D&D 5E Final Fantasy XV for D&D

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.

Sir Tonberry
Small Abberation (Daemon), Chaotic Evil
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Armor Class 16
Hit Points 225 (30d6 + 120)
Speed 15 ft.
Initiative 31 (+21)
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STRDEXCONINTWISCHA
8 (-1)24 (+7)18 (+4)10 (+0)14 (+2)8 (-1)
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Saving Throws Dex +7, Wis +5
Skills Perception +8
Damage Resistances nonmagical bludgeoning, piercing, and slashing
Damage Immunities necrotic
Condition Immunities Charmed, Exhaustion, Frightened, Stunned
Senses darkvision 240 ft., passive Perception 18
Languages ——
Challenge 23 (33,000 XP) Proficiency Bonus +7
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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 20 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 (3/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.

Menace (Mythic Trait, 1/Rest). When the tonberry is reduced to 0 hit points or slain outright, its hit points reset to 225, it removes all unwanted conditions and effects, and it recharges its Lantern Flame bonus action. Award a party an additional 50,000 XP (100,000 XP total) for activating this trait.

ACTIONS
Multiattack. The tonberry makes two Knife attacks.

Knife. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit. 6 (1d4 + 4) piercing damage plus 66 (12d10) necrotic damage.

BONUS ACTIONS
Rush. The tonberry takes the Disengage action and quadruples its movement speed until the end of its turn.

Lantern Flame (Recharge 6). 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 20 Dexterity saving throw taking 45 (10d8) fire damage on a failed save, or half as much on a success.
 
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Found largely around the Vesperpool, usually in groups of ten or twenty. This four-legged aquatic organism lurks beneath the surface, then uses its sturdy jaw to clamp down on prey that ventures near the water's edge before dragging its catch back into the depths to devour it.

Sahagin
Large Beast, Unaligned
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Armor Class 14 (Natural Armor)
Hit Points 30 (4d10 + 8)
Speed 30 ft., swim 45 ft.
Initiative 12 (+2)
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STRDEXCONINTWISCHA
16 (+3)14 (+2)15 (+2)5 (-3)14 (+2)4 (-3)
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Skills Perception +4
Senses blindsight 30 ft., passive Perception 14
Languages ——
Challenge 2 (450 XP) Proficiency Bonus +2
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Aquatic Sight. The sahagin’s blindsight only works while it is at least partially submerged in water, and can only detect creatures and objects in the same body of water.

Death Roll. When the sahagin makes a Bite attack against a creature it has Grappled it deals an additional 9 (2d8) piercing damage. In addition, the sahagin’s movement speed is not reduced while grappling Large-sized or smaller creatures.

Hold Breath. The sahagin can hold its breath for 1 hour at a time.

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

ACTIONS
Bite. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit. 12 (2d8 + 3) piercing damage. If the target is a Large-sized or smaller creature, it is also Grappled (escape DC 13). While grappling a creature, the sahagin can only make Bite attacks, and only against the creature it is grappling.

Water Jet (Recharge 6). The sahagin unleashes a jet of water in a 30-foot long line that is 5 feet wide. Each creature in this area must make a DC 12 Dexterity saving throw, taking 22 (4d10) piercing damage on failed save, or half as much on a success.

VARIANTS

Gurangatch. Sahagin subspecies that makes its home in the waters of the Fodina Caestino. Though it differs from its cousin in terms of coloration, the gurangatch behaves almost identically, dragging its prey beneath the water to feast with its congregation.

The gurangatch shares the same statblock as the sahagin with the following changes. It gains darkvision out to 120 feet, and it gains the following trait.

Sunlight Sensitivity. If the gurangatch, its target, and or what is attempting to perceive is in an area of bright light, the gurangatch has Disadvantage on attack rolls and Wisdom (Perception) checks.
 
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Phoenix Down
Wondrous Item (Consumable), Very Rare

A plume from the legendary bird itself. When consumed this feather resurrects a creature with all of its hit points, removing any reductions of its maximum hit points.

