D&D 5E Final Fantasy XV for D&D

A brightly colored bird boasting extremely tough tail feathers. It’s pretty plumage is a familiar sight to the folks of Leide, who hunt the bird for sport. Daggerquill down is often sewn into the lining of coats and blankets for added warmth. Farmers in the region even use daggerquill droppings to rejuvenate infertile soil.

Daggerquil
Medium Beast, Unaligned
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Armor Class 13
Hit Points 9 (2d8)
Speed 0 ft., fly 45 ft.
Initiative 12 (+2)
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STRDEXCONINTWISCHA
10 (+0)14 (+2)10 (+0)4 (-3)10 (+0)8 (-1)
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Damage Resistances: lightning
Condition Immunties: Paralyzed, Restrained
Senses passive Perception 10
Languages ——
Challenge 1/2 (100 XP) Proficiency Bonus +2
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Dive. If the daggerquill flies down at least 30 feet in a straight line and successfully hits a creature with a Beak attack, the creature takes an additional 5 (2d4) piercing damage.

Flock Tactics. The daggerquill has Advantage on attack rolls against a creature if at least one of the daggerquill’s allies are within 5 ft of the creature and the ally isn’t Incapacitated. In addition, attack rolls against the daggerquill have Disadvantage if the daggerquill is within 5 ft of one of its allies and the ally isn’t Incapacitated.

ACTIONS
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit. 4 (1d4 + 2) piercing damage.
 
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A quick-footed creature shrouded in mystery. Rumors about this legendary spiny sprinter running across the continent date back to antiquity, yet few have actually seen the Cactuar with their own eyes. It is said to launch exactly 1,000 needles at its foes in self-defense, but biologists have yet to find an explanation for the precision of its attack.

Cactuar
Small Plant, Unaligned
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Armor Class 16
Hit Points 88 (16d6 + 32)
Speed 45 ft.
Initiative 16 (+6)
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STRDEXCONINTWISCHA
10 (+0)22 (+6)14 (+2)8 (-1)12 (+1)6 (-2)
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Damage Resistances: fire, bludgeoning from nonmagical attacks
Damage Vulnerabilities: piercing, slashing
Senses passive Perception 11
Languages ——
Challenge 6 (2,300 XP) Proficiency Bonus +3
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Pack Tactics. The cactuar has Advantage on attack rolls against a creature if at least one of the cactuar’s allies are within 5 ft of the creature and the ally isn’t Incapacitated.

Cactuar Speed. The cactuar takes two actions per round rather than one. The second action is taken immediately after the first. Additionally, as long as isn’t Incapacitated, the cactuar gains +3 bonus to its AC against any attack from an enemy that has no movement speed equal to or greater than its own.

ACTIONS
Multiattack.
The cactuar makes two attacks.

Needles. Ranged Weapon Attack: +9 to hit, range 20/60 ft., one target. Hit. 10 piercing damage.

BONUS ACTIONS
Dash.
The cactuar uses the Dash action.

Stalwart (Recharge 6). The cactuar gains 10 temporary hit points.

REACTIONS
1,000 Needles.
If the cactuar is hit with an attack, it releases a barrage of needles in a 15-foot radius around itself. All creatures in that area must make a DC 16 Dexterity saving throw, taking 10 piercing damage on a failure, or half as much on a success.
 
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A quick-footed creature that enjoys lazing around. Much like its speedy sibiling, the slactuar has been rarely spotted in the wild. Perhaps because of its proclivity toward resting up whenever possible, this cactuar subspecies exhibits slightly more resilience than its progenitor.

Slactuar
Medium Plant, Unaligned
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Armor Class 13
Hit Points 150 (20d8 + 60)
Speed 30 ft.
Initiative 13 (+3)
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STRDEXCONINTWISCHA
12 (+0)16 (+3)16 (+3)8 (-1)12 (+1)6 (-2)
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Damage Resistances: fire, bludgeoning from nonmagical attacks
Damage Vulnerabilities: piercing, slashing
Senses passive Perception 11
Languages ——
Challenge 8 (3,900 XP) Proficiency Bonus +3
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Cactuar Speed. The slactuar takes two actions per round rather than one. The second action is taken immediately after the first. Additionally, as long as isn’t Incapacitated, the slactuar gains +3 AC against any attack from an enemy that has no movement speed equal to or greater than its own.

