D&D 5E Final Fantasy XV for D&D

I’ve seen a lot of creatures getting close to the behemoth in terms of CR. Considering the lore surrounding them, and not wanting them to be increased in CR themselves, i instead opted to give them the following trait.

Apex Predator. The behemoth deals double damage to Beasts, Dragons, Monstrosities, and Plants.

It makes them do more damage in general without increasing their CR. I realize some PC characters are monstrosities (Thri-kreen for example), but figured it should be a non issue.
 

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Titus Drautos is the captain of the Kingsglaive. He expects diligence and obedience from his soldiers, and his respect is quite difficult to gain. He is also known for dwelling on the past, especially concerning the war between Lucis and Niflhiem, as his homeland was conquered by the latter decades ago.

Traitor. Secretly, Titus is also General Glauca, commander of the armies of Niflhiem. This treachery to the Lucian kings stems from his desire to see his homeland free. He sees Regis as a traitor for his inability or unwillingness to liberate his home, and works with Niflhiem solely for that purpose.

Titus Drautos/General Glauca WIP
Medium Humanoid (Human), Neutral Evil
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Armor Class 18 (Plate Armor, 20 with Regenerative Armor)
Hit Points 225 (20d8 + 100 + 80 temporary hit points)
Speed 60 ft.
Initiative 20 (+10)
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STRDEXCONINTWISCHA
22 (+6)18 (+4)20 (+5)15 (+2)16 (+3)16 (+3)
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Saving Throws Dex +10, Cha +9
Skills Athletics +17, Deception +9, Insight +9, Perception +9
Damage Resistance cold, fire, lightning; nonmagical bludgeoning piercing, and slashing
Senses passive Perception 19
Languages Common
Challenge 19 (22,000 XP) Proficiency Bonus +6
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Empowered Strikes. Titus’s weapon attacks deal an additional 6 damage.

Magic Resistance. Titus has Advantage on saving throws against spells and magical effects.

Powerful Legs. Titus’ long jump is up to 40 feet and his high jump is up to 25 feet with or without a running start. In addition, Titus is immune to bludgeoning damage taken from falling.

Reactive. Titus can take a reaction once per turn rather than once per round.

Regenerative Armor. At the start of each of his turns, Titus gains 15 temporary hit points in addition to any he already has from this trait, to a maximum of 80. While he has any of these temporary hit points, Titus’ AC is increased by 2.

ACTIONS
Multiattack. Titus makes three Greatsword attacks.

Greatsword. Melee Weapon Attack: +12 to hit, reach 5 ft. or range 60/180 ft., one target. Hit. 17 (2d6 + 12) slashing damage. Once per turn each, Titus can also impose one of the following effects:
  • Stun. The creature is Stunned until the end of Titus’ next turn.
  • Teleport. Titus magically teleports to an unoccupied space adjacent to the target.
  • Trip. If the target is a Large or smaller creature, it is knocked Prone.
BONUS ACTIONS
Focused Strike. Titus hones his focus into his next Greatsword attack. On a successful hit, the attack deals an additional 14 (4d6) slashing damage.

REACTIONS
Counterstrike. Titus increases his AC by 6 against one attack he can see, possibly causing the attack to miss. If the attack misses, Titus makes one Greatsword attack against the attacker.

LEGENDARY ACTIONS
Titus can take 2 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. Titus regains spent legendary actions at the start of his turn.

Rush. Titus moves up to half of his speed and makes one Greatsword attack.
 
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Ravus Nox Fleuret is the former prince of Tenebrae, and after Niflhiem’s occupation, he has become the High Commander of the conquering nation. His nation was conquered when he was a young man, and he saw his mother burned alive in the confrontation. Though the crime was committed by the magiteks of Niflhiem, he blames King Regis of Lucis for her death as the king did not fight back during the event.

Selfish but Noble Ambitions. Ravus once sought to replacethe kings of Lucis, believing himself more worthy of their namesake ring. However, during the fall of Insomnia his attempt to wear the ring resulted in the destruction of his left arm. In spite of this setback, Ravus still seeks to dispel the darkness which plagues the world. A duty he believes the crowned prince is ill-suited and incapable of.

