D&D 5E Final Fantasy XV for D&D

A core combatant in the imperial infantry, created using technology introduced by Chancellor Ardyn Izunia. Mass production began thirty years ago during the great war, and this cyborg became the driving force behind the empire's overwhelming victory.

Imperial Rifleman
Medium Humanoid, Any Alignment
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Armor Class 15 (Half-plate)
Hit Points 11 (2d8 + 2)
Speed 30 ft.
Initiative 11 (+1)
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STRDEXCONINTWISCHA
12 (+1)12 (+1)12 (+1)10 (+0)11 (+0)10 (+0)
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Damage Resistances lightning
Skills Perception +2
Senses passive Perception 12
Languages Common
Challenge 1/2 (100 XP) Proficiency Bonus +2
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Cyborg. The soldier is considered a Construct for any effect or prerequisite that requires it to be one.

ACTIONS
Rifle. Ranged Weapon Attack: +3 to hit, range 80/240 ft., one target. Hit. 10 (2d8 + 1) piercing damage.
 
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A cybersoldier equipped with more formidable armor and shields than standard models. As a result, this unit is more suited for combat than keeping the peace. Designed to take a beating, this cyborg and others of its kind are deployed as cannon fodder against Lucis and the daemons—and few make it back to the empire in one piece.

Battery Soilder
Medium Humanoid, Any Alignment
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Armor Class 17 (Half-plate, Shield)
Hit Points 22 (4d8 + 4)
Speed 30 ft.
Initiative 12 (+2)
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STRDEXCONINTWISCHA
13 (+1)14 (+2)12 (+1)10 (+0)11 (+0)10 (+0)
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Damage Resistances lightning
Skills Perception +2
Senses passive Perception 12
Languages Common
Challenge 1 (200 XP) Proficiency Bonus +2
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Cyborg. The soldier is considered a Construct for any effect or prerequisite that requires it to be one.

ACTIONS
Rifle. Ranged Weapon Attack: +4 to hit, range 80/240 ft., one target. Hit. 11 (2d8 + 2) piercing damage.
 
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Cybersoldier that specializes in shooting foes from afar. This unit forms up with short-range soldiers during combat, but prefers to keep its distance when launching an assault.

Imperial Sniper
Medium Humanoid, Any Alignment
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Armor Class 15 (Half-plate)
Hit Points 22 (2d8 + 2)
Speed 30 ft.
Initiative 12 (+2)
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STRDEXCONINTWISCHA
12 (+1)12 (+1)12 (+1)10 (+0)13 (+1)10 (+0)
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Damage Resistances lightning
Skills Perception +5
Senses passive Perception 15
Languages Common
Challenge 1 (200 XP) Proficiency Bonus +2
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Built for Long Range. Ranged weapon attacks made by the soldier have Disadvantage against creatures within 10 feet.

Cyborg. The soldier is considered a Construct for any effect or prerequisite that requires it to be one.

ACTIONS
Sniper Rifle. Ranged Weapon Attack: +3 to hit, range 240/1,200 ft., one target. Hit. 17 (3d10 + 1) piercing damage.
 
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A daemon said to inhabit a prized portrait in Accordo. It manifests itself as both a gorgeous goddess and a grotesque ghost. The allegedly possessed painting was once on public display, but the exhibition quickly closed due to patrons reporting paranormal phenomena. The chadarnook only assumed its fairer form once the woman featured in the portrait went missing.

Chardanook
Large Undead (Daemon), Chaotic Evil
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Armor Class 16 (Natural Armor)
Hit Points 112 (15d10 + 30)
Speed 0 ft., fly 20 ft. (hover)
Initiative 11 (+1)
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STRDEXCONINTWISCHA
16 (+3)12 (+1)14 (+2)8 (-1)13 (+1)24 (+7)
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Saving Throws Wis +6, Cha +14
Damage Resistance See Twin Forms
Damage Immunities necrotic
Condition Immunities Charmed, Exhaustion, Frightened
Senses darkvision 120 ft., passive Perception 11
Languages ——
Challenge 16 (15,000 XP) Proficiency Bonus +5
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Alluring Appearance (Goddess Form Only). When a creature makes an attack roll against the chardanook while they can see her, it must succeed a DC 20 Wisdom saving throw or make the attack with Disadvantage. A creature immune to being Charmed is immune to this effect.

