D&D 5E Final Fantasy XV for D&D

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Picture taken in game by Unknown

The largest and oldest living creature known to man. Said to have been born at the dawn of time itself, the adamantoise first appears in documents produced circa the advent of the Kingdom of Lucis. According to said records, metal procured from its shell was used in the construction of conduits used to channel the Crystal’s power into the Wall around the Crown City.
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Fighting the Adamantoise
Fighting the adamantoise is a colossal undertaking even for the most experienced of adventuring parties. A GM should keep the following in mind while running a combat encounter with the adamantoise:
  • The adamantoise far exceeds the size category of “Gargantuan”, but its body lays flat to the ground, barring any creature from entering it. Only by successfully climbing the adamantoise or flying above it can a creature share its space.
  • The adamantoise is a grueling seemingly never-ending fight. It near-limitless hit points and powerful AOE attacks can quickly result in a TPK. Ensure the party has an abundance of healing and powerful equipment to combat this.
  • The adamantoise acts similar to that of a common animal. It will likely not initiate combat, but it will instinctively attack whichever creature did the most damage to it since the end of its last turn.
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Slaying the Adamantoise.
If a party succeeds in slaying the adamantoise, they can make a DC 20Wisdom (Nature) check to discern the composition of the adamantoise’s body. A successful check reveals veins of adamantine in its shell and trace amounts in its skin. A party can spend up to 360 days of downtime harvesting the adamantine for 8 hours a day, gaining 100 pounds each day (36,000 lbs. total). In addition, the heart of the adamantoise can be forged into a powerful talisman known as an Adamantite Bangle
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REGIONAL EFFECTS
The adamantoise is a mythical creature of titanic power, its mere presence brings about changes in the area they reside:
  • All terrain within 1,000 feet of the adamantoise becomes difficult terrain over the course of 1d4 years.
  • Water sources within 5 miles of the adamantoise for 2d6 years or more, dry up in that time, leading to drought.
If the adamantoise is slain, these effects revert over the course of a year and a day.

Adamantoise
Gargantuan Beast (Titan), Unaligned
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Armor Class 18 (Natural Armor)
Hit Points 574 (28d20 + 280)
Speed 5 ft.
Initiative 5 (-5)
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STRDEXCONINTWISCHA
30 (+10)1 (-5)30 (+10)5 (-3)6 (-2)4 (-3)
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Saving Throws Str +19, Con +19, Cha + 6
Damage Resistance acid, cold, fire, force, lightning, thunder
Damage Immunities poison; bludgeoning, piercing and slashing from nonmagical weapons
Condition Immunities Charmed, Frightened, Grappled, Invisible, Restrained, Prone
Senses tremorsense 1 mile, passive Perception 8
Languages Understands all but cannot speak.
Challenge 30 (155,000 XP) Proficiency Bonus +9
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Adamantoise-Sized. The adamantoise occupies a 500-foot by 500-foot area, and is 300 feet tall. No creature can enter its space without climbing on it and doing so requires a successful DC 17 Strength (Athletics) check at the start of the creature’s turn. If a creature successfully climbs atop the adamantoise it can walk atop it as if it were difficult terrain. While in this area, a creature must succeed a DC 14 Dexterity saving throw at the start of each of its turns, or be knocked Prone. If a creature fails the saving throw by 5 or more it is thrown off the adamantoise into an unoccupied space adjacent to the adamantoise, falling if it has no way of holding itself aloft. Additionally, while in this area, a creature has Advantage on attack rolls against the adamantoise and has its critical range increased by 1.

Immortal. The adamantoise does not age and cannot be aged magically. It can survive without any food or water for 50 years at a time by hibernating, after which it awakens.

Legendary Resistance (4/Day). Whenever the adamantoise fails a saving throw, it can choose to succeed instead.

Legendary Weapons. The adamantoise’s attacks are considered magical for the purpose of overcoming damage resistances and immunities.

Living Mountain. The adamantoise is immune to forced movement as well as any effect that would teleport it or banish it to another plane of existence. In addition, while the adamantoise is motionless and retreated into its shell and sleeping, it is indistinguishable from a normal mountain. Retreating into or coming out of its shell its shell takes the adamantoise 1 minute, and while retreated into its shell or sleeping, the adamantoise is immune to all damage and conditions.

