D&D 5E Final Fantasy XV for D&D

GreatestHonor

Explorer
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 7 (2d6)
Speed 0 ft., fly 45 ft.
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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 1/4 (50 XP) Proficiency Bonus +3
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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.

ACTIONS
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit. 5 (1d4 + 2) slashing damage.
 
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GreatestHonor

Explorer
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.
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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, the cactuar gains +3 AC against any attack from an enemy that has a walking speed lower 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.

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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GreatestHonor

Explorer
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.
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STRDEXCONINTWISCHA
12 (+0)16 (+3)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 7 (2,900 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, the slactuar gains +3 AC against any attack from an enemy that has a walking speed lower 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.

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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GreatestHonor

Explorer
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.
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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 12 (8,400 XP) Proficiency Bonus +4
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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, the gigantuar gains +3 AC against any attack from an creature that has a walking speed lower 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: +7 to hit, range 20/60 ft., one target. Hit. 20 piercing damage. The target must succeed a DC 15 Constitution saving throw or be poisoned for 1 minute.

Jump Kick. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit. 12 (3d6 + 2) bludgeoning damage plus 5 piercing damage. The target must succeed a DC 14 Strength saving throw or be knock prone

REACTIONS
1,000 Needles (Recharge 6).
If the slactuar is hit with an attack, it releases a barrage of needles in a 20 foot radius around itself. All creatures in that area must make a DC 14 Dexterity saving throw, taking 100 piercing damage on a failure, or half as much on a success.
 
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GreatestHonor

Explorer
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 (8d10 + 40)
Speed 60 ft.
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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 10 (5,900 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 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. 19 (2d12 + 6) piercing damage.

Tail Swipe. All creatures within 15 feet of the behemoth must make a DC 18 Dexterity saving throw taking 10 (3d6) 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 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.

BREAK EFFECTS
Horns.
The behemoth’s horns can be targeted separately and has an AC 19 and 120 hit points. If the behemoth’s horns are reduced to 0 hit points, it cannot use its Horn attack. The behemoth’s horns regenerates and regains all hit points after a long rest.

REGIONAL EFFECTS
Behemoths are exceptionally powerful creatures and their presence brings about changes to the area they reside.
  • 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 and become very skittish and difficult to control.
If the Behemoth is killed, the effects revert after 1d10 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 and a CR of 9 (5,000 XP).

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 but disadvantage on such checks anywhere else.
 
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GreatestHonor

Explorer
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 18 (Natural Armor)
Hit Points 356 (23d20 + 115)
Speed 30 ft., fly 45 ft., swim 60 ft.
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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 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.

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 9 (2d8) 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 of at least 10 feet without squeezing.

ACTIONS
Bite. Melee Weapon Attack: +2 to hit, reach 10 ft., one target. Hit. 13 (2d6 + 6) piercing damage plus 7 (2d6) fire damage. If the target is a creature it must succeed on a DC 19 Strength or Dexterity saving throw (creature’s choice) or be grappled by the jormungand. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The jormungand can only grappled 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. Whenever the jormungand moves, the grappled creature moves with it.

Writhe. The jormungand lashes its body out in a 30-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. A grappled creature can make a DC 19 Strength saving throw at the end of each of its turns, ending the effect on itself on a success. The jormungand can grapple up to three creatures this way. Whenever the jormungand moves, the grappled creature(s) moves with it.

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. Any other creature in the 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 (half) or fewer hit points, it immediately uses this reaction. All creatures within 45 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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GreatestHonor

Explorer
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
 

GreatestHonor

Explorer
Descriptive Text.

Manxom Placeholder
Gargantuan Dragon, 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
 

GreatestHonor

Explorer
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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