D&D 5E Final Fantasy XV for D&D

GreatestHonor

Explorer
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Art by Orioto

God of the Storm. The Fulgurian, it is said, administers the natural laws of Eos from on high, casting judgment on those who would harm the star. Resting at Angelgard in the Astral War's wake, the Stormsender awoke to the pleas of the Oracle Lunafreya.

Avatar of Ramuh
Gargantuan Celestial (Deity), Lawful Good
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Armor Class 22 (Natural Armor)
Hit Points 429 (26d20 + 156)
Speed 0 ft., fly 120 ft. (hover)
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STRDEXCONINTWISCHA
20 (+5)30 (+10)22 (+6)26 (+8)28 (+9)20 (+5)
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Saving Throws Str +14, Dex +19, Con +15, Int +17, Wis +18, Cha +14
Skills Arcana +26, History +26, Perception +27, Religion +26
Damage Resistance bludgeoning, piercing, and slashing
Damage Immunities lightning, poison, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, poisoned, stunned
Senses darkvision 300 ft., truesight 120 ft., passive perception 37
Languages All, telepathy 300 ft.
Challenge 30 (155,000 XP) Proficiency Bonus +9
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Astral Might. Ramuh’s attacks are considered magical for the purposes of overcoming damage resistances and immunities. In addition, Ramuh ignores damage resistances and treats damage immunities as resistances.

Astral Nature. Ramuh does not age and cannot be aged by any means. He also do not need to eat, drink, sleep, or breath to survive.

Colossal. Ramuh occupies a 60’ by 60’ space. A Huge-sized or smaller creature can enter his space and must do so to target him with an attack or spell with a reach or range of 30 feet or less.

Godly Caster. Ramuh can cast any at-will spell as a bonus action. In addition, Ramuh can concentrate on up to 2 spells at once. If his concentration is broken, both spells end simultaneously.

Legendary Resistance. If Ramuh fails a saving throw he can expend one unused legendary action to succeed instead.

Limited Magic Immunity. Unless he wishes to be affected, Ramuh is immune to spells of 3rd level or lower and has advantage on saving throws against all other spells and magical effects.

Master of Storms. Whenever Ramuh takes lightning or thunder damage, he instead takes none and regains a number of hit points equal to the damage dealt. In addition, Ramuh can pass through any opening large enough for air to pass through without squeezing.

Piercing Attacks. Ramuh ignores AC bonuses granted by any form of cover, including total cover granted by an object less than 300 feet in thickness.

Primal Storm. As a free action, Ramuh can activate or deactivate a powerful storm that remains centered on him at all times. The storm is a cylinder that has a 10 mile radius and is 1 mile tall. While this storm is active, Ramuh can summon one lightning bolt that strikes a point within the storm’s area on initiative count 20. Any creature within 5 feet of this point must succeed on a DC 10 Dexterity saving throw, taking 21 (6d6) lightning damage on a failed save, or half as much on a success. The storm’s area is also filled with strong winds (60 mph), and all creatures have disadvantage on Wisdom (Perception) checks relying on hearing.

God of Storm (2/Short or Long Rest). If the aspect would be reduced to 0 hit points, it immediately gains all the benefits from long rest, except for replenishing any of this feature’s expended uses. Additionally, the aspect can now use the options in the "Mythic Actions" section for 1 hour. Award a party an additional 155,000 XP (465,000 XP total) for each time it defeats the Aspect of Ramuh and its God of Storm trait activates.

ACTIONS
Staff of Judgement.
Melee Weapon Attack: +14 to hit, reach 25 ft., one target. Hit. 23 (4d8 + 5) piercing damage plus 14 (4d6) lightning damage. If the target is a creature it must succeed on a DC 22 saving throw or be stunned until the end of its next turn, or it can spend its bonus action to reroll the saving throw, ending the effect on itself on a success.

Innate Spellcasting. Ramuh’s spellcasting ability is Wisdom (spell save DC 26, +18 to hit with spell attacks). Ramuh can innately cast the following spells at 5th-level or higher, requiring no components:

At-will: commune (other Astrals only), greater restoration, shocking grasp (6d8)
3/Rest each: bestow curse, chain lightning (6th-level), lightning bolt (6th level), planeshift (self only), remove curse, whirlwind
1/Rest each: astral projection, storm sphere (9th-level), storm of vengeance, teleport

BONUS ACTIONS
Spellcast. Ramuh casts an at-will spell.