Unerring Ability. Whenever the adamantoise rolls a Strength or Constitution skill check or saving throw it considers any roll of 19 or lower a roll of 20.

Vulnerable Eyes. Each of the adamantoise’s eyes can be targeted separately, each has an AC of 12 and 100 hit points, and can only be targeted by an attack with a range or reach of 60 feet or more. A creature who has climbed atop the adamantoise (see Adamantoise-Sized), only needs a reach or range of 15 feet to target an eye. When one of the adamantoise’s eye is reduced to 0 hit points, it has Disadvantage on Wisdom (Perception) checks relying on sight, and it begins to roll a d20 at the end of each of its turns. Until it rolls a natural 20, the adamantoise is Stunned, and considered vulnerable to all damage. If both of the adamantoise’s eyes are reduced to 0 hit points, the adamantoise is Blinded until at least one eye is restored to full hit points. Each of the adamantoise’s eyes regenerate and regain all hit points after a long rest.

Primordial Might (5/Day). When adamantoise is reduced to 0 hit points, it regains all hit points, loses all unwanted conditions and effects, and recharges it’s Shockwave action and any expended uses of its Legendary Resistance trait. For each time a party activates this trait, reward an additional 155,000 XP (930,000 total).

ACTIONS
Head Slam.
The adamantoise slams its head on the ground in a 30-foot wide, 120-foot long line starting from it. All creatures in this area must make a DC 27 Dexterity saving throw, taking 75 (10d12 + 10) bludgeoning damage on a failed save, or half as much on a success. If a creature takes any amount of damage from this attack, it must succeed on a DC 27 Constitution saving throw or be Stunned until the end of its next turn.

Shockwave (Recharge 6). All creatures within 300 feet of the adamantoise must make a DC 27 Constitution saving throw, taking 105 (30d6) thunder damage and become Stunned until the end of its next turn on a failed save, or half as much damage and not becoming Stunned on a successful save.

BONUS ACTIONS
Earthquake. The adamantoise shakes the ground around it in a 1,000-foot radius. Each creature in this area must make a Dexterity saving throw. On a failed save, a creature takes 42 (12d6) bludgeoning damage, is knocked Prone, and its Concentration is broken.
 
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Update: Haven’t been working on this for a bit. Got a little burned out, and realized that I wasn’t having fun doing these creatures in order. To fix that I’m gonna go ahead and do the monster’s i feel like doing first, and work on the others in between them. Other systems are still in the works, but are not my main priority.
 

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Picture taken in game by Unknown

BAHAMUT
The Draconian, God of War, The Bladekeeper

Bahamut is both a member and the leader of the Hexatheon, the gods of the world of Eos. From within the realm between life and death he surveys and watches over the world, remaining vigilant and protecting it from threats both mortal and divine. In this role, he is uncompromising and ruthless, dispatching any threats through wisdom and influence, and if need be, direct action.

Head of the Astrals. Of all the Astrals, Bahamut is the least known about and the most mysterious. It is known only through myth and legend that he leads the Astrals, overseeing them and the rest of the world. Hat he defeated and slayed Ifrit in the War of the Astrals, laying him asunder upon the Rock of Ravatough. It is also whispered that Bahamut has chosen a king of Lucis to destroy the star scourge which plagues the world. Despite the god’s mysterious nature, he is revered and respected across the world, and feared by many.

An Unseen Hand. Bahamut rarely intervenes in the affairs of the world, either mortal or divine, but when it is required he is immediate and unfaltering in his actions. It is through his vigilance alone that the world has avoided many terrible fates. Often, he chooses capable but unaware mortals to act on his behalf, gently guiding and nudging the world in unobserved ways. Only when this fails or is insufficient does the Draconian directly intervene, a rare event due to his wisdom in selecting mortals.
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DIVINE AURA
Empowered by its divine maker, the aspect’s mere presence warps the land around it, creating the following effects:
  • The aspect is attuned to all matters of combat and warfare. While within 10 miles of the aspect, if a creature wields a weapon, makes an attack roll, deals damage, or forces another creature to make a saving throw, the aspect becomes instantly aware of all involved creatures. While aware of a creature, the aspect knows its general location, creature type, current hit points, and once every minute the aspect can impose Advantage or Disadvantage on the creature's next attack roll (aspect’s choice).
  • Within 1 mile of the aspect nonmagical weapons are imbued with a fragment of divine power and ignore damage resistances to nonmagical bludgeoning, piercing, and slashing.
  • While within 1,000 feet of the aspect, each of the aspect’s allies gain the benefits of the spell Heroism, gaining 15 temporary hit points. This effect resets once per short or long rest.

