D&D 5E Final Fantasy XV for D&D

A relative of the necromancer sowing ill in Steyliff Grove. This daemon performs all the same petrifying and death-defying tricks as its kin—only it does them better.

Psychomancer
Large Undead (Daemon), Chaotic Evil
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Armor Class 19 (Natural Armor)
Hit Points 170 (20d10 + 60)
Speed 0 ft., fly 30 ft. (hover)
Initiative 19 (+9)
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STRDEXCONINTWISCHA
10 (+0)16 (+3)16 (+3)22 (+6)17 (+3)16 (+3)
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Saving Throws Dex +9, Int +12, Wis +9, Cha +9
Damage Resistance lightning
Damage Immunities necrotic, poison; nonmagical bludgeoning, piercing, and slashing
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses darkvision 240 ft., passive Perception 13
Languages ——
Challenge 19 (22,000 XP) Proficiency Bonus +6
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Aversion to Sunlight. When the pyschomancer 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 psychomancer’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 psychomancer has Disadvantage on attack rolls and ability checks.

Daemonic Attacks. Whenever the psychomancer deals damage against another creature other than another Daemon, that creature must succeed on a DC 17 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 psychomancer has Advantage on saving throws against spells and magical effects.

Marshal Undead. The psychomancer is immune to being turned. In addition, all Undead creatures within 30 feet of the psychomancer gain a +6 bonus to saving throws against being Turned.

Menace (1/Rest). When the psychomancer is reduced to 0 hit points or slain outright, its hit points reset to 170, it removes all unwanted conditions and effects, and it recharges its Beffudling Breath, Force Beam, and Summon Skeletons action. Award a party an additional 22,000 XP (44,000 XP total) for activating this trait.

ACTIONS
Multiattack. The psychomancer uses its Befuddling Cloud action if available, then uses its Dead Fire action three times.

Dead Fire. The psychomancer chooses a point it can see within 180 feet. Each creature within 15 feet of this point must make a DC 20 Dexterity saving throw, taking 13 (3d8) fire damage plus 13 (3d8) necrotic damage on a failed save, or half as much on a success.

Befuddling Breath (Recharge 4-6). The psychomancer expels gray mist in a 60-foot cone. A creature inside this area must succeed a DC 20 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.

Force Beam (1/Rest). The psychomancer unleashes a blast of magical energy in a 120-foot line that is 5 feet wide. Each creature in this area must succeed a DC 20 Dexterity saving throw, or take 97 (15d12) force damage and be Petrified.

BONUS ACTIONS
Deadly Grasp. Melee Spell Attack: +12 to hit, reach 10 ft., one target. Hit. 22 (5d6 + 5) necrotic damage and the target is Grappled (escape DC 20). A creature that starts its turn Grappled by the psychomancer takes an additional 17 (5d6) necrotic damage and has its maximum hit points reduced to its current hit points. If the Grappled creature’s maximum hit points are reduced to 0, it dies.

Summon Skeletons (1/Rest). The psychomancer summons 12 (2d8 + 3) skeletons into unoccupied spaces it can see within 90 feet. The summoned skeletons disappear after 1 hour or after the psychomancer dies.

REACTIONS
Phasing Dodge. When targeted by an attack it can see, the psychomancer moves up to its speed. During this movement, the psychomancer becomes incorporeal, and is immune to nonmagical damage.
 
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Hominid daemon devoid of flesh. The apparent lack of muscle does not seem to prevent its locomotion, which no doubt owes to some daemonic mechanism beyond the ken of modern biology.

Skeleton
Medium Undead (Daemon), Chaotic Evil
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Armor Class 12
Hit Points 19 (3d8 + 6)
Speed 30 ft.
Initiative 12 (+2)
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STRDEXCONINTWISCHA
6 (-2)14 (+2)15 (+2)6 (-2)8 (-1)5 (-3)
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Damage Vulnerabilities bludgeoning
Damage Resistance necrotic
Damage Immunities poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses darkvision 120 ft., passive Perception 9
Languages ——
Challenge 1/4 (50 XP) Proficiency Bonus +2
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Aversion to Sunlight. When the skeleton 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 skeleton’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 skeleton has Disadvantage on attack rolls and ability checks.

