D&D 5E Final Fantasy XV for D&D

GreatestHonor

Explorer
SPOILER ALERT!!!
This thread contains in-game spoilers for the game Final Fantasy XV as well as its DLC’s, the movie Kingsglaive: Final Fanatsy XV, the book Final Fantasy XV: Dawn of the Future, and other official FFXV related media . If you have not played and/or completed the game, movie, book, anime, or other official FFXV related media, take caution when viewing this thread.

I plan to put in this thread every creature from the game FFXV into Dungeons and Dragons official CR system. Creatures will be split into the same subtypes as the games bestiary. I’ll also be building NPC stat blocks for various people in the game. Some of the creatures that I plan on including do not have any official displays in the game, or are very loosely displayed, such as Diamond Weapon from the Kingsglaive movie.

The CR for these monsters will be based mainly on the creatures lore in the game, not necessarily the in-game level and stats. This is to avoid the discrepancy between something like a late-game goblin having stronger stats compared to an early-game behemoth.

While I don’t believe the new 2024 statblocks are perfect, I see the merit of adding certain elements from them into these statblocks. Certain words such as Advantage/Disadvantage, conditions, and more will be capitalized, others, such as damage types, “saving throw”, and more will not be.

Current Project Goals

Bestiary (Main Priority)
Fishing Table (Unlikely)
Magic Items
Cooking System/Dishes (Unlikely)
Possible Class/Subclass (Need Assistance)
World Map, Possibly Dungeon Maps (Lowest Priority)
Equipment

Bestiary

The bestiary is separated into the following categories, both alphabetically and by challenge rating:

Leide
Duscae
Cleigne
Niflhiem
Daemon
Imperial
The Astrals
Unspecified
NPC’s

While I originally planned complete this project offline, then post it on the internet as a full PDF one day, I realized getting feedback from people more knowledgable than I am would be a great boon. Also, it will helps to give me redundancy for if my files every became corrupted, destroyed, or otherwise lost.

New Conditions

I’ve made some of the FFXV in-game statuses into DND conditions. Many of the creature statblocks will reference these.
While Confused, a creature suffers the following penalties:
  • The creature cannot take reactions.
  • On each of its turns, the creature must use at least half of its movement speed (rounded up to the nearest 5-foot interval) to move in a random direction, roll a d8 and assign a direction to each die face.
  • The creature makes attack rolls with Disadvantage if the target is more than 5 feet away from them.
  • The creature has Disadvantage on Intelligence, Wisdom, and Charisma saving throws.
While Disenchanted, a creature suffers the following penalties:
  • The creature makes spell attack rolls with Disadvantage.
  • The creature cannot benefit from any bonus to its spell attack roll or spell save DC.
  • Other creatures have Advantage on saving throws against the affected creature’s spells and magical effects.

Magic Items

Here is a list of the magic items created for this thread so far, sorted alphabetically.

Adamantine Bangle - Wondrous Item, Artifact (requires attunement)
Engine Blade - Weapon (Shortsword), Very Rare (requires attunement)
Ribbon - Wondrous Item, Artifact (requires attunement)
Tri-Head Heart - Wondrous Item, Legendary (requires attunement)

Royal Arms

Trident of the Oracle - Weapon (Trident), Artifact (requires attunement)

Consumables
Gold Needle - Wondrous Item (Consumable), Rare
Maiden’s Kiss - Potion, Rare
Mega Phoenix - Wondrous Item (Consumable), Legendary
Phoenix Down - Wondrous Item (Consumable), Very Rare

Player Options
Kingsglaive, Fighter Archetype (made with @EddieLuminous)
Meldacio Hunter, Ranger Archetype (TBC)
Former Kingsglaive, Background (TBC)
Imperial Solider, Background (TBC)
Niflheim Officer, Background (TBC)

Optional Rules
Miasma has choked the sky, plunging the world into endless darkness, and giving rise to the daemons. The world has become harsh, and only a few pockets of safety and light remain. If the world is in such a state, apply the following changes.
  • The sun never rises, and it is perpetually night. Only the moon and stars drift through the sky, acting as the daily marker. Time still passes as normal, simply without the daily passage of the sun, recharging abilities, magic items, and more that rely on it.
  • Daemons have their maximum hit points doubled. If they have a mythic trait or similar ability, double the amount of hit points described in the trait as well. Award twice as much experience as normal for defeating a daemon.
  • Light sources, magical or otherwise, shed light for only half their normal distance.
  • Daemons have Advantage on their saving throw detailed in their Aversion to Sunlight trait.
The experiences of an adventuring day are only truly gained once you have a sufficient time to rest and process its events. With this optional rule, player’s do not gain experience as normal. Instead, the GM now tallies how much experience each player would gain, tallying only half as much experience for each encounter as they would normally gain.