Avatar of Bahamut
Gargantuan Celestial (Astral, Deity), Lawful Neutral
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Armor Class 24 (Natural Armor)
Hit Points 546 (28d20 + 252)
Speed 60 ft., fly 180 ft.
Initiative 37 (+27)
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STRDEXCONINTWISCHA
29 (+9)29 (+9)29 (+9)22 (+6)30 (+10)24 (+7)
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Saving Throws Str +18, Dex +18, Con +18, Int +15, Wis +19, Cha +16
Skills Athletics +18, Acrobatics +18, History +24, Perception +28, Religion +24
Damage Resistance bludgeoning, piercing, and slashing; acid, cold, fire, force, lightning, thunder
Damage Immunities poison, radiant; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities Blinded, Charmed, Confused, Deafened, Exhaustion, Frightened, Poisoned, Stunned
Senses darkvision 300 ft., truesight 120 ft., passive Perception 38
Languages All, telepathy 300 ft.
Challenge 30 (155,000 XP) Proficiency Bonus +9
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Colossal. The aspect occupies a 45-foot by 45-foot area and is 60 feet tall. A Huge or smaller creature can enter its space and must do so to target it with an attack or effect with a range or reach of 15 feet or less.

Divine Caster. Any spell of 5th level or lower casted by the aspect is casted as a 6th level spell. In addition, the aspect can concentrate on up to 2 spells at once. If its concentration is broken, both spells end simultaneously.

Divine Form. The aspect is immune to spells of 3rd level and lower, as well as any spell or effect that would alter its form, banish it, or instantly slay it. Moreover, without the aspect’s permission, no spell or magical effect can observe it remotely or detect its thoughts, creature type, or alignment. In addition, the aspect has Advantage on saving throws against spells and other magical effects, and all other spell attack rolls against it have Disadvantage.

Divine Might. The aspect’s attacks are considered magical for the purposes of overcoming damage resistances and immunities. In addition, the aspect ignores damage resistances and any temporary hit points a target has, and treats damage immunities as resistances.

Divine Nature. The aspect does not age and cannot be aged by any means. It also does not need to eat, drink, sleep, or breath to survive.

Divine Recovery. At the beginning of each of its turns, the aspect regains 20 hit points and can remove one condition or negative effect that is affecting him, even if it is Incapacitated or Unconscious.

Legendary Resistance. If the aspect fails a saving throw it can expend one unused legendary action to succeed instead.

Member of the Hexatheon (2/Short or Long Rest). If the aspect would be reduced to 0 hit points or slain outright, it immediately gains all the benefits from long rest, except for replenishing any expended uses of Member of the Hexatheon. Additionally, the aspect can now use the options in the "Mythic Actions" section for 1 hour. Award a party an additional 155,000 XP (465,000 XP total) for each time it defeats the aspect and its Member of the Hexatheon trait activates.

ACTIONS
Multiattack.
Bahamut uses his Megaflare if it is available and (A) makes three Longsword attacks or (B) casts 2 innate spells.

Longsword. Melee Weapon Attack: +18 to hit, reach 20 ft. or range 120/600, one target. Hit. 27 (4d8 + 9) slashing damage. If the target is a creature, on a successful hit, he aspect can choose one of the following effects:
  • The target is moved up to 15 feet in one direction of the aspect’s choice and knocked Prone.
  • The target drops one item it is holding of the aspect’s choice.
  • The aspect moves up to half of its movement speed without provoking Opportunity Attacks.
  • The target is Stunned until the end of the aspect’s next turn.
Megaflare (1/Long Rest). The aspect hurls a mote of divine flame at a point it can see within 1,000 feet. Each creature within 120 feet of this point must succeed a DC 24 Dexterity saving throw, taking 70 (20d6) force damage plus 70 (20d6) fire damage on a failed save, or half as much on a success.

