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Omega WeaponUnlike the Omega Weapon from FFVII, who was created to serve as a last resort; when all life on the Planet is threatened. This Omega Weapon was also created to protect the Planet from a greater threat.

Omega Weapon (CR 25)

XP 1,638,400
N Colossal Construct (Super Boss)
Init +9; Senses Darkvision 120 ft., low-light vision, tremorsense 60 ft., superior optics; Perception +50

DEFENSE

AC 48, touch 8, flat-footed 42 (+50 natural, +1 dodge, +5 dex, -8 size)
hp 2198 [2704] (46d12+800); fast healing 25;
mp 410
Fort +24, Ref +31, Will +34
Absorb Fire, Ice, Water, Wind, Earth, Holy; DR 25/-;
Immune Ability Damage, Ability Drain, Bad Status effects, Construct traits, Level Damage, Level Drain;
Weakness Lightning; SR 40;

OFFENSE

Speed 50 ft., Fly 120 ft. (clumsy)
Melee 2 Slams +61 (6d6+22)
Space 30 ft.; Reach 30 ft.
Special Abilities Discord, Gravija, Level 3 Confuse, Level 5 Death, Megiddo Flame
Special Attacks Big Wave, Diamond Fire, Diamond Flash, Emerald Beam, Emerald Blast, Flare Star, Grand Slam, Jade Bomb, Jade Snipe, Level ? Holy, Level 4 Flare, Light Pillar, Magnitude 8, Meteor, Ruby Fire, Ruby Ray, Sapphire Laser, Sapphire Prison, Southern Cross, Tornado, Ultima, Wind Slash
Burst Mode Omega Drive, Terra Break

STATISTICS

Str 54, Dex 20, Con -, Int 12, Wis 30, Cha 30
Base Atk +46; CMB +76; CMD 91 (95 vs. trip)
Feats Alertness, All-Consuming Swing, Awesome Blow, Awesome Charge, Blind-Fight, Bull Rush Strike, Cleave, Combat Casting, Combat Reflexes, Devastating Strike, Dodge, Great Cleave, Great Fortitude, Greater Bull Rush, Improved Bull Rush, Improved Natural Attack (Slam), Improved Initiative, Improved Vital Strike, Lightning Reflexes, Power Attack, Vital Strike, Weapon Focus (Slam)
Skills Climb +68, Fly +35, Perception +50
SQ Construct Improvements, Renewal

SPECIAL ABILITIES

Construct Improvements (Ex)

Omega Weapon’s bonus hit points based on size is 10 times higher than normal.

Renewal (Ex)

Upon Omega Weapon’s death, he is revived with full HP and MP per life-force shown below until his last one when he is completely destroyed.

Superior Optics (Ex)

Omega Weapon sees invisible creatures or objects as if they were visible.

First life

Grand Stomp (Ex)

Omega Weapon stomps its foot down upon any creature within its 30-ft.-reach. Creatures within a 30-ft.-radius take 10d6+20 points of bludgeoning damage (Reflex save DC 43 for half damage). Omega Weapon uses this ability if there are more than one foe around it.

Gravija (Sp)

As a standard action, Omega Weapon casts Gravija as the 9th level black mage spell (DC 34). This is a spell-like ability and consumes 9 MP. The save DC is wisdom-based.

Level 5 Death (Su)

Once every 1d2+1 rounds, the Omega Weapon can call forth a great wraith who scythes at all enemies within a 30 ft. radius of him. All creatures with a total HD that is a multiple of 5 must make a Fortitude save (DC 43) or die. Blue mages may learn this ability as a 6th-level spell (Knowledge: Engineering or Technology DC 27).

Light Pillar (Su)

Once every 1d4+1 rounds as a standard action, Omega Weapon may target a single creature within 120 feet, surrounding them with a bright beam of light. The target must make a Fortitude save (DC 43) or be reduced to a number of hit points equal to their HD. If the target is already at such a level of hit points or lower, they are reduced to 1 hit point instead. A successful saving throw reduces the enemy’s current hit points by one quarter instead.