Ambusher. The chardanook has Advantage on attack rolls against creatures she has Surprised.

Aversion to Sunlight. When the chardanook enters or starts its turn in an area of sunlight it must succeed a DC 15 Constitution saving throw or have its Constitution ability score reduced by 1. If the chardanook’s Constitution score reaches 0 this way, it is destroyed. This reduction disappears after a short or long rest within an area of darkness. While within sunlight, the chardanook has Disadvantage on attack rolls and ability checks.

Daemonic Attacks. Whenever the chardanook deals damage against another creature other than another daemon, that creature must succeed on a DC 15 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.

False Appearance. While she is inside a painting, motionless, and does not take any actions, the chardanook is indistinguishable from a normal painting.

Incorporeal Movement. The chardanook can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Magic Weapons. Weapon attacks made by the chardanook are magical.

Twin Forms. As a bonus action, chardanook can switch between her Goddess form and her Daemon form. While in her Goddess form, chardanook is resistant to cold, fire, and lightning damage as well as all damage dealt by spells and has Advantage on saving throws against spells and other magical effects, except those which deal any amount of radiant damage. While in her Daemon form, chardanook is resistant to all bludgeoning, piercing, and slashing damage. In addition, while in her Daemon form, the chardanook has a Strength score of 21.

ACTIONS
Multiattack.
The chardanook makes two attacks in her current form.

Enfeebling Strike (Goddess Form Only). Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit. 12 (2d8 + 3) bludgeoning damage. If the target is a creature it must succeed a DC 20 Constitution saving throw or have its Constitution score reduced by 1, to a minimum of 1.

Force Bolt (Goddess Form Only). Ranged Spell Attack: +12 to hit, range 120 ft., one target. Hit. 20 (2d12 + 7) force damage.

Claw (Daemon Form Only). Melee Weapon Attack: +10 to hit, reach 20 ft., one target. Hit. 23 (4d8 + 5) slashing damage. If the target is a creature, it must succeed a DC 18 Dexterity saving throw or be Grappled (escape DC 18). A creature that starts its turn Grappled by the chardanook in this way takes 9 (2d8) necrotic damage.

Cloud of Darkness (Daemon Form Only). The chardanook chooses a point it can see within 30 feet and summons a 20-foot radius cloud of magical darkness centered on that point. Any creature that enters the cloud or starts it turn inside the cloud takes 21 (6d6) necrotic damage. This cloud disappears at the start of the chardanook’s next turn.

Occupy Painting (1/Day). The chardanook possesses one painting at least 10 feet in any dimension she can see within 45 feet. While within this painting, the chardanook is immune to all damage, cannot take any actions except to leave the painting (which she does in her Goddess Form), and cannot be targeted by any spells or effects. If the painting is destroyed while the chardanook is in it, she is expelled from the painting into a space adjacent to the painting’s location in her Goddess form, and gunned until the start of her next turn. If the chardanook finishes a short rest while within a painting, she gains all the benefits of a long rest.

BONUS ACTIONS
Change Form. If the chardanook is in her Goddess form she changes to her Daemon form, and vice versa.
 
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A three-headed daemon feared throughout Niflheim. Although famously ferocious and seemingly impossible to tame, the imperial army nevertheless set out to capture and control the canine. The magitek infantry ultimately succeeded in suppressing Cerberus, but not before the beast wrought death and destruction upon the military and citizenry alike.

Cerberus
Gargantuan Abberation (Daemon), Chaotic Evil
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Armor Class 23 (Natural Armor)
Hit Points 189 (14d20 + 112)
Speed 60 ft., climb 50 ft.
Initiative 20 (+10)
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STRDEXCONINTWISCHA
27 (+8)16 (+3)26 (+8)8 (-1)21 (+5)12 (+1)
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Saving Throws Str +16, Dex +11, Cha +9
Skills Perception +12
Damage Vulnerabilities cold
Damage Resistance force, lightning
Damage Immunities fire, poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities exhaustion, frightened, poisoned
Senses passive Perception 22 (27 with Keen Senses)
Languages ——
Challenge 24 (62,000 XP) Proficiency Bonus +7
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Burning Attacks. Whenever Cerberus hits a target with a weapon attack, the target takes an additional 14 (4d6) fire damage (included in the attack).

