D&D 5E Final Fantasy XV for D&D

GreatestHonor

Explorer
A dual-wielding magitek trooper that received a total overhaul. Only a few hundred prototypes exist at present, however, as mass production of the top-of-the-line parts required for this unit proved too difficult to maintain.

Magitek Assassin
Medium Construct (Magitek), Unaligned
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Armor Class 18 (Natural Armor)
Hit Points 95 (8d8 + 50)
Speed 30 ft.
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STRDEXCONINTWISCHA
18 (+4)18 (+4)20 (+5)3 (-4)12 (+1)1 (-5)
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Damage Resistance lightning; bludgeoning, piercing and slashing from nonmagical attacks that aren’t adamantine
Damage Immunities necrotic, poison, psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
Senses passive perception 11
Languages Understands Common but cannot speak
Challenge 8 (3,900 XP) Proficiency Bonus +3
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Immutable Form. The magitek is immune to any spell or effect that would alter its form.

Magic Resistance. The magitek has advantage on saving throws against spells and magical effects.

Magic Weapons. The magitek’s weapons are magical.

Standing Leap. The magitek’s long jump is up to 15 feet, and its high jump is up to 10 feet, with or without a running start.

Unnatural Creation. The magitek’s creature type is considered both an abberation and a construct.

Volatile Construction. Whenever the magitek is reduced to 45 or fewer hit points, it must succeed on a DC 13 Constitution saving throw or detonate. If it slain instantly and detonates, all other creatures within 10 feet must succeed on a DC 15 Dexterity check, taking 21 (6d6) fire damage on a failed save, or half as much on a success. The magitek automatically fails this saving throw if it is reduced to 0 hit points or killed outright.

Sneak Attack (1/Turn). If the magitek has advantage on an attack roll with a melee weapon attack, it can deal an additional 21 (6d6) damage with that attack.

ACTIONS
Multiattack. The magitek makes three attacks, only one of which can be a Kick.

Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit. 8 (1d8 + 4) slashing damage.

Kick. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit. 10 (1d8 + 6) bludgeoning damage. If the target is a Medium-sized or smaller creature, it must succeed on a DC 17 Strength saving throw or be pushed back 5 feet. If a creature fails this saving throw by 5 or more, it is also knocked prone.
 
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GreatestHonor

Explorer
Once an ordinary magitek trooper, this unit received a variety of remodels, now rebuilt to bear the banner of the imperial army. In particular, its coding underwent enormous changes; unlike other infantry models, this unit is programmed to avoid combat unless absolutely necessary.

Magitek Bannerman MK I
Medium Construct (Magitek), Unaligned
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Armor Class 18 (Natural Armor)
Hit Points 38 (4d8 + 20)
Speed 30 ft.
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STRDEXCONINTWISCHA
20 (+5)14 (+2)20 (+5)3 (-4)12 (+1)1 (-5)
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Damage Resistance lightning; bludgeoning, piercing and slashing from nonmagical attacks that aren’t adamantine
Damage Immunities necrotic, poison, psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
Senses passive perception 11
Languages Understands Common but cannot speak
Challenge 1 (200 XP) Proficiency Bonus +2
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Flag Bearer. The magitek cannot use the Dash, Disengage, Help, Hide, or Shove actions

Immutable Form. The magitek is immune to any spell or effect that would alter its form.

Magic Resistance. The magitek has advantage on saving throws against spells and magical effects.

Magic Weapons. The magitek’s weapons are magical.

Unnatural Creation. The magitek’s creature type is considered both an abberation and a construct.

ACTIONS
Electrified Grapple (Recharge 6). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit. 3 (1d6) lightning damage. If the target is a creature it must succeed on a DC 15 Dexterity saving throw or be grappled by the magitek. While grappled this way, a creature must make a DC 15 Constitution saving throw at the start of each of its turns or be stunned until the start of its next turn. The magitek can only grapple one creature this way.

BONUS ACTIONS
Rally. All allies within 60 feet of the magitek gain advantage on their next attack roll, saving throw, or skill check.
 
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GreatestHonor

Explorer
A bannerman boasting boosted power and additional skills. Despite engineers upgrading this unit's combat capabilities, its main function remains the same: bearing the flag of the empire in battle.

