Quote:
Originally Posted by Zeta Kai
I would say a demonic construct such as the Demon's Gate would be an Aberration, according to your conversion guidelines. Here's where I would start with the stats: - Climate: Underground or NONE
- Type: Aberration
- Speed: NONE (Immobile)
- Attacks: Falling Rocks, Cave-In, Petrif-Eye, Demon Rush
- Size: Huge or Gargantuan
- Level: 10
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Thanks for that. I'll post it here see what other's think of it.
Edit: Here it is; Demon's Gate...
DEMON'S GATE
Demon’s Gate is the guardian of the Temple of the Ancients. Created thousands of years prior to the events of Final Fantasy VII, The Cetra devised a way to protect their religious sects from unwanted guests and intruders. Demon’s Gate was the answer to that question.
DEMON’S GATE
Challenge Level 10
Gargantuan Aberration 9
Init +8;
Senses Perception +12;
darkvision
Defences Ref 28, Fort 30, Will 26, Mag 22
HP 150;
MP 19;
Threshold 30
Speed none (immobile)
Melee Claw +11 (3d6+7)
Fighting Space 12x1;
Reach 3 squares
Base Attack +6;
Grp +11
Special Qualities Darkvision (4 squares), Spell Resistance (earth,
half; gravity,
no effect; poison,
no effect), Terrifying Presence
Abilities Str 20, Dex 8, Con 20, Int 4, Wis 17, Cha 4
Spells Cave-In, Rock Drop
Feats Crush, Pin, Skill Focus (Spellcasting), Skill Training (Initiative)
Skills Initiative +8, Perception +12, Spellcasting +9
Natural Armour Bonus
Demon's Gate recieves a +10 natural armour bonus to Reflex Defence due to its thick scaly skin.
Cave-In
Cave-In is a variation of the blizzard spell that deals 1d8 points of ice damage to all enemy targets within reach of Demon’s Gate. It may spend an additional Mako Point (up to its Wisdom modifier) to increase the damage by +1 die.
Rock Drop
Rock Drop is a variation of the quake spell that deals 2d6 points of earth damage to all enemy targets within reach of Demon’s Gate. It may spend an additional Mako Point (up to its Wisdom modifier) to increase the damage by +1 die.