Fantasy
Gaia from Final Fantasy VII. Previously this world contained only Midgar and all characters and monsters that we met in the original game and in Remake, now with this massive update all the regions of Gaia explorable in Rebirth are coming: Grasslands, Junon Region, Corel Region, Gongaga Region, Cosmo Canyon Region, Nibel Region and Northwood. Consequently, soon will arrive new characters, points of interests and areas to make this world even more alive.
Author's Note: Experience Gaia from Final Fantasy VII (mixing the 97' original game and both Remakes).
Because of the city's verticality, this version of Midgar is structured very differently from what you would see in the official games, like how slums were positioned on the sides of the sectors, to create distance between the plates and the underground areas. Big buildings are actually "areas", providing more complexity with their inner structure, for example with "Shinra Building" it was possible to make a complex series of rooms, labs and key areas.
In this version of Gaia you can explore pretty much all the major locations that you would find in the original game, in Remake and in Rebirth, adding immaginary versions of locations that were only mentioned and never explored in the official videogames.
Played | 70 times |
Cloned | 5 times |
Created | 263 days ago |
Last Updated | 20 days ago |
Visibility | Public |
HP Range10 - 20 (Avg: 15)
AC15
XP1800
Description
Bombs are explosive creatures that thrive on chaos and destruction. They are known for their volatile nature, often charging at foes before detonating in a fiery explosion.
Details
Size | Medium |
Type | Monstrosity |
CR | 5 |
XP | 1800 |
Languages | None |
Defenses
Armor Class | 15 |
HP Range | 10 - 20 (Avg: 15) |
Damage Vulnerabilities | None |
Damage Resistances | None |
Damage Immunities | None |
Condition Immunities | None |
Actions
Explosive Charge
The Bomb charges at a target within 30 feet, making a melee attack. On a hit, it deals 2d6 bludgeoning damage and the target must succeed on a DC 14 Dexterity saving throw or take an additional 3d6 fire damage from the explosion.
Self-Destruct
When reduced to 0 hit points, the Bomb explodes in a 20-foot radius. Each creature in that area must make a DC 15 Dexterity saving throw, taking 4d10 fire damage on a failed save, or half as much damage on a successful one.