reload - use Forget to clear.

asset monster-archive extracted/PROT/0867_battle_data.BIN

The player characters' battle data is a different set of files (one per character) - see characters.

The 3D model

Click any row to spin its battle model - textured and shaded straight from your disc, the model the battle camera shows. 186 of the 194 ids carry one (the rest are filler slots).

asset monster-archive … --id N --obj enemy.obj --texture-png enemy.png

Animations

Every action an enemy can play - idle, move cycle, and each spell or special - ships as its own keyframe stream in the same archive. When a monster carries more than one, toggle buttons appear beside the model.

asset monster-archive … --id N --anim

Download

The Download .glb button packs the selected enemy - mesh, baked texture and all of its animations - into a single binary glTF file that drops straight into Blender, three.js or any glTF tool. The same export is available offline from the CLI.

asset monster-archive … --id N --glb enemy.glb