D&D 5E Final Fantasy XV for D&D

A flame-engulfed daemon easily seen from afar in the dark of night. Its pyrolytic biology feeds off heat, negating any adverse effects from fire. However, its volatility also poses a danger to itself, as emotional instability can trigger a chemical reaction resulting in combustion.

Bomb
Small Elemental (Daemon), Chaotic Evil
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Armor Class 13 (Natural Armor)
Hit Points 9 (2d6 + 2)
Speed 0 ft., fly 15 ft. (hover)
Initiative 13 (+3)
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STRDEXCONINTWISCHA
1 (-5)16 (+3)12 (+1)1 (-5)10 (+0)2 (-4)
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Damage Vulnerabilities cold
Damage Resistances nonmagical bludgeoning, piercing, and slashing
Damage Immunities fire, poison
Condition Immunities Charmed, Exhaustion, Frightened, Invisible, Poisoned
Senses passive Perception 10
Languages ——
Challenge 1/4 (50 XP) Proficiency Bonus +2
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Aversion to Sunlight. When the bomb 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 bomb’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 bomb has Disadvantage on attack rolls and ability checks.

Daemonic Attacks. Whenever the bomb deals damage against another creature other than another daemon, that creature must succeed on a DC 14 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.

Fire Absorption. Whenever the bomb takes fire damage, it takes no damage and instead regains a number of hit points equal to the amount of damage dealt.

Heated Body. A creature that touches or hits the bomb with a melee attack within 5 feet of it takes 3 (1d4 + 1) fire damage.

Illumination. The bomb sheds bright light in a 5-foot radius, and dim light for another 10 feet.

Volatile. Whenever the bomb takes damage it must succeed a DC 10 Constitution saving throw, or explode. This saving throw is made with Disadvantage if it takes any amount of cold damage. It automatically fails this saving throw if it is reduced to 0 hit points or slain outright. When the bomb explodes, it dies, and each creature within 5 feet of it must succeed a DC 11 Dexterity saving throw or take 2 (1d4) fire damage.

ACTIONS
Grow. The bomb grows in size slightly. Each time it does, the fire damage dealt by its Volatile trait increases by 1d4 to a maximum of 4d4. Which upon reaching, the bomb then explodes as described in the trait.
 
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The sighting of this incendiary war-head in Altissia is one in a series of mysterious occurrences of daemons cropping up on unfamiliar shores.

Grenade
Medium Elemental (Daemon), Chaotic Evil
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Armor Class 14
Hit Points 16 (2d8 + 3)
Speed 0 ft., fly 15 ft. (hover)
Initiative 13 (+3)
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STRDEXCONINTWISCHA
1 (-5)16 (+3)12 (+1)1 (-5)10 (+0)2 (-4)
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Damage Vulnerabilities cold
Damage Resistances nonmagical bludgeoning, piercing, and slashing
Damage Immunities fire, poison
Condition Immunities Charmed, Exhaustion, Frightened, Invisible, Poisoned
Senses passive Perception 10
Languages ——
Challenge 1 (200 XP) Proficiency Bonus +2
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Aversion to Sunlight. When the grenade 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 grenade’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 grenade has Disadvantage on attack rolls and ability checks.

Daemonic Attacks. Whenever the grenade deals damage against another creature other than another daemon, that creature must succeed on a DC 14 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.

Fire Absorption. Whenever the grenade takes fire damage, it takes no damage and instead regains a number of hit points equal to the amount of damage dealt.

Heated Body. A creature that touches or hits the grenade with a melee attack within 5 feet of it takes 4 (1d6 + 1) fire damage.

Illumination. The grenade sheds bright light in a 10-foot radius, and dim light for another 20 feet.

Volatile. Whenever the grenade takes damage it must succeed a DC 10 Constitution saving throw, or explode. This saving throw is made with Disadvantage if it takes any amount of cold damage, and it automatically fails this saving throw if it is reduced to 0 hit points or slain outright. When the grenade explodes, it dies, and each creature within 10 feet of it must succeed a DC 11 Dexterity saving throw or take 7 (2d6) fire damage.

ACTIONS
Grow. The grenade grows in size slightly. Each time it does, the fire damage dealt by its Volatile trait increases by 2d6 to a maximum of 6d6. Which upon reaching, the grenade then explodes as described in the trait.

