Bestiary: Difference between revisions
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Can take on various forms/shells of dark corrupted energy. Often wanders around the mine and catacombs. Be careful should a shell break, the shards become a weapon, the closer you stand to it the more damage you get. This can only be averted with a shield (base attack) and/or a Dex saving throw (>60). After that, it shows its true form with a shattering scream that winds through the brain. If you cover your ears beforehand, you can avoid it. Whoever is affected by this scream (Wisdom saving throw >70) is manipulated by the creature and loses control. (Person must attack or interact with unaffected persons, how is up to the charmed person, but remember that enemies become friends and friends become enemies) Priests and Paladins as well as Celestrial can try to solve this with a Spell Check against the person. Otherwise, the enchantment remains until the monster is dead. Priests, Paladins and Celestrials can avoid the fight by casting Holy Magic with a Spellcheck against the monster to banish it. The battle is then directly | Can take on various forms/shells of dark corrupted energy. Often wanders around the mine and catacombs. Be careful should a shell break, the shards become a weapon, the closer you stand to it the more damage you get. This can only be averted with a shield (base attack) and/or a Dex saving throw (>60). After that, it shows its true form with a shattering scream that winds through the brain. If you cover your ears beforehand, you can avoid it. Whoever is affected by this scream (Wisdom saving throw >70) is manipulated by the creature and loses control. (Person must attack or interact with unaffected persons, how is up to the charmed person, but remember that enemies become friends and friends become enemies) Priests and Paladins as well as Celestrial can try to solve this with a Spell Check against the person. Otherwise, the enchantment remains until the monster is dead. Priests, Paladins and Celestrials can avoid the fight by casting Holy Magic with a Spellcheck against the monster to banish it. The battle is then directly won. However, this only works once per person. Most time can you find after defeat Dread-Tokens. | ||
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[[File:RiddleDemon Hellhound.png|alt=Riddle-Demon Hellhound|left|thumb|Riddle-Demon Hellhound]] | [[File:RiddleDemon Hellhound.png|alt=Riddle-Demon Hellhound|left|thumb|Riddle-Demon Hellhound]] | ||
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Latest revision as of 15:42, 16 November 2023
Slimes
Entry: Slimes General info
The slimes can take on different body shapes and there are different reactions to the actions of the characters.
There are aggressive forms and passive ones. Life-eating and armor-eating.
Slather: Reduces max FP by 20
Absorb: Average damage attack that heals for the same amount
Multiply: Average HoT for 3 Rounds
Resistances: 150+ possibly
Focus: over 500+? Don't bother with FP draining, it seems like they have unlimited stamina
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Entry: Cube Slime
Description:
Can take various shapes. Is often seen as a gelatin blob, but can also take on other forms including those that look like city guards. Recommended approach: Avoid physical attacks. Cutting it will cause the slime to duplicate its self and make it even stronger. Have mages handle these ones. Change your basic attack to one of the following if you have no other skills.
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Entry: Elemental Slimes
Description:
Can take various shapes. It was once seen as a mimic in a cave, paired with a light slime. Magma slimes and water slimes have also been spotted around Spira. Recommended approach: Avoid attacking with elements that match the slime. Use basics if you have to. For light slimes, it's recommended to change to a different basic attack if you're a paladin or priest.
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Entry: Snake Slime
Description:
A large snake humanoid with an engorged chest. It's prone to eating anything ad everything. Given the opportunity she'll eat you and spit you out once you are unconscious and naked. That's if she doesn't do anything to you first. Recommended: Don't get eaten and don't use physical attacks. They heal her.
Skeletons
Entry: Skeletons
From time to time undead corpses and skeletons come out. No one knows why they appear.
Currently there is too little information about them!
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Entry: Skeleton Priester
From time to time undead corpses and skeletons come out. No one knows why they appear.
Currently there is too little information about them!
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Entry: Skeleton Mage
From time to time undead corpses and skeletons come out. No one knows why they appear.
Currently there is too little information about them!
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Entry: Skeleton Archmage
From time to time undead corpses and skeletons come out. No one knows why they appear.
Currently there is too little information about them!
