D&D 5E Final Fantasy XV for D&D

A large lizard lurking in the depths of Costlemark Tower. Descendant of tiny reptiles who dwelled above ground, the winged jabberwock evolved over tens of thousands of years into the formidable form it boasts today. Given that it survived the War of the Astrals, some even consider this creature to be a living fossil of sorts.

Jabberwock
Gargantuan Dragon, Unaligned
1599001688295.png

Armor Class 18 (Natural Armor)
Hit Points 210 (12d20 + 84)
Speed 35 ft.
Initiative 9 (-1)
1599001689306.png

STRDEXCONINTWISCHA
22 (+6)8 (-1)25 (+7)5 (-3)12 (+1)6 (-2)
1599001691083.png

Saving Throws Str +11, Con +12
Damage Resistance fire; nonmagical bludgeoning, piercing, and slashing
Condition Immunities Petrified, Stunned
Senses blindsight 10 ft., darkvision 120 ft., passive Perception 11
Languages ——
Challenge 15 (13,000 XP) Proficiency Bonus +5
1599001692326.png

Colossal. The jabberwock’s space is 30 feet by 30 feet. Huge-sized and smaller creatures can enter and occupy its space.

Sturdy Stance. The jabberwock has Advantage on all saving throws against being forcibly moved or knocked Prone.

Thick Scales. The jabberwock is immune to all forms of damage except psychic unless it takes 5 or more damage from a single attack.

ACTIONS
Multiattack. The jabberwock makes one Bite attack, and one other attack of its choice.

Bite. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit. 20 (4d6 + 6) piercing damage. If the target is a creature, it must succeed a DC 20 Constitution saving throw or suffer the effects of the slow spell for 1 minute. If the creature fails and is already suffering these effects, it is instead Petrified.

Stomp. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit. 32 (4d12 + 6) bludgeoning damage. This attack is made with Advantage against creatures within the jabberwock’s space.

Tail Sweep. The jabberwock swings its tail in a 45-foot cone. Each creature in this area must succeed a DC 19 Strength saving throw, taking 20 (4d6 + 6) bludgeoning damage and being knocked Prone on a failed save, or taking half as much damage and not being knocked Prone on a success.

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

Move. The jabberwock moves up to half of its speed.

Petrifying Roar (Recharge 4-6). The jabberwock unleashes a powerful roar that sheds a mysterious gas in a 45-foot radius. Each creature in this area must succeed a DC 20 Constitution saving throw or be Petrified.

Attack (Costs 2 Actions). The jabberwock makes one Stomp or Tail attack.
 
Last edited:

log in or register to remove this ad

While lacking pigment on the whole, the hide of this subspecies is often flecked with black spots. This is one of several evolutionary offshoots of the common coeurl, born of the breed's ability to thrive amid a variety of harsh conditions.

Elder Coeurl
Huge Beast, Unaligned
1599001688295.png

Armor Class 16 (Natural Armor)
Hit Points 178 (21d12 + 48)
Speed 60 ft., climb 45 ft.
Initiative 18 (+8)
1599001689306.png

STRDEXCONINTWISCHA
15 (+2)18 (+4)15 (+2)6 (-2)16 (+3)8 (-1)
1599001691083.png

Skills: Perception +6
Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities: lightning
Senses darkvision 60 ft., passive Perception 16
Languages ——
Challenge 12 (8,400 XP) Proficiency Bonus +4
1599001692326.png

Electric Charge. If the coeurl is hit with lightning damage, rather than taking damage, the coeurl instead adds the lightning damage to its next Whisker attack.

Pride Tactics. The coeurl has Advantage on attack rolls against a creature if at least one of the coeurl’s allies are within 5 feet of the creature and the ally isn’t Incapacitated.

ACTIONS
Multiattack.
The coeurl makes three attacks.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit. 15 (3d8 + 2) slashing damage.

Whiskers (Recharge 5-6). Melee Spell Attack: +8 to hit, reach 10 ft., one target. Hit. 43 (6d12 + 4) lightning damage.

Resting Charge (1/Day). The coeurl begins to rest in place, it cannot move or take actions while this ability is active. While resting like this, the coeurl regains 22 (4d10) hit points at the start of each of its turns. This rest automatically ends after the coeurl regains 80 total hit points or more.