Megiddo Flame (Su)

Once every 1d4+1 rounds as a full-round action, Omega Weapon unleashes red light beams upon his enemies. All enemies in a 20 ft. radius burst around the target, with a range of 60 feet, must make a Fortitude save (DC 43) or be reduced to a number of hit points equal to their HD. Those who are already at such a level of hit points or lower are reduced to 1 hit point instead. A successful saving throw reduces the enemy’s current hit points by one quarter instead.

Meteor (Sp)

As a standard action, Omega Weapon casts Meteor as the 9th level time mage spell (DC 34). This is a spell-like ability and consumes 9 MP. The save DC is wisdom-based.

Terra Break (Su)

Omega Weapon can use this ability when at 2028 hp, 1352 hp, and 676 hp. This Burst Mode lets Omega Weapon burst with a furious flurry of blows. For one single round, Omega Weapon swings with his slam attack sixteen times at random nearby foes. This limit break requires only a full-round action to activate.

Ultima (Sp)

As a standard action, Omega Weapon casts Ultima as the 9th level black mage spell (DC 34). This is a spell-like ability and consumes 9 MP. The save DC is wisdom-based.

second life

Big Wave (Su)

Once every 1d2+1 rounds as a standard action, Omega Weapon can unleash a burst of water. All creatures in a 50 ft. line that is 25 feet wide take 15d6 points of water damage and are knocked prone. A DC 43 Reflex save halves the damage and prevents those affected from being knocked prone. Those who fail the Reflex save must also make a DC 43 Fortitude save or begin drowning (they are knocked unconscious, are taken to -1 hit points on the following round, and one round after that, die). The drowning may be prevented by making a Heal check (DC 43) as a full-round action, or casting a spell or using an item upon the victim that lets them breathe underwater. Blue mages may learn this ability as a 7th level spell (Knowledge: Engineering or Technology DC 29).

Discord (Su)

Once every 1d2+1 rounds as a standard action,, Omega Weapon unleashes sound waves of a special frequency that weaken his target. He must make a range touch attack (+43), if he hits, the subject gains 1d4 temporary negative levels. Assuming the subject survives, it regains lost levels after a number of hours equal to your caster level (maximum 15 hours). Usually, negative levels have a chance of becoming permanent, but the negative levels from discord don’t last long enough to do so. Anyone who is immune to death is immune to this effect. Blue mages may learn this ability as a 4th level spell (Knowledge: Engineering or Technology DC 23).

Flare Star (Su)

Once every 1d4+1 rounds as a standard action, with a great flash of searing light, Omega Weapon reduces his opponents to ash. All enemies within a 20 ft. radius of him take 15d10 fire damage, with a Reflex save (DC 43) for half damage. Those who fail the saving throw are prompted to make a Fortitude save (DC 43) or be brought to -1 hit points and left dying. Blue mages may learn this ability as a 9th level spell (Knowledge: Engineering or Technology DC 33).

Level ? Holy (Su)

Once every 1d2+1 rounds as a standard action, Omega Weapon releases beams of holy energy blasts towards all his enemies within a 30 ft. radius of him, exploding into intense light inflicting to all creatures with a total HD that is prime number dealing 20d8 points of holy damage and inflicting the dazzled status effect for 2d4 rounds. Blue mages may learn this ability as a 6th-level spell (Knowledge: Engineering or Technology DC 27).

Level 3 Confuse (Su)

Once every 1d2+1 rounds as a standard action, the Omega Weapon whistles a tune of confusion towards all his enemies within a 30 ft. radius of him. All creatures with a total HD that is a multiple of 3 must make a Will save (DC 43) or are inflicted with the confuse status effect for 3d3 rounds. Blue mages may learn this ability as a 6th-level spell (Knowledge: Engineering or Technology DC 27).

Level 4 Flare (Su)

Once every 1d2+1 rounds as a standard action, Omega Weapon releases bolts of fire streaks towards all his enemies within a 30 ft. radius of him, exploding into intense flames inflicting to all creatures with a total HD that is a multiple of 4 dealing 14d8 points of fire damage and inflicting the burning status effect for 1d4 rounds. Blue mages may learn this ability as a 7th-level spell (Knowledge: Engineering or Technology DC 29).

