D&D 5E (2014) Final Fantasy XV for D&D

I’ve seen a lot of creatures getting close to the behemoth in terms of CR. Considering the lore surrounding them, and not wanting them to be increased in CR themselves, i instead opted to give them the following trait.

Apex Predator. The behemoth deals double damage to Beasts, Dragons, Monstrosities, and Plants.

It makes them do more damage in general without increasing their CR. I realize some PC characters are monstrosities (Thri-kreen for example), but figured it should be a non issue.
 

log in or register to remove this ad

Titus Drautos is the captain of the Kingsglaive. He expects diligence and obedience from his soldiers, and his respect is quite difficult to gain. He is also known for dwelling on the past, especially concerning the war between Lucis and Niflhiem, as his homeland was conquered by the latter decades ago.

Traitor. Secretly, Titus is also General Glauca, commander of the armies of Niflhiem. This treachery to the Lucian kings stems from his desire to see his homeland free. He sees Regis as a traitor for his inability or unwillingness to liberate his home, and works with Niflhiem solely for that purpose.

Titus Drautos/General Glauca WIP
Medium Humanoid (Human), Neutral Evil
1599001688295.png

Armor Class 18 (Plate Armor, 20 with Regenerative Armor)
Hit Points 225 (20d8 + 100 + 80 temporary hit points)
Speed 60 ft.
Initiative 20 (+10)
1599001689306.png

STRDEXCONINTWISCHA
22 (+6)18 (+4)20 (+5)15 (+2)16 (+3)16 (+3)
1599001691083.png

Saving Throws Dex +10, Cha +9
Skills Athletics +17, Deception +9, Insight +9, Perception +9
Damage Resistance cold, fire, lightning; nonmagical bludgeoning piercing, and slashing
Senses passive Perception 19
Languages Common
Challenge 19 (22,000 XP) Proficiency Bonus +6
1599001692326.png

Empowered Strikes. Titus’s weapon attacks deal an additional 6 damage.

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

Powerful Legs. Titus’ long jump is up to 40 feet and his high jump is up to 25 feet with or without a running start. In addition, Titus is immune to bludgeoning damage taken from falling.

Reactive. Titus can take a reaction once per turn rather than once per round.

Regenerative Armor. At the start of each of his turns, Titus gains 15 temporary hit points in addition to any he already has from this trait, to a maximum of 80. While he has any of these temporary hit points, Titus’ AC is increased by 2.

ACTIONS
Multiattack. Titus makes three Greatsword attacks.

Greatsword. Melee Weapon Attack: +12 to hit, reach 5 ft. or range 60/180 ft., one target. Hit. 17 (2d6 + 12) slashing damage. Once per turn each, Titus can also impose one of the following effects:
  • Stun. The creature is Stunned until the end of Titus’ next turn.
  • Teleport. Titus magically teleports to an unoccupied space adjacent to the target.
  • Trip. If the target is a Large or smaller creature, it is knocked Prone.
BONUS ACTIONS
Focused Strike. Titus hones his focus into his next Greatsword attack. On a successful hit, the attack deals an additional 14 (4d6) slashing damage.

REACTIONS
Counterstrike. Titus increases his AC by 6 against one attack he can see, possibly causing the attack to miss. If the attack misses, Titus makes one Greatsword attack against the attacker.

LEGENDARY ACTIONS
Titus can take 2 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. Titus regains spent legendary actions at the start of his turn.

Rush. Titus moves up to half of his speed and makes one Greatsword attack.
 
Last edited:

Ravus Nox Fleuret is the former prince of Tenebrae, and after Niflhiem’s occupation, he has become the High Commander of the conquering nation. His nation was conquered when he was a young man, and he saw his mother burned alive in the confrontation. Though the crime was committed by the magiteks of Niflhiem, he blames King Regis of Lucis for her death as the king did not fight back during the event.

Selfish but Noble Ambitions. Ravus once sought to replacethe kings of Lucis, believing himself more worthy of their namesake ring. However, during the fall of Insomnia his attempt to wear the ring resulted in the destruction of his left arm. In spite of this setback, Ravus still seeks to dispel the darkness which plagues the world. A duty he believes the crowned prince is ill-suited and incapable of.