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Entry: Skeleton Warrior
From time to time undead corpses and skeletons come out. No one knows why they appear.
Currently there is too little information about them!
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Entry: Skeleton Knight
From time to time undead corpses and skeletons come out. No one knows why they appear.
Currently there is too little information about them!
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Entry: Skeleton Warlord
From time to time undead corpses and skeletons come out. No one knows why they appear.
Currently there is too little information about them!
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Entry: Lich
From time to time undead corpses and skeletons come out. No one knows why they appear.
Currently there is too little information about them!
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Entry: Walking Corpse
From time to time undead corpses and skeletons come out. No one knows why they appear.
Currently there is too little information about them!
Non Story Teller NPC
Entry: Ghost Armor
Description:
Haunted armor that roams the ruins of Spira, throwing those out or possessing them should they not listen to its warnings. Recommended approach: Don't use Arcane attacks on it, its armor is resistant to magic
Special Event Monster
Entry: Golem
Description:
Changes its resistances after each incoming hit. This means It must switch between Magic and Physical damage by turns. Resistances: 150+ of the last incoming hit. (No heal if you attacked with the wrong attack, just 0 dmg)
Focus: 500+? Don't bother with FP drain, it seems like they have unlimited stamina
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Entry: The Corrupted
Description:
Can take on various forms/shells of dark corrupted energy. Often wanders around the mine and catacombs. Be careful should a shell break, the shards become a weapon, the closer you stand to it the more damage you get. This can only be averted with a shield (base attack) and/or a Dex saving throw (>60). After that, it shows its true form with a shattering scream that winds through the brain. If you cover your ears beforehand, you can avoid it. Whoever is affected by this scream (Wisdom saving throw >70) is manipulated by the creature and loses control. (Person must attack or interact with unaffected persons, how is up to the charmed person, but remember that enemies become friends and friends become enemies) Priests and Paladins as well as Celestrial can try to solve this with a Spell Check against the person. Otherwise, the enchantment remains until the monster is dead. Priests, Paladins and Celestrials can avoid the fight by casting Holy Magic with a Spellcheck against the monster to banish it. The battle is then directly won. However, this only works once per person. Most time can you find after defeat Dread-Tokens.
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Entry: Void General Saa'mah
Description:
The spider queen has many minions that you have to defeat. She hits either at the entrance or in the spider's cave and takes prisoners beforehand to suck out their mana (and use them as a breeding ground?)
Condition Check with Random People so if the person lose, they are in a Spiderweb
In P3 every round can the prisoners get 15hp Damage.
Slather: Reduces max FP by 20
Absorb: Average damage attack that heals for the same amount
Multiply: Average HoT for 3 Rounds
Basic Attack
Resistances: 150+ possibly
Focus: over 500+? Don't bother with FP draining, it seems like they have unlimited stamina
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Entry: Gold Goblin Gobbo
Description:
A smelly goblin with a way too big bag on his back. This goblin is way too big for his race, but apparently that's the only way he can collect the gold in rough quantities. In battle you should attack magically, physical attacks seem to heal him.
His first attack is often a mass attack, the 2nd is then personal. After 2 combat rounds he tries to open a portal to disappear. If he succeeds with a dex throw against another person, a portal opens and he disappears. You can see through the portal for a moment and see the approximate surroundings. Then you have to go to the exact place or look for the goblin nearby and attack again. (New initiative rolls. A new fight starts with less life for the goblin) In the fight he does not heal, but after each jump he has gained some life. With each jump, others can be added. Whoever is there at the end will find tokens as soon as he pops.
Focus: 500+? Don't bother with FP drain, it seems like they have unlimited stamina
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Entry: Riddle-Demon Hellhound
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Description:
The Hellhound can often be found in the forest next to Foxsong Haven. He asks people who cross his path for a game to solve 3 riddles to get a small treasure. However, if an answer to a riddle is wrong, he will take a part of the answerer's soul. 1 piece of 3 pieces of the soul. Others can regain the soul pieces if they solve him in battle or all 3 riddles. Be careful, a fight can be difficult, the Demon has a strong aura.
Focus: 500+? Don't bother with FP drain, it seems like they have unlimited stamina
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