Level 5 Death (Su)

Once every 1d2+1 rounds as a standard action, the Omega Weapon can call forth a great wraith who scythes at all enemies within a 30 ft. radius of him. All creatures with a total HD that is a multiple of 5 must make a Fortitude save (DC 43) or die. Blue mages may learn this ability as a 6th-level spell (Knowledge: Engineering or Technology DC 27).

Magnitude 8 (Su)

Once every 1d3+1 rounds as a standard action, Omega Weapon can cause the ground to erupt wildly around it within a 60-ft.-radius. Creatures within the area of effect take 15d10 points of earth damage and are inflicted with the weighted status effect. They must make a successful Reflex save (DC 43) to reduce the damage by half and negate the status effect. Blue mages may learn this ability as an 8th level spell (Knowledge: Engineering or Technology DC 31).

Meteor (Sp)

As a standard action, Omega Weapon casts Meteor as the 9th level time mage spell (DC 34). This is a spell-like ability and consumes 9 MP. The save DC is wisdom-based.

Omega Drive (Su)

Once below 50% hp (1352), This Burst Mode lets Omega Weapon goes into overdrive, performing well beyond it’s limit. For a number of rounds equal to 1 + 1 round for every four HD, Omega Weapon gains Protect V, Shell V, Regen V, Hasteja, and a +4 Strength/Dexterity bonus. This limit break requires only a swift action to activate and cannot be dispel.

Southern Cross (Su)

Once every 1d3+1 rounds as a standard action, Omega Weapon will summon a 30 ft.-radius firestorm on a selected target within 60 ft. away, completely burning their foes.

Enemies within the radius take 15d8 points of fire damage (reflex for half) [DC 43], and then must make a secondary save or be inflicted with the burning status, taking 1d12 fire damage per round. If a target fails the save against the burning effect they may make a save on the following rounds until they succeed to remove the status. Blue mages may learn this ability as an 8th level spell (Knowledge: Engineering or Technology DC 31).

Tornado II (Sp)

As a standard action, Omega Weapon casts Tornado II as the 8th level black mage spell (DC 34). This is a spell-like ability and consumes 8 MP. The save DC is wisdom-based.

Wave Cannon (Su)

Once every 1d4+1 rounds as a standard action, Omega Weapon fires a powerful cannon of crackling energy. All enemies within a 60 ft. cone suffer 20d8 lightning damage, with a Reflex save (DC 43) for half damage, and inflicts the Static status effect for 1 minute, no save. Blue mages may learn this ability as a 9th level spell (Knowledge: Engineering or Technology DC 33).

Wind Slash (Su)

Once every 1d3+1 rounds as a standard action, Omega Weapon uses its wings to cause the wind to slice all those in a 60-ft.-cone. Creatures within the area of effect take 15d6 points of wind damage, Reflex save (DC 43) for half damage. Blue mages may learn this ability as a 8th level spell (Knowledge: Engineering or Technology DC 31).

Third life

Diamond Fire (Su)

As a standard action, Omega Weapon fires off a ray of non-elemental energy at a random foe within 60 ft. Ranged touch attack (+43), if it hits, deals 15d6 points of non-elemental damage and the target must make a Will save or be inflicted with the Deprotect status effect at -2 penalty to armor class for 25 rounds. Blue mages may learn this ability as a 6th level spell (Knowledge: Engineering or Technology DC 27).

Diamond Flash (Su)

Once every 1d4+1 rounds as a standard action, Omega Weapon lowers down its defenses for one round as it blasts its foes around it. Creatures within a 60’ radius of Omega Weapon take 15d10 points of holy damage (Reflex save DC 43 for half damage) and are inflicted with the dazzled status effect for 1d6 rounds. Creatures who fail the Reflex save must also make a Fortitude save (DC 43) or be inflicted with Silence status for 1d6 rounds. During the round that Diamond Flash is used, the Omega Weapon’s DR is reduced to 10. Blue mages may learn this ability as a 9th level spell (Knowledge: Engineering or Technology DC 33).