Daemonic Attacks. Whenever the skeleton deals damage against another creature other than another Daemon, that creature must succeed on a DC 12 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.

Detonate. When the skeleton is reduced to 0 hit points it explodes in a 10-foot emanation. Each creature in this area must succeed a DC 12 Dexterity saving throw or take 7 (3d4) necrotic damage.

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

Necrotic Bolt. Ranged Spell Attack: +4 to hit, range 45 ft., one target. Hit. 3 (1d6) necrotic damage. This attack ignores cover and concealment, and can travel around corners.
 
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A sinister stranger roaming Duscae after dusk. The daemon strikes a familiar silhouette from afar, and those unfortunate enough to cross its path realize only too late that all is not what it appears. Said to haunt Steyliff Grove.

Reaper
Medium Undead (Daemon), Chaotic Evil
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Armor Class 13 (Natural Armor)
Hit Points 5 (5d8 + 15)
Speed 20 ft.
Initiative 10 (+0)
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STRDEXCONINTWISCHA
15 (+2)12 (+1)16 (+3)6 (-2)8 (-1)6 (-2)
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Damage Vulnerabilities bludgeoning
Damage Resistance cold
Damage Immunities poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses darkvision 120 ft., passive Perception 9
Languages ——
Challenge 2 (450 XP) Proficiency Bonus +2
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Aversion to Sunlight. When the reaper 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 reaper’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 reaper has Disadvantage on attack rolls and ability checks.

Daemonic Attacks. Whenever the reaper 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.

ACTIONS
Multiattack. The reaper makes either three Scythe attacks or two Darkness Slash attacks.

Scythe. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit. 7 (2d4 + 2) slashing damage.

Darkness Slash. Ranged Weapon Attack: +5 to hit, range 45 ft., one target. Hit. 5 (1d10) necrotic damage.
 
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A carnivorous plant that resists taking root in one place. While technically classified as vegetation, the mandrake behaves much as a beast, hunting and killing for sustenance. Its sonic emissions can play tricks on the ears of trespassers, but they cause no harm to the florae of the forest.

Mandrake
Huge Plant, Unaligned
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Armor Class 14 (Natural Armor)
Hit Points 46 (5d12 + 20)
Speed 30 ft., climb 25 ft.
Initiative 11 (+1)
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STRDEXCONINTWISCHA
18 (+4)13 (+1)20 (+5)6 (-2)13 (+1)5 (-3)
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Damage Vulnerabilities fire
Damage Resistance poison, psychic; nonmagical bludgeoning and piercing
Senses blindsight 15 ft., passive Perception 11
Languages ——
Challenge 2 (450 XP) Proficiency Bonus +2
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False Appearance. While motionless, the mandrake is indistinguishable from a normal tree or plant.

ACTIONS
Enfeebling Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit. 11 (3d4 + 4) bludgeoning damage. If the target is a creature it has Disadvantage on its next Strength-based attack roll or ability check.

Befuddling Sounds. The mandrake throws out sounds to a point it can see within 30 feet. A creature within 15 feet of this point must succeed a DC 15 Wisdom saving throw or be Confused until the end of its next turn.
 
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The fully matured form of mandrakes, assumed over long years. It possesses a decentralized nervous system, yet is capable of complex responses to stimuli—not unlike an animal. This organism has outgrown its ability to acquire adequate nutrition, and gradually succumbs to the still rot of death.