REACTIONS
Disrupt Storm Spell. If a creature Ramuh can see attempts to cast a spell such as call lightning, lightning bolt, or another spell or a magical effect that would deal lightning damage or create a weather related effect, Ramuh stops the effects of the spell or magical effect from occurring.

LEGENDARY ACTIONS
Ramuh 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. Ramuh regains spent legendary actions at the start of his turn.

Attack. Ramuh makes one attack against a creature within range.
Lightning Bolt (Costs 2 Actions). Ramuh summons two lightning bolts as described in his trait primal storm.

MYTHIC ACTIONS
If Ramuh’s mythic trait is active, he can use the options below as legendary actions for 1 hour.
Spellcast (Costs 3 Actions). Ramuh casts an innate spell.
Deific Spell (Costs 3 Actions, 1/Short or Long Rest). Ramuh casts any spell at 9th level.
Judgement Bolt (Costs 3 Actions, 1/Long Rest). Ramuh throws his staff at a point within 600 feet. Any creature within 300 feet of this point must make a DC 26 Constitution saving throw. On a failed save the creature takes 104 (16d12) lightning damage plus 36 (8d8) thunder damage, and is stunned and paralyzed until the end of their next turn. On a successful save the creature takes half as much damage and is not stunned or paralyzed. A creature in this area further than 150 feet from this point makes the saving throw with advantage. After using this ability, Ramuh is incapacitated until the end of his next turn.
 
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GreatestHonor

Explorer
IMG_0702.jpeg

Photo taken in game by Unknown

Goddess of the Seas. The Hydraean took rest under the Celluna Cascades after the Astral War, yet her ruinous fury carried on the waves, never dissipating. Besought by the Oracle Lunafreya, the tempestuous Tidemother rose once more.

Avatar of Leviathan
Gargantuan Celestial (Deity), Neutral
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Armor Class 22 (Natural Armor)
Hit Points 429 (26d20 + 156)
Speed 30 ft., fly 120 ft., swim 200 ft.
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STRDEXCONINTWISCHA
22 (+6)26 (+8)23 (+6)23 (+6)24 (+7)27 (+8)
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Saving Throws Str +15, Dex +17, Con +15, Int +15, Wis +16, Cha +17
Skills History +24, Nature +24, Perception +25, Religion +24
Damage Resistance acid, cold, bludgeoning, piercing, and slashing
Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, poisoned, stunned
Senses darkvision 300 ft., truesight 120 ft., passive perception 35
Languages All, telepathy 300 ft.
Challenge 30 (155,000 XP) Proficiency Bonus +9
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Astral Might. Leviathan’s attacks are considered magical for the purposes of overcoming damage resistances and immunities. In addition, Leviathan ignores damage resistances and treats damage immunities as resistances.

Astral Nature. Leviathan does not age and cannot be aged by any means. She also does not need to eat, drink, sleep, or breath to survive.

Colossal. Leviathan occupies a 150-foot by 150-foot space and is 700 feet tall. Creatures occupying a 25’ by 25’ or smaller area can enter her space and must do so to target her with a reach or range of 90 feet or less. Additionally, Leviathan has advantage on saving throws against being forcibly moved or knocked prone by such creatures.

Godly Caster. Leviathan can cast any at-will spell as a bonus action. In addition, Leviathan can concentrate on up to 2 spells at once. If her concentration is broken, both spells end simultaneously.

Legendary Resistance. If Leviathan fails a saving throw she can expend one unused legendary action to succeed instead.

Limited Magic Immunity. Unless she wishes to be affected, Leviathan is immune to spells of 3rd level or lower and has advantage on saving throws against all other spells and magical effects.

Serpentine Body. Leviathan can move through openings of at least 20 feet wide without squeezing.

Water Travel. As an action, Leviathan can touch a collection of water and teleport to any other collection of water on the same plane.

God of the Sea (2/Short or Long Rest). If the aspect would be reduced to 0 hit points, it immediately gains all the benefits from long rest, except for replenishing any of this feature’s expended uses. Additionally, the aspect can now use the options in the "Mythic Actions" section for 1 hour. Award a party an additional 155,000 XP (465,000 XP total) for each time it defeats the Aspect of Leviathan and its God of the Sea trait activates.