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

Relaxed Nature. The first attack roll against the Slactuar since the end of its last turn has Advantage and ignores the AC bonus granted by the trait Cactuar Speed.

ACTIONS
Multiattack.
The slactuar makes two attacks.

Needles. Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit. 15 piercing damage.

BONUS ACTIONS
Stalwart (Recharge 6).
The slactuar gains 15 temporary hit points.

REACTIONS
1,000 Needles.
If the slactuar is hit with an attack, it releases a barrage of needles in a 15-foot radius around itself. All creatures in that area must make a DC 14 Dexterity saving throw, taking 15 piercing damage on a failure, or half as much on a success.
 
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An enormous cactuar that has spent many moons running around the entire world of Eos. It is said that the longer a cactuar runs, the more it grows. Some especially long-lived gigantaur have even surpassed adult humans in height. Because of its excessive size, however, the gigantaur is viewed by many as a threat and thus targeted by the Hunters.

Gigantuar
Large Plant, Unaligned
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Armor Class 16 (Natural Armor)
Hit Points 170 (20d10 + 60)
Speed 35 ft.
Initiative 13 (+3)
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STRDEXCONINTWISCHA
14 (+2)16 (+3)17 (+3)8 (-1)12 (+1)8 (-1)
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Damage Resistances: fire, bludgeoning from nonmagical attacks
Damage Vulnerabilities: slashing
Senses passive Perception 11
Languages ——
Challenge 13 (10,000 XP) Proficiency Bonus +5
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Cactuar Speed. The gigantuar takes two actions per round rather than one. The second action is taken immediately after the first. Additionally, as long as isn’t Incapacitated, the gigantuar gains +3 AC against any attack from an enemy that has no movement speed equal to or greater than its own.

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

ACTIONS
Multiattack.
The gigantuar makes three attacks.

Needles. Ranged Weapon Attack: +8 to hit, range 20/60 ft., one target. Hit. 20 piercing damage. If the target is a creature, it must succeed a DC 16 Constitution saving throw or be Poisoned for 1 minute. A Poisoned creature can repeat its saving throw at the end of each of is turns, ending the effect on itself on a success.

Jump Kick. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit. 12 (3d6 + 2) bludgeoning damage plus 5 piercing damage. The target must succeed a DC 15 Strength saving throw or be knocked Prone.

BONUS ACTIONS
Dash.
The gigantuar uses the Dash action.

Stalwart (Recharge 6). The gigantuar gains 20 temporary hit points.

REACTIONS
1,000 Needles (Recharge 6).
If the gigantuar is hit with an attack, it releases a barrage of needles in a 20-foot radius around itself. Each creature in that area must make a DC 15 Dexterity saving throw, taking 100 piercing damage on a failure, or half as much on a success.
 
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Dubbed “King of the Beasts,” this ferocious creature possesses power nigh unparalleled throughout the animal kingdom. It’s name is said to have been derived from the Astral similarly revered for his peerless strength and feared for his overwhelming aura: the Bladekeeper, Bahamut.

Behemoth
Gargantuan Beast, Unaligned
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Armor Class 17 (Natural Armor)
Hit Points 124 (8d20 + 40)
Speed 60 ft.
Initiative 12 (+2)
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STRDEXCONINTWISCHA
22 (+6)14 (+2)20 (+5)10 (+0)15 (+2)16 (+3)
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Damage Resistances: fire; bludgeoning, piercing, and slashing
Condition Immunities: Charmed, Frightened
Senses darkvision 120 ft., passive Perception 12
Languages ——
Challenge 12 (8,400 XP) Proficiency Bonus +4
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Legendary Resistance (3/Day). If the behemoth fails a saving throw, it can choose to succeed instead.

ACTIONS
Multiattack.
The behemoth uses its Frightful Presence and then makes three attacks, two with its Claws and one with its Horns.

Claws. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit. 20 (4d6 + 6) slashing damage.

Horns. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit. 32 (4d12 + 6) piercing damage.

Tail Swipe. All creatures within 15 feet of the behemoth must make a DC 18 Dexterity saving throw taking 28 (4d10 + 6) bludgeoning damage and being knocked Prone on a failure, or taking half as much damage and not being knocked Prone on a success.