When the grenade detonates, it also summons 2 (1d4) bombs and 1 grenade into unoccupied spaces within 15 feet. The summoned grenade cannot summon new creatures with this action.
 
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A frostburnt daemon that thrives in the thermal extremes opposite its fiery relative, savoring the chill in the night air. Its low-temperature temperament does not prevent it from losing its cool and detonating.

Ice Bomb
Small Elemental (Daemon), Chaotic Evil
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Armor Class 13 (Natural Armor)
Hit Points 9 (2d6 + 2)
Speed 0 ft., fly 15 ft. (hover)
Initiative 13 (+3)
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STRDEXCONINTWISCHA
1 (-5)16 (+3)12 (+1)1 (-5)10 (+0)2 (-4)
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Damage Vulnerabilities fire
Damage Resistances nonmagical bludgeoning, piercing, and slashing
Damage Immunities cold, poison
Condition Immunities Charmed, Exhaustion, Frightened, Invisible, Poisoned
Senses passive Perception 10
Languages ——
Challenge 1/4 (50 XP) Proficiency Bonus +2
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Aversion to Sunlight. When the bomb 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 bomb’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 bomb has Disadvantage on attack rolls and ability checks.

Chilled Body. A creature that touches or hits the bomb with a melee attack within 5 feet of it takes 3 (1d4 + 1) cold damage.

Cold Absorption. Whenever the bomb takes cold damage, it takes no damage and instead regains a number of hit points equal to the amount of damage dealt.

Daemonic Attacks. Whenever the bomb deals damage against another creature other than another daemon, that creature must succeed on a DC 14 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.

Volatile. Whenever the bomb is reduced to 0 hit points or slain outright. When the bomb explodes, it dies, and each creature within 5 feet of it must succeed a DC 11 Dexterity saving throw or take 2 (1d4) cold damage.

ACTIONS
Grow. The bomb grows in size slightly. Each time it does, the cold damage dealt by its Volatile trait increases by 1d4 to a maximum of 4d4. Which upon reaching, the bomb then explodes as described in the trait.
 
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Bomb packed well into the ice of the glacial grotto, which has preserved and augmented it a bitter daemon with absolute zero warmth.

Cryonade
Medium Elemental (Daemon), Chaotic Evil
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Armor Class 14
Hit Points 16 (2d8 + 3)
Speed 0 ft., fly 15 ft. (hover)
Initiative 13 (+3)
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STRDEXCONINTWISCHA
1 (-5)16 (+3)12 (+1)1 (-5)10 (+0)2 (-4)
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Damage Vulnerabilities fire
Damage Resistances nonmagical bludgeoning, piercing, and slashing
Damage Immunities cold, poison
Condition Immunities Charmed, Exhaustion, Frightened, Invisible, Poisoned
Senses passive Perception 10
Languages ——
Challenge 1 (200 XP) Proficiency Bonus +2
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Aversion to Sunlight. When the cryonade 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 cryonade’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 cryonade has Disadvantage on attack rolls and ability checks.

Chilled Body. A creature that touches or hits the cryonade with a melee attack within 5 feet of it takes 4 (1d6 + 1) cold damage.

Cold Absorption. Whenever the cryonade takes cold damage, it takes no damage and instead regains a number of hit points equal to the amount of damage dealt.

Daemonic Attacks. Whenever the cryonade deals damage against another creature other than another daemon, that creature must succeed on a DC 14 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.

Volatile. Whenever the cryonade is reduced to 0 hit points or slain outright. When the cryonade explodes, it dies, and each creature within 5 feet of it must succeed a DC 11 Dexterity saving throw or take 2 (1d4) cold damage.

ACTIONS
Grow. The cryonade grows in size slightly. Each time it does, the cold damage dealt by its Volatile trait increases by 2d6 to a maximum of 6d6. Which upon reaching, the cryonade then explodes as described in the trait.

When the cryonade detonates, it also summons 2 (1d4) ice bombs and 1 cryonade into unoccupied spaces within 15 feet. The summoned cryonade cannot summon new creatures with this action.
 
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An embodiment of lightning that strikes suddenly and without warning across the Duscaen countryside. Possesses electrical resistance as well as the ability to initiate auto-destruct at will.