Innate Spellcasting. The aspect’s spellcasting ability is Charisma (spell save DC 24, +16 to hit with spell attacks). It can innately cast the following spells requiring no components:

At-will: commune (other Astrals only), divine smite, greater restoration, magic weapon, searing smite, thunderous smite, wrathful smite
3/Rest each: banishing smite, bestow curse, cloud of daggers (40 ft. sphere), dimension door (self only), geas (9th level), planeshift (self only), remove curse, staggering smite
1/Rest each: astral projection, teleport

BONUS ACTIONS
Cunning Action.
The aspect takes the Dash or Disengage action as a bonus action.

Spellcast. The aspect uses its Innate Spellcasting action (At-Will spells only).

REACTIONS
Perfect Parry. The aspect negates the damage(s) and effects of one attack that targets only it that it can see.

LEGENDARY ACTIONS
The aspect can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The aspect regains spent legendary actions at the start of its turn.

Attack. The aspect moves up to half of his speed makes one attack against a creature within range or reach.

Teleport. The aspect magically teleport to an unoccupied space it can see within 180 feet.

Recharge Ability (Costs 3 Actions, 1/Long Rest). The aspect recharges its Megaflare attack.

MYTHIC ACTIONS
If the aspect’s Member of the Hexatheon trait is active, it can use the options below as legendary actions for 1 hour:

Spellcast (Costs 3 Actions). The aspect uses its Innate Spellcasting action.

Ultima Sword (Costs 3 Actions, 1/Long Rest). The aspect chooses a point within 600 feet and hails down swords in a 180-foot radius around that point. Until the end of the aspect’s next turn, any creature that starts its turn or enters this area must make a DC 24 Dexterity saving throw, taking 66 (12d10) piercing damage plus 66 (12d10) radiant damage on a failed save, or half as much on a success. Any magical barriers of 8th level or lower in this area, such as a wall of force, are destroyed.
 
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Neat thread! I love conversions. If you're curious, look up some of the very early Final Fantasies--1 was basically trying to be 1e D&D. The Ahriman is actually linearly descended from FF1's EYE, which had its sprite changed to look less like the Bihoruda--beholder-- it was based on!
 

Neat thread! I love conversions. If you're curious, look up some of the very early Final Fantasies--1 was basically trying to be 1e D&D. The Ahriman is actually linearly descended from FF1's EYE, which had its sprite changed to look less like the Bihoruda--beholder-- it was based on!
I noticed that ff shares a lot of creatures with DND, but i didnt know that. It makes a lot more sense now why copyrighted creatures like mindflayers can be in ff
 
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Descriptive Text.

Bahamut Blade
Large Construct, Unaligned
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Armor Class 18 (Natural Armor)
Hit Points 63 (6d10 + 30)
Speed 0 ft., fly 300 ft. (hover)
Initiative 15 (+5)
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STRDEXCONINTWISCHA
20 (+5)20 (+5)20 (+5)1 (-5)1 (-5)1 (-5)
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Saving Throws Dex +7
Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison, psychic
Condition Immunities Charmed, Frightened, Poisoned, Prone, Stunned, Unconscious
Senses blindsight 120 ft. (Blinded beyond this radius), passive perception 5
Languages ——
Challenge 4 (1,100 XP) Proficiency Bonus +2
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Divine Creation. The Bahamut Blade is considered both Celestial and Construct for any effect or prerequisite that requires it..

Draconian’s Wings. A Bahamut Blade can enter and occupy the same space as any number of other Bahamut Blades and one Aspect of Bahamut and vice versa, suffering no penalties for doing so.

Flying Charge. If the Blade moves at least 45 feet in a straight line and makes a Slash attack, it deals an additional 16 (3d10) slashing damage. In addition, it can change all damage dealt by this attack to piercing damage.

Magic Weapon. Weapon attacks made by the Blade are magical.

Shared Senses. While on the same plane as an Aspect of Bahamut, the Blade can see through the aspects senses and vice versa, using their own Wisdom (Perception) bonuses.

ACTIONS
Multiattack.
The Blade makes two attacks.

Slash. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit. 16 (2d10 + 5) plus 9 (2d8) radiant damage.

REACTIONS
Parry. The Blade gains a +2 bonus to its AC against one attack against it that it can see.
 
