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Kefka Palazzo (Final Boss)They stood before Kefka as he flaunted his power and told them their lives were meaningless and insignificant. The Returners replied that he was wrong and gave him their reasons for living, but Kefka refused to accept this and turned the Light of Judgment on the world. The Returners attacked and Kefka fought them in the form of a divine being.

Kefka Palazzo (Final Boss) (CR 21)

XP 409,600
CE Large outsider (Archfiend, Boss, Native)
Init +18; Senses blindsense 120 ft.; Perception +38

Defense

AC 46, touch 37, flat-footed 33 (+10 natural, +13 deflection, +14 Dex, -1 size)
hp 851 [1104] (23d12+276)
mp 222
Fort +24, Ref +27, Will +26
DR 20/epic and lawful;
Immune ability damage, ability drain, bleed, blind, burning, curse, daze, death effects, disease, drenched, energy drain, frog, frozen, mind-affecting, mini, paralyzation, petrification, poison, sap, silence, shadow, sleep, slow, squalled, static, stop, stun, weighted;
Resist All 40; SR 32

Offense

Speed 50 ft., climb 40 ft., fly (good) 100 ft.
Melee 2 Slams +36 (3d8+21), 2 Wings +34 (2d6+7)
Special Abilities Heartless Angel, Vengeance
Special Attacks Forsaken, Havoc Wing, Hyper Drive, Trine
Space 10 ft., Reach 10 ft.
Burst Mode Dancing Mad
Spells Known (FC CL 23rd, concentration +36)

0th (DC 23) – Alter Food, Alter Object, Daze, Elemental Orb, Grab, Ignite, Mending, Message
1st (DC 24) – Blizzard, Dark, Icicle Dagger, Enduring Elements, Enfeeblement, Fire, Mage Armor, Ruin, Shield, Shocking Grasp, Slick, Spark, Thunder, Water
2nd (DC 25) – Blizzard II, Dark II, Icy Breath, Poison, Spark II, Thunder II, Water II
3rd (DC 26) – Bio, Blizzara, Blizzard III, Dark III, Darkra, Immobilize, Spark III, Thundara, Thunder III, Water III, Watera
4th (DC 27) – Ball Lightning, Blizzard IV, Dark IV, Ice Storm, Poisonga, Ruinra, Thunder IV, Water IV
5th (DC 28) – Avoid, Bioga, Blizzaga, Darkga, Drain, Drown, Freeze, Gloom, Icy Prison, Lightning Arc, Shock, Thundaga, Waterga
6th (DC 29) – Abyss, Burst, Chain Lightning, Flood, Freezing Sphere, Glacier, Icy Blast, Ruinga, Syphon
7th (DC 30) – Bioja, Drown II, Freeze II, Gloom II, Shadow Blast, Shock II
8th (DC 31) – Abyss II, Black Orb, Burst II, Flood II, Glacier II, Polar Ray, Scathe, Stormbolts
9th (DC 32) – Ardor, Drainga, Magi, Mass Icy Prison, Meteor, Polar Midnight, Scourge, Tsunami, Ultima

Statistics

Str 38, Dex 38, Con 32, Int 36, Wis 36, Cha 36
Base Atk +23; CMB +38; CMD 66
Feats Extra MP, Empower Spell, Extend Spell, Greater Vital Strike, Improved Initiative, Intensified Spell, Maximize Spell, Multiattack, Power Attack, Quicken Spell, Vital Strike, Toughness
Skills Acrobatics +39, Appraise +37, Bluff +38, Climb +40, Diplomacy +38, Disguise +31, Disable Device +39, Escape Artist +39, Fly +40, Heal +38, Intimidate +38, Knowledge (arcana, dungeoneering, engineering, geography, history, local, nature, nobility, planes, religion, technology) +38, Linguistics +29, Perception +38, Sense Motive +38, Sleight of Hand +39, Spellcraft +38, Stealth +32, Swim +40, Use Magic Device +38
Languages All
SQ Angelic Power

Special Abilities [Phase I]

Angelic Power (Ex)

Kefka’s slam attacks deal 1.5 times his Strength bonus (even though it has more than one attack) and gains a deflection based on his Charisma modifier. He also understands all languages.

Phase III begins at 25% hp (253), check below.

Havoc Wing (Ex)

Once every 1d2+1 rounds as a standard action, Kefka makes an attack that hits three times with his slam attack with a -5 penalty. Kefka adds double his Strength bonus to all damage rolls for Havoc Wing.

During Phase II, that hits up to five times with his slam attack with a -5 penalty.

During Phase III, no longer a cooldown and with a -3 penalty.

Heartless Angel (Su)

Once every 1d3+1 rounds as a standard action, Kefka drops down a small sparkle of red light towards his target. Kefka must make a ranged touch attack (+36), if it hits, the targets current HP is reduced to 1 unless they also make a Fortitude save (DC 34) to negate this effect. Blue mage may learn this ability as a 8th level spell (Knowledge: Planes DC 31).

Hyperdrive (Su)

Once per round as an attack of opportunity, Kefka can make a slam attack against an opponent who hits him with a melee attack, so long as the attacking creature is within the his reach.

During Phase II, up to three times per round including ranged and magic.

During Phase III, up to five times per round.

Trine (Su)

As a standard action, Kefka drops down a clearish-yellow pyramid upon his foes within a 45-ft.-triangle. All enemies within the area of effect take 15d8 points of lightning damage and are inflicted with Silence and Blind status effects for 15 rounds unless they make a Reflex save (DC 34) to negate the status effects and half the damage. Blue mage may learn this ability as a 7th level spell (Knowledge: Planes DC 29).

During Phase II, as a swift action, increase damage to 18d8 points of lightning damage.

During Phase III, increase damage to 22d8 points of lightning damage.

Special Abilities [Phase II]

Dancing Mad [Starts Phase II]

Once below 60% hp (607), This Burst Mode lets Kefka release his inner maddness. For a number of rounds equal to 1 + 1 round for every four HD, Kefka can use the Doublecast ability from the black mage ability list but has a 30% chance to change any of the spells currently cast. Check from his current list roll a 1d10 to determine what spell level it will be changed to. He still uses the same MP from the spell he was originally going to cast even if the replacement spell is lesser or higher. This limit break requires only a swift action to activate.

Forsaken (Su) [Phase II]

Once every 1d4+1 rounds as a standard action, Kefka releases a red aura which distorts space and time, bending the rules of existence of all enemies in a 120-ft.-radius around himself. Enemies within the area of effect take 25d10 points of non-elemental with a Reflex save (DC 34) for half damage. All enemies within the area of effect also receive the zombie status effect for 1d6 rounds unless they make a Fortitude save (DC 34).

During Phase III, reduce cooldown to every other round.

Vengeance (Su) [Phase II]

Once every 1d2+1 rounds as a standard action, Kefka releases a flash of green bright light hitting all enemies within a 80-ft.-cone-radius. All creatures within the area of effect take dispel as the spell effect.

During Phase III, no longer a cooldown and increase radius to 120-ft.-cone.

ECOLOGY

Environment any

Organization unique

Treasure none