Ravus Nox Fleuret
Medium Humanoid (Human), Neutral
1599001688295.png

Armor Class 19 (+3 Studded Leather)
Hit Points 170 (20d8 + 80)
Speed 40 ft.
Initiative 19 (+9)
1599001689306.png

STRDEXCONINTWISCHA
20 (+5)18 (+4)18 (+4)17 (+3)16 (+3)15 (+2)
1599001691083.png

Saving Throws Dex +9, Cha +7
Skills Athletics +10, History +8, Insight +8, Perception +8
Senses passive Perception 18
Languages Common
Challenge 13 (10,000 XP) Proficiency Bonus +5
1599001692326.png

Cybernetic Limb. Ravus has Advantage on Strength-based contested checks, and is considered one size larger when determining the weight he can push, pull, drag, or lift.

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

Magic Weapons. Ravus’ weapons are magical and deal an additional 10 (2d6) lightning damage (included in the attack).

ACTIONS
Multiattack. Ravus makes three Albana Leonis attacks.

Albana Leonis. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit. 9 (1d8 + 5) slashing damage plus 7 (2d6) lightning damage. On a successful hit, Ravus can also impose one of the following effects:
  • Feint. Ravus gains Advantage on his next attack roll.
  • Manuever. Ravus moves up to 15 feet without provoking Opportunity Attacks.
  • Stun. The creature is Stunned until the end of Ravus’ next turn.
  • Trip. If the target is a Medium or smaller creature, it is knocked Prone.
Lightning Bolt (Recharge 5-6). Ravus unleashes a bolt of lightning in a 100-foot long line that is 5 feet wide. Each creature in this area must succeed a DC 17 Dexterity saving throw, taking 65 (10d12) lightning damage on a failed save, or half as much on a success.

BONUS ACTIONS
Increased Charge. Ravus imbues his next Albana Leonis attack with electricity, which deals an additional 14 (4d6) lightning damage on a successful hit.

REACTIONS
Parry. Ravus increases his AC by 5 against one attack he can see, possibly causing the attack to miss.

Riposte. When a creature within 5 feet of Ravus misses an attack roll, he can make one Albana Leonis attack against the creature, dealing an additional 7 (2d6) weapon damage.
 
Last edited:

A baby bird living near the Vesperpool. It is all but impossible to discern a young male from a young female at first glance. A normally docile creature, the chickatrice will only attack in self-defense—and inflict considerable damage on its assailant when it does.

Chickatrice
Medium Beast, Unaligned
1599001688295.png

Armor Class 12
Hit Points 13 (3d8)
Speed 35 ft.
Initiative 12 (+2)
1599001689306.png

STRDEXCONINTWISCHA
10 (+0)15 (+2)10 (+0)2 (-4)7 (-2)4 (-3)
1599001691083.png

Senses passive Perception 8
Languages ——
Challenge 3 (700 XP) Proficiency Bonus +2
1599001692326.png


ACTIONS
Kick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit. 2 (1d4) bludgeoning damage and the target is Confused until the end of the target’s next turn.

BONUS ACTIONS
Disengage. The chickatrice takes the Disengage action.

REACTIONS
Retaliate. After a hostile creature within 5 feet of the chickatrice makes an attack roll, the chickatrice makes a Kick attack against it, dealing an additional 22 (9d4) damage on a successful hit.
 

A young regaltrice that generally poses no threat to humanity at large. Mass hatchings are reported on rare occasion, however, and the baby birds flock outward from their natural habitat. It is at this point hunters are called upon to cull the burgeoning population.

Regaltrice
Medium Beast, Unaligned
1599001688295.png

Armor Class 15 (Natural Armor)
Hit Points 38 (7d8 + 7)
Speed 35 ft.
Initiative 14 (+4)
1599001689306.png

STRDEXCONINTWISCHA
13 (+1)18 (+4)12 (+1)2 (-4)7 (-2)6 (-2)
1599001691083.png

Senses passive Perception 8
Languages ——
Challenge 5 (1,800 XP) Proficiency Bonus +3
1599001692326.png


ACTIONS
Peck. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit. 5 (1d8 + 1) piercing damage and the target is Confused until the end of the target’s next turn.