Thunder Bomb
Small Elemental (Daemon), Chaotic Evil
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Armor Class 13 (Natural Armor)
Hit Points 9 (2d6 + 2)
Speed 0 ft., fly 15 ft. (hover)
Initiative 13 (+3)
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STRDEXCONINTWISCHA
1 (-5)16 (+3)12 (+1)1 (-5)10 (+0)2 (-4)
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Damage Resistances nonmagical bludgeoning, piercing, and slashing
Damage Immunities lightning, poison
Condition Immunities Charmed, Exhaustion, Frightened, Invisible, Poisoned
Senses passive Perception 10
Languages ——
Challenge 1/4 (50 XP) Proficiency Bonus +2
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Aversion to Sunlight. When the bomb 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 bomb’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 bomb has Disadvantage on attack rolls and ability checks.

Daemonic Attacks. Whenever the bomb deals damage against another creature other than another daemon, that creature must succeed on a DC 14 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.

Electrified Body. A creature that touches or hits the bomb with a melee attack within 5 feet of it takes 3 (1d4 + 1) lightning damage.

Lightning Absorption. Whenever the bomb takes lightning damage, it takes no damage and instead regains a number of hit points equal to the amount of damage dealt.

Volatile. Whenever the bomb is reduced to 0 hit points or slain outright. When the bomb explodes, it dies, and each creature within 5 feet of it must succeed a DC 11 Dexterity saving throw or take 2 (1d4) lightning damage.

ACTIONS
Grow. The bomb grows in size slightly. Each time it does, the lightning damage dealt by its Volatile trait increases by 1d4 to a maximum of 4d4. Which upon reaching, the bomb then explodes as described in the trait.
 
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Maelstrom incarnate raging in Costlemark and Keycatrich. Merely weathering the storm is not enough, as this daemon uses self-destruction as a form of reproduction, spawning thunder bomb offspring in its wake.

Galvanade
Medium Elemental (Daemon), Chaotic Evil
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Armor Class 14
Hit Points 16 (2d8 + 3)
Speed 0 ft., fly 15 ft. (hover)
Initiative 13 (+3)
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STRDEXCONINTWISCHA
1 (-5)16 (+3)12 (+1)1 (-5)10 (+0)2 (-4)
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Damage Resistances nonmagical bludgeoning, piercing, and slashing
Damage Immunities lightning, poison
Condition Immunities Charmed, Exhaustion, Frightened, Invisible, Poisoned
Senses passive Perception 10
Languages ——
Challenge 1 (200 XP) Proficiency Bonus +2
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Aversion to Sunlight. When the galvanade 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 galvanade’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 galvanade has Disadvantage on attack rolls and ability checks.

Daemonic Attacks. Whenever the galvanade deals damage against another creature other than another daemon, that creature must succeed on a DC 14 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.

Electrified Body. A creature that touches or hits the galvanade with a melee attack within 5 feet of it takes 4 (1d6 + 1) lightning damage.

Lightning Absorption. Whenever the galvanade takes lightning damage, it takes no damage and instead regains a number of hit points equal to the amount of damage dealt.

Volatile. Whenever the galvanade is reduced to 0 hit points or slain outright. When the galvanade explodes, it dies, and each creature within 5 feet of it must succeed a DC 11 Dexterity saving throw or take 2 (1d4) lightning damage.

ACTIONS
Grow. The galvanade grows in size slightly. Each time it does, the lightning damage dealt by its Volatile trait increases by 2d6 to a maximum of 6d6. Which upon reaching, the galvanade then explodes as described in the trait.

When the galvanade detonates, it also summons 2 (1d4) thunder bombs and 1 galvanade into unoccupied spaces within 15 feet. The summoned galvanade cannot summon new creatures with this action.
 
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A relative of the sabertusk indigenous to the mountains of Cleigne. Its claws, while menacing, pale in comparison to its brutal fangs, which are capable of ripping flesh, bone, and even metal to ribbons before regenerating anew.

