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The Fiends are a recurring race of demons associated with despair, fear, and death itself. If a character is a Fiend in a game, they're probably going to be one of the strongest demons around. More often than not, they have a Skull for a Head, though exceptions may apply. The roster has shuffled numerous times between games, but they are generally divided into two groups: the ones from the Book of Revelation and those from other sources.

Click here to go back to the character index.

Tropes pertaining to the Fiends in general:

  • Are You Sure You Want to Do That?: In Shin Megami Tensei I and IV, if you trigger the RNG flag to fight one of them, you are asked, twice, if you want to "stay here". Saying yes both times triggers the battle.
  • Came Back Strong: In Apocalypse, after completing the entire Twisted Tokyo dungeon including the DLC area, Twisted Tokyo will be reset and the Fiends will increase in level and power. You can do this again and again, until they hit the triple-digit level cap with insane stats that make the Final Boss look like a harmless piece of cardboard in comparison. Running a New Game Plus will not reset this.
  • The Death of Death: All of the Fiends are incarnations of death in many forms, but with a lot of effort and a lot of luck, all of them with the exception of Plasma can be slain and can be summoned as a personal demon.
  • Dem Bones: In addition to the Four Riders, several non-Rider Fiends are also skeletons.
  • For Doom the Bell Tolls: Their shared battle theme features an ominous bell as part of the instrumentation.
  • Leitmotif: Starting in the PS1 remakes of SMT I and II, as well as in IMAGINE, the Fiends in mainline games share a common battle theme that is unique to their fights, sometimes rearranged depending on the game (I through III, IMAGINE, IV and Apocalypse).
  • Random Event: In I and IV, encountering a good chunk of them requires entering specific areas, whereupon the game will quietly do a 1/256-chance dice roll to determine whether to give you the option to fight the Fiend of the area.
  • Superboss: They are frequently encountered as brutal optional bosses. Except in Nocturne, where some of them are mandatory fights, even on non-True Demon routes.
  • Time-Limit Boss: A downplayed example in IV Apocalypse: If you take more than 10 turns to defeat a specific Fiend, you'll be taken back to the entrance of Twisted Tokyo, but the boss will carry over any damage you dealt to them.

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Revelation Fiends

    The Four Riders of the Apocalypse 

Pale Rider, Red Rider, White Rider and Black Rider

https://static.tvtropes.org/pmwiki/pub/images/rsz_riders_of_the_apocalypse_3143.png

The Four Riders whose march heralds The End of the World as We Know It: the Pale Rider, Bearer of the Scythe of Death; the Red Rider, Bearer of the Sword of War; the White Rider, Bearer of the Bow of Conquest; and Black Rider, Bearer of the Scales of Famine.