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit. 5 (1d8 + 1) bludgeoning damage and the target is knocked Prone.

BONUS ACTIONS
Disengage. The regaltrice takes the Disengage action.

REACTIONS
Retaliate. After a hostile creature within 5 feet of the regaltrice makes an attack roll, the regaltrice makes one attack against it, dealing an additional 36 (8d8) damage on a successful hit.
 

An adult chickatrice found around the Vesperpool. Though its wings have atrophied (leaving this fowl flightless), its feathers contain poison that it uses to defend itself from potential predators.

Basilisk
Large Beast, Unaligned
1599001688295.png

Armor Class 15 (Natural Armor)
Hit Points 75 (10d10 + 20)
Speed 35 ft.
Initiative 13 (+3)
1599001689306.png

STRDEXCONINTWISCHA
15 (+2)16 (+3)15 (+2)2 (-4)7 (-2)6 (-2)
1599001691083.png

Senses passive Perception 8
Languages ——
Challenge 4 (1,100 XP) Proficiency Bonus +3
1599001692326.png


ACTIONS
Multiattack. The basilisk makes three attacks using any combination of Peck or Poison Bolt.

Peck. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit. 12 (2d8 + 3) piercing damage and the target is Poisoned for 1 minute. A Poisoned creature can make a DC 13 Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.

Poison Bolt. Ranged Weapon Attack: +6 to hit, range 15/60 ft., one target. Hit. 12 (2d8 + 3) poison damage and the target is Poisoned for 1 minute. A Poisoned creature can make a DC 13 Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.

Plumage Slam. The basilisk slams its tail feathers in a 15-foot cone. Each creature in this area must succeed a DC 13 Dexterity saving throw, taking 18 (4d8) bludgeoning damage, being knocked Prone, and being Poisoned for 1 minute on a failed save, or half as much damage no not being knocked Prone or Poisoned ona. Success. A Poisoned creature can make a DC 13 Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.
 


An update for this thread for those interested. I will be sending a large chunk of time for this project on remaking the existing statblocks to be more in line with the 2024 MM’s math. Something I’ve been working towards since knowing the overall increase in the power of each CR in ‘24.

I am using an unofficial chart provided by Icarus Games on Youtube.

I still will not be wholesale adopting the new statblock format, but I will be using this as an opportunity to restructure it.

I will still be making new monsters in the meantime, but less often. If you have a specific monster that you will like to see updated, please feel free to let me know, either by posting here or DMing me.
 

For anyone needing a big powerful boss to fight, the following Astrals have been updated to the 2024 monster creation guidelines:
Bahamut, Shiva, and Titan.

I’ve used @dave2008 ’s divine actions idea, which i think has resulted in more flexible encounters as well as easier creation for beings with so many abilities.

Additionally,
With the crossover between in Monster Hunter Wilds and FXIV having Omega as the crossover monster, I plan on working on the FFXV version for a bit.
 

The mechanized weapon of deicidal destruction born of the ancient civilization of Solheim. Constructed during the peak of magiteknological prosperity, this quadrupedal robot long dwelled in the deepest recesses of Taelpar Crag, untouched and inactive. The Niflhiem Empire succeeded in recovering and refurbishing the weapon, but were unable to unravel the mysteries behind its mechanical operations. It was only when a certain king was born that Omega's systems went online once more.

Omega
Huge Construct (Magitek), Unaligned
1599001688295.png

Armor Class 25 (Natural Armor)
Hit Points 429 (26d12 + 260)
Speed 50 ft., climb 50 ft.
Initiative 31 (+21)
1599001689306.png

STRDEXCONINTWISCHA
30 (+10)16 (+3)30 (+10)25 (+7)22 (+6)1 (-5)
1599001691083.png

Saving Throws Int +16, Wis +15, Cha +4
Skills Athletics +19, Arcana +25, Perception +15
Damage Resistance force; bludgeoning, piercing, and slashing from Legendary or lesser magical attacks
Damage Immunities cold, fire, poison, radiant; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities Blinded, Charmed, Confused, Deafened, Exhaustion, Frightened, Petrified, Poisoned, Paralyzed, Unconscious
Senses Darkvision 300 ft., Truesight 120 ft., passive Perception 25
Languages Understands all but does not speak
Challenge 30 (155,000 XP) Proficiency Bonus +9
1599001692326.png

Annihilating Attacks. Whenever creature that takes damage from Omega, the creature’s maximum hit points are reduced by half as much as the damage dealt.