This plume can be consumed one of two ways:

As an action, you can choose one creature within 45 feet which has been reduced to 0 hit points or slain outright within the last hour. The creature is resurrected with all of its hit points and any reduction to its maximum hit points is removed.

As a reaction to being reduced to 0 hit points, but not slain outright, you can consume the feather, targeting yourself. You regain all of your hit points and any reduction to your maximum hit points is removed.
 
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Mega Phoenix
Wondrous Item (Consumable), Legendary

This item can be consumed one of two ways:

As an action, you can choose up to five creatures within 45 feet which have been reduced to 0 hit points or slain outright within the last hour. Each creature is resurrected with all of its hit points and any reduction to its maximum hit points is removed.

As a reaction to being reduced to 0 hit points, but not slain outright, you can choose yourself and up to four other creatures within 45 feet which have reduced to 0 hit points or slain outright within the last hour. You and each other creature is resurrected with all of its hit points and any reduction to its maximum hit points is removed.
 
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An albino subspecies of sahagin. Stronger and tougher than its common counterpart, it lives and hunts alone. It occasionally exits the water to prey on unsuspecting passerby—man and monster alike—leaving many would-be hunters injured in its wake.

Albinogin
Large Beast, Unaligned
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Armor Class 15 (Natural Armor)
Hit Points 60 (8d10 + 16)
Speed 30 ft., swim 45 ft.
Initiative 12 (+2)
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STRDEXCONINTWISCHA
18 (+4)14 (+2)15 (+2)5 (-3)14 (+2)4 (-3)
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Skills Perception +4
Senses blindsight 30 ft., passive Perception 14
Languages ——
Challenge 3 (700 XP) Proficiency Bonus +2
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Albinism. Unless in an area of dim light or darkness, the albinogin has Disadvantage on Dexterity (Stealth) checks made to remain unseen.

Aquatic Sight. The albinogin’s blindsight only works while it is at least partially submerged in water, and can only detect creatures and objects in the same body of water.

Death Roll. When the albinogin makes a Bite attack against a creature it has Grappled it deals an additional 9 (2d8) piercing damage. In addition, the albinogin’s movement speed is not reduced while grappling Large-sized or smaller creatures.

Hold Breath. The albinogin can hold its breath for 1 hour at a time.

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

ACTIONS
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit. 13 (2d8 + 4) piercing damage. If the target is a Large-sized or smaller creature, it is also Grappled (escape DC 13). While grappling a creature, the albinogin can only make Bite attacks, and only against the creature it is grappling.

Water Jet (Recharge 6). The albinogin unleashes a jet of water in a 30-foot long line that is 5 feet wide. Each creature in this area must make a DC 12 Dexterity saving throw, taking 22 (4d10) piercing damage on failed save, or half as much on a success.
 
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The largest member of the sahagin family, and with muscle to match. This legendary beast grew to monstrous proportions due to a freak mutation and, as such, is frequently targeted by aspiring hunters hoping to make their mark.

Alphagin
Gargantuan Beast, Unaligned
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Armor Class 17 (Natural Armor)
Hit Points 145 (10d20 + 40)
Speed 40 ft., swim 60 ft.
Initiative 11 (+1)
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STRDEXCONINTWISCHA
23 (+6)12 (+1)19 (+4)5 (-3)14 (+2)4 (-3)
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Skills Perception +5
Senses blindsight 45 ft., passive Perception 15
Languages ——
Challenge 8 (3,900 XP) Proficiency Bonus +3
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Aquatic Sight. The alphagin’s blindsight only works while it is at least partially submerged in water, and can only detect creatures and objects in the same body of water.

Death Roll. When the alphagin makes a Bite attack against a creature it has Grappled it deals an additional 22 (4d10) piercing damage. In addition, the alphagin’s movement speed is not reduced while grappling Gargantuan or smaller creatures.

Hold Breath. The alphagin can hold its breath for 1 hour at a time.

