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Zaghnal is a giant/behemoth-type enemy in Final Fantasy XII found in the Ozmone Plain.

Two versions of the enemy exist, but the only difference is their status immunities: one version is immune to Stop, Confuse, Slow and Charm, and another is immune to Doom, Reverse and Poison. The Stop/Confuse/Slow/Charm immune one appears to randomly be Zaghnal A in Field of Fallen Wings and not spawn in the other regions. When entering Field of the Fallen Wings from the Giza Plains, there is only one Zaghnal. When entering from within the Ozmone Plain, more Zaghnals spawn there.

Bestiary entry Edit

Page 1: Observations Edit

Being a monster with the stature of a man. When the range of the werewolf spread into the southern plains, they adapted to their new environment, standing on two legs to better see across the vast savannah. Their thin blue fur breathes well and retains moisture, perfectly accommodating the dramatic temperature change between night and day. Though they do not travel in packs, individuals are clearly ranked, and the weak always follow the lead of the strong.

Page 2: Sage Knowledge 27 of 78 Edit

StatsEdit

Battle Edit

Zaghnals are often in groups of two or more and are strong compared to the party when first going through the Ozmone Plain. They do give a fair amount of Experience and two License Points, as compared to the one given by most enemies, so they are good for leveling when the party is stronger.

Before fighting the Elder Wyrm in Golmore Jungle, the Zaghnals are the best level grinding targets as the provide high EXP, 2 LP and always in packs. The Dagan Flats area is the best for level-grinding, as the only unrelated enemies are the Zus.

The player may target one of the Zaghnals in the pack from a distance as the others will engage in the battle. They are very weak to Aero magick.

Strategy Edit

FFXII-TZA-Spellcasting

The party fighting Zaghnals.

The player should equip at least two characters with mystic armor to boost their magick; especially with the Magick Gloves or staves equipped, one can empower the Aero spell to kill the Zaghnals quicker, as it damages all enemies in an area.

When chaining, it is best to either avoid the Zus by zoning out or use Break, and/or use Immobilize to stop them from interrupting battles with the Zaghnals and kill them without breaking the chain. If Larsa is in the party in the original versions, he is prioritized to use Telekinesis, which can disrupt the chain as he will target the Zus first, but bestowing Berserk on him will apprehend him from using Telekinesis. Larsa no longer has Telekinesis in the Zodiac versions.

The player should finish the Enkelados hunt to obtain the reward, a Golden Amulet, to gain even more LP from the Zaghnals.

Etymology Edit

The Zaghnal is an Indian war hammer or axe.

Trivia Edit

Related enemies Edit

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