  • Adaptational Wimp:
    • The Pale Rider is almost always the most powerful... except for the Persona games, where he's an early/mid-level Persona and weaker than any other Riders in the games.
    • Black Rider is weak compared to the other 1/256 Fiends in Shin Megami Tensei IV. Instead of having a devastating opening like the rest, he'll just open with five Wastrel Beams, which can be countered simply by going on a spending spree before hunting him. Beyond this, he cannot buff or debuff himself, only has a few attacks, and his Almighty move is Megidolaon, the weakest used by the Fiends.
  • Affably Evil: You can briefly chat with them in Shin Megami Tensei: Strange Journey. While it is pointless, as they will never contemplate the possibility of joining you through conversation, they prove to be rather entertaining and reveal a bit of their personalities. You can do the same in IV, though in an aversion of Talking Is a Free Action, this time, failing the Scout conversation (which will happen every time with them) will cost you all of your Press Turns.
  • Conservation of Ninjutsu: In IV, they can all be fought at the same time...but not only are they individually weaker, but even all four of them together are far weaker than when they are fought separately. Justified, as they're part of a Hunter's Association sidequest; it would be absolutely unfair to expect someone merely going for full sidequest completion to take on four bosses each requiring extreme prep and endgame stats all at the same time at their full power.
  • Cool Horse: All four of 'em. White Rider's in particular stands out considering it's covered in eyes.
  • Dare to Be Badass: They are very enthusiastic if the Demi-fiend proclaims he will indeed, challenge them for their Menorahs. In Shin Megami Tensei: Strange Journey they also challenge you to prove them you are capable of altering Mankind's fate when talking to them.
  • Dem Bones: They either have a Skull for a Head or are animated skeletons. In Shin Megami Tensei at least, the Pale Rider had visible bodies and they were completely skeletal.
  • Disc-One Nuke: They stalk you in King Abaddon as early as Episode Three, however the first two riders have weaknesses you can exploit. Defeat them early enough and you can fuse them because they have no level restriction. They have a load of resistances and can be augmented with Mitama fusion.
  • Dual Boss: Or should we say, Quad Boss; in Shin Megami Tensei IV, the "Errand for the Apocalypse" quest has you fighting all four Riders at once. Apparently, they're pansies in Infernal Tokyo, so they're FAR easier compared to the 1/256 versions you can find back in the main world.
  • Eyes Do Not Belong There: The White Rider's horse is covered in human eyes... except on its face.
  • Four Is Death: Quite possibly one of the oldest examples of this in the book. It helps that the fourth rider literally is Death.
  • The Grim Reaper: The Pale Rider. Possibly all four.
  • Hellish Horse: The White and Red Riders. And that only makes them look more badass. The White Rider's horse is covered in human eyes... except it has no eyes on its actual face. The Red Rider's is bright scarlet and pure blue eyes.
  • Optional Boss:
    • In Shin Megami Tensei I, Pale Rider appears as one of the three Fiends, being encountered on a specific square with a 1/256 chance of spawning. Defeating him gives another 1/256 chance to drop the ultimate weapon for the Law alignment.
    • They appear in Shin Megami Tensei IV, being encountered in very specific spots all over the world, and only have a 1/256 chance of spawning. They also appear in a challenge quest in Infernal Tokyo, where they are challenged as a group instead of individually.
    • In Raidou Kuzunoha vs. King Abaddon, they appear after a new moon when Raidou's luck is low. You can bribe them to avoid fighting, but they demand some high-end items in order to let you go. Several case files given by Lucifer involve a battle against them, where they take part in the battle as well at his request. The rewards are weapon ingredients that forge into the Longinus.
  • Optional Party Member: All are available for fusion. In Shin Megami Tensei III: Nocturne, you will require Deathstones, found in the Labyrinth of Amala, to create them. In Shin Megami Tensei: Strange Journey, you will need the Death Omen forma to create the Fiend Converter.
  • Our Angels Are Different: Neutral aligned demons that tend to show up in games working for Lucifer.
  • Sacred Bow and Arrows: The White Rider wields a bow and his signature ability is called God's Bow, which is a light-elemental attack that can potentially kill its target instantly. A very fitting ability for a figure who is often interpreted as being Christ Himself
  • Sealed Badass in a Can: The Four have been sealed in a Domain in Shin Megami Tensei IV by Belial, but can be met in the Domain before taking the quest and teleport whoever enters the room the four stay in back to the entrance. The fact that they won't challenge someone unless they take up the quest implies they are intentionally waiting there for someone to challenge them.
  • Sinister Scythe: As to be expected of the Pale Rider, who is the Grim Reaper himself.
  • Skull for a Head: They all are either skeletal beings or simply have a skull a head.
  • Took a Level in Badass: In Shin Megami Tensei IV, while their levels are arranged in the usual order of White-Red-Black-Pale, Red Rider is bizarrely given a higher status than any other 1/256 Fiend. He is in an area only accessible on Neutral, enters Almighty spam mode more frequently than the other six, his Almighty skill is the debuffing Antichthon, and awards 10 of each Incense upon defeat.
  • White Stallion: Either subverted or played straight, with the White Rider's horse.
  • Ye Olde Butcherede Englishe: Of the four, only Black Rider invokes the trope for some reason whilst the other three speak normally.

    Trumpeter 
https://static.tvtropes.org/pmwiki/pub/images/280px-trumpeterp4_1275.jpg

Trumpeter is the angel said to blow its horn at the end of the world, devastating the land.