Ravus Nox Fleuret
Medium Humanoid (Human), Neutral
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Armor Class 19 (+3 Studded Leather)
Hit Points 170 (20d8 + 80)
Speed 40 ft.
Initiative 19 (+9)
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STRDEXCONINTWISCHA
20 (+5)18 (+4)18 (+4)17 (+3)16 (+3)15 (+2)
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Saving Throws Dex +9, Cha +7
Skills Athletics +10, History +8, Insight +8, Perception +8
Senses passive Perception 18
Languages Common
Challenge 13 (10,000 XP) Proficiency Bonus +5
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Cybernetic Limb. Ravus has Advantage on Strength-based contested checks, and is considered one size larger when determining the weight he can push, pull, drag, or lift.

Magic Resistance. Ravus has Advantage on saving throws against spells and magical effects.

Magic Weapons. Ravus’ weapons are magical and deal an additional 10 (2d6) lightning damage (included in the attack).

ACTIONS
Multiattack. Ravus makes three Albana Leonis attacks.

Albana Leonis. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit. 9 (1d8 + 5) slashing damage plus 7 (2d6) lightning damage. On a successful hit, Ravus can also impose one of the following effects:
  • Feint. Ravus gains Advantage on his next attack roll.
  • Manuever. Ravus moves up to 15 feet without provoking Opportunity Attacks.
  • Stun. The creature is Stunned until the end of Ravus’ next turn.
  • Trip. If the target is a Medium or smaller creature, it is knocked Prone.
Lightning Bolt (Recharge 5-6). Ravus unleashes a bolt of lightning in a 100-foot long line that is 5 feet wide. Each creature in this area must succeed a DC 17 Dexterity saving throw, taking 65 (10d12) lightning damage on a failed save, or half as much on a success.

BONUS ACTIONS
Increased Charge. Ravus imbues his next Albana Leonis attack with electricity, which deals an additional 14 (4d6) lightning damage on a successful hit.

REACTIONS
Parry. Ravus increases his AC by 5 against one attack he can see, possibly causing the attack to miss.

Riposte. When a creature within 5 feet of Ravus misses an attack roll, he can make one Albana Leonis attack against the creature, dealing an additional 7 (2d6) weapon damage.
 
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A baby bird living near the Vesperpool. It is all but impossible to discern a young male from a young female at first glance. A normally docile creature, the chickatrice will only attack in self-defense—and inflict considerable damage on its assailant when it does.

Chickatrice
Medium Beast, Unaligned
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Armor Class 12
Hit Points 13 (3d8)
Speed 35 ft.
Initiative 12 (+2)
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STRDEXCONINTWISCHA
10 (+0)15 (+2)10 (+0)2 (-4)7 (-2)4 (-3)
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Senses passive Perception 8
Languages ——
Challenge 3 (700 XP) Proficiency Bonus +2
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ACTIONS
Kick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit. 2 (1d4) bludgeoning damage and the target is Confused until the end of the target’s next turn.

BONUS ACTIONS
Disengage. The chickatrice takes the Disengage action.

REACTIONS
Retaliate. After a hostile creature within 5 feet of the chickatrice makes an attack roll, the chickatrice makes a Kick attack against it, dealing an additional 22 (9d4) damage on a successful hit.
 

A young regaltrice that generally poses no threat to humanity at large. Mass hatchings are reported on rare occasion, however, and the baby birds flock outward from their natural habitat. It is at this point hunters are called upon to cull the burgeoning population.

Regaltrice
Medium Beast, Unaligned
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Armor Class 15 (Natural Armor)
Hit Points 38 (7d8 + 7)
Speed 35 ft.
Initiative 14 (+4)
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STRDEXCONINTWISCHA
13 (+1)18 (+4)12 (+1)2 (-4)7 (-2)6 (-2)
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Senses passive Perception 8
Languages ——
Challenge 5 (1,800 XP) Proficiency Bonus +3
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ACTIONS
Peck. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit. 5 (1d8 + 1) piercing damage and the target is Confused until the end of the target’s next turn.

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit. 5 (1d8 + 1) bludgeoning damage and the target is knocked Prone.

BONUS ACTIONS
Disengage. The regaltrice takes the Disengage action.

REACTIONS
Retaliate. After a hostile creature within 5 feet of the regaltrice makes an attack roll, the regaltrice makes one attack against it, dealing an additional 36 (8d8) damage on a successful hit.
 

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