D&D 5E Final Fantasy XV for D&D

A formidable magitek armor fit for a commander. This unit was designed with the MA-X Maniple as a base but equipped with a sturdier cockpit and superior communication functions. Despite these advancements, however, Commander Loqi Tummelt still suffered defeat at the hands of Noctis and company at the Norduscaen Blockade.

MA-X Cuirass
Gargantuan Construct (Magitek), Unaligned
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Armor Class 19 (Natural Armor)
Hit Points 132 (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 11 (7,200 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 5 miles.

*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
Multiattack.
The magitek makes three weapon attacks, only one of which can be a Stomp attack.

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

Automatic Rifle. Ranged Weapon Attack: +4 to hit, range 60/180 ft., one target. Hit. 19 (4d8 + 1) piercing damage.

Homing Missile Barrage (Recharge 6). The magitek launches up to 4 missiles total towards one to four targets within 45 feet. A creature within 10 feet of any of these targets must succeed a DC 13 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much on a success. A creature in the area of more than one missile barrage is affected only once.

BONUS ACTIONS
Command.
The Cuirass chooses one magitek of CR 10 or lower that it can see within 60 feet. That magitek must use its reaction to make an attack against a creature within reach/range.
 
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Playing a pivotal role during the invasion of Insomnia, this mass-produced magitek armor boasts missiles for long-range attacks and claw-like feet for close-quarters combat. It is also equipped with automatic rifles and an electroshock spear, making it an all-around threat to all who dare challenge it.

MA-X Maniple
Gargantuan Construct (Magitek), Unaligned
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Armor Class 19 (Natural Armor)
Hit Points 132 (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 11 (7,200 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 5 miles.

*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
Multiattack.
The magitek makes three weapon attacks, only one of which can be an Electro-Spear attack.

Electro-Spear. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit. 17 (3d6 + 7) piercing damage plus 10 (3d6) lightning damage.

Automatic Rifle. Ranged Weapon Attack: +4 to hit, range 60/180 ft., one target. Hit. 19 (4d8 + 1) piercing damage.

Electric Pulse (Recharge 5-6). The magitek stabs into the ground. All other creatures touching the ground within 45 feet of the magitek must make a DC 13 Dexterity saving throw, taking 36 (8d8) lightning damage on a failed save, or half as much on a success. A creature that fails this save by 5 or more is also Stunned until the end of its next turn.

Homing Missile Barrage (1/Rest). The magitek launches up to 4 missiles total towards one to four targets within 45 feet. A creature within 10 feet of any of these targets must succeed a DC 13 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much on a success. A creature in the area of more than one missile barrage is affected only once.
 
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Feeling back in the groove to continue this project. Stopped working on this because i hit a wall with the mechs.

I’ll work on them again at some point, but for now I’m gonna do some others.
 

The Meldacio Hunters
The hunters of Meldacio are a paramilitary civilian organization, originally created by former Crownsguard members around 150 years ago to ensure that all of Lucis, not just the city Insomnia was safe from the daemons. They dispose of daemons and aggressive wildlife by accepting bounties, but also do other work to help the populace living on the outlands of Lucis by escorting travelers, patrolling campsites, investigating ruins, delivering goods, and even helping with farm work in areas that have become infested with monsters. The organization is commonly called Hunters (capitalized), while its members are called "hunters" (written in lowercase).

Hunters take up work from tipsters on various marks spotted around Lucis, but to accept bounty hunts on the more formidable foes, the hunter needs approval from the headquarters in Meldacio. Anyone can enlist to become a hunter, and new recruits are offered easier bounties. Sometimes they are accompanied by seasoned hunters until they become accustomed to the work. Hunters often wear dog tags to identify them should they be killed while on work. Some hunters task themselves with recovering these tags, returning them to the deceased’s next-of-kin.

Locations. Hunters maintain their headquarters in Meldacio, but also have several outposts across Lucis, maintaining communication via radio and word-of-mouth. Several campsites, referred to as “havens”, dot the wild, and are monitored and maintained by the hunters, for both their own and public use.
 
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Recruits of the Hunter organization tend to be individuals who have just a basic understanding of combat and tracking. They often travel together in small groups led by a more experienced hunter.

Hunter Recruit
Medium Humanoid (Any), Any Alignment
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Armor Class 12 (Hide)
Hit Points 16 (3d8 + 3)
Speed 30 ft.
Initiative 10 (+0)
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STRDEXCONINTWISCHA
12 (+1)11 (+0)12 (+1)10 (+0)12 (+1)10 (+0)
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Saving Throws Dex +2
Skills Perception +3, Survival +3
Senses passive Perception 13
Languages Common
Challenge 1/4 (50 XP) Proficiency Bonus +2
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Dog Tags. The hunter wears a set of dog tags, displaying their name, area of operation, and current rank in the Common language.