ACTIONS
Multiattack.
Leviathan makes three water orb attacks.

Water Orb. Ranged Weapon Attack: +17 to hit, range 180/600 ft., one target. Hit. 24 (3d10 + 8) piercing damage plus 21 (4d6) cold damage. If the target is a creature it must succeed on a DC 25 Strength saving throw or be pushed back 15 feet. A creature that fails this save by 5 or more is also knocked prone.

Watery Transformation. Leviathan transforms into a mass of water that occupies a 100’ by 100’ area. While in this form Leviathan gains resistance to fire, and thunder damage, immunity to acid and cold damage, and vulnerability to lightning. She looses her flying speed, her walking speed increases to 90 feet, and she can move through any opening large enough for any amount of water to pass through without squeezing. Any creature that enters or starts its turn in her space takes 39 (6d12) bludgeoning damage plus 21 (4d6) cold damage. She cannot make weapon attacks while in this form, and can revert back into her true form as a bonus action.

Innate Spellcasting. Leviathan’s spellcasting ability is Wisdom (spell save DC 25, +17 to hit with spell attacks). Leviathan can innately cast the following spells at 5th-level or higher, requiring no components:

At-will: air bubble, commune (other Astrals only), create or destroy water, greater restoration, shape water, wall of water, water walk
3/Rest each: bestow curse, control water, planeshift (self only), remove curse, watery sphere
1/Rest each: abi-dalzim’s horrid wilting, astral projection, control weather, tsunami (1 mile long, 500 feet tall, 90 feet thick, no reduction in damage), whirlwind

BONUS ACTIONS
Spellcast. Leviathan casts an at-will spell.

REACTIONS
Disrupt Water Spell. If a creature Leviathan can see attempts to cast a spell such as control water, create or destroy water, or another spell or a magical effect that would directly manipulate water in any way, Leviathan stops the effects of the spell or magical effect from occurring.

LEGENDARY ACTIONS
Leviathan 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. Leviathan regains spent legendary actions at the start of her turn.

Attack. Leviathan makes one attack against a creature within range.
Spellcast (Costs 2 Actions). Leviathan casts an at-will spell.

MYTHIC ACTIONS
If Leviathan’s mythic trait is active, she can use the options below as legendary actions for 1 hour.
Spellcast (Costs 3 Actions). Leviathan casts an innate spell.
Deific Spell (Costs 3 Actions, 1/Short or Long Rest). Leviathan casts any spell at 9th level.
Tsunami (Costs 3 Actions, 1/Long Rest). Leviathan creates a maelstrom of water forming a wall in a 300-foot radius around her that is 150 feet tall and 30 feet thick. Traversing through the wall is considered difficult terrain and is only possible by succeeding on a DC 25 Strength check for every 10 feet of movement. Any creature inside this radius other than Leviathan and creatures of her choice must succeed on a DC 25 Strength saving throw. On a failed save the creature takes 3 (7d10) bludgeoning damage plus 37 (7d10) cold damage, is moved up to 60 feet in one direction of Leviathan’s choice, and knocked prone. On a successful save, the creature takes half as much damage, is only moved up to 20 feet, and is not knocked prone.
 
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GreatestHonor

Explorer
IMG_0703.png

Picture taken in game by Unknown

God of Fire. It was the Infernian who bestowed the gift of fire upon the man in antiquity. He reigned over the ancient kingdom of Solheim until his once-loyal subjects turned against him. The Pyreburner then waged the Astral War that would quench his own life's flame until his own daemonic resurrection by means of the Starscourge.

Ifrit the Daemon
Huge Celestial (Deity, Daemon), Chaotic Evil
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Armor Class 20 (Natural Armor)
Hit Points 425 (34d12 + 204)
Speed 50 ft., fly 20 ft.
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STRDEXCONINTWISCHA
24 (+7)26 (+8)22 (+6)18 (+4)20 (+5)28 (+9)
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Saving Throws Str +16, Dex +17, Con +15, Int +13, Wis +14, Cha +18
Skills History +22, Perception +23, Religion +22
Damage Resistance force, lightning, radiant; bludgeoning, piercing, and slashing
Damage Immunities fire, poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, poisoned, stunned
Senses darkvision 300 ft., truesight 120 ft., passive perception 33
Languages All, telepathy 300 ft.
Challenge 30 (155,000 XP) Proficiency Bonus +9
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Astral Nature. Ifrit does not age and cannot be aged by any means. He also does not need to eat, drink, sleep, or breath to survive.