Player characters can only gain their tallied experience by finishing a long rest. The quality of the location that a character takes this rest at can affect how much experience a character gains, as detailed inthe following paragraphs.

In locations where staying is free, but otherwise the character is completely responsible for their own well-being, such as campsites or abandoned buildings, they gain their tallied experience with no additional modifiers.

If a character stays in a cheap (5 sp or less /night) and moderately serviced location, such as a rented trailer or small log cabin, they gain 1.2 times their tallied experience.

While staying at a comfortable but still basic and affordable (5 gp/night) location, such as a simple house or motel room, characters gain 1.5 times their tallied experience.

Quality but spendy (100 gp/night/person) locations like Galdin Quay and other higher end hotels give characters a major respite. Characters staying in one of these locations gain 2 times their tallied experience.

The most luxurious and expensive (350 gp or more/night/person), such as the royal suite at Leville hotel in Altissa, is likely the best location a character could take a long rest at. After spending a long rest in such a location, a character gains 3 times their tallied experience.


Also, if anyone sees an error in any of my posts on this thread, feel free to point it out either posting here or sending me a message. Grammar and punctuation of course, but also if you know of a better way to word an ability or trait, feel free to make it known.
 
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Leide

The region of Leide belongs to the kingdom of Lucis, and is a large desert which surrounds the kingdom’s capital, Insomnia. Small settlements, such as the locally famous Hammerhead and the widely adored Galdin Quay, are dotted alongside the region’s roads. Abandoned structures and equipment are scattered alongside the land, a reminder of the kingdom’s once-formidable industrial works, now concentrated to inside the capital’s walls.

The recent expansion of the Niflhiem Empire has forced the kingdom’s defenses to focus on Insomnia, leaving the surrounding land vulnerable to the imperial troops, who have since established bases and outposts, taking control of local resources and hindering transportation.

Adamantoise - CR 30, Mythic x5
Anak - CR 3
Anak Calf - CR 1/4
Anak Stag - CR 4
Anakadom (Variant) - CR 1
Anaklaban (Variant) - CR 1
Ashenhorn - CR 5
Behemoth - CR 12
Behemoth King - WIP
Bennu - WIP
Bloodhorn - CR 9
Cactuar - CR 6
Coeurl - CR 6
Daggerquill - CR 1/2
Dualhorn - CR 4
Flexitusk - CR 1
Gigantuar - CR 13
Grandhorn - CR 9
Jormungand - CR 13
Magnanir - CR 2
Manxom - CR 18, Mythic
Mesmenir - CR 1
Reapertail - CR 1/4
Rogue Behemoth (Variant) - CR 11
Rubyshears - CR 1
Sabertusk - CR 1/2
Slactuar - CR 8
Sparkshears - CR 4
Stoneshears - CR 1/2
Anak Calf - CR 1/4
Daggerquill - CR 1/4
Reapertail - CR 1/4
Sabertusk - CR 1/2
Stoneshears - CR 1/2
Flexitusk - CR 1
Mesmenir - CR 1
Rubyshears - CR 1
Magnanir - CR 2
Anak - CR 3
Anakadom (Variant) - CR 3
Anaklaban (Variant) - CR 3
Anak Stag - CR 4
Dualhorn - CR 4
Sparkshears - CR 4
Ashenhorn - CR 5
Cactuar - CR 6
Coeurl - CR 6
Slactuar - CR 8
Bloodhorn - CR 9
Grandhorn - CR 9
Rogue Behemoth (Variant) - CR 11
Behemoth - CR 12
Gigantuar - CR 13
Jormungand - CR 13
Manxom - CR 18, Mythic
Adamantoise - CR 30, Mythic x5
Behemoth King - WIP
Bennu - WIP
 
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Duscae

The Duscae region of Lucis is mostly covered in green valleys and forests, dotted with lakes and ponds, but also with mountains and large stone arcs. Many of these stone arcs surround the Disc of Cauthess, a meteor halted by the Archean, who still holds it to this day. The heat from this same meteor is how the city Lestalum supplies the countryside with electricity.

Duscae is a sparsely populated area, and most civilized areas are farmland. Small roadside areas and towns are home to some, but otherwise the region remains uninhabited.

