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Ivalice: Creatures

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Monster feat: Blue Magic Training (Req. Beast level 1; Adds Spellcraft to class skills. Adds 1+Cha mod (min. 1) uses of a single new spell to your spell suite)


Contents

Ahrimans

Flotiball

Medium Beast 4

Init +5 (reroll); Senses Perception +2


Defenses Ref 16 (13) , Fort 12 , Will 10; Armor +3

Hp 30; Threshold 12


Speed 4 (fly 12)

Melee Bite +3 (1d6)

Fighting Space 1x1; Reach 1

Base Atk +3; Grp +3


Abilities Str 10 Dex 16 Con 14 Int 2 Wis 10 Cha 13

Feats Blue Magic (Fear Gaze), Flyby Attack

Skills Spellcraft +8

Spells Fear Gaze x2 (DC Will: Target flees in fear for 2d4 rounds)

Special Airborne

Ahriman

Medium Beast 8

Init +7 (reroll); Senses Perception +4


Defenses Ref 16 (13) , Fort 12 , Will 10; Armor +3

Hp 56; Threshold 12


Speed 4 (fly 12)

Melee Bite +6 (1d6)

Fighting Space 1x1; Reach 1

Base Atk +6; Grp +6


Abilities Str 10 Dex 16 Con 14 Int 2 Wis 10 Cha 14

Feats Blue Magic (Death Glare, Fear Gaze), Flyby Attack,

Skills Spellcraft +11

Spells Death Glare x3 (DC Will: 2d6 dark damage, and the target may only take a swift action on their next turn), Fear Gaze x3 (see above)

Special Airborne

Behemoths

Behemoth

Huge Beast 10

Init +11; Senses Perception +5


Defenses Ref 15 (14) , Fort 18 , Will 10; Armor +6

Hp 110; Threshold 28


Speed 8

Melee Slam +10 (1d8+11), including 4 points of power attack

Fighting Space 3x3; Reach 2

Base Atk +7; Grp +24


Abilities Str 28 Dex 12 Con 26 Int 2 Wis 10 Cha 11

Feats Power Attack, Powerful Charge, Trip

Skills Initiative +11

King Behemoth

Gargantuan Beast 14

Init +13; Senses Perception +7


Defenses Ref 15 (14) , Fort 22 , Will 10; Armor +9

Hp 235; Threshold 42


Speed 8

Melee Slam +15 (2d6+21), including 8 points of power attack

Fighting Space 4x4; Reach 2

Base Atk +10; Grp +38


Abilities Str 36 Dex 12 Con 35 Int 2 Wis 10 Cha 11

Feats Power Attack, Powerful Charge, Trip, Throw

Skills Initiative +13

Bombs

Bomb

Medium Beast 6

Init +6; Senses Perception +3


Defenses Ref 15 (13) , Fort 12 , Will 10; Armor +3

Hp 48; Threshold 12

Resistances Absorb (fire), Weak (water)


Speed 6 (constant float)

Melee Bite +5 (1d6+1 fire)

Ranged Explode +7 (special)

Fighting Space 1x1; Reach 1

Base Atk +4; Grp +5


Abilities Str 12 Dex 16 Con 14 Int 2 Wis 10 Cha 14

Feats Black Magic Training x3

Skills Spellcraft +10

Spells Fire x3

Special If the bomb is seriously wounded (-5 condition or worse), it will explode on its next action. Roll a ranged attack and resolve it as an area attack against everyone within 3 squares. The bomb deals fire damage equal to its remaining hp, half on a miss.

Grenade

Medium Beast 10

Init +8; Senses Perception +10


Defenses Ref 17 (15) , Fort 12 , Will 10; Armor +5

Hp 69; Threshold 12

Resistances Absorb (ice), Weak (lightning)


Speed 6 (constant float)

Melee Bite +8 (1d6+1 ice), +12 (1d6+6 ice) on a charge

Ranged Explode +10 (special)

Fighting Space 1x1; Reach 1

Base Atk +7; Grp +8


Abilities Str 12 Dex 16 Con 14 Int 2 Wis 10 Cha 15

Feats Black Magic Training x3, Powerful Charge

Skills Spellcraft +12

Spells Ice x3

Special If the grenade is seriously wounded (-5 condition or worse), it will explode on its next action. Roll a ranged attack and resolve it as a ranged area attack against everyone within 3 squares. The grenade deals ice damage equal to its remaining hp, half on a miss.

