I really like the Bat Eye. It does 1d8 damage and confusion. Nice.
Debby
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I really like the Bat Eye. It does 1d8 damage and confusion. Nice.
Debby
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.
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.
Bomb #2
Spoilerhttp://images2.wikia.nocookie.net/fi.../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)
Braskas Final Aeon / Jecht (1st Form)
Spoilerhttp://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 Jechts 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
Braskas Final Aeon / Jecht (2nd Form)
Spoilerhttp://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
Buer
Spoilerhttp://images.wikia.com/finalfantasy.../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
Bunyip
Spoilerhttp://images.wikia.com/finalfantasy...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
Cactuar
Spoilerhttp://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
Cave Iguion
Spoilerhttp://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)
Chimera #1
Spoilerhttp://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
Chimera #2
Spoilerhttp://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
Chimera Brain
Spoilerhttp://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
Chocobo Eater
Spoilerhttp://images.wikia.com/finalfantasy...cobo_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 (Miihen 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
...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 (Pokιmon-style) gestalt...that would be freakin' epic.
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 Iwastespend 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.
Coeurl
Spoilerhttp://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 opponents 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
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.
Condor
Spoilerhttp://images.wikia.com/finalfantasy.../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)
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.
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.
Cactuar has been fixed. Sorry, old version. 1,000 Needles is supposed to deal 100 damage, not 1,000.
Crawler
Spoilerhttp://images2.wikia.nocookie.net/fi...rawler_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
Dark Element
Spoilerhttp://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 opponents 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 opponents MP pool to the creatures 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
Dark Flan
Spoilerhttp://images.wikia.com/finalfantasy.../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 opponents 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 opponents HP pool to the creatures 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
Defender
Spoilerhttp://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
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.