PDA

View Full Version : Final Fantasy X d20 (PDF Now Available!)



Pages : 1 [2] 3 4

Zeta Kai
2008-07-20, 01:45 PM
Mindy
http://www.ffcompendium.com/art/10-mindy-a.jpg
NAME- Mindy
CLASS- Aeon 20/Joined Fayth 5
RACE- Aeon (Outsider, Aeon subtype)
ALIGNMENT- True Neutral
LEVEL- 25th
SIZE- Medium (Space 5’/Reach 5’)
AGE- 16 years old
GENDER- female
HEIGHT - 6’1”
WEIGHT- 185 lbs
EYES- blue
HAIR- N/A
LANGUAGES
• Common

ABILITIES
• Strength 14 (+2)
• Dexterity 17 (+3)
• Constitution 17 (+3)
• Intelligence 10 (+0)
• Wisdom 10 (+0)
• Charisma 10 (+0)

HIT POINTS- 255 HP
MAGIC POINTS- 937 MP
ARMOR CLASS- 29 (+2 Dex, +3 Con, +14 natural armor); touch 11; flat-footed 28
SPEED- 30’
INITIATIVE- +7
BASE ATTACK BONUS
• Melee +27 = +25 (Base) +2 (Str)
• Ranged +28 = +25 (Base) +3 (Dex)

CARRYING CAPACITY
• Light Load 0-58 lbs.
• Medium Load 59-116 lbs.
• Heavy Load 117-175 lbs.
• Lift Over Head 175 lbs.
• Lift Off Ground 350 lbs.
• Push or Drag 875 lbs.

SAVING THROWS
• Fortitude +19 = +16 (Base) +3 (Con)
• Reflex +21 = +16 (Base) +3 (Dex) +2 (Feat)
• Will +16 = +16 (Base) +0 (Wis)

SKILLS (*=cross-class)
• Appraise (Int, +0=0+0)*
• Balance (Dex, +27=3+24)
• Bluff (Cha, +0=0+0)*
• Climb (Str, +23=2+21)
• Concentration (Con, +3=3+0)*
• Craft (Int, +0=0+0)*
• Decipher Script (Int, +0=0+0)*
• Diplomacy (Cha, +0=0+0)*
• Disable Device (Int, +0=0+0)*
• Disguise (Cha, +0=0+0)*
• Escape Artist (Dex, +3=3+0)*
• Forgery (Int, +0=0+0)*
• Gather Information (Cha, +0=0+0)*
• Handle Animal (Cha, +0=0+0)*
• Heal (Wis, +0=0+0)*
• Hide (Dex, +3=3+0)*
• Intimidate (Cha, +15=0+15)
• Jump (Str, +23=2+21)
• Knowledge (Int, +0=0+0)*
• Listen (Wis, +24=0+24)
• Move Silently (Dex, +3=3+0)*
• Open Locks (Dex, +3=3+0)*
• Perform (Cha, +0=0+0)*
• Profession (Wis, +0=0+0)*
• Ride (Dex, +3=3+0)*
• Search (Int, +0=0+0)*
• Sense Motive (Wis, +20=0+20)
• Sleight of Hand (Dex, +3=3+0)*
• Speak Language (Int, +0=0+0)*
• Spellcraft (Int, +0=0+0)*
• Spot (Wis, +28=0+28)
• Survival (Wis, +23=0+23)
• Swim (Str, +2=2+0)*
• Tumble (Dex, +31=3+28)
• Use Magical Device (Cha, +0=0+0)*
• Use Rope (Dex, +3=3+0)*

FEATS
• Cleave [General]
• Dodge [General]
• Great Cleave [General]
• Improved Initiative [General]
• Improved Toughness [General]
• Lightning Reflexes [General]
• Mobility [General]
• Power Attack [General]
• Spring Attack [General]

WEAPONS
• stinger (1d6+2, 20/Χ2, piercing)

ARMOR
• N/A

EQUIPMENT
• 0gp (0 lbs)

ENCUMBERANCE- 0 lbs (light load)
CLASS FEATURES
• Weapon & Armor Proficiency: Mindy is proficient with all simple & martial weapons, but not with any type of armor or shield
• Aeon Form: Mindy becomes an Aeon; her type becomes [Outsider] & her subtype becomes [Aeon] (see Creature Subtypes: Aeon, below); as such, she gains Darkvision out to 60’; in addition, she does not need to eat or sleep (although she can do so if she wishes); lastly, her body & soul are fused into one unit, & therefore spells that restore souls to their bodies, such as raise dead, reincarnate, & resurrection, don’t work on her; it takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore her to life
• Natural Armor (Su): Mindy gains a natural armor bonus to her AC equal to ½ her HD; in addition, she can add her Constitution bonus (if any) to her AC; these bonuses do not apply against touch attacks, & she loses the bonuses when she wears any armor, or when she carries a shield
• Aeon Boost (Su): Mindy can choose, as a swift action, to lower her defenses for 1 round; during that round, all damage sustained by her is multiplied by 1.5; because of this, all Overdrive Points (OP’s) accrued during that round are multiplied by 3
• Natural Weapon (Ex): Mindy gains a natural weapon; she may choose either a claw attack (slashing) or slam attack (bludgeoning) upon gaining this feature; once her choice has been made, it cannot be changed; this natural weapon deals damage based on her size (Fine 1, Diminutive 1d2, Tiny 1d3, Small 1d4, Medium 1d6, Large 1d8, Huge 2d6, Gargantuan 2d8, Colossal 4d6; critical 20/Χ2); once she gains this natural weapon, she can no longer use manufactured weapons with her hands, as they have become unsuitable for the purpose of wielding them
• Aeon Shield (Su): Mindy can choose, as a swift action, to raise her defenses for 1 round; during that round, all damage sustained by her is reduced by 75%; because of this, she cannot accrue Overdrive Points (OP’s) during that round
• Immortality (Ex): Mindy no longer takes penalties to her ability scores for aging & cannot be magically aged; any such penalties that she has already taken, however, remain in place; bonuses no longer accrue either, but she does not die of old age when her time is up, & in fact her maximum age no longer exists as a meaningful statistic
• Lost Opportunities (Su): Mindy’s opponents can no longer make attacks of opportunity against her; even if she is flat-footed or otherwise denied her Dexterity bonus to her AC, all attacks of opportunity made against her automatically fail; the only time that an attack of opportunity can be made successfully against her is when she is immobilized, helpless, or when she loses her natural armor bonus by wearing armor or using a shield
• Awesome Blow (Su): you gain Awesome Blow as a bonus monster feat, even if you do not meet the prerequisites to quality for it
• Mage’s Alternatives (Sp): Mindy gains some spell-like abilities; she can now cast a number of “spells”; she casts these like a PC with a class level equal to her HD; she does not need any somatic components to cast these, but she must spend the MP cost to cast such abilities:
o Mage Package #3: Bio (10MP), Blizzara (8MP), Blizzaga (16MP), Death (20MP), Doublecast (0MP), Drain (12MP), Fira (8MP), Firaga (16MP), Flare (54MP), Lancet (0MP), Osmose (0MP), Thundara (8MP), Thundaga (16MP), Watera (8MP), & Waterga (16MP)
• Freedom of Choice (Ex): Mindy gains some leeway when she is called by a summoner to battle; each round, she may take an action that her summoner chooses, or she can make a Will save (DC10 + the summoner’s class level) to act as she desires; she cannot refuse her summoner, however, if they request that she perform her overdrive, if any (as long as she & her siblings each have 100 OP); she also cannot dismiss herself, so she must wait for an encounter to end or for her summoner to dismiss her to return to her transdimensional pocket
• Mark of Status (Su): Mindy gains a resistance bonus equal to her HD to all saving throws to defend against acquiring a negative status effect (all except Hasted &/or Regen; see Status Effects, above)
• Passado (Su): Mindy can pelt 1 opponent with a barrage of stingers; this is 2d6+8 special ranged attacks, all using her full BAB; each stinger that hits deals maximized piercing damage (2d8); if a creature makes a Reflex save (DC10 + ½ her class level + her Wisdom modifier), then they only take half damage; this is a standard action that does not provoke attacks of opportunity
• Delta Attack (Su): Mindy can combine her Limit Break with the Limit Breaks of 2 siblings to automatically hit all opponents within 50’ with the ultimate arcane attack, dealing 20d12 points of damage to each. In addition, any opponent hit by this attack must make a successful Fortitude save (DC40) or die; must have 2 siblings who have fully charged OP pools (100 OP’s each); this ability costs 100 OP to use

Zeta Kai
2008-07-21, 08:50 AM
Seymour Guado
http://images.wikia.com/finalfantasy/images/0/0f/Seymour_Guado_artwork.jpg
NAME- Seymour Guado
CLASS- Summoner 4/Black Mage 7
RACE- Half-Guado
ALIGNMENT- Neutral Evil
LEVEL- 11th
SIZE- Medium
AGE- 28 years old
GENDER- male
HEIGHT- 5’6”
WEIGHT- 125 lbs
EYES- blue
HAIR- blue
LANGUAGES
• Common
• Guado
• Ronso
• Hypello

ABILITIES
• Strength 8 (-1)
• Dexterity 12 (+1)
• Constitution 14 (+2)
• Intelligence 17 (+3)
• Wisdom 9 (-1)
• Charisma 15 (+2)

HIT POINTS- 51 HP
MAGIC POINTS- 412MP
ARMOR CLASS- 15 (+1 Dex, +4 bangle); touch 11; flat-footed 14
SPEED- 30’
INITIATIVE- +1
BASE ATTACK BONUS
• Melee +5 = +5 (Base) -1 (Str) +1 (Magic Weapon)
• Ranged +6 = +5 (Base) +1 (Dex)

CARRYING CAPACITY
• Light Load 0-26 lbs.
• Medium Load 27-53 lbs.
• Heavy Load 54-80 lbs.
• Lift Over Head 80 lbs.
• Lift Off Ground 160 lbs.
• Push or Drag 400 lbs.

SAVING THROWS
• Fortitude +5 = +3 (Base) +2 (Con)
• Reflex +6 = +3 (Base) +1 (Dex) +2 (Feat)
• Will +6 = +7 (Base) -1 (Wis)

SKILLS (*=cross-class) 84
• Appraise (Int, +3=3+0)
• Balance (Dex, +1=1+0)*
• Bluff (Cha, +9=2+4+3)*
• Climb (Str, -1=-1+0)*
• Concentration (Con, +7=2+5)
• Craft (Int, +4=3+1)
• Decipher Script (Int, +3=3+0)
• Diplomacy (Cha, +7=2+5)
• Disable Device (Int, +3=3+0)*
• Disguise (Cha, +2=2+0)*
• Escape Artist (Dex, +1=1+0)*
• Forgery (Int, +3=3+0)
• Gather Information (Cha, +3=2+1)
• Handle Animal (Cha, +3=2+1)
• Heal (Wis, +1=-1+2)
• Hide (Dex, +1=1+0)*
• Intimidate (Cha, +4=2+2)
• Jump (Str, -1=-1+0)*
• Knowledge (Arcana) (Int, +15=3+12)
• Knowledge (Religion) (Int, +17=3+14)
• Listen (Wis, +1=-1+2)
• Move Silently (Dex, +2=1+1)
• Open Locks (Dex, +1=1+0)*
• Perform (Cha, +3=2+1)
• Profession (Wis, +7=-1+8)
• Ride (Dex, +1=1+0)*
• Search (Int, +4=3+1)
• Sense Motive (Wis, +1=-1+2)
• Sleight of Hand (Dex, +1=1+0)*
• Speak Language (Int, +3=3+0)
• Spellcraft (Int, +19=3+14+2)
• Spot (Wis, -1=-1+0)*
• Survival (Wis, -1=-1+0)*
• Swim (Str, -1=-1+0)*
• Tumble (Dex, +1=1+0)*
• Use Magical Device (Cha, +8=2+4+2)
• Use Rope (Dex, +1=1+0)*

FEATS
• Combat Casting [General]
• Lightning Reflexes [General]
• Magical Aptitude [General]
• Skill Focus (Bluff) [General]
• Still Spell [Metamagic] (Bonus)
WEAPONS
• Reticent Staff (Silencestrike +1 quarterstaff, 18,600gp, 1d6-1/1d6-1, 20/Χ2, 4lbs, large size, two-handed, bludgeoning)

ARMOR
• +4 bangle (+4AC, 16,300gp, 0lbs)

EQUIPMENT
• 26,558gp (9 lbs)
• Black Magic Sphere (0gp, 1 lb)
• Candles (Χ10, 1sp, 0 lbs)
• Case, Scroll (1gp, ½ lbs)
• Flint & Steel Kit (1gp, 0 lbs)
• Ink (Χ10, 40gp, 0 lbs)
• Inkpen (1sp, 0 lbs)
• Parchment, Sheet (Χ20, 4gp, 0 lbs)
• Robes, Ceremonial (500gp, 10lbs)
• Sack (1sp, ½ lb)
• Turbo Ether (6,000gp, 0 lbs)

ENCUMBERANCE- 25 lbs (light load)
CLASS FEATURES
• Weapon & Armor Proficiency: Seymour is proficient with all simple weapons; you are not proficient with any type of armor or shield; armor of any type interferes with his gestures, which can cause his class features to fail (treat all spell-like class features as spells with somatic components for the purposes of spell failure rates); the only armor that he can safely use are protective bangles or rings
• Summon (Sp): once per day, Seymour can call upon an Outsider with the [Aeon] subtype (see Aeons, above) to battle his enemies for him; the Aeon is instantly transported from the transdimensional pocket in which it normally resides to the nearest clear space within 30’ of him (if no such space exists, the summoning fails); he can (usually) command Aeons that he has summoned, but he must remain within 30’ of the Aeon at all times, & he must spend a standard action each round to maintain control of the Aeon (this does not provoke attacks of opportunity); an Aeon will remain on the battlefield until either the encounter ends, Seymour dismissed it, he fails to maintain control, or it is reduced to 0HP; Seymour can only summon Aeons that he has unlocked & that have at least 1HP; a summoned Aeon gets a fair share of the XP for encounters in which it participates; summoning is a full-round action that provokes attacks of opportunity; while his Aeon battles in his stead, all opponents must make a Will save (DC10 + ½ his class level + his Wisdom modifier) to target him for an attack; this ability does not consume any MP to use
• Cure (Sp): Seymour can channel positive energy that cures 1d8 points of damage + 1 point per caster level (maximum +5) of any 1 ally within 30’ (including himself); since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds, although an undead creature can apply spell resistance, & can attempt a Will save (DC10 + ½ his class level + his Wisdom modifier) to take half damage; this is a standard action that provokes attacks of opportunity; this ability costs 4MP to use
• Esuna (Sp): Seymour can remove most negative conditions from any 1 ally within 30’ (including himself); negative conditions include: Berserk, Blind, Confused, Mute, Petrified, Poison, Sleep, Slowed; this cannot remove Cursed, Doomed, Hasted, KO, or Zombie (see Status Effects, above); this is a standard action that provokes attacks of opportunity; this ability costs 5MP to use\
• Nul (Sp): Seymour can cast an aura of protection over of any 1 ally within 30’ (including himself) from one energy type (either acid, cold, electricity, fire, sonic, or water (force); choose 1 at the time of casting); this aura blocks the next energy-based attack of the chosen type that hits that ally, be it from a spell or a physical attack; the aura disappears after absorbing 1 attack, or after 1 minute per class level, whichever comes first; this is a standard action that provokes attacks of opportunity; this ability costs 2MP to use
• Thunder (Sp): Seymour can attack an enemy with electrical energy; this is a ranged touch attack that deals 1d4 points of electricity damage per class level to 1 opponent within 30’ on a successful hit; his opponent can make a Fortitude save (DC10 + ½ his class level + his Intelligence modifier) for half damage; this is a standard action that provokes attacks of opportunity; this ability costs 4MP to use
• Water (Sp): Seymour can attack an enemy with watery energy; this is a ranged touch attack that deals 1d4 points of water (force) damage per class level to 1 opponent within 30’ on a successful hit; his opponent can make a Fortitude save (DC10 + ½ his class level + his Intelligence modifier) for half damage; this is a standard action that provokes attacks of opportunity; this ability costs 4MP to use
• Blizzard (Sp): Seymour can attack an enemy with freezing energy; this is a ranged touch attack that deals 1d4 points of cold damage per class level to 1 opponent within 30’ on a successful hit; his opponent can make a Fortitude save (DC10 + ½ his class level + his Intelligence modifier) for half damage; this is a standard action that provokes attacks of opportunity; this ability costs 4MP to use
• Fire (Sp): Seymour can attack an enemy with flaming energy; this is a ranged touch attack that deals 1d4 points of fire damage per class level to 1 opponent within 30’ on a successful hit; his opponent can make a Fortitude save (DC10 + ½ his class level + his Intelligence modifier) for half damage; this is a standard action that provokes attacks of opportunity; this ability costs 4MP to use
• Focus (Su): Seymour can augment the magical power & defenses of his party; this ability grants all allies within 30’ (including himself) +25% on all damaging & healing spells &/or spell-like abilities for the rest of the encounter; in addition, those party members affected by this gain Spell Resistance +2 for the rest of the encounter; these effects are negated for an ally if they are successfully hit with a cursed effect, or die (even if they are revived during the same encounter); multiple focus effects do not stack; this is a standard action that does not provoke attacks of opportunity; this ability does not consume any MP to use
• Thundara (Sp): Seymour can spend an extra 4MP (8MP total) in order to increase the damage of Thunder to 1d6+1 points of electricity damage per class level; his opponent can make a Fortitude save (DC10 + ½ his class level + his Intelligence modifier) for half damage; this is a standard action that provokes attacks of opportunity
• Requiem (Sp): Seymour can unleash an utter apocalypse of magical energy; automatically hits all opponents within 30’, dealing 10d12 points of force damage. In addition, all creatures damaged by this attack must make a Fortitude save (DC10 + ½ his class level + his Charisma modifier) or die; any creature with a CR more than (his party’s average level +2) is unaffected; this ability requires 100 OP to use.

Zeta Kai
2008-07-22, 11:18 AM
Other Characters

Grand Maester Yo Mika (Hume Aristocrat (http://www.d20srd.org/srd/npcClasses/aristocrat.htm)/Priest [Unsent])
Maester Kelk Ronso (Ronso Aristocrat (http://www.d20srd.org/srd/npcClasses/aristocrat.htm)/Priest)
Maester Wen Kinoc (Hume Aristocrat (http://www.d20srd.org/srd/npcClasses/aristocrat.htm)/Priest [Unsent])
Lord Jyscal Guado (Guado Aristocrat (http://www.d20srd.org/srd/npcClasses/aristocrat.htm)/Priest [Unsent])
Jecht (Hume Blitzer [Aeon])
Lord Braska (Hume Summoner)
Lady Yocun (Hume Summoner)
Lord Ohalland (Hume Summoner/Blitzer)
Lord Gandof (Hume Summoner)
Lord Mi’ihen (Hume Summoner/Crusader)
Dona (Hume Summoner)
Bartello (Hume Pugilist)
Rin (Al Bhed Merchant)
Clasko (Hume Crusader)
Lucil (Hume Crusader)
Elma (Hume Crusader)
Luzzu (Hume Crusader)
Gatta (Hume Crusader)
Isaaru (Hume Summoner)
Meroda (Hume Pugilist)
Pacce (Hume Pugilist)
Maechen (Hume Priest [Unsent])
Cid (Al Bhed Expert (http://www.d20srd.org/srd/npcClasses/expert.htm))
Brother (Al Bhed Expert (http://www.d20srd.org/srd/npcClasses/expert.htm))
O’aka XXIII (Hume Merchant)
Wantz (Hume Merchant)
Belgemine (Hume Summoner [Unsent])
Father Zuke (Hume Summoner)
Lady Gennem (Hume Summoner [Fiend])
Omega (Hume Priest [Fiend])
Lady Yunaleska (Hume Summoner [Unsent])
Lord Zaon (Hume Summoner [Aeon])
Yu Yevon (Hume Summoner [Fiend])

Zeta Kai
2008-07-22, 11:26 AM
Creatures
NOTE: This section replaces the monsters found within the Monster Manual (pages 8-267). Like the rest of this homebrewing project, the creatures detailed below were designed to translate the distinctive characteristics of the monsters & bosses found in Final Fantasy X into the D20 ruleset. I’ve attempted to conform to the standard D&D design rules, while still being true to the world of Spira, & this has presented some challenges. The most notable difference between the statistics for these monsters & how they appear in FFX is the lack of immunities in the monsters presented below. Due to the use of saving throws in D&D, as well as attacks of opportunity & other D20 game design elements, the monsters here are not immune to most of the PC’s class features, as they are in the original game, nor do all monsters have the same elemental immunities. This means some monsters will play slightly differently than their video game counterparts. This is an unfortunate (but inevitable) consequence of translating these creatures to another game medium.

Zeta Kai
2008-07-24, 05:59 AM
Creature Subtypes
Aeon Subtype
Aeons are the physical realization of the Fayth. The Fayth were once Humanoid or Monstrous Humanoid, but they volunteered to participate in the Aeon Reborn ritual, & therefore were transformed into powerful Outsiders. An Aeon does not normally speak when summoned, & only communicates in the form of an apparition of its former body. The Aeon’s physical remains are sealed within a massive magical sarcophagus at the time of the ritual. The sarcophagi are usually located deep within a Yevonite temple, & protected by a Cloister of Trials.

Aeon Traits

An Aeon is of the Outsider type only
An Aeon is of the True Neutral alignment only
An Aeon is not proficient with armor or shields unless otherwise indicated
Cocoon (Su): if reduced to 0HP or otherwise killed, an Aeon will instantly teleport back to its transdimentional pocket, where that space will automatically stabilize the Aeon; a “dead” Aeon will fully heal all injuries & remove all status effects while within this pocket, but the process takes 24 hours, & cannot be hastened by any means (during this time, an Aeon cannot be summoned)
An Aeon cannot be dismissed, but can be banished, either by a successful banishment spell, or via the Banish spell-like ability


Fiend Subtype
Fiends are what remain of the Unsent who stay in the living world instead of departing to the Farplane. Those who die & chose to remain in Spira as an Unsent risk becoming insane over time. When this happens, the Unsent dissolve into swarms of Pyreflies, which reorganize into warped physical forms. These new creatures, known as Fiends, are a manifestation of the negative emotions of the erstwhile Unsent. Fiends are driven to attack living creatures, especially sentient Humanoids & Monstrous Humanoids, even though they are not driven by hunger or territory.

Fiend Traits

A Fiend is of the Aberration, Animal, Dragon, Elemental, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Undead, or Vermin types only
A Fiend is of the Chaotic Evil alignment only
A Fiend cannot be Sent or Fiended
Only an Undead-type Fiend can be turned
A Fiend does not need to eat or sleep, although it does need to breathe
Dissolution (Su): if reduced to 0HP or otherwise killed, a Fiend will break up into a number of separate Pyreflies, depending on its size (Fine 1, Diminutive 2, Tiny 4, Small 8, Medium 16, Large 32, Huge 64, Gargantuan 128, Colossal 256), which can then be Sent (or re-Fiended) as normal


Lightning Subtype
As with the other three “classical” elements in the world of Spira (Fire, Ice, & Water), some creatures have a natural affinity for electrical energy, also known as Lightning. These beings sizzle with pure electricity coursing over their skin, & can even use its raw power to defend themselves in some fashion.

Lightning Traits

A Lightning creature is of the Elemental, Ooze, or Outsider types only
A Lightning creature has complete immunity to electricity damage
A Lightning creature has vulnerability to water (force) damage, which means it takes half again as much (+50%) damage as normal from water-based attacks, regardless of whether a saving throw is allowed, or if the save is a success or failure
A Lightning creature’s body crackles with electricity, & tiny sparks emit from it as it moves; as a result, a Lightning creature emits shadowy illumination to a radius of 5’, & therefore receives a -4 penalty to all Hide & Move Silently checks
Discharge (Su): A Lightning creature’s body is constantly covered in periodic electrical emissions; as a result, any other creature that touches a Lightning creature’s body takes 1 point of electrical damage each round of contact; most melee weapons will not channel this damage to the wielder, but weapons that require personal contact with the creature (such as claws, spiked gloves, or spiked armor) will channel this electrical energy; Electrical Immunity & Damage Reduction both can negate this damage


Machina Subtype
Machina is the term used for any kind of powered machines in Final Fantasy X, specifically used here to refer to semi-autonomous robots, primarily built & used by the people of Bevelle a thousand years ago. Machina are now forbidden by the Church of Yevon, ostensibly due to their potential for destruction & unreliable control methods. Notable exceptions to this doctrine include the following devices that are technically either machina themselves, or are based on machina technology: airships (such as the Fahrenheit), the blitzball sphere pool in Luca, elevators in the Palace of St. Bevelle itself, guns (including the weapons of Yevonite soldiers), & recording spheres. The Al Bhed have been ostracized in Spiran society for their heretical rejection of Yevonite dogma, as well as their salvage & use of ancient machina.

Machina Traits

A Machina is of the Construct type only
A Machina can usually be disabled instantly (reduced to 0HP or less) by a successful Steal or Mug attempt; a Machina may make a Fortitude save (DC10 + opponent’s skill ranks in Disable Device) to resist
A Machina usually has Damage Reduction/magic equal to their Hit Die Χ 2
Haywire: over the centuries, many Machina have become faulty, acquiring hardware &/or software errors; each Machina is 10% likely to have gone berserk (see Status Effects: Berserk); berserk Machina cannot be calmed normally


Unsent Subtype
When an intelligent creature dies in Spira, the spirit of that being travels to the Farplane to begin its immortal existence. Most of the time (75%), these spirits need the help of a Summoner (or a high-level Priest), who performs a ritual called the Sending to help guide them to the afterlife. If a creature’s spirit is not sent, it will most likely remain in Spira as an “Unsent” creature. Unsent can succumb to malice & envy over time, becoming Fiends (see above), although some are able to exist in Spira & retain their sanity for years, even centuries, although these are exceptional characters, & far from the general rule.

Unsent Traits

An Unsent is of the Giant, Humanoid, or Monstrous Humanoid types only
An Unsent cannot be turned, but can be Sent or Fiended
An Unsent uses the BAB & saving throws scores that it would have if it were alive
Veneer of Life (Su): Unsent beings can appear just as they did when they were alive; this ability can remain active for as long as the Unsent wishes, & can only be canceled by dispel magic (1 minute), break enchantment (1 hour), greater dispel magic (1 day), mordenkainen’s disjunction (1 week), or antimagic fields (while within range of one); activating or deactivating the ability is a swift action that does not provoke attacks of opportunity; perceiving an Unsent as such requires a successful Spot check (DC25) or a successful Knowledge: Religion check (DC25)
Once per year, an Unsent must make a Will save (DC = # of years spent as an Unsent / Charisma bonus (minimum +1)); failure indicates that it becomes Chaotic Evil
An Unsent devolves into a Fiend if they become Chaotic Evil (see the Spiral of Death)

Zeta Kai
2008-07-24, 12:14 PM
Non-Fiend Creatures
At long last, the monsters of Final Fantasy X...
...all of them...

Chocobo
http://images.wikia.com/finalfantasy/images/0/07/FFX_single_Chocobo.jpg
Large Animal
Hit Dice: 3d8+6 (19HP)
Initiative: +2
Speed: 60’ (12 squares)
Armor Class: 11 (-1 size, +2 Dex); touch 11; flat-footed 9
Base Attack/Grapple: +2/+10
Attack: Talon +5 melee (1d8+4) or Bite +5 melee (1d8+4)
Full Attack: Talon +5 melee (1d8+4) or Bite +5 melee (1d8+4)
Space/Reach: 10’/5’
Special Attacks: N/A
Special Qualities: Animal traits, Glide, Waark!
Saves: Fort +5, Ref +5, Will +2
Abilities: Str 18 (+4), Dex 15 (+2), Con 15 (+2), Int 2 (-4), Wis 13 (+1), Cha 6 (-2)
Skills: Jump +7, Spot +4
Feats: Run, Skill Focus (Jump)
Environment: temperate plains (Mi’ihen Highroad)
Organization: solitary
Challenge Rating: 2
Treasure: standard
Alignment: always Neutral
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 3d6+12 (22MP)

Glide (Ex): a Chocobo always acts as if under a feather fall effect: it falls only 60’/round, & takes no damage from falling, no matter how high they fall; they can also travel twice as far horizontally as they fall; certain conditions which inhibit movement will negate this ability, such as dazed, dead, dying, entangled, helpless, paralyzed, petrified, pinned, stable, stunned, & unconscious

Waark! (Ex): once per day, as a swift action, a Chocobo can increases their base land speed by 30’/round, as if under the effect of an expeditious retreat spell; this effect lasts for 3 minutes, & has no effect on other modes of movement, such as burrow, climb, fly, or swim; as with any effect that increases a creature’s speed, this spell affects jumping distance (see the Jump skill)

Lochar
2008-07-24, 12:18 PM
You're insane.

Although, I do want to see how you stat the collection monsters.

Zeta Kai
2008-07-24, 12:22 PM
You're insane.

Although, I do want to see how you stat the collection monsters.

I'll take that as a complement. :smallwink:

If by collection monsters you mean arena exclusives, I'm working on those as we speak, most likely as bonus material at the end. Wish me luck (I'm so sick of monsters).

Zeta Kai
2008-07-24, 02:58 PM
Monkey
Tiny Animal
Hit Dice: 1d8 (4HP)
Initiative: +2
Speed: 30’ (6 squares), Climb 30’ (6 squares)
Armor Class: 14 (+2 size, +2 Dex); touch 14; flat-footed 12
Base Attack/Grapple: +0/-12
Attack: Bite -2 melee (1d3-4) or Slam -2 melee (1d3-4)
Full Attack: Bite -2 melee (1d3-4) or Slam -2 melee (1d3-4)
Space/Reach: 2½’/0’
Special Attacks: N/A
Special Qualities: Animal traits
Saves: Fort +2, Ref +4, Will +0
Abilities: Str 3 (-4), Dex 15 (+2), Con 10 (+0), Int 2 (-4), Wis 10 (+0), Cha 7 (-2)
Skills: Balance +14, Climb +12, Escape Artist +2, Hide +16
Feats: Agile
Environment: temperate plains (Djose Highroad)
Organization: pair, gang (3-9) or barrel (10-20)
Challenge Rating: ½
Treasure: standard
Alignment: always Neutral
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 1d6+4 (7MP)

• Skills: the creature has a +8 racial bonus on Balance & Climb checks; in addition, they can always choose to take 10 on Climb checks, even if rushed or threatened; lastly, they use their Dexterity modifier instead of their Strength modifier for Climb checks

Zeta Kai
2008-07-24, 07:07 PM
Pyrefly
http://images.wikia.com/finalfantasy/images/9/9e/FFX-Pyreflies.jpg
Diminutive Undead (Incorporeal, Unsent)
Hit Dice: ⅛d12 (1HP)
Initiative: +0
Speed: Fly 30’ (6 squares, perfect maneuverability)
Armor Class: 10 (+4 size, -5 Dex, +1 deflection); touch 10; flat-footed 10
Base Attack/Grapple: +0/-12
Attack: N/A
Full Attack: N/A
Space/Reach: 1’/0’
Special Attacks: N/A
Special Qualities: Harmless, Incorporeal traits, Undead traits
Saves: Fort -2, Ref +0, Will -5
Abilities: Str -- (+0), Dex -- (+0), Con -- (+0), Int -- (+0), Wis 1 (-5), Cha 1 (-5)
Skills: N/A
Feats: N/A
Environment: any
Organization: solitary, pair, or throng (3-256)
Challenge Rating: --
Treasure: N/A
Alignment: always Neutral
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 0MP

• Harmless (Ex): a Pyrefly cannot &/or will not attack for any reason; it is treated as if it has no attacks

Zeta Kai
2008-07-24, 10:31 PM
Shoopuf
http://images.wikia.com/finalfantasy/images/e/ee/Shoopuf_FFX.jpg
Gargantuan Magical Beast
Hit Dice: 12d10+63 (129HP)
Initiative: +0
Speed: 40’ (8 squares)
Armor Class: 16 (-4 size, +10 natural); touch 6; flat-footed 16
Base Attack/Grapple: +12/+34
Attack: Slam +18 melee (2d8+10)
Full Attack: 2 Slams +18 melee (2d8+10)
Space/Reach: 20’/15’
Special Attacks: Trample
Special Qualities: Magical Beast traits
Saves: Fort +13, Ref +8, Will +7
Abilities: Str 30 (+10), Dex 10 (+0), Con 21 (+5), Int 2 (-4), Wis 13 (+1), Cha 7 (-2)
Skills: Listen +13, Spot +7
Feats: Endurance, Iron Will, Power Attack, Skill Focus (Listen), Toughness
Environment: temperate marshes (Moonflow)
Organization: solitary
Challenge Rating: 6
Treasure: standard
Alignment: always Neutral
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 24d6+96 (180MP)

• Trample (Ex): 2d8+15 damage; Reflex save (DC26) for half damage; the save DC is Strength-based; this is a full-round action that does not provoke attacks of opportunity

Zeta Kai
2008-07-24, 10:46 PM
Fiends (201 Total)

Achelous
http://images.wikia.com/finalfantasy/images/b/be/ACHELOUS.jpg
Medium Magical Beast (Aquatic, Fiend)
Hit Dice: 11d10+11 (71HP)
Initiative: +8
Speed: 10’ (2 squares), Swim 30’ (6 squares)
Armor Class: 16 (+4 Dex, +2 natural); touch 14; flat-footed 12
Base Attack/Grapple: +11/+13
Attack: Tentacle +13 melee (1d6+2)
Full Attack: 2 Tentacles +13 melee (1d6+2)
Space/Reach: 5’/5’
Special Attacks: Sonic Wave
Special Qualities: Aquatic traits, Magical Beast traits
Saves: Fort +8, Ref +11, Will +4
Abilities: Str 14 (+2), Dex 18 (+4), Con 12 (+1), Int 3 (-4), Wis 13 (+1), Cha 5 (-3)
Skills: Climb +5, Listen +9, Spot +6, Swim +11
Feats: Alertness, Athletic, Improved Initiative, Skill Focus (Swim)
Environment: cold aquatic (Mt. Gagazet)
Organization: pair or party (1 with a group of 1-3 Fiends)
Challenge Rating: 9
Treasure: standard
Normal/Rare Steal: Water Gem (Χ2)/Healing Spring
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 22d6+88 (165MP)

• Sonic Wave (Su): this attack inflicts 1d6+1 points of water (force) damage to all opponents within 40’; Fortitude save (DC17) for half damage; the save DC is Strength-based; this is a standard action that does not provoke attacks of opportunity

Zeta Kai
2008-07-25, 05:50 AM
Adamantoise
http://images.wikia.com/finalfantasy/images/7/7c/AdamantoiseFFX.jpg
Huge Magical Beast (Fiend)
Hit Dice: 12d10+72 (138HP)
Initiative: +1
Speed: 30’ (6 squares)
Armor Class: 21 (-2 size, +1 Dex, +12 natural); touch 9; flat-footed 20
Base Attack/Grapple: +12/+29
Attack: Slam +19 melee (2d6+9)
Full Attack: 2 Slams +19 melee (2d6+9)
Space/Reach: 15’/10’
Special Attacks: Breath, Earthquake
Special Qualities: Magical Beast traits
Saves: Fort +14, Ref +9, Will +5
Abilities: Str 28 (+9), Dex 12 (+1), Con 23 (+6), Int 2 (-4), Wis 13 (+1), Cha 7 (-2)
Skills: Jump +12, Listen +7, Spot +5, Survival +8, Swim +14
Feats: Awesome Blow, Blind-Fight, Cleave, Improved Bull Rush, Power Attack
Environment: any (Sin)
Organization: solitary
Challenge Rating: 11
Treasure: standard
Normal/Rare Steal: Healing Water/Stamina Tablet
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 24d6+96 (180MP)

• Breath (Su): once every 1d4+1 rounds, the creature can emit a 70’ cone of deadly breath, dealing 2d6 points of acid damage; Reflex save (DC25) for half damage; the save DC is Strength-based; this is a standard action that does not provoke attacks of opportunity

• Earthquake (Ex): the creature can leap into the air & crash to the ground, shaking the earth with it’s bulk; all creatures standing on the ground within 70’ must make a Fortitude save (DC22) or suffer a -20 Initiative penalty for the next round; this is a full-round action that does not provoke attacks of opportunity

Zeta Kai
2008-07-25, 07:47 AM
Aerouge
http://images.wikia.com/finalfantasy/images/3/33/AEROUGE.jpg
Medium Outsider (Fiend)
Hit Dice: 7d8+14 (45HP)
Initiative: +4
Speed: 30’ (6 squares), Fly 30’ (6 squares, perfect maneuverability)
Armor Class: 14 (+4 Dex); touch 14; flat-footed 10
Base Attack/Grapple: +7/+11
Attack: N/A
Full Attack: N/A
Space/Reach: 5’/5’
Special Attacks: Thundara
Special Qualities: Outsider traits
Saves: Fort +7, Ref +9, Will +7
Abilities: Str 18 (+4), Dex 19 (+4), Con 14 (+2), Int 12 (+1), Wis 15 (+2), Cha 15 (+2)
Skills: Appraise +7, Concentration +8, Diplomacy +9, Knowledge (arcana) +7, Knowledge (nature) +7, Listen +8, Move Silently +13, Perform +8, Search +7, Sense Motive +8, Spellcraft +9, Spot +8, Survival +8, Tumble +10
Feats: Combat Casting, Dodge, Mobility
Environment: temperate plains (Thunder Plains)
Organization: pair or party (1 with a group of 1-3 Fiends)
Challenge Rating: 5
Treasure: standard
Normal/Rare Steal: Electro Marble/Lightning Marble
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 28d6+112 (210MP)

• Thundara (Sp): this is a ranged touch attack that deals 7d6+7 points of electricity damage to 1 opponent within 30’ on a successful hit; Fortitude save (DC14) for half damage; the save DC is Intelligence-based; this is a standard action that provokes attacks of opportunity; this ability costs 8MP to use

Lochar
2008-07-25, 08:01 AM
Pyrefly
Diminutive Undead (Incorporeal, Unsent)
Hit Dice: Όd12-2 (1HP)
Initiative: +0
Speed: Fly 30’ (6 squares, perfect maneuverability)
Armor Class: 10 (+4 size, -5 Dex, +1 deflection); touch 10; flat-footed 10
Base Attack/Grapple: +0/-12
Attack: N/A
Full Attack: N/A
Space/Reach: 1’/0’
Special Attacks: N/A
Special Qualities: Harmless, Incorporeal traits, Undead traits
Saves: Fort -2, Ref +0, Will -5
Abilities: Str -- (+0), Dex -- (+0), Con 6 (-2), Int -- (+0), Wis 1 (-5), Cha 1 (-5)
Skills: N/A
Feats: N/A
Environment: any
Organization: solitary, pair, or throng (3-256)
Challenge Rating: --
Treasure: N/A
Alignment: always Neutral
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 0MP

• Harmless (Ex): a Pyrefly cannot &/or will not attack for any reason; it is treated as if it has no attacks

How does an undead have a Con score?

Devin
2008-07-25, 08:01 AM
This is a massive undertaking on your part. I'd just like to say that I respect your effort.

Zeta Kai
2008-07-25, 01:31 PM
How does an undead have a Con score?

Fixed. Oops. I wanted them to have 1HP, but that's hard to do with undead, isn't it? They now have 1/8d12 (1HP) & no Con score. All better.

And, Devin, thanks for the kind words.

Zeta Kai
2008-07-25, 01:32 PM
Ahriman
http://www.ffcompendium.com/EspMon/ahriman10.jpg
Large Aberration (Fiend)
Hit Dice: 10d8+20 (65HP)
Initiative: +8
Speed: 10’ (2 squares), Fly 30’ (6 squares, perfect maneuverability)
Armor Class: 15 (-1 size, +4 Dex, +2 natural); touch 13; flat-footed 11
Base Attack/Grapple: +7/+13
Attack: N/A
Full Attack: N/A
Space/Reach: 10’/10’
Special Attacks: Shockwave, Stare
Special Qualities: Aberration traits
Saves: Fort +5, Ref +9, Will +8
Abilities: Str 14 (+2), Dex 18 (+4), Con 14 (+2), Int 6 (-2), Wis 13 (+1), Cha 9 (-1)
Skills: Listen +5, Move Silently +7, Spot +8, Survival +4
Feats: Alertness, Flyby Attack, Improved Initiative, Lightning Reflexes
Environment: any (Mt. Gagazet, Zanarkand Ruins, Sin)
Organization: pair or party (1 with a group of 1-3 Fiends)
Challenge Rating: 8
Treasure: standard
Normal/Rare Steal: Musk (Χ2)/Musk (Χ3)
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 20d6+80 (150MP)

• Shockwave (Su): this attack inflicts 3d6+6 points of sonic damage to all opponents within 45’; Fortitude save (DC17) for half damage; the save DC is Strength-based; this is a full-round action that does not provoke attacks of opportunity; this ability can be used once every 1d4 rounds

• Stare (Su): +8 special ranged attack (1d8+2); 45’ range; Reflex save (DC19) for half damage & avoid the Confused effect; the save DC is Dexterity-based; inflicts Confused status; this is a standard action that does not provoke attacks of opportunity

Zeta Kai
2008-07-25, 07:58 PM
Alcyone
http://images.wikia.com/finalfantasy/images/6/64/ALCYONE.jpg
Medium Animal (Fiend)
Hit Dice: 8d8+12 (52HP)
Initiative: +4
Speed: 15’ (3 squares), Fly 50’ (10 squares, good maneuverability)
Armor Class: 14 (+4 Dex); touch 14; flat-footed 10
Base Attack/Grapple: +6/+7
Attack: Talon +7 melee (1d6+1 + Blind)
Full Attack: 2 Talons +7 melee (1d6+1 + Blind)
Space/Reach: 5’/5’
Special Attacks: Blind
Special Qualities: Animal traits
Saves: Fort +8, Ref +10, Will +3
Abilities: Str 13 (+1), Dex 18 (+4), Con 15 (+2), Int 2 (-4), Wis 12 (+1), Cha 10 (+0)
Skills: Hide +7, Listen +7, Move Silently +9, Spot +5
Feats: Alertness, Flyby Attack, HoverB, Stealthy
Environment: warm desert (Sanubia Desert)
Challenge Rating: 6
Treasure: standard
Normal/Rare Steal: Smoke Bomb/Smoke Bomb (Χ2)
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 8d6+32 (60MP)

• Blind (Ex): inflicts Blind status on 1 opponent for 3 rounds; Fortitude save (DC15) to resist; the save DC is Wisdom-based

Zeta Kai
2008-07-26, 03:25 PM
Anacondaur
http://images.wikia.com/finalfantasy/images/0/06/ANACONDAUR.jpg
Large Magical Beast (Fiend)
Hit Dice: 9d10+9 (58HP)
Initiative: +2
Speed: 30’ (6 squares)
Armor Class: 13 (-1 size, +2 Dex, +2 natural); touch 11; flat-footed 11
Base Attack/Grapple: +9/+18
Attack: Claw +13 melee (1d8+5)
Full Attack: 2 Claws +13 melee (1d8+5)
Space/Reach: 10’/5’
Special Attacks: Sonic Tail, Stone Gaze
Special Qualities: Magical Beast traits
Saves: Fort +7, Ref +10, Will +4
Abilities: Str 21 (+5), Dex 15 (+2), Con 13 (+1), Int 2 (-4), Wis 12 (+1), Cha 4 (-3)
Skills: Hide +5, Listen +5, Move Silently +6, Spot +7
Feats: Alertness, Blind-Fight, Lightning Reflexes, Stealthy
Environment: temperate plains (Calm Lands)
Organization: solitary or pair
Challenge Rating: 8
Treasure: standard
Normal/Rare Steal: Petrify Grenade/Petrify Grenade (Χ2)
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 18d6+72 (135MP)

• Sonic Tail (Su): this attack inflicts 1d6+4 points of sonic damage to all opponents within 45’; Fortitude save (DC19) for half damage; the save DC is Strength-based; this is a full-round action that does not provoke attacks of opportunity; this ability can be used once every 1d4 rounds

• Stone Gaze (Su): inflicts Petrified status on 1 opponent within 45’; Fortitude save (DC15) to resist; the save DC is Wisdom-based; this is a standard action that does not provoke attacks of opportunity

Zeta Kai
2008-07-26, 08:50 PM
Anima
http://www.ffcompendium.com/EspMon/anima10.jpg
Gargantuan Outsider (Aeon)
Hit Dice: 11d8+141 (190HP)
Initiative: +4
Speed: 20’ (4 squares)
Armor Class: 20 (-4 size, +4 Dex, +10 natural); touch 10; flat-footed 16
Base Attack/Grapple: +11/+37
Attack: Pain +11 ranged (2d8+14 + Death, 20/Χ3, 30’ range)
Full Attack: Pain +11 ranged (2d8+14 + Death, 20/Χ3, 30’ range)
Space/Reach: 20’/20’
Special Attacks: Death, Oblivion
Special Qualities: Aeon Boost, Aeon Shield, Aeon traits, Outsider traits
Saves: Fort +17, Ref +11, Will +11
Abilities: Str 39 (+14), Dex 19 (+4), Con 31 (+10), Int 7 (-2), Wis 15 (+2), Cha 18 (+4)
Skills: Balance +8, Climb +19, Escape Artist +10, Heal +7, Intimidate +16, Jump +18, Knowledge (arcana) +4, Knowledge (nature) +3, Listen +9, Move Silently +9, Search +3, Sense Motive +7, Spellcraft +4, Spot +6, Survival +5, Use Rope +9
Feats: Ability Focus (Death), Improved Toughness, Iron Will, Skill Focus (Intimidate)
Environment: any (Macalania)
Organization: solitary
Challenge Rating: 11
Treasure: 2Χ standard
Normal/Rare Steal: Silence Grenade (Χ3)/Farplane Shadow
Alignment: Neutral
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 44d6+176 (330MP)

• Death (Su): inflicts Dead status on 1 opponent; Fortitude save (DC19) to resist; the save DC is Charisma-based

• Oblivion (Su): automatically hits all opponents within 80’ with an apocalyptic flurry of blows & explosive force, dealing 20d6 points of force damage to each (no saving throw); in addition, any opponent hit by this attack must make a successful Fortitude save (DC19) or die; the save DC is Charisma-based; this is a full-round action that provokes attacks of opportunity; this ability costs 100OP to use

• Aeon Boost (Su): Anima can choose, as a swift action, to lower it’s defenses for 1 round; during that round, all damage sustained by the Aeon is multiplied by 1.5; because of this, all Overdrive Points (OP’s) accrued during that round are multiplied by 3

• Aeon Shield (Su): Anima can choose, as a swift action, to raise it’s defenses for 1 round; during that round, all damage sustained by the Aeon is reduced by 75%; because of this, the Aeon cannot accrue Overdrive Points (OP’s) during that round

Lochar
2008-07-26, 09:57 PM
I understand the reasoning for making this particular Anima weaker, but according to your own rules here (http://www.giantitp.com/forums/showpost.php?p=4553760&postcount=248) Anima must be at least a 21 HD creature. 20 HD, and then 1 level in suffering fayth.

