D&D 5E Final Fantasy XV for D&D

GreatestHonor

Explorer
A young garula still learning how to walk. Despite viewing the garulessa as a maternal figure, the garulet does not rely on a single mother for support, instead being raised by the herd as a whole. If one of their young is threatened, the mother garula will all band together to take down the attacker and protect the garulet from harm.

Garulet
Medium Beast, Unaligned
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Armor Class 12 (Natural Armor)
Hit Points 52 (7d10 + 14)
Speed 25 ft.
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STRDEXCONINTWISCHA
14 (+2)10 (+0)12 (+1)2 (-4)10 (+0)2 (-4)
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Damage Resistance cold
Senses passive perception 10
Languages ——
Challenge 1/4 (50 XP) Proficiency Bonus +2
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Charge. If the garulet 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 2 slashing damage.

Flammable Fur. If the garulet takes at least 3 fire damage from a single attack, its fur ignites and the garulet 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 garulet 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: +4 to hit, reach 5 ft., one target. Hit. 2 slashing damage.
 
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GreatestHonor

Explorer
An enormous garulan mother, chosen from among the other females in the herd. After proving herself in a fierce competition for superiority, the garulessa puts her impressive musculature to use, defending her herd from the threat of outsiders by unleashing an aggressive assault

Garulessa
Gargantuan Beast, Unaligned
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Armor Class 16 (Natural Armor)
Hit Points 101 (7d20 + 28)
Speed 40 ft.
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STRDEXCONINTWISCHA
22 (+6)7 (-2)18 (+4)2 (-4)10 (+0)4 (-3)
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Damage Resistance cold
Senses passive perception 10
Languages ——
Challenge 4 (1,100 XP) Proficiency Bonus +2
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Charge. If the garulessa 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 1d12 slashing damage.

Flammable Fur. If the garulessa takes at least 5 fire damage from a single attack, its fur ignites and the garulessa 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 garulessa has advantage on attack rolls against a creature if at least one of the garulessa's allies is within 5 feet of the creature and the ally isn’t incapacitated.

ACTIONS
Tusk. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit. 12 (1d12 + 6) slashing damage. If the target is a creature it must also succeed on a DC 16 Strength saving throw or be pushed back 10 feet and knocked prone.

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

Tusks. The garulessa’s tusks can be targeted separately and has an AC 17 and 20 hit points. If the garulessa’s tusks are reduced to 0 hit points, its Charge and its Tusk attack are both reduced to 1d6. The garulessa’s tusks regenerate and regain all hit points after a long rest.
 
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GreatestHonor

Explorer
A large arthropod most commonly sighted in sticky swamps and forests. Though rather small in its incipient stages, the hundlegs multiplies in size as it develops, growing larger than most humans after a few years and continuing to grow until it dies.

Hundlegs
Medium Beast, Unaligned
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Armor Class 13 (Natural Armor)
Hit Points 5 (1d8 + 1)
Speed 30 ft., climb 30 ft.
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STRDEXCONINTWISCHA
11 (+0)14 (+2)12 (+1)1 (-5)6 (-2)3 (-4)
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Senses blindsight 25 ft., passive perception 8
Languages ——
Challenge 1/2 (100 XP) Proficiency Bonus +2
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ACTIONS
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit. 4 (1d4 + 2) piercing damage plus 7 (2d6) poison damage. If the target is a creature it must succeed a DC 11 Constitution saving throw or become poisoned for 1 minute.

Slam. Melee Weapon Attack: +2 to hit, reach 10 ft., one target. Hit. 11 (2d10) bludgeoning damage.
 

GreatestHonor

Explorer
A green-shelled, crimson-legged subspecies of hundlegs originally sighted near the Taelpar Rest Area. Able to survive even the most arid of climates, this omnivorous anthropod has gradually grown its sphere of influence to include drier regions as well. This continuous expansion has caused concern among the Hunters.