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TITAN
The Archean, God of the Earth, The Landforger

Titan is the Astral who has spent the most time upon the mortal world, though most of his millennia have been spent in a divine slumber. Despite his slumber, his presence still shakes the land with tremors, which locals have dubbed “Titan’s snoring”. Such quakes are largely harmless and result in little to no damage to nearby structures.

Meteor of the Six. At the end of the Astral War, it was Titan who caught the crystalline meteor which threatened to destroy the world.

An Ancient Presence. Bahamut

God of Earth. Legends tell of the Archaean absorbing the force of the cataclysmic Meteor as it hurtled down to Eos—and he still shoulders the stone in his deep sleep within the Disc. The Landforger was awakened from that slumber by the Oracle Lunafreya.

DIVINE AURA
Empowered by its divine maker, the aspect’s mere presence warps the land around it, creating the following effects:
  • The aspect is attuned to all matters involving the earth. While within 10 miles of the aspect, if a creature touches dirt, stone, or similar earthen materials, or casts a spell or magical effect which manipulates earthen materials, the aspect becomes instantly aware of all involved creatures. Touching or manipulating metals does not trigger this effect. While aware of a creature, the aspect knows its general location, creature type, current hit points, and once every 10 minutes the aspect can create a patch of difficult terrain around a creature it is aware of which fills the ground around the creature in a 180-foot Emanation.
  • Within 1 mile of the aspect dirt and stone becomes stronger and more resistant to change. All nonmagical attempts to dig or rave such materials takes five times as long.
  • While within 1,000 feet of the aspect, spells and magical effects which manipulate dirt, stone or other earthen materials are empowered. The effects of all such spells are increased in the following ways:
    • Objects created by such magics have twice as many hit points and a +3 bonus to their AC.
    • Any spell with a duration longer than instantaneous lasts twice as long, and if the spell requires Concentration to maintain, the caster has Advantage unless it is the aspect who triggers the saving throw.

Avatar of Titan
Gargantuan Celestial (Deity), Neutral Good
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Armor Class 20 (Natural Armor)
Hit Points 594 (29d20 + 290)
Speed 90 ft.
Initiative 8 (-2)
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STRDEXCONINTWISCHA
30 (+10)6 (-2)30 (+10)16 (+3)20 (+5)18 (+4)
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Saving Throws Str +19, Dex +7, Con +19, Int +12, Wis +14, Cha +13
Skills Athletics +28, History +21, Perception +23, Religion +21
Damage Resistance fire, force; bludgeoning, piercing, and slashing
Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities Blinded, Charmed, Confused, Deafened, Exhaustion, Frightened, Poisoned, Stunned
Senses Darkvision 300 ft., Tremorsense 1,000 ft., Truesight 240 ft., passive Perception 33
Languages All, telepathy 600 ft.
Challenge 30 (155,000 XP) Proficiency Bonus +9
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Colossal. The aspect occupies a 120-foot by 120-foot space and is 180 feet tall. A Huge-sized or smaller creature can enter the aspect’s space and must do so to target it with an attack or effect with a range or reach of 40 feet or less. In addition, the aspect cannot be forcibly moved or knocked Prone by such creatures.

Divine Caster. Any spell of 4th level or lower casted by the aspect is casted as a 5th level spell. In addition, the aspect can concentrate on up to 2 spells at once. If its concentration is broken, both spells end simultaneously.

Divine Form. The aspect is immune to spells of 3rd level and lower, as well as any spell or effect that would alter its form, banish it, or instantly slay it. Moreover, without the aspect’s permission, no spell or magical effect can observe it remotely or detect its thoughts, creature type, or alignment. In addition, the aspect has Advantage on saving throws against spells and other magical effects, and all other spell attack rolls against it have Disadvantage.

Divine Might. The aspect’s attacks are considered magical for the purposes of overcoming damage resistances and immunities. In addition, the aspect ignores damage resistances and any temporary hit points a target has, and treats damage immunities as resistances.

Divine Nature. The aspect does not age and cannot be aged by any means. It also does not need to eat, drink, sleep, or breath to survive.

Divine Recovery. At the beginning of each of its turns, the aspect regains 20 hit points and can remove one condition or negative effect that is affecting it, even if it is Incapacitated or Unconscious.

Earthglide. The aspect can move through dirt, stone, or similar materials as thought they were normal terrain. Additionally, it can move through refined metals and veins of metal as though they were difficult terrain.