Treant
Gargantuan Plant, Unaligned
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Armor Class 17 (Natural Armor)
Hit Points 105 (6d20 + 42)
Speed 35 ft., climb 30 ft.
Initiative 14 (+4)
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STRDEXCONINTWISCHA
20 (+5)13 (+1)24 (+7)7 (-2)15 (+2)5 (-3)
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Damage Vulnerabilities fire
Damage Resistance poison, psychic; nonmagical bludgeoning and piercing
Senses blindsight 15 ft., passive Perception 12
Languages ——
Challenge 7 (2,900 XP) Proficiency Bonus +3
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False Appearance. While motionless, the treant is indistinguishable from a normal tree.

ACTIONS
Multiattack. The treant makes two weapon attacks.

Enfeebling Slash. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit. 19 (4d6 + 5) slashing damage. If the target is a creature it has Disadvantage on its next Strength-based attack roll or ability check.

Tail. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit. 19 (4d6 + 5) bludgeoning damage. If the target is a creature it is also Grappled (escape DC 16). While grappling a creature this way, the treant cannot make any Tail attacks.

Befuddling Sounds. The treant throws out sounds to a point it can see within 45 feet. Each creature within 20 feet of this point must succeed a DC 18 Wisdom saving throw or be Confused until the end of its next turn.
 
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A wide-jawed beast that literally fumes with rage when angered. Little beyond that which is apparently observable is known about this curious species. The majority of specimens have been spotted in Cleigne with occasional sightings in Leide.

Bandersnatch
Gargantuan Beast, Unaligned
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Armor Class 16 (Natural Armor)
Hit Points 124 (8d20 + 40)
Speed 40 ft.
Initiative 10 (+0)
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STRDEXCONINTWISCHA
26 (+8)10 (+0)20 (+5)2 (-5)13 (+1)10 (+0)
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Saving Throws Str +12, Con +9
Skills Perception +5
Damage Resistance fire; nonmagical bludgeoning, piercing, and slashing
Senses passive Perception 15
Languages ——
Challenge 10 (5,900 XP) Proficiency Bonus +4
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Charge. If the bandersnatch moves at least 10 feet straight toward a target and then hits it with a Gore attack on the same turn, the target takes an extra 16 (3d10) piercing damage. If the target is a creature it is also pushed up to 15 feet away, and knocked Prone.

ACTIONS
Multiattack. The bandersnatch makes two Gore attacks.

Gore. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit. 27 (4d10 + 5) slashing damage.

Tail Swipe. The Bandersnatch swings its tail in a 30-foot cone. Each creature in this area must make a DC 20 Dexterity saving throw, taking 26 (4d12) bludgeoning damage and being knocked Prone on a failed save, or half as much damage and not being knocked Prone on a success.
 

This scaled monster evolved from a tiny avian reptile on the Rock of Ravatogh. Its scales are thick enough to withstand intense heat and aridity. Although its wings cannot create enough propulsion to allow for flight, the wyvern can still glide through the air and dive down to snatch up prey.

Wyvern
Large Dragon, Unaligned
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Armor Class 15 (Natural Armor)
Hit Points 90 (12d10 + 24)
Speed 20 ft., climb 20 ft.
Initiative 13 (+3)
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STRDEXCONINTWISCHA
15 (+2)17 (+3)14 (+2)6 (-2)13 (+1)6 (-2)
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Skills Perception +3
Damage Resistance fire
Senses passive Perception 13
Languages ——
Challenge 3 (700 XP) Proficiency Bonus +2
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Dive Attack. If the wyvern flies at least 15 feet in a straight line and successfully hits a target with a Claw attack, the target takes an additional 9 (2d8) slashing damage.

Gliding. Unless Incapapacitated, for every 5 feet the wyvern falls, it can choose to glide up to 15 feet in one direction of its choice. If the wyvern uses this trait before it finishes falling, it takes no damage from the fall.

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

ACTIONS
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit. 12 (2d8 + 3) piercing damage.

Tail Whip. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit. 10 (2d6 + 3) slashing damage. If the target is a Medium-sized or smaller creature it is knocked Prone.
 
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A diminutive daemon that holds deep-seated grudges under its hood. It relies on its small stature, sluggish movements, and rounded features to lull victims into a false sense of security before striking swiftly and suddenly, plunging its knife in for the kill.