Chocobos

Yellow Chocobo

Large Beast 3

Init +4; Senses Perception +8


Defenses Ref 15 (12) , Fort 15 , Will 11; Armor +3

Hp 32; Threshold 20


Speed 10

Melee Bite +6 (1d6+4)

Fighting Space 2x2; Reach 1

Base Atk +2; Grp +11


Abilities Str 18 Dex 16 Con 20 Int 2 Wis 12 Cha 13

Feats Skill Training x2

Skills Athletics +10, Perception +8, Survival +8

Black Chocobo

Large Beast 6

Init +6; Senses Perception +10


Defenses Ref 15 (12) , Fort 15 , Will 12; Armor +3

Hp 59; Threshold 20


Speed 10 (fly 6)

Melee Bite +8 (1d6+4)

Fighting Space 2x2; Reach 1

Base Atk +4; Grp +13


Abilities Str 18 Dex 16 Con 20 Int 2 Wis 14 Cha 14

Feats Skill Training x2, White Magic Training

Skills Athletics +12, Perception +10, Survival +10

Spells Spellcraft +5; Cure x2, Esuna


Red Chocobo

Large Beast 12

Init +9; Senses Perception +13


Defenses Ref 15 (12) , Fort 15 , Will 12; Armor +3

Hp 59; Threshold 20


Speed 10 (fly 8)

Melee Bite +13 (1d6+4)

Fighting Space 2x2; Reach 1

Base Atk +9; Grp +18


Abilities Str 18 Dex 16 Con 20 Int 2 Wis 14 Cha 16

Feats Skill Training x3, White Magic Training, Blue Magic Training (Choco Meteor)

Skills Athletics +15, Perception +13, Spellcraft +14, Survival +13

Spells Cure x2, Esuna, Choco Meteor x4 (DC Ref: 3d8 physical damage and -1 condition. 3x3 area.)

Flans

Red/White/Yellow/Blue/Green/Grey Flan

Medium Beast 4/Mage 2

Init +4; Senses Perception +5


Defenses Ref 16 (15) , Fort 14 , Will 14; Armor +3

Hp 37; Threshold 12

Resistances DR 20 against physical attacks, Absorb ([fire/ice/lighting/water/wind/earth])


Speed 4

Melee Slam +4 (1d4)

Fighting Space 1x1; Reach 1

Base Atk +4; Grp +4


Abilities Str 10 Dex 13 Con 14 Int 3 Wis 15 Cha 12

Talents Spellpower (Black Magic)

Feats Black Magic Training x3, Skill Focus (Spellcraft)

Skills Spellcraft +14

Spells [Fire/Blizzard/Thunder/Water/Aero/Quake] x3

Dark Flan

Large Beast 4/Mage 8

Mist 6

Init +7; Senses Perception +9


Defenses Ref 22 (21) , Fort 24, Will 21; Armor +3

Hp 122; Threshold 29

Resistances DR 20 vs. physical attacks, Absorb (dark), Weak (holy)


Speed 6

Melee Slam +13 (1d6+4)

Fighting Space 2x2; Reach 1

Base Atk +9; Grp +18


Abilities Str 18 Dex 12 Con 22 Int 3 Wis 16 Cha 14

Talents Spellpower (Black Magic), Spellpower (Blue Magic), Area Effect (Black Magic), Area Effect (Blue Magic)

Feats Black Magic Training x3, Blue Magic (Dark Flare) x2, Improved Defenses, Skill Focus (Spellcraft), Melee Defense, Time Magic Training

Skills Spellcraft +18

Spells Fire, Blizzard, Thunder, Haste, Dark Flare x6 (DC Ref: 8d6 dark damage, 8d8 with spellpower, requires 1 MP to cast)