Arba (Variant)- CR 1
Arbagadol (Variant)- CR 3
Behemoth Tyrant (Variant) - CR 12
Bilröst - CR 20, Mythic
Brutal Bee - CR 2
Bulette - CR 2
Catoblepas - CR 14
Deadeye - CR 11
Dynoaevis - CR 1/4
Elder Coeurl - CR 12
Garula - CR 2
Garulessa - CR 6
Garulet - CR 1/4
Gigantoad - CR 4
Green Garula (Variant) - CR 2
Griffon - CR 9
Grootslang - CR 12
Hundlegs - CR 1/2
Jabberwock - CR 15
Killer Bee - CR 1/2
Kujata - CR 11
Molokujata - CR 15
Phalaris - CR 22, Mythic
Redlegs - CR 2
Skarnbulette - CR 3
Voretooth (Variant) - CR 1/2
Yellowtooth - CR 2
Dynoaevis - CR 1/4
Garulet - CR 1/4
Hundlegs - CR 1/2
Killer Bee - CR 1/2
Voretooth (Variant) - CR 1/2
Arba (Variant)- CR 1
Brutal Bee - CR 2
Bulette - CR 2
Garula - CR 2
Green Garula (Variant) - CR 2
Redlegs - CR 2
Yellowtooth - CR 2
Arbagadol (Variant)- CR 3
Skarnbulette - CR 3
Gigantoad - CR 4
Garulessa - CR 6
Griffon - CR 9
Deadeye - CR 11
Kujata - CR 11
Behemoth Tyrant (Variant) - CR 12
Elder Coeurl - CR 12
Grootslang - CR 12
Catoblepas - CR 14
Jabberwock - CR 15
Molokujata - CR 15
Bilröst - CR 20, Mythic
Phalaris - CR 22, Mythic
 
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Cleigne:
Saberclaw - CR 2
Megaloclaw - CR 4
Havocfang - CR 3

Mushussu - 2
Mushmahhu - 3

Spiracorn - ½
Duplicorn - 2
Leukorn - 1

Shieldshears - ½
Mightyshears - 1

Saphyrtail - ½
Reaperking - 2

Thunderoc - ½
Copperoc - 1

Sahagin - CR 2
Albinogin - CR 3
Alphagin - CR 8
Seadevil - CR 4
Coraldevil - CR 7

Chickatrice - 1/2
Regaltrice - 1
Basilisk - 2
Royalisk - 4
Cockatrice - 3
Kingatrice - 6

Hekatontoad - 3
Gaiatoad - 5

Killer Wasp - CR 3
Soldier Wasp - CR 5
Killer Queen - CR 3
Mandrake - CR 2
Treant - CR 7

Quetzalcoatl - 7
Mictlantecihuatl - 11

Wyvern - CR 3
Karlabos - CR 8
Bandersnatch - CR 10

Aspidochelon - 8

Zu - 16

Midgardsormr - CR 9
Hvitrormr - CR 14

Malbodoom - 9
Malboro Brat - 3
 
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Daemon:
Goblin - ½
Glamhoth - 1
Snaga - ¼
Imp - 2
Alv - 3
Garchimacera - 4
Salpinx - 5
Ereshkigal - 5
Alberich - 6
Hobgoblin - 1
Bussemand - 2

Skeleton - CR 1/4
Reaper - CR 2

Bomb - CR 1/4
Grenade - CR 1
Ice Bomb - CR 1/4
Cryonade - CR 1
Thunder Bomb - CR 1/4
Galvanade - CR 1

Ahriman - 2
Floating Death - 4

Flan - CR 1
Jumbo Flan - CR 3
Crème Brûlée - CR 2
Gelatin - CR 3
Bavarois - CR 3
Marshmallow - CR 5
Custard - CR 9
Dolce - CR 9
Matcha Mousse - CR 10
Black Flan - CR 7
Lakhmu Flan - CR 17, Mythic
Hecteyes - CR 1/8
Ronin - CR 6
Aramusha - CR 10
Yojimbo - CR 13
Kengo - CR 16
Ayakashi - CR 19, Mythic
Mindflayer - CR 5
Braindrainer - CR 14, Mythic
Lich - CR 6
Wraith - CR 10
Necromancer - CR 15
Psychomancer - CR 19, Mythic