Daemonic Attacks. Ifrit’s weapon attacks are considered magical for the purpose of overcoming damage resistances and immunities to nonmagical damage. Whenever Ifrit deals damage against another creature other than another daemon, that creature must succeed on a DC 26 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.

Fire Absorption. Any time Ifrit is dealt fire damage, he takes none and instead regains a number of hit points equal to the damage dealt.

Godly Caster. Ifrit can cast any at-will spell as a bonus action. In addition, Ifrit can concentrate on up to 2 spells at once. If his concentration is broken, both spells end simultaneously.

Immolating Aura. Any creature that enters or starts its turn within 300 feet of Ifrit must make a DC 10 saving throw or gain 1 level of exhaustion. In addition, any creature that starts its turn within 60 feet of Ifrit takes 21 (6d6) fire damage. Any nonmagical flammable items not being worn or carried within 120 feet of Ifrit ignite, shedding bright light for 20 feet and dim light for another 20 feet.

Legendary Resistance. If Ifrit fails a saving throw he can expend one unused legendary action to succeed instead.

Limited Magic Immunity. Unless he wishes to be affected, Ifrit is immune to spells of 3rd level or lower and has advantage on saving throws against all other spells and magical effects.

God of Fire (2/Short or Long Rest). If Ifrit would be reduced to 0 hit points, he immediately gains all the benefits from long rest, except for replenishing any of this feature’s expended uses. Additionally, he can now use the options in the "Mythic Actions" section for 1 hour. Award a party an additional 155,000 XP (465,000 XP total) for each time it defeats Ifrit the Daemon and its God of Fire trait activates.

ACTIONS
Multiattack.
Ifrit uses his Flames of Rage if available, then makes three attacks.

Blazing Scimitar. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit. 21 (3d8 + 8) slashing damage plus 14 (4d6) fire damage.

Enraged Scimitar. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit. 23 (3d8 + 10) slashing damage plus 14 (4d6) fire damage. Ifrit can only use this attack if his Flames of Rage is active.

Flames of Rage (1/Long Rest). Ifrits Strength score increases by 6 and the fire damage dealt by his Immolating Aura trait is increased to 42 (12d6) fire damage. Ifrit maintains these effects for 1 minute or until he loses concentration, whichever happens first.

Innate Spellcasting. Ifrit’s spellcasting ability is Charisma (spell save DC 25, +17 to hit with spell attacks). Ifrit can innately cast the following spells at 5th-level or higher, requiring no components:

At-will: commune (other Astrals only), cone of cold (fire damage), control flames, fireball, greater restoration, heat metal
3/Rest each: bestow curse, delayed blast fireball, flaming sphere (4 individual orbs), immolation, planeshift (self only), remove curse, scorching ray
1/Rest each: astral projection, meteor swarm (no bludgeoning damage), wall of fire (9th level), teleport

BONUS ACTIONS
Spellcast. Ifrit casts an at-will spell.

REACTIONS
Disrupt Fire Spell. If a creature Ifrit can see attempts to cast a spell such as fireball, scorching ray, or another spell or a magical effect that would deal fire damage or directly manipulate fire in any way, Ifrit stops the effects of the spell or magical effect from occurring.
Parry. Ifrit gains +9 to his AC against one attack that he can see.

LEGENDARY ACTIONS
Ifrit 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. Ifrit regains spent legendary actions at the start of his turn.

Attack. Ifrit makes one attack against a creature within range.
Spellcast (Costs 2 Actions). Ifrit casts an at-will spell.

MYTHIC ACTIONS
If Ifrit’s mythic trait is active, he can use the options below as legendary actions for 1 hour.
Spellcast (Costs 3 Actions). Ifrit casts an innate spell.
Deific Spell (Costs 3 Actions, 1/Short or Long Rest). Ifrit casts any spell at 9th level.
Hellfire (Costs 3 Actions, 1/Long Rest). Ifrit chooses a point he can see within 120 feet and creates a 1,000-foot tall cylinder with a 60-foot radius of opaque flames centered on that point. All creatures within this area must make a DC 25 Dexterity saving throw, takin 38 (11d6) fire damage plus 38 (11d6) necrotic damage on a failed save, or half as much on a success. A creature without resistance or immunity to fire damage (ignoring Astral Might) is considered vulnerable to this damage.