Legendary Resistance. If the aspect fails a saving throw it can expend one unused legendary action to succeed instead.

Reliable Might. Whenever the aspect makes a Strength or Constitution check and rolls lower than a 15 on the d20 roll, it instead rolls a 15.

Member of the Hexatheon (2/Short or Long Rest). If the aspect would be reduced to 0 hit points or slain outright, it immediately gains all the benefits from long rest, except for replenishing any expended uses of Member of the Hexatheon. Additionally, the aspect can now use the options in the "Mythic Actions" section for 1 hour. Award a party an additional 155,000 XP (465,000 XP total) for each time it defeats the aspect and its Member of the Hexatheon trait activates

ACTIONS
Titan Fist. Melee Weapon Attack: +19 to hit, reach 60 ft., one target. Hit. 65 (10d10 + 10) bludgeoning damage plus 21 (6d6) force damage. If the target is a creature it is knocked Prone. The aspect can also choose one of the following effects when making this attack:
  • The creature is also moved in one direction of the aspect’s choice. A creature is Medium or smaller it is moved up to 300 feet, a Large creature it is moved up to 120 feet, and a Huge or larger creature is moved up to 40 feet.
  • Each other creature in a 25-foot Cube centered on the initial target must succeed a DC 27 Dexterity saving throw, suffering the same effects as the initial target on a failed save, or half as much damage on a success and not being knocked Prone.
Stomp. The aspect slams its foot down in a 40-foot Cube inside of or within 30 feet of its space. Any creature within the Cube must make a DC 27 Strength or Dexterity saving throw (creature’s choice) or take 78 (12d12) bludgeoning damage. In addition, every creature within 120 feet of Titan aspect must make a DC 27 Dexterity saving throw or be knocked Prone. Any creature within the Cube or the aspect’s space makes the second saving throw with Disadvantage.

Arm Sweep. The aspect swings its arm in a 90-foot cone. Each creature in this area must succeed a DC 27 Dexterity saving throw, taking 44 (8d10) bludgeoning damage and being knocked Prone on a failed save, or half as much damage and not being knocked Prone on a success. Any structures or objects in the area take damage as normal and are collectively moved to one side of the cone determined by the GM.

Meteor Toss. The aspect hurls a massive stone at a point it can see within 1,000 feet. Each creatures with 60 feet of this point must succeed a DC 27 Dexterity saving throw, taking 62 (8d12 + 10) bludgeoning damage and is Stunned until the end of the aspect’s next turn on a failed save, or half as much damage and not being Stunned on a success.

Innate Spellcasting. The aspect’s spellcasting ability is Strength (spell save DC 27, +19 to hit with spell attacks). It can innately cast the following spells requiring no components:

At-will: commune (other Astrals only), earth tremor (20 foot sphere), erupting earth, greater restoration, stone shape, mold earth, transmute rock
3/Rest each: bestow curse, bones of the earth, flesh to stone, move earth, planeshift (self only), remove curse, wall of stone
1/Rest each: astral projection, earthquake (1 mile radius), teleport

BONUS ACTIONS
Spellcast. Titan uses its Innate Spellcasting action (At-Will only).

REACTIONS
Disrupt Earthen Spell. If a creature the aspect can see attempts to cast a spell such as move earth, earthquake, or another spell or a magical effect that would affect the earth, the aspect stops the effects of the spell or magical effect from occurring, and the caster takes 22 (5d8) force damage.

LEGENDARY ACTIONS
The aspect can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The aspect regains spent legendary actions at the start of its turn.

Attack. The aspect makes one Titan’s Fist attack against a creature within reach.

MYTHIC ACTIONS
If the aspect’s Member of the Hexatheon trait is active, it can use the options below as legendary actions for 1 hour:

Spellcast (Costs 3 Actions). The aspect uses its Innate Spellcasting action..

Gaia’s Wrath (Costs 3 Actions, 1/Long Rest). Summoning all of its physical strength, the aspect makes a Titan Fist attack or uses its Meteor Toss action. In addition to the attack’s normal effects, the ground around the target or point in a 300-foot radius becomes difficult terrain, and each creature of the aspect’s choice on the same surface within this area must succeed a DC 27 Dexterity saving throw. On a failed save, the creature takes 66 (12d10) bludgeoning damage, is knocked Prone, and is Stunned until the end of Titan’s next turn. On a successful saving throw, the creature takes half as much damage, and is not knocked Prone or Stunned.