Frightful Presence. Each creature of the behemoth’s choice that is within 120 feet of the Behemoth and aware of it must succeed on a DC 15 Wisdom saving throw or become Frightened for 1 minute. A Frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends, the creature is immune to the behemoth's Frightful Presence for the next 24 hours.

REGIONAL EFFECTS
Behemoths are exceptionally powerful creatures and their presence is noticeable by the change in the behavior of local creatures long before it itself is seen.
  • Wild animals within 1 mile of the Behemoth’s lair become more sparse and those encountered are more hostile than normal.
  • Domesticated animals within 1 mile of the Behemoth’s lair are Frightened of it and become very skittish and difficult to control, granting Disadvantage on all Wisdom (Animal Handling) checks with them.
If the Behemoth is killed, the effects disappear after 3d6 days.

VARIANTS

Rogue Behemoth. The rogue behemoth is a subspecies spotted prowling the ruins of northern Leide. When one behemoth encroaches upon another’s territory, a vicious battle ensues, with the stronger beast claiming the space as its own. This specimen is one such displaced creature, now weary from wandering in search of a new home.

The rogue behemoth shares the same stat block as the behemoth, but with a AC of 15, only 1 use of its Legendary Resistance trait, and a CR of 11 (7,200 XP).
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Behemoth Tyrant. A new terror stalks the Nebulawood in the wake of Deadeye's passing, taking up residence in the infamous behemoth's old lair, and following in its foregoer's furious footsteps.

The Behemoth Tyrant shares the same statblock as the behemoth, but with the following additional trait:

Pale Coloration. The behemoth has Advantage on Dexterity (Stealth) checks made in snowy environments to remain unseen, but Disadvantage on the same skill checks anywhere else.
 
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A sizable serpent with a fire burning in its belly. Its cellular composition includes large quantities of carbonized metal, allowing it to produce and spew forth scorching heat without burning itself. Controlling its own body temperature requires considerable effort, however, and the jormungand thus often retreats to the cool waters of the sewers to recover.

Jormungand
Gargantuan Dragon, Unaligned
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Armor Class 16 (Natural Armor)
Hit Points 155 (10d20 + 50)
Speed 30 ft., fly 45 ft., swim 60 ft.
Initiative 12 (+2)
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STRDEXCONINTWISCHA
22 (+6)14 (+2)20 (+5)6 (-2)15 (+2)12 (+1)
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Skills Athletics +11, Perception +7
Damage Vulnerabilities cold
Damage Resistance bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities fire
Senses darkvision 120 ft., passive Perception 17
Languages ——
Challenge 13 (10,000 XP) Proficiency Bonus +5
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Heated Body. Anytime a creature touches the jormungand or hits the jormungand with a melee attack while within 5 feet of it, the creature takes 7 (2d6) fire damage and must succeed a DC 16 Constitution saving throw or have Disadvantage on saving throws until the end of its next turn.

Magic Weapons. The jormungand’s weapons are magical and deal an additional 7 (2d6) fire damage on a successful hit (included in the attack).

Risk of Overheating. Whenever the jormungand deals or takes fire damage, roll a d10. On a roll of 1, the jormungand must spend its next action moving into or towards a space of water that can fit it, taking the most direct route possible. If the jormungand is unable to do, it begins taking 10 (3d6) necrotic damage at the start of each of its turns until it spends at least 1 round inside an area of water that can fit it. If the jormungand spends at least 1 round inside the water, it can leave the water, rerolling again if it takes or deals fire damage.

Serpentine Body. The jormungand can pass through any opening at least 10 feet wide without squeezing.

ACTIONS
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit. 13 (2d6 + 6) piercing damage plus 7 (2d6) fire damage, and the target is Grappled (escape DC 19). The jormungand can only Grapple one creature this way, and while doing so, it cannot use its Rain of Fire, but it can make a Bite attack against the Grappled creature as a bonus action.

Writhe. The jormungand lashes its body out in a 60-foot radius. Any creature in this area must succeed on a DC 19 Dexterity saving throw or be knocked Prone. Alternatively, the jormungand can instead choose to Grapple the creature (escape DC 19). The jormungand can grapple up to three creatures this way.

