D&D 5E Final Fantasy XV for D&D

A subspecies of dualhorn, lighter in color than the rest. Even a single ashenhorn is more dangerous than an entire herd of dualhorns. Countless rookie hunters have lost their lives trying to fell this beast while foraging for food; the irony is that ashenhorn meat is unfit for human consumption.

Ashenhorn
Huge Beast, Unaligned
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Armor Class 13 (Natural Armor)
Hit Points 133 (14d12 + 42)
Speed 35 ft.
Initiative 9 (-1)
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STRDEXCONINTWISCHA
23 (+6)8 (-1)17 (+3)2 (-4)12 (+1)6 (-2)
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Damage Resistance: cold, slashing from nonmagical attacks
Senses passive Perception 11
Languages ——
Challenge 5 (1,800 XP) Proficiency Bonus +3
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Brittle Horn. The ashenhorn’s horn can be targeted separately and has an AC 18 and 50 hit points. If the ashenhorn’s horn is reduced to 0 hit points, the damage from its Charge trait and its Horn attack are both reduced to 1d4. The ashenhorn’s horn regenerates and regains all hit points after a long rest.

Charge. If the ashenhorn moves at least 20 feet straight toward a creature and then hits it with a horn attack on the same turn, that target takes an additional 6 (1d12) slashing damage. If the target is Medium size or smaller creature, it must succeed on a DC 17 Strength saving throw or be pushed back 10 feet and knocked Prone.

Herd Tactics. The ashenhorn has Advantage on attack rolls against a creature if at least one of the ashenhorn’s allies are within 5 ft of the creature and the ally isn’t Incapacitated.

ACTIONS
Horn. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit. 25 (3d12 + 6) slashing damage.
 
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A subspecies of dualhorn. With a sturdy build and a stalwart stature. The grandhorn is rumored to charge with enough force to topple even the king of beasts himself—the behemoth. It’s wild behavior inspired the Hunters’ saying to “charge in like a grandhorn.'' words meant to encourage and dispel doubt before a difficult mission.

Grandhorn
Huge Beast, Unaligned
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Armor Class 14 (Natural Armor)
Hit Points 172 (15d12 + 75)
Speed 40 ft.
Initiative 9 (-1)
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STRDEXCONINTWISCHA
22 (+6)8 (-1)20 (+5)2 (-4)12 (+1)6 (-2)
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Damage Resistance: cold, slashing and piercing from nonmagical attacks
Senses passive Perception 11
Languages ——
Challenge 9 (5,000 XP) Proficiency Bonus +4
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Brittle Horn. The grandhorn’s horn can be targeted separately and has an AC 19 and 90 hit points. If the grandhorn’s horn is reduced to 0 hit points, the damage of both its Charge trait and its Horn attack are reduced to 1d4. The grandhorn’s horn regenerates and regains all hit points after a long rest.

Charge. If the grandhorn moves at least 20 feet straight toward a creature and then hits it with a horn attack on the same turn, that target takes an additional 6 (1d12) slashing damage. If the target is a Medium size or smaller creature, it must succeed on a DC 18 Strength saving throw or be pushed back up to 10 feet and knocked Prone.

Herd Tactics. The grandhorn has Advantage on attack rolls against a creature if at least one of the grandhorn’s allies are within 5 ft of the creature and the ally isn’t Incapacitated.

ACTIONS
Horn. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit. 25 (3d12 + 6) slashing damage.

Body Slam. The grandhorn leaps into an area within 15 feet of its current location. Any creature in the grandhorn’s new space must make a DC 18 Dexterity saving throw taking 16 (3d6 + 6) bludgeoning damage on a failure, or none on a success. Any creatures that fail the initial saving throw must also succeed a DC 18 Strength saving throw or be knocked Prone.
 
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A daemonic dualhorn recognized by its red horns and tusks. What it lacks in strength, it makes up for in agility. Reported to be extraordinarily aggressive, it is best approached with caution and dispatched with precision.

Bloodhorn
Gargantuan Monstrosity (Daemon), Neutral Evil
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Armor Class 17 (Natural Armor)
Hit Points 263 (17d20 + 85)
Speed 40 ft.
Initiative 12 (+2)
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STRDEXCONINTWISCHA
20 (+5)14 (+2)20 (+5)2 (-4)12 (+1)10 (+0)
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Damage Resistance: cold, bludgeoning, piercing, and slashing from nonmagical attacks
Damage Vulnerabilities: fire
Condition Immunities: Charmed, Frightened
Senses passive Perception 11
Languages ——
Challenge 9 (5,000 XP) Proficiency Bonus +4
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Brittle Horn. The bloodhorn’s horn can be targeted separately and has an AC 19 and 110 hit points. If the bloodhorn’s horn is reduced to 0 hit points, the damage of both its Charge trait and its Horn attack are reduced to 1d4. The bloodhorn’s horn regenerates and regains all hit points after a short or long rest.