If a creature uses a melee attack against the coeurl while it is in this state, the creature must succeed on a DC 16 Dexterity saving throw or be slain instantly. Afterwards, the coeurl’s rest automatically ends.
 
Last edited:

What might from a distance appear a man in robes grows ever more hideous on further inspection, its face twisted into an inhuman mask that makes a mockery of nature. The daemon breathes an enervating gas to weaken prey before sapping its quarry of all life.

Mindflayer
Medium Abberation (Daemon), Chaotic Evil
1599001688295.png

Armor Class 14 (Natural Armor)
Hit Points 45 (7d8 + 14)
Speed 10 ft., fly 25 ft. (hover)
Initiative 9 (-1)
1599001689306.png

STRDEXCONINTWISCHA
17 (+3)8 (-1)14 (+2)18 (+4)13 (+1)7 (-2)
1599001691083.png

Saving Throws Int +7, Wis +4
Damage Resistance cold, psychic
Damage Immunities necrotic
Condition Immunities Charmed, Exhaustion, Frightened
Senses darkvision 120 ft., passive Perception 11
Languages ——
Challenge 5 (1,800 XP) Proficiency Bonus +3
1599001692326.png

Aversion to Sunlight. When the mindflayer 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 mindflayer’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 mindflayer has Disadvantage on attack rolls and ability checks.

Daemonic Attacks. Whenever the mindflayer deals damage against another creature other than another daemon, that creature must succeed on a DC 13 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.

Limited Magic Reistance. The mindflayer has Advantage on saving throws against magical effects and spells of 5th level or lower.

ACTIONS
Befuddling Grasp. Melee Spell Attack: +7 to hit, reach 5 ft., one target. Hit. 11 (2d6 + 4) necrotic damage. If the target is a creature, it must succeed a DC 15 Wisdom saving throw or be Confused for 1 minute. A Confused creature can repeat its saving throw at the end of each of its turns, ending the effect on itself on a success.

Cloak Grapple. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit. The target is Grappled by the mindflayer (escape DC 14) and takes 16 (3d10) psychic damage at the start of each of the mindflayer’s turns (including this one) and the mindflayer regains the same number of hit points. While grappling a creature this way, the mindflayer cannot use this action and its movement speeds are reduced to 5 feet.

Icy Breath (Recharge 5-6). The mindflayer spews frigid brine in a 15-foot cone. Each creature in this area must make a DC 15 Dexterity saving throw, taking 14 (4d6) cold damage on a failed save, or half as much on a success. A creature that takes any of this damage must also make a DC 15 Constitution saving throw. On a success, nothing happens. On a failed save, the creature’s Strength- and Dexterity-based weapon attacks only deal half of their rolled damage (rounded down) for 1 minute. An affected creature can repeat its saving throw at the end of each of its turns, ending the effect on itself on a success.
 
Last edited:

An abyssal horror awaiting within Costlemark Tower. While it may have genealogically arisen from the mindflayer, this abominable daemon can lay claim to that lineage no longer, so greatly do its powers exceed all of the breed.

Braindrainer
Medium Abberation (Daemon), Chaotic Evil
1599001688295.png

Armor Class 17 (Natural Armor)
Hit Points 112 (15d8 + 45)
Speed 15 ft., fly 30 ft. (hover)
Initiative 16 (+6)
1599001689306.png

STRDEXCONINTWISCHA
20 (+5)12 (+1)17 (+3)22 (+6)16 (+3)10 (+0)
1599001691083.png

Saving Throws Int +11, Wis +9
Damage Resistance cold; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities necrotic, psychic
Condition Immunities Charmed, Exhaustion, Frightened
Senses darkvision 240 ft., passive Perception 19
Languages ——
Challenge 14 (11,500 XP) Proficiency Bonus +5
1599001692326.png

Aversion to Sunlight. When the braindrainer 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 braindrainer’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 braindrainer has Disadvantage on attack rolls and ability checks.

Daemonic Attacks. Whenever the braindrainer deals damage against another creature other than another daemon, that creature must succeed on a DC 16 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.