Tonberry
Small Abberation (Daemon), Chaotic Evil
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Armor Class 13
Hit Points 45 (10d6 + 10)
Speed 15 ft.
Initiative 15 (+5)
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STRDEXCONINTWISCHA
8 (-1)16 (+3)13 (+1)10 (+0)12 (+1)8 (-1)
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Saving Throws Dex +6, Wis +4
Skills Perception +7
Damage Vulnerabilities necrotic
Condition Immunities Charmed, Exhaustion, Frightened
Senses darkvision 120 ft., passive Perception 17
Languages ——
Challenge 5 (1,800 XP) Proficiency Bonus +3
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Aversion to Sunlight. When the tonberry 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 tonberry’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 tonberry has Disadvantage on attack rolls and ability checks.

Daemonic Attacks. Whenever the tonberry deals damage against another creature other than another Daemon, that creature must succeed on a DC 12 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.

Lantern. The tonberry holds a lantern in one hand, shedding bright light in a 15-foot radius, and dim light for another 30 feet.

ACTIONS
Knife. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit. 5 (1d4 + 3) piercing damage plus 42 (12d6) necrotic damage.

BONUS ACTIONS
Rush (Recharge 4-6). The tonberry takes the Disengage action and quadruples its movement speed until the end of its turn.

Lantern Flame (1/Rest). The tonberry unleashes a small, slow-moving ball of flame from its lantern into an adjacent space. The ball moves up to 10 feet on each of the tonberry's turns towards the nearest hostile creature. Once the ball is within 5 feet of a hostile creature, it detonates. When the ball detonates, each creature within 5 feet of it must succeed a DC 12 Dexterity saving throw taking 21 (6d6) fire damage on a failed save, or half as much on a success.
 
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A diminutive daemon that holds deep-seated grudges under its hood. It relies on its small stature, sluggish movements, and rounded features to lull victims into a false sense of security before striking swiftly and suddenly, plunging its knife in for the kill.

Master Tonberry
Small Abberation (Daemon), Chaotic Evil
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Armor Class 14
Hit Points 137 (25d6 + 50)
Speed 15 ft.
Initiative 18 (+8)
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STRDEXCONINTWISCHA
8 (-1)19 (+4)15 (+2)10 (+0)14 (+2)8 (-1)
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Saving Throws Dex +8, Wis +6
Skills Perception +8
Damage Immunities necrotic
Condition Immunities Charmed, Exhaustion, Frightened
Senses darkvision 120 ft., passive Perception 18
Languages ——
Challenge 12 (8,400 XP) Proficiency Bonus +4
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Aversion to Sunlight. When the tonberry 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 tonberry’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 tonberry has Disadvantage on attack rolls and ability checks.

Daemonic Attacks. Whenever the tonberry 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.

Lantern. The tonberry holds a lantern in one hand, shedding bright light in a 15-foot radius, and dim light for another 30 feet.

Legendary Resistance (2/Day). If tonberry fails a saving throw, it can choose to succeed instead.

Magical Resistance. The tonberry has Advantage on saving throws against spells and other magical effects.

ACTIONS
Multiattack (Recharge 6). The tonberry makes two Knife attacks.

Knife. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit. 6 (1d4 + 4) piercing damage plus 42 (12d6) necrotic damage.

BONUS ACTIONS
Rush (Recharge 4-6). The tonberry takes the Disengage action and quadruples its movement speed until the end of its turn.

Lantern Flame (1/Rest). The tonberry unleashes a small, slow-moving ball of flame from its lantern into an adjacent space. The ball moves up to 10 feet on each of the tonberry's turns towards the nearest hostile creature. Once the ball is within 5 feet of a hostile creature, it detonates. When the ball detonates, each creature within 5 feet of it must succeed a DC 14 Dexterity saving throw taking 28 (8d6) fire damage on a failed save, or half as much on a success.
 
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