Constrict. The jormungand squeezes inward, crushing anything within its grasp. Any creature Grappled by the jormungand’s Writhe takes 22 (4d10) bludgeoning damage plus 7 (2d6) fire damage. A creature that takes this damage can make a DC 19 saving throw to escape the Grapple. On a success, the creature is ejected into an unoccupied space adjacent to the jormungand.

Rain of Fire (Recharge 5-6). The jormungand unleashes the fire in its belly, spraying flames that rain down in a 30-foot radius centered on it. Each creature in this area must succeed a DC 19 Dexterity saving throw, taking 36 (8d8) fire damage on a failed save, or half as much on a success.

REACTIONS
Firey Eruption (1/Day). If the jormungand has been reduced to 178 or fewer hit points, it immediately uses this reaction. All creatures within 90 feet of the jormungand must make a DC 18 Dexterity saving throw, taking 44 (8d10) fire damage on a failed save or half as much on a success. If a creature fails this saving throw by 5 or more it is also knocked Prone and pushed back 10 feet.
 
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Descriptive Text.

Bennu Placeholder
Gargantuan Beast, Unaligned
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Armor Class 10 (Natural Armor)
Hit Points 5 (1d8 + 1)
Speed 10 ft.
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STRDEXCONINTWISCHA
10 (+0)10 (+0)10 (+0)10 (+0)10 (+0)10 (+0)
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Saving Throws Str +2
Skills Athletics +2
Damage Resistance piercing
Condition Immunities charmed
Damage Immunities bludgeioning
Senses passive perception 10
Languages Common
Challenge 0 (10 XP) Proficiency Bonus +2
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Trait. Detail the traits her.

ACTIONS
Action. Detail action here.

Melee Attack. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit. 5 (1d8 + 1) piercing damage.

Ranged Attack. Ranged Weapon Attack: +2 to hit, range 10/30 ft., one target. Hit.5 (1d8 + 1) piercing damage.

Innate Spellcasting. The creature’s spellcasting ability is Charisma (spell save DC 12, +2 to hit with spell attacks). The creature can innately cast the following spells, requiring no components:

At will: eldritch blast
1/day each: fireball

BONUS ACTIONS
Action. Detail action here.

REACTIONS
Action. Detail action here.

LEGENDARY ACTIONS
The creature 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 creature regains spent legendary actions at the start of its turn.

Action (Cost). Detail action here.

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

Action (Cost). Detail action here.

BREAK EFFECTS
You can target these individual parts on the creature. The AC, hit points, and effects are listed

Body. If the creature takes more than 15 damage of any type from a single attack, (detail effect here)

Body Part. The creature’s body part can be targeted separately and has an AC 10 and 10 hit points. If the creature’s body part is reduced to 0 hit points, it cannot (insert description). The creature’s body part regenerates and regains all hit points after a long rest.

LAIR ACTIONS
Lair description and mechanics here.

Lair Action. Detail action here.

REGIONAL EFFECTS
The area around the (NAME)’s lair can have one or more of the following effects.
  • Regional Effect 1
  • Regional Effect 2
 

An accursed draconic monster mentioned in the myths of Eos. Its fantastical features seem to spit in the face of evolutionary science. Some suggest it may be the ancestral origin of all reptilian life, but scientists have uncovered no evidence to support this claim.

Manxom
Gargantuan Dragon, Unaligned
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Armor Class 20 (Natural Armor)
Hit Points 388 (21d20 + 168)
Speed 35 ft.
Initiative 9 (-1)
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STRDEXCONINTWISCHA
25 (+7)8 (-1)26 (+8)5 (-3)12 (+1)6 (-2)
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Saving Throws Str +11, Con +12
Damage Resistance cold; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities Petrified, Stunned
Senses blindsight 15 ft., darkvision 120 ft., passive Perception 11
Languages ——
Challenge 18 (20,000 XP) Proficiency Bonus +6
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Colossal. The manxom’s space is 35 feet by 35 feet. Huge-sized and smaller creatures can enter and occupy its space, and have Advantage on melee attack rolls while doing so.

Powerful Stomp. Each time the manxom makes a Stomp attack, it creates a pillar of stone that is 10 feet tall that fills a medium-sized space of its choice adjacent to it. If a creature is in this space, it must succeed a DC 21 Dexterity saving throw, or be knocked Prone. Whether it fails or succeeds the creature is then pushed into the nearest unoccupied space.