Magic Resistance. The braindrainer has Advantage on saving throws against spells and magical effects.

Menace (Mythic Trait, 1/Rest). When the braindrainer is reduced to 0 hit points it resets its hit points to 112, loses all conditions, and recharges all of its abilities. Reward a party and additional 11,500 XP (23,000 XP total) when they activate this trait.

ACTIONS
Multiattack.
The braindrainer makes two attacks.

Befuddling Grasp. Melee Spell Attack: +11 to hit, reach 5 ft., one target. Hit. 19 (2d12 + 6) necrotic damage. If the target is a creature, it must succeed a DC 19 Wisdom saving throw or be Confused for 1 minute. Confused creature can repeat its saving throw at the end of each of its turns, ending the effect on itself on a success.

Cloak Grapple. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit. The target is Grappled by the braindrainer (escape DC 18) and takes 33 (6d10) psychic damage at the start of each of the braindrainer’s turns (including this one) and the braindrainer regains the same number of hit points. While grappling a creature this way, the braindrainer cannot use this action and its movement speeds are reduced to 5 feet.

Icy Breath (Recharge 5-6). The braindrainer spews frigid brine in a 20-foot cone. Each creature in this area must make a DC 19 Dexterity saving throw, taking 52 (8d12) cold damage on a failed save, or half as much on a success. A creature that takes any of this damage must also make a DC 19 Constitution saving throw. On a success, nothing happens. On a failed save, the creature’s Strength- and Dexterity-based weapon attacks only deal half of their rolled damage (rounded down) for 1 minute. An affected creature can repeat its saving throw at the end of each of its turns, ending the effect on itself on a success.

REACTIONS
Sly Dodge. When a creature attempts to make a melee attack roll against the braindrainer, it can move up to half of its movement speed. The attack only hits if the braindrainer is still within reach. This movement does not provoke Opportunity Attacks.
 
Last edited:

A crustacean that has carved out its home along the coast of the Cygillan. This crab propels itself through the waves by ingesting water and releasing it in high-pressure bursts. While some karlabos are caught and traded as comestibles, others grow larger than men, turning the figurative dining tables and devouring their would-be captors.

Female karlabos can be found laying eggs along coastlines. Uniformed travelers refer to these as “rogue karlabos”. Both the meat and eggs on these specimens are eaten as delicacies in many areas.

Karlabos
Gargantuan Beast, Unaligned
1599001688295.png

Armor Class 18 (Natural Armor)
Hit Points 135 (10d20 + 30)
Speed 15 ft., swim 40 ft.
Initiative 8 (-2)
1599001689306.png

STRDEXCONINTWISCHA
20 (+5)6 (-2)16 (+3)1 (-5)8 (-1)5 (-3)
1599001691083.png

Damage Resistance fire, slashing from nonmagical attacks
Damage Immunities bludgeoning
Senses passive Perception 9
Languages ——
Challenge 8 (3,900 XP) Proficiency Bonus +3
1599001692326.png

Amphibious. The karlabos can breath both air and water. In addition, while swimming, its Dexterity score is increased to 14, its AC to 22, and its CR to 9 (5,000 XP).

Breakable Shell. If the karlabos takes more than 25 bludgeoning damage from a single attack, its AC is reduced by 3, it gains vulnerability to slashing damage, and is knocked Prone.

ACTIONS
Action. The karlabos uses its Water Beam if available, then makes two claw attacks.

Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit. 23 (4d8 + 5) bludgeoning damage, and the target is Grappled (escape DC 16). The karlabos has two claws, each of which can grapple only one target.

Water Beam (Recharge 5-6). A jet of pressurized water shoots out from the karlabos’ tail in a 5-foot wide, 60-foot line. Each creature in this area must succeed a DC 16 Dexterity saving throw, taking 33 (6d10) slashing damage on a failed save, or half as much on a success.

BONUS ACTIONS
Dash.
The karlabos use the Dash action. This action can only be used while the karlabos is swimming.
 
Last edited:

An oversized insect said to have grown through continued exposure to the warmth of the Meteor. A highly social creature, each bee fulfills a specific role in the colony. In the case of the killer bee, it primarily procures food for its brethren and defends the hive from any who would do it harm.

