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Thread: Final Fantasy X d20 (PDF Now Available!)

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    Default Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)

    Penance’s Right Arm
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    Huge Construct (Arena, Fiend)
    Hit Dice: 36d10+40 (238HP)
    Initiative: +4
    Speed: 0’ (0 squares, attached to Penance)
    Armor Class: 38 (-2 size, +4 Dex, +26 natural); touch 12; flat-footed 34
    Base Attack/Grapple: +27/+49
    Attack: Slam +39 melee (4d10+14)
    Full Attack: 2 Slams +39 melee (4d10+14)
    Space/Reach: 15’/15’
    Special Attacks: Calamity
    Special Qualities: Arcane Defense, Construct traits, Damage Reduction 18/--, Energy Absorption, Fast Healing 10, Mighty Guard, Regeneration 10, Spell Resistance 36, Status Immunity
    Saves: Fort +12, Ref +16, Will +12
    Abilities: Str 39 (+14), Dex 19 (+4), Con -- (+0), Int -- (+0), Wis 11 (+0), Cha 1 (-5)
    Skills: N/A
    Feats: N/A
    Environment: any (Monster Arena, Airship)
    Organization: body (pair with Penance & Penance’s Left Arm)
    Challenge Rating: 20
    Treasure: N/A
    Normal/Rare Steal: N/A/N/A
    Alignment: Neutral
    Advancement: N/A
    Level Adjustment: N/A
    Magic Pool: 36d4 (90MP)

    Calamity (Su): +29 special ranged attack (4d6+4); 100’ range; Reflex save (DC32) for half damage & avoid the status effects; the save DC is Dexterity-based; this is a standard action that does not provoke attacks of opportunity; this ability costs 74MP to use; opponents that fail their Reflex save are subject to the following effects:
    • Blind (25 minutes)
    • Cursed
    • Mute (25 minutes)
    • Poison
    • Power Break: any Strength bonus to attacks is negated for 4d6+16 rounds
    • Magic Break: all damage dealt by that opponent’s spells is reduced by ˝ for 4d6+16 rounds; the opponent’s healing magic is only ˝ as effective, as well; multiple break effects do not stack
    • Armor Break: any armor bonus for natural or worn armor is negated for 4d6+16 rounds
    • Mental Break: any SR is negated for 4d6+16 rounds

    Arcane Defense (Su): the creature only takes 50% damage from spells, spell-like abilities, & other effects that deal non-specified damage, such as Flare, Holy, Nova, & Ultima

    Energy Absorption (Su): whenever the creature is dealt cold, fire, lightning, or water (force) damage, it actually gains HP equal to the damage that it normally would have taken; in addition, the creature absorbs damage from positive & negative energy (which includes spell-like abilities, such as holy); the creature cannot gain HP in excess of its maximum HP

    Mighty Guard (Su): grants all allies within 100’ (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

    Regeneration (Ex): the creature regains 10 points of nonlethal damage per round; all damage dealt to the creature (except force energy damage) is treated as nonlethal damage; force energy deals normal damage to an arm; if an arm loses a part, the lost portion regrows in 1d6+4 rounds; it can reattach the severed member instantly by holding it to the stump

    Status Immunity (Su): the creature is immune to all status effects (other than KO)
    Last edited by Zeta Kai; 2008-12-21 at 12:50 PM. Reason: added image