Arachne - 4
Ariadne - 6
Uttu - 9
Tarantula - 1
Kokyangwuti - 3

Iron Giant - 6
Ganymede - 12
Gargantua - 7
Red Giant - 9
Chandravarma - 14

Naga - 3
Serpentess - 9
Nagarani - 6
Mahanaga - 11

Deathclaw - 8
Iseultalon - 19
Naglfar - 22

Gargoyle - 3
Foras - 4
Ziggurat - 6

Chadarnook - CR 16

Daemonwall - 16

Melusine - CR 30

Tonberry - CR 5
Master Tonberry - CR 12
Sir Tonberry - CR 23, Mythic

Ravus - 18

Cerberus - CR 24

The Mystic - CR 26, Mythic
The Fierce - CR 24, Mythic
The Rogue - CR 25, Mythic

Ardyn - CR 30, Mythic x2
 
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Imperial:
Imperial Rifleman - CR 1/2
Battery Soldier - CR 1
Imperial Sniper - CR 1
Magitek Axeman MK I - CR 3
Magitek Axeman MK II - CR 5
Armored Axeman - CR 6
Magitek Swordsman - CR 4
Armored Swordsman - CR 6
Armored Assassin - CR 8
Magitek Assassin - CR 8
Imperial Spearman - CR 5
Magitek Bannerman MK I - CR 1
Magitek Bannerman MK II - CR 3
Magitek Bannerman MK III - CR 5
Shock Trooper - CR 3

Rogue Axeman - 2
Haywire Axeman - 3
Eternal Trooper - 4
Eternal Artilleryman - 6

MA Veles - CR 7
MA Hoplomachus - CR 9
MA Veles-Bis - CR 10
MA-X Cuirass - CR 10
MA-X Maniple - CR 11
MA-X Patria - 16
MA-X Dux - 16
MA-X Angelus-0 - 20

Aranea - 14

Omega - 30 Mythic
 
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The Astrals

Also known as “The Six” or the Hexatheon, the Astrals are the sole gods of Eos. Their true origin is a mystery, but are said to come from a higher plane. It is believed they are the physical manifestation of the star’s power or the world itself. Each protects and watches over Eos in their own way. When not active, they slumber outside of the world, unseen and untouchable.

It is said that the Astrals made mortals in their own image, and they choose one of these mortals individual to act as the Oracle. They communicate to this chosen through the Crystal—a physical representation of the world’s soul—, and its is through this same Crystal that the Astrals can view the world, even in their deep slumbers.

Ultimately, the Astrals work to rid the world of the Starscourge, the detestable source of daemon-kind and corruption. While each of the Six make their own plans to do so, it is said only the True King wielding the power of Providence can rid the world of such evil for eternity.

Aspect of Bahamut - CR 30, Mythic x2
Aspect of Ifrit (Variant)- CR 30, Mythic x2
Aspect of Leviathan - CR 30, Mythic x2
Aspect of Ramuh - CR 30, Mythic x2
Aspect of Shiva - CR 30, Mythic x2
Aspect of Titan - CR 30, Mythic x2
Ifrit the Daemon - CR 30, Mythic x2
Bahamut Blade CR 4
Glacian Sprite - CR 2
Glacian Sprite - CR 2
Bahamut Blade CR 4
Aspect of Bahamut - CR 30, Mythic x2
Aspect of Ifrit (Variant)- CR 30, Mythic x2
Aspect of Leviathan - CR 30, Mythic x2
Aspect of Ramuh - CR 30, Mythic x2
Aspect of Shiva - CR 30, Mythic x2
Aspect of Titan - CR 30, Mythic x2
Ifrit the Daemon - CR 30, Mythic x2

NOTE: I will be reformatting these statblocks in the future to include Lore checks, better formatting, etc. Gotta do good by the Astrals

Also, I may add the following as non-canon Astrals. Just for fun.
Alexander
Garuda
Odin
Phoenix
Tiamat
Typhon
Ultima
 
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NPC’s
Noctis Lucis Caelum - CR 4
Prompto Argentum - CR 3
Ignis Scientia - CR 5
Gladiolus Amicitia - CR 6
Iris Amiticia - CR 1
Lunafreya Nox Fleuret - CR 11

Ravus Nox Fleuret - CR 17
King Regis - CR 18
Young King Regis - CR 22
Nyx Ulric - CR 5

Cor - CR 11

Titus Drautos / General Glauca - CR 20

Hunters
Hunter Recruit - CR 1/4
Hunter - CR 2
Hunter Veteran - CR 5
Hunter Field Leader - CR 8

Kingsglaive
Variants
Basic - CR 3
Captain - CR 6
Crownsguard - CR 2
Crownsguard Elite - CR 8
Royal Guard - CR 7
Royal Guard Captain - CR 12

Post Time Skip
Noctis - CR 24
Ignis - CR 18
Prompto - CR 19
Gladio - CR 20
Iris - CR 18
Cor - CR 12
 
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