Zeta Kai
2008-07-26, 10:23 PM
I understand the reasoning for making this particular Anima weaker, but according to your own rules here (http://www.giantitp.com/forums/showpost.php?p=4553760&postcount=248) Anima must be at least a 21 HD creature. 20 HD, and then 1 level in suffering fayth.

Yes, you are correct, but since I'm the one making the rules, I can break them. :smallwink:

Seriously though, my reasoning is simple. This monster version of Anima is designed to represent the boss you face in Macalania Temple. This version is significantly weaker than the version you can eventually command. I don't like the logical disconnect required to accept this version either, but for the sake of completeness, here it is, slavishly designed to the best of my ability. I originally attempted to make a compromise version of Anima that could serve as a boss here AND be a worthwhile Aeon, but I discovered that it was practically infeasible. And creature tough enough to serve as a useful Aeon according to my intended power scale would be far too powerful to serve as a fair boss in Macalania: a CR21 creature would most likely TPK a party of characters at the appropriate power level (Macalania is meant to be an ECL12 dungeon).

Lochar
2008-07-26, 10:35 PM
Heh, according to your own guidelines, Seymour shouldn't be able to summon Anima anyways. He's not an 11th(or 15th for max suffering fayth class) level summoner.

I see the issues it's brought up.

Zeta Kai
2008-07-26, 11:40 PM
Aqua Flan
http://www.ffcompendium.com/EspMon/aquaflan10.jpg
Medium Ooze (Aquatic, Fiend)
Hit Dice: 8d10+48 (92HP)
Initiative: -5
Speed: 10’ (2 squares)
Armor Class: 5 (-5 Dex); touch 5; flat-footed 5
Base Attack/Grapple: +6/+9
Attack: N/A
Full Attack: N/A
Space/Reach: 5’/5’
Special Attacks: Watera
Special Qualities: Aquatic traits, Damage Reduction 16/magic, Ooze traits, Skills
Saves: Fort +8, Ref -3, Will -3
Abilities: Str 17 (+3), Dex 1 (-5), Con 22 (+6), Int -- (+0), Wis 1 (-5), Cha 1 (-5)
Skills: Climb +11, Swim +11
Feats: N/A
Environment: underground (Bevelle)
Organization: pair or party (1 with a group of 1-3 Fiends)
Challenge Rating: 7
Treasure: standard
Normal/Rare Steal: Fish Scale (Χ2)/Dragon Scale (Χ2)
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 16d6+64 (120MP)

• Watera (Sp): this is a ranged touch attack that deals 8d6+8 points of water (force) damage to 1 opponent within 40’ on a successful hit; Fortitude save (DC9) for half damage; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 8MP to use

• Skills: the creature has a +8 racial bonus on Climb checks & Swim checks, & can always choose to take 10 on a Climb check or a Swim check, even if rushed or threatened

Zeta Kai
2008-07-27, 11:01 AM
Arms of Gui
http://images4.wikia.nocookie.net/finalfantasy/images/thumb/8/87/Sinspawn_Gui.jpg/723px-Sinspawn_Gui.jpg
Large Outsider
Hit Dice: 6d8+6 (33HP)
Initiative: +2
Speed: 0’ (0 squares, attached to Sinspawn: Gui)
Armor Class: 16 (-1 size, +2 Dex, +5 natural); touch 11; flat-footed 14
Base Attack/Grapple: +6/+13
Attack: Slam +8 melee (1d8+3)
Full Attack: 2 Slams +8 melee (1d8+3)
Space/Reach: 10’/5’
Special Attacks:
Special Qualities: Outsider traits
Saves: Fort +6, Ref +7, Will +0
Abilities: Str 17 (+3), Dex 14 (+2), Con 13 (+1), Int -- (+0), Wis 1 (-5), Cha 1 (-5)
Skills: N/A
Feats: Power AttackB
Environment: any (Mushroom Rock Road)
Organization: body (pair with Head of Gui & Sinspawn: Gui)
Challenge Rating: 5
Treasure: 2Χ standard
Normal/Rare Steal: Potion/Potion
Alignment: Neutral
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 24d6+96 (180MP)

Zeta Kai
2008-07-27, 01:09 PM
Bandersnatch
http://www.ffcompendium.com/EspMon/bandersnatch10.jpg
Medium Animal (Fiend)
Hit Dice: 11d8+22 (71HP)
Initiative: +6
Speed: 50’ (10 squares)
Armor Class: 12 (+2 Dex); touch 12; flat-footed 10
Base Attack/Grapple: +8/+11
Attack: Bite +11 melee (1d6+3 + Mute or Sleep)
Full Attack: Bite +11 melee (1d6+3 + Mute or Sleep)
Space/Reach: 5’/5’
Special Attacks: Mute, Sleep
Special Qualities: Animal traits, Low-Light Vision, Scent
Saves: Fort +9, Ref +9, Will +4
Abilities: Str 16 (+3), Dex 15 (+2), Con 15 (+2), Int 2 (-4), Wis 12 (+1), Cha 10 (+0)
Skills: Hide +6, Listen +5, Move Silently +7, Spot +3, Survival +4
Feats: Improved Initiative, Run, Track, Stealthy
Environment: cold mountains (Mt. Gagazet)
Organization: pair or party (1 with a group of 1-3 Fiends)
Challenge Rating: 7
Treasure: standard
Normal/Rare Steal: Dream Powder (Χ2)/Dream Powder (Χ3)
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 11d6+44 (82MP)

• Mute (Ex): inflicts Mute status on 1 opponent for 3 rounds; Fortitude save (DC16) to resist; the save DC is Wisdom-based

• Sleep (Ex): inflicts Sleep status on 1 opponent for 3 rounds; Fortitude save (DC16) to resist; the save DC is Wisdom-based

• Scent (Ex): the creature can detect opponents by sense of smell within 40’ (Χ2 for upwind opponents, Χ½ for downwind opponents)

Zeta Kai
2008-07-27, 03:19 PM
Barbatos
http://images.wikia.com/finalfantasy/images/5/5a/Barbatos.jpg
Huge Aberration (Fiend)
Hit Dice: 14d8+112 (175HP)
Initiative: +1
Speed: 30’ (6 squares)
Armor Class: 23 (-2 size, +1 Dex, +14 natural); touch 9; flat-footed 22
Base Attack/Grapple: +10/+23
Attack: Slam +16 melee (2d6+8)
Full Attack: 2 Slams +16 melee (2d6+8)
Space/Reach: 15’/15’
Special Attacks: Body Splash, Mortar
Special Qualities: Aberration traits, Body Shield
Saves: Fort +14, Ref +5, Will +10
Abilities: Str 27 (+8), Dex 13 (+1), Con 26 (+8), Int 6 (-2), Wis 12 (+1), Cha 7 (-2)
Skills: Jump +12, Intimidate +9, Listen +5, Spot +4, Survival +6
Feats: Endurance, Great Fortitude, Improved Bullrush, Mighty Blow, Power Attack
Environment: any (Sin)
Organization: solitary
Challenge Rating: 12
Treasure: standard
Normal/Rare Steal: Star Curtain/Blessed Gem
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 28d6+112 (225MP)

• Body Splash (Ex): once every other round, the creature can crush it’s enemies with a trample-like attack, dealing 2d6+12 damage to all creatures caught underneath it; Reflex save (DC25) for half damage; the save DC is Strength-based; after this action, the creature is considered prone, & must take a move action to stand up; this is a standard action that does not provoke attacks of opportunity (although the move action to stand from being prone does provoke attacks of opportunity)

• Mortar (Ex): once every 1d4+1 rounds, the creature can launch an explosive blast; this attack that deals 2d6+2 points of piercing damage & 2d6 points of fire damage to all creatures within 70’ (including the creature); all creatures can make a Fortitude save (DC18) for half damage; the save DC is Dexterity-based; this ability is a standard action that does not provoke attacks of opportunity

• Body Shield (Ex): as a swift action, the creature can shield itself with its armor-plated arms; this grants it cover relative to a chosen opponent (+4AC), as well as DR10; this ability can be dropped at will, & does not provoke attacks of opportunity; however, the creature cannot attack while this ability is active

Zeta Kai
2008-07-27, 06:05 PM
Bashura
http://images.wikia.com/finalfantasy/images/7/7f/Bashura.gif
Large Monstrous Humanoid (Fiend)
Hit Dice: 12d8+36 (90HP)
Initiative: +0
Speed: 30’ (6 squares)
Armor Class: 11 (-1 size, +2 natural); touch 9; flat-footed 11
Base Attack/Grapple: +12/+22
Attack: Slam +17 melee (1d8+6)
Full Attack: 2 Slams +17 melee (1d8+6)
Space/Reach: 10’/10’
Special Attacks: Counterattack
Special Qualities: Monstrous Humanoid traits, Powerful Build
Saves: Fort +9, Ref +8, Will +9
Abilities: Str 22 (+6), Dex 10 (+0), Con 17 (+3), Int 7 (-2), Wis 12 (+1), Cha 10 (+0)
Skills: Climb +11, Jump +10, Intimidate +9, Listen +4, Survival +5
Feats: Cleave, Great Fortitude, Improved Bullrush, Power Attack, Run
Environment: cold mountains or cold desert (Mt. Gagazet, Zanarkand Ruins)
Organization: pair or party (1 with a group of 1-3 Fiends)
Challenge Rating: 10
Treasure: standard
Normal/Rare Steal: Soul Spring/Soul Spring (Χ2)
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 12d6+48 (90MP)

• Counterattack (Ex): upon being hit by a successful physical attack, the creature gains 1 extra attack of opportunity against an opponent that successfully hit them, even if the attack wouldn’t normally allow an attack of opportunity

• Powerful Build (Ex): whenever the creature is subject to any size modifier, it is treated as 1 size larger if doing so is advantageous to it; it is also considered to be 1 size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect it; the creature can use weapons designed for a creature 1 size larger without penalty; however, its space & reach remain those of a creature of its actual size; the benefits of this racial trait stack with the effects of powers, abilities, & spells that change the subject’s size category

Agrippa
2008-07-28, 02:02 AM
I'd like to ask you this question again. Which of these figures do you think Yevon is most like? Just looking for ideas for a nickname for the summoner and his Aeons.

Davros (http://tardis.wikia.com/wiki/Davros), John Lumic (http://tardis.wikia.com/wiki/John_Lumic) and the Master (http://tardis.wikia.com/wiki/The_Master#Other_versions_of_the_Master).

"Yes... yes. To hold in my hand a capsule that contained such power... to know that life and death on such a scale was my choice. To know that the tiny pressure on my thumb, enough to break the glass, would end everything. Yes - I would do it. That power would set me up above the gods! And through the Daleks, I shall have that power!"
―Davros when asked by the Doctor if he had the power to unleash a deadly viral plague, would he use it.

"This is the age of steel and I am its creator."
―John Lumic converted into Cyber Controller.

"So it came to pass, that the human race fell... and the Earth was no more. And I looked down upon my new dominion, as Master of all, and I thought it... good."
―The Master as Harold Saxon.

Zeta Kai
2008-07-28, 09:49 AM
I'd like to ask you this question again. Which of these figures do you think Yevon is most like? Just looking for ideas for a nickname for the summoner and his Aeons.

I have 2 basic problems with giving you an answer to your question. One is my fault, while the other is not.

1) I know rather little about Dr. Who. I watched a few of the Baker (4th Doctor) episodes back in the day, but when I was growing up, the show only played on PBS in erratic time slots. So I only have a cursory knowledge/interest of the whole Dr. Who mythos, & the above quotes are not giving me insights into the respective characters.

2) SPOILER ALERT!: Yevon himself is almost a cipher in the game. By the time the game's story begins, he's mostly considered a nearly-divine historical figure from 1,000 years ago, an age so long ago that nearly all details have faded to myth. Later, it is revealed that nearly everything known about Yevon & the beginning of his religion is a lie designed by himself & his daughter Yunalesca in order to perpetuate the spiral of death surrounding the immortal summoned beast known as Sin. Later, Yevon becomes the utterly inhuman Anticlimax Boss (http://tvtropes.org/pmwiki/pmwiki.php/Main/AnticlimaxBoss), who never speak to the PCs or anyone else, so his personality (whatever is left of it) is entirely unknown. He has devolved to the point where he has become a cipher, a deadly force of nature that the heroes must defeat, seemingly as impossible to kill as the wind. END SPOILER.

So, to non-answer your question, I don't think any of your examples apply. From what little I know of Dr. Who, all of his nemeses are intelligent foils, full of personality & wit. Yevon is nothing like them, & comparrisons across wildly-different genres & media can be a time-wasting mental trap.

Zeta Kai
2008-07-28, 09:51 AM
Basilisk
http://images.wikia.com/finalfantasy/images/5/5d/Basilisk.gif
Large Magical Beast (Fiend)
Hit Dice: 6d10+6 (39HP)
Initiative: +2
Speed: 30’ (6 squares)
Armor Class: 15 (-1 size, +2 Dex, +4 natural); touch 11; flat-footed 13
Base Attack/Grapple: +6/+14
Attack: Claw +9 melee (1d8+4)
Full Attack: 2 Claws +9 melee (1d8+4)
Space/Reach: 10’/5’
Special Attacks: Stone Gaze
Special Qualities: Magical Beast traits
Saves: Fort +6, Ref +4, Will +3
Abilities: Str 19 (+4), Dex 15 (+2), Con 13 (+1), Int 2 (-4), Wis 12 (+1), Cha 4 (-3)
Skills: Hide +3, Listen +5, Move Silently +8, Spot +4
Feats: Alertness, Lightning Reflexes, Stealthy
Environment: temperate plains (Djose Highroad)
Organization: solitary or pair
Challenge Rating: 5
Treasure: standard
Normal/Rare Steal: Petrify Grenade/Petrify Grenade
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 12d6+48 (90MP)

• Stone Gaze (Su): inflicts Petrified status on 1 opponent within 35’; Fortitude save (DC14) to resist; the save DC is Wisdom-based; this is a standard action that does not provoke attacks of opportunity

Zeta Kai
2008-07-28, 11:50 AM
Bat Eye
http://images.wikia.com/finalfantasy/images/6/6c/Bateye.gif
Large Aberration (Fiend)
Hit Dice: 6d8+12 (39HP)
Initiative: +4
Speed: 10’ (2 squares), Fly 30’ (6 squares, perfect maneuverability)
Armor Class: 15 (-1 size, +4 Dex, +2 natural); touch 13; flat-footed 11
Base Attack/Grapple: +4/+9
Attack: N/A
Full Attack: N/A
Space/Reach: 10’/10’
Special Attacks: Stare
Special Qualities: Aberration traits
Saves: Fort +4, Ref +8, Will +6
Abilities: Str 13 (+1), Dex 18 (+4), Con 14 (+2), Int 6 (-2), Wis 12 (+1), Cha 9 (-1)
Skills: Listen +4, Move Silently +6, Spot +7, Survival +3
Feats: Alertness, Flyby Attack, Lightning Reflexes
Environment: underground (Bevelle)
Organization: 3 or party (1 with a group of 1-3 Fiends)
Challenge Rating: 5
Treasure: standard
Normal/Rare Steal: Hi-Potion/Silence Grenade
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 12d6+48 (90MP)

• Stare (Su): +7 special ranged attack (1d8); 35’ range; Reflex save (DC17) for half damage & to avoid the Confused effect; the save DC is Dexterity-based; inflicts Confused status; this is a standard action that does not provoke attacks of opportunity

Zeta Kai
2008-07-28, 01:49 PM
Behemoth
http://www.ffcompendium.com/EspMon/behemoth10.jpg
Huge Magical Beast (Fiend)
Hit Dice: 12d10+60 (126HP)
Initiative: +1
Speed: 40’ (8 squares)
Armor Class: 14 (-2 size, +1 Dex, +5 natural); touch 9; flat-footed 14
Base Attack/Grapple: +12/+28
Attack: Bite +20 melee (2d6+8) or Slam +18 melee (2d6+8)
Full Attack: Bite +20 melee (2d6+8) & 2 Slams +13 melee (2d6+8)
Space/Reach: 15’/15’
Special Attacks: Heave, Improved Grab, Thundara
Special Qualities: Magical Beast traits
Saves: Fort +13, Ref +9, Will +6
Abilities: Str 26 (+8), Dex 13 (+1), Con 21 (+5), Int 3 (-4), Wis 14 (+2), Cha 12 (+1)
Skills: Climb +15, Intimidate +7, Jump +10, Listen +6, Survival +8
Feats: Endurance, Improved Bullrush, Mighty Blow, Power Attack, Weapon Focus (Bite)
Environment: cold mountains or cold desert (Mt. Gagazet, Zanarkand Ruins)
Organization: solitary
Challenge Rating: 11
Treasure: standard
Alignment: always Chaotic Evil
Normal/Rare Steal: Ether/Mana Tablet
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 24d6+96 (180MP)

• Heave (Ex): the creature can throw a grabbed opponent of Large or smaller size into the air by making a successful grapple check; once thrown, the opponent takes 2d6 points of falling damage, plus an additional 1d6 points of damage for each size category smaller than Large the opponent is (for example, a Medium-sized creature would be 1 category smaller than Large, & therefore would take 3d6 falling damage); this is a standard action that does not provoke attacks of opportunity

• Improved Grab (Ex): to use this ability, the creature must hit with a Bite attack; it can then attempt to start a grapple as a free action without provoking an attack of opportunity; if it wins the grapple check, it establishes a hold & can Heave

• Thundara (Sp): this is a ranged touch attack that deals 12d6+12 points of electricity damage to 1 opponent within 70’ on a successful hit; Fortitude save (DC18) for half damage; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 8MP to use

Debihuman
2008-07-28, 02:49 PM
Zeta, the monster list is impressive, but there's no fluff :smallfrown: I'm not familiar with the Final Fantasy games (having never been video-gamer) so I'm not sure what some of these critters are. Others I know from having see them in part like the Chocobo, but others I can't seem to find.

Are you going to add some fluff to these or link to a picture perhaps? It would be really helpful (although it's a lot of work).

What's Aqua Fan? I couldn't find anything using google. Do you know of a site which describes these critters or has a picture?

Thanks!
Debby

Devin
2008-07-28, 05:25 PM
Look what I found on Google:

http://www.ffcompendium.com/EspMon/aquaflan10.jpg

Viladin454
2008-07-28, 09:42 PM
Looking good, Zeta. I'm jealous. :) I need to finish my FF monster compendium someday. /sigh

Debihuman
2008-07-29, 07:07 AM
Thanks, Devin. I went back and looked at the rest of the site: www.ffcompendium.com. It has many of creatures on its site with pictures with a short blurb. For a non-player of the FFX game, such as myself, just having that little bit of information fills in some of the gaps.

Zeta, after looking at the pictures and reading the blurbs, I am even more impressed by how well you stayed true to the creatures while converting them to d20. It can't have been easy.

I just have one question: under some of the monsters you have a line "Norma/Rare Steal: X/Y" and I'm not exactly sure how that works. Is it a mechanic that you described earlier and I missed it?


Debby

Zeta Kai
2008-07-29, 09:16 AM
Zeta, after looking at the pictures and reading the blurbs, I am even more impressed by how well you stayed true to the creatures while converting them to d20. It can't have been easy.

Thank you for your praise. That's the kind of encouragement that I need to keep going on this monumental project. It hasn't been easy, but it has been very rewarding, & I hope that once I'm done, I can look back & be proud of this accomplishment, small though it might seem. I hope to add links to each monster eventually. As it is, I'm adding pictures to the monster entries, if their good ones.


I just have one question: under some of the monsters you have a line "Norma/Rare Steal: X/Y" and I'm not exactly sure how that works. Is it a mechanic that you described earlier and I missed it?

The rule for normal/rare steals is listed under the Steal & Mug class feature entries for the Bandit class, & well as breifly mentioned in the Master Thief special armor ability. I've added links in both places; I'll agree that the rules are a tad obscure.

Zeta Kai
2008-07-29, 09:18 AM
Behemoth King
http://www.ffcompendium.com/EspMon/behemothking10.jpg
Gargantuan Magical Beast (Fiend)
Hit Dice: 15d10+105 (187HP)
Initiative: +1
Speed: 40’ (8 squares)
Armor Class: 15 (-4 size, +1 Dex, +8 natural); touch 7; flat-footed 15
Base Attack/Grapple: +15/+39
Attack: Bite +25 melee (2d8+12) or Slam +23 melee (2d8+12)
Full Attack: Bite +25 melee (2d8+12) & 2 Slams +18 melee (2d8+12)
Space/Reach: 20’/20’
Special Attacks: Flare, Heave, Improved Grab, Meteor, Tail, Thundaga, Thundara
Special Qualities: Magical Beast traits, Mighty Guard
Saves: Fort +16, Ref +10, Will +7
Abilities: Str 34 (+12), Dex 13 (+1), Con 25 (+7), Int 5 (-3), Wis 14 (+2), Cha 14 (+2)
Skills: Climb +17, Intimidate +7, Jump +12, Listen +8, Spot +6, Survival +4
Feats: Alertness, Endurance, Improved Bullrush, Mighty Blow, Power Attack, Weapon Focus (Bite)
Environment: any (Sin)
Organization: solitary
Challenge Rating: 13
Treasure: standard
Normal/Rare Steal: Healing Water/Twin Stars (Χ2)
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 30d6+120 (225MP)

• Flare (Sp): this attack inflicts 15d10+45 points of non-specified damage to 1 opponent within 80’ (no saving throw); this is a full-round action that provokes attacks of opportunity; this ability costs 54MP to use

• Heave (Ex): the creature can throw a grabbed opponent of Huge or smaller size into the air by making a successful grapple check; once thrown, the opponent takes 2d6 points of falling damage, plus an additional 1d6 points of damage for each size category smaller than Huge the opponent is (for example, a Medium-sized creature would be 2 categories smaller than Huge, & therefore would take 4d6 falling damage); this is a standard action that does not provoke attacks of opportunity

• Improved Grab (Ex): to use this ability, the creature must hit with a Bite attack; it can then attempt to start a grapple as a free action without provoking an attack of opportunity; if it wins the grapple check, it establishes a hold & can Heave

• Meteor (Su): if the creature is reduced to 0HP or below, it can unleash a spiteful meteoric assault; all creatures within 80’ take 2d6 bludgeoning damage & 6d6 fire damage; a creature can make a Reflex save (DC19) for half damage; the save DC is Wisdom-based; this is an immediate action that does not provoke attacks of opportunity

• Tail (Ex): the creature can sweep its long tail, hitting several enemies; multiple opponents (1d3+1) within reach take 2d6+12 bludgeoning damage; a creature can make a Reflex save (DC18) for half damage; the save DC is Dexterity-based; this is a standard action that does not provoke attacks of opportunity; this ability can be used once every 1d4 rounds

• Thundaga (Sp): this is a ranged touch attack that deals 15d8+30 points of electricity damage to 1 opponent within 80’ on a successful hit; Fortitude save (DC19) for half damage; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 16MP to use

• Thundara (Sp): this is a ranged touch attack that deals 15d6+15 points of electricity damage to 1 opponent within 80’ on a successful hit; Fortitude save (DC19) for half damage; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 8MP to use

• Mighty Guard (Su): grants itself the following benefits: nul (all energy types), protect, & shell; this is a standard action that does not provoke attacks of opportunity; this ability costs 16MP to use

Devin
2008-07-29, 11:23 AM
Hah, I didn't even look at the rest of the site. I guess I was more helpful than I thought.

Zeta Kai
2008-07-29, 12:20 PM
Biran Ronso
http://images.wikia.com/finalfantasy/images/a/a8/Biran.png
Ronso Pugilist 10/Black Mage 3
Large Monstrous Humanoid
Hit Dice: (10d8+40) + (3d4+12) (104HP)
Initiative: +2
Speed: 40’ (8 squares)
Armor Class: 14 (-1 size, +2 Dex, +3 buckler); touch 11; flat-footed 12
Base Attack/Grapple: +8/+18
Attack: Gore +13 melee (1d4+6)
Full Attack: Gore +13 melee (1d4+6) & Slam +8 melee (1d8+6)
Space/Reach: 10’/10’
Special Attacks: Berserk, Blizzard, Bulldoze, Thunder
Special Qualities: Mighty Guard
Saves: Fort +8, Ref +10, Will +7
Abilities: Str 22 (+6), Dex 15 (+2), Con 19 (+4), Int 11 (+0), Wis 12 (+1), Cha 9 (+1)
Skills: Balance +6, Climb +11, Concentration +12, Intimidate +8, Jump +10, Knowledge (arcana) +4, Listen +6, Move Silently +7, Spellcraft +5, Survival +7, Tumble +7
Feats: Combat Casting, Dodge, Empower Spell, Mobility, Run
Environment: cold mountains (Mt. Gagazet)
Organization: pair (with Yenke Ronso)
Challenge Rating: 14
Treasure: 2Χ standard
Normal/Rare Steal: Level 3 Key Sphere/Level 3 Key Sphere (Χ2)
Alignment: Chaotic Neutral
Advancement: by character class
Level Adjustment: +1
Magic Pool: (30d6+120) + (15d6+60) (337MP)

• Berserk (Su): inflicts Berserk status on 1 opponent within 65’; Will save (DC17) to resist; the save DC is Wisdom-based

• Blizzard (Sp): this is a ranged touch attack that deals 13d4 points of cold damage to 1 opponent within 65’ on a successful hit; Fortitude save (DC17) for half damage; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 4MP to use

• Bulldoze (Ex): in addition to the normal benefits & hazards of a charge, this allows the creature to make a single Gore attack with a +2 attack bonus that deals (1d4+6)Χ2 points of damage

• Thunder (Sp): this is a ranged touch attack that deals 13d4 points of electricity damage to 1 opponent within 65’ on a successful hit; Fortitude save (DC17) for half damage; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 4MP to use

• Mighty Guard (Su): grants all allies within 65’ (including itself) the following benefits: nul (all energy types), protect, & shell; this is a standard action that does not provoke an attack opportunity; this ability costs 16MP to use

Zeta Kai
2008-07-29, 02:49 PM
Bite Bug
http://images.wikia.com/finalfantasy/images/0/04/Bitebug.gif
Small Vermin (Fiend)
Hit Dice: 5d8 (22HP)
Initiative: +4
Speed: 10’ (2 squares), Fly 50’ (10 squares, good maneuverability)
Armor Class: 16 (+1 size, +4 Dex, +1 natural); touch 15; flat-footed 12
Base Attack/Grapple: +3/-2
Attack: Sting +3 melee (1d4-1 + Poison)
Full Attack: Sting +3 melee (1d4-1 + Poison)
Space/Reach: 5’/5’
Special Attacks: Poison
Special Qualities: Vermin traits
Saves: Fort +4, Ref +5, Will +2
Abilities: Str 9 (-1), Dex 18 (+4), Con 11 (+0), Int -- (+0), Wis 12 (+1), Cha 9 (-1)
Skills: N/A
Feats: HoverB
Environment: temperate plains or marshes (Djose Highroad, Moonflow)
Organization: party (1-2 with a group of 1-3 Fiends)
Challenge Rating: 3
Treasure: standard
Normal/Rare Steal: Antidote/Poison Fang
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 5d6+20 (37MP)

• Poison (Ex): inflicts Poison status on 1 opponent; Fortitude save (DC13) to resist; the save DC is Wisdom-based

EvilElitest
2008-07-29, 02:50 PM
please pictures, please. or at least a description


That compendium only covers some monsters
from
EE

Zeta Kai
2008-07-29, 02:56 PM
please pictures, please. or at least a description

Oh, it's always something with you, isn't it, EE? It's because of you that I added pictures in the first place. :smalltongue:

Have patience. More pictures are on the way. Links, too.

Debihuman
2008-07-29, 04:30 PM
Actually having some written descriptions is very helpful. You don't need to write much but even a couple of sentences helps.

Debby

Zeta Kai
2008-07-29, 07:13 PM
Actually having some written descriptions is very helpful. You don't need to write much but even a couple of sentences helps.

Actually, I was hoping a fellow FFX fan or other bene samaritani would contribute some descriptive text out of the goodness of their heart. I need monster fluff, as well as more fluff for the locations. Anyone wanna help? It's only 200+ monsters & 20+ locations.

Please? :smalleek:

Zeta Kai
2008-07-29, 07:15 PM
Black Element
http://www.geocities.com/final10eng/monsters/2001.jpg
Medium Elemental (Fiend)
Hit Dice: 18d8+39 (120HP)
Initiative: +7
Speed: Fly 20’ (4 squares, poor maneuverability)
Armor Class: 18 (+3 Dex, +5 natural); touch 13; flat-footed 15
Base Attack/Grapple: +13/+17
Attack: N/A
Full Attack: N/A
Space/Reach: 5’/5’
Special Attacks: Berserk, Demi, Flare
Special Qualities: Damage Reduction 18/magic, Elemental traits
Saves: Fort +13, Ref +16, Will +11
Abilities: Str 18 (+4), Dex 17 (+3), Con 15 (+2), Int 4 (-3), Wis 11 (+0), Cha 11 (+0)
Skills: Listen +12, Spot +13
Feats: Alertness, Combat Reflexes, Dodge, HoverB, Improved Initiative, Lightning Reflexes, Mobility, Toughness
Environment: any (Omega Ruins)
Organization: pair or 3
Challenge Rating: 9
Treasure: standard
Normal/Rare Steal: Hi-Potion/Shining Gem (Χ4)
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 36d6+144 (270MP)

• Berserk (Su): inflicts Berserk status on 1 opponent within 40’; Will save (DC19) to resist; the save DC is Wisdom-based; this is a standard action that does not provoke attacks of opportunity

• Demi (Sp): this ability reduces the current HP of all opponents within 40’ by 25%; Fortitude save (DC19) for half damage; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 32MP to use

• Flare (Sp): this attack inflicts 18d10+54 points of non-specified damage to 1 opponent within 40’ (no saving throw); this is a full-round action that provokes attacks of opportunity; this ability costs 54MP to use

Zeta Kai
2008-07-30, 07:43 AM
Blue Element
http://www.geocities.com/final10eng/monsters/1101.jpg
Medium Elemental (Aquatic, Fiend)
Hit Dice: 9d8+18 (58HP)
Initiative: +6
Speed: Fly 20’ (4 squares, poor maneuverability)
Armor Class: 15 (+2 Dex, +3 natural); touch 12; flat-footed 13
Base Attack/Grapple: +6/+8
Attack: N/A
Full Attack: N/A
Space/Reach: 5’/5’
Special Attacks: Watera
Special Qualities: Aquatic traits, Damage Reduction 9/magic, Elemental traits
Saves: Fort +8, Ref +7, Will +3
Abilities: Str 14 (+2), Dex 15 (+2), Con 14 (+2), Int 4 (-3), Wis 11 (+0), Cha 11 (+0)
Skills: Listen +8, Spot +8
Feats: Alertness, Dodge, HoverB, Improved Initiative, Lightning Reflexes
Environment: any cold (Macalania)
Organization: pair or party (1 with a group of 1-3 Fiends)
Challenge Rating: 6
Treasure: standard
Normal/Rare Steal: Fish Scale (Χ2)/Fish Scale (Χ3)
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 18d6+72 (135MP)

• Watera (Sp): this is a ranged touch attack that deals 9d6+9 points of water (force) damage to 1 opponent within 40’ on a successful hit; Fortitude save (DC14) for half damage; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 8MP to use

Zeta Kai
2008-07-30, 11:42 AM
Bomb #1
http://images2.wikia.nocookie.net/finalfantasy/images/1/1f/Bomb10.jpg
Medium Outsider (Fiend)
Hit Dice: 4d8+8 (26HP)
Initiative: +7
Speed: Fly 20’ (4 squares, clumsy maneuverability)
Armor Class: 15 (+3 Dex, +2 natural); touch 13; flat-footed 12
Base Attack/Grapple: +4/+5
Attack: Blast +7 ranged (1d6 + 1d6 fire, 19-20/Χ2, 30’ range)
Full Attack: Blast +7 ranged (1d6 + 1d6 fire, 19-20/Χ2, 30’ range)
Space/Reach: 5’/5’
Special Attacks: Fire, Self-Destruct
Special Qualities: Outsider traits
Saves: Fort +6, Ref +7, Will +4
Abilities: Str 12 (+1), Dex 17 (+3), Con 14 (+2), Int 3 (-4), Wis 11 (+0), Cha 6 (-2)
Skills: Listen +6, Move Silently +10, Spot +8, Survival +7
Feats: Dodge, HoverB, Improved Initiative
Environment: any (Mi’ihen Highroad)
Organization: 3 or party (1 with a group of 1-3 Fiends)
Challenge Rating: 3
Treasure: standard
Normal/Rare Steal: Bomb Fragment (Χ2)/Bomb Fragment (Χ3)
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 16d6+64 (120MP)

• Fire (Sp): this is a ranged touch attack that deals 4d4 points of fire damage to 1 opponent within 30’ on a successful hit; Fortitude save (DC12) for half damage; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 4MP to use

• Self-Destruct (Su): after each successful physical attack, the creature increases in size by 1’ in diameter (no stat changes, size increase lasts for 1d6+4 minutes); after the 3rd successful physical attack, the creature explodes as an immediate action, destroying it & dealing 2d6 points of fire damage to everything within a 30’ radius (no saving throw)

Debihuman
2008-07-30, 01:40 PM
I really like the Bat Eye. It does 1d8 damage and confusion. Nice.

Debby

Debihuman
2008-07-30, 01:44 PM
Bite Bug]

Do these make any buzzing sounds or are they silent? I couldn't find much info on them.

Debby

Devin
2008-07-30, 01:56 PM
Do these make any buzzing sounds or are they silent? I couldn't find much info on them.

Debby

They seem to, when they move. When they're just standing around waiting for their turns they don't make any noise.

Soup of Kings
2008-07-30, 06:11 PM
They seem to, when they move. When they're just standing around waiting for their turns they don't make any noise.

Though, presumably, they would make that noise all the time. At the very least, they wouldn't stand still MUCH.

I would try and help, but I've been really busy recently; ironically enough, working on my DnD campaign in my little chunks of free time (I won't make game nights otherwise :smallfrown:). That, and I loaned out my copy of FFX and my strategy guide, which I would like to use for reference. Sorry all around, but keep up the good work on your part. I might never play this, but damned if it isn't cool.

Zeta Kai
2008-07-31, 11:43 AM
1) Since they have no ranks in Move Silently (or anything else, as they are Vermin), then I'd say Bite Bugs buzz their little vermin hearts out.

2) Any fluff assistance for monsters/locations would be appreciated.

Zeta Kai
2008-07-31, 11:44 AM
Bomb #2
http://images2.wikia.nocookie.net/finalfantasy/images/1/1f/Bomb10.jpg
Medium Outsider (Fiend)
Hit Dice: 8d8+24 (60HP)
Initiative: +5
Speed: Fly 20’ (4 squares, clumsy maneuverability)
Armor Class: 18 (+5 Dex, +3 natural); touch 15; flat-footed 13
Base Attack/Grapple: +8/+10
Attack: Blast +13 ranged (1d6+2 + 1d6 fire, 19-20/Χ2, 30’ range)
Full Attack: Blast +13 ranged (1d6+2 + 1d6 fire, 19-20/Χ2, 30’ range)
Space/Reach: 5’/5’
Special Attacks: Fira, Self-Destruct
Special Qualities: Outsider traits
Saves: Fort +9, Ref +11, Will +7
Abilities: Str 14 (+2), Dex 21 (+5), Con 16 (+3), Int 4 (-3), Wis 13 (+1), Cha 8 (-1)
Skills: Hide +11, Listen +15, Move Silently +16, Spot +12, Survival +14
Feats: Dodge, HoverB, Improved Initiative, Mobility
Environment: any (Home, Airship)
Organization: 3 or party (1 with a group of 1-3 Fiends)
Challenge Rating: 7
Treasure: standard
Normal/Rare Steal: Bomb Fragment (Χ2)/Bomb Fragment (Χ3)
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 32d6+128 (240MP)

• Fira (Sp): this is a ranged touch attack that deals 8d6+8 points of fire damage to 1 opponent within 40’ on a successful hit; Fortitude save (DC13) for half damage; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 8MP to use

• Self-Destruct (Su): after each successful physical attack, the creature increases in size by 1’ in diameter (no stat changes, size increase lasts for 1d6+4 minutes); after the 3rd successful physical attack, the creature explodes as an immediate action, destroying it dealing 4d6 points of fire damage to everything within a 40’ radius (no saving throw)

Zeta Kai
2008-07-31, 01:20 PM
Braska’s Final Aeon / Jecht (1st Form)
http://www.ffcompendium.com/EspMon/finalaeon10.jpg
Huge Outsider (Aeon)
Hit Dice: 25d8+378 (490HP)
Initiative: +1
Speed: 30’ (6 squares)
Armor Class: 19 (-2 size, +1 Dex, +10 natural); touch 9; flat-footed 18
Base Attack/Grapple: +25/+43
Attack: Apocalypse Sword +44 melee (4d6+22, 19-20/Χ2 vorpal)
Full Attack: Apocalypse Sword +44/+39/+34/+29 melee (4d6+22, 19-20/Χ2 vorpal)
Space/Reach: 15’/15’
Special Attacks: Jecht Beam, Jecht Bomber, Sword Swipe, Triumphant Grasp, Ultimate Jecht Shot
Special Qualities: Aeon traits, Outsider traits, Resurgent Form
Saves: Fort +30, Ref +15, Will +23
Abilities: Str 43 (+16), Dex 12 (+1), Con 39 (+14), Int 5 (-3), Wis 28 (+9), Cha 24 (+7)
Skills: Balance +10, Concentration +25, Heal +19, Intimidate +23, Knowledge (arcana) +7, Knowledge (geography) +6, Listen +21, Move Silently +11, Search +7, Sense Motive +19, Spellcraft +8, Spot +20, Survival +19, Tumble +9
Feats: Alertness, Cleave, Endurance, Great Fortitude, Improved Toughness, Power Attack, Skill Focus (Intimidate), Toughness, Weapon Focus (Apocalypse Sword), Weapon Specialization (Apocalypse Sword, Bonus)
Environment: any (Sin)
Organization: cabal (1 with 2 Yu Pagoda)
Challenge Rating: 22
Treasure: N/A
Normal/Rare Steal: Turbo Ether/Turbo Ether
Alignment: Neutral
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 100d6+400 (750MP)

• Jecht Beam (Su): this attack inflicts 2d6+8 points of non-specified damage to 1 opponent within 130’ (no saving throw); inflicts Petrified status on 1 opponent (Fortitude save (DC31) to resist; the save DC is Wisdom-based); this is a standard action that does not provoke attacks of opportunity

• Jecht Bomber (Su): this attack inflicts 6d6+24 points of non-specified damage to 1 opponent within 130’; Fortitude save (DC38) for half damage; the save DC is Strength-based; this is a standard action that does not provoke attacks of opportunity

• Sword Swipe (Ex): the creature can hit all opponents within reach for 4d6+16 points of damage; in addition, this attack inflicts a -5 Initiative penalty for the next round to all opponents struck by it; opponents can make a Reflex save (DC23) for half damage & to negate the Initiative penalty; the save DC is Dexterity-based; this attack is a full-round action that does not provoke attacks of opportunity

• Triumphant Grasp (Su): upon a successful grapple, inflicts Zombie status on 1 opponent; Fortitude save (DC31) to resist; the save DC is Wisdom-based; this is a standard action that does not provoke attacks of opportunity

• Ultimate Jecht Shot (Su): this attack inflicts 5d6+20 points of non-specified damage to all opponents within 130’; Fortitude save (DC38) for half damage; the save DC is Strength-based; this is a full-round action that does not provoke attacks of opportunity; this ability can be used once every 1d4+2 rounds

• Resurgent Form (Ex): when Jecht’s hit points fall below 1, he will transform into his second form, regaining his full amount of HP in the process; this an immediate action that does not provoke attacks of opportunity

Zeta Kai
2008-07-31, 08:54 PM
Braska’s Final Aeon / Jecht (2nd Form)
http://www.ffcompendium.com/EspMon/finalaeon10.jpg
Gargantuan Outsider (Aeon)
Hit Dice: 30d8+450 (585HP)
Initiative: +5
Speed: 30’ (6 squares)
Armor Class: 19 (-4 size, +1 Dex, +12 natural); touch 9; flat-footed 18
Base Attack/Grapple: +30/+52
Attack: Apocalypse Sword +49 melee (4d6+22, 19-20/Χ2 vorpal)
Full Attack: Apocalypse Sword +49/+44/+39/+34 melee (4d6+22, 19-20/Χ2 vorpal)
Space/Reach: 20’/20’
Special Attacks: Jecht Beam, Jecht Bomber, Sword Swipe, Triumphant Grasp, Ultimate Jecht Shot
Special Qualities: Aeon traits, Outsider traits
Saves: Fort +32, Ref +18, Will +26
Abilities: Str 47 (+18), Dex 12 (+1), Con 41 (+15), Int 3 (-4), Wis 28 (+9), Cha 24 (+7)
Skills: Balance +10, Concentration +22, Heal +19, Intimidate +23, Knowledge (arcana) +5, Knowledge (geography) +3, Listen +21, Move Silently +11, Search +6, Sense Motive +19, Spellcraft +7, Spot +20, Survival +19, Tumble +9
Feats: Alertness, Cleave, Endurance, Great Cleave, Great Fortitude, Improved Initiative, Improved Toughness, Power Attack, Skill Focus (Intimidate), Toughness, Weapon Focus (Apocalypse Sword), Weapon Specialization (Apocalypse Sword, Bonus)
Environment: any (Sin)
Organization: cabal (1 with 2 Yu Pagoda)
Challenge Rating: 23
Treasure: standard + Apocalypse Sword (Gargantuan +4 vorpal broadsword)
Normal/Rare Steal: Turbo Ether/Turbo Ether
Alignment: Neutral
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 120d6+480 (900MP)

• Jecht Beam (Su): this attack inflicts 2d6+8 points of non-specified damage to 1 opponent within 140’ (no saving throw); inflicts Petrified status on 1 opponent (Fortitude save (DC34) to resist; the save DC is Wisdom-based); this is a standard action that does not provoke attacks of opportunity