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VARIANT
Aspect of Ifrit. Before his fall at the Rock of Ravatough and transformation into a daemon at the hands of Ardyn, Ifrit was apart of the Hexatheon. This version of Ifrit shares the same statblock as Ifrit the Daemon but loses the daemon creature sub-type and all necrotic damage dealt by his attacks is instead force damage. The Aspect of Ifrit also loses the Daemonic Attacks trait, instead gaining the following trait.

Astral Might. Ifrit’s attacks are considered magical for the purposes of overcoming damage resistances and immunities. In addition, Ifrit ignores damage resistances and treats damage immunities as resistances.
 
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GreatestHonor

Explorer
With the Astrals now largely fleshed out, an update on the fishing sub-system. I have a basic system pretty much set.

Basically it operates similarly to death saving throws. Depending on the fish you will need to have X number of success before you have 3 failures. The DC for this is also determined by the fish you have hooked.

The fishing rod is split into 3 parts. The rod, the line, and the reel. The quality of each will increase your capability of catching the fish in different ways. Currently, I have no idea how to implement lures (love them in game though).

Better lines will allow you to have more failures before catching a fish
Rods give a +X bonus to your roll
And Reels decrease how many successes you need to catch the fish.

I’ll add all of this equipment under a new tool set simply called “Fishing Set”. You can have proficiency as normal of course.

I have the Fish DC’s and success numbers completed, and I plan on making a few d100 tables depending on environment, cave lake, lake, pond, river, coast, and sea.

So, @Tales and Chronicles , you can look forward to catching a tuna soon.

Edit: Tables will also take into account certain times of day. Night, Day, and Dawn/Dusk. Anyone who knows the basics of fishing (irl or in-game) will know that Dawn/Dusk is the best time to go fishing. This will give a grand total of 18 different tables, hopefully making fishing something that is different each time.
 
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GreatestHonor

Explorer
Just to add on real quick. If anyone has used/played/seen a ttrpg fishing system that they enjoyed or thought was particularly good, feel free to recommend it. I wouldn’t be surprised if there was a better system out there for something like this.
 

GreatestHonor

Explorer
@Stalker0 , if you’re willing to, could you give the Astral aspects a quick once over when you get a chance?
There are 6 of them: Bahamut, Titan, Shiva, Ramuh, Leviathan, and Ifrit

You can ignore the Bahamut Blade and the Glacian Sprite.
 

GreatestHonor

Explorer
Chocobos are tall, friendly avians that roam wild but can be tamed and ridden. Wild chocobos once trotted freely through the forests of Duscae, but the recent influx of ferocious beasts has sent the birds running in fear and the population dwindled

Chocobo
Large Beast, Unaligned
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Armor Class 12 (Natural Armor)
Hit Points 38 (7d10)
Speed 45 ft., swim 30 ft.
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STRDEXCONINTWISCHA
13 (+1)15 (+2)11 (+0)5 (-3)12 (+1)4 (-3)
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Skills Perception +3, Stealth +4
Senses darkvision 45 ft., passive perception 13
Languages ——
Challenge 1/4 (50 XP) Proficiency Bonus +2
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Gliding. For every 5 feet the chocobo falls, it can choose to glide up to 20 feet in one direction of its choice. If the chocobo uses this trait before it finishes falling, it takes no damage from the fall.

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

ACTIONS
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit. 5 (1d4 + 1) slashing damage. If the target is a Small-sized or smaller creature, it must succeed a DC 11 Strength saving throw or be pushed pack 5 feet.

BONUS ACTIONS
Dash (Recharge 5-6). The chocobo takes the Dash action.
 
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GreatestHonor

Explorer
Chocobos are sought after mounts due to a combination of their speed, endurance, and charm, and a chocobo mount that has spent enough time bonding with their rider seems to be more capable than a typical member of its species.