Sturdy Stance. The manxom has Advantage on all saving throws against being knocked Prone or forcibly moved.

Thick Scales. The manxom is immune to all forms of damage except psychic unless it takes 5 or more damage from a single attack.

Menace (Mythic Trait, 1/Rest). When the manxom is reduced to 0 hit points it regains all of its hit points, loses all conditions, and recharges all of its abilities. Reward a party and additional 22,000 XP (44,000 XP total) when they activate this trait.

ACTIONS
Multiattack. The manxom makes one Bite attack and one other attack of its choice.

Bite. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit. 21 (4d6 + 7) piercing damage. If the target is a creature, it must succeed a DC 22 Constitution saving throw or suffer the effects of the slow spell. If the creature fails and is already suffering these effects, it is instead Petrified.

Stomp. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit. 33 (4d12 + 7) bludgeoning damage. This attack is made with Advantage against creatures within the manxom’s space.

Boulder. Melee Weapon Attack: +5 to hit, range 90/300 ft., one target. Hit. 17 (4d8 - 1) bludgeoning damage. If the target is a creature, it must succeed a DC 13 Dexterity saving throw or be pushed back up to 10 feet and knocked Prone.

Tail Sweep. The manxom swings its tail in a 45-foot radius. Each creature in this area must succeed a DC 21 Strength saving throw, taking 21 (4d6 + 7) bludgeoning damage and being knocked Prone on a failed save, or taking half as much damage and not being knocked Prone on a success.

LEGENDARY ACTIONS
The manxom 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 manxom regains spent legendary actions at the start of its turn.

Move. The manxom moves up to half of its speed.

Petrifying Roar (Recharge 4-6). The manxom unleashes a powerful roar that sheds a mysterious gas in a 60-foot radius. Each creature in this area must succeed a DC 22 Constitution saving throw or be Petrified.

Attack (Costs 2 Actions). The manxom makes one attack.
 
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Descriptive Text.

Behemoth King Placeholder
Size type, Alignment
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Armor Class 24 (Natural Armor)
Hit Points 5 (1d8 + 1)
Speed 60 ft., climb 50 ft., fly 90 ft.
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STRDEXCONINTWISCHA
25 (+7)16 (+3)29 (+9)12 (+1)20 (+5)18 (+4)
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Saving Throws Str +15, Dex +11, Con +17, Cha +12
Skills Athletics +15, Perception +21
Damage Resistance acid, lightning, thunder
Damage Immunities cold, fire, bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine
Condition Immunities charmed, frightened, stunned
Senses passive perception 31
Languages ——
Challenge 26 (90,000 XP) Proficiency Bonus +8
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Trait. Detail the traits here.

ACTIONS
Action. Detail action here.

Melee Attack. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit. 5 (1d8 + 1) piercing damage.

Ranged Attack. Ranged Weapon Attack: +2 to hit, range 10/30 ft., one target. Hit.5 (1d8 + 1) piercing damage.

Innate Spellcasting. The creature’s spellcasting ability is Charisma (spell save DC 12, +2 to hit with spell attacks). The creature can innately cast the following spells, requiring no components:

At will: eldritch blast
1/day each: fireball

BONUS ACTIONS
Action. Detail action here.

REACTIONS
Action. Detail action here.

LEGENDARY ACTIONS
The creature 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 creature regains spent legendary actions at the start of its turn.

Action (Cost). Detail action here.

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

Action (Cost). Detail action here.

BREAK EFFECTS
You can target these individual parts on the creature. The AC, hit points, and effects are listed

Body. If the creature takes more than 15 damage of any type from a single attack, (detail effect here)

Body Part. The creature’s body part can be targeted separately and has an AC 10 and 10 hit points. If the creature’s body part is reduced to 0 hit points, it cannot (insert description). The creature’s body part regenerates and regains all hit points after a long rest.

LAIR ACTIONS
Lair description and mechanics here.

Lair Action. Detail action here.

REGIONAL EFFECTS
The area around the (NAME)’s lair can have one or more of the following effects.
  • Regional Effect 1
  • Regional Effect 2
 
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