• Jecht Bomber (Su): this attack inflicts 6d6+24 points of non-specified damage to 1 opponent within 140’; Fortitude save (DC43) for half damage; the save DC is Strength-based; this is a standard action that does not provoke attacks of opportunity

• Sword Swipe (Ex): the creature can hit all opponents within reach for 4d6+16 points of damage; in addition, this attack inflicts a -5 Initiative penalty for the next round to all opponents struck by it; opponents can make a Reflex save (DC26) for half damage & to negate the Initiative penalty; the save DC is Dexterity-based; this attack is a full-round action that does not provoke attacks of opportunity

• Triumphant Grasp (Su): upon a successful grapple, inflicts Zombie status on 1 opponent; Fortitude save (DC34) to resist; the save DC is Wisdom-based; this is a standard action that does not provoke attacks of opportunity

• Ultimate Jecht Shot (Su): this attack inflicts 5d6+20 points of non-specified damage to all opponents within 140’; Fortitude save (DC43) for half damage; the save DC is Strength-based; this is a full-round action that does not provoke attacks of opportunity; this ability can be used once every 1d4+2 rounds

Zeta Kai
2008-08-01, 07:29 AM
Buer
http://images.wikia.com/finalfantasy/images/d/d5/Buer.gif
Large Aberration (Fiend)
Hit Dice: 5d8+10 (32HP)
Initiative: +4
Speed: 10’ (2 squares), Fly 30’ (6 squares, perfect maneuverability)
Armor Class: 15 (-1 size, +4 Dex, +2 natural); touch 13; flat-footed 11
Base Attack/Grapple: +3/+8
Attack: N/A
Full Attack: N/A
Space/Reach: 10’/10’
Special Attacks: Stare
Special Qualities: Aberration traits
Saves: Fort +3, Ref +7, Will +5
Abilities: Str 13 (+1), Dex 19 (+4), Con 14 (+2), Int 6 (-2), Wis 13 (+1), Cha 8 (-1)
Skills: Listen +2, Move Silently +6, Spot +4, Survival +3
Feats: Flyby Attack, Lightning Reflexes
Environment: temperate plains (Thunder Plains)
Challenge Rating: 5
Treasure: standard
Normal/Rare Steal: Hi-Potion/Musk
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 10d6+40 (75MP)

• Stare (Su): +6 special ranged attack (1d8), 35’ range; Reflex save (DC13) for half damage & to avoid the Confused effect; the save DC is Dexterity-based; inflicts Confused status; this is a standard action that does not provoke attacks of opportunity

Zeta Kai
2008-08-01, 09:15 PM
Bunyip
http://images.wikia.com/finalfantasy/images/7/72/FFX-Bunyip.jpg
Small Aberration (Fiend)
Hit Dice: 6d8+18 (45HP)
Initiative: -1
Speed: 20’ (4 squares)
Armor Class: 18 (+1 size, -1 Dex, +9 natural); touch 10; flat-footed 18
Base Attack/Grapple: +4/+4
Attack: Slam +9 melee (1d4+4 + Slow)
Full Attack: 2 Slams +9 melee (1d4+4 + Slow)
Space/Reach: 5’/5’
Special Attacks: Slow
Special Qualities: Aberration traits
Saves: Fort +6, Ref +1, Will +6
Abilities: Str 18 (+4), Dex 8 (-1), Con 15 (+2), Int 4 (-3), Wis 13 (+1), Cha 8 (-1)
Skills: Balance +5, Listen +4, Spot +2, Suvival +3
Feats: Great Fortitude, Improved Natural Armor, Improved Toughness
Environment: temperate plains or marshes (Djose Highroad, Moonflow)
Organization: pair or party (1 with a group of 1-3 Fiends)
Challenge Rating: 4
Treasure: standard
Normal/Rare Steal: Hi-Potion/Hypello Potion
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 12d6+48 (90MP)

• Slow (Ex): inflicts Slowed status for 3 rounds on 1 opponent; Fortitude save (DC14) to resist; the save DC is Wisdom-based

Zeta Kai
2008-08-01, 09:23 PM
Cactuar
http://www.gruu.com/images/Cactuar_beams.jpg
Tiny Plant (Fiend)
Hit Dice: 7d8+7 (38HP)
Initiative: +6
Speed: 30’ (6 squares)
Armor Class: 21 (+2 size, +6 Dex, +3 natural); touch 18; flat-footed 15
Base Attack/Grapple: +5/-3
Attack: Slam +7 melee (1d3)
Full Attack: 2 Slams +7 melee (1d3)
Space/Reach: 2½’/0’
Special Attacks: 1,000 Needles
Special Qualities: Plant traits
Saves: Fort +6, Ref +8, Will +4
Abilities: Str 10 (+0), Dex 22 (+6), Con 13 (+1), Int 11 (+0), Wis 14 (+2), Cha 17 (+3)
Skills: Balance +8, Hide +17, Jump +6, Move Silently +7, Tumble +12
Feats: Dodge, Mobility, Spring Attack
Environment: warm desert (Sanubia Desert)
Organization: 3 or party (1 with a group of 1-3 Fiends)
Challenge Rating: 8
Treasure: standard
Normal/Rare Steal: Chocobo Feather/Chocobo Wing
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 7d6+28 (52MP)

• 1,000 Needles (Su): the creature can emit 1,000 deadly needles, targeting 1 opponent within 30’; this is a +13 ranged attack that deals 100 points of piercing damage (no saving throw); this ability is a standard action that does not provoke attacks of opportunity, & can be done up to once every 1d4+1 rounds

Zeta Kai
2008-08-01, 11:44 PM
Cave Iguion
http://www.ffcompendium.com/EspMon/lizard10.jpg
Medium Animal (Fiend)
Hit Dice: 6d8+6 (33HP)
Initiative: +4
Speed: 30’ (6 squares)
Armor Class: 15 (+4 Dex, +1 natural); touch 4; flat-footed 11
Base Attack/Grapple: +4/+4
Attack: Bite +4 melee (1d6)
Full Attack: Bite +4 melee (1d6)
Space/Reach: 5’/5’
Special Attacks: N/A
Special Qualities: Animal traits
Saves: Fort +6, Ref +11, Will +3
Abilities: Str 11 (+0), Dex 18 (+4), Con 12 (+1), Int 1 (-5), Wis 12 (+1), Cha 7 (-2)
Skills: Jump +6, Listen +8, Spot +5
Feats: Alertness, Dodge, Lightning Reflexes
Environment: underground (Bevelle)
Organization: pair or party (1 with a group of 1-3 Fiends)
Challenge Rating: 5
Treasure: standard
Normal/Rare Steal: Soft/Petrify Grenade
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 6d6+24 (45MP)

Zeta Kai
2008-08-02, 09:21 PM
Chimera #1
http://www.ffcompendium.com/EspMon/chimera10.jpg
Large Magical Beast (Fiend)
Hit Dice: 9d10+27 (76HP)
Initiative: +1
Speed: 40’ (8 squares)
Armor Class: 14 (-1 size, +1 Dex, +4 natural); touch 10; flat-footed 13
Base Attack/Grapple: +9/+17
Attack: Megiddo Flame +9 ranged (2d6+4 + 1d6 fire, 30’ range)
Full Attack: Megiddo Flame +9 ranged (2d6+4 + 1d6 fire, 30’ range)
Space/Reach: 10’/10’
Special Attacks: Aqua Breath, Charge, Thunder
Special Qualities: Magical Beast traits
Saves: Fort +9, Ref +7, Will +6
Abilities: Str 19 (+4), Dex 13 (+1), Con 17 (+3), Int 4 (-3), Wis 13 (+1), Cha 8 (-1)
Skills: Hide +2, Listen +7, Move Silently +6, Spot +5
Feats: Alertness, Improved Natural Weapon, Iron Will, Stealthy
Environment: any (Macalania)
Organization: solitary or pair
Challenge Rating: 7
Treasure: standard
Normal/Rare Steal: Shining Gem/Lightning Marble
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 18d6+72 (135MP)

• Aqua Breath (Su): the creature spews forth a jet of water from its mouth; +9 ranged attack; 45’ cone; deals 2d8+4 points of water (force) damage; Fortitude save (DC18) for half damage; the save DC is Strength-based; this is a standard action that does not provoke attacks of opportunity

• Charge (Su): this ability reduces the current HP of all opponents within 45’ by 25%; Fortitude save (DC15) for half damage; the save DC is Wisdom-based; this is a standard action that does not provoke attacks of opportunity

• Thunder (Sp): this is a ranged touch attack that deals 9d4 points of electricity damage to 1 opponent within 45’ on a successful hit; Fortitude save (DC15) for half damage; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 4MP to use

Zeta Kai
2008-08-02, 09:30 PM
Chimera #2
http://www.ffcompendium.com/EspMon/chimera10.jpg
Large Magical Beast (Fiend)
Hit Dice: 12d10+48 (114HP)
Initiative: +6
Speed: 40’ (8 squares)
Armor Class: 16 (-1 size, +2 Dex, +5 natural); touch 11; flat-footed 14
Base Attack/Grapple: +12/+20
Attack: Megiddo Flame +15 ranged (1d8+4 + 1d6 fire, 30’ range)
Full Attack: Megiddo Flame +15 ranged (1d8+4 + 1d6 fire, 30’ range)
Space/Reach: 10’/10’
Special Attacks: Aqua Breath, Charge, Thundaga, Thundara
Special Qualities: Magical Beast traits
Saves: Fort +12, Ref +10, Will +7
Abilities: Str 19 (+4), Dex 14 (+2), Con 18 (+4), Int 4 (-3), Wis 13 (+1), Cha 8 (-1)
Skills: Hide +2, Jump +7, Listen +8, Move Silently +6, Spot +5
Feats: Alertness, Improved Initiative, Improved Natural Weapon, Iron Will, Stealthy
Environment: any (Home)
Organization: solitary or pair
Challenge Rating: 9
Treasure: standard
Normal/Rare Steal: Arctic Wind (Χ3)/Lightning Marble (Χ3)
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 24d6+96 (180MP)

• Aqua Breath (Su): the creature spews forth a jet of water from its mouth; +9 ranged attack; 45’ cone; deals 2d8+4 points of water (force) damage; Fortitude save (DC20) for half damage; the save DC is Strength-based; this is a standard action that does not provoke attacks of opportunity

• Charge (Su): this ability reduces the current HP of all opponents within 45’ by 25%; Fortitude save (DC17) for half damage; the save DC is Wisdom-based; this is a standard action that does not provoke attacks of opportunity

• Thundaga (Sp): this is a ranged touch attack that deals 12d8+24 points of electricity damage to 1 opponent within 45’ on a successful hit; Fortitude save (DC17) for half damage; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 16MP to use

• Thundara (Sp): this is a ranged touch attack that deals 12d6+12 points of electricity damage to 1 opponent within 45’ on a successful hit; Fortitude save (DC17) for half damage; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 8MP to use

Zeta Kai
2008-08-02, 09:49 PM
Chimera Brain
http://www.ffcompendium.com/EspMon/chimera10-a.jpg
Large Magical Beast (Fiend)
Hit Dice: 13d10+52 (123HP)
Initiative: +6
Speed: 40’ (8 squares)
Armor Class: 17 (-1 size, +2 Dex, +6 natural); touch 11; flat-footed 15
Base Attack/Grapple: +13/+22
Attack: Megiddo Flame +17 ranged (1d8+5 + 1d6 fire, 30’ range)
Full Attack: Megiddo Flame +17 ranged (1d8+5 + 1d6 fire, 30’ range)
Space/Reach: 10’/10’
Special Attacks: Aqua Breath, Charge, Thundaga, Thundara
Special Qualities: Magical Beast traits
Saves: Fort +12, Ref +10, Will +7
Abilities: Str 21 (+5), Dex 14 (+2), Con 18 (+4), Int 7 (-2), Wis 13 (+1), Cha 10 (+0)
Skills: Hide +2, Jump +7, Listen +8, Move Silently +7, Spot +5
Feats: Alertness, Improved Initiative, Improved Natural Weapon, Iron Will, Stealthy
Environment: any (Calm Lands)
Organization: solitary or pair
Challenge Rating: 10
Treasure: standard
Normal/Rare Steal: Ice Gem/Lightning Gem (Χ2)
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 26d6+104 (195MP)

• Aqua Breath (Su): the creature spews forth a jet of water from its mouth; +9 ranged attack; 45’ cone; deals 2d8+5 points of water (force) damage; Fortitude save (DC21) for half damage; the save DC is Strength-based; this is a standard action that does not provoke attacks of opportunity

• Charge (Su): this ability reduces the current HP of all opponents within 45’ by 25%; Fortitude save (DC17) for half damage; the save DC is Wisdom-based; this is a standard action that does not provoke attacks of opportunity

• Thundaga (Sp): this is a ranged touch attack that deals 13d8+26 points of electricity damage to 1 opponent within 45’ on a successful hit; Fortitude save (DC17) for half damage; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 16MP to use

• Thundara (Sp): this is a ranged touch attack that deals 13d6+13 points of electricity damage to 1 opponent within 45’ on a successful hit; Fortitude save (DC17) for half damage; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 8MP to use

Zeta Kai
2008-08-03, 11:20 AM
Chocobo Eater
http://images.wikia.com/finalfantasy/images/0/00/Chocobo_Eater.JPG
Large Aberration (Fiend)
Hit Dice: 9d8+18 (58HP)
Initiative: +0
Speed: 40’ (8 squares)
Armor Class: 13 (-1 size, +4 natural); touch 9; flat-footed 13
Base Attack/Grapple: +6/+14
Attack: Slam +9 melee (1d8+4)
Full Attack: Fists of Fury +9/+9/+4 melee (1d8+4)
Space/Reach: 10’/10’
Special Attacks: Blizzard, Fists of Fury, Push Back
Special Qualities: Aberration traits
Saves: Fort +5, Ref +3, Will +7
Abilities: Str 19 (+4), Dex 10 (+0), Con 14 (+2), Int 5 (-3), Wis 12 (+1), Cha 11 (+0)
Skills: Jump +6, Listen +4, Move Silently +3, Spot +5
Feats: Improved Bullrush, Mighty Blow, Power Attack, Track
Environment: temperate plains (Mi’ihen Highroad)
Organization: solitary
Challenge Rating: 8
Treasure: 2Χ standard
Normal/Rare Steal: Potion/Potion
Alignment: Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 18d6+72 (135MP)

• Blizzard (Sp): this is a ranged touch attack that deals 9d4 points of cold damage to 1 opponent within 45’ on a successful hit; Fortitude save (DC15) for half damage; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 4MP to use

• Fists of Fury (Ex): with a full attack, the creature can make 2 Slam attacks at their full attack bonus (+9) & another Slam attack at their full attack bonus -5 (+4); this is a full-round action that does not provoke attacks of opportunity

• Push Back (Ex): once every 1d4+1 rounds, the creature can shove all opponents within a 45’ cone in a single direction; all opponents treated as if bull rushed by the creature; the creature receives a +4 bonus on this check from Improved Bull Rush, as well as +4 for each size category it is larger than the targeted opponents; opponents that fail the opposed checks are pushed 1d4Χ5’; this is a standard action that does not provoke attacks of opportunity

Eighth_Seraph
2008-08-03, 03:07 PM
...see, now I have a problem. I REALLY want to play FFX again after reading a few of these creatures, and the summoner class. AND I REALLY want to play this system so I can beat down on some fiends. But I don't have a PS2. And my gaming group moved away.

This must be what it's like for nicotine addicts that can't get a fix. Beautiful work, Zeta Kai.

Hrm. Maybe a Summoner (FFX)//Summoner (http://www.scshop.com/~ritaxis/summoner.html) (Pokιmon-style) gestalt...that would be freakin' epic.

Zeta Kai
2008-08-03, 10:51 PM
Beautiful work, Zeta Kai.

Thank you so much for the kind words. I've said it before, but it bears repeating: praise like this is what keeps me going. I appreciate every nice thing said about the hours I waste spend working on these "little" projects.

As for a Summoner/Summoner gestalt built, that would be utter pwnage. I've seen the Pokemon Summoner before, & I think it's a tad overpowered. Also, why call it a summoner? Calling it a Pokemon Trainer wouldn't court a lawsuit any more that it already does. And the world of Pokemon has nothing called a summoner in it. Weird.

Zeta Kai
2008-08-03, 10:53 PM
Coeurl
http://www.ffcompendium.com/EspMon/coeurl10-a.jpg
Large Magical Beast (Fiend)
Hit Dice: 9d10+9 (58HP)
Initiative: +4
Speed: 30’ (6 squares)
Armor Class: 15 (-1 size, +4 Dex, +2 natural); touch 13; flat-footed 11
Base Attack/Grapple: +9/+15
Attack: Claw +10 melee (1d8+2)
Full Attack: 2 Claws +10 melee (1d8+2)
Space/Reach: 10’/5’
Special Attacks: Blaster, Blizzara, Drain, Silence, Thundara
Special Qualities: Magical Beast traits
Saves: Fort +7, Ref +10, Will +6
Abilities: Str 14 (+2), Dex 19 (+4), Con 13 (+1), Int 6 (-2), Wis 12 (+1), Cha 15 (+2)
Skills: Jump +4, Listen +3, Move Silently +5, Spellcraft +2
Feats: Iron Will, Silent Spell, Still Spell, Track
Environment: temperate plains (Calm Lands)
Organization: solitary or pair
Challenge Rating: 7
Treasure: standard
Normal/Rare Steal: Mana Spring/Mana Spring
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 18d6+72 (135MP)

• Blaster (Su): inflicts Petrified status on 1 opponent within 45’; usable once every 1d4+1 rounds; Fortitude save (DC16) to resist; the save DC is Charisma-based; this is a standard action that does not provoke attacks of opportunity

• Blizzara (Sp): this is a ranged touch attack that deals 9d6+9 points of cold damage to 1 opponent within 45’ on a successful hit; Fortitude save (DC15) for half damage; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 8MP to use

• Drain (Sp): this is a touch attack that transfers 9d4 from 1 opponent’s HP pool to own; Fortitude save (DC16) for half damage; the save DC is Charisma-based; this is a standard action that provokes attacks of opportunity; this ability costs 12MP to use

• Silence (Sp): inflicts Mute status for 3 rounds on 1 opponent within 45’; Fortitude save (DC16) to resist; the save DC is Charisma-based; this is a standard action that provokes attacks of opportunity

• Thundara (Sp): this is a ranged touch attack that deals 9d6+9 points of electricity damage to 1 opponent within 45’ on a successful hit; Fortitude save (DC15) for half damage; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 8MP to use

Eighth_Seraph
2008-08-03, 11:01 PM
Well, there's the "Pokιmaster" and the "Summoner". Both are statistically identical, but fluffed differently. For example, the Pokιmaster uses pokιballs, while the summoner uses "soul prisons". And yes, it's a bit overpowered, since the pokιmaster can control two creatures of its own CR -2 at a time. Plus the immense levels of versatility that come with what essentially amounts to controlling five or six different characters.

Also, I really like the Coeurl as you've made it (the way it sat still kind of turned me off in FFX). That and the Chimera Brain are the first likely candidates for "Catch 'em all" fever if I ever make my Summoner//Summoner. Or monk//Summoner, as was my previous dream.

Zeta Kai
2008-08-04, 07:21 AM
Condor
http://images.wikia.com/finalfantasy/images/d/d5/Condor.jpg
Medium Animal (Fiend)
Hit Dice: 1d8+1 (5HP)
Initiative: +4
Speed: 15’ (3 squares), Fly 50’ (10 squares, good maneuverability)
Armor Class: 14 (+4 Dex); touch 14; flat-footed 10
Base Attack/Grapple: +0/+1
Attack: Talon +1 melee (1d6+1)
Full Attack: Talon +1 melee (1d6+1)
Space/Reach: 5’/5’
Special Attacks: N/A
Special Qualities: Animal traits
Saves: Fort +3, Ref +6, Will +1
Abilities: Str 13 (+1), Dex 18 (+4), Con 12 (+1), Int 1 (-5), Wis 12 (+1), Cha 10 (+0)
Skills: Listen +3, Move Silently +3
Feats: Flyby Attack, HoverB
Environment: warm plains (Besaid)
Organization: pair or party (1 with a group of 1-3 Fiends)
Challenge Rating: ½
Treasure: standard
Normal/Rare Steal: Phoenix Down/Smoke Bomb
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 1d6+4 (7MP)

Khanderas
2008-08-04, 08:03 AM
Cactuar
• 1,000 Needles (Su): the creature can emit 1,000 deadly needles, targeting 1 opponent within 30’; this is a +13 ranged attack that deals 1,000 points of piercing damage; Reflex save (DC19) for half damage; the save DC is Dexterity-based; this ability is a full-round action that does not provoke attacks of opportunity, & can be done up to once every 1d4+1 rounds
The damage here needs to be adjusted. As it is now it will kill Braskas Final Aeon in one hit (well two, one for each incarnation).
Not to mention pointless to roll reflex without evasion.

As problebly mentioned several times over here, fantastic job, no less impressive for the sheer tenacity involved, in still doing updates to it.

Eighth_Seraph
2008-08-04, 11:21 AM
Well, that's what the cactuar is supposed to be all about. Just stay 35 ft. away and shoot the thing with a bow if you want to live. That, or sneak attack.

Zeta Kai
2008-08-04, 11:43 AM
Cactuar has been fixed. Sorry, old version. 1,000 Needles is supposed to deal 100 damage, not 1,000.

Zeta Kai
2008-08-04, 11:55 AM
Crawler
http://images2.wikia.nocookie.net/finalfantasy/images/thumb/a/a1/Crawler_FFX.jpg/180px-Crawler_FFX.jpg
Gargantuan Construct
Hit Dice: 16d10+60 (148HP)
Initiative: -2
Speed: 30’ (6 squares)
Armor Class: 10 (-4 size, -2 Dex, +6 natural); touch 4; flat-footed 10
Base Attack/Grapple: +9/+31
Attack: Slam +15 melee (2d8+10)
Full Attack: 2 Slams +15 melee (2d8+10)
Space/Reach: 20’/15’
Special Attacks: Gatling Gun, Mana Beam
Special Qualities: Construct traits
Saves: Fort +5, Ref +3, Will +5
Abilities: Str 31 (+10), Dex 7 (-2), Con -- (+0), Int -- (+0), Wis 11 (+0), Cha 1 (-5)
Skills: N/A
Feats: Power AttackB
Environment: any (Macalania)
Organization: unit (with Negator)
Challenge Rating: 13
Treasure: 2Χ standard
Normal/Rare Steal: Lunar Curtain/Lunar Curtain (Χ2)
Alignment: Neutral
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 16d4 (40MP)

• Gatling Gun (Ex): the creature can hit multiple opponents (1d2) within 80’ for 1d8+5 points of damage; Reflex save (DC28) for half damage; the save DC is Strength-based; this attack is a standard action that does not provoke attacks of opportunity

• Mana Beam (Ex): once every 1d4 rounds, the creature can fire a beam of destructive energy, hitting all opponents within 80’ for 2d8 points of force damage; Reflex save (DC16) for half damage; the save DC is Dexterity-based; this attack is a standard action that does not provoke attacks of opportunity

Zeta Kai
2008-08-04, 05:53 PM
Dark Element
http://www.ffcompendium.com/EspMon/elementaldark10.jpg
Medium Elemental (Fiend)
Hit Dice: 9d8+9 (49HP)
Initiative: +7
Speed: Fly 20’ (4 squares, poor maneuverability)
Armor Class: 16 (+3 Dex, +3 natural); touch 13; flat-footed 13
Base Attack/Grapple: +6/+9
Attack: N/A
Full Attack: N/A
Space/Reach: 5’/5’
Special Attacks: Bio, Blizzara, Drain, Fira, Osmose, Reflect, Thundara, Watera
Special Qualities: Damage Reduction 9/magic, Elemental traits
Saves: Fort +7, Ref +11, Will +6
Abilities: Str 16 (+3), Dex 17 (+3), Con 13 (+1), Int 4 (-3), Wis 11 (+0), Cha 11 (+0)
Skills: Listen +8, Spot +8
Feats: Alertness, Dodge, HoverB, Improved Initiative, Lightning Reflexes
Environment: any (Calm Lands)
Organization: pair or 3
Challenge Rating: 7
Treasure: standard
Normal/Rare Steal: Shining Thorn/Shining Thorn (Χ2)
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 18d6+72 (135MP)

• Bio (Sp): this ability inflicts 1 opponent within 40’ with poison, dealing 1d3 points of damage per class level (theirs) every round (see Status Effects: Poison, above); the opponent remains poisoned for the rest of the encounter, unless the poison is somehow negated; Fortitude save (DC14) to resist; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 10MP to use

• Blizzara (Sp): this is a ranged touch attack that deals 9d6+9 points of cold damage to 1 opponent within 40’ on a successful hit; Fortitude save (DC14) for half damage; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 8MP to use

• Drain (Sp): this is a touch attack that transfers 9d4 per class level from 1 opponent’s HP pool to own; Fortitude save (DC14) for half damage; the save DC is Charisma-based; this is a standard action that provokes attacks of opportunity; this ability costs 12MP to use

• Fira (Sp): this is a ranged touch attack that deals 9d6+9 points of fire damage to 1 opponent within 40’ on a successful hit; Fortitude save (DC14) for half damage; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 8MP to use

• Osmose (Sp): this is a touch attack that transfers 2d4MP per HD (theirs) from 1 opponent’s MP pool to the creature’s own; the opponent can make a Will save (DC14) for half damage; the save DC is Charisma-based; this is a standard action that provokes attacks of opportunity; this ability does not consume any MP to use

• Reflect (Sp): the creature can cast a magical reflecting aura on any 1 creature within 40’ (including itself); this aura reflects all spells (both helpful & harmful) that target that creature, causing the spell to bounce off & hit another random creature within 40’; area-effect spells still function properly on that creature, as do any spells that have already been reflected off of another creature; multiple reflect effects do not stack, but overlap; this effect lasts for the rest of the encounter; this effect is negated for an ally if they are successfully hit with a curse effect, a dispel effect, or die (even if they are revived during the same encounter); this is a standard action that provokes attacks of opportunity; this ability costs 14MP to use

• Thundara (Sp): this is a ranged touch attack that deals 9d6+9 points of electricity damage to 1 opponent within 40’ on a successful hit; Fortitude save (DC14) for half damage; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 8MP to use

• Watera (Sp): this is a ranged touch attack that deals 9d6+9 points of water (force) damage to 1 opponent within 40’ on a successful hit; Fortitude save (DC14) for half damage; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 8MP to use

Zeta Kai
2008-08-04, 10:35 PM
Dark Flan
http://images.wikia.com/finalfantasy/images/6/64/Dark_Flan.jpg
Huge Ooze (Fiend)
Hit Dice: 12d10+84 (150HP)
Initiative: -5
Speed: 20’ (4 squares)
Armor Class: 13 (-2 size, -5 Dex, +10 natural); touch 3; flat-footed 13
Base Attack/Grapple: +9/+21
Attack: N/A
Full Attack: N/A
Space/Reach: 15’/10’
Special Attacks: Bio, Demi, Drain, Flare, Osmose
Special Qualities: Damage Reduction 24/magic, Ooze traits, Skills, White Wind
Saves: Fort +11, Ref +0, Will -1
Abilities: Str 19 (+4), Dex 3 (-4), Con 24 (+7), Int -- (+0), Wis 1 (-5), Cha 1 (-5)
Skills: Climb +12
Feats: N/A
Environment: cold mountains or cold desert (Mt. Gagazet, Zanarkand Ruins)
Organization: solitary
Challenge Rating: 11
Treasure: standard
Normal/Rare Steal: Star Curtain/Star Curtain (Χ2)
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 24d6+96 (180MP)

• Bio (Sp): this ability inflicts 1 opponent within 70’ with poison, dealing 1d3 points of damage per class level (theirs) every round (see Status Effects: Poison, above); the opponent remains poisoned for the rest of the encounter, unless the poison is somehow negated; Fortitude save (DC16) to resist; the save DC is Intelligence-based; this is a standard action that provokes attacks of opportunity; this ability costs 10MP to use

• Demi (Sp): this ability reduces the current HP of all opponents within 70’ by 25%; Fortitude save (DC16) for half damage; the save DC is Intelligence-based; this is a standard action that provokes attacks of opportunity; this ability costs 32MP to use

• Drain (Sp): this is a touch attack that transfers 12d4 per class level from 1 opponent’s HP pool to own; Fortitude save (DC16) for half damage; the save DC is Intelligence-based; this is a standard action that provokes attacks of opportunity; this ability costs 12MP to use

• Flare (Sp): this attack inflicts 12d10+36 points of non-specified damage to 1 opponent within 70’ (no saving throw); this is a full-round action that provokes attacks of opportunity; this ability costs 54MP to use

• Osmose (Sp): this is a touch attack that transfers 2d6+8 MP per class level from 1 opponent’s HP pool to the creature’s own; Will save (DC16) for half damage; the save DC is Intelligence-based; this is a standard action that does not provoke attacks of opportunity; this ability does not consume any MP to use

• Skills: the creature has a +8 racial bonus on Climb checks, & can always choose to take 10 on a Climb check, even if rushed or threatened

• White Wind (Sp): fully restores HP to itself; cannot heal an ally so that they have more HP than their maximum; this is a standard action that provokes attacks of opportunity; this ability costs 180MP to use

Zeta Kai
2008-08-05, 08:39 AM
Defender
http://www.geocities.com/final10eng/monsters/1512.jpg
Huge Construct
Hit Dice: 12d10+40 (106HP)
Initiative: +3
Speed: 30’ (6 squares)
Armor Class: 15 (-2 size, -1 Dex, +8 natural); touch 7; flat-footed 15
Base Attack/Grapple: +9/+25
Attack: Slam +15 melee (2d6+8)
Full Attack: Haymaker (2 Slams) +15 melee (2d6+8 + Dazed)
Space/Reach: 15’/15’
Special Attacks: Haymaker
Special Qualities: Construct traits
Saves: Fort +4, Ref +3, Will +4
Abilities: Str 27 (+8), Dex 9 (-1), Con -- (+0), Int 6 (-2), Wis 11 (+0), Cha 1 (-5)
Skills: Balance +1, Climb +10, Jump +9, Listen +3, Move Silently +2, Spot +4
Feats: Cleave, Improved Initiative, Improved Bullrush, Mighty Blow, Power Attack
Environment: any (Calm Lands)
Organization: solitary or pair
Challenge Rating: 8
Treasure: standard
Normal/Rare Steal: Lunar Curtain/Lunar Curtain (Χ2)
Alignment: always Neutral
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 12d4 (30MP)

• Haymaker (Ex): with a full attack, the creature can make 2 Slam attacks at their full attack bonus (+15); in addition, an opponent that is struck by this attack must make a Will save (DC16) or be dazed for 1 round; the save DC is Wisdom-based; this is a full-round action that does not provoke attacks of opportunity

Kobold-Bard
2008-08-05, 09:20 AM
Zeta may I just say that I am in awe of the dedication you have for this project.
I stumbled across it when you were posting the stats for the aeons and it was so intriguing I replayed FFX so I could put this into context.
When this is complete I am definately going to run it.

Keep up the incredible work.

Zeta Kai
2008-08-05, 11:07 AM
Keep up the incredible work.

Thank you very much. In fact, I think I will. :smallwink:

Zeta Kai
2008-08-05, 11:10 AM
Defender X
http://www.geocities.com/final10eng/monsters/1501.jpg
Huge Construct
Hit Dice: 40d10+80 (300HP)
Initiative: +5
Speed: 30’ (6 squares)
Armor Class: 22 (-2 size, +1 Dex, +13 natural); touch 9; flat-footed 21
Base Attack/Grapple: +30/+55
Attack: Slam +45 melee (3d6+17)
Full Attack: Haymaker (2 Slams) +45 melee (3d6+17 + Dazed)
Space/Reach: 15’/15’
Special Attacks: Blast Punch, Haymaker, Slowga
Special Qualities: Construct traits, Mighty Guard
Saves: Fort +15, Ref +16, Will +15
Abilities: Str 35 (+17), Dex 13 (+1), Con -- (+0), Int 6 (-2), Wis 11 (+0), Cha 1 (-5)
Skills: Balance +6, Climb +25, Jump +21, Listen +9, Move Silently +7, Search +5, Spot +11
Feats: Alertness, Cleave, Endurance, Great Fortitude, Improved Initiative, Improved Bullrush, Improved Natural Armor, Improved Natural Attack, Improved Toughness, Iron Will, Lightning Reflexes, Mighty Blow, Power Attack, Skill Focus (Spot)
Environment: any (Calm Lands)
Organization: solitary
Challenge Rating: 18
Treasure: 2Χ standard
Normal/Rare Steal: Lunar Curtain (Χ4)/Lunar Curtain (Χ4)
Alignment: Neutral
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 40d4 (100MP)

• Blast Punch (Su): this +29 ranged attack reduces the current HP of 1 opponent by 50%; 100’ range; the targeted creature must make a Reflex save (DC31) to avoid; the save DC is Dexterity-based; this is a standard action that does not provoke attacks of opportunity; this ability costs 27MP to use

• Haymaker (Ex): with a full attack, the creature can make 2 Slam attacks at their full attack bonus (+45); in addition, an opponent that is struck by this attack must make a Will save (DC30) or be dazed for 1 round; the save DC is Wisdom-based; this is a full-round action that does not provoke attacks of opportunity

• Slowga (Sp): all opponents within 100’ gain a -10 penalty to their Initiative for 1d4+1 rounds; in addition, those affected can only move at ½ speed, & can only perform partial actions each round for the same amount of time; these effects are negated for an opponent if they are successfully hit with a haste effect or the effect expires; multiple slowga effects do not stack, but overlap; affected creatures must make a Fortitude save (DC25) to resist; the save DC is Charisma-based; this is a standard action that does not provoke an attack opportunity; this ability costs 20MP to use

• Mighty Guard (Su): grants self the following benefits: nul (all energy types), protect, & shell; this is a standard action that does not provoke attacks of opportunity; this ability costs 16MP to use

Soup of Kings
2008-08-05, 05:10 PM
Just a though on that Cactaur thing; I know it's not canon, and you don't have to change it if you don't want to, but maybe you could call it 100 needles instead of 1,000 needles? Since there have been different versions of it in the games (10,000 needles, 99,999 needles).

Zeta Kai
2008-08-05, 06:57 PM
Just a though on that Cactaur thing; I know it's not canon, and you don't have to change it if you don't want to, but maybe you could call it 100 needles instead of 1,000 needles? Since there have been different versions of it in the games (10,000 needles, 99,999 needles).

Actually, in FFX, the Cactuar had 10,000 Needles, while the Qactuar had 1,000 Needles. I cut the names down by 90%, & the actual damage down by 99%. I suppose I could just cut them both by 99%, but 10 Needles just sounds silly; it should fill you with dread. I may change it later.

Zeta Kai
2008-08-05, 06:59 PM
Defender Z
http://www.geocities.com/final10eng/monsters/1705.jpg
Huge Construct
Hit Dice: 15d10+40 (122HP)
Initiative: +4
Speed: 30’ (6 squares)
Armor Class: 18 (-2 size, +10 natural); touch 8; flat-footed 18
Base Attack/Grapple: +11/+28
Attack: Slam +18 melee (2d6+9)
Full Attack: Haymaker (2 Slams) +18 melee (2d6+9 + Dazed)
Space/Reach: 15’/15’
Special Attacks: Blast Punch, Haymaker
Special Qualities: Construct traits
Saves: Fort +5, Ref +5, Will +5
Abilities: Str 29 (+9), Dex 11 (+0), Con -- (+0), Int 6 (-2), Wis 11 (+0), Cha 1 (-5)
Skills: Balance +2, Climb +12, Jump +10, Listen +4, Move Silently +3, Spot +5
Feats: Cleave, Endurance, Improved Initiative, Improved Bullrush, Mighty Blow, Power Attack
Environment: any (Zanarkand Ruins)
Organization: solitary
Challenge Rating: 10
Treasure: 2Χ standard
Normal/Rare Steal: Lunar Curtain (Χ2)/Lunar Curtain (Χ2)
Alignment: Neutral
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 15d4 (37MP)

• Blast Punch (Su): this +9 ranged attack reduces the current HP of 1 opponent by 50%, as well as inflict a -5 Initiative penalty for the next round; 50’ range; the targeted creature must make a Reflex save (DC17) to avoid; the save DC is Dexterity-based; this is a standard action that does not provoke attacks of opportunity; this ability costs 27MP to use

• Haymaker (Ex): with a full attack, the creature can make 2 Slam attacks at their full attack bonus (+18); in addition, an opponent that is struck by this attack must make a Will save (DC17) or be dazed for 1 round; the save DC is Wisdom-based; this is a full-round action that does not provoke attacks of opportunity

Zeta Kai
2008-08-06, 09:58 PM
Demonolith
http://images.wikia.com/finalfantasy/images/b/b2/Demonolithe.jpg
Large Outsider (Fiend)
Hit Dice: 12d8+36 (90HP)
Initiative: +5
Speed: 10’ (2 squares)
Armor Class: 17 (-1 size, +1 Dex, +7 natural); touch 10; flat-footed 16
Base Attack/Grapple: +12/+20
Attack: Claw +15 melee (2d6+4 + Curse & Zombie)
Full Attack: 2 Claws +15 melee (2d6+4 + Curse & Zombie)
Space/Reach: 10’/10’
Special Attacks: Breath, Curse, Pharaoh’s Curse, Zombie
Special Qualities: Outsider traits
Saves: Fort +11, Ref +9, Will +13
Abilities: Str 19 (+4), Dex 12 (+1), Con 17 (+3), Int 12 (+1), Wis 16 (+3), Cha 14 (+2)
Skills: Balance +9, Bluff +11, Concentration +12, Diplomacy +8, Heal +15, Intimidate +14, Knowledge (arcana) +10, Knowledge (planes) +9, Knowledge (religion) +7, Listen +12, Search +10, Sense Motive +12, Spellcraft +11, Spot +13, Survival +12
Feats: Cleave, Improved Initiative, Improved Natural Attack, Iron Will, Power Attack
Environment: any (Sin, Omega Ruins)
Organization: pair or 3
Challenge Rating: 10
Treasure: standard
Normal/Rare Steal: Petrify Grenade (Χ2)/Petrify Grenade (Χ2)
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 48d6+192 (360MP)

• Breath (Su): inflicts Petrified status on all opponents within a 45’ cone; Fortitude save (DC19) to resist; the save DC is Wisdom-based; this is a standard action that does not provoke attacks of opportunity

• Curse (Su): inflicts Curse status on 1 opponent; Fortitude save (DC18) to resist; the save DC is Charisma-based

• Pharaoh’s Curse (Su): upon being hit by a successful physical attack, the creature retaliates with a blast of magical energy (as an immediate action that does not provoke attacks of opportunity) that strikes the opponent who hit it, inflicting the following status effects:
inflicts Blind status for 1 hour on 1 opponent; Fortitude save (DC18) to resist; the save DC is Charisma-based
inflicts Cursed status on 1 opponent; Fortitude save (DC18) to resist; the save DC is Charisma-based
inflicts Mute status for 1 hour on 1 opponent; Fortitude save (DC18) to resist; the save DC is Charisma-based
inflicts Poison status on 1 opponent; Fortitude save (DC18) to resist; the save DC is Charisma-based
• Zombie (Su): inflicts Zombie status on 1 opponent; Fortitude save (DC19) to resist; the save DC is Wisdom-based

Zeta Kai
2008-08-07, 08:43 AM
Dingo
http://images.wikia.com/finalfantasy/images/6/6d/Dingo.jpg
Medium Animal (Fiend)
Hit Dice: 1d8+2 (6HP)
Initiative: +2
Speed: 50’ (10 squares)
Armor Class: 12 (+2 Dex); touch 12; flat-footed 10
Base Attack/Grapple: +0/+1
Attack: Bite +1 melee (1d6+1 + Mute or Sleep)
Full Attack: Bite +1 melee (1d6+1 + Mute or Sleep)
Space/Reach: 5’/5’
Special Attacks: Mute, Sleep
Special Qualities: Animal traits
Saves: Fort +4, Ref +4, Will +1
Abilities: Str 13 (+1), Dex 15 (+2), Con 15 (+2), Int 2 (-4), Wis 12 (+1), Cha 8 (-1)
Skills: Listen +3, Move Silently +4
Feats: Run
Environment: warm plains (Besaid)
Organization: pair or party (1 with a group of 1-3 Fiends)
Challenge Rating: ½
Treasure: standard
Normal/Rare Steal: Potion/Sleeping Powder
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 1d6+4 (7MP)

• Mute (Ex): inflicts Mute status for 3 rounds on 1 opponent; Fortitude save (DC11) to resist; the save DC is Wisdom-based

• Sleep (Ex): inflicts Sleep status for 3 rounds on 1 opponent; Fortitude save (DC11) to resist; the save DC is Wisdom-based

Zeta Kai
2008-08-07, 02:02 PM
Dinonix
http://www.geocities.com/final10eng/monsters/0503.jpg
Medium Animal (Fiend)
Hit Dice: 3d8+3 (16HP)
Initiative: +3
Speed: 30’ (6 squares)
Armor Class: 14 (+3 Dex, +1 natural); touch 13; flat-footed 11
Base Attack/Grapple: +2/+2
Attack: Bite +2 melee (1d6 + Mute or Petrified)
Full Attack: Bite +2 melee (1d6 + Mute or Petrified)
Space/Reach: 5’/5’
Special Attacks: Mute, Petrified
Special Qualities: Animal traits
Saves: Fort +4, Ref +8, Will +2
Abilities: Str 11 (+0), Dex 16 (+3), Con 12 (+1), Int 1 (-5), Wis 12 (+1), Cha 5 (-3)
Skills: Jump +2, Listen +3, Spot +3
Feats: Dodge, Lightning Reflexes
Environment: warm forests (Kilika)
Organization: pair or party (1 with a group of 1-3 Fiends)
Challenge Rating: 1
Treasure: standard
Normal/Rare Steal: Soft/Petrify Grenade
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 3d6+12 (22MP)

• Mute (Ex): inflicts Mute status for 3 rounds on 1 opponent; Fortitude save (DC12) to resist; the save DC is Wisdom-based

• Petrified (Su): inflicts Petrified status on 1 opponent; Fortitude save (DC12) to resist; the save DC is Wisdom-based

Zeta Kai
2008-08-08, 02:34 PM
Dual Horn #1
http://images.wikia.com/finalfantasy/images/b/bc/Dualhorn.jpg
Large Magical Beast (Fiend)
Hit Dice: 5d10+25 (52HP)
Initiative: +0
Speed: 40’ (8 squares)
Armor Class: 11 (-1 size, +2 natural); touch 9; flat-footed 11
Base Attack/Grapple: +5/+14
Attack: Bite +9 melee (1d6+5) or Gore +9 melee (1d8+5)
Full Attack: Bite +9 melee (1d6+5) & 2 Gores +4 melee (1d8+5)
Space/Reach: 10’/5’
Special Attacks: Trample
Special Qualities: Magical Beast traits
Saves: Fort +9, Ref +4, Will +2
Abilities: Str 21 (+5), Dex 10 (+0), Con 21 (+5), Int 2 (-4), Wis 12 (+1), Cha 9 (-1)
Skills: Jump +6, Listen +7, Survival +5
Feats: Power Attack, Skill Focus (Listen)
Environment: temperate plains (Mi’ihen Highroad)
Organization: pair or party (1 with a group of 1-3 Fiends)
Challenge Rating: 4
Treasure: standard
Normal/Rare Steal: Potion/Hi-Potion
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 10d6+40 (75MP)

• Trample (Ex): 1d8+7 damage; Reflex save (DC17) for half damage; the save DC is Strength-based; this is a full-round action that does not provoke attacks of opportunity

Tobi_goodboy
2008-08-10, 02:29 PM
quick question: why do the ronso use weapons smaller than humes?

and can someone be changed back from an aeon through means of a greater wish/miracle spell?




Large: As a Large creature, a Ronso gains a -1 size penalty to Armor Class, a -1 size penalty on attack rolls, & a -4 size penalty on Hide checks, but he or she uses smaller weapons than Humans use, gains a +4 size bonus on Grapple checks, & his or her lifting & carrying limits are 2Χ of those of a Medium character

Zeta Kai
2008-08-10, 04:00 PM
quick question: why do the ronso use weapons smaller than humes?

and can someone be changed back from an aeon through means of a greater wish/miracle spell?

