D&D 5E Final Fantasy XV for D&D

GreatestHonor

Explorer
A rare treat found mainly in Keycatrich Trench and occasionally in the wild. Its soft blushing tone betokens an ability to both take the heat and get out of the kitchen.

Bavarois
Medium Ooze (Daemon), Chaotic Evil
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Armor Class 6
Hit Points 110 (20d8 + 20)
Speed 10 ft.
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STRDEXCONINTWISCHA
14 (+2)3 (-4)13 (+1)1 (-5)6 (-2)2 (-4)
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Damage Resistance bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities fire
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 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 damage, its next weapon attack deals an additional 10 (3d6) fire damage. The flan can only gain this benefit once per round.

Fire Absorption. Whenever the flan takes fire 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 10 (3d6) 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 11 Dexterity saving throw or take 9 (2d8) bludgeoning damage plus 10 (3d6) necrotic damage. Whether or not the creature succeeds, it is pushed to an unoccupied space adjacent to the bavarois. 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 sort of holy grail for flanophiles, this pristine blancmange can only be found at the very heart of Keycatrich Trench, but be warned: contending with this formidable flan is no piece of cake.

Marshmallow
Medium Ooze (Daemon), Chaotic Evil
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Armor Class 6
Hit Points 182 (28d8 + 56)
Speed 10 ft.
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STRDEXCONINTWISCHA
14 (+2)3 (-4)14 (+2)1 (-5)6 (-2)2 (-4)
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Damage Resistance cold; bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities charmed, deafened, exhaustion, frightened, prone
Senses darkvision 60 ft., passive perception 8
Languages ——
Challenge 5 (1,800 XP) Proficiency Bonus +3
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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 13 Constitution or Charisma saving throw (creature’s choice) or have its hit point maximum reduced by half of the damage dealt. This reduction can be reverted by a short or long rest or the spell lesser restoration or similar magic.

ACTIONS
Multiattack.
The flan makes one Bite attack then one Pseudopod attack.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit. 5 (1d6 + 2) bludgeoning damage plus 7 (2d6) necrotic damage. If the target is a Medium-sized or smaller creature it must succeed on a DC 12 Strength saving throw or be grappled and restrained by the flan. The creature takes 10 (3d6) necrotic damage at the start of each of its turns. The creature can repeat its saving throw at the end of each of its turns, ending the effect on itself on a success. The flan can only grapple one creature this way.

Psuedopod. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit. 11 (2d8 + 2) bludgeoning damage plus 21 (6d6) necrotic damage.

Flop (Recharge 5-6). 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 13 Dexterity saving throw or take 9 (2d8) bludgeoning damage plus 7 (2d6) 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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GreatestHonor

Explorer
An electrified flan that charges in the depths of Daurell Caverns and Steyliff Grove. This topaz-tinged tart is anything but yellow when it comes to combat, and a shallow grave awaits any who mistake squishiness for softness.

Custard
Medium Ooze (Daemon), Chaotic Evil
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Armor Class 6
Hit Points 208 (32d8 + 64)
Speed 10 ft.
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STRDEXCONINTWISCHA
15 (+2)3 (-4)15 (+2)1 (-5)6 (-2)2 (-4)
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Damage Immunities lightning; bludgeoning, piercing, and slashing
Condition Immunities charmed, deafened, exhaustion, frightened, prone
Senses darkvision 60 ft., passive perception 8
Languages ——
Challenge 9 (5,000 XP) Proficiency Bonus +3
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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. 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 lightning damage, its next weapon attack deals an additional 21 (6d6) lightning damage. The flan can only gain this benefit once per round.

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

ACTIONS
Psuedopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit. 13 (2d10 + 2) bludgeoning damage plus 21 (6d6) necrotic damage.

Flop (Recharge 5-6). 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 14 Dexterity saving throw or take 13 (3d8) bludgeoning damage plus 7 (2d6) 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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GreatestHonor

Explorer
A fiery flan that burns in the depths of Daurell Caverns and Steyliff Grove. This recalcitrant crimson confection has been beaten and held to the fire yet come out none the worse for wear.