LAIR
Titan sits in the Disc of Cauthess, holding up the meteor that provides Lestalum its thermal power source. Any creature that starts its turn within 3,000 feet of here must begin making Constitution saving throws when it first enters and after each hour it spends in this area or gain 1 level of exhaustion, to a maximum of 5 levels. Any creature within 600 feet of Titan while here takes 1d6 fire damage at the start of each of their turns. A creature resistant or immune to fire damage or immune to the effects of extreme heat does not need to make these saving throws and does not take the aforementioned damage.
 
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Art by Lucy Rakavka

Goddess of Ice. The Glacian's place among the Six lies opposite that of the Infernian, Ifrit. Roused suddenly from hibernation in Ghorovas Rift, the Frostbearer brought the chill wind of death to bear on half the imperial army before suffering her own corporeal demise.

Avatar of Shiva
Medium Celestial (Deity), Neutral Good
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Armor Class 20 (Natural Armor)
Hit Points 437 (38d8 + 266)
Speed 45 ft., fly 90 ft.
Initiative 17 (+7)
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STRDEXCONINTWISCHA
18 (+4)25 (+7)24 (+7)20 (+5)22 (+6)23 (+6)
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Saving Throws Str +13, Dex +16, Con +16, Int +14, Wis +15, Cha +15
Skills Acrobatics +25, Deception +24, History +23, Perception +24, Religion +23
Damage Resistance bludgeoning, piercing, and slashing
Damage Immunities cold, poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Poisoned, Stunned
Senses darkvision 300 ft., truesight 120 ft., passive Perception 34
Languages All, telepathy 300 ft.
Challenge 30 (155,000 XP) Proficiency Bonus +9
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Astral Might. Shiva’s attacks are considered magical for the purposes of overcoming damage resistances and immunities. In addition, Shiva ignores damage resistances and treats damage immunities as resistances.

Astral Nature. Shiva does not age and cannot be aged by any means. She also do not need to eat, drink, sleep, or breath to survive.

Blizzard Aura. Shiva can activate or deactivate a powerful winter storm that remains centered on her at all times, requiring no action. The storm initially forms over the course of 1 minute and occupies a 25-mile radius cylinder that is 5 miles tall. Any creature other than Shiva, any Glacian Sprites (see below), and any creature of her choice that enters this area or starts its turn in this area must make a DC 23 Constitution saving throw or take 10 (3d6) cold damage and gain 1 level of Exhaustion, to a maximum of 5 levels. While in this area any creature other than Shiva, any Glacian Sprites, and any other creature of her choice, can only see normally out to a radius of 30 feet in front of them. Attempts to see or target from 31 feet to 40 feet are lightly obscured, and any attempt to do so past this range is considered heavily obscured.

Godly Caster. Shiva can cast any at-will spell as a bonus action. In addition, Shiva can concentrate on up to 2 spells at once. If her concentration is broken, both spells end simultaneously.

Legendary Resistance. If Shiva fails a saving throw she can expend one unused legendary action to succeed instead.

Limited Magic Immunity. Unless she wishes to be affected, Shiva is immune to spells of 3rd level or lower and has Advantage on saving throws against all other spells and magical effects.

Master of Cold. Whenever Shiva takes cold damage, she instead takes none and regains a number of hit points equal to the damage dealt. Additionally, she can move through ice and creatures made of ice as though they were normal terrain.

God of Ice (2/Short or Long Rest). If the aspect would be reduced to 0 hit points, it immediately gains all the benefits from long rest, except for replenishing any of this feature’s expended uses. Additionally, the aspect can now use the options in the "Mythic Actions" section for 1 hour. Award a party an additional 155,000 XP (465,000 XP total) for each time it defeats the Aspect of Shiva and its God of Ice trait activates.

ACTIONS
Frozen Touch. Melee Spell Attack: +15 to hit, reach 5 ft., one target. Hit. 35 (6d8 + 6) cold damage plus 27 (6d8) necrotic damage. If the target is a creature it must succeed a DC 27 Constitution saving throw or be Petrified. This Petrification can be removed by greater restoration or similar magic, or by dealing at least 20 fire damage to the creature. A creature brought to 0 hit points by this attack is killed instantly and their body is transformed into frost, ice, snow, or a similar material of Shiva’s choice.

