Those who fail the save are stunned for 1 round. A Reflex save (DC 26) can half this damage. Init+5 AC 31, touch 19, flat-footed 25 (+1 size, +5 dex, +8 armor, +3 shield, +4 natural) HP: 188 (13d10+117) Fort +17, Ref +8, Will +9 Melee: +1 Knight Sword +22/+17/+12 (1d8+8/19-20×2) STR 24, DEX 20, CON 28, INT 8, WIS 12, CHA 16 Base Atk +13 CMB +19 CMD +34 Feats: Blundering Defense, Cautious Fighter, Covering Defense, Missile Shield, Shield Focus, Shield Ward, Uncanny Defense Skills: Fly +25 Special AbilitiesĪs a standard action Whiskerwall Kupdi Koop can hit all enemies in a 30-ft.-radius with his shield dealing 3d6 bludgeoning damage. Blue mages may learn this ability as a 4th level spell (Knowledge: Planes DC 23). Init+5 AC 27, touch 16, flat-footed 22 (+1 size, +5 dex, +7 armor, +4 natural) HP: 149 (13d10+78) Fort +15, Ref +13, Will +7 Melee: +1 Greataxe +26/+21/+16 (1d10+18/x3) STR 28, DEX 20, CON 24, INT 12, WIS 16, CHA 8 Base Atk +13 CMB +21 CMD +36 Feats: Cleave, Great Cleave, Greater Weapon Focus (Greataxe), Greater Weapon Specialization (Greataxe), Power Attack, Weapon Focus (Greataxe), Weapon Specialization (Greataxe) Skills: Fly +25 Special Abilities 100-kuponze Swipe ( Ex)Īs a standard action Ruffletuft Kupta Kapa may make a single melee attack against all enemies in a 30-ft.-cone and it deals damage as normal plus an additional 5d6. MooglesĪll moogles: (CR 12) LG Small Outsider (Holy, Moogle) Weakness Shadow Speed 20 ft Fly 30 ft (Good) SQ Outsider Traits, Does not Breathe, Does not Eat, Does not Sleep Special Abilities These cannot be used in consecutive rounds. Moogle Creation ( Su)Īs a standard action Good King Moggle Mog XII can summon 1 random moogle not currently in play (see below). On the 1st round of combat, as a standard action Good King Moggle Mog XII can summon all 7 of his moogle companions (see below). The same ability cannot be used for another 1d4 rounds. If weapon damage is used, it will use the planson’s weapon damage). Pom Absorption ( Su)Īs a standard action Good King Moggle Mog XII can use the special ability of any moogle not currently summoned (If a save is required it is DC: 26. Creatures in the area of effect must make a Fortitude save (DC 26) for half damage. This ability deals 3d6 non-elemental damage per moogle currently in play to all non-moogle creatures within a 60-ft- radius. Memento Moogle ( Su)Īs an immediate action, when Good King Moggle Mog’s HP is reduced to 75%, 50%, 25% & 0% he will unleash a blast of energy. Good King Moggle Mog XII gains +2 Armour Class, +2 Damage Resistance and +2 to each Elemental Resistance for each moogle in play. STR 20, DEX 22, CON 24, INT 18, WIS 24, CHA 22 Base Atk +21 CMB +28 CMD +44 Feats Furious Focus, Great Fortitude, Greater Vital Strike, Improved Critical (Planson), Improved Initiative, Improved Vital Strike, Power Attack, Toughness, Weapon Focus (Planson), Weapon Specialization (Planson), Vital Strike Skill Bluff +32, Diplomacy +32, Escape Artist +27, Fly +27, Knowledge (history, local, nobility, planes) +25, Perception +25, Sense Motive +28 SQ Outsider Traits, Does not Breathe, Does not Eat, Does not Sleep Special Abilities Protection of Moogles ( Su) Special Attacks Memento Moogle, Pom Absorption Statistics Perception +25 DefenseĪC 27, touch 14, flat-footed 25 (-2 size, +6 dex, +13 natural) HP 650 (21d12+168) Fort +21, Ref +18, Will +19 DR 10/- Immune Holy Resist Earth 10, Fire 10, Ice 10, Water 10, Wind 10 SR 30 Weakness Shadow Offense XP 51,200 LG Huge Outsider ( Boss, Extraplanar, Primal, Holy, Moogle) Init +10 Senses Darkvision 60 ft. – Moggle Mog Good King Moggle Mog XII (CR 15) While moogle legends describe Moggle Mog as a kind, benevolent presence, the primal summoned by Mooglesguard is driven by the need to feast on ever-greater amounts of aether along with a large following to further solidify his being.
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