Narasimha (Final Fantasy XIII-2)

The Narasimha is an enemy in Final Fantasy XIII-2.

Battle
It can assume a bipedal position, and recovers its HP fully when doing so. For a weak-leveled party to a fairly-leveled one the player should have a Sentinel for most of the fight. One effective paradigm should be SAB/SAB/SEN, then start spamming Bio to get him poisoned so his HP drops quickly to zero.

Paradigm Pack
When Narasimha joins the player party, it will fight in its bipedal form wielding a massive blade. As a Commando, it possesses high HP and Strength, and its stats substantially increase for the first ten levels, making it a useful addition for much of the storyline. Narasimha is available to acquire quite early in the game, though due to their extreme strength and rarity this is ill advised for all but the most utterly prepared parties to recruit one as soon as they become available. It is hindered, however, by its low Magic stat and its Jungle Law passive ability. Although, Jungle Law is not a Red Locked ability and can be removed when higher priority abilities push it off Narasimha's available abilities list if the player wishes. It is the sole non DLC monster besides Twilight Odin to be capable of possessing a full 6 ATB segments, though Commando role bonuses will have to be sacrificed for this to be possible. If the Commando role bonuses are solely chosen during growth, 4 ATB bars will be available at full potential; more than any of its behemoth brethren under the same circumstances. It is harder to raise to full potential than Proto-Behemoth, requiring Crystal monster materials to max out growth instead. Though with time put in to grow them to full potential, Narasimha are a popular choice for those who prefer a behemoth type in their party by end-game due to ATB superiority and lack of Red Locked abilities for flexibility in growth.