Dolce
Medium Ooze (Daemon), Chaotic Evil
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Armor Class 6
Hit Points 208 (32d8 + 64)
Speed 10 ft.
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STRDEXCONINTWISCHA
15 (+2)3 (-4)15 (+2)1 (-5)6 (-2)2 (-4)
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Damage Immunities fire; bludgeoning, piercing, and slashing
Condition Immunities charmed, deafened, exhaustion, frightened, prone
Senses darkvision 60 ft., passive perception 8
Languages ——
Challenge 9 (5,000 XP) Proficiency Bonus +4
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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. 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 damage, its next weapon attack deals an additional 21 (6d6) fire damage. The flan can only gain this benefit once per round.

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

ACTIONS
Psuedopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit. 13 (2d10 + 2) bludgeoning damage plus 21 (6d6) necrotic damage.

Flop (Recharge 5-6). 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 14 Dexterity saving throw or take 13 (3d8) bludgeoning damage plus 7 (2d6) 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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GreatestHonor

Explorer
A green gel on the loose in Steyliff Grove. No condition is too cold nor stimulus too shocking as the elements of ice and lightning only serve to nourish this electric-cool emerald terror.

Matcha Mousse
Medium Ooze (Daemon), Chaotic Evil
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Armor Class 6
Hit Points 208 (32d8 + 64)
Speed 10 ft.
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STRDEXCONINTWISCHA
15 (+2)3 (-4)15 (+2)1 (-5)6 (-2)2 (-4)
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Damage Resistances bludgeoning piercing and slashing
Damage Immunities cold, lightning
Condition Immunities charmed, deafened, exhaustion, frightened, prone
Senses darkvision 60 ft., passive perception 8
Languages ——
Challenge 10 (5,900 XP) Proficiency Bonus +4
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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 Lightning Absorption. Whenever the flan takes cold and/or lightning 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 12 Constitution or Charisma saving throw (creature’s choice) or have its hit point maximum reduced by half of the damage dealt. 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 and/or lightning damage, its next weapon attack deals an additional 21 (6d6) damage of the corresponding type. The flan can only gain this benefit once per round.

ACTIONS
Multiattack.
The flan makes one bite attack and one pseudopod attack.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit. 7 (1d10 + 2) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a Medium-sized or smaller creature it must succeed on a DC 14 Strength saving throw or be grappled and restrained by the flan. The creature takes 10 (3d6) necrotic damage at the start of each of its turns. The creature can repeat its saving throw at the end of each of its turns, ending the effect on itself on a success. The flan can only grapple one creature this way.

Psuedopod. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit. 13 (2d10 + 2) bludgeoning damage plus 21 (6d6) necrotic damage.

Flop (Recharge 5-6). 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 13 Dexterity saving throw or take 13 (3d8) bludgeoning damage plus 7 (2d6) 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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GreatestHonor

Explorer
A shadowy curse in the channels of Crestholm. In addition to the flan's intrinsic resilience against physical attacks, the black flan has been burnt, frozen, and zapped into a flavorless mess resistant to all known elements.

Black Flan
Huge Ooze (Daemon), Chaotic Evil
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Armor Class 5
Hit Points 152 (16d12 + 48)
Speed 20 ft.
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STRDEXCONINTWISCHA
20 (+5)1 (-5)17 (+3)1 (-5)6 (-2)1 (-5)
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Damage Resistance acid, cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities charmed, deafened, exhaustion, frightened, prone
Senses darkvision 60 ft., passive perception 8
Languages ——
Challenge 7 (2,900 XP) Proficiency Bonus +3
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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 16 Constitution or Charisma saving throw (creature’s choice) or have its hit point maximum reduced by half of the damage dealt. 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 attacks.

Psuedopod. Melee Weapon Attack: +8 to hit, reach 20 ft., one target. Hit. 15 (3d6 + 5) bludgeoning damage plus 10 (3d6) necrotic damage.

Glob. Ranged Weapon Attack: -2 to hit, range 60/180 ft., one target. Hit. 1 (3d12 - 5) acid damage. If the target is a creature, its movement speed is reduced by 10 feet for 1 minute.

