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rferries
2017-09-15, 02:33 AM
Hello all! I will use this thread to post one or more monsters from Final Fantasy. Each one I post will have an amalgamation of traits from its FFVII, FFVIII, and FFIX versions. I'll start off with the Malboro, and maybe do Behemoths, Cactuars, Ochus, Tonberries, and a few others if people are interested or have suggestions.

New Feat
Blue Magic
You have learned to mimic the powers of monsters you have defeated in combat.

Prerequisites
Caster level 6th.

Benefits
By studying (or devouring) creatures you have defeated in combat, you learn to duplicate one of their special attacks as a spell. See the "Blue Magic" section of individual monster descriptions for details of the spells you can learn.

To learn a blue magic spell, you must either study the corpse of the appropriate creature (requiring a Knowledge check appropriate to the creature's type), or cook and devour the creature (requiring a Profession (cook) check). Regardless of the type of check, the DC is equal to 15 plus the creature's CR.

Blue Magic spells may be learned by any spellcaster (assuming they can cast spells of the appropriate level). Spells you learn from this ability do not count towards your limit of spells known, and you do not need a spellbook to prepare them.

Special
At the DM's option, you may learn a Blue Magic spell simply by making a successful Spellcraft check after witnessing the creature's ability or making a save against it.


MALBORO
https://i.imgur.com/SVzuJHH.jpg
LARGE PLANT
Hit Dice: 12d8+60 (114 hp)
Initiative: +5
Speed: 10 ft. (2 squares)
Armor Class: 22 (+1 Dex, +12 natural, -1 size), touch 10, flat-footed 21
Base Attack/Grapple: +8/+17
Attack: Bite +12 melee (1d8+7)
Full Attack: Bite +12 melee (1d8+7)
Space/Reach: 30 ft./30 ft.
Special Attacks: Absorb, bad breath, bio, frozen breath
Special Qualities: Float, low-light vision, plant traits
Saves: Fort +15, Ref +7, Will +11
Abilities: Str 20, Dex 12, Con 20, Int 20, Wis 20, Cha 20
Skills: Concentration +20, Knowledge (dungeoneering, nature) +20, Listen +20, Spot +20, Spellcraft +20, Survival +20 (+22 aboveground natural or underground)
Feats: Ability Focus (bad breath), Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes,
Environment: Cold mountains
Organization: Solitary
Challenge Rating: 12
Treasure: None
Alignment: Usually neutral evil
Advancement: 13-24 HD (Large)
Level Adjustment: -

These terrifying plants boast a tremendous fanged maw and sit upon a mass of writhing tentacles. However, rather than attempting to devour or constrict opponents they rely on their formidable magical powers to incapacitate and kill opponents from afar.

Malboros do not speak, though they understand Sylvan and it is possible to communicate with them via speak with plants.

Combat Abilities
A Malboro takes to the air in combat, preferring to strike out with magic from a distance. It opens up with Bad Breath first, then rotates through its other powers.

Absorb (Su)
As a standard action a Malboro may attempt to drain the life energy from an opponent within 30 feet. The target takes 12d4 points of negative energy damage (Fortitude DC 21 half) and the Malboro regains hit points equal to the damage dealt, up to its maximum hit points. If used on an undead creature this ability is reversed, damaging the Malboro (no save) and healing the undead. The save DC is Charisma-based. Once a Malboro uses this power, it must wait 1d4 rounds before using it again.

Bad Breath (Su)
Once per encounter, as a standard action a Malboro may exhale a 15-foot cone of noxious black vapours. All creatures in the cone must succeed on a Fortitude save (DC 23) or suffer the combined effects of blindness, confusion, contagion, poison, and sleep (no HD limit) as the spells (all at caster level 12th). The save DC is Charisma-based. Once a Malboro uses this power, it must wait 1d4 rounds before using it again.

Bio (Su)
As a standard action a Malboro may a conjure a bubbling mass of acid around an opponent within 30 feet, dealing 12d6 points of acid damage (Reflex DC 21 half). On a failed save, the creature takes an additional 6d6 points of acid damage (Reflex DC 21 half) on it's next turn as well as 1d4 points of Constitution damage (no save). The save DCs are Charisma-based. Once a Malboro uses this power, it must wait 1d4 rounds before using it again.

Float (Ex)
As a standard action a Malboro may rise 30 feet into the air, as if by levitate. It may remain airborne for 1d4 minutes at a time, after which it descends as if by feather fall.

Frozen Breath (Su)
As a standard action a Malboro may exhale a bolt of icy energy at an opponent within 30 feet, dealing 12d8 points of cold damage (Reflex DC 21 half). The save DC is Charisma-based. Once a Malboro uses this power, it must wait 1d4 rounds before using it again.

Blue Magic
A spellcaster with the Blue Magic feat can learn Bad Breath as a spell.

Bad Breath
Necromancy
Level: Blue Magic 6
Components: V, S, M
Casting Time: 1 standard action
Range: 15 ft.
Area: Cone-shaped burst
Duration: See text
Saving Throw: Fortitude negates
Spell Resistance: Yes

You exhale a cone of noxious black vapours. All creatures in the cone must succeed on a Fortitude save or be affected as if by the blindness, confusion, contagion, poison, and sleep spells. There is no HD limit for the sleep effect.

Material Component
A bit of a Malboro's tentacle.

Buufreak
2017-09-15, 08:56 AM
Before you go killing yourself with all this homebrewing, I feel like pointing out that a Final Fantasy d20 (http://www.finalfantasyd20.com/ffd20/) already exists. Feel free to use it for inspiration.

rferries
2017-09-15, 03:11 PM
Ha good point! I should have thought to google for conversions first.