  • Anti-Magic: Devil Survivor 2: While searching for a way to cancel Benetnasch's ability to un-summon demons, the party finds an entry on Trumpeter in JP's, and discover that its melody has unusual properties and may be able to negate Benetnasch's un-summoning ability. And since All Theories Are True, it actually works.
  • Dare to Be Badass: Like the Four Horsemen he challenges the protagonist in Strange Journey to see if he can alter man's fate.
  • Did You Just Punch Out Cthulhu?: Fumi chooses to "convince" Trumpeter to work with them by bashing it with laptops repeatedly until it agrees (noting that human females are quite terrifying).
  • Escort Mission: During the battle with Benetnasch in Devil Survivor 2, Trumpeter is summoned to block the demon revoking ability. However, the party notices that Trumpeter's waves will also prevent further summoning of demons, and thus they will have to keep their demons alive to be able to damage Benetnasch. Trumpeter also needs to stay alive during the entire battle, or all their effort will be for nothing. Thankfully, he has abilities that help him survive.
  • Humans Are Cthulhu: His apparent opinion after his introduction to Fumi in Devil Survivor 2.
  • Me's a Crowd: You fight a horde of him in Apocalypse.
  • Mythology Gag: In Apocalypse, he can drop the Angel Trumpet on rematches. This was originally dropped by Pale Rider in I, before Trumpeter even existed in the series, but was likely given to Trumpeter for obvious reasons.
  • Optional Boss:
    • Trumpeter returns as a demon of the Fiend Race in Shin Megami Tensei: Strange Journey, however, he must be found first on Sector Horologium to engage and destroy him so he can be fused with the final Enemy Search.
    • He appears in Shin Megami Tensei IV as a very difficult and very rare encounter, with 1/256 odds that he will appear in the exact center of the crossroad in Kiccigiorgi Forest.
  • Our Angels Are Different: For starters he's always part of the Fiend race and is Neutral aligned, and has been seen as both a servant of Lucifer (Nocturne) and, more accurately to Revelation, a loyal servant of God (Devil Survivor 2).
  • Paper Tiger: An odd variation in Devil Survivor 2: he's powerful, he knows it, and he acts accordingly, responding to Daichi's and Io's nervous kowtowing by being a dismissive, high-and-mighty bully. When Fumi decides to whack him with laptops and show him zero respect, he has absolutely no idea how to respond and pretty much caves in on himself.
  • Signature Move: During the battle in Nocturne, Trumpeter introduces the Demi-fiend to his two distinct attacks: Holy Melody and Evil Melody; the former fully heals any character having the lowest HP to max while the latter instantly kills one character having the lowest HP regardless of their affinities. To stack up the odds against the party, Trumpeter will randomly kill one of the characters if all of them are in full health. Though the last ability belongs to Secret A.I. Moves, Holy Melody and Evil Melody can be learned by regular, fusable Trumpeter. Evil Melody returns, though Nerfed a little bit, in Apocalypse, and can once again be learned.
  • Skull for a Head: His head is a skull. His hands are also skeletal, but he has feathery wings.

    Mother Harlot 
https://static.tvtropes.org/pmwiki/pub/images/rsz_theharlot2.png

The Mother Harlot, otherwise known as the Whore of Babylon, is a woman accompanied by a seven-headed beast. In recent games, she has overtaken Trumpeter as the strongest Fiend.


  • Butter Face: She has a normal body (befitting a literal whore), but she also has the normal Fiend Skull for a Head.
  • Death of a Thousand Cuts: Her basic attack is generally seven light attacks in one.
  • Defeat Means Friendship: Her IV version of this is notable in that it requires an out of the way quest in the Chaos Path and the defeat of the Riders, Trumpeter and Matador, one of whom (Red Rider) can only be found on the Neutral path.
  • Fan Disservice: Courtesy of her Butter Face. Definitely played up in her appearance in Nocturne, with the camera focusing on her legs and her attractive figure, right before flashing her skeletal face.
  • Shock and Awe: Learns Electric spells in most of her appearances.
  • Signature Move: She has Death Lust and Babylon Goblet (the latter replaces the former in Strange Journey and IV, but Apocalypse features both), which deal minor-to-moderate damage with a chance of ailments, and in Nocturne, Beast Roar, which does heavy Almighty damage and restores her MP.
  • Superboss:
    • In Shin Megami Tensei IV, Mother Harlot is one of the few Fiends not encountered with 1/256 odds. Instead, if Flynn completes the Prevent a Deal with an Overlord and Stop a Summoning quests on a New Game Plus Chaos run, he will be offered a quest to kill two demons to resurrect the goddess Ishtar. One of these demons is Mother Harlot. She may be fused upon defeat, though her fusion requires Trumpeter, who in turn requires the Riders, who require each other and Matador.
    • Excluding DLC, Mother Harlot is the last Fiend in Shin Megami Tensei IV: Apocalypse and is the game's strongest optional non-DLC boss, being found at the bottom of Twisted Tokyo.