Charge. If the bloodhorn moves at least 20 feet straight toward a creature and then hits it with a horn attack on the same turn, that target takes an additional 6 (1d12) slashing damage. If the target is a creature of Medium size or smaller, it must succeed on a DC 17 Strength saving throw or be pushed back 10 feet and knocked Prone.

Daemonic Attacks. Whenever the bloodhorn deals damage against another creature other than another daemon, that creature must succeed on a DC 17 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 bloodhorn makes two attacks with its Horn.

Horn. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit. 24 (4d8 + 5) slashing damage.

Body Slam. The bloodhorn leaps into an area within 20 feet of its current location. Any creature in the bloodhorn’s new space must make a DC 16 Dexterity saving throw taking 19 (3d12 + 6) bludgeoning damage on a failure, or none on a success. Any creatures hit by the attack must succeed a DC 16 Strength saving throw or be knocked Prone.

BONUS ACTIONS
Aggressive.
The bloodhorn moves up to its speed towards a hostile creature it can see.
 
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A long-necked herbivore living in Leide. Scientists suspect its spine lengthened over time so it could pick the leaves and fruits off tall trees in an otherwise barren region. The females create herds around prominent males and raise their young together.

Anak
Huge Beast, Unaligned
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Armor Class 12
Hit Points 22 (3d12 + 3)
Speed 45 ft.
Initiative 12 (+2)
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STRDEXCONINTWISCHA
16 (+3)15 (+2)12 (+1)4 (-4)13 (+1)11 (+0)
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Senses passive Perception 13
Languages ——
Challenge 3 (700 XP) Proficiency Bonus +2
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Charge. If the anak moves at least 20 feet straight toward a creature and then hits it with a Neck Swipe attack on the same turn, that target takes an additional 2 (1d4) bludgeoning damage. If the target is a Medium size or smaller creature, it must succeed on a DC 14 Strength saving throw or be pushed back 15 feet and be knocked Prone.

Fragile Neck. The anak’s neck and head can be targeted separately and has an AC 16 and 10 hit points. If the anak’s neck and head are reduced to 0 hit points, it cannot use its Charge or its Neck Swipe attack. The anak’s neck regenerates and regains all hit points after a long rest.

Herd Tactics. The anak has Advantage on attack rolls against a creature if at least one of the anak’s allies are within 5 feet of the creature and the ally isn’t Incapacitated.

ACTIONS
Multiattack.
The anak makes two melee attacks, but the attacks cannot target the same creature.

Neck Swipe. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit. 13 (4d4 + 3) bludgeoning damage.

Kick. Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit. 13 (4d4 + 3) bludgeoning damage. A creature hit by this attack must succeed a DC 14 Constitution saving throw or be Stunned until the start of its next turn.

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VARIANTS

Anaklaban.
A white-tinged anak almost genetically identical to her brethren. Her unique color is a byproduct of her environment that works in her favor when looking for a mate. Hunters view her presence as a threat, however, as males become aggressive while vying for her affection—with some inadvertently lashing out at humans.

The anaklaban shares the anak’s stat blot with the addition of the following trait:

Beautiful Creature. If the anaklaban is hit with an attack, all anak stags within 15 ft. of will spend their reaction (if available) to move up to half their movement speed and make one melee attack against the attacker if within reach. If an anak stag is currently Charmed by or Frightened of the attacker, or would have to move towards the source of the condition to do this, it loses the Charmed and/or Frightened condition(s).

Anakadom.
A red-tinged anak almost genetically identical to her brethren. Her color is advantageous when trying to attract a mate. Unfortunately, her enticing hue also creates chaotic competition among all other anak in the area—male and female alike—so hunters try to take down these red rogues as quickly as possible.

The anakadom shares the anak’s stat blot with the addition of the following trait:

Very Beautiful Creature. If the anakadom is hit with an attack, all allies within 15 ft of the anakadom will spend their reaction (if available) to move up to half their movement speed and make one melee attack against the attacker if within reach. If an ally is currently Charmed by or Frightened of the attacker, or would have to move towards the source of the condition to do this, it loses the Charmed and/or Frightened condition(s).

Arba.
A long-necked, arc-horned herbivore whose only known surviving relative is the anak, though fossilized remains suggest an extended family of numerous offshoot species that have since gone extinct. With weaker chromatic vision than the anak, the arba tends to favor size as a primary criterion when selecting a mate.

The arba shares the anak’s stat blot with the addition of the following trait:

Sure-Footed. The arba has Advantage on Strength and Dexterity saving throws made against effects that would knock it Prone.
 