Colossal. Cerberus occupies a 30’ x 30’ area and has Advantage on saving throws against being knocked Prone or moved against its will. Medium-sized or smaller creatures can enter its space and have Advantage with melee weapon attacks while doing so.

Daemonic Attacks. Whenever Cerberus deals damage against another creature other than another daemon, that creature must succeed on a DC 23 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.

Immolating Aura. Cerberus radiates powerful flames within 30 feet of itself. This area is considered lightly obscured and any creature that starts its turn inside of or enters this area takes 21 (6d6) fire damage. Any flammable nonmagical objects that aren’t being worn or carried in this area ignite.

Keen Senses. Cerberus has a +5 bonus to Wisdom (Perception) checks that rely on hearing, sight, or smell.

Legendary Resistances (3/Day). If Cerberus would fail a saving throw, it can choose to succeed instead.

Multiple Heads. Cerberus can take up to three reactions per round, but only one per turn. In addition, Cerberus has Advantage on Wisdom (Perception) checks and on saving throws against being Blinded, Charmed, Deafened, Stunned, and knocked Unconscious.

Powerful Leap. Cerberus’ long jump is up to 90 feet and its high jump is up to 45 feet, with a running start of at least 30 feet.

ACTIONS
Multiattack. Cerberus makes (A) three Bite attacks (only two of which can hit the same target if it is Large-sized or smaller), two Claw attacks and a Tail attack, or (B) three Magma Bolt attacks.

Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit. 19 (2d10 + 8) piercing damage plus 14 (4d6) fire damage. If the target is a creature, it must succeed a DC 23 Dexterity saving throw or be grappled by Cerberus. Cerberus can grapple up to 3 creatures this way, and for each creature it is grappling this way, it loses one Bite attack and one Magma Bolt attack from its Multiattack. A creature grappled this way by Cerberus can repeat its saving throw at the end of each of its turns, escaping the grapple on a success and entering an unoccupied space adjacent to the Cerberus.

Claw. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit. 21 (3d8 + 8) slashing damage plus 14 (4d6) fire damage. If Cerberus hits the same creature with his Claw attack twice in the same round, the creature’s AC is reduced by 1. This reduction can be removed with lesser restoration, similar magic, or by finishing a short rest.

Tail. Melee Weapon Attack: +15 to hit, reach 30 ft., one target. Hit. 19 (2d10 + 8) bludgeoning damage plus 14 (4d6) fire damage. If the target is a creature, it must succeed on a DC 23 Strength saving throw or be pushed back 15 feet and knocked prone.

Magma Bolt. Ranged Weapon Attack: +10 to hit, range 120/500 ft., one target. Hit. 45 (12d6 + 3) fire damage. If the target is a creature it must succeed a DC 19 Strength or Dexterity saving throw (target’s choice) or have its movement speed(s) reduced by 10 feet until the end of its next turn.

BONUS ACTIONS
Bite. Cerberus makes one Bite attack against each creature it has grappled using its Bite attack.

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

Move. Cerberus moves up to half its speed without provoking opportunity attacks.
Attack (Costs 2 Actions). Cerberus makes an attack against a creature within reach/range.

Slaying the Cerberus.

The heart of the Cerberus can be crafted into a powerful talisman, known as a Tri-Head Heart.
 
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A subspecies of jormungand sleeping in the deepest cavern of Costlemark Tower. Although biologically classified as a serpent, the bilröst has evolved in such a way over the millennia that it now bears almost no resemblance to its land-dwelling counterparts.