Other Fiends

    Daisoujou 
https://static.tvtropes.org/pmwiki/pub/images/rsz_smt_daisoujou.png

A mysterious Buddhist monk who has undergone a practice of asceticism to become Sokushinbutsu, a type of mummies created through asceticism involving self-poisoning and willing starvation to dehydrate the living body. Daisoujou is the personification of the ultimate form of mortification.


  • Enlightened Antagonist: He's a demonic embodiment of Buddhist teachings, to the point his Signature Move is named after the Buddhist cycle of death and rebirth.
  • Light 'em Up: While he uses both Light and Dark, he favors Light.
  • One-Hit Kill: He has mastery over both Expel/Light and Death/Dark spells. In the Persona games, he would wield the ultimate Light spell: Samsara, his answer to Alice's Die for Me!
  • Optional Boss:
    • Daisoujou debuted in Shin Megami Tensei I as a 1/256 chance encounter in particular squares. Upon defeat, he has another 1/256 chance to drop the Reaper's Bell, one of the ultimate weapons of the game.
    • Daisoujou would return in Shin Megami Tensei III: Nocturne as the third Fiend and the first one not required to beat the game. Daisoujou guarded a Menorah with sturdy defenses and one hit kills in Ikebukuro.
  • Signature Move: He is generally identified with Meditation, an extremely buffed Energy Drain. In Apocalypse, the move returned in Daisoujou's absence and given to all of the Fiends. In the Persona games, it's Samsara, a buffed Mahamaon similar to Alice's Die For Me!.

    David 
https://static.tvtropes.org/pmwiki/pub/images/rsz_191_david.png

On Halloween, death itself would play the violin so the dead can rise from their grave and dance. In this series, David is the personification of this story of death.


  • Arc Villain: For a sidequest in Strange Journey and IV.
  • Casting a Shadow: He is generally associated with Dark spells.
  • The Dead Can Dance: His shtick: the music of his violin can raise the dead...and guide the living TO death.
  • Dem Bones: Completely skeletal. Unlike many other fiends, his clothing doesn't hide this fact at all.
  • Optional Boss: David appears much like Daisoujou and the Pale Rider as a 1/256 encounter in certain areas. His ultimate weapon is the Stradivarius.
  • Trick Boss: On the other side. He's the real boss of the Dance of the Dead quest in IV.

    Alice 
https://static.tvtropes.org/pmwiki/pub/images/-Alice_7404.jpg
"A ghost who appears as a small blonde girl. She seems young, but her magic powers are formidable. She is either the ghost of an English girl who died a sad death, or an evil spirit from a fevered writer's mind."
Compendium info from Devil Survivor 2

Alice is a minor character appearing in the Shin Megami Tensei series. A young girl possessing formidable magic powers, she is taken care of by her "uncles", the Count in Red and the Baron in Black, of which both care for her deeply.