Redlegs
Medium Beast, Unaligned
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Armor Class 15 (Natural Armor)
Hit Points 22 (4d8 + 4)
Speed 30 ft., climb 30 ft.
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STRDEXCONINTWISCHA
11 (+0)16 (+3)12 (+1)1 (-5)6 (-2)3 (-4)
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Damage Resistances fire
Senses blindsight 25 ft., passive perception 8
Languages ——
Challenge 2 (450 XP) Proficiency Bonus +2
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ACTIONS
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit. 4 (1d4 + 2) piercing damage plus 7 (2d6) poison damage. If the target is a creature it must succeed a DC 11 Constitution saving throw or become poisoned for 1 minute.

Slam. Melee Weapon Attack: +2 to hit, reach 10 ft., one target. Hit. 11 (2d10) bludgeoning damage.

Poison Breath (Recharge 6). The redlegs beathes out a poisonous vapor in a 15-foot cone. Any creature in the area must succeed on a DC 10 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much on a success. Any creature in this area also becomes poisoned for 1 minute. If a creature fails the save by 5 or more they are also paralyzed for 1 minute.
 
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GreatestHonor

Explorer
A cybersoldier specially engineered to excel in combat, and the powerhouse of the imperial infantry. Unlike the standard-issue troopers, every magitek unit is marked with an individual model number.

Magitek Axeman MK I
Medium Construct (Magitek), Unaligned
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Armor Class 18 (Natural Armor)
Hit Points 57 (6d8 + 30)
Speed 30 ft.
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STRDEXCONINTWISCHA
18 (+4)14 (+2)20 (+5)3 (-4)12 (+1)1 (-5)
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Damage Resistance cold; bludgeoning, piercing and slashing from nonmagical attacks that aren’t adamantine
Damage Immunities necrotic, poison, psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
Senses passive perception 11
Languages Understands Common but cannot speak
Challenge 3 (700 XP) Proficiency Bonus +2
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Immutable Form. The magitek is immune to any spell or effect that would alter its form.

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

Magic Weapons. The magitek weapons are magical.

Sensitive Circuitry. Whenever the magitek takes 5 or more lightning damage from a single attack, it must succeed a DC 15 Constitution saving throw or be have disadvantage on attack rolls until the end of its next turn.

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

ACTIONS
Multiattack. The magitek makes two attacks.

Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit. 10 (1d12 + 4) slashing damage.

Harpoon. Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit. 5 piercing damage. If the target is a creature it must succeed on a DC 12 Dexterity saving throw or be grappled and pulled up to 15 feet toward the magitek. As a bonus action on subsequent turns, the magitek can pull a creature grappled this way 15 feet towards itself. The magitek can only grapple one creature this way.
 
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GreatestHonor

Explorer
The latest magitek axeman model. Because of the high production costs, this unit was originally deployed only to several strategic areas, but has since been dispatched to areas across the continent in order to thwart enemies of the Empire.

Magitek Axeman MK II
Medium Construct (Magitek), Unaligned
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Armor Class 18 (Natural Armor)
Hit Points 95 (10d8 + 50)
Speed 30 ft.
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STRDEXCONINTWISCHA
20 (+5)14 (+2)20 (+5)3 (-4)12 (+1)1 (-5)
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Damage Resistance cold; bludgeoning, piercing and slashing from nonmagical attacks that aren’t adamantine
Damage Immunities necrotic, poison, psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
Senses passive perception 11
Languages Understands Common but cannot speak
Challenge 5 (1,800 XP) Proficiency Bonus +2
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Immutable Form. The magitek is immune to any spell or effect that would alter its form.

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

Magic Weapons. The magitek’s weapons are magical.

Sensitive Circuitry. Whenever the magitek takes 5 or more lightning damage from a single attack, it must succeed a DC 15 Constitution saving throw or be have disadvantage on attack rolls until the end of its next turn.

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

ACTIONS
Multiattack. The magitek makes two attacks.

Greataxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit. 11 (1d12 + 5) slashing damage.

Harpoon. Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit. 5 piercing damage. If the target is a creature it must succeed on a DC 12 Dexterity saving throw or be grappled and pulled up to 15 feet toward the magitek. As a bonus action on subsequent turns, the magitek can pull a creature grappled this way 15 feet towards itself. The magitek can only grapple one creature this way.
 
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GreatestHonor

Explorer
A cybersoldier that once served as commander to magitek infantry troops. Now programmed with advanced authoritative capabilities, this model forms its own military units and sends them into battle.

Armored Axeman
Medium Construct (Magitek), Unaligned
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Armor Class 21 (Natural Armor)
Hit Points 95 (10d8 + 50)
Speed 30 ft.
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STRDEXCONINTWISCHA
22 (+6)14 (+2)20 (+5)3 (-4)12 (+1)1 (-5)
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Damage Resistance cold; bludgeoning, piercing and slashing from nonmagical attacks that aren’t adamantine
Damage Immunities necrotic, poison, psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
Senses passive perception 11
Languages Understands Common but cannot speak
Challenge 6 (2,300 XP) Proficiency Bonus +3
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Immutable Form. The magitek is immune to any spell or effect that would alter its form.

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

Magic Weapons. The magitek’s weapons are magical.

Sensitive Circuitry. Whenever the magitek takes 5 or more lightning damage from a single attack, it must succeed a DC 15 Constitution saving throw or be have disadvantage on attack rolls until the end of its next turn.

Speak Commands with Magitek. The magitek can magically command any magitek creature subtype within 120 feet of it, using a limited telepathy.

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

Wildly Swing. The axeman can make an opportunity attack once per turn rather than once per round.

ACTIONS
Multiattack. The magitek makes two attacks with its Greataxe, or three with its Firearm.

Greataxe. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit. 11 (1d12 + 6) slashing damage.

Firearm. Ranged Weapon Attack: +5 to hit, range 30/90 ft., one target. Hit. 7 (1d10 + 2) piercing damage.

BONUS ACTIONS
Command. The magitek forces all other magitek within 60 feet that it can see to expend their reactions to make an attack against a creature of its choice within range.
 
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GreatestHonor

Explorer
A more advanced magitek trooper designed to replace older units. It boasts stronger built-in firearms as well as a newly engineered sword to engage opponents in close-quarters combat.

Magitek Swordsman
Medium Construct (Magitek), Unaligned
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Armor Class 18 (Natural Armor)
Hit Points 76 (8d8 + 40)
Speed 30 ft.
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STRDEXCONINTWISCHA
20 (+5)14 (+2)20 (+5)3 (-4)12 (+1)1 (-5)
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Damage Resistance fire; bludgeoning, piercing and slashing from nonmagical attacks that aren’t adamantine
Damage Immunities necrotic, poison, psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
Senses passive perception 11
Languages Understands Common but cannot speak
Challenge 4 (1,100 XP) Proficiency Bonus +2
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Immutable Form. The magitek is immune to any spell or effect that would alter its form.

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

Magic Weapons. The magitek’s weapons are magical.

Sensitive Circuitry. Whenever the magitek takes 5 or more lightning damage from a single attack, it must succeed a DC 15 Constitution saving throw or be have disadvantage on attack rolls until the end of its next turn.

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

ACTIONS
Multiattack. The magitek makes one attack with its Harpoon then one attack with its Greatsword or Kick, or two attacks with its Firearm.

Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit. 12 (2d6 + 5) slashing damage.

Kick. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit. 9 (1d8 + 5) bludgeoning damage. If the target is a Medium-sized or smaller creature, it must succeed on a DC 15 Strength saving throw or be pushed back 5 feet. If a creature fails this saving throw by 5 or more, it is also knocked prone.

Firearm. Ranged Weapon Attack: +4 to hit, range 30/90 ft., one target. Hit. 7 (1d10 + 2) piercing damage.