Axiomatic Existence. Omega is immune to spells of 3rd level and lower, as well as any spell or effect that would alter its form, banish it, or instantly slay it. Moreover, no spell or magical effect can observe it remotely or detect its thoughts, creature type, or alignment. In addition, Omega has Advantage on saving throws against spells and other magical effects, and all other spell attack rolls against it have Disadvantage

God-Killer. Omega’s attacks are magical and are more effective against Celestials, Fiends, deities, and divine aspects and avatars. Omega ignores the damage resistances of such creatures, and treats their damage immunities as resistances. Additionally, such creatures cannot have Advantage on saving throws imposed by Omega.

Repair Protocols. Unless it is Incapacitated, At the start of each of its turns, Omega can choose to regain 30 hit points or remove one condition or effect on itself.

Ancient Machine (3/Short or Long Rest). If Omega would be reduced to 0 hit points or slain outright, it immediately gains all the benefits from long rest, except for replenishing any expended uses of Ancient Machine. Additionally, Omega can now use the options in the "Mythic Actions" section for 1 hour, and its Spatial Displacement action recharges on a roll of 4-6. Award a party an additional 155,000 XP (465,000 XP total) for each time it defeats Omega and its Ancient Machine trait activates.

ACTIONS
Stomp. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit. 49 (6d12 + 10) bludgeoning damage. If the target is a Large or smaller creature it is also knocked Prone.

Laser Beam. Omega releases a thin beam from its antenna in either (A) a 120-foot long line that is 5 feet wide or (B) a 60-foot cone. Each creature in the area of this beam must make a DC 27 Dexterity saving throw, taking 24 (7d6) radiant damage on a failed save, or half as much on a success. Additionally, a creature that fails this saving throw is Confused until the end of its next turn.

Delta Beam (1/Day). Omega unleashes a powerful blast in a 300-foot line that is 15 feet wide. Each creature in this area must make a DC 27 Dexterity saving throw, taking 130 (20d12) force damage on a failed save, or half as much on a success. Any objects in this area not being worn or carried automatically take the maximum possible damage. A creature reduced to 0 hit points by this damage is slain instantly and disintegrated.

BONUS ACTIONS
Spatial Displacement (Recharge 5-6). Omega slips into the space between planes, disappearing from their current location. Omega can choose to return at the start or end of another creature’s turn, otherwise, Omega must return at the start of its next turn. When Omega does return it can reappear into an unoccupied space within 75 feet of their original position. Until Omega returns, it cannot take any Reactions or Legendary Actions.

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

Overclock. Omega makes one Stomp attack or takes its Laser Beam action.

MYTHIC ACTIONS
If Omega’s Ancient Machine trait is active, it can use the options below as legendary actions for 1 hour:

Emergency Repair. Omega either regains 30 hit points, or removes one unwanted condition or effect. Omega cannot use this mythic action again until the end of its next turn.

Destructive Jaunt (Costs 2 Actions). Omega moves up to its movement speed. It can make one Stomp attack against each creature within reach during this movement.

Petrifying Exhaust (Costs 2 Actions). Omega vents an opaque gray gas from its exhausts in a 45-foot cone. Each creature in this area must succeed a DC 27 Charisma saving throw or be Petrified indefinitely.

Compromising Missile Barrage (Costs 3 Actions, 1/Day). Omega targets each creature of its choice that it can see. Each creature is struck by a homing missile, taking 21 (6d6) fire damage. A creature that takes this damage must succeed a DC 27 Constitution saving throw or be considered vulnerable to all damage until the end of its next turn. This does not affect any damage types that a target is currently immune to.
 
Last edited:

Remove ads

Top