Flop (Recharge 5-6). 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 13 Dexterity saving throw or take 10 (3d6) bludgeoning damage plus 10 (3d6) 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.

Inhale (Recharge 5-6). The flan attempts to inhale everything it can within a 45-foot cone. All creatures within this area must succeed a DC 16 Strength saving throw or be swallowed by the flan. While swallowed, a creature is grappled, restrained, and begins taking 21 (6d6) necrotic damage at the beginning of each of its turns. A creature can repeat its saving throw at the end of each of its turns, escaping the flan’s gullet and being knocked prone into an unoccupied space adjacent to the flan. The flan can swallow up to 4 Medium-sized or smaller creatures this way.

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
The only known specimen of this pitch-black blob dwells deep in the dark of Keycatrich Trench. Yawning wide like a vast abyss, this daemon is every bit the dauntless menace the common black flan is, only much, much bigger

Lakhmu Flan
Gargantuan Ooze (Daemon), Chaotic Evil
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Armor Class 5
Hit Points 620 (40d12 + 200)
Speed 25 ft.
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STRDEXCONINTWISCHA
22 (+6)1 (-5)20 (+5)1 (-5)6 (-2)1 (-5)
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Damage Resistance acid, cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities charmed, deafened, exhaustion, frightened, prone
Senses darkvision 60 ft., passive perception 8
Languages ——
Challenge 17 (18,000 XP) Proficiency Bonus +6
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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 19 Constitution or Charisma saving throw (creature’s choice) or have its hit point maximum reduced by half of the damage dealt. 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 attacks.

Psuedopod. Melee Weapon Attack: +12 to hit, reach 20 ft., one target. Hit. 24 (4d8 + 6) bludgeoning damage plus 21 (6d6) necrotic damage.

Flop (Recharge 5-6). 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 19 Dexterity saving throw or take 13 (4d6) bludgeoning damage plus 13 (4d6) 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 60 feet atop the same surface. This movement does not provoke opportunity attacks.
 

GreatestHonor

Explorer
All-seeing daemon that watches over Daurell Caverns. While resembling a flan in appearance, the hecteyes lacks the former's resistance to physical and elemental attacks while possessing the unique ability to project spectral energy, indicating the similarities are only skin deep.

Hecteyes WIP
Large Abberation (Daemon), Chaotic Evil
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Armor Class 6
Hit Points 26 (4d8 + 4)
Speed 10 ft.
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STRDEXCONINTWISCHA
10 (+0)3 (-4)12 (+1)1 (-5)10 (+0)1 (-5)
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Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
Senses darkvision 60 ft., truesight 30 ft., passive perception 10
Languages ——
Challenge 1/8 (25 XP) Proficiency Bonus +2
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Aversion to Sunlight. If the hecteyes 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 hecteyes’ 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 hecteyes 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. This reduction can be reverted by a short or long rest or the spell lesser restoration or similar magic.

One Hundred Eyes. The hecteyes has advantage and a +5 bonus to Wisdom (Perception) checks that rely on sight.

ACTIONS
Multiattack.
The hecteyes makes one Slam and one Eyebeam attack.

Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit. 5 (1d10) bludgeoning damage.

Eyebeam. The hecteyes unleashes a beam from one of its eyes in 90-foot line, 60-foot cone, or a 45-foot sphere centered on the hecteyes. All creatures, other than a hecteyes, must succeed on a DC 10 Dexterity saving throw. If a creature fails this saving throw it must make a DC 10 Wisdom saving throw at the start of each of its turns or move in a random direction, determined by rolling a d8 and consulting the table below.

1 - North
2 - Northeast
3 - East
4 - Southeast
5 - South
6 - Southwest
7 - West
8 - Nothwest

Flash (Recharge 5-6). All creatures within 90 feet of the hecteyes that can see it must succeed a DC 10 Dexterity save to avert heir eyes (surprised creatures automatically fail). On a failed save, the creature is blinded for 1 minute.
 
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GreatestHonor

Explorer
Man, that was a long weekend (joking). The flan have been largely reviewed and redone. Only the Hecteyes remains, but I will leave it as is until I can write a better version of its Eyebeam attack. Otherwise, I am finally moving on to my next batch of creatures, Yay!
 

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