Saberclaw
Large Beast, Unaligned
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Armor Class 12
Hit Points 26 (4d10 + 4)
Speed 45 ft.
Initiative 12 (+2)
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STRDEXCONINTWISCHA
15 (+2)14 (+2)12 (+1)3 (-4)12 (+1)6 (-2)
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Senses passive Perception 11
Languages ——
Challenge 2 (450 XP) Proficiency Bonus +2
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Keen Hearing and Smell. The saberclaw has Advantage on Wisdom (Perception) checks that rely on hearing and smell.

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

Pounce. If the saberclaw moves at least 20 feet straight toward a creature and then hits it with a Claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked Prone. If the target is Prone, the saberclaw can make one Bite attack against it as a bonus action.

ACTIONS
Multiattack.
The saberclaw makes two melee attacks.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit. 7 (2d4 + 2) piercing damage.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit. 9 (2d6 + 2) slashing damage.
 
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A saberclaw subspecies that has grown to enormous proportions. For the first few years of its life, the megaloclaw can make a docile and lovable pet. Once awakened to its feral nature, however, the beast won't think twice about feasting on the hand that fed it

Megaloclaw
Large Beast, Unaligned
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Armor Class 14 (Natural Armor)
Hit Points 75 (6d20 + 12)
Speed 50 ft.
Initiative 12 (+2)
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STRDEXCONINTWISCHA
18 (+4)14 (+2)14 (+2)3 (-4)12 (+1)6 (-2)
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Senses passive Perception 11
Languages ——
Challenge 4 (1,100 XP) Proficiency Bonus +2
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Keen Hearing and Smell. The megaloclaw has Advantage on Wisdom (Perception) checks that rely on hearing and smell.

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

Pounce. If the megaloclaw moves at least 20 feet straight toward a creature and then hits it with a Claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked Prone. If the target is Prone, the megaloclaw can make one Bite attack against it as a bonus action.

ACTIONS
Multiattack.
The megaloclaw makes two melee attacks.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit. 14 (4d4 + 4) piercing damage.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit. 18 (4d6 + 4) slashing damage.
 
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A long-whiskered relative of the sabertusk indigenous to Cleigne. The havocfang is easily the most intimidating member of the sabertusk family by nature of its eerie appearance, hostile demeanor, and brute strength, it is said that the sound of its howl can drive a man to madness.

Havocfang
Large Beast, Unaligned
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Armor Class 12
Hit Points 26 (4d10 + 4)
Speed 45 ft.
Initiative 12 (+2)
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STRDEXCONINTWISCHA
18 (+4)14 (+2)13 (+1)3 (-4)12 (+1)8 (-1)
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Senses blindsight 10ft., passive Perception 11
Languages ——
Challenge 3 (700 XP) Proficiency Bonus +2
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Befuddling Attacks. Whenever the havocfang successfully hits a creature with a melee weapon attack, the creature must make a DC 11 Constitution 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.

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

Pounce. If the havocfang moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked Prone. If the target is Prone, the havocfang can make one Bite attack against it as a bonus action.

ACTIONS
Multiattack.
The havocfang makes two melee attacks.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit. 11 (2d6 + 4) piercing damage.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit. 9 (2d4 + 4) slashing damage.
 
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The ultimate weapon of the Niflhiem military, created by Research Chief Verstael Besithia to ensure combative superiority in any situation. Even if the imperial army should besiege the city of Insomnia itself.

This colossal magitek towers over the battlefield, ignoring even artillery fire as it unleashes its own devastating barrages and attacks. Armies are crushed underfoot and lands are ravaged upon its appearance, striking terror into all who witness its capability. Its aggression is barely directed at the empire’s enemies however, and it has been seen attacking even allies who venture too closely.

Diamond Weapon
Gargantuan Construct (Magitek), Chaotic Evil
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Armor Class 23 (Natural Armor)
Hit Points 429 (22d20 + 198)
Speed 40 ft.
Initiative 26 (+16)
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STRDEXCONINTWISCHA
25 (+7)7 (-2)28 (+9)8 (-1)15 (+2)25 (+7)
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Saving Throws Str +16, Con +18, Wis +11, Cha +16
Damage Resistance acid, cold, fire, lightning
Damage Immunities necrotic, poison, psychic; nonmagical bludgeoning, piercing, and slashing
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses darkvision 300 ft., truesight 45 ft., passive Perception 12
Languages Understands All but does not speak
Challenge 29 (135,000 XP) Proficiency Bonus +9
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Aura of Terror. Each creature that enters or starts its turn within 120 feet of the magitek and aware of it must succeed a DC 24 Wisdom saving throw or become Frightened of it for 1 hour. A Frightened creature can repeat its saving throw at the end of each of its turns, ending the effect on itself on a success. A Frightened creature has Disadvantage on its saving throw while it can see the magitek.