Magitek Bannerman MK II
Medium Construct (Magitek), Unaligned
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Armor Class 18 (Natural Armor)
Hit Points 76 (8d8 + 40)
Speed 30 ft.
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STRDEXCONINTWISCHA
20 (+5)14 (+2)20 (+5)3 (-4)12 (+1)1 (-5)
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Damage Resistance lightning; bludgeoning, piercing and slashing from nonmagical attacks that aren’t adamantine
Damage Immunities necrotic, poison, psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
Senses passive perception 11
Languages Understands Common but cannot speak
Challenge 3 (700 XP) Proficiency Bonus +2
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Flag Bearer. The magitek cannot use the Dash, Disengage, Help, Hide, or Shove actions

Immutable Form. The magitek is immune to any spell or effect that would alter its form.

Magic Resistance. The magitek has advantage on saving throws against spells and magical effects.

Magic Weapons. The magitek’s weapons are magical.

Unnatural Creation. The magitek’s creature type is considered both an abberation and a construct.

ACTIONS
Electrified Grapple. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit. 3 (1d6) lightning damage. If the target is a creature it must succeed on a DC 15 Dexterity saving throw or be grappled by the magitek. While grappled this way, a creature must make a DC 15 Constitution saving throw at the start of each of its turns or be stunned until the start of its next turn. The magitek can only grapple one creature this way.

BONUS ACTIONS
Rally. All allies within 60 feet of the magitek gain advantage on their next attack roll, saving throw, or skill check.
 
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GreatestHonor

Explorer
The newest model of bannerman, mainly deployed from assault crafts. Scientists integrated more advanced administrative functions into this unit's AI, but said efforts were largely wasted as the empire collapsed before mass production of this model could begin in earnest.

Magitek Bannerman MK III
Medium Construct (Magitek), Unaligned
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Armor Class 18 (Natural Armor)
Hit Points 76 (10d8 + 40)
Speed 30 ft.
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STRDEXCONINTWISCHA
20 (+5)14 (+2)20 (+5)3 (-4)12 (+1)1 (-5)
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Damage Resistance lightning; bludgeoning, piercing and slashing from nonmagical attacks that aren’t adamantine
Damage Immunities necrotic, poison, psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
Senses passive perception 11
Languages Understands Common but cannot speak
Challenge 5 (1,800 XP) Proficiency Bonus +3
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Flag Bearer. The magitek cannot use the Dash, Disengage, Help, Hide, or Shove actions

Immutable Form. The magitek is immune to any spell or effect that would alter its form.

Magic Resistance. The magitek has advantage on saving throws against spells and magical effects.

Magic Weapons. The magitek’s weapons are magical.

Unnatural Creation. The magitek’s creature type is considered both an abberation and a construct.

ACTIONS
Electrified Grapple. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit. 7 (2d6) lightning damage. If the target is a creature it must succeed on a DC 16 Dexterity saving throw or be grappled by the magitek. While grappled this way, a creature must make a DC 16 Constitution saving throw at the start of each of its turns or be stunned until the start of its next turn. The magitek can only grapple one creature this way.

BONUS ACTIONS
Rally. All allies within 90 feet of the magitek gain advantage and a 1d4 bonus on their next attack roll, saving throw, or skill check.
 
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GreatestHonor

Explorer
A magitek trooper wielding a giant spear. Military officials first noticed this model's effectiveness in anti-deity combat in the fight against Shiva, and they have since deployed this unit to battle both Titan and Leviathan.

Imperial Spearman
Medium Construct (Magitek), Unaligned
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Armor Class 20 (Natural Armor)
Hit Points 76 (8d8 + 40)
Speed 30 ft.
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STRDEXCONINTWISCHA
20 (+5)14 (+2)20 (+5)3 (-4)12 (+1)1 (-5)
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Damage Resistance lightning; bludgeoning, piercing and slashing from nonmagical attacks that aren’t adamantine
Damage Immunities necrotic, poison, psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
Senses passive perception 11
Languages Understands Common but cannot speak
Challenge 5 (1,800 XP) Proficiency Bonus +3
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Immutable Form. The magitek is immune to any spell or effect that would alter its form.