  • Alice Allusion:
    • The Shin Megami Tensei Alice shares many physical similarities with the character, most notably the blue dress and the blond hair. Also, her signature move "Die For Me!" seems to draw inspiration from the book. Furthermore, her Shin Megami Tensei: IMAGINE attack, "Mad Tea Party", takes further inspiration from the book as it references the chapter in which the protagonist met the Mad Hatter and March Hare.
    • In Strange Journey, Alice desires to catch the Hare of Inaba in the Ex Mission "Catch That Rabbit". It involves falling down several holes.
  • Badass Adorable: At a glance, she's a sweet and adorable young girl. She also sports horrifically powerful dark powers.
  • But Thou Must!: When the Protagonist confronts Alice in Shin Megami Tensei I, she questions if the Protagonist would "die for her" and join the citizens of Roppongi. Should the Protagonist decline, he is forced to fight both Belial and Nebiros in separate battles. Alternatively, even should the Protagonist agree, he will not die, bemusing Alice and forcing them to fight both Belial and Nebiros.
  • Came Back Wrong:
    • Very much so. She was once just a normal human, you see. Now she spends her days befriending everyone who will take the time to chat with her for a while... before brutally having them killed by Wonderland's soldiers and her obscenely overpowered magic.
    • The Hare of Inaba explains it best in Strange Journey: the Fiend you keep on fighting throughout the games is very likely not even the real Alice, but rather, her memory, born of the magics that rendered the original insane and very likely killed her. This is what caused the rather twisted form of reincarnation, as mentioned above. And the worst part? The demons gave her that magic because they loved her. They wanted her to be forever young, forever happy.
  • Catchphrase: "Could you die for me, please?" which is the origin of her Signature Move "Die For Me!".
  • Composite Character: While the Lewis Carroll references are abundant, there's also a Scandinavian myth of a girl named Alice that died when she was young, became a spirit, and was driven insane from her extreme magical power. The myth was used to scare children into behaving, or else Alice would kill them at night so that she could be "friends" with them. Her actions in the first Shin Megami Tensei are an allusion to this myth, and her compendium entry in Strange Journey seem to suggest that she could be a reference to one or the other or even both.
  • Creepy Child: Her innocence, her powers and her sadism really don't mix well.
  • Creepy Doll: In Shin Megami Tensei II she's shown holding dolls resembling the Red Count and the Black Baron, two important characters from Shin Megami Tensei I.
  • Cute Ghost Girl: She would be mistaken for a sweet little girl if no one knew she was a ghost.
  • Dark Magical Girl: For all her cuteness, she's still a powerful Fiend and often ranks high in Lovers and Death Arcanas.
  • Disproportionate Retribution: In Shin Megami Tensei IV, if you refuse to let her learn a new skill or change an existing skill, she will ask you, "Will you die for me?" Even if she's trying to skill-change Die for Me! of all things.
  • Did We Just Have Tea with Cthulhu?: Alice had befriended Nebiros and Belial since she was an ordinary mortal girl.
  • Give Me Your Inventory Item: In Shin Megami Tensei I, she asks the protagonist to give her a Hiranya. In Raidou Kuzunoha vs. King Abaddon, she repeats the request.
  • Humanoid Abomination: She looks like, and unusually for this trope, acts like a little girl. Doesn't mean she is, though. Her Racial Skill in Devil Survivor 2 is even Unearthly Form.
  • I Just Want to Have Friends: Even if she has no idea of how to treat them.
  • Lack of Empathy: A very big part of her problem. She has no idea, being a completely innocent (if completely insane) undead, why others don't want to die.
  • Life Drain: In Shin Megami Tensei: Strange Journey, Energy Drain was one of her starter attacks. Then, in Devil Survivor 2, she got Vitality Drain, which allows her to siphon HP from nearby enemies in a very wide area, allwing her to easily refill her tanks to immediately get back to pounding you. In Shin Megami Tensei IV, she gets Energy Drain again.
  • Little Miss Badass: You will die if you decide to get cocky with her.
  • Made of Explodium: Not her, but the undead she summons blow up rather painfully in Raidou Kuzunoha vs. King Abaddon.
  • Necromancer: In both Raidou games. She's also skilled enough to bring back Belial and Nebiros if you destroy them in her battle in Devil Survivor 2.
  • Nightmare Fuel Station Attendant: She's cheerfully oblivious to the horrors she causes.
  • Night of the Living Mooks: In the Raidou Kuzunoha games, her battles have her continuously summoning undead monsters. And then you realize what happens to "her friends"...
  • No-Sell: In both Strange Journey and IV, not only is she immune to Dark spells, she outright ignores any and all ailments except Bomb in SJ.
  • Obliviously Evil: She just wants friends. A pity she doesn't quite comprehend that she would have plenty more if she did not continuously kill and devour them.
  • One-Hit Kill: Her Signature Move Die for Me! inflicts the Dark-elemental variety with a very high chance of success.