Goblins

Goblin

Medium Beast 3

Init +8; Senses Perception +1


Defenses Ref 13 (10), Fort 11, Will 10

Hp 20; Threshold 11


Speed 6

Melee Fist +4 (1d6+2) or Fist +2 (2d6+2) with Rapid Strike (goblin punch)

Fighting Space 1x1; Reach 1

Base Atk +2; Grp +4


Abilities Str 14 Dex 15 Con 13 Int 8 Wis 10 Cha 9

Feats Martial Arts I, Rapid Strike

Skills Initiative +8


Redcap

Medium Beast 6

Init +10; Senses Perception +3


Defenses Ref 13 (10), Fort 11, Will 10

Hp 37; Threshold 11


Speed 6

Melee Fist +6 (1d6+2) or Fist +4 (2d6+2) with Rapid Strike

Fighting Space 1x1; Reach 1

Base Atk +4; Grp +6


Abilities Str 14 Dex 15 Con 13 Int 8 Wis 10 Cha 10

Feats Blue Magic (Magic Hammer), Martial Arts I, Rapid Strike

Skills Initiative +10

Spells Magic Hammer (DC Will: Target loses one random spell from their suite)


Malboro

Malboro

Huge Beast 10

Init +5; Senses Perception +8


Defenses Ref 16 (16), Fort 19, Will 13; Armor +8

Hp 139; Threshold 29

Resistances Weak (fire)


Speed 5

Melee Bite +16 (2d6+9)

Fighting Space 3x3; Reach 2

Base Atk +7; Grp +26


Abilities Str 28 Dex 10 Con 29 Int 2 Wis 16 Cha 8

Feats Skill Focus (Spellcraft), Blue Magic (Bad Breath), Pin, Crush

Skills Spellcraft +14

Spells Bad Breath (DC Fort: 6 square cone. Targets move -2 condition, -1 on a miss)

Panthers

Red Panther

Medium Beast 3

Init +6; Senses Perception +2


Defenses Ref 15 (11), Fort 12, Will 11; Armor +1

Hp 23; Threshold 12


Speed 8

Melee 2 Claws +5 (1d4+3) and Bite +5 (1d6+3)

Fighting Space 1x1; Reach 1

Base Atk +2; Grp +5


Abilities Str 16 Dex 19 Con 15 Int 2 Wis 12 Cha 11

Feats Skill Training x2

Skills Acrobatics +10, Athletics +9, Stealth +10


Cuar

Medium Beast 6

Init +8; Senses Perception +4


Defenses Ref 16 (11), Fort 12, Will 11; Armor +1

Hp 43; Threshold 12


Speed 8

Melee 2 Claws +7 (1d4+3)

Fighting Space 1x1; Reach 1

Base Atk +4; Grp +7


Abilities Str 16 Dex 20 Con 15 Int 2 Wis 12 Cha 11

Feats Skill Training x2, Blue Magic Training (Poison Nail)

Skills Acrobatics +13, Athletics +11, Stealth +13

Spells Spellcraft +3; Poison Nail (DC 10: Swift action, self only. The next successful strike with a natural weapon you make poisons the target. The poison has +5 to hit the victim's fort, 2d6 earth damage and -1 condition on a hit, half damage and the poison leaves the system on a miss)

Coeurl

Medium Beast 12

Init +11; Senses Perception +7


Defenses Ref 15 (11) , Fort 13 , Will 11; Armor +1

Hp 90; Threshold 13


Speed 8

Melee 2 Claws +12 (1d4+3) and Bite +12 (1d6+3)

Fighting Space 1x1; Reach 1

Base Atk +9; Grp +12


Abilities Str 16 Dex 20 Con 16 Int 2 Wis 12 Cha 12

Feats Skill Training x3, Blue Magic (Poison Nail, Blaster)

Skills Acrobatics +16, Athletics +14, Spellcraft +12, Stealth +16

Spells Poison Nail x2 (see above), Blaster x2 (DC Fort: Target takes 4d6 earth damage. If this damage exceeds the target's threshold, it is petrified. A petrified target may be returned to normal with Esuna, Dispel, or a Soft. Target takes half damage on a miss, which cannot petrify them)



Ivalice

Finalfantasysaga

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This page was last modified on 24 June 2007, at 23:31.
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