Alter Form. As an action, Shiva can do one of the following:
  • Shiva can become Gargantuan-sized, multiplying the reach and range of all her abilities by 4, retaining all of her statistics otherwise.
  • Shiva can transform into a Medium or Small-sized Humanoid retaining all her current statistics.
While using this ability, Shiva cannot use this ability again until she dismisses her current form as an action or bonus action. Otherwise, Shiva remains in this new form indefinitely.

Innate Spellcasting. Shiva’s spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). Shiva can innately cast the following spells at 5th-level or higher, requiring no components:

At-will: armor of agathys, commune (other Astrals only), greater restoration, ice knife, ray of frost (6d8)
3/Rest each: bestow curse, cone of cold, freezing sphere, planeshift (self only), remove curse, rime’s binding ice (6th level, 90 feet)
1/Rest each: astral projection, teleport, wall of ice (9th level)

BONUS ACTIONS
Spellcast. Shiva casts an at-will spell.

REACTIONS
Disrupt Cold Spell. If a creature Shiva can see attempts to cast a spell such as ray of frost, ice knife, or another spell or a magical effect that would deal cold damage or create ice or a similar effect, Shiva stops the effects of the spell or magical effect from occurring.

LEGENDARY ACTIONS
Shiva can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Shiva regains spent legendary actions at the start of her turn.

Attack. Shiva makes one Frozen Touch attack.

Duplicate (Costs 2 Actions). Shiva creates 1 (1d4-1, minimum of one) Glacian Sprites into unoccupied spaces within 30 feet.

MYTHIC ACTIONS
If Shiva’s mythic trait is active, she can use the options below as legendary actions for 1 hour.

Spellcast (Costs 3 Actions). Shiva casts an innate spell.

Diamond Dust (Costs 3 Actions, 1/Long Rest). Shiva summons 7 (2d6) Glacian Sprites in unoccupied spaces within 30 feet. All creatures within 120 feet of Shiva must make a DC 23 Constitution saving throw, taking 27 (6d8) cold damage on a failed save, or half as much on a success. In addition, Shiva chooses one creature she can see within 60 feet and forces it to make an additional DC 23 Constitution saving throw. On a failed save, the creature takes 71 (11d12) cold damage plus 71 (11d12) necrotic damage and is Petrified. On a successful save the creature takes half as much damage and suffers the effect of the slow spell. This Petrification can be removed by the spell greater restoration or similar magic, or by dealing at least 50 fire damage to the Petrified creature. A creature reduced to 0 hit points by damage dealt by diamond dust is killed instantly and its body is transformed into frost, ice, snow, or a similar material of Shiva’s choice.
 
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Descriptive Text.

Glacian Sprite
Medium Celestial, Lawful Good
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Armor Class 15
Hit Points 37 (5d8 + 15)
Speed 45 ft., fly 90 ft.
Initiative 15 (+5)
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STRDEXCONINTWISCHA
12 (+1)20 (+5)16 (+3)14 (+2)16 (+3)18 (+4)
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Damage Resistance bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison, cold
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Poisoned
Senses darkvision 120 ft., passive Perception 13
Languages Understands all but does not speak
Challenge 2 (450 XP) Proficiency Bonus +2
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Cold Absorption. Whenever the Shiva Sprite takes cold damage, it instead takes none and instead regains a number of hit points equal to amount of cold damage dealt.

Glacian’s Focus. While an Aspect of Shiva is within 300 feet of the Shiva Sprite, the aspect can use its action to cast any spell using the Sprite’s as the source of origin and vice versa. In addition, both the aspect and the sprite can sense everything the other can.

ACTIONS
Icy Touch. Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit. 13 (2d8 + 4) cold damage. If the target is a creature, it must succeed on a DC 14 Constitution check or have its speed reduced to half until the end of its next turn.

Innate Spellcasting. The creature’s spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The creature can innately cast the following spells, requiring no components:

At will: ray of frost, armor of agathys

BONUS ACTIONS
Spellcast. The Glacian Sprite casts an at-will spell.
 
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