  • Optional Boss:
    • In Shin Megami Tensei II, Alice can be fought should Aleph manage to find a distinct gold chest in the factory near Betelgeuse's lair. Upon reaching the Gold Chest, Alice appears and asks Aleph whether she can keep the treasure. Should Aleph answer no, Alice attacks Aleph. Defeating her awards players with one of the five strongest weapons of the game.
    • Alice appears as a secret demon in Raidou Kuzunoha vs. The Soulless Army. In order to summon her, Raidou Kuzunoha the XIV must first hear a rumor from the blond girl in the Shin-Sekai Soda Joint describing telephone booths around the capital. He then must check the public phone in Tsukudo-Cho near the shrine with a Belial in the party. Next, he must check the phone in Harumi-Cho with a Nebiros in the party. Finally, with both demons in party, Raidou must answer the phone in Ginza-Cho, which will call Alice up from Hell. If Raidou defeats her, he can then summon her by fusing Raja Naga and Jack Frost.
    • Alice appears as a Case File boss for the Chaos-Alignment exclusive "One Girl's Happiness" case in Raidou Kuzunoha vs. King Abaddon. First, Raidou must complete the two "My Wish" cases. Later, a request from "Uncle Red and Uncle Black" will appear in the Case Files section. They have lost Alice and come to Raidou for help finding her. Raidou must then speak to two girls by the Tamoten Shrine in Tsukudo-Cho. According to them, there's a rumor that a blue-eyed foreign girl lingers in the back stall of a bathroom in their school. The girl will ask a person if they will be her friend, and if somebody agrees then she will kill them. The girl who explains the rumor reveals that she said no and that the girl is still haunting her. Alice will then appear and pose the same question to Raidou. Regardless of the answer, a battle will initiate.
    • Alice can be summoned in Shin Megami Tensei: Strange Journey after the MC finishes the Ex-Mission "Catch that Rabbit" in Sector Fornax and after reaching Level 39 with the Fiend Converter. Originally, she posts the mission herself to ensure the capture of the "rabbit", upon which the MC pursues the rabbit across several holes until cornered. Once this happens, Alice, if allowed, will begin brutalizing the rabbit until stopped by the protagonist and confronted. Upon defeat, she will fade away.
    • In Devil Survivor 2 she is the ultimate boss who can only be fought during a New Game Plus and once all other bonus bosses have been defeated. She is also accompaned by Belial and Nebiros in the fight.
    • In Persona, at Deva Yuga, Avidya World, the Ruins and in Devil's Peak, Alice can be found as a Boss in Mook's Clothing. She's level 99, strong to everything and has 999 HP. You can't run, negotiate, or recruit her. Beating her nets you quite the sum of XP. and she can drop the item Pagan King, which enables the player to fuse Beelzebub, though she has an enconter rate of 1/256 making her a Metal Slime.
  • Original Generation: A HuMon who doesn't come from any existing mythology. While clearly a walking reference to Alice's Adventures in Wonderland, and in some games is implied to be a Scandanavian folklore spirit of the same name, those're the closest she's got in terms of representative mythologies.
  • Raised by Orcs: She was raised by demons.
  • Reality Warper: In the Raidou Kuzunoha vs. The Lone Marebito, Raidou's banished to Wonderland, her personal Domain. Within there, her imagination and powers are fully unhindered by reality and she can only be stopped via the intervention of the Count in Red and the Baron in Black.
  • Reincarnation: In Shin Megami Tensei: Strange Journey, the Hare of Inaba notes both he and Alice were nothing but memories doomed to forever wander, repeating the cycle of pain and death endlessly, until the Protagonist defeated Alice and allowed both the Hare and Alice to move on.
  • Sealed Evil in a Can: After the battle with her in Raidou Kuzunoha vs. King Abaddon, Belial and Nebiros will appear and trap Alice's soul in a Staff of Death. They then give Raidou the Staff of Death asking him to revive Alice through fusion.
  • Signature Move: "Die For Me!", the strongest Curse/Mudo-based skill (Almighty in Devil Survivor 2) in the Megaten series. She summons corrupt armies of undead Wonderland soldiers to skewer her enemies. Even worse, it's not quite as much a demand as it is a request, which means it is pure loneliness, not anger or spite, making her ask you to die...
  • The Sociopath: Exhibits traits of this. Unusually, she never actually tries to deceive you or manipulate you; she's just that innocent, naive and sadistic.
  • Undead Child: She has been that way for a very long time...
  • Unstable Powered Child: She still have the innocent mentality of a little girl, which is bad because she can't comprehend why people fear all the horrors she's capable of unleashing.
  • Yandere: If you value your life, have no compunctions about destroying her. The results of failing to do so have already been amply exposed. On the other hand, be ready to deal with Belial and Nebiros if you do. The results of failing to do so are even worse. Except in Devil Survivor 2 where they leave after her death, and in King Abaddon where they seal the weakened Alice in a staff and ask Raidou to revive her with it.

