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Statue of the Gods - third tierMuch of the tower is mechanical with steam vents, cabling and metal woven into the organic appearances of the adversaries (minus Machine). This could allude to being made from the same power that built Kefka’s Tower, or the industrial power of the Gestahlian Empire that both created Kefka and which he destroyed.

Lady (CR 20)

XP 307,200
LE Large outsider (Archfiend, Boss, Native)
Init +17; Senses blindsense 120 ft.; Perception +36

Defense

AC 31, touch 23, flat-footed 17 (+8 natural, +1 dodge, +13 Dex, -1 size)
hp 620 [840] (20d12+180)
mp 233
Fort +21, Ref +25, Will +25
Absorb Earth, Fire, Holy, Ice, Lightning, Shadow, Water, Wind; DR 20/epic and good;
Immune ability damage, ability drain, berserk, bleed, blind, burning, confuse, critical, curse, daze, death, deprotect, deshell, disease, drenched, doom, energy drain, frog, frozen, mind-affecting, mini, paralyzation, petrification, squalled, static, stun, weighted, zombie;
SR 31;

Offense

Speed
Melee Slam +29 (2d6+15)
Space 10 ft., Reach 10 ft.
Special Abilities Restoring Ruby
Burst Mode Motherly Grace
Spells Known (FC CL 20th, concentration +33)

0th (DC 23) – Alleviate, Burst of Light, Detect Magic, Holy Orb, Magical Cleaning, Magical Hygiene,
1st (DC 24) – Cure, Heal, Light, Regen, Sanctuary
2nd (DC 25) – Cure II, Healara, Light II
3rd (DC 26) – Cura, Cure III, Light III, Lightra, Regen II, Renew
4th (DC 27) – Cure IV, Esuna, Holy, Light IV
5th (DC 28) – Aura Break, Bless, Bright, Curaga, Lightga, Regen III, Renew II
6th (DC 29) – Arise, Auto-Cure, Balance, Curada, Esunaga, Holy II, Radiance
7th (DC 30) – Auto-Raise, Bless II, Full-Cure, Regen IV, Renew III
8th (DC 31) – Arisega, Curaja, Holy III, Radiance II
9th (DC 32) – Full-Life, Mass Full-Cure, Regen V, Renew IV

Statistics

Str 30, Dex 36, Con 28, Int 36, Wis 36, Cha 36
Base Atk +20; CMB +31; CMD 54
Feats Combat Casting, Dodge, Empower Spell, Extend Spell, Extra MP, Improved Initiative, Intensified Spell, Maximize Spell, Silent Spell, Quicken Spell
Skills Appraise +36, Bluff +36, Diplomacy +36, Disable Device +36, Heal +33, Intimidate +36, Knowledge (Arcana, Dungeoneering, Geography, History, Local, Nature, Nobility, Religion) +33, Knowledge (Planes) +36, Perception +36, Sense Motive +36, Survival +33, Use Magic Device +36
Languages All

Special Abilities [phase I]

Motherly Grace (Su)

Once below 50% health (420), This Burst Mode showers Lady in the divine light, blessing her and her allies with a holy protection. For a number of rounds equal to 1 + 1 round for every four HD, lady heals herself and rest by 8d8 points of damage per round. She gains a sacred bonus of +5 and all light spells gain a spell DC bonus of 2. This limit break requires only a swift action to activate.

Repose (Ex)

Once every 1d2+1 rounds as a standard action, Lady places her hand upon her foe. If she hits (+29), she deals 3d6+15 points of bludgeoning damage that inflicts the Sleep status effect unless they make a Fortitude save (DC 30) to negate the effect.

Restoring Ruby (Su)

Lady heals nearby allies with a more powerful version of her healing ruby. All allies within 30 feet are healed for 15d8 points of damage and are cured of one negative status effects of 4th level and lower. Blue mages may learn this ability as a 7th level spell (Knowledge: Planes DC 29).