Bilröst
Gargantuan Dragon, Unaligned
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Armor Class 20 (Natural Armor)
Hit Points 363 (26d20 + 132)
Speed 30 ft., fly 45 ft., swim 60 ft.
Initiative 18 (+8)
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STRDEXCONINTWISCHA
24 (+7)14 (+2)22 (+6)6 (-2)15 (+2)12 (+1)
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Skills Athletics +13, Perception +8
Damage Vulnerabilities cold
Damage Immunities fire; bludgeoning, piercing, and slashing from nonmagical attacks
Senses darkvision 240 ft., passive Perception 18
Languages ——
Challenge 20 (25,000 XP) Proficiency Bonus +6
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Heated Body. Anytime a creature touches the bilröst or hits the bilröst while within 5 feet of it, the creature takes 21 (6d6) fire damage and must succeed a DC 16 Constitution saving throw or gain 1 level of Exhaustion.

Magic Weapons. The bilröst weapons are magical.

Serpentine Body. The bilröst can pass through any opening of at least 10 feet without squeezing.

Menace (Mythic Trait, 1/Rest). When the bilröst is reduced to 0 hit points it resets its hit points to 363, loses all unwanted conditions and effects, and recharges all of its abilities. Reward the party an additional 25,000 XP (50,000 XP total) when they activate this trait.

ACTIONS
Bite. Melee Weapon Attack: +2 to hit, reach 10 ft., one target. Hit. 16 (2d6 + 7) piercing damage plus 14 (4d6) 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 bilröst (escape DC 19). The bilröst can only Grapple one creature this way, and while doing so, it cannot use its Fire Breath or Rain of Fire, but it can make a Bite attack against the Grappled creature as a bonus action.

Writhe. The bilröst lashes its body out in a 45-foot radius. Each creature in this area must succeed on a DC 21 Dexterity saving throw or be knocked Prone. Alternatively, the bilröst can instead choose to Grapple the creature (escape DC 21). The bilröst can Grapple up to three creatures this way.

Fire Breath (Recharge 5-6). The bilröst unleashes powerful flames in a 200-foot line that is 10 feet wide. A creature in this area must succeed a DC 16 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save or half as much on a success. A creature that fails this saving throw by 5 or more is also pushed back up to 30 feet and knocked Prone.

Rain of Fire (Recharge 5-6). The bilröst unleashes the fire in its belly, spraying flames that rain down in a 45-foot radius centered on it. Any creature other than the bilröst in the area must succeed a DC 16 Dexterity saving throw, taking 45 (10d8) fire damage on a failed save, or half as much on a success.

BONUS ACTIONS
Bite. The bilröst makes one Bite attack against a creature it has Grappled with its Bite attack.

Constrict. The bilröst squeezes inward, crushing anything within its grasp. Any creature Grappled by the bilröst’s Writhe takes 29 (4d10 + 7) bludgeoning damage plus 14 (4d6) fire damage. A creature that takes this damage can use its reaction to make a DC 21 Strength or Dexterity saving throw (creature’s choice) to escape the Grapple. On a success, the creature is ejected into an unoccupied space adjacent to the bilröst.

REACTIONS
Firey Eruption (1/Day). If the bilröst has been reduced to (half) or fewer hit points, it immediately uses this reaction. All creatures within 60 feet of the bilröst must make a DC 18 Dexterity saving throw, taking 66 (12d10) 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 push back up to 15 feet and knocked Prone.
 
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While I like the idea of Break Effects, I’ve decided to take @dave2008 ‘s advice and move them to the traits section of the statblocks. None of these creatures has had enough interesting parts to justify clunking up the Statblock.

So if a creature has a body part I believe is cool enough to aim for/break, it will detailed the same, just within the traits section. It might take me a bit, but im gonna reformat the creatures ive already completed.
 

A magitek armor developed by imperial engineers, commonly found at bases and on assault crafts. The most versatile of its kind, this unit is equipped with a varied arsenal, including a 37mm autocannon and missile launchers for long-range assaults and powerful claws for close-range combat.

MA Veles
Huge Construct (Magitek), Unaligned
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Armor Class 17 (Natural Armor)
Hit Points 87 (7d12 + 42)
Speed 35 ft.
Initiative 10 (+0)
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STRDEXCONINTWISCHA
25 (+7)10 (+0)23 (+6)10 (+0)13 (+1)10 (+0)
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Skills Perception +4
Damage Resistance fire; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine
Damage Immunities poison, psychic
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses darkvision 120 ft., passive Perception 14
Languages Common
Challenge 7 (2,900 XP) Proficiency Bonus +3
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Assisted Aim. The magitek uses its Wisdom modifier instead of its Dexterity modifier for attack and damage rolls for ranged weapon attacks.