    Ghost Q 
A nod to a gag manga, Ghost Q is a game-loving Fiend.
  • Duel Boss: Wishes for this in Devil Survivor 2, to the point where he'll leave if allies are present.
  • Hypocritical Humor: He complains if the protagonist in Devil Survivor 2 has allies with him, but in the normal fight he summons demons and goes to flee.
  • Optional Boss:
    • In Shin Megami Tensei II, Ghost Q can be fought either through a 1/256 chance or through a special tile in the Diamond Realm. He has an equal chance of dropping one of the Staffs upon defeat.
    • In Devil Survivor, Ghost Q is fightable on a New Game Plus. Here, Ghost Q hosts a little game where you can either go for treasures or fight the Fiend himself.
  • Screw This, I'm Outta Here: When he gets his dream of a duel denied in Devil Survivor 2.
  • Shout-Out: The name Ghost Q came from the Fujiko Fujio manga "Obake no Q-tarĂ´" which means "Q-tarĂ´ the Ghost".
  • Suddenly Voiced: He has a speaking role in the Devil Survivor 2 pachinko machine.

    Hell Biker 
https://static.tvtropes.org/pmwiki/pub/images/rsz_447.png

Apparently, one of the Hell's Angels obtained such a lust for violence that he became a Fiend.


    Matador 
https://static.tvtropes.org/pmwiki/pub/images/matador_9418.jpg
"A Spanish Grim Reaper born from the pursuit of aesthetics killing. With his terrifying sword Espada, he now preys on humans rather than bulls."
Compendium info in Shin Megami Tensei III: Nocturne

The remains of a bullfighter. Despite being a skeleton dressed in a ridiculous matador costume, don't take him lightly.


  • Beware the Silly Ones: Yes, his outfit is kind of silly, but you better get your laughs in while you can: in a few seconds he'll have gutted you with Andalucia.
  • Blood Knight: Was so into killing in life that he became a Fiend so he could keep on doing it in death. Whenever you face him, he treats the battle as a game.
  • Blow You Away: He prefers Force spells.
  • Breakout Character: Among the Fiends, at least in the main series. His performance in Nocturne was so well remembered that he ended up being one of only two previous non-Revelation Fiends to appear in Strange Journey and IV. In fact, including II, he and Pale Rider appear as Fiends in more main series games than any other Fiend.
  • Bullfight Boss: Inverted in Nocturne, fittingly enough. His strategy is to buff his evasion like crazy, and retaliate with brutal attacks when you inevitably miss. In other words, he turns you into a Bullfight Boss.
  • Combat Aestheticist: The core of his very character: if the Fiends are aspects of death, Matador is the aspect of killing with style.
  • Glass Cannon: While his highest stats are Agility and Strength, his vitality is low, so using three turns to do sukukaja/sukunda before a simple physical attack then repeating this pattern a few times is a good strategy.
  • Large Ham: He acts as if he's a fighter in an arena.
  • Optional Boss:
    • In II, the Fiends, Matador included, are found in certain tiles with a 1/256 chance, with the exception of an area in the Diamond Realm that will almost guarantee a Fiend.
    • In Strange Journey, Matador is the resident Fiend of Sector Carina who has a low chance of spawning from an Enemy Search.
    • In IV, Matador is one of the seven 1/256 Fiends, having his spawn location in the Toyosu Shelter. Ignoring David and Plasma, he is the second lowest leveled Fiend, but unlike Chemtrail, he only has five Press Turns, much like the later Fiends.
  • Pre Ass Kicking One Liner: "I swear, by my sword and capote, that I will once again prove victorious!"
  • Signature Move: Red Capote in Nocturne. One of the most infamous moves in the game, as the gimmick of the fight centered around countering his maxed evasion. Both Nocturne and Apocalypse also give him Andalusia, a multi-hitting, all targeting physical move.
  • Skull for a Head: The rest of his body seems normal, but his head is a grinning skull.
  • Super-Speed: His Red Capote skill gives him a full hit/evade rate buff.
  • Took a Level in Kindness: Played With in that he's always shows up to fight you. However, he is supremely arrogant in Nocturne, looking down his nose cavity at the Demi-Fiend and saying how unworthy he is to be holding a Menorah. However, when he shows up in V, Matador acts more graciously, challenging the Nahobino to an honorable duel, explaining the significance of the Menorahs they both carry, and praising his skill when he is bested in combat before surrending his own Menorah to the Nahobino.
  • Wake-Up Call Boss: A very well known example in Nocturne. He pretty much teaches you how important buffs are by buffing his speed up like crazy to dodge most of your attacks (which wastes up your precious Press Turns) and has strong physical attacks that are guaranteed to hit.
  • Worthy Opponent: His interaction with the Nahobino lead into this. While he is excited to test his strength against him, he respects him enough to explain the purposes of the Menorahs before the fight and acknowledges him as his better after being defeated, congratulating Nahobino on his victory.