Colossal. The magitek’s space is 75 feet by 75 feet and it is 90 feet tall. Huge-sized or smaller creatures can enter and occupy its space, and must do so to hit it with an attack with a range or reach of 15 feet or less. In addition, the magitek has Advantage on saving throws made to avoid being forcibly moved, Grappled, Restrained, Stunned, or knocked Prone.

Diamond Core. If the magitek’s Weapon of War trait is active, the plates of its chest open to avoid its core overheating. The core can be specifically targeted. It has an AC of 25, and cannot be targeted by an attack with a range or reach of less than 60 feet. Any damage dealt to the core deals double damage, and the core cannot resist fire damage.

Immutable Self. The magitek is immune to any spell or effect that would alter its form, read its thoughts, or discern its emotions.

Legendary Resistance (3/Day). If the magitek fails a saving throw, it can choose to succeed instead.

Magic Weapons. The magitek’s weapons are magical.

Mutinous. The magitek cannot be compelled to follow any command or instruction unless it would directly result in the destruction or death of another entity. In addition, the magitek must use its bonus action to make an Aggressive Attack each turn if possible.

Shielding Carapace. The magitek cannot be affected by spells of 1st level or lower unless it wishes to be, and has Advantage on saving throws against all other spells and magical effects. In addition, the magitek is immune to all damage unless it takes 10 or more damage from a single attack, in which case it takes damage as normal.

Siege Monster. The magitek deals triple damage to objects and structures and Huge-size or larger creatures.

Unnatural Creation. The magitek’s creature type is considered both an Abberation and a Construct.

Volatile Construction. Whenever the magitek is slain, all creatures within 300 feet must succeed on a DC 10 Dexterity check, taking 33 (6d10) force damage plus 33 (6d10) necrotic damage on a failed save, or half as much on a success.

Weapon of War (Mythic Trait, 1/Day). If the magitek is reduced to 0 hit points, it regains 429 hit points, loses all unwanted conditions and effects, and recharge all traits and abilities except for Weapon of War. After activating this trait, the magitek can use its Mythic Actions for 1 hour, and its Diamond Core trait is also active for 1 hour. Award the party an additional 135,000 XP (270,000 XP total) after defeating the magitek for activating this trait.

ACTIONS
Multiattack. The magitek uses its Limited Barrage, then makes two Claw attacks.

Claw. Melee Weapon Attack: +16 to hit, reach 30 ft., one target. Hit. 25 (4d8 + 7) slashing damage. If the target is a Huge-size or smaller creature, it must succeed a DC 24 Constitution saving throw or be Stunned until the end of its next turn.

Limited Barrage. The magitek chooses one point it can see within 600 feet. Each creature within 30 feet of this point must make a DC 24 Dexterity saving throw, taking 21 (6d6) force damage plus 21 (6d6) necrotic damage on a failed save, or half as much on a success.

Chest Beam (1/Rest). The magitek unleashes powerful energies in a 20-foot wide, 1,000-foot line. Each creature in this area must succeed a DC 24 Dexterity saving throw, taking 55 (10d10) force damage plus 55 (10d10) radiant damage on a failed save, or half as much on a success.

BONUS ACTIONS
Aggressive Attack. The magitek makes one Claw attack against the creature closest to it within 30 feet.

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

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

Attack. The magitek makes one Claw attack.

MYTHIC ACTIONS
If the magitek’s Weapon of War trait is active, it can use the options below as legendary actions for 1 hour:

Full Barrage (Costs 2 Actions). The magitek chooses up to six points it can see within 600 feet. Each creature within 30 feet of a point must make a DC 24 Dexterity saving throw, taking 21 (6d6) force damage plus 21 (6d6) necrotic damage on a failed save, or half as much on a success. A creature within the radius of more than one point only takes damage once, but has Disadvantage when making the saving throw.
 
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