1) That Ronso thing was a typo, which has been corrected. The proper rule should be as follows:

Large: As a Large creature, a Ronso gains a -1 size penalty to Armor Class, a -1 size penalty on attack rolls, & a -4 size penalty on Hide checks, but he or she uses Medium-size weapons, gains a +4 size bonus on Grapple checks, & his or her lifting & carrying limits are 2Χ of those of a Medium character.

2) No, wish or miracle will not restore an Aeon to mortal form. These are mighty creatures that can easily become epic, & so nothing short of epic magic can return an Aeon to its original state.

Zeta Kai
2008-08-10, 04:02 PM
Dual Horn #2
http://images.wikia.com/finalfantasy/images/b/bc/Dualhorn.jpg
Large Magical Beast (Fiend)
Hit Dice: 6d10+30 (63HP)
Initiative: +4
Speed: 40’ (8 squares)
Armor Class: 12 (-1 size, +3 natural); touch 9; flat-footed 12
Base Attack/Grapple: +6/+15
Attack: Bite +10 melee (1d6+5) or Gore +10 melee (1d8+5)
Full Attack: Bite +10 melee (1d6+5) & 2 Gores +5 melee (1d8+5)
Space/Reach: 10’/5’
Special Attacks: Trample
Special Qualities: Magical Beast traits
Saves: Fort +10, Ref +5, Will +3
Abilities: Str 21 (+5), Dex 11 (+0), Con 21 (+5), Int 3 (-4), Wis 12 (+1), Cha 9 (-1)
Skills: Jump +6, Listen +8, Survival +5
Feats: Improved Initiative, Power Attack, Skill Focus (Listen)
Environment: warm deserts (Home, Airship)
Organization: pair or party (1 with a group of 1-3 Fiends)
Challenge Rating: 5
Treasure: standard
Normal/Rare Steal: Hi-Potion/Mega Potion
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 12d6+48 (90MP)

• Trample (Ex): 1d8+7 damage; Reflex save (DC18) for half damage; the save DC is Strength-based; this is a full-round action that does not provoke attacks of opportunity

Zeta Kai
2008-08-11, 07:42 AM
Epaaj
http://www.geocities.com/final10eng/monsters/1502.jpg
Large Magical Beast (Fiend)
Hit Dice: 9d10+9 (58HP)
Initiative: +3
Speed: 30’ (6 squares)
Armor Class: 15 (-1 size, +3 Dex, +3 natural); touch 12; flat-footed 12
Base Attack/Grapple: +9/+15
Attack: Slam +10 melee (1d8+2 + Poison)
Full Attack: 2 Slams +10 melee (1d8+2 + Poison)
Space/Reach: 10’/5’
Special Attacks: Blades, Poison
Special Qualities: Magical Beast traits
Saves: Fort +7, Ref +9, Will +4
Abilities: Str 15 (+2), Dex 17 (+3), Con 12 (+1), Int 3 (-4), Wis 13 (+1), Cha 8 (-1)
Skills: Hide +3, Jump +6, Listen +4, Move Silently +8
Feats: Dodge, Mobility, Spring Attack, Stealthy
Environment: underground (Calm Lands)
Organization: pair or party (1 with a group of 1-3 Fiends)
Challenge Rating: 7
Treasure: standard
Normal/Rare Steal: Hi-Potion/Hi-Potion (Χ2)
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 18d6+72 (135MP)

• Blades (Ex): Claw +10/+5 melee (1d8+4)

• Poison (Ex): inflicts Poison status on 1 opponent; Fortitude save (DC15) to resist; the save DC is Wisdom-based

Zeta Kai
2008-08-11, 10:40 AM
Evil Eye #1
http://www.geocities.com/final10eng/monsters/1108.jpg
Large Aberration (Fiend)
Hit Dice: 6d8+6 (33HP)
Initiative: +4
Speed: 10’ (2 squares), Fly 30’ (6 squares, perfect maneuverability)
Armor Class: 15 (-1 size, +4 Dex, +2 natural); touch 13; flat-footed 11
Base Attack/Grapple: +4/+9
Attack: N/A
Full Attack: N/A
Space/Reach: 10’/10’
Special Attacks: Stare
Special Qualities: Aberration traits
Saves: Fort +3, Ref +6, Will +6
Abilities: Str 13 (+1), Dex 18 (+4), Con 13 (+1), Int 5 (-3), Wis 13 (+1), Cha 8 (-1)
Skills: Listen +4, Move Silently +6, Spot +7, Survival +3
Feats: Alertness, Flyby Attack, Lightning Reflexes
Environment: cold plains (Macalania)
Organization: pair or 3
Challenge Rating: 4
Treasure: standard
Normal/Rare Steal: Musk/Musk (Χ2)
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 12d6+48 (90MP)

• Stare (Su): +4 special ranged attack (1d8+1), 35’ range; Reflex save (DC14) for half damage & to avoid the Confused effect; the save DC is Dexterity-based; inflicts Confused status; this is a standard action that does not provoke attacks of opportunity

Tobi_goodboy
2008-08-11, 03:03 PM
1) That Ronso thing was a typo, which has been corrected. The proper rule should be as follows:

Large: As a Large creature, a Ronso gains a -1 size penalty to Armor Class, a -1 size penalty on attack rolls, & a -4 size penalty on Hide checks, but he or she uses Medium-size weapons, gains a +4 size bonus on Grapple checks, & his or her lifting & carrying limits are 2Χ of those of a Medium character.

2) No, wish or miracle will not restore an Aeon to mortal form. These are mighty creatures that can easily become epic, & so nothing short of epic magic can return an Aeon to its original state.

ok, just wondering. and thank you btw

Zeta Kai
2008-08-11, 08:41 PM
Evil Eye #2
http://www.geocities.com/final10eng/monsters/1211.jpg
Large Aberration (Fiend)
Hit Dice: 7d8+14 (45HP)
Initiative: +4
Speed: 10’ (2 squares), Fly 30’ (6 squares, perfect maneuverability)
Armor Class: 15 (-1 size, +4 Dex, +2 natural); touch 13; flat-footed 11
Base Attack/Grapple: +5/+10
Attack: N/A
Full Attack: N/A
Space/Reach: 10’/10’
Special Attacks: Stare
Special Qualities: Aberration traits
Saves: Fort +4, Ref +6, Will +7
Abilities: Str 13 (+1), Dex 19 (+4), Con 15 (+2), Int 6 (-2), Wis 14 (+2), Cha 10 (+0)
Skills: Listen +4, Move Silently +6, Spot +8, Survival +3
Feats: Alertness, Flyby Attack, Lightning Reflexes
Environment: any (Home, Airship)
Organization: pair or 3
Challenge Rating: 5
Treasure: standard
Normal/Rare Steal: Musk/Musk (Χ2)
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 14d6+56 (105MP)

• Stare (Su): +8 special ranged attack (1d8+1), 35’ range; Reflex save (DC15) for half damage & to avoid the Confused effect; the save DC is Dexterity-based; inflicts Confused status; this is a standard action that does not provoke attacks of opportunity

Zeta Kai
2008-08-11, 11:06 PM
Evrae
http://images.wikia.com/finalfantasy/images/a/a3/Evrae.jpg
Gargantuan Dragon (Fiend)
Hit Dice: 22d12+154 (297HP)
Initiative: +0
Speed: 30’ (6 squares), Fly 200’ (40 squares, poor maneuverability), Swim 50’ (10 squares)
Armor Class: 18 (-4 size, +12 natural); touch 6; flat-footed 18
Base Attack/Grapple: +22/+46
Attack: Claw +30 melee (2d6+12)
Full Attack: Swooping Scythe (4 Claws) +30 melee (2d6+12 slashing)
Space/Reach: 20’/15’
Special Attacks: Photon Breath, Poison Breath, Stone Gaze, Swooping Scythe
Special Qualities: Dragon traits, Haste
Saves: Fort +20, Ref +15, Will +16
Abilities: Str 35 (+12), Dex 10 (+0), Con 25 (+7), Int 12 (+1), Wis 16 (+3), Cha 11 (+0)
Skills: Balance +10, Bluff +12, Climb +20, Diplomacy +9, Heal +15, Hide -2, Intimidate +12, Jump +22, Knowledge (arcana) +11, Listen +13, Move Silently +13, Search +10, Sense Motive +14, Spellcraft +14, Spot +14, Survival +13, Swim +19
Feats: Cleave, Dodge, Flyby Attack, HoverB, Lightning Reflexes, Mobility, Power Attack, Self-Sufficient, Spring Attack
Environment: any (Airship)
Organization: solitary
Challenge Rating: 15
Treasure: 2Χ standard
Normal/Rare Steal: Water Gem/Water Gem (Χ2)
Alignment: Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 88d6+352 (660MP)

• Photon Breath (Su): deals 2d6+12 points of fire damage to all opponents within a 80’ cone; Reflex save (DC24) for half damage; the save DC is Wisdom-based; this is a standard action that does not provoke attacks of opportunity

• Poison Breath (Su): inflicts Poison status on all opponents within a 80’ cone; +18 ranged attack; Fortitude save (DC24) to resist; the save DC is Wisdom-based; this is a standard action that does not provoke attacks of opportunity

• Stone Gaze (Su): inflicts Petrified status on 1 opponent within 80’; usable once every 1d4 rounds; Fortitude save (DC24) to resist; the save DC is Wisdom-based; this is a standard action that does not provoke attacks of opportunity

• Swooping Scythe (Ex): with a full attack, the creature can make 4 Claw attacks at their full attack bonus (+30); this is a full-round action that does not provoke attacks of opportunity

• Haste (Sp): the creature grants itself a +10 bonus to its initiative for the rest of the encounter; in addition, it can perform an extra attack action, move action, or swift action each round for the rest of the encounter; these effects are negated if it is successfully hit with a slow effect, a curse effect, a dispel effect, or die (even if they are revived during the same encounter); multiple haste effects do not stack; this is a standard action that does not provoke attacks of opportunity (although subsequent hasted actions provoke attacks of opportunity as normal); this ability costs 8MP to use

Tobi_goodboy
2008-08-11, 11:25 PM
yay for evrae! it was a fun boss:smile:

Zeta Kai
2008-08-12, 07:39 AM
Evrae Altana
http://www.finalfantasytr.com/ff10/tc7_dosyalar/image051.jpg
Gargantuan Undead (Fiend)
Hit Dice: 30d12 (195HP)
Initiative: +5
Speed: 30’ (6 squares), Fly 200’ (40 squares, poor maneuverability), Swim 50’ (10 squares)
Armor Class: 18 (-4 size, +1 Dex, +11 natural); touch 7; flat-footed 17
Base Attack/Grapple: +15/+40
Attack: Claw +24 melee (2d8+13)
Full Attack: 2 Claws +24 melee (2d8+13)
Space/Reach: 20’/15’
Special Attacks: Photon Spray, Stone Gaze
Special Qualities: Undead traits
Saves: Fort +10, Ref +11, Will +20
Abilities: Str 37 (+13), Dex 12 (+1), Con -- (+0), Int 12 (+1), Wis 16 (+3), Cha 9 (-1)
Skills: Balance +11, Bluff +10, Climb +23, Diplomacy +7, Heal +14, Hide -2, Intimidate +11, Jump +22, Knowledge (arcana) +11, Listen +13, Move Silently +13, Search +9, Sense Motive +13, Spellcraft +14, Spot +14, Survival +13, Swim +20
Feats: Athletic, Cleave, Dodge, Flyby Attack, HoverB, Improved Flyby Attack, Improved Initiative, Lightning Reflexes, Mobility, Power Attack, Self-Sufficient, Spring Attack
Environment: any (Bevelle)
Organization: solitary
Challenge Rating: 16
Treasure: 2Χ standard
Normal/Rare Steal: Water Gem (Χ2)/Stamina Spring
Alignment: Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 30d4 (75MP)

• Photon Spray (Su): deals 2d6+12 points of fire damage to all opponents within a 110’ cone; Reflex save (DC28) for half damage; the save DC is Wisdom-based; this is a standard action that does not provoke attacks of opportunity

• Stone Gaze (Su): inflicts Petrified status on 1 opponent within 110’; usable once every 1d4 rounds; Fortitude save (DC28) to resist; the save DC is Wisdom-based; this is a standard action that does not provoke attacks of opportunity

Zeta Kai
2008-08-12, 01:08 PM
Exoray
http://images.wikia.com/finalfantasy/images/2/26/Exoray.jpg
Medium Plant (Fiend)
Hit Dice: 9d8+27 (67HP)
Initiative: +0
Speed: 5’ (1 square)
Armor Class: 8 (-4 Dex, +2 natural); touch 6; flat-footed 8
Base Attack/Grapple: +6/+8
Attack: N/A
Full Attack: N/A
Space/Reach: 5’/5’
Special Attacks: Firaga, Pollen
Special Qualities: Plant traits
Saves: Fort +11, Ref -1, Will +5
Abilities: Str 14 (+2), Dex 2 (-4), Con 17 (+3), Int 1 (-5), Wis 15 (+2), Cha 5 (-3)
Skills: Hide +3, Listen +6, Survival +6
Feats: Ability Focus (Pollen), Great Fortitude, Improved Initiative, Skill Focus (Hide)
Environment: any (Sin)
Organization: pair or 3
Challenge Rating: 9
Treasure: standard
Normal/Rare Steal: Silence Grenade/Ether
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 9d6+36 (67MP)

• Firaga (Sp): this is a ranged touch attack that deals 9d8+18 points of fire damage to 1 opponent within 40’ on a successful hit; Fortitude save (DC16) for half damage; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 16MP to use

• Pollen (Ex): once every 1d4+1 rounds, the creature can emit a 40’ cloud of deadly spores; inflicts Blind status for 3 rounds; inflicts Mute status for 3 rounds; inflicts Poison status; Fortitude save (DC16) to resist; the save DC is Wisdom-based; this is a standard action that does not provoke attacks of opportunity

Zeta Kai
2008-08-13, 07:03 AM
Extractor
http://images2.wikia.nocookie.net/finalfantasy/images/thumb/a/ad/Extractor_FFX.jpg/800px-Extractor_FFX.jpg
Huge Construct
Hit Dice: 13d10+40 (111HP)
Initiative: -2
Speed: 10’ (2 squares), Swim 20’ (4 squares)
Armor Class: 14 (-2 size, -2 Dex, +8 natural); touch 6; flat-footed 14
Base Attack/Grapple: +9/+25
Attack: Aqua Shooter +15 ranged (2d6+8, 20/Χ3, 40’ maximum range)
Full Attack: Aqua Shooter +15 ranged (2d6+8, 20/Χ3, 40’ maximum range)
Space/Reach: 15’/10’
Special Attacks: Depth Charges, Improved Grab, Swallow Whole
Special Qualities: Construct traits
Saves: Fort +4, Ref +2, Will +4
Abilities: Str 26 (+8), Dex 6 (-2), Con -- (+0), Int -- (+0), Wis 11 (+0), Cha 1 (-5)
Skills: N/A
Feats: N/A
Environment: any (Moonflow)
Organization: solitary
Challenge Rating: 11
Treasure: 2Χ standard
Normal/Rare Steal: Potion/Potion
Alignment: Neutral
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 13d4 (32MP)

• Depth Charges (Ex): once every 1d4 rounds, the creature can hit all opponents within 70’ for 1d8 points of damage; Reflex save (DC24) for half damage; the save DC is Strength-based; this attack has a inflicts Blind status for 3 rounds on any opponent hit by the charge; this attack is a standard action that does not provoke attacks of opportunity

• Improved Grab (Ex): to use this ability, the creature must successfully perform a touch attack with one of it’s non-combatant tentacles; it can then attempt to start a grapple as a free action without provoking an attack of opportunity; if it wins the grapple check, it establishes a hold & can Swallow Whole

• Swallow Whole (Ex): the creature can try to swallow a grabbed opponent of Medium or smaller size by making a successful grapple check; once inside, the opponent takes no damage; a swallowed creature can cut its way out by dealing 50 points of damage to the containment chamber (AC8); once the creature exits, robotic action closes the hole; another swallowed opponent must cut its own way out; the creature’s containment chamber can hold 1 Medium, 2 Small, or 4 Tiny or smaller creatures

Zeta Kai
2008-08-13, 10:24 AM
Fallen Monk #1
http://www.geocities.com/final10eng/monsters/1701.jpg
Medium Undead (Unsent) Hume Crusader 11
Hit Dice: 11d12 (71HP)
Initiative: +1
Speed: 30’ (6 squares)
Armor Class: 15 (+1 Dex, +4 moderate fortification chain shirt); touch 11; flat-footed 14
Base Attack/Grapple: +8/+12
Attack: +2 Wounding Gun +12 ranged (2d6+2 +1Con + Zombie, 19-20/Χ2, 60’ range)
Full Attack: +2 Wounding Gun +10/+10 ranged (2d6+2 +1Con + Zombie, 19-20/Χ2, 60’ range)
Space/Reach: 5’/5’
Special Attacks: Zombie
Special Qualities: Undead traits, Unsent traits
Saves: Fort +7, Ref +8, Will +6
Abilities: Str 18 (+4), Dex 12 (+1), Con -- (+0), Int 11 (+0), Wis 16 (+3), Cha 15 (+2)
Skills: Balance +5, Climb +8, Intimidate +6, Jump +8, Profession (crusader) +7, Sense Motive +7, Use Rope +5
Feats: Far Shot, Iron Will, Point Blank Shot, Rapid Shot, Weapon Focus (Gun)
Environment: any (Zanarkand Ruins)
Organization: pair or 3
Challenge Rating: 10
Treasure: standard + Medium +2 Wounding Gun & Moderate Fortification Chain Shirt
Normal/Rare Steal: Candle of Life (Χ2)/Purifying Salt
Alignment: always Chaotic Neutral
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 11d6+44 (82MP)

• Zombie (Su): inflicts Zombie status on 1 opponent; Fortitude save (DC18) to resist; the save DC is Wisdom-based

Frosty
2008-08-13, 10:50 AM
Holy moly...this project is...impressive.

Zeta Kai
2008-08-13, 11:29 AM
Holy moly...this project is...impressive.

Thank you, Frosty. I shamelessly pride myself on my attention to detail & my inability to let a project go without seeing it through to its end. This one is mostly complete; I just have to finish polishing/posting the many, many, MANY monsters.

Zeta Kai
2008-08-13, 11:30 AM
Fallen Monk #2
http://www.geocities.com/final10eng/monsters/1702.jpg
Medium Undead (Unsent) Hume Crusader 11
Hit Dice: 11d15 (74HP)
Initiative: +2
Speed: 30’ (6 squares)
Armor Class: 16 (+2 Dex, +4 moderate fortification chain shirt); touch 12; flat-footed 14
Base Attack/Grapple: +8/+12
Attack: +3 Flamethrower +14 ranged (3d6+3 fire, 25’ maximum range)
Full Attack: +3 Flamethrower +14 ranged (3d6+3 fire, 25’ maximum range)
Space/Reach: 5’/5’
Special Attacks: N/A
Special Qualities: Undead traits, Unsent traits
Saves: Fort +7, Ref +9, Will +5
Abilities: Str 16 (+3), Dex 14 (+2), Con -- (+0), Int 11 (+0), Wis 14 (+2), Cha 17 (+3)
Skills: Balance +6, Climb +7, Intimidate +10, Jump +7, Profession (crusader) +6, Sense Motive +6, Use Rope +6
Feats: Iron Will, Run, Skill Focus (Intimidate), Toughness, Track
Environment: any (Zanarkand Ruins)
Organization: pair or 3
Challenge Rating: 10
Treasure: standard + Medium +3 Flamethrower & Moderate Fortification Chain Shirt
Normal/Rare Steal: Candle of Life (Χ2)/Purifying Salt
Alignment: always Chaotic Neutral
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 11d6+44 (82MP)

Zeta Kai
2008-08-13, 02:10 PM
Flame Flan
http://www.geocities.com/final10eng/monsters/1401.jpg
Medium Ooze (Fire, Fiend)
Hit Dice: 7d10+35 (73HP)
Initiative: -5
Speed: 10’ (2 squares)
Armor Class: 13 (-5 Dex, +8 natural); touch 5; flat-footed 13
Base Attack/Grapple: +5/+8
Attack: N/A
Full Attack: N/A
Space/Reach: 5’/5’
Special Attacks: Fira
Special Qualities: Damage Reduction 14/magic, Fire traits, Ooze traits, Skills
Saves: Fort +7, Ref -3, Will -3
Abilities: Str 16 (+3), Dex 1 (-5), Con 20 (+5), Int -- (+0), Wis 1 (-5), Cha 1 (-5)
Skills: Climb +11
Feats: N/A
Environment: any warm (Calm Lands)
Organization: pair or party (1 with a group of 1-3 Fiends)
Challenge Rating: 6
Treasure: standard
Normal/Rare Steal: Fire Gem/Fire Gem (Χ2)
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 14d6+56 (105MP)

• Fira (Sp): this is a ranged touch attack that deals 7d6+7 points of fire damage to 1 opponent within 40’ on a successful hit; Fortitude save (DC13) for half damage; the save DC is Intelligence-based; this is a standard action that provokes attacks of opportunity; this ability costs 8MP to use

• Skills: the creature has a +8 racial bonus on Climb checks, & can always choose to take 10 on a Climb check, even if rushed or threatened

Zeta Kai
2008-08-13, 08:40 PM
Floating Death
http://www.geocities.com/final10eng/monsters/2005.jpg
Large Aberration (Fiend)
Hit Dice: 11d8+44 (93HP)
Initiative: +9
Speed: 10’ (2 squares), Fly 30’ (6 squares, perfect maneuverability)
Armor Class: 17 (-1 size, +5 Dex, +3 natural); touch 14; flat-footed 12
Base Attack/Grapple: +8/+15
Attack: N/A
Full Attack: N/A
Space/Reach: 10’/10’
Special Attacks: Shockwave, Stare
Special Qualities: Aberration traits
Saves: Fort +7, Ref +10, Will +9
Abilities: Str 17 (+3), Dex 20 (+5), Con 18 (+4), Int 6 (-2), Wis 14 (+2), Cha 10 (+0)
Skills: Listen +7, Move Silently +8, Spot +9, Survival +5
Feats: Alertness, Flyby Attack, Improved Initiative, Lightning Reflexes
Environment: underground (Omega Ruins)
Organization: pair or 3
Challenge Rating: 9
Treasure: standard
Normal/Rare Steal: Musk (Χ4)/Musk (Χ5)
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 22d6+88 (165MP)

• Shockwave (Su): this attack inflicts 4d6+8 points of sonic damage to all opponents within 45’; Fortitude save (DC20) for half damage; the save DC is Dexterity-based; this is a full-round action that does not provoke attacks of opportunity; this ability can be used once every 1d4 rounds

• Stare (Su): +8 special ranged attack (1d8+3); 45’ range; Reflex save (DC17) for half damage & to avoid the Confused effect; the save DC is Dexterity-based; inflicts Confused status; this is a standard action that does not provoke attacks of opportunity

Zeta Kai
2008-08-14, 06:49 AM
Floating Eye
http://www.geocities.com/final10eng/monsters/0705.jpg
Large Aberration (Fiend)
Hit Dice: 4d8 (18HP)
Initiative: +4
Speed: 10’ (2 squares), Fly 30’ (6 squares, perfect maneuverability)
Armor Class: 15 (-1 size, +4 Dex, +2 natural); touch 13; flat-footed 11
Base Attack/Grapple: +3/+8
Attack: N/A
Full Attack: N/A
Space/Reach: 10’/10’
Special Attacks: Stare
Special Qualities: Aberration traits
Saves: Fort +1, Ref +7, Will +5
Abilities: Str 13 (+1), Dex 18 (+4), Con 11 (+0), Int 3 (-4), Wis 12 (+1), Cha 8 (-1)
Skills: Listen +2, Move Silently +5, Spot +6, Survival +2
Feats: Flyby Attack, Lightning Reflexes
Environment: temperate plains (Mi’ihen Highroad)
Organization: pair or 3
Challenge Rating: 2
Treasure: standard
Normal/Rare Steal: Echo Screen/Musk
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 8d6+32 (60MP)

• Stare (Su): +6 special ranged attack (1d8); 35’ range; Reflex save (DC13) for half damage & to avoid the Confused effect; the save DC is Dexterity-based; inflicts Confused status; this is a standard action that does not provoke attacks of opportunity

Zeta Kai
2008-08-14, 01:15 PM
Funguar
http://images.wikia.com/finalfantasy/images/f/fc/Funguar10.jpg
Medium Plant (Fiend)
Hit Dice: 4d8+12 (30HP)
Initiative: +0
Speed: 5’ (1 square)
Armor Class: 8 (-4 Dex, +2 natural); touch 6; flat-footed 8
Base Attack/Grapple: +3/+4
Attack: N/A
Full Attack: N/A
Space/Reach: 5’/5’
Special Attacks: Fire, Pollen
Special Qualities: Plant traits
Saves: Fort +7, Ref -3, Will +2
Abilities: Str 12 (+1), Dex 2 (-4), Con 17 (+3), Int 1 (-5), Wis 12 (+1), Cha 5 (-3)
Skills: Hide +1, Listen +4, Survival +3
Feats: Improved Initiative, Skill Focus (Hide)
Environment: temperate plains or marshes (Mushroom Rock Road, Djose Highroad, Moonflow)
Organization: pair or 3
Challenge Rating: 3
Treasure: standard
Normal/Rare Steal: Silence Grenade/Ether
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 4d6+16 (30MP)

• Fire (Sp): this is a ranged touch attack that deals 4d4 points of fire damage to 1 opponent within 30’ on a successful hit; Fortitude save (DC13) for half damage; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 4MP to use

• Pollen (Ex): once every 1d4+1 rounds, the creature can emit a 30’ cloud of deadly spores; inflicts Sleep status for 2 rounds; Fortitude save (DC13) to resist; the save DC is Wisdom-based; this is a standard action that does not provoke attacks of opportunity

Zeta Kai
2008-08-14, 07:28 PM
Gandarva
http://www.geocities.com/final10eng/monsters/0802.jpg
Medium Outsider (Fiend)
Hit Dice: 3d8+3 (16HP)
Initiative: +4
Speed: 30’ (6 squares), Fly 30’ (6 squares, perfect maneuverability)
Armor Class: 16 (+4 Dex, +2 natural); touch 14; flat-footed 12
Base Attack/Grapple: +3/+6
Attack: N/A
Full Attack: N/A
Space/Reach: 5’/5’
Special Attacks: Thunder
Special Qualities: Outsider traits
Saves: Fort +4, Ref +7, Will +5
Abilities: Str 16 (+3), Dex 19 (+4), Con 13 (+1), Int 12 (+1), Wis 15 (+2), Cha 12 (+1)
Skills: Concentration +6, Diplomacy +7, Knowledge (arcana) +8, Knowledge (nature) +5, Move Silently +11, Perform +6, Spellcraft +7, Spot +10, Survival +8
Feats: Combat Casting, Dodge
Environment: any (Mushroom Rock Road, Djose Highroad, Moonflow)
Organization: pair or party (1 with a group of 1-3 Fiends)
Challenge Rating: 2
Treasure: standard
Normal/Rare Steal: Electro Marble/Electro Marble (Χ2)
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 12d6+48 (90MP)

• Thunder (Sp): this is a ranged touch attack that deals 3d4 points of electricity damage to 1 opponent within 30’ on a successful hit; Fortitude save (DC13) for half damage; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 4MP to use

Zeta Kai
2008-08-15, 07:43 AM
Garm
http://www.geocities.com/final10eng/monsters/0904.jpg
Medium Animal (Fiend)
Hit Dice: 3d8+6 (19HP)
Initiative: +3
Speed: 50’ (10 squares)
Armor Class: 13 (+3 Dex); touch 13; flat-footed 10
Base Attack/Grapple: +2/+4
Attack: Bite +4 melee (1d6+2 + Mute or Sleep)
Full Attack: Bite +4 melee (1d6+2 + Mute or Sleep)
Space/Reach: 5’/5’
Special Attacks: Mute, Sleep
Special Qualities: Animal traits
Saves: Fort +5, Ref +6, Will +3
Abilities: Str 15 (+2), Dex 17 (+3), Con 15 (+2), Int 2 (-4), Wis 14 (+2), Cha 10 (+0)
Skills: Listen +5, Move Silently +6
Feats: Run, Track
Environment: temperate plains or marshes (Djose Highroad, Moonflow)
Organization: pair or party (1 with a group of 1-3 Fiends)
Challenge Rating: 3
Treasure: standard
Normal/Rare Steal: Hi-Potion/Sleeping Powder
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 3d6+12 (22MP)

• Mute (Ex): inflicts Mute status for 3 rounds on 1 opponent; Fortitude save (DC13) to resist; the save DC is Wisdom-based

• Sleep (Ex): inflicts Sleep status for 3 rounds on 1 opponent; Fortitude save (DC13) to resist; the save DC is Wisdom-based

Zeta Kai
2008-08-15, 10:29 AM
Garuda #1
http://images.wikia.com/finalfantasy/images/2/27/Garuda_FFX.jpg
Large Animal (Fiend)
Hit Dice: 4d8+4 (22HP)
Initiative: +4
Speed: 20’ (4 squares), Fly 60’ (12 squares, poor maneuverability)
Armor Class: 14 (-1 size, +4 Dex, +1 natural); touch 13; flat-footed 10
Base Attack/Grapple: +3/+9
Attack: Talon +4 melee (1d8+2)
Full Attack: Talon +4 melee (1d8+2)
Space/Reach: 10’/10’
Special Attacks: Sonic Boom
Special Qualities: Animal traits
Saves: Fort +5, Ref +8, Will +2
Abilities: Str 15 (+2), Dex 18 (+4), Con 12 (+1), Int 2 (-4), Wis 12 (+1), Cha 8 (-1)
Skills: Move Silently +10, Spot +5
Feats: Flyby Attack, HoverB, Skill Focus (Move Silently)
Environment: warm plains (Besaid)
Organization: solitary or party (1 with another Fiend)
Challenge Rating: 2
Treasure: standard
Normal/Rare Steal: N/A/N/A
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 4d6+16 (30MP)

• Sonic Boom (Su): this attack inflicts 1d4+2 points of sonic damage to all opponents within 35’; Fortitude save (DC14) for half damage; the save DC is Strength-based; this is a standard action that does not provoke attacks of opportunity; this ability can be used once every 1d4+2 rounds

Zeta Kai
2008-08-15, 02:28 PM
Garuda #2
http://images.wikia.com/finalfantasy/images/2/27/Garuda_FFX.jpg
Large Animal (Fiend)
Hit Dice: 5d8+5 (27HP)
Initiative: +4
Speed: 20’ (4 squares), Fly 60’ (12 squares, poor maneuverability)
Armor Class: 14 (-1 size, +4 Dex, +1 natural); touch 13; flat-footed 10
Base Attack/Grapple: +3/+9
Attack: Talon +4 melee (1d8+2)
Full Attack: Talon +4 melee (1d8+2)
Space/Reach: 10’/10’
Special Attacks: Sonic Boom
Special Qualities: Animal traits
Saves: Fort +5, Ref +8, Will +3
Abilities: Str 15 (+2), Dex 18 (+4), Con 13 (+1), Int 2 (-4), Wis 14 (+2), Cha 8 (-1)
Skills: Move Silently +11, Spot +6
Feats: Flyby Attack, HoverB, Skill Focus (Move Silently)
Environment: temperate plains (Luca)
Organization: solitary or party (1 with another Fiend)
Challenge Rating: 3
Treasure: standard
Normal/Rare Steal: N/A/N/A
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 5d6+20 (37MP)

• Sonic Boom (Su): this attack inflicts 1d4+2 points of sonic damage to all opponents within 35’; Fortitude save (DC14) for half damage; the save DC is Strength-based; this is a standard action that does not provoke attacks of opportunity; this ability can be used once every 1d4+1 rounds

Zeta Kai
2008-08-15, 05:35 PM
Garuda #3
http://images.wikia.com/finalfantasy/images/2/27/Garuda_FFX.jpg
Large Animal (Fiend)
Hit Dice: 7d8+14 (45HP)
Initiative: +4
Speed: 20’ (4 squares), Fly 60’ (12 squares, poor maneuverability)
Armor Class: 15 (-1 size, +4 Dex, +2 natural); touch 13; flat-footed 11
Base Attack/Grapple: +5/+12
Attack: Talon +7 melee (1d8+3 + Blind)
Full Attack: 2 Talons +7 melee (1d8+3 + Blind)
Space/Reach: 10’/10’
Special Attacks: Blind, Sonic Boom
Special Qualities: Animal traits
Saves: Fort +7, Ref +11, Will +4
Abilities: Str 16 (+3), Dex 18 (+4), Con 14 (+2), Int 2 (-4), Wis 14 (+2), Cha 8 (-1)
Skills: Move Silently +12, Spot +7
Feats: Flyby Attack, HoverB, Lightning Reflexes, Skill Focus (Move Silently)
Environment: temperate plains (Mushroom Rock Road)
Organization: solitary or party (1 with another Fiend)
Challenge Rating: 5
Treasure: standard
Normal/Rare Steal: Smoke Bomb/Smoke Bomb (Χ2)
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 7d6+28 (52MP)

• Blind (Ex): inflicts Blind status for 3 rounds on 1 opponent; Fortitude save (DC15) to resist; the save DC is Wisdom-based

• Sonic Boom (Su): this attack inflicts 1d4+2 points of sonic damage to all opponents within 35’; Fortitude save (DC16) for half damage; the save DC is Strength-based; this is a standard action that does not provoke attacks of opportunity; this ability can be used once every 1d4+1 rounds

Zeta Kai
2008-08-15, 08:39 PM
Gemini
http://www.geocities.com/final10eng/monsters/1902.jpg
Large Outsider (Fiend)
Hit Dice: 12d8+60 (114HP)
Initiative: +3
Speed: 30’ (6 squares)
Armor Class: 18 (-1 size, +3 Dex, +6 natural); touch 12; flat-footed 15
Base Attack/Grapple: +12/+20
Attack: Longsword +16 melee (2d6+4) or Heavy Mace +16 melee (2d6+4)
Full Attack: Longsword +16/+11/+6 melee (2d6+4) or Heavy Mace +16/+11/+6 melee (2d6+4)
Space/Reach: 10’/10’
Special Attacks: Double Reaper, Leaping Swing, Reaper
Special Qualities: Outsider traits
Saves: Fort +14, Ref +11, Will +7
Abilities: Str 19 (+4), Dex 16 (+3), Con 18 (+4), Int 6 (-2), Wis 8 (-1), Cha 10 (+0)
Skills: Balance +11, Climb +14, Hide +7, Intimidate +9, Jump +13, Listen +8, Move Silently +12, Search +7, Spot +10, Tumble +11
Feats: Cleave, Great Cleave, Great Fortitude, Improved Toughness, Power Attack
Environment: any (Sin)
Organization: pair
Challenge Rating: 10
Treasure: standard + Large masterwork longsword or Large masterwork heavy mace
Normal/Rare Steal: Light Curtain/Light Curtain (Χ2)
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 48d6+192 (360MP)

• Double Reaper (Ex): once every 1d6+2 rounds, the creature can hit all opponents within reach twice for 2d6+4 points of damage total, ignoring armor, natural armor, damage reduction & hardness; in addition, this attack inflicts a -5 Initiative penalty for the next round to all opponents struck by it; opponents can make a Reflex save (DC20) for half damage & to negate the Initiative penalty; the save DC is Strength-based; this attack is a full-round action that does not provoke attacks of opportunity

• Leaping Swing (Ex): the creature can leap into the air & strike 1 opponent within 45’ from above, dealing an automatic critical with its weapon on a successful melee attack; can be done once every 1d4+1 rounds; this is a standard action that does not provoke attacks of opportunity

• Reaper (Ex): once every 1d4 rounds, the creature can hit all opponents within reach for 1d8+1 points of damage; Reflex save (DC19) for half damage; the save DC is Dexterity-based; this attack is a standard action that does not provoke attacks of opportunity

Zeta Kai
2008-08-16, 11:29 PM
Geneaux’s Tentacles
http://images1.wikia.nocookie.net/finalfantasy/images/thumb/6/6d/Sinspawn_Geneaux_Genais.jpg/643px-Sinspawn_Geneaux_Genais.jpg
Large Outsider
Hit Dice: 6d8+6 (33HP)
Initiative: +3
Speed: 0’ (0 squares, attached to Sinspawn: Geneaux)
Armor Class: 15 (-1 size, +3 Dex, +3 natural); touch 12; flat-footed 12
Base Attack/Grapple: +6/+13
Attack: Tentacle +8 melee (1d8+3)
Full Attack: 2 Tentacles +8 melee (1d8+3)
Space/Reach: 10’/10’
Special Attacks: N/A
Special Qualities: Outsider traits
Saves: Fort +6, Ref +8, Will +0
Abilities: Str 17 (+3), Dex 16 (+3), Con 12 (+1), Int -- (+0), Wis 1 (-5), Cha 1 (-5)
Skills: N/A
Feats: Power AttackB
Environment: any (Kilika)
Organization: body (pair with Sinspawn: Geneaux)
Challenge Rating: 3
Treasure: 2Χ standard
Normal/Rare Steal: N/A/N/A
Alignment: Neutral
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 24d6+96 (180MP)

Zeta Kai
2008-08-17, 12:35 AM
Geosgaeno #1
http://images.wikia.com/finalfantasy/images/f/fc/Geosgaeno_FFX.jpg
Huge Aberration (Fiend)
Hit Dice: 18d8+144 (225HP)
Initiative: +5
Speed: 10’ (2 squares), Swim 40’ (8 squares)
Armor Class: 21 (-2 size, +1 Dex, +12 natural); touch 9; flat-footed 20
Base Attack/Grapple: +13/+28
Attack: Bite +19 melee (3d6+7 + Gravity)
Full Attack: 2 Bites +19 melee (3d6+7 + Gravity)
Space/Reach: 15’/15’
Special Attacks: Gravity
Special Qualities: Aberration traits
Saves: Fort +11, Ref +7, Will +12
Abilities: Str 24 (+7), Dex 12 (+1), Con 20 (+5), Int 8 (-1), Wis 12 (+1), Cha 10 (+0)
Skills: Intimidate +4, Listen +6, Move Silently +9, Spot +8, Survival +5, Swim +15
Feats: Cleave, Great Cleave, Improved Initiative, Power Attack, Skill Focus (Move Silently), Snatch, Track
Environment: warm aquatic (Al Bhed Territory)
Organization: solitary
Challenge Rating: 13
Treasure: 2Χ standard
Normal/Rare Steal: N/A/N/A
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 36d6+144 (270MP)

• Gravity (Sp): this ability reduces the current HP of all opponents within 70’ by 50%; your opponents can each make a Reflex save (DC18) for half damage; the save DC is Intelligence-based; this is a standard action that provokes attacks of opportunity; this ability costs 128MP to use

Zeta Kai
2008-08-17, 09:05 AM
Geosgaeno #2
http://images.wikia.com/finalfantasy/images/f/fc/Geosgaeno_FFX.jpg
Huge Aberration (Fiend)
Hit Dice: 36d8+288 (450HP)
Initiative: +7
Speed: 10’ (2 squares), Swim 40’ (8 squares)
Armor Class: 23 (-2 size, +3 Dex, +12 natural); touch 11; flat-footed 20
Base Attack/Grapple: +27/+48
Attack: Bite +38 melee (3d6+9) or Stone Punch +29 melee (2d6+9 + Petrified)
Full Attack: 2 Bites +38 melee (3d6+9) or KO Punch +29 melee (2d6+9 + Death)
Space/Reach: 15’/15’
Special Attacks: Death, Improved Grab, Petrified, Spit it Out, Swallow Whole
Special Qualities: Aberration traits
Saves: Fort +21, Ref +15, Will +23
Abilities: Str 28 (+9), Dex 16 (+3), Con 24 (+7), Int 8 (-1), Wis 16 (+3), Cha 14 (+2)
Skills: Intimidate +7, Knowledge (geography) +4, Knowledge (nature) +4, Listen +10, Move Silently +11, Spot +9, Survival +8, Swim +14
Feats: Alertness, Ability Focus (Petrified), Cleave, Great Cleave, Great Fortitude, Improved Initiative, Improved Natural Attack (Bite), Improved Toughness, Improved Sunder, Power Attack, Skill Focus (Move Silently), Snatch, Track
Environment: warm aquatic (Al Bhed Territory)
Organization: solitary
Challenge Rating: 23
Treasure: 2Χ standard
Normal/Rare Steal: N/A/N/A
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 72d6+288 (540MP)

• Death (Su): inflicts Dead status on 1 opponent; Fortitude save (DC31) to resist; the save DC is Wisdom-based

• Improved Grab (Ex): to use this ability, the creature must hit with a Bite attack; it can then attempt to start a grapple as a free action without provoking an attack of opportunity; if it wins the grapple check, it establishes a hold & can Swallow Whole

• Petrified (Su): inflicts Petrified status on 1 opponent; Fortitude save (DC31) to resist; the save DC is Wisdom-based

• Spit it Out (Su): the creature will spit out a swallowed creature after 1d4+1 rounds, dealing bludgeoning damage to the spat creature equal to the creature’s HP - 1; this is a standard action that does not provoke attacks of opportunity

• Swallow Whole (Ex): the creature can try to swallow a grabbed opponent of Large or smaller size by making a successful grapple check; once inside, the opponent takes 2d6+9 points of crushing damage plus 2d6 points of acid damage per round from the creature’s digestive juices; a swallowed creature can cut its way out by dealing 41 points of damage to the digestive tract (AC14); once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out; the creature’s gullet can hold 1 Large, 2 Medium, 4 Small, or 8 Tiny or smaller creatures

Zeta Kai
2008-08-17, 01:01 PM
Ghost
http://www.geocities.com/final10eng/monsters/1510.jpg
Large Undead (Fiend, Incorporeal)
Hit Dice: 12d12+12 (90HP)
Initiative: +9
Speed: Fly 30’ (6 squares, perfect maneuverability)
Armor Class: 17 (-1 size, +5 Dex, +3 deflection); touch 17; flat-footed 12
Base Attack/Grapple: +6/+14
Attack: N/A
Full Attack: N/A
Space/Reach: 10’/10’
Special Attacks: Blizzara, Doom, Fira, Thundara, Watera
Special Qualities: Undead traits, Incorporeal traits
Saves: Fort +4, Ref +9, Will +10
Abilities: Str 18 (+4), Dex 21 (+5), Con -- (+0), Int 12 (+1), Wis 14 (+2), Cha 17 (+3)
Skills: Bluff +8, Concentration +6, Diplomacy +7, Hide +9, Intimidate +10, Knowledge (religion) +6, Listen +6, Move Silently +10, Search +6, Sense Motive +8, Spot +7
Feats: Ghostly Grasp, Improved Initiative, Improved Toughness, Persuasive, Stealthy
Environment: any (Calm Lands)
Organization: solitary or pair
Challenge Rating: 9
Treasure: standard
Normal/Rare Steal: Phoenix Down/Farplane Shadow
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 12d4 (30MP)

• Blizzara (Sp): this is a ranged touch attack that deals 12d6+12 points of cold damage to 1 opponent within 45’ on a successful hit; Fortitude save (DC18) for half damage; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 8MP to use

• Doom (Sp): 1 opponent within 45’ acquires Doomed status (no saving throw); this is a standard action that provokes attacks of opportunity; this ability costs 16MP to use

• Fira (Sp): this is a ranged touch attack that deals 12d6+12 points of fire damage to 1 opponent within 45’ on a successful hit; Fortitude save (DC18) for half damage; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 8MP to use

• Thundara (Sp): this is a ranged touch attack that deals 12d6+12 points of electricity damage to 1 opponent within 45’ on a successful hit; Fortitude save (DC18) for half damage; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 8MP to use

• Watera (Sp): this is a ranged touch attack that deals 12d6+12 points of water (force) damage to 1 opponent within 45’ on a successful hit; Fortitude save (DC18) for half damage; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 8MP to use

Eighth_Seraph
2008-08-17, 01:08 PM
You, sir, are a paragon of homebrewing endurance.

But, seriously, how many more monsters do you have to go? I kind of wish that I had thought of employing you on a possible project of mine, to make d20 pokιmon. Just the pocket monsters themselves, mind you, and I wanted to make them respectable creatures. Like my Jolteon (http://www.giantitp.com/forums/editpost.php?do=editpost&p=4646451), for example.

Too late now, though, since I've decided that I would lay off the heavy homebrewing once school started up. Tomorrow morning.

Zeta Kai
2008-08-17, 05:58 PM
You, sir, are a paragon of homebrewing endurance.

Wow, thanks, that means a lot.

I have no idea how many monsters I have left to go. I did about 200, but now I'm working on the arena monsters & other super-bosses. I also haven't kept track of how many I've posted, but in the end, I'll have about 240 monsters total.

