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  1. - Top - End - #331
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    Default Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)

    Defender X
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    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: 2ื standard
    Normal/Rare Steal: Lunar Curtain (ื4)/Lunar Curtain (ื4)
    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 ฝ 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
    Last edited by Zeta Kai; 2008-11-05 at 02:41 PM. Reason: increased ranges

  2. - Top - End - #332
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    Default Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)

    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).
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  3. - Top - End - #333
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    Default Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)

    Quote Originally Posted by Soup of Kings View Post
    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.

  4. - Top - End - #334
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    Default Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)

    Defender Z
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    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: 2ื standard
    Normal/Rare Steal: Lunar Curtain (ื2)/Lunar Curtain (ื2)
    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
    Last edited by Zeta Kai; 2008-11-05 at 02:41 PM. Reason: increased ranges

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

    Demonolith
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    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 (ื2)/Petrify Grenade (ื2)
    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
    Last edited by Zeta Kai; 2008-11-05 at 02:42 PM. Reason: increased ranges

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

    Dingo
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    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: ฝ
    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
    Last edited by Zeta Kai; 2008-08-07 at 08:47 AM. Reason: added image

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

    Dinonix
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    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
    Last edited by Zeta Kai; 2008-08-07 at 02:08 PM. Reason: added image

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

    Dual Horn #1
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    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
    Last edited by Zeta Kai; 2008-11-05 at 02:43 PM. Reason: added trample

  9. - Top - End - #339
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    Default Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)

    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?

    Quote Originally Posted by Zeta Kai

    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 2ื of those of a Medium character
    Last edited by Tobi_goodboy; 2008-08-10 at 02:37 PM.
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    Default Re: Final Fantasy X d20 (All Races, All Classes, All Monsters, Blitzball, & MORE!)

    Quote Originally Posted by Tobi_goodboy View Post
    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 2ื 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.

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

    Dual Horn #2
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    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
    Last edited by Zeta Kai; 2008-11-05 at 02:45 PM. Reason: added trample

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

    Epaaj
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    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 (ื2)
    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
    Last edited by Zeta Kai; 2008-09-07 at 11:26 PM. Reason: fixed full attack

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

    Evil Eye #1
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    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 (ื2)
    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
    Last edited by Zeta Kai; 2008-11-05 at 02:46 PM. Reason: increased ranges

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

    Quote Originally Posted by Zeta Kai View Post
    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 2ื 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
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    Evil Eye #2
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    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 (ื2)
    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
    Last edited by Zeta Kai; 2008-11-05 at 02:47 PM. Reason: increased ranges

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

    Evrae
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    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: 2ื standard
    Normal/Rare Steal: Water Gem/Water Gem (ื2)
    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
    Last edited by Zeta Kai; 2008-11-05 at 02:48 PM. Reason: increased ranges

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

    yay for evrae! it was a fun boss
    That's right, folks. I'm back. You can start crying now.

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

    Evrae Altana
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    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: 2ื standard
    Normal/Rare Steal: Water Gem (ื2)/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
    Last edited by Zeta Kai; 2008-11-05 at 02:50 PM. Reason: increased ranges

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    Exoray
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    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
    Last edited by Zeta Kai; 2008-11-05 at 02:50 PM. Reason: increased ranges

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

    Extractor
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    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/ื3, 40’ maximum range)
    Full Attack: Aqua Shooter +15 ranged (2d6+8, 20/ื3, 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: 2ื 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
    Last edited by Zeta Kai; 2008-11-05 at 02:51 PM. Reason: increased ranges

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

    Fallen Monk #1
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    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/ื2, 60’ range)
    Full Attack: +2 Wounding Gun +10/+10 ranged (2d6+2 +1Con + Zombie, 19-20/ื2, 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 (ื2)/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
    Last edited by Zeta Kai; 2008-10-18 at 06:23 PM. Reason: added magic items

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

    Holy moly...this project is...impressive.

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    Quote Originally Posted by Frosty View Post
    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.

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    Fallen Monk #2
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    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 (ื2)/Purifying Salt
    Alignment: always Chaotic Neutral
    Advancement: N/A
    Level Adjustment: N/A
    Magic Pool: 11d6+44 (82MP)
    Last edited by Zeta Kai; 2008-10-18 at 06:21 PM. Reason: added magic items

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    Flame Flan
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    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 (ื2)
    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
    Last edited by Zeta Kai; 2008-11-05 at 02:52 PM. Reason: increased ranges

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    Floating Death
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    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 (ื4)/Musk (ื5)
    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
    Last edited by Zeta Kai; 2008-11-05 at 02:53 PM. Reason: increased ranges

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    Floating Eye
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    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
    Last edited by Zeta Kai; 2008-11-05 at 02:54 PM. Reason: increased ranges

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    Funguar
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    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
    Last edited by Zeta Kai; 2008-11-05 at 02:54 PM. Reason: increased ranges

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    Gandarva
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    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 (ื2)
    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
    Last edited by Zeta Kai; 2008-08-14 at 07:35 PM. Reason: added image

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

    Garm
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    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
    Last edited by Zeta Kai; 2008-08-15 at 07:48 AM. Reason: added image

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