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

ACTIONS
Bite. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit. 28 (4d10 + 6) piercing damage. If the target is a Gargantuan or smaller creature, it is also Grappled (escape DC 17). While grappling a creature, the alphagin can only make Bite attacks, and only against the creature it is grappling.

Water Jet (Recharge 6). The alphagin unleashes a jet of water in a 90-foot long line that is 5 feet wide. Each creature in this area must make a DC 15 Dexterity saving throw, taking 52 (8d12) piercing damage on failed save, or half as much on a success.
 

An enormous subspecies of sahagin found in southern Cleigne. Similar to its more commonplace cousin, it resides in the water and preys on animals that venture near the shoreline, but sprays a high-pressure water stream to stun its target before launching a proper attack.

Seadevil
Huge Beast, Unaligned
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Armor Class 16 (Natural Armor)
Hit Points 60 (6d12 + 16)
Speed 35 ft., swim 60 ft.
Initiative 12 (+2)
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STRDEXCONINTWISCHA
20 (+5)14 (+2)16 (+3)5 (-3)14 (+2)4 (-3)
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Skills Perception +4
Senses blindsight 35 ft., passive Perception 14
Languages ——
Challenge 4 (1,100 XP) Proficiency Bonus +2
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Aquatic Sight. The seadevil’s blindsight only works while it is at least partially submerged in water, and can only detect creatures and objects in the same body of water.

Death Roll. When the seadevil makes a Bite attack against a creature it has Grappled it deals an additional 13 (3d8) piercing damage. In addition, the seadevil’s movement speed is not reduced while grappling Huge or smaller creatures.

Hold Breath. The seadevil can hold its breath for 1 hour at a time.

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

ACTIONS
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit. 18 (3d8 + 5) piercing damage. If the target is a Huge or smaller creature, it is also Grappled (escape DC 14). While grappling a creature, the seadevil can only make Bite attacks, and only against the creature it is grappling.

Water Jet (Recharge 6). The seadevil unleashes a jet of water in a 45-foot long line that is 5 feet wide. Each creature in this area must make a DC 13 Dexterity saving throw, taking 33 (6d10) piercing damage on failed save, or half as much on a success. A creature that takes any of this damage is also Stunned until the end of the seadevil’s next turn.
 
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A seadevil subspecies found outside of Old Lestallum, easily recognized by the unusual color of its body. Unfortunately, being both ferocious and few in number, biologists have been unable to glean much information about this rare breed.

Coraldevil
Huge Beast, Unaligned
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Armor Class 17 (Natural Armor)
Hit Points 95 (10d12 + 30)
Speed 35 ft., swim 60 ft.
Initiative 12 (+2)
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STRDEXCONINTWISCHA
20 (+5)14 (+2)16 (+3)5 (-3)14 (+2)6 (-2)
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Skills Perception +5
Senses blindsight 40 ft., passive Perception 15
Languages ——
Challenge 7 (2,900 XP) Proficiency Bonus +3
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Aquatic Sight. The coraldevil’s blindsight only works while it is at least partially submerged in water, and can only detect creatures and objects in the same body of water.

Death Roll. When the coraldevil makes a Bite attack against a creature it has Grappled it deals an additional 13 (3d8) piercing damage. In addition, the coraldevil’s movement speed is not reduced while grappling Huge or smaller creatures.

Hold Breath. The coraldevil can hold its breath for 1 hour at a time.

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

Pounce. If the coraldevil moves at least 10 feet in a straight line and makes a successful Bite attack against a creature, it can make another Bite attack as its bonus action on that same turn.

ACTIONS
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit. 18 (3d8 + 5) piercing damage. If the target is a Huge or smaller creature, it is also Grappled (escape DC 14). While grappling a creature, the coraldevil can only make Bite attacks, and only against the creature it is grappling.

Water Jet (Recharge 6). The coraldevil unleashes a jet of water in a 60-foot long line that is 5 feet wide. Each creature in this area must make a DC 14 Dexterity saving throw, taking 39 (6d12) piercing damage on failed save, or half as much on a success. A creature that takes any of this damage is also Stunned until the end of the coraldevil’s next turn.
 

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