I debated working on a Pokemon d20, but I'm more familiar with Final Fantasy, & apparently someone's done a good job so far (http://www.scshop.com/~ritaxis/).

Thanks again for the kind words. Good luck.

Zeta Kai
2008-08-17, 06:00 PM
Gold Element
http://images.wikia.com/finalfantasy/images/5/58/Gold_Element.jpg
Medium Elemental (Lightning, Fiend)
Hit Dice: 9d8+9 (49HP)
Initiative: +7
Speed: Fly 20’ (4 squares, poor maneuverability)
Armor Class: 16 (+3 Dex, +3 natural); touch 13; flat-footed 13
Base Attack/Grapple: +6/+8
Attack: N/A
Full Attack: N/A
Space/Reach: 5’/5’
Special Attacks: Thundara, Thunder
Special Qualities: Damage Reduction 9/magic, Elemental traits, Lightning traits
Saves: Fort +4, Ref +9, Will +3
Abilities: Str 15 (+2), Dex 16 (+3), Con 13 (+1), Int 4 (-3), Wis 11 (+0), Cha 11 (+0)
Skills: Listen +8, Spot +8
Feats: Alertness, Dodge, HoverB, Improved Initiative, Lightning Reflexes
Environment: any (Thunder Plains)
Organization: pair or party (1 with a group of 1-3 Fiends)
Challenge Rating: 6
Treasure: standard
Normal/Rare Steal: Electro Marble/Electro Marble (Χ2)
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 18d6+72 (135MP)

• Thundara (Sp): this is a ranged touch attack that deals 9d6+9 points of electricity damage to 1 opponent within 40’ on a successful hit; Fortitude save (DC14) for half damage; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 8MP to use

• Thunder (Sp): this is a ranged touch attack that deals 9d4 points of electricity damage to 1 opponent within 40’ on a successful hit; Fortitude save (DC14) for half damage; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 4MP to use

Eighth_Seraph
2008-08-17, 06:27 PM
I debated working on a Pokemon d20, but I'm more familiar with Final Fantasy, & apparently someone's done a good job so far (http://www.scshop.com/~ritaxis/).

The Pokιmaster is a great, albeit overpowered class to represent the show, but the creatures on the site are terribly simplistic. One or two special abilities, maybe three or four if they're minor, and little to no uses outside of a Pokιmon setting.

What I want to do would be to make each pokιmon a respectable and flavorful creature. For example, a Venosaur would be a scary encounter in a dark, spooky swamp. A small tribe of Cubones paired with a Marowak chieftain would make for a great barbarian population in rocky terrain, and a Graveler would serve as an excellent guardian to a forbidden cave. But that takes time that I don't have. Which is why I can appreciate how much you're putting into this FFX project. Good work, man.

Zeta Kai
2008-08-17, 09:15 PM
Grat
http://www.geocities.com/final10eng/monsters/1604.jpg
Medium Plant (Fiend)
Hit Dice: 7d8+28 (59HP)
Initiative: +0
Speed: 5’ (1 square)
Armor Class: 9 (-4 Dex, +3 natural); touch 6; flat-footed 9
Base Attack/Grapple: +5/+7
Attack: N/A
Full Attack: N/A
Space/Reach: 5’/5’
Special Attacks: Seed Burst, Seed Cannon
Special Qualities: Plant traits
Saves: Fort +9, Ref +0, Will +4
Abilities: Str 14 (+2), Dex 3 (-4), Con 18 (+4), Int 1 (-5), Wis 14 (+2), Cha 5 (-3)
Skills: Listen +10, Survival +7
Feats: Improved Initiative, Lightning Reflexes, Skill Focus (Listen)
Environment: cold mountains (Mt. Gagazet)
Organization: pair or party (1 with a group of 1-3 Fiends)
Challenge Rating: 8
Treasure: standard
Normal/Rare Steal: Antidote (Χ4)/Remedy (Χ3)
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 7d6+28 (52MP)

• Seed Burst (Ex): the creature can spew forth a massive seed pellet, targeting 1 opponent within 40’; this is a +8 ranged attack that deals 2d6+2 points of bludgeoning damage; Reflex save (DC15) for half damage; the save DC is Strength-based; this ability is a standard action that does not provoke attacks of opportunity, & can be done up to once per round

• Seed Cannon (Ex): the creature can spew forth a barrage of seed pellets, targeting 1 opponent within 40’; this is a +1 ranged attack that deals 3d6+3 points of piercing damage; Reflex save (DC9) for half damage; the save DC is Dexterity-based; this ability is a standard action that does not provoke attacks of opportunity, & can be done up to once per round

Zeta Kai
2008-08-18, 08:25 AM
Great Malboro
http://images.wikia.com/finalfantasy/images/a/af/Great_Malboro_ffx-2.jpg
Huge Plant (Fiend)
Hit Dice: 11d8+44 (93HP)
Initiative: +1
Speed: 20’ (4 squares)
Armor Class: 17 (-2 size, -3 Dex, +12 natural); touch 5; flat-footed 17
Base Attack/Grapple: +8/+21
Attack: Bite +11 melee (2d6+5) or Gastric Juice +3 ranged touch (2d6 acid, 30’ range)
Full Attack: Chow Time (3 Bites) +11 melee (2d6+5) or Gastric Juice +3 ranged touch (2d6 acid, 30’ range)
Space/Reach: 15’/10’
Special Attacks: Bad Breath, Staccato
Special Qualities: Plant traits
Saves: Fort +11, Ref +0, Will +6
Abilities: Str 21 (+5), Dex 4 (-3), Con 18 (+4), Int 14 (+2), Wis 17 (+3), Cha 12 (+1)
Skills: Bluff +6, Gather Information +7, Intimidate +8, Listen +11, Move Silently +4, Search +10, Sense Motive +8, Spot +14, Survival +9
Feats: Alertness, Ability Focus (Bad Breath), Improved Initiative, Skill Focus (Spot)
Environment: any (Sin, Omega Ruins)
Organization: solitary or pair
Challenge Rating: 12
Treasure: standard
Normal/Rare Steal: Remedy/Mana Tonic
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 11d6+44 (82MP)

• Bad Breath (Su): the creature emits a 70’ cloud of foul gas; this attack is a full-round action that does not provoke attacks of opportunity; all creatures caught with the cloud are affected by the following status effects:

inflicts Berserk status on 1 opponent; Will save (DC18) to resist; the save DC is Wisdom-based
inflicts Blind status for 3 rounds on 1 opponent; Fortitude save (DC18) to resist; the save DC is Wisdom-based
inflicts Confused status on 1 opponent; Will save (DC18) to resist; the save DC is Wisdom-based
inflicts Mute status for 3 rounds on 1 opponent; Fortitude save (DC18) to resist; the save DC is Wisdom-based
inflicts Poison status on 1 opponent; Fortitude save (DC18) to resist; the save DC is Wisdom-based
inflicts Slowed status for 5 rounds on 1 opponent; Fortitude save (DC18) to resist; the save DC is Wisdom-based

• Staccato (Ex): this attack inflicts 10d4 points of bludgeoning damage to all opponents within reach; Fortitude save (DC20) for half damage; the save DC is Strength-based; this is a standard action that does not provoke attacks of opportunity

Zeta Kai
2008-08-18, 11:54 AM
Grenade
http://www.geocities.com/final10eng/monsters/1607.jpg
Medium Outsider (Fiend)
Hit Dice: 10d8+40 (85HP)
Initiative: +10
Speed: Fly 20’ (4 squares, clumsy maneuverability)
Armor Class: 19 (+6 Dex, +3 natural); touch 16; flat-footed 13
Base Attack/Grapple: +10/+13
Attack: Blast +13 ranged (1d6+3 + 2d6 fire, 19-20/Χ2, 30’ range)
Full Attack: Blast +13 ranged (1d6+3 + 2d6 fire, 19-20/Χ2, 30’ range)
Space/Reach: 5’/5’
Special Attacks: Fira, Self-Destruct
Special Qualities: Outsider traits
Saves: Fort +11, Ref +13, Will +8
Abilities: Str 16 (+3), Dex 23 (+6), Con 19 (+4), Int 5 (-3), Wis 13 (+1), Cha 10 (+0)
Skills: Bluff +7, Hide +14, Intimidate +9, Listen +8, Move Silently +15, Search +5, Sense Motive +10, Spot +8, Survival +10
Feats: Dodge, HoverB, Improved Initiative, Mobility, Spring Attack
Environment: any (Mt. Gagazet)
Organization: pair or 3
Challenge Rating: 9
Treasure: standard
Normal/Rare Steal: Fire Gem (Χ2)/Fire Gem (Χ3)
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 40d6+160 (300MP)

• Fira (Sp): this is a ranged touch attack that deals 10d6+10 points of fire damage to 1 opponent within 40’ on a successful hit; Fortitude save (DC16) for half damage; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 8MP to use

• Self-Destruct (Su): after each successful physical attack, the creature increases in size by 1’ in diameter (no stat changes, size increase lasts for 1d6+4 minutes); after the 3rd successful physical attack, the creature explodes as an immediate action, destroying it & dealing 4d6 points of fire damage to everything within a 40’ radius (no saving throw)

Zeta Kai
2008-08-18, 02:14 PM
Grendel
http://www.geocities.com/final10eng/monsters/1612.jpg
Huge Magical Beast (Fiend)
Hit Dice: 11d10+88 (148HP)
Initiative: +6
Speed: 40’ (8 squares)
Armor Class: 18 (-2 size, +2 Dex, +8 natural); touch 10; flat-footed 16
Base Attack/Grapple: +11/+26
Attack: Bite +16 melee (1d8+7) or Gore +16 melee (2d6+7)
Full Attack: Bite +16 melee (1d8+7) & 2 Gores +11 melee (2d6+7)
Space/Reach: 15’/10’
Special Attacks: Flame Ball, Trample
Special Qualities: Magical Beast traits
Saves: Fort +15, Ref +9, Will +4
Abilities: Str 25 (+7), Dex 14 (+2), Con 27 (+8), Int 4 (-3), Wis 13 (+1), Cha 10 (+0)
Skills: Jump +11, Listen +9, Survival +6
Feats: Improved Initiative, Power Attack, Run, Skill Focus (Listen)
Environment: cold mountains or cold desert (Mt. Gagazet, Zanarkand Ruins)
Organization: pair or party (1 with a group of 1-3 Fiends)
Challenge Rating: 10
Treasure: standard
Normal/Rare Steal: Hi-Potion/Mega Potion
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 22d6+88 (165MP)

• Flame Ball (Su): +11 ranged touch attack; inflicts 3d6 points of fire damage to all opponents within 50’; Reflex save (DC22) for half damage; the save DC is Strength-based; this is a full-round action that does not provoke attacks of opportunity; this ability can be used once every 1d4 rounds

• Trample (Ex): 2d6+10 damage; Reflex save (DC22) for half damage; the save DC is Strength-based; this is a full-round action that does not provoke attacks of opportunity

Zeta Kai
2008-08-18, 04:29 PM
Grothia (Ifrit)
http://images.wikia.com/finalfantasy/images/5/51/IfritFX%26X-2.jpg
Huge Outsider (Aeon, Fire)
Hit Dice: 13d8+130 (188HP)
Initiative: +0
Speed: 40’ (8 squares)
Armor Class: 17 (-2 size, +9 natural); touch 8; flat-footed 17
Base Attack/Grapple: +13/+31
Attack: Claw +21 melee (2d6 + 1d6 fire)
Full Attack: 2 Claws +21 melee (2d6 + 1d6 fire)
Space/Reach: 15’/15’
Special Attacks: Fira, Hellfire, Meteor Strike
Special Qualities: Aeon Boost, Aeon Shield, Aeon traits, Fire traits, Outsider traits
Saves: Fort +18, Ref +8, Will +11
Abilities: Str 31 (+10), Dex 10 (+0), Con 31 (+10), Int 12 (+1), Wis 16 (+3), Cha 20 (+5)
Skills: Balance +14, Climb +26, Intimidate +21, Jump +29, Listen +22, Sense Motive +19, Spot +20, Survival +17, Tumble +16
Feats: Awesome Blow, Cleave, Improved Bull Rush, Power Attack, Skill Focus (Jump)
Environment: any (Bevelle)
Organization: solitary
Challenge Rating: 13
Treasure: 2Χ standard
Normal/Rare Steal: N/A/N/A
Alignment: Neutral
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 52d6+208 (390MP)

• Fira (Sp): this is a ranged touch attack that deals 13d6+13 points of fire damage to 1 opponent within 70’ on a successful hit; Fortitude save (DC17) for half damage; the save DC is Intelligence-based; this is a standard action that provokes attacks of opportunity; this ability costs 8MP to use

• Hellfire (Su): automatically hits all opponents within 70’ with a catastrophic inferno that lifts them high into the air, dealing 4d6 points of fire damage & 3d6 points of falling damage to each (no saving throw); this is a full-round action that does not provoke attacks of opportunity; this ability costs 100OP to use

• Meteor Strike (Su): +18 ranged on a single opponent; deals 1d8 bludgeoning damage + 2d6 fire damage; Reflex save (DC19) for half damage; the save DC is Wisdom-based; 70’ range; this is a standard action that does not provoke attacks of opportunity

• Aeon Boost (Su): Grothia can choose, as a swift action, to lower it’s defenses for 1 round; during that round, all damage sustained by the Aeon is multiplied by 1.5; because of this, all Overdrive Points (OP’s) accrued during that round are multiplied by 3

• Aeon Shield (Su): Grothia can choose, as a swift action, to raise it’s defenses for 1 round; during that round, all damage sustained by the Aeon is reduced by 75%; because of this, the Aeon cannot accrue Overdrive Points (OP’s) during that round

Debihuman
2008-08-18, 05:02 PM
Grothia (Ifrit)

• Hellfire (Su): automatically hits all opponents within 30’ with a catastrophic inferno that lifts them high into the air, dealing 4d6 points of fire damage & 3d6 points of falling damage to each (no saving throw); this is a full-round action that does not provoke attacks of opportunity; this ability costs 100 OP to use


• Aeon Boost (Su): Grothia can choose, as a swift action, to lower it’s defenses for 1 round; during that round, all damage sustained by the Aeon is multiplied by 1.5; because of this, all Overdrive Points (OP’s) accrued during that round are multiplied by 3

• Aeon Shield (Su): Grothia can choose, as a swift action, to raise it’s defenses for 1 round; during that round, all damage sustained by the Aeon is reduced by 75%; because of this, the Aeon cannot accrue Overdrive Points (OP’s) during that round[/spoiler]


How many overdrive points does this start with? How many overdrive points does it accrue at a time? I've bolded the text which references overdrive points. Is there text to refer to or is it simply missing?



Debby

Hunter Noventa
2008-08-18, 05:08 PM
Excellent work as always, but shouldn't the Elementals have a DR of some kind? I remember them being rather difficult to subdue with physical damage.

Devin
2008-08-18, 05:40 PM
Yeah, he's right about that. Flans too.

Zeta Kai
2008-08-19, 08:10 AM
How many overdrive points does this start with? How many overdrive points does it accrue at a time? I've bolded the text which references overdrive points. Is there text to refer to or is it simply missing?

The answers you seek are written here in the Overdrive section. Here is the relevant quote:

Initially for PC’s, the default condition for accruing OP’s is Stoic (Gain 1 OP each round in which you are successfully dealt damage by an opponent; physical, magical, & psionic injuries count, while wounds received from traps, environments, etc. do not).
I know it says PC's, but unless stated otherwise, I would assume all creatures & characters should use Stoic for their Overdrive condition. As for the starting OP value, it doesn't specifically say anywhere what it should be, but it should be safe to assume that the initial value is 0 OP. This value increases according to the current Overdrive condition, & only decreases if the creature dies or uses an Overdrive (in both cases, the value returns to 0 OP). I may edit the Overdrive overview section to clarify these points, if necessary.

Zeta Kai
2008-08-19, 08:14 AM
Excellent work as always, but shouldn't the Elementals have a DR of some kind? I remember them being rather difficult to subdue with physical damage.


Yeah, he's right about that. Flans too.

Dammit. Sorry, I was working out of an old version, which only had the Dark Flan possessing DR. This was fixed a while ago, but never re-posted. I have now edited all of the Flan & Elemental entries to include DR, which helps them fit their respective challenge ratings. Mea culpa.

Zeta Kai
2008-08-19, 08:16 AM
Guado Guardian #1
http://images.wikia.com/finalfantasy/images/7/79/Guado_Guard.jpg
Guado Summoner 6
Medium Monstrous Humanoid
Hit Dice: 6d4-12 (15HP)
Initiative: +3
Speed: 40’ (8 squares)
Armor Class: 17 (+3 Dex, +4 scale mail); touch 13; flat-footed 14
Base Attack/Grapple: +3/+4
Attack: Claw +4 melee (1d4+1)
Full Attack: Claw +4 melee (1d4+1)
Space/Reach: 5’/5’
Special Attacks: Blizzard, Shremedy
Special Qualities: Auto-Potion, Detect Undead, High Potion, Protect, Remedy
Saves: Fort +3, Ref +7, Will +4
Abilities: Str 13 (+1), Dex 16 (+3), Con 8 (-1), Int 17 (+3), Wis 9 (-1), Cha 12 (+1)
Skills: Climb +12, Concentration +8, Craft +12, Diplomacy +10, Gather Information +10, Knowledge (religion) +12, Spellcraft +14, Survival +10, Use Magic Device +14
Feats: Great Fortitude, Improved Toughness, Magical Aptitude
Environment: any (Macalania)
Organization: party (pair with Wendigo)
Challenge Rating: 7
Treasure: standard
Normal/Rare Steal: Hi-Potion/X-Potion
Alignment: often Chaotic Neutral
Advancement: by character class
Level Adjustment: +1
Magic Pool: 30d6+120 (225MP)

• Blizzard (Sp): this is a ranged touch attack that deals 6d4 points of cold damage to 1 opponent within 40’ on a successful hit; Fortitude save (DC16) for half damage; the save DC is Intelligence-based; this is a standard action that provokes attacks of opportunity; this ability costs 4MP to use

• Shremedy (Su): +6 ranged attack (1d4+1 damage); 40’ range; this attack has a inflicts Confused status on any opponent hit by it; Reflex save (DC16) for half damage & to avoid the Confused effect; the save DC is Dexterity-based; this is a standard action that does not provoke attacks of opportunity

• Auto-Potion (Ex): creature automatically uses a potion or other HP-restorative item (if one is available) whenever they are wounded; this is an immediate action that does not provoke attacks of opportunity

• Detect Undead (Su): a Guado can sense when undead are within 30’ (although they cannot pinpoint individual undead, merely noting the direction & number of undead within their radius) & can tell if a person is secretly an unsent, a fiend or an Aeon; sensing undead is a swift action that does not provoke attacks of opportunity

• Hi-Potion: this “ability” uses 1 Hi-Potion item (500gp); restoring 5d8+5 HP to 1 living creature within 40’; or dealing 5d8+5 damage to 1 undead creature within 40’; this is a standard action that provokes attacks of opportunity

• Protect (Sp): this ability grants any 1 ally within 40’ (including itself) Damage Reduction 8 for the rest of the encounter; multiple protect effects do not stack, but overlap; this effect is negated for an ally if they are successfully hit with a curse effect, a dispel effect, or die (even if they are revived during the same encounter); this is a standard action that provokes attacks of opportunity; this ability costs 12MP to use

• Remedy: this “ability” uses 1 Remedy item (1,500gp), curing almost all abnormal statuses (Berserk, Blind, Confused, Mute, Petrified, Poison, Sleep, & Slow) of 1 creature within 40’; this is a standard action that provokes attacks of opportunity

Zeta Kai
2008-08-19, 05:43 PM
Guado Guardian #2
http://images.wikia.com/finalfantasy/images/7/79/Guado_Guard.jpg
Guado Summoner 8
Medium Monstrous Humanoid
Hit Dice: 8d4-8 (12HP)
Initiative: +3
Speed: 40’ (8 squares)
Armor Class: 17 (+3 Dex, +4 scale mail); touch 13; flat-footed 14
Base Attack/Grapple: +4/+5
Attack: Claw +5 melee (1d4+1)
Full Attack: Claw +5 melee (1d4+1)
Space/Reach: 5’/5’
Special Attacks: Berserk, Blizzara, Thundara
Special Qualities: Eye Drops, Hi-Potion, Protect, Shell
Saves: Fort +1, Ref +5, Will +6
Abilities: Str 13 (+1), Dex 17 (+3), Con 9 (-1), Int 18 (+4), Wis 10 (+0), Cha 12 (+1)
Skills: Climb +14, Concentration +10, Craft +14, Diplomacy +12, Gather Information +11, Knowledge (religion) +15, Spellcraft +15, Survival +13, Use Magic Device +15
Feats: Berserk, Great Fortitude, Improved Toughness
Environment: any (Macalania)
Organization: entourage (pair with Seymour Guado)
Challenge Rating: 9
Treasure: standard
Normal/Rare Steal: Hi-Potion/Ether
Alignment: often Chaotic Neutral
Advancement: by character class
Level Adjustment: +1
Magic Pool: 40d6+160 (300MP)

• Berserk (Sp): with a successful ranged touch attack, inflicts Berserk status (see Status Conditions: Berserk, above) on 1 opponent within 40’; the opponent can make a Will save (DC15) to resist; the save DC is Charisma-based; this is a standard action that provokes attacks of opportunity; this ability costs 17MP to use

• Blizzara (Sp): this is a ranged touch attack that deals 8d6+8 points of cold damage to 1 opponent within 40’ on a successful hit; Fortitude save (DC18) for half damage; the save DC is Intelligence-based; this is a standard action that provokes attacks of opportunity; this ability costs 8MP to use

• Thundara (Sp): this is a ranged touch attack that deals 8d6+8 points of electricity damage to 1 opponent within 40’ on a successful hit; Fortitude save (DC18) for half damage; the save DC is Intelligence-based; this is a standard action that provokes attacks of opportunity; this ability costs 8MP to use

• Eye Drops: this “ability” uses 1 Eye Drop item (50gp); cures the blind status of 1 creature within 40’; this is a standard action that provokes attacks of opportunity

• Hi-Potion: this “ability” uses 1 Hi-Potion item (500gp); restoring 5d8+5 HP to 1 living creature within 40’; or dealing 5d8+5 damage to 1 undead creature within 40’; this is a standard action that provokes attacks of opportunity

• Protect (Sp): this ability grants any 1 ally within 40’ (including itself) Damage Reduction 9 for the rest of the encounter; multiple protect effects do not stack, but overlap; this effect is negated for an ally if they are successfully hit with a curse effect, a dispel effect, or die (even if they are revived during the same encounter); this is a standard action that provokes attacks of opportunity; this ability costs 12MP to use

• Shell (Sp): this ability grants any 1 ally within 40’ (including itself) Spell Resistance 18 for the rest of the encounter; multiple shell effects do not stack, but overlap, although this effect does overlap with SR from other sources; this effect is negated for an ally if they are successfully hit with a curse effect, a dispel effect, or die (even if they are revived during the same encounter); this is a standard action that provokes attacks of opportunity; this ability costs 10MP to use

Devin
2008-08-19, 07:30 PM
Aren't there a lot of creatures you need Pierce to hit for full, though? Armored fiends, dragons, I think the Defender line, cactuars, Sinspawn Gui's arms... anything that makes that "poik" sound when you hit it instead of a slash.

Zeta Kai
2008-08-20, 07:27 AM
Aren't there a lot of creatures you need Pierce to hit for full, though? Armored fiends, dragons, I think the Defender line, cactuars, Sinspawn Gui's arms... anything that makes that "poik" sound when you hit it instead of a slash.

The conversion process is a delicate compromise. I've tried to include as many features of the world of Spira & the gameplay of FFX as possible, while still remaining true to the framework of the D20 ruleset. Some changed were inevitable, & the way that armor is handled is one of those.

The Piercing weapon ability is located here, while the Armor Break class feature is here. These should explain the way breakable defenses are handled in FFX D20.

In the future, if you have a question about the mechanics, please check the Table of Contents first. You should be able to find the topic pertaining to your question there. I didn't add all those links for my health.

Zeta Kai
2008-08-20, 07:31 AM
Guado Guardian #3
http://images.wikia.com/finalfantasy/images/7/79/Guado_Guard.jpg
Guado Summoner 8
Medium Monstrous Humanoid
Hit Dice: 8d4-8 (12HP)
Initiative: +3
Speed: 40’ (8 squares)
Armor Class: 17 (+3 Dex, +4 scale mail); touch 13; flat-footed 14
Base Attack/Grapple: +4/+5
Attack: Claw +5 melee (1d4+1)
Full Attack: Claw +5 melee (1d4+1)
Space/Reach: 5’/5’
Special Attacks: Confuse, Fira, Fire, Mute
Special Qualities: NulFrost, Reflect
Saves: Fort +1, Ref +5, Will +5
Abilities: Str 12 (+1), Dex 16 (+3), Con 9 (-1), Int 19 (+4), Wis 9 (-1), Cha 12 (+1)
Skills: Climb +14, Concentration +10, Craft +14, Diplomacy +12, Gather Information +11, Knowledge (religion) +15, Spellcraft +15, Survival +12, Use Magic Device +15
Feats: Confuse, Great Fortitude, Improved Toughness
Environment: any (Macalania, Home)
Organization: pair or party (1 with a group of 1-3 Fiends)
Challenge Rating: 9
Treasure: standard
Normal/Rare Steal: Hi-Potion/X-Potion (Χ2)
Alignment: often Chaotic Neutral
Advancement: by character class
Level Adjustment: +1
Magic Pool: 40d6+160 (300MP)

• Confuse (Sp): with a successful ranged touch attack, inflicts Confused status (see Status Conditions: Confused, above) on 1 opponent within 40’; the opponent can make a Will save (DC15) to resist; the save DC is Charisma-based; this is a standard action that provokes attacks of opportunity; this ability costs 17MP to use

• Fira (Sp): this is a ranged touch attack that deals 8d6+8 points of fire damage to 1 opponent within 40’ on a successful hit; Fortitude save (DC18) for half damage; the save DC is Intelligence-based; this is a standard action that provokes attacks of opportunity; this ability costs 8MP to use

• Fire (Sp): this is a ranged touch attack that deals 8d4 points of fire damage to 1 opponent within 40’ on a successful hit; Fortitude save (DC18) for half damage; the save DC is Intelligence-based; this is a standard action that provokes attacks of opportunity; this ability costs 4MP to use

• Mute (Sp): with a successful ranged touch attack, you can inflict Mute status (see Status Conditions: Mute, above) on 1 opponent within 40’ for 3 rounds; your opponent can make a Will save (DC15) to resist; the save DC is Charisma-based; this is a standard action that provokes attacks of opportunity; this ability costs 17MP to use

• NulFrost (Sp): the creature can cast an aura of protection over of any 1 ally within 40’ (including itself) from cold damage; this aura blocks the next cold-based attack that hits that ally, be it from a spell or a physical attack; the aura disappears after absorbing 1 attack, or after 1 minute per class level, whichever comes first; this is a standard action that provokes attacks of opportunity; this ability costs 2MP to use

• Reflect (Sp): the creature can cast a magical reflecting aura on any 1 creature within 40’ (including itself); this aura reflects all spells (both helpful & harmful) that target that creature, causing the spell to bounce off & hit another random creature within 40’; area-effect spells still function properly on that creature, as do any spells that have already been reflected off of another creature; multiple reflect effects do not stack, but overlap; this effect lasts for the rest of the encounter; this effect is negated for an ally if they are successfully hit with a curse effect, a dispel effect, or die (even if they are revived during the same encounter); this is a standard action that provokes attacks of opportunity; this ability costs 14MP to use

Zeta Kai
2008-08-20, 05:43 PM
Halma
http://www.geocities.com/final10eng/monsters/2006.jpg
Small Aberration (Fiend)
Hit Dice: 9d8+36 (76HP)
Initiative: +4
Speed: 20’ (4 squares)
Armor Class: 21 (+1 size, +10 natural); touch 11; flat-footed 21
Base Attack/Grapple: +6/+7
Attack: Slam +12 melee (1d4+5 + Slow)
Full Attack: 2 Slams +12 melee (1d4+5 + Slow)
Space/Reach: 5’/5’
Special Attacks: Slow
Special Qualities: Aberration traits
Saves: Fort +7, Ref +3, Will +7
Abilities: Str 20 (+5), Dex 10 (+0), Con 19 (+4), Int 5 (-3), Wis 14 (+2), Cha 10 (+0)
Skills: Balance +3, Listen +6, Spot +4, Suvival +5
Feats: Great Fortitude, Improved Initiative, Improved Natural Armor, Improved Toughness
Environment: underground (Omega Ruins)
Organization: pair or party (1 with a group of 1-3 Fiends)
Challenge Rating: 10
Treasure: standard
Normal/Rare Steal: Hypello Potion (Χ3)/Shadow Gem (Χ2)
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 18d6+72 (135MP)

• Slow (Ex): inflicts Slowed status for 3 rounds on 1 opponent; Fortitude save (DC16) to resist; the save DC is Wisdom-based

Zeta Kai
2008-08-20, 10:56 PM
Head of Gui
http://images4.wikia.nocookie.net/finalfantasy/images/thumb/8/87/Sinspawn_Gui.jpg/723px-Sinspawn_Gui.jpg
Medium Outsider
Hit Dice: 6d8+18 (45HP)
Initiative: +5
Speed: 0’ (0 squares, attached to Sinspawn: Gui)
Armor Class: 16 (+1 Dex, +5 natural); touch 11; flat-footed 15
Base Attack/Grapple: +6/+6
Attack: N/A
Full Attack: N/A
Space/Reach: 5’/5’
Special Attacks: Thunder, Venom
Special Qualities: Outsider traits
Saves: Fort +10, Ref +6, Will +5
Abilities: Str 11 (+0), Dex 12 (+1), Con 17 (+3), Int 1 (-5), Wis 12 (+0), Cha 8 (-1)
Skills: Concentration +8, Gather Information +4, Listen +6, Spot +9, Survival +5
Feats: Great Fortitude, Improved Initiative, Skill Focus (Spot)
Environment: any (Mushroom Rock Road)
Organization: body (pair with Arms of Gui & Sinspawn: Gui)
Challenge Rating: 5
Treasure: 2Χ standard
Normal/Rare Steal: Potion/Potion
Alignment: Neutral
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 24d6+96 (180MP)

• Thunder (Sp): this is a ranged touch attack that deals 6d4 points of electricity damage to 1 opponent within 30’ on a successful hit; Fortitude save (DC13) for half damage; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 4MP to use

• Venom (Ex): inflicts Poison status; inflicts Slowed status for 1 round on 1 opponent within 30’; Fortitude save (DC13) to resist; the save DC is Wisdom-based; this is a standard action that does not provoke attacks of opportunity

Zeta Kai
2008-08-21, 07:16 AM
Ice Flan
http://www.geocities.com/final10eng/monsters/1109.jpg
Medium Ooze (Cold, Fiend)
Hit Dice: 7d10+28 (66HP)
Initiative: -5
Speed: 10’ (2 squares)
Armor Class: 13 (-5 Dex, +8 natural); touch 5; flat-footed 13
Base Attack/Grapple: +5/+9
Attack: N/A
Full Attack: N/A
Space/Reach: 5’/5’
Special Attacks: Blizzara
Special Qualities: Cold traits, Damage Reduction 14/magic, Ooze traits, Skills
Saves: Fort +6, Ref -3, Will -3
Abilities: Str 18 (+4), Dex 1 (-5), Con 18 (+4), Int -- (+0), Wis 1 (-5), Cha 1 (-5)
Skills: Climb +12
Feats: N/A
Environment: cold plains (Macalania)
Organization: pair or party (1 with a group of 1-3 Fiends)
Challenge Rating: 6
Treasure: standard
Normal/Rare Steal: Arctic Wind/Arctic Wind (Χ2)
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 14d6+56 (105MP)

• Blizzara (Sp): this is a ranged touch attack that deals 7d6+7 points of cold damage to 1 opponent within 40’ on a successful hit; Fortitude save (DC13) for half damage; the save DC is Intelligence-based; this is a standard action that provokes attacks of opportunity; this ability costs 8MP to use

• Skills: the creature has a +8 racial bonus on Climb checks, & can always choose to take 10 on a Climb check, even if rushed or threatened

Zeta Kai
2008-08-21, 01:26 PM
Iguion
http://www.geocities.com/final10eng/monsters/1103.jpg
Medium Animal (Fiend)
Hit Dice: 7d8 (31HP)
Initiative: +4
Speed: 30’ (6 squares)
Armor Class: 15 (+4 Dex, +1 natural); touch 14; flat-footed 11
Base Attack/Grapple: +5/+6
Attack: Bite +6 melee (1d6+1 + Mute or Petrified)
Full Attack: Bite +6 melee (1d6+1 + Mute or Petrified)
Space/Reach: 5’/5’
Special Attacks: Mute, Petrified
Special Qualities: Animal traits
Saves: Fort +5, Ref +11, Will +3
Abilities: Str 12 (+1), Dex 18 (+4), Con 11 (+0), Int 1 (-5), Wis 12 (+1), Cha 7 (-2)
Skills: Jump +4, Listen +7, Spot +6
Feats: Alertness, Dodge, Lightning Reflexes
Environment: cold forest (Macalania)
Organization: pair or party (1 with a group of 1-3 Fiends)
Challenge Rating: 5
Treasure: standard
Normal/Rare Steal: Soft/Petrify Grenade
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 7d6+28 (52MP)

• Mute (Ex): inflicts Mute status for 3 rounds on 1 opponent within 30’; Fortitude save (DC14) to resist; the save DC is Wisdom-based

• Petrified (Su): inflicts Petrified status on 1 opponent within 30’; Fortitude save (DC14) to resist; the save DC is Wisdom-based

Zeta Kai
2008-08-22, 07:26 AM
Imp
http://images.wikia.com/finalfantasy/images/a/a0/FFX-Imp.jpg
Medium Outsider (Fiend)
Hit Dice: 8d8+24 (60HP)
Initiative: +5
Speed: 30’ (6 squares), Fly 30’ (6 squares, perfect maneuverability)
Armor Class: 15 (+5 Dex); touch 15; flat-footed 10
Base Attack/Grapple: +8/+12
Attack: N/A
Full Attack: N/A
Space/Reach: 5’/5’
Special Attacks: Thundaga
Special Qualities: Outsider traits
Saves: Fort +9, Ref +11, Will +8
Abilities: Str 18 (+4), Dex 20 (+5), Con 16 (+3), Int 15 (+2), Wis 15 (+2), Cha 15 (+2)
Skills: Appraise +8, Bluff +10, Concentration +11, Diplomacy +10, Knowledge (arcana) +10, Knowledge (nature) +9, Listen +10, Move Silently +13, Perform +10, Search +8, Sense Motive +10, Spellcraft +11, Spot +9, Survival +8, Tumble +12
Feats: Combat Casting, Dodge, Mobility
Environment: any (Calm Lands, Mt. Gagazet)
Organization: pair or party (1 with a group of 1-3 Fiends)
Challenge Rating: 6
Treasure: standard
Normal/Rare Steal: Lightning Gem/Lightning (Χ2)
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 32d6+128 (240MP)

• Thundaga (Sp): this is a ranged touch attack that deals 8d8+16 points of electricity damage to 1 opponent within 40’ on a successful hit; Fortitude save (DC16) for half damage; the save DC is Intelligence-based; this is a standard action that provokes attacks of opportunity; this ability costs 16MP to use

Zeta Kai
2008-08-22, 11:28 AM
Ipiria
http://www.geocities.com/final10eng/monsters/0708.jpg
Medium Animal (Fiend)
Hit Dice: 4d8+4 (22HP)
Initiative: +3
Speed: 30’ (6 squares)
Armor Class: 14 (+3 Dex, +1 natural); touch 13; flat-footed 11
Base Attack/Grapple: +3/+4
Attack: Bite +4 melee (1d6+1 + Mute or Petrified)
Full Attack: Bite +4 melee (1d6+1 + Mute or Petrified)
Space/Reach: 5’/5’
Special Attacks: Mute, Petrified
Special Qualities: Animal traits
Saves: Fort +5, Ref +9, Will +1
Abilities: Str 13 (+1), Dex 16 (+3), Con 12 (+1), Int 1 (-5), Wis 10 (+0), Cha 6 (-2)
Skills: Jump +2, Listen +3, Spot +3
Feats: Dodge, Lightning Reflexes
Environment: temperate plains (Mushroom Rock Road)
Organization: pair or party (1 with a group of 1-3 Fiends)
Challenge Rating: 2
Treasure: standard
Normal/Rare Steal: Soft/Petrify Grenade
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 4d6+16 (30MP)

• Mute (Ex): inflicts Mute status for 3 rounds on 1 opponent within 30’; Fortitude save (DC12) to resist; the save DC is Wisdom-based

• Petrified (Su): inflicts Petrified status on 1 opponent within 30’; Fortitude save (DC12) to resist; the save DC is Wisdom-based

Zeta Kai
2008-08-23, 03:00 PM
Iron Giant
http://images.wikia.com/finalfantasy/images/5/5b/FFX-IronGiant.jpg
Large Outsider (Fiend)
Hit Dice: 7d8+21 (52HP)
Initiative: +2
Speed: 30’ (6 squares)
Armor Class: 14 (-1 size, +2 Dex, +3 natural); touch 11; flat-footed 12
Base Attack/Grapple: +7/+14
Attack: Longsword +10 melee (2d6+3) or Heavy Mace +10 melee (2d6+3)
Full Attack: Longsword +10/+5 melee (2d6+3) or Heavy Mace +10/+5 melee (2d6+3)
Space/Reach: 10’/10’
Special Attacks: Leaping Swing, Reaper
Special Qualities: Outsider traits
Saves: Fort +10, Ref +7, Will +4
Abilities: Str 17 (+3), Dex 14 (+2), Con 16 (+3), Int 5 (-3), Wis 8 (-1), Cha 9 (-1)
Skills: Balance +7, Climb +9, Hide +3, Intimidate +5, Jump +8, Listen +4, Move Silently +6, Search +2, Spot +4, Tumble +6
Feats: Cleave, Great Fortitude, Power Attack
Environment: any (Thunder Plains)
Organization: pair
Challenge Rating: 5
Treasure: standard + Large masterwork longsword or Large masterwork heavy mace
Normal/Rare Steal: Light Curtain/Light Curtain
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 28d6+112 (210MP)

• Leaping Swing (Ex): the creature can leap into the air & strike 1 opponent within 35’ from above, dealing an automatic critical with its weapon on a successful melee attack; can be done once every 1d4+1 rounds; this is a standard action that does not provoke attacks of opportunity

• Reaper (Ex): once every 1d4 rounds, the creature can hit all opponents within reach for 1d8+1 points of damage; Reflex save (DC15) for half damage; the save DC is Dexterity-based; this attack is a standard action that does not provoke attacks of opportunity

Zeta Kai
2008-08-24, 12:48 AM
Killer Bee
http://images.wikia.com/finalfantasy/images/8/8b/KillerBeeFFX.jpg
Medium Vermin (Fiend)
Hit Dice: 2d8 (9HP)
Initiative: +4
Speed: 10’ (2 squares), Fly 50’ (10 squares, good maneuverability)
Armor Class: 15 (+4 Dex, +1 natural); touch 14; flat-footed 11
Base Attack/Grapple: +1/-1
Attack: Sting -1 melee (1d6-2 + Poison)
Full Attack: Sting -1 melee (1d6-2 + Poison)
Space/Reach: 5’/5’
Special Attacks: Poison
Special Qualities: Vermin traits
Saves: Fort +3, Ref +4, Will +0
Abilities: Str 7 (-2), Dex 18 (+4), Con 10 (+0), Int -- (+0), Wis 10 (+0), Cha 6 (-2)
Skills: N/A
Feats: Hover (Bonus)
Environment: warm forests (Kilika)
Organization: 3 or party (1 with a group of 1-3 Fiends)
Challenge Rating: 1
Treasure: standard
Normal/Rare Steal: Antidote/Poison Fang
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 2d6+8 (15MP)

• Poison (Ex): inflicts Poison status on 1 opponent; Fortitude save (DC11) to resist; the save DC is Wisdom-based

Zeta Kai
2008-08-25, 08:25 AM
Kimahri Ronso
http://images.wikia.com/finalfantasy/images/a/ae/Kimahri.jpg
Ronso Lancer 1
Large Monstrous Humanoid
Hit Dice: 1d12+2 (8HP)
Initiative: +0
Speed: 40’ (8 squares)
Armor Class: 13 (-1 size, +3 studded leather, +1 armlet); touch 9; flat-footed 13
Base Attack/Grapple: +1/+8
Attack: Long Spear +4 melee (1d8+3, 20/Χ3, reach weapon (15’))
Full Attack: Long Spear +4 melee (1d8+3, 20/Χ3, reach weapon (15’))
Space/Reach: 10’/10’
Special Attacks: Jump
Special Qualities: N/A
Saves: Fort +4, Ref +0, Will +2
Abilities: Str 17 (+3), Dex 11 (+0), Con 14 (+2), Int 8 (-1), Wis 14 (+2), Cha 8 (-1)
Skills: Intimidate +2, Jump +6, Listen +5, Move Silently +3
Feats: Power Attack, Weapon Focus (Long Spear)B
Environment: any (Besaid)
Organization: party (1 summoner & 4-5 other guardians)
Challenge Rating: 2
Treasure: 2Χ standard
Normal/Rare Steal: N/A/N/A
Alignment: Lawful Good
Advancement: by character class
Level Adjustment: +1
Magic Pool: 4d6+16 (30MP)

• Jump (Ex): Kimahri can leap high into the air & strike from above 1 opponent within 35’, dealing an automatic critical with his reach weapon; this is a standard action that does not provoke attacks of opportunity; costs 100OP to perform

Debihuman
2008-08-25, 09:05 AM
Kimahri Ronso

This seemed like an odd place to post him [as a creature rather than as an NPC] especially since he's not typical for his kind.

Debby

Kobold-Bard
2008-08-25, 09:09 AM
These stats are for the version you fight just before you leave Besaid, as just Tidus. (I think) Same as Anima from before.

Zeta Kai
2008-08-25, 09:54 AM
These stats are for the version you fight just before you leave Besaid, as just Tidus. (I think) Same as Anima from before.

Yup, that's basically it. He's a boss, so he gets his own creature entry.

Debihuman
2008-08-25, 10:50 AM
Yup, that's basically it. He's a boss, so he gets his own creature entry.

I guess I have a hard time wrapping my brain around a level 1 "Boss."

Debby

Zeta Kai
2008-08-25, 05:43 PM
I guess I have a hard time wrapping my brain around a level 1 "Boss."

Well, he's a CR2 creature, he's on Besaid, which is assumed to be an ECL3 area, & it's a one-on-one fight, so I believe it to be a balanced encounter.