Damage Threshold. The magitek is immune to all sources of damage unless it deals at least 5 points of damage.

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.

Piloted Craft. The magitek needs to be piloted by another creature in order to operate. This creature is considered apart of the magitek and can enter or exit over the course of 1 minute. The pilot replaces their own statistics with the magitek’s, and both share the pilot’s Intelligence, Wisdom, and Charisma scores and languages. In addition, the pilot can decide to communicate telepathically with any other Magitek with 1 mile.

*GM Note: This statblock assumes the pilot is an Imperial Soilder.

Volatile. When the magitek reaches 0 hit points, it explodes in a 30-foot radius. Any creature within this area must succeed a DC 17 Dexterity saving throw, taking 42 (12d6) fire damage on a failed save, or half as much on a success.

ACTIONS
Stomp. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit. 20 (3d8 + 7) bludgeoning damage.

Autocannon. Ranged Weapon Attack: +4 to hit, range 60/180 ft., one target. Hit. 28 (6d8 + 1) piercing damage.

Missile Barrage (Recharge 6). The magitek chooses 3 points it can see within 60 feet, each creature within a 10-foot of any of these points must succeed a DC 12 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save or half as much on a success. A creature in more than one area is only affected once.
 
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A fortified remodel of the MA Veles. Its comparatively compact size prevents it from generating enough electricity to unleash a shock wave like the MA-X Maniple, so engineers equipped the Hoplomachus with a flamethrower instead.

MA Hoplomachus
Gargantuan Construct (Magitek), Unaligned
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Armor Class 17 (Natural Armor)
Hit Points 115 (7d20 + 42)
Speed 35 ft.
Initiative 10 (+0)
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STRDEXCONINTWISCHA
25 (+7)10 (+0)23 (+6)10 (+0)13 (+1)10 (+0)
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Skills Perception +5
Damage Resistance fire; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine
Damage Immunities poison, psychic
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses darkvision 120 ft., passive Perception 15
Languages —— (See Piloted Craft)
Challenge 9 (5,000 XP) Proficiency Bonus +4
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Assisted Aim. The magitek uses its Wisdom modifier instead of its Dexterity modifier for attack and damage rolls for ranged weapon attacks.

Damage Threshold. The magitek is immune to all sources of damage unless it deals at least 5 points of damage.

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.

Piloted Craft. The magitek needs to be piloted by another creature in order to operate. This creature is considered apart of the magitek and can enter or exit over the course of 1 minute. The pilot retains their own statistics and is behind total cover while piloting the magitek. The magitek’s Intelligence, Wisdom, and Charisma scores are all replaced by the creature piloting it and the pilot can decide to communicate normally with any creature that can hear it. In addition, the pilot can decide to communicate telepathically with any other Magitek with 1 mile.

*GM Note: This statblock assumes the pilot is an Imperial Solider.

Volatile. When the magitek reaches 0 hit points, it explodes in a 30-foot radius. Any creature within this area must succeed a DC 18 Dexterity saving throw, taking 42 (12d6) fire damage on a failed save, or half as much on a success.

ACTIONS
Stomp. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit. 20 (3d8 + 7) bludgeoning damage.

Autocannon. Ranged Weapon Attack: +4 to hit, range 60/180 ft., one target. Hit. 37 (8d8 + 1) piercing damage.

Flamethrower. The magitek unleashes flame in a 45-foot cone. Each creature in this area must make a DC 13 Dexterity saving throw, taking 16 (3d10) fire damage on a failed save or half as much on a success.

Launch Mines (3/Rest). The magitek chooses 4 spaces it can see within 60 feet, when a creature that enters or starts its turn within any of these spaces, all creatures within 5 feet of the space must succeed a DC 18 Dexterity saving throw, taking 21 (4d6) fire damage on a failed save or half as much on a success. No two mines can be placed within 15 feet of each other, and each mine remains active until detonated or successfully disarmed by a DC 18 Dexterity (Sleight of Hand) check.
 