Killer Bee
Small Beast, Unaligned
1599001688295.png

Armor Class 13 (Natural Armor)
Hit Points 31 (7d8 + 7)
Speed 15 ft., fly 30 ft.
Initiative 12 (+2)
1599001689306.png

STRDEXCONINTWISCHA
13 (+1)15 (+2)12 (+1)1 (-5)10 (+0)4 (-3)
1599001691083.png

Senses passive Perception 10
Languages ——
Challenge 1/2 (100 XP) Proficiency Bonus +2
1599001692326.png

Grappler. The bee’s speed is not reduced when grappling a Medium-size or smaller target.

ACTIONS
Grapple. Melee Weapon Attack: +3 to hit, reach 5 ft., one Medium-sized or smaller target. Hit. The target is Grappled, and the bee immediately flies up to its remaining movement speed. While grappling a target, the bee can make a Stinger attack as a bonus action.

Stinger. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit. 4 (1d6 + 1) piercing damage. If the target is a creature, it must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but Poisoned for 1 hour, even after regaining hit points, and is Paralyzed while Poisoned in this way.
 
Last edited:

A subspecies of killer bee tasked with keeping the queen from harm. Its red pigmentation serves as a warning to predators. Those who approach the hive undaunted by danger suffer a series of stings they will not soon forget. This specimen's aggressive tendencies have earned it a top spot on the Hunters' bounty list.

Brutal Bee
Small Beast, Unaligned
1599001688295.png

Armor Class 15 (Natural Armor)
Hit Points 55 (10d6 + 20)
Speed 20 ft., fly 35 ft.
Initiative 13 (+3)
1599001689306.png

STRDEXCONINTWISCHA
15 (+2)16 (+3)15 (+2)1 (-5)11 (+1)4 (-3)
1599001691083.png

Senses passive Perception 11
Languages ——
Challenge 2 (450 XP) Proficiency Bonus +2
1599001692326.png

Grappler. The bee’s speed is not reduced when grappling a Medium-size or smaller target.

ACTIONS
Grapple. Melee Weapon Attack: +4 to hit, reach 5 ft., one Medium-sized or smaller target. Hit. The target is Grappled, and the bee immediately flies up to its remaining movement speed. While grappling a target, the bee can make a Stinger attack as a bonus action.

Stinger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit. 6 (1d8 + 2) piercing damage. If the target is a creature, it must make a DC 12 Constitution saving throw, taking 17 (5d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but Poisoned for 1 hour, even after regaining hit points, and is Paralyzed while Poisoned in this way.

BONUS ACTIONS
Aggressive.
The bee moves up to its speed towards a creature it can see.
 
Last edited:

An insect of considerable size residing in Cleigne. The killer wasp hunts for prey to fly back to its hive and feed to the larvae. Some hunters have hoped to exterminate this brutal bug once and for all, but their attempts to locate its nests have been entirely unsuccessful.

Killer Wasp
Large Beast, Unaligned
1599001688295.png

Armor Class 15 (Natural Armor)
Hit Points 68 (8d10 + 24)
Speed 15 ft., fly 40 ft.
Initiative 13 (+3)
1599001689306.png

STRDEXCONINTWISCHA
19 (+4)16 (+3)16 (+3)1 (-5)11 (+1)6 (-2)
1599001691083.png

Senses passive Perception 11
Languages ——
Challenge 3 (700 XP) Proficiency Bonus +2
1599001692326.png

Grappler. The wasp’s speed is not reduced when grappling a Large-sized or smaller target.

ACTIONS
Grapple. Melee Weapon Attack: +6 to hit, reach 5 ft., one Large-sized or smaller target. Hit. The target is Grappled (escape DC 14), and the wasp immediately flies up to its remaining movement speed. While grappling a target, the wasp can make a Stinger attack as a bonus action.

Stinger. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit. 13 (2d8 + 4) piercing damage. If the target is a creature, it must make a DC 13 Constitution saving throw, taking 21 (6d6) poison damage and being Poisoned on a failed save, or half as much damage and not being Poisoned on a success. While Poisoned this way, a creature is also Confused spell. A Poisoned creature can repeat its saving throw at the end of each of its turns, ending the effect on itself on a success.