Loyal Chocobo WIP
Large Beast, Unaligned
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Armor Class 13 (Natural Armor)
Hit Points 38 (7d10)
Speed 50 ft., swim 35 ft.
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STRDEXCONINTWISCHA
13 (+1)16 (+3)13 (+1)5 (-3)13 (+1)6 (-2)
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Skills Perception +3, Stealth +4
Senses darkvision 45 ft., passive perception 13
Languages ——
Challenge 1 (200 XP) Proficiency Bonus +2
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Gliding. For every 5 feet the chocobo falls, it can choose to glide up to 20 feet in one direction of its choice. If the chocobo uses this trait before it finishes falling, it takes no damage from the fall.

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

ACTIONS
Multiattack.
The chocobo makes two attacks.

Kick. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit. 5 (1d4 + 1) slashing damage. If the target is a Medium-sized or smaller creature, it must succeed a DC 11 Strength saving throw or be pushed back 5 feet.

BONUS ACTIONS
Cunning Action (Recharge 4-6). The chocobo takes either the Dash or Disengage action.
 
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GreatestHonor

Explorer
IMG_0704.jpeg

Photo taken in game by Unknown

Carbuncle is one of the celestial messengers that communes between the gods and the Oracle, or more recently, the True King.

Carbuncle WIP
Tiny Celestial, Lawful Good
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Armor Class 16
Hit Points 15 (10d4 - 10)
Speed 45 ft., fly 45 ft.
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STRDEXCONINTWISCHA
6 (-2)22 (+6)8 (-2)14 (+2)15 (+2)12 (+1)
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Skills Acrobatics +8, Arcana +4, Insight +4, Medicine +4, Perception +4
Damage Immunities poison, radiant; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses darkvision 60 ft., truesight 20 ft., passive perception 14
Languages Understands all but can’t speak, telepathy 30 ft.
Challenge 2 (450 XP) Proficiency Bonus +2
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Discorporation. If carbuncle is reduced to 0 hit points, its body is destroyed, and over the course of 1d4 days reforms either on the Astral plane or somewhere within 5 miles of where it died.

Immortal. Carbuncle does not age and cannot be aged by magical means. It also does not need to eat, drink, sleep, or breath to survive.

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

ACTIONS
Innate Spellcasting. Carbuncle’s spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The creature can innately cast the following spells, requiring no components:

At will: bless, commune, cure wounds, greater restoration, invisibility (self only), misty step, revivify, sacred flame
1/day each: death ward, mass heal, teleport, true resurrection

BONUS ACTIONS
Disengage. Carbuncle takes the Disengage action.

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

Cantrip. Carbuncle casts an at-will spell.
Spellcast (Costs 3 Actions). Carbuncle casts an innate spell.
 
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GreatestHonor

Explorer
A large quadrupedal mammal that forms herds around a matriarch. Although this gentle giant can be found all across Eos, it resides mainly in the plains of Duscae. Gentle by nature, the Garula only attacks when provoked.

Garula
Huge Beast, Unaligned
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Armor Class 14 (Natural Armor)
Hit Points 59 (7d12 + 14)
Speed 30 ft.
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STRDEXCONINTWISCHA
18 (+4)8 (-1)15 (+2)2 (-4)10 (+0)2 (-4)
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Damage Resistance cold
Senses passive perception 10
Languages ——
Challenge 1 (200 XP) Proficiency Bonus +2
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Charge. If the garula moves at least 20 feet in a straight line toward a target and then hits it with a Tusk attack on the same turn, the target takes an additional 1d4 slashing damage.

Flammable Fur. If the garula takes at least 3 fire damage from a single attack, its fur ignites and the garula begins to take 1d6 fire damage at the start of each of its turns until a creature takes an action to put out the flames.

Herd Tactics. The garula has advantage on attack rolls against a creature if at least one of the garula's allies is within 5 feet of the creature and the ally isn’t incapacitated.

ACTIONS
Tusk. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit. 6 (1d4 + 4) slashing damage.


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VARIANT
Green Garula. A subspecies of garula with a verdant hue. This beast once inhabited the western reaches of the Lucian continent, but it gradually migrated eastward, now sharing the plains of Duscae with its more common yet physiologically identical counterparts.

The green garula shares the same statblock as the garula with the addition of the following trait:

Green Fur. The garula has advantage on Dexterity (Stealth) checks to hide while within areas of greenery, such as grasses, bushes, or trees. This trait does not function if Flammable Fur is active.
 
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