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
The Terpsicolt is a nimble, floating seahorse-like creature that uses its agility to outmaneuver foes. Known for its powerful spinning attack, it can knock down opponents and evade direct melee strikes with ease.
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
Claw Attack
The Terpsicolt makes a melee attack with its claws, dealing 2d8 slashing damage and potentially grappling the target.
Spinner
The Terpsicolt spins rapidly around the battlefield, dealing 4d10 bludgeoning damage to all creatures within 10 feet. Creatures not blocking must make a DC 15 Dexterity saving throw, taking half damage on a success. After spinning, the Terpsicolt is vulnerable for 3 seconds.