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A larger rebuild of the MA Veles, The MA Veles-Bis is outfitted with specialized warheads designed to target often ignored weaknesses amongst non-imperials. This model has seen increased production and deployment in recent months, attributing to its effectiveness.

MA Veles-Bis
Gargantuan Construct (Magitek), Unaligned
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Armor Class 18 (Natural Armor)
Hit Points 138 (8d20 + 48)
Speed 40 ft.
Initiative 14 (+4)
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STRDEXCONINTWISCHA
25 (+7)10 (+0)23 (+6)10 (+0)13 (+1)10 (+0)
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Skills Perception +5
Damage Resistance fire; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine
Damage Immunities poison, psychic
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses darkvision 120 ft., passive perception 15
Languages —— (See Piloted Craft)
Challenge 10 (5,900 XP) Proficiency Bonus +4
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Assisted Aim. The magitek uses its Wisdom modifier instead of its Dexterity modifier for attack and damage rolls for ranged weapon attacks.

Damage Threshold. The magitek is immune to all sources of damage unless it deals at least 5 points of damage.

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.

Piloted Craft. The magitek needs to be piloted by another creature in order to operate. This creature is considered apart of the magitek and can enter or exit over the course of 1 minute. The pilot retains their own statistics and is behind total cover while piloting the magitek. The magitek’s Intelligence, Wisdom, and Charisma scores are all replaced by the creature piloting it and the pilot can decide to communicate normally with any creature that can hear it. In addition, the pilot can decide to communicate telepathically with any other Magitek with 1 mile.

*GM Note: This statblock assumes the pilot is an Imperial Soilder.

Volatile. When the magitek reaches 0 hit points, it explodes in a 30-foot radius. Any creature within this area must succeed a DC 18 Dexterity saving throw, taking 42 (12d6) fire damage on a failed save, or half as much on a success.

ACTIONS
Stomp. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit. 20 (3d8 + 7) bludgeoning damage.

Autocannon. Ranged Weapon Attack: +4 to hit, range 60/180 ft., one target. Hit. 37 (8d8 + 1) piercing damage.

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VARIANTS
There are three varaitions of the MA Veles-Bis; Alpha, Betta, and Gamma. Each variant is differentiated by the composition of its warheads, which are detailed below

Alpha. The most advanced cybersuit in the MA Veles line, this unit integrates parts employed in second-issue models. Its warheads are also laced with an experimental substance said to completely transform a target's genetic composition. This variant gains the following attack:

Polymorphing Missile Barrage (Recharge 6). The magitek chooses 3 points it can see within 180 feet, a creature within 10 feet of any of these points must succeed a DC 13 Constitution saving throw or be magically transformed into a frog (PHB pg. 305) for 1 hour. A creature in more than one of these areas is only affected once.
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Beta. Although originally conceived as a complete redesign to the MA Veles-Bis, the only mechanical difference from the standard model is the substance inside its warheads. The compound contained therein induces hallucinatory effects upon inhalation, causing confusion among enemy ranks. This variant gains the following attack:

Psychotropic Missile Barrage (Recharge 6). The magitek chooses 3 points it can see within 180 feet, a creature within 10 feet of any of these points must succeed a DC 13 Constitution saving throw or be Confused for 1 minute. A Confused creature can repeat its saving throws at the end of each of its turns, ending the effect on itself on a success. A creature in more than one of these areas is only affected once.
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Gamma. This particular model is mounted with missiles containing a muscle stiffening substance that renders targets totally immobile. That said, structurally speaking this unit is no different than its Veles-Bis brethren. This variant gains the following attack:

Petrifying Missile Barrage (Recharge 6). The magitek chooses 3 points it can see within 180 feet, a creature within 10 feet of any of these points must succeed a DC 13 Constitution saving throw or be Paralyzed for 1 minute. A Paralyzed creature can repeat its saving throws at the end of each of its turns, ending the effect on itself on a success. A creature in more than one of these areas is only affected once.
 
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