Zeta Kai
2008-08-25, 05:45 PM
Klikk
http://www.geocities.com/final10eng/monsters/0203.jpg
Large Magical Beast (Fiend)
Hit Dice: 2d10 (11HP)
Initiative: +1
Speed: 30’ (6 squares)
Armor Class: 12 (-1 size, +1 Dex, +2 natural); touch 10; flat-footed 11
Base Attack/Grapple: +2/+7
Attack: Slam +2 melee (1d8+1)
Full Attack: Slam +2 melee (1d8+1)
Space/Reach: 10’/5’
Special Attacks: N/A
Special Qualities: Magical Beast traits
Saves: Fort +3, Ref +4, Will +0
Abilities: Str 13 (+1), Dex 12 (+1), Con 10 (+0), Int 2 (-4), Wis 11 (+0), Cha 6 (-2)
Skills: Jump +3, Listen +3
Feats: Dodge
Environment: warm marshes (Al Bhed Territory)
Organization: pair or party (1 with a group of 1-3 Fiends)
Challenge Rating: 1
Treasure: standard
Normal/Rare Steal: Grenade/Grenade (Χ2)
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 4d6+16 (30MP)

Zeta Kai
2008-08-25, 10:28 PM
Kusariqqu
http://www.geocities.com/final10eng/monsters/1004.jpg
Large Animal (Fiend)
Hit Dice: 5d8+15 (37HP)
Initiative: +2
Speed: 30’ (6 squares)
Armor Class: 13 (-1 size, +2 Dex, +2 natural); touch 11; flat-footed 11
Base Attack/Grapple: +3/+11
Attack: Bite +6 melee (1d8+4 + Slow)
Full Attack: Bite +6 melee (1d8+4 + Slow)
Space/Reach: 10’/5’
Special Attacks: Breath, Slow
Special Qualities: Animal traits
Saves: Fort +7, Ref +6, Will +4
Abilities: Str 19 (+4), Dex 15 (+2), Con 17 (+3), Int 1 (-5), Wis 16 (+3), Cha 10 (+0)
Skills: Listen +9, Spot +9
Feats: Alertness, Track
Environment: temperate plains (Thunder Plains)
Organization: pair or party (1 with a group of 1-3 Fiends)
Challenge Rating: 5
Treasure: standard
Normal/Rare Steal: Hi-Potion/Silver Hourglass
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 5d6+20 (37MP)

• Breath (Su): once every 1d4+1 rounds, the creature can emit a 35’ cone of deadly breath, dealing 2d6 points of acid damage; Reflex save (DC15) for half damage; the save DC is Wisdom-based; this is a standard action that does not provoke attacks of opportunity

• Slow (Ex): inflicts Slowed status for 3 rounds on 1 opponent; Fortitude save (DC15) to resist; the save DC is Wisdom-based

Zeta Kai
2008-08-26, 05:48 AM
Lamashtu
http://www.geocities.com/final10eng/monsters/0803.jpg
Large Animal (Fiend)
Hit Dice: 3d8+6 (19HP)
Initiative: +2
Speed: 30’ (6 squares)
Armor Class: 12 (-1 size, +2 Dex, +1 natural); touch 11; flat-footed 10
Base Attack/Grapple: +2/+10
Attack: Bite +5 melee (1d8+4 + Slow)
Full Attack: Bite +5 melee (1d8+4 + Slow)
Space/Reach: 10’/5’
Special Attacks: Breath, Slow
Special Qualities: Animal traits
Saves: Fort +5, Ref +5, Will +4
Abilities: Str 19 (+4), Dex 14 (+2), Con 15 (+2), Int 1 (-5), Wis 16 (+3), Cha 8 (-1)
Skills: Listen +8, Spot +8
Feats: Alertness, Track
Environment: temperate plains (Mushroom Rock Road)
Organization: pair or party (1 with a group of 1-3 Fiends)
Challenge Rating: 3
Treasure: standard
Normal/Rare Steal: Potion/Silver Hourglass
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 3d6+12 (22MP)

• Breath (Su): once every 1d4+1 rounds, the creature can emit a 35’ cone of deadly breath, dealing 2d6 points of acid damage; Reflex save (DC14) for half damage; the save DC is Wisdom-based; this is a standard action that does not provoke attacks of opportunity

• Slow (Ex): inflicts Slowed status for 3 rounds on 1 opponent; Fortitude save (DC14) to resist; the save DC is Wisdom-based

Debihuman
2008-08-26, 06:40 AM
Well, he's a CR2 creature, he's on Besaid, which is assumed to be an ECL3 area, & it's a one-on-one fight, so I believe it to be a balanced encounter.

It may play out that way in the game, but for an RPG, you really can't make that assumption unless you note it stat block or in some text. If he's supposed to be tackled only one-on-one, then you should adjust his CR accordingly (CR 2 means that this encounter is appropriate for four 2nd-level PCs when in fact this encounter should much lower. Note: He can't even use his Jump unless he has 100 OP and he has no gore attack that other Ronso have. That should drop his CR right there.

Trust me, some ijit will come around, yank this for his homebrew, and think it's appropriate when really it will be a cakewalk. Then all we'll be reading about is how his party killed Kimahri Ronso in one round.

Plus you have in your organization that he's with a party of 1 summoner and 4-5 other guardians which somewhat precludes it being a solo encounter.

If you have your heart set on this, simply change encounter to CR 1/4 and add some text which explains that this version of Kimahri Ronso is meant ONLY to simulate the one-on-one encounter at Besaid. Remove the organization and add "for one-on-one combat only."

Besaid is appropriate for CR 2, but that doesn't mean you add CR +1 when an encounter takes place there. I haven't played any FFX so I'm strictly going by D&D rules.

Debby
P.S. like the new avatar.

Zeta Kai
2008-08-26, 11:44 AM
The short answer to that is that I'm not changing it.

The long answer is this:

Kimarhi is a Ronso Lancer 1; that's a CR2 "monster". Yes, he cannot Gore, but the other Ronso abilities (Large size, etc.) still require a LA1.
Besaid Island is a ECL3 area, so a "CR2 monster" is an appropriate for a minor boss.
The circumstances I would envision for this battle would be a PC-vs-PC fight. Kimarhi's opponent is probably going to be a level 2 or 3 character (CR2 or CR3), in a non-lethal p***ing contest, essentially. The opponent is expected to win, but at some considerable cost.
Yes, a 4-person party of ECL3 characters would wipe the floor with Kimahri, but so what? That's not how the encounter is intended to be played. If you are increasing the odds, it's pretty easy to add a few levels; that's what Advancement is for. A good DM should never pit a 3rd-level party against a CR2 creature & expect a fair fight; even a 2nd-level party would only burn 25% of their resources. I wouldn't be impressed with that kind of bragging, regardless of the enemy's name.


P.S.: Thanks, I like this avatar better than the last one.

Debihuman
2008-08-26, 07:44 PM
Okay, point taken. I'm just confused because I thought Ronso didn't get powerful build...they were just Large. [I checked and it isn't in the Ronso traits].

Dumb question number 2. Why can't fiends advance? [None of the fiends you made seem to have any advancement but I checked the ritual for fiending and it didn't mention it so I figured now is as good a time as any to ask].

Debby

Zeta Kai
2008-08-26, 11:02 PM
That's more of a fluff thing, really, but I'm glad you asked, Debby. In my mind, once an Unsent creature has become a fiend, that's essentially the end of their existence as the individual entity that they once were. It's spiritual & metaphysical dead-end; they've devolved into madness & chaos, & the only end to their existence as fiends is to be destroyed. Once "killed", a fiend breaks up into (literally harmless) pyreflies. There's no advancement from that state, from what I see. Here's a quote from my essay on the Spiral of Death in Spira (bolded for relevance):

Once per year, an Unsent must make a successful Will save or become Chaotic Evil. The Difficulty Class for this check equals the number of years spent as an Unsent divided by their Charisma bonus (minimum +1). Those that become Chaotic Evil immediately transform into fiends. A fiended undead is a creature with an equal Challenge Rating to the originals Unsent, but can be of nearly any type/subtype (no Construct, Fey, Giant, or Humanoid fiends have ever been reported, however). The specific creature is determined by the environment of where it was turned into a fiend; only fiends native to that environment will be created there (Cold subtype fiends created only in arctic areas, for instance).
So you see, if the original Unsent were more powerful (IE if it had more HD), then a more powerful fiend would be the result. Therefore, there is no real need for an advancement entry.

I'm sure some will disagree with my thoughts on the subject, either on dogmatic or mechanical grounds. I just wanted to explain my reasoning, & prove once & for all that I put far too much thought into this whole project. :smallwink:

Zeta Kai
2008-08-26, 11:10 PM
Land Worm
http://images.wikia.com/finalfantasy/images/9/91/Land_Worm.jpg
Colossal Vermin (Fiend)
Hit Dice: 16d8+144 (216HP)
Initiative: +0
Speed: 20’ (4 squares)
Armor Class: 8 (-8 size, +6 natural); touch 2; flat-footed 8
Base Attack/Grapple: +12/+44
Attack: Slam +20 melee (4d6+16)
Full Attack: 2 Slams +20 melee (4d6+16)
Space/Reach: 30’/20’
Special Attacks: Earthquake, Improved Grab, Regurgitate, Swallow Whole
Special Qualities: Vermin traits
Saves: Fort +19, Ref +5, Will +6
Abilities: Str 42 (+16), Dex 11 (+0), Con 29 (+9), Int -- (+0), Wis 12 (+1), Cha 9 (-1)
Skills: N/A
Feats: Improved BullrushB, Mighty BlowB, Power AttackB
Environment: any (Sin)
Organization: solitary
Challenge Rating: 10
Treasure: standard
Normal/Rare Steal: Stamina Spring/Stamina Spring
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 16d6+64 (120MP)

• Earthquake (Ex): the creature can leap into the air & crash to the ground, shaking the earth with it’s bulk; all creatures standing on the ground within 80’ must make a Fortitude save (DC34) or suffer a -5 Initiative penalty for the next round; the save DC is Strength-based; this is a full-round action that does not provoke attacks of opportunity

• Improved Grab (Ex): to use this ability, the creature must hit with a Bite attack; it can then attempt to start a grapple as a free action without provoking an attack of opportunity; if it wins the grapple check, it establishes a hold & can Swallow Whole

• Regurgitate (Ex): the creature will spit out a swallowed creature after 1d4+1 rounds, dealing 1d6 falling damage; in addition, the spat creature must make a Fortitude save (DC34) or suffer a -20 Initiative penalty for the next round; the save DC is Strength-based; this is a standard action that does not provoke attacks of opportunity

• Swallow Whole (Ex): the creature can try to swallow a grabbed opponent of Large or smaller size by making a successful grapple check; once inside, the opponent takes 4d6+16 points of crushing damage plus 3d6 points of acid damage per round from the creature’s digestive juices; a swallowed creature can cut its way out by dealing 21 points of damage to the digestive tract (2AC); once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out; the creature’s gullet can hold 1 Huge, 2 Large, 4 Medium, 8 Small, or 16 Tiny or smaller creatures

Zeta Kai
2008-08-27, 10:24 AM
Larva
http://images.wikia.com/finalfantasy/images/1/19/Larva.jpg
Large Outsider (Fiend)
Hit Dice: 8d8+32 (68HP)
Initiative: +7
Speed: Fly 20’ (4 squares, clumsy maneuverability)
Armor Class: 17 (-1 size, +7 Dex, +1 natural); touch 16; flat-footed 10
Base Attack/Grapple: +8/+7
Attack: N/A
Full Attack: N/A
Space/Reach: 10’/5’
Special Attacks: Fire, Thundara
Special Qualities: Outsider traits
Saves: Fort +10, Ref +13, Will +7
Abilities: Str 1 (-5), Dex 25 (+7), Con 18 (+4), Int 1 (-5), Wis 12 (+1), Cha 15 (+2)
Skills: Concentration +10, Gather Information +7, Hide +15, Listen +6, Move Silently +14, Spot +7
Feats: Dodge, Hover (Bonus), Mobility, Stealthy
Environment: any (Thunder Plains)
Organization: pair, 3 or party (1 with a group of 1-3 Fiends)
Challenge Rating: 6
Treasure: standard
Normal/Rare Steal: Lunar Curtain/Lunar Curtain (Χ2)
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 32d6+128 (240MP)

• Fire (Sp): this is a ranged touch attack that deals 8d4 points of fire damage to 1 opponent within 45’ on a successful hit; Fortitude save (DC15) for half damage; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 4MP to use

• Thundara (Sp): this is a ranged touch attack that deals 8d6+8 points of electricity damage to 1 opponent within 45’ on a successful hit; Fortitude save (DC15) for half damage; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 8MP to use

Debihuman
2008-08-27, 03:56 PM
I'm sure some will disagree with my thoughts on the subject, either on dogmatic or mechanical grounds. I just wanted to explain my reasoning, & prove once & for all that I put far too much thought into this whole project. :smallwink:

Snicker! Ya think?! A tad obsessed perhaps.

Actually, I find your reasoning quite sound. Not every creature has to advance and the whole fiending things makes more sense than not. Especially because when they die they become pyreflies. That is probably one of my favorite parts of this.

I really am enjoying these. How many monsters are there? Cuz this is one BIG project.

Debby

Zeta Kai
2008-08-27, 05:28 PM
I really am enjoying these. How many monsters are there? Cuz this is one BIG project.

There are about 240 monsters, although the tabulation gets a bit fuzzy. Sinspawn: Gui is actually 3 monsters connected together; as is Penance. Jecht & Yunalesca have multiple forms with different statistics for each. Some monsters, like Bombs, Garudas, & Monks have vastly different abilities. The Arena monsters are each ridiculously powerful epic-level creatures. If I had to add it all up, I'd say the final count is 242 individual beings.

And there's nothing wrong with obsessing over a beloved hobby. So why not make it easy for myself & combine 2 beloved hobbies into 1 project to obsess over? :smallbiggrin:

Zeta Kai
2008-08-27, 05:32 PM
Left Fin of Sin
http://www.ffcompendium.com/EspMon/sin10-a.jpg
Gargantuan Outsider (Aeon)
Hit Dice: 20d8+180 (270HP)
Initiative: +2
Speed: 40’ (8 squares), Fly 120’ (24 squares, poor maneuverability), Swim 60’ (12 squares)
Armor Class: 20 (-4 size, +2 Dex, +12 natural); touch 8; flat-footed 18
Base Attack/Grapple: +20/+43
Attack: Slam +26 melee (2d8+11)
Full Attack: 2 Slams +26 melee (2d8+11)
Space/Reach: 20’/15’
Special Attacks: Gravija, Negation, Super Slam
Special Qualities: Aeon traits, Outsider traits
Saves: Fort +21, Ref +14, Will +16
Abilities: Str 33 (+11), Dex 15 (+2), Con 29 (+9), Int -- (+0), Wis 18 (+4), Cha 24 (+7)
Skills: N/A
Feats: GravijaB, Improved BullrushB, Mighty BlowB, Power AttackB
Environment: any (Sin)
Organization: solitary
Challenge Rating: 18
Treasure: 2Χ standard
Normal/Rare Steal: Mega Potion/Supreme Gem
Alignment: Neutral
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 80d6+320 (600MP)

• Gravija (Sp): this ability reduces the current HP of all opponents within 110’ by 75%; opponents can each make a Reflex save (DC20) for half damage; the save DC is Intelligence-based; this is a standard action that provokes attacks of opportunity; this ability costs 256MP to use

• Negation (Su): removes any status conditions from all creatures within 110’, including opponents, allies, & bystanders (no saving throw); status conditions include Armor Break, Berserk, Blind, Confuse, Haste, Hastega, Magic Break, Mental Break, Mute, Nul, Petrified, Poison, Power Break, Protect, Provoke, Reflect, Regen, Shell, Sleep, Slow, Threaten, & Zombie; this is a full-round action that does not provoke attacks of opportunity

• Super Slam (Ex): the creature swings it’s mighty fin; all creatures within reach take 2d8+11 bludgeoning damage & a -20 Initiative penalty for the next round; if a creature makes a Reflex save (DC31), then they only take half damage & negate the Initiative penalty; the save DC is Strength-based; this is a standard action that does not provoke attacks of opportunity

Zeta Kai
2008-08-28, 10:29 AM
Lord Ochu
http://www.ffcompendium.com/EspMon/ochu10-a.jpg
Huge Plant (Fiend)
Hit Dice: 6d8+18 (45HP)
Initiative: +4
Speed: 20’ (4 squares)
Armor Class: 10 (-2 size, +2 natural); touch 8; flat-footed 10
Base Attack/Grapple: +4/+17
Attack: Tentacle +7 melee (2d6+5 + Poison)
Full Attack: 2 Tentacles +7 melee (2d6+5 + Poison)
Space/Reach: 15’/15’
Special Attacks: Earthquake, Poison, Water
Special Qualities: Plant traits, Sleep
Saves: Fort +8, Ref +4, Will +1
Abilities: Str 21 (+5), Dex 11 (+0), Con 17 (+3), Int 5 (-3), Wis 8 (-1), Cha 3 (-4)
Skills: Climb +8, Listen +2, Move Silently +3
Feats: Dodge, Improved Initiative, Lightning Reflexes
Environment: warm forests (Kilika)
Organization: solitary
Challenge Rating: 5
Treasure: 2Χ standard
Normal/Rare Steal: Potion/Potion
Alignment: Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 6d6+24 (45MP)

• Earthquake (Su): this ability reduces the current HP of all opponents within 40’ by 50%; Fortitude save (DC18) for half damage; the save DC is Strength-based; this is a full-round action that does not provoke attacks of opportunity

• Poison (Ex): inflicts Poison status on 1 opponent; Fortitude save (DC12) to resist; the save DC is Wisdom-based

• Water (Sp): this is a ranged touch attack that deals 6d4 points of water (force) damage to 1 opponent within 40’ on a successful hit; Fortitude save (DC12) for half damage; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 4MP to use

• Sleep (Su): inflicts Sleep status on itself for 1d4 rounds; gains Fast Healing 10 while asleep; does not restore HP in excess of the wearer’s maximum HP; the creature is unconscious while in this state, & therefore loses it’s Dexterity bonus to it’s AC (if any), although it will not awaken except of its own accord

Zeta Kai
2008-08-28, 06:23 PM
Machea
http://www.geocities.com/final10eng/monsters/2007.jpg
Large Magical Beast (Fiend)
Hit Dice: 12d10+24 (90HP)
Initiative: +7
Speed: 30’ (6 squares)
Armor Class: 16 (-1 size, +3 Dex, +4 natural); touch 12; flat-footed 13
Base Attack/Grapple: +12/+19
Attack: Slam +14 melee (1d8+3 + Poison)
Full Attack: 2 Slams +14 melee (1d8+3 + Poison)
Space/Reach: 10’/5’
Special Attacks: Blades, Poison
Special Qualities: Magical Beast traits
Saves: Fort +10, Ref +11, Will +5
Abilities: Str 17 (+3), Dex 17 (+3), Con 14 (+2), Int 3 (-4), Wis 13 (+1), Cha 10 (+0)
Skills: Hide +9, Jump +7, Listen +5, Move Silently +8
Feats: Dodge, Improved Initiative, Mobility, Spring Attack, Stealthy
Environment: underground (Omega Ruins)
Organization: pair or party (1 with a group of 1-3 Fiends)
Challenge Rating: 10
Treasure: standard
Normal/Rare Steal: Hi-Potion (Χ2)/Stamina Tonic
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 24d6+96 (180MP)

• Blades (Ex): Claw +14/+9 melee (1d8+6)

• Poison (Ex): inflicts Poison status on 1 opponent; Fortitude save (DC17) to resist; the save DC is Wisdom-based

Zeta Kai
2008-08-29, 08:05 AM
Maelspike
http://www.geocities.com/final10eng/monsters/1618.jpg
Medium Animal (Aquatic, Fiend)
Hit Dice: 10d8+20 (65HP)
Initiative: +3
Speed: Swim 40’ (8 squares)
Armor Class: 18 (+3 Dex, +5 natural); touch 13; flat-footed 15
Base Attack/Grapple: +7/+11
Attack: Gore +11 melee (1d6+4)
Full Attack: Gore +11 melee (1d6+4) & Tail Slap +6 melee (1d6+4)
Space/Reach: 5’/5’
Special Attacks: Maelstrom, Rush
Special Qualities: Animal traits, Aquatic traits
Saves: Fort +9, Ref +10, Will +5
Abilities: Str 18 (+4), Dex 17 (+3), Con 15 (+2), Int 1 (-5), Wis 14 (+2), Cha 2 (-4)
Skills: Hide +6, Move Silently +8, Spot +7, Survival +4, Swim +9
Feats: Run, Skill Focus (Spot), Stealthy, Track
Environment: cold aquatic (Mt. Gagazet)
Organization: pair or party (1 with a group of 1-3 Fiends)
Challenge Rating: 9
Treasure: standard
Normal/Rare Steal: Water Gem (Χ2)/Water Gem (Χ3)
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 10d6+40 (75MP)

• Maelstrom (Su): this attack inflicts 1d4+4 points of water (force) damage to all opponents within 40’; Fortitude save (DC17) for half damage; the save DC is Wisdom-based; this is a full-round action that does not provoke attacks of opportunity; this ability can be used once every 1d4+1 rounds, & can only be used underwater

• Rush (Ex): in addition to the normal benefits & hazards of a charge, this allows the creature to make a single Gore attack (+13 melee) that deals 2d6+8 points of damage; this can only be done while swimming

Zeta Kai
2008-08-29, 08:01 PM
Mafdet
http://www.geocities.com/final10eng/monsters/1111.jpg
Small Aberration (Fiend)
Hit Dice: 5d8+20 (42HP)
Initiative: -1
Speed: 20’ (4 squares)
Armor Class: 19 (+1 size, -1 Dex, +9 natural); touch 10; flat-footed 19
Base Attack/Grapple: +3/+3
Attack: Slam +8 melee (1d4+4 + Slow)
Full Attack: 2 Slams +8 melee (1d4+4 + Slow)
Space/Reach: 5’/5’
Special Attacks: Slow
Special Qualities: Aberration traits
Saves: Fort +6, Ref +0, Will +6
Abilities: Str 18 (+4), Dex 9 (-1), Con 17 (+3), Int 4 (-3), Wis 15 (+2), Cha 10 (+0)
Skills: Balance +1, Listen +5, Spot +3, Survival +4
Feats: Great Fortitude, Improved Toughness
Environment: cold plains (Macalania)
Organization: pair or party (1 with a group of 1-3 Fiends)
Challenge Rating: 6
Treasure: standard
Normal/Rare Steal: Hi-Potion/Hypello Potion
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 10d6+40 (75MP)

• Slow (Ex): inflicts Slowed status for 3 rounds on 1 opponent; Fortitude save (DC14) to resist; the save DC is Wisdom-based

Zeta Kai
2008-08-30, 06:31 PM
Magic Urn
http://images.wikia.com/finalfantasy/images/c/ce/Magicurn.jpg
Small Outsider
Hit Dice: 20d8+900 (990HP)
Initiative: +4
Speed: 0’ (0 squares)
Armor Class: 25 (+1 size, +14 natural); touch 11; flat-footed 25
Base Attack/Grapple: +20/+16
Attack: N/A
Full Attack: N/A
Space/Reach: 5’/5’
Special Attacks: Wrong!
Special Qualities: Damage Reduction 30/epic, Fast Healing 30, Lucky Seven, Outsider traits
Saves: Fort +56, Ref +15, Will +16
Abilities: Str 10 (+0), Dex -- (+0), Con 99 (+44), Int 8 (-1), Wis 12 (+1), Cha 14 (+2)
Skills: Concentration +51, Diplomacy +21, Gather Information +19, Hide +15, Knowledge (planes) +21, Listen +22, Search +14, Sense Motive +17, Spellcraft +20, Spot +18
Feats: Ability Focus (Wrong!), Alertness, Improved Initiative, Improved Toughness, Iron Will, Lightning Reflexes, Skill Focus (Spellcraft)
Environment: any (Calm Lands)
Organization: solitary
Challenge Rating: 35
Treasure: N/A
Normal/Rare Steal: N/A/N/A
Alignment: always Chaotic Neutral
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 40d6+160 (300MP)

• Wrong! (Su): when an opponent hits an incorrect spot, the creature blasts all opponents within 25’ with 3d6+12 force damage & teleports away; Reflex save (DC23) for half damage; the save DC is Wisdom-based; this is an immediate action that does not provoke attacks of opportunity

• Lucky Seven (Su): the creature has 7 targetable spots on its body; these spots look like stylized eyes painted on its urn; the creature automatically dodges any attacks aimed at other body parts; if an opponent successfully strikes the correct spot, then the creature throws an item at the opponent as an immediate action; the correct spot is determined randomly after each strike (roll 1d8, re-roll on an 8); if an opponent hits an incorrect spot, then it counters with a Wrong! attack (see above); the items that the creature gives to its luckier opponents are determined randomly (roll 1d8) from among the following options:
1: Antidote
2: Ether
3: Hi-Potion
4: Holy Water
5: Phoenix Down
6: Potion
7: Remedy
8: Soft

Lochar
2008-08-30, 06:49 PM
Magic Urn
http://images.wikia.com/finalfantasy/images/c/ce/Magicurn.jpg
Small Outsider
Hit Dice: 10d8+440 (485HP)
Initiative: -1
Speed: 0’ (0 squares)
Armor Class: 25 (+1 size, +14 natural); touch 11; flat-footed 25
Base Attack/Grapple: +10/+6
Attack: N/A
Full Attack: N/A
Space/Reach: 5’/5’
Special Attacks: Wrong!
Special Qualities: Damage Reduction 20/epic, Fast Healing 10, Outsider traits
Saves: Fort +51, Ref +7, Will +10
Abilities: Str 10 (+0), Dex -- (+0), Con 99 (+44), Int 8 (-1), Wis 12 (+1), Cha 14 (+2)
Skills: Concentration +49, Diplomacy +14, Gather Information +12, Hide +8, Knowledge (planes) +9, Listen +11, Search +7, Sense Motive +9, Spellcraft +13, Spot +10
Feats: Ability Focus (Wrong!), Improved Initiative, Iron Will, Skill Focus (Spellcraft)
Environment: any (Calm Lands)
Organization: solitary
Challenge Rating: 25
Treasure: N/A
Normal/Rare Steal: N/A/N/A
Alignment: always Chaotic Neutral
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 40d6+160 (300MP)

• Wrong! (Su): when an opponent hits an incorrect target, the creature blasts all opponents within 30’ with 3d6+12 non-specified damage & teleports away; Reflex save (DC16) for half damage; the save DC is Wisdom-based; this is a swift action that does not provoke attacks of opportunity

This enemy needs a point on what is a 'correct' target, and what is an 'incorrect' target. Granted, those who have played know, but others won't.

Kobold-Bard
2008-08-30, 06:54 PM
Magic Urn
http://images.wikia.com/finalfantasy/images/c/ce/Magicurn.jpg
Small Outsider
Hit Dice: 10d8+440 (485HP)
Initiative: -1
Speed: 0’ (0 squares)
Armor Class: 25 (+1 size, +14 natural); touch 11; flat-footed 25
Base Attack/Grapple: +10/+6
Attack: N/A
Full Attack: N/A
Space/Reach: 5’/5’
Special Attacks: Wrong!
Special Qualities: Damage Reduction 20/epic, Fast Healing 10, Outsider traits
Saves: Fort +51, Ref +7, Will +10
Abilities: Str 10 (+0), Dex -- (+0), Con 99 (+44), Int 8 (-1), Wis 12 (+1), Cha 14 (+2)
Skills: Concentration +49, Diplomacy +14, Gather Information +12, Hide +8, Knowledge (planes) +9, Listen +11, Search +7, Sense Motive +9, Spellcraft +13, Spot +10
Feats: Ability Focus (Wrong!), Improved Initiative, Iron Will, Skill Focus (Spellcraft)
Environment: any (Calm Lands)
Organization: solitary
Challenge Rating: 25
Treasure: N/A
Normal/Rare Steal: N/A/N/A
Alignment: always Chaotic Neutral
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 40d6+160 (300MP)

• Wrong! (Su): when an opponent hits an incorrect target, the creature blasts all opponents within 30’ with 3d6+12 non-specified damage & teleports away; Reflex save (DC16) for half damage; the save DC is Wisdom-based; this is a swift action that does not provoke attacks of opportunity

Did Magic Urn not have shed loads of hit points? Essencially making them undefeatable?

DMfromTheAbyss
2008-08-30, 10:01 PM
-Magic urns-They had a bit of HP but you could definately beat them.

Also do you have anything on ultimate weapon from 7? There's a guy in the d20 forum asking about it...

Don't tell him I sent you... He's aparently intimidated by the brilliance of those hereabouts and too shy to ask for input.

SilentNight
2008-08-30, 11:29 PM
Wow, I can't believe it took me this long to look at this. Simply freaking amazing. Kudos to you Kai. I just love practically everything about this.

Just a few notes in my rapid skim up to page 7.

Aeons seem underpowered. Sure they get 1-20 BAB but in the PrC's their 5th level attack abilities seem underpowered as are their overdrives. (Note that I'm only talking about Valefor, Iftrit, Ixion and Shiva.)

The classes are awesome but as big of a Rikku fan as I am I have some problems with the bandit class. I simply don't understand how bribe would function. (BTW, you have skilled sabotuer listed as a 20th level ability and bribe as the 19th.) I'm quite tired right now so I doubt I'm thinking clearly but it just feels a little weird to me.

The black mage should get water last since force resistance is extremely rare if it exists at all.

Also, what sort of action are the ronin's abilities like guard and the breaks?

Have you ever considered doing a play-test game in PbP? I would really love to play one.

Simply amazing job again.

Zeta Kai
2008-08-31, 01:27 PM
This enemy needs a point on what is a 'correct' target, and what is an 'incorrect' target. Granted, those who have played know, but others won't.

Yeah, I wasn't satisfied with the Magic Urn that I posted, so I just re-did it. All is well now. The creature's abilities are clearer & it is much tougher.


Did Magic Urn not have shed loads of hit points? Essencially making them undefeatable?

Yes, they did. Combined with their Damage Reduction & Fast Healing, they should be indestructible by a non-epic party.


-Magic urns-They had a bit of HP but you could definately beat them.

Also do you have anything on ultimate weapon from 7? There's a guy in the d20 forum asking about it...

Don't tell him I sent you... He's aparently intimidated by the brilliance of those hereabouts and too shy to ask for input.

As for the first part, you could only defeat them if you could take out all of their HP in 1 hit (or 2 hits, if you were lucky). You wouldn't get anything for doing so, though, so there is no real point.

As for Kredine's desire to homebrew the Ultima Weapon (or, more accurately, to have someone else do it), I wish that I could help. I'm a little too busy at the moment with the arena monsters, & FF7 was a good game, but I doubt that I'll make a D20 conversion of it. Mayhaps, if I have time later, I will lend a hand. Lastly, our brilliance here is subjective, to say the least, so Kredine shouldn't be shy, as no one here will bite.


Wow, I can't believe it took me this long to look at this. Simply freaking amazing. Kudos to you Kai. I just love practically everything about this.

Just a few notes in my rapid skim up to page 7.

Aeons seem underpowered. Sure they get 1-20 BAB but in the PrC's their 5th level attack abilities seem underpowered as are their overdrives. (Note that I'm only talking about Valefor, Iftrit, Ixion and Shiva.)

The classes are awesome but as big of a Rikku fan as I am I have some problems with the bandit class. I simply don't understand how bribe would function. (BTW, you have skilled sabotuer listed as a 20th level ability and bribe as the 19th.) I'm quite tired right now so I doubt I'm thinking clearly but it just feels a little weird to me.

The black mage should get water last since force resistance is extremely rare if it exists at all.

Also, what sort of action are the ronin's abilities like guard and the breaks?

Have you ever considered doing a play-test game in PbP? I would really love to play one.

Simply amazing job again.

Thank you so much for the kind words, as always. As for your suggestions:
I may consider beefing up the Aeons, but they seem fine to me. Automatic hits & cheap damage is rather powerful, in D20 terms.
The Bribe class feature is a magical negotiation, plain & simple. You offer the money, & if its enough, the monster gives you an item & runs away. It's best not to look too closely into it (http://tvtropes.org/pmwiki/pmwiki.php/Main/BellisariosMaxim).
The Bandit's table has been fixed. Thanks for the catch.
The Black Mage's abilities are not going to be moved around in order of acquisition. They appear here as closely to the order that they were received in the original game as possible. I've only moved around the Summoner's first few abilities for major game balance reasons (& popular demand), & that set off a 2-page debate that I am loathe to repeat. Water energy is treated identically to force damage for simplicity's sake, but there are numerous protections available, both in core D&D & in my FFX D20 conversion. In core, I'd house-rule that protection from energy & resist energy would apply to Water (Force) energy, but not real force energy. In FFX D20, there's Nul (the Summoner's 4th-level class feature), SOS NulTide (the +2 armor ability), Water Ward (the +3 armor ability), Water Proof (the +4 armor ability), & Water Eater (the +5 armor ability). These should be plenty sufficient.
The Ronin's Breaks are explicitly stated to be standard actions. The Guard ability is a a free action; an opponent just hits the Ronin instead of the protected target; this has been added for clarity.
I'd like to host a PbP game of this for interested players, but I'm not sure if I'll have time (RL demands are a pain), & it will have to wait for me to finish writing/editing/posting the rest of the monsters, so as to be fair to the players. Perhaps if someone else DM'ed the game, it would be easier, but I couldn't ask anyone to do that large of a favor for me, so I guess some brave soul would have to volunteer.

Zeta Kai
2008-08-31, 01:30 PM
Malboro
http://images.wikia.com/finalfantasy/images/e/ec/Malboro_FF10.jpg
Huge Plant (Fiend)
Hit Dice: 9d8+27 (67HP)
Initiative: +1
Speed: 20’ (4 squares)
Armor Class: 15 (-2 size, -3 Dex, +10 natural); touch 5; flat-footed 15
Base Attack/Grapple: +6/+18
Attack: Gastric Juice +8 ranged touch (2d6 acid)
Full Attack: Gastric Juice +8 ranged touch (2d6 acid)
Space/Reach: 15’/10’
Special Attacks: Bad Breath
Special Qualities: Plant traits
Saves: Fort +9, Ref +0, Will +5
Abilities: Str 19 (+4), Dex 4 (-3), Con 17 (+3), Int 13 (+1), Wis 15 (+2), Cha 11 (+0)
Skills: Bluff +3, Gather Information +4, Intimidate +5, Listen +8, Move Silently +1, Search +5, Sense Motive +6, Spot +11, Survival +6
Feats: Alertness, Ability Focus (Bad Breath), Improved Initiative, Skill Focus (Spot)
Environment: temperate plains (Calm Lands)
Organization: solitary
Challenge Rating: 10
Treasure: standard
Normal/Rare Steal: Remedy/Remedy
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 9d6+36 (67MP)

• Bad Breath (Su): the creature emits a 50’ cloud of foul gas; this attack is a full-round action that does not provoke attacks of opportunity; all creatures caught within the cloud are affected by the following status effects:
inflicts Berserk status on 1 opponent; Will save (DC16) to resist; the save DC is Wisdom-based
inflicts Blind status for 3 rounds on 1 opponent; Fortitude save (DC16) to resist; the save DC is Wisdom-based
inflicts Confused status on 1 opponent; Will save (DC16) to resist; the save DC is Wisdom-based
inflicts Mute status for 3 rounds on 1 opponent; Fortitude save (DC16) to resist; the save DC is Wisdom-based
inflicts Poison status on 1 opponent; Fortitude save (DC16) to resist; the save DC is Wisdom-based
inflicts Slowed status for 5 rounds on 1 opponent; Fortitude save (DC16) to resist; the save DC is Wisdom-based

Zeta Kai
2008-08-31, 07:29 PM
Mandragora
http://www.geocities.com/final10eng/monsters/1614.jpg
Large Plant (Fiend)
Hit Dice: 12d8+48 (102HP)
Initiative: +1
Speed: 15’ (3 squares)
Armor Class: 14 (-1 size, +1 Dex, +3 natural); touch 11; flat-footed 13
Base Attack/Grapple: +9/+20
Attack: Tentacle +15 melee (1d8+7 + Poison)
Full Attack: 2 Tentacles +15 melee (1d8+7 + Poison)
Space/Reach: 10’/10’
Special Attacks: Earthquake, Ochu Dance, Poison
Special Qualities: Plant traits
Saves: Fort +12, Ref +5, Will +3
Abilities: Str 25 (+7), Dex 13 (+1), Con 19 (+4), Int 3 (-4), Wis 8 (-1), Cha 3 (-4)
Skills: Climb +9, Listen +7, Move Silently +6
Feats: Dodge, Improved Initiative, Lightning Reflexes, Power Attack, Skill Focus (Listen)
Environment: cold mountains or cold desert (Mt. Gagazet, Zanarkand Ruins)
Organization: pair or party (1 with a group of 1-3 Fiends)
Challenge Rating: 11
Treasure: standard
Normal/Rare Steal: Remedy (Χ2)/Remedy (Χ3)
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 12d6+48 (90MP)

• Earthquake (Ex): the creature can leap into the air & crash to the ground, shaking the earth with it’s bulk; all creatures standing on the ground within 65’ must make a Fortitude save (DC23) or suffer a -5 Initiative penalty for the next round; the save DC is Strength-based; this is a full-round action that does not provoke attacks of opportunity

• Ochu Dance (Su): the creature dances as it releases a 65’ cloud of spores; this attack is a full-round action that does not provoke attacks of opportunity; all creatures caught within the cloud are affected by the following status effects:
inflicts Blind status for 3 rounds; Fortitude save (DC15) to resist; the save DC is Wisdom-based
inflicts Confused status; Will save (DC15) to resist; the save DC is Wisdom-based
inflicts Mute status for 3 rounds; Fortitude save (DC15) to resist; the save DC is Wisdom-based
inflicts Slowed status for 5 rounds; Fortitude save (DC15) to resist; the save DC is Wisdom-based
• Poison (Ex): inflicts Poison status on 1 opponent; Fortitude save (DC15) to resist; the save DC is Wisdom-based

SilentNight
2008-08-31, 10:12 PM
My bad, guess I need to read more closely.

Zeta Kai
2008-09-01, 12:54 AM
Master Coeurl
http://www.ffcompendium.com/EspMon/coeurl10-a.jpg
Large Magical Beast (Fiend)
Hit Dice: 11d10+22 (82HP)
Initiative: +5
Speed: 30’ (6 squares)
Armor Class: 17 (-1 size, +5 Dex, +3 natural); touch 14; flat-footed 12
Base Attack/Grapple: +11/+18
Attack: Claw +13 melee (1d8+3)
Full Attack: 2 Claws +13 melee (1d8+3)
Space/Reach: 10’/5’
Special Attacks: Blaster, Blizzaga, Confuse, Drain, Silence, Thundaga
Special Qualities: Magical Beast traits
Saves: Fort +9, Ref +12, Will +6
Abilities: Str 16 (+3), Dex 21 (+5), Con 14 (+2), Int 11 (+0), Wis 12 (+1), Cha 18 (+4)
Skills: Jump +11, Listen +7, Move Silently +8, Spellcraft +10
Feats: Iron Will, Silent Spell, Skill Focus (Spellcraft), Still Spell, Track
Environment: underground (Omega Ruins)
Organization: pair or party (1 with a group of 1-3 Fiends)
Challenge Rating: 9
Treasure: standard
Normal/Rare Steal: Farplane Shadow (Χ2)/Farplane Shadow (Χ4)
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 22d6+88 (165MP)

• Blaster (Su): inflicts Dead status on 1 opponent within 45’; usable once every 1d4+1 rounds; Fortitude save (DC19) to resist; the save DC is Charisma-based; this is a standard action that does not provoke attacks of opportunity

• Blizzaga (Sp): this is a ranged touch attack that deals 11d8+22 points of cold damage to 1 opponent within 45’ on a successful hit; Fortitude save (DC16) for half damage; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 16MP to use

• Confuse (Sp): 1 opponent within 45’ must make a Will save (DC19) or be rendered Confused; the save DC is Charisma-based; this is a full-round action that provokes attacks of opportunity; this ability costs 7MP to use

• Drain (Sp): this is a touch attack that transfers 11d4 from 1 opponent’s HP pool to the creature’s own; Fortitude save (DC19) for half damage; the save DC is Charisma-based; this is a standard action that provokes attacks of opportunity; this ability costs 12MP to use

• Silence (Sp): inflicts Mute status for 3 rounds on 1 opponent within 45’; Fortitude save (DC19) to resist; the save DC is Charisma-based; this is a standard action that provokes attacks of opportunity; this ability costs 5MP to use

• Thundaga (Sp): this is a ranged touch attack that deals 11d8+22 points of electricity damage to 1 opponent within 45’ on a successful hit; Fortitude save (DC16) for half damage; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 16MP to use

Zeta Kai
2008-09-01, 06:44 PM
Master Tonberry
http://www.geocities.com/final10eng/monsters/2008.jpg
Small Aberration (Fiend)
Hit Dice: 14d8+70 (133HP)
Initiative: +0
Speed: 10’ (2 squares)
Armor Class: 19 (+1 size, +8 natural); touch 11; flat-footed 19
Base Attack/Grapple: +10/+14
Attack: Chef’s Knife +19 melee (4d6+8 + Vorpal)
Full Attack: Chef’s Knife +19 melee (4d6+8 + Vorpal)
Space/Reach: 5’/5’
Special Attacks: Karma, Voodoo, Vorpal
Special Qualities: Aberration traits
Saves: Fort +9, Ref +4, Will +13
Abilities: Str 27 (+8), Dex 10 (+0), Con 21 (+5), Int 12 (+1), Wis 15 (+2), Cha 18 (+4)
Skills: Heal +10, Listen +12, Move Silently +7, Search +8, Sense Motive +10, Spot +8, Survival +11
Feats: Ability Focus (Karma), Diehard, Endurance, Iron Will, Self-Sufficient
Environment: underground (Omega Ruins)
Organization: solitary
Challenge Rating: 14
Treasure: standard
Normal/Rare Steal: Mana Spring/Tetra Elemental
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 28d6+112 (210MP)

• Karma (Su): upon being hit by a successful attack, the creature blasts opponent that successfully hit them, automatically dealing 13 points of non-specified damage per level of the opponent; Will save (DC19) for half damage; the save DC is Wisdom-based; this ability is a immediate action that does not provoke attacks of opportunity

• Voodoo (Su): +11 ranged attack that deals 1,000 points of non-specified damage; 85’ range; Fortitude save (DC21) for half damage; the save DC is Charisma-based; this ability is a full-round action that does not provoke attacks of opportunity, & can be done up to once every 1d4+1 rounds (this attack will only be used against a summoned Aeon)

• Vorpal (Su): once per round, the creature can add the Vorpal weapon ability to a bladed melee weapon that it wields as an immediate action; this only works if the creature makes no other attacks during that round

Zeta Kai
2008-09-01, 11:26 PM
Maze Larva
http://www.geocities.com/final10eng/monsters/1311.jpg
Large Outsider (Fiend)
Hit Dice: 10d8+50 (95HP)
Initiative: +7
Speed: Fly 20’ (4 squares, clumsy maneuverability)
Armor Class: 17 (-1 size, +7 Dex, +1 natural); touch 16; flat-footed 10
Base Attack/Grapple: +10/+10
Attack: N/A
Full Attack: N/A
Space/Reach: 10’/5’
Special Attacks: Fire, Watera
Special Qualities: Outsider traits
Saves: Fort +12, Ref +14, Will +9
Abilities: Str 2 (-4), Dex 25 (+7), Con 20 (+5), Int 1 (-5), Wis 14 (+2), Cha 17 (+3)
Skills: Concentration +12, Gather Information +9, Hide +18, Listen +10, Move Silently +15, Spot +13
Feats: Alertness, Dodge, HoverB, Mobility, Stealthy
Environment: any (Bevelle)
Organization: pair or party (1 with a group of 1-3 Fiends)
Challenge Rating: 8
Treasure: standard
Normal/Rare Steal: Fish Scale (Χ2)/Dragon Scale (Χ2)
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 40d6+160 (300MP)

• Fire (Sp): this is a ranged touch attack that deals 10d4 points of fire damage to 1 opponent within 45’ on a successful hit; Fortitude save (DC17) for half damage; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 4MP to use

• Watera (Sp): this is a ranged touch attack that deals 10d6+10 points of water (force) damage to 1 opponent within 45’ on a successful hit; Fortitude save (DC17) for half damage; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 8MP to use

Zeta Kai
2008-09-02, 07:50 AM
Mech Defender
http://www.geocities.com/final10eng/monsters/1606.jpg
Medium Construct (Machina)
Hit Dice: 10d10+30 (85HP)
Initiative: -1
Speed: 30’ (6 squares)
Armor Class: 13 (-1 Dex, +4 natural); touch 9; flat-footed 13
Base Attack/Grapple: +7/+14
Attack: Slam +14 melee (1d8+7)
Full Attack: 2 Slams +14 melee (1d8+7)
Space/Reach: 5’/5’
Special Attacks: N/A
Special Qualities: Construct traits, Damage Reduction 20/magic, Machina traits
Saves: Fort +5, Ref +2, Will +3
Abilities: Str 25 (+7), Dex 9 (-1), Con -- (+0), Int 2 (-4), Wis 11 (+0), Cha 1 (-5)
Skills: Listen +6, Spot +10
Feats: Great Fortitude, Improved Natural Attack, Improved Toughness, Skill Focus (Spot)
Environment: any (Mt. Gagazet)
Organization: pair or party (1 with a group of 1-3 Fiends/Machina)
Challenge Rating: 10
Treasure: standard
Normal/Rare Steal: Al Bhed Potion (Χ2)/Al Bhed Potion (Χ3)
Alignment: always Neutral
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 10d4 (25MP)

Zeta Kai
2008-09-02, 04:37 PM
Mech Guard
http://www.geocities.com/final10eng/monsters/1206.jpg
Small Construct (Machina)
Hit Dice: 8d10+18 (62HP)
Initiative: +2
Speed: 30’ (6 squares)
Armor Class: 15 (+1 size, +2 Dex, +2 natural); touch 13; flat-footed 13
Base Attack/Grapple: +6/+6
Attack: Gore +11 melee (1d4+4)
Full Attack: Gore +11 melee (1d4+4)
Space/Reach: 5’/5’
Special Attacks: N/A
Special Qualities: Construct traits, Damage Reduction 16/magic, Machina traits
Saves: Fort +4, Ref +4, Will +2
Abilities: Str 19 (+4), Dex 14 (+2), Con -- (+0), Int 2 (-4), Wis 11 (+0), Cha 1 (-5)
Skills: Listen +5, Spot +9
Feats: Great Fortitude, Improved Toughness, Skill Focus (Spot)
Environment: any (Sanubia Desert)
Organization: pair or party (1 with a group of 1-3 Fiends/Machina)
Challenge Rating: 7
Treasure: standard
Normal/Rare Steal: Grenade (Χ2)/Grenade (Χ3)
Alignment: always Neutral
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 8d4 (20MP)

Zeta Kai
2008-09-02, 10:49 PM
Mech Gunner
http://www.geocities.com/final10eng/monsters/1207.jpg
Medium Construct (Machina)
Hit Dice: 8d10+28 (72HP)
Initiative: -2
Speed: 30’ (6 squares)
Armor Class: 12 (-2 Dex, +4 natural); touch 8; flat-footed 12
Base Attack/Grapple: +6/+12
Attack: Slam +12 melee (1d6+6)
Full Attack: 2 Slams +12 melee (1d6+6)
Space/Reach: 5’/5’
Special Attacks: N/A
Special Qualities: Construct traits, Damage Reduction 16/magic, Machina traits
Saves: Fort +4, Ref +0, Will +2
Abilities: Str 23 (+6), Dex 7 (-2), Con -- (+0), Int 2 (-4), Wis 11 (+0), Cha 1 (-5)
Skills: Listen +5, Spot +9
Feats: Great Fortitude, Improved Toughness, Skill Focus (Spot)
Environment: any (Sanubia Desert)
Organization: pair or party (1 with a group of 1-3 Fiends/Machina)
Challenge Rating: 8
Treasure: standard
Normal/Rare Steal: Al Bhed Potion/Al Bhed Potion (Χ2)
Alignment: always Neutral
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 8d4 (20MP)

Zeta Kai
2008-09-03, 08:00 AM
Mech Hunter
http://www.geocities.com/final10eng/monsters/1508.jpg
Medium Construct (Machina)
Hit Dice: 9d10+29 (78HP)
Initiative: -2
Speed: 30’ (6 squares)
Armor Class: 12 (-2 Dex, +4 natural); touch 8; flat-footed 12
Base Attack/Grapple: +6/+13
Attack: Slam +13 melee (1d8+7)
Full Attack: 2 Slams +13 melee (1d8+7)
Space/Reach: 5’/5’
Special Attacks: N/A
Special Qualities: Construct traits, Damage Reduction 18/magic, Machina traits
Saves: Fort +5, Ref +1, Will +3
Abilities: Str 25 (+7), Dex 7 (-2), Con -- (+0), Int 2 (-4), Wis 11 (+0), Cha 1 (-5)
Skills: Listen +6, Spot +9
Feats: Great Fortitude, Improved Natural Attack, Improved Toughness, Skill Focus (Spot)
Environment: any (Calm Lands)
Organization: pair or party (1 with a group of 1-3 Fiends/Machina)
Challenge Rating: 9
Treasure: standard
Normal/Rare Steal: Al Bhed Potion/Al Bhed Potion (Χ2)
Alignment: always Neutral
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 9d4 (22MP)

Debihuman
2008-09-03, 10:19 AM
Your mechs have the wrong number of bonus hit points. Normally, Small constructs get 10 bonus hp, Medium get 20, Large get 30, Huge get 40, Gargantuan get 60 and Colossal get 80.