Jointed Grapple. The save and escape DC for the magitek’s grapple increases by 1 for every other magitek currently grappling the same creature.

Magic Resistance. The magitek has advantage on saving throws against spells and magical effects.

Magic Weapons. The magitek’s weapons are magical.

Unnatural Creation. The magitek’s creature type is considered both an abberation and a construct.

ACTIONS
Spear. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit. 12 (2d6 + 5) piercing damage plus 3 (1d6) fire damage.

Harpoon. Ranged Weapon Attack: +5 to hit, range 60/180 ft., one target. Hit. 9 (2d6 + 2) piercing damage plus 3 (1d6) fire damage. If the target is a creature it must succeed on a DC 16 Dexterity saving throw or be grappled by the magitek. On subsequent turns, the magitek can release a pulse of explosive energy, dealing (3d6) fire damage against the grappled creature. The magitek can only grapple one creature this way, and while doing so, cannot make Spear or Harpoon attacks.
 
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GreatestHonor

Explorer
A modified magitek trooper deployed only in special circumstances. Scientists intentionally overcharged this unit's core in order to trigger the self-destruct mechanism when in close proximity to enemies.

Shock Trooper
Medium Construct (Magitek), Unaligned
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Armor Class 16 (Natural Armor)
Hit Points 76 (8d8 + 40)
Speed 25 ft.
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STRDEXCONINTWISCHA
20 (+5)14 (+2)20 (+5)3 (-4)12 (+1)1 (-5)
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Damage Resistance lightning; bludgeoning, piercing and slashing from nonmagical attacks that aren’t adamantine
Damage Immunities necrotic, poison, psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
Senses passive perception 11
Languages Understands Common but cannot speak
Challenge 3 (700 XP) Proficiency Bonus +2
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Immutable Form. The magitek is immune to any spell or effect that would alter its form.

Magic Resistance. The magitek has advantage on saving throws against spells and magical effects.

Magic Weapons. The magitek’s weapons are magical.

Unnatural Creation. The magitek’s creature type is considered both an abberation and a construct.

REACTIONS
Detonate. After taking damage, the magitek detonates. All other creatures within 15 feet must succeed on a DC 15 Dexterity saving throw, taking 18 (4d8) fire damage on a failed save, or half as much on a success.
 

GreatestHonor

Explorer
A squidgy daemon that thrives in the dank dungeon air. Its survival as a species is predicated less on its defenses and more on its texture, which absorbs physical attacks well enough to make it not worth a frustrated predator's while.

Flan
Medium Ooze (Daemon), Chaotic Evil
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Armor Class 6
Hit Points 11 (2d8 + 2)
Speed 10 ft.
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STRDEXCONINTWISCHA
14 (+2)3 (-4)13 (+1)1 (-5)6 (-2)1 (-5)
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Damage Resistance bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities charmed, deafened, exhaustion, frightened, prone
Senses darkvision 60 ft., passive perception 8
Languages ——
Challenge 1 (200 XP) Proficiency Bonus +2
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Amorphous. The flan can move through a space as narrow as 1 inch wide without squeezing.

Aversion to Sunlight. If the flan starts its turn while within a space of bright light, it has disadvantage on attack rolls, saving throws and skill checks. If it starts its turn while in sunlight, it must make a DC 15 Constitution saving throw at the start of each of its turns or have its Constitution score reduced by 1. If the flan’s Constitution score reaches 0 this way, it is destroyed. This reduction disappears after a short or long rest within an area of darkness.

Daemonic Attacks. Whenever the flan deals damage against another creature other than another daemon, that creature must succeed on a DC 12 Constitution or Charisma saving throw (creature’s choice) or have its hit point maximum reduced by half of the damage dealt. If this effect would reduce a creature’s maximum hit points to 0, it is slain instantly. This reduction can be reverted by a short or long rest or the spell lesser restoration or similar magic.

ACTIONS
Multiattack.
The flan makes two Pseudopod attacks, or one Psuedopod attack then one Body Slam attack.

Psuedopod. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit. 5 (1d6 + 2) bludgeoning damage plus 3 (1d6) necrotic damage.

Body Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit. 6 (1d8 + 2) bludgeoning damage plus 3 (1d6) necrotic damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be pushed back 5 feet.