 


Rest (CR 20)

XP 307,200
LE Large outsider (Archfiend, Boss, Native)
Init +14; Senses Blindsense 120 ft.; Perception +36

Defense

AC 34, touch 19, flat-footed 24 (+15 natural, +12 Dex, -1 size)
hp 780 [1000] (20d12+260)
mp 196
Fort +25, Ref +24, Will +22
DR 20/epic and good;
Immune ability damage, ability drain, berserk, bleed, blind, burning, confuse, critical, curse, daze, death, deprotect, deshell, disease, drenched, doom, energy drain, frog, frozen, mind-affecting, mini, paralyzation, petrification, poison, silence, squalled, static, stun, weighted, zombie;
Resist All 40; SR 31

Offense

Speed
Melee 2 Slams +32 (3d6+13)
Space 10 ft., Reach 10 ft.
Special Abilities Death Touch, Trine
Burst Mode Divine Will
Spells Known (FC CL 20th, concentration +30)

0th (DC 20) – Bleed, Dark Orb, Detect Magic, Elemental Orb, Holy Orb, Read Magic
1st (DC 21) – Aero, Blizzard, Dark, Fire, Light, Ruin, Stone, Thunder, Water
2nd (DC 22) – Aero II, Blizzard II, Dark II, Fire II, Light II, Poison, Silence, Stone II, Thunder II, Water II
3rd (DC 23) – Aera, Aero III, Bio, Blizzara, Blizzard III, Dark III, Darkra, Fira, Fire III, Light, Lightra, Stone III, Stonera, Thundara, Thunder III
4th (DC 24) – Aero IV, Blizzard IV, Dark IV, Fire IV, Holy, Light IV, Ruinra, Stone IV, Thunder IV, Water IV
5th (DC 25) – Aeroga, Bioga, Blizzaga, Bright, Burn, Crush, Darkga, Drain, Drown, Firaga, Freeze, Gloom, Shock, Slice, Stonega, Thundaga, Waterga
6th (DC 26) – Abyss, Burst, Flare, Flood, Glacier, Holy II, Quake, Ruinga, Tornado
7th (DC 27) – Bioja, Bright II, Burn II, Crush II, Drainra, Freeze II, Gloom II, Shock II, Slice II
8th (DC 28) – Abyss II, Burst II, Flare II, Flood II, Glacier II, Holy III, Quake II, Tornado II
9th (DC 29) – Drainga, Meteor, Ultima

Statistics

Str 36, Dex 34, Con 36, Int 30, Wis 30, Cha 30
Base Atk +20; CMB +34; CMD 56
Feats Cleave, Combat Casting, Empower Spell, Extend Spell, Extra MP, Improved Cleave, Intensified Spell, Maximize Spell, Power Attack, Quicken Spell
Skills Appraise +36, Bluff +36, Diplomacy +36, Disable Device +30, Heal +33, Intimidate +36, Knowledge (Arcana, Dungeoneering, Geography, History, Local, Nature, Nobility, Religion) +33, Knowledge (Planes) +36, Perception +36, Sense Motive +36, Survival +33, Use Magic Device +36
Languages All
SQ Bypass Spell Resistance, Counter Magic, Transfer

Special Abilities

Divine Will (Su)

Once below 50% health (500), This Burst Mode lets Rest transfer power to Lady . For a number of rounds equal to 1 + 1 round for every four HD, Rest increases his transfer ability to 50% and counter magic to 5 times per round. He gains protect III and a +3 scared bonus. If lady is already defeated, he gains protect V, a +5 scared bonus, and increase his spell save DCs by 2. This limit break requires only a swift action to activate.

Bypass Spell Resistance (Ex)

Once every 1d2+1 rounds as a swift action, Rest’s command of magic is such that he may unravel a creature’s natural resistance to magic. Rest may reduce a target’s spell resistance by 20 for 1d6 rounds, once per round per target. In addition, Rest ignores energy resistance equal to 20.

Counter Magic (Ex)

Anytime an opponent attacks Rest with any attack, he can make an attack of opportunity with Meteor or Ultima. He may make a number of additional attacks of opportunity for this instance, 2 times per round. He cannot counter attack the same opponent twice.

Death Touch (Ex)

Once every 1d2+1 rounds as a standard action, Rest places his hand upon his foe. If he hits (+32), he deals 4d6+13 points of bludgeoning damage that inflicts the Death status effect unless they make a Fortitude save (DC 30) to negate the effect.

Transfer (Su)

Whenever rest deals damage, 25% of that damage heals Lady.

Trine (Su)

As a standard action, rest 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 30) to negate the status effects and half the damage. Blue mage may learn this ability as a 7th level spell (Knowledge: Planes DC 29).