BONUS ACTIONS
Aggressive.
The wasp moves up to its speed towards a creature it can see.
 
Last edited:

A large winged insect living in the Malmalam Thicket and around the oak of Ravatogh. Although visually similar to the killer wasp, this subspecies is infinitely more ferocious. Despite its violent nature, the soldier wasp in Malayalam Thicket has yet to be designated as a threat due to the limited scope of its habitat. Perhaps out of frustration due to the lack of prey, the groups around the Rock of Ravatogh exhibit stronger violent tendencies. Fearful of harm done to their homes, some civilians living in the area have called in extermination requests.

Soldier Wasp
Large Beast, Unaligned
1599001688295.png

Armor Class 17 (Natural Armor)
Hit Points 76 (8d10 + 32)
Speed 15 ft., fly 40 ft.
Initiative 13 (+3)
1599001689306.png

STRDEXCONINTWISCHA
21 (+5)17 (+3)18 (+4)1 (-5)15 (+2)7 (-2)
1599001691083.png

Senses passive Perception 12
Languages ——
Challenge 5 (1,800 XP) Proficiency Bonus +3
1599001692326.png

Grappler. The wasp’s speed is not reduced when grappling a Large-sized or smaller target.

ACTIONS
Grapple. Melee Weapon Attack: +8 to hit, reach 5 ft., one Large-sized or smaller target. Hit. The target is Grappled (escape DC 16), and the wasp immediately flies up to its remaining movement speed. While grappling a target, the wasp can make a Stinger attack as a bonus action.

Stinger. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit. 16 (2d10 + 5) piercing damage. If the target is a creature, it must make a DC 15 Constitution saving throw, taking 21 (6d6) poison damage and being Poisoned on a failed save, or half as much damage and not being Poisoned on a success. A Poisoned creature can repeat its saving throw at the end of each of its turns, ending the effect on itself on a success.

Noxious Puff (3/Rest). The wasp unleashes a waft of mind-altering gas in a 15-foot cone. Each creature in this area must succeed a DC 15 Wisdom saving throw or be Confused for 1 minute. A Confused creature can repeat its saving throw at the end of each of its turns, ending the effect on itself on a success.

BONUS ACTIONS
Aggressive.
The wasp moves up to its speed towards a creature it can see.
 
Last edited:

A subspecies of killer bee tasked with keeping the queen from harm. Its red pigmentation serves as a warning to predators. Those who approach the hive undaunted by danger suffer a series of stings they will not soon forget. This specimen's aggressive tendencies have earned it a top spot on the Hunters' bounty list.

Killer Queen
Medium Beast, Unaligned
1599001688295.png

Armor Class 15 (Natural Armor)
Hit Points 60 (8d8 + 24)
Speed 20 ft., fly 35 ft.
1599001689306.png

STRDEXCONINTWISCHA
15 (+2)16 (+3)16 (+3)3 (-4)14 (+2)9 (-1)
1599001691083.png

Senses passive Perception 12
Languages ——
Challenge 3 (700 XP) Proficiency Bonus +2
1599001692326.png

Grappler. The queen’s speed is not reduced when grappling a Medium-size or smaller target.

ACTIONS
Grapple. Melee Weapon Attack: +4 to hit, reach 5 ft., one Medium-sized or smaller target. Hit. The target is Grappled, and the queen immediately flies up to its remaining movement speed. While grappling a target, the queen can make a Stinger attack as a bonus action.

Stinger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit. 7 (1d10 + 2) piercing damage. If the target is a creature, it must make a DC 12 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but Poisoned for 1 hour, even after regaining hit points, and is Paralyzed while Poisoned in this way.

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

Summon Hive (Recharge 4-6). The queen releases pheromones to call for reinforcements. At the start of the next round, one of the following show up in unoccupied spaces within 60 feet of the queen (queen’s choice):
  • 7 (2d6) killer bee
  • 4 (1d8) brutal bee
  • 3 (1d6) killer wasp
  • 2 (1d4) soildier wasp
The summon creature act as allies to the queen, and work to protect her with their life. If the queen is in an area of strong wind (30 mph+), this ability fails to summon any creature.
 
Last edited:

Remove ads

Top