Emerald Beam (Su)

As a standard action, Omega Beam fires off a ray of non-elemental energy at a random foe within 60 ft. Ranged touch attack (+43), if it hits, deals 15d6 points of non-elemental damage and the target must make a Will save or be inflicted with the Deshell status effect at a -2 penalty to saving throws versus spells for 25 rounds. Blue mages may learn this ability as a 6th level spell (Knowledge: Engineering or Technology DC 27).

Emerald Blast (Su)

Once every 1d4+1 rounds as a standard action, Omega Weapon engulfs one opponent in suffocating, crushing water. This attack deals 15d10 points of water damage and inflicts the Drenched status (Fortitude save DC 43 for half damage and negates the status effect). Blue mages may learn this ability as a 8th level spell (Knowledge: Engineering or Technology DC 31).

Grand Stomp (Ex)

Once every 1d3+1 rounds as a standard action, Omega Weapon stomps its foot down upon any creature within its 30-ft.-reach. Creatures within a 30-ft.-radius take 10d8+22 points of bludgeoning damage (Reflex save DC 43 for half damage). Diamond Weapon uses this ability if there are more than one foe around it.

Jade Snipe (Su)

As a standard action, Omega Weapon fires off a ray of non-elemental energy at a random foe within 60 ft. Ranged touch attack (+43), if it hits, deals 15d6 points of non-elemental damage and the target must make a Will save or be inflicted with the Confuse status effect for 25 rounds. Blue mages may learn this ability as a 6th level spell (Knowledge: Engineering or Technology DC 27).

Jade Bomb (Su)

Once every 1d4+1 rounds as a standard action, Omega Weapon surrounds one opponent in shredding winds within 60 feet away. This attack deals 15d10 points of wind damage and inflicts the Squalled status (Reflex save DC 43 for half damage and negates the status effect). Blue mages may learn this ability as a 8th level spell (Knowledge: Engineering or Technology DC 31).

Omega Drive (Su)

Once below 50% hp (1352), This Burst Mode lets Omega Weapon goes into overdrive, performing well beyond it’s limit. For a number of rounds equal to 1 + 1 round for every four HD, Omega Weapon gains Protect V, Shell V, Regen V, Hasteja, and a +4 Strength/Dexterity bonus. This limit break requires only a swift action to activate and cannot be dispel.

Ruby Ray (Su)

As a standard action, Omega Weapon fires off a ray of non-elemental energy at a random foe within 60 ft. Ranged touch attack (+43), if it hits, deals 15d6 points of non-elemental damage and the target must make a Fortitude save (DC 43) or be inflicted with the Slow status for 25 rounds. Blue mages may learn this ability as a 6th level spell (Knowledge: Engineering or Technology DC 27).

Ruby Fire (Su)

Once every 1d4+1 rounds as a standard action, Omega Weapon engulfs one opponent in intense flames. This attack deals 15d10 points of fire damage and inflicts Burning status (Fortitude save DC 43 for half damage and negates the status effect). Blue mages may learn this ability as a 8th level spell (Knowledge: Engineering or Technology DC 31).

Sapphire Laser (Su)

As a standard action, Omega Weapon fires off a ray of non-elemental energy at a random foe within 60 ft. Ranged touch attack (+43), if it hits, deals 15d6 points of non-elemental damage and the target must make a Will save or be inflicted with the Imperil status effect for 25 rounds. Blue mages may learn this ability as a 6th level spell (Knowledge: Engineering or Technology DC 27).

Sapphire Prison (Su)

Once every 1d4+1 rounds as a standard action, Omega Weapon encases one opponent in an icy prison. This attack deals 15d10 points of ice damage and inflicts the Frozen status (Fortitude save DC 43 for half damage and negates the status effect). Blue mages may learn this ability as a 8th level spell (Knowledge: Engineering or Technology DC 31).