Is there a reason you deviated from this?

Debby

Zeta Kai
2008-09-03, 03:05 PM
Your mechs have the wrong number of bonus hit points. Normally, Small constructs get 10 bonus hp, Medium get 20, Large get 30, Huge get 40, Gargantuan get 60 and Colossal get 80.

Is there a reason you deviated from this?

Debby

Each Machina has Improved Toughness as a feat. See spoiler below for details on Improved Toughness.

Improved Toughness [General]

Sources:
Complete Warrior
Libris Mortis: The Book of the Dead
Monster Manual III

You are significantly tougher than normal.

Prerequisite: Base Fortitude save bonus +2.

Benefit: You gain a number of hit points equal to your current Hit Dice. Each time you gain a HD (such as by gaining a level), you gain 1 additional hit point. If you lose a HD (such as by losing a level), you lose 1 hit point permanently.

Special: A fighter may select Improved Toughness as one of his fighter bonus feats.

Lappy9000
2008-09-03, 04:28 PM
I really need to play Final Fantasy 10, just so I can fully apreciate Zeta Kai's dedication to a project. Seriously, statting every monster? And already half-way through the M's? That's determination, and it's all so well done! Kudos to you, sir!

Kobold-Bard
2008-09-03, 04:39 PM
I really need to play Final Fantasy 10, just so I can fully apreciate Zeta Kai's dedication to a project. Seriously, statting every monster? And already half-way through the M's? That's determination, and it's all so well done! Kudos to you, sir!

Reading this made me replay it already. And this time I finished it proper, Sun Sigil and beat Penance and everything. Thanks for the incentive Kai.

Zeta Kai
2008-09-03, 08:57 PM
Thank you both so much for the kind words. I'm very glad I can inspire people to experience such as a beautiful game. I've endeavored to avoid plot spoilers in this conversion (although some minor plot leaks were inevitable). I hope that you both enjoy/have enjoyed playing this great game.

And, for the record, I statted every monster in every Resident Evil game (see signature). There are far more monsters in Final Fantasy X, though. Never again...

Zeta Kai
2008-09-03, 08:59 PM
Mech Leader
http://www.geocities.com/final10eng/monsters/1605.jpg
Small Construct (Machina)
Hit Dice: 10d10+20 (75HP)
Initiative: +3
Speed: 30’ (6 squares)
Armor Class: 16 (+1 size, +3 Dex, +2 natural); touch 14; flat-footed 13
Base Attack/Grapple: +7/+9
Attack: Slam +14 melee (1d6+6)
Full Attack: 2 Slams +14 melee (1d6+6)
Space/Reach: 5’/5’
Special Attacks: Electrocute
Special Qualities: Construct traits, Damage Reduction 20/magic, Machina traits
Saves: Fort +5, Ref +6, Will +3
Abilities: Str 23 (+6), Dex 16 (+3), Con -- (+0), Int 2 (-4), Wis 11 (+0), Cha 1 (-5)
Skills: Listen +6, Spot +10
Feats: Great Fortitude, Improved Natural Attack, Improved Toughness, Skill Focus (Spot)
Environment: any (Mt. Gagazet)
Organization: pair or party (1 with a group of 1-3 Fiends/Machina)
Challenge Rating: 9
Treasure: standard
Normal/Rare Steal: Grenade (Χ2)/Frag Grenade (Χ2)
Alignment: always Neutral
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 10d4 (25MP)

• Electrocute (Ex): +14 touch attack; deals 2d6 points of electricity damage; Fortitude save (DC15) for half damage; the save DC is Wisdom-based; this is a standard action that does not provoke attacks of opportunity

Zeta Kai
2008-09-04, 08:43 AM
Mech Scouter
http://www.geocities.com/final10eng/monsters/1408.jpg
Small Construct (Machina)
Hit Dice: 9d10+19 (68HP)
Initiative: +3
Speed: 30’ (6 squares)
Armor Class: 16 (+1 size, +3 Dex, +2 natural); touch 14; flat-footed 13
Base Attack/Grapple: +6/+6
Attack: Gore +11 melee (1d6+4)
Full Attack: Gore +11 melee (1d6+4)
Space/Reach: 5’/5’
Special Attacks: N/A
Special Qualities: Construct traits, Damage Reduction 18/magic, Machina traits
Saves: Fort +5, Ref +6, Will +3
Abilities: Str 19 (+4), Dex 16 (+3), Con -- (+0), Int 2 (-4), Wis 11 (+0), Cha 1 (-5)
Skills: Listen +6, Spot +9
Feats: Great Fortitude, Improved Natural Attack, Improved Toughness, Skill Focus (Spot)
Environment: any (Calm Lands)
Organization: pair or party (1 with a group of 1-3 Fiends/Machina)
Challenge Rating: 8
Treasure: standard
Normal/Rare Steal: Grenade/Grenade (Χ3)
Alignment: always Neutral
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 9d4 (22MP)

Zeta Kai
2008-09-04, 02:44 PM
Melusine
http://www.geocities.com/final10eng/monsters/1006.jpg
Medium Animal (Fiend)
Hit Dice: 7d8+7 (38HP)
Initiative: +3
Speed: 30’ (6 squares)
Armor Class: 14 (+3 Dex, +1 natural); touch 13; flat-footed 11
Base Attack/Grapple: +5/+5
Attack: Bite +5 melee (1d6 + Mute or Petrified)
Full Attack: Bite +5 melee (1d6 + Mute or Petrified)
Space/Reach: 5’/5’
Special Attacks: Mute, Petrified
Special Qualities: Animal traits
Saves: Fort +6, Ref +10, Will +3
Abilities: Str 11 (+0), Dex 16 (+3), Con 13 (+1), Int 1 (-5), Wis 12 (+1), Cha 7 (-2)
Skills: Jump +3, Listen +7, Spot +6
Feats: Alertness, Dodge, Lightning Reflexes
Environment: temperate plains (Thunder Plains)
Organization: pair or party (1 with a group of 1-3 Fiends)
Challenge Rating: 5
Treasure: standard
Normal/Rare Steal: Soft/Petrify Grenade
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 7d6+28 (52MP)

• Mute (Ex): inflicts Mute status for 3 rounds on 1 opponent; Fortitude save (DC14) to resist; the save DC is Wisdom-based

• Petrified (Su): inflicts Petrified status on 1 opponent; Fortitude save (DC14) to resist; the save DC is Wisdom-based

Zeta Kai
2008-09-04, 09:50 PM
Mi’ihen Fang
http://images.wikia.com/finalfantasy/images/7/7a/Mi%27ihen_Fang.jpg
Medium Animal (Fiend)
Hit Dice: 4d8+4 (22HP)
Initiative: +4
Speed: 50’ (10 squares)
Armor Class: 14 (+4 Dex); touch 14; flat-footed 10
Base Attack/Grapple: +3/+5
Attack: Bite +5 melee (1d6+2 + Mute or Sleep)
Full Attack: Bite +5 melee (1d6+2 + Mute or Sleep)
Space/Reach: 5’/5’
Special Attacks: Mute, Sleep
Special Qualities: Animal traits
Saves: Fort +5, Ref +8, Will +3
Abilities: Str 15 (+2), Dex 18 (+4), Con 13 (+1), Int 2 (-4), Wis 14 (+2), Cha 10 (+0)
Skills: Listen +5, Move Silently +6
Feats: Run, Track
Environment: temperate plains (Mi’ihen Highroad)
Organization: 3 or party (1 with a group of 1-3 Fiends)
Challenge Rating: 3
Treasure: standard
Normal/Rare Steal: Potion/Sleeping Powder
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 4d6+16 (30MP)

• Mute (Ex): inflicts Mute status for 3 rounds on 1 opponent; Fortitude save (DC14) to resist; the save DC is Wisdom-based

• Sleep (Ex): inflicts Sleep status for 3 rounds on 1 opponent; Fortitude save (DC14) to resist; the save DC is Wisdom-based

Zeta Kai
2008-09-05, 08:06 AM
Mimic #1
http://www.ffcompendium.com/EspMon/mimic10.jpg
Large Aberration (Fiend)
Hit Dice: 18d8+90 (171HP)
Initiative: +4
Speed: 30’ (6 squares)
Armor Class: 20 (-1 size, +4 Dex, +7 natural); touch 13; flat-footed 16
Base Attack/Grapple: +13/+26
Attack: Slam +21 melee (1d8+9)
Full Attack: 2 Slams +21 melee (1d8+9)
Space/Reach: 10’/10’
Special Attacks: N/A
Special Qualities: Aberration traits, Energy Resistance, Mimic Shape
Saves: Fort +11, Ref +10, Will +14
Abilities: Str 28 (+9), Dex 19 (+4), Con 20 (+5), Int 12 (+1), Wis 16 (+3), Cha 17 (+3)
Skills: Bluff +9, Climb +13, Disguise +18, Hide +11, Intimidate +10, Listen +8, Move Silently +12, Spot +10, Survival +7
Feats: Cleave, Dodge, Improved Bullrush, Mighty Blow, Mobility, Power Attack, Spring Attack
Environment: underground (Omega Ruins)
Organization: party (1 with another Fiend)
Challenge Rating: 15
Treasure: standard
Normal/Rare Steal: N/A/N/A
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 36d6+144 (270MP)

• Energy Resistance (Su): the creature only takes 50% damage from cold, electricity, fire, & water (force) energy types

• Mimic Shape (Ex): a Mimic can assume the general shape of any object that fills roughly 1,000 cubic feet (10’Χ10’Χ10’), such as a massive boulder, a wagon, or a vault; the creature can substantially alter its size by expanding or contracting its internal mass (this does not alter its statistics), allowing it to appear as small as a Medium-sized object (examples: chest, bed, corpse) or as large as a Huge-sized object (examples: house, tree, pond); anyone who examines the Mimic closely (within 5’) can detect the ruse with a successful Spot check opposed by the Mimic’s Disguise check + 10 (of course, by this time it is generally far too late); changing to a different shape is a free action, & so it does not provoke attacks of opportunity

Debihuman
2008-09-05, 09:13 AM
Each Machina has Improved Toughness as a feat. See spoiler below for details on Improved Toughness.

Gotcha. Glad I asked. Your hit point totals didn't include the numbers for Improved Toughness even though you had it listed in the equation.

Mech Guard should have 62 hp (8d10+18=62). You forgot to add the 8. Same with Mech Gunner, which should have 72 hp not 64 (8d10+28=72). Mech Hunter should have 78 hp (9d10+29 = 78). Also, Mech Scouter should have 68 hit points not 59.

Debby

Zeta Kai
2008-09-05, 02:27 PM
Gotcha. Glad I asked. Your hit point totals didn't include the numbers for Improved Toughness even though you had it listed in the equation.

Fixed. Thanks, Debby. I'm glad someone is scrutinizing these things.

Zeta Kai
2008-09-05, 02:28 PM
Mimic #2
http://www.ffcompendium.com/EspMon/mimic10.jpg
Large Aberration (Fiend)
Hit Dice: 17d8+85 (161HP)
Initiative: +6
Speed: 30’ (6 squares)
Armor Class: 22 (-1 size, +6 Dex, +7 natural); touch 15; flat-footed 16
Base Attack/Grapple: +12/+23
Attack: Slam +18 melee (1d8+7)
Full Attack: 2 Slams +18 melee (1d8+7)
Space/Reach: 10’/10’
Special Attacks: N/A
Special Qualities: Aberration traits, Energy Resistance, Mimic Shape
Saves: Fort +10, Ref +11, Will +13
Abilities: Str 24 (+7), Dex 23 (+6), Con 20 (+5), Int 12 (+1), Wis 16 (+3), Cha 17 (+3)
Skills: Bluff +8, Climb +12, Disguise +17, Hide +13, Intimidate +9, Listen +7, Move Silently +14, Spot +10, Survival +7
Feats: Dodge, Improved Bullrush, Mighty Blow, Mobility, Power Attack, Spring Attack
Environment: underground (Omega Ruins)
Organization: party (1 with another Fiend)
Challenge Rating: 15
Treasure: standard
Normal/Rare Steal: N/A/N/A
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 34d6+136 (255MP)

• Energy Resistance (Su): the creature only takes 50% damage from cold, electricity, fire, & water (force) energy types

• Mimic Shape (Ex): a Mimic can assume the general shape of any object that fills roughly 1,000 cubic feet (10’Χ10’Χ10’), such as a massive boulder, a wagon, or a vault; the creature can substantially alter its size by expanding or contracting its internal mass (this does not alter its statistics), allowing it to appear as small as a Medium-sized object (examples: chest, bed, corpse) or as large as a Huge-sized object (examples: house, tree, pond); anyone who examines the Mimic closely (within 5’) can detect the ruse with a successful Spot check opposed by the Mimic’s Disguise check + 10 (of course, by this time it is generally far too late); changing to a different shape is a free action, & so it does not provoke attacks of opportunity

Debihuman
2008-09-05, 09:13 PM
Mimic #2

I just noticed this for your mimics:
Full Attack: Slam +18/+13/+8/+3 melee (1d8+7)
Monsters generally don't get additional attacks based on BAB. I think this was noted in the official FAQ or Errata for 3.5.

They should probably get 2 or 4 Slams at +18 (1d8+7) rather than statting out the way you did. Most of the the time you did it properly but I've started looking through your monsters and here is a list of the ones that seem to need fixing.

Creatures

Bashura [melee should be 2 slams +17 melee]
Braska’s Final Aeon/Jecht (2nd Form) [melee is missing altogether. I think it is +47 melee (+30 BAB, +18 Str, -2 Size +1 Weapon Focus)]
Cactaur looks like it should have 2 slams at full attack.
Chocobo Eater [probably should be 2 slams and not fists of fury unless fists of fury is more advantageous. Then you need to explain it.]
Coeurl and Master Coeurl don't have any attacks listed. Considering that they look very cat-like they should have claws, bite and possibly even rake as attacks. If not, perhaps a little explanation should be in order.
Defender [2 slams +5 melee] and you don't need to refer to it as a Haymaker unless the Haymaker is better than a slam, in which case you need to explain it.
Defender X [ 2 slams +45 melee]
Defender Z [2 Slams at +18 melee]
Evrae [the Swooping Scythe needs fixing. Unfortunately, I couldn't tell what kind of attack this was suppose to be. Is it a weapon or a natural attack? if it's just 4 claws that's fine but it isn't clear]
Geneaux’s Tentacles [should there be more than one tentacle for the full attack?]
Geosgaeno #2 [Full Attack doesn't match Attack --what's the difference between a Stone Punch and a KO punch?]
Great Marlboro [Is there a difference between a Bite and a Chow Time?]
Grothia (Ifrit) [probably should have 2 Claws in Full Attack]
Halma should probably have 2 slams in Full Attack
Land Worm [does it only have 1 attack? That's pretty lame for a 16 HD monster.
Lord Ochu -- again only 1 tentacle for a full attack and it looks like there are 4 in the picture.
Machea also looks like it should have 2 slams as a full attack.
Mafdet also looks like it should have 2 slams as a full attack
Magic Urn: Wrong looks like it should be Force damage rather than simply unspecified damage.
Madragora also looks like it should have 4 tentacls at full attack [judging from the picture]
Some of the mechs have slam attacks but should probably have 2 slams for a full attack.
Mi’ihen Fang looks like it should have a claw attack and perhaps a rake attack too. [At least judging by the picture]

Debby

Zeta Kai
2008-09-06, 06:07 PM
...

I checked the SRD (http://www.d20srd.org/index.htm), & re-read the Natural Weapons (http://www.d20srd.org/srd/specialAbilities.htm#naturalWeapons) section, the Full Attack (http://www.d20srd.org/srd/combat/actionsInCombat.htm#fullAttack) portion, & other relevant passages of the combat rules (http://www.d20srd.org/indexes/combat.htm), & I don't see anything that says monsters can't have up to 4 attacks. In fact, the full attack RAW seem to indicate that only 2 attacks is a strange exception, not the rule. If you can find the proper wording that clarifies this matter, please let me know. I'd prefer to be as true to monster creation guidelines as possible, of course. Until then, I'll just keep doing it wrong (or right, or whatever :smallwink:).

Zeta Kai
2008-09-06, 06:09 PM
Mimic #3
http://www.ffcompendium.com/EspMon/mimic10.jpg
Large Aberration (Fiend)
Hit Dice: 16d8+96 (168HP)
Initiative: +5
Speed: 30’ (6 squares)
Armor Class: 21 (-1 size, +5 Dex, +7 natural); touch 14; flat-footed 16
Base Attack/Grapple: +12/+24
Attack: Slam +19 melee (1d8+8)
Full Attack: 2 Slams +19 melee (1d8+8)
Space/Reach: 10’/10’
Special Attacks: N/A
Special Qualities: Aberration traits, Energy Resistance, Mimic Shape
Saves: Fort +11, Ref +10, Will +13
Abilities: Str 26 (+8), Dex 21 (+5), Con 22 (+6), Int 12 (+1), Wis 16 (+3), Cha 15 (+2)
Skills: Bluff +7, Climb +12, Disguise +14, Hide +11, Intimidate +8, Listen +7, Move Silently +13, Spot +10, Survival +6
Feats: Dodge, Improved Bullrush, Mighty Blow, Mobility, Power Attack, Spring Attack
Environment: underground (Omega Ruins)
Organization: party (1 with another Fiend)
Challenge Rating: 15
Treasure: standard
Normal/Rare Steal: N/A/N/A
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 32d6+128 (240MP)

• Energy Resistance (Su): the creature only takes 50% damage from cold, electricity, fire, & water (force) energy types

• Mimic Shape (Ex): a Mimic can assume the general shape of any object that fills roughly 1,000 cubic feet (10’Χ10’Χ10’), such as a massive boulder, a wagon, or a vault; the creature can substantially alter its size by expanding or contracting its internal mass (this does not alter its statistics), allowing it to appear as small as a Medium-sized object (examples: chest, bed, corpse) or as large as a Huge-sized object (examples: house, tree, pond); anyone who examines the Mimic closely (within 5’) can detect the ruse with a successful Spot check opposed by the Mimic’s Disguise check + 10 (of course, by this time it is generally far too late); changing to a different shape is a free action, & so it does not provoke attacks of opportunity

Debihuman
2008-09-06, 06:22 PM
I checked the SRD (http://www.d20srd.org/index.htm), & re-read the Natural Weapons (http://www.d20srd.org/srd/specialAbilities.htm#naturalWeapons) section, the Full Attack (http://www.d20srd.org/srd/combat/actionsInCombat.htm#fullAttack) portion, & other relevant passages of the combat rules (http://www.d20srd.org/indexes/combat.htm), & I don't see anything that says monsters can't have up to 4 attacks. In fact, the full attack RAW seem to indicate that only 2 attacks is a strange exception, not the rule. If you can find the proper wording that clarifies this matter, please let me know. I'd prefer to be as true to monster creation guidelines as possible, of course. Until then, I'll just keep doing it wrong (or right, or whatever :smallwink:).

It's in the FAQ page 97 here's the relevant portion:



Creatures do not receive additional attacks from a high base attack bonus when using natural weapons. A young adult red dragon gets only one bite attack per round, even though a fighter with the same +19 base attack bonus attacks four times per round with a sword or other manufactured weapon.


I had to learn this the hard way too. It might be in the Rules Compendium too. Those are considered the most recent rules. The SRD hasn't been updated.

Debby

Zeta Kai
2008-09-07, 08:49 AM
...

Damn, you're right. Okay, over the next few days, I'll be updating some of the monsters mentioned above, so as to be more true to D20 monster creation guidelines. Although some monsters will remain the same, but with explanations for why they go against expectations. All of the monsters were designed to include only the attacks/abilities that they have in the original game. But I do realize that some creature need more/different attacks/abilities if they are going to fit their Challenge Ratings.

Thanks for the catch, Debby. I just finished working up the Arena monsters, so I now have time for such thorough editing. I also wish to repeat here that I will NEVER do this many monsters for a single project again. Never, ever, EVAR.

Zeta Kai
2008-09-07, 08:52 AM
Mimic #4
http://www.ffcompendium.com/EspMon/mimic10.jpg
Large Aberration (Fiend)
Hit Dice: 15d8+105 (172HP)
Initiative: +5
Speed: 30’ (6 squares)
Armor Class: 21 (-1 size, +5 Dex, +7 natural); touch 14; flat-footed 16
Base Attack/Grapple: +11/+22
Attack: Slam +21 melee (1d8+11)
Full Attack: 2 Slams +21 melee (1d8+11)
Space/Reach: 10’/10’
Special Attacks: N/A
Special Qualities: Aberration traits, Energy Resistance, Mimic Shape
Saves: Fort +12, Ref +10, Will +13
Abilities: Str 32 (+11), Dex 20 (+5), Con 25 (+7), Int 12 (+1), Wis 18 (+4), Cha 15 (+2)
Skills: Bluff +6, Climb +15, Disguise +14, Hide +11, Intimidate +7, Listen +8, Move Silently +12, Spot +11, Survival +7
Feats: Dodge, Improved Bullrush, Mighty Blow, Mobility, Power Attack, Spring Attack
Environment: underground (Omega Ruins)
Organization: party (1 with another Fiend)
Challenge Rating: 15
Treasure: standard
Normal/Rare Steal: N/A/N/A
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 10MP
Magic Pool: 30d6+120 (225MP)

• Energy Resistance (Su): the creature only takes 50% damage from cold, electricity, fire, & water (force) energy types

• Mimic Shape (Ex): a Mimic can assume the general shape of any object that fills roughly 1,000 cubic feet (10’Χ10’Χ10’), such as a massive boulder, a wagon, or a vault; the creature can substantially alter its size by expanding or contracting its internal mass (this does not alter its statistics), allowing it to appear as small as a Medium-sized object (examples: chest, bed, corpse) or as large as a Huge-sized object (examples: house, tree, pond); anyone who examines the Mimic closely (within 5’) can detect the ruse with a successful Spot check opposed by the Mimic’s Disguise check + 10 (of course, by this time it is generally far too late); changing to a different shape is a free action, & so it does not provoke attacks of opportunity

Lappy9000
2008-09-07, 12:07 PM
I also wish to repeat here that I will NEVER do this many monsters for a single project again. Never, ever, EVAR.

I still stand by that you're crazy. Awesome-crazy, but crazy nontheless.

So, I picked up FFX today; only played about an hour, and I have absolutely no idea what's going on. I've played Square games before, so I'm used to it :smallwink:

Otherwise, game seems great so far (No ATB system....Sweet merciful glorious heavens yes!)

Debihuman
2008-09-07, 02:12 PM
Damn, you're right. Okay, over the next few days, I'll be updating some of the monsters mentioned above, so as to be more true to D20 monster creation guidelines. Although some monsters will remain the same, but with explanations for why they go against expectations. All of the monsters were designed to include only the attacks/abilities that they have in the original game. But I do realize that some creature need more/different attacks/abilities if they are going to fit their Challenge Ratings.

Thanks for the catch, Debby. I just finished working up the Arena monsters, so I now have time for such thorough editing. I also wish to repeat here that I will NEVER do this many monsters for a single project again. Never, ever, EVAR.

Your quite welcome. At least there weren't many monsters that I saw with errors and most of those are relatively easy fixes. Unfortunately, you've got a bunch of monsters with no attacks at all who rely solely on their magical abilities. That's always tough to sell. While it may make them look like their FF video game counterparts, it's going to significantly weaken them in D&D.

I look forward to seeing your edits. I think you've been doing an awesome job so far. This is huge. I couldn't imagine trying to tackle something this big.

Debby

Zeta Kai
2008-09-07, 09:14 PM
Mortibody
http://images.wikia.com/finalfantasy/images/2/26/Seymour_Natus_FFX.jpg
Medium Undead (Fiend)
Hit Dice: 12d12 (78HP)
Initiative: +5
Speed: Fly 20’ (4 squares, poor maneuverability)
Armor Class: 18 (+5 Dex, +3 natural); touch 15; flat-footed 13
Base Attack/Grapple: +6/+14
Attack: Shattering Claw +14 melee (1d6+8)
Full Attack: 2 Shattering Claws +14 melee (1d6+8)
Space/Reach: 5’/5’
Special Attacks: Blizzard All, Desperado, Fire All, Thunder All, Water All
Special Qualities: Cura, Mortibsorption, Undead traits
Saves: Fort +4, Ref +9, Will +9
Abilities: Str 26 (+8), Dex 20 (+5), Con -- (+0), Int 2 (-4), Wis 12 (+1), Cha 1 (-5)
Skills: Listen +4, Spellcraft +6, Spot +3, Use Magic Device +2
Feats: Cleave, Combat Expertise, HoverB, Magical Aptitude, Power Attack, Skill Focus (Spellcraft)
Environment: any (Bevelle)
Organization: pair (with Seymour Natus)
Challenge Rating: 14
Treasure: 2Χ standard
Normal/Rare Steal: N/A/N/A
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 12d4 (30MP)

• Blizzard All (Sp): this is a ranged touch attack that deals 12d4 points of cold damage to all opponents within 60’ on a successful hit; Fortitude save (DC17) for half damage; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 12MP to use

• Desperado (Sp): remove many positive conditions from all opponents within 60’ (no saving throw); positive conditions that this negates include haste effects, nul effects (but not mighty guard), shell effects, protect effects, reflect effects, & regen effects; this is a standard action that provokes attacks of opportunity; this ability costs 8MP to use

• Fire All (Sp): this is a ranged touch attack that deals 12d4 points of fire damage to all opponents within 60’ on a successful hit; Fortitude save (DC17) for half damage; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 12MP to use

• Thunder All (Sp): this is a ranged touch attack that deals 12d4 points of electricity damage to all opponents within 60’ on a successful hit; Fortitude save (DC17) for half damage; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 12MP to use

• Water All (Sp): this is a ranged touch attack that deals 12d4 points of water (force) damage to all opponents within 60’ on a successful hit; Fortitude save (DC17) for half damage; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 12MP to use

• Cura (Sp): cures 3d8+10 points of damage of any 1 ally within 60’ (including itself); since undead (but not [Unsent]) are powered by negative energy, this spell deals damage to them instead of curing their wounds, although an undead creature can apply spell resistance, & can attempt a Will save (DC17) for half damage; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 10MP to use

• Mortibsorption (Sp): the creature draws health from allies to sustain itself; on a successful touch attack, it transfers 1HP per HD from an ally’s HP pool to its own; the ally can make a Fortitude save (DC17) for half damage, if they wish, which reduces the amount of HP gained accordingly; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this can only be used on allies within your party; this ability costs 10MP to use

Zeta Kai
2008-09-08, 10:07 AM
Alright, I've fixed all of the monster's full attacks. This addresses most of the issues that Debby brought up in post #447, as well as tweaking many monsters that weren't mentioned. Some creatures have been left as they are for thematic reasons, but those are in the minority. I've also tweaked the monsters that I haven't post yet, so there shouldn't be furthers issues with the full attacks.

Zeta Kai
2008-09-08, 10:14 AM
Mortivessel/Mortiorchis
http://www.geocities.com/final10eng/monsters/1610.jpg
Huge Undead (Fiend)
Hit Dice: 16d12 (104HP)
Initiative: +4
Speed: Fly 40’ (8 squares, poor maneuverability)
Armor Class: 18 (-2 size, +4 Dex, +6 natural); touch 12; flat-footed 14
Base Attack/Grapple: +8/+31
Attack: N/A
Full Attack: N/A
Space/Reach: 15’/10’
Special Attacks: Cross Cleave, Mortibsorption, Total Annihilation
Special Qualities: Full-Life, Undead traits
Saves: Fort +5, Ref +9, Will +10
Abilities: Str 40 (+15), Dex 18 (+4), Con -- (+0), Int -- (+0), Wis 10 (+0), Cha 1 (-5)
Skills: N/A
Feats: Full-LifeB, HoverB
Environment: any (Mt. Gagazet)
Organization: pair (with Seymour Flux)
Challenge Rating: 16
Treasure: 2Χ standard
Normal/Rare Steal: N/A/N/A
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 16d4 (40MP)

• Cross Cleave (Su): the creature creates a whirl of blades; all creatures within reach take 2d6+15 slashing damage & a -20 Initiative penalty for the next round; if a creature makes a Fortitude save (DC22), then they only take half damage & negate the Initiative penalty; the save DC is Dexterity-based; this is a full-round action that does not provoke attacks of opportunity

• Mortibsorption (Sp): the creature draws health from allies to sustain itself; on a successful touch attack, it transfers 1HP per HD from an ally’s HP pool to its own; the ally can make a Fortitude save (DC18) for half damage, if they wish, which reduces the amount of HP gained accordingly; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this can only be used on allies within your party; this ability costs 10MP to use

• Total Annihilation (Su): the creature creates an obliterating explosion; all creatures within 100’ take 1d8+15 non-specified damage (no saving throw); this damage ignores Damage Reduction; this is a full-round action that does not provoke attacks of opportunity

• Full-Life (Sp): raises 1 ally from the dead; this also negates KO status; raises an ally that has been dead for no longer than one minute per caster level; in addition, the subject’s soul must be free & willing to return; if the subject’s soul is not willing to return, the spell does not work; therefore, a subject that wants to return receives no saving throw; a raised creature has a number of hit points equal to its maximum HP; any ability scores damaged to 0 are raised to their normal maximum amount; normal poisons & diseases are cured in the process of raising the subject, but magical diseases & curses are not undone; while the spell closes mortal wounds & repairs lethal damage of most kinds, the body of the creature to be raised must be whole; otherwise, missing parts are still missing when the creature is brought back to life; none of the dead creature’s equipment or possessions are affected in any way by this spell; Constructs, Elementals, Outsiders, & Undead creatures cannot be raised; this ability cannot bring back a creature that has died of old age; this is a full-round action that does not provoke attacks of opportunity; this ability costs 60MP to use

Debihuman
2008-09-08, 01:41 PM
Alright, I've fixed all of the monster's full attacks. This addresses most of the issues that Debby brought up in post #447, as well as tweaking many monsters that weren't mentioned. Some creatures have been left as they are for thematic reasons, but those are in the minority. I've also tweaked the monsters that I haven't post yet, so there shouldn't be furthers issues with the full attacks.

Sorta. Some have 2 bites when they really should have only one. A creature can't bite twice unless it has 2 sets of jaws. It just looks weird to see 2 bites in the Full Attack line. Ditto with gore.

Biran Ronso who looks like he should have a slam attack in addtion to the gore attacks. . This would give him one gore attack or two slams. Slam would be at +7 melee. . He looks too weak for his level without the extra attacks.

Another thing I'm noticing is that you tend to give out only main attacks and not give your creatures secondary attacks. I think some of your creatures could really benefit from having secondary attacks.

For example, Behemoth looks like it could use both Bite and Slam. In that case the Full attack would be Bite +20 melee (2d6+8) and 2 slams +15 melee (2d6+8). I'm just bringing it up as a suggestion. If it had the multiattack feat, the 2nd attack would only be a -2 penalty instead of the standard -5.

Behemoth King would have bite and 2 slams as well. I think to justify the CR it needs to have both.

I'm still a bit perplexed by the apocalypse sword from Braska's Final Aeon/Jecht. It looks like it should a magically enhanced weapon. Otherwise this significantly lowers the CR. Sure it can do a lot of damage, but at 25 hit dice it [I]should be doing lots of damage. Compare that to some other critters with CR 22, and you'll find this one a bit underpowered without a magic sword. I recommend making it +2 sword with one other magical enhancement Keen is nice for extra reach or Dancing so it can move on its own is another good enhancement. I'm not sure how it worked in the video game. At CR 22, that sword is much too weak. It should also be listed in the treasure.

I'm not really sure what Megiddo Flame is either. It's some sort of ranged attack that the Chimeras have. I'm not sure whether this was a natural weapon or not. It makes it difficult to critique.

Fists of fury now makes a lot more sense. Thanks for clarify that.

I like the way you described the Haymaker that the Defenders have. That is so much clearer now.


I'm thinking that the dual horns could benefit from Full Attack of both Bite and Horn. Bite +9 melee (1d6+5) AND 2 Gores +5 melee (1d8+5). You can even bump up the damage on the bite to (1d6+7) for 1 1/2 times Str because it has such powerful jaws. The way the horns are situated, it would be easy to bite and gore the same target.

I have to admit, I don't quite get the Extractor. Is this something encountered underwater? What is the aqua shooter? If it's an item, then you should list it in the treasure as well.

Garuda look good. I like that they only get one attack until #3.

Gemini looks good. Are the weapons natural attacks? If they aren't, then the creatures CAN benefit from multiple attacks based on BAB. I'm thinking that these weapons should probably also be magically enhanced or at least masterwork quality.

It looks like the Geosgaeno has two mouths [at least in the picture] so this is the one time that the 2 bite attacks don't look out of place.

Are FFX ghosts incorporeal like regular D&D ghosts? If so, they need that added: http://www.d20srd.org/srd/typesSubtypes.htm#incorporealSubtype
I'm guessing that these are significantly different from reguar D&D ghosts. This is where a little game knowledge would come in handy.

The Graat's CR is way too high. As long as the party can target it from beyond it's 30 ft. distance, they are golden. I'd drop the CR to 4.

Grendel should be able to gore and bite at the same time instead of two bites or two gores. Because it is HUGE you might want to consider giving it a 2d8 Crush attack like a dragon has. This will beef it up a little to justify the CR 10 that you've given it.

Ice Flan should be vulnerable to fire. I'm not sure that DR 35/magic for a 7 hit die monster is really appropriate. Usually DR is usualy between 5 and 15. I realize that you wanted to beef it up, but I don't think that was the way to go.

Iron Giant look okay. As long as the weapons aren't natural it can use its full BAB +9/+4. It's hard to tell with constructs whether the weapons are natural.

Kusariqqi and Lamashtu should only have one bite as full attack. CR should be lower for both of them by 1 or 2.

Landworm still looks off to me. It should have 1 bite and 1 tail slap perhaps.

Master Tonberry attacks with a weapon not a with a natural attack so he can still use his melee +19/+14 with his chef's knife. That knife does a wicked amount of damage. I think it needs to be more than a standard chef knife to jusify the amount of damage it does. Perhaps Vicious to explain it.

The mech look okay but the CR is probably a little high for them. CR is 3/4 HD it looks like. DR is still a little wonky. If the leader has 20 give the other 15/10/5 depending on rank. It's a little more consistent that way.

Dang that was a lot to look after!

Debby

Zeta Kai
2008-09-08, 11:24 PM
...

Fixed some stuff (again). Here's a rough breakdown:
Got rid of "2 Bites" & "2 Gores" for almost every monster (except Geosgaeno).
Biran Ronso got a Slam attack (even though a Ronso with class levels normally would not gain such a thing).
Jecht's Apocalypse Sword is now statted properly.
Megiddo Flame is a natural ranged weapon, & as such can only be done once per round. It has not been changed.
Dual Horns/Grendel now have 1 bite & 2 gores on a full attack.
Extractor is an underwater boss for the Moonflow area. It has not been changed.
Gemini/Iron Giant's weapons are not natural, & as such they have the standard full attack progression. I've added their weapons to the treasure.
Ghosts in FFX do not seem to be incorporeal. I've considered making them such, but I'm still not sure. Thoughts?
The range of Grat's Seed Cannon has been increased. I'm considering other ways to increase their threat level.
Ice Flans have the Cold subtype already, which has a vulnerability to fire damage built in.
All flans have DR equal to 5 Χ HD. It's not stated anywhere; it's just a personal design philosophy.
Land Worms should be okay with 2 slams in their full attack.
Tonberry's stats now include a clarification for the Chef's Knife attack.
Challenge Ratings will not be adjusted; if a creature does not fully match its CR, the stats will be changed to make it fit better.
Hopefully that will take care of most of the full attack issues.

Zeta Kai
2008-09-08, 11:30 PM
Murussu
http://www.geocities.com/final10eng/monsters/1102.jpg
Small Aberration (Fiend)
Hit Dice: 5d8+25 (47HP)
Initiative: -1
Speed: 20’ (4 squares)
Armor Class: 19 (+1 size, -1 Dex, +9 natural); touch 10; flat-footed 19
Base Attack/Grapple: +3/+2
Attack: Slam +7 melee (1d4+3 + Slow)
Full Attack: 2 Slams +7 melee (1d4+3 + Slow)
Space/Reach: 5’/5’
Special Attacks: Slow
Special Qualities: Aberration traits
Saves: Fort +8, Ref +0, Will +5
Abilities: Str 16 (+3), Dex 9 (-1), Con 19 (+4), Int 4 (-3), Wis 13 (+1), Cha 12 (+1)
Skills: Listen +4, Spot +3, Survival +4
Feats: Great Fortitude, Improved Toughness
Environment: cold forest (Macalania)
Organization: pair or party (1 with a group of 1-3 Fiends)
Challenge Rating: 6
Treasure: standard
Normal/Rare Steal: Hi-Potion/Hypello Potion
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 10d6+40 (75MP)

• Slow (Ex): inflicts Slowed status for 3 rounds on 1 opponent; Fortitude save (DC13) to resist; the save DC is Wisdom-based

Zeta Kai
2008-09-09, 07:48 AM
Mushussu
http://www.geocities.com/final10eng/monsters/1204.jpg
Large Animal (Fiend)
Hit Dice: 6d8+18 (45HP)
Initiative: +3
Speed: 30’ (6 squares)
Armor Class: 14 (-1 size, +3 Dex, +2 natural); touch 12; flat-footed 11
Base Attack/Grapple: +4/+13
Attack: Bite +8 melee (1d8+5 + Slow)
Full Attack: Bite +8 melee (1d8+5 + Slow)
Space/Reach: 10’/5’
Special Attacks: Breath, Slow
Special Qualities: Animal traits
Saves: Fort +5, Ref +8, Will +4
Abilities: Str 21 (+5), Dex 16 (+3), Con 17 (+3), Int 1 (-5), Wis 15 (+2), Cha 14 (+2)
Skills: Listen +9, Spot +8
Feats: Alertness, Great Fortitude, Track
Environment: warm desert (Sanubia Desert)
Organization: pair or party (1 with a group of 1-3 Fiends)
Challenge Rating: 6
Treasure: standard
Normal/Rare Steal: Hi-Potion/Gold Hourglass
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 6d6+24 (45MP)

• Breath (Su): once every 1d4+1 rounds, the creature can emit a 45’ cone of deadly breath, dealing 2d6 points of acid damage; Reflex save (DC15) for half damage; the save DC is Wisdom-based; this is a standard action that does not provoke attacks of opportunity

• Slow (Ex): inflicts Slowed status for 3 rounds on 1 opponent; Fortitude save (DC15) to resist; the save DC is Wisdom-based

Lochar
2008-09-09, 09:19 AM
Ghosts in FFX do not seem to be incorporeal. I've considered making them such, but I'm still not sure. Thoughts?

You could make them incorporeal with the Ghostly Grasp feat. I recall the unsent being able to make themselves more 'translucent' if they let go of the concentration required to hold their forms together.

Zeta Kai
2008-09-09, 11:47 AM
You could make them incorporeal with the Ghostly Grasp feat.

Oh yeah, from Libris Mortis. I like that, I think I'll do it.

Debihuman
2008-09-09, 12:23 PM
Fixed some stuff (again). Here's a rough breakdown:
[LIST] Got rid of "2 Bites" & "2 Gores" for almost every monster (except Geosgaeno).
Biran Ronso got a Slam attack (even though a Ronso with class levels normally would not gain such a thing)..

Normally, a Ronso with class levels would have some kind of weapon, but you neglected to give him one. Is he only fighting with unarmed attacks or are you keeping the slam? Unarmed attacks are fairly wimpy See below:



Unarmed Attacks
Striking for damage with punches, kicks, and head butts is much like attacking with a melee weapon, except for the following:

Attacks of Opportunity
Attacking unarmed provokes an attack of opportunity from the character you attack, provided she is armed. The attack of opportunity comes before your attack. An unarmed attack does not provoke attacks of opportunity from other foes nor does it provoke an attack of opportunity from an unarmed foe.

An unarmed character can’t take attacks of opportunity (but see "Armed" Unarmed Attacks, below).

"Armed" Unarmed Attacks
Sometimes a character’s or creature’s unarmed attack counts as an armed attack. A monk, a character with the Improved Unarmed Strike feat, a spellcaster delivering a touch attack spell, and a creature with natural physical weapons all count as being armed.

Note that being armed counts for both offense and defense (the character can make attacks of opportunity)

Unarmed Strike Damage
An unarmed strike from a Medium character deals 1d3 points of damage (plus your Strength modifier, as normal). A Small character’s unarmed strike deals 1d2 points of damage, while a Large character’s unarmed strike deals 1d4 points of damage. All damage from unarmed strikes is nonlethal damage. Unarmed strikes count as light weapons (for purposes of two-weapon attack penalties and so on).

Dealing Lethal Damage
You can specify that your unarmed strike will deal lethal damage before you make your attack roll, but you take a -4 penalty on your attack roll. If you have the Improved Unarmed Strike feat, you can deal lethal damage with an unarmed strike without taking a penalty on the attack roll.


If you look at the Orc warrior in the MM or online in the SRD [ http://www.d20srd.org/srd/monsters/Orc.htm ] it's got a weapon so giving a classed monster a weapon makes more sense than giving it slam. This is partly my error too since I should have noticed this sooner.

