For something like this, there's a good chance there are no separate pointers for the A-H letters and the game just does a little bit of math instead. Using an example from the same franchise, Dragon Warrior II (NES) accomplishes this by taking the monster number 1, 2, 3, etc. and adding that number to the number for the "A" tile - 1 to get the number for the "A", "B", "C", etc. tiles. Here's the actual code:
0x03FCD7|$0F:$FCC7:A9 6A LDA #$6A ; Tile ID #$6A = "-"
0x03FCD9|$0F:$FCC9:99 19 61 STA $6119,Y ; buffer for [name] control code
0x03FCDC|$0F:$FCCC:C8 INY ; increment buffer write index
0x03FCDD|$0F:$FCCD:8A TXA ; A = X = monster number within its group
0x03FCDE|$0F:$FCCE:18 CLC ; clear the carry flag before starting addition
0x03FCDF|$0F:$FCCF:69 23 ADC #$23 ; Tile ID #$23 = "z" and A > 0, so this is Tile ID #$24 = "A" or greater; the net effect of this code is to write e.g. "-A", "-B", etc. to the [name] string buffer
0x03FCE1|$0F:$FCD1:99 19 61 STA $6119,Y ; buffer for [name] control code