Equipment. The hunter carries the following items:
  • 1d4 vials of antitoxin
  • 1 potion of healing (common)
Martial Advantage. Once per turn, the hunter can deal an extra 3 (1d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hunter that isn’t Incapacitated.

ACTIONS
Shortsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.

Light Crossbow. Ranged Weapon Attack: +2 to hit, range 80/320 ft., one target. Hit: 4 (1d8) piercing damage.

BONUS ACTIONS
Quick Glance. The hunter makes a Wisdom (Perception or Survival) check.
 
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Full-fledged hunters are experienced enough to hunt alone. They often care of local nuisances by themselves, but can be found in small groups to hunt stronger daemons or rowdier beasts.

Hunter
Medium Humanoid (Any), Any Alignment
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Armor Class 13 (Hide)
Hit Points 44 (8d8 + 8)
Speed 30 ft.
Initiative 11 (+1)
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STRDEXCONINTWISCHA
15 (+2)13 (+1)13 (+1)12 (+1)15 (+2)11 (+0)
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Saving Throws Dex +3, Wis +4
Skills Perception +4, Survival +4
Senses passive Perception 14
Languages Common
Challenge 2 (450 XP) Proficiency Bonus +2
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Dog Tags. The hunter wears a set of dog tags, displaying their name, area of operation, and current rank in the Common language.

Equipment. The hunter carries the following items:
  • 1d6 vials of antitoxin
  • 1d4 potion of healing (uncommon)
  • 1d4-1 hunting traps
Martial Advantage. Once per turn, the hunter can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hunter that isn’t Incapacitated.

ACTIONS
Multiattack.
The hunter makes two attacks.

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

BONUS ACTIONS
Quick Glance. The hunter makes a Wisdom (Perception or Survival) check.

Drink Potion. The hunter consumes one antitoxin or healing potion.
 
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The most experienced hunters are tasked with training recruits, scouting new dungeons, and slaying the most dangerous of daemons and rowdiest of beasts. Each veteran hunter is a sign of security in the local area, and in groups they are capable of keeping any settlement safe against even the greatest odds.

Hunter Veteran
Medium Humanoid (Any), Any Alignment
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Armor Class 16 (Breastplate)
Hit Points 65 (10d8 + 20)
Speed 30 ft.
Initiative 16 (+6)
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STRDEXCONINTWISCHA
17 (+3)16 (+3)15 (+2)14 (+2)18 (+4)13 (+1)
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Saving Throws Dex +6, Wis +7
Skills Perception +10, Survival +10
Senses passive Perception 20
Languages Common
Challenge 5 (1,800 XP) Proficiency Bonus +3
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Dog Tags. The hunter wears a set of dog tags, displaying their name, area of operation, and current rank in the Common language.

Equipment. The hunter carries the following items:
  • 1d10 vials of antitoxin
  • 1d6 potion of healing (uncommon)
  • 2d4 hunting traps
  • 1d6 vials of basic poison
Magic Weapons. The hunter’s weapons are magical.

Martial Advantage. Once per turn, the hunter can deal an extra 10 (3d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hunter that isn’t Incapacitated.

Skilled Tracker. The hunter has advantage on Wisdom (Perception and Survival) checks made to track a creature.

ACTIONS
Multiattack.
The hunter makes three attacks.

Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.

Heavy Crossbow. Ranged Weapon Attack: +6 to hit, range 100/400 ft., one target. Hit: 8 (1d10 + 3) piercing damage.

BONUS ACTIONS
Quick Glance. The hunter makes a Wisdom (Perception or Survival) check.

Use Equipment. The hunter uses one piece of equipment described in its traits or reloads its heavy crossbow.
 
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Field leaders are the most capable in combat amongst the hunters. The lead by example, and alone are capable of dispatching any common bounty. They work alongside the other leaders of the organization and tipsters to keep information about targets updated. If the need arises, field leaders will gather groups accomplished hunters for challenging missions.

Hunter Field Leader
Medium Humanoid (Any), Any Alignment
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Armor Class 18 (Breastplate, Shield)
Hit Points 65 (15d8 + 20)
Speed 30 ft.
Initiative 17 (+7)
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STRDEXCONINTWISCHA
19 (+4)18 (+4)18 (+4)16 (+3)20 (+5)16 (+3)
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Saving Throws Strength +7, Dexterity +7, Wis +8, Charisma +6
Skills Insight +8, Investigation +6, Perception +14, Survival +14
Senses passive Perception 24
Languages Common
Challenge 8 (3,900 XP) Proficiency Bonus +3
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Dog Tags. The hunter wears a set of dog tags, displaying their name, area of operation, and current rank in the Common language.