    Sage of Time 
Father Time himself.

    En no Ozuno 
By far the most unique of the Fiends. Like Alice, he was introduced as an NPC in the original game. After the ICBM strike, the Heroes found themselves in the Diamond Realm, cared for by En no Ozuno and his minions Zenki and Goki. After they left, he was never heard from again in the game, though it has since been revealed that he is also a Fiend... and quite a strong one at that.
  • The Bus Came Back: After not being heard of since the Super Famicom games, he returns in Apocalypse as one of the ultimate bosses.
  • Co-Dragons: Zenki and Goki are a neutral example, proved by having a Dual Boss fight in I.
  • Downloadable Content: A DLC purchase is required to access his section of Twisted Tokyo and fight him in IV: Apocalypse.
  • Mythology Gag: Two of his moves in Apocalypse reference Zenki and Goki. His status as the game's strongest Fiend, in addition to his sprite and resistances, refers back to if... as well.
  • Optional Boss: In Shin Megami Tensei IV: Apocalypse, he's one of the last two DLC bosses and one of only three bosses to break the initial level cap. Buying the Eternal Torus via his DLC adds one final section to Twisted Tokyo where Nanashi can fight En no Ozuno.
  • Puzzle Boss: In Apocalypse through the massive buff of Goki's Water Wall and the tricky Peacock's Incantation.
  • The Unfought: In I. Subverted in if... and Apocalypse.

    Chemtrail and Plasma 
Two demons that sprang from mankind's fear borne from crackpot theories, one concerning the toxicity of the contrails planes leave in their passing, and the other from the mysterious effects of plasma technology.
  • A.I. Roulette: Actually averted, but good luck figuring that out on your own. Chemtrail can be two very different fights depending on your resistances:
    • If your party doesn't resist Gun, Chemtrail will always use its first three turns casting a mix of Fog Breath and Acid Breath, then use Riot Gun and basic attacks on random targets.
    • If someone does resist gun, it will just alternate between Energy Drain and Megidolaon.
  • Defeat Means Friendship: In Chemtrail's case.
  • Optional Boss: Chemtrail in IV has a 1/256 chance of appearing in a hidden area near Shinjuku. Along with the last DLC boss, he has the most press turns in the game with six, and unlike said DLC boss, Chemtrail will use all of them effectively.
  • Palette Swap: Plasma is one to Chemtrail.
  • Signature Move: Plasma has Plasma Discharge, which deals up to eight hits of light electric damage, and Megidoplasma, an Almighty attack in between Megidola and Megidolaon.
  • The Unfought: Plasma is the only Fiend who cannot be fought in any way. He is unlocked in the Death Has Its Applications DLC quest instead.

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