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A long-necked herbivore living in Leide. During mating season, the male can be seen showing off its antlers to the females and threatening other males with them. Biologists note this intimidating display is quite anomalous for a creature known for its otherwise gentle disposition.

Anak Stag
Huge Beast, Unaligned
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Armor Class 15
Hit Points 81 (6d20 + 18)
Speed 45 ft.
Initiative 12 (+2)
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STRDEXCONINTWISCHA
18 (+4)15 (+2)16 (+3)4 (-4)13 (+1)13 (+1)
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Senses passive Perception 13
Languages ——
Challenge 4 (1,100 XP) Proficiency Bonus +2
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Charge. If the anak stag moves at least 20 feet straight toward a creature and then hits it with a Neck Swipe attack on the same turn, that target takes an additional 3 (1d6) bludgeoning damage. If the target is a Medium size or smaller creature, it must succeed on a DC 14 Strength saving throw or be pushed back up to 15 feet and be knocked Prone.

Fragile Neck. The anak stag’s neck and head can be targeted separately and has an AC 18 and 30 hit points. If the anak stag’s neck and head are reduced to 0 hit points, it cannot use its Charge or its Neck Swipe attack. The anak stag’s neck regenerates and regains all hit points after a long rest.

Herd Tactics. The anak stag has Advantage on attack rolls against a creature if at least one of the stag’s allies are within 5 feet of the creature and the ally isn’t Incapacitated.

ACTIONS
Multiattack.
The anak stag makes two melee attacks, but the attacks cannot target the same creature.

Neck Swipe. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit. 18 (4d6 + 4) slashing damage.

Kick. Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit. 18 (4d6 + 4) bludgeoning damage. A creature hit by this attack must succeed a DC 14 Constitution saving throw or be Stunned until the start of its next turn.

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VARIANTS
Arba.
An arba specimen that has grown to enormous proportions. Its awe-inspiring immensity renders it irresistible to mate-seeking arba, and the exorbitant bounty on its horns renders it irresistible to hunters hard up for gil.

The arbagadol shares the anak stag’s stat blot with the addition of the following trait:

Sure-Footed. The arbagadol has Advantage on Strength and Dexterity saving throws made against effects that would knock it Prone.
 
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A long-necked herbivore living in Leide. Antlers do not begin growing in for several years; thus, a young anak’s sex cannot be determined from afar. Calves typically feed on smaller trees and grasses, as well as fruit picked from taller trees by their parents.

Anak Calf
Large Beast, Unaligned
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Armor Class 11
Hit Points 27 (5d10)
Speed 35 ft.
Initiative 11 (+1)
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STRDEXCONINTWISCHA
12 (+1)13 (+1)10 (+0)4 (-3)11 (+0)10 (+0)
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Senses passive Perception 10
Languages ——
Challenge 1/4 (50 XP) Proficiency Bonus +2
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Baby. If the calf is hit with an attack, and the calf’s ally nearest to the attacker has not used its reaction and is within range of the attacker, as a reaction they will make one melee attack against the attacker.

Herd Tactics. The anak calf has Advantage on attack rolls against a creature if at least one of the anak calf’s allies are within 5 feet of the creature and the ally isn’t Incapacitated.

ACTIONS
Kick. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit. 6 (2d4 + 1) bludgeoning damage. A creature hit by this attack must succeed a DC 11 Constitution saving throw or be Stunned until the start of its next turn.
 
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Land-dwelling crustacean that pierces its prey with a pair of powerful pincers. It’s sturdy shell is made of a much stronger substance than the chitinous material that composes the carapace of common crabs. Unlike the Cygillian crab, however, the stoneshears possesses very little edible meat.

Stoneshears
Medium Beast, Unaligned
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Armor Class 13 (Natural Armor)
Hit Points 65 (10d8 + 20)
Speed 20 ft., swim 25 ft.
Initiative 8 (-2)
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STRDEXCONINTWISCHA
14 (+2)7 (-2)14 (+2)1 (-5)6 (-2)3 (-4)
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Damage Resistances: slashing from nonmagical attacks
Damage Vulnerabilities: bludgeoning
Senses blindsight 30 ft., passive Perception 8
Languages ——
Challenge 1/2 (100 XP) Proficiency Bonus +2
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Amphibious. The stoneshears can breath both air and water.

Breakable Shell. If the stoneshears takes more than 10 bludgeoning damage from a single attack, its AC is reduced by 2, it gains vulnerability to slashing damage, and it is knocked Prone.

ACTIONS
Multiattack.
The stoneshears makes two attacks.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit. 6 (1d8 + 2) bludgeoning damage, and the target is Grappled (escape DC 12). The stoneshears has two claws, each of which can Grapple only one target.
 
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Bright-underbellied subspecies of stoneshears. Much like its progenitor, the rubyshears prefers the shade of caves and cliff sides. When mating season rolls around, several of the strongest specimens start patrolling the areas around the nest, attacking any and all who approach.

