Estuans interius, ira vehementi (PEACH) [Archive] - Wizards Community

Post/Author/DateTimePost
Space_Dragon

01-19-08, 09:46 PM
This is a (very) tentative statblock for the Jenovah creatures from Final Fantasy VII. These stats are inspired by the "one winged angel" form that Sephiroth takes at the end of the game, which is presumably similar to the original alien. Epic material used.


Jenovah
Huge Aberration
Hit Dice: 40d8+520+20 (720)
Speed: 10 ft./fly 40 ft. (good)
Initiative: +11
Armor Class: 51 (-2 size, +11 dex, +12 natural, +20 epic mage armor) touch 39, flat footed 40
Base Attack/Grapple: +23/+40
Space/Reach: 20 ft./15 ft. (20 ft. with tentacles)
Attack: wing +30 melee (2d12+9) and 2 tentacles +27 melee (2d6+4 and improved grab)
Special Abilities: Pale Horse, Meteor, Eater of Worlds, Improved Grab (tentacle), Infestation, Spell Like Abilities
Special Qualities: damage reduction 20/epic, resist cold and electricity 50, immune to force attacks, poison, and disease, spell resistance 50, fast healing 6, telepathy (400 ft.)
Saves: Fort +28, Ref +26, Will +35
Abilities: Str 28, Con 36, Dex 32, Int 24, Wis 36 Cha 34
Skills: Spellcraft +50, Concentration +56, Bluff +27, Intimidate +42, Knowledge (arcana) +47, Knowledge (religion) +46, Knowledge (the planes) +40, Survival +23, Spot +56, Listen +36, Tumble +51, Craft (doom) +56
Feats: Multiattack, Combat Reflexes, Quicken Spell-Like-Ability (earthquake, cure critical wounds), Maximize Spell-Like-Ability (disintegrate, cure critical wounds), Expertise, Spectral Strike, Epic Toughness, Tenacious Magic (epic mage armor), Fast Healing (2), Permanent Emanation (symbol of pain), Spellcasting Harrier
Challenge Rating: 35
Alignment: neutral evil

Pale Horse (Su): Once per encounter, a jenovah can drain the life essence from those around it. Every living creature in a thirty foot cone must succeed at a fortitude save (DC 42) or receive 2d4 negative levels. For every level it drains, the jenovah gains 5 temporary hit points.

Meteor (Su): Jenovahs travel from world to world within colossal, fiery comets that deal calamitous damage to whatever planet they hit. Summoning a meteor requires the jenovah to spend 1d4 months building up energy (during which time it uses Pale Horse on any nearby life forms to help fuel the process). At the end of that time, it goes into a period of meditation lasting one week. At the end of that period, the jenovah is teleported to a convenient asteroid somewhere in the universe. Thus, if a jenovah is located, it is imperative that it be destroyed before it can use this power to escape.

Once a meteor (collosal object, 1,000 hp, hardness 10) is inhabited, the jenovah can pilot it to new worlds (or the same one it left, if it needs to hit it again). The meteor has a fly speed of 10,000 mph (clumsy) and probably requires a plot device to destroy. If it slams into a planet, it deals 500 damage to everything within a ten mile radius of the impact (reflex DC 30 half), and allows the jenovah to use its Eater of Worlds ability.

Eater of Worlds (Su): Within twenty-four hours of a successful meteor collision into a life-filled world, a jenovah can attempt to absorb the life energy of the wounded planet, rendering it permanently uninhabitable. This requires a one year ritual (which must begin within 24 hours of the impact). At the end of this period, the jenovah makes a Craft (doom) check (DC 60). If it succeeds, everything on the planet dies and the jenovah takes off for greener pastures. If the jenovah is interrupted during this period (such as by entering combat or leaving the impact crater), the DC increases by 1 per interruption. If the check fails, it must summon another meteor and try again.

Infestation (Ex): Anyone who starts a round held in jenovah’s tentacles must succeed at a fortitude save (DC 43) or undergo an awful transformation. The creature is sickened, and must succeed at another save every round or lose 2 points of wisdom. If the victim’s wisdom reaches 0, he or she gains the half-farspawn template (with a restored wisdom score) and becomes utterly loyal to the jenovah. A cure disease or heal spell (Spellcraft DC 42) cast before the transformation is complete halts the metamorphosis. Once the transformation is complete, only wish or miracle can do the trick. The save DC is constitution based.

Spell Like Abilities (Sp): At will-animus blast, epic mage armor, disintegrate, symbol of pain, symbol of insanity, earthquake 3/day-cure critical wounds, shapechange, plague, dominate monster, mass suggestion, dreamscape, hellball, nailed to the sky. The save DC’s are wisdom based.
Nilbog

01-19-08, 11:10 PM
Scary... the Eater of Worlds is a good impetus for an epic quest.

Where does the "+30" hit points come from? +20 for Epic Toughness, what are the other +10?
DebiHuman

01-20-08, 03:49 PM
According to the SRD, Epic Toughness does indeed grant +30 HP unless this has been changed somewhere. Also, is the name Jenovah or Jenova? I've been seeing both spellings on the internet and I wasn't sure which is actually the official name. BTW, Wikipedia has it as Jenova. Just checking.

Debby
Space_Dragon

01-20-08, 05:23 PM
My bad with Epic Toughness. Fix'd.

Also, I don't think the game designers themselves were all that consistent about the spelling. :D
Space_Dragon

01-22-08, 02:44 AM
Bump in shades :cool:
M-bark

01-22-08, 01:02 PM
That title totally drew my attention. I guess it really was worthwhile to read the text to One-Winged Angel. :D

meteor has a fly speed of 10,000 mph (clumsy) and probably requires a plot device to destroy.

This has gained you many, many points in my book.


I really like how you worked this out. One question though, does Epic Mage Armour apply when being "touch attacked"? Because if not, the touch attack AC needs to be lowered.