Debby

Debihuman
2008-09-09, 01:35 PM
The 12 HD Dark Flan has DR 60/magic! That's way too much damage reduction. Not even epic creatures have that much damage reduction. It's 4 times better than what the tarrasque has.

Have you looked at the Rules Compendium on damage reduction? DR should be between 5 and 15.

I understand that the various flans rely heavily on damage reduction in the video game, but for a d20 game that is just going to drag out combat unless the party is equipped with epic weapons or artifacts or spells that can do massive amounts of damage. It's not appropriate to a CR 11.

If you give the Dark Flan DR 15/magic, then the Aqua Flan should have DR/10, and the Fire and Ice Flans should have DR/5.

This is more in keeping with their number of hit dice and their challenge rating.

Debby

Debihuman
2008-09-09, 02:03 PM
Gemini
Attack: Longsword +15 melee (2d6+4) or Heavy Mace +15 melee (2d6+4)
Full Attack: Longsword +15/+10/+5 melee (2d6+4) or Heavy Mace +15/+10/+

Since it has a masterwork weapon, it add +1 to attack rolls. Attack should be +16.

Debby

Debihuman
2008-09-09, 02:38 PM
Geosgaeno #2

Bite attack is +38 melee (you and I forgot to add the +4 to the bite from Improved Natural Attack). Doh! And the punchs should be secondary attacks and should have a +29 melee [they are still considered secondary attacks and get the -5 penalty].

Debby

Zeta Kai
2008-09-09, 07:26 PM
Nebiros
http://www.geocities.com/final10eng/monsters/1402.jpg
Medium Vermin (Fiend)
Hit Dice: 6d8 (27HP)
Initiative: +5
Speed: 10’ (2 squares), Fly 50’ (10 squares, good maneuverability)
Armor Class: 16 (+5 Dex, +1 natural); touch 15; flat-footed 11
Base Attack/Grapple: +4/+4
Attack: Sting +4 melee (1d6 + Poison)
Full Attack: Sting +4 melee (1d6 + Poison)
Space/Reach: 5’/5’
Special Attacks: Poison
Special Qualities: Vermin traits
Saves: Fort +5, Ref +7, Will +3
Abilities: Str 11 (+0), Dex 20 (+5), Con 11 (+0), Int -- (+0), Wis 13 (+1), Cha 9 (-1)
Skills: N/A
Feats: HoverB
Environment: temperate plains (Calm Lands)
Organization: pair or party (1 with a group of 1-3 Fiends)
Challenge Rating: 4
Treasure: standard
Normal/Rare Steal: Poison Fang/Poison Fang (Χ2)
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 6d6+24 (45MP)

• Poison (Ex): inflicts Poison status on 1 opponent; Fortitude save (DC14) to resist; the save DC is Wisdom-based

Zeta Kai
2008-09-10, 07:30 AM
Negator
http://www.geocities.com/final10eng/monsters/1113.jpg
Tiny Construct
Hit Dice: 3d10 (16HP)
Initiative: +4
Speed: Fly 50’ (10 squares, perfect maneuverability)
Armor Class: 17 (+2 size, +4 Dex, +1 natural); touch 16; flat-footed 13
Base Attack/Grapple: +2/-5
Attack: N/A
Full Attack: N/A
Space/Reach: 2½’/0’
Special Attacks: Anti-Magic Field
Special Qualities: Construct traits
Saves: Fort +3, Ref +5, Will +3
Abilities: Str 12 (+1), Dex 18 (+4), Con -- (+0), Int 1 (-5), Wis 15 (+2), Cha 1 (-5)
Skills: Listen +5, Spot +8
Feats: Great Fortitude, Skill Focus (Spot)
Environment: any (Macalania)
Organization: unit (with Crawler or group of 1-3 Fiends)
Challenge Rating: 2
Treasure: standard
Normal/Rare Steal: Hi-Potion/Hi-Potion
Alignment: always Neutral
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 3d4 (7MP)

• Anti-Magic Field: the creature emits an anti-magic field with a radius of 20’; no supernatural ability, spell-like ability, or spell works within the area (see Antimagic (http://www.d20srd.org/srd/specialAbilities.htm#antimagic) for details), the creature can emit or remove the field as a swift action

Zeta Kai
2008-09-10, 02:53 PM
Nidhogg
http://www.geocities.com/final10eng/monsters/1507.jpg
Large Animal (Fiend)
Hit Dice: 7d8+28 (59HP)
Initiative: +3
Speed: 30’ (6 squares)
Armor Class: 14 (-1 size, +3 Dex, +2 natural); touch 12; flat-footed 11
Base Attack/Grapple: +5/+15
Attack: Bite +10 melee (1d8+6 + Slow)
Full Attack: Bite +10 melee (1d8+6 + Slow)
Space/Reach: 10’/5’
Special Attacks: Breath, Slow
Special Qualities: Animal traits
Saves: Fort +11, Ref +8, Will +4
Abilities: Str 23 (+6), Dex 17 (+3), Con 19 (+4), Int 1 (-5), Wis 15 (+2), Cha 15 (+2)
Skills: Listen +9, Spot +9
Feats: Alertness, Great Fortitude, Track
Environment: underground or cold mountains (Calm Lands, Mt. Gagazet)
Organization: pair or party (1 with a group of 1-3 Fiends)
Challenge Rating: 7
Treasure: standard
Normal/Rare Steal: Hi-Potion/Gold Hourglass
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 7d6+28 (52MP)

• Breath (Su): once every 1d4+1 rounds, the creature can emit a 45’ cone of deadly breath, dealing 2d6 points of acid damage; Reflex save (DC15) for half damage; the save DC is Wisdom-based; this is a standard action that does not provoke attacks of opportunity

• Slow (Ex): inflicts Slowed status for 3 rounds on 1 opponent; Fortitude save (DC15) to resist; the save DC is Wisdom-based

Zeta Kai
2008-09-11, 09:42 AM
Oblitzerator
http://images.wikia.com/finalfantasy/images/d/d4/Oblitzerator_FFX.jpg
Huge Construct
Hit Dice: 8d10+40 (84HP)
Initiative: -4
Speed: 10’ (2 squares)
Armor Class: 12 (-2 size, -4 Dex, +8 natural); touch 4; flat-footed 12
Base Attack/Grapple: +6/+23
Attack: Blitzball +6 ranged (2d6+9, 50’ range)
Full Attack: Blitzball +6/+1 ranged (2d6+9, 50’ range)
Space/Reach: 15’/10’
Special Attacks: Blind Ball, Mute Ball, Sleep Ball
Special Qualities: Construct traits
Saves: Fort +2, Ref -2, Will +2
Abilities: Str 28 (+9), Dex 14 (+2), Con -- (+0), Int -- (+0), Wis 11 (+0), Cha 1 (-5)
Skills: N/A
Feats: Power AttackB
Environment: any (Luca)
Organization: solitary
Challenge Rating: 7
Treasure: 2Χ standard
Normal/Rare Steal: N/A/N/A
Alignment: Neutral
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 8d4 (20MP)

• Blind Ball (Ex): once every 1d4+1 rounds, 1 successful Blitzball attack has inflicts Blind status for 1 round on 1 opponent; Fortitude save (DC14) to resist; the save DC is Wisdom-based

• Mute Ball (Ex): once every 1d4+1 rounds, 1 successful Blitzball attack has inflicts Mute status for 1 round on 1 opponent; Fortitude save (DC14) to resist; the save DC is Wisdom-based

• Sleep Ball (Ex): once every 1d4+1 rounds, 1 successful Blitzball attack has inflicts Sleep status for 1 round on 1 opponent; Fortitude save (DC14) to resist; the save DC is Wisdom-based

Lochar
2008-09-11, 09:55 AM
The 12 HD Dark Flan has DR 60/magic! That's way too much damage reduction. Not even epic creatures have that much damage reduction. It's 4 times better than what the tarrasque has.

Have you looked at the Rules Compendium on damage reduction? DR should be between 5 and 15.

I understand that the various flans rely heavily on damage reduction in the video game, but for a d20 game that is just going to drag out combat unless the party is equipped with epic weapons or artifacts or spells that can do massive amounts of damage. It's not appropriate to a CR 11.

If you give the Dark Flan DR 15/magic, then the Aqua Flan should have DR/10, and the Fire and Ice Flans should have DR/5.

This is more in keeping with their number of hit dice and their challenge rating.

Debby

It isn't all that hard to get magic weapons (or the magic weapon spell if you're just importing monsters and not the classes into your game), which neatly bypass DR 60/magic. They're meant to be stupidly hard against melee, but bypassed by magic. I'd actually suggest instead using Debby's lowered DR numbers, but make it DR /-. That way any physical attacks get reduced, but magic bypasses that.

Debihuman
2008-09-11, 11:39 AM
It isn't all that hard to get magic weapons (or the magic weapon spell if you're just importing monsters and not the classes into your game), which neatly bypass DR 60/magic. They're meant to be stupidly hard against melee, but bypassed by magic. I'd actually suggest instead using Debby's lowered DR numbers, but make it DR /-. That way any physical attacks get reduced, but magic bypasses that.

I wholeheartedly agree. DR 15/- is much, much better.

Anyhow, the Oblitzerator is really cool. It and the negator need some construction stuff but that's minor. If I could figure out the construction rules I'd do it myself.

I sometimes wonder if your fiends should all lose the animal type and all be magical beasts. The animal category doesn't really fit them.

Debby

Zeta Kai
2008-09-11, 05:29 PM
I may consider a DR reduction (?), but not so low as DR15/magic. DR/-- is inappropriate for the flans/elementals, as that is not representative of how they appear in the game. I will address this when I have time. Move along. :smallwink:

Zeta Kai
2008-09-11, 05:32 PM
Ochu
http://www.ffcompendium.com/EspMon/ochu10-a.jpg
Large Plant (Fiend)
Hit Dice: 7d8+21 (52HP)
Initiative: +5
Speed: 15’ (3 squares)
Armor Class: 12 (-1 size, +1 Dex, +2 natural); touch 10; flat-footed 11
Base Attack/Grapple: +5/+15
Attack: Tentacle +10 melee (1d8+6 + Poison)
Full Attack: 2 Tentacles +10 melee (1d8+6 + Poison)
Space/Reach: 10’/10’
Special Attacks: Ochu Dance, Poison
Special Qualities: Plant traits
Saves: Fort +8, Ref +8, Will +1
Abilities: Str 23 (+6), Dex 13 (+1), Con 17 (+3), Int 3 (-4), Wis 8 (-1), Cha 3 (-4)
Skills: Climb +9, Listen +2, Move Silently +5
Feats: Dodge, Improved Initiative, Lightning Reflexes
Environment: temperate marshes (Moonflow)
Organization: pair or party (1 with a group of 1-3 Fiends)
Challenge Rating: 6
Treasure: standard
Normal/Rare Steal: Remedy/Remedy (Χ2)
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 7d6+28 (52MP)

• Ochu Dance (Su): the creature dances as it releases a 45’ cloud of spores; this attack is a full-round action that does not provoke attacks of opportunity; all creatures caught within the cloud are affected by the following status effects:
inflicts Blind status for 3 rounds; Fortitude save (DC12) to resist; the save DC is Wisdom-based
inflicts Confused status; Will save (DC12) to resist; the save DC is Wisdom-based
inflicts Mute status for 3 rounds; Fortitude save (DC12) to resist; the save DC is Wisdom-based
inflicts Slowed status for 5 rounds; Fortitude save (DC12) to resist; the save DC is Wisdom-based

• Poison (Ex): inflicts Poison status on 1 opponent; Fortitude save (DC12) to resist; the save DC is Wisdom-based

Zeta Kai
2008-09-12, 11:32 AM
Octopus
http://www.geocities.com/final10eng/monsters/1316.jpg
Large Animal (Aquatic, Fiend)
Hit Dice: 10d8+20 (65HP)
Initiative: +2
Speed: 15’ (3 squares), Swim 40’ (8 squares)
Armor Class: 14 (-1 size, +2 Dex, +3 natural); touch 11; flat-footed 12
Base Attack/Grapple: +7/+16
Attack: Slap +11 melee (1d8+5) or Tentacle +11 melee (1d8+5 + Slow)
Full Attack: 2 Slaps +11 melee (1d8+5) or 2 Tentacles +11 melee (1d8+5 + Slow)
Space/Reach: 10’/10’
Special Attacks: Slow
Special Qualities: Animal traits, Aquatic traits
Saves: Fort +8, Ref +9, Will +4
Abilities: Str 20 (+5), Dex 15 (+2), Con 13 (+1), Int 2 (-4), Wis 12 (+1), Cha 3 (-4)
Skills: Hide +8, Listen +7, Spot +5, Swim +9
Feats: Alertness, Improved Toughness, Run, Skill Focus (Hide)
Environment: temperate aquatic (Bevelle)
Organization: pair or party (1 with a group of 1-3 Fiends)
Challenge Rating: 9
Treasure: standard
Normal/Rare Steal: Dragon Scale (Χ2)/Water Gem (Χ2)
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 10d6+40 (75MP)

• Slow (Ex): inflicts Slowed status for 3 rounds on 1 opponent; Fortitude save (DC16) to resist; the save DC is Wisdom-based

Zeta Kai
2008-09-12, 11:49 AM
Alright, I fixed the Damage Reduction for the flans & the elements. All flans have DR=HDΧ2, while all elements have DR=HDΧ1. Enjoy.

Debihuman
2008-09-12, 12:12 PM
Thanks Zeta. They look much more playable now. I know it was a total pain so I really appreciate that you made the changes. No more quibbles from the peanut gallery (well at least not from me)

Debby

Zeta Kai
2008-09-12, 10:17 PM
Thanks Zeta. They look much more playable now. I know it was a total pain so I really appreciate that you made the changes. No more quibbles from the peanut gallery (well at least not from me)

Well, if I can please one person the internet, then I've done my job. :smallwink:

Zeta Kai
2008-09-12, 10:19 PM
Ogre
http://www.geocities.com/final10eng/monsters/1405.jpg
Large Monstrous Humanoid (Fiend)
Hit Dice: 11d8+22 (71HP)
Initiative: +0
Speed: 40’ (8 squares)
Armor Class: 11 (-1 size, +2 natural); touch 9; flat-footed 11
Base Attack/Grapple: +11/+20
Attack: Slam +15 melee (1d8+5)
Full Attack: 2 Slams +15 melee (1d8+5)
Space/Reach: 10’/10’
Special Attacks: Counterattack
Special Qualities: Monstrous Humanoid traits. Powerful Build
Saves: Fort +5, Ref +7, Will +8
Abilities: Str 20 (+5), Dex 10 (+0), Con 15 (+2), Int 7 (-2), Wis 12 (+1), Cha 8 (-1)
Skills: Listen +6, Spot +5, Survival +6
Feats: Cleave, Great Cleave, Improved Bullrush, Power Attack
Environment: temperate plains (Calm Lands)
Organization: pair or party (1 with a group of 1-3 Fiends)
Challenge Rating: 9
Treasure: standard
Normal/Rare Steal: Stamina Spring/Stamina Spring (Χ2)
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 11d6+44 (82MP)

• Counterattack (Ex): upon being hit by a successful physical attack, the creature gains 1 extra attack of opportunity against an opponent that successfully hit them, even if the attack wouldn’t normally allow an attack of opportunity

• Powerful Build (Ex): whenever the creature is subject to any size modifier, it is treated as 1 size larger if doing so is advantageous to it; it is also considered to be 1 size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect it; the creature can use weapons designed for a creature 1 size larger without penalty; however, its space & reach remain those of a creature of its actual size; the benefits of this racial trait stack with the effects of powers, abilities, & spells that change the subject’s size category

Zeta Kai
2008-09-13, 12:18 PM
Omega Weapon
http://www.ffcompendium.com/EspMon/omegaweapon10-a.jpg
Gargantuan Aberration (Fiend)
Hit Dice: 37d8+481 (647HP)
Initiative: +5
Speed: 40’ (8 squares)
Armor Class: 19 (-4 size, +1 Dex, +12 natural); touch 7; flat-footed 18
Base Attack/Grapple: +27/+56
Attack: Slam +40 melee (3d8+17) or Core Energy +24 ranged (2d8, 19-20/Χ3, 140’ range)
Full Attack: 2 Slams +40 melee (3d8+17) or Core Energy +24 ranged (2d8, 19-20/Χ3, 140’ range)
Space/Reach: 20’/20’
Special Attacks: Break, Confuse, Demi, Nova, Shimmering Rain, Ultima
Special Qualities: Aberration traits, Damage Reduction 9/--, Spell Resistance 18
Saves: Fort +25, Ref +15, Will +24
Abilities: Str 44 (+17), Dex 12 (+1), Con 36 (+13), Int 7 (-2), Wis 19 (+4), Cha 24 (+7)
Skills: Balance +6, Concentration +18, Jump +22, Knowledge (arcana) +3, Listen +9, Spellcraft +6, Spot +9, Survival +9
Feats: Blind-Fight, Cleave, Dodge, Great Cleave, Improved Bullrush, Improved Initiative, Improved Natural Attack (Slam), Improved Overrun, Improved Sunder, Lightning Reflexes, Mighty Blow, Power Attack, Skill Focus (Spellcraft)
Environment: underground (Omega Ruins)
Organization: solitary
Challenge Rating: 24
Treasure: 2Χ standard
Normal/Rare Steal: N/A/N/A
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 74d6+296 (555MP)

• Break (Sp): ranged touch attack that inflicts Petrified status on 1 opponent within 140’ on a successful hit; Fortitude save (DC32) to resist; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 18MP to use

• Confuse (Sp): inflicts Confused status on 1 opponent within 140’; Will save (DC35) to resist; the save DC is Charisma-based; this is a standard action that provokes attacks of opportunity; this ability costs 7MP to use

• Demi (Sp): this ability reduces the current HP of all opponents within 140’ by 25%; Fortitude save (DC32) for half damage; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 32MP to use

• Nova (Su): automatically hits all opponents within 140’, dealing 20d12 points of non-specified damage (no saving throw); this is a full-round action that does not provoke attacks of opportunity; this ability can be used once per day

• Shimmering Rain (Sp): you can pelt your opponents with searing rain; this attack inflicts 37d6+37 points of acid damage per class level to all opponents within 140’; your opponent can each make a Fortitude save (DC26) for half damage; the save DC is Intelligence-based; this is a standard action that provokes attacks of opportunity; this ability costs 42MP to use

• Ultima (Sp): this attack inflicts 20d6+80 points of non-specified damage to all opponents within 140’; your opponents can each make a Fortitude save (DC26) for half damage; the save DC is Intelligence-based; any opponent reduced to 0 or fewer HP by this attack is entirely disintegrated, leaving behind only a trace of fine dust; a disintegrated creature’s equipment is unaffected; this attack can only target creatures, not objects; this is a full-round action that provokes attack of opportunity; this ability costs 90MP to use

Debihuman
2008-09-13, 04:53 PM
• Break (Sp): ranged touch attack that inflicts Petrified status on 1 opponent within 30’ on a successful hit; Fortitude save (DC32) to resist; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 18MP to use

• Confuse (Sp): inflicts Confused status on 1 opponent within 30’; Will save (DC35) to resist; the save DC is Charisma-based; this is a standard action that provokes attacks of opportunity; this ability costs 7MP to use

• Demi (Sp): this ability reduces the current HP of all opponents within 30’ by 25%; Fortitude save (DC32) for half damage; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 32MP to use

• Nova (Su): automatically hits all opponents within 30’, dealing 20d12 points of non-specified damage (no saving throw); this is a full-round action that does not provoke attacks of opportunity; this ability can be used once per day

• Shimmering Rain (Sp): you can pelt your opponents with searing rain; this attack inflicts 37d6+37 points of acid damage per class level to all opponents within 30’; your opponent can each make a Fortitude save (DC26) for half damage; the save DC is Intelligence -based; this is a standard action that provokes attacks of opportunity; this ability costs 42MP to use

• Ultima (Sp): this attack inflicts 20d6+80 points of non-specified damage to all opponents within 30’; your opponents can each make a Fortitude save (DC26) for half damage; the save DC is Intelligence-based; any opponent reduced to 0 or fewer HP by this attack is entirely disintegrated, leaving behind only a trace of fine dust; a disintegrated creature’s equipment is unaffected; this attack can only target creatures, not objects; this is a full-round action that provokes attack of opportunity; this ability costs 90MP to use[/spoiler]


The ranges on the Omega Weapon's special abilities should really be more than 30 feet since it has 20 ft. reach capability. 50 ft. probably (reach +30 additional feat) What do you think?

Debby

Zeta Kai
2008-09-14, 12:27 AM
Phlegyas
http://www.geocities.com/final10eng/monsters/1318.jpg
Medium Animal (Aquatic, Fiend)
Hit Dice: 10d8+10 (55HP)
Initiative: +7
Speed: 10’ (2 squares), Swim 30’ (6 squares)
Armor Class: 15 (+3 Dex, +2 natural); touch 13; flat-footed 12
Base Attack/Grapple: +7/+8
Attack: Tentacle +8 melee (1d6+1)
Full Attack: 2 Tentacles +8 melee (1d6+1)
Space/Reach: 5’/5’
Special Attacks: Sonic Wave
Special Qualities: Animal traits, Aquatic traits
Saves: Fort +8, Ref +10, Will +3
Abilities: Str 13 (+1), Dex 17 (+3), Con 12 (+1), Int 3 (-4), Wis 11 (+0), Cha 5 (-3)
Skills: Climb +6, Listen +5, Spot +5, Swim +10
Feats: Alertness, Athletic, Improved Initiative, Skill Focus (Swim)
Environment: temperate aquatic (Bevelle)
Organization: solitary
Challenge Rating: 8
Treasure: standard
Normal/Rare Steal: Dragon Scale (Χ2)/Water Gem
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 10d6+40 (75MP)

• Sonic Wave (Su): this attack inflicts 1d6+1 points of water (force) damage to all opponents within 40’; Fortitude save (DC16) for half damage; the save DC is Strength-based; this is a standard action that does not provoke attacks of opportunity

Kellus
2008-09-14, 12:30 AM
This is crazy. Amazingly crazy. I am continually impressed by the sheer depth you go to in your homebrews.

Great job!

Zeta Kai
2008-09-14, 12:41 PM
Piranha
http://www.geocities.com/final10eng/monsters/0204.jpg
Small Animal (Aquatic, Fiend)
Hit Dice: ½d8 (2HP)
Initiative: +1
Speed: Swim 30’ (6 squares)
Armor Class: 14 (+1 size, +1 Dex, +2 natural); touch 12; flat-footed 13
Base Attack/Grapple: +0/-6
Attack: Bite -1 melee (1d4-2)
Full Attack: Bite -1 melee (1d4-2)
Space/Reach: 5’/5’
Special Attacks: N/A
Special Qualities: Animal traits, Aquatic traits
Saves: Fort +1, Ref +2, Will +1
Abilities: Str 7 (-2), Dex 13 (+1), Con 11 (+0), Int 1 (-5), Wis 12 (+1), Cha 3 (-4)
Skills: Swim +0
Feats: N/A
Environment: warm aquatic (Al Bhed Territory)
Challenge Rating: Ό
Treasure: standard
Normal/Rare Steal: Grenade/Grenade (Χ2)
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 0MP

Zeta Kai
2008-09-14, 09:55 PM
Pterya (Valefor)
http://images4.wikia.nocookie.net/finalfantasy/images/6/6e/Valeforimage.jpg
Large Outsider (Aeon)
Hit Dice: 14d8+84 (147HP)
Initiative: +5
Speed: 30’ (6 squares), Fly 90’ (18 squares, average maneuverability)
Armor Class: 27 (-1 size, +5 Dex, +13 natural); touch 14; flat-footed 22
Base Attack/Grapple: +14/+24
Attack: Bite +19 melee (1d8+6)
Full Attack: Bite +19 melee (1d8+6)
Space/Reach: 10’/10’
Special Attacks: Energy Ray, Sonic Wings
Special Qualities: Aeon Boost, Aeon Shield, Aeon traits, Outsider traits
Saves: Fort +15, Ref +14, Will +14
Abilities: Str 23 (+6), Dex 21 (+5), Con 23 (+6), Int 22 (+6), Wis 20 (+5), Cha 22 (+6)
Skills: Balance +21, Climb +22, Concentration* +14, Gather Information* +14, Intimidate +22, Jump +22, Knowledge (geography)* +14, Knowledge (planes)* +14, Listen +21, Search* +14, Sense Motive +21, Spellcraft* +14, Spot +21, Survival +19, Tumble +21
Feats: Dodge, Flyby Attack, HoverB, Mobility, Power Attack, Wingover
Environment: any (Bevelle)
Organization: solitary
Challenge Rating: 13
Treasure: 2Χ standard
Normal/Rare Steal: N/A/N/A
Alignment: Neutral
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 56d6+224 (420MP)

• Energy Ray (Su): automatically hits all opponents within 65’ with a ray of fierce energy, dealing 4d8 points of damage to each (no saving throw); this is a full-round action that does not provoke attacks of opportunity; this ability costs 100OP to use

• Sonic Wings (Su): Pterya can beat its wings with deadly force while hovering; all creatures within 65’ take sonic damage equal to 1d8+6 & a -5 Initiative penalty for the next round; if a creature makes a Fortitude save (DC22), then they only take half damage & negate the Initiative penalty; the save DC is Wisdom-based; this is a standard action that does not provoke attacks of opportunity

• Aeon Boost (Su): Pterya can choose, as a swift action, to lower it’s defenses for 1 round; during that round, all damage sustained by the Aeon is multiplied by 1.5; because of this, all Overdrive Points (OP’s) accrued during that round are multiplied by 3

• Aeon Shield (Su): Pterya can choose, as a swift action, to raise it’s defenses for 1 round; during that round, all damage sustained by the Aeon is reduced by 75%; because of this, the Aeon cannot accrue Overdrive Points (OP’s) during that round

Zeta Kai
2008-09-15, 08:20 AM
Puroboros
http://www.geocities.com/final10eng/monsters/2009.jpg
Medium Outsider (Fiend)
Hit Dice: 14d8+70 (133HP)
Initiative: +10
Speed: Fly 20’ (4 squares, clumsy maneuverability)
Armor Class: 21 (+6 Dex, +5 natural); touch 16; flat-footed 15
Base Attack/Grapple: +14/+18
Attack: Blast +20 ranged (1d6+4 + 3d6 fire, 19-20/Χ2, 30’ range)
Full Attack: Blast +20 ranged (1d6+4 + 3d6 fire, 19-20/Χ2, 30’ range)
Space/Reach: 5’/5’
Special Attacks: Firaga, Self-Destruct
Special Qualities: Outsider traits
Saves: Fort +14, Ref +17, Will +11
Abilities: Str 18 (+4), Dex 23 (+6), Con 21 (+5), Int 6 (-2), Wis 15 (+2), Cha 13 (+1)
Skills: Bluff +14, Hide +15, Intimidate +10, Listen +8, Move Silently +16, Search +7, Sense Motive +12, Spot +13, Survival +9
Feats: Dodge, HoverB, Improved Initiative, Lightning Reflexes, Mobility, Spring Attack
Environment: underground (Omega Ruins)
Organization: 3 or party (1 with a group of 1-3 Fiends)
Challenge Rating: 12
Treasure: standard
Normal/Rare Steal: Fire Gem (Χ3)/Fire Gem (Χ4)
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 56d6+224 (420MP)

• Firaga (Sp): this is a ranged touch attack that deals 14d8+28 points of fire damage to 1 opponent within 60’ on a successful hit; Fortitude save (DC19) for half damage; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 8MP to use

• Self-Destruct (Su): after taking damage from a physical attack, the creature increases in size by 1’ in diameter (no stat changes, size increase lasts for 1d6+4 minutes); after the 3rd successful physical attack, the creature explodes as an immediate action, destroying it & dealing 6d6 points of fire damage to everything within a 60’ radius (no saving throw)

Zeta Kai
2008-09-15, 05:23 PM
Qactuar
http://images1.wikia.nocookie.net/finalfantasy/images/0/08/200px-Cactuar.png
Tiny Plant (Fiend)
Hit Dice: 5d8+5 (27HP)
Initiative: +5
Speed: 30’ (6 squares)
Armor Class: 19 (+2 size, +5 Dex, +2 natural); touch 17; flat-footed 14
Base Attack/Grapple: +3/-5
Attack: Slam +5 melee (1d3)
Full Attack: Slam +5 melee (1d3)
Space/Reach: 2½’/0’
Special Attacks: 100 Needles
Special Qualities: Plant traits
Saves: Fort +5, Ref +6, Will +2
Abilities: Str 10 (+0), Dex 21 (+5), Con 13 (+1), Int 11 (+0), Wis 13 (+1), Cha 14 (+2)
Skills: Balance +7, Hide +8, Jump +5, Move Silently +6, Tumble +11
Feats: Dodge, Mobility
Environment: temperate plains (Thunder Plains)
Organization: 3 or party (1 with a group of 1-3 Fiends)
Challenge Rating: 6
Treasure: standard
Normal/Rare Steal: Chocobo Feather/Chocobo Feather
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 5d6+20 (37MP)

• 100 Needles (Su): the creature can emit 100 deadly needles, targeting 1 opponent; this is a +7 ranged attack that deals 10 points of piercing damage (no saving throw); 30’ range; this ability is a standard action that does not provoke attacks of opportunity, & can be done up to once every round

Zeta Kai
2008-09-16, 09:30 AM
Ragora
http://www.geocities.com/final10eng/monsters/0501.jpg
Medium Plant (Fiend)
Hit Dice: 2d8+6 (15HP)
Initiative: -1
Speed: 5’ (1 square)
Armor Class: 7 (-5 Dex, +2 natural); touch 5; flat-footed 7
Base Attack/Grapple: +1/+1
Attack: N/A
Full Attack: N/A
Space/Reach: 5’/5’
Special Attacks: Seed Cannon
Special Qualities: Plant traits
Saves: Fort +6, Ref -5, Will +1
Abilities: Str 10 (+0), Dex 1 (-5), Con 16 (+3), Int 1 (-5), Wis 12 (+1), Cha 5 (-3)
Skills: Listen +4, Survival +3
Feats: Improved Initiative
Environment: warm forests (Kilika)
Organization: pair or party (1 with a group of 1-3 Fiends)
Challenge Rating: 1
Treasure: standard
Normal/Rare Steal: Antidote/Remedy
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 2d6+8 (15MP)

• Seed Cannon (Ex): the creature can spew forth a barrage of seed pellets, targeting 1 opponent; this is a +1 ranged attack that deals 1d6 points of piercing damage; Reflex save (DC12) for half damage; the save DC is Wisdom-based; 30’ range; this ability is a standard action that does not provoke attacks of opportunity, & can be done up to once per round

Zeta Kai
2008-09-16, 05:55 PM
Raldo
http://www.geocities.com/final10eng/monsters/0701.jpg
Small Aberration (Fiend)
Hit Dice: 3d8+15 (28HP)
Initiative: -2
Speed: 20’ (4 squares)
Armor Class: 16 (+1 size, -2 Dex, +7 natural); touch 9; flat-footed 16
Base Attack/Grapple: +2/+0
Attack: Slam +5 melee (1d4+2 + Slow)
Full Attack: Slam +5 melee (1d4+2 + Slow)
Space/Reach: 5’/5’
Special Attacks: Slow
Special Qualities: Aberration traits
Saves: Fort +7, Ref -1, Will +3
Abilities: Str 14 (+2), Dex 7 (-2), Con 19 (+4), Int 4 (-3), Wis 11 (+0), Cha 11 (+0)
Skills: Listen +3, Survival +3
Feats: Great Fortitude, Improved Toughness
Environment: temperate plains (Mi’ihen Highroad)
Organization: pair or party (1 with a group of 1-3 Fiends)
Challenge Rating: 3
Treasure: standard
Normal/Rare Steal: Potion/Hypello Potion
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 6d6+24 (45MP)

• Slow (Ex): inflicts Slowed status for 3 rounds on 1 opponent; Fortitude save (DC11) to resist; the save DC is Wisdom-based

Kellus
2008-09-16, 06:23 PM
Um... For the qactuar, 100 Needles kind of sucks. :smalleek:

It's a ranged attack (not even ranged touch) that does only 10 damage as a full-round action, and the enemy still gets a Reflex save for half damage?

Zeta Kai
2008-09-16, 10:36 PM
Um... For the qactuar, 100 Needles kind of sucks. :smalleek:

I've fixed the Needles attack for both the Cactuar & the Qactuar. They both are now standard actions that do not allow for a saving throw. The Cactuar's 1,000 Needles now has a 40' range, as well.

Zeta Kai
2008-09-17, 07:18 AM
Raptor
http://www.geocities.com/final10eng/monsters/0804.jpg
Medium Animal (Fiend)
Hit Dice: 4d8 (18HP)
Initiative: +3
Speed: 30’ (6 squares)
Armor Class: 14 (+3 Dex, +1 natural); touch 13; flat-footed 11
Base Attack/Grapple: +3/+3
Attack: Bite +3 melee (1d6 + Mute or Petrified)
Full Attack: Bite +3 melee (1d6 + Mute or Petrified)
Space/Reach: 5’/5’
Special Attacks: Mute, Petrified
Special Qualities: Animal traits
Saves: Fort +4, Ref +7, Will +2
Abilities: Str 11 (+0), Dex 16 (+3), Con 11 (+0), Int 1 (-5), Wis 12 (+1), Cha 5 (-3)
Skills: Jump +2, Listen +6, Spot +5
Feats: Alertness, Dodge
Environment: temperate plains (Mushroom Rock Road)
Organization: pair or party (1 with a group of 1-3 Fiends)
Challenge Rating: 2
Treasure: standard
Normal/Rare Steal: Soft/Petrify Grenade
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 4d6+16 (30MP)

• Mute (Ex): inflicts Mute status for 3 rounds on 1 opponent; Fortitude save (DC13) to resist; the save DC is Wisdom-based

• Petrified (Su): inflicts Petrified status on 1 opponent; Fortitude save (DC13) to resist; the save DC is Wisdom-based

Zeta Kai
2008-09-17, 04:01 PM
Red Element
http://www.ffcompendium.com/EspMon/elementalred10.jpg
Medium Elemental (Fire, Fiend)
Hit Dice: 6d8+6 (33HP)
Initiative: +7
Speed: Fly 20’ (4 squares, poor maneuverability)
Armor Class: 15 (+3 Dex, +2 natural); touch 13; flat-footed 12
Base Attack/Grapple: +4/+5
Attack: N/A
Full Attack: N/A
Space/Reach: 5’/5’
Special Attacks: Fire
Special Qualities: Damage Reduction 6/magic, Elemental traits, Fire traits
Saves: Fort +3, Ref +8, Will +2
Abilities: Str 12 (+1), Dex 16 (+3), Con 13 (+1), Int 4 (-3), Wis 11 (+0), Cha 13 (+1)
Skills: Listen +7, Spot +6
Feats: Alertness, Dodge, HoverB, Improved Initiative
Environment: any warm (Mushroom Rock Road)
Organization: 3 or party (1 with a group of 1-3 Fiends)
Challenge Rating: 4
Treasure: standard
Normal/Rare Steal: Bomb Fragment/Bomb Fragment (Χ2)
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 12d6+48 (90MP)

• Fire (Sp): this is a ranged touch attack that deals 6d4 points of fire damage to 1 opponent within 30’ on a successful hit; Fortitude save (DC13) for half damage; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 4MP to use

Zeta Kai
2008-09-17, 11:14 PM
Remora
http://www.geocities.com/final10eng/monsters/1317.jpg
Medium Animal (Aquatic, Fiend)
Hit Dice: 6d8+6 (33HP)
Initiative: +2
Speed: Swim 40’ (8 squares)
Armor Class: 15 (+2 Dex, +3 natural); touch 12; flat-footed 13
Base Attack/Grapple: +4/+7
Attack: Gore +7 melee (1d6+3)
Full Attack: Gore +7 melee (1d6+3)
Space/Reach: 5’/5’
Special Attacks: Maelstrom, Rush
Special Qualities: Animal traits, Aquatic traits
Saves: Fort +6, Ref +7, Will +3
Abilities: Str 16 (+3), Dex 15 (+2), Con 13 (+1), Int 1 (-5), Wis 12 (+1), Cha 2 (-4)
Skills: Hide +7, Move Silently +7, Swim +6
Feats: Run, Stealthy, Track
Environment: underground (Bevelle)
Organization: pair or party (1 with a group of 1-3 Fiends)
Challenge Rating: 5
Treasure: standard
Normal/Rare Steal: Dragon Scale/Dragon Scale (Χ2)
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 6d6+24 (45MP)

• Maelstrom (Su): this attack inflicts 1d4+3 points of water (force) damage to all opponents within 30’; Fortitude save (DC14) for half damage; the save DC is Wisdom-based; this is a full-round action that does not provoke attacks of opportunity; this ability can be used once every 1d4+1 rounds, & can only be used underwater

• Rush (Ex): in addition to the normal benefits & hazards of a charge, this allows the creature to make a single Gore attack (+2 melee) that deals 2d6+6 points of damage; this can only be done while swimming

Zeta Kai
2008-09-18, 07:43 AM
Right Fin of Sin
http://www.ffcompendium.com/EspMon/sin10-a.jpg
Gargantuan Outsider (Aeon)
Hit Dice: 20d8+180 (270HP)
Initiative: +2
Speed: 40’ (8 squares), Fly 120’ (24 squares, poor maneuverability), Swim 60’ (12 squares)
Armor Class: 27 (-4 size, +2 Dex, +19 natural); touch 8; flat-footed 25
Base Attack/Grapple: +20/+43
Attack: Slam +26 melee (2d8+11)
Full Attack: 2 Slams +26 melee (2d8+11)
Space/Reach: 20’/15’
Special Attacks: Gravija, Negation, Super Slam
Special Qualities: Aeon traits, Outsider traits
Saves: Fort +21, Ref +14, Will +16
Abilities: Str 33 (+11), Dex 15 (+2), Con 29 (+9), Int -- (+0), Wis 18 (+4), Cha 24 (+7)
Skills: N/A
Feats: GravijaB, Improved BullrushB, Mighty BlowB, Power AttackB
Environment: any (Sin)
Organization: solitary
Challenge Rating: 18
Treasure: 2Χ standard
Normal/Rare Steal: X-Potion/Shining Gem
Alignment: Neutral
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 80d6+320 (600MP)

• Gravija (Sp): this ability reduces the current HP of all opponents within 110’ by 75%; opponents can each make a Reflex save (DC20) for half damage; the save DC is Intelligence-based; this is a standard action that provokes attacks of opportunity; this ability costs 256MP to use

• Negation (Su): removes any status conditions from all creatures within 110’, including opponents, allies, & bystanders (no saving throw); status conditions include Armor Break, Berserk, Blind, Confuse, Haste, Hastega, Magic Break, Mental Break, Mute, Nul, Petrified, Poison, Power Break, Protect, Provoke, Reflect, Regen, Shell, Sleep, Slow, Threaten, & Zombie; this is a full-round action that does not provoke attacks of opportunity

• Super Slam (Ex): the creature swings it’s mighty fin; all creatures within reach take 2d8+11 bludgeoning damage & a -20 Initiative penalty for the next round; if a creature makes a Reflex save (DC31), then they only take half damage & negate the Initiative penalty; the save DC is Strength-based; this is a standard action that does not provoke attacks of opportunity

Zeta Kai
2008-09-19, 07:53 AM
Sahagin #1
http://images4.wikia.nocookie.net/finalfantasy/images/2/23/SahaginFFX.jpg
Medium Monstrous Humanoid (Aquatic, Fiend)
Hit Dice: 1d8 (4HP)
Initiative: +1
Speed: 20’ (4 squares), Swim 40’ (8 squares)
Armor Class: 12 (+1 Dex, +1 natural); touch 11; flat-footed 11
Base Attack/Grapple: +1/+2
Attack: Claw +2 melee (1d6+1)
Full Attack: Claw +2 melee (1d6+1)
Space/Reach: 5’/5’
Special Attacks: N/A
Special Qualities: Aquatic traits, Monstrous Humanoid traits
Saves: Fort +2, Ref +3, Will +3
Abilities: Str 12 (+1), Dex 13 (+1), Con 11 (+0), Int 12 (+1), Wis 13 (+1), Cha 7 (-2)
Skills: Handle Animal +4, Hide +4, Search +4, Swim +4
Feats: Great Fortitude
Environment: warm aquatic (Al Bhed Territory)
Organization: 3 or party (1 with a group of 1-3 Fiends)
Challenge Rating: ½
Treasure: standard
Normal/Rare Steal: N/A/N/A
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 1d6+4 (7MP)

Zeta Kai
2008-09-19, 10:23 PM
Sahagin #2
http://www.geocities.com/final10eng/monsters/1309.jpg
Medium Monstrous Humanoid (Aquatic, Fiend)
Hit Dice: 3d8+3 (16HP)
Initiative: +1
Speed: 20’ (4 squares), Swim 40’ (8 squares)
Armor Class: 13 (+1 Dex, +2 natural); touch 11; flat-footed 12
Base Attack/Grapple: +3/+5
Attack: Claw +5 melee (1d6+2) or Squirt Gun +4 ranged (1d8 water (force), 20’ maximum range)
Full Attack: Claw +5 melee (1d6+2) or Squirt Gun +4 ranged (1d8 water (force), 20’ maximum range)
Space/Reach: 5’/5’
Special Attacks: N/A
Special Qualities: Aquatic traits, Monstrous Humanoid traits
Saves: Fort +4, Ref +4, Will +4
Abilities: Str 14 (+2), Dex 13 (+1), Con 12 (+1), Int 14 (+2), Wis 13 (+1), Cha 9 (-1)
Skills: Handle Animal +7, Hide +7, Search +8, Swim +8
Feats: Great Fortitude, Power Attack
Environment: underground (Bevelle)
Organization: 3 or party (1 with a group of 1-3 Fiends)
Challenge Rating: 2
Treasure: standard
Normal/Rare Steal: Fish Scale (Χ2)/Dragon Scale
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 3d6+12 (22MP)

Zeta Kai
2008-09-20, 09:39 PM
Sahagin #3
http://www.geocities.com/final10eng/monsters/1315.jpg
Medium Monstrous Humanoid (Aquatic, Fiend)
Hit Dice: 8d8+8 (44HP)
Initiative: +2
Speed: 20’ (4 squares), Swim 40’ (8 squares)
Armor Class: 15 (+2 Dex, +3 natural); touch 12; flat-footed 13
Base Attack/Grapple: +8/+11
Attack: Claw +11 melee (1d6+3)
Full Attack: 2 Claws +11 melee (1d6+3)
Space/Reach: 5’/5’
Special Attacks: N/A
Special Qualities: Aquatic traits, Monstrous Humanoid traits
Saves: Fort +5, Ref +8, Will +7
Abilities: Str 16 (+3), Dex 15 (+2), Con 12 (+1), Int 14 (+2), Wis 13 (+1), Cha 11 (+0)
Skills: Handle Animal +12, Hide +13, Search +13, Swim +17
Feats: Great Fortitude, Power Attack, Skill Focus (Swim)
Environment: temperate aquatic (Bevelle)
Organization: 3 or party (1 with a group of 1-3 Fiends)
Challenge Rating: 6
Treasure: standard
Normal/Rare Steal: Fish Scale (Χ2)/Dragon Scale (Χ2)
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 8d6+32 (60MP)

Zeta Kai
2008-09-21, 09:33 AM
Sahagin Chief
http://www.ffcompendium.com/EspMon/sahagin10.jpg
Medium Monstrous Humanoid (Aquatic, Fiend)
Hit Dice: 2d8+2 (11HP)
Initiative: +1
Speed: 20’ (4 squares), Swim 40’ (8 squares)
Armor Class: 12 (+1 Dex, +1 natural); touch 11; flat-footed 11
Base Attack/Grapple: +2/+4
Attack: Claw +4 melee (1d6+2)
Full Attack: Claw +4 melee (1d6+2)
Space/Reach: 5’/5’
Special Attacks: N/A
Special Qualities: Aquatic traits, Monstrous Humanoid traits
Saves: Fort +3, Ref +4, Will +4
Abilities: Str 14 (+2), Dex 13 (+1), Con 12 (+1), Int 16 (+3), Wis 13 (+1), Cha 11 (+0)
Skills: Handle Animal +7, Hide +7, Search +9, Swim +9
Feats: Great Fortitude, Leadership
Environment: warm aquatic (Luca)
Organization: 3 or party (1 with a group of 1-3 Fiends)
Challenge Rating: 1
Treasure: standard
Normal/Rare Steal: N/A/N/A
Alignment: always Chaotic Evil
Advancement: N/A
Level Adjustment: N/A
Magic Pool: 2d6+8 (15MP)