Rubyshears
Medium Beast, Unaligned
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Armor Class 14 (Natural Armor)
Hit Points 104 (16d8 + 32)
Speed 20 ft., swim 25 ft.
Initiative 8 (-2)
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STRDEXCONINTWISCHA
15 (+2)7 (-2)14 (+2)1 (-5)6 (-2)6 (-2)
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Damage Resistances: fire, slashing from nonmagical attacks
Damage Vulnerabilities: bludgeoning, cold
Senses blindsight 30 ft., passive Perception 8
Languages ——
Challenge 1 (200 XP) Proficiency Bonus +2
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Amphibious. The rubyshears can breath both air and water.

Breakable Shell. If the rubyshears takes more than 15 bludgeoning damage from a single attack, its AC is reduced by 2, it gains vulnerability to slashing damage, and is knocked Prone.

ACTIONS
Multiattack.
The rubyshears makes two attacks.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit. 7 (1d10 + 2) bludgeoning damage, and the target is Grappled (escape DC 12). The rubyshears has two claws, each of which can Grapple only one target.
 
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Crimson-colored subspecies of stoneshears. It swings its claws skyward with a flash of red light, then it sends it crashing back down to crush opponents. This carnivorous crustacean has been known to prey on any who approach, causing concern among beachgoers.

Sparkshears
Huge Beast, Unaligned
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Armor Class 15 (Natural Armor)
Hit Points 216 (16d12 + 48)
Speed 20 ft., swim 25 ft.
Initiative 8 (-2)
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STRDEXCONINTWISCHA
18 (+4)6 (-2)16 (+3)1 (-5)6 (-2)8 (-1)
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Damage Resistances: fire, slashing from nonmagical attacks
Damage Vulnerabilities: bludgeoning, cold
Senses blindsight 45 ft., passive Perception 8
Languages ——
Challenge 4 (1,100 XP) Proficiency Bonus +2
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Amphibious. The sparkshears can breath both air and water.

Breakable Shell. If the sparkshears takes more than 25 bludgeoning damage from a single attack, its AC is reduced by 2, it gains vulnerability to slashing damage, and is knocked Prone.

ACTIONS
Multiattack.
The sparkshears makes two attacks.

Claw. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit. 20 (3d10 + 4) bludgeoning damage, and the target is Grappled (escape DC 14). The sparkshears has two claws, each of which can Grapple only one target.
 
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Lean and limber predators whose whiskers acquire charge from naturally-occurring electric particles in the atmosphere, giving it the ability to project current. The sly coeurl will often wait patiently by hunter-laid traps and steal the quarry for itself.

Coeurl
Large Beast, Unaligned
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Armor Class 14 (Natural Armor)
Hit Points 136 (21d10 + 21)
Speed 50 ft., climb 40 ft.
Initiative 13 (+3)
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STRDEXCONINTWISCHA
14 (+2)16 (+3)12 (+1)3 (-4)15 (+2)8 (-1)
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Skills: Perception +5
Damage Immunities: lightning
Senses darkvision 60 ft., passive Perception 15
Languages ——
Challenge 6 (2,300 XP) Proficiency Bonus +4
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Electric Charge. If the coeurl is hit with lightning damage, rather than taking damage, the Coeurl instead adds the lightning damage to its next Whisker attack.

Pride Tactics. The coeurl has Advantage on attack rolls against a creature if at least one of the coeurl’s allies are within 5 ft of the creature and the ally isn’t Incapacitated. In addition, when one of the coeurl’s allies makes a successful attack roll against a creature, the coeurl can use its reaction to make an Opportunity Attack.

ACTIONS
Multiattack.
The coeurl makes three attacks, three with its Claw, or two with its Claw and one with its Whiskers.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit. 11 (2d8 + 2) slashing damage.

Whiskers (Recharge 5-6). Melee Spell Attack: +7 to hit, reach 10 ft., one target. Hit. 22 (3d12 + 3) lightning damage.

Resting Charge (1/Day). The coeurl begins to rest in place, it is knocked Prone and cannot move or take actions while this ability is active. While resting like this, the coeurl regains 11 (2d10) hit points at the start of each of its turns. This rest ends after the coeurl regains a total of 60 hit points or more.

If a creature within 10 feet uses a melee attack against the coeurl while it is in this state, the creature must succeed on a DC 15 Dexterity saving throw or be Paralyzed, knocked Prone, and dropped to 0 hit points. A creature remains in this state for 10 minutes, after which the creature loses the Paralyzed condition and regains 1 hit point.

This ability has no effect on Constructs, Undead, or creatures immune to lightning damage, and these effects can also be ended by any amount of magical healing. After a creature attacks the coeurl with a melee attack, this rest ends automatically.
 
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