Harpoon. Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit. 5 piercing damage. If the target is a creature it must succeed on a DC 12 Dexterity saving throw or be grappled and pulled up to 15 feet toward the magitek. As a bonus action on subsequent turns, the magitek can pull a creature grappled this way 15 feet towards itself. The magitek can only grapple one creature this way.
 
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GreatestHonor

Explorer
Outfitted with a state-of-the-art set of parts, this model is a cut above previous iterations. Mass production has not yet begun on this unit, however, so only a handful of them have seen actual combat.

Armored Swordsman
Medium Construct (Magitek), Unaligned
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Armor Class 21 (Natural Armor)
Hit Points 95 (8d8 + 50)
Speed 30 ft.
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STRDEXCONINTWISCHA
22 (+6)14 (+2)20 (+5)3 (-4)12 (+1)1 (-5)
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Damage Resistance fire; bludgeoning, piercing and slashing from nonmagical attacks that aren’t adamantine
Damage Immunities necrotic, poison, psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
Senses passive perception 11
Languages Understands Common but cannot speak
Challenge 6 (2,300 XP) Proficiency Bonus +3
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Immutable Form. The magitek is immune to any spell or effect that would alter its form.

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

Magic Weapons. The magitek’s weapons are magical.

Sensitive Circuitry. Whenever the magitek takes 5 or more lightning damage from a single attack, it must succeed a DC 15 Constitution saving throw or be have disadvantage on attack rolls until the end of its next turn.

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

ACTIONS
Multiattack. The magitek makes one attack with its Harpoon then two attacks with its Greatsword or Kick, or three attacks with its Firearm.

Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit. 13 (2d6 + 6) slashing damage.

Kick. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit. 10 (1d8 + 6) bludgeoning damage. If the target is a Medium-sized or smaller creature, it must succeed on a DC 17 Strength saving throw or be pushed back 5 feet. If a creature fails this saving throw by 5 or more, it is also knocked prone.

Firearm. Ranged Weapon Attack: +4 to hit, range 30/90 ft., one target. Hit. 7 (1d10 + 2) piercing damage.

Harpoon. Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit. 5 piercing damage. If the target is a creature it must succeed on a DC 13 Dexterity saving throw or be grappled and pulled up to 15 feet toward the magitek. As a bonus action on subsequent turns, the magitek can pull a creature grappled this way 15 feet towards itself. The magitek can only grapple one creature this way.
 

GreatestHonor

Explorer
Equipped with a blade in both hands, this cybersoldier has no need for firearms. It demonstrates a multitude of strengths in close-range combat and self-destructs when badly damaged. That said, the lack of firearms limits its versatility, and this model has thus only been deployed to a small number of units.

Armored Assassin
Medium Construct (Magitek), Unaligned
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Armor Class 21 (Natural Armor)
Hit Points 76 (8d8 + 40)
Speed 30 ft.
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STRDEXCONINTWISCHA
18 (+4)16 (+3)20 (+5)3 (-4)12 (+1)1 (-5)
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Damage Resistances lightning; bludgeoning, piercing and slashing from nonmagical attacks that aren’t adamantine
Damage Immunities necrotic, poison, psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
Senses passive perception 11
Languages Understands Common but cannot speak
Challenge 8 (3,900 XP) Proficiency Bonus +3
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Immutable Form. The magitek is immune to any spell or effect that would alter its form.

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

Magic Weapons. The magitek’s weapons are magical.

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

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

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

Sneak Attack (1/Turn). If the magitek has advantage on an attack roll, it can deal an additional 4d6 damage when it hits a target with a weapon attack roll.

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

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

Kick. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit. 7 (1d6 + 4) bludgeoning damage. If the target is a Medium-sized or smaller creature, it must succeed on a DC 15 Strength saving throw or be pushed back 5 feet. If a creature fails this saving throw by 5 or more, it is also knocked prone.
 
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