Equipment. The hunter carries the following items:
  • 1d10 vials of antitoxin
  • 1d6 potion of healing (uncommon)
  • 2d4 hunting traps
  • 1d6 vials of basic poison
Magic Weapons. The hunter wields +1 magical weapons (included in the attack).

Martial Advantage. Once per turn, the hunter can deal an extra 14 (4d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hunter that isn’t Incapacitated.

Skilled Tracker. The hunter has advantage on Wisdom (Perception and Survival) checks made to track a creature.

ACTIONS
Multiattack.
The hunter makes three attacks.

Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage.

Heavy Crossbow. Ranged Weapon Attack: +8 to hit, range 100/400 ft., one target. Hit: 10 (1d10 + 5) piercing damage.

BONUS ACTIONS
Quick Glance. The hunter makes a Wisdom (Perception or Survival) check.

Use Equipment. The hunter uses one piece of equipment described in its traits or reloads its heavy crossbow.

Rally (Recharge 5-6). The hunters shouts to encourage its allies. Each creature of the hunter’s choice within 60 feet gains 10 temporary hit points.
 
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A carnivorous creature with a sturdy shell on its back. In spite of its sluggish appearance, it charges forward at impressive speeds when it curls up into a ball. The lines that line its shell function not only as a defense mechanism, but as a means of increasing torque when rolling.

Bulette
Large Beast, Unaligned
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Armor Class 15 (Natural Armor)
Hit Points 47 (5d10 + 20)
Speed 25 ft.
Initiative 11 (+1)
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STRDEXCONINTWISCHA
16 (+3)13 (+1)19 (+4)2 (-4)10 (+0)4 (-3)
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Skills Perception +2
Damage Resistance fire; nonmagical bludgeoning, piercing, and slashing
Senses passive Perception 12
Languages ——
Challenge 2 (450 XP) Proficiency Bonus +2
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Thick Shell. If the bulette takes at least 15 damage in a single turn, its AC is reduced by 1, and it loses its damage resistance to nonmagical bludgeoning, piercing, and slashing.

Two Forms. The bulette has a Normal form and a Ball form. While in its Ball form the bulette’s speed is increased to 40 feet, but it can only move in straight lines.

ACTIONS
Multiattack. The bulette makes two Claw attacks.

Claw (Normal Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit. 6 (1d6 + 3) slashing damage.

Spiked Roll (Ball Form Only). The bulette uses at least 15 feet of its movement speed. During this movement its can move through other creature’s spaces without spending additional movement, but it cannot end its turn inside a creature’s space. Any creature whose space the bulette moves through during this must make a DC 13 Dexterity saving throw, taking 7 (1d8 + 3) slashing damage on a failed save, or half as much on a success.

BONUS ACTIONS
Change Form. The bulette changes from its Normal form to its Ball form, or vice versa.
 
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A bulette specimen noted for its red pigmentation. While this genetic anomaly is naturally occurring, few have been spotted in the wild. The skarnbulette is responsible for much of the in-fighting observed among bulette herds and is often seen later leading the charge against unsuspecting civilians.

Skarnbulette
Large Beast, Unaligned
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Armor Class 16 (Natural Armor)
Hit Points 63 (6d10 + 30)
Speed 30 ft.
Initiative 11 (+1)
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STRDEXCONINTWISCHA
18 (+4)13 (+1)20 (+5)2 (-4)10 (+0)7 (-2)
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Skills Perception +2
Damage Resistance fire; bludgeoning, piericng, and slashing from nonmagical attacks
Senses passive Perception 12
Languages ——
Challenge 4 (1,100 XP) Proficiency Bonus +2
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Thick Shell. If the skarnbulette takes at least 20 damage in a single turn, its AC is reduced by 1, and it loses its damage resistance to nonmagical bludgeoning, piercing, and slashing.
Two Forms. The bulette has a Normal form and a Ball form. While in its Ball form the bulette’s speed is increased to 40 feet, but it can only move in straight lines.

ACTIONS
Multiattack. The skarnbulette makes two Claw attacks.

Claw (Normal Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit. 8 (1d8 + 4) slashing damage.

Spiked Roll (Ball Form Only). The skarnbulette uses at least 15 feet of its movement speed. During this movement its can move through other creature’s spaces without spending additional movement, but it cannot end its turn inside a creature’s space. Any creature whose space the skarnbulette moves through during this must make a DC 14 Dexterity saving throw, taking 9 (1d10 + 4) slashing damage on a failed save, or half as much on a success.

BONUS ACTIONS
Aggressive.
The skarnbulette moves up to half of its speed towards a creature it can see.

Change Form. The skarnbulette changes from its Normal form to its Ball form, or vice versa.
 
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