Creatures

Some monsters are particularly resistant or particularly vulnerable to a specific type of energy.There are 8 types of energy, which are distilled from magicite: Earth, Fire, Ice, Lightning, Water, Wind, Holy, and Dark.

Monster feat

Blue Magic Training: Requirements: Beast level 1. Add Spellcraft to your class skills. Choose 1+ your Charisma modifier (minimum 1) new spells to add to your spell suite

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Ahrimans

Ahrimans are one-eyed floating demons. They are found predominantly in areas where other demons also exist. Generally, they are formidable casters compared with other demons, but lack the strong physical attacks characteristic of other demons.

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

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Behemoths

Ferocious hoofed monsters with large horns, a brilliant mane, a thick tail, and a strong body.

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

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Bombs

Bombs are shaped similar to a fireball with hands and a face, and are capable of self-destructing. They come in several different colors and usually have bright yellow eyes and a wicked, toothy grin. True to their name, their primary method of damage is Exploder, but only after suffering significant damage (but not enough to kill it outright, that is the only method to kill a bomb and not set it off). Before this, though, they are prone to biting and casting fire magic.

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.

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Chocobos

Chocobos are a race of large flightless avians. They are often used as transportation and power sources around the world. They are about as fast as horses, and can sprint even faster than a gallop for a short period of time, but must rest for several hours afterwards.

Chocobos come in many different colors; the most common of these is yellow, but blue, black, red, white and gold are all known colors of chocobos. Chocobo's live in plains and lightly forested areas.

Chocobo's are used for a wide variety of tasks, everything you might think of a horse, a Chocobo does instead. They are quite a vocal species, among their more common vocalizations are "Cooc Cooc," "Wark," and "Kweh".

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.)

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Flans

Flan is a common enemy type from the Final Fantasy series, first appearing under the name "flan" in Final Fantasy II. Flan appear true to their name, they are gelatinous, cylindrical creatures usually with large eyes and a mouth that takes up the majority of their front. In many of the games they will have stubby arms that spurt from the sides of their body.

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

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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)

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Malboro

"The Malboro is a hideous creature with brownish-green mottled skin, and writhing tentacles. Despite being a plant, it eats only flesh, drawing no sustenance from photosynthesis as do common plants. It is mobile, and a very voracious hunter. It Favors stealth, approaching its prey in silence, then striking without warning, with its tentacles and foul breath. Its maw is filled with powerfully acidic saliva, and its breath causes poisoning and madness."

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)

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Panthers

"Panthers resemble giant cats, with long waving tentacles extending from the corners of their mouths. They have gorgeous fur, the major subspecies have shades of flame red, rippling blue, jet black, and leopard patterning. These voracious predators are pack hunters and move in groups of two or three. They are frighteningly intelligent, near human in their cunning and ability to think ahead. The breadth of their territory varies with the amount of prey available, and in those places where food is scarce, they increase their range so as to avoid starvation."

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)

Animals

Toad

Diminutive Beast 1
Init +1; Senses Perception +4

Defenses Ref 13 , Fort 12, Will 12; Armor +5
Hp 1; Threshold 1
Speed 1
Melee 1*
Fighting Space 1x1; Reach 0
Base Atk +0; Grp -10

Abilities Str 1 Dex 12 Con 11 Int 1 Wis 14 Cha 4
Feats Alertness
Skills Stealth +21, Perception +4

Special Amphibious, low-light vision
*Maximum and minimum damage by a toad is always 1.

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