Melt (Recharge 6). If the flan is atop soil, gravel, porous stone, or a similar material, it temporarily melts into the ground then appears in an unoccupied space within 30 feet atop the same surface. This movement does not provoke opportunity attacks.
 
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GreatestHonor

Explorer
A squidgy daemon that thrives in the dank dungeon air. Its survival as a species is predicated less on its defenses and more on its texture, which absorbs physical attacks well enough to make it not worth a frustrated predator's while.

Jumbo Flan
Large Ooze (Daemon), Chaotic Evil
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Armor Class 5
Hit Points 120 (16d10 + 32)
Speed 15 ft.
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STRDEXCONINTWISCHA
18 (+4)1 (-5)14 (+2)1 (-5)6 (-2)1 (-5)
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Damage Resistance bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities charmed, deafened, exhaustion, frightened, prone
Senses darkvision 60 ft., passive perception 8
Languages ——
Challenge 3 (700 XP) Proficiency Bonus +2
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Amorphous. The flan can move through a space as narrow as 1 inch wide without squeezing.

Aversion to Sunlight. If the flan starts its turn while within a space of bright light, it has disadvantage on attack rolls, saving throws and skill checks. If it starts its turn while in sunlight, it must make a DC 15 Constitution saving throw at the start of each of its turns or have its Constitution score reduced by 1. If the flan’s Constitution score reaches 0 this way, it is destroyed. This reduction disappears after a short or long rest within an area of darkness.

Daemonic Attacks. Whenever the flan deals damage against another creature other than another daemon, that creature must succeed on a DC 14 Constitution or Charisma saving throw (creature’s choice) or have its hit point maximum reduced by half of the damage dealt. If this effect would reduce a creature’s maximum hit points to 0, it is slain instantly. This reduction can be reverted by a short or long rest or the spell lesser restoration or similar magic.

ACTIONS
Multiattack.
The flan makes two Psuedopod attack then two Glob attacks

Psuedopod. Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit. 11 (2d6 + 4) bludgeoning damage plus 7 (2d6) necrotic damage.

Glob. Ranged Weapon Attack: +6 to hit, range 30/90 ft., one target. Hit. 7 (1d6 + 4) acid damage. If the target is a creature, its movement speed is reduced by 5 feet for 1 minute.

Flop. The flan jumps into the air and lands in an area of its choice within 30 feet. Any other creature in the area must succeed a DC 14 Dexterity saving throw or take 22 (4d10) bludgeoning damage plus 7 (2d6) necrotic damage. Whether or not the creature succeeds, it is pushed to an unoccupied space adjacent to the flan. However, a creature that fails this save by 5 or more is also knocked prone.

Melt (Recharge 6). If the flan is atop soil, gravel, porous stone, or a similar material, it temporarily melts into the ground then appears in an unoccupied space within 30 feet atop the same surface. This movement does not provoke opportunity attacks.
 
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GreatestHonor

Explorer
A sun-stained daemon native to the shady glades of Steyliff Grove and the Myrlwood. The essences of the storm and the flame run through its body, enabling this flan to not only resist fire and lightning damage, but to feed off of the elements as well.

Crème Brûlée
Medium Ooze (Daemon), Chaotic Evil
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Armor Class 6
Hit Points 104 (10d8 + 10)
Speed 10 ft.
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STRDEXCONINTWISCHA
14 (+2)3 (-4)13 (+1)1 (-5)6 (-2)1 (-5)
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Damage Resistance bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities fire, lightning
Condition Immunities charmed, deafened, exhaustion, frightened, prone
Senses darkvision 60 ft., passive perception 8
Languages ——
Challenge 2 (450 XP) Proficiency Bonus +2
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Amorphous. The flan can move through a space as narrow as 1 inch wide without squeezing.

Aversion to Sunlight. If the flan starts its turn while within a space of bright light, it has disadvantage on attack rolls, saving throws and skill checks. If it starts its turn while in sunlight, it must make a DC 15 Constitution saving throw at the start of each of its turns or have its Constitution score reduced by 1. If the flan’s Constitution score reaches 0 this way, it is destroyed. This reduction disappears after a short or long rest within an area of darkness.

Daemonic Attacks. Whenever the flan deals damage against another creature other than another daemon, that creature must succeed on a DC 11 Constitution or Charisma saving throw (creature’s choice) or have its hit point maximum reduced by half of the damage dealt. If this effect would reduce a creature’s maximum hit points to 0, it is slain instantly. This reduction can be reverted by a short or long rest or the spell lesser restoration or similar magic.

Elemental Empowerment. If the flan takes fire or lightning damage, its next weapon attack deals an additional 10 (3d6) damage of the corresponding type. The brûlée can only gain this benefit once per round.

Fire and Lightning Absorption. Whenever the flan takes fire and/or lightning damage, it takes no damage and instead regains a number of hit points equal to the amount of damage dealt.

ACTIONS
Multiattack.
The flan makes two Pseudopod attacks.

Psuedopod. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit. 6 (1d8 + 2) bludgeoning damage plus 7 (2d6) necrotic damage.

Flop. The flan jumps into the air and lands in an area of its choice within 10 feet. Any other creature in the area must succeed a DC 12 Dexterity saving throw or take 9 (2d8) bludgeoning damage plus 3 (1d6) necrotic damage. Whether or not the creature succeeds, it is pushed to an unoccupied space adjacent to the flan. However, a creature that fails this save by 5 or more is also knocked prone.

Melt (Recharge 6). If the flan is atop soil, gravel, porous stone, or a similar material, it temporarily melts into the ground then appears in an unoccupied space within 30 feet atop the same surface. This movement does not provoke opportunity attacks.
 
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GreatestHonor

Explorer
A flan of ice and fire. The innate temperature resistance of this violet offender separates it from its shy cousins, impelling it to come out at night.

Gelatin
Medium Ooze (Daemon), Chaotic Evil
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Armor Class 6
Hit Points 104 (10d8 + 10)
Speed 10 ft.
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STRDEXCONINTWISCHA
14 (+2)3 (-4)13 (+1)1 (-5)6 (-2)2 (-4)
1599001691083.png

Damage Resistance bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities fire, lightning
Condition Immunities charmed, deafened, exhaustion, frightened, prone
Senses darkvision 60 ft., passive perception 8
Languages ——
Challenge 2 (450 XP) Proficiency Bonus +2
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Amorphous. The flan can move through a space as narrow as 1 inch wide without squeezing.

Aversion to Sunlight. If the flan starts its turn while within a space of bright light, it has disadvantage on attack rolls, saving throws and skill checks. If it starts its turn while in sunlight, it must make a DC 15 Constitution saving throw at the start of each of its turns or have its Constitution score reduced by 1. If the flan’s Constitution score reaches 0 this way, it is destroyed. This reduction disappears after a short or long rest within an area of darkness.

Cold and Fire Absorption. Whenever the flan takes cold and/or fire damage, it takes no damage and instead regains a number of hit points equal to the amount of damage dealt.

Daemonic Attacks. Whenever the flan deals damage against another creature other than another daemon, that creature must succeed on a DC 11 Constitution or Charisma saving throw (creature’s choice) or have its hit point maximum reduced by half of the damage dealt. If this effect would reduce a creature’s maximum hit points to 0, it is slain instantly. This reduction can be reverted by a short or long rest or the spell lesser restoration or similar magic.

Elemental Empowerment. If the flan takes cold or fire damage, its next weapon attack deals an additional 10 (3d6) damage of the corresponding type. The flan can only gain this benefit once per round.

ACTIONS
Multiattack.
The flan makes two Pseudopod attacks.

Psuedopod. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit. 6 (1d8 + 2) bludgeoning damage plus 7 (2d6) necrotic damage.

Flop. The flan jumps into the air and lands in an area of its choice within 10 feet. Any other creature in the area must succeed a DC 12 Dexterity saving throw or take 9 (2d8) bludgeoning damage plus 3 (1d6) necrotic damage. Whether or not the creature succeeds, it is pushed to an unoccupied space adjacent to the flan. A creature that fails this save by 5 or more is also knocked prone.

Melt (Recharge 6). If the flan is atop soil, gravel, porous stone, or a similar material, it temporarily melts into the ground then appears in an unoccupied space within 30 feet atop the same surface. This movement does not provoke opportunity attacks.
 
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